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Jesder

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Everything posted by Jesder

  1. When I set out on my journey to develop a 2.0 project with PINBOT, I hadn't expected there to be an 8 month gap between my initial post and this one. I found myself busy with many projects last year (in and outside of pinball) which ended up seeing virtually no progress made. I want to send a HUGE thank you to @matthies for his home brew Krakken thread which inspired me over the Xmas break to reset my priorities for 2020 and really get stuck back into my own project and make it happen. Last time I was looking at my project, I had started to recreate the rule set of PINBOT in MPF. But that didn't get much further than setting up some files. I may still do this once the project progresses far enough along as I'd love to set this up like Bride of Pinbot 2.0 from Dutch Pinball and let the player select between old and new rule sets. Two games in one is a big win when you consider how much space our machines take up. At the end of last year I was getting the urge to give this project more attention over the Christmas break and into 2020. In December, work was tossing out a lot of old hardware. I will need a PC to run my game on when hooked up to my Pinbot machine, so a freebie sounded like a good starting point. http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_free_pc_1.jpg It's older hardware and has seen a lot of action at work, but for my purposes (especially during the development stage) it's perfect. http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_free_pc_2.jpg http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_pc_specs.jpg With the PC, I also grabbed a bunch of other spare parts that were being tossed out. I don't expect I'll need the display card or RAM, but figured why not grab them just in case. Windows 7 is now end of life, but I won't have this machine hooked up to the internet for any reason other than to update MPF. When the project progresses far enough along, I plan to switch to a small NUC style PC that will be installed into the headbox like in BoP 2.0. I'll probably upgrade to the latest version of Windows at that point too. For now though, this mini tower will be fine. I had to purchase a cheap SSD drive to install though. http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_free_pc_parts.jpg To get the project moving again, my first step was to get this new dev PC up and running. It was coated in dust, so was first off cleaned and the new SSD installed. Windows was then installed and all available updates applied. I then installed the Mission Pinball Framework, along with a series of tools I'll need during development. Some of the main tools (outside of MPF) include: For code development, I use Sublime Text 2. It has a features and extensions list a mile long and is what I use at work every day. http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_software_sublime.jpg MPF has a lot of logging that gets output while it's running your game and it's important to be able to follow the log live while the game plays out. I use a tool called baretail which lets me tail the log file to get live updates as new data is written to it. I can also set up highlighting to mark specific lines like errors, warnings or game events (a mode starts / ends, etc). There is an open source variant that works just as well too. But I was already using this so have stuck with it. http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_software_baretail.jpg For file comparison I use Beyond Compare 4. Again it's a tool I use at work a lot, so I use it for my home projects too. http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_software_beyondcompare.jpg For console commands I use ConEmu which is a super charged version of the windows command prompt. I mainly switched to it years ago mainly for the transparency features. While MPF is running, you are able to view the current status of switches and game variables, so this gets used a lot during testing. http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_software_conemu.jpg Having 2 monitors for this is a must as I need to have quite a few windows open at once to interact with the game and seeing MPF respond. http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_screen_layout.jpg With the dev machine up and running, it was time to actually get some code happening for this project. MPF has an excellent tutorial to follow that gets you running with a basic game and display. I spent time over the next couple of weeks setting up a new project from scratch. It's a bit of a stop / start process as there is a lot of documentation to look through as you go. The tutorial gives you the basics, but only scratches the surface. After the first couple of weeks I had a basic game running that I could simulate on my development PC. This covered the basic flow of pressing a start button, loading a ball into the shooter lane and then simulating switch presses through the skill shot mode, normal game play mode and then end of ball sequence. Repeat this across 3 balls and then it would advance to game over. Not very exciting from a rules perspective - but exciting to see my project running a full game. In my previous update, I had set up the "monitor" tool with a layout of the PINBOT playfield and all switches and coils defined and placed in position. The squares on the playfield are the switches and circles are the lamps. I can click the switches with my left mouse button to simulate and activate / deactivate sequence (like a ball hitting a target) and I can use the right mouse button to hold the activation which you would see on something like the ball trough or a saucer. The two green squares in the lower right show that I have 2 balls set into the trough by default. I set up a simple attract mode first which runs through a sequence of slides showing the game name, high scores, last game scores, etc. I also have a keyboard mapping set up to simulate switch presses too, but it's so much easier to just use the monitor and click with the mouse. http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_earlycode_1.jpg After you press the start button and pop a ball into the shooter lane (you will spot that only 1 switch in the trough is now lit and the shooter lane switch is now active) the game will start and put you into the skill shot mode. As with the original PINBOT, the skill shot is still the vortex ramp, but with a small difference. The multiplier lamps cycle 2x -> 3x -> 4x -> 5x. When you launch the ball, the multiplier cycle stops and the shot you hit on the vortex ramp is multiplied by the lit multiplier value. Every successful vortex hit from the skill shot will speed the cycle up. I've also added in a secret skill shot and a super secret skill shot that can be achieved too for much larger points. http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_earlycode_2.jpg I have many basic slides added to the game for now when events happen. Like hitting the skill shot for example. You will see the display flash with the award. These are all very simple slides and will be improved upon later once the project develops. http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_earlycode_3.jpg At this point the ball is in play and you can hit switches to add points. Once ready, you can activate the outhole switch to end the ball. This runs through the bonus mode and awards bonuses for features and applies any multiplier you have achieved. http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_earlycode_4.jpg Then it's on to player 2 for their first ball and skill shot. Then repeat until all 3 balls for the players are complete. http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_earlycode_5.jpg Before I went any further, I decided to get the display hooked up and running with my new project. I copied the display set up from the demo program in my last update and powered up the display. Everything went smoothly and I was able to watch the attract mode of my 2.0 project playing out on the PIN2DMD display. http://www.enteryourinitials.com/images/pinbot_extended/pinbot20_earlycode_6.jpg I've been working away in MPF now for the last month and have made some excellent progress on game. Right now you are able to play a 1 to 4 player game with: - Attract mode - High scores (GC + 1st to 4th). - Skill Shot (Multiplier timing with vortex ramp, Secret Skill Shot, Super Secret skill shot) - General game play scoring for hitting switches - Bonus Multiplier increase via the green matrix switches (light all 5 to to go 2x, then 3x, etc) - Upgrade features for multiplier, super pops, super ramps, super switches and mystery award. - End of ball bonus - Ball save - Tilt warnings + penalty. - High score name entry at the end of a game - Sound effects on the pop bumper switches Eventually I will have this running in my actual PINBOT machine. Everything is reversible, so restoring to the original PINBOT will be easy. I've run into a few issues with MPF not behaving as expected, but there is an active google groups for MPF that the development team are a part of and have had a number of my bug reports either fixed or issues created for them to be addressed in a future update. I'm feeling more comfortable with MPF now though and have noticed progress moving faster as I spend less time wondering if / how something could be done and more time thinking "Well I could achieve it this way, or there is that other feature that I could use to do it too". I'll look at going in to some details on the modes and feature upgrades in future updates. Right now I'm focusing on fleshing out the rule set I want to create. I'd like to add more animations and sounds to the game, but think I'll hold off on that until the game starts to take shape and ideas become more concrete. Everything right now in terms of display and sound is just placeholder. I plan to have at least 2 different multiball modes that players can work towards that are outside the main modes. Each planet will be a short mode, with the sun being the final wizard mode. The chest matrix will be used to upgrade feature (Bonus multiplier, super pops, ramp, etc). I also need to look in to purchasing a PROC board so I can get all of this running in the actual machine. I might see if I can find one locally first. There's still so much to do, but it's been very motivating seeing the game starting to take shape on screen over the last 4 weeks. It's been so motivating seeing the game come together on screen over the last month and I'm looking forward to making a ton of progress over the coming months :)
  2. New code day! --- PRO --- V0.98.0 - February 6, 2020 ========================== - Escape Nublar - added this new wizard mode which is lit when you have played Visitor Center, Museum Mayhem, and Secure Control Room - Escape Nublar Challenge - added this mini game - To activate hold both flipper buttons during attract mode (with credits on machine or free play enabled) - Select "CHALLENGE" with the flipper buttons and press start up to 4 players. - Set adjustment 45 to YES to enable Escape Nublar Challenge on start button press always. - The goal of Escape Nublar is to navigate back through the main gate to the helipad while rescuing any remaining staff and dinosaurs before the volcano erupts. - Rescue phase - Rescue phase consists of collecting rescues by hitting the rescue shots. Once all rescues achieved hit the trap targets to rescue the dinosaur from that paddock. If the dinosaur was already captured earlier in the game then this phase is skipped. Turning the truck during rescue phase rotates the locations of the rescues. - Navigate phase - Navigate phase requires you to try to find a safe exit from the paddock by shooting the red arrows. If the path is blocked by lava then you must find another path. When a safe path is found the left ramp will light up to advance to the next paddock. Truck direction dictates which paddock you will navigate to. - Truck convoy and fuel - You convoy consists of 3 trucks. Drain the ball or run out of fuel then the truck and it's rescues will be lost. Once all 3 trucks are lost the game is over. Shoot raptor targets or pop bumpers or collect rescues to add fuel. Advancing paddock completely refuels the truck. - Path options - Taking the path you already navigated on the way to the visitor's will be the quickest escape from the island but fewer scoring opportunities. (In Nublar Challenge this path is randomly selected for you) - Sudden death - If fuel level hits minimum then sudden death begins. All remaining rescues are lost and you have 15 seconds to leave the paddock before it becomes engulfed and that truck is lost. - Helipad hurry-up - Navigating back through the main gate starts the Helipad Hurry-up. Hurry-up value based on number of rescues, dinosaurs captured and number of paddocks cleared. Shoot Helipad to escape the island. - High Scores - Escape Nublar Challenge has it's own dedicated high score board separate from the main game. Play for a top 3 score or top 3 speed run time. Tilt ends game! - Escape Nublar Challenge and Escape Nublar - share the same game rules, however for challenge you are spotted 12 rescues and a default path to Visitor Center - High Score Tables - added 2 new high score tables specific to Escape Nublar Challenge that track top 3 in points and fastest 3 times - High Score Tables - Escape Nublar Champion only recognizes natural Escape Nublar scores - Attract Mode - added video graphics screen for "Locating Pinballs Please Wait..." - Super Tranquilizer - added restrictions to not be able to use at times when it doesn't make sense, also adding inactive buffer around Control Room select, Auto Launch, and Smart Missile award select - Super Tranquilizer - lamp effect for Action Button no longer flashes, button is lit green when available to use - T-Rex Rampage - changed priority of Rampage award so collected value can be seen more easily with other stacked shots - All Control Room Modes - changed priority of award screens so collected value can be seen more easily with other stacked shots - All Control Room Modes - final shot now will display the time bonus awarded and the final shot award before fossil collection - Callouts - rearranging and adding some new callouts throughout the game - Mosquito in Amber Accessory Shooter Knob - no longer flashes when Amber / Amber Features are lit, now slowly pulses on / off - Player Competition Mode - removed left flipper hold to start player competition mode, this can now be performed by holding both flippers and selecting Competition from the choices - System - Updated to V2.43 - Updated to nodeboard firmware v0.56.0 - Adjustment Changes: - added 'NUBLAR CHALLENGE ON START PRESS' defaults to FALSE, which will start STANDARD gameplay. When TRUE this will immediately start ESCAPE NUBLAR CHALLENGE instead of STANDARD gameplay. --- PREM / LE --- V0.98.0 - February 6, 2020 ========================== - Escape Nublar - added this new wizard mode which is lit when you have played Visitor Center, Museum Mayhem, and Secure Control Room - Escape Nublar Challenge - added this mini game - To activate hold both flipper buttons during attract mode (with credits on machine or free play enabled) - Select "CHALLENGE" with the flipper buttons and press start up to 4 players. - Set adjustment 45 to YES to enable Escape Nublar Challenge on start button press always. - The goal of Escape Nublar is to navigate back through the main gate to the helipad while rescuing any remaining staff and dinosaurs before the volcano erupts. - Rescue phase - Rescue phase consists of collecting rescues by hitting the rescue shots. Once all rescues achieved hit the trap targets to rescue the dinosaur from that paddock. If the dinosaur was already captured earlier in the game then this phase is skipped. Turning the truck during rescue phase rotates the locations of the rescues. - Navigate phase - Navigate phase requires you to try to find a safe exit from the paddock by shooting the red arrows. If the path is blocked by lava then you must find another path. When a safe path is found the left ramp will light up to advance to the next paddock. Truck direction dictates which paddock you will navigate to. - Truck convoy and fuel - You convoy consists of 3 trucks. Drain the ball or run out of fuel then the truck and it's rescues will be lost. Once all 3 trucks are lost the game is over. Shoot raptor targets or pop bumpers or collect rescues to add fuel. Advancing paddock completely refuels the truck. - Path options - Taking the path you already navigated on the way to the visitor's will be the quickest escape from the island but fewer scoring opportunities. (In Nublar Challenge this path is randomly selected for you) - Sudden death - If fuel level hits minimum then sudden death begins. All remaining rescues are lost and you have 15 seconds to leave the paddock before it becomes engulfed and that truck is lost. - Helipad hurry-up - Navigating back through the main gate starts the Helipad Hurry-up. Hurry-up value based on number of rescues, dinosaurs captured and number of paddocks cleared. Shoot Helipad to escape the island. - High Scores - Escape Nublar Challenge has it's own dedicated high score board separate from the main game. Play for a top 3 score or top 3 speed run time. Tilt ends game! - Escape Nublar Challenge and Escape Nublar - share the same game rules, however for challenge you are spotted 12 rescues and a default path to Visitor Center - High Score Tables - added 2 new high score tables specific to Escape Nublar Challenge that track top 3 in points and fastest 3 times - High Score Tables - Escape Nublar Champion only recognizes natural Escape Nublar scores - Attract Mode - added video graphics screen for "Locating Pinballs Please Wait..." - Super Tranquilizer - added restrictions to not be able to use at times when it doesn't make sense, also adding inactive buffer around Control Room select, Auto Launch, and Smart Missile award select - Super Tranquilizer - lamp effect for Action Button no longer flashes, button is lit green when available to use - T-Rex Rampage - changed priority of Rampage award so collected value can be seen more easily with other stacked shots - All Control Room Modes - changed priority of award screens so collected value can be seen more easily with other stacked shots - All Control Room Modes - final shot now will display the time bonus awarded and the final shot award before fossil collection - Raptor Locks - in a multiplayer game, when a ball is already locked in the Raptor Pen it is now easier to make progress through the 'sets of target completion' phase - Callouts - rearranging and adding some new callouts throughout the game - Mosquito in Amber Accessory Shooter Knob - no longer flashes when Amber / Amber Features are lit, now slowly pulses on / off - Player Competition Mode - removed left flipper hold to start player competition mode, this can now be performed by holding both flippers and selecting Competition from the choices - System - Updated to V2.43 - Updated to nodeboard firmware v0.56.0 - Adjustment Changes: - added 'NUBLAR CHALLENGE ON START PRESS' defaults to FALSE, which will start STANDARD gameplay. When TRUE this will immediately start ESCAPE NUBLAR CHALLENGE instead of STANDARD gameplay. ------------------------ I love how they have taken the extra step of making the Wizard mode accessible outside of the game as a separate challenge mode with its own dedicated high score tables for points and speed run. They just keep making this game better and better.
  3. An absolutely EPIC effort and thread on the restore mate!!
  4. The vast majority of images in my threads are hosted on my own site, so AA won't lose them with changes :) The only time I tend to use the AA storage is for things I plan to remove once they are no longer needed. If you find any of my threads with image issues, just let me know and I'll sort them out. Looks like it was a simple fix as per AK's post. A few years ago I switched my domain name (from newhighscore.net to enteryourinitials.com) and had the "fun" of going through all my threads updating the URL's. I may have missed a couple of posts but those would all be my arcade projects I think.
  5. Managed to play an incredible game tonight, shattering my old GC score tonight by over 200 million. Score: 619,258,650 Code: 1.00.0 3 ball, factory settings. http://www.enteryourinitials.com/images/scores/bksword_score_619258650.jpg
  6. Very nice pick up! Welcome :) I've seen the Raptor pit mod on the LE and Premium machines too. I found even on the Pro I had to adjust the rail and clear mini post that rest next to where the mod installs so I could it installed correctly.
  7. Nah, they were free with the purchase :cool:
  8. Doesn't count as you said no more "pinballs" and not "pinball machines". It's completely different - you're in the clear ;) Awesome pick up though mate!
  9. I ordered the Raptor Pit mod and Shooter face plate from Mezel mods, which arrived today. I didn't waste any time installing them :) http://www.enteryourinitials.com/images/jp/jp_raptorpit_shooterplate_mods.jpg http://www.enteryourinitials.com/images/jp/jp_shooter_housing_faceplate.jpg http://www.enteryourinitials.com/images/jp/jp_raptor_pit_mod.jpg At this point, the only other mod I'd love to add is the lit amber shooter rod :D
  10. If it's not grabbing you, that's usually a very good sign to not be buying one. Best to hold off. Wait and see how the code develops - it's still quite awhile off being complete. As said above, they will be available for awhile, so there's no rush.
  11. The projected display looked good on the vertical panels, drop targets and spinner. But it looked washed out on the two ramps. Maybe the ramps look better when you're standing over the machine? Animations are still to be done for the stand up targets, but I imagine they will look as good as the other vertical panels once implemented. Good to hear there will be settings to adjust the position of each individual projection so it can be tweaked per machine as needed. I was wondering how they would handle the small build differences between machines. Still lots of code to be added across the game. For me though, the projector doesn't add any real value to the game play to justify the extra cost. It's a cool idea to have different animations across various surfaces in the game that relate to the current active modes. But it feels like this is more a possible future standard feature across all games instead of a Stranger Things theme related feature. The theme of Stranger Things really appeals to me, but I've been really underwhelmed with what I've seen so far with this game. Looks alright, but that's about it.
  12. Jack Danger is streaming the Premium at Stern now - https://www.twitch.tv/deadflip
  13. I purchased a set of green Titans for my JP awhile back and finally got around to installing them. The only difficult ones were under the raptor pit and the one behind the corkscrew ramp (you need to undo the two nuts under the playfield to lift the ramp up to access the rubber. http://www.enteryourinitials.com/images/jp/jp_titans_installed_1.jpg http://www.enteryourinitials.com/images/jp/jp_titans_installed_2.jpg http://www.enteryourinitials.com/images/jp/jp_titans_installed_3.jpg http://www.enteryourinitials.com/images/jp/jp_titans_installed_4.jpg http://www.enteryourinitials.com/images/jp/jp_titans_installed_5.jpg The bounce is different so I've had to relearn some shots. But I've adjusted now and happy with how it's looking and playing. I've got the raptor pit mod coming from Mezel mods soon, along with a face plate for the shooter housing. I've been putting a lot of play time into it over the holidays and have to say it's the most enjoyable title I've played in so long.
  14. I've been slowly knocking over a few things on my to do list recently and decided to turn my attention towards my BoP 2.0. Awhile back I purchased a new helmet from RTBB and it's been sitting in a box for months patiently waiting to be installed. The old helmet isn't terrible, but it is looking worn in some spots and has some cracks along the points where it attaches to the playfield. http://www.enteryourinitials.com/images/bop/bop_new_helmet_1.jpg http://www.enteryourinitials.com/images/bop/bop_new_helmet_2.jpg The lamp boards were removed from the old helmet, along with the two flasher domes. While I have them out I will reflow fresh solder along the edges of the twist sockets as a few of them have been unreliable. I found one of the twist sockets was broken, so this was replaced. http://www.enteryourinitials.com/images/bop/bop_new_helmet_3.jpg The lamp boards were installed into the new helmet and it was screwed into position. Looking so much better now. Another item ticked off :) http://www.enteryourinitials.com/images/bop/bop_new_helmet_5.jpg http://www.enteryourinitials.com/images/bop/bop_new_helmet_6.jpg
  15. A few months back I was speaking with @thegrunta666 at a pinball meet and he mentioned the cost of an Uno board being around $15. I was a little surprised as the one I had purchased was $40. I had a look at the place I purchased mine from and found a cheaper version. It's not an "Official" Arduino, but runs the same chipset and is only $12. The downside is it's not guaranteed to work with all libraries. I decided give it a try as $12 would be a much cheaper option if I decide to make more of these. http://www.enteryourinitials.com/images/bkrampchaser/bk_ramp_cheaper_uno_1.jpg http://www.enteryourinitials.com/images/bkrampchaser/bk_ramp_cheaper_uno_2.jpg Here are the links to the two boards: https://core-electronics.com.au/uno-r3.html https://core-electronics.com.au/arduino-uno-r3.html I hooked my LED strip up and deployed the code to the new board. I was happy to find the cheaper Uno board works just as well without any comparability issues :) I'll keep the Arduino Uno for another project - perhaps something to enhance my Pinbot 2.0 project. The new LED strip also arrived yesterday, which has twice as many LED's as the original. This will work so much better on the ramp. There will now be 14 LED's per strip instead of 7. http://www.enteryourinitials.com/images/bkrampchaser/bk_ramp_new_ledstrip.jpg I updated the code to work with 14 LED strips and also fixed a small bug with the chase animation (played when the flail is open). I'm just waiting on a couple of connectors to arrive so I can improve the wiring and then I'll look at how to best mount the sensor.
  16. The only people I know of who lost scores were those who installed LE code on to a PRO or vice verse.
  17. Wow, it's been 4 months since my last GC score - but finally toppled my previous best on BK:SoR by breaking 400 million for the first time. Score: 402,411,180 Code: 1.00.0 3 ball, factory settings. http://www.enteryourinitials.com/images/scores/bksor_score_402411180.jpg
  18. A little more progress was made yesterday on my mod. The small sensor arrived and so I created a cable that will connect it to the Arduino board and also draw power from an old PC power supply. In the final version, all power will be coming from the machine, so no extra power supply will be required. For now though, this was the quickest way for me to get it up and running to play with. http://www.enteryourinitials.com/images/bkrampchaser/bk_ramp_sensor.jpg The sensor was hooked up to the Arduino board and the code updated. I initially started with just 2 modes - open and closed. The animation being rendered to the LED strip would change when the state of the sensor changed. http://www.enteryourinitials.com/images/bkrampchaser/bk_ramp_sensor_running.jpg I then added a third state to handle the case where the flail is moving. This was a little more complicated, but once I got my head around handling the 3 states, the code became a lot simpler. Some additional code was added to allow for some cool down before switching modes. I took a short video of it running, showing off the 3 modes in action. Apologies for the loud PC fan - it's an old one I picked up free from work and used for testing things like this. The dampening values and logic used to smooth out switching animation types will most likely need some tweaking once in the game. It holds together well on my desk when manually testing, but in the game with the real flail spinning it could be a different story. The flail itself can move at several different speeds and I may get some unexpected behavior on the slower speeds. Next up I'll be looking at how I want to mount the sensor in the game and also create a connector for it to draw power from the game. Then I can get some actual live testing of it and see it in action :) All the latest code changes have been pushed to the github repository too - https://github.com/enteryourinitials/bksor-chaser/
  19. NEW CODE! 0.97.0 PRO ----------- V0.97.0 - January 6, 2020 ========================= - Spinner - a single spin can now trigger shots lit at the Left Orbit / Spinner shot (used to be 2 quick spins in succession) - Spinner - a single spin will not un-light any spinner score inserts - Chaos Spellout - number of spellouts to light the multiball now capped at 2 (was 3) - Chaos Multiball - changed Letter Jackpot thresholds C = 1 Jackpot / H,A = 2 Jackpots / O,S = 3 Jackpots - Chaos Multiball - added 3rd Stage Chaos Hurry-Up value that starts at all the combined Super Jackpot values from Stage 2, collected at the Pop Target - Chaos Multiball - Chaos Hurry-Up can be doubled by moving the Truck to the left facing direction (making the Pop Target shot tighter) - Chaos Multiball - Chaos Hurry-Up will continue to run if you have only a single ball in play, mode will end after it times out or is collected - Chaos Multiball - fixed an issue where the Super Jackpot display effect would not interrupt itself if one was already going causing some collect values to not be displayed - Chaos Multiball - added Super Jackpot speech and text when the 3rd stage hurry-up is collected - Chaos Multiball - Pop Bumper hits will not count towards Add-A-Ball directly after the mode starts until the Pop Bumpers are not hit for 1.5 seconds - Raptor Triball - 'CHAOOOSSS' callout added when 3 balls are added when completing stage 2 - Raptor Tower - now for each Raptor Tower award threshold a Super Tranquilizer is lit - Super Tranquilizer - lit at game start on action button. once used must be re-lit via Raptor Tower awards (does not stack). freezes dino in place and prevents attack for 20 seconds - Museum Mayhem - victory phase base value changed from 1.5M to 3M - Secure Control Room - fixed an issue with T-Rex Perk (+8 Seconds) was capping timer at 30 seconds when you add time, now will cap at 38 if you have the perk - Secure Control Room - added 10 second audible countdown for hurry-up timers - Smart Missile - added Invalid Frenzy as an option which can be awarded once per game - Invalid Frenzy - each Raptor Pen target hit now boosts jackpot and scores 500K - Invalid Frenzy - switches and Raptor Pen target hits can now build value even if jackpots are already lit - All Paddocks - added a grace period of 2 seconds for the dinosaur capture timer when the Helicopter has to be refueled - All Paddocks - fixed an issue where "helicopter needs to be refueled" callout would happen when the dinosaur has already been captured - All Paddocks - added 'Dinosaur Escaped' display effect when the dinosaur escapes a paddock - T-Rex Encounter - fixed an issue where the spinner arrow would not light when it was an active shot for the mode - T-Rex Encounter - fixed an issue where timer callouts were never heard for this mode - T-Rex Chase - fixed an issue where timer callouts were never heard for this mode - Pteranodon Attack - changed from 20 switches to light and increment X down to 12 switches - Pteranodon Attack - removed timer callouts from this mode - Loops - improved Left Loop detection logic if a switch is missed - DNA Combos - added display effect numbering so you can tell how many you have collected - Super Supply Drop - added display effect numbering so you can tell how many you have collected - Callouts - added more callouts and instructional speech - Replay - increased default replay values by 100M to bring lowest replay level to 250M - Attract Mode - fixed an issue with pricing information disappearing after Free Play is set - Attract Mode - added pricing information to tournament screens - Attract Mode - fixed an issue in attract mode light sweeps where museum mayhem light would not light up - High Scores - fixed an issue with 10 letter spacing being too wide - Enter Initials - fixed an issue with 3 letter spacing being too narrow when champion awards are presented - Adjustment Changes: - added 'JP SYSTEM FAILURE SPEECH' defaults to TRUE, which will play speech during the 'System Failure' event when the first Paddock is entered, turn to FALSE to turn off this speech - added 'SMART MISSILE INVALID CHOICE' defaults to YES, which will include the Invalid Frenzy mode as a choice for the Smart Missile award, competition mode defaults this to NO - System - Updated to V2.40 - Updated to nodeboard firmware v0.55.0 - Added UTIL->VOL Adjustment "SELECT AUDIO FILTER". Values are: "NONE", "HIGH/LOW SHELF", and "10 BAND EQ". Default value is "HIGH/LOW SHELF". "NONE": No filtering will be performed on the audio output. Useful when using the Line Out as input for an external device. "HIGH/LOW SHELF": A High/Low Shelf Filter is applied to the audio output. The Bass Frequency can be set to: 125Hz, 250Hz, or Disabled. The Treble Frequency can be set to: 4KHz, 8KHz, or Disabled. The Gain can be set to -12dB .. +12dB On Spike 2 the Shelf Frequency and Gain can be set independently for the BackBox and Cabinet speakers. "10 BAND EQ": A full 10 Band EQ is applied to the audio output. Sliders are used to adjust the Gain of a specific range of frequencies. The Frequencies are: 31Hz, 62Hz, 125Hz, 250Hz, 500Hz, 1KHz, 2KHz, 4KHz, 8KHz, 16KHz. The Gain curve has a 60dB dynamic range across the -120 .. +120 Slider settings. On Spike2 the Gain can be set independently for the BackBox and Cabinet speakers. - Allow the knocker sound effect to play completely when a replay is awarded during the last ball bonus and ensure the normal game volume is restored. LE ------------ V0.97.0 - January 6, 2020 ========================= - Spinner - a single spin can now trigger shots lit at the Left Orbit / Spinner shot (used to be 2 quick spins in succession) - Spinner - a single spin will not un-light any spinner score inserts - T-Rex Multiball - added new T-Rex mech choreography when starting the mode, T-Rex now chews the ball, roars in time with on-screen display effects, then throws the ball on a delay - T-Rex Multiball - Super Jackpot now needs to go into T-Rex mouth instead of Left Ramp, T-Rex will chew and throw the ball on a delay as a temporary ball lock - Chaos Spellout - number of spellouts to light the multiball now capped at 2 (was 3) - Chaos Multiball - changed Letter Jackpot thresholds C = 1 Jackpot / H,A = 2 Jackpots / O,S = 3 Jackpots - Chaos Multiball - added 3rd Stage Chaos Hurry-Up value that starts at all the combined Super Jackpot values from Stage 2, collected at the Pop Target - Chaos Multiball - Chaos Hurry-Up can be doubled by moving the Truck to the left facing direction (making the Pop Target shot tighter) - Chaos Multiball - Chaos Hurry-Up will continue to run if you have only a single ball in play, mode will end after it times out or is collected - Chaos Multiball - fixed an issue where the Super Jackpot display effect would not interrupt itself if one was already going causing some collect values to not be displayed - Chaos Multiball - added Super Jackpot speech and text when the 3rd stage hurry-up is collected - Chaos Multiball - Pop Bumper hits will not count towards Add-A-Ball directly after the mode starts until the Pop Bumpers are not hit for 1.5 seconds - Raptor Triball - 'CHAOOOSSS' callout added when 3 balls are added when completing stage 2 - Raptor Tower - now for each Raptor Tower award threshold a Super Tranquilizer is lit - Super Tranquilizer - lit at game start on action button. once used must be re-lit via Raptor Tower awards (does not stack). freezes dino in place and prevents attack for 20 seconds - Museum Mayhem - fixed an issue where a ball locked in the Raptor Pen would get released when it should be single ball play, Gate will now stay closed and hits to the gate will count for the Raptor Award - Museum Mayhem - victory phase base value changed from 1.5M to 3M - Museum Mayhem - fixed an issue with not being able to hit the Super Jackpot in victory phase when there is a ball locked in the Raptor Pen - Secure Control Room - fixed an issue with T-Rex Perk (+8 Seconds) was capping timer at 30 seconds when you add time, now will cap at 38 if you have the perk - Secure Control Room - added 10 second audible countdown for hurry-up timers - Smart Missile - added Invalid Frenzy as an option which can be awarded once per game - Invalid Frenzy - each Gate hit now boosts jackpot and scores 500K - Invalid Frenzy - switches and Gate hits can now build value even if jackpots are already lit - All Paddocks - when in a Paddock the Helicopter spinner now increases the Paddock Bounty by 25K per spin times number of paddocks visited - All Paddocks - added a grace period of 2 seconds for the dinosaur capture timer when the Helicopter has to be refueled - All Paddocks - fixed an issue where "helicopter needs to be refueled" callout would happen when the dinosaur has already been captured - All Paddocks - added 'Dinosaur Escaped' display effect when the dinosaur escapes a paddock - T-Rex Encounter - fixed an issue where the spinner arrow would not light when it was an active shot for the mode - T-Rex Encounter - fixed an issue where timer callouts were never heard for this mode - T-Rex Chase - fixed an issue where timer callouts were never heard for this mode - Pteranodon Attack - changed from 20 switches to light and increment X down to 12 switches - Pteranodon Attack - removed timer callouts from this mode - Loops - improved Left Loop detection logic if a switch is missed - DNA Combos - added display effect numbering so you can tell how many you have collected - Super Supply Drop - added display effect numbering so you can tell how many you have collected - Callouts - added more callouts and instructional speech - Replay - increased default replay values by 100M to bring lowest replay level to 250M - Attract Mode - fixed an issue with pricing information disappearing after Free Play is set - Attract Mode - added pricing information to tournament screens - Attract Mode - fixed an issue in attract mode light sweeps where museum mayhem light would not light up - High Scores - fixed an issue with 10 letter spacing being too wide - Enter Initials - fixed an issue with 3 letter spacing being too narrow when champion awards are presented - Adjustment Changes: - added 'JP SYSTEM FAILURE SPEECH' defaults to TRUE, which will play speech during the 'System Failure' event when the first Paddock is entered, turn to FALSE to turn off this speech - added 'SMART MISSILE INVALID CHOICE' defaults to YES, which will include the Invalid Frenzy mode as a choice for the Smart Missile award, competition mode defaults this to NO - System - Updated to V2.40 - Updated to nodeboard firmware v0.55.0 - Added UTIL->VOL Adjustment "SELECT AUDIO FILTER". Values are: "NONE", "HIGH/LOW SHELF", and "10 BAND EQ". Default value is "HIGH/LOW SHELF". "NONE": No filtering will be performed on the audio output. Useful when using the Line Out as input for an external device. "HIGH/LOW SHELF": A High/Low Shelf Filter is applied to the audio output. The Bass Frequency can be set to: 125Hz, 250Hz, or Disabled. The Treble Frequency can be set to: 4KHz, 8KHz, or Disabled. The Gain can be set to -12dB .. +12dB On Spike 2 the Shelf Frequency and Gain can be set independently for the BackBox and Cabinet speakers. "10 BAND EQ": A full 10 Band EQ is applied to the audio output. Sliders are used to adjust the Gain of a specific range of frequencies. The Frequencies are: 31Hz, 62Hz, 125Hz, 250Hz, 500Hz, 1KHz, 2KHz, 4KHz, 8KHz, 16KHz. The Gain curve has a 60dB dynamic range across the -120 .. +120 Slider settings. On Spike2 the Gain can be set independently for the BackBox and Cabinet speakers. - Allow the knocker sound effect to play completely when a replay is awarded during the last ball bonus and ensure the normal game volume is restored. Download from: https://sternpinball.com/?post_type=...=Jurassic+Park
  20. Sweet Xmas gift :) The good thing about Pinsound is you can always move it to Whitewater or Addams if you feel they are more worthy. Or just buy more and all of them can have it:lol Not sure if you've seen the 2.1 option for Pinsound, but this may be something to upgrade it with in the future: https://www.pinsound.org/shop/index.php?id_product=21&controller=product&id_lang=1
  21. So close to the end now on Dracula. Time to check the final things off the to do list and get the game ready to go home. Something worth doing on all your games is replacing the batteries on the main board with a remote battery pack. This means any leakage will be kept away from the board and you're only need to replace a $3 part. I build these myself, with all parts purchased from Bunnings (for the wooden dowel) and Jaycar (for the rest). http://www.enteryourinitials.com/images/dracula/dracula_remotebattery_parts.jpg These battery packs are nice since they enclose the batteries and also have an on/off switch. http://www.enteryourinitials.com/images/dracula/dracula_remotebattery_built.jpg The battery pack installs straight onto the main board, with no soldering required. http://www.enteryourinitials.com/images/dracula/dracula_remote_battery_installed.jpg I noticed that the game hadn't yet been set to free play (it was sited previously but is now in a home environment), so I went into the adjustments menu and switched it to free play. I did a quick test to ensure the battery was retaining settings and scores. Everything was good. The front panels of the headbox needed a freshen up as the paint was marked and looking tired. The lock plate and display channel were removed and resprayed with satin black. http://www.enteryourinitials.com/images/dracula/dracula_headbox_metal_painted.jpg The headbox panels were given 3 coats of gloss black, giving it a much nicer look. http://www.enteryourinitials.com/images/dracula/dracula_headbox_painted.jpg The game was given a good test play over the period of a week. Pulling the game to pieces like I've done here is very invasive and there are always little tweaks needed once it's back together. Thankfully, most of the adjustments were minor. - First up for a small adjustment were 2 of metal ball catchers that feed into the subway ramps. They were not aligned properly and the ball would get stuck and not feed to the plastic ramps under the playfield correctly. This was easily corrected. - Second was an error message "Ramp Up Error", which indicated the lift ramp switch was not activating as it should. After some digging around, I was reminded that the switch on the ramp assembly was joined to the game via a molex connector. The same colour wires were also used by a switch (joined by molex connector) on the metal rail that leads to the castle lock. I had simply installed them incorrectly. After swapping the two molex connectors around the switches were now fixed. - The right flipper needed an extra firm press to get the lane change feature working and so was given a small adjustment to make it as responsive as the left flipper. - I also found that the ball would not feed to the VUK from the hole behind the drop target. This was due to a wire being caught inside the subway ramp which would get in the way of the ball and prevent it from proceeding. The wire was repositioned away from the subway ramp to fix the issue. - The lamp on the mist magnet assembly was not working. I tracked this down to being a break in one of the wires leading to the socket. This wire was replaced. - Finally, when I had installed the upper playfield parts, there are two metal posts that the lift ramp attaches to. There are 2mm different in height. I had installed them around the wrong way, which left a lip at the top of the ramp that the ball would hit and come back down. It's not fun to see the ball coming flying back down the ramp from a well hit shot. This was a pain to fix, but eventually both posts were removed and swapped around. Now, the lift ramp shot was working correctly. After all those tweaks, the game was behaving itself and playing well. At this point the machine was complete and ready to go home to its owner. But after some thought, the owner decided to amplify the coolness factor of the game by adding Pinsound! The kit is really well designed and simple to install. It replaces the existing sound board in the game and actually slots straight in to position where the old sound board lived. All the connectors plug straight in to the board without any modifications needed. http://www.enteryourinitials.com/images/dracula/dracula_pinsound_kit_start.jpg Along with adding the Pinsound board, the owner wanted a better sub added to the cabinet. This wasn't quite as simple as hoped. The new sub was much bigger than the old one. To complicate matters, the old one was installed onto a square frame which was glued to the cabinet and not easily removable. Further to that, the 4 screws used to attach the old speaker could not be removed as they were not accessible from below the cabinet. http://www.enteryourinitials.com/images/dracula/dracula_new_sub_too_big.jpg Since I couldn't remove the existing bolts, they were cut down in size so they would not interfere with the new sub. Doing this also allows the old sub to be installed again if needed. A small frame was then built for the new sub to attach to. The metal grill was cleaned, primed and sprayed red to match the rear and headbox grills. http://www.enteryourinitials.com/images/dracula/dracula_new_sub_frame_installed.jpg Not content with just Pinsound, the owner decided a add a shaker motor too. This is part of the Pinsound family and connects up to the Pinsound board in the headbox. http://www.enteryourinitials.com/images/dracula/dracula_new_shaker_kit.jpg The shaker motor was installed and wired up, along with the new sub. http://www.enteryourinitials.com/images/dracula/dracula_shaker_installed.jpg The shaker motor has a small PCB which installs into the side of the headbox. This board connects to the Pinsound board and draws power from the driver board. http://www.enteryourinitials.com/images/dracula/dracula_shaker_board_installed.jpg The Dracula remix files were copied to a USB stick, along with the latest firmware version for the Pinsound board. When the machine first switched on, the Pinsound board updated the firmware and setup the remix files on the USB as needed. The system is very novice friendly and talks to you as it's running through its setup. It does take the Pinsound board around 20 - 30 seconds to initialise the sound files when the game is first switched on. Once done, it plays a small chime to tell you it's ready. I replaced this chime with a cool Dracula laugh from the remix package which I felt sounded way better. http://www.enteryourinitials.com/images/dracula/dracula_pinsound_installed.jpg At this point I thought I was done. But as with just about anything pinball, there's always just one more thing to do. The shaker motor wasn't responding in game. After doing some reading I found that although Dracula is supported for a shaker motor with Pinsound, you need to configure the shake events yourself. The system does support around 10 games with shaker support out of the box, but Dracula isn't one of them. To do this, you download their Pinsound Studio software, open up the sound package (which can be done straight off the USB stick) and then attach shake events to different sound effects or voices in the game. There are 9 presets you can use, or you can create your own which define how the shake effect plays. http://www.enteryourinitials.com/images/dracula/dracula_pinsound_configure.jpg After a few hours of trial and error with different shake events on various sounds and testing I arrived at something that felt OK. The owner will be able to play with it further and tune it more to his liking at a future time. The Pinsound kit is pretty good and I'd certainly recommend it. They have a bunch of YouTube videos that cover how to install the various packages and also on how to configure the shaker motor. A few that I referenced are: [video=youtube;-fP994Upn9o] Work on Dracula now comes to an end and it's ready to go home. I'll begin work on the next game in the queue over the coming weeks. I also have plans to be spending a lot more time on my own projects this year (specifically Pinbot 2.0), so expect to see me posting more about that too!
  22. Coming along nicely :) I'm using MPF also. It looks to be a great framework. While LCD animations are nice to look at, I think call outs are equally as important (maybe even more so) for the player. When playing, I'm often too focused on the playfield and relying on clear call outs and sound effects that allow me to know what's going on at any given time. So I think while you're working away on ideas for the display, give some real thought to the audio that will go with it.
  23. I've been working away on the code a bit more today and have added another two animation types to the list. I've only included the new animation types in the video. What I might do later tonight is a video of all 6 modes in action and replace the old video with a new one. I have a few more ideas but will hold off on them for the moment. I'm not 100% happy with the implementation of the new animation types and want to refactor them. There was another task I needed to look at in preparation for the sensor. How the update() function had been set up wasn't going to support the sensor very well. At the end of the loop() call, I would make a call to the delay() function. This essentially stops the Arduino there until the delay completes. This is fine for the animation, but while we're not animating the LED's, we want to be polling the sensor (once I get it hooked up). Thinking back to my game development days, we would have the update loop always running, with a delta time value passed in that allowed all the subsystems to update accordingly. Arduino has a function called millis() which returns the number of milliseconds it has been running for. I can calculate the time delta between update calls by recording the value returned by millis() and comparing it to the previous call. This requires 3 new variables to be defined. http://www.enteryourinitials.com/images/bkrampchaser/bk_ramp_code_deltatime_1.jpg The update loop is now much more simplified. The deltaTime value is calculated and then passed into the subsystems. Right now there are two things that need to occur. The first is animating the LED strips and the second is switching between the animation types. When I'm ready with the sensor, there will be an update call to read the sensor and trigger changes in the animation when required. http://www.enteryourinitials.com/images/bkrampchaser/bk_ramp_code_deltatime_2.jpg The deltaTime value can then be subtracted from delays or timer variables (depending on what the subsystem needs to do) and essentially delay like it did before but without holding up the rest of the project. http://www.enteryourinitials.com/images/bkrampchaser/bk_ramp_code_deltatime_3.jpg My little sensor was put in the mail over the weekend, so with some luck I'll have it by Friday. I'm looking forward to hooking it up to the Arduino and advancing the updateAnimationType() function to switch between modes based on the sensor readings.
  24. I thought you would like that one so I downloaded it for you yesterday. Had to go buy a USB stick as I didn't have any spare. I copied the files across tonight and will hopefully spend time on Sunday getting Pinsound installed along with the shaker.
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