• =?UTF-8?Q?New_F2K_problem_MPU_boots_but_no_displays_and_won=E2=80=99?==?UTF-8?Q?t_take_credits_?=

    From Daniel Lejnieks@Dlej@comcast.net to rec.games.pinball on Sunday, February 28, 2021 09:48:18
    From Newsgroup: rec.games.pinball

    Hi All,
    I am now getting the seven requisite flashes on the MPU but the game doe not go into attract mode and I can’t get the test buttons to work. Does anyone have any ideas as to why this might happen? The displays are getting good voltages.
    Dan L.
    --- Synchronet 3.18c-Win32 NewsLink 1.113
  • From John Robertson@spam@flippers.com to rec.games.pinball on Sunday, February 28, 2021 14:44:54
    From Newsgroup: rec.games.pinball

    On 2021/02/28 9:48 a.m., Daniel Lejnieks wrote:
    Hi All,

    I am now getting the seven requisite flashes on the MPU but the game doe not go into attract mode and I can’t get the test buttons to work. Does anyone have any ideas as to why this might happen? The displays are getting good voltages.

    Dan L.

    Hi Dan,
    Try waiting a while - like ten minutes. The game normally has to have
    all three balls in the bottom trough with the three switches closed. If
    it doesn't have that then it tries cycling the ball holder assembly on
    the upper left to clear any balls that might be in there. If the ball
    stacker solenoid isn't working or the eject kickers beside it (blown
    playfield fuse) then it just sits there and waits. After about five or
    ten minutes it gives up and goes into attract mode.
    If it never (wait 1/2 hour or so) goes into attract mode then get back
    to us!
    John :-#)#
    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
    --- Synchronet 3.18c-Win32 NewsLink 1.113
  • From seymour.shabow@seymour.shabow@gmail.com to rec.games.pinball on Monday, March 01, 2021 10:53:15
    From Newsgroup: rec.games.pinball

    John Robertson wrote:
    Try waiting a while - like ten minutes. The game normally has to have
    all three balls in the bottom trough with the three switches closed. If
    it doesn't have that then it tries cycling the ball holder assembly on
    the upper left to clear any balls that might be in there. If the ball stacker solenoid isn't working or the eject kickers beside it (blown playfield fuse) then it just sits there and waits. After about five or
    ten minutes it gives up and goes into attract mode.


    It doesn't take 10 minutes to run the walker sequence. It tries to run
    it 7 times at bootup if it doesn't see all 3 balls in the trough, gives
    up, and puts the displays up. 2 minutes, max.

    The player displays should all be on with the HSTD when it's running the walker code, the credit/match will be off while it's running it. IF the displays are blank the hstd might not be set to displayable characters
    (00-09)
    --- Synchronet 3.18c-Win32 NewsLink 1.113
  • From Daniel Lejnieks@Dlej@comcast.net to rec.games.pinball on Monday, March 01, 2021 09:20:55
    From Newsgroup: rec.games.pinball

    On Monday, March 1, 2021 at 7:53:25 AM UTC-8, seymour-shabow wrote:
    John Robertson wrote:
    Try waiting a while - like ten minutes. The game normally has to have
    all three balls in the bottom trough with the three switches closed. If
    it doesn't have that then it tries cycling the ball holder assembly on
    the upper left to clear any balls that might be in there. If the ball stacker solenoid isn't working or the eject kickers beside it (blown playfield fuse) then it just sits there and waits. After about five or
    ten minutes it gives up and goes into attract mode.

    It doesn't take 10 minutes to run the walker sequence. It tries to run
    it 7 times at bootup if it doesn't see all 3 balls in the trough, gives
    up, and puts the displays up. 2 minutes, max.

    The player displays should all be on with the HSTD when it's running the walker code, the credit/match will be off while it's running it. IF the displays are blank the hstd might not be set to displayable characters (00-09)


    Thank you for the help. Even when left running the displays do not come up. It does not go into attract either. This machine has gremlins.

    Dan L
    --- Synchronet 3.18c-Win32 NewsLink 1.113
  • From John Robertson@spam@flippers.com to rec.games.pinball on Monday, March 01, 2021 09:26:06
    From Newsgroup: rec.games.pinball

    On 2021/03/01 9:20 a.m., Daniel Lejnieks wrote:
    On Monday, March 1, 2021 at 7:53:25 AM UTC-8, seymour-shabow wrote:
    John Robertson wrote:
    Try waiting a while - like ten minutes. The game normally has to have
    all three balls in the bottom trough with the three switches closed. If
    it doesn't have that then it tries cycling the ball holder assembly on
    the upper left to clear any balls that might be in there. If the ball
    stacker solenoid isn't working or the eject kickers beside it (blown
    playfield fuse) then it just sits there and waits. After about five or
    ten minutes it gives up and goes into attract mode.

    It doesn't take 10 minutes to run the walker sequence. It tries to run
    it 7 times at bootup if it doesn't see all 3 balls in the trough, gives
    up, and puts the displays up. 2 minutes, max.

    The player displays should all be on with the HSTD when it's running the
    walker code, the credit/match will be off while it's running it. IF the
    displays are blank the hstd might not be set to displayable characters
    (00-09)


    Thank you for the help. Even when left running the displays do not come up. It does not go into attract either. This machine has gremlins.

    Dan L


    Do you have a logic probe? If you do then you want to check the output
    (Pin 3) of the 555 timer chip (the only 8-pin chip on the board, bottom
    right area). It should be pulsing and if off-frequency I seem to recall
    this can stall the MPU final boot. The schematic shows a voltage at the
    pin using a DC meter, it should be close to that - this would indicated
    fast pulsing DC is perhaps close to required levels.

    A scope is handy about now or a frequency counter.

    John :-#)#
    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
    --- Synchronet 3.18c-Win32 NewsLink 1.113
  • From Daniel Lejnieks@Dlej@comcast.net to rec.games.pinball on Monday, March 01, 2021 14:36:03
    From Newsgroup: rec.games.pinball

    Ok - before I waste everyone’s time further here the technique of leaving on a really long time may have helped. I am now only seeing six flashes after leaving it on for about 18 hours. Will exorcise this gremlin and get back to you.
    Dan L
    Gotta love 40 year old electronics
    On Monday, March 1, 2021 at 9:26:19 AM UTC-8, John Robertson wrote:
    On 2021/03/01 9:20 a.m., Daniel Lejnieks wrote:
    On Monday, March 1, 2021 at 7:53:25 AM UTC-8, seymour-shabow wrote:
    John Robertson wrote:
    Try waiting a while - like ten minutes. The game normally has to have >>> all three balls in the bottom trough with the three switches closed. If >>> it doesn't have that then it tries cycling the ball holder assembly on >>> the upper left to clear any balls that might be in there. If the ball >>> stacker solenoid isn't working or the eject kickers beside it (blown
    playfield fuse) then it just sits there and waits. After about five or >>> ten minutes it gives up and goes into attract mode.

    It doesn't take 10 minutes to run the walker sequence. It tries to run
    it 7 times at bootup if it doesn't see all 3 balls in the trough, gives >> up, and puts the displays up. 2 minutes, max.

    The player displays should all be on with the HSTD when it's running the >> walker code, the credit/match will be off while it's running it. IF the >> displays are blank the hstd might not be set to displayable characters
    (00-09)


    Thank you for the help. Even when left running the displays do not come up. It does not go into attract either. This machine has gremlins.

    Dan L

    Do you have a logic probe? If you do then you want to check the output
    (Pin 3) of the 555 timer chip (the only 8-pin chip on the board, bottom right area). It should be pulsing and if off-frequency I seem to recall
    this can stall the MPU final boot. The schematic shows a voltage at the
    pin using a DC meter, it should be close to that - this would indicated
    fast pulsing DC is perhaps close to required levels.

    A scope is handy about now or a frequency counter.
    John :-#)#

    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
    --- Synchronet 3.18c-Win32 NewsLink 1.113
  • From Daniel Lejnieks@Dlej@comcast.net to rec.games.pinball on Monday, March 01, 2021 15:45:28
    From Newsgroup: rec.games.pinball

    Ok - it was a loose fuse clip. I replaced it and got back up to 7 flashes. Pin 3 of the 555 timer appears stuck low. Thanks again John - will work that up next
    Dan L.
    On Monday, March 1, 2021 at 2:36:10 PM UTC-8, Daniel Lejnieks wrote:
    Ok - before I waste everyone’s time further here the technique of leaving on a really long time may have helped. I am now only seeing six flashes after leaving it on for about 18 hours. Will exorcise this gremlin and get back to you.

    Dan L

    Gotta love 40 year old electronics
    On Monday, March 1, 2021 at 9:26:19 AM UTC-8, John Robertson wrote:
    On 2021/03/01 9:20 a.m., Daniel Lejnieks wrote:
    On Monday, March 1, 2021 at 7:53:25 AM UTC-8, seymour-shabow wrote:
    John Robertson wrote:
    Try waiting a while - like ten minutes. The game normally has to have >>> all three balls in the bottom trough with the three switches closed. If
    it doesn't have that then it tries cycling the ball holder assembly on >>> the upper left to clear any balls that might be in there. If the ball >>> stacker solenoid isn't working or the eject kickers beside it (blown >>> playfield fuse) then it just sits there and waits. After about five or >>> ten minutes it gives up and goes into attract mode.

    It doesn't take 10 minutes to run the walker sequence. It tries to run >> it 7 times at bootup if it doesn't see all 3 balls in the trough, gives >> up, and puts the displays up. 2 minutes, max.

    The player displays should all be on with the HSTD when it's running the
    walker code, the credit/match will be off while it's running it. IF the >> displays are blank the hstd might not be set to displayable characters >> (00-09)


    Thank you for the help. Even when left running the displays do not come up. It does not go into attract either. This machine has gremlins.

    Dan L

    Do you have a logic probe? If you do then you want to check the output (Pin 3) of the 555 timer chip (the only 8-pin chip on the board, bottom right area). It should be pulsing and if off-frequency I seem to recall this can stall the MPU final boot. The schematic shows a voltage at the pin using a DC meter, it should be close to that - this would indicated fast pulsing DC is perhaps close to required levels.

    A scope is handy about now or a frequency counter.
    John :-#)#

    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
    --- Synchronet 3.18c-Win32 NewsLink 1.113
  • From Daniel Lejnieks@Dlej@comcast.net to rec.games.pinball on Thursday, March 04, 2021 09:06:33
    From Newsgroup: rec.games.pinball

    There are a lot of choices for 555 timer chips. Is there a speed I should be looking for? I am getting close here.
    Dan L.
    On Monday, March 1, 2021 at 3:45:33 PM UTC-8, Daniel Lejnieks wrote:
    Ok - it was a loose fuse clip. I replaced it and got back up to 7 flashes. Pin 3 of the 555 timer appears stuck low. Thanks again John - will work that up next

    Dan L.
    On Monday, March 1, 2021 at 2:36:10 PM UTC-8, Daniel Lejnieks wrote:
    Ok - before I waste everyone’s time further here the technique of leaving on a really long time may have helped. I am now only seeing six flashes after leaving it on for about 18 hours. Will exorcise this gremlin and get back to you.

    Dan L

    Gotta love 40 year old electronics
    On Monday, March 1, 2021 at 9:26:19 AM UTC-8, John Robertson wrote:
    On 2021/03/01 9:20 a.m., Daniel Lejnieks wrote:
    On Monday, March 1, 2021 at 7:53:25 AM UTC-8, seymour-shabow wrote:
    John Robertson wrote:
    Try waiting a while - like ten minutes. The game normally has to have
    all three balls in the bottom trough with the three switches closed. If
    it doesn't have that then it tries cycling the ball holder assembly on
    the upper left to clear any balls that might be in there. If the ball
    stacker solenoid isn't working or the eject kickers beside it (blown >>> playfield fuse) then it just sits there and waits. After about five or
    ten minutes it gives up and goes into attract mode.

    It doesn't take 10 minutes to run the walker sequence. It tries to run
    it 7 times at bootup if it doesn't see all 3 balls in the trough, gives
    up, and puts the displays up. 2 minutes, max.

    The player displays should all be on with the HSTD when it's running the
    walker code, the credit/match will be off while it's running it. IF the
    displays are blank the hstd might not be set to displayable characters
    (00-09)


    Thank you for the help. Even when left running the displays do not come up. It does not go into attract either. This machine has gremlins.

    Dan L

    Do you have a logic probe? If you do then you want to check the output (Pin 3) of the 555 timer chip (the only 8-pin chip on the board, bottom right area). It should be pulsing and if off-frequency I seem to recall this can stall the MPU final boot. The schematic shows a voltage at the pin using a DC meter, it should be close to that - this would indicated fast pulsing DC is perhaps close to required levels.

    A scope is handy about now or a frequency counter.
    John :-#)#

    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
    --- Synchronet 3.18c-Win32 NewsLink 1.113
  • From John Robertson@spam@flippers.com to rec.games.pinball on Thursday, March 04, 2021 09:19:55
    From Newsgroup: rec.games.pinball

    Ne555 or LM555 is fine. They are a standard so almost anyone's should
    work fine.
    John :-#)#
    On 2021/03/04 9:06 a.m., Daniel Lejnieks wrote:
    There are a lot of choices for 555 timer chips. Is there a speed I should be looking for? I am getting close here.

    Dan L.

    On Monday, March 1, 2021 at 3:45:33 PM UTC-8, Daniel Lejnieks wrote:
    Ok - it was a loose fuse clip. I replaced it and got back up to 7 flashes. Pin 3 of the 555 timer appears stuck low. Thanks again John - will work that up next

    Dan L.
    On Monday, March 1, 2021 at 2:36:10 PM UTC-8, Daniel Lejnieks wrote:
    Ok - before I waste everyone’s time further here the technique of leaving on a really long time may have helped. I am now only seeing six flashes after leaving it on for about 18 hours. Will exorcise this gremlin and get back to you.

    Dan L

    Gotta love 40 year old electronics
    On Monday, March 1, 2021 at 9:26:19 AM UTC-8, John Robertson wrote:
    On 2021/03/01 9:20 a.m., Daniel Lejnieks wrote:
    On Monday, March 1, 2021 at 7:53:25 AM UTC-8, seymour-shabow wrote:>>>>>> John Robertson wrote:
    Try waiting a while - like ten minutes. The game normally has to have >>>>>>> all three balls in the bottom trough with the three switches closed. If >>>>>>> it doesn't have that then it tries cycling the ball holder assembly on >>>>>>> the upper left to clear any balls that might be in there. If the ball >>>>>>> stacker solenoid isn't working or the eject kickers beside it (blown >>>>>>> playfield fuse) then it just sits there and waits. After about five or >>>>>>> ten minutes it gives up and goes into attract mode.

    It doesn't take 10 minutes to run the walker sequence. It tries to run >>>>>> it 7 times at bootup if it doesn't see all 3 balls in the trough, gives >>>>>> up, and puts the displays up. 2 minutes, max.

    The player displays should all be on with the HSTD when it's running the >>>>>> walker code, the credit/match will be off while it's running it. IF the >>>>>> displays are blank the hstd might not be set to displayable characters >>>>>> (00-09)


    Thank you for the help. Even when left running the displays do not come up. It does not go into attract either. This machine has gremlins.

    Dan L

    Do you have a logic probe? If you do then you want to check the output >>>> (Pin 3) of the 555 timer chip (the only 8-pin chip on the board, bottom >>>> right area). It should be pulsing and if off-frequency I seem to recall >>>> this can stall the MPU final boot. The schematic shows a voltage at the >>>> pin using a DC meter, it should be close to that - this would indicated >>>> fast pulsing DC is perhaps close to required levels.

    A scope is handy about now or a frequency counter.
    John :-#)#

    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
    --- Synchronet 3.18c-Win32 NewsLink 1.113
  • From Daniel Lejnieks@Dlej@comcast.net to rec.games.pinball on Saturday, March 06, 2021 01:19:39
    From Newsgroup: rec.games.pinball

    Thank you - part is on order. Will let you know how it turns out.
    Dan L.
    On Thursday, March 4, 2021 at 9:21:03 AM UTC-8, John Robertson wrote:
    Ne555 or LM555 is fine. They are a standard so almost anyone's should
    work fine.

    John :-#)#
    On 2021/03/04 9:06 a.m., Daniel Lejnieks wrote:
    There are a lot of choices for 555 timer chips. Is there a speed I should be looking for? I am getting close here.

    Dan L.

    On Monday, March 1, 2021 at 3:45:33 PM UTC-8, Daniel Lejnieks wrote:
    Ok - it was a loose fuse clip. I replaced it and got back up to 7 flashes. Pin 3 of the 555 timer appears stuck low. Thanks again John - will work that up next

    Dan L.
    On Monday, March 1, 2021 at 2:36:10 PM UTC-8, Daniel Lejnieks wrote:
    Ok - before I waste everyone’s time further here the technique of leaving on a really long time may have helped. I am now only seeing six flashes after leaving it on for about 18 hours. Will exorcise this gremlin and get back to you.

    Dan L

    Gotta love 40 year old electronics
    On Monday, March 1, 2021 at 9:26:19 AM UTC-8, John Robertson wrote:
    On 2021/03/01 9:20 a.m., Daniel Lejnieks wrote:
    On Monday, March 1, 2021 at 7:53:25 AM UTC-8, seymour-shabow wrote: >>>>>> John Robertson wrote:
    Try waiting a while - like ten minutes. The game normally has to have
    all three balls in the bottom trough with the three switches closed. If
    it doesn't have that then it tries cycling the ball holder assembly on
    the upper left to clear any balls that might be in there. If the ball
    stacker solenoid isn't working or the eject kickers beside it (blown >>>>>>> playfield fuse) then it just sits there and waits. After about five or
    ten minutes it gives up and goes into attract mode.

    It doesn't take 10 minutes to run the walker sequence. It tries to run
    it 7 times at bootup if it doesn't see all 3 balls in the trough, gives
    up, and puts the displays up. 2 minutes, max.

    The player displays should all be on with the HSTD when it's running the
    walker code, the credit/match will be off while it's running it. IF the
    displays are blank the hstd might not be set to displayable characters
    (00-09)


    Thank you for the help. Even when left running the displays do not come up. It does not go into attract either. This machine has gremlins.

    Dan L

    Do you have a logic probe? If you do then you want to check the output >>>> (Pin 3) of the 555 timer chip (the only 8-pin chip on the board, bottom >>>> right area). It should be pulsing and if off-frequency I seem to recall >>>> this can stall the MPU final boot. The schematic shows a voltage at the >>>> pin using a DC meter, it should be close to that - this would indicated >>>> fast pulsing DC is perhaps close to required levels.

    A scope is handy about now or a frequency counter.
    John :-#)#

    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."


    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
    --- Synchronet 3.18c-Win32 NewsLink 1.113
  • From Daniel Lejnieks@Dlej@comcast.net to rec.games.pinball on Wednesday, March 24, 2021 15:15:53
    From Newsgroup: rec.games.pinball

    On Saturday, March 6, 2021 at 1:19:45 AM UTC-8, Daniel Lejnieks wrote:
    Thank you - part is on order. Will let you know how it turns out.

    Dan L.
    On Thursday, March 4, 2021 at 9:21:03 AM UTC-8, John Robertson wrote:
    Ne555 or LM555 is fine. They are a standard so almost anyone's should
    work fine.

    John :-#)#
    On 2021/03/04 9:06 a.m., Daniel Lejnieks wrote:
    There are a lot of choices for 555 timer chips. Is there a speed I should be looking for? I am getting close here.

    Dan L.

    On Monday, March 1, 2021 at 3:45:33 PM UTC-8, Daniel Lejnieks wrote:
    Ok - it was a loose fuse clip. I replaced it and got back up to 7 flashes. Pin 3 of the 555 timer appears stuck low. Thanks again John - will work that up next

    Dan L.
    On Monday, March 1, 2021 at 2:36:10 PM UTC-8, Daniel Lejnieks wrote: >>> Ok - before I waste everyone’s time further here the technique of leaving on a really long time may have helped. I am now only seeing six flashes after leaving it on for about 18 hours. Will exorcise this gremlin and get back to you.

    Dan L

    Gotta love 40 year old electronics
    On Monday, March 1, 2021 at 9:26:19 AM UTC-8, John Robertson wrote: >>>> On 2021/03/01 9:20 a.m., Daniel Lejnieks wrote:
    On Monday, March 1, 2021 at 7:53:25 AM UTC-8, seymour-shabow wrote: >>>>>> John Robertson wrote:
    Try waiting a while - like ten minutes. The game normally has to have
    all three balls in the bottom trough with the three switches closed. If
    it doesn't have that then it tries cycling the ball holder assembly on
    the upper left to clear any balls that might be in there. If the ball
    stacker solenoid isn't working or the eject kickers beside it (blown
    playfield fuse) then it just sits there and waits. After about five or
    ten minutes it gives up and goes into attract mode.

    It doesn't take 10 minutes to run the walker sequence. It tries to run
    it 7 times at bootup if it doesn't see all 3 balls in the trough, gives
    up, and puts the displays up. 2 minutes, max.

    The player displays should all be on with the HSTD when it's running the
    walker code, the credit/match will be off while it's running it. IF the
    displays are blank the hstd might not be set to displayable characters
    (00-09)


    Thank you for the help. Even when left running the displays do not come up. It does not go into attract either. This machine has gremlins.

    Dan L

    Do you have a logic probe? If you do then you want to check the output
    (Pin 3) of the 555 timer chip (the only 8-pin chip on the board, bottom
    right area). It should be pulsing and if off-frequency I seem to recall
    this can stall the MPU final boot. The schematic shows a voltage at the
    pin using a DC meter, it should be close to that - this would indicated
    fast pulsing DC is perhaps close to required levels.

    A scope is handy about now or a frequency counter.
    John :-#)#

    --
    (Please post followups or tech inquiries to the USENET newsgroup) >>>> John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."


    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
    WOO HOO!!! Changed out the timer and the pin will now go into attract mode. There is no sound and no solenoids working other than the flippers but I do have working displays and can start the diagnosis these problems. Thank you to everyone who helped here. I'm sorry John - I think you did yourself out of a board repair this time :).
    Dan L.
    --- Synchronet 3.18c-Win32 NewsLink 1.113
  • From John Robertson@spam@flippers.com to rec.games.pinball on Wednesday, March 24, 2021 15:30:55
    From Newsgroup: rec.games.pinball

    On 2021/03/24 3:15 p.m., Daniel Lejnieks wrote:
    On Saturday, March 6, 2021 at 1:19:45 AM UTC-8, Daniel Lejnieks wrote:
    Thank you - part is on order. Will let you know how it turns out.

    Dan L.
    On Thursday, March 4, 2021 at 9:21:03 AM UTC-8, John Robertson wrote:
    Ne555 or LM555 is fine. They are a standard so almost anyone's should>>> work fine.

    John :-#)#
    On 2021/03/04 9:06 a.m., Daniel Lejnieks wrote:
    There are a lot of choices for 555 timer chips. Is there a speed I should be looking for? I am getting close here.

    Dan L.

    On Monday, March 1, 2021 at 3:45:33 PM UTC-8, Daniel Lejnieks wrote:>>>>> Ok - it was a loose fuse clip. I replaced it and got back up to 7 flashes. Pin 3 of the 555 timer appears stuck low. Thanks again John - will work that up next

    Dan L.
    On Monday, March 1, 2021 at 2:36:10 PM UTC-8, Daniel Lejnieks wrote: >>>>>> Ok - before I waste everyone’s time further here the technique of leaving on a really long time may have helped. I am now only seeing six flashes after leaving it on for about 18 hours. Will exorcise this gremlin and get back to you.

    Dan L

    Gotta love 40 year old electronics
    On Monday, March 1, 2021 at 9:26:19 AM UTC-8, John Robertson wrote: >>>>>>> On 2021/03/01 9:20 a.m., Daniel Lejnieks wrote:
    On Monday, March 1, 2021 at 7:53:25 AM UTC-8, seymour-shabow wrote: >>>>>>>>> John Robertson wrote:
    Try waiting a while - like ten minutes. The game normally has to have
    all three balls in the bottom trough with the three switches closed. If
    it doesn't have that then it tries cycling the ball holder assembly on
    the upper left to clear any balls that might be in there. If the ball
    stacker solenoid isn't working or the eject kickers beside it (blown >>>>>>>>>> playfield fuse) then it just sits there and waits. After about five or
    ten minutes it gives up and goes into attract mode.

    It doesn't take 10 minutes to run the walker sequence. It tries to run
    it 7 times at bootup if it doesn't see all 3 balls in the trough, gives
    up, and puts the displays up. 2 minutes, max.

    The player displays should all be on with the HSTD when it's running the
    walker code, the credit/match will be off while it's running it. IF the
    displays are blank the hstd might not be set to displayable characters
    (00-09)


    Thank you for the help. Even when left running the displays do not come up. It does not go into attract either. This machine has gremlins.

    Dan L

    Do you have a logic probe? If you do then you want to check the output >>>>>>> (Pin 3) of the 555 timer chip (the only 8-pin chip on the board, bottom >>>>>>> right area). It should be pulsing and if off-frequency I seem to recall >>>>>>> this can stall the MPU final boot. The schematic shows a voltage at the >>>>>>> pin using a DC meter, it should be close to that - this would indicated >>>>>>> fast pulsing DC is perhaps close to required levels.

    A scope is handy about now or a frequency counter.
    John :-#)#


    WOO HOO!!! Changed out the timer and the pin will now go into attract mode. There is no sound and no solenoids working other than the flippers but I do have working displays and can start the diagnosis these problems. Thank you to everyone who helped here. I'm sorry John - I think you did yourself out of a board repair this time :).

    Dan L.

    Ah, I'm backlogged about six months for board repairs, so happy to help!
    If my advice was useful you could make a donation to Doctors Without
    Borders.
    John :-#)#
    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
    --- Synchronet 3.18c-Win32 NewsLink 1.113
  • From Daniel Lejnieks@Dlej@comcast.net to rec.games.pinball on Tuesday, March 30, 2021 17:29:38
    From Newsgroup: rec.games.pinball

    On Wednesday, March 24, 2021 at 3:31:07 PM UTC-7, John Robertson wrote:
    On 2021/03/24 3:15 p.m., Daniel Lejnieks wrote:
    On Saturday, March 6, 2021 at 1:19:45 AM UTC-8, Daniel Lejnieks wrote:
    Thank you - part is on order. Will let you know how it turns out.

    Dan L.
    On Thursday, March 4, 2021 at 9:21:03 AM UTC-8, John Robertson wrote:
    Ne555 or LM555 is fine. They are a standard so almost anyone's should >>> work fine.

    John :-#)#
    On 2021/03/04 9:06 a.m., Daniel Lejnieks wrote:
    There are a lot of choices for 555 timer chips. Is there a speed I should be looking for? I am getting close here.

    Dan L.

    On Monday, March 1, 2021 at 3:45:33 PM UTC-8, Daniel Lejnieks wrote: >>>>> Ok - it was a loose fuse clip. I replaced it and got back up to 7 flashes. Pin 3 of the 555 timer appears stuck low. Thanks again John - will work that up next

    Dan L.
    On Monday, March 1, 2021 at 2:36:10 PM UTC-8, Daniel Lejnieks wrote: >>>>>> Ok - before I waste everyone’s time further here the technique of leaving on a really long time may have helped. I am now only seeing six flashes after leaving it on for about 18 hours. Will exorcise this gremlin and get back to you.

    Dan L

    Gotta love 40 year old electronics
    On Monday, March 1, 2021 at 9:26:19 AM UTC-8, John Robertson wrote: >>>>>>> On 2021/03/01 9:20 a.m., Daniel Lejnieks wrote:
    On Monday, March 1, 2021 at 7:53:25 AM UTC-8, seymour-shabow wrote: >>>>>>>>> John Robertson wrote:
    Try waiting a while - like ten minutes. The game normally has to have
    all three balls in the bottom trough with the three switches closed. If
    it doesn't have that then it tries cycling the ball holder assembly on
    the upper left to clear any balls that might be in there. If the ball
    stacker solenoid isn't working or the eject kickers beside it (blown
    playfield fuse) then it just sits there and waits. After about five or
    ten minutes it gives up and goes into attract mode.

    It doesn't take 10 minutes to run the walker sequence. It tries to run
    it 7 times at bootup if it doesn't see all 3 balls in the trough, gives
    up, and puts the displays up. 2 minutes, max.

    The player displays should all be on with the HSTD when it's running the
    walker code, the credit/match will be off while it's running it. IF the
    displays are blank the hstd might not be set to displayable characters
    (00-09)


    Thank you for the help. Even when left running the displays do not come up. It does not go into attract either. This machine has gremlins.

    Dan L

    Do you have a logic probe? If you do then you want to check the output
    (Pin 3) of the 555 timer chip (the only 8-pin chip on the board, bottom
    right area). It should be pulsing and if off-frequency I seem to recall
    this can stall the MPU final boot. The schematic shows a voltage at the
    pin using a DC meter, it should be close to that - this would indicated
    fast pulsing DC is perhaps close to required levels.

    A scope is handy about now or a frequency counter.
    John :-#)#


    WOO HOO!!! Changed out the timer and the pin will now go into attract mode. There is no sound and no solenoids working other than the flippers but I do have working displays and can start the diagnosis these problems. Thank you to everyone who helped here. I'm sorry John - I think you did yourself out of a board repair this time :).

    Dan L.

    Ah, I'm backlogged about six months for board repairs, so happy to help!

    If my advice was useful you could make a donation to Doctors Without Borders.
    John :-#)#

    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
    Done - I love Doctors Without Borders. Particularly right now with the vaccine distribution challenges. I was actually able to play a game on the machine but now I am back to 6 flashes. I am pretty sure the big sand resistor is bad - I get 50 volts when unplugged but when under load the voltage jumps to more than 70v. When I check the resistor it finally stabilizes somewhere around 4K ohms - should be 600 according to the schematics. Good fun!
    Dan L.
    --- Synchronet 3.18c-Win32 NewsLink 1.113
  • From John Robertson@spam@flippers.com to rec.games.pinball on Tuesday, March 30, 2021 17:53:56
    From Newsgroup: rec.games.pinball

    On 2021/03/30 5:29 p.m., Daniel Lejnieks wrote:
    On Wednesday, March 24, 2021 at 3:31:07 PM UTC-7, John Robertson wrote:>> On 2021/03/24 3:15 p.m., Daniel Lejnieks wrote:
    On Saturday, March 6, 2021 at 1:19:45 AM UTC-8, Daniel Lejnieks wrote:
    Thank you - part is on order. Will let you know how it turns out.

    Dan L.
    On Thursday, March 4, 2021 at 9:21:03 AM UTC-8, John Robertson wrote: >>>>> Ne555 or LM555 is fine. They are a standard so almost anyone's should >>>>> work fine.

    John :-#)#
    On 2021/03/04 9:06 a.m., Daniel Lejnieks wrote:
    There are a lot of choices for 555 timer chips. Is there a speed I should be looking for? I am getting close here.

    Dan L.

    On Monday, March 1, 2021 at 3:45:33 PM UTC-8, Daniel Lejnieks wrote: >>>>>>> Ok - it was a loose fuse clip. I replaced it and got back up to 7 flashes. Pin 3 of the 555 timer appears stuck low. Thanks again John - will work that up next

    Dan L.
    On Monday, March 1, 2021 at 2:36:10 PM UTC-8, Daniel Lejnieks wrote: >>>>>>>> Ok - before I waste everyone’s time further here the technique of leaving on a really long time may have helped. I am now only seeing six flashes after leaving it on for about 18 hours. Will exorcise this gremlin and get back to you.

    Dan L

    Gotta love 40 year old electronics
    On Monday, March 1, 2021 at 9:26:19 AM UTC-8, John Robertson wrote: >>>>>>>>> On 2021/03/01 9:20 a.m., Daniel Lejnieks wrote:
    On Monday, March 1, 2021 at 7:53:25 AM UTC-8, seymour-shabow wrote: >>>>>>>>>>> John Robertson wrote:
    Try waiting a while - like ten minutes. The game normally has to have
    all three balls in the bottom trough with the three switches closed. If
    it doesn't have that then it tries cycling the ball holder assembly on
    the upper left to clear any balls that might be in there. If
    the ball
    stacker solenoid isn't working or the eject kickers beside it (blown
    playfield fuse) then it just sits there and waits. After about five or
    ten minutes it gives up and goes into attract mode.

    It doesn't take 10 minutes to run the walker sequence. It tries to run
    it 7 times at bootup if it doesn't see all 3 balls in the trough, gives
    up, and puts the displays up. 2 minutes, max.

    The player displays should all be on with the HSTD when it's running the
    walker code, the credit/match will be off while it's running it. IF the
    displays are blank the hstd might not be set to displayable characters
    (00-09)


    Thank you for the help. Even when left running the displays do
    not come up. It does not go into attract either. This machine has gremlins. >>>>>>>>>>
    Dan L

    Do you have a logic probe? If you do then you want to check the output
    (Pin 3) of the 555 timer chip (the only 8-pin chip on the board, bottom
    right area). It should be pulsing and if off-frequency I seem to recall
    this can stall the MPU final boot. The schematic shows a voltage at the
    pin using a DC meter, it should be close to that - this would indicated
    fast pulsing DC is perhaps close to required levels.

    A scope is handy about now or a frequency counter.
    John :-#)#


    WOO HOO!!! Changed out the timer and the pin will now go into attract mode. There is no sound and no solenoids working other than the flippers but I do have working displays and can start the diagnosis these problems. Thank you to everyone who helped here. I'm sorry John - I think you did yourself out of a board repair this time :).

    Dan L.

    Ah, I'm backlogged about six months for board repairs, so happy to help!

    If my advice was useful you could make a donation to Doctors Without
    Borders.
    John :-#)#

    Done - I love Doctors Without Borders. Particularly right now with the
    vaccine distribution challenges. I was actually able to play a game on the machine but now I am back to 6 flashes. I am pretty sure the big sand resistor is bad - I get 50 volts when unplugged but when under load the voltage jumps to more than 70v. When I check the resistor it finally stabilizes somewhere around 4K ohms - should be 600 according to the schematics. Good fun!

    Dan L.

    I'm sure Doctors W/B will appreciate it!
    As for the resistor, try lifting one end of it and see what its
    resistance is then. 6 flashes is 43V problem, but it could be the MPU zero-crossing circuit that has a problem or the 43V connection to the
    MPU. Verify you have 43 (or more) at the TP when you are only getting 6 flashes.
    John :-#)#
    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
    --- Synchronet 3.18c-Win32 NewsLink 1.113
  • From Daniel Lejnieks@Dlej@comcast.net to rec.games.pinball on Friday, April 02, 2021 16:43:40
    From Newsgroup: rec.games.pinball

    On Tuesday, March 30, 2021 at 5:54:10 PM UTC-7, John Robertson wrote:
    On 2021/03/30 5:29 p.m., Daniel Lejnieks wrote:
    On Wednesday, March 24, 2021 at 3:31:07 PM UTC-7, John Robertson wrote:
    On 2021/03/24 3:15 p.m., Daniel Lejnieks wrote:
    On Saturday, March 6, 2021 at 1:19:45 AM UTC-8, Daniel Lejnieks wrote: >>>> Thank you - part is on order. Will let you know how it turns out.

    Dan L.
    On Thursday, March 4, 2021 at 9:21:03 AM UTC-8, John Robertson wrote: >>>>> Ne555 or LM555 is fine. They are a standard so almost anyone's should >>>>> work fine.

    John :-#)#
    On 2021/03/04 9:06 a.m., Daniel Lejnieks wrote:
    There are a lot of choices for 555 timer chips. Is there a speed I should be looking for? I am getting close here.

    Dan L.

    On Monday, March 1, 2021 at 3:45:33 PM UTC-8, Daniel Lejnieks wrote: >>>>>>> Ok - it was a loose fuse clip. I replaced it and got back up to 7 flashes. Pin 3 of the 555 timer appears stuck low. Thanks again John - will work that up next

    Dan L.
    On Monday, March 1, 2021 at 2:36:10 PM UTC-8, Daniel Lejnieks wrote: >>>>>>>> Ok - before I waste everyone’s time further here the technique of leaving on a really long time may have helped. I am now only seeing six flashes after leaving it on for about 18 hours. Will exorcise this gremlin and get back to you.

    Dan L

    Gotta love 40 year old electronics
    On Monday, March 1, 2021 at 9:26:19 AM UTC-8, John Robertson wrote: >>>>>>>>> On 2021/03/01 9:20 a.m., Daniel Lejnieks wrote:
    On Monday, March 1, 2021 at 7:53:25 AM UTC-8, seymour-shabow wrote:
    John Robertson wrote:
    Try waiting a while - like ten minutes. The game normally has to have
    all three balls in the bottom trough with the three switches closed. If
    it doesn't have that then it tries cycling the ball holder assembly on
    the upper left to clear any balls that might be in there. If the ball
    stacker solenoid isn't working or the eject kickers beside it (blown
    playfield fuse) then it just sits there and waits. After about five or
    ten minutes it gives up and goes into attract mode. >>>>>>>>>>>>
    It doesn't take 10 minutes to run the walker sequence. It tries to run
    it 7 times at bootup if it doesn't see all 3 balls in the trough, gives
    up, and puts the displays up. 2 minutes, max.

    The player displays should all be on with the HSTD when it's running the
    walker code, the credit/match will be off while it's running it. IF the
    displays are blank the hstd might not be set to displayable characters
    (00-09)


    Thank you for the help. Even when left running the displays do not come up. It does not go into attract either. This machine has gremlins. >>>>>>>>>>
    Dan L

    Do you have a logic probe? If you do then you want to check the output
    (Pin 3) of the 555 timer chip (the only 8-pin chip on the board, bottom
    right area). It should be pulsing and if off-frequency I seem to recall
    this can stall the MPU final boot. The schematic shows a voltage at the
    pin using a DC meter, it should be close to that - this would indicated
    fast pulsing DC is perhaps close to required levels.

    A scope is handy about now or a frequency counter.
    John :-#)#


    WOO HOO!!! Changed out the timer and the pin will now go into attract mode. There is no sound and no solenoids working other than the flippers but I do have working displays and can start the diagnosis these problems. Thank you to everyone who helped here. I'm sorry John - I think you did yourself out of a board repair this time :).

    Dan L.

    Ah, I'm backlogged about six months for board repairs, so happy to help! >>
    If my advice was useful you could make a donation to Doctors Without
    Borders.
    John :-#)#

    Done - I love Doctors Without Borders. Particularly right now with the
    vaccine distribution challenges. I was actually able to play a game on the machine but now I am back to 6 flashes. I am pretty sure the big sand resistor is bad - I get 50 volts when unplugged but when under load the voltage jumps to more than 70v. When I check the resistor it finally stabilizes somewhere around 4K ohms - should be 600 according to the schematics. Good fun!

    Dan L.

    I'm sure Doctors W/B will appreciate it!

    As for the resistor, try lifting one end of it and see what its
    resistance is then. 6 flashes is 43V problem, but it could be the MPU zero-crossing circuit that has a problem or the 43V connection to the
    MPU. Verify you have 43 (or more) at the TP when you are only getting 6 flashes.
    John :-#)#
    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
    Wow - it is even worse when I lift a leg - the resistance reads 29 mega ohms. I have never had a failure like this before. With the power on but no load it gives me a nominal 50 v. Under minimal load the voltage jumps to 70v. I suspect it might go higher when a coil is on. I think this solves another problem which was frequent failure of the under play field fuse. It got hot when coils were activated until eventual failure. This is the first time I think I have had the voltage jump up under load. Am waiting on a new sand resistor
    Dan L
    --- Synchronet 3.18c-Win32 NewsLink 1.113