IGS PGM

PGM System (c)1997 IGS

Description
-----------

A flexible cartridge based platform some would say was designed to compete with
SNK's NeoGeo and Capcom's CPS Hardware systems, despite its age it only uses a
68000 for the main processor and a Z80 to drive the sound, just like the two
previously mentioned systems in that respect..

Motorola 68000 processor, clocked at 20.000MHz, for main code
Z80 processor, clocked at 8.468MHz, for sound code.

Resolution is 448x224, 15 bit color

Sound system is ICS WaveFront 2115 Wavetable midi synthesizer, used in some
actual sound cards (Turtle Beach)

Later games are encrypted.  Latest games (kov2, ddp2) include an arm7
coprocessor with an internal rom and an encrypted external rom.

Roms Contain the Following Data

Pxxxx - 68000 program
Txxxx - Text and background graphics (2 formats within the same rom)
Mxxxx - Audio samples (8 bit mono signed PCM at 11025Hz)
Axxxx - Sprite graphics data
Bxxxx - A Offsets and Sprite masks

There is no rom for the Z80, the program is uploaded by the 68000

68000 Memory Map
----------------

0x000000 0x01FFFF	BIOS ROM (Read-Only)
0x100000 0x5FFFFF	Game ROM (Read-Only)
0x700006 0x700007	Watchdog?
0x800000 0x81FFFF	Main Ram (Read/Write)
0x900000 0x903FFF	Background layer (Read/Write)
0x904000 0x905FFF	Text layer (Read/Write)
0x907000 0x9077FF	Row scroll ram (Read/Write)
0xA00000 0xA011FF	Palette ram (Read/Write)
0xB00000 0xB0FFFF	Video Regs inc. Zoom Table (Read/Write)
0xC00002 0xC00003	Sound latch 1 (Read/Write)
0xC00004 0xC00005	Sound latch 2 (Read/Write)
0xC00006 0xC00007	Calander (Read/Write)
0xC00008 0xC00009	Z80 Reset (Write)
0xC0000A 0xC0000B	Z80 Control (Write)
0xC0000C 0xC0000D	Sound latch 3 (Read/Write)
0xC08000 0xC08001	Player 1 and 2 controls (Read)
0xC08002 0xC08003	Player 3 and 4 controls (Read)
0xC08004 0xC08005	Extra controls (Read)
0xC08006 0xC08007	Dip switches (Read)
0xC10000 0xC1FFFF	Z80 program ram (Read/Write)

Z80 Memory Map
--------------

0x0000 0xFFFF		Z80 program ram (Read/Write)

Z80 I/O Map
-----------

0x8000 0x8003		ICS 2115 Interface (Read/Write)
0x8100 0x81FF		Sound latch 3 (Read/Write)
0x8200 0x82FF		Sound latch 1 (Read/Write)
0x8400 0x84FF		Sound latch 2 (Read/Write)

Graphics Data
-------------

Text format:
8x8 16 color tiles
Each nibble represents a pixel
The low nibble is left pixel of the two.
(eg. 1000 0001 0100 0010 would be 1824 on the screen.)

Background format:
32x32 32 color tiles
The data is arranged in 32 pixel rows.
Each row of pixels is packed into 20 bytes.

Sprite format:
32 color packed three 5 bit pixels to 2 bytes (x333332222211111)
Sprites also include a mask of 8 pixels per byte, A 1 bit indicates an omitted pixel.
Pixels that are marked as omitted in the mask are not included in the pixel data, and are
skipped over on the screen.
Sprites can be any size (multiple of 16(?) pixels wide, but also need to allow 3 pixels to be packed into 2 bytes, or have the non existent pixels marked as omitted in the mask).

Text/Background map format:
---- ---- Ffpp ppp- nnnn nnnn nnnn nnnn

n = tile number
p = palette
F = Y flip
f = X flip

Rom text tiles start at $C000.
Rom background tiles. Tile $0A00 = offset 65536 in T rom. This is based on:
$1A00 (Real tile number) * $280 (Size of each tile) - $400000 (Offset of game tile rom).

Text tile transparent color is 15.
Background tile transparent color is 31.
Text tilemap is 64x32
Background tilemap is 64x64

Palette format:
xRRRRRGGGGGBBBBB

Palettes:
0xA00800 0xA00FFF	Background	(32 * 2 bytes x 32 palettes)
0xA01000 0xA011FF	Text		(16 * 2 bytes x 32 palettes)

Scroll registers:
0xB02000	Background scroll Y register (WORD)
0xB03000	Background scroll X register (WORD)
0xB05000	Text scroll Y register (WORD)
0xB06000	Text scroll X register (WORD)

Sprites
-------

Sprite table is located at 0x800000 - 0x800A00

Sprite data format:
XXXX Xxxx xxxx xxxx
YYYY Y-yy yyyy yyyy
-Ffp pppp Pvvv vvvv
vvvv vvvv vvvv vvvv
wwww wwwh hhhh hhhh

X = X zoom ($8000 is default)
Y = Y zoom ($8000 is default)
x = X position
y = Y position
p = Palette
F = Y flip
f = X flip
P = Priority
v = Sprite data offset / 2 (in B rom)
w = Width / 16(?)
h = Height

Input Ports (Player 1 and 2 - 0xC08000, Player 3 and 4 0xC08002)
-----------

0x0001	Start (Player 1 and 3)
0x0002	Up (Player 1 and 3)
0x0004	Down (Player 1 and 3)
0x0008	Left (Player 1 and 3)
0x0010	Right (Player 1 and 3)
0x0020	Button 1 (Player 1 and 3)
0x0040	Button 2 (Player 1 and 3)
0x0080	Button 3 (Player 1 and 3)
0x0100	Start (Player 2 and 4)
0x0200	Up (Player 2 and 4)
0x0400	Down (Player 2 and 4w
0x0800	Left (Player 2 and 4)
0x1000	Right (Player 2 and 4)
0x2000	Button 1 (Player 2 and 4)
0x4000	Button 2 (Player 2 and 4)
0x8000	Button 3 (Player 2 and 4)

Extra Controls (0xC08004)
--------------

0x0001	Coin 1
0x0002	Coin 2
0x0004	Coin 3
0x0008	Coin 4
0x0010	Test Player 1 and 2
0x0020	Service Player 1 and 2
0x0040	Test Player 3 and 4
0x0080	Service Player 3 and 4
0x0100	Button 4 (Player 1)
0x0200	Button 4 (Player 3)
0x0400	Button 4 (Player 3)
0x0800	Button 4 (Player 4)
0x1000	Unused?
0x2000	Unused?
0x4000	Unused?
0x8000	Unused?



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