
Congratulations on your purchase of the ABC
DIAGNOSTIC and REPAIR KIT from TwoBits.com.
The kit is intended to
be used in conjunction with this manual to provide a comprehensive way of
diagnosing common (and some not-so-common) circuit board problems with all models
of the BALLY/MIDWAY brand coin-operated video games PACMAN, MS. PACMAN, and PACMAN
PLUS. It can be used to diagnose problems in the RAM, video circuitry, switches,
and motion objects (sprites), as well as to help you to adjust your
monitor.
These items come pre-assembled:
These items come separately packaged:
Installation is a quick and painless affair, but differs depending on your circuit board setup:

The diagnostics program does some self-checks and initialization at startup. Listed below is the order of operations the program performs. Potential problems (and error indications) are prefaced with bullets.
The first test performed by the program is the 2114 RAM test. You should not proceed until your game board passes this test by jumping directly to the TITLE SCREEN at start- up.
Use the red reset button in the extreme upper right corner of the game board to force the program to reset.
At start-up, the program writes and reads each individual bit of memory in the bank of six 2114s located at 4k through 4R.
Specifically, it tests each bit in the following address ranges:
0x4000-0x43FF : Video RAM (the 2114 RAMs at locations 4K & 4N)0x4400-0x47FF : Color RAM (the 2114 RAMs at locations 4L & 4P)
0x4C00-0x4FF1 : Scratch Pad RAM (the 2114 RAMs at locations 4M & 4R)
If there is a discrepency (i.e., a RAM was found bad), the program will note this and display the following error screen:
Note that this unusual screen shot
is indicating that ALL the RAMs are bad
The values displayed (4K, 4L, 4M, 4N, 4P, or 4R) are the locations of the RAM chips on the circuit board the program found a problem with. The values DVR0 through DVR7 represent the data bus lines indicated on the schematic for the board. A "PASS" message indicates that there were no problems reading or writing on this data line; a "FAIL" message indicates one or more errors occurred during the RAM test. Swap known good chips with the ones listed as bad, reset the game, and see the results. There are several things to remember with this screen:
Arriving at this screen simply means that, from the program's perspective, the value read from a RAM location was not the same value written there.
At the bottom of the screen is a message "PUSH 1P START TO CONTINUE".
The program will wait for you to press the 1 PLAYER START BUTTON to proceed.
The next test tests to see if any switches are currently engaged or stuck. If no switches are detected as being engaged, the program will skip this step. Otherwise, it will result in the following screen:
Currently engaged switches will appear in RED
A timer at the bottom of the screen will count down from 9 to 0. At 0, the program will end the Stuck Switch Test and proceed. Things to remember:
After the internal RAM test and Stuck Switch Test, the program will display the word "BOOT" at the bottom right of the screen, as seen below:
The "BOOT" message
On a functioning game board with good RAMS and no stuck switches, the previous steps should take only a fraction of a second, then you should be greeted by this screen:
The Title Screen
The outer edge of the screen should be surrounded by a dark blue line with a cyan border. You can use this box to adjust your monitor's VERTICAL SIZE, VERTICAL PHASE, HORIZONTAL SIZE, and HORIZONTAL PHASE settings, as the box shows the maximum size of the screen used in game play. All further screens will use this size box as well.
The box in the center of the screen (a rounded rectangle) should be surrounded by "pipe". The pipe should have a LIGHT BLUE interior with a WHITE exterior (with PACMAN PLUS color PROMs, it will have BROWN interior with a YELLOW exterior).
The text onscreen should all be WHITE, except the words "ABC DIAGNOSTICS", which should contain the colors: PINK, CYAN, ORANGE, YELLOW, and RED. The colors should cycle (making a rainbow effect).
At the bottom of the screen is a message "HIT 1P START BUTTON TO BEGIN".
Holding down the 1 PLAYER START BUTTON will proceed to the next screen.
After the Title Screen, you should be greeted with the following screen:
The Main Menu
A large PEACH colored dot will appear beside the first option, the SWITCH TEST. This dot indicates the current menu selection. Use the joystick to move the dot up and down. At the bottom of the screen, the Status Bar gives a description of the current selection.
Pressing the 1 PLAYER START BUTTON will
enter the selected test.
Note: This interface (joystick to move selection, 1 Player
Start to enter selection) is used throughout the rest of the program.
This test will determine which switches are closed, allowing you to test all of the inputs of your game. A RED item indicates that a switch is CLOSED or ON, a WHITE item indicates that a switch is OPEN or OFF. The SWITCH TEST screen should look similar to the one below:

Note: Your game settings may vary.
At the top of the screen (beneath the "SWITCH TEST" heading) is the status of the Test Switch (used for changing between TEST MODE and GAMEPLAY with game software, or between NORMAL MODE and BURN-IN MODE in the DIAGNOSTICS SOFTWARE). Below this appears the status of the cabinet type the board is in.
Below this is the DIP switch settings from
location 9D on the circuit board. There is a number indicating the setting of each
switch (a 1 indicates the switch is ON, a 0 indicates the switch is
OFF), except switch 8. There is no way to detect switch 8's setting, since
when ON the game is frozen. Ensure that switch 8 is OFF.
Below the DIP switches are the player inputs.
Closing any of these switches will turn that particular switch RED.
There are two joystick "diamonds", indicating the positions of the joysticks (a second joystick exists only on cocktail tables).
Beneath the joystick diamonds are the two
coin switch indicators (COIN 2 is not normally wired), followed by the status of
the SERVICE BUTTON. The SERVICE BUTTON is the little RED button located
inside the coin door used to add a credit on the machine without incrementing the
coin counter.
Below the coin and service indicators are the status indicators for the START buttons ("1P START" & "2P START").
To exit the Switch Test and return to the Main Menu, hold down ONLY the 1P START BUTTON for 3 seconds.
The next test that is performed is the Interrupt Test. During normal game operation, a PACMAN board generates one interrupt per vertical blanking period of the monitor (VBLANK); about 60 interrupts per second. The game software uses this period to synchronize sound and video. A flaw in the interrupt circuit will prevent the software from executing and cause the game to crash.
The Interrupt Test Screen.
Press the 1P START BUTTON to execute the test, or press the 2P START BUTTON to abort the test and return to the main menu.
Executing this test will produce the word "TESTING" at the bottom. A line of dots will appear, at the rate of ONE PER SECOND. After 10 dots have appeared, the word "PASSED" will appear, as shown below:
A successful Interrupt Test.
Press the 1P START BUTTON to return to the Main Menu.
Similar to the Interrupt Test, the Watchdog Test will test the function of the Watchdog Timer ("WDT") Circuit. The Watchdog resets the board if not "satisfied" (written to) on a regular interval during program operation. An error in the Watchdog Circuit can be the cause of random resets.
This test ensures that the board does not reset by satisfying the Watchdog at the LONGEST allowable interval. In other words, if the WDT doesn't cause the program to reset during this test, it won't cause a crash during game play either.
The Watchdog Test Screen.
Press the 1P START BUTTON to execute the test, or press the 2P START BUTTON to abort the test and return to the main menu.
Executing this test will produce the word "TESTING" at the bottom, as in the Interrupt Test. Likewise, a line of dots will appear. After 10 dots have appeared (about 3 seconds), the word "PASSED" will appear, as shown below:
A successful Watchdog Test.
Press the 1P START BUTTON to return to the Main Menu.
The Sound Test menu
The first option, "TOGGLE SOUND ENABLE" will toggle the state of Pin 5 of the 74LS259 chip at location 8K on the game board. At the bottom of the menu, the line "74LS259 AT 8K PIN 5" will indicate what the state of that pin should be. Since the program can only set the state of that pin (not read it), it can only report the value last written. The state is either HIGH (+5 volts) or LOW (0 volts).
Selecting the various "PLAY SOUND" lines will play the appropriate sound listed in the Status Bar.
Selecting the Video Tests from the Main Menu will open a sub-menu, as shown below:
The Video Tests sub-menu
Each Video Test will be described below.
This will generate a white crosshatch pattern on a black background:
The Grid Test
Press the 1P START BUTTON to return to the Video Tests Menu.
This test will draw a series of alternating color bars (similar to a television color-balance screen) on a black background. This test may be used to adjust monitor color settings (contrast and brightness, as well as the individual red, green and blue guns).
The Color Bar Test with PACMAN/MS. PACMAN Color PROMs
The Color Bar Test with PACPLUS Color
PROMs
Note that the GREEN bar appears PURPLE.
The Color Test can be used to ensure that the 4A & 7F color PROMs are functioning properly. The test appears as follows:
The Color Test with PACMAN/MS. PACMAN color PROMs
The Color Bar Test with PACPLUS Color PROMs

The Color Bar Test with SUPER ABC Color PROMs
There should be 3 rows of 7 encircled power pellets. Every pellet should be visible (i.e., not black), and the surrounding "pipe" should be visible, as well.
This test will allow you to see whether the on- screen locations of the Motion Objects ("Sprites") are correct. Sprite locations are held in the 7489 RAMS at locations 3F & 3H on the game board. The test should appear as follows:
The Sprite Location Test
This will test the state of the 4 Motion Object Color RAMs (which can only be written to, not read from) at locations 2A, 2B, 2C, and 2D on the game board.
The screen should appear as follows:
The Sprite Color Test
The test gives suggestions as to possible problems in particular RAMs.
Use this to test the motion of the sprites. Three rows of 2 sprites each appear on the screen. Moving the joystick will set the sprites in continuous motion. Pressing the 1P START BUTTON while in motion will return them to their home position. The test appears as follows:
The Sprite Motion Test - Home Positions
The Sprite Motion Test - Sprites in Motion
This will test the functionality of the flip circuits used during a two player game in a cocktail table.
In normal (non-flipped) mode, pin 7 of the 74LS259 at location 8K will be LOW. The screen should appear as follows:
The Video Flip Test in Normal Mode
Pressing the PLAYER ONE JOYSTICK DOWN will set pin 7 of 8K to HIGH, and look like:
The Video Flip Test in Flipped Mode
You may use the joystick to toggle between Normal and Flipped Mode.
This mode may be set to ensure that the board will work for a long period of time without resetting. It is most useful if set after running all the other tests in the DIAGNOSTICS SOFTWARE.
The BURN-IN MODE relies heavily on interrupts, so be sure that the board passes the Interrupt Test.
The BURN-IN MODE Screen appears:
The BURN-IN MODE
It is recommended that the operator execute all
of the tests in NORMAL MODE, and then leave the board running for several hours in
BURN-IN MODE to verify that it doesn't reset over time.

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