Knowledge Base
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/gametech/board pinouts/hypersports.txt
Hyper Sports / Track And Field Pinouts
(Konami 2P/4P sports games)
Typed in by Jarno 'jarnis' Kokko (jarnis@mits.mdata.fi)
* = Used only in 4-player Table-top (Cocktail?) cabinet.
In 4P mode, screen is flipped for players 3 and 4
Taken from Hyper Sports manual, but should be identical
to Track and Field. (I got mine to work nicely)
SOLDER SIDE PARTS SIDE
--NC-- 1 +12 V
Speaker out 2 Speaker out
* 4P Run 2 3 * 4P Jump
* 3P Run 2 4 * 3P Jump
1P Start 5 2P Start
2P Jump 6 * 3P R
File:
/kb_dl.aspx/KB/gametech/board pinouts/hypersports.txt
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1
K - Updated
1994.12.14
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
Hyper Fighting: Ken Strategy Guide
**************************************************************************** ** ** ** # # # # ### #### ### #### # ### # # ##### # # # ### ** ** # # # # # # # # # # # # # # # # ## # # ** ** #### # ### ### ### ### # # ## #### # # # # # # ## ** ** # # # # # # # # # # # # # # # # ## # # ** ** # # # # #### # # # # ## #
File:
/kb_dl.aspx/KB/faqs/faq-sf2 hyper (ken).html
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105
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1999.10.28
/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
K - Updated
1998.04.06
/kb_dl.aspx/KB/pinouts/konami_2-4_player.txt
> Konami 2P/4P Connector <
**************************
Hyper Sports, Track And Field,
* = Used only in 4-player Table-top (Cocktail?) cabinet.
In 4P mode, screen is flipped for players 3 and 4
SOLDER SIDE PARTS SIDE
--------------------------------------------------
--NC-- 1 +12 V
Speaker out 2 Speaker out
* 4P Run 2
File:
/kb_dl.aspx/KB/pinouts/konami_2-4_player.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/track_and_field.txt
Track & Field, Centuri, 1983
----------------------------
SOLDER SIDE PARTS SIDE
--------------------------------------------------
--NC-- 1 +12 V
Speaker out 2 Speaker out
* 4P Run 2 3 * 4P Jump
* 3P Run 2 4 * 3P Jump
1P Start 5 2P Start
2P Jump 6 * 3P Run 1
2P Run 2 7
File:
/kb_dl.aspx/KB/pinouts/track_and_field.txt
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4
K - Updated
2003.01.06
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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73
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1999.10.29
Arcade Game Cheats
--- 720 --- (Contributor: unknown) In the ramp section, levels 8, 9, and 10: holding down the kick and jump buttons simultanously on the lip of the ramp will boost your air. This trick only works when you're going the correct speed (usually your third or fourth jump), and only once (as far as I can tell) per ramp session per level. ----------- Afterburner ----------- (Contributor: Anthony D. Chen) key: S - start button V - vulcan cannon M - missle F - foot sensor (only on sit-down version) stag
File:
/kb_dl.aspx/KB/faqs/faq-arcade cheats.html
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112
K - Updated
1999.10.30
Memory map for Bally/Midway MCRII system (Tron)
I know of the following games that run on MCR/II systems: TRON (MCR/II) TWO TIGERS (MCR/II) SATAN'S HOLLOW (MCR/II) DOMINO MAN (MCR/II) WACKO (MCR/II) JOURNEY (MCR/II with MCR/III sprite board) I've been told that these are MCR games, too: KICKMAN (MCR/I) SOLARFOX (MCR/I) and I belive that there are others. The game system (MCR/II) consists of three boards: * the audio board (super sound I/O) - Z80 + 2 AY-3-8910 * the cpu board - Z80 and background/tile generation
File:
/kb_dl.aspx/KB/gametech/tronmap.html
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6
K - Updated
2000.01.23
/kb_dl.aspx/KB/pinouts/hyper_olympic.txt
HYPER OLYMPIC (Konami)
----------------------
SOLDER SIDE PARTS SIDE
--------------------------------------------------
--NC-- 1 +12 V
Speaker out 2 Speaker out
* 4P Run 2 3 * 4P Jump
* 3P Run 2 4 * 3P Jump
1P Start 5 2P Start
2P Jump 6 * 3P Run 1
2P Run 2 7 SERVIC
File:
/kb_dl.aspx/KB/pinouts/hyper_olympic.txt
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3
K - Updated
2003.01.06
1996.09.29 GUIDE TO LOWER MAINLAND ARCADES
VERSION 1.0a : 1996.09.29 by Glenn Tarigan Additional comments by "Moby" Henry Kong Andrew Chang Feel free to distribute this document. Make sure the credits remain intact. I'd like to get some comments, especially from people who have been to any of the arcades mentioned here. What can I do to improve this guide? Do you have any details or opinions to add? Note: "Lower Mainland" refers to a southwest portion of British Columbia, Canada. The major arcades listed so far
File:
/kb_dl.aspx/KB/faqs/faq-1996 lwr mainland arcades.html
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54
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2000.02.20
LIST: SEGA Video Games in Japan
http://jedi.seg.kobe-u.ac.jp/~miyamo/game/ Year Title Title (Kanji) ------------------------------------------------------------------------ 1973 Pong Tron ポントロン Pong Tron II ポントロン2 Hockey TV ホッケーTV 1974 Mini Hockey ミニホッケー Table Hockey テーブルホッケー Goal Kick ゴールキック 1975 Balloon Gun バルーンガン Erase イレース
File:
/kb_dl.aspx/KB/faqs/list-sega.html
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16
K - Updated
1999.07.27
/kb_dl.aspx/KB/pinouts/hyper_olympic_84.txt
Hyper Olympic '84, Konami
-------------------------
SOLDER SIDE PARTS SIDE
--------------------------------------------------
--NC-- 1 +12 V
Speaker out 2 Speaker out
* 4P Run 2 3 * 4P Jump
* 3P Run 2 4 * 3P Jump
1P Start 5 2P Start
2P Jump 6 * 3P Run 1
2P Run 2 7
File:
/kb_dl.aspx/KB/pinouts/hyper_olympic_84.txt
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4
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/hyper_sports.txt
Hyper Sports, Konami
--------------------
SOLDER SIDE PARTS SIDE
--------------------------------------------------
--NC-- 1 +12 V
Speaker out 2 Speaker out
* 4P Run 2 3 * 4P Jump
* 3P Run 2 4 * 3P Jump
1P Start 5 2P Start
2P Jump 6 * 3P Run 1
2P Run 2 7 SERVICE
File:
/kb_dl.aspx/KB/pinouts/hyper_sports.txt
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4
K - Updated
2003.01.06
/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
K - Updated
1999.07.14
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
K - Updated
1999.10.29
/kb_dl.aspx/KB/pinouts/dragons_lair.txt
Dragon's Lair
Cinematronics Inc., 1983, pp. 6-9
The connector from the DL CPU to the disk player is composed of a ribbon
cable, a 24-pin DIP ribbon connector, and a 24-pin Centronics ribbon
connector. The #1 wire of the ribbon cable may go to the #1 pin of the
centronics connector, but then must connect to the #12 pin on the 24-
pin DIP connector. Yes, surprise me, but the cable is reversed.
LDV1000 connection DL M/B connection
(Pioneer manual description DL manual schematics)
DIO1 1
File:
/kb_dl.aspx/KB/pinouts/dragons_lair.txt
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16
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/hyper_sports_special.txt
Hyper Sports Special, Konami 1988
---------------------------------
PARTS SOLDER CN 1 (3. Player Conector)
----------------+--------------- -------------------------
GND | 1|1 | GND 1 3P Run/Shot
GND | 2|2 | GND 2 3P Jump/Left
+5V | 3|3 | +5V 3 3P Run/Right
+5V | 4|4 | +5V 4 3P S
File:
/kb_dl.aspx/KB/pinouts/hyper_sports_special.txt
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5
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt
1.0) Conversion FAQ:
--------------------
COPYRIGHT 1994
REVISION NUMBER: 1.1
REVISION DATE: 02 November 1994
REVISION HISTORY: 1.1 (02/11/94 - Clarified technical details in {6.4},
Added a few words on manuals in {7.3}
and analog controllers in {8.1.3})
REVISION HISTORY: 1.0 (01/11/94 - First public release; FTP only)
CREATED BY: Doug Jefferys, Steve Ozdemir
THANX TO: Wayne Aiken, Graham Bisset, Duncan Brown, David Hanes,
To
File:
/kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt
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115
K - Updated
1994.11.02
/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
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80
K - Updated
2001.01.13
/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
K - Updated
2001.05.27
/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
K - Updated
1998.04.07
/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
K - Updated
2003.01.09
/kb_dl.aspx/KB/monitortech/gwoodcock_xyhelp.txt
HOW TO DIAGNOSE, REPAIR AND UPGRADE YOUR
AMPLIFONE AND WELLS-GARDNER COLOR VECTOR (XY) MONITORS
version 6.1 (4-6-96) by
Gregg Woodcock (woodcock@nortel.com)
This article is Copyright worldwide 1991, 1996; all rights reserved.
OFFICIAL CYA LEGAL WARNING AND WAIVER:
Although I have made every effort to be precise, this article may
contain errors. Even if it does not, some people may still damage their
machines or themselves while using the
File:
/kb_dl.aspx/KB/monitortech/gwoodcock_xyhelp.txt
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171
K - Updated
1999.08.01
/kb_dl.aspx/KB/gametech/dragonsl.air.txt
From: dover@ll.mit.edu (David Humphrey)
Newsgroups: rec.games.video.arcade.collecting
Subject: Finally DL is done, here is some info
Date: 8 Jun 1995 16:16:23 GMT
Well, I finally have a Dragon's Lair running up to the point where I
am confident that I can successfully complete the game. Thanks to
"Blind Guy" Chris, Jim Rogers, and yes, even John Pierce at CPDIST,
for all of the input on how to jumper the boards, make the cables
and dissect the LDV1000 player (forgot... thanks to the Pioneer
Industrial di
File:
/kb_dl.aspx/KB/gametech/dragonsl.air.txt
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16
K - Updated
1996.04.04
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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41
K - Updated
1999.07.27
/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/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/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/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
K - Updated
2004.09.13
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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50
K - Updated
1999.10.30
IC List
Timing information for ICs is not yet available, and only TTL, 4000-series CMOS and some microprocessor (support) chips are included. For now, it is not clear how the format used can be extended to include linear ICs, as these usually require much more additional information such as a block diagram. The current file uses the PC8 character set (a.k.a. codepage 437), but can be converted to 7-bit ASCII without too much trouble (losing some niceties). As it is, it is small and simple enough to keep it in you
File:
/kb_dl.aspx/KB/faqs/list-iclist.html
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311
K - Updated
1999.10.29
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
/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
K - Updated
1999.07.12
/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
K - Updated
1997.02.02
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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14
K - Updated
2000.01.23
/kb_dl.aspx/KB/gametech/board pinouts/popflamer.txt
Here are the pinouts for Stern licensed version of Jaleco's Pop Flamer.
Solder Side Parts Side
----- -----
A1 N/C B1 +12V (for Sound)
A2 SP B2 SP
A3 P2 Right B3 P2 Left
A4 P2 Down B4 P2 Up
A5 1 Player Start B5 2 Player Start
A6 B6
A7 P1 Shoot B7 P2 Shoot
A8 P1 Right B8 P1 Left
A9 P1 Up B9
A10 Coin in B10
A11 P1 Down B11 Coin coun
File:
/kb_dl.aspx/KB/gametech/board pinouts/popflamer.txt
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2
K - Updated
1999.09.15
/kb_dl.aspx/KB/pinouts/kick_&_run.txt
Kick & Run, Taito
-----------------
56 Pin Connector 36 Pin Connector
------------------+---------------------- -----------------+-------------------
GND | 1 | A | GND GND | 1 | A | GND
GND | 2 | B | +5V | 2 | B | +5V
+5V | 3 | C | +5V +12V | 3 | C | +12V
| 4 | D | Counter | 4 | D |
File:
/kb_dl.aspx/KB/pinouts/kick_&_run.txt
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4
K - Updated
2003.01.06
/kb_dl.aspx/KB/datasheets/2650.txt
----------------------------------------------------------------
| |
| |
| Signetics |
| |
| 22222 666 5555555 000 |
| 2 2 6 5 0 0 |
| 2 6 5 0 0 0
File:
/kb_dl.aspx/KB/datasheets/2650.txt
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15
K - Updated
1997.01.03
/kb_dl.aspx/KB/gametech/cinemonitorrepair.txt
From: zonn@concentric.net (Zonn Moore)
Newsgroups: rec.games.video.arcade.collecting
Subject: Re: TECH:Cinematronics vectors
Date: Tue, 18 Mar 1997 06:55:00 GMT
Organization: Concentric Internet Services
Lines: 67
Message-ID: <332e3261.814372@news.concentric.net>
References: <01bc3420$86b5f200$228480d0@default>
Reply-To: zonn@concentric.net
NNTP-Posting-Host: cnc132049.concentric.net
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
X-Newsreader: Forte Agent .99g/1
File:
/kb_dl.aspx/KB/gametech/cinemonitorrepair.txt
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35
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1997.08.07
/kb_dl.aspx/KB/datasheets/65816info.txt
A 65816 Primer
[----------------------------------------------------------]
No republication or redistribution of the following is permitted without
the authors express written consent.
Table of Contents
------------------------------------------------------------------------
i Preface
1.00 Introduction
2.00 New 65816 Instructions
3.00 65816 Native Mode Programming Model
3.01 Native Mode Processor Status Register
3.10 Native Mode Registers
3.11 Accum
File:
/kb_dl.aspx/KB/datasheets/65816info.txt
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127
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1999.05.17
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
Atari/Atari Games VaxMail 1987 Jed Margolin
___________________________________________________________________________
From: KIM::RAINS 2-JAN-1987 10:27:26.19
To: @sys$mail:engineer
CC:
Subj: Computer Health Note #3
VAX-edrin Headache #3
You've been poking around somewhere in another directory (something like
SYS$USERDISK:[FRED.STUFF.MORESTUFF.EVENMORESTUFF]) and now you have found
something you want to get back to or reference with out so much directory name
baggage. Sure, it doesn't
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt
Atari/Atari Games VaxMail 1989 Jed Margolin
___________________________________________________________________________
From: KIM::HALLY 3-JAN-1989 09:01:01.61
To: DENCKER,RAY,HALLY,ROTBERG,BURGESS,MARGOLIN,COMSTOCK,NOBLE,MOSER,DIEKNEITE,FULLER,GROSSMAN
CC:
Subj: S.T.U.N. TEAM
last update: 1/3/89
Project: S.T.U.N. RUNNER (571)
Planned Field Test: FEB. 89
Planned Finished Goods Assy. JUNE 89
Project Leader: MIKE HALLY
Programmer(s): ED ROTBERG
ANDY BURGESS
Engineer: JE
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax90.txt
Atari/Atari Games VaxMail 1990 Jed Margolin
___________________________________________________________________________
From: BERT::LTURNER 2-JAN-1990 15:43:12.18
To: @SYS$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.
_____________________________
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/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$MAIL:JUNK
CC:
Subj: ATARI GAMES 401-K PLAN
John Klein asked me to put the following memo out on junk mail:
TO: All Employees
FROM: John Klein/Dennis Wood
We are quite pleased to report that our 401-K Plan has gotten off
to an excellent start. As of today we had 118 employees making
contributions to the Plan.
We encoura
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt
Atari/Atari Games VaxMail 1991 Jed Margolin
___________________________________________________________________________
From: GAWD::MCCARTHY "Pat" 2-JAN-1991 12:37:15.74
To: @SYS$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.
_____
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/kb_dl.aspx/KB/datasheets/6502emusrc/6502.h
/* assumes WORD = 16bit, BYTE = 8bit!! */
typedef unsigned short WORD;
typedef unsigned char BYTE;
/* Address mask. Atari Asteroids/Deluxe use 0x7fff -
* but use 0xffff for full 16 bit decode
*/
extern WORD addrmask;
/* pointer to the game memory map */
extern BYTE *gameImage;
/* must be called first to initialise all 6502 engines arrays */
extern void init6502(void);
/* sets all of the 6502 registers. The program counter is set from
* locations $FFFC and $FFFD masked with the above addrmask
*/
e
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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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