Game Service & Troubleshooting
E-4
The Dialed In lighting system can be divided into three major subcomponents: communications/control, general
illumination (GI) and feature lighting. One of the primary attributes of the system is parallel control of all lighting
in the game; issues with individual (or a small group of) LEDs will not affect large areas of the playfield. Modularity
and flexibility are also important system characteristics.
The communications/control hub is the Bus, Accelerometer and GI (BAG) board; it is mounted, vertically, under the
upper left area of the playfield (circled in red in figure E3). An on-board microcontroller receives data/commands
over a USB connection to the CPU board (
J101
). Controls are then sent out, over an inter-integrated circuit (I2C)
bus, to the game's light boards - and more, if needed. Communicating over an I2C bus, between printed circuit
boards (
J102
,
J103
), adds a great deal of flexibility to the system. Simultaneous control of a wide variety of device
types is now possible.
GI and feature lighting are independent circuits in Dialed In. GI functions (lighting under playfield plastics, pri-
marily) are accomplished with single color (cool white) LED boards, whereas RGB LED boards are used for feature
lighting (lighting behind playfield inserts, primarily). Since we can control the intensity of the GI board LEDs, they
can also be used for accent lighting (under the lasered cityscape/skyline plastic in Dialed In) and as flashers (in
Dialed In's back panel).
The control circuitry for GI lighting resides on the BAG board. 7.5VDC is also run through the board to provide
power to all of the GI LED boards around the playfield (above and below). This 7.5VDC is supplied by the 7.5/4VDC
Power Supply, located inside the backbox PCBs EMI shield (item 10, pg C-46 of this manual). The BAG board can
control up to 72 GI LEDs, 8 through each of 9 driver connectors (
J105-J113
).
A pair of wires runs to each GI LED board. One wire (solid GRY) supplies power to the LED, the other (GRY with a
stripe) is the control/return line from the LED; this line is used to vary the LED's intensity. The pairs of wires are
bundled together into cable assemblies (pg C-94). The striped wires are color coded to quickly identify which
pins each LED connects to at its 16-pin BAG board connector. The first LED in each cable has a drive wire with a
BLK stripe, the second has a BRN-striped wire, the third, a RED-striped wire and so on, through the resistor color
code (BLK, BRN, RED, ORN, YEL, GRN, BLU, VIO). Color code references for GI wiring are included in GI wiring PF
diagrams & tables (pgs C-90 to C-93), BAG board schematics (pg D-79) and in BAG board connector pin-out listings
E.3
The Dialed In Lighting System
Theory of Operation
Figure E3. Dialed In lighting system controller boards.
BAG Bd
RGB LED Controller Bd
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...