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Arcade Cabinets

The following arcade PCBs are known to be based on PlayStation hardware:

Manufacturer Board CPU clock GPU RAM VRAM Additional CPUs Audio Storage
Konami GV 33 MHz v0 2 MB 1 MB SPU, CD-DA SCSI CD-ROM, optional flash daughterboard
Konami GQ 33 MHz v1 4 MB 2 MB 68000, TMS57002 2x custom PCM chip SCSI hard drive
Konami System 573 33 MHz v2 4 MB 2 MB H8/3644 SPU, CD-DA, optional MP3 decoder 16 MB flash, optional ATAPI CD-ROM, PCMCIA cards
Konami Twinkle System 33 MHz v2 4 MB 2 MB 68000, DVD player SPU, Ricoh RF5C400 SCSI CD-ROM, IDE hard drive, VCD/DVD, optional floppy
Namco System 11 (COH-100 CPU board) 33 MHz v1 4 MB 2 MB Namco C76 SPU (unpopulated), custom PCM chip Mask ROM daughterboard
Namco System 11 (COH-110 CPU board) 33 MHz v2 4 MB 2 MB Namco C76 Custom PCM chip Mask ROM daughterboard
Namco System 12 (COH-700 CPU board) 50 MHz v2b 4 MB 2 MB H8/3002, optional SH-2 Custom PCM chip, optional XA-ADPCM Mask ROM/flash daughterboard, optional ATAPI CD-ROM
Namco System 12 (COH-716 CPU board) 50 MHz v2 16 MB 2 MB H8/3002, optional SH-2 Custom PCM chip, optional XA-ADPCM Mask ROM/flash daughterboard, optional ATAPI CD-ROM
Namco System 10 50 MHz v2 16 MB 2 MB SPU, optional MP3 decoder Mask ROM/flash daughterboard, optional ATAPI CD-ROM
Sony ZN-1 33 MHz v2 4-8 MB 1-2 MB Optional game-specific SPU, optional game-specific hardware Mask ROM/flash daughterboard
Sony ZN-2 50 MHz v2 or v2b 4-16 MB 2 MB Optional game-specific SPU, optional game-specific hardware Mask ROM/flash daughterboard
Taito FX-1A (ZN-1 + custom addon board) 33 MHz v2 4 MB 1 MB Z80 SPU, Yamaha YM2610B Mask ROM daughterboard
Taito FX-1B (ZN-1 + custom addon board) 33 MHz v2 4 MB 1 MB SPU, custom Zoom DSP Mask ROM daughterboard
Taito G-NET (ZN-2 + custom addon board) 50 MHz v2b 4 MB 2 MB MN1020012A, TMS57002 SPU, custom Zoom DSP 8 MB flash, custom encrypted PCMCIA/CF card

The following boards were mentioned in the original nocash page, but almost nothing is known about them:

  • Atlus PSX
  • PS Arcade 95
  • Tecmo TPS

Currently only documentation for the System 573 exists. More information about other arcade boards could be obtained from MAME source code.

CPU

Most boards use the same CPUs as retail consoles and development units. The System 10, System 12 and ZN-2 feature a later CPU revision that allows for up to 16 MB main RAM (as opposed to 8 MB on the standard CPUs) and clock speeds of up to 50 MHz. The bus interface and memory control registers on these chips may behave differently from the ones found on standard CPUs due to the extended address space.

GPU

Most systems have a regular v2 GPU but expand VRAM to 2 MB, arranged as a 1024x1024 buffer rather than 1024x512. The Konami GQ and COH-100 (CPU + GPU daughterboard used in early System 11 units) have the v1 "prototype" GPU, which uses completely different commands from v0/v2 and is generally not compatible with any known version of Sony's development tools. Most System 11 games seem to support both GPU types.

Some System 12 and ZN-2 variants use a later revision of the v2 GPU (v2b). The differences between v2 and v2b GPUs are currently unknown.

Audio

Almost all boards extend the SPU's functionality with additional hardware, usually a custom fixed-function DSP and in some cases a separate sound CPU. The custom audio hardware is typically on a separate board, with some systems allowing it to be unplugged if the game does not require it. The Konami GQ, System 11 (both COH-100 and COH-110 variants) and System 12 omit the SPU entirely.

Controls

Most systems are designed to be connected to a cabinet through a JAMMA board edge connector, which carries power, a video output, player controls and coin/service button inputs. These inputs are typically accessed via custom memory-mapped I/O ports. As control schemes may vary greatly from game to game, many systems also provide means to connect additional inputs or expansion boards.

Some boards feature a JVS port (a standardized serial bus protocol used to connect controls and peripherals to modern arcade systems), allowing standard JVS I/O boards to be used if supported by games.

Storage

With the exception of Konami, all manufacturers used mask ROMs or flash memory for game storage. The wiring and layout of the ROMs varies for each board; on some systems the BIOS and game are part of the same ROM, while others have separate BIOS and game ROMs. Graphical and audio assets may also be stored separately or within the main game ROM.

Konami systems store game executables and assets on standard SCSI/IDE hard drives or CD-ROMs. The System 573 can also boot from its built-in flash or a PCMCIA flash card, using the CD-ROM drive only to install new games, however the vast majority of 573 games are too large to fit entirely in the flash and still rely on reading files from the disc after installation. The Twinkle System is particularly unusual as it has a CD-ROM drive accessed by the main CPU, a separate hard drive used by the audio board and an external DVD player unit for background videos.

The System 10 and System 12 are the only known non-Konami boards with CD-ROM support. The former can be connected directly to an ATAPI drive, while the latter requires an expansion module that provides an IDE interface and XA-ADPCM decoding through an integrated SH-2 CPU. Whether these boards support CD-ROM booting without any game ROMs installed is currently unknown.

Security

The implementation of anti-piracy measures varies for each manufacturer.

  • Namco boards have their ROMs encrypted, with a CPLD ("KEYCUS" chip) wired between the CPU and ROM performing on-the-fly decryption. Some KEYCUS chips require the CPU to issue commands in order to unlock different sections of the ROM.
  • Sony's ZN-1 and ZN-2 are fitted by each manufacturer with a custom BIOS ROM and security microcontroller, which are then verified by the games. This makes it harder to convert a ZN-1 or ZN-2 game to a different one by simply swapping out the game-specific daughterboard.
  • CD-ROMs for Konami boards were typically shipped alongside a security dongle or cartridge that must be plugged in to boot the game. Some games write the system's serial number to the dongle during installation, preventing installation of the same game on more than one cabinet. The System 573's optional MP3 decoder board additionally features an FPGA used to decrypt MP3 files on the disc during playback.
  • Taito G-NET games are stored on a custom manufactured PCMCIA card which is not readable by any normal means. The contents of the card are presumably encrypted as well.