Star Tech Journal

Issue: 1983-September - Vol 5 Issue 7

16
STAR*TECH JOURNAL/SEPTEMBER 1983
H&R Er;1terprises,
a division of
Famlee Electronics, Inc .
• has •••
Over
2 Million
Integrated
Circuits
All IN STOCK ...
TRANSISTORS AND DIODES TOO!
H&R
ENTERpRiSES
9025 Eton Avenue
Canoga Park, CA
91304
·21}/709-4~40
TELEX: 6622~8
DOMESTIC
& EXPORT!
Is Someone
You Know
Interested in
Receiving a
Sample Issue?
If there is, simply fill out the
information we'll need to
mail them a complimentary
issue.
Send a sample copy to:
SEGA
TECH TIPS/UNIVERSAL SOUND BOARD
Making its debut in Tac/Scan and currently being employed in Star Trek is Sega's Universal
Sound Board (PIN 800-0377). Designed to meet the considerable variety of sounds required of
today's sophisticated video computer games, while at the same time meeting configuration
changes from game to game, the Universal Sound Board simplifies production requirements. The
following article details the operation of this unique and innovative game board
The Universal Sound Board operates under control of stored program data. These digital
signals are converted to an analog signal ( clocked sinusoidal wave) by the use of digital-to-analog
converters, summed together and fed through an output amplifier. This fmal output may or may
not be filtered.
The sound board is subdivided into three independent and identical sound blocks or envelopes
(CTCO, CTCl and CTC2). Refer to the table for IC assignments for the individual blocks.
A sound block consists of (a) a Programmable Interval Timer, an 8253; (b) a decode
multiplexer which provides a WR signal for the D-to-A converters (74LS139s); (c) three
independent and identical output channels (AD7524s ); ( d) a filtering network, made up of analog
switches (4053s) and (e) a summing amplifier (TI.082).
Under program control the sound data is simultaneously sent to the timing I Cs (8253s) and the
D-to-A converters. The programmable timer generates three sine wave outputs (OUT 0, 1, 2)
which provides a timing signal for the D-to-A converters and the filter network. Simultaneously,
the decoder multiplexers (74LS 139s) under program control develop a WR signal that allows the
program data, already available, to be written into the D-to-A converters. The output of the O-to-
A converters (pin 1) are fed into the op-amps (TL082s) which provide a sine wave output that
varies between plus and minus two volts. The output of these three channels are then summed
together by the op-amps. The resulting output can then either be sent directly to the output amp or
be rerouted and fed through the filtering network.
The filtering network is under control of the signal switch(es) which is developed by the
controller I Cs (7 4LS7 4 ). When the signal switch equals one ( a HI), the filtering network is on, and
the output is being filtered. The opposite is true when the signal switch equals zero ( a LO). Circuit
configurations in the analog switches are: xy to y for one (HI), and xy to x for zero (LO). The
switch signal also allows development of a filtered or unfiltered noise output
Finally, the analog sound output of the filters is then routed to the output amplifier TI.082
(Ul).
P.I. Timer (8253)
Channel A
Channel B
Channel C
Filter Network
Controller IC for
Filter Network
Decoder Multiplexer
Summing Amp
SOUNDBLOCK0
U41
U26, 019
U25, UIS
U24, 017, U7
us
SOUND BLOCK 1
U42
012, U3
013, U4
014, us, 016
U16, U9, U7, UIS
SOUND BLOCK 2
U43
U27, U20
U28, U21
U9, U22, U31
U30, U23, U31
U38
Ul0
U6
p/oU2
p/o Ull
U9
p/oU2
p/o Ull
U~3
2KX8
RAM
G-80BUS
SOUND
BLOCK
Name _ _ _ _ _ _ _ _ _
Address _ _ _ _ _ _ _ _
COMMAND
City/State/Zip _ _ _ _ _ _
LOGIC
8036
CPU
SOUND
BLOCK
Send it compliments of:
SOUND
BLOCK
'Name _ _ _ _ _ _ _ _ _
Address _ _ _ _ _ _ _ _
I
HARDWARE
TIMING
City/State/Zip _ _ _ _ _ _
NOISE
Mail to:
StarkTech Journal
PO Box 1065
Merchantville, NJ 08109
BLOCK DIAGRAM: UNIVERSAL SOUND BOARD
Continued on nut page.
STAR*TECH JOURNAL/SEPTEMBER 1983
17
Sega Tech Tips continued.
l>ATA
& ( 'ONTHO I.
t '( )M l'<)SI T E
A l ' l>I O OUT
l'l 'S
(; C)S
.! Mlt Z
swrrnn:u
FII.TEH
School Por
Electronic
lames
TWO-WEEK COURSE
COVERS VIDEO AND
PINS. BY SCHEMATICS!
OUR 11th YEAR!
!'lt-:TWOHK
N OI S t-:
_
_ _ _ _ __ __ __
_____,
BLOCK DIAGRAM: SOUND BLOCK
ARCADE DEBIT CARD SYSTEM
col
DEBIT CARD SYSTEM: THE ONLY SOLUTION
FOR ARCADES WITH FALTERING REVENUES
The first low cost card system that will enable you to price gameplay in increments of one
cent
It works as follows: A patron comes in and purchases a paper debit card for any amount
he desires - let's assume $2.00. The cashier inserts the card (which costs you only 2
cents) in a computer-controlled encoder and punches the desired amount into the
keyboard Now the computer "knows" that card number X is worth $2.00.
The patron then goes to the game of his choice and enters the card in a slot on the ame,
just below an LED readout indicating the current "MARKETPRICE" per play of that
particular game - let's assume that happens to be 17 cents. The validator unit will now
"ASK" the computer whether or not card number X has 17 cents ( or more) in the
"KITTY" and the computer will "answer'' in the form of one credit on the screen, and at
the same time shows the balance left in the "KITTY" on the LED readout (in this case
$1.83 ). In the event that there is not enough credit available in the" KITTY", it will simply
reject the card.
You can easily install this system in your gameroom youself. Present coin slots can be
plugged up or removed and all games require a wire directly to the computer. The cost will
be approximately $2500 for the computer and about $100 per game for the validators.
But here is the real "Special Feature"
With the new COl system, it will not be possible to let your customers establish the "right"
price per gameplay by starting the games out low, like 5 cents for instance, and monitor how
many times each game is being played. If one game is higher compared to the others, you
then apply a special "TICK-R-TAPE" formula and raise the price in increments ofone
cent, much like the stockmarket is strictly governed by supply and demand!
Coin Computer Company strongly feels that gamepricing today is the biggest problem
operators have. No matter how many tokens you sell for a dollar, it still takes one token per
game and people will only play the newest pieces available to them. With the COl system,
that is no longer a problem. Since all games are now priced realistically through "players
choice" , your customers will try all the lower priced games and learn to like them
inexpensively. Once he likes the game alot and he (and others) begin to play it more often,
the price will increase. But he won't mind because he's now hooked. This is the exact
reverse of the present gameroom situation in the country!
Coin Computer Company has looked into other debit card systems now coming into the
market (See PlayMeter June 15 and July 15) and the major drawbacks are the cost of the
systems, which go as high as $400 per game, plus central equipment and the high cost of the
cards, which run up to 25 ¢ each.
They claim to have built a simple workhorse without alot of bells and whistles, ready to
do a dependable job for you without breaking you financially.
For further information, please contact Coin Computer Company at 313/ 583-0585 .
7th Annual Bally Midway 5-Day School
This year's Bally Midway school will be held September 26th through September 30th at
Howard Johnson' s O'Hare International, 10249 Irving Park Road, Schiller Park, Illinois
60176.
The format of the school will be as follows: Monday and Tuesday will cover pinballs
and video pins. Wednesday through Friday will cover videos.
For further information and/or to place your reservation call: Debbie- 800/ 323-7182
or Pat - 800/ 323-3855 .
Calk
Coin
College
P.O . BOX 810
NICOMA PARK, OK
73066
405/769·5343

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