Knowledge Base
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
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/kb_dl.aspx/KB/faqs/faq-arcade cheats.html
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/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
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115
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1994.11.02
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
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/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
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/kb_dl.aspx/KB/gametech/starwarstoesb.txt
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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
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/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
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/kb_dl.aspx/KB/gametech/cinemonitorrepair.txt
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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
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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
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Hyper Fighting: Ken Strategy Guide
**************************************************************************** ** ** ** # # # # ### #### ### #### # ### # # ##### # # # ### ** ** # # # # # # # # # # # # # # # # ## # # ** ** #### # ### ### ### ### # # ## #### # # # # # # ## ** ** # # # # # # # # # # # # # # # # ## # # ** ** # # # # #### # # # # ## #
File:
/kb_dl.aspx/KB/faqs/faq-sf2 hyper (ken).html
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1999.10.28
/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
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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
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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
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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
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2000.06.16
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
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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
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/kb_dl.aspx/KB/faqs/faq-sega outrun.html
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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
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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
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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
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/kb_dl.aspx/KB/gametech/vidinvrt.txt
VIDEO INVERSION AND YOU!
Using Older Nintendo Monitors in New Conversions
Copyright June 1, 1992 by Randy Fromm
The images you see on any television screen are made from combinations of
red, green and blue; the three "primary colors" of light. By combining
these three primary colors in different combinations, we can make any
color we want. For example, combining any two of the primary colors will
create one of the three "secondary colors." Red and blue combine to make
magenta. Red and green mix to for
File:
/kb_dl.aspx/KB/gametech/vidinvrt.txt
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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:
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24
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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
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/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
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FAQ: Buying Games at an Auction
Submitted by Doug Jefferys (dougj@sco.com) and Steve Ozdemir (ofoz@ihlpb.att.com)
NOTES FROM THE AUTHORS
The principal authors of this FAQ were Doug Jefferys and Steve Ozdemir . Although we did most of the writing work ourselves, we couldn't have produced this FAQ without the help of our loyal reviewers, a few of whom include:
Hedley Rainnie (hedley@iit.com), Steve Phillips (phillips@tegra.com), Jeff Turner (jeff@msc.edu)
If we missed any names in that list (and we probably did), let ei
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/kb_dl.aspx/KB/gametech/auctionfaq.html
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/kb_dl.aspx/KB/gametech/identify-unknown-boards.txt
Newsgroups: rec.games.video.arcade.collecting
From: rls@intgp8.ih.att.com (-Schieve,R.L.)
Subject: Re: how do you find the +5,+12,-5 voltages on a board, don't
have pinouts?
Date: Sun, 31 Jul 1994 18:20:21 GMT
In article <5i2SznW.bubsy@delphi.com>, <bubsy@delphi.com> wrote:
>How do you find out which pins are which voltages on a board that you
>have no pinouts for?
>erik
Here is an old posting of mine that many have seen but maybe some
of the new people are interested:
------------------
File:
/kb_dl.aspx/KB/gametech/identify-unknown-boards.txt
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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
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/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
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/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
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/kb_dl.aspx/KB/monitortech/atarixyhints.txt
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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
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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
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2002.09.24
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
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/kb_dl.aspx/KB/faqs/strat-how to win at nba jam.html
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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
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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
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2002.04.25
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
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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
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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
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2000.01.23
POWER SUPPLY REPAIR
Copyright November, 1994 by Randy Fromm We live in a "disposable society." Disposable razors, lighters, pens and a myriad of other items are a part of our daily life. Many operators consider power supplies to be disposable as well. Their rumored inability to be repaired and relatively low cost create the impression of disposability. This is not the case, however. I repair lots of power supplies and it's really quite easy and practical. In fact, a repaired supply may end up having a longer l
File:
/kb_dl.aspx/KB/gametech/psrepair.html
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2000.01.23
/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
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1997.10.08
/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
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2003.01.06
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
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1999.11.01
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
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33
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2000.06.16
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
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1999.11.02
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
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2000.01.23
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
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2000.06.15
Williams Hardware Description
The older Williams games (Defender, Stargate, Robotron, Joust, Bubbles and Sinistar) have very similar hardware inside. These machines have five PC boards: CPU/Video- the main board, containing the CPU, RAM and video circuits The game CPU is a Motorola 6809E. There are 24 4116 RAM chips, giving 48K of DRAM, most of which is used for the video display (38K). There is also a 1K by 4-bit CMOS SRAM that is battery-backed-up. This retains the game configuration and high scores when the power is off.
File:
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5
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2000.01.23
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
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2002.06.10
/kb_dl.aspx/KB/datasheets/z80/z80ctc04.tiff
Each Z-80 CTC channel must be programmed prior to operation. Programming consists of writing two words to the I/O port that corresponds to the desired channel. The first word is a control word that selects the operating mode and other parameters; the second word is a time constant, which is a binary data word with a value from 1 to 256. A time constant word must be preceded by a channel control word. After initialization, channels may be reprogrammed at any time. If updated control and time constant words a
File:
/kb_dl.aspx/KB/datasheets/z80/z80ctc04.tiff
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560
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1997.08.25
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
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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
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27
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1999.10.30
/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
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569
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1998.04.06
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
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6
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1999.12.21
/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
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1,359
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1998.03.27
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
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1999.10.30
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
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9
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2000.01.23
/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
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548
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1998.04.06
/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
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528
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1997.08.25
/kb_dl.aspx/KB/datasheets/z80/z80ctc06.tiff
Pin CE. Chip Enable (input, active Low). When Description enabled the CTC accepts control words, interrupt vectors, or time constant data words from the data bus during an I/O write cycle; or transmits the contents of the down-counter to the CPU during an I/O read cycle. In most applications this signal is decoded from the eight least significant bits of the address bus for any of the four I/O port addresses that are mapped to the four counter-timer channels. CLK. System Clock (input). Standard single- phas
File:
/kb_dl.aspx/KB/datasheets/z80/z80ctc06.tiff
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632
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1997.08.25
/kb_dl.aspx/KB/datasheets/cinematronics/cineinst.txt
CINEINST.TXT
Preliminary description of the Cinematronics CPU and instruction set.
Version: 0.1
Date: 01/31/97
Author: Zonn Moore
E-mail: zonn@concentric.net (as of the above date)
Released to the public domain by the author, distribute freely.
-----------------------------------------------------------------------------
PREFACE
This information was gathered solely through the use of the program
'cinesim.c' and few digital data books, (and, well of course, a schem
File:
/kb_dl.aspx/KB/datasheets/cinematronics/cineinst.txt
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30
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1997.02.02
Smash TV strategy guide
Submitted by Unknown
Don't try to conserve ammo. Your shots should be efficient and kill as much as possible, and you won't have time to think about conserving shots (esp. in the latter stages). The pattern of moves you should follow at the end of each board to reach the easiest boards is:
Level 1: right, up; and then you have no choices.
Level 2: up, right; and then again, no choices.
Level 3: right, right, down; and then you have no choices.
Following these moves should enable you to
File:
/kb_dl.aspx/KB/gametech/smashtvstrategy.html
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2000.01.19
/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
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555
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1998.03.27
/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
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/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
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160
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1997.10.08
/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
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/kb_dl.aspx/KB/pinouts/space_dungeon.txt
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9
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2003.01.06
/kb_dl.aspx/KB/gamemanuals/cine/jstktheo.tiff
JOYSTICK CONTROL CIRCUITRY The Joystick circuitry is used in conjunction with the CPU Board to perform an analog to digital conversion. The X & Y pots on the joystick control work in the same manner with identical circuitry. One end of each pot is connected to +15 and the other end to -15V. The center wiper of each pot goes to its corresponding circuitry. The voltage off the pot is fed into the input of a noninverting DC amp, the capacitors on the input are used to smooth out the response when moving the jo
File:
/kb_dl.aspx/KB/gamemanuals/cine/jstktheo.tiff
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45
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1998.03.22
Help With Raster Monitor Repairs
Submitted by Rick Schieve (rls@intgp1.att.com)
When I first got into collecting arcade videos I found monitors to be truly daunting. I spent many hours struggling with repairs even though I had some minimal background in TV repair. I've discovered several things in the last few years to greatly aid in the repair of raster arcade monitors even if you have only minimal electronics skills and I thought I would share the information with those that are interested.
The 4 most common raster monitors u
File:
/kb_dl.aspx/KB/gametech/rastermonitorrepairhelp.html
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2000.01.20
/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
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50
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1994.12.28
Emulating Pong
Original URL: http://cgexpo.com/danb/files/pong.txt
"Emulating Pong"
by Daniel Boris (dboris@home.com)
October 17, 1999
One of the question I find my self answering a lot on message boards is "why hasn't Pong been emulated yet." For those who do not know, the reason for this is that Pong doesn't have a microprocessor or code ROMs like most games do. Pong is completely built from discrete electronic components which work together to create the behavior of the game. There were a good number
File:
/kb_dl.aspx/KB/gametech/boris - emulating pong.html
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4
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2000.06.16
Galaga Pinouts and Configuration
Galaga Pinouts and Dip Switches, for official and bootleg boards
File:
/kb_dl.aspx/KB/gametech/galaga tech.html
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14
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2002.05.20
/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
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5
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1996.12.30
/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
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10
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1999.12.21
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
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15
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2000.01.23
Defender Cheats and Strategy
Submitted by Unknown
When you get your last official guy before 1,000,000, every time you score, you'll get an extra man.
The trick we used was to win 100+ ships between 990,000 and 1,000,000, thus fooling the game based on where score rolls over rather than where ships roll over. The version where you win 100+ ships has been tested, the version where you win 256+ ships never was because:
a. For every point scored in Defender from 990,000 to 999,975 you will win one extra ship and smart b
File:
/kb_dl.aspx/KB/gametech/defenderstrategy.html
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4
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2000.01.19
/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
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647
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1998.03.27
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
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10
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2000.01.20
/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
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281
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2004.09.13
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
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23
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2000.06.16
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
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8
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1999.11.02
/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
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171
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1998.04.07
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
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421
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2002.09.24
/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
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7
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1994.12.08
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
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311
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1999.10.29
/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
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7
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1999.08.01
Raster Monitor Lesson
< Raster Monitor Lesson Submitted by Rick Schieve (rls@intgp1.att.com)
Coin-op video games use one of two types of monitors, vector or raster scan. Both vector and raster scan monitors are available in black and white or color. A black and white picture tube has one electron gun that lights just one type of phosphor (usually, but not always white). Color tubes have 3 electron guns that (when the yoke and neck magnets are aligned properly) each hit their own phosphors only, either red, green, or
File:
/kb_dl.aspx/KB/gametech/rastermonitorlesson.html
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3
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2000.01.20
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
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8
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2000.01.20
/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
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7
K - Updated
1997.03.19
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
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13
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2003.06.06
/kb_dl.aspx/KB/datasheets/6502/6502.bugs.txt
-------------------------------------------------------------------------------
I found this document somewhere on a gopher archive in an Apple2's
programming directory and I think this could be very useful information
for example for emulator writers :)
2-Nov-1994 Ivo van Poorten <ipoorten=www@cs.vu.nl>
-------------------------------------------------------------------------------
With all the books on 6502 programming, and all the years that the 6502 has
been around and popular, you'
File:
/kb_dl.aspx/KB/datasheets/6502/6502.bugs.txt
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3
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1999.07.12
/kb_dl.aspx/KB/gametech/text/spectar.txt
Spectar
Exidy, 1980
Spectar
Option Switch Settings
-----------------------------------------------------------------------------
DIP Switch Settings
1 2 3 4 5 6 7 8 Option
-----------------------------------------------------------------------------
Game Type
---------
Off Upright
On
File:
/kb_dl.aspx/KB/gametech/text/spectar.txt
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3
K - Updated
1995.04.10
Tempest Tech Info
Tempest Dip Switch Settings, Pinouts, Memory Map, ROM Info and EAROM info
File:
/kb_dl.aspx/KB/gametech/tempest tech.html
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15
K - Updated
2002.04.25
/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, $19.95)
File:
/kb_dl.aspx/KB/pinouts/joy_of_joys.txt
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9
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2003.01.06
/kb_dl.aspx/KB/datasheets/z80/z80undoc.txt
_F_r_o_m _N_O_R_T_H_E_R_N _B_Y_T_E_S _- _V_o_l_u_m_e _3 _N_u_m_b_e_r _1_0 _(_O_c_t_. _'_8_2_)
UNDOCUMENTED Z-80 OPCODES by Bill Smythe is reprinted
from the CHICATRUG NEWS (Chicago TRS-80 Users' Group).
NORTHERN BYTES editor's note: This is the most
comprehensive article that I have seen to date covering
this subject!
If you are willing to set aside your Editor/Assembler
for a
File:
/kb_dl.aspx/KB/datasheets/z80/z80undoc.txt
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17
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1996.09.27
/kb_dl.aspx/KB/monitortech/gwoodcock_xyhelp.txt
HOW TO DIAGNOSE, REPAIR AND UPGRADE YOUR
AMPLIFONE AND WELLS-GARDNER COLOR VECTOR (XY) MONITORS
version 6.1 (4-6-96) by
Gregg Woodcock (woodcock@nortel.com)
This article is Copyright worldwide 1991, 1996; all rights reserved.
OFFICIAL CYA LEGAL WARNING AND WAIVER:
Although I have made every effort to be precise, this article may
contain errors. Even if it does not, some people may still damage their
machines or themselves while using the
File:
/kb_dl.aspx/KB/monitortech/gwoodcock_xyhelp.txt
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171
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1999.08.01
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
Atari/Atari Games VaxMail 1987 Jed Margolin
___________________________________________________________________________
From: KIM::RAINS 2-JAN-1987 10:27:26.19
To: @sys$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
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271
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2004.09.13
/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
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67
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1999.07.12
/kb_dl.aspx/KB/pinouts/moon_patrol.txt
Moon Patrol
-----------
Solder Side | Parts Side
--------------------------------|--------------------------------
GND | A | 1 | GND
GND | B | 2 | GND
| C | 3 |
Coin Counter B | D | 4 | Coin Counter A
2P.SLOW (Left) | E | 5 | 1P.SLOW (Left)
2P.FAST (Right) | F | 6 | 1P.FAST (Right)
2P.FIRE | H | 7 | 1P.FIRE
File:
/kb_dl.aspx/KB/pinouts/moon_patrol.txt
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6
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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
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4
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2003.01.06
/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
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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
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7
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2003.01.06
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
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108
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2000.09.17
Sinistar Standard Joystick Hack
SINISTAR joystick adaptation (Adapts a cheapie standard 8-way joyrod to SINISTAR which fancies a snazzy trillion position optical joyrod).
File:
/kb_dl.aspx/KB/gametech/sinistar standard joystick hack.html
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3
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2002.04.16
/kb_dl.aspx/KB/gamemanuals/stern/video3.tiff
However, each of the two switch sections of 6E uses only two of the four possible input positions (ground and Al3 for one section: H8 and A0 for the second section. Thus,the chip requires only two binary codes at pins A and B to select the two positions. Pin A is grounded to provide a logic zero at all times and pin B provides the two binary codes of 00 or 10. Pin B is driven by the VIDCYC* waveform derived from an H4 count and the 11256 count which are generated in the horizontal counters of the synchroniz
File:
/kb_dl.aspx/KB/gamemanuals/stern/video3.tiff
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111
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1997.07.27
/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
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25
K - Updated
1994.10.19
/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
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24
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2002.12.06
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
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13
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1999.10.30
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
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7
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2000.01.23
/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
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9
K - Updated
1994.12.14
/kb_dl.aspx/KB/gametech/ripoff.doc.txt
RIPOFF DOCS
Introduction:
RIP OFF is a one or two player action game that offers features guaranteed
to capture and prolong player interest: an accelerating competitive level
with a clearly visble object and a team competition option that allows
players to combine scores as well as skills in defense strategy against
a futuristic enemy.
The Center of the playfield is occupied by a selectable number of
triangular fuel cells that pulsate with radioactive energy. The player
commandeers a land cr
File:
/kb_dl.aspx/KB/gametech/ripoff.doc.txt
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5
K - Updated
1996.04.04
/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$PRINT
The physical name is TXD5:, but I advise
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
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233
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2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt
Atari/Atari Games VaxMail 1986 Jed Margolin
___________________________________________________________________________
From: ERNIE::GRAHAM 2-JAN-1986 10:21:33.70
To: @SYS$MAIL:JUNK
CC:
Subj: ATARI GAMES 401-K PLAN
John Klein asked me to put the following memo out on junk mail:
TO: All Employees
FROM: John Klein/Dennis Wood
We are quite pleased to report that our 401-K Plan has gotten off
to an excellent start. As of today we had 118 employees making
contributions to the Plan.
We encoura
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt
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342
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2004.09.13
/kb_dl.aspx/KB/gametech/board pinouts/halleyscomet.txt
Connector H:
1 through 4 -- ground
5 through 7 -- +5v
8 -- -5v
9 -- +13v
10 -- key
11 through 12 -- +12v
Connector T
Component Side Solder Side
ground 1A ground
ground 2B ground
ground 3C ground
ground* 4D ground*
Video ground 5E Video ground*
Video sync 6F Video sync*
Key 7H Key
Video Red 8J Video Red*
Video Green 9K Video Green*
File:
/kb_dl.aspx/KB/gametech/board pinouts/halleyscomet.txt
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2
K - Updated
1998.05.09
/kb_dl.aspx/KB/gametech/board pinouts/superpac-man.txt
Here are the pinouts to Super Pac-Man. The first part of this file contains
original information pulled from the manual. At the end of this file, Scott
Lemon was kind enough to test the pinouts and he gives the minumum set of pins
needed to get the game to actually work.
--Dave Holcomb
holcomb@halcyon.com
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Super Pac-Man pinouts
Midway, December 1982
There are three boards to the Super Pac-Man boardset:
CPU Board A0
File:
/kb_dl.aspx/KB/gametech/board pinouts/superpac-man.txt
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6
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1995.04.06
/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
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8
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2003.01.06
/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
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8
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1995.11.16
/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
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39
K - Updated
1994.03.18
/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
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2
K - Updated
1994.11.03
/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
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31
K - Updated
1999.07.14
/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
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403
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2004.09.13
/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
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7
K - Updated
1996.09.01
/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
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8
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2003.01.06
/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
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2
K - Updated
2000.04.12
/kb_dl.aspx/KB/gametech/board pinouts/fantasy.txt
Fantasy Pinouts
Rock-Ola<S.N.K., 1982
SOLDER SIDE | PARTS SIDE
------------------------------------|--------------------------------------
(Power) Gnd | A | 1 | Gnd (Power)
--------------------------------|---|---|----------------------------------
(Coin Common) Gnd | B | 2 | Gnd
--------------------------------|---|---|----------------------------------
+5V | C | 3 | +5V
--------------------------------|---|---|-----
File:
/kb_dl.aspx/KB/gametech/board pinouts/fantasy.txt
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5
K - Updated
1995.05.12
/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
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293
K - Updated
2004.09.13
/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
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33
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2004.09.13
/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
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7
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1995.01.06
/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
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57
K - Updated
1994.10.20
/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
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5
K - Updated
1995.05.29
/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
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20
K - Updated
1999.07.12
/kb_dl.aspx/KB/gametech/cloak&da.ger.txt
Cloak & Dagger Pinouts
Atari Inc., 1983
There are two Cloak & Dagger conversion kits. One is for converting from
Defender, and the other is for converting from Joust, Robotron 2084, or
Stargate.
There are two boards to the Cloak & Dagger boardset, Master and Slave PCB,
plus an Interconnect PCB, an Electromagnetic Interference (EMI) PCB, and
a Sound Board.
A040733-01 EMI Shield and Dual PCB Assembly -- includes:
A039431-01 Cloak & Dagger Interconnect PCB
A039938-21 Cloak & Dagg
File:
/kb_dl.aspx/KB/gametech/cloak&da.ger.txt
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12
K - Updated
1996.04.03
/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
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7
K - Updated
1996.04.04
/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
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11
K - Updated
1998.09.24
/kb_dl.aspx/KB/pinouts/moon_ranger.txt
Moon Ranger
-----------
Solder Side | Parts Side
--------------------------------|--------------------------------
GND | A | 1 | GND
GND | B | 2 | GND
| C | 3 |
Coin Counter B | D | 4 | Coin Counter A
2P.SLOW (Left) | E | 5 | 1P.SLOW (Left)
2P.FAST (Right) | F | 6 | 1P.FAST (Right)
2P.FIRE | H | 7 | 1P.FIRE
File:
/kb_dl.aspx/KB/pinouts/moon_ranger.txt
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6
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
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10
K - Updated
1999.08.01
/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
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537
K - Updated
2004.09.13
/kb_dl.aspx/KB/gametech/venture.txt
Venture pinouts
Exidy, 1981
There are two boards to the Venture boardset, the logic and the audio board.
The audio booard is labeled with:
PCB 77-3387-14
ASY 77-3387-15
And the logic board is labeled with:
PCB 77-3374-14 COMP
Exidy Inc ASSY 77-3374-15 SIDE
The audio board is the top board. It has a 30-pin edge connector and 3 10-pin
connectors. Only the edge connector at P5 and the 10-pin connector at P21 are
used. The other two connec
File:
/kb_dl.aspx/KB/gametech/venture.txt
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8
K - Updated
1996.04.04
/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
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8
K - Updated
1995.05.29
/kb_dl.aspx/KB/pinouts/spectar.txt
Spectar Exidy, 1980
-------------------
COMP SID J1 CKT SIDE P5 P21
--------- -------- -- ---
1 A 1 GND 1 VID RED
2 B 2 +12V 2 VID GN
3 C 3 -12V 3 VID BL
4 D 4 GND 4 SYNC
5 DOWN E COIN 1
File:
/kb_dl.aspx/KB/pinouts/spectar.txt
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4
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/cloak_and_dagger.txt
Cloak & Dagger Atari Inc., 1983
-------------------------------
There are two Cloak & Dagger conversion kits. One is for converting from
Defender, and the other is for converting from Joust, Robotron 2084, or
Stargate.
There are two boards to the Cloak & Dagger boardset, Master and Slave PCB,
plus an Interconnect PCB, an Electromagnetic Interference (EMI) PCB, and
a Sound Board.
A040733-01 EMI Shield and Dual PCB Assembly -- includes:
A039431-01 Cloak & Dagger Interconnect P
File:
/kb_dl.aspx/KB/pinouts/cloak_and_dagger.txt
-
8
K - Updated
2003.01.06
/kb_dl.aspx/KB/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/board pinouts/cloakanddagger.txt
Cloak & Dagger Pinouts
Atari Inc., 1983
There are two Cloak & Dagger conversion kits. One is for converting from
Defender, and the other is for converting from Joust, Robotron 2084, or
Stargate.
There are two boards to the Cloak & Dagger boardset, Master and Slave PCB,
plus an Interconnect PCB, an Electromagnetic Interference (EMI) PCB, and
a Sound Board.
A040733-01 EMI Shield and Dual PCB Assembly -- includes:
A039431-01 Cloak & Dagger Interconnect PCB
A039938-21 Cloak & Dagg
File:
/kb_dl.aspx/KB/gametech/board pinouts/cloakanddagger.txt
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11
K - Updated
1995.04.22
/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
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8
K - Updated
2003.01.06
/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
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7
K - Updated
1993.12.03
/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
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9
K - Updated
1999.05.17
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt
Atari/Atari Games VaxMail 1991 Jed Margolin
___________________________________________________________________________
From: GAWD::MCCARTHY "Pat" 2-JAN-1991 12:37:15.74
To: @SYS$MAIL:JUNK
CC: MCCARTHY
Subj: New employee.
If you haven't already noticed or been introduced, we have a new
employee starting today.
His name is John Moore. He is a hardware design engineer in the
Electrical Design group, reporting to me. His office is the corner
cubicle just outside my office.
Drop by and say Hi.
_____
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt
-
834
K - Updated
2004.09.13
/kb_dl.aspx/KB/pinouts/venture.txt
Venture Exidy, 1981
There are two boards to the Venture boardset, the logic and the audio board.
The audio booard is labeled with:
Exidy Inc.
Copyright 1981
PCB 77-3387-14
ASY 77-3387-15
Audio/Color ---
|B|
---
And the logic board is labeled with:
PCB 77-3374-14 COMP
Exidy Inc ASSY 77-3374-15 SIDE
Copyright 1981 Revision E
The audio board is the top board. It has
File:
/kb_dl.aspx/KB/pinouts/venture.txt
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7
K - Updated
2003.01.06
/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
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91
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
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96
K - Updated
1999.07.12
/kb_dl.aspx/KB/datasheets/65816/feature.txt
GTE G 65 SC 802 / G 65 SC 816
Microcircuits
CMOS 8/16-Bit Microprocessor Family
Features
Advanced CMOS design for low power consumption and increased
noise immunity
Emulation mode for total software compatibility with 6502 designs
Full 16-bit ALU, Accumulator, Stack Pointer, and Index Registers
Direct Register for ''zero page'' addressing
24 addressing modes (including 13 original 6502 modes)
Wait for Interrupt (WAI) and Stop the Clock (STP) instructions
for reduced power consumption and
File:
/kb_dl.aspx/KB/datasheets/65816/feature.txt
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3
K - Updated
1996.08.24
/kb_dl.aspx/KB/datasheets/65816/instnote.txt
Notes on G65SC802/816 Instructions
All Opcodes Function in All Modes of Operation
It should be noted that all opcodes function in all modes of operation.
However, some instructions and addressing modes are intended for G65SC816
24-bit addressing and are therefore less useful for the G65SC802. The
following is a list of Instructions and addressing modes which are primarily
intended for G65SC816 use:
JSL; RTL; [d]; [d],y; JMP al; JML; al; al,x
The following instructions may be used with the G65SC802 even
File:
/kb_dl.aspx/KB/datasheets/65816/instnote.txt
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4
K - Updated
1996.08.24
/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/historical documents/atari games vaxmail/vax92.txt
Atari/Atari Games VaxMail 1992 Jed Margolin
___________________________________________________________________________
From: BERT::FRANCES 2-JAN-1992 17:56:52.97
To: MARGOLIN
CC:
Subj: PHONE MESSAGE
DAN ASH 879-3037 10:27AM
NEW 2101 MATERIAL HAS NO BUGS. CALL MARGO FOR MORE INFO.
___________________________________________________________________________
From: BERT::BROWN 3-JAN-1992 19:39:22.02
To: @SYS$MAIL:EVERYBODY
CC: BROWN
Subj: PREMIUM PAYMENT PLAN, MODIFIED CAFETERIA PLAN
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax92.txt
-
564
K - Updated
2004.09.13
/kb_dl.aspx/KB/gametech/moonpatrol.txt
Typed by Franklin Bowen (mjrhavoc@clark.net) 3/18/96
Thanks to Pauline at Video Connections who faxed them to me!
I wish I knew what the # on PATROL CARS means.
Moon Patrol switch settings
DIP SWITCH SETTINGS
DIP SWITCH NO. 1
----------------------------------------------------------------------
ADJUSTMENT OPTIONS SWITCH NUMBER
----------------------------------------------------------------------
File:
/kb_dl.aspx/KB/gametech/moonpatrol.txt
-
5
K - Updated
1996.03.19
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