System 6-9 Sound / Speech Boards
A clear diagram of jumper settings for most games on Williams Type 2 boards can be found at robotron-2084.co.uk !
See this link for a quick and dirty sound board switch and connector diagram. It also shows the solenoid sound select numbers on the Inputs at 10J3 for a system6 (or system7) game.
Here is a diagram on placement of the Speech ICs, which isn't very logical.
Note: This diagram works for any of this type of Speech Daughter board. Replace your game number nnn in ST-nnn-ROM# format. See examples for Firepower (497), Alien Poker (501) and Black Knight (500), which are my favourites. Although I provide this information for clarity, I still recommend you replace Original Speech Mask Roms with newer 2532 Eproms.
Speech ROM IC socket locations
Before you start to repair your Williams sound card... are you sure you have a sound board problem?
Do the sounds work correctly from the sound board "self test"? Have you followed the diagnostic procedures in the game manual and checked the "Solid State Flipper Maintenance Manual" or equivalent for your game? For Firepower and later, download the PDF of FlipperManual
OK. It works on the sound board self test, but you still get missing or incorrect game sounds... what now?
On all models of sound card you can ground the input pins and that should gives an indication that the sound board is working. For Type 2 boards (square ones) that's 10J3 pins #2-4 and 7 I believe it's the same on the Type 1 boards (Flash, etc).
By System 7, Williams had stopped using solenoids to fire sounds and had added a dedicated Sound/Comma PIA on the CPU board to talk to the sound board. Yes! More playfield coils and flashlamps were now possible.
So, on a Black Knight and later System 7 games, the fault might be on the CPU board. Perhaps PIA 5 - IC36 (a 6821 PIA) is a suspect as this drives the sound board. The outputs of the IC36 PIA at PA0-PA6 connect to 1J8 starting at pin 12 (1J8 P12) and run backwards numbered as the Sound Selects in the table below.
In theory Williams provided Sound Selects 0-6,and could have programmed 127 sound & speech calls. But the sound boards at the time never used that many, to my knowledge. So you only need to worry about those shown below unless you add your own sounds and programming!
Also do first check the output pins at 1J8 on the CPU Board for cold solder joints, before replacing a PIA.
|1J8 P1||Comma 3 & 4||Brown/White|
|1J8 P2||Comma 1 & 2||Violet|
|1J8 P3||Key (*)||N/C|
|1J8 P4-7||No Connection||White|
|1J8 P8||Sound Select 4||Yellow|
|1J8 P9||Sound Select 3||Green|
|1J8 P10||Sound Select 2||Blue|
|1J8 P11||Sound Select 1||Red|
|1J8 P12||Sound Select 0||Red / Yellow|
On System 6 (and earlier), you may have a fault on the DRIVER BOARD and specifically one of the solenoids in the range #9-13. So the Solenoid diagnostic test will help you figure it out for System 6 (and perhaps for System 7 too). Although remember the calls are made differently.
Getting Started. If diagnostics don't work as you expect, you can ground the metal tabs of the TIP120 or TIP102 transistors (briefly - they may be real coils or flash lamps!) on the bottom 2 rows of the driver board. This is what the logic does, and you should hear 5 different sounds. The first 3 are at the bottom left of driver board, and then the first two the next row up are the sounds #9-13 as shown on the chart below.
* Blue shows 5 Sound Transistors on System 6 / 6a
The "grounding test" is a quick check for continuity from TIP120 transistor centre tab out to the sound board. You can of course also turn off the game and measure it with the Ohm meter between the centre tab and the input pins on the sound card. If you get high readings, check for cold solder joints on the input pins of the sound board at 10J3. Also then check the output pins on the Driver board at 2J9. Reflow the solder on these pins. Replace the connectors. It's always the IDC connectors that go wrong on these games!
Another tip is that you should see the centre tab of the Blue "sound transistors" running at about +5v DC on the driver board when not grounded. Other TIP120's (or TIP102's) could be at the coil potential so have your DMM set on +50v or so for this test.
If you get this far and can get 5 distinct sounds, then the problem is not the sound board, nor the connection to the driver board (or the sys7 cpu board). Still talking about system 6, it could be: the power transistor TIP120 (or TIP102), the 2n4401 pre-driver, the 7408 IC or finally the 6821 PIA at IC5. Follow a driver board repair guide to get further.Complete list of Driverboard 2J9 pins and the associated transistors (for Sys3-6) are:
|2J9 P9||# 9||Sound Select 0||Q31 / Q30||Brown / Black|
|2J9 P7||#10||Sound Select 1||Q33 / Q32||Brown / Red|
|2J9 P6||#16||Coin Lockout*||Q45 / Q44||Brown / Grey|
|2J9 P5||#15||Flash Lamps*||Q43 / Q42||Brown / Violet|
|2J9 P4||#14||Credit Knock*||Q41 / Q40||Brown / Blue|
|2J9 P3||#13||Sound Select 4||Q39 / Q38||Brown / Green|
|2J9 P2||#12||Sound Select 3||Q37 / Q36||Brown / Yellow|
|2J9 P1||#11||Sound Select 2||Q35 / Q34||Brown / Orange|
List of J3 sound select pins on the System 6 or 7 sound board are:
|10J3 Pin||Sol.||Function||Wire Colour|
|J3 P3||# 9||Sound Select 0||Brown / Black|
|J3 P2||#10||Sound Select 1||Brown / Red|
|J3 P5||#11||Sound Select 2||Brown / Orange|
|J3 P4||#12||Sound Select 3||Brown / Yellow|
|J3 P7||#13||Sound Select 4||Brown / Green|
On System 6, using only 5 solenoids for sound limits the number sound and speech calls.
I make it 25 = 32 so only 31 usable combinations, a call of all 0's being null. But (using Firepower as an example) you then can have all the combinations of maybe 20 sounds plus the 11 speech phrases it "knows". So it's enough given the small amount of sound and speech memory they had to work with at the time. In fact it's amazing! For more background, see: An interview with Eugene Jarvis, the sound engineer and programmer for Williams at the time.
Changing the sound board won't cure the problem of a missing solenoid signal, and a major clue is that the sound board tests good, and is also good when grounding the 5 input pins at (Board #10) J3 on the sound board. While the "in game" sounds or game diagnostics will play incorrectly or have missing sounds. For example someone wrote to me saying their Firepower game could say "Power" but not "Fire" it turned out transistor Q35 (a TIP120 or TIP102) was missing from the Driver board. That's 2J9 pin1 solenoid #11 (and fires sound select #2)according to the above sys 6 table. Without that sound select being triggered, I figure only half the game sounds would be produced (24-1> = 15)!
If a transistor gets shorted on (or a 7408) and one of the sound selects is constantly grounded the from the Driver Board, you will certanly get fewer (and usually the wrong) sounds played. You can chase this kind of problem around for hours, if you don't work logically through the problem! See Problem #6 at Pinball Restorations for a decent approach. It's about a sound fault on an Alien Poker, but it had exactly the same driver board and sound/speech boards as Firepower (and other Williams games from that era). BTW - Alien Poker was the last System 6(a) game, but had 7 digit scoring displays! Algar was also a Sys 6a with 7 digit displays.
OK, so you actually have a sound board fault. You need to get it on the workbench to test any further. You don't need to use an AC
supply! A PC AT power supply has the +12v and -12v DC you need on the mother board connectors, my experience is that the older the PC the
better. Search for "AT Power supply" on the web for the connector locations or measure for them with the DMM. The wires on mine were
coloured Yellow and Blue. Ground was black as usual. I slid them out of the motherboard connector and they fit right in a .156" socket to connect to
the sound card. Took 5 minutes. Also see Leon's excellent site. You will probably need his sound test ROM.
The very first thing is to make sure you have the correct jumper settings and ROM types. You can NOT "mix and match" sound and speech ROMs as you like. From my experience, which is on Williams System 6/7 pinball the Sound ROMs are 2716 Eproms and the Speech are always 2532 Eproms. The exceptions are video games (and a few pinballs), such as Defender,Sinistar, Robotron and Joust which use a 2532 on the sound board ROM and each has special jumper settings.
Also you need the correct Sound ROM type for your game's Speech ROMs. Firepower AND Alien Poker both use "WMS Sound ROM 3" no matter WHAT the Alien Poker manuals (or ROM downloads) say! This is the only way I ever got speech to work on Alien Poker. If you have Blackout, you will need a 2716 Sound ROM 2 to go with the Blackout 2532 Speech ROMs
This is mainly a warning if you will be plugging together different boards on a workbench, don't trust that all Sound ROMS will work with all speech boards.
Link here to my mad experiment to fit 4 x 2532 speech ROMs on a 27128 Eprom and get it working for a game.
Also distrust both the switch settings AND that you could have a faulty switch on the Type 2 board. I have seen this! Test by removing the 2-way switch, or jumpering across the back of the switch.
If DS1-2 is not connecting, you will hear sounds-but NO speech.
The clue here is that if you press the sound board diagnostic switch, you hear BOTH sounds and speech - that's what mine does.
Other problems that could cause sounds but missing speech include:
W1 is jumpered,
W9 is NOT jumpered (W4 is probably in place),
IC7 (inverter) faulty,
IC10 (6821 PIA) is faulty (use Leon's test chip -see below)
Faulty speech board (no speech),
Gaps in speech usually point to a faulty Speech ROM, look in the manuals for which ROMs hold the missing words.
Switch 2 MUST be ON for speech. OFF for no speech.
Switch 1 selects Tones or Synth Sounds. ON for musical tones (more like bings and bongs), OFF for Synthesized Sounds.
DS1: Set correctly for Sounds and Speech.
DS1: Set for Sounds only. You will also have to jumper W1 if this is not in place.
Using the Sound Board Test Chip. Leon's test chip and instructions will be very useful. Search on his page (linked above) for "Repair method sound boards" Note: The the test chip will not start on a Type 2 board with jumper W1 missing, unless the speech card is also connected. Mine didn't start "pulsing" without the speech card. You also need to put the Test code on a 2716 eprom.
Here's the best solution:
Jumper W1, and set DS1: SW1 and SW2 to OFF and run without a speech board until the sound is working 100%.
This may not be obvious at first, but you must get back to a basic setup and work forward from there.
The following is my attempt to list notable Williams games that used these boards. I'm interested in System 6/7 pinball games, and even so some are left out. If your favourite game isn't here, I'm sorry! Life is tough.
I have conflicting lists, Hyperball could be a 2532 ROM #8. the file hypsnd12.532 has a checksum of 0x25A8 - which doesn't match other sound ROM images I have seen. So the list is not perfect, I have made some corrections as of Feb 2011 after more research. If you have updates or can confirm Williams sound ROM numbers (and even betgter provide checksums or the source files) please email me. I'm fairly happy the games with speech in the first table are right, less so with the Video games and Hyperball. e m a i l : richard (a_) firepowerpinball (do_) com. _ = missing t's.
Williams Pinball Games needing Type 2 Sound Board and a Speech Board:
|NAME||SYS||GAME||WMS SOUND ROM|
|Blackout||6||495||Sound ROM 2|
|Gorgar||6||496||Sound ROM 2|
|Firepower (r)||6||497||Sound ROM 3|
|Black Knight(r)||7||500||Sound ROM 5|
|Alien Poker||6a||501||Sound ROM 3 confirmed|
|Jungle Lord||7||503||Sound ROM 3|
|Pharoah||7||504||Sound ROM 6|
(r) Steve Ritchie Game Design
Video Game with Sound and Speech Board:
Sinistar (cockpit front) & Upright, Type 2, VIDEO ROM 9
Pinball Games with Sound Boards Only:
|NAME||SYS||GAME||WMS BOARD, SOUND ROM|
|Flash (r)||4||486||Type 1 Board, ROM 1*|
|Time Warp||6||489||Type 1 Board, ROM 1|
|Stellar Wars (r)||4||490||Type 1 Board, ROM 1|
|Laser Ball||6||493||Type 1 Board, ROM 2|
|Scorpion||6||494||Type 1 Board, ROM 1|
|Algar||6a||499||Type 1 Board, ROM 4|
|Cosmic Gunfight||7||502||Type 2 Board, ROM 12|
|Solar Fire||7||507||Type 2 Board, ROM 7|
|Hyperball (n)||7||509||Type 2 Board, SPECIAL ROM 8 ??|
|Barracora||7||510||Type 2 Board, ROM 4|
|Time Fantasy||7||515||Type 2 Board, ROM 13|
|Warlock (pin)||7||516||Type 2 Board, ROM 14|
|Defender (pin)||7||517||Type 2 Board, ROM 15|
|Joust (2 player pin)||7||519||Type 2 Board, SPECIAL Snd_IC12.532 ROM|
|Laser Que||7||520||Type 2 Board, ROM 3|
|Firepower II (m)||7||521||Type 2 Board, ROM 13|
|Star Light **||7||530||Type 2 Board, ROM 4 confirmed on my game!|
(r) Steve Ritchie Game Design (m) Mark Ritchie Game Design (n) Not a Pinball, more like a gun game that shoots tiny pinballs.
|NAME||WMS BOARD, VIDEO ROM|
|Bubbles||Type 2 Board, VIDEO ROM 5|
|Defender (Video)||Type 2 Board, VIDEO ROM 1|
|Joust (Video)|| Type 2 Board, "VIDEO" ROM 4|
(Checksum matches ROM 4 from Algar, Barracora and Star Light)
|Robotron 2048||Type 2 Board, VIDEO ROM 3|
|Sinistar (cockpit rear)||Type 2 Board, VIDEO ROM 10|
Note: VIDEO ROMS and those for Joust (a 2 player head to head pin) and Hyperball are 2532 Eproms
RUNNING THE SOUND CARD WITH A 6802 CPU, and no 6810 RAM in IC11
Why? You might not have an 8088 CPU, and if you upgrade to a 6802 there is one less IC (the 6810 RAM) to go wrong.
You can get the Type 2 board to run on a 6802 CPU, by cutting a track called W14. It isn't a 0 ohm resistor, it's a track under R30, the 3rd resistor in from Left on the Bottom Left of the board. W14 grounds pin 36 of the processor for a 6808 CPU.
If you want to use a 6802, cut the track W14.
Pin 36 will go high through the 4.7K "pull up" resistor at R30. You can then remove the 6810 RAM as the 6802 has internal RAM. Very careful if you remove the 6810 RAM at IC11. My advice is to just LEAVE IT (or the socket) in place if the card functions with it there. That way it can be reverted back to 6808 operation in future.
WILLIAMS SOUND BOARD (e.g. 1C-2001-145-x any square "type 2" board)
Warning: Again if you remove the socket for the 6810 RAM at IC11 be very careful as the traces (Address/Data Lines) connect onwards to the 6808 CPU at IC9. I got in a whole world of pain and so document the following.
Pin Mapping of IC12 (Sound ROM) to IC9 (6800 /6802 CPU) and IC11 (6810 RAM)
|Sound ROM||CPU 6808/02||6810 RAM||Function|
|IC12 P 1||->||IC9 P16||->||none||(A7)|
|IC12 P 2||->||IC9 P15||->||IC11 P17||(A6)|
|IC12 P 3||->||IC9 P14||->||IC11 P18||(A5)|
|IC12 P 4||->||IC9 P13||->||IC11 P19||(A4)|
|IC12 P 5||->||IC9 P12||->||IC11 P20||(A3)|
|IC12 P 6||->||IC9 P11||->||IC11 P21||(A2)|
|IC12 P 7||->||IC9 P10||->||IC11 P22||(A1)|
|IC12 P 8||->||IC9 P 9||->||IC11 P23||(A0)|
|Sound ROM||CPU 6808/02||6810 RAM||Function|
|IC12 P 9||->||IC9 P33||->||IC11 P 2||(D0)|
|IC12 P10||->||IC9 P32||->||IC11 P 3||(D1)|
|IC12 P11||->||IC9 P31||->||IC11 P 4||(D2)|
|IC12 P12||->||IC9 P1, P21||->||IC11 P 1||(GND)|
|IC12 P13||->||IC9 P30||->||IC11 P 5||(D3)|
|IC12 P14||->||IC9 P29||->||IC11 P 6||(D4)|
|IC12 P15||->||IC9 P28||->||IC11 P 7||(D5)|
|->||IC9 P27||->||IC11 P 8||(D6)|
|IC12 P17||->||IC9 P26||->||IC11 P 9||(D7)|
|Sound ROM||6810 RAM||Function|
if W2 closed,
if W3 closed,
IC7 P9, IC9 P20
|IC12 P19||->||IC9 P19||->||IC11 P15||(A10)|
|IC12 P20||->||IC2 P9 (7442)||->||(CS1)|
if W10 closed,
IC11 P13 and IC3 P8
if W11 closed,
IC3 P6, P9 and P10
|IC12 P22||->||IC9 P18||->||IC11 P14||(A9)|
|->||IC9 P17||->||IC11 P10||(A8) ***|
|IC12 P24||->||IC9 P 8, P35||->||IC11 P24||(VCC) +5v|
*** This is tricky. It is conected to IC11 via IC7 (hex inverter) P12/P13 so
IC9 P17 and IC12 P23 (A8) -> IC7 P13, (inverts signal) then IC7 P12 -> IC11 P10 (CS0)
The Sound board has its own PSU (Power Supply Unit)
Why did they have a different PSU for the Sound card?
Perhaps the isolation was to provide a "cleaner" sound, by avoiding interference from other components.
Early Williams System 6/7 and "cleaner sound" were used in the same sentence. Ha! I like it.
If you have updates (or comments) please e m a i l : richard (a_) firepowerpinball (do_) com. _ = missing t's.