Star Tech Journal

Issue: 1984-April - Vol 6 Issue 2

APRIL 1984
26
Manufacts continued from page 20
7. Check the IC-pins listed in Table 1 with
the Data Probe and verify that the cor·
responding 1 or 0 LED on the CAT Box is
lit.
8. Set the R/W MODE switch to (OFF) and
repeat steps 5 through 7 using address
5555 in step 5. See Table 1, page 27.
TROUBLESHOOTING THE
DATA LINES
1. Perform the Preliminary Procedure under
Troubleshooting the Master and Slave
PCB.
2. Connect the Data Probe to the CAT Box.
3. Connect the Data Probe ground clip to a
ground on one of the PCBs under test.
4. Set the CAT Box switches as follows:
a. BYTES
b. PULSE MODE
c. R/W (not)
d. R/W MODE
5. Enter address 0800
1
UNLATCHED
WRITE
(OFF)
with the CAT- Box
keyboard.
6. Press the DATA SET pushbutton.
7. EnterdataAAwlththeCATBoxkeyboard.
8. Setthe R/W (not) MODE switch to PULSE
and then to STATIC.
9. Check the IC-pin listed in Table 2 on page
27 with the Data Probe and verify that the
1 or 0 LED on the CAT Box Is lit.
10. Set the R/W (not) MODE switch to (OFF)
and repeat steps 6 through 9 using data
55 in step 7.
TROUBLESHOOTING THE
WORKING RAM
1. Perform the Preliminary Procedure under
Troubleshooting the Master and Slave
PCB.
2. Set the CAT Box switches as follows:
a. DBUS SOURCE
ADDR
b. BYTES
1024
c. R/W (not) MODE
(OFF)
d. R/W (not)
WRITE
3. Enteraddress0OOO(MasterPCB)or0010
(Slave PCB) with the CAT Box keyboard.
4. Sett he R/W (not) MODE switch to PULSE
and back to (OFF).
5. Set the R/W (not) switch to READ.
6. Setthe R/W (not) MODE switch to PULSE
and back to (OFF).
7. The Working RAM is a 2K x 8 device. To
test the entire device, set the R/W (not)
switch to WRITE and repeat steps 4
through 6.
8. If the CAT Box reads data that does not
match that entered in step 4, the
COMPARE ERROR LED will light. The
CAT Box ADDRESS/SIGNATURE read-
out will indicate the address location of
the error.
TROUBLESHOOTING THE
COMMUNICATION RAM
1. Perform the Preliminary Procedure under
Troubleshooting the Master and Slave
PCB.
2. Connect a jumper between the RES and
GND test points.
3. Set the CAT Box switches as follows:
a. DBUS SOURCE
ADDR
b. BYTES
1024
c. R/W (not)
WRITE
4. Enter address 0800 with the CAT Box
keyboard.
5. Sett he R/W (not) MODE switch to PULSE
and back to (OFF).
6. Set the R/W (not) switch to READ.
7. Setthe R/W(not) MODE switch to PULSE
and back to (OFF).
8. The Communication RAM is a 2K x 8
device. To test the entire device, set the
R/W (not) switch to WRITE and repeat
steps 5 through 7.
9: If the CAT Box reads data that does not
match that entered In step 5, the COM·
PARE ERROR LED will light. The CAT Box
ADDRESS/SIGNATURE readout will
Indicate the address location of the error.
TROUBLESHOOTING WITH
CHECKSUMS
NOTE
This procedure can only be done with those
CAT Boxes equipped with a Checksum switch.
1. Perform the Preliminary Procedure under
Troubleshooting the Master and Slave
PCB.
4. Setthe R/W(not) MODE switch to PULSE
and back to (OFF).
5. Set the R/W (not) switch to READ.
6. Setthe R/W (not) MODE switch to PULSE
and back to (OFF).
7. If the CAT Box reads data that does not
match that entered in step 4, the COM·
PARE ERROR LED will light. Use the
DBUS SOURCE switch to aid in deter·
ining the location of the error.
TROUBLESHOOTING THE
SLAVE DISPLAY RAM
NOTE
The following procedure erases one-half of
the bit map while the other half shows Its data
on the game display. Steps 6 and 9 change the
bit map halves back and forth.
1. Perform the Preliminary Procedure under
Troubleshooting the Master and Slave
PCB.
2. Set the CAT Box switches as follows:
a. DBUS SOURCE
b.BYTES
C. R/W (not)
DATA
1
WRITE
3. Enter address 1200 with the CAT Box
keyboard.
4. Press the DATA SET pushbutton.
5. Enter data 03 with the CAT Box keyboard.
6. Setthe R/W(not) MODEswitchtoPULSE
and back to (OFF).
7. Press the DATA SET pushbutton.
8. Enter data 02 with the CAT Box keyboard.
4. Enter the address given in Table 3 on
page 27 with the CAT Box keyboard.
5. Setthe R/W(not) MODE switch to PULSE
and then back to (OFF).
9. Setthe R/W(not) MODE switch to PULSE
and back to (OFF).
1 0. The game display should be completely
blank. If so, then repeat steps4 through 6
and again verify that the game display is
completely blank. If anything appears on
the game display, then proceed with step
11.
11. Connect the Signature Analysis probes
as follows:
a. START to the VSYNC test point.
b. STOP to the VSYNC test point.
c. CLOCK to pin 8 of IC 6L.
6. Check the CAT Box ADDRESS/SIGNA•
TURE readout for the appropriate
checksum listed In Table 3.
12. Connect the Data Probe to the CAT Box
DATA connector and all probe ground
leads to a Slave PCB ground.
7. Repeat steps 4 through 6 for each address
listed In Table 3.
13. Set the CAT Box Signature Analyzer as
follows:
2. If applicable, remove the jumper between
the RES and GND test points.
3. Set the CAT Box switches as follows:
a.
b.
c.
d.
BYTES
OBUS SOURCE
R/W(not)_
Checksum Switch
1024
DATA
READ
On
TROUBLESHOOTING THE
MASTER DISPLAY RAM
NOTE
The Playfield RAM is part of the Working RAM.
Refer to Troubleshooting the Working RAM to
test the playfield. Only the Motion Object RAM
is tested in the following procedure.
1. Perform the Preliminary Procedure under
Troubleshooting the Master and Slave
PCa
2. Set the CAT Box switches as follows:
a. DBUS SOURCE
ADDR
b.BYTES
256
c. R/W (not)
WRITE
3. Enter address 3000 with the CAT Box
keyboard.
a. START
Positive (up)
b. STOP
Positive (up)
c. CLOCK
Positive (up)
14. Set the TESTER MODE switch to
SIGNATURE.
15. Press the TESTER PRESET pushbutton.
16. Connect the Data Probe to pin 14 of IC 7 A
17. Verify that the CAT Box ADDRESS/
SIGNATURE readout is 0000. If not, there
is an error associated with IC 7 A.
18. Repeat steps 15 through 17 for each of
the remaining RAMs: locations 78 through
7F, BA through BF, 9A through 9F, and
1 0A through 1 OF.
27
APRIL 1984
If the preceding procedures for troubleshoot-
ing the Master and Slave PCB are successful,
then there should be enough of the game
circuitry working to perform the Self-Test
procedures.
SIGNATURE ANALYSIS
The software necessary to perform signature
analysis is not available in this game.
TABLE 1 ADDRESS LINES
Logic State for
Address AAAA
IC-Pin
Master
Slave
28-16
28-3
28-7
18-3
18-9
28-18
28-5
28-14
28-12
28-9
20-12
20-16
20-9
20-5
20-14
20-7
20-18
20-3
1
0
1
0
1
0
1
0
1
0
1
0
1
0
1
0
3D-18
18-7
18-5
1 B-16
18-14
1 B-12
10-3
10-5
10-7
1C·9
1C·18
10-16
10-14
10-12
TABLE
IC-Pin
Master
Slave
1F·11
1F·12
1F·13
1F·14
1F·15
1 F-16
1F·17
1 F-18
2H/J·9
2H/J·8
2H/J·7
2H/J·6
2H/J·5
2H/J·4
2H/J·3
2H/J·2
Addreaa Line
Logic State for
Address 5555
0
1
0
1
0
1
0
1
0
1
0
1
0
1
0
1
a
DA'tA
Master
Slave
PABA15
PABA14
PABA13
PABA12
PABA11
PABA10
PABA9
PABA8
PABA7
PABA6
PABA5
PABA4
PABA3
PABA2
PABA1
PABAo
PBBA15
PBBA14
PBBA13
PBBA12
PBBA11
PBBA10
PBBA9
PBBA8
PBBA7
PBBA6
PBBA5
PBBA4
PBBA3
PBBA2
PBBA1
PBBA0
LINE ■
Logic State for
Data AA
Logic State for
Data55
1
0
1
0
1
0
1
0
0
1
0
1
0
1
0
1
Data Line
Master
Slave
PABD7
PABD6
PABD5
PABD4
PABD3
PABD2
PABD1
PABD0
EPBBD7
EPBBD6
EPBBD5
EPBBD4
EPBBD3
EPBBD2
EPBBD1
EPBBD0
TABLE 3 ADM CHECKSUMS
ROMTested
Location
Address
Checksum
136023-501
136023·502
136023-503
2D
2F
2H/J
4000
6000
8000
A0OO
136023-504
2K
136023-509
136023-510
136023-511
136023-512
136023-513
136023-514
136023-515
1E/F
1 F/H
1J
1K
1L
1M
1N
164C*
24D4*
463F*
5blb*
7776*
EF30*
dEbE**
C9F0**
F394**
298E**
cooo
EOOO
2000
4000
6000
8000
AOO0
84AA**
cooo
6CA0**
4FCC**
E000
PCB Under
Test
Master
Master
Master
Master
Master
Master
Slave
Slave
Slave
Slave
Slave
Slave
Slave
* If this checksum is unstable or does not verify, connect a 220-pF capacitor from
pin 6 and a 220-pF capacitor from pin 7 of IC 1 J to ground. Remove the
capacitors after the checksum troubleshooting is completed.
** If this checksum is unstable or does not verify, connect a 1000-pF capacitor
from pin 13 and a470-pF capacitor from pin 12 of IC 2K to ground. Remove the
capacitors after the checksum troubleshooting is completed.
INGUIZITIVE
ANSWERS:
MARCH
83. b
84. d
85. c
EJTHER
WORDS
The names of Space Ace villains comprise
this issue's word puzzle. Find and encircle
these words as they appear below. They
run vertically, horizontally, diagonally and
sometimes backwards.
SPACE ACE VILLAINS
BORF
GROOTES
SQUIDANTS
SHAG
GRUMLETS
DROIDS
BABALOONS
HEXTER
CARNICULA
RIKYGXGVRF
QKJAMQHNAB
BCHRBUOUJC
XSQUIDANTS
FFCOCGBHIN
VWYGAOFQMS
IUBKRKCHGK
TFTFNPLSMV
VLEAIMKDWG
RJQRCZWIUE
EFUCULKOLG
TDNTLOHRAB
XASQANXDAC
ESUTXPIBQB
HBEOEMABVC
BMVTWLMMOD
OPXTOMMZLC
ZDBOAOGUGH
UANVAJRMRB
VSZLLOOGAG
Here is the answer key
to March's puzzle:
VIDEO GAME COMPONENTS

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