Knowledge Base
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
Star Wars Play Hints
Anyone who wants to archive this post for a FAQ or whatever has my permission to do so. keith@tcs.com Keith Jarett This is an update of my July 29, 1994 post. After much practice, I have achieved reasonable proficiency at Star Wars. A week ago I set a new personal high score of 15 million and change on Wave 56. It took an hour and 45 minutes! This was 5 million and 17 waves better than my second-highest score two months ago. Of course my machine is set to Easy with 9 starting and 3 bo
File:
/kb_dl.aspx/KB/faqs/faq-star wars hints.html
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13
K - Updated
1999.10.30
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax84.txt
Atari/Atari Games VaxMail 1984 Jed Margolin
___________________________________________________________________________
From: KIM::SUTTLES 9-JAN-1984 11:40
To: @SYS$MAIL:COINOP
Subj: A neat trick with mail
For all of you who use the MAIL program as a form of
the "paperless office", I have discovered a bug (pronounced
"fea-ture") in same.
It seems that the addressee line (TO: ...) is parsed
independently of file handling. Mail looks at each item in
the list, and checks for a double colon (
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax84.txt
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281
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2004.09.13
Arcade Game Cheats
--- 720 --- (Contributor: unknown) In the ramp section, levels 8, 9, and 10: holding down the kick and jump buttons simultanously on the lip of the ramp will boost your air. This trick only works when you're going the correct speed (usually your third or fourth jump), and only once (as far as I can tell) per ramp session per level. ----------- Afterburner ----------- (Contributor: Anthony D. Chen) key: S - start button V - vulcan cannon M - missle F - foot sensor (only on sit-down version) stag
File:
/kb_dl.aspx/KB/faqs/faq-arcade cheats.html
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112
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1999.10.30
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
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
K - Updated
2000.01.20
LIST: NAMCO Video Games in Japan
Year Title ------------------------------- 1978 Gee Bee 1979 Bomb Bee Galaxian Cutie-Q 1980 Nabaron Kaitei Takarasagashi SOS Puck-Man King & Balloon Tank Battalion Rally-X 1981 New Rally-X Warp & Warp Galaga Bosconian 1982 Dig Dug Pole Position Super Pac Man Xevious 1983 Mappy Pac & Pal Phozon
File:
/kb_dl.aspx/KB/faqs/list-namcojapan.html
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3
K - Updated
1999.07.27
/kb_dl.aspx/KB/gametech/williams_conversion.txt
-----------------------------------------------------------------
| SWITCHABLE CONVERSION BETWEEN ROBOTRON, JOUST, AND STARGATE |
-----------------------------------------------------------------
COPYRIGHT 1994
REVISION NUMBER: 1.1 (Minor bug fix: Line 976 now shows the
correct "Y7-X8" connection, not the bogus
"Y7-X7" connection from 1.0)
REVISION DATE: 20 Oct 1994
CREATED BY: Doug Jefferys
STANDARD DISCLAIMER:
--------------------
The author hereby grants permission to rep
File:
/kb_dl.aspx/KB/gametech/williams_conversion.txt
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57
K - Updated
1994.10.20
/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
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1999.08.01
/kb_dl.aspx/KB/pinouts/taito_boardlist.txt
Taito Board ID List
V5.0 Mar 28, 2001
Sorted By ROM Number
====================
Prom Stickers Board Number Game Notes
------------- ------------ ---- -----
?? M6100130A Nunchackun
067 M6100654A Xexex Konami 352898B
1-13 M6100047A Ninjakun (1984) (UPL84003A)
1-17 M6100168A SRD Mission (1986) CVG-48C
1-17 M6100213A Darkmist (1
File:
/kb_dl.aspx/KB/pinouts/taito_boardlist.txt
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26
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2003.01.06
/kb_dl.aspx/KB/gametech/usaafmustang.txt
USAAF MUSTANG (C) UPL COMPANY LIMITED
Typed in by John Cassells cas@cass.demon.co.uk (from original manual)
Apear the item when you shoot a helicopter!!
(Star) Fire a machine gun and bomb at once by shot A!
(Plane) 1 UP
(Bomb) Bomb power up max 8 continue
(Gun) Strike force +1 max 8
(Star) B button when you are exposed to danger!!
Equip a strike force by shot B. Matchless when you equip one!! When push on
end shot B, force cause damage on all of enemy on the screen.
Defeated enemy's total come
File:
/kb_dl.aspx/KB/gametech/usaafmustang.txt
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3
K - Updated
1997.06.11
/kb_dl.aspx/KB/gametech/futurespy.txt
FUTURE SPY DIP SWITCH SETTINGS
------------------------------
Howdy
Here are the DIP switch settings for Future Spy (grandson of Zaxxon),
as typed in by me (jasonbar@engineering.ucsb.edu). Note that, I hereby
declare that I can not be held accountable for your machine exploding
(or doing anything less drastic but still bad) if you set your switches
as described here. BTW, I was surprised to notice that these are totally
different from the Zaxxon.sw file here on wiretap...Also, note that the
red switc
File:
/kb_dl.aspx/KB/gametech/futurespy.txt
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3
K - Updated
1996.10.11
/kb_dl.aspx/KB/gametech/board pinouts/metamorphicforce.txt
METAMORPHIC FORCE
PARTS SIDE CKT SIDE CN3/CN4
------------ ------------ -------
1 GND START BUTTONS A GND 1 COIN
2 GND ARE NOT USED B GND 2 NU
3 +5V WHEN 4 COIN C +5V 3 LEFT
4 +5V SLOTS ARE USED D +5V 4 RIGHT
5 E 5 UP
6 +12V
File:
/kb_dl.aspx/KB/gametech/board pinouts/metamorphicforce.txt
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2
K - Updated
1999.05.08
/kb_dl.aspx/KB/gametech/strkforc.txt
STRIKE FORCE
PARTS SIDE CKT SIDE
------------ ------------
1 GND A GND
2 GND B GND
3 +5V C +5V
4 +5V D +5V
5 -5v E -5V
6 +12V F +12V
7 KEY H KEY
8 CTR 1 J CTR 2
9 COIN LOCKOUT K C
File:
/kb_dl.aspx/KB/gametech/strkforc.txt
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4
K - Updated
1995.07.30
/kb_dl.aspx/KB/gametech/metamorphicforce.txt
METAMORPHIC FORCE
DIP SW A 1 2 3 4
--------
ON STEREO SOUND OUTPUT
OFF MONO
ON INDEPENDENT COIN SLOTS
OFF COMMON
ON 4P # OF PLAYERS
OFF 2P
ON POSSIBLE ADD COINS DURING PLAY
OFF NOT POSS
File:
/kb_dl.aspx/KB/gametech/metamorphicforce.txt
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1
K - Updated
1999.05.08
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/pinouts/star_force.txt
Star Force, Tehkan
-------------------
Solder Side # Component Side
-------------------------------------------------
2p right | A | 1 | 2p left
2p up | B | 2 | 2p down
2p fire | C | 3 |
| D | 4 |
1p right | E | 5 | 1p left
1p up | F | 6 | 1p down
1p fire | H | 7 |
| J | 8 |
1p start | K | 9 | 2p start
coin
File:
/kb_dl.aspx/KB/pinouts/star_force.txt
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3
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/metamorf.frc.txt
METAMORPHIC FORCE
PARTS SIDE CKT SIDE CN3/CN4
------------ ------------ -------
1 GND START BUTTONS A GND 1 COIN
2 GND ARE NOT USED B GND 2 NU
3 +5V WHEN 4 COIN C +5V 3 LEFT
4 +5V SLOTS ARE USED D +5V 4 RIGHT
5 E 5 UP
6
File:
/kb_dl.aspx/KB/gametech/metamorf.frc.txt
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2
K - Updated
1995.07.31
/kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt
1.0) Conversion FAQ:
--------------------
COPYRIGHT 1994
REVISION NUMBER: 1.1
REVISION DATE: 02 November 1994
REVISION HISTORY: 1.1 (02/11/94 - Clarified technical details in {6.4},
Added a few words on manuals in {7.3}
and analog controllers in {8.1.3})
REVISION HISTORY: 1.0 (01/11/94 - First public release; FTP only)
CREATED BY: Doug Jefferys, Steve Ozdemir
THANX TO: Wayne Aiken, Graham Bisset, Duncan Brown, David Hanes,
To
File:
/kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt
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115
K - Updated
1994.11.02
/kb_dl.aspx/KB/datasheets/6502/6502a.txt
6502 Microprocessor
Revision 1.02 by _Bnu.
Most of the following information has been taking out of the "Commodore 64
Programmers Reference Manual" simply because it was available in electronic
form and there appears to be no difference between this documentation and
the 6502 documentation, they are both from the 6500 family after all. I've
made changes and additions where appropriate.
In theory you should be able to use any code you can find for emulating
the 6510 (the C64 processor).
THE REGIST
File:
/kb_dl.aspx/KB/datasheets/6502/6502a.txt
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80
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2001.01.13
/kb_dl.aspx/KB/gametech/starforc.txt
Game: Star Force
Manufacturer: Tehkan (now known as Tecmo)
U.S Tel#: 1 800 338 0336
Typed by: Tony Jones (ant@cray.com)
Pinouts:
Solder Side # Component Side
2p right 1 2p left
2p up 2 2p down
2p fire 3 n/c
n/c 4 n/c
1p right 5 1p left
1p up 6 1p down
1p fire 7 n/c
n/c 8 n/c
1p start 9
File:
/kb_dl.aspx/KB/gametech/starforc.txt
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3
K - Updated
1996.04.04
/kb_dl.aspx/KB/pinouts/lifeforce_56.txt
LIFE FORCE
PARTS SIDE CKT SIDE
------------ ------------
1 GND A GND
2 GND B GND
3 +5V C +5V
4 +5V D +5V
5 -5V E -5V
6 +12V F +12V
7 KEY H KEY
8 CTR 1 J CTR 2
9 COIN LOCKOUT
File:
/kb_dl.aspx/KB/pinouts/lifeforce_56.txt
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1
K - Updated
2003.01.07
/kb_dl.aspx/KB/pinouts/task_force_harrier.txt
TASK FORCE HARRIER Pinout = JAMMA
-----------------------------------
DIP SW 1 1 2 3 4 5 6 7 8
----- OFF OFF 3 # OF MEN
ON OFF 2
OFF ON 4
ON ON 5
OFF OFF 200K BONUS MAN
ON OFF NONE
OF
File:
/kb_dl.aspx/KB/pinouts/task_force_harrier.txt
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2
K - Updated
2003.01.06
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
K - Updated
2000.01.23
Hyper Fighting: Ken Strategy Guide
**************************************************************************** ** ** ** # # # # ### #### ### #### # ### # # ##### # # # ### ** ** # # # # # # # # # # # # # # # # ## # # ** ** #### # ### ### ### ### # # ## #### # # # # # # ## ** ** # # # # # # # # # # # # # # # # ## # # ** ** # # # # #### # # # # ## #
File:
/kb_dl.aspx/KB/faqs/faq-sf2 hyper (ken).html
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105
K - Updated
1999.10.28
/kb_dl.aspx/KB/pinouts/thunder_force.txt
Thunder Force Pinout = JAMMA
-------------------------------
Dip sw.1
--------
| Coin 1 | Coin 2 |
1 2 3 4 5 6 7 8 Coin Play
-----------------------------------------
- - - - - - - - 1 1
+ - - - + - - - 1 2
- + - - - + - - 1 3
+ + - - + + - - 1 4
- - + - - - + - 1 5
+ - + - + - + - 1 6
- + + - - + + - 2 1
+ + + - + +
File:
/kb_dl.aspx/KB/pinouts/thunder_force.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/turbo_force.txt
TURBO FORCE, Video System Pinout = JAMMA
--------------------------------------------
MOLEX (PL-3)
------------
1 3P.UP
2 3P.DOWN
3 3P.LEFT
4 3P.RIGHT
5 3P.FIRE
6 ----
7 ----
8 3P.START
9 GND
DIP SW 1 1 2 3 4 5 6 7 8 COIN/CREDIT
----- OFF OFF OFF 1/1
ON OFF OFF 2/1
OFF ON OFF
File:
/kb_dl.aspx/KB/pinouts/turbo_force.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/tsk-forc.har.txt
TASK FORCE HARRIER
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 J
9 CTR 1
File:
/kb_dl.aspx/KB/gametech/tsk-forc.har.txt
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3
K - Updated
1995.07.29
/kb_dl.aspx/KB/gametech/turbo-fo.rce.txt
TURBO FORCE
PARTS SIDE CKT SIDE MOLEX (PL-3)
------------ ------------ 1 UP
1 GND A GND 2 DOWN
2 GND B GND 3 LEFT
3 +5V C +5V 4 RIGHT
4 +5V D +5V 5 FIRE
5 -5v E -5V 6 ----
6 +12V
File:
/kb_dl.aspx/KB/gametech/turbo-fo.rce.txt
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3
K - Updated
1995.07.29
FAQ: Conversion v1.1
COPYRIGHT 1994 REVISION NUMBER: 1.1 REVISION DATE: 02 November 1994 REVISION HISTORY: 1.1 (02/11/94 - Clarified technical details in {6.4}, Added a few words on manuals in {7.3} and analog controllers in {8.1.3}) REVISION HISTORY: 1.0 (01/11/94 - First public release; FTP only) CREATED BY: Doug Jefferys, Steve Ozdemir THANX TO: Wayne Aiken, Graham Bisset, Duncan Brown, David Hanes, Tony Jones, John Keay, Patti Ozd
File:
/kb_dl.aspx/KB/faqs/faq-conversion_v1.1.html
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117
K - Updated
1999.07.27
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 Complete
File:
/kb_dl.aspx/KB/faqs/faq-mortal kombat.html
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62
K - Updated
1999.10.30
The Sega/Gremlin X-Y FAQ
======================== The Sega/Gremlin X-Y FAQ version 1.6 written by: Mark Jenison ======================== 1. Introduction 2. The X-Y Convert-a-Game system a. The System 1. CPU boards 2. X-Y timing and control boards 3. Sound boards 4. EPROM boards b. Monitor: Electrohome G08 X-Y c. Power supply 3. Games a. Space Fury b. Star Trek c. Eliminato
File:
/kb_dl.aspx/KB/faqs/faq-segaxy_v1.6.html
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28
K - Updated
1999.07.27
/kb_dl.aspx/KB/gametech/taskforceharrier.txt
Task Force Harrier
UPL/Sammy 1989
Dip Switch 1
1 2 3 4 5 6 7 8
Number of Ships x x . . . . . . 3 ships
o x . . . . . . 2 ships
x o . . . . . . 4 ships
o o . . . . . . 5 ships
Extend x x . . . . 1 time (200,000 pts)
o x . . . . none
x o . . . . 2 times (200,000 1,000,000)
o o . . . . 6 times ( 200,000 500,000
File:
/kb_dl.aspx/KB/gametech/taskforceharrier.txt
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2
K - Updated
1999.05.01
/kb_dl.aspx/KB/gametech/starforce.txt
Game: Star Force
Manufacturer: Tehkan (now known as Tecmo)
U.S Tel#: 1 800 338 0336
Typed by: Tony Jones (ant@cray.com)
X=ON, O=OFF
Switch 1 (edge connector facing up, rhs DIP package)
1 2 3 4 5 6 7 8
Coin mech1
1coin/1play O O
2coin/1play X O
1coin/2play O X
1coin/3play X X
Coin mech2
1coin/1play O O
2coin/1play X O
1coin/2play O
File:
/kb_dl.aspx/KB/gametech/starforce.txt
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2
K - Updated
1994.02.25
/kb_dl.aspx/KB/gametech/board pinouts/starforce.txt
From: keay@tiuk.ti.com (John Keay)
Newsgroups: rec.games.video.arcade.collecting
Subject: Re: WANTED : Bomb Jack pinouts
Date: 26 Oct 1995 08:43:32 GMT
Bomb Jack uses the same pinouts as StarForce. Here are the
pinouts.
-------------------------------------------------
Game: Star Force
Manufacturer: Tehkan (now known as Tecmo)
U.S Tel#: 1 800 338 0336
Typed by: Tony Jones (ant@cray.com)
Pinouts:
Solder Side # Component Side
2p right | A | 1 | 2p left
2p up | B
File:
/kb_dl.aspx/KB/gametech/board pinouts/starforce.txt
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2
K - Updated
1995.12.31
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
-
79
K - Updated
1999.07.26
/kb_dl.aspx/KB/pinouts/life_force.txt
LIFE FORCE exists another Game with JAMMA pinout?
----------
CKT SIDE PARTS SIDE
----- -----
A1 B1 +12V
A2 SP B2 SP
A3 PL 2 SHOOT B3 PL 2 MISSILE
A4 PL 2 LEFT B4 PL 2 RIGHT
A5 1 PLAY START B5 2 PLAY START
A6 PL 1 MISSILE B6 PL 2 UP
File:
/kb_dl.aspx/KB/pinouts/life_force.txt
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5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/metamorphic_force.txt
METAMORPHIC FORCE
-----------------
PARTS SIDE CKT SIDE CN3/CN4
------------ ------------ -------
1 GND START BUTTONS A GND 1 COIN
2 GND ARE NOT USED B GND 2 NU
3 +5V WHEN 4 COIN C +5V 3 LEFT
4 +5V SLOTS ARE USED D +5V 4 RIGHT
5 E
File:
/kb_dl.aspx/KB/pinouts/metamorphic_force.txt
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2
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/strike_force.txt
STRIKE FORCE Pinout = JAMMA
------------------------------
DIP SW 1 1 2 3 4 5 6 7 8
----- OFF OFF OFF 1
OFF OFF ON 2
OFF ON OFF 3
OFF ON ON 4 DIFFICULTY
ON OFF OFF 5
ON OFF ON 6
ON ON OFF
File:
/kb_dl.aspx/KB/pinouts/strike_force.txt
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3
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/lifeforce.txt
LIFE FORCE DIP SWITCH SETTINGS
typed in by pbardis@uoft02.utoledo.edu
disclaimer: blah blah not my fault blah use at your own blah risk blah blah
__________________DIP SWITCH 1____________________________________
Setting Value 8 7 6 5 4 3 2 1
coin 1 1 coin 1 play Off Off Off Off
1 coin 2 plays Off Off On Off
1 coin 3 plays Off Off Off On
1 coin
File:
/kb_dl.aspx/KB/gametech/lifeforce.txt
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4
K - Updated
1994.04.27
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
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31
K - Updated
1999.10.30
/kb_dl.aspx/KB/pinouts/lifeforce_36pin.txt
LIFE FORCE
CKT SIDE PARTS SIDE
----- -----
A1 B1 +12V
A2 SP B2 SP
A3 PL 2 SHOOT B3 PL 2 MISSILE
A4 PL 2 LEFT B4 PL 2 RIGHT
A5 1 PLAY START B5 2 PLAY START
A6 PL 1 MISSILE B6 PL 2 UP
A7 PL 1 SHOOT B7
A
File:
/kb_dl.aspx/KB/pinouts/lifeforce_36pin.txt
-
1
K - Updated
2003.01.07
/kb_dl.aspx/KB/gametech/terraforce.txt
Terra Force
Nichibutsu 1987
DIP 1
1 2 3 4 5 6 7 8
-------------------------------------------------------------------
Player off off 3
on off 4
off on 5
on on 6
Bonus off
File:
/kb_dl.aspx/KB/gametech/terraforce.txt
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3
K - Updated
2000.02.20
/kb_dl.aspx/KB/pinouts/terra_force.txt
Terra Force, Nichibutsu Pinout = JAMMA
-----------------------------------------
Dip sw.1
-------- 1 2 3 4 5 6 7 8
-----------------------------------------------------------
Player - - 3
+ - 4
- + 5
+ + 6
Bonus - 20000
+ 50000
File:
/kb_dl.aspx/KB/pinouts/terra_force.txt
-
2
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/lif-forc.36.txt
LIFE FORCE
CKT SIDE PARTS SIDE
----- -----
A1 B1 +12V
A2 SP B2 SP
A3 PL 2 SHOOT B3 PL 2 MISSILE
A4 PL 2 LEFT B4 PL 2 RIGHT
A5 1 PLAY START B5 2 PLAY START
A6 PL 1 MISSILE B6 PL 2 UP
A7 PL 1 SHOOT B7
A
File:
/kb_dl.aspx/KB/gametech/lif-forc.36.txt
-
5
K - Updated
1995.07.31
/kb_dl.aspx/KB/gametech/lif-forc.56.txt
LIFE FORCE
PARTS SIDE CKT SIDE
------------ ------------
1 GND A GND
2 GND B GND
3 +5V C +5V
4 +5V D +5V
5 -5V E -5V
6 +12V F +12V
7 KEY H KEY
8 CTR 1 J CTR 2
9 COIN LOCKOUT
File:
/kb_dl.aspx/KB/gametech/lif-forc.56.txt
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Cinematronics C.P.U. Exorcisor Preliminary User Manual
C.P.U. EXORCISOR
PRELIMINARY USER MANUAL
David Fish
October 14th, 1997
Version 1.0
Table of Contents
Overview 3
Cinematronics Exorcisor Description 3
Signature Analysis 3
Equipment Necessary 3
Setting up the Equipment 4
HP5004A Self-test 4
Connecting the HP5004A Signature Analyzer to the Exorcisor 5
Verifying the Exorcisor output signatures 5
Preliminary CPU Operational Testi
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/kb_dl.aspx/KB/gamemanuals/cineex/exor_man.doc
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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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/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
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/kb_dl.aspx/KB/datasheets/65816/65c816.txt
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/kb_dl.aspx/KB/monitortech/newnintvidinv.txt
Nintendo Video Inversion
By Joel Rosenzweig
Joel-r@an.hp.com
Much technical information provided by Dick Millikan.
Version 1.0, 1/21/98
This document describes how to invert the video from Nintendo's Donkey
Kong Jr. It includes enough hints to help you convert Donkey Kong and
Mario Brothers, but the procedures are slightly different for these
boards, and I haven't personally tested it on them.
There used to be two ways to invert the video of a Nintendo game. Now
there are three! I feel this
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/kb_dl.aspx/KB/monitortech/newnintvidinv.txt
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/kb_dl.aspx/KB/gametech/matread.cpp
//--------------------------------------------------------
// Star Wars / ESB Matrix Processor Microcode Disassembler
// Version 0.9 by Frank Palazzolo (palazzol@tir.com)
// July 28, 1997
//--------------------------------------------------------
/*
Readme.txt for matread.exe
Frank Palazzolo
palazzol@tir.com
7/28/97
Matread.exe is a quick and dirty disassembler for the
Atari "Star Wars" and "Empire Strikes Back" Matrix processors.
I've compiled it under DJGPP, but it also
compiles as a win32 command l
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/kb_dl.aspx/KB/gametech/matread.cpp
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/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
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/kb_dl.aspx/KB/datasheets/65816/mnemonic.txt
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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
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/kb_dl.aspx/KB/faqs/strat-how to win at nba jam.html
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax88.txt
Atari/Atari Games VaxMail 1988 Jed Margolin
___________________________________________________________________________
From: MIKE::LIEBSTER 4-JAN-1988 14:39:28.82
To: @SYS$MAIL:EVERYBODY
CC:
Subj: PAYMENT OF CONSULTANTS/CONTRACTORS
STARTING THIS YEAR WE WILL BE PAYING CONSULTANTS AND CONTRACTORS THROUGH
PAYROLL INSTEAD OF ACCOUNTS PAYABLE. THIS WILL ALLOW US TO AUTOMATICALLY
KEEP TRACK AND GENERATE YEAR-END 1099 INFORMATION.
THIS WILL APPLY TO ALL CONTRACTORS OR COMPANIES THAT ARE NO
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax88.txt
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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
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/kb_dl.aspx/KB/datasheets/6502/6502ref.html
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt
Atari/Atari Games VaxMail 1986 Jed Margolin
___________________________________________________________________________
From: ERNIE::GRAHAM 2-JAN-1986 10:21:33.70
To: @SYS$MAIL:JUNK
CC:
Subj: ATARI GAMES 401-K PLAN
John Klein asked me to put the following memo out on junk mail:
TO: All Employees
FROM: John Klein/Dennis Wood
We are quite pleased to report that our 401-K Plan has gotten off
to an excellent start. As of today we had 118 employees making
contributions to the Plan.
We encoura
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt
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/kb_dl.aspx/KB/datasheets/6502/65816datasheet.txt
GTE G65SC802 / G65SC816
Microcircuits
CMOS 8/16-Bit Microprocessor Family
Features
Advanced CMOS design for low power consumption and increased
noise immunity
Emulation mode for total software compatibility with 6502 designs
Full 16-bit ALU, Accumulator, Stack Pointer, and Index Registers
Direct Register for ''zero page'' addressing
24 addressing modes (including 13 original 6502 modes)
Wait for Interrupt (WAI) and Stop the Clock (STP) instructions
for reduced
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/kb_dl.aspx/KB/datasheets/6502/65816datasheet.txt
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
Atari/Atari Games VaxMail 1985 Jed Margolin
___________________________________________________________________________
From: KIM::SHEPPERD 4-JAN-1985 17:20
To: @SYS$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$PRINT
The physical name is TXD5:, but I advise
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
Atari/Atari Games VaxMail 1987 Jed Margolin
___________________________________________________________________________
From: KIM::RAINS 2-JAN-1987 10:27:26.19
To: @sys$mail:engineer
CC:
Subj: Computer Health Note #3
VAX-edrin Headache #3
You've been poking around somewhere in another directory (something like
SYS$USERDISK:[FRED.STUFF.MORESTUFF.EVENMORESTUFF]) and now you have found
something you want to get back to or reference with out so much directory name
baggage. Sure, it doesn't
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt
Atari/Atari Games VaxMail 1989 Jed Margolin
___________________________________________________________________________
From: KIM::HALLY 3-JAN-1989 09:01:01.61
To: DENCKER,RAY,HALLY,ROTBERG,BURGESS,MARGOLIN,COMSTOCK,NOBLE,MOSER,DIEKNEITE,FULLER,GROSSMAN
CC:
Subj: S.T.U.N. TEAM
last update: 1/3/89
Project: S.T.U.N. RUNNER (571)
Planned Field Test: FEB. 89
Planned Finished Goods Assy. JUNE 89
Project Leader: MIKE HALLY
Programmer(s): ED ROTBERG
ANDY BURGESS
Engineer: JE
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt
Atari/Atari Games VaxMail 1991 Jed Margolin
___________________________________________________________________________
From: GAWD::MCCARTHY "Pat" 2-JAN-1991 12:37:15.74
To: @SYS$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/vax91.txt
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax90.txt
Atari/Atari Games VaxMail 1990 Jed Margolin
___________________________________________________________________________
From: BERT::LTURNER 2-JAN-1990 15:43:12.18
To: @SYS$MAIL:EVERYBODY
CC: LTURNER
Subj: New Baby
This is to annouce the arrival of a new addition at the
Moore house. His name is Evan Alexander Bettencourt Moore.
He was born on Saturday, December 30, at 10:21A.
Weight -- 7 lbs 10 oz
Height -- 20 1/2 inches
Mother and baby are home and doing well.
_____________________________
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax90.txt
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax92.txt
Atari/Atari Games VaxMail 1992 Jed Margolin
___________________________________________________________________________
From: BERT::FRANCES 2-JAN-1992 17:56:52.97
To: MARGOLIN
CC:
Subj: PHONE MESSAGE
DAN ASH 879-3037 10:27AM
NEW 2101 MATERIAL HAS NO BUGS. CALL MARGO FOR MORE INFO.
___________________________________________________________________________
From: BERT::BROWN 3-JAN-1992 19:39:22.02
To: @SYS$MAIL:EVERYBODY
CC: BROWN
Subj: PREMIUM PAYMENT PLAN, MODIFIED CAFETERIA PLAN
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax92.txt
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