Home > Williams > Games > Williams Robotron May 82 Instruction Manual

Williams Robotron May 82 Instruction Manual

    Download as PDF Print this page Share this page

    Have a look at the manual Williams Robotron May 82 Instruction Manual online for free. It’s possible to download the document as PDF or print. UserManuals.tech offer 58 Williams manuals and user’s guides for free. Share the user manual or guide on Facebook, Twitter or Google+.

    							16P-3005-101
    May, 1982
    INSTRUCTION MANUAL
    FOR
    UPRIGHT AND COMPACT GAMES
    Including procedures for…
    • Operation
    • Auditing
    • Adjustment
    • Diagnostics
    For service…
    NOTE NEW TOLL-FREE
    TELEPHONE NUMBERS:
    800-621-1253
    In Illinois call:
    800-572-13243401 N. California Av.
    Chicago, IL 60618
    Cable Address: WILCOIN, CHICAGO
    (312) 267-2240 
    						
    							2
    ROM SUMMARY
    Current Robotron Games use blue-label ROMs.  Earlier games
    have either yellow or red-label ROMs, which are interchangeable
    and may be mixed in the same game.  DO NOT attempt to mix
    blue-label ROMs with red or yellow-label ROMs.
    ROM    PART NO. DESCRIPTION
    ROBOTRON 1B A-5343-09898 PROM, 4Kx8, RED or YELLOW LABEL
    A-5343-09945 PROM, 4Kx8, BLUE LABEL
    ROBOTRON 2B A-5343-09899 PROM, 4Kx8, RED or YELLOW LABEL
    A-5343-09946 PROM, 4Kx8, BLUE LABEL
    ROBOTRON 3B A-5343-09900 PROM, 4Kx8, RED or YELLOW LABEL
    A-5343-09947 PROM, 4Kx8, BLUE LABEL
    ROBOTRON 4B A-5343-09901 PROM, 4Kx8, RED or YELLOW LABEL
    A-5343-09948 PROM, 4Kx8, BLUE LABEL
    ROBOTRON 5B A-5343-09902 PROM, 4Kx8, RED or YELLOW LABEL
    A-5343-09949 PROM, 4Kx8, BLUE LABEL
    ROBOTRON 6B A-5343-09903 PROM, 4Kx8, RED or YELLOW LABEL
    A-5343-09950 PROM, 4Kx8, BLUE LABEL
    ROBOTRON 7B A-5343-09904 PROM, 4Kx8, RED or YELLOW LABEL
    A-5343-09951 PROM, 4Kx8, BLUE LABEL
    ROBOTRON 8B A-5343-09905 PROM, 4Kx8, RED or YELLOW LABEL
    A-5343-09952 PROM, 4Kx8, BLUE LABEL
    ROBOTRON 9B A-5343-09906 PROM, 4Kx8, RED or YELLOW LABEL
    A-5343-09953 PROM, 4Kx8, BLUE LABEL
    ROBOTRON 10B A-5343-09907 PROM, 4Kx8, RED or YELLOW LABEL
    A-5343-09954 PROM, 4Kx8, BLUE LABEL
    ROBOTRON 11B A-5343-09908 PROM, 4Kx8, RED or YELLOW LABEL
    A-5343-09955 PROM, 4Kx8, BLUE LABEL
    ROBOTRON 12B A-5343-09909 PROM, 4Kx8, RED or YELLOW LABEL
    A-5343-09956 PROM, 4Kx8, BLUE LABEL
    Decoder ROM 4  A-5342-09694 PROM, 512x8
    (Horizontal)
    Decoder ROM 6 A-5342-09821 PROM, 512x8
    (Vertical)
    Video Sound ROM 3  A-5343-09910 ROM, 4Kx8
    Special Chip 1 A-5410-09911 Special Chip 
    						
    							3
    POWER TURN-ON
    CAUTION - This game must be plugged into a properly grounded outlet to prevent shock hazard and to ensure proper game
    operation.  DO NOT use a cheater plug to defeat the ground pin on the line cord, and DO NOT cut off the ground pin.
    WHEN THE GAME IS FIRST TURNED ON it produces a sound.  Simultaneously general illumination should come on
    and a moment later a scanning “rug pattern” indicating the RAM test should appear on the screen.  Next the rug should
    become stationary as the ROM test is performed.  In a correctly running game the rug pattern will be followed by the message
    INITIAL CHECKS INDICATE: OPERATIONAL.  If RAM or ROM failure messages come up on the screen instead, refer
    to Power-Up Tests in TROUBLESHOOTING PROCEDURES.
    GAME OPERATION
    GAME START - Insert coins; a random sound is produced and credits are displayed on the CRT.  With one or more credits
    displayed, pressing 
    1-player start initiates a l-player, *3-turn game.  With two or more displayed, pressing 
    2-player start
    initiates a 2-player, *3-turn game.
    PLAYER CONTROLS
    MOVE JOYSTICK (LEFT) maneuvers mutant clone (our hero) in any of eight directions: N-NE-E-SE-S-SW-W-NW.
    FIRE JOYSTICK (RIGHT) fires anti-robot laser gun in same eight directions.
    GAME PLAY
    ROBOTS ARE THE ENEMY - The player (represented by the mutant clone) must deactivate six types of robots with a laser
    gun.  However the robots armada including tanks, electrodes and cruise missiles will be deployed against the mutant.
    Meanwhile defenseless normal clones must be protected by the mutant or they will be captured and reprogrammed by the
    robots.  Arriving at 25,000* points (or any multiple of 25,000), the mutant is awarded a new opportunity to defend his clone-
    kinsmen.
    HIGH SCORE SIGNATURE
    Select letters with the MOVE joystick.  Push up to move forward through the alphabet; pull down to move backward.  Then
    push the FIRE joystick up to lock in the letter.
    BOOKKEEPING AND EVALUATION TOTALS
    1. In Game-Over Mode, open the cashbox and depress the cashbox advance switch.  The advance switch located on the
    coin door can also be used.  The CRT should indicate all bookkeeping and evaluation totals.  If so, go to step 3.  If the
    CRT display comes up in the ROM test, perform step 2.
    AUTO-UP
    HIGH
    SCORE
    RESETMANUAL
    DOWNADVANCE
    Figure 1.  Coin Door Button Switches
    2. Continue to depress the cashbox advance switch, stepping the game through test programs for ROMs, RAMs, CMOS
    RAMs, color RAMs, sounds, switches, and then CRT test patterns, of which there are five.  The fifth test pattern, color
    bars, directly precedes the CRT display of the bookkeeping and evaluation totals.
    3. The bookkeeping and evaluation totals appear on the displays as in Figure 1.
    * Adjustable feature 
    						
    							4
    CLEARING BOOKKEKPING TOTALS
    1. Depress ADVANCE to display Game Adjustments.
    2. Operate MOVE joystick to position cursor on CLEAR BOOKKEEPING TOTALS.
    3. Push FIRE.
    4. Depress ADVANCE.
    Figure 1. Bookkeeping display
    GAME ADJUSTMENTS
    In the Game-Over Mode open the coin door with AUTO-UP, and depress the coin door ADVANCE switch twice to cause a
    CRT display as shown in Figure 2.
    To select and then set functions to the desired values, use the MOVE (UP-DOWN) joystick to select the that is to be changed
    and then, making sure the coin door is open, use the FIRE (UP-DOWN) joystick to increase or reduce the value of the selected
    function.
    The number of turns per game can be set anywhere from 1 to 20 (3 recommended).  Difficulty is factory-programmed at 3
    (liberal).  It can be custom-programmed (0-10, with 10 conservative) as desired.
    Game pricing is selected with standard settings or with custom settings as shown in Tables 1 & 2. Table 1 lists some common
    pricing schemes and directs the reader to the proper entry in Table 2, which shows what the CRT display should look like to
    accomplish the desired pricing.  Note that free play can be elected by entering the code number 9 at the PRICING
    SELECTION function (see Tables 1 and 2).
    For standard settings you need change only the PRICING SELECTION.  For custom settings, first set PRICING  SELECTION
    to zero and then set the remaining values according to Table 2.
    BOOKKEEPING TOTALS
    LEFT SLOT COINS   167
    CENTER SLOT COINS       0
    RIGHT SLOT COINS   426
    PAID CREDITS   593
    EXTRA MEN EARNED   221
    PLAY TIME IN MINUTES 1200
    MEN PLAYED 2000
    CREDITS PLAYED   593
    AVERAGE TIME PER CREDIT  2:01
    AVERAGE TURNS PER CREDIT  3.37 
    						
    							5
    Figure 2. Game Adjustment
    Highest Score Signature
    The number of letters allowed the highest scoring player for entering his name can be varied from 3 to 20 and is recommended
    as 3.  If objectionable words are entered as the signature name, you can change the lettered entry leaving the highest score the
    same.  See Setting Highest Score Name.
    Restore Factory Settings
    1. Position the cursor on RESTORE FACTORY SETTINGS.
    2. Push FIRE.
    3. Depress ADVANCE.
    Resetting High Score Table
    1. Position the cursor on RESET HIGH SCORE TABLE.
    2. Push FIRE.
    3. Depress ADVANCE.
    Setting Attract Mode Message
    1. Position the cursor on SET ATTRACT MODE MESSAGE.
    2. Push FIRE.
    3. Depress ADVANCE.
    4. Enter up to two lines of your message following instructions on the screen
    5. Depress ADVANCE to terminate process.
    NOTE:
    To restore the Williams attract mode message, it is necessary to
    perform steps 1 through 3 and then turn the game OFF then ON.
    Setting High Score Name
    1. Position the cursor on SET HIGHEST SCORE NAME.
    2. Push FIRE.
    3. Depress ADVANCE.
    4. Enter new signature; depress ADVANCE to terminate process.
    NOTE:
    An alternate, simpler method enters the factory highest score signature.
     In the game over mode, hold HIGH SCORE RESET Depressed. After
    a few seconds a sound is produced and the factory highest score
    signature has been activated.
    GAME ADJUSTMENT
    EXTRA MAN EVERY 25000 RECOMMENDED
    TURNS PER PLAYER     3 RECOMMENDED
    PRICING SELECTION     3 1/QUARTER 4/DOLLAR
       LEFT SLOT UNITS     1
       CENTER SLOT UNITS     4
       RIGHT SLOT UNITS     1
       UNITS REQUIRED FOR CREDIT     1
       UNITS REQUIRED FOR BONUS CREDIT     0
       MINIMUM UNITS FOR ANY CREDIT     0
    FANCY ATTRACT MODE   YES
    DIFFICULTY OF PLAY     3 LIBERAL
    LETTERS FOR HIGH SCORE NAME      3 RECOMMENDED
    RESTORE FACTORY SETTINGS    NO
    CLEAR BOOKKEEPING TOTALS    NO
    HIGH SCORE TABLE RESET    NO
    AUTO CYCLE    NO
    SET ATTRACT MODE MESSAGE    NO
    SET HIGH SCORE NAME    NO
    USE -MOVE- LEVER TO SELECT ADJUSTMENT
    USE -FIRE- LEVER TO CHANGE THE VALUE
    PRESS ADVANCE TO EXIT 
    						
    							6
    Table 1. Pricing Schemes
    COIN DOOR MECHANISM CREDITS/MONEYTABLE 2
    STANDARD SELECTION/
    CUSTOM KEY
    Twin Quarter
    Quarter, Dollar, Quarter1/25¢, 5/$1
    2/50¢, 5/$1
    1/25¢, 4/$1
    2/50¢, 4/$1
    1/50¢, 3/$1, 4/$1.25
    1/50¢, 3/$1, 7/$2
    1/50¢, 3/$1, 6/$2
    1/50¢A
    B
    3
    C
    D
    E
    1
    5
    1DM, 5DM 1/1DM, 6/5DM 2
    20-Cent, 50-Cent 1/20¢, 3/50¢ F
    1 Franc, 5 Franc 1/2F, 3/5F 4
    25 Cent 1/25¢, 4/1G 6
    1 Guilder 1/25¢, 5/1G G
    5 Franc 1/5F, 2/10F 7
    10 Franc 1/10F 8
    1 Franc, 2 Franc 2/1F 5/2F 2
    100 Lire, 200 Lire 1/200 Lire 8
    Twin Coin 1/1 Coin
    1/2 Coins
    1/3 Coins, 2 5 Coins3
    5
    H
    1 Unit, 5 Unit 1/2, 3/5
    1/1, 5/5
    1/3, 2/54
    I
    J
    FREE PLAY - 9
    Table 2. Pricing Settings
    CUSTOM KEY
    DISPLAY
    FUNCTIONSSTANDARD SELECTION
    ABCDE FGH I J
    Pricing Selection
    Left Slot Units
    Center Slot Units
    Right Slot Units
    Units per Credit
    Units for Bonus Credit
    Minimum Units for Credit1
    1
    4
    1
    2
    4
    02
    6
    0
    1
    1
    0
    03
    1
    4
    1
    1
    0
    04
    1
    16
    6
    2
    0
    05
    1
    4
    1
    2
    0
    06
    1
    0
    4
    1
    0
    07
    1
    0
    2
    1
    0
    08
    1
    0
    2
    2
    0
    09
    1
    4
    1
    1
    0
    00
    1
    4
    1
    1
    4
    00
    1
    4
    1
    1
    4
    20
    1
    4
    1
    1
    0
    20
    3
    12
    3
    4
    15
    00
    12
    48
    12
    14
    96
    240
    6
    0
    15
    5
    0
    00
    1
    0
    4
    1
    4
    00
    2
    0
    2
    5
    0
    00
    1
    0
    5
    1
    0
    00
    2
    0
    10
    5
    0
    0 
    						
    							7 TROUBLESHOOTING PROCEDURES
    Certain types of game malfunctions may inhibit the games
    diagnostic or display faculties.  Troubleshooting procedures
    for most of these types of malfunctions as well as
    malfunctions that permit self-diagnosis are covered below.Our troubleshooting algorithm begins with 
    Power-Up and
    continues until 
    Game Over Mode.  All procedures can be
    performed with minimal test equipment or merely by
    observing the game itself.
    POWER-UP TESTS
    NO GENERAL
    ILLUMINATIONNO INITIAL VIDEO
    (RUG PATTERN)CHECKING POWER
    SUPPLY BOARD
    (1) Check fuse F2 on power supply board.
    (2) Check for proper installation of jumpers
    W1, W2, W3 and/or resistor R27. (Some
    machines DO NOT have an R27. Refer to your
    drawing set.)
    (3) Check 4P1/J I, 4P3/J3, 6P2/J2 and 6P3/J3.
    (4) If all the above dont turn up the problem
    check power supply board.(1) Open back doors
    (2) Press reset button on CPU Board.
    (3) Try RAM and ROM tests (see below).
    (4) If all the above dont turn up the problem,
    check power supply board.(1) Swap power supply board with one from
    known-good game.
    (2) If game plays, problem is on power supply
    board.
    (3) If game doesnt play, check power
    transformer with voltmeter.
    (4) If known-good power supply is unavailable
    for  tests above, check +5V, – 5V and + 12V
    outputs on power supply in game.   Each
    MUST BE within 2% of rated output with less
    than 0.1% AC hum.
    MORE POWER-UP TESTS
    TESTROM BOARD
    LEDs
    RECOGNIZE
    CONDITIONROM BOARD
    LEDs
    IDENTIFY
    CHIPSVIDEO REMEDY
    GENERAL “0” means all
    power-up tests
    passed- (1) Scanning rug pattern
    (2) Stationary rug pattern
    (3) INITIAL TESTS INDICATE:
    OPERATIONAL
    (4) Game-Over ModeIf any video (see left) is missing or
    error message is displayed, proceed to
    Diagnostic Mode
     tests.
    “0” means tests
    passed- “HIGH SCORE TABLE RESET”
    “BOOKKEEPING TOTALS CLEARED”
    “ADJUSTMENT FAILURE”
    “RESTORE FACTORY SEITINGS BY
    OPENING FRONT DOOR AND
    TURNING GAME OFF AND ON”(1) Open coin door and turn power
    off and on.CMOS
    (See Appendix A)
    “0” means tests
    passed- “FACTORY SEITINGS RESTORED” (2) Press ADVANCE. Game should
    return to Game-Over Mode.
    BATTERY
    (See Appendix A)“0” means tests
    passed- “HIGH SCORE TABLE RESET”
    “BOOKKEEPING TOTALS CLEARED”
    “ADJUSTMENT FAILURE”
    “RESTORE FACTORY SEITINGS BY
    OPENING FRONT DOOR AND
    TURNING GAME OFF AND ON”(1) Open coin door and turn power
    off and on. Or press ADVANCE.  In
    either case, game should return to
    Game-Over Mode.
    (2) Check AA alkaline cells on CPU
    Board.
    (3) If problem persists proceed with
    CMOS RAM test by putting the game
    into its Diagnostic Mode
     (see SELF-
    DIAGNOSTICS).
    MEMORY
    PROTECT
    INTERLOCK
    (See Appendix A)“0” means tests
    passed- “HIGH SCORE TABLE RESET”
    “BOOKKEEPING TOTALS CLEARED”
    “ADJUSTMENT FAILURE”
    “RESTORE FACTORY SEITINGS BY
    OPENING FRONT DOOR AND
    TURNING GAME OFF AND ON”(1) Making and breaking coin door
    interlock switch, check with VOM
    and replace if faulty.
    (2) Replace if faulty: Memory protect
    gates 6E, IC1, Ql, or CMOS RAM
    1C.
    SPECIAL CHIP “0” means tests
    passed- (1) Scanning rug pattern.
    (2) Blank screen instead of “INITIAL
    TESTS INDICATE: OPERATIONAL”
    (3) High score table with no scores.
    (4) Intro blank or program crash.(1) Turn power off.
    (2) To find bad chip replace 2 special
    chips one at a time with known good
    chips.
    (3) Turn Machine on after each
    replacement and run through Power-
    Up Tests. 
    						
    							8
    +5v DC ADJUSTMENT (R10 & R24)
    Before adjusting the voltage output, always check the output at the supply for AC hum.  This hum should never rise above
    0.005v on the +5v DC supply.  If it does, consult your schematic drawing set for proper DC voltages throughout the circuit.
    Test for these with the DC setting of your multimeter.  Make a second check using the AC setting.  Pay particular attention to
    readings at TP5 (top of capacitor C10).  If the voltage here is too low (less than +11v DC) or you find excessive ripple (more
    than 700mv rms), replace the capacitor.
    Table 3 Voltage Adjustments to +5v Dc Supply
    WHICH RESISTORS
    SUPPLY HAS . . .Neither R10 only R24 Only R24 & R10
    TO INCREASE VOLTAGE
    IF UNDER 4.25v DC . . .Add R24 Remove R10 or add
    R24- Remove R10 or add
    R24
    TO DECREASE VOLTAGE
    IF OVER 5.25v DC . . .Add R10 - Remove R24 or add
    R10Remove R24 or add
    R10
    SELF DIAGNOSTICS
    If RAM or ROM failure messages are displayed on the CRT after the “rug pattern” proceed with self-diagnostics.  Self-
    diagnostic procedures are controlled by the AUTO-UP/MANUAL-DOWN and ADVANCE switches in the coin door.  Set the
    AUTO-UP/MANUAL-DOWN switch to the MANUAL-DOWN position and depress the ADVANCE pushbutton.  The game
    is now in its 
    Diagnostic Mode and a ROM test is performed.  With ROM test results present on the CRT display, depressing
    the ADVANCE pushbutton initiates the RAM test.  Further tests (CMOS, sound, switch, color RAM, monitor test patterns) are
    encountered one after the other as the ADVANCE pushbutton is depressed (once more for each subsequent test).
    MONITOR TEST PATTERNS - For ease in monitor adjustments, the monitor may be slid back and the screen viewed in the
    CRT mirror provided on the inside-top of the cabinet.  Remove the two bolts and carefully slide the monitor back in its shelf;
    secure the monitor in the extended position by inserting the two bolts though holes in the monitor base and monitor shelf
    provided at the left side of the monitor.
    AUTO CYCLE MODE - From the color bar pattern (or Game Over with the switch set to AUTO-UP) depress ADVANCE
    two times to display GAME ADJUSTMENTS.
    1. Position the cursor on AUTO CYCLE with the MOVE Joystick and push the FIRE joystick up.
    2. Depress ADVANCE.
    3. The system will now sequence through ROM, RAM, and CMOS RAM tests repeatedly.  The coin door must be open
    during the Auto Cycle test.  If an error is detected, the test is terminated and the failure indication is displayed on the
    CRT.
    4. To terminate the Auto-Cycle test, turn the game OFF and ON.
    Figure 4. RAM Location and Numbering on the CPU Board 
    						
    							9
    DIAGNOSTIC MODE RAM AND ROM TESTS
    TESTROM BOARD
    LEDs
    RECOGNIZE
    CONDITIONROM BOARD
    LEDs
    IDENTIFY
    CHIPSVIDEO REMEDY
    ROM “2” means ROM
    error.2-digit ROM
    chip number“ROM ERROR” and ROM chip no. (1) Turn power off.
    (2) Replace suspected chip.
    RAM “1” means RAM
    error.Bank number
    first . . . then
    chip number in
    bank (see figure
    3)“RAM ERROR” followed by RAM
    bank number and chip number (Note:
    with multiple RAM failures this
    display may not appear)(1) Check for normal voltages on
    indicated RAM chip: -5v/pin 1,
    +12v/pin 8, +5v/pin 9.
    (2) Turn power off.
    (3) Replace suspected chip.
    (4) With multiple RAM failures
    always check power supply. See
    POWER-UP TESTS.
    CMOS
    (See Appendix A)“3” means CMOS
    RAM error-“CMOS RAM ERROR OR WRITE
    PROTECT FAILURE”(1) Check pin 22 of CMOS RAM
    for +3.8VDC. If present, replace
    CMOS chip 1C. If absent replace
    AA alkaline cells.
    (2) With new alkaline cells, check
    for +3.8VDC
    .  If still absent,
    replace diodes D9 and D10.
    (3) Upon power-up and re-entry
    into diagnostics if CMOS error
    message persists check CMOS
    RAM memory protect and
    address decoding circuits with a
    logic probe.
    Tests 4 and 7 provide sequential subtests.  To stop automatic cycling set switch to MANUAL-DOWN  Depress advance
    in MANUAL-DOWN to step through subtests.  LED indications are not made for these tests.
    TEST & PROCEDURES VIDEO REMEDY OR ADJUSTMENT
    Missing CheckSOUND
    (Test 4)“SOUND LINE 1”
    “SOUND LINE 2”
    “SOUND LINE 3”
    “SOUND LINE 4”
    “SOUND LINE 5”
    “SOUND LINE 6”
    (These appear one at a time)1
    2
    3
    4
    5
    6
    All2P4/lOP3 Pin 3
    2P4/10P3 Pin 2
    2P4/10P3 Pin 5
    2P4/10P3 Pin 4
    2P4/10P3 Pin 7
    2P4/10P3 Pin 6
    Perform 
    Sound Board
    Diagnostics (see below)
    CRT indicates AUTO-UP closed and any stuck
    switches
    . CRT Display for Each Switch . . .
    Coin Door Player Panel
    SWITCH TEST
    (Test 5)
    (1)  Set switch to MANUAL-DOWN
    and clear any stuck switches.
    (2)  CRT should indicate no switches
    closed.
    (3)  Operate switches and check for
    display of switch name.ADVANCE
    AUTO-UP
    HIGH SCORE RESET
    LEFT COIN
    CENTRE COIN
    RIGHT COIN
    SLAM SWITCH1- PLAYER START
    2- PLAYER START
    MOVE UP
    MOVE DOWN
    MOVE LEFT
    MOVE RIGHT
    FIRE UP
    FIRE DOWN
    FIRE LEFT
    FIRE RIGHT(1)  COIN DOOR SWITCH STUCK:
    Disconnect 2P3
    (2)  PLAYER PANEL SWITCH
    STUCK: Disconnect 3P2 or 3P3
    (3)  COIN DOOR SWITCH DOES NOT
    OPERATE: Ground corresponding pin
    of 2P3.
    (4) PLAYER PANEL SWITCH DOES
    NOT OPERATE: Ground corresponding
    pin of 3P2 or 3P3
    SYMPTOM REMAINS SAME . . .
    ROM Board or Interface Board Faulty.
    SYMPTOM CLEARS UP . . .
    Problem is in switches or wiring 
    						
    							10
    MORE DIAGNOSTIC MODE TESTS
    TEST & PROCEDURESVIDEO
    SEQUENCESREMEDY OR ADJUSTMENT
    RAM 1B RAM 2B
    1 Light red screen
    2 Red screen
    3 Dark red screenToo-light or
    too dark red
    or gray bandMagenta band
    4 Light green screen
    5 Green screen
    6 Dark green screenYellow band Cyan band
    7 Light blue screen
    8 Blue screenMagenta band Too-light or too
     dark blue or
    gray band
    4 Light green screen Green band Dark green band
    or gray band
    5 Green screen Light green band Dark green band
    or gray band
    COLOUR RAM TEST
    (Test 6)
    Note that a blank sequence or two sequences with the same
    shade indicate a faulty 1A flip-flop, 1B RAM or 2B RAM
    or a failure in the color analogue circuit.  Check voltages on
    Q1 (green transistor), Q2 (red transistor) and Q3 (blue
    transistor).  During the eight full screen color tests, the base
    voltage (center Pin) on each transistor should vary between
    3.8v (brightest color) and 4.4v (no color)
    (1) CRT sequences through 8
    colors, 2 seconds each
    (2) Thick vertical band
    indicates color RAM fault.
    6 Dark green screen - Grey band
    Cross hatch patternAids you in setting up vertical and
    horizontal linearity, convergence and
    focus.
    Red screen
    Green screen
    Blue screen
    Color BarsAids you in optimizing color purity
    MONITOR & COLOUR RAM TEST
    (Test 7)
    12 34 5 678
        1 = RED
        2 = GREEN
        3 = BLUE
        4 = WHITE
        5 = BLACK
        6 = YELLOW
        7 = CYAN
        8 = MAGENTA
    Color Bar PatternColor Bars
    •
     Double-width
    •
     Half-width
    •
     Transposed
    •
     MissingIf color RAM test 6 indicates no faults,
    symptoms at left suggest a fault in 1A,
    1B, 2B or 2C chips.
    SOUND BOARD DIAGNOSTICS
    Depress the DIAGNOSTIC pushbutton on the bottom of the Sound Board.  A check is made of the Sound ROM and sounds
    are produced if the check is good.  If sounds are produced but not in Audio Test 5 check for ROM board PIA output on Sound
    Board inputs that are stuck low.  If no sound is produced either the Sound ROM, IC12, input power, or other Sound Board
    circuitry is faulty. 
    						
    All Williams manuals Comments (0)

    Related Manuals for Williams Robotron May 82 Instruction Manual