Mattel 5872 Service Manual

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MODEL 5872
MATTEL ELECTRONICS
Hawthorne.
California
90250
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TABLE OF CONTENTS
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1.
SPECiFiCATIONS·,;
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Page 1
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2.
OPERATING INSTRUCTIONS
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Page 2
3.
SYSTEM DESCRIPTION AND OPERATION
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Page 5
4.
SYSTEM
TESTING.
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Page 9
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5.
DISASSEMBLY PROCEDURE
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Page 9
6.
PRELIMINARY CHECKLIST
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Page
10
7.
TROUBLESHOOTING
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Page
11
_.,8.
ADJUSTMENTS
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Page
20
PARTS LIST ............................................................................................... Page
21
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10.
SCHEMATIC DIAGRAM
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Page
25
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SPECIFICATIONS
MICROPROCESSOR (CPU) - General Instrument CP-1610 16-bit processor. MEMORY - 7K internal ROM, RAM, and 1/0 structures, remaining 64K address space available
for
external programs.
CONTROLS -
Two
removable hand controllers:
12-bulton
numeric keypad,
four
action buttons,
16-position directional movement disc.
SOUND - Programmable sound generator (PSG) capable of
producing
three simultaneous sound
patterns.
COLOR
REPRODUCTION
-
16
different
color
hues:
Black
Blue Red Tan
Dark Green Light
Green Yellow White
Gray
Cyan Orange Brown Magenta Light
Blue Yellow-Green Purple
VIDEO
RESOLUTION
-
192
vertical x 160 horizontal
picture
elements.
VOLTAGE
REQUIREMENTS
- 120VAC 60 Hz
DIMENSIONS: (WxDxH) - 10" x
6'14'
x
3"
WEIGHT -
Console
Assembly with Packing Material and Accessories -
4.7
lb.
Console Assembly alone - 2.3 lb.
ACCESSORIES - Antenna Switch Box,
Switch
Box
Cable
(15 feet), Wall-Mounted
Power
Trans-
former, and Owner's Manual.
-1-
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OPERATING
INSTRUCTIONS
A.
Connection to the
color
television receiver
1.
Connect the tWin lead from the antenna switch box to the VHF antenna input
of the television receiver. Figure 1 illus­trates the proper connection when
twin
lead
is
used from antenna system; Figure 2 illustrates the proper connec­tion when coaxial cable
is
used.
If
the
TV receiver has only
75
ohm coaxial
input, then a 300
to
75
ohm adaptor
must be used.
2.
Connect
the
RF
cable from the
RF
f"""'\
output
jack on the Master
Component.
~
to the jack marked GAME on the
~
antenna switch box. Place switch box
,
FLAT
"TWIN LEAD"
WIRE
FROM
TV
ANTENNA
OR
ANTENNA
SYSTEM
to the GAME position.
3.
Set the television receiver to channel 3
or
4,
whichever
is
not used in
your
broadcast area. Place the
RF
channel
select switch (located at the back
of the Master Component) to correspond to the channel set on the television.
TO
MASTER
__
COMPONENT
I
SWITCH
BOX
TYPICAL
UHFNHF
TV
RECEIVER
ANTENNA
TERMINALS
NOTE:
NO
CHANGE
TO
YOUR
EXISTING
UHF
ANTENNA
CONNECTION
IS
REOUIRED.
VHF
ANTENNA
TERMINAL
FOR
COAX
TYPE
OF
ANTENNA
WIRE
ROUND
VHF
.
ANTENNA
OR
SYSTEM
WIRE
ROUNO"COAX"TO FLAT
"TWIN LEAD"
BALUN
CONVERTER'
AVAILABLE
AT
MOST
ELECTRONICS
PARTS
STORES
.
Figure
1
TO
MASTER
__
COMPONENT
'
NOTE:
NO
CHANGE
TO
YOUR
EXISTING
UHF
ANTENNA
CONNECTION
IS
REOUIRED.
Figure
2
-2-
TYPICAL UKFNHF
TV
RECEIVER
ANTENNA
TERMINALS
ALTERNATE
VHF
ANTENNA
TERMINAL
,r--
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,
B. Power Connection
1. Plug the transformer
unit
into
a 120
Volt
60
Hz wall outlet.
2. Insert the other end
of
the power cord
into the rear-panel power socket.
C. Gameplay
1. Turn TV set ON.
2. I nsert the game cartridge in the slot located on the
right
side
of
the Master
Component (Figure 3).
3.
Remove the Hand
Controllers
from
their
holder on the Master Component.
4.
Depress the ON/OFF/RESET switch button to turn on the Master Component.
5.
RESET: Tapping the ON/OFF/RESET button
will
cause the
game
being played
to be reset to the
title
page. POWER
OFF:
To
turn the
MasterComponent
off,
depress the ON/OFF/RESET button
for
3 seconds and then release it.
D. Hand Controllers
The Master
Component
is equipped with two
Hand Controllers (each Hand
Controller
may
be
unplugged where the coiled cord meets the
Master Component.) There are
12
keys on the
keypad . These are used
for
feeding data
into
the Master Component.
With each cartridge, there are 2 overlays
which
fit over the keypads on the 2
Hand
Controllers.
These overlays are keyed
to
the particular
game being played and determine
how
the
keys on the keypad relate
to
the cartridge.
Slip the overlay under the keypad frame.
There are 2 action buttons
on
both
sides
of
the
Hand Controllers.
The
upper
buttons, one
on
each side, perform the same
function
for
the
convenience
of
either
right-
or
left-handed
players. The
lower
buttons perform varying
functions.
The
functions
of
all the buttons depend on the cartridge being used and are different
for
each cartridge overlay .
The disc at the base
of
the
Hand
Controller
is a directional control
for
those cartridges
in which direction
is
a factor. There are
16
directional positions on the disc.
The
direction
of the disc corresponds
to
direction
of the
television screen. UP on the disc (toward the
-3-
keypad) is UP on the screen, etc. For
further
instructions, refer
to
the individual
game
cartridges.
To
operate the directional disc, depress the
outer
edge
of
the
disc
with
one finger and rotate
it around the edge
to
change the
direction
on
the object
you
are moving. You have the
ability
to move the
object
in any desired direction.
The keypad buttons and directional
disc
cannot be operated simultaneously. However, the action buttons and directional disc may be operated simultaneously.
When returning
the
Hand
Controller
to
the
Master Component,
coil
the cable beneath
it
in
the cradle.
To
avoid permanently overstretch­ing the coiled cables, they should not be pulled out
to their extreme length.
E.
Intermission and
Time
Out
1.
If,
for
any reason, you wish to
interrupt
your
game,
you
may use the Inter­mission Code. Removing the game overlay and pressing 1 and 9
simul-
taneously
on
either Hand
Controller
will cause the television screen
to
go
blank and game play
to
stop.
To
resume
game play,
simply
depress any key on
either
Hand
Controller
.
2.
If
NO
functions
on either
Hand
Con-
troller
are activated for
approximately
5 minutes, the television screen
WILL
AUTOMATICALLY
GO
BLANK and
the
game play
will
stop.
To
resume
game
play,
simply
depress any key on either
Hand
Controller
. The purpose
of
this
unique
feature is
to
eliminate the
possibility
of
a permanent playfield
image
being
imprinted
on the tele-
vision screen.
NOTICE
TO
PROJECTION TV OWNERS:
Operating the
Master
Component
for
extended
periods
of
time
on a projection
TV system may
cause the
stationary
game objects to become
permanently
imprinted
on
the
projection
TV
picture
tube(s).
This
is especially true when
the brightness and contrast
controls
are set
extremely
high
for
game viewing. Please
observe the
following
precautions to
minimize
the chances
of
a game image being
imprinted
on the screen:
,
,
j.
,
o
TRANSFORMER
UNIT
(Plugs
into
AC
Wall
Outlet)
POWER PLUG
(Plug
into
rear
01
Master
Component)
HAND
CONTROLLER
ANTENNA SWITCH BOX
(To
be
located
on
rear
of
TV)
ON/OFF/RESET
BUTTON
0)
Figure
3 -
MATTEL
INTELLIVIS
COLOR TELEVISION
MASTER
COMPONENT
GAME
CARTRIDGE
o
ASTER
COMPONENT
(Wiring
Diagram)
TV CONNECTION
I
TO
SWITCH BOX
o
o
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1.
Always use lowest possible
brightness
and
contrast
control
settings
during
game operation.
2.
Games
containing
stationary
white
or
light
colored
objects
should
not
be
played
for
extended periods
of
time
.
3.
FollOw
your
projection
TV owner's
manual
for
proper
viewing
conditions
for
programming
.
SYSTEM DESCRIPTION AND OPERATION
The Intellivision II system consists
of
a Master
Component
with two detachable hand
con-
trollers, an antenna
switch
box, RF
connecting
cable and a
wall-mounted
transformer
unit.
The Master
Component
operates in
conjunc-
tion with a
color
television set
and
an I ntelli-
vision game cartridge. Peripheral
equipment
(such
as
the
Intellivoice'·
Voice Synthesis
unit)
may also
be
used with the
Intellivision
II
system. The Master
Component
system is based on
two processors. One
is a 16
bit
microprocessor
(CPU) that computes the game
action
against
the stored program rules.
The
second
is the
Standard Television Interface
Circuit
(STIC)
that interprets a condensed
memory
area
and
uses this to generate a
color
video
signal.
The video signal
is
applied to the RF
modulator
to provide the television signal.
The
user's
color
television receiver
is
used
for
the video
display. User interaction
with
the game
programming
is
accomplished by the
inputting
of
numerical
control
and
directional
information
through
the hand controllers.
The audio
is
accomplished
by
using a pro-
grammable sound
generator
(PSG)
integrated
circuit
(IC) which generates the
audio
signal
to drive the RF
modulator.
The
user's tele-
vision receiver
is
used
for
the
audio
output.
CONSOLE ASSEMBLY.
The
Console Assembly
contains all electrical
circuitry
necessary
for
recall and processing
of
the
program
data
stored in the game cartridge. Integral
with
the Console Assembly are the
ON/OFF/RESET
___
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__ • __
• • _ A
-5-
switch,
power
supply
board
assembly,
logic
board assembly,
and
two hand
controller
assemblies. Recessed
compartments
at the
top
of
the console are
provided
for
storage
of the
hand
controllers
and cables. A slot in
the
right-hand
side
of
the
Console
Assembly
is the
insertion
port
for
the game cartridge.
The
ON/OFF/RESET
switch
is
located
at the
lower
left-hand
corner
of
the
Console
Assembly.
A.
ON/OFF/RESET
SWITCH,
This
switch
has
three
main
functions: When the Master
Com-
ponent
is off,
depressing
this
switch
will
apply
power
to
the
unit. When the Master
Component
is on,
quickly
tapping
this
switch
will reset
the
game
in
play. Finally, when the
Master
Component
is on,
holding
this
switch
down
for
about 3 seconds
and then releasing
it will
turn
power
to
the
unit
off.
B. POWER SUPPLY
BOARD
ASSEMBLY.
The
Power
Supply
Board
converts the
AC
voltage
from the
wall-mounted
transformer
unit
into the various DC voltages necessary to operate the
Master
Component.
Additional
circuitry
on
the
Power
Supply
Board
senses the activation
of
the
ON/OFF/RESET
switch
and causes the
Master
Component
to
turn
on
or
off. Electrical
connection
to
the
Logic
Board
is via a 10-pin
connector. The
Power
Supply
Board
utilizes a
switching
regulator
design
to
accurately
and
con-
tinuously
sense the
current
being drawn by
the
Master
Component.
In this design, the
incoming
voltage
is
rectified
and
then
con-
verted
into a square
wave.
The
switching
_
..
. _
.....
.
regulator senses the current drain and varies the duty cycle (on time
of
the square wave
compared
to
the total period) of the square
wave.
This assures a constant voltage during
varying levels
of
power consumption.
C.
LOGIC BOARD ASSEMBLY. The
Logic
Board Assembly consists essentially of.
12
integrated circuits and their associated com-
ponents, a channel select switch, and an
RF
modulator, all
of
which are mounted on the same printed circuit board. A 44-pin connector is
provided for game cartridge connection.
Two 9-pin connectors are provided for
con-
nection
of
the
Hand
Controllers. The
Logic
Board processes program data from the game
cartridge and also converts the processed data to an
RF
signal
for
color television
operation. D.
HAND CONTROLLER ASSEMBLIES.
The
Hand Controller Assemblies each consist
of
a printed
circuit
matrix, a numerical keypad,
two pairs
of
side-mounted push buttons, and a 16-position directional control disc. The Hand Controllers provide a means
of
calling
up program
jnformation
from the game car­tridge for processing by the Central Processing Unit (CPU).
ANTENNA SWITCH BOX AND CABLE. The antenna switch box provides the interface between the console assembly and television set.
Two spade lugs
on
the switch box
ar.e
provided for connection
to
the television set.
Two screws on the switch box are provided
for connection to the antenna. The antenna switch box serves to select either the console assem­bly or the external antenna
as
the source
of
RF
input to the television set. For the
75
ohm impedance antenna systems, a balun trans­former
is
required.
TRANSFORMER
UNIT.
The
wall-mounted
transformer
unit
converts 120 Volts AC house-
hold current
to
16 Volts AC. The transformer
unit connects
to
the console assembly through a 2-wire cable, which may be unplugged from the console for easy storage.
THEORY OF OPERATION. Referring to Figure
4,
System Block Diagram, the system
is
based
on the use
of
two processors which time-share a bidirectional bus. The Central Processing Unit (CPU) algorithmically computes the game action against program material stored in the
ROM game cartridge. The Standard Television·
Interface
Chip
(STIC) interprets a condensed
memory area and uses the information to
generate the television display. The STIC also letches moving and background
picture information from the graphics memory and presents the data
as
video output. This is done by dividing the television screen into an
x-v
coordinate system. For example, the
STIC fetches a pattern
or
game figure from
graphics memory to be used in gameplay.
The CPU tells the
STiC
where
to
position it
on the television screen. CENTRAL PROCESSING
UNIT
(CPU). The
CPU
is
a complete,
16
bit, single chip, high speed metal oxide semiconductor, large scale integrated circuit (MOS-LSI) microprocessor. It
utilizes a 16-bit bidirectional bus to transfer data, addresses and instructions between the microprocessor. memory, and peripheral
devices.
Two
phase timing and synchroniza­tion signals are applied to the CPU by the STiC. The CPU bus control
outputs
serve
to
define the status of bus operations.
STANDARD TELEVISION INTERFACE CHIP (STIC). The STIC operates
within
the system by time-sharing a 14-bit bidirectional bus. The STIC's main
function
is
to provide
eight
coordinate-positioned
"foreground"
objects.
The second function provides a
background
display facility. The
"background"
mode
utilizes a dedicated area
of
external
memory to store character control codes for each display position. Both modes utilize external memory
for
the storage
of
character patterns.
The
STIC accepts data, address and graphics information from a common multiplexed bus. Demultiplexing and system synchronization
are accomplished
through
three sets
of
control
signals.
Note
that the data bus is always
duplex
or
bidirectional.
The
main synchronization
(which
operates at television frame rate) synchronizes the CPU algorithms
to
the intended display sequences,
obtains the
"background"
character descrip-
. tors from the external memory and serves
to
enable the external devices via the 14-bit bus
when in the
CPU-controlled
mode.
The
second
set
of
control
signals is used
to
specify
address,
read and write
of
the external
memory
where
graphic
character patterns are stored. When
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SOUND
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HAND
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CPU
CP-1610
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RA-3-9600
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OUTPUT
Figure
4 -
BLOCK
DIAGRAM
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