Over Drive, Bubble Bobble prototype, Victory Road PAL dumps added

 PAL Updates  Comments Off on Over Drive, Bubble Bobble prototype, Victory Road PAL dumps added
Jul 162017
 

Today we have some new PAL dumps from the following PCBs:

  • Bubble Bobble prototype.

The board has been acquired by MAME Dev team and dumped by ‘brizzo’ which provided also binary dump of the PAL @IC19, thanks to them.I took care of reversing it in a GAL16V8 fuse map.The PAL is present also on Tokio PCB since the prototype run on this hardware.Dump is untested for now.

  • Victory Road

Dumps in native PAL format have been provided by Kevin Eshbach on Dumping Union, thanks to him.These for now are marked as “assumed working” until further test will be done on PCB.

  • Over Drive

I dumped the two PALs from this Konami racing game and successfully tested them on GAL16V8 targeting devices.

 Posted by at 10:55 pm

Moon Cresta (Nichibutsu) repair log

 PCB Repair Logs  Comments Off on Moon Cresta (Nichibutsu) repair log
Jul 162017
 

Received this original Moon Cresta PCB (board ‘SMC-2FJ’ manufactured by Nichibutsu) for repair :

Board booted up but some sprites were upside down and partially doubled :

Some Fujitsu TTLs were present so I went through them with my logic comparator.I quickly found a suspicious 74LS08 @6H:

It was really bad once tested out of circuit:

Now sprites were correctly placed but I noticed that the bullets were missing:

Looking at schematics there are two separate circuitries which generate yellow and white bullets.Probing them I found that the two active LOW signals /YBPS and /WBPS were stuck HIGH all the time also when you pressed the fire button and generated the bullets:

 

 

The signals are geneated by a 74LS139 @4C:

My logic comparator complained about pin 11 everytime I pressed the fire button and hence activated the selection line B on pin 13:

I pulled the TTL and I had confirm it was bad in that specific gate:

Fitted a good TTL and bullets were displayed again.Board 100% fixed.

 Posted by at 10:49 am

Turbo Force repair log #1

 PCB Repair Logs  Comments Off on Turbo Force repair log #1
Jul 092017
 

Got this faulty Turbo Force PCB for repair:

 

First of all I soldered back an hanging wire:

Then I powered the board up : the fault concerned some sprites, they were scrambled:

The relevant data are stored in four devices :

Probing them revelead that some address line had abnormal activity (good on left of the below picture)

Address lines for the sprites devices are generated by one of the two surface mounted custom ‘VS8905’ (the one @U115)

I played the card of replacing it :

And this was successful, board fixed.

 Posted by at 7:28 pm
Jul 092017
 

In this log I fix the sprite’s incorrect colors as discovered in part 1. To review the problem see the image below. Note that the colors for the weightlifter are incorrect, the runner also has red shadow instead of black and the colors for the area in between the flags on the right are also incorrect.

 

Initially, I thought the area between the flags were actually made up of background tiles. These are actually sprite objects used as background graphics. I used my test rom to confirm this.

 

The bipolar proms I ordered finally came but were all faulty! So that was a complete waste of time and money. The good news is after checking the palette prom [ several times over ] it appears to be good and I must have been reading it incorrectly with my TopMax in part 1 of the repair log.

I thought about this for awhile and had an idea that would help me troubleshoot. Firstly, I looked at the color palette for Hypersports in MAME and took down some notes.

 

After comparing the colors of the sprites from images online [ google images was a good starting point ] with colors from the table above, my suspicions were that there was a stuck bit somewhere. Black [ color 0 ] is being displayed instead white [ color 1 ].

For black [ color 0 ] to be displayed instead of white, bit 0 would have to be stuck low. Color 2 is also being shown instead of color 3 and the only way this could happen is if bit 0 was stuck low. The athlete’s shadow is also being shown as red instead of black for the same reason which results in color 8 being shown instead of color 9.

 

The backgrounds and sprite data appear to be combined at the LS157 at A4 which then form the signals OUT0-OUT4 at the LS174 A2. These 5 signals represent the color of a single pixel on the screen [ 32 possible colours ]. But I’m more interested in the signals OCOL0-OCOL3 [ object/sprite colors ] so I begin poking around at the inputs and outputs of the LS157 at C17 first. I generally choose the multiplexers to troubleshoot first whenever it’s relevant because these seem to get worked fairly hard [ especially in the video circuit ] and exhibit higher failure rates in these areas.

 

Pin 4 [ 1Y ] output of C17 appears to be stuck low, exactly what I was looking for. This was later confirmed after testing the chip out of circuit.

 

The Fujitsu in C17 is a temporary measure, I promise. It’s a working pull from my Gyruss and I didn’t have any other spares on hand.

 

The colors seem right although I seem to be missing overall color from the CRT.

 

 

 

 

Changing it over to my LCD just to confirm that my 1084 probably needs an adjustment of some sort.

 

 

Chopper I (bootleg), Dynamite Dux (bootleg), CPS2 B-BOARD and Konami GS468 PAL dumps added

 PAL Updates  Comments Off on Chopper I (bootleg), Dynamite Dux (bootleg), CPS2 B-BOARD and Konami GS468 PAL dumps added
Jul 082017
 

Today we have some new PAL dumps.

I dumped PALs from bootlegs of Chopper I and Dynamite Dux, replacements have been successfully tested in GAL16V8 targeting device.Each board had also a registered device which was not dumpable.

I reversed into GAL16V8 a couple of binary dumps posted on Dumping Union MAME mailing list by Smitdogg.They are from Capcom CPS2 B-BOARD and a Konami  GI Classic EX satellite board (‘GS468’ hardware).Both dumps are untested for now.

 Posted by at 3:16 pm