Pincoder Diagnostics Inc. Version 2020.06.23.0506

ROM NAME
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10-solenoids (Williams sys6a)



PURPOSE
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!!!
!!!   WARNING: Be prepared to immediately power off your machine once this ROM is booted: If
!!!   you have any SHORTED TRANSISTORS on the driver board they will immediately activate the
!!!   corresponding solenoid. THIS ROM HAS NO POWER TO SHUT THEM OFF. If they stay on too long
!!!   they might overheat/melt/burnout.
!!!

This ROM allows you to manually fire all three kinds of solenoids on your machine.

    NOTE: Your game may not use all of the solenoids possible. Consult the owners manual
    and/or the schematics for your game to determine which solenoids are present in your
    system.


    NOTE: USING THIS ROM TO TEST SOUND: This rom is NOT ideal for testing the sound card, as
    the five "solenoid" lines that send information to the sound card can only be activated
    one at a time with this ROM.  While you may hear sounds from the sound card when using
    this ROM, you wont hear ALL sounds that can be produced.  Use the "sounds" ROM for testing
    the sound card.

Upon power up this ROM enables:

    * The Switch Triggered Solenoids (ST1-ST6) - so they can be tested, and

    * Energizes the flipper relay - to enable the flippers.



PROCEDURE
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Review the sections below to test the different types of solenoids on your game:

    * CPU Triggered Solenoids (01-16)

    * Switch Triggered Solenoids (17-22)

    * Flipper Triggered Solenoids (left and right flippers)

    NOTE: All solenoids (with the exception of the flipper solenoids) are powered from the
    driver board. When you turn the machine on all solenoids should be relaxed (off). If
    there are any solenoids that are stuck ON, then you likely have a SHORTED TRANSISTOR
    on the driver board.  If any solenoids DO NOT fire, you likely have an OPEN TRANSISTOR
    on the driver board.  Replace any OPEN/SHORTED TRANSISTORS and repeat the test. If the
    transistors test OK then look at the signals coming from PIA4 through the related ICs to
    the transistors.




CPU TRIGGERED SOLENOIDS (01-16)
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This test starts out with solenoid #01.

The Hold Time (Range: 10-200) is shown in the PLAYER 1 display and starts out at 10. Pressing
the CREDIT button increases the hold time by 10. The number is simply a count, not a
representation of time lapsed. Some Solenoids require a longer hold time to be activated
successfully, and some require less. This setting allows you to compensate for this.

For example, the MAGNET LAMPS on Gorgar are actually connected to the solenoid circuitry and
since they are bulbs, they take longer to fully light up than a typical solenoid does. The
sound card is also activated through solenoid circuitry, and can be triggered using a shorter
hold time.

To change the solenoid number (shown in MATCH display) press the ADVANCE button. Depending on
the AUTO_UPDN switch, The solenoid number will increase or decrease.

To fire the solenoid, press the HIGH SCORE RESET button (located on the coin door). If your
game does not have the HIGH SCORE RESET button you can also fire a solenoid by setting switch
DIP_01 (MPU BOARD, top switch, top bank) to ON and press the COMMAND ENTER button.




SWITCH TRIGGERED SOLENOIDS (17-22)
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To fire a solenoid just activate the corresponding switch.



Flipper Triggered Solenoids (left and right flippers)
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To fire a flipper solenoid, press the corresponding flipper button.

    NOTE: These two solenoids are wired directly for power and do NOT use transistors on the
    driver board for activating. However, they ARE enabled by the flipper relay, so make sure
    the relay is energizing upon power up. If not, test the transistor circuitry for the
    flipper relay on the driver board.




EXPECTED RESULTS
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You should be able to manually activate each of the solenoids in your game. If you get more
than one solenoid activating at a time (or a solenoid doesnt activate at all) you may have bad
driver transistors or logic chips on the driver board.

For example, in my case, on my Black Knight, it was the logic chips IC6 and IC8. The RIGHT
KICKER and JET BUMPER would come on a few moments after a game was started, and STAY ON
(causing the fuse to blow). As it turned out, IC8 (7402 NOR GATE) was pushing voltage out of
one of its input pins and had fried part of IC6 (7408 AND GATE). This was causing the base of
Q3 and Q5 to float, which in turn activated Q4 and Q6, and the right kicker and jet bumper are
connected to those respectively.  Replacing those chips with sockets and fresh chips corrected
the problem.

Pincoder Diagnostics Inc. Version 2020.06.23.0506
