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PCB to 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.
 

Tiger Heli DIP Switches

DIP SWITCH 1 OPTIONS 1 2 3 4 5 6 7 8
HELI SPEED

DIP SWITCH TEST

SCREEN

GAME STYLE

ATTRACT SOUND

COIN 1
COIN 1
COIN 1
COIN 2
COIN 2
COIN 3
COIN 3
FREE PLAY
NORMAL
FAST
OFF
ON
NORMAL
INVERT
TABLE
UPRIGHT
ON
OFF
1 CREDIT
2 CREDITS
3 CREDITS
1 CREDIT
3 CREDITS
1 CREDIT
2 CREDITS
OFF
ON


OFF
ON




OFF
ON






OFF
ON








OFF
ON










OFF
OFF
OFF
OFF
ON
ON
ON
ON










OFF
OFF
ON
ON
OFF
OFF
ON
ON










OFF
ON
OFF
ON
OFF
ON
OFF
ON
FACTORY SETTING   OFF OFF OFF ON OFF OFF OFF OFF

 

DIP SWITCH 2 OPTIONS 1 2 3 4 5 6 7 8
NOT USED
BONUS
LEVELS
DIFFICULTY


NUMBER OF
TIGER HELIS

20K - 80k
50K - 120K
EASY
NORMAL
DIFFICULT
1
2
3
5
X X X
OFF
ON



OFF
ON
ON



ON
OFF
ON






ON
ON
OFF
OFF






OFF
ON
OFF
ON
FACTORY SETTING   OFF OFF OFF OFF ON OFF OFF OFF

 

Tiger-Heli PCB to memory map (A47 / GX-511)

Notes

  • Click here for an image of the PCB
  • ROM0-ROM21 are marked on the PCB where the ROM chips go.
  • GX-511-A is SECOND CPU Side and has ROM3, ROM10-ROM13, ROM16-ROM21
  • GX-511-B is MAIN CPU Side and has ROM0-ROM2, ROM4-ROM9 , ROM14-ROM15, A47-14

MAIN CPU Ports (Write)

 0
 1
 5
 6
 7
 Halt Second CPU
 Enable Second CPU
 Generate Second CPU NMI (Non Maskable Interrupt)
 Disable Main Interrupts
 Enable Main Interrupts

Main CPU Memory

StartEnd ROM ID Description
 0x0000
 0x4000
 0x8000
 0xC000
 0xC800
 0xD000
 0xD800
 0xE000
 0xE800
 0xF000
 0xF800
 0x3FFF
 0x7FFF
 0xBFFF
 0xC7FF
 0xCFFF
 0xD7FF
 0xDFFF
 0xE7FF
 0xE803
 0xF7FF
 0xFFFF
 ROM0
 ROM1
 ROM2
 ROM (MAIN Program)
 ROM (MAIN Program)
 ROM (MAIN Program)
 MAIN RAM
 MAIN / SECOND Shared RAM
 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


Second CPU Memory

StartEnd ROM ID Description
 0x0000
 0xA080
 0xA081
 0xA090
 0xA091
 0xC800
 0x1FFF
 0xA080
 0xA082
 0xA090
 0xA092
 0xCFFF
 ROM3

 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
 RAM (SECOND CPU, Shared with MAIN CPU)

 

RAM Organization (MAIN CPU)

Start End ROM ID Description
 0xC000
 0x4000
 0x8000
 0xC000
 0xCFFF
 0x7FFF
 0xBFFF
 0xFFFF
 ROM0
 ROM1
 ROM2
 ROM (MAIN Program)
 ROM (MAIN Program)
 ROM (MAIN Program)
 RAM


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 YM2149F (SSG) sound chips)

Data ROMS (Not mapped to CPU memory)

Fixed layer ROMs (scoreboard etc.)
ROM4, ROM5: 0x2000 bytes each.

Tile-map ROMs (Background):
ROM6, ROM7, ROM8, ROM9: 0x8000 bytes each

Sprite ROMs (Moving objects):
ROM10, ROM11, ROM12, ROM13: 0x8000 bytes each.

Color ROMs (Game palette):
ROM19, ROM20, ROM21: 256 bytes each.

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

Not marked on board (missing on Slap Fight):
ROM marked A47-14.


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