Two Capcom PCB repairs documented: Ghost'n Goblins & Commando (with interactive schematics)

HonchoC64

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15CR
Hi all,

I've finally written up my two latest repair adventures over at my site, HonchoC64.com. Both are 1985 Capcom boards, and both were stubborn in their own way.

Ghost'n Goblins had an intermittent memory fault that only showed up when it felt like it. I ended up writing my own 6809 assembler test routines to corner it. The board now runs flawlessly on all-original hardware.
Interactive schematics: https://honchoc64.com/gng/
Repair story: https://honchoc64.com/gng-story.html

Commando was a bigger job: two defective boards planned to become one working borad, dealing with a dead CPU, a stopped clock, flaky ROMs and stuck flip-flops across the three-deck stack (around 250 chips). In the end I got both boards back in action, but it required a fair number of new ICs. Along the way I converted all 18 sheets of the original 1985 schematics into an interactive format, with IC-level walkthroughs of how each section of the machine actually works.
Interactive schematics: https://honchoc64.com/commando/
Repair story: https://honchoc64.com/commando-story.html

The interactive schematics are the part I'm most pleased with: clickable, navigable versions of the originals that let you explore at component level instead of squinting at scanned PDFs. Hope they're useful to anyone tackling these boards. Feedback and corrections very welcome!

/Honcho
 

HonchoC64

Newbie
Credits
15CR
Love it!

I've only just started reading but I find this stuff utterly fascinating so will read it all when I have the time

Great work 👍
Glad you enjoy it 😊 The Commando boards were certainly more work than anticipated, but at the end I got both working and the journey is half the fun 😉
 

HonchoC64

Newbie
Credits
15CR
Amazing work,what component failed in your repair regarding the intermittent cpu start up?
Thanks, glad you appreciate it! I've now updated the story with some more details at https://honchoc64.com/gng-story.html
But the fault lived on the video board where Ghost'n Goblins keeps its sprite machinery: a local copy of the sprite table in the 2114 pair at 11E and 12E, refreshed by DMA every frame, and four more 2114 object buffers at 11H, 12H, 11J and 12J. Those six fell to elimination and replacement, chips of the same family failing as a batch. The final fix was the 74LS245 bus buffer at 3B, which was corrupting work-RAM traffic in ways indistinguishable from bad RAM.
 

Judder

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Just bought myself a Commando bootleg needing a bit of work too 👍

Sprite issues according to Quarter arcade so will be interesting to debug

Any pointers very welcome!

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