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2g. Before Turning the Game On: CPU Board Upgrades. System3, System4, System6, System7 CPU Board ROM Upgrades.
In the previous section, we talked about replacing circuit board sockets. But before doing that, please check this section out. It may give some good insight on some System3 and System4 CPU sockets that do *not* need to be replaced (because they won't be needed). Remember, until the the CPU board is running properly, it is a good idea to remove the lamp and solenoid fuses F2 and F3 from power supply board. This will minimize any risks of burning coils or lamps.
System3 CPU Board ROM Upgrade.
In order to complete this modification, the chip selection circuit also needs to be modified. Here are the steps:
Most System 4, System6 and System7 CPU boards uses five ROM sockets: IC22, IC21, IC20, IC17 (from left to right), and sometimes IC26 (mounted above IC22). There is a sixth ROM socket at IC14 too. Again, just like in System3 CPU boards, IC14 can use a 2716 EPROM, which will eliminate the 3624 masked ROMs (512 bytes) at IC22, IC21 and also IC26! But in the case of System 4/6/7 CPU boards, the modification of IC15 discussed above is already done. Again, since we have already discussed replacing all the CPU sockets, this trick will allow us to replace fewer sockets on a System 4/6/7 CPU boards too. That is, using a 2716 (2048 byte) game EPROM at IC14 will replace the *three* 3624 masked game ROMs (512 bytes each) at IC22,IC21,IC26. Doing this means the sockets at IC22,IC21,IC26 will not be used, and do *not* need to be replaced! Since the chip selection circuit is already set to use IC14, it is just a matter of getting a new EPROM "burned" to replace IC22,IC21,IC26. There are lots of people that offer this service for around $10 to $15 for this chip. Williams' web site also has the binary ROM images for these EPROMs available for free.
System 6 CPU Board ROM Upgrade.
Firepower System 6 CPU Board ROM Upgrade.
Flipper ROMs at IC17 and IC20 (all System3-7 CPU Boards). I highly recommend installing new EPROM versions of the flipper ROMs. The old ROMs often get "bit rot", and the silver legs tarnish and easily break. It's just a good idea to replace these old ROMs with new EPROMs. Remember, there are different flipper ROMs for each system revision level. They are coded by color, one color for each system of games (more or less as they did overlap). Basically the colors decode like this: The big exception to this rule was World Cup. This game used one unique white flipper EPROM, different than the standard white flipper ROM at IC17. Without this special flipper EPROM, World Cup will not boot. Also remember the game ROM (IC14) *must* match the correct color flipper ROMs. And some games had a different game ROM for different flipper ROM colors. For example, Flash, which had a very long production, has a yellow flipper game ROM (system4), and a green flipper game ROM (System6). This happened because Flash's production was so long, some Flash games used System6 boards. Now it does not matter which game ROM is used. That is, a Green (system6) Flash game ROM can be used in a System4 CPU board (or vice versa). But the Green Flash game ROM *must* be used with Green flipper ROMs, and a Yellow Flash game ROM *must* be used with Yellow flipper ROMs!
System3 CPU Board Reset Modification. Below is a diagram from Williams of this modification. The three red components are the ones to remove, and the blue component is the resistor to add.
On very early system7 CPU board, there was an unmarked 74125 chip located above IC33. This chip is not needed, and Williams removed it from the system7 design. If there is a 74125 installed above I33, it can go bad and lock up the CPU. If your CPU has this chip, it is suggested that you cut it off the board.
2h. Before Turning the Game On: CPU/Sound Board Jumpers, ROM software, Flipper ROMs, DIP Settings.
ROM Software.
The "Flipper ROMs" Explained. The flipper ROMs are identified by color: white, yellow, green and blue. A different color denotes a different version of the pinball's operating system. The color originally referred to the actual color of the label on the CPU ROM chips themselves, and was probably used when the games were manufactured for easy identification. One color for each system of games (more or less as they did overlap for Flash), but basically white=system3, yellow=system4, green=system6, and blue=system7. The big exception to this rule was World Cup. This game used a unique flipper ROM2 at IC17, different than the other four color groups of flipper ROMs. Without this special flipper ROM, World Cup will not boot (also it should be noted that Flash has two versions of IC14 Game ROMs, one for yellow flipper ROMs and one for green Flipper ROMs, because Flash's production was so long it was made with system4 and later system6 CPU boards). There were two flipper EPROMs on the CPU board at IC17 and IC20 (both 2716 EPROMs or 2316 masked ROMs, except on System7 which had one 2532 EPROM at IC17). Note in many System7 games IC20 was mislabeled (make sure the 2532 EPROM goes in IC17, and the 2716 EPROM in IC20). THE CORRECT COLOR FLIPPERS ROMS MUST MATCH THE GAME ROM. As Williams pinballs evolved, so did the operating system Flipper ROMs. So a Firepower (a green Flipper ROM system6 game) can not use yellow (system4) Flipper ROMs! This is because as the games evolved, the bookkeeping and adjustments advanced and added new items. These new features led to a new version (color) of the Flipper ROMs (the operating system of the game). Note some software included here may not be for the same system of CPU board installed in a game. For example, a Flash game may have a system4 CPU board, but "green" system6 software is included here. This does not matter. That is for example, all System3 CPU boards should have already been upgraded to System4/6 specs (as outlined in the CPU Upgrade section). This should be done so that a system3 CPU board can run system4 or system6 software (as discussed previously, system3 and system4 CPU boards are upward compatible to system6, except in the case of Firepower). It is helpful to remember the following Flipper ROM color codes when dealing with game software: White = System3, Yellow = System4, Green = System6, Blue = System7. Flash spanned multiple systems when it was produced, being made with both system4 and system6 CPU boards. Therefore Williams had both yellow (system4) and green (system6) Flipper ROM game ROM versions at IC14 available for Flash. The newest version should always be used (in this case, Green Flipper ROMs). When it comes to game software, the general rule of thumb is, "newer is better". So make sure the CPU board used is upgraded as documented in the CPU Upgrade section. Also it should be noted that there were only two games made with yellow flipper ROMs: Stellar Wars and Flash (but the yellow Game ROM version of Flash is not included here, as the newer green flipper version is instead). Also Flipper ROM1 is at IC20, and Flipper ROM2 is at IC17.
Williams has System7 ROM software available at www.pinball.com/tech/sys7roms.html. These files appear to be good and correct. Star Light ROM files thanks to Clive Jones.
Psuedo 7 Digit scoring on 6 Digit displays.
Using the Above Firepower EPROMs Files.
Firepower was an unique System6 game in that it used the four ROM sockets at IC21, IC22, IC26, IC14 for holding game's software. Three of these ROM chips (all but IC14) were 512 byte 7641 chips, and IC14 was a 2716/2316 ROM. Using the additional ROMs allowed Firepower to have extra space for the game program (in addition to the 2716/2316 green Flipper ROMs at locations IC17, IC20). The original configuration of three 512 byte PROM chips at IC21, IC22, IC26 and a 2316/2716 at IC14 required that the System6 CPU board jumper J4 be installed, and J3 be removed (there were orange labels in the cabinet and on the CPU board noting this). The three 512 byte PROMs used in Firepower at IC21, IC22, IC26 are troublesome. In addition their sockets may need to be replaced. A better solution is to use a single 2732 EPROM at U14, eliminating all the 512 byte ROMs and their sockets! The ROM data file documented here accomplishes this, but some System6 CPU board modifications must be made. Note this System6 modification was originally designed by Duncan Brown. Note a System6 CPU board modified in the described way will no longer work in any other games unless the modifications are "undone" (but the Leon test EPROM *will* work in a Firepower modified System6 CPU board!) If Firepower is to be run in a System7 CPU board, please see the section below. Using the Firepower EPROMs in a System7 board requires no modifications to the System7 CPU board, but it does require a different set of EPROMs than the System6 version. These instructions and version was created by Duncan Brown. Note there is also another version of this Firepower combo ROM concept out there called the "ZIG chip" (I believe developed by Tom Callahan). It is basically a slight hardware deviation of the same theme. The difference between the two methods is that the Brown method uses two diodes and a pull-up resistor, where the ZIG method just uses straight jumpers. Technically speaking, the ZIG method electronically should *not* work, but it does because of the nature of LS TTL chips. Most people use the ZIG Firepower method as it is simplier (though if the 74LS139 chip was replaced with a 74139, the ZIG method may no longer work!) Steps to modify a System6 CPU board a single 2732 Firepower EPROM at IC14:
The Duncan Brown Method.
System6 CPU Board Jumpers.
System7 CPU Board Jumpers.
Note the following rules apply:
Using a 2732 EPROM in a System7 CPU board at U17.
Make sure to use the right w22 pad in step 4 above, otherwise it may short U17 pins 18 and 21. Also make sure to cut the trace clean in step 3, otherwise you may short 5 volts to ground.
By far the most versatile CPU board in the System3 to System7 era is the System7 CPU. It can run any System3, System4, System6 or System7 game firmware. It can also drive a six digit or seven digit master score display panel. So if there's one CPU board to have, it's the System7 board. The only caveat to this is System3 to System6 game firmware needs a special Flipper ROMs for the System7 CPU board. The two White (system3), Yellow (system4), or Green (system6) 2716 Flipper EPROMs need to be combined into a single 2532 EPROM, which will plug into socket IC17 on the System7 CPU board (the existing system7 Blue Flipper ROMs will not work with the older system3 to system6 games). The stock System3 to System6 2716 Game ROM (IC14) can be used on the System7 CPU board at IC14 (the only except to this statement applies to Firepower, see below). All other EPROMs should be removed from the System7 CPU board. The best part is no System7 CPU jumpers need to be changed for this configuration (assuming the System7 CPU board is set for any game other than Hyperball/Defender). For example, to combine the two "Green" 2716 Flipper EPROMs into a single 2532, the following MS-DOS command can be executed: copy /b grn1ic20.716 + grn2ic17.716 grn_ic17.532This MS-DOS command does a binary copy of the Green1 (IC20) Flipper ROM, adding to the back of it the Green2 (IC17) Flipper ROM, and putting the two separate 2716 files into a new combined 2532 file. The same thing can be done for the White and Yellow flipper ROMs, and for the special World Cup Flipper ROMs. If preferred, these files have already been copied and can be downloaded by clicking here: System3 to System6 Flipper ROMs for the System7 CPU. Again remember, the stock System3 to System6 2716 Game ROM (IC14) can be used on the System7 CPU board at IC14 (the only except to this statement applies to Firepower, see below).
Using the Firepower EPROMs in a System7 CPU Board. For the technically oriented, the System7 EPROM configuration uses the original 2716 System6 IC14 Firepower EPROM on the System7 CPU at IC20. The new System7 2716 IC14 EPROM is a binary copy of the three original 512 byte PROMs (that lived at IC21+IC22+IC26 on the System6 CPU board). And of course the 2532 Flipper EPROM at System7's IC17 is a binary copy of the two original "green" Flipper EPROMs, as described above.
System6 and System7 Sound and Speech Board Jumpers.
* Hyperball sound board note: The above information is different than the information which came from Williams. But the above jumpers have been confirmed as correct! Note a 6802 sound board processor can be installed and the old 6808 and 6810 RAM (IC11) removed. To do this, a trace must be cut on the back of the board below R30. It looks like Williams had a bit of a conflict of interest here because the pull-up resistor is in place for the processor swap but the resistor is permanently grounded until the trace is cut.
System3/4 Sound Board Jumpers.
CPU Board DIP Switches - Reseting Audits and Factory Settings. If running a system3 game on a later system7 CPU board, DIP switches are still used (as the software is written for DIP switches). This is important to keep in mind since many system7 CPU boards do NOT have the DIP switches installed (though the user could install them on the board). If running any system4 to system7 game on any CPU board, all 16 DIP switches on the CPU board should be set to OFF (right most position). The game isn't using these anyway, but it's just a good idea to set them all to 'off'. System3 to System7 games did use the three upper switches of the 16 DIP switches (switches 8,7,6 on the upper DIP switch bank). These were used for zeroing the audit totals, restoring factory settings, and auto-cycling mode (frankly zeroing audits and restoring factory setting can be done easier by just removing the AA batteries in the battery holder for 10 seconds). Here are the system3 to system7 DIP switch reset/auto-cycle options. All upper bank CPU DIP switches assumed to be OFF (or to the standard game settings on system3), except as noted below. Again, I don't find this particularly useful (or easy to use!), but here it is:
To activate any of the above, follow these steps: 2i. Before Turning the Game On: Driver Board Checks & Upgrades (Burnt Resistors, etc.) This information applies to all system3 to system7 driver boards (with the exception of Hyperball, which used a unique driver board).
Lamp Matrix Power Resistors. The other problem of the 27 ohm resistors relates to CPU lock ups. If the CPU board locks up (Scanbe sockets strike again!), the lamp matrix voltage will no longer strobe. This will definately heat up those resistors enough to desolder them from the driver board.
Yet another option to fix the burnt resistors is an idea documented by C.Eddy. He replaces the eight TIP42 lamp matrix transistors (Q63, Q65, Q67, Q69, Q71, Q73, Q75, Q77) with IRF9z34N mosfets. The MOS-FETs are installed oriented just like the TIP42 transistors. And the mosfets only need a tiny amount of current to drive them (compared to the TIP42 transistor), hence the large power resistors at R149-R156 never get hot. Because of this there is no need to replace the large resistors (the old burnt ones can be left installed, unless they are open). Heck if the TIP42s are replaced with Irf9z34n mosfets the power resistors R149-156 can even be replaced with jumper wires or zero ohm resistors.
Since the driver board is already removed, it's a good idea to upgrade System3 to System6 driver boards to be upward and downward compatible from System7 to System3. To do this, replace the 1000 ohm (system3) or 330 ohm (system 4-6) resistors R204-R211 in the upper right hand corner with zero ohm jumpers. System7 driver boards already have this modification done. The decrease in these switch matrix resistor ohms was done to increase the current drive through the switch matrix. For example, if a switch or connector was dirty and had slight resistance, the switch could still be sensed by the CPU/Driver board. There is a rumor that using a jumpered system7 style driver board in a System6 or earlier game may result in random switch closures during game play. This does not seem to be the case (but keep it in mind if having random switch closure problems). One thing for sure though is using a non-jumperd System3 to system6 driver board game in a System7 game will definately result in switch closures being missed. Part of the problem Williams was having with switches was due to an assembly mistake, which started in the mid-1970s (pre-solidstate). It turns out Williams was assembling one of the pair of leaf blades backwards. This was not a huge deal with Electro-Mechanical (EM) games, but with solidstate games, it was a BIG problem. Because solidstate games use low voltage (5 volt) switches (unlike EM games in which all switches were high voltage 28 volts), the contact rivets are gold plated to help keep them clean (gold is a non-corrosive metal). But because one of the switch blades was reversed, a gold plated switch rivet made contact with a gnarley rough non-gold plated switch rivet. Problems occurred mainly with any switch where a ball "sat", like the ball trough, lock or kickout hole. This mistake was not realized until the Firepower era, and Williams offered retrofit kits for Firepower and Black Knight ball troughs using microswitches to fix the problem.
Replace the Driver Board Female Interconnector Pins.
Resolder the Header Pins.
2j. Before Turning the Game On: Testing Driver Board Transistors.
Driver Board Transistors. Important Note: Testing transistors (or chips) using the methods below does not give 100% proof that the component is good or bad! It's probably about 95% accurate, but it is not 100% accurate. All transistors are tested using the diode function of a DMM (Digital Multi Meter).
Testing the TIP120 (or TIP102).
Testing the 2N4401.
Testing the 2N6122 or TIP41 (TIP41 is a sub for the 2N6122).
Testing the TIP42.
Testing the 2N6427 (or MPSA14 or NTE46).
Testing the 2N5060.
The Coil Diodes and Why they are Important. Since you spent the time to test/replace the bad driver board transistors, it only makes sense to also check for bad coil diodes. Since these 1N4004 diodes are mounted right to the coils under the playfield, vibration can crack or damage them. The best way to test a coil diode is to just grab the diode by its body with the forefinger and thumb, and gently give it a pull. If the diode has a cracked body or broken lead, it should be pretty easy to see.
This test applies to all 1N4001 to 1N4007 series of diodes. When mounted on coils or lamp sockets or switches, one end of the diode should be removed, so the diode is tested "out of circuit". On circuit boards, this is usually not required. DMM set to the diode function: In all situations, remember to mounted the new diode correctly. For example, on coils, install the diode with the diode's band on the power lug of the coil. It usually pretty easy to tell which is the power lug of a coil. The power wire, which daisy chains from coil to coil, is usually the thicker wire on a coil lug. The banded lead of the 1N4004 diode should be connected to the coil lug with this thicker daisy chained power wire attached. The non-banded end of the diode attaches to the coil lug with the thinner wire, which leads to the driver board transistor, and ultimately ground.
2k. Before Turning the Game On: General Illumination Connectors (Burnt GI).
Burnt General Illumination (GI) Connectors on System3 and System7. To fix burnt GI connectors, they must be replaced completely. That means both the circuit board mounted connectors AND the wire mounted connectors. The output GI connector, a straight .156" header, is no problem (part number listed above in the non inter-board connector section). Just make sure to use Trifurcon pins for the wire mounted connector (they have greater surface area, and last longer than standard pins), and a new square 9 pin .156" header for the circuit board. Note on system7 games there is often a connector the breaks the GI playfield wiring harness for removal of the backbox. This connector will usually have 6.3 volt AC yellow and purple wires, and white wires with yellow and purple traces. Also sometimes this connector will have 12 volts DC too - this powers any under-playfield GI relays (if the game uses them).
The Single Pin Cabinet/Backbox G.I. Connector.
To summarize, get these parts to repair the GI connectors on Hot Tip/Lucky Seven and System7 power supply board:
G.I. Relay Replacement.
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3a. When Things Don't Work: Power On, Funky Score Display Numbers (Battery/5101 RAM Problems) Dead batteries (or worse, dead corroded batteries) will cause problems getting a system4 to system7 game to power-up properly. On these games, if the batteries are dead, the game can still boot, but will come up in "audit" mode (system3 games do not have this boot-up audit mode). To get to attract mode, turn the game off and on again quickly. If done fast enough, the game should come up in attract mode. Note on System6 and System7 games, the coin door *must* be open for this to work (memory protection switch open). If the game still doesn't come up in attract mode, even with the "turn it off and on quickly" trick, the CMOS 5101 RAM chip at IC19 is probably bad. Please refer back to the Batteries and Battery Holders section for more information on this subject, including how to test the batteries, blocking diode D17, and the CMOS 5101 RAM at IC19.
Booting into Audit Mode Explained.
These software identification numbers made it easy to see if the wrong Game and/or Flipper ROM software was installed in the machine. Note the lack of a code for White flipper ROMs (system3). This is because the boot-up "software versions" was not implemented until System4 and the Yellow flipper ROMs, when adjustment were also stored in memory (system3 used DIP switches for the adjustments). Williams did the audit mode routine to show instantly upon power-on that the game's adjustments/audits were lost, and that the batteries needed to be replaced. The main reason this was done was to protect the game from having garbage in an adjustment that may put the game into free play (or some other equally accidental bad mode), since now all the game's adjustments were store in memory instead of being "hardcoded" with DIP switches. With system6 and its memory protection circuit/coin door switch, it also keep miscreants from drilling through the bottom of the game and activating the switches to change the settings (like one quarter equals 25 credits!), since the coin door now had to be open to change an adjustment/audits.
3b. When Things Don't Work: Fixing a Dead CPU (LED code, Test EPROM, Blanking)
For info on the Blanking signal, chick
here to jump down to that section.
Introduction to CPU/Driver Board Repair. System3 to System7 games were designed so that a field tech would only have to swap out a failed board, and then send the board to the distributor for repair. The boards were not designed to be diagnosed and fixed on location. Looking at the Williams "repair" manuals, the instructions tell pretty much only how to pinpoint which board is bad. The final "fix" of most repair steps in a Williams manual is to "replace the board". Unlike more recent games which report many problems, early Williams board provided little diagnostic help. This was unlike the approach Bally took with their famous "seven flashes" diagnostic system (which makes component level repair pretty easy). Where Bally took the approach that the boot-up diagnostics were very important and game diagnostics were not, Williams took the opposite approach that boot-up diagnostics were *not* important but game diagnostics were! Hence 1977-1985 Bally games have the famous power-on seven flash test, but don't really have a lamp, display, coil or switch test. Williams system3 to system7 games have basically no significant power-on test indicator, but do have good versions of lamp, display, coil and switch tests (assuming that the Williams game in question will boot up properly!) Initially, when these games were new, Williams pinballs were dependable, about as good as Bally games (and better than Gottlieb' system80). But after a few years, as the Scanbe sockets got old and the 40 pin interconnector wore, dependability of these games made them way worse than Bally (and probably on par with Gottlieb). And with no power-on indicator system like Bally had, operators didn't even know where to start with a Williams repair. It's not that the Williams system is "hard" to fix, it's just time consuming. Where the Achilles' heel of the Bally system is battery corrosion and Gottlieb had board connector and ground issues, Williams System3 to System7's Achilles' heel is the design of the boards themselves. Passing address and data lines over a 40 pin .156" Molex interconnector is a bad idea. If *any* address or data line drops out for even a millisecond, the whole game locks up. Same thing with the Scanbe sockets; if a single pin become intermittent on any Scanbe socket, the game locks up. Add vibration to the mix, and things only get worse. Having some PIAs on the CPU board and some PIAs on the driver board forced the address and data lines to cross the two boards at this Achilles' heel (the 40 pin interboard connector). And if the game locks up when a coil is energized, that can take out more components on the driver board, making the repair even worse. Also some components on the Williams System3 to System7 boards are obsolete and unavailable. For example, the System3/4 clock chip (MC6875) is obsolete and impossible to find. This is the companion clock chip to the 6800 CPU processor. Luckily, the MC6875 doesn't fail too often. Also the 8T28 and 8T97 chips are discontinued (there is a work arounds for most of those). But this is why many repair facilities will not repair Williams System3 or System4 CPU boards. To make matters even worse, the software contained in the "flipper ROMs" (essentially the operating system) adds to the problems. If any of the PIAs can not be found in the exact state the software expects, this locks up the software, and hence the entire game. So say the solenoid PIA is partially dead (common, because of a locked-on driver transistor which cascaded back to the PIA and damaged it). This may make a coil or two not function. That's fine; the game maybe could still be operated and played without a bumper or two. But instead, the whole game locks up and becomes useless. And because the CPU is locked up, diagnosing the problem becomes very difficult too. To add insult to injury, the driver board is an integral part of the CPU board. That is, the CPU board will *not* run without a functioning driver board attached! (Unless a special test EPROM is used, which has only recently became available.) So the whole theory of spliting the system into smaller components (a separate CPU and separate driver board) for easier diagnostics is missed*. The two boards need each other, and are linked together through the incredibly stupid and troublesome .156" 40 pin interconnector. This is unlike Bally and Gottlieb, where their CPU boards can be run independently of the driver board, making diagnosing problems much easier, since the system can be broken down into smaller, more managable pieces. * Note there is a trick that allows the Williams CPU board to (semi) boot without the driver board. The driver board can be completely removed from the game, and the CPU board booted. If the CPU board is OK (trying to run), the two CPU LEDs will blink on, then go off, and then come on steady (since the CPU board is looking for the Driver Board). If installing the Driver Board locks the CPU (LEDs steady on, no blinking at bootup), then the CPU board is probably Ok (and there's problems on the Driver Board.) On a system7 CPU board, if the CPU were OK (or trying to run) the Numeric Led would blink “0”, go off and come on steady (looking for the Driver Board). If putting the Driver Board back in locks up the game ("0" steady on), then there are some problems on the Driver Board
The Internal System3-System7 Diagnostic Firmware. To make matters even worse, the diagnostic SW1 test, even on a working CPU board, can confuse even a veteran user. The diagnostics are a memory test only, and tests the CMOS RAM IC19 (5101) and the two static RAM chips (IC13/IC16). But the static RAMs IC13/IC16 rarely die. And the user will already know if the CMOS 5101 RAM is dead well before the diagnostics are run. If the game boots into "audits" mode, and the CPU batteries are good, it's 99% for sure the 5101 RAM is dead. Also, even if the CPU board has seemingly "booted correctly", the flipper ROMs IC17 and IC20 can still have problems. These two ROMs hold the diagnostic code, and if one of these ROMs has a problem, false indications can result from the SW1 diagnostic switch (but usually the CPU board didn't boot anyway and the LEDs are indicating a locked-up board, and these two ROMs don't even get a chance to start working). To make matters worse, the diagnostic LEDs just tend to confuse the newbie repair person. For example, the CPU board does not boot, but the user presses the diagnostic switch SW1 anyway. The LED reports back the suspected failed component. But that's the problem... since the CPU board never booted properly, the output from the diagnostic test CAN NOT be trusted! What ever the test indicates is surely incorrect, and the newbie is replacing good CPU board components, based on the failed/incorrect test results (I believe this is called, "chasing one's tail"). This is especially a problem if the newbie came from "Bally world", where Bally's LED actually has good boot-up component diagnostic results. The bottom line is this: if the Williams System3-System6 CPU board's LEDs lock-on at power up, the CPU board is not working! Likewise for System7, if "0" comes on immediately at power-up, the CPU board is not working. Why that is happening, well, you're on your own to figure it out! Because the Williams diagnostic firmware is *not* going to help.
OK, So That's the Bad News. What's the Good News? Again, use the simple test to trick the Williams CPU board to (semi) boot without the driver board. The driver board can be completely removed from the game, and the CPU board booted. If the CPU board alone comes on with both LEDs on (no blinking), then the CPU board is faulty. If the CPU board is OK (trying to run), the two CPU LEDs will blink on, then go off, and then come on steady (since the CPU board is looking for the Driver Board). If installing the Driver Board locks the CPU (LEDs steady on, no blinking at bootup), then the CPU board is probably Ok (and there's problems on the Driver Board.) On a system7 CPU board, if the CPU were OK (or trying to run) the Numeric Led would blink “0”, go off and come on steady (looking for the Driver Board). If putting the Driver Board back in locks up the game ("0" steady on), then there are some problems on the Driver Board
Before Starting... Before removing any boards from the game, and assuming the power supply is working, it's time to do some preliminary diagnostics. Remove the game's backglass, so the CPU board's LED(s) can be seen (if the CPU board in question is not in the game, it can be powered up "on the bench" with an external +5 volt power supply, those details are below). Right now, before doing anything, remove fuse F2 (solenoid power) and fuse F3 (lamp matrix power) from the power supply board. Now go ahead and power the game on, keeping an eye on the LED(s) on the CPU board. Here's a list of what could happen:
Get Leon's CPU Test EPROM. EPROM Tip: If getting an EPROM burned is really a big deal, the System3 to System6 version of Leon's test EPROM can be "doubled up", burned into a 2532, and used in *any* System3 to System7 CPU board. Yes the 2532 is twice the size of the expected 2716 at IC17 on a System3 to System6 CPU board. But because of the way a 2532 EPROM is addressed, the added address space of the 2532 will just be ignored by the System3 to System6 CPU board. But there is a downside to this; Leon's memory test will *not* work in a system7 CPU board. This is because memory for System3 to System6 is at locations $0080 to $0100, and in System7 memory is located from $0000 to $0100 (but the basic part of Leon's test ROM will work, but the memory test will not). This works in a pinch if the correct EPROM is not available. After the above EPROM code is downloaded and burned into the appropriate EPROM, remove all the existing ROM/EPROM chips from locations IC17, IC20, IC14 (and IC21, IC22, IC26, but there should not be any chips in those locations anyway if the CPU board was converted to EPROMs and new sockets installed). Now installed Leon's test EPROM into the flipper ROM socket at IC17. Note: Leon's chip will work with the other ROM chips installed. This happens because Leon's test program starts at the "boot up" memory location, and it does not access the other ROM chips. So basically the other ROM chips get ignored, as Leon's chip is accessed first at power-on, after the CPU board resets. BUT I highly recommend removing ALL the other ROM chips! If one of the other ROMs is bad (shorted), it could "lock up" the CPU board. By removing them, it's just one less thing to go wrong.
Separate the CPU board from the Driver Board.
Booting the CPU board on the "Bench" with an External Power Supply. The next trick to fixing a CPU/driver board is to move the boards from the game and to the work bench. In order to do this, an old AT style computer power supply that outputs +5 volts DC (and +12 volts) is needed. These are pretty easy to come by, any computer store should have one for free to $20 dollars (heck new AT computer power supplies can be purchased too for less than $30). An old video game switching power supply can also be used. 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).
After the power supply is obtained, power it up and figure out which wires are the ground COM (usually black), +5 volts DC (usually red), and +12 volts DC (optional, but usually yellow). Use a DMM to test the voltages. Turn the power supply off. Now get three alligator clip test leads, and hook up the power supply to the CPU board's connector 1J2 as follows:
* Is the Unregulated +5 Volts Needed? To get around not connecting power to the unregulated +5 volt power pin on System6 to System7 CPU boards, try the board first without the unregulated +5 volts. If it doesn work, use an alligator jumper clip and do this: Connect the power supply's +5 volts (the electroylic cap C23's positive lead) to resistor R27 (see which side of R27 in the bullet points below). Because the layout of System6 and System7 is different, pay particular attention to the instructions below. Because one side of R27 is ground, and connecting +5 directly to ground would cause the power supply to short. So be careful which side of R27 is used! In all cases, cap C23 and resistor R27 are just to the right of connector 1J2 on the CPU board.
At Power-Up, the LEDs or 7-Segment Display Does not Come On. If there's no +5 volts at the CPU chip, then trace back through the power circuit to see where it's losing power. Check to make sure there isn't a short to ground. There are capacitors (.01 mfd non-polarized) at the Vcc (+5 volt) connection of each chip on the board to ground. Check each one of these for a short. Also check the board very carefully for solder splashes. Remember a prior repair may have gone bad and the board was junked for this reason. On System3 to system6 boards, check for +5 volts at IC2 pins 2,5,16 (the 8T28 that drives the LEDs). Also remember both LEDs could be bad! The LEDs will always come on at power-up unless turned off by an executing program on the CPU board. If there is proper voltages on the board, but no voltage at pins 2 and 5 of IC2, check for a running CPU chip (see below). If there is CPU activity on the address and data lines, then the problem is most likely IC2 (8T28) on system3 to system6 boards. On System7 CPU boards, if there is no activity on the 7-segment display, it is common for IC34 (7447) segment driver chip to fail. This will give a false indication that the board is completely dead or that there's no power. Using a logic probe, test for pulsing at IC1 pin 15 of the CPU chip. If there is activity there, then the problem is most likely IC34 or the segment LED itself. Also if the LED comes on and stays on (even though the game is seemingly working fine), often IC2 (74125) has shorted internally. Note two test LEDs (like on system3-6 CPU boards) can be added to the System 7 CPU board. This will allow testing to the board before replacing IC34 and/or segment LED. All that is needed is two LEDs and two 100 ohm 1/4 watt resistors. Solder the two resistors into the board, just to the left of test point TP9. The LEDs then should be soldered into the two top pads pairs next to the segment LED, with the flat side of the LEDs towards the 7-segment LED. With the two LEDs installed, they will "flash" just as the LEDs flash on system3 to system6 CPU boards.
Ok, so the CPU board is all ready, with the test EPROM installed, power supply connected, and the driver board removed. Now we can power on the CPU board. But first, it would be helpful to know what is happening, and how to check it. Here are the steps involved in a correctly booting CPU board. In the case of a dead CPU board, each step can be diagnosed with a DMM and/or logic probe.
How to Tell if a CPU Board is Locked-up or Good. For System3 to System6 CPU boards with game software installed, a good working and fully booted CPU board will, at power-on, flash both LEDs for a moment, and then turn both LEDs off. A locked-up System3 to System6 CPU board will have either or both of the LEDs turned on and stay on when the CPU board is powered on. On System7 with game software installed, a good fully working and booted CPU board should flash the 7-segment LED or the two small LEDs next to the 7-segment, seeing a "0" briefly on the 7-segment display. Then the LED(s) go out and should *not* come back on. If there is a "0" from the instant the power is turned on, with no flicker or activity, then the System7 CPU board is locked up. In addition, if the CPU board is up and running, the blanking signal will be high (around 4 volts). This is pin 37 of the 40 pin interconnector, or CPU connector IJ3 pin 4. The blanking signal can be fooled into being high on a non-working CPU board, or it can never go high on an otherwise working CPU. But for the most part, a working CPU board will have a high blanking signal.
How to Tell if Leon's Test EPROM is Running.
The LEDs Come On & Stay On (or 7-segment display shows "0"). The Leon test ROM and the game program do this by setting the output ports PA6 through PA10 on CPU IC18 (the 6821 display PIA) low. If the test or game program isn't running, these ports remain high, and the LEDs/segments stay on. When the MPU board is powered on, the CPU chip attempts to read addresses $FFFE and $FFFF in EPROM chip IC17 (the test ROM or flipper ROM 2) to obtain the jump address for the program to execute. This program then takes over and controls the LEDs. If the program is not able to start reading IC17, then the LEDs stay locked on. The standard game software in IC17 then tries to read and write to the RAM chips IC19, IC16, IC13, and to all the PIAs on both the CPU and driver board (this of course assumes that the boot up process got far enough to run the program in EPROM IC17!) If there is any problem encountered, the program will lock up and not turn off the LEDs. The Leon test ROM however will run even if the PIAs or RAM chips are bad (or missing for the most part), so this narrows down the areas to check if the test ROM doesn't start its alternating LED on and off rythmic flash pattern.
Good Reset and Clock but No 'Leon' Alternating LED Flashes. Some of the above chips can be just removed from the CPU board with Leon's test EPROM. For example, the CMOS RAM at IC19 (5101) can be removed. Also the static RAMs at IC13/IC16 can also be removed. Removing these chips on a dead CPU board with Leon's test EPROM is a good idea. If these chips have a short, removing them may allow the CPU board to boot. This especially applies to the 5101 chip at IC19. If the CPU board PIA at IC18 is bad, it may prevent Leon's program from flashing the LEDs. Using a test LED (as decribed below) and *not* a logic probe, connect the non-resistor end to +5 volts, and touch the other resistor lead of the LED to the CPU IC1 pin 15. If the test LED flashes on and off about once a second, then the test program is running, and the CPU board PIA at IC18 needs to be replaced. The next thing to check now is if the CPU chip is running the program in the test EPROM. Use a logic probe and test CPU IC1 for pulsing activity on the address lines A0-A7 (pins 9-16), data lines D0-D7 (pins 33-26) (and perhaps address lines A8-A10 pins 17-19). If the CPU is running a program, there should be some pulsing on these pins. If even one of the A0-A7 or D0-D7 pins is low or high (not pulsing), then the CPU can not do its job and properly run the program in IC17. If there are pulsing signals on just some of these pins, then the CPU is trying to run, but the test program can't run correctly. For both the address and data bus lines, use a DMM and check the continuity between lines. There should be no shorts between any of the data and address lines! Use a DMM and start with address line A0, checking continuity between IC1 address lines A1 through A15 (IC1 pins 9-20, 22-25), and data lines D0 through D7 (IC1 pins 33-26). Solder splashes and solder bridges are quite common, especially if chip sockets have been replaced during previous repairs. If a socket was replaced, or testing a board that never worked, a previous repair attempt may have resulted in a short between lines. While testing the address/data lines, its a good idea to test address a |