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Capcom Play System 2/Hardware information
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Technical Specs
- Main CPU
- Custom Motorola 68000 running around 12 MHz
- Sound Cpu
- Z80 running around 4MHz
- Resolution 384 by 224
68K Memory Map
- Sprite/Object Globals(Living Board) - 0x400000~0x40000b
- Shared Ram: 0x618000 ~ 0x619fff (only in odd bytes)
- Network Ram: 0x660000 ~ 6x663fff
- Object/Sprite bank 0 0x700000 ~ 0x701fff
- Object/Sprite Bank 1 0x708000 ~ 0x709fff
- BG Registers: 0x800100 ~ 0x80013f
- Registers B: 0x800140 ~ 0x80017f
- Input0: 0x804000 ; Word
- Input1: 0x804010 ; Word
- Input2: 0x804020 : Word
- Volume and Network Link: 0x804030
- 0x8000 network link flag
- Epprom RW : 0x804040
- Development Dips : 0x8040b0
- 3 sets of 8 switches
- BG Register Copy: 0x804100
- Registers B Copy: 0x804140
- Gfx Ram various BG Tilemap and Pallette Ram sections
- 0x900000~0x92ffff
- Work Ram 0xFF0000~0xFFFFEf
- Sprite/Object Globals(Dead Board) 0xfffff0~0xfffffb
Set BG Registers
Specifying BG Layers by the size of the tiles Send 16bit pointer to these registers to render said tile map in gfx ram Example 0x9000 for whatever is at 0x900000
- 8x8 Layer Register A: 0x800100
- 8x8 Layer Register B: 0x800102
- 16x16 Layer Register: 0x800104
- 32x32 Layer Register: 0x800106
- Raster Effect Register: 0x800108
- Palette Register: 0x80010a
- BG Scrolling Registers
16 bit signed values
- 8x8 X : 0x80010c
- 8x8 Y : 0x80010e
- 16x16 X : 0x800110
- 16x16 Y : 0x800112
- 32x32 X : 0x800114
- 32x32 Y : 0x800116
- Other BG registers
- Active BG Layer And effect : 0x804122
8x8 is always active
- 0x0001 raster effect
- 0x0002
- 0x0004 BG 16x16
- 0x0008 BG 32x32
- 0x8000 Monitor Flip
Z80 Memory
- Shared Ram 0xC000~0xcfff
- Work Ram 0xF000~0xffff