Document Title: [Tempest Tech.html (html file)]
P20: 44-pin edge connector component side solder side -------------- ----------- +5VDC RETURN A 1 +5VDC RETURN +5VDC B 2 +5VDC C 3 +22VDC D 4 -22VDC COIN R E 5 SLAM COIN C F 6 COIN L DIAG STEP H 7 SELF TEST X INV J 8 OUT 5 (not used) Y INV K 9 BLUE GREEN L 10 RED VIDEO GND M 11 MONOCHROME VIDEO COIN CTR R N 12 COIN CTR L COIN CTR C P 13 PWR GND PWR GND R 14 +10.3 VDC UNREG Y INVERT S 15 X INVERT X OUT T 16 X GND Y GND U 17 Y OUT ~RESET V 18 E (2.4 kHz clock) -22VDC W 19 +22VDC X 20 +5VDC Y 21 +SENSE (+5V) +5VDC RETURN Z 22 -SENSE (GND) C, D, 19 & 20 appear to be unused P18: 30-pin edge connector component side solder side -------------- ----------- +5VDC RETURN A 1 +5VDC RETURN +5VDC B 2 +5VDC ~COCK C 3 +22VDC AUDIO- D 4 -22VDC AUDIO- RETURN E 5 AUDIO+ ~RESET F 6 AUDIO+ RETURN CLK1 H 7 CLK2 DIR1 J 8 DIR2 FIRE2 K 9 FIRE1 ZAP2 L 10 ZAP1 P2 START M 11 P1 START -22VDC N 12 P1 LED +22VDC P 13 P2 LED +5VDC R 14 +5VDC +5VDC RETURN S 15 +5VDC RETURN Notes: ------ "RETURN" pins are ground, but specifically for the voltages indicated. Ground ~COCK if you're installing in a cocktail table, and connect X INV to X INVERT and Y INV to Y INVERT. Hook up a 2nd set of controls to CLK2, DIR2, FIRE2 and ZAP2 and the game will "flip" for 2 player games.
GAME OPTIONS: (8-position switch at L12 on Analog Vector-Generator PCB) 1 2 3 4 5 6 7 8 Meaning ------------------------------------------------------------------------- Off Off 2 lives per game On On 3 lives per game On Off 4 lives per game Off On 5 lives per game On On Off Bonus life every 10000 pts On On On Bonus life every 20000 pts On Off On Bonus life every 30000 pts On Off Off Bonus life every 40000 pts Off On On Bonus life every 50000 pts Off On Off Bonus life every 60000 pts Off Off On Bonus life every 70000 pts Off Off Off No bonus lives On On English On Off French Off On German Off Off Spanish On 1-credit minimum Off 2-credit minimum GAME OPTIONS: (4-position switch at D/E2 on Math Box PCB) 1 2 3 4 Meaning ------------------------------------------------------------------------- Off Minimum rating range: 1, 3, 5, 7, 9 On Minimum rating range tied to high score Off Off Medium difficulty (see notes) Off On Easy difficulty (see notes) On Off Hard difficulty (see notes) On On Medium difficulty (see notes) PRICING OPTIONS: (8-position switch at N13 on Analog Vector-Generator PCB) 1 2 3 4 5 6 7 8 Meaning ------------------------------------------------------------------------- On On On No bonus coins On On Off For every 2 coins, game adds 1 more coin On Off On For every 4 coins, game adds 1 more coin On Off Off For every 4 coins, game adds 2 more coins Off On On For every 5 coins, game adds 1 more coin Off On Off For every 3 coins, game adds 1 more coin On Off Off On Demonstration Mode (see notes) Off Off Off On Demonstration-Freeze Mode (see notes) On Left coin mech * 1 Off Left coin mech * 2 On On Right coin mech * 1 On Off Right coin mech * 4 Off On Right coin mech * 5 Off Off Right coin mech * 6 Off On Free Play Off Off 1 coin 2 plays On On 1 coin 1 play On Off 2 coins 1 play GAME SETTING NOTES: ------------------- Demonstration Mode: - Plays a normal game of Tempest, but pressing SUPERZAP sends you directly to the next level. Demonstration-Freeze Mode: - Just like Demonstration Mode, but with frozen screen action. Both Demonstration Modes: - Pressing RESET in either mode will cause the game to lock up. To recover, set switch 1 to On. - You can start at any level from 1..81, so it's an easy way of seeing what the game can throw at you - The score is zeroed at the end of the game, so you also don't have to worry about artificially high scores disrupting your scoring records as stored in the game's EAROM. Easy Difficulty: - Enemies move more slowly - One less enemy shot on the screen at any given time Hard Difficulty: - Enemies move more quickly - 1-4 more enemy shots on the screen at any given time - One more enemy may be on the screen at any given time High Scores: - Changing toggles 1-5 at L12 (more/fewer lives, bonus ship levels) will erase the high score table. - You should also wait 8-10 seconds after a game has been played before entering self-test mode or powering down; otherwise, you might erase or corrupt the high score table.
TEMPEST ------- HEX R/W D7 D6 D5 D4 D3 D2 D2 D0 function 0000-7FFF R/W D D D D D D D D program ram (2K) 0800-080F W D D D D Colour ram 0C00 R D Right coin sw 0C00 R D Center coin sw 0C00 R D Left coin sw 0C00 R D Slam sw 0C00 R D Self test sw 0C00 R D Diagnostic step sw 0C00 R D Halt 0C00 R D 3khz ?? 0D00 R D D D D D D D D option switches 0E00 R D D D D D D D D option switches 2000-2FFF R/W D D D D D D D D Vector Ram (4K) 3000-3FFF R D D D D D D D D Vector Rom (4K) 4000 W D Right coin counter 4000 W D left coin counter 4000 W D Video invert - x 4000 W D Video invert - y 4800 W Vector generator GO 5000 W WD clear 5800 W Vect gen reset 6000-603F W D D D D D D D D EAROM write 6040 W D D D D D D D D EAROM control 6040 R D Mathbox status 6050 R D D D D D D D D EAROM read 6060 R D D D D D D D D Mathbox read 6070 R D D D D D D D D Mathbox read 6080-609F W D D D D D D D D Mathbox start 60C0-60CF R/W D D D D D D D D Custom audio chip 1 60D0-60DF R/W D D D D D D D D Custom audio chip 2 60E0 R D one player start LED 60E0 R D two player start LED 60E0 R D FLIP 9000-DFFF R D D D D D D D D Program ROM (20K) notes: program ram decode may be incorrect, but it appears like this on the schematics, and the troubleshooting guide. ZAP1,FIRE1,FIRE2,ZAP2 go to pokey2 , bits 3,and 4 (depending on state of FLIP) player1 start, player2 start are pokey2 , bits 5 and 6 encoder wheel goes to pokey1 bits 0-3 pokey1, bit4 is cocktail detect
Jeff Hendrix (jeffh@bod.net) wrote: : I am trying to update some tempests to version 3 ROMs (to prevent the : screen from collapsing between players) : I downloaded all the Tempest ROM images from Jess's site and I split apart : the version 3 ROMs to fit on 2716s. When I did checksum compares on these : files against the version 2 ROMs, they were all identical except for ROM : H1 but the readme says that the only ROMs that changed where E1, F1, & : MN1. The readme is definitely wrong; I have confirmed your observations. Here is my tempest.rom file: Tempest board versions -01 and -02 (most boards) use all the ROM sockets. All EPROMs are type 2716 but you can substitute a 4716, 2516, or TMS 2516 (but *NOT* TMS 2716) if you can't find a 2716. loc part num cksm filename --- ---------- ---- ---------- D1 136002-101 ????E1 136002-102 ???? F1 136002-103 ???? H1 136002-104 ???? J1 136002-105 ???? K1 136002-106 ???? LM1 136002-107 ???? MN1 136002-108 ???? P1 136002-109 ???? R1 136002-110 ???? NP3 136002-111 ???? 136002.111 R3 136002-112 ???? 136002.112 Any of the follwoing ROMs can be interchanged with the corresponding ROMs in the previous set. The 117 ROM is the one responsible for the backdoor to features after scoring 180,000. This rom set is generally referred to as "Version 1". loc part num cksm filename --- ---------- ---- ---------- D1 136002-113 ???? 136002.113 E1 136002-114 ???? 136002.114 F1 136002-115 ???? 136002.115 H1 136002-116 ???? 136002.116 J1 136002-117 ???? 136002.117 K1 136002-118 ???? 136002.118 LM1 136002-119 ???? 136002.119 MN1 136002-120 ???? 136002.120 P1 136002-121 ???? 136002.121 R1 136002-122 ???? 136002.122 NP3 136002-123 ???? 136002.123 R3 136002-124 ???? 136002.124 The '2xx' ROMs replace the corresponding '1xx' ROMs on later released boards. The 217 ROM removes the score backdoors that allow free games and access to test, options, and statistics screens. The first 2 are 2716s and the second 2 are 2532s. This rom set is generally referred to as "Version 2". loc part num cksm filename --- ---------- ---- ---------- F1 136002-217 ???? 136002.217 (2716) R1 136002-222 ???? 136002.222 (2716) J1 136002-235 ???? 136002.235 (2532) P1 136002-237 ???? 136002.237 (2532) Tempest board versions -03 and -04 are strapped to use 2532s (32K instead of 16K for 2716s) and only use every other ROM socket. These boards use the following ROMs which includes a fix that keeps the spot killer from collapsing the screen during the intermissions between 1st and 2nd players in a 2 player game. This ROM set is generally referred to as "Version 3". loc part num cksm filename --- ---------- ---- ---------- D1 136002-133 ???? 136002.133 (121+222) F1 136002-134 ???? 136002.134 (119+120) J1 136002-135 ???? LM1 136002-136 ???? 136002.136 (115+316) P1 136002-137 ???? NP3 136002-138 ???? 136002.138 (123+124) Since most people won't want to restrap a 2716 Tempest board to get the bug fix, here is the 2716 version of the essential 2532 file. There are only 2 difference between the Version 2 ROM set and the Version 3 ROM set. If you replace these 2 ROMs, you will have all of the "Version 3" code changes. The change for the player intermission screen fix is contained in the ROM at H1; I don't know what the ROM at location K1 changes. Please note that Atari never released any 136002.3xx ROMs so if you ever see one, it was done by a hack like you! loc part num cksm filename --- ---------- ---- ---------- H1 136002-316 ???? 136002.316 K1 136002-318 ???? 136002.318 A gamer/operator who shall remain nameless reverse engineered the ROMs enough to find the level table. He constructed some new level shapes that can be played if you replace the ROM at location K1 with the following ROM. Please note that this ROM file competes with the Version 3 ROM set so you must put back the Version 2 ROMs. It should be easy to find the location of the shape data and drop it into the Version 3 ROM at K1; perhaps somebody will actually do this... loc part num cksm filename --- ---------- ---- ---------- K1 136002-418 ???? 136002.418 The following ROMs are from the math box (the smaller, square PCB). The ROM at location A1 is type 74S288 (32 x 8) and all the rest are type 74S287 = AM27S21 (256 x 4). The same ROMs were used in Battlezone, RedBaron, Vortex {a (black and white?) Tempest prototype}, and Tempest. loc part num cksm filename --- ---------- ---- ---------- A1 136002-126 ???? 136002.126 E1 136002-127 ???? 136002.127 F1 136002-128 ???? 136002.128 H1 136002-129 ???? 136002.129 J1 136002-130 ???? 136002.130 K1 136002-131 ???? 136002.131 L1 136002-132 ???? 136002.132 --
The 3KHz signal drives an op-amp with its (-) supply at -22v (hence a 22V peak to peak signal at 3 KHZ). This signal is then fed into a voltage doubler circuit the will produce about -40V on the negative side of C21. the voltage is dropped across R27(1Kohm) and regulated by Zener Diode CR2. It is then filtered again and sent to the EAROM.
If this voltage is not here you WILL get an EAROM failure.
So check these points: