Star Tech Journal

Issue: 1982-October - Vol 4 Issue 8

22
STAR*TECH JOURNAL/OCTOBER 1982
SEGNGREMLIN's
ROM Line (Part 1)
Welcome to the ROM Line. In this first installment, and upcoming
ones, we will devote this column to the theory of microprocessor-based
video games. We'll explore, in each installment, a new aspect of the
workings of video games, and explain in detail how the parts fit together
to form a whole game. The knowledge you gain can be applied to any
video piece, since they are all essentially similar. So let's begin with a
brief introduction to that area of electronics which make video games
possible - computers. (We'll assume that most of you are familiar
with the whys and hows of TTL circuitry for the moment.)
All computers are composed of six basic elements, each working in
unison to perform a desired task. The circuitry in video games is
composed of a least these six elements in order to function as a
computer. But, because video games are more than just a computer,
they need a few additional circuits to make them work properly. These
will be covered in upcoming installments also. Any computer, then,
must have these six basic elements:
1.
2.
3.
4.
5.
6.
Microprocessor
Memory
Input Port
Output Port
Clock Circuit
Power Supply
We'll start, in Part 1 of the ROM Line, with the microprocessor.
Then, in the segments to follow, we'll tackle the theories of the other
basic elements.
Microprocessor - The Great Synthesis
Imagine designing a huge circuit consisting of all the digital functions
available today in TTL integrated circuits. With this circuit, you could
move data in a shift register, count incoming signals, AND or NOR
two or more signals together - you name it; this circuit could do it.
Essentially, what we would have designed, using these TTL functions ,
is a microprocessor - a synthesis of TTL gates, counters, registers,
etc., shrunk to a minute size and placed in one IC package. To operate
the microprocessor requires a set of instructions which are designed to
activate any of the digital functions designed into the processor. Just as
there are different kinds of microprocessors, so are there different
instruction sets for each. In GREMLIN/ SEGA games, we use the
Z80 microprocessor, and we will concentrate on this device in this
column. An explanation of the Z80 will also serve to explain other
types of processors - they are similar in basic operation.
Now, some basics about the Z80. lthas 16 address and 8 data lines,
14 control lines and 2 connections for power ( + 5 volts and ground).
The 16 address lines operate in only one direction - from the
processor to the external circuit elements. The 8 data lines, however,
are bi-directional, over which the microprocessor sends and receives
data or instructions.
Here is how the Z80 operates. First, as with all microprocessors,
the device is reset when power is first applied. When you first turn on a
game, the picture on the screen will be scrambled. Then, a moment
later, the reset circuit resets the processor and forces it to start at the
beginning of its program, and the screen displays the correct information.
What happens next is that the processor, under program control,
addresses the program memory and receives from memory the data or
instruction at that address. This information is acted upon by the
processor to do a number of tasks; for example, the instruction may tell
the processor to add 2 numbers, or to send data to the sound board
output port. Whatever the instruction, the processor must receive it
first, then act on it. This procedure is controlled by the microprocessor's
control lines.
In troubleshooting microprocessor circuits, there are certain lines
which must be checked. The data bus should be inspected for any
pulled-hi or-lo signal; check the address bus in the same way. You will
need an oscilloscope to make these checks accurately. Check for the
master timing signal on the Z80 at pin 6. This is the system clock which
ensures that all timing and control signals occur where they are
supposed to. Don't forget to check for +5 volts on the processor also.
We have covered, in a basic way, the first of the six elements in any
computer -- the microprocessor. In the next issue, we'll take a look at
memory circuits. Until then, keep tech' ing!
ATARI
"DIG DUG" CREDIT MOD/NEW REV PCBs
Solution:
Do the following modification (for new revision
boards only). There are two ways you can
identify new and old revision PCBs.
1. Older PCBs have large 40-pin chips located
near their centers. Newer PCBs have these
chips along one edge, away from the edge
connector.
Modification:
I. Cut the trace between the custom chip in
location 11 P and the capacitor labeled C3 l.
Refer to the detail in Figure 1.
2. Jumper pin 6 ofIC 6H (74LS00) to the feed
through hole shown in Figure l.
3. Jumper pin 11 of IC 7D (74LS32) to pin
4+5 of IC 6H.
Wire from
/6H/Pln 6
Figure 1
Problem:
Four credits for one coin.
11 p
10 P
~
~
Rlll
Rl75
/y
~
Feed·lhru hole
C31
~ Cul
Trace
23
STAR*TECH JOURNAL/OCTOBER 1982
GO'l'll_JTEB'S
TEMPEST
"REACTOR": A TECHNICAL OUTLINE
BY ATARI -VIDEO ART
BY JOHN HOLSTROM
and execution of the program, selection of 1/0 ports,
and selection of certain timing and RW signals. The
8088 has capabilities for 64K of memory. Gottlieb is
using 32K x 8 ROM and 8K scratch RAM, operating
on a 5 Mhz. clock and controlling 5 input and 5 output
ports.
The Video generator section of the board is called
the Video State machine. A separate clock machine
generates and controls the video signal output. The
vertical sync is used to reset the Watchdog Timer and
also to synchronize the CPU to the Video State
machine. With the Video State machine controlling
many of its own functions, the CPU has more program-
ming room, more reliable stabilization of the buses,
and more reliable set-up of program execution. The
extra programming room gives the GG-2 system up to
4096 possible color variations and a 128-character set
for foreground out of a possible 512 characters and
objects.
You will find all of Gottlieb's technicians at the
pinball hotline are familiar with the video system. If
you have any questions or if technical help is needed
for video repair, feel free to call them anytime.
CIDCAGO
SWITCH
INTRODUCES NEW SPILL
RESISTANT SWITCH FOR
ARCADE GAMES
Gottlieb's recent video, "Reactor", should still be
available at your distributor. The video system that
Gottlieb calls the Graphics Generator 2, or GG-2,
has been totally developed and designed at their video
engineering facility in Bensenville, Illinois. The GG-2
system is an expandable system that is a self-contained,
self-supporting board without the need for external
ROM boards or 1/0 boards. The exception is a small
track ball interface board, which handles the conversion
of four X-Y coordinates into digital form for the CPU.
Gottlieb's engineers have also designed a new,
simplified, more reliable power supply board. The
new A2 power supply for video combines the logic
supply, a 6-Amp +5 regulated DC crowbar-protected
output and all the voltages for the Sound/Speech
board.
The "Reactor" game has the added dimension of
speech because of Gottlieb's A6 Sound/Speech board.
They have used two speakers for a richer sound and
more reliable operation. Some notes for technicians
familiar with Gottlieb's Sound/Speech board: In the
binary input coding from the CPU board, S32 input is
now used as the MSB of input codes. If servicing the
Sound/Speech or Power Supply Assembly, do not
remove any connectors until the LED indicator, D25,
for the + 30V DC Audio Amp reference is completed
off.
The cable and connector layouts have been designed
to correspond to their pin-game coding systems.
Those familiar with the cable, connector and wire
codes in pinball games should find Gottlieb's video
system familiar: Wires are triple color coded, male
connectors are coded AxPx, female connectors are
AxJx, ground is always white or green/yellow and
+5V DC is blue/ grey/grey.
The CPU Video Generator board is divided into
two semi-independent control sections. The CPU uses
the 8088 Intel Microprocessor to control the reading
Chicago Switch, a subsidiary of Illinois Tool Works,
Inc., is introducing a new pushbutton switch designed
to function in the rugged environment of a busy
arcade. The Game Switch features an umbrella shield
that protects the contacts from spills and debris. The
switch can be rinsed out with plain water without
affecting its operation. The Game Switch is an
economical alternative to and completely interchange-
able with switches now used by the electronic game
industry. Chicago Switch's new switch is designed to
withstand the pounding given high traffic arcade
games. It has been rated to 2,500,000 cycles. It is easy
to install with single-nut mounting and quick-connect
terminals. Available in standard and custom colors,
the Game Switch offers a choice of gold or silver
crosspoint contacts. Chicago Switch is a leading
supplier oflow-cost standard switches to many different
industries. For complete information on the new
Game Switch or other switch requirements, contact
Chicago Switch, A Subsidiary of Illinois Tool Works,
Inc., 1714 N. Darnen Avenue, Chicago, Illinois
60647. Phone (312) 489-5500.
The following article appeared in the September '82
issue of Heavy Metal Magazine. We thought it
noteworthy as a "state of the art" review.
You hear a lot about "Video Art", but in this video
game you'llfind abstract video art at its finest.
"Tempest" combines performance art with parti-
cipatory conceptual art from the seventies and
psychedelic Op art from the sixties to create a unique
visual statement for the eighties. Unfortunately the
fact that "Tempest" is a mere video "game" will
prevent most curators from presenting it in any gallery
or exhibition. The case would be made that "Tempest"
is a mere commercial design manufactured to generate
revenue and provide simple amusement, not to be
appreciated for its aesthetic value. However, that
would be an arbitrary value judgment.
No two "Tempest" performances produce the
same visual effects. The player becomes, in effect, an
artist. "Play" becomes "work". Although the work is
temporary, the structure and layout of the game
provide a constant and permanent form for the players
to involve themselves in. It is both more powerful and
more intimate than any painting.
"Tempest's" design is a statement on its own
technology, or facture. Originally the designers wanted
alien monsters to emanate from the center of the
board. When the programmers discovered that their
monster designs wouldn't generate proper resolution
on the video screen, they had to redesign the "enemy"
into abstract shapes. The form follows the function.
New video games are reaching out in this bold new
direction. Taito's "Qix" combines a Mondrian-
influenced game board with Etch-A-Sketch strategy.
It even features a "fast" and "slow" draw instead of a
traditional fire button. Home video programs let
people create their own games.
Like it or not, video games are truly a new artform, •
and deserve to be recognized as such.
"The Tempest,"• John Holstrom. Reprinted from Heavy Metal
Magazine.
Mwphy's Law #408
Identical units which test in an identical
fashion will not behave in an identical
fashion in the field.

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