Knowledge Base
/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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91
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2001.01.13
POWER SUPPLY REPAIR
Copyright November, 1994 by Randy Fromm We live in a "disposable society." Disposable razors, lighters, pens and a myriad of other items are a part of our daily life. Many operators consider power supplies to be disposable as well. Their rumored inability to be repaired and relatively low cost create the impression of disposability. This is not the case, however. I repair lots of power supplies and it's really quite easy and practical. In fact, a repaired supply may end up having a longer l
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/kb_dl.aspx/KB/gametech/psrepair.html
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14
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2000.01.23
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
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/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
/kb_dl.aspx/KB/gamemanuals/cine/batheoryop1.tiff
GENERAL. This chapter describes the principles of operation of the major circuit functions of the Vectorbeam BARRIER game. The system’s general functional description is followed by detailed circuit descriptions. Each circuit description includes simplified circuit schematics (Appendix A) applicable to the blocks under discussion. Note that all of the schematics used are very similar to the schematics used by most industrial electronics firms. The use of the wide arrowhead paths simplify the schematic bus l
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/kb_dl.aspx/KB/gamemanuals/cine/batheoryop1.tiff
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237
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1998.03.22
/kb_dl.aspx/KB/gamemanuals/atari/lunarlander1b.tiff
OPTION SWITCH SE1TINGS Switc (locat 8 h settin ed at 7 gs of positio 6 8-Tog n PS 5 gte D on the 4 IP gam 3 Switch e PCB 2 ) 1 Results on On 450 fuel units per coin On Off 600 fuel units per coin Off On 750 fuel units per coin $ Off — Off — c — — 900 fuel units per coin On — — Free play Coined play as determined by toggles7&8 $ Off Off On Off On Off German instructions on screen • Spanish instructions on screen French instructions on screen — — — On — On — — On On Off Off — On Off On Off English instruction
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/kb_dl.aspx/KB/gamemanuals/atari/lunarlander1b.tiff
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589
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1998.05.07
/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
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/kb_dl.aspx/KB/gamemanuals/atari/ast2b.tiff
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1,359
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1998.03.27
IC List
Timing information for ICs is not yet available, and only TTL, 4000-series CMOS and some microprocessor (support) chips are included. For now, it is not clear how the format used can be extended to include linear ICs, as these usually require much more additional information such as a block diagram. The current file uses the PC8 character set (a.k.a. codepage 437), but can be converted to 7-bit ASCII without too much trouble (losing some niceties). As it is, it is small and simple enough to keep it in you
File:
/kb_dl.aspx/KB/faqs/list-iclist.html
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311
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1999.10.29
/kb_dl.aspx/KB/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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96
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1999.07.12
/kb_dl.aspx/KB/gamemanuals/cine/batheoryop2.tiff
Another spot kill protection circuit (Q2 1 Q23 and U6 keeps Q14 on when either intensity input is high but when both inputs are low it provides a 2 millisecond turn-on time for Q14. After the 2 millisecond period the Q21 device turns on removing the current path through Q20 and Q22 by turning off Q14. This is accomplished when pins 2 and 4 of U6 are both high which turns on Q23. inverts at pin 10 of U6. Pin 10 of U6 as it switches from a low to a high is initially at ground. then gradually goes positive at
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/kb_dl.aspx/KB/gamemanuals/cine/batheoryop2.tiff
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208
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1998.03.22
/kb_dl.aspx/KB/gamemanuals/atari/astdlx2b.tiff
INPUTS PLAYER INPUT CIRCUITRY ROT LCFT ROT IGb4T HPL) ST START Z START I C0114 R :o w OPTIONS INPUT CIRCUITRY +5v 9 j’I c cI 9 lox : 6 P1. 113 — 1 4 12 —. II II .— — , ID lb 3 14 4 .— 12 5 p 10 VIDEO INVERTER The x- and y-video inverter circuits are identical; there- fore, only the x-video inverter circuit is explained. For in- vertered video operation, pin 19 is grounded which turns on transistor 013 and turns off transistor 012. In this state INV is + 8.2 VDC and NONINV is -8.2 VDC. For a noninverted vide
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/kb_dl.aspx/KB/gamemanuals/atari/astdlx2b.tiff
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647
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1998.03.27
/kb_dl.aspx/KB/monitortech/xymodsfinal.txt
==================Start====================
StarTech Journal
December 1983
Volume 5
Number 10
Pages 14 and 15
=========================================
WELLS GARDNER
X-Y MONITOR/FINAL SOLUTION
By Wayne McGuire, Brady Dist, Charlotte, NC
We at Brady Distributing Co. pride ourselves on the service we have been
able to offer our customers. The following modifications are a product of
our shop personnel and, in our estimation, a final solution to the Wells
Gardner X-Y monitor problems.
Over
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/kb_dl.aspx/KB/monitortech/xymodsfinal.txt
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4
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1999.08.01
/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
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/kb_dl.aspx/KB/gamemanuals/atari/lunarlander2a.tiff
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592
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1998.05.07
FAQ: Conversion v1.1
COPYRIGHT 1994 REVISION NUMBER: 1.1 REVISION DATE: 02 November 1994 REVISION HISTORY: 1.1 (02/11/94 - Clarified technical details in {6.4}, Added a few words on manuals in {7.3} and analog controllers in {8.1.3}) REVISION HISTORY: 1.0 (01/11/94 - First public release; FTP only) CREATED BY: Doug Jefferys, Steve Ozdemir THANX TO: Wayne Aiken, Graham Bisset, Duncan Brown, David Hanes, Tony Jones, John Keay, Patti Ozd
File:
/kb_dl.aspx/KB/faqs/faq-conversion_v1.1.html
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117
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1999.07.27
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow5a.tiff
ST3 State signal ST3 is an active high-level signal hardware-generated by Decoder Disable latch A7. ST3 is opposite in state to VGCK, and is delayed by one pulse of the 12-MHz clock signal if the 04 output from State Machine ROM N4 Is low and VMEM is high If the 04 output from N4 is high ST3 is high When ST3 is high, State Machine decoder H7 is disabled. When ST3 is low, H7 decodes the data on lines STO-ST2 to produce LATCHO.LATCH3 and STROBEO-STROBE3. VCTR, VCTR The Vector Flag signals are software-generat
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/kb_dl.aspx/KB/gamemanuals/atari/blackwidow5a.tiff
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262
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1998.04.07
/kb_dl.aspx/KB/gamemanuals/cine/keltronmon4.tiff
HEATS I N K 20-10522-01 YOKE ASSEMBLY 38—10637—01 19” C.RJ. 90—10860—01 KELTRON HIGH VOLTAGE POWER SUPPLY 82-10841—01 OR PTK HIGH VOLTAGE POWER SUPPLY 0 z 0 0 -1 (0oJ I I’ I WC-< -1 0 z DISPLAY RC.B. ASSEMBLY 38—10628—01 82—11083—01 RIBBON CONNECTOR 87—10848—01 GROUNDING SPRING 25—10583—01 C.R.T. SOCKET ASSEMBLY 38—10632—01 34 PIN MAIN HARNESS ASSEMBLY 87—10877 —01
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/kb_dl.aspx/KB/gamemanuals/cine/keltronmon4.tiff
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31
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1998.03.25
Wells Gardner X-Y monitor final solution
==================Start==================== StarTech Journal December 1983 Volume 5 Number 10 Pages 14 and 15 ========================================= WELLS GARDNER X-Y MONITOR/FINAL SOLUTION By Wayne McGuire, Brady Dist, Charlotte, NC We at Brady Distributing Co. pride ourselves on the service we have been able to offer our customers. The following modifications are a product of our shop personnel and, in our estimation, a final solution to the Wells Gardner X-Y monitor problems. Over
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/kb_dl.aspx/KB/gametech/wg x-y mods final.html
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5
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1999.11.03
/kb_dl.aspx/KB/gamemanuals/cine/serv16.tiff
1 466 PIoneer Way. El Cajon, California 92020 Telex—Cinemat 697891 C71 4) 440-2933 September 24, 1980 Attn: Distributors! Operators Re: High Voltage Section - Regulators Serviceperson (s): On older Cinematronics’ monitors incorporating a high voltage cage and associated components, a substitution may be made for the +18 (7818) and —18 (7918) volt regulators if unavailable. 1C3, the +18 volt regulator, may be replaced by a +15 volt regulator, 7815. IC 5, the -18 volt regulator, may be replaced by a —15 volt
File:
/kb_dl.aspx/KB/gamemanuals/cine/serv16.tiff
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34
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1998.03.22
/kb_dl.aspx/KB/gamemanuals/cine/solarq07.tiff
VOLTAGE CONTROL FILTER BAND PASS OUTPUT TO SUMMING HIGH JUNCTION IMPEDANCE (BLOCK CCA BUFFER CCA DIAGRAM SEVEN) NOISE (FROM BLOCK DIAGRAM TWO) C25’ HIGH I IMPEDANCE BUFFER FREQUENCY AMPLITUDE CO NTROL R108,119,C26 VOLTAGE FIRE 9J ____________ SWITCH R113—118 (FROM 1C7 PIN 9, Q14,Q15 BLOCK DIAGRAM ONE) ____________ BLOCK DIAGRAM NINE
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/kb_dl.aspx/KB/gamemanuals/cine/solarq07.tiff
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15
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1998.03.22
/kb_dl.aspx/KB/gamemanuals/atari/quantum11b.tiff
GENERAL NOTES 0100 0101 FtQO $.25AMP5$, (4)S5A2 — 0102 010: —33.3 1. Resistance values in ohms, ¼ watt, ±5%, unless otherwise noted. K = 1,000, M = 1,000,000 2. Capacitance value of 1 or less is in microFarads, above 1 in picoFarads, unless otherwise noted. 3 *0900 and 0906 are not in High-Voltage PCB. J:::2892i2j341 4. All D.C. voltages are ± 10% measured from point indicated to ground, using a high-impedance meter. Voltages are measured with no signal input and controls are in a normal operating position.
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/kb_dl.aspx/KB/gamemanuals/atari/quantum11b.tiff
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203
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1998.04.06
Tempest Tech Info
Tempest Dip Switch Settings, Pinouts, Memory Map, ROM Info and EAROM info
File:
/kb_dl.aspx/KB/gametech/tempest tech.html
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15
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2002.04.25
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow3b.tiff
AlO, A13-A15 Address bits on Microprocessor Address Bus lines AlO and A13-A15 are generated by Microprocessor C2. Bits on lines A13-A15, together with those on AB11-AB12, are the input bits to Address Decoders Ri-R2. AlO is exclusive-ORed with BANK SEL by gate B6 to produce the AlO input bit for Random-Access Memory NIP1. ABOAB12 Address bits on Buffered Microprocessor Address Bus lines ABO-AB12 are software-generated by Microprocessor C2 and buffered by Bi and Ci. These signals are the Input bits to Read-O
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/kb_dl.aspx/KB/gamemanuals/atari/blackwidow3b.tiff
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323
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1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow12a.tiff
8529 0500 126 865 3V / — — tL ) 8507 P R500 RI 0I R530 0501 180.4VGRNO,P 7 — 126 d6Xll5 — — 8512 R508 4.38 r — 5 500 —%8517 R502 DRIVE 58 18 JBIAS C501 R5I3 8 R503 470.1 430 P500 - — 0502 865115 8W OIP 180.4 V 8504 25 534 C502 8515 — 8505 470L 400 ‘IC — 0503 0500 .0gb’ 283904 4.4V 18914 8506 Z0500 - 10k 0501 69—1 180.41’ ÷ T8525 - 18527 OSMFLJ 3.3M 250 VJ_ j_l/2W IS. 41’ _____________ 8526 470 11* NECK PCB P328 L F1 9H01 i #62* ZL*W 0. OSV 8537 10011 I/2W10% GRI6HTNESS r , , >4 DEFLECTION PCB — - 27.51’ - —
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/kb_dl.aspx/KB/gamemanuals/atari/blackwidow12a.tiff
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269
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1998.04.07
/kb_dl.aspx/KB/gamemanuals/cine/tg2auddesc2.tiff
The Shield Bounce sound functions in nearly the same manner as Shield Hum. Two 555 oscillators feed 5 volt square waves into their corresponding dividers 1C18. Then the outputs are combined at pin 2 of 1C22. Filtered wideband noise is also injected at pin 2 of 1C22. ICl2 is a one shot which is triggered from 1C23. When pin 12 goes to a low lever, Q8 conducts charging C44 to +5 volts and turning on 1C22. When the one shot resets it turns off Q8. C44 then discharges to minus 15 volts creating a decaying envel
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/kb_dl.aspx/KB/gamemanuals/cine/tg2auddesc2.tiff
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48
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1998.03.22
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
CINEMATRONICS - Repair of V'beams w/dead Hi-V P.S.
long) Submitted by dfish@nyx10.cs.du.edu (David Fish)
This should be of interest to anyone who has a Cinematronics B/W X-Y monitor (Vectorbeam) that has either died or is dying due to it's Hi-Voltage supply. The supply MUST be the 'off-board' type such as the Keltron HP160124A, this can't be done (at least not easily) with the Hi-V supply that is part of the big monitor pc board. I've also seen another supply used that does not look like the Keltron, but it's hook-ups were the same, so all this ap
File:
/kb_dl.aspx/KB/gametech/cinematronicsvbeamrepair.html
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4
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2000.01.20
/kb_dl.aspx/KB/gamemanuals/cine/serv2.tiff
S * TJ FEBRUARY 198212 CINEMATRONICS Blowing of Circuit Breakers A common failure of the current amplifier, especially in the earlier monitors, is blowing of circuit breakers CB1 and CB2 accompanied by burning of the 47ohm resistors around the power transistor molex. These transistors are mounted to the heat sinks which are attached to the metal side panels of the monitor. If this problem should occur, check for cold solder joints around the molex pins. Check the power transistors QuO and Qil 1 (vertical) a
File:
/kb_dl.aspx/KB/gamemanuals/cine/serv2.tiff
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83
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1998.03.22
/kb_dl.aspx/KB/datasheets/2901/2901-44.tif
MIL—M—38510/440c 59 — 9999906 0064889 3 — MIL-M-38510/440C 6.2 Ordering data. The acquisition document should specify the following: a. Complete part number (see 1.2). b. Requirements for delivery of one copy of the quality conformance inspection data pertinent to the device inspection lot to be supplied with each shipment by the device manufacturer, if applicable. c. Requirements for certificate of compliance, if applicable. d. Requirements for notification of change of product or process to the contractin
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/kb_dl.aspx/KB/datasheets/2901/2901-44.tif
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126
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/kb_dl.aspx/KB/gamemanuals/atari/blackwidow1a.tiff
Table of Contents Black Widow Main Wiring Diagram (039988-01 A) Color X-Y Power Supply Wiring Diagram (037394-01 B), RegUlatorlAudio II PCB Schematic Diagram (035435-02 G) Coin-Door Wiring Diagram (037542-01 E), Utility Panel Wiring Diagram (038004-01 19, Fluorescent Light Wiring Diagram (035833-01 A) Black Widow Memory Map Black Widow PCB Signal Name Descriptions Game PCB Schematics (040003-O1A), Sheets 5B-1IA Power Input, Clock, PowerOn Reset, Watchdog Test bnnetorMicroprocessoi Timing Diagram, and Addres
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/kb_dl.aspx/KB/gamemanuals/atari/blackwidow1a.tiff
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237
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1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/tempest1a.tiff
WELLS-GARDNER COLOR x-Y DISPLAY SCHEMATIC (19K61o1-5617A A+) Microprocessor Address Decoder Power Reset and Watchdog Counter Vector Generator: Program Counter Data Buffer Address Selector Instruction 1. Set self-test switch to on (see Figure 5). Press RE- SET on the PCB, or turn power off and on again. 2. Activate start, fire, Superzap, SLAM, and coin switches. 3. Rotate encoder wheel clockwise and counterclockwise. 4. Observe the white frame around the outside of the screen. 5. Activate SLAM . switch. - 6.
File:
/kb_dl.aspx/KB/gamemanuals/atari/tempest1a.tiff
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548
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1998.04.06
/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/gamemanuals/atari/blackwidow4b.tiff
PLAYER 1 LED The Player 1 LED On signal is developed from the data bit on line DB4. When clocked by LATCH, latch R9 of the Coin Door and Control Panel Output circuit latches the data bit on line DB4 to pin 19 of R9. This signal is applied through R103 to light the Player 1 LED on the game Control Panel. PLAYER 2 LED The Player 2 LED On signal is developed from the data bit on line DB5. When clocked by LATCH, latch R9 of the Coin Door and Control Panel Output circuit latches the data bit on DB5 to pin 16 of
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/kb_dl.aspx/KB/gamemanuals/atari/blackwidow4b.tiff
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300
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/kb_dl.aspx/KB/gamemanuals/cine/keltronmon5.tiff
VERTICAL _____ DEFLECTION [I “Y11GAINVERTICLE SIZE) AMPLIFIER ____ YOKE “Y”LINE LENGTH (VERTICLE) ‘1 HIGH “X” GAIN VOLTAGE IQ_/i (HORIZONTAL ___ SIZE) IIXU LINE LENGTH (HORIZONTAL) HORIZONTAL ____ DEFLECTION[,,J J3 CONNECTOR AMPLIFIER 34 PIN BRIG HTN ES S Ji J2 MAIN ADJUST HARNESS DISPLAY RC.B. CONNECTORS AND ADJUSTMENTS
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/kb_dl.aspx/KB/gamemanuals/cine/keltronmon5.tiff
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14
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1998.03.25
/kb_dl.aspx/KB/gamemanuals/cine/serv12.tiff
CINEMATRONIC, INC. ARC SUPPRESSION MODIFICATION INSTRUCTIONS 9/2 1/7 9 1.) Remove the monitor assembly 2.) Examine the wires coming from the CRT socket and locate the red wire and the blue wire. 3.) At a location midway between the socket and the bulge in each wire, cut each wire completely through. 4.,) Prepare the freshly cut wires by stripping ¼” of the insulation from each end. 5.) Slide a 2” piece of 3/16” shrink tubing over the red wire coming from the CRT socket. 6.) Rejoin the two loose ends of the
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/kb_dl.aspx/KB/gamemanuals/cine/serv12.tiff
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41
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1998.03.22
/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
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/kb_dl.aspx/KB/gamemanuals/atari/spaceduel3b.tiff
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188
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1998.04.07
Ladybug Bootleg Pinouts
Ladybug Bootleg Pinouts
File:
/kb_dl.aspx/KB/gametech/ladybug tech.html
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1
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2002.05.01
/kb_dl.aspx/KB/gametech/scramble tech.html
SCRAMBLE Pinouts - two board version (L-1200-1 and L-1200-2) Submitted by phil@magneto.ee.cornell.edu (Phil Erickson)
A (down) B (up) -------------------------------------------------- -5V 1 +12V SPKR1 2 SPKR2 2P fire 1 3 2P fire 2 2P left 4 2P right 1P start 5 2P start 1P fire 2 6 2P up 1P fire 1 7 service 1P right 8 1P left 1P up 9 2P d
File:
/kb_dl.aspx/KB/gametech/scramble tech.html
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1
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2000.01.20
/kb_dl.aspx/KB/gametech/zerohour.html
Zero Hour Pinouts Submitted by Unknown
1 GND A GND 2 GND B GND 3 +5V C +5V 4 +5V D +5V 5 +12V E +12V 6 F 7 GND H GND 8 J 9 K 10 L 11 SP
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/kb_dl.aspx/KB/gametech/zerohour.html
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2000.01.20
/kb_dl.aspx/KB/gamemanuals/cine/keltronmon2.tiff
8 7 6 5 J2 POWER SIJPPLY CONN. 012 GND - UN Fl LT E RED JI LOGIC SD. COJFI. 2 KELTRON HP t1i DISPLAY PC.S. HIGH VOLTAGE ANODE 11< I+G+ThEsT 61 6 YELLQWZ.7OT 5 G 2 3 NGNEEN G4 FOCUS 4 >j__\go ---1 L..J CR OCKET L. IEE CAUTION !cI jCIO3 1C203 I F: - .1C12 JC13 TM.JTI3SV T35v TANT D 1C4 j4 1C204 I 7515 C 15• 5V USE S.K PEG. /BETWEEN D4ICATH) — rANT TANT / AND P11 WITH CRT ONLY. - 90 VOI.TS - AMPEREX C L-4oG __________________ [>- 44VOLTS-___I +5 CS +5 INSI44. 005 IC7PiN3 L.-174OG0C IOK 1/2W - 107 PIN 4 JlIJ0 7
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/kb_dl.aspx/KB/gamemanuals/cine/keltronmon2.tiff
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44
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1998.03.25
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow11b.tiff
Lii 1’%AC_I P1 WI NOTICE TO ALL PERSONS RECEIVING THIS DRAWING CONFIDENTIAL: Reproduction forbidden without the specd;c :rten permission of Atari, Inc., Sunnyvale, CA. This drawing Is oril conditionally issued, and neither receipt nor possession thIreof confers or transfers any right in, or license to use, the subject matter of the drawing or any design or technical inforinatior S1iOifl thereon, nor any right to reproduce this drawing or any pact thereof Except for manufacture by vendors of Atari, Inc. and
File:
/kb_dl.aspx/KB/gamemanuals/atari/blackwidow11b.tiff
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161
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1998.04.07
/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/gametech/identify-unknown-boards.txt
Newsgroups: rec.games.video.arcade.collecting
From: rls@intgp8.ih.att.com (-Schieve,R.L.)
Subject: Re: how do you find the +5,+12,-5 voltages on a board, don't
have pinouts?
Date: Sun, 31 Jul 1994 18:20:21 GMT
In article <5i2SznW.bubsy@delphi.com>, <bubsy@delphi.com> wrote:
>How do you find out which pins are which voltages on a board that you
>have no pinouts for?
>erik
Here is an old posting of mine that many have seen but maybe some
of the new people are interested:
------------------
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/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 :
--------------------------------------
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/kb_dl.aspx/KB/pinouts/pinout_help.txt
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/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
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/kb_dl.aspx/KB/gametech/cinemonitorrepair.txt
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/kb_dl.aspx/KB/gametech/vidinvrt.txt
VIDEO INVERSION AND YOU!
Using Older Nintendo Monitors in New Conversions
Copyright June 1, 1992 by Randy Fromm
The images you see on any television screen are made from combinations of
red, green and blue; the three "primary colors" of light. By combining
these three primary colors in different combinations, we can make any
color we want. For example, combining any two of the primary colors will
create one of the three "secondary colors." Red and blue combine to make
magenta. Red and green mix to for
File:
/kb_dl.aspx/KB/gametech/vidinvrt.txt
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/kb_dl.aspx/KB/gametech/scramblefroggerturtlessnd.txt
Subject: TECH: Tips for Sound problems on Scramble, Frogger, Turtles.
From: *pcjohn@monmouth.com (John Dondzila)
Date: Fri, 18 Sep 1998 00:12:00 GMT
These boards are all more or less the same. I've seen
numerous requests over the last few years for sound
help on these boards with no answers. My Turtles
sound crapped out tonight, so let me share my notes ...
(1) Check that the board is getting 12 volts.
(Make sure the connector is clean ! Use a pencil eraser to remove crud)
(2) Check that th
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/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
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/kb_dl.aspx/KB/monitortech/gwoodcock_xyhelp.txt
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/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
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/kb_dl.aspx/KB/monitortech/atarixyhints.txt
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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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Joust to JAMMA conversion
Submitted by Graham Bisset (graham@uki.sinet.slb.com) (c) 1994 Graham Bisset
Your attention is drawn to the following VERY IMPORTANT legal and copyright information :
LEGAL WARNING - READ - VERY IMPORTANT
Although I've made every possible effort to ensure the information contained within this document is precise, it may still be error ridden. However even if is not, you may still damage your equipment, your machines or even yourself by using the information contained herein. I make no guarantee of
File:
/kb_dl.aspx/KB/gametech/joust2jamma.html
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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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/kb_dl.aspx/KB/datasheets/65816/funcdesc.txt
Functional Description
The G65SC802 offers the design engineer the opportunity to utilize both
existing software programs and hardware configurations, while also
achieving the added advantages of increased register lengths and faster
execution times. The G65SC802's "ease of use" design and implementation
features provide the designer with increased flexibility and reduced
implementation costs In the Emulation mode, the G65SC802 not only offers
software compatibility, but is also hardware (pin-to-pin) compa
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/kb_dl.aspx/KB/datasheets/65816/funcdesc.txt
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/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
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/kb_dl.aspx/KB/gametech/conversion_faq_v1.1.txt
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/kb_dl.aspx/KB/gametech/samtroncgatoarcade.txt
Converting the Samtron 5" CGA monitor to work with Jamma boards
---------------------------------------------------------------
The Samtron 5" monitor makes a nice workbench monitor because of it's small size
and the ease with which it can be rotated for vertical games.
I got mine for $49 from TimeLine, Inc.
See http://www.digisys.net/timeline/blowout.html for details.
I do not work for them or have any affiliation with them at all.
Furthermore, I take no responsibility if you injure yourself or destr
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/kb_dl.aspx/KB/gametech/samtroncgatoarcade.txt
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt
Atari/Atari Games VaxMail 1986 Jed Margolin
___________________________________________________________________________
From: ERNIE::GRAHAM 2-JAN-1986 10:21:33.70
To: @SYS$MAIL:JUNK
CC:
Subj: ATARI GAMES 401-K PLAN
John Klein asked me to put the following memo out on junk mail:
TO: All Employees
FROM: John Klein/Dennis Wood
We are quite pleased to report that our 401-K Plan has gotten off
to an excellent start. As of today we had 118 employees making
contributions to the Plan.
We encoura
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.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$PRINT
The physical name is TXD5:, but I advise
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt
Atari/Atari Games VaxMail 1989 Jed Margolin
___________________________________________________________________________
From: KIM::HALLY 3-JAN-1989 09:01:01.61
To: DENCKER,RAY,HALLY,ROTBERG,BURGESS,MARGOLIN,COMSTOCK,NOBLE,MOSER,DIEKNEITE,FULLER,GROSSMAN
CC:
Subj: S.T.U.N. TEAM
last update: 1/3/89
Project: S.T.U.N. RUNNER (571)
Planned Field Test: FEB. 89
Planned Finished Goods Assy. JUNE 89
Project Leader: MIKE HALLY
Programmer(s): ED ROTBERG
ANDY BURGESS
Engineer: JE
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
Atari/Atari Games VaxMail 1987 Jed Margolin
___________________________________________________________________________
From: KIM::RAINS 2-JAN-1987 10:27:26.19
To: @sys$mail:engineer
CC:
Subj: Computer Health Note #3
VAX-edrin Headache #3
You've been poking around somewhere in another directory (something like
SYS$USERDISK:[FRED.STUFF.MORESTUFF.EVENMORESTUFF]) and now you have found
something you want to get back to or reference with out so much directory name
baggage. Sure, it doesn't
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
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Asteroids Deluxe Vector Generator
Program Counter Counters F4, H4, and J4 contain the address of the next data byte (instruction) to be fetched from the the Vector Generator memory. Because these counters point to the next instruction in memory to be retrieved and performed, they are called the program counter. This program counter is incrememted one count (to the next sequential address) each time the information at its current address is loaded into data latch 0 or data latch 2. The program counter may also be preset to "jump"
File:
/kb_dl.aspx/KB/gametech/asteroidsdeluxevecgen.html
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/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax91.txt
Atari/Atari Games VaxMail 1991 Jed Margolin
___________________________________________________________________________
From: GAWD::MCCARTHY "Pat" 2-JAN-1991 12:37:15.74
To: @SYS$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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Search the following for High Voltage
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