Sea Wolf Explosion light Help

W0ox7

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If the test harness is plugged in all the lights come on. Putting the test rom in I had some lights out, so I replaced the q-101 - q108 transistors. After doing that all work except for 2,6,A,E. I've checked the 7417 and 74175 and it appears to be working just like the other lights when an explosion is activated. I've checked all the edge connectors, and all have a good fit. iv pulled the explosion board and reflowed it and checked all the diodes on that board they are all fine. If anyone can point me in a direction to check id really appreciate it. All the periscope lights work and so do the sounds.
 
the dead lights are all going through q 102. you are going to have to follow that you get a signal from e1 pin 6 to g1 pin 13 and and output on pin 12 this connects to the base of q102. make sure 102 is putting out power and that it is connected to the lights and is receiving power to it. all the emitters of q101-q104 should be tied together. almost forgot to say check r102 resistor which passes power from the 7417 to the q102 transistor
 
ok so I got all the lights working. it wasn't getting voltage up to the explosion light had a break in the wire where they made a hard turn in the harness. How do I get the lights to explode once the ship is hit not after. some are delayed more than others.
 
ok so I got all the lights working. it wasn't getting voltage up to the explosion light had a break in the wire where they made a hard turn in the harness. How do I get the lights to explode once the ship is hit not after. some are delayed more than others.
It's old...give it time 🤣
 
the data buss that turns on the lights is the same data buss that runs the sounds and moves the visual images on the screen (moving image data is moved to the gameboard shifters). The only difference is that there is a separate data signal to enable the lights or sound or image shifting. If your screen is very busy with a lot of mines and objects then your processor which was not powerful enough when it was brand new to process enough data so that the game needed a hardware shifter solution to funtion. Just remember that this is the same setup for space invaders that sped up near the end as the space invaders were removed and it was not a planned function originaly.
 
the data buss that turns on the lights is the same data buss that runs the sounds and moves the visual images on the screen (moving image data is moved to the gameboard shifters). The only difference is that there is a separate data signal to enable the lights or sound or image shifting. If your screen is very busy with a lot of mines and objects then your processor which was not powerful enough when it was brand new to process enough data so that the game needed a hardware shifter solution to funtion. Just remember that this is the same setup for space invaders that sped up near the end as the space invaders were removed and it was not a planned function originaly.
So is there no way to fix it ? Or is replacing the shifters what's needed ?
 
shifters are for graphics not explosions. the data is getting to its proper locations at the same time because the proper chips are being activated correctly. is the problem intermittent? either the cpu is slow activating the lights or there is a slow 7417 or 74175. I am saying everything else on the buss is getting what it needs when it needs it, thinking the explosions are not the games priority or are all the lights off by the same amount in the same direction. if that is the case then the lights can be physically aligned to match ship positions since they are reflecting off a mirror
 
they are not all the same some seem ok or close to ok and then others are pretty delayed . I can try to take a video if that would help. But by the sounds of it maybe I should just replace those chips
 
Something should be able to fix it tho correct ? I'll try different CPU's cause I have a few and if that doesn't work maybe I'll replace the 7417 and 74175
 
Are the symptoms reproducible with the test rom? If there's a problem in the circuitry I'd expect you can see the problem there by observing a delay in turning on after the prior one turns off.
 
Are the symptoms reproducible with the test rom? If there's a problem in the circuitry I'd expect you can see the problem there by observing a delay in turning on after the prior one turns off.
No it's delayed all the time
 
On test roM is shows the number then pause and then light turns on seems like a delay there also but honestly not sure if it's suppose to be like that in the test room or it should instantly light up once it switches
 
When you say there's a delay, how much time do you mean? And you say some have a longer delay than others. You can see that with the test rom too? The test rom has no perceptible delay between when the number indicator switches and when it tells the explosion light circuit which light to turn on. In fact, the sequence in the code is to turn off the prior lamp, clear the indicator, turn on the next lamp, and show the indicator.

Might be helpful if you post a video that shows what you're talking about. That would probably be the easiest way for someone to answer your question of whether it's supposed to be like that or not.
 
What transistors are being used on the board to trigger the lights. I've noticed some delay the light more then others even though they say they are equivalent. I stick with 4401 and 4403s
 
we need a video of whats happening to see if it is that bad or if it within norm specs.
 
first off sorry for the delayed response life has been crazy lately. Second it turned out to be the transistors I changed from the 3906 that arcadepartsandrepair had said is the equivalent to an actual 4403 and now they are very responsive. One more question if anyone knows. Most the explosion lights explode in the middle of the ship but some and it seems like it's more at the edges look like it's the next light so it would be in front not on the ship . What would cause that ?
 
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