Knowledge Base
Sega G80 Hardware Reference
Version 1.20 25 Oct 1997 Main Processor: Z80 at 3.86712 MHz (vector games) Z80 at 8.00000 MHz (raster games) Sound Processor: 8035 Test button on CPU board asserts NMI 40Hz interrupt from vector timing board There is an 8*8 hardware multiplier on the XY control board Memory Map 0000 - 07FF 2k ROM on CPU board (power on diagnostics) 0800 - BFFF 46k ROM board C800 - CFFF 2k RAM on CPU board D000 - DFFF downloadable RAM on universal sound board E000 - EFFF 4k Vector RAM E000 - E
File:
/kb_dl.aspx/KB/gametech/segag80ref.html
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36
K - Updated
2000.01.23
/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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25
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2003.01.06
/kb_dl.aspx/KB/gametech/woodcock_tempest_repair.txt
Troubleshooting your Tempest Machine, by Gregg Woodcock
This article is Copyright worldwide 1991, 1995; all rights reserved.
This is a file I have put together which should get you started on
repairing your non-working Atari Tempest game. It lists all the
problems I have seen and lots of information from the various manuals.
Monitor failures are much more common than game board failures (in fact,
I find the game boards to be fairly robust) and that topic is so lengthy
that it is covered in another
File:
/kb_dl.aspx/KB/gametech/woodcock_tempest_repair.txt
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31
K - Updated
2001.05.27
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
Konami / Stern 36 Pinouts, Switches, etc
Konami 36 pin wiring, switches, and add'l technical info Compiled for coinop.org by Kurt Koller and Sirdar Bey.
Known variations follow, select game to jump to that game's information.
Amidar · Circus Charlie · Contra · Frogger · Green Beret · Gyruss · Hyper Sports · Jail Break · Juno First · Kicker · L'il Hustler · Locomotion · Lost Tomb · Mania Challenge · Mega Zone · Mikie · Moon War · Nemesis · Pandora's Palace · Pooyan · Road Fighter · Roc 'N' Rope ·
File:
/kb_dl.aspx/KB/gametech/konamitech.html
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108
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2000.09.17
Typical Failures of Early Williams Games
From: woodcock@crchh75b.bnr.ca (Gregg Woodcock) Newsgroups: rec.games.video.arcade.collecting Subject: Re: Typical Failures of Early Williams Games Date: 22 Feb 1994 23:29:15 GMT richard.l.schieve (rls@cbnewsc.cb.att.com) wrote: > Several people have asked me to repost some of my old articles. > I suspect many have seen the following which was one of my first > "Tech Tips" ;-) Sorry to do this to you again, Rick, but I have added a BUNCH of stuff to your file and would like to "share", too (I c
File:
/kb_dl.aspx/KB/gametech/williamhwfailures.html
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22
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2000.01.23
/kb_dl.aspx/KB/datasheets/2650.txt
----------------------------------------------------------------
| |
| |
| Signetics |
| |
| 22222 666 5555555 000 |
| 2 2 6 5 0 0 |
| 2 6 5 0 0 0
File:
/kb_dl.aspx/KB/datasheets/2650.txt
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15
K - Updated
1997.01.03
/kb_dl.aspx/KB/datasheets/6801.txt
----------------------------------------------------------------
| |
| |
| Motorola |
| |
| 666 88888 000 1 |
| 6 8 8 0 0 11 |
| 6 8 8 0 0 0 1
File:
/kb_dl.aspx/KB/datasheets/6801.txt
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15
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1997.01.04
/kb_dl.aspx/KB/datasheets/6803.txt
----------------------------------------------------------------
| |
| |
| Motorola |
| |
| 666 88888 000 33333 |
| 6 8 8 0 0 3 3 |
| 6 8 8 0 0 0 3
File:
/kb_dl.aspx/KB/datasheets/6803.txt
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15
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1997.01.04
/kb_dl.aspx/KB/datasheets/6805.txt
----------------------------------------------------------------
| |
| |
| Motorola |
| |
| 666 88888 000 5555555 |
| 6 8 8 0 0 5 |
| 6 8 8 0 0 0 5
File:
/kb_dl.aspx/KB/datasheets/6805.txt
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15
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1997.01.03
/kb_dl.aspx/KB/datasheets/8022.txt
----------------------------------------------------------------
| |
| |
| Intel |
| |
| 88888 000 22222 22222 |
| 8 8 0 0 2 2 2 2 |
| 8 8 0 0 0 2 2
File:
/kb_dl.aspx/KB/datasheets/8022.txt
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15
K - Updated
1997.01.03
Crazy Climber Information
Please note that if anyone does use this info for their own CC emulator project I do ask that credit be given where credit is due. I'm not asking for any money, just to be acknowledged in the emulator credits. It was a LOT of work to crack this:- As for the decryption algorhythm, a few things; There are two sets of ROMS in the tant archive (Brian Peek's mirror). One is supposedly the genuine set, and the other a bootleg. The set I have on my boards seems to be a hybrid between the two. The program
File:
/kb_dl.aspx/KB/gametech/crazyclimberencod.html
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5
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2000.01.23
/kb_dl.aspx/KB/pinouts/commando.txt
COMMANDO
--------
CKT SIDE COMP SIDE
-------- ---------
1 PL 1 DOWN A PL 2 DOWN
2 PL 1 UP B PL 2 UP
3 PL 1 LEFT C PL 2 LEFT
4 PL 1 RIGHT D PL 2 RIGHT
5 E
6 F
7 H
8 J
9 PL 1 SHOOT 1 K PL 2 SHOOT 1
10 PL 1 SHOOT 2 L PL 2 SHOOT 2
11 1 S
File:
/kb_dl.aspx/KB/pinouts/commando.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/bottom_of_the_ninth.txt
Bottom of the Ninth Konami, 1989 Pinout = JAMMA
--------------------------------------------------
---------------------------------------------------------------- -------------
DIP Switch No. 1 Settings
1 2 3 4 5 6 7 8 Option
-----------------------------------------------------------------------------
Coin Switch No. 1
-----------------
Off Off Off Off
File:
/kb_dl.aspx/KB/pinouts/bottom_of_the_ninth.txt
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4
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2003.01.06
/kb_dl.aspx/KB/datasheets/6800.txt
----------------------------------------------------------------
| |
| |
| Motorola |
| |
| 666 88888 000 000 |
| 6 8 8 0 0 0 0 |
| 6 8 8 0 0 0 0 0 0
File:
/kb_dl.aspx/KB/datasheets/6800.txt
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15
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1997.01.03
/kb_dl.aspx/KB/datasheets/6802.txt
----------------------------------------------------------------
| |
| |
| Motorola |
| |
| 666 88888 000 22222 |
| 6 8 8 0 0 2 2 |
| 6 8 8 0 0 0 2
File:
/kb_dl.aspx/KB/datasheets/6802.txt
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15
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1997.01.03
/kb_dl.aspx/KB/datasheets/6808.txt
----------------------------------------------------------------
| |
| |
| Motorola |
| |
| 666 88888 000 88888 |
| 6 8 8 0 0 8 8 |
| 6 8 8 0 0 0 8 8
File:
/kb_dl.aspx/KB/datasheets/6808.txt
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15
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1997.01.03
/kb_dl.aspx/KB/datasheets/6809.txt
----------------------------------------------------------------
| |
| |
| Motorola |
| |
| 666 88888 000 99999 |
| 6 8 8 0 0 9 9 |
| 6 8 8 0 0 0 9 9
File:
/kb_dl.aspx/KB/datasheets/6809.txt
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15
K - Updated
1998.02.12
/kb_dl.aspx/KB/datasheets/6809e.txt
----------------------------------------------------------------
| |
| |
| Motorola |
| |
| 666 88888 000 99999 EEEEEEE |
| 6 8 8 0 0 9 9 E |
| 6 8 8 0 0 0 9 9 E
File:
/kb_dl.aspx/KB/datasheets/6809e.txt
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15
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1997.01.04
/kb_dl.aspx/KB/datasheets/8041.txt
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| |
| |
| Intel |
| |
| 88888 000 4 1 |
| 8 8 0 0 44 11 |
| 8 8 0 0 0 4 4 1
File:
/kb_dl.aspx/KB/datasheets/8041.txt
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15
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1997.01.03
/kb_dl.aspx/KB/datasheets/8048.txt
----------------------------------------------------------------
| |
| |
| Intel |
| |
| 88888 000 4 88888 |
| 8 8 0 0 44 8 8 |
| 8 8 0 0 0 4 4 8 8
File:
/kb_dl.aspx/KB/datasheets/8048.txt
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15
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1997.01.03
/kb_dl.aspx/KB/gametech/commando.44.txt
COMMANDO
CKT SIDE COMP SIDE
-------- ---------
1 PL 1 DOWN A PL 2 DOWN
2 PL 1 UP B PL 2 UP
3 PL 1 LEFT C PL 2 LEFT
4 PL 1 RIGHT D PL 2 RIGHT
5 E
6 F
7 H
8 J
9 PL 1 SHOOT 1 K PL 2 SHOOT 1
10 PL 1 SHOOT 2 L PL 2 SHOOT 2
11 1 START
File:
/kb_dl.aspx/KB/gametech/commando.44.txt
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2
K - Updated
1995.01.28
/kb_dl.aspx/KB/datasheets/68008.txt
----------------------------------------------------------------
| |
| |
| Motorola |
| |
| 666 88888 000 000 88888 |
| 6 8 8 0 0 0 0 8 8 |
| 6 8 8 0 0 0 0 0 0 8 8
File:
/kb_dl.aspx/KB/datasheets/68008.txt
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15
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1997.01.03
/kb_dl.aspx/KB/datasheets/680x.txt
----------------------------------------------------------------
| |
| |
| Motorola |
| |
| 666 88888 000 X X |
| 6 8 8 0 0 X X |
| 6 8 8 0 0 0 X X
File:
/kb_dl.aspx/KB/datasheets/680x.txt
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15
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1997.01.04
/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
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15
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1997.01.03
/kb_dl.aspx/KB/datasheets/8021.txt
----------------------------------------------------------------
| |
| |
| Intel |
| |
| 88888 000 22222 1 |
| 8 8 0 0 2 2 11 |
| 8 8 0 0 0 2 1
File:
/kb_dl.aspx/KB/datasheets/8021.txt
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15
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1997.01.04
/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
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15
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1997.01.04
/kb_dl.aspx/KB/datasheets/j-11.txt
----------------------------------------------------------------
| |
| |
| Digital Equipment Corporation |
| |
| JJJJJJJ 1 1 |
| J 11 11 |
| J 1 1
File:
/kb_dl.aspx/KB/datasheets/j-11.txt
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15
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1997.01.03
/kb_dl.aspx/KB/datasheets/t-11.txt
----------------------------------------------------------------
| |
| |
| Digital Equipment Corporation |
| |
| TTTTTTT 1 1 |
| T 11 11 |
| T 1 1
File:
/kb_dl.aspx/KB/datasheets/t-11.txt
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15
K - Updated
1997.01.04
Gyruss Memory Map
# this document is not going to be of much use to you unless you have # the schematics and follow along. # Gyruss ROM files from TANT archive GYA-1.BIN - 11J - CPU Z80, 8K, Addr 0000 - 1FFF GYA-2.BIN - 12J - CPU Z80, 8K, Addr 2000 - 3FFF GYA-3.BIN - 13J - CPU Z80, 8K, Addr 4000 - 5FFF GY-5.BIN - 18E - CPU 6809, 8K, Addr 0000 - 1FFF GY-6.BIN - 02H - Graphics ROM GY-7.BIN - 5B/6C - Graphics ROM, 8K Bank 1, MSB GY-8.BIN - 6B/7C - Graphics ROM, 8K Bank 0, MSB GY-9.BIN - 7B/8C - Graphics
File:
/kb_dl.aspx/KB/gametech/gyrussmap.html
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7
K - Updated
2000.01.23
/kb_dl.aspx/KB/datasheets/8086.txt
----------------------------------------------------------------
| |
| |
| Intel |
| |
| 88888 000 88888 666 |
| 8 8 0 0 8 8 6 |
| 8 8 0 0 0 8 8 6
File:
/kb_dl.aspx/KB/datasheets/8086.txt
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15
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1997.01.03
/kb_dl.aspx/KB/datasheets/8088.txt
----------------------------------------------------------------
| |
| |
| Intel |
| |
| 88888 000 88888 88888 |
| 8 8 0 0 8 8 8 8 |
| 8 8 0 0 0 8 8 8 8
File:
/kb_dl.aspx/KB/datasheets/8088.txt
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15
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1997.01.03
/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
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15
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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
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15
K - Updated
1997.01.03
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 Willia
File:
/kb_dl.aspx/KB/faqs/list-randomgames.html
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72
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1999.10.29
/kb_dl.aspx/KB/gametech/commndo.56.txt
COMMANDO
COMPONENT SIDE CKT SIDE
1. GND A. GND
2. GND B. GND
3. +5V C. +5V
4. +5V D. +5V
5. VID BL E. VID GN
6. VID RED F. SYNC
7. N/U H. VID GND
8. 1 JUMP J. 2 JUMP
9. 1 SHOOT K.
File:
/kb_dl.aspx/KB/gametech/commndo.56.txt
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3
K - Updated
1995.10.12
/kb_dl.aspx/KB/datasheets/68000.txt
----------------------------------------------------------------
| |
| |
| Motorola |
| |
| 666 88888 000 000 000 |
| 6 8 8 0 0 0 0 0 0 |
| 6 8 8 0 0 0 0 0 0 0 0 0
File:
/kb_dl.aspx/KB/datasheets/68000.txt
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15
K - Updated
1997.01.03
/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
K - Updated
1997.01.03
/kb_dl.aspx/KB/datasheets/804x.txt
----------------------------------------------------------------
| |
| |
| Intel |
| |
| 88888 000 4 X X |
| 8 8 0 0 44 X X |
| 8 8 0 0 0 4 4 X X
File:
/kb_dl.aspx/KB/datasheets/804x.txt
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15
K - Updated
1997.01.04
/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
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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
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15
K - Updated
1997.01.03
/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
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434
K - Updated
2002.09.24
/kb_dl.aspx/KB/pinouts/zzzzap.txt
ZZZZAP
------
PWR CONN VID CONN GAME CONN
---------- ----------- ------------
1 -12V 1 BL 1 CTR 21
2 +12V 2 RED 2 CTR 22 GND
3 AC 3 3 23
4 GND 4 GN 4 24 |
5 GND 5 COIN A N/O 25 |
6 GND X-Y CONN 6 COIN A N/C 26 |
7 -5V
File:
/kb_dl.aspx/KB/pinouts/zzzzap.txt
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3
K - Updated
2003.01.06
/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
File:
/kb_dl.aspx/KB/datasheets/jag68k.txt
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9
K - Updated
1999.05.17
/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
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15
K - Updated
1997.01.03
/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
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
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5
K - Updated
2000.01.23
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 get off
File:
/kb_dl.aspx/KB/datasheets/6502/6502ref.html
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98
K - Updated
2001.01.13
1996.09.29 GUIDE TO LOWER MAINLAND ARCADES
VERSION 1.0a : 1996.09.29 by Glenn Tarigan Additional comments by "Moby" Henry Kong Andrew Chang Feel free to distribute this document. Make sure the credits remain intact. I'd like to get some comments, especially from people who have been to any of the arcades mentioned here. What can I do to improve this guide? Do you have any details or opinions to add? Note: "Lower Mainland" refers to a southwest portion of British Columbia, Canada. The major arcades listed so far
File:
/kb_dl.aspx/KB/faqs/faq-1996 lwr mainland arcades.html
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53
K - Updated
2000.02.20
Zilog Z80 CPU Specifications
Zilog Z80 CPU Zilog Z80 CPU Specifications
by Sean Young (syoung@cs.vu.nl)
Last update: September 21, 1997
Opcode Prefixes
There are four different opcode prefixes: CB, DD, ED and FD. If an opcode begins the DD prefix, the IX register is used in stead of the HL register and likewise the FD prefix results in use of the IY register in stead of the HL register. If HL refers to memory address, (e.g. LD A, (HL) ), an offset d is added to the opcode (e.g. LD A, (IX + d) ). If the instruction uses the H or
File:
/kb_dl.aspx/KB/datasheets/z80/z80.doc
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421
K - Updated
2002.09.24
/kb_dl.aspx/KB/gametech/starwarstoesb.txt
Converting a Star Wars to an Empire Strikes Back arcade game.
Version 1.1, Copyright Cliff Koch, 1996
Revision log:
1.0 Original Posting
1.1 Added the data bus wires on the daughterboard netlist (oops).
I. Disclaimer
Doing this conversion requires reasonable soldering skills. Incorrect
wiring could cause damage to the game boards. You do these
modifications
at your own risk. I did my best to be accurate at describing the
conversion, but could have made an
File:
/kb_dl.aspx/KB/gametech/starwarstoesb.txt
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31
K - Updated
1996.07.26
/kb_dl.aspx/KB/datasheets/65816info.txt
A 65816 Primer
[----------------------------------------------------------]
No republication or redistribution of the following is permitted without
the authors express written consent.
Table of Contents
---------------------------------------------------------------- --------
i Preface
1.00 Introduction
2.00 New 65816 Instructions
3.00 65816 Native Mode Programming Model
3.01 Native Mode Processor Status Register
3.10 Native Mode Registers
3.11 Accu
File:
/kb_dl.aspx/KB/datasheets/65816info.txt
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126
K - Updated
1999.05.17
IC List
Timing information for ICs is not yet available, and only TTL, 4000-series CMOS and some microprocessor (support) chips are included. For now, it is not clear how the format used can be extended to include linear ICs, as these usually require much more additional information such as a block diagram. The current file uses the PC8 character set (a.k.a. codepage 437), but can be converted to 7-bit ASCII without too much trouble (losing some niceties). As it is, it is small and simple enough to keep it in you
File:
/kb_dl.aspx/KB/faqs/list-iclist.html
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310
K - Updated
1999.10.29
/kb_dl.aspx/KB/gametech/cinemonitorrepair.txt
From: zonn@concentric.net (Zonn Moore)
Newsgroups: rec.games.video.arcade.collecting
Subject: Re: TECH:Cinematronics vectors
Date: Tue, 18 Mar 1997 06:55:00 GMT
Organization: Concentric Internet Services
Lines: 67
Message-ID: <332e3261.814372@news.concentric.net>
References: <01bc3420$86b5f200$228480d0@default>
Reply-To: zonn@concentric.net
NNTP-Posting-Host: cnc132049.concentric.net
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
X-Newsreader: Forte Agent .99g/1
File:
/kb_dl.aspx/KB/gametech/cinemonitorrepair.txt
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34
K - Updated
1997.08.07
/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 r
File:
/kb_dl.aspx/KB/gametech/williams_conversion.txt
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57
K - Updated
1994.10.20
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/gametech/bottomoftheninth.txt
Bottom of the Ninth
Konami, 1989
Bottom of the Ninth
Option Switch Settings
---------------------------------------------------------------- -------------
DIP Switch No. 1 Settings
1 2 3 4 5 6 7 8 Option
-----------------------------------------------------------------------------
Coin Switch No. 1
-----------------
Off Off Off Off
File:
/kb_dl.aspx/KB/gametech/bottomoftheninth.txt
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4
K - Updated
1995.04.07
TIME CRISIS ENEMIES GUIDE
Written by Desmond Hew wilddog_tc@hotmail.com Jun 18, 1999 [PLAYSTATION and ARCADE] This FAQ may be electronically reproduced in whole or part, free of charge, as long as credit is given to its author, Desmond Hew. This FAQ is NOT to be altered in any way or used for profitable/promotional purposes of any kind. This document was created and is owned only by me [Desmond Hew]. You can e-mail me at wilddog_tc@hotmail.com on your comments or whatsoever. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
File:
/kb_dl.aspx/KB/faqs/faq-time crisis.html
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79
K - Updated
1999.07.26
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