Knowledge Base
/kb_dl.aspx/KB/gamemanuals/atari/soccer2b.tiff
4 PL Jzo r-rrn_L 3 1 5w3 .11 (flflL4 SWI (-rrrii wz 9 Swø ) 0 U o cJ .IA4PL do Io ::: : : C7 CS L514 ToiT.oi ;sv P-R43 0 C84. c LS4 )< ZP SCRE€N •T57 tAi C094L g C.OINC COINR io ‘9 U +-5d M j o’ oj - ,9 3 In 3 ct O IOKX 5 PL Is o 9 i RIP --- LSI9I LD COUNTLK C( M/14 IZ QA QS OC D 3 1 7 Is i ID A B C D 13 c RIP .., LI9I Lb CDLIMT€R CK MM11 QA OR C OD 3 2 b’7 10 ‘ %I’ z -- osI ‘ 4 so 04J ___________ 4I CI IS I ID 9 __G D 3 RIP i•lI 1I9I LD COQNTR CI( Mh,Ia QAQB c QD 3 Z 7 5 I ID 9 A B C D 3 ‘ RIP )IU L3191 L
File:
/kb_dl.aspx/KB/gamemanuals/atari/soccer2b.tiff
-
468
K - Updated
1998.05.20
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel10a.tiff
G. Analog Vector-Generator H. LED, Coin Counter and Custom Audio 110 Chip #1 channel 1 produces pure tone. F. Player and Option Switch Plo/il Inputs 1. Perform the CAT Box preliminary set-up. 2. BYTES: 1 3. RIW: READ 4. For each address of Table 2-4, do the following: RIW MODE: (OFF) Enter address RIW MODE: STATIC Activate input switch for address. Table 2-4 Player and DIP Switch Inputs ADDRESS INPUTSWITCH TEST RESULTS 0905 THRUST, Player 2 DIP switch at location PlOlil, toggle 4 Lower nybble (right digit)
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel10a.tiff
-
187
K - Updated
1998.04.07
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel9b.tiff
Troubleshooting with the CAT Box Memory Map HEXA. DECIMAL. ADDRESS RIW DATA D7 D6 05 D4 D3 D2 Dl DO FUNCTION 0000-O3FF D 0 0 D 0 D 0 0 lKProgram) 0800 R D R D R D R 0 R D R D R D R D 3Khtzlnput HALT (1 = Halted) DIAG STEP Input (0= On) Self-Test Input (0 = On) SLAM Input (0 = On) Utility Coin Input (0 = On) Left Coin Input (0 = On) Right Coin Input (0 = On) 0900 0901 0902 0903 0904 0905 0906 0907 R 0 R 0 R D R D R D R D R D R 0 R 0 R 0 R 0 R D R D R D R 0 R D SHIELDS1 Input (1 = On) FIRE1 Input (1 = On) SHI
File:
/kb_dl.aspx/KB/gamemanuals/atari/spaceduel9b.tiff
-
170
K - Updated
1998.04.07
/kb_dl.aspx/KB/pinouts/empire_strikes_back.txt
Empire Strikes Back (Atari, 1985)
---------------------------------
Switch Settings for Game Play Options:
Settings of 8-toggle switch of Star Wars game PCB (at 10D)
1 2 3 4 5 6 7 8 options
------------------------------------------------------------------------------
Off On 2 starting shields
On On 3 starting shields
Off Off 4 starting shields *
On Off
File:
/kb_dl.aspx/KB/pinouts/empire_strikes_back.txt
-
1
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/empirestrikesback.txt
Empire Strikes Back (Atari, 1985)
Switch Settings for Game Play Options:
Settings of 8-toggle switch of Star Wars game PCB (at 10D)
1 2 3 4 5 6 7 8 options
------------------------------------------------------------------------------
Off On 2 starting shields
On On 3 starting shields
Off Off 4 starting shields *
On Off 5 starting sheilds
On
File:
/kb_dl.aspx/KB/gametech/empirestrikesback.txt
-
1
K - Updated
1995.11.22
/kb_dl.aspx/KB/gametech/spaceduel.txt
From the manual (TM-181; 1st printing):
Table 1-1 Game Option Settings
(Settings of 8-Toggle Switch on Space Duel game PCB at D4)
8 7 6 5 4 3 2 1 Option
On Off 3 ships per game
Off Off 4 ships per game $
On On 5 ships per game
Off On 6 ships per game
On Off *Easy game difficulty
Off Off Normal game difficulty $
On On
File:
/kb_dl.aspx/KB/gametech/spaceduel.txt
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3
K - Updated
1994.01.05
/kb_dl.aspx/KB/gametech/text/starwars.txt
Star Wars
Table 1-2 Switch settings for play options
seeetings of 8-toggle switch of Star Wars game PCB (at 10D)
1 2 3 4 5 6 7 8 options
------------------------------------------------------------------------------
On On 6 starting shields
Off On 7 starting shields
On Off 8 starting shields
Off Off 9 starting sheilds
On On
File:
/kb_dl.aspx/KB/gametech/text/starwars.txt
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2
K - Updated
1993.12.14
/kb_dl.aspx/KB/gametech/spacedue.txt
SPACE DUEL
1 GND A GND
2 +5 B +5
3 +22 C
4 -22 D
5 E +10.3 UNREG
6 R COIN F LOCK OUT
7 SELECT LED H L COIN (CNTR)
8 LEFT 2 J START LED
9 SHIELD 2 K LEFT 1
10 THRUST 1 L SHIELD 1
11 SELECT M THRUST 2
12 SW GND N SW GND
13 SW GND P
14 SLAM R
15 S AUX COIN
16 L COIN T SELF
File:
/kb_dl.aspx/KB/gametech/spacedue.txt
-
4
K - Updated
1995.12.15
/kb_dl.aspx/KB/gametech/blackwidow.txt
Typed by Franklin Bowen (bowens@erols.com or tfbowen@ingr.com) 7/24/96
BLACK WIDOW SWITCH SETTINGS (Atari, 1983)
-----------------------------------------
Table 1-2 Switch Settings for Price Options
-------------------------------------------------------------------------------
Settings of 8-Toggle Switch on Black Widow CPU PCB (at D4)
8 7 6 5 4 3 2 1 Option
-------------------------------------------------------------------------------
Off Off
File:
/kb_dl.aspx/KB/gametech/blackwidow.txt
-
4
K - Updated
1996.07.25
/kb_dl.aspx/KB/gametech/gravitar.txt
Typed by Franklin Bowen (bowens@erols.com or tfbowen@ingr.com) 7/24/96
GRAVITAR SWITCH SETTINGS (Atari, 1982)
--------------------------------------
Table 1-1 Game Price Options
-------------------------------------------------------------------------------
Settings of 8-Toggle Switch on Gravitar PCB (at B4)
8 7 6 5 4 3 2 1 Option
-------------------------------------------------------------------------------
Off On Free play
On On
File:
/kb_dl.aspx/KB/gametech/gravitar.txt
-
3
K - Updated
1996.07.25
/kb_dl.aspx/KB/pinouts/space_duel.txt
"Space Duel" (Atari, 1981)
--------------------------
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3 +22 VDC
D 4 -22 VDC
10.3 VDC E 5
COIN LOCKOUT F 6 COIN CTR R
COIN CTR L H 7 SELECT LED
START LED J 8 ROT L P2
ROT L P1 K 9 SHIELD
File:
/kb_dl.aspx/KB/pinouts/space_duel.txt
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4
K - Updated
2003.01.06
/kb_dl.aspx/KB/gamemanuals/williams/defsnd.tiff
+I2V UNREG POWER SUPPLY yNC EY C3 OIf 1 ITOI NC SW (Ill 47X I SWITCH 12 Ri DIAGNOSTIC PUSH OI 135 18 1C4 OI VCC2 VCC1 HALT RESET MR X VMA E RE 8A R/W 40 IC1 Do 6802 o 42 D2 43 03 44 45 Do A€ DA 47 As 45 49 As Ao 413 All 412 Vss VSS2 J2I + 2 V. o N RED. ICR3 R6 68V RIO ZEN ER C5 R7 06 Q2 Ru lO 4Cl lOK 1C7 T27 •1 PFD VCC1 A7 AS As VCC2 45 A4 • A3 iC2 CSs 42 764 C54 I EOOs) Al OR 40 2316 Do (800s1 Dl 02 GND I2 NOTES: TEI3ILESS OTHERWISE INDICATED ALL RESISTORS IN 01845, 1/4 WATT. 2. UNLESS OTHERWISE INDICATED
File:
/kb_dl.aspx/KB/gamemanuals/williams/defsnd.tiff
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217
K - Updated
1998.03.22
/kb_dl.aspx/KB/pinouts/gravitar.txt
"Gravitar" (Atari, 1982)
------------------------
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3 +22 VDC
D 4 -22 VDC
10.3 VDC E 5
COIN LOCKOUT F 6 COIN CTR R
COIN CTR L H 7 P1 LED
P2 LED J 8
K 9
File:
/kb_dl.aspx/KB/pinouts/gravitar.txt
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5
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/starwars.txt
STAR WARS
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3 GND
-5V D 4 GND
10.3 VDC E 5
F 6
COIN CTR R H 7 L COIN CNT
PITCH J 8
ROLL K 9
L 10 L FIRE/START
SE
File:
/kb_dl.aspx/KB/gametech/starwars.txt
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3
K - Updated
1995.12.15
/kb_dl.aspx/KB/gametech/supersprint.txt
I just bought Super Sprint and the nifty manual came with it, so I figured
I'd post the switch settings for anyone that is interested...
SUPER SPRINT DIP SWITCH SETTINGS
--------------------------------
(Note: Accounting Information and High Score erasing are available
from the self-test mode. The self-test switch is located on the
audio board near the coin mech.)
From the manual:
Coin and Credit Option Settings
-------------------------------------------------------------------
File:
/kb_dl.aspx/KB/gametech/supersprint.txt
-
4
K - Updated
1995.05.03
/kb_dl.aspx/KB/gametech/xevious.txt
Xevious
(engineered and designed by Namco Ltd.
Manufactured under license by Atari, Inc.
Trademark and (C) Namco 1982)
Table 1-2 Switch Settings for Price and Bonus Options
------------------------------------------------------------------------------
Settings of 8-Toggle Switch on Xevious CPU PCB (at 10D*)
8 7 6 5 4 3 2 1 Option
------------------------------------------------------------------------------
Off Off 1 Coin/1 Credit < \
File:
/kb_dl.aspx/KB/gametech/xevious.txt
-
3
K - Updated
1996.02.15
/kb_dl.aspx/KB/pinouts/black_widow.txt
Black Widow (Atari, 1983)
-------------------------
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3 +22 VDC
D 4 -22 VDC
10.3 VDC E 5
COIN LOCKOUT F 6 COIN CTR R
COIN CTR L H 7 P1 LED
P2 LED J 8 FIRE UP
FIRE DOWN K 9 FIRE LEFT
File:
/kb_dl.aspx/KB/pinouts/black_widow.txt
-
5
K - Updated
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
-
31
K - Updated
2001.05.27
/kb_dl.aspx/KB/gametech/cloak&dagger.txt
Cloak & Dagger
Atari, 1983
Switch Settings for Coin and Credit Options
-------------------------------------------------------------------------------
Settings of 8-Toggle Switch on CLOAK AND DAGGER Master PCB (at 5A)
1 2 3 4 5 6 7 8 Option
-------------------------------------------------------------------------------
On Off Demo Freeze Mode On
Off Off Demo Freeze Mode Off*
Right Coin Mechanism
File:
/kb_dl.aspx/KB/gametech/cloak&dagger.txt
-
1
K - Updated
1994.12.03
/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
File:
/kb_dl.aspx/KB/gamemanuals/atari/astdlx2b.tiff
-
647
K - Updated
1998.03.27
/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
File:
/kb_dl.aspx/KB/gamemanuals/atari/lunarlander1b.tiff
-
589
K - Updated
1998.05.07
/kb_dl.aspx/KB/gamemanuals/atari/lunarlander2a.tiff
12 L_0— h0 -j---o--- I 5W2 I - - P8 - I L P W OPTIONS INPUT CIRCUITRY NOTE: [ -::: = TEST POINT THRUST INPUT +s’I 9 -I øI Ui I I I 1 IOKx 8L _________ ——. ia 2Li ,(- — II I U Ii 3 13 Is :i_ 4 17 — The game option switches are_read by the MPU when OPTS (option switch enable) is low. Switch tog- gles to be read are selected by ABO and AB1 from the MPU. Switch toggles 1, 3, 6, and 7 are read on data line DBO and toggles 2, 4, 6 and 8 are read on DBI. Toggle in- puts are “on” when pulled to ground. SWITCH INPUT
File:
/kb_dl.aspx/KB/gamemanuals/atari/lunarlander2a.tiff
-
592
K - Updated
1998.05.07
/kb_dl.aspx/KB/pinouts/donkey_kong_iii.txt
Donkey Kong III, Nintendo 1983
------------------------------
PARTS | SOLDER
---------------------+----------------------
GND | 1 | A | GND
GND | 2 | B | GND
+5V | 3 | C | +5V
+5V | 4 | D | +5V
+12V | 5 | E | +12V
-5V | 6 | F | -5V
| 7 | G | Coin
2P.Start | 8 | H | 1P.Start
2P.Right | 9 | I | 1P.Right
File:
/kb_dl.aspx/KB/pinouts/donkey_kong_iii.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/gamemanuals/atari/ast2b.tiff
4 INPUTS PLAYER INPUT CIRCUITRY J2o IOO,ak * SPL S E LF- T E5• lA FIRE [j-J 4(PERJ DIAG STEP (diagnostid step), 3 KHz, SELF-TEST SLAM, HALT, FIRE and HYPER inputs are read by the MPU when SINPO (switch input zero enable) is low, Switches to be, read are selected by ABO thru AB2 from the MPU. All inputs are read on DB7. Switch inputs are active when pulled to ground. DIAG STEP, 3 KHz, and SELF-TEST are signals read by the MPU? to initiate and control the: game’s self-test pro- cedure. SLAM is a signal read b
File:
/kb_dl.aspx/KB/gamemanuals/atari/ast2b.tiff
-
1,359
K - Updated
1998.03.27
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
-
37
K - Updated
2000.01.23
/kb_dl.aspx/KB/pinouts/xevious.txt
"Xevious" (Atari, 1983)
------------------------
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3
D 4
+10.3 VDC UNREG E 5
AUDIO 2 F 6 AUDIO 1
COIN CNTR R H 7 COIN CNTR L
COIN AUX J 8 TEST
COIN L K 9 COIN R
START 1 L 1
File:
/kb_dl.aspx/KB/pinouts/xevious.txt
-
6
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/donkeykong3.txt
Donkey Kong 3
Nintendo, 1983
Donkey Kong 3
Option Switch Settings
-----------------------------------------------------------------------------
Toggle (SW1) Settings
A B C D E F G H Option
-----------------------------------------------------------------------------
Number of Players per Game
--------------------------
Off Off
File:
/kb_dl.aspx/KB/gametech/donkeykong3.txt
-
6
K - Updated
1995.04.03
/kb_dl.aspx/KB/gametech/donkkong.iii.txt
Donkey Kong 3
Nintendo, 1983
Donkey Kong 3
Option Switch Settings
-----------------------------------------------------------------------------
Toggle (SW1) Settings
A B C D E F G H Option
-----------------------------------------------------------------------------
Number of Players per Game
--------------------------
Off Off
File:
/kb_dl.aspx/KB/gametech/donkkong.iii.txt
-
6
K - Updated
1996.03.25
/kb_dl.aspx/KB/gametech/majorhavoc.txt
MAJOR HAVOC SWITCH SETTINGS (Atari, 1983)
-----------------------------------------
GAME OPTIONS:
(8-position switch at SW1 at location 13/14S)
1 2 3 4 5 6 7 8 Meaning
-------------------------------------------------------------------------
Starting Lives
free play 1 Coin Setting 2 Coin Setting
Off Off 2 3 5 *
On On 3 4 4
On Off
File:
/kb_dl.aspx/KB/gametech/majorhavoc.txt
-
3
K - Updated
1994.11.09
/kb_dl.aspx/KB/gametech/rally-x.txt
========
Newsgroups: rec.games.video.arcade.collecting
Subject: RALLY-X.SW
From: ms01@qits.net.au (Mark Sheldon)
Date: Sun, 01 Sep 1996 07:46:52 GMT
Switch settings for Rally-X.
I have a clone board which has 2 boards connected by 2 IDC cables.
My board has two sets of DIP switches, an 8 way at 11E on the
video/sound board, and 4 way on the CPU board.
The following is presented as is etc. no responsibility accepted or
taken if it fries you, your board, your cat, etc...
From my maintenance manual...
Pos
File:
/kb_dl.aspx/KB/gametech/rally-x.txt
-
3
K - Updated
1996.09.03
/kb_dl.aspx/KB/pinouts/super_sprint.txt
SUPER SPRINT
------------
Champ/Super sprint (and other System 2 games as well)
Video Board
^^^^^^^^^^^
[P19/J15]
1 - VID RTN
2 - **KEY**
3 - RED
4 - GREEN
5 - BLUE
6 - COMP SYNC
7 - H SYNC
8 - V SYNC
9 - N/C
10 - N/C
11 - N/C
[P13/J13]
1 - N/C
2 - GND
3 - **KEY**
4 - GND
5 - N/C
6 - +5v
7 - +15vDC
8 - +5v
9 - +SENSE
10 - N/C
11 - -SENSE
CPU Board
^^^^^^^^^
[P20/J20]
1 - N/C
2 - N/C
3 - GND
4 - GND
5 - N/C
6 - +5v
7 - **KEY**
File:
/kb_dl.aspx/KB/pinouts/super_sprint.txt
-
4
K - Updated
2003.01.07
/kb_dl.aspx/KB/pinouts/rally x.txt
Rally X Midway, 9 January 1981
------------------------------
Logic Board I, part. no. A08291385C000
PARTS SIDE | SOLDER SIDE
--------------------------------------------------
(+5V) Gnd | A | 1 | Gnd (+5V)
(+5V) Gnd | B | 2 | Gnd (+5V)
+5V | C | 3 | +5V
+5V | D | 4 | +5V
(?) Credit Mult. | E | 5 | Power Credit Mult. (?)
File:
/kb_dl.aspx/KB/pinouts/rally x.txt
-
4
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/cinematronicsconversions.txt
STEPS TO RO -> RO + SC or SC -> SC + RO CINEMATRONIC CONVERSION
---------------------------------------------------------------
PARTS FOR SIMPLE CONVERSION: Rip Off (RO) control panel and RO (or Star
Castle (SC)) motherboard. A SC (or RO) sound
board. 9 pin molex connectors (plus 8 male
pins and 1 female pin) to power each of the
sound boards. One 9 pin molex connector
(plus 1 male pin and 8 femail pins) to tap into
the cabinets power to the sound board.
File:
/kb_dl.aspx/KB/gametech/cinematronicsconversions.txt
-
25
K - Updated
1994.10.19
/kb_dl.aspx/KB/pinouts/kangaroo.txt
Kangaroo, Atari
Solder Side Parts Side
---------------------------------
GND 1 GND
2. Start 2 1P.Start
3 Coin
Table 4
1P.Right 5
1P.Up/Jump 6 1P.Left
1P.Punch 7 1P.Down
8
2P.Right 9
2P.Up/Jump 10 2P.Left
2P.Punch 11 2P.Down
13
14
15
16
17
18
File:
/kb_dl.aspx/KB/pinouts/kangaroo.txt
-
5
K - Updated
2003.01.06
/kb_dl.aspx/KB/pinouts/major_havoc.txt
"Major Havoc" (Atari, 1983 )
----------------------------
P20: 44-pin edge connector
component side solder side
-------------- -----------
GND A 1 GND
+5V B 2 +5V
C 3
D 4
+10.3 VDC UNREG E 5
SELF TEST F 6 COIN R
H 7 COIN L
J 8 AUDIO 1
COIN AUX K 9 AUDIO 2
FI
File:
/kb_dl.aspx/KB/pinouts/major_havoc.txt
-
5
K - Updated
2003.01.06
The Sega Out Run FAQ Version 0.3
Maintained by Chris White Andrew W. Sharples This FAQ may only be reproduced with permission, and must not be edited, altered or modified in any other way. WWW and TXT formats available from : www.diamondblack.demon.co.uk # As the case is with all FAQs, this document is a work in progress. # # Additions, corrections, and comments are very welcome. # [What's New] Version 0.3 - 7th February 1998 * Added : Machine S
File:
/kb_dl.aspx/KB/faqs/faq-sega outrun.html
-
70
K - Updated
1999.10.30
Street Fighter 2 FAQ
Rank Character Score %age Crushes Crushed by ----------------------------------------------------------------- 1) Guile 71 59.2 Balrog (10) Sagat/Ryu (3) 2) Sagat 70 58.3 E. Honda (8) Blanka (3) 3) M. Bison 69 57.5 Balrog (8) Guile/Zangief (4) 4) Vega 68 56.7 Dhalsim (9) Guile/E. Honda (4) 5) Ryu 67 55.8 Balrog (9) Sagat (3) 6) Blanka 62 51.7 CL/Dh/Sag (7) Balrog
File:
/kb_dl.aspx/KB/faqs/faq-sf2.html
-
50
K - Updated
1999.10.30
/kb_dl.aspx/KB/gametech/text/kangaroo.txt
Kangaroo
Option Switch Settings and Self-Test
Options are preset at the factory and shown by the * symbols.
To verify option switch settings, power the game off then on again.
Set the self-test switch to ON and verify the settings on the
self-test screen. Then set the self-test switch to OFF.
The table below contains the switch settings for options relating to
the number of Kangaroo lives, game difficulty, bonus and price
options. The switches are on the CPU PCB to the right of IC42
and are accessible whe
File:
/kb_dl.aspx/KB/gametech/text/kangaroo.txt
-
15
K - Updated
1995.04.07
/kb_dl.aspx/KB/pinouts/cloak_and_dagger.txt
Cloak & Dagger Atari Inc., 1983
-------------------------------
There are two Cloak & Dagger conversion kits. One is for converting from
Defender, and the other is for converting from Joust, Robotron 2084, or
Stargate.
There are two boards to the Cloak & Dagger boardset, Master and Slave PCB,
plus an Interconnect PCB, an Electromagnetic Interference (EMI) PCB, and
a Sound Board.
A040733-01 EMI Shield and Dual PCB Assembly -- includes:
A039431-01 Cloak & Dagger Interconnect P
File:
/kb_dl.aspx/KB/pinouts/cloak_and_dagger.txt
-
8
K - Updated
2003.01.06
/kb_dl.aspx/KB/gametech/grav_to_blkwidow.txt
-----------------------------------------------------------------
| SWITCHABLE CONVERSION BETWEEN GRAVITAR AND BLACK WIDOW |
-----------------------------------------------------------------
COPYRIGHT 1993
REVISION NUMBER: 1.1 (first public release)
REVISION DATE: 17 March 1994
CREATED BY: Doug Jefferys
STANDARD DISCLAIMER:
--------------------
The author hereby grants permission to reproduce and distribute this
document for personal use, subject to the condition that the document
(along
File:
/kb_dl.aspx/KB/gametech/grav_to_blkwidow.txt
-
39
K - Updated
1994.03.18
/kb_dl.aspx/KB/gametech/cloak&da.ger.txt
Cloak & Dagger Pinouts
Atari Inc., 1983
There are two Cloak & Dagger conversion kits. One is for converting from
Defender, and the other is for converting from Joust, Robotron 2084, or
Stargate.
There are two boards to the Cloak & Dagger boardset, Master and Slave PCB,
plus an Interconnect PCB, an Electromagnetic Interference (EMI) PCB, and
a Sound Board.
A040733-01 EMI Shield and Dual PCB Assembly -- includes:
A039431-01 Cloak & Dagger Interconnect PCB
A039938-21 Cloak & Dagg
File:
/kb_dl.aspx/KB/gametech/cloak&da.ger.txt
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12
K - Updated
1996.04.03
/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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32
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1996.07.26
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
Atari/Atari Games VaxMail 1987 Jed Margolin
___________________________________________________________________________
From: KIM::RAINS 2-JAN-1987 10:27:26.19
To: @sys$mail:engineer
CC:
Subj: Computer Health Note #3
VAX-edrin Headache #3
You've been poking around somewhere in another directory (something like
SYS$USERDISK:[FRED.STUFF.MORESTUFF.EVENMORESTUFF]) and now you have found
something you want to get back to or reference with out so much directory name
baggage. Sure, it doesn't
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax87.txt
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271
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2004.09.13
/kb_dl.aspx/KB/datasheets/65816info.txt
A 65816 Primer
[----------------------------------------------------------]
No republication or redistribution of the following is permitted without
the authors express written consent.
Table of Contents
------------------------------------------------------------------------
i Preface
1.00 Introduction
2.00 New 65816 Instructions
3.00 65816 Native Mode Programming Model
3.01 Native Mode Processor Status Register
3.10 Native Mode Registers
3.11 Accum
File:
/kb_dl.aspx/KB/datasheets/65816info.txt
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127
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1999.05.17
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt
Atari/Atari Games VaxMail 1986 Jed Margolin
___________________________________________________________________________
From: ERNIE::GRAHAM 2-JAN-1986 10:21:33.70
To: @SYS$MAIL:JUNK
CC:
Subj: ATARI GAMES 401-K PLAN
John Klein asked me to put the following memo out on junk mail:
TO: All Employees
FROM: John Klein/Dennis Wood
We are quite pleased to report that our 401-K Plan has gotten off
to an excellent start. As of today we had 118 employees making
contributions to the Plan.
We encoura
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax86.txt
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342
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2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
Atari/Atari Games VaxMail 1985 Jed Margolin
___________________________________________________________________________
From: KIM::SHEPPERD 4-JAN-1985 17:20
To: @SYS$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
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax85.txt
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233
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2004.09.13
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt
Atari/Atari Games VaxMail 1989 Jed Margolin
___________________________________________________________________________
From: KIM::HALLY 3-JAN-1989 09:01:01.61
To: DENCKER,RAY,HALLY,ROTBERG,BURGESS,MARGOLIN,COMSTOCK,NOBLE,MOSER,DIEKNEITE,FULLER,GROSSMAN
CC:
Subj: S.T.U.N. TEAM
last update: 1/3/89
Project: S.T.U.N. RUNNER (571)
Planned Field Test: FEB. 89
Planned Finished Goods Assy. JUNE 89
Project Leader: MIKE HALLY
Programmer(s): ED ROTBERG
ANDY BURGESS
Engineer: JE
File:
/kb_dl.aspx/KB/historical documents/atari games vaxmail/vax89.txt
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403
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2004.09.13
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