[Jan/01/97]

Super Pac-Man (Midway)
----------------------
The 5 EPROMs from the Super Pac-Man game boards.  This is
a dual set of boards, each the same size.  One video, one
CPU.  The Video has 2 EPROMs (SPV's), and the CPU board
has 3 EPROMs (SPC's).  The 2-digit extension is the physical
location of each chip on the boards.

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[Jul/15/97]

Complete ROM set for Super Pac Man
----------------------------------

Include ALL color and sound PROM data.

Note: From Namco style boardset.


Name            Size    Location
--------------------------------
SPC1-1B.BIN     8K      1b cpu
SPC2-1C.BIN     8K      1c cpu
SPC3-1K.BIN     4K      1k cpu

SP-SND.BIN      256x4   3m cpu


SPV1-3C.BIN     4K      3C video
SPV2-3F.BIN     8K      3F video

SP-3L.BIN       256x4   3L video
SP-4E.BIN       256x4   4E video
SP-4C.BIN       32x8    4C video

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[MAME]

Custom ICs (Super Pacman and Mappy):
-----------------------------------
00XX tilemap address generator with scrolling capability (only Super Pacman)
04XX sprite address generator
07XX (x2) timing generator
11XX gfx data shifter and mixer (16-bit in, 4-bit out) [1]
12XX sprite generator
15XX sound control
16XX I/O control
17XX tilemap address generator with scrolling capability (only Mappy)
99XX sound volume (only Mappy, Super Pacman uses a standard LS273)

[1] Used differently: in Super Pacman it merges the 2bpp tilemap with the 2bpp
sprites; in Mappy it handles the 4bpp sprites, while the tilemap is handled by
standard LS components.

The I/O interface chips vary from game to game:
Super Pacman     56XX 56XX
Pac & Pal        56XX ????
Grobda           58XX 56XX
Phozon           58XX 56XX
Mappy            58XX 58XX
Tower of Druaga  58XX 56XX
Dig Dug 2        58XX 56XX
Motos            56XX 56XX

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[May/21/2005]

Super Pac Man  

ROMs
8x D2716 (1-2-3-4-5-6-7-8)
2x MM2758Q (9-12)
1x TMS2516JL (4M)
1x M2716 (8M)  

Note
Blister, no PCB
It's a clone of Hangly-Man (set 3), despite the name it has nothing in common with "Super Pac-Man"  

Funzionamento Non testata  
In vendita No  

Dumped 21/05/2005 

-


[MAME]

Super Pac-Man

Memory map
----------

Pac & Pal is the same. Grobda appears to have a DAC hacked in.
Note: Part of the address decoding is done by PALs (SPC-5 and SPC-6) so the
tables are inferred by program behaviour.

MAIN CPU:

Address          Dir Data     Name      Description
---------------- --- -------- --------- -----------------------
00000xxxxxxxxxxx R/W xxxxxxxx RAM 2E    tilemap RAM
00001xxxxxxxxxxx R/W xxxxxxxx RAM 2H    work RAM
000011111xxxxxxx R/W xxxxxxxx           portion holding sprite registers (sprite number & color)
00010xxxxxxxxxxx R/W xxxxxxxx RAM 2K    work RAM
000101111xxxxxxx R/W xxxxxxxx           portion holding sprite registers (x, y)
00011xxxxxxxxxxx R/W xxxxxxxx RAM 2J    work RAM
000111111xxxxxxx R/W xxxxxxxx           portion holding sprite registers (x msb, flip, size)
00100----------- R/W -------x FLIP      screen flip (reading this address sets the bit, done by pacnpal)
01000-xxxxxxxxxx R/W xxxxxxxx SOUND     RAM (shared with sound CPU)
01000-0000xxxxxx R/W xxxxxxxx           portion holding the sound registers
01001-----xxxxxx R/W ----xxxx FBIT      I/O chips [1]
01010-------000x r/W -------- INT ON 2  sound CPU irq enable (data is in A0)
01010-------001x r/W -------- INT ON    main CPU irq enable (data is in A0)
01010-------010x   W -------- n.c.
01010-------011x r/W -------- SOUND ON  sound enable (data is in A0)
01010-------100x r/W -------- 4 RESET   reset I/O chips (data is in A0)
01010-------101x r/W -------- SUB RESET reset sound CPU (data is in A0)
01010-------110x   W -------- n.c.
01010-------111x   W -------- n.c.
10000----------- R/W -------- WDR       Watch Dog Reset
101xxxxxxxxxxxxx R   xxxxxxxx ROM 1D    program ROM
110xxxxxxxxxxxxx R   xxxxxxxx ROM 1C    program ROM
111xxxxxxxxxxxxx R   xxxxxxxx ROM 1B    program ROM

[1] only half of that space is actually used, because only 2 of the possible 4 I/O chips are present


SOUND CPU:

Address          Dir Data     Name      Description
---------------- --- -------- --------- -----------------------
000---xxxxxxxxxx R/W xxxxxxxx RAM 3K/3L work RAM (shared with main CPU)
000---0000xxxxxx R/W xxxxxxxx           portion holding the sound registers
001---------000x   W -------- INT ON 2  sound CPU irq enable (data is in A0)
001---------001x   W -------- INT ON    main CPU irq enable (data is in A0)
001---------010x   W -------- n.c.
001---------011x   W -------- SOUND ON  sound enable (data is in A0)
001---------100x   W -------- 4 RESET   reset 58XX I/O chips (data is in A0)
001---------101x   W -------- SUB RESET reset sound CPU (data is in A0)
001---------110x   W -------- n.c.
001---------111x   W -------- n.c.
110-xxxxxxxxxxxx R   xxxxxxxx ROM 1J    program ROM (optional, not used by any game)
111xxxxxxxxxxxxx R   xxxxxxxx ROM 1K    program ROM (space for a 2764, but some games use a 2732)

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