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Coin-Op : Arcade : Space Zap : KB-2703-282

Title

Space Zap Pinout Part 2

Author

spies.com

Article


Strapping Chart
===============
|-------------------------------------------------|
| |JU1|JU2|JU3|JU4|JU5|JU6|JU7|JU8|JU9|
|-------------------------------------------------|
| Single +5V | | | | | | | | | |
| 2716 EPROM | X | | | X | | X | | X | |
|-------------+---+---+---+---+---+---+---+---+---|
| 2316E ROM | | X | | X | | X | | X | |
|-------------+---+---+---+---+---+---+---+---+---|
| 2332 ROM | | X | | | X | | X | X | |
|-------------+---+---+---+---+---+---+---+---+---|
| 2364 ROM | | | X | | X | | X | | X |
|-------------------------------------------------|

|--------------------------------------|
| | JU10 | JU11|
|--------------------------------------|
| Upright Cabinet | X | |
|-------------------------+------+-----|
| Cocktail | | X |
|--------------------------------------|

|--------------------------------------|
| | JU12 | JU13|
|--------------------------------------|
| U8,U9,U10 are 74LS08 | X | |
|-------------------------+------+-----|
| U8,U9,U10 are 74LS32 | | X |
|--------------------------------------|

The strapping chart above, I think, serves one of two purposes (or some
combination of these): 1) lets you identify certain properties of the
Game Board, or 2) allows you to change the properties of the Game
Board.

For example, on some games to set it to cocktail mode you set a switch
on a board; on some games you connect the player 2 controls and the
game is automatically set up for cocktail mode; and on some games you
simply ground a certain pin to put the game into cocktail mode. Perhaps
on some games you even have to buy a separate set of boards for cocktail
versus upright use.


RAM-ROM Test
============
Placing the Test Switch (located on the Audio Amplifier assembly in the
coin box area) to "ON" performs the following functions:
(1) Removes all accumulated credits
(2) Tests the screen RAM
(3) Tests the static RAM
(4) Tests the game ROMs/EPROMs
(5) Repeats all tests indefinitely

Placing the Test Switch in the "OFF" position returns the game to normal
operation after completion of the ROM test. If you were to turn the test
switch off during the screen RAM test, it would take approximately 15
seconds before the game woule re-appear.

The game does a modified for of RAM test upon power-up or whenever the
door slam switch is activated. If an error is found, the program
continues the test until the error is cleared. Therefore, it is possible
that the game will never start and/or there may be no indication of
anything on the screen if there is a RAM error.

Error Indications
-----------------
If all RAMs and ROMs are good, the only indication will be an occasional
flash on the screen (approximately every 16 seconds). This indicates that
it has passed all tests and is starting the test sequence over again.

If an error is found in the screen RAM, you will see the flash on the
screen followed by flashing random horizontal bars. It will then cycle
through the test again until the error is cleared.

If an error is found in the static RAM, there will be short bursts of
flashing horizontal bars displayed on the screen. It will then cycle
through the screen RAM test and the static RAM test again until the error
is cleared. The cycle time is approximately 3 seconds.

A bad ROM or EPROM is indicated by a number "1" through "8" displayed on
the screen. If more than one ROM or EPROM is bad, both numbers will appear
on the screen.

Number Displayed Bad ROM/EPROM in Socket
---------------- -----------------------
(If you have eight 2k ROMs/EPROMs)
1 X1
2 X2
3 X3
4 X4
5 X5
6 X6
7 X7
8 X8
(If you have four 4k ROMs/EPROMs)
1 X1
2 X1
3 X3
4 X3
5 X5
6 X5
7 X7
8 X7

Feel free to correct any misinformation you find in this pinout. If you
let me know (holcomb@halcyon.com), I will correct the copy of this pinout
located on wiretap.spies.com.

--Dave Holcomb


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