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konami/k005849 info #16193

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@jwestfall69

I've recently been working on jail break and rush'n attack boards. Both have the konami 005849 custom IC on them for handling tiles/sprites. Below is some info from the jail break board, but the same things happen on the rush'n attack board.

  • 0x2403 bit 0 tile banking
  • 0x2403 bit 1 tile banking
  • 0x2403 bit 2 sprite banking (already known)
  • 0x2403 bit 3 flip/flop where sprite data get read from (unset = 0x1000, set = 0x1100)
  • 0x2403 bit 4 seems to be another bit for palette/color selection, but only applies to tiles
  • 0x2403 bit 5 ??
  • 0x2403 bit 6 when unset, sprites disappear (could be another sprite bank bit?)
  • 0x2403 bit 7 when set, masks off the left/right most 8 pixel columns of the screen

Note for bit 3 on rush'n attack, mame has it backwards.

Below are videos showing the behaviors on my jail break board.

bit0 + bit1 tile banking:
https://github.com/user-attachments/assets/81fccf27-0427-416a-8995-71e72f874535

bit2 sprite banking:
https://github.com/user-attachments/assets/6c20cd19-4175-4efc-89d8-f575be6a22ce

bit3 flip/flop where sprite data get read from:
For this one the sprite debug test is setup to write the sprite data seen on screen to 0x1000 and a modified version of it to 0x1100 (sprite_num + 1, y position + 16). Such that as I flip the bit you can see the left most sprite is shown when the bit is unset and right most is shown when the bit is set.
https://github.com/user-attachments/assets/f9704f7f-0140-412d-9938-3bb340111052

bit4 seems to be another bit for palette/color selection, but only applies to tiles:
For this one I pick a random tile that has the bunch of different colors in it, flip bit4 on, then go and change the color palette number associated with the tile.
https://github.com/user-attachments/assets/0c0e952b-a22b-4ded-abed-cc81ac0b3ddd

bit6 when unset, sprites disappear (could be another sprite bank bit?):
https://github.com/user-attachments/assets/6b7dcf5c-303b-4f12-8519-581a0cd19875

bit7 when set, masks off the left/right most 8 pixel columns of the screen:
For this one I change one of the tile banking bits which forces the entire screen to be filled with garbage/visible tiles, then got flip bit7 multiple times. You can see how it masks the screen edges.
https://github.com/user-attachments/assets/aad73d53-4b81-46c2-bbbf-7a854ddb8941

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