Updated IO Boards and descriptions

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Naoki Saito 2022-11-17 19:22:48 +00:00
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# GE675-PWB(B)A - Fishing Reel IO
This is the Reel IO controller board for the Fisherman's Bait series of games. It is an internal expansion IO board that has an external IO connector. It uses a typical mouse encoder chip to translate the reel spool and has a feedback drive for the spool clutch to add resistance to turning.

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# GN672-PWB(F) - Stereo Audio AMP
This PCB is simply an stereo audio amp. Todo: add specifications. Likely just dual 20w/40w amplifier.
Dance Dance Revolution/Dancing Stage uses two of these PCBs: One for the full range drivers and another for the subwoofers (this amp receives an LFO channel input).

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# GN845-PWB(A) - Relay Board
This PCB is also known as the Relay board sometimes, it is used on DDR/Dancing Stage and possibly other BEMANI games like Drummania and Guitar Freaks.
First used with DDR, it has space for two logic inverters for up to 8 channels (altough DDR only has pats for 6 channels) of high current outputs like the 12v halogen spotlamps on the marquee and the 501 lamps in the start and select buttons. The neon tube driver *does not* go through this board, it uses a separate solid-state relay (SSR) to drive the neon transformer.
The secondary logic chip and associated components are not used or populated in DDR. It drives the last two MOSFETs/Darlington pair transistors, a space for lower current drivers using NPN transistors and then finally two opto-isolator outputs. It's not known what these were originally intended for nor if any game would have ever likely used them.
The board is setup to use both N-Channel MOSFETs and NPN Darlington pair transistors, with R9-R16 being the only components needing to be changed. A straight link (0-ohm/wire) is used for MOSFETs and a resistor for NPN Darlington transistors. The board is only designed to handle 12V swtiching. It has an onboard 7805 5V regulator for the logic ICs.

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"workbook_filename": ""
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# GN845-PWB(B) - Stage IO
This PCB is also known as the Stage IO board. It lives in either the top right or top left corner of the stage pads in Dance Dance Revolution/Dancing Stage and serves as a multiplexor and driver board for the stage neons. It's only used in DDR doubles cabs, DDR Solo does not use a multiplexor as it only uses two sensors per pad (vs DDR doubles' 4) and directly connects all sensors to the JAMMA connector. The JAMMA stick UDLR pins are connected to the Stage IO board, with U and R serving as inputs for the multiplexor data as well during boot and diagnostics.
Curiosly, the Stage IO is only ever populated for 4 arrows but an entire 5th section is on the PCB and routed out, so maybe DDR might have been a 5 panel game? This was before Pump-It-Up was released so it's interesting that perhaps the center panel might have originally been an input.
Power wise, the board receives a 12V input which is then connected to a 7805 to get local 5V regulated power.
## Function
The Stage IO is not exactly required in the sense that normal gameplay in DDR does not use nor care for the multiplexing of the Stage IO, it uses the direct JAMMA stick inputs for the arrows. That said the game *does* clock the Stage IO's serial bus during gameplay but it's not fully known why as grounding one of the pins (todo: which?) will enable the pad output anyway.
### Arrow Sections
Each arrow has it's own NPN darlington pair transistor, 74HC14 inverter and passives. The transistor is used for the neon drivers that light up the arrow panel. All sensors and the NPN transistor go through the logic inverter and then into the CPLD.
### CPLD
The CPLD has pullups on it's inputs after line filters (10nf LCL filters) that go through a resistor network. The inputs are also protected by a zener diode arrays to ground and to power. The outputs are protected by opto-isolators, the same PC817 chips that Konami used everywhere else.
The CPLD itself is not yet fully understood. It's known that all Stage IOs use a synchronous serial bus over 4 wires, two of which are inputs and driven by the System 573's opto-isolated outputs on the analogue or digital IO board. The other two lines share the U and R pins with the JAMMA connector.
The serial protocol is **ludicrously slow**, it takes about 200ms(!) to transmit a complete message. The bus is full-duplex, like SPI, the 573 will receive data as it is being sent. The first packet is a mirror of what the 573 sends, the latter half has all of the sensor data (4x4 so 16 sensors) and the 573 can optionally disable individual sensors from use, probably to avoid a stuck input but this isn't used in gameplay.
The protocol will be documented here when it is more fully understood.

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# GX700-PWB(F) - Analogue IO
This PCB is also known as the analogue IO board. Really speaking, it's just a 30 output driver board and has nothing to do with analogue data or audio. Given the code name, it was possibly designed at the same time the System 573 was (as the mainboard is labelled GX700-PWB(A-C)) so is not DDR specific, and has been used on other games like Fighting/Punch Mania.
It consists of a 16V8 PAL, 1x 74LS245 for converting the 3.3v PSX bus to 5v and 3x 74LS273s and a 74LS175 acting as output latches. It has a very basic function, you write a byte to a corrosponding point in memory and it gets latched to the outputs. (todo: add locations).
The logic chips drive PC817 opto-isolators which are protected by capacitors (10nf) and line filters (10nf LCL).
The PAL is not yet dumped, but on my todo list.
## Part Population
The IO board is almost never fully populated and most games will only have the output drivers populated for the outputs it needs.

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# GN874-PWB(C) - Audio Mixing PCB
This PCB is simply an audio mixing PCB. It takes two inputs, merges them together and then splits into two full range outputs (one going to the output of the cabinet at the back) and a stereo LFO channel. The potentiometers for controlling volumes connects to this PCB. There is a 4 pin connector by the inputs that might be another input but it's not known if this was ever used. Also there is a third output which is positioned to be connected to another GN672 amplifier but it's not populated on most boards.
It's using basic NE5532 circuits powered from a 7805 5V regulator.

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@ -25,17 +25,22 @@ The following is a list of known working drives for the System 573.
* SONY DRU-810A (DVD±RW)
* TEAC CD-W552E (CDRW)
* Toshiba XM-7002B (Laptop-CD)
* TDK AI-CDRW241040B (CDRW)
### Known working with DDR Analogue mixes
* Compaq 179137-701 (Laptop-CD)
* Compaq 179137-701 (Laptop-CD - Works*)
* LG GDR-8163B (DVD)
* LG GDR-8164B (DVD) (Works with SuperDiscs)
* Matsushita CR589B (CD)
* Lite-On LH-18A1H (DVD) (Works with SuperDiscs)
#### Notes:
\* Works to boot and goes in-game but the charts and lights are not synced to the song. For example a song's audio will finish before the last step in a chart is played. It's thought that this might be due to how the drive handles the subcode data in the red book audio tracks.
### Credits:
This information has come from the following sources:
* Post by gtc on Rhythm Game Cabs discord server (https://discord.com/channels/448309553394614272/448309553394614274)
* NaokiS - Own testing
* SpicyJpeg
* Grandstand
* Game Repair Info working drive list (https://gamerepair.info/hardware/1_system_573)