[Dec/18/96]

These are all for 2716 EPROMS.
I have referenced the chip locations by the silk screen name on the PCB, 
the physical location, and the file name on the EPROM sticker.

ROM  Location  File Name     Checksum   Notes
x       D1     136002.113      8392
0       E1     136002.114      189b
1       F1     136002.115      ed68
2       H1     136002.116      257f
3       J1     136002.117      5246
4       K1     136002.118       1e3
5       L/M1   136002.119      6340
6       M/N1   136002.120      eac1
7       P1     136002.121      7b1e
8       R1     136002.122      7691
        N/P3   136002.111/123  6b4c    111 & 123 are the same
        R3     136002.112/124  2d05    112 & 124 are the same

rev.2
3       J1     136002.217      5244    fixes the score cheat
8       R1     136002.222      82ad    in test mode, changes spinner letters to a line (maybe other fixes)

rev.3
2       H1     136002.316      25e1    fixes screen collapse between players when using newer deflection board - Made this file by splitting version 3 roms

-


[MAME]

    TEMPEST
    -------
    HEX        R/W   D7 D6 D5 D4 D3 D2 D2 D0  function
    0000-07FF  R/W   D  D  D  D  D  D  D  D   program ram (2K)
    0800-080F   W                D  D  D  D   Colour ram

    0C00        R                         D   Right coin sw
    0C00        R                      D      Center coin sw
    0C00        R                   D         Left coin sw
    0C00        R                D            Slam sw
    0C00        R             D               Self test sw
    0C00        R          D                  Diagnostic step sw
    0C00        R       D                     Halt
    0C00        R    D                        3kHz ??
    0D00        R    D  D  D  D  D  D  D  D   option switches
    0E00        R    D  D  D  D  D  D  D  D   option switches

    2000-2FFF  R/W   D  D  D  D  D  D  D  D   Vector Ram (4K)
    3000-3FFF   R    D  D  D  D  D  D  D  D   Vector Rom (4K)

    4000        W                         D   Right coin counter
    4000        W                      D      left  coin counter
    4000        W                D            Video invert - x
    4000        W             D               Video invert - y
    4800        W                             Vector generator GO

    5000        W                             WD clear
    5800        W                             Vect gen reset

    6000-603F   W    D  D  D  D  D  D  D  D   EAROM write
    6040        W    D  D  D  D  D  D  D  D   EAROM control
    6040        R    D                        Mathbox status
    6050        R    D  D  D  D  D  D  D  D   EAROM read

    6060        R    D  D  D  D  D  D  D  D   Mathbox read
    6070        R    D  D  D  D  D  D  D  D   Mathbox read
    6080-609F   W    D  D  D  D  D  D  D  D   Mathbox start

    60C0-60CF  R/W   D  D  D  D  D  D  D  D   Custom audio chip 1
    60D0-60DF  R/W   D  D  D  D  D  D  D  D   Custom audio chip 2

    60E0        R                         D   one player start LED
    60E0        R                      D      two player start LED
    60E0        R                   D         FLIP

    9000-DFFF  R     D  D  D  D  D  D  D  D   Program ROM (20K)

    notes: program ram decode may be incorrect, but it appears like
    this on the schematics, and the troubleshooting guide.

    ZAP1,FIRE1,FIRE2,ZAP2 go to pokey2 , bits 3,and 4
    (depending on state of FLIP)
    player1 start, player2 start are pokey2 , bits 5 and 6

    encoder wheel goes to pokey1 bits 0-3
    pokey1, bit4 is cocktail detect


    TEMPEST SWITCH SETTINGS (Atari, 1980)
    -------------------------------------


    GAME OPTIONS:
    (8-position switch at L12 on Analog Vector-Generator PCB)

    1   2   3   4   5   6   7   8   Meaning
    -------------------------------------------------------------------------
    Off Off                         2 lives per game
    On  On                          3 lives per game
    On  Off                         4 lives per game
    Off On                          5 lives per game
            On  On  Off             Bonus life every 10000 pts
            On  On  On              Bonus life every 20000 pts
            On  Off On              Bonus life every 30000 pts
            On  Off Off             Bonus life every 40000 pts
            Off On  On              Bonus life every 50000 pts
            Off On  Off             Bonus life every 60000 pts
            Off Off On              Bonus life every 70000 pts
            Off Off Off             No bonus lives
                        On  On      English
                        On  Off     French
                        Off On      German
                        Off Off     Spanish
                                On  1-credit minimum
                                Off 2-credit minimum


    GAME OPTIONS:
    (4-position switch at D/E2 on Math Box PCB)

    1   2   3   4                   Meaning
    -------------------------------------------------------------------------
        Off                         Minimum rating range: 1, 3, 5, 7, 9
        On                          Minimum rating range tied to high score
            Off Off                 Medium difficulty (see notes)
            Off On                  Easy difficulty (see notes)
            On  Off                 Hard difficulty (see notes)
            On  On                  Medium difficulty (see notes)


    PRICING OPTIONS:
    (8-position switch at N13 on Analog Vector-Generator PCB)

    1   2   3   4   5   6   7   8   Meaning
    -------------------------------------------------------------------------
    On  On  On                      No bonus coins
    On  On  Off                     For every 2 coins, game adds 1 more coin
    On  Off On                      For every 4 coins, game adds 1 more coin
    On  Off Off                     For every 4 coins, game adds 2 more coins
    Off On  On                      For every 5 coins, game adds 1 more coin
    Off On  Off                     For every 3 coins, game adds 1 more coin
    On  Off                 Off On  Demonstration Mode (see notes)
    Off Off                 Off On  Demonstration-Freeze Mode (see notes)
                On                  Left coin mech * 1
                Off                 Left coin mech * 2
                    On  On          Right coin mech * 1
                    On  Off         Right coin mech * 4
                    Off On          Right coin mech * 5
                    Off Off         Right coin mech * 6
                            Off On  Free Play
                            Off Off 1 coin 2 plays
                            On  On  1 coin 1 play
                            On  Off 2 coins 1 play


    GAME SETTING NOTES:
    -------------------

    Demonstration Mode:
    - Plays a normal game of Tempest, but pressing SUPERZAP sends you
      directly to the next level.

    Demonstration-Freeze Mode:
    - Just like Demonstration Mode, but with frozen screen action.

    Both Demonstration Modes:
    - Pressing RESET in either mode will cause the game to lock up.
      To recover, set switch 1 to On.
    - You can start at any level from 1..81, so it's an easy way of
      seeing what the game can throw at you
    - The score is zeroed at the end of the game, so you also don't
      have to worry about artificially high scores disrupting your
      scoring records as stored in the game's EAROM.

    Easy Difficulty:
    - Enemies move more slowly
    - One less enemy shot on the screen at any given time

    Hard Difficulty:
    - Enemies move more quickly
    - 1-4 more enemy shots on the screen at any given time
    - One more enemy may be on the screen at any given time

    High Scores:
    - Changing toggles 1-5 at L12 (more/fewer lives, bonus ship levels)
      will erase the high score table.
    - You should also wait 8-10 seconds after a game has been played
      before entering self-test mode or powering down; otherwise, you
      might erase or corrupt the high score table.

-----------------------------------------

Atari Bulletin, December 4, 1981

Tempest Program Bug

Tempest Uprights Prior to Serial #17426

  If the score on your Tempest(tm) is greater then 170,000, there
is a 12% chance that a program bug may award 40 credits for one
quarter.

  The ROM (#136002-217) in this package, replaces the ROM in
location J-1 on the main PCB and will correcct the problem.

  All cabaret and cocktail cabinets will have the correct ROM
Installed.

Thank you,

Fred McCord
Field Service Manager

Tech Tip, December 11, 1981

Tempest(tm) ROM #136002-117

We have found that the above part number in location J1 should be replaced with part
number 136002-217 in the main board in order to eliminate the possibility of receiving
extra bonus plays after 170,000 points.

RMA# T1700

Exchange offer expires on March 15, 1982

-----------------------------------------

Skill-Step(tm) feature of your new Tempest(tm) game:

I. Player rating mode

  1. Occurs at beginning of every game
  2. Player is given 10 seconds to choose his starting level
  3. Player may choose from those levels displayed at bottom of screen
  4. Player chooses level by:
   a. spinning knob until white box surrounds desired level and then
   b. pressing fire or superzapper (or start 1 or start 2 if remaining
      time is less then 8 seconds), or by waiting until timer expires
  5. Player is given a 3 second warning
  6. Level choices are determined by several factors
   a. If the game has been idle for 1 or more attract mode cycles
      since the last game, then the choices are levels 1,3,5,7,9
   b. If a player has just finished a game and pressed start before
      the attract mode has finished its play mode, then the choices
      depend on the highest level reached in that previous game as
      follows

Highest level
reached in
last game            Level choices this game
-------------        -----------------------
1 through 11         1,3,5,7,9
12 or 13             1,3,5,7,9,11
14 or 15             1,3,5,7,9,11,13
16 or 17             1,3,5,7,9,11,13,15
18, 19 or 20         1,3,5,7,9,11,13,15,17
21 or 22             1,3,5,7,9,11,13,15,17,20
23 or 24             1,3,5,7,9,11,13,15,17,20,22
25 or 26             1,3,5,7,9,11,13,15,17,20,22,24
27 or 28             1,3,5,7,9,11,13,15,17,20,22,24,26
29, 30 or 31         1,3,5,7,9,11,13,15,17,20,22,24,26,28
32 or 33             1,3,5,7,9,11,13,15,17,20,22,24,26,28,31
34, 35 or 36         1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33
37,38,39,40          1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36
41,42,43,44          1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40
45, 46 or 47         1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44
48 or 49             1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47
50, 51 or 52         1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49
53,54,55,56          1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49,52
57,58,59,60          1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49,52,56
61, 62 or 63         1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49,52,56,60
64 or 65             1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49,52,56,60,63
66 through 73        1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49,52,56,60,63,65
74 through 81        1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49,52,56,60,63,65,73
82 through 99        1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49,52,56,60,63,65,73,81

-



[Aug/19/92]

These were verified against three board sets
The '2xx' ROMS replace the '1xx' parts in the ROM array on later rev boards

-


[04/07/93]

This Tempest data is from 2532s and has the fix that keeps the
screen from collapsing between 1 and 2 players in the 2 player
mode.  The board the data came off of was strapped to allow
2532s in every other slot.  Not all Tempest boards have this
strap option but the data files can probably be split in half
and loaded onto 2716s as on a typical Tempest board.

-






