Rolling Thunder 2

John Bennett

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Note: I appreciate some of my fixes aren't that involved and some of the faults may have been due my own (or my brother's) f*ckwitteery many years ago. But it feels nice to log them and it might be of some interest to someone. I might just append this thread if I manage to fix any more boards with simple fixes.

Anyway, I've had 2 Rolling Thunder 2 PCBs for a long while. One has always had a graphics problem, the other a memory error (which I'll look at later this week).

So the graphics error:
faulty.jpg

It's just affecting the sprites, so it can be isolated to the video PCB and the 'object' section.
As the sprites are often correct, but corrupt when in certain positions, it's unlikely to be ROM.
As the sprites are in the right place, it's probably not the RAM where the processor puts the sprite commands (object RAM?).

This was my train of thought, just before I looked at the board and noticed there was no 256x8 SRAM chip in location 9M... Bit embarrassed I'd never spotted that. As I had nothing to swap-in, I had a look at the schematics, in-case it is redundant (it is a System 2 common PCB).
schematic.gif


There's a dual-line buffer there, with two pairs of SRAM chips doing a line at a time. As 9m is part of one pair, that would explain why only every other line is corrupt.
9m is part of the upper 8-bits of one of the buffers, so it'd certainly corrupt the priority and whatever the 'LET' lines are.

I did then manage to borrow an SRAM off another game and the result:
fixed.jpg

Which was nice
smiley1.gif


There was also another issue in that one of the custom ICs appeared to have a bent leg. When I went to look at it, it fell off. Just a small GAL-like custom (106)that was part of the scrolling (game appeared OK at a glance without the pin).
With the aid of scalpel and microscope, I managed to find enough remnants to put a single strand of wire onto it and mount the chip in a DIP-16. I'll cover it with hot glue to seal the job.
IMG_1437.JPG


So a lot easier than expected, but that's all graphics issues sorted. Onto the RAM error next (which I believe is just redundant comms-RAM)...
 

John Bennett

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The RAM error...

At bootup there's a message involving 'RAM' and 480002H. Doesn't stop the game working, but you have to click start to get past it.

MAME is the easiest way to see what this is (schematics don't reveal it as a PAL controls the addressing).
The main Namco System2 cpp file has the addresses in it:
https://github.com/mamedev/mame/blob/master/src/mame/drivers/namcos2.cpp

480000 is indeed the Communications processor. Not hard to spot on the schematics as it's got 'ring', 'com' and an optical receiver.

COMMS.gif

The CPU accesses the RAM though the custom, so it might not just be bad RAM...
The RAM is 8A on the board, so I go to find that...
IMG_1462.JPG

Which explains a lot. A common theme
smiley9.gif


Fortunately the SRAM was socketed on my other board, so I put it on this one (via a new socket) and all was well.

I guess the challenge is locating the 9-bit SRAM (M5M5179P) - I don't fancy paying £40+ and setting up accounts with companies I've never heard of, just to clear an error message for a bit of a PCB that isn't used in-game. Tempted to make an adaptor board...

A bit of an anti-climax anyway, but I can't see any of my no-bootup boards being so easy to fix.John Bennett2018-01-05 12:28:38
 
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