Star Tech Journal

Issue: 1984-April - Vol 6 Issue 2

NEW YORK (Cont.)
Pyramid Electronics, Inc.
353 E. 76th Street
New York, NY 10021
(212) 628-6500
HilllV
277 Winton Road/Box 100
Rochester, NY 14610
(716) 482-5521
Buckeye Appliance-lV Center
368 E. Whittier
Columbus, OH 43206
(614) 444-1166
NORTH CAROLINA
Gibb's Radio Co.
18 Biltmore Ave.
Asheville, NC 28801
(704) 253-2421
Queen City 1V Service Co.
516 N. Tryon St.
Charlotte, NC 28202
(704) 377-5961
Jim Spencer's 1V Service
5005 Sandlewood Or.
Raleigh, NC 27609
(919) 834-7834
OREGON
Lew Storms Video & 1V Service
4760 S.E. Division
Portland, OR 97206
(503) 233-5971
NORTH DAKOTA
Corwin Churchill Appliance
122 Main/Box 1078
Bismarck, ND 58501
(701) 223-1170
OHIO
1V Electronic Services, Inc.
2076 Harrison Ave.
Cincinnati, OH 45214
(513) 481-6400
Associated 1V & Radio Co.
14807 Madison Ave.
Cleveland, OH 44107
(216) 221-2024
OKLAHOMA
Reynold's Electronic Service
10521 N. May Ave.
Oklahoma City, OK 73120
(405) 751-5604
SOUTH DAKOTA
Karl's 1V & Appliance
19 New York St.
Rapid City, SD 57701
(605) 343-3610
VERMONT
Television Vermont, Inc.
89 Canal St.
Brattleboro, VT 05301
(802) 254-2068
TENNESSEE
Specialized Video & Elect.
180A S. Cooper
Memphis, TN 38104
(901) 276-3515
Able Video Electronics
903 8th Ave., South
Nashville, TN 37203
(615) 256-2852
VIRGINIA
Circuit City Service
2040 Thalbro St.
Richmond, VA 23230
(804) 257-4307
TEXAS
Joseph Sartor Jr., 1V
4512 McKinney/Box 808
Dallas, TX 75205
(214) 526-2114
Bueno Video
6701 Alameda
El Paso, TX 79905
(915) 772-6624
Astro Audio Visual Corp.
1336 W. Clay
Houston, TX 77019
(713) 528-7119
Hopp's Central Service North
2600 West Avenue
San Antonio, TX 78201
(512) 736-4527
PENNSYLVANIA
Blue Mountain Electronics
1112 Linglestown Rd.
Harrisburg, PA 17110
(717) 236-3675
Tesco Inc.
9237 Roosevelt Blvd.
Philadelphia, PA 19114
(215) 677-5000
Serv-U-Service Corp.
5432 Butler St.
Pittsburgh, PA 15201
(412) 782-4411
RHODE ISLAND
Rudden & Martin, Inc.
1884 Westminster St.
Providence, RI 02909
(401) 421-0595
UTAH
Village Television
1661 W. 4800 South
Salt Lake City, UT 84107
(801) 262-3346
SOUTH CAROLINA
Torrence 1V
5122 Two Notch Rd.
Columbia, SC 29204
(803) 786-0388
WASHINGTON
Teletron Service
4415 Aurora Ave.
Seattle, WA 98103
(206) 633-0789
1866-RCAS
616 E. Third Ave.
Spokane, WA 99202
(509) 838-5270
WEST VIRGINIA
1807-RCAS
608 Rock Lane Dr./Box 9276
South Charleston, WV 25309
(304) 768-0051
WISCONSIN
Sunshine 1V & Stereo Service
2044 University Ave.
Green Bay, WI 54302
(414) 432-4537
Star 1V & Appliance Co., Inc.
514 W. Lincoln Ave.
Milwaukee, WI 53207
(414) 672-1242
WYOMING
Stan's 1V & Radio
1615 E. 2nd Street
Casper, WY 82601
(307) 266-1365
MVLSTAR
M.A.C.H. 3 TRDUBLEBHDDTING [CONT.)
INTRODUCTION
...,,e newly developed video-
discsystemingamesrequired
manufacturers to develop new
technologies to utilize these
systems. Mylstar Electronics, Inc.
created a fully interactive game
system using the video disc player
for the background images, and
overlaid
computer-generated
graphics on top. This game system
was created by Mylstar's Engineer-
ing Department by modifying their
GG-111 game computer board, and
incorporating two new PC boards.
I
This technical article will focus on
one of the new boards, the A2
Interface Board. The purpose and
function of this board will be out·
lined, to give a background
understanding of why and how it
works. The second part will con-
centrate on troubleshooting the
board through circuit descriptions
and signal tracing.
The Interface Board's function is to
create a medium in which the two
systems can communicate. The
game graphics computer uses the
data bus and 5 strobes to com·
municate with the Interface Board.
The information going to and from
the video disc player is in four
different signal formats. The Inter-
face Board will operate on three of
those signal formats; the 11-bit
coded Command Control signals
going into the video disc player, the
24-bit Phillips Frame Number code
from the composite video signal,
and the digitally encoded Audio
Track 2/R from the video disc.
Located on the A 1 CPU Board, one
of the Input Ports is a 20-pin DIP
socket which carries the Data Bus
to the Interface Board. This socket
carries three Input Port Select
Functions, IP5, IP6, and IP7, and
three Output Port Select Functions,
OP1, OP6, and OP7. These read
and write control lines will be used
by the CPU to latch data to and
from the Interface Board. This data
is used when the CPU needs to
send commands to the video disc
player, or receive information from
it.
FRAME NUMBER
DECODER
In order to properly start a game
and place the jet fighter and targets
on the screen, the CPU must know
what frame is being displayed on
the screen. Encoded on every frame
in a CAV (standard play) disc is a
frame number, from 1 to 54000,
which is inserted into the vertical
blanking period of every odd field
of each frame. This frame number
is stripped from the composite video
signal on the Color/Sync Board
and is received at the Interface
Board via J3.
The 24-bit bi-phased Frame Signal
is inverted by one gate of A2 (a
Schmitttriggerinverter). Thesignal
is sent to C29, R30, and another
gate of A2 for positive edge detec-
tion, which is inverted once for
negative voltage spikes, and also is
sent to another positive edge
detector (C30, R31, and a third
gate of A2), which is inverted twice
for positive voltage spikes. The
positive and negative voltage spikes
are summed by A4 (a two-input
NANO gate) so that 84 (a non-
retriggerable monostable multivi·
brator) can produce a clock pulse
(FCLK) for the serial to parallel shift
registers. The positive and negative
voltage spikes are inverted by A3
and summed with the clock pulse
to produce Set and Reset pulses
for the D-type Flip Flop (83). This
will produce a serial data train
representing the Frame Number.
____
AP
__ R _ 1 L _ 1 _ s _ 8 4 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - S T N f * l ~ ~ - · · · · · · · · · · · · · · · · · · · · ·
The serial Frame Number(FDATA)
is then shifted into three serial-to-
parallel shift registers, B1, G1, and
H1, by the FCLK signal. Within the
Frame code we have to represent
numbers from 1 to 54000, one for
each video frame. One binary coded
digit (BCD) can be represented by
four binary bits, so the five digits of
number 54000 will be represented
by 20 bits. The high order four bits
of the 24-bit Frame Number code
are all ones, which will be shifted
rnto the high orders four bits of the
most significant shift register (B1)
and generate the Valid Frame
Number latching pulse. The dual
four-input NANO gate (E1) is con-
figured to detect the four high bits
and generate a clocking pulse that
latches the Frame Number into the
8-bit latches B2, G2, and H2. The
game machine CPU will strobe the
input port functions IP5, IPS, and
I P7 to read the Frame Number onto
the data bus.
AUDIDTRACK
DECODER
The video disc has not only com-
posite video information stored on
the disc, but also contains two
separate discrete audio channels.
One channel contains pure sound,
such as the jet noise and voice,
which is routed directly to the AS
Sound Board for pre-amplification.
The other channel contains a
digitally encoded audio frequency,
which carries target information
relating to the game play and proper
placement of targets, and the
horizon.
During active play time of the disc,
the Audio Track 2/R will be contin-
uously transferring serial digital
data to the Audio Track Decoder
section at a 5-KHz rate. Approxi-
mately every one and a half seconds
the Interface Board will have re-
ceived a 1 K block of digital
information which will then be
transferred to the game machine
CPU.
The digital data coming from the
audio track is encoded in an audio
frequency, rising and falling across
the zero volt level at its own clock
rate. The audio track must be
decoded to determine the clock
rate and to detect transitions through
ground to generate positive pulses.
The Audio Track 2/R is a 1-volt
peak-to-peak signal which comes
into JS. The audio signal is first sent
to an amplifier(R46, R47, R48 and
03) through C78 to give a better
signal-to-noise ratio. The 5-volt
peak-to-peak signal passes through
a DC clamping circuit (C79, D 1, and
D2), a biasing network (R10 and
R11 ), a low pass filter (R36 and
C10), and on to the zero crossing
detector (X4). The IC X4 is a dual
voltage comparator that has been
configured to be a zero crossing
detector. Both outputs of the zero
crossing detector are tied to a two
input AND gate (S4) which will
produce a pulse train at pin 8 that is
high when the input wave passes
through a 1 00mV window around
ground. This signal is sent to E3,
M5, and V5, so that the data clock
and break in transmission signals
can be formed.
the output is also connected to a
data detector consisting of A4 and
S2. Th is circuit determines whether
an edge is detected between clock
pulses, indicating that a logic "1"
was received at the zero crossing
detector. When that occurs, the
data detector generates a high
pulse to be clocked into a serial to
parallel converter(K1) via the clock
from the clock generator (M5).
As the parallel data is received it is
sent to a bus transceiver (M1) and
to a Buffer Starts Detector, (N3 and
N2) which will detect the buffer
sync byte, 67, the first byte in the
1 K block of data. A high pulse is
produced at N2, pin 2, when the
buffer sync byte is detected. This
high pulse is inverted by the NANO
gate (S3) and clears the Buffer
Ready Flag D flip flop (V4) and the
RAM address counters (V1, V2, and
V3) through the AND gate (S4). The
audio track data clock will begin
clocking the Module 8 Counter(V4
and N4) which will generate the
RC LOCK function every eight data
bits. The RC LOCK function is multi-
plexed through the RCLOCK MUX
(S3) to generate the clocking pulses
for the RAM address counters. The
RAM address counters then
sequentially address the Buffer
RAM (S1) to store the 1 K block of
data from the audio track for the
game machine's later use.
The CPU machine, as mentioned
earlier, has several input and output
port select lines connected to the
Interface Board to control certain
portions of the board. To access
the Audio Track Decoder section
the game machine CPU will use the
OPS and OP7 functions in conjunc-
tion with the DO bit to create two
latching functions, STB1 and STB2,
(B3 and E3). The function STB1 is
used to read the Status Register
(E2) to report to the CPU the condi-
tion of certain portions of the
interface circuitry.
One of the status functions read by
the game machine is the Buffer
Ready Flag (V4), which is pulled
high when the most significant bit
of the RAM address counters goes
high. This indicates that the Buffer
RAM (S1) has been filled with the
1 Kblockofdata The game machine
then pulls the DO bit low as it strooes
the OPS function fort he B3 flipflop
to change output states. The Q
output of B3 is OR'd with I P7 strobe
to produce STB2.
The RCLOCK MUX circuitry is made
of 3 two-input NANO gates con-
figured so that if the Buffer Ready
Flag is low, then the RC LOCK func-
tion will be used to determine the
clocking rate for the RAM address
counters. When the Buffer Ready
Flag goes high, it enables the game
machine to set the clocking rate
with the STB2 function through the
RCLOCK MUX. The STB2 signal is
sent to a Schmitt trigger inverter
(A2), and to a monostable multi-
vibrator (B4) for glitch-free pulse
shaping of the signal to match the
data transfer rate of the game
machine CPU. This pulse shaped
signal (MSTB2) will now sequentially
increment the RAM address
counters, while the STB2 function
will read the data on to the Data
Bus through the eight-bit buffer
(K2).
COMMAND
CONTROLLER
The Command Controller section of
the A2 Interface Board creates the
means by which the game machine
sends instructions to the video disc
player. The video disc player has
26 functions, such as freeze frame,
fast forward, search to frame, play,
reverse, etc., that can be controlled
from an infra-red generating remote
control unit, or from an External
Control input port at the rear of the
player. The External Control port is
a serial, two-wire, interface input
that disables the remote control
receiver when connected.
The Command Controller section,
therefore, is a serial interface
encoder and transmitter. It not only
converts
the
parallel,
8-bit
command from the game machine
CPU to a serial format, but must
also generate the protocol neces-
sary for the control section to
communicate with the video disc
player. The correct protocol con-
sists of a series of bursts of a carrier
frequency, with the bursts separated
by a specific length of time that
determines whether a "0" ora"1" is
being transmitted.
Any of the 26 commands can be
encoded using a serial 11-bit pulse
code modulation (PCM) scheme.
The PCM scheme means to modu-
late the time between the bursts to
indicate the "0" or"1" status of the
bit within the code. Each pulse
burst consists of 10 pulses of the
38 KHz carrier frequency and is
approximately 0.263 milliseconds
long. The elapse time between
bursts, termed the Bit Period, is
either 1.05 milliseconds to indicate
a logic "0" or 2.1 0 milliseconds to
indicate a logic "1".
ThegamemachineCPUwillinitiate
a command transfer through an-
other output port function, OP7.
The OP7 function latches the CPU's
command from the data bus into a
parallel-to-serial shift register (M2)
23
and also resets the Start Transmis-
sion Flag (W2). The Start Transmis-
sion Flag enables the counter chain
made up of X2, W1, and X1 and the
burstclock(X3) a LM555 timer. The
LM555 timer produces a 38 KHz
clock signal to the counter chain
when pin4 is high. The clock can be
calibrated with the Self-Test mode
or by moving jumper JP14 from
normal to test and adjusting R22
until the period of the signal at pin 3
is 26 usec.
One half of W2, a D-type flip flop,
generates the Start Transmission
Flag while the other half is used to
gate the38 KHz bursts to the output.
A presettable decade counter (X2)
is used as a Burst Counter which
strobes W2 to gate 1 0 clock cycles
to the output. W1 is a data-to-period
counter which receives the serial
data output from the parallel-to-
serial shift register(M2). If the data
from M2 pin 9 is a logical high, the
W1 is preset with an 8 which pro-
duces an approximately 2.1 msec
period. If the data is a logical low,
the W1 is preset with a binary4 that
produces an approximately 1.05
msec output period. The IC X1 is a
Bit Counter which counts 11 bits
and then disables the Start Trans-
mission flip flop and sets the End of
Transmission Flag. When the End
of Transmission Flag is high, the
game machine CPU will read it
through the Status Register (E2) to
allow the CPU to send another
command if it needs to.
CONCLUSION
The proper operation of the game
system is the normal condition
under which these circuit descrip-
tions apply. Of course, a defective
Interface Board will halt proper
game operation, possibly even
prevent initialization. The use of
the Self-Test mode in the game will
aid the technician in troubleshooting.
When entering any specific test in
the Video Test section of the Self-
Test mode, the game machine CPU
will begin to send commands to the
Command Controller section and
look for responses from the Status
Register. This will allow a technician
to check the Command Controller
section. Until a specific test is begun,
thegamemachinewillstayinawait
state, so by pressing the "Play"
button on the front panel of the
video disc player, the disc will spin
up and output its signals to the
Interface and Color/Sync Boards.
A technician can now check the
input and initial decoding of the
Frame Number and Audio Track
Decoder sections.

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