IC inventory

Every integrated circuit in the Ghosts'n Goblins machine, grouped by part. A chip drawn across two sheets carries a link to each.
283 chips 83 part types A 133 · B 0 · C 0

Memory and ROM 25 chips

Everything that stores something - program, graphics, scratch space and factory look-up tables.

27128×13

16K x 8 EPROM. The graphics store: background tile ROMs on the C board, sprite bitmap ROMs on the B board, character shapes on the A board.

A board 11E7/8

2114×6

1K x 4 static RAM. Used in pairs to make a byte wide - the 96-object sprite entry store and the sprite work RAM.

2148H×3

1K x 4 static RAM, faster than the 2114. The two sprite line buffers: a pair per buffer, addressed by the 9-bit X counter, with bit 8 wired to /CE so sprites clip at the right edge.

A board 6D8/8 7D8/8 8D8/8

M58725×2

2K x 8 static RAM. Work and video RAM.

A board 7H6/8

27256×1

32K x 8 EPROM. The main program ROM. On the clean board this socket holds two stacked 27128s instead, split by address.

A board 14H4/8

Processors, sound and analogue 5 chips

The two CPUs, the sound chips and the audio output stage.

YM2203×2

FM + PSG sound chip (OPN). Two of them, addressed at 8000-8003. Wired write-only here - /RD is tied high and /WR grounded, so accesses are timed purely by chip select.

A board 13E4/8 14E4/8

YM3014×2

Serial DAC. Converts each YM2203's FM output to analogue for the amplifier.

A board 13D4/8 14D4/8

LM324×1

Quad op-amp. Mixing and filtering the PSG and FM channels on the main amp sheet.

A board 12D4/8

Counters, registers and shifters 42 chips

Anything that holds or advances state on a clock edge.

74LS273×15

Octal D flip-flop with clear. Byte-wide registers - sprite attributes, scroll position, colour output.

A board 1E8/8 4D8/8 8H6/8 9F6/8 9H6/8

74LS161×9

4-bit synchronous counter with asynchronous clear. The H and V video counters that generate the whole raster.

A board 1K5/8 1L5/8 2K5/8 2L5/8

74LS174×7

Hex D flip-flop. Timing and pixel latches.

A board 1H8/8 3C2/8 4E8/8 8F6/8

74LS163×6

4-bit synchronous counter with synchronous clear. The sprite line-buffer X counters, three cascaded into a 9-bit count.

74LS175×3

Quad D flip-flop with complementary outputs.

74LS373×1

Octal transparent latch.

74LS374×1

Octal D flip-flop with tri-state outputs. The sound-command mailbox between the two CPUs.

A board 12H4/8

Gates and flip-flops 60 chips

The glue logic - the largest group by chip count.

74LS86×16

Quad XOR. The flip logic: XORing a counter against FLIP mirrors the screen, which is how the cocktail cabinet flips the picture for player two.

A board 3J6/8 4J6/8 5J6/8

74LS74×11

Dual D flip-flop. Sync and blanking latches, the interrupt chain, the DMA handshake.

A board 3K5/8 3L5/8 3M5/8 4N5/8 6E8/8 7E8/8 4N(b)5/8

74LS04×9

Hex inverter. Also used throughout as a buffer, and as the source of the alpha/beta copies of FLIP, V1 and the pixel clock.

A board 3N5/8 5F1/8 5K1/8

74LS08×8

Quad 2-input AND.

A board 4L5/8 5L5/86/8 7K6/8 3M(gate)5/8

74LS32×6

Quad 2-input OR. Occasionally used with both inputs tied as a plain buffer.

A board 6F6/8

74LS00×3

Quad 2-input NAND.

A board 7F8/8

74LS20×3

Dual 4-input NAND. One of them (1L on the B board) is the sprite transparency test - a gate per line buffer, drawn on two different sheets.

A board 1F8/8

74LS10×2

Triple 3-input NAND.

A board 2J5/8

74LS112×1

Dual JK flip-flop. The horizontal blanking latch.

A board 5M5/8

74LS30×1

8-input NAND. Decodes the V counter reaching line 248 to set the VSYNC latch.

A board 1M5/8

Buses, decoding and selection 56 chips

Deciding who drives what, and steering signals onto shared lines.

74LS157×13

Quad 2-to-1 multiplexer. Switches video RAM address between the CPU and the display counters.

A board 3H6/8 4H6/8 5H6/8

74LS245×12

Octal bidirectional bus transceiver. Bus isolation, and the direction reversal that lets the B board read sprite data out of the A board's RAM during blanking.

A board 1B3/8 2B3/8 3B2/8 4C8/8 5C8/8 10H6/8

74LS367×9

Hex buffer with tri-state outputs. Reading the control panel and DIP switches onto the data bus, and timing fan-out.

A board 1J5/8 4A3/8 5A3/8 6B8/8 6C8/8 7C8/8 8A3/8 8B8/8 8C8/8

74LS138×8

3-to-8 line decoder. Address decoding and the read/write strobes.

A board 2M5/8 3A3/8 3D2/8 4K5/8 7L1/8 8K1/8

74LS257×7

Quad 2-to-1 multiplexer with tri-state outputs. The line-buffer write-back and playback muxes.

74LS139×4

Dual 2-to-4 line decoder. Region decoding and the line-buffer strobes.

A board 9K2/8

74LS153×3

Dual 4-to-1 multiplexer. The colour mixer's priority selection between sprite, character and background pixels.

A board 3E8/8 3F8/8 4E(mux)8/8

Arithmetic 13 chips

Adders.

74LS283×13

4-bit binary full adder. Adds the scroll offset to the raw counter on the C board, and the sprite Y offset on the B board.

Board-specific and operator parts 1 chips

The pieces that are not standard logic.

PST518×1

Power-on reset generator. Holds the machine in reset until the supply is stable.

A board (PST518)1/8

Other 81 chips

Parts not yet categorised.

74LS194×10

H-IC001×6

A board RC13/8 RC1-RC53/8 RC23/8 RC33/8 RC43/8 RC53/8

'245×3

A board 5N1/8 6N1/8 11H1/8

128/256×3

A board 8N1/8 10N1/8 12N1/8

2.2K x 8×3

A board RA13/8 RA23/8 RA33/8

22K x8×3

A board RA41/8 RA51/8 RA61/8

'08×2

A board 7K1/8 8L1/8

'194×2

A board 10D7/8 11D7/8

'86×2

A board 9D7/8 9E7/8

10D1×2

A board D12/8 D22/8

128×2

A board 9N1/8 13N1/8

1K x8 resistor array×2

2SC2120×2

A board TR12/8 TR22/8

CXK5808P×2

edge connector (no designator printed)×2

A board $CN-CTRL3/8 $CN-SYS3/8

unknown×2

A board 5F6/8 5K6/8

'00×1

A board 7F1/8

'139×1

A board 9K1/8

'14×1

A board 8J1/8

'157×1

A board 10C7/8

'174×1

A board 8E7/8

'32×1

A board 9L1/8

'367×1

A board 10J1/8

'74×1

A board 9J1/8

(not printed - single-input gate, pins 9 in / 8 out; a bubble is drawn at BOTH the input and the output)×1

0 ohm link×1

10K x4 resistor array×1

12MHz crystal×1

A board XL5/8

1K×1

1K x 8 resistor array×1

2.2K x8 resistor arrays×1

A board RA1-RA33/8

256x4 PROM (no part number printed)×1

A board $U18/8

68B09×1

A board 11L1/8

7400×1

74LS04 (no part number printed)×1

A board 5F8/8

74LS04 (part number not printed on this sheet)×1

A board 5K5/8

74LS21×1

74LS259×1

A board 9B2/8

7611×1

CUSTOM (Capcom module, contains the Z80 sound CPU)×1

A board 13K4/8

DIP SW (A) 8P×1

A board 1A3/8

DIP SW (B) 8P×1

A board 2A3/8

HA13001×1

A board (HA13001)4/8

HM6264F×1

A board 2C2/8

RGP102 10K×1

A board VR14/8

RGP102 2K×1

A board VR24/8

TMM2018×1

TMM2108×1

jumpers×1