Difference between revisions of "CPS-III"

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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. Sometimes the SIMMS have stickers with names such as PRG (64MBit), SND (32MBit) and  CHR (128MBit), though it is best to identify them by the number of chips on the SIMM.
 
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. Sometimes the SIMMS have stickers with names such as PRG (64MBit), SND (32MBit) and  CHR (128MBit), though it is best to identify them by the number of chips on the SIMM.
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[[File:CPS-3-simms.png|700px]]
  
 
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.
 
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.
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[[File:CPS-3-slots.png|700px]]
 
[[File:CPS-3-slots.png|700px]]
  
SIMM requirements taken from MAME CPS-3 driver:
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SIMM requirements taken from MAME CPS-3 driver and tested on real HW:
  
 
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{| class="wikitable" style="text-align:center; width:80%;"
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| 128MBit
 
| 128MBit
 
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== SCSI CD-Rom jumper configuration ==
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Capcom used Panasonic CR-504 CD-Rom units, but these can be replaced by any SCSI CD-ROM drive, you just need to set the jumpers to the following configuration:
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{| class="wikitable" style="text-align:center; "
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|-
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|SCSI ID:
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|1
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|-
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|Parity:
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|On
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|-
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|Terminator:
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|On
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|-
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|Power:
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|On
 
|}
 
|}
  

Revision as of 23:10, 22 February 2010

CPS3Logo.png

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 45 minutes.

The cartridge is an essential part of the setup, since it contains a CPU and also the 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. Sometimes the SIMMS have stickers with names such as PRG (64MBit), SND (32MBit) and CHR (128MBit), though it is best to identify them by the number of chips on the SIMM.

CPS-3-simms.png

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:

CPS-3-slots.png

SIMM requirements taken from MAME CPS-3 driver and tested on real HW:

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 or 128MBit
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

SCSI CD-Rom jumper configuration

Capcom used Panasonic CR-504 CD-Rom units, but these can be replaced by any SCSI CD-ROM drive, you just need to set the jumpers to the following configuration:

SCSI ID: 1
Parity: On
Terminator: On
Power: On

Suicide

The game specific cartridge has a CPU and the decryption keys held in a custom ASIC. 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. There are even rumors that connecting the kick harness while running might cause this.

The battery can be changed to prevent it from committing suicide, and this should be done once every 5 years or whichever is the expected life of the battery used. Please check the external links page for information on how to change the battery.

Nothing can be done by the community regarding suicide cartridges. Capcom of Japan is rumored to still service them through local retailers, but this is unconfirmed .

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.

Signal is slightly to the left, can be fixed by changing H_POS. However there is no cropping present with the default value.

XRGB-3 Specific settings

All this information applies to the GAME IN port only, using RGB21. 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 distortion on the top 24 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.

CPS-3 XRGB-3 AFC-2.jpg
CPS-3 XRGB-3 AFC-3.jpg
AFC at default 2 AFC manual and level at 3

Widescreen mode

Street Fighter III: 2nd Impact has a Widescreen mode (first option on the game settings menu). It works on a 16:9 arcade monitor or with the XRGB-2 and XRGB-3 units. When using these, you only need to set your display to 16:9 if supported over VGA or DVI.

Noise in stereo out

Sometimes a hum is present when using the RCA stereo out, in case of a SuperGUN a ground loop isolator solves the problem. When using a QSound amplifier, a 18v transformer is needed since Capcom cabinets fed them with only 12volts.

Tested games

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

  • Red Earth
  • Street Fighter III: New Generation
  • Street Fighter III: 2nd Impact
  • Street Fighter III: 3rd Strike
  • Jojo's Venture

External Links