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Starblade (Namco System 21) PCB Repair Log


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I thought I'd have a go at repairing this PCB stack before trying to source another.

It's a Namco System 21 which I believe uses the same PCB as Cyber Sled and a few others though there are other revisions that are slightly different.

 

There are no enemy ships, no "STARBLADE" title in the attract screen, no 'Octopus Reactor' in the start sequence and it's missing the names and moving graphics for the high scores screen and probably a few other things.

 

 

 

42RlWT4.jpg?1

 

78KGdlt.jpg?1

 

YCDEZPC.jpg?1

 

I'm going to hazard a guess and say that I feel it's just one chip that is faulty where all these go through before being mixed with the other graphics on screen, but which one if that is the case??

Without making some sort of adapter up so I can access the components while the game is running to check the logic IC's (they are mainly 7400, 02, 04, 08, 74 and 244 LS chips), it's impossible to check them as there is a full cage covering them.

One option is to remove each one and put it in my tester but that will take some time and they may not be the issue.

 

Another option which I'd like to try first is to look at the driver in MAME and see what is controlling the missing graphics and try to narrow it down to at least one PCB layer.

Memory map for Cyber Sled...

http://www.arcaderestoration.com/memorymap/2085/Cyber+Sled.aspx

 

I have no experience here and was hoping someone may be able to help out.

 

There is absolutely no info out there for the board with regard to schematics and very little in the way of repair logs as well

There was a KLOV member who had the exact same errors but he gave up on the game and sold it.

Any other suggestions would be appreciated as well.

 

Some info on the giantbomb site...

https://www.giantbomb.com/namco-system-21/3015-8558/

 

Main CPU (Central Processing Unit) board

Main CPU processors: 2x Hitachi/Toshiba 68HC000 (16/32-bit Motorola 68000) @ 12.3 MHz

Performance: 4.4 MIPS (Million Instructions Per Second) (2.2 MIPS each)

Additional CPU: Motorola 68020 (32-bit) @ 12.3 MHz / Motorola 68000 (16/32-bit) @ 12.3 MHz

Instruction performance: 4 MIPS (68020) / 2.2 MIPS (68000)

Floating-point (68020) performance: 100,000 FLOPS (Floating-point Operations Per Sec)

Sound CPU: Motorola MC68B09EP (based on 8/16-bit Motorola 6809) @ 3.1 MHz

Performance: 1.3 MIPS

Physical memory: 64 KB

MCU (Micro-Computer Unit) processor: Hitachi HD63705 (8-bit) @ 2.1 MHz

EPROM (Erasable Programmable Read-Only Memory) memory: 4 KB

FM synth (Frequency Modulation synthesis) sound chip: Yamaha YM2151 (OPM) @ 3.6 MHz

DAC (Digital-to-Analog Converter) sound chip for FM synth: Yamaha YM3012 (stereo)

PCM (Pulse-Code Modulation) sound chip: Namco C140 (24-channel, 21.4 KHz sampling rate)

DAC sound chip for PCM audio: Namco LC7880

XTAL: 3.6 MHz

OSC: 49.2 MHz

ROM (Read-Only Memory) voice memory: 16 MB (4x 4 MB modules)

RAM (Random Access Memory) chips: 2x MB8464, 2x MCM2018, 4x HM65256, 2x HM62256

Custom chips: 2x Namco 148, Namco C68, Namco 139, Namco 137, Namco 149

Other chips: Sharp PC900 & PC910 opto-oscillators, Hitachi HN58C65P (EEPROM), Fujitsu MB3771, 2x Fujitsu MB87077-SK, Sanyo LB1760, SYS87B-2B, CY7C132

3D graphics board

GPU (Graphics Processing Unit) processors:

DSP (Digital Signal Processing) processors: 5x TI TMS320C20 (16/32-bit) @ 25 MHz

Performance: 62.5 MIPS (12.5 MIPS each)

Custom processors: 4x Namco 327, 4x Namco 342, 2x Namco 197, Namco 317 & 195

OSC: 40 MHz

Video RAM (VRAM) chips: 2x Hitachi HM62832, 4x Mitsubishi M5M5189, 16x ISSI IS61C68

ROM (Read-Only Memory) chip: Texas Instruments TMS27C04

Graphics display program ROM: GPR0L, GPR0U, GPR1L, GPR1U, GP0L, GP0U, GP1L, GP1U

Graphics display data ROM: GDT0L, GDT0U, GDT1L, GDT1U, GD0L, GD0U, GD1L, GD1U

Frame rate: 60 frames per second

Geometric performance: 60,000 polygons per second (1000 polygons per frame)

Other specifications

2D graphics: Namco NB1 sprite system

OSC for other two boards: 20 MHz and 38.8 MHz

RAM chips for other two boards: 10x HM62256, 4x 84256, 5x CY7C128, 4x M5M5178

Other custom Namco chips: C355, 187, 138, 165

Other chips: 16x 157, 2x L7A0564, MB8422-90LP, L7A0565 316, 150, 167

 

 

Here's the rundown from the system 16 page...

http://www.system16.com/hardware.php?id=536

 

 

The very first hardware based polygon system, origonally called the 'Polygonizer' system, it later became known as System 21.

This system comprises 4 PCB's that slot into a backplane, which are housed in a metal crate.

At the moment it seems like there are 3 revisions of the hardware, Winning Run was a mass produced prototype for the System, the early games used 5 x TMS320C20 and later moved to 4 x TMS320C25...

Uses the Namco NB1 sprite system for the 2D graphics.

 

Board 1 : DSP Board - 1st PCB. (Uppermost)

DSP Type 1 : 4 x TMS320C25 connected x 4 x Namco Custom chip 67 (68 pin PLCC) (Cybersled)

DSP Type 2 : 5 x TMS320C20 (Starblade)

OSC: 40.000MHz

RAM: HM62832 x 2, M5M5189 x 4, ISSI IS61C68 x 16

ROMS: TMS27C040

Custom Chips:

4 x Namco Custom 327 (24 pin NDIP), each one located next to a chip 67.

4 x Namco Custom chip 342 (160 pin PQFP), there are 3 leds (red/green/yellow) connected to each 342 chip. (12 leds total)

2 x Namco Custom 197 (28 pin NDIP)

Namco Custom chip 317 IDC (180 pin PQFP)

Namco Custom chip 195 (160 pin PQFP)

 

Board 2 : Unknown Board - 2nd PCB (no roms)

OSC: 20.000MHz

RAM: HM62256 x 10, 84256 x 4, CY7C128 x 5, M5M5178 x 4

OTHER Chips:

MB8422-90LP

L7A0565 316 (111) x 1 (100 PIN PQFP)

150 (64 PIN PQFP)

167 (128 PIN PQFP)

L7A0564 x 2 (100 PIN PQFP)

157 x 16 (24 PIN NDIP)

 

Board 3 : CPU Board - 3rd PCB (looks very similar to Namco System 2 CPU PCB)

CPU: MC68000P12 x 2 @ 12 MHz (16-bit)

Sound CPU: MC68B09EP (3 MHz)

Sound Chips: C140 24-channel PCM (Sound Effects), YM2151 (Music), YM3012 (?)

XTAL: 3.579545 MHz

OSC: 49.152 MHz

RAM: MB8464 x 2, MCM2018 x 2, HM65256 x 4, HM62256 x 2

 

Other Chips:

Sharp PC900 - Opto-isolator

Sharp PC910 - Opto-isolator

HN58C65P (EEPROM)

MB3771

MB87077-SK x 2 (24 pin NDIP, located in sound section)

LB1760 (16 pin DIP, located next to SYS87B-2B)

CY7C132 (48 PIN DIP)

 

Namco Custom:

148 x 2 (64 pin PQFP)

C68 (64 pin PQFP)

139 (64 pin PQFP)

137 (28 pin NDIP)

149 (28 pin NDIP, near C68)

 

Board 4 : 4th PCB (bottom-most)

OSC: 38.76922 MHz

There is a 6 wire plug joining this PCB with the CPU PCB. It appears to be video cable (RGB, Sync etc..)

Jumpers:

JP7 INTERLACE = SHORTED (Other setting is NON-INTERLACE)

JP8 68000 = SHORTED (Other setting is 68020)

Namco Custom Chips:

C355 (160 pin PQFP)

187 (120 pin PQFP)

138 (64 pin PQFP)

165 (28 pin NDIP)

MCU : HD63705 (2 MHz)

Edited by Kaizen
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In order to be able to work on the game board I decided to make up some extension cables to allow me to have access to the top of an individual layer outside of the metal cage.

This way I can snoop around the board with a logic probe and hopefully find where the fault is and determine whether I need to purchase another PCB or just replace a logic chip or RAM etc.

I've desoldered and removed four 100 pin headers from a dead Jaleco Big Run PCB.

 

vP6iTiX.jpg

 

Now I just need to join the 400 pins with enough length of wire to extend the layer I wish to test outside of the cage.

Edited by Kaizen
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Looks good. I had a similar issue with System 22 stuff but that is a bit easier to deal with.

 

I think i have spare star blade or winning run board at home. Currently os but I'll check when I get back.

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Looks good. I had a similar issue with System 22 stuff but that is a bit easier to deal with.

 

I think i have spare star blade or winning run board at home. Currently os but I'll check when I get back.

 

That would be awesome mate, the Winning Run board was the first revision but may have some layers that are the same.

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I'm 1/2 way through joining to 200 cables to the two sets of headers, one down and one to go.

 

CXlNG1H.jpg

 

When they're done I'll be able to extend an individual PCB layer out of the cage.

 

NbQtpjI.jpg

 

@Berty What exactly was at fault with the System22 board that was missing polygons?

It may provide some direction on where to start looking.

Edited by Kaizen
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Not sure exactly what chip was at fault as I had it repaired by another bloke. I do know that the fault was from the CPU board, not the GFX board in my case. Note that this was System 22 though.
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I've had a look around the CPU board and have found what looks like nothing coming out of the custom chip '139', when I probe the M5M5179P-45 SRAM connected to it there is nothing happening at the I/O pins or the Address inputs. The row at the top of the custom '139' has activity on all pins and I've confirmed the Vcc and GND are connected to it.

 

j2gCU0d.jpg

 

Either the 139 Custom is dead or whatever controls it is faulty.

 

From MAME System 22 driver: Namco custom 139 Serial Controller Interface IC (QFP64). NOTE! On some PCB's this chip has been replaced by a custom C422 chip, though the PCB number is the same. Which means probably the function of this chip matches 139.

 

 

cNaIgXJ.jpg

 

I had a quick look on Ebay and seeing as the cab only owes me $20 so far I thought it was worth taking a punt that the Custom '139' is faulty and found a Namco System Super22 Cyber Cycles PCB stack for $80 delivered.

 

SiKWHI3.jpg

 

It'll take a week or so to arrive and I'll have to buy myself a Hot Air Rework station to swap it out but it will be worth it if it gets the game up and running.

Edited by Kaizen
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Starblade (Namco System 21) PCB Repair Log

 

Have you dumped and verified the ROMs?

 

If you have, it might be worth trying to remove ROMs individually to see if you can work out what area of the board the data is in that's missing so at least you're not flying completely blind

 

Though with a 4 board stack it's also possible the data could be going to any of the other 3 boards

 

A Serial Controller IC sounds more likely to me to have something to do with the physical controls which I'm assuming when you have the stack on a bench aren't connected up which would explain the lack of data

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I've dumped and verified then ROMs that my programmer can read.

The 3D Polygon graphics go through the PGN and CPU boards and I've confirmed through MAME drivers that the Custom'139' chip is responsible for processing some of the Polygon data.

All tests were carried out on the machine with all controls and I/O devices connected.

Edited by Kaizen
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Just found this...

System 2 CPU board is similar to System 21.

 

http://manualzz.com/doc/34734426/namco-system-ii-circuit-schematic-rev.06

 

esXRcZm.jpg

 

I'll go back and map out exactly what activity is happening at each pin on the custom.

As mentioned earlier, either custom is dead or what's controlling it is at fault but which is it?

Are there any experts or people with experience in this area that can give some input?

What I need is to know what inputs will stop the custom from working altogether.

I have no experience in this area and am learning as I go.

Edited by Kaizen
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Starblade (Namco System 21) PCB Repair Log

 

There's a reset line on it, if you probe that is it high or low?

 

There's also a chip enable line, but it looks like this is connected to the SRAM which would suggest this custom is sending the /CE signal to the SRAM, still worth checking it

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There's a reset line on it, if you probe that is it high or low?

 

There's also a chip enable line, but it looks like this is connected to the SRAM which would suggest this custom is sending the /CE signal to the SRAM, still worth checking it

 

Here's whats happening at the custom.

 

5X2GzgF.jpg

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Almost all the lines between that SRAM and the custom are non existent, the Write Enable and Output Enable lines to the SRAM are both inactive as well.

 

The custom is definitely a likely culprit, but while you're waiting for the new one to arrive, I'd consider removing and testing that SRAM and preferably putting in a known working one to rule it out (after installing a socket)

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I did some research and from what I can tell, a 6264 (8 bit) is different to a M5M5179P-45 (9 Bit) RAM.

The System Super22 has a smaller package of the M5M5179 so I can't swap it out.

 

I changed the Custom '139' (thanks @zanderzone for supplying a donor PCB) and still have the same issue. :(

 

After tracing all the tracks from the unlabeled pins on the 139 I've narrowed it down to a couple of suspects.

Either the Custom '148' at 4F or the PAL at 6J.

 

From Namco C148 Driver:

 

Namco C148 - CPU Bus Manager

Starblade relies on this for showing large polygons

Does some Memory Decode, Interrupt Handling, 3 bit PIO port, Bus Controller

 

 

Is there anyone who has a Starblade PCB that has the ability to dump the PAL at 6J on the CPU board for me?

@caius, do you know if these have been dumped yet?

 

I'd like to rule it out as a possible suspect, output pins 18 & 19 (which are connected to pins 54 & 57 on the Custom '139' respectively) are stuck high and I have a feeling they should have data coming out of them.

 

On Starblade this is a PAL20L8ACNS, image below is from a System 22 schematic but but both Systems are very similar.

Can anyone guess from experience whether they feel these outputs should have data?

 

4uy9k0f.jpg

Edited by Kaizen
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So it seems I've been barking up the wrong tree.

A member on another forum posted this which makes sense...

 

"CUS139 is the cross-comms handler for games that link up.

Get the schematics for Assault - that'll show you what does what on the main PCB."

 

https://www.arcade-museum.com/manuals-videogames/A/Assault.pdf

 

Everything else seemed okay on the CPU board so I'm going to have a look at the PGN board tonight and see if there's anything happening there that doesn't look right.

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