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Topics - philmurr

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1
Arcade Lifestyle / Frankfurt in winter
« on: November 24, 2018, 10:51:25 PM »
Hi all

I’m going to be spending a week in Frankfurt with work at the start of December.

Is there anything arcade-related for me to see (Sunday to Thursday evening)?

Thanks for any information  :)

2
Technical Area / Konami Super Cobra High Score Save
« on: December 27, 2016, 06:47:35 PM »
This is my final high score save mod of the year (and I won't be doing any more for a while as I've some far more interesting projects on the go).  So following on from the Super Cobra free play mod I posted on UKVAC a couple of weeks ago, here's the high score save (with initials) mod

Just like Scramble, Super Cobra has a high score table, but it lacks the ability to save it on power-down, and there isn't the facility to add initials to the high scores.

As the code is remarkably similar to Scramble (no surprise there), it's only taken a few hours to produce.  There are some differences (including the memory map) that I had to sort out, but I'm fairly confident I've got all the bugs out of it.

Like Scramble, Super Cobra has an odd bit of code in its existing high score table routine, so that if you get the same score as one that's already in the table, it throws it away.  This mod again does away with that "feature".

The high score code is specific to the Konami version of the game.  The high score save code is available on request, and is released free of charge (*and without warranty...).  You will need to reprogramme 3 of the ROMs.  Source code may be available on request but won't be released publicly.

Saving the high scores on power-down needs the programme RAM 2114'S 1G, 1H, 1J & 1K replacing with an NVRAM equivalent, or of course it works with my single ROM/RAM board.

The high score save mod provides the following functionality:-

- Free play mode (DIP switch selectable)
- Full attract in free play mode (doesn't sit there at "Press P1 or P2 start")
- 10 position high score table, saved to NVRAM
- Enter 3 initials per HST position
- Duplicate scores & names allowed in the high score table
- Maintains checking for coins etc. when in "enter initials" mode
- "Game Continue" works correctly in freeplay or coined mode
- Reset high score table by holding down fire and right on power-up (for some strange reason, if you hold down P1 on power-up, the game detects it and deliberately locks up)

Photos (from Mame) show the high score table (with the same guest names as my Scramble high score mod), initial entry screen and a couple showing attract screens in freeplay mode.


3
Technical Area / Audio probe
« on: December 10, 2016, 09:48:12 PM »
I've been doing some work lately on some faulty sound boards and old drum machines, and found it quite tricky to work out exactly what part of a circuit was faulty.  You can't really use a logic probe to help, and a 'scope can give difficult to understand readings.

I had a look around for an audio probe (which is used to probe parts of a circuit and hear what's going on), but couldn't find one at a reasonable price, so armed with the LM386 amp datasheet I set out to build my own.  A PCB was designed, plus around £7 of components later and I've a working audio probe.

The probe connects to the power supply of the circuit under test (usually the 0V & +12V of the sound section), you just need to plug in a pair of headphones as it doesn't have a built-in speaker.  The sensitivity and volume are adjustable, and you just touch the probe tip to the part of the circuit you want to "listen to".

It helps answer the "is the power amp or some other part of the sound circuit faulty" predicament as it can prove the working bits of a circuit to narrow down to where a fault actually is.

Photos of the one built unit are attached (the probe tip is a nail, until the proper tips I've ordered arrive from China!)

Bare PCBs are available if anyone is interested, £2 each plus postage



4
'Business' Area : Buy/Sell/Trade / Phoenix High Score Save PCBs
« on: August 20, 2016, 06:27:53 PM »
Those of you on UKVAC may have seen my recent posts about the Phoenix High Score save / Free Play mods I've done  (http://www.ukvac.com/forum/phoenix-high-score-save_topic353371.html).  It provides attract mode in free play, fixes the 204,000 point bug and saves the highest score when powered down (no high score table or name entry as there's no room in the ROM for the code to do this!) and a couple of other subtle changes.

I've a number of the bare PCBs for sale for the high score save part of the mod.  The board looks to be compatible with all Phoenix variants (as they seem to be the same PCB regardless of which code is on the board, although the end product needs to be running the Amstar code).

You'll need to be competent at soldering as it needs the existing 2114 RAM removing from the Phoenix board and sockets installing.  You then make up the PCB and plug it in, additional component costs will be ~£5.  The modified Phoenix code is avalable free on the http://www.highscoresaves.com website.

Bare PCBs are £4 plus post - please send me a PM if interested.

5
Technical Area / Moon Cresta - improved free play
« on: May 07, 2016, 10:51:38 PM »
Moon Cresta seems to be one of those games people either love or hate.  I've fond memories of playing it in a hotel bar in Scarborough (North East England) back in the early 1980's so I think it's a pretty cool game.

It was never on my list of games to hack, but a throw away comment by Jase on UKVAC a couple of weeks ago about a high score save kit got me interested.

I've already made the modifications to the high score saving code (it wasn't too hard as the game already has a high score table and name entry routine) so it was just a case of copying them to and from NVRAM.  Not having a boardset (yet), I haven't confirmed this works so it's not ready to be released, but hopefully will be in the next couple of weeks.

Whilst doing the high score save hack I noticed it's another game with annoying freeplay mode, where it sits at the "press start" screen rather than going through the attract mode.  I decided to also do this modification (and been able to test in Mame) which is what the code below is for.  Basically when in freeplay mode, it still displays "free play" on the screen, but now cycles through the attract mode.  Just pressing P1 or P2 start, begins the game.

The hack has been done for the "mooncrstuku" ROMset, and as the addressing is different across different variants it will only work with that one.  The code itself is simple so could be adapted to the other ROMs by changing the absolute addresses, so I've also included the source below.

Changes to be made:-

ROMset mooncrstuku

ROM smc1f

#0030 3A 00 B0 E6 0C FE 0C C2 4D 01 3A 35 80 B7 C2 4D 01 3A 00 A8 CB 47 3E 01 20 0A 3A 00 A8 CB 4F 3E 02 CA 4D 01 32 32 80 C3 81 01

#00F4 C3

#0115 30 00

ROM smc6f

#2FCE (individual ROM address #07CE) C9

Source code

; enhanced free play @0x0114
call freeplaycode    ;intercept for hack @ 0x0030

freeplaycode: ld a,(0xb000) ; are we in free play mode?
and 12
cp 12
jp nz,0x014d     ; return to main code if not
ld a,(0x8035)
or a
jp nz,0x014d     ; don't add dummy credits if already registered
ld a,(0xa800)
bit 0,a              ; P1 button pressed
ld a,1
jr nz,addcredit
ld a,(0xa800)
bit 1,a               ; P2 button pressed?
ld a,2
jp z,0x014d       ; return to main code if not
addcredit: ld (0x8032),a    ; add 1 or 2 credits depending on P1/P2 pressed
jp 0x0181          ; return to main code

; 0x2fce = RET (C9)   ; don't jump to static screen
; 0x00f4 = JP (C3)    ; don't jump to static screen

6
Technical Area / Galaxian - improved free play
« on: March 29, 2016, 07:16:48 PM »
Galaxian is pretty good in that it has free play built in, so you don't need to keep crediting up the game to play it.  Bad thing is that when it's in free play mode, it stays on a static screen waiting for 1 or 2 player button to be pressed.

I've spent a bit of time going through the Galaxian code and have made a little hack that will let the game do its attract screen, but doesn't need coining up to play, just press 1 or 2 player start and the game will begin.

It reads the "unused" DIP switch, if the switch is on, the hack is enabled, if it's off, the hack is disabled and the game runs as normal.

No need for a screenshot as there's nothing to see!

All you need to do is modify 2 ROMs as below (use HxD or similar):-

ROM - galmidw.u

Address 03D7 - change code to C3 00 26

ROM - galmidw.z or 7L (depends on whether you're using Midway or Namco code)

Address 2600 - change code to 3A 12 40 CB 5F 3A 02 40 CA DA 03 3A 11 40 CB 47 3E 01 20 0F 3A 11 40 CB 4F 3E 02 20 06 3A 02 40 C3 DA 03 32 02 40 C3 DA 03 E1 93

7
Technical Area / Z80 / "Universal" single ROM/RAM board
« on: February 13, 2016, 05:13:02 PM »
I've posted this up on UKVAC as the board has evolved, but here's a bit of a summary of a single ROM/RAM board I've made for a number of Z80-based games.

At the end of last year I was repairing a load of Galaxian boards, some original, some boots, and found a lot of problems seem to be with the ROM daughterboard (which often goes missing) or the program RAM, so I wanted to design something to make troubleshooting a bit easier.

Buying the already-available single ROM boards for a number of games I own would work out pretty expensive, so I spent some time in January designing my own single ROM/RAM daughterboard that plugs into the Z80 socket and replaces the old ROM board and RAM (RAM is optional).  You just need to burn whatever version of Galaxian or clone onto a single chip, choose whether you want to use separate RAM or not and install it if you do, then remove the Z80 and plug it into the daughterboard.  Once this was working, it was time to extend to other games.

So rather than it just being dedicated to Galaxian, I tried to make the hardware as generic as possible.  The memory addressing for the ROM and RAM is handled by a GAL, and I fed multiple memory address lines plus various control signals into the GAL, so the board isn't restricted to just Galaxian, but other Z80-based games, you just need to reprogram the GAL.

It's so far been tested working with the following games:-

Galaxian (Namco, Midway and bootlegs)
Amidar
Turtles
Pacman (ROM only as the memory addressing is a bit "odd")
Scramble (plus other games on Scramble hardware)

Using a single board does away with the multiple ageing IC sockets that lose their grip over the years, and also reduces power consumption a bit as it uses just one ROM and not the multiple ROMs originally in place.

The final thing is for anyone who does home-brew game coding, or hacking games.  Burning a single ROM is a load easier than having to burn multiple ones.  Also the RAM on the board can be replaced with a Dallas DS1220 NVRAM module (apart from Pacman), so the home-brew coders can write their own high score save routine.

I plan to get this working with more games as time goes on, and also maybe refresh my old Z80 programming skills...



8
Hi all -

Not wanting to spend £20+ per module importing them from the US, I've designed a PCB for an NVRAM board for Williams Joust, Robotron, Sinistar, Splat, Bubbles, etc. (NOT Defender)

It uses the Dallas DS1220AD nonvolatile RAM (which have had a fair bit of bad press but are great to use, and will also work with the MK48Z02).  It has a jumper to select 2 sets of high scores and settings, and pads to connect the additional data lines for Bubbles which uses 8-bit RAM.  You'll also need a socket for the CPU board, socket for the NVRAM, PCB headers, a resistor, optional capacitor and a jumper.  Takes about 15 minutes to assemble.

I've a load of PCB's left over so selling them for £2.70 per PCB (plus postage from UK).

You can get the Dallas module on ebay for less than £10 so you should have a fully working module for much less than bringing one in from the US.




9
All the rest / New here
« on: June 17, 2015, 03:20:54 PM »
Hi everyone,

Hello from the south of England, long time collector since 2000, but new here, have been meaning to join for a while...

Mainly like the classics from late 70's / early 80's, especially Williams (my collection includes Defender, Stargate, Robotron, Joust, Turkey Shoot, Joust 2, and most recently Bubbles).  Also have around 30 other machines from various manufacturers, plus a couple of pins (Getaway High Speed 2 and Scorpion), about half of them work :oops:

Cheers, Phil.

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