161-in-1 Series 1: Difference between revisions

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=Version 1=
=Version 1=
==Programming==
===Boards===
 
[[File:55lv100s.png|thumb|55LV100S draft pinout]]
 
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.
 
* 3 for P (384MB)
* 5 for V (640MB)
* 16 for C (2GB)
* 1 for S
* 1 for M
 
===PROG board===
 
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.
 
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.
 
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.
 
===CHA board===
 
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.
 
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.
 
 
=Version 2=
This version still uses salvaged memory chips from Excite pachislots, with strange adapter legs.
[[File:MVS 161-in-1-memory.jpg|thumb|left|MVS 161-in-1 version 2 - memory chip]]
<br clear="all" />
 
 
===Boards===
<gallery>
File:MVS-161-in-1-v2.jpg|thumb|MVS 161-in-1 version 2
File:MVS-161-in-1-v2-PROG-top.jpg|thumb|MVS 161-in-1 version 2 - PROG top
File:MVS-161-in-1-v2-PROG-bottom.jpg|thumb|MVS 161-in-1 version 2 - PROG bottom
File:MVS-161-in-1-v2-CHA-top.jpg|thumb|MVS 161-in-1 version 2 - CHA top
File:MVS-161-in-1-v2-CHA-bottom.jpg|thumb|MVS 161-in-1 version 2 - CHA bottom
</gallery>
 
===Version 2 design flaw / stability fix===
Version 2 has a design flaw compared to version 1 which causes instability espicially on the MV-4F where it will not really work at all. Comparing version 1 to version 2 PCB's it was noticed version 1 PROG boards (solder side) has pins PDWAIT1 and PDTACK bridged, this bridge is missing on version 2 PCBs.
 
Adding the bridge between these pins allows version 2 to work correctly on the MV-4F and probably makes it more stable on other MVS hardware also. See pictures below.
<gallery>
File:161in1-rev1.jpg|thumb|MVS 161-in-1 version 1 - PROG bottom
File:161in1-rev2.jpg|thumb|MVS 161-in-1 version 2 - PROG bottom
File:161in1-rev2fix.jpg|thumb|MVS 161-in-1 version 2 - PROG bottom fixed
</gallery>
 
 
 
=Version 3=
This version still uses salvaged memory chips from Excite pachislots and board very close to the version 2.
 
Comparison with previous versions:
* There is a bridge between PDWAIT1 and PDTACK, it was missing in version 2.
* A lot of capacitor were added
 
 
===Boards===
<gallery>
File:161in1-v3-prog-top.jpg|thumb|MVS 161-in-1 version 3 - PROG top
File:161in1-v3-prog-bottom.jpg|thumb|MVS 161-in-1 version 3 - PROG bottom
File:161in1-v3-cha-top.jpg|thumb|MVS 161-in-1 version 3 - CHA top
File:161in1-v3-cha-bottom.jpg|thumb|MVS 161-in-1 version 3 - CHA bottom
</gallery>
Source: https://www.neogeo-system.com/t7269p50-tuto-modification-mvs-cartouche-161in1-v2#273842
 
 
=Version 4=
This version still uses salvaged memory chips from Excite pachislots, with strange adapter legs. Holes have been made in main boards so the memory chips can be resoldered.
 
Comparison with previous versions:
* There is a bridge between PDWAIT1 and PDTACK, it was missing in version 2.
* Capacitor slots are all populated
* Micro-controller is not sanded. The model is STC11F08XE-35I-LQFP44.
 
<br clear="all" />
 
===Boards===
<gallery>
File:161in1-v4-prog-top.jpg|thumb|MVS 161-in-1 version 4 - PROG top
File:161in1-v4-prog-bottom.jpg|thumb|MVS 161-in-1 version 4 - PROG bottom
File:161in1-v4-cha-top.jpg|thumb|MVS 161-in-1 version 4 - CHA top
File:161in1-v4-cha-bottom.jpg|thumb|MVS 161-in-1 version 4 - CHA bottom
File:161in1-v4-bridge.jpg|thumb|MVS 161-in-1 version 4 bridge
</gallery>
 
=Programming (Version 1 / Version 2)=


Infos by [[User:Razoola|Razoola]].
Infos by [[User:Razoola|Razoola]].
Line 42: Line 133:
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.
*No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.


==Boards==


[[File:55lv100s.png|thumb|55LV100S draft pinout]]
=Known Game Issues (Version 1 / Version 2)=
 
Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.
 
* 3 for P (384MB)
* 5 for V (640MB)
* 16 for C (2GB)
* 1 for S
* 1 for M
 
===PROG board===
 
*UP1: EPM3256 CPLD for [[P ROM]] and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.
 
*UV1: EPM3256 CPLD for [[V ROM]] bankswitching and {{Chipname|PCM}} replacement. JTAG port is JV1.
 
*U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.
 
===CHA board===
 
Another EPM3256 CPLD for the [[C ROM|C]], [[S ROM|S]] and [[M1 ROM|M]] ROMs. A smaller CPLD is used to replace {{Chipname|NEO-ZMC}}.
 
Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.
 
 
==Known Game Issues==


*<b>Aero Fighters 2</b> - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data).
*<b>Aero Fighters 2</b> - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data).
Line 82: Line 147:
There are probably other game issues also.
There are probably other game issues also.


=Version 2=
=Series 1 Game List (Version 1 / Version 2)=
This version still uses salvaged memory chips from Excite pachislots, with strange adapter legs.
[[File:MVS 161-in-1-memory.jpg|thumb|left|MVS 161-in-1 version 2 - memory chip]]
<br clear="all" />
 
 
==Boards==
<gallery>
File:MVS-161-in-1-v2.jpg|thumb|MVS 161-in-1 version 2
File:MVS-161-in-1-v2-PROG-top.jpg|thumb|MVS 161-in-1 version 2 - PROG top
File:MVS-161-in-1-v2-PROG-bottom.jpg|thumb|MVS 161-in-1 version 2 - PROG bottom
File:MVS-161-in-1-v2-CHA-top.jpg|thumb|MVS 161-in-1 version 2 - CHA top
File:MVS-161-in-1-v2-CHA-bottom.jpg|thumb|MVS 161-in-1 version 2 - CHA bottom
</gallery>
 
=Series 1 Game List=


{|
{|

Latest revision as of 13:15, 12 September 2020

Relatively recent multicart with a software menu. At least 2 versions of this cart exists.


Version 1

Boards

55LV100S draft pinout

Uses a bunch of uncommon Fujitsu SSOP70 55LV100S 128MB flash chips, which some say were salvaged from other arcade machines.

  • 3 for P (384MB)
  • 5 for V (640MB)
  • 16 for C (2GB)
  • 1 for S
  • 1 for M

PROG board

  • UP1: EPM3256 CPLD for P ROM and mcu control. Full 68k address and data bus connected. Address bus for the P ROMs comes only from the CPLD. Connected to RESET, PORTWE, PORTOE, ROMOE, AS, RW. JTAG port is JP1.
  • UV1: EPM3256 CPLD for V ROM bankswitching and PCM replacement. JTAG port is JV1.
  • U3: Microcontroller (sanded-off PIC ?). 5V-powered, 8bit input bus (3.3V pullups in SIL array) and 8bit output bus to UP1. Not present on earlier multicarts of the same origin with less games. Programming port is J8.

CHA board

Another EPM3256 CPLD for the C, S and M ROMs. A smaller CPLD is used to replace NEO-ZMC.

Uses a daughterboard with 14 flash chips. Lots of unused footprints for additional chips.


Version 2

This version still uses salvaged memory chips from Excite pachislots, with strange adapter legs.

MVS 161-in-1 version 2 - memory chip



Boards

Version 2 design flaw / stability fix

Version 2 has a design flaw compared to version 1 which causes instability espicially on the MV-4F where it will not really work at all. Comparing version 1 to version 2 PCB's it was noticed version 1 PROG boards (solder side) has pins PDWAIT1 and PDTACK bridged, this bridge is missing on version 2 PCBs.

Adding the bridge between these pins allows version 2 to work correctly on the MV-4F and probably makes it more stable on other MVS hardware also. See pictures below.


Version 3

This version still uses salvaged memory chips from Excite pachislots and board very close to the version 2.

Comparison with previous versions:

  • There is a bridge between PDWAIT1 and PDTACK, it was missing in version 2.
  • A lot of capacitor were added


Boards

Source: https://www.neogeo-system.com/t7269p50-tuto-modification-mvs-cartouche-161in1-v2#273842


Version 4

This version still uses salvaged memory chips from Excite pachislots, with strange adapter legs. Holes have been made in main boards so the memory chips can be resoldered.

Comparison with previous versions:

  • There is a bridge between PDWAIT1 and PDTACK, it was missing in version 2.
  • Capacitor slots are all populated
  • Micro-controller is not sanded. The model is STC11F08XE-35I-LQFP44.


Boards

Programming (Version 1 / Version 2)

Infos by Razoola.

Games have their v-blank interrupt code patched to allow going back to the game list menu by holding 1UP start down for 5 seconds. This button check however is quite flawed given it tests the entire byte of REG_STATUS_B and not bit 0 only. The result of this oversight by the coders means the game list menu will not reappear if running on AES hardware (via converter), if a memory card is present, or either 1UP select, 2UP start or 2UP select is also pressed.

Address 0x2FFFE0 (word) is used to communicate with the mcu for storage and retrieval of the game's software DIPs settings and the menu's current position.

Game selection is done through a set of 5 registers; 0x2FFFF0, 0x2FFFF2, 0x2FFFF4, 0x2FFFF6 and 0x2FFF00 (in that order). Each game is identified by a single word value (hex format) which is its position in the game list, KOF99 is 0x0015 for example. What is currently known about these registers is as follows;

0x2FFFF0

  • 0x0F0F is always written by the UI but testing seems to show any value will have the same effect.
  • Prep MCU to receive game change info (must be written first).

0x2FFFF2

  • Number of game to be selected always written by the UI.
  • purpose unknown

0x2FFFF4

  • Number of game to be selected always written by the UI.
  • purpose unknown

0x2FFFF6

  • Number of game to be selected always written by the UI.
  • Purpose unknown but a value must be written!

0x2FFF00

  • Number of game to be selected always written by the UI.
  • Swaps ROM regions to new game (must be written).

Some notes about game swapping.

  • To get back into the 161-in-1 game list the game number is set to 0x0000.
  • Looking at Art of Fighting 2, register 0x2FFFF4 is not used when jumping back to the game list (unsure if this is true for all games).
  • ROM regions (P,S,F,M and V) switch to the game based on the value written to 0x2FFF00 regardless of the values written to either 0x2FFFF2, 0x2FFFF4 or 0x2FFFF6.
  • A game can be chosen by writing to registers 0x2FFFF0, 0x2FFFF6 and 0x2FFF00 only. Unknown if all games would function correctly however (lots of play testing required).
  • No way is currently known to instruct the cart to configure a single ROM region to a different game than whats held in the other regions. Based on what is known already this is probably not possible unless there are registers unused by the UI coding that can be used to instruct the MCU to do it.


Known Game Issues (Version 1 / Version 2)

  • Aero Fighters 2 - Will not play correctly unless in Japanese region (button check code inserted into ROM over game data).
  • Magical Drop II - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.
  • Magical Drop III - Hiscore table is broken when drawn to screen (the start button trigger timer var stored at 0x10FF20, a region used by the game and MESS_OUT). This issue may affect other games also.
  • Blue's Journey - Game will not have sound until system soft reset (probably due to corrupted Z80 ROM image).
  • Puzzle Bobble 2 - Can causes crash when selected from the game list. Looks dependant on MVS type (happens on my MV-1FS but not MV-1FT). The game works correctly once a soft reset is done after the crash.
  • Alpha Mission II - Game name displayed in the testmode softdip settings screen is byte flipped (stored incorrectly in the carts game name tables).
  • Metal Slug 3 - Has NGH of 0x299 (mslug6 hack). When in USA region the 'parental advisory warning' screen is corrupted. When set to Japanese language (softDIP) the Japanese how to play font is corrupted.
  • Garou MOTW - Will crash when preforming Kim's B+C top attack, this due to 161-in-1 using the prototype version of the game.

There are probably other game issues also.

Series 1 Game List (Version 1 / Version 2)

Number Number (hex) Game Title
001 0x0001 SNK VS CAPCOM +
002 0x0002 SNK VS CAPCOM RMX
003 0x0003 SVC SUPER PLUS
004 0x0004 KING OF FIGHTERS 94
005 0x0005 KING OF FIGHTERS 94 +
006 0x0006 KING OF FIGHTERS 95
007 0x0007 KING OF FIGHTERS 95 +
008 0x0008 KING OF FIGHTERS 96
009 0x0009 KING OF FIGHTERS 96 +
010 0x000A KING OF FIGHTERS 96 EVO
011 0x000B KING OF FIGHTERS 97
012 0x000C KING OF FIGHTERS 97 2003
013 0x000D KING OF FIGHTERS 97 REMIX
014 0x000E KING OF FIGHTERS 97 PLUS
015 0x000F KING OF GLADIATOR
016 0x0010 KING OF GLADIATOR PLUS
017 0x0011 KING OF FIGHTERS 98
018 0x0012 KING OF FIGHTERS 98 +
019 0x0013 KING OF FIGHTERS 98 ULTIMATE
020 0x0014 KING OF FIGHTERS 98 OROCHI
021 0x0015 KING OF FIGHTERS 99
022 0x0016 KING OF FIGHTERS 99 +
023 0x0017 KING OF FIGHTERS 99 CN
024 0x0018 KING OF FIGHTERS 2001
025 0x0019 KING OF FIGHTERS 2001 PLUS
026 0x001A C.T.H.D
027 0x001B C.T.H.D SUPER PLUS
028 0x001C KING OF FIGHTERS 2002
029 0x001D KING OF FIGHTERS 2002 MAGIC
030 0x001E KING OF FIGHTERS 2002 MAGIC 2
031 0x001F KING OF FIGHTERS 2002 CN
032 0x0020 KING OF FIGHTERS 2002 OROCHI
033 0x0021 KING OF FIGHTERS 2002 LUAN
034 0x0022 KING OF FIGHTERS 2002 SUPER
035 0x0023 KING OF FIGHTERS 2002 SUPER 2
036 0x0024 KING OF FIGHTERS 2003
037 0x0025 KING OF FIGHTERS 2004 SE PLUS
038 0x0026 KING OF FIGHTERS 2004 SE
039 0x0027 KING OF FIGHTERS 2004 SMP
040 0x0028 KING OF FIGHTERS 10TH
041 0x0029 KING OF FIGHTERS 05 UNIQUE
042 0x002A KING OF FIGHTERS 05 UNIQUE 2
043 0x002B KING OF FIGHTERS 10TH EXTRA +
044 0x002C RAGE OF DRAGONS
045 0x002D RAGE OF DRAGONS +
046 0x002E STRIKERS 1945 +
047 0x002F STRIKERS 1945 + +
048 0x0030 AERO FIGHTERS 2
049 0x0031 AERO FIGHTERS 3
050 0x0032 METAL SLUG
051 0x0033 METAL SLUG +
052 0x0034 METAL SLUG 2
053 0x0035 METAL SLUG 2 +
054 0x0036 METAL SLUG 3
055 0x0037 METAL SLUG 3 +
056 0x0038 METAL SLUG 4
057 0x0039 METAL SLUG 4 +
058 0x003A METAL SLUG X
059 0x003B METAL SLUG X +
060 0x003C METAL SLUG 6
061 0x003D METAL SLUG 6 +
062 0x003E SUPER SIDEKICKS 2
063 0x003F SUPER SIDEKICKS 3
064 0x0040 ULTIMATE 11
065 0x0041 NEO-GEO CUP 98
066 0x0042 PLEASURE GOAL
067 0x0043 SAMURAI SHODOWN
068 0x0044 SAMURAI SHODOWN +
069 0x0045 SAMURAI SHODOWN 2
070 0x0046 SAMURAI SHODOWN 2+
071 0x0047 SAMURAI SHODOWN 3
072 0x0048 SAMURAI SHODOWN 3+
073 0x0049 FIGHTERS SWORDS
074 0x004A SAMURAI SHODOWN 4
075 0x004B SAMURAI SHODOWN 4+
076 0x004C SAMURAI V SPECIAL
077 0x004D MATRIMELEE
078 0x004E MATRIMELEE +
079 0x004F SENGOKU
080 0x0050 SENGOKU 3
081 0x0051 SENGOKU 3 +
082 0x0052 LAST BLADE
083 0x0053 LAST BLADE +
084 0x0054 THE LAST SOLDIER
085 0x0055 LAST BLADE 2
086 0x0056 LAST BLADE 2 +
087 0x0057 LAST BLADE 2 EASY
088 0x0058 MARK OF THE WOLVES
089 0x0059 MARK OF WOLVES +
090 0x005A DOUBLE DRAGON
091 0x005B DOUBLE DRAGON +
092 0x005C NIGHTMARE
093 0x005D NIGHTMARE SP
094 0x005E SPIN MASTER
095 0x005F SPIN MASTER +
096 0x0060 FAR EAST OF EDEN
097 0x0061 LEGEND SUCCESS JOE
098 0x0062 ART OF FIGHTING 2
099 0x0063 ART OF FIGHTING 2+
100 0x0064 KARNOV'S REVENGE
101 0x0065 KARNOV’S REVENGE +
102 0x0066 LANSQUENET 2004
103 0x0067 SHOCK TROOPERS 2ND
104 0x0068 PUZZLE BOBBLE
105 0x0069 PUZZLE BOBBLE 2
106 0x006A PANIC BOMBER
107 0x006B STREET HOOP
108 0x006C NEO BOMBERMAN
109 0x006D ZUPAPA
110 0x006E BLAZING STAR
111 0x006F NINJA COMMANDO
112 0x0070 OVER TOP
113 0x0071 PULSTAR
114 0x0072 TOP HUNTER
115 0x0073 GANRYU
116 0x0074 EIGHT MAN
117 0x0075 MUTATION NATION
118 0x0076 BASEBALL STARS 2
119 0x0077 ALPHA MISSION 2
120 0x0078 PRE ISLE 2
121 0x0079 THRASH RALLY
122 0x007A ANDRO DUNOS
123 0x007B CAPTAIN TOMADAY
124 0x007C ZED BLADE
125 0x007D BANG BEAD
126 0x007E NEO DRIFT OUT
127 0x007F NEO TURF MASTERS
128 0x0080 3 COUNT BOUT
129 0x0081 BURNING FIGHT
130 0x0082 LAST RESORT
131 0x0083 NEO MR. DO!
132 0x0084 ROBO ARMY
133 0x0085 PUZZLE DE PON
134 0x0086 MAGICAL DROP 2
135 0x0087 FATAL FURY 1
136 0x0088 MASTER OF SYOUGI
137 0x0089 VIEWPOINT
138 0x008A WORLD HEROES 2
139 0x008B SOCCER BRAWL
140 0x008C BREAKERS
141 0x008D BREAKERS REVENGE
142 0x008E BATTLE FLIP SHOT
143 0x008F 2020 SUPER BASEBALL
144 0x0090 WORLD HEROES
145 0x0091 MONEY PUZZLE EXCH
146 0x0092 KING OF MONSTERS
147 0x0093 FOOTBALL FRENZY
148 0x0094 BLUE‘S JOURNEY
149 0x0095 CROSSED SWORDS
150 0x0096 STAKES WINNER
151 0x0097 STAKES WINNER 2
152 0x0098 PUZZLE DE PON! R!
153 0x0099 KING OF FIGHTERS 2003 CHANGE
154 0x009A SUPER DODGE BALL
155 0x009B MAGICAL DROP III
156 0x009C SAVAGE REIGN
157 0x009D KIZUNA ENCOUNTER
158 0x009E KING OF FIGHTERS 2002 ICE-BLUE
159 0x009F KING OF FIGHTERS 97 PJ
160 0x00A0 KING OF FIGHTERS 97 YL
161 0x00A1 KING OF FIGHTERS 97 CR