coinop.org search
(e.g. bosconian, atari, wells gardner, vector, dig dug pinouts))
results for "Block Block"
All Game Matches:
Block Hole
A puzzle game where a spaceship tries to shoot blocks by shooting the top
of each block until they match. The game ends when the blocks reach the
bottom.
Block Out
A Tetris-type game of arranging falling "bricks", except it's 3D and you're looking top-down into the grid that is being filled.
Coinop.org Pages
/w3c/privacypolicy.aspx
Coinop.org Privacy Policy
April 27, 2010
At Coinop.org we recognize that privacy is important. This Policy applies to all of the services and websites offered by Coinop.org or its subsidiaries or affiliated companies (collectively, Coinop.org's "services").
If you have any questions about this Policy, please feel free to contact us through our website.
Information we collect and how we use it:
We offer a number of services that do not require you to register for an account or p
File:
/w3c/privacypolicy.aspx
-
13
K - Updated
2011.08.27
Knowledge Base
Mortal Kombat FAQ Version 5.0
******************************************************************************** * * * Mortal Kombat Comprehensive Moves, Combos, Fatalities, and Hints Listing * * (almost FAQ) (Posted at the beginning and middle of each month) * ******************************************************************************** Version 5.0 (4/28/93) (Last Major Revision for a LONG while) What's New: o Complete
File:
/kb_dl.aspx/KB/faqs/faq-mortal kombat.html
-
62
K - Updated
1999.10.30
/kb_dl.aspx/KB/gamemanuals/cine/solarq01.tiff
MUSIC CIRCUIT DIGITAL MUSIC OUTPUT COUPLING I CCA TO MACLK— MUSIC LOAD ONTROL VOLTAGE 7 __________ FOLLOWER (TO BLOCK DIAGRAM FREQUENCY SEVEN) SELECTS (FROM BLOCK DIAGRAM ONE) / DATA 12 MBCLK+ 12 BIT —N MACLK+ IC 8,9,10 COUNTER / 3 MUSIC ENABLE + ___________ (FROM BLOCK CIRCUIT FOR TO DIAGRAM ONE) MUSIC LATCH BLOCK 227 XC CLK MACLK+ DIAGRAM CLOCK GATING MBCLK± ONE (FROM GEN F—--— — / , BLOCK LJ IC 20-23 LATCH CLK+ DIAGRAM TWO) (FROM 1C2,BLOCK DIAGRAM ONE) __________ 2 MACLK ± ALSO SHOWN ON BLOCK DIAGRAM ONE
File:
/kb_dl.aspx/KB/gamemanuals/cine/solarq01.tiff
-
24
K - Updated
1998.03.22
Mortal Kombat 3 FAQ
##################### ##################### ### ### ### ### ### ### ### ### ### M O R T A L K O M B A T ### ### ### ### ### ### ### ### ### ##################### #############
File:
/kb_dl.aspx/KB/faqs/faq-mortal kombat 3.html
-
27
K - Updated
1999.10.30
/kb_dl.aspx/KB/gamemanuals/cine/solarq02.tiff
EXPLOSIONS AND THRUST (FROM NOISE GENERATOR BLOCK DIAGRAM TWO) LOUD EXPLOSION L VOLTAGE - SWITCH (FROM 1C7 PIN2, Q1,Q2 BLOCK DIAGRAM ONE) SOFT EXPLOSION L VOLTAGE SWITCH (FROM IC? PIN 5, Q3,Q4 BLOCK DIAGRAM ONE) I LOW PASS FILTER[ (FROM NOISE GENERATORI R34-38,C1O,11 ] BLOCK DIAGRAM TWO) THRUST L VOLTAGE SWITCH (FROM 1C7 PIN 6, 05,Q6 BLOCK DIAGRAM ONE) CCA 1C33 TO VOLTAGE FOLLOWER (BLOCK DIAGRAM SEVEN) TO VOLTAGE FOLLOWER (BLOCK DIAGRAM SEVEN) LOW PASS FILTER R15—19 , C6,7 ENVELOPE CONTROL R26,C8 ENVELOPE C
File:
/kb_dl.aspx/KB/gamemanuals/cine/solarq02.tiff
-
24
K - Updated
1998.03.22
Mortal Kombat 2 FAQ - Revision 10
________________________ MORTAL KOMBAT II FAQ Complete Guide Tenth Revision January 5th, 1994 ineluki@u.washington.edu ________________________ 500 years ago, Shang Tsung was banished to the Earth Realm. With the aid of Goro he was to unbalance the furies and doom the planet to a chaotic existence.
By seizing control of the Shaolin Tournament he tried to tip the scales of order towards chaos. Only seven warriors survived the battles and Shang Tsung's scheme would come to a violent end at the han
File:
/kb_dl.aspx/KB/faqs/faq-mortal kombat 2.html
-
31
K - Updated
1999.10.30
/kb_dl.aspx/KB/gamemanuals/cine/solarq03.tiff
FIRE SOUND SEE BLOCK DIAGRAM NINE TO SUMMING JUNCTION DIGITAL NOISE VOLTAGE CONTROL I (BLOCK DIAGRAM SEVEN) FILTER (FROM BLOCK DIAGRAM TWO) 1C 43—47 FIRE LT I SWITCH [—.. (FROM 1C7 PIN 9, LiJ BLOCK DIAGRAM ONE) NUKE SOUND NBC LK+ NACLK— IC 11,12 NUKE ENABLE (FROM IC 7 PIN 15, BLOCK DIAGRAM ONE) BLOCK DIAGRAM SIX AMPLITUDE AND FREQUENCY CONTROL R108, R119 , C 26
File:
/kb_dl.aspx/KB/gamemanuals/cine/solarq03.tiff
-
18
K - Updated
1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/solarq05.tiff
PHOTON SEE BLOCK DIAGRAM EIGHT TO VOLTAGE FOLLOWER (BLOCK DIAGRAM SEVEN) CAPTURE SOUND LOW TTL LEVEL VCO SWITCH I EN I TO Q 13 Q11,Q12 SUMMING JUNCTION t ] (BLOCK I DIAGRAM SEVEN) CAPTURE U (FROM 1C7 PIN 12, BLOCK DIAGRAM ONE) CCA PHOTON L VOLTAGE SWITCH (FROM 1C7 PIN 16, Q9,Q1O BLOCK DIAGRAM ONE)
File:
/kb_dl.aspx/KB/gamemanuals/cine/solarq05.tiff
-
18
K - Updated
1998.03.22
Hyper Fighting: Ken Strategy Guide
**************************************************************************** ** ** ** # # # # ### #### ### #### # ### # # ##### # # # ### ** ** # # # # # # # # # # # # # # # # ## # # ** ** #### # ### ### ### ### # # ## #### # # # # # # ## ** ** # # # # # # # # # # # # # # # # ## # # ** ** # # # # #### # # # # ## #
File:
/kb_dl.aspx/KB/faqs/faq-sf2 hyper (ken).html
-
105
K - Updated
1999.10.28
/kb_dl.aspx/KB/gamemanuals/cine/solarq07.tiff
VOLTAGE CONTROL FILTER BAND PASS OUTPUT TO SUMMING HIGH JUNCTION IMPEDANCE (BLOCK CCA BUFFER CCA DIAGRAM SEVEN) NOISE (FROM BLOCK DIAGRAM TWO) C25’ HIGH I IMPEDANCE BUFFER FREQUENCY AMPLITUDE CO NTROL R108,119,C26 VOLTAGE FIRE 9J ____________ SWITCH R113—118 (FROM 1C7 PIN 9, Q14,Q15 BLOCK DIAGRAM ONE) ____________ BLOCK DIAGRAM NINE
File:
/kb_dl.aspx/KB/gamemanuals/cine/solarq07.tiff
-
15
K - Updated
1998.03.22
/kb_dl.aspx/KB/gametech/ay8910b.tiff
AEF (input>: pin 23 (AY-3-8910) pin 21 (AY-3-8913) pin 16 (AY-3-8912) For initialization/power-on purposes, applying j2ic “0” (ground) to the %I pin will reset all registers to “0”. The Weset pin is provided ,with an on-chip pun-up resistor. - CLOCK (Input): pin 22 (AY-3-8910) pin 20 (AY-3-813) pin 15 (AY-3-8912) This TTL-compatible Input supplies the timing reSerence fór the Tone. Noise and Envelope Generators. BDIR, BC2, BCI (inputs): pins 27,28,29 (AY-3-8916 pins 18,19,20 (AY-3--8912) pins 2, 3 (No BC2 o
File:
/kb_dl.aspx/KB/gametech/ay8910b.tiff
-
221
K - Updated
1997.10.08
Konami board numbers, Revision V2.7
Submitted by Graham Bisset (boards@nmisystems.demon.co.uk)
Konami board numbers, Revision V2.7 (c) 1995-1997 Graham Bisset, All rights reserved. This document can be freely copied so long as all credit to myself remains and the document remains INTACT! The latest revision of this document is always available from : http://www.nmisystems.demon.co.uk/konami.htm -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Last updated : 5/4/98 (UK date format) Changes since last update : +1 Changes made
File:
/kb_dl.aspx/KB/gametech/konamiboards.html
-
11
K - Updated
2000.01.20
LIST: JAMMA Games
H '88 Games Konami 1988 JAMMA 1941 Capcom 1990 JAMMA V 1943: The Battle of Midway Capcom 1988 JAMMA H 3 Wonders Capcom 1991 JAMMA H 9 Ball Shoot Out Bundra JAMMA V Aero Fighters McO'River 1992 JAMMA H Air Buster Namcoi/Kaneko 1990 JAMMA V Ajax
File:
/kb_dl.aspx/KB/faqs/list-jamma.html
-
27
K - Updated
2000.06.20
The Bronze Age (1971 to 1980) Video Game List
Vers 2.7 May 12, 1998 additions/corrections to aek@spies.com and kk@clickto.com Note: Date may either be release date, date from a manual or schematic, or the date that a game appears in a publication Monitor Type ------------ H-- = Horizontal V-- = Vertical -R- = Raster -V- = Vector --B = B&W --O = Color Overlay --C = Color --P = Projection Name Manuf Date uP Man/ROM # ---- ----- -
File:
/kb_dl.aspx/KB/faqs/list-bronzeagebyyear.html
-
30
K - Updated
1999.10.29
LIST: SEGA Video Games in Japan
http://jedi.seg.kobe-u.ac.jp/~miyamo/game/ Year Title Title (Kanji) ------------------------------------------------------------------------ 1973 Pong Tron ポントロン Pong Tron II ポントロン2 Hockey TV ホッケーTV 1974 Mini Hockey ミニホッケー Table Hockey テーブルホッケー Goal Kick ゴールキック 1975 Balloon Gun バルーンガン Erase イレース
File:
/kb_dl.aspx/KB/faqs/list-sega.html
-
16
K - Updated
1999.07.27
/kb_dl.aspx/KB/gamemanuals/stern/video7.tiff
WET L......FROM 2Y OUTPUT OF MUX 6E ON SHIFT/F LOP/ALU BLOCK DIAGRAM FROM I ALI.J D J 0 I- 0 0 I.Ux Cl) R74 VI D RAS +5V RD FIGURE 3—8 BLOCK DIAGRAM,MUX 6F,êG,6H AND SCREEN RAM 3 — 22
File:
/kb_dl.aspx/KB/gamemanuals/stern/video7.tiff
-
117
K - Updated
1997.07.27
/kb_dl.aspx/KB/gamemanuals/cine/solarq06.tiff
WIDE-RANGE VOLTAGE CONTROLLED CAP VOLTAGE LOWER LIMIT OSCILLATOR TO IC 41 (BLOCK DIAGRAM FIVE) CAP VOLTAGE IC 38 CAP VOLTAGE UPPER LIMIT IC 39 R71 INTEGRATOR I C16 I ‘P I LJJJ BLOCK DIAGRAM EIGHT
File:
/kb_dl.aspx/KB/gamemanuals/cine/solarq06.tiff
-
13
K - Updated
1998.03.22
How to WIN at NBA JAM! by Randolph S. Vance and William G. Henderson
E-Mail: RSVANC00@mik.uky.edu (NeXT Mail) WGHEND00@mik.uky.edu (NeXT Mail) Version 1.13 Revised: August 18th, 1993 ---------------------------------------------------------------------- Introduction. Are you tough enough to take on all 27 of the NBA teams? If you think you are, get set for the most intense basketball video game you'll ever play! ---------------------------------------------------------------------- History. Versio
File:
/kb_dl.aspx/KB/faqs/strat-how to win at nba jam.html
-
31
K - Updated
1999.10.29
/kb_dl.aspx/KB/gamemanuals/cine/batheoryop1.tiff
GENERAL. This chapter describes the principles of operation of the major circuit functions of the Vectorbeam BARRIER game. The system’s general functional description is followed by detailed circuit descriptions. Each circuit description includes simplified circuit schematics (Appendix A) applicable to the blocks under discussion. Note that all of the schematics used are very similar to the schematics used by most industrial electronics firms. The use of the wide arrowhead paths simplify the schematic bus l
File:
/kb_dl.aspx/KB/gamemanuals/cine/batheoryop1.tiff
-
237
K - Updated
1998.03.22
/kb_dl.aspx/KB/datasheets/macro-11.txt
----------------------------------------------------------------
| |
| |
| Digital Equipment Corporation |
| |
| M M A CCCC RRRRRR OOOOO 1 1 |
| MM MM A A C C R R O O 11 11 |
| M M M M A A C R R O O 1
File:
/kb_dl.aspx/KB/datasheets/macro-11.txt
-
15
K - Updated
1997.01.03
/kb_dl.aspx/KB/gametech/convertagame/g80blk.tiff
CHARACTER DATA BIT 7 G—80 X-Y BOARDS, BLOCK DIAGRAM CURRENT TO VOLTAGE CONVERTER Y G-BO ADDRESS BUS CHARACTER DATA BUS VCL CURRENT TO VOLTAGE CONVERTER x 10 R WAIT FETCH SCL DRAW PCC ADD DATA BIT 0
File:
/kb_dl.aspx/KB/gametech/convertagame/g80blk.tiff
-
570
K - Updated
1997.08.25
/kb_dl.aspx/KB/gamemanuals/stern/video10.tiff
TO MONITOR (JJ CII DATA BUS (ZPU BOARD) TO VFB BOARD FROM VFB BOARDI- — — — — ‘ADDRESS DECODE — — — / DATA BUS (VFB BOARD) SERIAL VIDEO FROM VFB BOARD RD FROM ZPU BOARD FIGURE 3-12 BLOCK DIAGRAM ,BUFFER SYSTEM COLOR BOARD (BSC—Iøøø)
File:
/kb_dl.aspx/KB/gamemanuals/stern/video10.tiff
-
76
K - Updated
1997.07.27
/kb_dl.aspx/KB/gamemanuals/cine/tg2audblk.tiff
HYPERSPACE AUDIO BOARD BLOCK DIAGRAM PORT FROM CPU SIGNAL PROCESSING SUMMING NETWORK RUMBLE SHIELD HUM SHIELD BOUNCE CONTROL PRE AMP OUTPUT FEEDBACK VOLUME CONTROL PHASOR
File:
/kb_dl.aspx/KB/gamemanuals/cine/tg2audblk.tiff
-
18
K - Updated
1998.03.22
/kb_dl.aspx/KB/gametech/ay8910e.tiff
GENFRAI AY-3-8910R AY-3-8912 INsrT{UMNT AY-3-8913 Fig. I ENVELOPE SHAPE/CYCLE OPERATION ‘110 Port Data Store (Registers R16. R17) Registers R16 and R17 function as intermediate data storage registers between the PSG/CPU data bus (DAO—DA7) and the two I/O ports (10A7--IOAO and 10B7--l0BO). Both ports areavailable in the AY-3-8910; only 110 Port A is available in the AY-3-8912: none are available on the AY-3-8913. Using registers R16 and R17 for the transfer of I/O date has no effect on Sound generation. 0/A
File:
/kb_dl.aspx/KB/gametech/ay8910e.tiff
-
93
K - Updated
1997.10.08
LIST: KONAMI Video Games in Japan
Year Title Title (Kanji) ------------------------------------------------------------------------ 1977 Destroyer 1978 Block Invader Space King Space Ship 1979 Space War Kamikaze 1980 Maze Sidewinder The End 1981 Scramble Super Cobra Flogger Video Hustler Turpin Strategy X Tactician Amider Barrian 1982 Jungler Gattan Gotton Tuta
File:
/kb_dl.aspx/KB/faqs/list-konamijapan.html
-
2
K - Updated
1999.07.27
/kb_dl.aspx/KB/pinouts/blockblock.txt
BLOCK BLOCK pinout (joystick version). It's a 1991 game developed by Capcom
Typed by Corrado Tomaselli (toma.co@tin.it)
coinop.org thanks Corrado Tomaselli for the submission
Solder Side | Parts Side
________________________________|___________________________________
| A | 1 |
----------------------------|---|---|-------------------------------
| B | 2 |
File:
/kb_dl.aspx/KB/pinouts/blockblock.txt
-
4
K - Updated
2010.01.11
Bally Midway MCR System Games FAQ
********************************* Bally Midway MCR System Games FAQ version 1.0 Writers Mark Jenison Clay Cowgill ********************************* I. Introduction II. The MCR system classes A. CPU's 1. MCR (I) 2. MCR II 3. MCR III B. Super Sound I/O C. Video 1. Video Generator II 2. Video Generato
File:
/kb_dl.aspx/KB/faqs/faq-bally midway mcr games.html
-
24
K - Updated
1999.10.29
/kb_dl.aspx/KB/gamemanuals/cine/tg2auddesc1.tiff
Functional Blocks Each functional block is listed on SD205200 by its functional name (Example: Explosion) The Power Amplifier is composed of ICl9,Q6,Q7,R75 and their associated components. ICl9 is a preamplifier which directly feeds the push—pull power amp, Q7 and Q6. Adjusting R75 will change the amount of feedback to the preamp causing an an increase or decrease in volume at the speaker. UNDER NO CIRCUMSTANCES SHOULD THE POWER AMPLIFIER DRIVE A SPEAKER OF LESS THAN 8 OHMS IMPEDANCE. The Wideband Noise Gen
File:
/kb_dl.aspx/KB/gamemanuals/cine/tg2auddesc1.tiff
-
67
K - Updated
1998.03.22
/kb_dl.aspx/KB/gametech/nba-jam.txt
NBA JAM
PARTS SIDE CKT SIDE
------------ ------------
1 GND A GND
2 GND B GND
3 +5V C +5V
4 +5V D +5V
5 E
6 +12V F +12V
7 KEY H KEY
8 CTR 1 J CTR 2
9 K
10
File:
/kb_dl.aspx/KB/gametech/nba-jam.txt
-
3
K - Updated
1995.08.25
/kb_dl.aspx/KB/datasheets/z80/z80ctc02.tiff
Functional The Z-80 CTC has four independent counter/ Description timer channels. Each channel is individually programmed with two words: a control word and a time-constant word. The control word selects the operating mode (counter or timer), enables or disables the channel interrupt, and selects certain other operating parameters. If the timing mode is selected, the control word also sets a prescaler, which divides the system clock by either 16 or 256. The time-constant word is a value from 1 to 256. Durin
File:
/kb_dl.aspx/KB/datasheets/z80/z80ctc02.tiff
-
528
K - Updated
1997.08.25
/kb_dl.aspx/KB/datasheets/z80/z80ctc03.tiff
Archit.ctur. processing, the interrupt logic holds lEO Low, (Continued) which inhibits the interrupt operation on lower priority devices. If the IEI input goes Low, priority is relinquished and the interrupt logic drives lEO Low. If a channel is programmed to request an interrupt, the interrupt logic drives lEO Low at the zero count, and generates an INT signal to the Z-80 CPU. When the Z-80 CPU repds with interrupt acknowledge (Ml and IORQ), then the interrupt logic arbitrates the CTC internal priorities,
File:
/kb_dl.aspx/KB/datasheets/z80/z80ctc03.tiff
-
521
K - Updated
1997.08.25
Crazy Climber Memory Map
CRAZY CLIMBER HARDWARE DETAILS AND MEMORY MAP by Lionel Theunissen. 08/01/97) Please don't take any of this information as gospel. This is what I have gleaned from my analysis of the CC ROMs and circuits, and I could be wrong about a few things. Some of it is best guess, but most of it should be correct. Bear in mind that it was quite a while ago (3 years) that I was originally working on this, so coming back into it I'm a little fuzzy on details. VIDEO: The video circuitry for Crazy Climber is
File:
/kb_dl.aspx/KB/gametech/crazyclimbermap.html
-
5
K - Updated
2000.01.23
Williams Hardware Description
The older Williams games (Defender, Stargate, Robotron, Joust, Bubbles and Sinistar) have very similar hardware inside. These machines have five PC boards: CPU/Video- the main board, containing the CPU, RAM and video circuits The game CPU is a Motorola 6809E. There are 24 4116 RAM chips, giving 48K of DRAM, most of which is used for the video display (38K). There is also a 1K by 4-bit CMOS SRAM that is battery-backed-up. This retains the game configuration and high scores when the power is off.
File:
/kb_dl.aspx/KB/gametech/williamshwdescription.html
-
5
K - Updated
2000.01.23
Arcade Game Cheats
--- 720 --- (Contributor: unknown) In the ramp section, levels 8, 9, and 10: holding down the kick and jump buttons simultanously on the lip of the ramp will boost your air. This trick only works when you're going the correct speed (usually your third or fourth jump), and only once (as far as I can tell) per ramp session per level. ----------- Afterburner ----------- (Contributor: Anthony D. Chen) key: S - start button V - vulcan cannon M - missle F - foot sensor (only on sit-down version) stag
File:
/kb_dl.aspx/KB/faqs/faq-arcade cheats.html
-
112
K - Updated
1999.10.30
/kb_dl.aspx/KB/datasheets/65816/feature.txt
GTE G 65 SC 802 / G 65 SC 816
Microcircuits
CMOS 8/16-Bit Microprocessor Family
Features
Advanced CMOS design for low power consumption and increased
noise immunity
Emulation mode for total software compatibility with 6502 designs
Full 16-bit ALU, Accumulator, Stack Pointer, and Index Registers
Direct Register for ''zero page'' addressing
24 addressing modes (including 13 original 6502 modes)
Wait for Interrupt (WAI) and Stop the Clock (STP) instructions
for reduced power consumption and
File:
/kb_dl.aspx/KB/datasheets/65816/feature.txt
-
3
K - Updated
1996.08.24
Emulating Pong
Original URL: http://cgexpo.com/danb/files/pong.txt
"Emulating Pong"
by Daniel Boris (dboris@home.com)
October 17, 1999
One of the question I find my self answering a lot on message boards is "why hasn't Pong been emulated yet." For those who do not know, the reason for this is that Pong doesn't have a microprocessor or code ROMs like most games do. Pong is completely built from discrete electronic components which work together to create the behavior of the game. There were a good number
File:
/kb_dl.aspx/KB/gametech/boris - emulating pong.html
-
4
K - Updated
2000.06.16
Street Fighter 2 FAQ
Rank Character Score %age Crushes Crushed by ----------------------------------------------------------------- 1) Guile 71 59.2 Balrog (10) Sagat/Ryu (3) 2) Sagat 70 58.3 E. Honda (8) Blanka (3) 3) M. Bison 69 57.5 Balrog (8) Guile/Zangief (4) 4) Vega 68 56.7 Dhalsim (9) Guile/E. Honda (4) 5) Ryu 67 55.8 Balrog (9) Sagat (3) 6) Blanka 62 51.7 CL/Dh/Sag (7) Balrog
File:
/kb_dl.aspx/KB/faqs/faq-sf2.html
-
50
K - Updated
1999.10.30
Atari Black & White Vector Generator Theory of Operation
(Extreme thanks to Duncan Brown for passing along this time consuming information!!) VECTOR ROM OR DISPLAY LIST CODE (as seen by the State Machine): Byte 1 Byte 2 8 7 6 5 4 3 2 1 8 7 6 5 4 3 2 1 | | | | | | | | | | | | | | | +--+--+- Y length (or rise) | | | | | | | | | | +---------------------------+---------- Overall scale factor | | | | | | | | (8 7 6 5)
File:
/kb_dl.aspx/KB/gametech/ataribwvec.html
-
11
K - Updated
2000.01.23
/kb_dl.aspx/KB/pinouts/mortal_kombat2.txt
MORTAL KOMBAT 2
Connector P1 (JAMMA)
|-------------------|---|----|-------------------|
| Solder Side | | | Parts Side |
|-------------------|---|----|-------------------|
| Ground | A | 1 | Ground |
| Ground | B | 2 | Ground |
| +5VDC | C | 3 | +5VDC |
| +5VDC | D | 4 | +5VDC |
| -5VDC | E | 5 | -5VDC |
| +12VDC | F | 6 | +12VDC |
|
File:
/kb_dl.aspx/KB/pinouts/mortal_kombat2.txt
-
3
K - Updated
2003.01.07
Converting Schematics to an Emulator V1.2
Original URL: http://atarihq.com/danb/files/zarzon.txt Converting Schematics to an Emulator V1.2 by Daniel Boris (dboris@erols.com) 5/9/98 Table of Contents 1.0 Introduction 2.0 Zarzon Hardware 2.1 Introduction 2.2 Processor 2.3 Memory Map 2.4 Roms 3.0 Video Section 3.1 Video RAM 3.2 CRT controller 3.3 Video Shifter 3.4 Color Selector 3.5 Putting all together 4.0 Sound (to be added later) Appendix 1: Converting Binary to Hex 1.0 Introduction The purpose of
File:
/kb_dl.aspx/KB/gametech/boris - converting schematics to an emulator v1.2.html
-
34
K - Updated
2000.06.16
1996.09.29 GUIDE TO LOWER MAINLAND ARCADES
VERSION 1.0a : 1996.09.29 by Glenn Tarigan Additional comments by "Moby" Henry Kong Andrew Chang Feel free to distribute this document. Make sure the credits remain intact. I'd like to get some comments, especially from people who have been to any of the arcades mentioned here. What can I do to improve this guide? Do you have any details or opinions to add? Note: "Lower Mainland" refers to a southwest portion of British Columbia, Canada. The major arcades listed so far
File:
/kb_dl.aspx/KB/faqs/faq-1996 lwr mainland arcades.html
-
54
K - Updated
2000.02.20
/kb_dl.aspx/KB/datasheets/2901/info2901.txt
Dana Colbert 19 SEP 96
info2901.txt
Info for the MIL SPEC 2901 Four-Bit Microprocessor Slice
---------------------------------------------------------
These seven sheets (which contain info on the operation, as opposed to all
of that boring stuff concerning sinking and sourcing of current) are all part
of a 46 page document.
Although the first page does not contain data which many people would
consider to be pert
File:
/kb_dl.aspx/KB/datasheets/2901/info2901.txt
-
1
K - Updated
1999.10.29
/kb_dl.aspx/KB/pinouts/block_buster.txt
Block Buster
------------
COMPONENT | SOLDER
---------------------+----------------------
GND | 1 | A | GND
GND | 2 | B | GND
GND | 3 | C | GND
Speaker | 4 | D | Speaker
+12V | 5 | E |
| 6 | F |
| 7 | G |
| 8 | H | Service
+5V | 9 | I | +5V
1P.Down |10 | J | 1P.Up
2P.D
File:
/kb_dl.aspx/KB/pinouts/block_buster.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/datasheets/6502emusrc/readme.txt
REVISION HISTORY
----------------
VERSION 1.
I'd like to contribute something to the cause. The original 6502 emulator
that I used in EMU (which has long since been retired) is attached to
this email message. I don't know where I got it originally, but I tweaked
it to run faster than the original. It's here so people can get a good
start or see what's going on in emulation. Please include the following
stipulations in your FAQ if you decide to put it in there:
* I am not the original author of the c
File:
/kb_dl.aspx/KB/datasheets/6502emusrc/readme.txt
-
2
K - Updated
1997.01.24
/kb_dl.aspx/KB/datasheets/65816/mnemonic.txt
Table 4. G65SC802 and G65SC816 Instruction Set -- Alphabetical Sequence
ADC Add Memory to Accumulator with Carry
AND "AND" Memory with Accumulator
ASL Shift One Bit Left, Memory or Accumulator
BCC* Branch on Carry Clear (Pe = O)
BCS* Branch on Carry Set (Pe = 1)
BEQ Branch if Equal (Pz = 1)
BIT Bit Test
BMI Branch if Result Minus (PN = 1)
BNE Branch if Not Equal (Pz = 0)
BPL Branch if Result Plus (PN = 0)
BRA Branch Always
BRK Force Break
BRL Branch Always Long
BVC Branch on Overflow Clear (P
File:
/kb_dl.aspx/KB/datasheets/65816/mnemonic.txt
-
3
K - Updated
1996.08.24
/kb_dl.aspx/KB/pinouts/devastators.txt
Devastators, Konami Pinout = JAMMA
-----------------------------------
Setting both SW.s 3 and 4 to ON on switch block 3 sends the
board into test mode. Hitting P1 fire toggles around the test
screens, the final screen is a Dip switch setting/function
display screen.
Dip Switch 1
============
SW. Function Settings
--- -------- --------
1 1 Coin/Credit 0000 1 Coin = 1 Credit
2 " 0001 2 Coin = 3 Credit
3 " 0
File:
/kb_dl.aspx/KB/pinouts/devastators.txt
-
2
K - Updated
2003.01.06
UPGRADE: PLAY BUBBLES ON YOUR HACKED ROBOTRON/JOUST/STARGATE MACHINE
COPYRIGHT 1994 REVISION NUMBER: 1.0 (first public release) REVISION DATE: 1 Jun 1994 CREATED BY: Doug Jefferys STANDARD DISCLAIMER The author hereby grants permission to reproduce and distribute this document for personal use, subject to the condition that the document (along with any copyright and disclaimer notices) is not modified in any way. The opinions expressed within this document are those of the author only and not necessarily those of the author's employer. This document is provide
File:
/kb_dl.aspx/KB/gametech/bubbles upgrade.html
-
19
K - Updated
1999.11.02
/kb_dl.aspx/KB/gametech/devastators.txt
Konami Devastators
------------------
Board ID GX890 - JAMMA - Vertical Orientation
Default settings are marked with a * for 1, blank for 0
Setting both pins 3 and 4 to ON on switch block 3 sends the
board into test mode. Hitting P1 fire toggles around the test
screens, the final screen is a DIP switch setting/function
display screen.
DIP Switch 1
============
Pin Function Settings
--- -------- --------
1 1 Coin/Credit 0000 1 Coin
File:
/kb_dl.aspx/KB/gametech/devastators.txt
-
2
K - Updated
1996.10.03
/kb_dl.aspx/KB/pinouts/mortalkombatrevb.txt
MORTAL KOMBAT Rev B board
Connector J1 (JAMMA)
|-------------------|---|----|-------------------|
| Solder Side | | | Parts Side |
|-------------------|---|----|-------------------|
| Ground | A | 1 | Ground |
| Ground | B | 2 | Ground |
| +5VDC | C | 3 | +5VDC |
| +5VDC | D | 4 | +5VDC |
| -5VDC | E | 5 | -5VDC |
| +12VDC | F | 6 | +12VDC |
| (K
File:
/kb_dl.aspx/KB/pinouts/mortalkombatrevb.txt
-
6
K - Updated
2005.08.29
/kb_dl.aspx/KB/pinouts/mortal_kombat.txt
MORTAL KOMBAT
Connector J1 (JAMMA)
|-------------------|---|----|-------------------|
| Solder Side | | | Parts Side |
|-------------------|---|----|-------------------|
| Ground | A | 1 | Ground |
| Ground | B | 2 | Ground |
| +5VDC | C | 3 | +5VDC |
| +5VDC | D | 4 | +5VDC |
| -5VDC | E | 5 | -5VDC |
| +12VDC | F | 6 | +12VDC |
| (
File:
/kb_dl.aspx/KB/pinouts/mortal_kombat.txt
-
6
K - Updated
2003.01.07
TIME CRISIS ENEMIES GUIDE
Written by Desmond Hew wilddog_tc@hotmail.com Jun 18, 1999 [PLAYSTATION and ARCADE] This FAQ may be electronically reproduced in whole or part, free of charge, as long as credit is given to its author, Desmond Hew. This FAQ is NOT to be altered in any way or used for profitable/promotional purposes of any kind. This document was created and is owned only by me [Desmond Hew]. You can e-mail me at wilddog_tc@hotmail.com on your comments or whatsoever. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
File:
/kb_dl.aspx/KB/faqs/faq-time crisis.html
-
79
K - Updated
1999.07.26
IC List
Timing information for ICs is not yet available, and only TTL, 4000-series CMOS and some microprocessor (support) chips are included. For now, it is not clear how the format used can be extended to include linear ICs, as these usually require much more additional information such as a block diagram. The current file uses the PC8 character set (a.k.a. codepage 437), but can be converted to 7-bit ASCII without too much trouble (losing some niceties). As it is, it is small and simple enough to keep it in you
File:
/kb_dl.aspx/KB/faqs/list-iclist.html
-
311
K - Updated
1999.10.29
/kb_dl.aspx/KB/datasheets/65816/instruct.txt
Table 5. Arithmetic and Logical Instructions
Mne- Operation Addressing Mode Status
monic M/X E=1 or E = 0 and dir, dir, (dir) (dir, (dir) [dir] abs abs, abs, absl absl d,s (d,s)
E=0 and M/X=1 M/X = 0 Immed Accu dir x y x) ,y x y ,x ,y N V M X D I Z C
ADC Pm AL + B + Pc -> AL A + W + Pc -> A 69 65 75 72 61 71 67 6D 7D 79 6F 7F 63 73 N V . . . . Z C
AND Pm AL /\B -> AL A /\W -> A 29
File:
/kb_dl.aspx/KB/datasheets/65816/instruct.txt
-
10
K - Updated
1996.08.25
/kb_dl.aspx/KB/gametech/listbyyear.txt
'H','R','B','Computer Space','Nutting Assoc',1971
'H','R','B','Pong','Atari',1972
'H','R','B','Astro Hockey','Brunswick',1973
'H','R','B','Astro Race','Taito(japan)',1973
'H','R','B','Davis Cup','Taito(japan)',1973
'H','R','B','Elepong','Taito(japan)',1973
'U','R','B','Elimination','Atari/Kee',1973
'H','R','B','Gotcha','Atari',1973
'H','R','C','Gotcha Color','Atari',1973
'H','R','B','Hockey','Ramtek',1973
'H','R','B','Hockey TV','Sega(japan)',1973
'H','R','B','Leader','Midway',1973
'H','R','B','
File:
/kb_dl.aspx/KB/gametech/listbyyear.txt
-
18
K - Updated
1999.07.10
/kb_dl.aspx/KB/datasheets/65816/addrmode.txt
G65SC802 and G65SC816
Microprocessor Addressing modes
The G65SC816 is capable of directly addressing 16 MBytes of memory.
This address space has special significance within certain addressing
modes, as follows:
Reset and Interrupt Vectors
The Reset and Interrupt vectors use the majority of the fixed addresses
between 00FFE0 and 00FFFF.
Stack
The Native mode Stack address will always be within the range 000000 to
00FFFF. In the Emulation mode, the Stack address range is 000100 to 0001FF.
The following opc
File:
/kb_dl.aspx/KB/datasheets/65816/addrmode.txt
-
16
K - Updated
1996.08.24
/kb_dl.aspx/KB/pinouts/block_hole.txt
Block Hole, Konami Pinout = JAMMA
-------------------------------------
DIP SWITCH No.1 SETTINGS_____________________________________________________
1.COIN SWITCH NO.1 SETTINGS
SW 1 2 3 4 COIN PLAY
O OFF OFF OFF OFF 1 1
ON OFF 1 2
OFF ON 1 3
ON ON 1 4
OFF OFF ON OFF 1 5
ON
File:
/kb_dl.aspx/KB/pinouts/block_hole.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/nba_jam.txt
NBA JAM by MIDWAY Pinout = JAMMA
----------------------------------
P3 TO SND BD P6 SND P7 SND P5
--------------- ------- ------
1 SP+ 1 1
2 SP- 4 2 POT
3 +12V 5 3 KEY
4 +12V 6 4 POT
5 KEY 4
6
7 GND 3
8 +5V 1
9 GND 2
P5,6 (PL3,4)
----
1 GND
2 ----
3 ----
4 ---
File:
/kb_dl.aspx/KB/pinouts/nba_jam.txt
-
6
K - Updated
2003.01.06
/kb_dl.aspx/KB/datasheets/65816/opcodes.txt
Table 8. Opcode Matrix
MSD LSD MSD
--+-------+--------+--------+----------+--------+--------+--------+---------+-------+--------+-------+-------+--------+--------+--------+---------+--
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F |
|-------+--------+--------+----------+
File:
/kb_dl.aspx/KB/datasheets/65816/opcodes.txt
-
9
K - Updated
1996.08.26
/kb_dl.aspx/KB/datasheets/9900.txt
----------------------------------------------------------------
| |
| |
| Texas Instruments |
| |
| 99999 99999 000 000 |
| 9 9 9 9 0 0 0 0 |
| 9 9 9 9 0 0 0 0 0 0
File:
/kb_dl.aspx/KB/datasheets/9900.txt
-
15
K - Updated
1997.01.04
/kb_dl.aspx/KB/datasheets/9940.txt
----------------------------------------------------------------
| |
| |
| Texas Instruments |
| |
| 99999 99999 4 000 |
| 9 9 9 9 44 0 0 |
| 9 9 9 9 4 4 0 0 0
File:
/kb_dl.aspx/KB/datasheets/9940.txt
-
15
K - Updated
1997.01.03
/kb_dl.aspx/KB/datasheets/9980.txt
----------------------------------------------------------------
| |
| |
| Texas Instruments |
| |
| 99999 99999 88888 000 |
| 9 9 9 9 8 8 0 0 |
| 9 9 9 9 8 8 0 0 0
File:
/kb_dl.aspx/KB/datasheets/9980.txt
-
15
K - Updated
1997.01.03
/kb_dl.aspx/KB/datasheets/65816/65c816.txt
----------------------------------------------------------------------------
[GTE]
Microcircuits
CMOS 8/16-Bit Microprocessor Family
65sc802 is both software and pin-to-pin compatible with 6502.
G65SC802 / G65SC816 Data Sheets
* Features
* AC/DC Characteristics
* Functional Description
* Addressing Modes
* Notes on Instructions
* Interrupts
* Table 4. List of Mnemonics
* Table 5-7. Instructions
* Table 8. Opcode Matrix
* Table 9. Detailed Instruction Operation
* Figur
File:
/kb_dl.aspx/KB/datasheets/65816/65c816.txt
-
91
K - Updated
2001.01.13
Konami / Stern 36 Pinouts, Switches, etc
Konami 36 pin wiring, switches, and add'l technical info Compiled for coinop.org by Kurt Koller and Sirdar Bey.
Known variations follow, select game to jump to that game's information.
Amidar · Circus Charlie · Contra · Frogger · Green Beret · Gyruss · Hyper Sports · Jail Break · Juno First · Kicker · L'il Hustler · Locomotion · Lost Tomb · Mania Challenge · Mega Zone · Mikie · Moon War · Nemesis · Pandora's Palace · Pooyan · Road Fighter · Roc 'N' Rope · Rush 'N' Attack · Sc
File:
/kb_dl.aspx/KB/gametech/konamitech.html
-
108
K - Updated
2000.09.17
/kb_dl.aspx/KB/gametech/nemesis.txt
NEMESIS (KONAMI) SWITCH SETTINGS AND PINOUT
Disclaimer : This information has mainly been worked out using trial and error
on a working GX400 board. I will not accept responsibility for
anything that may go wrong while using this information.
That said, all the settings and pinouts work correctly on the
board that I have.
Dip Switch Settings :
------------------------------------------------------------------------
File:
/kb_dl.aspx/KB/gametech/nemesis.txt
-
8
K - Updated
1997.08.22
Samurai Shodown Mini-FAQ
____ _ _ _ _ _ ____ _ _ / ___/ / |/ v \| | | | _ \ / | | | |__ / | | | | | |_| |/ | | Samurai Shodown mini-FAQ \__ \/ / | | | | | | | _ </ / | | Release 10 ___|/ _ | |_| | |_| | | \/ _ | | 11-05-93 | __/_/ |_|_| |_|\___/|_| /_/\|_|_| |/____ _ _ ___ ____ ___ _ _ __ _ / ___| | | |/ _ \| _ \ / _ \| |_| | \| | | |__ | |_| | | | | | | | | | | | | | | | \__ \| _ | | | | | | | | | | | | | | | | ___| | | | | |_| | |_| | |_| | | | | | ___/|_| |_|\___/ ____/ \___
File:
/kb_dl.aspx/KB/faqs/faq-samurai shodown mini.html
-
73
K - Updated
1999.10.29
The Sega Out Run FAQ Version 0.3
Maintained by Chris White Andrew W. Sharples This FAQ may only be reproduced with permission, and must not be edited, altered or modified in any other way. WWW and TXT formats available from : www.diamondblack.demon.co.uk # As the case is with all FAQs, this document is a work in progress. # # Additions, corrections, and comments are very welcome. # [What's New] Version 0.3 - 7th February 1998 * Added : Machine S
File:
/kb_dl.aspx/KB/faqs/faq-sega outrun.html
-
70
K - Updated
1999.10.30
/kb_dl.aspx/KB/datasheets/6502/65816datasheet.txt
GTE G65SC802 / G65SC816
Microcircuits
CMOS 8/16-Bit Microprocessor Family
Features
Advanced CMOS design for low power consumption and increased
noise immunity
Emulation mode for total software compatibility with 6502 designs
Full 16-bit ALU, Accumulator, Stack Pointer, and Index Registers
Direct Register for ''zero page'' addressing
24 addressing modes (including 13 original 6502 modes)
Wait for Interrupt (WAI) and Stop the Clock (STP) instructions
for reduced
File:
/kb_dl.aspx/KB/datasheets/6502/65816datasheet.txt
-
96
K - Updated
1999.07.12
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax83.txt
Atari/Atari Games VaxMail 1983 Jed Margolin
___________________________________________________________________________
From: MCCARTHY 6-AUG-1983 13:40
To: ALBAUGH,MARGOLIN,SHERRILL
Subj: VAX/16032 development board
DB16000 DEVELOPMENT BOARD SETUP.
After 4 hours of trial and error, and some "Oh, did we forget to tell you .."
from NATIONAL, the 16032 development board is up and ready for VAX
communications. The forrowing are the basic setup procedures and
requirements as of 8-5-'83, with ver
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax83.txt
-
33
K - Updated
2004.09.13
/kb_dl.aspx/KB/datasheets/65816info.txt
A 65816 Primer
[----------------------------------------------------------]
No republication or redistribution of the following is permitted without
the authors express written consent.
Table of Contents
------------------------------------------------------------------------
i Preface
1.00 Introduction
2.00 New 65816 Instructions
3.00 65816 Native Mode Programming Model
3.01 Native Mode Processor Status Register
3.10 Native Mode Registers
3.11 Accum
File:
/kb_dl.aspx/KB/datasheets/65816info.txt
-
127
K - Updated
1999.05.17
/kb_dl.aspx/KB/datasheets/1802.txt
----------------------------------------------------------------
| |
| |
| RCA |
| |
| 1 88888 000 22222 |
| 11 8 8 0 0 2 2 |
| 1 8 8 0 0 0 2
File:
/kb_dl.aspx/KB/datasheets/1802.txt
-
15
K - Updated
1997.01.03
/kb_dl.aspx/KB/datasheets/8080a.txt
----------------------------------------------------------------
| |
| |
| Intel |
| |
| 88888 000 88888 000 A |
| 8 8 0 0 8 8 0 0 A A |
| 8 8 0 0 0 8 8 0 0 0 A A
File:
/kb_dl.aspx/KB/datasheets/8080a.txt
-
15
K - Updated
1997.01.04
/kb_dl.aspx/KB/datasheets/8085a.txt
----------------------------------------------------------------
| |
| |
| Intel |
| |
| 88888 000 88888 5555555 A |
| 8 8 0 0 8 8 5 A A |
| 8 8 0 0 0 8 8 5 A A
File:
/kb_dl.aspx/KB/datasheets/8085a.txt
-
15
K - Updated
1997.01.03
/kb_dl.aspx/KB/datasheets/nsc800.txt
----------------------------------------------------------------
| |
| |
| National Semiconductor |
| |
| N N SSSSS CCCC 88888 000 000 |
| NN N S S C C 8 8 0 0 0 0 |
| N N N S C 8 8 0 0 0 0
File:
/kb_dl.aspx/KB/datasheets/nsc800.txt
-
15
K - Updated
1997.01.03
/kb_dl.aspx/KB/datasheets/z80/insdesc.txt
************************************************************************
** Z80 MICROPROCESSOR Instruction Set Summary **
************************************************************************
+--------------------------------------------------------------+
| |
| |
| Zilog |
|
File:
/kb_dl.aspx/KB/datasheets/z80/insdesc.txt
-
16
K - Updated
1996.09.28
/kb_dl.aspx/KB/datasheets/z80/z80.txt
----------------------------------------------------------------
| |
| |
| Zilog |
| |
| ZZZZZZZ 88888 000 |
| Z 8 8 0 0 |
| Z 8 8 0 0 0
File:
/kb_dl.aspx/KB/datasheets/z80/z80.txt
-
15
K - Updated
2001.01.13
/kb_dl.aspx/KB/faqs/mcrfaq.txt
*********************************
Bally Midway MCR System Games FAQ
version 1.0
Writers
Mark Jenison Clay Cowgill
*********************************
I. Introduction
II. The MCR system classes
A. CPU's
1. MCR (I)
2. MCR II
3. MCR III
B. Super Sound I/O
C. Video
1. Video Generator II
File:
/kb_dl.aspx/KB/faqs/mcrfaq.txt
-
24
K - Updated
2002.12.06
/kb_dl.aspx/KB/datasheets/65816/detailop.txt
Table 9. Detailed Instruction Operation
ADDRESS MODE
CYCLE /VP /ML VDA VPA ADDRESS BUS DATA BUS R/W
1 Immediate -- #
(LDY,CPY,CPX,LDX,ORA,AND,EOR,ADC,BIT,LDA,CMP,SBC,REP,SEP)
(14 Op Codes)
(2 and 3 bytes)
(2 and 3 cycles)
1 1 1 1 1 PBR,PC Op Code 1
2 1 1 0 1 PBR,PC+1 IDL 1
2a 1 1 0 1 PBR,PC+2 IDH 1
2a Absolute -- a
(BIT,STY,STZ,LDY,CPY,CPX,STX,LDX,ORA,AND,EOR,ADC,STA,LDA,CMP,SBC)
(16 Op Codes)
(3 bytes)
(4 and 5 cycles)
1 1 1 1 1 PBR,PC Op Code
File:
/kb_dl.aspx/KB/datasheets/65816/detailop.txt
-
19
K - Updated
1996.08.24
Technical Information
Note: The information and links on this page might get moved around quite a bit before things get all sorted out. I'm just going to start putting up all kinds of information that I've had archived away, so please pardon the mess! :)
Identifying Unknown Board Sets Back in 1994, Rick Schieve wrote an article about how to identify unknown boards. This article gives some quick tips on how to figure out what the pinouts are for an unknown PCB. The text is moderately technical so if you're not sure what R
File:
/kb_dl.aspx/KB/repair/iding pcbs.html
-
14
K - Updated
2000.01.02
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
Atari/Atari Games VaxMail 1985 Jed Margolin
___________________________________________________________________________
From: KIM::SHEPPERD 4-JAN-1985 17:20
To: @SYS$MAIL:JUNK.UAF
Subj: Printer in Rains's area
There is another printer hooked up now in the phone closet near Rains's office.
It's known as RAINS$PRINT and if you want it to be the default printer for you
then put the following in your LOGIN.COM file:
$ ASS 'f$log("RAINS$PRINT")' SYS$PRINT
The physical name is TXD5:, but I advise
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
-
233
K - Updated
2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax90.txt
Atari/Atari Games VaxMail 1990 Jed Margolin
___________________________________________________________________________
From: BERT::LTURNER 2-JAN-1990 15:43:12.18
To: @SYS$MAIL:EVERYBODY
CC: LTURNER
Subj: New Baby
This is to annouce the arrival of a new addition at the
Moore house. His name is Evan Alexander Bettencourt Moore.
He was born on Saturday, December 30, at 10:21A.
Weight -- 7 lbs 10 oz
Height -- 20 1/2 inches
Mother and baby are home and doing well.
_____________________________
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax90.txt
-
537
K - Updated
2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt
Atari/Atari Games VaxMail 1986 Jed Margolin
___________________________________________________________________________
From: ERNIE::GRAHAM 2-JAN-1986 10:21:33.70
To: @SYS$MAIL:JUNK
CC:
Subj: ATARI GAMES 401-K PLAN
John Klein asked me to put the following memo out on junk mail:
TO: All Employees
FROM: John Klein/Dennis Wood
We are quite pleased to report that our 401-K Plan has gotten off
to an excellent start. As of today we had 118 employees making
contributions to the Plan.
We encoura
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt
-
342
K - Updated
2004.09.13
/kb_dl.aspx/KB/monitortech/gwoodcock_xyhelp.txt
HOW TO DIAGNOSE, REPAIR AND UPGRADE YOUR
AMPLIFONE AND WELLS-GARDNER COLOR VECTOR (XY) MONITORS
version 6.1 (4-6-96) by
Gregg Woodcock (woodcock@nortel.com)
This article is Copyright worldwide 1991, 1996; all rights reserved.
OFFICIAL CYA LEGAL WARNING AND WAIVER:
Although I have made every effort to be precise, this article may
contain errors. Even if it does not, some people may still damage their
machines or themselves while using the
File:
/kb_dl.aspx/KB/monitortech/gwoodcock_xyhelp.txt
-
171
K - Updated
1999.08.01
Zilog Z80 CPU Specifications
Zilog Z80 CPU Zilog Z80 CPU Specifications
by Sean Young (syoung@cs.vu.nl)
Last update: September 21, 1997
Opcode Prefixes
There are four different opcode prefixes: CB, DD, ED and FD. If an opcode begins the DD prefix, the IX register is used in stead of the HL register and likewise the FD prefix results in use of the IY register in stead of the HL register. If HL refers to memory address, (e.g. LD A, (HL) ), an offset d is added to the opcode (e.g. LD A, (IX + d) ). If the instruction uses the H or L
File:
/kb_dl.aspx/KB/datasheets/z80/z80.doc
-
421
K - Updated
2002.09.24
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt
Atari/Atari Games VaxMail 1991 Jed Margolin
___________________________________________________________________________
From: GAWD::MCCARTHY "Pat" 2-JAN-1991 12:37:15.74
To: @SYS$MAIL:JUNK
CC: MCCARTHY
Subj: New employee.
If you haven't already noticed or been introduced, we have a new
employee starting today.
His name is John Moore. He is a hardware design engineer in the
Electrical Design group, reporting to me. His office is the corner
cubicle just outside my office.
Drop by and say Hi.
_____
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt
-
834
K - Updated
2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
Atari/Atari Games VaxMail 1987 Jed Margolin
___________________________________________________________________________
From: KIM::RAINS 2-JAN-1987 10:27:26.19
To: @sys$mail:engineer
CC:
Subj: Computer Health Note #3
VAX-edrin Headache #3
You've been poking around somewhere in another directory (something like
SYS$USERDISK:[FRED.STUFF.MORESTUFF.EVENMORESTUFF]) and now you have found
something you want to get back to or reference with out so much directory name
baggage. Sure, it doesn't
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
-
271
K - Updated
2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax88.txt
Atari/Atari Games VaxMail 1988 Jed Margolin
___________________________________________________________________________
From: MIKE::LIEBSTER 4-JAN-1988 14:39:28.82
To: @SYS$MAIL:EVERYBODY
CC:
Subj: PAYMENT OF CONSULTANTS/CONTRACTORS
STARTING THIS YEAR WE WILL BE PAYING CONSULTANTS AND CONTRACTORS THROUGH
PAYROLL INSTEAD OF ACCOUNTS PAYABLE. THIS WILL ALLOW US TO AUTOMATICALLY
KEEP TRACK AND GENERATE YEAR-END 1099 INFORMATION.
THIS WILL APPLY TO ALL CONTRACTORS OR COMPANIES THAT ARE NO
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax88.txt
-
293
K - Updated
2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt
Atari/Atari Games VaxMail 1989 Jed Margolin
___________________________________________________________________________
From: KIM::HALLY 3-JAN-1989 09:01:01.61
To: DENCKER,RAY,HALLY,ROTBERG,BURGESS,MARGOLIN,COMSTOCK,NOBLE,MOSER,DIEKNEITE,FULLER,GROSSMAN
CC:
Subj: S.T.U.N. TEAM
last update: 1/3/89
Project: S.T.U.N. RUNNER (571)
Planned Field Test: FEB. 89
Planned Finished Goods Assy. JUNE 89
Project Leader: MIKE HALLY
Programmer(s): ED ROTBERG
ANDY BURGESS
Engineer: JE
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt
-
403
K - Updated
2004.09.13