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Document Title: [Dragons_Lair.txt (text file)]

Dragon's Lair
Cinematronics Inc., 1983, pp. 6-9

The connector from the DL CPU to the disk player is composed of a ribbon
cable, a 24-pin DIP ribbon connector, and a 24-pin Centronics ribbon
connector.  The #1 wire of the ribbon cable may go to the #1 pin of the
centronics connector, but then must connect to the #12 pin on the 24-
pin DIP connector.  Yes, surprise me, but the cable is reversed.


	LDV1000 connection	DL M/B connection
(Pioneer manual description    DL manual schematics)
DIO1		1			12	D0
DIO2		2			11	D1
DIO3		3			10	D2
DIO4		4			9	D3
		5			8
		6			7	Ready
Command Strobe	7			6	Ready (tied together)
		8			5	Gnd
		9			4
		1			3
Status Strobe	11			2	Enter
Gnd		12			1	Gnd
DIO5		13			13	D4
DIO6		14			14	D5
DIO7		15			15	D6
DIO8		16			16	D7
Enter Signal	17			17	Int/Ext
Gnd		18			18
Gnd		19			19
Gnd		20			20
Gnd		21			21	
Gnd		22			22
Gnd		23			23
Gnd		24			24	Gnd


Blind Guy writes:

"Anyway, with a disc in the player and the lid closed, power up the game and
the player.  You should immediately hear 1 short beep, then after 15 seconds
you should hear another short beep.  Right at the second beep is when the
player is initialized and sent the play command.  You should hear the disc
start to spin up to speed (1800 RPM!) after which the laser carriage will
move to start playing the disc from the begining.  15 seconds after the
second beep will be a 3-tone beep at which time the attract sequence starts
to play (now the game is fully initialized and ready for play).
Listen closely to the player when it is initialized.  If the disc spindal
cannot spin or does not spin up to speed fast enough, the player shuts down.
Also, if the carriage cannot move or cannot "find" the begining of the disc,
the player shuts down and the spindal stops.  These players are really quite 
reliable once they are properly cleaned and maintained.  Out of seven 
LDV1000's that I had, only two of them could not be made to work because of 
corrosion from water on the PCB's.  The player's EPROM revision sould be 
"1001".  The LDV1001 player came out after the LDV1000 and is identical, 
but has a faster seek time (a benefit for games like Dragon's Lair).

Now onto the DL main board itself.  These boards are really bullet proof.
 Although I have seen several J1 sockets that were loose or bad causing
erratic laserdisc control.  The "W1" jumper on the board must be OPEN to use
the LDV1000 player.  Here are the dip switch setting that I use:

	8 7 6 5 4 3 2 1  SW2(A)	 (1=on)	
	1 1 0 1 1 1 1 1		 (0=off)
	
              8 7 6 5 4 3 2 1  SW1(B)
              0 0 0 0 0 1 1 0"	


After the CPU is powered on, the display board will show some code such as
15EE in the player 2 display, and finally settle into operation where the
credits display just shows two zeros (00).  About 5 sec.s after this, is
when the LDV1000 is initialized to power up.  The disk will spin up, and
try to seek, as Chris describes above.

The EPROM in the LDV1000 had a label on it, something like: 
Z03-1001-GYW-V2.0, so if YOU are ever in doubt about whether you have the
right control board CPU you can cross-check this.  The last hint at
operation was from Jim Calore of the Star Tech Journal, he writes:

"The LDV1000 player's most likely failure during the earning life of
Dragon's Lair was the optics. The players needed frequent attention.
Cleaning the mirrors and lenses got some of 'em working. But, beyond the
simple cleaning maintenance, mirror and optic alignments were necessay.
Not particularly hard to do, but it required a jig (test shops have
'em)... without the test jig for alignment, it's impossible. For older
(age of actual running time) players, the laser diode itself simply became
too weak to operate properly..."

So after this input, you should all have an idea of whether you have an
LDV1000 that can work or not!

As far as the CPU goes, there are umpteen jumpers to add to the older
rev. boards that came out for the PR7820 that WILL modify it enough to
work with the LDV1000, (as well as modify the sound circuit).  I cannot
even BEGIN to go into them as they are much too detailed, suffice it 
to say, that with any style Starcom CPU and the rev. "F" DL code (four
EPROMs instead of five), you can get it to work with an LDV1000 player.
When I get my manual from Jim, I will be able to pass on a copy of the
jumpers to those of you who need the info.

To use a regular video monitor, you will need the NTSC decoder board
for the video output from the player.  With a regular TV, this should
not be necessary, so consider it optional, it has no input from the
CPU board at all.

As far as the digital display from the CPU, this too is optional, as
long as you don't care to know about status output, player score, and
credits left.  It would be nice to have one, and the I/F cable between
the CPU and the Status Display card is only a straight through ribbon 
cable between two identical 16-pin dual-row ribbon connectors.  No
inverting, no tricks....

Lastly, the power connector to the CPU.  A big hassle to find, but
straight forward enough, if you can secure the proper power supply to
give you the +5, and +25 volts.  Now this too is optional; the +25 
volts, that is; it is only used for the sound amplification circuit.
Before I describe the pinouts, I might suggest that if you use your
television for the NTSC output for video, you might also use it for
the sound amplification by plugging the audio output from the LDV
player to the TV and using the volume control there.  According to 
the schematics, you may be loosing some beeps generated by the CPU,
but, I assume these would be minimal (THIS IS JUST A GUESS).

The power connector has pinouts like:

1	joystick right
2	player 1 button
3	+5
4	+5
5	joystick left
6	player 2
7	Gnd
8	Gnd
9	joystick down
10	coin 1
11	Gnd
12	Gnd
13	joystick up
14	coin 2
15	Gnd
16	left sound in
17	aux 3 (unused in DL)
18	(unused)
19	Gnd
20	left speaker out
21	aux 2 (unused in DL)
22	aux 5 (unused in DL)
23	Gnd
24	right sound in
25	aux 1 (unused in DL)
26	aux 4 (unused in DL)
27	Gnd
28	right speaker out
29	joystick action
30	+25v
31	Gnd
32	Gnd
33	coin counter out
34	+25v
35	Gnd
36	Gnd

--------------------------------------------------------------------------------

Part III: REVISED GAME OPTIONS  (To be used with games containing
                                 Revision A, B, C, or D PROMS)


     The following game options are controlled by Dip Switches 1
and 2 on the main CPU board:

     I. Attract Mode and Joystick Sound
     II. Number of Coins Required for One Credit
     III. Number of Dirks per Credit and Length of Play
     IV. Playtest and Diagnostic
     V. Difficulty Level
     VI. Pay-As-You-Go Play

Some options are controlled by individual switch settings, others
by combinations of switch settings.  Points B0 through B7, marked
in white on the PC board, correspond to switches 1 through 8
respectively on Dip Switch 1.  Points A0 through A7 correspond to
switches 1 through 8 respectively on Dip switch 2.  BEFORE ADJUSTING
SWITCHES, TURN POWER OFF AND UNPLUG POWER CORD.


A. ATTRACT MODE AND JOYSTICK SOUND

POINT    POSITION   FUNCTION
-------------------------------------------------------------
B0       OFF        Sound on every 8th attract mode sequence.

B1       OFF        No sound during attract mode sequences.

B3       OFF        Joystick feedback sound on.
-------------------------------------------------------------


B. NUMBER OF COINS REQUIRED FOR ONE CREDIT

NOTE: one credit = one game

SWITCH COMBINATION
------------------|     NUMBER OF COINS REQUIRED
    A1   A0       |          FOR ONE CREDIT
----------------------------------------------------
    ON   ON                       2

    ON   OFF                      3

    OFF  ON                       4

    OFF  OFF                  Not used.
----------------------------------------------------


C. NUMBER OF DIRKS PER CREDIT and LENGTH OF PLAY

POINT    POSITION   NUMBER OF DIRKS PER CREDIT
---------------------------------------------------------
A5       ON                    3

A5       OFF                   5

B2       OFF        Unlimited Dirks for testing purposes.

A4       OFF        2 credits at all times/free play.
---------------------------------------------------------


D. PLAYTEST AND DIAGNOSTIC

POINT    POSITION   FUNCTION
---------------------------------------------------------------------
A3       OFF        Playtest Switch for engineering use.

A7       First ON,  Diagnostics.  To run diagnostics, set A7 to the
         then OFF.  ON position, and power up the game.  Wait until
                    you hear two beeps.  The second beep indicates
                    that the disc player has been initialized.  After
                    the second beep, turn A7 to OFF, and run
                    diagnostics.  To rerun diagnostics, press the
                    RESET button, Sw 3 on the PC board.
---------------------------------------------------------------------


E. GAME DIFFICULTY LEVELS

SWITCH COMBINATION
----------------------|
A2       B4       B7  |      DIFFICULTY LEVEL
--------------------------------------------------------------
ON/OFF   ON/OFF   OFF        Easy.

ON       OFF      ON         Difficulty is dependent upon
                             player's ability.  Easy at
                             the onset of every game, play
                             automatically increases in
                             difficulty when a player survives
                             9 consecutive sequences of
                             challenges.

ON       ON       ON         Difficulty is dependent upon
                             player's ability.  Easy at the
                             onset of every game, play
                             automatically increases in
                             difficulty when a player survives
                             5 consecutive sequences of
                             challenges.
--------------------------------------------------------------


F. PAY-AS-YOU-GO PLAY OPTIONS

SWITCH COMBINATION
-------------------------------------|
   A0    A1     A6    B5       B7    | OPTION
------------------------------------------------------------------------
ON/OFF  ON/OFF  ON    ON/OFF   ON/OFF  Pay-as-you-go setting is
                                       off.  A specific number
                                       of coins must be deposited
                                       before game play begins.
                                       Game then plays from start
                                       to finish without inter-
                                       ruptions.

   ON    ON     OFF   ON       ON      Game play stops once, 2/3
                                       of the way to the dragon's
                                       lair.  At this time, the
                                       player must deposit more
                                       money if he wishes to continue.
                                       After the required amount of
                                       money is deposited, play
                                       resumes from the interruption
                                       point.

                                       If the player has less than
                                       three Dirks at the point of
                                       interruption, he receives
                                       one additional Dirk when play
                                       resumes.

                                       In this option, the game ends
                                       when the player finishes the
                                       dragon's lair sequence.
                                       -------------------------------

   ON    ON     OFF   ON       OFF     Game play stops once, 2/3 of
                                       the way to the dragon's lair.
                                       At this time, the player must
                                       deposit more money if he wishes
                                       to continue.  After the required
                                       amount of money is deposited,
                                       play resumes at the interruption
                                       point.

                                       The player receives no
                                       additional Dirks in this option.
  
                                       The game ends when the player
                                       finishes he dragon's lair
                                       sequence.
                                       --------------------------------

   ON    ON     OFF   OFF      ON      Game play stops at three regular
                                       intervals.  At each pause, the
                                       player must deposit more money
                                       if he wishes to continue.  After
                                       the required amount of money
                                       is deposited, play resumes at
                                       the interruption point.

                                       If the player has less than 3
                                       Dirks at the point of interrup-
                                       tion, he receives one
                                       additional Dirk when play
                                       resumes.

                                       In this option, the game does
                                       not end after the dragon's lair
                                       sequence.  Instead, after the
                                       dragon's lair sequence, the
                                       player must deposit additional
                                       coins to prolong play.  Play
                                       begins again at the first
                                       sequence.  (No extra
                                       Dirks are awarded after the
                                       dragon's lair sequence).
                                       --------------------------------

   ON    ON     OFF   OFF      OFF     Game play stops at three regular
                                       intervals.  At these times, the
                                       player must deposit more money
                                       if he wishes to continue.  After
                                       the required amount of money is
                                       deposited, play resumes at the
                                       interruption point.

                                       In this option, the player
                                       receives no additional Dirks at
                                       any time.

                                       The game does not end after the
                                       dragon's lair sequence.  Instead,
                                       after the dragon's lair seauence,
                                       the player may deposit additional
                                       coins to prolong play.  Play be-
                                       gins again at the first sequence.
------------------------------------------------------------------------



}