Difference between revisions of "Capcom Repair"

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===Solenoid problems===
 
===Solenoid problems===
 
===Lamp problems===
 
===Lamp problems===
There can be up to 128 CPU controlled lamps in two seperate 8x8 matrices.
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There can be up to 128 CPU controlled lamps in two seperate 8x8 matrices called A and B. The lamp columns are driven by VN02N solid state relais and the rows by STP20N10L MOSFET's. The MOSFETS are more likely to fail then the solid state relays. Whenever you have a locked on lamp row it is likely to be a failing MOSFET driving that row but it can also be the 74LS74 driving the MOSFET. Check pin 1 (most left pin) of the MOSFET for a signal while the pin is flashing all lamps. Suspect the 74LS74 driving the MOSFET when there's no signal (permanent 0V or 5V) on pin 1 of the MOSFET. If the signal seems good you can check for ground on pin 3 (most right) of the MOSFET, if the ground is good as well you probably have a defect MOSFET.
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In case of a defect STP20N10L MOSFET, this part is getting scarce but it can be replaced by the IRL540N which is readily available. Do NOT use the IRF540N instead! Please note that these MOSFETS are quite sensitive to static electricity.
  
 
===Switch problems===
 
===Switch problems===

Revision as of 04:20, 28 September 2011

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Note: This page is a work in progress. Please help get it to a completed state by adding any useful information to it.


For history of Capcom Pinball see Capcom Pinball.

1 Introduction

Capcom turned it hand to Pinball in 1995?. The company brough its electronics experience from designing video games, and the Capcom platform included a number of technological advances ignored by mainstream manufacturers. In particular, Capcom made extensive use of surface-mount parts and moved to the high performance 68xxx 32-bit processor.

2 Games

3 Technical Info

Capcom used an electronic system that differs in several ways from most WMS and DE/Sega/Stern systems. Some major differences and noticable design points: Seperate switch matrix board with discrete wiring to each switch, the switch matrix diodes are not mounted on the switch but on the board instead. No batteries on the CPU board but an SRAM chip with a built-in backup battery (this battery will eventually wear out just like standard batteries). Adjustments, audits and diagnostics are done using the flipper and start buttons and the menu is entered upon opening the coin door (memory protect switch activated). It features a diagnostic system detecting lamp and switch failures. DMD high voltages are 110V DC (125V on WMS), 98V DC (113V on WMS) and 68V DC (62V on WMS) It supports up to 128 CPU controlled lamps (2x 8x8 lamp matrix). All lamps are CPU controlled and therefore there's no GI and so it doesn't have the burned GI connectors issues either as is common on some other pinballs.

The electronic system consists of the following parts: CPU board A0015403 (mounted behind the DMD). Power supply board A0015204 (upper board in backbox) Driver board A0015105 (big board in the middle of the backbox) Sound board A0015003 (most right in the backbox) Switch board A0015301 (lower board in the backbox) Display power board A0015502 (mounted behind the DMD)

Only exception is the Breakshot which uses a combined Power/driver/switch-board and a different sound board: CPU board A0015403 (mounted behind the DMD). Power/driver board A0017701 (big board in the middle of the backbox) Sound board A0021701 (most right in the backbox) Display power board A0015505 (mounted behind the DMD)

4 Problems and Solutions

4.1 Power Problems

4.2 MPU boot issues

4.3 Game resets

4.4 Solenoid problems

4.5 Lamp problems

There can be up to 128 CPU controlled lamps in two seperate 8x8 matrices called A and B. The lamp columns are driven by VN02N solid state relais and the rows by STP20N10L MOSFET's. The MOSFETS are more likely to fail then the solid state relays. Whenever you have a locked on lamp row it is likely to be a failing MOSFET driving that row but it can also be the 74LS74 driving the MOSFET. Check pin 1 (most left pin) of the MOSFET for a signal while the pin is flashing all lamps. Suspect the 74LS74 driving the MOSFET when there's no signal (permanent 0V or 5V) on pin 1 of the MOSFET. If the signal seems good you can check for ground on pin 3 (most right) of the MOSFET, if the ground is good as well you probably have a defect MOSFET.

In case of a defect STP20N10L MOSFET, this part is getting scarce but it can be replaced by the IRL540N which is readily available. Do NOT use the IRF540N instead! Please note that these MOSFETS are quite sensitive to static electricity.

4.6 Switch problems

In general switch matrix problem resolution is similar to other brands of pinballs but for a part it's a bit easier to work on, unfortunately for the bigger part it's harder to work on. Because of the discrete wiring from the switch matrix board to the switches and the diodes mounted on the board there aren't any diodes on the switches so it's impossible to put the wire on the wrong side of the diode when replacing a switch. However, the wires to the switches are quite thin and are known to break easily, the switch matrix board is mounted very low in the backbox and it's position doesn't make it easy to reach when diagnosing, the LM339's on the switch board are SMD (surface mounted) and sometimes their solder joints crack causing bad contacts.

4.7 Display problems

The display power supply board is based on a switching power supply built around an LT1271CT switching regulator from Linear Technology and a transformer. There are little parts to fail on this power supply. Problems can occur due to cracked solder joints but it rarely ever happens. Although unlikely to fail the LT1271CT is still available but it seems to be getting scarce.

A service bulletin (95-017a) regarding Pinball Magic was issued about the display power supply to solve some issues. The originally used 1N4936 rectifier diodes on D4, D5 and D6 are too slow and need to be replaced by faster rectifier diodes (Motorola MUR160). Capacitor C6 should be removed. Resistor R6 should be changed from 47k 1/2W to 15k 1W.

The service bulletin is available on IPDB: [1]

4.8 Sound problems

4.9 Flipper problems

4.10 Pop bumper problems

5 Game Specific Problems and Fixes

Capcom used tiny connectors to the ball trough opto boards. Carefully wrap a small cable tie around it and it stays put better.

Capcom also used too fine a wire for switches. Easy to have one break off, which in turn can make that switch and others not work. First thing to check for when a switch doesn't work.

6 Repair Logs

Did you do a repair? Log it here as a possible solution for others.