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Message-ID: <35221AB8.3963643@erols.com>
Date: Wed, 01 Apr 1998 05:45:13 -0500
From: Kev <mowerman@erols.com>
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jwelser@ccwf.cc.utexas.edu wrote:

> On Tue, 31 Mar 1998, Ray Ghanbari wrote:
>
> > I have a Q*Bert and Reactor.  The boards appear to be identical, except
> > Reactor interfaces to a track ball through a small ~4 IC PCB.  I've been told
> > that otherwise it is a ROM swap (I haven't done the rigorous side by side
> > comparison).
> >
> > As others have mentioned, the sound board is seperate and interfaces to the
> > main board through the monster edge connector.  I believe QBert and Reactor use
> > the same sound board as well (ROM swap)
> >
> > Reason I'm posting this is so someone can tell me I'm wrong before I go and
> > try to get my Reactor going ;-)
> >
> > Ray
> >
>
>         I think I heard somewhere that the memory map was different
> between the two games, so it's not as simple as a ROM swap, even though
> the boards are very similar...
>

>From my web page at http://www.erols.com/mowerman

> Last updated: May 29, 1997
>
>      GV-100 Reactor uses a MA-289 board which looks very similar to the GG-III
> system board with 2 noticeable exceptions, no battery & smaller 2732 type
>      program roms near the edge connector (instead of the 2764's). It should be
> possible to adapt this game to run on the GG-III system board.
>
> GG-III system board are marked C-22248-3 and will run the following games...
>
>      GV-102 Mad Planets
>      GV-103 Q*bert
>      GV-105 Krull test16, step 17
>      GV-113 Three Stooges test -16, step 17
>      GV-119 Q*bert's Qubes
>      GV-134 Curveball (C-22248-2)
>
> Some games use RAM (2128's) in place of BG roms & change the jumpers accordingly.



--
Kev                    Mowerman@erols.com    >>REMOVE THE ? to REPLY

Looking for Pac-Man related hacks & Video Game

Coin Op Page ->  http://www.erols.com/mowerman



From owner-vectorlist@spies.com Wed Apr  1 14:28:35 1998
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From: jeffh@diac.com (Jeff Hendrix)
Subject: More Star Castle info
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Here's some more info on this star castle.
The game board has lots of jumper wires on it, including a wire on every
eprom. Again, there is no LED on the main PCB. (When did they start putting
those on?) The sound board just says sound board on it, but it looks real
close to what a normal star castle sound board looks like. (I plan on
comparing it side by side when I get a chance).
The control panel has the start buttons in the middle (instead of off to
the left). The panel is black and the buttons are all labeled with white
letters. The marquee looks close to the original, but the artwork is a
little different and it doesn't have all the small print. The marquee has a
90 degree bend that runs horizontally through the middle of it (so the top
half of the marquee angles up and the bottom half angles down)
I can't find any manufacturer name on the outside of the game, and I
haven't looked close enough at the main board to see if I can find a name
on it, but it does look like a standard cinematronics/vectorbeam board (I
was looking through the coin door because I have my garage packed full
again)
I think this game is from texas, did cinematronics have any test sights
down there?

-jeff

jeffh@diac.com

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



From owner-vectorlist@spies.com Wed Apr  1 14:49:44 1998
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Message-ID: <c=US%a=_%p=DSC%l=GYPSUM-980401225046Z-796@gypsum.plpt.com>
From: "Ozdemir, Steve" <steve.ozdemir@plpt.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: More Star Castle info
Date: Wed, 1 Apr 1998 14:50:46 -0800
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CC: "Ozdemir, Steve" <steve.ozdemir@plpt.com>

G'day folks,

I've found upgraded Space Wars board (with no LED) running Rip Off in a
Rip Off cabinet.  Turns out that Cinematronics would take every
opportunity to reuse parts that had been returned and repaired.  This
might explain your jumpers.

Also Warrior has a wire going to each EPROM, but this had more to do
with the 2532s, masked ROMs and Vectorbeam boards as I remember.  Don't
quote me on that as my memory has gotten vague.  Need to get my
Cinematronics boxes out of storage to refresh it!  Maybe Zonn or Paul
could continue the discussion regarding that EPROM wiring mod from this
era?

Didn't Rip Off and Armor Attack have start buttons in the middle?
Sounds to me like you have a pieced together Star Castle using an old
Space Wars mother board and a Rip Off control panel.  Given how
Cinematronics operated (and perhaps Centuri), this hack job still could
have been done at the manufacturer.

Check out the name on the motherboard...I'm betting it'll either be a
Space Wars or Vectorbeam board.

               Steven S Ozdemir
               sso@plpt.com (my company renamed itself in Feb)
               sso@dsc.com (good for a few more months)
               ozdemir@xenon.stanford.edu (permanent...weekly)

ps - I never did check out the dip switches on that Rip Off on a Space
Wars motherboard.  They must have desoldered the small dip to put the 8
dip package.  Funny that I didn't verify that...

>----------
>From: 	jeffh@diac.com[SMTP:jeffh@diac.com]
>Sent: 	Wednesday, April 01, 1998 2:25 PM
>To: 	vectorlist@spies.com
>Cc: 	jeffh@diac.com
>Subject: 	More Star Castle info
>
>Here's some more info on this star castle.
>The game board has lots of jumper wires on it, including a wire on every
>eprom. Again, there is no LED on the main PCB. (When did they start putting
>those on?) The sound board just says sound board on it, but it looks real
>close to what a normal star castle sound board looks like. (I plan on
>comparing it side by side when I get a chance).
>The control panel has the start buttons in the middle (instead of off to
>the left). The panel is black and the buttons are all labeled with white
>letters. The marquee looks close to the original, but the artwork is a
>little different and it doesn't have all the small print. The marquee has a
>90 degree bend that runs horizontally through the middle of it (so the top
>half of the marquee angles up and the bottom half angles down)
>I can't find any manufacturer name on the outside of the game, and I
>haven't looked close enough at the main board to see if I can find a name
>on it, but it does look like a standard cinematronics/vectorbeam board (I
>was looking through the coin door because I have my garage packed full
>again)
>I think this game is from texas, did cinematronics have any test sights
>down there?
>
>-jeff
>
>jeffh@diac.com
>
>Buy/Sell/Trade classic video arcade games.
>www.diac.com/~jeffh/
>
>
>

From owner-vectorlist@spies.com Wed Apr  1 18:43:22 1998
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Cc: "Ozdemir, Steve" <steve.ozdemir@plpt.com>
Subject: Re: More Star Castle info
Date: Wed, 1 Apr 1998 21:40:07 -0500
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Speaking of Star Castle, a friend of mine just bought one, and upon
delivery, all he seems to be getting is powere to the monitor, and popping
sounds from the speaker when, and I did not recommend he do this, taps on
the power supply.  I know little to nothing about it, so have not gone to
look at the game and garner further info yet, but was wondering where I
should tell hm to start.


From owner-vectorlist@spies.com Thu Apr  2 08:42:23 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
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Subject: RE: More Star Castle info
Date: Thu, 2 Apr 1998 08:37:59 -0800 
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> Speaking of Star Castle, a friend of mine just bought one, and upon
> delivery, all he seems to be getting is powere to the monitor, and
> popping
> sounds from the speaker when, and I did not recommend he do this, taps
> on
> the power supply.  I know little to nothing about it, so have not gone
> to
> look at the game and garner further info yet, but was wondering where
> I
> should tell hm to start.
> 
Huh.  I'd suspect cold solder joints or loose cables/connectors on the
power supply.  (Tapping on it makes a brief connection and gets power to
the audio amps briefly resulting in the "pops".)

Check the voltage rails to see if the voltages are right-- if any are
missing or off I'd give the power-supply a thorough visual inspection
and see if you can spot loose connections and/or broken solder joints.

-Clay


From owner-vectorlist@spies.com Thu Apr  2 09:12:12 1998
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Date: Thu, 02 Apr 1998 11:09:28 -0600
From: Mike Benedict <benedict_m@palmer.edu>
Subject: RE: More Star Castle info
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At 08:37 AM 4/2/98 -0800, you wrote:
>Check the voltage rails to see if the voltages are right-- if any are
>missing or off I'd give the power-supply a thorough visual inspection
>and see if you can spot loose connections and/or broken solder joints.

The RipOff I'm working on had loose connections on the screw terminals of
the two large capacitors.

The old circuit breakers ought to be replaced as well.

Mike Benedict


From owner-vectorlist@spies.com Thu Apr  2 18:20:56 1998
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I'm slowly trying to fill in the month of release for the
games in the bronzeage list, and thought maybe someone on
this list would know 1) when the cine - vectorbeam split
happened and vectorbeam's Space War came out, 2) when
they merged again, and if these release dates are right

Space Wars      cin     Oct,1977 (AMOA show)
Space War       vb      ??,1978  ?
Scramble        vb      Oct,1978 (mentioned in AMOA show summary)
Barrier		vb	??,1979
Speed Freak	vb	Mar,1979 (mentioned in Vending Times)
Star Hawk	cin	Mar,1979 (mentioned in Vending Times)
Sundance	cin	Oct,1979 (AMOA show)
Tail gunner	cin	Oct,1979 (AMOA show)
Warrior		vb	Oct,1979 (AMOA show)
War of the Worlds cin	??.1979
Rip Off		cin	Apr,1980 (vending times)
Rip Off (ct)	centuri Oct,1980 (AMOA show)
Star Castle	cin	Sep,1980 (vending times)
Star Castle	rockola Dec,1980 (vending times)
TG II		exidy	??


From owner-vectorlist@spies.com Thu Apr  2 22:45:28 1998
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Date: Fri, 3 Apr 1998 00:45:49 -0500
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From: Woodcock@123net.net (Gregg Woodcock)
Subject: Need BnW XY parts BAD!!!
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OK, the situation is now INTOLERABLE.  I simply *MUST* fix some of these
black and white vector monitors.  The simplest thing I need is a source for
the HV Diodes.  NTE evidently is no longer making them but there should be
PLENTY of stock out there if people look around.  I need 2 but could use a
few spares.  I also need a source for the neon bulbs.  And I seem to recall
that it was acceptible/suggested that the BIG resistors (R100/101) be
replaced by heavy guage wire, right?  If not, I need to know if these
resistors are special in any way.  Any tips (I haven't done much on the BnW
ones) besides the bad solder joints?



From owner-vectorlist@spies.com Thu Apr  2 23:40:12 1998
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From: aek@spies.com (Al Kossow)
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"The simplest thing I need is a source for
the HV Diodes."

Have you tried the ones in B&W raster monitors?

From owner-vectorlist@spies.com Fri Apr  3 03:50:15 1998
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I replaced my resitors with heavy wire and have seen no ill effects, by
doing this.

Dave


At 12:45 AM 4/3/98 -0500, you wrote:
>OK, the situation is now INTOLERABLE.  I simply *MUST* fix some of these
>black and white vector monitors.  The simplest thing I need is a source for
>the HV Diodes.  NTE evidently is no longer making them but there should be
>PLENTY of stock out there if people look around.  I need 2 but could use a
>few spares.  I also need a source for the neon bulbs.  And I seem to recall
>that it was acceptible/suggested that the BIG resistors (R100/101) be
>replaced by heavy guage wire, right?  If not, I need to know if these
>resistors are special in any way.  Any tips (I haven't done much on the BnW
>ones) besides the bad solder joints?
>
>
>
>


From owner-vectorlist@spies.com Fri Apr  3 05:52:03 1998
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Date: Fri, 3 Apr 1998 08:50:39 -0500 (EST)
From: "Christopher X. Candreva" <chris@westnet.com>
To: vectorlist@spies.com
Subject: Re: Need BnW XY parts BAD!!!
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On Fri, 3 Apr 1998, Gregg Woodcock wrote:

> OK, the situation is now INTOLERABLE.  I simply *MUST* fix some of these
> black and white vector monitors.  The simplest thing I need is a source for
> the HV Diodes.  NTE evidently is no longer making them but there should be

According to the info I supplied for Jes's page, you can use an SK7333 or
NTE 527A Mouser's web site lists both as available as of 8:51 EST this
morning.


-Chris

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


From owner-vectorlist@spies.com Fri Apr  3 09:19:06 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: Cinematronics vector generator...
Date: Fri, 3 Apr 1998 09:16:10 -0800 
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CC: Clay Cowgill <ClayC@diamondmm.com>

Hi everybody.

I was playing with the Cinematronics vector generator last night in
Electronics Workbench (a spice simulator).

I have a couple questions that maybe someone knows the answers to.
Otherwise I'm going to try to measure it with a DSO over the weekend...
;-)

 From playing with my (fairly) realistic model, it looks like the time
for the output to react to a change in voltage at the DAC is about 1us.
Does this sound realistic?  Seemed kinda fast to me.  (I think this is
while in "DRAW" mode-- voltage going through the 10K+5Kpot series
current limiter.  Maybe I screwed up and had it in "INIT" mode... Hmmm.)

Do any of you know what the "clipping" (z blank) timing is?  For
example-- when watching the output on the "virtual scope" in Electronics
Workbench it looks like the linear portion of each charging curve starts
about 50ns after the new voltage is applied.  From there it's pretty
linear out to about 150ns or so.  Is z-blanking software controlled?
Seems like 50ns is pretty tight timing to keep, but since it's also the
period of the 20MHz clock it seemed like a strange number to show up
"accidentally".  (I'm wondering if the clipping is done in hardware and
starts automatically one clock tick after the DAC is loaded and lasts
for two clock ticks after it.)

Anyway, it just seemed really fast, so I'm hoping for a reality check.
(This might be explained if I had the thing running with the "INIT"
switch closed instead of "DRAW"... Up too late-- don't remember.)

I also put in that weird-ass bridge rectifier-resistor *thing* in the
feedback loop of the output Op-amp.  It looks like it kinda flattens out
the charge curve of the cap, but it also looked like it was screwing up
the discharge curve shape.  Maybe I had it wired wrong (or it confused
SPICE, which really shouldn't happen)...

-Clay

Clayton N. Cowgill            Engineering Manager
-------------------------------------------------
/\ Diamond Multimedia System, Inc.
\/ Communications Division

From owner-vectorlist@spies.com Fri Apr  3 09:38:43 1998
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Message-ID: <35251D5E.CCE@links.magenta.com>
Date: Fri, 03 Apr 1998 10:33:18 -0700
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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Clay Cowgill wrote:
> 
> Hi everybody.
> 
> I was playing with the Cinematronics vector generator last night in
> Electronics Workbench (a spice simulator).

How do you like Electronics Workbench, I was considering getting it?
  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 owner-vectorlist@spies.com Fri Apr  3 10:30:33 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Cine/VB game release dates
Date: Fri, 03 Apr 1998 18:30:25 GMT
Message-ID: <3526299c.82954306@tommy.doctord.com>
References: <m0yKw5X-000TlfC@goonsquad.spies.com>
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On Thu, 2 Apr 1998 18:20:15 -0800 (PST), aek@spies.com (Al Kossow) wrote:

>
>
>I'm slowly trying to fill in the month of release for the
>games in the bronzeage list, and thought maybe someone on
>this list would know 1) when the cine - vectorbeam split
>happened and vectorbeam's Space War came out, 2) when
>they merged again, and if these release dates are right
>
>Space Wars      cin     Oct,1977 (AMOA show)
>Space War       vb      ??,1978  ?
>Scramble        vb      Oct,1978 (mentioned in AMOA show summary)
>Barrier		vb	??,1979
>Speed Freak	vb	Mar,1979 (mentioned in Vending Times)
>Star Hawk	cin	Mar,1979 (mentioned in Vending Times)
>Sundance	cin	Oct,1979 (AMOA show)
>Tail gunner	cin	Oct,1979 (AMOA show)
>Warrior		vb	Oct,1979 (AMOA show)
>War of the Worlds cin	??.1979

Since this game uses a hacked Star Castle sound board, at least the ones =
that
made it to the arcades, must have been after Star Castle.  (Mine uses a =
Star
Castle Rev. B sound board).

I also know that this game was worked on for a long time, by quite a few
programmers so no telling when it was conceived.  Paul seems to have more
information on this game than I do.

-Zonn

(BTW If it means anything, I'll be gone all next week exploring the back =
canyon
lands of Death Valley.  So if I don't reply to some e-mail, for a week, =
it's not
because I'm being rude.  If I don't reply for two weeks, it IS because =
I'm being
rude.)

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

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

From owner-vectorlist@spies.com Fri Apr  3 10:35:15 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Cinematronics vector generator...
Date: Fri, 03 Apr 1998 18:35:15 GMT
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CC: zonn@zonn.com (Zonn)

On Fri, 3 Apr 1998 09:16:10 -0800 , Clay Cowgill <ClayC@diamondmm.com> =
wrote:

>Hi everybody.
>
>I was playing with the Cinematronics vector generator last night in
>Electronics Workbench (a spice simulator).
>
>I have a couple questions that maybe someone knows the answers to.
>Otherwise I'm going to try to measure it with a DSO over the weekend...
>;-)
>
> From playing with my (fairly) realistic model, it looks like the time
>for the output to react to a change in voltage at the DAC is about 1us.
>Does this sound realistic?  Seemed kinda fast to me.  (I think this is
>while in "DRAW" mode-- voltage going through the 10K+5Kpot series
>current limiter.  Maybe I screwed up and had it in "INIT" mode... Hmmm.)
>
>Do any of you know what the "clipping" (z blank) timing is?  For
>example-- when watching the output on the "virtual scope" in Electronics
>Workbench it looks like the linear portion of each charging curve starts
>about 50ns after the new voltage is applied.  From there it's pretty
>linear out to about 150ns or so.  Is z-blanking software controlled?

The z-blanking is hardware controlled by placing a value in the Line =
Length
counter.

>Seems like 50ns is pretty tight timing to keep, but since it's also the
>period of the 20MHz clock it seemed like a strange number to show up
>"accidentally".  (I'm wondering if the clipping is done in hardware and
>starts automatically one clock tick after the DAC is loaded and lasts
>for two clock ticks after it.)

Can't help you here, I have no idea what value this time should be.

>Anyway, it just seemed really fast, so I'm hoping for a reality check.
>(This might be explained if I had the thing running with the "INIT"
>switch closed instead of "DRAW"... Up too late-- don't remember.)
>
>I also put in that weird-ass bridge rectifier-resistor *thing* in the
>feedback loop of the output Op-amp.  It looks like it kinda flattens out
>the charge curve of the cap, but it also looked like it was screwing up
>the discharge curve shape.  Maybe I had it wired wrong (or it confused
>SPICE, which really shouldn't happen)...

The weird-ass bridge is there for the blooming effect of the CRT toward =
the
edges.  As the output of the OP amp get higher, the gain is changed to
compensate for the bloom.

-Zonn

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

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

From owner-vectorlist@spies.com Fri Apr  3 10:49:18 1998
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199804031849.NAA21929@saturn.acs.oakland.edu>
Subject: Re: Cinematronics vector generator...
To: vectorlist@spies.com
Date: Fri, 3 Apr 1998 13:49:58 -0500 (EST)
In-Reply-To: <F114916AA2EED011B8E2006097C401E3811E7C@supra.com> from "Clay Cowgill" at Apr 3, 98 09:16:10 am
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Clay wrote:
> I was playing with the Cinematronics vector generator last night in
> Electronics Workbench (a spice simulator).
> 
> I have a couple questions that maybe someone knows the answers to.
> Otherwise I'm going to try to measure it with a DSO over the weekend...
> ;-)
> 
>  From playing with my (fairly) realistic model, it looks like the time
> for the output to react to a change in voltage at the DAC is about 1us.
> Does this sound realistic?  Seemed kinda fast to me.  (I think this is
> while in "DRAW" mode-- voltage going through the 10K+5Kpot series
> current limiter.  Maybe I screwed up and had it in "INIT" mode... Hmmm.)

What do you mean by "react"? I would think the output starts changing almost
immediately - the DAC just feeds an RC circuit, so as soon as there is
a change at the DAC it should move. Read on.

> Do any of you know what the "clipping" (z blank) timing is?  For
> example-- when watching the output on the "virtual scope" in Electronics
> Workbench it looks like the linear portion of each charging curve starts
> about 50ns after the new voltage is applied.  From there it's pretty
> linear out to about 150ns or so.  Is z-blanking software controlled?
> Seems like 50ns is pretty tight timing to keep, but since it's also the
> period of the 20MHz clock it seemed like a strange number to show up
> "accidentally".  (I'm wondering if the clipping is done in hardware and
> starts automatically one clock tick after the DAC is loaded and lasts
> for two clock ticks after it.)

The Z blanking is controlled in hardware, however vectors may be drawn
over various amounts of the charging curve. Here's the deal:
The beam is moved "fast" to the start of a line. Then you load the deltaX,Y
into the accumulators and execute the Normalize instruction. This does a
couple things (Zonn's docs cover this a bit). The deltas are repeatedly
left shifted (doubling the line length) until bits 9 & 11 are different.
That means a line will always be lengthened until it is at least 512 units
long. With each doubling, the line-length counter is updated. The line
length counter is responsible for stopping the drawing at the "real" or
unmodified end of the line. Once the "modified" deltas are calculated the
software must add the starting coordinates to get the "modified end point"
(which is some distance beyond the real end point) then a DRAWTO is
executed which: 1) outputs the endpoint to the DACs 2) engages the 13331
switches which use the resistors (RC for slow mode)  3) enables the line
length counter and finally 4) when the line length overflows (I think it
counts UP) it Z-blanks and turns off the 13331 switches so the beam doesn't
keep going to the target point (which was set way beyond the real end pt).

Blah. Anyway, for a short line, the "targeted" end point may be say 32 times
farther away than the real end point. While a long line, the targeted point
may only be twice as far away. This means the percentage of the charging
curve used can vary quite a bit. Because of the left shifting, there are
only about 9 different amounts of time used for line drawing - depending
of how many shifts it takes to reach "really long".

> Anyway, it just seemed really fast, so I'm hoping for a reality check.
> (This might be explained if I had the thing running with the "INIT"
> switch closed instead of "DRAW"... Up too late-- don't remember.)

It should respond quite fast. It seems like there is something that keeps
the Z-blank blank for a brief instant while the beam is "stuck" - i.e.
before it gets going. So I guess movement isn't instantaneous.

> I also put in that weird-ass bridge rectifier-resistor *thing* in the
> feedback loop of the output Op-amp.  It looks like it kinda flattens out
> the charge curve of the cap, but it also looked like it was screwing up
> the discharge curve shape.  Maybe I had it wired wrong (or it confused
> SPICE, which really shouldn't happen)...

I thought that weird-ass thing was the cinematronics way to compensate
for nonlinearity in monitor deflection. Notice that X & Y are not coupled
like Atari did.

BTW, I was thinking of running the un-weird-assed CineSignals down to my
space duel board (via X-invert, Y-invert) so they'd go through the 1492s
for pincousioning. I could then use the "invert" signal to select Cine
or Atari output :-) Of course there isn't a good way to hook into the
Atari color outputs... Yep, when I have the CineMenu working I plan to
add Space Duel as an option and just install it in that cabinet! :-) Even
if I have to use relays. Too Bad Gravitar & Black Widow aren't able to
run on the Space Duel board or the other way round. Anyone looked into
this???
-- 
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From owner-vectorlist@spies.com Fri Apr  3 11:07:41 1998
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Message-ID: <35253230.1AB2@links.magenta.com>
Date: Fri, 03 Apr 1998 12:02:08 -0700
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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Paul Kahler wrote:

 Too Bad Gravitar & Black Widow aren't able to
> run on the Space Duel board or the other way round. Anyone looked into
> this???

Space Duel should be able to run on a Gravitar/BW boardset. The Vector
Generators are the same I think. The differences that I can remember are
just that the B/BW boards have more CPU memory mapped. Im not totally
sure on this though. I will have to dig through my schems.

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 owner-vectorlist@spies.com Fri Apr  3 11:39:37 1998
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Date: Fri, 3 Apr 1998 13:38:13 -0600
Message-Id: <199804031938.NAA05565@moe.works.ti.com>
From: Michael Schulz <mschulz@ticipa.Works.ti.com>
To: vectorlist@spies.com
In-Reply-To: <35253230.1AB2@links.magenta.com> (message from Jess Askey on
	Fri, 03 Apr 1998 12:02:08 -0700)
Subject: Nightmare? (Was: Re: Cinematronics vector generator...)
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>> Too Bad Gravitar & Black Widow aren't able to
>> run on the Space Duel board or the other way round. Anyone looked into
>> this???
>>
>Space Duel should be able to run on a Gravitar/BW boardset. The Vector
>Generators are the same I think. The differences that I can remember are
>just that the B/BW boards have more CPU memory mapped. Im not totally
>sure on this though. I will have to dig through my schems.
>
Hey, that reminds me...   

Clay, what's the status on the Nightmare project?

I've got my extra Food Fight boardset ready to turn into a 
Nightmare boardset...  :-)

Mike

-- 
-------------------------------------------------------------------------------
    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 owner-vectorlist@spies.com Fri Apr  3 13:01:50 1998
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Date: Fri, 03 Apr 1998 12:55:23 -0800
To: vectorlist@spies.com
From: Scott Swazey <sswazey@qualcomm.com>
Subject: Space Duel on BW/GT PCB (Was Re: Cinematronics vector gen)
Cc: Paul Kahler <phkahler@Oakland.edu>
In-Reply-To: <199804031849.NAA21929@saturn.acs.oakland.edu>
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At 01:49 PM 4/3/98 -0500, Paul Kahler wrote:
[...]
>Too Bad Gravitar & Black Widow aren't able to run on the Space Duel 
>board or the other way round. Anyone looked into this???

I think it is possilble to run SD on a BW/GT board set.  I've got both
boards and I am willing to try it, but I need schematics for the BW or GT
(B-Size please :-).  [Oops, Just found the B-size ones on spies]  I talked
to Gaymond 6 months ago about this.  He said he had, at one time, a
prototype GT/BW made from a hacked up SD.  Comparing the two PCBs, the
major difference, aside from RAM/ROM sizes, was that SD did not have the
DAC_REF scaling DAC (i.e. no linear scaling) installed.  However, this may
not be a problem as the SD software may initialize it even though it's not
there.  I'll post an update in a few weeks.

-Scott

BTW  Paul,  I've got one of the Star castle clones PCB that has the DAC on
the main board.  It works with a XY scope (or WG xy), last time I used it.
I think I also added the bank extention to allow it to run solar quest.
I'd be willing to loan it to you for the sake of the cine menu project.
I'm just not sure how fast I can get it to you.  LMK 

-S


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

From owner-vectorlist@spies.com Fri Apr  3 13:05:48 1998
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Date: Fri, 3 Apr 1998 13:05:43 -0800 (PST)
From: aek@spies.com (Al Kossow)
To: vectorlist@spies.com
Subject: Re:  Space Duel on BW/GT PCB (Was Re: Cinematronics vector gen)
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"BTW  Paul,  I've got one of the Star castle clones PCB that has the DAC on
the main board."

If you get a chance, could you take a picture of it, to add to the
ones I have on spies?

From owner-vectorlist@spies.com Fri Apr  3 13:07:39 1998
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Date: Fri, 3 Apr 1998 13:07:35 -0800 (PST)
From: aek@spies.com (Al Kossow)
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Subject: Re:  Space Duel on BW/GT PCB (Was Re: Cinematronics vector gen)
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Jess said he was going to send down the gravitar drawings for me to scan
in. I'm slowly working through scanning all the C and D sized drawings
I have over at a place with a 400dpi 'E' sized scanner

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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Cinematronics vector generator...
Date: Fri, 3 Apr 1998 17:20:24 -0800 
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> >  From playing with my (fairly) realistic model, it looks like the
> time
> > for the output to react to a change in voltage at the DAC is about
> 1us.
> > Does this sound realistic?  Seemed kinda fast to me.  (I think this
> is
> > while in "DRAW" mode-- voltage going through the 10K+5Kpot series
> > current limiter.  Maybe I screwed up and had it in "INIT" mode...
> Hmmm.)
> 
> What do you mean by "react"? I would think the output starts changing
> almost
> immediately - the DAC just feeds an RC circuit, so as soon as there is
> a change at the DAC it should move. Read on.
> 
Crap.  Major typo.  "reach" not "react".

> > Do any of you know what the "clipping" (z blank) timing is?  For
> > example-- when watching the output on the "virtual scope" in
> Electronics
> > Workbench it looks like the linear portion of each charging curve
> starts
> > about 50ns after the new voltage is applied.  From there it's pretty
> > linear out to about 150ns or so.  Is z-blanking software controlled?
> > Seems like 50ns is pretty tight timing to keep, but since it's also
> the
> > period of the 20MHz clock it seemed like a strange number to show up
> > "accidentally".  (I'm wondering if the clipping is done in hardware
> and
> > starts automatically one clock tick after the DAC is loaded and
> lasts
> > for two clock ticks after it.)
> 
> The Z blanking is controlled in hardware, however vectors may be drawn
> over various amounts of the charging curve. Here's the deal:
> The beam is moved "fast" to the start of a line. Then you load the
> deltaX,Y
> into the accumulators and execute the Normalize instruction. This does
> a
	[...]
> counts UP) it Z-blanks and turns off the 13331 switches so the beam
> doesn't
> keep going to the target point (which was set way beyond the real end
> pt).
> 
> Blah. Anyway, for a short line, the "targeted" end point may be say 32
> times
> farther away than the real end point. While a long line, the targeted
> point
> may only be twice as far away. This means the percentage of the
> charging
> curve used can vary quite a bit. Because of the left shifting, there
> are
> only about 9 different amounts of time used for line drawing -
> depending
> of how many shifts it takes to reach "really long".
> 
Ahhh.  I think that makes sense now.  So they actually change the
voltage appearing at the output of the DACs as the line is drawn.  (by
powers of two anyway)  From my reading of the Cinematronics manual I
thought they just put the potential at the input of the cap/opamp
circuit and clipped that for the line.  (Since the cap has to charge,
the curve is pretty non-linear for the first 50ns, then stays pretty
good for the next 150ns, then goes way nonlinear after that.)  I take it
they blank Z at first to avoid the non-linear portion, turn beam on
(staying in the linear region), then put new outputs on the DAC and
"elongate" the linear portion until they reach the destination.  Funky.


> > Anyway, it just seemed really fast, so I'm hoping for a reality
> check.
> > (This might be explained if I had the thing running with the "INIT"
> > switch closed instead of "DRAW"... Up too late-- don't remember.)
> 
> It should respond quite fast. It seems like there is something that
> keeps
> the Z-blank blank for a brief instant while the beam is "stuck" - i.e.
> before it gets going. So I guess movement isn't instantaneous.
> 
Right.  The charge curve of the cap is a little steep at first...

> > I also put in that weird-ass bridge rectifier-resistor *thing* in
> the
> > feedback loop of the output Op-amp.  It looks like it kinda flattens
> out
> > the charge curve of the cap, but it also looked like it was screwing
> up
> > the discharge curve shape.  Maybe I had it wired wrong (or it
> confused
> > SPICE, which really shouldn't happen)...
> 
> I thought that weird-ass thing was the cinematronics way to compensate
> for nonlinearity in monitor deflection. Notice that X & Y are not
> coupled
> like Atari did.
> 
Yeah, that was how I remembered it too, but I sure couldn't "see" how it
was working.

> BTW, I was thinking of running the un-weird-assed CineSignals down to
> my
> space duel board (via X-invert, Y-invert) so they'd go through the
> 1492s
> for pincousioning. I could then use the "invert" signal to select Cine
> or Atari output :-) 
> 
I was going to try the same thing with the pincushion-corrector I have
bread-boarded up.  (Since it's variable and all.)  Might be interesting.
 From looking at the Space Fortress DAC board there isn't any correction
in that circuit...  (just looks like the Cinematronics circuit, but with
a little integrator on the output.) 

Thanks for the explanations-- helps a lot.

	-Clay

From owner-vectorlist@spies.com Fri Apr  3 17:25:43 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Nightmare? (Was: Re: Cinematronics vector generator...)
Date: Fri, 3 Apr 1998 17:24:34 -0800 
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> Hey, that reminds me...   
> 
> Clay, what's the status on the Nightmare project?
> 
> I've got my extra Food Fight boardset ready to turn into a 
> Nightmare boardset...  :-)
> 
Ahhh, yes. ;-)

I've got the original Nightmare stuff out again until I got distracted
by the latest run of "interesting" Vector stuff...

Not much since the last update.  I found a bunch of the OKI5218 ADPCM
chips on old telephone-system voicemail boards, so I can do the sound
part.  The daughtercard will be very Sega-multigame like.  I think I
have that all worked out.  The part I haven't done yet is just what
needs to change on the actual Food Fight PCB.  I need to decide how
involved that needs to be, or if I can just add duplicate logic on my
daughtercard and have my own decoders.

It'll take a while longer-- after I finish this Rev 3 ESB stuff...

-Clay

From owner-vectorlist@spies.com Fri Apr  3 17:50:33 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Cinematronics vector generator...
Date: Fri, 3 Apr 1998 17:48:41 -0800 
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> How do you like Electronics Workbench, I was considering getting it?
>   jess
> 
I like it, although I don't necessarily *trust* it completely.  Have to
make a few more circuits and see if they really do mimic the "modeled"
behavior.

It's probably right though-- some of the guys I worked with used it a
lot at Iomega and Megahertz for real design-work, so it must be pretty
reliable...

All in all it seems nice.  I called and mentioned an old flyer I had
that had a $199 special price instead of the $299 current one and said
I'd buy it if they'd give me the old price-- they went for it.

Really nice for figuring out how weird analog stuff works. ;-)

-Clay

From owner-vectorlist@spies.com Fri Apr  3 19:07:25 1998
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From: Woodcock@123net.net (Gregg Woodcock)
Subject: Re: question, and SW/ESB kit update...
Cc: Clay Cowgill <ClayC@diamondmm.com>
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At 16:53 3/30/98, Clay Cowgill wrote:
Anyway, I need to experiment a little with the
>NOVRAM and then I should be able to have boards made.  (I want to use
>one of those Dallas battery-backed SRAMs instead of the X22C12 novrams,
>but I'm not sure if that'll cause problems outside of self-test.)

Just please make sure the board will have (unpopulated) sockets for 2 Xicors,
too; I have a bunch of spares!



From owner-vectorlist@spies.com Fri Apr  3 19:44:13 1998
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Date: Fri, 3 Apr 1998 22:43:11 -0500 (EST)
From: Jeff Anderson <mayday19@IDT.NET>
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Subject: WTB: Gravitar Board
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I need one of these soon for a friend of mine.. 

LMK,

Jeff


From owner-vectorlist@spies.com Fri Apr  3 23:01:39 1998
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This weird star castle that I have has a date written on the motherboard of
12/5/78.
Maybe I'll pop out the roms and stick them in my working star castle board
and see if it looks any different.

I looked at the motherboard and it says cinematronics (not vectorbeam).
And the cabinet is not a converted rip off or armor attack cabinet.

-jeff

>I'm slowly trying to fill in the month of release for the
>games in the bronzeage list, and thought maybe someone on
>this list would know 1) when the cine - vectorbeam split
>happened and vectorbeam's Space War came out, 2) when
>they merged again, and if these release dates are right
>
>Space Wars      cin     Oct,1977 (AMOA show)
>Space War       vb      ??,1978  ?
>Scramble        vb      Oct,1978 (mentioned in AMOA show summary)
>Barrier         vb      ??,1979
>Speed Freak     vb      Mar,1979 (mentioned in Vending Times)
>Star Hawk       cin     Mar,1979 (mentioned in Vending Times)
>Sundance        cin     Oct,1979 (AMOA show)
>Tail gunner     cin     Oct,1979 (AMOA show)
>Warrior         vb      Oct,1979 (AMOA show)
>War of the Worlds cin   ??.1979
>Rip Off         cin     Apr,1980 (vending times)
>Rip Off (ct)    centuri Oct,1980 (AMOA show)
>Star Castle     cin     Sep,1980 (vending times)
>Star Castle     rockola Dec,1980 (vending times)
>TG II           exidy   ??

jeffh@diac.com

Buy/Sell/Trade Classic Video Arcade Games
www.diac.com/~jeffh/



From owner-vectorlist@spies.com Mon Apr  6 01:44:11 1998
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Date: Mon, 06 Apr 1998 01:42:39 -0700
To: vectorlist@spies.com
From: Gaymond Lee <gaymond@cari.net>
Subject: Re: Nightmare? (Was: Re: Cinematronics vector generator...)
In-Reply-To: <199804031938.NAA05565@moe.works.ti.com>
References: <35253230.1AB2@links.magenta.com>
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3At 01:38 PM 4/3/98 -0600, you wrote:
>
>>> Too Bad Gravitar & Black Widow aren't able to
>>> run on the Space Duel board or the other way round. Anyone looked into
>>> this???
>>>
>>Space Duel should be able to run on a Gravitar/BW boardset. The Vector
>>Generators are the same I think. The differences that I can remember are
>>just that the B/BW boards have more CPU memory mapped. Im not totally
>>sure on this though. I will have to dig through my schems.
>>

The prototype of Gravitar (Lunar Battle) used a modified Space Duel pcb. 
Gaymond Lee

From owner-vectorlist@spies.com Mon Apr  6 08:54:36 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
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Subject: RE: question, and SW/ESB kit update...
Date: Mon, 6 Apr 1998 08:50:38 -0700 
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> Just please make sure the board will have (unpopulated) sockets for 2
> Xicors,
> too; I have a bunch of spares!
> 
It'll be one or the other.  After looking at it though I might just go
ahead and use the double-Xicors anyway. (It works, it's done, probably
shouldn't mess with it...)

-Clay



From owner-vectorlist@spies.com Mon Apr  6 12:08:42 1998
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Date: Mon, 6 Apr 1998 13:06:55 +0100
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Subject: Battlezone
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I got my battlezone working, so now I have a 2nd battlezone and it's very
close to working also (I just need to fix the sound on the aux PCB). Is
anybody interested in buying one?
I really don't have room for it and I don't want to store it for a year, so
If nobody is interested in it, I might part it out.

I also have a space duel that's almost restored that I'm also selling.

-jeff

jeffh@diac.com

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



From owner-vectorlist@spies.com Mon Apr  6 12:51:47 1998
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Date: Mon, 6 Apr 1998 15:50:23 -0400 (EDT)
From: "Christopher X. Candreva" <chris@westnet.com>
To: vectorlist@spies.com
cc: Jeff Hendrix <jeffh@diac.com>
Subject: Re: Battlezone
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On Mon, 6 Apr 1998, Jeff Hendrix wrote:

> I got my battlezone working, so now I have a 2nd battlezone and it's very
> close to working also (I just need to fix the sound on the aux PCB). Is
> anybody interested in buying one?
> I really don't have room for it and I don't want to store it for a year, so
> If nobody is interested in it, I might part it out.

Well, I will NOT let you part it out, especially if it's that close to
working. However, if someone closer to you wants it, I would rather not get
involved in shipping across country. But I'll save it if it comes to that.
 
-Chris


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


From owner-vectorlist@spies.com Mon Apr  6 12:58:05 1998
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Message-Id: <9804062007.AA25187@Techsource.COM>
From: "omar" <omar@Techsource.COM>
To: <vectorlist@spies.com>
Subject: Re: Battlezone
Date: Mon, 6 Apr 1998 16:01:21 -0400
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I've got a question for some of you who have been on vectorlist for a
while.  Every once in a while a for sale post like this comes through.  I
understand that the author is letting us know about a possible deal before
the rest of the collecting community.  Is this ok to do?  I have put some
vector stuff up in rgvac without posting it here first and I just wanted to
get a general feeling if you guys would rather I mentioned it here first? 
Any input is appreciated.  Thanks.

Omar

----------
> From: Jeff Hendrix <jeffh@diac.com>
> To: vectorlist@spies.com
> Cc: Jeff Hendrix <jeffh@diac.com>
> Subject: Battlezone
> Date: Monday, April 06, 1998 8:06 AM
> 
> I got my battlezone working, so now I have a 2nd battlezone and it's very
> close to working also (I just need to fix the sound on the aux PCB). Is
> anybody interested in buying one?
> I really don't have room for it and I don't want to store it for a year,
so
> If nobody is interested in it, I might part it out.
> 
> I also have a space duel that's almost restored that I'm also selling.
> 
> -jeff
> 
> jeffh@diac.com
> 
> Buy/Sell/Trade classic video arcade games.
> www.diac.com/~jeffh/
> 
> 

From owner-vectorlist@spies.com Mon Apr  6 13:16:41 1998
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Date: Mon, 06 Apr 1998 16:11:51 -0400
From: David D Humphrey <david.d.humphrey@bos.frb.org>
Subject: Electrohome B/W monitor transistors
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CC: David D Humphrey <david.d.humphrey@bos.frb.org>

Anybody know of a good source for the deflection transistors on the B/W
Electrohome Monitors?  I'm looking for the MPS-U05 and the MPS-U57's in
this case (not the 3716's et. al.)

On a similar note, will this help my pincussioning on the screen, there
aren't too many cap.s to replace if I get the cap. kit, and I can't see 'em
doing too much... (I mean there are what... 4 - 2.2microF cap.s?)


Ace


From owner-vectorlist@spies.com Mon Apr  6 13:24:32 1998
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On Mon, 6 Apr 1998, David D Humphrey wrote:

> Anybody know of a good source for the deflection transistors on the B/W
> Electrohome Monitors?  I'm looking for the MPS-U05 and the MPS-U57's in
> this case (not the 3716's et. al.)
> 

	Your best bet is to get the NTE replacements.  I tried
(unsuccessfully) to track down the MPS-U07s.  Circuit Specialists lists
them in their catalog, but when I ordered some, they told me that they
were discontinued and they couldn't get any more.

	Of course, if anyone knows some other source.....

Joe



From owner-vectorlist@spies.com Mon Apr  6 13:44:43 1998
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Date: Mon, 6 Apr 1998 14:45:09 -0500
To: vectorlist@spies.com
From: Woodcock@123net.net (Gregg Woodcock)
Subject: Re: Need BnW XY parts BAD!!!
Cc: "Christopher X. Candreva" <chris@westnet.com>
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At 8:50 4/3/98, Christopher X. Candreva wrote:
>On Fri, 3 Apr 1998, Gregg Woodcock wrote:
>
>> OK, the situation is now INTOLERABLE.  I simply *MUST* fix some of these
>> black and white vector monitors.  The simplest thing I need is a source for
>> the HV Diodes.  NTE evidently is no longer making them but there should be
>
>According to the info I supplied for Jes's page, you can use an SK7333 or
>NTE 527A Mouser's web site lists both as available as of 8:51 EST this
>morning.

Mouser is, of course, out of stock on NTE (MD part) but have back-ordered
(3-6 weeks) the SK7333 part for me.  FYI...



From owner-vectorlist@spies.com Mon Apr  6 14:00:39 1998
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199804062059.QAA20790@vela.acs.oakland.edu>
Subject: Re: Battlezone
To: vectorlist@spies.com
Date: Mon, 6 Apr 1998 16:59:26 -0500 (EDT)
In-Reply-To: <9804062007.AA25187@Techsource.COM> from "omar" at Apr 6, 98 04:01:21 pm
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> I've got a question for some of you who have been on vectorlist for a
> while.  Every once in a while a for sale post like this comes through.  I
> understand that the author is letting us know about a possible deal before
> the rest of the collecting community.  Is this ok to do?  I have put some
> vector stuff up in rgvac without posting it here first and I just wanted to
> get a general feeling if you guys would rather I mentioned it here first? 
> Any input is appreciated.  Thanks.

Vector stuff for sale is not really off-topic here, but it might not be
cool if there was a LOT of it. My observations/feeling is that there is
more a sense of "friendship" (or something similar) among the readers -
or at least the frequent posters - of vectorlist, so posting FS here is
like giving your friends first choice on stuff (sometimes at reduced price).
There are also more "hardcore" vector collectors and old-timers here, so
you're targeting your ad better (yuk, I don't like the sound of that).
These are just my opinions, so someone else may have facts that differ.
Al should have a more difinitive answer.
-- 
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From owner-vectorlist@spies.com Mon Apr  6 14:16:30 1998
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Date: Mon, 06 Apr 1998 17:16:41 -0400
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Paul Kahler wrote:
> 
> > I've got a question for some of you who have been on vectorlist for a
> > while.  Every once in a while a for sale post like this comes through.  I
> > understand that the author is letting us know about a possible deal before
> > the rest of the collecting community.  Is this ok to do?  I have put some
> > vector stuff up in rgvac without posting it here first and I just wanted to
> > get a general feeling if you guys would rather I mentioned it here first?
> > Any input is appreciated.  Thanks.

Given that it's a fact of life of collecting that we'll be buying and
selling video games and related items, I like "being in the loop" when
it comes to vector game related paraphenalia.  I appreciate the random
FS post since it's always on topic to vector games, and it arrives
directly to my mailbox without having to go anywhere. :-)  

Anyway, that's obviously just my opinion!  

Last night, I had a dream that there was a vector version of Return of
the Jedi.  It was a good dream.  I'd swear, it was a real game.  It's a
shame they went the way of the raster when this game came out.  Perhaps,
someday, one of us will be motivated enough to write some code for the
Star Wars platform and make a better version...  Hmm.. my todo list is
starting to shrink.  (Can't let that happen now .. ) 

Clay, you're working on disassembling the Star Wars code, right?  Did
you say you have a processor pod for the 6809 and your logic analyzer? 
Sure sure, ESB shields first, then we need to get to the good stuff!  

Joel-

From owner-vectorlist@spies.com Mon Apr  6 14:19:26 1998
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Date: Mon, 6 Apr 1998 17:17:56 -0400 (EDT)
From: "Christopher X. Candreva" <chris@westnet.com>
To: vectorlist@spies.com
cc: Gregg Woodcock <Woodcock@123net.net>
Subject: Re: Need BnW XY parts BAD!!!
In-Reply-To: <v01530501b14edfff47bc@[209.136.45.42]>
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On Mon, 6 Apr 1998, Gregg Woodcock wrote:

> Mouser is, of course, out of stock on NTE (MD part) but have back-ordered
> (3-6 weeks) the SK7333 part for me.  FYI...

I'm sure there is another part that is also "compatible". I think this one
is actually over-sized based on the original spec. 

Eventually, however, I think it will just be rediculous overkill.

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


From owner-vectorlist@spies.com Mon Apr  6 14:57:22 1998
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Date: Mon, 6 Apr 1998 14:57:00 -0700 (PDT)
From: aek@spies.com (Al Kossow)
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"I'm sure there is another part that is also "compatible"."

the probem is motorola 'uniwatt' transitor packages have an odd
pinout. 

From owner-vectorlist@spies.com Mon Apr  6 15:04:08 1998
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Date: Mon, 6 Apr 1998 15:04:03 -0700 (PDT)
From: aek@spies.com (Al Kossow)
To: vectorlist@spies.com
Subject: Re: Battlezone
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CC: aek@spies.com (Al Kossow)

"Al should have a more difinitive answer."

I don't think I could have said it better, Paul. I hope we all consider
each other friends here.

BTW, I just dug back in my mail archive, and the list was created Apr 16
of 1997. I did a wc on the list file, and there is just under 100 people
on it as of today.

From owner-vectorlist@spies.com Mon Apr  6 15:16:48 1998
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Message-Id: <9804062226.AA26229@Techsource.COM>
From: "omar" <omar@Techsource.COM>
To: <vectorlist@spies.com>
Subject: Re: Battlezone
Date: Mon, 6 Apr 1998 18:19:17 -0400
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Well, given that I will soon have a Space Duel CT up for sale.  If anyone's
interested in the details please e-mail me directly.  Thanks.

Omar
omar@techsource.com

----------
> From: Joel Rosenzweig <joel-r@an.hp.com>
> To: vectorlist@spies.com
> Cc: Joel Rosenzweig <joel-r@an.hp.com>
> Subject: Re: Battlezone
> Date: Monday, April 06, 1998 5:16 PM
> 
> Paul Kahler wrote:
> > 
> > > I've got a question for some of you who have been on vectorlist for a
> > > while.  Every once in a while a for sale post like this comes
through.  I
> > > understand that the author is letting us know about a possible deal
before
> > > the rest of the collecting community.  Is this ok to do?  I have put
some
> > > vector stuff up in rgvac without posting it here first and I just
wanted to
> > > get a general feeling if you guys would rather I mentioned it here
first?
> > > Any input is appreciated.  Thanks.
> 
> Given that it's a fact of life of collecting that we'll be buying and
> selling video games and related items, I like "being in the loop" when
> it comes to vector game related paraphenalia.  I appreciate the random
> FS post since it's always on topic to vector games, and it arrives
> directly to my mailbox without having to go anywhere. :-)  
> 
> Anyway, that's obviously just my opinion!  
> 
> Last night, I had a dream that there was a vector version of Return of
> the Jedi.  It was a good dream.  I'd swear, it was a real game.  It's a
> shame they went the way of the raster when this game came out.  Perhaps,
> someday, one of us will be motivated enough to write some code for the
> Star Wars platform and make a better version...  Hmm.. my todo list is
> starting to shrink.  (Can't let that happen now .. ) 
> 
> Clay, you're working on disassembling the Star Wars code, right?  Did
> you say you have a processor pod for the 6809 and your logic analyzer? 
> Sure sure, ESB shields first, then we need to get to the good stuff!  
> 
> Joel-

From owner-vectorlist@spies.com Mon Apr  6 15:48:13 1998
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Message-ID: <3528B28F.44B7@links.magenta.com>
Date: Mon, 06 Apr 1998 04:46:39 -0600
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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omar wrote:
> 
> I've got a question for some of you who have been on vectorlist for a
> while.  Every once in a while a for sale post like this comes through.  I
> understand that the author is letting us know about a possible deal before
> the rest of the collecting community.  Is this ok to do?  I have put some
> vector stuff up in rgvac without posting it here first and I just wanted to
> get a general feeling if you guys would rather I mentioned it here first?
> Any input is appreciated.  Thanks.

I don't mind personally. I think that as long as it is vector related,
we would all be interested in hearing about the occasional game FS. 
  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 owner-vectorlist@spies.com Mon Apr  6 17:15:21 1998
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Date: Mon, 6 Apr 1998 17:15:07 -0700 (PDT)
From: aek@spies.com (Al Kossow)
To: vectorlist@spies.com
Subject: Midway "EARTH FRIEND MISSION"
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There was a mention of "Earth-Friend" as a possible other Midway vector
game. I received a reply to my posting from someone who has the storyboard
artwork for it. The actual name of the game is "EARTH FRIEND MISSION"

"According to the artist, EARTH, FRIEND, MISSION was only "sampled" --
meaning that between 10 and 12 were produced.  From the drawings I have, the
game used either a color X-Y monitor or a color overlay; in either event, by
the time EARTH, FRIEND, MISSION  would have been released, the entire industry
had changed to color raster games, so I suspect that Midway didn't want to
produce a game that would appear "dated" as soon as it was released."


From owner-vectorlist@spies.com Mon Apr  6 17:22:44 1998
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Date: Mon, 06 Apr 1998 19:21:34 -0500
To: vectorlist@spies.com
From: Phil Yellott <pyellott@longview.net>
Subject: Re: Battlezone
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Along the same lines as Jeff, I acquired two Battlezones, and am swapping
the best parts to make a fairly decent game.   The other has no step, some
damaged sides (at the edges of the white, not in the art, should be
fixable), a rusty panel, missing the right black handle with button (new
sides from Wico are about 6.00 each), both bellows torn :(, no back door, a
non-working boardset, and a monitor that wont glow at the neck.

I hope no one would be sad if I parted it out.....   Though if someone was
near Dallas I would love for this to go to someone.....  I dont think I can
just casually toss a Battlezone in the dump :(

Phil

P.S. Anyone want some Bzone parts, BTW?
-
Phil Yellott (pyellott@longview.net)
-

From owner-vectorlist@spies.com Mon Apr  6 17:23:12 1998
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Message-ID: <F114916AA2EED011B8E2006097C401E3811E89@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Battlezone
Date: Mon, 6 Apr 1998 17:21:47 -0700 
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> Clay, you're working on disassembling the Star Wars code, right?  Did
> you say you have a processor pod for the 6809 and your logic analyzer?
> 
> Sure sure, ESB shields first, then we need to get to the good stuff!  
> 
Yep, but I just found out that the Buster Bros. board I want will go
(permanently) dead once the SRAM battery dies, so I have to figure out
how to save that first. ;-)  (Plus, it sounds like a neat problem.)

-Clay


From owner-vectorlist@spies.com Mon Apr  6 17:25:47 1998
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Message-ID: <F114916AA2EED011B8E2006097C401E3811E8A@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Battlezone
Date: Mon, 6 Apr 1998 17:24:21 -0700 
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> Vector stuff for sale is not really off-topic here, but it might not
> be
> cool if there was a LOT of it. My observations/feeling is that there
> is
> more a sense of "friendship" (or something similar) among the readers
> -
> or at least the frequent posters - of vectorlist, so posting FS here
> is
> like giving your friends first choice on stuff (sometimes at reduced
> price).
> 
I kinda view vectorlist as a more focused and friendly version of RGVAC,
which has too great of S/N ratio for me anymore.  Plus, I find I save a
lot of money by not reading it and RGVAM too often...

I too like occasional for-sales here for rare and/or "new" stuff (like
Jeff/Anders LV2000, Chris' Hummer :-).  As long as the ratio stays
heavily in favor of discussions (on topic or off *laugh*) I think it's a
Good Thing.

> There are also more "hardcore" vector collectors and old-timers here,
> so
> you're targeting your ad better (yuk, I don't like the sound of that).
> 
Hmmmm...  Sounds like Paul has a marketing course or two in his
background... ;-)  His next Cinemenu will probably start off by
displaying "SAVE up to 80%!!!!!!" or something... J/K... *grin*

-Clay

From owner-vectorlist@spies.com Mon Apr  6 17:37:17 1998
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Message-ID: <F114916AA2EED011B8E2006097C401E3811E8B@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: PC vector generator... Here's another idea...
Date: Mon, 6 Apr 1998 17:36:06 -0700 
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CC: Clay Cowgill <ClayC@diamondmm.com>

Ok, one more quick message before I leave. :-)

Having thought over the PC-vector generator card again I have a new
"compromise" idea...  I really like the ADSP2181 (Analog Devices DSP)
since it has all the vector RAM, program RAM, processor, ISA interface,
etc. essentially built in.  I also like the Analog Devices dual 12-bit
serial DAC.  Unfortunately they're probably not quite enough "oomph" to
do a vector generator for *all* the games that are out there...

So what I'm thinking is to use the same basic design (just an ISA card
with the ADSP-2181 on it) but then add another piece on the "far end" of
the DACs... That piece being a replica Atari Analog Vector Generator. 

Use an analog MUX or two on the card and you can either have a
directly-driven voltage output DAC system *or* the AVG.  Since the card
"firmware" is loaded from the ISA bus you can just load whatever you
want to use.  (For applications where the direct-method is too slow, use
the AVG at the expense of some precision.)  

The parts of the AVG from the DACs to the outputs are relatively cheap
(just op-amps and a couple nice caps), so that's not a big price hit for
the flexibility to do either.  There's plenty of GPIO on the DSP to
control shorting the integrating caps.

I should be able to make a voltage output DAC into a current output DAC
(for the integrator) with just a resistor, no?

Comments?

-Clay

Clayton N. Cowgill            Engineering Manager
-------------------------------------------------
/\ Diamond Multimedia System, Inc.
\/ Communications Division

From owner-vectorlist@spies.com Mon Apr  6 18:06:57 1998
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Message-ID: <35297C07.547F@erinet.com>
Date: Mon, 06 Apr 1998 21:06:16 -0400
From: James Marous <jamesm@erinet.com>
Organization: James Marous, Biomedical Engineer
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Well, I picked up a Space Duel at Saturday's Columbus auction for $100. 
I replaced a known, good monitor in and as soon as I powered up R101
fried.  I don't have schematics for SD lying around, just Tempest.  I
remember on Tempest that there are 3 lines for the monitor power
supply.  Two brown wires and a center gray.  If I remember right, gray
is CT and the browns are the 50VAC, right??  I measured between the two
browns on SD and got 23 volts, between the gray and one of the browns I
got 60v.  Doesn't seem right to me, am I mistaken??  I also seem to
remember that if the voltage to the monitor is too low R101 will fry, am
I right about that??  Thanks for any info!
-- 
 My Homepage!  Http://www.erinet.com/jamesm/
 mailto:jamesm@erinet.com

From owner-vectorlist@spies.com Mon Apr  6 18:10:31 1998
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Date: Mon, 6 Apr 1998 18:10:24 -0700 (PDT)
From: aek@spies.com (Al Kossow)
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Subject: Re:  Space Duel PS Question
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CC: aek@spies.com (Al Kossow)

I have all of the schematics (except for Gravitar) up on
www.spies.com/arcade/schemtatics now. You may want to pick
up one of Anders' LV2000 kits, as long as you're working on
it..

From owner-vectorlist@spies.com Mon Apr  6 18:17:31 1998
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Date: Mon, 06 Apr 1998 21:16:47 -0400
From: James Marous <jamesm@erinet.com>
Organization: James Marous, Biomedical Engineer
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Al Kossow wrote:
> 
> I have all of the schematics (except for Gravitar) up on
> www.spies.com/arcade/schemtatics now. You may want to pick
> up one of Anders' LV2000 kits, as long as you're working on
> it..

I already ordered a couple, just waiting for them to get here.  I'll get
the schematics tonight.   
				Thanks
					James
-- 
 My Homepage!  Http://www.erinet.com/jamesm/
 mailto:jamesm@erinet.com

From owner-vectorlist@spies.com Mon Apr  6 18:19:51 1998
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Date: Mon, 6 Apr 1998 18:19:44 -0700 (PDT)
From: aek@spies.com (Al Kossow)
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CC: aek@spies.com (Al Kossow)

You might want to wait a few minutes. I just have a pdf
file up there now that is 7Mb. I'm transfering each tiff
file to make it easier to transfer

From owner-vectorlist@spies.com Mon Apr  6 18:43:08 1998
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Date: Mon, 6 Apr 1998 21:41:45 -0400 (EDT)
From: "Christopher X. Candreva" <chris@westnet.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
cc: Clay Cowgill <ClayC@diamondmm.com>
Subject: RE: Battlezone
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CC: "Christopher X. Candreva" <chris@westnet.com>

On Mon, 6 Apr 1998, Clay Cowgill wrote:

> I too like occasional for-sales here for rare and/or "new" stuff (like
> Jeff/Anders LV2000, Chris' Hummer :-).  As long as the ratio stays

Speaking of which -- I've found a local dealer who is going to buy it. Seems
the warranty was activated in January when the contest people bought it, so
I can't seel it as 'new' as I hoped. But I'm getting a nice check.

So . . . I don't mind the FS posts. I'm getting my shopping list together.

Dedicated Major Havoc is still number one -- should anyone know of one for
sale. In the meantime, I'm looking for other things to fix.

Sigh. Battlezone is tempting. Thing is, while it was one of my regulars as a
kid, it just doesn't hold up as well as some of the others. Won't let it die
though.

-Chris

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


From owner-vectorlist@spies.com Mon Apr  6 19:09:33 1998
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Message-ID: <35298B62.B24891F6@voicenet.com>
Date: Mon, 06 Apr 1998 22:11:46 -0400
From: Al Warner <awarner@voicenet.com>
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Subject: Re: Battlezone
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Hi Phil (& Everyone Else),

I'm trying to find a set of good working BZ controllers.  I know I'll never
find any reasonably priced in great shape, but all I really need is new
microswitches.  I've looked around on the net, but havn't found any yet.  Does
anyone know a good place to get new Cherry E18 switches?  I've rigged up some
standard ones, but it's really tacky.

Hope someone can help,

-Al-

PS - I could use a less rusty CP too.

Phil Yellott wrote:

> Along the same lines as Jeff, I acquired two Battlezones, and am swapping
> the best parts to make a fairly decent game.   The other has no step, some
> damaged sides (at the edges of the white, not in the art, should be
> fixable), a rusty panel, missing the right black handle with button (new
> sides from Wico are about 6.00 each), both bellows torn :(, no back door, a
> non-working boardset, and a monitor that wont glow at the neck.
>
> I hope no one would be sad if I parted it out.....   Though if someone was
> near Dallas I would love for this to go to someone.....  I dont think I can
> just casually toss a Battlezone in the dump :(
>
> Phil
>
> P.S. Anyone want some Bzone parts, BTW?
> -
> Phil Yellott (pyellott@longview.net)
> -



--

 ====================================================================
-=               Al Warner awarner@voicenet.com                     =-
-= Owner of "Magic Sword", "AmeriDarts", "Final Fight", "Simpsons"  =-
-= now a completely working "Battlezone" arcade video games.        =-
-= Dig Emulation, OS/2, Hal Roach Films, and other strange stuff.   =-
-= See the Magic Sword Project at:                                  =-
-=              http://www.voicenet.com/~awarner/magswrd            =-
 ====================================================================



From owner-vectorlist@spies.com Mon Apr  6 23:35:57 1998
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Message-ID: <3529BBC0.1884@istar.ca>
Date: Mon, 06 Apr 1998 22:38:08 -0700
From: John Robertson <pinball@istar.ca>
Organization: John's Jukes Ltd
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CC: clayc@diamondmm.com
Subject: Re: Battlezone
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Clay Cowgill wrote:
> 
> > Clay, you're working on disassembling the Star Wars code, right?  Did
> > you say you have a processor pod for the 6809 and your logic analyzer?
> >
> > Sure sure, ESB shields first, then we need to get to the good stuff!
> >
> Yep, but I just found out that the Buster Bros. board I want will go
> (permanently) dead once the SRAM battery dies, so I have to figure out
> how to save that first. ;-)  (Plus, it sounds like a neat problem.)
> 
> -Clay

Hi, Clay!

Um, is this a dumb question: Why not change the battery with the power
ON? That is unless the battery is part ofthe device as in Dallas
Semiconductors 10 year ram. If you can replace the battery, use a pair
of jumper wires to jumper a second battery into the circuit, then
unsolder the first (use a propane soldering iron to avoid shorting to
ground) and replace it with a third battery. The idea here is even if
you have a power failure whilst replacing the battery the jumpered
second battery will cover for you...
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 owner-vectorlist@spies.com Mon Apr  6 23:39:16 1998
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Date: Tue, 7 Apr 1998 00:42:16 -0600
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From: jeffh@diac.com (Jeff Hendrix)
Subject: Re: Battlezone
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CC: jeffh@diac.com (Jeff Hendrix)

I think it's OK to post vector stuff thats for sale on the vectorlist for a
couple of reasons.
1) I don't read the newsgroups as often as I use to (too many newer games
and lots of flames)
2) If you sell vector stuff here, most of the people will know how to fix
it when it breaks and it prevents you from getting bad emails when it does
break (and most xy stuff breaks sooner or later)

just my 2 cents (since I just posted stuff that I want to sell)

-jeff

>I've got a question for some of you who have been on vectorlist for a
>while.  Every once in a while a for sale post like this comes through.  I
>understand that the author is letting us know about a possible deal before
>the rest of the collecting community.  Is this ok to do?  I have put some
>vector stuff up in rgvac without posting it here first and I just wanted to
>get a general feeling if you guys would rather I mentioned it here first?
>Any input is appreciated.  Thanks.
>
>Omar
>
>----------

jeffh@diac.com

Buy/Sell/Trade Classic Video Arcade Games
www.diac.com/~jeffh/



From owner-vectorlist@spies.com Mon Apr  6 23:39:19 1998
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Date: Tue, 7 Apr 1998 00:42:13 -0600
To: vectorlist@spies.com
From: jeffh@diac.com (Jeff Hendrix)
Subject: Re: Electrohome B/W monitor transistors
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CC: jeffh@diac.com (Jeff Hendrix)

Circuit Specialists
www.cir.com

-jeff

>Anybody know of a good source for the deflection transistors on the B/W
>Electrohome Monitors?  I'm looking for the MPS-U05 and the MPS-U57's in
>this case (not the 3716's et. al.)
>
>On a similar note, will this help my pincussioning on the screen, there
>aren't too many cap.s to replace if I get the cap. kit, and I can't see 'em
>doing too much... (I mean there are what... 4 - 2.2microF cap.s?)
>
>
>Ace

jeffh@diac.com

Buy/Sell/Trade Classic Video Arcade Games
www.diac.com/~jeffh/



From owner-vectorlist@spies.com Mon Apr  6 23:39:20 1998
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Date: Tue, 7 Apr 1998 00:42:19 -0600
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From: jeffh@diac.com (Jeff Hendrix)
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CC: jeffh@diac.com (Jeff Hendrix)

Describe the gameplay in your vector version of Return of the Jedi (if it
was any different), maybe it will give us a heads up on development.

-jeff

ps. maybe it was meant to be and the vector gods have given you inspiration.

>Given that it's a fact of life of collecting that we'll be buying and
>selling video games and related items, I like "being in the loop" when
>it comes to vector game related paraphenalia.  I appreciate the random
>FS post since it's always on topic to vector games, and it arrives
>directly to my mailbox without having to go anywhere. :-)
>
>Anyway, that's obviously just my opinion!
>
>Last night, I had a dream that there was a vector version of Return of
>the Jedi.  It was a good dream.  I'd swear, it was a real game.  It's a
>shame they went the way of the raster when this game came out.  Perhaps,
>someday, one of us will be motivated enough to write some code for the
>Star Wars platform and make a better version...  Hmm.. my todo list is
>starting to shrink.  (Can't let that happen now .. )
>
>Clay, you're working on disassembling the Star Wars code, right?  Did
>you say you have a processor pod for the 6809 and your logic analyzer?
>Sure sure, ESB shields first, then we need to get to the good stuff!
>
>Joel-

jeffh@diac.com

Buy/Sell/Trade Classic Video Arcade Games
www.diac.com/~jeffh/



From owner-vectorlist@spies.com Mon Apr  6 23:40:06 1998
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Date: Tue, 7 Apr 1998 00:43:06 -0600
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From: jeffh@diac.com (Jeff Hendrix)
Subject: Spies schematics
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CC: jeffh@diac.com (Jeff Hendrix)

Hey Al,
        Some of the .tif files up on spies are bad. Can you reload them.
(I know the keltron2 is bad as well as about 1/2 of the cinematronics CPU
tiffs along with some others)

thanks
-jeff

jeffh@diac.com

Buy/Sell/Trade Classic Video Arcade Games
www.diac.com/~jeffh/



From owner-vectorlist@spies.com Tue Apr  7 00:06:55 1998
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	(Smail-3.2 1996-Jul-4 #5 built 1996-Dec-13)
Message-Id: <m0yMSSz-000Tk1C@goonsquad.spies.com>
Date: Tue, 7 Apr 1998 00:06:45 -0700 (PDT)
From: aek@spies.com (Al Kossow)
To: vectorlist@spies.com
Subject: Re:  Spies schematics
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CC: aek@spies.com (Al Kossow)

can your TIFF viewer deal with ccitt level 4 decompression?
I just read Keltron Monitor #2 ok from the page

From owner-vectorlist@spies.com Tue Apr  7 05:38:50 1998
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Message-ID: <352A1E7F.17A5@fairchildsemi.com>
Date: Tue, 07 Apr 1998 08:39:27 -0400
From: Dave Morrill <david.p.morrill@fairchildsemi.com>
Organization: Fairchild Semiconductor, Portland, ME
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Subject: Re: Battlezone
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Phil,
	I've been looking for a HV supply for my Asteroids Deluxe.  Do you
still have the supply and if so, Do you hear the HV crackle when you
turn it on?

Thanks,
	Dave.

Phil Yellott wrote:
> 
> Along the same lines as Jeff, I acquired two Battlezones, and am swapping
> the best parts to make a fairly decent game.   The other has no step, some
> damaged sides (at the edges of the white, not in the art, should be
> fixable), a rusty panel, missing the right black handle with button (new
> sides from Wico are about 6.00 each), both bellows torn :(, no back door, a
> non-working boardset, and a monitor that wont glow at the neck.
> 
> I hope no one would be sad if I parted it out.....   Though if someone was
> near Dallas I would love for this to go to someone.....  I dont think I can
> just casually toss a Battlezone in the dump :(
> 
> Phil
> 
> P.S. Anyone want some Bzone parts, BTW?
> -
> Phil Yellott (pyellott@longview.net)
> -

From owner-vectorlist@spies.com Tue Apr  7 07:01:06 1998
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199804071359.JAA01796@vela.acs.oakland.edu>
Subject: I,Robot Emulator (off topic)
To: vectorlist@spies.com
Date: Tue, 7 Apr 1998 09:59:47 -0500 (EDT)
In-Reply-To: <m0yMJzn-000TrFC@goonsquad.spies.com> from "Al Kossow" at Apr 6, 98 03:04:03 pm
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Hi,

  Sorry for the off topic, I'll be brief. John Manfreda just gave
permission to distribute his I,Robot emulator. It's no vector game, but
it's definitely an Atari Classic. Ummm, his effort was also somewhat
inspired by me showing him an early version of our cinematronics emulator.
(that kinda ties it to vectors :)  John doesn't have web space, so I've
put it up for him at:

http://www.oakland.edu/~phkahler

I've also got pics of I,Robot in my collection
--
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.


From owner-vectorlist@spies.com Tue Apr  7 08:33:31 1998
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Date: Tue, 7 Apr 1998 11:32:07 -0400 (EDT)
From: "Christopher X. Candreva" <chris@westnet.com>
To: vectorlist@spies.com
Subject: Dedicated MH -- what's reasonable price ?
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CC: "Christopher X. Candreva" <chris@westnet.com>


OK -- given the recent FS thread:

Someone is now selling a dedicated MH in RGVAC for $1,650. For a B+ machine.
And he won't ship. Previously I had only seen one going for $1,500.

I know some people on this list own one. Recent windfalls notwithstanding,
is this a reasonable price ? Yeah, only 500 were made, but it seems like a
lot.

Anything is worth what someone will pay for it, and all that. I know.
Opinions still appreicated.

-Chris

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


From owner-vectorlist@spies.com Tue Apr  7 08:37:35 1998
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Date: Tue, 07 Apr 1998 10:38:58 -0500
To: vectorlist@spies.com
From: Mit_Matelske@BayNetworks.COM (Mit Matelske)
Subject: Re: Battlezone
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At 08:39 AM 4/7/98 -0400, you wrote:
>Phil,
>	I've been looking for a HV supply for my Asteroids Deluxe.  Do you
>still have the supply and if so, Do you hear the HV crackle when you
>turn it on?
>
>Thanks,
>	Dave.
>

Dave-

I have one.  I can test it if you want, and will sell it to you for
some beer money :)

Mit

From owner-vectorlist@spies.com Tue Apr  7 08:49:22 1998
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Date: Tue, 7 Apr 1998 11:47:56 -0400 (EDT)
From: "Christopher X. Candreva" <chris@westnet.com>
To: jwelser@ccwf.cc.utexas.edu
cc: vectorlist@spies.com
Subject: Re: Dedicated MH -- what's reasonable price ?
In-Reply-To: <Pine.GSO.3.96.980407104037.28211A-100000@piglet.cc.utexas.edu>
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On Tue, 7 Apr 1998 jwelser@ccwf.cc.utexas.edu wrote:

> 	I would say that a "going price" for either of the two games would
> be somewhere from $800 - $1000.  I paid $1200 for my Quantum, but I think
> I overpaid.
> 	I hope this helps you out some...

That is does -- thanks !

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


From owner-vectorlist@spies.com Tue Apr  7 08:52:11 1998
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Date: Tue, 07 Apr 1998 10:53:39 -0500
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From: Mit_Matelske@BayNetworks.COM (Mit Matelske)
Subject: Re: Battlezone
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>
>Dave-
>
>I have one.  I can test it if you want, and will sell it to you for
>some beer money :)
>
>Mit
>

Damn reply button gets me again!!!!!!

From owner-vectorlist@spies.com Tue Apr  7 08:57:01 1998
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Message-ID: <F114916AA2EED011B8E2006097C401E3811E90@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Battlezone
Date: Tue, 7 Apr 1998 08:55:54 -0700 
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CC: Clay Cowgill <ClayC@diamondmm.com>


> Um, is this a dumb question: Why not change the battery with the power
> ON? That is unless the battery is part ofthe device as in Dallas
> Semiconductors 10 year ram. If you can replace the battery, use a pair
> of jumper wires to jumper a second battery into the circuit, then
> unsolder the first (use a propane soldering iron to avoid shorting to
> ground) and replace it with a third battery. The idea here is even if
> you have a power failure whilst replacing the battery the jumpered
> second battery will cover for you...
> 
That should work nicely, except it seems that a lot of these have
already bit the farm.  I'm getting two dead ones to look at.  Anyone
have a working Buster Bros. they want to sell for ~$40 or so?  (I'm
reluctant to take a loaner since I feel there's a pretty decent chance
I'll hose at least one in the process... ;-)

It's just the idea that a boardset is "best if used by xxx" that bothers
me anyway.

-Clay

From owner-vectorlist@spies.com Tue Apr  7 09:01:28 1998
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From: Kurt Mahan <kmahan@xmission.com>
Message-Id: <199804071600.KAA09697@xmission.xmission.com>
Subject: Re: Dedicated MH -- what's reasonable price ?
To: vectorlist@spies.com
Date: Tue, 7 Apr 1998 10:00:15 -0600 (MDT)
Cc: chris@westnet.com
In-Reply-To: <Pine.SUN.3.96.980407112814.11441I-100000@westnet.com> from "Christopher X. Candreva" at Apr 7, 98 11:32:07 am
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CC: Kurt Mahan <kmahan@xmission.com>

> Someone is now selling a dedicated MH in RGVAC for $1,650. For a B+ machine.
> And he won't ship. Previously I had only seen one going for $1,500.

Wow!

> I know some people on this list own one. Recent windfalls notwithstanding,
> is this a reasonable price ? Yeah, only 500 were made, but it seems like a
> lot.

I've got one in A/A- condition (slight scratching on the base).  I paid
$75 for it as I recall.  (And the guy gave me all the pieces he could find
to the monitor.. :)  Its currently in line to get an LV2000 (along with
the tempest, space duel, and u/r star wars..)

Dedicated MH is a pain to move, btw..

And no, mine isn't for sale.  :)

Kurt

From owner-vectorlist@spies.com Tue Apr  7 09:07:48 1998
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Date: Tue, 07 Apr 1998 12:06:45 -0400
From: Corey Stup <cstup@pobox.com>
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I'm looking to sell or trade off some of my vector machines that don't
get much time anymore. 

Pictures may be available for anyone interested.

Heres the list:

Major Havoc.   Tempest upright conversion.   
	Cosmetics:
	No side art (just white).  Marquis is good, no major cracks.   Control
panel is fair - "seam/edge" is worn away.
	Electronics:
	Game board comes up, worked the last time I played the machine (6-9
months ago).   Power supply is good.  WG monitor is all there, but needs
a little work.   The driver transistor harnesses are missing (easy to
make new ones.)
[Someone is already interested in this - they have right of first
refusal]

Asteroids Deluxe:  (upright)
	Cosmetics:
	Excellent side art, few scratches, one gouge.   Marquis perfect.  
Control panel very good, no burns.   Everything there.
	Electronics:
	Game works great.   Monitor, board, power supply all working.
	
Asteroids: (upright)
	Cosmetics:
	Excellent side art, very few scratches.   Marquis perfect.   Control
panel EXCELLENT (nicest one I've seen).
	Electronics:
	Nice bright monitor - _very_ slight burn.   Working all the way.

Battlezone: (upright)
	Cosmetics:
	Good side art.  Marquis perfect.  Control panel very good.   Step
fair.   One of the bellows is bad.   Includes a spare set of controls.
	Electronics:
	Monitor has a little "jitter" in the picture - I'm sure a cap kit would
take care of this.   Otherwise, it works good.  

Omega Race: (mini)
	Cosmetics:
	Few scratches, cabinet in overall good shape.   Marquis is cracked on
one edge.   Control panel good.
	Electronics:
	Board works great.  Monitor nice and bright.   Overall nice game.
	
For more information about any one of these items, please send mail.  
Games are located in Louisville, KY, and shipping is possible (Forward
Air, or Doddle or equivilent) at buyers expense.

I'm interested in trading for pins.   Email with what you have
available.

From owner-vectorlist@spies.com Tue Apr  7 09:08:04 1998
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Date: Tue, 7 Apr 1998 12:06:41 -0400 (EDT)
From: "Christopher X. Candreva" <chris@westnet.com>
To: Kurt Mahan <kmahan@xmission.com>
cc: vectorlist@spies.com
Subject: Re: Dedicated MH -- what's reasonable price ?
In-Reply-To: <199804071600.KAA09697@xmission.xmission.com>
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On Tue, 7 Apr 1998, Kurt Mahan wrote:

> I've got one in A/A- condition (slight scratching on the base).  I paid
> $75 for it as I recall.  (And the guy gave me all the pieces he could find
> 
> Dedicated MH is a pain to move, btw..

Really ? Why ? It looked like it might be lighter and easier. Is the
ballance off ?

> And no, mine isn't for sale.  :)

But think about the profit you could make, like 2,200% !
:-)

Chris

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


From owner-vectorlist@spies.com Tue Apr  7 09:16:47 1998
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From: Kurt Mahan <kmahan@xmission.com>
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Subject: Re: Dedicated MH -- what's reasonable price ?
To: chris@westnet.com (Christopher X. Candreva)
Date: Tue, 7 Apr 1998 10:15:30 -0600 (MDT)
Cc: kmahan@xmission.com, vectorlist@spies.com
In-Reply-To: <Pine.SUN.3.96.980407120355.16465D-100000@westnet.com> from "Christopher X. Candreva" at Apr 7, 98 12:06:41 pm
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> > Dedicated MH is a pain to move, btw..
> 
> Really ? Why ? It looked like it might be lighter and easier. Is the
> ballance off ?

Its a fairly heavy game and the multi-box structure is a pain.  I typically
move games on their back in my jeep (wrangler).  The multibox structure
meant that I had to improvise to get it to stay in the jeep (since the
end had to hang out..)  In the end I lifted the end of the game up, closed
the tailgate, and let it down on the spare tire.  

And yes -- on all games that I move I use a LOT of straps to make sure
it doesn't leave prematurly.. :)  And I use cardboard padding to make
sure I don't scratch it up. (the game, the jeep fends for itself..)

> > And no, mine isn't for sale.  :)
> But think about the profit you could make, like 2,200% !
> :-)

The thought did cross my mind.  I would trade the entire collection 
for the Hummer.. :)  (and that's TWO tempests, TWO space duels, SW, MH,
plus all the vector boards I can find.. :)  (accepting the offer on your 
part would of course verify your state of mental health - or lack there of)..

Kurt

From owner-vectorlist@spies.com Tue Apr  7 09:19:04 1998
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From: aek@spies.com (Al Kossow)
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"Really ? Why ? It looked like it might be lighter and easier. Is the
ballance off ?"

There is no good place to hold onto it, and it doesn't sit on a hand
truck well.

From owner-vectorlist@spies.com Tue Apr  7 10:31:46 1998
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Date: Tue, 07 Apr 1998 10:29:48 -0700
To: vectorlist@spies.com
From: Gaymond Lee <gaymond@cari.net>
Subject: Re: Dedicated MH -- what's reasonable price ?
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At 11:32 AM 4/7/98 -0400, you wrote:
>
>OK -- given the recent FS thread:
>
>Someone is now selling a dedicated MH in RGVAC for $1,650. For a B+ machine.
>And he won't ship. Previously I had only seen one going for $1,500.
>
>I know some people on this list own one. Recent windfalls notwithstanding,
>is this a reasonable price ? Yeah, only 500 were made, but it seems like a
>lot.

FWIW I have personally owned and sold 3 dedicated Major Havocs (the last
one being over a year ago) @ $1400, 1500, and 1500. They all sold within a
week of my initial posting with one out of state collector flying in his
personal assistant to pick up. 2 went out of state and one went to Brian's
friend. Brian paid a similar price for the game he is posting for sale

I am currently selling one for a local collector (because he has 2 of them)
in San Diego and he is asking $1500 or best higher offer. Trades are
preferred but he is only looking for nice rare games (Space War cocktail,
Boxing Bugs, Aztarac, etc) or common games that look new out of the box.

Gaymond Lee

From owner-vectorlist@spies.com Tue Apr  7 10:50:42 1998
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Message-ID: <F114916AA2EED011B8E2006097C401E3811E96@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: I,Robot Emulator (off topic)
Date: Tue, 7 Apr 1998 10:49:15 -0700 
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>   Sorry for the off topic, I'll be brief. John Manfreda just gave
> permission to distribute his I,Robot emulator. 
> 
Well, it *has* vectors in it...  It's kinda vector-list material.

I tried it (pretty excited to use the metafile-dump and make a nice
high-rez Windoze background!), but found that it doesn't like the
I,Robot ROMs at the ROM Archive.  Hmmmm.  I'm not keen on pulling my
machine out to read ROM 208 again, so I sent John a message warning him
of the impending rash of e-mails that "it doesn't work!". ;-)

Maybe he hardwired the ROM checksums in the code... 

-Clay

From owner-vectorlist@spies.com Tue Apr  7 10:53:14 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Dedicated MH -- what's reasonable price ?
Date: Tue, 7 Apr 1998 10:51:36 -0700 
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> I am currently selling one for a local collector (because he has 2 of
> them)
> in San Diego and he is asking ___$1500 or best higher offer___. Trades
> are
> preferred but he is only looking for nice rare games ____Space War
> cocktail____
> 
Aaaaahhhhhhh!!!!!!!!! Don't tell me stuff like this, please. ;-)

-Clay


From owner-vectorlist@spies.com Tue Apr  7 10:56:33 1998
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CC: aek@spies.com (Al Kossow)

..getting increasingly off-topic

did you try http://www.davesclassics.com/

From owner-vectorlist@spies.com Tue Apr  7 11:11:45 1998
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From: "Ozdemir, Steve" <sso@plpt.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Dedicated MH -- what's reasonable price ?
Date: Tue, 7 Apr 1998 11:12:38 -0700 
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G'day Clay (and folks),

Yes, Gaymond could have just emailed, you (Space Wars cocktail), me
(pristine Boxing Bugs) and David Fish (Aztarac) instead of the whole
vectorlist.  That way the temptation would have been much more personal.
Did anyone else notice the omission of Zector...who found that Zector
cabinet recently?

Gee, if ded MH's are in such demand, I probably should start chasing
down my old leads!  And to think that I once considered getting a beat
up ded MH just to strip the roller out of it?!

               Steven S Ozdemir
               sso@plpt.com (my company renamed itself in Feb)
               sso@dsc.com (good for a few more months)
               ozdemir@xenon.stanford.edu (permanent...weekly)

ps - With that last comment, I'll probably be drummed out of the
vectorlist, eh?

> ----------
> From: 	Clay Cowgill[SMTP:ClayC@diamondmm.com]
> Sent: 	Tuesday, April 07, 1998 10:51 AM
> To: 	'vectorlist@spies.com'
> Cc: 	Clay Cowgill
> Subject: 	RE: Dedicated MH -- what's reasonable price ?
> 
> > I am currently selling one for a local collector (because he has 2
> of
> > them)
> > in San Diego and he is asking ___$1500 or best higher offer___.
> Trades
> > are
> > preferred but he is only looking for nice rare games ____Space War
> > cocktail____
> > 
> Aaaaahhhhhhh!!!!!!!!! Don't tell me stuff like this, please. ;-)
> 
> -Clay
> 
> 

From owner-vectorlist@spies.com Tue Apr  7 11:16:52 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: I,Robot Emulator (off topic)
Date: Tue, 7 Apr 1998 11:15:35 -0700 
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> ..getting increasingly off-topic
> 
> did you try http://www.davesclassics.com/
> 
Nope, but that archive does seem to work. ;-)

-Clay

From owner-vectorlist@spies.com Tue Apr  7 11:22:36 1998
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On Tue, 7 Apr 1998, Ozdemir, Steve wrote:

> G'day Clay (and folks),
> 
> Yes, Gaymond could have just emailed, you (Space Wars cocktail), me
> (pristine Boxing Bugs) and David Fish (Aztarac) instead of the whole
> vectorlist.  That way the temptation would have been much more personal.
> Did anyone else notice the omission of Zector...who found that Zector
> cabinet recently?

	Lee Bender found the Zektor, but sold it to Keith at Videotopia,
where it will probably rot, because I have heard (albeit second-hand) that
Videotopia doesn't put Sega XY stuff on display because it is too
unreliable....

Joe



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Date: Tue, 7 Apr 1998 13:32:40 -0500 (CDT)
From: Mark Jenison <jenison@cig.mot.com>
Message-Id: <9804071332.ZM16981@calcite>
In-Reply-To: <jwelser@ccwf.cc.utexas.edu>
        "RE: Dedicated MH -- what's reasonable price ?" (Apr  7,  1:21pm)
References: <Pine.GSO.3.96.980407131737.20481A-100000@piglet.cc.utexas.edu>
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On Apr 7,  1:21pm, <jwelser@ccwf.cc.utexas.edu> wrote:
> Subject: RE: Dedicated MH -- what's reasonable price ?
>
> On Tue, 7 Apr 1998, Ozdemir, Steve wrote:
>
> > G'day Clay (and folks),
> >
> > Yes, Gaymond could have just emailed, you (Space Wars cocktail), me
> > (pristine Boxing Bugs) and David Fish (Aztarac) instead of the whole
> > vectorlist.  That way the temptation would have been much more personal.
> > Did anyone else notice the omission of Zector...who found that Zector
> > cabinet recently?
>
> 	Lee Bender found the Zektor, but sold it to Keith at Videotopia,
> where it will probably rot, because I have heard (albeit second-hand) that
> Videotopia doesn't put Sega XY stuff on display because it is too
> unreliable....

What?!?!  Sega XY stuff unreliable???  Unheard of!  Operaters where just being
insane and running them for more than 4 hours.  That's crazy!

________________           ______  ___  _____  __
                          / __/ / / / |/ / / |/ //|/|/|_______________
Mark Jenison             / __/ /_/ /    / / |  // | / |__  __/ _  /__ \
jenison@cig.mot.com     /___/___/_/_//_/_/_/|_//__|/__| / / / // /    /
Sega XY FAQ author                             /_/|_|  /_/ /____/_/|_|
________________            The One and Only 4-player vector game
(but don't play it for more than half an hour - the monitor might go out again)






From owner-vectorlist@spies.com Tue Apr  7 11:37:58 1998
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Date: Tue, 07 Apr 1998 14:38:14 -0400
From: Joel Rosenzweig <joel-r@an.hp.com>
Organization: Hewlett-Packard Medical Products Group
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Jeff Hendrix wrote:
> 
> Describe the gameplay in your vector version of Return of the Jedi (if it
> was any different), maybe it will give us a heads up on development.
> 
> -jeff
> 
> ps. maybe it was meant to be and the vector gods have given you inspiration.

In my version of Return of the Jedi, all the action was first person, as
in Star Wars and ESB.  I guess I don't go for all that 3rd person stuff
in Jedi.  

I remember seeing the Millenium Falcon in front of me, then the game
zoomed in to where I sat in the cockpit.  Then I was surrounded by all
the cockpit controls, and we blasted off into hyperspace.  Then, a space
battle scene followed, where I got to fly the ship around, instead of
flying along a pre-set course.  After blasting my way through a bunch of
TIE's, I viewed the entire sequence of getting closer to the Death Star,
all the way until I flew into it.  (Rather than in Star Wars, where you
get close, and then all of a sudden, you're on the surface, or in the
trench.)  The view inside the Death Star was cool, and a lot like the
trench scene in Star Wars, except the trench took twists and turns, both
up and down, and left and right, so you had to follow the right path, or
smack into a dead end.  The visuals of the Death Star warping around me
as I turned while flying through the tunnels was cool. That's about all
I remember from the dream itself.

However, in the same manner, it would be neat to have a first person
speeder scene.  I could do without the scene with Chewie and the walker,
though I could imagine something cool, first person for that, too.

Anyway, I guess the most interesting part was seeing the crisp, glowing
blue, red, yellow and purple vectors in the Millenium Falcon tunnel
flying scene.  

Well, if one of us figures out the code in Star Wars/ESB, I'd definately
be interested in coding a new version of the game like the one in my
dream.  I'm thinking that if we could re-use certain subroutines and
data, that would make for an easier time programming.

However, perhaps Clay's vector project is a more realistic vehicle for
doing a game such as this one?  There is alure for me to program it on
the real hardware, but it would definately be an easier task to write it
for a platform with full documentation, like Clay's invention.

Anyone interested in adding some cool ideas to a vector based RotJ?  I
never said I was good at content, I just know what I like. :-)  

I figure I'll let this idea brew for a while before I think about doing
anything serious..

Joel-

From owner-vectorlist@spies.com Tue Apr  7 13:47:00 1998
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Clay,
        Is there any way to read in the data from the ram chip. Then you
would at least have an archive of the data and you could always whip up a
circuit to reprogram a new device (you might even be able to use an eprom
burner). Or maybe even come up with a way to store the important stuff on a
ROM chip.

-jeff

BTW: what kind of game is Buster Bros?

>> Um, is this a dumb question: Why not change the battery with the power
>> ON? That is unless the battery is part ofthe device as in Dallas
>> Semiconductors 10 year ram. If you can replace the battery, use a pair
>> of jumper wires to jumper a second battery into the circuit, then
>> unsolder the first (use a propane soldering iron to avoid shorting to
>> ground) and replace it with a third battery. The idea here is even if
>> you have a power failure whilst replacing the battery the jumpered
>> second battery will cover for you...
>>
>That should work nicely, except it seems that a lot of these have
>already bit the farm.  I'm getting two dead ones to look at.  Anyone
>have a working Buster Bros. they want to sell for ~$40 or so?  (I'm
>reluctant to take a loaner since I feel there's a pretty decent chance
>I'll hose at least one in the process... ;-)
>
>It's just the idea that a boardset is "best if used by xxx" that bothers
>me anyway.
>
>-Clay

jeffh@diac.com

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



From owner-vectorlist@spies.com Tue Apr  7 13:47:00 1998
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I'm using the Imaging program in windows 95. I'm then changing its
compression to CCITT level 3 so I can open it in photoshop, XPress, etc. on
my mac.

I can read most of the files, but when I try to read in some of them, like
KeltronMon2, it displays the message "An internal error has occured".
I've also redownloaded it about 1/2 a dozen times. (It only take a couple
of seconds on our T1)

-jeff

>can your TIFF viewer deal with ccitt level 4 decompression?
>I just read Keltron Monitor #2 ok from the page

jeffh@diac.com

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



From owner-vectorlist@spies.com Tue Apr  7 13:47:01 1998
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Date: Tue, 7 Apr 1998 14:45:41 +0100
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From: jeffh@diac.com (Jeff Hendrix)
Subject: Wells HV units
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CC: jeffh@diac.com (Jeff Hendrix)

Does anybody have any wells gardner HV units for sale?
(for color xy monitors, not raster)
I have 2 monitors that are completely missing the HV cage.

-jeff

jeffh@diac.com

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



From owner-vectorlist@spies.com Tue Apr  7 13:47:06 1998
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Date: Tue, 7 Apr 1998 14:45:37 +0100
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From: jeffh@diac.com (Jeff Hendrix)
Subject: Re: Dedicated MH -- what's reasonable price ?
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CC: jeffh@diac.com (Jeff Hendrix)

I think $1,650 is a little high priced for a dedicated MH.
I paid about $400 for the parts to rebuild a Quantum, $400 for an I-Robot
and $400 for a Tempest converted to a Major Havoc (I know, it's not the
rare dedicated one, but it's complete and it works)
The most I have ever paid for a game was $500 for a mint star wars cockpit.
The deals are out there, but sometimes you have to do a lot of footwork (or
phonework).

-jeff


>OK -- given the recent FS thread:
>
>Someone is now selling a dedicated MH in RGVAC for $1,650. For a B+ machine.
>And he won't ship. Previously I had only seen one going for $1,500.
>
>I know some people on this list own one. Recent windfalls notwithstanding,
>is this a reasonable price ? Yeah, only 500 were made, but it seems like a
>lot.
>
>Anything is worth what someone will pay for it, and all that. I know.
>Opinions still appreicated.
>
>-Chris
>
>==========================================================
>Chris Candreva  -- chris@westnet.com -- (914) 967-7816
>WestNet Internet Services of Westchester
>http://www.westnet.com/

jeffh@diac.com

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



From owner-vectorlist@spies.com Tue Apr  7 14:08:47 1998
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199804072107.RAA16710@vela.acs.oakland.edu>
Subject: Re: Spies schematics
To: vectorlist@spies.com
Date: Tue, 7 Apr 1998 17:07:45 -0500 (EDT)
In-Reply-To: <v02130500b14fc1411db3@[209.64.42.131]> from "Jeff Hendrix" at Apr 7, 98 02:45:30 pm
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> I'm using the Imaging program in windows 95. I'm then changing its

That would be the problem. <note the lack of a smiley>
-- 
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From owner-vectorlist@spies.com Tue Apr  7 15:37:58 1998
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From: "The Retrodaddy" <retrodad@bellsouth.net>
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Subject: Re: Dedicated MH -- what's reasonable price ?
Date: Tue, 7 Apr 1998 18:35:25 -0400
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I have access to a deidcated unit, but it would be for sale directly from
the owner.  Last I heard, he wanted $1000 for it.


From owner-vectorlist@spies.com Tue Apr  7 15:42:05 1998
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Message-ID: <F114916AA2EED011B8E2006097C401E3811EA3@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Battlezone
Date: Tue, 7 Apr 1998 15:40:33 -0700 
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> Is there any way to read in the data from the ram chip. Then you
> would at least have an archive of the data and you could always whip
> up a
> circuit to reprogram a new device (you might even be able to use an
> eprom
> burner). Or maybe even come up with a way to store the important stuff
> on a
> ROM chip.
> 
I think that would be too easy. ;-)  I don't have my boardsets yet so I
can't say for sure, but it sounds like the RAM is on the CPU.  I'm
hoping that it's just data and not executable space...  Anybody that
wants to try to crack this thing, feel free to join in, though not on
Vectorlist.  (It's Doug Jeffrys' and I right now...)

Hey Al-- any interest in a game-hacker mailing list?  There's lots to be
done (Super Missile Attack, The Glob, Buster Bros. etc.)

> BTW: what kind of game is Buster Bros?
> 
It's a raster game-- maybe 1990 or so.  Two players simultaneous if you
like.  You have a little "dude" that can shoot these giant bubbles.  The
bubbles break into two smaller pieces ('ala Asteroids) each time they're
shot.  It's tough to describe.  Kinda half puzzle-game, half arcade
game.  Good fun, IMHO.

-Clay

From owner-vectorlist@spies.com Tue Apr  7 15:49:18 1998
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Date: Tue, 7 Apr 1998 15:49:12 -0700 (PDT)
From: aek@spies.com (Al Kossow)
To: vectorlist@spies.com
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CC: aek@spies.com (Al Kossow)

Super Missile Attack is done. It will appear in MAME .31
Try contacting the people doing CPS1 emulators, to see if
they will help.
Could we put this thread to rest now?
I'm also a bit concerned about the ammount of traffic the
for sale post has generated. The way it has worked in the
past was that someone would give 'dibs' to people on the
list by offering it first here (sometimes a little cheaper)
then offer it on the net in a day or so after that. There
is a lot of emotion involved in buying and selling this 
stuff, and I think discussions of asking price may be
better handled 'off line' in direct email.

From owner-vectorlist@spies.com Tue Apr  7 17:47:20 1998
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Date: Tue, 07 Apr 1998 18:46:22 -0600
To: vectorlist@spies.com
From: Anders Knudsen <anders_knudsen@btc.adaptec.com>
Subject: Re: Electrohome B/W monitor transistors
In-Reply-To: <Pine.GSO.3.96.980406152100.911A-100000@piglet.cc.utexas.ed
 u>
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At 03:23 PM 4/6/98 -0500, Joe wrote:
>
>On Mon, 6 Apr 1998, David D Humphrey wrote:
>
>> Anybody know of a good source for the deflection transistors on the B/W
>> Electrohome Monitors?  I'm looking for the MPS-U05 and the MPS-U57's in
>> this case (not the 3716's et. al.)
>> 
>
>	Your best bet is to get the NTE replacements.  I tried
>(unsuccessfully) to track down the MPS-U07s.  Circuit Specialists lists
>them in their catalog, but when I ordered some, they told me that they
>were discontinued and they couldn't get any more.
>
>	Of course, if anyone knows some other source.....
>
>Joe

These are the same transistors that the WG Color deflection board uses. Has
anyone tried using TIP transistors? I know the pin outs are not identical,
the MPSs are EBC, and the TIPs are BEC (or CEB). But if you just bent and
twisted the leads...?
One can get TIPs very easily and they are easy to find in high enought
ratings, and they should be fast enough.
Any thoughts...? I might just "try" it and see what happens...

-Anders.


From owner-vectorlist@spies.com Tue Apr  7 17:55:49 1998
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From: Anders Knudsen <anders_knudsen@btc.adaptec.com>
Subject: RE: Battlezone
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At 05:24 PM 4/6/98 -0700, Clay wrote:
>I kinda view vectorlist as a more focused and friendly version of RGVAC,
>which has too great of S/N ratio for me anymore.  Plus, I find I save a
>lot of money by not reading it and RGVAM too often...
>
>I too like occasional for-sales here for rare and/or "new" stuff (like
>Jeff/Anders LV2000, Chris' Hummer :-).  As long as the ratio stays
>heavily in favor of discussions (on topic or off *laugh*) I think it's a
>Good Thing.
>
>> There are also more "hardcore" vector collectors and old-timers here,
>> so
>> you're targeting your ad better (yuk, I don't like the sound of that).
>> 
>Hmmmm...  Sounds like Paul has a marketing course or two in his
>background... ;-)  His next Cinemenu will probably start off by
>displaying "SAVE up to 80%!!!!!!" or something... J/K... *grin*
>
>-Clay

Agreed! I don't think I would have mass produced the LV2000 if it weren't
for this list. Where else is there as concentrated a group of people
interrested in old vector arcade games? Certainly not the damn newsgroups!?!?!
I actually have not given this any though until it was brought up, since
the FS trafic on this list has been fairly low (good, good). Maybe Al could
grep for "sale", etc and see how many we've accumulated.
So, I think it's cool as long as the FS posts are more along the lines of a
"friendly offer". I would hate to see every other post being a FS post
though! 

-Anders.


From owner-vectorlist@spies.com Tue Apr  7 21:02:58 1998
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From: Woodcock@123net.net (Gregg Woodcock)
Subject: Re: Wells HV units
Cc: jeffh@diac.com (Jeff Hendrix)
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At 14:45 4/7/98, Jeff Hendrix wrote:
>Does anybody have any wells gardner HV units for sale?
>(for color xy monitors, not raster)
>I have 2 monitors that are completely missing the HV cage.

I have 2 (more actually) and spare deflection boards, too.  I'd *really*
rather not put a price on them unless you have nothing you can trade.  What
do you have (non-vector is OK)?



From owner-vectorlist@spies.com Tue Apr  7 22:58:42 1998
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Date: Wed, 8 Apr 1998 00:01:35 -0600
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Subject: Flyers
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Does anybody have any flyers for atari xy games for sale?
(I own all 13 atari xy games, but am having a dog of a time trying to find
all the flyers)

-jeff

jeffh@diac.com

Buy/Sell/Trade Classic Video Arcade Games
www.diac.com/~jeffh/



From owner-vectorlist@spies.com Tue Apr  7 23:01:11 1998
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From: Jeff Anderson <mayday19@IDT.NET>
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> 	Lee Bender found the Zektor, but sold it to Keith at Videotopia,
> where it will probably rot, because I have heard (albeit second-hand) that
> Videotopia doesn't put Sega XY stuff on display because it is too
> unreliable....

Gee thanks, we try to do something good for this hobby and look what we
get.  :)

Nuthin' is gonna rot.. but Myles didn't mis-inform you Joe..
Lee Bender wanted to give us the oppurtunity to buy if first. We got it,
and I picked it up, and gave it a good inspection before power up. I was
told it was not operational, and that was solved in about 30 seconds with
a new header pin. I put it out the next day and it worked a total of 6
hours before conking out. The monitor developed a prob, all the images are
squeezed into thin lines, although each individual object is in its proper
place and the screen still has full defletion. I figured it is just some
caps. I have had my hand full with other stuff at the moment to bother
fixing it (I have unwillingly become very good at fixing V-1000s  :)

I also put out a Tac/Scan the same day, and it took a total of 8 hours to
break. if that is any indication of unreliability, I dont know what is.
it is easy to see why these games are so rare. That Zektor has under 900
clicks on the meter, and it broke! no wonder the op got fed up with it and
stuffed in the warehouse..

I would LOVE to run the SEGA games, but they are just hard to keep running
if they get run 10 hours a day. 

I tried running the Tac/Scan when we were at the Franklin intitute in
Philly, and it broke *4* times in 3 days so I said the hell with that..
It went through a few RAM chips in the XY boards, some monitor problems,
burned PS connectors, and a chip on the spinner interface board.

hopefully I will work out all the bugs in them, so they can be put in the
exhibit. I want to have them ready for the next showing (see the site).
Everybody nees to play Zektor :>  It is a fun game, but the knob sucks,
It makes it harder to play. I wanna put a Tac/Scan knob on it, but I
figure I should probably leave it original. Those black marks on the side
all of you saw in those pics are not original, I guess the op thought it
needed something on the sides..

Just for the record, there are 2 Zektors around. I cant say who it is, but
I should add that he found his Zektor about a month before Lee found his..

Jeff
http://www.videotopia.com


From owner-vectorlist@spies.com Tue Apr  7 23:06:04 1998
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Date: Tue, 7 Apr 1998 23:05:58 -0700 (PDT)
From: aek@spies.com (Al Kossow)
To: vectorlist@spies.com
Subject: RE: Dedicated MH -- what's reasonable price ?
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"It is a fun game, but the knob sucks,
It makes it harder to play."

could you elaborate on this a bit. does zektor have a different
spinner than star trek or tac/scan?

From owner-vectorlist@spies.com Tue Apr  7 23:19:06 1998
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On Tue, 7 Apr 1998, Al Kossow wrote:

> "It is a fun game, but the knob sucks,
> It makes it harder to play."
> 
> could you elaborate on this a bit. does zektor have a different
> spinner than star trek or tac/scan?

the hardware is the same, but the knob is a generic black bakelite knob
with the finger indentations. I thought it wasn't original after playing
Tac/Scan and ST, but it is the original knob, the flyer shows
it. While playing, it comes in handy to spin quickly sometimes, but your
fingers fit into the indentations, which kinda messes things up. The game
plays MUCH better IMHO with the newer metal knob.

Jeff


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In a message dated 98-04-08 02:01:53 EDT, you write:

<< To:	vectorlist@spies.com
 CC:	jeffh@diac.com (Jeff Hendrix)
 
 Does anybody have any flyers for atari xy games for sale?
 (I own all 13 atari xy games, but am having a dog of a time trying to find
 all the flyers)
 
 -jeff
 
 jeffh@diac.com >>

Hi,

I've got some....which ones specifically are you looking for?

jeff p

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From: Ray Ghanbari <ray@mayo.edu>
Date: Wed,  8 Apr 98 10:51:58 -0500
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You wrote:
> I've got some....which ones specifically are you looking for?

Don't know about Jeff, but I'd love a Tempest and Asteroids flyer...

Ray

From owner-vectorlist@spies.com Wed Apr  8 09:24:39 1998
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Date: Wed, 08 Apr 1998 09:25:56 -0700
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From: Werner Sharp <wsharp@macromedia.com>
Subject: Re: Flyers
Cc: Ray Ghanbari <ray@mayo.edu>
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At 10:51 AM 4/8/98 -0500, Ray Ghanbari wrote:
>You wrote:
>> I've got some....which ones specifically are you looking for?
>
>Don't know about Jeff, but I'd love a Tempest and Asteroids flyer...
>
>Ray
>

Don't know about Jeff or Ray, but I'd LOVE a Black Widow flyer.  Even a
color photocopy would be fantastic.  Does anyone even have one of these?

Werner Sharp

From owner-vectorlist@spies.com Wed Apr  8 10:00:36 1998
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Jeff Hendrix wrote:
> 
> Does anybody have any flyers for atari xy games for sale?
> (I own all 13 atari xy games, but am having a dog of a time trying to find
> all the flyers)
> 
Bill Kurtz has one of the larger collections and he is selling them off.
His email is topshanana@aol.com (Im not to sure about the spelling). If
you do a dejanews search for Bill Kurtz in the RGP or RGVAC newsgroups
you will find it as well.
  jess

PS- Don't mention my name or his will most likely not do business with
you. Also, don't mention the Pin Expo. :-0

-- 
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 owner-vectorlist@spies.com Wed Apr  8 10:06:54 1998
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Werner Sharp wrote:

> Don't know about Jeff or Ray, but I'd LOVE a Black Widow flyer.  Even a
> color photocopy would be fantastic.  Does anyone even have one of these?
> 
HA! That would be great. Bill Kurtz is the only person that I know has
one, He won't sell it though, he has been offered pretty good money for
it too.
  We had a deal worked out where he was going to send me a color copy
for the vector  page but it fell through when I asked if he was going to
be at the pin expo. DOH! Bad move.
  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 owner-vectorlist@spies.com Wed Apr  8 10:17:38 1998
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Date: Wed, 8 Apr 1998 10:17:29 -0700 (PDT)
From: aek@spies.com (Al Kossow)
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CC: aek@spies.com (Al Kossow)

www.gamearchive.com has flyers for all the Atari vector games.
I have access to a color printer. Anyone interested in copies
send me (private, not mailing list) mail. They are 100dpi scans
so don't expect photo-resolution copies.

Bill Kurtz also has some Atari flyers for sale on his web page.

From owner-vectorlist@spies.com Wed Apr  8 12:29:56 1998
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Date: Wed, 08 Apr 1998 12:27:53 -0700
To: vectorlist@spies.com
From: Scott Swazey <sswazey@qualcomm.com>
Subject: MPSU07 and MPSU57 Alternates (WAS Electrohome B/W monitor
  transistors)
In-Reply-To: <199804080045.RAA27331@kingdom.adaptec.com>
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 <7717AE2C58B.AAA17A9@aberdeen.frb.org>
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At 06:46 PM 4/7/98 -0600, you wrote:
>At 03:23 PM 4/6/98 -0500, Joe wrote:
>>
>>On Mon, 6 Apr 1998, David D Humphrey wrote:
>>
>>> Anybody know of a good source for the deflection transistors on the B/W
>>> Electrohome Monitors?  I'm looking for the MPS-U05 and the MPS-U57's in
>>> this case (not the 3716's et. al.)
>>> 
>>
>>	Your best bet is to get the NTE replacements.  I tried
>>(unsuccessfully) to track down the MPS-U07s.  Circuit Specialists lists
>>them in their catalog, but when I ordered some, they told me that they
>>were discontinued and they couldn't get any more.
>>
>>	Of course, if anyone knows some other source.....
>>
>>Joe
>
>These are the same transistors that the WG Color deflection board uses. Has
>anyone tried using TIP transistors? I know the pin outs are not identical,
>the MPSs are EBC, and the TIPs are BEC (or CEB). But if you just bent and
>twisted the leads...?
>One can get TIPs very easily and they are easy to find in high enought
>ratings, and they should be fast enough.
>Any thoughts...? I might just "try" it and see what happens...
>
>-Anders.

Most TIP transistors aren't going to work well. fT is typically 1-3 MHz and
the output capacitance (Cob) is huge (200+ pF).  Try MJE182 and MJE172 as
replacements for MPSU07 and MPSU57.  They cost about 0.50 ea. from Mouser.
The pinout is different, but they'er a lot cheaper than the NTE stuff.
Also, If you can find them... 2SC3298B and 2SA1306B are ideal  replacements
for the '07 and '57.


BTW I have be able to find MPSU10s locally.  They're an acceptable, lower
current, replacement for the MPSU07.  (i.e. in the Ampliphone deflection
board the '07 is used as a 70ma current mirror, which is much less than the
500ma max Ic current).  Gateway electronics in San Diego has lots of them
for $.50


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

From owner-vectorlist@spies.com Wed Apr  8 19:00:28 1998
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Date: Wed, 8 Apr 1998 21:58:08 -0400 (EDT)
From: Jeff Anderson <mayday19@IDT.NET>
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On Wed, 8 Apr 1998 jwelser@ccwf.cc.utexas.edu wrote:

> 
> On Wed, 8 Apr 1998, Jeff Anderson wrote:
> 
> > Just for the record, there are 2 Zektors around. I cant say who it is, but
> > I should add that he found his Zektor about a month before Lee found his..
> > 
> 
> 	This is still speculation -- I have yet to see this guy produce
> the Zektor.  If the guy's name is Jim, then we're talking about the same
> person.  If not, then, I guess there are potentially 3 Zektors out
> tehre...

I guess there are 3 Zektors then :>

Jeff


From owner-vectorlist@spies.com Wed Apr  8 20:28:51 1998
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Message-ID: <01BD633D.6CD7AA70.gemaser@radiks.net>
From: Gregory Maser <gemaser@radiks.net>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: Re:flyers
Date: Wed, 8 Apr 1998 22:26:40 -0500
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I printed the Tempest Flyer off of www.gamearchive.com on HP Premium Photo 
Paper to give it that glossy finish and that worked pretty nice(Still not 
picture perfect, but, oh well).

GregM.

From owner-vectorlist@spies.com Wed Apr  8 22:13:14 1998
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Date: Wed, 08 Apr 1998 11:10:56 -0600
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Gregory Maser wrote:
> 
> I printed the Tempest Flyer off of www.gamearchive.com on HP Premium Photo
> Paper to give it that glossy finish and that worked pretty nice(Still not
> picture perfect, but, oh well).
> 
> GregM.

Im glad they come out looking somewhat good. :-)
  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 owner-vectorlist@spies.com Thu Apr  9 22:33:53 1998
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Date: Thu, 9 Apr 1998 23:32:43 -0500
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From: Woodcock@123net.net (Gregg Woodcock)
Subject: WTT: my B&W XY defl. PCBs for your HV units!
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Well I had an AMAZING run of repair work this weekend.  I went over about a
dozen deflection boards for Atari (analog) black and white vector monitors
and when I tested them, THEY ALL WORKED!!!  This was my best repair session
EVER.  Anyways, I now have several versions of each style deflection board
available for trade in exchange for HV units.  I'll take any style HV unit,
working, untested or not-working (but can't be a bad HV "flyback"
transformer).  I have the most of the Wells-Gardner version.  Will also
sell these or trade for other interesting stuff.

Also, I have learned a LOT about these boards and will be typing in what I
can remember and took notes on.  Even easier to work on than the color
ones!  Found out some interesting stuff...



From owner-vectorlist@spies.com Thu Apr  9 22:53:15 1998
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Message-ID: <352DA651.63EC@istar.ca>
Date: Thu, 09 Apr 1998 21:55:45 -0700
From: John Robertson <pinball@istar.ca>
Organization: John's Jukes Ltd
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Gregg Woodcock wrote:
> 
> Well I had an AMAZING run of repair work this weekend.  I went over about a
> dozen deflection boards for Atari (analog) black and white vector monitors
> and when I tested them, THEY ALL WORKED!!!  This was my best repair session
> EVER.  Anyways, I now have several versions of each style deflection board
> available for trade in exchange for HV units.  I'll take any style HV unit,
> working, untested or not-working (but can't be a bad HV "flyback"
> transformer).  I have the most of the Wells-Gardner version.  Will also
> sell these or trade for other interesting stuff.
> 
> Also, I have learned a LOT about these boards and will be typing in what I
> can remember and took notes on.  Even easier to work on than the color
> ones!  Found out some interesting stuff...

Yes, these are easy to fix. Generally if you resolder ALL the pins you
will take care of most problems...what we do is make sure that the pins
stick throught the circuit boards at least 1/16inch. This ensures a good
mound of solder to support the pin and reduce the likelihood of cracks
in the solder connections.

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 owner-vectorlist@spies.com Fri Apr 10 14:52:12 1998
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Date: Fri, 10 Apr 1998 15:49:21 +0100
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From: jeffh@diac.com (Jeff Hendrix)
Subject: Star Wars
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CC: jeffh@diac.com (Jeff Hendrix)

I know this might be an impossible request, but does anybody have the
symbol table for star wars code.

ps. I would even promise not to give it out if the donator requested.

-jeff

jeffh@diac.com

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



From owner-vectorlist@spies.com Fri Apr 10 15:23:54 1998
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Message-ID: <352DF0E2.3B49@links.magenta.com>
Date: Fri, 10 Apr 1998 04:13:54 -0600
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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Jeff Hendrix wrote:
> 
> I know this might be an impossible request, but does anybody have the
> symbol table for star wars code.
> 
> ps. I would even promise not to give it out if the donator requested.

Heh! That is a wet dream I think! Having something like that would make
it soooooo easy to modify the hell out of that game. Atari guards
source  code agressivly though. :-(
    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 owner-vectorlist@spies.com Fri Apr 10 15:49:01 1998
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Date: Fri, 10 Apr 1998 18:46:12 -0400 (EDT)
From: "Christopher X. Candreva" <chris@westnet.com>
To: vectorlist@spies.com
Subject: Re: Star Wars
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On Fri, 10 Apr 1998, Jess Askey wrote:

> Heh! That is a wet dream I think! Having something like that would make
> it soooooo easy to modify the hell out of that game. Atari guards
> source  code agressivly though. :-(

After all this time ? I doubt they are guarding it. I doubt they even know
where it is  !

-Chris

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


From owner-vectorlist@spies.com Fri Apr 10 15:50:43 1998
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Date: Fri, 10 Apr 1998 18:47:56 -0400 (EDT)
From: "Christopher X. Candreva" <chris@westnet.com>
To: vectorlist@spies.com
Subject: Did Tempest Spinner have a foam ring ?
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Simple question, should be easy to settle.  My Tempest spinner has a foam
ring around it .  Makes it a bit easier to hold and get a grip on.

Question is, is this original, or something someone added ?  It force-fits
snuggly over the platic knob. It's also about worn out. Still better than
not having it there though -- it makes game play a bit easier.

-Chris

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


From owner-vectorlist@spies.com Fri Apr 10 16:00:35 1998
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Date: Fri, 10 Apr 1998 04:56:28 -0600
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Christopher X. Candreva wrote:
> 
> On Fri, 10 Apr 1998, Jess Askey wrote:
> 
> > Heh! That is a wet dream I think! Having something like that would make
> > it soooooo easy to modify the hell out of that game. Atari guards
> > source  code agressivly though. :-(
> 
> After all this time ? I doubt they are guarding it. I doubt they even know
> where it is  !

Actually, they DO know where it is.  All the source is archived on
magnetic tape I believe. The problem is reading the data at this point.
 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 owner-vectorlist@spies.com Fri Apr 10 17:00:41 1998
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reading the data isn't a problem, I still have a 9 track
tape drive that can read 800/1600/6250 bpi tapes..

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Date: Fri, 10 Apr 1998 17:28:02 -0700
From: John Robertson <pinball@istar.ca>
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Subject: Re: Did Tempest Spinner have a foam ring ?
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Christopher X. Candreva wrote:
> 
> Simple question, should be easy to settle.  My Tempest spinner has a foam
> ring around it .  Makes it a bit easier to hold and get a grip on.
> 
> Question is, is this original, or something someone added ?  It force-fits
> snuggly over the platic knob. It's also about worn out. Still better than
> not having it there though -- it makes game play a bit easier.
> 
> -Chris
> 
> ==========================================================
> Chris Candreva  -- chris@westnet.com -- (914) 967-7816
> WestNet Internet Services of Westchester
> http://www.westnet.com/

Hi, Chris!
I don't remember a foam ring on any game, including Tempest. How long
would that last in an arcade??? These games were built to be TOUGH!
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 owner-vectorlist@spies.com Fri Apr 10 19:24:08 1998
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Date: Fri, 10 Apr 1998 20:24:08 -0500
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From: Woodcock@123net.net (Gregg Woodcock)
Subject: Re: Flyers
Cc: jeffh@diac.com (Jeff Hendrix)
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At 0:01 4/8/98, Jeff Hendrix wrote:
>Does anybody have any flyers for atari xy games for sale?
>(I own all 13 atari xy games, but am having a dog of a time trying to find
>all the flyers)

I have the following stuff for sale/trade.  I'd probably be looking for
around $50 EACH which is why I'd rather trade...

Lapel pins (VERY VERY RARE!):
Centipede pin (metal)
Dig Dug pin (metal)
Kangaroo pin (metal)
Millipede pin (metal)
Missile Command pin (metal)
Tempest pin (metal)
Xevious pin (metal)

Flyers:
Boxing Bugs
Empire Strikes Back
Lunar Lander
Quantum
Red Baron (cockpit)
Solar Quest
Star Trek (cockpit; 2 creases from folding in thirds)
Star Trek "The Kit"
Starhawk
Zektor



From owner-vectorlist@spies.com Fri Apr 10 20:26:00 1998
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Date: Fri, 10 Apr 1998 23:23:09 -0400 (EDT)
From: "Christopher X. Candreva" <chris@westnet.com>
To: vectorlist@spies.com
Subject: Re: Did Tempest Spinner have a foam ring ?
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On Fri, 10 Apr 1998, John Robertson wrote:

> I don't remember a foam ring on any game, including Tempest. How long
> would that last in an arcade??? These games were built to be TOUGH!

Not long -- which is why I thought it could possibly have shipped with one,
but was long gone by the time I ever saw it in an arcade. My machine looks
like it went into a personal collection early in it's life.

Hmm -- having a soft grip on the spinner does make the game a bit easier
though. Time to start looking for a replacement I guess !

-Chris

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


From owner-vectorlist@spies.com Fri Apr 10 20:41:31 1998
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Message-ID: <352E3CDF.44E5@links.magenta.com>
Date: Fri, 10 Apr 1998 09:38:07 -0600
From: Jess Askey <jess@magenta.com>
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Does anyone have an opcode list for the 6800? John Bowen's cpu cards
never have ALL the opcodes listed and Im trying to write a 6800
disassembler tonight. I can't find anything on the web either, I went to
the motorola site and had their computer fax me the 6800 datasheets but
the image quality is so small the the opcode list is unreadable. :-(
I figured that the 6800 was so popular that there would be lots of info,
but alas... not!
 thanks
    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 owner-vectorlist@spies.com Fri Apr 10 21:06:26 1998
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Date: Fri, 10 Apr 1998 21:04:57 -0700 (PDT)
From: aek@spies.com (Al Kossow)
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I have my hitachi data book in front of me. I'll scan it
in and put it up on wiretap before midnight PDT

From owner-vectorlist@spies.com Fri Apr 10 21:21:27 1998
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Date: Fri, 10 Apr 1998 10:17:16 -0600
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Al Kossow wrote:
> 
> I have my hitachi data book in front of me. I'll scan it
> in and put it up on wiretap before midnight PDT

Cool!!! I knew someone here had to have a databook.
  Thank you very 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 owner-vectorlist@spies.com Fri Apr 10 22:35:43 1998
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I was actually thinking of scanning this in anyway, since i've been
working on a Drag Race board..

http://www.spies.com/arcade/simulation/processors/DataSheets/6800DataSht.pdf

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here's a 6800 data sheet. the others i'm working on tonight will be
in the same directory

http://www.spies.com/arcade/simulation/processors/DataSheets/6800DataSht.pdf

From owner-vectorlist@spies.com Fri Apr 10 23:31:41 1998
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Date: Fri, 10 Apr 1998 22:34:08 -0700
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Jess Askey wrote:
> 
> Does anyone have an opcode list for the 6800? John Bowen's cpu cards
> never have ALL the opcodes listed and Im trying to write a 6800
> disassembler tonight. I can't find anything on the web either, I went to
> the motorola site and had their computer fax me the 6800 datasheets but
> the image quality is so small the the opcode list is unreadable. :-(
> I figured that the 6800 was so popular that there would be lots of info,
> but alas... not!
>  thanks
>     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         **************************************

Hi, Jess!
 I downloaded a bunch of programs a couple of years ago from the
shareware FIDONet sites on this processor. I don't know where in my
various computers the info is hiding, but I think if you check out
http://www.shareware.com you might find it...
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 owner-vectorlist@spies.com Sat Apr 11 07:00:34 1998
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At 10:33 PM 4/10/98 -0700, you wrote:
>
>I was actually thinking of scanning this in anyway, since i've been
>working on a Drag Race board..
>
><http://www.spies.com/arcade/simulation/processors/DataSheets/6800DataSht.
pdf>http://www.spies.com/arcade/simulation/processors/DataSheets/6800DataSht
.pdf
> 
Now it would be nice to get a 6809 datasheet up there too...

-Anders.


From owner-vectorlist@spies.com Sat Apr 11 07:00:54 1998
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Date: Sat, 11 Apr 1998 09:58:44 -0400 (EDT)
From: "Christopher X. Candreva" <chris@westnet.com>
To: vectorlist@spies.com
Subject: Re: 6800 opcodes??
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On Fri, 10 Apr 1998, Jess Askey wrote:

> Does anyone have an opcode list for the 6800? John Bowen's cpu cards
> never have ALL the opcodes listed and Im trying to write a 6800
> disassembler tonight. I can't find anything on the web either, I went to

I would be surprised if one wasn't already available. Try the old
ftp archives -- wuarchive.wustl.edu, oak.oakland.edu,  Or -- try an
AltaVista search (which I now do) -- and there is one linked on this page:

http://www.cpdee.ufmg.br/simtel/simtel_index_disasm.html
 From the SimTel archives -- should have guess that too !
 Hmm -- the simtel archive it links to won't aqllow access -- but it will
give you a file name to look for: das68v10.zip -- do an AltaVista search on
that file name, and you will get 4 places to find it:

 -Chris

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


From owner-vectorlist@spies.com Sat Apr 11 07:19:15 1998
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"Now it would be nice to get a 6809 datasheet up there too..."

I was going to do that later today

From owner-vectorlist@spies.com Sat Apr 11 14:23:52 1998
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Date: Sat, 11 Apr 1998 03:19:58 -0600
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Christopher X. Candreva wrote:
> 
> On Fri, 10 Apr 1998, Jess Askey wrote:
> 
> > Does anyone have an opcode list for the 6800? John Bowen's cpu cards
> > never have ALL the opcodes listed and Im trying to write a 6800
> > disassembler tonight. I can't find anything on the web either, I went to
> 
> I would be surprised if one wasn't already available. Try the old
> ftp archives -- wuarchive.wustl.edu, oak.oakland.edu,  Or -- try an
> AltaVista search (which I now do) -- and there is one linked on this page:
> 
> http://www.cpdee.ufmg.br/simtel/simtel_index_disasm.html
>  From the SimTel archives -- should have guess that too !
>  Hmm -- the simtel archive it links to won't aqllow access -- but it will
> give you a file name to look for: das68v10.zip -- do an AltaVista search on
> that file name, and you will get 4 places to find it:

My DASM is completely customized and I already know it very well so I
would prefer to 
write one instead of downloading one, that way I can modify the source
at will.
  I finished it this morning, it is actually based from Sean Riddle's
6809dasm program.
Im combining the 6809,6800,6802,6808,6502 and Z80 disassemblers into one
this weekend.
I can upload it to gamearchive (or to spies if Al wants) if people are
interested in it.
   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 owner-vectorlist@spies.com Sat Apr 11 14:35:31 1998
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I'd be interested in it on spies.
I just found a TMS9995 data book I was looking for this
afternoon (now, If I can just find one for the Signetics
2650..) so once thats done, I'll do the 6809 (did Star Wars
use an 'E' version like the Williams games?)

From owner-vectorlist@spies.com Sat Apr 11 14:41:22 1998
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Al Kossow wrote:
> 
> I'd be interested in it on spies.
> I just found a TMS9995 data book I was looking for this
> afternoon (now, If I can just find one for the Signetics
> 2650..) so once thats done, I'll do the 6809 (did Star Wars
> use an 'E' version like the Williams games?)

Yes it did.
 Thanks for the 6800 pdf. :-)

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 owner-vectorlist@spies.com Sat Apr 11 16:09:37 1998
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Date: Sat, 11 Apr 1998 19:07:23 -0400 (EDT)
From: "Christopher X. Candreva" <chris@westnet.com>
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On Sat, 11 Apr 1998, Jess Askey wrote:

> My DASM is completely customized and I already know it very well so I
> would prefer to write one instead of downloading one, that way I can
> modify the source at will. 

Didn't know you had one already -- me, I'm lazy. :-)

>   I finished it this morning, it is actually based from Sean Riddle's

Now THAT'S fast coding !

-Chris


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


From owner-vectorlist@spies.com Sun Apr 12 08:22:55 1998
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I turned on my star castle yesterday (in preparation for swapping ROMs from
my older star castle) and the circuit breakers popped. I narrowed it down
to being the monitor as the cause. With the breakers reset, when I turn on
the game I hear high voltage and deflection for about 1 second, then a
breaker pops.
I haven't really worked on cinematronics stuff very much, so I was
wondering if this sounds like a problem anybody has encountered and what my
first steps should be to trouble shoot this thing. This use to be my only
cinematronics monitor that worked (out of 5) but has now joined the rest.

-jeff

jeffh@diac.com

Buy/Sell/Trade Classic Video Arcade Games
www.diac.com/~jeffh/



From owner-vectorlist@spies.com Sun Apr 12 08:43:03 1998
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I've downloaded several 6809 assemblers, but haven't used any yet. I was
wondering what the best one to use?
Also, I've been using Sean Riddle's 6809dasm program and have noticed that
it puts data and ascii next to the memory addresses it came from. This
won't work for assemblers (at least the ones I've used in the past). It
needs to have a way to define bytes (db?) and ascii for the assembler.

Jess, I have a suggestion for your dissassemblers. Put in some kind of
switch to turn off the address: that leads every line, and make it enclose
data and ascii in whatever directives the assembler needs.
It would also be cool to have it put a label for a subroutine where the
assembler expects it (I assume this should still be to the left of the
first instruction of the subroutine)

-jeff

jeffh@diac.com

Buy/Sell/Trade Classic Video Arcade Games
www.diac.com/~jeffh/



From owner-vectorlist@spies.com Sun Apr 12 08:45:49 1998
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Yes, starwars used a 68B09E

-jeff

>I'd be interested in it on spies.
>I just found a TMS9995 data book I was looking for this
>afternoon (now, If I can just find one for the Signetics
>2650..) so once thats done, I'll do the 6809 (did Star Wars
>use an 'E' version like the Williams games?)

jeffh@diac.com

Buy/Sell/Trade Classic Video Arcade Games
www.diac.com/~jeffh/



From owner-vectorlist@spies.com Sun Apr 12 09:21:51 1998
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Date: Sun, 12 Apr 1998 12:20:08 -0400 (EDT)
From: Duncan Brown <BROWN_DU@Eisner.DECUS.Org>
Subject: Re: 6809 assembler and dasm question
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> Also, I've been using Sean Riddle's 6809dasm program and have noticed that
> it puts data and ascii next to the memory addresses it came from. This
> won't work for assemblers (at least the ones I've used in the past). It
> needs to have a way to define bytes (db?) and ascii for the assembler.

    I haven't used Sean's disassembler or (obviously) Jess', but it
    sounds like they are "hacking" disassemblers (used for reverse
    engineering programs efficiently) while you seem to be looking for
    a "sourcing" disassembler (one whose output can be fed right back
    into an assembler, generally to prove it produces the same binary,
    or as the beginning of a modification-after-reverse-engineering
    project.)  Sourcing disassemblers are extremely hard to do
    well...and of course they need massive feedback from a human in
    the loop to sort out data tables, jump tables, parameters sitting
    after subroutine calls, etc.  (I used "Sourceror" on the Apple II+
    to begin my long journey of producing a commented source for
    Asteroids, as an example...and as a way to date myself, heh heh
    heh...)

> Jess, I have a suggestion for your dissassemblers. Put in some kind of
> switch to turn off the address: that leads every line, and make it enclose
> data and ascii in whatever directives the assembler needs.
> It would also be cool to have it put a label for a subroutine where the
> assembler expects it (I assume this should still be to the left of the
> first instruction of the subroutine)

    But having "address:" for every line is a crude but extremely
    effective start on the sourcing disassembler you want!  You
    generally have to make labels start with alpha characters, so
    making the labels of the format "H123F:" for instance will solve
    that problem.  Then all absolute memory references can be
    disassembled to the format of "JSR  H123F" without having to look
    ahead or back and make sure the target of that reference was
    successfully disassembled to start on that address.  90% of your
    work is now done.  All you have to do is fix up the beginnings and
    ends of data areas...and get rid of all unused labels, if you
    desire.  FWIW, Sourceror actually went to the trouble of getting
    rid of labels it saw no reference to, but did *not* do anything
    about using absolute references it discovered to fix up the edges
    of data (since the absolute reference it discovered could just as
    easily be some data that was mistakenly disassembled!)

    If anyone is interested in this enough to the point of spending
    some serious bucks, I could dig up the info I got years ago about
    some commercial sourcing disassembler/reassembler products.  Their
    ostensible purpose was to recover source code for your own
    company, where all that was left was the binary.  They looked
    seriously powerful, capable...and expensive.  I have no idea if
    the companies are even still around...as nobody is doing embedded
    6809 work any more, right?  (I'm trying to be humorous...)

    Duncan

From owner-vectorlist@spies.com Sun Apr 12 10:19:54 1998
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Message-ID: <35304E1B.BFC@links.magenta.com>
Date: Sat, 11 Apr 1998 23:16:11 -0600
From: Jess Askey <jess@magenta.com>
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Jeff Hendrix wrote:

> Jess, I have a suggestion for your dissassemblers. Put in some kind of
> switch to turn off the address: that leads every line, and make it enclose
> data and ascii in whatever directives the assembler needs.
> It would also be cool to have it put a label for a subroutine where the
> assembler expects it (I assume this should still be to the left of the
> first instruction of the subroutine)
> 
I can send you a version of Sean's 6809DASM that doesn't print out the
address. 
I really like his DASM beacuse it is very versitile with labels and
comments.
Im in the process (ooh, so many processes) of writing up a 6502 Software
development 
kit for windows. It will allow you to read in binary data files (best to
paste all
ROM images for one game together into a big mega-file), disassemble them
into opcodes,
allow you to edit the source to your hearts content and then compile it
all back into 
a binary file fit for burning. I want to make it table based so that I
can easily port 
it to other processors (mostly the 68xx series since I work with
Williams Pins as well).
This will be a major development and Im hoping that it will actually
lead to people 'creating'
their own games for hardware platforms such as Tempest, Star Wars and
Space Duel. Paul...
maybe you can make your dream come true! :-)
  Im writing the whole thing in C++ builder so you mac guys will be left
out but I will hapily give
you the source if you want.

  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 owner-vectorlist@spies.com Sun Apr 12 10:29:56 1998
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Date: Sat, 11 Apr 1998 23:26:26 -0600
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Hi all,
  I forgot to mention in my previous msg about the dissassembler
assembler that I know someone in Italy that already has a more simple
version of 6502 sdk finished, it doesn't DASM yet but it does go
forward. He actually sent me the source so I can translate it to C++
builder (he is using an old version of Borland's ObjectWindows which is
now obsolete). Problem is... it is all in italian :-0  Anyone know
Italian?
  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 owner-vectorlist@spies.com Sun Apr 12 10:37:08 1998
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Date: Sun, 12 Apr 1998 10:36:27 -0700 (PDT)
From: aek@spies.com (Al Kossow)
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"This will be a major development and Im hoping that it will actually
lead to people 'creating'
their own games for hardware platforms such as Tempest, Star Wars and
Space Duel. Paul..."

YES!

please keep the display part separate/portable so I can get this
running on my PowerMac. I started to do this for the Sega games
the middle of last year, and got distracted by all the 'bronzeage'
stuff i'm working on right now.

From owner-vectorlist@spies.com Sun Apr 12 16:48:08 1998
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Date: Sun, 12 Apr 1998 17:46:11 -0600
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From: Anders Knudsen <anders_knudsen@btc.adaptec.com>
Subject: Re: 6809 assembler and dasm question
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At 11:16 PM 4/11/98 -0600, Jess wrote:
>>=20
>I can send you a version of Sean's 6809DASM that doesn't print out the
>address.=20
>I really like his DASM beacuse it is very versitile with labels and
>comments.
>Im in the process (ooh, so many processes) of writing up a 6502 Software
>development=20
>kit for windows. It will allow you to read in binary data files (best to
>paste all
>ROM images for one game together into a big mega-file), disassemble them
>into opcodes,
>allow you to edit the source to your hearts content and then compile it
>all back into=20
>a binary file fit for burning. I want to make it table based so that I
>can easily port=20
>it to other processors (mostly the 68xx series since I work with
>Williams Pins as well).
>This will be a major development and Im hoping that it will actually
>lead to people 'creating'
>their own games for hardware platforms such as Tempest, Star Wars and
>Space Duel. Paul...
>maybe you can make your dream come true! :-)
>=A0 Im writing the whole thing in C++ builder so you mac guys will be left
>out but I will hapily give
>you the source if you want.
>
>=A0 jess
Are you actually going to use object based C++ (I hate C++)? Normal C is so
much easier to read/debug/port. Just my opinion though.
As far as leaving "Mac guys" out, the raw code could be ported. Now if
everyone
would just use Metrowerks CodeWarrior...;-)
-Anders.


From owner-vectorlist@spies.com Sun Apr 12 19:59:42 1998
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Date: Sun, 12 Apr 1998 20:56:54 -0600
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Anders Knudsen wrote:

> >  jess
> Are you actually going to use object based C++ (I hate C++)? Normal C is so
> much easier to read/debug/port. Just my opinion though.
> As far as leaving "Mac guys" out, the raw code could be ported. Now if
> everyone
> would just use Metrowerks CodeWarrior...;-)
> -Anders.

Yeah, I hate C++ as well. I struggled for a week trying to get a file to
go into an
editor as hexidecimal instead of text. But Im not a very good programmer
mind you.
 What is code warrior? I would be more than happy to write it with
something else.
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 owner-vectorlist@spies.com Sun Apr 12 20:11:20 1998
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From: Anders Knudsen <anders_knudsen@btc.adaptec.com>
Subject: Re: 6809 assembler and dasm question
In-Reply-To: <35317EF6.B3@links.magenta.com>
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At 08:56 PM 4/12/98 -0600, Jess wrote:
>Yeah, I hate C++ as well. I struggled for a week trying to get a file to
>go into an
>editor as hexidecimal instead of text. But Im not a very good programmer
>mind you.
> What is code warrior? I would be more than happy to write it with
>something else.
>jess
<http://www.metrowerks.com/>http://www.metrowerks.com
These guys probably make the best IDE for programmers ever! With one
product on
either the Mac or Windoze platform you can develop and actually compile for
either platform. i.e., write and develop and compile a mac executable on your
windoze machine and visa versa.
Al probably knows about code warrior. Jeff Hendrix writes code at Quark for a
living so he could chime in aswell (I know they use CodeWarrior, I used to
work
there).
Anyway, kinda off topic, but we all need compilers, eh?
-Anders.


From owner-vectorlist@spies.com Sun Apr 12 22:04:30 1998
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Date: Sun, 12 Apr 1998 23:05:53 -0600
To: vectorlist@spies.com
From: jeffh@diac.com (Jeff Hendrix)
Subject: Re: 6809 assembler and dasm question
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Yea, codewarrior rules.

I recently read a review of code warrior on the PC and the reviewer said he
would gladly throw away all his other compilers in exchange for code
warrior.

-jeff

>At 08:56 PM 4/12/98 -0600, Jess wrote:
>>Yeah, I hate C++ as well. I struggled for a week trying to get a file to
>>go into an
>>editor as hexidecimal instead of text. But Im not a very good programmer
>>mind you.
>> What is code warrior? I would be more than happy to write it with
>>something else.
>>jess
><http://www.metrowerks.com/>http://www.metrowerks.com
>These guys probably make the best IDE for programmers ever! With one
>product on
>either the Mac or Windoze platform you can develop and actually compile for
>either platform. i.e., write and develop and compile a mac executable on your
>windoze machine and visa versa.
>Al probably knows about code warrior. Jeff Hendrix writes code at Quark for a
>living so he could chime in aswell (I know they use CodeWarrior, I used to
>work
>there).
>Anyway, kinda off topic, but we all need compilers, eh?
>-Anders.

jeffh@diac.com

Buy/Sell/Trade Classic Video Arcade Games
www.diac.com/~jeffh/



From owner-vectorlist@spies.com Mon Apr 13 07:57:35 1998
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=46or anyone that's interested, here are the release note for CodeWarrior=
 Pro 2.

-jeff


Welcome To CodeWarrior=AE Professional, Release 2

This release brings you the latest multi-host, multi-language, multi-target
developer tools from Metrowerks. CodeWarrior provides you with unmatched
value, choice, and flexibility in software development.

We've worked hard to bring this release of CodeWarrior to you. We hope it
serves you well. You'll find the latest information about all Metrowerks
products at the Metrowerks Web page, <http://www.metrowerks.com>.

To help you get started using this software, read the QuickStart guide at
the top level of this CD-ROM.

If you are new to CodeWarrior, check out the CodeWarrior Core Tutorials in
the documentation directory. The tutorials take you on a guided tour of
some of the major components of CodeWarrior. They introduce you to basic
skills using the IDE, project manager, editor, and debugger.


The CodeWarrior Tools

The Integrated Development Environment (IDE) is the center of CodeWarrior
software development. This powerful IDE combines a sophisticated project
manager, friendly source-code editor, and multi-language code browser
together with advanced compilers and linkers. In CodeWarrior Professional,
these tools let you choose your:

* host - Windows 95/NT and Mac OS computers;

* language - C, C++, Java, Pascal, and Assembly;

* target - Windows 95/NT, Mac OS, and Java Virtual Machine.

This single IDE also supports development for a variety of other target
processors and operating systems, using plugin compilers and linkers
(available in other CodeWarrior products).

CodeWarrior is more than the IDE. CodeWarrior includes a multi-language
source-code debugger that lets you work in any of the supported languages.
Of course, every CodeWarrior product also includes other utilities and
libraries you need to program for the targets supported in that product.


CodeWarrior Never Stops Getting Better

Every release of CodeWarrior provides new features and improvements across
the entire suite of tools. Read the "What's New in CWPro" document at the
top level of your CD for a comprehensive list of the latest and greatest
improvements. Some of the highlights for this release include:

* project files that are interchangeable between Windows and Mac;

* the ability to compare two source files, see the differences
   graphically, and merge changes;

* a "current target" column in the project window that
   - shows you whether a file belongs to the current target and
   - lets you easily add or remove any file from the current target;

* a code browser that works across targets and subprojects;

* version 2.0 of our C/C++ compiler, which supports namespaces
   and has improved template support.


We Listen, We Act

We at Metrowerks are strongly committed to your satisfaction. As part of
that commitment, we are interested in what you have to say about this
software. Many of the features and improvements you see with each release
are inspired by your suggestions.

You can contact us through e-mail, newsgroups, the World Wide Web, and our
forum on CompuServe. You can also reach us by voice or fax. For details on
contacting Metrowerks, browse our web page, or see the front of any
CodeWarrior manual.

I welcome and encourage comments. You can contact me directly by sending
e-mail to prez@metrowerks.com.

Drop us a line to let us know how we're doing. We'll listen and we'll act.

Greg Galanos
President & Chief Technology Officer
Metrowerks Corporation

October 8, 1997

Metrowerks, the Metrowerks logo, CodeWarrior, and PowerPlant are registered
trademarks of Metrowerks Inc. CodeWarrior Constructor, Geekware,
PowerParts, and Discover Programming are trademarks of Metrowerks Inc. All
other trademarks are hereby recognized as the property of their respective
owners.

jeffh@diac.com

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



From owner-vectorlist@spies.com Mon Apr 13 08:07:15 1998
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Date: Mon, 13 Apr 1998 11:04:42 -0400 (EDT)
From: Mitchell Rohde <bovine@eecs.umich.edu>
To: vectorlist@spies.com
cc: Jeff Hendrix <jeffh@diac.com>
Subject: Re: CodeWarrior
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 And for anyone out there affiliated with an academic institution...
Codewarrior full version is some super-cheap price of like $100 with
the academic discount....

					Mitch


From owner-vectorlist@spies.com Mon Apr 13 09:14:52 1998
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Message-ID: <F114916AA2EED011B8E2006097C401E3811EC8@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: 6809 assembler and dasm question
Date: Mon, 13 Apr 1998 09:11:52 -0700
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> I've downloaded several 6809 assemblers, but haven't used any yet. I
> was
> wondering what the best one to use?
> 
I like the (slightly modified) Motorola AS9_NEW.EXE assembler.  It's
just the stock 6809 stuff, but with a couple of memory-leak kinda things
fixed.  I used it for all the Vectrex programming I did with good
results.

-Clay


From owner-vectorlist@spies.com Mon Apr 13 16:35:03 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: This is pretty cool...
Date: Mon, 13 Apr 1998 23:32:55 GMT
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How's this for a classic vector game!

Spacewar circa 1961!

   http://lcs.www.media.mit.edu/groups/el/projects/spacewar/

-Zonn

(Java sucks!)

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

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

From owner-vectorlist@spies.com Mon Apr 13 16:45:32 1998
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Date: Mon, 13 Apr 1998 16:44:05 -0700 (PDT)
From: aek@spies.com (Al Kossow)
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"(Java sucks!)"

all the sources are there, including the spacewar source
http://lcs.www.media.mit.edu/groups/el/projects/spacewar/sources/

From owner-vectorlist@spies.com Mon Apr 13 17:24:11 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: This is pretty cool...
Date: Tue, 14 Apr 1998 00:15:13 GMT
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On Mon, 13 Apr 1998 16:44:05 -0700 (PDT), aek@spies.com (Al Kossow) =
wrote:

>"(Java sucks!)"
>
>all the sources are there, including the spacewar source
>http://lcs.www.media.mit.edu/groups/el/projects/spacewar/sources/

And for the "emulator inclined" the PDP1 instructions set can be found =
out:

   http://www.dbit.com/~greeng3/pdp1/index.html

-Zonn


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

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
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From owner-vectorlist@spies.com Mon Apr 13 17:29:13 1998
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Date: Mon, 13 Apr 1998 17:27:47 -0700 (PDT)
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""And for the "emulator inclined" the PDP1 instructions set can be found =
out:

   http://www.dbit.com/~greeng3/pdp1/index.html"

..actually, there is a PDP-1 simuator as part of 
the DEC simulator collection
(doesn't simulate the x/y scope though)

wasn't the PDP-1 display point-plot, BTW?

From owner-vectorlist@spies.com Mon Apr 13 18:17:53 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: This is pretty cool...
Date: Tue, 14 Apr 1998 01:15:57 GMT
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On Mon, 13 Apr 1998 17:27:47 -0700 (PDT), aek@spies.com (Al Kossow) =
wrote:

>
>""And for the "emulator inclined" the PDP1 instructions set can be found=
 =3D
>out:
>
>   http://www.dbit.com/~greeng3/pdp1/index.html"
>
>..actually, there is a PDP-1 simuator as part of=20
>the DEC simulator collection
>(doesn't simulate the x/y scope though)
>
>wasn't the PDP-1 display point-plot, BTW?

=46rom what I can tell by reading the above link to the "Handbook", the =
only
instruction available was "Plot a single point".

There is no "turn point on / turn point off" just plot.

So I assume either the point remains until you "plot another point" or =
more
likely the point is "strobed" and if you want the point to remain then =
you must
constantly rewrite the point.  The phosphor was very slow and the =
handbook
claims 20,000 points per second may be plotted.  Does this mean the =
strobe
length was 1/20000 of a second?

It looks like a DVG where the PDP-1 had to plot each point!  At a 5us
instruction clock, with 10us average instruction times the Frame Per =
Second
couldn't be that fast!

It would be neat to see a realtime emulation of the game (using the =
proper
instruction times to recreate the actual game speed).  It wouldn't play =
as nice
as the Cinematronics version, but hey, you could release the "roms" with =
the
code with nothing more than a (well deserved) acknowledgement to the =
authors!

-Zonn

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

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
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 -------|         //  \\/

From owner-vectorlist@spies.com Mon Apr 13 23:09:03 1998
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Message-ID: <3532FCFF.35D2F68A@telis.org>
Date: Mon, 13 Apr 1998 23:06:55 -0700
From: Bill Esquivel <mrbill2@telis.org>
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Al, I am changing internet providers sometime on tuesday. Can you remove
my name off the spies list for a few days. I will email you back when I
confirm the new address. LAter, Bill

Al Kossow wrote:

> "(Java sucks!)"
>
> all the sources are there, including the spacewar source
> http://lcs.www.media.mit.edu/groups/el/projects/spacewar/sources/




From owner-vectorlist@spies.com Tue Apr 14 05:00:20 1998
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From: djeffery@multipath.com (Doug Jefferys)
Message-Id: <199804141156.HAA07612@mpsrv3.multipath.com>
Subject: Re: This is pretty cool...
To: vectorlist@spies.com
Date: Tue, 14 Apr 1998 07:56:32 -0400 (EDT)
In-Reply-To: <3536aa50.968004844@tommy.doctord.com> from "Zonn" at Apr 14, 98 00:15:13 am
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CC: djeffery@multipath.com (Doug Jefferys)

Once upon a time, Zonn wrote:
> 
> >"(Java sucks!)"

Too true.  But that said...

> >all the sources are there, including the spacewar source
> >http://lcs.www.media.mit.edu/groups/el/projects/spacewar/sources/

...I've wanted to see this ever since reading "Hackers", by Steven Levy,
way back in the distant mists of time.  The closest I got was when I saw
the name "Spacewar" on the carcass of a PDP-1 at Science North in Sudbury
some 10 years ago.  Thanx for the seriously cool link.

Later,
Doug.

-- 
Douglas W. Jefferys           | 
Star Data Systems             | 
Email: djeffery@multipath.com | 

From owner-vectorlist@spies.com Tue Apr 14 06:56:33 1998
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199804141354.JAA12310@saturn.acs.oakland.edu>
Subject: Re: This is pretty cool...
To: vectorlist@spies.com
Date: Tue, 14 Apr 1998 09:54:21 -0500 (EDT)
Cc: zonn@zonn.com
In-Reply-To: <35339fe6.965338358@tommy.doctord.com> from "Zonn" at Apr 13, 98 11:32:55 pm
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> -Zonn
> 
> (Java sucks!)

Cool! I'll have a few days off between jobs and was thinking about trying
a cinematronics emulator written in Java, but now I see this is a really
stupid idea :-)

Thanks for the pointer,
--
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

From owner-vectorlist@spies.com Tue Apr 14 08:23:15 1998
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Date: Sun, 12 Apr 1998 12:20:08 -0400 (EDT)
From: Duncan Brown <BROWN_DU@Eisner.DECUS.Org>
Subject: Re: 6809 assembler and dasm question
To: vectorlist@spies.com
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Organization: Digital Equipment Computer Users Society
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> Also, I've been using Sean Riddle's 6809dasm program and have noticed that
> it puts data and ascii next to the memory addresses it came from. This
> won't work for assemblers (at least the ones I've used in the past). It
> needs to have a way to define bytes (db?) and ascii for the assembler.

    I haven't used Sean's disassembler or (obviously) Jess', but it
    sounds like they are "hacking" disassemblers (used for reverse
    engineering programs efficiently) while you seem to be looking for
    a "sourcing" disassembler (one whose output can be fed right back
    into an assembler, generally to prove it produces the same binary,
    or as the beginning of a modification-after-reverse-engineering
    project.)  Sourcing disassemblers are extremely hard to do
    well...and of course they need massive feedback from a human in
    the loop to sort out data tables, jump tables, parameters sitting
    after subroutine calls, etc.  (I used "Sourceror" on the Apple II+
    to begin my long journey of producing a commented source for
    Asteroids, as an example...and as a way to date myself, heh heh
    heh...)

> Jess, I have a suggestion for your dissassemblers. Put in some kind of
> switch to turn off the address: that leads every line, and make it enclose
> data and ascii in whatever directives the assembler needs.
> It would also be cool to have it put a label for a subroutine where the
> assembler expects it (I assume this should still be to the left of the
> first instruction of the subroutine)

    But having "address:" for every line is a crude but extremely
    effective start on the sourcing disassembler you want!  You
    generally have to make labels start with alpha characters, so
    making the labels of the format "H123F:" for instance will solve
    that problem.  Then all absolute memory references can be
    disassembled to the format of "JSR  H123F" without having to look
    ahead or back and make sure the target of that reference was
    successfully disassembled to start on that address.  90% of your
    work is now done.  All you have to do is fix up the beginnings and
    ends of data areas...and get rid of all unused labels, if you
    desire.  FWIW, Sourceror actually went to the trouble of getting
    rid of labels it saw no reference to, but did *not* do anything
    about using absolute references it discovered to fix up the edges
    of data (since the absolute reference it discovered could just as
    easily be some data that was mistakenly disassembled!)

    If anyone is interested in this enough to the point of spending
    some serious bucks, I could dig up the info I got years ago about
    some commercial sourcing disassembler/reassembler products.  Their
    ostensible purpose was to recover source code for your own
    company, where all that was left was the binary.  They looked
    seriously powerful, capable...and expensive.  I have no idea if
    the companies are even still around...as nobody is doing embedded
    6809 work any more, right?  (I'm trying to be humorous...)

    Duncan

From owner-vectorlist@spies.com Tue Apr 14 08:41:19 1998
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Here is the description of these fluke meters.
Whats the difference between these and the series III?

-jeff

Jeff

The Fluke 87's are new, never been used, come with warranty info and test
leads. Just like what you would expect if bought in a store.  They are not
the series III. They are left over from a contract job with Boeing Airplane
Co.  I have sold a number of these on the NET and are last of the group.  I
also have clamp-on amp meters left too. A few Infrared Temp Probs. Let me
know on the meters.

Brooks

jeffh@diac.com

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



From owner-vectorlist@spies.com Tue Apr 14 08:42:44 1998
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OK Clay, where do you find this AS9_NEW.EXE assembler?

-jeff

>> I've downloaded several 6809 assemblers, but haven't used any yet. I
>> was
>> wondering what the best one to use?
>>
>I like the (slightly modified) Motorola AS9_NEW.EXE assembler.  It's
>just the stock 6809 stuff, but with a couple of memory-leak kinda things
>fixed.  I used it for all the Vectrex programming I did with good
>results.
>
>-Clay

jeffh@diac.com

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



From owner-vectorlist@spies.com Tue Apr 14 09:31:21 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: 6809 assembler and dasm question
Date: Tue, 14 Apr 1998 09:28:00 -0700
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>OK Clay, where do you find this AS9_NEW.EXE assembler?

It was lurking somewhere in the depths of the Motorola Freeware BBS.
(Which is now craftily hidden in the immense Motorola Website... ;-)  If
you want it a little easier, go to my webpage
(http://www.e-volve.net/~clay/Vectrex.html) and grab it there.  It uses
the standard ASxx assembler style.  

While we're  on the subject of assmeblers/disassemblers...  A while back
I got a new hard drive and I had a little "scrap" partition on it that I
decided to put all my assemblers/disassemblers on.  I made a directory
for each processor (6809, 8051, 8048, 6800, 6802, 6809, Z80, 1802,
68000, 6805, 68HC11, TMS9900, etc.)  Basically anything I thought I'd
even run across on a game except Intel "80xx" family stuff...  Then I
went through a few engineering BBS, old "programmers" CD-ROMs, some old
tape backups from school, and whatever else I could find.  Got to be a
pretty good collection of stuff.  There are also all the assorted
S-record, hex, bin convertors to get the output to a ROM-able image.
Most "common" directories have several different versions-- 3 or 4 Z-80
disassemblers, as well as stuff like DOS utilities for the processor,
manuals for the assemblers, etc.

Anyway, I was going to put together a web-site that was just "one-stop
shopping" for this kind of thing.  
So... anybody want me to put this stuff up on my webpage?  (no need to
clutter vectorlist with feedback-- just drop me an e-mail to
clayc@diamondmm.com)

Thanks,
-Clay


From owner-vectorlist@spies.com Tue Apr 14 10:45:59 1998
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Date: Tue, 14 Apr 1998 11:41:40 -0600
From: Jess Askey <jess@magenta.com>
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Jeff Hendrix wrote:
> 
> OK Clay, where do you find this AS9_NEW.EXE assembler?
> 
Searching 101: via ftp search at http://ftpsearch.ntnu.no/. I got the
following results...

  1 -r--r--r--   21.3K 1994 Dec  7 ftp.cnr.it          
/pub/micros/motorola/ibm/as9_new.exe
  2 -rw-r--r--   21.3K 1994 Dec  7 ftp.ee.ualberta.ca  
/pub/motorola/ibm/as9_new.exe
  3 -r--r--r--   21.3K 1994 Dec  7 ftp.gre.ac.uk       
/pub/robotics/motorola/ibm/as9_new.exe
  4 -rw-rw-r--   21.3K 1994 Dec  7 ftp.unina.it        
/pub/Other/electronics/motorola/ibm/as9_new.exe


FTP search is SOOOOOOO powerful!
  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 owner-vectorlist@spies.com Tue Apr 14 11:28:33 1998
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OK, I think there are some bugs in this disassembler

I'm getting the following

33 5F     LEAU  $FFFF,U
30 1F     LEAX  $FFFF,X

from what I can tell from the data sheet (thanks AL) these should be
indexed with a constant 5 bit offset from R.

I would expect something more like

LEAU $1F,U
LEAX $1F,X

-jeff

jeffh@diac.com

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



From owner-vectorlist@spies.com Tue Apr 14 12:14:52 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: 6809 assembler and dasm question
Date: Tue, 14 Apr 1998 19:13:10 GMT
Message-ID: <3534b4d4.1036243105@tommy.doctord.com>
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On Tue, 14 Apr 1998 12:25:50 +0100, jeffh@diac.com (Jeff Hendrix) wrote:

>OK, I think there are some bugs in this disassembler
>
>I'm getting the following
>
>33 5F     LEAU  $FFFF,U
>30 1F     LEAX  $FFFF,X
>
>from what I can tell from the data sheet (thanks AL) these should be
>indexed with a constant 5 bit offset from R.
>
>I would expect something more like
>
>LEAU $1F,U
>LEAX $1F,X

(Just from memory so I should probably not even respond here...)

I believe the offsets on the 6809 were signed.  In which case the above =
'1F'
would be sign extended to 'FFFF'.

-Zonn

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

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From owner-vectorlist@spies.com Tue Apr 14 14:46:56 1998
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Date: Tue, 14 Apr 1998 15:43:57 -0600
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This whole assembler topic is a bit off from the purpose of this list so
I aplogize and
this will be my last question...
  Did the 6800 have any hidden opcodes like the 6809 and others did? I
have some opcodes 
for the 6800 that arent defined in Al's Hitachi Datasheet but they are
clearly within 
code areas and not data? I searched the net but didn't find any info on
them.
  The 6800 is quite a bit simpler and organized a bit differently in the
areas where the 
mystery opcodes would be so I don't think they match with equivalent
6809 opcodes.
  thanks for all the info. There are just so many knowlegeable hackers
on this list that
it is THE best resource for an answer. :-0
  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 owner-vectorlist@spies.com Tue Apr 14 14:57:59 1998
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Date: Tue, 14 Apr 1998 14:56:24 -0700 (PDT)
From: aek@spies.com (Al Kossow)
To: vectorlist@spies.com
Subject: Re:  6800 hidden opcodes?
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there aren't any 'hidden' opcodes, but there were other 6800

familiy procesors with more instructions. 
the 'undefined' opcodes will do something on these old processors,
I have the codes for 6502's and Z80's, but not 6800's

From owner-vectorlist@spies.com Tue Apr 14 15:19:33 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: 6800 hidden opcodes?
Date: Tue, 14 Apr 1998 22:18:04 GMT
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On Tue, 14 Apr 1998 15:43:57 -0600, Jess Askey <jess@magenta.com> wrote:

>This whole assembler topic is a bit off from the purpose of this list so
>I aplogize and
>this will be my last question...
>  Did the 6800 have any hidden opcodes like the 6809 and others did? I
>have some opcodes=20
>for the 6800 that arent defined in Al's Hitachi Datasheet but they are
>clearly within=20
>code areas and not data? I searched the net but didn't find any info on
>them.
>  The 6800 is quite a bit simpler and organized a bit differently in the
>areas where the=20
>mystery opcodes would be so I don't think they match with equivalent
>6809 opcodes.
>  thanks for all the info. There are just so many knowlegeable hackers
>on this list that
>it is THE best resource for an answer. :-0

There was at least one undocumented opcode for the 6800.  I can't =
remember the
hex value of it, but it's unofficial name was "HCF" or "Halt and Catch =
Fire".
Upon executing this opcode the processor began incrementing is address =
and data
lines at full clock speed (I believe, this is all from memory). Only =
reset would
get you out.  Presumably this was used at the factory to test the =
processor.  I
never heard of anyone making practical use of this instruction.

I really can't remember if there were other undocumented codes...

-Zonn

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

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From owner-vectorlist@spies.com Tue Apr 14 15:29:43 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: 6800 hidden opcodes?
Date: Tue, 14 Apr 1998 22:28:19 GMT
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On Tue, 14 Apr 1998 14:56:24 -0700 (PDT), aek@spies.com (Al Kossow) =
wrote:

>there aren't any 'hidden' opcodes, but there were other 6800
>
>familiy procesors with more instructions.

There was the 6803/6303 processors which used a superset of the 6800
instruction.

It included a MUL instruction which multiplied the A and B register and =
left the
results in the D register (which was the A and B registers combined).

I believe there were a few other instructions added to deal with the D =
register.
STAD and LDAD, maybe a shift D?  TXD? TDX?  I went looking for my old =
6303
manual and couldn't find it. :^(

>the 'undefined' opcodes will do something on these old processors,
>I have the codes for 6502's and Z80's, but not 6800's

Z80's had *many* undefined opcodes.  Including opcodes that allowed you =
to treat
the IX (and IY) register as two 8 bit registers, IXH and IXL.  That was =
cool.  I
never figured out why Zilog didn't just document them, near the end of =
the
TRS-80 era they were being used fairly regularly.

-Zonn

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From owner-vectorlist@spies.com Tue Apr 14 15:38:15 1998
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Message-ID: <F114916AA2EED011B8E2006097C401E3811EF4@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: 6800 hidden opcodes?
Date: Tue, 14 Apr 1998 15:35:22 -0700
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> There was the 6803/6303 processors which used a superset of the 6800
> instruction.
> 
> It included a MUL instruction which multiplied the A and B register
> and left the
> results in the D register (which was the A and B registers combined).
> 
That's how the 6809 works too, BTW...

> I believe there were a few other instructions added to deal with the D
> register.
> STAD and LDAD, maybe a shift D?  TXD? TDX?  I went looking for my old
> 6303
> manual and couldn't find it. :^(
> 
In 6809-land those were ldd and std...

-Clay

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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: 6800 hidden opcodes?
Date: Tue, 14 Apr 1998 23:22:47 GMT
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On Tue, 14 Apr 1998 15:35:22 -0700, Clay Cowgill <ClayC@diamondmm.com> =
wrote:

>> There was the 6803/6303 processors which used a superset of the 6800
>> instruction.
>>=20
>> It included a MUL instruction which multiplied the A and B register
>> and left the
>> results in the D register (which was the A and B registers combined).
>>=20
>That's how the 6809 works too, BTW...
>
>> I believe there were a few other instructions added to deal with the D
>> register.
>> STAD and LDAD, maybe a shift D?  TXD? TDX?  I went looking for my old
>> 6303
>> manual and couldn't find it. :^(
>>=20
>In 6809-land those were ldd and std...

Yeah, in the 6800 world they were pretty obsessed with  "STA" meaning =
"Store
Accumulator" not "Store A-reg".  So the "official" opcodes were:

 STA A
 STA B
 STA D (for the 6803 -- if this opcode really exists)

You were allowed to leave off the space and simply write:

 STAA
 STAB
 STAD

A believe you were allowed to carry that syntax over to the 6809 =
assemblers if
you wanted, but to make things simple they allowed things to be =
shortened.
Though I believe the 6809 always used the short versions for the 16 bit
registers:

 STX
 LDX
 STD
 LDD

They also allowed you not to type a zero offset from an index which I =
always
thought looked kinda funny:

 LDA	,X

instead of:

 LDA	0,X

I started my career (*many* moons ago) programming motor control logic in=
 6800
assembly language then graduated to writing assembly language device =
drivers for
OS-9 (A 6809 based unix type operating system that was pretty darn cool!)

I still think Motorola did the best job of designing instruction sets.  =
Too bad
their sales/service departments have always been the worst of all
micro-processor manufacturers (with the possible exception of Texas =
Instruments)
or the IBM-PC just might have had a 68000 in it instead of a 8088 (which =
was
more like an 8080++).

-Zonn

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

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To: vectorlist@spies.com
Subject: Re: 6800 hidden opcodes?
References: <v02130500b158f50eaa5f@[209.64.42.71]> <3534b4d4.1036243105@tommy.doctord.com> <3533D89D.6D56@links.magenta.com> <3539df27.1047079782@tommy.doctord.com>
Date: Wed, 15 Apr 1998 00:07:32 BST
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CC: Michael Searle <searle+lon@longacre.demon.co.uk>

zonn@zonn.com (Zonn) wrote:

> There was at least one undocumented opcode for the 6800.  I can't =
> remember the hex value of it, but it's unofficial name was "HCF" or
> "Halt and Catch = Fire". Upon executing this opcode the processor began
> incrementing is address = and data lines at full clock speed (I believe,
> this is all from memory). Only = reset would get you out.  Presumably
> this was used at the factory to test the = processor.  I never heard of
> anyone making practical use of this instruction.

6502s have this opcode as well - and on some 6502s it really can destroy
the CPU. (or so I've heard anyway...) It does something similar to the
6800's - toggling bus lines - so it may be that this is true for the
6800 as well.

> I really can't remember if there were other undocumented codes...

-- 
Michael Searle - csubl@csv.warwick.ac.uk

From owner-vectorlist@spies.com Tue Apr 14 17:08:12 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: 6800 hidden opcodes?
Date: Tue, 14 Apr 1998 17:05:13 -0700
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> 6502s have this opcode as well - and on some 6502s it really can
> destroy
> the CPU. (or so I've heard anyway...) It does something similar to the
> 6800's - toggling bus lines - so it may be that this is true for the
> 6800 as well.
> 
 From and old copy of "The New Hacker's Dictionary":

HCF /H-C-F/ n. Mnemonic for 'Halt and Catch Fire', any of several
undocumented and semi-mythical machine instructions with destructive
side-effects, supposedly included for test purposes on several
well-known architectures going as far back as the IBM 360.  The MC6800
microprocessor was the first for which the HCF opcode became widely
known.  This instruction caused the processor to toggle a subset of the
bus lines as rapidly as it could; in some configurations this can
actually cause lines to burn up.

-Clay

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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: 6800 hidden opcodes?
Date: Wed, 15 Apr 1998 00:48:03 GMT
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CC: zonn@zonn.com (Zonn)

On Tue, 14 Apr 1998 17:05:13 -0700, Clay Cowgill <ClayC@diamondmm.com> =
wrote:

>> 6502s have this opcode as well - and on some 6502s it really can
>> destroy
>> the CPU. (or so I've heard anyway...) It does something similar to the
>> 6800's - toggling bus lines - so it may be that this is true for the
>> 6800 as well.
>>=20
> From and old copy of "The New Hacker's Dictionary":
>
>HCF /H-C-F/ n. Mnemonic for 'Halt and Catch Fire', any of several
>undocumented and semi-mythical machine instructions with destructive
>side-effects, supposedly included for test purposes on several
>well-known architectures going as far back as the IBM 360.

When I was attending a local Jr College they had a IBM 360 clone (A =
Univac --
well actually the 360 was a Univac clone since Univac sued IBM for use of=
 their
instruction set and won.)

There were these "SVC" or "Service Call" instructions that called parts =
of the
operating system/hardware.

There were 256 SVC.  The assembler wouldn't allow certain codes to be =
assembled,
but of course nothing stop you from just typing them in, in hex.

I remember SVC 90 was pretty cool.  It brought the system down *hard*.  =
It
cleared all registers, cleared the drum, clear all virtual memory, and =
cleared
the core.  It didn't even allow for the normal "Abnormal Termination" =
dumped
that allowed the sysop to step through and find out who crashed the =
system.  It
also almost got me kick out of school.  Those were two powerful bytes!

=46WIW: The system operator didn't really have to step through the code =
to find
out what happened, I think the sequence of events was:

 Execute SVC 90
 System crashes *BAD*
 Zonn: "Fuck!"
 Lab telephone: *Ring*
 Zonn [picks up phone]: "Uh, Hey Rob what's going on?"
 Rob: "Something told me you were in the Lab, why don't you come down =
here, I
need to talk with you..."

That would have been fine except a friend of mine at the time had to show=
 off
the SVC 90 on two more occasions, almost getting both of us thrown out of
school.

He was one of those "Psycho Nerds" who claimed: "We have the right to =
execute
any opcode we want!  If it's available on the architecture then, damn =
it!, it's
ours to use!"  The administration had no idea what he was talking =
about...  I'm
still not sure I do...

-Zonn

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

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

From owner-vectorlist@spies.com Wed Apr 15 01:55:25 1998
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From: Kgowland <Kgowland@aol.com>
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Date: Wed, 15 Apr 1998 04:52:59 EDT
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Subject: Can I use WG electronics with an Ampliphone tube?
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    I have two working WG6101's and I have been led to believe that the WG HV
and deflection boards can run an Ampliphone tube.  Is this true and can the
reverse (Ampliphone boards running a WG tube) be possible?  If any of this
will work, what will the resulting picture quality be like?  I have seen Star
Wars running on WG's and I don't like it.
     One more question: one of the WG's is displaying jittery vectors but I
don't think the deflection pcb is at fault because it worked fine in the other
unit.  Could I have a bad connection from one of the transistors to the
chassis?

Kirby G

From owner-vectorlist@spies.com Wed Apr 15 11:27:19 1998
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From: "TomW" <twisnion@enteract.com>
To: <vectorlist@spies.com>
Subject: StarWars Power supply question
Date: Wed, 15 Apr 1998 12:56:33 -0600
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CC: "TomW" <twisnion@enteract.com>

Gang,

    Have a question for you:

I am restoring a starwars that was missing the power transformer assembly
from the bottom of the cab. The game has an ampliphone monitor and I have a
wintron flyback in stock to repair it so I would rather keep the
ampliphone....

So now here's the question. The original transformer drove the ampliphone
monitor at 50VCT, I have several transformers from asteroids etc, but they
put out 65VCT for the monitor. Now as I look at the monitor schematics, the
HV section has its own regulators to drop it down to (If I remember right)
+24,-24VDC so, I should be ok their. But, the deflection circuit draws from
the unregulated +25,-25 VDC sections of the rectified 50VCT seconday's,
which would now be around 32VDC with the asteroids supply. This variance is
way out of spec for the ampliphone, which I think was %5 on the + going
side, and %10 on the neg., and I'm afraid I'd fry the deflection circuit in
the ampliphone... Any recommended modification to the deflection board ???

Also this would lead me to believe that putting a non-ampliphone monitor in
a SW would result in the monitor being under-driven, which I guess is
compensated by turning up the XY gain on the game board, but as your AC
line fluctuates your monitor could waver. But since no-one has ever
mentioned it, maybe the electrohomes have a better tolerance for this type
of thing.

Any suggestions......

Thanks
TomW



From owner-vectorlist@spies.com Wed Apr 15 11:36:36 1998
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Date: Wed, 15 Apr 1998 11:35:04 -0700 (PDT)
From: aek@spies.com (Al Kossow)
To: vectorlist@spies.com
Subject: Re:  StarWars Power supply question
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CC: aek@spies.com (Al Kossow)

Atari made two different transformer assemblies; one for the B&W
games, and one for the color games. You need to find a "Tempest"
style transformer assembly.

From owner-vectorlist@spies.com Wed Apr 15 12:18:41 1998
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Date: Wed, 15 Apr 1998 15:15:43 -0400 (EDT)
From: Mitchell Rohde <bovine@eecs.umich.edu>
To: vectorlist@spies.com
cc: TomW <twisnion@enteract.com>
Subject: Atari BW XY Power followup question!
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CC: Mitchell Rohde <bovine@eecs.umich.edu>


 Following up on this, the BW transformer assembly is NOT the same for all
 BW XY Atari games.  The Battlezone and Asteroids assembly, though they
look alike, are not.  The asteroids uses all 5 fuses on the block, and
battlezone uses 4.  More significantly, the taps (if I remember correctly)
are like 30-0-30 on one and 40-0-40 on the other.  

 Last time I checked the tolerances in the G-05 monitor spec basically
indicated that the asteroids assembly pushes the +-X% limits of the G05.  

 Of course, you guys have more experience than I in swapping things in and
out.  Comments?

				Mitch

On Wed, 15 Apr 1998, TomW wrote:

> Gang,
> 
>     Have a question for you:
> 
> I am restoring a starwars that was missing the power transformer assembly
> from the bottom of the cab. The game has an ampliphone monitor and I have a
> wintron flyback in stock to repair it so I would rather keep the
> ampliphone....
> 
> So now here's the question. The original transformer drove the ampliphone
> monitor at 50VCT, I have several transformers from asteroids etc, but they
> put out 65VCT for the monitor. Now as I look at the monitor schematics, the
> HV section has its own regulators to drop it down to (If I remember right)
> +24,-24VDC so, I should be ok their. But, the deflection circuit draws from
> the unregulated +25,-25 VDC sections of the rectified 50VCT seconday's,
> which would now be around 32VDC with the asteroids supply. This variance is
> way out of spec for the ampliphone, which I think was %5 on the + going
> side, and %10 on the neg., and I'm afraid I'd fry the deflection circuit in
> the ampliphone... Any recommended modification to the deflection board ???
> 
> Also this would lead me to believe that putting a non-ampliphone monitor in
> a SW would result in the monitor being under-driven, which I guess is
> compensated by turning up the XY gain on the game board, but as your AC
> line fluctuates your monitor could waver. But since no-one has ever
> mentioned it, maybe the electrohomes have a better tolerance for this type
> of thing.
> 
> Any suggestions......
> 
> Thanks
> TomW
> 
> 
> 


From owner-vectorlist@spies.com Wed Apr 15 13:13:25 1998
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From: "David Shoemaker (Comforce/RhoTech)" <a-dashoe@microsoft.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Atari BW XY Power followup question!
Date: Wed, 15 Apr 1998 12:34:15 -0700
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Don't know for sure what the difference is. But I do know that I have run a
BZ boardset off of an Asteroids power supply.

David

> ----------
> From: 	Mitchell Rohde[SMTP:bovine@eecs.umich.edu]
> Reply To: 	vectorlist@spies.com
> Sent: 	Wednesday, April 15, 1998 12:15 PM
> To: 	vectorlist@spies.com
> Cc: 	TomW; Mitchell Rohde
> Subject: 	Atari BW XY Power followup question!
> 
> 
>  Following up on this, the BW transformer assembly is NOT the same for all
>  BW XY Atari games.  The Battlezone and Asteroids assembly, though they
> look alike, are not.  The asteroids uses all 5 fuses on the block, and
> battlezone uses 4.  More significantly, the taps (if I remember correctly)
> are like 30-0-30 on one and 40-0-40 on the other.  
> 
>  Last time I checked the tolerances in the G-05 monitor spec basically
> indicated that the asteroids assembly pushes the +-X% limits of the G05.  
> 
>  Of course, you guys have more experience than I in swapping things in and
> out.  Comments?
> 
> 				Mitch
> 
> On Wed, 15 Apr 1998, TomW wrote:
> 
> > Gang,
> > 
> >     Have a question for you:
> > 
> > I am restoring a starwars that was missing the power transformer
> assembly
> > from the bottom of the cab. The game has an ampliphone monitor and I
> have a
> > wintron flyback in stock to repair it so I would rather keep the
> > ampliphone....
> > 
> > So now here's the question. The original transformer drove the
> ampliphone
> > monitor at 50VCT, I have several transformers from asteroids etc, but
> they
> > put out 65VCT for the monitor. Now as I look at the monitor schematics,
> the
> > HV section has its own regulators to drop it down to (If I remember
> right)
> > +24,-24VDC so, I should be ok their. But, the deflection circuit draws
> from
> > the unregulated +25,-25 VDC sections of the rectified 50VCT seconday's,
> > which would now be around 32VDC with the asteroids supply. This variance
> is
> > way out of spec for the ampliphone, which I think was %5 on the + going
> > side, and %10 on the neg., and I'm afraid I'd fry the deflection circuit
> in
> > the ampliphone... Any recommended modification to the deflection board
> ???
> > 
> > Also this would lead me to believe that putting a non-ampliphone monitor
> in
> > a SW would result in the monitor being under-driven, which I guess is
> > compensated by turning up the XY gain on the game board, but as your AC
> > line fluctuates your monitor could waver. But since no-one has ever
> > mentioned it, maybe the electrohomes have a better tolerance for this
> type
> > of thing.
> > 
> > Any suggestions......
> > 
> > Thanks
> > TomW
> > 
> > 
> > 
> 

From owner-vectorlist@spies.com Wed Apr 15 13:14:22 1998
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From: "Tom Cloud" <computerspace@hotmail.com>
To: vectorlist@spies.com
Subject: Re: Atari BW XY Power followup question!
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CC: "Tom Cloud" <computerspace@hotmail.com>

Hi all,

This is my first posting to the mail list, but since I know the
inside of my Battlezones pretty well, I thought I'd throw something
out here as well.

In the message I'm replying to, it is mentioned that BZ only uses/has
4 fuse taps off of the power supply. Will, I have 2 BZ's and one has
4 taps and one has 5 of them. The one with 5 uses them all. I thought
this was somewhat strange, but I didn't investigate why it was that 
way.  I believe that the BZ with 5 is an older cab than the one that
is using 4 lines.  I'm making an assumption here that one could have
either types of power supplies in their BZ's.  

Just a thought.

I enjoy this maillist, lots of good information here without the
flames!

Regards,
Tom Cloud


>From owner-vectorlist@spies.com Wed Apr 15 12:24:42 1998
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>Date: Wed, 15 Apr 1998 15:15:43 -0400 (EDT)
>From: Mitchell Rohde <bovine@eecs.umich.edu>
>To: vectorlist@spies.com
>cc: TomW <twisnion@enteract.com>
>Subject: Atari BW XY Power followup question!
>In-Reply-To: <m0yPWrN-000TqsC@goonsquad.spies.com>
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<Pine.SUN.3.96.980415150659.2246D-100000@quip.eecs.umich.edu>
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>CC: Mitchell Rohde <bovine@eecs.umich.edu>
>
>
> Following up on this, the BW transformer assembly is NOT the same for 
all
> BW XY Atari games.  The Battlezone and Asteroids assembly, though they
>look alike, are not.  The asteroids uses all 5 fuses on the block, and
>battlezone uses 4.  More significantly, the taps (if I remember 
correctly)
>are like 30-0-30 on one and 40-0-40 on the other.  
>
> Last time I checked the tolerances in the G-05 monitor spec basically
>indicated that the asteroids assembly pushes the +-X% limits of the 
G05.  
>
> Of course, you guys have more experience than I in swapping things in 
and
>out.  Comments?
>
>				Mitch
>
>On Wed, 15 Apr 1998, TomW wrote:
>
>> Gang,
>> 
>>     Have a question for you:
>> 
>> I am restoring a starwars that was missing the power transformer 
assembly
>> from the bottom of the cab. The game has an ampliphone monitor and I 
have a
>> wintron flyback in stock to repair it so I would rather keep the
>> ampliphone....
>> 
>> So now here's the question. The original transformer drove the 
ampliphone
>> monitor at 50VCT, I have several transformers from asteroids etc, but 
they
>> put out 65VCT for the monitor. Now as I look at the monitor 
schematics, the
>> HV section has its own regulators to drop it down to (If I remember 
right)
>> +24,-24VDC so, I should be ok their. But, the deflection circuit 
draws from
>> the unregulated +25,-25 VDC sections of the rectified 50VCT 
seconday's,
>> which would now be around 32VDC with the asteroids supply. This 
variance is
>> way out of spec for the ampliphone, which I think was %5 on the + 
going
>> side, and %10 on the neg., and I'm afraid I'd fry the deflection 
circuit in
>> the ampliphone... Any recommended modification to the deflection 
board ???
>> 
>> Also this would lead me to believe that putting a non-ampliphone 
monitor in
>> a SW would result in the monitor being under-driven, which I guess is
>> compensated by turning up the XY gain on the game board, but as your 
AC
>> line fluctuates your monitor could waver. But since no-one has ever
>> mentioned it, maybe the electrohomes have a better tolerance for this 
type
>> of thing.
>> 
>> Any suggestions......
>> 
>> Thanks
>> TomW
>> 
>> 
>> 
>
>


______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com

From owner-vectorlist@spies.com Wed Apr 15 15:21:10 1998
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Message-ID: <F114916AA2EED011B8E2006097C401E3811F0D@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Atari BW XY Power followup question!
Date: Wed, 15 Apr 1998 15:18:16 -0700
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CC: Clay Cowgill <ClayC@diamondmm.com>

> Don't know for sure what the difference is. But I do know that I have
> run a
> BZ boardset off of an Asteroids power supply.
> 
You know...

In that big pile of Atari crap I got a couple years back I have a sheet
with every permutation of "transformer assemblies" on it with
characteristics and Atari part numbers.  I'll scan it if I can find it.
I typed it in with Excel on my notebook PC during a long flight out of
boredom once, I'll look for that too.

-Clay

From owner-vectorlist@spies.com Wed Apr 15 15:42:39 1998
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To: vectorlist@spies.com
Subject: Re: Atari BW XY Power followup question!
References: <F114916AA2EED011B8E2006097C401E3811F0D@supra.com>
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Clay Cowgill wrote:
> 
> > Don't know for sure what the difference is. But I do know that I have
> > run a
> > BZ boardset off of an Asteroids power supply.
> >
> You know...
> 
> In that big pile of Atari crap I got a couple years back I have a sheet
> with every permutation of "transformer assemblies" on it with
> characteristics and Atari part numbers.  I'll scan it if I can find it.
> I typed it in with Excel on my notebook PC during a long flight out of
> boredom once, I'll look for that too.
> 

Oooohhhh. :-0  That is worthy of being archived, I believe.  I like
compact/dense docs like that! :-)
-- 
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 owner-vectorlist@spies.com Wed Apr 15 20:35:20 1998
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Message-ID: <01BD68BE.6D50F8E0.gemaser@radiks.net>
From: Gregory Maser <gemaser@radiks.net>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: Newbie laundry list of Tempest Questions
Date: Wed, 15 Apr 1998 22:32:42 -0500
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CC: Gregory Maser <gemaser@radiks.net>

Hi Everyone,

My name is Greg and I just acquired an Upright Tempest Machine.  I have a 
few questions regarding my baby if anyone has a sec..

1).  The wife and I were playing it tonite and it blinked out on us for a 
second then went back to attract mode with all the high scores wiped out 
but my top three.  Today was the first time that it has done that while I 
have had it and and it did it again a little later.

2.)  I had the back off and was looking around while I had it on and the 
white box on the back of the monitor chassis that has the focus and screen 
knobs sounded like it was crackling.  Is this normal?

3.)  And finally, I noticed that she puts out a lot of heat through the 
handle holes on the back and a little through the grill below the marquee. 
 I was thinking of putting some venting on the back piece of particle board 
and installing some fans to draw some air through.  Has anyone else done 
that?

I really love my new toy and have found the list to be really interesting 
and helpful,  I just wish I knew a little nore about electronics to 
understand it all.

GregM.
gemaser@radiks.net

From owner-vectorlist@spies.com Wed Apr 15 21:35:40 1998
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Message-ID: <3FF8121C9B6DD111812100805F31FC0D03E3F5C4@red-msg-59.dns.microsoft.com>
From: "David Shoemaker (Comforce/RhoTech)" <a-dashoe@microsoft.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Cc: Gregory Maser <gemaser@radiks.net>
Subject: RE: Newbie laundry list of Tempest Questions
Date: Wed, 15 Apr 1998 21:33:05 -0700
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CC: "David Shoemaker (Comforce/RhoTech)" <a-dashoe@microsoft.com>

> 1).  The wife and I were playing it tonite and it blinked out on us for a 
> second then went back to attract mode with all the high scores wiped out 
> but my top three.  Today was the first time that it has done that while I 
> have had it and and it did it again a little later.
Not normal.  Sounds like your developing a thermal problem resulting in a
watchdog time-out and reset.

> 2.)  I had the back off and was looking around while I had it on and the 
> white box on the back of the monitor chassis that has the focus and screen
> 
> knobs sounded like it was crackling.  Is this normal?
Nope.  Are you up to tackling a High Voltage cage problem?  I had this
happen and not long later the high voltage transformer toasted.  The crackle
is probably the HV arcing to ground.

> 3.)  And finally, I noticed that she puts out a lot of heat through the 
> handle holes on the back and a little through the grill below the marquee.
> 
>  I was thinking of putting some venting on the back piece of particle
> board 
> and installing some fans to draw some air through.  Has anyone else done 
> that?
Has been done.  Or if it is in a safe place (with no curious small animals)
just leave the back door off.  If the machine is an inch or two from a wall
you don't have to worry about anything falling into the back and it won't
get much cooler than it would this way.

> I really love my new toy and have found the list to be really interesting 
> and helpful,  I just wish I knew a little nore about electronics to 
> understand it all.
If you don't understand the stuff that well then it is time to find someone
nearby that does.  Because it sounds like your monitor might be on the way
out.  Better to find the repair man now then once it has died.

	David

From owner-vectorlist@spies.com Thu Apr 16 10:18:08 1998
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Message-ID: <01BD68BE.6D50F8E0.gemaser@radiks.net>
From: Gregory Maser <gemaser@radiks.net>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: Newbie laundry list of Tempest Questions
Date: Wed, 15 Apr 1998 22:32:42 -0500
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CC: Gregory Maser <gemaser@radiks.net>

Hi Everyone,

My name is Greg and I just acquired an Upright Tempest Machine.  I have a 
few questions regarding my baby if anyone has a sec..

1).  The wife and I were playing it tonite and it blinked out on us for a 
second then went back to attract mode with all the high scores wiped out 
but my top three.  Today was the first time that it has done that while I 
have had it and and it did it again a little later.

2.)  I had the back off and was looking around while I had it on and the 
white box on the back of the monitor chassis that has the focus and screen 
knobs sounded like it was crackling.  Is this normal?

3.)  And finally, I noticed that she puts out a lot of heat through the 
handle holes on the back and a little through the grill below the marquee. 
 I was thinking of putting some venting on the back piece of particle board 
and installing some fans to draw some air through.  Has anyone else done 
that?

I really love my new toy and have found the list to be really interesting 
and helpful,  I just wish I knew a little nore about electronics to 
understand it all.

GregM.
gemaser@radiks.net

From owner-vectorlist@spies.com Mon Apr 20 10:38:00 1998
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Message-ID: <F114916AA2EED011B8E2006097C401E3811F4C@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: Power supply info...
Date: Mon, 20 Apr 1998 10:35:33 -0700
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CC: Clay Cowgill <ClayC@diamondmm.com>

Gave up on trying to move this stuff off the laptop, just going to type
it in by hand... ;-)  This is originally off some 17" fan-fold printout
 from Atari.

To quote:


Atari Power Supply:

The following power supplies are UL Recognizer for use in video games. 

PS Assembly Name          Transformer  Terminated   Wiring     Use for
                                       Transformer  Diagram
A037672-xx  Power Supply  142003-001   A035888-01   037669-01  Raster,
                          142003-002   A035888-01              B/W XY

A037672-xx  Shielded      142003-003   A035888-03   037669-01  Raster,
            Power Supply  142003-004   A035888-04              B/W XY

A037396-xx  Color XY      142005-001   A037395-01   037394-01  Color X/Y

A037875-xx  Shielded      142005-002   A037395-02   037394-01  Color X/Y
            Color XY

xx=   01 Domestic       (Voltage Block- 120)
      02 International  (Voltage Blocks- 100, 220, 240)
      03 European       (Voltage Blocks- 220,240)

-Clay

Clayton N. Cowgill            Engineering Manager
-------------------------------------------------
/\ Diamond Multimedia System, Inc.
\/ Communications Division

From owner-vectorlist@spies.com Mon Apr 20 17:51:48 1998
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Message-ID: <F114916AA2EED011B8E2006097C401E3811F64@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: Something to look at...
Date: Mon, 20 Apr 1998 17:50:12 -0700
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CC: Clay Cowgill <ClayC@diamondmm.com>

Has there been any traffic on Vectorlist the last two or three days?
(Or is good old Diamond's mail fubar again... Grrrrr...)

Anyway, made a new webpage that might be fun to see for any of you
Atari-fans...

http://www.e-volve.net/~clay/Atari_p.html

-Clay

Clayton N. Cowgill            Engineering Manager
-------------------------------------------------
/\ Diamond Multimedia System, Inc.
\/ Communications Division

From owner-vectorlist@spies.com Mon Apr 20 18:38:41 1998
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Message-ID: <353BF87C.25D4@links.magenta.com>
Date: Mon, 20 Apr 1998 19:38:04 -0600
From: Jess Askey <jess@magenta.com>
Organization: The Audio Analyst/The Game Spot
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Subject: Re: Something to look at...
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Clay Cowgill wrote:
> 
> Has there been any traffic on Vectorlist the last two or three days?
> (Or is good old Diamond's mail fubar again... Grrrrr...)
> 
> Anyway, made a new webpage that might be fun to see for any of you
> Atari-fans...
> 
> http://www.e-volve.net/~clay/Atari_p.html

Very nice, Im very jealous! :-)
  
I had a similar experience at Williams in Chicago (minus the TV
cameras). Double :-)
  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 owner-vectorlist@spies.com Mon Apr 20 18:56:48 1998
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Date: Mon, 20 Apr 1998 21:55:21 -0400 (EDT)
From: "Christopher X. Candreva" <chris@westnet.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: Re: Something to look at...
In-Reply-To: <F114916AA2EED011B8E2006097C401E3811F64@supra.com>
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On Mon, 20 Apr 1998, Clay Cowgill wrote:

> Anyway, made a new webpage that might be fun to see for any of you
> Atari-fans...
> http://www.e-volve.net/~clay/Atari_p.html

The hair's not THAT bad. At least it isn't feathered . . .


Incidently -- I got that $250 scope. Works well as a vector display, and
seems to be fine for basic game repair. The "componant tester" seems to
basicly be X-Y mode with an auto-controled axis.  Not to usefull. But a nice
little scope. 

-Chris

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


From owner-vectorlist@spies.com Mon Apr 20 20:36:26 1998
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Date: Mon, 20 Apr 1998 21:35:45 -0600
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From: Anders Knudsen <anders_knudsen@btc.adaptec.com>
Subject: Re: Something to look at...
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At 05:50 PM 4/20/98 -0700, Clay scribbled:
>Has there been any traffic on Vectorlist the last two or three days?
>(Or is good old Diamond's mail fubar again... Grrrrr...)
>
>Anyway, made a new webpage that might be fun to see for any of you
>Atari-fans...
>
><http://www.e-volve.net/%7Eclay/Atari_p.html>http://www.e-volve.net/~clay/
Atari_p.html
>
Very amuzing story. Hmmm. Maybe you could call the TV station that aired the
spot and see if they have the show archived?
-Anders. 

From owner-vectorlist@spies.com Mon Apr 20 21:15:38 1998
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Message-ID: <353C1E44.F662C824@voicenet.com>
Date: Tue, 21 Apr 1998 00:19:16 -0400
From: Al Warner <awarner@voicenet.com>
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Really Neat Clay!  I remember saving every dime to buy my Atari 800!
Always dreamed of making the trip to see it.  I drove by Atari about 10
years ago, I was less than impressed from the outside.  Nice to see a
refreshing new page like this.

And you're right, there has been Zero traffic for a while.

-Al-

Clay Cowgill wrote:

> Has there been any traffic on Vectorlist the last two or three days?
> (Or is good old Diamond's mail fubar again... Grrrrr...)
>
> Anyway, made a new webpage that might be fun to see for any of you
> Atari-fans...
>
> http://www.e-volve.net/~clay/Atari_p.html
>
> -Clay
>
> Clayton N. Cowgill            Engineering Manager
> -------------------------------------------------
> /\ Diamond Multimedia System, Inc.
> \/ Communications Division



--

 ====================================================================
-=               Al Warner awarner@voicenet.com                     =-
-= Owner of "Magic Sword", "AmeriDarts", "Final Fight", "Simpsons"  =-
-= now a completely working "Battlezone" arcade video games.        =-
-= Dig Emulation, OS/2, Hal Roach Films, and other strange stuff.   =-
-= See the Magic Sword Project at:                                  =-
-=              http://www.voicenet.com/~awarner/magswrd            =-
 ====================================================================



From owner-vectorlist@spies.com Tue Apr 21 08:00:48 1998
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From: "TomW" <twisnion@enteract.com>
To: <vectorlist@spies.com>
Cc: "Clay Cowgill" <ClayC@diamondmm.com>
Subject: Re: Power supply info...
Date: Tue, 21 Apr 1998 09:31:26 -0600
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> 
> Atari Power Supply:
> 
> The following power supplies are UL Recognizer for use in video games. 

Snipped....

Gang,
   Just wanted to thank you all for the transformer info (Clay esp..) Now I
can locate the color XY supply in my pile since I know what #'s I'm looking
for now...

Thanks all

TomW




From owner-vectorlist@spies.com Tue Apr 21 08:29:13 1998
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Subject: Re: Something to look at...
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Hi Clay,
   Nice job!  It's fun to read a new game related page.  Cool pic's!

TTYL
Tom Cloud


>From owner-vectorlist@spies.com Mon Apr 20 17:56:26 1998
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>Message-ID: <F114916AA2EED011B8E2006097C401E3811F64@supra.com>
>From: Clay Cowgill <ClayC@diamondmm.com>
>To: "'vectorlist@spies.com'" <vectorlist@spies.com>
>Subject: Something to look at...
>Date: Mon, 20 Apr 1998 17:50:12 -0700
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>
>Has there been any traffic on Vectorlist the last two or three days?
>(Or is good old Diamond's mail fubar again... Grrrrr...)
>
>Anyway, made a new webpage that might be fun to see for any of you
>Atari-fans...
>
>http://www.e-volve.net/~clay/Atari_p.html
>
>-Clay
>
>Clayton N. Cowgill            Engineering Manager
>-------------------------------------------------
>/\ Diamond Multimedia System, Inc.
>\/ Communications Division
>


______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com

From owner-vectorlist@spies.com Tue Apr 21 08:31:46 1998
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Message-ID: <F114916AA2EED011B8E2006097C401E3811F65@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Something to look at...
Date: Tue, 21 Apr 1998 08:30:39 -0700
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CC: Clay Cowgill <ClayC@diamondmm.com>

> Very amuzing story. Hmmm. Maybe you could call the TV station that
> aired the
> spot and see if they have the show archived?
> -Anders. 
> 
That thought had occurred to me. ;-)  Problem is I don't know *exactly*
when it was.  Wonder if my parents have any idea... Hmmmm.

-Clay

From owner-vectorlist@spies.com Tue Apr 21 08:45:50 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: ESB header picture...
Date: Tue, 21 Apr 1998 08:44:29 -0700
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Lest I forget...

I actually managed to get a pretty decent picture of my ESB marquee the
other day.  I perspective-corrected it with Photoshop (hard to get a
straight-on shot when it's mounted to the top of the game ;-) and did a
little unsharp-mask to it and it looks pretty good.  If anyone would
like to swipe the JPG, you can get it from my ESB webpage.

http://www.e-volve.net/~clay/ESB.html

I have a much bigger version (600dpi) that's probably a couple thousand
pixels wide if anyone needs for anything.  Send me e-mail if you'd like
it.  I have the slightly retouched scan (just perspective correction)
and one that's been filtered a bit (looks sharper).  

-Clay

Clayton N. Cowgill            Engineering Manager
-------------------------------------------------
/\ Diamond Multimedia System, Inc.
\/ Communications Division

From owner-vectorlist@spies.com Tue Apr 21 12:08:33 1998
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Date: Tue, 21 Apr 1998 15:06:43 -0400 (EDT)
From: Mitchell Rohde <bovine@eecs.umich.edu>
To: vectorlist@spies.com
cc: Clay Cowgill <ClayC@diamondmm.com>, TomW <twisnion@enteract.com>
Subject: Re: Power supply info...
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 Now, I was thinking maybe we could all scrap together some
specs/differences in them.  It would be nice to know what voltages at what
currents each supply does (ok, it sounds trivial, but...)

				Mitch

On Tue, 21 Apr 1998, TomW wrote:

> 
> 
> > 
> > Atari Power Supply:
> > 
> > The following power supplies are UL Recognizer for use in video games. 
> 
> Snipped....
> 
> Gang,
>    Just wanted to thank you all for the transformer info (Clay esp..) Now I
> can locate the color XY supply in my pile since I know what #'s I'm looking
> for now...
> 
> Thanks all
> 
> TomW
> 
> 
> 
> 


From owner-vectorlist@spies.com Tue Apr 21 12:57:02 1998
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Date: Tue, 21 Apr 1998 12:53:19 -0700
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From: The Grigsbeast <grigsby@netgate.net>
Subject: Entropy sale!
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I have way too many games and parts to reasonably take care of.  
Therefore I am selling several of them.  Some work, most don't.  All 
worked  at one time when I owned them.  I want to give my friends and 
acquaintances first crack, and since most are on this list, I am posting here
before I go to r.g.v.a.m.

I am in the south SF Bay Area.  I don't want to ship unless I get a 
ridiculously high offer.

Games are uprights unless noted.

*Joust -- Works great, very little burn, completely gone through (edge
connectors redone, harness hacks fixed, etc.)  In respectable but not
excellent condition (one big gouge on control panel but no huge cig
burns.)
*Warrior -- Worked for a long time -- first Warrior on VAPS.  
Now blows monitor breakers.  No damage to internal cardboard: 
outside is a bit grungy.  Controls all work.
*Star Castle -- Blows breakers.  Nice shape except for a couple key gouges
on the monitor plex.  If you had a grinding/buffing wheel you could 
probably get them out but I don't.
*Battlezone -- Vectors tweaked out and died: probably a mathbox issue.
Controls very good: they actually spring back (!).  Sides are very nice but
a couple 
gouges short of mint.
*Black Widow/Gravitar -- Monitor blew, probably the HV.  This is 
the second-best cabinet I have, next to the Tempest which is not for sale.
Side art is as close to mint as you'll find outside a shipping box.  Both 
control panels (BW and Gravitar) are also nearly pristine.  Currently 
a Black Widow but the sides still have Gravitar art (stickers were not put
on).
*Qix Cocktail -- Not sure what happened here -- one day a black screen.
This is a large cocktail with adjustable legs which you can raise to
bar-level or
lower to munchkin level.  Nice shape -- no peeling on the monitor glass -- but
I do have to clean the crap off of it.

Parts:
*25" standard resolution monitor.  No burn, used only as tester, worked great
when I last plugged it in.
*27" SVGA monitor.  Ditto above condition.  Tested up to 800x600, claimed up
to 1024x68.  About $7-800 new from Happ last I checked.  Hook this up to your
Voodoo Graphics and have the baddest-ass gaming PC on your block.
*Cinematronics monitor.  Light Starhawk burn.  Not tested, no obvious burnt or
missing parts, but given it's age and etc. I would be very surprised if it
worked.
*Box of 6 untested Karate Champ boards.

Send offers to grigsby@netgate.net.  Thanks.

// grigs



From owner-vectorlist@spies.com Tue Apr 21 18:27:38 1998
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From: Jeff Anderson <mayday19@IDT.NET>
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ok, so the red HV transformer in my ESB cockpit finally took a dive after
working 10 hours a day everyday for the past 6 months! I already have a
Wintron, and was just about to mount it to my HV board (already drilled
the holes and the soldering iron was hot), when I noticed
that Q3 was a BU407. I recall hearing many a person say DONT USE A BU407!
So should I be worried about frying a new $190 wintron? Is there a reason
why the missing diode would cause problems (in other words, is the wintron
designed any different and wil it just NOT work without it?)

When the Red HVT went bad, it cracked and spit some metal out of the side,
but nothing burned up and no fuses were blown so I guess it just opened up
and went quietly.. 

I guess if I could get a BU406D I'd rather have that and not chance
anything, so does anybody know a source or have any? I recall they are
very hard to come by..

thanks for any input!

Jeff

BTW: this must come up every month, but what is the progress on the Zanan
HVT? is it gonna be in that same metal case like a Wintron? I could use a
few more, but not for $190!


From owner-vectorlist@spies.com Tue Apr 21 18:51:31 1998
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From: "David Shoemaker (Comforce/RhoTech)" <a-dashoe@microsoft.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Cc: Jeff Anderson <mayday19@IDT.NET>
Subject: RE: Amplifone/wintron
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> I guess if I could get a BU406D I'd rather have that and not chance
> anything, so does anybody know a source or have any? I recall they are
> very hard to come by..
> 
Not any more.  Turns out they were used in some model of Mac also.

Computer Component Source at 1-800-356-1227 sells the BU406D. They cost
under $2 a piece. There is a discount if you buy 12 of them.

	David

From owner-vectorlist@spies.com Tue Apr 21 19:21:27 1998
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An electronics surplus store here in Orlando sells them for the same price
(used of course) so that's pretty good.



David Shoemaker (Comforce/RhoTech) wrote:

> > I guess if I could get a BU406D I'd rather have that and not chance
> > anything, so does anybody know a source or have any? I recall they are
> > very hard to come by..
> >
> Not any more.  Turns out they were used in some model of Mac also.
>
> Computer Component Source at 1-800-356-1227 sells the BU406D. They cost
> under $2 a piece. There is a discount if you buy 12 of them.
>
>         David


From owner-vectorlist@spies.com Wed Apr 22 11:19:45 1998
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From: "Ozdemir, Steve" <steve.ozdemir@plpt.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: Need to scavenge a 68000 fast
Date: Wed, 22 Apr 1998 11:20:16 -0700
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CC: "Ozdemir, Steve" <steve.ozdemir@plpt.com>

G'day folks,

Can someone point me to that list of arcade games on the WWW which tells
what processor is used?  It may be part of some MAME resource site.

I need to find a 68000 fast, but I don't know off hand which of my dead
boards might have one.  I sure don't want to strip the 68000 off my
Cosmic Chasm!

               Steven S Ozdemir
               sso@plpt.com (my company renamed itself in Feb)
               sso@dsc.com (good for a few more months)
               ozdemir@xenon.stanford.edu (permanent...weekly)

From owner-vectorlist@spies.com Wed Apr 22 11:27:35 1998
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From: aek@spies.com (Al Kossow)
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Subject: Re:  Need to scavenge a 68000 fast
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CC: aek@spies.com (Al Kossow)

not directly related, but does anyone have use for Applied Microsystems
68k ICE's? There are a couple over at a surplus place for $200, but I
already have a couple.

From owner-vectorlist@spies.com Wed Apr 22 11:31:43 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Need to scavenge a 68000 fast
Date: Wed, 22 Apr 1998 11:30:05 -0700
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> I need to find a 68000 fast, but I don't know off hand which of my
> dead
> boards might have one.  I sure don't want to strip the 68000 off my
> Cosmic Chasm!
> 
How fast does it need to be?

Sources:  Amiga 1000,2000,500; Mac Plus; Atari ST (all up to about 8MHz)

Sega Genesis (early), Some Sega System 16 boards, Combatribes (yeah!), a
lot of later Taito stuff (Sky Shark, Twin Cobra, etc.), Teenage Mutant
Ninja Turtles, Food Fight (no!), a lot of Technos stuff (Double Dragon
3, Ninja Gaiden, etc.)

-Clay

From owner-vectorlist@spies.com Wed Apr 22 11:39:07 1998
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From: "Ozdemir, Steve" <steve.ozdemir@plpt.com>
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Subject: RE: Need to scavenge a 68000 fast
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CC: "Ozdemir, Steve" <steve.ozdemir@plpt.com>

G'day folks,

Don't know how fast it needs to be off hand.  I'll just pull one from a
Quantum....oops, make that it's going into a Quantum.  8^) 8^) 8^) 

               Steven S Ozdemir
               sso@plpt.com (my company renamed itself in Feb)
               sso@dsc.com (good for a few more months)
               ozdemir@xenon.stanford.edu (permanent...weekly)

> ----------
> From: 	Clay Cowgill[SMTP:ClayC@diamondmm.com]
> Sent: 	Wednesday, April 22, 1998 11:30 AM
> To: 	'vectorlist@spies.com'
> Cc: 	Clay Cowgill
> Subject: 	RE: Need to scavenge a 68000 fast
> 
> > I need to find a 68000 fast, but I don't know off hand which of my
> > dead
> > boards might have one.  I sure don't want to strip the 68000 off my
> > Cosmic Chasm!
> > 
> How fast does it need to be?
> 
> Sources:  Amiga 1000,2000,500; Mac Plus; Atari ST (all up to about
> 8MHz)
> 
> Sega Genesis (early), Some Sega System 16 boards, Combatribes (yeah!),
> a
> lot of later Taito stuff (Sky Shark, Twin Cobra, etc.), Teenage Mutant
> Ninja Turtles, Food Fight (no!), a lot of Technos stuff (Double Dragon
> 3, Ninja Gaiden, etc.)
> 
> -Clay
> 

From owner-vectorlist@spies.com Wed Apr 22 12:37:43 1998
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Date: Wed, 22 Apr 1998 15:36:12 -0400 (EDT)
From: Duncan Brown <BROWN_DU@Eisner.DECUS.Org>
Subject: Re: Need to scavenge a 68000 fast
To: vectorlist@spies.com
Message-id: <01IW6B5D15UQ001VLL@Eisner.DECUS.Org>
Organization: Digital Equipment Computer Users Society
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Steve,

> I need to find a 68000 fast, but I don't know off hand which of my dead
> boards might have one.  I sure don't want to strip the 68000 off my
> Cosmic Chasm!

    How hard could this be?  Flip through your boards until you find
    one with the larget DIP IC ever in the history of man.  You've
    found your 68000...

    (For verification purposes, make sure the letters "MC68000" appear
    on it...)

    Duncan

From owner-vectorlist@spies.com Wed Apr 22 13:10:57 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Need to scavenge a 68000 fast
Date: Wed, 22 Apr 1998 20:10:48 GMT
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CC: zonn@zonn.com (Zonn)

The sound board in Spy Hunter uses a 68k.

The user manual is pretty funny.  It's brags about how state of art the =
game is
since it uses "the powerful Z-80 processor!" and never mentions the fact =
that a
68k was given the lowly task of playing samples from a ROM into a DAC.

At least Cinematronics had the right idea, 68k for game code, Z-80 for =
sounds,
duh.

-Zonn

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

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

From owner-vectorlist@spies.com Wed Apr 22 14:54:34 1998
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From: aek@spies.com (Al Kossow)
To: vectorlist@spies.com
Subject: 68k ICE's are gone..
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I ran over at lunch and picked up the two that they had, and
received mail from two people that could use them..

From owner-vectorlist@spies.com Wed Apr 22 16:14:30 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: processor info...
Date: Wed, 22 Apr 1998 16:13:03 -0700
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This might have already gone by (I wasn't paying real close attention),
but I stumbled across this earlier today...

http://www.comlab.ox.ac.uk/archive/cards.html

-Clay

Clayton N. Cowgill            Engineering Manager
-------------------------------------------------
/\ Diamond Multimedia System, Inc.
\/ Communications Division

From owner-vectorlist@spies.com Wed Apr 22 16:42:46 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: processor info...
Date: Wed, 22 Apr 1998 23:42:34 GMT
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On Wed, 22 Apr 1998 16:13:03 -0700, Clay Cowgill <ClayC@diamondmm.com> =
wrote:

>This might have already gone by (I wasn't paying real close attention),
>but I stumbled across this earlier today...
>
>http://www.comlab.ox.ac.uk/archive/cards.html

Very cool page!

Does anyone have any information on the old Hatachi 6303's?  (They were =
680x
clones but much easier to program -- until Motorola sued ;^(  This caused
Hatachi to move everything to the Z-80 platform which I'm sure really =
help
Motorola in the end.  Have I mentioned yet that Motorola has got to be =
the most
nearsighted company on earth?)

-Zonn

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

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

From owner-vectorlist@spies.com Wed Apr 22 16:52:51 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: processor info...
Date: Wed, 22 Apr 1998 16:51:26 -0700
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> Does anyone have any information on the old Hatachi 6303's?  (They
> were 680x
> clones but much easier to program -- until Motorola sued ;^(  
> 
I think I have a databook from Hitachi with at least the 6309 in it...
Not sure about the 6303 (can't say I've seen one that I recall).  I
guess the 6309 was a popular performance booster for the Radio Shack
Color Computer crowd...

> Have I mentioned yet that Motorola has got to be the most nearsighted
> company on earth?)
> 
Ahhh, but at least they can make a fast processor that doesn't pull more
watts than a coffee maker. ;-)  You're not falling for the new ad
campaign?!?!!  (Birds, or wings, or flying or something...)

-Clay

From owner-vectorlist@spies.com Wed Apr 22 17:05:51 1998
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Date: Wed, 22 Apr 1998 17:05:44 -0700 (PDT)
From: aek@spies.com (Al Kossow)
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I think these are the same ones that I have on spies.

..still looking for a Signetics 2650 data book, btw

From owner-vectorlist@spies.com Wed Apr 22 17:08:21 1998
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Date: Wed, 22 Apr 1998 17:08:16 -0700 (PDT)
From: aek@spies.com (Al Kossow)
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I have a hitachi data book (which was where the 6800 
and 6809 data came from) need it scanned in?

From owner-vectorlist@spies.com Wed Apr 22 17:37:24 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: processor info...
Date: Thu, 23 Apr 1998 00:37:16 GMT
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On Wed, 22 Apr 1998 17:08:16 -0700 (PDT), aek@spies.com (Al Kossow) =
wrote:

>I have a hitachi data book (which was where the 6800=20
>and 6809 data came from) need it scanned in?

Actually I was looking for programming information on the 6303, so if =
that's in
there, that would be great!  I remember it being programmed as a 27256.  =
They
supplied a socket that simply remapped the lines to those used by a 27256=
 so
that all you needed was a EPROM programmer to program the part.  Way =
cool, no
specialty hardware.  Of course Motorola sued claiming this was there =
patented
idea.  So, do any Motorola parts do this?  Patent law at its best.

-Zonn

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

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

From owner-vectorlist@spies.com Wed Apr 22 18:04:46 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: processor info...
Date: Thu, 23 Apr 1998 01:04:39 GMT
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On Wed, 22 Apr 1998 16:51:26 -0700, Clay Cowgill <ClayC@diamondmm.com> =
wrote:

>> Does anyone have any information on the old Hatachi 6303's?  (They
>> were 680x
>> clones but much easier to program -- until Motorola sued ;^( =20
>>=20
>I think I have a databook from Hitachi with at least the 6309 in it...
>Not sure about the 6303 (can't say I've seen one that I recall).  I
>guess the 6309 was a popular performance booster for the Radio Shack
>Color Computer crowd...
>
>> Have I mentioned yet that Motorola has got to be the most nearsighted
>> company on earth?)
>>=20
>Ahhh, but at least they can make a fast processor that doesn't pull more
>watts than a coffee maker. ;-)  You're not falling for the new ad
>campaign?!?!!  (Birds, or wings, or flying or something...)

They're products are great, they just have no way of selling them.

These are some stories I've heard, or read, over the years.  Maybe =
they're urban
legends, but I know at least a couple to be true:

#1 IMSI (Did I spell that right?  A seem to remember an 'A'.) of IMSI =
8080,
first "ownable" computer originally wanted to use the 6800 because of =
it's nicer
orthogonal instruction set but could not find any interest at Motorola =
who
claimed personal computers would never sell...  So they chose the 8080.  =
CPM was
then written for the 8080.  The 8080 does so well Zilog branches off with=
 the
Z-80 increasing CPM's popularity (and 8080 sales indirectly).  MS-DOS is =
based
on CPM.  Nobody buys Motorola processors and Motorola, to this day [I'm =
sure]
doesn't know what they did wrong.

#2 IBM goes to Motorola to use the 68k processor in their Personal =
Computer.
Motorola is not quite done with some of it's peripheral parts (DMA / Math
co-processor, etc.) and IBM can't get them interested.  Motorola claims =
personal
computers are just a fad and will never sell anyways. They were really =
only
interested in the high end market.  Intel on the other hand hacks their =
8080
devices (DMA, etc -- if you notice these parts worked with both the 8080 =
and
8088 with only a slight change in the interrupt workings.  They only =
worked on a
64k boundary! Shlocks!).  IBM buys MS-DOS (after 1st trying to buy CPM =
but
that's a different story).  The PC is born and nobody buys Motorola =
processors.

#3 The company I currently work for wanted to use a Motorola LCD display =
in a
handheld product (which I can't talk about).  Their first purchase would =
be 100k
units.  They're production run would be on the order of 1 to 2 million =
per year.
I spent 1 month trying to get somebody interested enough to send me a =
data book
on the display.  The company had so much trouble getting any kind of =
response
from the Motorola sales dept, that when Sharp got wind of us, their offer=
 and
support was so nice, that now we're going with Sharp parts, using =
Motorola as a
possible 2nd source.  Motorola probably doesn't even no they lost that =
sale.
(Motorola: What sale?)

#4 The last company I worked for wanted to put 68k processor in a medical
respirator.  We designed the whole board and had a working proto-type =
when we
got a letter from Motorola that Motorola would not sell any parts to a =
company
that uses them for life support.  We had to start over with an Intel =
processor.
*THEN* Motorola changed there mind (and then again two more times!).  =
*THEN* the
Intel reps came out and stuffed co-processors in the pockets of all who =
was
involved in the decision making process (not me) and got them to change =
anyways.
Meanwhile Motorola informs us they were closing down their South =
California
office and that all communications would have to be done with reps in =
Texas.
During which time Intel has expanded its service by sending a rep by once=
 a week
to take us out to lunch, see how things were going etc.

#5 Motorola is a looser company with great products and no ability to =
sell them.

-Zonn

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

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

From owner-vectorlist@spies.com Thu Apr 23 13:43:09 1998
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Message-ID: <F114916AA2EED011B8E2006097C401E3811FB2@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: Cinematronics/Sega universal sound board...
Date: Thu, 23 Apr 1998 13:41:22 -0700
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CC: Clay Cowgill <ClayC@diamondmm.com>

I had a revelation yesterday...

There's an off-the-shelf part that would fit 99% of our requirements for
making a universal sound board for Cinematronics and Sega G80
multigames.

It's already been used on tons of arcade game boards-- the OKI 6295.

Very neat little gizmo.  It's an ADPCM playback device that supports up
to 127 "phrases" stored in an external ROM.  4 bit ADPCM with rates up
to 32KHz. Just over 16 seconds of playback at that speed from an
external 27C020.  It's about what we're "wishing" for-- four channels,
low parts count (ROM + 6295 + little micro to bridge interfaces),
compression, automatic playback...

So here's the cool part.  You write a two 8 bit words to the device.
This tells it what "phrase" to play, on what channel, and how loud (16
steps).  You can have up to 127 phrases per ROM, and can bank-select
ROMs for more.  (All sounds played simultaneously would have to be in
the same bank.)

The first 0x3ff bytes of the ROM are a phrase table (8 bytes per
phrase).  If you tell the chip to play "Phrase 3" it goes to address
0x010 and grabs 8 bytes-- the first three are the start address of the
sound, the next three are the ending address, the other two bytes do
something I don't recall off the top of my head.  Then you're done.  The
chip does the rest-- fetches samples, decodes, plays the sound.

For multivoice polyphony you just send it more "Phrase" addresses
assigned to different channels.

If you wanted more than 4 voices, just use 2 of 'em.  

We'd just put a little uController (like a 2051 or Z8 or Pic or
whatever) in front of the 6295 to receive the sound commands from the
game hardware and have it do the decode to trigger playback of the
samples.  Pretty clean solution.

Some trap code with the emulators should be able to give us an un-biased
assessment of how many simultaneous sounds are active at any given time.
Long-term repeating sounds are possible (but not optimal for the
technique), but the rest should be a walk-in-the-park.

Comments?

-Clay 

Clayton N. Cowgill            Engineering Manager
-------------------------------------------------
/\ Diamond Multimedia System, Inc.
\/ Communications Division

From owner-vectorlist@spies.com Thu Apr 23 14:30:53 1998
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Message-Id: <m0ySTZj-000Tk6C@goonsquad.spies.com>
From: "Ozdemir, Steve" <steve.ozdemir@plpt.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Cinematronics/Sega universal sound board...
Date: Thu, 23 Apr 1998 14:31:57 -0700
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G'day Clay,

At first glance this does seem to be an elegant solution to the simpler
sounds.  I question how well it would handle continuous shifting
background sounds like in Star Castle.  But hey, if the solution even
handles 2/3's of Cinematronics sounds that alot closer than we are now
to a universal sound board!

               Steven S Ozdemir
               sso@plpt.com (my company renamed itself in Feb)
               sso@dsc.com (good for a few more months)
               ozdemir@xenon.stanford.edu (permanent...weekly)

> ----------
> From: 	Clay Cowgill[SMTP:ClayC@diamondmm.com]
> Sent: 	Thursday, April 23, 1998 1:41 PM
> To: 	'vectorlist@spies.com'
> Cc: 	Clay Cowgill
> Subject: 	Cinematronics/Sega universal sound board...
> 
> I had a revelation yesterday...
> 
> There's an off-the-shelf part that would fit 99% of our requirements
> for
> making a universal sound board for Cinematronics and Sega G80
> multigames.
> 
> It's already been used on tons of arcade game boards-- the OKI 6295.
> 
> Very neat little gizmo.  It's an ADPCM playback device that supports
> up
> to 127 "phrases" stored in an external ROM.  4 bit ADPCM with rates up
> to 32KHz. Just over 16 seconds of playback at that speed from an
> external 27C020.  It's about what we're "wishing" for-- four channels,
> low parts count (ROM + 6295 + little micro to bridge interfaces),
> compression, automatic playback...
> 
> So here's the cool part.  You write a two 8 bit words to the device.
> This tells it what "phrase" to play, on what channel, and how loud (16
> steps).  You can have up to 127 phrases per ROM, and can bank-select
> ROMs for more.  (All sounds played simultaneously would have to be in
> the same bank.)
> 
> The first 0x3ff bytes of the ROM are a phrase table (8 bytes per
> phrase).  If you tell the chip to play "Phrase 3" it goes to address
> 0x010 and grabs 8 bytes-- the first three are the start address of the
> sound, the next three are the ending address, the other two bytes do
> something I don't recall off the top of my head.  Then you're done.
> The
> chip does the rest-- fetches samples, decodes, plays the sound.
> 
> For multivoice polyphony you just send it more "Phrase" addresses
> assigned to different channels.
> 
> If you wanted more than 4 voices, just use 2 of 'em.  
> 
> We'd just put a little uController (like a 2051 or Z8 or Pic or
> whatever) in front of the 6295 to receive the sound commands from the
> game hardware and have it do the decode to trigger playback of the
> samples.  Pretty clean solution.
> 
> Some trap code with the emulators should be able to give us an
> un-biased
> assessment of how many simultaneous sounds are active at any given
> time.
> Long-term repeating sounds are possible (but not optimal for the
> technique), but the rest should be a walk-in-the-park.
> 
> Comments?
> 
> -Clay 
> 
> Clayton N. Cowgill            Engineering Manager
> -------------------------------------------------
> /\ Diamond Multimedia System, Inc.
> \/ Communications Division
> 

From owner-vectorlist@spies.com Thu Apr 23 14:42:01 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Cinematronics/Sega universal sound board...
Date: Thu, 23 Apr 1998 14:40:18 -0700
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CC: Clay Cowgill <ClayC@diamondmm.com>


> At first glance this does seem to be an elegant solution to the
> simpler
> sounds.  I question how well it would handle continuous shifting
> background sounds like in Star Castle.  But hey, if the solution even
> handles 2/3's of Cinematronics sounds that alot closer than we are now
> to a universal sound board!
> 
Yeah, any of those long filter/frequency sweep sounds are hard to do
with samples.  You could do it with a low-rate sample (maybe switch the
6295 to 8KHz mode with an I/O line), but you'd probably get pops on the
loop point since you have to tell the 6295 to "play" the sample over and
over at the right rate.  

Still though, I agree-- if I could have the vast majority of sounds for
a multigame with a single ~$30 card I'd probably be willing to overlook
any little "inaccuracies". ;-)  I might try to get a quote on the
6295...

-Clay

From owner-vectorlist@spies.com Thu Apr 23 14:51:18 1998
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From: "Ozdemir, Steve" <steve.ozdemir@plpt.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Cinematronics/Sega universal sound board...
Date: Thu, 23 Apr 1998 14:52:31 -0700
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CC: "Ozdemir, Steve" <steve.ozdemir@plpt.com>

G'day Clay (and folks)

What about a hybrid solution that could use one of those newer chips
(help me here, Joe) that cans simulate simple analog circuits?  I can't
believe the Cinematronics circuits for background noises were that
complicated.  Maybe even have a dual speaker approach to cheaply solve
"mixing problems" between the two systems for generating sounds?

               Steven S Ozdemir
               sso@plpt.com (my company renamed itself in Feb)
               sso@dsc.com (good for a few more months)
               ozdemir@xenon.stanford.edu (permanent...weekly)

> ----------
> From: 	Clay Cowgill[SMTP:ClayC@diamondmm.com]
> Sent: 	Thursday, April 23, 1998 2:40 PM
> To: 	'vectorlist@spies.com'
> Cc: 	Clay Cowgill
> Subject: 	RE: Cinematronics/Sega universal sound board...
> 
> 
> > At first glance this does seem to be an elegant solution to the
> > simpler
> > sounds.  I question how well it would handle continuous shifting
> > background sounds like in Star Castle.  But hey, if the solution
> even
> > handles 2/3's of Cinematronics sounds that alot closer than we are
> now
> > to a universal sound board!
> > 
> Yeah, any of those long filter/frequency sweep sounds are hard to do
> with samples.  You could do it with a low-rate sample (maybe switch
> the
> 6295 to 8KHz mode with an I/O line), but you'd probably get pops on
> the
> loop point since you have to tell the 6295 to "play" the sample over
> and
> over at the right rate.  
> 
> Still though, I agree-- if I could have the vast majority of sounds
> for
> a multigame with a single ~$30 card I'd probably be willing to
> overlook
> any little "inaccuracies". ;-)  I might try to get a quote on the
> 6295...
> 
> -Clay
> 

From owner-vectorlist@spies.com Thu Apr 23 14:54:07 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Cinematronics/Sega universal sound board...
Date: Thu, 23 Apr 1998 21:53:59 GMT
Message-ID: <354db6e2.517135525@tommy.doctord.com>
References: <F114916AA2EED011B8E2006097C401E3811FB2@supra.com>
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CC: zonn@zonn.com (Zonn)

On Thu, 23 Apr 1998 13:41:22 -0700, Clay Cowgill <ClayC@diamondmm.com> =
wrote:

>I had a revelation yesterday...
>
>There's an off-the-shelf part that would fit 99% of our requirements for
>making a universal sound board for Cinematronics and Sega G80
>multigames.
>
>It's already been used on tons of arcade game boards-- the OKI 6295.
>
>Very neat little gizmo.  It's an ADPCM playback device that supports up
>to 127 "phrases" stored in an external ROM.  4 bit ADPCM with rates up
>to 32KHz. Just over 16 seconds of playback at that speed from an
>external 27C020.  It's about what we're "wishing" for-- four channels,
>low parts count (ROM + 6295 + little micro to bridge interfaces),
>compression, automatic playback...
>
>So here's the cool part.  You write a two 8 bit words to the device.
>This tells it what "phrase" to play, on what channel, and how loud (16
>steps).  You can have up to 127 phrases per ROM, and can bank-select
>ROMs for more.  (All sounds played simultaneously would have to be in
>the same bank.)
>
>The first 0x3ff bytes of the ROM are a phrase table (8 bytes per
>phrase).  If you tell the chip to play "Phrase 3" it goes to address
>0x010 and grabs 8 bytes-- the first three are the start address of the
>sound, the next three are the ending address, the other two bytes do
>something I don't recall off the top of my head.

Looping maybe?

>Then you're done.  The
>chip does the rest-- fetches samples, decodes, plays the sound.
>
>For multivoice polyphony you just send it more "Phrase" addresses
>assigned to different channels.
>
>If you wanted more than 4 voices, just use 2 of 'em. =20
>
>We'd just put a little uController (like a 2051 or Z8 or Pic or
>whatever) in front of the 6295 to receive the sound commands from the
>game hardware and have it do the decode to trigger playback of the
>samples.  Pretty clean solution.
>
>Some trap code with the emulators should be able to give us an un-biased
>assessment of how many simultaneous sounds are active at any given time.
>Long-term repeating sounds are possible (but not optimal for the
>technique), but the rest should be a walk-in-the-park.

Sounds nice, most everything in one package!  ADPCM also works well with =
music
and sound effects (as opposed to some of the talking chips specialized =
for voice
that use LPC, GSM, etc).

They only thing that I would see as a pain would be for sounds that ramp =
up/down
in frequency.  Can the different channels have there sample rates =
individually
controlled?  Maybe that's one of the control words?  Something like this =
will be
needed to emulated some of the frequency changes needed in things like =
the
background throb of Star Castle.

Many sounds are just square waves that could possibly be controlled =
directly be
the processor.  But it would be nicer to have them play through the OKI =
chip for
volume control.  Once again if music will need to be played (4096 tones =
for
Boxing Bugs) we'll need to be able to control the playback sample rate.

-Zonn

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

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

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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Cinematronics/Sega universal sound board...
Date: Thu, 23 Apr 1998 22:03:49 GMT
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On Thu, 23 Apr 1998 14:52:31 -0700, "Ozdemir, Steve" =
<steve.ozdemir@plpt.com>
wrote:

>G'day Clay (and folks)
>
>What about a hybrid solution that could use one of those newer chips
>(help me here, Joe) that cans simulate simple analog circuits?  I can't
>believe the Cinematronics circuits for background noises were that
>complicated.  Maybe even have a dual speaker approach to cheaply solve
>"mixing problems" between the two systems for generating sounds?

I'm wondering what the drive frequency of the OKI parts are (Clay?).  Is =
it in
the khz or mhz range?  Could we drive the part from one of the timer out =
pins of
the micro and control it's samplerate that way?

Two or three OKI chips with at least one of them's clock under micro =
control
might work.

-Zonn

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

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

From owner-vectorlist@spies.com Thu Apr 23 15:18:47 1998
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Message-ID: <F114916AA2EED011B8E2006097C401E3811FB7@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Cinematronics/Sega universal sound board...
Date: Thu, 23 Apr 1998 15:17:21 -0700
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> Looping maybe?
> 
I'll have to look.  Thought I had it memorized, but obviously not... ;-)

> Sounds nice, most everything in one package!  ADPCM also works well
> with music
> and sound effects (as opposed to some of the talking chips specialized
> for voice
> that use LPC, GSM, etc).
> 
Yep.  You can actually clock the thing at whatever rate you want...
16-20KHz might be a good compromise for duration of samples vs. ROM
space.  I doubt the speakers in most games are good for much beyond
that.  I guess we can run spectrum analysis on the samples to make sure
we're not going to trash any high-frequency stuff.

> They only thing that I would see as a pain would be for sounds that
> ramp up/down
> in frequency.  Can the different channels have there sample rates
> individually
> controlled?  Maybe that's one of the control words?  Something like
> this will be
> needed to emulated some of the frequency changes needed in things like
> the
> background throb of Star Castle.
> 
Sample rates are fixed except for a global external "rate" select.
Basically something like high-gear and low-gear.  Sample clocks are
derived from either a 384Khz oscillator or a 4MHz crystal (I believe).

> Many sounds are just square waves that could possibly be controlled
> directly be
> the processor.  But it would be nicer to have them play through the
> OKI chip for
> volume control.  Once again if music will need to be played (4096
> tones for
> Boxing Bugs) we'll need to be able to control the playback sample
> rate.
> 
Hmmm.  Good point.  Maybe we should start with a list of all the games
that will be supported in the Multigame, and work from there.  (If BB is
the only game using that square-wave music and it's not in the Multigame
is might make sense to blow it off for now?)

[Zonn's next message...]
	I'm wondering what the drive frequency of the OKI parts are
(Clay?).  Is it in
	the khz or mhz range?  Could we drive the part from one of the
timer out pins of
	the micro and control it's samplerate that way?

You don't have to use OKI's clock rates (other than you probably can't
exceed the top-end by too much).  I noticed that Atari used non-standard
rates on Nightmare, and these telephone voice-mail boards I have seem to
be using 3.579MHz colorburst crystals instead of 4MHz...

I bet we could use software PWM from a PIC with rates around 384KHz
without too much trouble.

	Two or three OKI chips with at least one of them's clock under
micro control
	might work.

We need to determine the maximum number of simultaneous sounds actually
occur during gameplay.  For the Sega stuff, I'm tempted to just use the
OKI solution for Space Fury, Eliminator, Zektor, and the speech boards.
StarTrek and Tac/Scan both use the USB, so I don't really see the need
to replace that unless there's a lot of people w/out Universal Sound
Boards that have the Sega Multigame...

-Clay


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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: More Atari power supply stuff...
Date: Thu, 23 Apr 1998 15:36:39 -0700
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Found another note... This one's hand-written...

Power Supplies
--------------

               Transformer                               Wiring Diagram
               -----------                               --------------
A-034561-02    42-7141C    moderate power XY (asteroids) 034633-01
                           
A-034561-03    142000      moderare power XY             034633-01
                           shielded (cocktail asteroids)

A-036099-01    142001      color, isolation, shielded    036097-01
                           (cocktail missile command)

A-035892-01    142003      high power XY, international  035887-01
                           (battle zone) [sic- Clay]

A-036353-01    142004      high power XY, domestic       036352-01
                           (battle zone) [sic- Clay]

Clayton N. Cowgill            Engineering Manager
-------------------------------------------------
/\ Diamond Multimedia System, Inc.
\/ Communications Division

From owner-vectorlist@spies.com Thu Apr 23 18:36:03 1998
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From: Paul Kahler <phkahler@Oakland.edu>
Message-Id: <199804240134.VAA32427@vela.acs.oakland.edu>
Subject: Re: Cinematronics/Sega universal sound board...
To: vectorlist@spies.com
Date: Thu, 23 Apr 1998 21:34:56 -0500 (EDT)
In-Reply-To: <F114916AA2EED011B8E2006097C401E3811FB7@supra.com> from "Clay Cowgill" at Apr 23, 98 03:17:21 pm
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You knew I'd show up :-)

  I like the idea of samples. As for the music circuit, it is use by
Solar Quest as well as Boxing Bugs. I made some sound board notes once to
try to categorize all as many as I could. You can check it out at:

http://www.oakland.edu/~phkahler/emu/Sounds.doc

Looking back, it's not completely clear but it's a start :-) I suspect
if you recorded all values sent to the music circuit, you find only a
small number of "notes" are actually played, so samples could be used - I'm
guessing here. As for the ramping sounds, I think Star Castle and RipOff
use something like an A/D feeding an R/C (to sweep slowly) feeding a VCO.
The bottom line is a squarewave output. I'd think a micro could simulate
the RC sweep and use a timer to output a squarewave - all the while handling
trigger decoding and sending sample commands to this other chip Clay found.
Oops, RipOff has 2 VCOs - may be possible?

BTW, if anyone wants to add the other games to the word document, feel free
to do so and send me a copy :-) I thought I documented all the ones I have
schematics for (or most). They're sort of ordered so similar designs are
next to each other - Tail Gunner is actually an oddball unless there's one
like it that I don't have (but it's still simple and strictly triggers).

I'll try to test some boards and get back to the menu system even if I don't
have a monitor. BTW Clay, my MAX502s never arrived :-(
-- 
 ___   __   _   _  _
|   \ /  \ | | | || |       phkahler@oakland.edu     Engineer/Programmer
|  _/| || || |_| || |__     " What makes someone care so much?
|_|  |_||_| \___/ |____)      for things another man can just ignore. " -S.H.

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Date: Thu, 23 Apr 1998 18:56:31 -0700 (PDT)
From: aek@spies.com (Al Kossow)
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solar quest has music?

the only sounds i remember are the ship shot, torpedo buzz/explosion,
thrust, enemy explosion, and the little 'chirp' when you picked up
a survivor.

was there supposted to be music during the 'get ready' intermission?

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From: The Grigsbeast <grigsby@netgate.net>
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Why wouldn't one simulate all this stuff with a relatively cheap
microcontroller instead 
of trying to torque an OKI sample player?  Cheap micros can play back
samples just 
fine, plus they could real-time synthesize all the Cinematronics portamento
stuff you 
would ever want (Star Castle is just two square waves, afaik).

Maybe it's just 'cause I'm a programmer.

If you want an OKI board, just use mid-period Atari sound boards.  You get
Yamaha 
FM for free.

// grigs



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At 12:53 4/21/98, The Grigsbeast wrote:
>*Warrior -- Worked for a long time -- first Warrior on VAPS.
>Now blows monitor breakers.  No damage to internal cardboard:
>outside is a bit grungy.  Controls all work.

I'll give you $500 for this; let me know what kind of offers you get...



From owner-vectorlist@spies.com Fri Apr 24 05:32:37 1998
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On Thu, 23 Apr 1998, Ozdemir, Steve wrote:

> G'day Clay (and folks)
> 
> What about a hybrid solution that could use one of those newer chips
> (help me here, Joe) that cans simulate simple analog circuits?  I can't
> believe the Cinematronics circuits for background noises were that
> complicated.  Maybe even have a dual speaker approach to cheaply solve
> "mixing problems" between the two systems for generating sounds?
> 

	I was going to solve that problem by using a DSP to generate the
sounds digitally, and then pipe them through a DAC.  Doing a VCO in DSP
code is pretty straightforward, but damn near impossible to do with
sampled sounds (if the control voltage for the VCO is varying, which it is
in Sound Boards like Star Castle)

	IMHO, if you don't have the background sound correct for Star
Castle, it's not worth doing the other sounds.

	On the brighter side, sounds like the "Star Sound" and the "Laser
Sound" which are quite complicated to generate "authentically" lend
themselves quite well to sampling, so there's advantages to each approach,
and a hybrid approach is probably the way to go to emulate all the sounds
correctly.

	I wasn't planning on doing any samples, but I can see where it
would make life easier, especially with those two aforementioned sounds...

	Like I told Steve, I'd be willing to help out whoever's actually
doing this, but I only want to assist.  My time these days is short, and
I've lost my motivation for doing a Cinematronics multigame (I own almost
all of the complete games now -- It's amazing how far you can go in
collecting in one year!)  

Joe




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From: "Keith, Brendan" <Brendan.Keith@wilcom.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>, 
	"'jwelser@ccwf.cc.utexas.edu'" <jwelser@ccwf.cc.utexas.edu>
Subject: Cinematronics Monitor - (was universal sound board...)
Date: Fri, 24 Apr 1998 08:04:25 -0500
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	Like I told Steve, I'd be willing to help out whoever's actually
doing this, but I only want to assist.  My time these days is short, and
I've lost my motivation for doing a Cinematronics multigame (I own
almost all of the complete games now-It's amazing how far you can go in
collecting in one year!)  
	Joe
How about helping out someone who is trying to resurrect an Armor
Attack.
I need a monitor, or at least a monitor board.  Do you have any spares
to sell?

Anyone else?  Lots of stuff to trade  (Not much vector, though)

Brendan Keith
New Email Address: Brendan.Keith@wilcom.com


From owner-vectorlist@spies.com Fri Apr 24 08:21:55 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Cinematronics/Sega universal sound board...
Date: Fri, 24 Apr 1998 08:20:17 -0700
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> I'll try to test some boards and get back to the menu system even if I
> don't
> have a monitor. BTW Clay, my MAX502s never arrived :-(
> 
I just got mine Wednesday.  They're a little slow this time.  Give it a
few more days...

-Clay

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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Cinematronics/Sega universal sound board...
Date: Fri, 24 Apr 1998 08:26:56 -0700
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> Why wouldn't one simulate all this stuff with a relatively cheap
> microcontroller instead 
> of trying to torque an OKI sample player?  Cheap micros can play back
> samples just 
> fine, plus they could real-time synthesize all the Cinematronics
> portamento
> stuff you 
> would ever want (Star Castle is just two square waves, afaik).
> 
Effort vs. return. ;-)  You could make a Micro do it, but some
filter/noise/sweep sounds are much easier to record and playback than
trying to re-synthesize them from scratch.  I like samples 'cause it
give you good results *fast* with minimal hardware.  One little card
could do voice samples for Sega stuff and all the "analog" sounds in
something like Space Fury or Zektor....

> Maybe it's just 'cause I'm a programmer.
> 
I was going to throw a DSP at it (for MIPs for ADPCM and multiple
streams), but there's all sorts of stuff you get to do that way-- learn
the DSP, design the hardware, write the software, etc.  Compare to
record, edit, stick on ROM...

> If you want an OKI board, just use mid-period Atari sound boards.  You
> get
> Yamaha 
> FM for free.
> 
I was pretty excited by the Mortal Kombat II sound board-- ADSP 2105
with a BUNCH of EPROM already.  But, if I can do 90% of it with three
chips and little work. ;-)  Doing things the easy/fast way and getting
it done seems appealing to me since we hacker-types can take months just
debating the merits of various solutions without getting much done.
*grin*

-Clay



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Date: Fri, 24 Apr 1998 10:13:31 -0700
To: vectorlist@spies.com
From: The Grigsbeast <grigsby@netgate.net>
Subject: RE: Cinematronics/Sega universal sound board...
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>> Why wouldn't one simulate all this stuff with a relatively cheap
>> microcontroller instead 
>Effort vs. return. ;-)  You could make a Micro do it, but some
>filter/noise/sweep sounds are much easier to record and playback than
>trying to re-synthesize them from scratch.

I wouldn't want to do anything with synthesis that was easier to sample, 
either.  It was just a suggestion to deal with the few sounds that don't 
take well to samples.

> Doing things the easy/fast way and getting
>it done seems appealing to me since we hacker-types can take months just
>debating the merits of various solutions without getting much done.

And since I'm not actually going to do it myself, the point is somewhat moot.

// grigs



