Had a bit of spare time to look at this for another forum member .... arrived with the usual layer of dust which when cleaned off showed a board in decent overall condition... no obvious damaged traces or signs of previous repair ... described as having graphics issues ... and after checking for shorts, then booting up, it certainly did ...

First obvious problem was the colour, the blue wash over everything (it was lighter IRL the camera makes is look much darker) sent me looking for the palette ram. Didn't take long to find all 4 outputs of the 2148 ram floating, despite good signals on all other pins .... quick piggyback gave me a green pitch so out it came and got replaced ....

So now we've got good colours and can see clearly there is obviously sprite issues (which I decide to leave till later) as well as broken background scroll layer positioning ...
Traced this scroll problem to a bank of 4x LS374 latches near to the graphics RAM chips and ROMs. I'm thinking they probably latch horizontal/vertical scroll coordinates or related tilemap address values. These then feed 74LS283 adders and 74LS153 multiplexers, possibly forming part of the background tilemap address-generation circuitry ... Either way, several outputs showed stuck signals. Piggybacking three of these 374's improved layer positioning but I thought it unlikely 3 or even all 4 were bad. I decided to remove and replace the 2 that gave the best results when piggybacking (one removed the people in the stand and the other put the goals in the right place) thinking as they were all connected to each other (pairs share outputs and /oe) maybe one or 2 bad ones were poisoning the whole bank ... so removed the 2 on the left shown below ..

And it did permanently fix the crowd and the goals into the right place, but still had the scoreboard in the wrong place and worked out I actually had the top half of one layer in the bottom half of the screen, and no bottom half visible anywhere ... as you can see from the attract sequence high score table, and the character layer during the game...

Piggybacking a 3rd one of the LS374's would move the scoreboard all over the screen so I decided to remove that one and while I was there thought I might as well replace the 4th one too to make sure ... if 3 are bad then, as they are all the same make and batch code, it's likely the 4th is too or will be soon. So out came the other two IC's ..... in the end all four of those needed replacing to fully fix all the layer positioning errors .....


So that's the layer positioning all sorted and I'm thinking OK just the sprites to fix now .... nope ... it's now that I can see more of the writing on the screen, I realise there is a palette issue in the character/hud layer ... you can see the difference below between the board (left) and what it should look like (from MAME)

Traced this to a bank of 3x LS174's ... possibly registering character pixel data, palette-selection bits, or other video information. One of these had a bunch of stuck outputs and again a quick piggyback gave a couple of colour changes in the layer in question. the match timer background changed from green to red (still not correct but it changed!) and the 'INSERT COIN' text turned white (correct!) ... I confirmed it well and truly bad with a SLICE test .... and so it got replaced ....

And that fixed that

So NOW just sprites to sort ... (continued in next post) ...

First obvious problem was the colour, the blue wash over everything (it was lighter IRL the camera makes is look much darker) sent me looking for the palette ram. Didn't take long to find all 4 outputs of the 2148 ram floating, despite good signals on all other pins .... quick piggyback gave me a green pitch so out it came and got replaced ....

So now we've got good colours and can see clearly there is obviously sprite issues (which I decide to leave till later) as well as broken background scroll layer positioning ...
Traced this scroll problem to a bank of 4x LS374 latches near to the graphics RAM chips and ROMs. I'm thinking they probably latch horizontal/vertical scroll coordinates or related tilemap address values. These then feed 74LS283 adders and 74LS153 multiplexers, possibly forming part of the background tilemap address-generation circuitry ... Either way, several outputs showed stuck signals. Piggybacking three of these 374's improved layer positioning but I thought it unlikely 3 or even all 4 were bad. I decided to remove and replace the 2 that gave the best results when piggybacking (one removed the people in the stand and the other put the goals in the right place) thinking as they were all connected to each other (pairs share outputs and /oe) maybe one or 2 bad ones were poisoning the whole bank ... so removed the 2 on the left shown below ..

And it did permanently fix the crowd and the goals into the right place, but still had the scoreboard in the wrong place and worked out I actually had the top half of one layer in the bottom half of the screen, and no bottom half visible anywhere ... as you can see from the attract sequence high score table, and the character layer during the game...

Piggybacking a 3rd one of the LS374's would move the scoreboard all over the screen so I decided to remove that one and while I was there thought I might as well replace the 4th one too to make sure ... if 3 are bad then, as they are all the same make and batch code, it's likely the 4th is too or will be soon. So out came the other two IC's ..... in the end all four of those needed replacing to fully fix all the layer positioning errors .....


So that's the layer positioning all sorted and I'm thinking OK just the sprites to fix now .... nope ... it's now that I can see more of the writing on the screen, I realise there is a palette issue in the character/hud layer ... you can see the difference below between the board (left) and what it should look like (from MAME)

Traced this to a bank of 3x LS174's ... possibly registering character pixel data, palette-selection bits, or other video information. One of these had a bunch of stuck outputs and again a quick piggyback gave a couple of colour changes in the layer in question. the match timer background changed from green to red (still not correct but it changed!) and the 'INSERT COIN' text turned white (correct!) ... I confirmed it well and truly bad with a SLICE test .... and so it got replaced ....

And that fixed that

So NOW just sprites to sort ... (continued in next post) ...
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