(Topic ID: 288388)

How are System 6 Sounds Selected?

By sharkey1331

3 years ago



Topic Stats

  • 9 posts
  • 5 Pinsiders participating
  • Latest reply 3 years ago by Schwaggs
  • Topic is favorited by 1 Pinsider

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#1 3 years ago

Hi folks!
I'm restoring a Blackout I picked up recently from a co-worker. It had been in his basement for years and years, and he originally got it out of someone's basement.. The boards were a little bit of a mix & match- for example the sound/speech board was out of a Gorgar. I swapped in Blackout sound and speech roms, and the test button now makes all the right sounds, and speech calls. The MPU had the correct roms in it already. The power supply is an older one (had the extra yellow capacitors on it) but produces all the correct voltages. The driver board was missing some transistors, and also has a crispy looking area that was repaired- the two kicker solenoid drivers. Both kicker coils look original, but not burnt at all. I've finally gotten all lamps to work, and now all solenoids except for the knocker and some of the sound board driving transistors are working. Game plays great!

I know I've got missing transistors still for the sound drivers- in the solenoid test, only 9 and 10 make sounds on the sound board. The other solenoids drivers at the bottom left of the driver board (4 of them!) are literally missing the TIP120, the 2N4401, or both. The game makes some sounds, but they are not always correct- for example, seems most sounds are the tilt sound if I hit a drop target. The green targets and kickers make the correct sound. Bonus count down is correct too. Here's my question: Surely there are more sounds than the 6 or so transistors? So, does the sound board have a matrix thing going on, for example, if it receives solenoid 9 input, play sound a, if it receives solenoid 10 input, play sound b, and if it receives both 9 & 10 input, play sound c?

Just curious,
Jason

#2 3 years ago
Quoted from sharkey1331:

Hi folks!
I'm restoring a Blackout I picked up recently from a co-worker. It had been in his basement for years and years, and he originally got it out of someone's basement.. The boards were a little bit of a mix & match- for example the sound/speech board was out of a Gorgar. I swapped in Blackout sound and speech roms, and the test button now makes all the right sounds, and speech calls. The MPU had the correct roms in it already. The power supply is an older one (had the extra yellow capacitors on it) but produces all the correct voltages. The driver board was missing some transistors, and also has a crispy looking area that was repaired- the two kicker solenoid drivers. Both kicker coils look original, but not burnt at all. I've finally gotten all lamps to work, and now all solenoids except for the knocker and some of the sound board driving transistors are working. Game plays great!
I know I've got missing transistors still for the sound drivers- in the solenoid test, only 9 and 10 make sounds on the sound board. The other solenoids drivers at the bottom left of the driver board (4 of them!) are literally missing the TIP120, the 2N4401, or both. The game makes some sounds, but they are not always correct- for example, seems most sounds are the tilt sound if I hit a drop target. The green targets and kickers make the correct sound. Bonus count down is correct too. Here's my question: Surely there are more sounds than the 6 or so transistors? So, does the sound board have a matrix thing going on, for example, if it receives solenoid 9 input, play sound a, if it receives solenoid 10 input, play sound b, and if it receives both 9 & 10 input, play sound c?
Just curious,
Jason

The sound selection is binary number represented by the combination of the solenoid outputs of the Driverboard. You won't get the right sounds without all the transistors in place... Each of the solenoid outputs is one of the digits in the binary number. Without some of the driver transistors, some of the binary digits are locked at "1". They can't be grounded to "0" since the driver transistor is missing. This prevents some of the sounds to be properly selected and a different sound with a 1 in that digit plays.
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#3 3 years ago

Aha! Now THAT makes sense- thank you!!!

#4 3 years ago

Now if I were to put a sound rom from say a Flash into a sound card in a Phoenix, would it make the appropriate flash sounds for the scoring? It wouldn't make the droning sound that increases in intensity obviously, since the Phoenix roms aren't programmed for it, but would it use all the scoring sounds from the Flash, or would the address lines be all messed up?

#5 3 years ago
Quoted from DGMartin:

Now if I were to put a sound rom from say a Flash into a sound card in a Phoenix, would it make the appropriate flash sounds for the scoring? It wouldn't make the droning sound that increases in intensity obviously, since the Phoenix roms aren't programmed for it, but would it use all the scoring sounds from the Flash, or would the address lines be all messed up?

I depends on which sound "numbers" are used in each game. If one game uses them but another doesnt, moving the card to the one that doesnt will never play the sound.

#6 3 years ago
Quoted from pincoder:

I depends on which sound "numbers" are used in each game. If one game uses them but another doesnt, moving the card to the one that doesnt will never play the sound.

There are some gotchas that can happen along these same lines but it will probably make noise at least. I use a laserball at the moment to test the rectangle wms type 1 sounds. I think it is Disco Fever software running in laserball will make the sound board look dead just because of how the sound selects are arranged. Whatever signal mutes in disco fever always happens in laserball.

Phoenix uses a different ROM than Flash. If you have the same ROM type / ROM jumpers in both boards then you can move the ROM too.

#7 3 years ago

An example of what could be happening. Lets assume all the transistors are working except the transistor for the 5th binary digit is missing. Since the transistor is not there to switch this digit to 0 or LOW, the digit is locked at logic "1" or HIGH. Therefore, when the CPU is trying to select the sound at decimal 0 (for example) the sound board will play sound 16. Similarly, if it tries to select decimal sound 6, decimal sound 22 will play. Since the 5th digit is always 1 or HIGH, the sound board will never be able to select sounds 0 through 15 and will end up playing sounds 16 though 31 instead.

The opposite can occur if a transistor fails shorted. The digit would be locked at 0 or LOW and it would always play sounds 0-15 and never be able to play sounds 16-31.

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#8 3 years ago

Hi guys- don't want to interrupt the discussion that is now going on in this thread- which is neat!

Schwaggs Just wanted to report- 4 2N4401's replaced, and 2 TIP120's replaced, and now Blackout is making all sounds, and sound/speech is running perfectly! Thanks man!

Now off to create another thread- to tackle the random lockup issue I've got

1 week later
#9 3 years ago
Quoted from sharkey1331:

Hi guys- don't want to interrupt the discussion that is now going on in this thread- which is neat!
schwaggs Just wanted to report- 4 2N4401's replaced, and 2 TIP120's replaced, and now Blackout is making all sounds, and sound/speech is running perfectly! Thanks man!
Now off to create another thread- to tackle the random lockup issue I've got

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