> Ray, look at the schematic page that has the Line Counter
> on it. This page also has the signals 'bright' and
> 'drawing'. You'll see that there is an RC circuit and a
> transistor near the middle of the schematic, these are
> used to prevent the beam from turning on immediately when
> a line starts. Perhaps the problem lies there. Other
> possibilities are that the line counter is somehow messed
> up as this controls when the beam shuts off at the other
> end (it never makes it as far as the D/As would have you
> think). Or the RC stuff in the monitor cound be hurting,
> but that would affect ALL your games. It's hard to say
> without more info. Do the lines point the right direction?
> are they too long? too short? bent?!?! Running the Star
> Castle test pattern on it might be helpfull, that way
> you could (or I could) tell which end of the line is
> broke.
Thanks for the info, Paul. I know the monitor is OK since it works fine with
my rev K SC/RO board (or at least it did while my rev K board worked..sparks
flew last night and it is now officially down :-( )
Line segments all see the right length, but the vertices just don't meet.
For example, a 3 would look like this:
----- |
|
|
------
|
|
|
------
The offsets are quite consistent per graphic/character, but they aren't
preserved under rotation. That makes me think that there is a countrer
problem in the XY portion of the circuit. I will check it out.
Still, AA is fairly fun to play, even though you can't see the detail in the
graphics, and the fact that I don't have the town overlay and hence have no
idea where the walls are ;-)
Ray