Re: Sega Space Ship pinout (Space Wars Clone)

From: Kevin Moore <talon.k_at_gmail.com>
Date: Tue Jan 26 2010 - 23:08:27 EST

Can't say on your board, but I know for sure 400 won't work for Asteroids,
so I'd definitely look for some 200's

On Tue, Jan 26, 2010 at 7:51 PM, Mark Shostak <shostakmark@gmail.com> wrote:

> Fabrice,
>
> Thanks for the info (pinout).
>
> Just wondering, where does the "reset" signal (pin 21) terminate on the
> board (i.e. chip & pin)?
>
> To answer your questions:
>
> The "EXTERNAL_HIGH" input is part of the JMI (Jump on MInus) option. On the
> Cine CCPU, a jumper can be added to allow a jump instruction to be
> conditional on the minus flag (sign bit (#11) of the active accumulator).
> Most games use this mode. Do you have a physical jumper attached to this
> net, somewhere on your board?
>
> In one game (Tail Gunner), they used the CCPU's external input to implement
> a Successive Approximation ADC. The ADC was divided across the CCPU, the
> sound board and even the monitor. The monitor's X axis DAC was used (in its
> spare time) to produce a voltage under control of the CCPU, which was fed to
> a comparator on the sound board, which compared the voltage from the DAC
> with the voltage from one axis on a joystick. The result was fed back to the
> CCPU. Then by successively (hence the name) varying the DAC's output, they
> could determine the position of the joystick.
>
> O7 is what today would be called a GPIO and was fed to the sound board to
> control whatever effect the game designer wanted. In Space Wars it's not
> used.
>
> I'm not sure anyone can tell you if 400ns RAM chips will work in a CCPU.
> The majority of devices used were 200ns. I have seen a limited number of
> 300ns chips, but never any 400ns chips. So, you'll have to let us know!
>
> Keep up the good work.
>
> Thanks,
> -Mark
>
>
>
>
> On Sun, Jan 17, 2010 at 6:46 PM, Fabrice GIRARDOT <f4brice@gmail.com>wrote:
>
>>
>> Hi all.
>>
>> I finished to create the SEGA Space Ship pinout file.
>>
>> I know it's usually a bad idea to attach a file to
>> a mail sent to a mailing-list.
>> But doing a copy-paste here would not make the e-mail
>> smaller in size and would also perhaps break lines.
>>
>> There are 1 input and 1 output that are unknown to me :
>> input A8 pin 8 (EXTERNAL_HIGH)
>> output F2 pin 12 (O7)
>>
>> I'm still working in repairing my PCB.
>> I already changed N2 and T2 who were bad for sure.
>> Now, I think at least 1 memory chip is bad since
>> I have strange output.
>> Both pictures are RAM at L14, pin 16 :
>> http://img1.uplood.fr/free/leol_broche_16_1us.png
>> http://img1.uplood.fr/free/s05q_broche_16_500ns.png
>> It is not a DSO hallucination (also tested at faster speed).
>> When I exchange 2 memory chips, I do NOT have the same
>> signals.
>>
>> I'm gonna buy replacement chips.
>> I only found 400 ns chips, and SEGA's chips are 200 ns.
>> Can anybody tell me if 400 ns memory chips would be
>> fast enough for the CCPU ?
>>
>> Also I took some pictures of the SEGA Space Ship cabinet
>> control panel. Pictures are posted here:
>> http://www.gamoover.net/Forums/index.php?topic=20677.msg299603#msg299603
>>
>> If somebody wants more pictures, please let me know.
>> I'll send some good pictures to klov, since there's none for this game.
>>
>>
>> Regards.
>>
>> --
>> Fabrice
>>
>> Space Ship
>> SEGA, 1978
>>
>> PCB is a CCPU (Cinematronic CPU).
>> It has 6 PROMs with CCPU micro-code and 8 PROMs with game code & data.
>> Game is Cinematronic's Space Wars.
>>
>> Parts side | Solder side
>> -----------------------------------------------------------------------
>> pinout by F4b GND | 1 | A | GND
>> v1.0 GND | 2 | B | GND
>> GND | 3 | C | GND
>> +5V | 4 | D | +5V
>> +5V | 5 | E | +5V
>> (used by audio only) +25V | 6 | F | +25V (used by audio only)
>> (used by audio only) -25V | 7 | H | -25V (used by audio only)
>> coin meter out | 8 | J |
>> speaker + | 9 | K | speaker +
>> | 10 | L | EXTERNAL_HIGH [A8 pin 8]
>> out7 [F2 pin 12] | 11 | M |
>> coin SW, NO | 12 | N | coin SW, NC
>> player 1, forward | 13 | P | coin SW, common (=GND)
>> player 1, right | 14 | R | player 2, left
>> player 1, left | 15 | S | player 2, right
>> keypad SW 5 | 16 | T | player 2, forward
>> keypad SW 1 | 17 | U | keypad SW 0
>> keypad SW 2 | 18 | V | keypad SW 6
>> keypad SW 3 | 19 | W | keypad SW 7
>> keypad SW 4 | 20 | X | keypad SW 8
>> reset SW | 21 | Y | keypad SW 9
>> player 1, hyperspace | 22 | Z | player 2, fire
>> player 2, hyperspace | 23 | a | player 1, fire
>> GND | 24 | b | GND
>> GND | 25 | c | GND
>> INTENSIFY [J2 pin 3] | 26 | d |
>> (LSB) Y0 | 27 | e | BRIGHT [J2 pin 11]
>> Y2 | 28 | f | Y1
>> Y4 | 29 | h | Y3
>> Y6 | 30 | j | Y5
>> Y8 | 31 | k | Y7
>> Y10 | 32 | l | Y9
>> INITIAL_POSITION [H8 pin 13] | 33 | m | Y11(MSB)
>> (LSB) X0 | 34 | n | LINE_DRAWING [I8 pin 2]
>> X2 | 35 | p | X1
>> X4 | 36 | r | X3
>> X6 | 37 | s | X5
>> X8 | 38 | t | X7
>> X10 | 39 | u | X9
>> | 40 | v | X11 (MSB)
>>
>> Notes:
>> o) letters "G", "I", "O", "Q", "g", "i", "o" and "q" are not used as pin
>> reference.
>> o) speaker is 8 ohms 10 W ; pin "-" is connected to GND
>> o) 2nd coin meter pin is connected to +25V
>>
>>
>

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Received on Tue Jan 26 23:08:40 2010

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