Missile Command

The board originally failed to get into the game, instead resetting just after drawing the ‘MISSILE COMMAND’ logo. Test mode faired a little better, managing to report RAM OK, MAP OK and ROM OK before resetting. Ram and Rom checked out OK using the Fluke. Measuring various CPU signals revealed that the interrupt seemed very random, checking back to the flip-flop used at E7 (7474) was giving an incorrect signal. Replace the chip and the game fired into life.

Missile Command trails

The aiming cross left a trail, and the red arrows and cities had the same flashing coloured box around them (see picture). Some experimenting with mame revealed that when the cities were drawn it read what was behind them first, as did the moving cross so it could be assumed that the reading of video ram was wrong. However, the video ram had already checked out OK, so it had to be something that was only used for this feature. Missile Command has a couple of hardware blitters that read pixels from separate video banks, and the bank causing the problem returned 2 bits via P7 (74153), R7  (7475) and R6 (74125). P7 checked out OK, but R7 and R6 were not so easy to test – replacing both chips solved the problem.

Similar Posts

  • Mr Do!

    Blank screen, Blanking line to output colour proms always enabled. Trace back to 74161 in timing circuit – output stuck, input clock all look OK – replace chip and picture appears. Blue video only – The video lines are controlled by three transistors near the edge connector, checking these revealed that 2 were not giving…

  • Hantarex MTC9000/A

    No picture, Hole blown through LOPT. Had problems tracking down replacement – little tip given to me by Hantarex engineer – you can use the LOPT from an MTC9000 as long as you cut pin 2 off. (If you leave it connected, you will get a direct short to GND)

  • Moon Cresta

    Boots up, and plays, but incorrect sprites – most noticeable little bug changes into ‘END’ at one point. Check 74ls138 at 8n, controlling graphics banking, and pins strobing. Replace chip and now uses correct sprites. Quiet missile sound and explosion sound. Both of these effects use the op-amp chip, LM324 at 7T. Replace this chip…

  • Carnival

    Carnival on a Gremlin / Sega Vic Dual PCB. Just had blue bars on screen, although probing the Z80 showed it was trying to run code. Using a logic probe I discovered that the /WRITE signal of the ram chips was always high. This signal comes from a 74LS10 at U77. Checked this chip and…

  • Gallag

    Ran through self test OK, came up with chequer board screen and then reset most of the time. Occasionally would start game, but with credit noise continually playing and credits rapidly counting upwards. This is caused by CPU 4 (E5) not running properly. checked the eprom and ram (C5,D5 and E5) and ram was faulty….

  • Pacman

    Screen filled with coloured lines, unstable, no sync (see above) – check clock signals from horizontal and vertical scan generators (74161’s at 2R,2S,3R,3S) – no signal feeding into pin 2 of horizontal generators. Follow trace back to 7474 at 3N, signal going in, nothing coming out – replace chip and screen display back to normal….