(Topic ID: 80123)

Black Knight - System 7 - Scoring issues

By RDM

10 years ago


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#51 9 years ago

You're not the only one with a headache Terry.

To summarize the current state of affairs.

- Machine powers on, tests ok and enters audit mode 100% of the time. (haven't bothered installing batteries yet)
- Machine will sit in attract mode without issues for as long as its let to sit.
- All illumination works, both the general and logic powered lights fire or stay lit as needed by the game.
- Segmented displays all work reliably and are in excellent condition.
- Self tests for Displays, Sound, Solenoids and Switches all suggest that there is no current problem with any individual component. All switches activate the correct value and only the correct value as per the documentation.
- Machine accepts credits, starts a game and plays. All switches work, all solenoids fire as required and the score increases proportionally to the shots being made as far as I can tell.

THE ISSUE: After a random amount of time, 1,000,000 or 3,000,000 points gets added to the active player's score total, irrespective of any shots being made during the game. This can happen multiple times during play. Gameplay and scoring continues as normal between these incidents.

I'm not as confident as I once was that the issue is with the switch matrix. That's the main reason I started looking for alternative answers.

This video I took illustrates the issue better than I can describe it.
https://www.youtube.com/embed/V55jTQiQK_M?autoplay=1&rel=0

#52 9 years ago

Video made perfect sense, and it's not a playfield or driver board issue. That's a straight 1 mil or 3 mil addition, with no steps in it. if you were hitting switches a bunch of times to add up to that amount, you'd see it increment.

In the video, you hit a drop target worth 1,000 points, and got 1 million. Then you drained, I heard three steps of the bonus countdow, which should be 3 instances of 1,000 points, and I saw the displays increment 1 million points, three times.

So it's most likely a CPU board issue somewhere. Either ROM or ROM sockets would be my guess. Since two different switches were affected in the video I saw, it leads me to believe it's an issue with the flipper roms and the score calculations. The switch routines for the drop targets are completely different from the outhole, and they use different score/sound combos in the code.

#53 9 years ago
Quoted from terryb:

You've already confirmed it's not a board problem, and you don't want to start shotgunning anyways.
To be honest I get a headache every time I read through all the posts, so please provide one post describing the current switch related problems you are having.

+1

Chance of it being a chip is probable, but very highly unlikely.

You need to define the exact problem.
You need to look at a switch matrix theory vid
You need to compare the actual problem seen to your switch matrix in the manual and use the theory you learned and figure out the culprit.

#54 9 years ago
Quoted from Patofnaud:

+1
Chance of it being a chip is probable, but very highly unlikely.
You need to define the exact problem.
You need to look at a switch matrix theory vid
You need to compare the actual problem seen to your switch matrix in the manual and use the theory you learned and figure out the culprit.

I'm still trying to define the problem. Also, defining the problem is much easier when you're knowledgeable about what systems interact with what other systems and in what capacity. Essentially what I've been trying to do is to get assurance that a system I have mentally ruled out, should legitimately be ruled out as a cause for concern.

Out of all the reading I've done regarding Switch Matrices and their logic and the steps used to troubleshoot them, my conclusion was that based on the evidence that I can see and understand, there's decreasing chance that the issue is due to a switch matrix wiring/diode problem and more with something on the boards. I've been trying to find the edges, so to speak, which is how I learn.

#55 9 years ago
Quoted from HHaase:

Video made perfect sense, and it's not a playfield or driver board issue. That's a straight 1 mil or 3 mil addition, with no steps in it. if you were hitting switches a bunch of times to add up to that amount, you'd see it increment.
In the video, you hit a drop target worth 1,000 points, and got 1 million. Then you drained, I heard three steps of the bonus countdow, which should be 3 instances of 1,000 points, and I saw the displays increment 1 million points, three times.
So it's most likely a CPU board issue somewhere. Either ROM or ROM sockets would be my guess. Since two different switches were affected in the video I saw, it leads me to believe it's an issue with the flipper roms and the score calculations. The switch routines for the drop targets are completely different from the outhole, and they use different score/sound combos in the code.

Just for clarification, what I see in the video is that when the 1 million first hits, there's no drop target that gets touched, the ball bounces off the post at the base of a ramp. 1 million points is awarded, the ball drains then, 3 million is awarded, the score is sitting at 4,022,210 at which point the three steps of the bonus countdown plays and the score increases in 1000 point increments four times, for a total of 4,026,210.

Does that still jive with your chip theory Hans? Don't get me wrong, I hope it does.

#56 9 years ago

Don't get too deep too fast.

With a game started and the glass off, thump the playfield with the side of your hand, anything score?
If so you have something adjusted too tight.
If not, then go into diagnostics, hit each switch and make sure the correct one registers in the display.
If none fail, THEN you can start looking at odd gameplay type issues.
The odds of it passing diagnostics and being a in game only logic problem as incredibly low.
More likely you have a matrix diode going bad effecting other switches.

Also look at your driver board, in the upper right corner you should have all 0 ohn jumpers installed instead of resistors on a SYstem 7 game.

#57 9 years ago

Patofnaud, that is good information but in this instance, it's also information I've already used, to great effect actually.

Earlier, I did do a systematic test of the switches while in diagnostic mode. Originally, the left inside rollover was activating when tapping the playfield in front of the left kicker, that's since been adjusted and is no longer cause for concern.

I've engaged each switch individually during test mode and ensured that they all registered correctly within the self-test.

I've even activated multiple switches at the same time to ensure that only those switches were listing as being active during diagnostics, at no point during the testing has there been any out of spec response from the playfield hardware, it all appears to be working correctly.

The driver board is correctly built. W9-W16 are all 0 ohm jumpers as per the sys7 spec requirements.

I've also replaced all the male ".156 connectors on each PCB as they were the original round pin style and many of them were bent, plus the soldered connections were very questionable.

Long odds on odd problems seems to be my stock in trade.

#58 9 years ago

I just read through the whole post again (and yes I did get a headache) and noticed the following, which would lead me to believe it is not a playfield problem since you've tried banging on the playfield.

Quoted from RDM:

Put in a credit, pressed start shot the ball and once it cleared the gate on the upper playfield I took the ball out of the game completely. After about a minute, the crowd sound effect engaged so you heard cheering, the score jumped to 1,000,100 and Black Knight says "I cannot fight you" as that trips the Replay score.

Is the following still true:

Quoted from RDM:

If the "mystery" switch when the ball rolls down the left inside roller is pressed and I trip the corresponding "mystery" roll under switch on the ramp to the upper playfield, all of the backbox LCDs go out, none of the switches work, the game essentially hard locks and whatever sound is playing at the time loops for eternity, or until I shut the game off and turn it on again, at which point, everything appears fine and I'm able to start another round.

#59 9 years ago

I just watched your video. This is for sure a display drive issue. I think i saw a point where you had a 000 and other counting issues like a missing 100k digit when the million digit is lit. I would assume your roms are fine.

Check replace the connectors first. Otherwise check the PIA and digit driver decoder.

#60 9 years ago

Hey Andrew, I would agree with your theory except the game was scoring even when the pinball was removed. In any case (since the symptoms are so random), checking out the display issues sounds like as good an idea as any at this point.

Other than waiting on an answer to my question above, I would go with the general troubleshooting approach. Check 5 volts and 12 volts, reseat all the ribbon cables and reseat any socketed chips.

#61 9 years ago
Quoted from terryb:

Hey Andrew, I would agree with your theory except the game was scoring even when the pinball was removed. In any case (since the symptoms are so random), checking out the display issues sounds like as good an idea as any at this point.
Other than waiting on an answer to my question above, I would go with the general troubleshooting approach. Check 5 volts and 12 volts, reseat all the ribbon cables and reseat any socketed chips.

Then there is two issues. I am really confident there is a display drive problem.

#62 9 years ago
Quoted from barakandl:

Then there is two issues. I am really confident there is a display drive problem.

I won't disagree--you kids have a lot better eyesight than I do. As I said I would check out the display stuff and also the additional items I mentioned. Two problems makes a lot of sense because none of the symptoms make a lot of sense if you try to narrow it down to one problem.

#63 9 years ago

wow I thought I had problems with my black knight. I don't feel so bad now. Post if you finally figure it out, im clearcoating my playfield right now and who knows how its gonna work when I get it back together lol

#64 9 years ago

with the PF glass off, score points in a known increment and watch the count.

#65 9 years ago

The score is definitely not a display issue. The game really is registering the points. The default score for an extra ball or free game is 1,000,000 and you can hear the sound trigger for that with the cheering, the GI sequence, and the speech callout.

The thing is, there's no switch sequence with a million point score to it. Even if the game was registering multiple false switch triggers that added up to a million points, system 7 would queue them up and add them sequentially. I even checked the mostly decompiled game code that I worked on a couple years ago to verify it.

Have you done a checksum test via the CPU diagnostic button? Does anything come up as an error on the diagnostic display digit?

#66 9 years ago

I've pressed the diagnostic button and had it pass, both on the bench and once the boards were put back in the machine, is that what you're referring to Hans?

If there's another self test to run or initiate I'm not aware of it.

#67 9 years ago

Score points with the glass off. Count by 100 and check roller over to 1,000. check 1000 rollover to 10,000 etc. I am betting you will find some oddness just by the way your video goes. You had a score of "000" and 1*blank*00000 etc... I saw rollover count issues.

Done tons of these MPUs. I never seen improper score count caused by ROMs, but tons of improper score count from PIA, decoder, and header pin issues. It is an easy thing to swap and rule out ROMs, i would be blown away if that is the cause though.

#68 9 years ago

If it passes the checksum test, then I'm going to back away from my theory. Definitely something very odd going on though.

-Hans

#69 9 years ago

I'm in the midst of doing a shot by shot tally of all the points scored in the recording for all 4 players. I'll post it in its entirety shortly.

#70 9 years ago

First, apologies for the length of this post, but hopefully it's instructive.

EDIT: Informed there was an error in the operator's manual. The rollunder (switch 14) on the left middle ramp point value is actually 100 in the game and not 500 as listed in the manual. Hence, there is only one spot (where it scores 10 points) that I'm concerned about now.

I will do what you're asking Terry regarding the switches you questioned me about and barakandl, if for no other reason than my own peace of mind and yours. Unfortunately I can’t yet answer your question Terry, I haven’t checked that issue since I put the boards back in. barakandl, we must be seeing different things when looking at the footage, because I don't see the score jumping like you do, at any point.

I’ve dropped the speed on the video and analyzed it like I was 15 again and trying to decipher scrambled softcore late night porn… ahem… anyway, this is what I’ve come up with. What follows is a shot by shot running commentary with accompanying points value to the best of my knowledge/ability based on the Operator’s handbook ruleset and switch value point totals.

Player 1: Ball is launched, passes through the upper play field without hitting anything, rolls under switch 14 for what the operator’s manual says should be 500 points/mystery (only 100 is awarded) and then alternates between the left and right kicker 3 times for 10 points each. Score is sitting at 130. Ball does not appear to hit any more switches until tripping the out hole switch after draining. Multiplier adds (x1?) 1000 points and player 2 begins their turn.

Player 2: Increments up to 2,600 points before the ball is even launched... this seems strange to me. The initial increment is 1000 followed by 100 point increments up to 2,600. You can hear the audio count it out before the player 2 ball is launched. It looks like the ball then hits 2 drop targets for 1000 points each (slightly unclear) bringing the total to 4600 points and then hits a drop target on the right for another 1000 points (5600 points total and so far). Three shots of the pop bumper for 1500 points (500 per) takes the score to 7100. This is where it gets a bit sketchy. Following this, there is definitely a 500 point pop bumper hit (7600 total) plus maybe another 1000 each for the last two drop targets on that bank lights the magna save and brings the score to 9600, an additional 10,000 points is added for dropping the full bank (new total of 19,600) and then the pop is hit a final time and the score sits at 20,100. One final hit on each opposing banks of drop targets on the upper play field brings the score up to 22,100.

On the way to the lower play field, the ball should, by rights, activate the roll under (switch 14) and post up 500 points I think, when in actual fact, that switch activating only produces a total of 100 points, raising the score to 22,200. This seems like the first inconsistent scoring since the very beginning of Player 2’s turn. The ball is then shot, hits the ramp post and suddenly the score jumps to 1,022,200 points. A kicker is activated (adding 10 points) then after draining, the score jumps another 3 million points (total is now 4,022,210). Prior to activating player 3s turn, the score increments up another 4000 points incrementing by 1000 for a final total of 4,026,210.

Player 3: Before tripping any scoring switchings, player 3 is awarded 1000 points. Then, the score increases incrementally by 100 points (18x) for a total of 2,800. Now, during this run, the roll under gets activated I think, as the ball travels from the upper play field down to the lower one via that ramp, but at no point does the score jump by 500, so I’m willing to bet that, like in Player 2s turn, the switch activation only merits a 100 point increase. I can’t know for sure however just from the video as the timing is too difficult to determine. Following this, the turnaround (switch 23) is activated for 5000 points bringing the total to 7,800. The ball is shot back up the ramp (100 points added) making the score 7,900 it falls right back down adding another 100 to get the total to 8,000. I lose track of the ball here, but it looks like 1000 is added to the score twice for some reason making the total 10,000. I was thinking maybe an inside rollover was tripped and the ball was left to drain, but those are supposed to award 2000 points in one go, so I have to assume the score wouldn’t increase via 1000 point increments. Possibly it has something to do with hitting the turnaround? But I can’t be sure, I’m not 100% on how those bonuses are applied.

Player 4: The game begins identically to player 3. Before tripping any scoring switchings, player 4 is awarded 1000 points. Then, the score increases incrementally by 100 points (18x) for a total of 2,800. The ball is finally launched, 2 drop targets are hit for 1000 points each and the score sits at 4,800. The ball eventually makes its way into the lockup trough and for some reason (I believe there was already a ball in there from an earlier game) player 4 is awarded 10,000 points (5,000 per locked ball maybe? It could also be a multiplier being active I’m not aware of though) bringing the total score to 14,800. Two drop targets are hit for 1000 points each (16,800) then the ball makes its way down to the lower play field, tripping switch 14 (another 100 points) and then the lower play field eject hole shot is made, locking a 2nd ball and initiating multi ball.

At this point it looks like multi ball is activated (2 balls) so points scoring is doubled. The first ball is ejected out of the upper play field lock and 10,000 points gets added (26,900) I think this is from making the lower play field eject hole shot to initiate multi ball in the first place, as the 5,000 points you’d normally receive weren’t added immediately, so likely this value is applied after the 2x multi ball multiplier. The ball travels to the lower field across switch 14 again adding 200 points for a total of 27,100. I lose track of the ball here, but it likely drains, and then the ball in the lower play field lock is ejected and 10,000 points are added bringing the total to 37,100. A kicker is hit for 20 for a total of 37,120 and the ball travels up and then back down across switch 14 but only registers 10 points for some reason. (37,130 total now) I’m very confused about this. Additionally after this, another 10 points are added, maybe multi ball scoring has stopped so it was likely a kicker hit based on the ball trajectory, that added the the points, for a total of 37,140. The ball is then left to drain, a final 1000 points get added and the video ends with Player 1 becoming active again.

Phew…

-1
#71 9 years ago

I had to take my ADHD medicine to read that.

#72 9 years ago

Switch 14 is only worth 100 points, manual is wrong about it being 500. The way the code for that is shared between multiple threads isn't easy to fix either.

#73 9 years ago

Hmm, good to know, I'll update that in the handbook.

#74 9 years ago
Quoted from HHaase:

The score is definitely not a display issue. The game really is registering the points. The default score for an extra ball or free game is 1,000,000 and you can hear the sound trigger for that with the cheering, the GI sequence, and the speech callout.

I have to agree here. You hear the cheering at the 1 million score and then again at the 4 million score for crossing the 2nd score threshold, verified by the two credits that are added.

Could a RAM issue cause this behavior?

#75 9 years ago

I must not been seeing your video right then.

When you run 5101 RAM that can't keep up with the clock rate in a Bally game you can get odd stuff on the displays so i guess ram is possible in a WMS game for odd scoring to come from the RAM.

It is nice when you have extra stuff laying around. Super easy to swap boards and socketed components to narrow the focus.

#76 9 years ago

It would be one thing if the displays just showed the wrong amounts, it's the fact that as far as the game logic is concerned 1,000,000 points and then 3,000,000 points are being scored, seemingly independently from any switch input being triggered. It's being processed by the CPU as legitimate because the resulting rewards from making those kinds of totals are being activated during gameplay.

Isolating and resolving whatever is causing this problem is my focus.

#77 9 years ago

I remain very curious about why the player 2 score jumps to 2,600 and the player 3 and 4 score jumps to 2,800 points before the even enters the playfield proper. That has me completely stumped.

#78 9 years ago
Quoted from dothedoo:

Could a RAM issue cause this behavior?

Thats what I am starting to think, either a bad 5101, or a wrong speed one. If socketed easy enough to test.

#79 9 years ago

The 5101 is definitely socketed.

I'm thinking that grabbing a pinforge 5101 adapter might be the best option.

#80 9 years ago

If not simply to get the batteries gone. My BK uses a Pinforge.

#81 9 years ago

I just pulled this one out of my notes regarding a bally board i fixed last year.

------------------
Wow that was a son of a bitch to fix.

I had a bally -35 MPU where the displays would show junk digits across all 5 displays. Usually 7s all over random places. I noticed the displays would flash the 7s in synch with the attract mode lights going on and off. Go in lamp test and the displays lit up all 7s with the lamps going on and off.

Someone before me did a lot of work on this board and i assumed a short or lack of continuity somewhere. I went through the entire MPU J1 connector pin by pin checking attract mode signals and couldn't find any problems. Buzzed out both PIA pin's that where involved with lamps and displays. Swapped in new PIAs. Finally frustrated that i could not find anything wrong, i decided to swap in two new RAMs at u7, u8 and the problem went away. Popped the (brand new out of a tube) PCD5101 into a different MPU and it caused the same display / feature lamp problem in a 2nd board

A couple times I have seen a 5101 cause display problems in a -35 MPU in the past, but not in the manor. I did not expect the 5101 as it was new out of a tube.

Andrew
----------------------

#82 9 years ago

I don't know if i have it correct in my decompile, but I believe the scores are kept in the range from $0048-$0051, this would put the actual scores on the scratch ram, not the CMOS RAM. So it could be one of the 2114's at IC13/IC16 and not the 5101.

-Hans

#83 9 years ago

One of the octal buffers (74LS245) was taking perfectly clean signals and dirtying them up a little bit when I was originally trying to bring this thing back to life. After installing some known working ROMS, the boards powered up and things seemed to be working fine so I didn't look into it any further.

I've ordered 5 new octal buffer chips because they're like $4 for 5 chips, shipping included and it will be a cinch to replace since it's already socketed. I will likely also order a Pinforge adapter to replace the 5101 ram completely. Will update once the parts arrive and I get some time to work on it.

Is there a known good supplier of 2114 ram or equivalents that anyone's aware of? I haven't been able to find anything in the usual places and ebay is always such a gamble...

#84 9 years ago
Quoted from barakandl:

A couple times I have seen a 5101 cause display problems in a -35 MPU in the past, but not in the manor. I did not expect the 5101 as it was new out of a tube.

That's the worst possible thing that can happen. That alone cost me 8 hours on an Oberheim OBX-a synthesizer once. Turned out I had a bad batch of CA3080 OTAs. Before I realized, I ended up shotgun replacing a number of parts before I discovered the CA3080s were bad. Now I socket everything regardless and will swap ICs if I don't get results the first time. I also order different brands of the same part (TI, Fairchild, etc.). I've run into weird situations where the tolerances/specs of a chips were different enough where one brand would work in that particular circuit and another wouldn't, but they were both good working ICs. Board component tolerances in play there. 70's-80's era stuff is all over the place.

#85 9 years ago
Quoted from RDM:

Is there a known good supplier of 2114 ram or equivalents that anyone's aware of? I haven't been able to find anything in the usual places and ebay is always such a gamble...

What ns speed? I think I may have some 120ns ones laying around. I'll look when I get home.

#86 9 years ago

GPE lists 6114's as an acceptable replacement. Has them in-stock and at a faster speed than 2114's.

IIRC the original 2114's were 450ns, so if you have 120ns then things should be fine.

#87 9 years ago
Quoted from thedefog:

What ns speed? I think I may have some 120ns ones laying around. I'll look when I get home.

I don't actually know, there's no obvious listing in the manual.

It's listed as Williams Part # 5340-09409-XO | 2114-45 1K x4

Anyone ever used Jameco?
https://www.jameco.com/webapp/wcs/stores/servlet/Product_10001_10001_38957_-1
For around $25 they're saying I could have 6 shipped to my door. So far that's looking like the best bet as far as parts/cost goes.

EDIT - Hah, nice Hans, I was literally just checking there. That now looks to be my NEW best bet for sourcing them.

#88 9 years ago

GPE is a fantastic source for pinball parts, I always recommend them first. Ed is great to deal with. He's a talented electronics guy full time, who's also a pinhead that's on this forum, who sources and re-sells parts as a side business.

Jameco is good too, but I still use GPE as my main source for small orders that don't justify going to the big part houses like Mouser, Digi-Key or Jameco.

The Williams part number there calls out for a 450ns speed. So the 120ns part will be perfectly fine.

-Hans

#89 9 years ago

Indeed, I've ordered from there before and have nothing but good things to say about the experience. When I said "new best bet" I meant for this specific piece, not because I wasn't already familiar with the site.

Cheers folks, really appreciate the continued help and like I said earlier, I'll update with findings once the parts arrive.

1 month later
#90 9 years ago

Figured I should update this mess again.

With all new Pia's on both the driver and mpu board, a new 74ls245 and all new 2114 memory chips, there's been no change in the behaviour of the system.

So I thought to myself I need to divide and minimise the possibilities of what's causing this weird jumps in scoring.

I powered up the game, added credits and then disconnected the switches at the board. Then went around and activated a bunch of the solenoids (flippers, bumpers, pop etc) obviously no score showed up but my theory was that if there was something influencing the switch inputs unrelated to the switch circuitry then it might reveal itself. No luck, there appeared to be no issues and all the hardware was working normally.

Within 20 seconds of reconnecting the switch matrix the scores jumped. I was not playing just watching.

The only active switches were the ones registering the balls in lock and in the shooter lane.

Going to mess around a bit more. Feel free to chime in with any ideas please. Even if it's just random brain droppings : )

#91 9 years ago

Hah, ok NOW I've got some actual hard data.

Everything connected
Started a game
Removed all three balls
Let it sit for ~5 minutes (no issues, score did not change, no problems detected)
After the 5 minutes elapsed, I banged on the flippers for ~2 minutes (again, no issues)
I tapped the left outlane switch once, the correct 5000 point value showed up
I then immediately disconnected the switch matrix from the driver board (2J2 and 2J3)
Exactly 1:00 later, the score jumped by 1 million
Exactly 1:00 after that, the score jumped by 2 million in 1 million point increments
Exactly 1:00 after that, the score jumped by 3 million in 1 million point increments
Exactly 1:00 after that, the score jumped by 4 million in 1 million point increments
etc etc etc

So... what the hell does that tell me?

#92 9 years ago

Rules out a playfield switch wiring problem. But really, really..... just strange.

Does it do the same thing if you put it in switch test mode and leave it there for 10 minutes or so?

-Hans

#93 9 years ago

I'm no expert, having owned my BK for all of 30 days, but looking at your thread, I think I'd be trying to find a loaner driver board that I could swap in. Since it's doing it with the playfield essentially disconnected, you're either getting spurious inputs from the driver board to the MPU, or the MPU is somehow corrupting its memory or something like that. Any chance you're picking up some sort of RF interference somewhere, anything like that?

If you were to swap in a known-good driver, you could perhaps at least narrow it down to one board or the other. It seems like you're chasing your tail right now.

#94 9 years ago

It really is the strangest thing.

@ Hans, it doesn't do anything in switch test mode. I can bang on switches for minutes at a time with absolutely no problems. They all register correctly and there's no action on the scoreboard other than the switch activation indicator number.

@ Toyguy, I'm trying man, believe me. I live in a smaller city and unfortunately I'm not well connected with the local hobbyists. I thought I had a line on someone a while back but wasn't able to make contact at that time, I guess I should try again. Although at this point, maybe dropping $300 for a Rottendog combo board isn't the worst idea in the world.

As for the RF interference... other than the wireless router in the basement, I barely get cell service next to the pin. So I'd say it's likely not that. It's the fact that it's so predictable tends to make me think it's a hardware problem being produced or activated by the game code/software.

It just seems to be SO close to working. It'd be such a shame to stop the process now.

#95 9 years ago

Yeah, I feel your pain - not a big community here either. If it's ever possible to narrow it down to an MPU or a Driver board, Kohout Enterprises make replacements that are $199 each. A pair is more expensive than the Rottendog, but the RD is reported to have some sound issues with BK per their web site.

#96 9 years ago

From what I've been reading have you tested IC15 thru IC18, along with IC1 thru IC4. Even though you're getting a weird scoring problem. The problem can sometimes lay somewhere else. Those HEX Chips can become shorted, so a signal ends up getting diverted, and goes down the wrong path. They can be tested easily with a multimeter. It looks like you've isolated the problem away from the playfield.

#97 9 years ago

I would suggest disconnecting the GI and testing again, I'd would also test with disconnecting the soundboard also. That way you can maybe narrow down what is causing the issue. Is this an early Black Knight or a later version? Does it have a System 6 or 7 power supply? If it's earlier make sure you test that diode on the GI relay in the back box. I'd also recommend testing transistors Q34, and Q35, it's easy with a multimeter. They control the GI and they get shorted easily, especially if the diode is bad. Which can also lead to IC3 chip getting shorted, which in turn can cause weird problems. If you really want to solve the issue, sit down and test your driver board, learn to test the transistors and the small IC chips N7402, N7406, N7408. It would take you maybe 30-60 minutes, once you understand what you're doing.

Post edited by Mackin: revised testing method, and thoughts regarding the issue.

#98 9 years ago

I really want to solve the issue. I don't know if I can properly communicate just how much I want to solve the issue.

@ Mackin - It's an early version with the Sys6 power supply. I have tested with the soundboard disconnected. I have not tried testing without the GI yet.

I did go through all the "Before you apply power" PowerSupply tests as per Clay's instruction in his guides, so I'll have to refresh my memory on whether or not that diode on the GI relay got looked at. Q34 and Q35 I believe tested OK if my memory serves.

A few hours of study/work to figure out how to properly test all the components does not phase me in the least.

In addition to the probe and my DMM, I have a basic chip tester, I've applied it to everything it recognizes. As far as it's concerned, the chips are alright, but I know that it's cheap and not 100% reliable. Where at all possible, I've sourced multiple spares and tried them too to see if there was any change in behaviour.

All the sockets are newly installed and I've pinged all the connections with my DMM for proper continuity and confirmed no shorts.

IC1 is socketed and I've tried 2 CPUs with no change in behaviour.
IC2 is not socketed and has not been tested yet.
IC3 is socketed and passes according to the chip tester.
IC4 is NOT socketed. I could socket this chip and swap with IC3 to see if that makes any difference.

IC15 is socketed and passed in the chip tester, although I have plenty of old arcade boards, I can source spares
IC16 is socketed and I've tried a few 2114s with no change in behaviour
IC17 is socketed, although I haven't tried my spare ROM yet so that's something to look at.
IC18 is socketed, multiple PIAs have been tried with no change in behaviour.

Testing the driver board transistors is something I've yet to look at and none of the 740X chips on the driver board are socketed. Could you expand on the methodology one would use when testing the 740X chips?

#99 9 years ago

Please keep in mind when I'm referring to IC1-4 IC15-18 I was speaking of the lower Driver Board. At those locations are the 740X chips. I believe your top CPU board is operating correctly, and what is happening is a signal(s) is shorted which is causing the million point scoring. Even though the chips are not socketed, they can still be tested. If you find one that is bad, I suggest that you install a socket and new chip, after removing the original.

http://www.beerorkid.com/pin/System%203-7/Part3/index3.htm

The website above will be your friend.

These chips can also be tested with a DMM set to the diode function and the game off. For a 7408, put the red lead on ground (pin 7), and put the black lead on pins 1,2,3, 4,5,6, 8,9,10, 11,12,13. A reading of of .4 to .6 should be seen for each pin (a reading lower than .2 is a big sign of a bad chip).
Likewise a 7402 (used for special solenoids) can be tested in the same manner. With the game off. For a 7402, put the red lead on ground (pin 7), and put the black lead on pins 1,2,3, 4,5,6, 8,9,10, 11,12,13. A reading of of .4 to .6 should be seen for each pin (a reading lower than .2 is a big sign of a bad chip).

Remember though, testing TTL chip mounted in a circuit board using a DMM's diode test can give false readings. If the chip is socketed, it's better to use the DMM diode test with the chip removed from the circuit. An even better test (with the board powered on) is to use a logic probe and to compare similar TTL chips. That is, compare two (or more) similar 7408 or 7402 TTL chips which both control solenoids (see the schematics).

Testing the TIP120 (or TIP102).
Solenoid driver transistor. Always replace TIP120 with TIP102.
Black DMM lead on metal tab (or center leg).
Red DMM lead on either leg, one at a time.
.4 to .6 volts seen.

Testing the 2N4401.
Pre-driver for TIP102 (or TIP102).

Red DMM lead on center leg.
Black DMM lead on either leg, one at a time.
.4 to .6 volts seen.

#100 9 years ago

Ahh, yeah ok. Also I already have a copy of the guides, was just wanting to make sure you weren't referring to a method of testing the 740Xs or the transistors that wasn't already outlined in them.

Thanks for the info, I'll update the thread once I do another round of testing.

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