Some notes to help to get you going...
The following screenshots show the board running on a monochrome green
monitor. The arcade machine uses a white phosphor monitor (ie. a normal black and
white display) with coloured plastic strips covering areas of the screen to
mimic a colour display.
| Screen display |
Notes |
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Test switch = OFF
This is a typical display of "attract mode" when the game is
working properly. |
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Test switch = ON
Here is the diagnostics screen (ie. when the test switch is
turned on) for a fully working machine. The hex digits at the bottom of the
screen will change between 00 and FF when the paddle control is turned. |
| |
|
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Test switch = ON
Here is a typical diagnostics screen when there is a fault
with one or more of the 8 RAM chips (labelled 2102 near the middle of the
board). When this happens you are supposed to hear a set of 8 beeps
(some low, some high) to indicate which RAM "bits" are good or bad. However,
I have tried this with various self-induced RAM faults and I don't always
get the beeps, and when I do, not all faulty bits are always identified.
The test routine is able to run purely in ROM, so faulty RAM would still
allow it to run.
Depending on the RAM fault, you will probably get different characters
appearing, but the overall pattern should resemble something like what you
see here. The diagnostics part of the ROM is able to run without RAM, so as
long as the ROMs and CPU (and associated circuitry are functioning) then you
will get this when there is faulty RAM. |
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Test switch = OFF or ON
A garbled (normally steady) screen indicates the CPU is not
running the program. This could be due to several reasons, such as a fault
with the CPU or the ROMs. A short on any of the address or data lines will
also cause the CPU to crash. The ROMs on the board are located on row 1.
Issue 3 boards have 10 small PROMS (4 bit), and issue 4 boards have 3 larger
PROMS (8 bit) instead.The display is totally random so you will see a
similar display, but with different characters in different positions, but
the overall effect is the same.
The ball display circuitry is independent of the character display, and is
overlayed on top of the character display.
As a result, if you watch the faulty screen for a while, you may see some
small blocks (the 3 balls) randomly jumping about the screen.
The PROMs are selected using a PROM at E2 and a 10-way selector at F2. A
fault on these would prevent the ROMs being made active. The address bus is
buffered by ICs A2, B2 and C2, so these should be checked as well. |
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Test switch = OFF
A partly drawn screen, flashing, indicates a problem with
the reset circuitry. There is a built-in watchdog reset on the board, which
will automatically reset the CPU if it has crashed. The reset occurs when
the watchdog timer reaches the end of it's count. During correct program
operation, the program will reset the watchdog counter at regular intervals
to prevent it resetting the CPU. This also ensures correct resetting of the
CPU on power-up. |
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Test switch = OFF
A representation of the game can be seen, but incorrect characters displayed
indicates a fault with the address lines reaching the character ROMs. The
character ROM is split over 2 PROMS, so, if one half of the characters is
correct, but the other half is incorrect then there is a fault with one of
the character PROMS. |
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Test switch = OFF
A representation of the game can be seen, but here we have horizontal
lines. This indicates either a fault with one or more data lines from the
character PROMs (ie. faulty PROM) or it could be a fault with the 74166 IC
used to serialise the data from the PROM to the display. |