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PCB and Memory Map

This information is provided as a means to identify problems on old arcade boards. Note that getting error information from a game regarding a specific memory range does not necessarily mean that the fault lies with the corresponding ROM. If a faulty ROM is detected, it can be replaced with the same model burned with the appropriate ROM data.

Slap Fight PCB to memory map (A76 / A77)


MAIN CPU Ports (Write)

 Halt Second CPU
 Enable Second CPU
 Generate Second CPU NMI (Non Maskable Interrupt)
 Disable Main Interrupts
 Enable Main Interrupts
 Bank 0 Select (MAIN CPU ROM)
 Bank 1 Select (MAIN CPU ROM)

Main CPU Memory*

StartEndROM IDDescription
 ROM (MAIN Program)
 ROM (MAIN, Bank 0)
 ROM (MAIN, Bank 1)
 RAM Background Layer Map Low Bytes
 RAM Background Layer Map High Bytes
 RAM Sprite Positions
 RAM Background Layer Positions
 RAM Scoreboard Layer Map Low Bytes
 RAM Scoreboard Layer Map High Bytes

*) ROM1 lower 0x4000 is Bank 0 and upper 0x4000 Bank 1. Total size 0x8000

Second CPU Memory

StartEndROM IDDescription

 ROM (SECOND Program)
 Set I/O and SSG 1 Register
 Write to I/O and SSG 1 Port
 Set I/O and SSG 2 Register
 Write to I/O and SSG 2 Port

I/O 1 Registers:
0x0E: Joystick 1 and 2 direction
0x0F: Joystick 1 and 2 button & coins

I/O 2 Registers:
0x0E: Dip Switch 1
0x0F: Dip Switch 2

(I/O 0x00 - 0x0d maps to 2 AY-3-8910 (SSG) sound chips)

Data ROMS (Not mapped to CPU memory)

Fixed layer ROMs (scoreboard etc.)
ROM3, ROM4: 0x2000 bytes each.

Tile-map ROMs (Background):
ROM5, ROM6, ROM7, ROM8: 0x8000 bytes each

Sprite ROMs (Moving objects):
ROM9, ROM10, ROM11, ROM12: 0x8000 bytes each.

Other Board ROMs: (Soldered)
ROM14, ROM15, ROM16, ROM17, ROM18


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