RAM Clears

No matter which processor we have the process accomplishes about the same thing. Whether we call it Safe-RAM, CMOS, RAM Clear, or Re-Initialization the same things are accomplished. The objective is not to merely clear RAM but to set up RAM to default values that control game operation and modify those values for specific needs.

A quick review

To control game operation we have a microprocessor that has Address, Data and Control Lines. The microprocessor puts out an address on the Address Bus to select what device in the system it is going to talk to. The Control Bus indicates what type of operation this is going to be (Memory Read, Memory Write, Input or Output). The data is transferred in or out of the processor on the Data Bus. All games are built this way.

The program in the game is usually stored in EPROMs. EPROM stands for Erasable Programmable Read Only Memory. This is a fairly permanent memory with instructions the processor understands called a program. The processor can only read from this memory. Data that changes throughout the play of the game is stored in memory called RAM (Random Access Memory) that the processor can read from or write to.

In RAM we have parameters that set up game operation. What denomination is the game? What jurisdiction are we in and what limitation does that have on game play? Do we have a coin hopper? If so, what kind? Do we have a ticket printer? If so, what kind? Do we have a Bill Validator? If so, what kind? Do we have a Coin Acceptor? If so, what kind? We also store in RAM current conditions? How many credits does the customer have? What percentage is the game set for? What is the state of the current game in process? What has been the history of last few games? Do we have any errors in the system? Accounting information is also stored in RAM. How many credits have been won or lost? How many bills have been inserted or even what are their denominations?

RAM has an area of the processor’s addressing capability set aside specifically for it. So does Program EPROM. The game may also use EPROMs for Pay Table information, video graphics, sound patterns, diagnostics or anything else that does not change in the play of the game.

We will also likely have a type of memory added called EEPROM. EEPROM stands for Electrically Erasable Programmable Read Only Memory. The contents of RAM are only good as long as power is applied. If we lose power we lose the contents of RAM and as such RAM almost always has battery backup. RAM is termed volatile memory. EPROM stays intact when power is removed and is termed non-volatile. Strong UV light is required to erase EPROM. EEPROM is yet another creature all together. It is erasable by the processor yet stays intact when power is removed. Most of the EEPROMs used in the games are serial EEPROMs. They do not have the address and data lines RAM and EPROM have. Instead they need to be sent serial formatted address, data and control information. Flash memory is somewhat like RAM and somewhat like EPROM. It is read from and wrote to like RAM yet retains its memory when power is removed like an EPROM. Magnetic core or bubble memory has yet to make it to the gaming world, but is much like RAM that is non-volatile.

I/O (Input and Output) devices are also given an assigned address in the system. The software expects the bill validator, coin acceptor, ticket printer, host system and such to be at known addresses in the system. If we change the type of bill validator we need to tell the processor this change has been made so it knows how to communicate with the new bill validator. Just like loading a new driver when you add a new card or peripheral to your desktop computer, the operating system has to know what has changed and how to talk to it.

Initialization

When a game is first put out on the casino floor it needs these parameters in RAM set up to proper conditions. Rarely should we encounter a condition that requires re-initialization.

When we make a major change to the system we may have to re-initialize the game. If we change the game theme we need to erase the game history of the previous game and start the new game history. Upgrading the system to a new bill validator design may require resetting a few parameters but not require a complete initialization.

Many games have different levels of game initialization. A simpler level may be allowed for just to clear an error condition. A medium level for clearing just RAM. Perhaps a more extensive level may clear the complete game including EEPROM.

Any time you have a problem you don’t understand you have to clear RAM.

WARM, BROWN, STICKY BOVINE STUFF! RAM clears are a last resort. Clearing RAM does not fix any problems. It only forces the game to forget it has a problem. What ever caused your problem is still with you and will only come back to bite you again. This is the Easy Button of the ignorant and is the cause for writing these courses in the first place. Even I have been caught in moments of ignorance and had to resort to doing the unnecessary RAM Clear. In a world where the manufacturer withholds so much of the design of the game from us they often leave us no other choice. Especially when you complain about a software problem and the manufacturer denies such a problem exists until the next month when they suddenly come out with a new software upgrade. Arg!

The more you understand about the game the better your options. This is the purpose of this course.