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Sega Harley Davidson Std Type Service Manual

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    							18
    Run towards the checkpoint by judging the route from the arrow and the NAVIGATION WINDOW. Passing the
    checkpoint within the time limit results in a Stage Clear. The time limit is extended and the next checkpoint is
    displayed.
    If the player fails to pass the checkpoint within the time limit, the game is over.
    Passing all of the checkpoints results in a Game Clear. The successful player can see the ending mode.
    After a Game Over, the accomplishment results are displayed on the map.
    If the player scores high points, the Name Entry mode appears. Turn the Handlebar, select character, and turn the
    Accelorator Grip to register intial, etc.
    NOTE 1:
    Setting change can be made to no sound output during ADVERTISE.
    NOTE 2:
    In the case where several machines are linked together for communication play, the bike appearing first in the Select
    Mode is predetermined by the number of each cabinet set for the communication play.
    NOTE 3:
    The setting of the number of checkpoints required for game clear is changeable.
    KNACK OF GAME PLAY
    To make full use of bike characteristics;
    To memorize the courses;Each of the 5 types of bike has specific characteristics. High points can be earned by fully utilizing the bike
    charcteristics and selecting the type which suites best for the player.
    The player will surely acomplish a game clear by selecting the course on which he can make full use of the bike
    characteristics instead of relying on the map and arrow.
    6
    7
    8
    9
    10 
    						
    							19
    By operating the switch unit, periodically perform the tests and data check. When installing
    the machine initially or collecting cash, or when the machine does not function correctly,
    perform checking in accordance with the explanations given in this section. The following
    shows tests and modes that should be utilized as applicable.
    INSTALLATION
    OF MACHINE
    7 - 6 2. In the INPUT TEST mode, check each SW and VR.
    3. In the OUTPUT TEST mode, check each of lamps.
    4. In the MEMORY TEST mode, check ICs on the IC Board.
    Choose MEMORY TEST in the MENU mode to allow the
    MEMORY test to be performed. In this test, PROGRAM
    RAMs, ROMs, and ICs on the IC Board are checked.
    Periodically perform the following:
    1. MEMORY TEST
    2. Ascertain each setting.
    3. In the INPUT TEST mode, test the CONTROL device
    4. In the OUTPUT TEST mode, check each of lamps.
    1. In the INPUT TEST mode, check each SW and VR.
    2. Adjust or replace each SW and VR.
    3.If the problem can not be solved yet, check the CONTROL’s moves.
    In the PROJECTOR ADJUSTMENT mode, check to see if the
    PROJECTOR adjustment is appropriately made.
    1. MEMORY TEST
    2. In the SOUND TEST mode, check the sound related ROMs.
    Check such data as game play time and histogram to adjust the
    difficulty level, etc1. Check to see that each setting is as per standard  setting made
        at the time of shipment.
    PERIODIC
    SERVICING MEMORY
    PROJECTOR
    DATA CHECK CONTROL
    SYSTEM7 - 10,  7 - 11
    7 - 6
    7 - 7
    7 - 3, 7 - 4 7 - 3, 7 - 4
    7 - 10, 7  - l1
    7 - 7 When the machine is installed, perform the following:
    IC BOARD7 - 6
    8
    TABLE  7       EXPLANATION OF TEST MODE
    7 - 9
    7 - 8
    7 - 15 8
    7 . EXPLANATION OF TEST AND DATA DISPLAY
    ITEMS  DESCRIPTION SECTIONS 
    						
    							20 Open COIN CHUTE DOOR, and the switch unit shown appears. The func-
    tion of each switch is as follows:
    7 - 1  SWITCH UNIT AND COIN METER
    Never touch places other than those specified. Touching places not
    specified can cause electric shock and short circuit.
    Adjust to the optimum sound volume by considering the environmental
    requirements of the installation location.
    If the COIN METER and the game board are electrically disconnected,
    game play is not possible.
    SOUND VOLUME
    Controls the speaker volume
    of the right/left speakers on the
    coin chute tower.
    TEST BUTTON (TEST SW)
    For the handling of the TEST BUTTON,
    refer to the section on test mode.
    SERVICE BUTTON (SERVICE SW)
    Gives credits without registering on the coin
    meter.
    2 1
    3
    SWITCH UNIT
    VOL. FRONT
    VOL. SEAT
    TEST
    SERVICEDEMAG. SW. 
    						
    							21 This mainly checks if the operation of the game BD is accurate, and allows for COIN
    ASSIGNMENTS/GAME ASSIGNMENTS setting and Projector adjustments.  7 - 2  TEST MODE
    7 - 3 MEMORY TEST
    The MEMORY TEST mode is for checking the
    on-BD memeory IC functioning.
    “GOOD” is displayed for normal ICs and “BAD”
    is displayed for abnormal ICs
    This test starts immediately after selection from
    the menu in the test mode. When in execution, the
    “TESTING NOW” message will be displayed at
    the lower part to the screen. Press the Test Button
    to proceed to CPU RAM TEST
    Test starts immediately after proceeding to this
    mode from CPU ROM TEST. During execution,
    the “TESTING NOW” message will be displayed
    at the lower part of the screen. When an error
    occurs, the ERROR message is shown. After
    finising the test, press the TEST button to return
    to the menu mode.
    FIG. 7.2 TEST MENU
    FIG. 7.3a MEMORY TEST
    Push the TEST BUTTON to cause the follow-
    ing TEST MENU to appear:
    By pushing the SERVICE BUTTON, bring the
    “>” mark to the desired item and press the
    TEST BUTTON. This will select the item’s
    test.
    After the test is complete, move the “>”   mark
    to “EXIT” and press the TEST BUTTON    to
    return to game mode.
    3
    1
    2
                      TEST MENU
    CPU MEMORY TEST
    VIDEO MEMORYTEST
    BOUNDRY SCAN TEST
    INPUT TEST
    OUTPUT TEST
    SOUND TEST
    C.R.T. TEST
    GAME ASSIGNMENTS
    COIN ASSIGNMNETS
    NETWORK ASSIGNMENTS
    VOLUME ADJUSTMENTS
    REAL TIME CLOCK TEST
    BOOKKEEPING
    BACKUP DATA CLEAR
    >EXIT
     SELECT WITH SERVICE BUTTON
          AND PRESS TEST BUTTON
    CPU ROM TEST
    GOOD (CROM03 MASK) IC.1 *****
    GOOD (CROM02 MASK) IC.2 *****
    GOOD (CROM01 MASK) IC.3 *****
    GOOD (CROM00 MASK) IC.4 *****
    GOOD (CROM13 MASK) IC.5 *****
    GOOD (CROM12 MASK) IC.6 *****
    GOOD (CROM11 MASK) IC.7 *****
    GOOD (CROM10 MASK) IC.8 *****
    GOOD (CROM33 EPROM) IC.9 *****
    GOOD (CROM32 EPROM) IC.10 *****
    GOOD (CROM31 EPROM) IC.11 *****
    GOOD (CROM30 EPROM) IC.12 *****
    GOOD (CROM3 EPROM) IC.13 *****
    GOOD (CROM2 EPROM) IC.14 *****
    GOOD (CROM1 EPROM) IC.15 *****
    GOOD (CROM0 EPROM) IC.16 *****
              PRESS TEST BUTTON TO EXIT
    CPU ROM TEST
    GOOD (SDRAM) IC. 13 IC. 15
    GOOD (BACK UP SRAM) IC. 21 IC. 22
    GOOD (SCROLL SDRAM) IC. 94 or IC.19               IC. 20
    GOOD (SCROLL SDRAM) IC. 17 IC. 18
    PRESS TEST BUTTON TO EXIT
    FIG. 7.3b MEMORY TEST The Following FIGURES/TABLES show the factory recommended settings. The Following FIGURES/TABLES show the factory recommended settings.The Following FIGURES/TABLES show the factory recommended settings. The Following FIGURES/TABLES show the factory recommended settings.
    The Following FIGURES/TABLES show the factory recommended settings. 
    						
    							22
    FIG. 7.4a VIDEO MEMORY TEST
              VIDEO BOARD ROM TEST
    GOOD (VROM01) IC.26 *****
    GOOD (VROM00) IC.27 *****
    GOOD (VROM03) IC.28 *****
    GOOD (VROM02) IC.29 *****
    GOOD (VROM05) IC.30 *****
    GOOD (VROM04) IC.31 *****
    GOOD (VROM07) IC.32 *****
    GOOD (VROM08) IC.33 *****
    GOOD (VROM11) IC.34 *****
    GOOD (VROM10) IC.35 *****
    GOOD (VROM13) IC.36 *****
    GOOD (VROM12) IC.37 *****
    GOOD (VROM15) IC.38 *****
    GOOD (VROM14) IC.39 *****
    GOOD (VROM17) IC.40 *****
    GOOD (VROM16) IC.41 *****
                PRESS TEST BUTTON TO CONTINUE
    7 - 4 VIDEO MEMORY TEST
    FIG. 7.4b VIDEO MEMORY  TEST
              VIDEO BOARD RAM TEST
       PRESS TEST BUTTON TO CONTINUE
    7 - 5  BOUNDRY SCAN TEST
    FIG. 7.5 BOUNDRY SCAN  TEST
                  BOUNDRY SCAN TEST
    TOTAL ERRORS 0
              PRESS TEST BUTTON TO EXIT
    This allows the functioning of the VIDEO
    MEMORY IC’s on the IC board to be checked.
    “GOOD” is displayed for normal IC’s and “BAD”
    is displayed for abnormal IC’s if any.
    Test starts immediately after proceeding to this
    mode from the menu in the test mode. During
    execution, the “TESTING NOW” message will be
    didplayed at the lower portion of the screen. After
    fininshing the test, press the TEST BUTTON to
    proceed to VIDEO RAM.
    Test starts immediately after proceeding to this
    mode from the VIDEO BOARD ROM TEST.
    During execution, the “TESTING NOW” message
    will be displayed at the lower portion of the screen.
    If staus is satisfactory, nothing will be displayed.
    After fininshing the test, press the TEST BUTTON
    to return to the menu mode.
    Selecting the “BOUNDRY SCAN TEST” causes
    the Game board’s testing in terms of hardware to be
    performed automatically.
    When the test is completed, if the results are as
    shown left, it is satisfacory.
    After finishing the test, press the TEST BUTTON
    to have the MENU MODE return on the screen.
    Next, turn power off and then turn it back on again.
    To avoid malfunctioning, have the Board intialized
    by turning the power off and then on.
    If there is any hardware problems, an error message
    is displayed. Please contact the offices herein stated
    or where the product was purchased from. 
    						
    							23
    When INPUT TEST is selected, the MONITOR will show the following, allowing you to watch the status of
    each switch and the value of each V.R.
    7 - 6  INPUT TEST
    FIG. 7.6 INPUT TESTThis test mode displays the status of each switch, button, and
    Volu me. When the switch/button corrsponds to the name of
    the item is pressed, if OFF changes to ON, it is satisfactory.
    When corresponding Volume is operated, if the Volume value
    differs in a natural manner, it is satisfactory.
    APPROPRIATE VALUE OF TENSION VOLUME
    Tension volume values are displayed in hexadecimal numer-
    als within the range of 00H~ffH. If the value does not satisfy
    the following limitations, adjust the Volumes gear mesh so as
    to meet the requiremnts.
    LOWER LIMIT: Over 05H
    UPPER LIMIT: Under faHPress the test button to return to the menu mode
          INPUT TEST
    HANDLEBAR OFF
    THROTTLE OFF
    FRONT BRAKE OFF
    REAR BRAKE OFF
    VIEW CHANGE OFF
    MUSIC SELECT OFF
    SHIFT UP OFF
    SHIFT DOWN OFF
    START OFF
    COIN #1 OFF
    SERVICE-SW OFF
    TEST-SW OFF
                   PRESS TEST BUTTON TO EXIT
    Choose OUTPUT TEST to cause the following lower screen
    to appear. In this test, check the status of each lamp.
    Pressing the TEST BUTTON causes “ON” to be
    displayed and the corresponding lamp lights up.
    Pressing the TEST BUTTON again cuases “OFF” to be
    displayed and the lamp goes off. The Foot Controller is
    locked with the Slide Lock in the ON status, and
    Unlocked to become free with the Slide Lock in the
    OFF status.
    Press the test Button to return to the MENU MODE.
    FIG. 7.7 OUTPUT TEST
    7 - 7  OUTPUT TEST
                         OUTPUT TEST
    START LAMP OFF
    VIEW CHANGE LAMP OFF
    MUSIC SELECT LAMP OFF
    RACE READER LAMP OFF
    >EXIT
          SELECT WITH SERVICE BUTTON
             PRESS TEST BUTTON TO EXIT 
    						
    							24
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    Select C.R.T. TEST to cause the MONITOR to display the
    screen shown left, allowing MONITOR adjustment status
    to be checked.
    Periodically check the MONITOR adjustment status on
    this screen.
    The screen (1/2) enables color adjustment check to be
    performed. The color bar of each of the 4 colors, i.e.,red,
    green, blue, and white, is the darkest at the extreme left and
    becomes brighter towards the extreme right.
    Press the TEST BUTTON to shift to the next screen (2/2).
    The screen (2/2) allows screen size and distortion to be
    tested.
    Check if the CROSSHATCH FRAME LINE goes out of
    the screen and if the crosshatch lines are distorted.
    Press the TEST BUTTON to return to the MENU mode.
    C.R.T. TEST 2/2
    PRESS TEST BUTTON TO EXIT
    7 - 9  C.R.T. TEST
    FIG. 7.9 C.R.T. TEST
    C.R.T. TEST 1/2
          RED
        GREEN
         BLUE
       WHITE
    PRESS TEST BUTTON TO CONTINUE
    This enables sound used in the game to be checked.
    Sound related memory and each speaker are checked.
    Press the SERVICE BUTTON to increse the number by
    one and the sound corresponding to the number will be
    emitted. Note that No. 000 does not emit any sound.
    Bring the “>” to EXIT and press the TEST BUTTON to
    return to the MENU MODE. SOUND TEST
    NO : ( 0 )
    >EXIT
                SELECT WITH SERVICE BUTTON
                   PRESS TEST BUTTON TO EXIT
    7 - 8  SOUND TEST
    FIG. 7.8 SOUND TEST 
    						
    							25 7 - 10 GAME ASSIGNMENTS
    Selecting the GAME ASSIGNMENTS in the MENU mode causes the present game settings
    to be displayed and also the game settings changes (game difficulty, etc.) can be made. Each
    item displays the following content.
    SETTING CHANGE PROCEDURE
    Press the SERVICE BUTTON to move the “>” to the desired item.
    Choose the desired setting change item by using the TEST BUTTON.
    To return to the MENU mode, move the arrow to EXIT and press the TEST BUTTON.1
    2
    ADVERTISE SOUND
    Determines wether ADVERTISE SOUND is to
    be emitted or not by the setting to ON when
    emitting it and to OFF when not emitting it.             GAME ASSIGNMENTS
    ADVERTISE SOUND ON
    GAME DIFFICULTY NORMAL
    CABINET TYPE STANDARD
    B.G.M. VOLUME 4
    ENGINE VOLUME 8
    NUMBER OF STAGES 4
    TOURNAMENT MODE ON
    START
       MONTH DEC
       DAY 25
       YEAR 1998
       HOUR 18
    END
       MONTH DEC
       DAY 25
       YEAR 1998
       HOUR 18
    DURATION DAILY
    > EXIT
          SELECT WITH SERVICE BUTTON
               AND PRESS TEST BUTTTON
    3Setting changes cannot be stored unless the TEST BUTTON is pressed
    while the arrow is on EXIT.
    The Following FIGURES/TABLES show the factory recommended settings. The Following FIGURES/TABLES show the factory recommended settings.The Following FIGURES/TABLES show the factory recommended settings. The Following FIGURES/TABLES show the factory recommended settings.
    The Following FIGURES/TABLES show the factory recommended settings.GAME DIFFICULTY
    Sets the Game Difficulty in 5 catagories from 1 to
    8. The greater the number is, the higher the
    difficulty level becomes. Alternately it may
    display each catagory by name;
    Very Easy, Easy, Normal, Hard, Very Hard
    B.G.M. VOLUME
    BGM Volume Adjustment.
    ENGINE VOLUME
    Engine Volume adjustment
    TOURNAMENT MODE
    During the period set, special bookkeeping for ranking is executed. When set to ON, as shown
    above, the date of Tournament Mode Start, the end date of Tournament Mode, and itmes of
    bookkeeping periods are displayed. Duration refers to the unit of bookkeeping periods. The
    setting can be selected from among DAILY, WEEKLY, BI-WEEKLY, and MONTHLY.Be sure
    to set the present time in the Tournament Mode.
    CABINET TYPE
    Set to DELUXE or STANDARD as applicable. Setting to wrong type can causefailure be sure to
    set correctly. (i.e. In communication Play Race Leader Lamp does not light up/flash/light out.
    The Cabinet appearing in the operation explanation mode differs from the type used.) 
    						
    							26
    The “COIN ASSIGNMENTS” mode permits you to set the start number of credits, as well as the basic numbers
    of coins and credits. This mode expresses “how many coins correspond to how many credits.”
    SETTING CHANGE PROCEDURE
    Press the SERVICE BUTTON to move the arrow to the desired item.
    Choose the desired setting change item by using the TEST BUTTON.
    To return to the MENU mode, move the arrow to EXIT and press the TEST BUTTON.
    COIN CHUTE TYPE
    Sets the combination of the number of COIN CHUTEs and
    the number of players as applicable. In the case that the
    COIN CHUTE is changed, be sure the setting is made in a
    manner meeting the replaced coin chute.
    COMMON:
    Coins are accepted in common for both players.
    INDIVIDUAL:
    Each player uses a coin chute which accepts coins indepen-
    dently.
    7 - 11  COIN ASSIGNMENTS
    CREDIT TO START
    Number of credits required for starting game (1~5 credits are selected.)
    CREDIT TO CONTINUE
    Number of credits required for continuing game (1~5 credits are selected.)
    COIN/CREDIT SETTING
    Sets the CREDITS increase increment per coin insertion. There are 27 setings from #1 to #27, expressed in
    XX CREDIT as against XX COINS inserted. (TABLE 7.11a, 7.11b) #27 refers to FREE PLAY.
    When the COIN CHUTE TYPE is set to INDIVIDUAL, there are some setting numbers not displayed as
    indicated in TABLE 7.11b.
    MANUAL SETTING
    This allows credit increase setting as against coin insertion to be further set in the manner finer than COIN/
    CREDIT SETTING (refer to TABLE 7.11c).
    1
    2
    3
    COIN ASSIGNMENTS
    COIN CHUTE TYPE COMMON
    CREDIT TO START 2 CREDITS
    CREDIT TO CONTINUE 1 CREDIT
    COIN/CREDIT SETTING #1
    CHUTE#1 1 COIN 1 CREDIT
    CHUTE#2 1 COIN 1 CREDIT
    MANUAL SETTING
    >EXIT
              SELECT WITH SERVICE BUTTON
                   AND PRESS TEST BUTTON
    Setting changes cannot be stored unless the TEST BUTTON is pressed
    while the arrow is on EXIT. 
    						
    							27 TABLE 7.11a  COIN/CREDIT SETTING (COIN CHUTE COMMON TYPE)
    SETTING FUNCTIONING OF CHUTE#1
    SETTING #1 1 COIN 1 CREDIT
    SETTING #2 1 COIN 2 CREDITS
    SETTING #3 1 COIN 3 CREDITS
    SETTING #4 1 COIN 4 CREDITS
    SETTING #5 1 COIN 5 CREDITS
    SETTING #6 1 COIN 2 CREDITS
    SETTING #7 1 COIN 5 CREDITS
    SETTING #8 1 COIN 3 CREDITS
    SETTING #9 1 COIN 4 CREDITS
    SETTING #10 1 COIN 5 CREDITS
    SETTING #11 1 COIN 6 CREDITS
    SETTING #12 2 COINS 1 CREDIT
    SETTING #13 1 COIN 1 CREDIT
    SETTING #14 1 COIN 2 CREDITS
    SETTING #15 1 COIN 1 CREDIT
    2 COINS 3 CREDITS
    SETTING #16 1 COIN 3 CREDITS
    SETTING #17 3 COINS 1 CREDIT
    SETTING #18 4 COINS 1 CREDIT
    SETTING #19 1 COIN 1 CREDIT
    2 COINS 2 CREDITS
    3 COINS 3 CREDITS
    4 COINS 5 CREDITS
    SETTING #20 1 COIN 5 CREDITS
    SETTING #21 5 COINS 1 CREDIT
    SETTING #22 1 COIN 2 CREDITS
    SETTING #23 2 COINS 1 CREDIT
    4 COINS 2 CREDITS
    5 COINS 3 CREDITS
    SETTING #24 1 COIN 3 CREDITS
    SETTING #25 1 COIN 1 CREDIT
    2 COINS 2 CREDITS
    3 COINS 3 CREDITS
    4 COINS 4 CREDITS
    5 COINS 6 CREDITS
    SETTING #26 1 COIN 1 CREDITS
    SETTING #27 FREE PLAY 
    						
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