Gundhara repair log #1

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May 302015
 

Got this mint Gundhara PCB, a vertical shooter similar to Ikari Warriors, manifactured  by Banpresto in 1995:

Gundhara_PCB_800

When I powered it up game was fully playable but tilemaps were totally wrong :

wrong_tilemaps

Before you start every troubleshooting, first thing to do is studying the hardware.MAME is a great help for every repairer with its invaluable source of information provided.In this case here is an overview of the hardware (thanks to driver developer Luca Elia):

  • CPU : 68000 + [65C02] (only in the earlier games)
    Custom : X1-001A X1-002A (SDIP64) Sprites
    X1-001
    X1-002
    X1-003
    X1-004 (SDIP52) Inputs
    X1-005 X0-005
    X1-006 X0-006
    X1-007 (SDIP42) Video DAC
    X1-010 (QFP80) Sound: 16 Bit PCM
    X1-011 X1-012 (QFP100) Tilemaps
    X1-014 Sprites?

This information pointed me in the right direction, the part of circuit to be analysed was this:

X1-011_X1-012_800

You can see on the right part of the above picture the two custom ASIC tilemaps generator marked ‘X1-012’ (QFP100 package).When I checked the one @U45 I found some lifted pins:

X1-012@U45_800

A simple reflow of these pins was enough to restore tilemaps:

good_tilemaps

I was declaring this board 100% fixed but while testing it I noticed something wrong in its sound, some PCM samples were played wrongly (like enemy shots) compared to good reference of MAME.Once again our beloved emulator source gave me an help to pinpoint this trouble.There is another custom ASIC which is a 16 bit PCM chip marked ‘X1-010’ (QFP80 package) in the sound circuitry @U57:

X1-010@U57_800

One pin was lifted, a reflow restored correct sound.

Thanks MAME!This repair log is dedicated to you! 🙂

 Posted by at 8:10 pm
May 272015
 

Konami do always great games and one of them is, indeed, The End.Manifactured by Stern electronics, it was released and licensed by Konami in the far 1977.Game itself is a mixture of Space Invaders, Galaga and Phoenix.I got this board from same previous repaired boards batch and it was really in excellent shape (I could say ‘NOS’ using an Ebay terminology) for a piece of hardware with nearly 40 years on the back:

The_End_PCB

It came with its JAMMA adapter from Konami classic pinout (-5V required), it played fine but there was no sound at all, I could only hear some faint rustles coming out from the speaker.

Digital audio circuit is made of a Z80 CPU and a AY-3-8910 sound generator.Code ROMs were good but when I probed the two 2114 RAMs I found that address line A7 was stuck high on both.Studying a bit the hardware I could figure out that Z80 addresses the two 2114 through four 7408 quadruple AND gates.And I could trace the stuck address line back to PIN6 of the 7408 @IC41 (a Mitsubishi M53208P to be exact).I probed inputs and they were toggling fine while its output was, indeed, stuck high.So, without hesitations, I desoldered and tested it out-of-circuit:

7408@IC41_failed

It failed miserably.Fitted a good one  and I was able to restore the sound to this “aged” board.

 Posted by at 4:36 pm

Lethal Enforcers repair log #3

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May 242015
 

Another repair from the same PCB batch of previous logs (three in a row…), this is a Lethal Enforcers PCB in mint condition:

Lethal_Enforcers_PCB

Once powered up I got this static screen:

watchodog

and a ticking sound sign that board was watchdogging.In these cases first thing to check is the main CPU.Probing pins of the HD63C09E CPU (6809 compatible) I noticed that R/W (PIN32) was completely silent.This is  the control line through which CPU decide if write (active LOW) or read (HIGH) DATA onto the DATA bus.The fact that it’s an output and  it was inactive made me very suspicious.HD63C09E datasheet says that R/W line can be made in high impedance  if BA (PIN6) is HIGH but this was not my case since BA was pulsing LOW.

/WE line of 6264 WORK RAM stuck high.This is generated, indeed, by the /WR signal (PIN32) of main HD63C09E CPU through the BUS master arbitration circuitry.This lead me to desolder the CPU from board and try it in another board.It was really faulty.I socketed it too for easy maintenance:

HD63C09EP

With a good CPU fitted game obviously booted but showed jailbairs over backgorunds:

jailbairs

This a common problem on this Konami hardware which uses graphics custom ASICs in QFP package.Specifically Lethal Enforcers uses sprite and tilemap generators and these work always in pair.My issue was located on backgrounds so I went to inspect the pair marked 054156/054157 and found some lifted pins on the latter @S8:

054157_ASIC

I promptly reflowed them with my hot air rework station and goodbye jailbairs!Game 100% fixed.

jailbairs_fixed

 

 

 Posted by at 8:39 pm

Arabian Magic repair log

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May 242015
 

Antoher board from the same batch of Sega System18 motherboards.

Ths is the time of a Taito F3 game (PCB version), Arabian Magic to be precise.Hardware is quite powerful as you can see from specifications:

  • CPU: Motorola MC68EC020;
  • Sound CPU: Motorola MC68000;
  • Sound chip: Ensoniq ES5505 and ES5510 (DSP);
  • Video resolution: 320×224;
  • Board composition: Board and F3 cartridge;
  • Hardware features: four scrolling layers, two sprite banks, Alpha blending

Board was in good condition :

Arabian_Magic_PCB_

It worked fine except for two stuck intupts (P1 and P2 2nd button) as you can see from I/O TEST mode:

stuck_inputs_

In this kind of hardware all I/O (and watchdog, too) are handled by a custom ASIC marked TCO640FIO (120 PIN QFP package) @IC71:

TCO640FIO

All the inputs from JAMMA connector are connected first to pull-up resistor arrays so I checked them and they were good.Lastly I lifted involved PINs from ASIC but inputs were always stuck.So, at this point, replacing the ASIC, taking it from a donor board, was my last resort.So, time to remove and replace it:

TCO640FIO_removed

and…success!All the inputs were restored and game fully enjoyable!

working_inputs_

 Posted by at 10:33 am

SEGA System 18 repair log

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May 232015
 

Some days ago a friend of mine sent me some faulty boards to be repaired.Among them there was a couple of Sega System18 motherboards which, according to him, were working fine except for audio issues.You may think these kind of faults are easy to fix but instead most of times they requires accurate and long troubleshooting since audio circuitry is made of a digital and analog part (the latter has a lot of passive components like diodes, resistors, capacitors, OP-AMPs and so on)

So I started my analysis with these optimistic assumptions.

The first motherboard (which, actually,  belonged to a Laser Ghost boardset) came without CPU and ROM board :

System18_motherboard

so I used the ones from a my Shadow Dancer boardset.When I power it up I could hear sound but it was disorted and missing some PCM samples.First thing I replaced both TL084 OP-AMPs and this improved  a little the quality of sound but not still perfect and sample were always missing.These ones are played by the ‘RF5C68A’ PCM chip manifactured by Ricoh:

https://en.wikipedia.org/wiki/Ricoh_RF5c68

Connecting its analog outputs to an external amplifier I could hear all the missing samples but then they were lost somewhere since they didn’t come to the OP-AMP inputs.So, time to investigate deeper.With my ESR meter I started to check capacitors in the analog section and I found  some electrolytic ones (three 100uF 16V @C32-C36-C44  and one 220uF 16V @C35, all of same manifacturer) with very high ESR:

bad_ESR

Once replaced them sound was clear and all PCM samples present again.

 

Let’s pass to the second boardset which came complete with its Desert Breaker ROM board :

Desert_Breaker_PCB

In this case music + sound FXs were all present but very noisy.For first I checked the two TL084 OP-AMPs (actually two NEC uPC804C ) with my oscilloscope and all outputs were fine except for a couple  of both operational @IC92 and IC93 which showed clear disturbs (measured in AC) compared with respective good inputs:

TL084_IC92_input_output

Replacing them both with equivalent parts fixed all the sound issues.

 Posted by at 4:37 pm