Fire Shark Sprite Problem

The place for all discussion on gaming hardware
User avatar
caius
Posts: 136
Joined: Mon Mar 25, 2013 10:07 pm
Location: Italy

Re: Fire Shark Sprite Problem

Post by caius »

mikemcbike wrote:Hi guys, I'd be highly interested in any results or successful repair attemts to this mentioned Fire Shark PCB. I, myself unfortunately failed in repairing, so someone (hopefully) might be better than me.

By the way, I DID resolder the customs pins...

Greets to everyone,

Mike McBike
Hi, I followed your attempt to repair this board, very interesting, I think you have done your best.So, to recap, can you tell exactly your inteventions done?
Last chance could be the replacement of custom FCU-2 which is the sprite controller, you said signals of Sprite ROMs are good until they reach custom BCU-2 but, according to MAME source, this is the Tile controller and, we know, PCB has a sprite and not tile issue.Have you checked all the RAMs addressed by these two customs?
User avatar
mikemcbike
Posts: 11
Joined: Fri May 03, 2013 5:30 am
Location: Germany
Contact:

Re: Fire Shark Sprite Problem

Post by mikemcbike »

caius wrote:
mikemcbike wrote:Hi guys, I'd be highly interested in any results or successful repair attemts to this mentioned Fire Shark PCB. I, myself unfortunately failed in repairing, so someone (hopefully) might be better than me.

By the way, I DID resolder the customs pins...

Greets to everyone,

Mike McBike
Hi, I followed your attempt to repair this board, very interesting, I think you have done your best.So, to recap, can you tell exactly your inteventions done?
Last chance could be the replacement of custom FCU-2 which is the sprite controller, you said signals of Sprite ROMs are good until they reach custom BCU-2 but, according to MAME source, this is the Tile controller and, we know, PCB has a sprite and not tile issue.Have you checked all the RAMs addressed by these two customs?
Well, I think so. Signals in data and addresses seem to be valid, but you'll never know, what is right and wrong. I also triggered on every second scanline just to detect if there is any difference in data bus behaviour. But unfotunately there was none... I already noticed the difference between tile and sprite custom controller, but I could not detect any problem in the outputs of the sprite controller and it seems, that sprite data gets combined with tile data in the tile controller. Can this be confirmed by anyone else?

MMB
User avatar
caius
Posts: 136
Joined: Mon Mar 25, 2013 10:07 pm
Location: Italy

Re: Fire Shark Sprite Problem

Post by caius »

mikemcbike wrote:
caius wrote:
mikemcbike wrote:

Well, I think so. Signals in data and addresses seem to be valid, but you'll never know, what is right and wrong. I also triggered on every second scanline just to detect if there is any difference in data bus behaviour. But unfotunately there was none... I already noticed the difference between tile and sprite custom controller, but I could not detect any problem in the outputs of the sprite controller and it seems, that sprite data gets combined with tile data in the tile controller. Can this be confirmed by anyone else?

MMB
Sadly there are no schematics of this pcb, the only documentation about is the MAME source, take a look here:


http://mamedev.org/source/src/mame/vide ... an1.c.html
User avatar
mikemcbike
Posts: 11
Joined: Fri May 03, 2013 5:30 am
Location: Germany
Contact:

Re: Fire Shark Sprite Problem

Post by mikemcbike »

I already had a look on the source code, but, unfortunately, emulation does not always help you in hardware failures... In the beginning, some data busses seemed corrupt for me, because of strange data levels, but this revealed to be o.k. after i checked the chip select lines... it's just tri state behaviour.
As you can see on my website, I'm equipped with some fine measurement devices, like a 500 MHz digital oszilloscope and a fast logic analyzer - what a waste of technology on that beast... :D

MMB
User avatar
caius
Posts: 136
Joined: Mon Mar 25, 2013 10:07 pm
Location: Italy

Re: Fire Shark Sprite Problem

Post by caius »

mikemcbike wrote:I already had a look on the source code, but, unfortunately, emulation does not always help you in hardware failures... In the beginning, some data busses seemed corrupt for me, because of strange data levels, but this revealed to be o.k. after i checked the chip select lines... it's just tri state behaviour.
As you can see on my website, I'm equipped with some fine measurement devices, like a 500 MHz digital oszilloscope and a fast logic analyzer - what a waste of technology on that beast... :D

MMB
Yes, I've seen your amazing equipment.I think you've eperienced all the best it can be done.As I said, the only possilbity woud be the custom (one or both) replacement.I have a scrap Outzone PCB with same ASICs, If you want I could give you them but I don't know if they are good.
User avatar
mikemcbike
Posts: 11
Joined: Fri May 03, 2013 5:30 am
Location: Germany
Contact:

Re: Fire Shark Sprite Problem

Post by mikemcbike »

This might be a decision of gbaplayer, because he has to pay for it... By the way, the tile controller is a fine pitch package, so it's a pain to desolder / resolder... But thanks for your offer anyway.

MMB
User avatar
caius
Posts: 136
Joined: Mon Mar 25, 2013 10:07 pm
Location: Italy

Re: Fire Shark Sprite Problem

Post by caius »

mikemcbike wrote:This might be a decision of gbaplayer, because he has to pay for it... By the way, the tile controller is a fine pitch package, so it's a pain to desolder / resolder... But thanks for your offer anyway.

MMB
OK.I use a simple hot air station to desolder and resolder these QFP ICs, if you got patience and steady hand the good result is assured.
Obviously if you got a infrared station , job will be better and more simply.
User avatar
mikemcbike
Posts: 11
Joined: Fri May 03, 2013 5:30 am
Location: Germany
Contact:

Re: Fire Shark Sprite Problem

Post by mikemcbike »

One may do this with good results with an electronically regulated hot air device like this one mentioned on my website:

http://www.wolfgangrobel.de/arcade/loet.htm

It's cheap (approx. 80 Euros) and may also be used for removing old paint... :D

MMB
User avatar
caius
Posts: 136
Joined: Mon Mar 25, 2013 10:07 pm
Location: Italy

Re: Fire Shark Sprite Problem

Post by caius »

mikemcbike wrote:One may do this with good results with an electronically regulated hot air device like this one mentioned on my website:

http://www.wolfgangrobel.de/arcade/loet.htm

It's cheap (approx. 80 Euros) and may also be used for removing old paint... :D

MMB
Good device.I use this 2in1 instead:

http://www.ebay.it/itm/STAZIONE-AD-ARIA ... 1643wt_906
User avatar
mikemcbike
Posts: 11
Joined: Fri May 03, 2013 5:30 am
Location: Germany
Contact:

Re: Fire Shark Sprite Problem

Post by mikemcbike »

wow, that's a cool price... I'm not so much into italian, is there a air pump included?

Thanks for the hint...

MMB
User avatar
caius
Posts: 136
Joined: Mon Mar 25, 2013 10:07 pm
Location: Italy

Re: Fire Shark Sprite Problem

Post by caius »

mikemcbike wrote:wow, that's a cool price... I'm not so much into italian, is there a air pump included?

Thanks for the hint...

MMB
Ye, it 2in1 station.It has a soldering iron ( from 200° up to 480°) and air pump (seven velocities and up to 500°).A real bargain IMHO.
Post Reply