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by cfh@provide.net, 06/02/08. Copyright 2001-2008 all rights reserved.
Scope.
Internet Availability of this Document.
IMPORTANT: Before Starting! Table of Contents
2. Before Turning the Game On: 4. Other Pinball 2000 Stuff:
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1a. Getting Started: What is Pinball 2000?
Unfortunately there were only *two* pinball 2000 game titles manufactured: Revenge from Mars (aka RFM), and Star Wars Episode 1 (aka SWE1). Game number three, titled Wizard Blocks (designer Pat Lawlor) was never produced. Likewise for game number four, Playboy (designer George Gomez). The existing two Pinball 2000 games (RFM and SWE1) were rushed to market while the pinball 2000 system itself was being developed. Because of this, the first two games aren't as "deep" as they could have been. Games three and later addressed many of the criticisms of Pinball 2000 ("too reliant on the video", "shoot up the middle only" and "I can't see the ball at the top of the playfield"). But unfortunately we will never see the full potential of this new and unique pinball system. The big advantage to this style of pinball is playfield "toys" no longer need to be physical. They can be projected onto the playfield. This means no maintainance of broken mechanical "toys", more flexibility in the design of video "toys", and lower manufacturing costs. Also pinball design is now expanded to another level. Before, limits were in place as to what a pinball designer could do. With Pinball 2000, these limits are largely gone. Mechanical toys can still be used, but the designer now has a choice and can use video "toys" (instead of, or in addition). And video toys can interact with the ball easily. Pinball 2000 is also modular. Game play is controlled by a ROM-based personal computer (not unlike the one you are using to view this document) housed in the backbox. By simply upgrading the software and replacing the lightweight, easily removable playfield, an entirely new Pinball 2000 game can be installed in minutes. Features of Pinball 2000 include: Convertability is another main selling point. The game may be converted to a new model through the purchase of a kit containing a new playfield, software and cabinet graphics. Generic Pinball 2000 side graphics may be applied to the game allowing operators to rotate playfields instead of entire machines on a route. This process may include rotating the playfield into the shop for general maintenance. A route collector is able to swap a playfield requiring service with a working playfield, allowing the defective playfield to be serviced by the trained technician in the shop, at his leisure. Logic Box in backbox slides out for easy access, replacement or conversion. Power-Driver board is located in the bottom cabinet for easy access, and provides the following enhancements: Software updates are available via several methods: Many of the above statements came directly from Williams' own Pinball 2000 literature.
Personal Thoughts about Pinball 2000. The integrated monitor may be the most obvious change, but there were many other surprises in Pinball 2000. While pinball machine have always been modular (the power/driver module, the CPU module, the sound module and so on), Williams has carried the concept one step further by making the playfield an easy to replace module as well. Instead of using long harnesses leading from the playfield that are snaked up through the backbox area and into the connectors on the boards, the connectors (there are six) come off the playfield itself. This makes it possible to remove the entire playfield in a matter of seconds. Heavy-duty tubular rails on the bottom protect the playfield components from damage and allow the playfield to slide out easily. The playfield can be swapped out in about a minute. This can be done for maintenance purposes (where a damaged, dirty or faulty playfield can be swapped out for a clean, working unit), or to change to a different game altogether. With a change of the backglass translite (now illuminated by a single florescent tube instead of dozens of miniature lamps) and new software, a new game is installed. Another Pinball 2000 surprise was a new locking concept called the "location key." The location key is used with a standard lock, located in the front of the game near the start button. The location key unlocks the handrail, allowing the glass to be removed for access to the top of the playfield. However, it leaves the playfield itself locked down preventing access to the cashbox and the electronics beneath the playfield. This makes it possible for the location to provide simple maintenance such as removing a stuck ball or, in some cases, cleaning the playfield or replacing broken rubbers. Opening the coin door with a separate key reveals another couple of surprises. The coin door is now spring-loaded and forcefully pops open as soon as the key is turned to unlock it. This keeps the coin door out of the way so you won't strike it with the playfield glass as you remove it. It also releases the passive locking system that holds the playfield down. The power/driver board is now located in the bottom of the cabinet. A hinged, plastic cover protects the board from possible damage due to hardware falling off the playfield. Lifting the cover reveals another design change that is geared toward making it easier to service the machine. No longer is a meter needed to locate a blown fuse. There is now a row of LEDs adjacent to the fuse bank; one LED for each fuse. If the LED is on, the fuse is good (assuming the coin door interlock switch is closed). Dark LEDs indicate a problem. This same data is simultaneously and graphically displayed on the monitor when the game is put into test mode. Additionally, the value of the fuse is displayed on the monitor for those that have trouble reading the value that is etched into the end cap of the fuse. The power/driver board is now removed with just two screws instead of nine. There are also twenty-two fewer connectors than their previous WPC-95 system. Communications between the power/driver board and the computer is now accomplished through a standard, personal computer parallel port. This gives the capability of additional troubleshooting using a computer (thought this software was never developed because Williams closed pinball before its completion). The computer in Pinball 2000 is just that: a standard personal computer (PC) motherboard with a plug-in PCI card that holds the software. It's a "baby AT" form factor with a Cyrix 233 Mhz processor. There is no floppy disk or hard disk and Williams uses their own Operating System (OS). This is not a windows based "Arcade PC." The computer is housed in an easily removable, steel box located within the backbox of the game. The box pulls out and down for servicing or can be removed completely without any tools at all. The box also houses a digital audio amplifier and a standard, switching regulator power supply such as you would find in any computer. The images and sound data are on masked ROMs plugged into the PCI card, called the Prism card. All of the program software for both sound and game are in re-programmable, flash memory. This means the game can be updated without ever burning an EPROM or opening the backbox. On the inside of the coin door, there is another standard 9 pin serial PC connector. This RS232 port that allows the use of a laptop computer to load the new software. Software updates are available on floppy disk through distributors, or by downloading off the Williams website. The redesigned cabinet also allowed Williams engineers to relocate the speakers. They are now much closer to the player's ears, allowing the volume to be set lower. Additionally, the DCS2 sound system sports a third channel that is used to drive a bass speaker in the cabinet. This is more than a sub-woofer. This is a discrete, third channel of audio. Pinball 2000 is a really neat combination of all the repair disciplines most techs have acquired over the years. On a system level, the machine has a monitor, an audio amplifier, a PC motherboard, a switching power supply, and a linear power supply (for the logic on the power/driver board). The switch matrix, lamp matrix, and solenoid driver circuits that account for the rest of the power driver board circuits are very straight forward and similar (if not identical) to Williams' WPC system. A professional coin-op technician will know how to work on all of these things. Williams' attention to serviceability makes Pinball 2000 a joy to work on. Upon closer inspection, Pinball 2000 isn't really revolutionary at all. In fact, it is most "evolutionary" as game techs will already be familiar with the vast majority of the circuits. Oh sure, Pinball 2000 looks really different with its monitor enhanced backbox. Sure, it has an off-the-shelf PC motherboard instead of a custom made CPU board. But deep down inside, where it really matters, in the control circuits and the I/O, it's just a slightly refined and enhanced version of the Williams' pinball circuits with which we're already familiar.
1b. Getting Started: Why WMS Stopped Making Pinball 2000 (Or How Slot Machines Killed Pinball)
1c. Getting Started: Repair Experience, Schematics
Little experience in fixing pinballs is assumed. Basic electrical knowledge is helpful, but not necessary. I do assume you can solder and use the basic features of a Digital Multi-Meter (DMM) such as measuring voltage and resistance. Please see http://marvin3m.com/begin for details on the basic electronics skills and tools needed. This document should help if you just bought your first (or second, or third) Williams pinball "as-is", and hope to fix it.
Got Schematics?
1d. Getting Started: Necessary Tools
Non-Specialized Tools Required:
Specialized Tools Required: Cleaning "Tools" Required:
1e. Getting Started: Parts to Have On-Hand
Parts to have: Transistors and diodes are available from many sources. Check out the part sources web page for help.
1f. Getting Started: Pinball 2000 Guts
PRISM Card. The PRISM card was used instead of a CD-ROM or hard drive because it is shock and tilt proof. It is also less prone to environmental factors, is easy to transport and easy to install. Also the data transfer rate is extremely fast. It also added the DCS (Digitially Compressed Sound) and flash memory (for field software updates).
Pinball 2000 uses a "baby AT" personal computer mother board with a Cyrix Media GX 233 or 266 mHz processor (though some early production was also made with a 200 mHz processor). This Cyrix processor and the Cyrix bridge are required for Pinball 2000 and are not replaceable by any other PC mother board or processor! There were at least three different mother board brands/types used in Pinball 2000 production, but all shared this common Cyrix Media GX architecture and support chips (for example, the GXM/GCT/7520 by Semi). At one time you could order a complete motherboard from a Williams distributor, part #04-12604, for around $300. Now often these motherboards can be found on Ebay (not in the pinball section!) Other sources for finding these is at local computer shows, computer recyclers, or online auctions. Louis Koziaz describes the decision to use to the Cyrix MediaGx chipset/motherboard: "The Cyrix chipset is merely a x86 chipset with built-in VGA video. Williams was told by National Semiconductor at the time that the MediaGX chipset would be around a long time, since it was being positioned for set-top boxes and other multimedia uses. Also it was possible to add other chipsets to the Pin2000 system if MediaGx was discontinued. But MediaGx equipped motherboards were inexpensive at that time, hence that is why Williams decided to use them in Pin2000."
Monitor.
Powerdriver Board.
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2a. Before Turning the Game On: Check the Fuses/LEDs.
A Particular Fuse Keeps Blowing in my Game when I Power-on.
Smaller Fuses in Pinball 2000.
All LEDs should be "on" when the game is powered on and has fully booted, and the coin door is closed.
P2000 Power Driver Board Fuses.
LED Boot Up Sequence.
The "Health" LED. So what does the Health LED tell us? Really nothing! At power up the Health LED is off. But once the software code loads and starts running on the PC, the software starting blinking the Health LED, and keeps it blinking. That's it, end of story! So if the health LED is blinking, that means the game is powered on and running its software. But hey, we already knew that, because we can see the game is working. So in reality, the Health LED tells us nothing. Williams may have eventually developed the Health LED into something useful, but given the development time frame, nothing ever came of it.
Game Reports a Bad Fuse, Which isn't Really Bad! Outside of the F107 is bad, try a factory reset and see if it goes away (you will lose any custom adjustments and scores). Or maybe just the LED is bad. But usually the factory reset will solve strange problems like this.
Game Reports a Fuse as Bad, but it's Not.
2b. Before Turning the Game On: Check/Replace the CPU Processor Chip Fan
Although Williams used a ball bearing fan, the fan can fail very quickly. Often after some weeks of operation they need to be replaced. When replacing them remove the foil between the fan and the processor chip. Instead use 'Thermoleitpaste thermal conducting paste'. This white paste is available at Radio Shack in a small tube. Non-working fans can get so hot the metal block had turned light green instead of the original dark green color that came from Williams.
Replacement CPU chip fans can be bought easily in the $5 to $20 range. It's just plain smart to replace this fan when buying a pinball 2000 game, because these fans do wear out, and there is no way to tell "how many miles" an old fan has. So just replace it! For a really nice, high-end model, check out PCPowercooling.com (the suggested model is their CPU-Cool Z1 Skt 7), or from Indek.com (the suggested model is their HDF5010L-12HB).
2c. Before Turning the Game On: Check/Replace the Power Supply & Fan
If the power supply and its fan in your Pinball 2000 is still working, consider yourself lucky! The fan in particular likes to seize. This of course increases the heat in the power supply, which in turn causes power supply failure quickly.
Replace the Power Supply and it's Fan.
Can Just a Replacement Fan be Installed?
Power Supply Input Voltage (115 volts).
Installing a New Power Supply/Fan. Be sure to install the new plug with the black wires of each of the two connectors "together" (in the center), as shown in the picture below. Here's the pinout for the power connector, so you can check the voltages with a DMM:
Newer ATX power supplies can also be used, but these do not have a physical power switch. Instead they get a signal from the computer's motherboard connector to turn the power supply off. But these power supplies can be fooled to turn on when their power cord is plugged in. Just tie the green /PS-ON wire (power supply on, active low, normally pin 14 on the motherboard connector) to the black COM ground wire. (a diagram of the 20-pin ATX connector can be found at wired.hard.ru/data/atxpower.shtml). The only problem with this approach is the physically size of an ATX power supply is different than an AT power supply. So if a standard AT power supply can be found, that should be used over an ATX power supply.
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3a. Updating the Game Code.
There are 3 ways to update the Pinball2000 game software.
Updating a Pinball 2000 Game using a Computer. The following is required to update your Pinball 2000 machine:
Step 1: Get the Update Manager.
Step 2: Get the Game Code files.
Step 3: Run the Update Manager.
With your Pinball 2000 system turned off, connect the serial port "null-modem" cable from your PC to the serial port inside the coin door. If your cable has thumbscrews, tighten them to make sure the cable does not become disconnected during the update process. Once the two machines are connected, power up the Pinball 2000 system. If the local PC and the P2000 game don't connect, check the serial cable inside the game. Often it's not attached at the computer side.
If the Pinball 2000 Update Manager is not currently running, double-click the Pinball 2000 Update Manager on your local computer. Under the 'Connection Port' box on the Update Manager window, select the serial port on the PC that you will be using (COM1 or COM2. On most PCs, the external serial port is COM1). Once the proper serial port is selected, confirm that the Pinball 2000 game is powered up. Click on the 'Connect to Game' button on the upper right of the Update Manager window. The program will connect to the pinball machine and report back the model number and software revision found (example: 50070 = Revenge From Mars, 0.82 = Software Revision 0.82). In the middle box on the upper right, select the drive letter that is holding the software update file that you downloaded from the website. Click on 'Scan Drive for Updates' to locate all the software updates related to this model number. This will scan your entire C: hard drive for the Pinball 2000 software (this is why the filenames of the update software can *not* be changed!) Click and highlight the update version to upload to your Pinball 2000 system, then click the Update button to begin the upload process.
Step 6: Make sure the game is ready.
Step 7: Do not disturb!
Congratulations, all done with the software update!
All game code ZIP files below include the update manager program. Older versions of the code are archived here, but generally speaking, you will always want to use the newest version available for your game.
3b. Motherboard Repair/Replacement Info.
The Cyrix Media GX board system was choosen by Williams because it was an "all in one" CPU board, and it was inexpensive. Unfortunately Cyrix went out of business, and it's assets were purchased by National Semiconductor. Via then turned around and bought all the Cyrix assets from National, except for the Media GX line (Via had no interest in this system). Since National did not have the right to use the "Media GX" name, they renamed the line "Geode". National still makes the Geode line of chips and boards, which are using the 5530A chipset (an update to the 5520; Williams was porting Pinball 2000 to the newer 5530 chipset when they closed the pinball division). But unfortunately the new National Geode boardsets usually lack PCI slots (and some other required features), and the newer 5530A chipset is not Pinball 2000 compatible. So the new National Geode boards are not usable for Pinball 2000. The original boardsets used for development of Pinball 2000 were 150MHz with the Media GX 5510 chip. Sometimes these old 5510 chip boards with 150 MHz or 200 MHz CPUs can be found on Ebay or at computer "junk" sales. Though somewhat risky, all of the code for the 5510 chip is still in the RFM and SWE1 code, and it autodetects on startup which one to use (the 5510 or 5520 chipset). However, the older 5510 code was obviously not as extensively field-tested as the 5520 code, and RFM at least was running into speed limits even at 233MHz (SW:EI was not as bad in that regard). So if buying one of these older 5510 CPU boardsets, be aware it may not work properly. In theory it should work, but it could "bog" down on some display routines, or the display could be out of sync with sound.
The motherboard choosen by Williams was clearly an "all in one" type board. That is, the motherboard had an on-board video, sound, and other support circuits/chip. The audio stuff is however not needed. Williams had a off-board sound card, making the on-board sound chip(s) unnecessary. Some boards will have these sound chips installed, and some will not. So an empty socket or two on an otherwise fully populated motherboard can be OK.
The memory used in pin2000 motherboards is SDRAM PC100 memory in a DIMM package (commonly known as "168 pin PC100 SDRAM 3.3v DIMM"). Any amount 8 meg or higher can be used (typically 8 meg is seen in most games). PC133 memory can probably also be used (the only difference between PC100 and PC133 is that PC133 can run at a higher bus clock speed).
3c. Game does not Boot or Re-boots.
Main Power.
Backbox Computer Problem.
Pinball 2000 Specific Boot Problems.
Power Supply or Mother Board Error.
When Entering Diagnostics/Bookkeeping, the Game Re-boots. To diagnose this problem, a laptop computer running a terminal emulator (Windows Hyperterminal, using settings "9600 8N1") was connected to the serial terminal port of the pinball 2000. With the computer on, the pinball 2000 game is booted. When the game's Enter button is pressed (to enter diagnostics), a Fatal error was being generated and the game reboots. But the fatal error can be seen on the laptop computer's terminal emulator program, "*** Fatal: Got invalid time stamp!" This can be further diagnosed with the pinball 2000 game on and the laptop connected and running a terminal emulation program. The XINA command "enter" can be issued on the laptop to enter the pinball 2000 diagnostics. This Xina command may cause the game to reboot (just as if the "enter" button was pressed on the coin door). Again, during the transaction, the laptop terminal received the error message. The error contained this key information:
*** Fatal: Got invalid time stamp! The numbers after the "BAD" are the time stamp's: weekday, month, day, year, hour, minutes, seconds. In this case, the year seems to be out of the acceptable range of 1999 to 9999. Since pushing the ENTER button causes a time stamp to be generated and checked, the checking code (for reasons unknown) does not just report and fix the problem, but instead generates a Fatal error, which then resets the machine. When "time" command was entered on the laptop, the pinball 2000 echoed back, "Sorry, clock is bad". Fortunately, there is a fairly simple cure to this problem. With a laptop computer running a terminal emulator (Windows Hyperterminal) attached to the serial port (9600, 8N1), the following command can be entered to set the date and time, after the pinball 2000 game is booted:
The battery on the motherboard (CR2032) and the PRISM card (BR2325 Li-battery, or in a pinch a CR2025 can work) should probably both be checked and probably replaced prior to performing this fix, since the CPU battery is what keeps the time when the game is off. The Prism battery keeps the high scores and the game audits (and some audits are also written to the Flash memory, in case of a complete battery shutdown).
Swapping from SWE1 to RFM, and Game No Longer Boots. Unfortunately, RFM code is not as smart. If the RFM rom board is installed on a Prism card that was previously installed with a SWE1 rom board, sometimes the boot process does not disable the update. The game will boot (white screen, blue messages), and show no errors. The playfield lamps will come up for a couple of seconds, and then go out, and the monitor screen will be black. The game will essentially hang in this mode, where the the coin door diagnostic buttons do nothing. The easiest way to fix this is to update the game with a PUB board. But since most people don't have a PUB board, there is another way. Hook up a keyboard to the computer, and boot the game. Again, the playfield lights will go on for a few seconds and turn off, and the monitor screen will go black. At this point, type the following command on the keyboard - note this command will NOT be seen on the screen, so don't make any typing errors!
After pressing ENTER, turn the game off, remove the keyboard, and turn the game back on. The game should now boot with version .4 of the RFM code. At this point your can run the update manager with a null modem cable, and update the firmware to RFM version 1.5.
P2K Won't Boot from Bad Motherboard Capacitors. There are five 1000 mfd caps surrounding the Cyrix processor, which gets quite hot. In addition, if the CPU fan has failed, this only makes the heatsink on the Cyrix chip hotter. This heat bakes these five 1000 mfd capacitors, making them prone to failure. Also Pinball 2000 machines use computer motherboards made around the time there was corporate espionage in the Asian capacitor market. An incomplete/incorrect electrolytic formulation was stolen and used by some Asian capacitor makers without knowing the formula wasn't good. I'm not sure this was a huge problem with these motherboards, but it may have contributed. There are at least two kinds of caps in the Pinball 2000 motherboards in the five spots numbered in the picture below. One has green caps (bad), and the other light blue (better). The green caps are radial 6.3v, 1000uf, 105c and made by TAYEH. These are the ones that you will usually find as bulged or leaking. If you see light blue 10v 1000uf, 105c caps from XICON, these seem less prone to problems. But even if the caps are not bulged or leaking, they can still cause the motherboard to not boot. I recently fixed a motherboard that would not boot by replacing these five 1000 mfd capacitor. In my case, the caps were the Xicon brand, and showed no sign of failure. I put them on my cap tester meter, and they read about 850 mfd. That doesn't seem to be "that bad", but after replacing these five caps, the board booted up fine.
Once all five caps are replaced, put the machine back together and power it up. Chances are you've just rescued the motherboard in your pin2k machine for about an hour labor and $1.00 in parts.
3d. Video Monitor Info, Fixes & Replacements.
However the p2000 CGA (lo-res 640x240) RGB monitor used is a standard video game monitor. The Pinball 2000 monitor is lower resolution than standard computer VGA (640x480) monitor or even med-res video game monitor. Other than that, any standard RGB low-res video game monitor, with inputs for positive horizontal and vertical sync, can be used. Also there is no need for a separate isolation transformer for the monitor, since the monitor power already comes from the P2000 transformer in the bottom cabinet. The mounting brackets for the Pinball 2000 monitor are custom though (but can be transfered to another monitor). Exact replacement Ducksan and WG 19k7302 monitors are no longer available. But you can use a Well Gardner 7200 monitor. The only change needed is in the cabling - change the monitor cable pins around on the header to use positive sync instead of negative sync. This is described below. On the original WG7300 the sync pins used did not matter, rather the negative vs. positive sync was controlled by a jumper of the monitor chassis pcb. More info on this below.
Pinball 2000 color monitor adjustments are on the neck board. There are six adjustments, two for each color (RGB).
Remove the backglass and you'll see six small knobs (pots) mounted to the bottom right of the monitor. Four of the knobs adjust the picture position, horizontally and vertically. The two knobs on the right are the brightness and contrast. Also on the back side of the monitor on the flyback transformer there are two knobs. The knob closest to the circuit board controls the brightness (the other knob controls the focus). Be careful - only turn knobs with a HV insolated screwdrawer. Turn the brightness knob (on the little separate adjust board) to a lower value. Then carefully turn the SG knob for more brightness - if you turn it too much, then you'll get flyback lines on the screen. When you have reached a better brightness you should do a brightness adjustment with the brightness button.
Unfortunately, the cabling (the cable from the monitor to the computer) used for the Ducksan and Wells Gardner 7300 are different. Different connectors are used because the cabling goes directly to the monitor chassis header, rather through a standardized connector. So plugging a Wells Gardner 7300 into the Ducksan monitor cable will not work.
but this pin is located between the GND and V pins.
board header "key" position. I have no idea why, and they don't need to be connected. ** Positive sync can be used instead of negative sync if the monitor will not adjust properly horizonitally. There is a switch on the monitor that can swap between negative and positive sync.
The Ducksan monitor is the worst of the two different monitors that were sold with Pinball 2000. Because of this, there may be some need to convert a Ducksan monitor cable so it can be used with a Wells Gardner 7300 monitor. Below is that conversion.
* Positive sync can be used instead of negative sync if the monitor will not adjust properly horizonitally. There is a switch on the monitor that can swap between negative and positive sync.
Wells Gardner 7200 Monitor. The solution is that the 7200 has different pins for negative versus positive sync. On the 7300 there is a switch setting on the chassis board that is set to either negative (the most common, and how it is set for Pinball 2000), or positive (there for backward compatability for older video games). Because of this, the 7300's H/S-2 wire need to be moved to +HS on the 7200 monitor. Likewise, the 7300's V/S-2 wire must be moved to the 7200's +VS. Also the 7200 should be set to negative sync. The corrected cabling for the 7200 Wells Gardner monitor (set to negative sync) is shown below.
Wells Gardner 4600 Monitor.
When installing a new video monitor, sometimes the video can appear upside down or reversed (left to right), while playing the game. Probably the easiest way to fix this is to issue a fb flip command to the Xina operating system. This will require a keyboard to be plugged into the Pinball 2000 computer (I am not sure if this command will need to be issued everytime the game is rebooted). The fb command will only fix an upside down picture (it does not change left to right picture reversals). A better (more permanent) way to fix the problem involves reversing the yoke header wires (on some monitors there is a switch for this). Check for a switch near the yoke, or on the edge of the neck tube circuit board. If there is no switch, find the yoke wires. The Yoke is the coil of wires on the neck of the picture tube. There should be four wires coming off of the yoke. Swap the blue/red wires if the picture is reversed left to right. Swap the green/yellow wires if the picture is upside down. Be careful to get the right two voke wires though, as the monitor chassis can burn up if this is done wrong!
Degaussing. Sometimes when moving the game, a light colored "spot" (varying in size, usually about 1" to 3" diameter) on the monitor may appear. If this is the case, there is probably an external magnetic interference from speakers or nearby lighting transformers (anything with a magnet or electro-magnet). Check for anything like this near the machine. If there is no hum at game start up, there is usually a varistor that burns out. If the monitor gets a reasonable magnetic field, it may take several power cycles to clean up (look out for vacuum cleaners and speakers, these often have strong magnetic fields). Check for what is causing the magnetic field before just powering on and off to degauss. Five or so power cycles should be all that is needed. If the purity doesn't come back, refer to a shop manual for the monitor that describes purity adjustments for the monitor. Even the earth's magnetic field is strong enough to effect purity of many color monitors. If the spot remains the degauss mechanism is malfuntioning. Often the monitor can be degaussed by taking a powered-on soldering gun, and moving it in front of the monitor glass. The magnetic field from the soldering gun can often degauss the monitor.
Ducksan Monitor Problems and Solutions. A web site is available for tech support with Ducksan monitors. The company is Merit Industries and the site is http://www.meritind.com. Click on Support, then on FAQs, then on Technical Information, then on Monitor/Picture. Also check out http://www.monitec.co.kr/english/product-1301-chassis.htm. Look for information related to Ducksan problems. It seems that a number of the Ducksan monitors must have used similar chassis boards. Merit considers a "Type 59" monitor to be the Ducksan CGM1901 monitor found in RFM. Also there is a schematic of the Duckscan monitor available here. Installing a "cap kit" (a set of new electrolytic capacitors that commonly fail in a video monitor) is often a good idea for one of these monitors. Merit Industries has a parts list for a cap kit for the monitor (frequently failed parts). The list contains proper replacement values for the caps (sometimes different than the original value) as well as the Mouser part numbers to make it easy to order the parts. C804 appears to be one of the most important caps to replace. There is also a monitor suppliment page available here. Roy reports that in addition to replacing the caps he had to replace a resistor that metered open (R348), and also replaced the vertical output chip U201 (mounted to a large aluminum heat sink on the monitor chasis board). Chip U201 is labeled DBL2054D on the chip and schematic, but is really a TDA-1675A (Mouser part# 511-TDA1675A). This chip shorts a lot and kills the B+ supply, which in turn might cause R348 (56 ohm 1 watt) to go open. If resistor R348 is open, replace both U201 and R348. Touched up many bad solder joints on the main monitor board, including those at B+ that were particularly bad. Be careful when soldering on the foil side of the chassis board as the traces lift easily on this board. Ducksan also appears to have used at least four different neck boards with their monitor: DS2905, DS2906, DS2907, and DS1301. The part numbers in the schematic below match the DS1301 neck board, but they do not match the DS2905N neck board (don't know about the DS2906 or DS2907). So the schematic below may not be correct for the neck board even though it is correct for the monitor chassis board. Accordingly the portion of the parts listed in the cap kit that relate to the neck board may not be correct for some Ducksan monitors, even though it is correct for the neck board shown in the schematic. It is pretty easy to tell when looking at the neck board and schematic if a particular Ducksan monitor has the neck board shown in the schematic. Also the neck boards have a part number printed on them. Luckily most repairs don't relate to the neck board anyway. One other thing to mention is that you must connect the monitor to the wiring harness from the RFM body in order to power up and test the monitor. This is because the power transformer is in the body of the game, not in the head.
Cap Kits for Ducksan and WG7000 Monitors.
Here's a list of Mouser (www.mouser.com) part numbers for the capacitors (about $3.00 total): Wells Gardner K7000 series monitors cap rebuild kit should include the following 15 pieces. You may use a higher voltage but never less voltage.
Increasing Monitor Constrast (Getting a Better Picture.) On many games, the original Ducksan or Wells Gardner monitor had decent color, good focus, no screen burn, but did not have high contrast. To get the colors to look bright enough, the constrast needs to be turned up on the monitor. Unfortunately the downside is the blacks would look grey. The problem is, this really kills the effect on a RFM, as the black needs to be black, and not bleed through to gray. When the graphics appear, you want them to kill what is behind the image. You want the virtual targets to be vibrant and clear so you can see all the detail. And the inverse is true also, when the target disappears, you want the area to be completely black so that you don't see the monitor reflection. You want to see the playfield.
To implement the monitor amplifier, the original cable will need to be modified using a short jumper that goes from the amplifier to your monitor input. This will have a drastic improvement on the contrast. I went from a washed out picture to a vibrant one. I could see detail that I never saw before. Also the explosion graphics really get punched up by this mod (since they are mostly white/yellow). I was also able to lower the brightness and contrast (that were previously maxxed) on the monitor controls and had a wide range to adjust from. Note there are two different models of the amplifer. The new version is powered by VGA output, and the old version requires connecting to the amplifier's 5 volts to the power supply drive connector of the pin2k computer. The problem is that not all VGA card outputs have that 5 volt line. My RFM did, and my SWEP1 did not. Now, if you have the new style amplifier and don't have the 5 volts on the VGA output, you will not get a picture (because the amplifier is not being powered). There is a easy fix to this, you have to solder a wire to the new amplifier pcb (its documented at the amplifiers website), and run it to the 5 volt power supply drive connector (which is what I did for my SWEP1). Note this entire issue is documented at http://www.ultimarc.com Now as far as the results of adding the amplifier to the SWEP1. Wow, what a difference. I thought the picture was good before, but now I see so many small details in the picture that I never saw before. My machine now has a very good black background (I have always been picky about black levels on TVs), and the graphics just pop up bright and vibrant. Even the stars in the background are bright as can be, lit against the deep black background.
3e. When things don't work: Checking Transistors and Coils (stuck on/not working coils/flashlamps)
Occasionally driver transistors fail. If a coil is "stuck on" (energized) when the game is turned on, a shorted driver transistor is usually thecause. This section will help diagnose this.
What do the Driver Transistors Do? Sometimes these driver transistors short "on" internally. This completes a coil or flash lamp's power path to ground permanently, making it "stuck on", as soon as the game is turned on.
Coil Diodes are Back! But with Pinball 2000, the coil diodes are back on the coils! This was done to make the driver board more flexible. With the coil diodes off the driver board, the driver board transistors (FETs) can drive any device (it doesn't have to be a coil). But the down side of this is the coils now *must* have a coil diode! Also the power wire (the thick wire going to the coil) must be installed to the coil lug with the *banded* side of the 1n4004 coil diode. If the coil wires are reversed, a fuse will blow and possibly damage the driver board FET.
Transistors Used in Pin 2000.
One area that really has been really changed for the better in Pinball 2000 is in the solenoid driver circuits. Williams has switched from using conventional "bipolar" transistors to MOSFETs in the solenoid and flash lamp driver circuits. A MOSFET (Metal Oxide Semiconductor, Field Effect Transistor) looks exactly the same as a regular coil driver transistor. It comes in the same TO-220 package as the TIP102 that is familiar to just about everyone that works on pinball machines. But this is where the similarity ends. In fact, even the names of the three component leads are different. In the transistor, the three component leads are called the emitter, collector and base. In the FET they are the source, drain and gate. Although the component lead names are different, their functions are much the same. For example, the major current flow through a transistor is between the emitter and the collector. It's called the "collector current". The emitter/collector connection is used to control the current through the solenoids. In the MOSFET, the same job is handled by the source and the drain. To energize a coil, the FET closes the source/drain connection, completing the circuit. The main current flow in a FET is called the "drain current. The remaining component lead is the controlling element of the device. In the transistor, the "base" lead controls the flow of current between the emitter and collector. A small voltage on the base will turn the transistor on. In the MOSFET, the controlling element is called the "gate". Pinball 2000 uses MOSFETs that are controlled by standard logic levels (about 5 volts) on the gate. Instead of using a system of integrated circuit latches, pre-driver transistors and driver transistors, the MOSFETs are driven directly by data latches (a 74HCT574 chip). This reduces the number of components on the circuit board, simplifying troubleshooting and reducing cost. For example, when Williams was using a TIP36 to drive a flipper coil, it required (in addition to the TIP36), TIP102 and 2N4403 pre-driver transistors, which were driven by the octal latches (a 74LS374 chip). The MOSFETs used in the solenoid driver circuits are type 20N10L (regardless if the FET controls the flippers, an upkicker, or a flash lamp). The first pair of numbers refers to the current rating. In this case, it's rated at a maximum drain current of 20 amps. This is more than enough for any coil with plenty of headroom. The "N" indicates an N-channel FET (some FETs are of opposite polarity, known as P-channel FETs). The final 2 digits indicate the voltage rating. The 20N10L is a 100 volt MOSFET. And last (but not least!), the "L" suffix indicates that a "logic" level is used on the gate to turn the FET on (this is very important, as some FETs do not have the "L", and hence will not work in Pinball 2000).
On Star Wars E1, the Neon light is not driven by a FET like the other coils and flashlamps in the game. Instead a ULN2803 and a 74HCT574 on the driver board are used as for the neon lamp transformer driver. In this repair, it's fairly easy to see if the neon transformer is the problem or the driver board circuit. Notice the two wires going to the neon transformer (one red, one black). The red is 12 volts DC, and the black is ground. Using an alligator test clip, ground the black transformer lead to the metal side rails on the game (or any other ground point). If the neon tube glows, the driver board circuit is the problem. I say this because the neon transformer can fail, so it's best to test this before digging into the driver board. (You may want to check the neon glass too for any damage.) The next thing in-line to the neon transformer is a ULN2803 chip at U35 on the driver board. In my repair scenerio, this was not the problem with the SWE1 neon. Instead it was the 74HCT574 at U34 which had failed. At first I changed the ULN2803 at U35, since this is first in-line to the neon transformer, but this changed nothing. Next I looked at the 10k bussed resistor network RP10. Testing this in-circuit showed a problem, but the true issue was a short in the U34 chip (which was making the resistor network look bad, but it really wasn't the problem). Changing the U34 with a new 74LS574 fixed the problem, and the neon light worked again.
TIP Transistors used in Pin 2000.
The following procedures will test the driver transistors in question. If bad, it will need to be replaced. Inside the front cover of the game manual is a list of each coil used in the game. Also listed are the driving transistor(s) for each coil. Use this chart to determine which transistors could potentially be bad. Also use the schematics. If after replacing the driver transistors the coil/flashlamp is still stuck on, then replace the TTL 74HCT574 logic chip.
A Coil just Does Not Work - What is Wrong?
Do the Transistor Test Procedures work 100%?
Transistor Testing procedures using a DMM.
If the game powers on, the diagnostics can be used to test most devices.
Solenoid Doesn't Work during Diagnostic Tests.
The Coin Door Interlock switch.
Failed Coin Door Interlock switch.
Most pinball games (including pin2000) have power at each and every coil at all times. To activate a coil, GROUND is turned on momentarily by the driving transistor to complete the power path. Since only ground (and not power) is turned on and off, the driving transistors have less stress on them. With this in mind, if we artificially attach a coil to ground, it will fire (assuming the game is turned on).
2. Testing the Coil and the Power Together.
3. Testing from the FET or TIP102 Transistor to the Coil.
4. Testing the FET (simulating the Logic Chip's Output to test the Coil). First find the resistor that connects to the FET to be tested. Refer to the chart below to determine this resistor.
On all electronic pinball games, each and every CPU controlled coil must have a coil diode. This diode is VERY important. When a coil is energized, it produces a magnetic field. As the coil's magnetic field collapses (when the power shuts off to the coil), a surge of power as much as twice the energizing voltage spikes backwards through the coil. The coil diode prevents this surge from going back to the driver board and damaging components. If the coil diode is bad or missing, it can cause several problems. If the diode is shorted on, coil fuse(s) will blow. If the diode is open or missing, strange game play will result (because the driver board is trying to absorb the return voltage from the coil's magnetic field collapsing). At worse a missing or open diode can cause the driver transistor or other components to fail. On older games (pre-1990 Williams games), sometimes a diode lead breaks on the coil from vibration. Also, when replacing a coil, the operator can install the coil wires incorrectly (the power wire should always be attached to the coil's lug with the banded side of the diode). To prevent this, Williams moved the coil diode to the Driver board. This isolates the coil diode from vibration and eliminates the possibility of installing the coil's wires in reverse. This was done on all coils except the flipper coils.
Many replacement coils will come with a diode soldered across its solder lugs. On Pin2000 and WPC games, all coils except the flipper coils have the diode mounted on the Driver board. For all coils except flipper coils, cut the diode off the coil before installing. Then put the coil wires to either coil lug. The diode can also be left in place, but the coil wires must be installed correctly. The ground wire MUST go to the lug of the coil with the non-banded side of the diode. The power wire attaches to the lug with the banded side of the diode. If the wires are reversed, this essentially causes a shorted diode. Though the Driver board mounted diode is still present as protection, damage can occur to the coil's driver board transistor.
Coil Doesn't Work Check List. Before starting, is the coil stuck on? (Hint: is there heat, smoke and a bad smell?). If so, the coil's driving transistor has probably failed. Turn the game off and check the driving transistor, and replace if needed. See Transistors Testing Procedures for more info. If the coil just doesn't work, here's a list of things to check:
3f. Switch Matrix.
3g. Lamp Matrix.
Lamp Matrix Introduction. by Randy Fromm. Each of the columns is a separate source path, individually controlled by each of eight TIP107 PNP darlington transistors. These transistors are turned on and off in rapid succession, one after another. This is known as "strobing". It's easy to understand how the strobe circuit works. The emitter connections of all eight TIP107 transistors are connected directly to the +18 volt DC power supply. The collector connection of each transistor becomes the strobe output that drives each of the lamp columns. On the schematic diagram and in the lamp matrix table (conveniently located on the inside of the back cover of every Williams operations manual) they are labeled column 1 through 8. In order to control the column outputs, the base of each TIP107 is connected to the output of driver IC U11, a ULN2803. Actually, this device only looks like an integrated circuit. It's really an NPN darlington transistor array of eight individual transistors that take TTL level inputs. Driving the ULN2083 is an "octal latch" (74LS374) at U10. This chip grabs data off the rapidly changing data bus and holds on to it for as long as the strobe lines need to be active. One at a time, each output of U10 (74LS374) is activated for a period of approximately 1 millisecond (1/1000 second). As one would expect, it takes 8 milliseconds to complete the cycle which then repeats and runs continuously. When the output of chip U10 (74LS374) activates, the associated TIP107 transistor is switched on. This allows the +18 volt power supply to pass through the transistor, sending a +18 volt DC pulse down the column. The columns are only half of the lamp matrix circuit. Each strobe line is used to send a pulse to a group of eight lamps but all eight lamps don't light up at once. How do we light just one lamp? Individual lamps are selected by energizing a separate "lamp return" transistor that is connected to each lamp in the group. Each lamp return is a "row." In fact, the lamp return transistors are really our old friend the ground switch! The lamp return transistors are the same type as those used to drive the solenoids, type TIP102. The lamp return transistor completes the ground circuit for each lamp. To light a single lamp, the lamp return circuit for that lamp is energized at the exact moment the column is sending out its pulse. The column provides the source path to the lamp while the row provides the return path and Viola! We have a complete circuit and the lamp lights up. The computer then moves on to the next column, energizing it while simultaneously activating the appropriate row in order to light the lamps it wants to illuminate. The process repeats for all eight columns. With the strobe circuit to drive them, the lamps are "refreshed" every 8 milliseconds. During each refresh time, the selected lamps are given another pulse of current at +18 volts DC. Although the lamps are standard 6 volt lamps, the +18 volt pulse does not blow them out or cause them to glow too brightly. Remember, each pulse lasts just 1 millisecond. This short "duty cycle" prevents the filament in the lamp from getting too hot. Also, despite the brief pulses they receive, the lamps do not appear to flicker. With a refresh rate of approximately 120 cycles per second (120 Hertz) the filament in the lamp will not cool enough to dim between pulses. Additionally, the human eye cannot perceive any flicker faster than about 50 hertz. Even if the bulbs flickered a bit, we wouldn't be able to see it. The advantage of the lamp matrix over the "one ground switch for each lamp" method is obvious. The lamp matrix allows us to control 64 lamps using just 16 transistors and 16 wires connected to the lamp driver circuitry on the printed circuit board.
Shorted lamps and lamp sockets aren't uncommon. Without some type of protection circuitry, a short circuit in a single lamp could take out an entire column or row. To prevent that from happening (or at least reduce the likelyhood), Williams has included a simple but effective over-current protection (OCP) circuit in the return path circuit. The emitters of the TIP102 transistors in the row circuit aren't connected to ground directly. Instead they are connected through a low value resistor of just a fraction of an ohm (.22 ohms). That's not very much resistance. What could that possibly do? Well, normally nothing. It's practically the same as grounding the emitter directly. But if a lamp or lamp socket short circuits, there will be a dramatic rise in the amount of current flowing through the emitter of the TIP102 and through the .22 ohm resistor to ground. This will create a voltage across the resistor due to increased IR drop (V=IR). This voltage is applied to the inverted (-) input of the voltage comparitor U16 or U17, a LM339 chip. The non-inverted (+) input of all the comparitors (LM339) is connected to a +1.4 volt reference source. When an LM339 is connected this way it has a very simple operation. The device compares the two inputs to see which one has the highest voltage. If the non-inverted input has the highest voltage, the output of the LM339 is +5 volts DC. If the voltage at the inverted in the higher of the two, the output goes to ground. So when a lamp or lamp socket shorts, the extra current causes the comparator's output to go to ground. This is, of course, a logical "0" or "low." This signal is then used to "set" a flip-flop (chips U12-U15). Since the base of the lamp return transistor is connected to the inverted output of the flip-flop, "setting" the flip-flop causes the transistor to turn off. This breaks the return path, opening the circuit and preventing damage to either the column driver transistor or the row transistor. Pretty neat eh? All of the other lamps will continue to function as normal. It is only when the shorted lamp or lamp socket is energized that the OCP kicks in.
Testing the Lamp Matrix Rows.
3h. Sound Problems.
Answer: Changed prism cards from my other one and it works fine. Check to see if the game passes the POST for the sound section (it'll flag it in the error report if not). If it does pass, the DSP chip is probably Ok and look onwards from there for other faults. It's likely a very simple fix - either a simple little opamp or a bad connection. If no error report, then the DSP chip is likely okay, so suspect something in the output. Unfortunately, there also isn't anything *between* the DSP and the output connector, so it may be the DSP chip after all. (Jonathan Deitch) When swapping RFM to SWE1 the sound might no longer work and you might see the message U109 error! This is no hardware defect but a Star Wars problem. You need the latest SWE1 sound software to be loaded and the the sound works fine again.
Problem: Static comes on all three speakers during attract mode, particularly when there
was no background sound and white text was displayed. If the static is still present, changed the 04-12621 audio amplifier board. The audio amp is a small board inside the backbox's computer box, which connects to the PRISM card. Sometimes the old amp, when failing, can cranking out way too much volume even at the lowest settings. 3j. NuCore's Pinball 2000 Computer System.
Frankly the Nucore system is the best thing to happen to Pinball 2000. It takes away the arguement that Pinball 2000 games are "dangerous to own", because replacement boards and computer parts are expensive or non-existant. One other neat thing about the Nucore system is the Jukebox software that was demonstrated at the Pinball at the Zoo show in April 2008. This allowed a Revenge from Mars to be used as a MP3 jukebox (when it wasn't being played as a pinball machine!) Talk about cool stuff, it has a software jukebox interface allowing the user to select songs by the flippper buttons and play them through the RFM's speakers. When you want to play pinball, just press the game's "start" button, and the RFM comes up and the jukebox turns off. Talk about making a Pinball 2000 game versatile.
3j. Misc Problems.
Answer: a bad trough eject optic (number 41). Replacing this optic fixed the problem. Problem:My RFM machine has on three occasions failed to boot. When turning on the power, the screen is completely blank on no lights appear on the playfield (only the backglass powers up). I've looked over everything in the PC case and nothing seems loose. The only "fix" to this problem was a good whack on the outside of the PC case. Not a comforting solution, especially since this game is new. Answer: The couple of times I have seen this it has been the same thing: the Prism card is not seated properly in its slot. It looks like it's in, the screw holding the one side to the bulkhead is in, you press on the card and it feels like it's in, but it's not. With the power off, open the lid to the PC box and with the heel of your hand press VERY FIRMLY on the free end of the Prism card (the end away from the bulkhead. I'm betting you will feel it THUNK down in another millimeter or two. Also try removing the screw, pulling the card out and putting it back in square to begin with (since if it's cockeyed like that, the high corner of the card may be catching on the housing of the PCI slot connector.) Also trying another slot in the mother board is a good idea. Problem: During gameplay sometimes the pictures on screen looked like they were recorded during an earthquake. Answer: Reaseating the connectors to the computer-case (at least the 15 pin VGA/CGA conector) resolved the problem. Problem: Pin 2000 Software Update program will not connect to the game. Answer: Make sure that the filenames are EXACTLY as indicated by the source files on the web site. If the update manager still can't find them, move them to the "Pinball 2000 Update Manager" subdirectory under "Program Files\Pin2000" (assuming that is the install directory). Remember after connecting to the game, the update manager will scan all the drives/directories for those exact filenames. Now check the serial port cable on the Pinball 2000 game, which runs from the coin door to the computer in the backbox. Remember on Star Wars E1, this serial cable "splits" (so the backbox can be easily removed), and the splits much be connected at the back of the game. Lastly check the small ribbon cables inside the computer box. These connect the box's outside serial plugs to the motherboard. Sometimes these are connected *backwards* from the factory! Try connecting to the back of the computer directly, instead of through the coin door serial connection. Also make sure the communication is over the COM1 port, and doesn't have any other program active that tries to grab the COM1 port on the connecting computer. If "fupdate" still continues to fail, check the null modem cable and power off/on the game after the game is connected to the connecting computer, and try again. Try not to have other DOS sessions open (I've had fupdate fail with other DOS sessions open) If all else fails, run FUPDATE directly:
Also check to see if things like Dial up Networking or modem drivers are "claiming" a serial port and locking it out on the connecting computer. Problem: Light from the florescent tube is "bleeding" out around the monitor. Answer: Add another layer of weather stripping around the corners and monitor edge nearest the front of the backbox. The original weather stripping's glue had come loose, allowing light to bleed past the monitor. This light reflects off the top glass, decreasing the 3-D affect of the computer animation. What happens is that the strip got stretched around the monitor when originally installed. Eventually the glue lets go and the ends shrink back away from each other to release the tension. Putting it on with less tension, or even (for goodness' sake!) putting it on with the gap on the other side of the monitor (so when it comes apart you don't have light in the worst possible place) would have been great solutions. You can buy similar stuff at any hardware store. Strips of sticky-backed foam, used for weatherstripping, usually comes in a roll in a plastic bag. I believe some pinheads already have some around as a replacement for the foam on older EM lockdown bars. Just cut a few lengths of it and stick them in the gap. You might need to stick some pieces on top of other pieces to block all the light, but you shouldn't need more than a couple of inches total.
Problem: The translight's florescent light is not working. Answer: The florescent light in pinball 2000 uses a standard 120 volt .35amp "ballast" (a small florescent transformer), a 120 volt FS2 starter, and a F15WT8/35 18" (15w=15 watts, "T8" is the diameter where T8=8/8=1", 35 is the color degree [also seen is "CW"=cool white or "D"=daytime], 18" long) florescent tube. Regardless of where the game is operated, the florescent light runs at 120 volts (just like the PC computer). So even if the game is jumpered and running in a 240 volt country, the florescent lamp is still running at 120 volts. When a florescent tube immediately blows on powerup, it is usually caused by a shorted ballast. Since there is no ballast resistance and hence no way of limiting the initial current flow to the elements in either end of the tube, bang the tube is blown. A ballast should always be warm when in operation, in confined spaces with no air flow it will get very warm. But the construction of the ballast should have a large enough surface area to allow heat dissipation. Replacement 120 volt ballasts can be purchased at any hardware (Home Depot) or a lighting store. But note, if a game is operated overseas in a 220/240 volt 50 Hz environment, the replacement ballast should be capable of running at 50 or 60 Hz. If a 60 Hz ballast is used in a 50 Hz environment, the ballast will run hot and die quickly. So for European users a good replacement is available from Robertson (1-800-922-9226) who makes a 50/60 Hz ballast, number SP1556. Fortunately the cost of this ballast is low, but the shipping and tax cost to the U.K. is quite high (perhaps as much as twice the cost of the actual ballast). Thanks to C.King for this information. Problem: None of my keys will open the backbox - either the front or back. I have both sets of keys, the coin door and the playfield security lock, and they work fine, but neither of them fit in the backbox locks. Answer: The key that unlocks the back of the backbox will indeed open the backglass lock. The problem is the locking arm gets jammed over the CPU box and the lock won't turn. Try sticking your arm back there (through the back) and freeing it manually. Since my game was already in place against the wall, I gave the lock an extra twist with a pair of pliers before resorting to moving it and the lock turned finally. Of course, this approach risks a key broken off in the lock, so watch it! Problem: My SWE1's neon lamp is not working. Answer: First check that 12 volts is present going *into* the neon lamp's transformer (is fuse 108 blown?) The neon transformer is mounted inside the black handle of the light saber. The easiest way is to check for 12 volts at the Molex connector going to the transformer (under the playfield), or at the power driver board connector J111 pin 9. If 12 volts is getting to the transformer, next make sure the return path to ground is being completed (this is handled by a ULN2803 transistor array on power driver board). Ground the black wire on the Molex connector going to the neon transformer. Does the neon tube turn on? If not (is the neon tube itself damaged? very unlikely), the neon transformer itself is probably bad. If the neon does light when the black wire is grounded, then the MosFET transistor and/or the ULN2803 chip at U35 on the power driver board have most likely failed (or the wire going to the power driver board has broken. If the 12 volts is present at the neon transformer, and grounding the black wire does not light the neon tube, then the neon transformer is probably at fault. The neon transformer takes 12 volts DC and converts it to a very high voltage (about 1500 volts, at low current). Because of this, to get the UL rating, Williams was required to rivit close a plastic case around the transformer! To access the transformer, the rivits will need to be drilled out with a 1/8" drill bit (or grind off the heads of the rivets). On SWE1, do not try and remove the decorative plastic "light saber handle" from half of the plastic transformer case! (they uses silicon to attach it, and it does not come off without destroying the decorative plastic!) Once the rivits are removed, the transformer can be removed and checked. Is there any high voltage (1500 volts DC) being output? If your DMM does not go this high, just replace the transformer. The cheapest way is to buy a car neon license plate transformer. If needed, wire the automobile neon transformer under the PF (if it doesn't fit in the ramp housing), and run the high voltage wire up to the ramp and bulb. Note if you do this to be sure to use wire rated for at least 2000 Volts (it'll have thick insulation; look at the wire already on the bulb if you need some reference). Specs for the original neon transformer are here. The original Williams SWE1 transformer (part number 04-10947) may also still be available. The original transformer for SWE1 (and Cirqus Voltaire) was a Ventex model VT12D5, but they seem to have changed their model numbers so now it's VT1510-12. A replacement is Ventex model NPS-12D5 and it fits and works fine. Key specs are input 12 volts DC at 0.6A, and output 1500V 5mA. You can find it at www.ventextech.com/gen4.htm. Note the output connector will need to be changed to a Molex connector. Another transformer source is www.sunsupply.com/transformers/winind.html. Testing the neon tube itself, without using the high voltage transformer, and not that easy. There is no to test a neon tube with a DMM - basically the gas inside the tube conducts electricity. So basically a DMM can't generate a big enough voltage to test it. They make little inductive testers - the tube will glow when this thing is held near the neon tube, if the gas is still in there. Also try taking the neon under some high voltage power lines at night to see if it glows (and to scare yourself about how much energy is leaking out of them!) Interestingly on Star Wars E1, the Neon light is not driven by a FET like the other coils and flashlamps in the game. Instead a ULN2803 and a 74HCT574 on the driver board are used as for the neon lamp transformer driver. Again it's fairly easy to see if the neon transformer is the problem or the driver board circuit. Notice the two wires going to the neon transformer (one red, one black). The red is 12 volts DC, and the black is ground. Using an alligator test clip, ground the black transformer lead to the metal side rails on the game (or any other ground point). If the neon tube glows, the driver board circuit is the problem. I say this because the neon transformer can fail, so it's best to test this before digging into the driver board. (You may want to check the neon glass too for any damage.) The next thing in-line to the neon transformer is a ULN2803 chip at U35 on the driver board. In my repair scenerio, this was not the problem with the SWE1 neon. Instead it was the 74HCT574 at U34 which had failed. At first I changed the ULN2803 at U35, since this is first in-line to the neon transformer, but this changed nothing. Next I looked at the 10k bussed resistor network RP10. Testing this in-circuit showed a problem, but the true issue was a short in the U34 chip (which was making the resistor network look bad, but it really wasn't the problem). Changing the U34 with a new 74LS574 fixed the problem, and the neon light worked again. Problem: Tell me about Pinball 2000 serial numbers. Answer: Because Pinball 2000 shipped in two separate containers (body and head) and the heads were universal (not country-specific), they decided to give them each their own serial number, in the normal random fashion, but all out of the same pool of numbers. So twice as many serial numbers got used up as there were games. This created all sorts of problems, but they hadn't come up with a solution by the time of the SW:EI MEL (Mechanical Engineering Lab) games. So my game, at 000051, is the 26th MEL game (my head has serial number 000050). But for production they came up with some other scheme - I believe they gave the heads numbers in a different range (the beginning digits were somehow different). I'm not sure what number they started on, could have been 000052, or it could have been 000100. No attempt was made to make the body and head serial numbers always be the same way odd/even, or to be sequential, so your head could have just about any number! Problem: Tell me about country specific differences in Pinball 2000 games. Answer: The Pinball2000 tops are 100% identical all over the world - no country specific packages. The Pinball2000 bodys have been packed country specific with following differences: Problem: Tell me about the differences between RFM and SWE1. Answer: There seem to be several little technical and mechanical differences between Star Wars and Revenge.
Problem: I have a SWE1 playfield, and put the SWE1 PROMS
in my current PRISM card, and swapped the playfield into my RFM. During the boot sequence it had
the following message: [UPDATE MISMATCH]. Answer: Since the PRISM card had a RFM update image in the flash ROMs with RFM PROMs installed. It says [UPDATE MISMATCH] because the update (RFM) doesn't match the PROMs (SWE1). All the other errors listed are probably also caused by this. To fix this, boot the game with the PRISM board and RFM PROMs installed in it. Once it's up and running, go to the Utilities Menu and disable the update. This will force the machine to boot from the PROMs. Now put the SWE1 PROMs back in. Once the system boots, install the latest flash SWE1 update. It's supposed to effectively do that for you: when you fire up the game with ROMs from one game, but the latest update of the other game is still in Flash, it should say "update mismatch", disable the updates, and then the Flash updater can be run without problems. What it is doing is getting confused and sort of running the mismatched update anyway. But unfortunately this PREVENTS the Flash updater from running!! So you have to manually go into the menu and disable updates first... If you update with a PUB card it doesn't happen, because of the way the PUB card takes over the machine.
4a. Networking Pinball 2000.
Louis Koziarz described the decision to use the PC-Xina operating system: "XINA (the Williams written Pin2000 operating system) is an application layer on top of PC-Xinu, which is a multithreaded operating system. Originally created by Douglas Comer, he documented it in a very well known two volume set of books (see public.ise.canberra.edu.au/~chrisc/xinu.html for more details). PC-Xinu won over other operating systems for a few reasons. For example, making Linux into a real-time system with thread support would involve modifying the kernel. This would then obligate Williams into releasing the kernel modifications to the plubic, under the GPL. Williams legal didn't like that. Comer's Xinu license was much more friendly for the lawyers; WMS could do anything they wanted to it with no obligations. Xinu also turned out to be quite easy to turn into a real-time system. And in the end, proved to be as easy as Linux or BSD to work with in an embedded application."
Pinball Expo 1999.
Why add an Ethernet card to your pinball 2000 game?
Ethernet Card Specifications To all trying to add networking to a Pinball 2000 game: The networking capabilities of P2000 were added and activated about a week or two before Pinball Expo 1999. And one day after the Expo, Williams pinball was shut down! Tom Uban rushed to get the networking added for the Pinball Expo 1999, so he standardized on a network card that he had access to, and that was easy to write into the system. There were no plans to "lock" into a certain brand of network card. But because Williams closed down pinball, that's essentially what happened.
Ethernet Configuration Instructions. Remove the PRISM board, plug in a keyboard and power up the box. If you are lucky and the monitor "syncs up" to the BIOS screen, then you can see what you are doing. If not, you may want to temporarily plug in a PC monitor instead of the Pin2000 monitor. Disable the 'Built in OnBoard Audio' in the 'Integrated Peripherals' menu. On some RFM motherboards, the onboard audio uses the IRQ that the default setting of the EtherEZ network card uses. Here are
the key strokes that should effect the change:
The default username / password are set to "PIN2000" and "MANAGER" (respectively), which you may want to change since all RFM machines are initially set to the same values (but who would want to hack into a pinball machine?)
XINA commands. Below are some notes from other users and their own networking experiences. This weekend, I got my RFM up and running on our LAN using the information at http://members.home.net/ratherplaypinball/rfmnotes.htm (dead site). We're now attempting to write a frontend for the shell commands, with the ultimate goal being a frontend that can start a game, launch balls and use the flippers. This would be combined with a good webcam and MS Media Server stream to facilitate someone playing my RFM over the Internet.
Regardless of the outcome of this project, the ability to telnet into
the game while it's being played is great, if only for the world of
opportunities one has to mess with their (unsuspecting) friends while
they're playing
Another user: Installed a SMC 8416 Ethernet Card in my RFM. After disabling the
onboard sound, the ethernet card should work fine.
Afterwards I took a PC with WIN98 and plugged in an ethernet card, installed Internet Explorer
and started setup. A static IP adress has to be setup in the PC (normally
ISPs need dynamic IP adresses). I selected 168.0.0.2 for the PC.
In the communication options of RFM the own IP adress has to be
set and I selected 168.0.0.1. After that the RFM was rebooted.
Then TELNET could connect to the RFM and also Internet Explorer could
display the PIN2000 Webpage on RFM.
The communication options of RFM offer lots of settings.
I detected this when entering the PC's IP address as 'Tourney Address'
and activate tournament mode, the game hangs up at game over
(and seem to try a webserver update). An IP observer tool finds 'attacks'
on my PC Port 2069 when the RFM boots or ends game. The Port 5001
of Pin2000 wants to establish a UDP connection to Port 2069 of my PC.
The tournament functions already seem to be implemented on RFM 1.4!
I also find in the game info display, that there is a card_no display for the current player,
also some info about tournament functions.
End of Pinball 2000 document * Go to the Pin Fix-It Index at http://marvin3m.com/fix.htm * Go to Marvin's Marvelous Mechanical Museum at http://marvin3m.com |
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