CP_System_II

CP System II

CP System II

1993 arcade system board


The CP System II (CPシステムII, shīpī shisutemu tsū) or CPS-2 is an arcade system board that Capcom first used in 1993 for Super Street Fighter II. It was the successor to their previous CP System and Capcom Power System Changer arcade hardware and was succeeded by the CP System III hardware in 1996, of which the CPS-2 would outlive by over four years. The arcade system had new releases for it until the end of 2003, ending with Hyper Street Fighter II.

Quick Facts Manufacturer, Release date ...

History

The earlier Capcom system board, the original CP System (or CPS-1), while successful, was very vulnerable to bootleggers making unauthorized copies of games. In order to rectify the situation, Capcom took the CP System hardware (with QSound) with minimal changes and employed encryption on the program ROMs to prevent software piracy. Due to the encryption, the system was never bootlegged until unencrypted program data became available.[citation needed]

Capcom announced the development of the CPS-2 in 1990. They had planned to complete and release the CPS-2 in 18 months. They also originally had plans for the system to be capable of 3D graphics.[2]

The CP System II consists of two separate parts; the A board, which connects to the JAMMA harness and contains components common between all CP System II games, and the B board, which contains the game itself. The relationship between the A and B board is very similar to that between a home video game console and cartridge. CP System II A and B boards are color-coded by region, and each board can only be used with its same-colored mate. The exception to this is that the blue and green boards can be used together.[citation needed]

The B boards hold battery-backed memory containing decryption keys needed for the games to run. As time passes, these batteries lose their charge and the games stop functioning, because the CPU cannot execute any code without the decryption keys. This is generally referred to as a "suicide battery". It is possible to bypass the original battery and swap it out with a new one[3] in-circuit, but this must be done before the original falls below 2V or the keys will be lost. Consequently the board would die, even if used legally it would not play after a finite amount of time unless a fee was paid to Capcom to replace it.

Due to the heavy encryption, it was believed for a long time that CP System II emulation was next to impossible. However, in January 2001, the CPS-2 Shock group[4] was able to obtain unencrypted program data by hacking into the hardware, which they distributed as XOR difference tables to produce the unencrypted data from the original ROM images, making emulation possible, as well as restoring cartridges that had been erased because of the suicide system.

In January 2007, the encryption method was fully reverse-engineered by Andreas Naive (Archived 2013-07-02 at the Wayback Machine[5]) and Nicola Salmoria. It has been determined that the encryption employs two four-round Feistel ciphers with a 64-bit key.[6][7] The algorithm was thereafter implemented in this state for all known CPS-2 games in MAME.

In April 2016, Eduardo Cruz, Artemio Urbina and Ian Court announced the successful reverse engineering of Capcom's CP System II security programming, enabling the clean "de-suicide" and restoration of any dead games without hardware modifications.[8][9]

Region colors

More information Region, Case ...

Technical specifications

List of games (42 games)

More information English title, Release date ...

See also


References

  1. "System 16 - CP System II (CPS2) Hardware (Capcom)".
  2. "Notas de Andy". Archived from the original on 2013-07-02. Retrieved 2007-01-04.
  3. Salmoria, Nicola (14 January 2007). "Nicola's MAME Ramblings: CPS2 Getting Closer".
  4. "Mame/Cps2.c at master · mamedev/Mame · GitHub". GitHub. Archived from the original on 2015-11-05. Retrieved 2014-11-22.

Share this article:

This article uses material from the Wikipedia article CP_System_II, and is written by contributors. Text is available under a CC BY-SA 4.0 International License; additional terms may apply. Images, videos and audio are available under their respective licenses.