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Block Block (ブロックブロック)

Released in 1991

Member Rating


(0 total votes)

Manufacturer: Capcom
Developer: Capcom
Distributor: Capcom

Mame ROM Info
blockbl, Block Block (bootleg)

Display
Raster
Orientation
Vertical
Resolution
240 x 384
Colors
2048, Color
Genre
[no data]
Attributes
[no data]
Controls
[no data]

Game Summary

No summary.

Hardware Info

Z80 cpu @ 8 Mhz
OKI6295 audio @ 0.008 Mhz
YM-2413 audio @ 8 Mhz

Hardware Platform: -Unique or Unknown-

Game Details

No info.

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X-Arcade Controller
X-Arcade Controller
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Knowledge Base

/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 - 15 K - Updated 1997.01.03
Mortal Kombat FAQ Version 5.0
**************************************************************** **************** * * * Mortal Kombat Comprehensive Moves, Combos, Fatalities, and Hints Listing * * (almost FAQ) (Posted at the beginning and middle of each month) * **************************************************************** **************** Version 5.0 (4/28/93) (Last Major Revision for a LONG while) What's New: o Comple
File: /kb_dl.aspx/KB/faqs/faq-mortal kombat.html - 62 K - Updated 1999.10.30
Mortal Kombat 2 FAQ - Revision 10
________________________ MORTAL KOMBAT II FAQ Complete Guide Tenth Revision January 5th, 1994 ineluki@u.washington.edu ________________________ 500 years ago, Shang Tsung was banished to the Earth Realm. With the aid of Goro he was to unbalance the furies and doom the planet to a chaotic existence. By seizing control of the Shaolin Tournament he tried to tip the scales of order towards chaos. Only seven warriors survived the battles and Shang Tsung's scheme would come to a violent end at the han
File: /kb_dl.aspx/KB/faqs/faq-mortal kombat 2.html - 31 K - Updated 1999.10.30
Mortal Kombat 3 FAQ
##################### ##################### ### ### ### ### ### ### ### ### ### M O R T A L K O M B A T ### ### ### ### ### ### ### ### ### ##################### #############
File: /kb_dl.aspx/KB/faqs/faq-mortal kombat 3.html - 26 K - Updated 1999.10.30
/kb_dl.aspx/KB/gametech/nba-jam.txt
NBA JAM PARTS SIDE CKT SIDE ------------ ------------ 1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 E 6 +12V F +12V 7 KEY H KEY 8 CTR 1 J CTR 2 9 K 10
File: /kb_dl.aspx/KB/gametech/nba-jam.txt - 3 K - Updated 1995.08.25
/kb_dl.aspx/KB/pinouts/mortal_kombat2.txt
MORTAL KOMBAT 2 Connector P1 (JAMMA) |-------------------|---|----|-------------------| | Solder Side | | | Parts Side | |-------------------|---|----|-------------------| | Ground | A | 1 | Ground | | Ground | B | 2 | Ground | | +5VDC | C | 3 | +5VDC | | +5VDC | D | 4 | +5VDC | | -5VDC | E | 5 | -5VDC | | +12VDC | F | 6 | +12VDC | |
File: /kb_dl.aspx/KB/pinouts/mortal_kombat2.txt - 3 K - Updated 2003.01.07
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 - 10 K - Updated 2000.01.20
/kb_dl.aspx/KB/datasheets/65816/mnemonic.txt
Table 4. G65SC802 and G65SC816 Instruction Set -- Alphabetical Sequence ADC Add Memory to Accumulator with Carry AND "AND" Memory with Accumulator ASL Shift One Bit Left, Memory or Accumulator BCC* Branch on Carry Clear (Pe = O) BCS* Branch on Carry Set (Pe = 1) BEQ Branch if Equal (Pz = 1) BIT Bit Test BMI Branch if Result Minus (PN = 1) BNE Branch if Not Equal (Pz = 0) BPL Branch if Result Plus (PN = 0) BRA Branch Always BRK Force Break BRL Branch Always Long BVC Branch on Overflow Clear (P
File: /kb_dl.aspx/KB/datasheets/65816/mnemonic.txt - 3 K - Updated 1996.08.24
/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/pinouts/mortal_kombat.txt
MORTAL KOMBAT Connector J1 (JAMMA) |-------------------|---|----|-------------------| | Solder Side | | | Parts Side | |-------------------|---|----|-------------------| | Ground | A | 1 | Ground | | Ground | B | 2 | Ground | | +5VDC | C | 3 | +5VDC | | +5VDC | D | 4 | +5VDC | | -5VDC | E | 5 | -5VDC | | +12VDC | F | 6 | +12VDC | | (
File: /kb_dl.aspx/KB/pinouts/mortal_kombat.txt - 6 K - Updated 2003.01.07
/kb_dl.aspx/KB/pinouts/mortalkombatrevb.txt
MORTAL KOMBAT Rev B board Connector J1 (JAMMA) |-------------------|---|----|-------------------| | Solder Side | | | Parts Side | |-------------------|---|----|-------------------| | Ground | A | 1 | Ground | | Ground | B | 2 | Ground | | +5VDC | C | 3 | +5VDC | | +5VDC | D | 4 | +5VDC | | -5VDC | E | 5 | -5VDC | | +12VDC | F | 6 | +12VDC | | (K
File: /kb_dl.aspx/KB/pinouts/mortalkombatrevb.txt - 6 K - Updated 2005.08.29
/kb_dl.aspx/KB/pinouts/block_buster.txt
Block Buster ------------ COMPONENT | SOLDER ---------------------+---------------------- GND | 1 | A | GND GND | 2 | B | GND GND | 3 | C | GND Speaker | 4 | D | Speaker +12V | 5 | E | | 6 | F | | 7 | G | | 8 | H | Service +5V | 9 | I | +5V 1P.Down |10 | J | 1P.Up 2P.D
File: /kb_dl.aspx/KB/pinouts/block_buster.txt - 1 K - Updated 2003.01.06
TAITO Manual Page 7
6. Adjistments on Switching Regulator P.C. Board (See Fig. 3) Caution: The line voltages should be set within the limits. Failure to do so may result in destruction of the IC's. To check the output voltages, measure them on the D-connector, the G-connector, or the N-connector. (See the cable block diabram, AAR00179 in this manual.) + 5V VR... Pot for adjusting 5V line voltage (Adjustable range: 4.5V - 5.5V DC) - 5V VR... Pot for adjusting 5V
File: /kb_dl.aspx/KB/zz-sirdar's stash (not on dvd)/taitomanual/page7.htm - 1 K - Updated 1999.02.02
/kb_dl.aspx/KB/datasheets/2901/info2901.txt
Dana Colbert 19 SEP 96 info2901.txt Info for the MIL SPEC 2901 Four-Bit Microprocessor Slice --------------------------------------------------------- These seven sheets (which contain info on the operation, as opposed to all of that boring stuff concerning sinking and sourcing of current) are all part of a 46 page document. Although the first page does not contain data which many people would consider to be pert
File: /kb_dl.aspx/KB/datasheets/2901/info2901.txt - 1 K - Updated 1999.10.29
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 - 16 K - Updated 1999.07.27
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 - 26 K - Updated 2000.06.20
/kb_dl.aspx/KB/pinouts/devastators.txt
Devastators, Konami Pinout = JAMMA ----------------------------------- Setting both SW.s 3 and 4 to ON on switch block 3 sends the board into test mode. Hitting P1 fire toggles around the test screens, the final screen is a Dip switch setting/function display screen. Dip Switch 1 ============ SW. Function Settings --- -------- -------- 1 1 Coin/Credit 0000 1 Coin = 1 Credit 2 " 0001 2 Coin = 3 Credit 3 " 0
File: /kb_dl.aspx/KB/pinouts/devastators.txt - 2 K - Updated 2003.01.06
/kb_dl.aspx/KB/gametech/devastators.txt
Konami Devastators ------------------ Board ID GX890 - JAMMA - Vertical Orientation Default settings are marked with a * for 1, blank for 0 Setting both pins 3 and 4 to ON on switch block 3 sends the board into test mode. Hitting P1 fire toggles around the test screens, the final screen is a DIP switch setting/function display screen. DIP Switch 1 ============ Pin Function Settings --- -------- -------- 1 1 Coin/Credit 0000 1 Coin
File: /kb_dl.aspx/KB/gametech/devastators.txt - 2 K - Updated 1996.10.03
/kb_dl.aspx/KB/pinouts/block_hole.txt
Block Hole, Konami Pinout = JAMMA ------------------------------------- DIP SWITCH No.1 SETTINGS_____________________________________________________ 1.COIN SWITCH NO.1 SETTINGS SW 1 2 3 4 COIN PLAY O OFF OFF OFF OFF 1 1 ON OFF 1 2 OFF ON 1 3 ON ON 1 4 OFF OFF ON OFF 1 5 ON
File: /kb_dl.aspx/KB/pinouts/block_hole.txt - 2 K - Updated 2003.01.06
Hyper Fighting: Ken Strategy Guide
**************************************************************** ************ ** ** ** # # # # ### #### ### #### # ### # # ##### # # # ### ** ** # # # # # # # # # # # # # # # # ## # # ** ** #### # ### ### ### ### # # ## #### # # # # # # ## ** ** # # # # # # # # # # # # # # # # ## # # ** ** # # # # #### # # # # ## #
File: /kb_dl.aspx/KB/faqs/faq-sf2 hyper (ken).html - 104 K - Updated 1999.10.28
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 - 2 K - Updated 1999.07.27
/kb_dl.aspx/KB/zz-sirdar's stash (not on dvd)/re_ someone who really knows pacs.nws
You should be able to tell by looking at the overspray under the coin box, under the marquee brackets and inside the back door. :) If it yellow it's a Pac. Another way to tell is if the original fuse block and label stapled next to it. The Amp ratings were higher on Galaxian ISTR. Last, look under the T-molding. That should give you a good clue too. - Mike - On Tue, 19 Nov 2002 12:53:13 -0500, Douglas Gauck <0k64dgau@gte.net> wrote: >The cabinets are virtually identical, so it's hard to
File: /kb_dl.aspx/KB/zz-sirdar's stash (not on dvd)/re_ someone who really knows pacs.nws - 2 K - Updated 2007.02.26
/kb_dl.aspx/KB/pinouts/nba_jam.txt
NBA JAM by MIDWAY Pinout = JAMMA ---------------------------------- P3 TO SND BD P6 SND P7 SND P5 --------------- ------- ------ 1 SP+ 1 1 2 SP- 4 2 POT 3 +12V 5 3 KEY 4 +12V 6 4 POT 5 KEY 4 6 7 GND 3 8 +5V 1 9 GND 2 P5,6 (PL3,4) ---- 1 GND 2 ---- 3 ---- 4 ---
File: /kb_dl.aspx/KB/pinouts/nba_jam.txt - 5 K - Updated 2003.01.06
The Dead Battery Society
The Dead Battery Society isn't reall a society at all. It's just a web page. Membership dues are not required. ;-) You may have heard the term "suicide battery" used before and wondered what the heck it meant. Several arcade game manufacturers decided it would be a good idea to put a battery on their game boards that, when they die (and they will die), disable the game. Why they did this isn't exactly clear. Is it a way to artificially limit the lifespan of their games? Is it an anti-piracy mea
File: /kb_dl.aspx/KB/zz-sirdar's stash (not on dvd)/capcom dead battery/the dead battery society.mht - 43 K - Updated 2003.01.11
/kb_dl.aspx/KB/datasheets/9900.txt
---------------------------------------------------------------- | | | | | Texas Instruments | | | | 99999 99999 000 000 | | 9 9 9 9 0 0 0 0 | | 9 9 9 9 0 0 0 0 0 0
File: /kb_dl.aspx/KB/datasheets/9900.txt - 15 K - Updated 1997.01.04
/kb_dl.aspx/KB/datasheets/9940.txt
---------------------------------------------------------------- | | | | | Texas Instruments | | | | 99999 99999 4 000 | | 9 9 9 9 44 0 0 | | 9 9 9 9 4 4 0 0 0
File: /kb_dl.aspx/KB/datasheets/9940.txt - 15 K - Updated 1997.01.03
/kb_dl.aspx/KB/datasheets/9980.txt
---------------------------------------------------------------- | | | | | Texas Instruments | | | | 99999 99999 88888 000 | | 9 9 9 9 8 8 0 0 | | 9 9 9 9 8 8 0 0 0
File: /kb_dl.aspx/KB/datasheets/9980.txt - 15 K - Updated 1997.01.03
/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 - 17 K - Updated 1999.07.10
/kb_dl.aspx/KB/gametech/nemesis.txt
NEMESIS (KONAMI) SWITCH SETTINGS AND PINOUT Disclaimer : This information has mainly been worked out using trial and error on a working GX400 board. I will not accept responsibility for anything that may go wrong while using this information. That said, all the settings and pinouts work correctly on the board that I have. Dip Switch Settings : ---------------------------------------------------------------- -------
File: /kb_dl.aspx/KB/gametech/nemesis.txt - 7 K - Updated 1997.08.22
/kb_dl.aspx/KB/datasheets/6502emusrc/readme.txt
REVISION HISTORY ---------------- VERSION 1. I'd like to contribute something to the cause. The original 6502 emulator that I used in EMU (which has long since been retired) is attached to this email message. I don't know where I got it originally, but I tweaked it to run faster than the original. It's here so people can get a good start or see what's going on in emulation. Please include the following stipulations in your FAQ if you decide to put it in there: * I am not the original author of the c
File: /kb_dl.aspx/KB/datasheets/6502emusrc/readme.txt - 1 K - Updated 1997.01.24
/kb_dl.aspx/KB/zz-sirdar's stash (not on dvd)/japanesenames.xls
Sheet3 Sheet2 Sheet1 _0000年不明 _1971_1975 _1976_1978 _1979 _1980 _1981 _1982 _1983 _1983_1 _1983_1 _1984 _1985 _1986 _1987 _1988 _1989 _1990 _1991 _1992 _1993 _1994 _1995 _1996 _1997 _1998 _1999 _2000 FoxVideoGames/Taito Hyper Olympic (UK) Vastar パチフィーバー 三機電子 バッグマン Stern/Taito Bad Lands バトルクルーザーM-12 ハリウッド バンポリン Hammer Car ピタゴラスの大占術 Pitchman ピット Pit&Run ファイアーフォックス FightingRoller Phozon ブラスター Pro Soccer プロフィーバー Professor Pacman プロボウリング ベビーパックマン Bally Pole
File: /kb_dl.aspx/KB/zz-sirdar's stash (not on dvd)/japanesenames.xls - 434 K - Updated 2002.09.24
/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
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 # ---- ----- -
File: /kb_dl.aspx/KB/faqs/list-bronzeagebyyear.html - 30 K - Updated 1999.10.29
Emulating Pong
Original URL:
File: /kb_dl.aspx/KB/gametech/boris - emulating pong.html - 3 K - Updated 2000.06.16
/kb_dl.aspx/KB/datasheets/nsc800.txt
---------------------------------------------------------------- | | | | | National Semiconductor | | | | N N SSSSS CCCC 88888 000 000 | | NN N S S C C 8 8 0 0 0 0 | | N N N S C 8 8 0 0 0 0
File: /kb_dl.aspx/KB/datasheets/nsc800.txt - 15 K - Updated 1997.01.03
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 - 5 K - Updated 2000.01.23
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 - 4 K - Updated 2000.01.23
/kb_dl.aspx/KB/datasheets/z80/z80.txt
---------------------------------------------------------------- | | | | | Zilog | | | | ZZZZZZZ 88888 000 | | Z 8 8 0 0 | | Z 8 8 0 0 0
File: /kb_dl.aspx/KB/datasheets/z80/z80.txt - 15 K - Updated 2001.01.13
/kb_dl.aspx/KB/datasheets/z80/insdesc.txt
**************************************************************** ******** ** Z80 MICROPROCESSOR Instruction Set Summary ** **************************************************************** ******** +--------------------------------------------------------------+ | | | | | Zilog | |
File: /kb_dl.aspx/KB/datasheets/z80/insdesc.txt - 15 K - Updated 1996.09.28
/kb_dl.aspx/KB/datasheets/65816/opcodes.txt
Table 8. Opcode Matrix MSD LSD MSD --+-------+--------+--------+----------+--------+--------+------ --+---------+-------+--------+-------+-------+--------+--------+ --------+---------+-- | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F | |-------+--------+--------+---------
File: /kb_dl.aspx/KB/datasheets/65816/opcodes.txt - 8 K - Updated 1996.08.26
/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 * Figu
File: /kb_dl.aspx/KB/datasheets/65816/65c816.txt - 90 K - Updated 2001.01.13
/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 Accu
File: /kb_dl.aspx/KB/datasheets/65816info.txt - 126 K - Updated 1999.05.17
/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 - 95 K - Updated 1999.07.12
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. Vers
File: /kb_dl.aspx/KB/faqs/strat-how to win at nba jam.html - 31 K - Updated 1999.10.29
JAMMA/AAMA Standard Connector Pinouts and JAMMA Game list
JAMMA/AAMA Standard Connector Pinouts and JAMMA Game List
File: /kb_dl.aspx/KB/gametech/jamma tech.html - 46 K - Updated 2002.05.17
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax83.txt
Atari/Atari Games VaxMail 1983 Jed Margolin ________________________________________________________________ ___________ From: MCCARTHY 6-AUG-1983 13:40 To: ALBAUGH,MARGOLIN,SHERRILL Subj: VAX/16032 development board DB16000 DEVELOPMENT BOARD SETUP. After 4 hours of trial and error, and some "Oh, did we forget to tell you .." from NATIONAL, the 16032 development board is up and ready for VAX communications. The forrowing are the basic setup procedures and requirements as of 8-5-'83, with ve
File: /kb_dl.aspx/KB/historical documents/atari games vaxmail/vax83.txt - 33 K - Updated 2004.09.13
/kb_dl.aspx/KB/datasheets/65816/instruct.txt
Table 5. Arithmetic and Logical Instructions Mne- Operation Addressing Mode Status monic M/X E=1 or E = 0 and dir, dir, (dir) (dir, (dir) [dir] abs abs, abs, absl absl d,s (d,s) E=0 and M/X=1 M/X = 0 Immed Accu dir x y x) ,y x y ,x ,y N V M X D I Z C ADC Pm AL + B + Pc -> AL A + W + Pc -> A 69 65 75 72 61 71 67 6D 7D 79 6F 7F 63 73 N V . . . . Z C AND Pm AL /\B -> AL A /\W -> A 29
File: /kb_dl.aspx/KB/datasheets/65816/instruct.txt - 9 K - Updated 1996.08.25
/kb_dl.aspx/KB/datasheets/8080a.txt
---------------------------------------------------------------- | | | | | Intel | | | | 88888 000 88888 000 A | | 8 8 0 0 8 8 0 0 A A | | 8 8 0 0 0 8 8 0 0 0 A A
File: /kb_dl.aspx/KB/datasheets/8080a.txt - 15 K - Updated 1997.01.04
/kb_dl.aspx/KB/datasheets/8085a.txt
---------------------------------------------------------------- | | | | | Intel | | | | 88888 000 88888 5555555 A | | 8 8 0 0 8 8 5 A A | | 8 8 0 0 0 8 8 5 A A
File: /kb_dl.aspx/KB/datasheets/8085a.txt - 15 K - Updated 1997.01.03
/kb_dl.aspx/KB/zz-sirdar's stash (not on dvd)/spy hunter fixes.txt
First thing to do is check the pots inside the coin door. While it says stereo it is not. One channel plays music and the other plays sounds. It is not just left and right. Check that the volume control pots are working. Secondly - on the music board - the Cheap Squeak Deluxe - does it play music when you hit the reset button on that board. Or when you power it up. If it does, it means that the signals are not coming from the main boardset or they are not being processed by the cheap squeak.
File: /kb_dl.aspx/KB/zz-sirdar's stash (not on dvd)/spy hunter fixes.txt - 8 K - Updated 2002.12.06
/kb_dl.aspx/KB/datasheets/1802.txt
---------------------------------------------------------------- | | | | | RCA | | | | 1 88888 000 22222 | | 11 8 8 0 0 2 2 | | 1 8 8 0 0 0 2
File: /kb_dl.aspx/KB/datasheets/1802.txt - 15 K - Updated 1997.01.03
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 - 23 K - Updated 1999.10.29
/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 - 24 K - Updated 2002.12.06
/kb_dl.aspx/KB/datasheets/65816/detailop.txt
Table 9. Detailed Instruction Operation ADDRESS MODE CYCLE /VP /ML VDA VPA ADDRESS BUS DATA BUS R/W 1 Immediate -- # (LDY,CPY,CPX,LDX,ORA,AND,EOR,ADC,BIT,LDA,CMP,SBC,REP,SEP) (14 Op Codes) (2 and 3 bytes) (2 and 3 cycles) 1 1 1 1 1 PBR,PC Op Code 1 2 1 1 0 1 PBR,PC+1 IDL 1 2a 1 1 0 1 PBR,PC+2 IDH 1 2a Absolute -- a (BIT,STY,STZ,LDY,CPY,CPX,STX,LDX,ORA,AND,EOR,ADC,STA,LDA,CMP,SBC ) (16 Op Codes) (3 bytes) (4 and 5 cycles) 1 1 1 1 1 PBR,PC Op Code
File: /kb_dl.aspx/KB/datasheets/65816/detailop.txt - 19 K - Updated 1996.08.24
Atari Black & White Vector Generator Theory of Operation
(Extreme thanks to Duncan Brown for passing along this time consuming information!!) VECTOR ROM OR DISPLAY LIST CODE (as seen by the State Machine): Byte 1 Byte 2 8 7 6 5 4 3 2 1 8 7 6 5 4 3 2 1 | | | | | | | | | | | | | | | +--+--+- Y length (or rise) | | | | | | | | | | +---------------------------+---------- Overall scale factor | | | | | | | | (8 7 6 5)
File: /kb_dl.aspx/KB/gametech/ataribwvec.html - 10 K - Updated 2000.01.23
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
File: /kb_dl.aspx/KB/repair/iding pcbs.html - 14 K - Updated 2000.01.02
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 - 112 K - Updated 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 K - Updated 1999.10.30
1996.09.29 GUIDE TO LOWER MAINLAND ARCADES
VERSION 1.0a : 1996.09.29 by Glenn Tarigan Additional comments by "Moby" Henry Kong Andrew Chang Feel free to distribute this document. Make sure the credits remain intact. I'd like to get some comments, especially from people who have been to any of the arcades mentioned here. What can I do to improve this guide? Do you have any details or opinions to add? Note: "Lower Mainland" refers to a southwest portion of British Columbia, Canada. The major arcades listed so far
File: /kb_dl.aspx/KB/faqs/faq-1996 lwr mainland arcades.htm