Shoestring

Dec 092017
 

This is an initial test release. ( Has not been tested on real hardware yet )

This EPROM installs on the CPU board @ A4. This does not replace the original software but is only used as a means of testing the main-board, sound and video hardware. Detects STERN, KONAMI and POOTAN versions of the software.

Diagnostic mode is accessible by holding down player 2 start whilst powering on the game or enabling demo sounds via dip 8 of dsw2.

Version: $55BF

See current version for download

Sep 112017
 

During my Hypersport’s repair I discovered a problem with the display of my Commodore 1084S monitor. Notice blue missing for “3 LONG HORSE” and “7 POLE VAULT”.

This will be the third time I’ve performed a repair on this old monitor which I’ve had since the early 90s for my Amiga 500 and 2000. At first I would suspect the AV7000 Supergun as the culprit. But subsequent tests would prove otherwise.

There’s definitely a better picture with composite or svideo from my c64 and Atari 8 bits but there seems to be a problem showing blue on the RGB input even though some blue is there ( turquoise , cyan.. etc ) in other images. Adjusting the blue gun and turning up the contrast just makes the backgrounds in Puzznic more blue. Where blue is supposed to be on the screen, it seems to not be present as though the signal were being cancelled out.  With no RGB signal to the monitor at all, it defaults to a blue screen instead of a white one.
Apologies for the sync bands.
I suspected the neck board transistors, so I pull out the one responsible for blue and tests with my multimeter show it’s fine. I even swap the transistors around to see if the problem would move to the other gun….  but it doesn’t.
I found this really good post on eab [ English Amiga Board ] by Loedown
IC502 TDA 3505 pins 12, 13, 14 are RGB in from Euro Connector /SCART, check voltages there to begin with when inputting a perfectly white screen. Then follow the voltages through to transistors TS604 – 606.
The schematic shows the analogue inputs go directly from the RGB connector to the Philips TDA3505 IC via some 100nf caps. Pins 12,13 & 14 are the input RGB signals. I measured 4.3v for red and green but 9.1v for blue. That seems a little too high for blue and the schematic indicates 4v for those signals.
I order some TDA3505s on eBay from atarifreakz and my package arrives a few weeks later.
 
Not wasting any time. I replace the chip and the picture is now perfect!
The Taito logo and blue shadow around the Puzznic logo is now visible. Notice the bricks and backgrounds are also showing up right compared with the previous screenshot.
 
I wonder if there will be a part 4 🙂
Jul 092017
 

In this log I fix the sprite’s incorrect colors as discovered in part 1. To review the problem see the image below. Note that the colors for the weightlifter are incorrect, the runner also has red shadow instead of black and the colors for the area in between the flags on the right are also incorrect.

 

Initially, I thought the area between the flags were actually made up of background tiles. These are actually sprite objects used as background graphics. I used my test rom to confirm this.

 

The bipolar proms I ordered finally came but were all faulty! So that was a complete waste of time and money. The good news is after checking the palette prom [ several times over ] it appears to be good and I must have been reading it incorrectly with my TopMax in part 1 of the repair log.

I thought about this for awhile and had an idea that would help me troubleshoot. Firstly, I looked at the color palette for Hypersports in MAME and took down some notes.

 

After comparing the colors of the sprites from images online [ google images was a good starting point ] with colors from the table above, my suspicions were that there was a stuck bit somewhere. Black [ color 0 ] is being displayed instead white [ color 1 ].

For black [ color 0 ] to be displayed instead of white, bit 0 would have to be stuck low. Color 2 is also being shown instead of color 3 and the only way this could happen is if bit 0 was stuck low. The athlete’s shadow is also being shown as red instead of black for the same reason which results in color 8 being shown instead of color 9.

 

The backgrounds and sprite data appear to be combined at the LS157 at A4 which then form the signals OUT0-OUT4 at the LS174 A2. These 5 signals represent the color of a single pixel on the screen [ 32 possible colours ]. But I’m more interested in the signals OCOL0-OCOL3 [ object/sprite colors ] so I begin poking around at the inputs and outputs of the LS157 at C17 first. I generally choose the multiplexers to troubleshoot first whenever it’s relevant because these seem to get worked fairly hard [ especially in the video circuit ] and exhibit higher failure rates in these areas.

 

Pin 4 [ 1Y ] output of C17 appears to be stuck low, exactly what I was looking for. This was later confirmed after testing the chip out of circuit.

 

The Fujitsu in C17 is a temporary measure, I promise. It’s a working pull from my Gyruss and I didn’t have any other spares on hand.

 

The colors seem right although I seem to be missing overall color from the CRT.

 

 

 

 

Changing it over to my LCD just to confirm that my 1084 probably needs an adjustment of some sort.

 

 

May 092017
 

This is a very short update which covers the replacement of the VLM5030 Speech Synthesizer chip which Konami used in various games.

http://www.system16.com/hardware.php?id=556

Today my eBay order of 5 x VLM5030 Speech Synthesizer chips arrived in the mail. I only needed one but who knows when the other 4 will come in handy for future repairs.

Removed the old IC. It’s probably not clear from the picture but this IC got very hot at some point. The marks left aren’t as obvious as what I discovered under the 2149s at A19 and B19, I might need to look at those later.

I didn’t have any 40 pin sockets available but I was really itching to try this out so I soldered the chip in anyway.

Cycling through the sounds and playing them in diagnostic mode verified the fix for this. I also ran the game to verify this as well.

May 022017
 

UPDATE: 3/5/2017

Latest version is 0.5 TEST. [ CRC $536E ]

This version has been tested on real hardware. Thanks to a KLOV member [ thanks PinballPatTN ] for loaning me his faulty board and allowing me to finally get the code fixed.

Sprite rams are banked at 0x1000-0x13ff and are enabled/disabled via IRQ.

Changes and improvements

  • Improved runner animation frames which were incorrect previously.
  • H8,H9 and J8,J9 object rams are now cleared and tested properly.
  • Enabling DIP 5 puts the game in diagnostic mode on power up.
  • Various fixes and improvements.

TODO:

Determine if the actual hardware supports flipy for the character display. Currently, flipping the character set in this direction results in a blue display [ blank set of tiles ]. This seems to work in MAME but not on real hardware.

23/08/2015

This is an initial test release.  A BETA version will replace it and this post will be updated pending sufficient feedback.

This EPROM installs on the CPU board @ G15. This does not replace the original software in G15 but is only used as a means of testing the main-board, sound and video.

Diagnostic mode is accessible by holding down player 2 start whilst powering the game on.

In the normal mode ( power up tests ), nvram tests may be skipped to preserve high score data if so desired. This is done via DIP 3 of SW2. A ~10 second countdown is also included even if you desire to test your nvram, in this mode nvram tests may also be skipped by pressing the “player 1 button 1”.

Power up tests also include a rom utility. This currently identifies Hypersports/Hyper Olympic84 software in any of the 5 available sockets ( G5 to G13 ). For example, a C06 ROM installed in any of the above available sockets will still be identified for its designated G15 socket.

000000020003

See TEST VERSION 0.5 for download