Game Service & Troubleshooting
E-5
In Dialed In, the eight large RGB LED PCBs (under the playfield), the Smartphone RGB LED PCB (inside the Smartphone) and an RGB LED Controller board (circled
in blue in figure E3) are used to control the game's feature lighting. 4VDC is run through these boards to provide power to all of the RGB LED boards around the
playfield (above and below). This 4VDC is supplied by the 7.5/4VDC Power Supply, located inside the backbox PCBs EMI shield (item 2, pg C-46 of this manual).
Each RGB LED Controller board can control up to 24 RGB LEDs, 8 through each of 3 driver connectors (
J101-J103
). Up to 8 individually addressable (0 through 7)
RGB LED Controller boards can be used in a game. Controller board addresses are set using the 3-bank dip switch labeled
SW100
. In Dialed In, the RGB LED Con-
troller board is set to address 0 (
SW100
-> 000).
Communication/control signals are distributed, through CAT5 ethernet cables, between the BAG board (
J103
), the eight large RGB LED PCBs (
J101-J110
,
J201
,
J301
,
J401
,
J501
,
J601
,
J701
&
J801
), the Smartphone RGB LED PCB (
J101
) and the RGB LED Controller board (
J104
,
J105
). Signals from the BAG board are sup-
plied through the RGB LED Controller board, to the first large RGB LED PCB, then out (in parallel) to all of the remaining large RGB LED PCBs (including the
Smartphone RGB LED PCB). Several of the large RGB LED PCBs, in turn, control groups of individual, "outlier" RGB LEDs around the playfield. An unplugged or
damaged ethernet cable will interrupt control to any RGB LED Controller boards and/or RGB LEDs downstream.
RGB LEDs are essentially 3 LEDs in one package: one red, one green and one blue. As such, four wires are run to each RGB LED in the game. One wire supplies
power to the LED package, the other three are individual intensity control/return lines - one for each LED color:
red, green, blue
. The quartets of wires are bun-
dled together into cable assemblies (pg C-88). The wires are color coded to quickly identify which pins each RGB LED connects to at its 50-pin RGB LED Control-
ler board connector (or its large RGB LED PCB connector). A base color is used for each set of four wires. The power wire for each quartet is the base color, solid
(no stripe); the control/return wire for each LED color is the base wire color with a stripe in that color. For example, if the base color is YEL, the power wire will
be solid YEL. The wires controlling red, green and blue intensities will be YEL with a RED stripe, YEL with a GRN stripe and YEL with a BLU stripe, respectively. If
the stripe color would match the wire's base color, a GRY stripe is used for that control wire instead.
The first RGB LED in each cable has a wire base color of BLK, the second has a base color of BRN, the third, a base color of RED and so on, through the resistor
color code (BLK, BRN, RED, ORN, YEL, GRN, BLU, VIO). Color code references for feature lighting wiring are included in feature lighting PF diagrams & tables (pgs
C-80 to C-87), RGB LED Controller board schematics (pg D-72) and in RGB LED Controller board connector pin-out listings (pg D-73).
To set the radiant color for an RGB LED, we manipulate the intensity of each LED component,
red, green, blue
. For example, equal intensities of red and blue
(along with no intensity of green) will result in a particular intensity of violet. Equal intensities of all three colors will create a certain intensity of cool white. If
the LEDs are run at maximum intensity, they will produce very bright lighting effects - but both the driver IC and the LED itself will be working quite strenuously.
In this case, the driver/LED combination will draw a lot of current and create a lot of heat (both undesirable). If the LEDs are run at a low intensity, they’ll pro-
duce very dim lighting effects, but the result will be much less taxing on the driver IC and RGB LED package. We try to run the RGB LEDs somewhere just above
the middle of their operating range in most situations. However, the overall feature lighting brightness in the game can be adjusted in the System Settings menu
(see pg B-25 of this manual).
Summary of Contents for Dialed in!
Page 2: ......
Page 4: ......
Page 15: ...Game Assembly Setup A 1 Game Assembly Setup Section A...
Page 43: ...The Dialed In Menu System B 1 The Dialed In Menu System Section B...
Page 99: ...Game Parts Information C 1 Game Parts Information Section C...
Page 104: ...Game Parts Information C 6 7 9 17 5 4 19 1 2 10 16 13 14 15 8 12 18 11 6 3 20 5 21 23 22...
Page 106: ...Game Parts Information C 8 1 2 3 4 5 6 7 8 9 10 11 12 13 18 15 16 14 17 19 20 22 21...
Page 114: ...Game Parts Information C 16 10 3 11 1 7 7 12 4 6 9 8 8 2 5 8a...
Page 126: ...Game Parts Information C 28 1 4 8 9 3 5 3 2 6 3 7...
Page 130: ...Game Parts Information C 32 7 2 4 8 1 11 3 10 5 6 12 15 9 13 14...
Page 148: ...Game Parts Information C 50 1 2 3 4 5 7 8 9 10 12 12 14 15 6 6 6 6 6 6 6 13 11...
Page 150: ...Game Parts Information C 52 1 2 3 4 5 6 7 8 9 10 12 10 10 10 10 11 11 13...
Page 160: ...Game Parts Information C 62 9 9 1 7 2 4 5 6 6 8 3...
Page 166: ...Game Parts Information C 68 1 2 3 4 5 6 9 10 11 12 13 14 17 19 21 22 26 27 28 35 36...
Page 168: ...Game Parts Information C 70 1 2 3 4 5 6 9 10 11 12 13 14 17 19 21 22 26 27 28 36 35...
Page 170: ...Game Parts Information C 72 41 42 44 45 46 47 48 57 58 59...
Page 172: ...Game Parts Information C 74 57 58 59 41 42 44 45 46 47 48...
Page 208: ...Game Parts Information C 110 1 2 2 2 3 4 5 6 11 9 10 10 10 7 8 12 12 12 13 15 14 16...
Page 210: ...Game Parts Information C 112 1 2 4 5 5 5 3...
Page 212: ...Game Parts Information C 114 1 2 5 6 7 8 4 9 11 10 12 13 14 15 17 17 18 19 20 21 16 24 23 22 3...
Page 222: ...Game Parts Information C 124 4 2 3 1 5...
Page 224: ...Game Parts Information C 126 1 2 3 1 2 3 4 4 5 5 5 5 5 5 5 5 5 5 5 6 6 9 8 10 7 11 13 12...
Page 236: ...Game Parts Information C 138...
Page 237: ...Reference Diagrams Schematics D 1 Reference Diagrams Schematics Section D...
Page 312: ...Reference Diagrams Schematics D 76...
Page 348: ...Reference Diagrams Schematics D 112 1 Fuse Locations In Bottom of Cabinet 4 2 3 In Backbox...
Page 354: ...Reference Diagrams Schematics D 118...
Page 355: ...Game Service Troubleshooting E 1 Game Service Troubleshooting Section E...
Page 367: ...Appendices...