Re: Asteroids graphics and sound issue

From: teeray <teeray_at_earthlink.net>
Date: Wed Mar 24 2010 - 02:19:18 EDT

-----Original Message-----
>From: andre <livnfree_can@yahoo.com>
>Sent: Mar 23, 2010 10:17 PM
>To: vectorlist@vectorlist.org
>Subject: Re: VECTOR: Asteroids graphics and sound issue
>
>
>
>--- On Tue, 3/23/10, teeray <teeray@earthlink.net> wrote:
>
>> From: teeray <teeray@earthlink.net>
>> Subject: Re: VECTOR: Asteroids graphics and sound issue
>> To: vectorlist@vectorlist.org
>> Received: Tuesday, March 23, 2010, 5:38 PM
>>
>> >>>>>>-----Original Message-----
>> >>>>>>On Sun. 3/21/10, at 2:53 PM, andre
>> wrote:
>> >>>>>>
>> >>>>>>I am fixing an asteroids cocktail
>> for a friend. It originally had just the
>> >>>>>>p1/2 lights flashing non stop. I
>> replaced the eprom sockets and all of the
>> >>>>>>ram following the test tones.
>> >>>>>>Now it works..sorta..
>> >>>>>>
>> >>>>>>It has 2 issues.. the first is a
>> graphical issue. The gamefield fills the
>> >>>>>>screen fine, but everything is
>> microscopic.. the ship and asteroids are only
>> >>>>>>a couple mm big, and you can see
>> the text.. it looks like text.. but far too
>> >>>>>>small to read. You can see your
>> shots and the ufo's shots. I have replace chips
>> >>>>>>in the scaling circuit at K5, K7,
>> M7 and swapped a good 7497 through the 4
>> >>>>>>socketed banks all with no
>> difference. I also tested Q7 and Q9 as good..
>> >>>>>>not sure where to go from here.
>> >>>>>>
>> >>>>>>2nd issue is in the sounds. All
>> sounds are fine except for the player's shots,
>> >>>>>>and the ufo's firing sounds. They
>> sound more like morse code tone when you fire.
>> >>>>>>I checked Q1, Q5. Replaced a few
>> electrolytics, changed n9 on the basis of
>> >>>>>>another repair log, c65.. I do not
>> have any ls259's for M10, and have not
>> >>>>>>checked the 324 at L8 which I think
>> is the only thing in common but not sure
>> >>>>>>if that would do it?
>> >>>>>>
>> >>>>>>
>> >>>>>
>> >>>>>
>> >>>>>On Mon, 3/22/10, 1:10 PM, teeray
>> wrote:
>> >>>>>
>> >>>>>Scale - Check the ls161's D7, C7, B7
>> >>>>>
>> >>>>>Sound - Check L8, M9
>> >>>>>
>> >>>>>Tim
>> >>>>>
>> >>>>>
>> >>>>
>> >>>>
>> >>>>On Mon, 3/22/10, at 9:44 PM, andre wrote:
>> >>>>
>> >>>>Thanks.. the 4016 at M9 was the sound
>> culprit.. after replacing that I lost the
>> >>>>thump sound.. So replaced the 555 at N8 and
>> got that back.
>> >>>>
>> >>>>So far in the scale section I have replaced
>> E7, M7, F6 and comparator'd
>> >>>>B7,C7,D7,A9,M6,A9 and all come out ok...
>> The more I look at it it might not just
>> >>>>be scale.. everything is very tiny, but I
>> notice especially when something
>> >>>>explodes, the explosion is along a
>> horizontal plane.. it has a brighter dot at
>> >>>>each end with smaller dots inbetween with
>> the line about a 1/4 inch long. Also, it
>> >>>>does not take one of the micro asteroids to
>> hit the dot that is the players ship
>> >>>>exactly for a collision.. if its about a
>> 1/4 inch away on the screen for the ship
>> >>>>it will be a collision.. if it was 'just'
>> scale I would think the dots would need
>> >>>>to physically meet.
>> >>>>
>> >>>>
>> >>>
>> >>>On Tue, 3/23/10, 1:36 AM, John Robertson
>> wrote:
>> >>>
>> >>>  If you have a logic probe or 'scope,
>> check the inputs to the DACs to make
>> >>>sure all data lines are toggling. If the most
>> significant bits are not then
>> >>>backtrack from there. If all bits are toggling
>> then check your +/- 15VDCsupply...
>> >>>
>> >>>Heck check ALL the voltages first and save some
>> time! I think you may have a
>> >>>missing supply on the logic board...
>> >>>
>> >>>John :-#)#
>> >>>
>> >>>PS, please don't  top post - post under
>> the reply - and also do not clip off
>> >>>previous portions of messages (you can trim
>> small bits if it helps clarity)
>> >>>as it gets harder and harder to track the
>> progress of the troubleshooting
>> >>>process if we have to open older messages to
>> see what the original complaint
>> >>>was! Thanx.
>> >>>
>> >>>--
>> >>>John's Jukes Ltd. 2343 Main St., Vancouver, BC,
>> Canada V5T 3C9
>> >>>Call (604)872-5757 or Fax 872-2010 (Pinballs,
>> Jukes, VideoGames)
>> >>>           
>>      www.flippers.com
>> >>>"Old pinballers never die, they just flip out"
>> >>>
>> >>>
>> >>
>> >>
>> >>On Mar 23, 2010 11:30 AM, andre wrote:
>> >>
>> >>Was not aware every one was top posting.. I am just
>> replying from my mail program..
>> >>is there some other way to reply so they follow in
>> a thread?
>> >>
>> >>
>> >
>> >
>> >On Mar 23, 2010 4:25 PM, teeray wrote:
>> >
>> >Could you post a picture of the screen, also one of the
>> test screen
>> >somewhere for us to see.
>> >
>> >Does the test screen display OK, just microscopic?
>> >
>> >Tim
>> >
>> >
>>
>> For the picture to look correct but just be small. It has
>> to be something
>> affecting both the X and Y outputs.
>> Maybe F10
>>
>> Tim
>>
>>
>
>www.contoursurveys.com/ast1.3GP
>
>is a video from my blackberry.. could probably try for a snapshot with a better camera to be clearer. You can see the flashing text, the text at bottom and the asteroids flying around.. when the UFO comes out notice it doesn't contact a dot to explode.. just near one like the actual size/collision is still working. Also notice when it explodes it goes into a line of dots instead of a small, expanding explosion. I switch over to the test mode and its nothing really recognizeable.
>
>

If I am seeing this correctly. The screen is full size just asteroids and ship
are tiny. Shots look to be correct size.
Have you checked the ROM chips? The vector generator ROM or select line.
When in test mode press reset - do you hear any beeps that indicate RAM failure?

Still looks like a scaling problem, but you should still be able to make out
the test screen, I would think.

Tim
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Received on Wed Mar 24 02:19:21 2010

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