Atari 400 Service manual

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ATARI
400/800
Service Manual
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1.1 Introduction 1-1
1.2 ATARI 400/800 Computer Console Description 1-1
1.3 How to use this Manual 1-2
1.3.1 General Information 1-3
1.3.2 Installation 1-3
1.3.3 System Operation 1-3
1.3.4 Functional Description 1-3
1.3.5 Maintenance 1-3
1.3.6 Spare Parts List and Ordering/Reporting information 1-4
1.4 Changes to this Manual 1-4
1.4.1 Notice of Changes Page 1-4
1.4.2 List of Effective Pages 1-4
1.4.3 Reader Comment Form 1-4
1.5 Safety 1-5
1.6 Related documentation 1-6
1.7 ATARI 400/800 Computer Consoles Physical Description 1-7
1.8 Optional Equipment 1-10
1.9 Specifications 1-11
CHAPTER 2 - ATARI 400/800 COMPUTER INSTALLATION 2-1
2.1 Introduction 2-1
2.2 Unpacking 2-1
2.3 Connecting the TV Switch Box 2-2
2.4 Connecting the Program Cassette Recorder 2-3
2.5 Connecting the AC Power Adapter 2-4
2.6 Inserting Program Cartridge 2-4
2.7 Connecting Television Monitor 2-4
2.8 Connecting the ATARI 810 and 815 Disk Drive 2-7
2.9 Connecting the ATARI 820 and 822 Printer 2-7
2.10 Using the ATARI 850 Interface Module 2-8
2.10.1 Connecting the ATARI 850 Interface Module 2-8
2.10.2 Connecting the ATARI 825 Printer 2-9
2.10.3 Connecting the ATARI 830 Acoustic Modem 2-10
CHAPTER 3 - SYSTEM OPERATION 3-1
3.1 Introduction 3-1
3.2 System Power-Up 3-1
3.2.1 System Power-Up without Disk Drive 3-1
3.2.2 System Power-Up with Disk Drive 3-2
3.3 Keyboard and Screen Editor Functions 3-2
3.4 Program Cartridge System Keys 3-7
3.5 Operation of Hand Controllers 3-7
3.6 ATARI 410 Program Cassette Recorder 3-7
3.6.1 Operation of the Program Recorder 3-7
3.6.2 Transfer a Program to Cassette Tape 3-8
3.6.3 Transfer a Program from Tape to Computer 3-9
CHAPTER 4 - FUNCTIONAL DESCRIPTION 4-1
4.1 Introduction 4-1
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4.2 The ATARI 400 and 800 Computer Console Systems 4-1
4.2.1 Motherboard 4-1
4.2.2 Central Processing Unit 4-2
4.2.3 ROM Personality Board 4-3
4.2.4 RAM Memory pcb 4-3
4.2.5 Keyboard 4-4
4.2.6 Power Supply 4-4
4.2.7 Program Cartridge 4-4
4.3 Functional Block Diagram Discussion 4-4
4.3.1 Central Processing Unit 4-5
4.3.2 Motherboard Console System {400) 4-7
4.3.2.1 POKEY Integrated Circuit 4-8
4.3.2.2 Peripheral Interface Adapter (PIA) 4-9
4.3.2.3 KeyIn/KeyOut Integrated Circuits 4-12
4.3.2.4 Memory Map Decoder 4-12
4.3.2.5 I/O Decoder 4-13
4.3.3 Motherboard Console System (800) 4-14
4.3.3.1 Bidirectional Data Buffer 4-14
4.3.3.2 I/O Decoder 4-14
4.3.3.3 Composite Video 4-14
4.3.4 ROM Personality Board 4-14
4.3.5 RAM Memory Boards 4-16
4.3.6 Power Supply 4-16
4.3.7 Program Cartridge 4-17
CHAPTER 5 - MAINTENANCE 5-1
5.1 Introduction 5-1
5.2 Preventive Maintenance 5-1
5.2.1 PCB Contact Cleaning and Lubrication 5-2
5.2.2 Visually Inspecting the Computer Consoles 5-3
5.3 System Check-Out 5-3
5.3.1 Memo Pad Test 5-3
5.3.2 Shock Test 5-5
5.3.3 Picture Quality Test 5-5
5.3.4 Keyboard Test 5-6
5.3.5 Stand Alone Test (Diagnostic) 5-7
5.4 Troubleshooting Guide 5-18
5.4.1 Troubleshooting -- Procedure Number One 5-19
5.4.2 Troubleshooting -- Procedure Number Two 5-21
5.4.3 Troubleshooting -- Procedure Number Three 5-23
5.4.4 Integrated Circuit Replacement Procedures 5-23
5.4.5 Motherboard 5-27
5.5 Dissassembly, 400Computer Console 5-30
5.6 Disassembly, 800 Computer Console 5-33
5.7 Assembly, 400 Computer Console 5-40
5.8 Assembly, 800 Computer Console 5-43
CHAPTER 6 - SPARE PARTS LIST AND ORDERING/REPORTING INFORMATION 6-1
6.1 Introduction 6-1
6.2 Spare Parts List 6-1
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FIGURES
Figure 1-1. The ATARI 400/800 Computer Consoles 1-2 Figure 1-2. Sample Notice of Changes Page 1-5 Figure 1-3. ATARI 400/800 Computer Console Systems 1-8 Figure 1-4. ATARI 400 Computer Console, Side View 1-9 Figure 1-5. ATARI 800 Computer Console, Side View 1-10 Figure 2-1. Conversion to 300 Ohm Antenna Input Impedance 2-3 Figure 2-2. ATARI 400/800 Computer Consoles, Side View 2-5 Figure 2-3. 400/800 Consoles, Cartridge Door Open 2-6 Figure 2-4. ATARI Disk Drive Cable Connections 2-8 Figure 2-5. ATARI 40 Column Printer Cable Connections 2-9 Figure 2-6. ATARI 850 Interface Module Cable Diagram 2-10 Figure 3-1. The ATARI Keyboard 3-3 Figure 3-2. Special Graphics Using the CTRL Key 3-4 Figure 3-3. Special Graphics Using the ESC Key 3-5 Figure 3-4. SHIFT Keyboard and Key Combination 3-6 Figure 4-1. Major Functional Modules of the ATARI 400/800 4-18 Figure 4-2. Block Diagram of the CPU Board 4-19 Figure 4-3. Schematic Diagram of the CPU Board 4-20 Figure 4-4. Atari 400 motherboard Block Diagram 4-21 Figure 4-5a. Atari 400 motherboard schematic part 1 4-22 Figure 4-5b. Atari 400 motherboard schematic part 2 4-23 Figure 4-6. Pin Assignments of ATARI Custom Chips POKEY, ANTIC and CTIA 4-24 Figure 4-7. Block Diagram of the Motherboard Console System (800) 4-27 Figure 4-8a. Schematic Diagram of Motherboard Console System(800) 4-28 Figure 4-8b. Schematic Diagram of Motherboard Console System(800) 4-29 Figure 4-9. Block Diagram of the ROM Personality Board 4-30 Figure 4-10. Schematic Diagram of the ROM Personality Board 4-31 Figure 4-11. Block Diagram of the RAM Board (8K) 4-32 Figure 4-12. Schematic Diagram of the RAM Board (8K) 4-33 Figure 4-13. Block Diagram of the RAM Board (16K) 4-34 Figure 4-14. Schematic Diagram of the RAM Board (16K) 4-35 Figure 4-15. Block Diagram of the Power Supply (400) 4-36 Figure 4-16. Schematic Diagram of the Power Supply (400) 4-37 Figure 4-17. Block Diagram of the Power Supply (800) 4-38 Figure 4-18. Schematic Diagram of the Power Supply (800) 4-39 Figure 4-19. Block Diagram of a Program Cartridge 4-40 Figure 4-20. Schematic Diagram of a Program Cartridge 4-41 Figure 5-1. System Check-Out Flowchart 5-4 Figure 5-2. Stand Alone Test Special Tools 5-8 Figure 5-3. Any Video Test Screen Display 5-10 Figure 5-4. Graybar Test Screen Display 5-11 Figure 5-5. Color Bar Test Screen Display 5-12 Figure 5-6.400 Console Color Adjustment 5-13 Figure 5-7. 800 Console Color Adjustment 5-14 Figure 5-8. RAM Test Matrix Screen Display 5-15 Figure 5-9. PORT Test Error Table Screen Display 5-17 Figure 5-10. 400 Console, Assembled Without Casting 5-20 Figure 5-11. 800 Console, Assembled Without Casting 5-21 Figure 5-12. RAM Memory Board Locations, 8K 5-24 Figure 5-13. RAM Memory Board Locations, 16K 5-25 Figure 5-14. CPU Printed Circuit Board, Locations 5-26 Figure 5-15. 400 Console Motherboard, Locations 5-28 Figure 5-16. 800 Console Motherboard, Locations 5-29
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Figure 5-17. 400 Console, Bottom Cover Screw Location 5-31 Figure 5-18. 400 Console, Top Cover Removal 5-32 Figure 5-19. 400 Console, Keyboard Removal 5-32 Figure 5-20. 400 Console, Power Supply Removal 5-35 Figure 5-21. 400 Console, Module Assembly 5-36 Figure 5-22. 800 Console, Cartridge Door Assembly Removal 5-37 Figure 5-23. 800 Console, Bottom Cover Removal 5-38 Figure 5-24. 800 Console, Keyboard Removal 5-39 Figure 5-25. 800 Console, Module Assembly Removal 5-40 Figure 5-26. 800 Console, Power Supply Removal 5-41 Figure 5-27. 800 Console, CPU Printed Circuit Board Removal 5-41 Figure 5-28. 800 Console, Motherboard Removal 5-42
TABLES
Table 1-1. ATARI 400 Computer Console Specifications 1-11 Table 1-2. ATARI 800 Computer Console Specifications 1-12 Table 4-1 PIA Register Selection and Function 4-10 Table 4-2 Memory Map Select Lines 4-12 Table 4-3 I/O Decoder Select Lines 4-13 Table 5-1. Troubleshooting Guide 5-18
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CHAPTER 1 - GENERAL INFORMATION
1.1 INTRODUCTION
This 400/800 System Service Manual is a reference guide for the serv­ice technician. The information presented in this manual, when used in conjunction with ATARI training, will enable a service technician to install, operate, and maintain the ATARI 400/800 Computer Systems.
In addition to basic user operating instructions, this manual includes procedures that describe operating the ATARI 400/800 Computer Console in conjunction with peripheral equipment for maintenance purposes.
This manual further describes the functional operation of the 400/800 ATARI Computer Consoles and provides detailed procedures for its maintenance. This information will enable a service technician to troubleshoot and repair the ATARI 400/800 Computer Consoles to the replaceable integrated circuit level. None of the procedures included require special test equipment or tools. This manual also provides spare parts ordering information to replace expended units and/or assemblies, and the fault reporting procedures required.
1.2 ATARI 400/800 COMPUTER CONSOLE DESCRIPTION
The ATARI 400/800 Computer Consoles, see Figure 1-1, are personal microcomputers designed to provide entertainment, in the form of games; education, using interactive, audio-visual, education programs; information, providing a serious tool for home and business information management; plus perform all the functions of a fully programmable general purpose computer.
The ATARI 400 Computer Console contains the central processor unit (CPU) and memory in the form of the Operating System read-only-memory ( ROM ) and 8K (8 x 1 024 bytes) of user programmable random access memory (RAM), expandable to 16K (16 x 1024 bytes). The Console also holds the keyboard, cartridge slot, controller jacks, and a serial I/O port for connecting to peripheral devices.
The ATARI 800 Computer Console contains the central processor unit (CPU) a nd memory in the form of the Operating System read-only­memory (10K ROM) and 8K-16K (standard) of user programmable random­accessmemory (RAM), and two Expansion Sockets for additional RAM modules (maximun 48K). The Console also holds the keyboard, cartridge slots, controller jacks and a serial I/O port for connecting to peripheral devices.
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Figure 1-1. The ATARI 400/800 Computer Consoles
1.3 HOW TO USE THIS MANUAL
This manual is organized into six chapters:
Chapter 1 General Information Chapter 2 Installation Chapter 3 System Operation Chapter 4 Functional Description Chapter 5 Maintenance Chapter 6 Spare Parts List and Ordering/Reporting Information
Each chapter contains only the information needed to fulfill its function. If a given subject applies to more than one chapter, then the subject will be discussed in the chapter where it is most used; other chapters would then refer to the chapter and paragraph containing the subject.
First- and second-level paragraphs in the manual contain unique 2­and 3-digit numbers, respectively, in the paragraph heading. The first digit is always the same as the number of the chapter. Third­and forth-level paragraphs contain lower case letters and numbers in parentheses, respectively, in the paragraph heading. Paragraghs are referenced in text by their number (e.g., 5.4.2 a nd 5.4.9c).
Figures and tables are numbered sequentially on a chapter basis. The first digit of a figure or table number is always the numbe r of the chapter. Tables appear one time, following their first reference in text.
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Figures also appear one time after their first reference in text, unless repeating the figure is easier than having the reader refer back.
1.3.1 General Information
This chapter contains a general description of the ATARI 400/800 Com­puter Consoles, a physical description of the system (dimensions, weights, and operating specifications), and a summary of the periph­eral equipment used with the system. All system operating features and options are described.
This chapter also contains general information such as the scope of the manual and how to use the information in it. Also, it provides safety precautions unique to the ATARI 400/800 Computer Systems and a listing of related documents.
1.3.2 Installation
Chapter 2 contains detailed procedures for unpacking, system setup and initialization, checkout and repacking.
1.3.3 System Operation
Chapter 3 contains procedures for system power-up, using the keyboard and screen editor functions, using program cartridge system keys, and controllers and operating the program cassette recorder.
1.3.4 Functional Description
Chapter 4 provides a functional description of the ATARI 400/800 Com­puter Console systems. The functional description will be presented using a functional block diagram discussion to the integrated circuit level. This information is presented to familiarize the service tech­nician with the ATARI 400/800 Computer Console as a system, thereby providing him/her with a basis for troubleshooting system faults.
1.3.5 Maintenance
Chapter 5 presents preventive maintenance, troubleshooting, and repair instructions. Preventive maintenance includes instructions for normal cleaning and inspection tasks. The troubleshooting portion of the chapter presents symptom probable-cause corrective action types of tables. The repair portion of the chapter provides instructions for replacing printed circuit assemblies, whole assemblies, and specific integrated circuits in keeping with the ATARI maintenance philosophy.
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1.3.6 Spare Parts List and Ordering/Reporting Information
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Chapter 6 provides ATARI part numbers for the field replaceable units of the 400/800 Computer Console system. The chapter also provides information for ordering the parts through the nearest ATARI parts distribution center. In addition chapter 6 provides information on how to use the Fault Reporting System.
1.4 CHANGES TO THIS MANUAL
This manual will periodically be updated or changed to keep it current with changes in the ATARI 400/800 Computer Console systems. Changes normally start with ATARI Customer Support issuing a "Tech Tips" that alerts the service technician to such things as changes in maintenance procedures and critical problem areas. After either a series of these Tech Tips are issued or one of an extremely critical nature is issued, service manual change pages are published. These pages are of the remove-the-old-and-insert-the-new type. A vertical bar in the margin of the changed page indicates the revised material. After about 20% of a manuals pages are changed, Customer Support Publications reissues the entire manual.
1.4.1 Notice of Changes Page
The Notice of Changes page, see Figure 1-2, contains instructions for changing this manual. It will come with pages intended to replace outdated pages in the manual. The Notice contains the affected page number and the action required to make the changes. After making the necessary changes, insert the Notice at the end of the manual to keep a current record of changes.
1.4.2 List of Effective Pages
The List of Effective Pages on the back of this manual's title page lists all the pages in this book, including the title page, the List of Effective Pages, deleted pages, added pages, and foldout pages.
1.4.3 Reader Comment Form
ATARI Customer Support Publications Department created the Reader Comment Form (at the back of this manual) to get feedback from the service technician about our manuals. If you are in any way dissatified with this publication, we want to hear from you. Tell us about technically inaccurate information, gross typographical errors, or missing information. If you know a way to improve a procedure, please let us know that, too. When filling out the form, be specific and give the page number and a line reference with paragraph number, if possible.
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Figure 1-2. Sample Notice of Changes Page
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1.5 SAFETY
As with any electronic equipment, precautions consistent with all standard industrial safety practices must be observed while maintain­ing the ATARI 400/800 Computer Console systems. A current of 10 mA can put the human heart in fibrillation and a current of only 100 mA can cause it to stop completely. Since human skin resistance is nor­mally about 300 ohms, any voltage in excess of 30 volts ran be lethal.
Notices are included throughout this manual to alert you to problem areas or dangerous situations.
A WARNING statement will precede the text of a procedure that, if not strictly observed, could result in injury or death of the service technician.
A CAUTION statement will precede the text of a procedure that, if not strictly observed, could result in damage to or destruction of equip­ment hardware or software.
A NOTE statement will highlight an essential operating or maintenance procedure, condition, or clarifying fact. Notes will also be used to provide information that, though not necessary, will be helpful to understanding a concept or completion of a procedure.
1.6 RELATED DOCUMENTATION
This service manual provides only that information necessary for a service technician to install, operate, and maintain the ATARI 400/800 Computer Console systems.
Other documents published by ATARI, other manufacturers, and publish­ing houses may be helpful to the service technician. The following documents apply directly to the ATARI 400/800 Computer Consoles sys­tems:
ATARI 400 Operator's Manual CO14768 ATARI 800 Operator's Manual CO14769 ATARI 810 Disk Drive Operator's Manual CO14760 ATARI 820 Printer Operator's Manual CO14762 ATARI 400/800 Basic Reference Manual CO15307 ATARI BASIC CO14385
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1.7 ATARI 400/800 COMPUTER CONSOLES PHYSICAL DESCRIPTION
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The ATARI 400 and 800 Computer Consoles are general purpose microcom­puters based upon the 6502 microprocessor. The ATARI 400/800 Con­soles, see Figure 1-3, are the central processing units (CPU) for their respective systems. Each console comes standard with a built in keyboard. 8K/16K of RAM, ROM operating systems, connector jacks for adding peripherals and hand controllers, and a 15 foot RF cable for connection to a user's television set.
The controller jacks on the front of both the 400 and 800 Consoles accept any of the three types of hand controllers available from ATARI.
The side panel of the 400 Console, see Figure 1-4, contains a periph­eral jack, power ON/OFF switch, and a power jack. A channel 2/3 switch is located on the ba ck of the console to switch the console to channel 2 o r channel 3 transmission frequency.
The side panel of the 800 Console, see Figure 1-5, contains a monitor jack, a peripheral jack, a channel 2/3 switch, a power ON/OFF switch, and a power jack.
Both the 400 and 800 Console keyboards provide a full alphanumeric character set, cursor controls, and special purpose keys. The alpha­bet keys when used in conjunction with the CTRL (Control) key become special graphic symbols. To the right of the keyboard is the power ON light and four special control switches. From top to bottom they are:
SYSTEM RESET - Interrupts whatever the computer is doing and restarts
the Operating System or Program Cartridge
OPTION - Interrupt used by the Program Cartridge to choose amoung the
variations within a game or program
SELECT - Interrupt used to select one of several games or
programs in the Program Cartridge
START - Interrupt used to Start the game or program selected from the
Program Cartridge
The AC Power Adapter provides the 9 Vac used by the 400 and 800 Com­puter Consoles. The AC Power Adapter plugs into a standard wall out­let and converts the 110V ac line voltage to the 9V ac required by the Consoles. The power cord from the AC Power Adapter plugs into the power jack on either the 400 or 800 Console. The TV Switch Box allows the 400/800 Computer Console to be connected to the normal 300 ohm RF antenna inputs on a typical television set. The Proqram Cassette Recorder provides 400K bytes of storage (120
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Figure 1-3. ATARI 400/800 Computer Console Systems
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Figure 1-4. ATARI 400 Computer Console, Side View
minute cassette) for the Consoles. The Program Cassette Recorder plugs into the peripheral serial I/O port. The Program Cassette Recorder has two channels, a data channel for video display and an audio channel. Prerecorded tape contains an audio track that allows narration and music to accompany the tapes using the television speakers. Programs recorded by the user onto cassette tape can only record on the data channel. There are six control buttons on the Program Cassette Recorder, from left to right they are:
1. Record
2. Rewind
3. P1ay
4. Advance (fast forward)
5. Stop/Eject
6. Tape Counter Reset Button
7. Pause (Available on some models)
The "BASIC" Program Catridge provided as a standard feature with both the 400 and 800 Computer Consoles contains the ATARI BASIC Interpreter When plugged into the Console Cartridge Slot (one cartridge slot in the 400 Console, left cartridge slot in the 800 Console) the user can write programs in 'BASIC' programming lanquage. Programs written by the user are stored in the Console's RAM memory and are erased when power is turned off. The BASIC Program Cartridge is marked 'LEFT CARTRIDGE' indicating insertion in the left cartridge slot only. An ATARI Educational System Program Cartridge and cassette tapes are
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Figure 1-5. ATARI 800 Computer Console, Side View
provided as a standard feature with the 800 Computer Console. The Program Cartridge when inserted in the Computer Cartridge slot pro­vides a self-paced learning tool. The Program prompts the student with instructions when to load additional information from the Program Cassette Recorder.
1.8 OPTIONAL EQUIPMENT
The list of optional equipment is broken up into two catagories~ optional peripheral devices and accessory units. The following is a list of the equipment in each of these catagories, some items not yet available. call ATARI for details:
PERIPHERALS
ATARI 410 Program Cassette Recorder ATARI 810 Disk Drive ATARI 815 Dual Disk Drive (Double Density) ATARI 820 Printer ( 40 Column Impact) ATARI 822 Thermal Printer (40 Column) ATARI 825 Printer ( 80 Column Impact) ATARI 830 Acoustic Modem ATARI 850 Interface Module
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ACCESSORIES
CX852 8K RAM Memory Module CX853 16K RAM Memory Module CX70 ATARI Light Pen CX30-04 Paddle Controller Pair CX40-04 Joystick Controller Pair CX81 ATARI I/O Data Cord ( 3 feet) CX86 Printer Cable (included with ATARI 825) CX87 Modem Cable (included with ATARI 830) CX88 Interface Module Cable CX89 Monitor Cable (Color Monitor) CX82 Monitor Cable (B/W Monitor) CAO14746 TV Switch Box CA014748 Power Adapter (included with ATARI 400, 800, 810, 850) C014854 ATARI 8 20 Printer Ribbon C014026 ATARI 820 Printer Paper (Roll Paper) CX4100 ATARI 410 Digital Cassette (Blank) CX8100 ATARI Blank Diskettes (5 per box) CX8101 ATARI 810 Master Diskette (1 per box) CX8104 ATARI 810 Master Diskette II (1 per box) CX8111 ATARI 810 Formatted Diskettes II (5 per box) CX8201 ATARI 815 Master Diskette (1 per box)
1.9 SPECIFICATIONS This paragraph provides the operating characteristics and specifications useful to a service technician for maintaining the ATARI 400/800 Computer Console systems. All specifications and characteristics are presented in Tables 1-1 and 1-2.
Table 1-1. ATARI 400 Computer Console Specifications
Console: FCC approved with built-in RF m odulator.
CPU: 6502B Microprocessor; 1.78 MHz clock.
Color: 16 colors, each with 8 intensities.
Sound: Four independent sound synthesizers for musical tones
or game sounds, four octaves. Variable volume. Internal speaker (in addition to audio through television set).
Memory: 8K bytes of Random Access Memory (RAM) is included.
The ATARI 400 may be expanded to 16K at your service center. lOK bytes ROM Operating System, expanded to 16K with user installed solid-state Program Cartridges.
Keyboard: 57 alphanumeric keys plus 4 function keys. Upper/
lower ca se, Inverse video. Full screen editing. Four-way cursor control with 29 keystroke graphics.
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Table 1-1. ATARI 400 Computer Console Specifications (continued)
I/O: Serial input/output port for simple connection to peripherals. Four controller jacks for joystick and paddle controllers. Lanquage: ATARI BASIC 8K ROM Program Cartridge is included.
Display: Highest graphics resolution 320x192, 24 lines of 40
characters. Power: AC step-down transformer. UL approved. Dimensions: 13.5 x 11.5 x 4.5 inches. 5.75 pounds.
Table 1-2. ATARI 800 Computer Console Specifications
Console: FCC approved, with built-in RF modulator. Connects to
any television set. CPU : 6502B Microprocessor, 1.78 MHz clock Color: 16 Colors, each with 8 intensities.
Sound: Four independent sound synthesizers for musical tones
or game sounds, four octaves. ; ; Variable volume. Internal speaker (in addition ; ; to audio th rough televis ion se t). ; ;
Memory : 8 or 16K bytes of Random Acces s Memory (RAM) is
included. The ATARI 800 Console may be expanded to 48K RAM with user-installed 8K or 16K ATARI Memory Modules. The 800 Console includes a lOK ROM Operating System. ROM may be expanded to 26K with user­installed Program Cartridges.
Keyboard: 57 full-stroke alphanumeric keys plus 4 function keys.
Upper/lower case. Inverse video. Full screen editing. Four way cursor control with 29 keystroke graphics.
I/O: Serial input/output port for simple connection to
peripherals. Four controller jacks for joystick and paddle controller and light pen.
Language : ATARI BASIC 8K ROM Program Cartridge included.
Display: Highest graphics resolution 320 x 192. 24 lines x 40
Power: AC step-down transformer. UL approved
characters. Three text modes.
Dimensions: 16 x 12.5 x 4.5 inches. 9.75 pounds.
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CHAPTER 2 - ATARI 400/800 COMPUTER CONSOLES INSTALLATION
2.1 INTRODUCTION
The following paragraphs provide instructions on unpacking, system set-up and check-out, adding peripheral devices,and repacking for shipment.
2.2 UNPACKING
The ATARI 400/800 Computer Systems are a series of components which function together with the user's television set to form a single computer system.
The basic system consists of the following:
Computer Console
TV Switch Box
AC Power Adapter
2 Instruction Manual
Operators Manual ATARI BASIC
Program Cartridge
ATARI Educational System ATAR I BAS IC La nguage
Ring Binder and Warranty Registration
Other configurations of the "basic" system are being put together at ATARI. Call or write ATARI for the latest information.
Remove the accessory tray from the packing box and check that it con­tains all of the standard compone nts, see above. Remove the Console with the foam end caps from the box. Remove the foam end caps and polyethylene bag from the console. Save all your ATARI Console pack­aging materials for repacking and storage. Inspect the Console and the accessories for any obvious shipping
WARNING!! Keep all polyethylene bags away from small children!
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damages. If damage is found, note it on the waybill and require the delivery agent to sign the waybill. Notify the transfer company imme­diately and submit a damage report to the transfer company. Be sure to save the packing material for the transfer company's inspection.
2.3 CONNECTING THE TV SWITCH BOX
The TV Switch Box is designed to be permanently attached to the user's television set and has an adhesive backing to hold it in place on a smooth clean surface.
Disconnect the present antenna leads from the VHF terminals on the back of the television set. Notice whether the antenna cable is the round, 75 Ohm variety with a screw-on connector or the flat, twin­lead 300 Ohm cable. Attach it to the matching 75 or 300 Ohm connector labeled ANTENNA on the side of the TV Switch Box.
Attach the short, flat, twin-lead 300 Ohm cable labeled TV on the bottom of the TV Switch Box to the VHF screw terminals on the television. If the television antenna is of the 300 Ohm variety, the TV Switch Box is installed.
If the television antenna is 75 Ohms, convert the television to accept the 300 Ohm signal from the TV Switch Box. Refer to Figure 2-1 for instructions on how to convert the television to 300 Ohm antenna input impedance.
When the COMPUTER - TV switch on the TV Switch Box is in the COMPUTER position the television receives the RF signals from the ATARI Com­puter Console. Tune the television to channel 2 or 3, whichever is weaker in your area. When the switch in the TV position, signals come from the television antenna.
NOTE
Federal Communications Commission Require that you:
Avoid using any longer twin-lead wire from the TV Switch Box to the
television than that supplied with the TV Switch Box.
Avoid connecting the twin-lead wire from the TV Switch Box to any
te levis ion antenna or cable TV outlet.
Avoid attaching loose wires to the antenna terminals when the ATARI
Personal Computer products.
Any of the above may cause interference to nearby television sets and is against Federal Communications Commission (FCC) regulat ions.
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Figure 2-1. Conversion to 300 Ohm Antenna Input Impedance
2.4 CONNECTING THE PROGRAM CASSETTE RECORDER
The ATARI 410 Program Cassette Recorder resembles an ordinary audio cassette recorder. Its playback and recording levels have been perma­nently set at the correct volume for use with the ATARI Computer Consoles.
Carefully unpack the Program Cassette Recorder from its container, careful to save all packing material for storage and shipment.
Plug the data cord (permanently attached to the recorder) into the jack labeled PERIPHERAL on the side panel of the ATARI Console, see Figure 2-2.
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NOTE
When the Program Cassette Recorder is used in conjun ction with other peripheral devices the Program Cassette Recorder has to be plugged into to the I/O Connector jack on the other peripheral device (daisy­chained).
Plug the recorder power cord into the jack labeled AC on the side of the recorder and into an ordinary wall socket.
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2.5 CONNECTING THE AC POWER ADAPTER
The AC Power Adapter supplies low voltage (9V AC) required by the Main Power Switch on the side of the the Consoles. Check to see that the computer consoles is OFF. Plug the AC Power Adapter into any 115 Vac outlet (ordinary house current). Plug the end of the AC Power Adapter cable into the jack labeled POWER IN on the side panel of the computer console, see Figure 2-2.
2.6 INSERTING PROGRAM CARTRIDGES
ATARI Program Cartridges contain programs that are permanently stored in a ROM within the cartridge. To insert a Program Cartridge open the Cartridge Door by depressing the lever marked PULL OPEN on either the 400 or 800 Consoles, see Figure 2-3. The door is held under tension and should spring open. Hold the cartridge with the label toward you so that it can be read. Push it firmly, straight down, into the slot. It will snap gently into place. Single cartridges should always be inserted in the left slot. They will be labeled LEFT CARTRIDGE on the end opposite the opening. Double cartridges will be labeled LEFT CAR­TRIDGE and RIGHT CARTRIDGE. Insert them in the correct slot.
NOTE
The cartridge door containa a power interlock. In order to preventdamageto the computer or the program cartridge, the power is turned of f whenever the cartridge door is opened.
When the Program Cartridge is in correctly, the cartridge door will close without touching the program cartridge.
2.7 CONNECTING TELEVISION MONITOR
The ATARI 800 Computer Console has the option of using a television Monitor without the standard RF input cable, contains a monitor jack, see Figure 2-2, which accepts the optional monitor cables available from ATARI. Refer to Chapter 1, para. 1.8, Optional Equipment for the model number of the monitor cables. Plug the monitor cable into both the Console and the television monitor.
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Figure 2-2. ATARI 400/800 Computer Consoles, Side View
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Figure 2-3. 400/800 Consoles, Cartridge Door Open
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2.8 CONNECTING THE ATARI 810 AND 815 DISK DRIVE
The ATARI 810 and 815 Disk Drives may be used with many combinations of ATARI devices. However, the ATARI 800 Computer Console with 16K (minimum) of RAM memory is required to operate the disk system. Up to four disk drives may be connected to the system at a time.
Setting up the Disk Drive
(Refer to Figure 2-4)
First verify that all switches (computer power and disk drive) are
OFF.
Plug AC Power Adapter into the wall plug, and its small plug into
the disk drive.
Plug one end of the CX 81 Data Cord furnished with the disk drive
into the plug labeled PERIPHERAL on the Console, and the other end into either of the I/O CONNECTOR jacks on the back of the disk drive unit.
Additional peripheral devices can be connected by using the unused
I/O CONNECTOR jack on the back of the disk drive.
If only one disk drive is to used, set the device code switch on
the back of the disk drive to position number 1. (See diagram on back of drive).
If more than one disk drive is to be used, the switches should be
appropriately set. Yo u may find it useful to label the disk drives by number for easy location of a particular unit.
NOTE
The device switch on each drive is normally set to 'position 1' before shipment.
2.9 CONNECTING THE ATARI 820 AND 822 PRINTER
The ATARI 820 and 822 Printers provide 40 column printouts for the A TARI 400 a nd 800 Personal Computer Systems.
Setting up the Printer
(Refer to Figure 2-5)
Plug the power cord (permanently connected to the printers) into a
110-115 Vac outlet (with the Power switch OFF).
Plug the CX81 Data Cord in the serial I/O port. labeled PERIPHERAL
on the Console, or if another peripheral is in use, into the jack labeled I/O CONNECTOR on that peripheral. Plug the data cord into either jack labeled I/O CONNECTOR on the printer.
Inspect the ribbon (model 820) and paper for proper positioning and
useability, refer to the operator' s manual for the individual printer.
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Figure 2-4. ATARI Disk Drive Cable Connections
CAUTION
Do not operate the printer without ribbon or paper or you may damage the printer mechanism.
2.10 USING THE ATARI 850 INTERFACE MODULE
The ATARI 850 Interface Module expands the interface capabilities o f the ATARI Personal Computer Systems. The interface module connects to the ATARI 400 and 800 Computer Consoles via an I/O CONNECTOR port (two provided) and has four EIA RS232C compatible ports, an 8-bit parallel output interface for connection to the ATARI 825 80 Column Printer. Any of the serial ports can be used with the ATARI 830 Acoustic Modem. Refer to Figure 2-6 when connecting each of the following devices.
2.10.1 Connecting the ATARI 850 Interface Module
The following steps detail the connection of the ATARI 850 Interface Module to the ATARI 400/ 80 0 Computer Consoles :
Verify that the Power switch is OFF.
Plug the AC Power Adapter into an AC outlet (wall plug. 115Vac
nominal) and then plug the other end into the power recepticle on the interface module.
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Figure 2-5. ATARI 40 Column Printer Cable Connections
Plug one end of the CX81 Data Cord provided into the plug labeled
PERIPHERAL on the Console~ and the other end into either of the jacks labeled I/O CONI~ECTOR on the side of the interface module.
Disk drives or other peripheral devices that normally plug into
the Console PERIPHERAL jack can now be plugged into the second I/O CONNECTOR port on the interface module.
Proceed with the connection of additionai peripheral devices before
applying power (Power switch ON) to the interface module.
2.10.2 Connecting the ATARI 825 Printer
The ATARI 825 Printer is an 80 column dot matrix printer that must be connected to the ATARI 850 Interface Module. The printer connects to the 8 bit parallel output interface port on the interface module using the CX86 Printer Cable. Connect the printer as follows: Check that the Power ON/OFF switch is in the OFF position.
Plug the CX86 Printer Cable into the parallel I/O port labeled
PARALLEL CONNECTOR on the interface module and the I/O CONNECTOR port on the back of the printer.
Plug the Power Cord into a wall outlet (115 Vac nominal).
Refer to ATARI 825 Operator's Manual for the proper power-up
procedures.
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Figure 2-6. ATARI 850 Interface Module Cable Diagram
2.10.3 Connecting the ATARI 830 Acoustic Modem
The ATARI 830 Acoustic Modem is a stand-alone acoustically coupled, frequency shift keying (FSK) modem. It must be connected to the ATARI 400/800 Computer Consoles with the ATARI 850 Interface Module.
Connect the acoustic modem as follows:
Check to see that the Power ON/OFF switch is in the OFF position.
Plug the CX87 Modem Cable into one of the RS232C Interface ports
on the ATARI 850 Interface Module, and into the I/O CONNECTOR port on the ATARI 830 Acoustic Modem.
Plug the AC Power Adapter into a wall outlet (115 Vac nominal) and
plug the power cable into the power receptacle on the acoustic modem.
Refer to the ATARI 830 Acoustic Modem Operator's Manual for
information on proper set-up and operation of the modem.
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CHAPTER 3 - SYSTEM OPERATION
3.1 INTRODUCTION
This chapter will cover the procedures required for system power-up, using the keyboard and screen editor functions, using Program Car­tridge system keys, operating the hand controllers, and operating the ATARI 410 Program Cassette Recorder.
3.2 SYSTEM POWER-UP
Two modes of system power-up exist for the ATARI 400/800 Personal Computer Systems; power-up with disk drives and power-up without disk drives. Before continuing with system power-up ensure that you have unpacked and set-up your system according to the instructions outlined in Chapter 2, System Installation.
3.2.1 System Power-Up Without Disk Drive
The following steps detail the procedures required to power-up an ATARI 400 or 800 Personal Computer System without an attached Floppy Disk Drive. These procedures assume that the system has been set-up according to the instructions contained in Chapter 2, System Installation.
Without Program Cartridge.
To power-up the system without a Program Cartridge requires only that the system be connected to all devices correctly, and the System Power-ON switch is set to ON. After a few seconds, the screen will display the "ATARI COMPUTER - MEMO PAD" logo. The Memo Pad Logo indicates that the system has run a self-test, with no failures, and is ready to accept information from the Keyboard.
With Proqram Cartridge.
To power-up the system with the Program Cartridge installed, requires only that the system be connected to all devices correctly, and the System Power-ON switch is set to ON. After a few seconds, the screen will display a prompt depending upon the Program Cartridge, ie., the BASIC Cartridge prompts you with a "READY" written on the screen. Some Program Cartridges might require you to press the START key or load a program from the Program Cassette Recorder. The screen display will prompt you with the correct action for you to take.
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Before 'loading' the program contained on the Program Cartridge the Console Operating System, contained in ROM, has already run a self test and found the system to be operating properly.
Anytime the Cartridge Door is raised to change the Program Cartridge or add/remove a cartridge, the system Interlock switch shuts off power to the Console. The power automatically returns when the door is shut, and the system repeats the power-up sequence (in the process clearing all information stored in RAM Memory).
3.2.2 System Power-Up With Disk Drive
The system power-up sequence with an attached Floppy Disk Drive requires more attention to following the exact sequence of instruc­tions. The following procedures assume that the system has been con­nected according to the instructions outlined in C hapter 2, System Installation.
Proceed as follows:
1. Connect the system devices according to the instructions outlined in Chapter 2.
2. Power-up the peripheral devices according to the instructions in their respective Operators Manuals.
3. When the Busy Light turns O FF, insert the Master Diskette (Disk
File Manager) into the Floppy Disk Drive no. 1, and close disk door.
4. If applicable insert the Program Cartridge in the Cartridge slot.
and close Cartridge door.
5. Set the System Power switch to ON. The system automatically
'boots' the program from the Master Diskette.
6. The prompt that appears on the screen will depend upon the Program Cartridge or lack of Program Cartridge. The BASIC Program Car­tridge will display the 'READY' prompt. Entering 'DOS' on the Keyboard will display the Disk Operating System Menu.
8. Once the Disk File Manager has been read from the Master Diskette, the Master Diskette can be removed from the Floppy Disk Drive. The program now resides in RAM memory.
3.3 KEYBOARD AND SCREEN EDITOR FUNCTIONS
The ATARI Personal Computer Keyboard, see Figure 3-1, closely resem­bles an ordinary typewriter, but has been designed with additional flexibility to provide the ATARI user with the most efficient set of symbols for each Computer Console application. In addition, each key has the capacity
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to be redefined by instructions from an individual - Program Cartridge or program.
The following paragraphs define the use and application of each of the keys.
Figure 3-1. The ATARI Keyboard
CAPS/LOWR - Pressing this key once, puts the Keyboard in the
uppercase/lowercase mode, requiring the use of the SHIFT key to get uppercase letters and special characters. Pressing the key once again, puts the Keyboard in the all uppercase mode.
SHIFT - Pressing either of the SHIFT keys and holding it down
(while in the lowercase mode) while pressing another key will produce the uppercase letters or the character shown on the upper half of the keytop on the actual keyboard. Figure 3-4 shows the characters that will be produced by the SHIFT and key combination
ATARI LOGO - The ATARI Logo key switches characters into inverse
video. Press it again to go back to normal display.
CTRL - The control key CTRL functions as a second type of shift.
When depressed in conjunction with another key a completely new set of graphics appears on the screen. Figure 3-2 shows what the combination of the CTRL key and other keys will produce on the screen.
ESC - The ESC (escape) key disab les the cursor control movements
and prints a graphic character on the screen instead. Figure 3-3 shows what the combination of the ESC key and o ther keys displays on the screen.
BREAK - The BREAK key interrupts the computer while it is busy
following instructions.
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Figure 3-2. Special Graphics Using the CTRL Key
RETURN - The RETURN key has three functions. First, if moves the
cursor to the left margin and down one line on the screen. Second, RETURN marks the end of a logical line for the computer. Third, RETURN activates the computer. The specific action taken depends on the software.
CLR-SET-TAB - This key operates much like the TAB key on a regular
typewriter. SHIFT and CLR-SET-TAB set a TAB stop at the cursor position. CTRL and CLR-SET-TAB clear the TAB stop u nder the cursor. CLR-SET-TAB by itself spaces the cursor over to the next TAB stop. This key operates on logical lines so you can tab at any position up to the 116 th character.
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Figure 3-3. Special Graphics Using the ESC Key
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Figure 3-4. SHIFT Keyboard and Key Combination
Screen Editinq Functions
SHIFT CLEAR or CTRL CLEAR - When held down simultaneously erases
all characters on the screen and moves the cursor to the home position at the upper left corner of the screen.
CTRL and the UP arrow, DOWN arrow, RIGHT arrow, LEFT arrow - These
cursor control functions move the cursor on the screen in the direction shown by the arrows on the keytops. When you move the cursor over a letter, that letter is shown in inverse video on the screen. When you move the cursor away from it using the cursor controls the letter is unchanged. If you put the cursor over a character, and then push another character key, the new character will replace the one previously shown.
SHIFT and INSERT - This combination of keys creates a space for a
new line by rnoving the logical line containing the cursor and all lines below it down one line. The information on the bottom line of the screen that is pushed off will be lost.
CTRL and INSERT - This combination of keys creates a space for a
new character by moving the character under the cursor to the right. The rest of the line also shifts to the right. The cursor remains on the space which is now available for the new character.
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DELETE BACK S - This key erases each character as the cursor moves back one space at a time. The whole line stays the same length.
SHIFT and DELETE BACK S - This combination of keys removes one whole logical line. If there are lines below the deleted line they will all move up one line leaving a new blank line at the bottom of the screen.
CTRL and DELETE BACK S - This combination erases the character under the cursor by moving all the characters to the right of the cursor one space to the left. The line becomes shorter.
3.4 PROGRAM CARTRIDGE SYSTEM KEYS
The four keys to the right of the Keyboard allow the operator to select different starting positions within a Program Cartridge. Each starting position is the beginning of a game or application stored within a single Program Cartridge.
Push SYSTEM RESET to stop the computer and restart from the beginning of a Program Cartridge. Push SELECT to see the initial screen at the beginning of the next game or application. Push OPTION to choose among the variations possible within a game or application. After you have made your choices with the SELECT and OPTION keys, push START to begin the action.
3.5 OPERATION OF HAND CONTROLLERS
Many of the Program Cartridges available from ATARI use the Hand Controllers to move images on the display screen. All hand controllers are identical and can plug into any of the Controller jacks on the front of the Consoles. Each Hand Controller has one button and eight possible stick positions. The "stick" or "paddle" can be moved in a 360 degree circle and can be used by the program to position the screen.
3.6 ATARI 410 PROGRAM CASSETTE RECORDER
The ATARI 410 Program Cassette Recorder resembles an ordinary audio cassette tape recorder. Its playback and recording levels have been permanently set at the correct volume for use with the ATARI Personal Computers. Set up the 410 Program Cassette Recorder according to the instructions contained in Chapter 2, System Installation.
3.6.1 Operation of the Program Recorder
The following steps explain the use of each of the control keys on the program recorder.
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Press STOP EJECT to open the cassette door and disengage the
cassette.
Insert a cassette into the aperture, with the tape surface toward
you and close door.
Press REWIND to move to the beginning of the tape (the tape will
stop automatically at end of tape, press STOP EJECT once to disengage REWIND).
Press the tape COUNTER reset button until the counter shows 000. As
the tape advances, this counter will show the approximate location on the cassette tape. Use this number to find programs stored in the middle of the tape. Before storing a program beyond the beginning of a tape, note the counter number for later reference.
Press ADVANCE to move tape forward to the location of a program
(indicated by the Tape Counter) if necessary, then press STOP EJECT.
Press PLAY to ready the recorder for starting signal from computer.
NOTE
Do not press the ADVANCE key while rewinding the cassette tape, also do not press the REWIND key while advancing tape, either action will stretch the casette tape.
3. 6. 2 Transfer a Program to Cassette Tape
The following steps detail the procedures required to transfer pro­grams from the Computer Console RAM memory to the Program Recorder cassette tape. (Refer to the BASIC Reference Manual for additional command information):
1. Insert a blank cassette tape into the Program Recorder with the
recording surface toward you and the label so that it can be read. (Side one of the cassette tape will now be recorded on, to record on side two of the cassette tape, turn tape over and reinsert).
2. Press REWIND and wait until the tape stops.
3. Press the Tape Counter Reset button until it reads 000.
4. Press STOP EJECT once (not hard enough to eject tape).
5. On the Computer Console Keyboard type: CSAVE, RETURN. You will
hear two beeps.
6. Press RECORD and PLAY simultaneously on the Program Cassette
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Recorder. Now press RETURN on the keyboard again. A series of tones indicates that the Program Recorder is under control of the Computer. The Program Recorder will erase the beginning of the tape surface for approximately eighteen seconds, and copy the pro­gram from RAM onto the cassette tape, then stop.
7. To record more than one program on a cassette tape repeat steps 5
and 6 until all programs are recorded. Be sure to record the starting tape counter number for each of the programs recorded.
NOTE
It is good programming technique to create a backup cassette tape for each of your recorded cassette tapes.
8. Press STOP EJECT on the Program Recorder.
3.6.3 Transfer a Program from Tape to Computer
The following steps detail the procedures required to transfer a pro­gram recorded on a cassette tape to the RAM memory of a Computer Con­sole.
1. Insert the prerecorded cassette tape into the Program Recorder
with the recording surface toward the front and the label so that it can be read.
2. Press REWIND and wait until the tape stops.
3. Press STOP EJECT once (not hard enough to eject cassette).
4. Press the Tape Counter Reset button until it reads 000.
5. Use the ADVANCE key to position the cassette tape at the beginning of the stored program (refer to record you made in step 7, above).
6. On the Computer Console keyboard type: CLOAD and press RETURN. You will hear one beep.
7. Press PLAY on the Program Recorder. Then press RETURN on the key-
board. A series of tones from the computer indicates that the program is being transferred.
8. When the tape stops, the program has been transferred from the
cassette tape to the computer.
9. Press STOP EJECT on the Program Recorder.
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CHAPTER 4. FUNCTIONAL DESCRIPTION
4.1 INTRODUCTION
The following paragraphs provide a fuctional block diagram discussion of the ATARI 400 and 800 Computer Console Systems. The first paragraphs will describe the overall system, using a simple block diagram discussion of the major fuctional modules. Later sections provide a more detailed discussion of each of these major functional modules.
For greatest convenience, all the Figures referred to in this Chapter have been placed together at the end of the Chapter.
4.2 The ATARI 400 and 800 Computer Console Systems
The ATARI 400 and 800 Computer Consoles are made up of seven major functional modules. Refer to Figure 4.1.
Motherboard
CPU Printed Circuit Board
ROM Personality Printed Circuit Board (Operation System)
RAM Memory Printed Circuit Board
Keyboard
Power Supply
Program Cartridges
The printed circuit boards plug into sockets on the Motherboard, utilizing a common Address Bus, Data Bus, and clock lines. The various power requirements are routed from the Power Supply through the Motherhoard to all the printed circuit boards. The Keyboard connects directly to the Motherhoard through a ribbon oonnector. The sixteen-Line Address bus (AO-A15) allows the microprocessor to directly address 65,536 (64K) memory locations. The eight line Data bus (DO-D7) provides the communication and data path beween the various functional modules.
4.2.1 Motherboard
The Motherboard perfoms the function of tying together all the various components of the computer system, as well as performing a variety of logic fumctions. All printed circuit boards, (pcb) and connector cables plug into the Motherboard to allow communication between the functional blocks of the 400 and 800 Computer Consoles. The Motheraoard also does the following:
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Generates 3.58 MHz Master Clock for the CPU printed circuit
board.
Generates Power-On Reset for the CPU printed circuit board.
Performs parallel/serial data conversion between the CPU
printed circuit board and the peripherals.
Provides driving circuitry for the Key-Press signal from the
CPU printed circuit board to the Console Speaker.
Converts signals from the various hand controllers into
recognizable data for the microprocessor.
Buffers and drives the data lines between the CPU printed
circuit board, the RAM Memory pcb(s), and the remainder of the system.
Performs the first Memory Map decoding of the possible 64K
address locations to 8K blocks for the microprocessor.
Generates control signals for the peripheral devices.
Receives video data from the CPU printed circuit board,
converts it to a composite video and routes it to the Power Supply pcb.
Combines the sound from the computer system and the audio
track of prerecorded cassettes.
Develops the sound subcarrier for the television audio as
part of the composite video.
4.2.2 Central Processing Unit
The Central Processing Unit (CPU) printed circuit board (pcb) performs the function of controller for the entire Console system. The CPU pcb contains the 6502 Microprocessor, the ANTIC chip (a specialized microprocessor) and the CTIA chip, which generates the video signals for the system. The CPU pcb controls the Console system and its peripheral devices through address lines (to select which device it needs to communicate with) and data lines (to transmit or receive data from a selected device) common to the entire system. Operating instructions for the microprocessor come from the ROM Operating System on the Personality pcb. Additional functions of the CPU pcb are:
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Receives Master Clock from Motherboard and generates Phase 1 (Φ1
or Ph 1) and Phase 2 (Φ2 or Ph 2) clocks used to synchronize the entire system.
Transmits "Refresh" signal at least every 2 milliseconds to refresh
the dynamic RAM memory chips on the RAM Memory pcb.
Receives the four "trigger" lines from the fire button of the hand
controller accessories.
Receives the lines from the four control switches to the right of
the Keyboard:
Option - Selects a variation of the Program Cartridge
Select - Selects a different portion of the Program Cartridge
Start - Starts a program (usually on the Program Cartridge)
System Reset - Resets the system
Generates video signals to be processed by the Motherboard before
being sent to R.F. Module on the Power Supply pcb.
4.2.3. ROM Personality pcb
The ROM Personality pcb contains in read-only memory (ROM), the program of operating instructions for the microprocessor. Two 4K ROMs contain the Operating System, and one 2K ROM contains arithmetic functions for use with BASIC programming. Information is retreived from the ROMs by addressing a particular location on the ROM using the Address bus. The data contained in that location is placeed on the Data Bus to be read by the microprocessor.
The ROM Personality pcb also provides the Chip Select signals used to select the various LSI chips throughout the Console system and for the bidirectional data buffers on the Motherboard.
4.2.4 RAM pcb
The RAM (Random Access or Read/Write Memory) pcb performs the function of temporary data storage for the System. The RAM is dynamic RAM, requiring refresh, and comes in 8K or 16K versions.
Each RAM chip on the RAM pcb has only seven address lines. To address 16K separate locations requires fourteen address lines. To accomplish this, a fourteen-bit address is sent to the address demultiplexer, which first passes the lower seven bits to the RAM chips as a Row Address.
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After an appropriate delay, the highest seven bits are passed as a Column Address. Data is then either put in or taken out of the location selected. Direction of data flow is determined by the Read/Write line. Refresh occurs at least every 2 milliseconds. The refresh signal is generated on the CPU printed circuit board.
4.2.5 Keyboard
The keyboard generates alphanumeric characters as well as special graphic symbols. The keyboard allows the operator to communicate with the Console system for writing programs or responding to preprogrammed cassettes or cartridges. The keyboard consists of fifty-seven normally open switches. They are scanned at a rapid rate and when a switch is found closed, that scan pattern is sent to the microprocessor for encoding.
4.2.6 Power Supply
The Power Supply printed circuit board receives 9 Vac from an external power adapter (transformer) and provides +5 Vdc, +12 Vdc, and -5 Vdc for the Console system. The Power ON/OFF switch is mounted on the Power Supply pcb and removes input power by opening the 9 Vac line. An additional interlock switch removes power from the system when the operator opens the top panel to install or remove Program Cartridges.
The RF Module also resides on the Power Supply pcb. The RF Module generates the RF output for the video screen from the composite video signals received from the Motherboard, and is switchable to television channel 2 or 3.
Voltages: +5 Vdc A - Supply voltage for the logic pcbs +5 Vdc B - Specially filtered for the video circuitry +12 Vdc and -5 Vdc - Supply voltage for the dynamic RAM memory chips
4.2.7 Program Cartridge
The Program Cartridge performs the function of permanently storing the microprocessor instructions for a particular application, e.g., a game or
check book balancing program. It consists of two 4K ROM chips mounted on an enclosed printed circuit board. Information is retreived from the ROM chips by addressing the memory locations assigned to the Program Cartridge slot(s). The data in the memory locations is then placed on the Data bus lines.
4.3 FUNCTIONAL BLOCK DIAGRAM DISCUSSION
The following paragraphs provide a detailed functional block diagram discussion of the 400 and 800 Console Systems.
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4.3.1 Central Processing Unit Board (CPU Board)
The Central Processing Unit (CPU) pcb contains the 6502 CPU (or MPU) CHIP (A303), the CTIA chip (A301), the ANTIC chip (A302), tri-state address buffers (Z303 & Z304), and the Clock Generator (Z302A and Z302B). See Figures 4-2 and 4-3.
CPU 6502 Integrated Circuit. The 6502 microprocessor contains registers flags, interconnections, arithmetic logic, and control logic which recognize operation codes. The salient characteristics of the 6502 microprocessor are summarized as follows:
Byte-oriented structure
151 opcodesDecimal or binary arithmetic modes
Seven addressing modes
True indexing
Stack pointer
Two interrupt levels
64K address range
Integral clock circuit
Single 5-volt dc power requirement
Figure 4-3 shows pin assignment of the 6502 microprocessor. The functions of the pins are given below.
AB0-AB15 Address Bus.
The Address Bus signals on the 6502 MPU are push-pull drivers capable of driving one standard TTL load and 130 picofarads of capacitance. The address placed on the Address Bus is determined by the Program Counter in the 6502 MPU or a stored address in RAM memory, specified by the program instruction. The ANTIC chip also puts addresses on the system Address Bus, sharing control of the bus with the 6502 MPU.
DB0-DB7 Data Bus. Pins 26 through 33 are connected to the bidirectional Data Bus. Each of these pins is connected to both an input and an output buffer. The output buffer is in three-state high impedance (isolated) condition except when data transfer out takes place. All data transfers take place during the Phase 2 clock pulse. During Phase 1 the Data Bus is in the isolated high impedance condition. The Data Bus output buffer is a push-pull driver, like the Address Bus driver, and is capable of driving a TTL load. The data on this bus from an external support chip must be stable before the end of the Phase 2 clock pulse.
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R/W Read/Write. The R/W Line allows the microprocessor to control the direction of data transfer among system components. When the voltage level is high the R/W line is reading from the Data Bus into the microprocessor. When the voltage level is low it is commanding an external device to write the present contents of the Data Bus into a peripheral support chip or memory. All transitions on this line occur during Phase 1, which allows control of data transfers during Phase
2.
RDY - Ready.
The RDY input permits delay of execution of any machine cycle during which the RDY line is held low. If the Ready (RDY) line goes from high to low during a Write cycle the processor will execute that cycle and will stop in the next Read cycle.
SYNC - Synchronzing Signal.
The SYNC signal is an output signal produced when the 6502 microprocessor is fetching an opcode. This line goes high during Phase 1, and stays high for the remainder of the cycle. If the RDY line is pulled low during Phase 1 of a SYNC high cycle, single-step operation of the 6502 microprocessor can be achieved.
SO - Set Overflow.
The SO line is an output line that sets the Overflow bit in the Status Register. The Overflow bit is set to a logic one {high) on a high to low transition on this pin.
RES - Reset.
The Reset line is used to initialize the microprocessor during power-up. As the Power Supply is turned on the RES line is held low, resetting internal registers. When the line goes high the processor will delay six Phase 1 to Phase 2 cycles. After the RES delay the processor will fetch instructions from memory locations FFFC and FFFD.
NMI - Non-maskable Interrupt.
The Non Maskable Interrupt (NMI) input interrupts the processor after it has completed the instruction being executed when the NMI line was pulled low. The NMI interrupt cannot be masked by the processor to prevent recognition of this interrupt. The processor will not detect another NMI until this line has gone high and then back to low. The NMI signal must be low for at least two clock cycles in order to be recognized. The following steps take place when an NMI signal is recognized:
The values in the Program Counter and the processor Status register
are pushed on the stack into three successive locations determined by the value of the stack pointer when NMI is detected.
Locations FFFA and FFFB will be read to vector the processor to a
subroutine to handle the interrupt.
The Interrupt mask in the processor Status register is set to a
one, disallowing a maskable interrupt.
The microprocessor will be returned to its original condition upon reading a RTI instruction in the interrupt handler subroutine.
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IRQ - Interrupt Request. The IRQ request input is similar to the NMI signal. Unlike the NMI signal, the IRQ input can be controlled by bit 2 of the Program Status register, the interrupt mask bit {I). If the flag bit I is a logic one, signals on the IRQ input will be disregarded. The IRQ line is level-sensitive, not edge-sensitive. The processor will be interrupted as long the flag bit I is low and IRQ is low. The processor performs the same steps as an NMI operation, with different locations for the vector address (FFFE and FFFF). The processor will be returned to its original condition upon reading a RTI instruction in the interrupt handler subroutine.
ANTIC and CTIA Integrated Circuits.
The primary function of the ANTIC integrated circuit is to fetch data from memory, independent of the processor, for display on the video screen. Direct Memory Access (DMA), is used by the ANTIC chip to retreive data from memory. The ANTIC chip requests the use of the Address Bus and the Data Bus by sending a HALT signal to the microprocessor, causing the processor to become "Tri-State" during the next computer cycle. The ANTIC then addresses and reads from memory the data for placement on the video screen. Once initiated, the DMA is completely and automatically controlled by the ANTIC chip without need for further microprocessor intervention.
In addition to the display DMA, the ANTIC chip also generates DMA addresses for the refresh (REF signal) of the system dynamic RAM memory. The ANTIC chip steals cycles from the 6502 processor to do memory refresh and fetch graphics data when needed. Each byte of data fetched from memory requires one machine cycle. Memory refresh takes nine cycles out of every video display line, unless pre-empted by a high resolution graphics mode. Memory refresh continues during vertical blank. Once memory refresh starts on a line, it occurs every four cycles unless pre-empted by DMA.
Graphics data retreived from memory, via the ANTIC DMA process, is routed to the CTIA graphics registers. A color-luminance register is contained on the CTIA chip and as the serial graphic data passes through the CTIA chip it is "impressed" with color and luminance values contained in these registers, before being sent to the video display. Priority is assigned to all objects by the CTIA chip before the serial graphics data is sent to the video display.
4.3.2 Motherboard Console System (400)
The 400 Console Motherboard contains the POKEY chip (A101), the PIA chip (A102), the ROM Personality chips (A103, A104, A105), the Keyboard Key-In/Key-Out analog multiplexers, the Memory Map Decoder (Z103), the controller jacks (J101 through J104), the CPU connector jack (J110), and the Keyboard connector jack (J105). See Figures 4-4 and 4-5.
ATARI Personal Computers 4-7 POKEY Integrated Circuit
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The POKEY integrated circuit provides the interface between the Keyboard, Serial I/O ports, and the microprocessor. Also contained within the chip are four semi-independent audio channels, each with its own f requency, noise, and volume control. Figure 4-6 shows pin assignments of the POKEY chip, and the functions of the pins are given below.
D0 - D7 Data Bus. The Data Bus lines (8 bits) are used to input and output information between the POKEY chip and the microprocessor. The Data Bus lines are routed to the processor through bidirectional tristate buffers.
CS0 Chip Select.
This signal originates on the ROM Personality pcb, and is used by the microprocessor to select the POKEY chip. The POKEY chip is selected when this line goes low.
AUD Audio Signąl.
Four sound registers are located in the POKEY chip.
The output of these registers are used to develop the audio signal.
A0 - A3 Address Bus.
These address lines are used in conjunction with
the Chip Select (CS0) line to address parts of the POKEY chip.
KR2.
This input line is held low during the selection of certain keys. The keys that take this line to an active low are the Break, Control, and both shift keys.
KR1.
This line goes low to indicate that a key has been found depressed during a Keyboard scan. The value on pins K0 - K5 when KR1 goes low is sent to the microprocessor to determine the key depressed.
K0 - K5. The value on these pins increments as the Keyboard is scanned.
The value indicates a Keyboard key position.
P0 - P7.
Two lines correspond to each of the four connector ports on the front of the Console. Each line is an analog input into the POKEY chip which converts this analog signal into an eight-bit binary code.
R/W - Read/Write.
When R/W goes low (logic0) data is transferred from the microprocessor Write operation) to the POKEY chip. When R/W goes high (logic 1) data is transferred from the POKEY chip (Read operation) to the microprocessor.
Ph 2 or Φ2 - Clock Input.
Phase 2 of Master Clock is used by the
Pokey chip to generate its own internal timing.
SID - Serial Input Data.
Serial Data from devices such as the Program
Recorder and the Floppy Disk Drive are input on this line.
SOD - Serial Output Data.
Data is output serially to peripheral
devices on this line.
4-8 System Service Manual
Clocks OCLK and BCLK.
These clocks are used as timing control signals
for the input and output of data.
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IRQ Interrupt Request. The Interrupt Request line is used by the POKEY chip to initiate communication with the microprocessor. Setting this line low interrupts the processor and forces the processor to service the POKEY chip.
Peripheral Interface Adapter (PIA).
The Peripheral Interface Adapter (6520) has two 8-bit programmable I/O ports and two controller bits for each port, for a total of ten lines per port. The two control lines for each port are used to accomplish the handshaking during the exchange of data on the eight data Iines. The external output lines are described in the following paragraphs :
D0-D7, Data Bus. The eight-bit bidirectional Data Bus transfers data to the PIA chip during an input operation, and to the peripheral ports A and B during an output operation.
PA0-PA7, Port A Lines.
The eight-bit peripheral port A lines are
programmed lines which can serve both input and output operations. The data direction register determines the direction data is transferred. A logic 1 (high) at pin CA2 specifies an output operation and a logic 0 (low)specifies an input operation.
PB0-PB7, Port B Lines. The eight-bit peripheral port B lines are
programmed lines which can serve both input and output operations. The data direction register determines the direction of data transfer. A logic 1 (high) at pin CB2 specifies an output operation and a logic 0 (low) specifies an input operation.
VCC, VSS.
VCC is the +5V dc supply, and VSS is ground for the
integrated circuit. Ph 2 or Φ2 - Phase 2 Clock.
This signal is the Phase 2 clock signal generated at the microprocessor. It is used to synchronize operations using the Data Bus.
RSO, RS1 - Register Select.
The two Register Select lines, along with bit 2 of the Control Register and R/W bit, determine the data path and function. Selection combinations are shown in Table 4-1.
R/W - Read/Write.
This line is high for a Read operation and goes low for a Write operation. R/W, together with 2, RS, and CS control the operation of the PIA chip.
CS0, CS1, CS2 - Chip Selects.
These inputs are used to select the PIA
chip. CS0 and CS1 must be high and CS2 low in order to select the PIA chip.
ATARI Personal Computers 4-9
Table 4-1. PIA Register Selection and Function
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RS0
0
0
0
0
RS1 RwW CRA2 CRB2
0
0
0
1
X
0
1
X
0
1
1
X
X
X
X
X
Function
Read or Write Data Direction Register A
Write into Peripheral interface Register A
Read from A-side input pins PA0 ­PA7
Read or Write Control Register A
1
1
1
1
0
0
0
1
0
X
1
X
X
X
X
X
1
0
1
X
Write into Peripheral Interface Register B
Read or Write Data Direction Register B
Read from B-side input pins PB0­PB7
Read or Write Control Register B
IRQA - IRQB Interrupt Requests.
These lines connect to the microprocessor IRQ line to provide interrupt requests. The IRQ lines are open-collector so that several can be connected together to the same input. When the PIA chip wants to communicate with the microprocessor this line is set low. Control of the IRQ lines is determined by the Control Registers A and B.
CA1 - CA2 Control lines.
CAl and CA2 are the control lines for the peripheral devices. CA1 is an input interrupt only from an I/O device. The interrupt can be set by a negative or positive transition of the input signal as determined by the Control Register A. Setting the interrupt request line IRQA by CA1 is also controlled by CRA. CA2 can be used either as an input or output control line. In one output mode CA2 generates a pulse each time data is read by the processor. The pulse can be used to input sequential data. In a second output mode CA2 is used in conjunction with CA1 to provide the "handshake" between the microprocessor and the peripheral device. The CA1 input is used to interrupt the microprocessor to indicate that data from a peripheral device is available. When the processor has finished reading the available data the CA2 output line is set low to signal the peripheral device that new data can be made available.
4-10 System Service Manual CB1, CB2 Control Lines.
CB1 and CB2 are peripheral device control lines. CB1 is used as an input control line only. CB1 control line can set IRQB on a negative or positive transistion as determined by
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Control Register B. CB2 can operate both as an input or output control line. CB2 can be used in conjunction with CB1 to provide the "handshake" between the microprocessor and a peripheral device. Each time the microprocessor writes data to the PIA output register, CA2 control line is set high to signal the peripheral device. When the data is read by the peripheral device it signals the microprocessor by setting CB1 control line high.
RESET. Setting this line low resets all the registers in the PIA. It also inhibits false outputs on the Port or Data Lines.
Input/Output Data Transfers.
The following paragraphs detail the procedures involved in typical Input/Output operations.
Transfer of data to a peripheral device is performed by first writing data to the PIA. The data is then put on the peripheral output line for use by the peripheral device. The "handshake" procedure for the output of data to a peripheral device is as follows:
1) The microprocessor signals the peripheral device that data isavailable on the Data Out line (SOD) by setting the CA1 control line high.
2) The peripheral device reads the data and signals the microprocessor that the data has been read by setting the CB 1 control line high.
3) The microprocessor can either make new data available to the peripheral device, and the cycle would be repeated, or the transfer of data can be terminated.
The peripheral input port on the PIA chip is used to transfer data to the microprocessor. The data from the peripheral device is made available on the input Data Bus.
1) The "handshake" procedure for the transfer of data from a peripheral device to the input port is as follows:
2) The CA1 line goes high to interrupt the microprocessor to indicate that data is available on the peripheral I/O port.The microprocessor reads the data on the input data line (SID) on the POKEY chip.
3) When the microprocessor has finished reading the available data it signals the peripheral device by setting the CS2 line low.
ATARI Personal Computers 4-11
4.3.2.3 Key-IN Key-OUT Integrated Circuits.
These two 4051 (Z101 and
Z102) integrated circuits are used to scan the Keyboard for input
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data on the 400 and 800 Computer Consoles. The 4051 integrated circuits are analog multiplexers controlled by the input lines A, B, C and X. A binary count between 0 and 7 is applied to the input lines A, B, and C (pins 9, 10, and 11) to select one of the output lines, XO - X7. The eight possible inputs on each 4051 chip allows a maximum of 64 keys to be scanned (the 400 and 800 keyboards both contain 57 keys). When a key is scanned and found depressed, the output line X (pin 3) goes low to signal the POKEY chip to stop the count. The value present on lines K0 through K5 of the POKEY chip is sent to the microprocessor. The microprocessor uses a "look-up" table to determine the Keyboard character depressed.
4.3.2.4 Memory Map Decoder. (Z103) on the 400 Motherboard is a one-of-ten decoder. Four input lines (pins 12, 13, 14, and 15) determine which output line is selected. The 400 Console only uses three of the input lines (pin 12 being grounded) for a total of eight selected output lines (S0 - S7). Refer to Table 4-2 for the line selected for each input combination. TABLE 4-2. Memory Map Select Lines
Signal/Pin GND12 A15/13 A14/14 A13/15
L
L
L
L
L
L
L
L
L
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4.3.2.5 I/O Decoder. The I/O Decoder integrated circuit (Z105) is a one-of-eight decoder/demultiplexer. The I/O Decoder is used to select
L
L
L
L
H
H
H
H
H
L
L
H
H
L
L
H
H
H
L
H
L
H
L
H
L
L
H
The Memory Map Decoder integrated circuit
Active line
1 - S0
2 - S1
3 - S2
4 - S3
5 - S4
6 - S5
7 - S6
7 - S6
9 - S7
Device
8K RAM
8K RAM
8K RAM
8K RAM
8K RAM/CARTRIDGE L, R
8K RAM/CARTRIDGE L
2K ROM
I/O DECODER (Z105)
4K ROM "E" and "F"
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the different output devices, such as PIA chip, POKEY chip and the CTIA chip. Only four of the possible output selections are used. ( See Table 4-
3. ) The I/O Decoder is enabled by inputs on pins 4, 5, and 6; pin 4 input coming from the Memory Map Decoder (S6); pin 5 input coming the Address Bus and pin 6 input coming from the Chip Select (CS) line. The Binary Decode is provided by the Address Bus (A08, A09 and A10).
Table 4-3. I/O Decoder Select Lines
Enable/Pin Binary Decode A 1 2 6
H
H
H
H
H
H
A 1 1 5
L
L
L
L
L
L
S 6 4
L
L
L
L
L
L
A 1 0 3
L
L
L
L
H
H
A 9 2
L
L
H
H
L
L
A 8 1
L
H
L
H
L
H
Active Pin
Y0 - 15
Y1 - 14
Y2 - 13
Y3 - 12
Y4 - 11
Y5 - 10
Y6 - 9
Device Selected
CTIA
Not Used
POKEY
PIA
Not Used
External Select
Not Used
Y7 - 8
ATARI Personal Computers 4-13
4.3.3 Motherboard Console System (800)
Not Used
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The 800 Console Motherboard contains the POKEY chip (A101), the PIA chip (A102), the Keyboard Key-In/Key-Out analog multiplexers (Z103 and Z104), the I/O Decoder (Z101), Bidirectional Data Buffers (Z105 and Z106), the
controller jacks (J101 through J104), the Keyboard connector jack (J106), the left and right Program Cartridge jacks (J108 and J109), the CPU connector jack (J101), the ROM Personality connector jack (J107), and the
RAM Memory connector jacks (J102, J103, and J104). See Figures 4-7 and 4-8.
Refer to the descriptions provided in paragraph 4.3.2, Console Motherboard (400), for items similar in both the 400 and 800 Console Motherboards. The following paragraphs will describe those items unique to the 800 Console Motherboard.
4.3.3.1 Bidirectional Data Buffer The Bidirectional Data Buffers (Z105 and Z106) are 74LS243 quad
transceivers, commonly referred to as tristate buffers. Tristate refers to the three states that can occur in the device; the first state, pin 1
going high and pin 13 staying low, allows data to flow through the data buffer in the direction of the CPU; the second state, pin 13 going high and pin 1 staying low, allows data to flow through the data buffer in the direction of the POKEY chip, the PIA chip and the Personality pcb; the third state, with pin 1 and pin 13 both staying low, creates a high impedance condition in the data buffers and allows other devices to transmit data on the Data Bus lines. This high impedance state also isolates the CPU and the RAM pcbs from noise generated from a device using the Data Bus lines.
4.3.3.2 I/O Decoder The I/O Decoder integrated circuit (Z1010) is a one-of-eight
decoder/demultiplexer. Refer to the description provided in Section
4.3.2. The I/O Decoder is the same in the 400 and 800, but is labeled Z101 in the 800 console and Z105 in the 400 Console.
4.3.3.3 Composite Video The 400 and 800 Motherboards route the Composite video signals (COMP
CHROMA, COMP LUM, MOD, and COMP VIDEO) to the Power Supply to build the RF video output.
4.3.4 ROM Personality Board The ROM Personality printed circuit board plugs into connector jack
J107 and occupies memory Iocations D800 through FFFF. The Personality board contains the operating system on three ROM chips, two 4K chips and one 2K chip ( See Figures 4-9 and 4-10). The two 4K ROM chips
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(A401 and A403) contain the I/O subsystem, interrupt processing, initialization, Power-Up and Reset. The 2K ROM chip (A402) contains the floating point arithmetic package. I/O Subsystem.
The I/O subsystem contained in the ROM Operating System provides a high-level interface between the user programs and the Console and peripheral hardware. All peripheral devices capable of dealing with character data have symbolic names (such as K, D, P, E) and may be accessed using a Central I/O (CIO) routine. Interrup
t Processing. All hardware interrupts are handled by the interrupt subsystem in the Operating System. Vectored addresses contained in RAM memory point to subroutines in ROM to handle each type of interrupt. Initialization. There are two levels of initialization provided by the system, Power-Up and Reset. Power-Up initialization is performed each time the system power is turned on, and Reset initialization is performed each time the Reset key is pressed.
Whenever system power is turned on, the Operating System examines and notes the configuration of the unit. The Operating System performs the following actions at Power-Up:
Determines the highest RAM address
Clears all RAM to zeroes
Establishes all RAM interrupt vectors
Initializes the ROM Cartridges
Sets-up the video screen (24 x 40 text mode)
Boots the cassette if desired
Checks ROM Cartridge for disk boot instructions
Boots the disk if desired and a disk drive is attached
Transfers control to the ROM cartridge, booted program, or
"blackboard" program.
Whenever the Reset key is pressed, the Operating System performs some, but not all, of the functions performed at Power-Up. The Operating System performs the following actions after the Reset key is pressed:
Clears the Operating System portion of RAM memory
Re-establishes all RAM interrupt vectors
Formats the Handler Address table
Initializes the ROM Cartridges
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Sets-Up the video screen for 24 x 40 text mode
Transfers control to the ROM Cartridge, booted program, or
"blackboard" program
The remaining 2K of Operating System ROM is a floating point program which is not used by the other parts of the Operating System itself, but is available to non-resident programs such as BASIC, Calculator, Pascal, etc. The floating point numbers are stored as ten BCD digits of mantissa plus a one-byte exponent. The following routines are among those found in the ROM program:
ASCII to floating point and floating point to ASCII conversion
Integer to floating point and floating point to integer conversion
Floating point add, subtract, multiply, and divide
Floating point log, exponent, and polynomial evaluation
Floating point number clear, load, store and move
4.3.5 RAM Memory Boards
The ATARI 400 and 800 Computers come equipped with either 8K or 16K RAM memory boards. The 8K and 16K RAM memory boards are the same except for the 8K or 16K ememory chips and the addition of connector jumpers on the 8K RAM memory boards. (See Figures 4-11, 4-12, 4-13, and 4-14.) To address 8K of memory requires thirteen bits, and to address 16K of memory requires fourteen bits. The 8K RAM Memory board contains jumpers that are connected depending upon which RAM chip is installed on the board. The jumper makes up one bit of the thirteen­bit address. Figure 4-12 contains a jumper table detailing which connection to make for each type of RAM memory chip.
4.3.6 Power Supply
The 400 and 800 Power Supply have identical circuitry, with a few exceptions. (See Figures 4-15 through 4-18). The Console Power Supplies receive 9Vac (J204 and J206, 400 and 800 respectively) from the external power adapter (transformer) and provides +5Vdc, +12Vdc, and -5Vdc for the Console. Both the 400 and 800 Power Supplies have two power ON/OFF switches, S202 and S203 for the 400 Console, and S201 and S202 for the 800 Console. S202 and S201, respectively, are Power Interlock switches. Whenever the Program Cartridge door is opened the Power Interlock switch removes power from the system.
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The RF signal is generated in both the 400 and 800 Power Supplies from the MOD signal received from the Motherboard. It is routed through the A203 integrated circuit to develop the RF output (J203).
A peripheral connector jack, J202 for the 400 Console and J204 for the 800 Console, provides the serial data-in/data-out port for the system. Devices are ”daisy chained” together from this one output port. Each peripheral device is identified by a unique address, enabling all devices to reside on one output port.
Also contained on the 800 Power Supply board is the Monitor connector jack (J205). Present at J205 is the Composite video signals to drive a video monitor. The 800 Power Supply board also contains switches S204 through S207. These switches are the System Reset, Option Select, Game Select, and Game Start, respectively.
4.3.7 ROM Cartridge
The ATARI ROM Cartridge contains two ROM chips designed to provide a specific program application. See Figures 4-19 and 4-20. The 6502 microprocessor reads the information contained within the ROM chips by addressing memory locations BFFF through 8000. When the ROM Cartridges are inserted in the Motherboard they disable the RAM Memory address locations 8000 to BFFF, in 8K increments. The "left" ROM Cartridge overlays memory locations A000 to BFFF, and the "right" ROM Cartridge overlays locations 8000 to 9FFF.
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CHAPTER 5 - MAINTENANCE
5.1 INTRODUCTION
The following paragraphs provide instructions on the proper care and maintenance of the 400/800 Consoles. Included will be a section on preventive maintenance, covering normal cleaning and inspection; a section on troubleshooting the 400/800 Consoles to detect an error causing component; and a section containing disassembly and assembly instructions.
NOTE
Printed circuit boards containing integrated circuits can be damaged by static charges in their plastic packaging or by handling in normal work environments. It is necessary to establish a static free work station. A work station for assembling static­sensitive materials should consist of an anti-stat poly table cover that is grounded to the metal on the table. In addition, the worker at the station should also be grounded, with a wrist strap, to the metal portion of the table. Note that the wrist grounding straps affect only the body of the service person, not the clothing. Therefore, short sleeves are preferred. If long sleeves are worn, they should be covered by an antistat gauntlet.
On static-sensitive work surfaces, all plastics except anti-static ones should be forbidden. Vinyl or mylar shop carriers pulled from a stack and laid casually on a board can destroy it. Styrene desoldering devices generate large static charges, particularly when triggered. Practically all plastic and plastic related materials generate tremendous charges and should not be permitted in the same room where static-sensitive devices are being assembled or stored.
5.2 PREVENTIVE MAINTENANCE
Preventive maintenance on both the 400 and 800 Computer Consoles con­sists of maintaining a dust free environment for the Consoles when not being used (wrapped in packaging material) and cleaning and lubricating the printed circuit board (PCB) contacts.
Many of the troubles encountered with both the 400 and 800 Consoles consist of loose or corroded contacts on both the CPU and memory (ROM and RAM) printed circuit boards.
ATARI Personal Computers 5-1
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5.2.1 PCB Contact Cleaning and Lubrication
The following steps detail the procedures required to clean and lubricate the PCB contacts on the CPU and memory PCBs once they have been removed from the motherboard. Refer to paragraphs 5.5 and 5.6 for disassembly instructions and paragraphs 5.7 and 5.8 for assembly instructions.
Tools Required
o Board C leaning B rush o Lubriplate (DS-ES Lubricant) o ZEP Safety Solvent or Isopropyl Alcohol o Dust Free Cloth o Acid Brush
Procedure
1. Inspect the PCB contacts for flux, dirt, foreign material and
deeply serated contact fingers.
2. Moisten the dust free cloth in the ZEP solvent and clean the fin-
ger contacts on the PCB, ensure that both sides of the contacts are clean of residual lubricant.
N O T E
Avoid touching the contacts on the PCB after cleaning.
3. If corrosion or residue remains on the contacts it will be neces-
sary to clean the contacts further using the board cleaning brush. The proper procedure is as follows:
o After moistening the board cleaning brush with ZEP cleaning solvent
firmly brush the contacts on the PCB, four to six strokes will do. Care must be taken to avoid contact between the brush and any other portion of the printed circuit board.
o Again clean the finger contacts of the PCB with the dust-free
cloth.
4. Dip acid brush in lubriplate.
5. Apply even coating of lubriplate to contact fingers on both sides
of PCB. The coating of lubriplate should be thick enough to obscure visibility of contact fingers. Avoid spreading lubriplate on areas other than the contact fingers.
6. The printed circuit board is now ready to be firmly seated back in
the Console motherboard.
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5.2.2 Visually Inspecting the Computer Consoles
As part of the preventive maintenance procedures visually inspect the Computer Consoles for damage and abuse.
1. Inspect the Controller jacks and Peripheral jacks for broken or bent pins.
2. Check RF cable for cracks in the insulation or bare (pinched) areas.
3. Open Cartridge Door and check cover closed Interlock switch. With a small blade screwdriver press the plunger down. Release plunger and observe return to normal position.
4. Inspect Cartridge slot for foreign objects or damage.
5. Inspect power jack for bent or damaged pin.
If any damage is found repair the defective unit according to the instructions outlined in the disassembly and assembly paragraphs of this chapter.
5.3 SYSTEM CHECK-OUT
The following paragraphs detail the standard check-out procedures used to determine the operational status of the 400/800 Computer Consoles. Refer to Figure 5-1, System Check-Out Flowchart. which depicts the typical paths followed by a service person. Figure 5-1 can be used as a guide in interpreting maintenance on the 400/800 C omputer Consoles.
5.3.1 Memo Pad Test
This test is performed everytime the 400/800 Computer Console i s either powered up (turned ON) or when the System Reset switch is depressed. This is a Console Self-Test contained in the Operating System (10K ROM) of the 400/800 Computer Consoles.
After the Power ON/OFF switch is set to ON, the Operating System per­forms a self-test and displays the ”ATARI COMPUTER - MEMO PAD” logo to indicate a passing condition. If the system fails to respond with the correct indication, repeat the System Power-Up sequence for a second time, refer to Chapter 2 for instructions. If the system still fails to display the Memo Pad Logo or if the screen displays any of the following symptoms, refer to paragraph 5.4, Troubleshooting, for instructions.
o Green Screen o Black Screen ( Power Indicator ON) o Power Indicator NOT ON. o Random Characters appear on Screen o Character begins scrolling across Screen o Unit ‘Locks-Up’. Memo Pad Logo does not appear, Screen correct
color shade (not green, not black).
ATARI Personal Computers 5-3
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Figure 5-1. System Check-Out Flowchart
5-4 System Service Manual
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If the system displays the correct Memo Pad Logo and appears correct according to the preceeding criteria, continue to the Shock Test.
5.3.2 Shock Test
The Shock Test is intended to verify the correct seating of RAM, ROM and CPU PCBs in the motherboard. If incorrectly seated the system could act irratically.
This test is to be run after successfully completing the hiemo Pad Test.
NOTE
Ensure that no Program Cartridge is in the cartridge slot. This can give you invalid failure indications.
Proceed as Follows:
1. With System Power switch ON, lift Console unit approximately two
to three inches above the table.
2. Release Console unit allowing it to free fall to the table.
3. Repeat steps 1 and 2, three times observing the television screen
for any of the failure conditions listed below. If failure indi­cations do occur, set the System Power ON/OFF switch to OFF and refer to paragraph 5.4, Troubleshooting, for instructions.
Green Screen
Random characters appear on Screen
Screen changes color
If the system displays none of the preceeding faults, continue to the Picture Quality Test.
5.3.3 Picture Quality Test
The Picture Quality Test is a visual inspection of the television screen to determine picture quality. Adjust the fine tuning on the television screen (automatic fine tuning must be OFF) for channel 2 or 3, whichever channel the Console is switched. Observe the television screen, in the Memo Pad mode, for any of the following conditions:
Herringbone pattern
Snowy Picture
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Picture blurred
White dot patterns on screen, usually appear as vertical dotted
lines.
If any of the preceeding conditions are observedr refer to paragraph
5.4, Troubleshooting.
5.3.4 Keyboard Test
This test verifies the proper operation of the system Keyboard. To conduct this test, the preceeding tests, Memo Pad Test and Shock Test, should have been successfully run and the system should be displaying the Memo Pad Logo.
The following steps constitute the Keyboard Test:
1. Type each of the character keys and observe their correct display on the television screen.
2. Press the RETURN and BREAK keys observing the carriage return and line feed.
3. Press the TAB key observing the cursor advancing ten (10) spaces.
4. Press the 'ESC' key twice to display "Ec' on the television screen.
5. Press the spacebar to move cursor right one space.
6. Press 'DELETE /BACK S' to move cursor left one space.
7. Press 'CAPS/LOWER', then type alphabet to display lower case alphabet on television screen.
8. Hold 'SHIFT' key down and press any alphabet character to display upper case alphabet character on television screen.
9. Press the inverse video key (key with ATARI logo) then type any character to check inverse video feature.
10. Hold down 'CTRL' (Control) key and press '' key and observe that the cursor moves down on the television screen. Use the 'CTRL' key and the cursor control keys to move the cursor upr right and left.
11. Press the 'SYSTEM RESET' key to clear the television screen and display the Memo Pad Logo.
If any of the above keyboard tests fail refer to paragraph 5.4, Troubleshooting. If the system displays none of the preceeding faults, continue to the Stand Alone Test.
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5.3.5 Stand Alone Test (Diagnostic)
The Stand Alone Test uses ATARI supplied diagnostic software (Program Cartridge) to check system operation and integrity. Complete all of the previous individual System Check-Out tests before preceeding with the Stand Alone Test. Complete the entire Stand Alone Test, logging all failure conditionst before attempting to repair any failure. Refer to paragraph 5.4, Troubleshooting, for the correct procedure to repair any detected failure.
Special Tools Reguired (Refer to Fiqure 5-2)
Stand Alone Test Program Cartridge
Controller Port Jumper Assembly
Peripheral Port Jumper Assembly
Screwdriver flat-blade no. 1
Test Procedures
:
1. Set System Power ON/OFF switch to OFF.
2. Open Program Cartridge door and insert Stand Alone Test Program Cartridge in left cartridge slot (800 Console only, 400 Console only has one cartridge slot). Close Program Cartridge door.
3. Plug the Peripheral Port Jumper Assembly into the side peripheral port.
4. Plug the Controller Port Jumper Assembly into the front controller ports.
5. Set the System Power switch to ON. The diagnostic program Con­tained in the Program Cartridge will be executed and the diagnos­tic screen display will appear. If the Console fails to execute the diagnostic program and displays a System Error and a buzzer sounds, turn the System Power switch to OFF and reinsert the Pro­gram Cartridge. Repeat System Power-Up, if the Console fails to execute the diagnostic program after three attempts refer to para­graph 5.4, Troubleshooting, for further instructions.
6. Each diagnostic test contained on the Program Cartridge is
selected by a 'command letter'. The following is a list of the 'command letters'.
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Figure 5-2. Stand Alone Test Special Tools
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D = Display Options
P = Pass/Fail
E = Display Error Table S = S ing1Q Run of Test C = Continuous Run of Test
A = Any Video Test
G = Graybar Test
C = Colorbar Test
R = RAM Test (Tests Up to 32K)
P = Port Test (Used in Conjunction with Port Jumpers)
T = Tone Test (4 Registers - 8 Tones each)
Proceed with each of the following tests, noting any errors that occur.
Display Option
The test procedures and results can be varied by entering Display Option commands. To enter the commands you must first type 'D' and carriage return (or spacebar) to enter the D isplay Option Mode. Once in the Display Option Mode the screen will prompt you to enter the test format, either a PASS/FAIL indication or an E RROR TABLE display.
Enter:
P = PASS/FAIL Indication E = ERROR TABLE Display
Next the scree~n will prompt you to enter the test moder either SINGLE TEST or CONTINUOUS TESTING.
Enter:
S = SINGLE TEST C = CONTINUOUS TESTING
These special options are only used with the RAM Memory and Port Tests.
VIDEO TESTS
The video test consists of a series of three tests designed to check video display, color adjustment, and screen luminosity.
A = ANY VIDEO TEST
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1. Enter Command Letter 'A', carriage return (or spacebar).
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2. Refer to Figure 5-3, for correct screen display.
Check the V’s in the upper right of the screen to be sure they are
not inverted.
Observe if any of the vertical bars are missing or appear in a
different sequence than Figure 5-3
Figure 5-3. Any Video Test Screen Display
G = GRAYBAR TEST
1. Enter Command Letter 'G', carriage return (or spacebar).
1. Refer to Figure 5-4 for screen display appropriate to this test.
Screen is divided into eight equal horizontal bars.
The shading begins with the horizontal bar at the top of the screen
being black and increments gradually to the bottom horizontal bar being white. The top four horizontal bars can be noticeably different in color shade than the bottom four horizontal bars.
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Figure 5-4. Graybar Test Screen Display
COLORBAR TEST
1. Enter Command Letter ‘C’, carriage return (or spacebar)
2. Refer to Figure 5-5 for the correct screen display for the Color
Bar Test.
Between the top gray bar on the screen and the reference gray
bar near the bottom of the screen are fifteen color bars developińg a rainbow effect.
The color bars directly above and below the gray reference bar
should be identicalr both bars green tint.
3. If the color bars directly above and below the reference bar are n
ot identical proceed with the C olor Bar Adjustment procedures that follow. If the color bars are identical then the Video Test is Complete and proceed to the RAM TEST.
Colorbar Adjustment Procedure
1. The 400 Console should remain powered-up and the Color Bar Test entered.
2. The 800 Console must be powered down and the Cartridge Door assem­bly removed, proceed as follows:
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Figure 5-5. Color Bar Test Screen Display
Set System Power ON/OFF switch to OFF.
Open Cartridge Door
Rotate Cartridge door clamps to the outside
Raise Cartridge Door assembly 1/4 inch, then pull towards you and
lift off
Use small flat-blade screwdriver to depress Interlock switch
Set System Power ON/OFF switch to ON
Initialize Color Bar test to display screen format
3. Turn the Console 180 degrees to provide access to the back of the Console.
4. Refer to Figure 5-6 for the 400 ConsoleT and to Figure 5-7 for the 800 Console when performing the following steps.
Insert a small (No. 1) flat-blade screwdriver or an electronic
adjustment tool into the plastic grating of the 400 Console, or into the access hole of the 800 Consolet until it conta~ts the variable resistor.
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Adjust the variable resister until the two color bars are
identical.
5. Once adjusted, reassemble the 800 Console and proceed to the RAM
Test. If unable to adjust the color bars refer to paragraph 5.4, Troubleshooting.
Figure 5-6. 400 Console Color Adjustment
RAM TEST
The RAM Test utilizes six different tests to verify the operation of the RAM Memory boards. The RAM Test checks the RAM memory in 8K blocks. The number of 8K blocks is entered as part of the command sequence. If you enter a number indicating less memory than actually installed the diagnostic program will only check the memory indicated. A maximum of 32K of RAM memory can be checked. In order to check additional memory it will be necessary to swap tested memory with untested memory.
Before running the RAM Test it is necessary to determine the type of display format and mode for the test. Default setting for the display format is a PASS/FAIL indication. Default setting for the test mode is a single test. RAM Memory boards should pass three complete series of diagnostic tests before acceptance. Typically a RAM Test is run as follows :
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Figure 5-7. 800 Console Color Adjustment
1. Enter Command Letter 'D', carriage return (or spacebar), to
Display Options.
3. Enter Command Letter 'E', carriage return (or spacebar), to dis-
play Error Table.
3. Enter Command Letter 'C', carriage return (or spacebar), to enable
continuous testing.
4. Enter Command Letter 'C', carriage return (or spacebar), to select
RAM Test.
5. Enter number of 8K memory blocks; 1 = 8K, 2 = 16K, 3 = 24K, 4 =
32K, carriage return (or spacebar).
In approximately ten seconds a matrix similiar to Figure 5-8 will be displayed on the screen. In the lower four video lines on the screen, outlined in reverse video, will appear the prompt RAM TEST, indicating one complete test sequence. To continue testing, do nothing. To stop the test, hit carriage return (or spacebar) and the testing will stop at the completion of the present test.
Observe rows D and E for '1' indicatorr signifying a RAM failure. Also observe if the failure indication occurs in the same column each test or if it moves about. If a failure does occur record the failing location and rerun the RAM Test in its entirety making sure that the
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RAM 8K memory block size was correctly specified. If the failure still exists refer to paragraph 5.4, Troubleshooting.
Repeat the RAM Test for each of the 8K or 16K RAM memory boards or modules, in excess of 32K.
Figure 5-8. RAM Test Matrix Screen Display
PORT TEST
This is a test of the ability of the 400/800 Computer Consoles to communicate with the outside world through the Hand Controller ports and the Peripheral port. Check to see that the Peripheral Port Jumper Assembly and the Controller Port Jumper Assembly are securely inserted in their respective ports.Before running the PORT Test it is necessary to determine the type of display format and test mode desired. Default setting for the display format is a PASS/FAIL indication. Default setting for the test mode is a single test. (If the Display Options have already been changed from the default settings, ie., RAM Test, they need not be reestablished). Typically a PORT Test proceeds as follows:
1. Enter Command Letter 'D', carriage return (or spacebar), to
Display Options.
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2. Enter Command Letter 'E', carriage return (or spacebar), to dis-
play Error Table on screen.
4. Enter Command Letter 'C', carriage return (or spacebar), to initi-
ate continuous testing.
2. Enter Command Letter 'P', carriage return (or spacebar), to initi-
ate PORT Test.
Almost immediately a matrix similiar to Figure 5-9 will be displayed on the screen. In the lower four video lines on the screenr outlined in reverse video, will appear the prompt PORT TEST, indicating one complete test sequence. To continue testings do nothing. To stop the test, hit carriage retnrn (or spacebar) and the testing will stop a t the completion of the present test.
The Error Table displayed should be all zeroes, if a one (1) a ppears in any portion of the matrix an error condition exists. Record the error location and refer to paragraph 5.4, Troubleshooting.
NOTE
A blinking one (1) in position A-5 of the Error Table may not signify an error condition. A software error exists in the Stand Alone Test Program. The signal in question is the motor control line and will be more thoroughly tested in the Program Cassette Recorder Test.
TONE TEST
The TONE Test checks the sound generation Circuits of the Consoles and each of the four sound registers for tone and volume control. The volume on the television set should be set in the middle of the range for this test. The TONE Test must be run in its entirety for each of the four sound registers.
Proceed as follows:
1. Enter Command Letter 'T', carriage return (or spacebar), to initi-
ate TONE Test.
2. Enter sound register number (1 to 4) to be tested when prompted by
the screen display.
Eight tones are generated in succession, starting with the highest pitch down to the lowest. The first three tones are very high fre­quencies and may be inaudible to some people. Each tone starts at maximum volume and 'fades' to minimum volume.
The complete TONE Test, steps 1 and 2, should be run for each of the our sound registers.
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Figure 5-9. PORT Test Error Table Screen Display
5.4 TROUBLESHOOTING GUIDE
The following table provides a list of possible failures at different points in the power-up sequence and preceeding test procedures. The table will list the failure, probable cause and the appropriate test procedure to isolate the problem to a printed circuit board or inte­grated circuit.
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Table 5-1. Troubleshooting Guide
Description
MEMO PAD TEST
Green Screen
Black Screen
Random Characters on
Screen
Unit Locks Up
Character begin scrolling
across screen
VISUAL INSPECTION
Damaged or bent pins
Cover Closed switch will
not work properly
RF Cable cut or badly
damaged
Bare or pinched area on
RF cable
KEYBOARD TEST
Key depressed not
displayed
Key depressed not same
key that appeaes on screen
Characters begin
scrolling across screen
STAND ALONE TEST
System Error (can not
power-up with Stand Alone Test Cartridge inserted)
Fails Any Video Test
Fails Color Bar test
Fails Gray Bar test
Possible failure
Loose or dirty contacts with RAM or CPU boards
Motherboard
Replace damaged board
Plunger or Power Supply
Replace RF Cable
Replace RF Cable
Motherboard Or Keyboard
Cartridge Guide RAM Memory Board
CPU Board
Test Procedure
1
2
2
2
Replace immediately Replace immediately
2
2
2
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Fails Port test
Fails RAM Test
Fails Tone Test
Motherboard
RAM Memory Board
Motherboard
2
2
2
PICTURE QUALITY TEST
Herringbone screen
Snowy picture or no
picture
Blurred picture
White Dot Pattern on
screen (usually vertical pattern)
Power Supply
RF Cable
Power Supply
RAM Memory Board
CPU Board
3
3
3
3
3
Picture upside-down when
running programmed software. (Program Cartridge)
Power LED not ON and no
Power Supply
2
picture
Screen oscillation wgen
using Paddle Controller
Motherboard needs Engineer fix
2
Will not perform math
CPU Board
2
calculations
5.4.1 Troubleshooting -- Procadure Number One
This troubleshooting procedure is intended to be followed when the Console System fails to power-up correctly. Symptoms include Green Screen, Black Screen, Random Characters on Screen, or Unit Lock-Up.
This procedure assumes that the System Power ON LED is lit and the screen exhibits some symptom of Console control. If these two condi­tions do not exist proceed to Troubleshooting - Procedure Number Two.
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Proceed with the following steps to troubleshoot the system:
1. Disassemble the Console using the instructions outlined in para­graph 5.5 for the 400 Console, and paragraph 5.6 for the 800 Con­sole.
2. Clean the RAM Memory PCB and CPU PCB contact fingers per the instructions outlined in paragraph 5.2.1, PCB Contact Cleaning and Lubrication.
3. Assemble the individual boards to operate the system out of the
casting, see Figures 5-10 and 5-11. Refer to paragraphs 5.7 and 5.8 for assembly instructions. Plug low voltage power adapter into the System Power jack.
4. Perform System Check-Out, refer to paragraph 5.3.
NOTE
Television screen interference is normal when the system is operated without the aluminum casting.
4. If the system will not power-up properly, proceed to Troubleshoot-
ing Procedure Number Two.
Figure 5-10. 400 Console, Assembled Without Casting
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5.4.2 Troubleshooting - Procedure Number Two
This procedure in conjunction with Table 5-1, Troubleshooting Guide, is used to isolate the failure to a specific printed circuit board. Table 5-1, provides the most probable failing PCB for the described problem. This procedure will help isolate the failing PCB if the suggested faulty PCB is not the problem.
Proceed with the following steps to isolate the faulty PCB:
1. Disassemble the Console using the instructions outlined in ATARI Personal Computers 5-21,paragraph 5.5 for the 400 Consoler and paragraph 5.6 for the 800 Console.
2. Clean the RAM Memory PCB and CPU PCB contact fingers per the instructions outlined in paragraph 5.2.1, PCB Contact Cleaning and Lubrication.
3. Assemble the individual boards to operate the system out of the
casting, see Figures 5-10 and 5-11. Refer to paragraphs 5.7 and
5.8 for assembly instructions. Plug low voltage power adapter into the System Power jack.
4. Perform System Check-Out, refer to paragraph 5.3. Continue from
this point if the system fails System Check- Out.
Figure 5-11. 800 Console, Assembled Without Casting
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The following is a list of guidelines to aid in the troubleshooting of faulty printed circuit boards:
Use only known good spares for substitution.
After each printed circuit board is suhstitutedr retest system to
determine if the problem has been Corrected.
Leave the substituted printed circuit board in the system until the
defective part is identified.
Ensure that the System Power is OFF before substituting printed
circuit boards.
Place defective part back into system and recheck to verify failure
detection
5. Replace the printed circuit board listed in the Possible Failure
column of Table 5-1, and run System Check-Out to determine if the p roblem still exists.
If the problem is corrected by replacing the suggested printed circuit b oard refer to paragraph 5.4.4, Integrated Circuit Replacement Procedures. If the problem has not been eliminated, leave the substituted board in the system, identify the removed board for future replacement, and proceed to step 6.
6. Use the following replacement sequence to 'shot-gun' the problem
if the suggested failing printed circuit board did not eliminate the problem.
Power Supply Printed Circuit Board
CPU Printed Circuit Board
RAM Memory Board
ROM Operating System Board (800 System only)
Motherboard
Keyboard
If the problem is corrected by replacing the suggested printed circuit board refer to paragraph 5.4.4, Integrated Circuit Replacement Procedures. If the problem has not been eliminated, leave the substituted board in the system, identify the removed board for future replacement, and proceed to the next suggested replacement board.
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5.4.3 Troubleshooting - Procedure Number Three
This paragraph describes the procedures required to correct ‘poor’picture quality. Poor picture quality is usually a result of a damaged RF Cable, defective power supply or motherboard. If the Aluminium Casting has been removed it is necessary test, refer to paragraphs 5.7 and 5.8 for the correct replacement procedures.
REPLACE RF CABLE
1. Remove top cover per Disassembly instructions, refer to paragraphs
5.5 and 5.6.
2. Unplug the RF Cable from the Power Supply jack and the TV Switch
Box.
3. Plug spare RF Cable in Power Supply jack and the TV Switch Box.
4. Perform System Check-Out procedure, paragraph 5.3, to determine if problem has been corrected.
If replacing the RF Cable has corrected the problem, install the new RF Cable according to the instructions outlined in paragraphs 5.7 and
5.8. If the RF Cable was not the problem, leave the substituted RF Cable in the system, tag the existing RF Cable for future replacement, and proceed to Power Supply Replacement.
POWER SUPPLY REPLACEMENT
1. Remove Power Supply from the system using procedures outlined in paragraphs 5.5 and 5.6. If it was necessary to remove the Key­board during the removal of the Power Supply reinstall the Key­board before replacing the Power Supply.
2. Install new Power Supply in the system using procedures outlined
in paragraphs 5.7 and 5.8.
3. Run the System Check-Out procedures to determine if the problem
still exists: refer to paragraph 5.3.
4. If the problem has been eliminated, leave the substituted Power Supply in the system, reconnect the original RF Cable and run the System Check-Out procadures again to determine if the problem has been entirely corrected.
If replacing the Power Supply did not correct the 'poor' picture quality problem, refer to Troubleshooting - Procedure Number Two.
5.4.4 Integrated Circuit Replacement Procedures
The results recorded during the System Check-Out procedures can pin-­point a failing integrated circuit on a printed circuit board. Indi­cations from the System Check-Out can point to failing integrated circuits on three
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