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Build Your Team A Professional
Sports Scorebo
14 Silicon Chip
siliconchip.com.au
Pt.1: By JIM ROWE
oard
Here’s a build-it-yourself electronic
scoreboard that you can put together
for a tiny fraction of what you’d have
to pay for a commercial scoreboard.
It offers large, easy-to-read displays,
a convenient wireless console and
modular construction which makes it
especially easy for a group of people to
build. It’s mainly designed for basketball
but can be used for other games as well.
C
OMMERCIALLY AVAILABLE bas-
ketball scoreboards have price tags
starting at about $2500 and zooming
upwards into the stratosphere if you
want features like a wireless control
console. That means they’re generally
out of the question for amateur and
school sports teams with plenty of
enthusiasm but almost no budget.
If you’re in that position, what
would you say to a scoreboard you
can build yourself for a fraction of
the cost of a commercial model? Not
only that but it boasts features like
big, bright digits 130mm high and a
wireless console that can be up to 50
metres or so from the scoreboard itself.
It also offers modular construction, so
it can be built up easily by a group of
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people – as long as they have a modest amount of experience assembling
electronic projects and some basic
woodworking skills.
Sounds like a pretty good project for
school technology classes, doesn’t it?
Especially if the school has some keen
basketballers but very little money
to spend on luxury facilities like a
scoreboard.
As you can see from the features
box and the photos, the scoreboard
offers most of the features found on the
majority of commercial units. It has a
2.5-digit display for each team’s score,
able to show scores up to 199. It also
has a single digit display for the current game period, able to show 1/2/3/4
or an “E” for extra time. And finally,
March 2005 15
16 Silicon Chip
siliconchip.com.au
Fig.1: the Control Console circuit is based on a PIC16F84A-04 microcontroller and a 2.4GHz transmitter module. The PIC scans the control key
switches and generates the corresponding command codes which are then transmitted to a receiver in the Scoreboard.
there’s the 4-digit countdown timer
display, which shows the remaining
time in the current period in minutes
and seconds for all except the last
minute, when it automatically swings
over to showing seconds and tenths of
a second. A colon is displayed between
the minutes and seconds, while a
single “decimal point” appears during
the final minute – so it’s always easy
to see which mode it’s in.
The countdown timer automatically resets at the start of each new
game period, when you press the
“Start Next Game Period” button on
the console. The Period display also
changes automatically when this button is pressed. Similarly, the timer
stops when you press the “Time Out”
button and restarts again (from where
it stopped) when you press the “Time
In” button.
To allow easy updating of the score
for each team, the console has separate
+3, +2 and +1 buttons for them both. It
also provides -1 buttons for both teams,
so their scores can be decremented
easily in the event of scoring disputes
or penalties.
How do you reset the Scoreboard
for the start of a new game? Simply by
pressing the two Reset buttons on the
console, at the same time. However, to
reduce the risk of anyone doing this
accidentally in the middle of a game
(which would have disastrous consequences), all that happens the first
time you press these buttons is that
the console flashes a LED on its own
front panel marked “Confirm Reset”. It
only sends the actual reset command
to the scoreboard if you then respond
by again pressing the two buttons.
Otherwise the reset command will
be ignored.
The circuitry for the scoreboard
itself is built on five PC boards: four
for the various display modules and
the remaining board for the controller
that runs it all. These boards are all
mounted in a timber frame, designed
to be hung up on a wall, with a 26-way
ribbon cable linking all of the boards
and providing the displays with power
and display data.
The control console circuitry is built
on two somewhat smaller PC boards,
which are mounted in a compact
plastic case. The data link between
the console and the scoreboard is via
2.4GHz microwave radio signals.
By the way, this Scoreboard project
has been developed in conjunction
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Electronic Scoreboard: Main Features
•
Four separate displays for Home and Away team scores (0-199), current game
period (1-2-3-4-E) and the period countdown timer.
•
Display digits are all 130mm high and are formed using high-brightness 10mm
LEDs (four per digit segment). The team score displays are in green, the current
period in orange and the timer displays in red for easy reading.
•
The period countdown timer display shows minutes and seconds during most of
each game period but automatically changes over to seconds and 1/10 seconds
during the last minute of play. The end of each game period is also signalled by
a brief burst of sound from a piezo siren.
•
All scoreboard functions are controlled by a small wireless console which can
be located at almost any convenient location inside the court.
•
Console buttons allow easy addition of 3, 2 or 1 points to the score of either
team, along with the ability to subtract 1 from either team’s score in the event
of penalties and scoring disputes. There
•
Console features extra buttons to start the next game period, stop the
countdown timer (Time Out) or restart it again (Time In) – plus a pair of buttons
which must be pressed together to reset the scoreboard for a new game. This
last pair of buttons must be pressed together twice, to confirm that you really
do want to reset the board (which should prevent you accidentally wiping the
scores and timers clean.
•
Unit can be set up to play according to either NBA, FIBA (International) or NCAA
basketball rules. This is done by setting DIP switches inside the console.
•
Both the scoreboard and the control console operate from 12V DC – eg, from
either 12V plug pack supplies or 12V batteries. There are no dangerous voltages
anywhere inside. This also means they can be used in areas where there is no
mains power.
with Jaycar Electronics, which holds
the design copyright for both its hardware and firmware. As a result, kits for
the project will only be available from
Jaycar stores.
OK, so that’s a quick rundown on
what the new scoreboard does and
how it’s used. Now let’s look at how
it works.
Console operation
Like the scoreboard itself, the
control console is based on a preprogrammed low-cost PIC16F84A microcontroller – see Fig.1. In the case of the
console, the PIC operates at a clock
frequency of 4MHz, giving a machine
cycle of 1ms.
The main functions performed by
the PIC in the console are scanning the
control key switches and generating
the corresponding command codes
for the scoreboard. As you can see
from the circuit, the keys are connected in a matrix configuration to
seven of the PIC’s Port B I/O pins, with
the three main rows connected to pins
RB5-RB7 (configured as outputs) and
the four columns connected to pins
RB0-RB3 (configured as inputs). The
scoreboard command codes generated
by the PIC in response to the various
buttons being pressed are fed out via
Port A I/O pin RA0, configured here
as an output.
The two Reset buttons are connected
in series so that both must be pressed
simultaneously, in order to link RB7
and RB0. When this event is sensed
by the PIC, it first places a logic high
on I/O pin RA4, also configured here
as an output. This turns on transistor
Q7 which then turns on LED2 – the
“Confirm Reset” LED.
If you subsequently press the two
Reset buttons again, the PIC turns off
Q7 and LED2, generates the scoreboard
reset command code and sends it out
via pin RA0. If, on the other hand,
you’ve made a mistake in pressing the
Reset buttons and don’t press them
again – but press some other button
instead – the PIC merely turns off Q7
and LED2 and sends the command
March 2005 17
18 Silicon Chip
siliconchip.com.au
Fig.2: the coded signals from the transmitter are picked up by the receiver in the Scoreboard Controller, decoded and fed to the RB0 input of PIC
microcontroller IC1 (PIC16F84A-20P). The microcontroller then sequentially drives the displays via IC2, IC3 and power Mosfets Q2-Q8.
code corresponding to the newly
pressed button.
Another function performed by the
PIC is checking the DIP switches (S2)
used to set which basketball code you
want the scoreboard to use: FIBA,
NBA or NCAA. As you can see, the
DIP switches are connected to I/O
pins RA1-RA3, configured as inputs.
All three pins are also connected to
ground via 10kW pulldown resistors,
so that only the pin corresponding to
the switch that is “on” will be taken
to logic high level (+5V).
Note that the PIC is programmed
to check the status of the S2 DIP
switches only when it first powers
up. That’s because the DIP switches
are inside the console and can’t be
changed without turning it off and
opening the case (changing the rules
is not something you’d want to do
during a game, anyway). So these
switches are only scanned during the
console’s power-up sequence and the
appropriate control code sent to the
scoreboard then.
The rest of the console circuitry
is used to process the control codes
generated by the PIC and sent out via
pin RA0, so they can be transmitted
to the scoreboard via the AWM609TX
data transmitter module. This operates
on one of four frequency channels in
the range 2.40 - 2.483GHz, as selected
by the four DIP switches marked S1.
The AWM609TX module and
its matching AWM608RX receiver
module (as used in the scoreboard
itself) were originally designed for
transmitting video and stereo audio
signals, using frequency modulation
and demodulation for both the video
and audio. We use all three signal
channels here to transmit our digital
scoreboard control codes by using the
circuitry around IC2, IC3 and transistors Q1-Q4 to pre-encode the digital
codes into audio tones, using a simple synchronous phase-shift keying
(SPSK) system.
This works as follows. First, clock
oscillator IC2b generates a continuous square wave clock signal of approximately 10kHz. This is then fed
to flipflop IC3b, which toggles back
and forth to produce two 5kHz square
wave signals at its Q and Q-bar outputs
– locked in phase but of opposite polarity. Then one of these 5kHz signals is
fed to the clock input of flipflop IC3a,
which produces a locked 2.5kHz signal
at its Q output.
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Here is a sneak preview of the main PC board inside the Control Console.
The assembly details will be published next month.
The 2.5kHz signal from IC3a is then
fed through buffer transistors Q1 and
Q2, and fed to the video input of the
AWM609TX transmitter module. This
then sends it to the scoreboard, where
it’s used as the clock signal for the
SPSK demodulator.
On the other hand, the two locked
complementary 5kHz signals from
IC3b are fed to gates IC2c and IC2a,
where they are effectively used to encode the digital control code signals
from pin RA0 of IC1. IC2d is used to
produce an inverted version of the
digital signals and this is fed to IC2c
together with one 5kHz signal. The
uninverted digital signals are fed to IC2a,
along with the other 5kHz signal.
As a result, when the digital signal
from IC1 is high (1), the 5kHz signal
from pin 8 of IC3 is gated through
IC2a. Conversely, when the digital
signal is low (0), the opposite polarity
5kHz signal from pin 9 of IC3 is gated
through IC2c instead.
Since the outputs from IC2a and
IC2c are effectively combined via
diodes D2 and D3, this means that
although a 5kHz square wave signal
always appears at the anodes of the
two diodes, the signal’s polarity or
phase at any instant depends on the
digital logic level coming from IC1. In
other words, the digital control codes
are encoded on this 5kHz square wave
signal as SPSK modulation.
To ensure reliable transmission of
this SPSK signal, we feed it through
transistors Q3 and Q4 which act as
complementary buffers. This produces
two versions of the same 5kHz signal
with opposite polarity, which are then
fed to the two audio signal inputs of
the AWM609TX transmitter module.
As a result, we not only make
use of all three signal channels of
the AWM609TX but also achieve
maximum link redundancy and noise
rejection.
But what’s the purpose of the circuitry around transistors Q5, Q6, diode
D4 and LED1? These provide a poweron indicator for the console – but a
power indicator with a difference.
Because the base of Q5 is fed with
the buffered 2.5kHz clock signal from
Q1, it therefore switches on and off
with this signal. The resulting 2.5kHz
signal at its collector is fed to the
base of Q6 through a simple rectifier/
clamp circuit using the 220nF capacitor, D4 and the 100kW resistor, so Q6
is only turned on during the positive
half-cycles of the 2.5kHz signal. As a
result, when LED1 glows, it indicates
not only that power is applied to the
console circuitry as a whole but also
that the 2.5kHz signal from IC3a is
present – and hence that oscillator IC2b
and flipflop IC3b are working.
Scoreboard controller
Fig.2 shows the circuit details for
the Scoreboard Display Controller.
March 2005 19
Fig.3: the Scoreboard Display 1 (or Period) board is driven by the control
board and uses 28 10mm yellow LEDs to form a single digit.
Once again, all functions are under
the control of a PIC16F84A microcontroller, which in this case runs
at a clock speed of 10MHz (giving a
machine cycle time of 400ns).
This PIC responds to the control
codes from the console, keeps the
20 Silicon Chip
scores for the two teams, runs the
countdown timer and looks after displaying all of the information via the
display board modules. It also handles
the important job of sounding the
piezo siren briefly at the end of each
game period.
The control codes from the console
arrive at the controller board via the
AWM608RX receiver module. This
module can operate on any one of four
2.4GHz channels like the transmitter
module, as selected by the Channel
Select DIP switches (S1). Naturally,
the receiver must be set to work on
the same frequency channel as the
transmitter module, for correct operation of the data link.
All of the scoreboard controller circuitry around transistors Q9-Q11, IC4
and IC5 is used in decoding the output
signals from the AWM608RX receiver
module, to reconstruct the digital
control codes sent from the console.
These are then fed to the PIC via its
RB0 input pin. The decoding is more or
less the reverse of the SPSK encoding
procedure used in the console.
When the 2.5kHz decoding clock
signal emerges from the video output of the receiver module, it is first
squared up by passing it through a
clamp and buffer circuit using diode
D4 and transistor Q11. It’s then passed
through gate IC4b, used here as a noninverting buffer. From IC4b, it is then
fed to the clock inputs of flipflops IC5b
and IC5a and also to the base of transistor Q12 via a 10kW resistor.
This causes Q12 to conduct during
the positive half cycles of the 2.5kHz
signal, drawing current through LED1
and making it glow. This allows LED1
to function as a “Carrier Present”
indicator.
The two complementary 5kHz signals containing the SPSK information
from the console emerge from the
stereo audio outputs (Ro and Lo) of
the receiver module. They are then
fed through clamp and buffer circuits
similar to those used for the 2.5kHz
signal.
In this case, one signal is passed
through Q10 and IC4a, while the
other passes through Q9 and IC4d.
One is then fed to the D (data) input
of IC5b, while the other is fed to the
corresponding input of IC5a.
So the two 5kHz data signals are fed
to the data inputs of the flipflops, while
the phase-locked 2.5kHz clock signal
is fed to their clock inputs. This means
that on each low-to-high transition of
the 2.5kHz signal, the logic level of the
two 5kHz signals will be clocked into
the flipflops. And as the two signals
are the complement of each other,
this means that one flipflop should
be driven into the set state (Q output
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Fig.4: the Scoreboard Display 3 board (for Home/Away scores) uses 67 10mm green LEDs to form two complete
7-segment digits and a leading “1” digit. There are two of these boards, each showing a maximum score of 199.
high) when the other is driven into the
reset state (Q output low).
As a result, they toggle back and
forth in complementary fashion, in
time with the digital control code
information coming from the console.
siliconchip.com.au
To complete this decoding, we feed
the Q-bar output of IC5b and the Q
output of IC5a to AND gate IC4c, which
therefore provides an output high only
when both of these complementary
flipflop outputs are high simultane-
ously. The output of IC4b therefore
delivers a clean reconstruction of the
original digital control code sent by
the console PIC, with a high level of
reliability and noise rejection. This
decoded control code signal is made
March 2005 21
22 Silicon Chip
siliconchip.com.au
Fig.5: the Scoreboard Display 4 board carries the LEDs and switching transistors for the countdown timer. It has four 7-segment digits plus a colon and
these are made up using 120 10mm red LEDs.
Five separate PC boards make up the main display panel: a receiver/controller board, one period display board
(yellow LEDs), two score display boards (green LEDs) and one countdown timer board (red LEDs). We show you how
to build them next month.
available at test point TP1 as well as
being fed to the RB0 input of IC1.
Inside IC1, the PIC’s firmware program responds to the control codes to
perform all of the functions in controlling the scoreboard – updating the
team scores, operating the countdown
timer and keeping the various displays
operating.
There are 12 display digits in all:
three for each team score display, one
for the current period display and five
for the countdown timer – although the
centre digit of the timer display module
is dedicated to displaying only a colon
or a decimal point. All of the displays
are based on the standard 7-segment
digit format but use discrete highoutput LEDs rather than dedicated
7-segment display devices.
We do this using four seriesconnected 10mm LEDs in each digit
segment, in order to get large 130mm
high digits.
Display multiplexing
The 12 displays are all driven sequentially by the PIC controller in
standard multiplexed fashion, with
one complete display cycle taking
place every 25ms. This means that the
displays are refreshed 40 times each
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second (except for very short breaks
when the PIC is processing command
codes from the console). To turn on
each display digit, the PIC outputs
a digit code via pins RA0-RA3. This
information is decoded by transistor
Q1 and by IC2 & IC3, which then feed
a logic high to the appropriate digit
display circuit via the corresponding line
of 26-way cable connector CON1.
At the same time, the PIC makes
the current 7-segment display code
for that digit available via output pins
RB1-RB7. These outputs are used to
drive power MOSFETs Q2-Q8, which
are the power switches for the display segment control lines of all the
displays. So as each display is turned
on, the appropriate segments are also
switched on to display the correct digit
or other character.
The only remaining function performed by IC1 is to turn on a piezo
siren briefly at the end of each game
period. It does this by allowing its RA4
output pin (an open collector output)
to be pulled high by the 10kW resistor,
for three seconds at the end of each
game period. This logic high is used
to turn on power MOSFET Q13, which
in turn switches on a piezo alarm connected to CON3.
All the scoreboard controller’s circuitry operates from +5V, derived from
the +12V input by regulator REG1.
Although the PIC micro and the rest
of the CMOS circuitry draw very little
current, the AWM608RX data receiver
draws over 200mA – bringing the total drain from the +5V rail to nearly
250mA.
To allow the regulator to cope with
this, diodes D2 and D3 are used to
reduce its input voltage, while the
regulator is also fitted with a heatsink
to help it dissipate the remaining 1.5W
of power without overheating.
The display modules
As mentioned earlier, all the scoreboard displays are on separate boards,
which connect to the controller board
in daisy chain fashion via a 26-way ribbon cable. This connects to CON1 on
the controller board and delivers +12V
to the display boards, along with their
digit and segment drive signals.
All the displays use the same basic
circuitry, the operation of which can
be understood quite easily by looking at the circuit for the single digit
“Period” display (Scoreboard Display
1) – see Fig.3.
The digit drive signal from the conMarch 2005 23
Par t s Lis t – Sports Scoreboard
1 900 x 600mm sheet of 12mm
plywood
2 900mm lengths of 30 x 15mm
DAR maple wood
2 570mm lengths of 30 x 15mm
DAR maple wood
5 26-way IDC line sockets
(Jaycar PS-0987)
1 piezo alarm, 12V (Jaycar LA5256)
1 1600mm length of 26-way IDC
ribbon cable
2 16-way IDC line sockets
(Jaycar PS-0985)
1 70mm length of 16-way IDC
ribbon cable
1 12V 1A DC plugpack (Jaycar
MP-3137)
1 12V 300mA DC plugpack
(Jaycar MP-3011)
2 31mm lengths of 1mm diameter
brass wire
Woodworking glue, 25mm long
1.5mm diameter nails, etc.
Main Controller Board (x1)
1 PC board, code BSBCONTR,
127 x 190mm
1 Airwave AWM608RX 2.4GHz receiver module (Jaycar QC-3592)
1 TO-220 heatsink, 6021 type 30 x
25 x 13mm (Jaycar HH-8504)
1 4-way DIP switch (S1)
1 10MHz crystal (X1)
1 PC-mount 26-way DIL socket
(CON1)
1 PC-mount 2.5mm concentric DC
socket (CON2)
1 2-way PC-mount terminal block
(CON3)
4 25mm x M3 tapped metal spacers
13 6mm x M3 machine screws,
round head
4 15mm x M3 machine screws, csk
head
9 M3 nuts and star lockwashers
Semiconductors
1 PIC16F84A-20P microcontroller
programmed with SCORDISP.
HEX (IC1)
2 4028B CMOS decoders
(IC2,IC3)
1 74HC08 quad AND gate (IC4)
1 74HC74 dual D-type flipflop (IC5)
4 PN100 NPN transistors (Q1,Q9,
Q10,Q12)
24 Silicon Chip
8 MTP3055 power MOSFETs (Q2Q8,Q13)
1 PN200 PNP transistor (Q11)
1 7805 +5V regulator (REG1)
1 5mm red LED (LED1)
3 1N4004 1A diode (D1-D3)
3 1N4148 signal diode (D4-D7)
Capacitors
1 2200mF 16V RB electrolytic
1 100mF 16V RB electrolytic
1 10mF 16V tantalum
3 4.7mF 16V tantalum
5 100nF multilayer monolithic
1 100nF MKT metallised polyester
2 33pF NPO disc ceramic
Resistors (0.25W 1%)
1 100kW
1 4.7kW
2 47kW
1 470W
1 22kW
8 47W
6 10kW
7 10W
Period Display Board (x1)
1 PC board, code BSB-D1, 102 x
190mm
1 PC-mount 26-way DIL socket
(CON1)
4 25mm x M3 tapped metal
spacers
5 6mm x M3 machine screws,
round head
4 15mm x M3 machine screws,
csk head
1 M3 nut & star lockwasher
Semiconductors
1 PN100 NPN transistor (Q1)
1 BD136 PNP transistor (Q2)
28 yellow 10mm LEDs, high brightness or standard
Capacitors
1 1000mF 16V RB electrolytic
Resistors (0.25W 1%)
2 4.7kW
1 120W
Team Score Display Boards (x2)
1 PC board, code BSB-D3, 218 x
190mm
1 PC-mount 26-way DIL socket
(CON1)
6 25mm x M3 tappers metal
spacers
9 6mm x M3 machine screws,
round head
6 15mm x M3 machine screws, csk
head
3 M3 nuts & star lockwashers
Semiconductors
3 PN100 NPN transistors
(Q1,Q2,Q3)
3 BD136 PNP transistors
(Q4,Q5,Q6)
67 green 10mm LEDs, high brightness or standard
Capacitors
1 1000mF 16V RB electrolytic
Resistors (0.25W 1%)
6 4.7kW
1 22W
3 120W
Timer Display Board (x1)
1 PC board, code BSB-D4, 380 x
190mm
1 PC-mount 26-way DIL socket
(CON1)
6 25mm x M3 tapped metal
spacers
11 6mm x M3 machine screws,
round head
6 15mm x M3 machine screws,
csk head
5 M3 nuts & star lockwashers
Semiconductors
5 PN100 NPN transistors (Q1-Q5)
5 BD136 PNP transistors
(Q6-Q10)
120 red 10mm LEDs, highbrightness or standard
Capacitors
2 1000mF 16V RB electrolytic
1 4.7nF 50V greencap
Resistors (0.25W 1%)
10 4.7kW
5 120W
Control Console
1 console case, 189 x 134 x
32/55mm (Jaycar HB-6094)
1 PC board, code BSBKYBD1, 178
x 111mm
1 PC board, code BSBKYBD2, 163
x 100mm
1 Airwave AWM609TX 2.4GHz
transmitter module (Jaycar QC3590)
1 TO-220 heatsink, 6073B type 19
x 19 x 9.5mm (Jaycar HH-8502)
2 4-way DIP switch (S1, S2)
1 4MHz crystal (X1)
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13 PC-mount pushbutton switches,
17.5mm square (2 x red, 2 x yellow, 2 x black, 2 x grey, 3 x white,
1 x green and 1 x blue keytops)
1 2.5mm concentric DC socket
(CON1)
1 16-way DIL socket, vertical PCmount (CON2)
1 16-way DIL socket, 90 PC-mount
(CON3)
9 4g x 9mm self-tapping screws
Semiconductors
1 PIC16F84A-04 microcontroller
programmed with SCORKYBD.
HEX firmware (IC1)
1 74HC132 quad Schmitt NAND
gate (IC2)
1 74HC74 dual D-type flipflop (IC3)
5 PN100 NPN transistors (Q2,
Q4-Q7)
2 PN200 PNP transistors (Q1,Q3)
1 7805 +5V regulator (REG1)
1 1N4004 1A diode (D1)
3 1N4148 signal diodes (D2-D4)
1 5mm green LED (LED1)
1 5mm red LED (LED2)
Capacitors
1 2200mF 16V RB electrolytic
1 100mF 16V RB electrolytic
1 47mF 16V RB electrolytic
2 470nF MKT metallised polyester
1 220nF MKT metallised polyester
4 100nF multilayer monolithic
1 10nF MKT metallised polyester
2 33pF NPO ceramic
Resistors (0.25W 1%)
2 100kW
1 2.2kW
2 22kW
1 470W
15 10kW
1 390W
1 6.8kW
1 180W
4 4.7kW
Where To Buy A Kit
Jaycar Electronics has sponsored
the development of this project and
they own the design copyright. A
full kit of parts will be available from
Jaycar in due course – Cat. KC5408. This kit includes a pre-built
wooden display frame with screenprinted lettering and individual
Perspex covers for the displays;
screen-printed and solder-masked
PC boards; all on-board parts; and
a control console case with a prepunched front panel and screened
lettering.
siliconchip.com.au
Basketball Rules: The Main Differences
RULE
Duration of Game
Extra Time Duration
Timeouts
Shot Clock
Game Clock Stops
After Successful
Field Goal
FIBA
NBA
NCAA
4 x 10 min periods
4 x 12 min periods
2 x 20 min halves
5 minutes
5 minutes
5 minutes
1 x 60 sec in each of 6 x 60 sec, 1 x 20 sec 4 x 75 sec, 2 x 30 sec
the first 3 periods; 2 x
per half
per game
60 sec in 4th period
24 seconds
24 seconds
35 seconds
Last 2 minutes
Last 2 minutes
Last minute of 2nd
of 4th period &
of 4th period &
half & last minute
extra time
extra time
of extra time
troller board arrives via the appropriate pin on cable connector CON1 – in
this case, pin 3. It’s then fed to the
base of NPN transistor Q1 via a 4.7kW
series resistor, so that Q1 is turned on
when the controller takes that digit
drive line high.
When Q1 turns on, this conducts
base current for PNP transistor Q2,
which immediately switches on as
well. This connects the +12V supply
line to the anode ends of all seven
display segments, so they’re all potentially able to conduct current and
light up.
Of course, which segments do actually draw current and light up depends
on what happens at their cathode ends,
which are each connected to one of
the seven segment-drive lines in the
26-way cable, accessible via CON1.
So if the controller PIC has turned on
only segment control switches Q8, Q6
and Q3, only these three lines will be
connected to earth during this digit’s
display time and only segments “c”,
“b” and “a” will conduct current and
light up, to display a “7”.
Fig.4 shows the circuit of the Scoreboard Display 3 board. It uses the same
basic arrangement for each of its three
(strictly 2.5) digits. In fact, the circuit
for the two full digits is identical to
the Period display, apart from the way
their digit drive lines are driven from
different pins on CON1 (more about
this in a moment).
The circuit for the leading “1” digit
on this board is very similar too, the
main difference being that this display digit is only provided with three
segments – ie, segments “b” and “c”,
plus three more LEDs which are used
to fill in the gaps. These are connected
to segment line “d”, via a series 22W
resistor to match their current to that
of the other segments.
Note that each of the three digit
drive circuits for this board can be
connected to either of two lines on
CON1. This is because two versions of
the board are used in the Scoreboard,
one for the Home team score and the
other for the Away team score. So the
board used for the Home team display
has Q3 driven from pin 4 on CON1,
making that digit become D2. Similarly
Q2 is driven from pin 6 on CON1 and
Q1 from pin 8, so these digits become
D3 and D4 respectively.
On the other hand, the board used
for the Away team score display has
Q3, Q2 and Q1 driven from pins 10,
12 and 14 on CON1, so the three digits
become D5, D6 and D7.
The circuit for Scoreboard Display 4
(the Countdown timer display board),
is again very similar – see Fig.5. In
fact, the four full digits are wired up
in exactly the same manner as the
Period display. The only one that’s
a little different is the centre “digit”
D10, which is used only to display a
colon or a decimal point. It only has
two sets of four LEDs (one set for each
dot) connected, as if they are segments
“b” and “c” of that digit. We display
a colon by turning on both segments,
while turning on segment “c” only
produces a decimal point.
There is only one other small difference in the circuit for the Countdown
timer display, involving the addition
of a 4.7nF capacitor between the base
and emitter of Q1. This capacitor forms
a low-pass filter with the 4.7kW series
resistor, filtering out a small amount
of multiplexing hash which tends to
appear on this digit drive line of the
cable. Without this capacitor, digit
D12 can glow weakly when it’s not
supposed to be glowing at all.
Next month
That’s all we have space for this
month. Next month, we’ll move on to
building each of the various modules
which make up the Scoreboard. SC
March 2005 25
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