Knowledge Base
/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
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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79
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1999.07.26
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
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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
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
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
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
K - Updated
1999.11.02
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
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/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
FAQ: Buying Games at an Auction
Submitted by Doug Jefferys (dougj@sco.com) and Steve Ozdemir (ofoz@ihlpb.att.com)
NOTES FROM THE AUTHORS
The principal authors of this FAQ were Doug Jefferys and Steve Ozdemir . Although we did most of the writing work ourselves, we couldn't have produced this FAQ without the help of our loyal reviewers, a few of whom include:
Hedley Rainnie (hedley@iit.com), Steve Phillips (phillips@tegra.com), Jeff Turner (jeff@msc.edu)
If we missed any names in that list (and we probably did), let ei
File:
/kb_dl.aspx/KB/gametech/auctionfaq.html
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20
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2000.01.20
"Mr. Do!", "Mr. Do!'s Wild Ride", "Mr. Do!'s Castle", "Do Run Run" pinouts
Submitted by James R. Twine.(TWINE57@SNYDELVA.BITNET)
-> Mr. Do! Series Connector <- Name Of Games: The "Mr. Do!" Series: "Mr. Do!", "Mr. Do!'s WildRide", "Mr. Do!'s Castle", "Do Run Run". Notes: 1) This PinOut sheet is INCOMPLETE! I will update it when I have time to experiment with the game some more, but this contains enough to get it up, running and playing. [Updated on 12/30/95] 2) The sound that comes from the board requires an external amp. M
File:
/kb_dl.aspx/KB/gametech/mr. do! series tech.html
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5
K - Updated
2002.09.24
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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49
K - Updated
2002.06.10
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
Arcade PCB Pinouts
Arcade Pinouts
1,003 Entries
Last Updated: May30, 2003
Help with Pinouts
Filename Size All Pinouts813 KB 10-Yard_Fight.txt3 KB 1000_Miglia.txt3 KB 1942.txt5 KB 1943.txt3 KB 1988_World_Games.txt2 KB 3stooges.txt1 KB 720.txt0 KB Acrobat_Mission.txt1 KB Act_Fancer.txt1 KB ADP_Gauselmann.txt1 KB
File:
/kb_dl.aspx/KB/pinouts/pinout.html
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119
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2003.05.30
/kb_dl.aspx/KB/monitortech/gwoodcock_xyhelp.txt
HOW TO DIAGNOSE, REPAIR AND UPGRADE YOUR
AMPLIFONE AND WELLS-GARDNER COLOR VECTOR (XY) MONITORS
version 6.1 (4-6-96) by
Gregg Woodcock (woodcock@nortel.com)
This article is Copyright worldwide 1991, 1996; all rights reserved.
OFFICIAL CYA LEGAL WARNING AND WAIVER:
Although I have made every effort to be precise, this article may
contain errors. Even if it does not, some people may still damage their
machines or themselves while using the
File:
/kb_dl.aspx/KB/monitortech/gwoodcock_xyhelp.txt
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171
K - Updated
1999.08.01
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/gametech/board pinouts/mr.do!-series.txt
This Video Game Pinout Data Sheet Was Typed In By James R. Twine.
EMail: TWINE57@SNYDELVA.BITNET
-> Mr. Do! Series Connector <-
Name Of Games: The "Mr. Do!" Series: "Mr. Do!", "Mr. Do!'s WildRide",
"Mr. Do!'s Castle", "Do Run Run".
Notes:
1) This PinOut sheet is INCOMPLETE! I will update it when I have time to
experiment with the game some more, but this contains enough to get it
up, running and playing. [Updated on 12/3
File:
/kb_dl.aspx/KB/gametech/board pinouts/mr.do!-series.txt
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5
K - Updated
1995.12.31
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
K - Updated
2000.06.16
FAQ POSTING (rgva.marketplace)
From: tony_jones@no.spam Newsgroups: rec.games.video.arcade.marketplace Subject: FAQ POSTING (rgva.marketplace) Frequently Asked Questions rec.games.video.arcade.marketplace $Revision: 1.2 $ $Date: 1997/11/05 03:24:21 $ This is the Frequently Asked Questions (FAQ) list for the Usenet newsgroup rec.games.video.arcade.marketplace. This FAQ is posted weekly and the current copy should be considered to supersede all previous postings. This
File:
/kb_dl.aspx/KB/faqs/faq-rgvam.html
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23
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1999.07.27
Taito Board ID List
If you have info for this Taito Board ID list, please submit to this site.
Submitted by Unknown
V1.9 May 19,1998 Sorted By ROM Number ==================== Prom Stickers Board Number Game Notes ------------- ------------ ---- ----- 21J Double Dragon A03 Water Ski A14 - A22 Sea Fighter Poseidon A24 M4300018A Birdie King (198?)
File:
/kb_dl.aspx/KB/faqs/list-taito boards.html
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13
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2002.04.16
/kb_dl.aspx/KB/pinouts/mr.do!-series.txt
This Video Game Pinout Data Sheet Was Typed In By James R. Twine.
EMail: TWINE57@SNYDELVA.BITNET
-> Mr. Do! Series Connector <-
Name Of Games: The "Mr. Do!" Series: "Mr. Do!", "Mr. Do!'s WildRide",
"Mr. Do!'s Castle", "Do Run Run".
Notes:
1) This PinOut sheet is INCOMPLETE! I will update it when I have time to
experiment with the game some more, but this contains enough to get it
up, running and playing. [Upda
File:
/kb_dl.aspx/KB/pinouts/mr.do!-series.txt
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5
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
/kb_dl.aspx/KB/gametech/starwarstoesb.txt
Converting a Star Wars to an Empire Strikes Back arcade game.
Version 1.1, Copyright Cliff Koch, 1996
Revision log:
1.0 Original Posting
1.1 Added the data bus wires on the daughterboard netlist (oops).
I. Disclaimer
Doing this conversion requires reasonable soldering skills. Incorrect
wiring could cause damage to the game boards. You do these
modifications
at your own risk. I did my best to be accurate at describing the
conversion, but could have made an
File:
/kb_dl.aspx/KB/gametech/starwarstoesb.txt
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32
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1996.07.26
/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
HEAVY BARREL complete strategy guide
Submitted by Julius Yang
A somewhat obscure game, Heavy Barrel uses the same controls as Ikari Warriors, but is a better game IMHO due to the availability of different weapons, not just augmented versions of weapons.
The objective is to wipe out a military complex filled with soldiers and lethal military equipment. The available weapons are the standard machine gun, the heavy machine gun, the fan gun, the flamethrower, and the Heavy Barrel. Grenade weapons include standard grenades, red grenades,
File:
/kb_dl.aspx/KB/gametech/heavybarrelstrategy.html
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7
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2000.01.19
/kb_dl.aspx/KB/gametech/hyperolympics.txt
HYPER OLYMPIC (Konami)
Dip Switch 1
1. Coin 1 SW SET 2. Coin 2 SW SET
4 3 2 1 coin play 8 7 6 5 coin play
OFF OFF OFF OFF 1 1 OFF OFF OFF OFF 1 1
OFF ON 1 2 OFF ON 1 2
ON OFF 1 3 ON OFF 1 3
ON ON 1 4 ON ON 1 4
OFF ON OFF OFF 1 5 OFF ON OFF OFF 1 5
OF
File:
/kb_dl.aspx/KB/gametech/hyperolympics.txt
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4
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1995.08.30
/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
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/pinouts/taito_boardlist.txt
Taito Board ID List
V5.0 Mar 28, 2001
Sorted By ROM Number
====================
Prom Stickers Board Number Game Notes
------------- ------------ ---- -----
?? M6100130A Nunchackun
067 M6100654A Xexex Konami 352898B
1-13 M6100047A Ninjakun (1984) (UPL84003A)
1-17 M6100168A SRD Mission (1986) CVG-48C
1-17 M6100213A Darkmist (1
File:
/kb_dl.aspx/KB/pinouts/taito_boardlist.txt
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26
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2003.01.06
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
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2000.01.23
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/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
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2003.01.06
/kb_dl.aspx/KB/gametech/dorunrun.txt
MR. DO RUN RUN
COMP SIDE CKT SIDE
--------- --------
1 GND A GND
2 GND B GND
3 +5V C +5V
4 +5V D +5V
5 E
6 F
7 H
8 +12V J +12V
9 K
10
File:
/kb_dl.aspx/KB/gametech/dorunrun.txt
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4
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1995.09.23
/kb_dl.aspx/KB/gametech/cinemonitorrepair.txt
From: zonn@concentric.net (Zonn Moore)
Newsgroups: rec.games.video.arcade.collecting
Subject: Re: TECH:Cinematronics vectors
Date: Tue, 18 Mar 1997 06:55:00 GMT
Organization: Concentric Internet Services
Lines: 67
Message-ID: <332e3261.814372@news.concentric.net>
References: <01bc3420$86b5f200$228480d0@default>
Reply-To: zonn@concentric.net
NNTP-Posting-Host: cnc132049.concentric.net
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
X-Newsreader: Forte Agent .99g/1
File:
/kb_dl.aspx/KB/gametech/cinemonitorrepair.txt
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35
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1997.08.07
Space Invaders ROM Hack
From: Brendan Keith ( brendan.keith@wilcom.com)
Subject: Re: 8080 Midway Board Question
Brendan Keith wrote:> > > On Tue, 29 Jun 1999 08:54:22 -0700, Matt Rossiter <matt@rossiters.com>> > wrote:> >> > >When you re-strap the board, on boards such as Space Invaders, to use> > >2716 Eproms instead of the 9316. Do you have to use the TMS2716> > >Eproms or the normal 2716s?> > Another fun way is to burn all 4 or 5 images into a 27128 or larger> and simply add 4 leads or so to the address jumpers.
File:
/kb_dl.aspx/KB/gametech/space invaders rom hack.html
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12
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2002.04.16
/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
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
K - Updated
1999.12.21
/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
Addresses FAQ (North American) for rec.games.video.arcade.collecting
Created and maintained by Tony Jones (tony@rtd.com) $Revision: 1.3 $ $Date: 1997/12/24 18:35:05 $ Thanks to: Rick Schieve Greg Woodcock (obsolete component vendors) If you have additions, corrections and (especially) more precise information about the products each supplier offers, please send me e-mail -- thanks! Contents: 1a) Game Manufacturers 1b) Game Manufacturers no longer in business. 2) Informational sources 3) Auction houses 4a) Distributors (Coin-op/United S
File:
/kb_dl.aspx/KB/faqs/faq-addresses list.html
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22
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1999.07.27
Bally Midway MCR System Games FAQ
********************************* Bally Midway MCR System Games FAQ version 1.0 Writers Mark Jenison Clay Cowgill ********************************* I. Introduction II. The MCR system classes A. CPU's 1. MCR (I) 2. MCR II 3. MCR III B. Super Sound I/O C. Video 1. Video Generator II 2. Video Generato
File:
/kb_dl.aspx/KB/faqs/faq-bally midway mcr games.html
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24
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1999.10.29
Subject: FAQ POSTING (rgva.collecting)
From: tony_jones@no.spam Newsgroups: rec.games.video.arcade.collecting Subject: FAQ POSTING (rgva.collecting) Frequently Asked Questions rec.games.video.arcade.collecting $Revision: 1.3 $ $Date: 1997/11/05 03:23:40 $ This is the Frequently Asked Questions (FAQ) list for the Usenet newsgroup rec.games.video.arcade.collecting (hereafter abbreviated to rgva.collecting) This FAQ is posted every 14 days and the current copy should be considered
File:
/kb_dl.aspx/KB/faqs/faq-rgvac.html
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30
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1999.07.27
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
K - Updated
2003.06.06
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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2000.01.23
/kb_dl.aspx/KB/gametech/cinematronics-history.txt
THE HISTORY OF CINEMATRONICS AND A DESCRIPTION OF THEIR VECTOR GAMES
--------------------------------------------------------------------
COPYRIGHT 1994, 1995
REVISION NUMBER: 2.0
REVISION DATE: 23 December 1994
REVISION HISTORY: 1.0 (02/11/92 - First attempt at listing and ordering
all Cinematronics games.)
REVISION HISTORY: 2.0 (12/23/94 - Rearranged sections, added new sections
for Barrier, Speed Freak, Boxing Bugs,
File:
/kb_dl.aspx/KB/gametech/cinematronics-history.txt
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50
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1994.12.28
/kb_dl.aspx/KB/test_equipment/univid 1000/univid_harness.txt
From: jeff hendrix <jhendrix@quark.com>
To: "'vectorlist@mcfeeley.cc.utexas.edu'"
Subject: RE: Univid 1000
Date: Mon, 1 Mar 1999 11:44:51 -0700
Here is a list of the harnesses and what boards they go to, I also might
have a few harnesses for trade.
UNIVID 1000 harness numbers
Atari
101 Arabian
102 Centipede
103 Cloak & Dagger
104 Crystal Castle
105 Dig Dug
106 Food-Fight
107 I-Robot
108 Kangaroo
109 Liberator
110 Millipede
111 Pole Position
111 Pole Position II
112 Xevious
Ce
File:
/kb_dl.aspx/KB/test_equipment/univid 1000/univid_harness.txt
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2005.09.18
/kb_dl.aspx/KB/pinouts/mr_do_run_run.txt
Mr. Do! Run Run
---------------
Solder Side | Parts Side
________________________________|___________________________________
GND | A | 1 | GND
GND | B | 2 | GND
+5 | C | 3 | +5
+5 | D | 4 | +5
| E | 5 |
| F | 6 |
| H | 7 |
File:
/kb_dl.aspx/KB/pinouts/mr_do_run_run.txt
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2003.01.06
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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/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/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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2003.01.06
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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/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
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1993.12.03
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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1999.10.30
/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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2004.09.13
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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2000.01.23
Pac-Man strategy, tips, and 9th Key Pattern
Pac-Man strategy, tips, and 9th Key Pattern, submitted by Dave Hollinsworth, one unknown person, Lee Crawford, Ken Arromdee
File:
/kb_dl.aspx/KB/gametech/pac-manstrategy.html
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2002.04.16
/kb_dl.aspx/KB/gametech/board pinouts/rampage.txt
RAMPAGE PINOUTS (Midway, 1986)
--------------------------------
Rampage features three boards: CPU, Sounds Good, and a Dual Power Amp.
These boards use male MTA (Mass-Termination Assembly) connectors in both
the .156" (large) and .100" (small) sizes. You'll need several in both
sizes. Power requirements are simple: +5V and +12V are all you need.
For testing purposes, you can run the 68000 CPU board without the SOUNDS
GOOD daughterboard. Yes, this means that you can quickly power up the
game using only
File:
/kb_dl.aspx/KB/gametech/board pinouts/rampage.txt
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7
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1997.03.19
/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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/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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2003.01.06
Army Battlezone (Atari, 1980/1981)
Submitted by Unknown
"Army Battlezone remains a mystery, even to those of us who worked on it." Editor's Notes: I recently had the privilege of discussing Atari history with a member of Atari's development team. This individual worked at Atari for a period of several years, including the "Golden Age", and was a major contributor on many of the classics we've come to know know and love. A note of thanks to him, not just for the information on these pages, but for hours of fun in the arcades.
File:
/kb_dl.aspx/KB/gametech/armybattlezone.html
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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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2004.09.13
/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
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/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
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1999.08.01
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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1999.10.30
/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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1996.04.04
/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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1994.11.02
/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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1999.05.17
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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2000.01.23
/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/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$PRINT
The physical name is TXD5:, but I advise
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt
Atari/Atari Games VaxMail 1986 Jed Margolin
___________________________________________________________________________
From: ERNIE::GRAHAM 2-JAN-1986 10:21:33.70
To: @SYS$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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2004.09.13
/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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/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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2004.09.13
/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
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2001.05.27
/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
Technical Information
Note: The information and links on this page might get moved around quite a bit before things get all sorted out. I'm just going to start putting up all kinds of information that I've had archived away, so please pardon the mess! :)
Identifying Unknown Board Sets Back in 1994, Rick Schieve wrote an article about how to identify unknown boards. This article gives some quick tips on how to figure out what the pinouts are for an unknown PCB. The text is moderately technical so if you're not sure what R
File:
/kb_dl.aspx/KB/repair/iding pcbs.html
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14
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2000.01.02
/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/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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/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
/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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2001.01.13
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