PCB repair - Namco Galaxian

philmurr

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Following on from the repair log @qjuk did for Namco Pacman, I've recently been working on its older sibling, a Namco Galaxian so thought I'd do a repair log for it. I've had this pcb sat in the loft for years but thought it's about time I had a look at it, and It ended up being a bit of a basket-case.

I know my way round a Galaxian board quite well so I've also done some commentary on how bits of the circuit work in case in case it helps someone in the future.


Namco Gal PCB 1124.jpg
Here's the board, it's had some work done on it previously and also been converted to DC. Powered it up and got the following static screen

Gal repair screen start 1124.jpg
There was activity on the CPU address and data bus but the watchdog was barking constantly. Time to dig out the test board (this allows memory tests to be done on various boards, but also has status LEDs to display the results of tests so it is still useful if you're getting rubbish displayed on screen)

Gal repair tester dead 1124.jpg
Powered up again and same as before, watchdog still barking, which is odd because the test board directly accesses the CPU address and data buses, and there's nothing much on the main board that will make it watchdog. Looking at the schematic the CPU connects to the shared address bus through a couple of 74367 buffers at 7D & 7E, and the watchdog reset is generated by a 74138 decoder at 8N so one of these is my guess.

Gal repair watchdog 1124.jpg
Checking the inputs and outputs of 7D found 2 outputs stuck low (despite the inputs toggling) so I swapped it out, ran the test board again and this time it ran, but indicated faulty work RAM. I was seeing RAM chip select and write-enable signals working so it suggested the RAM itself was faulty, so rather than mess about I just swapped both 2114's at 7N & 7P.

The test board now shows work RAM as good, but also object RAM (the 2 x 2101's at 4F & 5F) as good, which is positive news, but then it fails on the video RAM test. These had already been swapped by the previous repairer, note the state of the turned pin sockets below :sick:

Gal repair previous work 1124.jpg
I swapped both 2114's at 3F & 3H (into the existing sockets, with the intention of replacing the sockets at a later date). Re-ran the test board and this time all memory tests pass (but still the same mess on the screen)

Gal repair tester all good 1124.jpg
As the object RAM is working, that proves the circuit as far as the Horiz. Pos. Bus so the next bit to look at is how the video RAM is addressed for displaying on the screen.

Gal repair adders 1124.jpg
There are 2 74283 adders at 4N & 5N that generate the screen position signals. Probing 4N showed 2 of the outputs stuck low (despite the relevant inputs pulsing) so swapped it out and now we get something semi-sensible on the screen. Unfortunately it's showing only half a character repeated, instead of a full character. Moving to the next chip, a 74273 latch at 2M had output pin 6 feeding E2 stuck low meaning the lowest 4 bits of each character would get repeated. 2M was swapped and finally we get proper text being displayed during the tests (but with a solid yellow bar across the screen)

Gal repair yellow line 1124.jpg

More repairs and commentary in the next part...
 

philmurr

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So a solid line across the screen is generally one of 2 things, either a graphics ROM issue or something in the missile/shell section. I intended to swap out the graphics ROMs later and wiggling them had no effect so I started with the missiles/shells. In Galaxian the player missile and enemy shells are displayed using hardware, the position on screen determined by a couple of counters.

Gal repair missile 1124.jpg
As the solid bar is yellow, that points towards the player missile (enemy shells are white). Checking the 7410 at 4P using SLICE showed pin 8 (/MISSILE) stuck, meaning that there would be a missile drawn everywhere across the screen. Replacing 4P removed the yellow bar, another fault ticked off the list.

Next up was to put the game ROMs back in and see if the game ran. Which it did. However the rack noise (noise when there are enemies in convoy) was staying on constantly. The rack noise is generated by 4 x 555 timers (and associated circuitry) at 9R, 8R, 8S, 8T.

Gal repair rack noise 1124.jpg
The 3 latter 555's can be switched on or off during the game by signals FS1, FS2 and FS3 which all come from a 74259 addressable latch at 9L. Probing these signals showed them all high, swapping 9L restored the relative silence where it should be.

That was it for the evening, the next day I ran the game up but it now kept rebooting during testing on bootup. Every time at the same point, so I reinstalled the test board to see what was going on. Test board ran the work RAM and object RAM tests fine, but a second or so after starting the video RAM test it would reboot. A bit of checking and the watchdog was barking again, but why would it get through the work and object RAM tests???

Knowing how the test ROM works (I wrote it ;)) and thinking about it for a while, during work RAM tests the code doesn't allow any subroutine calls or anything else that uses the stack (as the work RAM condition is unknown) so it repeatedly resets the watchdog. Once the work RAM is ok (and the stack can be used), the test ROM enables non-maskable interrupts to handle the watchdog, so my guess is an issue with NMI...

Gal repair NMI 1124.jpg
So the NMI ON signal comes from another 74259 addressable latch at 9N, probing this signal during the test shows it low during the work RAM test then a quick flash of high at the start of the object RAM test followed by low again. Comparing this with a working board, the NMI ON signal stays high after the work RAM test (as you'd expect) so swapping out 9N restored the game to a working state.

Nearly there...

Onto some final testing, including player 2 in cocktail mode where the screen flips (not that I'll ever use this in a cocktail cab, but for completeness). Something else not right here

Gal repair P2 flipped 1124.jpg
So while top to bottom screen flip (HFLIP) is working ok, the left to right flip (VFLIP) isn't.

Gal repair vflip1124.jpg
Tracing VFLIP leads us to the 74259 addressable latch at 9N that I'd just replaced, so monitoring the VFLIP signal out of 9N shows low during P1 playing and high during P2 playing (flipped) so all good there. That feeds a 74367 buffer at 8D, checking the input pin 12 shows it changing as P1/P2 changes, but the output at pin 11 stays low. Swapping out 8D got the screen flip working correctly, and the board is fully working (at least for now).

A bit of housekeeping involving swapping the video RAM sockets, graphics ROM sockets and graphics ROMs and giving the board a good clean, it's now my spare board for when my main one goes faulty.

Gal repair finished pcb 1124.jpg

Gal repair finished game 1124.jpg
 
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