From goonsquad.spies.com!owner-vectorlist Mon Dec  1 07:28:00 1997
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Comments: ( Received on motgate.mot.com from client pobox.mot.com, sender jenison@cig.mot.com )
Date: Mon, 1 Dec 1997 09:24:26 -0600 (CST)
From: Mark Jenison <jenison@cig.mot.com>
Message-Id: <9712010924.ZM9787@calcite>
In-Reply-To: aek@motgate.mot.com (Al Kossow)
        "Re:  Zektor" (Nov 27, 10:25pm)
References: <199711280637.BAA22520@po_box.cig.mot.com>
X-face: "@9[FFAftX<9}2=gaPlIyRv_K%h[>.@"8t}B2So!iv.\#M9NplA9bDudBQ|]E`WL9Kd,Tn2v.0OGcE<$yg{&}(m:mB\GO9L+yE}6=d17BM
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On Nov 27, 10:25pm, Al Kossow wrote:
> Subject: Re:  Zektor
> Gaymond Lee said in a recent RGVAC posting that
> an operator he knows has one.

I believe Gaymond was refering to a marquee, though, not the entire game (it
would be best to have Gaymond clarify this, though).

Zektor probably came in a generic converta-cabinets (per the pictures), so for
all we know they were all converted to something more popular.  Unfortunately
since the controls were not useful for any games made later, the control panels
were probably junked/converted :-(.

So the rarest pieces left to find are a control panel and monitor bezel.

----------------------------------------------------------------------
Mark Jenison                       E-mail address: jenison@cig.mot.com
Cellular Infrastructure Group      Motorola--Arlington Heights, IL
----------------------------------------------------------------------

From goonsquad.spies.com!owner-vectorlist Mon Dec  1 08:37:06 1997
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199712011638.LAA01042@saturn.acs.oakland.edu>
Subject: Re: Italian Cinematronics Games
To: vectorlist@goonsquad.spies.com
Date: Mon, 1 Dec 1997 11:38:45 -0500 (EST)
In-Reply-To: <m0xbgPD-000TlJC@goonsquad.spies.com> from "Al Kossow" at Nov 28, 97 10:29:31 pm
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> I haven't tried playing them to see if there are game play
> differences.

Got it running in another window right now. Looks & feels exactly the
same as Star Castle except the copyright is replaced by:

c 1980 elettronolo

and for the other set:
1 89 Opccn mottoeiss

Strange... Did they do this in 1989?

BTW, both versions work just fine on our emulator:
http://www.oakland.edu/~phkahler
-- 
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From goonsquad.spies.com!owner-vectorlist Mon Dec  1 10:37:07 1997
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Date: Mon, 1 Dec 1997 10:37:40 -0800
To: vectorlist@goonsquad.spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Star Wars / ESB reset problem
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Tracked down a weird problem over the weekend.  I had a Star Wars boardset
that just would NOT accept the ESB kit-- I had written it off as a fluke,
when another guy had the same problem.  Not good.  I had him send me his
problem boardset and I set out to figure out what the problem was.

To make a long story short, for boards that have a weird "reset a few
seconds after the gameplay starts" problem, the solution appears to be
replacing the 74LS244's on the address bus.

It's some sort of speed or bus loading issue (which kind-of explains why
swapping EPROMs out sometimes fixed it in some cases).  I'm more inclined
to go with the bus-drive scenario, since replacing things with *faster*
parts doesn't always help.  Replacing the '244s fixed it two out of two
times though.

-Clay

(This was a really screwy problem-- the boards would work with Star Wars
EPROMs just fine.  Adding the ESB daughtercard but keeping the rest of the
EPROMs as Star Wars worked just fine.  Swapping out even just one or two of
the Star Wars EPROMs with 27C256's (programmed with the same code) would
result in the "reset problem".  Weird.  Changing brands/speeds of EPROMs
didn't help.  Changing out the '244s on the bus fixed it...)

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From goonsquad.spies.com!owner-vectorlist Mon Dec  1 11:04:14 1997
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Date: Mon, 1 Dec 1997 11:58:46 -0700
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From: jeffh@diac.com (Jeff Hendrix)
Subject: Re: Some vector games for sale...
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John,
        Do you have any battlezone parts? I'm looking for a control panel
and a b&w xy monitor.
What do you want for your bz cabaret and space duel cocktail?

-jeff

>Hmm let's see, what to clear out.
>Atari Space Duel cocktail
>Atari Tempest Cocktail
>Atari Battlezone Cabaret
>Atari Battlezone fullsize (!)
>Sega Star Trek in a Tempset U/R cabinet.
>Exidy Tailgunner II in a cockpit
>Atari Star Wars in a cockpit
>Cinematronics/Vectorbeam Barrier (Jwelser has his eye on this one)
>
>There must be one or two more hiding here...
>I really need the space here, and so am open to offers. This stuff all
>works, perhaps a package deal???
>
>John :-#)#
>
> John's Jukes Ltd. 2343 Main St., Vancouver, BC, Canada V5T 3C9
> Call (604)872-5757 or Fax 872-2010 (Pinballs, Jukes, Video Games)
> mailto:jrr@flippers.com, web page http://www.flippers.com
>        "Old pinballers never die, they just flip out."

jeffh@diac.com

Buy/Sell/Trade classic video arcade games.
www.diac.com/~jeffh/



From goonsquad.spies.com!owner-vectorlist Mon Dec  1 11:58:15 1997
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Message-ID: <c=US%a=_%p=DSC%l=GYPSUM-971201195757Z-1640@gypsum.dsc.com>
From: "Ozdemir, Steve" <sso@dsc.com>
To: "'vectorlist@goonsquad.spies.com'" <vectorlist@goonsquad.spies.com>
Subject: XREF on Tempest?
Date: Mon, 1 Dec 1997 11:57:57 -0800
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G'day,

Replaced all four opamps (TL082's) with no change.  The bottom half of
the Tempest picture still isn't being displayed?  As I've said before,
I've plugged this board set into another Tempest to verify that this is
not a monitor problem.

Can anyone explain what XREF and YREF does in the vector generator
section of the non-Star Wars Atari color XY's?  If these serve as
references in the vector generator section of the PCB, could it be
possible that these are voltages at a fixed value that XOUT and YOUT use
as a baseline?  If so, maybe my problem is that XREF is too high or too
low and why everything on the bottom half of the screen is scrunched
into a couple line?  I should say that I can see "details" in those
couple lines showing me playing games....but, oh, is it hard to see the
bad guys coming up that half of the tube!  8^) 8^) 8^)

I sure wish I had an oscilliscope to debug this....

		Steven S Ozdemir
		sso@dsc.com

From goonsquad.spies.com!owner-vectorlist Mon Dec  1 12:08:26 1997
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Date: Mon, 1 Dec 1997 12:09:28 -0800
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From: Clay Cowgill <clayc@diamondmm.com>
Subject: Sega Multigame = Proto's OK!
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Hi all!

Good news-- I got the Sega Multigame PCB's (and the "single player control
panel interface" replacements) in before the holiday so I had time to test
everything out.

The replacement "Single Player Control Panel Interface" ("spinner
interface") came up working the first try. *whew*

The Multigame Daughtercard was *really* close.  The netlist was exactly
right, but I had messed up the clk and enable lines on the latches on the
schematic.  Oh, well, nothing a couple wires didn't fix.  It's working just
fine now.  I'll put some pictures up on my webpage later today.

So...  I've got five or six of theses ready to go right now and I'll
re-order the rest of the boards (with the latches "fixed") later this week,
so...

"Send me your money!"  (Just my little tribute to _Suicidal_Tendencies_
there... ;-)

I'm going to pull a fast one and raise the prices on each of these $1.
(Covers some extra drill time at the board house I didn't count on, and
pays for good dual-wipe sockets for all IC's.)

Sega Multigame Kit (fully assembled with sockets)
   Includes:  Multigame Daughtercard, Security Plug, decode PROM, manual, etc.
   $76 + $7 shipping = $83 each

Sega "Spinner" Interface (fully assembled with sockets)
   Includes:  Single Player Control Panel Interface, manual
   $21 + $3 shipping = $24 each

I'll ship the Daughtercards DHL (1 or 2-day depending on where you are) and
the spinner boards USPS.  (If you order them together I'll send everything
DHL.)

International shipping (based on experience with the ESB kits) is $40 for
DHL pretty much anywhere, and it'll make it in a few days.

So, send your checks or MO's or whatever to:

Clay Cowgill
109 SE 175th Ave
Vancouver, WA 98683

If it's not too much trouble, please print out this order form and include
it (filled out) with your check or Money Order. (It'll help me keep from
getting them mixed up with ESB kit orders...)  The answers to the questions
will help me when writing new software for the daughtercard...

The current software load on the Daughtercard is:

Star Trek
Space Fury (uses Star Trek control panel)
Eliminator (uses Star Trek control panel)
Tac/Scan   (uses Star Trek control panel)
Zektor     (uses Star Trek control panel)
Eliminator          (original controls)
Eliminator 4-player (original controls)
????

There is one full "bank" free on the EPROM right now-- maybe I'll put Space
Fury with "original" controls in there...

-------------------------------------------------------------------------------

                      Sega Multigame/Interface Order Form


Ship to: _____________________________________

         _____________________________________

         _____________________________________


Quantity                                       Price with Shipping
-------------------------------------------------------------------

 [    ]  Sega Multigame Kit                           $83

 [    ]  Replacement "Spinner" Interface              $24

                                         Total:    [        ]

Questions:
-------------------------------------------------------------------

 Will this be installed in:

 [    ] ...a Sega/G80 cabinet (GO-8 monitor)

 [    ] ...an Atari cabinet (Wells Gardner or Amplifone monitor)

 [    ] ...other

 Can you burn your own EPROMs (27C040 or 27C080)?

 [    ] Yes

 [    ] No

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From goonsquad.spies.com!owner-vectorlist Mon Dec  1 15:08:16 1997
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Date: Mon, 1 Dec 1997 15:07:58 -0800 (PST)
From: aek (Al Kossow)
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Subject: more info on euro star castle boards
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here's a bit more info

clay, will you be making any more boards for anything
in the near future, now that I have a design for a 
cine -> asteroids monitor converter :-)

>the boards are actually star castle, not rip off. do you happen
I knew that, I hope I didn't give you any other ideas?

>to know what company OpccnMottoeiss is ?=20


>one of the board sets was from Elettronolo, who I assume was
>the Italian company that the manual goes with, but I didn't
>know who the other company was

Tha manual is the one going with the unmarked (not Elettronolo) PCB.
It (the unmarked) belonged in a Zaccaria cabinet named Space Fortress,
fancy artwork on the sides etc. The other one was ripped out of another =
cab
(that I didn't see) named Stellar Castle (90% sure about the name - it =
was
'stellar' anyhow), unknown brand.

On a sticker on the power PCB for the Zaccaria version (or next to it) it
said something like 'Special powersupply, only use with Space Fortress =
and
Space Pirates'. I tried one of the (the Space Fortress) on an Asteroids
monitor and it worked like clockwork.


From goonsquad.spies.com!owner-vectorlist Mon Dec  1 15:36:16 1997
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From: zonn@concentric.net (Zonn)
To: vectorlist@goonsquad.spies.com
Subject: Re: Italian Cinematronics Game Boards
Date: Mon, 01 Dec 1997 23:37:54 GMT
Message-ID: <348446ee.861218546@tommy.doctord.com>
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On Fri, 28 Nov 1997 12:53:26 -0800 (PST), aek@goonsquad.spies.com (Al
Kossow) wrote:

>The REALLY interesting thing is this
>company didn't use the Cine monitor design THE ANALOG
>SECTION IS ON THE SOUND BOARD! and they designed their
>own power supply and X/Y monitor (at least the monitor
>schematic has all SGS part numbers for the transistors)

This sounds like the Japanese clone of Star Castle.  Cinematronics sued
to have all these machines destroyed, and won, so there's not very many
around.  According to a an ex-Cinematronics technician, it was a better,
more reliable design.  One of the biggest reliability problems
Cinematronics had was the sensitive analog parts being blown by HV
discharges as the monitor was powered on/off.

Moving the analog section off the monitor was good for reliability.
Though I'm sure the reason the Japanese did so was to allow them to use
off the shelf X/Y monitors.  It's cheaper to design a PC-board than to
go into production with a new monitor (you know, winding special purpose
yokes, etc.)  Of course that doesn't explain this company if they went
through the trouble off designing their own monitors.  Was this game
*really* popular enough to design your own monitor for?  And still turn
a profit?

BTW: I played both version on my emulator for a while, they both seem to
play like the original (Version 1) of Star Castle, with nothing but the
titles changed.  All the score and game play is still in English, looks
like a hack to me.  I wonder if Cinematronics made the hack, or whether
this was done illegally.  I would think it would have to have been done
by someone in the know, I can't imagine reverse engineering the whole
CPU board just to change a title.

-Zonn

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //   zonn @ concentric . net
 -------|         //  \\/

From goonsquad.spies.com!owner-vectorlist Mon Dec  1 15:38:42 1997
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Date: Mon, 1 Dec 1997 15:39:57 -0800
To: vectorlist@goonsquad.spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: more info on euro star castle boards
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>here's a bit more info
>
>clay, will you be making any more boards for anything
>in the near future, now that I have a design for a
>cine -> asteroids monitor converter :-)

I'll make it a point to. (I want one! :-)  There's some stuff I want to do
still (raster monitor tester and the "PCB tester" board come to mind) so we
should be able to include it with something else.  Can I get the schematic
someplace?  (I wasn't paying attention to the earlier e-mail.)  As long as
I get the schematic entered in OrCAD Capture, outputting a board in Layout
Plus is getting easier and easier.

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From goonsquad.spies.com!owner-vectorlist Mon Dec  1 15:43:26 1997
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Date: Mon, 1 Dec 1997 15:43:12 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist@goonsquad.spies.com
Subject: Re: Italian Cinematronics Game Boards
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"I can't imagine reverse engineering the whole
CPU board just to change a title."

The CPU boards are copies of the Cine board, they redid
the sound/vector generator board. Looking at the drawings,
the CPU schematics are copies of the Cine schematics,
while the sound board follow euro schematic drawing
conventions.

I'll try to get these scanned in tonight..

From goonsquad.spies.com!owner-vectorlist Mon Dec  1 15:56:47 1997
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From: "Ozdemir, Steve" <sso@dsc.com>
To: "'vectorlist@goonsquad.spies.com'" <vectorlist@goonsquad.spies.com>
Subject: RE: more info on euro star castle boards
Date: Mon, 1 Dec 1997 15:56:18 -0800
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G'day folks,

I was contacted about three years ago by someone in Italy who has a
Stellar Castle board set that was suppose to be a Star Castle copy.  He
tried to send me a copy of the EPROMs, but I think they were corrupted
during reading or in transit since the images were several bytes shy of
the 2048 bytes that I'd expect.  Can't say that I've heard of Space
Fortress except for in KLOV...and I'd trust that database as far as I
can throw it!  To hear that Space Fortress is a Star Castle copy makes
perfect sense to me.

Is Al serious about his Cinematronics to Asteroids monitor converter?
If so, I hadn't realized how much progress had been made while I was on
sabatical.  I think a "Cine to Atari" adapter would open up
Cinematronics game to alot more collectors if a document showed them how
to populate a PCB with a couple of chips to mate the Cinematronics
motherboard to an Atari BW XY cabinet.  Of course, the Cinematronics
sound board needs odd voltages so that would have to be considered
too...

		Steven S Ozdemir
		sso@dsc.com

ps - Does anyone want to speculate what Space Pirates was a copy of?
How about Star Hawk??

>----------
>From: 	aek@goonsquad.spies.com[SMTP:aek@goonsquad.spies.com]
>Sent: 	Monday, December 01, 1997 3:07 PM
>To: 	vectorlist@goonsquad.spies.com
>Subject: 	more info on euro star castle boards
>
>
>here's a bit more info
>
>clay, will you be making any more boards for anything
>in the near future, now that I have a design for a 
>cine -> asteroids monitor converter :-)
>
>>the boards are actually star castle, not rip off. do you happen
>I knew that, I hope I didn't give you any other ideas?
>
>>to know what company OpccnMottoeiss is ?=20
>
>
>>one of the board sets was from Elettronolo, who I assume was
>>the Italian company that the manual goes with, but I didn't
>>know who the other company was
>
>Tha manual is the one going with the unmarked (not Elettronolo) PCB.
>It (the unmarked) belonged in a Zaccaria cabinet named Space Fortress,
>fancy artwork on the sides etc. The other one was ripped out of another =
>cab
>(that I didn't see) named Stellar Castle (90% sure about the name - it =
>was
>'stellar' anyhow), unknown brand.
>
>On a sticker on the power PCB for the Zaccaria version (or next to it) it
>said something like 'Special powersupply, only use with Space Fortress =
>and
>Space Pirates'. I tried one of the (the Space Fortress) on an Asteroids
>monitor and it worked like clockwork.
>
>

From goonsquad.spies.com!owner-vectorlist Mon Dec  1 16:04:19 1997
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From: aek (Al Kossow)
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Subject: RE: more info on euro star castle boards
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"Is Al serious about his Cinematronics to Asteroids monitor converter?
If so, I hadn't realized how much progress had been made while I was on
sabatical."

Clay and I are quite serious. I started poking at the design about two
months ago (just before I got sucked into the time sink of 70's B&W
raster games, but that's my own fault..) and I'm really interested 
now that two different designs on PC boards were given to me.

I just looked at the schematics, and it turns out the design that used
DAC80's used a 4016 analog switch instead of the National LF part.
I'll have to trace out the other design that used National DAC1221's
and an LF switch.

From goonsquad.spies.com!owner-vectorlist Mon Dec  1 16:06:49 1997
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From: zonn@concentric.net (Zonn)
To: vectorlist@goonsquad.spies.com
Subject: Re: Italian Cinematronics Game Boards
Date: Tue, 02 Dec 1997 00:08:27 GMT
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On Mon, 1 Dec 1997 15:43:12 -0800 (PST), aek@goonsquad.spies.com (Al
Kossow) wrote:

>"I can't imagine reverse engineering the whole
>CPU board just to change a title."
>
>The CPU boards are copies of the Cine board, they redid
>the sound/vector generator board. Looking at the drawings,
>the CPU schematics are copies of the Cine schematics,
>while the sound board follow euro schematic drawing
>conventions.
>
>I'll try to get these scanned in tonight..

What I meant, is that I couldn't imagine a company going through all the
trouble of reverse engineering the full instruction set just so they
could hack in a new title over the old one.  More likely somebody
associated with Cinematronics (or Vectorbeam) made the change, was it
done legally? -- who knows.

The original Japanese clone used some and/or/xor logic to blank the
Cinematronics copyright notice.  Cutting a trace to disable this
"blanking" circuit, caused the Cinematronics copyright to "re-appear" on
the Japanese boards.  This is what they did in court to win the lawsuit.

-Zonn

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
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From goonsquad.spies.com!owner-vectorlist Mon Dec  1 16:27:33 1997
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Date: Mon, 1 Dec 1997 16:28:30 -0800
To: vectorlist@goonsquad.spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Vector Monitor HV power...
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Over the holiday weekend I had plenty of time to play with "stuff"...  One
of the things I did was finally force myself to understand how the HV
supply of monitors works (and to design a "new" one as a test).

I concentrated on the Wells Gardner HV design and the GO-7 power section
(since those two use the same CRT).  It looks to me as though the only
reason we're using "custom" HV transformers at all is that they're
insistant on using the differential +-25V DC power supply.  The only big
difference from most of the "raster" type power supplies (other than not
being triggered off the Horizontal retrace speed) is that the transformer
that triggers the Horizontal Output Transistor sits with one leg at chassis
ground on a Raster where as the Wells Gardner/Atari monitor designs hold
one leg at -DC rail.  (I assume that having the +-DC supplies were just an
artifact of the deflection system, so rather than bring 120VAC out to the
HV cage they just used the DC supplies already available.)

It looks to me that the "special" windings of the vector HV transformers
really only increase the turns ratio to make up for the 50-60V peak to peak
output of the HOT instead of a ~120V P-P on a Raster.  (So in theory, if
you replaced an amplifone HV unit with a GO-7 HV transformer-- wired up so
everything matches correctly-- you'd get about 50% of the HV you'd want.  I
run my Wells Gardners at about 16KV-- I wonder if you couldn't just turn up
the "HV adjust" a bunch and get somewhere close to 16KV for a usable
display... :-)

Now that I "get it" it looks really easy to make a HV power supply for an
Amplifone or Wells Gardner Vector monitor.  All you do is take 120VAC and
run it through the DC rectification front end (like a GO-7) that gives you
about 120DC.  Instead of all the horizontal retrace stuff and whatnot you
trigger a couple transistors off of a 555-timer circuit like the Wells
Gardner uses.  The transistors kick a little trigger transformer (the Wells
Gardner/Amplifone used step-down transformers to pick up more current) that
triggers the HOT which applies the potential of the +120VDC rail to the HV
transformer.  Screen and grid voltages just come off a resistor divider
network.  That's all there is to it.

Basically you could make a replacement HV supply using parts from a GO-7
with no problems-- and you wouldn't need to worry about keeping the
deflection yoke and the rest of the "raster" crap attached to the chassis.
I bet the whole thing would cost less than half of a new Amplifone
transformer...

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From goonsquad.spies.com!owner-vectorlist Mon Dec  1 16:31:36 1997
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From: Clay Cowgill <clayc@diamondmm.com>
Subject: RE: more info on euro star castle boards
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>Clay and I are quite serious. I started poking at the design about two
>months ago (just before I got sucked into the time sink of 70's B&W
>raster games, but that's my own fault..) and I'm really interested
>now that two different designs on PC boards were given to me.

And I've got the Sega stuff pretty much wrapped up now, so it's this or
Nightmare next... :-)

>I just looked at the schematics, and it turns out the design that used
>DAC80's used a 4016 analog switch instead of the National LF part.
>I'll have to trace out the other design that used National DAC1221's
>and an LF switch.

Anybody know why Atari got away from the 4016 and went with the LF13201 in
the AVG games?  My guess was that the series resistance of the 4016 was too
high and gave them problems with zero'ing the caps in the integrator...
Seems like I saw something (somewhere) that used a bunch of 4066's or
4016's in parallel-- presumably just to lower the series resistance.
4066's are pretty cheap and plentiful compared to their LF13xxx bretheren.

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From goonsquad.spies.com!owner-vectorlist Mon Dec  1 16:37:12 1997
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From: zonn@concentric.net (Zonn)
To: vectorlist@goonsquad.spies.com
Subject: Re: Vector Monitor HV power...
Date: Tue, 02 Dec 1997 00:38:50 GMT
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On Mon, 1 Dec 1997 16:28:30 -0800, Clay Cowgill <clayc@diamondmm.com>
wrote:

>Over the holiday weekend I had plenty of time to play with "stuff"...  =
One
>of the things I did was finally force myself to understand how the HV
>supply of monitors works (and to design a "new" one as a test).
>
>I concentrated on the Wells Gardner HV design and the GO-7 power section
>(since those two use the same CRT).  It looks to me as though the only
>reason we're using "custom" HV transformers at all is that they're
>insistant on using the differential +-25V DC power supply.  The only big
>difference from most of the "raster" type power supplies (other than not
>being triggered off the Horizontal retrace speed) is that the =
transformer
>that triggers the Horizontal Output Transistor sits with one leg at =
chassis
>ground on a Raster where as the Wells Gardner/Atari monitor designs hold
>one leg at -DC rail.  (I assume that having the +-DC supplies were just =
an
>artifact of the deflection system, so rather than bring 120VAC out to =
the
>HV cage they just used the DC supplies already available.)
>
>It looks to me that the "special" windings of the vector HV transformers
>really only increase the turns ratio to make up for the 50-60V peak to =
peak
>output of the HOT instead of a ~120V P-P on a Raster.  (So in theory, if
>you replaced an amplifone HV unit with a GO-7 HV transformer-- wired up =
so
>everything matches correctly-- you'd get about 50% of the HV you'd want.=
  I
>run my Wells Gardners at about 16KV-- I wonder if you couldn't just turn=
 up
>the "HV adjust" a bunch and get somewhere close to 16KV for a usable
>display... :-)
>
>Now that I "get it" it looks really easy to make a HV power supply for =
an
>Amplifone or Wells Gardner Vector monitor.  All you do is take 120VAC =
and
>run it through the DC rectification front end (like a GO-7) that gives =
you
>about 120DC.  Instead of all the horizontal retrace stuff and whatnot =
you
>trigger a couple transistors off of a 555-timer circuit like the Wells
>Gardner uses.  The transistors kick a little trigger transformer (the =
Wells
>Gardner/Amplifone used step-down transformers to pick up more current) =
that
>triggers the HOT which applies the potential of the +120VDC rail to the =
HV
>transformer.  Screen and grid voltages just come off a resistor divider
>network.  That's all there is to it.

You haven't mentioned regulation.  Are you planning on using the same
darlington type regulators already in use by these monitors?  They
should work -- assuming the replacement flybacks also have the 180 volt
windings needed to drive the CRT guns (I'm assuming they must), since
this is the voltage used as feedback in the regulation section of these
monitors.

Just wondering.

-Zonn

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //   zonn @ concentric . net
 -------|         //  \\/

From goonsquad.spies.com!owner-vectorlist Mon Dec  1 16:39:50 1997
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Date: Mon, 1 Dec 1997 16:39:46 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist@goonsquad.spies.com
Subject: Re:  Vector Monitor HV power...
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couple of things

unless you can find an output winding on the atari power supply
assembly, you'll need an isolation transformer on the AC line.

you will have to experiment with the LC value of the primary of
the chosen HV transformer to get it back in resonace without
the horizontal deflection coil in the circuit, or adjust the
osc frequency up (not a big deal since you don't have to run
at 15khz, in fact, it would be better (noise wise) if you were
supersonic)

the HV on vector monitors is a few KV lower on vector monitors
than raster monitors

you didn't mention if you were going to make this a closed
loop HV supply (with HV regulation) 

HV regulation is a GOOD THING.

From goonsquad.spies.com!owner-vectorlist Mon Dec  1 17:09:33 1997
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Date: Mon, 1 Dec 1997 17:10:44 -0800
To: vectorlist@goonsquad.spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re:  Vector Monitor HV power...
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>couple of things
>
>unless you can find an output winding on the atari power supply
>assembly, you'll need an isolation transformer on the AC line.

True.

>you will have to experiment with the LC value of the primary of
>the chosen HV transformer to get it back in resonace without
>the horizontal deflection coil in the circuit, or adjust the
>osc frequency up (not a big deal since you don't have to run
>at 15khz, in fact, it would be better (noise wise) if you were
>supersonic)

 From the look of it, I'll just be replacing the HOSC output from the
monitor's "control" IC with a similar signal from a 555.

>the HV on vector monitors is a few KV lower on vector monitors
>than raster monitors

That's actually a good thing, IMHO.  I run my monitors several KV lower
than the manuals say anyway with seemingly very good results...

>you didn't mention if you were going to make this a closed
>loop HV supply (with HV regulation)
>HV regulation is a GOOD THING.

The Wells Gardner/Amplifones didn't do that did they?  Wouldn't that mess
with the Star Wars explosion effects?

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From goonsquad.spies.com!owner-vectorlist Mon Dec  1 17:13:20 1997
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Date: Mon, 01 Dec 1997 17:11:57 -0800
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From: Scott Swazey <sswazey@qualcomm.com>
Subject: RE: more info on euro star castle boards
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At 04:32 PM 12/1/97 -0800, Clay Cowgill wrote:
[...]
>
>>I just looked at the schematics, and it turns out the design that used
>>DAC80's used a 4016 analog switch instead of the National LF part.
>>I'll have to trace out the other design that used National DAC1221's
>>and an LF switch.
>
>Anybody know why Atari got away from the 4016 and went with the LF13201 in
>the AVG games?  My guess was that the series resistance of the 4016 was too
>high and gave them problems with zero'ing the caps in the integrator...

I think it's the VCC supply range.  It's limited to +12V on the 4016, where
as the the LF 13xxx can span +30V (-15,+15V)

-Scott

Scott Swazey                QUALCOMM Incorporated Work: (619) 657-2419
mailto:sswazey@qualcomm.com V-209H                Pager:(619) 683-5210

From goonsquad.spies.com!owner-vectorlist Mon Dec  1 17:35:02 1997
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From: zonn@concentric.net (Zonn)
To: vectorlist@goonsquad.spies.com
Subject: Re: Vector Monitor HV power...
Date: Tue, 02 Dec 1997 01:36:31 GMT
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On Mon, 1 Dec 1997 17:10:44 -0800, Clay Cowgill <clayc@diamondmm.com>
wrote:

>>couple of things
>>
>>unless you can find an output winding on the atari power supply
>>assembly, you'll need an isolation transformer on the AC line.
>
>True.
>
>>you will have to experiment with the LC value of the primary of
>>the chosen HV transformer to get it back in resonace without
>>the horizontal deflection coil in the circuit, or adjust the
>>osc frequency up (not a big deal since you don't have to run
>>at 15khz, in fact, it would be better (noise wise) if you were
>>supersonic)
>
> From the look of it, I'll just be replacing the HOSC output from the
>monitor's "control" IC with a similar signal from a 555.
>
>>the HV on vector monitors is a few KV lower on vector monitors
>>than raster monitors
>
>That's actually a good thing, IMHO.  I run my monitors several KV lower
>than the manuals say anyway with seemingly very good results...
>
>>you didn't mention if you were going to make this a closed
>>loop HV supply (with HV regulation)
>>HV regulation is a GOOD THING.
>
>The Wells Gardner/Amplifones didn't do that did they?  Wouldn't that =
mess
>with the Star Wars explosion effects?

Wells Gardner did regulate the output, based on feedback from the 180v
supply.

Amplifones use a completely different way of regulating their HV.

At a company a few years back, we were using some tuned transformers as
the basis of our computer power supplies.  I can't remember what these
things were called, but the effect was by running the transformer with a
big capacitor on a winding on the output, the transformer would resonate
, at 60hz, into total saturation.  At that point, for a pretty broad
range of values (70v to 190v) changing the input voltage had no effect
on the output voltage.

The Amplifone seems to use a very similar circuit.  By running the
voltage through that *magnoresonator* or whatever that coil looking
thing is, combined with a specially wound HV transformer, they seem to
keep the transformer/magnoresonator in saturation. This keeps a constant
value on the output of the HV even with current usage changing on the HV
supply.  I don't even pretend to understand it, though if that
*magnoresonator* thingy were describe better I'm sure the circuit could
be described with some simple LC math.  Either way, the amplifone's HV
is also regulated.

The Amplifone does fall out of regulation during the explosion scenes.
If you look at the +/-24v regulators used to regulate the inputs you'll
see they are bypassed with 50 ohm resistors.  During the explosions, the
7824/7924 could not supply the amount of current needed.  These resistor
supply the additional amount of current during current peaks, though
when they kick in, regulation is lost.

-Zonn

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //   zonn @ concentric . net
 -------|         //  \\/

From goonsquad.spies.com!owner-vectorlist Mon Dec  1 18:07:52 1997
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Subject: Pictures up...
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If anyone wants a peek at the Sega Multigame boards, take a look at:

http://www.wwwpro.com/clay/sega_multigame.html

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



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On Mon, 1 Dec 1997, Ozdemir, Steve wrote:

> Can anyone explain what XREF and YREF does in the vector generator
> section of the non-Star Wars Atari color XY's?  If these serve as
> references in the vector generator section of the PCB, could it be
> possible that these are voltages at a fixed value that XOUT and YOUT use
> as a baseline?  If so, maybe my problem is that XREF is too high or too
> low and why everything on the bottom half of the screen is scrunched
> into a couple line?  I should say that I can see "details" in those
> couple lines showing me playing games....but, oh, is it hard to see the
> bad guys coming up that half of the tube!  8^) 8^) 8^)

	XREF and YREF are the reference voltages for the DACs (In fact,
it's generated BY the DAC-08 (and other stuff,) FOR the AM6012s.)  XREF
and YREF should be the same, so you might check that out (although the
reference voltages are not static, they change, based upon the DVY
signals.)

	If you're XREF voltage was bad, I'd doubt you'd get anything out
of the corresponding AM6012 DAC, especially nothing as "good" as a good
half-picture.  Generally a reference voltage that's too low will cause
some seriously wierd stuff to happen to DAC outputs -- at least to the
DACs that I build...

> > I sure wish I had an oscilliscope to debug this.... > 

	You've got 2 options...buy a scope, or shotgun it.  I'd start with
the analog switches if you choose the latter, since they're the cheapest
and easiest to find.

Joe



From goonsquad.spies.com!owner-vectorlist Mon Dec  1 18:22:22 1997
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On Mon, 1 Dec 1997, Ozdemir, Steve wrote:

> ps - Does anyone want to speculate what Space Pirates was a copy of?
> How about Star Hawk??

	I'd guess Rip Off...

Joe



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        "RE: more info on euro star castle boards" (Dec  1,  8:16pm)
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On Dec 1,  8:16pm, <jwelser@ccwf.cc.utexas.edu> wrote:
> Subject: RE: more info on euro star castle boards
>
> On Mon, 1 Dec 1997, Ozdemir, Steve wrote:
>
> > ps - Does anyone want to speculate what Space Pirates was a copy of?
> > How about Star Hawk??
>
> 	I'd guess Rip Off...

I'd have to agree based on the fact that when I had an Apple IIe, I had a game
called Space Pirates which was a rip off of Rip Off.

----------------------------------------------------------------------
Mark Jenison                       E-mail address: jenison@cig.mot.com
Cellular Infrastructure Group      Motorola--Arlington Heights, IL
----------------------------------------------------------------------



From goonsquad.spies.com!owner-vectorlist Mon Dec  1 22:38:04 1997
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Message-ID: <3483AAB4.2AD09344@istar.com>
Date: Mon, 01 Dec 1997 22:29:08 -0800
From: John Robertson <pinball@istar.com>
Organization: John's Jukes Ltd.
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Hi, Clay!
Sounds like a natural evolution on my idea. I beleive though that you
willfind that unless you can get the HV up to the 19KV range that you
will not get a sharp image. You need the 19KV to accelerate the elctron
beam so it can be bright and sharp.
Still this is the right direction. The GO7 flybacks are quite cheap
right now, and if the supply was modified so that one would get a
voltage doubler to raise the relative B+ to areound 120VDC then chances
are this would work. Who has the time to do this???
(Not I)
John :-#)#
Clay Cowgill wrote:
> 
> Over the holiday weekend I had plenty of time to play with "stuff"...  One
> of the things I did was finally force myself to understand how the HV
> supply of monitors works (and to design a "new" one as a test).
> 
> I concentrated on the Wells Gardner HV design and the GO-7 power section
> (since those two use the same CRT).  It looks to me as though the only
> reason we're using "custom" HV transformers at all is that they're
> insistant on using the differential +-25V DC power supply.  The only big
> difference from most of the "raster" type power supplies (other than not
> being triggered off the Horizontal retrace speed) is that the transformer
> that triggers the Horizontal Output Transistor sits with one leg at chassis
> ground on a Raster where as the Wells Gardner/Atari monitor designs hold
> one leg at -DC rail.  (I assume that having the +-DC supplies were just an
> artifact of the deflection system, so rather than bring 120VAC out to the
> HV cage they just used the DC supplies already available.)
> 
> It looks to me that the "special" windings of the vector HV transformers
> really only increase the turns ratio to make up for the 50-60V peak to peak
> output of the HOT instead of a ~120V P-P on a Raster.  (So in theory, if
> you replaced an amplifone HV unit with a GO-7 HV transformer-- wired up so
> everything matches correctly-- you'd get about 50% of the HV you'd want.  I
> run my Wells Gardners at about 16KV-- I wonder if you couldn't just turn up
> the "HV adjust" a bunch and get somewhere close to 16KV for a usable
> display... :-)
> 
> Now that I "get it" it looks really easy to make a HV power supply for an
> Amplifone or Wells Gardner Vector monitor.  All you do is take 120VAC and
> run it through the DC rectification front end (like a GO-7) that gives you
> about 120DC.  Instead of all the horizontal retrace stuff and whatnot you
> trigger a couple transistors off of a 555-timer circuit like the Wells
> Gardner uses.  The transistors kick a little trigger transformer (the Wells
> Gardner/Amplifone used step-down transformers to pick up more current) that
> triggers the HOT which applies the potential of the +120VDC rail to the HV
> transformer.  Screen and grid voltages just come off a resistor divider
> network.  That's all there is to it.
> 
> Basically you could make a replacement HV supply using parts from a GO-7
> with no problems-- and you wouldn't need to worry about keeping the
> deflection yoke and the rest of the "raster" crap attached to the chassis.
> I bet the whole thing would cost less than half of a new Amplifone
> transformer...
> 
> -Clay
> 
> Clayton N. Cowgill                                  Engineering Manager
> _______________________________________________________________________
> /\ Diamond Multimedia Systems, Inc.                      clay@supra.com
> \/ Communications Division                        http://www.supra.com/

-- 
 John's Jukes Ltd. 2343 Main St., Vancouver, BC, Canada V5T 3C9     
 Call (604)872-5757 or Fax 872-2010 (Pinballs, Jukes, Video Games)  
 mailto:jrr@flippers.com, web page http://www.flippers.com      
        "Old pinballers never die, they just flip out."



From goonsquad.spies.com!owner-vectorlist Mon Dec  1 22:38:08 1997
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Message-ID: <3483A84C.19C0312B@istar.com>
Date: Mon, 01 Dec 1997 22:18:52 -0800
From: John Robertson <pinball@istar.com>
Organization: John's Jukes Ltd.
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Hi, Jeff(and all)!
What Battlezone parts are you looking for? I have four BZ's right now, 3
U/R's and the Cabaret. Have some control hardware and a bunch of boards.
Offers on games?
Lemmesee, I would like to get $395US for the Space Duel C/T (very good
monitor and cabinet. Of course the game works fine. Perhaps could be
converted to a Tempest?
As for the BZ Cabaret...Same price.
John :-#)#
Jeff Hendrix wrote:
> 
> John,
>         Do you have any battlezone parts? I'm looking for a control panel
> and a b&w xy monitor.
> What do you want for your bz cabaret and space duel cocktail?
> 
> -jeff
> 
> >Hmm let's see, what to clear out.
> >Atari Space Duel cocktail
> >Atari Tempest Cocktail
> >Atari Battlezone Cabaret
> >Atari Battlezone fullsize (!)
> >Sega Star Trek in a Tempset U/R cabinet.
> >Exidy Tailgunner II in a cockpit
> >Atari Star Wars in a cockpit
> >Cinematronics/Vectorbeam Barrier (Jwelser has his eye on this one)
> >
> >There must be one or two more hiding here...
> >I really need the space here, and so am open to offers. This stuff all
> >works, perhaps a package deal???
> >
> >John :-#)#
> >
> > John's Jukes Ltd. 2343 Main St., Vancouver, BC, Canada V5T 3C9
> > Call (604)872-5757 or Fax 872-2010 (Pinballs, Jukes, Video Games)
> > mailto:jrr@flippers.com, web page http://www.flippers.com
> >        "Old pinballers never die, they just flip out."
> 
> jeffh@diac.com
> 
> Buy/Sell/Trade classic video arcade games.
> www.diac.com/~jeffh/

-- 
 John's Jukes Ltd. 2343 Main St., Vancouver, BC, Canada V5T 3C9     
 Call (604)872-5757 or Fax 872-2010 (Pinballs, Jukes, Video Games)  
 mailto:jrr@flippers.com, web page http://www.flippers.com      
        "Old pinballers never die, they just flip out."



From goonsquad.spies.com!owner-vectorlist Tue Dec  2 03:05:42 1997
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Date: Tue, 02 Dec 1997 05:03:51 -0800
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Clay,

What did you ever find out about that new Murata flyback I sent you     
(about a year ago now?) that I thought might have been a replacement for 
the WG HV transformer?

I know it is not a replacement, but if it can produce ~19Kv and you could 
use for making up a HV replacement module, I can buy those for only $5 
each and probably cheaper in quantity (although I dont know how many are 
available, probably at least 200). since the transformer would be the 
most expensive part, that would DRASTICALLY reduce the price. 

Jeff
-- 
http://idt.net/~mayday19

From goonsquad.spies.com!owner-vectorlist Tue Dec  2 06:34:20 1997
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Date: Tue, 2 Dec 1997 09:33:38 -0500 (EST)
From: "Christopher X. Candreva" <chris@westnet.com>
To: vectorlist@goonsquad.spies.com
Subject: Re: Vector Monitor HV power...
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On Tue, 2 Dec 1997, Zonn wrote:

> The Amplifone does fall out of regulation during the explosion scenes.
> If you look at the +/-24v regulators used to regulate the inputs you'll
> see they are bypassed with 50 ohm resistors.  During the explosions, the
> 7824/7924 could not supply the amount of current needed.  These resistor

I must admit, it's been a number of years since I've seen a real Star Wars
machine. What exactly was the effect of this deregulation ?

-Chris

==========================================================
Chris Candreva  -- chris@westnet.com -- (914) 967-7816
WestNet Internet Services of Westchester
http://www.westnet.com/


From goonsquad.spies.com!owner-vectorlist Tue Dec  2 08:59:13 1997
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>Wells Gardner did regulate the output, based on feedback from the 180v
>supply.

Oh, right.  There's a lead off the primary that WG runs back to a little
three/four transistor regulator... The GO-7 transformer kicks back the same
180V off the primary, I was figuring to more or less cut and paste the
regulator.  Might not work with a 120Vdc potential to the HV transformer
though-- maybe too much voltage for the junctions in the 3906/3904's?
Hadn't thought about that before...

>Amplifones use a completely different way of regulating their HV.

The mysterious "Magnetic Correction Device" or whatever the hell it's
called. ;-)

>The Amplifone does fall out of regulation during the explosion scenes.
>If you look at the +/-24v regulators used to regulate the inputs you'll
>see they are bypassed with 50 ohm resistors.  During the explosions, the
>7824/7924 could not supply the amount of current needed.  These resistor
>supply the additional amount of current during current peaks, though
>when they kick in, regulation is lost.

Ahhh, I seem to remember some discussion about that now.  It looks to me
like the "easy" thing to do is replicate the Wells Gardner HV circuit
making the following "adjustments":

1) cross transistors to more commonly available ones where appropriate

2) use GO-7 HV transformers and 2SD870 HOT

3) use isolated 120VAC supply to bring main supply to +120DC instead of +-25V

4) double check/adjust HV regulator to be tolerant of 120V potential
(Probably be smart to see about getting rid of that 150V zener since
they're a pain to find, drop it down to something a bit easier to find...

I'm half-way tempted to bring in a WG HV cage and scan the PCB layout and
just make "changes" with Photoshop and try etching a PCB that way. :-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From goonsquad.spies.com!owner-vectorlist Tue Dec  2 09:27:30 1997
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Date: Tue, 2 Dec 1997 09:27:21 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist
Subject: Duncan Brown in May 1980 "Coin Connection"
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I just received a few old "Atari Coin Connection"
newsletters, and spotted this in the May, 1980
edition:

Asteroids Champ

In the last issue of the Coin Connection, we
reported a high score on Asteroids of 1,000,000
points. Well, records were meant to be broken,
as the saying goes!

Duncan Brown of Charlottesville, Virginia,
broke that record on March 29. Duncan reported
that he played one game of Asteroids for
fifteen and one-half hours, scoring 7,200,620
points. When he quit playing, there were still
twenty-two extra ships left.

Duncan has been playing Asteroids since January
at Noel's Sub Shop and Game Room near the
University of Virginia. Before his record-breaking
game, Duncan had spent alot of hard-earned money
learning how to play Asteroids.

Duncan's Asteroids technique is much the same as
other expert players have reported. He leaves a
couple of small asteroids on the screen so that
the largers ones do not appear. He then places
his space-ship on the side of the screen and
waits for the enemy saucer to come out. The
player has a distinct advantage over the enemy
saucer because the saucer is usually not as
agressive as the player.

An Asteroids game modification is now available
to help cut down on excessive player game times.
This modification will make the enemy saucer
more agressive.

From goonsquad.spies.com!owner-vectorlist Tue Dec  2 09:32:59 1997
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Message-ID: <c=US%a=_%p=DSC%l=GYPSUM-971202173248Z-2592@gypsum.dsc.com>
From: "Ozdemir, Steve" <sso@dsc.com>
To: "'vectorlist@goonsquad.spies.com'" <vectorlist@goonsquad.spies.com>
Subject: RE: Duncan Brown in May 1980 "Coin Connection"
Date: Tue, 2 Dec 1997 09:32:48 -0800
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G'day folks,

Oh come one...we all know what really happened.  Duncan reprogrammed
that Asteroids!  8^) 8^) 8^)

		Steven S Ozdemir
		sso@dsc.com

>----------
>From: 	aek@goonsquad.spies.com[SMTP:aek@goonsquad.spies.com]
>Sent: 	Tuesday, December 02, 1997 9:27 AM
>To: 	vectorlist@goonsquad.spies.com
>Subject: 	Duncan Brown in May 1980 "Coin Connection"
>
>
>I just received a few old "Atari Coin Connection"
>newsletters, and spotted this in the May, 1980
>edition:
>
>Asteroids Champ
>
>In the last issue of the Coin Connection, we
>reported a high score on Asteroids of 1,000,000
>points. Well, records were meant to be broken,
>as the saying goes!
>
>Duncan Brown of Charlottesville, Virginia,
>broke that record on March 29. Duncan reported
>that he played one game of Asteroids for
>fifteen and one-half hours, scoring 7,200,620
>points. When he quit playing, there were still
>twenty-two extra ships left.
>
>Duncan has been playing Asteroids since January
>at Noel's Sub Shop and Game Room near the
>University of Virginia. Before his record-breaking
>game, Duncan had spent alot of hard-earned money
>learning how to play Asteroids.
>
>Duncan's Asteroids technique is much the same as
>other expert players have reported. He leaves a
>couple of small asteroids on the screen so that
>the largers ones do not appear. He then places
>his space-ship on the side of the screen and
>waits for the enemy saucer to come out. The
>player has a distinct advantage over the enemy
>saucer because the saucer is usually not as
>agressive as the player.
>
>An Asteroids game modification is now available
>to help cut down on excessive player game times.
>This modification will make the enemy saucer
>more agressive.
>

From goonsquad.spies.com!owner-vectorlist Tue Dec  2 10:44:39 1997
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To: vectorlist@goonsquad.spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: Vector Monitor HV power...
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>Clay,
>
>What did you ever find out about that new Murata flyback I sent you
>(about a year ago now?) that I thought might have been a replacement for
>the WG HV transformer?

Hmmmm.  I was looking at it and I don't think I ever really tried to put it
through its paces...  I'm not 100% sure how to tell what pins do what
actually.  We have a flyback tester here at work (one of the engineers used
to repair TV's) so I can probably just do a ringing test on all the pins
and map out a likely pinout from it.  Short of tearing one apart-- anyone
know a good way to figure out what goes where on an "unknown" pinout
flyback transformer?

>I know it is not a replacement, but if it can produce ~19Kv and you could
>use for making up a HV replacement module, I can buy those for only $5
>each and probably cheaper in quantity (although I dont know how many are
>available, probably at least 200). since the transformer would be the
>most expensive part, that would DRASTICALLY reduce the price.

That would be pretty neat.  Even if you could only make 200 of 'em a $20-30
replacement HV supply could be pretty cool!

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From goonsquad.spies.com!owner-vectorlist Tue Dec  2 10:51:10 1997
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Date: Tue, 2 Dec 1997 10:51:56 -0800
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From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: Vector Monitor HV power...
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>I must admit, it's been a number of years since I've seen a real Star Wars
>machine. What exactly was the effect of this deregulation ?
>
>-Chris

Fuzz!  The vector lines get "fuzzy" like you're messing with the focus
knob.  Makes for a nice "explosion" though. ;-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From goonsquad.spies.com!owner-vectorlist Tue Dec  2 10:58:46 1997
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Date: Tue, 2 Dec 1997 10:59:47 -0800
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From: Clay Cowgill <clayc@diamondmm.com>
Subject: Coolness...
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Finding some neato stuff here:

http://www.geocities.com/CapeCanaveral/Lab/5322/hv2.html

Stuff lacks regulation, but it's a nice super-simplification for learning
it. ;-)

Somebody (Dave something) sent me e-mail and says he's got the same project
going (a replacement HV cage), so if he responds that he's far along and
will definately finish I might bow out of this and work on something
else...

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From goonsquad.spies.com!owner-vectorlist Tue Dec  2 11:57:39 1997
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Date: Tue, 2 Dec 1997 13:56:22 -0600
Message-Id: <199712021956.NAA22614@moe.works.ti.com>
From: Michael Schulz <mschulz@ticipa.Works.ti.com>
To: vectorlist@goonsquad.spies.com
In-Reply-To: <v0211015eb0a906fc639e@[10.10.1.100]> (message from Clay Cowgill
	on Mon, 1 Dec 1997 16:32:50 -0800)
Subject: Nightmare!  (was: Re: more info on euro star castle boards)
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>And I've got the Sega stuff pretty much wrapped up now, so it's this or
>Nightmare next... :-)
>
Ok, I know it's not vector, but my vote is for Nightmare.

I have a spare Food Fight boardset just waiting to be converted...  :-)

-- 
-------------------------------------------------------------------------------
    Michael Schulz                     |    Texas Instruments, SpecWorks 
    Software Design Engineer           |    (972) 927-5847,  mschulz@ti.com
-------------------------------------------------------------------------------
------------- The opinions and views expressed are my own, and do -------------
----------- not necessarily reflect those of Texas Instruments Inc. -----------
-------------------------------------------------------------------------------

From goonsquad.spies.com!owner-vectorlist Tue Dec  2 12:45:58 1997
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Date: Tue, 02 Dec 1997 13:42:30 -0700
From: Jess Askey <jess@links.magenta.com>
Subject: Re: Nightmare!  (was: Re: more info on euro star castle boards)
To: vectorlist@goonsquad.spies.com
Message-id: <348472B6.65F9@links.magenta.com>
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Michael Schulz wrote:
> 
> >And I've got the Sega stuff pretty much wrapped up now, so it's this or
> >Nightmare next... :-)
> >
> Ok, I know it's not vector, but my vote is for Nightmare.

I second the nomination! :-)
  jess
-- 
Jess M. Askey            ************* My Page ***************
ESLB/The Audio Analyst   *    http://magenta.com/havoc       *    
509 S. 2nd Street Unit B **********Pins/Vids For Sale ********      
Laramie WY 82070         * http://magenta.com/havoc/game-spot *

From goonsquad.spies.com!owner-vectorlist Tue Dec  2 15:23:43 1997
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Message-ID: <348497D3.614F@erols.com>
Date: Tue, 02 Dec 1997 18:20:51 -0500
From: Kev <mowerman?@erols.com>
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Subject: Re: Nightmare!  (was: Re: more info on euro star castle boards)
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Jess Askey wrote:
> 
> Michael Schulz wrote:
> >
> > >And I've got the Sega stuff pretty much wrapped up now, so it's this or
> > >Nightmare next... :-)
> > >
> > Ok, I know it's not vector, but my vote is for Nightmare.
> 
> I second the nomination! :-)

Hmmph!  I'm interested in the Nightmare but I'd rather see the
Cinematronics -> WG monitor hack first myself.

Note Clay, this doesn't mean I'm not interested in FF -> Nightmare ;-)

-- 
Kev                                             Looking for a few good
PCBs!
mowerman@erols.com        REMOVE THE "?" FROM MY
E-MAIL                       

http://www.erols.com/mowerman  <-  Video game info page



From goonsquad.spies.com!owner-vectorlist Tue Dec  2 15:38:31 1997
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Message-ID: <c=US%a=_%p=DSC%l=GYPSUM-971202233813Z-3385@gypsum.dsc.com>
From: "Ozdemir, Steve" <sso@dsc.com>
To: "'vectorlist@goonsquad.spies.com'" <vectorlist@goonsquad.spies.com>
Subject: RE: Nightmare!  (was: Re: more info on euro star castle boards)
Date: Tue, 2 Dec 1997 15:38:13 -0800
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G'day,

I'll second Kev's nomination for Cine->Atari BW/color (or Sega for that
matter).  Now what's this Nightmare game?  (Putting on my asbesto
suit...is this thing getting worn from use?)

		Steven S Ozdemir
		sso@dsc.com

>----------
>From: 	Kev[SMTP:mowerman?@erols.com]
>Sent: 	Tuesday, December 02, 1997 3:20 PM
>To: 	vectorlist@goonsquad.spies.com
>Subject: 	Re: Nightmare!  (was: Re: more info on euro star castle boards)
>
>Jess Askey wrote:
>> 
>> Michael Schulz wrote:
>> >
>> > >And I've got the Sega stuff pretty much wrapped up now, so it's this or
>> > >Nightmare next... :-)
>> > >
>> > Ok, I know it's not vector, but my vote is for Nightmare.
>> 
>> I second the nomination! :-)
>
>Hmmph!  I'm interested in the Nightmare but I'd rather see the
>Cinematronics -> WG monitor hack first myself.
>
>Note Clay, this doesn't mean I'm not interested in FF -> Nightmare ;-)
>
>-- 
>Kev                                             Looking for a few good
>PCBs!
>mowerman@erols.com        REMOVE THE "?" FROM MY
>E-MAIL                       
>
>http://www.erols.com/mowerman  <-  Video game info page
>
>
>

From goonsquad.spies.com!owner-vectorlist Tue Dec  2 16:02:32 1997
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Date: Tue, 2 Dec 1997 16:03:21 -0800
To: vectorlist@goonsquad.spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: RE: Nightmare!  (was: Re: more info on euro star castle boards)
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>G'day,
>
>I'll second Kev's nomination for Cine->Atari BW/color (or Sega for that
>matter).  Now what's this Nightmare game?  (Putting on my asbesto
>suit...is this thing getting worn from use?)

Nightmare is a prototype Atari arcade game that I got from an ex-Atari
employee.  It was done by GCC (Quantum and Food Fight) and is based on a
Food Fight board (raster).  I think it was to be a conversion kit for TRON
(since it uses the same controls and screen orientation) but for some
reason didn't make it out-- maybe too difficult to convert a TRON cabinet
in the field?.  Very cool game though-- nice graphics (twice the ROM of
Food Fight), digitized sound, etc.

I've been collecting parts to duplicate the thing as a kit.  (Found the
required ADPCM chips in a bunch of old Voice Response Unit motherboards
last week, BTW!)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!vectorlist Tue Dec  2 23:51:38 1997
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Date: Tue, 2 Dec 1997 23:51:32 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist
Subject: list update / test
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I fixed a bunch of little things that were broken in
the mail header. mail should come from 
vectorlist@spies.com now, and the reply line should
be to the person who sent the message, not the whole
group... 

From spies.com!vectorlist Wed Dec  3 00:27:23 1997
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Message-ID: <348517A2.8CA24127@istar.com>
Date: Wed, 03 Dec 1997 00:26:10 -0800
From: John Robertson <pinball@istar.com>
Organization: John's Jukes Ltd.
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To: vectorlist@goonsquad.spies.com
Subject: Re: Vector Monitor HV power...
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Hi, Cay!
What monitor was that Murata flyback used in? I should be able to
provide you the pinout if it was used in a video game...
John :-#)#

Clay Cowgill wrote:
> 
> >Clay,
> >
> >What did you ever find out about that new Murata flyback I sent you
> >(about a year ago now?) that I thought might have been a replacement for
> >the WG HV transformer?
> 
> Hmmmm.  I was looking at it and I don't think I ever really tried to put it
> through its paces...  I'm not 100% sure how to tell what pins do what
> actually.  We have a flyback tester here at work (one of the engineers used
> to repair TV's) so I can probably just do a ringing test on all the pins
> and map out a likely pinout from it.  Short of tearing one apart-- anyone
> know a good way to figure out what goes where on an "unknown" pinout
> flyback transformer?
> 
> >I know it is not a replacement, but if it can produce ~19Kv and you could
> >use for making up a HV replacement module, I can buy those for only $5
> >each and probably cheaper in quantity (although I dont know how many are
> >available, probably at least 200). since the transformer would be the
> >most expensive part, that would DRASTICALLY reduce the price.
> 
> That would be pretty neat.  Even if you could only make 200 of 'em a $20-30
> replacement HV supply could be pretty cool!
> 
> -Clay
> 
> Clayton N. Cowgill                                  Engineering Manager
> _______________________________________________________________________
> /\ Diamond Multimedia Systems, Inc.                      clay@supra.com
> \/ Communications Division                        http://www.supra.com/

-- 
 John's Jukes Ltd. 2343 Main St., Vancouver, BC, Canada V5T 3C9     
 Call (604)872-5757 or Fax 872-2010 (Pinballs, Jukes, Video Games)  
 mailto:jrr@flippers.com, web page http://www.flippers.com      
        "Old pinballers never die, they just flip out."

From spies.com!vectorlist Wed Dec  3 10:10:41 1997
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: list update / test
Date: Wed, 03 Dec 1997 18:11:35 GMT
Message-ID: <34869f96.1015009894@tommy.doctord.com>
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On Tue, 2 Dec 1997 23:51:32 -0800 (PST), aek@spies.com (Al Kossow)
wrote:

>
>I fixed a bunch of little things that were broken in
>the mail header. mail should come from=20
>vectorlist@spies.com now, and the reply line should
>be to the person who sent the message, not the whole
>group...
=20
I'm disappointed!  I've been trying to get all the other mailings lists
I subscribe to, to use your default of replying to the mailing list!

I thought that was totally cool!  The times I need to reply to an
individual as opposed to replying to the mailing list are at max only 1
out of 10, more likely something like 1 out of 50.

I can deal with it, but I sure liked it the way it was.  It's going to
make replying a bit harder, and will probably lead to more responses
that are not 'replies' which will mess up the nice tree structure that
my mailreader uses.

-Zonn (who now must go to the above message and copy
'vectorlist@spies.com' and move it up to the 'To:' slot.)

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //      zonn @ zonn . com
 -------|         //  \\/

From spies.com!vectorlist Wed Dec  3 10:33:01 1997
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Message-ID: <c=US%a=_%p=DSC%l=GYPSUM-971203183252Z-4164@gypsum.dsc.com>
From: "Ozdemir, Steve" <sso@dsc.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>, "'zonn@zonn.com'"
	 <zonn@zonn.com>
Cc: "'zonn@concentric.com'" <zonn@concentric.com>
Subject: RE: list update / test
Date: Wed, 3 Dec 1997 10:32:52 -0800
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Reply-To: "Ozdemir, Steve" <sso@dsc.com>

G'day Zonn (and all),

Well, I was annoyed that anytime I wanted to make a conversation in
vectorlist private (for stupid questions, ridiculous offers, begging for
help, etc.) I'd have to paste in the person's email address to respond
just to them.  So I guess I like the change.

I do see Zonn's point that if vectorlist is the default, then you'll see
more traffic.  And I think that's good with our bunch of people.  We've
had alot of trouble in the KLOV email list with parts of the
conversation getting lost due to not using klov-team@vaps.org as the
default email address to respond to.

I think I may have a solution.

In the past for vectorlist, whether you responded to everyone or
responded to just the sender, vectorlist was put in the "To" field of
the response.  With yesterday's modifcation to the email list mechanism,
responding to the sender becomes possible (but if you want to respond to
the vectorlist then you can respond to everyone and you'll get both the
vectorlist and the sender in the "To" field).

Perhaps, Al could change something in the email list mechanism so that
all emails going out to everyone have vectorlist in the "To" field and
the sender in the "Cc" field.  Thus by default all responses go to
everyone, but if you'd like to respond just to the sender then you can
respond to all and then remove the vectorlist email address to make
things private!

What do you think?  Can't we all just get along?  8^) 8^) 8^)

		Steven S Ozdemir
		sso@dsc.com

ps - I use MS Exchange, and some of my reasoning might inadvertantly be
based on this.  If my suggestions conflict with how your mail reader
works, then my apoligies in advance and I withdraw my suggestion.

>----------
>From: 	zonn@zonn.com[SMTP:zonn@zonn.com]
>Sent: 	Wednesday, December 03, 1997 10:11 AM
>To: 	vectorlist@spies.com
>Subject: 	Re: list update / test
>
>On Tue, 2 Dec 1997 23:51:32 -0800 (PST), aek@spies.com (Al Kossow)
>wrote:
>
>>
>>I fixed a bunch of little things that were broken in
>>the mail header. mail should come from 
>>vectorlist@spies.com now, and the reply line should
>>be to the person who sent the message, not the whole
>>group...
> 
>I'm disappointed!  I've been trying to get all the other mailings lists
>I subscribe to, to use your default of replying to the mailing list!
>
>I thought that was totally cool!  The times I need to reply to an
>individual as opposed to replying to the mailing list are at max only 1
>out of 10, more likely something like 1 out of 50.
>
>I can deal with it, but I sure liked it the way it was.  It's going to
>make replying a bit harder, and will probably lead to more responses
>that are not 'replies' which will mess up the nice tree structure that
>my mailreader uses.
>
>-Zonn (who now must go to the above message and copy
>'vectorlist@spies.com' and move it up to the 'To:' slot.)
>
><><><><><><><><><><><><><><><><><><><><><><><><><><><><
>
> ------              ___       Member of A.A.C.S.:
> |---- |            (   )  Association for Artistically
>    / /            ( () )     Challenged Signatures
>   / /    //\\ //   (__)
>  / ---/ //  \\    //\\ //      zonn @ zonn . com
> -------|         //  \\/
>

From spies.com!vectorlist Wed Dec  3 10:52:24 1997
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Cc: sso@dsc.com
Subject: Re: list update / test
Date: Wed, 03 Dec 1997 18:53:54 GMT
Message-ID: <3485a795.1017056716@tommy.doctord.com>
References: <c=US%a=_%p=DSC%l=GYPSUM-971203183252Z-4164@gypsum.dsc.com>
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On Wed, 3 Dec 1997 10:32:52 -0800, "Ozdemir, Steve" <sso@dsc.com> wrote:

>G'day Zonn (and all),
>
>Well, I was annoyed that anytime I wanted to make a conversation in
>vectorlist private (for stupid questions, ridiculous offers, begging for
>help, etc.) I'd have to paste in the person's email address to respond
>just to them.  So I guess I like the change.

So you really send more private email based on 'vectorlist' postings,
than responses directed to 'vectorlist'?  You are much more social than
I am!

>I do see Zonn's point that if vectorlist is the default, then you'll see
>more traffic.  And I think that's good with our bunch of people.  We've
>had alot of trouble in the KLOV email list with parts of the
>conversation getting lost due to not using klov-team@vaps.org as the
>default email address to respond to.
>
>I think I may have a solution.
>
>In the past for vectorlist, whether you responded to everyone or
>responded to just the sender, vectorlist was put in the "To" field of
>the response.  With yesterday's modifcation to the email list mechanism,
>responding to the sender becomes possible (but if you want to respond to
>the vectorlist then you can respond to everyone and you'll get both the
>vectorlist and the sender in the "To" field).

That's done on other mailing lists, you end up with two copies of
everything.

>Perhaps, Al could change something in the email list mechanism so that
>all emails going out to everyone have vectorlist in the "To" field and
>the sender in the "Cc" field.  Thus by default all responses go to
>everyone, but if you'd like to respond just to the sender then you can
>respond to all and then remove the vectorlist email address to make
>things private!

That seems reasonable.  I use Agent and the way it used to worked, was
fine.  It's simple for me to open a pull down menu and reply to any of
the fields.  It sounds like your idea would work the way it use to,
which works for me!

>What do you think?  Can't we all just get along?  8^) 8^) 8^)

Your evoking my gag response here.  ;^)

-Zonn

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //      zonn @ zonn . com
 -------|         //  \\/

From spies.com!vectorlist Wed Dec  3 11:06:36 1997
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Message-Id: <m0xdK80-000Tk9C@goonsquad.spies.com>
Date: Wed, 3 Dec 1997 11:06:32 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist
Subject: test of header mod
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Reply-To: vectorlist@spies.com
CC: aek (Al Kossow)

if I did this right, the mail header reply to should be vectorlist
and the CC should be from me (yea, I know the domain is wrong..)

From spies.com!vectorlist Wed Dec  3 11:13:53 1997
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Date: Wed, 3 Dec 1997 14:12:57 -0500 (EST)
From: "Christopher X. Candreva" <chris@westnet.com>
To: vectorlist@spies.com
Subject: Re: list update / test
In-Reply-To: <3485a795.1017056716@tommy.doctord.com>
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Most lists I'm on use Reply-To: to point back to the list.

Pine, at least, asks if I want to send to the actual sender or the Reply-to
address.

==========================================================
Chris Candreva  -- chris@westnet.com -- (914) 967-7816
WestNet Internet Services of Westchester
http://www.westnet.com/


From spies.com!vectorlist Wed Dec  3 11:18:00 1997
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: test of header mod
Date: Wed, 03 Dec 1997 19:19:26 GMT
Message-ID: <3485b069.1019317574@tommy.doctord.com>
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CC: zonn@zonn.com (Zonn)

On Wed, 3 Dec 1997 11:06:32 -0800 (PST), aek@spies.com (Al Kossow)
wrote:

>if I did this right, the mail header reply to should be vectorlist
>and the CC should be from me (yea, I know the domain is wrong..)


Very cool!  Works for me!

-Zonn (an obnoxiously squeaky wheel)

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //      zonn @ zonn . com
 -------|         //  \\/

From spies.com!vectorlist Wed Dec  3 11:18:07 1997
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>From mayo.edu!crhea Wed Dec  3 11:18:00 1997
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From: "Rhea, Cristopher J." <crhea@mayo.edu> (Cris Rhea)
Message-Id: <199712031916.NAA07395@sijer.Mayo.EDU>
Subject: Re: list update / test (fwd)
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Forwarded message:
> From vectorlist@spies.com  Wed Dec  3 12:26:41 1997
> From: zonn@zonn.com (Zonn)
> To: vectorlist@spies.com
> Subject: Re: list update / test
> Date: Wed, 03 Dec 1997 18:11:35 GMT

> I'm disappointed!  I've been trying to get all the other mailings lists
> I subscribe to, to use your default of replying to the mailing list!
> 
> I thought that was totally cool!  The times I need to reply to an
> individual as opposed to replying to the mailing list are at max only 1
> out of 10, more likely something like 1 out of 50.
> 
> I can deal with it, but I sure liked it the way it was.  It's going to
> make replying a bit harder, and will probably lead to more responses
> that are not 'replies' which will mess up the nice tree structure that
> my mailreader uses.
> 
> -Zonn (who now must go to the above message and copy
> 'vectorlist@spies.com' and move it up to the 'To:' slot.)

I agree!  Since the "From:" line was changed, any replies go to the 
author, not the list. Also, in my mail package (elm on Unix), I used to be
able to save the note to the folder "vectorlist". Now, it tries to save 
it to a folder with the sender's name. I have to manually type "vectorlist". 

I would rather have the old behavior too.... 

PS: Al's note came out with an incomplete From: line causing my system to 
append the default domain to the address. 

--- Cris

 -----------------------------------------------------------
 Cristopher J. Rhea                    Mayo Foundation
 Research Computing Facility           Guggenheim 1001B
 crhea@Mayo.EDU                        Rochester, MN 55905
 Fax: (507) 266-4486                   (507) 284-0587
 -----------------------------------------------------------

From spies.com!vectorlist Wed Dec  3 12:10:23 1997
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Date: Wed, 3 Dec 1997 12:11:32 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Sega sound boards...
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Reply-To: vectorlist@spies.com
CC: Clay Cowgill <clayc@diamondmm.com>

Hi everyone.

Just a little probe for info here...

I was thinking... Would anyone be interested in a sound board that was
sort-of a mid-way compromise for Sega G-80 sound?  I'll explain:

The Universal Sound Board is pretty cool 'cause it sounds neat and works
with Star Trek *and* Tac/Scan.  That leaves Eliminator/Zektor with similar
sound boards, and Space Fury the odd man out.

So, I was thinking of maybe making a *simple* little sound board that maybe
just has little microcontroller and an 8910 or two.  Maybe a couple noise
generators for engine sounds...

Basically the idea is to make something that will produce sounds for
elim/zektor/spacefury that will be "close" to the original sounds.  Close
enough that you can play the games and not feel like there's anything
missing, but they obviously wouldn't be dead-on for any of the purists out
there. ;-)

Sound worthwhile to anyone?

The other thought is to learn how to program the Universal Sound Board and
make *that* make sounds for SF/ZK/EL.  I like that 'cause it's nice and
clean, but am a little intimidated to mess with it unless I have to.

Comments?

Here's another question.  Anyone know how big the samples are for all the
speech in Star Trek/Zektor/Space Fury (for something like MAME)?  (I'm
assuming 8bit 11khz audio.)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!vectorlist Wed Dec  3 12:26:20 1997
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Message-Id: <m0xdLMt-000Tk9C@goonsquad.spies.com>
Date: Wed, 3 Dec 1997 12:25:59 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist@spies.com
Subject: Re:  Sega sound boards...
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Reply-To: vectorlist@spies.com
CC: aek (Al Kossow)

"Here's another question.  Anyone know how big the samples are for all the
speech in Star Trek/Zektor/Space Fury (for something like MAME)?  (I'm
assuming 8bit 11khz audio.)"

Space Fury 8 bit 22khz 1.2mb
Star Trek  8 bit 22khz 1.0mb
Zektor     8 bit 22khz 1.2mb

the samples were created at 48khz 16bits and bandpass
filtered prior to sample rate converison

don't ask how I know :-)

From spies.com!vectorlist Wed Dec  3 12:33:16 1997
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Comments: ( Received on motgate.mot.com from client mothost.mot.com, sender jenison@cig.mot.com )
Date: Wed, 3 Dec 1997 14:32:08 -0600 (CST)
From: Mark Jenison <jenison@cig.mot.com>
Message-Id: <9712031432.ZM8174@calcite>
In-Reply-To: "Christopher X. Candreva" <chris@westnet.com>
        "Re: list update / test" (Dec  3,  2:12pm)
References: <199712032023.PAA28898@po_box.cig.mot.com>
X-face: "@9[FFAftX<9}2=gaPlIyRv_K%h[>.@"8t}B2So!iv.\#M9NplA9bDudBQ|]E`WL9Kd,Tn2v.0OGcE<$yg{&}(m:mB\GO9L+yE}6=d17BM
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I like the new way...I don't have to copy e-mails when I want to reply to just
one person.   Now my mailer works like this:

Hit reply: Just that person
Hit reply all:  Entire news group

Sounds like some people out there just need get into the '90's and get some
decent mailers ;-)

On Dec 3,  2:12pm, Christopher X. Candreva wrote:
> Subject: Re: list update / test
>
> Most lists I'm on use Reply-To: to point back to the list.
>
> Pine, at least, asks if I want to send to the actual sender or the Reply-to
> address.
>
> ==========================================================
> Chris Candreva  -- chris@westnet.com -- (914) 967-7816
> WestNet Internet Services of Westchester
> http://www.westnet.com/
>
>-- End of excerpt from Christopher X. Candreva



From spies.com!vectorlist Wed Dec  3 13:51:27 1997
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Date: Wed, 3 Dec 1997 13:52:28 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re:  Sega sound boards...
Sender: vectorlist@spies.com
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CC: Clay Cowgill <clayc@diamondmm.com>

>Space Fury 8 bit 22khz 1.2mb
>Star Trek  8 bit 22khz 1.0mb
>Zektor     8 bit 22khz 1.2mb
>
>the samples were created at 48khz 16bits and bandpass
>filtered prior to sample rate converison

They're all just voice-band stuff, no?  Anyone have a convincing reason why
I couldn't resample these to 8KHz?  (I don't recall the frequency response
of the SPO-250, but I doubt it's over 4KHz-- and even if it is, human voice
energy rolls off real fast past 1.6KHz...)

If I can fit 'em into 1Mbyte or less a "sample player" card is kind-of a
no-brainer.  (1Mbyte is my max "pain threshold" for EPROMs now-a-days.)
Simple RLE compression would probably do pretty well on the samples too...)

I'm thinking of a 2051 controller with 2 27C040's, 4 74ls193's, a DAC and
some glue logic...  The controller gets the sample commands from the G-80
I/O port, then parallel loads the start address of the appropriate sample
in the cascaded counters (193's).  Then with each strobe of an I/O line on
the 2051 to the counters we get a new byte of sample data which can be
decompressed and output to a DAC (just an R2R ladder with an output filter
is probably fine).

(If you don't care about the compression you can hook the DAC more of less
directly to the EPROM.)

The good bit about this is that it's small and gets away from the SPO-250
nicely.

Any thoughts?  Zonn-- you did this before, right?  I did one back in
college without the ability to address the start address of a sample, but
it worked OK...

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!vectorlist Wed Dec  3 14:31:10 1997
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Sega sound boards...
Date: Wed, 03 Dec 1997 22:31:32 GMT
Message-ID: <3488dc06.1030483998@tommy.doctord.com>
References: <v02110182b0ab7e37b233@[10.10.1.100]>
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CC: zonn@zonn.com (Zonn)

On Wed, 3 Dec 1997 13:52:28 -0800, Clay Cowgill <clayc@diamondmm.com>
wrote:

>>Space Fury 8 bit 22khz 1.2mb
>>Star Trek  8 bit 22khz 1.0mb
>>Zektor     8 bit 22khz 1.2mb
>>
>>the samples were created at 48khz 16bits and bandpass
>>filtered prior to sample rate converison
>
>They're all just voice-band stuff, no?  Anyone have a convincing reason =
why
>I couldn't resample these to 8KHz?  (I don't recall the frequency =
response
>of the SPO-250, but I doubt it's over 4KHz-- and even if it is, human =
voice
>energy rolls off real fast past 1.6KHz...)
>
>If I can fit 'em into 1Mbyte or less a "sample player" card is kind-of a
>no-brainer.  (1Mbyte is my max "pain threshold" for EPROMs now-a-days.)
>Simple RLE compression would probably do pretty well on the samples =
too...)

Nah, it works like sh*t, unless there is a lot of "true" silences (even
the slightest noise keeps RLE from working).

You might try ADPCM, go download the examples on the Microchip home
page.  They use a version of ADPCM that uses no floating point.  As long
as you stick to voice, ADPCM works well.  Just don't try pumping any
music through it.

>I'm thinking of a 2051 controller with 2 27C040's, 4 74ls193's, a DAC =
and
>some glue logic...  The controller gets the sample commands from the =
G-80
>I/O port, then parallel loads the start address of the appropriate =
sample
>in the cascaded counters (193's).  Then with each strobe of an I/O line =
on
>the 2051 to the counters we get a new byte of sample data which can be
>decompressed and output to a DAC (just an R2R ladder with an output =
filter
>is probably fine).

At these speed PWM works really well, is much cheaper, and using a
processor dedicated to the job, could most likely be done completely in
software.  Though a 10bit PWM port like that in the PIC makes life easy.
Once again refer to the PIC technote -- a fully functional speech
synthesizer -- complete with schematic and source code.  It might be
just what you're looking for, as is.  They even have PC based "C"
software for creating the compressed image.  All the work is done for
you!

-Zonn

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //      zonn @ zonn . com
 -------|         //  \\/

From spies.com!vectorlist Wed Dec  3 15:37:35 1997
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Date: Wed, 3 Dec 1997 15:36:58 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: Sega sound boards...
Sender: vectorlist@spies.com
Precedence: bulk
Reply-To: vectorlist@spies.com
CC: Clay Cowgill <clayc@diamondmm.com>

>Nah, it works like sh*t, unless there is a lot of "true" silences (even
>the slightest noise keeps RLE from working).

Hmmmm.  Good point.

>You might try ADPCM, go download the examples on the Microchip home
>page.  They use a version of ADPCM that uses no floating point.  As long
>as you stick to voice, ADPCM works well.  Just don't try pumping any
>music through it.

Actually, ADPCM is happy with music.  Music goes to hell in a handbasket
really fast if it runs through any sort of CELP or Truespeech, or DSVD type
coders (like LPC etc.).  3 or 4 bit ADPCM is good compression too-- and
like you said-- Microchip has source on their webpage.  Seems like it used
the 16Cxx parts?  (I looked at that a while back when researching how to
replicate Nightmare, since it uses 4bit ADPCM for samples.)

(We use ADPCM on our modems for incoming/outgoing messages-- works fine
with music/tonal content.  If you try to play hold-music over a DSVD type
voice coder you get cool (but useless) "demons of hell" noises.)

I might just do a delta+key type thing.  Have to analyze the data and look
at it.  Basically you just code two "deltas" per byte, each capable of
going +/- seven steps.  If you can't get where you need it with the delta,
you send a "key" (like 0xff) that says the next byte is an absolute value.
Depending on the nature of the data you can get either 2:1 compression, or
1:2 expansion. ;-)

If I can get the samples to fit "raw" into 1Mbyte I'd probably not even
bother with compression in all honesty...

>At these speed PWM works really well, is much cheaper, and using a
>processor dedicated to the job, could most likely be done completely in
>software.  Though a 10bit PWM port like that in the PIC makes life easy.
>Once again refer to the PIC technote -- a fully functional speech
>synthesizer -- complete with schematic and source code.  It might be
>just what you're looking for, as is.  They even have PC based "C"
>software for creating the compressed image.  All the work is done for
>you!

Well, hey, I haven't looked at that one yet.  Cool!  Anybody else have any
ideas?

I'd like to keep it cheap and easily assembled (common parts) to compete
with just bank-selecting more ROM from an old Speech board.  (Judging from
the number of dead speech boards/missing SPO250's in the world though I can
imagine we'll need a replacement at some point.)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!vectorlist Wed Dec  3 15:43:14 1997
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From: Ray Ghanbari <ray@mayo.edu>
Date: Wed,  3 Dec 97 17:43:07 -0600
To: vectorlist@spies.com
Subject: Re: Sega sound boards...
References: <v02110182b0ab7e37b233@[10.10.1.100]>
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You wrote:
> Once again refer to the PIC technote -- a fully functional speech
> synthesizer -- complete with schematic and source code.  It might be
> just what you're looking for, as is.  They even have PC based "C"
> software for creating the compressed image.  All the work is done for
> you!

Forgive me, but this solution lacks the distinctive "retro-coolness" factor of  
figuring out how the universal sound board works and hacking that.  If you  
just want to play the games, use a PC emulator.  I get a kick out of using as  
much original hardware as possible.

Put another way, Clay's Sega menu system kicks serious ass partially because  
he hacked it out the same way the Sega coders did 15 years ago.  As the  
commercial say "Gotta feel the love..."  To code the beast is to know the  
beast.

Of course, it's easy to offer advice when you're not the one pouring over the  
schematics reverse engineering the beast.  I bow to the demigods who shed light  
on these historical artifacts and look forward to hacking these things in the  
future.

Ray

From spies.com!vectorlist Wed Dec  3 21:29:07 1997
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Date: Thu, 4 Dec 1997 00:28:22 -0500 (EST)
From: Dangerwil@aol.com
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Well,

   It was time to monkey with all those junk parts.  I took an old nasty GO7
tube from a ms. pac.  Swapped the end plug and put on a Ampliphone deflection
coil.  Stuffed this into a spare WG 6100 chassis.

   I had to monkey quite a bit with the convergence, but I got it really
really close as long as the picture is adjusted about 1 inch in from the
edges of the tube.  The picture looks just as good as the Ampliphone tube
that I have running on a WG in my ROTJ.  Bright thick vector lines, not fuzzy
or blurred.  The pac tube was really burned in but behind that thick black
glass, you can't even see it.

   In self test, the green box is still somewhat bowed, but no one has ever
mentioned it, that plays the game...

   Anyways it is possible, next time I am going to take the socket off the
neckboard and replace it with one from an old GO7, swapping the plug is a
real pain.

Bill

From spies.com!vectorlist Wed Dec  3 23:09:54 1997
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Date: Thu, 04 Dec 1997 01:10:11 -0800
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Clay Cowgill wrote:
> 
> >Space Fury 8 bit 22khz 1.2mb
> >Star Trek  8 bit 22khz 1.0mb
> >Zektor     8 bit 22khz 1.2mb
> >
> >the samples were created at 48khz 16bits and bandpass
> >filtered prior to sample rate converison
> 
> They're all just voice-band stuff, no?  Anyone have a convincing reason why
> I couldn't resample these to 8KHz?  (I don't recall the frequency response
> of the SPO-250, but I doubt it's over 4KHz-- and even if it is, human voice
> energy rolls off real fast past 1.6KHz...)

I dont know anything about all that digital logic stuff you guys would 
use to make it work..I'd like too... but in regular audio applications 
you basically set your sample rate by how high your highest frequency 
will be. The rule, or the 'Nyquest Thoerem' is that you must sample at at 
least 2 times the highest fyrequency recorded (to sound accurate).For 
example CD players sample at 44.1 KHz which is roughly twice the higest 
frequency humans can hear. Digital voice recorders usually sample @ 
32khz (I think a few first-generation DAT decks did too). If you do not 
follow this rule you will get false decending harmonics, which will sound 
bad.  nobodys knows why but it just happens. 

I'm assuming you know this cause you said you doubt it is over 4khz. If 
this is the case, then a 8khz sampling rate will work. It is cutting it 
close, but shouldn't make a difference. It would be a good idea to add a 
filter to block anything above 4Khz if you want to sample at 8Khz.
Sampling at 8Khz probably wont sound the best though. Of course the 
faster you sample, the better it will sound. There are HD recorders out 
now that can sample at 96Khz. Holy gigibytes Batman!

Jeff

-- 
http://idt.net/~mayday19

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On Thu, 4 Dec 1997, mayday19 wrote:

> I dont know anything about all that digital logic stuff you guys would 
> use to make it work..I'd like too... but in regular audio applications 
> you basically set your sample rate by how high your highest frequency 
> will be. The rule, or the 'Nyquest Thoerem' is that you must sample at at 
> least 2 times the highest fyrequency recorded (to sound accurate).For 
> example CD players sample at 44.1 KHz which is roughly twice the higest 
> frequency humans can hear. Digital voice recorders usually sample @ 
> 32khz (I think a few first-generation DAT decks did too). If you do not 
> follow this rule you will get false decending harmonics, which will sound 
> bad.  nobodys knows why but it just happens. 

	Not true.  We're getting off topic here, but the Nyquist criterion
is very well understood.  Sampling below the Nyquist frequency will result
in aliasing of the signal like you alluded to.  It makes more sense in the
frequency domain, and I'd suggest consulting and Digital Signal Processing
Textbook ("Digital Signal Processing" by Alan V. Oppenheim and Ronald W.
Schafer is still regarded as one of the "bibles" of DSP, although it's a
bit dated (1975) but does a good job of describing this, as do lots of
other books) or I'll be happy to explain it in email.

> I'm assuming you know this cause you said you doubt it is over 4khz. If 
> this is the case, then a 8khz sampling rate will work. It is cutting it 
> close, but shouldn't make a difference. It would be a good idea to add a 
> filter to block anything above 4Khz if you want to sample at 8Khz.
> Sampling at 8Khz probably wont sound the best though. Of course the 
> faster you sample, the better it will sound. There are HD recorders out 
> now that can sample at 96Khz. Holy gigibytes Batman! 

	96 kHz is, for some reason, catching on as the new audio standard.
Sampling above the Nyquist frequency generally does not make something
sound better.  Equipment often boasts huge oversampling rates 128X, etc
because they use oversampled converters in them (i.e. Delta Sigma) which
have better performance, but for entirely different reasons (I can get
into this in email too, because it's what I do for a living :-) but it's
way off topic for the vectorlist.)  Every part that is coming out of our
group (Digital Audio) these days supports up to 96 kHz sampling.

	Talking over the telephone is basically 8kHz so I see no reason
why it wouldn't work for storing the voice samples at that sampling
frequency.  Since it looks like Al's already got the samples, all that
would need to be done is another sample-rate-conversion.  Darn, too bad
this didn't happen in a few months, as we're about ready to release an
asynchronous sample rate converter chip.  I love putting Crystal stuff to
work in important projects (i.e. Video Game stuff ;-) )

Joe
  


From spies.com!vectorlist Thu Dec  4 03:27:08 1997
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jwelser@ccwf.cc.utexas.edu wrote:

>         Not true.  We're getting off topic here, but the Nyquist criterion
> is very well understood.  Sampling below the Nyquist frequency will result
> in aliasing of the signal like you alluded to. 


This is off topic for the vectorlist..so please enlighten me in E-Mail 
Joe.. This is interesting, and if you do it for a living you should 
probably know your Nyquist :>  (not like I might be able to follow you or 
anything, I dont use digital on a day-to-day basis :)

When I was taught digital a while ago my teacher informed me that even 
SONY engineers could not figure out why the aliasing actually 
occurred...I guess he was not very well informed!  (of course he was just 
an audio engineer who probably knew digital just well enough to teach a 
class on it :)

Jeff

-- 
http://idt.net/~mayday19

From spies.com!vectorlist Thu Dec  4 04:20:33 1997
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You did not explain that you converted your rotj to a sw. They are 
probably completely confused by now. ROTJ with vectors? : )

Dave

From spies.com!vectorlist Thu Dec  4 04:59:11 1997
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Date: Thu, 4 Dec 1997 07:58:24 -0500 (EST)
From: "Christopher X. Candreva" <chris@westnet.com>
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On Thu, 4 Dec 1997, mayday19 wrote:

> This is off topic for the vectorlist..so please enlighten me in E-Mail 

Sure -- leave us all in suspense !

It may be off topic, but since it only appears it would genereate oh 4 or 6
more messages, I for one would rather know the answer !

-Chris

==========================================================
Chris Candreva  -- chris@westnet.com -- (914) 967-7816
WestNet Internet Services of Westchester
http://www.westnet.com/


From spies.com!vectorlist Thu Dec  4 07:38:37 1997
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Subject: Re: Sega sound boards...
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Date: Thu, 4 Dec 1997 09:06:42 -0700 (MST)
From: "Kurt Mahan" <kmahan@novell.com>
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> > This is off topic for the vectorlist..so please enlighten me in E-Mail 
> Sure -- leave us all in suspense !
> 
> It may be off topic, but since it only appears it would genereate oh 4 or 6
> more messages, I for one would rather know the answer !

Yeah!  Its not like this list generates a LOT of traffic.  

Kurt

/*
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 * kmahan@novell.com
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From spies.com!vectorlist Thu Dec  4 09:44:19 1997
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From: Ray Ghanbari <ray@mayo.edu>
Date: Thu,  4 Dec 97 11:12:29 -0600
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You wrote:
> > This is off topic for the vectorlist..so please enlighten me in E-Mail
>
> Sure -- leave us all in suspense !

Yeesh!  I guess today's schools don't get into Nyquist stuff anymore? ;-)

To have a prayer of reproducing a signal, the Nyquist criteria says you need  
to sample at at least double the highest frequency in the source signal,  
otherwise you get aliasing.

Practical example:

TV dude has a shirt with horizontal bands.  As the camera zooms out, the shirt  
goes nuts and large bands start to appear.  In this case, the "signal" is the  
pattern of stripes on the shirt, and the sampling is the vertical pixel spacing  
on the TV.  As the spacing between the stripes on the shirt gets to be less  
than the pixel spacing on the TV, aliasing starts.  Aliasing folds high  
frequency components into low frequncy components.  That's why the "stripes"  
appear to get huge.

This is *extremely* well understood.  The mathematics are exceedingly straight  
forward, esp. for those of us that still think in Fourier space.  Their are  
numerous applications that take advantage of this folding phenomena to enable  
precision work (take impossibly high frequencies and fold them into a range  
where they can be readily observed)

So why did the original CD players sound like a dog shitting in a tin can?  
(circa 1984)  The sampling rate on CDs is ~44kHz, which is ~2x the limit of  
most audio systems (20kHz).  The problem was not aliasing, but in the  
generation (aka synthesis) of the analog signals.  To a crude approximation, a  
nice sine wave signal at 20kHz would get reproduced as a nice square wave  
signal at 20kHz.  Guess what.  Square waves sound like a dog shitting in a tin  
can.

How to deal with this easily?  (at least with state of the shelf DACs circa  
1985) Over sampling.  In a grossly simplified view, oversampling adds  
additional stair steps to the square signal, making it more "analog" like.   
Apply a little analog filtering to smooth out the edges, and presumably you  
have a nice signal.  Apply too much, and things sound like a dog shitting in a  
swimming pool (all muddy).  This is where the art of audio design comes in, and  
why I blew $1k for a Nakamichi CD player back in 1984...everything else  
sounded like shit with a bad hang over.  DACs today are *amazing* in comparison  
and I bow to the circuit gods that make these things work (my wife used to  
work as a minion for Analog Devices, and the designers were treated as gods)

My read from the thread so far:  Nyquist and aliasing are *extremely* well  
understood.  Idealized synthesis of analog signals from digital sources with  
non-ideal components is less so, esp. for us golden ear types.  For retro game  
applications, if you notice these things, it's time to crack a beer and get a  
life ;-) ;-)

Now to sit back and have the real engineers remind me why I'm in management now ;-)

Ray

From spies.com!vectorlist Thu Dec  4 10:21:41 1997
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>Well,
>
>   It was time to monkey with all those junk parts.  I took an old nasty GO7
>tube from a ms. pac.  Swapped the end plug and put on a Ampliphone deflection
>coil.  Stuffed this into a spare WG 6100 chassis.

Heh-heh.  Cool.  Ok, so who's up to try to find a 25" (27"? :-) tube with
similar gun and HV supply voltages and try that transplant?  *grin*

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!vectorlist Thu Dec  4 11:34:07 1997
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>I'm assuming you know this cause you said you doubt it is over 4khz. If
>this is the case, then a 8khz sampling rate will work. It is cutting it
>close, but shouldn't make a difference. It would be a good idea to add a
>filter to block anything above 4Khz if you want to sample at 8Khz.
>Sampling at 8Khz probably wont sound the best though. Of course the
>faster you sample, the better it will sound. There are HD recorders out
>now that can sample at 96Khz. Holy gigibytes Batman!

Yeah, Mr. Nyquist was the reason I was picking 8KHz.  I checked the
datasheets last night on the SP0250 and it's max output bandwidth rolls off
at 5KHz.  (At pretty ucky S/N and Dynamic Range numbers too...)  Since it's
synthesized voice content anyway most anything over 2KHz are probably
harmonics in the first place...

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!vectorlist Thu Dec  4 11:39:15 1997
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From: aek (Al Kossow)
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"Yeah, Mr. Nyquist was the reason I was picking 8KHz.  I checked the
datasheets last night on the SP0250 and it's max output bandwidth rolls off
at 5KHz.  (At pretty ucky S/N and Dynamic Range numbers too...)  Since it's
synthesized voice content anyway most anything over 2KHz are probably
harmonics in the first place..."

yucky is putting it mildly. the sound and speech system is REALLY noisy
in these games..

From spies.com!vectorlist Thu Dec  4 11:54:38 1997
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Subject: Sega Speech - SP0250/SP0256
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Ok a while back someone was talking to me about possibly using an SP0256 in
place of an SP0250.  Who was it? :-)

I got to looking this possibility last night.  And you know what?  It looks
possible.

The SP0250 (like Sega uses) has an 8-bit parallel interface.  You place
data at the bus and strobe a "Data Present" pin.  You do this with 15 bytes
which the SP0250 uses as a single frame of sound.

The SP0256 has an internat ROM that contains the speech "frames" for an
English-language type allophone set.  There are address lines that select
one of 64 allophones or pauses that when sequenced make up words.  So far
so good.

The interesting part is that the datasheets for the SP0256 state that it
supports LPC, formant, and allophone synthesis.  Curious.

Looking at the block diagram, the SP0256 has facilities that allow a serial
bitstream to be input to the part INSTEAD OF the built in allophone tables.
(Hmmmmm...)

The SP0250 and SP0256 are clearly relatives-- they share the same output
specifications, the same number of voicing coefficients, and the same clock
rates.  Soooo, here's where it gets interesting...

The SP0256 *might* have 2 more registers than the SP0250.  Kinda hard to
tell from the somewhat sketchy info available on them.  The SP0256 also
supports an external serial voice ROM that can bypass the internal
allophone tables.  I think this is probably a functional equivalent of an
SP0250 with external parallel ROMs feeding it data.  

So here's the idea:

1) figure out the timing relationship between the serial input on the
SP0256 and the Serial ROM "control" lines.  There is something that goes on
with the address getting shifted out as a 16bit serial stream as well..
Does anyone have anything that uses an SP0256 chip with an external SERIAL
speech ROM?  Can I borrow it? ;-)

2) The SP0250 has a test mode that will output a "serial stream" from the
internal bus.  Capturing this while playing samples from the sega games
might be compatible with the SP0256's serial input.  (Kind-of a stretch,
but it could happen.)

If the timing for the serial input to the SP0256 can be figured out, we
might be able to just take the raw data from the sega speech board, shift
it out serially to the SP0256 and see if it works.  It might.  Knowing more
about the protocols involved I'm positive it could work (maybe with some
re-arrangement of the data needed), but this might just have to do for now.
;-)

So... Anyone have any information on the SP0256's serial voice ROMs?  (Or
an old product that might use them?)

Thanks,
-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



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From: aek@dofasco.ca (Al Kossow)
To: vectorlist@spies.com
Subject: Re: Sega sound boards...
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"Yeah, Mr. Nyquist was the reason I was picking 8KHz.  I checked the
datasheets last night on the SP0250 and it's max output bandwidth rolls off
at 5KHz.  (At pretty ucky S/N and Dynamic Range numbers too...)  Since it's
synthesized voice content anyway most anything over 2KHz are probably
harmonics in the first place..."

yucky is putting it mildly. the sound and speech system is REALLY noisy
in these games..

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Date: Thu, 4 Dec 1997 11:32:24 -0800
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>I'm assuming you know this cause you said you doubt it is over 4khz. If
>this is the case, then a 8khz sampling rate will work. It is cutting it
>close, but shouldn't make a difference. It would be a good idea to add a
>filter to block anything above 4Khz if you want to sample at 8Khz.
>Sampling at 8Khz probably wont sound the best though. Of course the
>faster you sample, the better it will sound. There are HD recorders out
>now that can sample at 96Khz. Holy gigibytes Batman!

Yeah, Mr. Nyquist was the reason I was picking 8KHz.  I checked the
datasheets last night on the SP0250 and it's max output bandwidth rolls off
at 5KHz.  (At pretty ucky S/N and Dynamic Range numbers too...)  Since it's
synthesized voice content anyway most anything over 2KHz are probably
harmonics in the first place...

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!vectorlist Thu Dec  4 15:31:03 1997
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Message-ID: <c=US%a=_%p=DSC%l=GYPSUM-971204232848Z-6148@gypsum.dsc.com>
From: "Ozdemir, Steve" <sso@dsc.com>
To: "'vectorlist@goonsquad.spies.com'" <vectorlist@goonsquad.spies.com>
Cc: "'ozdemir@xenon.stanford.edu'" <ozdemir@xenon.stanford.edu>
Subject: Tempest fix
Date: Thu, 4 Dec 1997 15:28:48 -0800
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G'day folks,

Just to let people know how my Tempest problems worked out, Scott Swazey
spent an hour or two on the phone with me helping me diagnose my
deflection problem.  He was quite patient when I confused the four
SG1495's while taking reading, so my hat is off to him!  <SWISH>

I've describe my symptoms before, so I'll just summarize by saying that
I seem to loose the bottom half of the screen (and it wasn't the monitor
because I checked the boards in another Tempest).  I'd suspected the
opamps (since I've found them been bad before), but after replacing all
four I still had the same symptom of half a screen?

At this point I thought maybe XREF might be high, and if the voltage was
stable and used as a reference for deflection would explain the
scrunched line.  But Joe (and others on the vectorlist) quickly showed
me that this signal was used by the DAC and not the output stage of the
deflection circuit.  So I moved on to the analog switch figuring that
maybe I was seeing a similar failure as Joe did on his Lunar Lander (but
on just one axis).

Scott quickly eliminated that as the problem, and after having me check
the YOUT signal at various points along the circuit (at opamp outputs
for the most part) narrowed the search to the four SG1495's, since the
first pair of opamps were producing reasonable results and the second
pair of opamps produced a goofy YOUT.

Further investigation by grounding XCOR (this is where I started
confusing A/B 12, A/B 13, C12 and C13) showed predictable results.  And
XCOR and YCOR both gave reasonable readings, so the SG1495 at C13 was
the prime suspect!  All that socketing of opamps paid off at this point
by allowing me to quickly bypass C13 by feeding the output of the first
pair of opamps into the second....and presto....a full (albeit smaller)
picture!  And swapping another SG1495 into C13 completed the repair!

Again, many thanks to Scott for taking time out of his busy schedule to
help me deduce this problem with my limitted test equipment (a pocket
DMM)!

		Steven S Ozdemir
		sso@dsc.com

ps - For those of you who cringe at where I'm getting my SG1495 and
other parts, I've scavenging off of a bad Tempest board to save this
Tempest board and two other Tempest boards.

From spies.com!vectorlist Thu Dec  4 17:58:46 1997
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Message-ID: <48BBF3423C34D111A67700805F19999264B948@misnts1.dalsemi.com>
From: Benny Parker <Benny.Parker@dalsemi.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: TEST SUBJECT
Date: Thu, 4 Dec 1997 19:55:44 -0600
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Just testing my connection to this list.
Thanks              
benny parker

From spies.com!vectorlist Thu Dec  4 18:46:29 1997
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Message-ID: <01BD00FC.E6360360@liv01.tir.com>
From: Frank Palazzolo <palazzol@tir.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Sega Speech - SP0250/SP0256 (long)
Date: Thu, 4 Dec 1997 21:38:01 -0500
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CC: Frank Palazzolo <palazzol@tir.com>


It was me.  I'm currently working with Ron Carlson, who was the
project head for the design of the Mattel Intellivoice, to 
reverse engineer and emulate the Intellivoice Module.  It is
based around an SP0256, along with a Parallel in/Serial out FIFO
chip called the SPB640, which feeds the SP0256 with serial data.
In this way, it acts like one of the GI Serial ROMS.

My hope is to emulate the SP0256 for the Intellivision and the
SP0250 for "another major emulator project" :)

The SP0256 does have the same digital filter stage as the SP0250,
from what I can tell.  However, the serial data going to it is not
simply the coefficent data.  It is a mix of instructions and immediate
data for the 4-bit micro in the SP0256.

I have not yet acquired the instruction set and data format info from
Ron yet, nor the details of the serial clocking.  However, he has
promised me both.  He has a 100 page programming manual for the
SP0256!!

It does support all of the synthesis modes mentioned.  The instruction
set has 16 instructions including register loading, register deltas,
jumps, and a single level stack.

The Sega speech data should be able to be converted into this (SP0256
compressed) data, once the format is learned.  I've currently extracted
the SP0256 samples from the INTV "Space Spartans" cartridge, and plan
to extract the "SP0250 Space Fury" data next.

Clay, if you want to share info on this stuff I'll give you everything
you have if you'll do the same.. :)

One more note regaring Mr. Nyquist.  The Intellivoice takes the SP0256
output and runs in through one impressive analog filter.  It is a 5-pole
elliptical low-pass implemented with generalized impedance converters.

Here are the design criteria...(fixed pitch font warning)

>                              loss           frequency    
>                                              nominal       min     max
> high-pass rollofff           -6 dB / octave  100 Hz         90     110
>                                    below 200 Hz
> low end reference point       0 dB           400 Hz        360     440
> low-pass rolloff             -3 dB / octave 
> end of pass band       about -6 dB          4200 Hz roughly
> break point from pass band  -12 dB          4340 Hz       3890    4460
> stop band                   -44 dB          4890 Hz       4340    5370
> stop-band rolloff          -120 dB / octave  "brickwall"
> first major null            -60 dB min      5000 Hz       4950    5050
> second null                 -60 dB min      6810 Hz

If you want to see a schematic of this or just follow along with the
reverse-engineering of the Intellivoice, my web site is coming
together at http://www.2bits.simplenet.com/

Thanks,
Frank Palazzolo







----------
From: 	Clay Cowgill[SMTP:clayc@diamondmm.com]
Sent: 	Thursday, December 04, 1997 2:53 PM
To: 	vectorlist@spies.com
Cc: 	Clay Cowgill
Subject: 	Sega Speech - SP0250/SP0256

Ok a while back someone was talking to me about possibly using an SP0256 in
place of an SP0250.  Who was it? :-)

I got to looking this possibility last night.  And you know what?  It looks
possible.

The SP0250 (like Sega uses) has an 8-bit parallel interface.  You place
data at the bus and strobe a "Data Present" pin.  You do this with 15 bytes
which the SP0250 uses as a single frame of sound.

The SP0256 has an internat ROM that contains the speech "frames" for an
English-language type allophone set.  There are address lines that select
one of 64 allophones or pauses that when sequenced make up words.  So far
so good.

The interesting part is that the datasheets for the SP0256 state that it
supports LPC, formant, and allophone synthesis.  Curious.

Looking at the block diagram, the SP0256 has facilities that allow a serial
bitstream to be input to the part INSTEAD OF the built in allophone tables.
(Hmmmmm...)

The SP0250 and SP0256 are clearly relatives-- they share the same output
specifications, the same number of voicing coefficients, and the same clock
rates.  Soooo, here's where it gets interesting...

The SP0256 *might* have 2 more registers than the SP0250.  Kinda hard to
tell from the somewhat sketchy info available on them.  The SP0256 also
supports an external serial voice ROM that can bypass the internal
allophone tables.  I think this is probably a functional equivalent of an
SP0250 with external parallel ROMs feeding it data.  

So here's the idea:

1) figure out the timing relationship between the serial input on the
SP0256 and the Serial ROM "control" lines.  There is something that goes on
with the address getting shifted out as a 16bit serial stream as well..
Does anyone have anything that uses an SP0256 chip with an external SERIAL
speech ROM?  Can I borrow it? ;-)

2) The SP0250 has a test mode that will output a "serial stream" from the
internal bus.  Capturing this while playing samples from the sega games
might be compatible with the SP0256's serial input.  (Kind-of a stretch,
but it could happen.)

If the timing for the serial input to the SP0256 can be figured out, we
might be able to just take the raw data from the sega speech board, shift
it out serially to the SP0256 and see if it works.  It might.  Knowing more
about the protocols involved I'm positive it could work (maybe with some
re-arrangement of the data needed), but this might just have to do for now.
;-)

So... Anyone have any information on the SP0256's serial voice ROMs?  (Or
an old product that might use them?)

Thanks,
-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/






From spies.com!vectorlist Thu Dec  4 19:58:54 1997
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Message-ID: <48BBF3423C34D111A67700805F19999264B94B@misnts1.dalsemi.com>
From: Benny Parker <Benny.Parker@dalsemi.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: XY Monitors    ?
Date: Thu, 4 Dec 1997 21:56:05 -0600
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I have a working Tempest UR.  The monitor has a broken neck.
We are all convinced there are more XY games than XY monitors
    RGVAC is loaded with people needing a way to run XY games.
People constantly ask how to run XY games on RGB, or TV.

       (ASBESTOS ON)
How about this for a solution.
1.	MAME emulates the avgdvg section of the Tempest board.
2.	Passively get opcodes/data lines from the appropriate places.
3.	Read them into the PC thru a serial port or EPP.
4.	Asynchronously have the PC execute the opcodes.

I realize there are some technological hurdles, and have thought this
out quite a bit.
Since this group is the premier vector group anywhere, I value your
opinions.
If this draws a LOT of heat, you may email me direct and we can discuss
my thoughts off-line.
It does involve the avg code in MAME and a PC.  I don't think any extra
circuitry need be
placed in the PC.  Thanks      Benny Parker




From spies.com!vectorlist Thu Dec  4 23:09:52 1997
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: XY Monitors    ?
Date: Fri, 05 Dec 1997 07:07:33 GMT
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On Thu, 4 Dec 1997 21:56:05 -0600, Benny Parker =
<Benny.Parker@dalsemi.com> wrote:

>I have a working Tempest UR.  The monitor has a broken neck.
>We are all convinced there are more XY games than XY monitors
>    RGVAC is loaded with people needing a way to run XY games.
>People constantly ask how to run XY games on RGB, or TV.
>
>       (ASBESTOS ON)
>How about this for a solution.
>1.	MAME emulates the avgdvg section of the Tempest board.
>2.	Passively get opcodes/data lines from the appropriate places.
>3.	Read them into the PC thru a serial port or EPP.
>4.	Asynchronously have the PC execute the opcodes.
>
>I realize there are some technological hurdles, and have thought this
>out quite a bit.
>Since this group is the premier vector group anywhere, I value your
>opinions.
>If this draws a LOT of heat, you may email me direct and we can discuss
>my thoughts off-line.
>It does involve the avg code in MAME and a PC.  I don't think any extra
>circuitry need be
>placed in the PC.  Thanks      Benny Parker

What's the point in running the Tempest board, just run the emulator.  =
You'd be better off wiring up
the spin knob to the mouse port and running the whole game off the PC.

It will never look "just like a Tempest" because of the aliasing between =
the absolute refresh rate
of a raster monitor (60 to 90hz - or so) and the refresh of a vector =
monitor (draw a line whenever
you want, just do it fast enough to reduce flicker).  You end up with =
double, or skipped images on
the raster monitor.

Also, the vectors on a vector monitor can be up to a hundred times =
brighter than a raster screen
(according to Atari, or was that a Sega manual?), a smoked glass over a =
raster monitor will never
looks as nice and will probably be unreadable during the day.

-Zonn

From spies.com!vectorlist Fri Dec  5 01:34:36 1997
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Date: Fri, 05 Dec 1997 03:33:44 -0800
From: mayday19 <mayday19@IDT.NET>
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Subject: Re: Sega sound boards...
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Ray Ghanbari wrote:
> 
> You wrote:
> > > This is off topic for the vectorlist..so please enlighten me in E-Mail
> >
> > Sure -- leave us all in suspense !

OK, I figured I should have left it alone.. please post it if you ever 
decide to type it in Joe. :>

hey, Im learnin' stuff here so this is cool. let me dig a little deeper..
 
> Yeesh!  I guess today's schools don't get into Nyquist stuff anymore? ;-)

Not deep enough I guess...

> Practical example:
> 
> TV dude has a shirt with horizontal bands.  As the camera zooms out, the shirt
> goes nuts and large bands start to appear.  In this case, the "signal" is the
> pattern of stripes on the shirt, and the sampling is the vertical pixel spacing
> on the TV.  As the spacing between the stripes on the shirt gets to be less
> than the pixel spacing on the TV, aliasing starts.  Aliasing folds high
> frequency components into low frequncy components.  That's why the "stripes"
> appear to get huge.

But wont aliasing on a TV screen occur before (or in conjunction with) 
that period because of the interlaced signal? (sorry....)
 
>  Guess what.  Square waves sound like a dog shitting in a tin
> can.

man, now I know what that sound is..  :>
 
> How to deal with this easily?  (at least with state of the shelf DACs circa
> 1985) Over sampling.  In a grossly simplified view, oversampling adds
> additional stair steps to the square signal, making it more "analog" 
>like.

so this is part of Quantizing then? 

I though oversampling was just for aiding error correction at playback... 
in conjunction with that process that scatters the data acoss the disc so 
a scratch will not wipe out a good chunk of the data (what was this 
process called again?)

Speaking of scratches..that is kinda like how minidisc's compression 
works... they added a reeeally well designed error correction circuit and 
just didn't record every 5th, 10th, and 15th bit.   <hehe>

> Apply a little analog filtering to smooth out the edges, and presumably 
>you
> have a nice signal.  Apply too much, and things sound like a dog shitting in a
> swimming pool (all muddy). 

I thought there was just another low-pass (anti-aliasing) filter after 
the D/A convertor. 

> Now to sit back and have the real engineers remind me why I'm in 
>management now ;-) 
and laugh at me and my infinite knowledge.  :>

Jeff
-- 
http://idt.net/~mayday19

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On Fri, 5 Dec 1997, mayday19 wrote:

> OK, I figured I should have left it alone.. please post it if you ever 
> decide to type it in Joe. :>

	Ugh...someone please tell me why I'm reading my email/newsgroups
when I have a big project due ~3pm :-(  Anyways...
 
> > How to deal with this easily?  (at least with state of the shelf DACs circa
> > 1985) Over sampling.  In a grossly simplified view, oversampling adds
> > additional stair steps to the square signal, making it more "analog" 
> >like.
> 
> so this is part of Quantizing then? 

	No, quantizing is the "Resolution" of those stair steps (i.e. how
many different places they can be.  There are only a finite number of
digital values that you can quantize to.  Oversampling will not effect
the quantization process at all.

	When you're not dealing with an oversampled converter, I don't see
any inherent benefit of oversampling other than to make the design of your
final, analog low-pass filter after your DAC easier (i.e. lower order.)
Probably not worth schleping around all the additional samples, as I think
the stuff in our chips is 2nd or 3rd order Butterworth (i.e. pretty
straightforward) anyways (No, you don't all have to go sign NDAs, that
stuff is in our datasheets ;-) )
 
> I though oversampling was just for aiding error correction at playback... 
> in conjunction with that process that scatters the data acoss the disc so 
> a scratch will not wipe out a good chunk of the data (what was this 
> process called again?)

	Ahhh, could be.  I'm not too familiar with that kind of stuff.

> > Apply a little analog filtering to smooth out the edges, and presumably 
> >you
> > have a nice signal.  Apply too much, and things sound like a dog shitting in a
> > swimming pool (all muddy). 
> 
> I thought there was just another low-pass (anti-aliasing) filter after 
> the D/A convertor. 

	There is, but its purpose isn't to prevent aliasing.  Aliasing
can't occur in D -> A conversion.  If you go through the math, basically
that low-pass filter replaces all the "sharp corners" of the stairstep
analog waveform out of the DAC with sync functions (basically sin(x)/x),
which, if you sampled the signal corrrectly, will all add up to give you
the proper (i.e. non-aliased) waveform.
 
	I probably just confused you more, so I should probably just keep
my mouth shut in the future.....

Joe



From spies.com!vectorlist Fri Dec  5 05:13:59 1997
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Date: Fri, 5 Dec 1997 08:11:04 -0500 (EST)
From: "Christopher X. Candreva" <chris@westnet.com>
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Subject: Re: XY Monitors    ?
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> On Thu, 4 Dec 1997 21:56:05 -0600, Benny Parker <Benny.Parker@dalsemi.com> wrote:
> 
> >I have a working Tempest UR.  The monitor has a broken neck.
> >We are all convinced there are more XY games than XY monitors

I've read a number of posts here about people who have transplanted new
tubes into old XY monitors. I'm almost certain one of them was a
Wells-Gardner.

Frankly, after having worked on my 2 monitors (Electrohomoe in an Asteroids
Cocktail, and WG in a Tempest), I think they are almost unkillable (as in
it's hopeless, throw it out). About the only impossible to find parts are
the flybacks -- and even those you can have custom-wound - if you are
willing to pay for it. There are replacement picture tubes available from
what I've read. The components on the boards are all replaceable. If you
manage to fryt he traces on the board, there aren't that many to jump, or
even to make a new one.

Have I missed something ?

Someone tell tell Benny where to get a replacement tube! :-)

-Chris

==========================================================
Chris Candreva  -- chris@westnet.com -- (914) 967-7816
WestNet Internet Services of Westchester
http://www.westnet.com/


From spies.com!vectorlist Fri Dec  5 09:14:26 1997
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>It was me.  I'm currently working with Ron Carlson, who was the
>project head for the design of the Mattel Intellivoice, to
>reverse engineer and emulate the Intellivoice Module.  It is
>based around an SP0256, along with a Parallel in/Serial out FIFO
>chip called the SPB640, which feeds the SP0256 with serial data.
>In this way, it acts like one of the GI Serial ROMS.

Ahh, was he one of those "Blue Sky Ranger" types?

>My hope is to emulate the SP0256 for the Intellivision and the
>SP0250 for "another major emulator project" :)

Sounds good. ;-)

>The SP0256 does have the same digital filter stage as the SP0250,
> from what I can tell.  However, the serial data going to it is not
>simply the coefficent data.  It is a mix of instructions and immediate
>data for the 4-bit micro in the SP0256.

Right.  Judging from the datasheets the SP0250 is loaded with 15 bytes per
frame-- 12 filter coefficients and three voicing/parameter bytes.  The
SP0256 OTOH looks like it might have 5 bytes of voicing/parameter bytes.

>I have not yet acquired the instruction set and data format info from
>Ron yet, nor the details of the serial clocking.  However, he has
>promised me both.  He has a 100 page programming manual for the
>SP0256!!

Ooooh.  That'd be cool!

>It does support all of the synthesis modes mentioned.  The instruction
>set has 16 instructions including register loading, register deltas,
>jumps, and a single level stack.
>
>The Sega speech data should be able to be converted into this (SP0256
>compressed) data, once the format is learned.  I've currently extracted
>the SP0256 samples from the INTV "Space Spartans" cartridge, and plan
>to extract the "SP0250 Space Fury" data next.

Right, your "Space Spartans" data will likely be just "address" sequences
that index into the allophone table in the SP0256.  Does the INTV use the
"address" lines on the SP0256, or does it do everything over the serial
link?  (If it's over the serial link I'll be taking my Intellivoice apart
tonight. ;-)  I always thought they were using it for the allophone synth
and not as an LPC engine.  (Much lower bitrates/memory usage on the
allophone set than streaming LPC to it...)

>Clay, if you want to share info on this stuff I'll give you everything
>you have if you'll do the same.. :)

Sounds great.  Send me a mailing address in private e-mail and I'll make
copies of all the stuff I have.  (Ironically the Radio Shack "cross
reference" book has the best info on programming the SP0256-- all the
allophone tables, etc.)

>One more note regaring Mr. Nyquist.  The Intellivoice takes the SP0256
>output and runs in through one impressive analog filter.  It is a 5-pole
>elliptical low-pass implemented with generalized impedance converters.
[...specs snipped...]

Geez.  Yeah, I think that'll clip pretty much everything past the rolloff
point. ;-)

>If you want to see a schematic of this or just follow along with the
>reverse-engineering of the Intellivoice, my web site is coming
>together at http://www.2bits.simplenet.com/

Thanks Frank, I'll check it out!

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!vectorlist Fri Dec  5 10:19:50 1997
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>         Ugh...someone please tell me why I'm reading my email/newsgroups
> when I have a big project due ~3pm :-(  Anyways...

because you are supposed to?  well, it is a reason...  :>

>         No, quantizing is the "Resolution" of those stair steps (i.e. 
>how many different places they can be.  There are only a finite number 
>of digital values that you can quantize to. 

Well, Quantizing isn't the "resolution", but the PROCESS of assigning a 
digital value to the individual voltage steps. And that (the resolution) 
is limited by the word length (16 bits for CD players).

>         When you're not dealing with an oversampled converter, I don't see
> any inherent benefit of oversampling other than to make the design of your
> final, analog low-pass filter after your DAC easier (i.e. lower order.)
> Probably not worth schleping around all the additional samples, as I think
> the stuff in our chips is 2nd or 3rd order Butterworth (i.e. pretty
> straightforward) anyways (No, you don't all have to go sign NDAs, that
> stuff is in our datasheets ;-) )

Ok, so the idea is to put as little in the signal path as possible. 
instead of desiging a better filter, you design a better D/A convertor.

> > I though oversampling was just for aiding error correction at playback...
> > in conjunction with that process that scatters the data acoss the disc so
> > a scratch will not wipe out a good chunk of the data (what was this
> > process called again?)
> 
>         Ahhh, could be.  I'm not too familiar with that kind of stuff. 
makes sense to me.

> > > Apply a little analog filtering to smooth out the edges, and presumably
> > >you
> > > have a nice signal.  Apply too much, and things sound like a dog shitting in a
> > > swimming pool (all muddy).
> >
> > I thought there was just another low-pass (anti-aliasing) filter after
> > the D/A convertor.
> 
>         There is, but its purpose isn't to prevent aliasing.  Aliasing
> can't occur in D -> A conversion.  If you go through the math, basically
> that low-pass filter replaces all the "sharp corners" of the stairstep
> analog waveform out of the DAC with sync functions (basically sin(x)/x),
> which, if you sampled the signal corrrectly, will all add up to give you
> the proper (i.e. non-aliased) waveform.

That is just what I thought..
 
>         I probably just confused you more, so I should probably just keep
> my mouth shut in the future.....

no, I understand it. Speak UP!  I understand a lot of the tech-talk that 
goes on in here, but I dont know much about the specifics, like functions 
or pinouts of individual chips... so I usually keep my mouth shut as I 
probably couldn't contribute anything worthwile.  :>

Jeff

-- 
http://idt.net/~mayday19

From spies.com!vectorlist Fri Dec  5 13:03:28 1997
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Subject: PC Vector Generator Card...
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Hi All,

I've been back thinking about making an ISA card that's compatible with
Wells-Gardner "type" vector monitors again.

My original plan was to use a PIC to fetch and decode instructions from
some shared RAM and have the PIC run an Atari-like Analog Vector generator.
I think it'd work, but the more I think about how to compensate for
varying vector brightness there's a lot to be said for something like a
digital vector generator.

Zonn had talked previously about implementing a hardware driven vector
engine by implementing Bresenham's line algorithm on a fast little
controller (like the SX PIC clone), but with the SX tied up in lawsuit-land
that might not fly.

So, I've been thinking of other ways to do it.  Curious to hear opinions...

Approach 1:  Modified DVG.
Use a 20MHz PIC to run the state machine.  Implement the binary rate
multipliers and counter circuits (and as much else as possible) in a CPLD
or FPGA.  Advantages-- hardware based, hardware assisted line draws,
minimum of data from PC required.  Disadvantages-- take some work to figure
out the programmable logic parts, PIC might not cut it (could do it all in
FPGA).

Approach 2:  DSP
I think the cycle time of even pretty lowly DSP's could probably handle the
DDA line draw in ample time.  Advantages-- possibly cool DSP based drawing
like splines, etc.  Fully programmable.  Maybe use cheaper serial DACs.
Disadvantages-- complex to prototype, lots of code to write for DSP, maybe
kinda expensive.

Approach 3:  "dot engine"
Thought this one up this morning.  Have the PC perform all the DDA line
draws and just store the "pixels" into a linear address space, then the
"vector card" just cruises through memory plotting all "pixels".
Advantages-- gets away from requirement of fast micro on card to rip lines,
simplifies vector card hardware significantly.  Disadvantages-- more CPU
overhead for PC, more RAM required for "pixel" storage on card.

Here's some numbers to think about if you're interested in thinking about
this problem.  (Hey Zonn, see if you agree with me on these?)

The Atari Digital Vector Generator Binary Rate Multipliers are clocked at
1.5MHz.  This means that at maximum rate, each line counter clocks at about
~677ns per "pixel".  (Rate multiplier max rate = (1.5MHz*63)/64)  Assuming
you want to redraw the display at least once every 30th of a second, that
gives you about--

33.33ms / 677ns = 49218 "pixels" per refresh (max)

("pixel" = clocks to line counter)

Figure you have a 1024x1024 resolution display-- that gives you around 200
lines that go about a quarter the way across the screen (max).  These
figures will be less 'cause not every vector generator clock pulse is used
for clocking the line counters.  (This makes sorta "back of envelope"
sense-- if each asteroid is about 256 "pixels" in circumference, and you
add in the player ship, missiles, explosions, text, etc, you could still
probably draw an entire game screen with less than 200 lines of 256 pixels
each.  Even with 30% overhead for the state machine (130 or so lines of 256
pixels) it's probably do-able.)

Anyway, let's say we want a vector generator that can pull off at least 3
times the performance of the Asteroids DVG (to try to equal the AVG in
performance? that's a completely wild-ass-guess).  Everything scales pretty
linearly, so you need a "pixel" plotted about every 225ns on average.

The CPLD/FPGA hardware line-generator solution is looking pretty attractive...

BTW, anyone see any reason why a sufficiently accurate PWM couldn't replace
a Binary Rate Multiplier?

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!vectorlist Fri Dec  5 14:35:24 1997
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Date: Fri, 05 Dec 1997 17:16:24 -0500
From: Kev <mowerman?@erols.com>
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Clay Cowgill wrote:

> I've been back thinking about making an ISA card that's compatible with
> Wells-Gardner "type" vector monitors again.

Okay, slight off topic but at the recent coin op video game show there
was a game demoed called Battle Girl boasting Vector "style" play
mechanics and was supposedly running on a Macintosh.

I'll try to pull the flyer for it out tonight and see if it has more
info.  As for it being a true vector monitor game, I doubt it, but it
may be a source of good ideas....


Kev                                             Looking for a few good
PCBs!
mowerman@erols.com        REMOVE THE "?" FROM MY
E-MAIL                       

http://www.erols.com/mowerman  <-  Video game info page



From spies.com!vectorlist Fri Dec  5 14:43:44 1997
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if you would use PCI instead of ISA, mac folks could
use it too.. I came across an interesting part yesterday
from anchorchips called the an3041 which has an 8k I
and 8k D cache between the PCI bus and the local bus

From spies.com!vectorlist Fri Dec  5 14:57:45 1997
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It is a power macintosh game that uses the display style
of a vector game, but is (obviously) raster based.

It has the "look and feel" of a vector game, though

From spies.com!vectorlist Fri Dec  5 17:33:25 1997
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>if you would use PCI instead of ISA, mac folks could
>use it too.. I came across an interesting part yesterday
> from anchorchips called the an3041 which has an 8k I
>and 8k D cache between the PCI bus and the local bus

That chip sounds interesting...  We did a pretty in-depth evaluation of PCI
interface chips a little while back and found some that would work pretty
well too.  (PLX makes one that looks the "easiest" to use to me at least.)

I have a few issues with PCI:

1) Hard(er) to layout in 2 layers and have it work.  (and the PCI bridge
chips are usually fine pitch parts which makes hand assembly kinda painful
and might be too close together for AP Circuits to fab)  I definately
wouldn't pass FCC part 15. ;-)

2) Tougher to debug.  ISA is a pretty simple bus that my logic analyzer
wouldn't have a problem with (non muxed, etc.)  PCI gets pretty scary.  We
don't have a PCI buis analyzer here yet.

3) Software (drivers) are a lot harder to write. :-(  Something like the
PLX gets a headstart on the PC side, but the Mac side would still need some
work.  (Ward at LoneWolf migth have Mac PCI drivers already for sale
already though...)

4) It's something else to learn.  :-/

I think I'll try ISA as a "realistic" sized project, then after we do our
first few PCI modems at work maybe try PCI...

USB would actually be a good candidate, but I don't feel like dealing with
the USB drivers and Win95 on the PC side.

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!vectorlist Sat Dec  6 09:38:08 1997
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Subject: well gardner tempest hv cage
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Well... I have found an overseas manufacturer that will make the
transformers custom for the Wells Gardner vector monitors. The only
problem is that I need to order 100 min. And they will cost around
50-60. each. If you would like to buy some, let me know and I will sell
them at slightly over cost for anyone ordering 15 or more. And sell for
30% over cost for anyone who wants 2 or more.
I can't tell you the actual price yet. But I am sending them a sample
wrapped in "gold" : ) This would solve alot of problems. Let me know how
many you would like so I can get an Idea of how may I must pay for out
of pocket.
I will give anyone ordering now a substantial " gratful discount in the
future for reorders "


Dave


From spies.com!vectorlist Sun Dec  7 17:21:12 1997
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Date: 07 Dec 1997 20:18 EST
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From: "Mark Shostak" <shostak@nortel.ca>
Subject: re:Wells Gardner tempest hv cage
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In message "well gardner tempest hv cage", dpage@se.highway1.com writes:

> Well... I have found an overseas manufacturer that will make the
> transformers custom for the Wells Gardner vector monitors.

This is graet!  :)

> The only problem is that I need to order 100 min.

This isn't so graet. :(

Looking back on the WGs I've encountered (about 20), I've only
had one bad fly back.  Maybe other people have had higher mortality rates.?

However, just about every broken Ampliphone I've ever seen has
had a bad fly back.

The obvious question: can they make the Wintrons?

Personally I don't need any WG fly backs (yet).
However, I'd take a bunch of $60 Wintrons
(assuming they were of the same quality).

FWIW, good work either way.

Cheers,
Mark

From spies.com!vectorlist Sun Dec  7 17:46:10 1997
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From: dpage@se.mediaone.net
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Subject: re:Wells Gardner tempest hv cage
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Well the problem is, that most ampliphone monitors were removed for 
that reason so there is less demand for them. But if you can get 100 
sold I will be happy to help get them produced.
Yes the wells were far more reliable, but they are 15 years old now, 
and the flybacks are dieing. 

Dave 

From spies.com!vectorlist Sun Dec  7 21:59:29 1997
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Date: Mon, 8 Dec 1997 00:00:20 -0500
To: vectorlist@goonsquad.spies.com
From: woodcock@dfwmm.net (Gregg Woodcock)
Subject: Re: Development stuff...
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At 11:43 11/26/97, Clay Cowgill wrote:
>
>So you just plug it into the cardedge of a board and use little
>alligator-clip jumpers to connect your voltages, controls, and signals
>where needed.  It's not exactly an "innovation" or anything, I just think
>it'd be a much nicer (for me anyway) way of testing "unknown" boards.
>
>Actually...  Now that I think about it...  I could put a couple of headers
>in the middle of the board and allow for little "personality" modules to be
>plugged in.  (So you could have half a dozen "common" adapters-- Nintendo
>Donkey Kong Type, Konami type, Capcom 56 pin, etc. for quick tests that
>would hook up the video, controls, and power automatically...)

Clay, I'd take 2 or 3 of these.  BTW, they make these at my local "good"
hole-in-the-wall electronic store for RS232, SCSI and PC port connectors.
I believe the generic term is "breakout box"



From spies.com!vectorlist Sun Dec  7 21:59:30 1997
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Date: Mon, 8 Dec 1997 00:00:30 -0500
To: vectorlist@goonsquad.spies.com
From: woodcock@dfwmm.net (Gregg Woodcock)
Subject: Re: Some vector games for sale...
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CC: woodcock@dfwmm.net (Gregg Woodcock)

>Cinematronics/Vectorbeam Barrier (Jwelser has his eye on this one)
$250



From spies.com!vectorlist Sun Dec  7 21:59:33 1997
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At 14:16 11/26/97, Clay Cowgill wrote:
>You can actually do all that in one 74LS86.  One switch sets output
>polarity with the last XOR gate, the other gates combine the H and Vsync.
>I did this for my monitor tester...

Whatever happened with this; you actually built one?  I thought I was goign
to test for you! :>



From spies.com!vectorlist Mon Dec  8 04:44:22 1997
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From: dpage@se.mediaone.net
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Subject: Who wants ampliphone flybacks ?
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It has been suggested to me that these are in high demand. I will 
have them made if I can presell 100 of them. Cost would be around 
85-90.00 range each. Let me know if you would be interested in any.

Dave

From spies.com!vectorlist Mon Dec  8 06:13:21 1997
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Date: Mon, 08 Dec 1997 08:14:21 -0800
From: mayday19 <mayday19@IDT.NET>
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Subject: Re: Wells Gardner tempest hv cage
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dpage@se.mediaone.net wrote:
> 
> Well the problem is, that most ampliphone monitors were removed for
> that reason so there is less demand for them. But if you can get 100
> sold I will be happy to help get them produced.
> Yes the wells were far more reliable, but they are 15 years old now,
> and the flybacks are dieing.

cool, I personally will probably take at least 20 of those amplifone HV 
transformers if you get them made. I have 10 SW machines with amplifones 
and dead HV right now (dont ask), and a few extra dead amplifone monitors 
I can put back into other games...and I will definatly want a few spares. 
I didn't want to shell out $200 each for new wintrons, I will go broke!

I think the demand for amplifone transformers will be greater. people are 
always looking for them. if you have a dead WG cage it isn't too hard to 
find another one around for maybe $75, and if you find one at an 
operator's, it will probably work. But an amplifone HV board is worth 
about $200 because of the cost of the Wintrons, and if you find one at an 
operator's, chances are it is going to be broken.

I have worked on lots of WG monitors and have only ever ran across 1 bad 
transformer myself, I might take a couple because I still have that dead 
cage and a spare would be nice.

Jeff
-- 
http://idt.net/~mayday19

From spies.com!vectorlist Mon Dec  8 08:43:27 1997
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Date: Mon, 8 Dec 1997 09:42:02 -0700
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Subject: Re: Who wants ampliphone flybacks ?
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I'd take a handfull (I think I have 9 broken amplifone HV units)

-jeff

>
>It has been suggested to me that these are in high demand. I will
>have them made if I can presell 100 of them. Cost would be around
>85-90.00 range each. Let me know if you would be interested in any.
>
>Dave

jeffh@diac.com

Buy/Sell/Trade classic video arcade games.
www.diac.com/~jeffh/



From spies.com!vectorlist Mon Dec  8 09:52:47 1997
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>At 14:16 11/26/97, Clay Cowgill wrote:
>>You can actually do all that in one 74LS86.  One switch sets output
>>polarity with the last XOR gate, the other gates combine the H and Vsync.
>>I did this for my monitor tester...
>
>Whatever happened with this; you actually built one?  I thought I was goign
>to test for you! :>

I've got a couple, but they're on breadboards-- not the most durable thing
on the planet.  I've been waiting to make a run of printed circuit boards
that I can make some "production" ones with.  And, yes, I'm trying to get
to your Star Wars/ESB packed up and out of my garage... :-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!vectorlist Mon Dec  8 11:02:57 1997
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Date: Mon, 08 Dec 1997 11:44:20 -0600
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Subject: Re: Who wants ampliphone flybacks ?
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dpage@se.mediaone.net wrote:
> 
> 
> It has been suggested to me that these are in high demand. I will
> have them made if I can presell 100 of them. Cost would be around
> 85-90.00 range each. Let me know if you would be interested in any.

I can use three or four at that price.

Bob Wood
> 
> Dave



From spies.com!vectorlist Mon Dec  8 11:46:10 1997
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Who wants ampliphone flybacks ?
Date: Mon, 08 Dec 1997 19:47:33 GMT
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On Mon, 08 Dec 1997 11:44:20 -0600, RWood54741@worldnet.att.net wrote:

>dpage@se.mediaone.net wrote:
>>=20
>>=20
>> It has been suggested to me that these are in high demand. I will
>> have them made if I can presell 100 of them. Cost would be around
>> 85-90.00 range each. Let me know if you would be interested in any.
>
>I can use three or four at that price.

I would also buy 2 or 3.  If they work.  Does this off shore company =
realize
that these HV are a bit different than most every other HV transformer =
made?

They must go into heavy resonance at the proper frequency (I'm not sure =
what
that frequency is, somewhere around 20khz I would guess).  The regulation=
 of the
HV is dependent upon this characteristic.  There is no feedback =
regulation in
the amplifone HV design and a normal flyback HV is not going to work.

I have no idea how one winds an transformer for resonance.  My guess is =
that
alone, a coil without a capacitor is not going to resonate, it probably =
needs
that "magneto resonato coilo thingo" to be in tune with the HV =
transformer.  The
offshore company must somehow take this into account.

-Zonn

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //      zonn @ zonn . com
 -------|         //  \\/

From spies.com!vectorlist Mon Dec  8 11:52:09 1997
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Date: Mon, 8 Dec 1997 11:52:04 -0800 (PST)
From: aek (Al Kossow)
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Kurt forwarded me a bunch of Atari 800 floppies from
an operator, and I've begun the painful process of 
extracting the bits from them. Here was an interesting
discovery I made. This appears to be a later version
of Space Fury, with one ROM rev 'C', which I had 
never seen before. I gave the set a quick test on the
Sega simulator, and it seems to run.

begin 640 spfRevC.zip
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M78@C%0 J@XT   #5    !0 ,       !  ! M($$9P  ;F]T97-56 @ 84Z,
;--9.C#102P4&      \ #P#5 P  Q&<     
 
end

From spies.com!vectorlist Mon Dec  8 11:56:03 1997
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Date: Mon, 8 Dec 1997 11:55:55 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist
Subject: Space Fury rom notes
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CC: aek (Al Kossow)


here are my notes from the rom set:

Space Fury Rev 'C' ROM set
Dec, 1997

sound
808C, 970A, 971A, 972A
U7    U6    U5    U4

cpu
969B
U25

prom bd
960C, 961C, 962B, 963B, 964B, 965B, 966C
U1    U2    U3    U4    U5    U6    U7

967B, 968B
U8    U9

From spies.com!vectorlist Mon Dec  8 12:00:16 1997
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Date: Mon, 08 Dec 1997 14:00:53 -0600
To: vectorlist@spies.com
From: Mit_Matelske@BayNetworks.COM (Mit Matelske)
Subject: Re: Who wants ampliphone flybacks ?
Mime-Version: 1.0
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At 07:47 PM 12/8/97 GMT, you wrote:
>On Mon, 08 Dec 1997 11:44:20 -0600, RWood54741@worldnet.att.net wrote:
>
>>dpage@se.mediaone.net wrote:
>>> 
>>> 
>>> It has been suggested to me that these are in high demand. I will
>>> have them made if I can presell 100 of them. Cost would be around
>>> 85-90.00 range each. Let me know if you would be interested in any.
>>
>>I can use three or four at that price.
>
>I would also buy 2 or 3.  If they work.  Does this off shore company realize
>that these HV are a bit different than most every other HV transformer made?
>
>They must go into heavy resonance at the proper frequency (I'm not sure what
>that frequency is, somewhere around 20khz I would guess).  The regulation
of the
>HV is dependent upon this characteristic.  There is no feedback regulation in
>the amplifone HV design and a normal flyback HV is not going to work.
>
>I have no idea how one winds an transformer for resonance.  My guess is that
>alone, a coil without a capacitor is not going to resonate, it probably needs
>that "magneto resonato coilo thingo" to be in tune with the HV
transformer.  The
>offshore company must somehow take this into account.
>
>-Zonn
>
><><><><><><><><><><><><><><><><><><><><><><><><><><><><
>
> ------              ___       Member of A.A.C.S.:
> |---- |            (   )  Association for Artistically
>    / /            ( () )     Challenged Signatures
>   / /    //\\ //   (__)
>  / ---/ //  \\    //\\ //      zonn @ zonn . com
> -------|         //  \\/
>

Excellent point!  I would also be interested in a couple (or 3), but how can
we determine the quality of these transformers.  The way I look at it is that
the original manufacture screwed it up so bad, an uneducated third party could
easily make the same (or similar) mistakes in reproducing the transformer.

Could we get a sample and run a marathon test on it or something?  Anybody
want
to run one of their games for a few weeks straight?

Just spouting off...

Mit

btw : Anyone know what a used HP 16500A (I think) logic analyzer costs?

From spies.com!vectorlist Mon Dec  8 12:06:57 1997
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Date: Mon, 8 Dec 1997 12:06:50 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist@spies.com
Subject: Re: Who wants ampliphone flybacks ?
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CC: aek (Al Kossow)

"Anyone know what a used HP 16500A (I think) logic analyzer costs?"

depends on if it has the CPU upgrade. the original 16500's had
68000's and very little memory, making it less than useful for
more than about 32 channels.

From spies.com!vectorlist Mon Dec  8 12:41:38 1997
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Date: Mon, 08 Dec 1997 14:39:45 -0600
To: vectorlist@spies.com
From: Mit_Matelske@BayNetworks.COM (Mit Matelske)
Subject: Re: Who wants ampliphone flybacks ?
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At 12:06 PM 12/8/97 -0800, you wrote:
>"Anyone know what a used HP 16500A (I think) logic analyzer costs?"
>
>depends on if it has the CPU upgrade. the original 16500's had
>68000's and very little memory, making it less than useful for
>more than about 32 channels.
>

I believe that it holds about 512 steps ... with no upgrades.

Mit

From spies.com!vectorlist Mon Dec  8 13:25:39 1997
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Message-ID: <48BBF3423C34D111A67700805F19999264B954@misnts1.dalsemi.com>
From: Benny Parker <Benny.Parker@dalsemi.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Who wants ampliphone flybacks ?
Date: Mon, 8 Dec 1997 15:24:38 -0600
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CC: Benny Parker <Benny.Parker@dalsemi.com>

Test Equipment Connection has that item
Their address is www.4testequipment.com

They had a listing for used
HP16500A   3683$
HP16500B   7795$            OUCH  !!!   Benny Parker 

	-----Original Message-----
	From:	Mit_Matelske@BayNetworks.COM
[SMTP:Mit_Matelske@BayNetworks.COM]
	Sent:	Monday, December 08, 1997 2:40 PM
	To:	vectorlist@spies.com
	Cc:	Mit_Matelske@BayNetworks.COM
	Subject:	Re: Who wants ampliphone flybacks ?

	At 12:06 PM 12/8/97 -0800, you wrote:
	>"Anyone know what a used HP 16500A (I think) logic analyzer
costs?"
	>
	>depends on if it has the CPU upgrade. the original 16500's had
	>68000's and very little memory, making it less than useful for
	>more than about 32 channels.
	>

	I believe that it holds about 512 steps ... with no upgrades.

	Mit

From spies.com!vectorlist Mon Dec  8 13:35:07 1997
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Date: Mon, 8 Dec 1997 13:36:11 -0800
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From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: 
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CC: Clay Cowgill <clayc@diamondmm.com>

>Kurt forwarded me a bunch of Atari 800 floppies from
>an operator, and I've begun the painful process of
>extracting the bits from them. Here was an interesting
>discovery I made. This appears to be a later version
>of Space Fury, with one ROM rev 'C', which I had
>never seen before. I gave the set a quick test on the
>Sega simulator, and it seems to run.

Neato. :-)

If it helps I still have all my old Atari 800 stuff (850 serial interface,
etc.) so transferring stuff if no big deal if you need help.  I think there
is/was a PC program that would read an 800 disk native too...  (I wasted
many an hour in my misguided youth removing copy protection from Atari
computer stuff... ;-)

Neat find on the Space Fury stuff.  Keep us posted!

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



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From spies.com!vectorlist Mon Dec  8 13:51:50 1997
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[low-priority message, body not included]

From spies.com!vectorlist Mon Dec  8 14:09:59 1997
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Date: Mon, 8 Dec 1997 14:11:02 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Tac/Scan (cracked version)...
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This is probably mostly for DaveF, but for anyone that might have played
with the cracked Tac/Scan at all...

I've noticed a glitch in the cracked version I've been running-- hoping
"we"  (aka, Dave :-) could do another byte-for-byte search to look for any
errors in the crack.  I don't think it's from any changes that I made (I
didn't have to change much of anything in Tac/Scan as I recall).

The bug manifests as the player getting a "phantom" ship in the fleet.  It
fires, but isn't visible.  It does seem to be possible to have it get shot
though.  I only notice it after you play through the first three stages
(top view, 3-d iso view, tunnel) and start the fourth stage (top-view
again).

This was on a real Tac/Scan upright that doesn't exhibit the problem with
the "factory" EPROM board.  I suppose it could be something weird with the
multi-game daughterboard, but everything else seems to run perfectly-- go
figure.

Any thoughts?

-Clay

(Also-- FWIW, I've never seen the purported "Zektor 99 lives" bug on real
hardware.  I wonder if it wasn't just due to uninitialized (or not) memory
or something...)

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!vectorlist Mon Dec  8 14:14:52 1997
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Subject: Re: 
To: vectorlist@spies.com
Date: Mon, 8 Dec 1997 15:46:12 -0700 (MST)
From: "Kurt Mahan" <kmahan@novell.com>
In-Reply-To: <v021101acb0b21819bb4d@[10.10.1.100]> from "Clay Cowgill" at Dec 8, 97 01:36:11 pm
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CC: "Kurt Mahan" <kmahan@novell.com>

> If it helps I still have all my old Atari 800 stuff (850 serial interface,
> etc.) so transferring stuff if no big deal if you need help.  I think there
> is/was a PC program that would read an 800 disk native too...  (I wasted
> many an hour in my misguided youth removing copy protection from Atari
> computer stuff... ;-)

Oh yeah -- it was around 200 diskettes that I sent Al (some double sided).
I'd like to thank Al for archiving the stuff since I don't have an Atari
800.  The distributor I got them from had his techs save the roms of
every game that crossed through the shop.  Unfortunatly he stopped a few
years ago (we'll know when when the final list of games comes out).  But
they were pretty good about saving everything.  (And it used to be a "large"
shop that got tons of games..)

Kurt

/*
 * This version of Kurt Mahan is currently being evaluated.  Words he speaks
 * are those of him only and not those of Novell or anybody else.
 *
 * Novell Java Technologies R&D Group
 *
 * Kurt Mahan
 * kmahan@novell.com
 */

From spies.com!vectorlist Mon Dec  8 14:22:19 1997
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Date: Mon, 8 Dec 1997 14:23:08 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: Who wants ampliphone flybacks ? (HP16500A)
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>btw : Anyone know what a used HP 16500A (I think) logic analyzer costs?

Uhhhh, probably $3-5K depending on where.  Stuff like that's weird though,
sometimes you find it really cheap.  I know Tucker Electronics sells them
for $4000, so you should do better than that most of the time...

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!vectorlist Mon Dec  8 14:26:26 1997
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Date: Mon, 08 Dec 1997 14:26:11 -0800
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At 01:51 PM 12/8/97 -0800, you wrote:
>|------------------------- Failed addresses follow: ---------------------|
> luna@teleport.com ... transport smtp: 550 <luna@teleport.com>... User
unknown
>|------------------------- Message text follows: ------------------------|

This is news to me!  :0 

From spies.com!vectorlist Mon Dec  8 14:33:26 1997
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Date: Mon, 08 Dec 1997 16:34:55 -0600
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From: Mit_Matelske@BayNetworks.COM (Mit Matelske)
Subject: Re: Who wants ampliphone flybacks ? (HP16500A)
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At 02:23 PM 12/8/97 -0800, you wrote:
>
>>btw : Anyone know what a used HP 16500A (I think) logic analyzer costs?
>
>Uhhhh, probably $3-5K depending on where.  Stuff like that's weird though,
>sometimes you find it really cheap.  I know Tucker Electronics sells them
>for $4000, so you should do better than that most of the time...
>
>-Clay
>
>Clayton N. Cowgill                                  Engineering Manager
>_______________________________________________________________________
>/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
>\/ Communications Division                        http://www.supra.com/
>
>
>

Thanks for the input!!  I was just wondering.  For the past couple weeks
we've been using one hunting down a chipset problem.  Pretty damn cool
toy.  The guy who it belongs to said it cost around $12k new about twelve
years ago.

Mit

From spies.com!vectorlist Mon Dec  8 14:38:12 1997
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Date: Mon, 8 Dec 1997 14:38:06 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist@spies.com
Subject: Re:  Tac/Scan (cracked version)...
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"The bug manifests as the player getting a "phantom" ship in the fleet."

I've seen this in the simulated version.

From spies.com!vectorlist Mon Dec  8 14:48:27 1997
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Date: Mon, 8 Dec 1997 14:49:21 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re:  Tac/Scan (cracked version)...
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CC: Clay Cowgill <clayc@diamondmm.com>

>"The bug manifests as the player getting a "phantom" ship in the fleet."
>
>I've seen this in the simulated version.

Interesting.  I doubt I ever played long enough on an emulator to see it.
Was that running with Mike's "simulated" security chips, or the cracked
version of the ROMs?

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!vectorlist Mon Dec  8 15:22:34 1997
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>From sandal.watcom.on.ca!MAILER-DAEMON Mon Dec  8 15:22:17 1997
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The original message was received at Mon, 8 Dec 1997 17:59:32 -0500
from sandal.inside.watcom.on.ca [172.31.0.254]

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Subject: Re:  Tac/Scan (cracked version)...
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From spies.com!vectorlist Mon Dec  8 15:31:07 1997
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>From sandal.watcom.on.ca!MAILER-DAEMON Mon Dec  8 15:30:55 1997
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The original message was received at Mon, 8 Dec 1997 18:29:40 -0500
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From spies.com!vectorlist Mon Dec  8 15:35:15 1997
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Message-ID: <348C835B.3A93@links.magenta.com>
Date: Mon, 08 Dec 1997 16:31:39 -0700
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
X-Mailer: Mozilla 3.0 (Win95; I)
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To: Vectorlist <vectorlist@spies.com>
Subject: Signature Analysing Question
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CC: Jess Askey <jess@magenta.com>

Hi everyone,
  I just bought an HP-5004A Signature Analyser. Looking through my
manuals and troubleshooting guides it looks like I can only find info
on testing the Atari Mathboxes with this. The troubleshooting guides
talk about using an Atari CAT box to test CPU data and address lines but
it does not mention anything about setting up the HP's Clock, Start and
Stop lines onto the PCB. 
So, can I even use this beasty to test sig's of the address lines etc? I
really wanted to use this thing to find bad LS245's when they report bad
RAM's but I suppose I bought the wrong item?  Anyone have a CAT box?
   jess 
-- 
Jess M. Askey            ************* My Page ***************
ESLB/The Audio Analyst   *    http://magenta.com/havoc       *    
509 S. 2nd Street Unit B **********Pins/Vids For Sale ********      
Laramie WY 82070         * http://magenta.com/havoc/game-spot *

From spies.com!vectorlist Mon Dec  8 15:42:20 1997
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	for vectorlist-outgoing; Mon, 8 Dec 1997 15:42:18 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-Id: <m0xfCoZ-000TknC@goonsquad.spies.com>
Date: Mon, 8 Dec 1997 15:42:15 -0800 (PST)
To: vectorlist@spies.com
From: vectorlist@spies.com
Subject: BOUNCE vectorlist@spies.com:  global taboo header: /^subject:\s*Returned mail\b/i    
Sender: vectorlist@spies.com
Precedence: bulk
Reply-To: vectorlist@spies.com
CC: vectorlist@spies.com

>From sandal.watcom.on.ca!MAILER-DAEMON Mon Dec  8 15:42:12 1997
Return-Path: <MAILER-DAEMON@sandal.watcom.on.ca>
Received: from sandal.watcom.on.ca(really [192.75.209.254]) by goonsquad.spies.com
	via sendmail with smtp
	id <m0xfCoV-000TkKC@goonsquad.spies.com>
	for <vectorlist@spies.com>; Mon, 8 Dec 1997 15:42:11 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Received: from boot.inside.watcom.on.ca by sandal.watcom.on.ca (8.6.12/1.38)
	id SAA31130; Mon, 8 Dec 1997 18:30:12 -0500
Received: from localhost by boot.inside.watcom.on.ca (8.6.12/1.38)
	id SAA14120; Mon, 8 Dec 1997 18:41:33 -0500
Date: Mon, 8 Dec 1997 18:41:33 -0500
From: MAILER-DAEMON@boot.inside.watcom.on.ca (Mail Delivery Subsystem)
Subject: Returned mail: Host unknown (Name server: waterloomail1.sybase.com.: host not found)
Message-Id: <199712082341.SAA14120@boot.inside.watcom.on.ca>
To: <vectorlist@spies.com>

The original message was received at Mon, 8 Dec 1997 18:41:22 -0500
from sandal.inside.watcom.on.ca [172.31.0.254]

   ----- The following addresses had delivery problems -----
<Paul_Tonizzo@waterloomail1.sybase.com>  (unrecoverable error)

   ----- Transcript of session follows -----
550 <Paul_Tonizzo@waterloomail1.sybase.com>... Host unknown (Name server: waterloomail1.sybase.com.: host not found)

   ----- Message header follows -----
Return-Path: <vectorlist@spies.com>
Received: from sandal.watcom.on.ca by boot.inside.watcom.on.ca (8.6.12/1.38)
	id SAA22305; Mon, 8 Dec 1997 18:41:22 -0500
From: vectorlist@spies.com
Received: from goonsquad.spies.com by sandal.watcom.on.ca (8.6.12/1.38)
	id SAA31075; Mon, 8 Dec 1997 18:29:56 -0500
Received: by goonsquad.spies.com
	via sendmail with stdio
	id <m0xfCdh-000Tkga@goonsquad.spies.com>
	for vectorlist-outgoing; Mon, 8 Dec 1997 15:31:01 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-Id: <m0xfCde-000TkhC@goonsquad.spies.com>
Date: Mon, 8 Dec 1997 15:30:58 -0800 (PST)
To: vectorlist@spies.com
Subject: BOUNCE vectorlist@spies.com:  global taboo header: /^subject:\s*Returned mail\b/i    
Sender: vectorlist@spies.com
Precedence: bulk
Reply-To: vectorlist@spies.com
CC: vectorlist@spies.com

   ----- Message body suppressed -----


From spies.com!vectorlist Mon Dec  8 15:45:39 1997
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Received: by goonsquad.spies.com
	via sendmail with stdio
	id <m0xfCrq-000Tkna@goonsquad.spies.com>
	for vectorlist-outgoing; Mon, 8 Dec 1997 15:45:38 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-Id: <m0xfCrn-000TkwC@goonsquad.spies.com>
Date: Mon, 8 Dec 1997 15:45:35 -0800 (PST)
To: vectorlist@spies.com
From: vectorlist@spies.com
Subject: BOUNCE vectorlist@spies.com:  global taboo header: /^subject:\s*Returned mail\b/i    
Sender: vectorlist@spies.com
Precedence: bulk
Reply-To: vectorlist@spies.com
CC: vectorlist@spies.com

>From sandal.watcom.on.ca!MAILER-DAEMON Mon Dec  8 15:45:32 1997
Return-Path: <MAILER-DAEMON@sandal.watcom.on.ca>
Received: from sandal.watcom.on.ca(really [192.75.209.254]) by goonsquad.spies.com
	via sendmail with smtp
	id <m0xfCrg-000TknC@goonsquad.spies.com>
	for <vectorlist@spies.com>; Mon, 8 Dec 1997 15:45:28 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Received: from boot.inside.watcom.on.ca by sandal.watcom.on.ca (8.6.12/1.38)
	id SAA31422; Mon, 8 Dec 1997 18:33:30 -0500
Received: from localhost by boot.inside.watcom.on.ca (8.6.12/1.38)
	id SAA25531; Mon, 8 Dec 1997 18:44:51 -0500
Date: Mon, 8 Dec 1997 18:44:51 -0500
From: MAILER-DAEMON@boot.inside.watcom.on.ca (Mail Delivery Subsystem)
Subject: Returned mail: Host unknown (Name server: waterloomail1.sybase.com.: host not found)
Message-Id: <199712082344.SAA25531@boot.inside.watcom.on.ca>
To: <vectorlist@spies.com>

The original message was received at Mon, 8 Dec 1997 18:44:37 -0500
from sandal.inside.watcom.on.ca [172.31.0.254]

   ----- The following addresses had delivery problems -----
<Paul_Tonizzo@waterloomail1.sybase.com>  (unrecoverable error)

   ----- Transcript of session follows -----
550 <Paul_Tonizzo@waterloomail1.sybase.com>... Host unknown (Name server: waterloomail1.sybase.com.: host not found)

   ----- Message header follows -----
Return-Path: <vectorlist@spies.com>
Received: from sandal.watcom.on.ca by boot.inside.watcom.on.ca (8.6.12/1.38)
	id SAA15280; Mon, 8 Dec 1997 18:44:37 -0500
Received: from goonsquad.spies.com by sandal.watcom.on.ca (8.6.12/1.38)
	id SAA31352; Mon, 8 Dec 1997 18:33:10 -0500
Received: by goonsquad.spies.com
	via sendmail with stdio
	id <m0xfChm-000Tl7a@goonsquad.spies.com>
	for vectorlist-outgoing; Mon, 8 Dec 1997 15:35:14 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-ID: <348C835B.3A93@links.magenta.com>
Date: Mon, 08 Dec 1997 16:31:39 -0700
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
X-Mailer: Mozilla 3.0 (Win95; I)
MIME-Version: 1.0
To: Vectorlist <vectorlist@spies.com>
Subject: Signature Analysing Question
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Sender: vectorlist@spies.com
Precedence: bulk
Reply-To: vectorlist@spies.com
CC: Jess Askey <jess@magenta.com>

   ----- Message body suppressed -----


From spies.com!vectorlist Mon Dec  8 15:51:03 1997
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Received: by goonsquad.spies.com
	via sendmail with stdio
	id <m0xfCx2-000Tkja@goonsquad.spies.com>
	for vectorlist-outgoing; Mon, 8 Dec 1997 15:51:00 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-Id: <m0xfCwz-000TkwC@goonsquad.spies.com>
Date: Mon, 8 Dec 1997 15:50:57 -0800 (PST)
To: vectorlist@spies.com
From: vectorlist@spies.com
Subject: BOUNCE vectorlist@spies.com:  global taboo header: /^subject:\s*Returned mail\b/i    
Sender: vectorlist@spies.com
Precedence: bulk
Reply-To: vectorlist@spies.com
CC: vectorlist@spies.com

>From sandal.watcom.on.ca!MAILER-DAEMON Mon Dec  8 15:50:55 1997
Return-Path: <MAILER-DAEMON@sandal.watcom.on.ca>
Received: from sandal.watcom.on.ca(really [192.75.209.254]) by goonsquad.spies.com
	via sendmail with smtp
	id <m0xfCwv-000TkjC@goonsquad.spies.com>
	for <vectorlist@spies.com>; Mon, 8 Dec 1997 15:50:53 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Received: from boot.inside.watcom.on.ca by sandal.watcom.on.ca (8.6.12/1.38)
	id SAA31855; Mon, 8 Dec 1997 18:38:56 -0500
Received: from localhost by boot.inside.watcom.on.ca (8.6.12/1.38)
	id SAA31447; Mon, 8 Dec 1997 18:50:18 -0500
Date: Mon, 8 Dec 1997 18:50:18 -0500
From: MAILER-DAEMON@boot.inside.watcom.on.ca (Mail Delivery Subsystem)
Subject: Returned mail: Host unknown (Name server: waterloomail1.sybase.com.: host not found)
Message-Id: <199712082350.SAA31447@boot.inside.watcom.on.ca>
To: <vectorlist@spies.com>

The original message was received at Mon, 8 Dec 1997 18:50:10 -0500
from sandal.inside.watcom.on.ca [172.31.0.254]

   ----- The following addresses had delivery problems -----
<Paul_Tonizzo@waterloomail1.sybase.com>  (unrecoverable error)

   ----- Transcript of session follows -----
550 <Paul_Tonizzo@waterloomail1.sybase.com>... Host unknown (Name server: waterloomail1.sybase.com.: host not found)

   ----- Message header follows -----
Return-Path: <vectorlist@spies.com>
Received: from sandal.watcom.on.ca by boot.inside.watcom.on.ca (8.6.12/1.38)
	id SAA01734; Mon, 8 Dec 1997 18:50:10 -0500
From: vectorlist@spies.com
Received: from goonsquad.spies.com by sandal.watcom.on.ca (8.6.12/1.38)
	id SAA31834; Mon, 8 Dec 1997 18:38:45 -0500
Received: by goonsquad.spies.com
	via sendmail with stdio
	id <m0xfCoc-000TkKa@goonsquad.spies.com>
	for vectorlist-outgoing; Mon, 8 Dec 1997 15:42:18 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-Id: <m0xfCoZ-000TknC@goonsquad.spies.com>
Date: Mon, 8 Dec 1997 15:42:15 -0800 (PST)
To: vectorlist@spies.com
Subject: BOUNCE vectorlist@spies.com:  global taboo header: /^subject:\s*Returned mail\b/i    
Sender: vectorlist@spies.com
Precedence: bulk
Reply-To: vectorlist@spies.com
CC: vectorlist@spies.com

   ----- Message body suppressed -----


From spies.com!vectorlist Mon Dec  8 15:59:23 1997
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Received: by goonsquad.spies.com
	via sendmail with stdio
	id <m0xfD3U-000Tlha@goonsquad.spies.com>
	for vectorlist-outgoing; Mon, 8 Dec 1997 15:57:40 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-Id: <m0xfD3R-000TkvC@goonsquad.spies.com>
Date: Mon, 8 Dec 1997 15:57:37 -0800 (PST)
To: vectorlist@spies.com
From: vectorlist@spies.com
Subject: BOUNCE vectorlist@spies.com:  global taboo header: /^subject:\s*Returned mail\b/i    
Sender: vectorlist@spies.com
Precedence: bulk
Reply-To: vectorlist@spies.com
CC: vectorlist@spies.com

>From sandal.watcom.on.ca!MAILER-DAEMON Mon Dec  8 15:57:34 1997
Return-Path: <MAILER-DAEMON@sandal.watcom.on.ca>
Received: from sandal.watcom.on.ca(really [192.75.209.254]) by goonsquad.spies.com
	via sendmail with smtp
	id <m0xfD3K-000TlhC@goonsquad.spies.com>
	for <vectorlist@spies.com>; Mon, 8 Dec 1997 15:57:30 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Received: from boot.inside.watcom.on.ca by sandal.watcom.on.ca (8.6.12/1.38)
	id SAA32414; Mon, 8 Dec 1997 18:45:34 -0500
Received: from localhost by boot.inside.watcom.on.ca (8.6.12/1.38)
	id SAA00563; Mon, 8 Dec 1997 18:56:56 -0500
Date: Mon, 8 Dec 1997 18:56:56 -0500
From: MAILER-DAEMON@boot.inside.watcom.on.ca (Mail Delivery Subsystem)
Subject: Returned mail: Host unknown (Name server: waterloomail1.sybase.com.: host not found)
Message-Id: <199712082356.SAA00563@boot.inside.watcom.on.ca>
To: <vectorlist@spies.com>

The original message was received at Mon, 8 Dec 1997 18:56:44 -0500
from sandal.inside.watcom.on.ca [172.31.0.254]

   ----- The following addresses had delivery problems -----
<Paul_Tonizzo@waterloomail1.sybase.com>  (unrecoverable error)

   ----- Transcript of session follows -----
550 <Paul_Tonizzo@waterloomail1.sybase.com>... Host unknown (Name server: waterloomail1.sybase.com.: host not found)

   ----- Message header follows -----
Return-Path: <vectorlist@spies.com>
Received: from sandal.watcom.on.ca by boot.inside.watcom.on.ca (8.6.12/1.38)
	id SAA17957; Mon, 8 Dec 1997 18:56:44 -0500
From: vectorlist@spies.com
Received: from goonsquad.spies.com by sandal.watcom.on.ca (8.6.12/1.38)
	id SAA32379; Mon, 8 Dec 1997 18:45:17 -0500
Received: by goonsquad.spies.com
	via sendmail with stdio
	id <m0xfCx2-000Tkja@goonsquad.spies.com>
	for vectorlist-outgoing; Mon, 8 Dec 1997 15:51:00 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-Id: <m0xfCwz-000TkwC@goonsquad.spies.com>
Date: Mon, 8 Dec 1997 15:50:57 -0800 (PST)
To: vectorlist@spies.com
Subject: BOUNCE vectorlist@spies.com:  global taboo header: /^subject:\s*Returned mail\b/i    
Sender: vectorlist@spies.com
Precedence: bulk
Reply-To: vectorlist@spies.com
CC: vectorlist@spies.com

   ----- Message body suppressed -----


From spies.com!vectorlist Mon Dec  8 16:01:37 1997
Return-Path: <vectorlist@spies.com>
Received: by goonsquad.spies.com
	via sendmail with stdio
	id <m0xfD7I-000Tkva@goonsquad.spies.com>
	for vectorlist-outgoing; Mon, 8 Dec 1997 16:01:36 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-Id: <m0xfD7F-000TlqC@goonsquad.spies.com>
Date: Mon, 8 Dec 1997 16:01:33 -0800 (PST)
To: vectorlist@spies.com
From: vectorlist@spies.com
Subject: BOUNCE vectorlist@spies.com:  global taboo header: /^subject:\s*Returned mail\b/i    
Sender: vectorlist@spies.com
Precedence: bulk
Reply-To: vectorlist@spies.com
CC: vectorlist@spies.com

>From sandal.watcom.on.ca!MAILER-DAEMON Mon Dec  8 16:01:30 1997
Return-Path: <MAILER-DAEMON@sandal.watcom.on.ca>
Received: from sandal.watcom.on.ca(really [192.75.209.254]) by goonsquad.spies.com
	via sendmail with smtp
	id <m0xfD7B-000TkvC@goonsquad.spies.com>
	for <vectorlist@spies.com>; Mon, 8 Dec 1997 16:01:29 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Received: from boot.inside.watcom.on.ca by sandal.watcom.on.ca (8.6.12/1.38)
	id SAA32748; Mon, 8 Dec 1997 18:49:33 -0500
Received: from localhost by boot.inside.watcom.on.ca (8.6.12/1.38)
	id TAA18712; Mon, 8 Dec 1997 19:00:55 -0500
Date: Mon, 8 Dec 1997 19:00:55 -0500
From: MAILER-DAEMON@boot.inside.watcom.on.ca (Mail Delivery Subsystem)
Subject: Returned mail: Host unknown (Name server: waterloomail1.sybase.com.: host not found)
Message-Id: <199712090000.TAA18712@boot.inside.watcom.on.ca>
To: <vectorlist@spies.com>

The original message was received at Mon, 8 Dec 1997 19:00:44 -0500
from sandal.inside.watcom.on.ca [172.31.0.254]

   ----- The following addresses had delivery problems -----
<Paul_Tonizzo@waterloomail1.sybase.com>  (unrecoverable error)

   ----- Transcript of session follows -----
550 <Paul_Tonizzo@waterloomail1.sybase.com>... Host unknown (Name server: waterloomail1.sybase.com.: host not found)

   ----- Message header follows -----
Return-Path: <vectorlist@spies.com>
Received: from sandal.watcom.on.ca by boot.inside.watcom.on.ca (8.6.12/1.38)
	id TAA19726; Mon, 8 Dec 1997 19:00:44 -0500
From: vectorlist@spies.com
Received: from goonsquad.spies.com by sandal.watcom.on.ca (8.6.12/1.38)
	id SAA32740; Mon, 8 Dec 1997 18:49:19 -0500
Received: by goonsquad.spies.com
	via sendmail with stdio
	id <m0xfCrq-000Tkna@goonsquad.spies.com>
	for vectorlist-outgoing; Mon, 8 Dec 1997 15:45:38 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-Id: <m0xfCrn-000TkwC@goonsquad.spies.com>
Date: Mon, 8 Dec 1997 15:45:35 -0800 (PST)
To: vectorlist@spies.com
Subject: BOUNCE vectorlist@spies.com:  global taboo header: /^subject:\s*Returned mail\b/i    
Sender: vectorlist@spies.com
Precedence: bulk
Reply-To: vectorlist@spies.com
CC: vectorlist@spies.com

   ----- Message body suppressed -----


From spies.com!vectorlist Mon Dec  8 16:06:59 1997
Return-Path: <vectorlist@spies.com>
Received: by goonsquad.spies.com
	via sendmail with stdio
	id <m0xfDCT-000Tlsa@goonsquad.spies.com>
	for vectorlist-outgoing; Mon, 8 Dec 1997 16:06:57 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-Id: <m0xfDCQ-000TltC@goonsquad.spies.com>
Date: Mon, 8 Dec 1997 16:06:54 -0800 (PST)
To: vectorlist@spies.com
From: vectorlist@spies.com
Subject: BOUNCE vectorlist@spies.com:  global taboo header: /^subject:\s*Returned mail\b/i    
Sender: vectorlist@spies.com
Precedence: bulk
Reply-To: vectorlist@spies.com
CC: vectorlist@spies.com

>From sandal.watcom.on.ca!MAILER-DAEMON Mon Dec  8 16:06:52 1997
Return-Path: <MAILER-DAEMON@sandal.watcom.on.ca>
Received: from sandal.watcom.on.ca(really [192.75.209.254]) by goonsquad.spies.com
	via sendmail with smtp
	id <m0xfDCN-000TlsC@goonsquad.spies.com>
	for <vectorlist@spies.com>; Mon, 8 Dec 1997 16:06:51 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Received: from boot.inside.watcom.on.ca by sandal.watcom.on.ca (8.6.12/1.38)
	id SAA00459; Mon, 8 Dec 1997 18:54:55 -0500
Received: from localhost by boot.inside.watcom.on.ca (8.6.12/1.38)
	id TAA32292; Mon, 8 Dec 1997 19:06:17 -0500
Date: Mon, 8 Dec 1997 19:06:17 -0500
From: MAILER-DAEMON@boot.inside.watcom.on.ca (Mail Delivery Subsystem)
Subject: Returned mail: Host unknown (Name server: waterloomail1.sybase.com.: host not found)
Message-Id: <199712090006.TAA32292@boot.inside.watcom.on.ca>
To: <vectorlist@spies.com>

The original message was received at Mon, 8 Dec 1997 19:06:08 -0500
from sandal.inside.watcom.on.ca [172.31.0.254]

   ----- The following addresses had delivery problems -----
<Paul_Tonizzo@waterloomail1.sybase.com>  (unrecoverable error)

   ----- Transcript of session follows -----
550 <Paul_Tonizzo@waterloomail1.sybase.com>... Host unknown (Name server: waterloomail1.sybase.com.: host not found)

   ----- Message header follows -----
Return-Path: <vectorlist@spies.com>
Received: from sandal.watcom.on.ca by boot.inside.watcom.on.ca (8.6.12/1.38)
	id TAA11764; Mon, 8 Dec 1997 19:06:08 -0500
From: vectorlist@spies.com
Received: from goonsquad.spies.com by sandal.watcom.on.ca (8.6.12/1.38)
	id SAA31668; Mon, 8 Dec 1997 18:54:42 -0500
Received: by goonsquad.spies.com
	via sendmail with stdio
	id <m0xfD3U-000Tlha@goonsquad.spies.com>
	for vectorlist-outgoing; Mon, 8 Dec 1997 15:57:40 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-Id: <m0xfD3R-000TkvC@goonsquad.spies.com>
Date: Mon, 8 Dec 1997 15:57:37 -0800 (PST)
To: vectorlist@spies.com
Subject: BOUNCE vectorlist@spies.com:  global taboo header: /^subject:\s*Returned mail\b/i    
Sender: vectorlist@spies.com
Precedence: bulk
Reply-To: vectorlist@spies.com
CC: vectorlist@spies.com

   ----- Message body suppressed -----


From spies.com!vectorlist Mon Dec  8 16:14:29 1997
Return-Path: <vectorlist@spies.com>
Received: by goonsquad.spies.com
	via sendmail with stdio
	id <m0xfDJk-000Tlta@goonsquad.spies.com>
	for vectorlist-outgoing; Mon, 8 Dec 1997 16:14:28 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-Id: <m0xfDJh-000TlxC@goonsquad.spies.com>
Date: Mon, 8 Dec 1997 16:14:25 -0800 (PST)
To: vectorlist@spies.com
From: vectorlist@spies.com
Subject: BOUNCE vectorlist@spies.com:  global taboo header: /^subject:\s*Returned mail\b/i    
Sender: vectorlist@spies.com
Precedence: bulk
Reply-To: vectorlist@spies.com
CC: vectorlist@spies.com

>From sandal.watcom.on.ca!MAILER-DAEMON Mon Dec  8 16:14:22 1997
Return-Path: <MAILER-DAEMON@sandal.watcom.on.ca>
Received: from sandal.watcom.on.ca(really [192.75.209.254]) by goonsquad.spies.com
	via sendmail with smtp
	id <m0xfDJd-000TltC@goonsquad.spies.com>
	for <vectorlist@spies.com>; Mon, 8 Dec 1997 16:14:21 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Received: from boot.inside.watcom.on.ca by sandal.watcom.on.ca (8.6.12/1.38)
	id TAA01184; Mon, 8 Dec 1997 19:02:24 -0500
Received: from localhost by boot.inside.watcom.on.ca (8.6.12/1.38)
	id TAA24051; Mon, 8 Dec 1997 19:13:47 -0500
Date: Mon, 8 Dec 1997 19:13:47 -0500
From: MAILER-DAEMON@boot.inside.watcom.on.ca (Mail Delivery Subsystem)
Subject: Returned mail: Host unknown (Name server: waterloomail1.sybase.com.: host not found)
Message-Id: <199712090013.TAA24051@boot.inside.watcom.on.ca>
To: <vectorlist@spies.com>

The original message was received at Mon, 8 Dec 1997 19:13:39 -0500
from sandal.inside.watcom.on.ca [172.31.0.254]

   ----- The following addresses had delivery problems -----
<Paul_Tonizzo@waterloomail1.sybase.com>  (unrecoverable error)

   ----- Transcript of session follows -----
550 <Paul_Tonizzo@waterloomail1.sybase.com>... Host unknown (Name server: waterloomail1.sybase.com.: host not found)

   ----- Message header follows -----
Return-Path: <vectorlist@spies.com>
Received: from sandal.watcom.on.ca by boot.inside.watcom.on.ca (8.6.12/1.38)
	id TAA02537; Mon, 8 Dec 1997 19:13:39 -0500
From: vectorlist@spies.com
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From spies.com!vectorlist Mon Dec  8 16:18:50 1997
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Message-ID: <348C8D9A.5D9A@links.magenta.com>
Date: Mon, 08 Dec 1997 17:15:22 -0700
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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Okay, I found what I was actually looking for now. I just had to read a
bit farther. Anyway, I had an idea to make up one huge HTML page that
summarized all the SA info that I have for the Atari games into one big
and organized HTML guide. Would there be an interest in this?

PS.. Al, you have a irritable mail server somewhere that is bouncing a
lot a mail back to vectorlist.
  
-- 
Jess M. Askey            ************* My Page ***************
ESLB/The Audio Analyst   *    http://magenta.com/havoc       *    
509 S. 2nd Street Unit B **********Pins/Vids For Sale ********      
Laramie WY 82070         * http://magenta.com/havoc/game-spot *

From spies.com!vectorlist Mon Dec  8 16:21:37 1997
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>From sandal.watcom.on.ca!MAILER-DAEMON Mon Dec  8 16:21:27 1997
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The original message was received at Mon, 8 Dec 1997 19:20:43 -0500
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From spies.com!vectorlist Mon Dec  8 16:22:14 1997
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From: aek (Al Kossow)
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"Al, you have a irritable mail server somewhere that is bouncing a
lot a mail back to vectorlist."

I know.. 

From spies.com!vectorlist Mon Dec  8 16:23:07 1997
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>From sandal.watcom.on.ca!MAILER-DAEMON Mon Dec  8 16:23:00 1997
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The original message was received at Mon, 8 Dec 1997 19:22:09 -0500
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From spies.com!owner-vectorlist Mon Dec  8 18:49:29 1997
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Date: 08 Dec 1997 19:08 EST
To: vectorlist@spies.com
Cc: vectorlist@spies.com, jess@magenta.com
From: "Mark Shostak" <shostak@nortel.ca>
Subject: re:Signature Analysing Question
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In message "Signature Analysing Question", jess@magenta.com writes:

> So, can I even use this beasty to test sig's of the address lines etc? I
> really wanted to use this thing to find bad LS245's when they report bad
> RAM's but I suppose I bought the wrong item?  Anyone have a CAT box?

You can test the '245s w/ the HP easily.  Simply read your signatures
on the CPU socket instead of the originating node.  If you read a bad
sig, check the originating node to make sure the sig is good there.
If its bad at the EPROM, it'll be bad at the buffer, guaranteed.

You can also test the 2114s w/ the HP.  However, it's much easier to test
them w/ the CAT (sorry, none for sale).  To test the RAM you'd need a
special 'F8' ROM (old Apple ][ term) to write the sig patterns into the RAM.
Then you can test them like they were a regular PROM or EPROM.

Cheers,
Mark

From spies.com!owner-vectorlist Mon Dec  8 19:30:32 1997
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Date: Mon, 8 Dec 1997 20:28:22 -0700 (MST)
From: Anders Knudsen <andersk@btc.adaptec.com>
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To: Vectorlist <vectorlist@spies.com>
Subject: Re: Signature Analying (DOH!!)
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On Mon, 8 Dec 1997, Jess Askey wrote:

> Okay, I found what I was actually looking for now. I just had to read a
> bit farther. Anyway, I had an idea to make up one huge HTML page that
> summarized all the SA info that I have for the Atari games into one big
> and organized HTML guide. Would there be an interest in this?

Yes. Very interested. It would be cool to have that all in one easy to
access location.

> PS.. Al, you have a irritable mail server somewhere that is bouncing a
> lot a mail back to vectorlist.

Yea. Bounce.


+------------------------------------------+
| Anders Knudsen
| ASIC Design Engineer
| Adaptec, Inc., Boulder Technology Center
+------------------------------------------+


From spies.com!owner-vectorlist Mon Dec  8 19:33:01 1997
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Date: Mon, 8 Dec 1997 19:32:57 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist@spies.com
Subject: Re: Signature Analying (DOH!!)
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> PS.. Al, you have a irritable mail server somewhere that is bouncing a
> lot a mail back to vectorlist.

Yea. Bounce.


.. I fixed it. Mail bounces were going back to the mailing list, instead of
to me, and there was a stale email adr, which caused the bounce in the first
place.

From spies.com!owner-vectorlist Tue Dec  9 00:06:14 1997
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Message-ID: <348CFBBD.19327FE3@istar.com>
Date: Tue, 09 Dec 1997 00:05:17 -0800
From: John Robertson <pinball@istar.com>
Organization: John's Jukes Ltd.
X-Mailer: Mozilla 4.04 [en] (Win16; U)
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Subject: Re: Signature Analysing Question
References: <348C835B.3A93@links.magenta.com>
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CC: John Robertson <pinball@istar.com>

Hmm, you should have information on the schematics for the signature
analysis of the mathbox boards. This is the same for your HP as it is
for the Cat Box. The beauty of the Cat Box is it hooks up directly to
the edge connector of the game baord and one can do a checksum or ram
test without removing the parts. This does NOT always work, I have a
Sprint II that works fine, yet the Cat Box gets erratic reading on the
CS's of the ROMs. sheesh...

John :-#)#
ps, why is vectorlist bouncing all over  the place???
Jess Askey wrote:
> 
> Hi everyone,
>   I just bought an HP-5004A Signature Analyser. Looking through my
> manuals and troubleshooting guides it looks like I can only find info
> on testing the Atari Mathboxes with this. The troubleshooting guides
> talk about using an Atari CAT box to test CPU data and address lines but
> it does not mention anything about setting up the HP's Clock, Start and
> Stop lines onto the PCB.
> So, can I even use this beasty to test sig's of the address lines etc? I
> really wanted to use this thing to find bad LS245's when they report bad
> RAM's but I suppose I bought the wrong item?  Anyone have a CAT box?
>    jess
> --
> Jess M. Askey            ************* My Page ***************
> ESLB/The Audio Analyst   *    http://magenta.com/havoc       *
> 509 S. 2nd Street Unit B **********Pins/Vids For Sale ********
> Laramie WY 82070         * http://magenta.com/havoc/game-spot *

-- 
 John's Jukes Ltd. 2343 Main St., Vancouver, BC, Canada V5T 3C9     
 Call (604)872-5757 or Fax 872-2010 (Pinballs, Jukes, Video Games)  
 mailto:jrr@flippers.com, web page http://www.flippers.com      
        "Old pinballers never die, they just flip out."

From spies.com!owner-vectorlist Tue Dec  9 00:10:21 1997
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Message-ID: <348CFCB7.7588E752@istar.com>
Date: Tue, 09 Dec 1997 00:09:27 -0800
From: John Robertson <pinball@istar.com>
Organization: John's Jukes Ltd.
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CC: John Robertson <pinball@istar.com>

Hi, Jess!
I'd like a copy..what have you got, perhaps I can add something to it...
John :-#)#

Jess Askey wrote:
> 
> Okay, I found what I was actually looking for now. I just had to read a
> bit farther. Anyway, I had an idea to make up one huge HTML page that
> summarized all the SA info that I have for the Atari games into one big
> and organized HTML guide. Would there be an interest in this?
> 
> PS.. Al, you have a irritable mail server somewhere that is bouncing a
> lot a mail back to vectorlist.
> 
> --
> Jess M. Askey            ************* My Page ***************
> ESLB/The Audio Analyst   *    http://magenta.com/havoc       *
> 509 S. 2nd Street Unit B **********Pins/Vids For Sale ********
> Laramie WY 82070         * http://magenta.com/havoc/game-spot *

-- 
 John's Jukes Ltd. 2343 Main St., Vancouver, BC, Canada V5T 3C9     
 Call (604)872-5757 or Fax 872-2010 (Pinballs, Jukes, Video Games)  
 mailto:jrr@flippers.com, web page http://www.flippers.com      
        "Old pinballers never die, they just flip out."

From spies.com!owner-vectorlist Tue Dec  9 03:08:42 1997
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Message-ID: <348D40FE.191@erols.com>
Date: Tue, 09 Dec 1997 05:00:46 -0800
From: Kev <mowerman?@erols.com>
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To: vectorlist@spies.com
Subject: Re: Signature Analying (DOH!!)
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Jess Askey wrote:
> 
> Okay, I found what I was actually looking for now. I just had to read a
> bit farther. Anyway, I had an idea to make up one huge HTML page that
> summarized all the SA info that I have for the Atari games into one big
> and organized HTML guide. Would there be an interest in this?

This would be cool.

How many people out there are actually doing SA?

Would it be a worth while effort to look into building a CAT box?

To me it seems like a PC based ICE for the CPU with a probe would be the way to go 
(somewhat akin to Fluke's Microprocessor troubleshooters).

I can provide some hints about SAing Bally pinball boards & Pac-Man pcbs if I just have 
time....
-- 
Kev           http://www.erols.com/mowerman  <- Coin Op Video Game site

REMOVE "?" FROM MY E-MAIL
                           Looking for any Pac Man info & a few good PCBs...



From spies.com!owner-vectorlist Tue Dec  9 06:18:57 1997
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199712091419.JAA27956@saturn.acs.oakland.edu>
Subject: Re: Nightmare!  (was: Re: more info on euro star castle boards)
To: vectorlist@goonsquad.spies.com
Date: Tue, 9 Dec 1997 09:19:37 -0500 (EST)
In-Reply-To: <c=US%a=_%p=DSC%l=GYPSUM-971202233813Z-3385@gypsum.dsc.com> from "Ozdemir, Steve" at Dec 2, 97 03:38:13 pm
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CC: Paul Kahler <phkahler@Oakland.edu>

> G'day,
> 
> I'll second Kev's nomination for Cine->Atari BW/color (or Sega for that
> matter).  Now what's this Nightmare game?  (Putting on my asbesto
> suit...is this thing getting worn from use?)
> 
> 		Steven S Ozdemir
> 		sso@dsc.com

And please don't forget the Cine->Atari COLOR part of that :-) I have
no B/W monitors of any kind and while I could find an Asteroids, there
are NO Cinegames to be found in the Detroit area :-( I'd really like to
stuff the board into my Space Duel. I still say that I might be willing
to try colorizing a game or two - ripoff seems like a great candidate.
I suppose if I did this now, it would provide "real" incentive to do the
converter board :-)
-- 
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From spies.com!owner-vectorlist Tue Dec  9 08:54:56 1997
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Date: Tue, 9 Dec 1997 08:54:38 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist@spies.com
Subject: Re: Signature Analying (DOH!!)
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I have been thinking about such a box since I mentioned
the idea of a "soft ICE" a couple of weeks ago. The 
problem with my original idea was a completely software
controlled interface would still be too slow, so I was
thinking of a state machine specific to each supported
CPU that could to reads and writes. By the time you do
that and add all the other bus control logic and intrs
it's just as complicated as putting a CPU out there.

Orion Instruments made a box called the Unilab 8620
that was a "universal ICE" that supported Z80's and
6502's. It is a small box with a 40 pin connector 
that goes to a PC that had local trace memory, an
EPROM programmer, a trace pod, and a cable that
went to the CPU socket of the target. I found just
the external box at a surplus place for $15 w/o 
the host card or target cable (or software :-( )

The current thought is a box with an IDE interface
(you can use IDE as a dumb parallel interface if
 you only need 8 external addresses) controlling
a pod with the target CPU on it.

From spies.com!owner-vectorlist Tue Dec  9 09:23:44 1997
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Date: Tue, 09 Dec 1997 10:20:13 -0700
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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I have recieved pretty good interest in the Signature Analyser book for
Atari boards. So here is the plan.
   I figure it will be done within 6 months. I have just about all the
schems from that time period. I will go through them and then post the
list here. Then if anyone wants to loan me game schems, I will add them
into the list as well. I want this to be very comprehensive so that we
wouldn't even need schems.
   I will put the page up on the web in HTML, and I will probably get a
couple bound up in a nice spiral binding with laminated cardstock pages
as well, for durability.
   I will keep you all posted.
      jess
-- 
Jess M. Askey            ************* My Page ***************
ESLB/The Audio Analyst   *    http://magenta.com/havoc       *    
509 S. 2nd Street Unit B **********Pins/Vids For Sale ********      
Laramie WY 82070         * http://magenta.com/havoc/game-spot *

From spies.com!owner-vectorlist Tue Dec  9 09:27:31 1997
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Kev wrote:

> Would it be a worth while effort to look into building a CAT box?
> 
I would be interested in getting a CAT box, but I can't help with the
design much. Just no time.

> I can provide some hints about SAing Bally pinball boards & Pac-Man pcbs if I just have
> time....

I can try and get sigs for Williams pinball boards as well. But then
there is that time factor again.:-0
 Too bad I have to sleep everynight... else I could get tons of stuff
done (and probably have a heart attack).
  jess

-- 
Jess M. Askey            ************* My Page ***************
ESLB/The Audio Analyst   *    http://magenta.com/havoc       *    
509 S. 2nd Street Unit B **********Pins/Vids For Sale ********      
Laramie WY 82070         * http://magenta.com/havoc/game-spot *

From spies.com!owner-vectorlist Tue Dec  9 10:09:57 1997
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Date: Tue, 9 Dec 1997 10:10:56 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: Who wants ampliphone flybacks ? (HP16500A)
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CC: Clay Cowgill <clayc@diamondmm.com>

>At 02:23 PM 12/8/97 -0800, you wrote:

>Thanks for the input!!  I was just wondering.  For the past couple weeks
>we've been using one hunting down a chipset problem.  Pretty damn cool
>toy.  The guy who it belongs to said it cost around $12k new about twelve
>years ago.

Yeah, they're pretty amazing.  We got the new 16500C for work.  (Well, the
R&D guys across the street anyway.)  It comes bundled with an HP9000
PA-RISC UNIX box as its display terminal. ;-)  2M-word trace buffer per
channel, 213 channels.  Pretty-much overkill in all directions.

I think it was about $65K... (ouch!)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Tue Dec  9 11:07:42 1997
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Date: Tue, 9 Dec 1997 11:08:33 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: PC Vector-generator card
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CC: Clay Cowgill <clayc@diamondmm.com>

Just an FYI (maybe Zonn cares, otherwise I'll just get this into the
archive in case anyone needs it later on).

I worked on a design for some binary rate multipliers over the weekend.  It
looks like all four of the 7497 BRM's from Asteroids/Deluxe/OmegaRace, etc.
fit in a single Lattice 2032 CPLD.  (I did the design in Scenario.)

I have a feeling that a 2032 probably costs more than the 4 7497's (well,
maybe not-- Jameco wants $2 a pop for those), but this will re-target to
lots of other programmable logic too.  There's tons of gates left in the
2032 at this point-- although pincount is getting a little low.  If I go to
the 2064 (same basic guts as the 2032, just an 84 pin package instead of 44
pins.  70 I/O's vs. 35)  I could probably fit all the counters and most of
the rest of the Vector Generator in there too.

Heh... Looks like these Binary Rate Multipliers will be good out to about
135MHz.  Kinda overkill compared to the 3MHz clock that Atari used, but
hey, speed is good. :-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Tue Dec  9 11:14:11 1997
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From: aek (Al Kossow)
To: vectorlist@spies.com
Subject: Re:  PC Vector-generator card
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CC: aek (Al Kossow)

I know I sound like a broken record about this, but....

What about using an IDE interface to the vector generator?

If you can keep the number of registers down to 8, you
can trivially interface it to an ISA card, and us Mac
weenies (ok, probably just me..) can talk to it using
a cheap PCI IDE card. There may be an integrated bus
master ISA DMA part (I know the PCI parts have it)
and you could have a DMAed list in PC memory for the
display list.

From spies.com!owner-vectorlist Tue Dec  9 11:30:54 1997
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: PC Vector-generator card
Date: Tue, 09 Dec 1997 19:30:26 GMT
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CC: zonn@zonn.com (Zonn)

On Tue, 9 Dec 1997 11:08:33 -0800, Clay Cowgill <clayc@diamondmm.com> =
wrote:

>Just an FYI (maybe Zonn cares, otherwise I'll just get this into the
>archive in case anyone needs it later on).
>
>I worked on a design for some binary rate multipliers over the weekend. =
 It
>looks like all four of the 7497 BRM's from Asteroids/Deluxe/OmegaRace, =
etc.
>fit in a single Lattice 2032 CPLD.  (I did the design in Scenario.)
>
>I have a feeling that a 2032 probably costs more than the 4 7497's =
(well,
>maybe not-- Jameco wants $2 a pop for those), but this will re-target to
>lots of other programmable logic too.  There's tons of gates left in the
>2032 at this point-- although pincount is getting a little low.  If I go=
 to
>the 2064 (same basic guts as the 2032, just an 84 pin package instead of=
 44
>pins.  70 I/O's vs. 35)  I could probably fit all the counters and most =
of
>the rest of the Vector Generator in there too.
>
>Heh... Looks like these Binary Rate Multipliers will be good out to =
about
>135MHz.  Kinda overkill compared to the 3MHz clock that Atari used, but
>hey, speed is good. :-)

Actually I do care, I'm just under massive pressure until late wednesday =
to get
out a demo of the project I'm working on.

I have some ideas to bounce off you as far as putting a Bresenham's line =
draw
engine into hardware.  It looks easier to me than the rate multipliers =
and the
real nice thing is that it can be setup (very easily) to be self clocking=
 --
that is different angle lines will always be drawn at a constant rate.  =
And
being a Bresenham line draw, there is no accumulative error.  (Those =
lines will
always match at the end points)

Give me until the end of the week and I'll come up with a little block
diagram/schematic sort of thing to show you what I mean.  It's actually =
simple,
I just have *zero* time right now.

-Zonn

(Back to work, I just got a call for a progress report -- *crack* goes =
the
whip!)

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //      zonn @ zonn . com
 -------|         //  \\/

From spies.com!owner-vectorlist Tue Dec  9 11:41:03 1997
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Date: Tue, 9 Dec 1997 11:39:01 -0800 (PST)
From: aek (Al Kossow)
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Subject: Re: PC Vector-generator card
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CC: aek (Al Kossow)

"I have some ideas to bounce off you as far as putting a Bresenham's line =
draw
engine into hardware."

All of you crusty old hackers may remember "Multiple 68000's In A Personal
System" in Dr. Dobb's from the early 80's that I wrote. The graphics display
used a hardware Breshenham vector generator! The board still exists, back
at my friend's house in Milwaukee, guess I'll have to call him and ask if
he can dig up the schematics.

From spies.com!owner-vectorlist Tue Dec  9 11:47:42 1997
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Date: Tue, 9 Dec 1997 11:46:43 -0800
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From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re:  PC Vector-generator card
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CC: Clay Cowgill <clayc@diamondmm.com>

>I know I sound like a broken record about this, but....
>
>What about using an IDE interface to the vector generator?
>
>If you can keep the number of registers down to 8, you
>can trivially interface it to an ISA card, and us Mac
>weenies (ok, probably just me..) can talk to it using
>a cheap PCI IDE card. There may be an integrated bus
>master ISA DMA part (I know the PCI parts have it)
>and you could have a DMAed list in PC memory for the
>display list.

I must have been dozing off... I hadn't heard the IDE interface idea
before, just the PCI one. ;-)

Actually... IDE sounds pretty good.  I'll have to look into what
requirements that places on the PC (like adding a second $8 IDE card-- I'm
a little nervous to have my "IDE" device attach to the same interface and
card that someone's Hard Drive is on.  "Ooops! Sorry, just scragged your
hard disk." ;-)

The DMA part could be nice.  I'll have to think how that'd work into the
design.  (I'm just making little pieces of it right now, line draw hardware
first, then the "engine".)

I was thinking of making Vector RAM map into some unused BIOS space on the
PC, then have an I/O port bit that basically says "GO".  (This tells the VG
hardware that the display list is complete and it should draw a frame, and
can also serve to isolate Vector RAM from the PC bus and let the vector
generator have it for a while...)  Frame rate is controlled by the PC that
way, and the interface is really simple.  I need to go dig up the old
"Firmware Furnace" articles in Circuit Cellar Ink about using a 386
motherboard for embedded control...

Hmmmm.  Well, I can put off the decision for a while.  I want to just be
able to generate vectors on my o'scope first. ;-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Tue Dec  9 12:13:42 1997
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Date: Tue, 9 Dec 1997 12:14:49 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: PC Vector-generator card
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CC: Clay Cowgill <clayc@diamondmm.com>


>Actually I do care, I'm just under massive pressure until late wednesday to get
>out a demo of the project I'm working on.

Ahhh, I understand.  I'm generating milestone dates for my group in
Microsoft Project as we speak... Ewwww.  I'm being managerial. ;-)

>I have some ideas to bounce off you as far as putting a Bresenham's line draw
>engine into hardware.

That would be very cool.  I had been looking into this myself a bit--
trying to decide what optomizations to Bresenham's make sense for vectors.
(Alas, line symmetry is probably a no-go.)  Bresenham's stuff looks easier
in VHDL than in schematic entry to me at lease...  Just need to talk the
local reps out of the VHDL package!

>It looks easier to me than the rate multipliers and the
>real nice thing is that it can be setup (very easily) to be self clocking --
>that is different angle lines will always be drawn at a constant rate.

That would be nice.  From what I can tell, it looks like the "classic"
Bresenham's algorithm is about 16 instructions or so for most processors.
I just couldn't figure out how to get the speed needed for even "asteroids"
level performance from any commonly available processor...  The constant
rate draw looked daunting to me though.  You'll have to educate me. ;-)

>And
>being a Bresenham line draw, there is no accumulative error.  (Those lines will
>always match at the end points)

That'd be cool.  I was a little cautious about how well I could get things
to line up with the rate multipliers, but I think if the step size is small
and the line counter is clocked with the BRM's it'd be pretty close.

>Give me until the end of the week and I'll come up with a little block
>diagram/schematic sort of thing to show you what I mean.  It's actually simple,
>I just have *zero* time right now.

No problem.  I'll still be tinkering with it I'm sure.  (I'm pretty proud
of the BRM's actually-- did it all using the "generic" HDL symbols so
they'll target to pretty much any FPGA/CPLD/kinda thing.  I'll probably
have to wire-wrap a socket for the Lattice part and try the
in-circuit-programming feature.  Hack it onto an Asteroids board and see if
it works. ;-)

>(Back to work, I just got a call for a progress report -- *crack* goes the
>whip!)

Me too, gotta commit to some ship dates. *sigh*

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Tue Dec  9 12:18:52 1997
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>All of you crusty old hackers may remember "Multiple 68000's In A Personal
>System" in Dr. Dobb's from the early 80's that I wrote. The graphics display
>used a hardware Breshenham vector generator! The board still exists, back
>at my friend's house in Milwaukee, guess I'll have to call him and ask if
>he can dig up the schematics.

I don't think we got Dr. Dobb's at my Junior High. :-(

*hee-hee, snort*  That was a good one.  *giggle*

(laughing at my own joke, I'm such a nerd... :-)

Time to get on that phone, Al!  I for one would love to see the design!

First thing I saw that had it was the 34010 from TI.  One instruction did
most of the inner loop for Bresenham's.  Nifty.

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Tue Dec  9 12:43:07 1997
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Date: Tue, 09 Dec 1997 15:50:00 -0500
From: Joel Rosenzweig <joel-r@an.hp.com>
Organization: Hewlett-Packard Medical Products Group
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Clay Cowgill wrote:
>
> 
> Hmmmm.  Well, I can put off the decision for a while.  I want to just be
> able to generate vectors on my o'scope first. ;-)
> 
> -Clay

A while back, I hooked up my sound card to my scope, and wrote a WIN32
program to output vector data in packaged in sound data buffers.  It was
actually wildly successful.  The program drew a 3D rotating cube.  

I never got around to hooking up a second sound card for Z axis control,
but it would have worked well, I'm sure.

One problem I had was that sound cards are built to filter the DC
component out of the signal, so I was unable to just draw a dot in some
random location.  I had to make sure the signal had a large AC component
for things to look correct.  

Anyway, it was just a fun experiment.

Joel-

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Date: Tue, 9 Dec 1997 12:42:53 -0800 
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CC: "David Shoemaker (RhoTech)" <a-dashoe@microsoft.com>

Over this past weekend I found a SF2 that just so happened to be in a
Quantum upright cabinet.  Cost me about $100 (anyone want to buy a SF2
board?  :)

As I already have:  trackball,  wiring harness, boardset, power supply,
monitor (WG unfortunately but better than nothing) I am now on a quest for
three things: Marquee, control panel, monitor bezel.

Anyone have and be willing to part with? 

As an alternative I would like to borrow each of these for scanning with the
hopes of doing color prints that I could use while I quest for the real
thing.

I also would be looking for an Ampliphone tube for sale.  I have Deflection
/ HV boards but no tubes.

Thanks,
	David

From spies.com!owner-vectorlist Tue Dec  9 12:58:18 1997
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Date: Tue, 9 Dec 1997 12:59:15 -0800
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From: Clay Cowgill <clayc@diamondmm.com>
Subject: AstDlx vector section schematics
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CC: Clay Cowgill <clayc@diamondmm.com>

In case anyone wants this...

I swiped the Asteroids Deluxe vector generator schematics from Al's webpage
and converted them from TIFF's and assembled them into an Adobe Acrobat PDF
document.  (Portable Document Format)  Anyway, the PDF file with a table of
contents index is only 477K for all six images (as opposed to the 6 TIFFs
which are about 1.8M), so if anyone wants it maybe I'll put it on my
webpage, or just shoot it back to Al...

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Tue Dec  9 13:16:32 1997
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Date: Tue, 09 Dec 1997 16:23:57 -0500
From: Joel Rosenzweig <joel-r@an.hp.com>
Organization: Hewlett-Packard Medical Products Group
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Subject: Tempest troubleshooting
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Hi guys,

My Tempest just developed a problem that I've never come across before,
so I was hoping that somone here might have some more insight into it.

In attract mode, the "Game Over" text now appears 4 times larger than
normal, and it shows up in the wrong location on screen.  It flits
between where it's supposed to be up top, and the middle of the screen. 
Some of the other text, is doing this to, but I forget which phrases
they are.  The high score table is not affected.  

If I coin up the game, the game plays and displays perfectly.  

Self test reveals no errors or problems.

As soon as the game goes back into attract mode, I get this crazy text
problem.  When the machine is in self test, I also have the text problem
with the game difficulty setting and number of ships per game.

Because the game works correctly in game mode, it seems that I can rule
out the possibility of a faulty analog output stage.  Seems more like a
digital problem.  As I said, everthing checks out in self test, so if
you can believe that information, then the mathbox is OK, and the game
code is good, and the rams are good.  Aiyee.. still seems like a ram
problem to me, but I'd like to believe the self test knows what it's
doing!!

Anyone have some ideas of what I might be looking for?

Thanks for any input.  I'll have to check Nick's Tempest troubleshooting
page next, but I don't remember reading anything about this type of
problem there, but it's been a while.  

Joel-

From spies.com!owner-vectorlist Tue Dec  9 13:23:44 1997
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Date: Tue, 09 Dec 1997 15:25:01 -0600
To: vectorlist@spies.com
From: Mit_Matelske@BayNetworks.COM (Mit Matelske)
Subject: Re: Who wants ampliphone flybacks ? (HP16500A)
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CC: Mit_Matelske@BayNetworks.COM (Mit Matelske)

>
>Yeah, they're pretty amazing.  We got the new 16500C for work.  (Well, the
>R&D guys across the street anyway.)  It comes bundled with an HP9000
>PA-RISC UNIX box as its display terminal. ;-)  2M-word trace buffer per
>channel, 213 channels.  Pretty-much overkill in all directions.
>
>I think it was about $65K... (ouch!)
>
>-Clay
>
>Clayton N. Cowgill                                  Engineering Manager
>_______________________________________________________________________
>/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
>\/ Communications Division                        http://www.supra.com/
>
>
>

Is there anyone out there willing to hook up 213 channels?
Way overkill...

Mit

From spies.com!owner-vectorlist Tue Dec  9 13:24:30 1997
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Date: Tue, 9 Dec 1997 13:24:26 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist@spies.com
Subject: Re:  Quantum restoration in progress (Beg, borrow, or steal post)
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CC: aek (Al Kossow)

"As an alternative I would like to borrow each of these for scanning with the
hopes of doing color prints that I could use while I quest for the real
thing.

I also would be looking for an Ampliphone tube for sale.  I have Deflection
/ HV boards but no tubes."

I can loan you my marquee and control panel.

Doesn't Richardson Electronics still sell the tubes?

I have a spare set of aluminum mounting ears for the tube, just
send a mailing adr for the stuff

--al

From spies.com!owner-vectorlist Tue Dec  9 13:25:56 1997
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Date: Tue, 9 Dec 1997 13:25:52 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist@spies.com
Subject: Re:  AstDlx vector section schematics
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CC: aek (Al Kossow)

Beat me to it again... Now that I've figured out how to generate PDF
files, I was going to convert the scans to PDF. You can ftp them to
spies, if you like.

From spies.com!owner-vectorlist Tue Dec  9 13:30:09 1997
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Date: Tue, 9 Dec 1997 13:30:01 -0800 (PST)
From: aek (Al Kossow)
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CC: aek (Al Kossow)

"Is there anyone out there willing to hook up 213 channels?
Way overkill..."

We do it all the time debugging PowerPC CPU boards....
Actually, we have special adapter PC boards made to fit
on the 40 pin HP cables.

Modern CPUs have VERY wide data paths (128bits, in our
case..)

From spies.com!owner-vectorlist Tue Dec  9 14:00:34 1997
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Message-ID: <348DBEB6.69ED@links.magenta.com>
Date: Tue, 09 Dec 1997 14:57:10 -0700
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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Subject: Re: Tempest troubleshooting
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CC: Jess Askey <jess@magenta.com>

Joel Rosenzweig wrote:
> 
> Hi guys,
> 
> My Tempest just developed a problem that I've never come across before,
> so I was hoping that somone here might have some more insight into it.
> 
> In attract mode, the "Game Over" text now appears 4 times larger than
> normal, and it shows up in the wrong location on screen.  It flits
> between where it's supposed to be up top, and the middle of the screen.
> Some of the other text, is doing this to, but I forget which phrases
> they are.  The high score table is not affected.
> 
> If I coin up the game, the game plays and displays perfectly.
> 
> Self test reveals no errors or problems.
> 
> As soon as the game goes back into attract mode, I get this crazy text
> problem.  When the machine is in self test, I also have the text problem
> with the game difficulty setting and number of ships per game.
> 
> Because the game works correctly in game mode, it seems that I can rule
> out the possibility of a faulty analog output stage.  Seems more like a
> digital problem.  As I said, everthing checks out in self test, so if
> you can believe that information, then the mathbox is OK, and the game
> code is good, and the rams are good.  Aiyee.. still seems like a ram
> problem to me, but I'd like to believe the self test knows what it's
> doing!!
> 
> Anyone have some ideas of what I might be looking for?
> 
> Thanks for any input.  I'll have to check Nick's Tempest troubleshooting
> page next, but I don't remember reading anything about this type of
> problem there, but it's been a while.
> 
> Joel-

Sounds like something with the Scaling circuitry. If the scaling is
screwed up at one particular setting (in this case the scale commonly
used by the text), then the invisible line that is drawn from the center
to the point where the text will start will also be proportionally
wrong.
  So.  If your "game over" text normally would appear like this..

         ______________________
         |                     |
         |                     |
         |                     |
         |                     |
         |                     |    "c" denotes center of screen
         |          c          |
         |                     |
         |      Game Over      |
         |                     |
         |                     |
         |                     |
         |_____________________|

Now if the problem is indeed in the Scaling circuit you would get a
screen that looked like this.

         ______________________
         |                     |
         |                     |
         |                     |
         |                     |
         |                     |    "c" denotes center of screen
         |          c          |
         |                     |
         |                     |
         |                     |
         |                     |
         | GAME OVER           |
         |_____________________|    Where the distance from "c" to the
"g" (in game over) is proportional to the size of the "game over" text.

I would check the IC at location K8 (LS175) and L8 (LS191).
 jess


-- 
Jess M. Askey            ************* My Page ***************
ESLB/The Audio Analyst   *    http://magenta.com/havoc       *    
509 S. 2nd Street Unit B **********Pins/Vids For Sale ********      
Laramie WY 82070         * http://magenta.com/havoc/game-spot *

From spies.com!owner-vectorlist Tue Dec  9 14:07:53 1997
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Message-ID: <c=US%a=_%p=DSC%l=GYPSUM-971209220749Z-10673@gypsum.dsc.com>
From: "Ozdemir, Steve" <sso@dsc.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Quantum restoration in progress (Beg, borrow, or steal post)
Date: Tue, 9 Dec 1997 14:07:49 -0800
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G'day David,

Is the Quantum cabinet similar to any other Atari XY cabinets?  I did
see one about 8 years ago, but my memory is fading.

		Steven S Ozdemir
		sso@dsc.com

>----------
>From: 	David Shoemaker (RhoTech)[SMTP:a-dashoe@microsoft.com]
>Sent: 	Tuesday, December 09, 1997 12:42 PM
>To: 	'vectorlist@goonsquad.spies.com'
>Cc: 	David Shoemaker (RhoTech)
>Subject: 	Quantum restoration in progress (Beg, borrow, or steal post)
>
>Over this past weekend I found a SF2 that just so happened to be in a
>Quantum upright cabinet.  Cost me about $100 (anyone want to buy a SF2
>board?  :)
>
>As I already have:  trackball,  wiring harness, boardset, power supply,
>monitor (WG unfortunately but better than nothing) I am now on a quest for
>three things: Marquee, control panel, monitor bezel.
>
>Anyone have and be willing to part with? 
>
>As an alternative I would like to borrow each of these for scanning with the
>hopes of doing color prints that I could use while I quest for the real
>thing.
>
>I also would be looking for an Ampliphone tube for sale.  I have Deflection
>/ HV boards but no tubes.
>
>Thanks,
>	David
>

From spies.com!owner-vectorlist Tue Dec  9 14:14:19 1997
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On Tue, 9 Dec 1997, Ozdemir, Steve wrote:

> G'day David,
> 
> Is the Quantum cabinet similar to any other Atari XY cabinets?  I did
> see one about 8 years ago, but my memory is fading.
> 

	Kinda, It may be the same overall shape, but it has art on the
front, as well as the sides.

	The control panel shape may be the same, or close to
Gravitar/Black Widow/Space Duel, but I'm not sure...Of course, it
looks much nicer and has the trakball in it....

Joe


From spies.com!owner-vectorlist Tue Dec  9 15:08:52 1997
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Date: Tue, 09 Dec 1997 17:09:29 -0600
To: vectorlist@spies.com
From: Mit_Matelske@BayNetworks.COM (Mit Matelske)
Subject: Re: PC Vector-generator card
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At 03:50 PM 12/9/97 -0500, you wrote:
>Clay Cowgill wrote:
>>
>> 
>> Hmmmm.  Well, I can put off the decision for a while.  I want to just be
>> able to generate vectors on my o'scope first. ;-)
>> 
>> -Clay
>
>A while back, I hooked up my sound card to my scope, and wrote a WIN32
>program to output vector data in packaged in sound data buffers.  It was
>actually wildly successful.  The program drew a 3D rotating cube.  
>
>I never got around to hooking up a second sound card for Z axis control,
>but it would have worked well, I'm sure.
>
>One problem I had was that sound cards are built to filter the DC
>component out of the signal, so I was unable to just draw a dot in some
>random location.  I had to make sure the signal had a large AC component
>for things to look correct.  
>
>Anyway, it was just a fun experiment.
>
>Joel-
>

No offense, but where do ya'll come up with all this free time?  If I had
time like that I probably wouldn't have a sea of broken sega vector games
in my house.  

Mit

btw : I'm not even married :)


From spies.com!owner-vectorlist Tue Dec  9 15:11:05 1997
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Date: Tue, 9 Dec 1997 15:10:54 -0800 (PST)
From: aek (Al Kossow)
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Subject: Re: PC Vector-generator card
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CC: aek (Al Kossow)

"No offense, but where do ya'll come up with all this free time?"

..he's a manager

diving under my desk to avoid the incoming.....

From spies.com!owner-vectorlist Tue Dec  9 15:15:11 1997
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From: "David Shoemaker (RhoTech)" <a-dashoe@microsoft.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Cc: aek
Subject: RE: Quantum restoration in progress (Beg, borrow, or steal post)
Date: Tue, 9 Dec 1997 15:08:20 -0800 
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Hate to do this to the list but Al what is your email address?  Its coming
through as SMTP:aek and I find it hard to believe that the net knows you on
a first name basis :)

David

> ----------
> From: 	aek[SMTP:aek]
> Reply To: 	vectorlist@spies.com
> Sent: 	Tuesday, December 09, 1997 1:24 PM
> To: 	vectorlist@spies.com
> Cc: 	aek
> Subject: 	Re:  Quantum restoration in progress (Beg, borrow, or steal
> post)
> 
> "As an alternative I would like to borrow each of these for scanning with
> the
> hopes of doing color prints that I could use while I quest for the real
> thing.
> 
> I also would be looking for an Ampliphone tube for sale.  I have
> Deflection
> / HV boards but no tubes."
> 
> I can loan you my marquee and control panel.
> 
> Doesn't Richardson Electronics still sell the tubes?
> 
> I have a spare set of aluminum mounting ears for the tube, just
> send a mailing adr for the stuff
> 
> --al
> 

From spies.com!owner-vectorlist Tue Dec  9 15:19:21 1997
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Date: Tue, 9 Dec 1997 15:20:34 -0800
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CC: Clay Cowgill <clayc@diamondmm.com>

Ok, so *where* do the Timer0, Timer1, ... Timer3 signals in the vector
generator originate in Asteroids Deluxe?  Am I missing something obvious?
Everyplace I see them it looks like it's an input.  I can't for the life of
me figure out where they come from!  *grrrrr*

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Tue Dec  9 15:22:52 1997
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CC: Clay Cowgill <clayc@diamondmm.com>

>"No offense, but where do ya'll come up with all this free time?"
>
>..he's a manager
>
>diving under my desk to avoid the incoming.....

Heyyyy...  Just wait a one second there!  No, nevermind, you're right... ;-)

Guess I deserved that for the Junior Highschool crack...

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Tue Dec  9 15:27:31 1997
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From: aek (Al Kossow)
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aek@spies.com

The problem is that the mailing list server is on the same machine
as I am, so when I send out a message, the list server isn't appending
'@spies.com' to my name, so...

From spies.com!owner-vectorlist Tue Dec  9 15:32:40 1997
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"Ok, so *where* do the Timer0, Timer1, ... Timer3 signals in the vector
generator originate in Asteroids Deluxe?"

On Asteroids, they come from bits 4-7 of the vector instruction
(DDMA4-7) and are latched at LATCH1/ time in the ls273 at F6.

Is it different on Dlx?

From spies.com!owner-vectorlist Tue Dec  9 15:40:34 1997
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Date: Tue, 9 Dec 1997 18:39:52 -0500 (EST)
From: "Christopher X. Candreva" <chris@westnet.com>
To: vectorlist@spies.com
Subject: RE: Quantum restoration in progress (Beg, borrow, or steal post)
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On Tue, 9 Dec 1997, Al Kossow wrote:

> The problem is that the mailing list server is on the same machine
> as I am, so when I send out a message, the list server isn't appending
> '@spies.com' to my name, so...

Would you considder a .sig file ?
:-)

-Chris 

==========================================================
Chris Candreva  -- chris@westnet.com -- (914) 967-7816
WestNet Internet Services of Westchester
http://www.westnet.com/


From spies.com!owner-vectorlist Tue Dec  9 15:41:43 1997
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Date: Tue, 9 Dec 1997 18:41:00 -0500 (EST)
From: "Christopher X. Candreva" <chris@westnet.com>
To: vectorlist@spies.com
Subject: Re: AstDlx vector section schematics
In-Reply-To: <v021101c6b0b36090e75e@[10.10.1.100]>
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On Tue, 9 Dec 1997, Clay Cowgill wrote:

> which are about 1.8M), so if anyone wants it maybe I'll put it on my
> webpage, or just shoot it back to Al...

Yes yes yes yes yes. Sounds like a good thing to put back up on spies

-Chris 

==========================================================
Chris Candreva  -- chris@westnet.com -- (914) 967-7816
WestNet Internet Services of Westchester
http://www.westnet.com/


From spies.com!owner-vectorlist Tue Dec  9 15:45:09 1997
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>"Ok, so *where* do the Timer0, Timer1, ... Timer3 signals in the vector
>generator originate in Asteroids Deluxe?"
>
>On Asteroids, they come from bits 4-7 of the vector instruction
>(DDMA4-7) and are latched at LATCH1/ time in the ls273 at F6.
>
>Is it different on Dlx?

Oh, sure, when you put it *that* way.

Yes, that's exactly how it is on AstDlx.  I'm just blind.

*sigh*...

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Tue Dec  9 15:45:59 1997
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Date: Tue, 9 Dec 1997 15:45:44 -0800 (PST)
From: aek (Al Kossow)
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"Yes yes yes yes yes. Sounds like a good thing to put back up on spies"

I've replaced the link to the individual 6 tiff scans with the pdf
file. The individual pages are still there, too, and you can get
to them using ftp.

From spies.com!owner-vectorlist Tue Dec  9 19:19:06 1997
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Message-ID: <348E223E.5FFC@erols.com>
Date: Tue, 09 Dec 1997 21:01:50 -0800
From: Kev <mowerman?@erols.com>
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To: vectorlist@spies.com
Subject: Re: Signature Analying (DOH!!)
References: <348C8D9A.5D9A@links.magenta.com> <348D40FE.191@erols.com> <348D7EB1.519C@links.magenta.com>
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Jess Askey wrote:

> I can try and get sigs for Williams pinball boards as well. But then
> there is that time factor again.:-0

I started on the Williams PCB but didn't get far.

I'm sorta confused about the WEB/Atari/SA thing

-are you scaning all the schematics with SA nodes

-or just documenting SA points?

The layout used in Battlezone for SA is the method I prefer as it is much easier to do a 
board by looking at chips & locations than trying to pull them from schematics.

>  Too bad I have to sleep everynight... else I could get tons of stuff
> done (and probably have a heart attack).

Yeah, don't forget X-mas, eating, family, spouses, pets, day jobs....


-- 
Kev           http://www.erols.com/mowerman  <- Coin Op Video Game site

REMOVE "?" FROM MY E-MAIL
                           Looking for any Pac Man info & a few good PCBs...



From spies.com!owner-vectorlist Tue Dec  9 19:37:20 1997
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Date: Tue, 09 Dec 1997 21:37:13 -0800
From: mayday19 <mayday19@IDT.NET>
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Subject: tempest help
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I just picked up a Tempest UR that has a small prob. I will probably want 
to sell it right away as soon as it is fixed as I already have a cabaret 
Tempest ($500+shipping, this thing is REALLY clean). I did a big trade 
and I didn't want it too much. :>

I haven't looked at it yet, but the problem is that the game powers up 
fine (monitor looks great), and you can start a game and fire and super 
zap, but the spinner will not work. The guy I got it from said if you 
start a game, remove the aux board connector and replace it, it will work 
fine for as long as the machine is turned on. I tried this a couple times 
and it worked. I've only looked at it long enough to try that so far, but 
I'd figure I'd get a second opinion on it first..any ideas?

Thanks,
Jeff
-- 
http://idt.net/~mayday19

From spies.com!owner-vectorlist Tue Dec  9 19:38:14 1997
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Date: Tue, 09 Dec 1997 21:39:29 -0800
From: mayday19 <mayday19@IDT.NET>
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Subject: Re: Quantum restoration in progress (Beg, borrow, or steal post)
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David Shoemaker (RhoTech) wrote:
> 
> Over this past weekend I found a SF2 that just so happened to be in a
> Quantum upright cabinet.  Cost me about $100 (anyone want to buy a SF2
> board?  :)
> 
> As I already have:  trackball,  wiring harness, boardset, power supply,
> monitor (WG unfortunately but better than nothing) I am now on a quest for
> three things: Marquee, control panel, monitor bezel.
> 
> Anyone have and be willing to part with?
> 
> As an alternative I would like to borrow each of these for scanning with the
> hopes of doing color prints that I could use while I quest for the real
> thing.

Bill Esquivel has a NOS Quantum overlay.. I think he wants like $600 for 
it though!

Jeff 

-- 
http://idt.net/~mayday19

From spies.com!owner-vectorlist Tue Dec  9 19:44:09 1997
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Message-ID: <348E0F4A.E6E@links.magenta.com>
Date: Tue, 09 Dec 1997 20:40:58 -0700
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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References: <348C8D9A.5D9A@links.magenta.com> <348D40FE.191@erols.com> <348D7EB1.519C@links.magenta.com> <348E223E.5FFC@erols.com>
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Kev wrote:

> I'm sorta confused about the WEB/Atari/SA thing
> 
> -are you scaning all the schematics with SA nodes
> 
> -or just documenting SA points?

What I was thinking of doing is to list the IC's by PCB reference. Sorta
like this..

Centipede:

IC A1 (74LS245)

Pin	Signature
1	38E3
2	6721
3	1234
etc..

20	4567

IC A2 (74LS374)

Pin 	Signature
1	1234
2	6789
etc.. etc.. etc..

I have to work on it a bit and figure out the best way though since some
IC require setting the CLOCK, START and STOP to different locations.

I want the manual to be very compact. My process of fixing a board would
be like this..

See if it boots (resets).
Check to see if the problem is fatal(watchdog barking)
	I have had a lot of boards like this that report a bad RAM via the test
tones. But you can replace allthe RAM you want because the actual
problem is one of the DATA buffers. The SA will solve this past problem
of mine.
See if the game will runs self test (verifies ROM and RAM).
Localize the problem to 2-6 IC's
Test those IC's with the SA.

> 
> The layout used in Battlezone for SA is the method I prefer as it is much easier to do a
> board by looking at chips & locations than trying to pull them from schematics.

Yes you are right about that, the schems can be fussy with all those
double sided pages. I will use multi columns so that everthing is
compact, the binding will allow the manual to lay flat without 'wanting'
to close
and the pages will be laminated cardstock for durability.

> 
> >  Too bad I have to sleep everynight... else I could get tons of stuff
> > done (and probably have a heart attack).
> 
> Yeah, don't forget X-mas, eating, family, spouses, pets, day jobs....

Im working on a way to completely eliminate eating! ;-)
jess
-- 
Jess M. Askey            ************* My Page ***************
ESLB/The Audio Analyst   *    http://magenta.com/havoc       *    
509 S. 2nd Street Unit B **********Pins/Vids For Sale ********      
Laramie WY 82070         * http://magenta.com/havoc/game-spot *

From spies.com!owner-vectorlist Tue Dec  9 19:48:21 1997
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Date: Tue, 09 Dec 1997 20:45:03 -0700
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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mayday19 wrote:
> 
> I just picked up a Tempest UR that has a small prob. I will probably want
> to sell it right away as soon as it is fixed as I already have a cabaret
> Tempest ($500+shipping, this thing is REALLY clean). I did a big trade
> and I didn't want it too much. :>
> 
> I haven't looked at it yet, but the problem is that the game powers up
> fine (monitor looks great), and you can start a game and fire and super
> zap, but the spinner will not work. The guy I got it from said if you
> start a game, remove the aux board connector and replace it, it will work
> fine for as long as the machine is turned on. I tried this a couple times
> and it worked. I've only looked at it long enough to try that so far, but
> I'd figure I'd get a second opinion on it first..any ideas?
> 
> Thanks,
> Jeff
> --
> http://idt.net/~mayday19

resolder all the molex pins on the AUX board just for being a nice game
owner, this probabaly won't solve the problem, but it probably needs it.
  Now, Clean all the edge connectors on the AUX PCB and make sure it
isn't a problem there. When it is not working see if you have +5V at the
encoder PCB.

  jess

PS, I did get your other emails Jeff, I have to think about the MH
problem a bit more before writing back. Nice Quantum page!
 
-- 
Jess M. Askey            ************* My Page ***************
ESLB/The Audio Analyst   *    http://magenta.com/havoc       *    
509 S. 2nd Street Unit B **********Pins/Vids For Sale ********      
Laramie WY 82070         * http://magenta.com/havoc/game-spot *

From spies.com!owner-vectorlist Tue Dec  9 19:50:46 1997
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Message-ID: <348E10D8.4971@links.magenta.com>
Date: Tue, 09 Dec 1997 20:47:36 -0700
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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Subject: Re: Quantum restoration in progress (Beg, borrow, or steal post)
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mayday19 wrote:
> 

> Bill Esquivel has a NOS Quantum overlay.. I think he wants like $600 for
> it though!

Geeeezz! That is a high price, but then again, who else has one?
Dave. you may actually HAVE to steal to afford that one. (AKA your
subject line
becomes reality!)
  jess
-- 
Jess M. Askey            ************* My Page ***************
ESLB/The Audio Analyst   *    http://magenta.com/havoc       *    
509 S. 2nd Street Unit B **********Pins/Vids For Sale ********      
Laramie WY 82070         * http://magenta.com/havoc/game-spot *

From spies.com!owner-vectorlist Tue Dec  9 20:31:54 1997
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Message-ID: <214B7591E38CCF11833400805FD4D17302A6DE1A@red-95-msg.dns.microsoft.com>
From: "David Shoemaker (RhoTech)" <a-dashoe@microsoft.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: tempest help
Date: Tue, 9 Dec 1997 20:31:11 -0800 
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CC: "David Shoemaker (RhoTech)" <a-dashoe@microsoft.com>

Go into self test and see if it reports a pokey bad.  I would suspect them.
Why it would work with a aux board reconnect is probably a reset not being
seen properly.

David

> ----------
> From: 	mayday19[SMTP:mayday19@IDT.NET]
> Reply To: 	vectorlist@spies.com
> Sent: 	Tuesday, December 09, 1997 9:37 PM
> To: 	vectorlist@spies.com
> Cc: 	mayday19
> Subject: 	tempest help
> 
> I just picked up a Tempest UR that has a small prob. I will probably want 
> to sell it right away as soon as it is fixed as I already have a cabaret 
> Tempest ($500+shipping, this thing is REALLY clean). I did a big trade 
> and I didn't want it too much. :>
> 
> I haven't looked at it yet, but the problem is that the game powers up 
> fine (monitor looks great), and you can start a game and fire and super 
> zap, but the spinner will not work. The guy I got it from said if you 
> start a game, remove the aux board connector and replace it, it will work 
> fine for as long as the machine is turned on. I tried this a couple times 
> and it worked. I've only looked at it long enough to try that so far, but 
> I'd figure I'd get a second opinion on it first..any ideas?
> 
> Thanks,
> Jeff
> -- 
> http://idt.net/~mayday19
> 

From spies.com!owner-vectorlist Tue Dec  9 21:46:33 1997
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Date: Tue, 09 Dec 1997 21:52:45 -0800
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CC: "Warren 'Llama' Ernst" <warren@techie.com>

>I just picked up a Tempest UR that has a small prob. I will probably want 
>to sell it right away as soon as it is fixed as I already have a cabaret 
>Tempest ($500+shipping, this thing is REALLY clean). I did a big trade 
>and I didn't want it too much. :>
>
>I haven't looked at it yet, but the problem is that the game powers up 
>fine (monitor looks great), and you can start a game and fire and super 
>zap, but the spinner will not work. The guy I got it from said if you 
>start a game, remove the aux board connector and replace it, it will work 
>fine for as long as the machine is turned on. I tried this a couple times 
>and it worked. I've only looked at it long enough to try that so far, but 
>I'd figure I'd get a second opinion on it first..any ideas?

Jeff,

Those pins that the connector cable plugs into are loose - the solder that
holds the pins to the board are cracked with age and use. Reflow the solder
around the pins on both boards, and that should take care of it. I would do
the job right and remove the old solder completely and resolder the pins,
but if you are in a hurry...

Virtually,
Warr

------------------------------+----------------------------------------
Reviewer, "Windows Magazine"  |   Warren Ernst  -  warren@techie.com
Author, "Using Netscape"      |      http://www.cris.com/~wernst/
"Internet 1997 Unleashed" (c) | Computer Journalist, Consultant, Author
"Netscape 3 Unleashed"(contr) |          Graphic Artist, Nerd
"Presenting ActiveX"          |
Que and Sams.Net Publishing   |  "If it ain't broke, don't break it."
------------------------------+----------------------------------------

From spies.com!owner-vectorlist Tue Dec  9 22:13:47 1997
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Date: Tue, 9 Dec 1997 22:13:37 -0800 (PST)
From: aek (Al Kossow)
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Bad POKEY?

From spies.com!owner-vectorlist Tue Dec  9 22:42:19 1997
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From: woodcock@dfwmm.net (Gregg Woodcock)
Subject: Re: Who wants ampliphone flybacks ?
Cc: zonn@zonn.com (Zonn)
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At 14:47 12/8/97, Zonn wrote:

>I have no idea how one winds an transformer for resonance.  My guess is that
>alone, a coil without a capacitor is not going to resonate, it probably needs
>that "magneto resonato coilo thingo" to be in tune with the HV
>transformer.  The
>offshore company must somehow take this into account.

I, along with lots of people on the list, have a few already pulled and
known dead Amplifone transformers that could be supplied for disection and
analysis...



From spies.com!owner-vectorlist Tue Dec  9 23:28:32 1997
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Message-ID: <348E4453.8A11F14B@istar.com>
Date: Tue, 09 Dec 1997 23:27:15 -0800
From: John Robertson <pinball@istar.com>
Organization: John's Jukes Ltd.
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CC: John Robertson <pinball@istar.com>

Hi, all!
I seem to recall that you can use a 19VLUP22 tube for the Ampliphone
monitor, you just need to remove the plastic end cap on the pins and
replace it with the one from the dud tube...
I can look this up if no-one can confirm this...
John :-#)#

Al Kossow wrote:
> 
> "As an alternative I would like to borrow each of these for scanning with the
> hopes of doing color prints that I could use while I quest for the real
> thing.
> 
> I also would be looking for an Ampliphone tube for sale.  I have Deflection
> / HV boards but no tubes."
> 
> I can loan you my marquee and control panel.
> 
> Doesn't Richardson Electronics still sell the tubes?
> 
> I have a spare set of aluminum mounting ears for the tube, just
> send a mailing adr for the stuff
> 
> --al

-- 
 John's Jukes Ltd. 2343 Main St., Vancouver, BC, Canada V5T 3C9     
 Call (604)872-5757 or Fax 872-2010 (Pinballs, Jukes, Video Games)  
 mailto:jrr@flippers.com, web page http://www.flippers.com      
        "Old pinballers never die, they just flip out."

From spies.com!owner-vectorlist Tue Dec  9 23:52:02 1997
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Message-ID: <348E48CB.50499418@telis.org>
Date: Tue, 09 Dec 1997 23:46:19 -0800
From: Bill Esquivel <mrbill2@telis.org>
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Subject: Re: Quantum restoration in progress (Beg, borrow, or steal post)
References: <214B7591E38CCF11833400805FD4D17302A6DE0C@red-95-msg.dns.microsoft.com> <348E2B11.11A@mail.idt.net> <348E10D8.4971@links.magenta.com>
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CC: Bill Esquivel <mrbill2@telis.org>

Now before I get labeled as a real dork, have to set the facts for this
one.... It all  comes back to Gaymond "I will sell any game for a fortune"
lee.  He bought the quantum cabinet and wanted the overlay. I did not want to
sell it. I did offer a trade to him. I offered him a nice tapper and the
overlay for 1 of his 3 full color tappers..

well, if you have never deal with gaymond, its like pulling teeth. Eventually
he tries to turn this into a "I want to buy this for myself and never sell it"
and  then a " I would really rather pay cash than trade away 1 of my 3 games"
sort of deal. So that is where the $600 figure came. It was enough cash that
gaymond would not pay and get him back to thinking about selling tappers for
$1k instead of quantums for $2k...

Once gaymond decided he was not going to sucker me into giving the overlay
away, he traded the quantum to someone for a zookeeper and some other
desirable game.  (not to bring up the subject of busting deals, we had agreed
to meet on this deal.  All that was left was establishing the condition of his
and my cabinet. Hmm maybe I should flame him...... ;->  )

So back to the facts. My intention was never to sell the overlay. I would
consider trading it. An ideal situation would be my finding a converted
quantum so I could use the NOS overlay and keep it. (MY quantum has a nice
overlay, but it has some edge cracking). Later, Bill


Jess Askey wrote:

> mayday19 wrote:
> >
>
> > Bill Esquivel has a NOS Quantum overlay.. I think he wants like $600 for
> > it though!
>
> Geeeezz! That is a high price, but then again, who else has one?
> Dave. you may actually HAVE to steal to afford that one. (AKA your
> subject line
> becomes reality!)
>   jess
> --
> Jess M. Askey            ************* My Page ***************
> ESLB/The Audio Analyst   *    http://magenta.com/havoc       *
> 509 S. 2nd Street Unit B **********Pins/Vids For Sale ********
> Laramie WY 82070         * http://magenta.com/havoc/game-spot *




From spies.com!owner-vectorlist Wed Dec 10 04:31:51 1997
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Date: Wed, 10 Dec 1997 06:30:30 -0600
From: RWood54741@worldnet.att.net
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I have a Quantum marquee. I bought it from an ad
in Gameroom magazine. Payed $60 for it and you can
have it for that if you want it.  It has some
flaking. I will try to find it and will scan it so
you can see the condition if you are interested. Let
me know.

Bob Wood
<rwood54741@worldnet.att.net>

David Shoemaker (RhoTech) wrote:
> 
> Over this past weekend I found a SF2 that just so happened to be in a
> Quantum upright cabinet.  Cost me about $100 (anyone want to buy a SF2
> board?  :)
> 
> As I already have:  trackball,  wiring harness, boardset, power supply,
> monitor (WG unfortunately but better than nothing) I am now on a quest for
> three things: Marquee, control panel, monitor bezel.
> 
> Anyone have and be willing to part with?
> 
> As an alternative I would like to borrow each of these for scanning with the
> hopes of doing color prints that I could use while I quest for the real
> thing.
> 
> I also would be looking for an Ampliphone tube for sale.  I have Deflection
> / HV boards but no tubes.
> 
> Thanks,
>         David


From spies.com!owner-vectorlist Wed Dec 10 05:22:24 1997
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From: dpage@se.mediaone.net
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Subject: Re: Who wants ampliphone flybacks ?
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Well so far total interest is about the same .About 25 flybacks from 
each group, ampliphone, well gardner. Are requested. This is not even 
close to what I thought the demand would be.It's not even worth the 
trouble unless I can get 75 commited to. I don't want to be stuck 
with 75 of them , selling them off over a few years. 
Well I do know that there is someone else doing the same thing so I 
may wait until the have tested thier proto types. And yes they have 
had the proto's for at least 3 weeks not. Please don't ask me there 
name, I don't believe they want the info released yet. 
But I will keep you informed. 

Dave

From spies.com!owner-vectorlist Wed Dec 10 06:41:36 1997
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Date: Wed, 10 Dec 1997 09:44:27 -0500
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From: "Christopher V. Moore" <cmoore@heartlab.heartlab.com>
Subject: Re:  Quantum restoration in progress (Beg, borrow, or steal
  post)
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CC: "Christopher V. Moore" <cmoore@heartlab.heartlab.com>

At 01:24 PM 12/9/97 -0800, you wrote:
>"As an alternative I would like to borrow each of these for scanning with the
>hopes of doing color prints that I could use while I quest for the real
>thing.
>
>I also would be looking for an Ampliphone tube for sale.  I have Deflection
>/ HV boards but no tubes."
>
>I can loan you my marquee and control panel.
>
>Doesn't Richardson Electronics still sell the tubes?
>
>I have a spare set of aluminum mounting ears for the tube, just
>send a mailing adr for the stuff
>
>--al
>
>
I know you're looking for Amplifone tubes, but I just ordered two 19VLUP22
tubes from Richardson about 10 days ago.  They said they didn't have any
in stock and that the lead time was 2 weeks.  They were still $165 each.
--
Christopher V. Moore -- Principal Engineer
Heartlab, Inc. - 101 Airport Rd - Westerly, RI 02891
Phone: (401) 596-0592 - Fax: (401) 596-8562 - Email: cmoore@heartlab.com


From spies.com!owner-vectorlist Wed Dec 10 06:46:04 1997
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From: Ray Ghanbari <ray@mayo.edu>
Date: Wed, 10 Dec 97 08:42:39 -0600
To: vectorlist@spies.com
Subject: Re: tempest help
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CC: Ray Ghanbari <ray@mayo.edu>

You wrote:
> Bad POKEY?

I'll echo this.  I've had several Tempests (Tempi?) that reported no problems  
in self test but worked great when the pokey was replaced.

Ray


From spies.com!owner-vectorlist Wed Dec 10 06:56:44 1997
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Date: Wed, 10 Dec 1997 10:04:26 -0500
From: Joel Rosenzweig <joel-r@an.hp.com>
Organization: Hewlett-Packard Medical Products Group
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John Robertson wrote:
> 
> Hi, all!
> I seem to recall that you can use a 19VLUP22 tube for the Ampliphone
> monitor, you just need to remove the plastic end cap on the pins and
> replace it with the one from the dud tube...
> I can look this up if no-one can confirm this...
> John :-#)#
>

Yes, you can do this.  This is the WG tube, which has the same pinout as
the 19VLTP22 found in the Amplifone.  

Joel-

From spies.com!owner-vectorlist Wed Dec 10 07:00:47 1997
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Date: Wed, 10 Dec 1997 10:08:33 -0500
From: Joel Rosenzweig <joel-r@an.hp.com>
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CC: Joel Rosenzweig <joel-r@an.hp.com>

Christopher V. Moore wrote:
> 
> At 01:24 PM 12/9/97 -0800, you wrote:
> >"As an alternative I would like to borrow each of these for scanning with the
> >hopes of doing color prints that I could use while I quest for the real
> >thing.
> >
> >I also would be looking for an Ampliphone tube for sale.  I have Deflection
> >/ HV boards but no tubes."
> >
> >I can loan you my marquee and control panel.
> >
> >Doesn't Richardson Electronics still sell the tubes?
> >
> >I have a spare set of aluminum mounting ears for the tube, just
> >send a mailing adr for the stuff
> >
> >--al
> >
> >
> I know you're looking for Amplifone tubes, but I just ordered two 19VLUP22
> tubes from Richardson about 10 days ago.  They said they didn't have any
> in stock and that the lead time was 2 weeks.  They were still $165 each.

Don't forget that you still need the deflection yoke and the magnetic
ring assembly to actually use one of these tubes.  

BTW, if anyone has a yoke assembly (from either Amplifone or WG) for
sale, I'm interested.

Joel-

From spies.com!owner-vectorlist Wed Dec 10 08:16:32 1997
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Message-ID: <348EBF90.61A@links.magenta.com>
Date: Wed, 10 Dec 1997 09:13:04 -0700
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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Subject: Re: Quantum restoration in progress (Beg, borrow, or steal post)
References: <214B7591E38CCF11833400805FD4D17302A6DE0C@red-95-msg.dns.microsoft.com> <348E2B11.11A@mail.idt.net> <348E10D8.4971@links.magenta.com> <348E48CB.50499418@telis.org>
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CC: Jess Askey <jess@magenta.com>

Bill Esquivel wrote:
> 
> So back to the facts. My intention was never to sell the overlay. I would
> consider trading it. An ideal situation would be my finding a converted
> quantum so I could use the NOS overlay and keep it. (MY quantum has a nice
> overlay, but it has some edge cracking). Later, Bill
> 
I definitely didn't mean that post to come across as a 'flame'. I guess
I forgot to
add the ;-)'s (wink, wink, know watta mean, know whatta mean) to the
message tho'.
Im actually sure that someone would pay ALOT of money for that overlay,
until Herb Siver's 
makes repros that is (DOH!) ;-)
  jess
-- 
Jess M. Askey            ************* My Page ***************
ESLB/The Audio Analyst   *    http://magenta.com/havoc       *    
509 S. 2nd Street Unit B **********Pins/Vids For Sale ********      
Laramie WY 82070         * http://magenta.com/havoc/game-spot *

From spies.com!owner-vectorlist Wed Dec 10 08:22:56 1997
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Date: Wed, 10 Dec 1997 09:19:54 -0700
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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Subject: Re: tempest help
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Ray Ghanbari wrote:
> 
> You wrote:
> > Bad POKEY?
> 
> I'll echo this.  I've had several Tempests (Tempi?) that reported no problems
> in self test but worked great when the pokey was replaced.
> 
> Ray

Atari has an interesting way of testing whether a pokey is bad and
truthfully it is pretty meaningless. The method they use is to read 
data from the RANDOM number generator on the POKEY, then they wait a few
cycles and read another RANDOM number from it. If the numbers are the
same, then the POKEY is tagged as being bad. Doesn't tell much about
the  Switch inputs, serial communication or the A/D converters working,
much less the sound. 
  So, yes. You are correct about POKEY's being easily shown as good in
the self test but actually not working correctly.
-- 
Jess M. Askey            ************* My Page ***************
ESLB/The Audio Analyst   *    http://magenta.com/havoc       *    
509 S. 2nd Street Unit B **********Pins/Vids For Sale ********      
Laramie WY 82070         * http://magenta.com/havoc/game-spot *

From spies.com!owner-vectorlist Wed Dec 10 08:34:41 1997
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Message-ID: <c=US%a=_%p=DSC%l=GYPSUM-971210163437Z-11366@gypsum.dsc.com>
From: "Ozdemir, Steve" <sso@dsc.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: tempest help
Date: Wed, 10 Dec 1997 08:34:37 -0800
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G'day folks,

Along similar lines, I have some bad Tempest spinners.  I'm assuming
that the LED that shines through the wheel has gone bad.  Does anyone
know of a replacement part (or better yet a number that I could bring to
my electronic's parts store)?  Thanks!

		Steven S Ozdemir
		sso@dsc.com

>----------
>From: 	mayday19[SMTP:mayday19@IDT.NET]
>Sent: 	Tuesday, December 09, 1997 9:37 PM
>To: 	vectorlist@spies.com
>Cc: 	mayday19
>Subject: 	tempest help
>
>I just picked up a Tempest UR that has a small prob. I will probably want 
>to sell it right away as soon as it is fixed as I already have a cabaret 
>Tempest ($500+shipping, this thing is REALLY clean). I did a big trade 
>and I didn't want it too much. :>
>
>I haven't looked at it yet, but the problem is that the game powers up 
>fine (monitor looks great), and you can start a game and fire and super 
>zap, but the spinner will not work. The guy I got it from said if you 
>start a game, remove the aux board connector and replace it, it will work 
>fine for as long as the machine is turned on. I tried this a couple times 
>and it worked. I've only looked at it long enough to try that so far, but 
>I'd figure I'd get a second opinion on it first..any ideas?
>
>Thanks,
>Jeff
>-- 
>http://idt.net/~mayday19
>

From spies.com!owner-vectorlist Wed Dec 10 09:02:47 1997
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From: Jess Askey <jess@magenta.com>
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Ozdemir, Steve wrote:
> 
> G'day folks,
> 
> Along similar lines, I have some bad Tempest spinners.  I'm assuming
> that the LED that shines through the wheel has gone bad.  Does anyone
> know of a replacement part (or better yet a number that I could bring to
> my electronic's parts store)?  Thanks!

Most likely the detector is the bad part and not the LED (unless someone
plugged it in backwards).
Blow them out with a big air compressor first to be sure that dirt is
not the culprit (don't use 
canned air, get something powerful)
  jess
-- 
Jess M. Askey            ************* My Page ***************
ESLB/The Audio Analyst   *    http://magenta.com/havoc       *    
509 S. 2nd Street Unit B **********Pins/Vids For Sale ********      
Laramie WY 82070         * http://magenta.com/havoc/game-spot *

From spies.com!owner-vectorlist Wed Dec 10 09:12:27 1997
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"Most likely the detector is the bad part and not the LED (unless someone
plugged it in backwards)."

Doesn't Radio Shack sell a little piece of translucent stuff that
shifts the IR into the visible spectrum so you can see it? I seem
to remember a friend of mine that does a lot of IR work having one..
That would be one way to tell if it was a bad LED

From spies.com!owner-vectorlist Wed Dec 10 09:23:28 1997
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From: Ray Ghanbari <ray@mayo.edu>
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Subject: Re: tempest help
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You wrote:
> Along similar lines, I have some bad Tempest spinners.  I'm assuming
> that the LED that shines through the wheel has gone bad.  Does anyone
> know of a replacement part (or better yet a number that I could bring to
> my electronic's parts store)?  Thanks!

Try cleaning them first steve.  Nice Q tip with some mild cleaning solution.

I think Rick uses some random part from the All Electronics catalog.  Shape  
isn't identical, but it gets the job done.  I think I ordered a sampling of  
what they had.  You may want to give him a ping for particulars.

Ray


From spies.com!owner-vectorlist Wed Dec 10 10:13:50 1997
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Date: Wed, 10 Dec 1997 10:14:52 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Monitor CRT naming/specs?
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>Yes, you can do this.  This is the WG tube, which has the same pinout as
>the 19VLTP22 found in the Amplifone.

Do any of you know the real story behind CRT "naming"?  I seem to recall
reading something about it in a "repairing computer monitors" book or some
such...

When you look at the two we most recently discussed:

19VLUP22
19VLTP22

Clearly there's not a big difference part-number wise!   I think it's safe
to say that the first number (19) is the diagonal measure of the screen.
I'm pretty sure that "P22" is the phosphor-type.  Anyone know what the VLx
might be?

On a similar note-- anyone know how you find out ratings like screen
voltage, focus voltage, heater voltage, color gun drive parameters?  I
imagine that there's some big cross-reference book for CRT's but I've never
seen or heard a name of one.  Even stuff like pin-outs for particular
tubes-- you'd think that those Sencore "CRT rejuvinators" would have to
have something like that.

(I'm still thinking it would be neat to try to hand-wind a yoke for a big
(31"?) CRT and try to make a huge Vector monitor, but I need to know how to
driver the color guns and stuff like that... ;-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Wed Dec 10 10:22:11 1997
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From: jeffh@diac.com (Jeff Hendrix)
Subject: Quantum Overlay
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Hey Bill,
   Is there anyway you can scan that thing in so we at least have it in
digital form. That way somebody could alway reproduce them in the future.

>Now before I get labeled as a real dork, have to set the facts for this
>one.... It all  comes back to Gaymond "I will sell any game for a fortune"
>lee.  He bought the quantum cabinet and wanted the overlay. I did not want to
>sell it. I did offer a trade to him. I offered him a nice tapper and the
>overlay for 1 of his 3 full color tappers..
>
>well, if you have never deal with gaymond, its like pulling teeth. Eventually
>he tries to turn this into a "I want to buy this for myself and never sell it"
>and  then a " I would really rather pay cash than trade away 1 of my 3 games"
>sort of deal. So that is where the $600 figure came. It was enough cash that
>gaymond would not pay and get him back to thinking about selling tappers for
>$1k instead of quantums for $2k...
>
>Once gaymond decided he was not going to sucker me into giving the overlay
>away, he traded the quantum to someone for a zookeeper and some other
>desirable game.  (not to bring up the subject of busting deals, we had agreed
>to meet on this deal.  All that was left was establishing the condition of his
>and my cabinet. Hmm maybe I should flame him...... ;->  )
>
>So back to the facts. My intention was never to sell the overlay. I would
>consider trading it. An ideal situation would be my finding a converted
>quantum so I could use the NOS overlay and keep it. (MY quantum has a nice
>overlay, but it has some edge cracking). Later, Bill
>
>
>Jess Askey wrote:
>
>> mayday19 wrote:
>> >
>>
>> > Bill Esquivel has a NOS Quantum overlay.. I think he wants like $600 for
>> > it though!
>>
>> Geeeezz! That is a high price, but then again, who else has one?
>> Dave. you may actually HAVE to steal to afford that one. (AKA your
>> subject line
>> becomes reality!)
>>   jess
>> --
>> Jess M. Askey            ************* My Page ***************
>> ESLB/The Audio Analyst   *    http://magenta.com/havoc       *
>> 509 S. 2nd Street Unit B **********Pins/Vids For Sale ********
>> Laramie WY 82070         * http://magenta.com/havoc/game-spot *

jeffh@diac.com

Buy/Sell/Trade classic video arcade games.
www.diac.com/~jeffh/



From spies.com!owner-vectorlist Wed Dec 10 10:22:43 1997
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"(I'm still thinking it would be neat to try to hand-wind a yoke for a big
(31"?) CRT and try to make a huge Vector monitor, but I need to know how to
driver the color guns and stuff like that... ;-)"

well, I'd like to see a yoke for a .31 or better dot pitch 13 or 15 inch
monitor. they're gotta be someone that will custom wind a deflection yoke..

driving the guns isn't a big deal once you decide on the tube type, and
the required screen and focus voltages.

I used to know the CRT stuff back in the 70s when I worked at a TV
repair shop. The general form is <size> <pinout/gun config> <phosphor>

From spies.com!owner-vectorlist Wed Dec 10 10:28:05 1997
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"Hey Bill,
   Is there anyway you can scan that thing in so we at least have it in
digital form. That way somebody could alway reproduce them in the future.
"

It would be a really nice thing to do, if you could to that...
Wasn't someone on RGVAC talking about having some repros made
for other things?

If you do scan it in, make sure it is REALLY high resolution
and 24 bits or better of color.

From spies.com!owner-vectorlist Wed Dec 10 10:41:44 1997
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>well, I'd like to see a yoke for a .31 or better dot pitch 13 or 15 inch
>monitor. they're gotta be someone that will custom wind a deflection yoke..

Hey, that's a good idea.  I have a couple of really nice Sony
fixed-frequency 16" monitors that would be interesting to try.  (Be curious
to see how the invar shadow mask looks with vertical lines... ;-)

I've almost convinced myself that I can hand-wind a yoke without too much
pain and/or suffering.  I won't expect "perfection" on the first try, but
if I get it to work *at-all* I'd be pretty jazzed.  The wire used in
WG/Amplifone yokes looks plenty big enough to count turns and determine the
basic pattern...  Some quick tests on an inductor tester should reveal if
it's close enough to try...

I bought a WG tube with yoke from Video Connection for $50 to take-apart
and experiment with, so I'll report any good findings.  I also have that
bizarro 13" vector monitor that's driven off the STK0050 audio-amps to look
at.  (It used very-fine voice-coil type wire from what I remember
though...)

>driving the guns isn't a big deal once you decide on the tube type, and
>the required screen and focus voltages.

OK, provided you have a clue about what they should be. ;-)  I'm working
 from the scenario of buying a nice, new, flat-screen, dark-phosphor
("Super-black" type) tube and hacking it into existing HV and deflection
systems...

>I used to know the CRT stuff back in the 70s when I worked at a TV
>repair shop. The general form is <size> <pinout/gun config> <phosphor>

Hey, that's a good idea.  One of our engineers used to be a TV repair-guy.
Time to go interrogate him!  :-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Wed Dec 10 11:02:12 1997
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From: Ray Ghanbari <ray@mayo.edu>
Date: Wed, 10 Dec 97 12:46:36 -0600
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You wrote:
> If you do scan it in, make sure it is REALLY high resolution
> and 24 bits or better of color.


and also make sure to color correct the scan, or to simultaneous scan in some  
representative Pantone colors so things can be corrected later.  As a color  
blind person, my fear of crapping colors on scans is one of the reasons I avoid  
this stuff ;-)

Ray


From spies.com!owner-vectorlist Wed Dec 10 11:05:08 1997
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>It would be a really nice thing to do, if you could to that...
>Wasn't someone on RGVAC talking about having some repros made
>for other things?
>
>If you do scan it in, make sure it is REALLY high resolution
>and 24 bits or better of color.

Travis Haagen was going to do some of that stuff a while back.  I don't
know how far he got.  (He's still in school so he varies between having no
time at all and tons of free time.)

The thing to do would probably be to have it run over a drum-scanner at at
least 4800 lines per inch.  11,000 lpi would be better and probably be such
total overkill that it'd work for most anything in the future.  (Scanned at
11K and printed at 300 dpi you could make a 75 foot billboard out of your
marquee... ;-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Wed Dec 10 11:30:18 1997
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From: Chris Cope <chrisc@dimensional.com>
Message-Id: <199712101929.MAA17372@flatland.dimensional.com>
Subject: Re: Quantum Overlay
To: vectorlist@spies.com
Date: Wed, 10 Dec 1997 12:29:27 -0700 (MST)
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> 
> Hey Bill,
>    Is there anyway you can scan that thing in so we at least have it in
> digital form. That way somebody could alway reproduce them in the future.
> 

Hey now, aren't you far too busy on Tapper cocktail underlays for this
sort of thing ?

Chris Cope


From spies.com!owner-vectorlist Wed Dec 10 11:51:21 1997
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I brought the Tempest in from the cold (that is why I didn't want to look 
at it before :) turned it on, started a game, and reconnected the aux 
board connector. When I played a game about half the sound effects were 
missing. That made it a little obvious..  put it into selftest and sure 
enough there was a "P" on the screen..

It works fine now, but now I have a SW board with only 3 POKEYs.  :>

That reonnecting the aux board thing should be in a Tempest rapair faq or 
something. Otherwise the machine wouldn't go into self test because you 
couldn't select 'self test' from the menu unless you spin the spiner.

Why would it work fine after doing that? The sound effects were still 
missing but at least the spinner would work... I guess a data line was 
stuck because the POKEY was broke and doing that just unstuck it?

Jeff

-- 
http://idt.net/~mayday19

From spies.com!owner-vectorlist Wed Dec 10 15:16:04 1997
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Subject: Sega multigame...
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I just posted the sega multigame "availability" announcement to RGVAM.  The
price to the "civilians" is $95 without shipping.  As long as you responded
earlier to me on this list saying you wanted one, the "vectorlist" price is
still $75...

I should be mailing the first kits early next week.  The instructions for
the vectorlist will probably be terse since I think you're all able to
handle it that way. :-)  (Hell, I can explain the instructions right here--
Remove EPROM card from cardcage.  Remove CPU card.  Replace security chip
with "security plug".  Replace PROM at U15? with replacement PROM.  Remove
Z-80 and plug into daughtercard, plug daughtercard into Z-80 socket.
Replace CPU card.  Done!)

(Took about 5 minutes including 2 minutes of fighting with a stuck EPROM card.)

Just FYI-- I'm getting checks trickling in now from people on the list.
I'm going to fill the orders for people that can burn their own 27C040's
first.  That's just-in-case it turns out that there's a bug fix needed for
Tac/Scan...

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Wed Dec 10 17:54:59 1997
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Date: Wed, 10 Dec 1997 18:50:48 -0700
From: John Butler <johnbutler@ibm.net>
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Subject: Data I/O Programmer
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I went to a HAM fest this weekend and picked up a Data I/O Chip Lab programmer for
$50.  I got the software and the programmer but no instruction manual.  I have
never actually programmed an EPROM before, and I am looking for a good source of
information.  I am a computer technician and instructor by trade so I think if I am
given some direction as to tips and tricks I should be OK.  Does anyone know of
such a site, or better yet if someone has a manual that they could copy I would
appreciate it.

Thanks,

John
--
John Butler
Mesa, AZ
Collector of Classic Arcade Games and Pinball Machines



From spies.com!owner-vectorlist Thu Dec 11 06:29:42 1997
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From: schieve@lucent.com (Richard L Schieve)
Date: Thu, 11 Dec 1997 08:28:33 -0600
Message-Id: <199712111428.IAA29401@ihgp3.ih.lucent.com>
Original-From: rls@ihgp.ih.lucent.com (Richard L Schieve)
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I'm not sure if I can just send to the list like this as an address
but I wanted to give people first shot at this.  I just picked up
some Sega card cages mostly populated with Star Trek and Space
Oddessy boards.  I know there is a shortage of the actual cages
themselves and I'm offering empty cages for $50 each.  Get back to
me with the street address to send them to if you are interested.
Figure $5 for shipping.


                            Rick Schieve
                         schieve@lucent.com


From spies.com!owner-vectorlist Thu Dec 11 11:17:39 1997
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From: Danger wil <Dangerwil@aol.com>
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Date: Thu, 11 Dec 1997 14:08:54 EST
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In a message dated 97-12-11 12:29:04 EST, you write:

>  $50 each.  Get back to
>  me with the street address to send them to if you are interested.
>  Figure $5 for shipping.
>  


Good Lord that's a lot of money!!!

From spies.com!owner-vectorlist Thu Dec 11 13:40:44 1997
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Message-Id: <34905F89.7C7B@an.hp.com>
Date: Thu, 11 Dec 1997 16:47:53 -0500
From: Joel Rosenzweig <joel-r@an.hp.com>
Organization: Hewlett-Packard Medical Products Group
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Subject: Re: Tempest troubleshooting
References: <v021101c6b0b36090e75e@[10.10.1.100]> <348DB6ED.5880@an.hp.com> <348DBEB6.69ED@links.magenta.com>
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CC: Joel Rosenzweig <joel-r@an.hp.com>

Hi Jess,

Thanks for the reply.

I ended up pulling out the boards, then reseating the proms on the
mathbox.  I plugged it back in, and the game works.  For now.  I didn't
run it long enough to see if that was a 'permanent' solution or not.  

If the problem comes back, I'll check into the information you gave me
below.  

Thanks!
Joel-



Jess Askey wrote:
> 
> Joel Rosenzweig wrote:
> >
> > Hi guys,
> >
> > My Tempest just developed a problem that I've never come across before,
> > so I was hoping that somone here might have some more insight into it.
> >
> > In attract mode, the "Game Over" text now appears 4 times larger than
> > normal, and it shows up in the wrong location on screen.  It flits
> > between where it's supposed to be up top, and the middle of the screen.
> > Some of the other text, is doing this to, but I forget which phrases
> > they are.  The high score table is not affected.
> >
> > If I coin up the game, the game plays and displays perfectly.
> >
> > Self test reveals no errors or problems.
> >
> > As soon as the game goes back into attract mode, I get this crazy text
> > problem.  When the machine is in self test, I also have the text problem
> > with the game difficulty setting and number of ships per game.
> >
> > Because the game works correctly in game mode, it seems that I can rule
> > out the possibility of a faulty analog output stage.  Seems more like a
> > digital problem.  As I said, everthing checks out in self test, so if
> > you can believe that information, then the mathbox is OK, and the game
> > code is good, and the rams are good.  Aiyee.. still seems like a ram
> > problem to me, but I'd like to believe the self test knows what it's
> > doing!!
> >
> > Anyone have some ideas of what I might be looking for?
> >
> > Thanks for any input.  I'll have to check Nick's Tempest troubleshooting
> > page next, but I don't remember reading anything about this type of
> > problem there, but it's been a while.
> >
> > Joel-
> 
> Sounds like something with the Scaling circuitry. If the scaling is
> screwed up at one particular setting (in this case the scale commonly
> used by the text), then the invisible line that is drawn from the center
> to the point where the text will start will also be proportionally
> wrong.
>   So.  If your "game over" text normally would appear like this..
> 
>          ______________________
>          |                     |
>          |                     |
>          |                     |
>          |                     |
>          |                     |    "c" denotes center of screen
>          |          c          |
>          |                     |
>          |      Game Over      |
>          |                     |
>          |                     |
>          |                     |
>          |_____________________|
> 
> Now if the problem is indeed in the Scaling circuit you would get a
> screen that looked like this.
> 
>          ______________________
>          |                     |
>          |                     |
>          |                     |
>          |                     |
>          |                     |    "c" denotes center of screen
>          |          c          |
>          |                     |
>          |                     |
>          |                     |
>          |                     |
>          | GAME OVER           |
>          |_____________________|    Where the distance from "c" to the
> "g" (in game over) is proportional to the size of the "game over" text.
> 
> I would check the IC at location K8 (LS175) and L8 (LS191).
>  jess
> 
> --
> Jess M. Askey            ************* My Page ***************
> ESLB/The Audio Analyst   *    http://magenta.com/havoc       *
> 509 S. 2nd Street Unit B **********Pins/Vids For Sale ********
> Laramie WY 82070         * http://magenta.com/havoc/game-spot *

From spies.com!owner-vectorlist Thu Dec 11 18:09:16 1997
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Date: Thu, 11 Dec 1997 18:01:20 -0800
To: vectorlist@spies.com
From: Scott Swazey <sswazey@qualcomm.com>
Subject: RE: tempest help
Cc: "Ozdemir, Steve" <sso@dsc.com>
In-Reply-To: <c=US%a=_%p=DSC%l=GYPSUM-971210163437Z-11366@gypsum.dsc.com
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Steve,
	You might want to try replacing the POKEY chip that is connected to the
spinner signals.  The tempest I bought had what looked like a bad spinner.
It turned out to be a bad pokey chip.

-Scott



At 08:34 AM 12/10/97 -0800, Ozdemir, Steve wrote:
>G'day folks,
>
>Along similar lines, I have some bad Tempest spinners.  I'm assuming
>that the LED that shines through the wheel has gone bad.  Does anyone
>know of a replacement part (or better yet a number that I could bring to
>my electronic's parts store)?  Thanks!
>
>		Steven S Ozdemir
>		sso@dsc.com
>
>>----------
>>From: 	mayday19[SMTP:mayday19@IDT.NET]
>>Sent: 	Tuesday, December 09, 1997 9:37 PM
>>To: 	vectorlist@spies.com
>>Cc: 	mayday19
>>Subject: 	tempest help
>>
>>I just picked up a Tempest UR that has a small prob. I will probably want 
>>to sell it right away as soon as it is fixed as I already have a cabaret 
>>Tempest ($500+shipping, this thing is REALLY clean). I did a big trade 
>>and I didn't want it too much. :>
>>
>>I haven't looked at it yet, but the problem is that the game powers up 
>>fine (monitor looks great), and you can start a game and fire and super 
>>zap, but the spinner will not work. The guy I got it from said if you 
>>start a game, remove the aux board connector and replace it, it will work 
>>fine for as long as the machine is turned on. I tried this a couple times 
>>and it worked. I've only looked at it long enough to try that so far, but 
>>I'd figure I'd get a second opinion on it first..any ideas?
>>
>>Thanks,
>>Jeff
>>-- 
>>http://idt.net/~mayday19
>>
>
>
Scott Swazey                QUALCOMM Incorporated Work: (619) 657-2419
mailto:sswazey@qualcomm.com V-209H                Pager:(619) 683-5210

From spies.com!owner-vectorlist Thu Dec 11 19:29:21 1997
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From: Scott Swazey <sswazey@qualcomm.com>
Subject: re: tempest help
Cc: "ozdemir, steve" <sso@dsc.com>
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steve,
	you might want to try replacing the pokey chip that is connected to the
spinner signals.  the tempest i bought had what looked like a bad spinner.
it turned out to be a bad pokey chip.

-scott



at 08:34 am 12/10/97 -0800, ozdemir, steve wrote:
>g'day folks,
>
>along similar lines, i have some bad tempest spinners.  i'm assuming
>that the led that shines through the wheel has gone bad.  does anyone
>know of a replacement part (or better yet a number that i could bring to
>my electronic's parts store)?  thanks!
>
>		steven s ozdemir
>		sso@dsc.com
>
>>----------
>>from: 	mayday19[smtp:mayday19@idt.net]
>>sent: 	tuesday, december 09, 1997 9:37 pm
>>to: 	vectorlist@spies.com
>>cc: 	mayday19
>>subject: 	tempest help
>>
>>i just picked up a tempest ur that has a small prob. i will probably want 
>>to sell it right away as soon as it is fixed as i already have a cabaret 
>>tempest ($500+shipping, this thing is really clean). i did a big trade 
>>and i didn't want it too much. :>
>>
>>i haven't looked at it yet, but the problem is that the game powers up 
>>fine (monitor looks great), and you can start a game and fire and super 
>>zap, but the spinner will not work. the guy i got it from said if you 
>>start a game, remove the aux board connector and replace it, it will work 
>>fine for as long as the machine is turned on. i tried this a couple times 
>>and it worked. i've only looked at it long enough to try that so far, but 
>>i'd figure i'd get a second opinion on it first..any ideas?
>>
>>thanks,
>>jeff
>>-- 
>>http://idt.net/~mayday19
>>
>
>
scott swazey                qualcomm incorporated work: (619) 657-2419
mailto:sswazey@qualcomm.com v-209h                pager:(619) 683-5210


Scott Swazey                QUALCOMM Incorporated Work: (619) 657-2419
mailto:sswazey@qualcomm.com V-209H                Pager:(619) 683-5210

From spies.com!owner-vectorlist Thu Dec 11 20:30:16 1997
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Message-ID: <01BD068B.D0012A40@liv27.tir.com>
From: Frank Palazzolo <palazzol@tir.com>
To: "'vectorlist@goonsquad.spies.com'" <vectorlist@goonsquad.spies.com>
Subject: ESB ROM questions
Date: Thu, 11 Dec 1997 23:23:37 -0500
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I'm having a difficult time figuring out what's up with
the ROM images in the ESB set.

First of all, on both Jess Askey and Brian Peek's site, 
there is an 8K ROM labelled 136021.103.  While in Clay's 
SW/ESB set, half of the ESB ROM that goes in that same socket 
is 16K, and the image is labelled 136031.203 in SW_ESB.txt. 

It appears that 8K of ESB data is missing from Jess and Brian's set.  
And, what was the original Atari ROM name?

Also, in Clay's double-backed roms for the daughterboard, U3 & U2,
the images for 136031.105 & 136031.106 are backwards from the labels
in Jess' and Brian's set.  Are the Jess/Brian numbers right on this 
one?

Any help would be appreciated...

Thanks,
Frank Palazzolo

palazzol@tir.com


From spies.com!owner-vectorlist Thu Dec 11 21:22:38 1997
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Message-ID: <3490C96F.14A4@links.magenta.com>
Date: Thu, 11 Dec 1997 22:19:43 -0700
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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Frank Palazzolo wrote:
> 
> I'm having a difficult time figuring out what's up with
> the ROM images in the ESB set.
> 
> First of all, on both Jess Askey and Brian Peek's site,
> there is an 8K ROM labelled 136021.103.  While in Clay's
> SW/ESB set, half of the ESB ROM that goes in that same socket
> is 16K, and the image is labelled 136031.203 in SW_ESB.txt.
> 

The ROM's on my site have not been verified by me ever, I don't know if
they are good
or not. I have always meant to split up all of Clay's images into a
proven good set to
put on my page but I haven't had the time and no one else has mentioned
that they were
bad. Also, Brian Peek's ROM's came from my page so that is why they are
the same. 

> It appears that 8K of ESB data is missing from Jess and Brian's set.
> And, what was the original Atari ROM name?
> 
> Also, in Clay's double-backed roms for the daughterboard, U3 & U2,
> the images for 136031.105 & 136031.106 are backwards from the labels
> in Jess' and Brian's set.  Are the Jess/Brian numbers right on this
> one?
> 

Im sure that Clay's are more reliable than mine.... Clay??

jess
-- 
Jess M. Askey            ************* My Page ***************
ESLB/The Audio Analyst   *    http://magenta.com/havoc       *    
509 S. 2nd Street Unit B **********Pins/Vids For Sale ********      
Laramie WY 82070         * http://magenta.com/havoc/game-spot *

From spies.com!owner-vectorlist Thu Dec 11 23:32:00 1997
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Message-ID: <348F8D6D.2B49A6F@istar.com>
Date: Wed, 10 Dec 1997 22:51:25 -0800
From: John Robertson <pinball@istar.com>
Organization: John's Jukes Ltd.
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Back in the old days, when these games were new, when I had to replace a
dead opto and none in stock, we would cut the INFRA -Red LED out and
replace it with a "Grain of Wheat" light bulb (model trains). This was
hooked up to the +5VDC line, and as the bulbs were originally run at
12v, they are still running today. I first used this trick on the old
Track Ten driving game that had separate LED's...(some folks used #47
bulbs.)
John :-#)#

Ozdemir, Steve wrote:
> 
> G'day folks,
> 
> Along similar lines, I have some bad Tempest spinners.  I'm assuming
> that the LED that shines through the wheel has gone bad.  Does anyone
> know of a replacement part (or better yet a number that I could bring to
> my electronic's parts store)?  Thanks!
> 
>                 Steven S Ozdemir
>                 sso@dsc.com
> 
> >----------
> >From:  mayday19[SMTP:mayday19@IDT.NET]
> >Sent:  Tuesday, December 09, 1997 9:37 PM
> >To:    vectorlist@spies.com
> >Cc:    mayday19
> >Subject:       tempest help
> >
> >I just picked up a Tempest UR that has a small prob. I will probably want
> >to sell it right away as soon as it is fixed as I already have a cabaret
> >Tempest ($500+shipping, this thing is REALLY clean). I did a big trade
> >and I didn't want it too much. :>
> >
> >I haven't looked at it yet, but the problem is that the game powers up
> >fine (monitor looks great), and you can start a game and fire and super
> >zap, but the spinner will not work. The guy I got it from said if you
> >start a game, remove the aux board connector and replace it, it will work
> >fine for as long as the machine is turned on. I tried this a couple times
> >and it worked. I've only looked at it long enough to try that so far, but
> >I'd figure I'd get a second opinion on it first..any ideas?
> >
> >Thanks,
> >Jeff
> >--
> >http://idt.net/~mayday19
> >

-- 
 John's Jukes Ltd. 2343 Main St., Vancouver, BC, Canada V5T 3C9     
 Call (604)872-5757 or Fax 872-2010 (Pinballs, Jukes, Video Games)  
 mailto:jrr@flippers.com, web page http://www.flippers.com      
        "Old pinballers never die, they just flip out."



From spies.com!owner-vectorlist Thu Dec 11 23:32:12 1997
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Message-ID: <348F902B.7865949C@istar.com>
Date: Wed, 10 Dec 1997 23:03:07 -0800
From: John Robertson <pinball@istar.com>
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CC: John Robertson <pinball@istar.com>

Hi, 
Which model did you get?
I would be interested in this unit as it might program some obsolete
chips that I have need to program...
John :-#)#

John Butler wrote:
> 
> I went to a HAM fest this weekend and picked up a Data I/O Chip Lab programmer for
> $50.  I got the software and the programmer but no instruction manual.  I have
> never actually programmed an EPROM before, and I am looking for a good source of
> information.  I am a computer technician and instructor by trade so I think if I am
> given some direction as to tips and tricks I should be OK.  Does anyone know of
> such a site, or better yet if someone has a manual that they could copy I would
> appreciate it.
> 
> Thanks,
> 
> John
> --
> John Butler
> Mesa, AZ
> Collector of Classic Arcade Games and Pinball Machines

-- 
 John's Jukes Ltd. 2343 Main St., Vancouver, BC, Canada V5T 3C9     
 Call (604)872-5757 or Fax 872-2010 (Pinballs, Jukes, Video Games)  
 mailto:jrr@flippers.com, web page http://www.flippers.com      
        "Old pinballers never die, they just flip out."



From spies.com!owner-vectorlist Fri Dec 12 08:49:53 1997
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CC: Clay Cowgill <clayc@diamondmm.com>

>Frank Palazzolo wrote:
>>
>> I'm having a difficult time figuring out what's up with
>> the ROM images in the ESB set.
>>
>> First of all, on both Jess Askey and Brian Peek's site,
>> there is an 8K ROM labelled 136021.103.  While in Clay's
>> SW/ESB set, half of the ESB ROM that goes in that same socket
>> is 16K, and the image is labelled 136031.203 in SW_ESB.txt.
>>
>
>The ROM's on my site have not been verified by me ever, I don't know if
>they are good
>or not. I have always meant to split up all of Clay's images into a
>proven good set to
>put on my page but I haven't had the time and no one else has mentioned
>that they were
>bad. Also, Brian Peek's ROM's came from my page so that is why they are
>the same.

There are quite a few "bad" ESB ROM sets floating around out there.  The
set on my page is known good.  There is a "gotcha" as you noted below.  My
daughtercard has the U2 and U3 designators reversed compared to an
"original" ESB daughtercard.  'Feh.  I don't remember if that was an "oops"
or an "intentional".  I think it was intentional 'cause it made for
sequential numbering across the board that I liked...  Of course it's all
hodge-podge now 'cause I added the circuitry for the NOVRAMs and whatnot.

>> It appears that 8K of ESB data is missing from Jess and Brian's set.
>> And, what was the original Atari ROM name?
>>
>> Also, in Clay's double-backed roms for the daughterboard, U3 & U2,
>> the images for 136031.105 & 136031.106 are backwards from the labels
>> in Jess' and Brian's set.  Are the Jess/Brian numbers right on this
>> one?
>>
>
>Im sure that Clay's are more reliable than mine.... Clay??

Yeah, the "8K missing" was the problem I originally had getting ESB going.
Someone finally got me good data, but the "bad" ones are pretty well
propagated by now.  You can make a good set from the data on my webpage by
splitting all the ROMs into 16K chunks (4K for the AVG EPROM).  The upper
half will be ESB.  8K Star Wars EPROMs (like the U2/U3 ones) will be
duplicated in the 16K bank.  Remember to reverse U2 and U3.  (ESB_U2 and
ESB_U3 on the daughtercard.)

I was going to hook up the logic analyzer to the PLD on the daughtercard
and run some test for Neil Bradley since he's still working on ESB for EMU,
but haven't got around to it yet.  Neil was still stuck last I talked to
him. (Hmmm, he still has to come pick up his Xevious too... ;-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Fri Dec 12 21:13:08 1997
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Date: Fri, 12 Dec 1997 23:12:21 -0500
To: vectorlist@spies.com
From: woodcock@dfwmm.net (Gregg Woodcock)
Subject: RE: tempest help
Cc: "Ozdemir, Steve" <sso@dsc.com>
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At 8:34 12/10/97, Ozdemir, Steve wrote:
>G'day folks,
>
>Along similar lines, I have some bad Tempest spinners.  I'm assuming
>that the LED that shines through the wheel has gone bad.  Does anyone
>know of a replacement part (or better yet a number that I could bring to
>my electronic's parts store)?  Thanks!

I'll swap a working one for your bad one + $25.  However ANY (and I do mean
ANY) Infra-red transmitter/detector pair will work.  There are 2 pairs and
you can tell which is which by the markings on the underside of the PCB.
It is virtually IMPOSSIBLE (although I have done it once) to remove the
LEDs from the curved black enclosures but as long as your game is inside a
cabinet (i.e. dark and with constant interior temp), you don't need the
casing.  Replace 1 pair (in a casing) and test.  If it doesn't work,
replace the other (actually you can test them but it really isn't worth the
time).  B.G. Micro sells a pair that will work for ~ 50 cents.



From spies.com!owner-vectorlist Fri Dec 12 21:13:37 1997
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To: vectorlist@spies.com
From: woodcock@dfwmm.net (Gregg Woodcock)
Subject: Re: Quantum restoration in progress (Beg, borrow, or steal	          post)
Cc: Joel Rosenzweig <joel-r@an.hp.com>
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CC: woodcock@dfwmm.net (Gregg Woodcock)

At 10:08 12/10/97, Joel Rosenzweig wrote:
>Don't forget that you still need the deflection yoke and the magnetic
>ring assembly to actually use one of these tubes.
>
>BTW, if anyone has a yoke assembly (from either Amplifone or WG) for
>sale, I'm interested.

I have 3 types of W-G color vector yokes:
used in good condition: $40
NOS: $65
NOS and fucntional but smashed into ~40 pieces (1 only; oops!): $15

I think I have a spare yoke ring but this should be generic to ANY monitor.
Will trade yokes for almost any other arcade game stuff.



From spies.com!owner-vectorlist Sat Dec 13 06:25:39 1997
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Message-ID: <34924668.7C61@idt.net>
Date: Sat, 13 Dec 1997 08:25:13 +0000
From: Dwight Anderson <mayday19@IDT.NET>
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Subject: Boxing Bugs
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I came across 2 Boxing Bugs boardsets yesterday and I want to hook them
up! I dont have them in my posession yet, but I am told 1 is complete
and 1 is missing a board (probably the color decoder board).

I have never been inside a BB obviously so I need all the details..Which
monitor does it use? Does anybody have a manual/schematics you can copy
for me (Zonn? Steve? I'll pay for your trouble). What is the spinner
like? I have a few extra spinners, so which of these would work the
best: Tempest, Tron, or Star Trek spinners?  What voltages does the
board need? Anything else I need to know?

Thanks!

Jeff
-- 
http://idt.net/~mayday19

From spies.com!owner-vectorlist Sat Dec 13 06:45:46 1997
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Date: Sat, 13 Dec 1997 08:46:06 +0000
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CC: Jeff Anderson <mayday19@IDT.NET>

sorry, I loaded new software from my ISP and my dad's name was on it
again...

 
> I came across 2 Boxing Bugs boardsets yesterday and I want to hook them
> up! I dont have them in my posession yet, but I am told 1 is complete
> and 1 is missing a board (probably the color decoder board).
> 
> I have never been inside a BB obviously so I need all the details..Which
> monitor does it use? Does anybody have a manual/schematics you can copy
> for me (Zonn? Steve? I'll pay for your trouble). What is the spinner
> like? I have a few extra spinners, so which of these would work the
> best: Tempest, Tron, or Star Trek spinners?  What voltages does the
> board need? Anything else I need to know?
> 
> Thanks!
> 
> Jeff
> --
> http://idt.net/~mayday19

From spies.com!owner-vectorlist Sat Dec 13 09:32:08 1997
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Date: Sat, 13 Dec 1997 12:35:07 -0500
To: vectorlist@spies.com
From: "Christopher V. Moore" <cmoore@heartlab.heartlab.com>
Subject: RE: tempest help
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CC: "Christopher V. Moore" <cmoore@heartlab.heartlab.com>

At 11:12 PM 12/12/97 -0500, you wrote:
>At 8:34 12/10/97, Ozdemir, Steve wrote:
>>G'day folks,
>>
>>Along similar lines, I have some bad Tempest spinners.  I'm assuming
>>that the LED that shines through the wheel has gone bad.  Does anyone
>>know of a replacement part (or better yet a number that I could bring to
>>my electronic's parts store)?  Thanks!
>
>I'll swap a working one for your bad one + $25.  However ANY (and I do mean
>ANY) Infra-red transmitter/detector pair will work.  There are 2 pairs and
>you can tell which is which by the markings on the underside of the PCB.
>It is virtually IMPOSSIBLE (although I have done it once) to remove the
>LEDs from the curved black enclosures but as long as your game is inside a
>cabinet (i.e. dark and with constant interior temp), you don't need the
>casing.  Replace 1 pair (in a casing) and test.  If it doesn't work,
>replace the other (actually you can test them but it really isn't worth the
>time).  B.G. Micro sells a pair that will work for ~ 50 cents.

Now I'm curious.  Is it the led or the phototransistor that usually fails?
--
Christopher V. Moore -- Principal Engineer
Heartlab, Inc. - 101 Airport Rd - Westerly, RI 02891
Phone: (401) 596-0592 - Fax: (401) 596-8562 - Email: cmoore@heartlab.com


From spies.com!owner-vectorlist Sun Dec 14 14:14:05 1997
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From: woodcock@dfwmm.net (Gregg Woodcock)
Subject: RE: tempest help
Cc: "Christopher V. Moore" <cmoore@heartlab.heartlab.com>
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CC: woodcock@dfwmm.net (Gregg Woodcock)

At 12:35 12/13/97, Christopher V. Moore wrote:
>At 11:12 PM 12/12/97 -0500, you wrote:
>>At 8:34 12/10/97, Ozdemir, Steve wrote:
>>>G'day folks,
>>>
>>>Along similar lines, I have some bad Tempest spinners.  I'm assuming
>>>that the LED that shines through the wheel has gone bad.  Does anyone
>>>know of a replacement part (or better yet a number that I could bring to
>>>my electronic's parts store)?  Thanks!
>>
>>I'll swap a working one for your bad one + $25.  However ANY (and I do mean
>>ANY) Infra-red transmitter/detector pair will work.  There are 2 pairs and
>>you can tell which is which by the markings on the underside of the PCB.
>>It is virtually IMPOSSIBLE (although I have done it once) to remove the
>>LEDs from the curved black enclosures but as long as your game is inside a
>>cabinet (i.e. dark and with constant interior temp), you don't need the
>>casing.  Replace 1 pair (in a casing) and test.  If it doesn't work,
>>replace the other (actually you can test them but it really isn't worth the
>>time).  B.G. Micro sells a pair that will work for ~ 50 cents.
>
>Now I'm curious.  Is it the led or the phototransistor that usually fails?

In my experience it is the detector that fails but you're not hearing what
I'm saying.  It doesn't matter since the individual parts cannot be removed
from the casing that joins a pair (xmit/rec) together so 1 good part and 1
bad part must be removed anyways so there really isn't any good reason to
test it!  It isn't even worth the extra time to use a dremel and cut the
casing apart.



From spies.com!owner-vectorlist Mon Dec 15 18:21:33 1997
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Date: Mon, 15 Dec 1997 18:21:40 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Sega Multigame and Vector Generator Card...
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CC: Clay Cowgill <clayc@diamondmm.com>

Just misc. updates here.

DaveF looked through the Tac/Scan code and found a few locations that
needed some attention.  I'm running the new code on real hardware and it
seems to have fixed the problems I saw with the "cracked" ROMs.  (Atta-boy
to DaveF, again!) Travis (my "beta-tester" :-) hasn't found anything else
suspicious with the rest of the games so far.  I've been building
daughtercards at the rate of about one a night (fully "testing" with a game
or two of Zektor and Tac/Scan... ;-) so I'll probably get some shipped out
to people that have pre-paid in the next week.

--- end sega multigame stuff ---

As for the PC-vector generator card...  (Zonn!  Input!  Need Input!
Hint-hint don't let that job get in the way of the important stuff! ;-)
I've got a VHDL compiler all set up and targeting to the Cypress 371i.
(About $6 in singles.)  If the adders get too big we can target to the 372i
(64 macrocells instead of 32) for about $10 a pop.  The Lattice rep is
bringing me a copy of Synario with VHDL support, so I'll see how that looks
too...

Trivia... Ripple-adders are kind-of a pig when it comes to programmable
device resources.  Each pass (bit) takes a macrocell, so a 12 bit adder
eats ~38% of a 32 macrocell PLD!  Still though-- a comparitor, an adder, a
subtractor, and some registers should cover what we need for Bresenham's in
hardware.

( And for just $12 a pop the CY7C373I is in-circuit programmable, comes in
an 84 pin PLCC (with 64 I/O's!) and has 64 macrocells...  Could probably
glue that directly to a pair of 12-bit parallel DACs and a databus without
any external parts.  Kinda cool. ;-)

All this PLD stuff is still orders of magnitude faster than we need, even
with a BUNCH of passes through the array.  (Back of envelope calculation of
12 bit ripple-adders resulted in an 8MHz draw rate.  3-bit look-ahead
adders were several orders of magnitude faster, but eat P-terms much
faster, yet save Macrocells...  Gotta love CPLD lingo.)

Al-- did you by chance look up that old hardware-assist Bresenham's dual
68K project you did way back when?

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Mon Dec 15 18:25:57 1997
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Date: Mon, 15 Dec 1997 18:25:53 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist@spies.com
Subject: Re:  Sega Multigame and Vector Generator Card...
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CC: aek (Al Kossow)

"Trivia... Ripple-adders are kind-of a pig when it comes to programmable
device resources.  Each pass (bit) takes a macrocell, so a 12 bit adder
eats ~38% of a 32 macrocell PLD!  Still though-- a comparitor, an adder, a
subtractor, and some registers should cover what we need for Bresenham's in
hardware."

..do it serially! you've got the clock speed

I talked to Jim, and he's trying to find the data.

From spies.com!owner-vectorlist Tue Dec 16 05:50:23 1997
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From: "Rhea, Cristopher J." <crhea@mayo.edu> (Cris Rhea)
Message-Id: <199712161349.HAA21361@sijer.Mayo.EDU>
Subject: Vectrex
To: vectorlist@spies.com
Date: Tue, 16 Dec 1997 07:49:17 -0600 (CST)
In-Reply-To: <m0xhmhl-000TjqC@goonsquad.spies.com> from "Al Kossow" at Dec 15, 97 06:25:53 pm
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CC: "Rhea, Cristopher J." <crhea@mayo.edu> (Cris Rhea)

Who's the guy who has the multi-game carts for the Vectrex??

I have one of the old ones (dip switches), but heard that there is a new
one that has a menu on the game instead....

I'd like to get one of these for my second Vectrex....

--- Cris

 -----------------------------------------------------------
 Cristopher J. Rhea                    Mayo Foundation
 Research Computing Facility           Guggenheim 1001B
 crhea@Mayo.EDU                        Rochester, MN 55905
 Fax: (507) 266-4486                   (507) 284-0587
 -----------------------------------------------------------

From spies.com!owner-vectorlist Tue Dec 16 06:29:50 1997
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Message-ID: <01BD09F3.FD775100@slip129-37-235-48.az.us.ibm.net>
From: John Butler <johnbutler@ibm.net>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Data I/O Programmer
Date: Tue, 16 Dec 1997 07:26:50 -0700
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-----Original Message-----
From:	John Robertson [SMTP:pinball@istar.com]
Sent:	Thursday, December 11, 1997 12:03 AM
To:	vectorlist@spies.com; johnbutler@ibm.net
Cc:	John Robertson
Subject:	Re: Data I/O Programmer

Hi,=20
Which model did you get?
I would be interested in this unit as it might program some obsolete
chips that I have need to program...
John :-#)#

[]  I have the ChipLab 48+1 and have tested it and it is working =
perfectly with my notebook computer.  It will not work with my Pentium =
desktop but I just got done programming a set of 12in1pac ROM's.  I am =
of course very happy with it and it is not for sale.  If you send me a =
device list that you need programmed I will check to see if it will do =
them. =20
Perhaps we can exchange me programming the eproms for you making an =
adapter for that Galaga clone board to JAMMA.  Let's see what we can do. =
=20

By the way, is the mail strike over?

John=20
[]  John Butler
Collector of Classic Arcade Games
Mesa, AZ


--=20
 John's Jukes Ltd. 2343 Main St., Vancouver, BC, Canada V5T 3C9    =20
 Call (604)872-5757 or Fax 872-2010 (Pinballs, Jukes, Video Games) =20
 mailto:jrr@flippers.com, web page http://www.flippers.com     =20
        "Old pinballers never die, they just flip out."



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AADAAAAAAAAARgAAAAA4hQAAAQAAAAEAAAAAAAAAHgA9AAEAAAAFAAAAUkU6IAAAAAADAA00/TcA
ANES

------ =_NextPart_000_01BD09F3.FD7EF220--


From spies.com!owner-vectorlist Tue Dec 16 06:35:38 1997
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	for vectorlist-outgoing; Tue, 16 Dec 1997 06:34:40 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199712161437.JAA14944@saturn.acs.oakland.edu>
Subject: Re: Sega Multigame and Vector Generator Card...
To: vectorlist@spies.com
Date: Tue, 16 Dec 1997 09:37:22 -0500 (EST)
In-Reply-To: <v0211011bb0bb80a2b225@[10.10.1.100]> from "Clay Cowgill" at Dec 15, 97 06:21:40 pm
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> As for the PC-vector generator card...  (Zonn!  Input!  Need Input!
> Hint-hint don't let that job get in the way of the important stuff! ;-)
> I've got a VHDL compiler all set up and targeting to the Cypress 371i.
> (About $6 in singles.)  If the adders get too big we can target to the 372i
> (64 macrocells instead of 32) for about $10 a pop.  The Lattice rep is
> bringing me a copy of Synario with VHDL support, so I'll see how that looks
> too...
> 
> Trivia... Ripple-adders are kind-of a pig when it comes to programmable
> device resources.  Each pass (bit) takes a macrocell, so a 12 bit adder
> eats ~38% of a 32 macrocell PLD!  Still though-- a comparitor, an adder, a
> subtractor, and some registers should cover what we need for Bresenham's in
> hardware.

And what if you just used 24 bit adders and did fixed point (x,y) += (dx,yd)?
You would eliminate the subtractor & the comparator. This is the 90's, we
don't use Bresenham any more (see bitmap rotation source on my web page). Of
course part of the vector setup would involve a divide but you could keep
that on the PC.

More importantly I want to know why you're going to do a DVG in the first
place? You probably don't like analog stuff (nor do I) but there really
isn't much to a vector generator. You'd probably want to do it cinematronics
style (which doesn't use integrators) since some form of "absolute"
positioning is needed for the DVG & Cine games. I just don't like the
artifacts you get with the DVG.

Just some thoughts...
-- 
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From spies.com!owner-vectorlist Tue Dec 16 06:41:16 1997
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	for vectorlist-outgoing; Tue, 16 Dec 1997 06:40:15 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199712161443.JAA16511@saturn.acs.oakland.edu>
Subject: Re: Sega Multigame and Vector Generator Card...
To: vectorlist@spies.com
Date: Tue, 16 Dec 1997 09:43:03 -0500 (EST)
In-Reply-To: <m0xhmhl-000TjqC@goonsquad.spies.com> from "Al Kossow" at Dec 15, 97 06:25:53 pm
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CC: Paul Kahler <phkahler@Oakland.edu>

> "Trivia... Ripple-adders are kind-of a pig when it comes to programmable
> device resources.  Each pass (bit) takes a macrocell, so a 12 bit adder
> eats ~38% of a 32 macrocell PLD!  Still though-- a comparitor, an adder, a
> subtractor, and some registers should cover what we need for Bresenham's in
> hardware."
> 
> ..do it serially! you've got the clock speed

B...  B...   B.....   BAAAARRFF!!!

Sorry Al ;-)  It should reduce the gate count anyway...
-- 
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From spies.com!owner-vectorlist Tue Dec 16 09:03:12 1997
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	for vectorlist-outgoing; Tue, 16 Dec 1997 09:02:56 -0800 (PST)
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Date: Tue, 16 Dec 1997 09:03:58 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: Vectrex
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CC: Clay Cowgill <clayc@diamondmm.com>

>Who's the guy who has the multi-game carts for the Vectrex??
>
>I have one of the old ones (dip switches), but heard that there is a new
>one that has a menu on the game instead....
>
>I'd like to get one of these for my second Vectrex....

Ummmm.  That would be Sean Kelly (Kelley?).  He has a web-site...

www.xnet.com/~skelly/

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Tue Dec 16 09:57:38 1997
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Date: Tue, 16 Dec 1997 09:57:32 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: Sega Multigame and Vector Generator Card...
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CC: Clay Cowgill <clayc@diamondmm.com>


>And what if you just used 24 bit adders and did fixed point (x,y) += (dx,yd)?
>You would eliminate the subtractor & the comparator. This is the 90's, we
>don't use Bresenham any more (see bitmap rotation source on my web page). Of
>course part of the vector setup would involve a divide but you could keep
>that on the PC.

Hmmmm.  Ok, so let me see if I'm following you in theory...

Define a 24 bit fixed point format like...

    xxxxxxxxxxxx.yyyyyyyyyyyy

'x' is the whole part, 'y' is the fractional part.

Then you just add something like 000000000000dddddddddddd every iteration
to give your line some slope (and a rate based on magnitude).

So what would the "vectorlist" look like that gets fed to the line-draw
engine?  A start point and a series of delta's?  (That'd be kinda cool
'cause you could do curves and splines... at the expense of lots of RAM for
the vectorlist.)
For straight lines it seems like you'd want a comparator on the upper 12
bits to stop a line draw when the destination is reached?

That's kind-of a neat idea.  You could even do intensity control depending
on the magnitude of the delta that's added to each line position counter.
Interesting.

Like:

Position     Delta         End
0,0          .02,.03       2,3
0,0          .04,.06       2,3

Create the same line, but the top one does it in 100 "clocks" and the
bottom one does it in 50 "clocks".  Interesting.

I bet you wouldn't need full 24 bit adders either...

>More importantly I want to know why you're going to do a DVG in the first
>place? You probably don't like analog stuff (nor do I) but there really
>isn't much to a vector generator. You'd probably want to do it cinematronics
>style (which doesn't use integrators) since some form of "absolute"
>positioning is needed for the DVG & Cine games. I just don't like the
>artifacts you get with the DVG.

I had actually started an Atari AVG-like design a while back, but Zonn
kinda talked me out of it.  (Zonn and his damn *exactly* meeting lines...
;-)  I also think that the DVG will be much easier to debug and figure out
at first.  If it doesn't give the performance needed, it's just back to the
drawing board. ;-)

I have a feeling that a DVG could look pretty good.  I can run the DVG
section MUCH faster than the 3MHz that Atari used, and then use true 12-bit
inputs to the DACs (use more of my clock ticks for finer steps between
positions).  Between the two I think it'd make for a pretty good looking
display. A large part of the goal is to keep the cost of the hardware down.
It's not like I'd ever make more than a few dozen of 'em, and I think it'd
have to be under $100 to be affordable for most people.

>Just some thoughts...

Keep 'em coming!  Nothing cast in stone yet, just tinkering with ideas
still.  If Zonn tells me an easy way to make Bresenham's algorithm
self-clocking I'll probably still try that.  (It kinda looks like
Bresenham's stuff would actually run without any sort of clock...  A clock
could then be used to just synchronize the outputs.  Have to get farther
into the problem first...)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Tue Dec 16 10:09:57 1997
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	for vectorlist-outgoing; Tue, 16 Dec 1997 10:09:46 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-ID: <c=US%a=_%p=DSC%l=GYPSUM-971216180948Z-16917@gypsum.dsc.com>
From: "Ozdemir, Steve" <sso@dsc.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: Atari color XY repair in the Bay Area
Date: Tue, 16 Dec 1997 10:09:48 -0800
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CC: "Ozdemir, Steve" <sso@dsc.com>

G'day folks,

The person that I've sold my cocktail Tempest to has asked if I know
anyone in the Bay Area who'd be willing to repair his Atari color XY
monitor in the unlikely event that it breaks down at some point in the
future.

Would anyone in the Bay Area be willing to give their name to the buyer?
 He's is located in Santa Cruz but commutes daily to the Bay Area and
could drop off the monitor anywhere on the pennisula.  (If you're
willing to help him out in the future, send your email address to me and
I'll make introductions privately.)

		Steven S Ozdemir
		sso@dsc.com

ps - I would have restricted distribution of my request for future help
to CA (and Bay Area) if there was a way to do this on an email list.  I
don't think the buyer is willing to ship his monitor to get it fixed.

From spies.com!owner-vectorlist Tue Dec 16 10:58:08 1997
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	for vectorlist-outgoing; Tue, 16 Dec 1997 10:56:52 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199712161859.NAA24301@saturn.acs.oakland.edu>
Subject: Re: Sega Multigame and Vector Generator Card...
To: vectorlist@spies.com
Date: Tue, 16 Dec 1997 13:59:33 -0500 (EST)
In-Reply-To: <v02110121b0bc647839d4@[10.10.1.100]> from "Clay Cowgill" at Dec 16, 97 09:57:32 am
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CC: Paul Kahler <phkahler@Oakland.edu>

> >And what if you just used 24 bit adders and did fixed point (x,y) += (dx,yd)?
> >You would eliminate the subtractor & the comparator. This is the 90's, we
> >don't use Bresenham any more (see bitmap rotation source on my web page). Of
> >course part of the vector setup would involve a divide but you could keep
> >that on the PC.
> 
> Hmmmm.  Ok, so let me see if I'm following you in theory...
> 
> Define a 24 bit fixed point format like...
> 
>     xxxxxxxxxxxx.yyyyyyyyyyyy
> 
> 'x' is the whole part, 'y' is the fractional part.

Yup
[...]

> So what would the "vectorlist" look like that gets fed to the line-draw
> engine?  A start point and a series of delta's?  (That'd be kinda cool
> 'cause you could do curves and splines... at the expense of lots of RAM for
> the vectorlist.)

start point (X,Y) , Delta (dx,dy) and number of points. The start and end
points could be specified with only the integer bits, while the deltas
could be only the 1-bit and the fractional part i.e. x.yyyyyyyyyyyy Also,
the fractional part need only have as many bits as the pixel counter - if
you plot 512 "dots" you only need 9-10 fractional bits since any error
smaller than that wouldn't add up to 1 after 512 dots. I'm assuming that
you won't want to move more than "one dot" at a time (i.e. dx<=1, dy<=1)
so you don't need the extra bits in the "vector list". Of course if the
integer bits are not specified, you'll need to sign-extend what is there.

If you add (ddx,ddy) to (dx,dy) each itteration, you'll be able to do
parabolas (don't try this with an analog version :)  and so-on to the
higher order curves... These start to want more precision, but maybe not
any more bits i.e. ddx = +/- 0.0000xxxxxxxxx to be added to dx. This type
of thing would be WAY cool but would complicate things quite a bit unless
you start routing all the data through the same adder! How's this:

Add dx,ddx
Add dy,ddy
Add X,dx
Add Y,dy
dec Count
loop Count>0
Output (int(X), int(Y))

All using 24-bit fixed point.

> For straight lines it seems like you'd want a comparator on the upper 12
> bits to stop a line draw when the destination is reached?

Just count dots.

> That's kind-of a neat idea.  You could even do intensity control depending
> on the magnitude of the delta that's added to each line position counter.
> Interesting.

Yup, but now that you mention it, the same thing would affect intensity on
the curves - of course those are just a possible bonus feature.

> Like:
> 
> Position     Delta         End
> 0,0          .02,.03       2,3
> 0,0          .04,.06       2,3
> 
> Create the same line, but the top one does it in 100 "clocks" and the
> bottom one does it in 50 "clocks".  Interesting.
> 
> I bet you wouldn't need full 24 bit adders either...

Depends on dot count and weather or not you want to do curves. And now that
you got me all excited about curves...

> >Just some thoughts...
> 
> Keep 'em coming!  Nothing cast in stone yet, just tinkering with ideas
> still.  If Zonn tells me an easy way to make Bresenham's algorithm
> self-clocking I'll probably still try that.  (It kinda looks like
> Bresenham's stuff would actually run without any sort of clock...  A clock
> could then be used to just synchronize the outputs.  Have to get farther
> into the problem first...)

I'll let ya know if anything else hits me ;-)
-- 
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From spies.com!owner-vectorlist Tue Dec 16 11:57:22 1997
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	for vectorlist-outgoing; Tue, 16 Dec 1997 11:55:33 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
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Date: Tue, 16 Dec 1997 11:56:35 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: Sega Multigame and Vector Generator Card...
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CC: Clay Cowgill <clayc@diamondmm.com>

>start point (X,Y) , Delta (dx,dy) and number of points. The start and end
>points could be specified with only the integer bits, while the deltas
>could be only the 1-bit and the fractional part i.e. x.yyyyyyyyyyyy Also,
>the fractional part need only have as many bits as the pixel counter - if
>you plot 512 "dots" you only need 9-10 fractional bits since any error
>smaller than that wouldn't add up to 1 after 512 dots. I'm assuming that
>you won't want to move more than "one dot" at a time (i.e. dx<=1, dy<=1)
>so you don't need the extra bits in the "vector list". Of course if the
>integer bits are not specified, you'll need to sign-extend what is there.

Moving "fractional" portions of pixels/dots/whatever is handy for
rate-control and makes really fluid movement easy from the software side.
Just gives you some easy dynamic range to play with.  No real reason to
"need" it though.

Actually, I bet the dot size of the (focused) beam on a 19" raster tube is
probably larger than the lower bit or two of resolution from a 12bit DAC.
(Not to mention the shadow-mask.)

This is really just the Sega G-80 vector generator at this point.
Direction (angle) described by your rise/run pairs, length of line for the
length counter.  It works prety well for the Sega stuff-- the only thing
that looks a little ugly is that they perform the angle->delta conversion
in relatively low resolution so "large" objects don't rotate smoothly
onscreen.  That would be avoided here since the PC can do the transform and
just send the high-precision deltas to the line engine.

>If you add (ddx,ddy) to (dx,dy) each itteration, you'll be able to do
>parabolas (don't try this with an analog version :)  and so-on to the
>higher order curves... These start to want more precision, but maybe not
>any more bits i.e. ddx = +/- 0.0000xxxxxxxxx to be added to dx. This type
>of thing would be WAY cool but would complicate things quite a bit unless
>you start routing all the data through the same adder! How's this:
>
>Add dx,ddx
>Add dy,ddy
>Add X,dx
>Add Y,dy
>dec Count
>loop Count>0
>Output (int(X), int(Y))

That looks do-able, but at a synthesis level I'll actually need an adder
and a subtractor that gets selected based on the sign of the delta's.  A
2-bit full-carry lookahead adder cell cascaded to make a 12 bit adder takes
28 macrocells...  A full 24bit adder and subtractor might take the better
part of a 128 macrocell CPLD by themselves.  Well, as long as I do it in
VHDL I should be able to retarget to an FPGA is worse comes to worse...
Xilinx 4000 series parts are really cheap now...

>> For straight lines it seems like you'd want a comparator on the upper 12
>> bits to stop a line draw when the destination is reached?
>
>Just count dots.

Gotcha. That makes sense.

>> That's kind-of a neat idea.  You could even do intensity control depending
>> on the magnitude of the delta that's added to each line position counter.
>> Interesting.
>
>Yup, but now that you mention it, the same thing would affect intensity on
>the curves - of course those are just a possible bonus feature.

True.  Might look pretty neat on a vector screen though... 8^)

>Depends on dot count and weather or not you want to do curves. And now that
>you got me all excited about curves...

:-)

>I'll let ya know if anything else hits me ;-)

Sounds good.  Zonn must be busy working.  I can't believe he's resisting
 from commenting so far. ;-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Tue Dec 16 14:02:38 1997
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199712162205.RAA30226@saturn.acs.oakland.edu>
Subject: Re: Sega Multigame and Vector Generator Card...
To: vectorlist@spies.com
Date: Tue, 16 Dec 1997 17:05:09 -0500 (EST)
In-Reply-To: <v02110129b0bc888cb3b3@[10.10.1.100]> from "Clay Cowgill" at Dec 16, 97 11:56:35 am
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CC: Paul Kahler <phkahler@Oakland.edu>

> Moving "fractional" portions of pixels/dots/whatever is handy for
> rate-control and makes really fluid movement easy from the software side.
> Just gives you some easy dynamic range to play with.  No real reason to
> "need" it though.

Well ya, you need fractional pixels/dots to get variable slope without
using bresenham.

> Actually, I bet the dot size of the (focused) beam on a 19" raster tube is
> probably larger than the lower bit or two of resolution from a 12bit DAC.
> (Not to mention the shadow-mask.)

Good point. But some may want to run on a B/W monitor and then you need
all the resolution you can get. That wouldn't be me though.

> This is really just the Sega G-80 vector generator at this point.

It's also a direct digital implementation of the AVG.

> >If you add (ddx,ddy) to (dx,dy) each itteration, you'll be able to do
> >parabolas (don't try this with an analog version :)  and so-on to the
> >higher order curves... These start to want more precision, but maybe not
> >any more bits i.e. ddx = +/- 0.0000xxxxxxxxx to be added to dx. This type
> >of thing would be WAY cool but would complicate things quite a bit unless
> >you start routing all the data through the same adder! How's this:
> >
> >Add dx,ddx
> >Add dy,ddy
> >Add X,dx
> >Add Y,dy
> >dec Count
> >loop Count>0
> >Output (int(X), int(Y))
> 
> That looks do-able, but at a synthesis level I'll actually need an adder
> and a subtractor that gets selected based on the sign of the delta's.  A
> 2-bit full-carry lookahead adder cell cascaded to make a 12 bit adder takes
> 28 macrocells...  A full 24bit adder and subtractor might take the better
> part of a 128 macrocell CPLD by themselves.  Well, as long as I do it in
> VHDL I should be able to retarget to an FPGA is worse comes to worse...
> Xilinx 4000 series parts are really cheap now...

You don't need a subtractor. The PC can output 2's complement numbers for
the deltas. An adder can't tell weather it's adding 4095 or -1, they are
the same 12-bit number (This also works in fixed point). That's why I say
it'd be nice if you could use a single 24-bit adder and sequence the
registers though it. Can you fit a 4x24 or 6x24 register file, a 24bit
adder, and the control stuff all on the chip?

> >I'll let ya know if anything else hits me ;-)

It just hit me! The 2nd order system (using ddx & ddy) would allow
another feature: Variable intensity along a line. Rather than using
them to draw a curve, you could use them to simply alter the speed
of a straight line draw. It'd be cool to have vectors that fade to
black (as the beam speeds up). Oh, but all the features of a 2nd order
system could only be used in NEW vector games, and no one would ever
want to write one of those ;-)
-- 
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From spies.com!owner-vectorlist Tue Dec 16 14:59:39 1997
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	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
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Date: Tue, 16 Dec 1997 15:00:38 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: Sega Multigame and Vector Generator Card...
Sender: owner-vectorlist@spies.com
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CC: Clay Cowgill <clayc@diamondmm.com>

>> Moving "fractional" portions of pixels/dots/whatever is handy for
>> rate-control and makes really fluid movement easy from the software side.
>> Just gives you some easy dynamic range to play with.  No real reason to
>> "need" it though.
>
>Well ya, you need fractional pixels/dots to get variable slope without
>using bresenham.

Well, sorta-- you need it for calculation, but not necessarily for
plotting.  (Anything smaller than the discernable resolution of the tube
could be left out...)

>> Actually, I bet the dot size of the (focused) beam on a 19" raster tube is
>> probably larger than the lower bit or two of resolution from a 12bit DAC.
>> (Not to mention the shadow-mask.)
>
>Good point. But some may want to run on a B/W monitor and then you need
>all the resolution you can get. That wouldn't be me though.

The detail of the Vectrex still manages to amaze me.  Gotta like no
masks/grills between beam and screen. :-)

>> This is really just the Sega G-80 vector generator at this point.
>
>It's also a direct digital implementation of the AVG.

Yeah, I suppose so.  Slopes on the integrators and time dictating the
length...  It's the same as a Vectrex too...

>You don't need a subtractor. The PC can output 2's complement numbers for
>the deltas. An adder can't tell weather it's adding 4095 or -1, they are
>the same 12-bit number (This also works in fixed point). That's why I say
>it'd be nice if you could use a single 24-bit adder and sequence the
>registers though it. Can you fit a 4x24 or 6x24 register file, a 24bit
>adder, and the control stuff all on the chip?

Oh, yeah... As long as everything's pre-cooked to 2's complement that's
cool.  Good point.

The register file might be the toughest part.  Each bit will take a
Macrocell, so just a 4x24 consumes 75% of a 128 m-cell device. :-(  A 24
bit adder isn't exactly skinny either.  I suppose there's tricks that can
be played here though...  You could keep the vectorlist in a large (32Kx8
or 128Kx8 SRAM) and use a few bytes high in RAM to store the position
counters, then just load the one you need at any given time.   If you made
an assumption that any delta value must be less than 1, you could
accumulate delta's with a 12 bit adder and carry 1 with a separate 12bit
add for the whole portion.  Clock speed is on our side, so doing a bunch of
operations isn't too much of a problem...

>> >I'll let ya know if anything else hits me ;-)
>
>It just hit me! The 2nd order system (using ddx & ddy) would allow
>another feature: Variable intensity along a line. Rather than using
>them to draw a curve, you could use them to simply alter the speed
>of a straight line draw. It'd be cool to have vectors that fade to
>black (as the beam speeds up). Oh, but all the features of a 2nd order
>system could only be used in NEW vector games, and no one would ever
>want to write one of those ;-)

Yeah, that should work.  This might be neat to play with... ;-)  I might
just try a Bresenham-based engine to get my feet wet and see if it'll work.
(I'm a VHDL newbie at this point, so less complex is probably a good idea
for starters...)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Tue Dec 16 15:28:23 1997
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Sega Multigame and Vector Generator Card...
Date: Tue, 16 Dec 1997 23:29:52 GMT
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On Tue, 16 Dec 1997 11:56:35 -0800, Clay Cowgill <clayc@diamondmm.com> =
wrote:


>
>Sounds good.  Zonn must be busy working.  I can't believe he's resisting
> from commenting so far. ;-)

Yeah yeah yeah!!

(Just don't let anybody here at work know I've spent time on this or =
they'd
freak!)

I can't really describe what I mean by self clocking without a diagram.  =
I used
ORCAD and have created a file designed for an HP Laserjet 4si.  (Anybody =
know
how to get a graphic file -- .BMP or something -- of the schematic from =
an ORCAD
capture?)

Definitions:

LLC =3D Line Length Counter
BCR =3D Bresenham Control Register

So here's what it does:

The CPU would start things by loading:

- The increments used when the BCR is positive and negative.

- The starting addresses of the DAC counters if the trace is to be moved =
to
another starting point.

- For even lines (same small segment lengths on both sides of the line), =
the
initial BCR value is preloaded.

- The X and Y Master selects are setup to indicate which counter is the =
master
(incremented on every clock pulse) and which one is incremented only when=
 the
BCR is negative.

- The Inc/Dec inputs are set to indicate which direction the lines is to =
be
drawn.

- The line will begin drawing upon loading of the Line Length Counter.

Theory of operation (except where indicated all logic is active high):

The [CLK] begins when the sign flag of the LLC is set to low (in this =
case the
ENB going into the [CLK] is active low).

The [CLK] output is either divided by 5 or 7 depending on which divider =
is
selected by the sign flag of the [BCR] which goes into the clock [mux].

Also selected by the [BCR] sign flag is the increment being fed into the =
[ADDER]
which is used to update the [BCR] register on each clock.  (Note the add =
takes
place on the rising edge of the clock, while the [BCR] is updated on the =
falling
edge.)

Depending on how X Master Sel and Y Master Sel are setup, and the state =
of the
[BCR] sign flag, one or both of the DAC counters will be updated.

This is all typical Bresenham stuff except for the 5 and 7 dividers.  =
Those are
used to auto clock the trace which will allow all traces to be drawn at =
the
proper speed.

This is done by knowing that one cycle of Bresenham clock can only do one=
 of two
things:

A) Clock a single DAC counter, in which case the trace will move in a =
vertical
or horizontal direction.

B) Clock both DAC counters, in which case the trace will move in a =
diagonal
direction.

Now assuming the vertical and horizontal resolutions are equal.  All =
movement
will be in a square.  So if a horizontal or vertical movement is made the
distance moved will be "D".  If a diagonal movement is done the distance =
will be
SQRT(D+D) or 1.4142D.

If the Divide by 7 is selected for diagonal movement and the divide by 5 =
used
for horizontal/vertical movement, then the time allocated for a diagonal
movement will be 1.4 times longer then that of a horz/vert movement.

Each movement of the trace will wait for the proper amount of time, and =
the
trace as a whole will reflect this same time.  For instance a completely
horizontal line will be drawn in T time, while a completely diagonal line=
 will
be drawn in 1.4T time.  On the opposite end of things each microstep will=
 also
be the proper amount of time so there will be no "hot spots" on the line
segments.

By setting the Neg and Pos Inc registers to 0, and setting the [BCR] to a=
 neg or
positive number, horizontal, vertical, and diagonal lines maybe drawn.

Note: There are some bugs and omissions in the pseudo schematic, but it =
should
be enough to show what I'm talking about.

-Zonn

(Sure wish I had the time to place this is an PLD myself :^( )

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //      zonn @ zonn . com
 -------|         //  \\/

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----=_34970ef051489675401c789a9.MFSBCHJLHS--

From spies.com!owner-vectorlist Tue Dec 16 16:07:51 1997
Return-Path: <owner-vectorlist@spies.com>
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	id <m0xi71W-000Tu7a@goonsquad.spies.com>
	for vectorlist-outgoing; Tue, 16 Dec 1997 16:07:38 -0800 (PST)
	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Sega Multigame and Vector Generator Card...
Date: Wed, 17 Dec 1997 00:09:14 GMT
Message-ID: <349f1769.517065503@tommy.doctord.com>
References: <v02110129b0bc888cb3b3@[10.10.1.100]> <349b0586.512485697@tommy.doctord.com>
In-Reply-To: <349b0586.512485697@tommy.doctord.com>
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Content-Type: text/plain; charset=us-ascii
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On Tue, 16 Dec 1997 23:29:52 GMT, zonn@zonn.com (Zonn) wrote:

>(Anybody know
>how to get a graphic file -- .BMP or something -- of the schematic from =
an ORCAD
>capture?)

To answer my own question, cut & paste in Windows '95 is a wonderful =
thing...

Here's the image cut from ORCAD, pasted to Paint Shop Pro, and saved as a=
 .BMP
file (B&W .BMP files, by far, compress the best when using PKZIP).

-Zonn

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //      zonn @ zonn . com
 -------|         //  \\/

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----=_3497182a51725888001c789a9.MFSBCHJLHS--

From spies.com!owner-vectorlist Tue Dec 16 16:35:56 1997
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Sega Multigame and Vector Generator Card...
Date: Wed, 17 Dec 1997 00:37:10 GMT
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References: <v02110129b0bc888cb3b3@[10.10.1.100]> <349b0586.512485697@tommy.doctord.com> <349f1769.517065503@tommy.doctord.com>
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On Wed, 17 Dec 1997 00:09:14 GMT, zonn@zonn.com (Zonn) wrote:

>On Tue, 16 Dec 1997 23:29:52 GMT, zonn@zonn.com (Zonn) wrote:
>
>>(Anybody know
>>how to get a graphic file -- .BMP or something -- of the schematic from=
 an ORCAD
>>capture?)
>
>To answer my own question, cut & paste in Windows '95 is a wonderful =
thing...
>
>Here's the image cut from ORCAD, pasted to Paint Shop Pro, and saved as =
a .BMP
>file (B&W .BMP files, by far, compress the best when using PKZIP).

Well that picture really sucked.  I don't want to spend the rest of the =
day
spamming vectorlist, so if anyone really wants a readable version of the =
pseudo
schematic, let me know, and I'll send a readable one "one more time".

(Geeze!)

-Zonn

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //      zonn @ zonn . com
 -------|         //  \\/

From spies.com!owner-vectorlist Tue Dec 16 17:06:13 1997
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Date: Tue, 16 Dec 1997 17:06:51 -0800
To: vectorlist@spies.com
From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: Sega Multigame and Vector Generator Card...
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>>Here's the image cut from ORCAD, pasted to Paint Shop Pro, and saved as a .BMP
>>file (B&W .BMP files, by far, compress the best when using PKZIP).
>
>Well that picture really sucked.  I don't want to spend the rest of the day
>spamming vectorlist, so if anyone really wants a readable version of the pseudo
>schematic, let me know, and I'll send a readable one "one more time".

I can read an OrCAD design file from pretty much any version if you want to
send me one of those... ;-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Tue Dec 16 21:05:41 1997
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From: The Grigsbeast <grigsby@netgate.net>
Subject: Re: Boxing Bugs
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Boxing Bugs uses a Wells.

// grigs



From spies.com!owner-vectorlist Wed Dec 17 06:43:43 1997
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199712171446.JAA10082@saturn.acs.oakland.edu>
Subject: Re: Sega Multigame and Vector Generator Card...
To: vectorlist@spies.com
Date: Wed, 17 Dec 1997 09:46:15 -0500 (EST)
In-Reply-To: <v0211012db0bcb1734fea@[10.10.1.100]> from "Clay Cowgill" at Dec 16, 97 03:00:38 pm
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> The register file might be the toughest part.  Each bit will take a
> Macrocell, so just a 4x24 consumes 75% of a 128 m-cell device. :-(  A 24
> bit adder isn't exactly skinny either.  I suppose there's tricks that can
> be played here though...  You could keep the vectorlist in a large (32Kx8
> or 128Kx8 SRAM) and use a few bytes high in RAM to store the position
> counters, then just load the one you need at any given time.   If you made
> an assumption that any delta value must be less than 1, you could
> accumulate delta's with a 12 bit adder and carry 1 with a separate 12bit
> add for the whole portion.  Clock speed is on our side, so doing a bunch of
> operations isn't too much of a problem...

If the ram isn't fast enough, you can leave the last value read (a delta)
sitting on the data lines for the duration of the draw :-) I suppose we
can simulate the process by writing an equivalent line drawer for an
emulator - then we could test the required number of bits. I think 10.10
fixed point or *maybe* 10.8 would be enough. But I still want curves ;-)
--
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From spies.com!owner-vectorlist Wed Dec 17 10:29:21 1997
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Date: Wed, 17 Dec 1997 10:28:59 -0800 (PST)
From: aek (Al Kossow)
To: vectorlist
Subject: PC web links
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just stumbled upon this..

http://www.lvr.com/pcbs.htm

looking for someone who makes a PCI IEEE 1284 parallel
port card (anyone know of one?, guess I'll be building
one if not..)

From spies.com!owner-vectorlist Wed Dec 17 10:30:25 1997
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CC: aek (Al Kossow)

doh.. actually I meant to type PCB, not PC

I shudder to think how many Alta Vista hits you'd
get on "PC" :-)

From spies.com!owner-vectorlist Wed Dec 17 10:46:03 1997
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Sega Multigame and Vector Generator Card...
Date: Wed, 17 Dec 1997 18:47:32 GMT
Message-ID: <34981a2f.583322348@tommy.doctord.com>
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On Tue, 16 Dec 1997 15:00:38 -0800, Clay Cowgill <clayc@diamondmm.com> =
wrote:

>>> Moving "fractional" portions of pixels/dots/whatever is handy for
>>> rate-control and makes really fluid movement easy from the software =
side.
>>> Just gives you some easy dynamic range to play with.  No real reason =
to
>>> "need" it though.
>>
>>Well ya, you need fractional pixels/dots to get variable slope without
>>using bresenham.
>
>Well, sorta-- you need it for calculation, but not necessarily for
>plotting.  (Anything smaller than the discernable resolution of the tube
>could be left out...)
>
>>> Actually, I bet the dot size of the (focused) beam on a 19" raster =
tube is
>>> probably larger than the lower bit or two of resolution from a 12bit =
DAC.
>>> (Not to mention the shadow-mask.)
>>
>>Good point. But some may want to run on a B/W monitor and then you need
>>all the resolution you can get. That wouldn't be me though.

If you watch the slow floating of a ship on Space War you can see the =
ship
*jump* from one position to the next as it moves across the screen.  It's=
 very
subtle but noticeable.  The Cinematronics uses a 1024 x 768 (or =
thereabouts)
grid for the starting points of it's vectors -- or about the resolution =
of 10bit
DACs.  Since it's noticeable on a 19" screen it would sure be nice to =
have
higher resolutions available for the possibilities of larger screens.

The jumps are very small using the 10bit resolution, 12bits would be 1/4 =
of that
jump and would be very hard to discern.  I think it would also be smaller=
 than
the thickness of the trace -- the jumps on Space War seem to be about the=
 same
size as the trace.  The disadvantage of 12bits is that your clock rate =
must be 4
times faster than the asteroids DVG to maintain the same slew rate -- =
probably
not a problem.  I wasn't able to find any serial DACs (I didn't do all =
that
thorough of a search) that worked at this speed, you might have to stick =
with
parallel loaded DACs.

<snip>

>>It just hit me! The 2nd order system (using ddx & ddy) would allow
>>another feature: Variable intensity along a line. Rather than using
>>them to draw a curve, you could use them to simply alter the speed
>>of a straight line draw. It'd be cool to have vectors that fade to
>>black (as the beam speeds up).

This might not work.  I was comparing the speed of the vector generators =
with
the slew rates of the monitors, and as it is they run the monitors pretty=
 close
to their maximum speed.  Unfortunately you wouldn't be able to fade a =
trace by
drawing faster simply because you can't draw any faster.  If the ability =
to draw
faster was available I'm sure Atari (or whoever) would have already taken
advantage of it.  I imagine the speed of the monitors was used to set the=
 speed
of the DVG and AVG, and not the other way around.

-Zonn

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //      zonn @ zonn . com
 -------|         //  \\/

From spies.com!owner-vectorlist Wed Dec 17 11:06:30 1997
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Message-ID: <c=US%a=_%p=DSC%l=GYPSUM-971217190631Z-18449@gypsum.dsc.com>
From: "Ozdemir, Steve" <sso@dsc.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Sega Multigame and Vector Generator Card...
Date: Wed, 17 Dec 1997 11:06:31 -0800
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CC: "Ozdemir, Steve" <sso@dsc.com>

G'day folks,

Well, if the ships on Space Wars aren't animated well on a 19" screen,
then that explains why only Barrier had a 25" screen. There's no
animation in Barrier, and anytime someone brought up a 25" screen for
one of the later games this issue probably came up.

I still like Paul's idea of having intensity differ within any given
vector, even if we can't make vectors fade to black (due to speed
constraints of the monitor).  If I may speculate for a moment, wouldn't
it be difficult to specify via software how you wanted the intensity for
a vector to change?  Let's say I wanted the intensity to increase slowly
for the first third of a vector, stay at the highest level for the
middle of the vector and finally return to the original intensity in the
last third of the vector.

I think varying intensity within any given vector would also support
first person games with "fading perspective with distance" nicely.  All
those lines that go off into the distance would be easy to fade as you
get further off in the distance (but of course you wouldn't be able to
fade completely to black unfortunately).  Am I getting too much into
game design when the monitor hasn't even been finished?!

		Steven S Ozdemir
		sso@dsc.com

>----------
>From: 	zonn@zonn.com[SMTP:zonn@zonn.com]
>Sent: 	Wednesday, December 17, 1997 10:47 AM
>To: 	vectorlist@spies.com
>Cc: 	zonn@zonn.com
>Subject: 	Re: Sega Multigame and Vector Generator Card...
>
>On Tue, 16 Dec 1997 15:00:38 -0800, Clay Cowgill <clayc@diamondmm.com> wrote:
>
>>>> Moving "fractional" portions of pixels/dots/whatever is handy for
>>>> rate-control and makes really fluid movement easy from the software side.
>>>> Just gives you some easy dynamic range to play with.  No real reason to
>>>> "need" it though.
>>>
>>>Well ya, you need fractional pixels/dots to get variable slope without
>>>using bresenham.
>>
>>Well, sorta-- you need it for calculation, but not necessarily for
>>plotting.  (Anything smaller than the discernable resolution of the tube
>>could be left out...)
>>
>>>> Actually, I bet the dot size of the (focused) beam on a 19" raster tube
>>>>is
>>>> probably larger than the lower bit or two of resolution from a 12bit DAC.
>>>> (Not to mention the shadow-mask.)
>>>
>>>Good point. But some may want to run on a B/W monitor and then you need
>>>all the resolution you can get. That wouldn't be me though.
>
>If you watch the slow floating of a ship on Space War you can see the ship
>*jump* from one position to the next as it moves across the screen.  It's
>very
>subtle but noticeable.  The Cinematronics uses a 1024 x 768 (or thereabouts)
>grid for the starting points of it's vectors -- or about the resolution of
>10bit
>DACs.  Since it's noticeable on a 19" screen it would sure be nice to have
>higher resolutions available for the possibilities of larger screens.
>
>The jumps are very small using the 10bit resolution, 12bits would be 1/4 of
>that
>jump and would be very hard to discern.  I think it would also be smaller
>than
>the thickness of the trace -- the jumps on Space War seem to be about the
>same
>size as the trace.  The disadvantage of 12bits is that your clock rate must
>be 4
>times faster than the asteroids DVG to maintain the same slew rate --
>probably
>not a problem.  I wasn't able to find any serial DACs (I didn't do all that
>thorough of a search) that worked at this speed, you might have to stick with
>parallel loaded DACs.
>
><snip>
>
>>>It just hit me! The 2nd order system (using ddx & ddy) would allow
>>>another feature: Variable intensity along a line. Rather than using
>>>them to draw a curve, you could use them to simply alter the speed
>>>of a straight line draw. It'd be cool to have vectors that fade to
>>>black (as the beam speeds up).
>
>This might not work.  I was comparing the speed of the vector generators with
>the slew rates of the monitors, and as it is they run the monitors pretty
>close
>to their maximum speed.  Unfortunately you wouldn't be able to fade a trace
>by
>drawing faster simply because you can't draw any faster.  If the ability to
>draw
>faster was available I'm sure Atari (or whoever) would have already taken
>advantage of it.  I imagine the speed of the monitors was used to set the
>speed
>of the DVG and AVG, and not the other way around.
>
>-Zonn
>
><><><><><><><><><><><><><><><><><><><><><><><><><><><><
>
> ------              ___       Member of A.A.C.S.:
> |---- |            (   )  Association for Artistically
>    / /            ( () )     Challenged Signatures
>   / /    //\\ //   (__)
>  / ---/ //  \\    //\\ //      zonn @ zonn . com
> -------|         //  \\/
>

From spies.com!owner-vectorlist Wed Dec 17 11:20:03 1997
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From: aek (Al Kossow)
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Subject: RE: Sega Multigame and Vector Generator Card...
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CC: aek (Al Kossow)

"I think varying intensity within any given vector would also support
first person games with "fading perspective with distance" nicely."

FWIW, this is called "Depth Cueing"
Evans and Sutherland Picture Systems were the only vector display
I ever used that had it, I assume the later Vector Generals and
Megatech's could do it as well.

As long as you're at it, 8 bits of D/A on R,G,B will give you all
the brightness you could use..

From spies.com!owner-vectorlist Wed Dec 17 11:40:30 1997
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Sega Multigame and Vector Generator Card...
Date: Wed, 17 Dec 1997 19:41:39 GMT
Message-ID: <3499293c.587175120@tommy.doctord.com>
References: <c=US%a=_%p=DSC%l=GYPSUM-971217190631Z-18449@gypsum.dsc.com>
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On Wed, 17 Dec 1997 11:06:31 -0800, "Ozdemir, Steve" <sso@dsc.com> wrote:

>G'day folks,
>
>Well, if the ships on Space Wars aren't animated well on a 19" screen,
>then that explains why only Barrier had a 25" screen. There's no
>animation in Barrier, and anytime someone brought up a 25" screen for
>one of the later games this issue probably came up.

That's a good point.  The jumps on larger screens would be, well, larger.

>I still like Paul's idea of having intensity differ within any given
>vector, even if we can't make vectors fade to black (due to speed
>constraints of the monitor).  If I may speculate for a moment, wouldn't
>it be difficult to specify via software how you wanted the intensity for
>a vector to change?  Let's say I wanted the intensity to increase slowly
>for the first third of a vector, stay at the highest level for the
>middle of the vector and finally return to the original intensity in the
>last third of the vector.
>
>I think varying intensity within any given vector would also support
>first person games with "fading perspective with distance" nicely.  All
>those lines that go off into the distance would be easy to fade as you
>get further off in the distance (but of course you wouldn't be able to
>fade completely to black unfortunately).  Am I getting too much into
>game design when the monitor hasn't even been finished?!

The best way at this point to fade a vector using a normal DVG or AVG =
would be
to draw it with smaller vectors, each set to decreasing intensities.

One could always setup a mode where the intensity of the vector was based=
 on the
value in the Line Length Counter in the vector generator.  That would =
give you a
smooth fade.

In either case there is nothing from stopping you from fading to black.

-Zonn

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //      zonn @ zonn . com
 -------|         //  \\/

From spies.com!owner-vectorlist Wed Dec 17 13:57:40 1997
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199712172159.QAA20989@saturn.acs.oakland.edu>
Subject: Re: Sega Multigame and Vector Generator Card...
To: vectorlist@spies.com
Date: Wed, 17 Dec 1997 16:59:37 -0500 (EST)
In-Reply-To: <c=US%a=_%p=DSC%l=GYPSUM-971217190631Z-18449@gypsum.dsc.com> from "Ozdemir, Steve" at Dec 17, 97 11:06:31 am
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CC: Paul Kahler <phkahler@Oakland.edu>

> G'day folks,
> 
> Well, if the ships on Space Wars aren't animated well on a 19" screen,
> then that explains why only Barrier had a 25" screen. There's no
> animation in Barrier, and anytime someone brought up a 25" screen for
> one of the later games this issue probably came up.
> 
> I still like Paul's idea of having intensity differ within any given
> vector, even if we can't make vectors fade to black (due to speed
> constraints of the monitor).  If I may speculate for a moment, wouldn't
> it be difficult to specify via software how you wanted the intensity for
> a vector to change?  Let's say I wanted the intensity to increase slowly
> for the first third of a vector, stay at the highest level for the
> middle of the vector and finally return to the original intensity in the
> last third of the vector.

  I don't think it'd be possible to have a single line get brighter in the
middle and then dimmer using a 2nd order system (a 3rd order would work).
but you could draw it in 2 parts, one brightening and one dimming. The nice
thing is that you can derive a few equations to do different things and then
just plug numbers in. I haven't derived it yet, but there are equations that
take X1,Y1,X2,Y2,X3,Y3 and give the parameters to make a curve go from X1,Y1
to X3,Y3 while hitting X2,Y2 on the way. You can also derive stuff to work
with the velocity (inverse of intensity) instead of using 3 points. I'm not
sure if there are other significant options right now, but I know those 2
are easy - I'll do the general equations IF there is ever hardware to use it.

X(t) = X0 + (dX)t + (ddx)(t)(t-1)/2
Y(t) = Y0 + (dY)t + (ddy)(t)(t-1)/2

or some such, where t is the "pixel" number starting at zero. This is the
starting point for deriving something useful.
-- 
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From spies.com!owner-vectorlist Wed Dec 17 13:57:55 1997
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Message-ID: <c=US%a=_%p=DSC%l=GYPSUM-971217215743Z-18807@gypsum.dsc.com>
From: "Ozdemir, Steve" <sso@dsc.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Sega Multigame and Vector Generator Card...
Date: Wed, 17 Dec 1997 13:57:43 -0800
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G'day folks,

Hmmm....well, I would imagine that if you put the fading under hardware
control via the speed of the electron beam then you'd want to be able to
both linear fading and something like "exponential" fading (where as
your line is drawn your intensity drops exponentially).  These two
features would be sufficient for most purposes.

I was under the impression that the speed of the electron beam was
deciding the intensity of a vector (or part of a vector as the case may
be).  So because there is a maximum speed to the beam, there's also a
minimum intensity that all vectors would have?  Obviously if the Z was
zeroed then you'd have black, but if we are using the speed of the beam
to control intensity then Z isn't as relevant.

I did follow how Zonn described fading with alot of little vectors of
different intensity, but now you are increasing your vector counts.  I'm
sure the cost of stopping drawing the current vector and starting to
draw the next vector is high enough that variable intensity within a
vector is a significant savings (and less of a headache for the software
guy...until you tell him he has to specify how to fade vectors).

		Steven S Ozdemir
		sso@dsc.com

>----------
>From: 	zonn@zonn.com[SMTP:zonn@zonn.com]
>Sent: 	Wednesday, December 17, 1997 11:41 AM
>To: 	vectorlist@spies.com
>Cc: 	zonn@zonn.com
>Subject: 	Re: Sega Multigame and Vector Generator Card...
>
>On Wed, 17 Dec 1997 11:06:31 -0800, "Ozdemir, Steve" <sso@dsc.com> wrote:
>
>>G'day folks,
>>
>>Well, if the ships on Space Wars aren't animated well on a 19" screen,
>>then that explains why only Barrier had a 25" screen. There's no
>>animation in Barrier, and anytime someone brought up a 25" screen for
>>one of the later games this issue probably came up.
>
>That's a good point.  The jumps on larger screens would be, well, larger.
>
>>I still like Paul's idea of having intensity differ within any given
>>vector, even if we can't make vectors fade to black (due to speed
>>constraints of the monitor).  If I may speculate for a moment, wouldn't
>>it be difficult to specify via software how you wanted the intensity for
>>a vector to change?  Let's say I wanted the intensity to increase slowly
>>for the first third of a vector, stay at the highest level for the
>>middle of the vector and finally return to the original intensity in the
>>last third of the vector.
>>
>>I think varying intensity within any given vector would also support
>>first person games with "fading perspective with distance" nicely.  All
>>those lines that go off into the distance would be easy to fade as you
>>get further off in the distance (but of course you wouldn't be able to
>>fade completely to black unfortunately).  Am I getting too much into
>>game design when the monitor hasn't even been finished?!
>
>The best way at this point to fade a vector using a normal DVG or AVG would
>be
>to draw it with smaller vectors, each set to decreasing intensities.
>
>One could always setup a mode where the intensity of the vector was based on
>the
>value in the Line Length Counter in the vector generator.  That would give
>you a
>smooth fade.
>
>In either case there is nothing from stopping you from fading to black.
>
>-Zonn
>
><><><><><><><><><><><><><><><><><><><><><><><><><><><><
>
> ------              ___       Member of A.A.C.S.:
> |---- |            (   )  Association for Artistically
>    / /            ( () )     Challenged Signatures
>   / /    //\\ //   (__)
>  / ---/ //  \\    //\\ //      zonn @ zonn . com
> -------|         //  \\/
>

From spies.com!owner-vectorlist Wed Dec 17 14:07:50 1997
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199712172210.RAA16300@saturn.acs.oakland.edu>
Subject: Re: Sega Multigame and Vector Generator Card...
To: vectorlist@spies.com
Date: Wed, 17 Dec 1997 17:10:29 -0500 (EST)
In-Reply-To: <34981a2f.583322348@tommy.doctord.com> from "Zonn" at Dec 17, 97 06:47:32 pm
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> not a problem.  I wasn't able to find any serial DACs (I didn't do all that
> thorough of a search) that worked at this speed, you might have to stick with
> parallel loaded DACs.

Funny, if we used serial DACs we might as well go ahead with Al's idea to
do serial addition. Then all we'd have is some registers shifting around
through 2 or 4 1-bit adders and out to the DAC. WOW! Now 24 shifts at
3-4 times the asteroids clock speed is probably too fast for anything cheap.
Can the PLD run at ~100MHz?

I just had an idea I gotta think about...
-- 
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From spies.com!owner-vectorlist Wed Dec 17 14:18:47 1997
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"I wasn't able to find any serial DACs (I didn't do all that
> thorough of a search) that worked at this speed, you might have to stick with
> parallel loaded DACs."

Joe will probably pop in here, being from Crystal and all..

We use Crystal's 16 bit serially interfaced parts for the audio I/O on
Macs, and those are running up to 48Khz/channel. Guess I'll have to
double-check on the maximum clock speed of the Maxim multi-channel
DAC i'm designing into the programmable power supplies on the board
i'm doing :-)

From spies.com!owner-vectorlist Wed Dec 17 14:27:18 1997
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Just did a quick look, and the Maxim
MAX5154 dual 12 bit part can be clocked
to 10 Mhz.

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On Wed, 17 Dec 1997, Al Kossow wrote:

> 
> "I wasn't able to find any serial DACs (I didn't do all that
> > thorough of a search) that worked at this speed, you might have to stick with
> > parallel loaded DACs."
> 
> Joe will probably pop in here, being from Crystal and all..
> 
> We use Crystal's 16 bit serially interfaced parts for the audio I/O on
> Macs, and those are running up to 48Khz/channel. Guess I'll have to
> double-check on the maximum clock speed of the Maxim multi-channel
> DAC i'm designing into the programmable power supplies on the board
> i'm doing :-)
> 

	I WAS going to chime in that basically every DAC we make uses a
serial input port.  The audio stuff used a 48 kHz "LRCK" (Left/Right
Clock) which is basically a sample clock.  SCLK (Serial Port Clock)
frequencies are usually programmable to be 32, 48, 64, or 128 times that
clock frequency and the ports can operate in master mode or slave mode.

	If anyone cares, I was actually the designer for the latest
generation of those serial ports.

	We just released a 96kHz part, so that Serial port uses a 96kHz
LRCK.  SCLK frequencies are exactly the same, though...

	Whoops the system is about to go down her so I'd bett wrap 
this upe....let me know if any of these parts may be useful, becuase I
could probably get samples no problem.

Joe






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From: "Ozdemir, Steve" <sso@dsc.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Sega Multigame and Vector Generator Card...
Date: Wed, 17 Dec 1997 14:36:27 -0800
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G'day folks,

No brightening, constant, darkening within a single vector as my below
example described.  That's fine.  I just wanted to check if you were
suggesting features that would support my difficult example.  As you
(and Zonn) suggested splitting the vector into two parts where one
vector was only brightening and the other vector was only darkening
would be OK.  I was thinking more of what Al was describing where
vectors fade into the distance in first player games.

Could we have curved lines like in Quantum?  As I remember the "curved
lines" were actually lots of short straight lines that look like one big
curved line.  This is a tall order, but if we are in the middle of
brainstorming up suggestions I'll stick my neck out!

By the way, while I have people focussed on Quantum, can anyone tell me
why they didn't do this game with a raster monitor?  Come on.  Curved
lines and solid filled objects.  What's the point of using vectors?

		Steven S Ozdemir
		sso@dsc.com

ps - Of course, I'm the guy who's convinced that Qix should be redone
with vectors.

>----------
>From: 	Paul Kahler[SMTP:phkahler@Oakland.edu]
>Sent: 	Wednesday, December 17, 1997 1:59 PM
>To: 	vectorlist@spies.com
>Cc: 	Paul Kahler
>Subject: 	Re: Sega Multigame and Vector Generator Card...
>
>> G'day folks,
>> 
>> Well, if the ships on Space Wars aren't animated well on a 19" screen,
>> then that explains why only Barrier had a 25" screen. There's no
>> animation in Barrier, and anytime someone brought up a 25" screen for
>> one of the later games this issue probably came up.
>> 
>> I still like Paul's idea of having intensity differ within any given
>> vector, even if we can't make vectors fade to black (due to speed
>> constraints of the monitor).  If I may speculate for a moment, wouldn't
>> it be difficult to specify via software how you wanted the intensity for
>> a vector to change?  Let's say I wanted the intensity to increase slowly
>> for the first third of a vector, stay at the highest level for the
>> middle of the vector and finally return to the original intensity in the
>> last third of the vector.
>
>  I don't think it'd be possible to have a single line get brighter in the
>middle and then dimmer using a 2nd order system (a 3rd order would work).
>but you could draw it in 2 parts, one brightening and one dimming. The nice
>thing is that you can derive a few equations to do different things and then
>just plug numbers in. I haven't derived it yet, but there are equations that
>take X1,Y1,X2,Y2,X3,Y3 and give the parameters to make a curve go from X1,Y1
>to X3,Y3 while hitting X2,Y2 on the way. You can also derive stuff to work
>with the velocity (inverse of intensity) instead of using 3 points. I'm not
>sure if there are other significant options right now, but I know those 2
>are easy - I'll do the general equations IF there is ever hardware to use it.
>
>X(t) = X0 + (dX)t + (ddx)(t)(t-1)/2
>Y(t) = Y0 + (dY)t + (ddy)(t)(t-1)/2
>
>or some such, where t is the "pixel" number starting at zero. This is the
>starting point for deriving something useful.
>-- 
> ___   __   _   _  _
>|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
>|  _/| || || |_| || |__     " What makes someone care so much?
>|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.
>

From spies.com!owner-vectorlist Wed Dec 17 14:44:49 1997
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: serial DACs
Date: Wed, 17 Dec 1997 22:46:23 GMT
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On Wed, 17 Dec 1997 14:18:27 -0800 (PST), aek (Al Kossow) wrote:

>
>"I wasn't able to find any serial DACs (I didn't do all that
>> thorough of a search) that worked at this speed, you might have to =
stick with
>> parallel loaded DACs."
>
>Joe will probably pop in here, being from Crystal and all..
>
>We use Crystal's 16 bit serially interfaced parts for the audio I/O on
>Macs, and those are running up to 48Khz/channel. Guess I'll have to
>double-check on the maximum clock speed of the Maxim multi-channel
>DAC i'm designing into the programmable power supplies on the board
>i'm doing :-)

=46or 12 bit resolution were going to need a 12 bit DAC that can be fully=
 updated
at about 6mhz.  So assuming no register addressing overhead, that many of=
 the
DACs require, the serial data must be clocked at 72mhz.  Any internal =
addressing
needed to operate the DAC will increase this value.  Good luck!

-Zonn

<><><><><><><><><><><><><><><><><><><><><><><><><><><><

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
  / ---/ //  \\    //\\ //      zonn @ zonn . com
 -------|         //  \\/

From spies.com!owner-vectorlist Wed Dec 17 15:01:46 1997
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Zonn "said"

"=46or 12 bit resolution were going to need a 12 bit DAC that can be fully=
 updated
at about 6mhz.  So assuming no register addressing overhead, that many of=
 the
DACs require, the serial data must be clocked at 72mhz.  Any internal =
addressing
needed to operate the DAC will increase this value.  Good luck!
"

I'm having a little trouble parsing this..

Guess I should have asked for more detail on WHAT was being
designed :-) 

>From the message exchange, I'm assuming 12 bits of resolution in
X and Y. At what rate can these X and Y values change? I was
assuming the rate of change was fairly slow, but thinking about
it, it is going to be the rate at which the beam will move to
the next x,y position on the screen, which can be quite fast..

I'm guessing this is the "6Mhz" in Zonn's message.

From spies.com!owner-vectorlist Wed Dec 17 15:38:48 1997
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On Wed, 17 Dec 1997, Zonn wrote:

> For 12 bit resolution were going to need a 12 bit DAC that can be fully updated
> at about 6mhz.  So assuming no register addressing overhead, that many of the
> DACs require, the serial data must be clocked at 72mhz.  Any internal addressing
> needed to operate the DAC will increase this value.  Good luck!
> 

	Yup, 128 * 48 kHz is only 6.14 MHz, so that rules out all lof
Crystal's Audio parts.

Joe



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On Wed, 17 Dec 1997, Paul Kahler wrote:

> Funny, if we used serial DACs we might as well go ahead with Al's idea to
> do serial addition. Then all we'd have is some registers shifting around
> through 2 or 4 1-bit adders and out to the DAC. WOW! Now 24 shifts at
> 3-4 times the asteroids clock speed is probably too fast for anything cheap.
> Can the PLD run at ~100MHz?
> 

	I know some Altera stuff can.  Back when I took the standard
"Build a Microprocessor from TTL and PLDs" course, There were some Altera
parts which were as low as 5 ns.

	Actually I've been thinking about something.....

	Clay, what parts were you targeting to when you posted about your
original adder?  A Xilinx CLB can implement any function of 5 variables,
so a 24 bit ripple-carry adder would take < 48 CLBs, which seems pretty
reasonable to me.  It might suck up a lot of routing resources, though...

Joe

  



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	Forget that last message (about the Xilinx parts, etc)

	I just went back and re-read the original message and
saw that it was a 32 CLB PLD....Duh..

Time to go home.....

Joe

------------------------------------------------------------------
Joseph J. Welser                       jwelser@ccwf.cc.utexas.edu
Design Engineer -- Crystal Semiconductor Corporation
Ph.D. Student in E.E. -- University of Texas at Austin	
Work:  jwelser@crystal.cirrus.com      http://www.crystal.com
P.O. Box 17847; Austin, TX  78760
------------------------------------------------------------------


From spies.com!owner-vectorlist Thu Dec 18 06:19:41 1997
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199712181421.JAA31133@saturn.acs.oakland.edu>
Subject: Re: Sega Multigame and Vector Generator Card...
To: vectorlist@spies.com
Date: Thu, 18 Dec 1997 09:21:56 -0500 (EST)
In-Reply-To: <c=US%a=_%p=DSC%l=GYPSUM-971217223627Z-18902@gypsum.dsc.com> from "Ozdemir, Steve" at Dec 17, 97 02:36:27 pm
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Steve,

  My idea about changing line intensity was not a designed feature, rather
it is a *bonus* for building hardware that can generate curves. So yes, we
could do curves better than Quantum. The circuit for doing curves is a
simple extension of a fixed-point DVG. However, since Clay is trying to
fit all this into 128 CLBs it looks like the extra registers aren't going
to fit (6 24-bit numbers is over 128 bits). However, I'm still toying
with an idea that may help.
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

> G'day folks,
> 
> No brightening, constant, darkening within a single vector as my below
> example described.  That's fine.  I just wanted to check if you were
> suggesting features that would support my difficult example.  As you
> (and Zonn) suggested splitting the vector into two parts where one
> vector was only brightening and the other vector was only darkening
> would be OK.  I was thinking more of what Al was describing where
> vectors fade into the distance in first player games.
> 
> Could we have curved lines like in Quantum?  As I remember the "curved
> lines" were actually lots of short straight lines that look like one big
> curved line.  This is a tall order, but if we are in the middle of
> brainstorming up suggestions I'll stick my neck out!
> 
> By the way, while I have people focussed on Quantum, can anyone tell me
> why they didn't do this game with a raster monitor?  Come on.  Curved
> lines and solid filled objects.  What's the point of using vectors?
> 
> 		Steven S Ozdemir
> 		sso@dsc.com
> 
> ps - Of course, I'm the guy who's convinced that Qix should be redone
> with vectors.
> 
> >----------
> >From: 	Paul Kahler[SMTP:phkahler@Oakland.edu]
> >Sent: 	Wednesday, December 17, 1997 1:59 PM
> >To: 	vectorlist@spies.com
> >Cc: 	Paul Kahler
> >Subject: 	Re: Sega Multigame and Vector Generator Card...
> >
> >> G'day folks,
> >> 
> >> Well, if the ships on Space Wars aren't animated well on a 19" screen,
> >> then that explains why only Barrier had a 25" screen. There's no
> >> animation in Barrier, and anytime someone brought up a 25" screen for
> >> one of the later games this issue probably came up.
> >> 
> >> I still like Paul's idea of having intensity differ within any given
> >> vector, even if we can't make vectors fade to black (due to speed
> >> constraints of the monitor).  If I may speculate for a moment, wouldn't
> >> it be difficult to specify via software how you wanted the intensity for
> >> a vector to change?  Let's say I wanted the intensity to increase slowly
> >> for the first third of a vector, stay at the highest level for the
> >> middle of the vector and finally return to the original intensity in the
> >> last third of the vector.
> >
> >  I don't think it'd be possible to have a single line get brighter in the
> >middle and then dimmer using a 2nd order system (a 3rd order would work).
> >but you could draw it in 2 parts, one brightening and one dimming. The nice
> >thing is that you can derive a few equations to do different things and then
> >just plug numbers in. I haven't derived it yet, but there are equations that
> >take X1,Y1,X2,Y2,X3,Y3 and give the parameters to make a curve go from X1,Y1
> >to X3,Y3 while hitting X2,Y2 on the way. You can also derive stuff to work
> >with the velocity (inverse of intensity) instead of using 3 points. I'm not
> >sure if there are other significant options right now, but I know those 2
> >are easy - I'll do the general equations IF there is ever hardware to use it.
> >
> >X(t) = X0 + (dX)t + (ddx)(t)(t-1)/2
> >Y(t) = Y0 + (dY)t + (ddy)(t)(t-1)/2
> >
> >or some such, where t is the "pixel" number starting at zero. This is the
> >starting point for deriving something useful.
> >-- 
> > ___   __   _   _  _
> >|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
> >|  _/| || || |_| || |__     " What makes someone care so much?
> >|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.
> >
> 


-- 
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From spies.com!owner-vectorlist Thu Dec 18 09:39:56 1997
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Date: Thu, 18 Dec 1997 09:40:43 -0800
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From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: PC web links
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CC: Clay Cowgill <clayc@diamondmm.com>

>just stumbled upon this..
>
>http://www.lvr.com/pcbs.htm
>
>looking for someone who makes a PCI IEEE 1284 parallel
>port card (anyone know of one?, guess I'll be building
>one if not..)

Try Dolphin Peripherals.  (www.dolphinfast.com)

You might try Ward at MegaWolf (www.megawolf.com) for a Mac-PCI thing...

You could also get one of the PLX PCI bridge chip evaluation boards and
plug a regular ISA parallel port card into it.  (We had our regular ISA
modem running on PCI with the PLX chip in about a day and a half.  PLX is
just too expensive for production for us...)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Thu Dec 18 09:43:48 1997
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From: aek (Al Kossow)
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CC: aek (Al Kossow)

thanks for the pointer, I see Dolphin is sold at Frys, making it
easy to buy (other than being a hateful place to visit..)

From spies.com!owner-vectorlist Thu Dec 18 09:46:06 1997
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From: Clay Cowgill <clayc@diamondmm.com>
Subject: Re: Sega Multigame and Vector Generator Card...
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Zonn wrote:

>If you watch the slow floating of a ship on Space War you can see the ship
>*jump* from one position to the next as it moves across the screen.  It's very
>subtle but noticeable.  The Cinematronics uses a 1024 x 768 (or thereabouts)
>grid for the starting points of it's vectors -- or about the resolution of
>10bit
>DACs.  Since it's noticeable on a 19" screen it would sure be nice to have
>higher resolutions available for the possibilities of larger screens.

Interesting.  I never noticed, but I never payed super-close attention
either.  I was just happy when I got it working! ;-)  I believe it though--
the "jump" in the Sega G-80 rotation system is pretty obvious when you're
spinning "big" objects...

>The disadvantage of 12bits is that your clock rate must be 4
>times faster than the asteroids DVG to maintain the same slew rate -- probably
>not a problem.  I wasn't able to find any serial DACs (I didn't do all that
>thorough of a search) that worked at this speed, you might have to stick with
>parallel loaded DACs.

Ehhh, 12MHz vs. 3MHz-- not a big deal.  Looks like the device will probably
go out to 40-60MHz withough any trouble...

re: serial DACs...

I was pretty much planning on parallel load DACs.  If we went with serial
DACs I start thinking an Analog Devices fixed-point DSP is the smarter way
to do this.  (I think that's what Atari used for the third-generation
vector generator that didn't make it out the door...)

Actually, one of our 56K modem chipsets would probably make a pretty
respectable "engine"... ;-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Thu Dec 18 10:08:26 1997
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CC: Clay Cowgill <clayc@diamondmm.com>

>I still like Paul's idea of having intensity differ within any given
>vector, even if we can't make vectors fade to black (due to speed
>constraints of the monitor).  If I may speculate for a moment, wouldn't
>it be difficult to specify via software how you wanted the intensity for
>a vector to change?  Let's say I wanted the intensity to increase slowly
>for the first third of a vector, stay at the highest level for the
>middle of the vector and finally return to the original intensity in the
>last third of the vector.

You know... Some sort of little hardware "color gradient" would be pretty
interesting.  Probably be best just to have the PC do it and use some
dual-port RAM as a pallette DAC.  Could always tie something to the line
length counter to sweep the color palette as the line is drawn.  Pretty.
;-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Thu Dec 18 10:17:36 1997
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>X(t) = X0 + (dX)t + (ddx)(t)(t-1)/2
>Y(t) = Y0 + (dY)t + (ddy)(t)(t-1)/2

Wait, wait... I'm getting a vision-- something coming back to me from
college... It's very fuzzy... The first word is "Calculus"... Wait!
There's more...  It's... It's... The letter "D"!  I wonder what it could
mean...

(Oh, yeah-- Paul gets to do any/all derivations and integrations. :-)

-Clay

(I was out sick yesterday, so I'm catching up on all my "important" e-mail
now. ;-)

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Thu Dec 18 10:24:44 1997
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>Funny, if we used serial DACs we might as well go ahead with Al's idea to
>do serial addition. Then all we'd have is some registers shifting around
>through 2 or 4 1-bit adders and out to the DAC. WOW! Now 24 shifts at
>3-4 times the asteroids clock speed is probably too fast for anything cheap.
>Can the PLD run at ~100MHz?

Theoretically we've got up to 125MHz.  In practice though you need to feed
terms back through the arrary, so any particular design won't have 125MHz
raw speed.  The good news is that timing is very predictable in a CPLD (as
opposed to an FPGA which can get ugly fast).  I think 40-60MHz is probably
pretty do-able.  Just don't expect to get any TV reception near the card
when it's operating. ;-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Thu Dec 18 10:43:54 1997
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>I'm having a little trouble parsing this..
>
>Guess I should have asked for more detail on WHAT was being
>designed :-)
>
>>From the message exchange, I'm assuming 12 bits of resolution in
>X and Y. At what rate can these X and Y values change? I was
>assuming the rate of change was fairly slow, but thinking about
>it, it is going to be the rate at which the beam will move to
>the next x,y position on the screen, which can be quite fast..
>
>I'm guessing this is the "6Mhz" in Zonn's message.

The maximum "update speed" of a DAC in something like Asteroids is 3MHz.
(the speed of the vector clock)  Actually, because of the binary rate
multiplier it's:

(63 * 3MHz)/64 = 2.953MHz...

That just gives you "Asteroids" level vector performance.  I was hoping for
2-4 times that for whatever design I try.

So for dual, 12-bit, serial DACs to meet Asteroids level performance...

3MHz DAC rate
minimum of twelve clocks per update
two DACs for X/Y

3MHz * 12 * 2= ~72MHz

Ugh.  And like Zonn said, that's without any register-type steering
overhead for the serial link.  "Hello, parallel DACs." :-)

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Thu Dec 18 10:54:24 1997
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From: Clay Cowgill <clayc@diamondmm.com>
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CC: Clay Cowgill <clayc@diamondmm.com>

>        Actually I've been thinking about something.....
>
>        Clay, what parts were you targeting to when you posted about your
>original adder?  A Xilinx CLB can implement any function of 5 variables,
>so a 24 bit ripple-carry adder would take < 48 CLBs, which seems pretty
>reasonable to me.  It might suck up a lot of routing resources, though...

I was synthesizing to the Cypress CY7C37x family.  They're Complex
Programmable Logic Devices, not FPGA's like the Xilinx/Altera/Orca stuff.
They look pretty comparable to the Lattice 20xx and 30xx series.

Devices are available in 32, 64 and 128 "Macrocells".  Each macrocell is
about like a 22V10's macrocell, but with more product terms coming in.
Your numbers look about right-- there just aren't as many macrocells
available as in an FPGA.  (For Cypress a 24 bit ripple adder would take
about 168 product terms, 48 Macrocells, and 24 passes through the array
(ouch).  A full-carry lookahead would eat more product terms-- ~300, and a
few more macrocells ~56, but take MUCH less time-- 6 passes through the
array.)

That's kinda why I'm trying to do this in VHDL-- so I can target either
FPGA or CPLD parts depending on what's needed.  Xilinx has been publishing
numbers around $3 for their new slimmed-down 4000 series which would be
pretty cool.  To keep things affordable I need to stay with a 32 or 64
macrocell device in a CPLD for now.

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Thu Dec 18 12:33:52 1997
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I was just looking at the download area on Lattice's web
site, and they appear to be giving away a version of
Synario. 

This is for Win95/3.1 
I haven't looked at any of this kind of stuff for a LONG
time (I use an old Mac port of ABEL for the few times
that I design PALs)

Are these sorts of high level design tools available now
from most other PLD vendors? I know Clay had said that
he was thinking of using a Cypress PLD.

From spies.com!owner-vectorlist Thu Dec 18 15:12:25 1997
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199712182314.SAA10080@saturn.acs.oakland.edu>
Subject: Re: Sega Multigame and Vector Generator Card...
To: vectorlist@spies.com
Date: Thu, 18 Dec 1997 18:14:33 -0500 (EST)
In-Reply-To: <v0211013cb0bf1fcf88fc@[10.10.1.100]> from "Clay Cowgill" at Dec 18, 97 10:55:31 am
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CC: Paul Kahler <phkahler@Oakland.edu>

> Devices are available in 32, 64 and 128 "Macrocells".  Each macrocell is
> about like a 22V10's macrocell, but with more product terms coming in.
> Your numbers look about right-- there just aren't as many macrocells
> available as in an FPGA.  (For Cypress a 24 bit ripple adder would take
> about 168 product terms, 48 Macrocells, and 24 passes through the array
> (ouch).  A full-carry lookahead would eat more product terms-- ~300, and a
> few more macrocells ~56, but take MUCH less time-- 6 passes through the
> array.)

Clay (and anyone else who might be interested)
please read all this crap and see if I make sense :-) It's a bit long.

Consider this:
X = 24 bits = 3 bytes   same for Y
dX = 16 bits = 2 bytes  same for dY

write this as follows where x3 is most significant byte etc...
X = x3x2x1  Y = y3y2y1
dX = dx2dx1 dY = dy2dy1

Using an 8-bit adder the plotting cycle becomes:

Load X,Y to the DACs
add   x1, dx1
addc  x2, dx2
addc  x3, sdx2  - add sign bit of dx2 to x3 along with the carry
add   y1, dy1
addc  y2, dy2
addc  y3, sdy2  - you know.
add count, -1
repeat until count = 0

The idea here is to use an 8-bit adder & make up for it with the clock speed.
if there's room you can do curves by throwing in:

add  dy1, ddy
addc dy2, sddy   -  use only 8bit for ddy & sign extend to 16 (like dy)
add  dx1, ddx
addc dx2, sddx   -  same for ddx

Lastly, when I was thinking about all values being 24-bit I thought of
making a ring of registers (like 24 parallel circular shift regs) where
each value would load into the next register each cycle. 2 of these
would feed into an adder like so:

   __________________________________________________
  |                                                  |
  |__|---|  |--|  |--|  |--|  |--|  |--|     |--|    -------
     |mux|->|r1|->|r2|->|r3|->|r4|->|r5|-+-->|r6|--> |adder|
 ----|---|  |--|  |--|  |--|  |--|  |--| |   |--|    -------
                                         |              ^
                                         |______________|

The multiplexor is simply for loading the registers from an outside
source. Once loaded, operation would simply follow the circle going all
the way around for each plotting cycle.

The registers would be loaded as follows:
r1-ddy
r2-dy
r3-Y
r4-ddx
r5-dx
r6-X

*** important ***
You'd need a set of gates between r5 and the adder to Zero it out
when r5=Y & r6=ddx  also when r5=X & r6=ddy. (you don't want to
add these pairs, just pass r6 through by adding zero)

This strategy could also work 1 byte at a time if there was a carry bit
preserved (you just wire the adder to r15 and r18) which allows very simple
loading 1 byte at a time. However it seems to break down when the variables
have different number of bits(bytes) :-(

The other problem is that you need to perform one full cycle per dot
plotted and the clock speed starts to go up with all those registers
needing to go around.

Comments on this are most welcome. Unless you think I need to be
locked up :-)
--
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From spies.com!owner-vectorlist Thu Dec 18 15:18:15 1997
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Date: Thu, 18 Dec 1997 17:17:28 -0600
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Can someone please tell me if a Gravitar schematic and/or cabinet
wiring diagram is on someone's web site. If so, what is the
address?  Thanks much in advance.

Bob Wood


From spies.com!owner-vectorlist Thu Dec 18 15:28:00 1997
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"Comments on this are most welcome. Unless you think I need to be
locked up :-)"

..makes sense to me, it looks like a reasonable compromise between 1 and
and full add.

there is another hack that you can do if you run out of internal state
which I did on a programmable state machine for a disc controller I
designed; use an 8 bit wide FIFO as a recirculating storage register.

if you always use the same number of items in the same order, you can
push them into the fifo, feed the output back to the input, and they
'sit and spin' :-)

so.. you push the operands into the fifo in the order you use them,
and they flow through the state machine a byte at a time. use a 
12 bit path to the DACs, and double buffer it (or use double-buffered
DACs) and you're done. (just a simple matter of a little programming :-)

From spies.com!owner-vectorlist Thu Dec 18 16:23:06 1997
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>I was just looking at the download area on Lattice's web
>site, and they appear to be giving away a version of
>Synario.

The Lattice Synario package supports some Lattice CPLD's and all vendor's
PLD's (up to 22V10's and GAL6000's).  It used to be $99 with books, sample
parts, and ISP download cable.  Very nice-- supports ABEL HDL, schematic
entry, has a so-so JEDEC simulator.  Works.  I used it for the PAL on the
Sega Multigame.

For $500 you get the same thing, but instead of being Synario based it's
Viewlogic Workbench based and comes with all their tools and VHDL stuff.
If your company is big enough and you ask nicely enough they'll give you
one of these too.  (Worked for me-- it comes with two of those !@#$!@
hardware keys that plug into the PC parallel port too... Grrrr...)

>Are these sorts of high level design tools available now
> from most other PLD vendors? I know Clay had said that
>he was thinking of using a Cypress PLD.

Cypress sells their Warp 2 VHDL system for $99.  Is has a nice JEDEC
simulator (better than the Synario one, IMHO.)  One of their application
engineers wrote a good VHDL book which comes with the package.  It's a
college-type text that teaches VHDL.  That's what I'm using to learn since
I only had one class with any HDL stuff in it in school.

Xilinx has always had expensive tools which they've been semi-reluctant to
give-away.  Their representatives will usually give you an "eval" package
that's good for something like 256 synthesis runs.  Since each time you try
to compile takes a run, so you can burn through it your first project just
learning the system.  Usually their software is four-figure prices, but
they might be listening to customer demand more now.  Last I talked to the
factory guys they said there was a $99 package with VHDL that was going to
come out Q1 of next year.  They said it was going to go down to "free"
about six months later.  Xilinx stuff is called "XACT"-- I've never liked
it much myself...

AMD has their own MACH XL stuff, which I've never used.  It's hardware key
protected and I never saw much reason to fir it up on my system.

Those are the ones I know off the top of my head.

Oh, the Lattice VHDL stuff is kinda-odd.  For *some* reason the
installation size depends on the cluster size of your hard-drive.  I guess
it must use a bazillion little 1K files or something.  (Eating up 32K
clusters on most IDE drives.)  The software "requires" 100M "depending on
cluster size".  My installation will require 550M free!  Ack!  It's bigger
than my Micro$oft apps...

-Clay

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Thu Dec 18 16:35:26 1997
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On Thu, 18 Dec 1997, Clay Cowgill wrote:

> AMD has their own MACH XL stuff, which I've never used.  It's hardware key
> protected and I never saw much reason to fir it up on my system.

	There is a freeware version of MACH XL.  I've never used it,
myself.
 
> 
> Those are the ones I know off the top of my head.
> 

	Altera's package is called MAX-PLUS, and is VERY nice.  It has
schematic capture, "AHDL" input, and a really nice interface.  I don't
think it's cheap, though, and I know it has those hardware keys, too...

Joe



From spies.com!owner-vectorlist Thu Dec 18 17:56:00 1997
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Can anyone please tell me if the PCB schematic and/or cabinet
wiring diagram is on a web site? If so which web site is it?

Thanks much in advance,

Bob Wood


From spies.com!owner-vectorlist Fri Dec 19 14:25:35 1997
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Subject: plastics...
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This is more of a "general purpose/non-vector" message in case anyone's
interested...

A lot of older games seem to use plastic parts in the controllers that wear
against other plastic and leave nice little piles of plastic-dust as the
controller slowly destroys itself...

Our manufacturing-test guy was just showing off some of our new production
modem test machines and he pointed out what the "test plugs" are made of.
It's a plastic called "Delrin".  Apparently it's a self-lubricating plastic
that's extremely wear-resistant and tough (9000psi shear strength).  It's
cool looking too.  Shiny and black. :-)  I see that they make sliding-door
rollers out of it.

Anyway, I remembered that RickS had some replacement trakball shafts milled
a while back which got me thinking...  I don't know off the top of my head
which parts are the most wear-prone, but this Delrin stuff would be pretty
cool to make replacement joystick/whirly-gig parts out of-- if anyone has
AutoCAD 14 and free/cheap access to a good CAM machine. ;-)

(Hmmmm, that I,Robot hall-effect stick would be a good starting point... ;-)

FYI...

-Clay

P.S.  I'll be out on vacation for most of the rest of the year, so e-mail
contact might be pretty spotty.  Hope everyone has a happy holiday!

Clayton N. Cowgill                                  Engineering Manager
_______________________________________________________________________
/\ Diamond Multimedia Systems, Inc.                      clay@supra.com
\/ Communications Division                        http://www.supra.com/



From spies.com!owner-vectorlist Fri Dec 19 21:19:03 1997
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Subject: John Robertson
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Date: Fri, 19 Dec 1997 23:02:10 -0700 (MST)
From: "Kurt Mahan" <kmahan@novell.com>
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I know its typically not "vector" related, but..  

I just finished up a deal with John Robertson (jrr@flippers.com).  I know
a while ago there were some hard feelings on the list.  Well, he handled 
our deal just fine.  He could probably have made a lot more money than
what I offered but he went with it anyway.  Then he boxed the equipment
up and shipped it (Canada -> US).  (for those that are curious I bought 
his Atari PAT 9000 which is both bulky AND heavy..)

Anyway I just wanted to publicly thank John.

Kurt

This signature file is temporary until the previous file (currently 
on free floating metal oxide mixed with disk head fragments) is found
on some non-readable backup tape.

Kurt Mahan
kmahan@novell.com


From spies.com!owner-vectorlist Sun Dec 21 09:30:02 1997
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I ran over to Frys yesterday and bought one of the Dolphin cards
(the line at the checkout counter must have been over 300 people
 long, this is the WRONG time of the year to go into a store...)
The good news it was cheaper than I thought it would be ($80.. 
I figured any PCI card was going to be >$150) the bad news is 
they used the ST78C34 instead of the ST78C36 which supports 
hardware handshaking.
Still, it's cheaper than having a card made..

This was the first PCI card i've ever seen that was on a two
layer PCB (oops, I mean double-sided, it isn't multi-layer) 
and has four active components on it (78C34, LS00, 83LC46
and PLX9050). I guess the margins are better for this sort
of card than the veggie ISA peripherals (like Clay said, the
PLX part is fairly expensive, around $25 in volume)

It's fairly easy to hack a simple I/O interface onto the
space where the 2nd parallel interface would be, since the
parts are surface-mount, you can just tack wires onto the
I/O signals on the pads (assuming you only need 3 adr lines)

I would guess that someone is going to do an I/O kludge card
with one of these bus interface parts, but you can't get it
right now except for the PLX evaluation kit (here's a 
'market oportunity' Clay :-) for $300 which has the wrong
connectors and way too much stuff on it...


From spies.com!owner-vectorlist Mon Dec 22 08:58:23 1997
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199712221700.MAA10845@saturn.acs.oakland.edu>
Subject: Re: plastics...
To: vectorlist@spies.com
Date: Mon, 22 Dec 1997 12:00:24 -0500 (EST)
In-Reply-To: <v02110150b0c069eb1813@[10.10.1.100]> from "Clay Cowgill" at Dec 19, 97 02:26:03 pm
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> (Hmmmm, that I,Robot hall-effect stick would be a good starting point... ;-)

Another hot item is the I, Robot panel itself. It wasn't thick enough, so
it tends to bend and crack. Mine has some bondo-type stuff where your
left hand sits. Guess it broke & got "fixed". Granted, this part doesn't
need any lubrication, but it is plastic and needs a replacement :-)
-- 
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From spies.com!owner-vectorlist Mon Dec 22 09:07:51 1997
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From: <jwelser@ccwf.cc.utexas.edu>
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Hey all,

	This weekend, I played around with fitting the Cine.
Exorcisor onto a single PLD, using the [free] tools that I had
at my disposal (AMD's PALASM.)

	Unfortunately, the smallest PLD I could get it to fit
into was a MACH130.  What's bad about this is that I can't program
MACH130s without an adaptor to my Programmer (A MACH130 is in a
PLCC package) which costs ~$150.

	I partitioned and I think I can get the same design into 3
22V10s, but I'm not sure that there's any advantage to doing it
that way, rather than just building it out of the dozen or so
TTL chips.  You still need an external inverter to invert the
clock, so that would be a chip count of 4 instead of ~12, and 
a pin count of ~80, instead of ~176.  I guess it's still a savings,
but I'm just bummed that this hasn't turned out as nicely as I
planned.

	I'm looking for some feedback from people about the
following stuff:

	1)  Does anybody have a programmer with the necessary
adaptors to program AMD MACH series parts?  Better yet, does
anybody have this adaptor for a Modular Circuit Technology
MOD-EMUPA programmer, that I might be able to borrow?

	2)  Is there any interest in getting the Exorcisor
on ~3 22V10s?

I'd appreciate any feedback...

Thanks,

Joe

------------------------------------------------------------------
Joseph J. Welser                       jwelser@ccwf.cc.utexas.edu
Design Engineer -- Crystal Semiconductor Corporation
Ph.D. Student in E.E. -- University of Texas at Austin	
Work:  jwelser@crystal.cirrus.com      http://www.crystal.com
P.O. Box 17847; Austin, TX  78760
------------------------------------------------------------------


From spies.com!owner-vectorlist Mon Dec 22 09:41:08 1997
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From: <linvjw@VNET.IBM.COM>
Message-Id: <9712221739.AA22554@savage.raleigh.ibm.com>
Subject: Re: Exorcisor on a chip
To: vectorlist@spies.com
Date: Mon, 22 Dec 1997 12:39:27 -0500 (EST)
In-Reply-To: <Pine.GSO.3.96.971222105439.18849A-100000@piglet.cc.utexas.edu> from "jwelser@ccwf.cc.utexas.edu" at Dec 22, 97 11:07:02 am
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>       2)  Is there any interest in getting the Exorcisor
> on ~3 22V10s?

I'd be interested in this.  How bad would the interconnect be?  How
about laying-out a PCB?  Soldering a few chips on a PCB wouldn't be too
bad IMHO...

At least the 22v10's are easy to come by and many have programmers
capable of programming them.

John

+-------------------------------------------------------------------------+
| John W. Linville        To Be, Rather Than To Seem.                     |
| linvjw@vnet.ibm.com     I will not torment the emotionally frail... :-) |
+-------------------------------------------------------------------------+

From spies.com!owner-vectorlist Mon Dec 22 10:38:09 1997
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Message-ID: <c=US%a=_%p=DSC%l=GYPSUM-971222183747Z-22294@gypsum.dsc.com>
From: "Ozdemir, Steve" <sso@dsc.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Exorcisor on a chip
Date: Mon, 22 Dec 1997 10:37:47 -0800
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G'day John,

I'm torn.  I think it would be better to use a more common chip like the
22V10, that can be programmed by many programmers.  But if the
interconnects are too complicated (and that's what Joe's email seemed to
indicate) then no one's going to do it without the PCB.

Also, this may be a silly question, but would the PCB for the 22V10's be
much smaller than the original PCBs in the Cinematronics Exercisor?  If
the 22V10's are about the same cost as all the 15 74XXX chips in the
Cinematronics Exercisor, then does it make sense to use this 22V10
approach.  All it seems to do is save some soldering of pins (and maybe
a little cost of making PCB since it would be smaller)?

Assuming a PCB would have to be made for the 22V10 approach, I'd suggest
just duplicating original PCB  in the Cinematronics Exercisor.  That is
unless you can produce a true "Exercisor on a chip" solution.  Wouldn't
it be cool to have a single chip solution that you literally solder the
connector's wires to the chip's pins!  The ultimate solution...no PCB at
all!

		Steven S Ozdemir
		sso@dsc.com

ps - Actually, in practice, I'd solder the connector's wires to the pins
of a socket and then plug the single chip into the socket.  No reason to
expose the chip's pins to my lousy soldering abilities!

>----------
>From: 	linvjw@VNET.IBM.COM[SMTP:linvjw@VNET.IBM.COM]
>Sent: 	Monday, December 22, 1997 9:39 AM
>To: 	vectorlist@spies.com
>Cc: 	linvjw@VNET.IBM.COM
>Subject: 	Re: Exorcisor on a chip
>
>>       2)  Is there any interest in getting the Exorcisor
>> on ~3 22V10s?
>
>I'd be interested in this.  How bad would the interconnect be?  How
>about laying-out a PCB?  Soldering a few chips on a PCB wouldn't be too
>bad IMHO...
>
>At least the 22v10's are easy to come by and many have programmers
>capable of programming them.
>
>John
>
>+-------------------------------------------------------------------------+
>| John W. Linville        To Be, Rather Than To Seem.                     |
>| linvjw@vnet.ibm.com     I will not torment the emotionally frail... :-) |
>+-------------------------------------------------------------------------+
>

From spies.com!owner-vectorlist Mon Dec 22 10:41:02 1997
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Date: Mon, 22 Dec 1997 12:40:20 -0600 (CST)
From: <jwelser@ccwf.cc.utexas.edu>
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Subject: Exorcisor Schematic Error
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	While I'm at it....There is an error in the Exorcisor
schematic....Dave probably didn't catch it yet, because he built
his out of the exact parts....

	On the LS163A counters, the ENT and ENP connections are
reversed.  Pin 7 should be ENP and Pin 10 should be ENT.

	All the hook-up is correct on the schematic, so if you
hook those wires up to those pins, on those actual chips,
everything will work correctly, but with the functionality labeled
as it is, my functional models (which don't care about pinouts)
didn't work.

Joe


From spies.com!owner-vectorlist Mon Dec 22 14:46:28 1997
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Date: Mon, 22 Dec 1997 18:45:48
To: vectorlist@spies.com
From: fishd <fishd@tiac.net>
Subject: Re: Exorcisor Schematic Error
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 edu>
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At 12:40 PM 12/22/97 -0600, Joe W. wrote:
>
>	While I'm at it....There is an error in the Exorcisor
>schematic....Dave probably didn't catch it yet, because he built
>his out of the exact parts....
>
>	On the LS163A counters, the ENT and ENP connections are
>reversed.  Pin 7 should be ENP and Pin 10 should be ENT.
>
>	All the hook-up is correct on the schematic, so if you
>hook those wires up to those pins, on those actual chips,
>everything will work correctly, but with the functionality labeled
>as it is, my functional models (which don't care about pinouts)
>didn't work.
>
 The ENT / ENP error was a carry over. Whoever generated that library
at work screwed up, I never noticed it. Like Joe said it makes no
difference when wiring up to pins of real parts. Another thing
you will definitely want to look into is the CLOCK input. The
original design is marginal at best and has been giving me no end 
of trouble. My Exorcisor works fine on some boards and not at all
on another. Removing the capacitors on the CLK input is a must and
getting rid of the 100 Ohm current limit resistor also should be
done. A 2K pull-up resistor at the input helped get the levels
to where they should be but I'm still going to have to improve
the ground connections. I'm getting too much ringing on the CLK
input which is probably what's causing the marginal condition.
I just wish that I had more time to play with it to get it right.
 

From spies.com!owner-vectorlist Mon Dec 22 15:23:11 1997
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On Mon, 22 Dec 1997, fishd wrote:

>  The ENT / ENP error was a carry over. Whoever generated that library
> at work screwed up, I never noticed it. Like Joe said it makes no
> difference when wiring up to pins of real parts. Another thing
> you will definitely want to look into is the CLOCK input. The
> original design is marginal at best and has been giving me no end 
> of trouble. My Exorcisor works fine on some boards and not at all
> on another. Removing the capacitors on the CLK input is a must and
> getting rid of the 100 Ohm current limit resistor also should be
> done. A 2K pull-up resistor at the input helped get the levels
> to where they should be but I'm still going to have to improve
> the ground connections. I'm getting too much ringing on the CLK
> input which is probably what's causing the marginal condition.
> I just wish that I had more time to play with it to get it right.

	Now that you mention the ringing problem, I'm sure that's 
why there was that obscene amount of capacitance and the resistor
there -- to terminate the transmission line on the CLK line.

	Inductance on the GND and VCC lines probably isn't helping
(Because VCC is bouncing down and GND is bouncing up.)  What are you
using to connect the exorcisor to the board?

	I'll come up with a good way to terminate all those
connections, since I'll have the same problem you are....

Joe
 


From spies.com!owner-vectorlist Mon Dec 22 23:52:26 1997
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Date: Mon, 22 Dec 1997 23:50:52 -0800
To: vectorlist@goonsquad.spies.com
From: John DeGroof <jdegroof@ix.netcom.com>
Subject: Tempest FROZEN, passes self test
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This message was posted in RGVAC, and I haven't had a SINGLE reply yet!
(over those yahoos heads I guess).  I was told all the smart people left
and are on this list, so here goes folks.

I'm fixing another Tempest boardset (4th and final).  I have several
boardsets available, so I know everything but the main board is good.

This boardset passes the self test (no bad RAM beeps, no error codes), but
when switched to normal play mode, it freezes up (no X or Y board output
(flatline on scope), solid player select LEDs).  I've swapped CPU's with a
known good one, and swapped ROMs with a known good set.  I've tried various
dipswitch settings (started with factory, then to free play, etc.), so I
know it's not the dipswitches themselves or their settings.  I've also
swapped the aux board with a known good one.

(Other *obvious* info: checked & verified voltages, clocks, dipswitches.
Other good boardsets work in the same cab).

I'm thinking the freeze mode is stuck active, but know nothing about it.
Any ideas, suggestions, or advice?  Have scope, will fix.  Thanks in advance!
--
John G. DeGroof
jdegroof@ix.netcom.com
http://pw1.netcom.com/~jdegroof/john.html

From spies.com!owner-vectorlist Tue Dec 23 07:29:28 1997
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Subject: Re: Tempest FROZEN, passes self test
To: vectorlist@spies.com
Date: Tue, 23 Dec 1997 09:14:29 -0700 (MST)
From: "Kurt Mahan" <kmahan@novell.com>
In-Reply-To: <3.0.32.19971222235046.0091c4c0@popd.ix.netcom.com> from "John DeGroof" at Dec 22, 97 11:50:52 pm
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> This boardset passes the self test (no bad RAM beeps, no error codes), but
> when switched to normal play mode, it freezes up (no X or Y board output
> (flatline on scope), solid player select LEDs).  I've swapped CPU's with a
> known good one, and swapped ROMs with a known good set.  I've tried various
> dipswitch settings (started with factory, then to free play, etc.), so I
> know it's not the dipswitches themselves or their settings.  I've also
> swapped the aux board with a known good one.
> 
> (Other *obvious* info: checked & verified voltages, clocks, dipswitches.
> Other good boardsets work in the same cab).
> 
> I'm thinking the freeze mode is stuck active, but know nothing about it.
> Any ideas, suggestions, or advice?  Have scope, will fix.  Thanks in advance!

Do you see any activity on the bus when its frozen?  Is the watchdog firing?
(check the various irq/nmi lines).  What are all the address bus lines doing?
Data bus lines?

On things like this I usually poke around with the scope and look for things
out of the ordinary.  I run down the processor.  I check various address
decoders.  All sorts of stuff like that.  It doesn't take long (and sometimes
really doesn't help), but its found the bad bus transceiver, etc..  

What does the board do without the math box plugged in?

(I'm sure some of the real Tempest experts will pipe up with the instant
answer, though.. :)

Kurt

This signature file is temporary until the previous file (currently 
on free floating metal oxide mixed with disk head fragments) is found
on some non-readable backup tape.

Kurt Mahan
kmahan@novell.com

From spies.com!owner-vectorlist Tue Dec 23 09:22:53 1997
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Date: Tue, 23 Dec 1997 09:22:48 -0800 (PST)
From: aek (Al Kossow)
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thanks for letting me know about the subscription problem.
i've also updated the page with a short description of 
what I think the list is about...

Vectorlist is an automated mailing list run by aek on spies.com.

                           The list's main function is to provide a forum for technical discussions
                            on B&W and color caligraphic (vector) arcade video games including
                           game repair, programming, and general hardware and software hacking.

                          Vectorlist is an open mailing list. You can subscribe by sending the words: 
                                     "subscribe vectorlist your-email@address" 
                                        in the body of a mail message to 
                                         vectorlist-request@spies.com. 

From spies.com!owner-vectorlist Tue Dec 23 21:10:27 1997
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From: woodcock@dfwmm.net (Gregg Woodcock)
Subject: Re: Exorcisor on a chip
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At 11:07 12/22/97, <jwelser@ccwf.cc.utexas.edu> wrote:
>        1)  Does anybody have a programmer with the necessary
>adaptors to program AMD MACH series parts?  Better yet, does
>anybody have this adaptor for a Modular Circuit Technology
>MOD-EMUPA programmer, that I might be able to borrow?
>
You can't borrow it (neither can I) but my employer has one that I can use
anytime I want.  If you email me the file, I can burn you the part.  If it
is in a standard DIP package, I can even burn 8 at a time on the GANG
adaptor!

>        2)  Is there any interest in getting the Exorcisor
>on ~3 22V10s?

Not for me...



From spies.com!owner-vectorlist Wed Dec 24 07:26:05 1997
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Date: Wed, 24 Dec 1997 10:29:05 -0500
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From: "Christopher V. Moore" <cmoore@heartlab.heartlab.com>
Subject: Re: Exorcisor on a chip
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CC: "Christopher V. Moore" <cmoore@heartlab.heartlab.com>

At 11:07 AM 12/22/97 -0600, you wrote:
>
>Hey all,
>
>	This weekend, I played around with fitting the Cine.
>Exorcisor onto a single PLD, using the [free] tools that I had
>at my disposal (AMD's PALASM.)
>

>	I'm looking for some feedback from people about the
>following stuff:
>
>	1)  Does anybody have a programmer with the necessary
>adaptors to program AMD MACH series parts?  Better yet, does
>anybody have this adaptor for a Modular Circuit Technology
>MOD-EMUPA programmer, that I might be able to borrow?
>
>	2)  Is there any interest in getting the Exorcisor
>on ~3 22V10s?
>
>I'd appreciate any feedback...
>

This isn't really feedback to the above but,

I've almost finished wire wrapping one from Dave Fish's schematics.  Since
I currently don't have access to a burner to do PAL's and other PLD's then
this is the way for me to go.  It's not that bad a project for wirewrapping,
but I don't think that I'd want to do one much bigger.   Three PALs would
definately be a simpler wirewrap project.   One of these days I'm going to
have to get myself a burner that can do PLDs.  
--
Christopher V. Moore -- Principal Engineer
Heartlab, Inc. - 101 Airport Rd - Westerly, RI 02891
Phone: (401) 596-0592 - Fax: (401) 596-8562 - Email: cmoore@heartlab.com


From spies.com!owner-vectorlist Wed Dec 24 15:18:57 1997
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On Wed, 24 Dec 1997, Christopher V. Moore wrote:

> I've almost finished wire wrapping one from Dave Fish's schematics.  Since
> I currently don't have access to a burner to do PAL's and other PLD's then
> this is the way for me to go.  It's not that bad a project for wirewrapping,
> but I don't think that I'd want to do one much bigger.   Three PALs would
> definately be a simpler wirewrap project.   One of these days I'm going to
> have to get myself a burner that can do PLDs.  

	This is a non-issue....I'll make the programmed PLDs/PALs
available either at or near the cost of the unprogrammed part.

	BTW:  Al Kossow volunteered to burn a MACH210 for me (The
Exorcisor fits VERY nicely in a MACH210 -- 71% utilization, and fewer pins
on the package than any of the others that I fitted to) so I'm going to do
that to make my "prototype."  I may wind up buying the adaptor to my
programmer anyway...




From spies.com!owner-vectorlist Tue Dec 30 21:04:47 1997
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From: "David Shoemaker" <davids@wolfenet.com>
To: "Vectorlist" <vectorlist@spies.com>
Subject: Battle Zone board problems
Date: Tue, 30 Dec 1997 21:06:27 -0800
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This is a multi-part message in MIME format.

------=_NextPart_000_000A_01BD1566.CADBECA0
Content-Type: text/plain;
	charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable

I have two BZ AVG boards each with different problems, I am hoping that =
one of you here can give me some help.  As I have no working BZ set I am =
shooting somewhat in the dark.

Monitor checked out and working, checked with an Asteroids.

AVG #1
No vector output (flat line 0 v on X / Y out) (SK on)
Watchdog barking
With WD disabled still nothing.
Test switch results in nothing

AVG #2
No Vectors (Spot killer on)
Board runs
Self test results in "Long" tones continuously.  I have waited 15 before =
giving up.
This board is eating the TL082 at D10 (Y).  I replace it and it appears =
to work ok for a minute or two then the output goes to +15Vdc.  And that =
is the end of that op amp. Inputs appear ok.
At some point in the past the board was hit pretty hard by something, =
the X op amp had blown (literally).  This has been replaced and appears =
to be ok.

I have 4 math box boards but at this time can't tell what is what with =
them.

As an aside as I was doing this mail I hooked up my third AVG board and =
noticed that it had a different ROM revision and very faded the words =
Red Baron on it. That would explain why it was not working quite right.  =
I will have to test it at some other point.

Thanks,
David

------=_NextPart_000_000A_01BD1566.CADBECA0
Content-Type: text/html;
	charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable

<!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN">
<HTML>
<HEAD>

<META content=3Dtext/html;charset=3Diso-8859-1 =
http-equiv=3DContent-Type>
<META content=3D'"MSHTML 4.72.2106.6"' name=3DGENERATOR>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT color=3D#000000 size=3D2>I have two BZ AVG boards each with =
different=20
problems, I am hoping that one of you here can give me some help.&nbsp; =
As I=20
have no working BZ set I am shooting somewhat in the dark.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>Monitor checked out and working, =
checked with an=20
Asteroids.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>AVG #1</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT><FONT size=3D2>No vector =
output (flat line=20
0 v on X / Y out) (SK on)</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2>Watchdog barking</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT><FONT size=3D2>With WD =
disabled still=20
nothing.</FONT></DIV>
<DIV><FONT size=3D2>Test switch results in nothing</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>
<DIV><FONT color=3D#000000 size=3D2>AVG #2</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2>
<DIV><FONT color=3D#000000 size=3D2>No Vectors (Spot killer =
on)</FONT></DIV>Board=20
runs</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2>Self test results in =
&quot;Long&quot; tones=20
continuously.&nbsp; I have waited 15 before giving up.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2>This board is eating the TL082 at =
D10 (Y).&nbsp;=20
I replace it and it appears to work ok for a minute or two then the =
output goes=20
to +15Vdc.&nbsp; And that is the end of that op amp. Inputs appear=20
ok.</FONT></DIV>
<DIV>At some point in the past the board was hit pretty hard by =
something, the X=20
op amp had blown (literally).&nbsp; This has been replaced and appears =
to be=20
ok.</DIV>
<DIV>&nbsp;</DIV>
<DIV>I have 4 math box boards but at this time can't tell what is what =
with=20
them.</DIV>
<DIV>&nbsp;</DIV>
<DIV>As an aside as I was doing this mail I hooked up my third AVG board =
and=20
noticed that it had a different ROM revision and very faded the words =
Red Baron=20
on it. That would explain why it was not working quite right.&nbsp; I =
will have=20
to test it at some other point.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Thanks,</DIV>
<DIV>David</DIV></FONT></DIV></BODY></HTML>

------=_NextPart_000_000A_01BD1566.CADBECA0--


From spies.com!owner-vectorlist Tue Dec 30 21:11:56 1997
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This is a multi-part message in MIME format.

------=_NextPart_000_0016_01BD1567.ED5000E0
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	charset="iso-8859-1"
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Not exactly vector but close enough.

As I have spent the past two days trying to figure out my Battle Zone =
board problems I was wondering if a Cat Box might help.  If nothing else =
it would have made testing the ls244's easier.

I have the docs for the CB and looking at the schematics it doesn't look =
really all that complex (6502 and maybe another 10 LS parts).  I was =
wondering if anyone would be interested trying to reproduce these.  I =
have a sig analyzer already (HP5004A) but that wouldn't help with the =
memory checking and the buffer checking and as the 244 and 245's are =
often suspect the CB really could come in handy.

Now I have the docs and am willing to front some $ but I don't have a CB =
and would have to get a copy of the ROM image from someone out there who =
does (anyone willing to read the ROM from theres?).  I am making the =
assumption that SOMEONE has one.

I would need some help in getting the stuff into a format for getting =
boards done (Clay?).  I am more than willing to do the grunt work of =
entering the schematic into some capture program but I don't have =
anything to do the job. Suggestions welcome on that front.

Open to ideas and comment.

David

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN">
<HTML>
<HEAD>

<META content=3Dtext/html;charset=3Diso-8859-1 =
http-equiv=3DContent-Type>
<META content=3D'"MSHTML 4.72.2106.6"' name=3DGENERATOR>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT color=3D#000000 size=3D2>Not exactly vector but close=20
enough.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>As I have spent the past two days =
trying to=20
figure out my Battle Zone board problems I was wondering if a Cat Box =
might=20
help.&nbsp; If nothing else it would have made testing the ls244's=20
easier.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>I have the docs for the CB and =
looking at the=20
schematics it doesn't look really all that complex (6502 and maybe =
another 10 LS=20
parts).&nbsp; I was wondering if anyone would be interested trying to =
reproduce=20
these.&nbsp; I have a sig analyzer already (HP5004A) but that wouldn't =
help with=20
the memory checking and the buffer checking and as the 244 and 245's are =
often=20
suspect the CB really could come in handy.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>Now I have the docs and am willing =
to front some=20
$ but I don't have a CB and would have to get a copy of the ROM image =
from=20
someone out there who does (anyone willing to read the ROM from =
theres?).&nbsp;=20
I am making the assumption that SOMEONE has one.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>I would need some help in getting =
the stuff into=20
a format for getting boards done (Clay?).&nbsp; I am more than willing =
to do the=20
grunt work of entering the schematic into some capture program but I =
don't have=20
anything to do the job. Suggestions welcome on that front.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>Open to ideas and =
comment.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>David</FONT></DIV></BODY></HTML>

------=_NextPart_000_0016_01BD1567.ED5000E0--


From spies.com!owner-vectorlist Tue Dec 30 21:26:45 1997
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Message-ID: <34A9D68E.2883@links.magenta.com>
Date: Tue, 30 Dec 1997 22:22:22 -0700
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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Subject: Re: Atari Cat boxes
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David Shoemaker wrote:
> 
> Not exactly vector but close enough.
> 
> As I have spent the past two days trying to figure out my Battle Zone
> board problems I was wondering if a Cat Box might help.  If nothing
> else it would have made testing the ls244's easier.
> 
> I have the docs for the CB and looking at the schematics it doesn't
> look really all that complex (6502 and maybe another 10 LS parts).  I
> was wondering if anyone would be interested trying to reproduce
> these.  I have a sig analyzer already (HP5004A) but that wouldn't help
> with the memory checking and the buffer checking and as the 244 and
> 245's are often suspect the CB really could come in handy.
> 
> Now I have the docs and am willing to front some $ but I don't have a
> CB and would have to get a copy of the ROM image from someone out
> there who does (anyone willing to read the ROM from theres?).  I am
> making the assumption that SOMEONE has one.
> 
> I would need some help in getting the stuff into a format for getting
> boards done (Clay?).  I am more than willing to do the grunt work of
> entering the schematic into some capture program but I don't have
> anything to do the job. Suggestions welcome on that front.
> 
> Open to ideas and comment.
> 
> David


Yes I would be interested in a CAT box. I have a 5004 as well but a CAT
box would help so much.
  jess
-- 
Jess M. Askey            *** Coming Soon - The Game Archive ***
Game Spot/Audio Analyst  *  Pinball, Video, Parts, Collecting *   
509 S. 2nd Street Unit B *    http://www.gamearchive.com      *
Laramie WY 82070         **************************************

From spies.com!owner-vectorlist Tue Dec 30 22:20:42 1997
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Message-ID: <34A9E3E0.2E2145F5@istar.ca>
Date: Tue, 30 Dec 1997 22:19:12 -0800
From: John Robertson <pinball@istar.ca>
Organization: John's Jukes Ltd.
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To: vectorlist@spies.com
CC: Jess Askey <jess@magenta.com>
Subject: Re: Atari Cat boxes
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CC: John Robertson <pinball@istar.ca>

Hi!
I have the Cat Box, and would be quite willing to provide you a copy of
the software, gratis. The version I have supports the checksum option...
John :-#)#

Jess Askey wrote:
> 
> David Shoemaker wrote:
> >
> > Not exactly vector but close enough.
> >
> > As I have spent the past two days trying to figure out my Battle Zone
> > board problems I was wondering if a Cat Box might help.  If nothing
> > else it would have made testing the ls244's easier.
> >
> > I have the docs for the CB and looking at the schematics it doesn't
> > look really all that complex (6502 and maybe another 10 LS parts).  I
> > was wondering if anyone would be interested trying to reproduce
> > these.  I have a sig analyzer already (HP5004A) but that wouldn't help
> > with the memory checking and the buffer checking and as the 244 and
> > 245's are often suspect the CB really could come in handy.
> >
> > Now I have the docs and am willing to front some $ but I don't have a
> > CB and would have to get a copy of the ROM image from someone out
> > there who does (anyone willing to read the ROM from theres?).  I am
> > making the assumption that SOMEONE has one.
> >
> > I would need some help in getting the stuff into a format for getting
> > boards done (Clay?).  I am more than willing to do the grunt work of
> > entering the schematic into some capture program but I don't have
> > anything to do the job. Suggestions welcome on that front.
> >
> > Open to ideas and comment.
> >
> > David
> 
> Yes I would be interested in a CAT box. I have a 5004 as well but a CAT
> box would help so much.
>   jess
> --
> Jess M. Askey            *** Coming Soon - The Game Archive ***
> Game Spot/Audio Analyst  *  Pinball, Video, Parts, Collecting *
> 509 S. 2nd Street Unit B *    http://www.gamearchive.com      *
> Laramie WY 82070         **************************************

-- 
 John's Jukes Ltd. 2343 Main St., Vancouver, BC, Canada V5T 3C9     
 Call (604)872-5757 or Fax 872-2010 (Pinballs, Jukes, Video Games)  
 mailto:jrr@flippers.com, web page http://www.flippers.com      
        "Old pinballers never die, they just flip out."

From spies.com!owner-vectorlist Tue Dec 30 23:05:34 1997
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Subject: Re: Atari Cat boxes
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On Tue, 30 Dec 1997, David Shoemaker wrote:

> I have the docs for the CB and looking at the schematics it doesn't look really all that complex (6502 and maybe another 10 LS parts).  I was wondering if anyone would be interested trying to reproduce these.  I have a sig analyzer already (HP5004A) but that wouldn't help with the memory checking and the buffer checking and as the 244 and 245's are often suspect the CB really could come in handy.
> 
> Now I have the docs and am willing to front some $ but I don't have a CB and would have to get a copy of the ROM image from someone out there who does (anyone willing to read the ROM from theres?).  I am making the assumption that SOMEONE has one.
> 
> I would need some help in getting the stuff into a format for getting boards done (Clay?).  I am more than willing to do the grunt work of entering the schematic into some capture program but I don't have anything to do the job. Suggestions welcome on that front.
> 
> Open to ideas and comment.
> 

	With my "Exorcisor on a chip" project pretty much done, I'm
willing to take on a "CAT Box on a chip" (or three, given that you said
there's a 6502 and a ROM on there) project.

	Are you able to scan in the docs and schematic?

Joe



From spies.com!owner-vectorlist Tue Dec 30 23:34:30 1997
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From: "David Shoemaker" <davids@wolfenet.com>
To: <vectorlist@spies.com>
Cc: "Jess Askey" <jess@magenta.com>, "John Robertson" <pinball@istar.ca>
Subject: Re: Atari Cat boxes
Date: Tue, 30 Dec 1997 23:37:00 -0800
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CC: "David Shoemaker" <davids@wolfenet.com>

>I have the Cat Box, and would be quite willing to provide you a copy of
>the software, gratis. The version I have supports the checksum option...

Cool, there goes the hard part.  Now I just need some hand holding along the
way and we should be able to build some Cat Box's.  Next question, what
would people be willing to spend on one of these?  I know I would have
droped $200 on one of these if I had found one, but I am known to be a bit
compulsive.

The original came in its own case and had lots of misc cool toys with it
(cables etc).  That I don't expect to be able to repo but we should be able
to come up with on our own.

I am guessing (VERY rough guess here) something in the area of $50 - $100
with PCB and "Bag o Parts" construction.  Along with a copy of the original
docs as a pdf.

Once again open to all input.

David





From spies.com!owner-vectorlist Tue Dec 30 23:50:04 1997
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Date: Wed, 31 Dec 1997 00:48:58 -0700 (MST)
From: Anders Knudsen <andersk@btc.adaptec.com>
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To: vectorlist@spies.com
cc: Jess Askey <jess@magenta.com>, John Robertson <pinball@istar.ca>,
        David Shoemaker <davids@wolfenet.com>
Subject: Re: Atari Cat boxes
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CC: Anders Knudsen <andersk@btc.adaptec.com>

If someone gives me the schematics, I'de be willing to just grunt draw em
up, and then do the pcb layout. I have Protel's Advanced schematics
capture and pcb layout tools.
It would be very nice to have a CAT box. Is everyone keen on a repro
(exact dupe), or a new "redesign" -- i.e., support logic on some plds +
processor + rom firmware?
Personally, I just want one that is "functionally equivalent" for now.
Improvements can always be done later...

+------------------------------------------+
| Anders Knudsen
| ASIC Design Engineer
| Adaptec, Inc., Boulder Technology Center
+------------------------------------------+

On Tue, 30 Dec 1997, David Shoemaker wrote:

> >I have the Cat Box, and would be quite willing to provide you a copy of
> >the software, gratis. The version I have supports the checksum option...
> 
> Cool, there goes the hard part.  Now I just need some hand holding along the
> way and we should be able to build some Cat Box's.  Next question, what
> would people be willing to spend on one of these?  I know I would have
> droped $200 on one of these if I had found one, but I am known to be a bit
> compulsive.
> 
> The original came in its own case and had lots of misc cool toys with it
> (cables etc).  That I don't expect to be able to repo but we should be able
> to come up with on our own.
> 
> I am guessing (VERY rough guess here) something in the area of $50 - $100
> with PCB and "Bag o Parts" construction.  Along with a copy of the original
> docs as a pdf.
> 
> Once again open to all input.
> 
> David
> 
> 
> 
> 
> 


From spies.com!owner-vectorlist Wed Dec 31 06:15:59 1997
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Date: Wed, 31 Dec 1997 10:09:31
To: vectorlist@spies.com
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Subject: Re: Atari Cat boxes
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--=====================_883591771==_
Content-Type: text/plain; charset="us-ascii"

At 09:14 PM 12/30/97 -0800, Dave S. wrote:
>Not exactly vector but close enough.
>
<snip>
>
>Now I have the docs and am willing to front some $ but I don't have a CB
and would have to get a copy of the ROM image from someone out there who
does (anyone willing to read the ROM from theres?).  I am making the
assumption that SOMEONE has one.
>
>I would need some help in getting the stuff into a format for getting
boards done (Clay?).  I am more than willing to do the grunt work of
entering the schematic into some capture program but I don't have anything
to do the job. Suggestions welcome on that front.
>
>Open to ideas and comment.
>

  I sent the EPROM image to Al a few months ago to have put up on
TANT. Unfortunately, I don't think TANT is still around so I'm will
attach the 'bin' file to this e-mail (hope it makes it).

  Reproducing the boards may be a bit pricey; there are two 7 1/2" X 11"
PCB's sandwiched together, the top board has mounted to it the 16
button key-pad, six 7-segment LED displays, eight red T-1 3/4 LEDs, three
pushbuttons, 11 toggle switches, three BNC connectors, a power switch,
a fuse holder and an AC cord socket (Phwew!). The bottom board has the
CPU, MEM and logic. I'm guessing that the 'Interface' board really
can't be shrunk or altered that much unless all the components listed
above get hand-wired' so your still dealing with a fairly large board ($$$).

  Good Luck, here's the image to get you started.


--=====================_883591771==_
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Content-Transfer-Encoding: base64
Content-Disposition: attachment; filename="CAT_BOX.BIN"

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--=====================_883591771==_
Content-Type: text/plain; charset="us-ascii"


David Fish                        |       "We want...Information. INFORMATION
Melrose, MA  USA                  |              You won't get it!
   fishd@tiac.net                 |        By hook or by crook we will"
   dfish@bev.etn.com              |                    _The Prisoner_

--=====================_883591771==_--


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From: fishd <fishd@tiac.net>
Subject: Re: Atari Cat boxes
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At 10:09 AM 12/31/97, D. Fish hastily wrote:
>At 09:14 PM 12/30/97 -0800, Dave S. wrote:

I know it's bad form to follow up your own post or e-mail but...

<snip>
>pushbuttons, 11 toggle switches, three BNC connectors, a power switch,
>a fuse holder and an AC cord socket (Phwew!). The bottom board has the
<snip>

Oooops. The power switch, fuse holder and AC socket don't mount to the
board. That will teach me to type before my 2nd cup of coffee ;-)


David Fish                        |       "We want...Information. INFORMATION
Melrose, MA  USA                  |              You won't get it!
   fishd@tiac.net                 |        By hook or by crook we will"
   dfish@bev.etn.com              |                    _The Prisoner_


From spies.com!owner-vectorlist Wed Dec 31 09:25:36 1997
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Date: Wed, 31 Dec 1997 10:24:02 -0700 (MST)
From: Anders Knudsen <andersk@btc.adaptec.com>
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On Wed, 31 Dec 1997, fishd wrote:
>   I sent the EPROM image to Al a few months ago to have put up on
> TANT. Unfortunately, I don't think TANT is still around so I'm will
> attach the 'bin' file to this e-mail (hope it makes it).
> 
>   Reproducing the boards may be a bit pricey; there are two 7 1/2" X 11"
> PCB's sandwiched together, the top board has mounted to it the 16
> button key-pad, six 7-segment LED displays, eight red T-1 3/4 LEDs, three
> pushbuttons, 11 toggle switches, three BNC connectors, a power switch,
> a fuse holder and an AC cord socket (Phwew!). The bottom board has the
> CPU, MEM and logic. I'm guessing that the 'Interface' board really
> can't be shrunk or altered that much unless all the components listed
> above get hand-wired' so your still dealing with a fairly large board ($$$).
> 
>   Good Luck, here's the image to get you started.
> 

Cool. I just disasembled the bin file and am checking out the code right
now. It looks like the "firmware" rom sits at 6000h. It is not very long.
The code only fills 68Fh bytes (minus the reset and interrupt vectors).
Now who has a schematic of the catbox they want to cough up???

+------------------------------------------+
| Anders Knudsen
| ASIC Design Engineer
| Adaptec, Inc., Boulder Technology Center
+------------------------------------------+


From spies.com!owner-vectorlist Wed Dec 31 10:03:20 1997
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Message-ID: <34AA88A5.1DFC8158@istar.ca>
Date: Wed, 31 Dec 1997 10:02:13 -0800
From: John Robertson <pinball@istar.ca>
Organization: John's Jukes Ltd.
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I have two of these CAT BOXES in the shop and can photocopy the solder
side of them if that would help in the layout. I also have the interface
boards for the connectors, and the docs on the checksum mod. Is this of
use to this project?

John :-#)#


-- 
 John's Jukes Ltd. 2343 Main St., Vancouver, BC, Canada V5T 3C9     
 Call (604)872-5757 or Fax 872-2010 (Pinballs, Jukes, Video Games)  
 mailto:jrr@flippers.com, web page http://www.flippers.com      
        "Old pinballers never die, they just flip out."

From spies.com!owner-vectorlist Wed Dec 31 10:23:13 1997
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Date: Wed, 31 Dec 1997 11:22:07 -0700 (MST)
From: Anders Knudsen <andersk@btc.adaptec.com>
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CC: Anders Knudsen <andersk@btc.adaptec.com>

Couldn't hurt. Are the catbox pcbs only single sided? No traces on the
component side?
A schematic would be cool. ;-)

+------------------------------------------+
| Anders Knudsen
| ASIC Design Engineer
| Adaptec, Inc., Boulder Technology Center
+------------------------------------------+

On Wed, 31 Dec 1997, John Robertson wrote:

> I have two of these CAT BOXES in the shop and can photocopy the solder
> side of them if that would help in the layout. I also have the interface
> boards for the connectors, and the docs on the checksum mod. Is this of
> use to this project?
> 
> John :-#)#
> 
> 
> -- 
>  John's Jukes Ltd. 2343 Main St., Vancouver, BC, Canada V5T 3C9     
>  Call (604)872-5757 or Fax 872-2010 (Pinballs, Jukes, Video Games)  
>  mailto:jrr@flippers.com, web page http://www.flippers.com      
>         "Old pinballers never die, they just flip out."
> 


From spies.com!owner-vectorlist Wed Dec 31 10:51:48 1997
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Is anybody planning on producing Ander's Wells-Gardner
Low-Voltage solution board in quantity?  There was
alot of talk about it some time back, but I don't
know if anybody actually proceeded.  That would
be a very handy to have!  I could use a few of
them myself.


From spies.com!owner-vectorlist Wed Dec 31 11:20:35 1997
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Date: Wed, 31 Dec 1997 08:45:12 -0800
From: Kev <mowerman@erols.com>
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David Shoemaker wrote:

> As I have spent the past two days trying to figure out my Battle Zone
> board problems I was wondering if a Cat Box might help.  If nothing
> else it would have made testing the ls244's easier.
> Open to ideas and comment.
> 

Gosh I've gone round & round with the BZ mathbox & Atari Cat Box, very fustrating thing 
to fix.

I also used my Cat Box this past week to verify some EPROM checksums on a PCB.

Is everyone else finding the 74LS244's a major source of problems?  I' worked on 3 
Missle Command PCB this week and found many of them to be bad.  Rom cheksums won't work 
at 5.0 VDC but do work at 3.8 and other assorted oddities.

I like the Cat Box but I think we have much more talent & abilities here to build useful 
test equipment.

How many people own and actually use a Signature Analyzer here?  It is a very rare 
occassion that I'll drag mine out, a O-scope will catch most thing and is simpler to 
use (already set up and running on my bench, directly under my computer monitor).

Logic probe is a useless function on the Cat Box.

RAM/ ROM tester & EPROM checksums are the neat functions I like.

This weekend I rigged up a cable interface, that plugs to the Atari Test Connector and 
mates with a 40 pin wire wrap machine socket that I insert into my EPROM reader (wired 
up as a 512 EPROM).  With this I remove the 6502, and read the ROMs, in curcuit.

I assume it would be possible to program a R/W for RAM testing too.  On the Cat Box you 
must do this by hand, loading the RAM then reading/comparing the RAM.  Wouldn't it be 
possible to do all this with a EPROM burner?

The idea of the ICE was also mentioned before here but I belive that is too expensive 
yet, commercially.

Look at other games that also have the "test connectors" built in....

Galaxians/Pac Man (Z80 <- Atari also had a module to do Z80 & 6809, I have the Z80, 
never seen the 6809).

Bally MCR series.

But wouldn't a 40 pin CPU socket work best?
-- 
Kev           http://www.erols.com/mowerman  <- Coin Op Video Game site

REMOVE "?" FROM MY E-MAIL
                           Looking for any Pac Man info & a few good PCBs...


From spies.com!owner-vectorlist Wed Dec 31 11:45:21 1997
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From: aek (Al Kossow)
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CC: aek (Al Kossow)

re: in-circuit emulators

if you wanted a PC interface that could just test data paths and things,
a state machine that would generate read and write cycles for a particular
CPU would be fairly straightforward. lets see, you'd need a circuit for
a Z80, 6502, 6809, 6800... :-(

..but it would be smaller than having in-circuit emulators for all these
cpu's

From spies.com!owner-vectorlist Wed Dec 31 12:58:37 1997
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Subject: Re: Atari Cat boxes
To: vectorlist@spies.com
Date: Wed, 31 Dec 1997 14:51:07 -0700 (MST)
From: "Kurt Mahan" <kmahan@novell.com>
In-Reply-To: <m0xnU4p-000TjvC@goonsquad.spies.com> from "Al Kossow" at Dec 31, 97 11:45:15 am
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> re: in-circuit emulators
> 
> if you wanted a PC interface that could just test data paths and things,
> a state machine that would generate read and write cycles for a particular
> CPU would be fairly straightforward. lets see, you'd need a circuit for
> a Z80, 6502, 6809, 6800... :-(

Ok -- I'm gonna launch off into fantasy land..

It would be nice to have an interface (pci/isa) to a 40 pin dip (and 
whatever else, like an atari test connector, etc..) with each pin
being fairly controllable for i/o.  I'd actually like to have another 16
or 32 random IOs to hook up to various test points...  

Then write some ICE-like software for the various cpus.  I'm not talking the
"perfect" software like on my HP Z80 ice (which likes to point out how
bad the clocks are, how some of the boards I try it on just shouldn't work
due to crappy designs, etc..) but something that I could generate various
read/write cycles, cycle address and data lines, check clocks, watch for
the watch dog...  (all the things I currently due by writing my own roms..)
Oh yeah -- it would be nice to be able to read out memory and write "custom"
readers to do bank switches and things..    For those fun wms boards write
a ram exerciser so I could leave it running overnight and burn the rams out
myself rather than waiting for the middle of a game...  (ok, I'm lazy..)  

It would be cool to do "real time" runs, but I certainly wouldn't be sad
if it didn't.  

Anyway, I'd be glad to help out on the software end if something comes of
this.. 

.. back to reality ...

Kurt

From spies.com!owner-vectorlist Wed Dec 31 13:02:17 1997
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From: "David Shoemaker" <davids@wolfenet.com>
To: <vectorlist@spies.com>
Cc: "fishd" <fishd@tiac.net>, "Anders Knudsen" <andersk@btc.adaptec.com>
Subject: Re: Atari Cat boxes
Date: Wed, 31 Dec 1997 13:04:14 -0800
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CC: "David Shoemaker" <davids@wolfenet.com>

>Cool. I just disasembled the bin file and am checking out the code right
>now. It looks like the "firmware" rom sits at 6000h. It is not very long.
>The code only fills 68Fh bytes (minus the reset and interrupt vectors).
>Now who has a schematic of the catbox they want to cough up???

I will scan the schematic in today and toss it up on my web page.  If there
is interest I will also send it to the list.  It really doesn't look all
that complex.  And Joe (jwelser@ccwf.cc.utexas.edu) has mentioned that he is
willing to tackle the "Cat on a Chip" in his ongoing series of "On a Chip"
test equipment.

This would probably reduce the board size dramatically.  As for the two
paper size boards I think we can reduce the total size quite a bit.  Its not
like we are going to be going into production on these so we can make some
compromises.

There have been a couple of suggestions on feature additions.  This sounds
great to me once we have  a good idea of what the original box did.

After looking over the docs I think these are what I would tackle (my wish
list)

Dump the Logic probe, pretty much everyone savvy enough to use a CB already
has one and that is an unneeded expense.
Modify the code to test ram in larger than 1K chunks.
Modify the box to work on other non CB enabled boards.  Probably some sort
of CPU plug adapter.
The docs I have I think cover the Checksum mod for the CB if not then we
definitely want to incorporate that from John's images and units.

I could also see turning this into a PC interfacable device so we could go
to the other processors and companies boards.  I am typing this on a Pentium
166mmx.  That is a hell of a lot more power than the boards we are working
on and I would love to put some of that power to use.

But I don't want feature creep to make us lose sight of the goal.  A readily
available replacement for a useful piece of test equipment.

David



From spies.com!owner-vectorlist Wed Dec 31 13:08:34 1997
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From: aek (Al Kossow)
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CC: aek (Al Kossow)

"Ok -- I'm gonna launch off into fantasy land..

It would be nice to have an interface (pci/isa) to a 40 pin dip (and
whatever else, like an atari test connector, etc..) with each pin
being fairly controllable for i/o.  I'd actually like to have another 16
or 32 random IOs to hook up to various test points...
"

I thought about this a month or so ago, and the problem you run into is
when you have a synchronous memory design, where you have to reference
memory or I/O timing to the clock on the board you're debugging. You
can't just wiggle the I/O pins in software on the PC and have the 
interface work. You run into this on older Atari games where they play
the trick of cycle stealing memory accesses on the other half of the
CPU clock..

This was why I was talking about CPU-specific state machines which 
could be clocked from the on-board oscillator..

You would pass it a starting adr, than 'read' or 'write' commands
and then watch a 'done' bit (or you could bring out a 'wait' line)
when the memory operation is finished. You could get fancy and have
an internal auto incrementing adr register too, since the operations
are all on 8 bit quantities.

From spies.com!owner-vectorlist Wed Dec 31 13:19:10 1997
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Message-ID: <34AAB60D.4E00@links.magenta.com>
Date: Wed, 31 Dec 1997 14:15:57 -0700
From: Jess Askey <jess@magenta.com>
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David Shoemaker wrote:

> After looking over the docs I think these are what I would tackle (my wish
> list)
> 
> Dump the Logic probe, pretty much everyone savvy enough to use a CB already
> has one and that is an unneeded expense.
> Modify the code to test ram in larger than 1K chunks.

I will volunteer time to do any software hacks needed to the code.
  jess
-- 
Jess M. Askey            *** Coming Soon - The Game Archive ***
Game Spot/Audio Analyst  *  Pinball, Video, Parts, Collecting *   
509 S. 2nd Street Unit B *    http://www.gamearchive.com      *
Laramie WY 82070         **************************************

From spies.com!owner-vectorlist Wed Dec 31 16:11:29 1997
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I think we (Anders and I) might go ahead and produce these things. We were
discussing it a couple of days ago and are going to start looking for
somewhere to do it. Ander might make one or two more changes before we
proceed.

We were thinking of offering it in several forms
1) PCB only
2) PCB and bag-o-parts
3) assembled and ready to install
once these things are assembled, it takes about 30 seconds to install one
(it takes longer to remove the old parts from the deflection board)

If enough people are interested in these with parts, we can get a price
break on the voltage regulators, pots, etc.
Our biggest decision is going to be how many of these things to have made.

For anybody that might be new to this list, these are little PCBs that
replace all the low voltage components of a wells gardner color xy monitor
(you never have to buy another zanen kit for these parts again). Anyone
that's owned a tempest has probably had these parts burn out at sometime or
another (IE. R100, R101, etc)

I have about 6 of these things installed in various games and 2 of them are
in star wars machines that have been running constantly for almost a year
(they are in a movie theatre), and I've had no problems yet.


-jeff


>Is anybody planning on producing Ander's Wells-Gardner
>Low-Voltage solution board in quantity?  There was
>alot of talk about it some time back, but I don't
>know if anybody actually proceeded.  That would
>be a very handy to have!  I could use a few of
>them myself.

jeffh@diac.com

Buy/Sell/Trade classic video arcade games.
www.diac.com/~jeffh/



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CC: Woodcock@123net.net (Gregg Woodcock)

At 10:50 12/31/97, Chris.Hanks wrote:
>Is anybody planning on producing Ander's Wells-Gardner
>Low-Voltage solution board in quantity?  There was
>alot of talk about it some time back, but I don't
>know if anybody actually proceeded.  That would
>be a very handy to have!  I could use a few of
>them myself.

It was done and the guy who did it should still have LOTS of them left and
they were VERY cheap.  Check my latest W-G monitor file for contact info!



From spies.com!owner-vectorlist Wed Dec 31 21:43:21 1997
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Subject: Re: Anders' WG LV solution
To: vectorlist@spies.com
Date: Wed, 31 Dec 1997 23:36:15 -0700 (MST)
From: "Kurt Mahan" <kmahan@novell.com>
In-Reply-To: <v02130501b0d01934dae6@[209.64.42.119]> from "Jeff Hendrix" at Jan 1, 98 00:10:25 am
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CC: "Kurt Mahan" <kmahan@novell.com>

> I think we (Anders and I) might go ahead and produce these things. We were
> discussing it a couple of days ago and are going to start looking for
> somewhere to do it. Ander might make one or two more changes before we
> proceed.
> 
> We were thinking of offering it in several forms

> 2) PCB and bag-o-parts

I'd take 6 or so of these..  I can probably convince some of the local 
distributors who still fix these things to take some too (depending on the
price..)

Kurt

This signature file is temporary until the previous file (currently 
on free floating metal oxide mixed with disk head fragments) is found
on some non-readable backup tape.

Kurt Mahan
kmahan@novell.com

