Juno first green lines

Lurch666

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Thanks for the input dudes. This is now solved.

I couldn't find anywhere that could put bad data into DB6 without stopping the game from working.

@NivagSwerdna The game runs perfectly even with the green lines so I knew the CPU data was good.

So that left the output from pin 13 of the LS373 that only went to pin 20 of the custom 083 at E16 which I have already swapped out with a known good chip and the output pin 14 of the 4116 ram at D15.
So I snipped pin 14 and piggybacked a good 4116 onto D15 and the issue went away. Perfect graphics.
It looks like the ram test rom is missing something.
 
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NivagSwerdna

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Thanks for the input dudes. This is now solved.

I couldn't find anywhere that could put bad data into DB6 without stopping the game from working.

@NivagSwerdna The game runs perfectly even with the green lines so I knew the CPU data was good.

So that left the output from pin 13 of the LS373 that only went to pin 20 of the custom 083 at E16 which I have already swapped out with a known good chip and the output pin 14 of the 4116 ram at D15.
So I snipped pin 14 and piggybacked a good 4116 onto D15 and the issue went away. Perfect graphics.
It looks like the ram test rom is missing something.
Excellent
 

NivagSwerdna

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Try and keep the 4116 and test it.

The read write for the RAM test is done at CPU speed whereas the screen rendering reads out the RAM out at the higher pixel clock rate. It would be interesting to see if it is being marginal
 

Retroman839

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Custom konami cpu.
One of these 2 ls373’s
IMG_9493.jpeg
E15 ,E14 ?
I see DB6 goes to a couple of the 4116-2’s ?
C15 & D15…

I understand now the 4116’s are dual purpose very efficient !
through high speed
Timings . :)
Great fix man

Did you use ? Or is a schematic of this custom been drawn ? Was it required for this repair ?
 
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NivagSwerdna

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FWIW
The timings are a bit of a challenge here... the Konami 081 does the magic.
Essentially time is split into four sections, half for CPU and half for video and within those halves the time is split again since RAS/CAS muxes the addresses into the DRAM. The MXA/MXB signals from the Konami 081 are doing that part.
Because this all goes around fast enough the DRAM stays refreshed.
A byte encodes 2 pixels (nibble each) and the DRAM is in 16-bit wide arrangement so the Konami 083 loads two nibble pairs, i.e. 4 pixels (signal 119 from the Konami 081)
It's all a bit of a nightmare which is why I haven't gone back YET to the JF bootleg I was fixing!
No wonder there isn't much DRAM in Konami's of this era!
 
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Retroman839

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FWIW
The timings are a bit of a challenge here... the Konami 081 does the magic.
Essentially time is split into four sections, half for CPU and half for video and within those halves the time is split again since RAS/CAS muxes the addresses into the DRAM. The MXA/MXB signals from the Konami 081 are doing that part.
Because this all goes around fast enough the DRAM stays refreshed.
A byte encodes 2 pixels (nibble each) and the DRAM is in 16-bit wide arrangement so the Konami 083 loads two nibble pairs, i.e. 4 pixels (signal 119 from the Konami 081)
It's all a bit of a nightmare which is why I haven't gone back YET to the JF bootleg I was fixing!
No wonder there isn't much DRAM in Konami's of this era!

FWIW
The timings are a bit of a challenge here... the Konami 081 does the magic.
Essentially time is split into four sections, half for CPU and half for video and within those halves the time is split again since RAS/CAS muxes the addresses into the DRAM. The MXA/MXB signals from the Konami 081 are doing that part.
Because this all goes around fast enough the DRAM stays refreshed.
A byte encodes 2 pixels (nibble each) and the DRAM is in 16-bit wide arrangement so the Konami 083 loads two nibble pairs, i.e. 4 pixels (signal 119 from the Konami 081)
It's all a bit of a nightmare which is why I haven't gone back YET to the JF bootleg I was fixing!
No wonder there isn't much DRAM in Konami's of this era!
Also fascinating is
the usage of the timings of the monitor its self by the PCB’s video genaration .

So practical ..

Part of the game processing is
The timings occurring inside the monitors raster scanning

Fascinating that between cpu cycles those nano seconds the 4116’s are then processing video ..
and this sharing is controlled

Yeh I saw the mxA , MXB
First understanding all this is going on symiltainiously ( sorry no spell check on my phone !)

Yeh I soon realised thankfully that AI don’t know jack!

It said to rule Out 4116 being bad if game is running correctly ! 🤣

The duplicity is amazing..
and use of timings
 
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