Star Tech Journal

Issue: 1984-January - Vol 5 Issue 11

25
STAR*TECH JOURNAL/JANUARY 1984
GINO RONDINA
RALLY VIDEO CAR CIRCUIT OPERATION (PART 3)
By Duane Erby, Kiddie Rides USA, Davenport, IA
I have covered many of the major circuits thus far in my series of articles
regarding the Gino Rondina Rally Video Car game. I have discussed the
video summing circuits, timing and control, and some of the circuits that
generate special effects to the CRT monitor. Many of the circuits to be
covered in this article should expand our knowledge on these topics.
To be covered are two circuits that generate the car video to the video
output circuitry that was discussed in part 1 of this series. Also to be
discussed are clocking circuits that supply signals to some of the circuits
discussed in part 2. These clock circuits, in general, control the speed of the
track and surrounding obstacles during acceleration and deceleration. They
also interact with the circuits that generate the player's race car and the
obstacle cars. To prevent excessive jerkiness in the movements on the
screen, simple RC networks were employed to slow down the action.
Beginning at Figure A is a circuit that serves to generate an engine sound
( accelerate and decelerate) and also steer the player's car circuit of Figure B.
The accelerator pedal in the ride itself contains a microswitch that connects
to the ACC points in Figure A. When the switch is closed, the 4016 IC
( G 13) enable inputs are enabled and G 13 C and D outputs drive Q 1. The
output of QI is a voltage transition from lo to hi and is labeled VCA UDIO.
This signal goes to the audio section covered in part I. VCA UD IO is merely
a control voltage that instructs the 5 5 6 in the audio stage to produce the
accelerate or decelerate sound.
ICs E13, DI 1, Dl3, and G7 are used in conjunction with each other to
generate four signals labeled SPEED 1, SPEED2, SPEED 3, and SPEED4.
During an acceleration the 22uf capacitor in line with pin 9 ofE 13 begins to
charge. As it charges, the output E13 (pins 2, 1, 13, and 14) will each
undergo a lo to hi transition. This action gives the video effect of the road,
speed changes, etc. The Op-amp E 13 is known as an enable device. The
outputs are DC level and enable the clock pulses present on the input pins 9,
13, 2, and 4 ofIC DI 1 to pass in the form of speed (1, 2, 3, and 4).
The remaining ICs of Figure A generate two very important signals
known as QXC and QYC. Since these signals are outputted by flip flops we
also have their NOTs available for use by the circuit in Figure B. The
function of this circuit is to clear binary counters and individual flip flops at
such times determined by the wiper of the potentiometer. The counters are
located in Figure B. By changing the maximum count of these devices, we in
effect are changing the timing of the circuit as a whole and the net effect is
seen as lateral movement of the player's car on the CRT monitor. I will limit
my discussion of this circuit here and will go on to say that if you experience
difficulty in steering the player's car, the first thing to check is the -5-volt
zener supply located on the power supply board. Improper voltage here will
cause too rapid or too slow lateral movement of the player's car. Check for
the + 12 and -5 volts at the pot itself and be sure there is no. wiring problem
between the pot and the logic boards. If all checks out, the problem will more
than likely be a defective op-amp at location F8, F9, or D 10. As a last resort
a logic probe will be required to find a defective digital IC.
Looking at Figure C we see several circuits that combine several signals
and output other signals. The circuit around IC ClO generates the signals
CAR*BNS, O.K., and O.K. During the play mode if the player's car
contacts a bonus marker, the bonus marker will change from whatever bonus
score is indicated to the letters O.K. This indicates that the logic circuits
have recognized the fact that the player is due some bonus points and is
graphically letting the player know this fact. The result is displayed on the
CRT in the bonus row and is summed together with "miles" to equal total
score. Ahhh yes ... for those of you who haven't figured it out yet, the first
row of digits on the CRT is the miles row. The second row is bonus points.
The third row is the total row. Total= "miles" + bonus.
ICs D13, Bll and Cll in Figure C produce the signals labeled
MENDX and MENSX. These signals are directed to IC C9 ( see schematics
in part 2). These signals are used in conjunction with the timing signals directed
to PROM A 11 which contains the necessary logic to generate anything to be
displayed in the bonus box. If the player contacts a gas marker, the video is
changed from the letters "GAS" to a dripping oil can displayed graphically.
This is the only time the letters O.K. are not displayed on a bonus routine.
Continued on next page.
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26
STAR*TECH JOURNAL/JANUARY 1984
"Rally Video Car" continued from page 25.
The chips associated with the speed signals and the outputofD12 A are
intended to cause the screen display to move vertically at different rates of
change. This occurs before coin up and during acceleration and deceleration.
The schematics of part 2 show a circuit with the clock input to IC E6 as
CKVRVERT. This divider has outputs Vl, V2, V4, ... Vl28. These V
signals are used to control circuits that require varying vertical screen
movement speeds, such as the road video circuit. I think if you study the
circuits and the signal names you will understand the correlation between
them. Understand, however, that the speed signals are not clock signals but
merely enable signals to allow the gates they control to pass the required
clock and timing signals in order to generate or allow other circuits to
generate a certain special effect.
The strange-looking circuit that evolves around ICs F4 and F5 is a
special clock pulse combining and summing circuit that outputs the signals
designated by the Greek letter Epsilon. These "SUM" signals are used to
control the obstacle car generator circuit of Figure D.
The ICs atF4 andF5 are 74LS83 four-bit full binary adders. The binary
numbers to be summed are present at pins 16, 4, 7, 11 and 10, 8, 3, and 1 of
each full adder. The sum bits are on pins 9, 6, 2, and 15 of each adder. Pin 14
ofF5 and pin I 3 ofF4 are the carry input and carry output pins respectively.
F5 holds the most significant bits and F4 holds the least significant bits. The
sum outputs are intended to functionally be logical sums rather than
mathematical sums. This is what sets a logically based game such as this
apart from a microprocessor based game. Microprocessors can perform
logical functions, don't get me wrong. I am just stating in so many words that
this circuit could be easily and effectively reproduced using software rather
than hardware such as this.
In the near future we hopefully will be introducing a second version of
this game that will employ smaller, more efficient logic boards. Having not
seen one, I cannot say for sure if it will be microprocessor based, but
guessing from what I have heard, it probably is.
I am going to combine the description of the circuits in Figures B andD
because they essentially generate the same thing. I will not get into extreme
depth either. The main thing to know about these circuits is that the way they
are controlled is different The video signal called CAR4 in Figure Dis not
effectively player-controllable. CAR 4 represents the obstacle cars as
displayed (yellow) on the CRT. The timing signals are coming from the
counter circuit comprised oflCs E6, D5, and D6 (see schematics, part 2).
The clock signal to IC E6 is CKVRVERTwhich we have already discussed
(see Figure C). The frequency of CKVRVERT is determined by the" gear''
the player's car is in. As a result of this, the player's car has the effective
ability to stay with or pass the obstacle cars.
Since the graphics of the cars are identical PROM ICs Gl l (Figure B)
and H4 (Figure D), they are identically programmed and are hence
interchangeable.
The player's car(CAR 1) is horizontally positioned on the screen by the
steering circuit of Figure A. The control signals are QXC and QYC. As
described earlier, these signals are used to control the count ofICs Hl 1 and
Hl2. The resultant changing timing pulses to the PROM IC Hl 1 cause, in
effect, the red player's car to move laterally on the screen, hence allowing
direct control of the car.
The last circuit I will talk about is obviously an added extra to the game.
The engineer who designed this thing must have been having a ball!
Incidentally, the schematics are taken and redrawn from the original
prototype schematics. I guess if there are any super sharp minds out there,
you may be able to pick up on this guy's method of design. Looks like he
worked it out in his head sitting here looking at these originals. Now to the
foto finish circuit
At the end of a game where a score >400 has been attained, you will
notice the player's car change from what it was to a little man who jumps
frantically up and down while our audio circuit synthesizes a crowd
applauding. The video logic for this is stored in our PROM G 11. After every
game, the signal labeled G on (GAME ON) changes from hi to lo. This
transition triggers the 556 at A3 which is wired as a one shot for about a 5-
second duration. The output is labeled FF (foto finish) and is then inverted
to FF. IC J 10 has FF and SC*CRY supplied to its inputs. This AND gate is
an EN ABLE gate. SC*CRY is an output from the score circuit which will be
covered next month. FF is guaranteed to go hi at the end of every game.
SC*CRY will be hi only if the total score is >400. If the condition of Jl0 is
satisfied (both inputs hi), then the output of Jl 0 will enable H9 and PROM
G 11 to produce the video at about a 3.5 Hz rate. The PROM essentially
stores 2 frames of video.
Continued on next page.
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♦5
FIGURE B

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