MORE Help troubleshoot 6 MDM
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necro_nemesis
January 17, 2010, 4:54pm Report to Moderator

Hey Bucko, you're up.
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5101 can be damaged easily. Don't rule it out based on it working before. Static could have damaged it.

As stated the speed is important as well.

I have used that Philips chip in System 7 repairs before with no problems.

Quoted from gmaranda

    * TP1 = +5 vdc
    * TP2 = Ground
    * TP3 = +11.9 vdc
    * TP4 = +43 vdc
    * TP5 = +43 vdc (solenoid return)

Everything is good except TP5 shows nothing anyone know why other than its broken? Even if this is broken it still don't fix my problem because I don't believe this could be the problem I am tracking.


The Last Flash.
If you game does the initial flicker, and then follows with all the flashes but the last flash (flash number seven, or flash six on Baby Pac/Granny), check your +43 volt solenoid power F4 fuse on the rectifier board before proceeding. This last flash verifies that the game has +43 volts for the solenoids. If it doesn't (the F4 fuse is blown), the game won't boot and won't finish the flash sequence.

I don't know this system but this statement tells me the +43 V is relevant to the game booting.




Wanted Godzilla

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gmaranda
January 17, 2010, 7:18pm Report to Moderator

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Quoted from necro_nemesis
5101 can be damaged easily. Don't rule it out based on it working before. Static could have damaged it.

As stated the speed is important as well.

I have used that Philips chip in System 7 repairs before with no problems.



The Last Flash.
If you game does the initial flicker, and then follows with all the flashes but the last flash (flash number seven, or flash six on Baby Pac/Granny), check your +43 volt solenoid power F4 fuse on the rectifier board before proceeding. This last flash verifies that the game has +43 volts for the solenoids. If it doesn't (the F4 fuse is blown), the game won't boot and won't finish the flash sequence.

I don't know this system but this statement tells me the +43 V is relevant to the game booting.



Fuse F4 appears fine (continuity test OK) but I ordered brand new fuses all around. This way I will be sure nothing is wrong because of the fuses.  You can't have to many fuses anyway

tks for the suggestions

Gilles
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gmaranda
January 23, 2010, 3:58pm Report to Moderator

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Ok! gents I still need your help  

For those that have been helping me so far I will be receiving a 5101 chip this week with some new fuses, new 0.100 and 0.156 pins etc.  I will find this problem no matter what

How do I remove the 5101 on the board and install the new one without breaking anything?  I have looked at it and it seems straight forward but I want to be sure.  Any tips or good advice?

tks

Gilles
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tinyrodent
January 23, 2010, 4:34pm Report to Moderator

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If there is no socket for the RAM chip it's highly advisable to install one. If there is a socket, gently pry the chip out using a small non-magnetic flat screwdriver. When installing the new chip, make sure all the legs are in holes before pushing it in fully.


Playable Now: Centaur II, Doctor Who, High Speed. Playable Soon: Breakshot, Sorcerer Later: Flash, Genie, Seawitch Fondly remembered: Firepower
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Bally Boy
January 23, 2010, 8:43pm Report to Moderator

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The original 5101 was defective when you sent the boards to me.

The chip in there was replaced with brand new and was game tested for nearly a month. It may be a matter of just reseating it.

Also those boards were shipped back in antistatic bags and were originally working when you got them back, right? Might be another issue but might be as simple as just reseating the 5101. The boards DID work 100% in my game, went into test mode/aduits fine, I never had an issue once they were repaired. My money is still on a connector issue as the pins were fine on the MPU board.... it's gotta be some other issue is causing the trouble

Dan
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Bally Boy
January 23, 2010, 8:54pm Report to Moderator

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Quoted from gmaranda


Yes, one right away, a slight pause then 6 in a row.

tks



Strike my last post......That's seven flashes... does the game go into the attract mode????

After the 7th flash the LED should be lit dimly and the game should go into attract/start-up mode. I think you're chasing a ghost with the MPU issue... I still feel it's a connector issue.
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gmaranda
January 24, 2010, 12:23pm Report to Moderator

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Quoted from Bally Boy



Strike my last post......That's seven flashes... does the game go into the attract mode????

After the 7th flash the LED should be lit dimly and the game should go into attract/start-up mode. I think you're chasing a ghost with the MPU issue... I still feel it's a connector issue.


After the 7th flash nothing happens. I can't say if anything worked when I installed the boards since I never got passed what I described.  I am not saying it is the boards but I have done a lot of continuity tests and the switch in the door is making contact with the MPU.  I have inspected all connectors and they appear OK but I understand that they could have lost their continuity (heat treatment) and it would not really show.

I was ordering parts from GPE so I just ordered a 5101 since they are not too expensive. I will try this and then change all the connectors.  

tks

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sylvain
January 24, 2010, 12:28pm Report to Moderator

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Did you check the 1A slow blow fuse under the playfield ?

It might (or might not) cause no 7th flash.

- Sylvain


Looking for 1966 Bally Capersville, 1967 Bally The Wiggler, 1981 Stern Viper, 1986 Pinstar Gamatron,
1986 Williams Grand Lizard, 1991 Williams Bride of Pinbot, and a few others.
Cash or some trades available. Could also repair a machine of yours +/-$ if needed, in exchange for
one machine on my want list, non-working/unshopped welcome!
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mrniceguy
January 24, 2010, 1:23pm Report to Moderator

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Quoted from sylvain
Did you check the 1A slow blow fuse under the playfield ?

It might (or might not) cause no 7th flash.

- Sylvain



Oh man...if it ends up being the 1A fuse, he's gonna crap his pants !!!!!  


Own:

See the inventory sticky in the gamesroom section
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gmaranda
January 24, 2010, 3:58pm Report to Moderator

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Quoted from sylvain
Did you check the 1A slow blow fuse under the playfield ?

It might (or might not) cause no 7th flash.

- Sylvain


Hi!

I have 7 flashes and the light stays a bit dim after but it does not go into attract mode.  YES I have checked the fuses under the playfield and in the backbox.   I have learned a few things over the last few months fixing my pins.......  However, as stated all suggestions welcomed

tks
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sylvain
January 24, 2010, 4:14pm Report to Moderator

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What exactly occurs after the 7th flash ?
- displays
- controlled lights ?

Does it boot and go in attrack mode if the sound board's connector
*and* J2 and J3 on the MPU are disconnected (then power-up) ?

- Sylvain.


Looking for 1966 Bally Capersville, 1967 Bally The Wiggler, 1981 Stern Viper, 1986 Pinstar Gamatron,
1986 Williams Grand Lizard, 1991 Williams Bride of Pinbot, and a few others.
Cash or some trades available. Could also repair a machine of yours +/-$ if needed, in exchange for
one machine on my want list, non-working/unshopped welcome!
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Bally Boy
January 24, 2010, 4:36pm Report to Moderator

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Quoted from sylvain
Does it boot and go in attrack mode if the sound board's connector
*and* J2 and J3 on the MPU are disconnected (then power-up) ?

- Sylvain.



I was going to suggest the same thing.
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