Knowledge Base
CONVERSION BETWEEN SPACE DUEL AND GRAVITAR
From: "tomm" Subject: Re: Tech: XY Gurus HELP Gravitar/Space Duel Date: Monday, June 12, 2000 10:18 AM ----------------------------------------------------------------- | CONVERSION BETWEEN SPACE DUEL AND GRAVITAR | ----------------------------------------------------------------- COPYRIGHT 2000 REVISION NUMBER: 1.0 (first public release) REVISION DATE: 29 March 2000 CREATED BY: John Lee and amended by Tom McClintock PART I: Conversion of A Space Duel Con
File:
/kb_dl.aspx/KB/gametech/gravitar_space duel.html
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13
K - Updated
2000.06.15
Gremlin/Sega EPROM / Board Numbers
Submitted by Unknown
Gremlin/Sega EPROM / Board Numbers Manual Part Numbers: ------------------- Head-On 420-0193 Gee Bee 420-0199 Monaco GP 420-0358 Head On 2 / Invinco 420-0359 Astro Fighter 420-0410 or 420-0411 Carnival 420-0498 Moon Cresta 420-0518 Space Firebird 420-0533 Astro Blaster 420-0552 Space Tactics 420-0556 Pulsar 420-0601 G08 Color X/Y 420-0605 Spac
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/kb_dl.aspx/KB/gametech/sega-gremlineprom.html
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6
K - Updated
2000.01.20
The Bronze Age (1971 to 1980) Video Game List
Vers 2.7 May 12, 1998 additions/corrections to aek@spies.com and kk@clickto.com Note: Date may either be release date, date from a manual or schematic, or the date that a game appears in a publication Monitor Type ------------ H-- = Horizontal V-- = Vertical -R- = Raster -V- = Vector --B = B&W --O = Color Overlay --C = Color --P = Projection Name Manuf Date uP Man/ROM # ---- ----- -
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/kb_dl.aspx/KB/faqs/list-bronzeagebyyear.html
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30
K - Updated
1999.10.29
A Random Games-list
Game Name Manufacturer Year Pinout Class ------------------------------------------------------------------------------ V 005 Sega 1981 18 Wheeler Midway 1979 3D Bowling MED 1978 H 720 Degrees Atari Games 1986 800 Fathom USB 1982 H Aeroboto William
File:
/kb_dl.aspx/KB/faqs/list-randomgames.html
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73
K - Updated
1999.10.29
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
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/kb_dl.aspx/KB/gametech/segag80ref.html
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37
K - Updated
2000.01.23
Seaga/Gremlin X-Y FAQ
======================== The Sega/Gremlin X-Y FAQ version 1.6 written by: Mark Jenison ======================== 1. Introduction 2. The X-Y Convert-a-Game system a. The System 1. CPU boards 2. X-Y timing and control boards 3. Sound boards 4. EPROM boards b. Monitor: Electrohome G08 X-Y c. Power supply 3. Games a. Space Fury b. Star Trek c. Eliminato
File:
/kb_dl.aspx/KB/gametech/segaxyfaq16.html
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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
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/kb_dl.aspx/KB/faqs/faq-segaxy_v1.6.html
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28
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1999.07.27
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
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
K - Updated
2002.04.16
Gravitar Control Panel in a Space Duel Cabinet
Submitted by John Lee (jhlee@hac2arpa.hac.com)
The following describes how to connect an Atari Gravitar control panel to the Atari Space Duel cabinet harness. Both the Gravitor control panel and game PCB are virtual drop-in substitutes into the Space Duel cabinet. However, while the Gravitar panel has a 12-pin Molex-type connector, Space Duel uses a 24-pin AMP-type connector. Fortunately, the Space Duel control panel signals are a superset of Gravitar's.
In my own conversion, I made a small
File:
/kb_dl.aspx/KB/gametech/gravitarconv2.html
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3
K - Updated
2000.01.19
Sega Convert-a-Game EPROM Mapping
Submitted by Unknown
Begin End Board --------------------------------------- 8 18 Space Odyssey Back Scene Hardware 1 808 812 Astro Blaster Speech board 829 Astro Blaster CPU EPROM 837 852 Astro Blaster 888 906 Space Odyssey 959 Space Odyssey 960 968 Space Fury 969 Space Fury, and cocktail and upright Eliminators CPU EPROM 970 972 Space Fury speech board 1158 1170 Eliminator ??? 1200 1212 El
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1
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2000.01.20
Space Zap pinouts
Submitted by Dave Holcomb (holcomb@halcyon.com)
There are seven boards in the Space Zap boardset: Qty Position on Motherboard 1 *Game Bd A084-90708-A902 J5 1 Pattern Bd A082-91348-0000 J4 1 CPU Bd (C.P.U.) A082-91354-E000 J3 2 RAM Card A082-91356-C000 J2 & J1 1 Comm. Mother Bd A082-90006-B/C0
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/kb_dl.aspx/KB/gametech/spacezappinouts.html
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9
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2000.01.23
FAQ: Conversion v1.1
COPYRIGHT 1994 REVISION NUMBER: 1.1 REVISION DATE: 02 November 1994 REVISION HISTORY: 1.1 (02/11/94 - Clarified technical details in {6.4}, Added a few words on manuals in {7.3} and analog controllers in {8.1.3}) REVISION HISTORY: 1.0 (01/11/94 - First public release; FTP only) CREATED BY: Doug Jefferys, Steve Ozdemir THANX TO: Wayne Aiken, Graham Bisset, Duncan Brown, David Hanes, Tony Jones, John Keay, Patti Ozd
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/kb_dl.aspx/KB/faqs/faq-conversion_v1.1.html
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117
K - Updated
1999.07.27
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)
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/kb_dl.aspx/KB/gametech/ataribwvec.html
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11
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2000.01.23
Yet Another List
O-Taito is the Old Taito pinout on wiretap. N-Taito is the New-Taito pinout (Like Elevator Action). Quote by R. Schieve: "Taito.pin will match most for power, ground, monitor, and speaker connections but inputs are usually quite different." DECO/Data East is the Data East pinout. See Ring King.pin or KarateChamp.pin.I AtariV is Black Widow and Gravitar and Space Duel Konami if the Konami pinout. See Konami\Rush'n'Attack.pin. BZone is Battle Zone and Red Baron Tehkan games seem to follow th
File:
/kb_dl.aspx/KB/faqs/list-yetanothergameslist.html
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49
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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
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1999.07.27
Early Atari documentation list
Submitted by Gregg Woodcock (woodcock@bnr.ca)
Here is a pretty complete list of documentation for Atari's early arcade video games. Note that "TM" stands for "Technical Manual" and "DP" stands for "Drawing Package [supplement]" which was later renamed to "SP" which stands for "Supplement Package". I am not sure what "CO" stands for but the "C" could be for "Correction" because most of the CO documents were errata or addendums to the manuals. In addition, most Atari games had "ST" documents which w
File:
/kb_dl.aspx/KB/gametech/earlyataridocs.html
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6
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2000.01.20
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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28
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1999.10.30
LIST: Atari Games
ROMs Manuals Game Name -------------- --------- --------------------------------------- 422 Super Pong TM-001 Mazer Blazer TM-004 Gran Trak 20 TM-008 Qwak TM-010 Tank TM-011 Gran Trak 10 TM-019 Pursuit TM-021 Twin Racer TM-025 Anti-Aircraft TM-027 Jet Fighte
File:
/kb_dl.aspx/KB/faqs/list-atari.html
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11
K - Updated
1999.07.27
/kb_dl.aspx/KB/gametech/spacedueltogravitar.txt
---------------------------------------------------------------------------
Gravitar Control Panel in a Space Duel Cabinet
The following describes how to connect an Atari Gravitar control panel
to the Atari Space Duel cabinet harness. Both the Gravitor control
panel and game PCB are virtual drop-in substitutes into the Space Duel
cabinet. However, while the Gravitar panel has a 12-pin Molex-type
connector, Space Duel uses a 24-pin AMP-type connector. Fortunately,
the Space Duel control pane
File:
/kb_dl.aspx/KB/gametech/spacedueltogravitar.txt
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3
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1994.10.20
LIST: KONAMI Video Games in Japan
Year Title Title (Kanji) ------------------------------------------------------------------------ 1977 Destroyer 1978 Block Invader Space King Space Ship 1979 Space War Kamikaze 1980 Maze Sidewinder The End 1981 Scramble Super Cobra Flogger Video Hustler Turpin Strategy X Tactician Amider Barrian 1982 Jungler Gattan Gotton Tuta
File:
/kb_dl.aspx/KB/faqs/list-konamijapan.html
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2
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1999.07.27
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/gametech/board pinouts/gorf.txt
GORF
====
Note that the player controls are on a PC board and go through
voltage comparators to generate the U/D/L/R signals
Logic Board
===========
21 Pin Connector
================
1) Unused
2) Unused
3) Unused
4) Unused
5) Unused
6) Unused
7) To pin 8 on Control PC (Up)
8) To pin 9 on Control PC (Down)
9) To pin 5 on Control PC (Left)
10) To pin 6 on Control PC (Right)
11) To pin 3 on Control PC (Tied to pin 3 of 5 pin conn
File:
/kb_dl.aspx/KB/gametech/board pinouts/gorf.txt
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2
K - Updated
1993.08.05
Reproduction Phoenix Instruction Cards and Custom Coin Card
( INSERT COINS
( SELECT GAME FOR ONE OR TWO PLAYERS
( USE JOYSTICK TO MOVE YOUR SPACE SHIP TO THE LEFT OR TO THE RIGHT, AND FIRE BEAM GUN TO SHOOT PHOENIX ARMY.
( THEN SCORE REACHES 3,000 & 30,000 POINTS ONE SPACE SHIP IS ADDED EACH TIME FOR THESE POINTS.
( A STRATEGY IS NEEDED TO AVOID ARMY’S ATTACK BY PUSHING BARRIER BUTTON.
( GAME IS OVER WHEN ALL SPACESHIPS HAVE BEEN DESTROYED.
200 POINTS · · · WHEN FLYING 20PTS. · · · · · · WHEN WAITING
File:
/kb_dl.aspx/KB/gamemanuals/phoenix_instruct.doc
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323
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2002.09.24
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/gametech/listbyyear.txt
'H','R','B','Computer Space','Nutting Assoc',1971
'H','R','B','Pong','Atari',1972
'H','R','B','Astro Hockey','Brunswick',1973
'H','R','B','Astro Race','Taito(japan)',1973
'H','R','B','Davis Cup','Taito(japan)',1973
'H','R','B','Elepong','Taito(japan)',1973
'U','R','B','Elimination','Atari/Kee',1973
'H','R','B','Gotcha','Atari',1973
'H','R','C','Gotcha Color','Atari',1973
'H','R','B','Hockey','Ramtek',1973
'H','R','B','Hockey TV','Sega(japan)',1973
'H','R','B','Leader','Midway',1973
'H','R','B','
File:
/kb_dl.aspx/KB/gametech/listbyyear.txt
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18
K - Updated
1999.07.10
Space Fury pinouts
Space Fury Pinouts
File:
/kb_dl.aspx/KB/gametech/space fury tech.html
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2
K - Updated
2002.09.24
Old Taito 3 board set pinouts
Submitted by John Keay
These pinouts are not 100% complete, but there is enough info for an upright JAMMA conversion. There is an upright/cocktail pin somewhere and 2P left/right/fire buttons are still unidentified.
The HALT pin was the one that had me going for a while. I couldn't get the game to run at all outside the cocktail harness until I wired this sucker low. Lunar Rescue ('80) Space Invaders (late '70s) Solder Sound Board Parts ===============
File:
/kb_dl.aspx/KB/gametech/taito3pinouts.html
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3
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2000.01.19
/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
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/kb_dl.aspx/KB/gamemanuals/atari/spaceduel1a.tiff
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135
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1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel2a.tiff
Space DueF Cocktail Wiring Diagram GAI PCS $ CH EWIA1IC 03653?- 1 45VRTN -SENS + SE N SC •SV REG isv P.E& •22v DC -azvoc +5 V RTE4 SLAM SW GND SHIELDS I ROT LEFT( THRUST I CABINET Sw GND SW GNO LOCk OUT COIN L COIN R IO.3v DC START LCD SELECT LEt SELECT 45V SHiELDS 2 ROT. LEFIZ COlA AOX THRUST 2 SELF rES-r SW GND L 00I4(CIIt1l P19 _____ AUDIO ‘2 ii AUDIO I It AUD GAO M ROT RIGHTI 5 FIRCI 3 ROT R’.IT £ FIREZ 4 START SW 6 ‘rGND 2 Xa0 I TOUT B xour A ______ &UEGteo $, GREEN GiNO 3 RED G.seD II %LUE 9 GREEN 5 _
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/kb_dl.aspx/KB/gamemanuals/atari/spaceduel2a.tiff
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138
K - Updated
1998.04.07
/kb_dl.aspx/KB/gametech/spacepanic.txt
SPACE PANIC DIP SWITCHES
------------------------
(as typed in by Dr. Inferno, Jason Bardis, jasonbar@engineering.ucsb.edu,
directly from the Space Panic manual, so, if these are wrong or make
your Space Panic blow up, 'snot my fault)
SW1: # of panic men
on 3
off 4
SW2: extra points
on 3,000
off 5,000
SW3: cabinetstyle
on upright
off cocktail table
SW4,5,6: coins/credits for left chute
SW4 SW5 SW6 COIN CREDIT
on on on 1 1
on on off 1 2
on
File:
/kb_dl.aspx/KB/gametech/spacepanic.txt
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1
K - Updated
1996.07.03
Konami board numbers, Revision V2.7
Submitted by Graham Bisset (boards@nmisystems.demon.co.uk)
Konami board numbers, Revision V2.7 (c) 1995-1997 Graham Bisset, All rights reserved. This document can be freely copied so long as all credit to myself remains and the document remains INTACT! The latest revision of this document is always available from : http://www.nmisystems.demon.co.uk/konami.htm -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Last updated : 5/4/98 (UK date format) Changes since last update : +1 Changes made
File:
/kb_dl.aspx/KB/gametech/konamiboards.html
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11
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2000.01.20
/kb_dl.aspx/KB/gametech/liberatr.doc.txt
Well, I typed up the docs for someone, so I decided to add the pinouts
and post them to the net. Someone please check the pinouts over and if
they look fine, upload the file to wiretap(Can't do it myself).
Liberator is a 1 or 2 player game. The action takes place in various
star systems in outer space. There are missile bases on planets and
enemy space ships that the player tries to destroy. The object of the
game it to find and destroy the enemy missile bases.
The player controls a fleet of 4
File:
/kb_dl.aspx/KB/gametech/liberatr.doc.txt
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7
K - Updated
1996.04.04
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/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/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
K - Updated
1998.04.07
/kb_dl.aspx/KB/gametech/board pinouts/spacepanic.txt
SPACE PANIC BOARD PINOUTS
-------------------------
(as typed in by Dr. Inferno, Jason Bardis, jasonbar@engineering.ucsb.edu,
directly from the Space Panic manual, so, if these are wrong or make
your Space Panic blow up, 'snot my fault. I had both Video Connection's
pinout sheet and the manual--they had a few discrepancies between the two
and the manual's wiring diagram is less than elegant, but I think this
is all okey-dokey.
COMPONENT SIDE SOLDER SIDE
GND
File:
/kb_dl.aspx/KB/gametech/board pinouts/spacepanic.txt
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2
K - Updated
1996.07.03
/kb_dl.aspx/KB/pinouts/gorf.txt
GORF
====
Note that the player controls are on a PC board and go through
voltage comparators to generate the U/D/L/R signals
Logic Board
===========
21 Pin Connector
================
1) Unused
2) Unused
3) Unused
4) Unused
5) Unused
6) Unused
7) To pin 8 on Control PC (Up)
8) To pin 9 on Control PC (Down)
9) To pin 5 on Control PC (Left)
10) To pin 6 on Control PC (Right)
11) To pin 3 on Control PC (Tied to
File:
/kb_dl.aspx/KB/pinouts/gorf.txt
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5
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2003.01.06
LIST: JAMMA Games
H '88 Games Konami 1988 JAMMA 1941 Capcom 1990 JAMMA V 1943: The Battle of Midway Capcom 1988 JAMMA H 3 Wonders Capcom 1991 JAMMA H 9 Ball Shoot Out Bundra JAMMA V Aero Fighters McO'River 1992 JAMMA H Air Buster Namcoi/Kaneko 1990 JAMMA V Ajax
File:
/kb_dl.aspx/KB/faqs/list-jamma.html
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27
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2000.06.20
/kb_dl.aspx/KB/gametech/cinematronics-history.txt
THE HISTORY OF CINEMATRONICS AND A DESCRIPTION OF THEIR VECTOR GAMES
--------------------------------------------------------------------
COPYRIGHT 1994, 1995
REVISION NUMBER: 2.0
REVISION DATE: 23 December 1994
REVISION HISTORY: 1.0 (02/11/92 - First attempt at listing and ordering
all Cinematronics games.)
REVISION HISTORY: 2.0 (12/23/94 - Rearranged sections, added new sections
for Barrier, Speed Freak, Boxing Bugs,
File:
/kb_dl.aspx/KB/gametech/cinematronics-history.txt
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50
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1994.12.28
/kb_dl.aspx/KB/gametech/board pinouts/liberator.txt
Path: goonsquad.spies.com!genmagic!sgigate.sgi.com!swrinde!cssun.mathcs.emory.edu!gatech2!news.sprintlink.net!noc.netcom.net!netcomsv!uu3news.netcom.com!netcomsv!uu4news.netcom.com!inferno.com!mrbill
Subject: liberator docs and pinouts
Newsgroups: rec.games.video.arcade.collecting
From: mrbill@inferno.com
Date: Wed, 15 Nov 95 01:44:05 PST
Message-ID: <804734589602@inferno.com>
Organization: The Inferno - San Jose, CA
Lines: 174
Well, I typed up the docs for someone, so I decided to add the pinouts
and pos
File:
/kb_dl.aspx/KB/gametech/board pinouts/liberator.txt
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8
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1995.11.16
/kb_dl.aspx/KB/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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2003.01.06
/kb_dl.aspx/KB/gametech/galaga.txt
Galaga DIP switch settings.
There are two sets of DIP switches on the Galaga CPU board. They are labeled
6J and 6K (6K is on top).
6J is used for setting the difficulty of Galaga. Switch 7 is not used on 6J,
the rest are as follows:
Switch #1 is used for selecting the type of 1 or 2 player games:
When this switch is OFF:
1 Player Game: Press the 1 player start button.
%w, 3, 4, or 5 fighters.
2 Player Game: Press the 2 player start button.
File:
/kb_dl.aspx/KB/gametech/galaga.txt
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4
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1993.08.20
/kb_dl.aspx/KB/gametech/galaga_bl.txt
G A L A G A
=============
by Brian Murray
(brian@demon.csd.unsw.edu.au)
There are apparently many different galaga implementations, this one
happens to be mine. I don't know how I would identify my particular
boards, but I'll give as much as I can. (They were from a tabletop
if that matters). There are two boards, both with blue solder masks.
The top one (slightly larger) is the CPU board, has the 4 processors
and program EPROMS, and h
File:
/kb_dl.aspx/KB/gametech/galaga_bl.txt
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5
K - Updated
1994.05.10
/kb_dl.aspx/KB/gametech/spacedue.txt
SPACE DUEL
1 GND A GND
2 +5 B +5
3 +22 C
4 -22 D
5 E +10.3 UNREG
6 R COIN F LOCK OUT
7 SELECT LED H L COIN (CNTR)
8 LEFT 2 J START LED
9 SHIELD 2 K LEFT 1
10 THRUST 1 L SHIELD 1
11 SELECT M THRUST 2
12 SW GND N SW GND
13 SW GND P
14 SLAM R
15 S AUX COIN
16 L COIN T SELF
File:
/kb_dl.aspx/KB/gametech/spacedue.txt
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4
K - Updated
1995.12.15
/kb_dl.aspx/KB/gametech/board pinouts/spacezap.txt
Space Zap pinouts
Midway, 1981
There are seven boards in the Space Zap boardset:
Qty Position on
Motherboard
1 *Game Bd A084-90708-A902 J5
1 Pattern Bd A082-91348-0000 J4
1 CPU Bd (C.P.U.) A082-91354-E000 J3
2 RAM Card A082-91356-C000 J2 & J1
1 Comm. Mother Bd A082-90006-B/C000
1 *Audio Amp Board
File:
/kb_dl.aspx/KB/gametech/board pinouts/spacezap.txt
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8
K - Updated
1995.05.29
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
K - Updated
2000.01.20
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
/kb_dl.aspx/KB/gametech/spaceduel.txt
From the manual (TM-181; 1st printing):
Table 1-1 Game Option Settings
(Settings of 8-Toggle Switch on Space Duel game PCB at D4)
8 7 6 5 4 3 2 1 Option
On Off 3 ships per game
Off Off 4 ships per game $
On On 5 ships per game
Off On 6 ships per game
On Off *Easy game difficulty
Off Off Normal game difficulty $
On On
File:
/kb_dl.aspx/KB/gametech/spaceduel.txt
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3
K - Updated
1994.01.05
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
K - Updated
1999.07.27
/kb_dl.aspx/KB/gamemanuals/atari/ast2b.tiff
4 INPUTS PLAYER INPUT CIRCUITRY J2o IOO,ak * SPL S E LF- T E5• lA FIRE [j-J 4(PERJ DIAG STEP (diagnostid step), 3 KHz, SELF-TEST SLAM, HALT, FIRE and HYPER inputs are read by the MPU when SINPO (switch input zero enable) is low, Switches to be, read are selected by ABO thru AB2 from the MPU. All inputs are read on DB7. Switch inputs are active when pulled to ground. DIAG STEP, 3 KHz, and SELF-TEST are signals read by the MPU? to initiate and control the: game’s self-test pro- cedure. SLAM is a signal read b
File:
/kb_dl.aspx/KB/gamemanuals/atari/ast2b.tiff
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1,359
K - Updated
1998.03.27
Space Invaders pinouts
Space Invaders Pinouts
File:
/kb_dl.aspx/KB/gametech/space invaders tech.html
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1
K - Updated
2002.09.24
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel4a.tiff
NOTICE TO ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL: Reproduction forbidden without the ape- cit ic written permission of Atari, Inc., Sunnyvale, CA. This drawing is only conditionslfy issued, and neither receipt nor possession thereof confers or transfers any right in, or license to use, the subject mstter of the drswing or any design or technical information shown thereon, nor any right to reproduce this drawing or any part thereof. Escept for manufacture by vendors of Atari, Inc., and tor manufactu
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel4a.tiff
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79
K - Updated
1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel4b.tiff
Test Connector 2 3 4 15 6 Il 8 232425262 28 33 34 35 36 37 38 39 404) 42 43 44 45 46 4? 48 49 50 NOTICE TO ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL: Reproduction forbidden without the specific written permission of Atari, Inc., Sunnyvale, CA. This drawing is Only conditionally issued, and neither receipt nor possession thereof confers or transfers any right in, or license to use, the subject matter of the drawing or any design or technical information shown thereon, nor any right to reproduce this dr
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel4b.tiff
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114
K - Updated
1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel6a.tiff
Vector Read-Only Memory AMI1 AMI0 AM 9 AM 8 AM 7 AM AM 5 AM 4 AM3 AMa AM AMØ VROM Z VROMI Vector Random-Access Memory NOTICE TO ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL: Reproduction forbidden without the specific written permission of Atari, Inc., Sunnyvale, CA. This drawing is only conditionally issued, and neither receipt nor possession thereof confers or transfers any right in, or license to use, the subject matter of the drawing or any design or technical infonnation shown thereon, nor any right
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel6a.tiff
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91
K - Updated
1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel6b.tiff
J NOTICE TO ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL: Reproduction forbidden without the specific written permission of Atari, Inc., Sunnyvale, CA. This drawing is only conditionally issued, and neither receipt nor possession thereof confers or transfers any right in, or license to use, the subject matter of the drawing or any design or technical information shown thereon, nor any right to reproduce this drawing or any part thereof. Except for manufacture by vendors of Atari, Inc., and for manufactur
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel6b.tiff
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85
K - Updated
1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel7b.tiff
NOTICE TO ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL: Reproduction forbidden without the spycitic written permission of Atari, Inc., Sunnyvale, CA. This drawing is only conditionally issued, and neither receipt nor possession thereof conters or transfers any right in, or license to use, the subject matter of the drawing or any design or technical information shown thereon, nor any right to reproduce this drawing or any part thereof. Escept for manufacture by vendors of Atari, Inc., and for manufacture
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel7b.tiff
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100
K - Updated
1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel8a.tiff
A. ATARI NOTICE TO ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL Reproduction forbidden without the apecit ic written permission of Atari, Inc., Sunnyvale, CA. This drawing is only conditionally issued, and neither receipt nor possession thereof confers or transfers any right in, or license to use, the subject matter of the drawing or any design or technical information shown thereon, nor any right to reproduce this drawing or any part thereof. Except for manufacture by vendors of Atari, Inc., and for man
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel8a.tiff
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79
K - Updated
1998.04.07
Space Panic pinouts
Space Panic Pinouts
File:
/kb_dl.aspx/KB/gametech/space panic tech.html
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2
K - Updated
2002.09.24
Additional Space Invaders Pinouts
Submitted by Unknown
COMP CKT ------ GAME BOARD ------ 1 GND A GND 2 GND B GND 3 GND C 4 SP D SP 5 +12V E +12V 6 F 7 H +12V 8 J GND 9 +5V K +5V
File:
/kb_dl.aspx/KB/gametech/spaceinvadersaddlpinouts.html
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2
K - Updated
2000.01.23
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel2b.tiff
RegulatorlAudio II PCB Schematic Diagram Color X-Y Power Supply Wiring Diagram “-9 3VAC; 36VAC .1 BWE ________ 2oy - BROWN WiRES ____________ 24OVrfi F-i [9876543 271 1987654,3JJ VOLTAGE SIECTION PLUGS GNO { }GWD VIOLET _____ YELLOW WIRES [11 I ‘4 I I W?RE boy 19876543211120V ‘J4 AC OUT 10.6 VDC IO6VDC 10 .6VDC 720 V 36VAC CT 6.) VAC 5OVAC CT L_______ ____ -J NOTES: J2 /1\P0WER CORD ASSY MAY HAVE WIRE TO ON/OFF AND INTERLOCK SWITCHES COLORS AS SHOWN OR WIRE COLORS AS FOLLOWS: ONE BLACK WIRE (Ac) ONE GREEN W
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel2b.tiff
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109
K - Updated
1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel3a.tiff
LEFT + JOY DC 6.3vAG 6.3vAc. Coin Door Wiring Diagram —J J29 a 3 5 6 •? wI OR SN RIc WJJK I V ORIw 9 Utility Panel Wiring Diagram 54 COIN SW - - - - - - w BN OR - RI < , VOLUME CONTROL WIAI( J J DIODE 1W 4001 P:35A (aPLC5) COIN COUNTER SI I TEST SW LEFT P358 COIN COUNTER 1 — ____I NOTICE TO ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL Reproduction forbidden without the specific written permission of Atari, Inc., Sunnyvale, CA. This drawing is only conditionally issued, and neither receipt nor possession
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel3a.tiff
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64
K - Updated
1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel3b.tiff
+ 5V I WB 802 Sheet BA Vector Address Decoder • Vector Read-Only Memory DBO-OB7 Ve:nF:::try Vector Memory Data _______________ Buffer IAVG0-AVG12) TO COIN DOOR TOCONTROL PANEL NOTICE TO ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL: Reproduction forbidden without the specific written permission of Atari, Inc., Sunnyvale, CA. This drawing is only conditionally issued, and neither receipt nor possession thereof confers or transfers any right in, or license to use, the subject matter of the drawing or any de
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel3b.tiff
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188
K - Updated
1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel5a.tiff
Read-Only Memory NOTICE TO ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL: Reproduction forbidden without the specit ic written permission of Atari, Inc., Sunnyvale, CA. This drawing is only conditionally issued, and neither receipt nor possession thereof confers or transfers any right in, or license to use, the subject matter of the drawing or any design or technical information shown thereon, nor any right to reproduce this drawing or any part thereof. Escept for manufacture by vendors of Atari, Inc., an
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel5a.tiff
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93
K - Updated
1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel5b.tiff
2_______ 3 — PG P5 — — ,- — — 4 - ----f P4 p P2 DI — 6 .— •7 — B _ I 15 ____________________ I __________ C D4 8 005 pPSw B2— _______________ 32 066 085 ‘ 0B4 a 0B3 8 R9 3 082 L5a73 081 LATCH 060 OUTPUT I c C II RESET C ; B 3 ‘2 ‘5 ‘4 R46 R43 R42 IM C28 C27 41M IM C29 8 .1 R44 6 O0l LM 324 LMSS -ISV 0K 3’ START LED 7 SELECT LEO -fCoIN CNTR-L -fj COIN CNTR-R NOTICE TO ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL Reproduction forbidden without the specific written permission of Atari, Inc., Sunnyvale, CA.
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel5b.tiff
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137
K - Updated
1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel7a.tiff
DVV I DVV 9 ovy DV. ovy DVV S OVY 4 OVY 3 ovy GNY DV Y o’ a. op DPB VGGO HALT VMEM State Machine 28 29 . 2 . to 8 7 - 30 .3 . ç.5V ‘,l0lc 5 33 L L_STZ M4 _ nJ R56 vGC p 2 K5 3MHZ 2MHZ— LSO2 ‘3 1574 p FLIP-FLOP RS6 2 MHZ Go 0P2 op i op0 OISRST State Machine Clock Logic II 2 67 S 2A0 31 State Machine Clock R83 —*Rt 1’1’ p FLIP-FLOP R83 DECODER S B 7 6 S 4 o L54a A ‘a ‘5 ‘4 ‘5 a Decoder Disable R83 p 9 R220 LS74 o5V IOH FLIP- —ST3- S. STI STB (825129) ___I5 F _________?A5 A3 AZ ROM’ —A0 I £j14 :4 R22t 35 —STRO
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel7a.tiff
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92
K - Updated
1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spacerace1.tiff
p ______________________ + + ______ +5v L 3 -J -*Sv p p ZQS S 10 53 59 AS AS T LJ _J_ Ilc_ 040 L P ;i /2S (-39 I °• ‘3 0.I _Js 4 3 2 —‘ao I. 4I a4z A t + 6V C.AM. OJ 4 S’j 0 lOll ioopf 903 JE 41IL lCfl1_ 0.1 v = S_ 4 _______________________ 2 R20 — FOE.L - S 3TAQ c.os& b TsN_ I 1 LT._.\ 591 _J IlD— ___±-r1 I L_j 33o I I (- I 5 Iz I I 0 ______ I0S S I 0 ITFRPRET THIS LIRAWIST PER ESSSI 5145 +SY 8 7 #9\j 6 .l4 p p W. <IlL 5 1 59 59 I — [SYM S I%I(I%S PLA’CflME. — 410 89 951 IFI4QOI SESST 14 T 1 F 0rAJ FOS CLA
File:
/kb_dl.aspx/KB/gamemanuals/atari/spacerace1.tiff
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177
K - Updated
1998.05.20
Pinouts for TMS2716 IC
Submitted by Unknown
Q: Does anyone know how to use standard 2716's on a Space Invaders board ? I've been looking all over for pinouts for these damn TMS2716's but have had no luck. A: A normal (non-TMS) 2716 versus a TMS2716 pins out like this: <----- normal 2716 -----><---- TMS2716 pin redefinitions ----> +-----+ +-----+ A7 |1 +--+ 24| VCC <--- Vcc/PE (PE is Program Enable) A6 |2 23| A8 A5 |3 22| A9 A4 |4 21| VPP <--- Vbb (-5 volts) A3
File:
/kb_dl.aspx/KB/datasheets/tms2716pinouts.html
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1
K - Updated
2000.01.20
/kb_dl.aspx/KB/pinouts/lunar_rescue.txt
Lunar Rescue, Space Invaders
Old Taito 3 board set
=====================
Solder Sound Board Parts
=============================================
GND | A | 1 | GND
GND | B | 2 | GND
GND | C | 3 | GND
Speaker | D | 4 | Speaker
+12V | E | 5 | +12V
KEY | F | 6 | KEY
(audio amp?) +18V | H | 7 | Not Used (tied to H?
File:
/kb_dl.aspx/KB/pinouts/lunar_rescue.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/space_duel.txt
"Space Duel" (Atari, 1981)
--------------------------
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3 +22 VDC
D 4 -22 VDC
10.3 VDC E 5
COIN LOCKOUT F 6 COIN CTR R
COIN CTR L H 7 SELECT LED
START LED J 8 ROT L P2
ROT L P1 K 9 SHIELD
File:
/kb_dl.aspx/KB/pinouts/space_duel.txt
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4
K - Updated
2003.01.06
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
K - Updated
1999.10.29
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/gametech/ay8910a.tiff
‘ Ay3891O AY-3-8912 Av48913 Programmable Sound Generator I FEATURES • Full Software Control of Sound Generation • Interfaces to Most 8-Bit and 16-Bit Microprocessors • Three Independently Programned Analog Outputs • Two 8-Bit General Purpose I/O Ports (AV-3-8910) • One 8-Bit General Purpose I/O Port (AY-3-8912) • SIngle +5 Volt Supply DESCRIPTION The AY-3-8910/891218913 Programmable Sound Generator (PSG) Is a LSI Circuit which can produce a wide variety of complex sounds under software control. The AY-3-891
File:
/kb_dl.aspx/KB/gametech/ay8910a.tiff
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160
K - Updated
1997.10.08
Crazy Climber Memory Map
CRAZY CLIMBER HARDWARE DETAILS AND MEMORY MAP by Lionel Theunissen. 08/01/97) Please don't take any of this information as gospel. This is what I have gleaned from my analysis of the CC ROMs and circuits, and I could be wrong about a few things. Some of it is best guess, but most of it should be correct. Bear in mind that it was quite a while ago (3 years) that I was originally working on this, so coming back into it I'm a little fuzzy on details. VIDEO: The video circuitry for Crazy Climber is
File:
/kb_dl.aspx/KB/gametech/crazyclimbermap.html
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5
K - Updated
2000.01.23
/kb_dl.aspx/KB/gametech/spaceinvaders.txt
for Space Invaders..
SW1: ON- Coin information is displayed on screen
Off- Coin information is not displayed
SW2: On- Bonus base awarded at 1500 Pts
Off- Bonus base awarded at 1000 Pts
SW3 SW4
3 Bases per game On On
4 Bases per game On Off
5 Bases per game Off On
6 Bases per game Off Off
SW 5,6,7,8 are not used.
File:
/kb_dl.aspx/KB/gametech/spaceinvaders.txt
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0
K - Updated
1997.12.03
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
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
/kb_dl.aspx/KB/pinouts/galaga.txt
Galaga 1
--------
Solder Parts
------ -------
Sync A|1 2P Fire
Green Video Signal B|2 2P Left
Blue Video Signal C|3 2P Right
1P Left D|4 Red Video Signal
1P Right E|5 1P Fire
1P Start F|6 2P Start
Service H|7 Table GND
GND J|8 GND
Coin K|9
+5V L|10 +5V
M|11 +5V
N|12 Test Switch
File:
/kb_dl.aspx/KB/pinouts/galaga.txt
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19
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/majestic12.txt
Here are the switch settings for Majestic 12 (aka Super Space Invaders 91) by
Taito. I got them directly from a Taito manual. I'm confused by the 2/3
player option, BUT that's what the sheet says. No clue. The translation at
the bottom was definitely odd but what can you do? I reproduced it exactly as
written. I HAVE verified the rest of the settings though...
Have fun all!
-Scott
=====================================================================
DIP SWITCH SETTINGS FOR MAJESTIC 12 (aka S
File:
/kb_dl.aspx/KB/gametech/majestic12.txt
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4
K - Updated
1998.04.29
/kb_dl.aspx/KB/gametech/spcefire.brd.txt
SPACE FIREBIRD
VIDEO BD CPU BD MAIN (PL1) SUB (PL2) COIN CTR
-------- ------ ---- --- ---- ---
1 GND 1 SVC 1 RIGHT 1 RIGHT 1 COIN 1 CTR
2 GND 2 SVC 2 LEFT 2 LEFT 2 2 CTR
3 GND 3 3 3 3 COIN
4 +12V 4 4 4
5 +12V 5 5 GND 5 GND
6 +12V 6 WARP
File:
/kb_dl.aspx/KB/gametech/spcefire.brd.txt
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3
K - Updated
1999.07.27
/kb_dl.aspx/KB/gametech/board pinouts/taito.txt
Old Taito 3 board set
=====================
These pinouts are not 100% complete, but there is enough info for an
upright JAMMA conversion. There is an upright/cocktail pin
somewhere and 2P left/right/fire buttons are still unidentified.
The HALT pin was the one that had me going for a while. I couldn't
get the game to run at all outside the cocktail harness until I wired
this sucker low.
Lunar Rescue ('80)
Space Invaders (late '70s)
Solder Sound Board Parts
==========
File:
/kb_dl.aspx/KB/gametech/board pinouts/taito.txt
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3
K - Updated
1996.02.19
/kb_dl.aspx/KB/pinouts/bosconian.txt
BOSCONIAN
---------
PARTS SIDE SOLDER SIDE
--------------------------------------------------------------------------------
LOGIC GND A 1 LOGIC GND
(-) SPKR B 2 SPKR (+)
C 3 COIN METER
D 4
+12V E 5 +12V
+5v F 6 +5v
LOGIC GND H 7 LOGIC GND
File:
/kb_dl.aspx/KB/pinouts/bosconian.txt
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15
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/bosconian.txt
-------------------------------------------------------------------------------
| BOSCONIAN |
| Option Switch Settings |
|-----------------------------------------------------------------------------|
| DIP Switch 6K |
|-----------------------------------------------------------------------------|
| Coins per credit:
File:
/kb_dl.aspx/KB/gametech/bosconian.txt
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14
K - Updated
1996.01.23
/kb_dl.aspx/KB/gametech/segatoatarixyconv.txt
From: essayes@telerama.lm.com (David Shuman)
Newsgroups: rec.games.video.arcade.collecting
Subject: Sega XY on Atari monitor: it works!
Date: 3 Jan 1996 16:32:11 -0500
Organization: Telerama Public Access Internet, Pittsburgh, PA USA
Lines: 216
Message-ID: <4ceskr$ajn@asia.lm.com>
NNTP-Posting-Host: asia.lm.com
The good news is, it can be done. The bad news is, it isn't
perfect, at least not yet.
SEGA-TO-ATARI VECTOR MONITOR ADAPTER
by David Shuman
mappy@virginia.edu, essayes@telerama.lm.com
File:
/kb_dl.aspx/KB/gametech/segatoatarixyconv.txt
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11
K - Updated
1998.09.24
/kb_dl.aspx/KB/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
K - Updated
1998.04.07
/kb_dl.aspx/KB/pinouts/space_panic.txt
SPACE PANIC
-----------
COMPONENT SIDE SOLDER SIDE
----------------------- ---------------------------------
GND 1 A GND
GND 2 B GND
+5V 3 C +5V
+5V 4 D +5V
+12V 5 E +12V
-5V 6 F -5V
GND 7 H GND
+18V (audio thing?) 8 J
File:
/kb_dl.aspx/KB/pinouts/space_panic.txt
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5
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/board pinouts/spaceodysey.txt
Pinouts for Sega/Gremlin Space Odyssey (1981):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Typed up by
Andy Welburn - 11th April 2000
http://www.willowsp.u-net.com/andy/arcade.htm
warlords@ukvac.org.uk
This info was obtained from an original Space Odyssey
'Preliminary Manual' (operators manual).
Space Odyssey is based on the G80 hardware that is used
in many other early Gremlin/Sega games, it might be
possible that (in part at least) the pinouts described
here correspond to other games.
The cabinet
File:
/kb_dl.aspx/KB/gametech/board pinouts/spaceodysey.txt
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2
K - Updated
2000.04.12
/kb_dl.aspx/KB/pinouts/mosaic.txt
Mosaic, Space Computer Co., Ltd. Pinout = JAMMA
-------------------------------------------------
Dip sw.
-------- 1 2 3 4 5 6 7 8
-----------------------------------------------------------
Mode - Game Mode
+ Test Mode
Bomb - 5
+ 3
Speed - Low
+
File:
/kb_dl.aspx/KB/pinouts/mosaic.txt
-
1
K - Updated
2003.01.06
Defender Cheats and Strategy
Submitted by Unknown
When you get your last official guy before 1,000,000, every time you score, you'll get an extra man.
The trick we used was to win 100+ ships between 990,000 and 1,000,000, thus fooling the game based on where score rolls over rather than where ships roll over. The version where you win 100+ ships has been tested, the version where you win 256+ ships never was because:
a. For every point scored in Defender from 990,000 to 999,975 you will win one extra ship and smart b
File:
/kb_dl.aspx/KB/gametech/defenderstrategy.html
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4
K - Updated
2000.01.19
/kb_dl.aspx/KB/gametech/spacefirebird.txt
----------------------------------------------------------------------
------
Name Of Game: Space Firebird Manuf: Gremlin/Sega
----------------------------------------------------------------------
------
Typed By: James R. Twine Email: jtwine@prodigy.com
----------------------------------------------------------------------
------
Notes:
1) The DIP swtich is located on the logic board.
----------------------------------------------------------------------
------
Option
File:
/kb_dl.aspx/KB/gametech/spacefirebird.txt
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2
K - Updated
1996.04.16
/kb_dl.aspx/KB/gametech/board pinouts/spaceinvaders.txt
SPACE INVADERS
18 PIN CONN 16 PIN CONN 13 PIN CONN
1 +5V 1 1 GND
2 +5V 2 COIN SW 2 1 RIGHT
3 +12V 3 COIN SW 3 1 LEFT
4 +12V 4 GND 4
5 -5V 5 CTR 5 KEY
6 6 RESET 6 1 FIRE
7 7
File:
/kb_dl.aspx/KB/gametech/board pinouts/spaceinvaders.txt
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1
K - Updated
1997.12.03
/kb_dl.aspx/KB/gamemanuals/atari/lunarlander2a.tiff
12 L_0— h0 -j---o--- I 5W2 I - - P8 - I L P W OPTIONS INPUT CIRCUITRY NOTE: [ -::: = TEST POINT THRUST INPUT +s’I 9 -I øI Ui I I I 1 IOKx 8L _________ ——. ia 2Li ,(- — II I U Ii 3 13 Is :i_ 4 17 — The game option switches are_read by the MPU when OPTS (option switch enable) is low. Switch tog- gles to be read are selected by ABO and AB1 from the MPU. Switch toggles 1, 3, 6, and 7 are read on data line DBO and toggles 2, 4, 6 and 8 are read on DBI. Toggle in- puts are “on” when pulled to ground. SWITCH INPUT
File:
/kb_dl.aspx/KB/gamemanuals/atari/lunarlander2a.tiff
-
592
K - Updated
1998.05.07
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
K - Updated
2000.01.02
/kb_dl.aspx/KB/gametech/board pinouts/spacefury.txt
Space Fury
==========
Typed in by Mark Jenison (jenison@cig.mot.com)
These are the pinouts for Space Fury G-80 card cage system.
These pinouts can be used in general for the Sega color XY games, but
the controls pins (13-40) will likely be defined differently for the other
games. These pins refer to the pins on the board set.
Power
-----
10-pin, side of cage
1 - -12VDC
2 - +12VDC
3 - AC (3VAC)
4 - GND
5 - GND
6 - GND
7 - -5VDC
8 - +5VDC
9 - +5VDC
10 - +5VDC
Battlestar Sound Board
-----------
File:
/kb_dl.aspx/KB/gametech/board pinouts/spacefury.txt
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1
K - Updated
1996.10.01
How to WIN at NBA JAM! by Randolph S. Vance and William G. Henderson
E-Mail: RSVANC00@mik.uky.edu (NeXT Mail) WGHEND00@mik.uky.edu (NeXT Mail) Version 1.13 Revised: August 18th, 1993 ---------------------------------------------------------------------- Introduction. Are you tough enough to take on all 27 of the NBA teams? If you think you are, get set for the most intense basketball video game you'll ever play! ---------------------------------------------------------------------- History. Versio
File:
/kb_dl.aspx/KB/faqs/strat-how to win at nba jam.html
-
31
K - Updated
1999.10.29
/kb_dl.aspx/KB/pinouts/konami.txt
> Konami Connector <
********************
Amidar, Bimmelbahn, Circus Charly, Commando (Konami), Dommy, Eggs, Frogger,
Iron Horse, Jail Break, Juno First, Kicker, Locomotion, Lost Tomb,Mega Zone,
Mikie, Moonwar, Nemesis, Pandora's Palace, Pooyan, Road Fighter, Rock'n Rope,
Rush 'n Attack, Scramble, Scrambled Egg, Space Pilot, Strategy X, Super Basketball,
Super Cobra, The End, Time Pilot, Time Pilot '84, Turpin, Turtles, Tutankham,
Yie Ar Kung Fu,
File:
/kb_dl.aspx/KB/pinouts/konami.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/space_fever.txt
SPACE FEVER
-----------
P1-CPU BD P1-I/O BD 6 PIN-SOUND BD 4 PIN SOUND
--------- --------- -------------- -----------
1 GND 1 GND 1 GND | --- 1 AUDIO
2 GND 2 GND 2 | FROM 2 GND
3 GND 3 GND 3 | I/O 3
4 +12V 4 +12V 4 +12V | BOARD 4
5 +12V 5 +12V 5 +5V | P2
6 +
File:
/kb_dl.aspx/KB/pinouts/space_fever.txt
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2
K - Updated
2003.01.06
Asteroids Deluxe Vector Generator
Program Counter Counters F4, H4, and J4 contain the address of the next data byte (instruction) to be fetched from the the Vector Generator memory. Because these counters point to the next instruction in memory to be retrieved and performed, they are called the program counter. This program counter is incrememted one count (to the next sequential address) each time the information at its current address is loaded into data latch 0 or data latch 2. The program counter may also be preset to "jump"
File:
/kb_dl.aspx/KB/gametech/asteroidsdeluxevecgen.html
-
15
K - Updated
2000.01.23
/kb_dl.aspx/KB/gametech/spcpanic.18.txt
SPACE PANIC
GENERIC HAS INTERBOARD CONNECTORS THROUGH A SOCKET
BOARD IS LABELED FROM LEFT TO RIGHT
NUMBERS ON COMP SIDE
COMP SIDE CKT SIDE
--------- --------
1 GND 1 GND
2 GND 2 GND
3 GND 3 GND
4 4 SP+
5 +12V 5 +12V
6 -5V 6 -5V
7 7 RESET
8 FILL 8
File:
/kb_dl.aspx/KB/gametech/spcpanic.18.txt
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1
K - Updated
1995.05.28
/kb_dl.aspx/KB/gametech/board pinouts/spacefever.txt
SPACE FEVER
P1-CPU BD P1-I/O BD 6 PIN-SOUND BD 4 PIN SOUND
--------- --------- -------------- -----------
1 GND 1 GND 1 GND | --- 1 AUDIO
2 GND 2 GND 2 | FROM 2 GND
3 GND 3 GND 3 | I/O 3
4 +12V 4 +12V 4 +12V | BOARD 4
5 +12V 5 +12V 5 +5V | P2
6 +12V 6
File:
/kb_dl.aspx/KB/gametech/board pinouts/spacefever.txt
-
1
K - Updated
1997.12.03
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
-
22
K - Updated
1999.07.27
/kb_dl.aspx/KB/gametech/board pinouts/spacedungeon.txt
SPACE DUNGEON PINOUTS
There are serveral PCBs in a SD set, they are:
- VIDEO PROCESSOR PCB (08-00001-001)
- ROM/IO PCB (08-00003-001)
- Data/Sound PCB (08-00002-001)
- POWER SUPPLY PCB (08-00007-001)
which are similar to Qix PCBS - its believe its a simple romswap for conversion.
What Space Dungeon has on op of Qix is a Coin Door Processor PCB and I am uncertain as to it's necessity (we shall see when I try to JAMMA it)
These pinouts are taken directly off the wiring diagram from the
File:
/kb_dl.aspx/KB/gametech/board pinouts/spacedungeon.txt
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10
K - Updated
1999.12.21
/kb_dl.aspx/KB/datasheets/65816/addrmode.txt
G65SC802 and G65SC816
Microprocessor Addressing modes
The G65SC816 is capable of directly addressing 16 MBytes of memory.
This address space has special significance within certain addressing
modes, as follows:
Reset and Interrupt Vectors
The Reset and Interrupt vectors use the majority of the fixed addresses
between 00FFE0 and 00FFFF.
Stack
The Native mode Stack address will always be within the range 000000 to
00FFFF. In the Emulation mode, the Stack address range is 000100 to 0001FF.
The following opc
File:
/kb_dl.aspx/KB/datasheets/65816/addrmode.txt
-
16
K - Updated
1996.08.24
/kb_dl.aspx/KB/gametech/gravitar2majorhavoc.txt
-----------------------------cut here---------------------------------------
The following documents what is necessary to convert a Gravitar (GRAV),
Space Duel (SD) or Black Widow (BW) to play Major Havoc (MH).
Last Modified: Feb 22 1994
STANDARD DISCLAIMER: The author hereby grants permission to reproduce and
distribute this document for personal use, subject to the condition that
the document (along with any copyright and disclaimer notices) is not
modified in any way. The opinions expressed within t
File:
/kb_dl.aspx/KB/gametech/gravitar2majorhavoc.txt
-
6
K - Updated
1994.11.02
/kb_dl.aspx/KB/gametech/spacefury.txt
SPACE FURY COLOR XY
J5 J1
------- ---------
1 -12V 1 VID
2 +12V 2
3 AC OR +12 3 VID
4 GND 4
5 GND 5 VID
6 GND 6
7 -5V 7
8 +5V 8
9 +5V 9 SYNC
10 +5V 10
11
12
13
14
File:
/kb_dl.aspx/KB/gametech/spacefury.txt
-
9
K - Updated
2002.05.01
/kb_dl.aspx/KB/gametech/board pinouts/wizardofwor.txt
Wizard of Wor pinouts
Midway, 1981
There are nine boards in the Wizard of Wor boardset:
Qty Position on
Motherboard
1 *Game Bd A084-90708-A961 J6
1 *Memory Bd (ROM/RAM) A082-91397-A000 J5
1 Pattern Bd A082-91348-0000 J4
1 CPU Bd (C.P.U.) A082-91354-F000 J3
2 RAM Card A082-91356-C000 J2 & J1
1
File:
/kb_dl.aspx/KB/gametech/board pinouts/wizardofwor.txt
-
5
K - Updated
1995.05.29
/kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt
1.0) Conversion FAQ:
--------------------
COPYRIGHT 1994
REVISION NUMBER: 1.1
REVISION DATE: 02 November 1994
REVISION HISTORY: 1.1 (02/11/94 - Clarified technical details in {6.4},
Added a few words on manuals in {7.3}
and analog controllers in {8.1.3})
REVISION HISTORY: 1.0 (01/11/94 - First public release; FTP only)
CREATED BY: Doug Jefferys, Steve Ozdemir
THANX TO: Wayne Aiken, Graham Bisset, Duncan Brown, David Hanes,
To
File:
/kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt
-
115
K - Updated
1994.11.02
Hyper Fighting: Ken Strategy Guide
**************************************************************************** ** ** ** # # # # ### #### ### #### # ### # # ##### # # # ### ** ** # # # # # # # # # # # # # # # # ## # # ** ** #### # ### ### ### ### # # ## #### # # # # # # ## ** ** # # # # # # # # # # # # # # # # ## # # ** ** # # # # #### # # # # ## #
File:
/kb_dl.aspx/KB/faqs/faq-sf2 hyper (ken).html
-
105
K - Updated
1999.10.28
/kb_dl.aspx/KB/pinouts/space_firebird.txt
Space Firebird, Gremlin/Sega
----------------------------
VIDEO BD CPU BD MAIN (PL1) SUB (PL2) COIN CTR
-------- ------ ---- --- ---- ---
1 GND 1 SVC 1 RIGHT 1 RIGHT 1 COIN 1 CTR
2 GND 2 SVC 2 LEFT 2 LEFT 2 2 CTR
3 GND 3 3 3 3 COIN
4 +12V 4 4 4
5 +12V 5 5 GND 5 GND
File:
/kb_dl.aspx/KB/pinouts/space_firebird.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/space_invaders_taito.txt
SPACE INVADERS TAITO
COMP CKT
------ GAME BOARD ------
1 GND A GND
2 GND B GND
3 GND C
4 SP D SP
5 +12V E +12V
6 F
7 H +12V
8 J GND
9 +5V K +5V
File:
/kb_dl.aspx/KB/pinouts/space_invaders_taito.txt
-
1
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/space_position.txt
Space Position Pinout = JAMMA
-------------------------------
Note: The manual says that the game has Jamma pinout, but on the pinout
listed are the controls not the same as Jamma. However, the power
and monitorpinout are the same as Jamma.
Dip sw.1
-------- | Coin 2 | Coin 1 |
1 2 3 4 5 6 7 8
-----------------------------------------------------------
- - - - - - - - 1Coin/1Play
- - - +
File:
/kb_dl.aspx/KB/pinouts/space_position.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/sspaceinvaders91.txt
SUPER SPACE INVADERS '91
PINOUTS:
SOLDER SIDE COMPONENT SIDE
------------------------------------------------------
A GND 1 GND
B GND 2 GND
C +5V 3 +5V
D +5V 4 +5V
E 5
F +12V 6 +12V
H POST 7 POST
J COIN METER B 8 COIN METER A
K COIN LOCKOUT B 9 COIN LOCKOUT A
L SPEAKER (-) 10 SPEAKER (+)
M SOUND GND 11 SOUND
N VIDEO G 12 VIDEO R
P VIDEO SYNC 13 VIDEO B
R SERVICE SW 14 VIDEO GND
S TILT SW 15
T COIN B 16 COIN A
U 2P SELECT 17 1P
File:
/kb_dl.aspx/KB/pinouts/sspaceinvaders91.txt
-
1
K - Updated
2003.01.07
/kb_dl.aspx/KB/gametech/spcpanic.txt
SPACE PANIC
SAYS UNIVERSAL AND THE PINOUTS START FROM RIGHT
AND ARE LABELED A-Z ON COMP SIDE
COMP SIDE CKT SIDE
--------- --------
A GND 1 GND
B GND 2 GND
C GND 3 GND
D SP+ 4 GND
E +12V 5 +12V
F 1 UP 6 1 FILL
H 7
J GND 8 GND
K +5V 9 +5V
L
File:
/kb_dl.aspx/KB/gametech/spcpanic.txt
-
2
K - Updated
1996.05.27
FAQ POSTING (rgva.marketplace)
From: tony_jones@no.spam Newsgroups: rec.games.video.arcade.marketplace Subject: FAQ POSTING (rgva.marketplace) Frequently Asked Questions rec.games.video.arcade.marketplace $Revision: 1.2 $ $Date: 1997/11/05 03:24:21 $ This is the Frequently Asked Questions (FAQ) list for the Usenet newsgroup rec.games.video.arcade.marketplace. This FAQ is posted weekly and the current copy should be considered to supersede all previous postings. This
File:
/kb_dl.aspx/KB/faqs/faq-rgvam.html
-
23
K - Updated
1999.07.27
/kb_dl.aspx/KB/pinouts/space_invaders.txt
Space Invaders..
----------------
On the A084-90700-B739 board, there are 3 connectors.
the 8 pin connector:
1- Common (PINK)
2- Move Right (R-G)
3- Move Left (Blu)
4- ?
6- (Drawing said "Key") N/C
7- Select one Player (G-Y)
8- Select two Player (O-W)
The 11 pin connector:
1- ?
2- Coin Switch (BW-W)
3- Coin Switch (BR-B)
4- C.Tap on xformer (Yel)
5- Coin Meter (G-W) Then to Pin 9 on Power Supply
6- "Reset" (Orn) Directly to Pin 6 on Power Supply
7- (Drawing said "Key") N/C
8- Spe
File:
/kb_dl.aspx/KB/pinouts/space_invaders.txt
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4
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/wizard_of_wor.txt
Wizard of Wor Midway, 1981
--------------------------
There are nine boards in the Wizard of Wor boardset:
Qty Position on
Motherboard
1 *Game Bd A084-90708-A961 J6
1 *Memory Bd (ROM/RAM) A082-91397-A000 J5
1 Pattern Bd A082-91348-0000 J4
1 CPU Bd (C.P.U.) A082-91354-F000 J3
2 RAM Card A082-913
File:
/kb_dl.aspx/KB/pinouts/wizard_of_wor.txt
-
8
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/exerion.txt
EXERION, Jaleko 1983
--------------------
Solder Side | Parts Side
________________________________|___________________________________
GND | A | 1 | GND
GND | B | 2 | GND
GND | C | 3 | GND
Speaker - | D | 4 | Speaker +
+5 | E | 5 | +5
| F | 6 |
2P
File:
/kb_dl.aspx/KB/pinouts/exerion.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/space_pilot.txt
Space Pilot, Konami
-------------------
Solder Side | Parts Side
________________________________|___________________________________
-5V | A | 1 | +12
Speaker | B | 2 | Speaker
2P Button 2 | C | 3 | 2P Button 1
2P Left | D | 4 | 2P Right
1P Start | E | 5 | 2P Start
File:
/kb_dl.aspx/KB/pinouts/space_pilot.txt
-
3
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/super_space_invaders_91.txt
Super Space Invaders 91, Taito
------------------------------
Dip Switch A
------------
1 2 3 4 5 6 7 8
=====================================================================
Play Style Table * OFF
Upright ON
---------------------------------------------------------------------
Screen Rotation Normal * OFF
Reverse ON
-----------------------------------------------------------
File:
/kb_dl.aspx/KB/pinouts/super_space_invaders_91.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/tank_cocktail.txt
Tank Cocktail Atari (1974)
--------------------------
Tank! Cocktail consists of 2 boards, each with their own edge connectors.
These appear to be single-sided edge connectors for AMP connectors
(a la Midway Space Invaders UR).
BOARD 1 [J-3]:
^^^^^^^^^^^^^^
1 - GND
2 - LO-AC (looks like 6.3v is used here)
3 - LO-AC (and here)
4 - HI-AC (and here)
5 - HI-AC (and here)
6 - AUDIO GND
7 - GND (must go to J-6 pin 2)
8 - N/C
9 - ANTENNA
10 - +5v
11 - COIN 2 NC
12 - COIN 2 NO
13 -
File:
/kb_dl.aspx/KB/pinouts/tank_cocktail.txt
-
1
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/spcpanic.28.txt
SPACE PANIC
COMP SIDE CKT SIDE
--------- --------
1 GND A GND
2 GND B GND
3 +5V C +5V
4 +5V D +5V
5 +12V E +12V
6 -5V F -5V
7 GND H GND
8 +18V J +18V
9 K
10 COIN LEFT L SOUND
11 PL 1 CLOSE M SOUND
12 PL 2 CLOSE N
13
File:
/kb_dl.aspx/KB/gametech/spcpanic.28.txt
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2
K - Updated
1995.05.08
/kb_dl.aspx/KB/gametech/text/spacefury.txt
Space Fury Switches
DIP SW 1 1 2 3 4 5 6 7 8
------ -------------------------------------
ON ON 10K BONUS SHIP
ON OFF 20K
OFF ON 30K
OFF OFF 40K
ON ON EASY
OFF ON HARD
File:
/kb_dl.aspx/KB/gametech/text/spacefury.txt
-
3
K - Updated
1997.03.31
/kb_dl.aspx/KB/gametech/text/tapper.txt
Tapper Switch Settings and Scoring Table
----------------------------------------
Typed in by Denis Hruza (king@cybercomm.net)
OPTION SWITCH SETTINGS
------------------------------------------------------------
///// SWITCH NO.1 - AT B3 - LOCATED ON SOUND I/O BOARD /////
------------------------------------------------------------
Note:SW 1,2,4,5,6,8 and 9 are not used
During Gameplay: SW#3 SW#7 SW#10
Attract Mode
Sounds ON ON
Sounds OFF ** OFF
Cocktai
File:
/kb_dl.aspx/KB/gametech/text/tapper.txt
-
2
K - Updated
1995.07.24
/kb_dl.aspx/KB/gametech/board pinouts/spaceduel.txt
---------------------------------------------------------------------------
Pinouts for "Space Duel" (Atari, 1981)
2/13/96 Changed `-SENSE (-5V)' to `-SENSE (GND)'
Franklin Bowen (mjrhavoc@clark.net or tfbowen@ingr.com)
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3 +22 VDC
D 4 -22 VDC
File:
/kb_dl.aspx/KB/gametech/board pinouts/spaceduel.txt
-
2
K - Updated
1996.02.14
/kb_dl.aspx/KB/gametech/board pinouts/spinvtaito.txt
SPACE INVADERS TAITO
COMP CKT
------ GAME BOARD ------
1 GND A GND
2 GND B GND
3 GND C
4 SP D SP
5 +12V E +12V
6 F
7 H +12V
8 J GND
9 +5V K +5V
10 RESET
File:
/kb_dl.aspx/KB/gametech/board pinouts/spinvtaito.txt
-
2
K - Updated
1997.12.03
/kb_dl.aspx/KB/datasheets/65816/feature.txt
GTE G 65 SC 802 / G 65 SC 816
Microcircuits
CMOS 8/16-Bit Microprocessor Family
Features
Advanced CMOS design for low power consumption and increased
noise immunity
Emulation mode for total software compatibility with 6502 designs
Full 16-bit ALU, Accumulator, Stack Pointer, and Index Registers
Direct Register for ''zero page'' addressing
24 addressing modes (including 13 original 6502 modes)
Wait for Interrupt (WAI) and Stop the Clock (STP) instructions
for reduced power consumption and
File:
/kb_dl.aspx/KB/datasheets/65816/feature.txt
-
3
K - Updated
1996.08.24
/kb_dl.aspx/KB/datasheets/macro-11.txt
----------------------------------------------------------------
| |
| |
| Digital Equipment Corporation |
| |
| M M A CCCC RRRRRR OOOOO 1 1 |
| MM MM A A C C R R O O 11 11 |
| M M M M A A C R R O O 1
File:
/kb_dl.aspx/KB/datasheets/macro-11.txt
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15
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1997.01.03
/kb_dl.aspx/KB/pinouts/space_dungeon.txt
SPACE DUNGEON
The format for these connectors is PCB name, followed by the connectors in order -
each connector has the pin number, what it connects to (and the original wiring
harness colour in brackets where legible), and finally in square brackets the pcb
and connector + pin if relevant.
VIDEO PROCESSOR PCB (08-0001-001)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CONNECTOR J1
1 +5 (Red) [Power PCB J4-1]
2 +5 (Red) [Power PCB J4-2]
3 GND (Blk) [Power PCB J4-3]
4 -5 (Brn) [Power PCB J
File:
/kb_dl.aspx/KB/pinouts/space_dungeon.txt
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9
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2003.01.06
/kb_dl.aspx/KB/gametech/cinematronicsconversions.txt
STEPS TO RO -> RO + SC or SC -> SC + RO CINEMATRONIC CONVERSION
---------------------------------------------------------------
PARTS FOR SIMPLE CONVERSION: Rip Off (RO) control panel and RO (or Star
Castle (SC)) motherboard. A SC (or RO) sound
board. 9 pin molex connectors (plus 8 male
pins and 1 female pin) to power each of the
sound boards. One 9 pin molex connector
(plus 1 male pin and 8 femail pins) to tap into
the cabinets power to the sound board.
File:
/kb_dl.aspx/KB/gametech/cinematronicsconversions.txt
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25
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1994.10.19
/kb_dl.aspx/KB/pinouts/space_invasion.txt
Space Invasion, Capcom 1985
-------------------------------
SOLDER | PARTS
-------------------------------
gnd A | 1 gnd
gnd B | 2 gnd
+5v C | 3 +5v
+5v D | 4 +5v
Green E | 5 Red
Sync F | 6 Blue
gnd H | 7 gnd
-key- J | 8 -key-
2 shot2 K | 9 1 shot2
File:
/kb_dl.aspx/KB/pinouts/space_invasion.txt
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5
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2003.01.06
/kb_dl.aspx/KB/pinouts/space_odysey.txt
Space Odyssey, Sega/Gremlin (1981)
----------------------------------
POWER CONNECTOR (Not Labelled):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
1 - -12v
2 - +12v
3 - AC
4 - GND
5 - GND
6 - GND
7 - -5v
8 - +5v
9 - +5v
10 - +5v
P1:
^^^
1 - N/C
2 - N/C
3 - N/C
4 - GREEN
5 - BLUE
6 - N/C
7 - N/C
8 - N/C
9 - N/C
10 - N/C
11 - VIDEO GND
12 - RED
13 - Y (Horiz sync?)
14 - N/C
15 - X (Vert sync?
P2:
^^^
1 - N/C
2 - N/C
3 - AUDIO GND
4 - AUDIO
5 - N/
File:
/kb_dl.aspx/KB/pinouts/space_odysey.txt
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1
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2003.01.06
/kb_dl.aspx/KB/pinouts/tankcocktail.txt
Pinouts for Atari Tank! Cocktail (1974):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Typed up by
Andy Welburn - 10th April 2000
http://www.willowsp.u-net.com/andy/arcade.htm
warlords@ukvac.org.uk
This info was obtained from a original Tank! Cocktail
Operations manual.
Do bear in mind that this game runs on a Black + White
monitor, so you'll have to work out some kind of hack
before you can convert it to JAMMA ;)
Tank! Cocktail consists of 2 boards, each with their own edge connectors.
The
File:
/kb_dl.aspx/KB/pinouts/tankcocktail.txt
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2
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2003.01.06
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
Understanding MAME Drivers Volume 1: Data Structures v1.0
Original URL: http://atarihq.com/danb/files/mamedrv1.txt Understanding MAME Drivers Volume 1: Data Structures v1.0 by Daniel Boris Table of Contents 1.0 Introduction 2.0 /drivers/rockola.c 2.1 GameDriver Structure 2.2 MachineDriver Structure 2.3 ROM Definition 2.4 MemoryReadAddress Structure 2.5 MemoryWriteAddress Structure 2.6 Input Ports 2.7 GfxDecodeInfo Structure 2.8 GfxLayout Structure 3.0 Linking in the Driver 1.0 Introduction The purpose of this document is to help
File:
/kb_dl.aspx/KB/gametech/boris - understanding mame drivers 1.html
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33
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2000.06.16
/kb_dl.aspx/KB/gametech/gyruss.txt
GYRUSS
------
From: woodcock@crchh75b.bnr.ca (Gregg Woodcock)
Well what may have happened is that there was one PCB design for the
standup and one for the cocktail machine. My cocktail machine has 2
volume controls and the "extra" DIP switches and the manual that I
have (that says, "Gyruss cocktail table service manual") documents
them both. The DIP switches (from the manual) are:
OPTIONAL DIP SWITCH SETTINGS
----------------------------
1. Dip Switch No.1 (8P Dip Switch)
^^[sic; no sp
File:
/kb_dl.aspx/KB/gametech/gyruss.txt
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3
K - Updated
1994.05.10
/kb_dl.aspx/KB/gametech/text/exerion.txt
This Video Game Pinout Data Sheet Was Typed In By Malcom Moody.
EMail: malcomm@intercoast.com.au
Name Of Game: EXERION
Solder Side | Parts Side
________________________________|___________________________________
GND | A | 1 | GND
----------------------------|---|---|-------------------------------
GND | B | 2 | GND
----------------------------|---
File:
/kb_dl.aspx/KB/gametech/text/exerion.txt
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5
K - Updated
1997.02.26
/kb_dl.aspx/KB/gametech/board pinouts/tankcocktail.txt
Pinouts for Atari Tank! Cocktail (1974):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Typed up by
Andy Welburn - 10th April 2000
http://www.willowsp.u-net.com/andy/arcade.htm
warlords@ukvac.org.uk
This info was obtained from a original Tank! Cocktail
Operations manual.
Do bear in mind that this game runs on a Black + White
monitor, so you'll have to work out some kind of hack
before you can convert it to JAMMA ;)
Tank! Cocktail consists of 2 boards, each with their own edge connectors.
These appear to be
File:
/kb_dl.aspx/KB/gametech/board pinouts/tankcocktail.txt
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2
K - Updated
2000.04.12
/kb_dl.aspx/KB/pinouts/joy_of_joys.txt
Joy Of Joys Keyboard:
How To Do It!
Tools Needed:
Soldering Iron
Hobbyist's Drill (Radio Shack USED to sell a plastic hand drill w/2 PC-board-hole-sized bits, but I don't know that they carry it anymore. Try a hobby shop.)
Hot Knife (Optional - Helpful if you're going to chassis-mount your connectors.)
Nibbling Tool (RS # 64-823) (Optional - Also helpful for installing chassis-mount connectors.)
Materials:
PC Concepts Windows 95 Compatible Keyboard (Office Depot, Item # 459-560, $19.95)
File:
/kb_dl.aspx/KB/pinouts/joy_of_joys.txt
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9
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2003.01.06
Samurai Shodown Mini-FAQ
____ _ _ _ _ _ ____ _ _ / ___/ / |/ v \| | | | _ \ / | | | |__ / | | | | | |_| |/ | | Samurai Shodown mini-FAQ \__ \/ / | | | | | | | _ </ / | | Release 10 ___|/ _ | |_| | |_| | | \/ _ | | 11-05-93 | __/_/ |_|_| |_|\___/|_| /_/\|_|_| |/____ _ _ ___ ____ ___ _ _ __ _ / ___| | | |/ _ \| _ \ / _ \| |_| | \| | | |__ | |_| | | | | | | | | | | | | | | | \__ \| _ | | | | | | | | | | | | | | | | ___| | | | | |_| | |_| | |_| | | | | | ___/|_| |_|\___/ ____/ \___
File:
/kb_dl.aspx/KB/faqs/faq-samurai shodown mini.html
-
73
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1999.10.29
The Sega Out Run FAQ Version 0.3
Maintained by Chris White Andrew W. Sharples This FAQ may only be reproduced with permission, and must not be edited, altered or modified in any other way. WWW and TXT formats available from : www.diamondblack.demon.co.uk # As the case is with all FAQs, this document is a work in progress. # # Additions, corrections, and comments are very welcome. # [What's New] Version 0.3 - 7th February 1998 * Added : Machine S
File:
/kb_dl.aspx/KB/faqs/faq-sega outrun.html
-
70
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1999.10.30
Street Fighter 2 FAQ
Rank Character Score %age Crushes Crushed by ----------------------------------------------------------------- 1) Guile 71 59.2 Balrog (10) Sagat/Ryu (3) 2) Sagat 70 58.3 E. Honda (8) Blanka (3) 3) M. Bison 69 57.5 Balrog (8) Guile/Zangief (4) 4) Vega 68 56.7 Dhalsim (9) Guile/E. Honda (4) 5) Ryu 67 55.8 Balrog (9) Sagat (3) 6) Blanka 62 51.7 CL/Dh/Sag (7) Balrog
File:
/kb_dl.aspx/KB/faqs/faq-sf2.html
-
50
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1999.10.30
/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/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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3
K - Updated
2005.09.18
/kb_dl.aspx/KB/pinouts/space_fury.txt
Space Fury
==========
Power
-----
10-pin, side of cage
1 - -12VDC
2 - +12VDC
3 - AC (3VAC)
4 - GND
5 - GND
6 - GND
7 - -5VDC
8 - +5VDC
9 - +5VDC
10 - +5VDC
Battlestar Sound Board
--------------------
1 - Audio out
2 - Empty
3 - Empty
4 - Shield
Speech Board
------------
1 - Empty
2 - Empty
3 - Audio out
4 - Shield
5 - input from pin 1 of Battlestar Sound Board
6 - Empty
X-Y Timing Board
----------------
1 - Y
2 - Shield
3 - Empty
4 -
File:
/kb_dl.aspx/KB/pinouts/space_fury.txt
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4
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2003.01.06
/kb_dl.aspx/KB/pinouts/space_zap.txt
Space Zap Midway, 1981
----------------------
The "Position on Motherboard" column refers to the fact that these boards
plug into a common motherboard much like ISA/EISA/VESA/PCI cards plug into
PC card expansion slots.
Legend:
PS = Power Supply
IB = RGB Interface Board
AA = Audio Amp Board
GB = Game Board
Motherboard (9-pos, 0.156") (outputs & inputs from power supply)
Pin | Definition
------------------
1 | +5V
2 | +5V
3 | +12V
4 | !Reset
5 | -5V
6 | Key
7 | G
File:
/kb_dl.aspx/KB/pinouts/space_zap.txt
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6
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2003.01.06
/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/gametech/tapper.txt
Tapper
------
This is a complete pinout for the Bally/Midway
game Tapper. It was a bear to type in so when
you get it running pour on for me :)
Typed in by Denis Hruza (king@cybercomm.net)
There are 5 boards not including the Video Gen
Board (Power Chassis, Power Supply, Main PCB,
Sound I/O and Dual Audio Amp)
=======================================
Main PCB (A084-90010-AA11)
=======================================
J1 - 20 pin (GOES TO CONN4 POWER SUPPLY)
2 - +5
File:
/kb_dl.aspx/KB/gametech/tapper.txt
-
6
K - Updated
1996.04.04
IC List
Timing information for ICs is not yet available, and only TTL, 4000-series CMOS and some microprocessor (support) chips are included. For now, it is not clear how the format used can be extended to include linear ICs, as these usually require much more additional information such as a block diagram. The current file uses the PC8 character set (a.k.a. codepage 437), but can be converted to 7-bit ASCII without too much trouble (losing some niceties). As it is, it is small and simple enough to keep it in you
File:
/kb_dl.aspx/KB/faqs/list-iclist.html
-
311
K - Updated
1999.10.29
65C02 Reference Manual
Feel free to do whatever you want with this document, except claim that you did all the work of putting it together and HTMLizing it. I've tried to make everything as accurate as possible, but there might be errors. If you find some, please let me know.
Table of Contents:
General Overview
Instruction Set
Addressing Modes
Instruction Encodings
Examples
General Overview The Western Design Center, Inc. (WDC) of Mesa, AZ, is the original designer and intellectual property owner of the 65C02. You can
File:
/kb_dl.aspx/KB/datasheets/6502/6502ref.html
-
98
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2001.01.13
/kb_dl.aspx/KB/pinouts/tapper.txt
Tapper
------
There are 5 boards not including the Video Gen
Board (Power Chassis, Power Supply, Main PCB,
Sound I/O and Dual Audio Amp)
=======================================
Main PCB (A084-90010-AA11)
=======================================
J1 - 20 pin (GOES TO CONN4 POWER SUPPLY)
2 - +5v
3 - +5v
4 - +5v
6 - GND
7 - GND
10 - GND
17 - RESET
16 - V.BATT
18 - +12v
20 - A.GND
15 - KEY
----------------------------------------
J2 - 9 pin (MONITOR)
1
File:
/kb_dl.aspx/KB/pinouts/tapper.txt
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7
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2003.01.06
/kb_dl.aspx/KB/datasheets/68010.txt
----------------------------------------------------------------
| |
| |
| Motorola |
| |
| 666 88888 000 1 000 |
| 6 8 8 0 0 11 0 0 |
| 6 8 8 0 0 0 1 0 0 0
File:
/kb_dl.aspx/KB/datasheets/68010.txt
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15
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1997.01.03
/kb_dl.aspx/KB/monitortech/atarixyhints.txt
Newsgroups: rec.games.video.arcade
From: woodcock@bnr.ca (Gregg Woodcock)
Subject: How to repair Atari's color XY (vector) monitors (update)
Sender: news@news.rich.bnr.ca (news server)
Message-ID: <C6z10H.3tB@news.rich.bnr.ca>
Date: Thu, 13 May 1993 15:14:41 GMT
Reply-To: woodcock@bnr.ca (Gregg Woodcock)
Nntp-Posting-Host: crchh75b
Organization: Bell-Northern Research; Richardson, Texas, USA
Keywords: Atari color XY vector monitor Ampliphone Wells-Gardner repair
Lines: 491
I decided to combine the Amplipho
File:
/kb_dl.aspx/KB/monitortech/atarixyhints.txt
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26
K - Updated
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/datasheets/6502/6502-nmos.extra.opcodes.txt
"Extra Instructions Of The 65XX Series CPU"
By: Adam Vardy (abe0084@infonet.st-johns.nf.ca)
[File created: 22, Aug. 1995... 27, Sept. 1996]
The following is a list of 65XX/85XX extra opcodes. The operation codes
for the 6502 CPU fit in a single byte; out of 256 possible combinations,
only 151 are "legal." This text describes the other 256-151= 105 operation
codes. These opcodes are not generally recognized as part of the 6502
instruction set. They are also referred to as undef
File:
/kb_dl.aspx/KB/datasheets/6502/6502-nmos.extra.opcodes.txt
-
20
K - Updated
1999.07.12
/kb_dl.aspx/KB/gametech/text/robocop.txt
"R-TYPE"
Dip Switch Set #1
Options Dip Switch Number
1 2 3 4 5 6 7 8
Number of *3 OFF OFF
Space Ships 2 ON OFF
4 OFF ON
5 ON ON
Attract Mode NO OFF
Sound Effects *YES ON
Extra Ship
File:
/kb_dl.aspx/KB/gametech/text/robocop.txt
-
11
K - Updated
1997.05.28
/kb_dl.aspx/KB/datasheets/jag68k.txt
# -------------------------------------------------------------------
# 68K (c) Copyright 1996 Nat! & KKP
# -------------------------------------------------------------------
# These are some of the results/guesses that Klaus and Nat! found
# out about the Jaguar with a few helpful hints by other people,
# who'd prefer to remain anonymous.
#
# Since we are not under NDA or anything from Atari we feel free to
# give this to you for educational purposes only.
#
# Please n
File:
/kb_dl.aspx/KB/datasheets/jag68k.txt
-
9
K - Updated
1999.05.17
/kb_dl.aspx/KB/datasheets/65816/65c816.txt
----------------------------------------------------------------------------
[GTE]
Microcircuits
CMOS 8/16-Bit Microprocessor Family
65sc802 is both software and pin-to-pin compatible with 6502.
G65SC802 / G65SC816 Data Sheets
* Features
* AC/DC Characteristics
* Functional Description
* Addressing Modes
* Notes on Instructions
* Interrupts
* Table 4. List of Mnemonics
* Table 5-7. Instructions
* Table 8. Opcode Matrix
* Table 9. Detailed Instruction Operation
* Figur
File:
/kb_dl.aspx/KB/datasheets/65816/65c816.txt
-
91
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2001.01.13
/kb_dl.aspx/KB/datasheets/6502/65816datasheet.txt
GTE G65SC802 / G65SC816
Microcircuits
CMOS 8/16-Bit Microprocessor Family
Features
Advanced CMOS design for low power consumption and increased
noise immunity
Emulation mode for total software compatibility with 6502 designs
Full 16-bit ALU, Accumulator, Stack Pointer, and Index Registers
Direct Register for ''zero page'' addressing
24 addressing modes (including 13 original 6502 modes)
Wait for Interrupt (WAI) and Stop the Clock (STP) instructions
for reduced
File:
/kb_dl.aspx/KB/datasheets/6502/65816datasheet.txt
-
96
K - Updated
1999.07.12
/kb_dl.aspx/KB/gametech/grav_to_blkwidow.txt
-----------------------------------------------------------------
| SWITCHABLE CONVERSION BETWEEN GRAVITAR AND BLACK WIDOW |
-----------------------------------------------------------------
COPYRIGHT 1993
REVISION NUMBER: 1.1 (first public release)
REVISION DATE: 17 March 1994
CREATED BY: Doug Jefferys
STANDARD DISCLAIMER:
--------------------
The author hereby grants permission to reproduce and distribute this
document for personal use, subject to the condition that the document
(along
File:
/kb_dl.aspx/KB/gametech/grav_to_blkwidow.txt
-
39
K - Updated
1994.03.18
/kb_dl.aspx/KB/pinouts/pinout_help.txt
----------------------------------------------------------------------------.
Title : Arcade Game Pinouts :
Date : 09-January-2003 :
Source : taken from the Conversion FAQ v1.1 :
by Doug Jefferys, Steve Ozdemir :
and pinout identification by Tim Lindquist :
--------------------------------------
File:
/kb_dl.aspx/KB/pinouts/pinout_help.txt
-
39
K - Updated
2003.01.09
/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
K - Updated
2004.09.13
/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/williams_conversion.txt
-----------------------------------------------------------------
| SWITCHABLE CONVERSION BETWEEN ROBOTRON, JOUST, AND STARGATE |
-----------------------------------------------------------------
COPYRIGHT 1994
REVISION NUMBER: 1.1 (Minor bug fix: Line 976 now shows the
correct "Y7-X8" connection, not the bogus
"Y7-X7" connection from 1.0)
REVISION DATE: 20 Oct 1994
CREATED BY: Doug Jefferys
STANDARD DISCLAIMER:
--------------------
The author hereby grants permission to rep
File:
/kb_dl.aspx/KB/gametech/williams_conversion.txt
-
57
K - Updated
1994.10.20
/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/vax84.txt
Atari/Atari Games VaxMail 1984 Jed Margolin
___________________________________________________________________________
From: KIM::SUTTLES 9-JAN-1984 11:40
To: @SYS$MAIL:COINOP
Subj: A neat trick with mail
For all of you who use the MAIL program as a form of
the "paperless office", I have discovered a bug (pronounced
"fea-ture") in same.
It seems that the addressee line (TO: ...) is parsed
independently of file handling. Mail looks at each item in
the list, and checks for a double colon (
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
Atari/Atari Games VaxMail 1985 Jed Margolin
___________________________________________________________________________
From: KIM::SHEPPERD 4-JAN-1985 17:20
To: @SYS$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$PRINT
The physical name is TXD5:, but I advise
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/kb_dl.aspx/KB/datasheets/65816info.txt
A 65816 Primer
[----------------------------------------------------------]
No republication or redistribution of the following is permitted without
the authors express written consent.
Table of Contents
------------------------------------------------------------------------
i Preface
1.00 Introduction
2.00 New 65816 Instructions
3.00 65816 Native Mode Programming Model
3.01 Native Mode Processor Status Register
3.10 Native Mode Registers
3.11 Accum
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt
Atari/Atari Games VaxMail 1991 Jed Margolin
___________________________________________________________________________
From: GAWD::MCCARTHY "Pat" 2-JAN-1991 12:37:15.74
To: @SYS$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/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:
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