A general information

This chapter provides a general overview of the operation of the game printed circuit board (PCB) electronics. It also goes into specific detail of the various circuits to explain to an individual of moderate technical background how these circuits should perform This information has been organized with emphasis placed on troubleshooting the game PCB, circuit by circuit.

Figure 4-1 Illustrates the major components, including all controls remote to the game PCB. The (unction and direction of signals to and from these various controls is also shown.

The PCB block diagram in Figure 4-2 illustrates the division and function of the various circuits located on the game PCB and how they are controlled by the microprocessor. Refer to Figure 4-2 as you go through the following circuit descriptions.

The functional operation of the game PCB begins with the microprocessor (or MPU) circuitry. As you read the various circuit descriptions, you will learn how the MPU receives its sequential program instructions from ROM memory and how it cames out these instructions through the use of RAM memory (Section C}; how it reads in the game switches (Section H); outputs its instructions and calculations to the other PCB circuitry such as the playfield generator (Section E), the motion object generator (Section F), and the audio generator/mixer (Section 1)

A description of the standard Atari sync generator (Section D) is also included. This is the only PCB circuitry that functions independently of microprocessor control.

OK.1 OFF POWER SWITCH

STARTiSHOOTf JUMP BUTTON

TRAK BALL

CONTROL

STARTiSHOOTi JUMP BUTTON

TRAK BALL CONTROL

iUNftSC-UUTEO)

HORIZONTAL DEFECTION

COMPOSITE " VIOGO

GAME PRINTED CIRCUIT BOARD (PCB)

MONITOR CONTROL CIRCUITRY

AUDIO AMPLIFIER PCB

AUDIO VOLUME

SELfTESr SWITCH

Figure 4-2

Game PCB Block Diagram

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