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TEST.DOC
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ADD SOMEWHERE: ONE TEST FOR THE BLOCK INDEX COUNTER IS TO PUT THE UNIT IN HARDWARE
DIAGNOSTIC TEST #__ [PERFORMS IBC, HALT] AND USE AN OSCILLOSCOPE TO LOOK AT
BIC 0 - BIC 8 TO SEE THAT IT IS OPERATING AS A COUNTER.
Title: TEST.DOC
Test procedures for Star Wars Hardware
Jed Margolin
6/23/83
-----------------------------------------------------------------------------------------------------------------------------------
The hardware is on three boards: the AVG Board, the Main Board, and the
Sound Board.
The AVG Board contains the Analog Vector Generator which draws
the lines on the screen. It has 12K bytes of Vector RAM and 4K bytes of
Vector ROM.
The Main Board contains the 68B09E Game Processor, 48K bytes of
Program ROM, 2K bytes of Program RAM, option switches, means for reading
control panel switches and pots, a pseudo-random number generator, a digital
Divider, and a Matrix Processor which performs the math for the 3D graphics.
The Sound Board contains a 68B09E, 16K bytes ROM (for the program,
sound tables, and speech vocabulary), a 6532A (with 128 bytes of RAM,
two bidirectionmal I/O ports, and an interrupt timer), 2K RAM, a speech
synthesizer, four Atari Custom Sound ICs, a stereo image synthesizer
and an interface to the Main Board.
Self-Test (selected by the Self-Test switch on the operator panel)
tests as much of the hardware as possible. There is also a hardware diagnostic
mode which permits the repair technician to select specific routines to aid in
troubleshooting.
-----------------------------------------------------------------------------------------------------------------------------------
SELF TEST : (some aspects of Self-Test are covered in greater detail in the game manual.)
Entering Self-Test from ATTRACT Mode: (NOTE: Self-Test cannot be entered if a game is in progress.)
When the Self-Test switch (located on the Utility Panel) is moved to the bottom position
the game displays the Bookkeeping Screen.
By pressing the Coin Aux Switch on the Utility Panel you will bring up the second screen,
which displays the current game options.
Self-Test actually starts by pressing the Coin Aux Switch for the second time.
Entering Self-Test from RESET:
With the Self-Test Switch on the Utility Panal in the bottom position, generate
a Game Reset either by powering the game up in Self-Test or by momemtarily
grounding the RESET Test Point on the Main Board.
After a seven second delay (during which the screen will go blank even if it was working before)
a series of 16 tones should be heard.
This is the audible indication for HARDWARE ERRORS in case the Program Ram or the
Vector Generator is not working. The series of tones, separated by a short pause,
will repeat indefinately. A high upward sweeping tone indicates a good part and
a low downward sweeping tone indicates a bad part. Count the tones to find the
bad part in the following list:
TONE # PART # BOARD LOC. DESCRIPTION
1 137211-001 2F/H (MAIN) Program Ram
2 137211-001 5F (MAIN) Math Box Ram 0
3 137211-001 5H (MAIN) Math Box Ram 1
4 137211-001 3L (AVG) Vector Generator Ram 0
5 137211-001 3M (AVG) Vector Generator Ram 1
6 137211-001 3P (AVG) Vector Generator Ram 2
7 137211-001 4L (AVG) Vector Generator Ram 3
8 137211-001 4M (AVG) Vector Generator Ram 4
9 137211-001 4P (AVG) Vector Generator Ram 5
10 137288-001 1E (MAIN) Non-Volatile Ram (Ram portion only)
11 136021-114 1F (MAIN) Program Rom 0
12 136021-102 1H/J (MAIN) Program Rom 1
13 136021-103 1J/K (MAIN) Program Rom 2
14 136021-104 1K/L (MAIN) Program Rom 3
15 136021-106 1M (MAIN) Program Rom 4
16 136021-105 1L (AVG) Vector Generator Rom
-----------------------------------------------------------------------------------------------------------------------------------
Pressing the COIN AUX Switch advances the Self-Test display as follows:
SWITCH TEST - For Testing all switches plus the pots in the control.
MATHBOX TESTS - Tests the Digital Divider and the Matrix Processor.
This performs Hardware Tests #15, - #25. It will give the option switch setting
of any test that fails to produce the correct results. It will also run four
additional tests which cannot be run from Diagnostic Mode but which can give useful
information about a malfunctioning board. If one of these tests fails it will display
the letter of the test and a number which appears to be the data that failed.
For more information, see the section on HARDWARE DIAGNOSTICS.
MONITOR TEST 1
MONITOR TEST 2 - crosshatch
MONITOR TEST 3 - INTENSITY TEST
MONITOR TEST 4 - BIP TEST (used for adjusting the pots that determine the Bipolar Offset)
MONITOR TEST 5 - SCALE TEST - First LINEAR, then a combination of LINEAR and BINARY
MONITOR TEST 6 - Raster
After this it just repeats, starting with the SWITCH TEST.
STAR WARS Troubleshooting Philosophy:
Run Self-Test first. If this is not helpful in localizing the problem
(such as if Self-Test refuses to even run) there are special hardware diagnostic
routines that can be selected.
It would be a good idea to check the power supply voltages and the
clocks before doing anything drastic.
The Sound Board can be tested without the Main or AVG Boards completely
working.
Hardware Diagnostic #1 tests the Main Board memory and will tell you if
enough of it is working to run the other tests. Get this working before you
go on to the next test.
Hardware Diagnostic #2 tests the AVG memory and will tell you if it
is ok. The Vector Generator may not work if its memory does not work.
If the Vector Generator memory is ok but AVG is not working, Diagnostic
Tests #3 - #8 are for troubleshooting with an oscilloscope and #9 is for using
signature analysis. Get the AVG working before going on.
At this point there will be enough of the system working so that you
can run Self-Test. If there are problems in the Digital Divider the program will
tell you which tests failed and will give you the number of the Hardware
Diagnostic Test which will put the test into a tight loop for troubleshooting.
The Matrix Processor is also extensively tested during Self-Test and has several
Diagnostic Routines available for troubleshooting.
STAR WARS Troubleshooting Philosophy Part II (THANK YOU FOR DECIDING TO SERVICE THE ELEVATOR):
If there is video and the game seems to work, but there is no sound, the
problem is probably with the Sound Board or with something further down the
line in Regulator/Audio II or even the speakers. The volume control in this
game is wired on the input to the power amplifiers (rather than the outputs).
The circuit that is used was chosen because it minimizes noise pick up from
the game harness but it also means that if the Utility Panel is disconnected
the amplifiers will run at FULL VOLUME.
If there is no video but there is sound and the game seems to be playing,
the problem is probably in the AVG Board or the display monitor. You can determine
if it is the monitor by substituting a known good one. If you don't have a known
good monitor you can use an oscilloscope. Many oscilloscopes can be used in an
XY mode (connected to the AVG X and Y outputs). If yours cannot, use it in the
regular sweep mode and look for signs of life on the X, Y, R, G, B test points.
Even if you test the X and Y signals on an oscilloscope with an XY mode you
will have to verify that the R, G, B outputs work. If the AVG Board doesn't
work, see the section covering AVG troubleshooting.
If there is some video but no enemy ships and no stars, the problem is
probably in the Matrix Processor or in the Divider. Run Self-Test.
If everything seems to work except there are no stars in the space wave
and no towers on the surface of the Death Star, the problem is probably in the
Pseudo-Random Number Generator on the Main Board (ICs 4D, 5B, 5C, 5D). Make sure
the 3 MHz clock is present and that PRNGCLR(not) is not permanently low.
PRNGCLR(not) is made low by a hardware reset and made high by the Processor.
If the Program is not running, the Pseudo-Random Number Generator will remain
cleared. When the Pseudo-Random Number Generator is working you can connect
a 2.2K resistor from 5D-pin 13 to J16-pin 1 and listen to some very nice
white noise.
Switch 8 on the Option Switch located at 10 E/F puts the game into a
freeze frame mode which can be advanced frame-by-frame by pressing the Left
Trigger. There are some sections of the game that use an extra high brightness
level in order to achieve a special effect such as the Death Star explosion.
During normal game play these effects last only a short time and there is
no danger of harming the Picture Tube or the Monitor electronics. However, If
you use Freeze Frame during these times for an extended period you may damage
the Picture Tube by burning a hole in it.
Remember, the Force will be with you. Always.
The following procedure is recommended if the game is dead in the water (and
it has been determined that the problem is not a faulty monitor).
-------------------------------------------------------------------------------
SOUND BOARD
The Sound Board can be tested without the Main Board or AVG Board fully working.
(the Main Board must be connected, although the AVG Board can be removed for
this test.)
A. Visually inspect the Sound Board for obvious problems like:
Loose or missing or improperly oriented ICs
Solder shorts
B. Check for the following power supply voltages:
+5vdc
+12vdc
-5vdc
C. Check the following clocks:
CLK E (1.5 MHz)
CLK Q (1.5 MHz in quadrature with CLK E)
6 MHz
D. Check that the Reset Line at the 68B09E is normally high
and goes low when the RESET switch on the Main Board is pressed.
If necessary, disable Watchdog on the Main Board and ground the
HALT(not) line on the Main Board 68B09E. This will disable the
Main Board 68B09E.
E. Check that the Sound Board 68B09E's IRQ line is not permanently
low. (It is ok if it is low part of the time). If it is permanently
low, look for a trace short. It could also be permanently low because
of a defective 6532 or because the program is not running.
If the above signals and voltages are present, the Sound Board can be
tested even if everything else on the Main and AVG Boards is dead.
SOUND BOARD - RAM/ROM TEST:
1. The Main Board must be in the Game mode (not Self-Test) unless
the Watchdog has been disabled with its HALT(not) line grounded.
2. Make sure the Sound Board Test Point IS grounded.
3. Press RESET on the Main Board.
Upon reset a series of 4 tones should be heard. This series of tones,
separated by a short pause, will be repeated indefinitely. A high tone
indicates a good part and a low tone indicates a bad part.
Count the tone to find the bad part in the following table:
SOUND
TONE # PART # BOARD LOC. DESCRIPTION
1 137211-001 1F/H Ram 2K*8
2 90-6018 1E Ram 128*8
3 136021-107 1J/K Program Rom 0
4 136021-108 1H Program Rom 1
SOUND BOARD - SOUND AND SPEECH TEST
1. The Main Board must be in the Game mode (not Self-Test) unless
the Watchdog has been disabled with its HALT(not) line grounded.
2. Make sure the Sound Board Test Point is NOT grounded.
3. Press RESET on the Main Board.
4. Ground the Sound Board Test Point.
The Sound Board will now do its own diagnostics test which exercises everything
on the Sound Board except for the interface with the Main Board.
If everything works, the Custom Sound ICs will be exercised and the synthesizer
will say something.
For Custom Audio IC 1 (5D) four long tones should be heard, one tone for each
channel with each succeeding tone rising in frequency. After a very short pause
a set of four double tones should occur, these tones test each channel of Custom
Audio IC 2 (4D). For Custom Audio IC 3 (3D) a set of 4 triplet tones should be
heard and for Custom Audio IC 4 (2D) a set of 4 quadruplet tones. For a pictorial
representation see Table below:
^| _ - - - - - - - - -
^| _ - - - - - - - - -
^| _ - - - - - - - - -
^| _ - - - - - - - - -
^|________________________________________________________________________________________________________________________________
^ (5D) (4D) (3D) (2D)
^
Frequency Time >>>>>
After listening to the tone tests the full selection of voice, music and sound effects
can be heard. While the testpoint is grounded a new selection is started every two
seconds, whether or not the previous selection was completed. By momentarily grounding
the testpoint until it starts, the full length of each selection can be heard.
If the testpoint is continuously grounded, after all the selections are heard
the sequence will start over with the RAM/ROM test.
To start the test over, repeat steps 1, 2, 3, and 4. Do not leave out Step 2.
If you don't hear anything, connect an oscilloscope to the Synthesizer output
(1C/D-pin 8) and look for some obvious activity when the test is supposed
to be running . Do the same at the outputs of the Sound IC buffers (4C-pin 1,
4C-pin 7, 3C-pin 1, and 3C-pin 7). [Even when the Custom Sound ICs are working,
there will be no measurable signals at the outputs of the Custom Sound ICs
themselves because the buffers act as current summing amplifiers.]
If the oscilloscope indicates that audio is present but you don't hear
anything, trace the signal downstream to the speakers.
If all else fails, use the CAT Box. (See USING THE CAT BOX WITH THE SOUND BOARD)
MAIN and AVG BOARDS - If the AVG Board has been removed while testing the Sound Board, it
should be reattached for the following tests (the Sound Board can be removed, though).
If the HALT(not) line has been grounded for the Sound Board test, this would be a good
time to remove that jumper.
If the Main and AVG Board sytem is not working; on the Main Board:
A. Visually inspect the board for obvious problems like:
Loose or missing or improperly oriented ICs
Solder shorts
B. check for the following voltages:
+5v
+12v
+5EAROM (separate 5 volts for the non-volatile memory)
+10.3 unregulated.
C. check for the following clocks:
12 MHz
6 MHz
3 MHz
1.5 MHz
E
Q
D. check that the 68B09E's HALT, NMI, and FIRQ lines are
always high.
E. check that the 68B09E's RESET(not) line is high except when you press
the RESET switch. If necessary, disable watchdog (jumper WDDIS(not) to ground).
F. check that the 68B09E's IRQ line is not permanently low. (It is
ok if it is low part of the time).
Run Hardware Diagnostic Test Routine #1 to check whether the Main Board kernel is working.
If it isn't, use the CAT Box to find and correct the problem. (See USING THE CAT BOX WITH
THE MAIN BOARD)
NOTE: Troubleshooting the Watchdog Circuit
The Watchdog circuit will send continuous reset pulses to the microprocessor
on the Main Board if a problem exists within the microprocessor circuit. If the
Self-Test fails to run, it is a very good practice to check the reset line.
RESET(not) is a microprocessor input (pin 37). In a properly operating game,
reset should occur during power-up or when the RESET test point is grounded.
A pulsing RESET(not) line indicates that something is causing the microprocessor
to lose its place within the program. Typical causes are:
. Open or shorted address or data bus lines
. Bad microprocessor chip
. Bad bus buffers
. Bad ROM
. Bad RAM
. Any bad input or output that causes an address or data line to be held in a
constant high or low state
To aid in troubleshooting, the WDDIS(not) test point can be connected to a ground test
point to prevent resets.
-----------------------------------------------------------------------------------------------------------------------------------
If the Main Board kernel is working and there is nothing on the monitor,
then on the AVG Board:
A. Visually inspect the board for obvious problems like:
Loose or missing or improperly oriented ICs
Solder shorts
B. check for the following voltages:
+5v
+12vdc
+15vdc
+22vdc
-22vdc
-15v
C. check for the following clocks:
12 MHz
6 MHz
3 MHz
VGCLK (1.5 MHz)
If these are ok, run Hardware Diagnostic Test Routine #2 to check whether the
Vector Generator Memory (both RAM and ROM) is ok.
If the Vector Generator Memory is ok but the Vector Generator doesn't work,
run the Hardware Diagnostic Test Routines #3 - #8. These routines will enable
you to trace the micro-operation of each vector generator instruction.
Another method of determining a vector generator hardware failure is to use Signature
Analysis, which is selected by Hardware Diagnostic Test Routine #9. (See USING THE
CAT BOX WITH THE VECTOR GENERATOR.)
-----------------------------------------------------------------------------------------------------------------------------------
Hardware Diagnostics: These tests make use of the set of Option Switches at 10 E/F.
(Remember to restore them to their proper setting when you are done.)
To use the Hardware Diagnostic routines:
A. The Self-Test switch should be on.
B. Ground the Diagnostic Test Point.
C. Set Option Switches as indicated. If an unimplemented switch position
is selected, the three test LEDs (LED 1, LED 2, and LED 3) will
all flash on and off together about once per second.
Also, on Diagnostic tests 10 - 26, the number of the test will
appear on the monitor (if both the AVG Board and the Monitor are working).
D. If you are going to spend much time with these tests, you should
consider attaching a small push-button switch (momentary, normally off)
to the RESET test points.
E. You might also want to remove the NOVRAM from its socket (1E) while you
are troubleshooting the rest of the hardware. This is because pressing
the RESET switch "uses up" one of the NOVRAM's store cycles. It is rated
for either 10,000 store cycles (assuming the data is not changed) or for
1,000 store cycles (assuming the data is changed). If you do remove
the NOVRAM, don't lose it.
#1 MAIN BOARD Kernel TEST - This tests whether the 68B09E, ROM 4,
and program RAM are working together to enable the basic
Self-Test and Hardware Diagnostics to run.
1. Set Option Switch 10 E/F as follows:
8 7 6 5 4 3 2 1
------------------------------
off off off off off off off off
2. If you have just come from Test #2 you can skip Step 3.
3. Press RESET.
LED 1, LED 2, and LED 3 should all come on and stay on
for about 10 seconds.
4. If the kernel is running, LED 2 and LED 3 will go off and
LED 1 will flash on and off about once a second.
LED 2 and LED 3 must be off. If they are not, the 68B09E
may be running in a failure mode with the kernel not working.
LED 1 will be set to flash (or not flash) depending on the
results of the test, and will keep doing it until either
another test is selected or RESET is pressed. If, for example,
something happens after the test to fix the Program RAM
(or make it inoperative) LED 1 will not know about it and will
continue to flash (or not flash) until you press RESET and it
does the memory test again.
5. If the kernel is not running, unplug the Sound Board
and/or the AVG Board. If this makes the kernel
work, the problem is probably a short on one of
these two boards on the Address lines or the
the Clock lines.
6. If all else fails, use the CAT Box. (see CAT Box)
#2 AVG MEMORY TEST - This tests the Vector Generator RAM and ROM
1. Set Option Switch 10 E/F as follows:
8 7 6 5 4 3 2 1
--------------------------------
on off off off off off off off
2. If you have just come from Test #1 you may skip Step 3.
3. Press RESET.
LED 1, LED 2, and LED 3 should all come on and stay on
for about 10 seconds.
4. LED 1 and LED 3 will go off and if the Vector Generator RAM and
ROM are good, LED 2 will flash on and off about once a second.
LED 1 and LED 3 must be off.
LED 2 will be set to flash (or not flash) depending on the
results of the test, and will keep doing it until either
another test is selected or RESET is pressed. If, for example,
something happens after the test to fix the Vector Generator
Memory (or make it inoperative) LED 2 will not know about it
and will continue to flash (or not flash) until you press RESET
and it does the memory test again. (The memory tests for Diagnostic
Tests #1 and #2 are actually done at the same time.)
If you select Tests #1 or #2 after having selected other test routines
you must again press RESET to perform the test.
For Test #3 - Test #26 select the Option Switch position as shown. It is not necessary to press
RESET when selecting within this group of tests.
AVG INSTRUCTIONS: Tests to generate specific vector generator instructions. Each test
is retriggered every 400 uS for as long as the test is selected.
Option Switch 10 E/F
8 7 6 5 4 3 2 1
--------------------------------------
#3 HALT on on off off off off off off
#4 VECTOR (long) and HALT on on off off off off off on
#5 SHORT VECTOR and HALT on on off off off off on off
#6 CENTER and HALT on on off off off off on on
#7 SCALELD (load binary and linear scaling) on on off off off on off off
#8 STATCLK (Z scaling) on on off off off on off on
#9 AVG signature Analysis on on off off off on on off
(see section on AVG SIGNATURE ANALYSIS)
**********************************************************************************************************
** (for VERN) Tests 3 - 9 should be accompanied by pictures or drawings of the waveforms **
** **
**********************************************************************************************************
MATRIX PROCESSOR INSTRUCTIONS: The test number will be displayed on the monitor (assuming that
the monitor and the AVG are working). Each test is retriggered
every 40 - 84 uS for as long as the test is selected.
Option Switch 10 E/F
Test # Microprogram Instruction [Data] 8 7 6 5 4 3 2 1
----------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------
#10 LDA M(0F), HALT Load Register A from on on on off off off off off
memory location 0F, [5555]
Halt
----------------------------------------------------------------------------------------------------------------------
#11 LDB M(0F), HALT Load Register B from on on on off off off off on
memory location 0F, [AAAA]
Halt
----------------------------------------------------------------------------------------------------------------------
#12 LDC M(0F), MAC, HALT Load Register C from on on on off off off on off
memory location 0F, [5555]
Multiply and Accumulate,
Halt
----------------------------------------------------------------------------------------------------------------------
#13 CLA, HALT Clear Accumulator, Halt on on on off off off on on
----------------------------------------------------------------------------------------------------------------------
#14 IBC, HALT Increment Block Index Counter on on on off off on off off
----------------------------------------------------------------------------------------------------------------------
#15 LAC M(00) Load Accumulator from on on on off off on off on
memory location 00, [5555]
SAC M(01), HALT Store Accumulator into
memory location 01, [5555]
Halt
----------------------------------------------------------------------------------------------------------------------
#16 LAC M(00) Load Accumulator from on on on off off on on off
memory location 00, [AAAA]
SAC M(01), HALT Store Accumulator into
memory location 01, [AAAA]
Halt
----------------------------------------------------------------------------------------------------------------------
#17 LDA M(0C),CLA Load Register A from on on on off off on on on
memory location 0C, [5555]
Clear Accumulator
LDB M(0D) Load Register B from
memory location 0D, [0000]
LDC M(0E), MAC Load Register C from
memory location 0E, [4000]
Multiply and Accumulate
SAC M(00), HALT Store Accumulator into
memory location 00 [5555]
performs (5555 - 0000) * 4000 = 5555
----------------------------------------------------------------------------------------------------------------------
#18 LDA M(0C),CLA Load Register A from on on on off on off off off
memory location 0C, [0000]
Clear Accumulator
LDB M(0D) Load Register B from
memory location 0D, [5555]
LDC M(0E), MAC Load Register C from
memory location 0E, [C000]
Multiply and Accumulate
SAC M(00), HALT Store Accumulator into
memory location 00 [5555]
performs (0000 - 5555) * C000 = 5555
----------------------------------------------------------------------------------------------------------------------
#19 LDA M(0C),CLA Load Register A from on on on off on off off on
memory location 0C, [2AAA]
Clear Accumulator
LDB M(0D) Load Register B from
memory location 0D, [0000]
LDC M(0E), MAC Load Register C from
memory location 0E, [4000]
Multiply and Accumulate
SAC M(00), HALT Store Accumulator into
memory location 00 [2AAA]
performs (2AAA - 0000) * 4000 = 2AAA
-------------------------------------------------------------------------------------------------------------------------
#20 LDA M(0C),CLA Load Register A from on on on off on off on off
memory location 0C, [0000]
Clear Accumulator
LDB M(0D) Load Register B from
memory location 0D, [2AAA]
LDC M(0E), MAC Load Register C from
memory location 0E, [C000]
Multiply and Accumulate
SAC M(00), HALT Store Accumulator into
memory location 00 [2AAA]
performs (0000 - 2AAA) * C000 = 2AAA
The Self-Test program selected by the Screen entitled MATHBOX TESTS performs Hardware Tests
#15, #16, #17, #18, #19, and #20. It will give the option switch setting of any test that
fails to produce the correct results.
It will also run four additional tests which cannot be run from Diagnostic Mode but which can
give useful information about a malfunctioning board. If one of these tests fails it will
display the letter of the test and a number which appears to be the data that failed.
These tests are:
A. ACCUMULATOR TEST - This test:
1. Clears the Accumulator
2. performs ACC= 0000 + (0001-0000)*4000 [the result is 0001]
3. stores ACC into memory
4. loads this back into Register A and performs ACC= 0001 + (0001-0000)*4000
[the result is 0002]
5. It repeats steps 3 and 4 with the result the number in the Accumulator
doubles each time. The sequence is 0001, 0002, 0004, 0008, 0010, 0020, 0040, 0080,
0100, 0200, 0400, 0800, 1000, 2000, 4000, 8000. (This is called a "walking ones"
test.)
If Test A fails, but Tests #15 thru #20 are ok, the problem is likely to be be with shift registers 9A, 9B
or Quad Serial Adder/Subtractor 8B (One of the other sections is used to subtract Register B from Register A).
B. BLOCK INDEX COUNTER AND MATRIX PROCESSOR INDIRECT ADDRESSING -
The 68B09E writes data directly into the Math RAM and, using the Block Index Counter, runs a
Matrix Processor program which uses the Block Index Counter (in the Indirect Addressing Mode)
to read it back.
C. ACUMULATOR ADDER TEST -
1. Clears the Accumulator
2. Performs ACC = (1B2C - 0000) * 4000 + (196A - 0000) * 4000 [the result is 3496]
This tests for a particular bit stream through the Accumulator section of 8B.
D. SUBTRACTOR TEST -
1. Clears the Accumulator
2. performs ACC = (2696 - 1B2C) * 4000 [the result is 0B6A]
This tests for a particular bit stream through the Subtractor section of 8B.
DIVIDER TESTS: The test number will be displayed on the monitor (assuming that
the monitor and the AVG are working). Each test is retriggered
every 50 - 60 uS for as long as the test is selected.
Option Switch 10 E/F
Test # Dividend / Divisor = Quotient 8 7 6 5 4 3 2 1
------------------------------------------------------------------------------------------------------------------------
#21 4000 / 4000 = 4000 on on on on off off off off
Tests Divide Cycle Counter (should be 15 pulses)
------------------------------------------------------------------------------------------------------------------------
#22 5555 / 4000 = 5555 on on on on off off off on
#23 2AAA / 4000 = 2AAA on on on on off off on off
Tests for shorted bits in the Dividend and/or Quotient
-------------------------------------------------------------------------------------------------------------------------
#24 2AAA / 2AAA = 4000 on on on on off off on on
#25 5555 / 5555 = 4000 on on on on off on off off
Tests for shorted bits in the Divisor
--------------------------------------------------------------------------------------------------------------------------
The Self-Test program on the Screen entitled MATHBOX TESTS performs Hardware Tests #21, #22, #23, #24, and #25.
It will give the option switch setting of any test that fails to produce the correct results.
SOUND BOARD COMMUNICATIONS:
This tests whether the Main Board can communicate with the Sound Board. If it is successful it will
turn LED 3 on and off about once per second. LED 1 and LED 2 must remain off.
If it passes this test it does not mean that the Sound is completely functional;
only that enough of it is working to communicate with the Main Board.
Option Switch 10 E/F
8 7 6 5 4 3 2 1
--------------------------------------
#26 on on on on on off off off
In this test, the Main Board sends a sequence of bytes to the Sound Board, which the Sound Board is expected to
echo back. The sequence of bytes is:
58, 01, 02, 04, 08, 10, 20, 40, 80
which is repeated as long as this test mode is selected.
-----------------------------------------------------------------------------------------------------------------------------------
TROUBLESHOOTING WITH THE CATBOX
-------------------------------------------------------------------------------
USING THE CAT Box with the MAIN BOARD:
A. CAT Box Preliminary Set-Up
1. Turn off the electrical power to the game.
2. Remove the wiring harness from the RFI Shield Board.
3. Disengage the fasteners holding the RFI Shield Board to the RFI Cage
by pulling the pins out a short distance.
4. Remove the PCB game assembly from the Cage.
5. Connect the harness from the game to the RFI Shield Board edge connectors.
6. Connect the WDDIS(not) test point to ground.
7. There are three different ways that the CATBOX can be connected
to the Main Board.
a) Use the 6809E CAT Box Adapter where the CAT Box is plugged
into the Adapter, the 68B09E is removed from its socket,
and the Adapter Cable Type 1 is plugged into the 68B09E
socket.
b) Use the 6809E CAT Box Adapter in which the CAT Box is plugged
into the Adapter, the 68B09E is left in place, and the
the Adapter Cable Type 2 is clipped over the 68B09E.
(Observe Pin 1 Polarity). This puts the 68B09E in the HALT mode,
putting the address, data, and R/W lines into the high impedance
state, making it unnecessary to remove the processor from the socket
unless you suspect that it is defective.
The processor may be removed if desired.
c) If you do not have the 6809E CAT Box Adapter, plug the CAT Box
interface cable directly into the Main Board Test Edge
Connector. This puts the 68B09E in the HALT mode,
putting the address, data, and R/W lines into the high impedance
state, making it unnecessary to remove the processor from the socket
unless you suspect that it is defective. The processor may be removed
if desired.
8. Apply power to the game and to the CAT Box.
9. Set CAT Box switches as indicated:
a. TESTER SELF-TEST: OFF
b. TESTER MODE: R/W(not)
10. Press TESTER RESET
B. ADDRESS LINES
1. Perform the CAT Box preliminary set-up.
2. Connect the DATA PROBE to the CAT Box.
3. Connect the DATA PROBE ground clip to a ground test point on the Main Board.
4. Set the CAT Box switches as indicated:
a. BYTES:1
b. PULSE MODE:UNLATCHED
c. R/W(not) MODE:(OFF)
d. R/W(not):WRITE
5. Key in the address pattern given in Table 1 (use AAAA to start) with
the CAT Box keyboard.
6. Press DATA SET
7. Key in AA
8. Set R/W(not) MODE:STATIC
9. Probe the IC-pin with the DATA PROBE and check that the 1 or 0 LED
indicated in Table 1 lights up. Repeat this step for each address
line listed in Table 1.
10. Repeat parts 4-C through 9 using address 5555 in part 5 and
data 55 in part 7.
C. Data Lines
1. Perform the CAT Box preliminary set-up.
2. Connect the DATA PROBE to the CAT Box.
3. Connect the DATA PROBE ground clip to a ground test point on the Main Board.
4. Set the CAT Box switches as indicated:
a. BYTES:1
b. R/W(not):(OFF)
c. R/W(not):WRITE
5. Key in address 0000 with the keyboard
6. Press DATA SET
7. Key in data AA with the keyboard
8. Set R/W(not) MODE to PULSE and back to (OFF)
9. Probe the IC-pin with the DATA PROBE and check that the 1 or 0 LED
indicated in Table 2 lights up. Repeat this check for each IC-pin
in Table 2.
D. Program RAM
1. Perform the CAT Box preliminary set-up.
2. Set CAT Box switches as indicated:
a. DBUS SOURCE:ADDR
b. BYTES:1024
c. R/W(not) MODE:(OFF)
d. R/W(not):WRITE
3. Enter address 4800 with the keyboard
4. Set R/W(not) MODE to PULSE and back to (OFF).
5. Set R/W(not):READ
6. Set R/W(not) MODE to PULSE and back to (OFF).
7. The Program RAM is a 2K*8 device. To test the entire device
perform steps 2 through 6 with the address in step 3 at 4C00.
7. If the CAT Box reads an address that doesn't match with that
written, the COMPARE ERROR LED will light up.
E. Program ROM SIGNATURE ANALYSIS:
1. Perform the CAT Box preliminary set-up.
2. Connect Catbox SA GROUND to Main Board.
3. Connect Catbox SA START to 6809E CAT Box Adapter Board CATBOX SA START/STOP.
4. Connect Catbox SA STOP to 6809E CAT Box Adapter CATBOX SA START/STOP.
5. Connect Catbox SA CLK to Main Board CLK E.
6. Connect 6809E CAT Box Adapter GAME BOARD SA START/STOP to Main Board ROM 4.
7. Set up the Signature Analzer: START-negative, STOP-positive.
8. Momentarily press RESET on Main Board
9. Compare signatures to those shown on the schematic
F. Troubleshooting With Checksums
____________________________________________________
| Note: This procedure can only be done with those |
| CAT Boxes equipped with a Checksum switch. |
|__________________________________________________|
1. Perform the CAT Box preliminary set-up.
2. Set the CAT Box switches as follows:
a. BYTES: 256
b. DBUS SOURCE: DATA
c. R/W(not) MODE: OFF
d. CHECKSUM SWITCH: ON
3. Key in the address pattern given in Table __.
4. Set the R/W(not) MODE switch to PULSE and then back to (OFF).
5. Check the CAT Box ADDRESS/SIGNATURE display for the
appropriate checksum.
6. Repeat parts 3 through 5 for each address listed in Table __.
___________________________________________________________________________________________________________________________________
Table __
__________________________________________________________________________________
ADDRESS ROM TESTED LOCATION CHECKSUM NOTE
__________________________________________________________________________________
6000 ROM 0 1F 1
7000 ROM 0 1F 1
6000 ROM 0 1F 2
7000 ROM 0 1F 2
8000 ROM 1 1H/J
9000 ROM 1 1H/J
A000 ROM 2 1J/k
B000 ROM 2 1J/K
C000 ROM 3 1K/L
D000 ROM 3 1K/L
E000 ROM 4 1M
F000 ROM 4 1M
1. MPAGE must be low (Press Main Board Reset if it is not).
2. MPAGE must be High (Use the CAT Box to write 80 [data] to 4684 [address] if it is not).
___________________________________________________________________________________________________________________________________
G. Option Switch Inputs
1. Perform the CAT Box preliminary set-up.
2. Set CAT Box switches as indicated:
a. BYTES: 1
b. R/W(not): READ
3. For each address in the folowing Table, do the following:
a. Set R/W(not) MODE to (OFF).
b. Enter the address with the keyboard.
c. Set R/W(not) MODE to STATIC
d. Activate the input switch indicated in Table 4 for the address.
-------------------------------------------------------------------------------------------------
TABLE
ADDRESS INPUT SWITCHES TEST RESULTS
4300 Left Fire/Start DATA display changes when any of these
Right Fire Start switches is activated.
Self-Test
Coin Aux
Coin L
Coin R
4320 Left Thumb DATA display changes when any of these
Right Thumb switches is activated.
Diagn.
4340 Option Switch DATA display changes when any of these
at 10D switches is activated.
4360 Option Switch DATA display changes when any of these
at 10E/F switches is activated.
-------------------------------------------------------------------------------------------------
If tests A - G are sucessful, then there should be enough of the game processor system
working to perform self-test and diagnostics.
Fortunately, much of the circuitry on the Main Board is composed of the
Matrix Processor and Divider which do not need to work in order for the
Main Board to test the AVG Board.
USING THE CAT BOX WITH THE SOUND BOARD:
A. CAT Box Preliminary Set-Up
1. Turn off the electrical power to the game.
2. Remove the wiring harness from the RFI Shield Board.
3. Disengage the fasteners holding the RFI Shield Board to the RFI Cage
by pulling the pins out a short distance.
4. Remove the PCB game assembly from the Cage.
5. Connect the harness from the game to the RFI Shield Board edge connectors.
* 6. Connect the WDDIS(not) test point to ground.
7. There are two different ways that the CATBOX can be connected
to the Sound Board.
a) Use the 6809E CAT Box Adapter where the CAT Box is plugged
into the Adapter, the 68B09E is removed from its socket,
and the Adapter Cable Type 1 is plugged into the 68B09E
socket.
b) Use the 6809E CAT Box Adapter in which the CAT Box is plugged
into the Adapter, the 68B09E is left in place, and the
the Adapter Cable Type 2 is clipped over the 68B09E.
(Observe Pin 1 Polarity). This puts the 68B09E in the HALT mode,
putting the address, data, and R/W lines into the high impedance
state, making it unnecessary to remove the processor from the socket
unless you suspect that it is defective. The processor may be removed
if desired.
8. Apply power to the game and to the CAT Box.
9. Set CAT Box switches as indicated:
a. TESTER SELF-TEST: OFF
b. TESTER MODE: R/W(not)
10. Press TESTER RESET
B. ADDRESS LINES
1. Perform the CAT Box preliminary set-up.
2. Connect the DATA PROBE to the CAT Box.
3. Connect the DATA PROBE ground clip to a ground test point on the Sound Board.
4. Set the CAT Box switches as indicated:
a. BYTES:1
b. PULSE MODE:UNLATCHED
c. R/W(not) MODE:(OFF)
d. R/W(not):WRITE
5. Key in the address pattern given in Table 1 (use AAAA to start) with
the CAT Box keyboard.
6. Press DATA SET
7. Key in AA
8. Set R/W(not) MODE:STATIC
9. Probe the IC-pin with the DATA PROBE and check that the 1 or 0 LED
indicated in Table 1 lights up. Repeat this step for each address
line listed in Table 1.
10. Repeat parts 4-C through 9 using address 5555 in part 5 and
data 55 in part 7.
C. Data Lines
1. Perform the CAT Box preliminary set-up.
2. Connect the DATA PROBE to the CAT Box.
3. Connect the DATA PROBE ground clip to a ground test point on the Sound Board.
4. Set the CAT Box switches as indicated:
a. BYTES:1
b. R/W(not):(OFF)
c. R/W(not):WRITE
5. Key in address 0000 with the keyboard
6. Press DATA SET
7. Key in data AA with the keyboard
8. Set R/W(not) MODE to PULSE and back to (OFF)
9. Probe the IC-pin with the DATA PROBE and check that the 1 or 0 LED
indicated in Table 2 lights up. Repeat this check for each IC-pin
in Table 2.
D. Program RAM
1. Perform the CAT Box preliminary set-up.
2. Set CAT Box switches as indicated:
a. DBUS SOURCE:ADDR
b. BYTES:1024
c. R/W(not) MODE:(OFF)
d. R/W(not):WRITE
3. Enter address 2000 with the keyboard
4. Set R/W(not) MODE to PULSE and back to (OFF).
5. Set R/W(not):READ
6. Set R/W(not) MODE to PULSE and back to (OFF).
7. The Program RAM is a 2K*8 device. To test the entire device
perform steps 2 through 6 with the address in step 3 at 2400.
There is also 128 bytes of RAM in the 6532, starting at 1000.
8. If the CAT Box reads an address that doesn't match with that
written, the COMPARE ERROR LED will light up.
E. Program ROM SIGNATURE ANALYSIS:
1. Perform the CAT Box preliminary set-up.
2. Connect Catbox SA GROUND to Sound Board.
3. Connect Catbox SA START to 6809E CAT Box Adapter Board CATBOX SA START/STOP.
4. Connect Catbox SA STOP to 6809E CAT Box Adapter CATBOX SA START/STOP.
5. Connect Catbox SA CLK to Sound Board CLK E.
6. Connect 6809E CAT Box Adapter GAME BOARD SA START/STOP to Sound Board ROM 1 (1H).
7. Set up the Signature Analzer: START-negative, STOP-positive.
8. Momentarily press RESET on Main Board
9. Compare signatures to those shown on the schematic