Caius

Jul 282015
 

My friend Josef sent me some boards for a repair and among them there was this Vulcan Venture (export release of Gradius II – GOFER no Yabou) :

Vulcan_Venture

This Konami hardware ( called Twin 16) is as beautiful as complex : two 68000 CPUs, one Z80 as sound CPU (Yamaha 2151 + YM3012 DAC, UPD7759C and a 007232 Konami Custom Chip as sound chips).Specifically video board use a lot of custom chips whose functions are not really documented.With this in mind I began my troubleshooting and fired the PCB up:

first_issue

Initial RAM/ROM self test reported a bad RAM @R8, this is located on video board in form of a MB81464 chip (a dynamic 64K x 4 bit RAM, there are eight of them in this section)

MB81464_DRAMs

I was very confident that this would have been an easy repair but I was tremendously wrong because, after replacing this RAM, the board died.I couln’t get anything on screen but only some flashing lines and sometimes I could barely recognize the “RAM ROM CHECK” message.Sadly schematics of this board are not available so you have to seatlle with the Dark Adventure ones which runs on same hardware but has different ICs location.The fault was located on video board since, as I said, board properly booted but it played ‘blind’.In particular looking at Dark Adventure schematics I noticed that the custom marked ‘007782’ generates some video timing signals:

007782_custom_

So, given the typology of  my issue, I started to check this part of circuit.All signal from the custom were fine but when I piggybacked the near 74LS244 @A4 the video output was restored.I fired up my logic analyzer which gave me this result on some gates:

74LS244@A4_logic_analyzing

As you can see output signals were absent (like in gate A1/Y1) or altered.Tested out of circuit, this 74LS244 failed miserably.Replaced it, board booted and displayed properly but was stuck on “RAM ROM CHECK” message.Analysing the CPU board revealed that 68000 sub CPU has /HALT line active so something was wrong in its bus preventing the proper execution of code.Also here the old but effective piggybacking technique came in help since since when applied it to a 74LS244 @10L (which, indeed, sits in the middle of the address bus of the 68000 sub CPU and its work ram) I could enter in game:

Gameplay was fine but background graphics were constantly rolling (besides, some of the audio PCM samples were garbled).I was pretty sure this fault was in the same location of the first one (around the custom ‘007782’ area).Looking at this part of circuit I noticed a small 220 pF ceramic capacitor soldered across ground and PIN15 (input) of a 74LS244 @A10:

capacitor_74LS244@A10

Usually little ceramic capacitors are used to clean signals filtering them.In this case the signal to this input of the 7LS244 came from the custom ‘007782’ and was called ‘NRAS’ on schematics while the corrispective output was connected to the RAS line (row address strobe) of the eight MB81464 DRAMs previously mentioned (they are used for tilemaps).Also here piggybacking this TTL , after removed the capacitor, cleared the issue ( actually this 74LS244 was tested as good in all my programmers but does not mean its internal junctions were fine).I was going to analyse the sound issue but board developed a new graphics issue :

new_issue_2

Text/characters were all blocky but I could quickly pinpoint this fault in a bad 74LS86 @B11 on video board using my HP10529A logic comparator:

So, now graphics were completely restored, it remained to be fixed only the sound.Sound hardware is made of a main Z80  as CPU , a Yamaha 2151 + YM3012 DAC, UPD7759C and a 007232 Konami Custom Chip as sound chips.Music was fine but some of the PCM samples (speeches) were garbled.For example the initial speech “DESTROY THEM ALL!” was played so :

 

while the correct should be:

Studying a bit the hardware with the help of The Main Event schematics and doing some tracing on the PCB, I could figure out that the MASK ROM containing speech samples is addressed by the NEC D7759C chip not directly but through a 74LS273 @7B (while the ‘007232’ PCM custom chip addresses the other samples MASK ROM). Probing this ROM I found that most of its address line were stuck LOW or HIGH.I dumped it and it matched the one in the MAME ROMset.So, at this point fault had to lie in 74LS273 @7B that was in the middle of address bus.Without thinking twice I desoldered and tested it out of circuit where it failed:

74LS273@7A_failed

Fitted a new chip restored all speech samples so board 100% fixed.The ‘Evil’ Konami has been defeated again!Well, at least until the next battle….

Just a quick note : all the  TTLs and RAM replaced were from Fujitsu.

 

 Posted by at 8:35 pm

‘Massive’ Konami PAL dumps update

 PAL Updates  Comments Off on ‘Massive’ Konami PAL dumps update
Jul 172015
 

Today we have a huge PAL dumps update and all of them came from Konami boards (original and bootleg, too).Let’s start with order.

Porchy dumped the PLDs (actually one is a redump and replaces an existing one) from an original Time Pilot PCB.Devices were two 82S153 so he converted the dumps to a more usable GAL16V8 format and succesfully tested them on hardware.

Dragos sent us the PAL20L10 chip from his Mystic Warriors PCB, I dumped it and Porchy took care of reversing it in a GAL22V10.Dragos successfully tested it.

Andreas sent us dump of the PLS173 from an original Devil World PCB ( board ID GX687, chip marked ‘007789’ @10H also present on Gradius II).We mark this dump as untested until we found a way of reversing the chip in a GAL or test the dump in an original device.

Thank you all for your precious contributions.

As for me I dumped the three PALs (two PAL16L8 and one PALCE16V8) from a Run and Gun PCB and the two ones (PAL16L8) from a Block Hole.Lastly I dumped the two 82S153 devices from a Gyruss bootleg PCB (located on the Konami-1 replacement piggyback board) and reversed them into GAL format.All my dumps come in GAL16V8 format (except for one from Gyruss that needs a GAL18V10) and have been tested as working on PCB.

 Posted by at 6:07 pm

Block Hole repair log

 PCB Repair Logs, Repair Logs  Comments Off on Block Hole repair log
Jul 142015
 

Got this Konami Block Hole (export version of Quarth) from my friend ‘mastercello’ :

Block_Hole_PCB

Board was marked with “sprite issue” and indeed it’s what I got once fired it up:

sprites_issue

Some sprites (like main ship, see the above picture) were garbled and totally wrong.There are eight 27256 EPROMs containing all the sprites so I went to probe them with a logic probe and I found that the common address line A10 (PIN21) of four of them was not prperly toggling compared to the healthy lines A9 and A8 for example.This was confirmed also by my logic analyzer:

A10_address_lines_analysing

I was able to trace this faulty address line back to the sprites generator ASIC marked ‘051960’:

051960_ASIC

So my suspects was that this ASIC would address the four sprite ROMS wrongly due its weakened address line.To confirm this I lifted the involved pin:

051960_lifted_pin

and its behaviour was the same as before when connected to sprite ROMs (on the left the an healthy address line, on the right the faulty A10)  :

address_lines_comparing

At this point, I was pretty sure the ASIC ‘051960’ was faulty in this address line so I played the card of replacing it:

051960_replacing__

And I was right, this restored graphics completely.Board 100% fixed.

fixed

 Posted by at 10:16 pm

Raiden DX repair log

 PCB Repair Logs, Repair Logs  Comments Off on Raiden DX repair log
Jul 102015
 

Another board from my friend ‘mastercello’ and another quick fix.

We have on the bench a Raiden DX (Seibu Kaihatsu) PCB in  good shape:

Raiden DX_PCB

Board booted but colors were wrong and sprites colored blocks:

issue

This Seibu hardware doesn’t use many components since most of logic has been condensed in some custom ASICs which have mostly graphics functions so I focused on them.Like I usually did I probed the tightness of each pin with a small needle and found some lifted pins of the one stamped  ‘SEI252 SB05-106’ (QFP208 package).

SEI252

A simple reflow did the trick and fixed graphics completely.

fixed

 

 Posted by at 10:47 pm

SEGA and Taito PAL dumps update

 PAL Updates  Comments Off on SEGA and Taito PAL dumps update
Jul 102015
 

Some PAL dumps update today.Porchy succesfully reversed into GAL16V8 format a dump (made by be some time ago) from a PLS153 device labeled ‘315-5244’ which, as far as we know, is present on Sega System16A hardware (Shinobi and Passing Shot for sure) and should be identical to the ‘315-5150″ one from Fantasy Zone (always on System16A).’Spectroman’ succesfully tested this dump on his Fantasy Zone PCB.

Andreas sent in an archive containing all the PLDs from a Taito Midnight Landing PCB (a flight simulator).All PLDs were unprotected PAL16L8 and PAL20L8 (except one PAL16L8 @IC54 which secured so was not dumped) and came from a not working board.So, we will mark them as untested.Drop us a line if you have any chance to test them.

Thanks to all for their precious contributions.

 Posted by at 3:14 pm