Star Tech Journal

Issue: 1983-January - Vol 4 Issue 11

5
STAR*TECH JOURNAL/JANUARY 1983
SEGA ELECTRONICS'
ROM LINE (PART 4)
1/0 Ports
So far in our discussion of a computer, we've
looked at circuits that cannot communicate
meaningfully with a human.
There must be additional circuits that allow
a computer operator to control the flow of
information to and from the computer. That is
exactly what the input and output ports do in
any computer. They are the direct means
through which an operator communicates with
the computer, or the computer with the operator.
Let us look at an input port first.
In a computer, the data bus is the bi-
directional path for the flow of computer infor-
mation. The data on the data bus is used by the
microprocessor to perform certain functions.
When the data is input by a human operator, it
must be placed on the data bus at the proper
time for use by the computer. So, an input port
is tied directly to the data bus and the informa-
tion available at the port is "read" by the
computer and acted on. (See Figure I.)
The input switches are operated by the
player ( in the case of video game computers),
then, at a predetermined time, the computer
enables the input port IC so that the switch
levels ( either high or low) can be placed on the
data bus. Now, the switch levels can be under-
stood by the computer and acted on accordingly.
Note that the input port is not enabled all the
time. Through the input port select IC, the
computer "looks at" this input port only and
takes in the data. The "AD" and "IN" signals
must both be active high for the "ENABLE"
signal to be active LO and select and input port
IC. Both" AD" and "IN" are signals generated
by the microprocessor under control of the
computer program. Remember, both signals
must be high to enable the port.
In the case of output ports, the exact
opposite procedure occurs. Data to be output
to the player (for example, a game sound), is
placed on the data bus. At the right moment,
again controlled by the program, the output
port is selected and the data is sent to the sound
board to trigger the appropriate sound board
circuit. Figure 2 shows a typical output port
configuration.
Again, the computer must be told by the
program when to select the output port. This is
done by the" AD" and "OUT" signals applied
to the output port select IC. Both signals must
go high to make "ENABLE" active low.
This is, of course, a general introduction to
the 1/0 ports, but it describes common designs
in 1/0 ports. More complex 1/0 designs are
often necessary because of the larger number of
1/0 ports available in a particular computer.
The important points to remember in any 1/0
circuit are that 1) the computer must select the
1/0 port under program control and 2) the
computer, in selecting a port, must then enable
that port. Keep these points in mind when
troubleshooting a game that, for example, does
not output data to a sound board, or does not
allow the player switches to activate the game.
In the next issue, we'll see the need for
power. Keep tech'ing!
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To !<.ownd BoHd
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6
STAR*TECH JOURNAL/JANUARY 1983
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AMOA '82 ... THE OPERATOR'S VIEWPOINT
By Todd Erickson, Summit Amusement, St. Paul, MN
Again, AMOA had an excellent show in Chicago. Emphasis was placed on more
beneficial seminars. This had to be a result of the success of the AOE show last
spring. The trade shows of the future are going to have to do more than show the
operator what is on the distributor's showroom floor. If they don't, the attendance
will drop.
I don't feel that there were any surprises at the show. This doesn't indicate,
however, that fine equipment wasn't displayed. But most of the hot equipment is
already on the market. I feel the hit of the show was "Joust". This game has been out
for many weeks.
Gottlieb had their first hit video, "Q•Bert", at the show. This is an in-house
product that appeals to both men and women. As a general rule, the vast majority of
the long-lasting games have had a male and female parallel appeal. Congratulations
to them.
"Front Line" by Taito has been a top earner. This game's earning level is similar
to "Jungle King" ("Jungle Hunt") when it was first introduced. One word of
caution: it may break an occasional micre>-switch, with the amount of play this game
receives. Keeping a few micre>-switches in the game would be a good idea.
"Pole Position" by Atari has to be their next big hit. "Millipede", I feel, is an
excellent update to "Centipede" where good "Centipede" players exist. The
longevity of this piece will make it an excellent investment.
Midway's " Super Pac-Man" should follow in true "Pac-Man" style. I feel that this
will be better placed in an arcade than in a street location. "Baby Pac-Man" will be a
nice novelty game. "Pac-Man Plus" is a new update kit for the original "Pac-Man".
Nintendo introduced "Pop-Eye". This will be a game to watch when it is
released. Universal's " Mr. Do" is a cute game from one of the small guys that I feel
is worth watching.
I also feel that income from pins in general will be going up this year. Sega had
their video disk system at the show. The price will be high, but it may be the answer
to a low-priced update game.
The game market today has not dropped. The yield per game has dropped.
Consequently, the operator must cut service costs by preventive maintenance, and
by purchasing the right games for each particular location. By doing this, the
operator will be able to maintain the profitability he has had in the past.
News Bits/EEPROMS
The EPROM may soon be a thing of the past as Intel, SEEO,
General Instrument, National Semiconductor and Hitachi are
expected shortly to introduce 16K, 5V EEPROMs (electrically
erasable).
NINTENDO
"DONKEY KONG" BUTTON QUICK FIX
Problem: The orange full-sized button
on some " Donkey Kong" games is
losing its top half.
Quick Fix: Putacarpet tackwithaflat
head stuck in the bottom of the button.
15000 Main Street
Gardena, CA 90248
Thanks to Marty Stein of Pinball Wizard, Annandale, VA
213-516-9525
MURPHY'S LAW #411
A shortcut is the longest distance between two points.

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