Fiche Maintenance Flipper DATA EAST N° Titre : Flipper Étudié: 4 Le Circuit "Lamp Matrix" Jurassic Park (1993)

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Fiche Maintenance Flipper DATA EAST N° Titre : Flipper Étudié: 4 Le Circuit Fiche Maintenance Flipper DATA EAST N° Titre : Flipper étudié: 4 Le Circuit "Lamp Matrix" Jurassic Park (1993) Catégorie: Schémas électriques Niveau requis: Moyen I. Flippers compatibles (pour le principe de fonctionnement) BATMAN(10/91), HOOK(05/92),LETHALWEAPON3(08/92),STAR WARS(12/92),THE ADVENTURES OF ROCKY…(02/93) ,LAST ACTION HERO(10/93),TALES FROM THE CRYPT(12/93), THE WHO’S TOMMY..(02/94), ROYAL RUMBLE(05/94),GUNS N’ROSES(07/94). II. Localisation Ceux sont des lampes se situant sous le plateau de jeu. Il y’en a en tout 64. La description des lampes pour ce flipper est fournie page 2. Version 1.0 Page 1 sur 6 @ Les fiches de Jumy III. Principe Les lampes sont alimentées en tout ou rien très rapidement par du 18 VDC. Elles sont représentées dans un tableau 8x8 (voir figure 2) et contrôlées par 16 transistors (8 TIP42 pour les colonnes reliés au +18VDC et 8 TIP122 pour les lignes reliés à la terre), chacun des transistors se comportant comme un interrupteur commandé par le CPU. Les connecteurs CN6-Y (couleur dominante rouge) et CN7-Y (couleur dominante jaune) se trouvent au niveau de la carte CPU. +18 VDC +18 VDC Colonne Commande Transistor TIP 42 Q71 Q70 Q69 Q68 Q67 Q66 Q65 Q64 CPU Board CN7-9 CN7-1 CN7-2 CN7-3 CN7-4 CN7-6 CN7-7 CN7-8 TIP122 Ligne Q72 1 9 17 25 33 41 49 57 CN6-1 Q73 CN6-2 2 10 18 26 34 42 50 58 Q74 CN6-3 3 11 19 27 35 43 51 59 CN7-Y avec Y = 1 à 9 CN6-Y Q75 4 12 20 28 36 44 52 60 CN6-5 Q76 5 13 21 29 37 45 53 61 CN6-6 Q77 30 CN6-7 6 14 22 38 46 54 62 Q78 CN6-8 7 15 23 31 39 47 55 63 32 40 48 64 Q79 CN6-9 8 16 24 56 À chaque numéro correspond une Figure 1 : Commande du circuit Lamp Matrix lampe associée en série avec une diode type 1N4001 ou équivalent. Colonne 1 Q71 2 Q70 3 Q69 4 Q68 5 Q67 6 Q66 7 Q65 8 Q64 YEL-BRN YEL-RED YEL-ORN YEL-BLK YEL-GRN YEL-BLU YEL-VIO YEL-GRY Couleur des fils Ligne CN7-1 CN7-2 CN7-3 CN7-4 CN7-6 CN7-7 CN7-8 CN7-9 1 Q72 Visitor Credit Left Spitter Center Baryonyx Right RED-BRN Center Button Scoop #1 Scoop C Target Scoop YEL : jaune CN6-1 1 9 Bottom 17 Bottom 25 Bottom 33 41 49 Bottom 57 2 Q73 Mosquito Left Spitter Center Right RED : rouge RED-BLK "T " X2 Scoop #2 Scoop H #2 Scoop BRN : marron CN6-2 Arch 2 10 Top 18 26 Top 34 42 50 Top 58 3 Q74 Brachia- Electric Hello Spitter Advance 2Ball Brachia- ORN : orange RED-ORN saurus Fence X2 #3 X A Play saurus CN6-3 Map 3 11 19 27 35 43 Arrow 51 Top 59 BLK : noir 4 Q75 Spitter Spitter Raptor Boat Raptor RED-YEL Map Attack Multi- Dock Triceratop O Pit "X " GRN : vert CN6-5 4 12 Million 20 X2 28 36 44 5 Milion 52 Arch 60 BLU : bleu 5 Q76 Herrera- 2 Ball Feed Jackpot T-Rex Raptor RED-GRN saurus Grid T.Rex loop Map S Pit Egg VIO : violet CN6-6 Map 5 13 21 29 37 45 Jackpot 53 61 6 Q77 System Bone Jackpot Herrera- Gate Raptor Left GRY : gris RED-BRN Map Boot Buster Map saurus X2 Pit Turbo CN6-7 6 14 22 30 Low 38 46 Danger 54 Bumper 62 7 Q78 Raptor Escape Top Herrera- "R" Outlanes Extra RED-VIO Triceratop Rampage Isla Turbo Saurus Arch Special Ball CN6-8 Map 7 15 Nubar 23 Bumper 31 Top 39 47 55 Arrow 63 8 Q79 Light Right Brachia- "C" Shoot Smart RED-GRY Galliminus Extra Stampede Turbo saurus Arch Again Ball CN6-9 8 Ball 16 24 Bumper 32 Low 40 48 56 X2 64 Figure 2 : Tableau de correspondance des Lampes Version 1.0 Page 2 sur 6 @ Les fiches de Jumy Le CPU va commander périodiquement une colonne à la fois durant environ 1/50 de seconde. Il commence par la colonne 1, puis la colonne 2, et ainsi de de suite jusqu’à la colonne 8 puis à nouveau la colonne 1 etc… En même temps, le CPU va commander la mise à la masse d'une ou plusieurs lignes. Ainsi à chaque intersection ligne/colonne, l’ampoule correspondante va s’allumer grâce à la commande du transistor pilote TIP42 et celle du transistor retour TIP122. La lampe va ainsi s’allumer et s’éteindre très rapidement ce que notre œil ne perçoit pas (persistance rétinienne). Remarque importante : On peut remarquer que chaque lampe est associée en série avec une diode (type 1N4001 ou équivalent). Le rôle de cette dernière, qui ne laisse passer le courant que dans un seul sens (anode-cathode), est d’empêcher un fonctionnement intempestif avec d’autres lampes. Prenons un exemple: Le CPU applique +18 V à la colonne 3 (Q69) et met à la masse la ligne 3 (Q74).La diode associée avec la lampe n°19 laisse passer le courant de Q69 vers Q74, d’où l’allumage de cette lampe. Les diodes associées aux lampes n°3 et n°11 bloquent le passage éventuel du courant. Comment se repérer dans le circuit Lamp Matrix ? Observer la photo ci-contre, prise sous le plateau de jeu du Jurassic Park. Grâce au code de couleur, on repère un fil YEL -VIO (relié au transistor Q65) et un fil RED-VIO (relié au transistor Q78), il s’agit donc de la lampe n°55 entourée sur la figure 1 page 1. Photo 1 III. Lampes utilisées La tension de commande des colonnes est fortement découpée (état haut: 18V, état bas: 0V) et des lampes de 6 V conviennent. Elles sont identiques au circuit Général Illumination. Type # 44 (6,3 V / 0,25 A) Type # 555 (6,3 V / 0,25 A) Version 1.0 Page 3 sur 6 @ Les fiches de Jumy IV. S’aider de la fonction logicielle GAME DIAGNOSTIC Procédures pour lancer la fonction Game Diagnostic • Mettre sous tension le flipper et attendre la fin du test mécanique normal du T-REX. Ne pas lancer de partie. • Ouvrir la porte qui permet l’accès au plateau du jeu (playfield). • Repérer sur votre gauche, les boutons FORWARD/REVERSE (couleur verte) et STEP (couleur noire) qui permettent l’accès au menu GAME DIAGNOSTIC (photo 2). • Vérifier que le bouton FORWARD/REVERSE est en position basse sinon appuyer sur Photo 2 ce bouton. Appuyer 1 fois sur le bouton STEP pour activer le GAME DIAGNOSTIC. Ensuite, appuyer une bonne dizaine de fois sur le bouton STEP jusqu’à obtenir le menu test « TOUTES LAMPES ». Le CPU allume toutes les lampes en même temps et vous pouvez d’un coup d’œil vérifier l’état des 64 lampes du circuit « Lamp Matrix ». Si une lampe est éteinte, plusieurs options possibles : contrôler l’état de la lampe, du support de lampe, de la diode associée avec la lampe, des soudures, bref tout ce qui peut générer une coupure de courant comme pour la lampe n°47 de la photo 3 (voir partie V). Appuyer à nouveau sur le bouton STEP et vous obtenez le menu test « LAMPES RANGÉES ». Vous pouvez alors appuyer autant de fois que vous voulez sur le bouton STEP pour tester les 7 lignes Photo 3 suivantes. L’affichage (voir photo 4) fournit les informations suivantes : numéro ligne testée (1), couleur des fils (rouge-marron), transistor retour (Q72). Les lampes n° 1,9,17,25,33,41,49,57 doivent être allumées . Appuyer à nouveau sur le bouton STEP et vous obtenez le menu test « LAMPES COLONNES ». Vous pouvez alors appuyer autant de fois que vous voulez sur le bouton STEP pour tester les 7 colonnes suivantes. L’affichage (voir photo 5) fournit les informations suivantes : numéro colonne testée(1), couleur des fils (jaune- Photo 4 marron), transistor pilote (Q71). On repère les 8 lampes (n°1 à 8 associé à la colonne 1) qui sont allumées, donc test colonne 1 correct. Appuyer à nouveau sur le bouton STEP et vous obtenez le menu test « LAMPES». Vous pouvez alors appuyer autant de fois que vous voulez sur le bouton STEP pour tester une par une n’importe quelle lampe du circuit Lamp Matrix. Dans notre exemple, photo 6, le test se fait sur la lampe « centre visiteur » (n°1) qui est allumée. Photo 6 Photo 5 Version 1.0 Page 4 sur 6 @ Les fiches de Jumy V. En cas de panne Symptome: Aucune lampe ne s’allume Tester le circuit de création du 18V. CN4-5 CN4-1 CN4-2 CN4-4 Backbox (à coté de C1 et BR1) CN4-6 CN4-5 +18 VDC F2 : 8A S.B L1 : 48 μH/3A BLU/WHT +18 VDC F4 :8A S.B CN4-7 CN4-6 CN4-7 CN4-8 CN4-8 CN4-9 ~ ~ C1 : 30000μF 13 VAC CN5-1 C49 C48 25V CN4-9 CN5-3 0,1μF 0,1μF Crée par Transfo BLU/WHT CN4-10 CN5-4 Filtre CN5-5 CN5-6 CN4-11 CN5-7 BR1 BR1 CN4-12 CN5-8 CN5-9 PS Board CPU Board F2 Légende : Couleurs des fils : BLU : bleu ; WHT : blanc Connecteurs CNX-Y :X = n° connecteur et Y = n° brochage sur connecteur X.
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