Kid no Hore Hore Daisakusen repair log

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Jun 062015
 

My friend ‘robotype’ sent me some boards for repair.Among them there was this a “Kid no Hore Hore Daisakusen” PCB (キッドのホレホレ大作戦? lit. Dig Dig Kid’s Epic Battle), a pretty obscure (for me, at least) game manifactured by Nichibutsu in the 1987 (released in the Western market as “Booby Kids”):

Kid no Hore Hore Daisakusen_PCB

Board uses, surprisingly for its age, JAMMA pinout so I could power it up without the need of building an adapter as I first thought.Here is all I got, some static garbage:

static_garbage_no_boot

This is clear sign that the CPU is not running so for first  I probed the 68000 main processor.Starting my checking from pin 1 all was stuck LOW or HIGH until I came to CLOCK (PIN15), this was completely silent.I traced it back to a typical clock circuit made of an inverter 74LS04 and a 74LS74 as divider.These ICs were good but when I went further back till to the 16MHz quartz I got this on my scope:

clock_troubleshooting

It was completely dead!Replacing it brought PCB to life again.

PCB_fixed

 Posted by at 5:38 pm

Xevious (Namco PCB revision) repair log

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Jun 012015
 

Who of us has not played at least once Xevious?

Xevious is a vertical scrolling shooter arcade game that was released by Namco in December 1982.It runs on Namco Galaga hardware. In North America, the game was manufactured and distributed by Atari.

I had on my bench the Namco version:

Xevious_PCB_800

Board booted correctly, game was fully playable but sprites were missing some lines and also playfiled got some issues:

GFX_issues_

All GFX customs (the sprite positioner ’12XX’, the object RAM addresser ’04XX’ and the GFX data shifter and mixer ’11XX’) were OK since I swapped them with ones of my Galaga/Gaplus boards.Luckily Namco released schematics for this board so for first I checked the part of circuit involved.All was good until I come across this section:

object_circuit

As you can see there are six 74LS161 counters that take DATA from one 2128 SRAM @2S (addressed by the custom “04XX”):

object_RAM

Three 74LS161 address two of the four 2149 RAMs @5M and 5N:

2149

When I went to probe the two 2149 RAM @5N and 5M I found four address lines (PIN3-6) stuck LOW.As I said before, these are addressed by a counter @5S so I went to use my HP10529A logic comparator on it.All led corrisponding to outputs turned ON while all inputs were correctly working.Desoldered and tested it out-of-circuit confirmed it was bad:

74LS161@5S_testing

Fitted a good 74LS161 restored correct graphics.

good_GFX_

 

With this repair we conclude the May season of logs.See you hopefully next one!

 

 Posted by at 9:16 am

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