Diet Go Go repair log

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Oct 312016
 

The game had two problems.

First one was the music that sometimes when switching on the game was glitched (very fast tempo or corrupted voices)

The first problem was fixed by replacing  capacitor C7 which was used to reset the chips and didn’t work correctly.

dietgogo

 

Second problem was some black pixels on some elements of the background.

dietgogo2

After shorting some data lines of the gfx maskroms I found the one responsibile for the background images.

Normally when a markrom fails you get blocky graphics. In this case was only some bad pixels.

Looking on the solder side of the pcb I immediately noticed one pin of one address line of the background image markrom touching the network resistance beside which forced the address line to 1.

diet3

Disconnecting it solved the problem

diet4

Avenging Spirit Repair log

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Oct 312016
 

Received this game for a repair.

The game had messed background images

avenging2

Shorting some data pins rams I found the one responsible for the tiles arrangement.

I replaced the one marked in red below and it was infact faulty but it didn’t fix completely the problem.

I noticed that the 74ls745 above it was pressed down badly like if it was hit but something.

I decided to unsolder it and test the continuity of all the pads and infact I found three of them (marked in red) that visually were OK but they had no continuity

with the other chips.

That meant that the internal pad was broken so bad it detached internally

avenging1

 

Making some ugly flying wiring with something I had at hand I tested the game which was fully restored

 

avenging4

 

avenging3

Double Dragon repair log #9

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Oct 292016
 

Yes, yet another Double Dragon PCB on the bench.

The board was in good shape:

100_8956

but it didn’t pass the self-test sitting on a ‘63701 ERROR:

100_8959

The /HALT line of the HD63701 MCU was asserted, this was sign of some trouble in its busses.I swapped a good chip with no change so I went to look at schematics.All was good until I found no continuity between the address line ‘A0’ (pin 50) of the MCU with pin 3 of the 74F157 @IC8:

hd63701_bus

Tracing back the address line I could figure out where connection was  interrupted, exactly under the 74F157 @IC7 so I removed it.Inspecting the involved area with a USB microscope revealed a corroded trace  :

bad_trace

I patched it with some AWG30 wire:

100_8979

With this fix finally the board passed the self-test but two issues were present in game : sound was missing and backgrounds had jailbars :

The first issue was due a missing 10Kohm potentiometer in the sound section:

100_8981

The backgrounds GFX data are stored into four 27512 OTP devices on video board :

bg_romsjpg

When I went to dump the ones @IC108 ans IC109 my programmer warned me about a bad contact on pin 19 (data line ‘D7’) of both :

 

27512ic109

Obviously the resulting dumps didn’t match the ones from MAME ROM sets so I programmed two 27C512 EPROMs as replacement.This restored graphics completely.Yes, yet another Double Dragon PCB fixed!

 

 Posted by at 11:46 pm

Alpha Denshi Co. (Equites and Splendor Blast) double repair log

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Oct 182016
 

I got two rare boards manufactured by Alpha Denshi for repair : Equites and Splendor Blast

Here’s Equites :

100_9103

Board played fine except for jailbars on some sprites (look at explosions and first enemies on the ground in the below video):

All the GFX generation circuitry lies on bottom board:

100_9104

A lor of TTLs were from Fujitsu (especially multiplexers 74LS157 and 74LS153) so I went to check them with my logic comparator.All passed the test except for the 74LS153 @8C:

100_9110

I desoldered it:

100_9111

The chip failed when tested out-of-circuit:

74ls1538c_failed

I added a socket and a good chip:

100_9112

No more glitched sprites and board 100% fixed:

Here’s Splendor Blast:

100_9118

This was a little tricky.When  I first powered the board up, watchdog was active, the self-test was failing in all  program ROMs and in the ‘ALPHA-8303’ MCU RAM:

Doing a visual inspection of PCB I noticed that one of the two custom SIL marked ‘ALPHA-INPUT84’ was wonky :

100_9129

It came off in my hands when I touched it:

100_9130

I powered the board without this component and board successfully passed the self-test so I resoldered it  (most likely it was corrupting the main 68000 CPU data bus since some lines are shared with it) :

h039410_sil3

As I said, the board entered in game but some sprites showed jailbars:

The three sprites ROMs are in bottom board:

sprite_eproms

I dumped them and they were good.With my multimeter I figured out that address bus was shared among the three EPROMs while data bus was in common only among ROM 5 and 7.But I could not measure continuity between pin 15 (D3) of these two.I removed the devices from sockets and found a severed trace underneath:

broken_trace

Patched it and board 100% fixed.End of job.

 Posted by at 11:51 pm

Thunder Cross II repair log #1

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Oct 162016
 

This Thunder Cross II board was stuck in a watchdog cycle.
A quick visual inspection showed this
20161009_173512
It was easy enough to bend this back a little without causing any damage.

Powering up the game, it would sometimes show the RAM/ROM test screen from the POST with failures reported and sometimes it would just reset straight away showing nothing.
Using a logic probe I quickly found the RAM at 1H and 16E were bad both of which had completely dead output pins.
I piggy backed a known good working 6116 RAM chip on top of both of these and while it didn’t cure all my problems, on the time it booted to the test screen these RAM’s now showed clear.
I replaced them and moved onto the resetting issue.
The reset on this board is handled by a custom SIP package. I was fairly sure this wasn’t to blame as on the occasions it booted up, if I held the TEST button down to reinitialise the EEPROM the game did not reset throughout the initialisation.
I did notice a 4.7k resistor array was missing.
20161016_120500

I replaced this but it made no difference.
Next I noticed the game booted up more regular if my hand was on the 68000 CPU. Things like this are a good indication that there is a floating pin somewhere. Probing the CPU pins revealed that pin 21 of the 68000 (/VPA).
Chasing this proved difficult as there was a broken trace somewhere but these Konami boards have really small thin traces and vias. I eventually traced it back to pin 6 of a 74LS20 at 5E1.
20161015_151226

Jumpering this gave me a booting game.
Everything initially looked good, the attract mode played and the sound effects were present. The problem came when some music played. To start with it sounded terrible but once the music stopped all the sound effects were either messed up too or were missing altogether.
I fired up the test mode and did a ROM check which game me this
20161015_135441

or sometimes this
20161015_151805

I had verified the ROM which checked out OK and sound effects were present. The music also attempted to play so I was fairly sure the CPU and ROM were good.
I started looking at how the MASKROM was addressed and how the PASS/FAIL data was send back to the main CPU. This all led me to the 053260 custom chip at location 5E
I mapped out all the address and data line to the MASKROM and noticed that anything after address line A10 was dead. Looks like we have a dead custom.
As it happens I found a scrap Konami PCB in the loft from which I could harvest this chip from.
under053260

Replacing this gave me my sound back and the ROM tests now all pass.
20161016_120958

Its actually a nice shooter.

 Posted by at 3:03 pm