22 ICs
6A ’08 6E TBP24S10 6F ’1’ 6H ’139 6J ’00
7E 27128 7H 27128 7J ’194A 7K ’139
8E 27128 8H 27128 8J ’194A 8K ’32
9C ’32 9E 27128 9H 27128 9J ’194A 9K ’04
10E 27128 10H 27128 10J ’194A 10K ’257
7K — 74LS139: Dual decoder (139). Half 1: ~G1 grounded, AD8/AD9 -> four bank selects /$BANK0-3 to the E and H ROM stacks (bank 3 = the empty 10E/10H sockets). Half 2: ~G2 from 6F pin 2, A2 = /$V1a (6F pin 5), B2 from 8K pin 11 -> Y0 (pin 12) = /2ST to 6/6 and Y1 (pin 11) = /1ST to 5/6, the line-buffer output strobes. Y2/Y3 (pins 10, 9) not drawn on this sheet - parked. Only two of the four outputs of this decoder half are used (/1ST and /2ST); pins 9 and 10 are drawn nowhere and have no tracks on the board. — verified 2026-07-27
7K ✓
74LS139
GND · always enabled
~G1
1
GND
AD8
A1
2
AD8
AD9
B1
3
AD9
$6MB · <- 8K pin 11; also 8K pin 10 and 9K pin 11
B2
13
$6MB
V1a · <- 6F pin 5; also 6H.2, 9K.13, 6A.1, and out to 5/6 (drawn V1-alpha)
A2
14
V1a
$BUFPH · <- 6F pin 2
~G2
15
$BUFPH
/$BANK0 · -> 7E and 7H pin 20
Y0
4
/$BANK0
/$BANK1 · -> 8E and 8H pin 20
Y1
5
/$BANK1
/$BANK2 · -> 9E and 9H pin 20
Y2
6
/$BANK2
/$BANK3 · -> 10E and 10H pin 20
Y3
7
/$BANK3
/1ST · -> 5/6 | drawing labels this output "1"
Y1
11
/1ST
/2ST · -> 6/6 | drawing labels this output "0"
Y0
12
/2ST
GND:8=GND VCC:16=+5V
7E — 27128: Sprite ROM 7E, planes Z+Y (27128). Address: sprite code AD7-AD0 on A13-A6, column phase OBH8/OBH4 on A5/A0, row V-beta-3..0 on A4-A1. ~OE grounded; VPP//PGM/VCC +5. ~CE from 7K pin 4, shared with the H-stack partner. — verified 2026-07-27
7E ✓
27128
AD6 · sprite code
A12
2
AD6
AD1 · sprite code
A7
3
AD1
AD0 · sprite code
A6
4
AD0
OBH8 · column phase (3/6 9D)
A5
5
OBH8
Vb3 · row, drawn V-beta-3 | Capcom writes this with a Greek letter; we spell it lowercase
A4
6
Vb3
Vb2 · row, V-beta-2 | Capcom writes this with a Greek letter; we spell it lowercase
A3
7
Vb2
Vb1 · row, V-beta-1 | Capcom writes this with a Greek letter; we spell it lowercase
A2
8
Vb1
Vb0 · row, V-beta-0 | Capcom writes this with a Greek letter; we spell it lowercase
A1
9
Vb0
OBH4 · column phase (3/6 9D)
A0
10
OBH4
/$BANK0 · <- 7K pin 4 (shared with the H-stack partner)
~CE
20
/$BANK0
AD4 · sprite code
A10
21
AD4
GND · tied low
~OE
22
GND
AD5 · sprite code
A11
23
AD5
AD3 · sprite code
A9
24
AD3
AD2 · sprite code
A8
25
AD2
AD7 · sprite code
A13
26
AD7
$OY0 · plane Y
D0
11
$OY0
$OY1 · plane Y
D1
12
$OY1
$OY2 · plane Y
D2
13
$OY2
$OY3 · plane Y
D3
15
$OY3
$OZ0 · plane Z
D4
16
$OZ0
$OZ1 · plane Z
D5
17
$OZ1
$OZ2 · plane Z
D6
18
$OZ2
$OZ3 · plane Z
D7
19
$OZ3
VPP:1=+5V GND:14=GND ~PGM:27=+5V VCC:28=+5V
8E — 27128: Sprite ROM 8E, planes Z+Y (27128). Address: sprite code AD7-AD0 on A13-A6, column phase OBH8/OBH4 on A5/A0, row V-beta-3..0 on A4-A1. ~OE grounded; VPP//PGM/VCC +5. ~CE from 7K pin 5, shared with the H-stack partner. — verified 2026-07-27
8E ✓
27128
AD6 · sprite code
A12
2
AD6
AD1 · sprite code
A7
3
AD1
AD0 · sprite code
A6
4
AD0
OBH8 · column phase (3/6 9D)
A5
5
OBH8
Vb3 · row, drawn V-beta-3 | Capcom writes this with a Greek letter; we spell it lowercase
A4
6
Vb3
Vb2 · row, V-beta-2 | Capcom writes this with a Greek letter; we spell it lowercase
A3
7
Vb2
Vb1 · row, V-beta-1 | Capcom writes this with a Greek letter; we spell it lowercase
A2
8
Vb1
Vb0 · row, V-beta-0 | Capcom writes this with a Greek letter; we spell it lowercase
A1
9
Vb0
OBH4 · column phase (3/6 9D)
A0
10
OBH4
/$BANK1 · <- 7K pin 5 (shared with the H-stack partner)
~CE
20
/$BANK1
AD4 · sprite code
A10
21
AD4
GND · tied low
~OE
22
GND
AD5 · sprite code
A11
23
AD5
AD3 · sprite code
A9
24
AD3
AD2 · sprite code
A8
25
AD2
AD7 · sprite code
A13
26
AD7
$OY0 · plane Y
D0
11
$OY0
$OY1 · plane Y
D1
12
$OY1
$OY2 · plane Y
D2
13
$OY2
$OY3 · plane Y
D3
15
$OY3
$OZ0 · plane Z
D4
16
$OZ0
$OZ1 · plane Z
D5
17
$OZ1
$OZ2 · plane Z
D6
18
$OZ2
$OZ3 · plane Z
D7
19
$OZ3
VPP:1=+5V GND:14=GND ~PGM:27=+5V VCC:28=+5V
9E — 27128: Sprite ROM 9E, planes Z+Y (27128). Address: sprite code AD7-AD0 on A13-A6, column phase OBH8/OBH4 on A5/A0, row V-beta-3..0 on A4-A1. ~OE grounded; VPP//PGM/VCC +5. ~CE from 7K pin 6, shared with the H-stack partner. — verified 2026-07-27
9E ✓
27128
AD6 · sprite code
A12
2
AD6
AD1 · sprite code
A7
3
AD1
AD0 · sprite code
A6
4
AD0
OBH8 · column phase (3/6 9D)
A5
5
OBH8
Vb3 · row, drawn V-beta-3 | Capcom writes this with a Greek letter; we spell it lowercase
A4
6
Vb3
Vb2 · row, V-beta-2 | Capcom writes this with a Greek letter; we spell it lowercase
A3
7
Vb2
Vb1 · row, V-beta-1 | Capcom writes this with a Greek letter; we spell it lowercase
A2
8
Vb1
Vb0 · row, V-beta-0 | Capcom writes this with a Greek letter; we spell it lowercase
A1
9
Vb0
OBH4 · column phase (3/6 9D)
A0
10
OBH4
/$BANK2 · <- 7K pin 6 (shared with the H-stack partner)
~CE
20
/$BANK2
AD4 · sprite code
A10
21
AD4
GND · tied low
~OE
22
GND
AD5 · sprite code
A11
23
AD5
AD3 · sprite code
A9
24
AD3
AD2 · sprite code
A8
25
AD2
AD7 · sprite code
A13
26
AD7
$OY0 · plane Y
D0
11
$OY0
$OY1 · plane Y
D1
12
$OY1
$OY2 · plane Y
D2
13
$OY2
$OY3 · plane Y
D3
15
$OY3
$OZ0 · plane Z
D4
16
$OZ0
$OZ1 · plane Z
D5
17
$OZ1
$OZ2 · plane Z
D6
18
$OZ2
$OZ3 · plane Z
D7
19
$OZ3
VPP:1=+5V GND:14=GND ~PGM:27=+5V VCC:28=+5V
10E — 27128: EMPTY SOCKET (decoded bank 3, never populated). Sprite ROM 10E, planes Z+Y (27128). Address: sprite code AD7-AD0 on A13-A6, column phase OBH8/OBH4 on A5/A0, row V-beta-3..0 on A4-A1. ~OE grounded; VPP//PGM/VCC +5. ~CE from 7K pin 7, shared with the H-stack partner. — verified 2026-07-27
10E ✓
27128
AD6 · sprite code
A12
2
AD6
AD1 · sprite code
A7
3
AD1
AD0 · sprite code
A6
4
AD0
OBH8 · column phase (3/6 9D)
A5
5
OBH8
Vb3 · row, drawn V-beta-3 | Capcom writes this with a Greek letter; we spell it lowercase
A4
6
Vb3
Vb2 · row, V-beta-2 | Capcom writes this with a Greek letter; we spell it lowercase
A3
7
Vb2
Vb1 · row, V-beta-1 | Capcom writes this with a Greek letter; we spell it lowercase
A2
8
Vb1
Vb0 · row, V-beta-0 | Capcom writes this with a Greek letter; we spell it lowercase
A1
9
Vb0
OBH4 · column phase (3/6 9D)
A0
10
OBH4
/$BANK3 · <- 7K pin 7 (shared with the H-stack partner)
~CE
20
/$BANK3
AD4 · sprite code
A10
21
AD4
GND · tied low
~OE
22
GND
AD5 · sprite code
A11
23
AD5
AD3 · sprite code
A9
24
AD3
AD2 · sprite code
A8
25
AD2
AD7 · sprite code
A13
26
AD7
$OY0 · plane Y
D0
11
$OY0
$OY1 · plane Y
D1
12
$OY1
$OY2 · plane Y
D2
13
$OY2
$OY3 · plane Y
D3
15
$OY3
$OZ0 · plane Z
D4
16
$OZ0
$OZ1 · plane Z
D5
17
$OZ1
$OZ2 · plane Z
D6
18
$OZ2
$OZ3 · plane Z
D7
19
$OZ3
VPP:1=+5V GND:14=GND ~PGM:27=+5V VCC:28=+5V
7H — 27128: Sprite ROM 7H, planes X+W (27128). Address: sprite code AD7-AD0 on A13-A6, column phase OBH8/OBH4 on A5/A0, row V-beta-3..0 on A4-A1. ~OE grounded; VPP//PGM/VCC +5. ~CE from 7K pin 4, shared with the E-stack partner. — verified 2026-07-27
7H ✓
27128
AD6 · sprite code
A12
2
AD6
AD1 · sprite code
A7
3
AD1
AD0 · sprite code
A6
4
AD0
OBH8 · column phase (3/6 9D)
A5
5
OBH8
Vb3 · row, drawn V-beta-3 | Capcom writes this with a Greek letter; we spell it lowercase
A4
6
Vb3
Vb2 · row, V-beta-2 | Capcom writes this with a Greek letter; we spell it lowercase
A3
7
Vb2
Vb1 · row, V-beta-1 | Capcom writes this with a Greek letter; we spell it lowercase
A2
8
Vb1
Vb0 · row, V-beta-0 | Capcom writes this with a Greek letter; we spell it lowercase
A1
9
Vb0
OBH4 · column phase (3/6 9D)
A0
10
OBH4
/$BANK0 · <- 7K pin 4 (shared with the E-stack partner)
~CE
20
/$BANK0
AD4 · sprite code
A10
21
AD4
GND · tied low
~OE
22
GND
AD5 · sprite code
A11
23
AD5
AD3 · sprite code
A9
24
AD3
AD2 · sprite code
A8
25
AD2
AD7 · sprite code
A13
26
AD7
$OW0 · plane W
D0
11
$OW0
$OW1 · plane W
D1
12
$OW1
$OW2 · plane W
D2
13
$OW2
$OW3 · plane W
D3
15
$OW3
$OX0 · plane X
D4
16
$OX0
$OX1 · plane X
D5
17
$OX1
$OX2 · plane X
D6
18
$OX2
$OX3 · plane X
D7
19
$OX3
VPP:1=+5V GND:14=GND ~PGM:27=+5V VCC:28=+5V
8H — 27128: Sprite ROM 8H, planes X+W (27128). Address: sprite code AD7-AD0 on A13-A6, column phase OBH8/OBH4 on A5/A0, row V-beta-3..0 on A4-A1. ~OE grounded; VPP//PGM/VCC +5. ~CE from 7K pin 5, shared with the E-stack partner. — verified 2026-07-27
8H ✓
27128
AD6 · sprite code
A12
2
AD6
AD1 · sprite code
A7
3
AD1
AD0 · sprite code
A6
4
AD0
OBH8 · column phase (3/6 9D)
A5
5
OBH8
Vb3 · row, drawn V-beta-3 | Capcom writes this with a Greek letter; we spell it lowercase
A4
6
Vb3
Vb2 · row, V-beta-2 | Capcom writes this with a Greek letter; we spell it lowercase
A3
7
Vb2
Vb1 · row, V-beta-1 | Capcom writes this with a Greek letter; we spell it lowercase
A2
8
Vb1
Vb0 · row, V-beta-0 | Capcom writes this with a Greek letter; we spell it lowercase
A1
9
Vb0
OBH4 · column phase (3/6 9D)
A0
10
OBH4
/$BANK1 · <- 7K pin 5 (shared with the E-stack partner)
~CE
20
/$BANK1
AD4 · sprite code
A10
21
AD4
GND · tied low
~OE
22
GND
AD5 · sprite code
A11
23
AD5
AD3 · sprite code
A9
24
AD3
AD2 · sprite code
A8
25
AD2
AD7 · sprite code
A13
26
AD7
$OW0 · plane W
D0
11
$OW0
$OW1 · plane W
D1
12
$OW1
$OW2 · plane W
D2
13
$OW2
$OW3 · plane W
D3
15
$OW3
$OX0 · plane X
D4
16
$OX0
$OX1 · plane X
D5
17
$OX1
$OX2 · plane X
D6
18
$OX2
$OX3 · plane X
D7
19
$OX3
VPP:1=+5V GND:14=GND ~PGM:27=+5V VCC:28=+5V
9H — 27128: Sprite ROM 9H, planes X+W (27128). Address: sprite code AD7-AD0 on A13-A6, column phase OBH8/OBH4 on A5/A0, row V-beta-3..0 on A4-A1. ~OE grounded; VPP//PGM/VCC +5. ~CE from 7K pin 6, shared with the E-stack partner. — verified 2026-07-27
9H ✓
27128
AD6 · sprite code
A12
2
AD6
AD1 · sprite code
A7
3
AD1
AD0 · sprite code
A6
4
AD0
OBH8 · column phase (3/6 9D)
A5
5
OBH8
Vb3 · row, drawn V-beta-3 | Capcom writes this with a Greek letter; we spell it lowercase
A4
6
Vb3
Vb2 · row, V-beta-2 | Capcom writes this with a Greek letter; we spell it lowercase
A3
7
Vb2
Vb1 · row, V-beta-1 | Capcom writes this with a Greek letter; we spell it lowercase
A2
8
Vb1
Vb0 · row, V-beta-0 | Capcom writes this with a Greek letter; we spell it lowercase
A1
9
Vb0
OBH4 · column phase (3/6 9D)
A0
10
OBH4
/$BANK2 · <- 7K pin 6 (shared with the E-stack partner)
~CE
20
/$BANK2
AD4 · sprite code
A10
21
AD4
GND · tied low
~OE
22
GND
AD5 · sprite code
A11
23
AD5
AD3 · sprite code
A9
24
AD3
AD2 · sprite code
A8
25
AD2
AD7 · sprite code
A13
26
AD7
$OW0 · plane W
D0
11
$OW0
$OW1 · plane W
D1
12
$OW1
$OW2 · plane W
D2
13
$OW2
$OW3 · plane W
D3
15
$OW3
$OX0 · plane X
D4
16
$OX0
$OX1 · plane X
D5
17
$OX1
$OX2 · plane X
D6
18
$OX2
$OX3 · plane X
D7
19
$OX3
VPP:1=+5V GND:14=GND ~PGM:27=+5V VCC:28=+5V
10H — 27128: EMPTY SOCKET (decoded bank 3, never populated). Sprite ROM 10H, planes X+W (27128). Address: sprite code AD7-AD0 on A13-A6, column phase OBH8/OBH4 on A5/A0, row V-beta-3..0 on A4-A1. ~OE grounded; VPP//PGM/VCC +5. ~CE from 7K pin 7, shared with the E-stack partner. — verified 2026-07-27
10H ✓
27128
AD6 · sprite code
A12
2
AD6
AD1 · sprite code
A7
3
AD1
AD0 · sprite code
A6
4
AD0
OBH8 · column phase (3/6 9D)
A5
5
OBH8
Vb3 · row, drawn V-beta-3 | Capcom writes this with a Greek letter; we spell it lowercase
A4
6
Vb3
Vb2 · row, V-beta-2 | Capcom writes this with a Greek letter; we spell it lowercase
A3
7
Vb2
Vb1 · row, V-beta-1 | Capcom writes this with a Greek letter; we spell it lowercase
A2
8
Vb1
Vb0 · row, V-beta-0 | Capcom writes this with a Greek letter; we spell it lowercase
A1
9
Vb0
OBH4 · column phase (3/6 9D)
A0
10
OBH4
/$BANK3 · <- 7K pin 7 (shared with the E-stack partner)
~CE
20
/$BANK3
AD4 · sprite code
A10
21
AD4
GND · tied low
~OE
22
GND
AD5 · sprite code
A11
23
AD5
AD3 · sprite code
A9
24
AD3
AD2 · sprite code
A8
25
AD2
AD7 · sprite code
A13
26
AD7
$OW0 · plane W
D0
11
$OW0
$OW1 · plane W
D1
12
$OW1
$OW2 · plane W
D2
13
$OW2
$OW3 · plane W
D3
15
$OW3
$OX0 · plane X
D4
16
$OX0
$OX1 · plane X
D5
17
$OX1
$OX2 · plane X
D6
18
$OX2
$OX3 · plane X
D7
19
$OX3
VPP:1=+5V GND:14=GND ~PGM:27=+5V VCC:28=+5V
7J — 74LS194A: Z-plane pixel shifter (194): loads 7E/8E/9E D7-D4 on 4-3H, then shifts left or right per the sprite H-flip. QA (normal) and QD (flipped) both go to the 10K tap mux. ~CL +5, both serial inputs grounded, clocked by OB6M. — verified 2026-07-27
7J ✓
74LS194A
+5V · never cleared
~CL
1
+5V
GND · serial-right in tied low
SR
2
GND
$OZ3 · <- 7E/8E/9E D7-D4
A
3
$OZ3
$OZ2 · <- 7E/8E/9E D7-D4
B
4
$OZ2
$OZ1 · <- 7E/8E/9E D7-D4
C
5
$OZ1
$OZ0 · <- 7E/8E/9E D7-D4
D
6
$OZ0
GND · serial-left in tied low
SL
7
GND
$OBS0 · <- 9C pin 11
S0
9
$OBS0
$OBS1 · <- 8K pin 3
S1
10
$OBS1
$OBSCLK · <- 8K pin 8
CLK
11
$OBSCLK
$OZQD · flipped direction -> 10K
QD
12
$OZQD
$OZQA · normal direction -> 10K
QA
15
$OZQA
GND:8=GND VCC:16=+5V
8J — 74LS194A: Y-plane pixel shifter (194): loads 7E/8E/9E D3-D0 on 4-3H, then shifts left or right per the sprite H-flip. QA (normal) and QD (flipped) both go to the 10K tap mux. ~CL +5, both serial inputs grounded, clocked by OB6M. — verified 2026-07-27
8J ✓
74LS194A
+5V · never cleared
~CL
1
+5V
GND · serial-right in tied low
SR
2
GND
$OY3 · <- 7E/8E/9E D3-D0
A
3
$OY3
$OY2 · <- 7E/8E/9E D3-D0
B
4
$OY2
$OY1 · <- 7E/8E/9E D3-D0
C
5
$OY1
$OY0 · <- 7E/8E/9E D3-D0
D
6
$OY0
GND · serial-left in tied low
SL
7
GND
$OBS0 · <- 9C pin 11
S0
9
$OBS0
$OBS1 · <- 8K pin 3
S1
10
$OBS1
$OBSCLK · <- 8K pin 8
CLK
11
$OBSCLK
$OYQD · flipped direction -> 10K
QD
12
$OYQD
$OYQA · normal direction -> 10K
QA
15
$OYQA
GND:8=GND VCC:16=+5V
9J — 74LS194A: X-plane pixel shifter (194): loads 7H/8H/9H D7-D4 on 4-3H, then shifts left or right per the sprite H-flip. QA (normal) and QD (flipped) both go to the 10K tap mux. ~CL +5, both serial inputs grounded, clocked by OB6M. — verified 2026-07-27
9J ✓
74LS194A
+5V · never cleared
~CL
1
+5V
GND · serial-right in tied low
SR
2
GND
$OX3 · <- 7H/8H/9H D7-D4
A
3
$OX3
$OX2 · <- 7H/8H/9H D7-D4
B
4
$OX2
$OX1 · <- 7H/8H/9H D7-D4
C
5
$OX1
$OX0 · <- 7H/8H/9H D7-D4
D
6
$OX0
GND · serial-left in tied low
SL
7
GND
$OBS0 · <- 9C pin 11
S0
9
$OBS0
$OBS1 · <- 8K pin 3
S1
10
$OBS1
$OBSCLK · <- 8K pin 8
CLK
11
$OBSCLK
$OXQD · flipped direction -> 10K
QD
12
$OXQD
$OXQA · normal direction -> 10K
QA
15
$OXQA
GND:8=GND VCC:16=+5V
10J — 74LS194A: W-plane pixel shifter (194): loads 7H/8H/9H D3-D0 on 4-3H, then shifts left or right per the sprite H-flip. QA (normal) and QD (flipped) both go to the 10K tap mux. ~CL +5, both serial inputs grounded, clocked by OB6M. — verified 2026-07-27
10J ✓
74LS194A
+5V · never cleared
~CL
1
+5V
GND · serial-right in tied low
SR
2
GND
$OW3 · <- 7H/8H/9H D3-D0
A
3
$OW3
$OW2 · <- 7H/8H/9H D3-D0
B
4
$OW2
$OW1 · <- 7H/8H/9H D3-D0
C
5
$OW1
$OW0 · <- 7H/8H/9H D3-D0
D
6
$OW0
GND · serial-left in tied low
SL
7
GND
$OBS0 · <- 9C pin 11
S0
9
$OBS0
$OBS1 · <- 8K pin 3
S1
10
$OBS1
$OBSCLK · <- 8K pin 8
CLK
11
$OBSCLK
$OWQD · flipped direction -> 10K
QD
12
$OWQD
$OWQA · normal direction -> 10K
QA
15
$OWQA
GND:8=GND VCC:16=+5V
10K — 74LS257: Flip tap mux (257): picks QA (normal) or QD (flipped) from each of the four plane shifters -> COL0-COL3, the 4bpp sprite pixel sent to both line buffers. SEL = /$OBHFLIPa so the same per-sprite H-flip that sets the shift direction also selects which end of the register is tapped. ~ST from 6F pin 10, so the pixel bus is only driven in the active window. — verified 2026-07-27
10K ✓
74LS257
OBHFLIPa · <- 3/6 2F pin 12 (same net that feeds 9K pin 1)
SEL
1
OBHFLIPa
$OZQA · <- 7J pin 15
1A
2
$OZQA
$OZQD · <- 7J pin 12
1B
3
$OZQD
$OYQA · <- 8J pin 15
2A
5
$OYQA
$OYQD · <- 8J pin 12
2B
6
$OYQD
$OXQD · <- 9J pin 12
3B
10
$OXQD
$OXQA · <- 9J pin 15
3A
11
$OXQA
$OWQD · <- 10J pin 12
4B
13
$OWQD
$OWQA · <- 10J pin 15
4A
14
$OWQA
$OBST · <- 6F pin 10
~ST
15
$OBST
COL0 · -> 5/6 and 6/6 (4bpp sprite pixel)
1Y
4
COL0
COL1 · -> 5/6 and 6/6 (4bpp sprite pixel)
2Y
7
COL1
COL2 · -> 5/6 and 6/6 (4bpp sprite pixel)
3Y
9
COL2
COL3 · -> 5/6 and 6/6 (4bpp sprite pixel)
4Y
12
COL3
GND:8=GND VCC:16=+5V
8K — 74LS32: Quad OR (32), all four gates. g1: 4-3H OR /$OBHFLIPa -> $OBS1, the shifter mode bit. g2: V1 OR GND (buffer) -> $LV1D to 6F pin 4 and 6H pin 14. g3 and g4 are a cascaded buffer chain on the 6M pixel clock, each with its second input grounded: 6M -> pin 11 = $6MB (to 7K pin 13 and 9K pin 11) -> pin 8 = OB6M, the clock for all four plane shifters. — verified 2026-07-27
8K ✓
74LS32
4-3H · <- CN-2 C4
A1
1
4-3H
/$OBHFLIPa · <- 9K pin 2
B1
2
/$OBHFLIPa
GND · gate acts as a buffer
B2
4
GND
V1 · <- 1/6 (also to 9K pin 5)
A2
5
V1
GND · gate acts as a buffer
A3
9
GND
$6MB · <- 8K pin 11
B3
10
$6MB
GND · gate acts as a buffer
A4
12
GND
6M · <- CN-2 C3
B4
13
6M
$OBS1 · -> all four shifters pin 10
Y1
3
$OBS1
$LV1D · -> 6F pin 4 and 6H pin 14
Y2
6
$LV1D
$OBSCLK · -> 7J/8J/9J/10J pin 11 CLK (unlabelled on the sheet)
Y3
8
$OBSCLK
$6MB · buffered 6M -> 8K pin 10, 7K pin 13, 9K pin 11 (unlabelled on the sheet)
Y4
11
$6MB
GND:7=GND VCC:14=+5V
9C — 74LS32: Quad OR. Only gate 4 is drawn on this sheet: 4-3H OR /$OBHFLIPa -> $OBS0, the shifter mode bit that pairs with 8K pin 3 ($OBS1). Gates 1-3 of the same physical chip are drawn on sheet 2/6. — verified 2026-07-27
9C ✓
74LS32
drawn on b1-2-objcontroller - click to jump there · BLEN · <- 1/6
A1
1
BLEN
↗
drawn on b1-2-objcontroller - click to jump there · /24_96TM · <- 9B pin 6 (also 10B pin 9, 10C pin 12)
B1
2
/24_96TM
↗
drawn on b1-2-objcontroller - click to jump there · LV1 · <- 4/6
A2
4
LV1
↗
drawn on b1-2-objcontroller - click to jump there · 24_96TM · <- 9B pin 5
B2
5
24_96TM
↗
drawn on b1-2-objcontroller - click to jump there · /$LV1 · <- 9D pin 8
A3
9
/$LV1
↗
drawn on b1-2-objcontroller - click to jump there · 24_96TM · <- 9B pin 5
B3
10
24_96TM
↗
OBHFLIPa · <- 3/6 2F pin 12
A4
12
OBHFLIPa
4-3H · <- CN-2 C4
B4
13
4-3H
drawn on b1-2-objcontroller - click to jump there · $SEQ9C1 · -> 6A pin 9
Y1
3
$SEQ9C1
↗
drawn on b1-2-objcontroller - click to jump there · OBBSEL · -> 3/6 and 1/6 (6B pin 12)
Y2
6
OBBSEL
↗
drawn on b1-2-objcontroller - click to jump there · OBASEL · -> 1/6 (6B pin 1) and 3/6
Y3
8
OBASEL
↗
$OBS0 · -> all four shifters pin 9
Y4
11
$OBS0
GND:7=GND VCC:14=+5V
9K — 74LS04: Hex inverter, all six gates used. g1 /$OBHFLIPa -> /$OBHFLIPa (8K pin 2). g2 /$LHBL -> /$LHBL (6H pin 3). g3 V1 -> LV1, the line-buffer alternation, out to 2/6 and 3/6. g6 /$V1a -> /$V1a (6A pin 12). g5 and g4 are the 6M chain: $6MB -> L6MB (pin 10, the line-buffer write clock, to 6J pins 2/4 and off to 5/6 + 6/6) -> OB6M (pin 8, also to 5/6 + 6/6). — verified 2026-07-27
9K ✓
74LS04
OBHFLIPa · <- 3/6 2F pin 12
A1
1
OBHFLIPa
LHBL · <- CN-2 D9
A2
3
LHBL
V1 · <- 1/6 (also to 8K pin 5)
A3
5
V1
L6MB · <- 9K pin 10
A4
9
L6MB
$6MB · <- 8K pin 11
A5
11
$6MB
V1a · <- 6F pin 5
A6
13
V1a
/$OBHFLIPa · -> 8K pin 2
Y1
2
/$OBHFLIPa
/$LHBL · -> 6H pin 3
Y2
4
/$LHBL
LV1 · inverted V1 -> out to 2/6 and 3/6 as the line-buffer alternation
Y3
6
LV1
OB6M · -> 5/6, 6/6
Y4
8
OB6M
L6MB · -> 6J pins 2 and 4, 9K pin 9, and out to 5/6 + 6/6
Y5
10
L6MB
/$V1a · -> 6A pin 12
Y6
12
/$V1a
GND:7=GND VCC:14=+5V
6E — TBP24S10: Object timing PROM (TBP24S10 / 7611). Address = the V counter V1-V128 from 1/6; both ~CE grounded so it is always enabled. D0/D1 (pins 12, 11) are latched by 6F at OH to make the buffer-phase and display signals; D2 (pin 10) leaves directly as BLTIMING to 2/6, where it sets the 24/96 line phase. D3 (pin 9) unused. This little PROM is what defines the sprite engine line timing. — verified 2026-07-27
6E ✓
TBP24S10
V64 · V counter in, from 1/6
A6
1
V64
V32 · V counter in, from 1/6
A5
2
V32
V16 · V counter in, from 1/6
A4
3
V16
V8 · V counter in, from 1/6
A3
4
V8
V1 · V counter in, from 1/6
A0
5
V1
V2 · V counter in, from 1/6
A1
6
V2
V4 · V counter in, from 1/6
A2
7
V4
GND · ~CE tied low - always enabled
~CE1
13
GND
GND · ~CE tied low - always enabled
~CE2
14
GND
V128 · V counter in, from 1/6
A7
15
V128
BLTIMING · -> 2/6 directly, not via the latch
D2
10
BLTIMING
$OTPD1 · -> 6F pin 6 (latched at OH)
D1
11
$OTPD1
$OTPD0 · -> 6F pin 3 (latched at OH)
D0
12
$OTPD0
GND:8=GND VCC:16=+5V
6F — 74LS174: Line-rate latch (174) clocked by OH (CN-2 D3, which also passes to 3/6); ~CL +5. Latches PROM bits D0/D1 from 6E, an LV1-derived bit from 8K pin 6, and /VINZONE from 3/6 -> $BUFPH (7K enable), /$V1a, /DISPTMa (to 5/6 and 6H), and $OBST (10K output enable). The fifth and sixth flip-flops are not drawn. — verified 2026-07-27
6F ✓
74LS174
+5V · never cleared
~CL
1
+5V
$OTPD0 · <- 6E pin 12 (PROM D0)
D1
3
$OTPD0
$LV1D · <- 8K pin 6
D2
4
$LV1D
$OTPD1 · <- 6E pin 11 (PROM D1)
D3
6
$OTPD1
OH · <- CN-2 D3; the same line also goes out to 3/6 (2F pin 9)
CLK
9
OH
/VINZONE · <- 3/6 (2E pin 6)
D4
11
/VINZONE
$BUFPH · -> 7K pin 15
Q1
2
$BUFPH
V1a · -> 7K.14, 6H.2, 9K.13, 6A.1, and 5/6
Q2
5
V1a
/DISPTMa · -> 5/6, and 6H pin 1 (~EN) | name joined 2026-07-27: sheet 4/6 letters it without a bar, 5/6 with one
Q3
7
/DISPTMa
$OBST · -> 10K pin 15 (~ST), confirmed
Q4
10
$OBST
GND:8=GND VCC:16=+5V
6H — 74LS139: Line-buffer strobe decoder (139) - the chip whose faulty pin 6 caused the striped sprites. Half 1: ~G1 = /DISPTMa (6F pin 7), A1 = /$V1a (6F pin 5), B1 = /$LHBL (9K pin 4) -> Y2 (pin 6) = /1CL and Y3 (pin 7) = /2CL, the per-buffer clear windows, which also feed 6J to make /1WR and /2WR. Half 2: ~G2 = the 6E PROM D0 bit, A2 = $LV1D (8K pin 6), B2 = /TR3 from 3/6 -> Y0 (pin 12) = /2LOAD to 6/6 and Y1 (pin 11) = /1LOAD to 5/6. Outputs 4, 5, 9, 10 not drawn. — verified 2026-07-27
6H ✓
74LS139
/DISPTMa · <- 6F pin 7 | name joined 2026-07-27: sheet 4/6 letters it without a bar, 5/6 with one
~G1
1
/DISPTMa
V1a · <- 6F pin 5
A1
2
V1a
/$LHBL · <- 9K pin 4
B1
3
/$LHBL
/TR3 · <- 3/6 (6J pin 8)
B2
13
/TR3
$LV1D · <- 8K pin 6 (same net as 6F pin 4)
A2
14
$LV1D
$OTPD0 · <- 6E pin 12 (same PROM bit that feeds 6F pin 3)
~G2
15
$OTPD0
/1CL · drawing labels this output 2; -> 5/6 and 6J pin 5
Y2
6
/1CL
/2CL · drawing labels this output 3; -> 6/6 and 6J pin 1
Y3
7
/2CL
/1LOAD · drawing labels this output 1; to 5/6
Y1b
11
/1LOAD
/2LOAD · drawing labels this output 0; to 6/6
Y0b
12
/2LOAD
GND:8=GND VCC:16=+5V
6J — 74LS00: Write-strobe NANDs (00), two gates drawn: each takes a buffer clear window from 6H and NANDs it with WRPH (9K pin 10) -> /2WR (pin 3) to 6/6 and /1WR (pin 6) to 5/6. The other two gates are not drawn here. — verified 2026-07-27
6J ✓
74LS00
/2CL · <- 6H pin 7
A1
1
/2CL
L6MB · <- 9K pin 10 (shared with 6J pin 4)
B1
2
L6MB
L6MB · <- 9K pin 10 (shared with 6J pin 2)
A2
4
L6MB
/1CL · <- 6H pin 6
B2
5
/1CL
/2WR · to 6/6
Y1
3
/2WR
/1WR · to 5/6
Y2
6
/1WR
GND:7=GND VCC:14=+5V
6A — 74LS08: Quad AND. The two gates here split FLIP between the two line buffers: OBFLIP2 = /$V1a AND FLIP (to 6/6), OBFLIP1 = /$V1a AND FLIP (to 5/6), with /$V1a from 9K pin 12. Each buffer therefore sees FLIP only on the lines it owns. The other two gates are on sheets 1/6 and 2/6. — verified 2026-07-27
6A ✓
74LS08
V1a · <- 6F pin 5
A1
1
V1a
FLIP · <- 1/6
B1
2
FLIP
drawn on b1-1-objram - click to jump there · /ACL1 · <- CN-1 B19 (drawn ACL2 on this sheet; same wire as A-board /ACL1)
A2
4
/ACL1
↗
drawn on b1-1-objram - click to jump there · $DMAEND · <- 6B pin 6
B2
5
$DMAEND
↗
drawn on b1-2-objcontroller - click to jump there · $SEQ9C1 · <- 9C pin 3
A3
9
$SEQ9C1
↗
drawn on b1-2-objcontroller - click to jump there · $LINEOR · <- 8C pin 6
B3
10
$LINEOR
↗
/$V1a · <- 9K pin 12
A4
12
/$V1a
FLIP · <- 1/6 (same vertical that feeds pin 2)
B4
13
FLIP
OBFLIP2 · -> 6/6
Y1
3
OBFLIP2
drawn on b1-1-objram - click to jump there · $DMAPR · -> 6C pin 4 (~PR1): releases the bus request
Y2
6
$DMAPR
↗
drawn on b1-2-objcontroller - click to jump there · $OBJLD · -> 7B pin 9, 7A pin 9, 10B pin 5
Y3
8
$OBJLD
↗
OBFLIP1 · -> 5/6
Y4
11
OBFLIP1
GND:7=GND VCC:14=+5V