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Manufacturer: Meadows
Developer: Meadows
Distributor: Meadows

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X-Arcade Controller
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Knowledge Base

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
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/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
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
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
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
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
/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/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
/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
/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
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
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
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
/kb_dl.aspx/KB/datasheets/65816info.txt
A 65816 Primer [----------------------------------------------------------] No republication or redistribution of the following is permitted without the authors express written consent. Table of Contents ------------------------------------------------------------------------ i Preface 1.00 Introduction 2.00 New 65816 Instructions 3.00 65816 Native Mode Programming Model 3.01 Native Mode Processor Status Register 3.10 Native Mode Registers 3.11 Accum
File: /kb_dl.aspx/KB/datasheets/65816info.txt - 127 K - Updated 1999.05.17
/kb_dl.aspx/KB/datasheets/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
/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
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
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/williams/defcpu2.tiff
_fC)z;J D37 ri c’ D3 D27 , ö-u- D23 r QCDI7 DI C) — _CC) ri - _CM C) oV’1 DI —o — —ri r° G)C)1D CD —C) — — ,C C) rI c, -J_ r, CM C) NCD G) I0)IcIcjJINI—I0 I 3C L___ CM —1 INo CM 0=1%) -jO)c.n oc, WE ZN 0 N c Or%) —jo c CM CM ) Q CM 0— N - 0) C CM CM Nc, 0 FI - 0) lID 1o Cl) L ‘IH oci r—o —N-40)CD — 0 • ±CM CM CM - Nc, -J CM 0 —N-JO) CD cP — 3 CM— 0) Z N00 -i ID (M0)C_ Di — CM CD NO CD CM0=N 0)CD ±CM CM r’o IlI QiEIi I N I Z L_ CM —I IN0 CM zzs gc7 -1 % CMW ZI)) 0% N CMO— N-) 0)CD Di .1% N 0 3(1) 3 !2 CM NO
File: /kb_dl.aspx/KB/gamemanuals/williams/defcpu2.tiff - 353 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/gottlieb/qb3.tiff
(jJ -J c,(fl U j ________________ ri ____ 1 1 ri tJl Jt$fuj1# twii _______ In’ In ro Ytvvo Vovvv I a I 4 i ?5 I+ I 4 Ci O ri oeJm 6) ______ ______ ______ ______ 0 o I> ________________________________________________ _______________ 0 r ;ij w LUJJL(HU 1. ______ t n r 7’ r.3 —0> I I -t C ‘fi —I> mo’ Cl ?rq (9 ‘a p 0 0 N F r?1 1 iu F I -o O4441: jw4i4í 1°’ _______ ________ Cc, __j .—Fc- • On —‘. Ii ‘‘‘ ,rVcflflLI I rVCfl>, 1-4 tg , I a cn6 III o1 ;i+ Oi* i 0 - °fl Jo ____ jIjr £ -inc _____ mm ‘1 5, uI ci •: L
File: /kb_dl.aspx/KB/gamemanuals/gottlieb/qb3.tiff - 216 K - Updated 1997.08.14
/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
/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/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/lunarlander1b.tiff
OPTION SWITCH SE1TINGS Switc (locat 8 h settin ed at 7 gs of positio 6 8-Tog n PS 5 gte D on the 4 IP gam 3 Switch e PCB 2 ) 1 Results on On 450 fuel units per coin On Off 600 fuel units per coin Off On 750 fuel units per coin $ Off — Off — c — — 900 fuel units per coin On — — Free play Coined play as determined by toggles7&8 $ Off Off On Off On Off German instructions on screen • Spanish instructions on screen French instructions on screen — — — On — On — — On On Off Off — On Off On Off English instruction
File: /kb_dl.aspx/KB/gamemanuals/atari/lunarlander1b.tiff - 589 K - Updated 1998.05.07
/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
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel9b.tiff
Troubleshooting with the CAT Box Memory Map HEXA. DECIMAL. ADDRESS RIW DATA D7 D6 05 D4 D3 D2 Dl DO FUNCTION 0000-O3FF D 0 0 D 0 D 0 0 lKProgram) 0800 R D R D R D R 0 R D R D R D R D 3Khtzlnput HALT (1 = Halted) DIAG STEP Input (0= On) Self-Test Input (0 = On) SLAM Input (0 = On) Utility Coin Input (0 = On) Left Coin Input (0 = On) Right Coin Input (0 = On) 0900 0901 0902 0903 0904 0905 0906 0907 R 0 R 0 R D R D R D R D R D R 0 R 0 R 0 R 0 R D R D R D R 0 R D SHIELDS1 Input (1 = On) FIRE1 Input (1 = On) SHI
File: /kb_dl.aspx/KB/gamemanuals/atari/spaceduel9b.tiff - 170 K - Updated 1998.04.07
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
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
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
/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
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
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/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
Defender Self-Test
Submitted by Aaron (aaron@hatstand.demon.co.uk) Here are the self test extracts from the Defender booklet:- POWER-UP AND RAM/ROM TESTS ========================== Test initiated at power turn-on and after depressing RESET pushbutton on CPU/VIDEO board. RESULT CRT INDICATION LED INDICATION ----------------------------------------------------- Pass INITIAL TESTS OK 4 LEDs blink twice Fail Ram RAM TEST FAILED X--X (LEDs 1 & 4 light) Fail Rom ROM TES
File: /kb_dl.aspx/KB/gametech/defenderselftest.html - 5 K - Updated 2000.01.19
JAMMA/AAMA Standard Connector Pinouts and JAMMA Game list
JAMMA/AAMA Standard Connector Pinouts and JAMMA Game List
File: /kb_dl.aspx/KB/gametech/jamma tech.html - 46 K - Updated 2002.05.17
/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
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
Wizard of Wor Dip Switch Settings and Pinouts
Wizard of Wor Dip Switch Settings and Pinouts
File: /kb_dl.aspx/KB/gametech/wizard of wor tech.html - 8 K - Updated 2002.04.25
/kb_dl.aspx/KB/gamemanuals/atari/4pfb2a.tiff
The address decoder outputs the scroilfield write enable signal SFWR, and the microprocessor. selects the appropriate RAM pair with address lines ABUSO and ABUS5. ____ +5J OUTØ In 20 CK 6 “0 s (b 2b LS4 Sp BQ F/F 3t 3Q 7D 7Q 40 OC (?l 110 F—1, R5 s:i:. Sheet 2, Side A DP-139-02 1st PRINTING !‘ 2C3 2 C2 2C1 2C0 L5153 l”3 DATA SELl Ic2 I CI VIDEO GENERATOR SFRDA SFRDB 1t4 2 C3 2(2 2Y 2C1 zc L5153 I (3 DATA SELl 1(1 MLIX ILl I Cø I a SFRDA SFRDS 2(3 2C2 2(1 zc L5153 1C3 DATA SEL/ Ic2 IbIUX IC’ I (0 I 2 SFRDA S
File: /kb_dl.aspx/KB/gamemanuals/atari/4pfb2a.tiff - 509 K - Updated 1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow12a.tiff
8529 0500 126 865 3V / — — tL ) 8507 P R500 RI 0I R530 0501 180.4VGRNO,P 7 — 126 d6Xll5 — — 8512 R508 4.38 r — 5 500 —%8517 R502 DRIVE 58 18 JBIAS C501 R5I3 8 R503 470.1 430 P500 - — 0502 865115 8W OIP 180.4 V 8504 25 534 C502 8515 — 8505 470L 400 ‘IC — 0503 0500 .0gb’ 283904 4.4V 18914 8506 Z0500 - 10k 0501 69—1 180.41’ ÷ T8525 - 18527 OSMFLJ 3.3M 250 VJ_ j_l/2W IS. 41’ _____________ 8526 470 11* NECK PCB P328 L F1 9H01 i #62* ZL*W 0. OSV 8537 10011 I/2W10% GRI6HTNESS r , , >4 DEFLECTION PCB — - 27.51’ - —
File: /kb_dl.aspx/KB/gamemanuals/atari/blackwidow12a.tiff - 269 K - Updated 1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel10a.tiff
G. Analog Vector-Generator H. LED, Coin Counter and Custom Audio 110 Chip #1 channel 1 produces pure tone. F. Player and Option Switch Plo/il Inputs 1. Perform the CAT Box preliminary set-up. 2. BYTES: 1 3. RIW: READ 4. For each address of Table 2-4, do the following: RIW MODE: (OFF) Enter address RIW MODE: STATIC Activate input switch for address. Table 2-4 Player and DIP Switch Inputs ADDRESS INPUTSWITCH TEST RESULTS 0905 THRUST, Player 2 DIP switch at location PlOlil, toggle 4 Lower nybble (right digit)
File: /kb_dl.aspx/KB/gamemanuals/atari/spaceduel10a.tiff - 187 K - Updated 1998.04.07
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
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
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
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/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/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
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/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
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
Centipede pinouts
Centipede Pinout and Switch Settings
File: /kb_dl.aspx/KB/gametech/centipede tech.html - 8 K - Updated 2006.12.20
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
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
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
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
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
Q*Bert Pinouts, switches, and JAMMA conversion info
Q*Bert pinouts, switches, and JAMMA conversion info, plus bootleg pinout, sound fix, and general troubleshooting information
File: /kb_dl.aspx/KB/gametech/qbert tech.html - 15 K - Updated 2002.05.01
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/gametech/warlords.txt
Warlords 2player upright wiring (copied from the manual. Untested. Use at your own risk!!!) video out 2 video ret B pot 2 9 pot 1 K +4v 7 gnd 1 +sense 22 +sense 21 +5v reg 2 -5v reg B audio 2 9 audio 1 10 +12v 20 -5v 19 gnd A gnd Z +5 out Y led 2 H start 2 15 led 1 6 start 1 S coincntr L E co
File: /kb_dl.aspx/KB/gametech/warlords.txt - 4 K - Updated 1996.04.04
/kb_dl.aspx/KB/gamemanuals/cine/batheoryop3.tiff
The program memory is comprised of 2, 8 X 4K ROMS with two pages of memory in each: 1 even chip, 1 odd chip. The odd chip contains the odd memory and the even chip contains the even memory locations. The Program Address Counter (Refer to Appendix A, Figure A-5) The program address counter is comprised of 4-bit binary counters Si 1, Ri 1 and P11 (74L5163). These counters are presetable by the states of inputs at pin 3, 4, 5 and 6. The preset inputs originate from register devices P13 and Ri 3 (74S377 and 74L
File: /kb_dl.aspx/KB/gamemanuals/cine/batheoryop3.tiff - 217 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/starc03.tiff
8 7 6 5 4 3 1 OUT S 0UT 2 ElISIONS 00’lI RI w6 10 •io +15 I24Ob4. — LASER EN— 15117 a-O,lI) SOPT EXP-ISa-c’) LOUD EXP—MTa-c,,1 — SAC K QROUND CII I C9 r 56 0.1o8 lb F IOK ICG KS K6 RE OIL TR 10 .001 .1 _i L_s;f;_1 RIa :1 4.?CV 4 RB A 10 5 I r2-I’ ICS Ri 3.3K 2 3.3K 1C7 Os F 70051 70051 6K 91K _I;_2Fi_J j IC6 04 RIS KIT — 5.14 IbM - - IS -IS D .-i4 14 &95A FIRESALL EN— ($4? 4b7) L as 25 sHIELD EN 1C2 T4LSIE4 c 2__7 35 6 STAR EN+ (S4?20,Z) % 40 45 THRUST EN— (5117 b-’i) J2-i6 __i ..!4_ 74lOl5 IL OI.IT 7 744 1
File: /kb_dl.aspx/KB/gamemanuals/cine/starc03.tiff - 50 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/atari/quantum11b.tiff
GENERAL NOTES 0100 0101 FtQO $.25AMP5$, (4)S5A2 — 0102 010: —33.3 1. Resistance values in ohms, ¼ watt, ±5%, unless otherwise noted. K = 1,000, M = 1,000,000 2. Capacitance value of 1 or less is in microFarads, above 1 in picoFarads, unless otherwise noted. 3 *0900 and 0906 are not in High-Voltage PCB. J:::2892i2j341 4. All D.C. voltages are ± 10% measured from point indicated to ground, using a high-impedance meter. Voltages are measured with no signal input and controls are in a normal operating position.
File: /kb_dl.aspx/KB/gamemanuals/atari/quantum11b.tiff - 203 K - Updated 1998.04.06
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
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/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/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/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
/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
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/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/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/solarq09.tiff
7 4 030 4 (A) L3I4 J p S ‘I p 9 S14C* APEAC7) SMC > (SPEEr MV 23 I3IL 330 (ARE.AC7) 4 024 V 23 Bj L-4 _____ 504 C4 504 504 RN- OF II __________________________ 610+— ____________________________ SI.ET1\_±_, /AA 0 P C I IN— 4586 I-I 0+ __________ (mEAT 9) 1_S74 84 5 -6 031 - > CS 1 (a8) +L _.6Iz__J II (U L4J I L 163 __________ — I 0C, L5l07 a 6 u24 S 58 4 SEETI) HLC IC E.NT CCC a ZU 55 4 MC U > 4 1+ 227 ICC- IC C JL) - Co 6 MVCLM- > CC (SUECri) 031 IAREAA8’) CC 5 AREAA6 a LS393 (AREAC7/ (AREA) I A CA 3 uaV C
File: /kb_dl.aspx/KB/gamemanuals/cine/solarq09.tiff - 56 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/gamemanuals/atari/quantum1b.tiff
PLATER I LED START PLATER 2 LED START 2 VCLK I VDIR HCLK H DIR. I tO.3V UNREC, SW GND + Sv COIN L COIN R COIN AUX CNTR L CNTR R 5ELF TEST X GND T OND X OUT Y OUT BLUE 01.30 GREEN ONO RED OND ELUE GREEN RE.fl [- nTP23 [JJa3 II C REc3,AU0IO I SLHEI.IAflC SEE. SHEET 22 ZrjidZ’. - wRzclfwOO )>80 mill 1 11 VI in 2121 4- u.I- 1.3 In 1.1 3 in 61j MAIN PCS 5C1.IEM.TIC I SEE 5HEE75 I -7A +i4. - in zI RIC,hl RI EU 1.J- o. 31111 a ‘3 Z iIiJ is .—,. .—.. - 111 3 > is I POWER SUPPLY SCHEMATIC. 5E.E SHEET A p4g tRy RTN -
File: /kb_dl.aspx/KB/gamemanuals/atari/quantum1b.tiff - 111 K - Updated 1998.04.06
/kb_dl.aspx/KB/gamemanuals/atari/soccer2b.tiff
4 PL Jzo r-rrn_L 3 1 5w3 .11 (flflL4 SWI (-rrrii wz 9 Swø ) 0 U o cJ .IA4PL do Io ::: : : C7 CS L514 ToiT.oi ;sv P-R43 0 C84. c LS4 )< ZP SCRE€N •T57 tAi C094L g C.OINC COINR io ‘9 U +-5d M j o’ oj - ,9 3 In 3 ct O IOKX 5 PL Is o 9 i RIP --- LSI9I LD COUNTLK C( M/14 IZ QA QS OC D 3 1 7 Is i ID A B C D 13 c RIP .., LI9I Lb CDLIMT€R CK MM11 QA OR C OD 3 2 b’7 10 ‘ %I’ z -- osI ‘ 4 so 04J ___________ 4I CI IS I ID 9 __G D 3 RIP i•lI 1I9I LD COQNTR CI( Mh,Ia QAQB c QD 3 Z 7 5 I ID 9 A B C D 3 ‘ RIP )IU L3191 L
File: /kb_dl.aspx/KB/gamemanuals/atari/soccer2b.tiff - 468 K - Updated 1998.05.20
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
How to WIN at NBA JAM! by Randolph S. Vance and William G. Henderson
E-Mail: RSVANC00@mik.uky.edu (NeXT Mail) WGHEND00@mik.uky.edu (NeXT Mail) Version 1.13 Revised: August 18th, 1993 ---------------------------------------------------------------------- Introduction. Are you tough enough to take on all 27 of the NBA teams? If you think you are, get set for the most intense basketball video game you'll ever play! ---------------------------------------------------------------------- History. Versio
File: /kb_dl.aspx/KB/faqs/strat-how to win at nba jam.html - 31 K - Updated 1999.10.29
/kb_dl.aspx/KB/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/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
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
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
Berzerk / Frenzy Dip Switch Settings, Pinouts, and more
Berzerk / Frenzy Dip Switch Settings, Pinouts, Memory Map
File: /kb_dl.aspx/KB/gametech/berzerk tech.html - 26 K - Updated 2002.04.26
Cherry Master pinouts and dipswitch settings
Submitted by John Pierce CHERRY MASTER DIPSWITCH SETTINGS (rev 1.0) CPD 1994 DIP SWITCH 1 1 2 3 4 5 6 7 8 DIP SWITCH 3 1 2 3 4 5 6 7 8 ---------------------------------------- ------------------------------------- GAME STYLE TABLE - A B UPR + K 1-10 1-5 + + ________________________________________ E 1-20 1-10 - + H ACT. LOW - Y 1-50 1-25 + - O OUT SW.
File: /kb_dl.aspx/KB/gametech/cherrymasterpinouts.html - 7 K - Updated 2000.01.19
/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
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
/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
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
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/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/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
/kb_dl.aspx/KB/gamemanuals/williams/defsnd.tiff
+I2V UNREG POWER SUPPLY yNC EY C3 OIf 1 ITOI NC SW (Ill 47X I SWITCH 12 Ri DIAGNOSTIC PUSH OI 135 18 1C4 OI VCC2 VCC1 HALT RESET MR X VMA E RE 8A R/W 40 IC1 Do 6802 o 42 D2 43 03 44 45 Do A€ DA 47 As 45 49 As Ao 413 All 412 Vss VSS2 J2I + 2 V. o N RED. ICR3 R6 68V RIO ZEN ER C5 R7 06 Q2 Ru lO 4Cl lOK 1C7 T27 •1 PFD VCC1 A7 AS As VCC2 45 A4 • A3 iC2 CSs 42 764 C54 I EOOs) Al OR 40 2316 Do (800s1 Dl 02 GND I2 NOTES: TEI3ILESS OTHERWISE INDICATED ALL RESISTORS IN 01845, 1/4 WATT. 2. UNLESS OTHERWISE INDICATED
File: /kb_dl.aspx/KB/gamemanuals/williams/defsnd.tiff - 217 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/gottlieb/qb2.tiff
L 14 IN pP — - m > F—[ > ‘ _) 0_? -:- -‘ e.Oe QSS now o >. n _ rt [t•fl II _____ _____ I cvccco I -4 I U, I I - C ________________ ri HtE ____ I r.n .w— 0 I t¾ ____ : -n C, r — 1 w C) 03 11* t w[r S to -I;-f , fr !!r I - o.)fl n _________ lb V rr g “ PY’Ffr’ n-&’ Cl IIItI r- 9êTL*- ‘op w4! 5 j 20 C U. — - U, -o Ln iwi ui ! G Lo 1 -o -o - -c - WI’,— J{H -o 0 fl3ff-H ,- 1” r!II I I I < I>*> •hWiiiihi — ________________________________________ ) _____________________________________________ _______r _______ __
File: /kb_dl.aspx/KB/gamemanuals/gottlieb/qb2.tiff - 187 K - Updated 1997.08.14
/kb_dl.aspx/KB/gamemanuals/cine/basoundsch.tiff
1 1 3I5V H5V R2 <470 CR2 1N914 01 $15 +25 —-—-—if•1-----—-—--- + VOLT .i±l5 REG ±Ci6 10 122 3SVTANT F7T< -2 ‘- --- ---——-—--—-4 -15 H--— ----- -—-----4-15 VOLT1 RE(- l3C20 T o u T 2HV TArt I 3. ALL RESISTOR VALUES ARE III OHMS /4W 7. UNLESS OTHFiWISE SPECIFIED. \THERALLOY s6072 HEAT SINK ON E<-CH TRANSIStOR. I. RI131+CN C0NNFCTCR (1€ P1 N) j MOLEX COIl NtC1CI (9 I IN) 2 -15V -ISV R6 1R7 150 03 2 N 63 26 I-IC2 - R8 I TANT 470 tOM — INSI4 R12 R13 30K .2I. -IS + 5V - TANT -125V 13 47OpF _____________ 03 - 2N62
File: /kb_dl.aspx/KB/gamemanuals/cine/basoundsch.tiff - 103 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/batheoryop2.tiff
Another spot kill protection circuit (Q2 1 Q23 and U6 keeps Q14 on when either intensity input is high but when both inputs are low it provides a 2 millisecond turn-on time for Q14. After the 2 millisecond period the Q21 device turns on removing the current path through Q20 and Q22 by turning off Q14. This is accomplished when pins 2 and 4 of U6 are both high which turns on Q23. inverts at pin 10 of U6. Pin 10 of U6 as it switches from a low to a high is initially at ground. then gradually goes positive at
File: /kb_dl.aspx/KB/gamemanuals/cine/batheoryop2.tiff - 208 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/keltronmon1.tiff
8 7 6 I 4 3 1 W14E. BECYMAN 7580V5 GAy. 1$ U11L’ZED ol .IOi f,N0 rcyo Riol LNAN8EG To 0 K 9. METAL IL.M. RAOI OI4ANG0 TO 7.5 K 1% METAl- RILIA c-SlE:) eAMAN GAy. Nor CGMETI.6l-€ WITII BURR BROWN OAE. R 09 _____________ P103 P102 (E VETIcj. PICTURE SIZE Pill 1R112 I 101< EI5K IC(02 P108 821< 820 1/2W \/ERT. 3K L.INE ?__j QIO 2N521C D LENGTH 10K 3K 00 ._4’NQIO2 ADJ. ‘.‘2N52I0 •61í3RII3 LJ&I00R7F 0102 0105 DI0E —. 200 INS14B RHO I__________ 00 4 PLCS 2 —CAUTIOR— I ft I DO NOT APPLY POWER TO DISPLAY ELECTRONICS
File: /kb_dl.aspx/KB/gamemanuals/cine/keltronmon1.tiff - 72 K - Updated 1998.03.25
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow1b.tiff
PlAYER 2..LED :‘°. COiN R SWOND MOVE LEFT MOVE RIGHT Y GND X GNO Y OUT X OUT A 8LUE GND E GREEN GND J RED GND_T SPKR z 3 C - FOR COMPONENT WIRING DIAGRAM EE ‘I 000 C - . >7.> J3%9Q Op.- I(Iu_. 11- (11 - - 00 In r O’PSS FOR COIN DOOR WIRING DIAGRAM SEE 5KET FOR FLUORESCENT LIGHT (D i) , GtI 1 WIRING DIAGRAM SEE W BNI —- P31 J31 TP UP -- - RI8v.L5 —, I I / — RIGHT1 JOYSTICE j - - LEFT o r L_J DOWN $5’ I’ REGULATOR I AUDIO I SCHEMATIC -S IEET F+ ‘ W3t £IfZc10O >WM’’0 inin,IfliflD 4- 4- Q.I_intnLSa:IffII zz + z
File: /kb_dl.aspx/KB/gamemanuals/atari/blackwidow1b.tiff - 196 K - Updated 1998.04.07
/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
/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/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
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$94c@osage.csc.ti.com> NNTP-Posting-Host: bugs.tiuk.ti.com Well I finally got my Battlezone permanent high score fix working, thanks to the 48Z02 datasheet that Clive Bittlestone sent (the chip has 2 chip enables that do not behave the same, and I was using the wrong one, so I swapped a couple of wires and bingo). Also thanks go to Do
File: /kb_dl.aspx/KB/gametech/battlezone nvram.html - 18 K - Updated 2002.04.25
/kb_dl.aspx/KB/gametech/cliffhan.ger.txt
From: rik@metronet.com (RiK) Subject: DIP Switch settings for Cliffhanger. Date: 18 May 1995 05:08:48 GMT ---------------------------------- Cliff Hanger DIP switch settings (Rev A6) [rik@metronet.com] * denotes factory setting ---------------------------------- ADJUSTMENTS Move Switches Diff. 7 6 5 4 ----- ------------------ 1 OFF OFF OFF OFF EASIEST 2 OFF OFF OFF ON 3 OFF OFF ON OFF 4 OFF OFF ON ON 5 OFF ON
File: /kb_dl.aspx/KB/gametech/cliffhan.ger.txt - 4 K - Updated 1996.03.25
/kb_dl.aspx/KB/gametech/ripoff.txt
===================================================================== Rip Off switch settings and game description and play. ===================================================================== The following chart diagrams the switch setting of the option switches for "RIP OFF". The 7 station switch is located at position E-2 on the logic board. 7 On = Diagnostic mode 6 On = option score 5 On = No sound in attract mode 4 Credit 0 3 Credit 1 2 Time 0 1 Time 1 TA
File: /kb_dl.aspx/KB/gametech/ripoff.txt - 7 K - Updated 1995.01.06
/kb_dl.aspx/KB/gametech/segatoatarixyconv.txt
From: essayes@telerama.lm.com (David Shuman) Newsgroups: rec.games.video.arcade.collecting Subject: Sega XY on Atari monitor: it works! Date: 3 Jan 1996 16:32:11 -0500 Organization: Telerama Public Access Internet, Pittsburgh, PA USA Lines: 216 Message-ID: <4ceskr$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/gametech/board pinouts/spaceodysey.txt
Pinouts for Sega/Gremlin Space Odyssey (1981): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Typed up by Andy Welburn - 11th April 2000 http://www.willowsp.u-net.com/andy/arcade.htm warlords@ukvac.org.uk This info was obtained from an original Space Odyssey 'Preliminary Manual' (operators manual). Space Odyssey is based on the G80 hardware that is used in many other early Gremlin/Sega games, it might be possible that (in part at least) the pinouts described here correspond to other games. The cabinet
File: /kb_dl.aspx/KB/gametech/board pinouts/spaceodysey.txt - 2 K - Updated 2000.04.12
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/gamemanuals/atari/blackwidow4b.tiff
PLAYER 1 LED The Player 1 LED On signal is developed from the data bit on line DB4. When clocked by LATCH, latch R9 of the Coin Door and Control Panel Output circuit latches the data bit on line DB4 to pin 19 of R9. This signal is applied through R103 to light the Player 1 LED on the game Control Panel. PLAYER 2 LED The Player 2 LED On signal is developed from the data bit on line DB5. When clocked by LATCH, latch R9 of the Coin Door and Control Panel Output circuit latches the data bit on DB5 to pin 16 of
File: /kb_dl.aspx/KB/gamemanuals/atari/blackwidow4b.tiff - 300 K - Updated 1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/majorhavoc1b.tiff
REE,LjLATOR / ADIOZ PC.B SChEMATIC SEE SHEETa A N ZL,JW c2z >ÜJLLJ 4- + 2Z _iijtLI — Ir1_ >> >>> N I(IflIflD çjtJ + 4- ÷ ‘( 4_0 + aI:I-L9I U n LI Z > 5Z LO 10 QiuLI DIJL3I iflul cLI—rJrl, ci dI RI U Rl SNI W RIBK RI W ,- > >- 0 POWER SUPPLY WIRIr’G DIAGRAM SEE SHEET &B 1jUU o >>> ó do If 3 ci U >.LI Li ) < w < Li IiJ L It, 0 z Y /W 00 Y/P,K. LII !i )- ‘IL 1J zo > I D w AC ;; I I ON/OFF L iEi N) I so I A _ L ______ GNAON CGNPr) —TP ‘—T P AJ - N 4 I/l ! J <I - I — II______ TP 1 —rIJmPa8 Lz P30 9 _______ J30 T
File: /kb_dl.aspx/KB/gamemanuals/atari/majorhavoc1b.tiff - 129 K - Updated 1998.04.06
/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/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
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
Atari Analog Vector Generator Instruction Set
Compiled from Atari schematics and specifications Eric Smith 7/2/92 --------------------------------------------- NOTE: The vector generator is little-endian. The instructions are 16 bit words, which need to be stored with the least significant byte in the lower (even) address. They are shown here with the MSB on the left. The stack allows four levels of subroutine calls in the TTL version, but only three levels in the gate array version. inst bit pattern description
File: /kb_dl.aspx/KB/gametech/atarivecinstructions.html - 2 K - Updated 2000.01.23
Gravitar Control Panel in a Space Duel Cabinet
Submitted by John Lee (jhlee@hac2arpa.hac.com) The following describes how to connect an Atari Gravitar control panel to the Atari Space Duel cabinet harness. Both the Gravitor control panel and game PCB are virtual drop-in substitutes into the Space Duel cabinet. However, while the Gravitar panel has a 12-pin Molex-type connector, Space Duel uses a 24-pin AMP-type connector. Fortunately, the Space Duel control panel signals are a superset of Gravitar's. In my own conversion, I made a small
File: /kb_dl.aspx/KB/gametech/gravitarconv2.html - 3 K - Updated 2000.01.19
/kb_dl.aspx/KB/gametech/hammerinharry.txt
Hammerin Harry DIP Switches Painstakingly typed in by Lawrence Wright (lwright@silk.net). I take no responsibility for any errors or damage resulting from errors in this file. AFAIK everything in this file is correct. Enjoy! (Pinout is Jamma) DIP-1 Function 1 2 3 4 5 6 7 8 # of Players 1 2 3 O O 2 N O 4 O N 5 N N Difficulty 3 4 Norm O O Easy N O Hard O O V. Hard
File: /kb_dl.aspx/KB/gametech/hammerinharry.txt - 3 K - Updated 1997.03.31
Pinouts and Switch Settings for Rampage
Rampage pinouts and switches.
File: /kb_dl.aspx/KB/gametech/rampage tech.html - 4 K - Updated 2002.04.26
/kb_dl.aspx/KB/gamemanuals/williams/defcpu1.tiff
- Q ___ , ci ii y —---i i:t;i;___N I I ‘iF i IIF1;;_JoiU p “iii2 ____ __ ?2 MPUDATABUS ci) : iEI1 LI I1 L1;1!;r ii: II4’ I=11L L cDI:li -r1 I , N 1 wco-Jo D r” r I - o CJI.CMN—C I MPU ADDRESS BUS t; — J I I 1 ____________ J_ - --- I II - — - 1- - ---—J “HI rn _____ I O —— F ::: - I=&Ba:_ ;a 1’) II—z1 — . ___________ —1- (D —JC)C bJ - - — >/‘J 7 7/////// / // — c,J____ I L Ii d L -;EiE - 1:i d o r 3 - ____________ -j U, Ocj T1Z — 0 ‘—Jo) I I\Th7 _l’s,( I 1 -J - rii IIhQ Y II ___ II Im I I I I I I Il I -J 0 I
File: /kb_dl.aspx/KB/gamemanuals/williams/defcpu1.tiff - 417 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/williams/joups.tiff
7-PIN D2 1N4001 PlO 44I +27.4VDC + 12.BVDC ‘7 ZI J I.—’ w S o o > > (6 0 a R13 2.7K 2% R21 270r1. 2% 112 II V+ VCC vo VREF CL 1C2 CC IN GND J7 IN400I 3 +5.IVDC - +7.3VDC 6 R24 R25 27K 2.15 1% +5.IVDC 5 RIO R26 51K 5.IIK ClO 8,OOO 20V R3 TPI 0.12Th +5.IVDC I3÷7.9vDCT,pF I000MF 25V R20 1.5K 2% +5. IVDC I GROUND TP2 RI 470 5% )LED IS PIN plo 4J2 R22 100Th C4 O.IjiF Soy ( R19 QI Cl22F Ion R17 C? ZRI 22C1. lOO(fIF 1N5234 4 330uF by ) > > > > > r MOUNTED ON HEAT SINK r _________________ _________________ I 01 I 9
File: /kb_dl.aspx/KB/gamemanuals/williams/joups.tiff - 145 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/ramtek/m79intf.tiff
R1 CR7 1K 1N4001 1.0 8.100 Cr7.8 1K 1144001 1.0 I0I CK1 1K 1144001 T 1.0 PJ02 CR10 — 1K 1144001 :i E LIST CF 1ATESIAL5 t53NATUSSC.F RAMTEK i:-’’ c.2.MAT1c.. / I 77 Ft.E —I €.z — I- D4J .3K pAC K 16 Plo ‘3 II I-, PlO Plo p7 p/o -4- 1= LI(14TI INPuT Ct4 D GUN I GUI4 2.A5 UN 3 UN 4 LUN SA UI4 lB UN 3 QUt4 48 quNc5e, COIN liLT FIRE A FIREB 6 ‘3 C’, IS 2.1 2.7 44 4’, 6 VIDEO OUT LIWr’I OUT -t5V TO $ ELK VIDEO C1ND ‘,TATIC TO COIN TO COIN COUNTER COIN GND Plo P6 —w-------çj . C6 I o 8.103 CR11 1K 1144001 I 8 —w--
File: /kb_dl.aspx/KB/gamemanuals/ramtek/m79intf.tiff - 53 K - Updated 1998.04.12
/kb_dl.aspx/KB/gamemanuals/gottlieb/mpharn.tiff
COM 1 , I__Cl IIIIV COM 2 ON—OFF T9 SW2 SW3 REAR FRONT INTERLOCK INTERLOCK 1C2 C21 ‘4iL- COM 2 Cl Cl1 7R8 COMI INPUT POWER — 115VAC I 5OHZ/GOHZ L____J L___J NOTE: INTERLOCK SWITCHES SHOWN IN DOOR(S) OPEN POSITION. ; !flT1TADIFT!:PMI <64- 1l fl1 iSV AC j - [T1 IA SLO-BLO [ö 35V AC LZZ -89> -8 8> --47> —1-8 6> -< 2 4— [öi 35VAC (RETURN) .< S 4— -l-5V DC +5V DC [T1 +5V DC [i1 -1-5VDC Fi1 AND F11 AND fl1 AND F1 AND (COIN RETURN) X. WIRING AND SCHEMATIC DIAGRAMS, PARTS LISTS r C IC AC — — 2p5 [IJ< 5>1 ---<I4! —
File: /kb_dl.aspx/KB/gamemanuals/gottlieb/mpharn.tiff - 922 K - Updated 1997.08.17
/kb_dl.aspx/KB/gamemanuals/gottlieb/qb1.tiff
X. WIRING AND SCHEMATIC DIAGRAMS, PARTS LISTS REFERENCE DESCRP1ION Al A2 Si 58. A9. Ala SI 83 04 85 86 81 . 89, RIO 811. 812. 814 C3 C4 CS Ca Cl C8-9 Cl-Il 03-34 DI 02, 03. D4. 05. Do. D7, . 09, DI0 DII 012 D13 DI S 016 DI? EI-2. E2-3. E4 ES E6 £7 £8. E9-IO ElO-Il E1I-12 EU E15 E16 El? FS Fe F15 F16 Al 61. 62.61 64. 65 66 LOGIC BOARD ASSY. (Al), PARTS LIST (CONT.) 109k Board Assy. 8284 OX iwr 74(302 Quad 2-inp4it NOW gate 74161 5)qxhrtus 4-tEt Counter 7415377 Octal 0 Flip Flop 8088 CRJ 7415373 Octal D-tpe f
File: /kb_dl.aspx/KB/gamemanuals/gottlieb/qb1.tiff - 186 K - Updated 1997.08.14
/kb_dl.aspx/KB/gamemanuals/cine/aa1of3.tiff
8 I 7 6 I 5 i 4 3 1 fl REVISIONS 1C.7 N.. 7414 i- TANK EN+ LSQO R7 7414 JE13 < OI3T+ _____________________ SEEPEN+ (13) 4K{ D D J’ < OUT 1+ CHOPPER SW+ C8 OUT_3+ __________________ 2-i4 < 7414 (+N) (+16) 0.47 + 5 _________________________________________ HI + — _j.Q IC 11 w 14 1K IC a LS 164 LS 377 IC LS i LS 393 LS 163 LS393 F CLR A ID IQ — _____ _____ TANK FIRE- 6 D D i CLK Q0 6 6 o Q &KQDB Qc1? I QCL 5c c1-2 QC5 ici [—j-A 42D 2Q5 HI EXP 5— 4s Q51? ______ a CLR 7414 Q6 R6 leK Ja-16 —40 4QLO F OUT ,.- 1 LQ
File: /kb_dl.aspx/KB/gamemanuals/cine/aa1of3.tiff - 126 K - Updated 1998.03.22
/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/gamemanuals/cine/sq2of3.tiff
7 6 4 I 3 -4 IC + /AREA\ SAEEI I -1—-T 1——li SCB 1 (AREA C7) L{}___.iC + 6i3> B S (AA A A) MACL 8 > /S44EETI\ R9 Rio D s-so AC7) sii 25 64 ua4 :;—;: S04 S04 RN- 0 -IL 64(OpF (AREA) D /SAEETi\r_._, — -2C.+ r—-----I LS74 ++EAC9 6 CRH - 6 (AEEACA) —t--1 iK6i TA I Li&3 t::j4 CL9 ua’7 LSIO7 SAEET I) p a > C i-HENT r— °÷ - MC 4 a 667<c- AA5A ( 6) 1 M9CLIK (+EAA,7) (EE )8 - AREAA.6 8. (ShEET 1) (AREAS) L AREAC7 C, A QA -3 00$. RlO R103 024 lOOK CA3O8OA CA3O0 NOISE U44 lOOK O.6F TLO21 3+ - U4 M 20 (AREA Rios ______
File: /kb_dl.aspx/KB/gamemanuals/cine/sq2of3.tiff - 136 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel10b.tiff
CAUTION While testing decoders and ROMs, it may be necessary to add 270 pF capacitors to ADDR 12, 13, 14 and 15 to eliminate unstable signatures. Jumper WRITE, K4-6, to GND test point. 1. CAT Box Settings Decoder Test Logic Probe Signal Signature on IC-Pin Name Should Be for Address Probe Trigger IC-Pin Test Pt. Start i.. R2-12 Stop L R2-12 Clock L • 02 M5-8 5AAC L4-1 OUTPUT C9FU L4-2 VGGO 258A L4-3 WDCLR 4C6C L4-4 VGRST 7079 L4-5 INTACK F425 L4-6 EAROMCON 6175 L4-7 EAROMWR HAU2 Troubleshooting with C. Addr
File: /kb_dl.aspx/KB/gamemanuals/atari/spaceduel10b.tiff - 171 K - Updated 1998.04.07
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
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/cb-3_(cherry_masters).txt
CB-3 WIRING DIAGRAM ------------------- PARTS SOLDER ---------------|--------------- VIDEO RED 1|1 VIDEO GREEN VIDEO BLUE 2|2 SYNC SPEAKER 3|3 GRD 4|4 5|5 6|6 7|7
File: /kb_dl.aspx/KB/pinouts/cb-3_(cherry_masters).txt - 6 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/jackal.txt
JACKAL Konami 1986 ------------------ 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/jackal.txt - 5 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/jackal.txt
JACKAL DIP SWITCH SETTINGS (cas@cass.demon.co.uk) TECHNICAL INFORMATION________________________________________________________ (1) Required Power Capacity GND-Vcc 5V 3A or more GND-(+12V) See the WIRING DIAGRAM (2) Output R(red) analog, positive G(green) analog, positive B(blue) analog, positive Sync, H-V complexed, negative (3) Adjusting Sound Level In stereo mode, use the volume control of each channels separately (L and R) In monoaural mode, use the L-volume control
File: /kb_dl.aspx/KB/gametech/jackal.txt - 5 K - Updated 1997.05.28
/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/gametech/convertagame/speech.tiff
8 7 6 L5 I PROS P27 P26 P25 P24 3 2 ALE 0 162 AS 22 ‘9 I 0 9 1-5 035 C 508 -1-5 8 238 9 86 Al B L530 U37 UI1• 166 C. 2.216 L5 14 2 15 16 2 IA II 12 II ID 9 8035 .t5 2 A4 Et Do NC. 164 E 4 13 Al 92 NC. 163 F a 162 03 AZ II 1161 D4 Al 2 663I 6 10 II PR 8 .5 8 ao U O l—’ 3 a - _2 7 Dl 4D l 02 7 _________________ __________________ 03 8 1)21 _____________ ______________ 04 IS L5273 D441- 05 14 ____________ _____________ PlO 06 17 _______________ _______________ 07 IN l lG ,...L Pl7 06 0 I _________ Ti___ TO 07
File: /kb_dl.aspx/KB/gametech/convertagame/speech.tiff - 135 K - Updated 1997.07.27
/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/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/fungames/tankers104.3.tiff
- I • 0 4y214 ScFIA 1L_. cr 5CrZf icj F. 8C1c 5— - - - 5C2Gj F5 - - -. a SC2E 31 t3 SL1F ‘3. F, —----- :74157 1:1r r7’’‘4 T5 a 7 I ia L+qis IZ8G4#33 El EZJ ‘p 2 -, — ., — 14 )4pc 1)4 )23*7j5 ‘7 20 it’ —I— — —I.— * / : — rj’7 p4__ .L j2 ‘.; •*.[ 4. ;— REVISIONS cscairT,o,. • j ‘1 , - _w_’ -L • 1 •:- -•• L - L-• r- V(NFO - 1jN_FO -• .- _ • :3:-—-—-. I-’ • Z)I-__i a -- - • - - -, - 213— 4I4 2P4-— --_____ - - — - E3 rLløZ — — —- • r-,jljØZ3 14157 • .. ‘2031ô1 — - E ‘41• -. 9 ft- 4tf) .11 I ADJ • .• , -•‘‘ -: •
File: /kb_dl.aspx/KB/gamemanuals/fungames/tankers104.3.tiff - 447 K - Updated 1998.05.07
/kb_dl.aspx/KB/gamemanuals/cine/solarq08.tiff
8 6 (AREA C,7) - I YEA,s,OAs * R14 IA IY,r OYSAO ___1___ (AREA A,(,) I CRY CRY I I b , _ IllS + IO_ B — IC 74L074 7415107 100P49 l 3 CIA IC UI >U16 EAR Y4BCLKII> A ‘RE C (AREAS,II AIR-i- CR (C,71 IS > +0 EAT N LORE— 74L530 - ID 0(64 (AREAOC,4-154Y IA ElF SJ /51.ICCC S is IA TP ,ARCAA,a) 475 —C 3 A A *5 4I 4’1IS 0 0 12 S CLR C CLR L AI4ELDG 5 U(7 017 74L5553 74LC,5 A II —j EAF FE SCLK K(AREA 0,4) ANT 74L5165 ______________________ 54855 C,7) 4 HIR+ : NACLIE 3 N ACK * (AREAS CS 014 014 s NSCLLOK (AREA C ,4) (
File: /kb_dl.aspx/KB/gamemanuals/cine/solarq08.tiff - 58 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/sundance2.tiff
I 7 I I .1 I 01 $ SV V 5V K I 81 2N 906 2 1(7 TF R26 330 jf,V I 14L5I H - I -F —t 1h22 108 47K 243904 750K 03 R19 ?0 2N3906 4((r’ M7845C •;,33K lOOK +2V / I —ISV ik( I Cr5 1 1 — ‘ 13V j_ 68 :J-i:796 fL5 C33 4?OpF C32 SN 4lOpF 2146292 S EAI’V 1lI3i V P67 : I50 P66 I o--—-l___- —-- - I (34c- G9 2NVlO7 47C1F P75 P76 108 lOCK 8 4 4 ISV 2 - (WIDE8ANONOIS GEN.) RIG P5 P4914 _________ 100 CS 011491 I U C6 RIO RI 114 418 fF fi.jtio P4 - 1*141 P15 33U 5568 410K C4 RI4 $5V .lF 41JC -ISV - ISV lOOK 3906 I 7C4 47( QOD1
File: /kb_dl.aspx/KB/gamemanuals/cine/sundance2.tiff - 64 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/tgmondac.tiff
Ij iflip limE I JR —R,pl EUEIØ ado IT YIW ‘0 LD —11+ 9p.I c.I1443 22O Old, to C4i1 -I 2+ flZi •ae Wr4c J I J I — l!__J 1C201 1•IID .000 mir I’. - lwor,6y Re. 1-0011 ‘lit, lM 3* —— Eacl1, SlOE Ruts I 0001-CAL. COIL. IN ____ I IW I I OW 1100 II. I__a I — OhS .10—I ROES — 0eJ I — o4IZr4 j5N09TS .1 T1 p_y £10 Ct.I0. 6t’- “S SI.t 31OI 4 1 R22d ?I4 .1• 14003 OACOØ .1101 ‘1 J5 — ‘lilt KNf31OL EI13E COlIC — 104•I 2R2ID .__1’__ 90000 CAUTION: -cED 0114 gEg D NOT aPPt,’ PowER TO D,,PLAV F,.jcT*0NIC. uNt4 S Sawefi TIS
File: /kb_dl.aspx/KB/gamemanuals/cine/tgmondac.tiff - 64 K - Updated 1998.03.22
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/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
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
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
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/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
Phoenix Memory Map
Newsgroups: rec.games.video.arcade.collecting Subject: PHOENIX reeng. Date: 26 May 1996 23:46:41 GMT Organization: University of Karlsruhe, Germany Lines: 218 Message-ID: <4oaqh1$psd@nz12.rz.uni-karlsruhe.de> NNTP-Posting-Host: rzstud2.rz.uni-karlsruhe.de Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit NNTP-Posting-User: ub2f X-Newsreader: TIN [version 1.2 PL2] Hello Folks, I recently took a closer look at the PHOENIX schematics for repair purp
File: /kb_dl.aspx/KB/gametech/phoenixmap.html - 6 K - Updated 2000.01.23
/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
Space Invaders Memory Map
note - The Sound port is uncomplete! 1996.7.20 Ryusendo/Root Board Spec ---------- CPU 8080, i8080 is lower-compatible chip of Z80-CPU RAM 8kbytes, i8kSRAM @8 piece ROM 8kbytes, i16kEPROM @4 piece SOUND Sound Effect with analog circuit Input Device 2way stick + 1 button *2 coin switch, 1Player start, 2Player start TILT switch Memory Map ---------- 0000h +--------------------------+ | Program ROM | | |
File: /kb_dl.aspx/KB/gametech/spaceinvadersmap.html - 2 K - Updated 2000.01.23
/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
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
/kb_dl.aspx/KB/gamemanuals/url/avenger4.tiff
I EG/oo-AL’E4l’ I I .— ?/z4J7j I i A -q4) j I... ELK GROVE VIU.AOE ILL. 00007 I I I IFi (IVERSAL REsEARcH LAIORATORSES INC. A, 4, .7, A 4LAD. • __________ — As.. — _rh4h1hii3 i3LLli ________ _______I I .±L&t 2• iffY 3 W51 —II 7493 • 74193 J 07 I ‘ 935.4 2 -— 9 ,._ / Mff,. fl 3.4 #2W 2 34. LI S L T4f L3 /? 34,0 / 93,, - ,, C.’ I Ii 4L £AML4t2C 3. 11F 77 7 9 LJL $ I. ‘2 II II ‘14/93 94193 t CCl r 0 /‘ 2 9324 ,I II .9 ‘ ,3 .7 .4,c. F, F 3Aç. 3.; I .i 1: 8 IC In fltIfl•PIp.fl 9 • I t14,I. ----- - ‘4.4 •1 II—..,
File: /kb_dl.aspx/KB/gamemanuals/url/avenger4.tiff - 54 K - Updated 1998.03.27
/kb_dl.aspx/KB/gamemanuals/cine/serv8.tiff
4 3 PROPRIETARY TRiS DOCUMeNT IS INS PROPSPTY OF CINCMATONICS INC. AND IS NOT TO SI SEPOOUCEO OR DISTRISUTSO WITHOUT WRITTEN AUTNOIRIZATIOII OF ONEMATRONICS IN C 2 RADIAL MOUNT 1 • __ 47,1fE 3SV(OR5OV) P1 + 47/4f E C 3 35V(OR5OV) RADIAL MOUNT 7* RIBBON CABLE: A.P. PRODUCTS PART NUMBER 924116 -12 OR EQUIVALENT 4. E-ELECTROLYTIC CAPACITOR 3. RESISTOR VALUES 2. PIN NUMBERS ON PINS 6,9,II,I3AND 1.IF VR1 IS USED DELETE R1,R2 AND Dl. NOTES UNLESS OTHERWISE SPECIFIED REVISIONS REV DESCRIPTION DATE APFROVED A EC007
File: /kb_dl.aspx/KB/gamemanuals/cine/serv8.tiff - 35 K - Updated 1998.03.22
/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/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
Samurai Shodown Mini-FAQ
____ _ _ _ _ _ ____ _ _ / ___/ / |/ v \| | | | _ \ / | | | |__ / | | | | | |_| |/ | | Samurai Shodown mini-FAQ \__ \/ / | | | | | | | _ </ / | | Release 10 ___|/ _ | |_| | |_| | | \/ _ | | 11-05-93 | __/_/ |_|_| |_|\___/|_| /_/\|_|_| |/____ _ _ ___ ____ ___ _ _ __ _ / ___| | | |/ _ \| _ \ / _ \| |_| | \| | | |__ | |_| | | | | | | | | | | | | | | | \__ \| _ | | | | | | | | | | | | | | | | ___| | | | | |_| | |_| | |_| | | | | | ___/|_| |_|\___/ ____/ \___
File: /kb_dl.aspx/KB/faqs/faq-samurai shodown mini.html - 73 K - Updated 1999.10.29
The 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
/kb_dl.aspx/KB/datasheets/2901/2901-17.tif
I1IL—f138510/4LlOC 59 • 9999906 0064862 5 — MJL-M-38510/440c DEVICE TYPE 01 Micro code ALU source operands 12 I I 0 Octal code R S L L L L L H L H L L H H H L L H L H H H L H H H 0 1 2 3 4 5 6 7 A Q A B 0 Q 0 B 0 A D A D Q D 0 ALU source operand control. Micro code ALU Function , 15 14 13 Octal code L L L L L H L H L L H H H L L H L H H H L H H H 0 1. 2 3 4 5 6 7 RPluS SMinusR RMinusS RORS RANDS ANDS REX-ORS REX-NORS R+S S-R R—S RVS RAS AS RvS RvS ALU function control. Micro code RAM Function Q-REG Function
File: /kb_dl.aspx/KB/datasheets/2901/2901-17.tif - 76 K - Updated 1996.09.19
/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/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/ay8910e.tiff
GENFRAI AY-3-8910R AY-3-8912 INsrT{UMNT AY-3-8913 Fig. I ENVELOPE SHAPE/CYCLE OPERATION ‘110 Port Data Store (Registers R16. R17) Registers R16 and R17 function as intermediate data storage registers between the PSG/CPU data bus (DAO—DA7) and the two I/O ports (10A7--IOAO and 10B7--l0BO). Both ports areavailable in the AY-3-8910; only 110 Port A is available in the AY-3-8912: none are available on the AY-3-8913. Using registers R16 and R17 for the transfer of I/O date has no effect on Sound generation. 0/A
File: /kb_dl.aspx/KB/gametech/ay8910e.tiff - 93 K - Updated 1997.10.08
CB-3 dipswitch settings
Submitted by John Pierce CB-3 DIPSWITCH SETTINGS (rev 1.0) CPD 1994 DIP SWITCH 1 1 2 3 4 5 6 7 8 DIP SWITCH 3 1 2 3 4 5 6 7 8 ---------------------------------------- ------------------------------------- GAME STYLE TABLE - A B UPR + K 1-10 1-5 - - ________________________________________ E 1-20 1-10 + - H ACT. LOW - Y 1-50 1-25 - + O OUT SW.
File: /kb_dl.aspx/KB/gametech/cb-3info.html - 7 K - Updated 2000.01.19
/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/rygar.txt
RYGAR DIP SWITCH SETTINGS Typed in by pbardis@uoft02.utoledo.edu disclaimer: blah blah not my fault blah use at your own blah risk blah blah __________________DIP SWITCH 1____________________________ Setting Value 1 2 3 4 5 6 7 8 Coin 1 1 coin 1 play Off Off * Off 2 coins 1 play On Off 1 coin 2 plays Off On 1 coin 3 plays On On Coin 2 1 coin 1 play Off Off 2 coins 1 play
File: /kb_dl.aspx/KB/gametech/text/rygar.txt - 2 K - Updated 1994.04.27
/kb_dl.aspx/KB/gamemanuals/midway/midwaymonitor.tiff
REGUlATOR 8-I- D12 869 1.2K cAf ;iL.__ S2-12 438 4001 Ri - :ii : IAMP I_L J. 4y tJE 5ME3kj I R12 15K 58KG P1-3 14 12 fJ 3K SYNC SEP +36111 +3GM NOTES: B 1. VOLTAGES VARY WITH ASSOCIATED CONTROL SETTING. • LINE VOLTAGE MAINTAINED AT 1200 AC. E • • C 2. ALL VOLTAGES + 10% AS MEASURED FROM POINT INDICATED TO CHASSIS USINWA NIGH IMPEDANCE V1VM, NO SIGNAL INPLJI. (HO€E CONTRAST & BRIGHTNESS CONTROLS AT MAXIMUM. ALL OTHER . Q4 CONTROLS IN NORMAL OPERATING POSITION. E B C WAVEFORM MEASUREMENTS _______ 1. TAKEN FRO
File: /kb_dl.aspx/KB/gamemanuals/midway/midwaymonitor.tiff - 181 K - Updated 1998.03.27
/kb_dl.aspx/KB/gamemanuals/deco/pinouts.tiff
A5TRO F1G1iTf v-3YVC CDL OR-)? COLON-8 TV- 6l.1& TV- / a 4 ‘S. 7VAI MO 411 TO1 8U16 COIN * 1’ COiN SW / a 4 S 7 9 9 --zy----o-— --o-— -- / p244YE1 PLAY7? 1U1iT M1/L6 .7S’ERV1Ci ThI-ø IA/-I iN-? JAI—4 1AI—.S c—em) C- CO?.M ±sy +‘5v / 4 RiGhT M112- L’1 [in
File: /kb_dl.aspx/KB/gamemanuals/deco/pinouts.tiff - 209 K - Updated 1998.01.14
/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/gamemanuals/atari/blackwidow11b.tiff
Lii 1’%AC_I P1 WI NOTICE TO ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL: Reproduction forbidden without the specd;c :rten permission of Atari, Inc., Sunnyvale, CA. This drawing Is oril conditionally issued, and neither receipt nor possession thIreof confers or transfers any right in, or license to use, the subject matter of the drawing or any design or technical inforinatior S1iOifl thereon, nor any right to reproduce this drawing or any pact thereof Except for manufacture by vendors of Atari, Inc. and
File: /kb_dl.aspx/KB/gamemanuals/atari/blackwidow11b.tiff - 161 K - Updated 1998.04.07
Hyper Fighting: Ken Strategy Guide
**************************************************************************** ** ** ** # # # # ### #### ### #### # ### # # ##### # # # ### ** ** # # # # # # # # # # # # # # # # ## # # ** ** #### # ### ### ### ### # # ## #### # # # # # # ## ** ** # # # # # # # # # # # # # # # # ## # # ** ** # # # # #### # # # # ## #
File: /kb_dl.aspx/KB/faqs/faq-sf2 hyper (ken).html - 105 K - Updated 1999.10.28
/kb_dl.aspx/KB/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/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/gametech/aliens.txt
Aliens (Konami) Dip Settings Typed By Matt Rose 1996 These settings are copied from some extreamly faded photo copies, however they seem to be ok. If you have any doubts CHECK! Corrections are always appreciated! Legal Stuff Basically I have noting to do with any damage that is caused due to the use of this text. I am not liable in any way for any damage! Use this information at your own risk! If you have any further information on my Dip settings (or if you want to chat (NICE EMAILS o
File: /kb_dl.aspx/KB/gametech/aliens.txt - 3 K - Updated 1997.01.22
/kb_dl.aspx/KB/gametech/championshipsprint.txt
Pinouts for Atari Championship Sprint (1986): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 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 Championship Sprint Schematics package supplement. It is accurate for that game, it should (in theory) be accurate for the other Atari system 2 games of the same era. Championship Sprint was avalable in a system 2 cabinet straight from the factory, or available as a kit.
File: /kb_dl.aspx/KB/gametech/championshipsprint.txt - 2 K - Updated 2000.04.12
Space Invaders ROM Hack
From: Brendan Keith ( brendan.keith@wilcom.com) Subject: Re: 8080 Midway Board Question   Brendan Keith wrote:> > > On Tue, 29 Jun 1999 08:54:22 -0700, Matt Rossiter <matt@rossiters.com>> > wrote:> >> > >When you re-strap the board, on boards such as Space Invaders, to use> > >2716 Eproms instead of the 9316.  Do you have to use the TMS2716> > >Eproms or the normal 2716s?> > Another fun way is to burn all 4 or 5 images into a 27128 or larger> and simply add 4 leads or so to the address jumpers.
File: /kb_dl.aspx/KB/gametech/space invaders rom hack.html - 12 K - Updated 2002.04.16
Tron Pinouts
Tron Pinouts
File: /kb_dl.aspx/KB/gametech/tron tech.html - 6 K - Updated 2002.09.24
/kb_dl.aspx/KB/gametech/war-lord.txt
WARLORDS 2 VID OUT B VID GND 7 +4V K POT 1 9 POT 2 44 PIN CONN ----------- 1 GND A GND 2 +5V B -5V 3 C 4 D 5 CTR CENTER E CTR LEFT 6 LED 1 F CTR RIGHT 7 H LED 2 8
File: /kb_dl.aspx/KB/gametech/war-lord.txt - 4 K - Updated 1996.09.24
/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/hook.txt
Hook, Irem 1992 Pinout = JAMMA -------------------------------- Dip sw. -------- 1 2 3 4 5 6 7 8 ---------------------------------------------------------------- Player - - 2 + - 3 - + 4 + + 1 Difficulty - - Normal + -
File: /kb_dl.aspx/KB/pinouts/hook.txt - 4 K - Updated 2003.01.06
/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
Battlezone pinouts and dip switch settings
Battlezone Pinouts and switch settings
File: /kb_dl.aspx/KB/gametech/battlezone tech.html - 6 K - Updated 2002.05.01
Pinouts and Switch Settings for Xenophobe
Xenophobe pinouts and switches.
File: /kb_dl.aspx/KB/gametech/xenophobe tech.html - 9 K - Updated 2002.04.26
/kb_dl.aspx/KB/gamemanuals/williams/joucabwir.tiff
10 -P IN 2J3 —>1 POWER SUPPLY GND > 6 CABINET WIRING 7-PIN 1J2 IP2 CPU/VIDEO BOARD I MEMORY PROTECT RED-ORN 10-PIN 3J-3 GROUND — > 10 PAO — > 6 PAl — > 5 PA2 — > 3 PA3 — > 2 PA4 — I 10-PIN 3J2 3P2 4—PIN IOJ4 IOP4 AUDIO IN F1 I f 6RI AUDIO OUT 2 9LUMECONTROL SHIELD 4 4-PIN 3-PIN 10J2 IOP2 6P3 6J3 ______ BLK-RED ___________ AUDIO ij : SPEAKER AUDIO IS-PIN 8P2 8J2 15 ( PAO (AUTO UP/MANUAL DOWN) PAl (ADVANCE)— PA2 (RIGHT COIN) — HIGH SCORE RESET — PA4 (LEFT COIN) — PA5(CENTER COIN) — CA2 (SLAM TILT) — KEY — > >
File: /kb_dl.aspx/KB/gamemanuals/williams/joucabwir.tiff - 78 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/williams/sinistarpg5.tiff
SUIVJVJJ nXO7 puv fquiass a,npopi ipaad 9I 1ll1 uc 4in4c7tp’4 • I II i lI I z.nnba ‘- rro A -4 r C> Ix lx A t 6 C -4 C -4 0C) 0 N(.Tl 1H1Z ‘1 ci .•fl 0 ‘///4424V/X/// DATA 2’ / I ii . L FT1 ________ / H C) XC p -0n 2.2 3::; ( /*\ oU, I -‘ >A ‘pc’ 6’ -J 0, - ADORm _______ 0 H in (11 C CpZr- ZrrF r-rm r1 m 0>U_ -in -jm t ‘-4 m0 mc -4 m -i Y z L1 D”t
File: /kb_dl.aspx/KB/gamemanuals/williams/sinistarpg5.tiff - 163 K - Updated 1998.03.05
/kb_dl.aspx/KB/pinouts/major_title.txt
MAJOR TITLE ------------ DIP SWITCH 1 | Option |Setting | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | --------------------------------------------------------------------------------- | | 2 | OFF | OFF | | | | | | | |NUMBER OF | 1 | ON | OFF | | | | | | | |PLAYERS | 3 | OFF | ON | | | | | | | | | 4 | ON | O
File: /kb_dl.aspx/KB/pinouts/major_title.txt - 5 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/pinouts/royal_casino.txt
Royal Casino ------------ PARTS | SOLDER ----------------------------------------------------------------- AC Noise | 1 | A | | 2 | B | Noise Ant. | 3 | C | 18V AC | 4 | D | 18V AC Sync | 5 | E | Blue Green | 6 | F | Red (Table Type) 2P.Sw Com | 7 | G | 1P.Sw Com (TableType) (Table Type) 2P.Lamp Com | 8 | H | 1P
File: /kb_dl.aspx/KB/pinouts/royal_casino.txt - 4 K - Updated 2003.01.06
/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/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/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
Crazy Kong pinouts
Crazy Kong Pinouts
File: /kb_dl.aspx/KB/gametech/crazy kong tech.html - 3 K - Updated 2002.09.24
/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/nba-jam.txt
NBA JAM PARTS SIDE CKT SIDE ------------ ------------ 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 E 6 +12V F +12V 7 KEY H KEY 8 CTR 1 J CTR 2 9 K 10
File: /kb_dl.aspx/KB/gametech/nba-jam.txt - 3 K - Updated 1995.08.25
/kb_dl.aspx/KB/gametech/scramble.txt
* From: ung@filenet.com (Bill Ung) "Scramble" Dip Switch Settings -------------------------------- SW #1 SW #2 Rockets SW #3 Cabinet ----- ----- --------- ----- -------- OFF OFF Unlimited OFF Table OFF ON 5 ON Up Right ON OFF 4 ON ON 3 SW #4 SW #5 Coins/Play
File: /kb_dl.aspx/KB/gametech/scramble.txt - 1 K - Updated 1995.07.09
/kb_dl.aspx/KB/gametech/vigilante.txt
DIP SWITCH 1: ------------------------------------------------------------------------------ | ITEM ACTION | 1 2 3 4 5 6 7 8 | ------------------------------------------------------------------------------ | NUMBER OF THREE (3): | OFF OFF | | FIGHTERS TWO (2): | ON OFF | | FOUR (4): | OFF ON | | FIVE (
File: /kb_dl.aspx/KB/gametech/vigilante.txt - 5 K - Updated 1996.02.27
/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/gamemanuals/cine/serv12.tiff
CINEMATRONIC, INC. ARC SUPPRESSION MODIFICATION INSTRUCTIONS 9/2 1/7 9 1.) Remove the monitor assembly 2.) Examine the wires coming from the CRT socket and locate the red wire and the blue wire. 3.) At a location midway between the socket and the bulge in each wire, cut each wire completely through. 4.,) Prepare the freshly cut wires by stripping ¼” of the insulation from each end. 5.) Slide a 2” piece of 3/16” shrink tubing over the red wire coming from the CRT socket. 6.) Rejoin the two loose ends of the
File: /kb_dl.aspx/KB/gamemanuals/cine/serv12.tiff - 41 K - Updated 1998.03.22
/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
/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/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
Technical Information
Note: The information and links on this page might get moved around quite a bit before things get all sorted out. I'm just going to start putting up all kinds of information that I've had archived away, so please pardon the mess! :) Identifying Unknown Board Sets Back in 1994, Rick Schieve wrote an article about how to identify unknown boards. This article gives some quick tips on how to figure out what the pinouts are for an unknown PCB. The text is moderately technical so if you're not sure what R
File: /kb_dl.aspx/KB/repair/iding pcbs.html - 14 K - Updated 2000.01.02
/kb_dl.aspx/KB/pinouts/hammerin_harry.txt
Hammerin Harry Pinout = JAMMA ------------------------------- DIP-1 Function 1 2 3 4 5 6 7 8 ----------------------------------------------------- # of Players 3 - - 2 + - 4 - + 5 + + Difficulty Norm - - Easy + - Hard - - V.Hard
File: /kb_dl.aspx/KB/pinouts/hammerin_harry.txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/rally x.txt
Rally X Midway, 9 January 1981 ------------------------------ Logic Board I, part. no. A08291385C000 PARTS SIDE | SOLDER SIDE -------------------------------------------------- (+5V) Gnd | A | 1 | Gnd (+5V) (+5V) Gnd | B | 2 | Gnd (+5V) +5V | C | 3 | +5V +5V | D | 4 | +5V (?) Credit Mult. | E | 5 | Power Credit Mult. (?)
File: /kb_dl.aspx/KB/pinouts/rally x.txt - 4 K - Updated 2003.01.06
/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/toki.txt
Toki TAD Corp., 1989 Pinout = JAMMA ------------------------------------ Option Switch Settings -------------------------------------------------------------------------- DIP Switch No. 1 Settings 1 2 3 4 5 6 7 8 Option -------------------------------------------------------------------------- Coin Mode Select ---------------- Off
File: /kb_dl.aspx/KB/pinouts/toki.txt - 4 K - Updated 2003.01.06
/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
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
/kb_dl.aspx/KB/gametech/crashnscore.txt
Pinouts for Atari Crash 'n' Score (1975): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Typed up by Andy Welburn - 13th April 2000 http://www.willowsp.u-net.com/andy/arcade.htm warlords@ukvac.org.uk This info was obtained from an original (Atari Ireland Photocopy) Crash n Score 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 output to JAMMA ;) 44-pin edge connector --------------------------------
File: /kb_dl.aspx/KB/gametech/crashnscore.txt - 2 K - Updated 2000.04.15
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
Galaxian wiring pinouts and conversion instructions
Galaxian wiring pinouts and conversion instructions
File: /kb_dl.aspx/KB/gametech/galaxian wiring pinouts and conversion instructions.html - 6 K - Updated 2002.09.24
Ladybug Bootleg Pinouts
Ladybug Bootleg Pinouts
File: /kb_dl.aspx/KB/gametech/ladybug tech.html - 1 K - Updated 2002.05.01
Atari mathbox disassembler C source
/*************************************************************************** * MBDISS.C * * Atari mathbox disassembler C source. * * Copyright (c) Zonn Moore, 1996 All rights reserved. ***************************************************************************/ #include #include #define SUBR 1 // Subtract R from S instruction #define NOTRS 5 // Not R and S instruction #define r_ZERO 16 #define r_DATA 17 #define r_QREG 18 #define LDAB 0x08 #define
File: /kb_dl.aspx/KB/gametech/mathdis2.html - 11 K - Updated 2000.01.23
/kb_dl.aspx/KB/gametech/convertagame/xycontrol1.tiff
7 5 4 3 (C — 58 042 4 10 744S04 14 au* 3 13 U4C. 73 <F ___ U B42 40041. To 042 1- 8 IS44T7 F 344S10 745304 B 3 12 Il 050 u*z 40 033 FEIGN I I14Z 74425 It II 5504 II 13 741-500 WIllY IS 2 040 2 4 040 741-500 I 840 — MOO Ki:)— 745500 <€>_r • 044 745340 3 14 U44 734504 744504 74is:37 IJ 1114 u30 14 IS B 40 II II II 4 S 1. 4 4 4AM j 2114 1 041. 14 IS B 40 II It 13114 8 6 BMI 2114 044 1400 2114 01-7 S RAM 0114 014 II IL 134+ MM 2114 025 II 13 Il 1+ 2 PAM 2114 01-0 IJ 2 PAM I 4114 Il U24 1. IS 42 I 1213114 J IB 2
File: /kb_dl.aspx/KB/gametech/convertagame/xycontrol1.tiff - 182 K - Updated 1997.07.27
/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/gametech/board pinouts/popflamer.txt
Here are the pinouts for Stern licensed version of Jaleco's Pop Flamer. Solder Side Parts Side ----- ----- A1 N/C B1 +12V (for Sound) A2 SP B2 SP A3 P2 Right B3 P2 Left A4 P2 Down B4 P2 Up A5 1 Player Start B5 2 Player Start A6 B6 A7 P1 Shoot B7 P2 Shoot A8 P1 Right B8 P1 Left A9 P1 Up B9 A10 Coin in B10 A11 P1 Down B11 Coin coun
File: /kb_dl.aspx/KB/gametech/board pinouts/popflamer.txt - 2 K - Updated 1999.09.15
/kb_dl.aspx/KB/gamemanuals/williams/deflay.tiff
— Too Ia, G) W z r r m -< c ZC++Z0ZZC zZ0 zZZr C %Z C)il<fOflX1 O?5C)Q 5 J ‘ _____J 00rn - -1< -4 - Cl) zv mZ m Z Z C-) -< C) w o * r x xxx Z -4-1 - -i 1 -< k w 0< m r C z N/C I N/CHORIZ. SYNC.VIOWHT VERT SYNC4’ I GND48 BLUE 4Y10 BLU I GREEN.OGRN L RED4VIO RED N/C LMEM PROT RED-ORN -5VDC ORN I+12VDC UNREG GRY-WHT +5VDC GRY — +I2VDCREG GRY-YEL KEY BLK GND[ BLK N/C —l\)( ($O)-4lDw -v-v -o -v-v 0C r c - c r LflOON 82 —IZ C-) x m Cl) z C) x Cl, z C U, m 0 N/C —KEY ORN-GRY 4DOWN ORN-VIO REVERSE ORN-BLU I PLAY ST
File: /kb_dl.aspx/KB/gamemanuals/williams/deflay.tiff - 150 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/taito/csiiosch.tiff
P11,1(r,fp _----, ii — I FiPE.Pr”” 8 r ©j k1 IP.Sw r”] ®-H c jVcc JIN r ROMBa9B) ____ zl 5za 43 ) 32 -f 5’ 4 cip. 8 IidKIkk 1fl< RRC ________ 4-5Y+5v ia%ioh; Iv I -j t 45V 747JI ___ I P.6 3 - - . - - -_________ . - - - - .5 V /1 -4-f2V Ii. -4-LV IM 3 —--i M824I 4 3 +6V ‘r’’ rp -I3V DO 40% _________ 8 I 4090 __________ t1 +rv 4f.2V I .3 4 4SV I.rl.L IC T4l’7’X2 -— rcw 7 jIi41,,,.. i — 441Y 4”fOfrç ‘q a / 5X3 — .,3”c (‘iF) -f12v +12V -ft2V 4-L2V 412V 33M 1 .2..1H .7M .31( /5M .3 56(* .7fr? ‘ 5cc 5 5o I / 1t2
File: /kb_dl.aspx/KB/gamemanuals/taito/csiiosch.tiff - 220 K - Updated 1998.05.20
/kb_dl.aspx/KB/gamemanuals/ramtek/m79sheet2.tiff
CPu IiN0S1I/iKE LINES .‘D5 r-. *I --RCAP14 58 I wg.---S\_ vRtTL.cI,r2 6D7 —4————--tL_i ‘ 6C2. 78 Fill Pill 35 f3 (4 S2,7C8 34 fiB T PtRT DEDIV& 36 8 33 ‘ __________ 247 58. 7C7 32 A 1A 77 isa ___ r- 4C8 3? _________ 145 5C8 7C7 hl ..Lrz fi_ PdRT( 448 B 4C *Fm (45. 4C3 30 44 ICN-..9 144 687C7 .__j1l 53? £J_!__%PIJTS 4L 4 *PT4 447 143 SDS 787 ______________ __________ 3 1PIRT3 483 29 3 __________ ______________________ 144 —cI ,ptpri 1 ...‘q SCB.781 3#.5 J65 1 _________ 14? 586.787 25 SC 10i2__is C44.787 no 9
File: /kb_dl.aspx/KB/gamemanuals/ramtek/m79sheet2.tiff - 77 K - Updated 1998.04.12
/kb_dl.aspx/KB/gamemanuals/gottlieb/rewir.tiff
A12 J2 P2 ri —( 5 ÷- -< 3 4— -<4-4-- <1 4— rL __ 4-A I SLO—BLO 722 LINE 17661 COMM ON SERVICE 700 OUTLET ri 4 51 r--- 35V AC (RETURN) LJ,’ COM I ON-OFF Ci ___________ rL : ‘‘O2 NC2 SW2 SW3 REAR FRONT COM2 INTERLOCK INTERLOCK ,_..,C2 c2r) COM 2 ‘02 I — CI Clt 788 COM I INPUT POWER — I15VAC 5OH/6OH NOTE: INTERLOCK SWITCHES SHOWN IN DOOR(S) OPEN POSITION. f!L rm riTh BALL A ST 2 >- 54 Ii 811 FLUORESCENT LA 833 MP L STARTER LLUMINATON ASSY.MA-29J TO ON-OFF SW. — GND 117 GND (COIN RETURN) <294L— <284-, - - - -<
File: /kb_dl.aspx/KB/gamemanuals/gottlieb/rewir.tiff - 948 K - Updated 1997.08.25
/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/gamemanuals/cine/serv1.tiff
I. c:L’ , * L CINEMATRONICS 1 468 Pioneer Way. El Cajon, California 92020 Telax—Cinemet 897891 (71 4) 440-2933 September 24, 1980 Attn: Distributors! Operators Re: Burned 47ohm Resistors in Current Amplifiers Serviceperson(s): A common failure of the current amplifier, especially on older monitors, is blowing of circuit breakers CB1 and CB2 accompanied by burning of 47 ohm resistors around the power transistor molex. The power drivers should not be unplugged during gañie operation, or the same resistors wil
File: /kb_dl.aspx/KB/gamemanuals/cine/serv1.tiff - 49 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/serv16.tiff
1 466 PIoneer Way. El Cajon, California 92020 Telex—Cinemat 697891 C71 4) 440-2933 September 24, 1980 Attn: Distributors! Operators Re: High Voltage Section - Regulators Serviceperson (s): On older Cinematronics’ monitors incorporating a high voltage cage and associated components, a substitution may be made for the +18 (7818) and —18 (7918) volt regulators if unavailable. 1C3, the +18 volt regulator, may be replaced by a +15 volt regulator, 7815. IC 5, the -18 volt regulator, may be replaced by a —15 volt
File: /kb_dl.aspx/KB/gamemanuals/cine/serv16.tiff - 34 K - Updated 1998.03.22
/kb_dl.aspx/KB/datasheets/z80/z80ctc01.tiff
N 0 II’ C, Z8430 Z80® CTC Counter! Tinier Circuit Product Zilog Specification March 1981 Featur.s I Four independently programmable I Selectable positive or negative trigger counter/timer channels, each with a initiates timer operation. readable downcounter and a selectable I Standard Z-80 Family daisy-chain interrupt 16 or 256 prescaler. Downcounters are structure provides fully vectored, prioritized reloaded automatically at zero count. interrupts without external logic. The CTC • Three channels have Zero
File: /kb_dl.aspx/KB/datasheets/z80/z80ctc01.tiff - 440 K - Updated 1997.08.25
/kb_dl.aspx/KB/pinouts/shogun_warriors.txt
SHOGUN WARRIORS Manufacturer: Kaneko Year: 1992 Conversion Class: JAMMA+ PINOUTS: 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
File: /kb_dl.aspx/KB/pinouts/shogun_warriors.txt - 4 K - Updated 2003.05.30
/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/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
/kb_dl.aspx/KB/gametech/contra.txt
Path: news.spies.com!news.sgi.com!news.maxwell.syr.edu!news.bc.net!torn!news.ryerson.ca!hopper.acs.ryerson.ca!d3choi From: d3choi@acs.ryerson.ca (David Choi - CNED/P96) Newsgroups: rec.games.video.arcade.collecting Subject: Re: Needed: Contra DIP settings Date: 4 Mar 1997 04:48:29 GMT Organization: Ryerson Polytechnic University Lines: 213 Message-ID: <5fg9it$eaa@ns2.ryerson.ca> References: <3315dd97.1566051@nntp.calweb.com> <857130376snz@cass.demon.co.uk> NNTP-Posting-Host: hopper.acs.ryerson.ca X-Newsread
File: /kb_dl.aspx/KB/gametech/contra.txt - 7 K - Updated 1997.03.04
/kb_dl.aspx/KB/gametech/firetrap.txt
FireTrap (1986 Data East) Typed in by Steven Prendergast (stevenp@sgi.net) from the conversion manual. Dipswitch 1: (Located in the center of the PCB) DIPSWITCH1 1 2 3 4 5 6 7 8 --------------------------------------------------------------------- COIN 1 COIN = 1 CREDIT OFF OFF OFF VS 1 COIN = 2 CREDIT ON OFF OFF CREDIT 1 COIN = 3 CREDIT OFF ON OFF COIN 1 1 COIN = 4 CREDIT OFF OFF ON 1 COIN = 5 CREDIT ON ON OFF ------------------
File: /kb_dl.aspx/KB/gametech/firetrap.txt - 3 K - Updated 1997.07.08
/kb_dl.aspx/KB/gametech/supermario.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: VS SUPER MARIO DIP&PIN (CPDIST) Message-ID: <DEtLCw.156@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Wed, 13 Sep 1995 01:23:50 GMT Lines: 66 SUPER MARIO ( FILE 352 ) ( VS SYSTEM 44P ) ( VS SYSTEM 36P ) PARTS SOLDER PAR
File: /kb_dl.aspx/KB/gametech/supermario.txt - 3 K - Updated 1998.09.25
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/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/midway/zwakery01.tiff
NOTE: M I+AWG.G000 fiT KEY LTJ V-RLU B RESET YELLOW AND STRAPS LINE CORD cL—I—i? zI5zOv IA 3A5flA2 Is pos SWITCHING POWER CHASSIS U545-CC059-C200 VENUS BACKGROUND WROR4—9l672—A3R5 SWITCHING PWR SUPPLY U’0017-00003-0543 0-RATIO AND >10’ Y-RRN U 050 >I >121 Y-BRN U GNU 0-DAN U GND ..j7’ RD II U-B A RB B ADO +50 -+50 ri VENUS VIDEO *80R4-01075 A385 I j9I 20 005 SPAS L J +5v ADA N-NW +60 N’N B ‘3’ AND P- B 6< ‘ c W V—B4 B IN Y-BWN V-&U ‘< L J - • rH 0< 6 II4PcW 0< , (SEE 14 BACIIGROLWAD) ‘‘< 15 L J I 4 l—1 —<1
File: /kb_dl.aspx/KB/gamemanuals/midway/zwakery01.tiff - 84 K - Updated 1998.05.07
/kb_dl.aspx/KB/gamemanuals/fungames/tankers102.2.tiff
6 - 00 ______ - - 4i 9it I - - - COMS1WC 1 LLLA5 : : — .4 : , L, V ‘. 3% Z’iz — !1114[4;:i 95ZI/7415 AS II — t. 4 , I 4. - I OTT I 000C I MRT OR IRtOO I IOtNT I ENflflNO NO. PARTS liST : : r______ ii 8277/S328 141 4 ______ 31141 t - - 4 L - LmI1 REVISIONS ‘I - cucmno 1 MIt ,tAlNf -1 t- V V. V -‘ 1. .% 1 : I ‘_,VI 4 -% - F jV_V MtKZf1 VV - I I k 4. -1iY•.4 _&j ooj’- r MINE MATRI$. Ml1 FIELD • : 9 00 02 4: . - : V C0 •• V V fr IH 12.8K 00 —ii C4 BG PLAY F L.Dri IOjL,IV [FLASH 5S4ELL 1 VIDEO Ou1• - POeE INPUT
File: /kb_dl.aspx/KB/gamemanuals/fungames/tankers102.2.tiff - 452 K - Updated 1998.05.07
/kb_dl.aspx/KB/gamemanuals/cine/bb6of6.tiff
8 7 6 L 1 MCAR’f + 74LSI6 Mf4 F51iê () S_CANJaJ-(4bB) - -- - CRYQ Cli RI8 O.6b U7 F$ic+ C Qe ASI______ CAOBO FSO9t4 G -K FScB’3 A tA i±_ IL FSII+ HIA +1 is F ME4+ EJW i !a9 uum- 9 19 FQB+ - MBCIK+ Z EI4T Q32 gp -5V N39O6 W 4K lOOK lo F U3 t C% 74LSI6 i kiU 47K ( C B € A1 ZN3906 A Ei R$90 ______ -‘IV ENP ________ (34 KZOI k.C)a Cb •SV z9Oo W ) SK 36l > EIIT I0 IL sii 1) J• J_ 30F1 EEPL-(4AB) FO3+ ______ ISV s FSOL+ S 6CHiRPINO BIRbS-(ZBS) - c Qc __________________ I—’ FSOi+ 4 B Qb ISV ______ t115 9 EOO CftAC
File: /kb_dl.aspx/KB/gamemanuals/cine/bb6of6.tiff - 175 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/cpu1of6.tiff
8 I 7 I 6 I 5 4 I 3 ____— Sk SI’ —- SI, q ______—s.r _______— SIc —- $15 S-f’. / 2A41 T4L3t4 56 4Liô0 2 3 (/1:3) 7 lIZ + 74L5O2 14 /2 I! -: J 74L5/O7 52 0 3 1/ ‘7 , H J 7415/07 82 P-&IAl 74LOo , / 2 /2/3 rZL5OI) 74L3IiO 3. _14-// ,O J4./2 (7’ 0— J4-13 (/1:5) Oz 0— R-7/N --“ 7 03 0— ‘I’ ? 04 0— I READ (5&) 06 /1 \L J4-/fo i 74L527 07 5 ii /1 ‘ 6’ 9 Bfl)C?fT U, C Ab 74£ 5o2 i21’TPtJT C’ONTROL 5 /1, RE4D-X (.5C23 / V 74.51/3 H/ LT if 74L5//3 2 I ___ ____ /2/3 i2 / T4L52TJ ir4J 74L/0 /2 /2 (/2W34 iz /JT (3A4) ?
File: /kb_dl.aspx/KB/gamemanuals/cine/cpu1of6.tiff - 110 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
/kb_dl.aspx/KB/datasheets/65816/intrrpts.txt
Interrupt Processing Sequence The interrupt processing sequence is initiated as the direct result of hard- vare Abort, Interrupt Request, Non-Maskable Interrupt, or Reset inputs. The interrupt sequence can also be initiated as a result of the Break or Co-Processor instructions within the software. The following listings describe the function of each cycle in the interrupt processing sequence: Hardware Interrupt /ABORT, /IRQ, /NMI, /RES Inputs Cycle No. E = 0 E = 1 Address Data R/W SYNC VDA VPA VP
File: /kb_dl.aspx/KB/datasheets/65816/intrrpts.txt - 2 K - Updated 1996.08.24
/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
/kb_dl.aspx/KB/pinouts/dragons_lair_2.txt
Dragon's Lair 2 wiring connections: ----------------------------------- J14: (SPEAKER) pin 1 - LEFT SPEAKER pin 2 - LEFT SPEAKER RETURN pin 3 - N/C pin 4 - N/C pin 5 - RIGHT SPEAKER pin 6 - RIGHT SPEAKER RETURN pin 7 - N/C pin 8 - N/C J15: (COIN) pin 1 - +5V pin 2 - COIN #1 pin 3 - COIN #2 pin 4 - N/C pin 5 - N/
File: /kb_dl.aspx/KB/pinouts/dragons_lair_2.txt - 3 K - Updated 2003.01.06
/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/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
/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/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/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/dragonbreed.html
Dragon Breed Irem, 1989 Dragon Breed Option Switch Settings ----------------------------------------------------------------------------- DIP Switch No. 1 Settings 1 2 3 4 5 6 7 8 Option ----------------------------------------------------------------------------- Number of Players ----------------- Off Off
File: /kb_dl.aspx/KB/gametech/dragonbreed.html - 4 K - Updated 1998.07.11
/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/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
/kb_dl.aspx/KB/gametech/spacedueltogravitar.txt
--------------------------------------------------------------------------- Gravitar Control Panel in a Space Duel Cabinet The following describes how to connect an Atari Gravitar control panel to the Atari Space Duel cabinet harness. Both the Gravitor control panel and game PCB are virtual drop-in substitutes into the Space Duel cabinet. However, while the Gravitar panel has a 12-pin Molex-type connector, Space Duel uses a 24-pin AMP-type connector. Fortunately, the Space Duel control pane
File: /kb_dl.aspx/KB/gametech/spacedueltogravitar.txt - 3 K - Updated 1994.10.20
/kb_dl.aspx/KB/gametech/convertagame/stspeech.tiff
- REVISIONS I 5 6 9 ‘a ‘5 ji %P31 1c, QL %D2 i U20 L2_ %_D3 I/i [/0 ,31L5174 rr - %j:5 ‘4LD c[i_ 7406 U13 C 3 ID UP PROG P27 P26 RD plo Pt’ P 2 P 13 p jq P IS P25 P24 P3EN P22 Pal P20 ALE Pi7 00 DI 02 03 04 T 05 I NT RESET TI WR 8035 +5 8 2I l8 19 2 23 24 2 3 4 5 6 7 8 12 59—0--- + 5 T 20 21 18 ‘9 22 23 24 2 3 4 S 6 7 8 2 ‘9 2 2 24 2 3 4 5 6 7 8 I2 CD 4053 ti-f AJ[ A/B BF isi A}L_ 2 A,,’8 8r — A 9_J UI2 r ___ L 20 t2I 19 22 23 24 2 3 4 S 6 11 1)38 AG L914 2 .3 A3€- 4 A2€ AI< AØ U 3 S )L508 L53O 25 N.C. — N.
File: /kb_dl.aspx/KB/gametech/convertagame/stspeech.tiff - 1,075 K - Updated 1997.08.19
/kb_dl.aspx/KB/gametech/convertagame/tacscanharn.tiff
4 I 3 * 800-0255 I x-Y [ MONITOR 200-OOZE RED REF I I - B6REICYX I 1IZ34c’I I 1rL ) U) (I) CL801 I XFMR EMI 6 — 0190 4Ev (Ac SEE DEtAIL P 5+4 6 10987E54321 *800-0314 0(11 -12 ACIN z 030 + 801T AC I 6-80 i- E IPWESUPPLY K 6I I —0I9I k REF - MN I BEN + A0002 B + OWl No 1Z34 4 ___ BLE I 800- 0403 REF Zr 313 3 3 4 5 S 7 B 9 N 800-0305 OFt ice1 os 0 010 - wur -8 ONTAIL-I —— —— y ++ I ASSY CCNT0L PNL8003ZI,5 7 00-0379 P109 - 324,5 fl i1_I -I l !! 5 4-131 lOtTE 00-, rr ILl Io II 99 7 77 • REP 9 414 ‘051 r 313BR14
File: /kb_dl.aspx/KB/gametech/convertagame/tacscanharn.tiff - 162 K - Updated 1997.07.27
/kb_dl.aspx/KB/gamemanuals/williams/defctl.tiff
1ICGs’2’. T4LZ57 V V& — e L 43 Vi S O.C. “1k VCL 4,IC7 74t257 2. V V y4 44 — — ]1C5 ;CK J41k R4 —A,%-—-—-— - V -‘---‘S_a _A1W_____ 3JS-3 R7 ,. - V —‘%1W—-———- R8 V V A/w__. R9 —4M%’-———- 3JS-” RjO V V —Wv-—---——--. sj3-7 __z 5J3-8 I’ LL1( (EY —‘ Itc L Es.PAc4- (v2) 4.1 K R3 ,VVVVV — -- V —M-—-—---- - R4 RIS V -—-----‘,W----— J 2- J 2- Rl7 - ZV V V t—---—--- 5J2-e) 3J2-’O i LLLr,rL1 j I4i V V 47V V - LJ Z Ve1 V V 3J2 2. 3 -- VV V in 4 0 0 0 * 0 0 0 0 0 * 0 0 0 0 0 0 0 3 -14 PA LNC ‘I 1—Ic 1 L1° ---i1 4- - .S
File: /kb_dl.aspx/KB/gamemanuals/williams/defctl.tiff - 236 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/ramtek/ramtekstarcruiser03.tiff
8 7 6 I. 5 4 4 DW1 -tJF ItI LDkIP-pH Z 1/ODECODE. LoGlC. — NOIICL LTfl — RL II( )N -. T j sEsArT T II IN I 1.- — j C I— Ai -pLY pa x A0 ( i/o Jo 1aEt DS-UF LD -po 7-- a LO-•5- l--Z tDI- SPFkt i_YtI Et Czt4-.- t- PUZ- S&’ JcE)D.. ?LtZ- S\SJ LA’1P DV +sv +sv ((GILl) c2O’‘t DVS 6 I DL ERANCS TL PART NO. ITEM DESCRIPTION I LIST OF MATERIALS E NOT SCALE DRAWING -INISH SIGNt1LIRFS DATE N.fIlN 41. - 14( - NG 3 RAMTEK I. F HL [I \.i L LD1 /E.-JD r.;.’ c”/!Fl • NC). ITD4’j 5OSII FII:v N)C 8 7 1 5 4 1 I 2 I 1
File: /kb_dl.aspx/KB/gamemanuals/ramtek/ramtekstarcruiser03.tiff - 93 K - Updated 1998.05.07
/kb_dl.aspx/KB/gamemanuals/midway/zwakery07.tiff
{_ D NE cPI E:D P4 [• I CON-WI CP2 + m 45, EI LEJ CON-J4 I_ 1 [ C? Fe’ [ RI P2 P. CP3 P7 cE PS EE cij P9 . P11 P12 - .1415 ci ci P14 5 P17 PIP P19 P2• J21 4 Ic::J rn z •:: rsjg + IFIj 1 z. D a. 0 4, [ 8 0CP43 c: cPs. 441 44’ P32 EJ : LJ EJ JW2O rzJ C3 P.. C1J PC? ci ce LEJ C’ czi EEJca i ,.: 22 9 c EJ CIIP c F8l2 t.UNJ __ CS [ ‘‘6) 11° N 11’1i _________ 0U Uo ne L____ 1’ , C) CP29 -+ 01 CP2I E14 [ 01 I Pai,1 CP3I (.1111 0 0JJ 6)1 L [ CP22 ciJ CP3I J + [ [ C P23 + 1ZJ + P22 RZ• . FSl1 [ C2II I I I CP24 FB1O
File: /kb_dl.aspx/KB/gamemanuals/midway/zwakery07.tiff - 77 K - Updated 1998.05.07
/kb_dl.aspx/KB/gamemanuals/deco/iobd1.tiff
‘L5367X2 ‘pi Tn LSt’75 T 2 RIS Q3 13 [— r ‘1Qz z— V14 CL CL 12Cb1J TM 560 ‘6 44 2 4.5 5 Z 4i 4 ZF 15 _____ D a CI R( IWO IN I i 1N3 LN4 INS IrqG ;N7 1 tC 19 —>- i-—--, —c>-’---- -> H >— 1i_____s r_ 7 N.. 13 ; > L IHI 159 - I H Fry C7 R7 i2 3 01(x3 VPI - 14 3 — A ____ -iZV) C9453 cV TM R43 2.2Kx 3 41 ( Tn2 R47 COLR -& Oui 1 th. VIOEó &N1) 14 —€ B cLR - R3 L 3 2 10 V -Sc (:)—[::2.----•] SOUND &N) WD AJ4L6 1 &N (—F JpZ C-CWjT eZ1 AI1 clh AVZ 112 r i11 3C3? ______ 47iY’ F 0 nI1TI LIh- ii ______ H<i:1 11 1<1 — (
File: /kb_dl.aspx/KB/gamemanuals/deco/iobd1.tiff - 756 K - Updated 1998.01.14
/kb_dl.aspx/KB/gamemanuals/cine/basndlayout.tiff
5 i HEATStNK, SEE VOTE S. D C 4 E 04 MOUNTED BETWEEN HEATSINKS 6072 6071. 4 ALL CAPACITORS ARE INMICFkOFARADS SOy UNLESS OTHERWISE SRECIFIED. 3. ALL RESISTORS ARE IN OHMS /4W 5Y UNLESS OTHERWISE SPECIFIES. 2. ALL DIODES ARE 1N914. USE HOARD 2079D. CLAD SHOWN IS ON Ci POSITE SIDE AND FOR REF NOTES: UNLESS OTHERWISE SPECtF ED E T1RTJVECTORIEAM _________ C.WILIIAIS 71 - —.. -—.-..-— - - • -. DW(. TITLE AS,EMhLy AUDIO BRD BARRIE1 • I),) NOT SCALE OW VERSION D 38 lO78OT — -jZI J — 7 6 1 4 -- IcTI — L14 jM*L11WJ
File: /kb_dl.aspx/KB/gamemanuals/cine/basndlayout.tiff - 132 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/starc01.tiff
8 I 7 I 6 I 5 1 4 I 1 Q -SO ‘O U3O6 QU- N!9O C-ZN9O(o - Q- 39O Q’3- .L39O Qi4 -9O LL C.APACJTOR. ALLiE ARE NAf , o V 4LL RESTOA ‘dALUES ARE IN OM5 ,/4w 5/. AftON NOTES UNLESS OThERWISE SPECIEIED H I CAPACITC> EGN FILM D OISC. D C 4 B A aNcur ISD CINEMATAORIICS INC 8 7 6 I 5 4 3 2 1
File: /kb_dl.aspx/KB/gamemanuals/cine/starc01.tiff - 51 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/atari/quantum11a.tiff
Note: Unless otherwise specified- 1. All resistor values are in ohms, ¼ W, 5% 2. All capacitor values are in F. EIJrQ _AT uED pJQT JD - -4- UI t’-IcWI Amplifone Main Wiring Diagram A WARNING A Components identified by shading have special characteristics important to safety and must be replaced only with identical parts. AL® ATARI Amplif one Color X-Y Display Schematic © ATARI INC., 1962 SP-221 Sheet hA 1st Printing CA Warnef Commumcalions Company
File: /kb_dl.aspx/KB/gamemanuals/atari/quantum11a.tiff - 128 K - Updated 1998.04.06
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel2a.tiff
Space DueF Cocktail Wiring Diagram GAI PCS $ CH EWIA1IC 03653?- 1 45VRTN -SENS + SE N SC •SV REG isv P.E& •22v DC -azvoc +5 V RTE4 SLAM SW GND SHIELDS I ROT LEFT( THRUST I CABINET Sw GND SW GNO LOCk OUT COIN L COIN R IO.3v DC START LCD SELECT LEt SELECT 45V SHiELDS 2 ROT. LEFIZ COlA AOX THRUST 2 SELF rES-r SW GND L 00I4(CIIt1l P19 _____ AUDIO ‘2 ii AUDIO I It AUD GAO M ROT RIGHTI 5 FIRCI 3 ROT R’.IT £ FIREZ 4 START SW 6 ‘rGND 2 Xa0 I TOUT B xour A ______ &UEGteo $, GREEN GiNO 3 RED G.seD II %LUE 9 GREEN 5 _
File: /kb_dl.aspx/KB/gamemanuals/atari/spaceduel2a.tiff - 138 K - Updated 1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spacerace1.tiff
p ______________________ + + ______ +5v L 3 -J -*Sv p p ZQS S 10 53 59 AS AS T LJ _J_ Ilc_ 040 L P ;i /2S (-39 I °• ‘3 0.I _Js 4 3 2 —‘ao I. 4I a4z A t + 6V C.AM. OJ 4 S’j 0 lOll ioopf 903 JE 41IL lCfl1_ 0.1 v = S_ 4 _______________________ 2 R20 — FOE.L - S 3TAQ c.os& b TsN_ I 1 LT._.\ 591 _J IlD— ___±-r1 I L_j 33o I I (- I 5 Iz I I 0 ______ I0S S I 0 ITFRPRET THIS LIRAWIST PER ESSSI 5145 +SY 8 7 #9\j 6 .l4 p p W. <IlL 5 1 59 59 I — [SYM S I%I(I%S PLA’CflME. — 410 89 951 IFI4QOI SESST 14 T 1 F 0rAJ FOS CLA
File: /kb_dl.aspx/KB/gamemanuals/atari/spacerace1.tiff - 177 K - Updated 1998.05.20
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/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/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/bombjack.txt
Bomb Jack (Tehkan) /* LAYOUT / EDGE CONNECTOR / DIP SWITCH SETTINGS / uuencodet LOGO // Typed in / scanned from original service manual // mjh@mmsb.harz.de (July 15th 1996) */ Solder Side Parts Side __________ / \ ---------------------------------------- /_/ ____ ________ ____ 2P RIGHT | 1| 2P LEFT \ | |_||||||||_| | ------------------|--|---------------
File: /kb_dl.aspx/KB/gametech/bombjack.txt - 6 K - Updated 1996.10.13
/kb_dl.aspx/KB/gametech/cb3.dip.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: CB3 DIPS&PIN (CPDIST) Message-ID: <DEvnG3.8z1@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Thu, 14 Sep 1995 04:04:19 GMT Lines: 141 CB-3 DIPSWITCH SETTINGS (rev 1.0) CPD 1994 DIP SWITCH 1 1 2 3 4 5 6 7 8 DIP SWITCH 3 1 2 3 4 5 6 7 8 ---------------------------------------- -------------
File: /kb_dl.aspx/KB/gametech/cb3.dip.txt - 7 K - Updated 1998.09.25
/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
/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
/kb_dl.aspx/KB/gametech/samtroncgatoarcade.txt
Converting the Samtron 5" CGA monitor to work with Jamma boards --------------------------------------------------------------- The Samtron 5" monitor makes a nice workbench monitor because of it's small size and the ease with which it can be rotated for vertical games. I got mine for $49 from TimeLine, Inc. See http://www.digisys.net/timeline/blowout.html for details. I do not work for them or have any affiliation with them at all. Furthermore, I take no responsibility if you injure yourself or destr
File: /kb_dl.aspx/KB/gametech/samtroncgatoarcade.txt - 5 K - Updated 1997.07.18
/kb_dl.aspx/KB/gametech/soccor.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: VS SOCCOR DIP&PIN (CPDIST) Message-ID: <DEtL64.oz@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Wed, 13 Sep 1995 01:19:37 GMT Lines: 64 SOCCER ( FILE 348 ) ( VS SYSTEM 44P ) ( VS SYSTEM 36P ) PARTS SOLDER PARTS
File: /kb_dl.aspx/KB/gametech/soccor.txt - 3 K - Updated 1998.09.25
/kb_dl.aspx/KB/gametech/convertagame/elimsnd2.tiff
8 7 6 5 IN 84< SAT S 4 3 U., 7445,4 u,I 741044 A44- 3 iEz BUFFER 828 809 R30 307 8 875 338 508 408 854. 44.9 14l2 a A 4424 U4 3 AIM 3831 .4144 832 R33 4494. 448 828 ZZK F - ___%44 • 4.4__ • W.—— — ‘O LO8] 07CR 244440 U 411. * 744544 —42 044 744530 1 A 44 ‘4_f 7442144 D C —I B A - oN _____ kR3s f-k 744544 2 M88. 841 7406 848 * :8 i $aR : z.zf 470k 849 15 1 zr—408’ 3 ‘? ‘< 2444483 2444*03 1r’ ILJST WI T8RU37 LOW 4L 540 RE J O 59 74 15 IFS 9 ‘28 030 41-3.89 2 18 49 CIRCA 14 1 4. CEPLOUION I 035 ENPLOSION 0 4UC
File: /kb_dl.aspx/KB/gametech/convertagame/elimsnd2.tiff - 148 K - Updated 1997.07.27
/kb_dl.aspx/KB/gametech/board pinouts/zaxxon.txt
Zaxxon Sega/Gremlin, 1982 Other boards with the same pinouts (with the exception of some control inputs): Congo Bongo Future Spy Super Zaxxon The original posting of this pinout had the parts side and solder side reversed. This version of the pinout fixes that error and discusses how to change to composite sync from positive to negative JAMMA compatible. Thanks to Rick Schieve for pointing this out. The schematic that shows the settings for this switch (SW4) is in the Zaxxon manual, drawing num
File: /kb_dl.aspx/KB/gametech/board pinouts/zaxxon.txt - 9 K - Updated 1994.12.14
/kb_dl.aspx/KB/gamemanuals/url/avenger6.tiff
— EJ £& /02Q - JQiEsJ(6iR U Ii UNIVERSAL RESEARCH LAIORATORSES INC. L. ELK GROVE VIU.AG.E. ILL. PA07 1.— L—NC 3.— 5V —rv £—FçO-I PIN q OF L-L 4.—PROM PIN I Op -Z.FROM PIN O ti-I FRor1 PIN 4 op ‘1. NC 10.— NcI I’— NC I.CCEL L-INE FROM PIN 0 OFIa CRASN FROM PIN I OFGit Ic.— to STEER I N G lb.— If V- OUT Ii.— FROM PIN3 opa 7.- To ACC poT J—- CIWDI1 j..IGHT FN0II C0LLEC1-oR Oi &ZB =DC VLOFQ ai.— NC 5ZV a).— 5’’ 2.— NC 5•.— NC 4.— INO L- ND 0-- NC. E- FROM I3 PiNt F.— FROM PIN PIN H.- PROp-i I5 PIN 6 5.- FROM CI
File: /kb_dl.aspx/KB/gamemanuals/url/avenger6.tiff - 34 K - Updated 1998.03.27
/kb_dl.aspx/KB/gamemanuals/taito/c7cpu1.tiff
% — -+ - - - ___ 7’i U irn _______ L:c rn — ________ L - 01 -— I; ________ U __________ U — III 0’ 4 _J r C - I x 1 n13*.410 ______ (4-BD LJ - - ro U -F (I) ‘‘r rT’ U L1-fJ U) III 10 1 ___ - _____________________________________________________________________________________________ I [U _____ _ JC) ‘ C In VI — - —: — ± C-fl [0 - 01 rnOo—8-- n L- — _u_ oJ __ - - __ E - - — fl1 + ________
File: /kb_dl.aspx/KB/gamemanuals/taito/c7cpu1.tiff - 737 K - Updated 1997.08.17
/kb_dl.aspx/KB/gamemanuals/ramtek/ramtekstarcruiser04.tif
‘I (.t £ NOICt j.JC:J-. CkJO I E LD4IP$’&c1 S1P I ISPLf\Y C MOTLcDbJ 5 TflLER1NCES IN I3H PART NQ ITEM OESCRIPTIDN D8-BUF Ds’,- D,4-EJF - euF De -Sup DSO- uF v?-TIc.AL BLKG * LDSiY * LD-iIX 1. 1 L DO NOT SCALE DRAWING I LIST OF MATERIALS SI GNATUPE S D\IVN I DATE ChIK I) I., LENG RAMTEK I’ APVD ;—r.T -. r4U. D1,’ /L 7 6 4 3 I 2 1
File: /kb_dl.aspx/KB/gamemanuals/ramtek/ramtekstarcruiser04.tif - 110 K - Updated 1998.05.07
/kb_dl.aspx/KB/gamemanuals/cine/bb2of6.tiff
7 6 5 4 3 1 HID+1L) If RMJUOA IN SE+ (Z.4) __________ 1.112 I 1 LS393 74L0z %14 itY ERRCLRi ccjL 4E 3 ______ _________________________11c1> QA1L -I +I5v Q 45V f -45V 1I( RANDOM kit k24 ___________ 4I( icz. 6 + 1 U51 0.1 SH 000) ‘ 566 0 NOlSf 5s.. , I3 j -;;; ____Lir_4_w N3906 0 Tslcv sw ‘2._EN390 e7o.c .rc .rw 74LS04 c T I)M I L”- I I 39o4 I I I a lI914 a.4K ,—p’ 0.00) :59( !tzbc I -15V V -154 DYING 1)6 U42 k43 C2I LS9 LS393 I> c6 ‘> c0b K’Z 47W CI9ij 1152 f s 3a-sc+ 9 laic 5)I 1132 (A7) I66 74LS395 c A dR
File: /kb_dl.aspx/KB/gamemanuals/cine/bb2of6.tiff - 103 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/serv17.tiff
L INCI 1 466 PIoneer Way • El CaJor, CalIfornie 92020 Telex—Clnemet 697891 C71 4) 440-2933 CINEMATRONICS () ) Customer Service September 24, 1980 Attn: Distributors! Operators Re: Burned 47ohm Resistors in Current Amplifiers Serviceperson (s): A common failure of the current amplifier, especially on older monitors, is blowing of circuit breakers CB1 and CB2 accompanied by burning of 47 ohm resistors around the power transistor molex. The power drivers should not be unplugged during gante operation, or the s
File: /kb_dl.aspx/KB/gamemanuals/cine/serv17.tiff - 41 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/sqcp.tiff
3 2 1 CAL-E TO c:Ru. P 3>— I1> L_____j IT LT II P4 P5 (sb) (&EN) 4 oE9Ef - — — — P REVISIONS REV DESCRIPTION DATE APPROVED )LET ELLOVJ CE.Aj ED o— P5__ : -o PBc PO I Pit 16 PLAYE1S COt4TRoL W\NEL—1EAR \/IEW PLAEE 2 flEE LL P2. I P1 pc1) 1 P3 (ELLOw)(oA&E IoL(gA\) LACK) ?OE ZE Pie) P13 P14 I p 26 P15 C) 3E 4E 7 £ S3 S6 PARE 1 SP/R r) C 4- B A GIouND J3 QN/c. Pt L_ OPEN , 24<’ 1 INTCOIECT PC.B. NOTES: UNLESS OTHERWISE SPECIFIED MO)T3 TO StE OF PLAY CTOL ?EL — — — — — — — — — — — — — COIP’i SWITC1ES MOTb ON CO
File: /kb_dl.aspx/KB/gamemanuals/cine/sqcp.tiff - 82 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/tg2harn.tiff
ALL LjIRE I 32S 3 /‘/41 MOEx L./, /vz,q •01 r 1’i’IN rn?r$ 30 p/,i fr2OIEX ED&C cow.ce7de Y/- io9 -Oi ‘V P 9 P 3 (0 s,q 4rP’ ,cT L4 5 t l “ T7E &)AA’j .45 /?,QD r OATRO ‘4-’ qiv; $ ) i’Vt1OL3 1 1Ol 9—,4 TL HARV S ‘Ii— IO22—O1 3PIN A1g5T Ii,. PltJ i?t-ex ‘#1— 3 To eo,’“-i,r C//_ /Z2O-OJ 3 YiS.LOL) i’e’ xa PIW(JN /13” 1rr ORAl&E I3” CJIIITF 113” 81AC1 113” &R6N 13q” 3 VIOLET 3q” c’ P//V I4OLEX I 3 I L.//_102.21_o, 3 P,J I’-1olE TO JO’STICK ro If1RE$T 1,l4RA1f$5 i,t,ur RO 13’4 PIN MOLEX ‘ I-I OZ 21-01 TO AAOIO
File: /kb_dl.aspx/KB/gamemanuals/cine/tg2harn.tiff - 23 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/tgmonhv.tiff
H.VIIUN R i I 110 iJ3 I .72 II —251’ 5&f CAUTION SKII I. I IR*h CR I 1114003 L12 1C13 133 IC-I Ictø TJJ1 T’ iL_1 BRN(8) ‘‘ —K BLK(I) j—<TTGRIDI GRN (2) TI T T’ I .1? Jca J•1o4 T2.? T Jc1i T BLU (4) rO_1 CR10 RI4 M21-t f—<EJGRID4 cRT CA1 ..RED(3) C NeTI) F GRID 2 RIO 4 TM CI.T L. s I LtCt T ioo4 or I 1Q4 — ç?l.I Ill do i, COt 0’I -t,z LI _1CI1 jc i T 4. lIIF]OVI.—9 T.’9I&r ALL CAPACITOR YALIIKS 4P.E IN MICAOFARAD5 ALL RISTOR va.vas 40% is OIIM v(s ogpw,s4,JgrfO NOT% RIt+TlIitvRIZ, 4149 RZZOTHR’J 0t29 44, com
File: /kb_dl.aspx/KB/gamemanuals/cine/tgmonhv.tiff - 61 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/gamemanuals/atari/quantum10b.tiff
lci I.’ R3 390 IC? I. RI I.,. — Q3 R2 2l439O4 l.61< Fr-7ç __i r:J 2.. 1C4 II r1- 5 M5- uo7 R5 I a 390 Amplifone Deflection PCB CR1 IN 914 -44- 1. R4 3 2K Aro L A5r L)W JT uD tI 15 R44 470 R45 1K R14 21< cz.as zc RED R47 Q?3 4.7’I< D40P5 R47 2 1ig 270 3 DRIVE —‘- W6 IRIG 22K I R 49 20k BIAS R50 2K P P— P-. DJL.JJLJJ rr U3fl P11 Ix 0 0 °7r Li: r4o12 III 15 14 3 CR10 68 1’ RI5 1N9I4 CR6 7501< 2N3 904 1N914 R20 CR23 MV5053 151< 2.2 K L 6 2N8 R5l IZIc R5 470 1R53 I IC JI 5 R7 .7 K w Q24 RE R55 4.7K —- R54. 500 2
File: /kb_dl.aspx/KB/gamemanuals/atari/quantum10b.tiff - 189 K - Updated 1998.04.06
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel5b.tiff
2_______ 3 — PG P5 — — ,- — — 4 - ----f P4 p P2 DI — 6 .— •7 — B _ I 15 ____________________ I __________ C D4 8 005 pPSw B2— _______________ 32 066 085 ‘ 0B4 a 0B3 8 R9 3 082 L5a73 081 LATCH 060 OUTPUT I c C II RESET C ; B 3 ‘2 ‘5 ‘4 R46 R43 R42 IM C28 C27 41M IM C29 8 .1 R44 6 O0l LM 324 LMSS -ISV 0K 3’ START LED 7 SELECT LEO -fCoIN CNTR-L -fj COIN CNTR-R NOTICE TO ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL Reproduction forbidden without the specific written permission of Atari, Inc., Sunnyvale, CA.
File: /kb_dl.aspx/KB/gamemanuals/atari/spaceduel5b.tiff - 137 K - Updated 1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel7a.tiff
DVV I DVV 9 ovy DV. ovy DVV S OVY 4 OVY 3 ovy GNY DV Y o’ a. op DPB VGGO HALT VMEM State Machine 28 29 . 2 . to 8 7 - 30 .3 . ç.5V ‘,l0lc 5 33 L L_STZ M4 _ nJ R56 vGC p 2 K5 3MHZ 2MHZ— LSO2 ‘3 1574 p FLIP-FLOP RS6 2 MHZ Go 0P2 op i op0 OISRST State Machine Clock Logic II 2 67 S 2A0 31 State Machine Clock R83 —*Rt 1’1’ p FLIP-FLOP R83 DECODER S B 7 6 S 4 o L54a A ‘a ‘5 ‘4 ‘5 a Decoder Disable R83 p 9 R220 LS74 o5V IOH FLIP- —ST3- S. STI STB (825129) ___I5 F _________?A5 A3 AZ ROM’ —A0 I £j14 :4 R22t 35 —STRO
File: /kb_dl.aspx/KB/gamemanuals/atari/spaceduel7a.tiff - 92 K - Updated 1998.04.07
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/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/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/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/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/gametech/cherryma.dip.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: CHERRY MASTER DIP&PIN (CPDIST) Message-ID: <DEvnwJ.9nE@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Thu, 14 Sep 1995 04:14:10 GMT Lines: 131 CHERRY MASTER DIPSWITCH SETTINGS (rev 1.0) CPD 1994 DIP SWITCH 1 1 2 3 4 5 6 7 8 DIP SWITCH 3 1 2 3 4 5 6 7 8 ----------------------------------------
File: /kb_dl.aspx/KB/gametech/cherryma.dip.txt - 7 K - Updated 1998.09.25
/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/thief.txt
Switch settings for Pacific Novelties' Thief (c)1980-2 (I think) This is almost an exact copy of the switch setting sheet, and I haven't ever used the information, so I couldn't answer any questions. Steve Weatherford smw@u.washington.edu -------------------------------------------------------------------------- Top Left Dip Switch ------------------- Software Version 011082 1 2 ---- 0 0 10,000 Points / Bonus Car 1 0 20,000 Points / Bonus Car 0 1 30,000
File: /kb_dl.aspx/KB/gametech/thief.txt - 2 K - Updated 1994.09.13
/kb_dl.aspx/KB/gametech/board pinouts/gorf.txt
GORF ==== Note that the player controls are on a PC board and go through voltage comparators to generate the U/D/L/R signals Logic Board =========== 21 Pin Connector ================ 1) Unused 2) Unused 3) Unused 4) Unused 5) Unused 6) Unused 7) To pin 8 on Control PC (Up) 8) To pin 9 on Control PC (Down) 9) To pin 5 on Control PC (Left) 10) To pin 6 on Control PC (Right) 11) To pin 3 on Control PC (Tied to pin 3 of 5 pin conn
File: /kb_dl.aspx/KB/gametech/board pinouts/gorf.txt - 2 K - Updated 1993.08.05
/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/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/gametech/board pinouts/tempest.txt
Newsgroups: rec.games.video.arcade.collecting Path: news.spies.com!nntp1.jpl.nasa.gov!news.magicnet.net!news.supernet.net!vivaldi.inoc.dl.nec.com!jpgate.inoc.sj.nec.com!nntp-hub.barrnet.net!wetware!olivea!quack!quack.kfu.com!nsayer From: nsayer@quack.kfu.com (Nick Sayer) Subject: New Tempest.pin Message-ID: <nkkgvH0@quack.kfu.com> Sender: news@quack.kfu.com (0000-News(0000)) Organization: The Duck Pond public unix, +1 408 249 9630, log in as guest. Date: Tue, 26 Mar 1996 21:13:25 UTC Lines: 81 I have come
File: /kb_dl.aspx/KB/gametech/board pinouts/tempest.txt - 3 K - Updated 1996.04.16
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow7a.tiff
- I I --- - 3 —lp3 4 — — — — 6 —— 1 — — —- vw I______ Cs 36 :z I CQi’Tänd Control Panel Output $ INVERT V INVERT IC EICOIN LOCJcOLFI ‘9 ______________________________________ 9 Rio CA8LNE:•r START 2 START I ÷5V 4 I JLLJJ OR Mfl ‘° RPL. -, II BZ R/WB VT ABS ABZ ABØ -7 Option Switch Input and Audio Output 07r 07 06 05’ 05’ —o4 0 03 oe 83 - R47 R43 R44 30 R4S R48 Msa4 IM a N -2 I T A IF — SPOS DIP SW ‘- •i PS -- p4 -. OS p3 a o - I’, .—l 01 P0 c/D3 A-, 7 Li i, 04 4 ,40 39 3S R11 30 R23 Ce AS AVI 35 0 05 0+ 03
File: /kb_dl.aspx/KB/gamemanuals/atari/blackwidow7a.tiff - 156 K - Updated 1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/system1_2b.tiff
GRAY -I SLL _____ SR0W _____ wiR5 I I I I WIREe_____________________ I I I foovi 87 4- i vI_ ‘ .4- - °L_8 1 Co 4 3l JOLTA(E. 5LaC.TION BLOC. KS rBI r7 System P Color Raster Pow er Supply Wiring Diagram Ac ATARI GAWarnerCommunicafionscompany © ATARI INC. 1984 SP-277 Sheet2B 1st printIng VIOLET wIR5 ioov F n) 9 S7 (0543 - L61 Co 543 Z I >. tO c. 0 10 > lacy F Y1 r it coy RI 27ooO,’44 I C.OM. ORI I Iii N I wIRES 987 Co 43 II tovr J3 r — — —----- 1 L 12o’I AC. OUT PLUG ‘I C ± 5°C. IO.1o \/0C iO.(o VOC. 0-Co ‘IC
File: /kb_dl.aspx/KB/gamemanuals/atari/system1_2b.tiff - 76 K - Updated 1998.04.06
/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/gametech/cliffhanger.txt
From: rik@metronet.com (RiK) Subject: DIP Switch settings for Cliffhanger. Date: 18 May 1995 05:08:48 GMT ---------------------------------- Cliff Hanger DIP switch settings (Rev A6) [rik@metronet.com] * denotes factory setting ---------------------------------- ADJUSTMENTS Move Switches Diff. 7 6 5 4 ----- ------------------ 1 OFF OFF OFF OFF EASIEST 2 OFF OFF OFF ON 3 OFF OFF ON OFF 4 OFF OFF ON ON 5 OFF ON
File: /kb_dl.aspx/KB/gametech/cliffhanger.txt - 4 K - Updated 1995.05.25
/kb_dl.aspx/KB/gamemanuals/taito/qixrom.tiff
Co C- / ‘F J 0 C C 0 U C) C 1 0 V C C) U 0 ,J ,J,J,) )J U) CUD 0 UJ 7)00 ) FHJ> +H K°1°H°H+ ILLI! (DC r\) -J r r /7 (fl H flrflfl2 C._:IHCoOLDm 3)3 1.) 0) — —-- -- - — _3 0i ) 0j j )) wwmoooo ____________ _______ - LLLLLLLL LLLU [_jl coc coc ___ < AkJ bkL- oLoo I>CoC) LUOUF) ____.‘ : - I I 7 / 7 A’ I/I A’ IJ L’c:-c c* FcF Li0 -.J(D I—i cocz I > CjJ C) < L 8- _j1iJ < iJ_____ --- —- Vxzzzzz V2z2zL2/ kx \ LZZZZ E7ZLZZ / / ,ç ‘Ys’ OJ / / / / / L /7 //Y7 / / Z___ _\_ \ 3 3 7ZZZXZLXZZ7ZZ/ / / / 1zzF L 0666 U U C
File: /kb_dl.aspx/KB/gamemanuals/taito/qixrom.tiff - 208 K - Updated 1998.05.20
/kb_dl.aspx/KB/gamemanuals/gottlieb/qbsnd.tiff
X. WIRING AND SCHEMATIC DIAGRAMS, PARTS LISTS X. WIRING AND SCHEMATIC DIAGRAMS, PARTS LISTS DESCRIPTiON Sourd/Speech Msemb Capacitor. 0. JUF. 2W Capacitor. .G4ILJF, 25V Capacitor. 4.7UF. 35V Capacitor, 4IUF, Soy Capacitor. OOPF Capacitor, 300PF Capacitor. ILJE, 50V Capacitor, 4]OUF, 3W Capacitor, 33PE Capacitor. .0] LW, bOy Diode. 1N4 48 Diode, Zener. lN52258 rransjstor, NFl’!, 2N2222A rransjstor. PNP. 2N2907A Resistor. 5 6K ohm. 5%. ¼W MA-2 6 XO-248 REFERENCE R3 I RPI, RP2 Sal SW’ UI U2 33 04 (is. U6 U7-U9
File: /kb_dl.aspx/KB/gamemanuals/gottlieb/qbsnd.tiff - 196 K - Updated 1997.08.14
/kb_dl.aspx/KB/gamemanuals/cine/tgaudlayout.tiff
___1_llnI — - I-—’ VA VISIONS IVIIN _ZEfTI C41,CfCCI C62 VAE bYPASS CAPS. ,.LL D.ODYS AE KI’414 IMLESS CIIEU stE 3P5CFIED. ALL AIA1OK VALuES ARE 1W IVIICROFABAD5, 505, UN.ESS CHERIAISE SPECIFIED. ALL frLS,511R V..UJES ARE IN OkIAS/4w A?. LNLEYS Dt.IEIWISE 5PELIFIED. NOTES UNLESS OTHERWISE SPECIFIED NAVINAL 7LWEAT fro.j INC W I1DWO TITLE MLIAIINPPND9DNT( I AUDO BOARD lIlIAN DO NOT NCALEP!JASSY — TAILGUNNER I1h12D65202 i t* 0111 MN? I 1111(7 I M 1 2 I 1 PIOPI1 If I AR V ‘(:2’ 6 5 4 4 3
File: /kb_dl.aspx/KB/gamemanuals/cine/tgaudlayout.tiff - 76 K - Updated 1998.03.22
/kb_dl.aspx/KB/gamemanuals/atari/4pfb2b.tiff
4. SELECT1, SELECT2, SLAM, AUD 0 AUD I ALJDa AUD3 Sheet 2, Side B DP-139.02 1st PRINTING The LEDs on the top of the 4-Player Football game are connected in a matrix. The anodes are strobed by vertical sync. The cathodes are controlled by latched data from the microcomputer. The LEDCL signal is generated by the IRQ counter at the IRQ input of the microprocessor. Since the microprocessor knows when each LED anode driver is being strobed at any given time, all the microprocessor needs to do to light an LED is
File: /kb_dl.aspx/KB/gamemanuals/atari/4pfb2b.tiff - 440 K - Updated 1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/quantum2b.tiff
a 3 4 5 (0 7 B 9 IC’ Ia Coin-Door Wiring Diagram r———————— 1 NC OR BK NO. C RIGHT COIN SW J55 I OR I 3Y I 4v ____I____ (0W I___ _______I_____ CzN 0) SN SW GNO RIGHT COIN S LEFT COIN SW. RK*T LOCISOUTCc LEFT LOCISOUT Colt 410 VDC. (p.3 VAC. (0.3 VAC CHASSIS SNE DIODE ‘r 400) ( PLC5) Utility Panel Wiring Diagram 4 w LEFT COIN SW RIGHT LOCKOUT COIL. LEFT L LOCKOUT COIL w — OR B I w EN BK BN OR RI 5. VOLUME CONTROL n/BK BU V OR/W B I WBK Y I1 IS11 I J_TEST L__J 54 COIN SW SN L \MP5 _1 P351 DIODE ___ ___________
File: /kb_dl.aspx/KB/gamemanuals/atari/quantum2b.tiff - 64 K - Updated 1998.04.06
/kb_dl.aspx/KB/datasheets/z80/insfull.txt
************************************************************************ ** Z80 by Simon Owen (S.N.Owen@newcastle.ac.uk) ** ************************************************************************ Use a wide display: ------------------------------------------------------------------------------ Key: + Instruction is unchanged by index prefix * Instruction thought of as 'undocumented' Notes: IM * - is either IM 0 or IM 1 (more likely IM 0), hard
File: /kb_dl.aspx/KB/datasheets/z80/insfull.txt - 31 K - Updated 1998.02.25
/kb_dl.aspx/KB/pinouts/empire_strikes_back.txt
Empire Strikes Back (Atari, 1985) --------------------------------- Switch Settings for Game Play Options: Settings of 8-toggle switch of Star Wars game PCB (at 10D) 1 2 3 4 5 6 7 8 options ------------------------------------------------------------------------------ Off On 2 starting shields On On 3 starting shields Off Off 4 starting shields * On Off
File: /kb_dl.aspx/KB/pinouts/empire_strikes_back.txt - 1 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/pole_position.txt
POLE POSITION ------------- Video board, 30 pins, 15 per side, numbered side is back of board, letters are on component side. Items in parenthesis aren't listed on schematic: 1 GND A GND 2 +5 volts B +5 volts 3 GND C GND (keyway) 4 GND D GND 5 GND E GND 6 GND F GND 7 GND H GND
File: /kb_dl.aspx/KB/pinouts/pole_position.txt - 5 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/rolling_thunder.txt
Rolling Thunder Atari (c) 1986 Pinout = JAMMA ----------------------------------------------- DIP Switch A Option Settings - PCB 1/2 -------------------------------------------------------------------------------------- 1 2 3 4 5 6 7 8 Option -------------------------------------------------------------------------------------- # Self Test off Normal (Attract Mode) * on Self-Test Mode # Coins Per Credit Left Mech. off off 1 Coin - 1 Credit * off on
File: /kb_dl.aspx/KB/pinouts/rolling_thunder.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/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/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/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/hypersports.txt
Hyper Sports / Track and Field dipswitchs (Konami 2P/4P sports games) Typed in by Jarno 'jarnis' Kokko (jarnis@mits.mdata.fi) Taken from Hyper Sports manual. Should be identical to Track and Field. (let me know if they are not...) DIP SWITCH 1 (Coin settings) Coin slot 1 SW 4 3 2 1 COIN PLAY OFF OFF OFF OFF 1 1 OFF ON 1 2 ON OFF 1 3 ON ON 1 4 OFF ON OFF OFF 1 5 OFF ON 1 6 ON OFF 1 7 ON ON 2 1 ON OFF OFF OFF 2 3 OFF ON 2 5 ON OFF 3 1 ON ON 3 2 ON ON OFF
File: /kb_dl.aspx/KB/gametech/hypersports.txt - 2 K - Updated 1994.12.14
/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/mx5000.txt
MX-5000 Typed in by Tim Lindquist Dip Switch 1: COIN 1 SWITCH SET: 4, 3, 2, 1, coin, play ------------------------------- OFF OFF OFF OFF 1 1 OFF ON 1 2 ON OFF 1 3 ON ON 1 4 OFF ON OFF OFF 1 5 OFF ON 1 6 ON OFF 1 7 ON ON 2 1 ON OFF OFF OFF 2 3 OFF ON 2 5 ON OFF 3 1 ON ON 3 2 ON ON OFF OFF 3 4 OFF ON 4 1 ON OFF 4 3 ON ON FREE PLAY COIN 2 SWITCH SET: 8, 7, 6, 5, coin, play ------
File: /kb_dl.aspx/KB/gametech/mx5000.txt - 2 K - Updated 1998.12.05
/kb_dl.aspx/KB/gametech/tron.txt
Typed by Franklin Bowen (bowens@erols.com or tfbowen@ingr.com) 7/24/96 TRON SWITCH SETTINGS (Midway, 1982) ----------------------------------- ------------------------------------------------------------------------------- TRON ---- OPTION SWITCH SETTINGS ---------------------- ------------------------------------------------------------------------------- --------------------
File: /kb_dl.aspx/KB/gametech/tron.txt - 3 K - Updated 1996.07.25
/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/gametech/board pinouts/nova2001.txt
NOVA 2001 UPL 198? UPL-83005 typed up by: Ray Ghanbari <ray@mayo.edu> *Note: typed up from manual. Pinouts have not been verified Solder Side | Parts Side ________________________________|___________________________________ GND | A | 1 | GND ----------------------------|---|---|------------------------------- GND | B | 2 | GND ----------------------------|---|---|----
File: /kb_dl.aspx/KB/gametech/board pinouts/nova2001.txt - 4 K - Updated 1996.08.23
/kb_dl.aspx/KB/gametech/board pinouts/shootout.txt
SHOOT OUT MAIN I/O ---------------------+-------------------------- PARTS | SOLDER ---------------------+-------------------------- P1 Down 01 | A P2 Down P1 Up 02 | B P2 Up P1 Left 03 | C P2 Left P1 Right 04 | D P2 Right NC 1 05 | E NC 5 NC 2 06 | F NC 6 NC 3 07 | H NC 7 Service 08 | J Tilt P1 Shoot 1 09 | K P2 Shoot 1 P1 Shoot 2 10 | L P2 Shoot 2 1 Play
File: /kb_dl.aspx/KB/gametech/board pinouts/shootout.txt - 4 K - Updated 1997.06.20
/kb_dl.aspx/KB/gamemanuals/fungames/tankers104.2.tiff
• 7 6 5 vLD: 5TA RT 4 jTANKZr 3 G4 _1bI 71 VtET — -- ‘2 2. 1 A1’rACT BLOWUP I COIW I BL.OW•UP 2 4. COIN COUN1R TV4 F START 1TALT TT START START IM .1 ATt R4C1 UNLISS OtHLR’SC SPwrII.o OMLNSIONS AR( IN PICHL$ TOURANCES ARI. FRACTIONS OtCIMALI ANGUS * .XA XXX Fort I coot I PART 0* I NOMFNCLaYj)Rt IRLQO 1 IOFNT (NTIIYING j 00 IXSCJI,pTkyl ___________________________ PARTS LIST CUTRACI NO APPROVAL S )1AmN —7,.? jA. I MLC1.L FItI G4f/L -p-LitIt-’ c—u,c USEO ON a.f”. (A F ION 00 P.T •cRII CRAWN( .C>-7y/’ i/C rn-n
File: /kb_dl.aspx/KB/gamemanuals/fungames/tankers104.2.tiff - 134 K - Updated 1998.05.07
/kb_dl.aspx/KB/gamemanuals/cine/serv14.tiff
PROPRIETARY THIS DOCUMENT IS THE PROPERTY OF CINEMAT RONICS INC. AND IS NOT TO RE RPPS000CEO OR DISTRISU1SD WITHOUT WRITTEN AUTHONIZATION OF CINEMATROEdICS INC. C.. I rET I9J El 92020 JECT ENQR tOl j C.WLLIAL4S 1—JThWG TITLE APP IO10ATE 6 LEVEL INTENSITY Do NOT SCALE DWO BOARD ASSEMBLY TtiRAwcE: UNLESS lOQSL NO. OWO SWO NO. I SIZE OTHERWISE SPECIPISO I c 1AE20012 1X —j3.- —j- 2H O0f IORNT, SHEET OP 4 3 I• REVISIONS REV O€SCRIPTIO4V DA1EO 2 1 4 PIN DIPSOCKET CA- 145-1050 D C B A DIAGRAM 2 ETCH 0ARD AW203201-
File: /kb_dl.aspx/KB/gamemanuals/cine/serv14.tiff - 71 K - Updated 1998.03.22
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
/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/bomb_jack.txt
Bomb Jack, ---------- SOLDER | PARTS ---------------------+---------------------- 2P.Right | 1 | A | 2P.Left 2P.Up | 2 | B | 2P.Down 2P.Jump | 3 | C | | 4 | D | 1P.Right | 5 | E | 1P.Left 1P.Up | 6 | F | 1P.Down 1P.Jump | 7 | G | | 8 | H | Coin 1 | 9 | I | Coin 2 1P.Start |10 | J | 2P.Start
File: /kb_dl.aspx/KB/pinouts/bomb_jack.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/dragon_breed.txt
Dragon Breed Irem, 1989 Pinout = JAMMA --------------------------------------- Option Switch Settings ----------------------------------------------------------------------------- DIP Switch No. 1 Settings 1 2 3 4 5 6 7 8 Option ----------------------------------------------------------------------------- Number of Players
File: /kb_dl.aspx/KB/pinouts/dragon_breed.txt - 4 K - Updated 2003.01.06
/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/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/gyruss.txt
Gyruss ------ Parts Side | Solder Side --------------|-------------- +12V | 1 | A | -5V Speaker | 2 | B | Speaker | 3 | C | 2P Speed 2P Right | 4 | D | 2P Left 2P Start | 5 | E | 1P Start 2P Up | 6 | F | | 7 | H | 1P Speed 1P Left | 8 | J | 1P Right 2P Down | 9 | K | 1P Up | 10 | L | Coin | 11 | M | 1P Down | 12 | N | Blue | 13 | P | Green Sync | 14 | R | Red | 15 | S | G
File: /kb_dl.aspx/KB/pinouts/gyruss.txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/nba_jam.txt
NBA JAM by MIDWAY Pinout = JAMMA ---------------------------------- P3 TO SND BD P6 SND P7 SND P5 --------------- ------- ------ 1 SP+ 1 1 2 SP- 4 2 POT 3 +12V 5 3 KEY 4 +12V 6 4 POT 5 KEY 4 6 7 GND 3 8 +5V 1 9 GND 2 P5,6 (PL3,4) ---- 1 GND 2 ---- 3 ---- 4 ---
File: /kb_dl.aspx/KB/pinouts/nba_jam.txt - 6 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/rygar.txt
Rygar, Thekan ------------- Solder Side | Parts Side ------------------------+--------------------- 2P Right | A | 1 | 2P Left 2P Up | B | 2 | 2P Down 2P Attack | C | 3 | 2P Jump | D | 4 | 1P Right | E | 5 | 1P Left 1P Up | F | 6 | 1P Down 1P Attack
File: /kb_dl.aspx/KB/pinouts/rygar.txt - 6 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/dragonbreed.txt
Dragon Breed Irem, 1989 Dragon Breed Option Switch Settings ----------------------------------------------------------------------------- DIP Switch No. 1 Settings 1 2 3 4 5 6 7 8 Option ----------------------------------------------------------------------------- Number of Players ----------------- Off Off
File: /kb_dl.aspx/KB/gametech/dragonbreed.txt - 4 K - Updated 1995.04.07
/kb_dl.aspx/KB/gametech/hogansalley.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: VS HOGANS ALLEY DIP&PIN (CPDIST) Message-ID: <DEtLFM.1Ex@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Wed, 13 Sep 1995 01:25:23 GMT Lines: 65 HOGANS ALLEY ( FILE 354 ) ( VS SYSTEM 44P ) ( VS SYSTEM 36P ) PARTS SOLDER
File: /kb_dl.aspx/KB/gametech/hogansalley.txt - 3 K - Updated 1998.09.25
/kb_dl.aspx/KB/gametech/toki.txt
Toki Fabtek<TAD Corp., 1989 Toki Option Switch Settings ----------------------------------------------------------------------------- DIP Switch No. 1 Settings 1 2 3 4 5 6 7 8 Option ----------------------------------------------------------------------------- Coin Mode Select ---------------- Off Co
File: /kb_dl.aspx/KB/gametech/toki.txt - 5 K - Updated 1995.04.10
/kb_dl.aspx/KB/gametech/board pinouts/dl2.txt
Dragon's Lair 2 wiring connections: J14: (SPEAKER) pin 1 - LEFT SPEAKER pin 2 - LEFT SPEAKER RETURN pin 3 - N/C pin 4 - N/C pin 5 - RIGHT SPEAKER pin 6 - RIGHT SPEAKER RETURN pin 7 - N/C pin 8 - N/C J15: (COIN) pin 1 - +5V pin 2 - COIN #1 pin 3 - COIN #2 pin 4 - N/C pin 5 - N/C pin 6 - GND J17: (INPUTS) pin
File: /kb_dl.aspx/KB/gametech/board pinouts/dl2.txt - 3 K - Updated 1998.01.18
/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/gametech/board pinouts/spacefury.txt
Space Fury ========== Typed in by Mark Jenison (jenison@cig.mot.com) These are the pinouts for Space Fury G-80 card cage system. These pinouts can be used in general for the Sega color XY games, but the controls pins (13-40) will likely be defined differently for the other games. These pins refer to the pins on the board set. Power ----- 10-pin, side of cage 1 - -12VDC 2 - +12VDC 3 - AC (3VAC) 4 - GND 5 - GND 6 - GND 7 - -5VDC 8 - +5VDC 9 - +5VDC 10 - +5VDC Battlestar Sound Board -----------
File: /kb_dl.aspx/KB/gametech/board pinouts/spacefury.txt - 1 K - Updated 1996.10.01
/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
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel3b.tiff
+ 5V I WB 802 Sheet BA Vector Address Decoder • Vector Read-Only Memory DBO-OB7 Ve:nF:::try Vector Memory Data _______________ Buffer IAVG0-AVG12) TO COIN DOOR TOCONTROL PANEL NOTICE TO ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL: Reproduction forbidden without the specific written permission of Atari, Inc., Sunnyvale, CA. This drawing is only conditionally issued, and neither receipt nor possession thereof confers or transfers any right in, or license to use, the subject matter of the drawing or any de
File: /kb_dl.aspx/KB/gamemanuals/atari/spaceduel3b.tiff - 188 K - Updated 1998.04.07
LIST: JAMMA Games
H '88 Games Konami 1988 JAMMA 1941 Capcom 1990 JAMMA V 1943: The Battle of Midway Capcom 1988 JAMMA H 3 Wonders Capcom 1991 JAMMA H 9 Ball Shoot Out Bundra JAMMA V Aero Fighters McO'River 1992 JAMMA H Air Buster Namcoi/Kaneko 1990 JAMMA V Ajax
File: /kb_dl.aspx/KB/faqs/list-jamma.html - 27 K - Updated 2000.06.20
/kb_dl.aspx/KB/pinouts/thief.txt
Thief, Pacific Novelties' (c)1980-2 ----------------------------------- Top Left Dip Switch ------------------- Software Version 011082 1 2 ---- 0 0 10,000 Points / Bonus Car 1 0 20,000 Points / Bonus Car 0 1 30,000 Points / Bonus Car 1 1 40,000 Points / Bonus Car Switch 3 - ON = Award only single bonus car at score set by switches 1 and 2 during entire game OFF = Award a car at interval levels set by switches 1 and
File: /kb_dl.aspx/KB/pinouts/thief.txt - 2 K - Updated 2003.01.06
/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/journey.txt
As submitted by cjsmith@amoco.com ________________________________________________________________________________ Journey (C) 1983 Bally/Midway (C) 1983 Artist & Friends/Nightmare Inc. Game Design By Marvin Glass & Associates Typed By - Chris J. Smith cjmsith@amoco.com >From the Bally/Midway Parts and Operating Manual OPTION SWITCH SETTINGS Switch No 1 (At B3 - Located on SOund I/O P.C. Board) Function SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW8 SW#9 SW#10 XX
File: /kb_dl.aspx/KB/gametech/journey.txt - 2 K - Updated 1995.09.01
Stargate (Defender II) pinouts
Stargate (Defender II) Pinouts
File: /kb_dl.aspx/KB/gametech/stargate (defender ii) tech.html - 5 K - Updated 2002.09.24
/kb_dl.aspx/KB/gametech/text/bombjack.txt
----------------------------------------------------------------------------- | DIP SWITCH 1 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | ----------------------------------------------------------------------------- | | 1 COIN - 1 PLAY | OFF | OFF | | | | | | | | COIN 1 | 1 COIN - 2 PLAY | ON | OFF | | | | | | | | | 1 COIN - 3 PLAY | OFF | ON | | | | | | | | | 1 COIN - 6 PLAY | ON | O
File: /kb_dl.aspx/KB/gametech/text/bombjack.txt - 3 K - Updated 1996.07.16
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow3a.tiff
DECIMAL — ADDRESS - ADDRESS BUS’ .. -‘ DATA .I. FUNCTION *15 *14 *13 A12 All AlO *9 *8 *7 *6 *5 *4 *3 •A2 *1 *0. ‘. D7 D6 D5 D4 D3 D2 Dl DO E000-EFFF 0000-DFFF G000-CFFF 8000-BFFF A000-AFFF 9000—9FFF . 111 -AAAAAAAAAAAA 1 1 0 -1-A-A- A A’-.A ‘A A A A AA-A 1 1 0 0 A--A A A A A A A A A. A A 1 0 1 1 .A A A A A A A A A A’ A A’ 1-0.1.0 AA.AAAAAAAAAA 1 0 0 1 A A A A A A A A A A A A R. R ‘ R ‘ R R R DDDDDDDD’’ D D DO D D D D D D D D 0 D D 0’ 0 D D 0 D D 0. ,D -ODD DDOD,D D D D D D D D D ROM5 ROM4 ROM3 ROM2 ROM1 .R
File: /kb_dl.aspx/KB/gamemanuals/atari/blackwidow3a.tiff - 116 K - Updated 1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow3b.tiff
AlO, A13-A15 Address bits on Microprocessor Address Bus lines AlO and A13-A15 are generated by Microprocessor C2. Bits on lines A13-A15, together with those on AB11-AB12, are the input bits to Address Decoders Ri-R2. AlO is exclusive-ORed with BANK SEL by gate B6 to produce the AlO input bit for Random-Access Memory NIP1. ABOAB12 Address bits on Buffered Microprocessor Address Bus lines ABO-AB12 are software-generated by Microprocessor C2 and buffered by Bi and Ci. These signals are the Input bits to Read-O
File: /kb_dl.aspx/KB/gamemanuals/atari/blackwidow3b.tiff - 323 K - Updated 1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow9a.tiff
$ f Normalization Fla12 . I -I I _________ 5 - +E3 LSCO I I p R 9LLL I.0* SC fr&PN6 L508 Er LSIEI R x+ COUNTER Opa. DvY I I — DV,I( II SCALE. oa I I STROBE 3 — 0p2 — LSSZ 56 i4 LATCH t8I LO L508 Center Flag LSØZ 1 s] I- I T I 1.508 Halt I Flag L5T CENTER I I I I I I I II Go Flag L.S32 — __ ISTROBE1 STROBE 2 _,4; LsSa I ____ I VectorScaling 8 R82 I I cxq’ QL3_. LO 0/U CL I I I IL. DVy;0 I 12It, cD -r QDI _______ C QC ______ B isit ovvq l3jni 1.5115 ia. A COUNTER I fD7 ___ LATCH 2 _______________ _____ Q 114
File: /kb_dl.aspx/KB/gamemanuals/atari/blackwidow9a.tiff - 118 K - Updated 1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/majorhavoc4b.tiff
Power Input ,ri ? L)NJ’ U 3 £ 7 Microprocessor Timing Chain -ZZ vDC - ISV R IN 100 Microprocessor Clock + 5\/DAC 4 SV ISV -I- ISV k22 + Rt I .J bc’ 2r%J s’O4- a4 A S a, ii gi Ri7 I0 Z.A 12 9 1A II -‘7- B iA C. IS 9Ri7 M a4- ‘ — 2.,M —f:——— 2..M 2P.1 Lc’8 2E%1 TRTCH ° 2.5 M LI I 00 J-L I- I Izi :,I%J +V 1131Y1 IT1 F;l!7J- ‘77 --s,J(z) I LA I —SEN5E 22 ICIS4ICIciS.1 I 5o jco-iosj ci - RI cIsS cR I Wc’c, IS Watchdog and Reset IO< A 2.. 4-It. (J F;RI7 Alpha (a) Clock R173 9 STRETO LS52 STT4e Gj 0< ilL ATARI® MA
File: /kb_dl.aspx/KB/gamemanuals/atari/majorhavoc4b.tiff - 86 K - Updated 1998.04.06
/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/vax86.txt
Atari/Atari Games VaxMail 1986 Jed Margolin ___________________________________________________________________________ From: ERNIE::GRAHAM 2-JAN-1986 10:21:33.70 To: @SYS$MAIL:JUNK CC: Subj: ATARI GAMES 401-K PLAN John Klein asked me to put the following memo out on junk mail: TO: All Employees FROM: John Klein/Dennis Wood We are quite pleased to report that our 401-K Plan has gotten off to an excellent start. As of today we had 118 employees making contributions to the Plan. We encoura
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt - 342 K - Updated 2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
Atari/Atari Games VaxMail 1987 Jed Margolin ___________________________________________________________________________ From: KIM::RAINS 2-JAN-1987 10:27:26.19 To: @sys$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
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
Centipede Memory Map
LOCATIONS OF INTEREST IN CENTIPEDE: 0400-07BF SCREEN RAM (8x8 TILES, 32x30 SCREEN) 07C0-07CF SPRITE IMAGE OFFSETS 07D0-07DF SPRITE HORIZONTAL OFFSETS 07E0-07EF SPRITE VERTICAL OFFSETS 07F0-07FF SPRITE COLOR OFFSETS 0800 OPTION SWITCH BANK 1 0801 OPTION SWITCH BANK 2 0C00 BIT 1-4 IS TRACKBALL HORIZONTAL BIT 5 IS SERVICE BIT 6 IS WATCHDOG (?) 0C01 BIT 1 IS 1P START BIT 2 IS 2P START BIT 3 IS P1 FIRE BIT 4 IS P2 FIRE BIT 5 IS SLAM, LEFT COIN, AND UTIL COIN BIT 6,7 (?)
File: /kb_dl.aspx/KB/gametech/centipedemap.html - 1 K - Updated 2000.01.23
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
Millipede Memory Map
LOCATIONS OF INTEREST IN MILLIPEDE: 0400-040F POKEY 1 0800-080F POKEY 2 1000-13BF SCREEN RAM (8x8 TILES, 32x30 SCREEN) 13C0-13CF SPRITE IMAGE OFFSETS 13D0-13DF SPRITE HORIZONTAL OFFSETS 13E0-13EF SPRITE VERTICAL OFFSETS 13F0-13FF SPRITE COLOR OFFSETS 2000 BIT 1-4 IS TRACKBALL HORIZONTAL BIT 5 IS P1 FIRE BIT 6 IS P1 START BIT 7 IS SERVICE 2001 BIT 1-4 IS TRACKBALL VERTICAL BIT 5 IS P2 FIRE BIT 6 IS P2 START BIT 7,8 (?) 2010 BIT 1 IS P1 RIGHT BIT 2 IS P1 LEFT
File: /kb_dl.aspx/KB/gametech/millipedemap.html - 1 K - Updated 2000.01.23
/kb_dl.aspx/KB/gametech/ninjagarden.txt
"Shadow Warriors" NINJA GAIDEN -------------------------------------------------------------------------------- Dip switch Bank A FUNCTION SWITCH # 1 2 3 4 5 6 7 8 COIN 1: 1 COIN /1 CREDIT OFF OFF OFF 1 COIN /2 CREDITS ON OFF OFF 1 COIN /3 CREDITS OFF ON OFF 1 COIN /4 CREDITS OFF OFF ON 2 COINS/1 CREDIT
File: /kb_dl.aspx/KB/gametech/ninjagarden.txt - 2 K - Updated 1998.01.21
Street Fighter II Pinouts and Dip Switch Settings
DIP SW (A) ------------------------------------------------------------------------------ | ITEM DESCRIPTION 1 2 3 4 5 6 7 8 | ------------------------------------------------------------------------------ | 1 COIN 1 CREDIT OFF OFF OFF | | 1 COIN 2 CREDITS ON OFF OFF | | 1 COIN 3 CREDITS OFF ON OFF | | COIN 1 1 COIN
File: /kb_dl.aspx/KB/gametech/streetfighterii.html - 5 K - Updated 1999.12.21
/kb_dl.aspx/KB/gametech/board pinouts/canyonbomber.txt
Pinouts for Atari Canyon Bomber (1977): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Typed up by Andy Welburn - 13th April 2000 http://www.willowsp.u-net.com/andy/arcade.htm warlords@ukvac.org.uk This info was obtained from an original Canyon Bomber 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 output to JAMMA ;) 44-pin edge connector ---------------------------------------------------- 16
File: /kb_dl.aspx/KB/gametech/board pinouts/canyonbomber.txt - 2 K - Updated 2000.04.15
/kb_dl.aspx/KB/gametech/board pinouts/steeplechase.txt
Pinouts for Atari Steeple Chase (1975): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 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 Steeplechase 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 ---------------------------------------------------- GND
File: /kb_dl.aspx/KB/gametech/board pinouts/steeplechase.txt - 2 K - Updated 2000.04.12
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow2b.tiff
Utility Panel Wiring Diagram - —— — — — — — — — 1 OR I J29 RI SN VOLUME / CONTROL OR 1k 2 3 SN I 81< 4 5 W18K I gil 6 r— , 81< ‘ q : TESTSW WIBI( d: 7 V 8 ORIW I — — - J 9 I0 Coin Door Wiring Diagram 3-55 RK,HT.. LOCKOUTC.OIL 1 II 12 - - - DIODE I 54 _______ 1N4001 COIN SW P35A( (ZPLCS) GM LEFT COIN SW. P355 --, RIGHT LEFT LOCKOUT COi L 0 ‘I DC. COIN COL’NTER ,.3 VACL Err LEFT COIN SW.. — G.3. AC. CHASSISGND COIN CO(rnr(R RIGHT LOCKOUT COIL _J LEFT LOCKOUT COIL LAMPS —-I Fluorescent Light Wiring Diagram 115
File: /kb_dl.aspx/KB/gamemanuals/atari/blackwidow2b.tiff - 97 K - Updated 1998.04.07
/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/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/gametech/asteroids.txt
Typed in by Doug Jefferys (dougj@sco.com) Asteroids settings: 0 = OFF 1 = ON X = Don't Care $ = Atari suggests 8 SWITCH DIP 87654321 -------- XXXXXX11 English XXXXXX10 German XXXXXX01 French XXXXXX00 Spanish XXXXX1XX 4-ship game XXXXX0XX 3-ship game 11XXXXXX Free Play 10XXXXXX 1 Coin for 2 Plays 01XXXXXX 1 Coin for 1 Play 00XXXXXX 2 Coins for 1 Play 4 SWITCH DIP 4321 ---- XXXX Not used ---------------------------------------------------------------------------
File: /kb_dl.aspx/KB/gametech/asteroids.txt - 0 K - Updated 1996.01.23
/kb_dl.aspx/KB/gametech/mikie.txt
Typed in by Jim Boulton (jim@jimbee.demon.co.uk) DIP Switch #1 1. Coin switch #1 settings 2. Coin switch #2 settings |---|---|---|---|------|------| |---|---|---|---|------|------| | 1 | 2 | 3 | 4 | Coin | Play | | 5 | 6 | 7 | 8 | Coin | Play | |---|---|---|---|------|------| |---|---|---|---|------|------| | 0 | 0 | 0 | 0 | 1 | 1 | | 0 | 0 | 0 | 0 | 1 | 1 | | 1 | 0 | 0 | 0 | 1 | 2 | | 1 | 0 | 0 | 0 | 1 | 2 | | 0 | 1 | 0 | 0 | 1 | 3 | | 0 | 1 | 0 | 0 | 1
File: /kb_dl.aspx/KB/gametech/mikie.txt - 2 K - Updated 1995.04.09
/kb_dl.aspx/KB/gametech/mnstlair.txt
WONDER BOY IN THE MONSTER'S LAIR COMP SIDE CKT SIDE --------- -------- 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 +12V E +12V 6 CTR 1 F CTR 2 7 H 8 J 9 1 SHOOT
File: /kb_dl.aspx/KB/gametech/mnstlair.txt - 4 K - Updated 1995.06.30
/kb_dl.aspx/KB/gametech/redbaron.txt
RED BARON DIP SWITCH SETTINGS Danated by Dana Colbert $=Default "K" = 1,000 Switch at position P10 8 7 6 5 4 3 2 1 _________________________________________ English $| | | | | | |Off |Off | Spanish | | | | | | |Off | On | French | | | | | | | On |Off | German | | |
File: /kb_dl.aspx/KB/gametech/redbaron.txt - 5 K - Updated 1996.09.05
/kb_dl.aspx/KB/gametech/team-qb.txt
TEAM QUARTERBACK CINEMATRONICS MAIN BOARD P1-MONITOR P2 P3 POWER P4 COIN,SVC, P5 PANEL -- --- ---------- ---1&2 START ----- 1 1 SP 1 +5V 1 1 2 2 SP 2 +5V 2 2 3 3 +5V 3 2 START 3 4 4 KEY 4 COIN 4 5 5 GND 5 SVC 5 6
File: /kb_dl.aspx/KB/gametech/team-qb.txt - 1 K - Updated 1995.08.03
Wild Western Option Switch Settings
Submitted by Unknown Wild Western Option Switch Settings ----------------------------------------------------------------------------- DIP Switch A Settings 1 2 3 4 5 6 7 8 Option ----------------------------------------------------------------------------- Extra Sheriff Awarded at: ------------------------- Off Off 10,000 On Off
File: /kb_dl.aspx/KB/gametech/wildwesternswitches.html - 3 K - Updated 2000.01.19
/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/gamemanuals/atari/majorhavoc8b.tiff
Perform the following procedure to adjust the display size centering, and linearity: 2. Adjust XCENTER (R39) and YCENTER (R55) so that the crosshatch pattern is centered on the screen. I 2. 18 Y Output - I - vYDI I-voç6 wrs. (DS, -IS.J - 44 - C34 Y WINDOW c.S5 X and Y Video Adjustments - ISJ 1. Set the game to the Self-Test Mode and select the Crosshatch Pattern Display as described in Chapter 2 of the game manual. 3. Adjust XSIZE (R34) and YSIZE (R48) so that all four corners of the red outline are off the
File: /kb_dl.aspx/KB/gamemanuals/atari/majorhavoc8b.tiff - 113 K - Updated 1998.04.06
/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/lode_runner.txt
LODE RUNNER, IREM and DIGITAL CONTROLS -------------------------------------- GND | 1 | 2 | GND GND | 3 | 4 | GND | 5 | 6 | COIN COUNTER A | 7 | 8 | 1 P LEFT | 9 | 10 | 2 P LEFT 1 P RIGHT | 11 | 12 | 2 P RIGHT 1 P DIGGING LEFT HOLE | 13 | 14 | 2 P DIGGING LEFT HOLE
File: /kb_dl.aspx/KB/pinouts/lode_runner.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/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/airbuster.txt
AIR BUSTER - KANEKO ------------------- WIRING - JAMMA PLAYERS - 2 (SINGLE JOYSTICK AND FIRE BUTTON FOR EACH PLAYER) Typed in from the manual by steven prendergast (2084@sgi.net) DIP A ----- -------------------------------------------------------------------- DESCRIPTION 1 2 3 4 5 6 7 8 -------------------------------------------------------------------- N/A OFF --------------------------------------------------------------------
File: /kb_dl.aspx/KB/gametech/airbuster.txt - 3 K - Updated 1998.01.08
/kb_dl.aspx/KB/gametech/excitbike.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: VS EXCITEBIKE DIP&PIN (CPDIST) Message-ID: <DEtLn4.1x6@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Wed, 13 Sep 1995 01:29:56 GMT Lines: 67 EXCITEBIKE ( FILE 359 ) ( VS SYSTEM 44P ) ( VS SYSTEM 36P ) PARTS SOLDER P
File: /kb_dl.aspx/KB/gametech/excitbike.txt - 3 K - Updated 1998.09.25
/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/kidniki.txt
KID NIKI - RADICAL NINJA (1987 Data East) typed in by steven prendergast (2084@sgi.net) from the manual. your milage may vary ------------------------------------------------------------------ DIPSWITCH1 1 2 3 4 5 6 7 8 ------------------------------------------------------------------ NUMBER OF THREE: OFF OFF LIVES TWO: ON OFF FOUR: OFF ON FIVE: ON ON -------------------------------------------
File: /kb_dl.aspx/KB/gametech/kidniki.txt - 4 K - Updated 1997.11.23
/kb_dl.aspx/KB/gametech/ledgendarywings.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: LEDGENDARY WINGS DIPS&PIN (CPDIST) Message-ID: <DEvnu8.9Jt@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Thu, 14 Sep 1995 04:12:45 GMT Lines: 58 ( FILE 303 ) ( LEDENDARY WINGS 56P ) ( REV: 1.1 ) PARTS SOLDER DIP SWITCH A 1 2 3 4 5 6 7 8 ---------------|-------
File: /kb_dl.aspx/KB/gametech/ledgendarywings.txt - 4 K - Updated 1998.09.25
/kb_dl.aspx/KB/gametech/lunarlander.txt
Typed in by Ray Ghanbari (ray@mayo.edu) Lunar Lander settings: 0 = OFF 1 = ON x = Don't Care $ = Atari suggests 8 SWITCH DIP (P8) with -01 ROMs on PCB 87654321 -------- 11xxxxxx 450 fuel units per coin 10xxxxxx 600 fuel units per coin 01xxxxxx 750 fuel units per coin $ 00xxxxxx 900 fuel units per coin xxx0xxxx Free play xxx1xxxx Coined play as determined by toggles 7 & 8 $ xxxx00xx German instructions xxxx01xx Spainish instructions xxxx10xx French instructions xxxx11xx English i
File: /kb_dl.aspx/KB/gametech/lunarlander.txt - 2 K - Updated 1996.01.23
Rally-X Pinouts and memory map
Rally-X pinouts and memory map.
File: /kb_dl.aspx/KB/gametech/rally-x tech.html - 5 K - Updated 2002.05.01
/kb_dl.aspx/KB/gametech/ringking2.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: RING KING DIP&PINS (CPDIST) Message-ID: <DEvnD0.8sG@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Thu, 14 Sep 1995 04:02:27 GMT Lines: 61 ( RING KING 36P ) (FILE 113) PARTS SOLDER DIP SWITCH 1 8 7 6 5 4 3 2 1 ---------------|--------------- ------------------------------------------
File: /kb_dl.aspx/KB/gametech/ringking2.txt - 4 K - Updated 1998.09.25
/kb_dl.aspx/KB/gametech/stratovox.txt
Howdy These are the DIP switch settings and volume potentiometer information for the Stratovox PCB, transcribed directly from the original manual. Note, I do not guarantee their accuracy and if your board goes up in smoke because you followed this list or your dog runs away or anything else, IT IS NOT MY FAULT! If you have any questions, you can reach me (Jason Dante Bardis) at jasonbar@engineering.ucsb.edu DIP SWITCH SETTINGS SWITCH 1...SETS THE NUMBER OF PHOTON ROCKETS OFF...3 PHOTON ROCKETS O
File: /kb_dl.aspx/KB/gametech/stratovox.txt - 2 K - Updated 1996.02.03
/kb_dl.aspx/KB/gametech/text/warlords.txt
From: davidhan@csn.org (David Hanes) Actually, Atari Warlords could either be in B/W or color. Atari released an upright 2 player version of Warlords which had a B/W raster monitor. I have the manual (and drawing package) for the upright version. In case anyone needs it, here are the switch settings for the upright version. Dave Game Option Settings - J2 ========================= 8 7 6 5 4 3 2 1 Option ------------------------------------------ On On
File: /kb_dl.aspx/KB/gametech/text/warlords.txt - 2 K - Updated 1994.01.10
/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/gametech/board pinouts/poleposii.txt
POLE POSITION II ========================== by: Some Guy I Don't Remember His Name Video board, 30 pins, 15 per side, numbered side is back of board, letters are on component side. Items in parenthesis aren't listed on schematic: 1 Ground A Ground 2 +5 volts B +5 volts 3 (ground) C (ground) (keyway) 4 (ground) D (ground) 5 (ground) E (ground) 6 (ground) F (ground) 7 (ground) H (ground) 8
File: /kb_dl.aspx/KB/gametech/board pinouts/poleposii.txt - 3 K - Updated 1996.03.27
/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/atari/quantum10a.tiff
+ ISV - ISV + 5V CI3 9 LFI32I DVV DVV DVV DVV DVV DVV DVV DVV DVV 7 S 4 3 2 YAxis Output YREF R54 5 — R55 ±C21 + v RCo4 I R(o 5 C28 —I - 5V 1C27 IN V ER T’y’ vouT 320 R73 39PF : [NOT LOADED 72 EVGND R8 ‘VSIZE. jK cw — L.. +c.8V rai E:t-l I R75 i C32 LfT r12 r’i 1 SV Adjusting the X- and YAxis Video Potentiometers r1N0TE: LFI32QI I I POSITION ID__fS C33 ‘v’COR The X- and Y-Axis potentiometers; which are X SIZE, X CENTER, X LINEARITY, Y SIZE, Y CENTER, and Y LINEARITY; are set at the factory and then sealed.
File: /kb_dl.aspx/KB/gamemanuals/atari/quantum10a.tiff - 73 K - Updated 1998.04.06
/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
Bank Panic pinouts
Bank Panic Pinouts
File: /kb_dl.aspx/KB/gametech/bank panic tech.html - 1 K - Updated 2002.09.24
/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/rygar.txt
RYGAR 44 pin PARTS SIDE SOLDER SIDE --------------- ---------------- 1 2 LEFT 1 2 RIGHT 2 2 DOWN 2 2 UP 3 2 JUMP 3 2 ATTACK 4 KEY 4 KEY 5 1 LEFT 5 1 RIGHT 6 PL 1 DOWN 6 1 UP 7 PL 1 JUMP 7 1 ATTACK 8 RESET
File: /kb_dl.aspx/KB/gametech/rygar.txt - 5 K - Updated 2002.05.01
Wintron Amplifone X/Y monitor replacement Hi-V Transformer Information
Submitted by Dave Fish Just got off the phone with the engineer at Wintron who designed the replacement Hi-V transformer for the Amplifone X/Y monitor. It seems that the documentation which was sent out with some of the transformers a while back had some errors in it. He faxed me out a copy of the newer drawing which has a date of September 19, 1996. With Rick's permission here are the correct connections: Wintron Drawing #26862802 Lead connections: [COLOR Pin # Signal] RED - 9 - B
File: /kb_dl.aspx/KB/gametech/wintronhvtrans.html - 1 K - Updated 2000.01.19
/kb_dl.aspx/KB/gametech/board pinouts/e-swat.txt
"SEGA Interface" This is for Sega's "E-SWAT" game, from 1989. It is referred to in the book as the "Sega Interface", so I would assume that it's their own standard. Why they don't just use JAMMA, I'm not sure. This doesn't provide anything that JAMMA doesn't, and, in fact, is missing the tilt switch connection. Anyway, here it is: ----------------------------------------------------------- Component Side | Solder Side ----------------------------+----------------------
File: /kb_dl.aspx/KB/gametech/board pinouts/e-swat.txt - 2 K - Updated 1994.01.11
/kb_dl.aspx/KB/gametech/board pinouts/geebee.txt
Pinouts for NAMCO Gee Bee (1978): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Typed up by Andy Welburn - 13th April 2000 http://www.willowsp.u-net.com/andy/arcade.htm warlords@ukvac.org.uk This info was obtained from an original Gee Bee service manual. This manual was entirely in Japanese. Not being fluent in Kanji, i couldn't say precisely what each pin function is. However, they use numbers like everyone else, and can still draw accurate cabinet wiring diagrams, this means that the most important bits of w
File: /kb_dl.aspx/KB/gametech/board pinouts/geebee.txt - 2 K - Updated 2000.04.15
/kb_dl.aspx/KB/pinouts/galaga_boot22.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 EPR
File: /kb_dl.aspx/KB/pinouts/galaga_boot22.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/vigilante.txt
Vigilante Pinout = JAMMA -------------------------- DIP SWITCH 1: --------------------------------------------------------------------------- ITEM ACTION | 1 2 3 4 5 6 7 8 --------------------------------------------------------------------------- NUMBER OF THREE (3): | OFF OFF FIGHTERS TWO (2): | ON OFF FOUR (4): | OFF ON
File: /kb_dl.aspx/KB/pinouts/vigilante.txt - 5 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/1943.txt
Path: goonsquad.spies.com!sgiblab!sgigate.sgi.com!swrinde!howland.reston.ans.net!math.ohio-state.edu!uwm.edu!newsspool.doit.wisc.edu!news.doit.wisc.edu!F181-122.net.wisc.edu!dmccorm1 From: dmccorm1@students.wisc.edu (Al McCormick) Newsgroups: rec.games.video.arcade.collecting Subject: 1943 Dip switches Date: Fri, 15 Dec 1995 06:43:34 GMT Organization: UW-Wisconsin Lines: 70 Message-ID: <dmccorm1.381.30D11915@students.wisc.edu> NNTP-Posting-Host: f181-122.net.wisc.edu Somebody requested these from me about
File: /kb_dl.aspx/KB/gametech/1943.txt - 4 K - Updated 1995.12.22
/kb_dl.aspx/KB/gametech/arkanoid.txt
ARKANOID (Romstar) Typed in by: mrbill@Garg.Campbell.CA.US (Bill Esquivel) The Land of Garg BBS -- +1 408 378-5108 Romstar Arkanoid | setting\position | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |-------------------------------------------------------------------| | *1 coin 1 play | off | off | | | | | | | | 1 coin 2 plays | on | off | |
File: /kb_dl.aspx/KB/gametech/arkanoid.txt - 2 K - Updated 1994.10.12
/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
/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
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
Terra Cresta Pinouts
> Submitted by Unknown Nichibutsu, 1985 Solder Parts ----------------------------------------------------------- P1 Up | 1 | A | P1 Down P1 Left | 2 | B | P1 Right P1 Shoot | 3 | C | P1 Formation P2 Up | 4 | D | P2 Down P2 Left | 5 | E | P2 Right P2 Shoot | 6 | F | P2 Formation Coin 1 | 7 | H | Coin 2
File: /kb_dl.aspx/KB/gametech/terracrestapinouts.html - 1 K - Updated 2000.01.19
/kb_dl.aspx/KB/gametech/timepilot.txt
TIME PILOT/Konami [Centuri] [pcb schematic 11/01/82] vertical, 8-way joystick + fire button dipswitch 1 set: all off = 1 coin, 1 credit all on = free play various in between settings for various coin combinations dipswitch 2 set number of ships: switches 1 and 2 off/off = 3 on/off= 4 off/on = 5 on/on = 256 switch 3 off = cocktail table on = upright switch 3 off = cocktail table on = upright switch 4 bonus off = 10k + every 50k on = 20k + every 60k switch 5-6-7 difficulty off-off-off = 1 very easy
File: /kb_dl.aspx/KB/gametech/timepilot.txt - 1 K - Updated 1997.02.04
/kb_dl.aspx/KB/gametech/board pinouts/championshipsprint.txt
Pinouts for Atari Championship Sprint (1986): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 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 Championship Sprint Schematics package supplement. It is accurate for that game, it should (in theory) be accurate for the other Atari system 2 games of the same era. Championship Sprint was avalable in a system 2 cabinet straight from the factory, or available as a kit.
File: /kb_dl.aspx/KB/gametech/board pinouts/championshipsprint.txt - 2 K - Updated 2000.04.12
/kb_dl.aspx/KB/gametech/board pinouts/videopinball.txt
Pinouts for Atari Video Pinball (1979): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 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 Video Pinball 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 ---------------------------------------------------- 16.5v CT
File: /kb_dl.aspx/KB/gametech/board pinouts/videopinball.txt - 2 K - Updated 2000.04.12
/kb_dl.aspx/KB/pinouts/perfect_10.txt
Perfect 10, Dyna Electronics Co., LTD ------------------------------------- COMPONENT | SOLDER ---------------------+---------------------- +5V | 1 | A | +5V +5V | 2 | B | +5V +12V | 3 | C | +12V Speaker | 4 | D | Blue | 5 | E | Red Sync | 6 | F | Green P8 | 7 | G | P7 P6 | 8 | H | P5 P4 | 9 | I | P3
File: /kb_dl.aspx/KB/pinouts/perfect_10.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/discsoftron.txt
Disc of Tron By Bally Midway (c) 1983 1-312-451-1360 Option Switch Settings Switch No. 1 - At B 3 - Located on sound I/O P.C. board Switch 1 2 3 4 5 6 7 8 9 10 During game play: na na na na na na na na Upright / Mini ON Cocktail OFF Freeze Video ON Normal OFF Switch No. 3 - At D 14 - Located on sound I/O P.C. board Switch 1 2 3 4 Normal OFF Sound I/O Diag. ON Normal OFF RAM/ROM Test ON (Indicates test results via yellow LED on I/O boa
File: /kb_dl.aspx/KB/gametech/discsoftron.txt - 1 K - Updated 1996.09.04
/kb_dl.aspx/KB/gametech/elevatoraction.txt
Elevator Action Taito, 1984 Elevator Action Option Switch Settings ----------------------------------------------------------------------------- DIP Switch A Settings 1 2 3 4 5 6 7 8 Option ----------------------------------------------------------------------------- Extra Man Awarded at: ------------------------- Off Off
File: /kb_dl.aspx/KB/gametech/elevatoraction.txt - 3 K - Updated 1995.04.10
/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/board pinouts/missilecommand.txt
--------------------------------------------------------------------------- Typed in by Jonathan Deitch (jdeitch@umiami.miami.edu) Updated by John L. Cwikla (cwikla@wri.com) Game : Missile Command Note : an * denotes an inverted line Wiring List for P20: | --------------------------------|----------------------------------- GND | A | 1 | + 5 return from regulator ---
File: /kb_dl.aspx/KB/gametech/board pinouts/missilecommand.txt - 5 K - Updated 1996.01.23
/kb_dl.aspx/KB/gametech/board pinouts/superbug.txt
Pinouts for Atari Super Bug (1977): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Typed up by Andy Welburn - 11th April 2000 http://www.willowsp.u-net.com/andy/arcade.htm warlords@ukvac.org.uk This info was obtained from an original Super Bug 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 output to JAMMA ;) 44-pin edge connector ---------------------------------------------------- 16.5v CT
File: /kb_dl.aspx/KB/gametech/board pinouts/superbug.txt - 2 K - Updated 2000.04.15
/kb_dl.aspx/KB/gametech/board pinouts/tankcocktail.txt
Pinouts for Atari Tank! Cocktail (1974): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 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 Tank! Cocktail 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 ;) Tank! Cocktail consists of 2 boards, each with their own edge connectors. These appear to be
File: /kb_dl.aspx/KB/gametech/board pinouts/tankcocktail.txt - 2 K - Updated 2000.04.12
/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/pinouts/mania_challenge.txt
Mania Challenge --------------- Solder Side Components Side ---------------------------------------------------- -5 Volts DC A 1 +12 Volts DC Speaker Out (-) B 2 Speaker Out (+) Player 1 Punch Switch C 3 Player 1 Move Up Player 1 Move Right D 4 Player 1 Move Left Player 1 Start Switch E 5 Player 2 Start Switch Player 2 Punch Switch F 6 Player 2 Move Up
File: /kb_dl.aspx/KB/pinouts/mania_challenge.txt - 3 K - Updated 2003.01.06
Zaxxon (also Congo Bongo, Future Spy, Super Zaxxon) Dip Switch Settings and Pinouts
Zaxxon (also Congo Bongo, Future Spy, Super Zaxxon) Dip Switch Settings and Pinouts
File: /kb_dl.aspx/KB/gametech/zaxxon tech.html - 19 K - Updated 2002.04.26
/kb_dl.aspx/KB/gametech/zerohour.html
Zero Hour Pinouts Submitted by Unknown 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 +12V E +12V 6 F 7 GND H GND 8 J 9 K 10 L 11 SP
File: /kb_dl.aspx/KB/gametech/zerohour.html - 2 K - Updated 2000.01.20
/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
/kb_dl.aspx/KB/gametech/board pinouts/hypersports.txt
Hyper Sports / Track And Field Pinouts (Konami 2P/4P sports games) Typed in by Jarno 'jarnis' Kokko (jarnis@mits.mdata.fi) * = Used only in 4-player Table-top (Cocktail?) cabinet. In 4P mode, screen is flipped for players 3 and 4 Taken from Hyper Sports manual, but should be identical to Track and Field. (I got mine to work nicely) SOLDER SIDE PARTS SIDE --NC-- 1 +12 V Speaker out 2 Speaker out * 4P Run 2 3 * 4P Jump * 3P Run 2 4 * 3P Jump 1P Start 5 2P Start 2P Jump 6 * 3P R
File: /kb_dl.aspx/KB/gametech/board pinouts/hypersports.txt - 1 K - Updated 1994.12.14
/kb_dl.aspx/KB/gametech/board pinouts/lunarlander.txt
Typed in by Ray Ghanbari (ray@mayo.edu) Lunar Lander Pinouts PARTS SIDE | SOLDER SIDE ------------------------------------- | | | GND | A | 1 | GND +5V | B | 2 | +5V | C | 3 | AUDIO 2 | D | 4 | AUDIO 1 | E | 5 | COIN CTR POT IN | F | 6 | LAMP 5 LAMP 3 | H | 7 | START/SELECT LED LAMP 2 | J | 8 | LAMP 4 | K | 9 | SELF TEST SLAM | L | 10 | Z OUT | M | 11 | Z GND COIN R | N | 12
File: /kb_dl.aspx/KB/gametech/board pinouts/lunarlander.txt - 1 K - Updated 1995.06.05
LIST: Atari Games
ROMs Manuals Game Name -------------- --------- --------------------------------------- 422 Super Pong TM-001 Mazer Blazer TM-004 Gran Trak 20 TM-008 Qwak TM-010 Tank TM-011 Gran Trak 10 TM-019 Pursuit TM-021 Twin Racer TM-025 Anti-Aircraft TM-027 Jet Fighte
File: /kb_dl.aspx/KB/faqs/list-atari.html - 11 K - Updated 1999.07.27
/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/pinouts/cherry_master.txt
Cherry Master, Dyna Co. LTD --------------------------- COMPONENT | SOLDER ---------------------+---------------------- Red | 1 | A | Green Blue | 2 | B | Sync Speaker | 3 | C | Speaker GND | 4 | D | | 5 | E | | 6 | F | | 7 | G | Service | 8 | H | Start | 9 | I | Odds/Small |10 | J
File: /kb_dl.aspx/KB/pinouts/cherry_master.txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/columns_ii.txt
Columns Pinout = JAMMA ----------------------- Dip sw.1 -------- | Coin 1 | Coin 2 | 1 2 3 4 5 6 7 8 Coin Play ----------------------------------------- - - - - - - - - 1 1 + - - - + - - - 1 2 - + - - - + - - 1 3 + + - - + + - - 1 4 - - + - - - + - 1 5 + - + - + - + - 1 6 - + + - - + + - 2 1 + + + - + + + - 3 1
File: /kb_dl.aspx/KB/pinouts/columns_ii.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/hyper_olympic_84.txt
Hyper Olympic '84, Konami ------------------------- SOLDER SIDE PARTS SIDE -------------------------------------------------- --NC-- 1 +12 V Speaker out 2 Speaker out * 4P Run 2 3 * 4P Jump * 3P Run 2 4 * 3P Jump 1P Start 5 2P Start 2P Jump 6 * 3P Run 1 2P Run 2 7
File: /kb_dl.aspx/KB/pinouts/hyper_olympic_84.txt - 4 K - Updated 2003.01.06
/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/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/pinouts/top_gunner.txt
TOP GUNNER ----------- COMP CKT ---- --- 1 GND A +12V 2 GND B SP+ 3 C 4 1 RIGHT D +5V 5 COIN E 2 RIGHT 6 2 LEFT F COIN 7 2 DOWN H 1 LEFT 8 1 START J 1 DOWN 9 2 UP
File: /kb_dl.aspx/KB/pinouts/top_gunner.txt - 5 K - Updated 2003.01.06
/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/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/gradius.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: VS GRADIUS DIP&PIN (CPDIST) Message-ID: <DEtLE6.1AG@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Wed, 13 Sep 1995 01:24:27 GMT Lines: 66 GRADIUS ( FILE 353 ) ( VS SYSTEM 44P ) ( VS SYSTEM 36P ) PARTS SOLDER PARTS
File: /kb_dl.aspx/KB/gametech/gradius.txt - 3 K - Updated 1998.09.25
/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/slalom.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: VS SLALOM DIP&PIN (CPDIST) Message-ID: <DEtLIw.1nr@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Wed, 13 Sep 1995 01:27:20 GMT Lines: 65 SLALOM ( FILE 356 ) ( VS SYSTEM 44P ) ( VS SYSTEM 36P ) PARTS SOLDER PARTS
File: /kb_dl.aspx/KB/gametech/slalom.txt - 3 K - Updated 1998.09.25
/kb_dl.aspx/KB/gametech/topgunner.txt
---------------------------------------------------------------------------- Name Of Game: Top Gunner Manuf: Konami ---------------------------------------------------------------------------- Typed By: Keith A. Sink Email: Dexter@msn.com ---------------------------------------------------------------------------- Notes: An "*" denotes default settings. ---------------------------------------------------------------------------- Option (DIP Swtich #1) | SW1 | SW2 | SW3
File: /kb_dl.aspx/KB/gametech/topgunner.txt - 5 K - Updated 1997.02.07
/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/pinouts/bubblebobble_56.txt
Second Bubble Bobble pinout from wilkins@nectech-uk.com The 56 pin connector is as follows: (This is pretty similar to the one in the archive by djbarnes@eos.ncsu.edu I borrowed his pinout as a template) N.B: I accept no responsibility for any errors or mistakes in the diagram below. ________________________________________________ |Component Side | |Solder Side | |---------------|-------|-------|--------------|
File: /kb_dl.aspx/KB/pinouts/bubblebobble_56.txt - 4 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/missile_command.txt
Missile Command Note : an * denotes an inverted line Wiring List for P20: | GND | A | 1 | + 5 return from regulator + 5 V Reg. | B | 2 | + 5 V Reg. | C | 3 | | D | 4 | Audio 1 Out | E | 5 | Audio 2 Out Video Horiz. Sync | F | 6 | Video Vert. Sync
File: /kb_dl.aspx/KB/pinouts/missile_command.txt - 4 K - Updated 2003.01.06
/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/monitortech/nintendo-color-invert.txt
From: phkahler@vela.acs.oakland.edu (Paul H. Kahler) Newsgroups: rec.games.video.arcade.collecting Subject: Nintendo Color Inversion (analog) Date: 22 Jul 94 17:02:42 GMT Keywords: Nintendo Color Invert Nintendo Color Inversion Circuit by Paul Kahler <phkahler@oakland.edu> -------------------------------------------------------------------------- This circuit is used to invert the color signals from old nintendo games so they may be used with standard (ie not Nintendo) monitors. One of these
File: /kb_dl.aspx/KB/monitortech/nintendo-color-invert.txt - 2 K - Updated 1999.08.01
/kb_dl.aspx/KB/gametech/blasteroids.txt
Blasteroids Pinouts (Atari, 1988) Typed in by: weishaar@cig.mot.com NC = Not Connected, according to the wiring diagram ********** *********** Main PCB Audio PCB ********** *********** VID ACDC ------------------- ------------------- 9 Comp Sync 12 Gnd 3 KEY 11 KEY 8 Vid Rtn 10 12 VAC Lo 6 Blue 9 12 VAC Hi 1 Red 8 17 VAC Hi(NC) 4 Green 7 Gnd(NC) 10 NU 6 Gnd(NC) 11 NU 4 +14V(NC) 3 Gnd PWR 1 +5V ------------------- 1 +5V JSCOM 2 +5V
File: /kb_dl.aspx/KB/gametech/blasteroids.txt - 1 K - Updated 1997.05.13
/kb_dl.aspx/KB/gametech/duckhunt.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: VS DUCK HUNT DIPS&PIN (CPDIST) Message-ID: <DEtL2F.It@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Wed, 13 Sep 1995 01:17:33 GMT Lines: 65 DUCK HUNT ( FILE 347 ) ( VS SYSTEM 44P ) ( VS SYSTEM 36P ) PARTS SOLDER PARTS
File: /kb_dl.aspx/KB/gametech/duckhunt.txt - 3 K - Updated 1998.09.25
/kb_dl.aspx/KB/gametech/loderunner.txt
LODE RUNNER IREM and DIGITAL CONTROLS DIP SWITCH SETTINGS - submitted by Chris Cope DIP SW 1 OPTIONS SW 1 2 3 4 5 6 7 8 180 sec off off PLAYTIME 170 sec on off 160 sec off on 155 sec on on NUMBER 2 on off OF 3 off off COMMANDOS 4 off on 5 on on MODE 2 COIN 1 COIN, 1 PLAY
File: /kb_dl.aspx/KB/gametech/loderunner.txt - 3 K - Updated 1997.06.03
Missile Command Dip Switch Settings, Memory Map, and Pinouts
Missile Command Dip Switch Settings, Memory Map, and Pinouts
File: /kb_dl.aspx/KB/gametech/missile command tech.html - 11 K - Updated 2002.05.17
/kb_dl.aspx/KB/gametech/rbi.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: VS RBI DIP&PIN (CPDIST) Message-ID: <DEtLqp.247@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Wed, 13 Sep 1995 01:32:07 GMT Lines: 62 RBI ( FILE 363 ) ( VS SYSTEM 44P ) ( VS SYSTEM 36P ) PARTS SOLDER PARTS
File: /kb_dl.aspx/KB/gametech/rbi.txt - 3 K - Updated 1998.09.25
/kb_dl.aspx/KB/gametech/roughranger.txt
ROUGH RANGER (1988 SUNA/SHARP IMAGE/CAPCOM) typed in by steven prendergast (2084@sgi.net) from the manual. your milage may vary --------------------------------------------------------------- ITEM | DESCRIPTION 1 2 3 4 5 6 7 8 --------------------------------------------------------------- | 1 COIN 1 CREDIT OFF OFF OFF COIN | 1 COIN 2 CREDIT ON OFF OFF | 1 COIN 3 CREDIT OFF ON OFF | 1 COIN 4 CREDIT ON ON OFF --------------------
File: /kb_dl.aspx/KB/gametech/roughranger.txt - 3 K - Updated 1997.11.23
Stargate control panel layout and measurements
Typed by Franklin Bowen (bowens@erols.com) 4/8/96 ================================================================================ Here's the layout (courtesy of Steve Hawley - hawley@adobe.com) (1) (2) O (T)(F) (R) (S) (H) (I) 1,2 - 1 and 2 player start, tranparent red O - up,down lever, red (can use a Joust stick) R reverse, white T thrust, white F fire, white S smart bomb, green I inviso, red H hype
File: /kb_dl.aspx/KB/gametech/stargate panel.html - 3 K - Updated 1999.10.29
/kb_dl.aspx/KB/gametech/tmnt.txt
Howdy These are the DIP switch settings for the Teenage Mutant Ninja Turtles PCB, transcribed directly from the original manual. Note that these switch settings _might_ work for the other Konami quarter-eaters (Renegade, Crime Fighters, The Simpsons, Cow-Boys, Sunset Riders, X-Men, TMNT2, etc.) Note, I do not guarantee their accuracy and if your board goes up in smoke because you followed this list or your dog runs away or anything else, IT IS NOT MY FAULT! If you have any questions, you can reach me (
File: /kb_dl.aspx/KB/gametech/tmnt.txt - 1 K - Updated 1996.02.03
/kb_dl.aspx/KB/gametech/board pinouts/blasteroids.txt
Blasteroids Pinouts (Atari, 1988) Typed in by: weishaar@cig.mot.com NC = Not Connected, according to the wiring diagram ********** *********** Main PCB Audio PCB ********** *********** VID ACDC ------------------- ------------------- 9 Comp Sync 12 Gnd 3 KEY 11 KEY 8 Vid Rtn 10 12 VAC Lo 6 Blue 9 12 VAC Hi 1 Red 8 17 VAC Hi(NC) 4 Green 7 Gnd(NC) 10 NU 6 Gnd(NC) 11 NU 4 +14V(NC) 3 Gnd PWR 1 +5V ------------------- 1 +5V JSCOM 2 +5V
File: /kb_dl.aspx/KB/gametech/board pinouts/blasteroids.txt - 1 K - Updated 1997.05.13
/kb_dl.aspx/KB/gametech/board pinouts/rotj.txt
RETURN OF THE JEDI PARTS SIDE | SOLDER SIDE ----------------------------------|-------------------------------------- +5V Return | A | 1 | +5V Return ------------------------------|---|---|---------------------------------- +5V Regulated | B | 2 | +5V Regulated ------------------------------|---|---|---------------------------------- Vertical Sync | C | 3 | Comp Sync ------------------------------|---|---|------------------------
File: /kb_dl.aspx/KB/gametech/board pinouts/rotj.txt - 3 K - Updated 1998.04.22
/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/crash_n_score.txt
Pinouts for Atari Crash 'n' Score (1975): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Typed up by Andy Welburn - 13th April 2000 http://www.willowsp.u-net.com/andy/arcade.htm warlords@ukvac.org.uk This info was obtained from an original (Atari Ireland Photocopy) Crash n Score 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 output to JAMMA ;) 44-pin edge connector --------------
File: /kb_dl.aspx/KB/pinouts/crash_n_score.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/konami_2-4_player.txt
> Konami 2P/4P Connector < ************************** Hyper Sports, Track And Field, * = Used only in 4-player Table-top (Cocktail?) cabinet. In 4P mode, screen is flipped for players 3 and 4 SOLDER SIDE PARTS SIDE -------------------------------------------------- --NC-- 1 +12 V Speaker out 2 Speaker out * 4P Run 2
File: /kb_dl.aspx/KB/pinouts/konami_2-4_player.txt - 2 K - Updated 2003.01.06
/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
/kb_dl.aspx/KB/gametech/canyonbomber.txt
Pinouts for Atari Canyon Bomber (1977): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Typed up by Andy Welburn - 13th April 2000 http://www.willowsp.u-net.com/andy/arcade.htm warlords@ukvac.org.uk This info was obtained from an original Canyon Bomber 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 output to JAMMA ;) 44-pin edge connector ---------------------------------------------------- 16
File: /kb_dl.aspx/KB/gametech/canyonbomber.txt - 2 K - Updated 2000.04.15
/kb_dl.aspx/KB/gametech/empirestrikesback.txt
Empire Strikes Back (Atari, 1985) Switch Settings for Game Play Options: Settings of 8-toggle switch of Star Wars game PCB (at 10D) 1 2 3 4 5 6 7 8 options ------------------------------------------------------------------------------ Off On 2 starting shields On On 3 starting shields Off Off 4 starting shields * On Off 5 starting sheilds On
File: /kb_dl.aspx/KB/gametech/empirestrikesback.txt - 1 K - Updated 1995.11.22
/kb_dl.aspx/KB/gametech/rally-x.txt
======== Newsgroups: rec.games.video.arcade.collecting Subject: RALLY-X.SW From: ms01@qits.net.au (Mark Sheldon) Date: Sun, 01 Sep 1996 07:46:52 GMT Switch settings for Rally-X. I have a clone board which has 2 boards connected by 2 IDC cables. My board has two sets of DIP switches, an 8 way at 11E on the video/sound board, and 4 way on the CPU board. The following is presented as is etc. no responsibility accepted or taken if it fries you, your board, your cat, etc... From my maintenance manual... Pos
File: /kb_dl.aspx/KB/gametech/rally-x.txt - 3 K - Updated 1996.09.03
/kb_dl.aspx/KB/gametech/text/vanguard.txt
Vanguard SNK, 1981 Option Switch Settings ----------------------------------------------------------------------------- Located on SK-5 board 1 2 3 4 5 6 7 8 Option ----------------------------------------------------------------------------- Game Type --------- Off Upright On Cocktail? Number of Spaceships
File: /kb_dl.aspx/KB/gametech/text/vanguard.txt - 1 K - Updated 1995.07.11
/kb_dl.aspx/KB/gametech/board pinouts/crashnscore.txt
Pinouts for Atari Crash 'n' Score (1975): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Typed up by Andy Welburn - 13th April 2000 http://www.willowsp.u-net.com/andy/arcade.htm warlords@ukvac.org.uk This info was obtained from an original (Atari Ireland Photocopy) Crash n Score 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 output to JAMMA ;) 44-pin edge connector --------------------------------
File: /kb_dl.aspx/KB/gametech/board pinouts/crashnscore.txt - 2 K - Updated 2000.04.15
/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/gametech/board pinouts/majortitle2.txt
Major title 2 pinouts Typed in By: Malcom Moody ---------------------- The main connections are via a standard JAMMA connector but there are two extra connectors for an additional 2 players (4 total) CN5 CN4 --------------------- -------------------- 1 Ground 1 Ground 2 Player 3 Right 2 Player 4 Right 3 Player 3 Left 3 Player 4 Left 4 Player 3 Down 4 Player 4 Down 5 Player 3 Up 5 Player 4 Up 6 Player 3 Start/Coin 6 Player 4 Start/Coin 7
File: /kb_dl.aspx/KB/gametech/board pinouts/majortitle2.txt - 1 K - Updated 1997.08.22
/kb_dl.aspx/KB/gametech/board pinouts/xmen.txt
X-MEN 4 PLAYER Sub Harness for 3 &amp; 4 players Typed by Jason Chapman stonedog@pacifier.com 3p Connector 4p Connector PIN PIN 1 Coin 3 1 Coin 4 2 Empty 2 Empty 3 3p Left 3 4p Left 4 3p Right 4 4p Right 5 3p Up 5 4p Up 6 3p Down 6 4p Down 7 3p Attack (Button 1) 7 4p Attack (Button 1) 8 3p Jump (Butt
File: /kb_dl.aspx/KB/gametech/board pinouts/xmen.txt - 2 K - Updated 1997.06.10
/kb_dl.aspx/KB/pinouts/journey.txt
Journey (C) 1983 Bally/Midway (C) 1983 Artist & Friends/Nightmare Inc. OPTION SWITCH SETTINGS Switch No 1 (At B3 - Located on SOund I/O P.C. Board) Function SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW8 SW#9 SW#10 ---------------------------------------------------------------------- XX XX XX XX XX XX 1 Coin Meter ON ** @ Coin Meters OFF Upright/Mini ON Cocktail Table OFF **Coin Continue (On)
File: /kb_dl.aspx/KB/pinouts/journey.txt - 2 K - Updated 2003.01.06
/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
/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/gametech/tnk-iii.txt
TNK III COMP SIDE CKT SIDE --------- -------- 2 +5V 1 +5V 4 3 COIN 6 5 8 2 START 7 1 START 10 DOWN 9 UP 12 RIGHT 11 LEFT 14 13 16 15 18 17 20
File: /kb_dl.aspx/KB/gametech/tnk-iii.txt - 3 K - Updated 1995.07.29
/kb_dl.aspx/KB/gametech/board pinouts/vs.txt
This Video Game Pinout Data Sheet Was Typed In By Chris McBride. EMail: mcbride@cs.arizona.edu -> VS. Unisystem Standard Connector <- Name Of Game: vs Super Mario Brothers I assume it also works in other vs. systems: vs. Duck Hunt, vs. Excitabike Notes: This is for the Single Monitor upright systems. Solder Side | Parts Side ________________________________|___________________________________
File: /kb_dl.aspx/KB/gametech/board pinouts/vs.txt - 6 K - Updated 1994.05.22
/kb_dl.aspx/KB/pinouts/avalanche.txt
Pinouts for Atari Avalanche (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 Avalance 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 ---------------------------------------------------- 16.5v CT
File: /kb_dl.aspx/KB/pinouts/avalanche.txt - 2 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/hyper_crash.txt
Hyper Crash, Konami 1987 ------------------------ Wiring Diagram A ---------------- PARTS SOLDER CN 5 ----------------+--------------- ---------------- GND | 1|1 | GND 1 Speaker Right + GND | 2|2 | GND 2 Speaker Right - +5V | 3|3 | +5V 3 Speaker Left + +5V | 4|4 | +5V
File: /kb_dl.aspx/KB/pinouts/hyper_crash.txt - 6 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/stargate.txt
Stargate, Williams ------------------- ----------------- | ==== ==== | | 2J3 2J4 | | | ----------- | | | "| | | | 3J2 "| | | | "| | | | | | | | "| | | | 3J3 "| | | | "| ---------|-----|-
File: /kb_dl.aspx/KB/pinouts/stargate.txt - 5 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/star_wars.txt
Atari Star Wars --------------- 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 LED1 (NC) COIN CTR R H 7 COIN CTR L PITCH J 8 YAW K 9 THRUST SLAM L 10 L FIRE/START SELF TE
File: /kb_dl.aspx/KB/pinouts/star_wars.txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/board pinouts/avalanche.txt
Pinouts for Atari Avalanche (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 Avalance 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 ---------------------------------------------------- 16.5v CT | 1 | A |
File: /kb_dl.aspx/KB/gametech/board pinouts/avalanche.txt - 2 K - Updated 2000.04.12
/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/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/alien_sector.txt
Alien Sector, Namco, 1985 ------------------------- Option Switch Settings ------------------------------------------------------------------------------ DIP Switch A 1 2 3 4 5 6 7 8 Option ------------------------------------------------------------------------------ Game Mode --------- Off Normal On Test Mode N
File: /kb_dl.aspx/KB/pinouts/alien_sector.txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/circus_charlie.txt
Circus Charlie, 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/circus_charlie.txt - 3 K - Updated 2003.01.07
/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/super_mario_bros_(nintendo_vs).txt
Mario & Luigi in Mario Bros. Pinout = NINTENDO VS ----------------------------------------------------- By Nintendo (c) 1983 1-800-633-3236 Option Switch Settings ---------------------- Switch A B C D E F G H Men Per Game 3 OFF OFF 4 ON OFF 5 OFF ON 6 ON ON Coins Per Credit 2/1 ON OFF 1/1
File: /kb_dl.aspx/KB/pinouts/super_mario_bros_(nintendo_vs).txt - 2 K - Updated 2003.01.06
1942 Dip Switch Settings and Pinouts
1942 Dip Switch Settings and Pinouts
File: /kb_dl.aspx/KB/gametech/1942 tech.html - 9 K - Updated 2002.04.16
/kb_dl.aspx/KB/gametech/cabal.txt
Name Of Game: Cabal (joystick version) From: Clive Bittlestone (clyvb@asic.sc.ti.com) - I can not take any responsibility for the accuracy of this information, although I was careful. It claims to be standard JAMMA, but lettering is different, and button 3 is used for the test and service sw rather than the JAMMA "Button3" (X,24) - Modified from Tim Tewalt's original JAMMA pinout. - Thanks to Jeff Ranlett for faxing me a copy of this data. - I do not have the pinout for the trackball version yet,
File: /kb_dl.aspx/KB/gametech/cabal.txt - 4 K - Updated 1996.04.03
/kb_dl.aspx/KB/gametech/crystalc.ast.txt
From: slemon@jolt.mpx.com.au (Scott Lemon) Newsgroups: rec.games.video.arcade.collecting Subject: Re: Looking for Crystal Castles Tech Info (pinouts, etc.) Date: 8 Mar 1995 07:22:21 GMT Jim Maricondo (jagaroth@leland.Stanford.EDU) wrote: : Last fall I came into posession of a crystal castles board. However, I : don't have any pinouts or other information on how to hook it up (like : input device, etc, as well). If anyone could share some info in this : regard I would greatly appreciate it. Crystal Castl
File: /kb_dl.aspx/KB/gametech/crystalc.ast.txt - 5 K - Updated 1996.03.25
/kb_dl.aspx/KB/gametech/crystalcastles.txt
From: slemon@jolt.mpx.com.au (Scott Lemon) Newsgroups: rec.games.video.arcade.collecting Subject: Re: Looking for Crystal Castles Tech Info (pinouts, etc.) Date: 8 Mar 1995 07:22:21 GMT Jim Maricondo (jagaroth@leland.Stanford.EDU) wrote: : Last fall I came into posession of a crystal castles board. However, I : don't have any pinouts or other information on how to hook it up (like : input device, etc, as well). If anyone could share some info in this : regard I would greatly appreciate it. Crystal Castl
File: /kb_dl.aspx/KB/gametech/crystalcastles.txt - 5 K - Updated 1995.12.31
/kb_dl.aspx/KB/gametech/board pinouts/crystalcastles.txt
From: slemon@jolt.mpx.com.au (Scott Lemon) Newsgroups: rec.games.video.arcade.collecting Subject: Re: Looking for Crystal Castles Tech Info (pinouts, etc.) Date: 8 Mar 1995 07:22:21 GMT Jim Maricondo (jagaroth@leland.Stanford.EDU) wrote: : Last fall I came into posession of a crystal castles board. However, I : don't have any pinouts or other information on how to hook it up (like : input device, etc, as well). If anyone could share some info in this : regard I would greatly appreciate it. Crystal Castl
File: /kb_dl.aspx/KB/gametech/board pinouts/crystalcastles.txt - 5 K - Updated 1995.12.31
/kb_dl.aspx/KB/gametech/board pinouts/digdug.txt
DIG DUG Typed in by : Rick Schieve Cocktail info added by Doug Graham 11/2/94 This is Dig Dug made easy. No fooling around with all the extra +5 VDC return lines and other baloney done with the audio/regulator board and Atari power supply. A standard +5/+12 VDC game supply will run this fine. A - ground 1 - ground B - +5 VDC 2 - +5 VDC C - 3 - D - 4 - E -
File: /kb_dl.aspx/KB/gametech/board pinouts/digdug.txt - 2 K - Updated 1994.11.03
/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/blood_warrior.txt
Blood Warrior, Kaneco Pinout = JAMMA -------------------------------------- Dip sw. -------- 1 2 3 4 5 6 7 8 ----------------------------------------------------------- Demosound - No + Yes Test - Game Mode + Test Mode Screen - Normal + Reverse
File: /kb_dl.aspx/KB/pinouts/blood_warrior.txt - 2 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/vs.txt
This Video Game Pinout Data Sheet Was Typed In By Chris McBride. EMail: mcbride@cs.arizona.edu -> VS. Unisystem Standard Connector <- Solder Side | Parts Side GND | A | 1 | GND GND | B | 2 | GND +5 | C | 3 | +5 +5 | D | 4 | +5 +12 | E |
File: /kb_dl.aspx/KB/pinouts/vs.txt - 3 K - Updated 2003.01.06
/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/gametech/text/turtles.txt
Turtles ------- (not the Teenage Mutant Ninja flavor, but the Stern/Seeburg game. SW Rocket 1 2 ------- --------- OFF OFF FREE PLAY OFF ON 5 ON OFF 4 ON ON 3 3 VIDEO MODE -------------------------- OFF TABLE ON UPRIGHT 4 5 COINS PLAY --------------------------- OFF OFF 4 1 OFF ON 3 1 ON OFF 1 1 ON ON 2 1 These switch settings typed i
File: /kb_dl.aspx/KB/gametech/text/turtles.txt - 1 K - Updated 1998.04.21
/kb_dl.aspx/KB/gametech/board pinouts/majorhavoc.txt
8/31/95 Typed in by Franklin Bowen (tfbowen@ingr.com or mjrhavoc@clark.net) (format stolen from Tempest.pin) 2/15/96 Corrected P18 from a 30-pin connector to a 24-pin connector --------------------------------------------------------------------------- Pinouts for "Major Havoc" (Atari, 1983 (according to docs), 1984 (by KLOVDB)) P20: 44-pin edge connector component side solder side -------------- ----------- GND A 1 GND +5V
File: /kb_dl.aspx/KB/gametech/board pinouts/majorhavoc.txt - 2 K - Updated 1996.02.15
/kb_dl.aspx/KB/gametech/board pinouts/metrocross.txt
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File: /kb_dl.aspx/KB/gametech/board pinouts/metrocross.txt - 9 K - Updated 1999.07.09
/kb_dl.aspx/KB/datasheets/2901/2901-16.tif
DEVICE TYPE 01 17 I-I r w tn - -c tn r -D Ci) (71 LI - _u -n -n D 0 D U- -c o 0 w I A WORD ADDRESS I 0 DIRECT DATA IN PUTS 13 4 15 ‘I’D ‘I’i ‘I’2 Y3 NOTE: LSB IS NUMBERED1O” ISB IS NUMBERED 311 FIGURE 3. Logic b1ck diagrain
File: /kb_dl.aspx/KB/datasheets/2901/2901-16.tif - 111 K - Updated 1996.09.19
/kb_dl.aspx/KB/gametech/bankpanic.txt
BANK PANIC DIP SWITCH SETTINGS typed in by pbardis@uoft02.utoledo.edu disclaimer: blah blah not my fault blah use at your own blah risk blah blah __________________DIP SWITCHES_______________________________ Setting Value 1 2 3 4 5 6 7 8 coin 1 1 coin 1 credit Off Off 1 coin 2 credits On Off 2 coins 1 credit Off On 3 coins 1 credit On On coin 2 1 coin 1 credit Off 2 coins 1 credit
File: /kb_dl.aspx/KB/gametech/bankpanic.txt - 1 K - Updated 1994.04.27
/kb_dl.aspx/KB/gametech/bubblebobble_56.txt
Second Bubble Bobble pinout from wilkins@nectech-uk.com The 56 pin connector is as follows: (This is pretty similar to the one in the archive by djbarnes@eos.ncsu.edu I borrowed his pinout as a template) N.B: I accept no responsibility for any errors or mistakes in the diagram below. ________________________________________________ |Component Side | |Solder Side | |---------------|-------|-------|--------------| |Gro
File: /kb_dl.aspx/KB/gametech/bubblebobble_56.txt - 4 K - Updated 1994.03.18
/kb_dl.aspx/KB/gametech/colony7.txt
COLONY 7 BOARD PINOUTS Typed in from original Taito Manual GAME PC BOARD (998841) ====================== 9-PIN CONNECTOR (Labelled 'P') P-1 -12V Orange [to B-15] P-2 -12V Orange [to B-15] P-3 NC P-4 +12V Blue [to B-16 and D-5]] P-5 GND Black [to B-5] P-6 GND Black [to B-4] P-7 NC P-8 +5V Red [to B-11] P-9 +5V Red [to B-10] 4-PIN CONNECTOR (Labelled 'J') J-1 Speaker GND Black J-2 NC J-3 NC J-4 Speaker Out White 4-PIN CONNECTOR (Labelled 'E') E-1 Volume White [to Vo
File: /kb_dl.aspx/KB/gametech/colony7.txt - 5 K - Updated 2000.04.14
/kb_dl.aspx/KB/gametech/mario.txt
Mario & Luigi in Mario Bros. By Nintendo (c) 1983 1-800-633-3236 Option Switch Settings Switch A B C D E F G H Men Per Game 3 OFF OFF 4 ON OFF 5 OFF ON 6 ON ON Coins Per Credit 2/1 ON OFF 1/1 OFF OFF 1/2 OFF ON 1/3 ON ON Extra Man At 20k OFF OFF 30k ON OFF 40k OFF ON No Extra ON ON Difficulty Easy 1 OFF OFF 2 OFF ON 3 ON OFF Hard 4 ON ON
File: /kb_dl.aspx/KB/gametech/mario.txt - 0 K - Updated 1996.09.04
/kb_dl.aspx/KB/gametech/board pinouts/battlezone.txt
2/7/96 T. Franklin Bowen (mjrhavoc@clark.net or tfbowen@ingr.com) Typed in straight from the manual so use at your own risk! --------------------------------------------------------------------------- Pinouts for "BATTLEZONE" (Atari, 1980 (according to docs)) P18: 44-pin edge connector (aux/small board) component side solder side -------------- ----------- +5V RTN A 1 +5V RTN B 2 +5V (P20:Y) C 3
File: /kb_dl.aspx/KB/gametech/board pinouts/battlezone.txt - 2 K - Updated 1996.02.15
/kb_dl.aspx/KB/gametech/board pinouts/bubblebobble_56.txt
Second Bubble Bobble pinout from wilkins@nectech-uk.com The 56 pin connector is as follows: (This is pretty similar to the one in the archive by djbarnes@eos.ncsu.edu I borrowed his pinout as a template) N.B: I accept no responsibility for any errors or mistakes in the diagram below. ________________________________________________ |Component Side | |Solder Side | |---------------|-------|-------|--------------| |Gro
File: /kb_dl.aspx/KB/gametech/board pinouts/bubblebobble_56.txt - 4 K - Updated 1994.03.18
/kb_dl.aspx/KB/gametech/board pinouts/karatechamp.txt
3/19/96 Corrected pin lettering to match manual and standard (previously lettered sequentially A-V) Added -5V on pin V as shown in documentation Franklin Bowen (mjrhavoc@clark.net) Data East Karate Champ Connector This is for what I thought was the second in the Karate Champ Series, I am not sure if the first game has the same pinouts or not and would appreciate hearing if someone knows. This is the Karate Champ that has different background scenes for each Dan. The first i
File: /kb_dl.aspx/KB/gametech/board pinouts/karatechamp.txt - 4 K - Updated 1996.03.20
/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/sinistar.txt
Sinistar, Williams ------------------ ROM Board ----------------- Interface | ==== ==== | Board | 2J3 2J4 | ----------- | | | | | | | #| | # | | 3J2 #| | #2 | | #| | #J | | #| | #2 | | | | | |
File: /kb_dl.aspx/KB/pinouts/sinistar.txt - 7 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
/kb_dl.aspx/KB/pinouts/warlords.txt
Warlords -------- List for P19: | A | 1 | Video RET (mono) | B | 2 | Video OUT (mono) | C | 3 | !Composite SYNC | D | 4 | Green Red | E | 5 | Blue Video RET (RGB) | F | 6 | | H | 7 | +4 (controls) | J | 8 | Cocktail Pot 1 | K | 9 | Pot 2 Pot 3
File: /kb_dl.aspx/KB/pinouts/warlords.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/wonder_boy_in_monsters_lair.txt
WONDER BOY IN MONSTER'S LAIR ---------------------------- SOLDER | PARTS ---------------------+---------------------- GND | 1 | A | GND GND | 2 | B | GND +5V | 3 | C | +5V +5V | 4 | D | +5V Coinmeter 2 | 5 | E | Coinmeter 1 | 6 | F | +12V | 7 | G | 2P.Button 1 | 8 | H | 1P.Button 1 2P.Button 2 | 9 | I | 1P.Button 2
File: /kb_dl.aspx/KB/pinouts/wonder_boy_in_monsters_lair.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/gumshoe.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: VS GUMSHOE DIP&PIN (CPDIST) Message-ID: <DEtLGn.1HG@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Wed, 13 Sep 1995 01:26:00 GMT Lines: 66 GUMSHOE (FILE 355 ) ( VS SYSTEM 44P ) ( VS SYSTEM 36P ) PARTS SOLDER PARTS
File: /kb_dl.aspx/KB/gametech/gumshoe.txt - 3 K - Updated 1998.09.25
/kb_dl.aspx/KB/gametech/pinball.txt
Newsgroups: rec.games.video.arcade.collecting From: cpdist@skyenet.net (John Pierce) Subject: VS PINBALL DIP&PIN (CPDIST) Message-ID: <DEtLC2.128@iquest.net> Sender: news@iquest.net (News Admin) Organization: IQuest Network Services X-Newsreader: Forte Agent .99a.107 Date: Wed, 13 Sep 1995 01:23:15 GMT Lines: 66 PINBALL ( FILE 351 ) ( VS SYSTEM 44P ) ( VS SYSTEM 36P ) PARTS SOLDER PARTS
File: /kb_dl.aspx/KB/gametech/pinball.txt - 3 K - Updated 1998.09.25
/kb_dl.aspx/KB/gametech/rush-n-attack.txt
Rush'n'Attack (Konami) DIP Switch Settings Typed in by Jim Maricondo (jmaricon@nyx.cs.du.edu) Dip Switch 1: COIN 1 SWITCH SET: 4, 3, 2, 1, coin, play ------------------------------- OFF OFF OFF OFF 1 1 OFF ON 1 2 ON OFF 1 3 ON ON 1 4 OFF ON OFF OFF 1 5 OFF ON 1 6 ON OFF 1 7 ON ON 2 1 ON OFF OFF OFF 2 3 OFF ON 2 5 ON OFF 3 1 ON ON 3 2 ON ON OFF OFF 3 4 OFF ON 4 1 ON OFF 4 3 ON ON FREE
File: /kb_dl.aspx/KB/gametech/rush-n-attack.txt - 2 K - Updated 1994.09.24
/kb_dl.aspx/KB/gametech/scramble tech.html
SCRAMBLE Pinouts - two board version (L-1200-1 and L-1200-2) Submitted by phil@magneto.ee.cornell.edu (Phil Erickson) A (down) B (up) -------------------------------------------------- -5V 1 +12V SPKR1 2 SPKR2 2P fire 1 3 2P fire 2 2P left 4 2P right 1P start 5 2P start 1P fire 2 6 2P up 1P fire 1 7 service 1P right 8 1P left 1P up 9 2P d
File: /kb_dl.aspx/KB/gametech/scramble tech.html - 1 K - Updated 2000.01.20
Sinistar Technical Information
Sinistar Dip Switch Settings and Pinouts
File: /kb_dl.aspx/KB/gametech/sinistar tech.html - 7 K - Updated 2002.04.26
/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/pinouts/lode_runner_ii.txt
LODE RUNNER II, IREM -------------------- GND | 1 | 2 | GND GND | 3 | 4 | GND | 5 | 6 | COIN COUNTER A | 7 | 8 | 1 P LEFT | 9 | 10 | 2 P LEFT 1 P RIGHT | 11 | 12 | 2 P RIGHT 1 P DIGGING LEFT HOLE | 13 | 14 | 2 P DIGGING LEFT HOLE 2 P START | 15 | 16 |
File: /kb_dl.aspx/KB/pinouts/lode_runner_ii.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/lode_runner_iii.txt
LODE RUNNER III, IREM --------------------- GND | 1 | 2 | GND GND | 3 | 4 | GND | 5 | 6 | COIN COUNTER A | 7 | 8 | 1 P LEFT | 9 | 10 | 2 P LEFT 1 P RIGHT | 11 | 12 | 2 P RIGHT 1 P DIGGING LEFT HOLE | 13 | 14 | 2 P DIGGING LEFT HOLE 2 P START | 15 | 16
File: /kb_dl.aspx/KB/pinouts/lode_runner_iii.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/star_trek.txt
Star Trek, Sega --------------- P3 P1 P2 ------- --------- --------- 1 -12V 1 1 2 +12V 2 2 3 AC 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
File: /kb_dl.aspx/KB/pinouts/star_trek.txt - 3 K - Updated 2003.01.06
/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
/kb_dl.aspx/KB/pinouts/columns.txt
Columns Pinout = JAMMA ----------------------- Dip sw.1 -------- | Coin 1 | Coin 2 | 1 2 3 4 5 6 7 8 Coin Play ----------------------------------------- - - - - - - - - 1 1 + - - - + - - - 1 2 - + - - - + - - 1 3 + + - - + + - - 1 4 - - + - - - + - 1 5 + - + - + - + - 1 6 - + + - - + + - 2 1 + + + - + + + - 3 1
File: /kb_dl.aspx/KB/pinouts/columns.txt - 2 K - Updated 2003.01.06
/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/pinouts/euro_champ.txt
Euro Champ Pinout = JAMMA ---------------------------- 3.Player Conn. 4.Player Conn. ----------------------- ---------------------------- 1 Coin 3 1 Coin 4 2 3P.Start 2 4P.Start 3 3P.Left 3 4P.Left 4 3P.Right 4 4P.Right 5 3P.Up 5 4P.Up 6 3P.Down
File: /kb_dl.aspx/KB/pinouts/euro_champ.txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/joust.txt
Joust Pinouts ------------- --------------- Cpu/Video board --------------- 1J1 POWER INPUT --------------- 1 | -- N/C \ 2 | <- BLK = GROUND \ 3 | <- BLK = GROUND \ 4 | -- KEY \ 5 | <- GRY-YEL = +12VDC REG > FROM POWER SUPPLY 6 | -- N/C / 7 | <- GRY = +5DC / 8 | <- GRY-WHT = +12VDC UNREG / 9 | <- ORN = -5DC / 1J2 MEMORY PROTECT INTERLOCK ----------------------------
File: /kb_dl.aspx/KB/pinouts/joust.txt - 6 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/kid_niki.txt
KID NIKI - RADICAL NINJA (1987 Data East) ----------------------------------------- COMP SIDE CKT SIDE --------- -------- 1 GND 2 GND 3 GND 4 GND 5 6 7 CTR A 8 9 PL1 LEFT 10 PL2 LEFT 11 PL1 RIGHT 12 PL2 RIGHT 13 PL1 FIRE 1 14 PL2 FIRE 1 15 1 START 1
File: /kb_dl.aspx/KB/pinouts/kid_niki.txt - 5 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/pinouts/s.p.y._special_project_y.txt
S.P.Y. (Special Project Y) Konami, 1989 --------------------------------------- Option Switch Settings ----------------------------------------------------------------------------- DIP Switch No. 1 Settings 1 2 3 4 5 6 7 8 Option ----------------------------------------------------------------------------- Coin Switch No. 1 ----------------- Off Off Off Off
File: /kb_dl.aspx/KB/pinouts/s.p.y._special_project_y.txt - 4 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/street_fighter.txt
Street Fighter, pinout = JAMMA ------------------------------ DIP SWA (DIP1) Coins / Credit 1 2 3 4 5 6 ------------------------------------------------------------- 1 1 off off off Right Mechanism 1 2 on off off 1 3 off on off 1 4 on on off 1 5 off off on 2 1 on off on 3 1 off on on 4 1 on on on 1 1 off off off Left Mechanism 1
File: /kb_dl.aspx/KB/pinouts/street_fighter.txt - 3 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/twin_bee.txt
Twin Bee -------- SOLDER SIDE | PARTS SIDE ------------------------------------------ Gnd | A | 1 | Gnd (Power Supply) Gnd | B | 2 | Gnd (Video) +5V | C | 3 | +5V +5V | D | 4 | +5V Green | E | 5 | Red Sync | F | 6 | Blue (Gnd) | H | 7 | (Gnd)
File: /kb_dl.aspx/KB/pinouts/twin_bee.txt - 7 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/wild_western.txt
Wild Western 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 | Speaker (-)
File: /kb_dl.aspx/KB/pinouts/wild_western.txt - 6 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/yie_ar_kung_fu.txt
Yie Ar Kung Fu, KONAMI ---------------------- Solder Side | Parts Side ________________________________|___________________________________ | 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/yie_ar_kung_fu.txt - 6 K - Updated 2003.01.06
/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
/kb_dl.aspx/KB/gametech/frontlin.txt
Frontline pinout: "G" "T" 1 GND A GND 1 GND A GND 2 VIDEO RED B VIDEO GND 18 +5 3 VIDEO GREEN C VIDEO BLUE REST ARE N/C 4 COMPOSITE SYNC D N/C 5 + AUDIO E AUDIO GND 6 N/C F N/C "H" 7 MRST H N/C 1 GND 8 COIN SW RIGHT
File: /kb_dl.aspx/KB/gametech/frontlin.txt - 5 K - Updated 1996.04.04
/kb_dl.aspx/KB/gametech/galspanic.txt
Gal's Panic DipSwitch Settings Typed in by Sean Kovacs (a-seanko@microsoft.com) ---------------------------------------------------------------------------------------- | DIPSW A | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | ---------------------------------------------------------------------------------------- | PAUSE | NORMAL |OFF| | | | | | | | | | STOP | ON| |
File: /kb_dl.aspx/KB/gametech/galspanic.txt - 5 K - Updated 1997.07.05
/kb_dl.aspx/KB/gametech/mill-2-centipede.conv.txt
youMillipede to Centipede wiring conversion. ----------------------------------------- The connector listed below is the Centipede connector. The corresponding Millipede connector location is listed in the brackets. P20 goes to P20 and P19 to P19 unless otherwise stated. Game : Millipede/Centipede -> denotes Cocktail N.C. means No Connection Wiring List for P20: | --------------------------------|----------------------------------- GND
File: /kb_dl.aspx/KB/gametech/mill-2-centipede.conv.txt - 6 K - Updated 1999.11.01
/kb_dl.aspx/KB/gametech/startrek.txt
STAR TREK P3 P1 P2 ------- --------- --------- 1 -12V 1 1 2 +12V 2 2 3 AC 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/gametech/startrek.txt - 2 K - Updated 1996.05.12
/kb_dl.aspx/KB/gametech/streetfighter.txt
Street Fighter DIP SWA (DIP1) Coins / Credit 1 2 3 4 5 6 1 1 off off off Right Mechanism 1 2 on off off 1 3 off on off 1 4 on on off 1 5 off off on 2 1 on off on 3 1 off on on 4 1 on on on 1 1 off off off Left Mechanism 1 2 on off off 1 3 off on off 1 4 on on off 1
File: /kb_dl.aspx/KB/gametech/streetfighter.txt - 3 K - Updated 1998.08.06
/kb_dl.aspx/KB/gametech/text/mappy.txt
MAPPY OPTION SWITCH SETTINGS Posted with permission by [Bally/Midway/Williams/NAMCO/whomever] dip switch A (5B) SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8 Difficulty level A (default, easiest) OFF OFF B ON OFF C OFF ON D (hardest) ON ON SW#1 SW#2 SW#3 SW#4 SW#5 SW#6 SW#7 SW#8 Sounds provide sound during attract (default) O
File: /kb_dl.aspx/KB/gametech/text/mappy.txt - 4 K - Updated 1994.10.13
/kb_dl.aspx/KB/gametech/board pinouts/defender.txt
From: carlm@iplmail.orl.mmc.com (Carl Morris) Subject: Defender.pin Date: 22 May 1995 13:53:33 GMT ----------------- | ==== ==== | | 2J3 2J4 | | | ----------- | | | "| | | | 3J2 "| | | | "| | | | | | | | "| | | | 3J3 "| | |
File: /kb_dl.aspx/KB/gametech/board pinouts/defender.txt - 5 K - Updated 1995.05.25
/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/mysticmarathon.txt
Mystic Marathon --------------- Typed in by Mark Jenison Mystic Marathon is made up of two separate boards, connected together via a pin connector (sort of like Atari System 1 boards are connected). I'm going to refer to the boards as the RAM board (the board which contains the 3x8 bank of 4116 Rams), and the ROM board (the board that contains the most ROMs). RAM board - pins labeled such that LOWEST number is nearest the RAMs, starting with the connector closest to the RAMs. 2J3 Power --------- 1 - G
File: /kb_dl.aspx/KB/gametech/board pinouts/mysticmarathon.txt - 2 K - Updated 1998.09.24
/kb_dl.aspx/KB/gametech/board pinouts/narc.txt
NARC Williams 1988 typed up by: Brian Johnson <bljohn2@uswest.com> Ray Ghanbari <ray@mayo.edu> Note: Requires Medium-Res Monitor (won't work with standard arcade monitor) 2 player game. Each player with the following control configuration: |B| Start /---\ |B| Jump | J | |B| Fire |B| Croutch \---/ |B| Rocket Bomb J == 8 way joystick B == Button All configuration parameters are set via the self-test screen (no dip switc
File: /kb_dl.aspx/KB/gametech/board pinouts/narc.txt - 6 K - Updated 1996.07.16
/kb_dl.aspx/KB/gametech/board pinouts/stargate.txt
----------------- | ==== ==== | | 2J3 2J4 | | | ----------- | | | "| | | | 3J2 "| | | | "| | | | | | | | "| | | | 3J3 "| | | | "| ---------|-----|- ---|-----|- ---------|-----|---------------|-----|
File: /kb_dl.aspx/KB/gametech/board pinouts/stargate.txt - 5 K - Updated 1993.11.19
/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/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/pinouts/slither.txt
Slither Video board: J1: (14 pin .156") 1 +5 2 +5 3 Gnd 4 -5 5 Gnd 6 +12 7 Gnd 8 9 KEY 10 +12 11 Gnd 12 +12 13 14 ~Reset J2: (14 pin .156") 1 +VSync 2 3 4 GND 5 6 7 8 9 +HSync 10 Blue 11 Green 12 13 KEY 14 Red J19: (2 pin .156") 1 Memory Protect In 2 Memory Protect Out Data/Sound/Rom board J1: (14 pin .156") 1 +5 2 +5 3 Gnd 4 -5 5 Gnd 6 +12 7 Gnd 8 9 KEY 10 +12 11 Gnd 12 +12 13 14 ~Reset J7: (5 pin .156") 1 Spk+ 2
File: /kb_dl.aspx/KB/pinouts/slither.txt - 1 K - Updated 2003.01.06
/kb_dl.aspx/KB/pinouts/world_series.txt
WORLD SERIES,CINEMATRONICS --------------------------- MAIN BOARD P1-MONITOR P2 P3 POWER P4 COIN,SVC, P5 PANEL -- --- ---------- ---1&2 START ----- 1 1 SP 1 +5V 1 1 2 2 SP 2 +5V 2 2 AIM 3 3 +5V 3 2 START 3 GO BACK 4 4 KEY 4 COIN 4 AIM 5 5 GND
File: /kb_dl.aspx/KB/pinouts/world_series.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/bubbbobb.cln.txt
BUBBLE BOBBLE CLONE COMPONENT SIDE CIRCUIT SIDE --------------------------------------------------- 1. GRD -------------------- A. GRD 2. VID RED -------------------- B. VID GND 3. VID GN -------------------- C. VID BL 4. SYNC -------------------- D. N/U 5. SP+ -------------------- E. SP- 6. KEY -------------------- F. KEY 7. +12V -------
File: /kb_dl.aspx/KB/gametech/bubbbobb.cln.txt - 4 K - Updated 1996.07.17
/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/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/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
/kb_dl.aspx/KB/gametech/elimnatr.txt
ELIMINATOR P3 P1 P2 ------- --------- --------- 1 -12V 1 1 2 +12V Y 2 2 3 AC 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/gametech/elimnatr.txt - 2 K - Updated 1996.05.12
Space Fury pinouts
Space Fury Pinouts
File: /kb_dl.aspx/KB/gametech/space fury tech.html - 2 K - Updated 2002.09.24
Xevious Technical Information
Xevious Dip Switch Settings and Pinouts
File: /kb_dl.aspx/KB/gametech/xevious tech.html - 5 K - Updated 2002.04.25
/kb_dl.aspx/KB/gametech/board pinouts/allamerfootball.txt
ALL AMERICAN FOOTBALL CINEMATRONICS MAIN BOARD P1-MONITOR P2 P3 POWER P4 COIN,SVC, P5 PANEL -- --- ---------- ---1&2 START ----- 1 1 SP 1 +5V 1 1 2 2 SP 2 +5V 2 2 3 3 +5V 3 2 START 3 4 4 KEY 4 COIN 4 5 5 GND 5 SVC 5 6
File: /kb_dl.aspx/KB/gametech/board pinouts/allamerfootball.txt - 1 K - Updated 1997.11.27
/kb_dl.aspx/KB/gametech/board pinouts/football.txt
Atari's Football (C)1978, 2 player version. Keyed in by Corey Stup (cstup@coplex.com) November 15, 1993. Any other questions about this game, you can reach me at the above address. (I still have the full service manual, as well as 2 working boards) Note: Pins listed as (L) are marked as active low. 44 position edge connector: Pin Description Color ---- ------------------------------ --------- 1 16.5 VCT GND R/GN A 16.5 VC
File: /kb_dl.aspx/KB/gametech/board pinouts/football.txt - 2 K - Updated 1993.11.23
/kb_dl.aspx/KB/gametech/board pinouts/vanguard.txt
Vanguard Pinouts Centuri, 1981 Addition by Jonathan Walton 21Sep96 1) Tie the post of the speech board (SK6) to -5V Solder Parts ----------------------------------------------------------- Gnd | 2 | 1 | Gnd Gnd | 4 | 3 | Gnd +5V | 6 | 5 | +5V +5V | 8 | 7 | +5V P2 Move Up |10 | 9 | P2 Move Down P2 Move Left |12 |11 | P2 Move Right P2 F
File: /kb_dl.aspx/KB/gametech/board pinouts/vanguard.txt - 4 K - Updated 1996.09.22
/kb_dl.aspx/KB/gametech/board pinouts/warlords.txt
These are the updated pinouts for Warlords. This list contains both pinouts for the 2 player B&W upright version and the 4 player color cocktail version; both use the same PCB. Game : Warlords Note : * means N.O. Typed in by: jenison@cig.mot.com List for P19: --------------------------------|----------------------------------- | A | 1 | ----------------------------|---|---|------------------------------- Video RET (mono) | B | 2 | Video OUT (mono) -------
File: /kb_dl.aspx/KB/gametech/board pinouts/warlords.txt - 5 K - Updated 1996.05.30
/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/atari_system1_video.txt
Atari System 1 power/video/sound pinouts Typed in by Al McCormick (dmccorm1@students.wisc.edu) Disclaimer: Use at your own risk. If you toast your board, my lawyer won't even give yours the time of day. P101 - power -------------------------------------------------------------------- 1 - RTN 2 - + Sense 3 - +5vdc 4 - +10.3vdc reset (connected to 10.3v unreg from Audio Reg III PCB) 5 - -sense 6 - -15vdc 7 - N/C 8 - RTN 9 - +15vdc 10 - +5vdc 11 - +5vdc 12 - RTN P104 - Credits/misc
File: /kb_dl.aspx/KB/pinouts/atari_system1_video.txt - 1 K - Updated 2003.01.07
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax90.txt
Atari/Atari Games VaxMail 1990 Jed Margolin ___________________________________________________________________________ From: BERT::LTURNER 2-JAN-1990 15:43:12.18 To: @SYS$MAIL:EVERYBODY CC: LTURNER Subj: New Baby This is to annouce the arrival of a new addition at the Moore house. His name is Evan Alexander Bettencourt Moore. He was born on Saturday, December 30, at 10:21A. Weight -- 7 lbs 10 oz Height -- 20 1/2 inches Mother and baby are home and doing well. _____________________________
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax90.txt - 537 K - Updated 2004.09.13
/kb_dl.aspx/KB/gametech/lunrresc.txt
LUNAR RESCUE AUDIO BOARD ROM BOARD COMP SIDE CKT SIDE COMP SIDE ----------- -------------- --------- 1 GND A GND 1 +5V 2 GND B GND 2 +5V 3 GND C GND 3 +12V 4 AUDIO 1 D AUDIO 2 4 +12V 5
File: /kb_dl.aspx/KB/gametech/lunrresc.txt - 2 K - Updated 1996.03.08
/kb_dl.aspx/KB/gametech/timepilot84.txt
from Buffalo Bill Johnston: Time Pilot '84/Konami, 8-way joystick + 2 buttons dipswitch 1 set: all off = 1 coin, 1 credit all on = free play numerous in between settings for various coin combinations dipswitch 2 set number of ships: switches 1 and 2 off/off = 3 on/off= 4 off/on = 5 on/on = 7 switch 3 off = cocktail table on = upright switch 4 and 5 bonus points off/off = 10k + every 50k on/off = 20k + every 60k off/on = 30k + every 70k on/on 40k + every 80k difficulty of game switches 6 and 7 of
File: /kb_dl.aspx/KB/gametech/timepilot84.txt - 1 K - Updated 1997.02.04
/kb_dl.aspx/KB/gametech/board pinouts/atari_system1.txt
Atari System 1 power/video/sound pinouts Typed in by Al McCormick (dmccorm1@students.wisc.edu) Disclaimer: Use at your own risk. If you toast your board, my lawyer won't even give yours the time of day. P101 - power -------------------------------------------------------------------- 1 - RTN 2 - + Sense 3 - +5vdc 4 - +10.3vdc reset (connected to 10.3v unreg from Audio Reg III PCB) 5 - -sense 6 - -15vdc 7 - N/C 8 - RTN 9 - +15vdc 10 - +5vdc 11 - +5vdc 12 - RTN P104 - Credits/misc -----------------------
File: /kb_dl.aspx/KB/gametech/board pinouts/atari_system1.txt - 1 K - Updated 1996.03.21
/kb_dl.aspx/KB/gametech/board pinouts/irobot.txt
Pinout for "I, Robot" CPU board connector (P20) A GND 1 GND Z GND 22 -Sense B +5V 2 +5V Y +5V out 21 +Sense 3 X Joystick X 4 Reset from switching power supply W E +10.3V unregulated 18 +10.3V unregulated C D F Led player 2 H Coin counter right J Joystick Y K L Coin right M Test N P R S T Fire 1 U Start player 2 V Reset out 5 6 Led player 1 7 Coin counter left 8 Audio 1 9 Audio 2 10 Coin left 11 Aux. coin 12 13 14 15 16 17