Knowledge Base
/kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt
1.0) Conversion FAQ:
--------------------
COPYRIGHT 1994
REVISION NUMBER: 1.1
REVISION DATE: 02 November 1994
REVISION HISTORY: 1.1 (02/11/94 - Clarified technical details in {6.4},
Added a few words on manuals in {7.3}
and analog controllers in {8.1.3})
REVISION HISTORY: 1.0 (01/11/94 - First public release; FTP only)
CREATED BY: Doug Jefferys, Steve Ozdemir
THANX TO: Wayne Aiken, Graham Bisset, Duncan Brown, David Hanes,
To
File:
/kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt
-
115
K - Updated
1994.11.02
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
FAQ: Conversion v1.1
COPYRIGHT 1994 REVISION NUMBER: 1.1 REVISION DATE: 02 November 1994 REVISION HISTORY: 1.1 (02/11/94 - Clarified technical details in {6.4}, Added a few words on manuals in {7.3} and analog controllers in {8.1.3}) REVISION HISTORY: 1.0 (01/11/94 - First public release; FTP only) CREATED BY: Doug Jefferys, Steve Ozdemir THANX TO: Wayne Aiken, Graham Bisset, Duncan Brown, David Hanes, Tony Jones, John Keay, Patti Ozd
File:
/kb_dl.aspx/KB/faqs/faq-conversion_v1.1.html
-
117
K - Updated
1999.07.27
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
Yet Another List
O-Taito is the Old Taito pinout on wiretap. N-Taito is the New-Taito pinout (Like Elevator Action). Quote by R. Schieve: "Taito.pin will match most for power, ground, monitor, and speaker connections but inputs are usually quite different." DECO/Data East is the Data East pinout. See Ring King.pin or KarateChamp.pin.I AtariV is Black Widow and Gravitar and Space Duel Konami if the Konami pinout. See Konami\Rush'n'Attack.pin. BZone is Battle Zone and Red Baron Tehkan games seem to follow th
File:
/kb_dl.aspx/KB/faqs/list-yetanothergameslist.html
-
49
K - Updated
2002.06.10
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
/kb_dl.aspx/KB/monitortech/atarixyhints.txt
Newsgroups: rec.games.video.arcade
From: woodcock@bnr.ca (Gregg Woodcock)
Subject: How to repair Atari's color XY (vector) monitors (update)
Sender: news@news.rich.bnr.ca (news server)
Message-ID: <C6z10H.3tB@news.rich.bnr.ca>
Date: Thu, 13 May 1993 15:14:41 GMT
Reply-To: woodcock@bnr.ca (Gregg Woodcock)
Nntp-Posting-Host: crchh75b
Organization: Bell-Northern Research; Richardson, Texas, USA
Keywords: Atari color XY vector monitor Ampliphone Wells-Gardner repair
Lines: 491
I decided to combine the Amplipho
File:
/kb_dl.aspx/KB/monitortech/atarixyhints.txt
-
26
K - Updated
1998.09.24
Cinematronics CPU and instruction set.
Version: 1.0 Date: 07/31/97 Author: Zonn Moore E-mail: zonn@concentric.net (as of the above date) Released to the public domain by the author, distribute freely. Revision History: ----------------- Version 0.1, 01/31/97 Initial release. Version 1.0, 07/31/97 Added Color and Intensity descriptions. Added Description of the Coin Counter. Fixed some bugs in the Vector Draw description (I had the registers backwards).
File:
/kb_dl.aspx/KB/gametech/cineinst.html
-
38
K - Updated
2000.01.23
POWER SUPPLY REPAIR
Copyright November, 1994 by Randy Fromm We live in a "disposable society." Disposable razors, lighters, pens and a myriad of other items are a part of our daily life. Many operators consider power supplies to be disposable as well. Their rumored inability to be repaired and relatively low cost create the impression of disposability. This is not the case, however. I repair lots of power supplies and it's really quite easy and practical. In fact, a repaired supply may end up having a longer l
File:
/kb_dl.aspx/KB/gametech/psrepair.html
-
14
K - Updated
2000.01.23
/kb_dl.aspx/KB/gametech/woodcock_tempest_repair.txt
Troubleshooting your Tempest Machine, by Gregg Woodcock
This article is Copyright worldwide 1991, 1995; all rights reserved.
This is a file I have put together which should get you started on
repairing your non-working Atari Tempest game. It lists all the
problems I have seen and lots of information from the various manuals.
Monitor failures are much more common than game board failures (in fact,
I find the game boards to be fairly robust) and that topic is so lengthy
that it is covered in another
File:
/kb_dl.aspx/KB/gametech/woodcock_tempest_repair.txt
-
31
K - Updated
2001.05.27
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
Hyper Fighting: Ken Strategy Guide
**************************************************************************** ** ** ** # # # # ### #### ### #### # ### # # ##### # # # ### ** ** # # # # # # # # # # # # # # # # ## # # ** ** #### # ### ### ### ### # # ## #### # # # # # # ## ** ** # # # # # # # # # # # # # # # # ## # # ** ** # # # # #### # # # # ## #
File:
/kb_dl.aspx/KB/faqs/faq-sf2 hyper (ken).html
-
105
K - Updated
1999.10.28
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
/kb_dl.aspx/KB/pinouts/dragons_lair.txt
Dragon's Lair
Cinematronics Inc., 1983, pp. 6-9
The connector from the DL CPU to the disk player is composed of a ribbon
cable, a 24-pin DIP ribbon connector, and a 24-pin Centronics ribbon
connector. The #1 wire of the ribbon cable may go to the #1 pin of the
centronics connector, but then must connect to the #12 pin on the 24-
pin DIP connector. Yes, surprise me, but the cable is reversed.
LDV1000 connection DL M/B connection
(Pioneer manual description DL manual schematics)
DIO1 1
File:
/kb_dl.aspx/KB/pinouts/dragons_lair.txt
-
16
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/pinout_help.txt
----------------------------------------------------------------------------.
Title : Arcade Game Pinouts :
Date : 09-January-2003 :
Source : taken from the Conversion FAQ v1.1 :
by Doug Jefferys, Steve Ozdemir :
and pinout identification by Tim Lindquist :
--------------------------------------
File:
/kb_dl.aspx/KB/pinouts/pinout_help.txt
-
39
K - Updated
2003.01.09
FAQ: BUYING FROM AN OPERATOR
---------------------------- FAQ: BUYING FROM AN OPERATOR Last Updated: 31 March 1998 ---------------------------- INTENT AND DISCLAIMERS: ----------------------- Copyright 1993, 1998 The authors hereby grant 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 authors only and not necessar
File:
/kb_dl.aspx/KB/faqs/faq-game buying.html
-
41
K - Updated
1999.07.27
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
FAQ POSTING (rgva.marketplace)
From: tony_jones@no.spam Newsgroups: rec.games.video.arcade.marketplace Subject: FAQ POSTING (rgva.marketplace) Frequently Asked Questions rec.games.video.arcade.marketplace $Revision: 1.2 $ $Date: 1997/11/05 03:24:21 $ This is the Frequently Asked Questions (FAQ) list for the Usenet newsgroup rec.games.video.arcade.marketplace. This FAQ is posted weekly and the current copy should be considered to supersede all previous postings. This
File:
/kb_dl.aspx/KB/faqs/faq-rgvam.html
-
23
K - Updated
1999.07.27
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
Asteroids Deluxe Vector Generator
Program Counter Counters F4, H4, and J4 contain the address of the next data byte (instruction) to be fetched from the the Vector Generator memory. Because these counters point to the next instruction in memory to be retrieved and performed, they are called the program counter. This program counter is incrememted one count (to the next sequential address) each time the information at its current address is loaded into data latch 0 or data latch 2. The program counter may also be preset to "jump"
File:
/kb_dl.aspx/KB/gametech/asteroidsdeluxevecgen.html
-
15
K - Updated
2000.01.23
Galaga Pinouts and Configuration
Galaga Pinouts and Dip Switches, for official and bootleg boards
File:
/kb_dl.aspx/KB/gametech/galaga tech.html
-
14
K - Updated
2002.05.20
/kb_dl.aspx/KB/gamemanuals/cine/serv2.tiff
S * TJ FEBRUARY 198212 CINEMATRONICS Blowing of Circuit Breakers A common failure of the current amplifier, especially in the earlier monitors, is blowing of circuit breakers CB1 and CB2 accompanied by burning of the 47ohm resistors around the power transistor molex. These transistors are mounted to the heat sinks which are attached to the metal side panels of the monitor. If this problem should occur, check for cold solder joints around the molex pins. Check the power transistors QuO and Qil 1 (vertical) a
File:
/kb_dl.aspx/KB/gamemanuals/cine/serv2.tiff
-
83
K - Updated
1998.03.22
/kb_dl.aspx/KB/gamemanuals/atari/redbaron1b.tiff
0 0 0 0 Signature Analysis of the Math Box Circuitry During the self-test procedure, the Math Box Circuitry is quizzed. T displayed in the upper right-hand corner of the self-test video display indicates that the Math Box Circuitry does not answer the question in the amount of time expected. Therefore, a T indicates a Math Box Circuitry failure. Due to the complexity of this circuitry, we offer signature analysis as a simple means of isolating failing circuits. Signatures for this circuitry are presented in
File:
/kb_dl.aspx/KB/gamemanuals/atari/redbaron1b.tiff
-
569
K - Updated
1998.04.06
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
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
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
Army Battlezone (Atari, 1980/1981)
Submitted by Unknown
"Army Battlezone remains a mystery, even to those of us who worked on it." Editor's Notes: I recently had the privilege of discussing Atari history with a member of Atari's development team. This individual worked at Atari for a period of several years, including the "Golden Age", and was a major contributor on many of the classics we've come to know know and love. A note of thanks to him, not just for the information on these pages, but for hours of fun in the arcades.
File:
/kb_dl.aspx/KB/gametech/armybattlezone.html
-
10
K - Updated
2000.01.20
Battlezone and the US Army (Army Battlezone)
Submitted by Unknown (John Grigsby?)
Warren Ernst (wernst@crl.com) wrote: : Ok, so i'm reading over the "history" section of the Microsoft Arcade : Battlezone Help file, which has a blurb about a specially modified : version of BZ that went directly to the US Army. It goes on to say that : "the realism had been cranked up nicely." : Similarly, KLOV makes mention of this Army version in the Battlezone : listing as well. : So, has anyone seen this critter? Better yet, does anyone here OWN one
File:
/kb_dl.aspx/KB/gametech/armybattlezone2.html
-
2
K - Updated
2000.01.20
Atari Color Vector Generator 1981-1985
Last Modified on 3/14/96 The Atari vector generator is a state machine run that runs independently of the 6502 processor. The state machine has its own instruction set as well. Most of these instructions are two bytes long while one is four. The VG can do many tasks with its time. It can: HALT itself and tell the 6502 that it is done, Move the beam to the CENTER of the screen, Load SCALE info to the binary and linear scaling registers, Load STATS to the stat registers, JMP to a new me
File:
/kb_dl.aspx/KB/gametech/ataricolorvecgen.html
-
6
K - Updated
1999.12.21
/kb_dl.aspx/KB/gametech/blueprint.txt
From: kmahan@raptor.USG.Sandy.Novell.COM (Kurt Mahan)
Subject: Blue Print Pinouts/Switch Settings
Date: 21 Apr 1995 16:24:44 GMT
BLUE PRINT SWITCH SETTINGS
--------------------------
Dip Switch 1
------------
1 2 3 4 5 6 7 8
Not Used OFF
Bonus Players Awarded
One man at 20,000 points ON ON
One man at 20,000 points
File:
/kb_dl.aspx/KB/gametech/blueprint.txt
-
2
K - Updated
1995.04.23
Understanding MAME Drivers Volume 1: Data Structures v1.0
Original URL: http://atarihq.com/danb/files/mamedrv1.txt Understanding MAME Drivers Volume 1: Data Structures v1.0 by Daniel Boris Table of Contents 1.0 Introduction 2.0 /drivers/rockola.c 2.1 GameDriver Structure 2.2 MachineDriver Structure 2.3 ROM Definition 2.4 MemoryReadAddress Structure 2.5 MemoryWriteAddress Structure 2.6 Input Ports 2.7 GfxDecodeInfo Structure 2.8 GfxLayout Structure 3.0 Linking in the Driver 1.0 Introduction The purpose of this document is to help
File:
/kb_dl.aspx/KB/gametech/boris - understanding mame drivers 1.html
-
33
K - Updated
2000.06.16
Defender Cheats and Strategy
Submitted by Unknown
When you get your last official guy before 1,000,000, every time you score, you'll get an extra man.
The trick we used was to win 100+ ships between 990,000 and 1,000,000, thus fooling the game based on where score rolls over rather than where ships roll over. The version where you win 100+ ships has been tested, the version where you win 256+ ships never was because:
a. For every point scored in Defender from 990,000 to 999,975 you will win one extra ship and smart b
File:
/kb_dl.aspx/KB/gametech/defenderstrategy.html
-
4
K - Updated
2000.01.19
Forgotten Realms strategy and cheats
Submitted by David Hsu
If you are playing 2 player, when you get to the boss in the boat-like contraption which has gravity wells, guns, falling pointy things, if both of you are on the right wall (which blocks you from the boss), one person can shove the other thru the wall so that you can't be attacked by any of the things on the other side (named above).
There are several sections where one can go either up or down depending upon which barrier is shot first (top or bottom). If you shoot the bot
File:
/kb_dl.aspx/KB/gametech/forgottenrealmsstrategy.html
-
2
K - Updated
2000.01.19
/kb_dl.aspx/KB/gametech/vidinvrt.txt
VIDEO INVERSION AND YOU!
Using Older Nintendo Monitors in New Conversions
Copyright June 1, 1992 by Randy Fromm
The images you see on any television screen are made from combinations of
red, green and blue; the three "primary colors" of light. By combining
these three primary colors in different combinations, we can make any
color we want. For example, combining any two of the primary colors will
create one of the three "secondary colors." Red and blue combine to make
magenta. Red and green mix to for
File:
/kb_dl.aspx/KB/gametech/vidinvrt.txt
-
8
K - Updated
1994.12.15
Typical Failures of Early Williams Games
From: woodcock@crchh75b.bnr.ca (Gregg Woodcock) Newsgroups: rec.games.video.arcade.collecting Subject: Re: Typical Failures of Early Williams Games Date: 22 Feb 1994 23:29:15 GMT richard.l.schieve (rls@cbnewsc.cb.att.com) wrote: > Several people have asked me to repost some of my old articles. > I suspect many have seen the following which was one of my first > "Tech Tips" ;-) Sorry to do this to you again, Rick, but I have added a BUNCH of stuff to your file and would like to "share", too (I c
File:
/kb_dl.aspx/KB/gametech/williamhwfailures.html
-
23
K - Updated
2000.01.23
/kb_dl.aspx/KB/gamemanuals/atari/ast2b.tiff
4 INPUTS PLAYER INPUT CIRCUITRY J2o IOO,ak * SPL S E LF- T E5• lA FIRE [j-J 4(PERJ DIAG STEP (diagnostid step), 3 KHz, SELF-TEST SLAM, HALT, FIRE and HYPER inputs are read by the MPU when SINPO (switch input zero enable) is low, Switches to be, read are selected by ABO thru AB2 from the MPU. All inputs are read on DB7. Switch inputs are active when pulled to ground. DIAG STEP, 3 KHz, and SELF-TEST are signals read by the MPU? to initiate and control the: game’s self-test pro- cedure. SLAM is a signal read b
File:
/kb_dl.aspx/KB/gamemanuals/atari/ast2b.tiff
-
1,359
K - Updated
1998.03.27
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
Seaga/Gremlin X-Y FAQ
======================== The Sega/Gremlin X-Y FAQ version 1.6 written by: Mark Jenison ======================== 1. Introduction 2. The X-Y Convert-a-Game system a. The System 1. CPU boards 2. X-Y timing and control boards 3. Sound boards 4. EPROM boards b. Monitor: Electrohome G08 X-Y c. Power supply 3. Games a. Space Fury b. Star Trek c. Eliminato
File:
/kb_dl.aspx/KB/gametech/segaxyfaq16.html
-
28
K - Updated
2000.01.23
Tempest Tech Info
Tempest Dip Switch Settings, Pinouts, Memory Map, ROM Info and EAROM info
File:
/kb_dl.aspx/KB/gametech/tempest tech.html
-
15
K - Updated
2002.04.25
The Sega/Gremlin X-Y FAQ
======================== The Sega/Gremlin X-Y FAQ version 1.6 written by: Mark Jenison ======================== 1. Introduction 2. The X-Y Convert-a-Game system a. The System 1. CPU boards 2. X-Y timing and control boards 3. Sound boards 4. EPROM boards b. Monitor: Electrohome G08 X-Y c. Power supply 3. Games a. Space Fury b. Star Trek c. Eliminato
File:
/kb_dl.aspx/KB/faqs/faq-segaxy_v1.6.html
-
28
K - Updated
1999.07.27
Star Wars Play Hints
Anyone who wants to archive this post for a FAQ or whatever has my permission to do so. keith@tcs.com Keith Jarett This is an update of my July 29, 1994 post. After much practice, I have achieved reasonable proficiency at Star Wars. A week ago I set a new personal high score of 15 million and change on Wave 56. It took an hour and 45 minutes! This was 5 million and 17 waves better than my second-highest score two months ago. Of course my machine is set to Easy with 9 starting and 3 bo
File:
/kb_dl.aspx/KB/faqs/faq-star wars hints.html
-
13
K - Updated
1999.10.30
/kb_dl.aspx/KB/datasheets/6502/6502a.txt
6502 Microprocessor
Revision 1.02 by _Bnu.
Most of the following information has been taking out of the "Commodore 64
Programmers Reference Manual" simply because it was available in electronic
form and there appears to be no difference between this documentation and
the 6502 documentation, they are both from the 6500 family after all. I've
made changes and additions where appropriate.
In theory you should be able to use any code you can find for emulating
the 6510 (the C64 processor).
THE REGIST
File:
/kb_dl.aspx/KB/datasheets/6502/6502a.txt
-
80
K - Updated
2001.01.13
Adapter to plug Asteroids Deluxe board into Asteroids harness
Inspired from the recent posting on converting a Gravitar/Black Widow to a Tempest/Major Havoc, I've decided to document a similar conversion to and from Asteroids Deluxe. This is a simpler conversion than the aforementioned Tempest hackery, but you should still read everything first and be sure you understand what you're doing before proceeding. Although I can't guarantee 24-hour delivery, I'll also try to respond to any questions you may have...
Credit goes to Rick Schieve and Steve Ozdemir for letting
File:
/kb_dl.aspx/KB/gametech/asteroids deluxe.html
-
14
K - Updated
1999.11.01
/kb_dl.aspx/KB/gametech/dragonsl.air.txt
From: dover@ll.mit.edu (David Humphrey)
Newsgroups: rec.games.video.arcade.collecting
Subject: Finally DL is done, here is some info
Date: 8 Jun 1995 16:16:23 GMT
Well, I finally have a Dragon's Lair running up to the point where I
am confident that I can successfully complete the game. Thanks to
"Blind Guy" Chris, Jim Rogers, and yes, even John Pierce at CPDIST,
for all of the input on how to jumper the boards, make the cables
and dissect the LDV1000 player (forgot... thanks to the Pioneer
Industrial di
File:
/kb_dl.aspx/KB/gametech/dragonsl.air.txt
-
16
K - Updated
1996.04.04
/kb_dl.aspx/KB/gametech/gaplus.txt
Gaplus Pinout
Parts Side Solder Side
-----------------------------------------
GND A 1 GND
SPEAKER + B 2 SPEAKER -
LOCK OUT SOLENOID C 3 COIN COUNTER
1 P START LAMP D 4 2 P START LAMP
+12V E 5 +12V
+5V F 6 +5V
GND H 7 GND
SERVICE SW J 8 N/C
COIN 1 SW K 9 COIN 2 SW
1 P START SW L
File:
/kb_dl.aspx/KB/gametech/gaplus.txt
-
5
K - Updated
1996.04.04
HEAVY BARREL complete strategy guide
Submitted by Julius Yang
A somewhat obscure game, Heavy Barrel uses the same controls as Ikari Warriors, but is a better game IMHO due to the availability of different weapons, not just augmented versions of weapons.
The objective is to wipe out a military complex filled with soldiers and lethal military equipment. The available weapons are the standard machine gun, the heavy machine gun, the fan gun, the flamethrower, and the Heavy Barrel. Grenade weapons include standard grenades, red grenades,
File:
/kb_dl.aspx/KB/gametech/heavybarrelstrategy.html
-
7
K - Updated
2000.01.19
Sega G80 Hardware Reference
Version 1.20 25 Oct 1997 Main Processor: Z80 at 3.86712 MHz (vector games) Z80 at 8.00000 MHz (raster games) Sound Processor: 8035 Test button on CPU board asserts NMI 40Hz interrupt from vector timing board There is an 8*8 hardware multiplier on the XY control board Memory Map 0000 - 07FF 2k ROM on CPU board (power on diagnostics) 0800 - BFFF 46k ROM board C800 - CFFF 2k RAM on CPU board D000 - DFFF downloadable RAM on universal sound board E000 - EFFF 4k Vector RAM E000 - E
File:
/kb_dl.aspx/KB/gametech/segag80ref.html
-
37
K - Updated
2000.01.23
/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
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
Raster Monitor Lesson
< Raster Monitor Lesson Submitted by Rick Schieve (rls@intgp1.att.com)
Coin-op video games use one of two types of monitors, vector or raster scan. Both vector and raster scan monitors are available in black and white or color. A black and white picture tube has one electron gun that lights just one type of phosphor (usually, but not always white). Color tubes have 3 electron guns that (when the yoke and neck magnets are aligned properly) each hit their own phosphors only, either red, green, or
File:
/kb_dl.aspx/KB/gametech/rastermonitorlesson.html
-
3
K - Updated
2000.01.20
Tron to Satan's Hollow conversion (long - with pinouts!)
Hi all. Last night I convverted my Tron Mini into a dedicated Satans Hollow. It's not as easy as i thought it would be...
First things first. Satans Hollow and Tron have quite a bit in common, and they have almost as many differences. My situation was this: I have a Satans hollow fullsize control panel (with controls), a fullsize tron control panel with controls, and a mini tron control panel without controls. I've got 2 Bally/Midway MCR/II board sandwiches. One with Tron eproms, the other with Sata
File:
/kb_dl.aspx/KB/gametech/tron to satans hollow.html
-
6
K - Updated
1999.11.03
/kb_dl.aspx/KB/gamemanuals/atari/astdlx2b.tiff
INPUTS PLAYER INPUT CIRCUITRY ROT LCFT ROT IGb4T HPL) ST START Z START I C0114 R :o w OPTIONS INPUT CIRCUITRY +5v 9 j’I c cI 9 lox : 6 P1. 113 — 1 4 12 —. II II .— — , ID lb 3 14 4 .— 12 5 p 10 VIDEO INVERTER The x- and y-video inverter circuits are identical; there- fore, only the x-video inverter circuit is explained. For in- vertered video operation, pin 19 is grounded which turns on transistor 013 and turns off transistor 012. In this state INV is + 8.2 VDC and NONINV is -8.2 VDC. For a noninverted vide
File:
/kb_dl.aspx/KB/gamemanuals/atari/astdlx2b.tiff
-
647
K - Updated
1998.03.27
/kb_dl.aspx/KB/datasheets/z80/z80ctc05.tiff
Programming Trigger Mode (Timer Mode Only). D3 selects (Continued) the trigger mode for timer operation. When D3 is reset to 0, the timer is triggered automatically. The time constant word is programmed during an I/O write operation, which takes one machine cycle. At the end of the write operation there is a setup delay of one clock period. The timer starts automatically (decrements) on the rising edge of the second clock pulse (T2) of the machine cycle following the write operation. Once started, the timer
File:
/kb_dl.aspx/KB/datasheets/z80/z80ctc05.tiff
-
618
K - Updated
1997.08.25
/kb_dl.aspx/KB/datasheets/cinematronics/cineinst.txt
CINEINST.TXT
Preliminary description of the Cinematronics CPU and instruction set.
Version: 0.1
Date: 01/31/97
Author: Zonn Moore
E-mail: zonn@concentric.net (as of the above date)
Released to the public domain by the author, distribute freely.
-----------------------------------------------------------------------------
PREFACE
This information was gathered solely through the use of the program
'cinesim.c' and few digital data books, (and, well of course, a schem
File:
/kb_dl.aspx/KB/datasheets/cinematronics/cineinst.txt
-
30
K - Updated
1997.02.02
/kb_dl.aspx/KB/gametech/ay8910a.tiff
‘ Ay3891O AY-3-8912 Av48913 Programmable Sound Generator I FEATURES • Full Software Control of Sound Generation • Interfaces to Most 8-Bit and 16-Bit Microprocessors • Three Independently Programned Analog Outputs • Two 8-Bit General Purpose I/O Ports (AV-3-8910) • One 8-Bit General Purpose I/O Port (AY-3-8912) • SIngle +5 Volt Supply DESCRIPTION The AY-3-8910/891218913 Programmable Sound Generator (PSG) Is a LSI Circuit which can produce a wide variety of complex sounds under software control. The AY-3-891
File:
/kb_dl.aspx/KB/gametech/ay8910a.tiff
-
160
K - Updated
1997.10.08
Battlezone High Score Upgrade
Subject: Battlezone high score upgrade (LONG) Date: 23 Jun 1994 12:06:29 GMT Organization: Texas Instruments Lines: 365 Distribution: world Message-ID: <2ubts5$94c@osage.csc.ti.com> NNTP-Posting-Host: bugs.tiuk.ti.com Well I finally got my Battlezone permanent high score fix working, thanks to the 48Z02 datasheet that Clive Bittlestone sent (the chip has 2 chip enables that do not behave the same, and I was using the wrong one, so I swapped a couple of wires and bingo). Also thanks go to Do
File:
/kb_dl.aspx/KB/gametech/battlezone nvram.html
-
18
K - Updated
2002.04.25
QIX to JAMMA
This document will detail the wiring necessary to convert a QIX boardset to run on a JAMMA harness.
It is assumed that you have the following:
A working QIX boardset consisting of the Video Processor PCB, the ROM I/O PCB and the Data/Sound PCB.
The 50pin ribbon cables that connect these 3 boards together.
The metal mounting plate that holds all 3 boards.
(preferably) the original wiring harness (not necessary, but it makes things MUCH easier!)
In case you DO have the original harness, I ha
File:
/kb_dl.aspx/KB/gametech/qix to jamma.html
-
8
K - Updated
1999.11.02
/kb_dl.aspx/KB/gametech/board pinouts/venture.txt
Venture pinouts
Exidy, 1981
There are two boards to the Venture boardset, the logic and the audio board.
The audio booard is labeled with:
Exidy Inc.
Copyright 1981
PCB 77-3387-14
ASY 77-3387-15
Audio/Color ---
|B|
---
And the logic board is labeled with:
PCB 77-3374-14 COMP
Exidy Inc ASSY 77-3374-15 SIDE
Copyright 1981 Revision E
The audio board is the top board. It has a 30-pin
File:
/kb_dl.aspx/KB/gametech/board pinouts/venture.txt
-
7
K - Updated
1994.12.08
Subject: FAQ POSTING (rgva.collecting)
From: tony_jones@no.spam Newsgroups: rec.games.video.arcade.collecting Subject: FAQ POSTING (rgva.collecting) Frequently Asked Questions rec.games.video.arcade.collecting $Revision: 1.3 $ $Date: 1997/11/05 03:23:40 $ This is the Frequently Asked Questions (FAQ) list for the Usenet newsgroup rec.games.video.arcade.collecting (hereafter abbreviated to rgva.collecting) This FAQ is posted every 14 days and the current copy should be considered
File:
/kb_dl.aspx/KB/faqs/faq-rgvac.html
-
30
K - Updated
1999.07.27
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/2901/2901-44.tif
MIL—M—38510/440c 59 — 9999906 0064889 3 — MIL-M-38510/440C 6.2 Ordering data. The acquisition document should specify the following: a. Complete part number (see 1.2). b. Requirements for delivery of one copy of the quality conformance inspection data pertinent to the device inspection lot to be supplied with each shipment by the device manufacturer, if applicable. c. Requirements for certificate of compliance, if applicable. d. Requirements for notification of change of product or process to the contractin
File:
/kb_dl.aspx/KB/datasheets/2901/2901-44.tif
-
126
K - Updated
1996.09.19
/kb_dl.aspx/KB/pinouts/cliff_hanger.txt
Cliffhanger
====== CPU Board ZPU-2001 ==========
J5-5 Button ground
J5-2 Joystick ground
*** note the game uses 2 separate "grounds". They are not
actually grounds but strobes.
J6-4 Player 1 Start/Feet
J6-5 Player 2 Start/Feet
J6-7 Hands
J6-3 right coin switch
J6-2 left coin switch
J6-10 tilt
J6-6 key
J6-2 joystick up
J6-3 joystick right
J6-4 joystick down
J6-5 joystick left
Player interface cable:
J8-1 ring
J8-4 tip
J8-9 key
Power:
J3-1 5V
J3
File:
/kb_dl.aspx/KB/pinouts/cliff_hanger.txt
-
9
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/venture.txt
Venture Exidy, 1981
There are two boards to the Venture boardset, the logic and the audio board.
The audio booard is labeled with:
Exidy Inc.
Copyright 1981
PCB 77-3387-14
ASY 77-3387-15
Audio/Color ---
|B|
---
And the logic board is labeled with:
PCB 77-3374-14 COMP
Exidy Inc ASSY 77-3374-15 SIDE
Copyright 1981 Revision E
The audio board is the top board. It has
File:
/kb_dl.aspx/KB/pinouts/venture.txt
-
7
K - Updated
2003.01.06
Understanding MAME Drivers Volume 2: VIDHRDW
Original URL: http://atarihq.com/danb/files/mamedrv2.txt Understanding MAME Drivers Volume 2: VIDHRDW by Daniel Boris Table of Contents 1.0 Introduction The purpose of this document is to help people understand how a MAME driver works and to help people who may want to write their own MAME drivers. A driver is a set of files that are part of the MAME source that define the operation of a specific arcade game. For this document I will be describing the video section of the driver for
File:
/kb_dl.aspx/KB/gametech/boris - understanding mame drivers 2.html
-
23
K - Updated
2000.06.16
first monitor recap experience
From: "Bret Pehrson" Subject: My recap experience Date: Saturday, July 15, 2000 3:07 PM Thought I'd pass on my first recap experience: I have a Donkey Kong Jr. that I picked up a couple of weeks ago, and the CRT picture has been dying ever since. The problems that I had were that the picture would take approx. 5 minutes to appear, and even then, it was very dark and red was about gone. I picked up a Zanen cap kit for the monitor (Sanyo). All said, it took about two hours to do install the
File:
/kb_dl.aspx/KB/gametech/my recap experience.html
-
3
K - Updated
2000.07.15
/kb_dl.aspx/KB/gametech/board pinouts/cliffhanger.txt
Hi folks,
Well here it is at last, Cliff Hanger pinouts and info. I couldn’t seem to ever
get any info from anyone so it became one of my holiday projects. Pinouts,
dips, hook-up info, and notes are included below.
Pinouts:
====== CPU Board ZPU-2001 ==========
J5-5 Button ground
J5-2 Joystick ground
*** note the game uses 2 separate "grounds". They are not
actually grounds but strobes.
J6-4 Player 1 Start/Feet
J6-5 Player 2 Start/Feet
J6-7 Hands
J6-3 right coin switch
J6-2 lef
File:
/kb_dl.aspx/KB/gametech/board pinouts/cliffhanger.txt
-
5
K - Updated
1996.12.30
/kb_dl.aspx/KB/datasheets/z80/z80ctc07.tiff
Timing Read Cycle Timing. Figure 9 shows read cycle timing. This cycle reads the contents of a down-counter without disturbing the count. During clock cycle T2, the Z-80 Cpu initiates a read cycle by driving the following inputs Low: ED, IORQ, and CE. A 2-bit binary code at inputs CS1 and CS0 selects the channel to be read. Ml must be High to distinguish this cycle from an interrupt acknowledge. No additional wait states are allowed. CLK 1, T2 TWA T3 T, CS0, CS,, CI JIi.NNEL ADDRESS Figure 9. Read Cycle Tim
File:
/kb_dl.aspx/KB/datasheets/z80/z80ctc07.tiff
-
472
K - Updated
1997.08.25
/kb_dl.aspx/KB/datasheets/65816/funcdesc.txt
Functional Description
The G65SC802 offers the design engineer the opportunity to utilize both
existing software programs and hardware configurations, while also
achieving the added advantages of increased register lengths and faster
execution times. The G65SC802's "ease of use" design and implementation
features provide the designer with increased flexibility and reduced
implementation costs In the Emulation mode, the G65SC802 not only offers
software compatibility, but is also hardware (pin-to-pin) compa
File:
/kb_dl.aspx/KB/datasheets/65816/funcdesc.txt
-
19
K - Updated
1996.08.24
/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
Crazy Climber Information
Please note that if anyone does use this info for their own CC emulator project I do ask that credit be given where credit is due. I'm not asking for any money, just to be acknowledged in the emulator credits. It was a LOT of work to crack this:- As for the decryption algorhythm, a few things; There are two sets of ROMS in the tant archive (Brian Peek's mirror). One is supposedly the genuine set, and the other a bootleg. The set I have on my boards seems to be a hybrid between the two. The program
File:
/kb_dl.aspx/KB/gametech/crazyclimberencod.html
-
6
K - Updated
2000.01.23
Smash TV strategy guide
Submitted by Unknown
Don't try to conserve ammo. Your shots should be efficient and kill as much as possible, and you won't have time to think about conserving shots (esp. in the latter stages). The pattern of moves you should follow at the end of each board to reach the easiest boards is:
Level 1: right, up; and then you have no choices.
Level 2: up, right; and then again, no choices.
Level 3: right, right, down; and then you have no choices.
Following these moves should enable you to
File:
/kb_dl.aspx/KB/gametech/smashtvstrategy.html
-
5
K - Updated
2000.01.19
/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/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
Joust to JAMMA conversion
Submitted by Graham Bisset (graham@uki.sinet.slb.com) (c) 1994 Graham Bisset
Your attention is drawn to the following VERY IMPORTANT legal and copyright information :
LEGAL WARNING - READ - VERY IMPORTANT
Although I've made every possible effort to ensure the information contained within this document is precise, it may still be error ridden. However even if is not, you may still damage your equipment, your machines or even yourself by using the information contained herein. I make no guarantee of
File:
/kb_dl.aspx/KB/gametech/joust2jamma.html
-
13
K - Updated
2003.06.06
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
/kb_dl.aspx/KB/gametech/wwf.txt
WWF Wrestlefest DIP switch settings:
From: mms@MadVax.mo.ti.com (Michael Schulz)
Dip Switch 1:
1 2 3 4 5 6 7 8 Item
=============================================================================
Coin 1 & 2
------------------------------------------------------------------------------
off off * 1 coin 1 play
on off 1 coin 2 play
off on
File:
/kb_dl.aspx/KB/gametech/wwf.txt
-
5
K - Updated
1994.09.24
/kb_dl.aspx/KB/gametech/text/kangaroo.txt
Kangaroo
Option Switch Settings and Self-Test
Options are preset at the factory and shown by the * symbols.
To verify option switch settings, power the game off then on again.
Set the self-test switch to ON and verify the settings on the
self-test screen. Then set the self-test switch to OFF.
The table below contains the switch settings for options relating to
the number of Kangaroo lives, game difficulty, bonus and price
options. The switches are on the CPU PCB to the right of IC42
and are accessible whe
File:
/kb_dl.aspx/KB/gametech/text/kangaroo.txt
-
15
K - Updated
1995.04.07
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/pinouts/joy_of_joys.txt
Joy Of Joys Keyboard:
How To Do It!
Tools Needed:
Soldering Iron
Hobbyist's Drill (Radio Shack USED to sell a plastic hand drill w/2 PC-board-hole-sized bits, but I don't know that they carry it anymore. Try a hobby shop.)
Hot Knife (Optional - Helpful if you're going to chassis-mount your connectors.)
Nibbling Tool (RS # 64-823) (Optional - Also helpful for installing chassis-mount connectors.)
Materials:
PC Concepts Windows 95 Compatible Keyboard (Office Depot, Item # 459-560, $19.95)
File:
/kb_dl.aspx/KB/pinouts/joy_of_joys.txt
-
9
K - Updated
2003.01.06
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
/kb_dl.aspx/KB/gametech/timesoldiers.txt
TIME SOLDIER - Switch Settings
These are the tables from my manual:
Dip Switch 1 1 2 3 4 5 6
Reverse OFF
Easy ON ON
Normal* OFF OFF
Hard ON OFF
English Version* ON
Free Play OFF
Dip Switch 2 1 2 3 4 5 6
Coin 1 1 C1P* OFF OFF OFF
Coin 1 1 C2P OFF OFF ON
Coin 1 1 C3P OFF ON OFF
Coin 2 1 C1P OFF OFF OFF
Coin 2 2 C1P OFF OFF ON
Coin 2 3 C1P OFF ON OFF
Sound On Attract Mode* ON
Player's Hero 3* OFF OFF
Player's Hero 4 OFF ON
Player's Hero 5 ON OFF
Player's
File:
/kb_dl.aspx/KB/gametech/timesoldiers.txt
-
1
K - Updated
1995.04.07
/kb_dl.aspx/KB/gamemanuals/stern/video6.tiff
TOTAL SHIFI’ AND FLOP FUNCTIONS The action diagram of Figure 3—7 indicates that a video byte can be unchanged as it passes through chips 7A thru hA or shifted toward the LSB in steps of 2,4 or 6 (depending on the binary code applied). When passing through chips 8B thru 11B, the video byte can be: (1) unchanged, (2) shifted toward the ISB by 1 bit, (3) flopped so the MSB becomes the LSB and, (4) flopped so the MSB becomes the LSB while simultaneously shifting by one bit toward the MSB. Combinations of any tw
File:
/kb_dl.aspx/KB/gamemanuals/stern/video6.tiff
-
143
K - Updated
1997.07.27
/kb_dl.aspx/KB/gamemanuals/atari/batzn1b.tiff
I-I tl I- I-I 11 Sheet 1 , Side B DP.156.O1 2nd printing 0 0 0 0 0 0 0 0 0 Signature Analysis of the Math Box Circuitry During the self-test procedure, the Math Box Circuitry is quizzed. T displayed in the upper right-hand corner of the self-test video display indicates that the Math Box Circuitry does not answer the question in the amount of time expected. Therefore, a T indicates a Math Box Circuitry failure. Due to the complexity of this circuitry, we offer signature analysis as a simple means of isolati
File:
/kb_dl.aspx/KB/gamemanuals/atari/batzn1b.tiff
-
555
K - Updated
1998.03.27
/kb_dl.aspx/KB/gamemanuals/atari/majorhavoc2b.tiff
VOLTAGE SELECT/ON BLOCKS GRAY ___________________________ WIRES I I I WIRES I I I Fi I WIRES I BLUE I I BROWN I 200V198765432jj 220V198765432 lj 24OV98 7 6543211 YELLOW I I WIRES 120’.’ 98765432 / I L9_a_7_6_5_4_3 I — — 1l20V BNIBI( L00 R/E Color X-Y Power Supply Wiring Diagram COM. OR/BK VIOLET WIRES I I I i I00’I 9 8 7 6 5 4 3 2 I] J4A I2OV AC I2IGN B OUT _________ J4E’ QJ r AC. IaI OUT [ii 120V YIBK IIO0v C0M. BU/8g r47 iw/B 110 ±5°C [. ___.T I NOTES: JI FLI Fl _________ SN 1EACl BN çJb — POWER) I 2 I 2
File:
/kb_dl.aspx/KB/gamemanuals/atari/majorhavoc2b.tiff
-
75
K - Updated
1998.04.06
Addresses FAQ (North American) for rec.games.video.arcade.collecting
Created and maintained by Tony Jones (tony@rtd.com) $Revision: 1.3 $ $Date: 1997/12/24 18:35:05 $ Thanks to: Rick Schieve Greg Woodcock (obsolete component vendors) If you have additions, corrections and (especially) more precise information about the products each supplier offers, please send me e-mail -- thanks! Contents: 1a) Game Manufacturers 1b) Game Manufacturers no longer in business. 2) Informational sources 3) Auction houses 4a) Distributors (Coin-op/United S
File:
/kb_dl.aspx/KB/faqs/faq-addresses list.html
-
22
K - Updated
1999.07.27
The REAL "PONG" FAQ Version 1.02
10 Nov.1997 Creator & Maintainer: Sly D.C. *** Special Edition *** O.K.,Here's the legal stuff: Copyright (c) 1997, Sylvain De Chantal All rights reserved. This document may be copied, in whole or in part, by any means provided the copyright and contributors sections remain intact and no fee is charged for the information. Contributors retain the copyright to their individual contributions. The data contained here in is provided for informational purposes
File:
/kb_dl.aspx/KB/faqs/faq-pong.html
-
28
K - Updated
1999.10.30
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/gamemanuals/stern/video9.tiff
generator and it is enabled when its J pin (2) receives a logic 1. The FF is clocked by vertical sync signal V16. The rising edge of V16 will bring the Q output (pin 6) of 3E to logic 1. This level is inverted by open collector inverter 2D (pins 1,2,3), and asserts the NMI* line to the processor. The processor will now jump to location 0066 and execute the NMI routine stored there. The jump to 0066 is an inherent hardware feature of the Z—80. The Q* output of the flip flop 3E is delayed by R16 and C5 and th
File:
/kb_dl.aspx/KB/gamemanuals/stern/video9.tiff
-
128
K - Updated
1997.07.27
/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
/kb_dl.aspx/KB/datasheets/65816/scnfrmt.txt
[Image]
SNES Screen Format
[Image]
SNES GRAPHICS INFO FILE V1.0
----------------------------
By DAX on 28/2/93
This is a short text file on how the data for the gfx on the SNES are
set up..
Everything is based around an 8x8 pixel 'Tile' and thinking in terms of
tiles makes the whole thing a lot easier.
4 Colour mode - 2 Bitplanes
---------------------------
If you split the screen into 8x8 pixel tiles, the order of the g
File:
/kb_dl.aspx/KB/datasheets/65816/scnfrmt.txt
-
7
K - Updated
1996.09.01
/kb_dl.aspx/KB/gamemanuals/stern/video8.tiff
4. FAA: Input A appears at the F output in inverted form. 5. F=B*: Input B appears at the F output in inverted form. RAM Address Multiplexing (Fig. 3—8) Six address lines (bits AC thru A5) are applied to the RAM from the three RAM Address t4UX chips 6F, 6G and 6H. The three MLIX chips receive twelve input signals from two different sources: one of these is the System Address Bus, which is driven by the Z— 80 CPU during a “write or read cycle”; the other source is the sync counter circuits which operate cont
File:
/kb_dl.aspx/KB/gamemanuals/stern/video8.tiff
-
101
K - Updated
1997.07.27
/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
/kb_dl.aspx/KB/gametech/galaga_bl.txt
G A L A G A
=============
by Brian Murray
(brian@demon.csd.unsw.edu.au)
There are apparently many different galaga implementations, this one
happens to be mine. I don't know how I would identify my particular
boards, but I'll give as much as I can. (They were from a tabletop
if that matters). There are two boards, both with blue solder masks.
The top one (slightly larger) is the CPU board, has the 4 processors
and program EPROMS, and h
File:
/kb_dl.aspx/KB/gametech/galaga_bl.txt
-
5
K - Updated
1994.05.10
/kb_dl.aspx/KB/gametech/board pinouts/fantasy.txt
Fantasy Pinouts
Rock-Ola<S.N.K., 1982
SOLDER SIDE | PARTS SIDE
------------------------------------|--------------------------------------
(Power) Gnd | A | 1 | Gnd (Power)
--------------------------------|---|---|----------------------------------
(Coin Common) Gnd | B | 2 | Gnd
--------------------------------|---|---|----------------------------------
+5V | C | 3 | +5V
--------------------------------|---|---|-----
File:
/kb_dl.aspx/KB/gametech/board pinouts/fantasy.txt
-
5
K - Updated
1995.05.12
/kb_dl.aspx/KB/gametech/galaga.txt
Galaga DIP switch settings.
There are two sets of DIP switches on the Galaga CPU board. They are labeled
6J and 6K (6K is on top).
6J is used for setting the difficulty of Galaga. Switch 7 is not used on 6J,
the rest are as follows:
Switch #1 is used for selecting the type of 1 or 2 player games:
When this switch is OFF:
1 Player Game: Press the 1 player start button.
%w, 3, 4, or 5 fighters.
2 Player Game: Press the 2 player start button.
File:
/kb_dl.aspx/KB/gametech/galaga.txt
-
4
K - Updated
1993.08.20
Space Zap pinouts
Submitted by Dave Holcomb (holcomb@halcyon.com)
There are seven boards in the Space Zap boardset: Qty Position on Motherboard 1 *Game Bd A084-90708-A902 J5 1 Pattern Bd A082-91348-0000 J4 1 CPU Bd (C.P.U.) A082-91354-E000 J3 2 RAM Card A082-91356-C000 J2 & J1 1 Comm. Mother Bd A082-90006-B/C0
File:
/kb_dl.aspx/KB/gametech/spacezappinouts.html
-
9
K - Updated
2000.01.23
/kb_dl.aspx/KB/gamemanuals/cine/tg2auddesc2.tiff
The Shield Bounce sound functions in nearly the same manner as Shield Hum. Two 555 oscillators feed 5 volt square waves into their corresponding dividers 1C18. Then the outputs are combined at pin 2 of 1C22. Filtered wideband noise is also injected at pin 2 of 1C22. ICl2 is a one shot which is triggered from 1C23. When pin 12 goes to a low lever, Q8 conducts charging C44 to +5 volts and turning on 1C22. When the one shot resets it turns off Q8. C44 then discharges to minus 15 volts creating a decaying envel
File:
/kb_dl.aspx/KB/gamemanuals/cine/tg2auddesc2.tiff
-
48
K - Updated
1998.03.22
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow2a.tiff
CIø 33øøT 35V. CII PI9 +— —w.1 [0 47 RØ 1 a 5P14RIRTN ISP 4IdVA(_ - jiØ iv +oc%4 ) ‘L’ rTv* 1! ri Id TB) NOTES: / FDbR CORD ASSY MAY HAVE WIRE COLORS AS SHOWN OR -XX WIRE COLORS AS FOLLOWS: ONE 8LACWIRE(N ONE C,REEN VviRE GND ANb E WHITE WIRE (NEU1RAL). USE 4AMP SB 5OV FUSE AT Fl WITH OV&a4OV (EUROPEAN ONLY) * 03 TI 5 a.7;IW IØØ R33 L RegulatorlAudioI1 PCB Schematic Diagram CB4 IN4ØØ l.7WNW GRAY BLUE WIRES WIRES *-øø e17 431 j aeøv 987 co543e I 33 r5 — jo’ -øl I LMSØ5 3 CR1 ‘IN4 B? tLCI rr?VRi BROWN+ n 1 WI
File:
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow2a.tiff
-
181
K - Updated
1998.04.07
/kb_dl.aspx/KB/gametech/ay8910d.tiff
OPERATION Since all functions of the PSG are controlled by the processor via a series of register loads, a detailed description of the PSG operation can best be accomplished by relating each PSG function to the control of Its corresponding register. The function of creatIng or programming a specific sound or sound effect logically follows the control sequence listed: Rglslers Function R0-.-R5 Program tone periods. 116 Program noise penod. 117 Enable tone Cnd/or noise on selected channels. R1O—11I2 Select “f
File:
/kb_dl.aspx/KB/gametech/ay8910d.tiff
-
153
K - Updated
1997.10.08
/kb_dl.aspx/KB/gametech/gravitartotempest.txt
-------------------------------------------------------
| Adapter to plug Tempest board into Gravitar harness |
-------------------------------------------------------
Copyright 1993 (last update: 2/94)
STANDARD DISCLAIMER: The authors hereby grant 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
File:
/kb_dl.aspx/KB/gametech/gravitartotempest.txt
-
8
K - Updated
1994.10.21
/kb_dl.aspx/KB/gametech/guzzler.txt
Guzzler (Centuri 1983)
8P Dip Switch
coin play sw5 sw6 sw7 sw8 coin switch #
1 1 off off
1 2 on off 2
1 3 off on
1 6 on on
1 1 off off
2 1 on off 1
1 2 off on
1 3 on on
number of guzzlers sw1 sw1
3 off off
4 on off
5 off on
free play (64) on on
bonus points extra guzzler sw3
File:
/kb_dl.aspx/KB/gametech/guzzler.txt
-
1
K - Updated
1998.07.22
/kb_dl.aspx/KB/gametech/ripoff.doc.txt
RIPOFF DOCS
Introduction:
RIP OFF is a one or two player action game that offers features guaranteed
to capture and prolong player interest: an accelerating competitive level
with a clearly visble object and a team competition option that allows
players to combine scores as well as skills in defense strategy against
a futuristic enemy.
The Center of the playfield is occupied by a selectable number of
triangular fuel cells that pulsate with radioactive energy. The player
commandeers a land cr
File:
/kb_dl.aspx/KB/gametech/ripoff.doc.txt
-
5
K - Updated
1996.04.04
/kb_dl.aspx/KB/gamemanuals/atari/lunarlander2a.tiff
12 L_0— h0 -j---o--- I 5W2 I - - P8 - I L P W OPTIONS INPUT CIRCUITRY NOTE: [ -::: = TEST POINT THRUST INPUT +s’I 9 -I øI Ui I I I 1 IOKx 8L _________ ——. ia 2Li ,(- — II I U Ii 3 13 Is :i_ 4 17 — The game option switches are_read by the MPU when OPTS (option switch enable) is low. Switch tog- gles to be read are selected by ABO and AB1 from the MPU. Switch toggles 1, 3, 6, and 7 are read on data line DBO and toggles 2, 4, 6 and 8 are read on DBI. Toggle in- puts are “on” when pulled to ground. SWITCH INPUT
File:
/kb_dl.aspx/KB/gamemanuals/atari/lunarlander2a.tiff
-
592
K - Updated
1998.05.07
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/datasheets/z80/z80ctc06.tiff
Pin CE. Chip Enable (input, active Low). When Description enabled the CTC accepts control words, interrupt vectors, or time constant data words from the data bus during an I/O write cycle; or transmits the contents of the down-counter to the CPU during an I/O read cycle. In most applications this signal is decoded from the eight least significant bits of the address bus for any of the four I/O port addresses that are mapped to the four counter-timer channels. CLK. System Clock (input). Standard single- phas
File:
/kb_dl.aspx/KB/datasheets/z80/z80ctc06.tiff
-
632
K - Updated
1997.08.25
CINEMATRONICS - Repair of V'beams w/dead Hi-V P.S.
long) Submitted by dfish@nyx10.cs.du.edu (David Fish)
This should be of interest to anyone who has a Cinematronics B/W X-Y monitor (Vectorbeam) that has either died or is dying due to it's Hi-Voltage supply. The supply MUST be the 'off-board' type such as the Keltron HP160124A, this can't be done (at least not easily) with the Hi-V supply that is part of the big monitor pc board. I've also seen another supply used that does not look like the Keltron, but it's hook-ups were the same, so all this ap
File:
/kb_dl.aspx/KB/gametech/cinematronicsvbeamrepair.html
-
4
K - Updated
2000.01.20
CONVERSION BETWEEN SPACE DUEL AND GRAVITAR
From: "tomm" Subject: Re: Tech: XY Gurus HELP Gravitar/Space Duel Date: Monday, June 12, 2000 10:18 AM ----------------------------------------------------------------- | CONVERSION BETWEEN SPACE DUEL AND GRAVITAR | ----------------------------------------------------------------- COPYRIGHT 2000 REVISION NUMBER: 1.0 (first public release) REVISION DATE: 29 March 2000 CREATED BY: John Lee and amended by Tom McClintock PART I: Conversion of A Space Duel Con
File:
/kb_dl.aspx/KB/gametech/gravitar_space duel.html
-
13
K - Updated
2000.06.15
/kb_dl.aspx/KB/gamemanuals/atari/quantum2a.tiff
÷IØ.3vDC UNREC GRAY RegulatorlAudio II PCB Schematic Diagram CR1- IN4Ø8 4I3 VDC UNRES AUDIO E INPUT AUDIO I I NPUT II 987 G543 a I BLUE rFi ri WIRES____________________ j aaØv_987 co543a I VOLTAGE SELECTION bLOCPS BROWN rH WIRES a4V 9 8 7 CL’ VIOLET n 51-32 YELLOW WIRES I8Øv 9 8 7 Ci, 4 3 a L96751-3a Color X-Y Power Supply Wiring Diagram TI IØV[87G5 4321 jiI ?V AC OUT I- j UI FLI NOTES: /f RER CORD ASSY MAY HAVE WIRE COLORS AS SHOWN OR WIRE COLORS AS FOLLOWS: ONE BLACWIRE(AC) ONE GREEN WIRE C3ND ANb ONE WHI
File:
/kb_dl.aspx/KB/gamemanuals/atari/quantum2a.tiff
-
118
K - Updated
1998.04.06
/kb_dl.aspx/KB/gametech/battlezone.txt
Typed in by Rob Clark (rex@buhub.bradley.edu)
Battlezone settings:
0 = OFF 1 = ON X = Don't Care $ = Atari suggests
TOP 8 SWITCH DIP
87654321
--------
XXXXXX11 Free Play
XXXXXX10 1 coin for 2 plays
XXXXXX01 1 coin for 1 play
XXXXXX00 2 coins for 1 play
XXXX11XX Right coin mech x 1
XXXX10XX Right coin mech x 4
XXXX01XX Right coin mech x 5
XXXX00XX Right coin mech x 6
XXX1XXXX Center (or Left) coin mech x 1
XXX0XXXX Center (or Left) coin mech x 2
111XXXXX No bonus coin
110XXXXX
File:
/kb_dl.aspx/KB/gametech/battlezone.txt
-
2
K - Updated
1996.01.23
/kb_dl.aspx/KB/gametech/cinematronics-history.txt
THE HISTORY OF CINEMATRONICS AND A DESCRIPTION OF THEIR VECTOR GAMES
--------------------------------------------------------------------
COPYRIGHT 1994, 1995
REVISION NUMBER: 2.0
REVISION DATE: 23 December 1994
REVISION HISTORY: 1.0 (02/11/92 - First attempt at listing and ordering
all Cinematronics games.)
REVISION HISTORY: 2.0 (12/23/94 - Rearranged sections, added new sections
for Barrier, Speed Freak, Boxing Bugs,
File:
/kb_dl.aspx/KB/gametech/cinematronics-history.txt
-
50
K - Updated
1994.12.28
/kb_dl.aspx/KB/gametech/cinematronicsconversions.txt
STEPS TO RO -> RO + SC or SC -> SC + RO CINEMATRONIC CONVERSION
---------------------------------------------------------------
PARTS FOR SIMPLE CONVERSION: Rip Off (RO) control panel and RO (or Star
Castle (SC)) motherboard. A SC (or RO) sound
board. 9 pin molex connectors (plus 8 male
pins and 1 female pin) to power each of the
sound boards. One 9 pin molex connector
(plus 1 male pin and 8 femail pins) to tap into
the cabinets power to the sound board.
File:
/kb_dl.aspx/KB/gametech/cinematronicsconversions.txt
-
25
K - Updated
1994.10.19
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow4a.tiff
ENORM The active low-level Normalization Flag: is software-generated by gate K4 of the Normalization Flag circuit. If OPO is high, SA is high, and the output from gate J5 is high, ENORM is set low when STROBEO goes high. ENORM is applied through gate E7 to the Si input pins of Vector Data Shifters A8, B8, GB, F8, H8, and J8. ENORM multiples the rate of change of the X and Y vector data in the Vector Data Shifters (via shift left operations) at the same factor specified by data on lines DVY8-DVY1O. The n num
File:
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow4a.tiff
-
309
K - Updated
1998.04.07
/kb_dl.aspx/KB/gametech/dragonslair.txt
Dragon's Lair
Cinematronics Inc., 1983, pp. 6-9
Part III: REVISED GAME OPTIONS (To be used with games containing
Revision A, B, C, or D PROMS)
The following game options are controlled by Dip Switches 1
and 2 on the main CPU board:
I. Attract Mode and Joystick Sound
II. Number of Coins Required for One Credit
III. Number of Dirks per Credit and Length of Play
IV. Playtest and Diagnostic
V. Difficulty Level
VI. Pay-As-You-Go Play
Some
File:
/kb_dl.aspx/KB/gametech/dragonslair.txt
-
9
K - Updated
1994.12.03
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/liberatr.doc.txt
Well, I typed up the docs for someone, so I decided to add the pinouts
and post them to the net. Someone please check the pinouts over and if
they look fine, upload the file to wiretap(Can't do it myself).
Liberator is a 1 or 2 player game. The action takes place in various
star systems in outer space. There are missile bases on planets and
enemy space ships that the player tries to destroy. The object of the
game it to find and destroy the enemy missile bases.
The player controls a fleet of 4
File:
/kb_dl.aspx/KB/gametech/liberatr.doc.txt
-
7
K - Updated
1996.04.04
Memory map for Bally/Midway MCRII system (Tron)
I know of the following games that run on MCR/II systems: TRON (MCR/II) TWO TIGERS (MCR/II) SATAN'S HOLLOW (MCR/II) DOMINO MAN (MCR/II) WACKO (MCR/II) JOURNEY (MCR/II with MCR/III sprite board) I've been told that these are MCR games, too: KICKMAN (MCR/I) SOLARFOX (MCR/I) and I belive that there are others. The game system (MCR/II) consists of three boards: * the audio board (super sound I/O) - Z80 + 2 AY-3-8910 * the cpu board - Z80 and background/tile generation
File:
/kb_dl.aspx/KB/gametech/tronmap.html
-
6
K - Updated
2000.01.23
/kb_dl.aspx/KB/gametech/board pinouts/spacezap.txt
Space Zap pinouts
Midway, 1981
There are seven boards in the Space Zap boardset:
Qty Position on
Motherboard
1 *Game Bd A084-90708-A902 J5
1 Pattern Bd A082-91348-0000 J4
1 CPU Bd (C.P.U.) A082-91354-E000 J3
2 RAM Card A082-91356-C000 J2 & J1
1 Comm. Mother Bd A082-90006-B/C000
1 *Audio Amp Board
File:
/kb_dl.aspx/KB/gametech/board pinouts/spacezap.txt
-
8
K - Updated
1995.05.29
/kb_dl.aspx/KB/pinouts/blueprint.txt
Blue Print
----------
J1
1 - GND
2 - GND
3 - GND
4 - GND
5 - KEY
6 - +5
7 - +5
8 - +5
9 - +5
10 - +12
J2
1 - TEST
2 - PLAYER 2 FAST
3 - PLAYER 2 LEFT
4 - PLAYER 2 RIGHT
5 - PLAYER 2 UP
6 - KEY
7 - PLAYER 2 DOWN
8 - PLAYER 2 SELECT
9 - MOVE DOWN
File:
/kb_dl.aspx/KB/pinouts/blueprint.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/gaplus.txt
Gaplus
------
Parts Side Solder Side
-----------------------------------------
GND A | 1 GND
SPEAKER + B | 2 SPEAKER -
LOCK OUT SOLENOID C | 3 COIN COUNTER
1 P START LAMP D | 4 2 P START LAMP
+12V E | 5 +12V
+5V F | 6 +5V
GND H | 7 GND
SERVICE SW J | 8
COIN 1 SW K | 9 COIN 2 SW
1 P START SW L | 10 2 P START SW
P1 Button 1 M | 11 P2 Butt
File:
/kb_dl.aspx/KB/pinouts/gaplus.txt
-
4
K - Updated
2003.01.06
Williams vs. Artic (Defense Command) Lawsuit
Williams Electronics, Inc. v. Artic International, Inc.
U.S. Court of Appeals, Third Circuit
August 2, 1982
685 F.2d 870, 215 USPQ 405
Sloviter, Circuit Judge
Defendant Artic International, Inc. appeals from the district court's entry of a final injunction order permanently restraining and enjoining it from infringing plaintiff's copyrights on audiovisual works and a computer program relating to the electronic video game DEFENDER. The district court severed plaintiff's demand for injunctive relief
File:
/kb_dl.aspx/KB/historical documents/artic_judgment.html
-
34
K - Updated
2004.12.17
FAQ: Buying Games at an Auction
Submitted by Doug Jefferys (dougj@sco.com) and Steve Ozdemir (ofoz@ihlpb.att.com)
NOTES FROM THE AUTHORS
The principal authors of this FAQ were Doug Jefferys and Steve Ozdemir . Although we did most of the writing work ourselves, we couldn't have produced this FAQ without the help of our loyal reviewers, a few of whom include:
Hedley Rainnie (hedley@iit.com), Steve Phillips (phillips@tegra.com), Jeff Turner (jeff@msc.edu)
If we missed any names in that list (and we probably did), let ei
File:
/kb_dl.aspx/KB/gametech/auctionfaq.html
-
20
K - Updated
2000.01.20
/kb_dl.aspx/KB/gametech/donkkong.iii.txt
Donkey Kong 3
Nintendo, 1983
Donkey Kong 3
Option Switch Settings
-----------------------------------------------------------------------------
Toggle (SW1) Settings
A B C D E F G H Option
-----------------------------------------------------------------------------
Number of Players per Game
--------------------------
Off Off
File:
/kb_dl.aspx/KB/gametech/donkkong.iii.txt
-
6
K - Updated
1996.03.25
/kb_dl.aspx/KB/gametech/gyruss.txt
GYRUSS
------
From: woodcock@crchh75b.bnr.ca (Gregg Woodcock)
Well what may have happened is that there was one PCB design for the
standup and one for the cocktail machine. My cocktail machine has 2
volume controls and the "extra" DIP switches and the manual that I
have (that says, "Gyruss cocktail table service manual") documents
them both. The DIP switches (from the manual) are:
OPTIONAL DIP SWITCH SETTINGS
----------------------------
1. Dip Switch No.1 (8P Dip Switch)
^^[sic; no sp
File:
/kb_dl.aspx/KB/gametech/gyruss.txt
-
3
K - Updated
1994.05.10
/kb_dl.aspx/KB/gametech/ripoff.txt
=====================================================================
Rip Off switch settings and game description and play.
=====================================================================
The following chart diagrams the switch setting of the option switches
for "RIP OFF". The 7 station switch is located at position E-2 on the
logic board.
7 On = Diagnostic mode
6 On = option score
5 On = No sound in attract mode
4 Credit 0
3 Credit 1
2 Time 0
1 Time 1
TA
File:
/kb_dl.aspx/KB/gametech/ripoff.txt
-
7
K - Updated
1995.01.06
/kb_dl.aspx/KB/gametech/text/bloxeed.txt
From: TJ Beyer <rugrat@cluon.com>
(note: Pinouts are JAMMA)
DIP SWITCH SETTINGS FOR SEGA'S BLOXEED
Dip Switch Bank 1
1 2 3 4 5 6 7 8
Free Play On On On On On On On On
1 coin 1 play Off Off Off Off Off Off Off Off
Left coin -- switches 1-4
Right coin -- switches 5-8 (using settings from left coin)
1 2 3 4
1 coin 1 play Off Off Off Off
1 coin 2 play On Off Off Off
1 coin 6 play On Off On Off
2 coin 1 play On On Off Off
2 coin 3 play On Off Off On
(This is as far as I got on coinage -- a good variety
File:
/kb_dl.aspx/KB/gametech/text/bloxeed.txt
-
1
K - Updated
1995.12.15
/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/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/gametech/segatoatarixyconv.txt
From: essayes@telerama.lm.com (David Shuman)
Newsgroups: rec.games.video.arcade.collecting
Subject: Sega XY on Atari monitor: it works!
Date: 3 Jan 1996 16:32:11 -0500
Organization: Telerama Public Access Internet, Pittsburgh, PA USA
Lines: 216
Message-ID: <4ceskr$ajn@asia.lm.com>
NNTP-Posting-Host: asia.lm.com
The good news is, it can be done. The bad news is, it isn't
perfect, at least not yet.
SEGA-TO-ATARI VECTOR MONITOR ADAPTER
by David Shuman
mappy@virginia.edu, essayes@telerama.lm.com
File:
/kb_dl.aspx/KB/gametech/segatoatarixyconv.txt
-
11
K - Updated
1998.09.24
/kb_dl.aspx/KB/gamemanuals/cine/starccp.tiff
4 3 2 I 1 DWG TITLE V’LR CoTRcIL AN) COIN M&CANISM WIRING IARAM MODEL NO. DWG DWO NO. REV. II72b080I I SHEET OF •I REVISIONS REV OESCIPTION DATE APPROVED I_J3 r_1 1 < 0—ONE START (eRowN) P1 9 <: 0—Two sTxr (RED) 8<: 15<: It* 19 PLAYER Cc*TROL NELRAR VIEW ON/C ThRAGE) 1’l M It’ FIR.E OWIoRD RGWT LEFT J_ J_ - - S?1 Pj1S c’o (&LL) I P6 (ui) (GREEN) RANGE zO TO c.PJj. p3 17<: 1 <- Z3 PlO I ORWARO GREEN) c/C. P1 FIRE P131 (uE) 0 P14 I 0 P15 T4O ON StART STRT p_1 1_I P0 (e1RowN) 1 sa -0 S3 56 3E- IE a3 I as < I S
File:
/kb_dl.aspx/KB/gamemanuals/cine/starccp.tiff
-
38
K - Updated
1998.03.22
Armor Attack Switch Settings
Submitted by Unknown
From page 2-2 of the Armor... ...Attack manual: ARMOR ATTACK OPTION SWITCHES LOCATED ON LOGIC BOARD AT POSITION E-2 +-----------+ |OFF ON | | ==== 1 | \ JEEPS PER GAME | ==== 2 | / SEE TABLE ONE | ==== 3 | \ CREDITS PER GAME | ==== 4 | / SEE TABLE TWO | ==== 5 | SOUND IN ATTRACT MODE | ==== 6 | NOT USED | ==== 7 | DIAGNOSTIC - ON: NORMAL PLAY | | OFF: TEST PATTERN +-----------+ +-------+-------+-------+ +-
File:
/kb_dl.aspx/KB/gametech/armorattackswitches.html
-
1
K - Updated
2000.01.19
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel2b.tiff
RegulatorlAudio II PCB Schematic Diagram Color X-Y Power Supply Wiring Diagram “-9 3VAC; 36VAC .1 BWE ________ 2oy - BROWN WiRES ____________ 24OVrfi F-i [9876543 271 1987654,3JJ VOLTAGE SIECTION PLUGS GNO { }GWD VIOLET _____ YELLOW WIRES [11 I ‘4 I I W?RE boy 19876543211120V ‘J4 AC OUT 10.6 VDC IO6VDC 10 .6VDC 720 V 36VAC CT 6.) VAC 5OVAC CT L_______ ____ -J NOTES: J2 /1\P0WER CORD ASSY MAY HAVE WIRE TO ON/OFF AND INTERLOCK SWITCHES COLORS AS SHOWN OR WIRE COLORS AS FOLLOWS: ONE BLACK WIRE (Ac) ONE GREEN W
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel2b.tiff
-
109
K - Updated
1998.04.07
/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/pinouts/tempest.txt
"Tempest" (Atari, 1980)
-----------------------
P20: 44-pin edge connector
component side solder side
-------------- -----------
+5VDC RETURN A 1 +5VDC RETURN
+5VDC B 2 +5VDC
C 3 +22VDC
D 4 -22VDC
COIN R E 5 SLAM
COIN C F 6 COIN L
DIAG STEP H 7 SELF TEST
X INV J 8 OUT 5 (not used)
Y INV
File:
/kb_dl.aspx/KB/pinouts/tempest.txt
-
6
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/tutankham.txt
Tutankam, KONAMI
----------------
Solder Side | Parts Side
________________________________|___________________________________
-5V | A | 1 | +12
Speaker | B | 2 | Speaker
2P Button 2 | C | 3 | 2P Button 1
2P Left | D | 4 | 2P Right
1P Start | E | 5 | 2P Start
File:
/kb_dl.aspx/KB/pinouts/tutankham.txt
-
4
K - Updated
2003.01.06
Atari Trak Ball Basics for Centipede and Millipede
Submitted by Unknown
This post is intended to show the basic components of the Atari trak balls for Centipede and Millipede and what to replace to get one to roll like new again. The Atari Mini-TrakBall (Centipede) and Midi-TrakBall (Millipede) consist of 2 roller shafts, 1 idler shaft, 6 ball-bearings, 2 radial optical couplers, 2 encoding wheels, and a ball. The basic setup is shown below. Key: E - Encoder wheel is screwed on to end of shaft. B - Ball-bearing D - Detector Dio
File:
/kb_dl.aspx/KB/gametech/atari trak ball basics.html
-
3
K - Updated
2002.04.16
Galaga, error messages, errors
Galaga error messages Submitted by Unknown
Here are the error messages displayed by Galaga. (original boards set, and pirated one !) 2 boards Galaga (midway) Display Description RAM OK All RAMs are good RAM 0L RAM located on Video PC board at position 1K is bad RAM 0H RAM located on Video PC board at position 1K is bad RAM 1L RAM located on Video PC board at position 1K is bad RAM 1H RAM located on Video PC board at position 1K is bad RAM 2L RAM located o
File:
/kb_dl.aspx/KB/gametech/galagaerrors.html
-
1
K - Updated
2000.01.23
Help With Raster Monitor Repairs
Submitted by Rick Schieve (rls@intgp1.att.com)
When I first got into collecting arcade videos I found monitors to be truly daunting. I spent many hours struggling with repairs even though I had some minimal background in TV repair. I've discovered several things in the last few years to greatly aid in the repair of raster arcade monitors even if you have only minimal electronics skills and I thought I would share the information with those that are interested.
The 4 most common raster monitors u
File:
/kb_dl.aspx/KB/gametech/rastermonitorrepairhelp.html
-
2
K - Updated
2000.01.20
/kb_dl.aspx/KB/gametech/tank.txt
Tank Pinouts
Kee Games, August 1974
I believe these two boards are tightly back-to-back, and the edge connector
on each forms a single, double-sided edge connector. The manual warns that
the two boards should not be pried apart.
Board I (J-3) Board II (J-6)
(From Transformer?) Gnd 1 1 Gnd (Left Joysticks Common)
LO - AC 2 2 Analog Gnd (to J-3, pin 7)
LO - AC 3 3 (Not Used)
File:
/kb_dl.aspx/KB/gametech/tank.txt
-
3
K - Updated
1996.04.04
/kb_dl.aspx/KB/gametech/board pinouts/liberator.txt
Path: goonsquad.spies.com!genmagic!sgigate.sgi.com!swrinde!cssun.mathcs.emory.edu!gatech2!news.sprintlink.net!noc.netcom.net!netcomsv!uu3news.netcom.com!netcomsv!uu4news.netcom.com!inferno.com!mrbill
Subject: liberator docs and pinouts
Newsgroups: rec.games.video.arcade.collecting
From: mrbill@inferno.com
Date: Wed, 15 Nov 95 01:44:05 PST
Message-ID: <804734589602@inferno.com>
Organization: The Inferno - San Jose, CA
Lines: 174
Well, I typed up the docs for someone, so I decided to add the pinouts
and pos
File:
/kb_dl.aspx/KB/gametech/board pinouts/liberator.txt
-
8
K - Updated
1995.11.16
/kb_dl.aspx/KB/gametech/board pinouts/rampage.txt
RAMPAGE PINOUTS (Midway, 1986)
--------------------------------
Rampage features three boards: CPU, Sounds Good, and a Dual Power Amp.
These boards use male MTA (Mass-Termination Assembly) connectors in both
the .156" (large) and .100" (small) sizes. You'll need several in both
sizes. Power requirements are simple: +5V and +12V are all you need.
For testing purposes, you can run the 68000 CPU board without the SOUNDS
GOOD daughterboard. Yes, this means that you can quickly power up the
game using only
File:
/kb_dl.aspx/KB/gametech/board pinouts/rampage.txt
-
7
K - Updated
1997.03.19
/kb_dl.aspx/KB/pinouts/galaga_boot36.txt
G A L A G A
---====ddddddddddddd====---
by: Chris Griffin
We stumbled across yet another ancient bootleg of Galaga with 36 pins.
We checked on the Internet and on Wiretap, and found nothing on a 36 pin
version, so we sat down and decided to figure out exactly what the pinouts
and dipswitch settings were. Here they are, I hope other people will find
a use for these pinouts on the rare 36 pin version.
Parts Solder
------
File:
/kb_dl.aspx/KB/pinouts/galaga_boot36.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/qbert.txt
GOTTLIEB INFORMATION: Q*BERT PINOUTS
----------------------------------------------
CPU MA-378 (A1)
SOLDER | COMPONENT
-------------+---------------
_______
+5V |A | 1| GND
+5V |B | 2| GND
+5V |C | 3| Coin Return GND
|D | 4|
Coin 1 |E | 5| Coin Lockout
Coin Meter |F | 6| Knocker
File:
/kb_dl.aspx/KB/pinouts/qbert.txt
-
10
K - Updated
2003.01.09
/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
Programming the Atari XY Vector Generator
The information in this document is not guaranteed to be accurate, use at your own risk. The Atari Analogue Vector Generator (or AVG) is the circuitry used to draw lines on the special XY monitors of some games from the late seventies and early eighties. These include Asteroids, Battlezone, Tempest, Gravitar and Star Wars, all of which used a slightly different AVG as the games evolved. The AVG is a small computer in its own right, it has its own ROM, RAM, instruction set and stack for subro
File:
/kb_dl.aspx/KB/gametech/atari_xy.html
-
7
K - Updated
2000.01.23
/kb_dl.aspx/KB/gametech/text/tank.txt
Tank Switch Settings
Kee Games, 1974
Only these adjustments should be made on circuit board 1.
1) Master volume: Look in upper right area of board. There is a small tab
on each of the pots. When the two tabs are set to the same point, the
volume for both tanks will be the same.
2) Missile firing and explosion sound: Look in the upper left area of the
board. There are two pots here as well. Setting the tabs to the same
point will set the volume evenly between the two tanks.
3) Game time: There is onl
File:
/kb_dl.aspx/KB/gametech/text/tank.txt
-
1
K - Updated
1995.05.12
/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/gamemanuals/atari/battlezone/bzsnd.tiff
5ET EL Power Input + Adjustment of Ri 1 If you raplace the BattlezoneTM Auxiliary PCB, you may have to adjust one control on this board. Follow this step: Enter the play mode. Listen to the tank idle sound: it should be a moderate speed—not too slow (as in an engine about to stall) or too fast. Adjust the potentiometer at Ru on the Auxiliary PCB. This resistor is just about in the center of the PCB. Also check that the idle speed is properly adjusted by driving the tank forward: the motor speed should incre
File:
/kb_dl.aspx/KB/gamemanuals/atari/battlezone/bzsnd.tiff
-
617
K - Updated
1997.08.21
/kb_dl.aspx/KB/datasheets/z80/z80_faq.txt
----------------------------------------------------------------------------
[Zilog Logo]
----------------------------------------------------------------------------
This is the Z80 HardWare and Software FAQ...
Is you want to partisipate, please E-mail Questions or Answers to me. Thomas
Scherrer
----------------------------------------------------------------------------
Questions - from: George C. Lindauer
Answers by: Thomas Scherrer - HomePage
And by: Howard Goldstein - HomePage
Also by: Dave Baldwin
File:
/kb_dl.aspx/KB/datasheets/z80/z80_faq.txt
-
9
K - Updated
1996.09.27
/kb_dl.aspx/KB/pinouts/guerilla_war.txt
Guerrilla War Tradewest<S.N.K., 1987 Pinout = JAMMA
-------------------------------------------------------
The Rotary Controller section of the joystick assemblies
Pin | Function
----+------------
1 | Ground
2 | Input 1
3 | Input 2
4 | Input 3
5 | Input 4
6 | Input 5
7 | Input 6
8 | Input 7
9 | Input 8
10 | Input 9
11 | Input 10
12 | Input 11
13 | Input 12
JAMMA Connector
|-------------------|---|----|-------------------|
| Solder Side | |
File:
/kb_dl.aspx/KB/pinouts/guerilla_war.txt
-
6
K - Updated
2003.01.07
/kb_dl.aspx/KB/pinouts/wwf_wrestlefest.txt
WWF Wrestlefest
---------------
Dip Switch 1:
1 2 3 4 5 6 7 8 Item
=============================================================================
Coin 1 & 2
------------------------------------------------------------------------------
off off * 1 coin 1 play
on off 1 coin 2 play
off on 2 coin 1 play
File:
/kb_dl.aspx/KB/pinouts/wwf_wrestlefest.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/guerrillawar.txt
Guerrilla War Switch Settings
Tradewest<S.N.K., 1987
Guerrilla War
Option Switch Settings
-----------------------------------------------------------------------------
DIP Switch No. 1 Settings
1 2 3 4 5 6 7 8 Option
-----------------------------------------------------------------------------
Game Style
----------
Off
File:
/kb_dl.aspx/KB/gametech/guerrillawar.txt
-
3
K - Updated
1995.05.11
/kb_dl.aspx/KB/gametech/text/gaplus.txt
From: "John Emmer" <JPE1@PSUVM.PSU.EDU>
Subject: Re: GALAGA PLUS / SWITCHES SETTING
I don't remember if the switches are labelled 'A' and 'B' on the board
or not, but that's how they are referred to in the manual, and 'A' is the
one closer to the pinouts.
Switch A ( * indicates factory recommended settings )
1 2 3 4 5 6 7 8
off off 3 fighters *
off on 2 fighters
on off 4 fighters
on
File:
/kb_dl.aspx/KB/gametech/text/gaplus.txt
-
4
K - Updated
1995.07.16
/kb_dl.aspx/KB/gamemanuals/stern/video4.tiff
Input line 3 is connected when B and A are 1 (code 11). Input line 2 is connected when B is 1 and A is 0 (code 10). Input line 1 is connected when B is 0 and A is 1 (code 01). Input line 0 is connected when B and A are 0 (code 00). The foregoing information applies to both sections. Thus, for code 11, the first section connects to its “3” input (DO on the schematic) and similary the second section connects to its “3” input (Dl on the schematic). Pins 1 and 15 (strobe lG* and 2G*, respectively), are provided
File:
/kb_dl.aspx/KB/gamemanuals/stern/video4.tiff
-
132
K - Updated
1997.07.27
/kb_dl.aspx/KB/gamemanuals/cine/batheoryop2.tiff
Another spot kill protection circuit (Q2 1 Q23 and U6 keeps Q14 on when either intensity input is high but when both inputs are low it provides a 2 millisecond turn-on time for Q14. After the 2 millisecond period the Q21 device turns on removing the current path through Q20 and Q22 by turning off Q14. This is accomplished when pins 2 and 4 of U6 are both high which turns on Q23. inverts at pin 10 of U6. Pin 10 of U6 as it switches from a low to a high is initially at ground. then gradually goes positive at
File:
/kb_dl.aspx/KB/gamemanuals/cine/batheoryop2.tiff
-
208
K - Updated
1998.03.22
/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
Videogames on Alternative Monitors FAQ
Submitted by Jonathan Dawes (jond@videologic.com)
Last Updated: 12th Nov. 96
This FAQ is an attempt to provide answers to all those who, like me, have tried to attach their video games to either TVs or VGA monitors. It covers VGA monitors, SCART TVs, and RGB to composite video/UHF.
Thanks to John Keay for the SCART and 1084 pinouts
If you have any comments please feel free to mail me at
Disclaimer
This document is provided for informational purposes only. While every effort has been
File:
/kb_dl.aspx/KB/gametech/alternatemonitors.html
-
8
K - Updated
2000.01.20
/kb_dl.aspx/KB/gametech/identify-unknown-boards.txt
Newsgroups: rec.games.video.arcade.collecting
From: rls@intgp8.ih.att.com (-Schieve,R.L.)
Subject: Re: how do you find the +5,+12,-5 voltages on a board, don't
have pinouts?
Date: Sun, 31 Jul 1994 18:20:21 GMT
In article <5i2SznW.bubsy@delphi.com>, <bubsy@delphi.com> wrote:
>How do you find out which pins are which voltages on a board that you
>have no pinouts for?
>erik
Here is an old posting of mine that many have seen but maybe some
of the new people are interested:
------------------
File:
/kb_dl.aspx/KB/gametech/identify-unknown-boards.txt
-
9
K - Updated
1999.08.01
/kb_dl.aspx/KB/gametech/board pinouts/wizardofwor.txt
Wizard of Wor pinouts
Midway, 1981
There are nine boards in the Wizard of Wor boardset:
Qty Position on
Motherboard
1 *Game Bd A084-90708-A961 J6
1 *Memory Bd (ROM/RAM) A082-91397-A000 J5
1 Pattern Bd A082-91348-0000 J4
1 CPU Bd (C.P.U.) A082-91354-F000 J3
2 RAM Card A082-91356-C000 J2 & J1
1
File:
/kb_dl.aspx/KB/gametech/board pinouts/wizardofwor.txt
-
5
K - Updated
1995.05.29
/kb_dl.aspx/KB/gamemanuals/cine/jstktheo.tiff
JOYSTICK CONTROL CIRCUITRY The Joystick circuitry is used in conjunction with the CPU Board to perform an analog to digital conversion. The X & Y pots on the joystick control work in the same manner with identical circuitry. One end of each pot is connected to +15 and the other end to -15V. The center wiper of each pot goes to its corresponding circuitry. The voltage off the pot is fed into the input of a noninverting DC amp, the capacitors on the input are used to smooth out the response when moving the jo
File:
/kb_dl.aspx/KB/gamemanuals/cine/jstktheo.tiff
-
45
K - Updated
1998.03.22
/kb_dl.aspx/KB/gamemanuals/atari/batzn2b.tiff
From Vector Generator Vr’ DV’8 .7 0qy7 vY V5 D\1Y4 OVY3 — -C-- ALTERNATE. I C: R.U TY AMcOIZ I ATA I - VERSI.I1 S R50 CENTER B 0 CENTER -4:- L I -ISV--Wv-+I5V I I R.9I1S I CE.KiTE CCMFkDI’J EPT Lpi J + To Microprocessor NMI Counter C 50 Analog Vector-Generator PCB Outputs Adjustment of R73 and R74 ovx_a 4 Dvø S Dvx < Jx8 — AS 1- AM6OZ +s’J .7 tVX7 6 vx VKS :z\J7 (4 a ø R 1I Coin Door and Option Switch Inputs To Mroprocessor OBO thru DB7 From Microprocessor Address Decoder From Clock Circuitry From Vector-Ge
File:
/kb_dl.aspx/KB/gamemanuals/atari/batzn2b.tiff
-
472
K - Updated
1998.03.27
/kb_dl.aspx/KB/pinouts/1942.txt
1942
----
Solder Side Parts Side
GND A 1 GND
+5 B 2 +5
+12 C 3 +12
GND D 4 GND
Speaker - E 5 Speaker -
Speaker + F 6 Speaker +
Coin Counter - H 7 Coin Counter +
key J 8 key
Shoot 1 K 9 Up 1
Down 1 L 10 Left 1
Right 1 M 11 GND 1
Shoot 2 N 12 Up 2
Down 2 P 13 Left 2
Right 2 R 14 GND 2
2 Player start S 15 GND
1 Player start T 16 GND
Coin Switch
File:
/kb_dl.aspx/KB/pinouts/1942.txt
-
5
K - Updated
2009.04.22
/kb_dl.aspx/KB/monitortech/wg-ntsc.txt
Pin-outs for the Wells Gardner NTSC Decoder
-------------------------------------------
This decoder is made on a small square PCB and has the model number
DY-1-0 at the end of the PCB with the corner cut off. There are two
basic revisions, 85X0172 (P371) and 85X0311 (P600).
Pin-outs:
---------
P204: 1 - Vcc *
2 - Vcc *
3 - GND
4 - Key
5 - Blanking Input
P203: 1 - Positive composite Sync out
2 - Key **
3 - GND
4 - Video Blue out
5 -
File:
/kb_dl.aspx/KB/monitortech/wg-ntsc.txt
-
7
K - Updated
1999.08.01
/kb_dl.aspx/KB/gametech/milliped.txt
MILLIPEDE
---------
COMPONENT SIDE SOLDER SIDE
GND A 1 GND
+ 5 V B 2 + 5 V
1P Tball Horiz. Clock C 3 + 22 V DC (Note 1)
1P Tball Vert. Clock D 4 - 22 V DC (Note 1)
+10.3 V DC (Note 1) E 5 1P Tball Horiz. Dir.
2P Tball Horiz. Clock F 6 1P Tball Vert. Dir.
2P Tball Vert. Clock H 7 2P Tball Vert. Dir.
2P DO
File:
/kb_dl.aspx/KB/gametech/milliped.txt
-
5
K - Updated
1995.11.02
/kb_dl.aspx/KB/gametech/board pinouts/tron.txt
TRON
----
This is a complete pinout for the Bally/Midway
game TRON. It was a beer to type in so when
you get it running pour one for me :)
Tapper typed in by Denis Hruza (king@cybercomm.net)
Plagiarized by Franklin Bowen for TRON (bowens@erols.com or tfbowen@ingr.com)
There is a Filter Assembly and 5 boards not
including the Angle Encoder Board (2 of
them if it's a cocktail):
Power Supply, Dual Amp, Video Gen,
CPU, and Sound I/O (actually, I
believe it's labeled SUPER
File:
/kb_dl.aspx/KB/gametech/board pinouts/tron.txt
-
6
K - Updated
1996.07.27
/kb_dl.aspx/KB/gamemanuals/atari/tempest1a.tiff
WELLS-GARDNER COLOR x-Y DISPLAY SCHEMATIC (19K61o1-5617A A+) Microprocessor Address Decoder Power Reset and Watchdog Counter Vector Generator: Program Counter Data Buffer Address Selector Instruction 1. Set self-test switch to on (see Figure 5). Press RE- SET on the PCB, or turn power off and on again. 2. Activate start, fire, Superzap, SLAM, and coin switches. 3. Rotate encoder wheel clockwise and counterclockwise. 4. Observe the white frame around the outside of the screen. 5. Activate SLAM . switch. - 6.
File:
/kb_dl.aspx/KB/gamemanuals/atari/tempest1a.tiff
-
548
K - Updated
1998.04.06
/kb_dl.aspx/KB/gametech/board pinouts/galaga_bl.txt
G A L A G A
=============
by Brian Murray
(brian@demon.csd.unsw.edu.au)
There are apparently many different galaga implementations, this one
happens to be mine. I don't know how I would identify my particular
boards, but I'll give as much as I can. (They were from a tabletop
if that matters). There are two boards, both with blue solder masks.
The top one (slightly larger) is the CPU board, has the 4 processors
and program EPROMS, and h
File:
/kb_dl.aspx/KB/gametech/board pinouts/galaga_bl.txt
-
5
K - Updated
1995.12.31
/kb_dl.aspx/KB/pinouts/frenzy.txt
Frenzy
------
These pinouts should work for Frenzy as well. To switch games, you should
only have to switch the ZPU-1000 board. I believe the Frenzy board is
ZPU-2000.
The complete boardset includes these 6 boards:
ZPU-1000 [CPU/ROMs]
SB-1000 [Amp]
VSU-1000 [Sound/Voice]
BSC-1000 [Video]
VFB-1000 [Video + Controls]
RCR-1000 [Interface Board to controls + video]
Here is the board layout:
If you lay down the boards exactly like the diagram, all the game bu
File:
/kb_dl.aspx/KB/pinouts/frenzy.txt
-
19
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/asteroidsdeluxe.txt
Typed in by Doug Jefferys (dougj@sco.com)
Asteroids Deluxe settings:
0 = OFF 1 = ON X = Don't Care $ = Atari suggests
8 SWITCH DIP (R5)
87654321
--------
XXXXXX11 English $
XXXXXX10 German
XXXXXX01 French
XXXXXX00 Spanish
XXXX11XX 2-4 ships
XXXX10XX 3-5 ships $
XXXX01XX 4-6 ships
XXXX00XX 5-7 ships
XXX1XXXX 1-play minimum $
XXX0XXXX 2-play minimum
11XXXXXX Bonus ship every 10,000 points $
10XXXXXX Bonus ship every 12,000 points
01XXXXXX Bonus ship every 15,000 points
00XXX
File:
/kb_dl.aspx/KB/gametech/asteroidsdeluxe.txt
-
1
K - Updated
1996.01.23
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
Defender Configuration
Keywords: Defender COnfiguration Dip Switches
Submitted by Aaron (aaron@hatstand.demon.co.uk)
The following info is taken straight from the Williams booklet on Defender. BOOKKEEPING AND EVALUATION TOTALS (Functions 1-7) ================================================= 1. In game over mode, set switch to AUTO-UP and depress ADVANCE. The CRT indicates Function 1 and total left chute coins. 2. Record audit totals and depress ADVANCE for functions 1-7. To review a total that has been advanc
File:
/kb_dl.aspx/KB/gametech/defender_configuration.html
-
4
K - Updated
1999.07.20
/kb_dl.aspx/KB/pinouts/battlezone.txt
BATTLEZONE, Atari 1980
----------------------
P18: 44-pin edge connector (aux/small board)
component side solder side
-------------- -----------
+5V RTN A 1 +5V RTN
B 2 +5V
C 3 +22VDC
D 4
AUDIO RTN E 5 AUDIO +OUT
F 6 AUDIO -OUT
H 7 START LED
J 8
File:
/kb_dl.aspx/KB/pinouts/battlezone.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/crysty.txt
Crysty
------
Solder Side | Parts Side
________________________________|___________________________________
-5V | A | 1 | +12
Speaker | B | 2 | Speaker
2P Button 2 | C | 3 | 2P Button 1
2P Left | D | 4 | 2P Right
1P Start | E | 5 | 2P Start
1P Button 1
File:
/kb_dl.aspx/KB/pinouts/crysty.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/rampage.txt
RAMPAGE (Midway, 1986)
----------------------
For testing purposes, you can run the 68000 CPU board without the SOUNDS
GOOD daughterboard. Yes, this means that you can quickly power up the
game using only +5V, GND, and the video signals. If you hold the TEST
pin (J2, pin 6) to GND, you can then ground the SERVICE pin (J2, pin 7)
to cycle through the self-test screens. The practical upshot of all this
is that having an incomplete board set isn't a show-stopper. You can play
the game quite nicel
File:
/kb_dl.aspx/KB/pinouts/rampage.txt
-
8
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/bloxeed.txt
From: TJ Beyer <rugrat@cluon.com>
(note: Pinouts are JAMMA)
DIP SWITCH SETTINGS FOR SEGA'S BLOXEED
Dip Switch Bank 1
1 2 3 4 5 6 7 8
Free Play On On On On On On On On
1 coin 1 play Off Off Off Off Off Off Off Off
Left coin -- switches 1-4
Right coin -- switches 5-8 (using settings from left coin)
1 2 3 4
1 coin 1 play Off Off Off Off
1 coin 2 play On Off Off Off
1 coin 6 play On Off On Off
2 coin 1 play On On Off Off
2 coin 3 play On Off Off On
(This is as far as I got on coinage -- a good variety
File:
/kb_dl.aspx/KB/gametech/bloxeed.txt
-
1
K - Updated
1996.03.25
/kb_dl.aspx/KB/gametech/cinemonitorrepair.txt
From: zonn@concentric.net (Zonn Moore)
Newsgroups: rec.games.video.arcade.collecting
Subject: Re: TECH:Cinematronics vectors
Date: Tue, 18 Mar 1997 06:55:00 GMT
Organization: Concentric Internet Services
Lines: 67
Message-ID: <332e3261.814372@news.concentric.net>
References: <01bc3420$86b5f200$228480d0@default>
Reply-To: zonn@concentric.net
NNTP-Posting-Host: cnc132049.concentric.net
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
X-Newsreader: Forte Agent .99g/1
File:
/kb_dl.aspx/KB/gametech/cinemonitorrepair.txt
-
35
K - Updated
1997.08.07
/kb_dl.aspx/KB/gametech/donkeykong3.txt
Donkey Kong 3
Nintendo, 1983
Donkey Kong 3
Option Switch Settings
-----------------------------------------------------------------------------
Toggle (SW1) Settings
A B C D E F G H Option
-----------------------------------------------------------------------------
Number of Players per Game
--------------------------
Off Off
File:
/kb_dl.aspx/KB/gametech/donkeykong3.txt
-
6
K - Updated
1995.04.03
/kb_dl.aspx/KB/gametech/futurespy.txt
FUTURE SPY DIP SWITCH SETTINGS
------------------------------
Howdy
Here are the DIP switch settings for Future Spy (grandson of Zaxxon),
as typed in by me (jasonbar@engineering.ucsb.edu). Note that, I hereby
declare that I can not be held accountable for your machine exploding
(or doing anything less drastic but still bad) if you set your switches
as described here. BTW, I was surprised to notice that these are totally
different from the Zaxxon.sw file here on wiretap...Also, note that the
red switc
File:
/kb_dl.aspx/KB/gametech/futurespy.txt
-
3
K - Updated
1996.10.11
/kb_dl.aspx/KB/gametech/maniachallenge.txt
Mania Challenge
Dip Switch Set 1
Function Dip Switch Number
1 2 3 4 5 6 7 8
Coin 1 Pricing
*1 Coin / 1 Play OFF OFF
1 Coin / 2 Plays ON OFF
1 Coin / 3 Plays OFF ON
2 Coins/ 1 Play ON ON
Coin 2 Pricing
*1 Coin / 1 Play OFF OFF
1 Coin / 2 Plays ON OFF
1 Coin / 3 Plays OFF ON
2 Coins/ 1 Play
File:
/kb_dl.aspx/KB/gametech/maniachallenge.txt
-
2
K - Updated
1997.03.31
/kb_dl.aspx/KB/gametech/tutankham.txt
DIP switch settings for Konami/Stern Tutankam (c)
Transcribed by Al McCormick (dmccorm1@students.wisc.edu) 3/18/95
Usual disclaimer about "I'm not responsible for blah blah blah."
and "Use at your own risk..."
This is straight from the DIP sheet that I dug out of the trash.
Caps lock and all.
DIP-1 SW SETTINGS
COIN-1 SW SETTINGS
SW 4 3 2 1 COIN PLAY
--- --- --- --- --- ----- -----
*-------OFF OFF OFF OFF 1 1
OFF ON 1 2
File:
/kb_dl.aspx/KB/gametech/tutankham.txt
-
3
K - Updated
1996.03.21
/kb_dl.aspx/KB/gametech/board pinouts/crazykong.txt
---------------------------------------------------------------------------
Pinouts for "Crazy Kong" (Falcon, 1982)
with corrections from Jonathan Walton 21Sep96
this is the inverse pinout (put your connector on backwards, since
parts side and solder side are flipped) to the Falcon bootleg version
of Ms PacMan
component side solder side
-------------- -----------
GND 1 A GND
GND 2 B GND
GND 3 C GND
File:
/kb_dl.aspx/KB/gametech/board pinouts/crazykong.txt
-
2
K - Updated
1996.09.22
/kb_dl.aspx/KB/gamemanuals/cine/serv6.tiff
1 466 Pioneer Way. El Cajon, California 92020 Telex—Cinamat 897B91 C71 4) 440-2933 7 October 1980 Attn: Distributors! Operators Re: Modification of Vectorbeain CPU boards for use with CPU exorcisors Serviceperson (s): Many of you have inquired as to what modifications are necessary to use your CPU exorcisor on Vectorbeam Inc., CPU boards. The modifications are as follows: 1) Cut trace as shown in Fig. A. 2) Tie pin one (1) of IC Lii to +5 volt (vcc) 3) Install_jumper from IC F6 pin 6 to IC 8 pin ii. tiEiz c
File:
/kb_dl.aspx/KB/gamemanuals/cine/serv6.tiff
-
51
K - Updated
1998.03.22
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/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/sprint_ii.txt
Sprint 2 (Atari 1976)
---------------------
1 VIDEO GRD A SW GRD
2 16.5V CT B 6VAC GRD
3 16.5 AC C 16.5 AC
4 16.5 AC D 16.5 AC
5 +10V UNREG E +5V
6 VIDEO F STEERING 1A
7 STEERING 1B H COIN SW 2 NC
8 STEERING 2B J COIN SW 1 NC
9 STEERING 2A K ONE PLAYER START LED
10 SW COM L
11 TEST SW M GAS 2 NO
12 GAS 1 NO N ONE PLAYER ST NO
13 TWO P
File:
/kb_dl.aspx/KB/pinouts/sprint_ii.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax84.txt
Atari/Atari Games VaxMail 1984 Jed Margolin
___________________________________________________________________________
From: KIM::SUTTLES 9-JAN-1984 11:40
To: @SYS$MAIL:COINOP
Subj: A neat trick with mail
For all of you who use the MAIL program as a form of
the "paperless office", I have discovered a bug (pronounced
"fea-ture") in same.
It seems that the addressee line (TO: ...) is parsed
independently of file handling. Mail looks at each item in
the list, and checks for a double colon (
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax84.txt
-
281
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/gametech/board pinouts/spacedungeon.txt
SPACE DUNGEON PINOUTS
There are serveral PCBs in a SD set, they are:
- VIDEO PROCESSOR PCB (08-00001-001)
- ROM/IO PCB (08-00003-001)
- Data/Sound PCB (08-00002-001)
- POWER SUPPLY PCB (08-00007-001)
which are similar to Qix PCBS - its believe its a simple romswap for conversion.
What Space Dungeon has on op of Qix is a Coin Door Processor PCB and I am uncertain as to it's necessity (we shall see when I try to JAMMA it)
These pinouts are taken directly off the wiring diagram from the
File:
/kb_dl.aspx/KB/gametech/board pinouts/spacedungeon.txt
-
10
K - Updated
1999.12.21
Street Fighter 2: Hyper Fighting moves
Here is a graphical representation of all the special moves for HF. All the moves are for facing to the right. When used in a phrase, the symbol "|" means or. The word beg. is beginning. The charge times shown are relative to the game's speed. So, a 2 second charge on CE is longer than on HF. The words in parentheses show which attribute of the special move is affected by using different button strengths.
--------------------------------------------------------------------------- RYU and KEN Fireb
File:
/kb_dl.aspx/KB/faqs/faq-sf2 hyper moves.html
-
7
K - Updated
1999.10.30
/kb_dl.aspx/KB/gametech/crowngolf.txt
Crown Golf
DIP 1 1 2 3 4 5 6 7 8 COINS FOR HALF ROUND
------ OFF OFF 4
ON OFF 5
OFF ON 6
ON ON 10
OFF TABLE
ON UPRIGHT
OFF 1 COIN/1 GAME
File:
/kb_dl.aspx/KB/gametech/crowngolf.txt
-
1
K - Updated
1997.05.28
Gyruss Memory Map
# this document is not going to be of much use to you unless you have # the schematics and follow along. # Gyruss ROM files from TANT archive GYA-1.BIN - 11J - CPU Z80, 8K, Addr 0000 - 1FFF GYA-2.BIN - 12J - CPU Z80, 8K, Addr 2000 - 3FFF GYA-3.BIN - 13J - CPU Z80, 8K, Addr 4000 - 5FFF GY-5.BIN - 18E - CPU 6809, 8K, Addr 0000 - 1FFF GY-6.BIN - 02H - Graphics ROM GY-7.BIN - 5B/6C - Graphics ROM, 8K Bank 1, MSB GY-8.BIN - 6B/7C - Graphics ROM, 8K Bank 0, MSB GY-9.BIN - 7B/8C - Graphics
File:
/kb_dl.aspx/KB/gametech/gyrussmap.html
-
8
K - Updated
2000.01.23
/kb_dl.aspx/KB/gametech/starwarstoesb.txt
Converting a Star Wars to an Empire Strikes Back arcade game.
Version 1.1, Copyright Cliff Koch, 1996
Revision log:
1.0 Original Posting
1.1 Added the data bus wires on the daughterboard netlist (oops).
I. Disclaimer
Doing this conversion requires reasonable soldering skills. Incorrect
wiring could cause damage to the game boards. You do these
modifications
at your own risk. I did my best to be accurate at describing the
conversion, but could have made an
File:
/kb_dl.aspx/KB/gametech/starwarstoesb.txt
-
32
K - Updated
1996.07.26
/kb_dl.aspx/KB/gametech/venture.txt
Venture pinouts
Exidy, 1981
There are two boards to the Venture boardset, the logic and the audio board.
The audio booard is labeled with:
PCB 77-3387-14
ASY 77-3387-15
And the logic board is labeled with:
PCB 77-3374-14 COMP
Exidy Inc ASSY 77-3374-15 SIDE
The audio board is the top board. It has a 30-pin edge connector and 3 10-pin
connectors. Only the edge connector at P5 and the 10-pin connector at P21 are
used. The other two connec
File:
/kb_dl.aspx/KB/gametech/venture.txt
-
8
K - Updated
1996.04.04
/kb_dl.aspx/KB/gamemanuals/cine/aacp.tiff
4 D 3 NTERCOSJCT p.c. e. — p;1 WHI/GREE 2 pa I 1 p3 1 PLtYER ccNTRcL AEL - REAR \/t.W ORANGE RED p5 C \( LL.OW D PLAYER 4 4c 4. FIRE PLAYER P6 p7 P9) Pi P11 P’Ia I TWO C) > FRWAR (Th (Th 11 10 9 15 14 12 19 lB 16 21 22 6 5 4 7 RId-IT ( (i TI ci. ci 0 IIL ) .1 & c-) 2 a LID LO ONE. PLA’ER START -o c BLUE LFTE, LEFT PIyIOLET P14 ,i. GRAY B FOR WRI -o n RI6HT -o W -I ITE LEFT —0 C -o TWO PLAYER START s1 D D / LEFT / : - 52 s 56 SPARE 1 u SPARE2 , GROUND LAC/ -U --c-I____ P1 L--ri ORMALY OPEN MORW\ALY CLOSED ‘1
File:
/kb_dl.aspx/KB/gamemanuals/cine/aacp.tiff
-
110
K - Updated
1998.03.22
Galaga Memory Map
partial, probably wrong in places, but it is a start. Galaga memory map ----------------- V1.0 Nov1/96 'board squirrel' Galaga is a multi processor architecture machine. The processor board is a subset of the Bosconian processor board. In fact a bosconian CPU will run the Galaga code. A galaga video board is required though. Processor 1 ----------- Z80A , clocked at 1H. Board position 4M. Uses 4, 2732 eproms these are mapped at 0000-3FFF sequentially 3N(gg-a),3M(gg-b), 3L(gg-c),3K(gg-
File:
/kb_dl.aspx/KB/gametech/galagamap.html
-
5
K - Updated
2000.01.23
/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/gamemanuals/atari/blackwidow5a.tiff
ST3 State signal ST3 is an active high-level signal hardware-generated by Decoder Disable latch A7. ST3 is opposite in state to VGCK, and is delayed by one pulse of the 12-MHz clock signal if the 04 output from State Machine ROM N4 Is low and VMEM is high If the 04 output from N4 is high ST3 is high When ST3 is high, State Machine decoder H7 is disabled. When ST3 is low, H7 decodes the data on lines STO-ST2 to produce LATCHO.LATCH3 and STROBEO-STROBE3. VCTR, VCTR The Vector Flag signals are software-generat
File:
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow5a.tiff
-
262
K - Updated
1998.04.07
/kb_dl.aspx/KB/pinouts/galaga.txt
Galaga 1
--------
Solder Parts
------ -------
Sync A|1 2P Fire
Green Video Signal B|2 2P Left
Blue Video Signal C|3 2P Right
1P Left D|4 Red Video Signal
1P Right E|5 1P Fire
1P Start F|6 2P Start
Service H|7 Table GND
GND J|8 GND
Coin K|9
+5V L|10 +5V
M|11 +5V
N|12 Test Switch
File:
/kb_dl.aspx/KB/pinouts/galaga.txt
-
19
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/quick-ref.txt
From dholcomb@microsoft.com Tue Dec 13 22:30:30 1994
Received: from netmail2.microsoft.com by halcyon.com with SMTP id AA25989
(5.65c/IDA-1.4.4 for <holcomb@halcyon.com>); Tue, 13 Dec 1994 22:30:28 -0800
Received: by netmail2.microsoft.com (5.65/25-eef)
id AA18899; Tue, 13 Dec 94 22:30:41 -0800
Message-Id: <9412140630.AA18899@netmail2.microsoft.com>
Received: by netmail2 using fxenixd 1.0 Tue, 13 Dec 94 22:30:41 PST
X-Msmail-Fixed-Font: 0001
X-Msmail-Message-Id: DDAB6336
X-Msmail-Conversation
File:
/kb_dl.aspx/KB/pinouts/quick-ref.txt
-
8
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/text/shootout.txt
SHOOT OUT
Dipswitch Settings
Dipswitch 1
-----------
SW 1 SW 2 SW 3 SW 4 SW
5 SW 6 SW 7 SW 8
---- ---- ---- ----
---- ---- ---- ----
COIN 1 1 COIN = 1 CREDIT Off Off
1 COIN = 2 CREDIT Off On
1 COIN = 3 CREDIT On Off
2 COIN = 1 CREDIT On On
COIN 2 1 COIN = 1 CREDIT Off Off
1
File:
/kb_dl.aspx/KB/gametech/text/shootout.txt
-
2
K - Updated
1997.06.20
/kb_dl.aspx/KB/gametech/armorattack.txt
If there is a test pattern then it is in Diagnostic mode...
From page 2-2 of the Armor... ...Attack manual:
ARMOR ATTACK OPTION SWITCHES
LOCATED ON LOGIC BOARD
AT POSITION E-2
+-----------+
|OFF ON |
| ==== 1 | \ JEEPS PER GAME
| ==== 2 | / SEE TABLE ONE
| ==== 3 | \ CREDITS PER GAME
| ==== 4 | / SEE TABLE TWO
| ==== 5 | SOUND IN ATTRACT MODE
| ==== 6 | NOT USED
| ==== 7 | DIAGNOSTIC - ON: NORMAL PLAY
| | OFF: TEST PATTERN
+-----------+
+-------+---
File:
/kb_dl.aspx/KB/gametech/armorattack.txt
-
2
K - Updated
1995.08.25
Conversion of Galaxians from AC to DC by Paul Swan
This is what I did to convert my "Galaxians" before building a wiring harness to convert it to JAMMA. One of my boards had three of the four 7V AC supply edge connector fingers burnt away and so I "commendeered" the coin counter/lockout +7V DC supply pins to improve the power distribution. All the wire links added were 1mm solid core domestic wiring cable, rated 15A, unless stated otherwise. Remove IR2 (78GU I.C.) Remove IR1 (D44VM4 transistor) Remove R88 (50Ohm 5W resistor) Replace
File:
/kb_dl.aspx/KB/gametech/galaxian to jamma.html
-
3
K - Updated
1999.11.03
FAQ: Deducing Switch settings
Submitted by John Keay
How can I find out the switch settings for game X? 1) Look in the cabinet. Many games have lists of switch settings in the cabinet, or on scruffy bits of coffee stained paper thrown in the bottom of the cab. 2) Look on wiretap.spies.com / coinop.org The directory /pub/game_archive/switchSettings has lots of useful switch settings. http://coinop.org/ has a nice searchable index. 3) Figure them out from scratch. This is the fun part. How can you do this without i
File:
/kb_dl.aspx/KB/gametech/switchesfaq.html
-
6
K - Updated
2000.01.20
/kb_dl.aspx/KB/gamemanuals/cine/ripoff2.tiff
S. -.50 5D11IOA.. LhGt Rir. DES. U5E0 IPiI, C42,02,QID,IC25 HEF.L€s. ‘431 6EDAXe CS. 020. VOLUME CONTROL t IOI 1) MOUNIf 0 ON COIN 0009. 4. ADD ONE SYPASS CAD. (&ThEEN 3ND4 5) FOR EVERY TWO 10 lACIIAGEc USING +5. 2. A_ :IODES ARE I14’14 EXCEPT DI.DI,IDI3 2. ALL IRE.’/ALUES ERE IN I. A.L (‘t.P VA UPS ARE NJ.a( 50V. NOTEt UNLESS OTHERWISE SPECIFIED IS MOTORI— — DISTRISUTIOIJ I I +5 OND I ?+I5 181141817 I .10 I IC P19 j IC PIN CA3COE I ‘1120 I4O I ________________ TYP. ALL I 8114 IjI 7 TLOBI 4 I 10 I 4 I 0 7 I
File:
/kb_dl.aspx/KB/gamemanuals/cine/ripoff2.tiff
-
88
K - Updated
1998.03.22
/kb_dl.aspx/KB/datasheets/z80/z80ctc04.tiff
Each Z-80 CTC channel must be programmed prior to operation. Programming consists of writing two words to the I/O port that corresponds to the desired channel. The first word is a control word that selects the operating mode and other parameters; the second word is a time constant, which is a binary data word with a value from 1 to 256. A time constant word must be preceded by a channel control word. After initialization, channels may be reprogrammed at any time. If updated control and time constant words a
File:
/kb_dl.aspx/KB/datasheets/z80/z80ctc04.tiff
-
560
K - Updated
1997.08.25
/kb_dl.aspx/KB/datasheets/z80/z80undoc.txt
_F_r_o_m _N_O_R_T_H_E_R_N _B_Y_T_E_S _- _V_o_l_u_m_e _3 _N_u_m_b_e_r _1_0 _(_O_c_t_. _'_8_2_)
UNDOCUMENTED Z-80 OPCODES by Bill Smythe is reprinted
from the CHICATRUG NEWS (Chicago TRS-80 Users' Group).
NORTHERN BYTES editor's note: This is the most
comprehensive article that I have seen to date covering
this subject!
If you are willing to set aside your Editor/Assembler
for a
File:
/kb_dl.aspx/KB/datasheets/z80/z80undoc.txt
-
17
K - Updated
1996.09.27
/kb_dl.aspx/KB/gametech/cloakanddagger.txt
Cloak & Dagger Pinouts
Atari Inc., 1983
There are two Cloak & Dagger conversion kits. One is for converting from
Defender, and the other is for converting from Joust, Robotron 2084, or
Stargate.
There are two boards to the Cloak & Dagger boardset, Master and Slave PCB,
plus an Interconnect PCB, an Electromagnetic Interference (EMI) PCB, and
a Sound Board.
A040733-01 EMI Shield and Dual PCB Assembly -- includes:
A039431-01 Cloak & Dagger Interconnect PCB
A039938-21 Cloak & Dagg
File:
/kb_dl.aspx/KB/gametech/cloakanddagger.txt
-
11
K - Updated
1995.04.22
A Random Games-list
Game Name Manufacturer Year Pinout Class ------------------------------------------------------------------------------ V 005 Sega 1981 18 Wheeler Midway 1979 3D Bowling MED 1978 H 720 Degrees Atari Games 1986 800 Fathom USB 1982 H Aeroboto William
File:
/kb_dl.aspx/KB/faqs/list-randomgames.html
-
73
K - Updated
1999.10.29
/kb_dl.aspx/KB/pinouts/superpac-man.txt
Here are the pinouts to Super Pac-Man. The first part of this file contains
original information pulled from the manual. At the end of this file, Scott
Lemon was kind enough to test the pinouts and he gives the minumum set of pins
needed to get the game to actually work.
--Dave Holcomb
holcomb@halcyon.com
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Super Pac-Man pinouts
Midway, December 1982
There are three boards to the Super Pac-Man boardset:
CPU Boar
File:
/kb_dl.aspx/KB/pinouts/superpac-man.txt
-
7
K - Updated
2003.01.06
/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
/kb_dl.aspx/KB/gametech/tempest.txt
TEMPEST SWITCH SETTINGS (Atari, 1980)
-------------------------------------
GAME OPTIONS:
(8-position switch at L12 on Analog Vector-Generator PCB)
1 2 3 4 5 6 7 8 Meaning
-------------------------------------------------------------------------
Off Off 2 lives per game
On On 3 lives per game
On Off 4 lives per game
Off On 5 lives per game
On On Off Bonus life every 10
File:
/kb_dl.aspx/KB/gametech/tempest.txt
-
4
K - Updated
1994.01.04
/kb_dl.aspx/KB/gametech/board pinouts/bumpnjump.txt
This information comes from two different schematics. One appears to be
a generic schematic for the board set, and the other is a schematic for
the Bump and Jump wiring harness. I haven't verified which is really
correct, but I would assume the wiring harness schematic is correct for
Bump and Jump.
Bump and Jump
CPU/Sound Board
PARTS SIDE | SOLDER SIDE
------------------------------------|----------------------------
File:
/kb_dl.aspx/KB/gametech/board pinouts/bumpnjump.txt
-
5
K - Updated
1994.11.15
/kb_dl.aspx/KB/pinouts/crazy_kong.txt
Crazy Kong
----------
SOLDER | PARTS
---------------------+----------------------
| 1 | A | 1P.Jump
| 2 | B | 1P.Down
1P.Up | 3 | C | 1P.Right
1P.Left | 4 | D |
| 5 | E |
| 6 | F |
| 7 | G |
| 8 | H |
| 9 | I |
|10 | J |
|11 | K
File:
/kb_dl.aspx/KB/pinouts/crazy_kong.txt
-
9
K - Updated
2008.01.04
/kb_dl.aspx/KB/pinouts/galaga_boot18.txt
G A L A G A
---====ddddddddddddd====---
by: Chris Griffin
We stumbled across yet another ancient bootleg of Galaga with 36 pins.
We checked on the Internet and on Wiretap, and found nothing on a 36 pin
version, so we sat down and decided to figure out exactly what the pinouts
and dipswitch settings were. Here they are, I hope other people will find
a use for these pinouts on the rare 36 pin version.
Parts Solder
------
File:
/kb_dl.aspx/KB/pinouts/galaga_boot18.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/xenophobe.txt
XENOPHOBE PINOUTS (Midway, 1987)
--------------------------------
For testing purposes, you can run the 68000 CPU board without the SOUNDS
GOOD daughterboard. Yes, this means that you can quickly power up the
game using only +5V, GND, and the video signals. If you hold the TEST
pin (J2, pin 8) to GND, you can then ground the SERVICE pin (J2, pin 7)
to cycle through the self-test screens. The practical upshot of all this
is that having an incomplete board set isn't a show-stopper. You can play
File:
/kb_dl.aspx/KB/pinouts/xenophobe.txt
-
8
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/grav_to_blkwidow.txt
-----------------------------------------------------------------
| SWITCHABLE CONVERSION BETWEEN GRAVITAR AND BLACK WIDOW |
-----------------------------------------------------------------
COPYRIGHT 1993
REVISION NUMBER: 1.1 (first public release)
REVISION DATE: 17 March 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
File:
/kb_dl.aspx/KB/gametech/grav_to_blkwidow.txt
-
39
K - Updated
1994.03.18
/kb_dl.aspx/KB/gametech/board pinouts/galaga36.txt
G A L A G A
---====ððððððððððððð====---
by: Chris Griffin
We stumbled across yet another ancient bootleg of Galaga with 36 pins.
We checked on the Internet and on Wiretap, and found nothing on a 36 pin
version, so we sat down and decided to figure out exactly what the pinouts
and dipswitch settings were. Here they are, I hope other people will find
a use for these pinouts on the rare 36 pin version.
Parts Solder
------
File:
/kb_dl.aspx/KB/gametech/board pinouts/galaga36.txt
-
3
K - Updated
1996.03.27
/kb_dl.aspx/KB/pinouts/black_widow.txt
Black Widow (Atari, 1983)
-------------------------
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3 +22 VDC
D 4 -22 VDC
10.3 VDC E 5
COIN LOCKOUT F 6 COIN CTR R
COIN CTR L H 7 P1 LED
P2 LED J 8 FIRE UP
FIRE DOWN K 9 FIRE LEFT
File:
/kb_dl.aspx/KB/pinouts/black_widow.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/high_impact_football.txt
HIGH IMPACT FOOTBALL Pinout = JAMMA
-------------------------------------
DIP SW 1 1 2 3 4 5 6 7 8
OFF 4 PLAYER
ON 2 PLAYER
ON CMOS COINAGE
OFF DIP SW COINAGE
COIN SETTINGS
OFF OFF OFF USA 1 GER 1 F
File:
/kb_dl.aspx/KB/pinouts/high_impact_football.txt
-
2
K - Updated
2003.01.06
/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/gamemanuals/cine/cineinst_0.1.txt
CINEINST.TXT
Preliminary description of the Cinematronics CPU and instruction set.
Version: 0.1
Date: 01/31/97
Author: Zonn Moore
E-mail: zonn@concentric.net (as of the above date)
Released to the public domain by the author, distribute freely.
-----------------------------------------------------------------------------
PREFACE
This information was gathered solely through the use of the program
'cinesim.c' and few digital data books, (and, well of c
File:
/kb_dl.aspx/KB/gamemanuals/cine/cineinst_0.1.txt
-
31
K - Updated
1999.07.14
/kb_dl.aspx/KB/pinouts/crown_golf.txt
CROWN GOLF
----------
CKT SIDE SND BD COMP SIDE
----- --------
1 GND 2 GND
3 GND 4 GND
5 SP- 6 SP+
7 R1 8
9 R3 10
11 R5 12 R6
13 R7 14 R8
15 CTR 16
17 18
File:
/kb_dl.aspx/KB/pinouts/crown_golf.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/r-type_ii.txt
R-Type II Pinout = JAMMA
--------------------------
Dip sw.2
-------- 1 2 3 4 5 6 7 8
-----------------------------------------------------------
Screen - Normal
+ Reverse
Demosound - Yes
+ No
Coin Mode - Mode 1
+ Mode 2
Type - -
File:
/kb_dl.aspx/KB/pinouts/r-type_ii.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/burgertime.txt
From: woodcock@bnr.ca (Gregg Woodcock)
Newsgroups: rec.games.video.arcade.collecting
Subject: Re: TECH: BurgerTime Copy Pinouts
Date: 16 Sep 1996 12:28:49 GMT
I got the pinout from the archive and it had several mistakes. Here is
a corrected version but I'd like somebody who has a manual or the actual
game to check something out for me. The board I got had most of the
wiring harness attached and there is 1 wire which is confusing me. Can
you tell me what the purple wire on pin B10 of the 36 pin connecto
File:
/kb_dl.aspx/KB/gametech/burgertime.txt
-
6
K - Updated
1996.09.22
/kb_dl.aspx/KB/gametech/tapper.txt
Tapper
------
This is a complete pinout for the Bally/Midway
game Tapper. It was a bear to type in so when
you get it running pour on for me :)
Typed in by Denis Hruza (king@cybercomm.net)
There are 5 boards not including the Video Gen
Board (Power Chassis, Power Supply, Main PCB,
Sound I/O and Dual Audio Amp)
=======================================
Main PCB (A084-90010-AA11)
=======================================
J1 - 20 pin (GOES TO CONN4 POWER SUPPLY)
2 - +5
File:
/kb_dl.aspx/KB/gametech/tapper.txt
-
6
K - Updated
1996.04.04
/kb_dl.aspx/KB/gametech/text/galaxian.txt
PROGRAM ONE
DIP 1 1 2 3 4 5 COIN/CREDIT
------ OFF OFF 1/1
ON OFF 2/1
OFF ON 1/2
ON ON FREE PLAY
OFF OFF NONE BONUS SHIP
ON OFF 4K
OFF ON 5K
ON O
File:
/kb_dl.aspx/KB/gametech/text/galaxian.txt
-
1
K - Updated
1997.07.01
/kb_dl.aspx/KB/gametech/board pinouts/supersprint.txt
Pinouts for Atari Sprint One (1978):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Typed up by
Andy Welburn - 10th April 2000
http://www.willowsp.u-net.com/andy/arcade.htm
warlords@ukvac.org.uk
This info was obtained from a original Sprint One
Operations manual.
Do bear in mind that this game runs on a Black + White
monitor, so you'll have to work out some kind of hack
before you can convert it to JAMMA ;)
44-pin edge connector
----------------------------------------------------
VIDEO GND | 1 | A
File:
/kb_dl.aspx/KB/gametech/board pinouts/supersprint.txt
-
2
K - Updated
2000.04.12
/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/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
65C02 Reference Manual
Feel free to do whatever you want with this document, except claim that you did all the work of putting it together and HTMLizing it. I've tried to make everything as accurate as possible, but there might be errors. If you find some, please let me know.
Table of Contents:
General Overview
Instruction Set
Addressing Modes
Instruction Encodings
Examples
General Overview The Western Design Center, Inc. (WDC) of Mesa, AZ, is the original designer and intellectual property owner of the 65C02. You can
File:
/kb_dl.aspx/KB/datasheets/6502/6502ref.html
-
98
K - Updated
2001.01.13
/kb_dl.aspx/KB/pinouts/willow.txt
Willow (Capcom, 1989) Pinout = JAMMA
--------------------------------------
DIP switch settings
DIP switch A Option 1 2 3 4 5 6 7 8
-----------------------------------------------------------------------------
Coin slot 1 coin/1 credit off off off
side A 1 coin/2 credits on off off
1 coin/3 credits off on off
1 coin/4 credits on on off
2 coin
File:
/kb_dl.aspx/KB/pinouts/willow.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/monitortech/nintendo_inv.txt
Nintendo colour inversion
-------------------------
Note that this has to be made for each colour, this circuit only inverts one
----
Ground Blue in +5v Blue out
| ---- | |
| | | |
| | | |
| / |
File:
/kb_dl.aspx/KB/monitortech/nintendo_inv.txt
-
4
K - Updated
2003.08.02
/kb_dl.aspx/KB/gametech/quartet.txt
SEGA 4-Player Interface
Quartet Pinouts
Sega<Sun, May 1986
-----------------------------------------------------------
Component Side | Solder Side
----------------------------+------------------------------
Gnd 1 | A Gnd
Gnd 2 | B Gnd
+5V 3 | C +5V
+5V 4 | D +5V
+12V 5 | E +12V
Coin Meter 1 6 | F Coin Meter 2
N/C 7 | H
File:
/kb_dl.aspx/KB/gametech/quartet.txt
-
14
K - Updated
1996.04.04
DECO (Data East) board list
This is a Data East (DECO) board ID list. If you have any additional information, please submit it. Name Date Cpu Board/Prom #s Manual PN Astro Fighter Apr,1980 6502 DE-012,014,38 | Mad Alien Nov,1980 6502 DE-044,045,046,047 (UP-5) | Mole Hunter Jul,1980 6502 DE-??? | Terranean Nov,1980 2x6502
File:
/kb_dl.aspx/KB/faqs/list-decoboardlist.html
-
12
K - Updated
2002.04.16
/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/pinouts/commando_(data_east-capcom).txt
COMMANDO Data East/Capcom, 1985
-------------------------------
SOLDER | PARTS
-------------------------------
gnd A | 1 gnd
gnd B | 2 gnd
+5v C | 3 +5v
+5v D | 4 +5v
Green E | 5 Red
Sync F | 6 Blue
gnd H | 7 gnd
-key- J | 8 -key-
2 shot2 K | 9 1 shot2
File:
/kb_dl.aspx/KB/pinouts/commando_(data_east-capcom).txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/fire_trap.txt
FireTrap (1986 Data East)
-------------------------
PARTS SOLDER
----------------+---------------
GND | 1|1 | GND
GND | 2|2 | GND
+5V | 3|3 | +5V
+5V | 4|4 | +5V
-5V | 5|5 | -5V
+12V | 6|6 | +12V
----KEY----- | 7|7 | -----KEY----
COUNTER 1 | 8|8 | COUNTER 2
COIN LOCKOUT 1 | 9|9 | COIN LOCKOUT 2
SPEAKER + |10|10| SPEAKER -
File:
/kb_dl.aspx/KB/pinouts/fire_trap.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/halleys_comet.txt
Halleys Komet
-------------
Connector "G"
=============
COMPONENT | SOLDER
-------------------------------------------
GND | 1 | A | GND
| 2 | B |
| 3 | C |
| 4 | D |
Speaker (+) | 5 | E | Speaker (-)
File:
/kb_dl.aspx/KB/pinouts/halleys_comet.txt
-
7
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/road_fighter.txt
Road Fighter, Konami 1984
-------------------------
Solder Side | Parts Side
________________________________|___________________________________
| A | 1 | +12
Speaker | B | 2 | Speaker
2P Low | C | 3 | 2P High
2P Left | D | 4 | 2P Right
1P Start | E | 5 | 2P Start
1P High
File:
/kb_dl.aspx/KB/pinouts/road_fighter.txt
-
6
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/space_duel.txt
"Space Duel" (Atari, 1981)
--------------------------
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3 +22 VDC
D 4 -22 VDC
10.3 VDC E 5
COIN LOCKOUT F 6 COIN CTR R
COIN CTR L H 7 SELECT LED
START LED J 8 ROT L P2
ROT L P1 K 9 SHIELD
File:
/kb_dl.aspx/KB/pinouts/space_duel.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/space_invaders.txt
Space Invaders..
----------------
On the A084-90700-B739 board, there are 3 connectors.
the 8 pin connector:
1- Common (PINK)
2- Move Right (R-G)
3- Move Left (Blu)
4- ?
6- (Drawing said "Key") N/C
7- Select one Player (G-Y)
8- Select two Player (O-W)
The 11 pin connector:
1- ?
2- Coin Switch (BW-W)
3- Coin Switch (BR-B)
4- C.Tap on xformer (Yel)
5- Coin Meter (G-W) Then to Pin 9 on Power Supply
6- "Reset" (Orn) Directly to Pin 6 on Power Supply
7- (Drawing said "Key") N/C
8- Spe
File:
/kb_dl.aspx/KB/pinouts/space_invaders.txt
-
4
K - Updated
2003.01.06
/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/gametech/berm-tri.txt
BERMUDA TRIANGLE
PARTS SIDE CKT SIDE
------------ ------------
1 GND A GND
2 GND B GND
3 +5V C +5V
4 +5V D +5V
5 -5V E -5V
6 +12V F +12V
7 KEY H KEY
8 CTR 1 J
9 COIN LOCKOUT
File:
/kb_dl.aspx/KB/gametech/berm-tri.txt
-
3
K - Updated
1995.08.02
/kb_dl.aspx/KB/gametech/berserk.txt
Berserk
Stern Electronics, 1980
Berzerk
Option Switch Settings
------------------------------------------------------------------------------
Option switches are located on the ZPU-1000 board. There are 5 banks of 8-pos
DIP switches.
1 2 3 4 5 6 7 8 Option
------------------------------------------------------------------------------
Location F2 (#3-6 not used)
File:
/kb_dl.aspx/KB/gametech/berserk.txt
-
8
K - Updated
1994.12.21
/kb_dl.aspx/KB/gametech/karnov.txt
Well, here is the DIP switch settings for KARNOV by DATA EAST. The version
that I have is a JAMMA'd version and these settings are for that board.
I have photocopies of the original manual that I will ship anywhere, as long
you do not mind paying for the shipping. The manual includes aproximately 30
pages of schematics, as well as replacement part numbers.
You can contact me at the following address to obtain a copy of the manual
or to give me corrections to this chart, or just to say HI ;-)
File:
/kb_dl.aspx/KB/gametech/karnov.txt
-
4
K - Updated
1996.01.31
/kb_dl.aspx/KB/gametech/spacedue.txt
SPACE DUEL
1 GND A GND
2 +5 B +5
3 +22 C
4 -22 D
5 E +10.3 UNREG
6 R COIN F LOCK OUT
7 SELECT LED H L COIN (CNTR)
8 LEFT 2 J START LED
9 SHIELD 2 K LEFT 1
10 THRUST 1 L SHIELD 1
11 SELECT M THRUST 2
12 SW GND N SW GND
13 SW GND P
14 SLAM R
15 S AUX COIN
16 L COIN T SELF
File:
/kb_dl.aspx/KB/gametech/spacedue.txt
-
4
K - Updated
1995.12.15
/kb_dl.aspx/KB/gametech/text/starwars.txt
Star Wars
Table 1-2 Switch settings for play options
seeetings of 8-toggle switch of Star Wars game PCB (at 10D)
1 2 3 4 5 6 7 8 options
------------------------------------------------------------------------------
On On 6 starting shields
Off On 7 starting shields
On Off 8 starting shields
Off Off 9 starting sheilds
On On
File:
/kb_dl.aspx/KB/gametech/text/starwars.txt
-
2
K - Updated
1993.12.14
/kb_dl.aspx/KB/gametech/board pinouts/galaga.txt
Galaga pinouts. This also works on Midway's Mappy game
GALAGA/MAPPY
PARTS SIDE | SOLDER SIDE
------------------------------------|--------------------------------------
LOGIC GND | A | 1 | LOGIC GND
--------------------------------|---|---|----------------------------------
SPKR | B | 2 | SPKR (Not sure of polarity)
--------------------------------|---|---|----------------------------------
File:
/kb_dl.aspx/KB/gametech/board pinouts/galaga.txt
-
5
K - Updated
1999.04.27
/kb_dl.aspx/KB/gametech/board pinouts/quartet.txt
SEGA 4-Player Interface
Quartet Pinouts
Sega<Sun, May 1986
-----------------------------------------------------------
Component Side | Solder Side
----------------------------+------------------------------
Gnd 1 | A Gnd
Gnd 2 | B Gnd
+5V 3 | C +5V
+5V 4 | D +5V
+12V 5 | E +12V
Coin Meter 1 6 | F Coin Meter 2
N/C 7 | H
File:
/kb_dl.aspx/KB/gametech/board pinouts/quartet.txt
-
10
K - Updated
1995.05.11
/kb_dl.aspx/KB/pinouts/armor_attack.txt
Armor Attack
------------
+-----------+
|OFF ON |
| ==== 1 | \ JEEPS PER GAME
| ==== 2 | / SEE TABLE ONE
| ==== 3 | \ CREDITS PER GAME
| ==== 4 | / SEE TABLE TWO
| ==== 5 | SOUND IN ATTRACT MODE
| ==== 6 | NOT USED
| ==== 7 | DIAGNOSTIC - ON: NORMAL PLAY
| | OFF: TEST PATTERN
+-----------+
+-------+-------+-------+ +-------+-------+-------+
| | | JEEPS | | | |CREDITS|
|SWITCH |SWITCH | PER | |SWITCH |SWITCH
File:
/kb_dl.aspx/KB/pinouts/armor_attack.txt
-
1
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/phoenix.txt
Phoenix Centuri, 1980
---------------------
There are two boards to the Phoenix boardset, the logic and the CPU board.
OVG15D (Logic board, 12 EPROMs)
OVG15U (CPU board, 8085 CPU, 8 pin DIP switch, 36 pin edge connector)
CPU Edge Connector:
SOLDER SIDE | PARTS SIDE
--------------------------------
Gnd | A | 1 | Gnd
Gnd | B | 2 | Gnd
COM | C | 3 | Gnd
File:
/kb_dl.aspx/KB/pinouts/phoenix.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/sky_raider.txt
Sky Raider Atari, 1978
----------------------
|---------------------------------------------------------------------------|
| Sky Raider |
|---------------------------------------------------------------------------|
| Function: | SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8 |
|---------------------------------------------------------------------------|
| Game Inst. Language: |
File:
/kb_dl.aspx/KB/pinouts/sky_raider.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/wizardofwor.txt
Wizard of Wor
Bally/Midway, June 1981
Wizard of Wor
Option Switch Settings
-------------------------------------------------------------------------------
Option switches are located on the game PCB in the commercial card rack.
1 2 3 4 5 6 7 8 Option
-------------------------------------------------------------------------------
Left Hand Coin Slot
------------
File:
/kb_dl.aspx/KB/gametech/wizardofwor.txt
-
3
K - Updated
1994.12.03
/kb_dl.aspx/KB/gametech/text/phoenix.txt
Here are the switch settings for Phoenix, verbatim from
page 8 of manual:
David Holcomb
holcomb@csugrad.cs.vt.edu
--------------------- CUT HERE -----------------------
Switches 1 and 2 control the number of times the
player may have his spaceship destroyed before the game
is over. The following truth table lists these switch
settings:
SWITCH 1: SWITCH 2: NUMBER OF SPACESHIPS:
--------- --------- ---------------------
OFF OFF 6
ON
File:
/kb_dl.aspx/KB/gametech/text/phoenix.txt
-
1
K - Updated
1994.12.11
/kb_dl.aspx/KB/gametech/board pinouts/dragonslair.txt
From: dover@ll.mit.edu (David Humphrey)
Newsgroups: rec.games.video.arcade.collecting
Subject: Finally DL is done, here is some info
Date: 8 Jun 1995 16:16:23 GMT
Well, I finally have a Dragon's Lair running up to the point where I
am confident that I can successfully complete the game. Thanks to
"Blind Guy" Chris, Jim Rogers, and yes, even John Pierce at CPDIST,
for all of the input on how to jumper the boards, make the cables
and dissect the LDV1000 player (forgot... thanks to the Pioneer
Industrial di
File:
/kb_dl.aspx/KB/gametech/board pinouts/dragonslair.txt
-
7
K - Updated
1995.12.31
/kb_dl.aspx/KB/datasheets/6502/6502_cpudocs.txt
#
# $Id: 64doc,v 1.8 1994/06/03 19:50:04 jopi Exp $
#
# This file is part of Commodore 64 emulator
# and Program Development System.
#
# See README for copyright notice
#
# This file contains documentation for 6502/6510/8500/8502 instruction set.
#
#
# Written by
# John West (john@ucc.gu.uwa.edu.au)
# Marko MŠkelŠ (msmakela@kruuna.helsinki.fi)
#
#
# $Log: 64doc,v $
# Revision 1.8 1994/06/03 19:50:04 jopi
# Patchlevel 2
#
# Revision 1.7 1994/04/15 13:07:04 jopi
#
File:
/kb_dl.aspx/KB/datasheets/6502/6502_cpudocs.txt
-
67
K - Updated
1999.07.12
Centipede pinouts
Centipede Pinout and Switch Settings
File:
/kb_dl.aspx/KB/gametech/centipede tech.html
-
8
K - Updated
2006.12.20
/kb_dl.aspx/KB/gametech/board pinouts/burgertime.txt
From: woodcock@bnr.ca (Gregg Woodcock)
Newsgroups: rec.games.video.arcade.collecting
Subject: Re: TECH: BurgerTime Copy Pinouts
Date: 16 Sep 1996 12:28:49 GMT
I got the pinout from the archive and it had several mistakes. Here is
a corrected version but I'd like somebody who has a manual or the actual
game to check something out for me. The board I got had most of the
wiring harness attached and there is 1 wire which is confusing me. Can
you tell me what the purple wire on pin B10 of the 36 pin connecto
File:
/kb_dl.aspx/KB/gametech/board pinouts/burgertime.txt
-
6
K - Updated
1996.09.22
/kb_dl.aspx/KB/gamemanuals/stern/video3.tiff
However, each of the two switch sections of 6E uses only two of the four possible input positions (ground and Al3 for one section: H8 and A0 for the second section. Thus,the chip requires only two binary codes at pins A and B to select the two positions. Pin A is grounded to provide a logic zero at all times and pin B provides the two binary codes of 00 or 10. Pin B is driven by the VIDCYC* waveform derived from an H4 count and the 11256 count which are generated in the horizontal counters of the synchroniz
File:
/kb_dl.aspx/KB/gamemanuals/stern/video3.tiff
-
111
K - Updated
1997.07.27
/kb_dl.aspx/KB/datasheets/6502/6502-nmos.extra.opcodes.txt
"Extra Instructions Of The 65XX Series CPU"
By: Adam Vardy (abe0084@infonet.st-johns.nf.ca)
[File created: 22, Aug. 1995... 27, Sept. 1996]
The following is a list of 65XX/85XX extra opcodes. The operation codes
for the 6502 CPU fit in a single byte; out of 256 possible combinations,
only 151 are "legal." This text describes the other 256-151= 105 operation
codes. These opcodes are not generally recognized as part of the 6502
instruction set. They are also referred to as undef
File:
/kb_dl.aspx/KB/datasheets/6502/6502-nmos.extra.opcodes.txt
-
20
K - Updated
1999.07.12
/kb_dl.aspx/KB/pinouts/space_zap.txt
Space Zap Midway, 1981
----------------------
The "Position on Motherboard" column refers to the fact that these boards
plug into a common motherboard much like ISA/EISA/VESA/PCI cards plug into
PC card expansion slots.
Legend:
PS = Power Supply
IB = RGB Interface Board
AA = Audio Amp Board
GB = Game Board
Motherboard (9-pos, 0.156") (outputs & inputs from power supply)
Pin | Definition
------------------
1 | +5V
2 | +5V
3 | +12V
4 | !Reset
5 | -5V
6 | Key
7 | G
File:
/kb_dl.aspx/KB/pinouts/space_zap.txt
-
6
K - Updated
2003.01.06
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/pinouts/tank_(kee_games).txt
Tank Pinouts Kee Games, August 1974
-----------------------------------
I believe these two boards are tightly back-to-back, and the edge connector
on each forms a single, double-sided edge connector. The manual warns that
the two boards should not be pried apart.
Board I (J-3) | Board II (J-6)
------------------------------------|--------------------------------------
(From Transformer?) Gnd | 1 | 1 | Gnd (Left Joysticks Common)
LO - AC |
File:
/kb_dl.aspx/KB/pinouts/tank_(kee_games).txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/wizard_of_wor.txt
Wizard of Wor Midway, 1981
--------------------------
There are nine boards in the Wizard of Wor boardset:
Qty Position on
Motherboard
1 *Game Bd A084-90708-A961 J6
1 *Memory Bd (ROM/RAM) A082-91397-A000 J5
1 Pattern Bd A082-91348-0000 J4
1 CPU Bd (C.P.U.) A082-91354-F000 J3
2 RAM Card A082-913
File:
/kb_dl.aspx/KB/pinouts/wizard_of_wor.txt
-
8
K - Updated
2003.01.06
/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
Bad Crimp Stops Pac-Man
From: Rhett James Barnes Organization: Time Warner Cable of San Diego, CA Date: Thursday, January 20, 2000 12:37 AM Subject: Tech Report: Bad Crimp Stops Pac Man Just wanted to pass on a report of my latest success, just incase anyone has a similar problem in the future (ok, not likely, but who knows?)
I've got a Pac Man that has been a little flakey for months. If it hadn't been on for a while, the screen wouldn't light up, and there was no H-sync noise (until the game was shut off). Tho
File:
/kb_dl.aspx/KB/gametech/pacman-badcrimp.html
-
2
K - Updated
2000.01.25
/kb_dl.aspx/KB/gametech/williams_conversion.txt
-----------------------------------------------------------------
| SWITCHABLE CONVERSION BETWEEN ROBOTRON, JOUST, AND STARGATE |
-----------------------------------------------------------------
COPYRIGHT 1994
REVISION NUMBER: 1.1 (Minor bug fix: Line 976 now shows the
correct "Y7-X8" connection, not the bogus
"Y7-X7" connection from 1.0)
REVISION DATE: 20 Oct 1994
CREATED BY: Doug Jefferys
STANDARD DISCLAIMER:
--------------------
The author hereby grants permission to rep
File:
/kb_dl.aspx/KB/gametech/williams_conversion.txt
-
57
K - Updated
1994.10.20
/kb_dl.aspx/KB/pinouts/ladies_golf_(nintendo_vs).txt
Ladies Golf Pinout = Nintendo VS
----------------------------------
SWITCH 1 0R 2 1 2 3 4 5 6 7 8
--------------------------------------------
COINS FOR 1/4 + + +
CREDIT 1/3 + + -
1/2 + - +
1/1 + - -
2/1 - + + DIP SW 4
3/1 - + -
4/1 - - + STROKE PLAY 0FF 0N
FREE PLAY - - -
File:
/kb_dl.aspx/KB/pinouts/ladies_golf_(nintendo_vs).txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/1942.txt
1942 DIP Switch Settings
------------------------
Information provided by David Shoemaker (a-bds@microsoft.com), and
John Keay (John.Keay@tiuk.ti.com).
DIP SWITCH A
============
Adjustment Options 1 2 3 4 5 6 7 8
---------- -------------------------------------- - - - - - - - -
Players Five (5) + +
Two (2) * + -
One (1)
File:
/kb_dl.aspx/KB/gametech/1942.txt
-
3
K - Updated
1995.04.25
/kb_dl.aspx/KB/pinouts/future_spy.txt
Future Spy
----------
SOLDER SIDE | PARTS SIDE
------------------------------------|--------------------------------------
Gnd | A | 1 | Gnd
Gnd | B | 2 | Gnd
+5V | C | 3 | +5V
+5V | D | 4 | +5V
-5V | E | 5 | -5V
+12V | F | 6 | (+12V)
[from P4-4 & to Spkr?] Spkr - | H | 7 | Spkr + [from P4-3 & to Spkr?]
File:
/kb_dl.aspx/KB/pinouts/future_spy.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/jungle_king.txt
Jungle King, Taito 1982
-----------------------
Connector "G"
=============
COMPONENT | SOLDER
-------------------------------------------
GND | 1 | A | GND
Video Red | 2 | B | Video GND
Video Green | 3 | C | Video Blue
Video Sync | 4 | D |
Speaker (+) | 5 | E | Spe
File:
/kb_dl.aspx/KB/pinouts/jungle_king.txt
-
8
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/pac-man.txt
PacMan CPU Logic Board, Bally/Midway 1980
-----------------------------------------
A center tap (7 v) 1 center tap (7v)
B center tap (7 v) 2 center tap (7v)
C 7 volt 3 7 volt
D 7 volt 4 7 volt
E 5 coin mulp pc
F speaker 6 reset credit mult PC
H speaker
File:
/kb_dl.aspx/KB/pinouts/pac-man.txt
-
6
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/super_pac_man.txt
Super Pac-Man Midway, December 1982
-----------------------------------
There are three boards to the Super Pac-Man boardset:
CPU Board A084-91436-D316
Video Board A084-91435-C316
Credit Bypass Bd A082-91348-0000
The CPU board is labeled with:
[@ location 2M]
c1982 BALLY MIDWAY MFG. CO
ALL RIGHTS RESERVED
[@ location 3K]
A084-91436-F316
[@ location 4J]
SUPER PAC-MAN CPU BD.
And the video board is labeled with:
File:
/kb_dl.aspx/KB/pinouts/super_pac_man.txt
-
17
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/super_space_invaders_91.txt
Super Space Invaders 91, Taito
------------------------------
Dip Switch A
------------
1 2 3 4 5 6 7 8
=====================================================================
Play Style Table * OFF
Upright ON
---------------------------------------------------------------------
Screen Rotation Normal * OFF
Reverse ON
-----------------------------------------------------------
File:
/kb_dl.aspx/KB/pinouts/super_space_invaders_91.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/tin_star.txt
The Tin Star
------------
Connector "G"
=============
COMPONENT | SOLDER
-------------------------------------------
GND | 1 | A | GND
Video Red | 2 | B | Video GND
Video Green | 3 | C | Video Blue
Video Sync | 4 | D |
Speaker (+) | 5 | E | Speaker ()
File:
/kb_dl.aspx/KB/pinouts/tin_star.txt
-
6
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/blackwidow.txt
Typed by Franklin Bowen (bowens@erols.com or tfbowen@ingr.com) 7/24/96
BLACK WIDOW SWITCH SETTINGS (Atari, 1983)
-----------------------------------------
Table 1-2 Switch Settings for Price Options
-------------------------------------------------------------------------------
Settings of 8-Toggle Switch on Black Widow CPU PCB (at D4)
8 7 6 5 4 3 2 1 Option
-------------------------------------------------------------------------------
Off Off
File:
/kb_dl.aspx/KB/gametech/blackwidow.txt
-
4
K - Updated
1996.07.25
/kb_dl.aspx/KB/gametech/majestic12.txt
Here are the switch settings for Majestic 12 (aka Super Space Invaders 91) by
Taito. I got them directly from a Taito manual. I'm confused by the 2/3
player option, BUT that's what the sheet says. No clue. The translation at
the bottom was definitely odd but what can you do? I reproduced it exactly as
written. I HAVE verified the rest of the settings though...
Have fun all!
-Scott
=====================================================================
DIP SWITCH SETTINGS FOR MAJESTIC 12 (aka S
File:
/kb_dl.aspx/KB/gametech/majestic12.txt
-
4
K - Updated
1998.04.29
/kb_dl.aspx/KB/gametech/spaceduel.txt
From the manual (TM-181; 1st printing):
Table 1-1 Game Option Settings
(Settings of 8-Toggle Switch on Space Duel game PCB at D4)
8 7 6 5 4 3 2 1 Option
On Off 3 ships per game
Off Off 4 ships per game $
On On 5 ships per game
Off On 6 ships per game
On Off *Easy game difficulty
Off Off Normal game difficulty $
On On
File:
/kb_dl.aspx/KB/gametech/spaceduel.txt
-
3
K - Updated
1994.01.05
/kb_dl.aspx/KB/gametech/stocker.txt
Name Of Game: Stocker Manuf: Bally SENTE
----------------------------------------------------------------------------
Typed By: James R. Twine Email: jtwine@prodigy.com
----------------------------------------------------------------------------
Notes:
1) Facing the board, with edge connectors to the left, DIP
switch #1 is at the upper left (H-1) and DIP switch #2 is
to the right of DIP switch #1 (G-1).
2) A "*" indicates factory settings.
File:
/kb_dl.aspx/KB/gametech/stocker.txt
-
5
K - Updated
1996.07.25
/kb_dl.aspx/KB/pinouts/galaxian_namco.txt
Galaxian - NAMCO
SOLDIER SIDE PARTS SIDE
--------------------------------------------------------
1 GND - 14V C.T. A GND - 14V C.T.
2 GND - 14V C.T. B GND - 14V C.T.
3 7VAC + C 7VAC +
4 7VAC - D 7VAC -
5 +7VDC UNREG E +7VDC UNREG
6 F
7 H
8
File:
/kb_dl.aspx/KB/pinouts/galaxian_namco.txt
-
2
K - Updated
2003.01.09
/kb_dl.aspx/KB/pinouts/rip_off.txt
Rip Off
-------
The following chart diagrams the switch setting of the option switches
for "RIP OFF". The 7 station switch is located at position E-2 on the
logic board.
7 On = Diagnostic mode
6 On = option score
5 On = No sound in attract mode
4 Credit 0
3 Credit 1
2 Time 0
1 Time 1
TABLE A
Credit 1 Credit 0 Credits
per coin
==================================
| ON | ON | 1/1 |
----------------
File:
/kb_dl.aspx/KB/pinouts/rip_off.txt
-
1
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/tapper.txt
Tapper
------
There are 5 boards not including the Video Gen
Board (Power Chassis, Power Supply, Main PCB,
Sound I/O and Dual Audio Amp)
=======================================
Main PCB (A084-90010-AA11)
=======================================
J1 - 20 pin (GOES TO CONN4 POWER SUPPLY)
2 - +5v
3 - +5v
4 - +5v
6 - GND
7 - GND
10 - GND
17 - RESET
16 - V.BATT
18 - +12v
20 - A.GND
15 - KEY
----------------------------------------
J2 - 9 pin (MONITOR)
1
File:
/kb_dl.aspx/KB/pinouts/tapper.txt
-
7
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/terminator_2.txt
TERMINATOR II Pinout = JAMMA
==================================
*=default factory setting
DIP SW1 Settings SW1 SW2 SW3 SW4 SW5 SW6 SW7 SW8
-----------------------------------------------------------------------------
Mirror * off Screen
Non Mirror on
Dip-Switch * off Coinage
CMOS on
File:
/kb_dl.aspx/KB/pinouts/terminator_2.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/tron.txt
TRON, Midway 1982
-----------------
There is a Filter Assembly and 5 boards not
including the Angle Encoder Board (2 of
them if it's a cocktail):
Power Supply, Dual Amp, Video Gen,
CPU, and Sound I/O (actually, I
believe it's labeled SUPER Sound I/O.
Can you say `WOW!'?).
The only boards you'll actually need
to play the game are the Video Gen, CPU,
and Sound I/O and these are actually
attached in a three board sandwich.
You'll need to make a conversion harness
and find
File:
/kb_dl.aspx/KB/pinouts/tron.txt
-
8
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/crzykong.pt2.txt
---------------------------------------------------------------------------
Pinouts for "Crazy Kong" (Falcon, 1982)
component side solder side
-------------- -----------
GND 1 A GND
GND 2 B GND
GND 3 C GND
SPKR + 4 D SPKR GND
+12V 5 E +12V
1P Up 6 F N/C
2P [Up/Down] 7 H N/C
GND 8 J GND
File:
/kb_dl.aspx/KB/gametech/crzykong.pt2.txt
-
2
K - Updated
1995.12.29
/kb_dl.aspx/KB/gametech/galaxian.txt
GALAXIAN
CKT SIDE COMP SIDE
-------- ---------
1 GND - 14V C.T. A GND - 14V C.T.
2 GND - 14V C.T. B GND - 14V C.T.
3 7VAC + C 7VAC +
4 7VAC - D 7VAC -
5 +7VDC UNREG E +7VDC UNREG
6 F
7 H
8 COIN 2 J COIN 1
File:
/kb_dl.aspx/KB/gametech/galaxian.txt
-
2
K - Updated
1995.03.14
/kb_dl.aspx/KB/gametech/hi-impac.txt
HIGH IMPACT FOOTBALL
SOLDER SIDE PARTS SIDE
-----------------------------------------------------
A GND 1 GND
B GND 2 GND
C +5V 3 +5V
D +5V 4 +5V
E -5V 5 -5v
F +12V 6 +12V
H KEY 7 KEY
J COIN CTR 2 8 COIN CTR 1
K
File:
/kb_dl.aspx/KB/gametech/hi-impac.txt
-
3
K - Updated
1995.02.07
/kb_dl.aspx/KB/gametech/mortalkombat.txt
Mortal Kombat
Bally/Midway, 1992
Option Switch Settings
------------------------------------------------------------------------------
DIP Switch 1 (closest to edge connector)
1 2 3 4 5 6 7 8 Option
------------------------------------------------------------------------------
Violence
---------
Off Display Violence
On No Violence
File:
/kb_dl.aspx/KB/gametech/mortalkombat.txt
-
3
K - Updated
1995.07.11
/kb_dl.aspx/KB/gametech/starwars.txt
STAR WARS
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3 GND
-5V D 4 GND
10.3 VDC E 5
F 6
COIN CTR R H 7 L COIN CNT
PITCH J 8
ROLL K 9
L 10 L FIRE/START
SE
File:
/kb_dl.aspx/KB/gametech/starwars.txt
-
3
K - Updated
1995.12.15
/kb_dl.aspx/KB/gametech/crwngolf.txt
CROWN GOLF
CKT SIDE SND BD COMP SIDE
----- --------
1 GND 2 GND
3 GND 4 GND
5 SP- 6 SP+
7 R1 8
9 R3 10
11 R5 12 R6
13 R7 14 R8
15 CTR 16
17 18
19
File:
/kb_dl.aspx/KB/gametech/crwngolf.txt
-
3
K - Updated
1995.03.07
/kb_dl.aspx/KB/gametech/ultratank.txt
Atari Ultra Tank
Option Switch Setting Result
1 2 3 4 5 6 7 8
Extended play (1/3 of regular
game length granted for score:
Extended off off 75 Points
Play off on 50 Points
on off 25 Points
on on No Extended Play
tv monitor
during self-tst
Game Length on on 60 seconds "1"
on off 90 seconds "2"
off on 120 seconds "3"
off off 150 seconds "4"
Game Cost on on not used
File:
/kb_dl.aspx/KB/gametech/ultratank.txt
-
1
K - Updated
1998.01.06
/kb_dl.aspx/KB/gametech/text/tapper.txt
Tapper Switch Settings and Scoring Table
----------------------------------------
Typed in by Denis Hruza (king@cybercomm.net)
OPTION SWITCH SETTINGS
------------------------------------------------------------
///// SWITCH NO.1 - AT B3 - LOCATED ON SOUND I/O BOARD /////
------------------------------------------------------------
Note:SW 1,2,4,5,6,8 and 9 are not used
During Gameplay: SW#3 SW#7 SW#10
Attract Mode
Sounds ON ON
Sounds OFF ** OFF
Cocktai
File:
/kb_dl.aspx/KB/gametech/text/tapper.txt
-
2
K - Updated
1995.07.24
/kb_dl.aspx/KB/pinouts/digger.txt
DIGGER
Manufacturer: Sega/Gremlin
Year: 1980
Genre: Labyrinth/Maze
Orientation: Horizontal
Type: Raster: Standard Resolution
CRT: Color
Conversion Class: unique
Number of Simultaneous Players: 1
Maximum number of Players: 2
Gameplay: Alternating
Control Panel Layout: Single Player
Joystick: 4-way (up, down, left, right)
Buttons: 2 - Dig, Fill
Sound: Amplified Mono (one channel)
DIP Switch Settings:
---------------------------------------------------------------------------
1 2 3 4 5 6
File:
/kb_dl.aspx/KB/pinouts/digger.txt
-
1
K - Updated
2003.01.07
/kb_dl.aspx/KB/pinouts/eliminator.txt
ELIMINATOR
----------
P3 P1 P2
------- --------- ---------
1 -12V 1 1
2 +12V 2 2
3 AC OR +12 3 3
4 GND 4 AUDIO IN #1 4 AUDIO OUT #1
5 GND
6 GND
7 -5V
8 +5V
9 +5V
10 +5V
1 5 A 5
2 12 B 12
3 15 C 6
4 9 D 11
5 10
File:
/kb_dl.aspx/KB/pinouts/eliminator.txt
-
3
K - Updated
2003.01.06
Wells Gardner X-Y monitor final solution
==================Start==================== StarTech Journal December 1983 Volume 5 Number 10 Pages 14 and 15 ========================================= WELLS GARDNER X-Y MONITOR/FINAL SOLUTION By Wayne McGuire, Brady Dist, Charlotte, NC We at Brady Distributing Co. pride ourselves on the service we have been able to offer our customers. The following modifications are a product of our shop personnel and, in our estimation, a final solution to the Wells Gardner X-Y monitor problems. Over
File:
/kb_dl.aspx/KB/gametech/wg x-y mods final.html
-
5
K - Updated
1999.11.03
/kb_dl.aspx/KB/datasheets/6502/6502.bugs.txt
-------------------------------------------------------------------------------
I found this document somewhere on a gopher archive in an Apple2's
programming directory and I think this could be very useful information
for example for emulator writers :)
2-Nov-1994 Ivo van Poorten <ipoorten=www@cs.vu.nl>
-------------------------------------------------------------------------------
With all the books on 6502 programming, and all the years that the 6502 has
been around and popular, you'
File:
/kb_dl.aspx/KB/datasheets/6502/6502.bugs.txt
-
3
K - Updated
1999.07.12
Tron Pinouts
Tron Pinouts
File:
/kb_dl.aspx/KB/gametech/tron tech.html
-
6
K - Updated
2002.09.24
/kb_dl.aspx/KB/gametech/board pinouts/superpac-man.txt
Here are the pinouts to Super Pac-Man. The first part of this file contains
original information pulled from the manual. At the end of this file, Scott
Lemon was kind enough to test the pinouts and he gives the minumum set of pins
needed to get the game to actually work.
--Dave Holcomb
holcomb@halcyon.com
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Super Pac-Man pinouts
Midway, December 1982
There are three boards to the Super Pac-Man boardset:
CPU Board A0
File:
/kb_dl.aspx/KB/gametech/board pinouts/superpac-man.txt
-
6
K - Updated
1995.04.06
/kb_dl.aspx/KB/pinouts/bosconian.txt
BOSCONIAN
---------
PARTS SIDE SOLDER SIDE
--------------------------------------------------------------------------------
LOGIC GND A 1 LOGIC GND
(-) SPKR B 2 SPKR (+)
C 3 COIN METER
D 4
+12V E 5 +12V
+5v F 6 +5v
LOGIC GND H 7 LOGIC GND
File:
/kb_dl.aspx/KB/pinouts/bosconian.txt
-
15
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/centipede.txt
Centipede
---------
P20:
|
--------------------------------|-----------------------------------
GND | A | 1 | Ground
+ 5 V | B | 2 | + 5 V
+ 12 V | C | 3 | + 22 V DC
- 5 V | D | 4 | - 22 V DC
| E | 5 | Center Coin Counter
Left Coin Counter | F | 6 | Right Coin Counter
| H | 7 |
File:
/kb_dl.aspx/KB/pinouts/centipede.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/kangaroo.txt
Kangaroo, Atari
Solder Side Parts Side
---------------------------------
GND 1 GND
2. Start 2 1P.Start
3 Coin
Table 4
1P.Right 5
1P.Up/Jump 6 1P.Left
1P.Punch 7 1P.Down
8
2P.Right 9
2P.Up/Jump 10 2P.Left
2P.Punch 11 2P.Down
13
14
15
16
17
18
File:
/kb_dl.aspx/KB/pinouts/kangaroo.txt
-
5
K - Updated
2003.01.06
Gottlieb System Boards Info
Submitted by Unknown
Last updated: November 27, 1996 Gottlieb Video System Boards * GV-100 Reactor uses a MA-289 board which looks very similar to the GG-III system board with 2 noticeable exceptions, no battery & smaller 2732 type program roms near the edge connector (instead of the 2764's). It should be possible to adapt this game to run on the GG-III system board. GG-III system board are marked C-22248-3 and will run the following games... * GV-102 Mad Planets
File:
/kb_dl.aspx/KB/gametech/gottleibboards.html
-
4
K - Updated
2000.01.20
/kb_dl.aspx/KB/pinouts/aero_fighters.txt
Aero Fighters Pinout = JAMMA
------------------------------
Dip sw.1
-------- 1 2 3 4 5 6 7 8
-----------------------------------------------------------
Coin Slot - Same
+ Individual
| Coin 1 | Coin 2 |
Coins - - - - - - 1Coin/1Play
+ - - + - - 2Coin/1Play
- + - - + - 3Coin/1Play
File:
/kb_dl.aspx/KB/pinouts/aero_fighters.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/dinorex.txt
Dinorex, Taito 1992 Pinout = JAMMA
-------------------------------------
Dip sw.A
-------- 1 2 3 4 5 6 7 8
-----------------------------------------------------------
Not Used - Not Used
Screen - Normal
+ Reverse
Mode - Game Mode
+ Test Mode
Demo Sound - Off
File:
/kb_dl.aspx/KB/pinouts/dinorex.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/golf_(nintendo_vs).txt
Golf Pinout = Nintendo VS
----------------------------
SWITCH 1 0R 2 1 2 3 4 5 6 7 8
--------------------------------------------
COINS FOR 1/4 + + +
CREDIT 1/3 + + -
1/2 + - +
1/1 + - -
2/1 - + + DIP SW 4
3/1 - + -
4/1 - - + STROKE PLAY 0FF 0N
FREE PLAY - - - --
File:
/kb_dl.aspx/KB/pinouts/golf_(nintendo_vs).txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/deathrace.txt
Death Race (Exidy 1976) Exidy
DD-2A 760127
This appears to be a modified Demolition Derby board..
There is only one jumper on the board to select play times:
1 - 1:20
unmarked - 1:45
2 - 2:15
J1
--
1 Gnd
2 +5
3 22vac
4 22vac
5 +5
6 Gnd
J2
--
1 Gnd
2 Spkr #1
3 Spkr #1
4 Spkr #2
5 Spkr #2
6 Start
7 Coin
8 -nc-
9 Turn A Left Car
10 Turn B Left Car
11 Gas 1 (MSB) Left Car
12 Gas 0 (LSB) Left Car
13 Reverse Left Car
14 Turn A Right Car
15 Turn B Right Car
16 Gas 1 (MSB) Right Car
17 Gas 0
File:
/kb_dl.aspx/KB/gametech/deathrace.txt
-
1
K - Updated
1998.01.25
Old Taito 3 board set pinouts
Submitted by John Keay
These pinouts are not 100% complete, but there is enough info for an upright JAMMA conversion. There is an upright/cocktail pin somewhere and 2P left/right/fire buttons are still unidentified.
The HALT pin was the one that had me going for a while. I couldn't get the game to run at all outside the cocktail harness until I wired this sucker low. Lunar Rescue ('80) Space Invaders (late '70s) Solder Sound Board Parts ===============
File:
/kb_dl.aspx/KB/gametech/taito3pinouts.html
-
3
K - Updated
2000.01.19
/kb_dl.aspx/KB/gametech/usaafmustang.txt
USAAF MUSTANG (C) UPL COMPANY LIMITED
Typed in by John Cassells cas@cass.demon.co.uk (from original manual)
Apear the item when you shoot a helicopter!!
(Star) Fire a machine gun and bomb at once by shot A!
(Plane) 1 UP
(Bomb) Bomb power up max 8 continue
(Gun) Strike force +1 max 8
(Star) B button when you are exposed to danger!!
Equip a strike force by shot B. Matchless when you equip one!! When push on
end shot B, force cause damage on all of enemy on the screen.
Defeated enemy's total come
File:
/kb_dl.aspx/KB/gametech/usaafmustang.txt
-
3
K - Updated
1997.06.11
/kb_dl.aspx/KB/gametech/board pinouts/millipede.txt
MILLIPEDE
---------
Originally typed in by Jonathan Deitch (jdeitch@umiami.miami.edu)
Edited by Dave Fish (dfish@nyx.cs.du.edu)
Game: Millipede
The following is edited version of the Millipede pinout listing
originally done by Jonathan Deitch. This version adds the pinouts used for
a cocktail style cabinet, joystick inputs, and seperate H & V sync outputs.
This additional information was shown on the pinout sheet which I got from
Video Connections. I'd strongly suggest verifying these before you
File:
/kb_dl.aspx/KB/gametech/board pinouts/millipede.txt
-
6
K - Updated
1994.05.10
/kb_dl.aspx/KB/gametech/board pinouts/mysteriousstones.txt
This is the pinout for the Mysterious Stone Board. Pin labeled with "??" means not connected or unknown function.
ATTENTION!! The following wiring list is tested and working on my CLONE board!!
No idea about the original one.
Piero Andreini
piero@ilrspa.com
Game: Mysterious Stones (Clone Board)
36 Pin Wiring List
A1=?? B1=+12V
A2=SPK+ B2=SPK+
A3=FIRE B3=UP
A4=RIGHT B4=LEFT
A5=1P START B5=2P START
A6=?? B6=??
A7=?? B7=??
A8=?? B8=??
A9=?? B9=DOWN
A10=COIN 1 B10=??
A11=?? B11=
File:
/kb_dl.aspx/KB/gametech/board pinouts/mysteriousstones.txt
-
1
K - Updated
1998.12.05
/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
/kb_dl.aspx/KB/pinouts/elevator_action.txt
Elevator Action Taito, 1983
---------------------------
Connector "G"
=============
COMPONENT | SOLDER
-------------------------------------------
GND | 1 | A | GND
Video Red | 2 | B | Video GND
Video Green | 3 | C | Video Blue
Video Sync | 4 | D |
Speaker (+) | 5
File:
/kb_dl.aspx/KB/pinouts/elevator_action.txt
-
6
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/shoot_out.txt
SHOOT OUT
---------
PARTS SIDE SOLDER SIDE
----------- --------------
1 1 DOWN A 2 DOWN
2 1 UP B 2 UP
3 1 LEFT C 2 LEFT
4 1 RIGHT D 2 RIGHT
5 E
6 F
7 H
8 SERVICE
File:
/kb_dl.aspx/KB/pinouts/shoot_out.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/space_invasion.txt
Space Invasion, Capcom 1985
-------------------------------
SOLDER | PARTS
-------------------------------
gnd A | 1 gnd
gnd B | 2 gnd
+5v C | 3 +5v
+5v D | 4 +5v
Green E | 5 Red
Sync F | 6 Blue
gnd H | 7 gnd
-key- J | 8 -key-
2 shot2 K | 9 1 shot2
File:
/kb_dl.aspx/KB/pinouts/space_invasion.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/bosconia.txt
BOSCONIAN
PARTS SIDE SOLDER SIDE
GND A 1 GND
SPKR B 2 SPKR
C 3 CTR
D 4
+12V E 5 +12V
+5V F 6 +5V
GND H 7 GND
CREDIT SW J 8 TEST SW
File:
/kb_dl.aspx/KB/gametech/bosconia.txt
-
4
K - Updated
1995.07.01
/kb_dl.aspx/KB/gametech/cap-comm.txt
CAPTAIN COMMANDO
NOTE: KIT # O36XXXX ON THE "B" PCB ARE ONLY COMPATIBLE WITH
TWO OR ONE COIN DOORS WITH FOUR COIN SLOTS
KIT # 037XXXX WILL ALLOW YOU TO CHOOSE ANY OF FOUR CHARACTERS
PARTS SIDE CKT SIDE CN102,101 CN103
------------ ------------ --------- -----
1 +12V
1 GND A GND 1 GND 2 +12V
2 GND B GND 2 GND
File:
/kb_dl.aspx/KB/gametech/cap-comm.txt
-
4
K - Updated
1995.08.02
/kb_dl.aspx/KB/gametech/gravitar.txt
Typed by Franklin Bowen (bowens@erols.com or tfbowen@ingr.com) 7/24/96
GRAVITAR SWITCH SETTINGS (Atari, 1982)
--------------------------------------
Table 1-1 Game Price Options
-------------------------------------------------------------------------------
Settings of 8-Toggle Switch on Gravitar PCB (at B4)
8 7 6 5 4 3 2 1 Option
-------------------------------------------------------------------------------
Off On Free play
On On
File:
/kb_dl.aspx/KB/gametech/gravitar.txt
-
3
K - Updated
1996.07.25
/kb_dl.aspx/KB/gametech/roadfighter.txt
Road Fighter
Konami, 1984
312-364-6633
|---------------------------------------------------------------------------|
| Road Fighter |
| |
| DIP Switch 1 Settings |
|---------------------------------------------------------------------------|
| Function: | SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8 |
|--
File:
/kb_dl.aspx/KB/gametech/roadfighter.txt
-
5
K - Updated
1996.11.21
/kb_dl.aspx/KB/pinouts/bermuda_triangle.txt
BERMUDA TRIANGLE Pinout = JAMMA
----------------------------------
DIP SW 1 1 2 3 4 5 6 7 8
-------- OFF STANDARD STYLE
ON COIN UP PICTURE
X VIDEO FLIP
OFF ONE SHIP EVERY 2ND BONUS
ON 1ST & 2ND BONUS ONLY
File:
/kb_dl.aspx/KB/pinouts/bermuda_triangle.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/bump_n_jump.txt
Bunp and Jump
-------------
This information comes from two different schematics. One appears to be
a generic schematic for the board set, and the other is a schematic for
the Bump and Jump wiring harness. I haven't verified which is really
correct, but I would assume the wiring harness schematic is correct for
Bump and Jump.
CPU/Sound Board
PARTS SIDE | SOLDER SIDE
------------------------------------|---------------------------------
File:
/kb_dl.aspx/KB/pinouts/bump_n_jump.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/karnov.txt
KARNOV, DATA EAST Pinout = JAMMA
----------------------------------
This first table is for DIPSWITCH bank #1
1c = 1 Coin
1k = 1 Credit
----------------------------------------------------------------------------
1 2 3 4 5 6 7 8
----------------------------------------------------------------------------
GAME |1c=1k | OFF | OFF |
CHARGE |1c=2k | ON | OFF |
COIN 1 |1c=3k | OFF | ON |
|2c=1k | ON | ON |
------------------
File:
/kb_dl.aspx/KB/pinouts/karnov.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/bosconian.txt
-------------------------------------------------------------------------------
| BOSCONIAN |
| Option Switch Settings |
|-----------------------------------------------------------------------------|
| DIP Switch 6K |
|-----------------------------------------------------------------------------|
| Coins per credit:
File:
/kb_dl.aspx/KB/gametech/bosconian.txt
-
14
K - Updated
1996.01.23
/kb_dl.aspx/KB/pinouts/sprint_1.txt
Sprint One, Atari (1978):
44-pin edge connector
----------------------------------------------------
VIDEO GND | 1 | A | GND
16.5v CT | 2 | B | 16.5v CT
16.5v AC | 3 | C | 16.5v AC
16.5v AC | 4 | D | 16.5v AC
+10v UNREG | 5 | E | +5v UNREG
VIDEO | 6 | F | STEERING 1A
STEERING 1B | 7 | H | COIN 2 N.O
N/C | 8 | J | COIN 1 N.O
N/C | 9 | K | PLAYER S
File:
/kb_dl.aspx/KB/pinouts/sprint_1.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/ultra_tank.txt
Ultra Tank, Atari
-----------------
1 16.5vac A 16.5vac
2 +10 unreg B +10 unreg
3 C
4 /SYNCb D TEST N.O.
5 Start 1 LED E Start 2 LED
6 F Slam N.O.
7 Start 2 N.O. H Start 1 N.O.
8 Fire 2 N.O. J Fire 1 N.O.
9 L Forward 2 K L Forward 1
10 R Forward 2 L R Forward 2
11 Coin Ctr 1 M Coin Ctr 2
12 White Video N Coin Ctr 0
13 Coin Ctr 3 P +5v
File:
/kb_dl.aspx/KB/pinouts/ultra_tank.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/skyraider.txt
Sky Raider
Atari, 1978
|---------------------------------------------------------------------------|
| Sky Raider |
|---------------------------------------------------------------------------|
| Function: | SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8 |
|---------------------------------------------------------------------------|
| Game Inst. Language: | |
| English
File:
/kb_dl.aspx/KB/gametech/skyraider.txt
-
3
K - Updated
1996.11.21
/kb_dl.aspx/KB/monitortech/xymodsfinal.txt
==================Start====================
StarTech Journal
December 1983
Volume 5
Number 10
Pages 14 and 15
=========================================
WELLS GARDNER
X-Y MONITOR/FINAL SOLUTION
By Wayne McGuire, Brady Dist, Charlotte, NC
We at Brady Distributing Co. pride ourselves on the service we have been
able to offer our customers. The following modifications are a product of
our shop personnel and, in our estimation, a final solution to the Wells
Gardner X-Y monitor problems.
Over
File:
/kb_dl.aspx/KB/monitortech/xymodsfinal.txt
-
4
K - Updated
1999.08.01
/kb_dl.aspx/KB/datasheets/2650.txt
----------------------------------------------------------------
| |
| |
| Signetics |
| |
| 22222 666 5555555 000 |
| 2 2 6 5 0 0 |
| 2 6 5 0 0 0
File:
/kb_dl.aspx/KB/datasheets/2650.txt
-
15
K - Updated
1997.01.03
/kb_dl.aspx/KB/gametech/fix_ centipede.txt
From: "Matt J. McCullar" <mccullar@flash.net>
Subject: FIX: Centipede
Date: Tuesday, August 01, 2000 8:04 PM
One might think of this as more of a feature rather than a problem, I
don't know...
The problem was this: You could see the mushrooms and the scoreboard,
but nothing else on the playfield. You could hear the game being
played, you just couldn't see your shooter, the bullets, the centipedes,
or anything else that moves. All you could see was the mushrooms being
hit.
You might call th
File:
/kb_dl.aspx/KB/gametech/fix_ centipede.txt
-
1
K - Updated
2001.01.16
/kb_dl.aspx/KB/gametech/golf.txt
Newsgroups: rec.games.video.arcade.collecting
From: cpdist@skyenet.net (John Pierce)
Subject: VS GOLF DIP&PIN (CPDIST)
Message-ID: <DEtLAA.x5@iquest.net>
Sender: news@iquest.net (News Admin)
Organization: IQuest Network Services
X-Newsreader: Forte Agent .99a.107
Date: Wed, 13 Sep 1995 01:22:14 GMT
Lines: 66
GOLF
( FILE 350 )
( VS SYSTEM 44P ) ( VS SYSTEM 36P )
PARTS SOLDER PARTS
File:
/kb_dl.aspx/KB/gametech/golf.txt
-
4
K - Updated
1998.09.25
/kb_dl.aspx/KB/gametech/ladiesgolf.txt
Newsgroups: rec.games.video.arcade.collecting
From: cpdist@skyenet.net (John Pierce)
Subject: VS LADIES GOLF DIP&PIN (CPDIST)
Message-ID: <DEtLK3.1qr@iquest.net>
Sender: news@iquest.net (News Admin)
Organization: IQuest Network Services
X-Newsreader: Forte Agent .99a.107
Date: Wed, 13 Sep 1995 01:28:07 GMT
Lines: 66
LADIES GOLF
( FILE 357 )
( VS SYSTEM 44P ) ( VS SYSTEM 36P )
PARTS SOLDER
File:
/kb_dl.aspx/KB/gametech/ladiesgolf.txt
-
4
K - Updated
1998.09.25
/kb_dl.aspx/KB/gametech/board pinouts/deathrace.txt
Death Race (Exidy 1976) Exidy
DD-2A 760127
This appears to be a modified Demolition Derby board..
There is only one jumper on the board to select play times:
1 - 1:20
unmarked - 1:45
2 - 2:15
J1
--
1 Gnd
2 +5
3 22vac
4 22vac
5 +5
6 Gnd
J2
--
1 Gnd
2 Spkr #1
3 Spkr #1
4 Spkr #2
5 Spkr #2
6 Start
7 Coin
8 -nc-
9 Turn A Left Car
10 Turn B Left Car
11 Gas 1 (MSB) Left Car
12 Gas 0 (LSB) Left Car
13 Reverse Left Car
14 Turn A Right Car
15 Turn B Right Car
16 Gas 1 (MSB) Right Car
17 Gas 0
File:
/kb_dl.aspx/KB/gametech/board pinouts/deathrace.txt
-
1
K - Updated
1998.01.25
/kb_dl.aspx/KB/gametech/board pinouts/galaxian.txt
Typed in by Jonathan Deitch (jdeitch@umiami.miami.edu)
44 Pin wiring chart for Galaxian
SOLDER SIDE | PARTS SIDE
------------------------------------|--------------------------------------
GND | A | 1 | GND
--------------------------------|---|---|----------------------------------
GND | B | 2 | GND
--------------------------------|---|---|----------------------------------
+5 VDC | C | 3 | +5 VDC
--
File:
/kb_dl.aspx/KB/gametech/board pinouts/galaxian.txt
-
6
K - Updated
1996.07.26
/kb_dl.aspx/KB/datasheets/65816/instnote.txt
Notes on G65SC802/816 Instructions
All Opcodes Function in All Modes of Operation
It should be noted that all opcodes function in all modes of operation.
However, some instructions and addressing modes are intended for G65SC816
24-bit addressing and are therefore less useful for the G65SC802. The
following is a list of Instructions and addressing modes which are primarily
intended for G65SC816 use:
JSL; RTL; [d]; [d],y; JMP al; JML; al; al,x
The following instructions may be used with the G65SC802 even
File:
/kb_dl.aspx/KB/datasheets/65816/instnote.txt
-
4
K - Updated
1996.08.24
/kb_dl.aspx/KB/gametech/gunsmoke2.txt
Newsgroups: rec.games.video.arcade.collecting
From: cpdist@skyenet.net (John Pierce)
Subject: GUN SMOKE DIP&PIN (CPDIST)
Message-ID: <DEvnBC.8My@iquest.net>
Sender: news@iquest.net (News Admin)
Organization: IQuest Network Services
X-Newsreader: Forte Agent .99a.107
Date: Thu, 14 Sep 1995 04:01:24 GMT
Lines: 63
( GUN SMOKE 56P ) (FILE 181)
PARTS SOLDER DIP SWITCH A 1 2 3 4 5 6 7 8
---------------|--------------- -------------------------------------------
File:
/kb_dl.aspx/KB/gametech/gunsmoke2.txt
-
4
K - Updated
1998.09.25
Cinematronics C.P.U. Exorcisor Preliminary User Manual
C.P.U. EXORCISOR
PRELIMINARY USER MANUAL
David Fish
October 14th, 1997
Version 1.0
Table of Contents
Overview 3
Cinematronics Exorcisor Description 3
Signature Analysis 3
Equipment Necessary 3
Setting up the Equipment 4
HP5004A Self-test 4
Connecting the HP5004A Signature Analyzer to the Exorcisor 5
Verifying the Exorcisor output signatures 5
Preliminary CPU Operational Testi
File:
/kb_dl.aspx/KB/gamemanuals/cineex/exor_man.doc
-
1,961
K - Updated
2002.09.24
/kb_dl.aspx/KB/pinouts/congo_bongo.txt
Congo Bongo Sega, 1983
------------------------
According to the service manual there apears to be two different board
sets.
One is constructed of 3 pcbs, the other 2.
3 Board set.
------------
Complete set part number 834-5165
Control pcb part number 834-5166
Video pcb part number 834-5167
Sound pcb part number 834-5168
2 Board set.
------------
Complete set part number 834-5180
Control pcb part number 834-5181
Video pcb part number 834-5167
44-pin connector
File:
/kb_dl.aspx/KB/pinouts/congo_bongo.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/tip_top.txt
Tip Top Sega, 1983
--------------------
According to the service manual there apears to be two different board
sets.
One is constructed of 3 pcbs, the other 2.
3 Board set.
------------
Complete set part number 834-5165
Control pcb part number 834-5166
Video pcb part number 834-5167
Sound pcb part number 834-5168
2 Board set.
------------
Complete set part number 834-5180
Control pcb part number 834-5181
Video pcb part number 834-5167
44-pin connector
File:
/kb_dl.aspx/KB/pinouts/tip_top.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/gravitar.txt
"Gravitar" (Atari, 1982)
------------------------
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3 +22 VDC
D 4 -22 VDC
10.3 VDC E 5
COIN LOCKOUT F 6 COIN CTR R
COIN CTR L H 7 P1 LED
P2 LED J 8
K 9
File:
/kb_dl.aspx/KB/pinouts/gravitar.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/majestic_12.txt
Majestic 12, Taito
------------------
Dip Switch A
------------
1 2 3 4 5 6 7 8
=====================================================================
Play Style Table * OFF
Upright ON
---------------------------------------------------------------------
Screen Rotation Normal * OFF
Reverse ON
---------------------------------------------------------------------
Test Mode
File:
/kb_dl.aspx/KB/pinouts/majestic_12.txt
-
4
K - Updated
2003.01.06
/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/gametech/cloak&da.ger.txt
Cloak & Dagger Pinouts
Atari Inc., 1983
There are two Cloak & Dagger conversion kits. One is for converting from
Defender, and the other is for converting from Joust, Robotron 2084, or
Stargate.
There are two boards to the Cloak & Dagger boardset, Master and Slave PCB,
plus an Interconnect PCB, an Electromagnetic Interference (EMI) PCB, and
a Sound Board.
A040733-01 EMI Shield and Dual PCB Assembly -- includes:
A039431-01 Cloak & Dagger Interconnect PCB
A039938-21 Cloak & Dagg
File:
/kb_dl.aspx/KB/gametech/cloak&da.ger.txt
-
12
K - Updated
1996.04.03
/kb_dl.aspx/KB/gametech/eagle-.txt
Eagle
Centuri, 1980
Eagle
Option Switch Settings
At least my version*
-----------------------------------------------------------------------------
DIP Switch Settings
1 2 3 4 5 6 Option
-----------------------------------------------------------------------------
Replay (Three more ships but at a hard level)
------ (and
File:
/kb_dl.aspx/KB/gametech/eagle-.txt
-
2
K - Updated
1996.08.09
/kb_dl.aspx/KB/gametech/board pinouts/xenophobe.txt
XENOPHOBE PINOUTS (Midway, 1987)
--------------------------------
Xenophobe features three boards: CPU, Sounds Good, and a Dual Power Amp.
These boards use male MTA (Mass-Termination Assembly) connectors in both
the .156" (large) and .100" (small) sizes. You'll need several in both
sizes. Power requirements are simple: +5V and +12V are all you need.
For testing purposes, you can run the 68000 CPU board without the SOUNDS
GOOD daughterboard. Yes, this means that you can quickly power up the
game using
File:
/kb_dl.aspx/KB/gametech/board pinouts/xenophobe.txt
-
7
K - Updated
1993.12.03
/kb_dl.aspx/KB/pinouts/death_race.txt
Death Race (Exidy 1976) Exidy
-----------------------------
DD-2A 760127
This appears to be a modified Demolition Derby board..
There is only one jumper on the board to select play times:
1 - 1:20
unmarked - 1:45
2 - 2:15
J1
--
1 Gnd
2 +5
3 22vac
4 22vac
5 +5
6 Gnd
J2
--
1 Gnd
2 Spkr #1
3 Spkr #1
4 Spkr #2
5 Spkr #2
6 Start
7 Coin
8 -nc-
9 Turn A Left Car
10 Turn B Left Car
11 Gas 1 (MSB) Left Car
12 Gas 0 (LSB) Left Car
13 Reverse Left Car
14 Turn A
File:
/kb_dl.aspx/KB/pinouts/death_race.txt
-
1
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/ladies_golf.txt
LADIES GOLF
------------
( VS SYSTEM 44P ) ( VS SYSTEM 36P )
PARTS SOLDER PARTS SOLDER
---------------|--------------- ------------------------------
GRD 1|1 GRD GRD 1|1 GRD
GRD 2|2 GRD S1 RIGHT 2|2 M1 RIGHT
+5 3|3 +5 S1 LEFT 3|3 M1 LEFT
+5 4|4 +5 S1 UP 4|4 M
File:
/kb_dl.aspx/KB/pinouts/ladies_golf.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/board pinouts/taito.txt
Old Taito 3 board set
=====================
These pinouts are not 100% complete, but there is enough info for an
upright JAMMA conversion. There is an upright/cocktail pin
somewhere and 2P left/right/fire buttons are still unidentified.
The HALT pin was the one that had me going for a while. I couldn't
get the game to run at all outside the cocktail harness until I wired
this sucker low.
Lunar Rescue ('80)
Space Invaders (late '70s)
Solder Sound Board Parts
==========
File:
/kb_dl.aspx/KB/gametech/board pinouts/taito.txt
-
3
K - Updated
1996.02.19
/kb_dl.aspx/KB/pinouts/space_dungeon.txt
SPACE DUNGEON
The format for these connectors is PCB name, followed by the connectors in order -
each connector has the pin number, what it connects to (and the original wiring
harness colour in brackets where legible), and finally in square brackets the pcb
and connector + pin if relevant.
VIDEO PROCESSOR PCB (08-0001-001)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CONNECTOR J1
1 +5 (Red) [Power PCB J4-1]
2 +5 (Red) [Power PCB J4-2]
3 GND (Blk) [Power PCB J4-3]
4 -5 (Brn) [Power PCB J
File:
/kb_dl.aspx/KB/pinouts/space_dungeon.txt
-
9
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/board pinouts/phoenix.txt
Phoenix
Centuri, 1980
There are two boards to the Phoenix boardset, the logic and the CPU board.
OVG-15D (Logic board, 12 EPROMs)
OVG-15U (CPU board, 8085 CPU, 8 pin DIP switch, 36 pin edge connector)
The game is powered using these supply outputs:
+5V DC @ 11 amps
-5V DC @ 1 amp
+12V DC @ 2 amps
None of the diagrams nor the manual mention the current requirements of the
game (that is, the amps required for each voltage output). But my game is
powered by a Peter Chou power supply and the above c
File:
/kb_dl.aspx/KB/gametech/board pinouts/phoenix.txt
-
7
K - Updated
1994.12.11
/kb_dl.aspx/KB/gametech/board pinouts/quick-ref.txt
From dholcomb@microsoft.com Tue Dec 13 22:30:30 1994
Received: from netmail2.microsoft.com by halcyon.com with SMTP id AA25989
(5.65c/IDA-1.4.4 for <holcomb@halcyon.com>); Tue, 13 Dec 1994 22:30:28 -0800
Received: by netmail2.microsoft.com (5.65/25-eef)
id AA18899; Tue, 13 Dec 94 22:30:41 -0800
Message-Id: <9412140630.AA18899@netmail2.microsoft.com>
Received: by netmail2 using fxenixd 1.0 Tue, 13 Dec 94 22:30:41 PST
X-Msmail-Fixed-Font: 0001
X-Msmail-Message-Id: DDAB6336
X-Msmail-Conversation-Id: DDA
File:
/kb_dl.aspx/KB/gametech/board pinouts/quick-ref.txt
-
8
K - Updated
1996.01.23
/kb_dl.aspx/KB/gametech/board pinouts/gyruss.txt
From: veck@pshrink.chi.il.us (Chelloveck)
Gyruss Pinouts
These are from the manual for my upright. I'm reasonably sure that they
don't match the actual pinouts on my board. For instance, my board is
stereo but all through the manual (including these pinouts) it's
indicated to be monaural.
Parts Side | Solder Side
--------------|--------------
+12V | 1 | A | -5V
Speaker | 2 | B | Speaker
| 3 | C | 2P Speed ("Speed" is actually "Fire"?)
2P Right | 4 | D | 2P Left
2P Sta
File:
/kb_dl.aspx/KB/gametech/board pinouts/gyruss.txt
-
2
K - Updated
1997.11.11
/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
/kb_dl.aspx/KB/gametech/gravitar2majorhavoc.txt
-----------------------------cut here---------------------------------------
The following documents what is necessary to convert a Gravitar (GRAV),
Space Duel (SD) or Black Widow (BW) to play Major Havoc (MH).
Last Modified: Feb 22 1994
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 t
File:
/kb_dl.aspx/KB/gametech/gravitar2majorhavoc.txt
-
6
K - Updated
1994.11.02
/kb_dl.aspx/KB/pinouts/millipede.txt
MILLIPEDE
---------
The following is edited version of the Millipede pinout listing
originally done by Jonathan Deitch. This version adds the pinouts used for
a cocktail style cabinet, joystick inputs, and seperate H & V sync outputs.
This additional information was shown on the pinout sheet which I got from
Video Connections. I'd strongly suggest verifying these before you use them.
Dave F.
44 Pin Wiring List for P20:
COMPONENT
File:
/kb_dl.aspx/KB/pinouts/millipede.txt
-
7
K - Updated
2003.01.06
Atari mathbox microcode disassembler
/* * mathdis.c: Atari math box microcode disassembler for Red Baron, * Battlezone, and Tempest * * Copyright 1992, 1993, 1997 Eric Smith * * Permission is granted to reproduce and distribute copies of this program * for noncommercial use, provided the copyright notice is not altered. * This software is provided on an "AS-IS" basis, with no warranty. * * The input file should be a series of 256 lines each containing the * address and data (in hexadecimal, separated by whitesp
File:
/kb_dl.aspx/KB/gametech/mathdis.html
-
10
K - Updated
2000.01.23
/kb_dl.aspx/KB/pinouts/berzerk.txt
Berzerk, Stern 1980
-------------------
The complete boardset includes these 6 boards:
ZPU-1000 [CPU/ROMs]
SB-1000 [Amp]
VSU-1000 [Sound/Voice]
BSC-1000 [Video]
VFB-1000 [Video + Controls]
RCR-1000 [Interface Board to controls + video]
Here is the board layout:
If you lay down the boards exactly like the diagram, all the game bus
connectors align themselves. The games bus connectors are all 23-pin
small-width MTA connectors, except for two 18-pin small-width
File:
/kb_dl.aspx/KB/pinouts/berzerk.txt
-
19
K - Updated
2003.01.06
/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/pinouts/cloak_and_dagger.txt
Cloak & Dagger Atari Inc., 1983
-------------------------------
There are two Cloak & Dagger conversion kits. One is for converting from
Defender, and the other is for converting from Joust, Robotron 2084, or
Stargate.
There are two boards to the Cloak & Dagger boardset, Master and Slave PCB,
plus an Interconnect PCB, an Electromagnetic Interference (EMI) PCB, and
a Sound Board.
A040733-01 EMI Shield and Dual PCB Assembly -- includes:
A039431-01 Cloak & Dagger Interconnect P
File:
/kb_dl.aspx/KB/pinouts/cloak_and_dagger.txt
-
8
K - Updated
2003.01.06
/kb_dl.aspx/KB/datasheets/8086.txt
----------------------------------------------------------------
| |
| |
| Intel |
| |
| 88888 000 88888 666 |
| 8 8 0 0 8 8 6 |
| 8 8 0 0 0 8 8 6
File:
/kb_dl.aspx/KB/datasheets/8086.txt
-
15
K - Updated
1997.01.03
/kb_dl.aspx/KB/datasheets/8088.txt
----------------------------------------------------------------
| |
| |
| Intel |
| |
| 88888 000 88888 88888 |
| 8 8 0 0 8 8 8 8 |
| 8 8 0 0 0 8 8 8 8
File:
/kb_dl.aspx/KB/datasheets/8088.txt
-
15
K - Updated
1997.01.03
/kb_dl.aspx/KB/monitortech/newnintvidinv.txt
Nintendo Video Inversion
By Joel Rosenzweig
Joel-r@an.hp.com
Much technical information provided by Dick Millikan.
Version 1.0, 1/21/98
This document describes how to invert the video from Nintendo's Donkey
Kong Jr. It includes enough hints to help you convert Donkey Kong and
Mario Brothers, but the procedures are slightly different for these
boards, and I haven't personally tested it on them.
There used to be two ways to invert the video of a Nintendo game. Now
there are three! I feel this
File:
/kb_dl.aspx/KB/monitortech/newnintvidinv.txt
-
10
K - Updated
1999.08.01
/kb_dl.aspx/KB/gametech/board pinouts/congobongo.txt
From: gbbs2df2@ibmmail.com
Newsgroups: rec.games.video.arcade.collecting
Subject: congobong/TipTop.pin
Date: Thu, 06 Jul 1995 19:03:24 GMT
Congo Bongo based on Zaxxon pinouts by Dave Holcomb (holcomb@halcyon.com)
Updated for Congo Bongo by Lee Taylor (lee@defender.demon.co.uk)
Congo Bongo / Tip Top (same game alternative name)
Sega, 1983
According to the service manual there apears to be two different board
sets.
One is constructed of 3 pcbs, the other 2.
3 Board set.
------------
Complete set part nu
File:
/kb_dl.aspx/KB/gametech/board pinouts/congobongo.txt
-
4
K - Updated
1995.12.31
/kb_dl.aspx/KB/datasheets/jag68k.txt
# -------------------------------------------------------------------
# 68K (c) Copyright 1996 Nat! & KKP
# -------------------------------------------------------------------
# These are some of the results/guesses that Klaus and Nat! found
# out about the Jaguar with a few helpful hints by other people,
# who'd prefer to remain anonymous.
#
# Since we are not under NDA or anything from Atari we feel free to
# give this to you for educational purposes only.
#
# Please n
File:
/kb_dl.aspx/KB/datasheets/jag68k.txt
-
9
K - Updated
1999.05.17
/kb_dl.aspx/KB/gametech/board pinouts/cloakanddagger.txt
Cloak & Dagger Pinouts
Atari Inc., 1983
There are two Cloak & Dagger conversion kits. One is for converting from
Defender, and the other is for converting from Joust, Robotron 2084, or
Stargate.
There are two boards to the Cloak & Dagger boardset, Master and Slave PCB,
plus an Interconnect PCB, an Electromagnetic Interference (EMI) PCB, and
a Sound Board.
A040733-01 EMI Shield and Dual PCB Assembly -- includes:
A039431-01 Cloak & Dagger Interconnect PCB
A039938-21 Cloak & Dagg
File:
/kb_dl.aspx/KB/gametech/board pinouts/cloakanddagger.txt
-
11
K - Updated
1995.04.22
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax92.txt
Atari/Atari Games VaxMail 1992 Jed Margolin
___________________________________________________________________________
From: BERT::FRANCES 2-JAN-1992 17:56:52.97
To: MARGOLIN
CC:
Subj: PHONE MESSAGE
DAN ASH 879-3037 10:27AM
NEW 2101 MATERIAL HAS NO BUGS. CALL MARGO FOR MORE INFO.
___________________________________________________________________________
From: BERT::BROWN 3-JAN-1992 19:39:22.02
To: @SYS$MAIL:EVERYBODY
CC: BROWN
Subj: PREMIUM PAYMENT PLAN, MODIFIED CAFETERIA PLAN
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax92.txt
-
564
K - Updated
2004.09.13
/kb_dl.aspx/KB/pinouts/dig_dug.txt
DIG DUG
-------
A - ground 1 - ground
B - +5 VDC 2 - +5 VDC
C - 3 -
D - 4 -
E - 5 -
F - cocktail * 6 -
H - 7 -
J - 8 -
K - 2P start 9 - credit
L - 2P pump * 10 - 1P start
M - 2P left * 11 - 1P pump
N - 2P right * 12 - 2P down *
P - 1P left 13 -
File:
/kb_dl.aspx/KB/pinouts/dig_dug.txt
-
14
K - Updated
2003.01.07
/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/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/gametech/blackwid.txt
BLACK WIDOW
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3 +22 VDC
D 4 -22 VDC
10.3 VDC E 5
COIN LOCKOUT F 6 COIN CTR R
COIN CTR L H 7 P1 LED
P2 LED J 8 FIRE UP
FIRE DOWN K 9 FIRE LEFT
FIRE RIGHT L 10
File:
/kb_dl.aspx/KB/gametech/blackwid.txt
-
5
K - Updated
1996.06.14
/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/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/datasheets/6502/6502dasm.c
/* 6502dasm.c - R6502 Dissassembly */
/* Version 1.0 Jan 12 1996*/
/* Copyright © 1996 Sean Riddle/Jess Askey */
/* the data files must be kept compatible across systems! */
/* usage: 6502disasm <file> [<data file>] */
/* output to stdout, so use redirection */
/* The optional data file contains 7 types of lines: */
/* o Remarks - these are lines beginning with a semi-colon (;) */
/* they are completely ignored. */
/* o 1 ORG line - gives the origin of the code; this is the starting */
/* address to
File:
/kb_dl.aspx/KB/datasheets/6502/6502dasm.c
-
25
K - Updated
1997.01.01
Search the following for One On One
|