CPS-3 converts¶
CPS-3 does not convert "by reprogramming EPROMs": the game is encrypted, stored on CD, then written to flash SIMMs on first boot by the motherboard, under the control of a security cartridge (SH-2 + keys in battery-backed SRAM). Converting = right SIMMs + right cartridge/BIOS pair + the game to flash. The modern route is the Darksoft BIOS (no-CD, no-battery).
| Field | Value |
|---|---|
| Platform | Capcom CPS-3 |
| Type | flashing the SIMMs + handling cartridge/BIOS/keys |
| Difficulty | 🟠 (TSOP48 flashing, possibly cartridge re-BIOS) |
| Suicide? | Yes, severe — keys in battery-backed SRAM in the cartridge |
How a CPS-3 boots (understand this first)¶
- The security cartridge holds a custom SH-2 (on-the-fly decryption), the startup BIOS, and the game decryption keys in battery-backed SRAM.
- On first boot, the motherboard copies the CD data to the flash SIMMs (a long operation).
- Then the game runs from the SIMMs; the CD is no longer read each time.
The suicide
Dead battery = keys wiped = mute board (frozen screen). Capcom no longer repairs these. Every conversion/preservation revolves around this point.
The SIMM bank: 7 slots¶
The motherboard has 7 SIMM slots. Three capacities (TSOP48 flash, not RAM):
| SIMM density | Flash chips |
|---|---|
| 32 Mbit | 2 chips |
| 64 Mbit | 4 chips |
| 128 Mbit | 8 chips |
Per-game SIMM configuration (essential to convert)¶
| Game | S1 | S2 | S3 | S4 | S5 | S6 |
|---|---|---|---|---|---|---|
| Warzard / Red Earth | 64M | 128M | 128M | 32M or 128M | — | — |
| SFIII: New Generation | 64M | 128M | 128M | 32M or 128M | — | — |
| JoJo's Venture | 64M | 64M | 128M | 128M | 32M or 128M | — |
| JoJo's Bizarre Adventure | 64M | 64M | 128M | 128M | 128M | — |
| SFIII: 2nd Impact | 64M | 64M | 128M | 128M | 128M | — |
| SFIII: 3rd Strike | 64M | 64M | 128M | 128M | 128M | 128M |
→ To convert to a bigger game (e.g. 3rd Strike) you need the right number of SIMMs at the right density; hence the value of repro SIMMs (Darksoft) when you're short on capacity.
The cartridge & the BIOS¶
The cartridge carries the BIOS in a Fujitsu 29F400 (TSOP48) flash — that's the IC to flash, located next to the big SH-2 (marked "D"). Three cases:
- Original cartridge of the target game (live battery): it already has the game's BIOS + keys → you "just" flash the SIMMs with that game.
- Phoenix / no-battery BIOS: flash the 29F400 with a patched BIOS that no longer needs a battery or key → the cartridge boots whatever game is loaded in the SIMMs.
- Dead (suicided) cartridge: re-flashing the 29F400 is mandatory (pull/flash on a programmer/resolder) — for boards that are already dead.
Flashing the 29F400 BIOS
Two ways: in-circuit (suitable hardware), or remove the 29F400 → flash on a TSOP48 programmer → resolder. TSOP48 is fine-pitch → hot air + precision. Only remove the chip if the cartridge is already dead.
The CD drive (to flash the SIMMs the original way)¶
CPS-3 loads the game from a SCSI CD-ROM drive:
- Original models Panasonic CR-504 / CR-505; known compatibles Toshiba XM-3701B, NEC CD-3010A.
- SCSI ID = 1, parity enabled, termination enabled.
The original way: insert the game CD and the board writes the SIMMs at boot (~40 min for a big game). With Darksoft, no CD needed.
The modern route: Darksoft BIOS/SuperBios (recommended)¶
The Darksoft BIOS makes the cartridge universal:
- No-battery: no battery, no suicide.
- No-CD: games are flashed to SIMMs and run natively (no key loaded) — the drive is no longer needed.
- Multi: a single CD (or dump) with all games (~80–100 MB each) is used to flash; you then pick the game to load.
Installation (summary):
- Get a cartridge (ideally already no-battery or to be converted) and flash the Darksoft BIOS into the 29F400.
- Have the right SIMM set (capacities per game / Darksoft repro).
- Flash the SIMMs with the wanted game (via the Darksoft CD / kit procedure).
- Boot: the board loads the game without battery or drive.
Keep a live original cartridge
Even when moving to Darksoft, keeping a non-suicided original cartridge (fresh battery) has preservation value — the original keys remain useful.
"Standard SH-2" variant¶
You can replace the custom SH-2 with a standard SH-2 (removes the encryption requirement), at the cost of a different BIOS. Heavier approach, mostly useful for a cartridge whose custom SH-2 is dead.
Before / after¶
- Cart+CD convert: the motherboard runs another game (after SIMM reflash).
- Darksoft: switch between all games, no battery or laser, fast boot.
Hardware / where to read more¶
- Darksoft CPS-3 kit / BIOS & repro SIMMs — via Arcade-Projects — https://www.arcade-projects.com/
- TSOP48 programmer (for the 29F400 / SIMM flash).
- Practical guides: 8bitplus — https://8bitplus.co.uk/articles/capcom-cps3-system-darksoft-bios-mods/
- Technical background (decryption/BIOS): Darksoft — https://64darksoft.blogspot.com/2013/06/one-bios-to-rule-them-all.html
- No-security-cart project: herzmx/cps3-nos — https://github.com/herzmx/cps3-nos
Open-hardware SIMM archived here
CPS3 NOS (NOR Open SIMM), an open-source alternative to the original SIMMs —
KiCad sources + gerbers/BOM to fabricate:
cps3-nos.tar.gz ·
README — upstream:
https://github.com/herzmx/cps3-nos. (Illustration media stripped to keep it
light.) We host no ROMs, BIOS, or keys.
Sources & attribution¶
- Arcade Otaku Wiki — CPS3 (7 SIMM slots, per-game table, SCSI CR-504/505 drive) — https://wiki.arcadeotaku.com/w/CPS3
- 8bitplus — Capcom CPS3 Darksoft BIOS mods (29F400 BIOS, repro SIMMs, no-CD/no-battery) — https://8bitplus.co.uk/articles/capcom-cps3-system-darksoft-bios-mods/
- Loïc "WydD" Petit — Resurrect an arcade system (CPS3) (SH-2, keys, CD→flash boot) — https://medium.com/@WydD/learning-new-things-resurrect-an-arcade-system-cps3-97396ee980ae
- Internal page: CPS-3 · Multi
Review & corrections
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