From owner-vectorlist@spies.com Mon Jun  1 09:56:44 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: game sighting...
Date: Mon, 1 Jun 1998 09:54:38 -0700 
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Any of you that have Comedy Central by cable or satellite dish might
want to check out a show called "Premium Blend".  It's some comedy
stand-up thing with music...  I didn't play super-close attention
because I was busy watching the games on the stage. ;-)

There's a Tempest (with the marquee light burned out, nice side-art
though) in attract mode, and a Centipede right next to it.  Off to the
right of the stage there's a mystery game... I haven't got a good look
at it at-- very frustrating.

Kinda neat.

-Clay

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

From owner-vectorlist@spies.com Mon Jun  1 10:15:25 1998
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Message-ID: <35723907.7758@istar.ca>
Date: Sun, 31 May 1998 22:15:51 -0700
From: John Robertson <pinball@istar.ca>
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Clay Cowgill wrote:
> 
> Any of you that have Comedy Central by cable or satellite dish might
> want to check out a show called "Premium Blend".  It's some comedy
> stand-up thing with music...  I didn't play super-close attention
> because I was busy watching the games on the stage. ;-)
> 
> There's a Tempest (with the marquee light burned out, nice side-art
> though) in attract mode, and a Centipede right next to it.  Off to the
> right of the stage there's a mystery game... I haven't got a good look
> at it at-- very frustrating.
> 
> Kinda neat.
> 
> -Clay
...

Well, I don't have cable TV, so I'm just guessing, but maybe it's a
Major Havoc?

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 Jun  1 10:27:08 1998
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Message-ID: <01BD8D47.A2CBEDB0.wnerini@drf.com>
From: "William A. Nerini" <wnerini@slewpy.drf.com>
To: "'Alan J McCormick'" <gonzothegreat@juno.com>
Cc: "Vectorlist (E-mail)" <vectorlist@spies.com>
Subject: RE: Omega Race: Not Just a Hobby. A Carreer.
Date: Mon, 1 Jun 1998 10:25:43 -0000
Organization: The Daily Racing Form
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CC: "William A. Nerini" <wnerini@slewpy.drf.com>

Well, Looks Like I'm in the market for the guts of the machine.

The Cage is there on the monitor, disconnected and with no PCB. Know the 
market price for a replacement?
The Missing Chips are on the MB,  So, I'll most likely need a new one, 
Although I'll pull the battery the afternoon.
I haven't had a chance to see if there's even power coming out of the power 
supply. So I might just need one of those...

yes, I knew getting into this that I might have to rebuild the things 
inside entirely. I also knew this would probably be _more_ expensive than 
just actually buying a working one, but, thanks to the internet explosion, 
I've got cash to spare. I remeber when I was ten, looking at guys working 
on these machines and wanting to do that. It looks like I'll get to do that 
in spades. As for getting a working machine, I'm Talking to someone about 
buying their cocktail Rip-Off, my favorite BW vector game, I'm ready, he's 
slow, c'est la vie!

Will

-----Original Message -----
From:	Alan J McCormick [SMTP:gonzothegreat@juno.com]
Sent:	Sunday, May 31, 1998 11:06 PM
To:	wnerini@slewpy.drf.com
Subject:	Re: Omega Race: Not Just a Hobby. A Carreer.


REMOVE THE BATTERY ASAP!!! Pardon the shouting but do it now and the rest
of us will be able to sleep at night. The game is playable w/o the
battery. If you absolutely need the battery functions, mount a
replacement one off the PCB and hook it up with maybe a foot of wire.

The Ni-Cad nastiness isn't something akin to battery acid. Its more of an
electrochemical reaction that causes a *nasty* reaction on PCB traces. I
don't know the exact nature of everything that happens but in a nutshell,
its a pain to fix after the decay has started.

If the missing chips are along the top of the CPU PCB by the sound board
connector, I believe you are in luck. I think they are just 2114 RAM
chips.

...

I looked at my good GO-5 13" and there should be the main deflection PCB
and the high voltage unit. The HV unit is mounted in a metal cage with
the most obvious lead coming out of it being the HV suction cup.

BTW The deflection PCB often developed bad solder joints.

...

Not easily. You would have to hack up the CPU board to do this. I haven't
tried this but when I gave mine a cursory look, I shuddered and decided
to let a greater hacker try their luck.

...

I can xerox schems for the game & the monitor if you still need them.

Personally, I would have suggested a JAMMA game (or even a Space Duel) as
a first one to fix up. Omega Race is a cool game but there are a
bazillion things that go wrong on these monsters. Ugh...



From owner-vectorlist@spies.com Mon Jun  1 10:30:13 1998
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From: "William A. Nerini" <wnerini@slewpy.drf.com>
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Subject: Best places to find parts?
Date: Mon, 1 Jun 1998 10:29:09 -0000
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So, Where can a guy like me, an average joe, find the guts of a BW vector 
game? besides the newsgroup that is. Any actual companies, or just catch as 
catch can?


From owner-vectorlist@spies.com Mon Jun  1 11:14:27 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: over-kill power supplies...
Date: Mon, 1 Jun 1998 11:12:26 -0700 
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CC: Clay Cowgill <ClayC@diamondmm.com>

Hi all,

Figured some of you might want first crack at these...

A couple years ago my project here was a rack-mount modem server.  It
held 12 VME-bus sized dual modem cards, a busy out card, and a
supervisor module.  Each "rack" is the standard 19" wide module with a
fan tray (three super-quiet AC fans) built into the bottom.  Now the
interesting part.

Each Rack has two, hot-swappable, redundant, current sharing DC power
supplies (150 watts each).  They supply +5 (24A?), +12 (1A), -12 (1A).

Anyway, before I drag them off to the local surplus place I thought some
of you might want them.  The racks were built by Lucent Technologies,
and the power supplies by CEC in California.  They're kinda big and
heavy, but if anyone wants one...

I'll sell 'em for a little less than $0.01 on the dollar, so that's
about $40 a rack.  (I'll let you do the math backwards... ;-) Figure $15
for shipping (they are heavy).  Add another $20 and I'll stick 12
dual-modem cards in them before I ship it...  They won't work, but they
have good switches and LEDs and other parts (self-healing fuses, lots of
analog stuff, etc.) on them.

The fans and power supplies are the best parts, but there's a bunch of
DB-9 connectors and other "stuff" inside as well.

Anyway, e-mail me at clayc@diamondmm.com if you want one of these
beasts.  I think I have 6 or 8?

-Clay

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

From owner-vectorlist@spies.com Mon Jun  1 11:17:09 1998
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you could build a hell of a vector display in one of those..

VME version of the G-80 :-)

From owner-vectorlist@spies.com Mon Jun  1 11:33:53 1998
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Message-ID: <3572F3B7.C970E2F9@pobox.com>
Date: Mon, 01 Jun 1998 14:32:23 -0400
From: Corey Stup <cstup@pobox.com>
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Subject: Re: Omega Race: Not Just a Hobby. A Career (spelled correctly!).
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All this talk about Omega Race made me take a closer look at my Mini.

Looks like the boardset I have does NOT have a battery installed, nor
did it ever.   Hence, no battery damage, and an ULTRA-CLEAN boardset.

BTW, this machine is for sale - very clean example.   Good control
panel, small crack on the upper side of the marquee.  Side "wood" is
good, with a fairly small gash on the bottom of the left side.  Works
100% - monitor nice and bright.  Email if anyone is interested in
picking it up - machine is located in Louisville, KY.  I'd prefer to
sell locally, but could be conviced ($$) to ship.

From owner-vectorlist@spies.com Mon Jun  1 13:47:31 1998
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Message-ID: <31452DBFA5F7D111B90D006097C401E30AC7D8@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: Device programmer for sale...
Date: Mon, 1 Jun 1998 13:44:24 -0700 
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Yes, I'm spring cleaning if you haven't noticed... 

I have an MCT "MUP" device programmer for sale.  It's the predecessor to
the MCT "EMUP".  It does most good "video game" devices such as PALs,
Bipolar PROMs (Star Wars matrix PROMs, Asteroids state machine, color
PROMs, etc.), EPROMs up to 27010, and tests RAM and TTL parts.  8751
type stuff too.  No adapters needed for DIP parts.  $200 shipped.
(Sorry, no trades-- need $$$)

It comes with an ISA card, cable and DOS software.  (Heck, if you
include another $200 I'll throw in the 486 that's running it at the
moment...)

The full list of supported parts is available at:

http://www.e-volve.net/~clay/MUP.lst

For you comparison shoppers, refurbished MCT-EMUP's are currently $290
shipped.  (Although General Devices are saying they're raising the price
$25 in a couple days.) 

Thanks,
-Clay

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

From owner-vectorlist@spies.com Mon Jun  1 14:08:46 1998
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Message-ID: <01BD8D66.9E438E50.wnerini@drf.com>
From: "William A. Nerini" <wnerini@slewpy.drf.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Omega Race: Not Just a Hobby. A Career (spelled correctly!).
Date: Mon, 1 Jun 1998 14:07:30 -0000
Organization: The Daily Racing Form
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CC: "William A. Nerini" <wnerini@slewpy.drf.com>

So, A couple questions about the Mini. 

Are the boardsets the same, the power supplies, monitors? I can provide pics of mine if you're unsure...
But I might be interested...


-----Original Message-----
From:	Corey Stup [SMTP:cstup@pobox.com]
Sent:	Monday, June 01, 1998 11:32 AM
To:	vectorlist@spies.com
Cc:	Corey Stup
Subject:	Re: Omega Race: Not Just a Hobby. A Career (spelled correctly!).

All this talk about Omega Race made me take a closer look at my Mini.

Looks like the boardset I have does NOT have a battery installed, nor
did it ever.   Hence, no battery damage, and an ULTRA-CLEAN boardset.

BTW, this machine is for sale - very clean example.   Good control
panel, small crack on the upper side of the marquee.  Side "wood" is
good, with a fairly small gash on the bottom of the left side.  Works
100% - monitor nice and bright.  Email if anyone is interested in
picking it up - machine is located in Louisville, KY.  I'd prefer to
sell locally, but could be conviced ($$) to ship.

From owner-vectorlist@spies.com Mon Jun  1 14:28:36 1998
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From: "William A. Nerini" <wnerini@slewpy.drf.com>
To: "Vectorlist (E-mail)" <vectorlist@spies.com>
Subject: Sorry About that Last Message..
Date: Mon, 1 Jun 1998 14:27:15 -0000
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It was supposed to be directly yo Corey.

From owner-vectorlist@spies.com Mon Jun  1 17:40:08 1998
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Date: Mon, 01 Jun 1998 20:37:46 -0400
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A question to our vector gurus - I just bought my Star Wars and noticed a
few things with the monitor I was curious about:

1) When the game is over the screen "jumps" (for lack of a better term - it
gets oversized for a second then comes back to normal) for a second before
entering into attract mode or entering high score, etc.  What would be the
cause of this?

2)  Secondly, when the Death Star dies, 2 things happen - first a very
bright straight stray line goes from the screen's center point to about 3
inches away.  When the explosion concludes - one bright white dot with
several lesser white dots are at center screen, with low intensity white
lines radiating from them occassionally.  Any suggestions about this?

3)  Lastly, I noticed that when the game is doing the famous Star Wars
style scrollback the letters are often "shaky" or "vibrating" when they are
scrolling back - I know its from the monitor drawing and refreshing, but is
it normal?

By the way, the monitor, I believe, is a Wells-Gardner - serial # starts
with WG ...

Thanks everyone,
George




From owner-vectorlist@spies.com Mon Jun  1 18:03:36 1998
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\At 08:37 PM 6/1/98 -0400, you wrote:
>A question to our vector gurus - I just bought my Star Wars and noticed a
>few things with the monitor I was curious about:
>
>1) When the game is over the screen "jumps" (for lack of a better term - it
>gets oversized for a second then comes back to normal) for a second before
>entering into attract mode or entering high score, etc.  What would be the
>cause of this?

This is probably the tube. I had this same problem only much worse with
another wg and found that changing tubes solved the problem.


>2)  Secondly, when the Death Star dies, 2 things happen - first a very
>bright straight stray line goes from the screen's center point to about 3
>inches away.  When the explosion concludes - one bright white dot with
>several lesser white dots are at center screen, with low intensity white
>lines radiating from them occassionally.  Any suggestions about this?

This may be a bug or minor mathbox problem.
>
>3)  Lastly, I noticed that when the game is doing the famous Star Wars
>style scrollback the letters are often "shaky" or "vibrating" when they are
>scrolling back - I know its from the monitor drawing and refreshing, but is
>it normal?

This is also the tube. There is a place that sells the tubes for around
125.00 new. I think the atari web site has the address. ( a ampliphone tube
also looks killer in the well gardner chassie.)

>
>By the way, the monitor, I believe, is a Wells-Gardner - serial # starts
>with WG ...

Yes it's a wells. Bill Lacovra recapped that chassie. And he is thorough.

Dave



From owner-vectorlist@spies.com Tue Jun  2 13:24:49 1998
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Message-ID: <01BD8E29.93446BA0.wnerini@drf.com>
From: "William A. Nerini" <wnerini@slewpy.drf.com>
To: "Vectorlist (E-mail)" <vectorlist@spies.com>
Subject: tech:Omega Race Missing Chips Question.
Date: Tue, 2 Jun 1998 13:23:03 -0000
Organization: The Daily Racing Form
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OK, after having pulled the boards from the cabinet and removing the NiCad 
Battery I've gotten down to the missing chips.
They are:

All 4 2732s are missing, that's PCB positions (J8-M8).
Both the 2716s(E1, F1)

Since I haven't gotten my manual in the mail, can someone give me a quick 
ID on these chips.

Although, I'll be they're the game ROMs. I believe that something went bad 
on this machine(I'll bet the monitor), and they salvaged what they could 
use, and left the rest.



From owner-vectorlist@spies.com Tue Jun  2 14:55:51 1998
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From: "William A. Nerini" <wnerini@slewpy.drf.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Need to scavenge a 68000 fast
Date: Tue, 2 Jun 1998 14:54:30 -0000
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CC: "William A. Nerini" <wnerini@slewpy.drf.com>

You Know, I just cam across this post(I know it's old), but you might try 
finding an Amiga 500/100 or old Mac. They all used the 68000, and the form 
factor didn't change for a LONG time. I've seem Amiga 500's for $5 in 
thrift stores!


-----Original Message-----
From:	Ozdemir, Steve [SMTP:steve.ozdemir@plpt.com]
Sent:	Wednesday, April 22, 1998 11:20 AM
To:	'vectorlist@spies.com'
Cc:	Ozdemir, Steve
Subject:	Need to scavenge a 68000 fast

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 Jun  3 10:36:17 1998
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Date: 03 Jun 1998 13:32 EDT
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From: "Mark Shostak" <shostak@nortel.ca>
Subject: PLD Stuff
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Greetings,

Does anyone have any experience with CUPL?

I'm in the process of trying to compile the Cinematronics Multigame.
I installed CUPL on my machine this morning and everything seemed to
go pretty well and was looking for some input:

Do people prefer the schematic input or the text input?
I kinda like the text input, but schematic input might be easier.

Has anyone used CUPL w/ a V750 target before? If so, I have some more
specific questions about that particular application.

Thanks,
Mark

Oh ya, has anyone seen any EEPROM versions of the ATV750?
My book shows them all as OTP/EPROM, but it's pretty old.
Also, does anyone know of a cheap source. My distributor
wants ~$4.75 a piece in single tube quantities.

From owner-vectorlist@spies.com Wed Jun  3 10:46:18 1998
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Date: Wed, 3 Jun 1998 11:44:23 -0600
To: vectorlist@spies.com
From: jeffh@diac.com (Jeff Hendrix)
Subject: Re: Some more for sale...
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CC: jeffh@diac.com (Jeff Hendrix)

Hey Jess,
        If you ever get tired of your alpha 1 and want an I Robot, I would
be willing to work some kind of trade.

-jeff

>Me again,
>  It looks like I may be buying a house soon (finally, a real gameroom!)
>So Im considering selling off a bunch of stuff. Most is not vector
>related but in the vectorlist spirit I would much rather give all you
>guys first crack. Here is the list. I really don't know what some of
>this stuff is worth so Im putting the prices a bit high just because
>everyone always tells me I sell things for too little. If you like the
>price and think it is fair you can help me get a house :-) Otherwise
>make an offer and I may take it, first come first serve though. Bulk
>offers will be given price breaks. REMEMBER: reply to me and not the
>list!!!! Reply to all and then remove the vectorlist email from the CC.
>or mailto:jess@magenta.com
>
>Mystic Marathon boardset: works 100% still on sheet metal plate,
>includes manuals. $210.
>
>Firefox boardset: works 100%. With quad pokey IC ( you can eliminate the
>annoying Quad Pokey eliminator PCB on your major havoc with this!). $60
>
>Bally Fathom Pinball Machine: email me (sorry this isn't vector :-)
>asking $600.
>
>Escape from the Planet of the Robot Monsters PCB - Works 100% JAMMA? $80
>
>6 Asteroids Boardsets without ROM's - Unknown state but in decent
>condition. $40
>
>Meadows Lazer Command PCB - Unknown condition but good shape $25.
>
>Kee Games double board (Marked K5T-D) I know it is a driving game but I
>dont' know which one. Unknown condition. $30
>
>Unknown PCB - (URL??) Long and thin, marked Good and dated 8/20/74. The
>connector is hand wired to the PCB via lots of white wires. Has
>reference #'s in the font that your bank account uses for the routing
>#'s. PCB is not labeled with game name but has the # 2605 on it. No CPU
>of course.  $30.
>
>Nutting boardset - big and square. Has 8 pots on the one edge and the
>connector in the middle of the board (molex) ASSY # 104-002 $30
>
>Atari Super Bug PCB - missing power regulator $25
>
>Atari Breakout PCB - nice condition $30
>
>Atari/Kee LeMans PCB - Unknown but very nice $30
>
>Atari Pong boardset (syzygy) -  Unknown condition but very nice. $80
>
>(2) Atari pinball CPU board - (Airborne Avenger) unknown but good shape.
>$100 for both.
>
>Atari Pinball Score display - unknown condition $50
>
>Williams Make Trax boardset - works 100%. $25
>
>URL PAddle Battle 1973 PCB - tagged as good. $30
>
>Atari Pong Doubles PCB- unknowns condition very good $40
>
>Atari Super Bug PCB - complete and marked good. $35
>
>(2)Atari Crystal Castles PCB- tagged good, $65 each
>
>Atari Lunar Lander PCB - tagged good, $80
>
>Atari Xevious PCB - unknown, $40
>
>Atari Pole Position PCB - burned power connectors, unknown $75
>
>Atari Asteroids Deluxe PCB - tagged good, $60
>
>Atari Gauntlet PCB - works 100%, $50
>
>Atari Skydiver PCB - unknown, good condition. $35
>
>Atari Football PCB - unknown, good condition. $35
>
>Atari Night Driver PCB - unknown, good condition $35
>
>Atari Space Race PCB??? - has a diode ROM that looks like 1/2 of the
>ship shape on the graphics, pretty cool looking. I may be wrong about
>what game it is tho. PCB is labeled 1066AF and is hand written->
>BF-1372. $35
>
>thanks!!! Remember to reply to me!!!  mailto:jess@magenta.com
>  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         **************************************

jeffh@diac.com

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



From owner-vectorlist@spies.com Wed Jun  3 10:54:52 1998
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Date: Wed, 3 Jun 1998 11:52:58 -0600
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From: jeffh@diac.com (Jeff Hendrix)
Subject: Re: Some more for sale...(sorry)
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CC: jeffh@diac.com (Jeff Hendrix)

Sorry about that

jeffh@diac.com

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



From owner-vectorlist@spies.com Wed Jun  3 11:01:30 1998
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Date: Wed, 3 Jun 1998 11:01:24 -0700 (PDT)
From: aek@spies.com (Al Kossow)
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CC: aek@spies.com (Al Kossow)

"Hey Jess,
        If you ever get tired of your alpha 1 and want an I Robot, I would
be willing to work some kind of trade.
"

of all the people in the world, I would think Jess would be the last person
to sell or trade a prototype Major Havoc :-)

From owner-vectorlist@spies.com Wed Jun  3 19:17:27 1998
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Date: Wed, 03 Jun 1998 20:08:40 -0600
From: "Jess & Shannon (remote)" <jess@magenta.com>
Subject: Re: Some more for sale...
To: vectorlist@spies.com
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Al Kossow wrote:
> 
> "Hey Jess,
>         If you ever get tired of your alpha 1 and want an I Robot, I would
> be willing to work some kind of trade.
> "
> 
> of all the people in the world, I would think Jess would be the last person
> to sell or trade a prototype Major Havoc :-)


well I think it is going to take me at least 10 years to finish my
sequel, maybe after that tho! 8^)
  jess



From owner-vectorlist@spies.com Wed Jun  3 19:17:31 1998
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Date: Wed, 03 Jun 1998 20:05:58 -0600
From: "Jess & Shannon (remote)" <jess@magenta.com>
Subject: Re: Some more for sale...
To: vectorlist@spies.com
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Jeff Hendrix wrote:
> 
> Hey Jess,
>         If you ever get tired of your alpha 1 and want an I Robot, I would
> be willing to work some kind of trade.
> 

Well, I don't think I would sell that puppy for quite a while! ;-)
It's a keeeper.
  jess



From owner-vectorlist@spies.com Wed Jun  3 19:37:03 1998
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Date: Wed, 3 Jun 1998 19:36:56 -0700 (PDT)
From: aek@spies.com (Al Kossow)
To: vectorlist@spies.com
Subject: Asteroids add-on board
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I was digging through my storage locker and came upon a
Asteroids board that had the switch settings for that
little add-on board that came up on here a month or so
ago. It plugs into a DIP socket at C5

               1   2   3  4  5  6  7
4 increments  on
5 increments          on
6 increments      on
22 seconds               on
45 seconds                  on
1.5 minutes                    on
3.0 minutes                        on

now you know as much about it as I do :-)

maybe John R remembers it. sort of sounds like a
game time limiter.

From owner-vectorlist@spies.com Thu Jun  4 02:40:22 1998
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From: <Kgowland@aol.com>
Message-ID: <bec5b902.35766b1f@aol.com>
Date: Thu, 4 Jun 1998 05:38:38 EDT
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Hey guys, I have one of those boards.  I found it in a machine but it was not
installed.  Funny thing is that I was going to ask about it tonight...weird.
Anyways, it looks like a timer that speeds up gameplay based on time rather
than level.  My guess is that this was a mod to stop the "saucer hunters" that
would tie up machines for hours.  It was made by Z-TEK Systems of Garland,
Texas.  I have the two page installation instructions if anyone wants a copy.
Just give me your fax # and I will send you a copy on Friday.  They won't do
you any good unless you have the board since there aren't any schematics.

Kirby G

From owner-vectorlist@spies.com Thu Jun  4 06:06:11 1998
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From: djeffery@multipath.com (Doug Jefferys)
Message-Id: <199806041302.JAA28231@mpsrv3.multipath.com>
Subject: Re: Asteroids add-on board
To: vectorlist@spies.com
Date: Thu, 4 Jun 1998 09:02:24 -0400 (EDT)
In-Reply-To: <bec5b902.35766b1f@aol.com> from "Kgowland@aol.com" at Jun 4, 98 05:38:38 am
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CC: djeffery@multipath.com (Doug Jefferys)

Once upon a time, Kgowland@aol.com wrote:
> 
> Hey guys, I have one of those boards.  I found it in a machine but it was not
> installed.  Funny thing is that I was going to ask about it tonight...weird.
> Anyways, it looks like a timer that speeds up gameplay based on time rather
> than level.  

Hmm, looking back at Al's rate multiplier comments, and thinking about
the LS161, suppose it's a counter, and the switches are geared to speed
things up after the increments are passed.

IIRC, there's a software-readable counter in Asteroids.  Might come 
from the same LS161 that triggers the NMI.  Might have something to 
do with that.  What components are on this beast?  (I'm curious that
it plugs into a DIP switch, which tells me that the setting is being
read by software.  Are there ROM modifications on the Asteroids board
that go with the daughterboard?)

Later,
Doug.

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

From owner-vectorlist@spies.com Thu Jun  4 06:49:17 1998
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Date: Thu, 4 Jun 1998 09:47:57 -0400 (EDT)
From: Mitchell Rohde <bovine@eecs.umich.edu>
To: vectorlist@spies.com
Subject: Redesign of boards...
In-Reply-To: <199806041302.JAA28231@mpsrv3.multipath.com>
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CC: Mitchell Rohde <bovine@eecs.umich.edu>


 Hey all-

     I was thinking (insert laughs here :) ) ... I've seen many redesigns 
 and multigame add ons here, but I don't think I've seen a complete
redesign of a game board...

     It would be interesting to redo a classic board like Asteroids or
something using the same program, but reduce much of the TTL and
associated circuits to PLDs or PALs, etc.  I was looking over some of my
schematics and thought about:

  Space Invaders (look at all those 1 bit rams...)
  Asteroids (a bunch of fairly common Atari board design)
  Battlezone (more atari design)

 etc...

  The idea being that we could make the stuff a little more reliable and
 service-able (sp).... maybe incorporate multigame stuff, etc...

 Anyway, thoughts?  

				Mitch



From owner-vectorlist@spies.com Thu Jun  4 07:18:18 1998
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Message-Id: <9806041429.AA11691@Techsource.COM>
From: "omar" <omar@Techsource.COM>
To: <vectorlist@spies.com>
Subject: Re: Redesign of boards...
Date: Thu, 4 Jun 1998 10:19:22 -0400
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Mitchell,

A really good candidate would also be the Cinematronics CPU board.  You
could add a pretty large flash prom (cheap for 1Mbit <$6) and incorporate
someone else's Cine Multi-game hack (someone was working on this part
before, right?).  That would just leave the necessity for the universal
sound board that someone else on the group was also working on before :-)  



----------
> From: Mitchell Rohde <bovine@eecs.umich.edu>
> To: vectorlist@spies.com
> Cc: Mitchell Rohde <bovine@eecs.umich.edu>
> Subject: Redesign of boards...
> Date: Thursday, June 04, 1998 9:47 AM
> 
> 
>  Hey all-
> 
>      I was thinking (insert laughs here :) ) ... I've seen many redesigns

>  and multigame add ons here, but I don't think I've seen a complete
> redesign of a game board...
> 
>      It would be interesting to redo a classic board like Asteroids or
> something using the same program, but reduce much of the TTL and
> associated circuits to PLDs or PALs, etc.  I was looking over some of my
> schematics and thought about:
> 
>   Space Invaders (look at all those 1 bit rams...)
>   Asteroids (a bunch of fairly common Atari board design)
>   Battlezone (more atari design)
> 
>  etc...
> 
>   The idea being that we could make the stuff a little more reliable and
>  service-able (sp).... maybe incorporate multigame stuff, etc...
> 
>  Anyway, thoughts?  
> 
> 				Mitch
> 
> 

From owner-vectorlist@spies.com Thu Jun  4 08:13:06 1998
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Message-ID: <31452DBFA5F7D111B90D006097C401E30AC824@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Redesign of boards...
Date: Thu, 4 Jun 1998 08:11:25 -0700 
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I've thought about doing Ms. Pac Man/etc  (and I know Kev was going down
the same path probably before I was).  I'd kicked around Asteroids too--
I was thinking of trying to drop it all (most all anyway) onto a couple
big CPLD's or an FPGA or something.  A "one chip" asteroids so to
speak...

On the Sega Multigame I was going to pull all the 2114's into a single
SRAM (like I did with the EPROMs), but then I decided it would just add
cost to the PCB and add complexity to the design...  Something of
Asteroids-level complexity is a good candidate, IMHO.  

-Clay

>      I was thinking (insert laughs here :) ) ... I've seen many
> redesigns 
>  and multigame add ons here, but I don't think I've seen a complete
> redesign of a game board...
> 
>      It would be interesting to redo a classic board like Asteroids or
> something using the same program, but reduce much of the TTL and
> associated circuits to PLDs or PALs, etc.  I was looking over some of
> my
> schematics and thought about:

From owner-vectorlist@spies.com Thu Jun  4 08:28:57 1998
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Date: Thu, 4 Jun 1998 08:28:36 -0700 (PDT)
From: aek@spies.com (Al Kossow)
To: vectorlist@spies.com
Subject: Re:  Redesign of boards...
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CC: aek@spies.com (Al Kossow)

You would make lots of people happy if you did a new Space Invaders
board. It's a trivial design (the biggest part would be the discrete
sound stuff) by todays standards. You could get rid of everything
but 5V for power, and if you could easily build a multi-game with
a dozen or so variants. All the I/O port definitions can be found
in the MAME sources.

I guess you could do a 'generic' AVG board for all the games other
than Asteroids(dlx) and Lunar Lander, and a DVG board for those
(and Omega Race). There are enough differences in the design to
make it tricky to do, though. Again, you can see all the memory
maps and things in the MAME sources.

From owner-vectorlist@spies.com Thu Jun  4 14:08:58 1998
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Message-ID: <31452DBFA5F7D111B90D006097C401E30AC82C@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Redesign of boards...
Date: Thu, 4 Jun 1998 14:07:14 -0700 
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> I guess you could do a 'generic' AVG board for all the games other
> than Asteroids(dlx) and Lunar Lander, and a DVG board for those
> (and Omega Race). There are enough differences in the design to
> make it tricky to do, though. Again, you can see all the memory
> maps and things in the MAME sources.
> 
So... I bought yet another CPLD development package a few days ago.
This time the Vantis (AMD) stuff.  It's Synario based (which makes for a
kinda interesting fist-fight between it an the Lattice Synario package),
but the Vantis parts are about half the cost of equivalent Lattice
stuff...  A 64 Macrocell CPLD from Vantis is only about $3.69 in singles
with 32 I/O's 15ns tpd, etc.

I think the Asteroids Deluxe vector state machine, BRM's and misc glue
would fit in one part without too much trouble.  I/Os get to be the
constraint since you'll need external RAM and ROM and 12bit wide
datapath to the DACs...

On a semi-related note-- a while back someone was working on getting
Lunar Lander code to run on Asteroids.  Anyone ever hear anything more
about it? (I'm thinking of trying it given the info that's in MAME-- and
since Neil Bradley still has my Blasteroids board, he owes me some help.
;-)

-Clay

(I'm also thinking of doing a software menu system based multigame
Pacman.  Two bit score's $240 for dip-switches and EPROMs kinda irks
me...)



From owner-vectorlist@spies.com Thu Jun  4 17:23:14 1998
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Message-ID: <31452DBFA5F7D111B90D006097C401E30AC83B@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: Game sighting (reprise)
Date: Thu, 4 Jun 1998 17:21:23 -0700 
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So a couple days ago I pointed out the Comedy Central show "Premium
Blend" because it has a Tempest and Centipede running on the stage and a
third game I couldn't quite ID.  Well, after seeing Shawn Switenky's
webpage I think I know what it was...  An upright Space Wars!  Going to
have to try to see it more closely next time.

-Clay 

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

From owner-vectorlist@spies.com Thu Jun  4 18:47:11 1998
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Message-ID: <35774D7B.56915CD9@erols.com>
Date: Thu, 04 Jun 1998 21:44:27 -0400
From: Kev <mowerman@erols.com>
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Clay Cowgill wrote:

> (I'm also thinking of doing a software menu system based multigame
> Pacman.  Two bit score's $240 for dip-switches and EPROMs kinda irks
> me...)

 Good!  This is what I was hoping for all along, till Bob took the framework
& ran with it.  He is making the kit available to RGVACers for $99, but he
has only given credit to one person helping him.

Anyhow, since we are on the subject, Yes I'd like to see a redesign of Pac
Man PCBs.  This is something that operators will mention to me that they
would buy (and Galaga).

There are a few xtras to consider, it must go both JAMMA and original Pac
Man harness.   Other than that they could care less but I would like to see
the software menu upgrade and maybe a few extra perks.  This would be the
best $$ project but would also be the most likely to attract legal attention
too.

Space Invaders has its problems too, if it was simply the SI board that
would be simple enough (assuming you are also doing the audio), but what
about all the other Midway 8080 games that run on this motherboard?  Would
it be best to repro just the mother board and retain the Audio/ I/O board
plug.  I belive some of the early games used +-15VDC for optical inputs and
12 VDC for audio.  Definitely need to replace those RAMs some how.

I'll leave the Vectors to those that have more cranial capacity, I just want
to vote for the linkable Battlezones!

--
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 Thu Jun  4 19:13:45 1998
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To: vectorlist@spies.com
Date: Thu, 4 Jun 1998 21:02:50 -0500
Subject: FS: B&K 465 CRT tester
Message-ID: <19980604.210338.9630.0.gonzothegreat@juno.com>
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I am selling off an extra CRT tester I picked up a while ago and never
got around to using before I found a Model 480.

It is a B&K 465 with all the docs. Please note that this is an older unit
(probably mid 70s vintage) and I do not have the specific adapters needed
to test the common CRTs used in raster & vector games. Having said that,
in the past I have been able to steal a neck PCB off a monitor and wire
up other CRT testers successfully. You could also make a universal
adapter with a few clip leads.

Cosmetically, the unit looks like it was never used. Functionally, it
lights up  and you can adjust the filament V but since I don't have any
tubes that I have an adapter for, I can't fully test it.

I do have a JPEG of the unit if anybody wants it.

$60 plus shipping.

Thanks

Virtu-Al

_____________________________________________________________________
You don't need to buy Internet access to use free Internet e-mail.
Get completely free e-mail from Juno at http://www.juno.com
Or call Juno at (800) 654-JUNO [654-5866]

From owner-vectorlist@spies.com Thu Jun  4 19:17:21 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Redesign of boards...
Date: Fri, 05 Jun 1998 02:16:40 GMT
Message-ID: <357d53a1.27301838@tommy.doctord.com>
References: <31452DBFA5F7D111B90D006097C401E30AC82C@supra.com> <35774D7B.56915CD9@erols.com>
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On Thu, 04 Jun 1998 21:44:27 -0400, Kev <mowerman@erols.com> wrote:

>I'll leave the Vectors to those that have more cranial capacity, I just =
want
>to vote for the linkable Battlezones!

Linkable Battlezones!!  Come on!  Let's leave the classics alone!  They =
are what
they are, we shouldn't try to change them to make them something =
different, just
because WE think it would be fun.  The authors new what they were doing =
when
they wrote the code.  Just leave it alone.  Like colorization of old =
movies
never caught on, neither will these tweaks to the games.

A linkable Tempest on the other hand....now *THAT* would be COOOOL!!!!

;^)

-Zonn

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

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

From owner-vectorlist@spies.com Thu Jun  4 19:28:00 1998
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Message-Id: <199806050230.UAA00932@ppsol.com>
From: "Chris Cope" <chrisc@ppsol.com>
Organization: Pinpoint Solutions
To: vectorlist@spies.com
Date: Thu, 4 Jun 1998 20:20:29 -0700
Subject: Re: Redesign of boards...
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> 
> 
> Clay Cowgill wrote:
> 
> > (I'm also thinking of doing a software menu system based multigame
> > Pacman.  Two bit score's $240 for dip-switches and EPROMs kinda irks
> > me...)
> 

Yeah, the DIPs are pretty inconvenient.  The two ways I can see to do 
this from a hardware point of view:

1) add a boot ROM that is active after the Z80 leaves reset.  The row 
6 ROM has to be inactive or you get bus contention.  Once the code 
jumps from the boot ROM, the row 6 ROM has to cut in.

2) Put the menu system in the first page of the row 6 ROM.  You lose 
a game, but no new hardware is needed.

Chris


------------------
Chris Cope              303-444-7257 x109 
Pinpoint Solutions
mailto:chrisc@ppsol.com

From owner-vectorlist@spies.com Thu Jun  4 19:35:00 1998
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Message-ID: <3FF8121C9B6DD111812100805F31FC0D03E3F681@red-msg-59.dns.microsoft.com>
From: "David Shoemaker (Comforce/RhoTech)" <a-dashoe@microsoft.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Cc: zonn@zonn.com
Subject: RE: Redesign of boards...
Date: Thu, 4 Jun 1998 19:33:45 -0700 
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> Linkable Battlezones!!  Come on!  Let's leave the classics alone!  They
> are what
> they are, we shouldn't try to change them to make them something
> different, just
> because WE think it would be fun.  The authors new what they were doing
> when
> they wrote the code.  Just leave it alone.  Like colorization of old
> movies
> never caught on, neither will these tweaks to the games.
> 
> A linkable Tempest on the other hand....now *THAT* would be COOOOL!!!!
> 
Using the modified tubes by that "D" person.

:)


From owner-vectorlist@spies.com Thu Jun  4 22:21:59 1998
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Message-ID: <35762523.20A2@istar.ca>
Date: Wed, 03 Jun 1998 21:40:03 -0700
From: John Robertson <pinball@istar.ca>
Organization: John's Jukes Ltd
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Al Kossow wrote:
> 
> I was digging through my storage locker and came upon a
> Asteroids board that had the switch settings for that
> little add-on board that came up on here a month or so
> ago. It plugs into a DIP socket at C5
> 
>                1   2   3  4  5  6  7
> 4 increments  on
> 5 increments          on
> 6 increments      on
> 22 seconds               on
> 45 seconds                  on
> 1.5 minutes                    on
> 3.0 minutes                        on
> 
> now you know as much about it as I do :-)
> 
> maybe John R remembers it. sort of sounds like a
> game time limiter.

Nope, I don't recall this one. We did make a few mods to games years ago
that would change the NMI timing to speed up the play , and I recall
hearing about an add-on circuit that would do it automatically, so
perhaps this is what you have. However I have no idea what little board
you are speaking of, so...

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 Thu Jun  4 22:22:03 1998
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Date: Wed, 03 Jun 1998 21:51:54 -0700
From: John Robertson <pinball@istar.ca>
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Doug Jefferys wrote:
> 
> Once upon a time, Kgowland@aol.com wrote:
> >
> > Hey guys, I have one of those boards.  I found it in a machine but it was not
> > installed.  Funny thing is that I was going to ask about it tonight...weird.
> > Anyways, it looks like a timer that speeds up gameplay based on time rather
> > than level.
> 
> Hmm, looking back at Al's rate multiplier comments, and thinking about
> the LS161, suppose it's a counter, and the switches are geared to speed
> things up after the increments are passed.
> 
> IIRC, there's a software-readable counter in Asteroids.  Might come
> from the same LS161 that triggers the NMI.  Might have something to
> do with that.  What components are on this beast?  (I'm curious that
> it plugs into a DIP switch, which tells me that the setting is being
> read by software.  Are there ROM modifications on the Asteroids board
> that go with the daughterboard?)
> 
> Later,
> Doug.
> 
> --
> Douglas W. Jefferys           |
> Star Data Systems             |
> Email: djeffery@multipath.com |

There was no need for changing the game roms, everything just ran
FASTER. If would get real interesting at 8X speed...usually 2X or maybe
4X was the most we ever did. Our addon was simpler than the one Al
(etc.) are speaking of, we just used a couple of the switches on a dip
switch that was unused, and wired them to change the clock on the NMI.
An automatic change would have been nicer...

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 Jun  5 09:17:01 1998
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Message-ID: <31452DBFA5F7D111B90D006097C401E30AC83F@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Redesign of boards...
Date: Fri, 5 Jun 1998 09:15:23 -0700 
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> Yeah, the DIPs are pretty inconvenient.  The two ways I can see to do 
> this from a hardware point of view:
	...
> 2) Put the menu system in the first page of the row 6 ROM.  You lose 
> a game, but no new hardware is needed.
> 
I like #2.  Basically what the Sega multigame is.  (Actually, I think I
might be able to just plug in the Sega multigame with a PAL change...
;-)  Does Pac use IRQ or NMI?  If not, that might make for an easy "menu
caller".  Otherwise a little hardware can reset the bank multigame bank
register to the menu segment and force a reset.  No big deal...

The more I work on these multigame projects the more I wonder if I
should just make a general-purpose control mapper?  Something that takes
N inputs on one side and can under program control route any input to
any "output" on the other side.  Have a few "select" lines that choose a
particular program.

(The idea being you could hook up a couple joysticks, and a bunch of
buttons and under program control from a little built-in processor
"rewire" them to different outputs.  I don't know if there's enough
"multigame" capable boards to really merit it though.)

-Clay

From owner-vectorlist@spies.com Fri Jun  5 09:43:31 1998
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From: jeffh@diac.com (Jeff Hendrix)
Subject: Star Wars Shapes
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CC: jeffh@diac.com (Jeff Hendrix)

I've been trying to locate where the shapes from star wars are stored. I've
spent hours looking through the code and still haven't figured it out.
I've also dropped the vector ROM (as well as all the other ROMs) onto
Jess's PVector viewer and it doesn't come up with anything.
Anybody able to offer some insight?

-jeff

jeffh@diac.com

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



From owner-vectorlist@spies.com Fri Jun  5 09:48:39 1998
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From: djeffery@multipath.com (Doug Jefferys)
Message-Id: <199806051649.MAA04951@mpws15>
Subject: Re: Redesign of boards...
To: vectorlist@spies.com
Date: Fri, 5 Jun 1998 12:49:04 -0400 (EDT)
In-Reply-To: <31452DBFA5F7D111B90D006097C401E30AC83F@supra.com> from "Clay Cowgill" at Jun 5, 98 09:15:23 am
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Once upon a time, Clay Cowgill wrote:
> 
> The more I work on these multigame projects the more I wonder if I
> should just make a general-purpose control mapper?  Something that takes
> N inputs on one side and can under program control route any input to
> any "output" on the other side.  Have a few "select" lines that choose a
> particular program.

Hmm, I've been thinking of the same thing (implemented in solder,
rather than silicon :) for test-playing.  I often find myself 
plugging vertical games into a testbench with a horizontally-
mounted monitor.  

I've noticed that the "switching" required to map the four directions
of a joystick to the four directions of a stick rotated 90 degrees is 
basically the same thing as you'd need to do with a trackball at either
90 degrees or 45 degrees.  

A little gadget you could stick between a control panel and the rest
of a wiring harness would be handy for generic usage, but including 
such a gadget in software for a multigame would be way cool.

(On a tangent to the "Run Lunar Lander on Asteroids" thread - as cool
as it sounds, keep in mind that if you carry the logic too far, you end
up with a 500-game "software-switchable multigame" running on a P200MMX
with 64M and a 6.4G hard drive :-)

ObVector:
...my old Gravitar <-> Black Widow hack.  I forgot, in the first rev
of the docs, that one of the sockets (L7) is wired for a 2716, not a 
2532.  Any attempt to plug the "vector ROM" daughterboard into that 
particular socket will result in a very confused machine.  The other
three sockets, of course, are fine, but my docs implied that it could
be in any of the four sockets.  Oops.  My bad.

Later,
Doug.

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

From owner-vectorlist@spies.com Fri Jun  5 10:22:08 1998
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Message-Id: <199806051720.NAA04064@camel7.mindspring.com>
From: "The Retrodaddy" <arcade@mindspring.com>
To: <vectorlist@spies.com>
Cc: "Clay Cowgill" <ClayC@diamondmm.com>
Subject: Re: Redesign of boards...
Date: Fri, 5 Jun 1998 13:18:44 -0400
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> > Yeah, the DIPs are pretty inconvenient.  The two ways I can see to do 
> > this from a hardware point of view:
Here is a quote from a reply Bob Sokol gave when I asked about relocating
the dip block.  Apparently, they have at least already taken it into
account.

> Bob, would it be possible to relocate the dip block via a cable?  It
> would be extremely convenient if the cable were long enough to be run
> up thru the light/speaker area, and mounted under that area on the
> outside.  Just a thought.
>

  Yes, we provide a place to tie into the HEX switch so you can remote the
dip
switches.  Look at the picture at:

http://www.Pacman.com/16in1.jpg

on the left board (the 5E&F bd) there is an empty 8 pin socket where you
can
parrallel the dip switch.  Just set the dip sw on the main boardto all 4
open.

Bob


From owner-vectorlist@spies.com Fri Jun  5 10:42:54 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Redesign of boards...
Date: Fri, 5 Jun 1998 10:41:16 -0700 
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> (On a tangent to the "Run Lunar Lander on Asteroids" thread - as cool
> as it sounds, keep in mind that if you carry the logic too far, you
> end
> up with a 500-game "software-switchable multigame" running on a
> P200MMX
> with 64M and a 6.4G hard drive :-)
> 
Yeah, that thinking was behind my wanting to do an ISA (or PCI, Al ;-)
card that was just a vector generator.  So, you could basically hook up
a PC to a Wells Gardner (for example) vector monitor and run emulated
vector games on a real vector display.  (With a sufficiently fast PC I
bet you could do some path analysis on the vector display list and sort
each frame for shortest draw time so you could run "fast" vector games
(like Sega stuff) on a WG monitor...)

> ObVector:
> ...my old Gravitar <-> Black Widow hack.  I forgot, in the first rev
> of the docs, that one of the sockets (L7) is wired for a 2716, not a 
> 2532.  Any attempt to plug the "vector ROM" daughterboard into that 
> particular socket will result in a very confused machine.  The other
> three sockets, of course, are fine, but my docs implied that it could
> be in any of the four sockets.  Oops.  My bad.
> 
Good to know!  I was actually going to try this sometime for my mutoid
Gravitar/BW machine.  (One side is Gravitar sideart, the other is Black
Widow. ;-)

-Clay

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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Redesign of boards...
Date: Fri, 05 Jun 1998 18:09:43 GMT
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On Fri, 5 Jun 1998 10:41:16 -0700 , Clay Cowgill <ClayC@diamondmm.com> =
wrote:

>
>
>> (On a tangent to the "Run Lunar Lander on Asteroids" thread - as cool
>> as it sounds, keep in mind that if you carry the logic too far, you
>> end
>> up with a 500-game "software-switchable multigame" running on a
>> P200MMX
>> with 64M and a 6.4G hard drive :-)
>>=20
>Yeah, that thinking was behind my wanting to do an ISA (or PCI, Al ;-)
>card that was just a vector generator.  So, you could basically hook up
>a PC to a Wells Gardner (for example) vector monitor and run emulated
>vector games on a real vector display.

I *like* this idea!  Then we could colorize the old Cinematronics games!

>(With a sufficiently fast PC I
>bet you could do some path analysis on the vector display list and sort
>each frame for shortest draw time so you could run "fast" vector games
>(like Sega stuff) on a WG monitor...)

Or just put a slight delay to allow the WG to catchup, you probably =
wouldn't
even notice a thing, it would just extend the drawing time slightly =
towards the
end of the 1/40 second refresh of the Sega games.  I imagine there is =
some dead
time at the end of each refresh, before the screen starts to redraw that =
could
take up the slack.

-Zonn

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

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From owner-vectorlist@spies.com Fri Jun  5 11:34:03 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Redesign of boards...
Date: Fri, 05 Jun 1998 18:33:39 GMT
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On Fri, 5 Jun 1998 10:41:16 -0700 , Clay Cowgill <ClayC@diamondmm.com> =
wrote:

>(With a sufficiently fast PC I
>bet you could do some path analysis on the vector display list and sort
>each frame for shortest draw time so you could run "fast" vector games
>(like Sega stuff) on a WG monitor...)

On a side note, this sounds a lot like the traveling salesman puzzle =
where one
tries to find the quickest route for a salesman that must visit a bunch =
of
cities.

Last I heard there is no sort for this kind of thing (short of a brute =
force
approach), in fact it's mostly believed that no algorithm will ever be =
found
(See Robert Sedgwick's "Algorithms" book).  According to the chapter on
exhaustive searches even given a computer 1,000,000 times faster that =
today's
fastest (copyright was 1992) you couldn't sort a 100 points, of the =
traveling
salesman puzzle, in a year's time.  Pretty hard to do a couple of hundred=
 points
forty times a second...

But if you do work out this sort you could be very famous among the =
mathematical
types, and with a properly applied patent, very rich!

-Zonn

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

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
   / /    //\\ //   (__)
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From owner-vectorlist@spies.com Fri Jun  5 11:56:26 1998
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Date: Fri, 5 Jun 1998 11:54:30 -0700 (PDT)
Message-Id: <199806051854.LAA03374@neptune.geoworks.com>
From: Andrew Wilson <Andrew_Wilson@geoworks.com>
To: vectorlist@spies.com
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>On a side note, this sounds a lot like the traveling salesman puzzle where one
>tries to find the quickest route for a salesman that must visit a bunch of
>cities.

        Ooooh. Good insight, Zonn! I didn't see this connection before.

        Yah, finding the *optimal* route is NP-complete (meaning no
polynomial-time algorithm exists), but given an arbitrary unsorted set of
line segments you generally can order them such that the total time to draw
them is (possibly significantly) shorter than the time to draw the original
unsorted set. It's only finding the optimal ordering that is hard.

                        Drew



From owner-vectorlist@spies.com Fri Jun  5 12:18:49 1998
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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Redesign of boards...
Date: Fri, 5 Jun 1998 12:17:11 -0700 
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> I *like* this idea!  Then we could colorize the old Cinematronics
> games!
> 
Yep, do the "color" overlays for Battlezone too... ;-)

> Or just put a slight delay to allow the WG to catchup, you probably
> wouldn't
> even notice a thing, it would just extend the drawing time slightly
> towards the
> end of the 1/40 second refresh of the Sega games.  I imagine there is
> some dead
> time at the end of each refresh, before the screen starts to redraw
> that could
> take up the slack.
> 
 From what I learned about the WG it's basically pretty happy as long as
you don't "instantly" reposition the beam farther than 1/2 of a screen
axis away.  That's frustrating since most of the Sega games would
probably work just fine if their draw order was a little different.  The
single most "problematic" part of the display for the Wells Gardner 6100
is that the Sega games "jump" from the score displays (at a far edge of
the screen) to the game objects which can be far away from the edge.  If
they'd just jump to the center of the screen, and then jump to the game
objects it'd be fine.  (Not coincidentally that's the behavior of the
Atari AVG...)

-Clay   

From owner-vectorlist@spies.com Fri Jun  5 12:28:58 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Redesign of boards...
Date: Fri, 05 Jun 1998 19:28:37 GMT
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On Fri, 5 Jun 1998 11:54:30 -0700 (PDT), Andrew Wilson
<Andrew_Wilson@geoworks.com> wrote:

>
>>On a side note, this sounds a lot like the traveling salesman puzzle =
where one
>>tries to find the quickest route for a salesman that must visit a bunch=
 of
>>cities.
>
>        Ooooh. Good insight, Zonn! I didn't see this connection before.
>
>        Yah, finding the *optimal* route is NP-complete (meaning no
>polynomial-time algorithm exists), but given an arbitrary unsorted set =
of
>line segments you generally can order them such that the total time to =
draw
>them is (possibly significantly) shorter than the time to draw the =
original
>unsorted set. It's only finding the optimal ordering that is hard.

Very true! (I left out that part for effect.  ;^) , but looking through =
those
sort algorithms, they certainly didn't look like the kinda thing you =
could do
forty times a second real time!

One did guarantee a path that was shorter than twice optimal though...

=46rom an engineering point of view (what I'm good at, I have to take =
other
peoples word on the math stuff...), I'd say add the wait state between =
large
trace swings and leave the order alone!  ;^)

-Zonn

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

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

From owner-vectorlist@spies.com Fri Jun  5 12:34:47 1998
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Message-ID: <31452DBFA5F7D111B90D006097C401E30AC845@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Redesign of boards...
Date: Fri, 5 Jun 1998 12:32:57 -0700 
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> On a side note, this sounds a lot like the traveling salesman puzzle
> where one
> tries to find the quickest route for a salesman that must visit a
> bunch of
> cities.
> 
Yep.  It's the shortest path problem. ;-)

> Last I heard there is no sort for this kind of thing (short of a brute
> force
> approach), in fact it's mostly believed that no algorithm will ever be
> found
> (See Robert Sedgwick's "Algorithms" book).  According to the chapter
> on
> exhaustive searches even given a computer 1,000,000 times faster that
> today's
> fastest (copyright was 1992) you couldn't sort a 100 points, of the
> traveling
> salesman puzzle, in a year's time.  Pretty hard to do a couple of
> hundred points
> forty times a second...
> 
Aiiigh!  Run!  It's the revenge of CS325!  I think the nature of the
hardware gives you some heuristics though that bound your sort
considerably.  There's a couple things we'd like if we were WG vector
monitors.... ;-)  

1) we like the beam to be by the center of the screen
2) we don't like to jump long distances at a time

Given those two you can tackle the vector list with a little more
smarts...  Sort the points based on distance from the center, then
tackle each quadrant as a "section" to draw.  Draw as much as you can
going from close to the center to out, then hop back to the center to
settle.  You'd probably want to draw the quadrants in 1-3-2-4 order or
something to balance the deflection.  For any "long" lines (where "long"
means aproaching half a screen axis), break them up into several smaller
segments.  Since we're mostly likely a fast Digital Vector Generator
we'll assume we can get back exactly to where we leave off a line.
(Unlike the AVG.)

Feh.  It's probably all academic though since all you need is a *little*
more ooomph out of the monitor to get all the Sega stuff.  Zonn's idea
to stretch the draw time should help.  Project number 234123-7 for me is
to add some wait-states in the Sega vector generator after a beam "jump"
to give the WG monitor time to settle inbetween beam moves.  I think I
figured it's only a couple micro seconds that are needed...

For what it's worth, with the Vantis 64 macrocell parts so cheap now I
think I'm going to toss the DSP idea (which wasn't *quite* fast enough,
and just try a couple of hardware adders/controllers)...

-Clay

> But if you do work out this sort you could be very famous among the
> mathematical
> types, and with a properly applied patent, very rich!
> 
> -Zonn
> 
> <><><><><><><><><><><><><><><><><><><><><><><><><><><><
> 
>  ------              ___       Member of A.A.C.S.:
>  |---- |            (   )  Association for Artistically
>     / /            ( () )     Challenged Signatures
>    / /    //\\ //   (__)
>   / ---/ //  \\    //\\ //      zonn @ zonn . com
>  -------|         //  \\/
> 

From owner-vectorlist@spies.com Fri Jun  5 12:49:14 1998
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Date: Fri, 5 Jun 1998 12:49:03 -0700 (PDT)
From: aek@spies.com (Al Kossow)
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"From what I learned about the WG it's basically pretty happy as long as
you don't "instantly" reposition the beam farther than 1/2 of a screen
axis away."

Have you ever looked at the deflection circuit itself to see if there
may be too much slew rate limiting in the driver circuits? 

From owner-vectorlist@spies.com Fri Jun  5 13:01:40 1998
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Message-ID: <31452DBFA5F7D111B90D006097C401E30AC846@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Redesign of boards...
Date: Fri, 5 Jun 1998 12:59:38 -0700 
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> "From what I learned about the WG it's basically pretty happy as long
> as
> you don't "instantly" reposition the beam farther than 1/2 of a screen
> axis away."
> 
> Have you ever looked at the deflection circuit itself to see if there
> may be too much slew rate limiting in the driver circuits? 
> 
Hmmmm.  No, not specifically.  I figured that a hardware fix for the
6100 wouldn't be easy (although I do still want to compare a 6400
performance-wise).  I did a bunch of measurements and experiments while
writing the Sega Multigame menu system and it always came down to that
the monitor really wanted "AVG" like behavior. 

Some games like Star Wars have a lot of long lines-- but I think they
effectively drop the frame rate to give more time to the AVG. (although
maybe that's an artifact of the throughput of the matrix processor being
limited?)

-Clay

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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Subject: Re: Redesign of boards...
Date: Fri, 05 Jun 1998 21:29:08 GMT
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On Fri, 5 Jun 1998 12:49:03 -0700 (PDT), aek@spies.com (Al Kossow) wrote:

>"From what I learned about the WG it's basically pretty happy as long as
>you don't "instantly" reposition the beam farther than 1/2 of a screen
>axis away."
>
>Have you ever looked at the deflection circuit itself to see if there
>may be too much slew rate limiting in the driver circuits?=20

I have, and it's not the driver's.  It always comes back to the Yoke =
impedance /
Supply voltage ratio.

-Zonn


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

 ------              ___       Member of A.A.C.S.:
 |---- |            (   )  Association for Artistically
    / /            ( () )     Challenged Signatures
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From owner-vectorlist@spies.com Fri Jun  5 20:32:47 1998
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Date: Fri, 05 Jun 1998 17:21:33 -0600
From: "Jess & Shannon (remote)" <jess@magenta.com>
Subject: Re: Star Wars Shapes
To: vectorlist@spies.com
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Jeff Hendrix wrote:
> 
> I've been trying to locate where the shapes from star wars are stored. I've
> spent hours looking through the code and still haven't figured it out.
> I've also dropped the vector ROM (as well as all the other ROMs) onto
> Jess's PVector viewer and it doesn't come up with anything.
> Anybody able to offer some insight?

I would imagine that the vector generators are a bit different. The
Vector Viewer program was made for the Major Havoc hardware. Also since
the objects are actually made up of planes and the CPU was upgraded to
something faster... Im thinking that most objects are created on the fly
by the CPU. Sort of like Tempest's tubes.
  jess


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From: "Frank Palazzolo" <palazzol@home.com>
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Date: Fri, 5 Jun 1998 23:57:46 +0000
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I would imagine for things like the tie fighters,
the 3D coordinate information is stored somehow,
and then there is an actual 3D to 2D projection 
done in the software to draw them on the screen -
Probably by the mathbox.  Hence, they look different 
every frame.

At one point I disassembled most of the sound rom 
in that game but never delved far into the game 
roms.  I'd be interested in whatever you find out,
though ;)

-Frank

palazzol@home.com

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From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: Vaguely vector...
Date: Mon, 8 Jun 1998 10:52:45 -0700 
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CC: Clay Cowgill <ClayC@diamondmm.com>

I just thought this was kinda neat, even though it's not entirely vector
related.  I've kinda decided to compete with Two-Bit Score with a rival
pac-man multigame.  (but a software selectable one at half their
"retail" price)

Anyway, the vector part-- it turns out that a Sega (vector) Multigame
can be a PacMan multigame by cutting one trace and adding one wire and
reprogramming the PAL.  Not bad-- one day's work and it's running!

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

The bummer is that the PCB is oriented the "wrong" way, so it gets in
the way of the Sync Bus controller daughtercard on Pac.  I moved mine to
the back-side of the board for development work, but I think I'll just
replace it entirely with a CPLD for the final version.

-Clay

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

From owner-vectorlist@spies.com Mon Jun  8 11:16:37 1998
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Date: Mon, 08 Jun 1998 14:21:42 -0400
To: vectorlist@spies.com
From: "Christopher V. Moore" <cmoore@heartlab.heartlab.com>
Subject: Cinematronics Assembler 1.0
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CC: "Christopher V. Moore" <cmoore@heartlab.heartlab.com>

Hi All,

I have finished up my first release of my Cinematronics Assembler project
and am ready to have a couple of people test it out.  I don't have a web page,
but if you're interested, please send me some email and I'll send it to 
you.  

-Chris
--
Christopher V. Moore -- Principal Engineer
Heartlab, Inc. - 101 Airport Rd - Westerly, RI 02891
Phone: (401) 596-0592 - Fax: (401) 596-8562 - Email: cmoore@heartlab.com
                                                              


From owner-vectorlist@spies.com Mon Jun  8 12:02:15 1998
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From: Kurt Mahan <kmahan@xmission.com>
Message-Id: <199806081900.NAA08044@xmission.xmission.com>
Subject: Re: Vaguely vector...
To: vectorlist@spies.com
Date: Mon, 8 Jun 1998 13:00:50 -0600 (MDT)
In-Reply-To: <31452DBFA5F7D111B90D006097C401E30AC84C@supra.com> from "Clay Cowgill" at Jun 8, 98 10:52:45 am
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CC: Kurt Mahan <kmahan@xmission.com>

> The bummer is that the PCB is oriented the "wrong" way, so it gets in
> the way of the Sync Bus controller daughtercard on Pac.  I moved mine to
> the back-side of the board for development work, but I think I'll just
> replace it entirely with a CPLD for the final version.

Did anybody ever reproduce both of the flying boards?  There has got to 
be a good demand for them by now.  (Clay -- you should do it!)

Kurt

From owner-vectorlist@spies.com Mon Jun  8 12:14:51 1998
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Date: Mon, 8 Jun 1998 13:11:24 -0600
To: vectorlist@spies.com
From: jeffh@diac.com (Jeff Hendrix)
Subject: Re: Cinematronics Assembler 1.0
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CC: jeffh@diac.com (Jeff Hendrix)

I'm interested. Please send.

-jeff

>Hi All,
>
>I have finished up my first release of my Cinematronics Assembler project
>and am ready to have a couple of people test it out.  I don't have a web page,
>but if you're interested, please send me some email and I'll send it to
>you.
>
>-Chris
>--
>Christopher V. Moore -- Principal Engineer
>Heartlab, Inc. - 101 Airport Rd - Westerly, RI 02891
>Phone: (401) 596-0592 - Fax: (401) 596-8562 - Email: cmoore@heartlab.com
>

jeffh@diac.com

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



From owner-vectorlist@spies.com Mon Jun  8 12:27:13 1998
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Message-ID: <31452DBFA5F7D111B90D006097C401E30AC852@supra.com>
From: Clay Cowgill <ClayC@diamondmm.com>
To: "'vectorlist@spies.com'" <vectorlist@spies.com>
Subject: RE: Vaguely vector...
Date: Mon, 8 Jun 1998 12:25:10 -0700 
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CC: Clay Cowgill <ClayC@diamondmm.com>

> Did anybody ever reproduce both of the flying boards?  There has got
> to 
> be a good demand for them by now.  (Clay -- you should do it!)
> 
I'm working on it.  I have the VRAM addressor done in Synario and
targeted to a Vantis CPLD.  I'm going to do the Sync Bus controller next
and probably include it on the same PCB as the multigame.  (It only adds
a few $$$ to that board since I already have to pay for the PCB
anyway...)

Looks like TwoBit Score has some reproductions... At $45 a pop.  (ouch!)
I should be able to sell them for ~$12-15?

While I'm thinking of it-- I've got the rest of the first dozen Vector
Display Correctors finished up so if Ray, ScottS, Mit, MarkJ, or JeffH
want to send your $35+$3, I'm ready.

(Gregg, Tom, Todd, Guy, and Steve-- yours shipped today.  ESB kits too,
Gregg.)

-Clay   



From owner-vectorlist@spies.com Mon Jun  8 12:27:49 1998
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Date: Mon, 08 Jun 1998 15:33:15 -0400
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From: "Christopher V. Moore" <cmoore@heartlab.heartlab.com>
Subject: Re: Cinematronics Assembler 1.0
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--=====================_897348795==_
Content-Type: text/plain; charset="us-ascii"

At 01:11 PM 6/8/98 -0600, you wrote:
>I'm interested. Please send.
>
>-jeff
>
Hi Jeff,

Here you go.  Let know of any problems you have with it.

Thanks,
-Chris

--=====================_897348795==_
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--=====================_897348795==_
Content-Type: text/plain; charset="us-ascii"

--
Christopher V. Moore -- Principal Engineer
Heartlab, Inc. - 101 Airport Rd - Westerly, RI 02891
Phone: (401) 596-0592 - Fax: (401) 596-8562 - Email: cmoore@heartlab.com
                                                              

--=====================_897348795==_--


From owner-vectorlist@spies.com Mon Jun  8 12:42:44 1998
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Date: Mon, 08 Jun 1998 15:48:19 -0400
To: vectorlist@spies.com
From: "Christopher V. Moore" <cmoore@heartlab.heartlab.com>
Subject: Ooop!  Sorry about that
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CC: "Christopher V. Moore" <cmoore@heartlab.heartlab.com>

Sorry folks.  I was responding to Jeff Hendrix and I wasn't paying
attention to the reply address.  

-Chris
--
Christopher V. Moore -- Principal Engineer
Heartlab, Inc. - 101 Airport Rd - Westerly, RI 02891
Phone: (401) 596-0592 - Fax: (401) 596-8562 - Email: cmoore@heartlab.com
                                                              


From owner-vectorlist@spies.com Mon Jun  8 12:58:36 1998
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From: zonn@zonn.com (Zonn)
To: vectorlist@spies.com
Cc: cmoore@heartlab.com
Subject: Re: Cinematronics Assembler 1.0
Date: Mon, 08 Jun 1998 19:57:50 GMT
Message-ID: <3581415c.350352789@tommy.doctord.com>
References: <v02130503b1a1e68c0d58@[209.64.42.67]>
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CC: zonn@zonn.com (Zonn)

On Mon, 8 Jun 1998 13:11:24 -0600, jeffh@diac.com (Jeff Hendrix) wrote:

>I'm interested. Please send.
>
>-jeff
>

Too all others that are interested, I just placed it on the Cinematronics
homepage at:

   www.zonn.com/Cinematronics

I haven't played with it yet, but it looks pretty cool!

-Zonn

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

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

From owner-vectorlist@spies.com Mon Jun  8 16:53:45 1998
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Date: Mon, 08 Jun 1998 17:53:03 -0600
From: Jess Askey <jess@links.magenta.com>
Subject: Re: Cinematronics Assembler 1.0
To: vectorlist@spies.com
Cc: "Christopher V. Moore" <cmoore@heartlab.com>
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CC: Jess Askey <jess@links.magenta.com>

Christopher V. Moore wrote:
> 
> Hi All,
> 
> I have finished up my first release of my Cinematronics Assembler project
> and am ready to have a couple of people test it out.  I don't have a web page,
> but if you're interested, please send me some email and I'll send it to
> you.

If you want space on gamearchive I can supply you with it. Or I can make
a quick page for you if you supply the text and graphics.
  jess
-- 
Jess M. Askey              ********* The Game Archive ***********
GameArchive/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 Jun  9 07:54:12 1998
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Message-ID: <01BD937B.86700270.wnerini@drf.com>
From: "William A. Nerini" <wnerini@slewpy.drf.com>
To: "Vectorlist (E-mail)" <vectorlist@spies.com>
Cc: "John Butler (E-mail)" <johnbutler@inficad.com>
Subject: Omega Race
Date: Tue, 9 Jun 1998 07:52:16 -0000
Organization: The Daily Racing Form
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Well, I've gotten my manual, and thanks(BIG) to John Butler, have a second 
Omega Race Cabinet with Working monitor. I've gone over everything. It 
looks good. I'm going to try to power up tonight.


From owner-vectorlist@spies.com Tue Jun  9 10:24:20 1998
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Date: Tue, 09 Jun 1998 13:29:39 -0400
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From: "Christopher V. Moore" <cmoore@heartlab.heartlab.com>
Subject: Re: Cinematronics Assembler 1.0
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CC: "Christopher V. Moore" <cmoore@heartlab.heartlab.com>


>If you want space on gamearchive I can supply you with it. Or I can make
>a quick page for you if you supply the text and graphics.
>  jess
> 

Hi Jess,

Thanks for the offer but I think I'm all set now that Zonn put it up on
the Cinematronics page.

-Chris
--
Christopher V. Moore -- Principal Engineer
Heartlab, Inc. - 101 Airport Rd - Westerly, RI 02891
Phone: (401) 596-0592 - Fax: (401) 596-8562 - Email: cmoore@heartlab.com
                                                              


From owner-vectorlist@spies.com Tue Jun  9 12:07:57 1998
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Date: Tue, 9 Jun 1998 13:02:55 -0600
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From: jeffh@diac.com (Jeff Hendrix)
Subject: RE: Vaguely vector...
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Clay,
        Do you still have an unpopulated one for me?
-jeff

>
>While I'm thinking of it-- I've got the rest of the first dozen Vector
>Display Correctors finished up so if Ray, ScottS, Mit, MarkJ, or JeffH
>want to send your $35+$3, I'm ready.
>
>(Gregg, Tom, Todd, Guy, and Steve-- yours shipped today.  ESB kits too,
>Gregg.)
>
>-Clay

jeffh@diac.com

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



From owner-vectorlist@spies.com Tue Jun  9 17:08:53 1998
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Date: Tue, 09 Jun 1998 18:08:41 -0600
From: Jess Askey <jess@links.magenta.com>
Subject: Re: Cinematronics Assembler 1.0
To: vectorlist@spies.com
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CC: Jess Askey <jess@links.magenta.com>

Christopher V. Moore wrote:
> 
> >If you want space on gamearchive I can supply you with it. Or I can make
> >a quick page for you if you supply the text and graphics.
> >  jess
> >
> 
> Hi Jess,
> 
> Thanks for the offer but I think I'm all set now that Zonn put it up on
> the Cinematronics page.
> 
> -Chris
> --
> Christopher V. Moore -- Principal Engineer
> Heartlab, Inc. - 101 Airport Rd - Westerly, RI 02891
> Phone: (401) 596-0592 - Fax: (401) 596-8562 - Email: cmoore@heartlab.com
> 

Okay, cool. We are going to mirror and maintain Zonn's page on
gamearchive as well since he doesn't really have the time to put
into the page for constant updates... so after it all transfers 
over maybe we can make some more changes. 
  thanks
    jess
-- 
Jess M. Askey              ********* The Game Archive ***********
GameArchive/Audio Analyst  *  Pinball, Video, Parts, Collecting *   
509 S. 2nd Street Unit B   *    http://www.gamearchive.com      *
Laramie WY 82070           **************************************

