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CP System III

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CP System III
ManufacturerCapcom
Release dateNovember 21, 1996 (1996-11-21)
DiscontinuedSeptember 13, 1999 (1999-09-13)
CPUHitachi SH-2 (@ 25 MHz)[1]
DisplayRaster (horizontal),
384×224/496×224 resolution,
32768 colors on screen,
16,777,216-color palette
SoundCustom 16-channel stereo audio chip
Input8-way joystick, from 3 to 6 buttons
PredecessorCP System II

The CP System III (CPシステムIII, CP shisutemu 3) or CPS-3 is an arcade system board that was first used by Capcom in 1996 with the arcade game Red Earth. It was the second successor to the CP System arcade hardware, following the CP System II. The arcade system saw new releases up until mid 1999. Technical support for the CPS-3 ended on February 28, 2019.[2] It would be the last proprietary system board Capcom would produce before moving on to the Dreamcast-based Naomi platform.

Like its forerunners, games can be exchanged without altering the core hardware. This is accomplished on the CPS-3 by providing the necessary CD and game-specific security cartridges, where the contents of the CD are then loaded into memory with the security cartridge decrypting the contents stored within the system memory in run time.

History

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The CP System III became the final arcade system board to be designed by Capcom. It features a security mechanism; games are supplied on a CD, which contains the encrypted game contents, and a security cartridge containing the game BIOS and the SH-2 CPU[3] with integrated decryption logic, with the per-game key stored in battery-backed SRAM. Capcom chose the CD medium in order to keep down the price of the system.[4]

In a change from its predecessors, the CP System III consists of a single board instead of two separate boards. The board contains components common to all CP System III games, and includes a slot for the security cartridge. The games themselves are stored on a CD instead of on a separate board, which are readable by the provided SCSI CD-ROM drive. A unique feature of the CP System III is the ability to display games in widescreen, a feature that was only used by Street Fighter III: 2nd Impact. It would be the first and only proprietary system board made by Capcom to include this feature.

When the CP System III board is first powered on, the contents of the CD are loaded into a bank of Flash ROM SIMMs on the motherboard, where it is executed. The program code is then decrypted at run time via the security cartridge. The security cartridge is sensitive to any sort of tampering, which will result in the decryption key being erased and the cartridge being rendered useless. Games become unplayable when the security cartridge has been tampered with or when the battery inside the security cartridge dies. The lone exception is Street Fighter III: 2nd Impact, which uses a default set of decryption keys that are written to dead cartridges on boot,[3] making it the few, if not the only CPS-3 games prevalent after support was dropped, due to its immunity to cartridge tampering or suicide.

In June 2007, the encryption method was reverse-engineered by Andreas Naive,[5] making emulation possible.[3] Later developments led to the eventual bypassing of the suicide and security routines of the games as well as a development of a so-called "super cartridge" capable of running all CPS-3 games.[6]

Capcom ceased manufacturing the CP System III hardware after 1999. Capcom ended most of the technical support for the hardware and its games on March 31, 2015.[7] Battery replacements ended on February 28, 2019,[2] ending all official support of the CP System III hardware and software.

Specifications

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  • Main CPU: Hitachi HD6417099 (SH-2) at 25 MHz
  • RAM:
    • 512 KB Work RAM
    • 512 KB Sprite RAM
    • 8 MB Character RAM
    • 256 KB Color RAM
    • 32 KB SS RAM
  • Storage:
  • Sound chip: 16-channel 8-bit sample player, stereo
  • Maximum color palette: 16 million shades[8]
  • Maximum number of colors on screen: 32,768[9] (15-bit colour, 555 RGB)
    • Palette size: 131,072 pens
    • Colors per tile (backgrounds / sprites): 64 (6 bits per pixel) or 256 (8 bits per pixel), selectable
    • Colors per tile (text overlay): 16 (4 bits per pixel)
  • Maximum number of objects: 1024, with hardware scaling[9]
  • Scroll faces: 4 regular + 1 text overlay 'score screen' layer
  • Scroll features: Horizontal & vertical scrolling, linescroll, linezoom[9]
  • Framebuffer zooming
  • Color blending effects
  • Hardware RLE decompression of 6 bpp and 8 bpp graphics through DMA
  • Resolution, pixels: 384×224 (standard mode) / 496×224 (widescreen mode)

List of games

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All six games are developed by Capcom and are all head-to-head fighting games.

English title Release date Japanese title
Red Earth 1996-11-21 War-Zard
(ウォーザード)
Street Fighter III: New Generation 1997-02-04 Street Fighter III
(ストリートファイターIII)
Street Fighter III 2nd Impact: Giant Attack 1997-09-30 Street Fighter III 2nd Impact
(ストリートファイターIII 2nd Impact)
JOJO's Venture 1998-12-02 JoJo no Kimyō na Bōken
(ジョジョの奇妙な冒険)
Street Fighter III 3rd Strike: Fight for the Future 1999-05-12 Street Fighter III 3rd Strike
(ストリートファイターIII 3rd Strike)
JoJo's Bizarre Adventure: Heritage for the Future 1999-09-13 JoJo no Kimyō na Bōken Mirai e no Isan
(ジョジョの奇妙な冒険 未来への遺産)

See also

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References

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  1. ^ "System 16 - CP System III (CPS3) Hardware (Capcom)".
  2. ^ a b "弊社製品のサービス対応終了に関するご案内". Capcom. November 12, 2018. Retrieved April 25, 2024.
  3. ^ a b c "mamedev/mame". GitHub. Retrieved March 1, 2020.
  4. ^ "Introducing... Red Earth". Sega Saturn Magazine. No. 16. Emap International Limited. February 1997. p. 98.
  5. ^ "CPS-3 (7)". andreasnaive.blogspot.com. June 11, 2007. Archived from the original on July 17, 2007.
  6. ^ "Breaking CPS3: One BIOS to rule them all .....and One CD......to play them on and on. (UPDATE 7)". 64darksoft.blogspot.com. August 11, 2013.
  7. ^ "弊社基板製品保守サービス業務終了のご案内". Capcom. September 30, 2014. Retrieved April 25, 2024.
  8. ^ Computer and Video Games, October 1996, page 10 Archived November 19, 2016, at the Wayback Machine
  9. ^ a b c "Arcade Board Comparison". Electronic Gaming Monthly. No. 88. Ziff Davis. November 1996. p. 168.
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