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Dynamic Buttons

System Operation and Trouble Shooting


May 23, 2012

The Dynamic Button system allows the game to dynamically change the legends within the buttons. The legends are
determined by the Game Firmware and downloaded to the Dynamic Button Controller. The Dynamic Button Controller
communicates to the Dynamic Buttons finding out what is plugged in and sending out legends and to the buttons. Lights
are only on Edge Lit Dynamics Buttons.

Abbreviations or common verbiage:

DB = Dynamic Buttons
ELDB = Edge Lit Dynamic Buttons (sometimes referred to as DBs for generalization).
EGM = Electronic Gaming Machine (i.e. Slot Machine)
Controller = Short for Dynamic Button Controller.
Static Button = Older type buttons that contained a switch and sometimes a backlight.
Brain Box = Microprocessor that controls all of the functions in the EGM.
The “CSDA” display = The term “The “CSDA” display” represents a button that is not getting full
communications. It can be any combination of C, S, D or A. Whenever one or more of these show up on the
display, the address and version number will appear as well.

Strobe or STB = A communication line. This triggers the start of a communication frame.
Clock or CLK = A communication line. This clocks data to and from the Controller and DBs.
XMT = A communication line. This is data transmitted from the Controller to the DBs.
REC = A communication line. This is data received by the Controller from the DBs.

The Dynamic Button System is composed of 8 parts:

1) Controller.
a. Provides communications to the Dynamic Buttons.
b. Provides communications to the EGM Brain Box.
c. Provides power for the Dynamic Buttons.
d. Reads Panel ID.

2) HDMI to FLEX PCB


a. Provides an interface communications from the HDMI cable to the FLEX harness.
b. Provides an interface for power onto the FLEX.
c. Contains DIP switches to set the Panel ID.

3) HDMI Cable. The HDMI cable transports the following signals:


a. Clock differential pair (From Controller to HDMI -> FLEX Interface PCB).
b. Strobe differential pair (From Controller to HDMI -> FLEX Interface PCB).
c. Transmit Data differential pair (From Controller to HDMI -> FLEX Interface PCB).
d. Receive Data differential pair (HDMI to FLEX Interface PCB -> Controller).
e. Panel ID (6 DC lines)

4) FLEX Harness. Buttons are plugged into this to get power & communications.

5) Power Harnesses. There are two:


a. Power to the controller (+24VDC & +12VDC).
b. Power (+14.3VDC & +4.3VDC) and low voltage detect to the “HDMI to FLEX” PCB.

6) USB Cable. The harness that allows communications between the Controller & EGM.

7) Dynamic Buttons (DBs) or Edge Lit Dynamic Buttons (ELDBs), maximum limit of sixteen.
Below is a Block Diagram sowing the 8 basic parts of a Dynamic Button System:

When the Dynamic Button System Powers up, the following occurs (very simplified):

1) Power flows into the Dynamic Button Controller and powers up the +4.3VDC, +14.3VDC and +3.3V internal
power supplies.

2) DBs / ELDBs power up.


a. If the Low Voltage Detect is high (+3.3V level) the display will be blanked out. Otherwise:
b. They look for the communication signals.
c. If there is no communications it will show its address plus version # and what signal it thinks it’s not
seeing. The display will alternate between a black background and a yellow background in this
mode.
i. If the “C” is shown, the Clock signal not present.
ii. If the “S” is shown, the Strobe signal not present.
iii. If the “D” is shown, the Data from Controller to Button not present.
iv. If the “A” is shown, the addressed button has not been specifically talked to.
v. Each button will show the address it thinks it is at. It is important that the buttons show the
correct address or a button tilt will occur. See section on Panels IDs on the pages ahead to
see what the correct addresses are for each button position.
vi.

Address of button Button Firmware version Button signals

One must note that the buttons looks for signal movement for C, S and D but does not know if it’s
a valid signal.
3) As the Dynamic Buttons power up, the Dynamic Button Controller powers up and tries to communicate to the
Buttons.
a. It will send a legend (shown below) to all of the buttons that correspond to the panel ID while it’s
trying to establish communications to the EGM via the USB harness.

Button legend while Controller is trying to establish communications to the EGM.

b. The Dynamic Button Controller looks at the panel ID which is set from the HDMI to FLEX PCB’s DIP
switches. The panel ID settings can also be seen from the set of L.E.D.s on the Button Controller.
Each L.E.D. that is lit corresponds to a panel ID bit that is turned off. Yes, an “ON” on the DIP
switch of the HDMI to FLEX PCB turns the L.E.D. “OFF” on the Button Controller. See section
on Panels IDs on the pages ahead.

Note: After communications have been established between Dynamic Buttons and Controller, all
buttons that don’t correspond to the Panel ID will flash with the CSDA, button address and Firmware
version number.

c. If the Controller cannot establish communications to the EGM Brain Box, the Dynamic Button
legends will show a “USB Communications Timeout”.

Button legend when Controller cannot establish communications to the EGM.

4) Once communications is established, The EGM will download the button legends to the Button Controller.

5) The Button Controller stores the legends and sends them to the appropriate Dynamic Buttons in their proper
positions.

Note: On earlier versions of games and EGMs, the controller may have to go into a “Helper Mode”. See
section called OLDER GAMES.
Button Addressing
The button FLEX harness contains pull-up and pull-down resistors at every button plug-in. When the dynamic buttons
are powered up, they will show the address it thinks it’s at and show the version of Firmware it is currently running under.

Address of button Button Firmware version

Each position on a Button Player Panel will have a specific address. The Dynamic Button Controller will
expect each of the buttons to read back an address. The button address is dependent on the panel ID and its
position within the Button Player Panel. The following pages will show these addresses and the Panel ID they
correspond to.

Panel IDs
The Button Controller must know the configuration of the buttons. The Panel ID configuration tells the Dynamic Button
Controller how many buttons are on the panel and what addresses get certain legends and/or animation. This is done by
reading the Panel ID via the HDMI cable connected to the HDMI to FLEX PCB. The Panel ID is set by a six position DIP
switch on the HDMI to FLEX PCB (758051xxW).

NOTE: The Panel ID will not take effect till the EGM is power cycled.

This means if you changed the Panel ID while the EGM is powered up, it will not take effect till the EGM is power cycled.

The Panel ID can be read from the LEDs on the Controller board. An LED will turn off for each DIP switch that is turned
on.

NOTE: Panel ID on HDMI to FLEX PCB DIP switch on = LED light off on Dynamic Button
Controller.
Below is controller PCB 75401300W. It shows two L.E.D.s off, corresponding to DIP switch S1, of the 758051xxW with
positions 1 & 2 on.

The 75401300W PCB (green) with a Blackfin controller PCB (red) plugged in on top

The Button Controller for the Universal Slant Top, G23 V2 and G20 V2 is part of the Cabinet Controller 75832500W.

Below is controller PCB 75832500. It shows two LEDs off, corresponding to DIP switch S1, of the 758051xxW with
positions 1 & 2 on.
Panel ID 1
FLEX 76301601W (PCB, FLEX HARN, 2X5 DYNAMIC BUTTONS, ASY) is used in the Trimline and SAVP cabinets. The
Panel ID set to x01. This will be a mixture of ten Dynamic Buttons & six Static Buttons.

All three images below are the same


Panel ID 2
FLEX 76301601W (PCB, FLEX HARN, 2X5 DYNAMIC BUTTONS, ASY) is used in the G20, G23, S/T and GL22. The
Panel ID set to x02. This will be a mixture of ten Dynamic Buttons & four Static Buttons.

The static buttons are also controlled from the Dynamic Button Controller.
Panel ID 3
FLEX harness 76301602W (PCB, FLEX HARN, 14 DBS, 1X2,2X5,1X2, ASY) is used to configure machines with 14
Dynamic Buttons. The Panel ID set to x03.

Above is the configuration for the G20, G22, GL22, G23 and Universal Slant Top.

Above is the configuration for the SAVP Upright. The two upper left white buttons are Static Buttons
Panel ID 4
FLEX harness 76301604W (PCB, FLEX HARN, 15 DBS, 2X5,1, 2X2, ASSY) is used for the BC20 with 14 Dynamic
Buttons and one Static Button. It can also be configured for a BC20 with 15 Dynamic Buttons. The Panel ID set to x04.
Panel ID 5
FLEX harness 76301604W (PCB, FLEX HARN, 15 DBS, 2X5,1, 2X2, ASSY) is used for the BC20 with 15 Dynamic
Buttons. The Panel ID set to x05.
Panel ID 6
FLEX harness 76301605W (PCB, FLEX HARN, 12 DBS, 2/4 AND 2/4, ASY) is used for the Joystick panel to drive 12
Dynamic Buttons. The Panel ID set to x06.

Note: The Joystick is controlled by a different controller.


Older Games
Older Games and EGMs may require a special set-up to pre-populate the outermost buttons. This is for programs prior to
AI14-090. When Dynamic Buttons were first released, the outermost buttons were the normal static button switches.
Later the button panels were upgraded to change the four outermost buttons to Dynamic Buttons.

The setup procedure (82144400) can be found on the IGT WEB site (you will need to have a password assigned to you):

Link to Document 82144400

(https://kb.igt.com/igtkb/index?page=content&id=DOC14186&actp=search&viewlocale=en_US&searchid=1333641873986
&AuthResend1908BC2350124b5095AB75012FA405BA)
Controller Board Setting
The controller board has a four position DIP switch to set different modes of operation.

These are the following settings:

For normal operation have the DIP switch set with 1, 2, 3 and 4 off. This is the usual setting for the Dynamic Buttons

To go into a test mode, set DIP switch 4 on and 1, 2 & 3 off. Use this mode to drive the legends to show the “IGT
DynamiX Buttons”

If Edge Lit Dynamic Buttons are installed, the edge lights will cycle through red, green, blue,
white and off.

To place the Dynamic Button Controller into Helper Mode (prior to Operating System AI014-090) use document
82144400.

Link to Document 82144400:

(https://kb.igt.com/igtkb/index?page=content&id=DOC14186&actp=search&viewlocale=en_US&searchid=1333641873986
&AuthResend1908BC2350124b5095AB75012FA405BA)

You will need to have a password assigned to you to get access to the document through this link.
Troubleshooting Scenarios
Remember that all of the Dynamic Buttons in a Player Panel share the same communication lines. When troubleshooting
a Dynamic Button system, one must think of how the data and power gets to the buttons. Here are some things you need
to think of when troubleshooting a DB system:

Did just one button fail or did all of the buttons failed?
What drives the communication lines?
What harnesses affect that?
What powers the buttons and controller?
What harnesses transfer that power?

When cycling the power, look at all of the buttons and see if there are any discrepancies in addresses or duplicates.
These are a few of the things you need to consider when trouble shooting a Dynamic Button System. The following
pages will show how a Player Panel can look like. Some background is given to illustrate how the Dynamic Button
System works to help logically a way to trouble shoot the system. A quick fix can usually solve the problem. If that
doesn’t work, a more extensive look at the system has to be considered. The previous pages are a good guide to what
the Dynamic Button addresses should be. The addresses should be the first and easiest thing to check on an initial
Dynamic Button power up.

Note: Remember that the Dynamic Buttons are not Hot-Swappable. Always Power down when removing or
replace Dynamic Buttons.

A quick way to do a test the Dynamic Button system is to remove power from the controller instead of powering
down the whole EGM. If you are using the quick power down, it may be necessary to unplug and re-plug the
USB cable to re-establish communications to the EGM. If communications to the EGM still fails, you will have
to repower the EGM to reset it.
The Attendant Menu screen can also be helpful to find if a Dynamic Button can be talked to. Below is an example of an
Attendant menu. Yours may be different due to version differences.
Here are some scenarios. Some may be close to what you see in the field:
Scenario: One button within a Player’s Button Panel is not right and the rest look fine.

Recommended Trouble Shooting / Solution:

Background: Since the rest of the buttons look fine, the communications from the controller can be assumed to
be good. Since the button in question blinks, it must have power. The CSDA is usually a sign that the button is
not seeing communications.

A blanked out button usually means that there’s no power in that location (supplied by the FLEX). Either the
Button is not seated, the button is bad or the FLEX that provides communications, power and the power fail
signal is bad.

A button that shows a bad display usually means that there’s bad communications to that button in that
particular location (supplied by the FLEX). The Button is not seated, the button is bad or the FLEX harness is
defective.

Quick fix/guess: Change button out from the bad button location.
Trouble-shooting alternative: Swap the button in question with an adjacent button. If the same button still
looks bad and the other button looks fine in the once bad location, change out the bad button with a good one.
If the same location is blanked out shows “CSDA” or distorted, change out the FLEX.
Scenario: All buttons show blinking CSDA on the Button Player Panel.

Recommended Trouble Shooting / Solution:

Background: Since the buttons are lit, power is getting to the FLEX and the rest of the buttons. The
buttons are not seeing communications from the Dynamic Button Controller. In order for the buttons
to receive communications, the communications link must be good source to buttons. This requires
good harnessing with good connections from Dynamic Button Controller to the Dynamic Buttons.

1) The source of the communication signals comes from the Controller:


a. The Controller must have the proper program and boot chip that corresponds to the
panel hardware and the Game of the EGM.
b. The Controller must be seated securely.
c. The Controller has a DIP switch that must be set correctly (see section on Controller
DIP switch setting).
d. Does the main display show: “DEVICE OFFLINE”?
i. If it does, the Controller has issues

2) HDMI Harness:
a. Communications must flow through the HDMI cable. It cannot have sharp bends
(less than a 1.5” Radius)
b. The HDMI cable must have good connection to the Controller and the HDMI to FLEX
PCB.

3) The HDMI to FLEX PCB:


a. The HDMI to FLEX PCB have DIP switch settings that must correspond to the
correct Panel ID (see PANEL ID section).
b. The FLEX harness must be seated securely to the HDMI to FLEX PCB.

Quick fix/guess: Check the Controller PCB if the Panel ID LEDs are correctly lit for the panel type
you have.

Alternate: Change HDMI cable. Change out the HDMI to FLEX PCB.

Trouble-shooting alternative: It is possible that the Controller is not sending any data. This will be
seen on Controllers that has not been programmed correctly or not at all. Does the Main monitor
show “DEVICE OFFLINE”? If it does, check if there is even a boot chip plugged into the controller.
The Controller requires two programs. One is the boot program that resides on a removable chip (8
pin DIP) and the second program resides on a soldered down FLASH chip. One can swap the
Controller with a known working Controller to see if the buttons show legends.
Scenario: Outer 4 Dynamic Buttons show blinking CSDA on the Button Player Panel.

Recommended Trouble Shooting / Solution:

Background: Since the buttons are lit, power is getting to the FLEX and the rest of the buttons. The
4 side buttons are not seeing communications or not recognized by the Dynamic Button Controller.
Communications from the Controller must be good since we see good legends on the other buttons.
On earlier Game Firmware, the 4 outer buttons were static buttons and the controller and game
Firmware would not drive them.

1) Can the other 4 buttons not be plugged in all the way?


a. It is unlikely that these 4 buttons are not seated right. They are getting power.
b. The four buttons can be bad but there is a pattern here.

2) Setting on the HDMI to FLEX PCB board not correct?


a. The HDMI to FLEX PCB have DIP switch settings that must correspond to the
correct Panel ID (see PANEL ID section).
i. Setting is most likely set at x01 or x02.
ii. If the Panel ID is set at 0x03 the Dynamic Button controller firmware is too old
and must be BFDB006x or newer.
iii. The FLEX harness must be seated securely and correctly to the HDMI to
FLEX PCB.

Quick fix/guess: Check and correct DIP switch setting of the HDMI to FLEX PCB to match panel
type and Game Firmware. The LEDs on the controller will reflect the Panel ID setting.

Alternate: Check the seating of the 4 flashing DB buttons.

Trouble-shooting alternative: Does the DIP switch settings on the HDMI to FLEX PCB match the
LEDs on the Controller? This information is transmitted through the HDMI cable. If the LEDs do not
match the DIP switch settings, it is possible that the HDMI connectors or cable is defective or
intermittent. Wiggle the HDMI cable at both ends and observe if the LEDs on the controller change.
If it does, systematically change out the Cable and retest. Still changes, replace HDMI to FLEX PCB
and retest. Still changes, replace controller and retest.
Scenario: A set of more than 2 buttons show blinking CSDA or distorted image on the Button Player
Panel.

Recommended Trouble Shooting / Solution:

Background: Since the buttons are lit, power is getting to the FLEX and the rest of the buttons. All of
the DBs share the same communication bus. Some buttons may be more sensitive to noise than
others. One DB can load down the communication bus causing noise or low signal strength to other
DBs.

1) Can one of the DBs showing a bad display not be seated correctly?
a. A DB that is not seated correctly can introduce noise or load down the rest of the
DBs or ones that are close to it.

2) The communications flow from the HDMI to FLEX interface to the last button on the FLEX.
The first bad button that the communication lines connect to can be the culprit. It can also
be the button prior to the button that appears bad.

Quick fix/guess: Replace the first button that appears bad and retest.

Alternate: Replace all of buttons that appears bad and retest.

Trouble-shooting alternative: It is most likely that only one of the buttons is bad. Remove the bad
button and repower the Dynamic Button System. Do the other buttons that showed up bad previously
(CSDA display) show the “IGT DynamiX Buttons” logo now? Remember that this logo flashes on
temporarily on power up before it goes to the “CSDA” screen when there is no communications to a
button. If all of the buttons show the “IGT DynamiX Buttons” logo, they may be fine. Replace the
removed DB with a known good one and re-test.

You can swap the bad display DB with a DB with a good display adjacent to it. See if the problem
follows the button that was assumed bad. If the problem follows the button, replace it. If the good
button placed in the bad position now shows bad the FLEX may be defective. Since it’s easier to
replace buttons than the FLEX, try to replace the bad button positions with good buttons and retest. If
replacing the buttons with good ones work, you can place back the questionable buttons one at a
time to find which of the button or buttons were bad. If this doesn’t work replace the flex.
Scenario: Outer 4 Dynamic Buttons incorrect side buttons on Player Panel.

Recommended Trouble Shooting / Solution:

Background: Since the buttons are lit, power is getting to the FLEX and the rest of the buttons. The
outer legends are driven by the Controller. If it wasn’t, it would show the “CSDA” display.

1) Older games do not know how to drive these buttons.


a. The helper mode will have to be used to drive the outer buttons.

Quick fix/guess: Confirm Game Firmware compatability with Dynamic Buttons. May have to switch
the Controller into Helper mode (refer to Older Games).

Alternate: Install Feature package AF-014-BT-14DYN1-01.


FI-014-BT-14DYN1-01.

Trouble-shooting alternative: None.

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