I love flippy digits. I miss those at the airport. nice work.
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The current draw on the LM323 regulator is fairly low in a Bally game compared to GTB s80 or WMS Sys6. Unless someone is installing those fake China regulators that can't take more than 1a or the new displays current draw is like more than 1a or so, I think it is going to be fine.
Quoted from AlanJ:I've checked all my bally games and nothing seems to use the ball counter digit when a game is in progress, i.e. they all show 1,2,3,4,5 etc for the ball in play. Some games do write to it at the end of the game when it shows the random sequence of match numbers - centaur, fathom, fireball II. but that isn't an issue for me, as it only occurs for a second or two before ending then game and then dripping into "game over" mode, at which time the match number selected always ends in a zero on the ball in play digit (far rightmost digit on the display).
On the bally games I have, nothing seems to use the display for any other purpose? I wonder if it is on stern games? Regretting that I sold my stern games.......
My Medusa has an alltek board, I wonder if this is why it's switching very quickly. Checked the jumpers on the alltek - set to bally/stern mpu100 not to stern mpu200
I've also checked out centaur, fathom and fireball II and they have a much slow cycle between HSTD and last game scores, - all using original bally mpu boards.
check the display interrupt speed. I noticed things like the speed the feature lamps dance, delay between chime bells, and etc is effected by it, probably the displays too. Six digit display games interrupt for displays less often than seven. ~320hz vs ~420hz or so I think it is.
The cpu clock speed might be slightly different too. The original target seems to be 0.895mhz for MPU200 and 0.5mhz for bally/MPU100.
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