CP System: Difference between revisions
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*[[Central processing unit|CPU]]: |
*[[Central processing unit|CPU]]: |
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**Primary: [[Motorola 68000]] ([[16-bit|16]]/[[32-bit]]) @ 10 MHz (12 MHz in some later boards) |
**Primary: [[Motorola 68000]] ([[16-bit|16]]/[[32-bit]]) @ 10 MHz (12 MHz in some later boards) |
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***Performance: [[16-bit|16]]/[[32-bit]] [[Complex instruction set computing|CISC]] [[Instruction set|instructions]] @ 1.75 [[Instructions per second|MIPS]]<ref name=retro>http://www.drolez.com/retro/</ref> |
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**Secondary: [[Zilog Z80]] ([[8-bit|8]]/16-bit) @ 3.579 MHz |
**Secondary: [[Zilog Z80]] ([[8-bit|8]]/16-bit) @ 3.579 MHz |
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***Performance: [[8-bit|8]]/16-bit instructions @ 0.52 MIPS<ref name=retro/> |
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*[[Sound chip]]s:<ref>http://www.system16.com/hardware.php?id=793</ref> |
*[[Sound chip]]s:<ref>http://www.system16.com/hardware.php?id=793</ref> |
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**[[Yamaha YM2151]] @ 3.579 MHz: 8 [[Frequency modulation synthesis|FM synthesis]] channels |
**[[Yamaha YM2151]] @ 3.579 MHz: 8 [[Frequency modulation synthesis|FM synthesis]] channels |
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**[[Oki Electric Industry|Oki]] MSM6295 @ 7.576 MHz: [[Stereophonic sound|Stereo]],<ref name=history>http://www.arcade-history.com/?n=cp-system&page=detail&id=69707</ref> 4 [[Adaptive differential pulse-code modulation|ADPCM]] channels, 4-bit ADPCM [[Audio bit depth|depth]], 32 kHz [[Sampling (signal processing)|sampling]] rate<ref>http://books.google.co.uk/books?id=gnw0Zb4St-wC&pg=PA176</ref> |
**[[Oki Electric Industry|Oki]] MSM6295 @ 7.576 MHz: [[Stereophonic sound|Stereo]],<ref name=history>http://www.arcade-history.com/?n=cp-system&page=detail&id=69707</ref> 4 [[Adaptive differential pulse-code modulation|ADPCM]] channels, 4-bit ADPCM (8-bit [[Pulse-code modulation|PCM]]) [[Audio bit depth|depth]], 32 kHz [[Sampling (signal processing)|sampling]] rate<ref>http://books.google.co.uk/books?id=gnw0Zb4St-wC&pg=PA176</ref> |
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*[[Graphics processing unit|GPU]]: Capcom CPS-A & CPS-B<ref name=cps1video>http://mamedev.org/source/src/mame/video/cps1.c.html</ref> |
*[[Graphics processing unit|GPU]] chipset: Capcom CPS-A & CPS-B<ref name=cps1video>http://mamedev.org/source/src/mame/video/cps1.c.html</ref> |
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*Display: |
*Display: |
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**Monitor: [[Raster scan|Raster]], 59.6294 Hz [[refresh rate]], [[progressive scan]], rotation support<ref name=cps1drv>http://src.gnu-darwin.org/ports/emulators/raine/work/raine-0.43.3/source/games/cps1drv.c</ref> |
**Monitor: [[Raster scan|Raster]], 59.6294 Hz [[refresh rate]], [[progressive scan]], rotation support<ref name=cps1drv>http://src.gnu-darwin.org/ports/emulators/raine/work/raine-0.43.3/source/games/cps1drv.c</ref> |
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**[[Display resolution|Resolution]]: 384×224 to 512×256 [[pixel]]s (horizontal), 224×384 to 256×512 pixels (vertical)<ref name=cps1drv/> |
**[[Display resolution|Resolution]]: 384×224 to 512×256 [[pixel]]s (horizontal), 224×384 to 256×512 pixels (vertical)<ref name=cps1drv/> |
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**Color |
**[[Color depth]]: 12-bit [[RGB color model|RGB]] with 4-bit brightness value |
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** |
**Color palette available: 65,536<ref name=history/> (4096 unique with 16 brightness levels each)<ref name=cps1video/> |
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**On-screen colors: 3072<ref>http://mamedev.org/source/src/mame/drivers/cps1.c.html</ref> (192 global palettes<ref name=cps1video/> with 16 colors each) |
**On-screen colors: 3072<ref>http://mamedev.org/source/src/mame/drivers/cps1.c.html</ref> (192 global palettes<ref name=cps1video/> with 16 colors each) |
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***Tilemap capabilities: [[Scrolling]], [[Parallax scrolling|line & row scrolling]],<ref name=cps1video/> [[parallax scrolling]] |
***Tilemap capabilities: [[Scrolling]], [[Parallax scrolling|line & row scrolling]],<ref name=cps1video/> [[parallax scrolling]] |
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**[[Bitmap]]s: 2 starfield layers<ref name=cps1video/> |
**[[Bitmap]]s: 2 starfield layers<ref name=cps1video/> |
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***Bitmap capabilities: Scrolling<ref name=cps1video/> |
***Bitmap capabilities: Scrolling,<ref name=cps1video/> parallax scrolling |
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*[[Random-access memory|RAM]]: |
*[[Random-access memory|RAM]]: |
Revision as of 10:10, 12 September 2014
Manufacturer | Capcom |
---|---|
Release date | July 1988 |
CPU | Motorola 68000 (@ 10 MHz) |
Display | Raster, 384 × 224 pixels (Horizontal), 4096 colors |
Input | 8-way joystick, from 3 to 6 buttons |
The CP System (CPシステム, shīpī shisutemu) or CPS-1 is an arcade system board developed by Capcom that ran game software stored on removable ROM cartridges. More than two dozen arcade titles were released for CPS-1, before Capcom shifted game development over to its successor, the CPS-2.
Capcom's Street Fighter II series is perhaps the best known franchise within the CPS game library. The first three titles in the series, the original title, Champion Edition, and Hyper Fighting edition were all developed on CPS-1 and highly successful.
History
After a number of arcade game boards designed to run only one game, Capcom embarked upon a project to produce a system board that could be used to run multiple games, in order to reduce hardware costs and make the system more appealing to arcade operators.
The system was plagued by many bootleg versions of its games. In particular, there were so many bootleg versions of Street Fighter II, that they were more common in some countries than the official version. This problem was virtually eliminated by Capcom in the later CP System II.
The CP System hardware was also utilized in Capcom's unsuccessful attempt at home console market penetration, the CPS Changer (Capcom's answer to the Neo Geo AES).
Technical specifications
- CPU:
- Sound chips:[2]
- Yamaha YM2151 @ 3.579 MHz: 8 FM synthesis channels
- Oki MSM6295 @ 7.576 MHz: Stereo,[3] 4 ADPCM channels, 4-bit ADPCM (8-bit PCM) depth, 32 kHz sampling rate[4]
- Display:
- Monitor: Raster, 59.6294 Hz refresh rate, progressive scan, rotation support[6]
- Resolution: 384×224 to 512×256 pixels (horizontal), 224×384 to 256×512 pixels (vertical)[6]
- Color depth: 12-bit RGB with 4-bit brightness value
- Color palette available: 65,536[3] (4096 unique with 16 brightness levels each)[5]
- On-screen colors: 3072[7] (192 global palettes[5] with 16 colors each)
- Backgrounds:
- Tilemaps: 3 tile layers
- Tilemap sizes: 512x512, 1024x1024, 2048x2048
- Tile sizes: 8x8, 16x16, 32x32
- Colors per tile: 16 (15 unique + 1 transparent)
- Tilemap capabilities: Scrolling, line & row scrolling,[5] parallax scrolling
- Bitmaps: 2 starfield layers[5]
- Bitmap capabilities: Scrolling,[5] parallax scrolling
- Tilemaps: 3 tile layers
- RAM:
List of games
Release date | Developer | English title | Japanese title | Genre |
---|---|---|---|---|
1988-07 | Capcom | Forgotten Worlds | Lost Worlds (ロストワールド) |
Shoot 'em up |
1988-12 | Capcom | Ghouls'n Ghosts | Daimakaimura (大魔界村) |
Platformer |
1989-03 | Capcom | Strider | Strider Hiryū (ストライダー飛竜) |
Platformer |
1989-04 | Capcom | Dynasty Wars | Tenchi o Kurau (天地を喰らう) |
Beat 'em up |
1989-06 | Capcom | Willow | Willow (ウィロー) |
Platformer |
1989-08 | Capcom | U.N. Squadron | Area 88 (エリア88) |
Shoot 'em up |
1989-12 | Capcom | Final Fight | Final Fight (ファイナルファイト) |
Beat 'em up |
1990-02 | Capcom | 1941: Counter Attack | 1941 (1941) |
Shoot 'em up |
1990-03-02 | Capcom | Mercs | Senjō no Ōkami II (戦場の狼Ⅱ) |
Run and gun |
1990-06-19 | Capcom | Mega Twins | Chiki Chiki Boys (チキチキボーイズ) |
Platformer |
1990-06-23 | Capcom | Magic Sword - Heroic Fantasy | Magic Sword (マジックソード) |
Platformer |
1990-10-09 | Capcom | Carrier Air Wing | U.S. Navy (U.S.NAVY) |
Shoot 'em up |
1990-11-20 | Capcom | Nemo | Nemo (ニモ) |
Beat 'em up |
1991-02-06 | Capcom | Street Fighter II: The World Warrior | Street Fighter II: The World Warrior (ストリートファイターⅡ -The World Warrior-) |
Head-to-Head Fighting Game |
1991-05-20 | Capcom | Three Wonders | Wonder 3 (ワンダー3) |
Multigame |
1991-07-11 | Capcom | The King of Dragons | The King of Dragons (ザ・キングオブドラゴンズ) |
Beat 'em up |
1991-09-28 | Capcom | Captain Commando | Captain Commando (キャプテンコマンドー) |
Beat 'em up |
1991-11-27 | Capcom | Knights of the Round | Knights of the Round (ナイツオブザラウンド) |
Beat 'em up |
1992-03-13 | Capcom | Street Fighter II': Champion Edition | Street Fighter II′ (Dash): Champion Edition (ストリートファイターⅡダッシュ -Champion Edition-) |
Head-to-Head Fighting Game |
1992-06-11 | Capcom | Adventure Quiz: Capcom World 2 | Adventure Quiz Capcom World 2 (アドベンチャークイズカプコンワールド2) |
Quiz game |
1992-06-12 | Capcom | Varth: Operation Thunderstorm | Varth: Operation Thunderstorm (バース -オペレーションサンダーストーム-) |
Shoot 'em up |
1992-07-01 | Capcom | Quiz & Dragons: Capcom Quiz Game | Quiz & Dragons (クイズ&ドラゴンズ) |
Quiz game |
1992-12-09 | Capcom | Street Fighter II': Hyper Fighting | Street Fighter II′ (Dash) Turbo: Hyper Fighting (ストリートファイターⅡダッシュターボ -Hyper Fighting-) |
Head-to-Head Fighting Game |
1994-06-08 | Compile | Pnickies | Pnickies (ぷにっきいず) |
Puzzle game |
1995-01-23 | Capcom | Quiz Tonosama no Yabō 2: Zenkoku-ban | Quiz Tonosama no Yabō 2: Zenkoku-ban (クイズ 殿様の野望2 全国版) |
Quiz game |
1995-05-11 | Mitchell | Buster Brothers | Pang! 3 -Kaitōtachi no kareina gogo- (パン!3 -怪盗たちの華麗な午後-) |
Platformer |
1995-09-22 | Capcom | Mega Man: The Power Battle | Rockman: The Power Battle (ロックマン ザ・パワーバトル) |
Fighting |
CP System Dash
Manufacturer | Capcom |
---|---|
Release date | December 1992 |
CPU | Motorola 68000 (@ 10 MHz) |
Display | Raster, 384 × 224 pixels (Horizontal), 3072 colors |
Input | 8-way joystick, from 3 to 6 buttons |
A year before releasing the CP System II, Capcom released an enhanced version of the original CP System dubbed the CP System Dash, which had some features that would later be used in the CP System II, such as the Q-Sound chips.
The CP System Dash boards have four interlocking PCBs and are contained in gray plastic boxes. To combat piracy, "suicide batteries" were implemented, which power the volatile RAM which contained the ROM decryption tables. If the batteries' voltage should drop below +2V, or if an attempt was made to dump the encryption codes, the decryption algorithms stored in RAM would be lost, and the CPU would no longer have valid code to execute, rendering the game inoperable, and necessitating the operator sending the board to Capcom to be fixed, at his own expense. Unlike the CP System II, CP System Dash sound ROMs were encrypted using "Kabuki" Z80s.
List of games
Release date | Developer | English title | Japanese title | Genre |
---|---|---|---|---|
1992-10-02 | Capcom | Warriors of Fate Sangokushi II (Asia) |
Tenchi o Kurau II: Sekiheki no Tatakai (天地を喰らう2・赤壁の戦い) |
Beat 'em up |
1993-02-01 | Capcom | Cadillacs and Dinosaurs | Cadillacs Kyōryū Shinseiki (キャディラックス 恐竜新世紀) |
Beat 'em up |
1993-04-22 | Capcom | The Punisher | The Punisher (パニッシャー) |
Beat 'em up |
1993-07-13 | Capcom | Saturday Night Slam Masters | Muscle Bomber: The Body Explosion (マッスルボマー -The Body Explosion-) |
Sports game |
1993-12-06 | Capcom | Muscle Bomber Duo: Ultimate Team Battle | Muscle Bomber Duo: Heat Up Warriors (マッスルボマーDUO -Heat Up Warriors-) |
Sports game |
1994 | Capcom/Togo/Sigma | Ken Sei Mogura | Ken Sei Mogura (拳聖土竜) |
Whack a mole |
Capcom Power System Changer
A home version of the CP System, the Capcom Power System Changer was released in 1994. Capcom released the CPS Changer as an attempt to sell their arcade games in a home-friendly format. The CPS Changer adapter was basically an encased SuperGun (Television JAMMA adapter), and was compatible with most JAMMA standard PCBs. Capcom's "protection" against people using the CPS Changer on other arcade boards was the physical shape of the device. On a normal JAMMA PCB it would not attach firmly and tended to lean at odd angles, but it would work. The CPS Changer has outputs for composite video, S-video and line-level mono audio.
The CPS Changer featured an adapter that allowed the user to plug in the "CPS Fighter", a joystick controller Capcom originally released for the Super Famicom (and later the Mega Drive) when they released the Super Famicom version of Street Fighter II in Template:Vgy.
All of the CPS Changer games were based on the CPS arcade hardware. The CPS Changer games were simply arcade PCBs in a special plastic shell suitable for home use. This concept was later re-used in the CP System II hardware. Some CPS1 games were changed slightly for home release, sometimes including debugging features or other easter eggs [citation needed].
The CPS Changer was sold as a package deal of the console itself, one CPS Fighter joystick controller, and the Street Fighter II ′ (Dash) Turbo game for 39,800 yen. Additional games were sold for about 20,000 yen.
The final game for the CPS Changer was a back-ported version of Street Fighter Zero. Originally released on the CP System II hardware, this special CPS Changer version, released at a premium 35,000 yen, was degraded slightly for the older hardware: it had fewer frames of animation for the game characters, fewer onscreen colors[citation needed], and the sound and music effects were sampled at a lower rate.
List of games
Release date | Developer | English title | Japanese title | Genre |
---|---|---|---|---|
1992-10-02 | Capcom | Warriors of Fate Sangokushi II (Asia) |
Tenchi o Kurau II: Sekiheki no Tatakai (天地を喰らう2・赤壁の戦い) |
Beat 'em up |
1994 | Capcom | Capcom World 2: Adventure Quiz | Adventure Quiz Capcom World 2 (アドベンチャークイズカプコンワールド2) |
Quiz game |
1995 | Capcom | Captain Commando | Captain Commando (キャプテンコマンドー) |
Beat 'em up |
1994 | Capcom | Final Fight | Final Fight (ファイナルファイト) |
Beat 'em up |
1995 | Capcom | Knights of the Round | Knights of the Round (ナイツオブザラウンド) |
Beat 'em up |
1995 | Capcom | Muscle Bomber Duo: Ultimate Team Battle | Muscle Bomber Duo: Heat Up Warriors (マッスルボマーDUO -Heat Up Warriors-) |
Sports game |
1994 | Capcom | Saturday Night Slam Masters | Muscle Bomber: The Body Explosion (マッスルボマー -The Body Explosion-) |
Sports game |
1994 | Capcom | Street Fighter II': Champion Edition | Street Fighter II Dash: Champion Edition (ストリートファイターⅡダッシュ -Champion Edition-) |
Versus Fighting |
1994, pack-in | Capcom | Street Fighter II': Hyper Fighting | Street Fighter II Dash Turbo: Hyper Fighting (ストリートファイターⅡダッシュターボ -Hyper Fighting-) |
Versus Fighting |
1996 | Capcom | Street Fighter Alpha | Street Fighter Zero (ストリートファイターZERO) |
Versus Fighting |
1995 | Capcom | The King of Dragons | The King of Dragons (ザ・キングオブドラゴンズ) |
Beat 'em up |
See also
- CP System II
- CP System III
- Sharp X68000, used as development machine
External links
- CPS-1 at System 16 - The Arcade Museum
- GameSX Power Stick Analysis—looking at the features and functions of the A10CA stick.
- CPS-1, CPS-2 and CPS-3 releases comparison at UVL
- ^ a b http://www.drolez.com/retro/
- ^ http://www.system16.com/hardware.php?id=793
- ^ a b http://www.arcade-history.com/?n=cp-system&page=detail&id=69707
- ^ http://books.google.co.uk/books?id=gnw0Zb4St-wC&pg=PA176
- ^ a b c d e f g http://mamedev.org/source/src/mame/video/cps1.c.html
- ^ a b http://src.gnu-darwin.org/ports/emulators/raine/work/raine-0.43.3/source/games/cps1drv.c
- ^ http://mamedev.org/source/src/mame/drivers/cps1.c.html
- ^ http://web.archive.org/web/20130216014200/http://patpend.net/technical/arcade/cps1.html