Difference between revisions of "CPS-III"

From Classic Console Upscaler wiki
Jump to navigation Jump to search
Line 5: Line 5:
  
 
The cartridge is an essential part of the setup, since it contains a CPU and also teh decryption keys for the game. It it usually setup with a black metal bar that keeps the cartridge in place.
 
The cartridge is an essential part of the setup, since it contains a CPU and also teh decryption keys for the game. It it usually setup with a black metal bar that keeps the cartridge in place.
 +
 +
== SIMM requirements ==
  
 
There are three kinds of flash-SIMMS for CPS-3: 32MBit, 64MBit and 128MBit. The 32MBit one has two surface mount chips on it, the 64MBit one has 4 and the 128MBit one has 8.
 
There are three kinds of flash-SIMMS for CPS-3: 32MBit, 64MBit and 128MBit. The 32MBit one has two surface mount chips on it, the 64MBit one has 4 and the 128MBit one has 8.
Line 16: Line 18:
 
SIMM requirements taken form cps3.c from MAME:
 
SIMM requirements taken form cps3.c from MAME:
  
{| class="wikitable" style="text-align:center; width:40%;"
+
{| class="wikitable" style="text-align:center; width:80%;"
 
|-
 
|-
 
! scope=col | Game
 
! scope=col | Game

Revision as of 23:27, 26 January 2010

CPS-3

Capcom System III is an arcade platform developed and used by Capcom. It consists of one board with flash-SIMMs and a CD-ROM drive, with the games using a special cartridge and a CD. It is a JAMMA system with a JAMMA+ harness and stereo RCA connectors for use with an external amplifier.

CPS-3 games come in a CD whose contents are slightly modified and copied to the flash-SIMMS placed on the board. The process of installing a game to the board takes between 25 and 30 minutes.

The cartridge is an essential part of the setup, since it contains a CPU and also teh decryption keys for the game. It it usually setup with a black metal bar that keeps the cartridge in place.

SIMM requirements

There are three kinds of flash-SIMMS for CPS-3: 32MBit, 64MBit and 128MBit. The 32MBit one has two surface mount chips on it, the 64MBit one has 4 and the 128MBit one has 8.

Each game has different storage requirements, so a board suited for one game might need more memory to run other game. However if the board is set for the larger games, it will run without using the extra memory without problems.

The board has 7 slots and they are numbered as follows:

(picture needed)

SIMM requirements taken form cps3.c from MAME:

Game Slot 1 Slot 2 Slot 3 Slot 4 Slot 5 Slot 6 Slot 7
Warzard / Red Earth 64MBit 128MBit 128MBit 32MBit or 128MBit
Street Fighter III: New Generation 64MBit 128MBit 128MBit 32MBit or 128MBit
JoJo's Venture 64MBit 64MBit 128MBit 128MBit 32MBit
JoJo's Bizarre Adventure 64MBit 64MBit 128MBit 128MBit 128MBit
Street Fighter III: 2nd Impact Giant Attack 64MBit 64MBit 128MBit 128MBit 128MBit
Street Fighter III: 3rd Strike Fight for the Future 64MBit 64MBit 128MBit 128MBit 128MBit 128MBit

Suicide

The game specific cartridge has a CPU and the decryption keys held in SRAM. If the battery dies of the CPU detects tampering, the keys are erased. The tampering includes variations in voltage, static electricity, pulling the cart out while the game is running or even touching the bottom part of the board while turned on.

Harness

The JAMMA+ harness found in CPS-3 is 32 pins in two rows. It is most commonly used as a Kick harness, extending the JAMMA 3 buttons per player to 6 buttons, and is used by all the games in this platform.

Top row Pin Pin Bottom row
1 2
3 4
5 6
7 8
Player 2 Button 6 9 10
11 12
13 14
Player 1 Button 6 15 16
Player 1 Button 5 17 18
Player 1 Button 4 19 20
Player 2 Button 4 21 22
Player 2 Button 5 23 24
25 26
27 28
Volume Up 29 30 Volume Down
Volume Ground 31 32
Kick Ground 2 33 34 Kick Ground 1


The volume up and down buttons in the harness have the same effect as the ones in the board.

The harness is compatible with the Sega Naomi I/O board by Capcom and CPS-2 games.

XRGB-2 Specific settings

As usual with arcade boards, you'll need to set the frontal switch to PCB or adjust the potentiometers if available in the SuperGUN.

There are no problems with the signal.

XRGB-3 Specific settings

As usual with arcade boards, you'll need to adjust the 220 ohm setting or use the potentiometers if available in the SuperGUN.

CPS-3 also presents slight distortion on the top 18 lines. To attenuate this set AFC to manual and AFC level to 3, it only reduces the problem in B1 and eliminates it in B0. A reboot of the XRGB-3 might be needed after setting AFC level.

Tested games

Since the platform had just very minor revisions and half of the existing games have been tested, it can be safely assumed that they are valid across all boards.

  • Red Earth
  • Street Fighter III: New Generation
  • Jojo's Venture


External Links

CPS Shock