Newsgroups: rec.games.video.arcade.collecting From: davidhan@csn.org (David Hanes) Subject: Re: Need repost of Batllezone + HP Catbox story... Date: Mon, 18 Jul 1994 23:12:18 GMT : About 1/2 year ago or so somebody posted a big story about using an HP : signature analyzer to debug a Battlezone problem. If you saved that : article, would you please followup this article and repost it : (especially if you are the person who first posted it)? I have part : of the post below but don't have the guts or attribution... Here's the repost of the article: ---------------------------------------------------------------- To follow up on what Steve started, I thought I'd post some information about my latest project, and how I went about fixing it. This note also contains some information about using a signature analyzer to isolate problems. I had picked up a non-working cabaret BattleZone this summer (thanks Rick!), and began serious work on it in October. With a new game, I usually like to start with the power supply and work up from there. So I began by unplugging all of the boards in the game, and testing all of the power supply voltages that I could. These all looked good, so I plugged in the audio/regulator board and checked some more voltages, they too looked good. I plugged in the vector generator and the aux boards and powered the game up, and, as expected, I found the spot killer LED was active. Shortly after this, I noticed that the regulator board was very hot, and I found that the +5 regulator was not working properly, (probably due to a bad card-edge connection, which I later cleaned). I fixed the power supply, and then installed a working board set (thanks again Rick!) in the machine to check out the monitor. With the good board set, the spot killer LED was off, and I could hear the deflection coils running, but there was no picture. I immediately noticed 2 things, first the filament wasn't glowing. Second, there was no "cracking" sound when the monitor was turned on, which I figured meant that there wasn't any high-voltage either. I checked all of the transistors on both the EHT unit and the X-Y deflection board, and they were all ok. I measured the voltages on the EHT unit and found that +90 and +400V were present, which indicates that the EHT unit is working. There are only two things that could prevent the 12 KV from not being present, while +90 and +400 were ok. The first is the flyback transformer, and the second is the high-voltage diode which goes in-line between the flyback transformer and the second anode connection. I was hoping that it wasn't the flyback that failed, and started looking for a replacement high-voltage diode. I called both Atari and Electrohome, and the part was not available from either of them. I finally found someone who knew who the manufacturer of the original part was, and gave me their phone number. If anyone needs that part, the replacement part number is H1812, and it is available from a company called "Solid State" (201) 429-8700. (This company has a $50 minimum order). I installed the new high-voltage diode, and that fixed the high-voltage problem. I couldn't figure out why the filament wasn't glowing though, as the filament voltage comes pretty much directly from the power supply transformer. The 6.3 VAC was ok at the power supply, and there are only a few components in its path to the picture tube (all of which checked out ok). I began to worry about the tube itself, so I took it into a local TV repair shop, and they tested it out for me. Fortunately, the tube itself was ok, so I knew I had to look further. I finally tracked down the problem to an intermittant connection in the wiring harness. So now I had the monitor up and running with the borrowed board set. Now it was time to start working on the boards themselves. I started by putting the game into self-test mode (via the switch on the coin door), which unfortunately didn't tell me much. The game beeped, but it was neither the "low" nor the "high" beep that is normally emitted with the RAM test. The game kept endlessly spitting out a long, low beep. I had already verified the EPROM contents, so I began to probe around with my logic probe. With the probe I found that roms 2 & 4 weren't being accessed at all, so I suspected an addressing circuitry problem. I replaced 1 component which I thought might be causing the problem, but it had no effect on the game. Then I ran across an interesting article in an old StarTech journal, which described some useful tips concerning signature analysis. A signature analyzer (also called a "CAT" box by Atari) is basically a device which reads a data stream of 0's and 1's and converts that stream into a 4-digit displayable number. (The signature analyzer has an LED display on the front of it.) In order for the signature analyzer to be of use, the device that you are debugging has to be designed for use with a signature analyzer. (Atari was probably the best at this, as several of their games were designed to be debugged with a signature analyzer.). In any case, the documentation about the particular game, will tell you how to hook up the signature analyzer to the circuit board, etc. The idea behind signature analysis is that by putting the board into a known state, there will be a repeatable pattern of 0's and 1's (a signature) on particular points on the circuit board. The manufacturer then publishes the signatures taken from a known-good board (usually these are printed directly on the schematic). If you have a non-working board, you hook up the signature analyzer and begin probing various points on the schematic, looking for a bad signature. If you find a signature which doesn't match what the manufacturer published, you work backwards from that point, trying to find a point where a component's input signatures are good, but it's output signature is bad. If this is the case, you've probably located the failed part. Unfortunately, Atari only designed their math/aux board to be debugged in this manner. So, I figured it wouldn't help me in trying to isolate the problem with the vector generator board. Anyway, this article also described how to make a "NOP test fixture" for the 6502. In order to use this test fixture, you take the CPU out of the game board, and put it into the test fixture, then you put the whole fixture back into the board. The fixture basically hardwires a "NOP" instruction on the CPU's data lines, which forces the processor to loop through its entire address space, doing nothing but executing NOP instructions. You then use a signature analyzer to see if the signatures on the CPU's address lines match what they are supposed to be (the article also published signatures for the 6502 processor). The article explained that in many cases the test fixture could be used to test the addressing circuitry in a game, even games which weren't specifically designed to be used with signature analysis. This sounded interesting, so I built and installed the test fixture in the BattleZone and found that the signatures matched their published values, which made me start looking into other areas which could cause the board to get into a bad state. I noticed that when the game was first reset, roms 2 and 4 were being accessed, but only for the first second or two. I suspected that perhaps the RAMs on the board weren't working, and were therefore causing the board to get into a weird state. I replaced both of the program RAMs (2114's), and that solved the problem with the main board. I was getting close, but the math/aux board was displaying an "H" in the upper right hand corner of the display (when the self-test mode was on). According to the Atari documentation, this indicates a "high byte" error on a math board response. The first thing that I did was to verify that the problem was actually in the math board by swapping math boards with the known-good set. Again, the borrowed board worked fine, so I knew the problem was in my math board. I checked some obvious things, like removed/re-inserted all socketed chips on the math board, and checked the connections on the wiring harness between the two boards, but it didn't help. Fortunately, Atari did design the math/aux board to be debugged with a signature analyzer. Their documentation described how to build a wiring harness just for this purpose. After making the harness, I hooked up my signature analyzer to the game and began to probe around. Within an hour or so I had found a component (B1) which had valid signatures on it's input lines, and a bad signature on it's output line. After replacing B1 with the one from the known-good board, the math board was working correctly too! If anyone knows how to program the chip at location B1, please let me know. I know the contents of this chip used to be in the wiretap archive, but I don't know anything about this particular component (all I know is that it's not an EPROM!). Now I just have to clean the game up, put it back together, and wait for some centerring bellows so I can fix the control handles. It's been a long project, but quite a lot of fun too! Sorry that this article got so long, I didn't expect to be so wordy! In any case, I hope it was of interest to you. Drop me some email or post if I can help with anything. Dave P.S. I don't read email from this account very often, so you may want to send any email to: davidhan@cms.gr.hp.com