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Williams_Z-Unit_CPU_Theory_and_Maintanence Manual
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1. 2 3 Z Unit Block Diagram 2 4 RAM 2 5 Video Address and Data 2 5 Origin of the Video Address and Data Buses Illustration 2 6 ObIOCEPAIOHG BUS m 2 7 sena BUS es etes 2 7 Color Address and Data 5 2 8 The Three Entrances to the Color Address Bus Illustration 2 9 ROM Board 565 2 10 Source Address 2 10 Image Address and Data 2 10 Program Address and Data 2 11 Origin of the Program Address Bus 2 11 Peripheral 2 12 2 12 The Sound Select Bus and the Sound Computer 2 13 Interface Board Data 2 13 Background Data Bs ordering titt 2 14 Z UNIT Theory and Maintenance Manual C 7 CHAPTER 3 PROGRAMMABLE LOG
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3. 3 14 O E 3 15 Sor P CE 3 15 leen iE cg 3 17 Inputs to ZLOCLCTL 078 Table suu 3 17 ici CHIMIE 3 17 ZLOCLCTL PLD 078 3 18 Video RAM CONIO 3 20 Inputs to ZVRAMCTL 079 3 20 3 21 ZVRAMCTL PLD 079 3 21 Video LLL 3 22 Inputs to VRAMSEQ 012 Table 3 22 ID HIS Jak M cL 3 22 VRAMSEQ PLD 012 3 23 Video RAM Sequencer 3 22 Outputs from VRAMSEQ 012 Table 3 24 CHAPTER 4 GLOSSARY 4 1 System 4 2 Complete Control FUNCIONS 4 2 Z UNIT Theory and Maintenance Manual C 9 Electronic and Logic 5 4 2 CMOS Circuit 03 0 4 7 Video DAG 4 10 Gate lllustration sss 4 20 MOR Gale NOS
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10. 1 6 Video a E 1 7 NOD SAY RPM 1 7 Components OF Video 1 7 Z UNIT Theory and Maintenance Manual C 4 Functions RAS and 5 1 8 Z Unit Block Diagram 2 1 9 Bit Map and Palette RAM Simultaneous 1 10 Bit Map RAM vs Palette RAM 1 10 Video RAM Output 1 12 Video RAM Data Flowchart 1 12 Serial Address Bus Operation 1 13 EE 1 14 Entrances to Color HAM oce cani tit etude 1 14 DiA GODVEFIOE inea 1 14 Color RAM to Monitor Drives 1 16 Picture Display Process 1 16 Image Data Flowchart 2000 992222222 1 18 RR 1 19 ROM TERME 1 19 Ogam ROMA meson 1 19 SCratchpad ppt eni 1 19 5 1 20 Batey
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16. THEORY AN MAINTENANCE MANUAL including System Theory Bus Systems Programmable Logic Devices Drawing Set NARC and Z UN Tare trademarks of WILLIAMS ELECTRONICS GAMES INC Z UNIT Theory and Maintenance Manual c 3 Table of Contents CHAPTER 1 SYSTEM 1 1 Board Level 55 0 1 2 Board Level 1 2 System P 8 ORC 1 2 1 2 ROM Board erm 1 3 1 3 1 3 Power Supply 1 4 System 1 4 ooo cub Sete 1 4 System Data Flowchart Illustration 1 4 System 1 5 Component TYPES necessest pad 1 5 GSP MICFODIOGBSSOE oeste praeit aevi itti itid as erede pnm an 1 6 DMA ioo seated
17. Ct 1 20 Lm 1 20 Z UNIT Theory and Maintenance Manual C 5 Reset Watchdog Circuit Enables CMOS 1 20 12 Bus es 1 22 1 22 Map RAM CS danse excu 1 23 ROM Board BUS OS 1 23 5 1 24 PEDS ote 1 24 i C Tr 1 25 Background and Interface Board 1 25 Diagnostic Display 1 26 IEEE 1 26 OBE 1 27 Common EealUl erede ute 1 27 Theory OF Op erat On ose ua aoo sertum 1 28 Sound System Data Flowchart 1 29 Sound Computer Simplified 1 30 CHAPTER 2 BUS 5 2 1 Ihe 12 Bus 2 2 Four Bus 2 2 Z UNIT Theory and Maintenance Manual 6 Multiplexed Local 2 2 Separate Local
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19. er FOOFNT 85 E 4 5 9 4 8 oF Joe s VAG 03 OF 98 85 20 6 C 12218 Sound Power Supply Schematic Diagram 1894 30 SOUND a4 ns 8P2 POWER 6 3VA 1 SUPPLY AC RE qa WHT YEL 2 3 4 10 5 6 WT TN 8 4 WHT C COIN 6 9 INTER COIN WHT BLU 10 2 E 8 VAULT ADV 12 5 2 5 ADVANCE 4 14 9 P O 3J2 2 GERMAN BIT 1 INTER FRENCH BIT 2 FACE BOARD 1 MEM PROT 6 P O 3J1 1 4 NEU 5 4 3 BOARD 2 3 Cabinet Wiring Diagram 8J2 NOTE indicates 10 5 10 5 gender changer DC OUT DC IN 4 PARALLEL 1 RESISTANCE VIO BRN 681 10K4 VOLUME VIO BLK CONTROL substitute a 5K pinball pot 10J4 10P4 U32 OUT GND SOUND JMPR SLCTD BOARD GND 041 OUT GND KEY P O P O INTER PL 1 3 2 3P2 BOARD PL T 8 YEL GRN Le START 75 2 343 BLK PLAYER 2 LEFT YEL BLK PLAYER 2 RIGHT YEL BRN KEY 4 PLAYER 2 CROUCH YEL RED PLAYER2FIRE YEL ORN PLAYER 2 JUMP YEL VIO 7SW3 7SW4 22 227 2572 75 5 7SW6 P O P O op P5 77 m lt N AA AA AA AKAMA 222 YYY Y YS emm EN 33 5 3 8 7SW7 7SW8 22 2222 PLAYER 2 ROCK
20. Pim input Function Chip Pin Notes _ 4BG DETO NOR gate U9 8 future use BG PRIORITY Latch U8 14 future use NO 6 For fut GSP U18 40 Write signal Latch U8 15 Background Enable future PLD U80 13 phip select signal Z UNIT Theory and Maintenance Manual 3 1 3 OUTPUTS FROM 2 028 output To Chip Function Latch 056 amp 1 GSP addresses CRAM at U56 Buffer U66 1 19 15 TR WR PLD 012 11 u12 is VRAMSEQ 1 8 026 2 D 026 219 D input 19 o U26 pin 1210 Flip flop 026 12 input Image ROM Control ZIROMCTL U83 The Image ROM Control PLD provides enable signals to the 64 Image ROM chips These chips are connected to the Source Address Bus on the system s ROM Board They contain a data base of bit maps and palettes Selecting a few maps and palettes the system loads them into Video RAM 1 SA21 DMA SEL PLD U83 DDOUT C2 dec Du LA 6 Note Bits with an LA IDEN H 00 7 prefix originate at the IDEN L DEN ed Separate Local Address ISEL 5 Bus Similarly bits 81 T H DMA GO with an SA prefix originate at the Source Address Bus Z UNIT Theory and Maintenance Manual 3 1 4 INPUTS The Image ROM Control PLD has eight inputs and seven outputs First let s examine the input functions Skipped pins aren t used Pins 1 and 2 SA21 and SA20 are address bits on the Source Address Bus
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22. Pin 15 TROE C1X is an enable signal applied to Bit Map RAM chips 46 U47 U72 and 073 To operate these chips several other control functions are necessary Between the PLD and the Bit Map RAM TROE C1X is buffered by 011 Pin 16 TROE COX is an enable signal applied to Bit Map RAM chips U48 U49 U74 and U75 To operate these chips several other control functions are necessary Between the PLD and the Bit Map RAM TROE C1X is buffered by 11 12 085 pins a amp 9 3 085 pins 6 amp 7 14 LAL amp Jumper 134 DEN 2 ZVRAMCTL 2 4 ODEN Separate Local Address LAOO 4 011 pin 5 From PLD 1080 15 16 To 011 pin 4 Dire LLL VDEN L 18 DMA BS E VD E N H OBJ PAL E 19 LDEN Z UNIT Theory and Maintenance Manual 3 2 1 Pin 17 VDEN L is an enable signal applied to CPU Board transceiver chips U16 and U33 These chips connect low Video Data Bus bits to the Multiplexed Local Bus To operate the Otransceivers also require data direction signal Pin 18 VDEN H is an enable signal applied to CPU Board transceiver chips U15 and U32 These chips connect high Video Data Bus bits to the Multiplexed Local Bus To operate the transceivers also require data direction signal DDOUT CO Pin 19 LDEN is an enable signal applied to CPU Board transceiver chips U14 and 031 These chips connect the Separate
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24. RAS replaces the GSP produced RAS when GSP activity halts The Autoerase PLD halts the GSP with function GSP HLT REQ The PLD s RAS is buffered at Ull and subsequently becomes LRAS Local CAS Thereafter LRAS is applied to Scratchpad RAM chips U60 through U63 RAS is also buffered at U85 to produce VRAS CO and VRAS CI Video RAM RAS After attenuation at DIP resistor U84 the system use these signals to address the Bit Map RAM The attenuated signals are called VRAS COX and VRAS CI X Chips U46 047 072 and 073 receive VRAS CIX Meanwhile chips U48 U49 U74 and U75 receive VRAS COX Pin 10 LAL Local Address Latch is a substitute active low latch enable function The PLD s LAL replaces the GSP produced LAL during GSP interruption LINT 2 Periodically the Autoerase PLD creates this interruption LAL enters pin 1 of Video RAM Z UNIT Theory and Maintenance Manual 3 9 Control PLD 079 and Local Control PLD 078 A pin 19 jumper at Address Decoder PLD U80 links LAL to other chips If your game uses jumper W13 only U80 output is added to LAL Jumper W14 mixes function RAS with function LAL Pin 13 DISABLE becomes an input function for PLD U80 the Address Decoder DISABLE enters pin 8 of that chip Pin 14 VID EN enters DMA 077 at input pin M14 Pin 15 WR a write enable function enters U77 at input pin L3 Function WR also joins function WR from GSP 018 pin 40 Pin 16 RD a read enable function enter
25. a four chip memory with 65 536 memory cells To address this memory a 16 bit function is necessary 216 65 536 However the Separate Local Address Bus is only eight bits wide But RAS and CAS each provide eight bits When both cycles address the Scratchpad RAM 16 bits are available DATA CYCLE During the Data Cycle the GSP reads and writes data to memory chips and ports For instance it may update Color RAM contents by loading data from the Image ROM Or the GSP may write a sound select instruction to the Sound Port Map RAM Buses VIDEO ADDRESS AND DATA BUSES THE VIDEO ADDRESS BUS is one byte eight bits wide This bus derives from the Multiplexed Local Address Bus at CPU Board latch U58 The system employs the Video Address Bus in addressing the Bit Map RAM This RAM stores binary representations of video images THE VIDEO DATA BUS is 32 bits wide These 32 bits originate at the 16 bit Multiplexed Local Data Bus Where do the top 16 bits come from They re duplicates of the bottom 16 bits from the Multiplexed Local Data Bus The system feeds the bottom bits into two 16 bit transceivers U15 32 and U16 33 The transceivers output two identical sets of 16 bits These two sets become the 32 bits of the Video Data Bus The bottom 16 read or write to the bottom half of the bit map The top 16 read or write to the top half Z UNIT Theory and Maintenance Manual 2 5 A transceiver becomes active when its VDEN Video Data Enable s
26. resistor 9 The factory uses this pin for bus and DMA tests Pin 21 Please see Pin 1 Pin 22 DMA GO arrives at the Autoerase PLD from output pin G3 077 This is an active high function DMA GO also operates as the output enable function for latch U66 This chip links the Multiplexed Local Bus to the Source Address Bus The link allows Z UNIT Theory and Maintenance Manual 3 7 direct GSP access to the Image ROM During DMA access to the Image ROM the system tristates U66 locking out the GSP Pin 23 HLT ACK is output by the DMA at pin L14 Pin 24 SND INT the active low sound interrupt signal originates at Sound Board flip flop U28 pin 4 On the Sound Board this same signal is called ACK M Acknowledgement Main Sound Processor The CPU Board interprets this function as a handshake from the Sound Board SND INT ACK M isn t used on NARC games Pin 37 LINT1 is an active low interrupt function produced by DMA 077 This function appears at DMA pin After the DMA completes a bus transfer it asserts this function interrupting the GSP The GSP s LINT1 interrupt line is located at 018 pin 6 Pin 38 WORM CK is a clock produced by DMA 077 pin El Pin 39 EXT INT is an active low interrupt function produced by devices external to the CPU Board OUTPUTS OUTPUTS FROM AUTOERASE PLD U20 include control signals for many devices including the Autoerase Latch Among these signals are RAS and CAS use
27. standard named after the committee that in 1941 and 1953 produced it Television in the US Japan Mexico and Canada use this standard Your game s 59 9939 cycle vertical frequency is consistent with the standard However your game s 25 kHz horizontal frequency permits resolution superior to the NTSC specified 15 734 Hz OBJ PAL EN Object Palette Enable an active low input to Video RAM Control PLD U79 This function originates at Autoerase PLD U20 and is a precursor to function ODEN PLD U79 resides on the CPU Board ODEN Output Data Enable an active low function that originates at Video RAM Control PLD U79 This PLD resides on the CPU Board The system applies ODEN to CPU Board octal transceiver chips U10 and U29 These chips connect the Object Palette Bus to the Local Data Bus To operate the transceivers also require data direction signal DDOUT CO OE Output enable an active low chip pin Computers employ an enable function to turn on output pins on chips with this pin Chips with disabled pins tristate their outputs PAL Programmable Array Logic device See PLD Palette Latch In your game the circuit that loads the Palette RAM Palette RAM The Z UNIT RAM that contains a group of colors palette for each bit map Palettes are permanently stored in Image ROM Each palette corresponds to one bit map For example one palette specifies colors necessary for reproducing the bit map of a tree Another palette is associated wi
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29. First the GSP produces an eight bit column address cycle Meanwhile Z UNIT Theory and Maintenance Manual 2 2 the GSP asserts its active low Column Address Select CAS function Next the GSP produces an eight bit row address cycle During this second phase the GSP asserts its active low Row Address Select RAS function The last bus cycle is the 16 bit data phase While this cycle prevails the GSP asserts its active low Data Enable DE V function AUTOERASE LATCH AS BUS MASTER Besides the GSP the Multiplexed Local Bus has another bus master This device is the Autoerase Latch Periodically Autoerase PLD U20 transmits interrupt function GSP HLT REQ to the GSP s HOLD pin This function temporarily halts the GSP Then Autoerase Latch U21 takes over control of the Multiplexed Local Bus The Autoerase Latch erases the bit mapped image by writing bits corresponding to a color The latch receives color data from lines 510 and 511 of the Bit Map RAM These lines reside in a bit map area that never appears on the monitor Latch bits replace image bits at bit map locations These locations will be read to the screen As each line is written to the CRT bit map erasure proceeds one line behind SEPARATE LOCAL BUSES The Multiplexed Local Bus flows through address latches and data transceivers These isolate Separate Local Address and Data Buses The Separate Local Address Bus begins at one way latches U27 and U82 Meanwhile the Separ
30. In fact the Video RAM chips output is time division multiplexed MULTIPLEXING Each type 4461 Video RAM chip has four serial input output S O pins Each of these four writes to the Serial Data Bus at a different time four megahertz clock synchronously enables one output pin on each chip of the Video RAM Shift registers inside the chips load data onto their output pins The result is 16 simultaneous data bits that define a pixel picture element Z UNIT Theory and Maintenance Manual 1 12 4461 Video RAM Chios 227722222222222222222222222222222 222222222222222222222222 Serial Address Bus LOW AND HIGH BYTES One set of eight Bit Map data bits becomes the low bus byte The Palette RAM s situation is very similar That is four Palette bytes must enter the bus Again only one byte can enter the Serial Data Bus at a time Since the Bit Map produces the bottom bus byte Palette data occupies the top byte The system achieves two byte transfers from Video RAM to bus at 16 megahertz The two bytes ride the Serial Data Bus to the Serial Data Bus Latch The Serial Data Bus Latch is the last chip before the Color RAM DISCARDED PALETTE BIT At the Color RAM the high byte from the Serial Data Bus chooses a palette However at the Serial Data Bus Latch the system discards the most significant data bit The most significant bit is a palette bit As a result the Palette RAM can only specify 128 of 256 possible color palettes However t
31. Local Data Bus in 16 bit form The DMA receives 32 bit image data THE PROGRAM ADDRESS AND PROGRAM DATA BUSES These 16 bit buses split off from the Local Address and Data Buses The GSP employs them to access Program ROM Program ROM contains the GSP s main program PERIPHERAL BUSES THE SOUND SELECT BUS is a product of the Multiplexed Local Bus The GSP employs the Sound Select Bus to specify game sounds and music THE INTERFACE BOARD DATA BUS receives inputs from player and operator switches Switch positions appear as binary data at a latch The GSP polls this latch from the Separate Local Data Bus THE BACKGROUND DATA BUS connects to a latch on the Color Address Bus The latch allows the Background Data Bus to select pixel colors for screening Current games don t include a Background Board PLDs THE USE OF PLD CHIPS Programmable logic devices PLDs derive many of the control functions for the system Like fused PROMs these devices are programmed at the factory However PLDs and similar logic devices PALs EPLDs PLAs have a different application than PROMs do PLDs can mimic TTL random logic This makes PLDs ideal replacements for cumbersome combinational logic constructed with numerous generic TTL gates In one PLD a designer can access 900 or more gates REPLACING PLD CHIPS When you need to replace a PLD order it from your authorized Williams distributor Part numbers are provided in the Programmed Chip Summary in your g
32. Local RAM Output Enable To be useful each RAM also requires a write low pulse on its R W pin This signal LRWR also originates in the Local Control PLD Video RAM Control ZVRAMCTL U79 INPUTS TO ZVRAMCTL U79 Pin Input Function From Chip Pn PLD U20 9 U20 Autoerase PLD Latch U27 1 2 Local Address bit 15 ZADDRECU80 9 OBJ PAL EN Latch U8 17 Latched Sep Loc Data bit 5 The Video RAM Control PLD provides six output enable signals to the Video RAM circuit The Video RAM Control PLD has nine input pins These connect to the GSP Address Decoder PLD Separate Local Address Bus and latch U8 Incidentally the U8 latch s comes from the Local Control PL D Z UNIT Theory and Maintenance Manual 3 2 0 OUTPUTS Here s a summary of Video RAM Control outputs Skipped pins aren t used Pins 12 and 13 These pins connect to buffer U85 RAM Control PLD Pin 12 joins U85 at pins 8 and 9 The corresponding output functions at U85 are VWR T1 and VWR TO RAM Control PI D Pin 13 joins U85 at pins 6 and 7 The corresponding output functions at U85 are VWR T3 and VWR T2 Descendants of these functions activate the read write pins of Video RAM chips Pin 14 ODEN is an enable signal applied to CPU Board transceiver chips U10 and U29 These chips connect the Object Palette Bus to the Local Data Bus To operate the transceivers also require data direction signal DDOUT CO
33. Programmable Logic Devices are reconfigurable PLDs which have fusible links like those in ROMs are not Program A computer s list of instructions that must be performed by the CPU Program ROM The Read Only Memory that permanently stores the program for your 2 game Z UNIT Theory and Maintenance Manual 4 22 PROE Program ROM Output Enable functions There are four such active low functions They emerge from address decoder U5 on the ROM Board PROM Programmable Read Only Memory A permanent memory device that can be programmed by burning out internal fusible links Once programmed the PROM is virtually a ROM That is the PROM can be erased or reprogrammed PSEL Program ROM Select an active low function produced by the Address Decoder PLD The Address Decoder PLD resides at CPU Board location U80 The system applies PSEL to address decoder U5 on the ROM Board Pullup Resistor The resistor that returns a bit to the high state after activity involving that bit The resistor is connected between the bit and the logic positive five volt power supply RAM Random Access Memory A read write chip capable of temporarily storing from several bytes up to megabytes of data Your system uses RAM to store game pricing information computations and bit mapped images RAS Row Address Select The active low GSP function that chooses a row of addresses in dynamic RAM When the GSP is halted during Autoerase Latch opera
34. SEL CMOS Select an active low chip select function applied to Reset Watchdog chip U55 In turn the Reset Watchdog selects CMOS RAM U65 The signal originates at Address Decoder PLD U80 The CMOS RAM Reset Watchdog and Address Decoder PLD appear on the CPU Board CMOS WR CMOS Write an active low function Function CMOS WR is an output of Local Control PLD U78 This PLD resides on the CPU Board Function CMOS WR provides the write signal that permits CMOS data adjustments Bookkeeping Totals Game Adjustments When you open the game s coin door CMOS WR drops low active appears at CMOS RAM 065 on the CPU Board When you close the coin door CMOS WR goes high so players can t alter game adjustments COIN DR The memory protect switch a hardware switch produces the COIN DR function The memory protect switch opens rises high when someone opens the coin door Function COIN DR is an input at Local Control PLD U78 This PLD resides on the CPU Board Z UNIT Theory and Maintenance Manual 4 7 Color CRAM The RAM in your game that stores binary data corresponding to pixel colors The GSP regularly transfers 32 768 colors into the Color RAM Any of these colors may be selected by the GSP Video RAM or Background Board Selected colors appear at a DAC where they re converted to analog form Next the system presents analog color information to the monitor The system employs this pixel at a time means to build an entire video
35. Sound Board also has its own address and data buses However these buses are local to the Sound Computer System Since these buses aren t part of the GSP system we won t discuss them The GSP uses the latch to send sound select input data to the Sound Computer The Sound Computer System s eight sound select inputs reside on Z UNIT Theory and Maintenance Manual 2 12 the Sound Select Bus If any combination of input bits is pulled low by the latch a sound results Strobe lines direct the sound selection to the Sound Effect Computer or the Music Computer The main system must simultaneously assert the strobe and sound select lines Sound Select Bus Latch U39 U59 CPU Board Multiplexed p 72 Local Bus 222 7 STROBEM 2 Flip Flop 72 026 Microprocessor Master LV Sound Effect Microprocessor Latch 8 Slave U18 Sound Board INTERFACE BOARD DATA BUS The Interface Board Data Bus resides on the Interface Board This bus is 16 bits wide It feeds data to the Interface Board Transceiver This transceiver U7 and U8 is also on the Interface Board The Separate Local Data Bus lies at the output side of the transceiver There is no Interface Board Adaress Bus The transceiver chips are selected by OR gate U6 on the Interface Board Functions BG SEL Background Video Select and DEN Data Enable serve as inputs to this OR gate BG SEL is an active low function that originates at Address Decoder PL
36. Strobes determine whether a sound call will be handled by Master or Slave Microprocessor The master microprocessor handles 256 music calls The slave microprocessor responds to 256 sound effect calls When high STROBE M latches bits meant for the Master Music Microprocessor s data bus When low NMI M sends the sound call to the Slave Sound effect Microprocessor Tristate A circuit with three output conditions Two of these are the standard zero or five volts at full drive current The third is a floating potential at zero drive current off tristate condition TTL Transistor to transistor Logic Familiar five volt logic circuitry composed of integrated chips predominantly composed of bipolar transistors TR Transfer The GSP pulls this control bit low during a data transfer TROE Transfer Output Enable a function produced by GSP U18 on the CPU Board This active low function serves as an input to Color RAM Control PLD 028 TROE COX TROE C1 X Transfer Output Enable active low functions that originate at Video RAM Control PLD U79 The schematic names these signals after they emerge from buffer U11 and series resistors The system applies the TROE C signals to Bit Map RAM chips during data transfers PLD U79 resides on the CPU Board Z UNIT Theory and Maintenance Manual 4 2 7 TR WR Transfer Write active high input to Video RAM Sequencer PLD U12 This PLD resides on the CPU Board TR WR originates on the
37. There is no Background Address Bus Z UNIT Theory and Maintenance Manual 2 14 Chapter 3 Programmable Logic Devices A Chip Level Summary Statement of Intent The Seven Devices Address Decoder Autoerase Control Color RAM Control Image ROM Control Local Control Video RAM Control Video RAM Sequencer Z UNIT Theory and Maintenance Manual 3 1 Chip Level Summary Statement of Intent In Chapter 1 we mentioned the many PLD chips employed by your Z UNIT game This chapter describes these devices and their purposes in the system We discuss the devices in alphabetical order by their names On illustrations of the PLDs inputs are shown in numerical order on the left Outputs are on the right The exact programming of the PLDs is proprietary For this reason this manual does not reveal their internal circuitry or their Boolean formulas Instead our purpose is to provide information about inputs outputs and general chip functions Furthermore most system control signals appear at the inputs or outputs of the PLDs In fact studying the PLDs provides an insight into the operation of the entire system HOW TO USE THIS CHAPTER This chapter is not light reading Rather it s intended for reference purposes For example you might need to know what signals enter PLD chip 080 You can find that information here In fact here you ll find each PLD s inputs and outputs documented Moreover on succeeding pages you can locate data
38. This 24 bit bus originates at DMA 077 Pin 3 DMA SEL the DMA 775 chip selection bit derives from Address Decoder PLD U80 U80 outputs the active low function at pin 9 Pin 4 DDOUT C2 is a buffered GSP signal Buffer U17 outputs functions DDOUT CO through DDOUT C3 Pin 6 LAOQ is an address bit on the Separate Local Address Pin 7 DEN is the data enable signal from the GSP This active low function appears on GSP pin 37 Pin 8 ISEL the Image chip select function derives from Address Decoder PLD U80 U80 outputs the active low function at pin14 Pin 9 DMA GO is an inverted form of a DMA output function The active high DMA GO appears at DMA 077 pin G3 This output enters buffer U78 pin 11 The inverted output function exits U76 at pin 10 OUTPUTS Outputs from the Image ROM Control PLD are employed on the ROM Board Bit by bit let S consider these functions now Skipped pins aren t used Pin 12 ISEL TOL the chip select signal is applied to ROM Board address decoder U17 pin 4 The L suffix refers to ROMs connected to the lower 16 Image Data Bus bits This is an active low signal Z UNIT Theory and Maintenance Manual 3 15 Pin 13 ISEL E originally spare chip select signal becomes bit 20 on the Image Address Bus The Image Address Bus resides on the ROM Board On current production games this address bit isn t used In fact NARC games only employ addresses throug
39. VINHO4TIYO N IOPE 931212345 563140 SNOISN3NQiQ S32NYu3101 01 1 313 SAVITIIM 3903 9 5 v3u8 Suuing 31 26 LON OQ 5 25 S UIH31UW 30 1118 puno19 01 dN 95 4 6 41835 30 NOILONSIS30 1884 ON 1884 78206 91 01 343 OILUH3HOS 310N 2 13 8 1 333308 78130 SN en 111 TPSOHPZ SN IN I 3199 LNdNI 2 0875 en SOW2 H 2 2Hv4 U3AIJOSNUHI 508 78130 111 510 Ssre2S Mrz 00 8221 1125 00 5 601 11 5 00 80221 4155 00 8 601 1185 9 5 194814 914 194814 dung Je e d Z 1948 14 uonoun 3 uld suonound Ere 1 4300230 8 5 en 50 3 8 T12H Z 27 dd 047 8O0MLI3N T 443 8 53 8 401 15 64 35 2825 1825 0905 1 S E SOUS 7945 00 96501 EI ET 091024 9 i xS 1272 27 40151538 8 2 0 ED 00 08688 405 6 1070 HOlIOUdUO 255 dN 6
40. Video RAM Sequencer PLD produces control bits for the GSP Video RAM outputs are sequenced with serial output enable and serial clock bits Clock Z UNIT Theory and Maintenance Manual 3 2 3 bit SCLK serial clock is an active high signal Serial Output Enable bits SOE TOX through SOE T3X are active low functions Their X suffix indicates that they run through a series resistor Two other outputs of the sequencer become high order address bits for CMOS 65 The sequencer s active low WATCH DOG output can interrupt Reset Watchdog chip U55 OUTPUTS FROM VRAMSEQ U12 Pin Output Function To Chip Pin Notes CMOS A12 CMOS 065 2 High order address bit 10 CMOS A11 CMOS RAM 065 23 address bit SOETIX Bit Map RAMs U48 U74 Palette Mao RAMs U44 U70 SOE T3X Video 5 Serial Output for Bit Map RAMs U46 U72 Palette Map RAMs U42 U68 Z UNIT Theory and Maintenance Manual 3 24 Chapter 4 Glossary System Terminology Complete Control Functions Electronic and Logic Expressions Z UNIT Theory and Maintenance Manual 41 ACK S For future games two Sound Board acknowledgement lines ACK M and ACK S are available With these the Sound Board microprocessors may acknowledge GSP commands The Master Music microprocessor may assert ACK M ACK S is for use by the Slave Sound effect microprocessor Analog A circuit where voltage levels mimic the quantit
41. Z UNIT Theory and Maintenance Manual 4 12 DRAM Dynamic Random Access Memory read write information storage chip whose data must be refreshed at regular intervals Your game s Bit Map RAM and Palette RAM are DRAM s In these applications refreshment is no problem Since the game displays moving images the system constantly feeds new information to these RAM s EPLD Erasable Programmable Logic Device See PLD EXT INT External Interrupt an input to Autoerase PLD U20 Devices external to the CPU Board produce this function FG SCRL1 FG SCRLO Foreground Scroll active high signals that indirectly control video These functions originate at latch U8 and are inputs to Video RAM Sequencer PLD U12 This PLD resides on the CPU Board Game Over Mode The game enters Game Over Mode after initialization or the assertion of RESET warm start In this mode the game displays its attraction message requesting deposit of coins GSP Graphic System Processor The TI 34010 microprocessor which is designed for image processing This microprocessor is the brains of the Z UNIT video system GSP HLT ACK GSP Halt Acknowledgment an input to Autoerase PLD U20 on the CPU Board The GSP outputs this active low signal GSP HLT ACK is the precursor of a function that causes DMA activity to halt GSP HLT REQ GSP Halt Request an active low function appears at the output of Autoerase PLD 020 020 is on the CPU Board During Autoerase
42. can simultaneously access Program ROM Separate bus systems and tristate bus buffers permit such simultaneous activity Scratchpad RAM The GSP uses the Scratchpad RAM for temporary storage of data and calculations The Scratchpad RAM resides on the Separate Local Address and Data Buses The GSP can write 65 536 words each 16 bits long into the Scratchpad RAM This large memory is composed of the four RAM chips U60 through U63 While the DMA is accessing Video RAM the GSP can simultaneously access Scratchpad RAM Separate bus systems and tristate bus buffers permit such simultaneous activity Z UNIT Theory and Maintenance Manual 1 19 CMOS RAM BATTERY BACKUP Standby battery power maintains audit information and game adjustments stored in the system s CMOS RAM This read write memory at U65 contains 8 192 eight bit memory locations During gameplay the system writes audit information to the bottom half of CMOS RAM The system reads this information as part of the high score signature attract mode Game adjustments are stored in the upper half of this RAM During game operation these locations are only read MEMORY PROTECTION To provide memory protection a memory protect switch remains closed while the coin door is shut This switch prevents writing to the upper half high memory bits of the memory More importantly the switch prevents players and collection agents from making game adjustments With the coin door open writing to
43. during DMA operations CAS is provided by the Autoerase PLD Z UNIT Theory and Maintenance Manual 4 5 CAEN Color Address Enable An active low function produced by Color RAM Control PLD U28 The system applies this function to latch U56 and buffer U66 The buffer and latch permit the GSP to address the Color RAM All these chips appear on the CPU Board CDEN Color Data Enable an active low function produced by Color RAM Control U28 This PLD resides on the CPU Board U28 asserts CDEN when the GSP is transferring data with the Color RAM CDEN enables bus buffers on the Color Data Bus CE2 A chip enable function Chip An integrated circuit or IC A chip is a tiny bug shaped package that contains numeous transistors and other circuitry Digital chips containing 500 000 gates transistors MOSFETs diodes etc are not uncommon On your schematics chips are usually abbreviated with the prefix U CMOS A11and CMOS A12 CMOS RAM address bits These originate at Video RAM Sequencer PLD U12 on the CPU Board CMOS RAM Complementary Metal Oxide Semiconductor Read Only Memory read write memory created with totem poll circuits made with MOS transistors Totem poll circuits employ two transistors in series One of these is an N channel device and the other s a P channel device The gates of the two devices are connected together Z UNIT Theory and Maintenance Manual 4 6 CMOS Circuit Input output EN ba CMOS
44. is actually rare Two way access occurs only during diagnostics PALETTES ARE NUMBERED The system employs the Video Address Bus in loading data into the Palette RAM This RAM stores a color palette number for each mapped image in Bit Map RAM For instance there s one palette for faces one for buildings and one for trees The colors that comprise each palette reside in Color RAM PALETTE LATCH During a game the GSP sends a palette number to Palette Latch U13 30 The DMA simultaneously addresses Bit Map and Palette RAMs As the DMA writes the bit map the latch repeatedly writes the palette number The resulting bit map has separate numbers in each bit map cell But the resulting palette has the same number in each cell SERIAL DATA BUS The Serial Data Bus is two bytes 16 bits wide The name Serial Data Bus refers to the serial flow of pixels not a serial flow of bits The bottom byte is bit map data while the top byte is palette data The Serial Data Bus runs between the Video RAM and the Serial Data Bus Latch Incidentally this latch is composed of chips U57 and U67 SERIAL DATA BUS LATCH At the Serial Data Bus Latch the system discards the most significant palette bit This discard leaves 128 color palettes per picture Each palette has 256 colors The bottom byte describes eight levels of gray per pixel Z UNIT Theory and Maintenance Manual 2 7 The Serial Data Latch applies remaining bits to Color RAM address
45. levels each of red green and blue to the monitor ROM Board Buses SOURCE ADDRESS BUS THE SOURCE ADDRESS BUS originates in the DMA This bus is 24 bits wide The DMA uses it to address the Image ROM After buffering on the ROM Board this bus joins the Image Address Bus One way buffer chips U19 U20 U21 and U22 connect the two buses These chips reside on the ROM Board In turn the Image Address Bus connects to the Image ROM chips IMAGE ADDRESS AND DATA BUSES THE IMAGE ADDRESS BUS on the ROM Board is 24 bits wide Through a buffer the lower 16 bits join the Separate Local Address Bus This buffer is composed of one way tristate chips U8 U9 U10 and U11 These chips reside on the ROM Board Because of the bus connection either the GSP or the DMA can address Image ROM While the DMA is addressing the Image ROM the tristate buffer locks out the GSP Likewise during GSP access another buffer locks out the DMA The Image ROM contains one megabit by four bytes of information The wider bus can address Image ROM more efficiently than the GSP s bus can But even with 24 bits directly addressing every cell in Image ROM is impossible To address all the cells decoding is necessary Address decoders driven by functions from the ROM Control PLD select a chip enable line Then only one ROM chip with a given address is active U6 U7 U17 and U18 are the ROM Board chips that decode Image ROM addresses THE IMAGE DATA BUS derives f
46. like this one A 5 gt o Static RAM Audio Amp Z UNIT Theory and Maintenance Manual 1 3 0 Sound Soun Sound Address Bus Control Bus Bus Chapter 2 Bus Systems The 12 Bus Systems Four Bus Groups GSP Buses MULTIPLEXED LOCAL BUS SEPARATE LOCAL BUSES Map RAM Buses VIDEO ADDRESS AND DATA BUSES OBJECT PALETTE BUS SERIAL DATA BUS COLORADDRESSANDDATABUSES ROM Board Buses SOURCE ADDRESS BUS IMAGE ADDRESS AND DATA BUSES PROGRAMADDRESSANDDATABUSES Peripheral Buses SOUND SELECT BUS INTERFACE BOARD DATA BUS BACKGROUND DATA BUS Z UNIT Theory and Maintenance Manual 2 1 The 12 Bus Systems Four Bus Groups As we observed in Chapter 1 your Z UNIT game supports 12 major bus systems According to their application in the system these 12 can be assembled into four groups The groups include the GSP Buses Map RAM Buses ROM Board Buses and Peripheral Buses GSP Buses MULTIPLEXED LOCAL BUS The GSP s Local Address and Data bus is time division multiplexed That is there is only one 16 bit bus This bus serves alternately as address or data bus This Multiplexed Local Bus is also the source of most other buses in the system LOCAL BUS CYCLES We ve accounted for two GSP address cycles In fact the GSP produces three bus cycles These three cycles appear throughout the Local Bus System Column address Row address Data
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48. single chip If the chip also includes RAM and ROM it s called a microcontroller chip If the chip also includes I O circuitry it s called a microcomputer chip Z UNIT Theory and Maintenance Manual 4 13 Multiplexed Data Bused data that combines several bits on one line The system achieves this result without bus conflict The result is possible due to time division multiplexing TDM With TDM one bit occupies a line during the first bus cycle Another bit occupies the same line during the next cycle There may be numerous cycles For example your game s Multiplexed Local Bus employs three cycles NAND Gate A logic circuit that performs the function NAND Not And That is if just one input is high the output goes high If all inputs are high the output goes low With all inputs low a high appears at the output An OR gate with inverted inputs produces identical output to the NAND gate A truth table for the NAND gate follows NAND Gate Alternate Symbol NAND Gate Truth Table INPUT 1 INPUT 2 OUTPUT NMI M NMI M stands for Non Maskable Interrupt Master Asserted low NMI M causes the Master Sound Microprocessor to cease its current operation The microprocessor must then jump to a service routine This routine sends the sound call to the Slave Sound effect Microprocessor For more information see STROBE LINES Z UNIT Theory and Maintenance Manual 4 20 NTSC National Television System Committee The television
49. system consists of five printed circuitboards a number of switches and a video monitor The circuitboards contain most of the system s electronics Switches provide controlling inputs for gameplay The video monitor displays game action on a high resolution screen The functions of the five boards follow System PC Boards CPU BOARD The CPU Board incorporates an MPU Microprocessor Unit the system s intelligence The MPU controls the system according to the program instruction list The Z UNIT System employs a special MPU called a Graphic System Processor or GSP The GSP s circuitry is optimized for video applications For instance the GSP produces blanking vertical and horizontal sync for the monitor The GSP also provides RAS and CAS signals to the Video RAM Furthermore the GSP can trace cursor character position on the screen Previous Williams games achieved these capabilities with logic outside the microprocessor Other noteworthy CPU Board components include control circuitry and video memory in RAM form The Video RAM stores a bitmapped representation of each picture that the GSP orders displayed A DMA Direct Memory Access chip loads image data into the Video RAM Eight bits of Video RAM are object oriented The second eight bits are color oriented The resulting sixteen bits are fed down a data bus to a latch After the latch one data bit is discarded The remaining15 bits address the Color RAM The Color Z UNIT Theor
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51. these resistors are joined together and to the base of the monitor s preamplifier transistor The system applies either five volts or zero to each resistor The resulting current varies in proportion to how many resistors are hooked to five volts or ground at any moment The input transistor being current controlled varies its output voltage and current proportionately VIDEO COMPUTE amp RGBMONITOR 5VDC 412VDC 1 Digital input 1 Buffer Monitor Color Input Tran Sistor 1 of 3 1K Input High Pass Filter 2K Analog Output D A Converter See DAC DEN Data Enable function produced by GSP U18 on the CPU Board This function serves as an input to CPU Board chips including the Color RAM Control PLD 028 PLD 083 These PLD chips demultiplex the enable bit to produce enable signals for numerous bus buffers Z UNIT Theory and Maintenance Manual 4 10 Digital A circuit that uses voltage levels to represent binary numbers Binary numbers are zero and one When a digital circuit measures a real world quantity the circuit produces equivalent numbers Operations on these numbers control circuit devices In your game the values representing zero and one are zero and five volts respectively Digital circuits produce these voltages from a stable five volt supply For example transistor switches may cut off 0 or permit 1 the flow of current DDOUT CO DDO
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58. 5 LON OO Sheet 6 of 11 Board 1 ae 1 H Du 1 x 41 5 o 2 o a 2 Wi O 185 UBACD 53 32 144 Guys _ _ 18 2 7 BOWSN 1583 3140 la iE E DIAWWAHSS Z SAS 8 XXX 1 22 13 KOE 8 909 JAY N IOPE 03 52365 ISIMYIH1LO 5533 01 SNOISN3NIQ 5 6 5 101 01 5 10313 SWVITIIM 53003 8 5 duYHS xv3ug Suung 37725 LON OQ XOL 5 X00 SYSA x00 3091 X63 XZL X817308 31 XEL UMA 40840 X12 X1273081 X 508 Bddv 03014 XH W3M 31131Yd 123686 5 11 Sheet 7 of 11 C 11879 CPU Board Logic Diagram Board 1 88 06 E iun AHS 235 2835 g ies E orn 39vSn 15913 31v 2 DIIWVWAHTS Z SAS vsu HESS 3m N 22 1 WAND OSWOIHD BAY VINYOJNYI 931212395 3S MH3H1
59. AM to create video Or they can be processed by the GSP before video production Binary The computer numbering system consisting of only two values zero and one This system is also known as base two BLANK S BLANK S Blanking functions output at flip flop 06 on the CPU Board These two signals are gated descendants of the video blanking signal produced by GSP U18 5 enables video output buffers U2 and U22 which serve as Video DACs BLANK S pulls red green and blue analog drive lines low blanking the system s video output BLANK Active low signal that blanks that CRT BLANK originates at GSP U18 and is an input at Video RAM Sequencer PLD U12 GSP U18 and PLD 012 reside on the CPU Board BLANK is an input to Autoerase PLD 020 on the CPU Board Blanking The video signal that blanks the electron guns during horizontal or vertical retrace Buffer A power amplifier chip suitable for digital purposes 1 This chip operates off TTL or other digital power supplies 2 The chip isolates the control circuit from output devices 3 The chip provides sufficient current to drive more output devices than the control circuit can 4 Some buffers operate in one direction Others are two way devices isolating control circuit inputs as well as outputs Bus A group of lines each carrying one bit of data employed for the same purpose Common computer buses are the address data and control buses These originate within the m
60. CPU Board at Color RAM Control PLD U28 Upper half of memory Addresses with the highest numbers For instance memory cells addressable by the top eight bits of a 16 bit chip VDEN L Video Data Enable Low bits VDEN L is an active low function that originates at Video RAM Control PLD U79 This PLD resides on the CPU Board The system applies VDEN L to CPU Board octal transceiver chips U16 and U33 These chips connect low Video Data Bus bits to the Multiplexed Local Bus To operate the transceivers also require data direction signal DDOUT CO VDEN H Video Data Enable High bits VDEN H is an active low function that originates at Video RAM Control PLD U79 This PLD resides on the CPU Board The system applies VDEN H to CPU Board octal transceiver chips U15 and U32 These chips connect high Video Data Bus bits to the Multiplexed Local Bus To operate the transceivers also require data direction signal DDOUT CO Vertical Sync One of two video signals that keeps a pixel in step with game transmissions Horizontal sync coordinates the beam as it traces from top to bottom across the CRT In the Z UNIT system this signal is an approximately 60 Hz rectangular waveform VID EN The Video Enable bit is an Autoerase PLD U20 output that enters DMA U77 Both chips reside on the CPU Board Video RAM The Video RAM has two divisions These are the Bit Map RAM and the Palette RAM Each division contains numerous chips means of the
61. D 080 080 resides on the CPU Board Active high Z UNIT Theory and Maintenance Manual 2 1 3 function DDOUT C3 clocks the data transfer A B pin of transceivers 07 and U8 DDOUT C3 is a CPU Board signal buffered by U17 and produced by the GSP The Interface Board Data Bus receives information from the Interface Data Buffer Also on the Interface Board this buffer is composed of chips U1 through U5 The Interface Data Buffer connects player panel and other external switches to the game computer A switch closure pulls one buffer bit low The system polls this bit for status Then the GSP computes a response and performs appropriately Buffer chips are selected by address decoder 09 on the Interface Board Local Address Bus bits 01 through 03 and functions LAL and BG SEL control the decoder LAL Local Address Latch is an active low function produced by the GSP BG SEL is the same signal that appears at the input of the OR gate BACKGROUND DATA BUS The 16 bit Background Data Bus resides on the Background Video Board Note that current games don t include a Background Video Board Future games Background Data Bus will provide information to the Background Data Bus Latch This latch U5 and U25 is on the CPU Board The Color Address Bus lies at the output side of the latch The Background Data Bus provides one instance of data used for addressing Color RAM The other involves Video RAM data and occurs at Serial Data Bus Latch U57 67
62. D U20 U20 is on the CPU Board LDEN Local Data Enable an active low function that originates at Video RAM Control PLD U79 This PLD resides on the CPU Board The system applies LDEN to CPU Board octal transceiver chips U14 and U31 These chips connect the Separate Local Data Bus to the Multiplexed Local Bus To operate the transceivers also require data direction signal DDOUT C1 LED Light Emitting Diode A solid state lamp The junction of a Gallium Arsenide diode emits light when the junction conducts Other substances have this same characteristic Each substance emits a different color of light Light emitting diodes employ this light emitting property LINT1 Local Interrupt 1 produced by DMA U77 and an input to Autoerase PLD U20 Both chips reside on the CPU Board After the DMA completes a Video Data Bus transfer it asserts LINT1 interrupting the GSP The GSP then performs an interrupt service routine This routine transfers Video RAM data onto the Serial Data Bus The GSP s LINT1 interrupt line appears at CPU Board location U18 pin 6 LINT2 Local Interrupt 2 an active low interrupt function produced by Autoerase PLD U20 U20 is on the CPU Board When jumper W10 is present this signal can interrupt the The jumper and the GSP are on the CPU Board GSP U18 receives LINT2 on its pin 7 NARC games don t use function LINT2 Z UNIT Theory and Maintenance Manual 4 18 Lower of memory Addresses with the low
63. DISPLAY PORT A CPU Board latch provides outputs for the diagnostic LED display The seven segment display resides on the CPU Board The display connects to latch U53 through current limiting resistor pack U54 Bits from the Separate Local Data Bus control the latch SOUND PORT As on pinball games Z UNIT sounds are activated by sound select lines To produce sounds the GSP pulls different combinations of select lines low SOUND SELECT BUS LATCH The sound port consists of the 16 bit Sound Select Bus Latch and the sound select lines The Sound Select Bus Latch specifies the GSP s sound selections to the Sound Computer System CPU Board chips U39 and U59 perform this function These chips latch 16 data bits from the Multiplexed Local Bus On the Sound Board side of the latch incoming data bits order sound effects SOUND LINES The sound board is a slave computer system It uses 11 of the latched select lines Actually only eight of the eleven can specify sound effects With these eight the GSP can order 256 sound effects from each sound microprocessor As observed there are some additional lines Current games employ three of these for control signals NMI M STROBE M and RESET Z UNIT Theory and Maintenance Manual 1 26 CONTROL SIGNALS NMI M stands for Non Maskable Interrupt Master Asserted low NMI M causes the Master Sound Microprocessor to cease its current operation The microprocessor must then jump to a service routine
64. ET YEL GRY PLAYER 2 DOWN PLAYER 2 UP 2 ZZ 72 22 AT 2 2 1143 P6 SOUND POWER N 2 5 SUPPLY ee 344 4 3 78Wg GROUND 1 7 7 ORN BR PLAYER 1 UP ORN BLK PLAYER 1 LEFF SW FACE BOARD C 5 14 Swi 16 SW17 7SW18 5 PLAYER 1 RIGHT PLAYER 1 CROUCH PLAYER 1 FIRE PLAYER 1 JUMP PLAYER 1 ROCKET KEY 2777 22 2 ORN YEL 2720 2 772 D Z 72 e ORN BLU ORN VIO OO N 9 9 2 52 AS 2 N KAAAAAS 7 CT 9 31218 2 a du le 270 222 7
65. HOM 5 10313 SWVITIIM 53943 9 Su3NuOO v3u8 Suung 37725 LON usur ALO 01119539 0 wouaeosso __________ 1nod0 3 lt z SE e man lt 508 vivo 1v201 878 rogoi 20001 9 001 ST 70001 80001 T 80001 20001 xy Sresivyz Ad 8n a OF 9 6 80001 Mir 8001 2 80001 8001 E 08001 erp Vy 01081 sigo erp 7101 5 21061 210 e eroor ery 744 25188 owe Ep ox Sraor 8 5 OF X310H 4n n er 0 J 4 9 5 9 z 8 5 8 en 4 sr 28 88 5 hy 3904 vous 01 L gt 8 5 8 7 8 5 8 sn er ejeg OF 28 88 555 Y 39049 8385 28 285 39047 2 5 NM TNONR DBO 0001 112 15 123 er 20001 000 50001 80001 40001 L en eor o cul
66. IC 3 1 Chip Level 3 2 Statement of Intent 3 2 How to Use This 3 2 The Seven ssec 3 2 Lo T pH 3 2 Address Dec OUer E 3 3 Inputs to ZADDRDEC 080 emet 3 3 PREMO DEREN 3 3 ZADDRDEC PLD 080 3 4 Autoerase CON ON ORA 3 5 dE 3 6 AUTOERASE PLD 020 3 6 3 8 Color RAM ce eet daos 3 11 3 11 lo 3 12 Reading era orte oed p p peel dd 3 12 Inputs to ZORAMCTL 028 Table sse 3 13 Outputs from ZCRAMCTL 028 sss 3 14 Z UNIT Theory and Maintenance Manual C 8 ZIROMCTL 983
67. Latch activity the Autoerase PLD asserts GSP HLT REQ The Z UNIT Theory and Maintenance Manual 4 13 system sends the signal to the GSP s HOLD line CPU Board 018 pin 8 Please see GSP HLT REQ HOLD When asserted low this GSP input function causes the GSP to stop and wait During an autoerase operation Autoerase PLD U20 asserts this function Then the Autoerase Latch takes control of the Multiplexed Local Bus The Autoerase Latch employs the Multiplexed Local Bus to write over the bit map The systemwide name for the HOLD function is GSP HLT REQ Please see GSP HLT REQ High Bits Binary information that appears on the higher numbered lines of a computer bus Horizontal Sync One of two video signals that keeps a pixel in step with game transmissions Horizontal sync coordinates the beam as it traces from side to side across the In the Z UNIT system this signal is a 25 kHz rectangular waveform Hz Hertz after Heinrich Hertz the 1888 discoverer of radio waves The term used to describe wave frequency in terms of cycles per second Hertz Instruction Acquisition Cycle an active high function When this signal appears during RAS the GSP or other bus master may read data IDEN H Image Data Enable High bits ROM Control PLD U83 outputs this active low enable signal IDEN H is an image data enable bit The H suffix indicates communications over the 16 high bits of the Image Data Bus On the ROM Boa
68. Local Data Bus to the Multiplexed Local Bus To operate the transceivers also require data direction signal DDOUT C1 Video RAM Sequencer ZVRAMSEQ U12 INPUTS TO VRAMSEQ U12 Pin Input Function From Chip FG SCRL1 Latch U8 oreground Scroll signal 1 SPK 1 Latch U8 C inside U12 future use Latch 98 inside 012 fut e ae FG SCRLO Latch U8 Foreground Scroll signal 2 Z UNIT Theory and Maintenance Manual 3 2 2 INPUTS Input bits at the Video RAM Sequencer derive from the GSP Between the GSP and the sequencer 08 latches Local Data Bus bits 0 through 7 After latching four of the bits are renamed SPK O SPK 1 FG SCRL 1 FG SCRLO These new functions appear at Video RAM Sequencer inputs For Video RAM Sequencer pin numbers refer to the VRAMSEQ table Other input bits gated by the sequencer include The GSP blanking signal BLANK TR WR Transfer Write from the Color RAM Control ZCRAMCTL PLD DOT CLK a 16 MHz clock derived from the primary clock by flip flop dividers CMOS A12 CMOS A11 FG SCRL1 SPK 1 VRAMSEQ PLD U12 bbs SOE T1X TR WR Note All resistor SOE T2X values are 100 ohms TOSISOUN Active low signals SOE T3X BLANK have a prefix SCLK Active high signals j FG SCRLO have a prefix doce De WATCH DOG VIDEO RAM SEQUENCER OUTPUTS When the Video RAMs output serial data the GSP controls the operation The
69. M Although the GSP can process RAM images the original ROM bit maps arent altered SA21 etc Source Address Bus bit 21 This 24 bit bus originates at DMA 077 on the CPU Board SCLK Serial Clock an active high signal that originates at Video RAM Sequencer PLD U12 on the CPU Board Video RAM outputs are sequenced with serial output enable and serial clock SCLK bits Scratchpad RAM The read write memory employed by your game to temporarily store calculations of the GSP SDEN Serial Data Enable an active low function produced by Color RAM Control U28 This PLD resides on the CPU Board U28 asserts SDEN when the Video RAM is addressing the Color RAM SDEN enables bus buffers on the Color Address Bus Sequencer Also known as a state machine A logic circuit that clocks or enables other circuits according to a particular event order Serial Data Binary information that the system transfers over a single line Only one bit can be sent orreceived at a time Z UNIT Theory and Maintenance Manual 4 25 SIP Single Inline Package comb shaped integrated device with single row of pins This package typically contains resistors or capacitors SND INT Sound Interrupt an active low input to Autoerase PLD U20 on the CPU Board Depending on the jumpers on your Sound Board SND INT can be either of two signals These signals appear on Sound Board schematics as ACK S and ACK M ACK S originates at Sound Board flip flop U28 pi
70. O LIOS Ans 5 LI Adan 21901 e OnvOQ woe 1 t 2 i gt 5 s 06 21907 6 n9 t Day 2 1 RUE 181 mM 10 99 970 AZ 39057 153 3 70 TWAOHdd 10 9 9 1 ASSY MH3HDIIMS S d 99 12 ON 123 0 155831 3ivO LOVM 4 3 4 3evN 22 1 88 1 0 5508 9909 WOOVOIHO JAY 1096 03142395 SSFINN SNOISN3NIG 3 vc A8 a S3ONWH3IOL 01 WHOM S9INOH12313 SWYM 83903 6 duYHS xv3u8 Suung 31 25 LON 94572 630 CS 0a 1203 8 1 ____ enamn 5 AdS Ms i ug 1668 1301 AldS MS QUBINS ___ gt 128 60 6 5 Sja 02 9 gt 5 Sw 0 5000 600 L 39v110A vaavi 101 1858 5 N s eea ea E 1330 13701A 12401 Switching Power Supply Assembly Drawing C 0 09 0 OGOG0EO 00000 40950505050 5050 05050 050505060650
71. PICTURE DISPLAY PROCESS SUMMARY Here s a step by step summary of the picture display process 1 The GSP chooses 32 768 colors for the current display 2 The GSP loads the 15 bit value for each color selection into Color RAM location Each colors address determines which pixel code will cause that color to be displayed 3 The GSP loads a constant palette into the Palette Latch Z UNIT Theory and Maintenance Manual 1 1 6 10 The GSP chooses an image from the Image ROM The DMA loads an eight bit map of this image into the Bit Map RAM While the DMA loads the Bit Map RAM the Palette Latch simultaneously loads the Palette RAM The Palette RAM contains simple data This data is an eight bit number that identifies a single color palette The number occupies Palette RAM addresses corresponding to those just loaded into Bit Map RAM Each RAM stores eight bits The GSP causes the Bit Map and Palette RAMs to output their data The RAMs bit shift their data out onto the Serial Data Bus Despite its name the Serial Data Bus carries a parallel data stream The top eight bits derive from the Palette RAM The Serial Bus Data Latch discards the most significant data bit surplus palette data The system selects a color for display at each pixel location on the screen The game uses up to 8 192 colors at once Selection is achieved by addressing The system addresses the Color RAM with latched bit map and palette data The system
72. Palette Latch the GSP loads groups of colors into Palette RAM Z UNIT Theory and Maintenance Manual 4 28 Video RAM Sequencer CPU Board PLD 012 VRAMSEQ The that provides control signals for the Video RAM chips VRAMSEQ Video RAM Sequencer PLD CPU Board 012 VRAS COX Video Row Address Select an input to Autoerase PLD U20 on the CPU Board This is an active low signal from CPU Board DIP resistor U84 pin 4 The forerunner of this signal is the bit map clock RAS RAS Row Address Select is produced by the GSP This RAS signal is buffered at U85 and output at pin 15 as VRAS CO After attenuation at the resistor pack the signal receives the x suffix to become VRAS COX VWR TO through VWR T3 Video Write Read an active low signal On the CPU Board pins 12 and 13 of Video RAM Control U79 connect to buffer U85 The corresponding output functions at U85 are VWR TO through VWR T3 Descendants of these functions activate the read write pins of Video RAM chips VO The Voltage Output pin on Reset Watchdog chip U55 This pin provides the operating voltage Vcc or Collector supply to CMOS RAM U65 WATCH DOG Watchdog interrupt an active low function produced by Video RAM Sequencer PLD U12 This PLD resides on the CPU Board WORM CK is a clock signal produced by DMA U77 and input to Autoerase PLD U20 Both chips are on the CPU Board WR The active low Write signal produced by GSP U18 on the CPU Boar
73. SEL T1L is a chip select signal The system applies function ISEL T1H to ROM Board address decoder U6 at pin 4 The Z UNIT Theory and Maintenance Manual 3 1 6 L suffix refers to ROMs connected to the lower 16 Image Data bits ISEL T1L is an active low signal Pin 18 ISEL T1H is a chip select signal The system applies function ISEL T1H to ROM Board address decoder U7 at pin 4 The H suffix refers to ROMs connected to the upper 16 Image Data Bus bits ISEL T1H is an active low signal Local Control ZLOCLCTL U78 Pin Tir TO fina Functor U78 From Chip From PLD U80 ZADDRDEC 080 From PLD U80 ZADDREC 080 GSP 018 41 Transfer Output Enable 11 xDMAGO DMA U77 15 LA10 Latch 082 14 Separate Local Address bit The Local Control PLD ZLOCLCTL U78 manages devices on the two Local Bus Systems The Local Control PLD has 10 inputs These come from the GSP Address Decoder PLD Local Address Bus and coin door OUTPUTS All of this PLD s outputs are active low signals Here s a rundown on the seven Local Control PLD outputs Skipped pins aren t used Z UNIT Theory and Maintenance Manual 3 17 Pin 12 SOUND SEL clocks CPU Board data latches U39 and U59 The latches join the Multiplexed Local Bus with the 16 bit Sound Data Bus The GSP can select game sound effects through these latches Usually latch activity requires a low output enable bit as well as a clock bit However U39 an
74. This routine sends the sound call to the Slave Sound Effect Microprocessor When high STROBE M latches bits meant for the Master Music Microprocessor s data bus When asserted low the RESET line causes the sound system to reboot its software For future games two acknowledgement lines ACK M and ACK S are available Also the NMI line can be tied to function COMM TB This is a control signal for the talkback port Incidentally the game only employs the eight bit talkback port during diagnostic routines This port is accessible at connector 10J2 Sound Board COMMON FEATURES Typical WILLIAMS sound boards have certain common features Your game s Sound Board is composed of two or more repetitions of the same circuits Let s study one of those circuits Imagine a very basic sound system This basic sound board s main blocks include A68BO9E microprocessor for music and one for sounds bus system for each microprocessor An Latch for each microprocessor RAM RM Z UNIT Theory and Maintenance Manual 1 27 digital to analog converter DAC An audio power amplifier crystal clock passive power supply for the power amplifier THEORY OF OPERATION SOUND SELECT LINES Eight sound select data bits enter the Sound Computer through an 1 latch Two microprocessor boards as in the NARC system require tvvo additional strobe inputs and a second latch These components double th
75. UAHOR 4 30 CHAPTER 5 ELECTRONIC DRAWINGS s Ll 5 1 RU 5 3 11879 CPU Board Assembly 5 4 C 11879 CPU Board Logic Diagram Board 1 Sheet 1 of 14 EN 5 5 C 11879 CPU Board Logic Diagram Board 1 Sheet 2 of TO Ec 5 6 C 11879 CPU Board Logic Diagram Board 1 Sheet 3 of 5 7 C 11879 CPU Board Logic Diagram Board 1 Sheet 4 of ns 5 8 11879 CPU Board Logic Diagram Board 1 Sheet 5 of edes 5 9 C 11879 CPU Board Logic Diagram Board 1 Sheet 6 of 5 10 C 11879 CPU Board Logic Diagram Board 1 Sheet 7 of 5 11 11879 CPU Board Logic Diagram Board 1 Sheet 8 of 5 12 C 11879 CPU Board Logic Diagram Board 1 Sheet 9 of o PEN MENS 5 13 C 11879 CPU Board Logic Diagram Board 1 Sheet 10 of 5 14 C 11879 CPU Board Logic Diagram Board 1 Sheet 11 of jn 5 15 C 12260 ROM Board Assembly 5 16 C 12260 ROM Board Logic Diagram Board 2 Sheet 1 of HE 5 18 C 12260 ROM Board Logic Diagram Board 2 Sheet 2 of 5 19 C 12260 ROM Board Logic Diagram Board 2 Sheet 3 7 5 20 C 12260 ROM Board Logic Diagram Board 2 Sheet 4 of 7 5 21 Z UNIT Theory and Maintenance Manual C 10 C 12260 ROM Board Logic Dia
76. UT C1 C2 C3 Data Direction Out Chip Zero an active high function The system applies the four DDOUT signals to transceiver chips DDOUT determines which way the data is flowing through these two way chips A low permits data to flow into the chip A high permits data to flow out of the DDOUT appears in concert with ODEN or similar output enable signals DDOUT C2 Data Direction Out a buffered GSP output Buffer 017 outputs active high functions DDOUT CO through DDOUT C3 Function DDOUT C2 is one of the inputs at ROM Control PLD 083 All these chips reside on the CPU Board DEN Data Enable an active low signal produced by GSP U18 on the CPU Board Function DEN is an input at Local Control PLD U78 DIP Dual Inline Package The common bug shaped package that houses many types of integrated circuits DISABLE An output of Autoerase PLD U20 on the CPU Board DISABLE becomes an input function for Address Decoder PLD 080 on the CPU Board Discrete Constructed with individually packaged gates A transistor is a discrete part An integrated circuit which contains numerous Z UNIT Theory and Maintenance Manual 4 11 transistors is not A resistor is a discrete part Single Inline Package Resistor which contains numerous resistors is not DMA Direct Memory Access circuit This circuit can transfer data directly between memory devices on the data bus Because it is a secondary bus master the DMA must receive per
77. When you close the coin door CMOS WR goes high so players can t alter game adjustments Pin 17 MISC SEL clocks CPU Board data latches U8 and U53 serves as an I O port off the Separate Local Data Bus The latch connects to the CPU Board s seven segment diagnostic LED display U8 connects the Separate Local Data Bus to various PLDs through these functions Functions SPK 1and SPK 2 connect to the Video RAM Sequencer but aren t currently used Function OBJ PAL EN can enable the Object Palette Bus Latch through the RAM Control PLD Function AERASE EN can enable the Autoerase Latch through the Autoerase PLD Functions BG EN and BG PRIORITY enable the Background Video Board through the Color RAM Control PLD Function FG SCRL1 and FG SCRLO can enable foreground video scrolling through the Video RAM Sequencer PLD Pin 18 LRWR is the read write signal applied to Scratchpad RAM chips U60 through U63 LRWR stands for Local RAM Write When this function is low the GSP can write to the Scratchpad Local RAM When LRWR is high the GSP can read the Scratchpad RAM To accept data a Scratchpad RAM chip also requires a low output enable pulse This pulse must be applied to Z UNIT Theory and Maintenance Manual 3 1 9 each RAM chip s OE This signal LROE also originates in the Local Control PLD Pin 19 LROE is the output enable signal applied to Scratchpad RAM chips U60 through U63 LROE stands for
78. addressing with Serial Data Bus bits from the Video RAMs Another secondary entrance to the Color Address Bus is available to the Background Data Bus Not all Z UNIT games have Background Boards In those that do the Background Data Bus must communicate with the Color RAM A data latch provides this one way communication path Chips U5 and U25 link the Background Data Bus to the Color Address Bus Z UNIT Theory and Maintenance Manual 2 8 Enable amp Separate Local Clock Signals Address Bus 15 bit Color SDEN Address Bus Data Bus Color RAM DOT CLK Background Data Bus Buffer THE COLOR DATA BUS is 16 bits wide This bidirectional bus derives from the Separate Local Data Bus A two way buffer transceiver U4 24 connects the two buses The GSP employs the Color Data Bus to enter Image ROM data into Color RAM Moreover Color RAM data selected by the Video RAM exits to the Color Data Bus COLOR RAM OUTPUT DATA PATH The Color Data Bus carries 16 bit Color RAM output data to a latch This latch consists of chips U3 and U23 The latch discards the most significant bit but passes remaining data to a DAC circuit Latch output is a five bit number each for red green and blue monitor inputs The DAC Digital to Analog Converter must translate the numbers into analog voltages The DAC consists of buffer chips U2 and U22 Z UNIT Theory and Maintenance Manual 2 9 and resistors R2 through R16 The DAC outputs 32 voltage
79. ame s service manual Just as with Z UNIT Theory and Maintenance Manual Lede oA 5 there can be no substitutes from other manufacturers Of course the chip s manufacturer only sells blank PLDs Blanks won t work in your game In your game PLDs serve as sequencers latches and address decoders among other uses In fact the Z UNIT System uses seven PLDs You ll find them all on the CPU Board Chapter 3 includes a circuit by circuit description of PLD applications in your game Here s a brief list by PLD function Address Decoder ZADDRDEC U80 Autoerase Control AUTOERASE U20 Color RAM Control ZCRAMCTL U28 image ROM Control ZIROMCTL U83 Local Control ZLOCLCTL U78 Video RAM Control ZVRAMCTL U79 Video RAM Sequencer VRAMSEQ U12 Ports BACKGROUND AND INTERFACE BOARD LATCHES Current production Z UNIT games don t include a Background Video Board Your game s port connects to the Separate Local Data Bus through a transceiver This circuit includes octal transceiver chips U7 and U8 on the Interface Board The Interface Board Data Bus originates at the other side of the transceiver chips Z UNIT Theory and Maintenance Manual 1 25 The Interface Board accepts inputs from player switches at its readable buffers U1through U5 The Interface Board Data Bus scans these buffers for a change of state Changes transmitted to the Separate Local Data Bus appear on GSP data pins DIAGNOSTIC
80. ate Local Data Bus originates at two way transceivers U14 and U31 The Separate Local Data Bus devotes 16 bits to data transactions The Separate Local Address Bus transmits two groups of eight bits The first eight address bits leave the GSP on the Column Address Bus Cycle CAS Eight more address bits leave the GSP during the Row Address Bus Cycle RAS Z UNIT Theory and Maintenance Manual 2 3 Z UNIT Block Diagram Multiplexed Local Bus LAD 34010 Graphic System Processor Sound Select Bus Image Data Bus Image Address f 1M x 32 Sound Bus Image Board ROM bject Palette Bus E Hc e um Program 1128 16 Program Address Program ROM Data Bus Bus Color Address Background Road Generator Notes indicates bus latches buffers or transceivers Control Bus not 2 shown 7 Controls Interface 2 1 64K x 16 Data Bus Separate Local Scratchpad RAM Separate Address Bus Local Data Bus A Z UNIT Theory and Maintenance Manual 2 RAS AND CAS CYCLES The Video RAMs reside on the Video Address Bus The system uses its RAS and CAS bus cycles to address these RAMs Either the GSP or the DMA may access the Video RAMs However most data transfers are handled by the DMA Other chips apply RAS and CAS as if the two were a single address cycle An example of this situation is the Scratchpad RAM The Scratchpad RAM is
81. ations in a haphazard manner instead of jumping to the beginning of its program it might try to begin anywhere For example it might immediately try to send color signals to its monitor Without data first loaded into color or video RAM the screen display would be random Or worse the monitor might be damaged WATCHDOG FUNCTION The Reset Watchdog is also a timer that poses a special deadline for the GSP Unless the Reset Watchdog is cleared before one second elapses systemwide reset occurs A nominal GSP clears the timer by writing specific data to a memory address The command to clear the Reset Watchdog is a component of the game program During normal game operation the system clears the Reset Watchdog before a GSP reset occurs If the GSP fails to clear the Reset Watchdog the reset pulse occurs This reset pulse returns the game to Game Over Mode The reasoning behind Reset Watchdog operation is this A GSP that doesn t clear the Reset Watchdog isn t executing proper instruction sequences Z UNIT Theory and Maintenance Manual 1 2 1 For instance static electricity can cause incorrect execution of a GSP instruction The usual result is that the game computer becomes mired in an instruction loop Resetting the system is better than permitting it to remain in a loop With a frozen display or unpredictable performance a looping game can hardly be profitable The 12 Bus Systems Since we devote Chapter 2 to Bus Systems only a brief
82. d This function helps to select the Background Video Board not used in NARC games To operate the Background Video Board several other control functions are necessary Autoerase Control AUTOERASE U20 The Autoerase Control PLD clocks and enables Autoerase Latch U21 The Autoerase Latch deletes one row line of data from the Bit Map RAM The latch performs its duty as the succeeding line is written to the CRT screen Z UNIT Theory and Maintenance Manual 3 5 After a line of pixels appears on the screen the Autoerase Latch begins operation The latch is always one line behind the CRT guns The guns write a line then the latch erases the corresponding data from the Bit Map RAM Clearing proceeds down the bit map line by line The Autoerase Latch resides on the Multiplexed Local Bus Of 512 possible lines the system only displays bit map lines zero through 399 The remaining 112 lines may be used for temporary line or image storage Typically lines 510 and 511 are used as line buffers After the latch erases a line the system might substitute one of these lines INPUTS The Autoerase Control PLD has 13 inputs and 12 outputs First we ll examine the inputs Here s a summary of the input functions Skipped pins aren t used LCLK1 AERASE EN Autoerase GSP HLT REQ VRAS COX PLD U20 LINT2 GSP HLT ACK CAS BLANK RAS LADOO LAL U77 pins Q15 amp MI3 Notes 1 Bits with an DISABLE LAD prefix ori
83. d When the GSP is about to write data it asserts this function Gate logic circuit that performs the function Exclusive OR That is if a single input is high the output goes high If more than one Z UNIT Theory and Maintenance Manual 4 29 input is high the output goes low With all inputs low a low appears at the output A truth table for the XOR gate follows XOR Gate No alternate symbol XOR Gate Truth Table INPUT 1 INPUT 2 ourPur ZADDRDEC Address Decoder PLD CPU Board chip U80 ZCRAMCTL Color RAM Control PLD Chip U28 on the CPU Board ZLOCLCTL Local Control PLD CPU Board chip U78 ZVRAMCTL Video RAM Control PLD CPU Board chip U79 ZIROMCTL ROM Control PLD CPU Board chip U83 Z UNIT Theory and Maintenance Manual 4 3 0 a Chapter 5 Electronic Drawings Interboard Wiring 4 1879 CPU Board Assembly Drawing C 11879 CPU Board Logic Diagram C 12260 ROM Board Assembly Drawing C 12260 ROM Board Logic Diagram C 12037 I O Board Assembly Drawing C 12037 VO Board Logic Diagram Power Wiring Diagram 4 2401 Switching Power Supply Assembly Drawing D 2350 Sound Board Assembly Drawing D 12350 Sound Board Logic Diagram C 12218 Sound Power Supply Assembly Diagram 2218 Sound Power Supply Schematic Diagram Cabinet Wiring Diagram Z UNIT Theory and Maintenance Manual 5 1 5 6 wood par a PUES 9 wove
84. d U28 The Color RAM Control PLD gates these and function CSEL from the Address Decoder PLD Then the Color RAM Control PLD outputs function CRWR Color Write This function pulls Color RAM write pins low Next the GSP must activate the Color RAM s tristate data bus transceivers U4 and U24 These join the Color Data Bus and the Separate Local Data Bus These transceivers are the traffic cops of the color data realm If the Color RAMs are outputting data these transceivers prevent input data from the GSP The system asserts DDOUT C1 Data Direction Out on the A B transceiver pins This function derives directly from the GSP Then a function from the Color RAM Control PLD enables the transceiver chips This function appears on schematics as CDEN Co or Data Enable Finally the GSP sends the data through the transceivers and over the Color Data Bus The states of GSP bits DO through D15 are recorded in Color RAM locations Z UNIT Theory and Maintenance Manual 3 1 1 DETO 2 RIORITY mm BG PRIORLY mS CAEN LAL 4 ZCRAMCTL PLD U28 CDEN DEN CRWR TR WR WR To U26 pin 2 To U26 pin 12 READING THE COLOR RAM What about reading Color RAM locations The Color RAM Control PLD becomes involved in read operations For a read operation it asserts a high on the Color RAM R W pin The GSP Serial Data Bus Latch and Background Data Bus may each address Color RAM Of these three only the GSP
85. d U59 require no such function because their OE pins are grounded Pin 13 PDEN is an enable signal applied to ROM Board octal transceiver chips U1 and U2 These chips connect the Separate Local Data Bus and the Program Data Bus To operate the transceivers also require data direction signal DDOUT C1 e Pin 14 IWR buffered by U1 1 is the Image ROM Write signal The system feeds function IRW to the ROM Board twice as IWR L and IWR H Whether these two signals are used in your game depends on ROM Board jumpers There are two relevant jumper wire pairs W5 W6 and W11 W12 Only one jumper in each pair can be used Even numbered jumpers W6 and W12 are used simultaneously The same goes for odd numbered jumpers W5 W11 When W6 is employed WR L becomes Image Address Bus bit IA14L Likewise when W12 is employed WR H becomes Image Address Bus bit IA14H Conversely in games using W5 and W11 the Source Address Bus provides IA14L and JA14H From PLD 080 pin 18 From PLD 080 pin 16 Ut1 pin 7 TROE CMOS WR WR 17 MISC SEL From PLD 980 pin 1 18 Separate Local Address LA16 LRWR DMAGO 19 Separate Local Address LA1 0 Z UNIT Theory and Maintenance Manual 3 1 8 Pin 16 CMOS WR provides the write signal that permits CMOS RAM data adjustments Bookkeeping Totals Game Adjustments When you open the game s coin door CMOS WR drops low active It appears on U65 CMOS RAM pin 27
86. d for bit map addressing Here s a summary of the U20 outputs Skipped pins aren t used Pin 6 GSP HLT REQ an active low function is sent to the GSP s HOLD line U18 pin 8 During an autoerase operation the Autoerase PLD asserts GSP HLT REQ Then the Autoerase Latch takes control of the Multiplexed Local Bus The Autoerase Latch uses the Multiplexed Local Bus to write over the bit map Z UNIT Theory and Maintenance Manual 3 8 Pin 7 LINT2 is an active low local interrupt function When jumper W10 is present this signal can interrupt the GSP GSP U18 receives LINT2 on its pin 7 Function LINT2 isn t used in NARC games Pin 8 CAS is the column address select signal Actually the PLD created CAS is a substitute signal This CAS replaces the GSP produced CAS when GSP activity halts The Autoerase PLD halts the GSP with function GSP HLT REQ The PLD s CAS is buffered at U1 1 and subsequently becomes LCAS Local CAS Thereafter LCAS is applied to Scratchpad RAM chips U60 through U63 CAS is also buffered at U85 to produce VCAS CO and VCAS CI Video RAM CAS After attenuation at DIP resistor U84 the system uses these signals to address the Bit Map RAM The attenuated signals are called VCAS COX and VCAS CI X Chips 046 047 U72 and U73 receive VCAS CIX Meanwhile chips 048 049 U74 and U75 receive VCAS COX Pin 9 RAS is the row address select signal Actually the PLD created RAS is a substitute signal This
87. e R G and B signals drive the cathode guns of the CRT As the monitor traces a line the system s eraser circuit also goes into action The Auto Erase Latch writes zeros over the previous line in the bit map Erasure prepares the bit map to record the next image for the screen After a half frame is erased the system begins to load a new map Meanwhile the beam sweeps across the monitor screen reproducing each pixel from the bit map In fact pixel order is identical in the bit map and on the screen Furthermore each screen image is rendered from a color group specified in the Palette RAM These colors are recovered from the Color RAM H V AND BLANKING SIGNALS The H and V horizontal and vertical outputs from the GSP are inverted and fed to the monitor Composite sync is also produced by combining the H and V signals in an XOR gate Furthermore blanking signals arrive at the gun drive circuitry These signals assure that gun drive is cut off during retrace Horizontal and vertical retrace signals coincide with the monitor s hardware retrace period Z UN T Theory and Maintenance Manual 1 1 5 To produce the system s blanking signals several functions are gated Circuitry inside the Color RAM Control PLD and subsequent flip flop dividers produces blanking These blanking signals are known as BLANK S and BLANK S Buffer DAC 16 bit Color Data Bus Latch WO BLANK 5 gt
88. e cell itself is identified BIT MAP AND PALETTE RAM SIMULTANEOUS ADDRESSING The Palette RAM occupies the same address space as the Bit Map RAM That is whenever the system addresses the Bit Map RAM the Palette RAM is also being addressed The GSP chooses a single color palette constant value from the Program ROM While the DMA loads the Bit Map RAM the GSP Bit Map RAM Palette RAM The shaded area is a palette It occupies the same The shaded area is a bit map Each cell in a bit map location in the Palette RAM as the bit map does in Bit Map RAM Every cell in a palette has the same value has a value of 0 to 255 decimal Z UNIT Theory and Maintenance Manual l 7 0 simultaneously loads the Palette RAM The GSP saves itself some time by feeding the palette number into the Palette Latch This latch actually loads the Palette RAM The result is corresponding addresses containing a bit map and a palette for that map Using the same addresses for simultaneous loading of two devices saves time and hardware But what about addressing confusion Actually no confusion results The reason is separation of tasks The DMA only loads the Bit Map and the Palette Latch only loads the Palette LOADING THE VIDEO RAM The DMA loads bit mapped data onto the 32 bit Video Data Bus Meanwhile the GSP loads palette data onto the Object Palette Bus The Object Palette Bus is derived by latching the 16 bit Separate Local Data Bus The Vid
89. e number of sound calls that the board can process fact dual microprocessor boards can process 512 different sound calls The master microprocessor handles 256 music calls The slave microprocessor responds to 256 sound effect calls Each microprocessor has its own strobe line and data bus latch STROBE LINES On schematics one strobe line is known as STROBE M The other is called Both lines are connected to the Master Music Microprocessor Strobes determine whether a sound call will be handled by Master or Slave Microprocessor When high STROBE M latches bits meant for the Master Music Microprocessor s data bus When low NMI M sends the sound call to the Slave Sound effect Microprocessor SOUND DATA OPERATIONS According to the sound program stored in ROM the Sound Computer assembles appropriate sound data The 68BO9E microprocessor locates this sound data in ROM and loads it into onboard RAM Next the Sound Computer may send this sound data over the data bus to the DAC This technique is called recorded sound Or the Sound Computer may perform an operation on sound data from RAM This technique is called algo sound For example data may be clocked out of RAM at various speeds Z UNIT Theory and Maintenance Manual 1 28 producing various pitches Music data receives special treatment After the RAM music data passes through an extra chip This is the YM2151 Yamaha organ chip Sound Select Lines S
90. eo Address Bus accesses Video RAM every 166 nanoseconds The DMA addresses both bit and palette memories simultaneously Then the DMA loads 32 bits of data into the Bit Map every 166 nanoseconds That six megahertz rate corresponds to one eight bit pixel every 41 nanoseconds Simultaneously every 166 nanoseconds the Palette Latch loads 32 data bits into the Palette Map Despite its 16 bit width the Palette Latch achieves the necessary 32 bit transfers Duplicate data is the key to this process As mentioned earlier the Palette Latch creates the 16 bit Object Palette Bus The new bus is a latched reproduction of the Separate Local Data Bus At the Palette RAM each Object Palette Bus bit is connected to two destinations This parallel wiring produces two identical bits for every bit on the bus Resulting data duplication in the Palette RAM doesn t matter Remember that each palette is composed of a repeating 16 bit constant duplicate data anyway Z UNIT Theory and Maintenance Manual 1 1 1 Object Palette Bus Serial Data Bus Latch Color Address Color RAM VIDEO RAM OUTPUT DATA Video RAM data flows onto the Serial Data Bus The Serial Data Bus is named for its serial pixel flow This bus actually carries parallel data There are eight Bit Map and eight Palette RAM chips Together these Video RAMs output 64 bits However the Serial Data Bus is only sixteen bits wide Obviously data multiplexing is necessary
91. ertical scan Although this frame rate is true to the NTSC standard the horizontal rate is not The Z UNIT system completes a horizontal scan in 40 microseconds That corresponds to 25 kHz considerably faster than the 15 734 Hz NTSC line rate The system does not produce interlaced frames The Z UNIT screen may simultaneously display 32 768 different colors Under program control the GSP selects these colors from ROM For each displayed pixel the system stores a 15 bit binary code in Color RAM This pixel code represents one of the 32 768 colors COMPONENTS OF VIDEO RAM TWO TYPES The Video RAM circuit contains two types of RAMs The first is the Bit Map RAM During gameplay this contains a binary representation of the image that the system orders displayed The second RAM type is the Palette RAM Into the Palette RAM the system loads a number corresponding to a color palette This palette refers to a group of Z UNIT Theory and Maintenance Manual 1 7 colors useful in rendering the bit mapped image The colors are digitally stored at the Color RAM VIDEO RAM TO COLOR RAM The Color RAM associates one color per pixel But the Palette RAM is much lower in resolution It contains only one color palette per image Of course an image may contain thousands of pixels Again think of the Palette s contribution as a color group Each color group 5 suited to a particular image For example one color palette or group contains the colors for a
92. est numbers For instance memory cells addressable by the bottom eight bits of a 16 bit chip LROE Local RAM Output Enable an active low signal Local Control PLD U78 outputs LRWR to Scratchpad RAM on the Separate Local Data Bus When the system asserts LROE during a read cycle Scratchpad RAM can output data The Scratchpad RAM chips and PLD U78 reside on the CPU Board LRWR Local RAM Write Local Control PLD 078 outputs LRWR to Scratchpad RAM on the Separate Local Data Bus When this function is low the GSP can write to the Scratchpad RAM When LRWR is high the GSP can read the Scratchpad RAM The Scratchpad RAM chips and PLD U78 reside on the CPU Board Memory Cell A latch circuit capable of storing one bit of data RAMs may contain thousands or even millions of memory cells Microprocessor CPU that resides on a single chip If the chip also includes RAM and ROM it s called a microcontroller chip If the chip also includes circuitry it s called a microcomputer chip MISC SEL Miscellaneous Select an active low chip select signal Function MISC SEL is an output of Local Control PLD U78 This PLD resides on the CPU Board MISC SEL clocks CPU Board data latches U8 and U53 053 serves as an port off the Separate Local Data Bus The latch connects to the CPU Board s seven segment diagnostic LED display U8 connects the Separate Local Data Bus to various PLDs MPU Microprocessor Unit A CPU that resides on a
93. ginate at To U77 pin N2 the Multiplexed Local Bus 2 Bits with an EN suffix serve to enable chips 3 H or L suffixes refer to high or low bus bits 4 An INT suffix refers to a microprocessor inter rupt signal From U77 pin G3 From U77 pin L14 SND INT LINT1 From 077 pin El EXT INT 077 MI4 077 pin M2 DMA BSY To U21 CK pin 11 To U21 OE pin 1 Z UNIT Theory and Maintenance Manual 3 6 Pins 1 and 21 LCLK1 is active high clock signal that originates at the GSP Pin 2 AERASE EN is an active low signal from CPU Board latch U8 Data bit four on the Separate Local Data Bus is latched to produce this function Pin 3 VRAS COX is an active low signal from CPU Board DIP resistor U84 pin 4 The forerunner of this signal is the bit map clock RAS RAS Row Adaress Select is produced by the GSP This RAS signal is buffered at U85 and output at pin 15 as VRAS CO After attenuation at the resistor pack the signal receives the X suffix to become VRAS COX Pin 4 GSP HLT ACK is a halt acknowledgment function output by the GSP This is an active low signal GSP HLT ACK is the precursor of a function that causes DMA activity to halt Pin 17 BLANK is the active low video blanking output produced by the GSP Pin 18 LADOO is the lowest bit on the Multiplexed Local Bus Pin 19 TEST is also connected to the test input pin on the DMA This pin is normally pulled high by SIP 5
94. gram Board 2 Sheet 5 7 5 22 C 12260 ROM Board Logic Diagram Board 2 Sheet 6 7 5 23 C 12260 ROM Board Logic Diagram Board 2 Sheet 7 of 7 5 24 C 12037 Board Board 3 Assembly 5 25 C 12037 I O Board Board 3 Logic ee 5 26 Power Wiring 5 28 C 12401 Switching Power Supply Assembly 5 29 C 12350 Sound Board Board 10 Assembly 5 30 C 12350 Sound Board Board 10 Logic 5 31 C 12259 Sound Power Supply Assembly 5 39 C 12259 Sound Power Supply Schematic 5 40 Cabinet Wiring erem ste ser s 5 41 Z UNIT Theory and Maintenance Manual C 1 1 Notes Z UNIT Theory and Maintenance Manual C 12 Chapter 1 System Theory Board Level Discussion Board Level Summary System PC Boards System Discussion Summary System Components GSP Microprocessor DMA Video RAM Color RAM D A Converter ROM Scratchpad RAM CMOS RAM 12 Bus Systems PLDs Ports Sound Board Z UNIT Theory and Maintenance Manual 1 1 Board Level Discussion Board Level Summary The Z UNIT video
95. h 1 1 6 Each bit appears twice Bits with L suffix address the bottom half of Image ROM H suffix bits address the top half Pin 14 ISEL TOH is the chip select signal The system applies this signal to ROM Board address decoder U18 at pin 4 The H suffix refers to ROMs connected to the upper 16 Image Data Bus bits ISEL TOH is an active low signal Pin 15 IDEN H is an image data enable bit The H suffix indicates communications over the 16 high bits of the Image Data Bus On the ROM Board function IDEN H enables octal bus transceivers U13 and U14 These transceivers handle communi cations between the image Data and Separate Local Data Buses Transceivers are actually the origin of the Image Data Bus The system enables these two transceivers and the Image Data Bus s high bits come alive When the system enables its other two bus transceivers the low bits pulse with activity Pin 16 IDEN L is an image data enable bit The L suffix indicates communications over the 16 low bits of the Image Data Bus On the ROM Board function IDEN L enables octal bus transceivers U15 and U16 These transceivers handle communi cations between the Image Data and Separate Local Data Buses Transceivers are actually the origin of the Image Data Bus The system enables these two transceivers and the Image Data Bus s low bits come alive When the system enables its other two bus transceivers the high bits pulse with activity Pin 17 I
96. h U42 Separate Local Address Bus 8 bits Program Address Bus 16 Bits 8 bit ROM Board buffer U3 Z UNIT Theory and Maintenance Manual 2 11 However directly addressing all the memory cells with 16 bits is not possible Instead addresses must be decoded The system employs PLDs to derive control signals for ROM Board address decoder U5 The Address Decoder PLD U80 on the CPU Board is the main chip in this group Address decoder U5 produces four Program ROM Output Enable PROE signals These turn on one ROM chip at a time The GSP can access Program ROM while the DMA is transferring data from Image ROM Of course the DMA and GSP can t access the same chip at the same time After the DMA completes its assigned task the DMA interrupts the GSP Then the GSP may access the Image ROM or direct the DMA to do it THE PROGRAM DATA BUS is another ROM Board bus Actually it s a buffered version of the Separate Local Data Bus ROM Board Bus transceivers U1 and 02 link the two 16 bit buses The GSP uses the Program Data Bus to read data from the Program ROM During DMA bus accesses to Image ROM the GSP can simultaneously access Program ROM Peripheral Buses SOUND SELECT BUS The 16 bit Sound Select Bus resides on the CPU and Sound Boards The Sound Select Bus receives information from the Sound Select Bus Latch This latch U39 and U59 is on the CPU Board The Multiplexed Local Bus lies at the input side of the latch The
97. he Color RAM only contains 32K locations and couldn t use the top bit anyway The low byte isn t affected at the latch Consequently the Bit Map RAM can specify 256 colors per palette The latch addresses the Color RAM with the remaining 15 bits Z UNIT Theory and Maintenance Manual 1 1 3 The Color RAM contains over 32 000 color codes Each color code is expressed by a 16 bit binary number As we ve observed any code is addressable by 15 Video RAM bits 215 32 768 While 32 768 colors are addressable in current games only 8 192 colors appear onscreen at once THE SERIAL DATA BUS LATCH applies 15 Video RAM bits to Color RAM address pins Color RAM data then determines pixel color That is each Color RAM address specifies one color code The system chooses one pixel color from 32 768 possibilities stored in Color RAM However no image includes more than 256 colors For example a man and a car may be onscreen at once The system renders the man from a palette of 256 colors The car s palette includes a different group of 256 ENTRANCES TO COLOR RAM The Color Address Bus connects the Color RAM to three different buses HYou can think of these three as the entrances to Color RAM These entrances operate selectively The system tristates turns off buffers to non used entrances We ve discussed the Serial Data Bus as an entrance to the Color RAM The GSP can also update the Color RAM For instance the GSP loads colors du
98. icroprocessor chip Z UNIT Theory and Maintenance Manual 4 4 Bus cycle The period the system devotes to performing an address data transaction These transactions require the use of one or more bus systems Multiplexed buses such as the Multiplexed Local Bus are used for either data or addressing Of course data and address functions must not occur simultaneous y Multiplexing reduces the number of board traces The GSP in your game produces three bus cycles Data Row Address and Column Address Bus Master The circuit that controls a bus is its master Only one master can operate the bus at a time In a typical computer most buses originate at the microprocessor Usually only the microprocessor can control bus cycles and devices on the bus A DMA is another type of chip that can assume control your game the Autoerase Latch and the Palette Latch also may be bus masters Byte Eight computer bits A computer can use a byte to define one character quantity etc CAD CAM Computer Aided Drafting Computer Aided Manufacturing CAE Computer Aided Engineering CAEN Color Address Enable an active low function produced by Color RAM Control U28 This PLD resides on the CPU Board U28 asserts CAEN when the GSP is addressing the Color RAM CAEN enables bus buffers on the Color Address Bus CAS Column Address Select The active low GSP function that selects a column of addresses in dynamic RAM When the GSP is interrupted
99. ignal goes low To access upper data locations the GSP asserts function VDEN H and turns on transceiver U15 32 To access lower data locations the GSP asserts VDEN L enabling U16 33 VDEN H high bit enable signal 16 bit transceiver U15 32 Multiplexed Local Bus 16 bits 16 bit transceiver U16 33 VDEN L low bit enable signal The system employs the Video Data Bus in loading the Bit Map RAM A powerful DMA usually performs this task The DMA 077 is specifically designed for rapid bus transactions It can transfer bit map data more efficiently than the GSP can Furthermore the GSP may remain active during video data transfers During DMA data access the GSP tristates shuts off its Video Data Bus buffers Because the GSP remains active buffer shutdown prevents bus conflicts with the DMA Meanwhile the GSP uses the Multiplexed Local and Separate Local Buses and processes data However during DMA inactivity the GSP can access Bit Map RAM data pins Z UNIT Theory and Maintenance Manual 2 6 OBJECT PALETTE BUS The Object Palette Bus is a data bus two bytes 16 bits wide This bus derives directly from the Separate Local Data Bus In fact the Palette Data Bus and the Separate Local Data Bus carry identical information The Object Palette Bus derives from the Separate Local Data Bus at transceiver U10 29 Using the Object Palette Bus the GSP can read or write data to the Palette Such two way access
100. image Color RAM Control PLD 7 8 028 on the CPU Board The PLD that originates control signals applied by the system to Color RAM chips Color RAM Data Latch The one way buffer that connects the Color RAM to the Video DAC Color Palette In your game the binary number that corresponds to a group of colors This number is a byte long eight bits COMM TB The Sound Board NMI line can be tied to function COMM TB This is a control signal for the talkback port The game employs its eight bit sound talkback port during diagnostic routines This port is accessible at connector 1 OJ2 CPU Central Processing Unit The intelligence of any computer including the Z UNIT video computer A CPU consists of three basic parts These include an Arithmetic and Logic Unit ALU memory buffers and a Control Unit CU CRAM Abbreviation for Color RAM CRWR Color RAM Write Color RAM Write an active low function produced by Color RAM Control U28 This PLD resides on the CPU Board U28 Z UNIT Theory and Maintenance Manual 4 8 asserts CRWR when the GSP is writing data to the Color RAM CRWR prepares the Color RAMS to receive data from the GSP CSEL Chip Select an active low function from Address Decoder PLD 080 CSEL is an input to Color RAM Control PLD 028 Both PLDs reside on the CPU Board CSO Chip Select Zero an active low chip select function Crystal Clock The squarewave oscillator circuit that synchron
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102. izes computer operations The crystal is a piece of rock Its mass distorts in a particular way when a voltage is applied In the clock circuit an oscillator applies an AC voltage to the crystal The crystal s distortion tends to stabilize the frequency of the input waveform CSEL CMOS RAM Select an active low function produced by the Address Decoder PLD The Address Decoder PLD is CPU Board chip U80 The system applies CSEL to the Color RAM Control PLD CVSD Constantly Variable Slope Delta modulator This is a special type of digital to analog converter circuit CVSD is a very economical means of signal encoding that only records a waveform s rate of change The CVSD chip converts data into changes in an analog waveform Cursor The position marker on a computer screen The operator moves the cursor with the keyboard joystick mouse or other pointing device A cursor roughly corresponds to the hero character in a video game DAC Digital to Analog Converter A circuit that converts several digital bits into a single analog output signal One means of D to A conversion is employed by video circuitry in your game The circuit is partly discrete so you can see how it functions Z UNIT Theory and Maintenance Manual 4 9 The lowest bit is connected to a high value resistor The next higher bit is connected to a resistor of roughly half this first value The next bit receives half this second resistor s value and so on The other ends of
103. l find these chips on the CPU Board LADOO 01 02 etc Local Address and Data Bus Address bit zero etc This abbreviation refers to addresses on the Multiplexed Local Bus The LAD prefix will be followed by a number denoting the address or data bit LAL Local Address Latch is a substitute active low latch enable function Autoerase PLD U20 produces LAL to replace the GSP produced LAL during GSP interruption LINT 2 Periodically the Autoerase PLD creates this interruption LAL enters pin 1 of Video RAM Control PLD U79 and Local Control PLD U78 A pin 19 jumper at Address Decoder PLD U80 links LAL to other chips GSP U18 and the PLDs reside on the CPU Board If your game uses jumper W13 only U80 ouput is added to LAL Jumper WI 4 mixes function RAS with function LAL Latch A small temporary computer memory also known as a flip flop A latch holds one bit of data and may be read or written to However latch chips also referred to as latches may hold one or more bytes Latches may be thought of as one way storage buffers A latch s storage hold characteristic is what makes it a one way device At any moment a latch s real time input probably differs from its output This Z UNIT Theory and Maintenance Manual 4 17 output like tape recording is a result of stored rather than input information incidentally a RAM is sort of a grandiose latch LCLK1 Local Clock 1 an active high GSP produced input to Autoerase PL
104. loads selected Color RAM data into an output latch The system converts the digital data to analog signals for the monitors color guns After a line of pixels appear on the screen the Autoerase Latch begins operation The CRT guns write a line then the latch erases the corresponding data from the Bit Map RAM Eventually the CRT guns complete the painting of half a frame The DMA responds by reloading the top half of the Bit Map Z UNIT Theory and Maintenance Manual 1 17 Image Data Flow Chart Program bk Bit Map Palette Palette RAM RAM Latch Image DAC High Res CRT Display Z UNIT Theory and Maintenance Manual 1 18 There two types of ROM in the Z UNIT system These Image ROM and Program ROM Image ROM is accessible to the DMA or the GSP Either but never both can read Image ROM over the Image Address and Data Buses Program ROM is accessible only to the GSP To read Program ROM the GSP employs the Program Address and Data Buses IMAGE ROM Image ROM consists of a million by 32 memory bits This memory block is composed of 64 chips located on the ROM Board Image ROM is accessible over the Image Address and Data Buses Either the GSP or the DMA may address Image ROM Of course both may not access Image ROM simultaneously PROGRAM ROM The 512 kilobit by one byte Program ROM block also resides on the ROM Board Program ROM includes eight chips While the DMA is accessing Image ROM the GSP
105. may read or write to Color RAM COLOR RAM ADDRESSING The GSP offers address bus access by enabling the appropriate tristate bus latch or buffer This tristate device normally separates the Color Address Bus from the reading chip To use a tristate address latch or buffer the system must clock the chip The chip s clock input triggers with function RAS or DOT CLK RAS derives from the GSP DOT CLK is a clock signal divided off the system clock One of three functions from the Color RAM Control PLD must also enable chip output These functions appear on schematics as CAEN BDEN and SDEN The acronyms stand for Color Address Enable Background Data Enable and Serial Data Enable These functions enable buffer outputs The buffers permit Color RAM addressing by the GSP Background Board or Video RAM respectively Z UNIT Theory and Maintenance Manual 3 1 2 COLOR RAM OUTPUT DATA With Color RAM Addressing taken of lets review the output data path 16 bits of data leave the Color RAMs and flow down the Color Data Bus Transceivers U4 and U24 disconnect the Separate Local Data Bus from the Color Data Bus The system asserts DOT CLK latching the data at chips U3 and 023 Then the signals encounter buffers U2 and U22 and associated resistors Gated by system function BLANK S the circuitry converts the binary signal to analog form The monitor s red green and blue input transistors receive this signal INPUTS TO ZCRAMCTL U28
106. mission to use the bus from the microprocessor Of course the microprocessor can perform data transfers too But the microprocessor must transfer data through itself Such transfers require more steps than direct transfers performed for the microprocessor by its DMA DMA BSY DMA Busy is an active low signal output from Autoerase PLD U20 U20 is on the CPU Board After inversion at buffer U78 DMA BSY enables the tristate outputs of latch U58 and buffer U85 Function DMA BSY also serves as a halt request to DMA U77 The PLD asserts this function while the Autoerase Latch controls the Multiplexed Local Bus At this time the latch is erasing the bit map The DMA and Autoerase Latch must not simultaneously write data to Bit Map RAM DMA BSY shuts the DMA off Meanwhile GSP HLT REQ keeps the GSP off the bus DMA BSY is also an input to Video RAM Control PLD U79 on the CPU Board DMA GO This function is an input at ROM Control PLD U83 This PLD resides on the CPU Board DMA GO is an inverted form of DMA output function DMA GO DMA SEL DMA Select an active low signal that enables DMA U77 on the CPU Board This function is an input to ROM Control PLD U83 DMA SEL is also an output of Address Decoder PLD U80 The PLDs reside on the CPU Board A 16 MHz clock function DOT CLK derives from the primary clock at flip flop 036 and NAND gate 037 The primary clock is a 48 MHz oscillator Both clocks reside on the CPU Board
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108. n 12 ACK M is produced by U28 pin 4 The main system interprets function SND INT as a handshake from the Sound Board This handshake feature isn t used in NARC games Please see ACK S and ACK M SOE TOX through SOE T3X are active low Serial Output Enable functions The system employs them in sequencing the Video RAM outputs These functions are products of Video RAM Sequencer PLD U12 on the CPU Board Sound Call A binary number that the microprocessor sends the Sound Board over Sound Select Lines This number selects a sound effect or musical passage Your game permits the GSP to make 512 sound calls SPK 1 SPK O Unused functions input into Video RAM Sequencer PLD U12 on the CPU Board SRAM Static Random Access Memory A type of read write chip whose data need not be refreshed while system power remains on Your game s CMOS RAM and Scratchpad RAM are static RAMs SOUND SEL an active low signal selects the Sound Board Function SOUND SEL is an output of Local Control PLD U78 This PLD resides on the CPU Board The system uses SOUND SEL to clock CPU Board data latches 039 and 059 The latches join the Multiplexed Local Bus with the 16 bit Sound Data Bus The GSP can select game sound effects through these latches Z UNIT Theory and Maintenance Manual 4 2 6 STROBE LINES On Sound Board schematics one strobe line is known as STROBE M The other is called NMI M Both lines are connected to the Master Music Microprocessor
109. nal is amplified on board From the Sound Board the signal is routed to a four ohm speaker System INTERFACE BOARD The Interface Board includes input ports These ports interface the video system to the coin switches and player control panel Inputs allow the GSP to check the status of player controlled switches Z UNIT Theory and Maintenance Manual 1 3 POWER SUPPLY BOARDS A seven amp switching power supply produces a regulated DC output of positive 5VDC Positive and negative 12 VDC for the sound system originate at a separate unregulated supply In addition a 6 3 volt AC circuit powers general illumination lamps System Discussion Summary THE CPU BOARD derives power from a separate switching power supply According to the program stored in ROM the GSP orders a DMA to load data The DMA assembles the appropriate data in Video RAM Meanwhile the GSP loads the Color RAM Then the GSP sends Video RAM data over the Serial Data Bus A latch circuit addresses the Color RAM with the Video RAM data The Color RAM outputs color data for each pixel The system latches Color RAM data into a digital to analog converter DAC The result is three analog signals fluctuating between four volts and zero These and B signals arrive at the game s monitor After further amplification there the three signals drive the CRT s three color guns Z UNIT Theory and Maintenance Manual 1 4 This book discusses numerous chips a
110. nd control functions Except as noted the chips are on the CPU Board Also except as noted the functions are active low signals System Components COMPONENT TYPES The major components of the Z UNIT Video System can be divided into 12 blocks This chapter discusses the 12 from a theoretical perspective Here is a list of component blocks with a brief description of function GSP microprocessor manages control functions coordinates image communication functions Video RAM including Map RAM and Palette RAM Color RAM that maps from Video RAM output to RGB colors D A Converter to produce video from Color RAM output ROM including Program and Image ROM Scratchpad RAM for GSP program computations CMOS RAM for Bookkeeping Totals Game Adjustments 12 Bus Systems interface DMA and GSP systems PLDs handle sequencing decoding other logic functions Z UNIT Theory and Maintenance Manual 1 5 O Ports for the Sound Computers and player panel Sound Board produces sound effects and music GSP Microprocessor The Z UNIT video computer is based on a Texas Instruments 34010 microprocessor This 16 bit microprocessor was designed for graphic purposes Consequently it is known as a Graphic System Processor GSP GSP U18 operates at 48 MHz derived from primary crystal clock U38 NAND gate 037 inverts the oscillator s output Then the inverted clock signal is applied to GSP pin 5 Vari
111. nected to the upper 16 Image Data Bus bits ISEL T1L Image ROM Select 1 Low bits ROM Control PLD U83 outputs this active low chip select signal This PLD resides on the CPU Board The system applies ISEL T1L to ROM Board address decoder U6 The L suffix refers to ROMs connected to the lower 16 Image Data Bus bits ISEL TOH Image ROM Select Zero High bits This active low chip select signal is an output of ROM Control PLD U83 The H suffix refers to ROMs connected to the upper 16 Image Data Bus bits The system applies ISEL TOL to ROM Board address decoder U18 at pin 4 The decoder selects Image ROM chips PLD U83 resides on the CPU Board Decoder U18 and the Image ROMs reside on the ROM Board ISEL TOL Image ROM Select Zero Low bits This active low chip select signal is an output of ROM Control PLD 083 The suffix Z UNIT Theory and Maintenance Manual 4 16 refers to ROMs connected to the lower 16 Image Data Bus bits The system applies ISEL TOL to ROM Board address decoder 017 at pin 4 The decoder selects Image ROM chips ROM Control PLD U83 appears on the CPU Board Decoder U17 and the Image ROMs reside on the ROM Board LA Local Address This abbreviation will always be followed by a number For example LAO7 The number represents a Separate Local Address Bus bit LAOO 01 02 etc Separate Local Address Bus bit zero etc This bus derives from the Multiplexed Local Bus and originates at U27 and U82 You l
112. on KEB 58108810 SON SON 5025 981 0612 SON 9025 191 687 88 1028 6n EL 508 YIYO H3ISYM O uvwaWwos Qu 2 01005 z SAS 3WYN 91909 BAW VINHOJI1VO NLD IVNOI 12784 1 2 15 bu 1230 03142345 ISIMB3IHLO SSIIWN SNOISN3KIO 4 S35NYH3101 01 WHOM ONI 5 10313 SAVITIIM 53903 duvHS 8 Suung 317325 LON OQ 4MEE00 0 38870070 582 862 0542 302700 0 092 5 35 00543 005 13538 554 ova 3384 anas 58 1804 1 081 wLES Tre 830 Sova 3OvSn 1593 3 0 TwAOHddY 59 11 XXX ge t u 585 ON 15514 0 1 02 12 av 1 ONY 38 rww1030 NMOHS 031312345 ISIMYBHLO SSIINN SNOISN3MIG DILWWAHDS 7 QNnOS 2 5 5 8 909 JAY SIONVUSIOL OL HOM Sane 621 313 SWVITIIM 53903 SM3NHOO dUYHS v3u8 Suung 31905 LON
113. on most Z UNIT control signals For troubleshooting this bit by bit viewpoint is valuable But we admit that our approach lacks something in the way of a plot We suggest that you consult rather than read this chapter The Seven Devices SUMMARY There are seven programmable logic devices in the system As observed in Chapter 1 these serve as sequencers latches and address decoders etc Z UNIT Theory and Maintenance Manual 3 2 Most PLD tasks involve memory control for the GSP Two PLDs are associated with the Video RAM and one with the Color RAM The Image ROM has its own control PLD The fifth PLD is employed as an address decoder The sixth enables devices on the two Local Bus systems The Autoerase Control PLD performs the most unusual task Line by line it erases the bit map Address Decoder ZADDRDEC U80 INPUTS TO ZADDRDEC U80 Pin Input Function From Pin Latched From Latch 981 19 from 082 pin 19 Latched TR From Latch 0811 8 TR from 082 pin 18 Latched LA25 From Latch U811 7 Latched address bit From Latch U81 Separate Local Address bit From Latch U81 Separate Local Address bit Address Decoder PLD 080 enables different chips at various addresses the system s memory map Inputs to the Address Decoder PLD come from the Local Address Bus Most of these inputs are first latched at U81 The Address Decoder PLD has 10 output pins OUTPUTS Here s a rundown on
114. ous secondary clock signals derive from the main 48 MHz clock on the CPU Board These signals provide timing for system operations One of the most important clock signals is the 16 MHz DOT CLK This function gates the Video RAM Sequencer Color RAM Data Latch and Video DAC DMA Image communication functions in the Z UNIT System are coordinated by an application specific DMA The exact operation of this chip is proprietary However in basic terms it controls several buses for the GSP The GSP turns over buses to the DMA for excellent reasons First the DMA can handle data transfers more efficiently than the GSP For instance the DMA can use a 32 bit bus to transfer bit maps The GSP would use a 16 bit bus Second system architecture permits the GSP to process data while the DMA is transferring data Third the DMA can simultaneously read the source data and write it to a destination chip The GSP can t perform simultaneous reads and writes Buses employed by the DMA all carry image data between memory chips The buses include Z UNIT Theory and Maintenance Manual 1 6 The Source Address Bus The Image Data Bus The Video Address Bus The Video Data Bus Video RAM VIDEO DISPLAY The WILLIAMS Z UNIT system produces a 512 by 400 pixel picture element video display The color display appears on a high resolution RGB color monitor The monitor completes a frame every 16 67 milliseconds That rate corresponds to a 60 Hz v
115. pins The latch also counteracts propagation delay in lines and chips of the Video RAM section After latching the Serial Data Bus becomes the Color Address Bus There is no Serial Address Bus COLOR ADDRESS AND DATA BUSES COLOR ADDRESS BUS When addressing the Color RAM the GSP employs the 15 bit Color Address Bus This bus originates from the Separate Local Address Bus The Separate Local Address Bus passes through a buffer to produce the Color Address Bus The one way buffer is composed of buffer chip U66 and latch U56 The latch is necessary because the GSP sends eight address bits each on two bus cycles At the latch U56 the system discards the most signficant address bit With the remaining 15 bits the resulting Color Address Bus can address 32 768 bits That is addresses up to hexadecimal EFFF LATCHED BUS ENTRANCES Besides the GSP entrance there are two other entrances to the Color Address Bus Partly to prevent bus conflicts with the GSP these secondary bus entrances are latched Another reason for a latch is to correct bus and chip propagation delays And a third reason is that both secondary entrances connect to data carrying buses Unlike the address buses in this system most data buses are two way buses The latches separate two way data from one way data used as adaresses OTHER ENTRANCES TO THE COLOR ADDRESS BUS We ve already discussed the entrance through the Serial Data Bus Latch This entrance permits Color RAM
116. program loops results in a system reset The watchdog asserts the reset pulse to prevent a system crash frozen screen A crash would require a service call Retrace A periodic activity of the electronic beam inside a monitor s picture tube During horizontal retrace the beam returns to the left side of the screen During vertical retrace the beam returns to the top of the screen While retrace occurs the monitor blanks cuts off the beam RGB Red Green and Blue A type of computer monitor equipped with three video inputs These inputs accept signals corresponding to the monitors red green and blue color guns Your game s monitor is an RGB analog raster type That is your monitor can reproduce a picture from signals between zero and five volts TTL level signals of either zero or five volts but nothing in between are unnecessary Likewise a separate Z UNIT Theory and Maintenance Manual 4 24 luminance signal isn t necessary Your monitor doesn t accept lower resolution NTSC signals Composite signals which require an analog decoding circuit can t drive your monitor ROM Memory A chip that permanently stores data for retrieval The data is usually imprinted on this chip at the factory The Image ROM in your game is an example The game can t change or add bit mapped images to its ROM However the images stored in ROM can be read by the GSP or DMA The system can store retrieved read images in Bit Map RA
117. rd U28 asserts BDEN when the Background Board is addressing the Color RAM BDEN enables bus buffers on the Color Address Bus BG DETO BG DET1 Background Video Detect 0 and 1 Inputs to Color RAM Control PLD U28 Reserved for use on future games BG EN Background Video Enable Inputs to Color RAM Control PLD U28 Reserved for use on future games BG PRIORITY Background Video Priority An active low input to Color RAM Control PLD U28 This PLD resides on the CPU Board BG PRIORITY is reserved for use on future games BG SEL Background Select This active low chip select signal originates at Address Decoder PLD 080 This PLD resides on the CPU Board The system applies BG SEL to address decoder U9 on the Interface Board This function helps to select the Background Video Board Bit Binary digit The smallest piece of information a computer can process A bit represents a single base two number one or zero To the technician one bit is one line on a chip or bus In a properly operating computer this line will either measure zero or five volts These are DC voltages This definition omits rise time and propagation delay These concepts are beyond the scope of this book Z UNIT Theory and Maintenance Manual 4 3 Map RAM The Z UN TRAM that contains image data Bit maps are permanently stored in Image ROM Under instructions from the GSP the DMA loads several bit maps into Bit Map RAM The system can use the maps in R
118. rd this function enables octal bus transceivers U13 and U14 These transceivers handle communications between the Image Data and Separate Local Data Buses Transceivers are actually the origin of the Image Data Bus The system enables these two transceivers and the Image Z UNIT Theory and Maintenance Manual 4 14 Data Bus s high bits come alive PLD U83 resides on the CPU Board Transceivers U13 and U14 reside on the ROM Board IDEN L Image Data Enable Low bits ROM Control PLD U83 outputs this active low enable signal IDEN L is an image data enable bit The L suffix indicates communications over the 16 low bits of the Image Data Bus On the ROM Board this function enables octal bus transceivers U15 and U16 These transceivers handle communications between the Image Data and Separate Local Data Buses Transceivers are actually the origin of the Image Data Bus The system enables these two transceivers and the Image Data Bus s low bits come alive PLD U83 resides on the CPU Board Transceivers 015 and U16 reside on the ROM Board Image ROM The Read Only Memory that permanently stores bit maps for your Z UNIT game INCLK Clock Input to GSP U18 on the CPU Board The main system clock enters the GSP here Input Output One of the four sections of computers with von Neumann architecture such as your game The four sections include the RAM ROM and microprocessor The I O Section interfaces communication devices such as a jo
119. res sisi axons 36 LON 508 v1YO ONNOS LGS Wel esn een 508 Y1VONSS3U00Y 1950 13675517 35 05 0357 LON teu 60 LON 25 A X o i o e 4 o D o Tr a O LHS ISYY 1594 30 NOILdiu2S 30 1106 21 WOSWOIHD 189530 lt 508 O3OIA 97 508 O3OIA lt 508 C 7 OL UMA 1 UMA 1 61 CS 05 SYUA 5 SLIT Wd HIRTT lt 06 G ASE VHO aa SvJ ed DIAVWAHIS Z SAS JAY VINHO3I1Y2 43142345 3S MH3H10 SSAINN TRY ORE 1 4 C 11879 CPU Board Logic Diagram Board 1 Sheet 5 of 11 5 9 A 2 5 5 wwouovui R 62 15 X 34 YINHOJD YO 03149345 3S H3H10 55334 SNOISN3NIG S32NYH3101 01 WHOM 6 ONI 55 813313 SWVITIIM 53903 Su3NyOO 5 v3ug Susng 3190
120. ring beginning boot To achieve loading bus buffers connect GSP buses to Color RAM Address and Data Buses During a game the Background Video Board can also address the Color RAM An address buffer connects the Background Data Bus and the Color Address Bus There is no connection between the Background Data Bus and the Color Data Bus D A Converter COLOR RAM DATA LATCH The Color RAM outputs 16 bit color codes Each code creates a different combination of brightness levels for the monitor After they re output from the Color RAM the codes are latched Z UNIT Theory and Maintenance Manual 1 14 Also at the Color RAM Data Latch the system discards the most significant output bit This action leaves five bits each of what will become red green and blue signals That is the system renders each color in five bits of resolution DAC A simple digital to analog converter assigns different voltages to each code The DAC Digital to Analog Converter sends each data bit to a separate pullup resistor Due to the resistors high bits produce less voltage than low bits do There is roughly a two to one relationship between adjacent bit voltages SYSTEM OUTPUT TO MONITOR Resulting analog voltages are fed to the monitor s red blue and green RGB input transistors Each voltage corresponds to one of the 32 768 possible color combinations The GSP also creates blanking vertical and horizontal sync signals for the monitor After amplification th
121. rom the DMA Since the DMA is on the CPU Board the Image Data Bus begins there However this bus also connects Z UNIT Theory and Maintenance Manual 2 10 to the Image ROM on the ROM Board The bus is 32 bits wide A two way buffer joins it to the Separate Local Data Bus This buffer is composed of ROM Board transceiver chips U13 through 016 During DMA accesses the Image Data Bus buffer isolates the GSP from the Image ROM At other times the GSP can access Image ROM Of course the DMA has quite an edge in bus access efficiency over the GSP This edge is partly due to bus width The Image Data Bus is twice as wide as the Separate Local Data Bus The 32 bit bus can transfer data twice as fast as the 16 bit bus can Also DMA bus transfers require less steps than GSP bus transfers do PROGRAM ADDRESS AND DATA BUSES THE PROGRAM ADDRESS BUS resides on the ROM Board This bus is 16 bits wide However it derives from the eight bit Separate Local Address Bus The eight bit Separate Local Address Bus is fed into a buffer and a latch These are ROM Board buffer U3 and latch U4 During the column address bus cycle the top eight bits enter the latch Then during the row address cycle the bottom eight bits enter the buffer As the system asserts function RAS clocking the latch 16 bits emerge from the chips The system employs the Program Address Bus when it accesses Program ROM RAS high bit enable signal 8 bit ROM Board latc
122. s LAD 34010 Graphic System Processor Image Data Bus ideo ddress Vi Da Source Bus Image Address Bus Address 1M x 32 Bus Image ROM bject Palette Bus gt lt 128 16 5 Palette Address Program ROM Data Bus 64K x 32 _ Color RAM Address Serial Bus Background Color Data Bus Data Bus Background Road D Generator E 8K x 8 CMOS RAM 64 16 Scratchpad RAM Sepa Local Data Bus Notes indicates bus latches buffers or transceivers Player Control Bus not Controls shown Interface Board Data Bus Separate Local Adbress Bus rate Z UNIT Theory and Maintenance Manual 1 9 derive from programmable logic devices 175 An example of such signals is each RAM chip s output enable OE function The PLD that produces the OE signal is configured as a sequencer MEMORY CELL MATRIX The Bit Map and Palette Map RAM each contain 64K useful address locations These locations are configured as a matrix of memory cells That is each memory cell appears in a column of rows The system addresses Video RAM locations with two groups of eight parallel address bits First during the RAS address cycle eight address bits select the desired cell s row Then during the CAS adaress cycle another eight address bits select the cell s column With both the row and column provided th
123. s DMA 077 at input pin M2 Function RD also joins function TROE from GSP 018 pin 41 Pin 25 DMA BSY is an active low signal After inversion at buffer U78 DMA BSY enables the tristate outputs of latch U58 and buffer U85 DMA BSY enters buffer U78 at pin 13 and exits at pin 12 The system feeds the function to pin 1 of U58 and pin 1 of U85 Function DMA BSY also serves as a halt request to DMA U77 The PLD asserts this function while the Autoerase Latch controls the Multiplexed Local Bus At this time the latch is erasing the bit map The DMA and Autoerase Latch must not simultaneously write data to Bit Map RAM DMA BSY shuts the DMA off Meanwhile GSP HLT REQ keeps the GSP off the bus Pin 31 This pin provides the clock bit to Autoerase Latch U21 The clock bit enters U21 at pin 11 Pin 36 This pin enables the output of Autoerase Latch U21 The enable bit enters U21 at pin 1 Z UNIT Theory and Maintenance Manual 3 10 Color RAM Control ZCRAMCTL U28 The Color RAM Control PLD supervises read write operations at the Color RAM Although many devices can address Color RAM only the GSP can write to Color RAM During the game the GSP constantly alters Color RAM content WRITE OPERATIONS Before the GSP writes to Color RAM Color RAM read write pins must be low The GSP uses an indirect means to pull the pin low The GSP transmits functions LAL DEN TROE and WR to the Color RAM Control PLD That is ZCRAMCTL or CPU Boar
124. summary follows According to their purposes the 12 bus systems fall into four groups These are GSP Buses Mapper RAM Buses ROM Board Buses and Peripheral Buses GSP BUSES THE MULTIPLEXED LOCAL BUS The GSP directly employs two bus systems The first is the system from which most of the other buses originate This is the 16 bit Multiplexed Local Bus a time division multiplexed system The Multiplexed Local Bus begins within the GSP itself However the GSP is one of two bus masters for the Multiplexed Local Bus While the Autoerase Latch is operating the Autoerase PLD interrupts the GSP Then the Autoerase Latch takes control of the bus During the GSP interruption bus phase functions RAS and CAS derive from the Autoerase PLD THE SEPARATE LOCAL BUSES The second GSP bus system consists of the Separate Local Buses This set of address and data buses separates from the Multiplexed Local Bus One way latches produce the eight bit Separate Local Address Bus Additional Bits are added by PLDs as we ll see in Chapter 3 Meanwhile bus transceivers create the 16 bit Separate Local Data Bus Z UNIT Theory and Maintenance Manual 1 2 2 MAP RAM BUSES THE VIDEO ADDRESS AND DATA BUSES split off the Multiplexed Local Bus Splitting is achieved by the same means used to produce the Separate Local Buses The system uses these buses to write image data from ROM into the Video RAMs THE OBJECT PALETTE BUS is another secondary bus that origina
125. tes at the Separate Local Data Bus The GSP loads a 16 bit constant into the Palette Latch The latch feeds this constant to the Palette RAM over the Object Palette Bus Meanwhile the DMA specifies the addresses that will record the constant THE SERIAL DATA BUS is serial in terms of video pixels not data bits This bus carries eight bits each from the Bit Map and Palette Map RAMs The destination of these 16 bits is the Serial Data Bus Latch THE COLOR ADDRESS AND DATA BUSES connect to the Color RAM Both derive from the Separate Local Buses Latches on the Color Address Bus allow the GSP or Video RAMs to access Color RAM The Serial Bus Data Latch is one of these latches In games that have one a Background Board may also address the Color RAM The GSP loads the Color RAM through the Color Data Bus The Color Data Bus also carries selected color data to the Video DAC ROM BOARD BUSES THE SOURCE ADDRESS BUS The Source Address Bus originates at the DMA It joins the Image Address Bus a Local Adaress Bus descendant at the Image ROM Using this connection the DMA can use the Source Address Bus to access Image ROMs THE IMAGE ADDRESS AND DATA BUSES Either the GSP or the DMA can address Image ROM over the Image Address Bus Image ROM data enters a new bus called the Image Data Bus It carries image data to the GSP for Z UNIT Theory and Maintenance Manual 1 2 3 processing or to the DMA The GSP receives image data over the Separate
126. th the bit map of a building Under instructions from the GSP the Palette Latch loads a palette into Palette RAM The latch is controlled by the GSP However Palette RAM addressing is DMA controlled Bit Map and Palette RAM addressing are simultaneous and Z UNIT Theory and Maintenance Manual 4 2 1 identical The palettes in RAM can be used to create video Or they can be processed by the GSP before video production Parallel Data Binary information that the system transfers over several bus lines at once Each line wire carries one bit of information That is parallel data is composed of more than one bit PC Board Printed Circuitboard PDEN Program Data Enable an active low signal Function PDEN is an output of Local Control PLD U78 This PLD resides on the CPU Board The system applies function PDEN to ROM Board octal transceiver chips U1 and U2 These chips connect the Separate Local Data Bus and the Program Data Bus To operate the transceivers also require data direction signal DDOUT C1 Pixel The smallest resolvable dot on a video screen The pixel is also the sub cursor that traces the video picture The pixel lights dot positions that comprise the video image In a color video display each pixel has a red green and blue component PLD Programmable Logic Device A chip that can be configured to substitute for random logic TTL devices PLDs are programmed in a jig similar to an EPROM burner EPLDs Erasable
127. the output functions Skipped pins aren t used Pin 9 DMA SEL is a chip select signal applied to Custom DMA U77 To operate the DMA several other control functions are necessary Z UNIT Theory and Maintenance Manual 3 3 Pin 11 CMOS SEL is a chip select signal applied to Reset Watchdog chip U55 In turn the Reset Watchdog selects CMOS RAM U65 The Reset Watchdog s CMOS enable signal pulls the RAM s pin 20 CE1 pin low The Reset Watchdog also keeps track of CMOS DMA SEL From 081 pin 19 latched ZADDRDEC CMOS SEL From 081 pin 18 latched TR PLD U80 PSEL From U81 17 latched LA25 2 CSEL Note Bits with an LA SEL prefix originate at the From 081 pin 16 latched LA24 From U81 pin 15 latched LA23 Separate Local Address From 081 pin 14 amp LA18 Bus U81 pin 14 From U81 pin 13 8 LA1 77 latches LA1 0 Furthermore pin 13 1 12 081 pin 12 amp LA168 latches LAO9 and pin 1 2 latches 1308 To PLD U79 pin 5 To PLD U78 pin 5 BG SEL To PLD U78 pin 4 To Jumper W13 W 14 input power With input voltage below 3 8VDC the Reset Watchdog grounds CE2 When CE2 is low the CMOS chip is disabled To operate the CMOS RAM several other control functions are necessary Pin 12 PSEL is a chip select signal applied to address decoder U5 on the ROM Board This function helps to select Program ROM chip outputs To operate the Program ROM section several other con
128. the top half is possible So while you re altering game adjustments keep the coin door open Why Because you re writing to the top half of CMOS RAM RESET WATCHDOG CIRCUIT ENABLES CMOS RAM The Reset Watchdog Circuit produces two reset pulses CSO Chip Select Zero Not and RESET Reset Not The CSO is an active low function applied to CMOS RAM pin 20 The active low RESET function is a systemwide reset signal FUNCTION 50 enables the CMOS RAM Meanwhile Reset Watchdog function VO outputs the CMOS operating voltage This voltage output also connects to the CMOS chip s CE2 enable pin This pin enables the chip whenever the pin receives a high pulse If game or battery power falls too low the CMOS chip is disabled Z UNIT Theory and Maintenance Manual 1 2 0 SYSTEMWIDE RESET SIGNALS RESET occur for either of two reasons The power supply voltage is subnormal A power up or power down condition is sensed The reset button has just been pressed During power fluctuations or testing RESET pulses assure that the GSP system is forced into a stable state RESET pulses also assure that timing elements are synchronized when normal operation begins After a reset condition a nominal GSP restarts the main program The GSP will execute system diagnostics and then enter the game program In a nutshell after resetting the GSP begins its program at the beginning A computer without a reset pulse would respond to power fluctu
129. tion the Autoerase PLD provides RAS RAS Row Address Select An inverted or positive form of the GSP function produced by NAND gate 037 RAS clocks 086 This latch outputs the top eight bits of the Source Address Bus The Multiplexed Local Bus serves as an input to 086 RAS also clocks latch U81 This latch feeds Address Decoder PLD 080 All these chips are on the CPU Board Z UNIT Theory and Maintenance Manual 4 23 Raster refers to the way video monitors scan images A raster monitor constantly illuminates its screen Your game uses a raster monitor The term raster also refers to the zigzag pattern of lines that lights the screen When there is no picture you see a gray raster Pictures appear when video signals vary pixel brightness across the lines of the raster Another common type of monitor is a vector monitor Without external circuitry a vector monitor can t produce raster images Never attempt to substitute a vector monitor for a raster monitor RESET The RESET input at GSP U18 When this pin falls low the GSP resets and begins its initialization routine Then normal games enter Game Over Mode The Reset Watchdog chip can assert RESET RESET The Sound Board RESET function When asserted low the Sound Reset line causes the sound system to reboot its software Reset Watchdog The chip that resets the system controls CMOS memory protection and detects abnormal system operation Abnormal system operation such as
130. tree Another palette or group contains the colors for a building The Palette RAM can assemble 128 color palettes from the 32 768 colors stored in Color RAM But each bit mapped image receives only one palette And each palette contains 256 colors determined by Bit Map RAM data The Bit Map RAM specifies one of these colors for each pixel in the image At the Color RAM the system retrieves the exactcolor for each pixel VIDEO BUS OPERATION Bit Map RAM and Palette Map RAM are on the Video Address Bus Either the DMA or the microprocessor may scan these RAMs While reading or writing image data the DMA controls the Video Address and Data Buses Meanwhile tristated buffers lock the GSP out of the Video Buses The DMA interrupts the microprocessor when the DMA s operations are complete At that point the microprocessor may again access the Video Buses However the GSP may also remain active during DMA activity In fact during DMA activity the GSP can operate the Local Address and Data Buses With these buses the microprocessor can access the Scratchpad RAM or the Program ROM But the DMA can never access Scratchpad RAM or Program ROM FUNCTIONS RAS AND CAS Functions RAS and CAS Row Address Select and Column Address Select originate at the GSP The system uses these active low functions to latch addresses into the Video RAMs Other timing signals Z UNIT Theory and Maintenance Manual 1 8 Z UNIT Block Diagram Multiplexed Local Bu
131. trobe Line Micro processor In any case the resulting sound data appears at a DAC This device converts binary data to a positive and negative 12 volt sine wave Next the system preamplifies the DAC output Then analog filters create high and low components for the system s two way speakers Power amplifiers boost the signal current of these audio components The amplified audio arrives at the game s speakers SPEECH DATA The Sound Board treats speech data slightly differently than it treats sound effect data From ROM to RAM the sound reproduction process is the same However for speech the next step differs from our description above Instead of sending data to the DAC the microprocessor clocks data through a flip flop A serial data stream results The Sound Z UNIT Theory and Maintenance Manual 1 29 Computer feeds this to a CVSD Constantly Variable Slope Delta modulator This chip is another form of DAC Filters remove digital artifacts from the CVSD s output Then an amplifier boosts the analog result for the speaker system Sound Computer Simplified 68BO9E Sound Microprocessor r 4 Input Latch 27256 27512 Sound ROM 27256 27512 Sound ROM 27256 27512 5 Sound ROM 32K x 16 2064 Sound MEE PEE Crystal Clock SS 4 Sound Select Lines N Strobe Line otes 1 Address Decoders not shown 2 Narc has two Sound Computers
132. trol functions are necessary Pin 13 CSEL is a chip select signal applied to the Color RAM Control PLD This function helps to select the Color RAM To operate the Color RAM section several other control functions are necessary Pin 14 ISEL is a chip select signal applied to ROM Control PLD U83 Descendants of this function appear at address decoders on the ROM Board These descendants help to select Image ROM chip Z UNIT Theory and Maintenance Manual 3 4 outputs To operate the Image ROM section several other control functions are necessary Pins 15 and19 are unnamed inputs to Video RAM Control PLD U80 Off U80 pin 19 jumper W13 allows connection to 080 pin 1 Alternately jumper W14 selects connection to U80 pin 3 Pin 3 of 080 is also connected to function RAS and buffer U85 Function RAS may be produced by either the GSP or by Autoerase PLD U20 The originator depends on which chip is master of the Multiplexed Local Bus Either GSP U18 or Autoerase Latch U21 can be bus master Buffered at U85 pins 6 and 7 function RAS becomes VWR T3 and VWR T2 Descendants of these functions drive write pins on the Video RAMs Pins 16 and 18 unnamed inputs to Local Control PLD 078 Pin 16 of the Address Decoder PLD joins the Local Control PLD at pin 5 Pin 18 of the Address Decoder PLD joins the Local Control PLD at pin 4 Pin 17 BG SEL is a chip select signal applied to address decoder U9 on the Interface Boar
133. y and Maintenance Manual 1 2 RAM outputs a parallel data stream With latches and buffers the system converts this parallel output data to analog signals These signals drive the RGB inputs of a color video monitor Other output ports control self test indicator LEDs and gameplay selected sounds ROM BOARD The ROM Board provides ROM storage for the programs which control video system operation This board also incorporates a data base that supplies game data such as video images The ROM Board contains the game and diagnostic programs and permanent data used by programs ROMs on the board are divided by their application The board contains one million by 32 bits of Image ROM Also present are 128K by 16 bits of program ROM Both ROM types are accessible to the GSP on the Local Address and Data Buses The DMA s Source Address Bus and Image Data Bus also connect to the Image ROM During DMA access to the Image ROM tristate buffers lock out the GSP However while the DMA accesses Image ROM the GSP may still access Program ROM SOUND BOARD Sound Board is a slave computer with its own clock and two 68 09 microprocessors This computer produces sound effects and music on command from the GSP The sounds and music are stored as binary information in on board ROM chips The microprocessor loads this data into RAM and selectively feeds it to a DAC The eight bit DAC Digital to Analog Converter outputs a low level audio signal This sig
134. y being measured Within limits of their power supplies analog circuit outputs vary in proportion to their inputs For example assume that sound volume is being measured An analog circuit might raise its output voltage when the sound amplitude increases ASIC Application Specific Integrated Circuit A special type of integrated circuit prepared by CAD CAM means The artwork for this IC has space reserved for custom circuitry Application specific masks are prepared at the CAD station These permit CAM equipment to produce the custom circuit economically even in relatively low volumes The resulting circuit can be more reliable than a circuit produced with off the shelf parts ASIC technology also often reduces the parts count on a PC board Labor reduction at the board stuffing stage permits ASICs to be cheaper than conventional circuitry AUTOERASE The PLD that controls the Autoerase Latch U12 on the CPU Board AERASE EN Autoerase Enable an active low signal sent to the Autoerase Latch This signal originates at CPU Board latch U8 AERASE EN is a precursor to signals used to enable the Autoerase Latch Z UNIT Theory and Maintenance Manual 4 2 Autoerase Latch 921 on the CPU Board This circuit overwrites a line in the Bit Map RAM The system erases or overwrites a line after that line appears on the monitor BDEN Background Data Enable an active low function produced by Color RAM Control U28 This PLD resides on the CPU Boa
135. ystick and monitor to the computer Other computers such as your game s Sound Board may also be connected to ports IRQ M IRQ S Interrupt Request Master and Interrupt Request Slave These microprocessor interruption functions appear on Sound Board logic diagrams The master and slave terminology refers to the Master Microprocessor and Slave Microprocessor Each 68BO8E microprocessor has an Interrupt Request input pin Function STROBE M triggers flip flop U26 to produce IRQ M and output 6 Similarly COMM M triggers flip flop 026 to Z UNIT Theory and Maintenance Manual 4 15 produce IRQ S at output 8 In NARC games COMM M is disconnected However STROBE M and IRQ M produce a sound call to the Master Microprocessor For more information please see STROBE M ISEL Image ROM Select an active low function produced by the Address Decoder PLD The Address Decoder PLD resides at CPU Board location U80 The system applies ISEL to ROM Control PLD U83 ISEL E Image ROM Select Extra Originally a spare chip select signal ISEL becomes bit 20 on the Image Address Bus On current production games this address bit isn t used ISEL E is an output of ROM Control PLD U83 on the CPU Board ISEL T1H Image ROM Select 1 High bits ROM Control PLD U83 outputs this active low chip select signal This PLD resides on the CPU Board The system applies ISEL T1H to ROM Board address decoder U7 The H suffix refers to ROMs con
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