Monday, 1 June 2015

X68000 Hardware

Here is a list of hardware produced by Sharp. This list is taken primarily from the X68000XVI manual, and from bits of information from the Internet. It doesn’t include all of the plethora of third-party hardware available. For instance, the X68000 can use MSX joysticks and some games (notably Street Fighter II’) came with additional hardware to allow the connection of Nintendo Super Famicom and Sega Megadrive controllers.

The System SACOM X68000 MIDI boards require a propriety cable for connection to a MIDI synth, or you can make an adapter yourself. Details are on this site.

X68000 Models


Here is a table of the different X68000 models Sharp released over the years. This table is adapted from one which appears on a Japanese computer history website, located here.

Name
Release Date
Model
CPU
Memory
FDD
HDD
X68000
March 1987
CZ-600C
10MHz
1MB
5.25”

SASI
X68000 ACE
March 1988
CZ-601C
1MB

X68000 ACE-HD
CZ-611C
1MB
20MB
X68000 EXPERT
March 1989
CZ-602C
2MB

X68000 EXPERT-HD
CZ-612C
2MB
40MB
X68000 PRO
CZ-652C
1MB

X68000 PRO-HD
CZ-662C
1MB
40MB
X68000 EXPERT II
March 1990
CZ-603C
2MB

X68000 EXPERT II-HD
CZ-613C
2MB
40MB
X68000 PRO II
April 1990
CZ-653C
1MB

X68000 PRO II-HD
CZ-663C
1MB
40MB
X68000 SUPER-HD
June 1990
CZ-623C
2MB
81MB
SCSI
X68000 SUPER
January 1991
CZ-604C
2MB

X68000 XVI
May 1991
CZ-634C
16MHz
2MB

X68000 XVI-HD
CZ-644C
2MB
81MB
X68000 CompactXVI
February 1992
CZ-674C
1MB
3.5”

X68030
March 1993
CZ-500C
25MHz
4MB
5.25”

X68030 -HD
CZ-510C
4MB
3.5”
80MB
X68030 Compact
May 1993
CZ-300C
4MB

X68030 Compact-HD
CZ-310C
4MB
80MB


Colour Display/Televisions


Model No.
Description
Dot Pitch
Features
CZ-600D
15” Colour Display Television
0.39mm
Horizontal scan frequencies of 15k/24k/31kHz
CZ-601D
15” Colour Display Television
0.39mm
Horizontal scan frequencies of 15k/24k/31kHz
CZ-602D
15” Colour Display Television
0.39mm
Horizontal scan frequencies of 15k/24k/31kHz
CZ-605D
15” Colour Display Television
0.39mm
Horizontal scan frequencies of 15k/24k/31kHz automatically selectable through the analogue RGB input
Television function
Remote control included
Tilt stand included
Built-in stereo amplifier
Two speakers included
CZ-607D
14” Colour Display Television
0.31mm

CZ-611D
15” Colour Display Television
0.31mm
Horizontal scan frequencies of 15k/24k/31kHz
CZ-612D
15” Colour Display Television

Horizontal scan frequencies of 15k/24k/31kHz
CZ-613D
15” Colour Display Television
0.31mm
Horizontal scan frequencies of 15k/24k/31kHz automatically selectable through the analogue RGB input
Television function
Remote control included
Tilt stand included
Built-in stereo amplifier
Two speakers included
CZ-614D
15” Colour Display Television
0.31mm
Horizontal scan frequencies of 15k/24k/31kHz
CZ-615D
15” Colour Display Television

Horizontal scan frequencies of 15k/24k/31kHz
VGA capable

Colour Displays


Model No.
Description
Dot Pitch
Features
CZ-606D
14” Colour Display
0.31mm
Horizontal scan frequencies of 15k/31kHz automatically selectable through the analogue RGB input
Tilt stand included
CZ-603D
14” Colour Display

Tilt stand included
CZ-604D
14” Colour Display
0.31mm
Horizontal scan frequencies of 15k/31kHz automatically selectable through the analogue RGB input
Tilt stand included
Built-in stereo amplifier
Two speakers included
CZ-606D
14” Colour Display


CZ-608D
14” Colour Display


CU-21HD
CU-21CD
CZ-621D
21” Colour Display
0.52mm
Horizontal scan frequencies of 15k/24k/31kHz automatically selectable through the analogue RGB input
Built-in stereo amplifier
Two speakers included



Printers


Model No.
Description
CZ-8PK7
24 pin Kanji printer (80 columns [pica-sized characters])
CZ-8PK8
24 pin Kanji printer (136 columns [pica-sized characters])
CZ-8PK9
24 pin Kanji printer (80 columns [pica-sized characters])
CZ-8PK10
24 pin Kanji printer (136 columns [pica-sized characters])
CZ-8PG1
24 pin colour Kanji printer (80 columns [pica-sized characters])
CZ-8PG2
24 pin colour Kanji printer (136 columns [pica-sized characters])
CZ-8PC5-BK
48 dot thermal colour Kanji printer (80 columns [pica-sized characters])
CZ-8PC2
24 dot thermal colour Kanji printer (80 columns [pica-sized characters])
IO-735X
Colour jet printer
CV-6PV1
Colour video printer



Storage Devices

Model No.
Description
Features/Notes
CZ-500H
Hard Disk Unit
10MB capacity
CZ-501H
Expansion Hard Disk Unit
10MB capacity
CZ-620H
Hard Disk Unit (External)
20MB capacity
CZ-64H
Expansion SASI Hard Disk Drive (Internal)
40MB capacity. For use with the CZ-602C, 603C, 652C, 653C
CZ-68H
Expansion SCSI Hard Disk Drive
80MB capacity. Built in to the CZ-604C and 634C models
CZ-68HA
Expansion SCSI Hard Disk Drive
80MB capacity. For use only with the CZ-674C
CZ-5H08
Expansion Hard Disk Unit (SCSI)
80MB capacity.
CZ-5H16
Expansion Hard Disk Unit (SCSI)
160MB capacity.
CZ-6MO1
Optical Disk Unit

JY-701MPA
Optical Disk Cartridge
Uses ISO standard 5.25” 594MB optical disks
CZ-6FD5
5.25” Floppy Disk Drive Unit
For use with the CZ-674C, 300C, 310C; two drives


Everything else

Model No.
Description
Features/Notes
CZ-6VT1
Colour Image Unit

CZ-8NS1
Colour Scanner
Works in conjunction with the CZ-6BN1 parallel board for faster scanning
CZ-8TM2
Modem
Capable of 300bps or 1200 bps
CZ-6EB1
I/O Expansion Box
Four expansion slots are provided
CZ-6BE2
2MB expansion RAM Board

CZ-6BE2A
2MB expansion RAM Board
Only for use by X68000XVI models (runs at 16MHz)
CZ-6BE2B
2MB expansion RAM
RAM for use by the CZ-6BE2A above
CZ-6BE4
4MB expansion RAM Board

CZ-6BG1
GP-IB
General Purpose Interface Bus card
CZ-6BU1
Universal I/O Board

CZ-6BF1
RS-232 interface board

CZ-6BP1
Math coprocessor board
Uses the 68881 processor
CZ-6BP2
Math coprocessor
The 68881 processor for use by the X68000XVI
CZ-6BC1
Fax Board
G III Fax adapter board
CZ-6BL1
LAN Board
Ethernet LAN board
CZ-6BL2
LAN Board
Ethernet/Cheapernet (10BASE2) LAN board
CZ-6BM1
MIDI Board

CZ-6BN1
Scanner Parallel Board
Parallel board for use with the CZ-8NS1 scanner
CZ-6BV1
Video Board
NTSC, S-Video television board
CZ-6BS1
SCSI Board
SCSI board for use primarily with external optical disk drives and hard disk drives
CZ-8NT1
Trackball

CZ-8NJ1
Joycard
A two-button joypad
CZ-8NJ2
Intelligent Controller (CYBER STICK)
The cyber stick features an aeroplane-style joystick and throttle control; their positions can be switched. Games such as Thunder Blade and Super Hang-On make use of it
CZ-6SD1
System Rack

CZ-6TU
RGB System Tuner
Includes a remote control
BF-68PRO
CRT Filter
Fits the following models: CZ-605D, CZ-613D, CZ-606D, CZ-604D
CZ-8LM1
RS-232C cable

CZ-8LM2
RS-232C cable
Cross cable
AN-S100
Speaker Box

The SWITCH command on the X68000

The SWITCH program is an important part of the Human68k operating system, especially as it's necessary to set the amount of memory installed in the machine. So here is a description of the different options available.


To start SWITCH, simply enter SWITCH at the command line. Provided the program is present and the PATH is set correctly (which should be the case if booting from system disks), the SWITCH program will open.

Using SWITCH is straightforward. On the left is a list of the system variables which can be changed by the user. To the right of each is the current setting, and to the right of the current setting is the list of available settings.

To change a variable, simply select it with the arrow keys and press Return. Each setting can then be varied using the up and down arrow keys. To exit the program and save changes, select the bottom option (終了), and a dialog will appear. Press Y to exit and save changes, N to exit and NOT save the changes, and ESC to cancel and continue using the program.


Let’s look at each variable in turn.


RS232C – This option allows the user to change the settings of the external RS232 ports on the system, and as such, peforms the same function as the SPEED program. From left to right, the port settings are: baud rate – number of data bits – parity – stop bits – flow control.
Baud rate: options are 19200 baud, 9600 baud, 4800 baud, 2400 baud, 1200 baud, 600 baud, 300 baud, 150 baud, 75 baud
Data bits: options are 8, 7, 6, or 5 bits
Parity: can be either odd (奇数), even (偶数) or none (なし)
Stop bits: can be either 1, 1.5 or 2
Flow control: options are Xon (XON/XOFF), Rts (RTS/CTS) or None


MEMORY – The most important variable of all. As the X68000 does not automatically detect the amount of RAM that is available, it is necessary to set it here manually. The minimum amount of RAM is 1MB; the maximum, 12MB.


BOOT – The user can choose how the system will boot when turned on or reset.
STD: the default. When STD is set, the machine will search for a bootable drive in the following order: Floppy Drive 0, Floppy Drive 1, other floppy drives… SCSI device 0, SCSI device 1 and so on.
SCSI0 – SCSI7: The machine will boot from the selected SCSI device.
2HD0 – 2HD3: The machine will boot from the selected floppy drive.
RAM/ROM: The machine will boot from the selected RAM or ROM area.


EJECT – Tells the machine whether or not to eject the floppy disks when the machine is switched off.
ON – Disks are ejected
OFF – Disks are not ejected


OPT2KEY – This setting determines when the monitor can be controlled using the OPT.2 key or not.
TVCTRL – Television control is possible
NORMAL – Television control is not possible


CONTRAST – Controls the level of contrast of the monitor. The higher the number the greater the contrast.


KANA – Determines whether kana input will be use the JIS standard or the AIU standard.


TV_CTRL – Determines whether the monitor is switched off as a result of the X68000 being switched off.
TV – The monitor stays on if the machine is switched off.
OFF – The monitor is switched off if the machine is switched off.


LCD_MODE – allows the display of seven-segment LCD style characters when using calculator mode (started by pressing the OPT.1 and OPT.2 keys together)
NORMAL – The monitor displays characters normally
LCD – The monitors uses seven-segment characters


SRAM – Determines how static RAM should be employed on the machine
NO_USE – Static RAM is not used
RAMDISK – Static RAM is used as a RAM disk. This option requires that the SRAMDISK.SYS device driver be loaded.
PROGRAM – Static RAM is available to programs to use.


P0 to P8 – these values set the colours to be used for the text palette. The Red, Green and Blue values have 32 possible values each


XCHG – Determines the appearance of the yen sign, overscore and pipe characters.
0: ‘¥’ is displayed as ‘¥’,      ‘ ¯ ’as ‘ ¯ ’,    and ‘ | ’ as ‘ | ’
1: ‘¥’ is displayed as ‘\’,        ‘ ¯ ’as ‘ ¯ ’ ,   and ‘ | ’ as ‘ | ’
2: ‘¥’ is displayed as ‘¥’,      ‘ ¯ ’as ‘ ~ ’,    and ‘ | ’ as ‘ | ’
3: ‘¥’ is displayed as ‘\’,        ‘ ¯ ’as ‘ ~ ’,    and ‘ | ’ as ‘ | ’
4: ‘¥’ is displayed as ‘¥’,      ‘ ¯ ’as ‘ ¯ ’,    and ‘ | ’ as ‘ ¦ ’
5: ‘¥’ is displayed as ‘\’,        ‘ ¯ ’as ‘ ¯ ’,    and ‘ | ’ as ‘ ¦ ’
6: ‘¥’ is displayed as ‘¥’,      ‘ ¯ ’as ‘ ~ ’,    and ‘ | ’ as ‘ ¦ ’
7: ‘¥’ is displayed as ‘\’,        ‘ ¯ ’as ‘ ~ ’,    and ‘ | ’ as ‘ ¦ ’


HD_MAX – Sets the number of hard disks attached to the machine. This is not user-definable, it's set by the machine (as far as I can tell)


WAIT_PRN – sets how long the machine should allow the printer to respond before a timeout is declared, the value specified being the number of seconds the machine should wait


FIRST_KY – Specifies how long the delay should be after a key is pressed and held before the machine begins to repeat the character.


NEXT_KEY – when the machine is auto-repeating a key currently being held down, NEXT_KEY specifies how much of a delay the machine should wait before repeating that key


SCSI_ID – The SCSI ID of the machine is set in the factory and shouldn’t be changed

Sunday, 1 February 2015

Space Harrier to JAMMA







 



 





Here's the pinout for the Space Harrier 50 pin connector.

A1 B1
A2 B2
A3 B3
A4 B4
A5 B5
A6 B6
A7 +5V B7
A8 Stick Up/Down B8 Stick Left/Right
A9 Ground B9
A10 B10
A11 B11
A12 B12
A13 B13
A14 Shot 3 B14 Shot 1
A15 Shot 2 B15 Start
A16 Service B16 Test
A17 Coin 2 B17 Coin 1
A18 GND (coins) B18
A19 Coin Counter* B19 GND (test/service)
A20 B20 GND (PSU)
A21 GND (buttons) B21 GND (PSU)
A22 B22 5V (Start Lamp)
A23 Start Lamp B23 Coin Counter*
A24 Coin Counter 2 B24 +5V (PSU)
A25 Coin Counter 1 B25 +5V (PSU)

So the inputs for Space Harrier are very straightforward, there are two axes for direction and three shot buttons, as well as the usual coin, start and test and service inputs. In testing I actually found that the "Shot 1" and "Shot 3" buttons are reversed, though it doesn't really matter.

I bought myself an old analogue PC joystick and set about rewiring it for both Space Harrier and Hang-On. In the case of Hang-On I still use my Out Run pedals for the accelerator and brake, so only the left/right axis of the joystick is needed.



Another decision I made was to not cut the 15-pin joystick connector off, and I also didn't want to connect directly to the Space Harrier board, so instead I soldered all of my connecting wires to another 15-pin connector for the joystick end and a big Molex plug at the other end.

The wiring inside a PC joystick is a little different to what the Sega games expect. Also, if you have an old joystick or buy one it may have extra electronics on the inside for autofire etc. It was easy to connect the fire buttons on the joystick though the axes were more complicated. Looking at the pinout above you can see that there's only one +5V line and one Ground line, so you'll need to connect each of them to both pots. The joystick I have works perfectly, with full range in each direction.


I didn't want to cut any wires I didn't need to on the harness, so I use the Service button on both games for credits. The start button is mapped to the fourth button on the joystick.

 
 
 




Monday, 2 April 2012

Graphical faults on Arcade PCBs

Here are some graphical faults with games I've encountered and have been able to verify on other boards, mostly because I bought a second board to replace the first. In all cases, it turned out that the fault was on both PCBs (and others elsewhere), so here they are for reference.


Dragon Spirit
This is an easy one to spot. On the Namco release, wait for the attract mode to show the dragon attacking the first end-of-level boss. As the dragon is being shot and dies, part of the sprite disappears, as shown here. This can also be seen sometimes during the game itself.

The Atari release is interesting. I bought it thinking it wouldn't have the fault. What's interesting is that a new attract mode is available on the Atari release and on the "New" Namco version. Setting the Rank to A or B on the Atari version changes the attract mode to the one with the obvious fault. The New Namco version has a much shorter attract mode, and the Atari version's is much longer. The Old Namco version only has A and B Rank options available (according to the Atari manual, Rank C is the recommended setting).

I've seen this fault on another PCB in an arcade in Tokyo.



Splatter House
Like Dragon Spirit, Splatter House is a Namco System 1 game, and exhibits similar problems. One example can be seen quite early in the first level, when part of Rick "disappears". It was very difficult to get a good photo of this, you can only just about see the problem.

Here's a nice video by superdeadite showing this problem exactly on his PCB (about 20 seconds in).

I've also seen this in an arcade in Tokyo. Other System 1 games may exhibit this behaviour. I think I've seen it briefly on Marchen Maze, but not on Pac-Mania.


Bubble Bobble
Here's a problem on the two Bubble Bobble PCBs I own. On levels where fire bubbles appear, bursting them and allowing the flames to spread results in some of the flames not being fully visible, or sometimes not visible at all. On the JAMMA+ forum some other Bubble Bobble owners confirmed the existance of this problem. Both of my PCBs are Taito versions. I burnt new ROMs to switch one to the Romstar version, this made no difference.



Dynamite Dux
Another game where I bought a replacement PCB for a fault I thought my first one had. When the rock monster at the end of the first level is attacked (most notably with bullets) some of the rock sprites show corruption. My second board was not fully original, it had decrypted ROMs but still shows the same problem.



Psycho Soldier
This is a well know fault. Thin lines appear on the left hand side of the screen as the action scrolls.



After Burner
This is an unusual one, and may be particular to my setup. If the game's Cabinet Type dip switch is set to "Upright", I get graphical problems visible on the sky when the high scores appear. This goes away if the Cabinet Type is set to either of the "Moving" types. Furthermore, if I turn the PCB on and immediately play a game before the first attract mode starts, I don't get the problem. If I were to guess I would say that the problem is related to my JAMMA harness and perhaps is timing related. I had sent it away for repair and the board came back just as it had been, but with the dip switch changed, so I'm guessing the guy repairing it found nothing wrong. He forgot to send back the joystick and harness too, but that's another story altogether.



Athena and Bogey Manor
An annoyance rather than a glitch with these two games is that they expect the monitor to be rotated through 180 degrees to every other horizontal PCB I have.