Star Tech Journal

Issue: 1982-November - Vol 4 Issue 9

11
STAR*TECH JOURNAL/NOVEMBER 1982
is probably the most efficient andsqfest. With one hand in your pocket, use your
other hand to call up Nintendo and receive a return authorization number. After
receiving a return number, send the supply to Nintendo and let them work on it.
Fortunately, these power supplies are very reliable and usually no problems are
ever encountered with them, but when they are ... !
VOLTAGE
+ Svdc
Svdc
+ 12vdc
+24vdc
DESTINATION AND FUNCTION
Video and CPU Boards (VCC)
Supply voltage/all ICs
Video Board (VEE)
HD10124,HD10125,MB7074RAM,HD10116,HD10105,
MB10136. (Power inputs pin 8 on all ICs except MB7074
RAM (pin 12).
CPU Board
DAC 08 (pin 3)
MB3614 (pin 11)
CPU Board
Not used ( optional on-board audio amp not installed in
"Donkey Kong Junior").
CPU Board
Outputs to coin counter.
volts is primarily used to power a group of ECL ICs on the video
The -5
board.
HD 10105 -
HD 10116 -
HD 10124 -
HD10125 -
HD 10136 -
MB 7074 -
Triple 2-3-2 input Or/Nor gates.
Triple line receiver.
Quadruple TTL to ECL translator.
Quadruple ECL to TTL translator.
Universal hexidecimal counter.
ECL RAM (with heat sink).
ECL stands for emitter coupled logic. This type of logic works on current
instead of voltage; a "l" is so many microamperes and a "0" is so many less
microamperes. This is the fastest memory circuitry available and usually
requires triple layer PC boards (not in this case). These ICs are "power hogs"
and require hefty power supplies (-5 volt supply in "Donkey Kong Junior" can
deliver up to 5 amps).
PIN CONFIBUIIATION
I/OR
I/OW
MEMFi
MEMW
MARK
READY
HLDA
ADDSTB
AEN
HAQ
cs
CLK
RESET
DACK2
DACl<.3
DRO3
DRO2
DRO1
DROo
GND
1
2
3
4
5
6
7
8
9
10
11
12
13
CPU Board (DJRJ-01) - The CPU board, as the name implies, is the
home of the central processing unit. This processor circuit consists primarily of
a Z80A microprocessor, which can access 24K bytes of program memory. There
is also an 8275-5 DMA controller for rapid access to the large memory. In
addition to the game microprocessor, there is also a separate sound micropro-
cessor (MBL 8035) which controls the sound circuitry. This processor, in
conjunction with a 4K program ROM, is responsible for all sound generation
except for the climbing, jump and thump sounds. These individual sounds are
controlled by circuitry external to the sound processor. All sounds are summed
together at the base of Q 1 and sent out to the audio amplifier in the monitor. The
CPU board also contains all input circuitry ( switch inputs) and output circuitry
(coin counter, sync and color information).
HARDWARE
Game microprocessor (7C) - Z80A
Program PROMs (SB, C, D) - 2764
Sound microprocessor(7H)-MBL 8035
Sound program PROM (3H) - 2732
DMA controller (7E) - 8257-5
Output color PROMs (2E, 2F) - 24S10
DMA Controller(8257-5)-The above hardware listing identifies aDMA
controller in position 7E. This IC (8257-5) is designed to simplify high speed
transfers between peripheral devices and memories. Essentially, it allows the
processor ( Z80A) to carry out other tasks while the DMA controller generates a
sequential memory address. In "Donkey Kong Jr.", these transfers appear to be
from one memory area ( display ROM) to another memory area ( display RAM).
This IC is one way that Nintendo manages to display numerous screens, each
one with very detailed images,
29
28
14
27
15
16
17
18
19
26
25
24
23
22
21
20
A7
A6
A5
A4
TC
A3
A2
A1
Ao
Vee
Do
D1
D2
D3
~
DACKo
DACK1
D5
D6
D7
PIN NAIES
D7-Do
A7-AQ
I/OR
I/OW
MEMR
Oita Bus
MEMW
Memory Write
CLK
RESET
READY
HAO
HLDA
AEN
ADSTB
TC
Clock Input
Address Bus
1/0 Road
1/0Writt
Memory Flt.S
Reset Input
Ready
Hold Roquost ho 8080AI
Hold Acknowtadgt I from 8080AI
Addrtu Enable
A.ddrns Strobt
DRO,-DR0o
DACK:tDA~KQ
T 1rmin1I Count
Modulo 128Mork
DMA Roquost Input
OMA Acknowtadgt Out
cs
Chip Select
Vee
+5Volts
GND
Ground
MARK
BOARD SET
Unlike "Donkey Kong", which used 2 and 4 board logic sets, "Donkey Kong
Junior" uses only 2 board sets. There are slight variations in design, but
essentially the boards are the same (a "Donkey Kong Junior" board set and
"Donkey Kong" board set are interchangeable in the games). The boards are
mounted back to back on a metal bracket and interconnected by two SO-pin
ribbon cables. The set consists of a CPU board on the top end and a video board
on the bottom.
µPD
8257/
8257-5
40
39
38
37
36
35
34
33
32
31
30
Even though this board closely resembles a "Donkey Kong" CPU, it is not
quite the same. This board has been redesigned to accommodate 28-pin, 64K
(2764) program PRO Ms. The program PRO Ms used on "Donkey Kong" were
24-pin, 32K (2532) PROMs. Obviously, interchanging 24-pin PROMs and
28-pin PROMs is impossible and prevents PROM only conversions from
"Donkey Kong" to "Donkey Kong Junior''. In addition, there were 2 2716
sound PROMs on "Donkey Kong". On "Donkey Kong Junior", however,
there is only a single 27 32 PROM. Even the two color PRO Ms (2E, 2F) are
different in each game.
TEST POINTS
TPl - Ground
TP2 - Reset
TP3-V. BLK
TP4- V. Sync4'
TPS - H. Sync4'
•No post mounted on board.
Video Board (DJRl-01 or modified TKG4-14) - The bottom board
contains all circuitry having to do with video generation, including the master
oscillator and sync circuits. There are separate circuits dedicated to the display
of the background objects as well as all the moving objects. The principle
elements include the image PROMs, color RAMs, object RAMs, and horizontal
data RAM.
HARDWARE
Image PROMs (moving images) (7C, D, E, F) - 2716
Background PROMs (3P, 3N) - 2732
Object RAMs (6P, 6R) - 2148
Horizontal Pos. RAM (7M) - 93419
Background Color RAM (2P, 2R) - 2114
Color PROM (2N) - 24S10
Moving Color RAMs (attack) (2E, 2H) - MB7074
12
NOTES:
1. Outside of the ribbon cables interfacing this board to the CPU, there is only a
single power connector.
2. Pots located on board adjust the horizontal and vertical centering.
3. This board is identical to the video board in 2 board "Donkey Kong" except
that the background PROMs are 2732s in "Donkey Kong Junior", and 2716s
in "Donkey Kong". Early "Donkey Kong Juniors" had modified "Donkey
Kong" video boards. This board had modifications under the PROM sockets to
accommodate the different E-PROMs. Newer games have a new board with the
modifications in copper (no cuts or jumpers required). Other than the different
type of background E-PROMs, the boards are identical (naturally, the image
PROMs (7C, D, E, F) and color PROM (2N) are programmed differently).
TEST POINTS
TPl - Ground
TP2-OBJRQ
These boards have proven to be extremely reliable. Early 4-board "Donkey
Kong" sets had problems with bad sockets, but this problem was rectified on the
two-board sets. Early static problems have also been eliminated with some
minor modifications to the reset circuits. There are some unique parts (DMA
Controller, ECL Translators), but really nothing that should pose any major
problems.
MONITOR
The monitor used in "Donkey Kong Junior" is a Sanyo 19" color rastor-scan
model. Power is provided by an isolation transformer with color and sync
information (generated on the CPU board) connected to the monitor via a 6-pin
ribbon cable. Like older Wells-Gardner models (19K4SOO), the sync is a
composite signal (horizontal and vertical combined) with a separator circuit
incorporated in the monitor. There are two fuses ( see power distribution) as well
as a test switch located on the monitor chassis. This test switch, when toggled,
will cause vertical collapse resulting in a thin horizontal line running the length
of the monitor ( remember, the picture tube is mounted sideways). This test may
be helpful for troubleshooting purposes only. The B+ voltage is adjustable, but
usually no adjustment is necessary (pot is sealed). All monitor adjustments are
easily made with the brightness, horizontal, and vertical pots all conveniently
located and identified on the left side of the monitor (looking from behind with
the back door removed). Keep in mind that in addition to these controls, there
are also horizontal and vertical centering pots located on the video logic board.
No special test equipment is necessary (we use the Crim VG-1 with a
homemade adaptor cable and a Midway isolation transformer). Anyone
familiar with domestic color raster-scans should have no problems repairing
"Donkey Kong Junior" monitors.
CONNECTORS
One of the unique aspects of "Donkey Kong Junior" is the unusually high
number of connectors mounted on the logic boards. Fortunately, these
connectors are all different sizes ( number of pins) and will go on only one way.
While this large number of connectors may seem ridiculous when replacing a
board, it can be helpful in troubleshooting any game failures.
BOARD
CONNECTOR NO. OF PINS FUNCTION
CPU
P 1
SO-pin ribbon logic interface
CPU
P2
SO-pin ribbon logic interface
CPU
P3
3
coin switches
CPU
P4
2
coin counter
CPU
PS
17
control panel switches
CPU
P6
12
not used
CPU
P7
6
video information out
CPU
PS
S
service switch
CPU
P9
9
power in
CPU
PIO
4
audio out
CPU
*Pll
S
not used
CPU
P 12
10
not used
Video
Pl
SO-pin ribbon logic interface
Video
P2
SO-pin ribbon logic interface
Video
P3
10
power in
Video
P4
10
not used
Power Supply
9P (CPU)
9
powerouttoCPUboard
Power Supply
lOP (CLK)
9
powerouttoCPUboard
*There is a space and silkscreening identifying this connector, but no connector
( with male pins) is installed.
NOTES:
1. Connectors identified for upright cabinet.
2. The unused 7-pin connector on power supply (7P SOU) is used in 4-board
"Donkey Kongs" only. (Only 2-board sets are used in "Donkey Kong Junior".)
Most of the connectors snap into place and usually there are no problems
with them. However, since these connectors are different than what anyone else
uses, finding a replacement anywhere other than a Nintendo distributor (if they
have it) is difficult. If a broken connector cannot be readily replaced, then the
wire or wires can be directly soldered until the new connector is located.
STAR*TECH JOURNAL/NOVEMBER 1982
1/0 AND OPTIONS
1/0 - All inputs from the control panel and coin door enter the CPU board.
The control panel switches ( 4-way joystick, jump, I-player and 2-player start
switches) all pass through a resistor capacitor buffering network and then enter
7 4LS240s in locations 2P, 3P, and 4P. There is no slam switch and although the
joystick is not a Wico, it still is very reliable. The entire control panel snaps off
for servicing and can be completely removed by disconnecting the 9P (main
switch harness) connector.
OPTIONS - Option settings for the number of turns, bonus point settings and
various coin/credit combinations are available. The 8-position dip switch to
make these adjustments is located on the CPU Board right below Pl 1. There is
also a setting for cocktail table or an upright cabinet. There are no coin lockout
coils but there is a service switch located on the coin door (between the coin
switches).
SYSTEM AUDIO
The audio layout is a little different than what you are normally accustomed to
seeing. As usual, a separate microprocessor circuit on the CPU board generates
most of the audio. Like many old paddle games, however, the preamplified
audio signal is connected to an audio amplifier board located on the monitor.
After amplification, the signal is fed to an impedance matching transformer and
from the transformer to the speaker.
SYfflM AUDIO
CPU
Board
Audio Amp
(In Monitor)
Imped.
Match.
Trans.
Speaker
Volume Pot
NOTES
1. Audio signal exits CPU board P1 O pins 1 and 2.
2. Audio is preamplified by 01 (C1815) NPN transmitter on CPU board.
3. Audio amplifier board is located on left side of monitor and can be easily removed from monitor for
test or repair.
4. Volume pot (501() is located bottom left side of monitor (next to monitor pots).
5. Impedance matching transformer is located directly below audio amplifier board in monitor.
Resistance on input side approx. 40 ohms. Resistance on outpu1 side approx. 6 ohms.
6. Speaker (4 ohms, 6 watts) located front left of cabinet under control panel.
COCKTAIL TABLES
The cocktail tables come equipped with an 18-inch Sanyo color monitor. The
board set is identical but no metal mounting bracket is used. Screen inversion is
accomplished by the board and is determined by the state of dip switch 8 on the
CPU board (off-table, on-upright). The table wire harness utilizes the 44-pin
edge connector on the CPU board instead of all the individual connectors used
in the upright. There is also a 10-pinjumper connector cable from P12 on the
CPU to P4 on the video board. This is necessary to jump the voltages over to the
video board since only the 44-pin connector on the CPU board is used. (P3, the
voltage input connector for uprights, is not used.)
CONCLUSION
From the service viewpoint, there is no risk involved in purchasing a "Donkey
Kong Junior". Most operators are quite familiar with the system used in
"Donkey Kong" and are well aware of its dependability. This system is almost
identical, and should prove to be even more reliable than "Donkey Kong".
However, some of the same drawbacks (no self-test feature, little documenta-
tion, and a cabinet that is not completely American-proof) still exist. The
problems with the cabinet have been well documented by Todd Erickson in past
issues of Star*Tech Journal in his "On The Service Trail ... " column.
Fortunately, some of these problems that existed in "Donkey Kong" have been
rectified in "Donkey Kong Junior", and should help prevent the various types of
"break-ins" that resulted in free credits.
The service department at Nintendo is very helpful, and most parts (they use
part numbers) can easily be acquired. The only gamble involved with "Donkey
Kong Junior" is the same one involved with the purchase of any remake: Is there
still interest? One thing that does seem apparent, however, is that with games of
this style (cute), nobody does it better than Nintendo.

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