11/13/2022 0 Comments Simon says toy![]() This theory is backed up by comparing the oscillator and initialisation circuitry around the processor with datasheets for other ‘pre‐programmed’ TMS1000 variants. Since processor development, coding and the tools required for coding were very expensive and time consuming to make in 1977‐78 it is safe to assume that the MB4850 is a variant of the TMS1100 which was packaged and programmed specifically for the Simon game (TMS1100 were not programmable by the customer, the customer had to specify the required ROM image (software) and then the chips would be manufactured with the ROM image included). Pocket Simon mock‐up on a breadboard MB4850 MicroprocessorĪccording to sources on the web the original design for the Simon game was performed on a Texas Instruments TMS1100 microprocessor which was a popular embedded processor at the time. There are also 3 wire‐links, 4 bulbs (2.5‐3V) and a piezo buzzer included. Simon says toy driver#U2 – SN75494N Hex Digit Driver (the datasheet for this chip is available on the web as the National Semiconductor DS75494 Hex Digit Driver datasheet). Simon says toy code#C2 – 47nF capacitor (this is an old‐style capacitor with colour code yellow, violet, brown, silver, silver and can be replaced with an equivalent ceramic capacitor (usually marked ‘471’)).1uF ceramic capacitor (usually marked ‘104’) R2 – 22K resistor with 5% tolerance (colour code red, red, orange and gold).R1 – 680K resistor with 5% tolerance (colour code blue, grey, yellow and gold).The internal hardware of Pocket Simon consists of a single sided circuit board containing 4 components and 2 integrated circuits (all soldered directly to the circuit board): There are 2 sliding switches on the game (on the full‐sized game there is an additional on‐off switch which in the pocket version is replaced by a two‐pole game switch): Longest – Replays the longest sequence successfully completed since the game was turned on (only operates when the game is not in progress).Start – Starts a new game (can be pressed at any time).Last – Replays the sequence from the last game (only operates when the game is not in progress).The colours from top‐left going clockwise are red, blue, yellow and green on the Pocket Simon and green, red, blue and yellow on the full‐size version. The game hardware consists of 4 coloured lens which, when pressed, operate switches on the circuit board. To play games 2 and 3 the skill level selector must be in position 4 or the game will end prematurely (this is due to the ‘skill level’ performing the same function in all game modes in the multi‐player games the maximum sequence number Simon can handle gives the longest game play). If a colour is incorrectly selected that colour is removed from the game and the game continues (with a new colour sequence) until only one colour is left (the winner) Multi Player (game 3) – This game is identical to game one, however each player owns one or more colours and is responsible for pressing it during the sequence.Multi Player (game 2) – The game begins with Simon displaying a colour, the first player must repeat the colour and then select another colour, subsequent players must enter the current sequence and then add one more, the next player then selects the sequence of colours entered so far and then one more and so on until a player makes a mistake (or a sequence of 31 colours is achieved).Single Player – The game generates a sequence of lights and sounds which the player must follow, the sequence grows by one colour every turn and ends when the player makes a mistake or repeats the maximum number of colours in a sequence (which is dependent on the skill level setting).Since the processor of the Pocket Simon is the same as found in the full‐size Simon all information contained in this document are relevant to both (I chose the Pocket Simon since I didn’t want to risk damaging my full‐size game). Simon says toy software#This includes analysing the hardware (how it is built and how it works), the software (including timing, note frequencies, game modes, light sequences, etc.). The aim of this exercise is to reverse‐engineer the Pocket Simon game so that it can be replicated as accurately as possible using modern components (or even reproduced entirely in software). ![]()
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