Haunted Castle repair log #1

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Nov 042015
 

Got this Konami Haunted Castle PCB for a repair:

Haunted_Castle_PCB

When I powered it up for first time, two were the faults I noticed : sound and sprites were missing.So I started to troubleshoot first issue.The sound circuitry of this hardware is made of an Z80 CPU,a 6116 SRAM, a 27256 ROM and YM3812 DAC plus a couple of custom for PCM samples and music generation (K007232 and ‘K051649’).When I went to probe the Z80, I found that most of data lines were stuck LOW or HIGH.The ROM containing sound code was good as well as the relative RAM.With the help of schematics I figured out that sound code data were latched by a 74LS374 @G11 :

sound_circuitry

Probing its outpus revealed they were stuck and piggybacking it caused playing some random samples.So I decided to remove the IC :

74LS374@D11_reworking

It failed when tested in my programmer:

74LS374@G11_failed

Sound was fine but, as I said, sprites were missing (except for some):

Since I already repaired in the past a couple of Haunted Castle boards with identical issue, I knew where to look at.Hardware uses for sprites and tiles some 4464 DRAMs in ZIP package.In particular the two related to sprites are the ones @H3 and @H4:

M5M4464L_sprites_RAM@H3_H4

So I ordered some spare parts from China.When they finally arrived , I could successfully finish my job by replacing them:

M5M4464L@H3_H4_reworking

Another great game preserved!

 Posted by at 4:19 pm

Capcom CPS-B-01 C-BOARD repair log

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Nov 032015
 

Just a quick (but quite important) fix.Got from my friend Josef this spare Capcom C-BOARD with CPS-B-01 ASIC on it:

CPS-B-01_C-BOARD(1)

Whatever game I tried with it, I got sprites issues.Strider for example:

Strider_sprites_issues

I was pretty sure the CPS-B-01 ASIC was bad, it’s very prone to failure IC but I decided to have a look at it.Doing a continuity test with my multimeter on solderside of the C-BOARD I found two broken traces:

broken_traces_1

I promptly patched them with some AWG30 wire:

patched_traces

This restored correct sprites:

fixed_sprites

 

 Posted by at 10:03 am

SEGA Mega Play repair log

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Nov 022015
 

My friend Joachim sent me this Mega Play system for a repair:

Mega_Play_motherboard

The Mega Play is the name of a JAMMA-based arcade boardwith the ability to run Sega Mega Drive games. It was the second attempt by Sega to bring the home console to the arcades, following the Mega-Tech arcade system.Games come in form of cartridges:

Mega_Play_cart

At power up the system booted but got stuck on the welcoming screen not loading cart in whatever slot was inserted:

screen_stuck

As I said, this system operates on the same core components that the Sega Genesis uses (plus some additional hardware, such as an additional Z80 and Master System VDP for driving an optional second monitor that displays a list of games installed).In particular there are two VDP  (Video Display Processor) custom chips marked ‘315-5433’ and ‘315-5313’.When I went to inspect them, I found some lifted pins on the latter :

315-5313_VDP

In particular lifted pins were some from 55 to 70 which are directly connected to the 68000 main CPU data bus :

I reflowed these pin and this was enough to fix the board:

fixed

 Posted by at 9:37 am

Out Run repair log #2

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Oct 282015
 

My friend Alexander sent me this original Sega Out Run PCB for a repair:

Out_Run_PCB

After adapting it to JAMMA I powered it up and I could noticed the defect :

sprites_issue

There were some dots on the screen in which I could recognize parts of sprites (lile a ghost images, I’d say).Since video board is the lower one, I could not reach with my logic probe or scope the involved circuitry made of the 315-5211 custom Sprite Generator plus sixteen 62256 SRAMs chips :

srpites_generation_circuitry

RAM test was successfully performed but didn’t cover all the chips :

RAM_ROM_test

So I went to piggyback each RAM chip and when i did it for the one @IC71, the issue was cleared:

fixed

Time to remove the chip and install socket:

62256@IC71_reworking

Obviously the desoldered chip didn’t pass the test on my programmer:

62256@IC71_failed

End of job.

 

 Posted by at 11:32 pm

Tube Panic repair log #2

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Oct 282015
 

Another double Tube Panic PCB repair, with this so far fourth are the PCBs I repaired for my friend ‘robotype’ (you can find here the first log).Let’s start with first one :

Tube_Panic_PCB_3

As label said, sprites were totally missing:

no_sprites

Sprites generation circuitry is located on the video board.ROMs were all good so, due lacks of schematics, I went to test components with my HP10529A logic comparator.When I clipped a 74LS161 counter @E8, comparator reported troubles on all its output pins:

74LS161@E8_comparing

It failed the out-of-circuit test:

74LS161@E8_failed

With a good IC fitted, sprites came back :

fixed

First board 100% fixed, let’s pass to the second one which was labeled with “BAD SPRITES” (it seems sprite issue is a common failure on all the Tube Panic PCBs) :

Tube_Panic_PCB4

This was confirmed once powered the board up:

bad_sprites

As in previous repair, I already knew where to look at.Sprites ROMs are located on video PCB in form of 8 2764 devices on a small piggyback board:

sprite_ROMs

Data of these ROMs are latched by some 74LS273, when I went to probe with my analog scope the one @E20:

RSCN0599

I found all outputs were bad compared to inputs:

74LS273@E20

The IC failed when tested out-of-circuit:

74LS273@E20_failed

The sprites looked much better but still not perfect:

issue

This is how it should be (MAME screenshot):

0000

So I went to probe other ICs with my BK560A in circuit tester which reported trouble on pin 16 (output) of another 74LS273 @G9:

RSCN2191

74LS273@G9_failed

This was confirmed also by my scope, the output pin 16 was stuck low compared to its input pin 17:

74LS273@G9_PIN17_PIN16

Once desolder and tested out-of-circuit, the IC failed in that specific gate:

74LS273@G9_failed

A good IC restored sprites:

fixed

Another Tube Panic (I hope the last…) fixed!

 

 Posted by at 8:39 pm