Sega System 16B hardware notes (2003-01-12)

From Sega Retro

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This is a copy of an "unofficial" document containing original research, for use as a source on Sega Retro. This page likely exists for historical purposes - the contents should ideally be copy-edited and wikified to make better use of Sega Retro's software.
Original source: http://cgfm2.emuviews.com/txt/s16tech.txt


 Sega System 16B hardware notes
 by Charles MacDonald
 WWW: http://cgfm2.emuviews.com

 Unpublished work Copyright 2001, 2002, 2003 Charles MacDonald

 This document is in a very preliminary state and is subject to change.
 Most everything within has been tested and verified on a System 16 board,
 but please be aware that my testing methods or interpretations of
 results could be flawed. I can't guarantee that everything is 100% accurate.

 What's new:

 [01/12/03]
 - Added information on ROM board 171-5704
 - Added some ROM board connector pin assignments

 [12/31/02]
 - Added information on ROM boards 171-5358, 171-5797.
 - Added information about tile and sprite banking.
 - Added information on custom 68000 and MCUs.
 - Added information about alternate background layers.
 - Expanded description of sprite RAM attributes.
 - Expanded description of configuration registers.
 - Removed System 18 information (see s18tech.txt instead)

 Initial release:
 - Added information on sprite X coordinate range
 - Added priority information
 - Added wire harness pinout and I/O information
 - Added information on Z80 sound command address
 - Added more information about I/O area memory map
 - Added information on sprite rendering
 - Added info on foreground/background layers

 Table of contents

  1. Hardware overview
  2. 68000 memory map
  3. Sprites
  4. Display timing and interrupts
  5. Palette
  6. Background and tile RAM
  7. Text layer and text RAM
  8. Layer priorities
  9. Custom CPUs and MCUs
 10. Wire harness pinout
 11. Assistance needed
 12. Credits and acknowledgements
 13. Disclaimer

 ----------------------------------------------------------------------------
 1. Hardware overview
 ----------------------------------------------------------------------------

 The Sega System 16B hardware consists of the following:

 68000        - 16-bit CPU used for game logic, inputs, video
 Z80-B        - 8-bit CPU used for sound playback
 YM2151       - 8-channel 4-operator FM sound chip, for music & effects
 uPD7759C     - ADPCM sample player, used for voices & effects

 It also has a socket for a 8751 microcontroller which seems to be present
 in certain versions of some games.

 I confirmed that the 68000 runs at 10MHz, but I don't know about the
 other parts.

 Sega custom IC's:

 315-5195     - Unknown (connected to 68000, MCU)
 315-5196     - Sprite generator
 315-5197     - Tilemap generator
 315-5213     - Unknown (PAL)
 315-5214     - Unknown (PAL)

 Memory:

 2x TC5565APL-12   -  8Kx8 for the 68000
 1x TMM2115BP-10   -  2Kx8 for the Z80-B
 2x TMM2115BP-10   -  2Kx8 for the color RAM
 2x TMM2115BP-10   -  2Kx8 text layer name table
 2x HM65256BLSP-10 - 32Kx8 for the foreground/background layer name tables
 2x TMM2018D-45    -  2Kx8 ?
 4x TMM2018D-45    -  2Kx8 ?

 If the System 16B hardware implements sprites anything like Galaxy Force II,
 then of the latter six 2K RAMs listed, two are used with the high address
 bit tied to ground to form 2Kx16 sprite RAM. The remaining four make up
 two 512 entry by 12-bit word line buffers, which is probably for doing
 double buffered sprite rendering. But apart from the sprite RAM, the rest
 of this memory isn't accessible by the CPU.

 ROM boards

 The System 16B hardware has three types of boards which hold all of the
 ROMs. Each one can implements sprite banking differently, and can optionally
 have tile banking and extra hardware for software to use.

 System 16B mainboard to ROM board connector pinout (incomplete):

 CN4 A15 - /OE for region 1
 CN4 B15 - /OE for region 2
 CN4 B16 - /OE for region 3
 CN2 A9  - Sprite bank bit 0 (CGB0)
 CN2 B9  - Sprite bank bit 1 (CGB1)
 CN2 A10 - Sprite bank bit 2 (CGB2)
 CN2 B10 - Sprite bank bit 3 (CGB3)
 CN1 A13 - Background tile index bit 12
 CN4 A13 - /CE for all program ROMs (should be unique? 171-5358 only)
 CN4 B13 - /LWR from 68000 (?)

 ROM board descriptions

 Board number: 171-5358
 Used by: Shinobi, Tough Turf, etc.

 Socket     Type    Description

 A1         27512   68000 program code (odd)
 A2         27512   68000 program code (odd)
 A3         27512   68000 program code (odd)
 A4         27512   68000 program code (even)
 A5         27512   68000 program code (even)
 A6         27512   68000 program code (even)
 A7         27256   Z80 program code
 A8         27256   uPD7759 samples
 A9         27256   uPD7759 samples
 A10        27256   uPD7759 samples
 A11        27256   uPD7759 samples

 B1         27512   Sprite data (odd, bank 0)
 B2         27512   Sprite data (odd, bank 1)
 B3         27512   Sprite data (odd, bank 2)
 B4         27512   Sprite data (odd, bank 3)
 B5         27512   Sprite data (even, bank 0)
 B6         27512   Sprite data (even, bank 1)
 B7         27512   Sprite data (even, bank 2)
 B8         27512   Sprite data (even, bank 3)
 B9         27512   Background tiles, bitplane 0
 B10        27512   Background tiles, bitplane 1
 B11        27512   Background tiles, bitplane 2

 Region 0 is used for the chip enable for program ROMs A1 and A4.
 Region 1 is used for the chip enable for program ROMs A2 and A5.
 Region 2 is used for the chip enable for program ROMs A3 and A6.
 Any unpopulated program ROM sockets return the prefetch value when read.

 There are no provisions for tile banking, so bit 12 of each background tile
 index has no special meaning.

 The 4-bit sprite bank value taken from sprite RAM is used as a chip select
 for each of the four sprite ROM banks:

 CGB3 : 0= Enable bank 3, 1= Disable bank 3
 CGB2 : 0= Enable bank 2, 1= Disable bank 2
 CGB1 : 0= Enable bank 1, 1= Disable bank 1
 CGB0 : 0= Enable bank 0, 1= Disable bank 0

 If multiple banks are enabled there is a bus conflict and random data from
 the enabled banks is shown. 

 If no banks are enabled it looks like a constant value is shown for every
 group of four pixels, across the entire width of the display as no end
 marker is being read. This repeats for the full height of all sprites
 on-screen.

 Board number: 171-5704
 Used by: Tetris, Altered Beast, Cotton, etc.

 Socket     Type    Description

 A1         27010   Sprite data (odd, pair e)
 A2         27010   Sprite data (odd, pair f)
 A3         27010   Sprite data (odd, pair g)
 A4         27010   Sprite data (odd, pair h)
 A5         27010   68000 program code (odd)
 A6         27010   68000 program code (odd)
 A7         27010   68000 program code (even)
 A8         27010   68000 program code (even)

 A10        27256   Z80 program code
 A11        27010   uPD7759 samples
 A12        27010   uPD7759 samples
 A13        27010   uPD7759 samples
 A14        27010   Background tiles, bitplane 0 (banks 0,1)
 A15        27010   Background tiles, bitplane 1 (banks 0,1)
 A16        27010   Background tiles, bitplane 2 (banks 0,1)

 B1         27010   Sprite data (odd, pair a)
 B2         27010   Sprite data (odd, pair b)
 B3         27010   Sprite data (odd, pair c)
 B4         27010   Sprite data (odd, pair d)
 B5         27010   Sprite data (even, pair a)
 B6         27010   Sprite data (even, pair b)
 B7         27010   Sprite data (even, pair c)
 B8         27010   Sprite data (even, pair d)

 B10        27010   Sprite data (even, pair e)
 B11        27010   Sprite data (even, pair f)
 B12        27010   Sprite data (even, pair g)
 B13        27010   Sprite data (even, pair h)
 B14        27010   Background tiles, bitplane 0 (banks 2,3)
 B15        27010   Background tiles, bitplane 1 (banks 2,3)
 B16        27010   Background tiles, bitplane 2 (banks 2,3)

 Region 0 is used for the chip enable for program ROMs A5 and A7.
 Region 1 is used for the chip enable for program ROMs A5 and A6.
 Region 2 is used for tile banking.

 Tile banking is implemented with a PLS153. The entire area of region 2 maps
 to it's tile banking registers (The region 2 /OE signal is tied to it's
 enable input). The PLS153 uses data bits 2-0 and address bit 1 when decoding
 this area, to form a four byte region with two 3-bit registers mapped to
 the odd bytes only:

 $0001 - Bits 2-0 specify the tile bank for text layer tiles and background
         tiles with bit 12 cleared.

 $0003 - Bits 2-0 specify the tile bank for background tiles with bit 12 set.

 This divides the tile ROMs into eight banks of 4096 tiles.

 Reading any location in this range returns the prefetch value. The PLS153
 initializes the tile banks to $07 on power-up.

 Sprite banking

 The 4-bit sprite bank value is shared between an address line of the ROM
 sockets and a 74LS138 as follows:

 CGB3 = Input C of 74LS138
 CGB2 = Input B of 74LS138
 CGB1 = Input A of 74LS138
 CGB0 = A16 of each 27C010

 Outputs 1Y0-1Y7 map directly to chip enables for sprite ROM pairs a-h.
 This gives the following table of what ROMs and address offsets are
 selected depending on the bank value used:

 Bank bits      ROMs enabled    Offset selected

 0 0 0 0        B1/B5           00000-0FFFF
 0 0 0 1        B1/B5           10000-1FFFF
 0 0 1 0        B2/B6           00000-0FFFF
 0 0 1 1        B2/B6           10000-1FFFF
 0 1 0 0        B3/B7           00000-0FFFF
 0 1 0 1        B3/B7           10000-1FFFF
 0 1 1 0        B4/B8           00000-0FFFF
 0 1 1 1        B4/B8           10000-1FFFF
 1 0 0 0        A1/B10          00000-0FFFF
 1 0 0 1        A1/B10          10000-1FFFF
 1 0 1 0        A2/B11          00000-0FFFF
 1 0 1 1        A2/B11          10000-1FFFF
 1 1 0 0        A3/B12          00000-0FFFF
 1 1 0 1        A3/B12          10000-1FFFF
 1 1 1 0        A4/B13          00000-0FFFF
 1 1 1 1        A4/B13          10000-1FFFF

 Some games such as Tetris do not have some or most of the sockets
 populated, so bank values selecting those sockets are invalid. The sprite
 data shown in this case looks the same way as when no banks are selected
 for the 171-5358 board.

 Board number: 171-5797
 Used by: E-Swat, Golden Axe, etc.

 Socket     Type    Description

 A1         27020   68000 program code (odd)
 A2         27020   68000 program code (even)
 A11        27010   uPD7759 samples
 A12        27010   uPD7759 samples
 A13        27256   Z80 program code

 B1         27020   Sprite data (odd, pair a)
 B2         27020   Sprite data (odd, pair b)
 B3         27020   Sprite data (odd, pair c)
 B4         27020   Sprite data (even, pair a)
 B5         27020   Sprite data (even, pair b)
 B6         27020   Sprite data (even, pair c)
 B7         27020   Sprite data (odd, pair d)
 B8         27020   Sprite data (even, pair d)
 B11        27020   Background tiles, bitplane 0
 B12        27020   Background tiles, bitplane 1
 B13        27020   Background tiles, bitplane 2

 Region 0 provides the chip select for the program ROMs.
 Region 1 provides the chip select for the tile bank and math chip hardware.
 It's not clear what region 2 is used for.

 Overview

 The board has two main components, a PLS153 PAL used to implement tile
 banking, and the 315-5248 / 315-5250 custom chips. These are part of a set
 of chips used in several games:

 315-5248 : Math chip (multiplication) in After Burner, Galaxy Force II
 315-5249 : Math chip (division) in After Burner, Galaxy Force II
 315-5250 : Math chip (compare) and Z80 sound command latch in After Burner

 A 74LS139 is used to divide the memory map into four regions. The /OE signal
 for region 1 enables the 74LS139, and 68K A13, A12 are used as select inputs.
 1Y0 goes to the /CEx pins of the 315-5248, 1Y1 goes to the /MCCS pin of the
 315-5250, and 1Y2 goes to pin 6 of the PLS153. 1Y3 is unconnected. This
 gives the following offsets in region 1:

 xx0000-xx0FFF : Multiplication registers (315-5248)
 xx1000-xx1FFF : Compare registers (315-5250)
 xx2000-xx2FFF : Tile banking (PLS153)
 xx3000-xx3FFF : Unused (1Y3 is unconnected)

 xx is the address specified by the base address and memory control registers
 for region 1.

 This 16K area is repeated througout the bank(s) allocated to region 1.

 Offsets $0000-$0FFF hold the input and output registers for multiplication.
 The 315-5248 can multiply two signed 16-bit numbers and provide a signed
 32-bit result. It has four word sized registers that repeat throughout
 the 4K space mapped to it:

 Offset    Read                           Write
 $0000  -  Return operand A               Set operand A
 $0002  -  Return operand B               Set operand B
 $0004  -  Return high 31-16 of result    Set operand A
 $0006  -  Return bits 15-0 of result     Set operand B

 The result is always ready after updating the operand registers. Reading
 the result in the opposite order, or multiple times, has no effect.
 Writing to the operand registers in opposite order or multiple times also
 does not change the expected result.

 When writing in byte-sized units, writes to odd addresses have no effect
 and writes to even addresses duplicate data in the LSB to the MSB. For
 example:

        move.b  #$AB, $3E0006
        move.b  #$CD, $3E0007

 This will set operand B to $ABAB, not $ABCD as expected. On the other hand,
 byte reads from any address function normally.

 Offsets $1000-$1FFF are for the internal registers of the 315-5250. Based
 on the After Burner schematics, this chip handles comparisons. To the CPU
 it looks like 24 word-sized registers that repeat throughout the 4K area
 it's mapped to. I haven't done any testing with it at the moment.

 Offsets $2000-$2FFF are for tile banking. The PLS153 uses data bits 2-0
 and address bit 1 when decoding this area, to form a four byte region
 with two 3-bit registers mapped to the odd bytes only:

 $2001 - Bits 2-0 specify the tile bank for text layer tiles and background
         tiles with bit 12 cleared.

 $2003 - Bits 2-0 specify the tile bank for background tiles with bit 12 set.

 This divides the tile ROMs into eight banks of 4096 tiles.

 Reading any location in this range returns the prefetch value. The PLS153
 initializes the tile banks to $07 on power-up.

 Offsets $3000-3FFF are unused. Writes do nothing and reads return the
 prefetch value.

 Regarding region 2, E-Swat initializes the memory map like so:

 Region 1 at $3E0000, 64K in size
 Region 2 at $3F0000, 512K in size

 This setup makes region 2 actually occupy $380000-$3FFFFF, with region 1
 overlapping at $3E0000-$3EFFFF. E-Swat uses $3E2001 for tile banking only,
 and doesn't try to use the math chip or any part of region 2.

 Trying to access region 2 for the multiplication features of the math chip
 seems to return the correct values on occassion, but mostly $FFFF is read
 back. Maybe it's for expansion only, and without extra hardware conflicts
 with the math chip.

 Sprite banking

 The 4-bit sprite bank value is used like so:

 CGB3 = A17 of each 27C020
 CGB2 = Select B1 input of 74LS139
 CGB1 = Select A1 input of 74LS139
 CGB0 = A16 of each 27C020

 Outputs of the 74LS139: (which is always enabled)

 1Y0 - /CE for sprite ROM sockets B1 and B4
 1Y1 - /CE for sprite ROM sockets B2 and B5
 1Y2 - /CE for sprite ROM sockets B3 and B6
 1Y3 - /CE for sprite ROM sockets B7 and B8

 This gives the following table of what ROMs and address offsets are
 selected depending on the bank value used:

 Bank bits      ROMs enabled    Offset selected

 0 0 0 0        B1/B4           00000-0FFFF
 0 0 0 1        B1/B4           10000-1FFFF
 0 0 1 0        B2/B5           00000-0FFFF
 0 0 1 1        B2/B5           10000-1FFFF
 0 1 0 0        B3/B6           00000-0FFFF
 0 1 0 1        B3/B6           10000-1FFFF
 0 1 1 0        B7/B8           00000-0FFFF
 0 1 1 1        B7/B8           10000-1FFFF
 1 0 0 0        B1/B4           20000-2FFFF
 1 0 0 1        B1/B4           30000-3FFFF
 1 0 1 0        B2/B5           20000-2FFFF
 1 0 1 1        B2/B5           30000-3FFFF
 1 1 0 0        B3/B6           20000-2FFFF
 1 1 0 1        B3/B6           30000-3FFFF
 1 1 1 0        B7/B8           20000-2FFFF
 1 1 1 1        B7/B8           30000-3FFFF

 There are several games (E-Swat, Golden Axe) which do not have sockets
 B7 and B8 populated, so bank values of 6/7 and E/F are invalid. The sprite
 data shown in this case looks the same way as when no banks are selected
 for the 171-5358 board.

 PLS153N pinout
 As used for tile banking in 171-5358, 171-5704 boards

 1  = 68000 D0              20 = To tile ROM /OE (all)
 2  = 68000 D1              19 = To tile ROM /CE (Low three ROMs)
 3  = 68000 D2              18 = To tile ROM /CE (High three ROMs)
 4  = From CN1 A13          17 = ?
 5  = 68000 A1              16 = ?
 6  = Enable input          15 = ?
 7  = From CN4 B13          14 = ?
 8  = (Unused)              13 = ?
 9  = (Unused)              12 = ?
 10 = Ground                11 = +5v

 Pin 6 enables the PLS153N internal registers when held low.
 Pin 4 is an input from bit 12 of the tilemap generator tile index.
 Pin 7 is the /LWR signal from the 68000.


 ----------------------------------------------------------------------------
 2. 68000 memory map
 ----------------------------------------------------------------------------

 On power up, the first 64K of 68000 program ROM is mapped to the first 64K
 of the 68000's address space. The memory map can be changed by software
 through a set of configuration registers.

 There are 32 of these write-only, byte sized registers mapped to odd
 addresses within any 64K bank which has not been defined through the
 registers themselves. They are mirrored every 64 bytes. Most games access
 the registers at the following locations:

 $FE00xx, $FF00xx, $C000xx

 The first 16 do nothing except as follows:

 $05 : 68000 is halted when any value is written.
 $07 : Value written is sent to Z80 sound command latch, and an NMI signal
       is sent to the Z80.
 $09 : 68000 is repeatedly reset when any value is written.

 The remaining 16 control the 68000 memory map:

 $21 : Memory control for region 0
 $23 : Bits 23-16 of region 0 base address
 $25 : Memory control for region 1
 $27 : Bits 23-16 of region 1 base address
 $29 : Memory control for region 2 
 $2B : Bits 23-16 of region 2 base address
 $2D : Memory control for region 3
 $2F : Bits 23-16 of region 3 base address
 $31 : Memory control for region 4
 $33 : Bits 23-16 of region 4 base address
 $35 : Memory control for region 5
 $37 : Bits 23-16 of region 5 base address
 $39 : Memory control for region 6
 $3B : Bits 23-16 of region 6 base address
 $3D : Memory control for region 7
 $3F : Bits 23-16 of region 7 base address

 Word access to even addresses is OK, the data must be in the LSB.
 Riot City does this when setting up the memory map.

 It would seem that for each region, any addresses that fall within the
 defined memory range cause a unique chip enable signal to be generated.
 The memory map is divided into 64K banks, though the memory control
 register can allocate more banks for a particular region.

 Regions 1 and 2 can be used for additional program ROMs or other hardware.
 All games use the remaining regions as follows:

 Region 0 - Program ROM
 Region 3 - 68000 work RAM
 Region 4 - Text/tile RAM
 Region 5 - Object RAM
 Region 6 - Color RAM
 Region 7 - I/O area

 The memory control register has the following layout:

 MSB  LSB
 ----mmss

 s = These bits define how many 64K banks are allocated for a particular
     region. Bits 20-16 of the base address specified are masked out
     depending on the total size:

     D0 D1      Size    Mask
      0  0      64K     None ($FF0000)
      0  1      128K    $FE0000
      1  0      512K    $F80000
      1  1      2MB     $E00000

     If whatever is mapped to a region is smaller than the number of banks
     allocated for it, it is repeatedly mirrored throughout that region.
     For example, allocating 2MB for object RAM results in the 2K of RAM
     being mirrored 1024 times.

     Tile/text RAM must be set to 128K or larger. Normally the hardware
     places the tile RAM first and the text RAM at the next bank up. If the
     size is 64K, then using an even bank only has the text RAM mapped to
     it, and using on odd bank only has the tile RAM mapped to it.

 m = The exact use is unknown. For all areas but text/tile RAM, having none
     or either bit set has no effect, but having both set causes a lock-up.

     For tile/text RAM only, both bits must be set. If not, the tile/text
     RAM areas are not mapped to memory and a combination of the prefetch
     value mixed with garbage data is returned from where the tile/text RAM
     areas should be.

     E-Swat sets bit 3 for the I/O area. This causes offsets $0000-0FFF and
     $3000-$3FFF to have seemingly random data returned in the lower 4 bits
     of data read from these areas. Maybe it enables more I/O ports.

 - = Unknown, probably unused

 All unmapped memory locations return the last word left on the data bus,
 which is usually the opcode of the instruction following the one that read
 memory, due to the prefetching. For example:

    move.w #$330000, d0 ; Assume $33xxxx is unmapped
    nop                 ; D0 = $4E71

 A few addresses in the I/O area only use some bits of the data bus, and the
 unused ones are set as shown above.

 I/O information

 The I/O area is 16K in size, mirrored repeatedly throughout the 64K segment
 it's mapped to (e.g. Shinobi has the I/O area set to $C40000, and that
 address is the same as $C44000 or $C48000). The 16K chunk is divided as so:

 $0000-0FFF : Reads from any address return the next value off the data bus.
              Writes to any address go to the miscellaneous control register.
              (described later)

 $1000-1FFF : Returns inputs 0, 1, 2, 3 in the LSB of each word, the MSB is
              set to the next value off the data bus. Only A0 and A1 are
              used, so the inputs are mirrored every four bytes.

 $2000-2FFF : Returns DIP switches 0, 1 in the LSB of each word, the MSB is
              set to the next value off the data bus. Only A0 is used, so the
              DIP switches are mirrored every two bytes.

 $3000-3FFF : Reads from any address return the next value off the data bus.
              Shinobi writes to $C43007 once on startup and modifies bits 1
              and 2 of $C43001 during gameplay, though I don't know what
              this is for (or how these bits are mirrored).

 The following is a description of various addresses in the I/O area. I'm
 using the addresses that Shinobi accesses, but remember that the I/O area
 can be mapped to different addresses and that some locations are mirrored
 within their respective 4K areas.

 For inputs 1-4, they all come from the wire harness. (CN1)

 $C40001 : Miscellaneous control

 D7 : ?
 D6 : 1= Screen flip, 0= Normal screen display
 D5 : 1= Display on, 0= Display off
 D4 : ?
 D3 : Output to lamp 2 (1= On, 0= Off)
 D2 : Output to lamp 1 (1= On, 0= Off)
 D1 : (Output to coin counter 2?)
 D0 : Output to coin counter 1

 When the screen is flipped through bit 6, the background and text layers
 are flipped vertically and horizontally, and the sprites are flipped
 horizontally but *not* vertically - so you'd have to swap the top and
 bottom line values for each sprite to get them to display properly.

 Bits 3 and 2 are for the lamps, Alien Syndrome uses them and the same
 pins are assigned to lamps on the System 24 board.

 I haven't been able to test bit 1, but the wire harness does allow for
 two coin counters so in all likelihood this is the second one.

 $C41001 : Input #1

 D7 : Pin a
 D6 : Pin Z
 D5 : Pin Y
 D4 : Pin X
 D3 : Pin 23
 D2 : Pin 22
 D1 : Pin 21
 D0 : Pin 20

 $C41003 : Input #2

 D7 : Pin 15
 D6 : Pin 14
 D5 : Pin 13
 D4 : Pin 12
 D3 : Pin 11
 D2 : Pin 10
 D1 : Pin 9
 D0 : Pin 8

 $C41005 : Input #3

 D7 : Pin W
 D6 : Pin V
 D5 : Pin U
 D4 : Pin T
 D3 : Pin 19
 D2 : Pin 18
 D1 : Pin 17
 D0 : Pin 16

 $C41007 : Input #4

 D7 : Pin S
 D6 : Pin R
 D5 : Pin P
 D4 : Pin N
 D3 : Pin M
 D2 : Pin L
 D1 : Pin K
 D0 : Pin J

 $C42001 : DIP switch #2

 D7 : Switch 1 (0= ON, 1=OFF)
 D6 : Switch 2 (0= ON, 1=OFF)
 D5 : Switch 3 (0= ON, 1=OFF)
 D4 : Switch 4 (0= ON, 1=OFF)
 D3 : Switch 5 (0= ON, 1=OFF)
 D2 : Switch 6 (0= ON, 1=OFF)
 D1 : Switch 7 (0= ON, 1=OFF)
 D0 : Switch 8 (0= ON, 1=OFF)

 $C42003 : DIP switch #1

 D7 : Switch 1 (0= ON, 1=OFF)
 D6 : Switch 2 (0= ON, 1=OFF)
 D5 : Switch 3 (0= ON, 1=OFF)
 D4 : Switch 4 (0= ON, 1=OFF)
 D3 : Switch 5 (0= ON, 1=OFF)
 D2 : Switch 6 (0= ON, 1=OFF)
 D1 : Switch 7 (0= ON, 1=OFF)
 D0 : Switch 8 (0= ON, 1=OFF)

 ----------------------------------------------------------------------------
 3. Sprites
 ----------------------------------------------------------------------------

 General information

 The System 16 sprites are fairly unique, while most video hardware
 implements sprites as collections of tiles, the System 16 sprites are made
 out of horizontal strips of graphics data that can span any height and
 length.

 A single sprite is defined by 16 bytes of sprite RAM. There is enough
 space to define 128 sprites. Each entry has the following format:

     MSB          LSB
 00: bbbbbbbbtttttttt
 02: -------xxxxxxxxx
 04: eh-----fpppppppp    
 06: aaaaaaaaaaaaaaaa    
 08: 1111bbbbppcccccc    
 0A: 000000vvvvvhhhhh    
 0C: ----------------    
 0E: mmmmmmmmmmmmmmmm

 b : Bottom line of sprite
 t : Top line of sprite
 x : Sprite X position
 e : 1= Hide this sprite and remaining sprites in list
 h : 1= Hide this sprite
 f : 1= Flip sprite horizontally
 p : Sprite pitch (width, signed)
 a : Start address of sprite graphics within 128K bank (word address)
 1 : Either unused or more sprite bank select bits
 b : Sprite bank select bits. (implementation dependant)
 p : Sprite priority level
 c : Sprite palette
 0 : Sprite Y zoom information
 v : Sprite Y zoom (0=normal, 31=50% reduction in height)
 h : Sprite X zoom (0=normal, 31=50% reduction in width)
 m : Sprite end address
 - : Unused

 The bottom and top line values define the sprite height. If the top value
 is equal to or greater than the bottom value, the sprite is not displayed.

 The sprite X position defines the starting location of the sprite. The
 leftmost pixel of the screen is $00B6, and the rightmost is $1F5.

 The two hide bits are used to disable individual sprites or to mark the
 end of the sprite list, which prevents the current sprite and all following
 sprites from being drawn.

 The sprite pitch is a signed 8-bit number which is added to the sprite
 bank address after each line is rendered. If the pitch is zero, then the
 address never changes and the same graphics data is shown for every line.
 A negative pitch is used to draw vertically flipped sprites, by setting
 the start address to the last line of the sprite and stepping backwards
 through the graphics data.

 The start address specifies a word offset within a 128K bank. The address
 is used internally by the sprite hardware and is not modified; the final
 address used when the sprite has been rendered is written to the sprite
 end address field (word 7) of the sprite RAM entry.

 The sprite bank bits are output to the ROM board while a sprite is being
 rendered. Hardware on the board uses the value to select what 128K bank
 will be selected. See the section on ROM boards for more information.

 The sprite priority level defines where sprites are placed between the
 tile and text layers. See the section on priority for more information.

 The sprite palette selects which one of 64 16-color palettes will be
 use to draw the sprite. A palette of $3F is a special case and enables
 shadow/hilight processing, see the palette section for more information.

 The X and Y zoom values shrink the sprite by skipping pixels and lines
 to cause up to a 50% reduction of height and width. Not all games use
 this feature.

 Word 7 of each entry is filled in by the sprite generator. It writes the
 address of the last word it accessed within a sprite bank while rendering a
 sprite. If the sprite has a pitch of zero, is hidden, or if the bottom line
 is smaller than the top line, the start address is written as the end
 address. (so no sprite data accessed)

 The end address is only affected by the start address, height, pitch,
 and Y zoom. The sprite X position, horizontal scaling and flip, and actual
 graphics data from a bank has no effect on it.

 In the same way bits 15-10 of word 5 of each entry are also filled in by
 the sprite generator. Normally zero is written if the Y zoom value is zero,
 and it changes based on a non-zero Y zoom value, the start address, pitch,
 and top/bottom line values. I'm not sure what it is supposed to represent,
 however. It may be the top few bits of a larger internal value, such as the
 number of words skipped during zooming. 

 The sprite generator writes this information sometime after the active
 display period, probably during vblank. If you write a value into the high
 bits of the zoom word or the end address word, you can read the value back
 until the sprite hardware renders sprites for this frame and fills in the
 values itself.

 Sprite data

 Sprite pattern data is arranged as groups of words, within each word every
 four bits defines one pixel, like so:

 MSB          LSB
 aaaabbbbccccdddd

 a = Pixel 0
 b = Pixel 1
 c = Pixel 2
 d = Pixel 3

 Some sprite pixel values have special meanings. Zero is transparent; such
 pixels are not displayed. A value of 15 indicates an end marker - this is
 also transparent, but additionally tells the sprite generator to stop
 drawing the current line of a sprite. It's the end markers that define the
 width of the sprite, which can vary on every line. I'll discuss the end
 markers later on.

 The pitch attribute for each sprite defines the value added to the start
 address after a line of the sprite has been rendered. The value is a signed
 byte, so $01 is 1 word, $FF is -1 word, and $00 really is zero, meaning the
 address is never changed.

 To draw vertically flipped sprites, the sprite pitch is made negative and
 the address is set to the end of the sprite rather than the beginning.
 The sprite generator will draw the last line of the sprite, then decrement
 the address to point the next to last line, render it, and so on.

 Sprite rendering

 For normal sprites, the sprite generator adds the pitch to the base address
 first, then starts reading words from the current bank and displays pixels
 accordingly. If the last pixel of any four pixel group is set to $0F, it
 stops rendering the sprite once the other pixels have been drawn. The pitch
 is then added to the base address, and the process repeats for the next line.
 This occurs on all lines that the sprite falls within.

 For horizontally flipped sprites, the sprite generator starts reading words
 from the base address plus an offset which is set to the pitch value. The
 offset is decreased as each group of four pixels is displayed. If the first
 pixel from any four pixel group is set to $0F, it stops rendering the sprite
 once the other pixels have been drawn.

 Sprite banks

 Graphics data for the sprites is stored in banks that are 128K in size,
 comprised of two 8-bit ROMs which are interleaved to form a 64K-word bank.
 While the starting address in the sprite attributes is only 16 bits in size,
 the sprite generator fetches data in units of one 16-bit word at a time,
 so this is enough to span an entire 128K bank.

 When the sprite generator accesses data from a bank, it's address into
 the bank wraps at $FFFF back to zero. For example, a particularly large
 sprite that had data at $FE80 would use data up to $FFFF, and then start
 using data from $0000 onwards, of the *same* bank.

 ----------------------------------------------------------------------------
 4. Display timing and interrupts
 ----------------------------------------------------------------------------

 The video hardware generates a 262-line frame 60 times a second. Within
 each frame, the active display period uses 224 lines and the remainder
 is for vertical blanking and retrace.

 At the start of line 223, a level 4 interrupt is generated which signifies
 the beginning of the vertical blanking period. Since this happens on the
 last line of the active display area, changes to the palette (or any other
 kind of memory that alters the display) will still be visible.

 The level 4 interrupt is automatically acknowledged by the video hardware.
 If it is masked by SR when it is supposed to occur, the interrupt will be
 generated as soon as SR is changed to permit it (even on a different
 scanline or frame).
 
 ----------------------------------------------------------------------------
 5. Palette
 ----------------------------------------------------------------------------

 The output of the tilemap and sprite generators is combined by custom
 hardware which determines priority between the various layers and ends
 up with a 12-bit index into the 4K of color RAM.

 Each 16-bit entry in color RAM has the following layout:

 D15 : Shade hi/lo
 D14 : Blue bit 0
 D13 : Green bit 0
 D12 : Red bit 0
 D11 : Blue bit 4
 D10 : Blue bit 3
  D9 : Blue bit 2
  D8 : Blue bit 1
  D7 : Green bit 4
  D6 : Green bit 3
  D5 : Green bit 2
  D4 : Green bit 1
  D3 : Red bit 4
  D2 : Red bit 3
  D1 : Red bit 2
  D0 : Red bit 1

 Shadow / hilight mode is explained later. Up to 32768 colors can be
 generated by the video hardware.

 Palette usage:

 Tiles from the text layer use color entries 0 to 63, divided into eight
 8-color palettes.

 Tiles from the foreground and background layers use color entries 0-1023,
 divided into 128 8-color palettes.

 Sprites use color entries 1024-2047, divided into 64 16-color palettes.

 The backdrop color is shown behind all layers in the active display area
 and is selected from palette entry #0. The remainder of the frame (meaning
 overscan, vertical retrace, and vertical blank) is always shown as black.
 If the display is turned off through bit 5 of $C40001, the affected lines
 are also shown as black.

 Palette flicker:

 The color RAM has one data bus that is shared between the video hardware
 and the CPU. If you try to read or write color RAM during the active
 display period, the CPU access has precendence and the data it reads
 or writes will select the color for the current pixel being displayed.

 This does not occur outside of the active display period or when the
 display is turned off, since color RAM is not being used.

 Shadow / hilight processing:

 If a sprite uses palette $3F, its' pixels with values 1 to 14 change how
 underlying pixels from the background are shown (Values 0 and 15 are
 still treated as transparent).

 For each background pixel that is obscured by the sprite in question,
 bit 15 of its' corresponding entry from color RAM is checked. If cleared,
 the color is shown at half intensity. If set, the color is shown at double
 intensity (or brightness, if that's a better way to describe it). The actual
 sprite pixel is not shown at all. Most games leave bit 15 cleared in all
 entries, so any sprite using palette $3F will create a shadow.

 Sprite priority still works in the same way: if a shadow or hilight sprite
 is behind one layer but in front of another, only the pixels behind the
 sprite are affected. Shadow and hilight processing affects the backdrop
 color, text layer, and both the foreground and background layers. It has no
 effect on other sprites.

 If two sprites overlap each other and one of them uses palette $3F, the last
 one drawn (having the highest inter-sprite priority) will select how the
 background is affected.

 ----------------------------------------------------------------------------
 6. Background and tile RAM
 ----------------------------------------------------------------------------

 The System 16 video hardware has two tiled backgrounds, which are called
 the background and foreground. Each one is defined by a 128x64 virtual
 name table, which is itself composed of four smaller 64x32 name tables.

 The tile RAM holds sixteen 64x32 name tables which are selected through the
 page selection registers (in text RAM). The four nibbles from the page
 select register sets up the corresponding layer like so:

 Name Table A           Name Table B
 Name Table C           Name Table D

 The advantage of this system is that the same subtables can be used to
 save space while forming a larger virtual name table. 

 Each entry in tile RAM is one word. Some bits have several attributes mapped
 to them, so the following layout shows each function for each bit:

 MSB          LSB
 ---nnnnnnnnnnnnn Tile index (0-8191)
 ---ccccccc------ Palette (0-127)
 p--------------- Priority flag
 -??------------- Unknown

 The tile index picks one of 8192 tiles to display. Depending on the ROM
 board used, some games implement tile banking by using bit 12 of the
 tile index to select one of two banks, and the remaining bits as an offset
 into a 4096-tile bank. See the section on ROM boards for more details.

 The palette is associated with the tile index used. Some games have the
 same graphics duplicated in the tile ROMs so they can be used with different
 palettes.

 The priority flag is explained in the priority section later on. It affects
 the background tile's relation with sprites only, not with other layers.

 Bits 14, 13 have no effect on the tile priority (with the sprites or
 background), the tile colors, or the tile index. They could be unused.

 ----------------------------------------------------------------------------
 7. Text layer and text RAM
 ----------------------------------------------------------------------------

 Text RAM is used to store the name table data for the text layer, as well as
 holding data for controlling the background and foreground layers. There is
 4K of text RAM, and it is mapped 64K higher than the base of the tile RAM.

 Text RAM layout:

 $000-DFF : Text layer name table (64x28)
 $E00-E7F : Unused
 $E80-EFF : Unused, except for the following addresses:
 $E80     : Foreground page select
 $E82     : Background page select
 $E84     : Foreground page select (alternate)
 $E86     : Background page select (alternate)
 $E90     : Foreground vertical scroll / column scroll enable
 $E92     : Background vertical scroll / column scroll enable
 $E94     : Foreground vertical scroll (alternate)
 $E96     : Background vertical scroll (alternate)
 $E98     : Foreground horizontal scroll / row scroll enable
 $E9A     : Background horizontal scroll / row scroll enable
 $E9C     : Foreground horizontal scroll (alternate)
 $E9E     : Background horizontal scroll (alternate)
 $F00-F3F : Foreground column scroll table
 $F40-F7F : Background column scroll table
 $F80-FBF : Foreground row scroll table
 $FC0-FFF : Background row scroll table

 Text layer name table format:

 MSB          LSB
 p???cccnnnnnnnnn

 p : Priority. If 0, sprites with priority level 3 are shown over the text.
     If 1, the text layer is shown over sprites regardless of priority.
 c : Color palette
 n : Tile index to use
 ? : Unknown

 The name table is 64x28, but only 40x28 is shown. The viewable portion of
 the name table starts at column 24 and goes to column 63, which maps to
 screen columns 0 through 39.

 Page select registers:

 MSB          LSB
 aaaabbbbccccdddd

 a : Page # for upper left page
 b : Page # for upper right page
 c : Page # for lower left page
 d : Page # for lower right page

 Vertical scroll / column scroll enable registers:

 MSB          LSB
 e??????yyyyyyyyy

 e : 1= Enable column-based scroll, 0= Enable whole screen vertical scroll
 y : Scroll value for whole screen vertical scroll
 ? : Unknown

 Horizontal scroll / row scroll enable registers:

 MSB          LSB
 e?????xxxxxxxxxx

 e : 1= Enable row-based horizontal scroll, 0= Enable whole screen horizontal
     scroll
 y : Scroll value for whole screen horizontal scroll
 ? : Unknown

 Column scroll table format:

 MSB          LSB
 ???????yyyyyyyyy

 y : Scroll value
 ? : Unknown

 Row scroll table format:

 MSB          LSB
 e?????xxxxxxxxxx

 e : Enable alternate foreground or background layer for this row
 x : Scroll value
 ? : Unknown

 The row scroll works on units of 8 scanlines, the column scroll works on
 units of 16 pixels (two tiles).

 In column scroll mode, the columns aren't affected by horizontal scrolling
 (either whole screen or row based), rather the vertical scroll value from
 the column scroll table is applied to the display based on the current pair
 of tiles being displayed (0 to 19). Each column is offset to the right by
 the lower 3 bits of the horizontal scroll value, and the upper 7 bits select
 an offset into the name table (this is almost identical to how the Sega
 Genesis VDP handles column-based vertical scrolling).

 For any entry in the row scroll table, having bit 15 set disables the
 main foreground or background layer respectively and enables an alternate
 foreground or background layer for that row only, which uses the page and
 scroll values provided by the alternate layer registers. The alternate
 layers cannot have row or column scrolling applied. They are shown in
 replacement of the main layers, and are not additional ones (so still only
 one foreground and one background plane are available)

 This feature would be most useful for split screens and status screens,
 which would otherwise need an entire background layer used exclusively for
 them, or require use of raster effects.

 ----------------------------------------------------------------------------
 8. Layer priorities
 ----------------------------------------------------------------------------

 The priority order is as follows:

 Highest                                      Lowest
 T1 > S3 > T0 > F1 > S2 > F0 > B1 > S1 > B0 > S0 > G

 Key:

 G = Backdrop color
 S = Sprites (0-3)
 B = Background layer (0-1)
 F = Foreground layer (0-1)
 T = Text layer (0-1)

 The foreground, background, and text layer have two priority levels, while
 sprites have four.

 The tilemap priority settings only affect sprites; they cannot make tiles
 from any layer appear over or under any others. (So the default order is
 always T > F > B > G not counting sprites)

 And likewise, the sprite priority settings only affect their relationship
 with the tilemaps; the inter-sprite priority is not changed.

 ----------------------------------------------------------------------------
 9. Custom CPUs and MCUs
 ----------------------------------------------------------------------------

 Some System 16B games have a custom 68000 or Z80 that executes encrypted
 program code. They may also have an Intel 8751 MCU.

 The custom 68000 is a black epoxy block with a plastic shell around it.
 The shell has a metal lid over the top which covers a small rectangular
 recession, containing a regular CR2032-looking battery that is connected
 to two wires that come from holes in either wall. A third wire is soldered
 from the battery to the underside of the metal lid, meaning the battery
 will be ripped out if the lid is removed too quickly or without enough
 caution. The metal lid has the text "HITACHI FD1094", and a sticker
 labeled "SEGA 315-0197". This number changes depnding on the game it's
 used with, all encrypted games have different Sega part numbers.

 The 68000 executes encrypted program code. It will not run unencrypted
 code located in the ROM area or at higher addresses outside of the ROM
 region (I tried tile RAM at $400000). The initial PC and SP values are
 also encrypted, and the rest of the vector table is not encrypted. 

 The custom Z80 used in some versions of Shinobi is a black epoxy block
 with a plastic shell around it. The shell has the text "NEC MC-8123B 651"
 printed on the top, and a sticker labeled "SEGA 317-0054".

 Inside the epoxy block is a 3 volt battery, the one I have was labeled
 "MATSUSHITA ELECTRIC BR1125 LITHIUM". There's also a Fujitsu MB3771 power
 supply monitor which switches between the battery or the regular 5 volt
 source when the board is powered on. I think the drain on the battery
 is fairly low, as the board I have is from 1986 and still works with
 very infrequent usage.

 The custom Z80 can be replaced with a regular Z80-B and unencrypted program
 code from another version of Shinobi (but System 16B only, as the System 16A
 sound hardware is a bit different), and the sound will work - I've read that
 this has been done to fix boards that had no sound output but otherwise
 worked OK. Presumably in this case the battery had died and the Z80 could
 no longer decrypt the program code.

 Here are my observations of how an 8751 MCU is used in Tough Turf:

 The MCU reads the input ports (player 1, 2, service) and stores their values
 into 68000 work RAM. It also accesses the Z80 sound command latch itself,
 presumably taking the proper value to use from a location in work RAM.

 It seems that if the first 32K-48K or so of ROM data is modified, the MCU
 causes the hardware to lock up. Perhaps it compares a checksum of ROM to an
 expected value, and hangs the machine if they don't match.

 If the MCU is removed, the game functions normally except for missing
 inputs and no sound.

 ----------------------------------------------------------------------------
 10. Wire harness pinout
 ----------------------------------------------------------------------------

 The System 16B boards use a non-JAMMA pinout that is also used with the
 System 24 board. (and possibly others)

          Component Side       Pin #     Solder Side

          Ground               1   A     Ground
          Ground               2   B     Ground
          +5 Volts DC          3   C     +5 Volts DC
          +5 Volts DC          4   D     +5 Volts DC
          +12 Volts DC         5   E     +12 Volts DC
          Coin Meter 1         6   F     Coin Meter 2
          Lamp 1               7   H     Lamp 2
          Input                8   J     Input
          Input                9   K     Input
          Input                10  L     Input
          Input                11  M     Input
          Input                12  N     Input
          Input                13  P     Input
          Input                14  R     Input
          Input                15  S     Input
          Input                16  T     Input
          Input                17  U     Input
          Input                18  V     Input
          Input                19  W     Input
          Input                20  X     Input
          Input                21  Y     Input
          Input                22  Z     Input
          Input                23  a     Input
          Speaker (+)          24  b     Speaker (-)
          Monitor Red          25  c     Monitor Green
          Monitor Blue         26  d     Composite Sync
          Ground               27  e     Ground
          Ground               28  f     Ground

 Since the function of the various inputs is dependant on the game used,
 I haven't listed any specifics (such as joystick or button use).

 I modified the System 24 pinout found on spies.com for the above layout,
 so thanks to whomever typed that up in the first place. ;)

 ----------------------------------------------------------------------------
 11. Assistance needed
 ----------------------------------------------------------------------------

 - Schematics for pre System-16, System 16A/16B or System 18 boards would be
   greatly appreciated. :)

 - Are there any other types of ROM boards beyond than the three I've
   documented?

 ----------------------------------------------------------------------------
 12. Credits and acknowledgements
 ----------------------------------------------------------------------------

 - Sega for their great arcade games.
 - Thierry Lescot and Nao for the System 16 emulator.
 - The MAME team for the System 16/18 drivers.
 - Sixtoe for maintaining the Sega Museum / System 16 website.

 ----------------------------------------------------------------------------
 13. Disclaimer
 ----------------------------------------------------------------------------

 If you use any information from this document, please credit me
 (Charles MacDonald) and optionally provide a link to my webpage
 (http://cgfm2.emuviews.com/) so interested parties can access it.

 The credit text should be present in the accompanying documentation of
 whatever project which used the information, or even in the program
 itself (e.g. an about box).

 Regarding distribution, you cannot put this document on another
 website, nor link directly to it.