[Apr/26/96]

        TIME PILOT 84   CHIP PLACEMENT

CHIP #       POSITION
----------------------
D01          1J   
D02          2J   
E09          12A  
E10          13A  
E11          14A  
E12          15A  
E13          6A  SND BD
F04          7J   
F05          8J   
F06          9J   
F07          10J  
F08          10E  



[MAME]

Time Pilot 84 

The schematics are available on the net.

There is 3 CPU for this game.
 Two 68A09E for the game.
 A Z80A for the sound

As I understand it, the second 6809 is for displaying
 the sprites. If we do not emulate him, all work well, except
 that the player cannot die.
 Address 57ff must read 0 to pass the RAM test if the second CPU
 is not emulated.


---- Master 6809 ------

Write
 2000-27ff MAFR Watch dog ?
 2800      COL0 a register that index the colors Proms
 3000      reset IRQ
 3001      OUT2  Coin Counter 2
 3002      OUT1  Coin Counter 1
 3003      MUT
 3004      HREV	 Flip Screen X
 3005      VREV	 Flip Screen Y
 3006      -
 3007      GMED
 3800      SON   Sound on
 3A00      SDA   Sound data
 3C00      SHF0 SHF1 J2 J3 J4 J5 J6 J7  background Y position
 3E00      L0 - L7                      background X position

Read:
 2800      in0  Buttons 1
 2820      in1  Buttons 2
 2840      in2  Buttons 3
 2860      in3  Dip switches 1
 3000      in4  Dip switches 2
 3800      in5  Dip switches 3 (not used)

Read/Write
 4000-47ff Char ram, 2 pages
 4800-4fff Background character ram, 2 pages
 5000-57ff Ram (Common for the Master and Slave 6809)  0x5000-0x517f sprites data
 6000-ffff Rom (only from $8000 to $ffff is used in this game)


------ Slave 6809 --------
 0000-1fff SAFR Watch dog ?
 2000      seem to be the beam position (if always 0, no player collision is detected)
 4000      enable or reset IRQ
 6000-67ff DRA
 8000-87ff Ram (Common for the Master and Slave 6809)
 E000-ffff Rom


------ Sound CPU (Z80) -----
There are 3 or 4 76489AN chips driven by the Z80

0000-1fff Rom program (A6)
2000-3fff Rom Program (A4) (not used or missing?)
4000-43ff Ram
6000-7fff Sound data in
8000-9fff Timer
A000-Bfff Filters
C000      Store Data that will go to one of the 76489AN
C001      76489 #1 trigger
C002      76489 #2 (optional) trigger
C003      76489 #3 trigger
C004      76489 #4 trigger

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