Knowledge Base
/kb_dl.aspx/KB/gamemanuals/stern/video8.tiff
4. FAA: Input A appears at the F output in inverted form. 5. F=B*: Input B appears at the F output in inverted form. RAM Address Multiplexing (Fig. 3—8) Six address lines (bits AC thru A5) are applied to the RAM from the three RAM Address t4UX chips 6F, 6G and 6H. The three MLIX chips receive twelve input signals from two different sources: one of these is the System Address Bus, which is driven by the Z— 80 CPU during a “write or read cycle”; the other source is the sync counter circuits which operate cont
File:
/kb_dl.aspx/KB/gamemanuals/stern/video8.tiff
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101
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1997.07.27
Converting Schematics to an Emulator V1.2
Original URL: http://atarihq.com/danb/files/zarzon.txt Converting Schematics to an Emulator V1.2 by Daniel Boris (dboris@erols.com) 5/9/98 Table of Contents 1.0 Introduction 2.0 Zarzon Hardware 2.1 Introduction 2.2 Processor 2.3 Memory Map 2.4 Roms 3.0 Video Section 3.1 Video RAM 3.2 CRT controller 3.3 Video Shifter 3.4 Color Selector 3.5 Putting all together 4.0 Sound (to be added later) Appendix 1: Converting Binary to Hex 1.0 Introduction The purpose of
File:
/kb_dl.aspx/KB/gametech/boris - converting schematics to an emulator v1.2.html
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34
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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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19
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1999.11.02
/kb_dl.aspx/KB/gamemanuals/stern/video6.tiff
TOTAL SHIFI’ AND FLOP FUNCTIONS The action diagram of Figure 3—7 indicates that a video byte can be unchanged as it passes through chips 7A thru hA or shifted toward the LSB in steps of 2,4 or 6 (depending on the binary code applied). When passing through chips 8B thru 11B, the video byte can be: (1) unchanged, (2) shifted toward the ISB by 1 bit, (3) flopped so the MSB becomes the LSB and, (4) flopped so the MSB becomes the LSB while simultaneously shifting by one bit toward the MSB. Combinations of any tw
File:
/kb_dl.aspx/KB/gamemanuals/stern/video6.tiff
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143
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1997.07.27
Williams Hardware Description
The older Williams games (Defender, Stargate, Robotron, Joust, Bubbles and Sinistar) have very similar hardware inside. These machines have five PC boards: CPU/Video- the main board, containing the CPU, RAM and video circuits The game CPU is a Motorola 6809E. There are 24 4116 RAM chips, giving 48K of DRAM, most of which is used for the video display (38K). There is also a 1K by 4-bit CMOS SRAM that is battery-backed-up. This retains the game configuration and high scores when the power is off.
File:
/kb_dl.aspx/KB/gametech/williamshwdescription.html
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5
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2000.01.23
/kb_dl.aspx/KB/gamemanuals/stern/video4.tiff
Input line 3 is connected when B and A are 1 (code 11). Input line 2 is connected when B is 1 and A is 0 (code 10). Input line 1 is connected when B is 0 and A is 1 (code 01). Input line 0 is connected when B and A are 0 (code 00). The foregoing information applies to both sections. Thus, for code 11, the first section connects to its “3” input (DO on the schematic) and similary the second section connects to its “3” input (Dl on the schematic). Pins 1 and 15 (strobe lG* and 2G*, respectively), are provided
File:
/kb_dl.aspx/KB/gamemanuals/stern/video4.tiff
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132
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1997.07.27
/kb_dl.aspx/KB/gamemanuals/atari/redbaron1b.tiff
0 0 0 0 Signature Analysis of the Math Box Circuitry During the self-test procedure, the Math Box Circuitry is quizzed. T displayed in the upper right-hand corner of the self-test video display indicates that the Math Box Circuitry does not answer the question in the amount of time expected. Therefore, a T indicates a Math Box Circuitry failure. Due to the complexity of this circuitry, we offer signature analysis as a simple means of isolating failing circuits. Signatures for this circuitry are presented in
File:
/kb_dl.aspx/KB/gamemanuals/atari/redbaron1b.tiff
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569
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1998.04.06
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel9b.tiff
Troubleshooting with the CAT Box Memory Map HEXA. DECIMAL. ADDRESS RIW DATA D7 D6 05 D4 D3 D2 Dl DO FUNCTION 0000-O3FF D 0 0 D 0 D 0 0 lKProgram) 0800 R D R D R D R 0 R D R D R D R D 3Khtzlnput HALT (1 = Halted) DIAG STEP Input (0= On) Self-Test Input (0 = On) SLAM Input (0 = On) Utility Coin Input (0 = On) Left Coin Input (0 = On) Right Coin Input (0 = On) 0900 0901 0902 0903 0904 0905 0906 0907 R 0 R 0 R D R D R D R D R D R 0 R 0 R 0 R 0 R D R D R D R 0 R D SHIELDS1 Input (1 = On) FIRE1 Input (1 = On) SHI
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel9b.tiff
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170
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1998.04.07
FAQ: Conversion v1.1
COPYRIGHT 1994 REVISION NUMBER: 1.1 REVISION DATE: 02 November 1994 REVISION HISTORY: 1.1 (02/11/94 - Clarified technical details in {6.4}, Added a few words on manuals in {7.3} and analog controllers in {8.1.3}) REVISION HISTORY: 1.0 (01/11/94 - First public release; FTP only) CREATED BY: Doug Jefferys, Steve Ozdemir THANX TO: Wayne Aiken, Graham Bisset, Duncan Brown, David Hanes, Tony Jones, John Keay, Patti Ozd
File:
/kb_dl.aspx/KB/faqs/faq-conversion_v1.1.html
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117
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1999.07.27
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow4b.tiff
PLAYER 1 LED The Player 1 LED On signal is developed from the data bit on line DB4. When clocked by LATCH, latch R9 of the Coin Door and Control Panel Output circuit latches the data bit on line DB4 to pin 19 of R9. This signal is applied through R103 to light the Player 1 LED on the game Control Panel. PLAYER 2 LED The Player 2 LED On signal is developed from the data bit on line DB5. When clocked by LATCH, latch R9 of the Coin Door and Control Panel Output circuit latches the data bit on DB5 to pin 16 of
File:
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow4b.tiff
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300
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1998.04.07
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
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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18
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2002.04.25
/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/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/gamemanuals/atari/blackwidow3b.tiff
AlO, A13-A15 Address bits on Microprocessor Address Bus lines AlO and A13-A15 are generated by Microprocessor C2. Bits on lines A13-A15, together with those on AB11-AB12, are the input bits to Address Decoders Ri-R2. AlO is exclusive-ORed with BANK SEL by gate B6 to produce the AlO input bit for Random-Access Memory NIP1. ABOAB12 Address bits on Buffered Microprocessor Address Bus lines ABO-AB12 are software-generated by Microprocessor C2 and buffered by Bi and Ci. These signals are the Input bits to Read-O
File:
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow3b.tiff
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323
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1998.04.07
/kb_dl.aspx/KB/gamemanuals/cine/batheoryop3.tiff
The program memory is comprised of 2, 8 X 4K ROMS with two pages of memory in each: 1 even chip, 1 odd chip. The odd chip contains the odd memory and the even chip contains the even memory locations. The Program Address Counter (Refer to Appendix A, Figure A-5) The program address counter is comprised of 4-bit binary counters Si 1, Ri 1 and P11 (74L5163). These counters are presetable by the states of inputs at pin 3, 4, 5 and 6. The preset inputs originate from register devices P13 and Ri 3 (74S377 and 74L
File:
/kb_dl.aspx/KB/gamemanuals/cine/batheoryop3.tiff
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217
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1998.03.22
How to WIN at NBA JAM! by Randolph S. Vance and William G. Henderson
E-Mail: RSVANC00@mik.uky.edu (NeXT Mail) WGHEND00@mik.uky.edu (NeXT Mail) Version 1.13 Revised: August 18th, 1993 ---------------------------------------------------------------------- Introduction. Are you tough enough to take on all 27 of the NBA teams? If you think you are, get set for the most intense basketball video game you'll ever play! ---------------------------------------------------------------------- History. Versio
File:
/kb_dl.aspx/KB/faqs/strat-how to win at nba jam.html
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31
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1999.10.29
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel1a.tiff
Table of Contents .CQ c8 Cl) O Cb (Qci -I. p. ..q. Cb ,Cb Schematic Package Supplement to C, C . 0— C’) Sheet 1A Table of Contents Sheet 1 B Space DuelTM Upright Wiring Diagram (037937-01 A) Sheet 2A Space Duel Cocktail Wiring Diagram (038027-01 A) Sheet 2B Color X-Y Power Supply Wiring Diagram (037394-01 B) Regulator/Audio II Schematic Diagram (035435-04 B) Sheet 3A Fluorescent Light and Speaker Wiring Diagram (035833-01 A) Coin Door Wiring Diagram (037542-01 A) Utility Panel Wiring Diagram (038004-01 A) S
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel1a.tiff
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135
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1998.04.07
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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37
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2000.01.23
Gottlieb System Boards Info
Submitted by Unknown
Last updated: November 27, 1996 Gottlieb Video System Boards * GV-100 Reactor uses a MA-289 board which looks very similar to the GG-III system board with 2 noticeable exceptions, no battery & smaller 2732 type program roms near the edge connector (instead of the 2764's). It should be possible to adapt this game to run on the GG-III system board. GG-III system board are marked C-22248-3 and will run the following games... * GV-102 Mad Planets
File:
/kb_dl.aspx/KB/gametech/gottleibboards.html
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4
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2000.01.20
Galaga Memory Map
partial, probably wrong in places, but it is a start. Galaga memory map ----------------- V1.0 Nov1/96 'board squirrel' Galaga is a multi processor architecture machine. The processor board is a subset of the Bosconian processor board. In fact a bosconian CPU will run the Galaga code. A galaga video board is required though. Processor 1 ----------- Z80A , clocked at 1H. Board position 4M. Uses 4, 2732 eproms these are mapped at 0000-3FFF sequentially 3N(gg-a),3M(gg-b), 3L(gg-c),3K(gg-
File:
/kb_dl.aspx/KB/gametech/galagamap.html
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5
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2000.01.23
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
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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28
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2000.01.23
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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28
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1999.07.27
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel10a.tiff
G. Analog Vector-Generator H. LED, Coin Counter and Custom Audio 110 Chip #1 channel 1 produces pure tone. F. Player and Option Switch Plo/il Inputs 1. Perform the CAT Box preliminary set-up. 2. BYTES: 1 3. RIW: READ 4. For each address of Table 2-4, do the following: RIW MODE: (OFF) Enter address RIW MODE: STATIC Activate input switch for address. Table 2-4 Player and DIP Switch Inputs ADDRESS INPUTSWITCH TEST RESULTS 0905 THRUST, Player 2 DIP switch at location PlOlil, toggle 4 Lower nybble (right digit)
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel10a.tiff
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187
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1998.04.07
/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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9
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1999.08.01
/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
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1995.05.12
/kb_dl.aspx/KB/gametech/scramblefroggerturtlessnd.txt
Subject: TECH: Tips for Sound problems on Scramble, Frogger, Turtles.
From: *pcjohn@monmouth.com (John Dondzila)
Date: Fri, 18 Sep 1998 00:12:00 GMT
These boards are all more or less the same. I've seen
numerous requests over the last few years for sound
help on these boards with no answers. My Turtles
sound crapped out tonight, so let me share my notes ...
(1) Check that the board is getting 12 volts.
(Make sure the connector is clean ! Use a pencil eraser to remove crud)
(2) Check that th
File:
/kb_dl.aspx/KB/gametech/scramblefroggerturtlessnd.txt
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2
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1998.09.24
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow4a.tiff
ENORM The active low-level Normalization Flag: is software-generated by gate K4 of the Normalization Flag circuit. If OPO is high, SA is high, and the output from gate J5 is high, ENORM is set low when STROBEO goes high. ENORM is applied through gate E7 to the Si input pins of Vector Data Shifters A8, B8, GB, F8, H8, and J8. ENORM multiples the rate of change of the X and Y vector data in the Vector Data Shifters (via shift left operations) at the same factor specified by data on lines DVY8-DVY1O. The n num
File:
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow4a.tiff
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309
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1998.04.07
/kb_dl.aspx/KB/gametech/crzykong.pt2.txt
---------------------------------------------------------------------------
Pinouts for "Crazy Kong" (Falcon, 1982)
component side solder side
-------------- -----------
GND 1 A GND
GND 2 B GND
GND 3 C GND
SPKR + 4 D SPKR GND
+12V 5 E +12V
1P Up 6 F N/C
2P [Up/Down] 7 H N/C
GND 8 J GND
File:
/kb_dl.aspx/KB/gametech/crzykong.pt2.txt
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2
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1995.12.29
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
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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23
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/kb_dl.aspx/KB/gametech/board pinouts/crazykong.txt
---------------------------------------------------------------------------
Pinouts for "Crazy Kong" (Falcon, 1982)
with corrections from Jonathan Walton 21Sep96
this is the inverse pinout (put your connector on backwards, since
parts side and solder side are flipped) to the Falcon bootleg version
of Ms PacMan
component side solder side
-------------- -----------
GND 1 A GND
GND 2 B GND
GND 3 C GND
File:
/kb_dl.aspx/KB/gametech/board pinouts/crazykong.txt
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2
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1996.09.22
Bally Midway MCR System Games FAQ
********************************* Bally Midway MCR System Games FAQ version 1.0 Writers Mark Jenison Clay Cowgill ********************************* I. Introduction II. The MCR system classes A. CPU's 1. MCR (I) 2. MCR II 3. MCR III B. Super Sound I/O C. Video 1. Video Generator II 2. Video Generato
File:
/kb_dl.aspx/KB/faqs/faq-bally midway mcr games.html
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24
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1999.10.29
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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34
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2004.12.17
/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
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1994.03.18
/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
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1994.10.20
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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38
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2000.01.23
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/gametech/samtroncgatoarcade.txt
Converting the Samtron 5" CGA monitor to work with Jamma boards
---------------------------------------------------------------
The Samtron 5" monitor makes a nice workbench monitor because of it's small size
and the ease with which it can be rotated for vertical games.
I got mine for $49 from TimeLine, Inc.
See http://www.digisys.net/timeline/blowout.html for details.
I do not work for them or have any affiliation with them at all.
Furthermore, I take no responsibility if you injure yourself or destr
File:
/kb_dl.aspx/KB/gametech/samtroncgatoarcade.txt
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5
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1997.07.18
/kb_dl.aspx/KB/gametech/war-lord.txt
WARLORDS
2 VID OUT B VID GND
7 +4V K POT 1
9 POT 2
44 PIN CONN
-----------
1 GND A GND
2 +5V B -5V
3 C
4 D
5 CTR CENTER E CTR LEFT
6 LED 1 F CTR RIGHT
7 H LED 2
8
File:
/kb_dl.aspx/KB/gametech/war-lord.txt
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4
K - Updated
1996.09.24
/kb_dl.aspx/KB/gametech/warlords.txt
Warlords 2player upright wiring (copied from the manual. Untested. Use
at your own risk!!!)
video out 2
video ret B
pot 2 9
pot 1 K
+4v 7
gnd 1
+sense 22
+sense 21
+5v reg 2
-5v reg B
audio 2 9
audio 1 10
+12v 20
-5v 19
gnd A
gnd Z
+5 out Y
led 2 H
start 2 15
led 1 6
start 1 S
coincntr L E
co
File:
/kb_dl.aspx/KB/gametech/warlords.txt
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4
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1996.04.04
/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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31
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2001.05.27
/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
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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31
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1999.10.30
The Sega Out Run FAQ Version 0.3
Maintained by Chris White Andrew W. Sharples This FAQ may only be reproduced with permission, and must not be edited, altered or modified in any other way. WWW and TXT formats available from : www.diamondblack.demon.co.uk # As the case is with all FAQs, this document is a work in progress. # # Additions, corrections, and comments are very welcome. # [What's New] Version 0.3 - 7th February 1998 * Added : Machine S
File:
/kb_dl.aspx/KB/faqs/faq-sega outrun.html
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70
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1999.10.30
/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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39
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2003.01.09
/kb_dl.aspx/KB/gametech/text/kangaroo.txt
Kangaroo
Option Switch Settings and Self-Test
Options are preset at the factory and shown by the * symbols.
To verify option switch settings, power the game off then on again.
Set the self-test switch to ON and verify the settings on the
self-test screen. Then set the self-test switch to OFF.
The table below contains the switch settings for options relating to
the number of Kangaroo lives, game difficulty, bonus and price
options. The switches are on the CPU PCB to the right of IC42
and are accessible whe
File:
/kb_dl.aspx/KB/gametech/text/kangaroo.txt
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15
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1995.04.07
/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
/kb_dl.aspx/KB/datasheets/z80/z80_faq.txt
----------------------------------------------------------------------------
[Zilog Logo]
----------------------------------------------------------------------------
This is the Z80 HardWare and Software FAQ...
Is you want to partisipate, please E-mail Questions or Answers to me. Thomas
Scherrer
----------------------------------------------------------------------------
Questions - from: George C. Lindauer
Answers by: Thomas Scherrer - HomePage
And by: Howard Goldstein - HomePage
Also by: Dave Baldwin
File:
/kb_dl.aspx/KB/datasheets/z80/z80_faq.txt
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9
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1996.09.27
/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
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1994.10.19
/kb_dl.aspx/KB/pinouts/crazy_kong.txt
Crazy Kong
----------
SOLDER | PARTS
---------------------+----------------------
| 1 | A | 1P.Jump
| 2 | B | 1P.Down
1P.Up | 3 | C | 1P.Right
1P.Left | 4 | D |
| 5 | E |
| 6 | F |
| 7 | G |
| 8 | H |
| 9 | I |
|10 | J |
|11 | K
File:
/kb_dl.aspx/KB/pinouts/crazy_kong.txt
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9
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2008.01.04
/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
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1998.09.24
/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
/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
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1999.07.14
/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
/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$MAIL:COINOP
Subj: A neat trick with mail
For all of you who use the MAIL program as a form of
the "paperless office", I have discovered a bug (pronounced
"fea-ture") in same.
It seems that the addressee line (TO: ...) is parsed
independently of file handling. Mail looks at each item in
the list, and checks for a double colon (
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax84.txt
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281
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2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
Atari/Atari Games VaxMail 1987 Jed Margolin
___________________________________________________________________________
From: KIM::RAINS 2-JAN-1987 10:27:26.19
To: @sys$mail:engineer
CC:
Subj: Computer Health Note #3
VAX-edrin Headache #3
You've been poking around somewhere in another directory (something like
SYS$USERDISK:[FRED.STUFF.MORESTUFF.EVENMORESTUFF]) and now you have found
something you want to get back to or reference with out so much directory name
baggage. Sure, it doesn't
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
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271
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2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt
Atari/Atari Games VaxMail 1986 Jed Margolin
___________________________________________________________________________
From: ERNIE::GRAHAM 2-JAN-1986 10:21:33.70
To: @SYS$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/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$MAIL:EVERYBODY
CC:
Subj: PAYMENT OF CONSULTANTS/CONTRACTORS
STARTING THIS YEAR WE WILL BE PAYING CONSULTANTS AND CONTRACTORS THROUGH
PAYROLL INSTEAD OF ACCOUNTS PAYABLE. THIS WILL ALLOW US TO AUTOMATICALLY
KEEP TRACK AND GENERATE YEAR-END 1099 INFORMATION.
THIS WILL APPLY TO ALL CONTRACTORS OR COMPANIES THAT ARE NO
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax88.txt
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293
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2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt
Atari/Atari Games VaxMail 1989 Jed Margolin
___________________________________________________________________________
From: KIM::HALLY 3-JAN-1989 09:01:01.61
To: DENCKER,RAY,HALLY,ROTBERG,BURGESS,MARGOLIN,COMSTOCK,NOBLE,MOSER,DIEKNEITE,FULLER,GROSSMAN
CC:
Subj: S.T.U.N. TEAM
last update: 1/3/89
Project: S.T.U.N. RUNNER (571)
Planned Field Test: FEB. 89
Planned Finished Goods Assy. JUNE 89
Project Leader: MIKE HALLY
Programmer(s): ED ROTBERG
ANDY BURGESS
Engineer: JE
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt
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403
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2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
Atari/Atari Games VaxMail 1985 Jed Margolin
___________________________________________________________________________
From: KIM::SHEPPERD 4-JAN-1985 17:20
To: @SYS$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$PRINT
The physical name is TXD5:, but I advise
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
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233
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2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt
Atari/Atari Games VaxMail 1991 Jed Margolin
___________________________________________________________________________
From: GAWD::MCCARTHY "Pat" 2-JAN-1991 12:37:15.74
To: @SYS$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
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834
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2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax90.txt
Atari/Atari Games VaxMail 1990 Jed Margolin
___________________________________________________________________________
From: BERT::LTURNER 2-JAN-1990 15:43:12.18
To: @SYS$MAIL:EVERYBODY
CC: LTURNER
Subj: New Baby
This is to annouce the arrival of a new addition at the
Moore house. His name is Evan Alexander Bettencourt Moore.
He was born on Saturday, December 30, at 10:21A.
Weight -- 7 lbs 10 oz
Height -- 20 1/2 inches
Mother and baby are home and doing well.
_____________________________
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax90.txt
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537
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2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax92.txt
Atari/Atari Games VaxMail 1992 Jed Margolin
___________________________________________________________________________
From: BERT::FRANCES 2-JAN-1992 17:56:52.97
To: MARGOLIN
CC:
Subj: PHONE MESSAGE
DAN ASH 879-3037 10:27AM
NEW 2101 MATERIAL HAS NO BUGS. CALL MARGO FOR MORE INFO.
___________________________________________________________________________
From: BERT::BROWN 3-JAN-1992 19:39:22.02
To: @SYS$MAIL:EVERYBODY
CC: BROWN
Subj: PREMIUM PAYMENT PLAN, MODIFIED CAFETERIA PLAN
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax92.txt
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564
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2004.09.13
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