Star Tech Journal

Issue: 1984-August - Vol 6 Issue 6

more blows on the opposing boxer than he
gets on himself. The player doesn't have to
use this button and is able to drop the opposing
boxer with left and right blows. With a com-
bination of joystick moves and the blow
buttons, the challenger (player, is able to
deliver uppercuts too.
The game is very large, measuring 72.5" in
height, lending to it the impression of a large
boxer, not that it looks like a boxer, but looks
about as tall as a large one. It has to be tall to
include the use of the second monitor. The
use of the second monitor would seem to be
superfluous, except for its eye appeal to the
passerby. The upper monitor is used mainly
by background video circuitry to show the
boxing card illustrating the present opposing
boxer, the challenger, who is the player, the
time left in the round, and the strength status
of each boxer. The game employs state-of-
the-art video graphics both in the upper
monitor and even more so in the bottom
monitor. The crowd in the arena is not just
block shapes, but really defined characters.
Some are taking pictures, some cheering on
the challenger, some the opposing boxer, and
funniest of all, Mario and Donkey Kong over at
the edges of either corner of the ring. Donkey
Kong seems to be rooting for the opposing
boxer and Mario is rooting for the challenger
- how expected!
Other features about the cabinet are the
use of the over/under coin door with the
American style coin acceptors, two speakers,
one for the voice and one for the music, and
wheels on the back of the game to roll the
game around. The coin door has lighted entry
chutes and there is a coin counter which
Nintendo has always used. Be aware that it is
a 24vdc counter. Inside the coin door is
service switch which in this game, unlike
some other Nintendo offerings, is only for
adding credit without a counter, not to enter
the service mode. You can enter the service
mode via this switch, but only if you turn the
game off and then back on while holding the
switch in. Also, the service switch, like the
coin switches, has a reaction window which
prevents the use of a coin on a string.
a
BELFTEBT
This self test is a little lacking in complexity. To
get into the service mode, use either the
above mentioned procedure with the service
switch or set the self-test switch toggle P
(SW2) to the ON position and turn the game
on. All that is contained in this test is the RAM
and ROM test for the CPU ROM and RAM,
telling you bif they are bad by the letters NG or
OK if the chip is good. This is enough for me,
but may not be good enough for operators
who would like a switch test on the screen. To
get around this, one will simply have to play
the game to see if the switches are working. It
shouldn't be hard to check the joystick and
blow buttons because they have immediate
effects on the game play, but the KO buttons
operation may be hard to check, especially if
the checker can't get to the proper KO status.
ELECTRICAL
The first thing the power cord encounters
from the wall socket is the line fuse and the
line filter. This 5-amp fuse (120vac) is the only
fuse for the game aside from the monitor
fuses. After the line filter, the power switch
opens and closes both sides of the line. After
this, the line current works into the primary
side of the power transformer. The poi 1 er
transformer supplies isolated supply as he
one used in VS. Tennis and has special pl gs
for the line supply and the logic. It won' be
exactly easy for the technician or ope rat r to
change the supply out if it fails becaus~ the
plugs. Oh yes, the switching power suppl has
a fuse inside of it too. Yet they put th fuse
inside because when it goes, som thing
drastic has usually happened and re lacing
the fuse without first checking out the parts of
the supply could only result in more damage
to the supply and maybe even the logic. So to
those people who may have this condition
mentioned above, beware of the possible
result. Unplugging the logic power plug would
be the best thing to do if you would attempt to
change this fuse.
LOGIIC BOARD
This logic board has a lot of circuitry on it as
one might expect, it being a two-monitor
game. The board is divided into three sections,
one being the main CPU board which has the
main CPU, voice, and sound generating
sections; the second board being the video
board which contains the largest amount of
memory for the generation of the boxers and
FIGURE "I: SC3UARE WAVE OSCILLATOR CIRCUIT
OUTPUT
1K..n..¼W
+5vdc
1
2
=
R2
1K
@
GND
555
v+
TRIGGER
DIS
OUTPUT
THR
RESET
CV
IC1
R1
8
7
6
C1
5
C2
I_ .01 UFO @ 10v
10KD..
LINEAR TAPER
PARTB LIST
IC1 555 TIMER OSCILLATOR
R2 1 K.n..@ ¼W OR GREATER
R3 SAME AS R2
R1 1 OK ,n_ LINEAR TAPER
C1 .01 UFO AT 10v OR GREATER
C2 2.2 UFO AT 10v OR GREATER
+
I_
2.2UFD@ 10v
the BAK board from which the final color and
sync comes from. A ribbon cable comes from
this board to the CPU board where a single
plug Is the only connection to the outside.
This single plug makes It easy to service the
board outside of the cabinet Remember all
the plugs on Donkey Kong boards and how
difficult It was to troubleshoot the board out·
side the cabinet without a special harness?
This Is not the case with the use of the single
plug.
Anyway, the CPU board could be operated
Independently from the Video and BAK boards
If It weren't for one signal (which the CPU
board requires to operate) being generated
on another board. The sign al to which I refer la
the VB line which comes from the Video
board. Thia line Is lnputto the CPU (Z80) to the
NMI llnevlaa 74LS74 todetermlnetherateof
program execution. Literally, what the VB line
serves to do la to generate an Interrupt which,
to the Z80, la unmaakable. When the CPU Is
interrupted, It updates the video presentation
to both monitors and strobes the player Inputs
and anything else which needs to be taken
care of which concerns external communlca·
tlon to the outside world. To show you how
you can operate this CPU board by Itself
without the other two boards connected, I put
together a simple circuit which can be con-
structed on a stand-alone board and connected
to this board or any(Z80) based system which
uses a similar logic setup - that Is uses the
vertical blanking line to tell the computer via
the NMI line or the INT lines of the Z80 to
update the program execution. I have had a
lot of fun with this board. I made and have
used it on many popular video games (hint,
hint) to speed up the game or to slow it down, if
you catch what I'm saying.
.
For this game, if you construct the circuit I
suggest and use it on this game, I warn you it
will mess up the video because the Video
board-generated VB signal is synchronized
so thatthe CPU update will not come at a time
when the video circuitry is generating a picture.
Thia is not the case with some other games
which use the INT line of the Z80 to serve as
the Interrupt signal, because the INT line Is
maskable whereas the NMI line Is not. If you
use this circuit on other games which use the
Z80 I NT line, you will have a clear picture. But
this depends upon the game. Nevertheless,
the Punch-Out!/ CPU board can be operated
along with no other boards connected with
the circuit connected as described below:
Construct the circuit shown In Figure 1 or
Figure 2 and verify Its operation with either
scope or logic probe. The circuit shown utlllzes
the versatile 555 timer oscillator chip as a
variable frequency square wave oscillator
which, when constructed with the shown
resistor and capacitor values, will have a
variable frequency from about 25 hertz to450
hertz, the output being available from pin 3 of
the 555. The 555 Is a very common chip
available from Radio Shack or some old logic
boards (so are the rest of the components). I
would suggest constructing the circuit on a
general purpose PC board used by experi-
menters also available from Radio Shack.
There should be three wires coming from your
board. These are the power wire (+5vdc), the
ground wire, and the output wire from pin
three of the 555. After you have built the
board, connect the power and ground wires to
appropriate supplies on the logic board. For
example, the +5vdc wire to pin 14 of chip 1 C
on the Punch-Outfl CPU board and the ground
wiretopln7 of chip 1C. Wlththeoutputwlreof
the circuit shown, verify the circuit la pulsing
along with a logic probe or a scope connected
to this wire. If it Is, then 11ft pin 1 of 1 C on the
Punch-Dutil CPU board and attach the output
wire of the circuit to the lifted pin one. Thia will
then allow you to vary the speed at which the
CPU board executes the program by varying
the pot on the circuit board. Thia will allow you
to disconnect the othertwo boards for trouble-
shooting purposes. To restore the board to
using its own VB signal, simply remove the
output wire of the circuit and resolder the pin
1 of 1 C to Its solder pad.
This part of the article concerns the
functional operation of the CPU board. It Is a
general description of its notable points.
Because the CPU board requires nothing
except the VB line from the other two boards,
It can be considered on the overview to be an
output to the other two boards and the Inputs
from the external world. The Z80 Is the main
processor and an RP2A03 MPU (custom)
generates the music and sounds. The RP2A03
(4H) operates with Its own memory at 4K and
4L and Is told what sounds or music to gen-
erate by the polling method. The Z80 places
the data that the RP2A03 will use Into the
74LS374 chips at 2H and 2J and when the
NMI line of the RP2A03 goes low, It will get
the data from the 2H and 2J chips and act
upon It. Note the NMI line of the sound CPU Is
driven from the same VB.line as the Z80 and
the Z80 does not directly Interrupt the RP2A03.
The final sound comes directly from the
RP2A03 on pins 1 and 2 and goes to be
preampllfled to the LM324 op amp at 2 N. Two
of the four op amps are utilized on the LM324
chip to amplify the sound. The other two op
amps are used by the vocalizer chip, a
VLM5030 at 6M. the VLM5030 la driven
directly by the Z80 to generate the voices.
The vocalizer CPU operates on its own
memory at 6P. When the voice chip Is busy
generating voice, It disables the Z80 Input at
6L by raising Its busy line, pin 30. This same
line also goes to a 74LS240 at 5R which la
read by the Z80 so It can know that the
vocalizer is not taking data from It. The main
CPU operates independently from the sound
and vocalizer sections so that the RP2A03
and VLM5030 can be removed from the board
and the main CPU would still operate. Thia
makes troubleshooting the board easier,
knowing that the Z80 requires no information
from these sections to operate the video and
Inputs properly. Inputs to the logic board are
taken in parallel from the chips at 1 R, 2R, 6R,
and 5R. The Z80 operates on memory located
at8L, 81<, SJ, 8H, SF, 8M, 6D, and8C. The8C
and 8D chips are SK x 8 byte RAMs and are
not interchangeable. The other RAM is a
+5vac
OUTPUT
2
DIS'-~
556
TH~
v+
CV
TH
RESET
CV
5 OUTPUT
6
TR\,
7
GND
DIS
13
12
10
OUT
9
~~
\\\--
8
<\~5
555
11
RES
TR
,c G-
o V\
D~
';>\~I»--
\~~S\,..
Ri5
'
FIGIURE 2: SGUARE WAVE OSCILLATOR CIRCUIT (ALTERNATE CIRCUIT
USINC3 BBB [INSTEAD DF 555] WITH OTHER PARTS BEINC3
THE SAME)
tV

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