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Williams Sinistar Instructions Service Manual

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    							9 Bookkeeping Totals
    1. In Game-Over Mode, open the cashbox and depress
    the cashbox advance switch.  The advance switch
    located on the diagnostic switch bracket can also be
    used.  (See Figure 1.)  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, colour RAMs, sounds, switches,
    and then CRT test patterns, of which there are five.
    The fifth test pattern, colour 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 2.
    Figure 2.  Bookkeeping Display
    Clearing Bookkeeping Totals
    1. Depress ADVANCE to display Game Adjustments.
    2. Operate joystick Up or Down to position cursor on
    CLEAR BOOKKEEPING TOTALS.
    3. Push FIRE Button.
    4. Depress ADVANCE.
    IF AVERAGE TIME PER CREDIT RUNS BELOW 1:30
    (Figure 2), then more liberal GAME ADJUSTMENTS
     are
    recommended.  What if AVERAGE TIME PER CREDIT
    runs over 2:30?  Make the game tougher.  Always try to
    keep AVERAGE TIME PER CREDIT close to the ideal of
    2:00.
    Game Adjustments
    In the Game-Over Mode open the coin door.  With the
    AUTO-UP/MANUAL-DOWN switch set to AUTO-UP, and
    depress the coin door ADVANCE switch twice to cause
    a CRT display as shown in Figure 3.
    SELECT THE FUNCTION YOU WISH
     to change by
    moving the joystick (push up to move arrow up, down  to
    move arrow down)  Then, making sure the coin door is
    open, push the FIRE button  to increase or SINIBOMB t to
    reduce the value of the selected function.
     
    Select the appropriate difficulty level by using the
    SINIBOMB (easier) and FIRE (harder) buttons (0 =
    easiest or liberal, 5 = average, 9 = hardest or
    conservative).  
    NOTE: The next two adjustments affect
    playing time by making extra ships easier or harder to
    win.  Details are on page 12.
     
    For a shorter game, increase the bonus points figure
    (FIRST EXTRA SHIP AT).  For a longer game, reduce
    it. (1,000 = long / 99,000 = short).
     
    For a shorter game, increase ADDITIONAL POINTS
    PER SHIP AT.  For a longer game, decrease it. (1,000
    = long / 99,000 = short).
     
    For a shorter game, decrease the number of SHIPS
    PER GAME.  For a longer game, increase the number.
    (1 = short / 99 = long).
    GAME PRICING 
    is selected with standard settings or with
    custom settings as shown in Table 1.  Note that free play
    can be elected by entering the code number 9 at the
    PRICING SELECTION function.
    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 1.
    BOOKKEEPING TOTALS
    LEFT SLOT COINS   167
    CENTER SLOT COINS       0
    RIGHT SLOT COINS   426
    PAID CREDITS     23
    FREE SHIPS   221
    TOTAL TIME IN MINUTES 1200
    TOTAL SHIPS PLAYED 2000
    TOTAL CREDITS PLAYED   593
    AVERAGE TIME PER CREDIT
    2:01 
    						
    							10
    Figure 3. Game Adjustments
    Showing factory settings
    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 cursor on RESTORE FACTORY SETTINGS.
    2. Push FIRE button.
    3. Depress ADVANCE twice.
    RESETTING HIGH SCORE TABLE
    1. Position cursor on RESET HIGH SCORE TABLE.
    2. Push FIRE button.
    3. Depress ADVANCE.
    SETTING ATTRACT MODE MESSAGE
    1. Position cursor on SET ATTRACT MODE MESSAGE.
    2. Push FIRE button.
    3. Depress ADVANCE.
    4. Enter up to two lines of your message following
    instructions on the screen
    5.  Depress ADVANCE to terminate process.
    To restore the Williams attract mode message, perform
    steps 1 through 3 and then turn the game OFF and back
    ON.
    SETTING HIGH SCORE NAME
    1. Position cursor on SET HIGHEST SCORE NAME.
    2. Push FIRE button.
    3. Depress ADVANCE.
    4. Enter new signature; depress ADVANCE to terminate
    process.
    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 ADJUSTMENTS
    FIRST EXTRA SHIP AT 30,000
    ADDI TIONAL EXTR A SHIP
       POINTS FACTOR 30,000
    SHIPS PER GAME          3
    DIFFICULTY OF PLAY          5
    CONTINUOUS FIRE
        YES
    HIGH SCORE TO DATE
    AL LOW ED
        YES
    PRICING SELECTION          3
       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
    RESTORE FACTORY SETTINGS       NO
    CLEAR BOOKKEEPING TOTALS       NO
    HIGH SCORE TABLE RESET       NO
    AUTO CYCLE       NO
    USE ‘MOVE’ TO SELECT
    ADJUSTM ENT
    USE ‘FIRE-SINIBOMB’ BUTTONS TO
    CHANGE THE VALUE
    PRESS ADVANCE TO EXIT 
    						
    							11
    Table 1.  Game Pricing
    Coin Door
    MechanismCredits/
    MoneyPricing
    SelectionLeft
    Slot
    UnitsCentre
    Slot
    UnitsRight
    Slot
    UnitsUnits
    Per
    CreditUnits
    Reqd
    For
    Bonus
    CreditMin
     Units
    For
    Any
    Credit
    •
    •• • 
    1/25¢, 5/$10141140
    •
    •• • 
    2/50¢, 5/$10141142
    •
    •• • 1/25¢, 4/$13141100
    •
    •• • 
    2/50¢, 4/$10141102
    •
    •• • 
    1/50¢, 3/$1, 4/$1.25031234150
    •
    •• • 
    1/50¢, 3/$1, 7/$20 124812149624
    •
    •• •  1/50¢, 3/$1, 6/$21141240
    Twin Quarter
    Quarter, Dollar, Quarter
    •
    •• • 1/50¢5141200
    1DM, 5DM
    •
    •• • 1/1DM, 6/5DM2601100
    20-Cent, 50-Cent
    •
    •• • 
    1/20¢, 3/50¢06015500
    1 Franc, 5 Franc
    •
    •• • 1/2F, 3/5F44166200
    25 Cent
    •
    •• • 1/25¢, 4/1G6104100
    1 Guilder
    •
    •• • 
    1/25¢, 5/1G0104140
    5 Franc
    •
    •• • 1/5F, 2/10F7102100
    10 Franc
    •
    •• • 1/10F8102200
    1 Franc, 2 Franc
    •
    •• • 2/1F 5/2F2601100
    100 Lire, 200 Lire
    •
    •• • 1/200 Lire8102200
    •
    •• • 1/1 Coin3141100
    •
    •• • 1/2 Coins5141200
    Twin Coin
    •
    •• • 
    1/3 Coins, 2 5 Coins0202500
    •
    •• • 1/2, 3/541166200
    •
    •• • 
    1/1, 5/50105100
    1-Unit, 5-Unit
    •
    •• • 
    1/3, 2/502010500
    Any
    •
    •• • Free Play9141100
    Definitions of Pricing Terms
    PRICING SELECTION
     allows a 
    shorthand method of
    setting the pricing functions.  If a number from one to nine
    is entered into the PRICING SELECTION function, a
    corresponding standard setting (shown in bold type above)
    will be entered into the game.  
    The rest of the pricing
    functions are automatically set for that standard.
    THE PRICE OF ONE GAME
     (number of coins per game) is
    equal to the number of SLOT UNITS for any one slot
    divided by the number of UNITS PER CREDIT.  If the
    number of LEFT SLOT UNITS (or RIGHT SLOT UNITS)
    equals 
    X and the number of UNITS PER CREDIT equals
    Y, then the 
    price of one game is X/Y
    UNITS REQUIRED FOR BONUS CREDIT
     is the number of
    games that must be purchased before a free game is
    awarded.
    MINIMUM UNITS FOR ANY CREDIT
     is the least number
    of coins allowed per game or games.  Or put another way,
    the MIMIMUM UNITS FOR ANY CREDIT determines the
    smallest number of whole games that may be paid for at
    one time.For example if an operator wants to allow one play for a
    quarter but wishes to encourage multiple game playing, he
    may enter:
    •
    •• • 
    0 in the PRICING SELECTION function
    This zero value automatically sets all pricing functions.
    However minimum units for any credit must be raised to 2
    or higher value to achieve the operators goal.  Here are the
    rest of the functions as they should appear.
    •
    •• • 
    1 in the LEFT SLOT UNITS function
    •
    •• • 
    4 in the CENTER SLOT UNITS function
    •
    •• • 
    1 in the RIGHT SLOT UNITS function
    •
    •• • 
    1 in the UNITS PER CREDIT function
    •
    •• • 
    0 in the UNITS REQUIRED FOR BONUS
    CREDIT function
    •
    •• • 
    2 in the MINIMUM UNITS FOR ANY CREDIT
    function
    These values allow one game to be played for a quarter,
    but ONLY when two or more games are paid for at a time.
    Incidentally, the 4 in the CENTER SLOT UNITS allows
    four games per dollar coin (centre slot only).  See 2/50¢,
    4/$1 above. 
    						
    							12
    SAMPLE SETTINGS
    Before adjusting EXTRA SHIPS settings, review the chart to see how they affect the extra ship score.
    LET
    FIRST EXTRA SHIP AT = F
    ADDITIONAL EXTRA SHIP POINTS FACTOR = A
    EXTRA
    SHIPFORMULA
    1F = 10,000
    A = 0000F = 10,000
    A = 10,000F = 30,000
    A = 10,000F = 10,000
    A = 30,000
    1st  F 10,000 10,000 30,000 10,000
    2nd2F + 1A 20,000 30,000 70,000 50,000
    3rd3F + 3A 30,000 60,000 120,000 120,000
    4th4F + 6A 40,000 100,000 180,000 220,000
    5th5F + 10A 50,000 150,000 250,000 350,000
    1This series is derived from:
    (n
    2-n)AnF   +
    2
    where n is the extra ship no. 
    						
    							13
    CHAPTER 3  Troubleshooting Procedures
    Introduction
    Power-Up Tests
    +5v DC Power Supply Adjustments
    Self-Diagnostics
    Diagnostic Mode Tests
    Sound Board Diagnostics
    CMOS RAM Data Test Protocol 
    						
    							14
    INTRODUCTION
    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 troubleshootingalgorithm 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) Press reset button on CPU Board.
    (2) Try RAM and ROM tests (see below)
    (3) 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
    TEST ROM BOARD
    LEDs RECOGNIZE
    CONDITIONROM BOARD LEDs
    IDENTIFY BAD
    CHIPSVIDEO REMEDY
    GENERAL “0” means all
    power-up tests
    passed- (1) Scanning rug pattern
    (2) Stationary rug pattern
    (3) INITIAL TESTS INDICATE ALL
    SYSTEMS GO
    (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 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 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 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. 
    						
    							15
    Figure 4. RAM Location and Numbering on the CPU Board & ROM Board RAMs
    +5v DC Power Supply
    Adjustments
    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.
    If TP1 is less than +4.95v DC remove R10.  If TP1 is still
    less than +4.95v DC, the check precision resistors R25 and
    R26.  If they are within 1% tolerance, the check IC2
    .
    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. (See Figure 1.)
    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
     anda 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, colour 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
     
    (19 Monitor Upright Games
    Only).   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 colour 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 Joystick
    and push the FIRE button.
    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. 
    						
    							TROUBLESHOOTING PROCEDURES:
    DIAGNOSTIC MODE TESTS
    TEST ROM BOARD LEDs
    RECOGNIZE
    CONDITIONROM BOARD LEDs
    IDENTIFY
    CHIPSVIDEO REMEDY
    ROM “2” means ROM error 2-digit ROM chip
    number“ROM ERROR” and ROM chip
    number.(1) Turn power off.
    (2) Replace suspected chip.
    RAM “1” means RAM error Bank number first,
    then chip number in
    bank (see figure 4)
    *(For RAM Error 41
    or 42 See Note)“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 +3.2VDC
    minimum. If present, replace CMOS chip 1C. If
    absent replace AA alkaline cells.
    (2) With new alkaline cells, check for +3.8v DC.
    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 Check1
    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)SOUND
    (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)
    NOTE:  If any two sounds are the same, check for
    a short between the select lines with the same
    sound.
    CRT indicates AUTO-UP closed and any stuck
    switches
    . CRT Display for Each Switch . . .
    ROM BOARD INTERFACE BOARD
    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
    UP-DOWN A1
    UP-DOWN B1
    UP-DOWN C1
    UP-DOWN DIRECTION 1
    RIGHT-LEFT A1
    RIGHT-LEFT B1
    RIGHT-LEFT C1
    RIGHT-LEFT DIRECTION 1
    FIRE 1
    SINIBOMB 1(Refer to CABINET WIRING Diagram)
    (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
    ADDITIONAL TESTS FOR OPTOSWITCHES:
    (5)  Check that +5v DC is at pin 1 or 12P1.
    (6)  With joystick in centre position, check for 0.7v
    at base of ON transistor(s) (Q1 thru Q6) and 0.1v
    at pin(s) 2, 3, 4, 6, 7 and 8 of 12P1
    (7)  With joystick moved from centre position,
    check for 0.1v at base of OFF transistor(s) and 5v
    at pin(s) 2, 3, 4, 6, 7 and 8 of 12P1
    (8)  With joystick in centre position, check for 5v at
    pin(s) 5 and 9 of 12P1.  With Joystick in Down
    (Left) position, check for +5v at pin 5 (9) of 12P1.
    With Joystick in Up (Right) position, check for +0v
    at pin 5 (9) of 12P1.
    NOTE: Two static RAMs located on the ROM board are indicated as RAM 41 in chip location 6D and RAM 42 in
    chip location 4D. 
    						
    							MORE DIAGNOSTIC MODE TESTS
    TEST & PROCEDURES VIDEO SEQUENCES REMEDY OR ADJUSTMENT
    REPLACE RAM 1B REPLACE RAM 2B
    1)  light red screen
    2)  red screen
    3)  dark red screentoo-light or
    too-dark red
    or grey 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
    grey band
    4)  light green screen green band dark green band
    or grey band
    5)  green screen light green band dark green band
    or grey 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 colour analogue circuit.  Check
    voltages on Q1 (green transistor), Q2 (red transistor) and
    Q3 (blue transistor).  During the eight full screen colour
    tests, the base voltage (centre Pin) on each transistor
    should vary between 3.8v (brightest colour) and 4.4v (no
    colour)
    Colour 
    RAM check
    (1) CRT sequences through 8
    colours, 2 seconds each
    (2) Thick vertical band
    indicates colour RAM fault.
    6)  dark green screen - grey band
    cross hatch pattern Aids you in setting up
     vertical and
    horizontal linearity, convergence and focus.
    red screen
    green screen
    blue screen
    colour barsAids you 
    in optimising colour purity
    MONITOR & COLOUR RAM TEST
    (Test 7)
    MAGENTA
    CYAN
    YELLOW
    WHITE
    BLACK
    BLUE
    GREEN
    RED
    Colour Bar Patterncolour bars
    • double-width
    • half-width
    • transposed
    • missingIf colour RAM test 6 indicates 
    no faults,
    symptoms at left suggest a fault in 1A, 1B,
    2B or 2C chips. 
    						
    							SOUND BOARD DIAGNOSTICS
    SYMPTOM TEST & PROCEDURES
      CHECK SOUND SELECT INPUTS
    TEST TOOL CONDTION & REMEDY
    Sound board connector
    10P3/J3-2 to 7Logic Probe (Game on
    and in test 4)•  PULSING - Proceed.
    •  LOW - check jacks, foils.
    •  STILL LOW - Perform ROM
    board checkbox below.
    SR1 DIP resistors
    R3 to R9VOM - Reading ohms
    (game off)•  ALL 4.7K - Proceed.
    •  ANY OPEN - replace SR1.
    C3 to C9 VOM - Reading ohms
    (game off)•  ALL OK - Proceed.
    •  ANY SHORTED - replace bad.
    IC 5-1, IC 7-14
    (power pins)Logic Probe (Game on
    and in test 4)•  HIGH - Proceed.
    •  LOW - Replace C19 (IC5) or C21
    (IC7).
    •  STILL LOW - Replace bad IC.
    IC5-2, 4, 6, 10, 12, 15
    IC7-4, 6Logic Probe (Game on
    and in test 4)•  PULSING - Proceed.
    •  LOW - Replace bad chip.
    IC10-18, 19
    (PIA)Logic Probe (Game on
    and in test 4)•  PULSING - Proceed.
    •  LIFT C20 - Retest.
    •  PULSING NOW - Replace C20.
    •  STILL LOW - Replace IC6,
    retest.
    MISSING SOUNDS
    NO SOUND-STEP 1
    (ASSUMPTION:
    INPUT SECTION
    FAILURE)
    IC10-10 to 17
    (PIA)Logic Probe (Game on
    and in test 4)•  PULSING - Proceed.
    •  SOME LOW Replace IC.
    •  ALL LOW - Lift C31, retest.
    •  PULSING NOW - Replace C31.
    •  STILL LOW - Replace IC
    NOTE: In cockpit model games where no sounds are produced from either sound board, disconnect both 9-pin connectors from
    one board and then the other.  This isolates faults to a single Sound Board.  If sounds are still nit produced from either board
    check ROM Board outputs on page 19 first. 
    						
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