(Topic ID: 256890)

Bugs in early solid state games

By slochar

3 years ago


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  • 97 posts
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  • Latest reply 26 days ago by Tuukka
  • Topic is favorited by 34 Pinsiders

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“Fix game bugs or leave alone?”

  • Fix 38 votes
    86%
  • Leave alone 6 votes
    14%

(44 votes)

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#51 2 years ago
Quoted from slochar:

More Black Hole bugs..... really, system 80 bugs. If you have larger game roms the OS never tests rom 2. If there's an error in rom 1 but in the upper half of it, it reports it as rom2 bad, when in fact, it's still rom 1. (basically any game after Counterforce never checks the range $1400-$17FF, so you could have a bad gamerom 2 and the game will not report it)
Kind of a large oversight, but while the OS can expand in some ways, they really didn't design it out of the box for this. System 80a corrects this.

and thats why you don't solder your roms to your damn boards...

3 months later
#52 2 years ago
Quoted from slochar:

Alltek doesn't want anyone messing with the software on their board - it's just a regular eprom though. Weebly has all the versions and extra ram/romspace for customization. I think Alltek has the oliver version in it though.

I must not have payed attention when I tested it before because I was playing a two player game today and the count sounded wrong, then I tested it again to make sure. The EBD 'bonus bug' is still in the code on my Altek-equipped EBD. Previously earned racks on player 2/4 are still scoring 63K instead of the correct 56K (one extra bonus of 7000.)

#53 2 years ago

Some more general early Bally notes....

When reading from 5101, make sure you sanitize the lower nibble, don't assume it's going to be $F. Some games do this and while the original -35, -17, mpu 100 boards will read as $f in the lower nibble, mpu200, and possibly weebly/alltek boards, will not.

Eight Ball Deluxe and Kiss definitely do this that I've noticed so far. They do something like lda $20b, then cmp #$ff. Even in the same game there's also lda $20b, anda #$f0, cmpa #$f0 which is correct (or you could do lda $20b, ora #$0f, cmpa #$ff for the same results). So they were aware of it in their style/programming guide, just some slipped through the assumption way.

Mpu200 stern games have a funny one as well where they lda $39, lda $39 in a row. oops.... never corrected in the source for all the mpu200 pigs games.

#54 2 years ago
Quoted from frenchmarky:

I must not have payed attention when I tested it before because I was playing a two player game today and the count sounded wrong, then I tested it again to make sure. The EBD 'bonus bug' is still in the code on my Altek-equipped EBD. Previously earned racks on player 2/4 are still scoring 63K instead of the correct 56K (one extra bonus of 7000.)

Strange, I have an EBD with an Altek board (that I installed a LONG time ago) and do not have this bug. Though I definitely did have the bug with my original Bally board.

#55 2 years ago
Quoted from frisbez:

Alien Poker and Scorpion (and maybe other early Williams solid states) will lose game progress on a tilt.

For a regular tilt (plumb-bob)? Or a slam tilt? System 3-7 games, when they slam tilt, it does a full reset of the CPU akin to a power cycle. It's harsh but it's intentional.

#56 2 years ago
Quoted from mbeardsley:

Strange, I have an EBD with an Altek board (that I installed a LONG time ago) and do not have this bug. Though I definitely did have the bug with my original Bally board.

Mines only about 2 years old. The first time I tested it and believed the bug was gone, I must have forgotten the specifics of the bug and only tested the first full rack scoring at the end of the same ball with which it was completed (when it does score the rack correctly for 56K), not after subsequent ball drains when that rack it is then scored from storage via the '56K' lamp... and scores wrong as 63K.

#57 2 years ago
Quoted from frenchmarky:

Mines only about 2 years old. The first time I tested it and believed the bug was gone, I must have forgotten the specifics of the bug and only tested the first full rack scoring at the end of the same ball with which it was completed (when it does score the rack correctly for 56K), not after subsequent ball drains when that rack it is then scored from storage via the '56K' lamp... and scores wrong as 63K.

Yeah, I'm familiar with the bug...and I most definitely used to have it when I was running the original MPU. But I have not seen it since putting in the Altek (probably about 10 years ago).

#58 2 years ago
Quoted from mbeardsley:

Yeah, I'm familiar with the bug...and I most definitely used to have it when I was running the original MPU. But I have not seen it since putting in the Altek (probably about 10 years ago).

Can you take a look at your Altek board and see what the version # is on the rom chip? Mine is 9.1. Thanks

#59 2 years ago

If one of you is using the free play setting that could also make a difference

#60 2 years ago
Quoted from zacaj:

If one of you is using the free play setting that could also make a difference

I tried my Altek with the free play turned on and off, no effect on the pesky bonus bug, nothing I tried did. Now that I know the bug is still there I may end up just swapping the Altek into my Lightning, then put the Oliver roms into the Lightning mpu, I already have the Oliver roms from the EBD's previous old kaput mpu. Plus I'd get back the Oliver DELUXE feature back. Or I'll get a new Dash board for the EBD with the Oliver roms and keep the old Lightning board, I could use an extra working one for testing purposes anyway.

#61 2 years ago
Quoted from frenchmarky:

Can you take a look at your Altek board and see what the version # is on the rom chip? Mine is 9.1. Thanks

I will look for the version this evening...I do have free play enabled.

Quoted from frenchmarky:

Plus I'd get back the Oliver DELUXE feature back.

What is the Oliver DELUXE feature?

#62 2 years ago
Quoted from mbeardsley:

What is the Oliver DELUXE feature?

http://www.pinball4you.ch/okaegi/pro_soft.html

eight ball deluxe / 32 271007 freeplay:
if dip switch 25 = on and dip switch 26 = on freeplay is enable: decrease credits not lower then 01
bonus bug for player 2 and 4 fixed(from production rom)
If the 56K or 112K bonus holdover light is lit while the bonus is being scored, the game scores bonus for *9* balls for a total bonus count of 63K instead of 56K and 128K instead of 112K. This bug is fixed.
A new skillshoot is implemented:
1) When all the right horseshoes targets are down and the eight ball is hit, the deluxe targets are lit. (as production rom)
No deluxe target is flashing at the beginning.
2) After you hit any of the lit deluxe target, the flashing sequence starts. The next target deluxe is flashing. (For example if you hit de"L"uxe then the "U" is flashing).
3) If you hit a flashing deluxe target, then you get 15'000 point and the next deluxe target flashes. (In this case the "X").
4) If you hit a dark deluxe target, the deluxe target keeps flashing.
5) if you hit another lit deluxe target, the flashing stops.
6) When you hit the last flashing deluxe target, you score 550'000 points and you hear "eight ball deluxe".
New with version 28:
if you hit another lit deluxe target, we wait now two flashes, before the flashing stops.
If you hit the correct, flashing target during this time, the flashing sequence continue...
This should enable dual target hits...
New with version 32:
Credit display permanent on,
if dip switch 27 is on, "D" is flashing after the 8 ball target is hit.
if dip switch 27 is off, no target is flashing after the 8 ball target is hit.
the number of flashes for the entire deluxe bank after the eight ball is hit, is reduced to three tims
Installation notes:
read the file readxxx.txt file
create (based on your orignal roms) customs roms

Burn the two files on 2732 eprom
After power on you will see the version number in the player one display.

#63 2 years ago

Here are some pics of my Altek board inside my EBD-LE.

It shows a version for both the ROM and the CPU (?).

This is the ROM that came with it, and it hasn't been messed with since I installed it.

20210413_214917 (resized).jpg20210413_214917 (resized).jpg20210413_214929 (resized).jpg20210413_214929 (resized).jpg
#64 2 years ago
Quoted from mbeardsley:

Here are some pics of my Altek board inside my EBD-LE.
It shows a version for both the ROM and the CPU (?).
This is the ROM that came with it, and it hasn't been messed with since I installed it.
[quoted image][quoted image]

Yeah that's a much older one than mine for sure, discrete resistors/caps instead of SMDs, some different chips, different layout and still uses a battery pack. Actually I'm kind of surprised 'new' boards would have the EBD bug fix or any other bug fix. I'd think they would need to stick with the licensed code for each game. For buyers too, like "hey I want the original code, not some altered version." Though they did add the free play option which works via one of their own added DIP switches but I don't know if that means they had to actually make changes to each game's code or it functions some other way(?)

... Now I see the Weebly board does have both original and some custom game codes selectable on it including the Oliver EBD version.

#65 2 years ago

They are free play roms.

#66 2 years ago
Quoted from slochar:

They are free play roms.

What post are you referring to? What is "they" in this case?

#67 2 years ago

The freeplay option on alltek is a discrete rom within their combo rom, not some other freeplay scheme. So the "they" is the freeplay rom

#68 2 years ago
Quoted from slochar:

The freeplay option on alltek is a discrete rom within their combo rom, not some other freeplay scheme. So the "they" is the freeplay rom

Are you saying that they have dual copies of all the machines codes in the same ROM? And that selecting the "freeplay" setting switches between them?
Seems like it would be hard to fit all that in a single 8 meg ROM chip.

If that's the case, then maybe the bug is only fixed in the "free play" half, and not fixed in the "coin play" half.

#69 2 years ago
Quoted from mbeardsley:

Are you saying that they have dual copies of all the machines codes in the same ROM? And that selecting the "freeplay" setting switches between them?
Seems like it would be hard to fit all that in a single 8 meg ROM chip.

There's TONS of 'slack' space they could have eliminated many blank spaces that the 3x2716 games use (they allocate 4x2716 for those). The discussion I had with Dave at Alltek 10+ years ago about this was a way to add in the stern freeplay roms as well, but he was out of space. If you take the eprom out of your board and read it in, then split it up into 2k and 4k chunks and run a romident program on it you will get where each romset is and what it is (if the romident can ID it - IIRC some of the freeplay variants were 'recognized' ones so no idea where they came from)

I think there's just dual copies of the system roms (which is where the freeplay would go anyway, except for possibly the -17 games, those are likely in the game rom) - it's not a 1 to 1 map like the weebly board has to the game dip selection bank, it goes into a PLD to decode which games are from which area. (earlier revisions might have been different).

There's definitely a lot of duplicated roms within the eprom though, there's only so much you can do with the PLD device I'd guess given inputs and outputs. Looks from the mapping of the actual roms within the eprom that it's operating on a 4k chunk. Didn't look much farther into it as Alltek boards are useless for my purposes. (custom rom=voided warranty)

edit, now that I look at my spreadsheet again, there's a lot of duplicated system roms as well. https://sites.google.com/site/allentownpinball/galaxy-asm/alltek%20rom%20map.xls?attredirects=0&d=1 if you want to look at the locations in rom/duplicates.

#70 2 years ago
Quoted from mbeardsley:

Here are some pics of my Altek board inside my EBD-LE.
It shows a version for both the ROM and the CPU (?).
This is the ROM that came with it, and it hasn't been messed with since I installed it.
[quoted image][quoted image]

Get those DARN Duracell batteries off your board!!!!!
They are the worst in batteries.
If it rots like hell, it's Duracell....

I would have thought Altek may have learned from the past Bally boards (or Williams).

#71 2 years ago
Quoted from mbeardsley:

If that's the case, then maybe the bug is only fixed in the "free play" half, and not fixed in the "coin play" half.

The free play DIP on your early Altek appears to be 'on', I guess you could try turning it off and see if the bug comes back. Had no effect on the EBD bug in my newer one either way though.

#72 2 years ago
Quoted from slochar:

More Black Hole bugs..... really, system 80 bugs. If you have larger game roms the OS never tests rom 2. If there's an error in rom 1 but in the upper half of it, it reports it as rom2 bad, when in fact, it's still rom 1. (basically any game after Counterforce never checks the range $1400-$17FF, so you could have a bad gamerom 2 and the game will not report it)

Also the BH bug where if a ball's first score is other than via one of the upper three rollovers (or the rollover switch hit does not register), it usually goes off track on the next ball and the rest of the game it thinks it's got multiple players and the wrong displays are lighting up etc.

#73 2 years ago
Quoted from frenchmarky:

Also the BH bug where if a ball's first score is other than via one of the upper three rollovers (or the rollover switch hit does not register), it usually goes off track on the next ball and the rest of the game it thinks it's got multiple players and the wrong displays are lighting up etc.

I tested that and it didn't happen on v4. Maybe just a v2 thing.

You can get the score to advance wonky to non-playing players if the trough switches are off, but not in relation to anything on the playfield/hit first. But there should be a check in the beginning of a ball if the current player score location is > # of players obviously something would be off. Probably occurs partially because players 5 and 6 are used for bonus displays in some games.

#74 2 years ago
Quoted from slochar:

I tested that and it didn't happen on v4. Maybe just a v2 thing.
You can get the score to advance wonky to non-playing players if the trough switches are off, but not in relation to anything on the playfield/hit first. But there should be a check in the beginning of a ball if the current player score location is > # of players obviously something would be off. Probably occurs partially because players 5 and 6 are used for bonus displays in some games.

Yeah mines a v2, I didn't even know the bug existed until I had the glass off one day for testing some stuff and noticed when I manually scored things with the ball still sitting in the shooter, it would go bat crazy on the next ball.

11 months later
#75 1 year ago
Quoted from slochar:

Post in this thread bugs in the software in early solid state games for possible solutions to be worked on.
Here are some examples that have already been fixed:
Time Warp, background sound turns off if outhole fires twice when launching ball. Fixed with version L3 (and scoring bug on pop bumper fixed as well)
Meteor, endless multiplier (well, 255x) countdown if you drain "all rockets lit" with many events happening at the same time (usually the spinner). Fixed by the factory, available on ipdb as "meteora"
Eight Ball Deluxe, players 2 and 4 get extra 7k in bonus after completing a rack due to the 8 ball being counted twice when you are stripes. Fixed version available on ipdb.
Stern Hot Hand, tilt with ball in left kickbig ball never ejects during game over ball in top circle just sits there. Fixed, but rom not sent anywhere yet
Dragonfist, drops banks do not add bonus step unless X lit (does not manual description of how this works), bug fix set on ipdb (although that one needs to be updated to the latest version)
Night Rider, hitting 3 drops down at once usually only get credit for 2, if this happens, getting all drops down never resets either bank (other early Bally's have this issue as well), fixed although not sure where the author put the new roms (they are available on the weebly board multirom IIRC)
Here is an example that is in progress:
9 Ball, improve switch handling so that extra ball does not get ejected into shooter lane/ball hangs in lock/ball ends early, ball never ends/single drop target doesn't score
Earthshaker, bonus >50 fault trips causes display fault, winning a game during a long bonus count can timeout, moves to next player while still counting down bonus, certain sequence of multiball/quick multiball causes a ball to sit in fault zone without launching (still trying to nail down exactly a repeatable sequence of this)
Last time this question got asked on rec.games.pinball way back when there were lots of responses along the lines of "there are no bugs".... clearly this isn't the case. Post anything you have noticed amiss that's not hardware related and is possibly software, and hopefully a way to duplicate it for possible future fixes.
Some people feel that whatever is in place, leave it alone (especially tournament players, that for example, could exploit the bug in eight ball deluxe to get a small advantage over their opponents). If this your feeling, vote in the poll, which is just for fun. People will work on the bugs just the same.

Meteor, endless multiplier (well, 255x) countdown if you drain "all rockets lit" with many events happening at the same time (usually the spinner). Fixed by the factory, available on ipdb as "meteora" Can you supply link? I have had it keep scoring endlessly.

#76 1 year ago
Quoted from GameVault:

Meteor, endless multiplier (well, 255x) countdown if you drain "all rockets lit" with many events happening at the same time (usually the spinner). Fixed by the factory, available on ipdb as "meteora" Can you supply link? I have had it keep scoring endlessly.

https://www.ipdb.org/machine.cgi?id=1580

5 months later
#77 9 months ago

Beat the Clock, Eight Ball Champ, and probably the couple other games with same display setup as those games, the restore factory settings in test mode does not work properly. It will leave some audits with bad values that stop the game from taking credits or starting. There is zero error messages and confuses the heck out of people thinking there is a hardware problem.

One of the manuals even says that the the 6803 MPU can detect bad RAM at power up and do an automatic restore factory settings. That does not happen, you have to do it manually.

Would have been nice for Bally to do some RAM checks at power on. These games cannot handle when audits are set to a value out of bounds what is possible. Usually results in attract mode, but no coin up, no game play, even if in free mode. ie if the current credit value is higher than the max credits value then you get no game start, no coin up, and no warnings.

3 months later
#78 5 months ago

I noticed Future Spa attract mode displays are a bit inconsistent to the pattern. Sometimes there is blank time inserted between showing the high score to date and the last game played score and sometimes no blank time. Occasionally the blank time is a bit longer than usual. Not quite a bug, just something odd that caught my attention. It is running the Oliver 7d capable version which could matter.

I found a good way to wreck the NVRAM chip contents too in at least some games. If you manage the push the audit clear button after the last audit, and before the game reboots itself. Like if you are speeding through the audits clearing them all out and run past the final audit. The software crashes and next boot the audits are wrecked. Not really a bug either, just annoying quirk.

#79 5 months ago
Quoted from barakandl:

Occasionally the blank time is a bit longer than usual.

My Playboy did the same thing every time about 30 seconds after power-up.
It is kind of a bug. The display attract sequence is controlled by a zero-crossing timer. The display interrupt on occasions causes the attract sequence to skip a check and it gets temporarily stuck on the previous attract display instead of moving to the next.
It can be fixed.

#80 5 months ago

Yeah that can be fixed.... Bally tests for A SINGLE value in the X register, and if it gets decremented twice because of timing, it skips that cycle. Part of why it's written that way is likely because of the 6800 processor's inability to test the x register correctly.

They fixed this in later os roms iirc.

#81 5 months ago

Factory error: Six million dollar man tests for extra ball lamp being lit, and if it isn't, it jumps to an illegal instruction. Oops! Must not cause any untoward behavior though, depending on what $004C is used for.

* AWARD EXTRA BALL

L12F2:
lda $020A
L12F5:
bita #$10 ; test extra ball lamp
L12F7:
bne L12FC ; not lit, branch to award extra ball (factory error! jumps to illegal opcode)

* EXTRA BALL ALREADY LIT

L12F9:
bsr L12B0 ; award 20k in lieu of extra ball
L12FB:
; db $7F
; db $00 <-this is where it jumps to, $00 is an illegal 6800 opcode
; db $4C
clr $004C
L12FE:
; db $86
; db $5A
lda #$5A ; setup to light shoot again

#82 5 months ago
Quoted from slochar:

Factory error: Six million dollar man tests for extra ball lamp being lit, and if it isn't, it jumps to an illegal instruction.

Yikes!
So this is how it affects game play.
Say you've set score thresholds to award an extra ball and for argument sake a threshold is set at 240,000 points.
You start a new ball with a score of 239,990 points. You plunge the ball and it goes over the very top rollover for 10 points as the first score.
Your score rolls to 240,000 but you don't get awarded your extra ball.
This is what RAM $4C is used for.

Here's another related bug but it's not due to that instruction.
Imagine the previous scenario, but you got an extra ball and are served your new ball with the shoot again lamp lit.
You plunge the ball and it goes over the very top rollover for 10 points as the first score.
Your score rolls to 240,000 but you are then awarded 60,000 points extra because the shoot again lamp was already lit at the start of the ball (and stays lit as it should) but the 60,000 points award shouldn't have happened.
I suspect this one might happen with other Ballys of that era.

#83 5 months ago

Good thing that the byte in $12FC was not $DD, the infamous "halt and catch fire".

2 months later
#84 3 months ago

Stern Galaxy factory code:

Set replay level 1 to something above the current HSTD. Reset the hstd. Play a game, don't beat the replay. Beat the hstd.

You get double the number of replays for beating hstd you should, and the hstd gets set to the replay level!

They checked the hstd one extra time, which uses the replay level as the score instead of a real player.

They actually thought they were being clever as the subroutine calls to check p1-p4 are all in a row, and the subroutine is right after the calls... when you do this you can't check the last player by calling the subroutine!! (You let it 'flow' into it instead....)

Also the spinner being lit at 2k, 10k-20k-30k-40k - go into the kickbig and the spinner will no longer be lit.

2 months later
#85 47 days ago

Eight ball deluxe: If you have maximum credits, when you get the inline standup special, you get 50k instead of a knock (obviously you shouldn't get the credit, but so odd that they specifically did it this way.... it could be a factor in tournaments.)

#86 47 days ago
Quoted from slochar:

Eight ball deluxe: If you have maximum credits, when you get the inline standup special, you get 50k instead of a knock (obviously you shouldn't get the credit, but so odd that they specifically did it this way.... it could be a factor in tournaments.)

what happens in with the free play mod rom?

#87 47 days ago

As long as you are not at the max credits it should award specials. Depending on the flavor of freeplay you have, of course.... there are several.
The one that would NOT work is the old hardware Tom Callahan mod, that just cranked the max credits up. That one would always award to 50k since you always had the max credits on the meter.

#88 47 days ago
Quoted from slochar:

Eight ball deluxe: If you have maximum credits, when you get the inline standup special, you get 50k instead of a knock (obviously you shouldn't get the credit, but so odd that they specifically did it this way

So what would have been the typical way to handle it when credits are maxed - 1) When Special is lit, award nothing, 2) when Special is supposed to be lit, default it to lighting the 50K instead, or 3) just don't light the Special? I don't even know what the other Specials award at max credits, never tried it on mine.

#89 47 days ago
Quoted from slochar:

Eight ball deluxe: If you have maximum credits, when you get the inline standup special, you get 50k instead of a knock (obviously you shouldn't get the credit, but so odd that they specifically did it this way.... it could be a factor in tournaments.)

Quoted from frenchmarky:

So what would have been the typical way to handle it when credits are maxed - 1) When Special is lit, award nothing, 2) when Special is supposed to be lit, default it to lighting the 50K instead, or 3) just don't light the Special? I don't even know what the other Specials award at max credits, never tried it on mine.

I kinda think it's not a 'bug' - they did it that way on purpose. I mean, if I was at max credits, and played real hard to get the special lit.. I'd want SOMETHING awarded.

#90 47 days ago
Quoted from Coyote:

I kinda think it's not a 'bug' - they did it that way on purpose. I mean, if I was at max credits, and played real hard to get the special lit.. I'd want SOMETHING awarded.

Yeah if it's isolated to that particular Special it's more of a "why did they do it here but not there?". The left lane Special can alternate with 50K too.

#91 47 days ago
Quoted from Coyote:

I kinda think it's not a 'bug' - they did it that way on purpose. I mean, if I was at max credits, and played real hard to get the special lit.. I'd want SOMETHING awarded.

Why do it ONLY for the inline stand-up special? The other specials happily award nothing.

#92 47 days ago
Quoted from frenchmarky:

Yeah if it's isolated to that particular Special it's more of a "why did they do it here but not there?". The left lane Special can alternate with 50K too.

Quoted from slochar:

Why do it ONLY for the inline stand-up special? The other specials happily award nothing.

OH, Ohohoh.. I missed that. Correct - I'd expect it for all_ specials. So yeah, ignore my comment.

2 weeks later
#93 28 days ago

In a Bally 6803 games like Special Force it is possible to get corrupt RAM that breaks audit mode you cannot fix within the game's software.

With the bad corrupt ram, every time I go into book keeping data it locks up on game percent audit and you cannot advance or back up from that point. Keypad just makes ricochet noises but nothing happens. The issue is clear book keeping is past the problem game percent audit and restore factory settings does not seem to clear book keeping. If you have NVRAM or a battery hard soldered to the PCB you are stuck at this point. You have to remove the battery or clear the NVRAM with an eprom burner or different game and hope it writes to that corrupt spot.

If I thought about it, I would have dumped the problem NVRAM chip before wiping it with my eprom burner.

Considering how finicky these 6803 games are with bad adjustments/audits they should have done something like WMS with a RAM checksum.

#94 28 days ago
Quoted from barakandl:

With the bad corrupt ram, every time I go into book keeping data it locks up
If you have NVRAM or a battery hard soldered to the PCB you are stuck at this point.

I've had a slightly similar issue with Bally-35 games, happened to me for the third time just yesterday on a Speakeasy (first two times a few years ago on an Eight Ball Deluxe and a Centaur). The games lock up with all blank displays when reaching the first award score threshold setting in book-keeping when there is some value in non-volatile RAM that's corrupt. Disconnecting and reconnecting the battery fixed it on all three occasions.

#95 27 days ago
Quoted from Quench:

I've had a slightly similar issue with Bally-35 games, happened to me for the third time just yesterday on a Speakeasy (first two times a few years ago on an Eight Ball Deluxe and a Centaur). The games lock up with all blank displays when reaching the first award score threshold setting in book-keeping when there is some value in non-volatile RAM that's corrupt. Disconnecting and reconnecting the battery fixed it on all three occasions.

I've seen audits with digits skipped in the middle (value higher than 9?) when the battery is off a MPU or the NVRAM has not been formatted. Makes sense the software crash on situations like that if it is a replay value.

#96 27 days ago

should zero it out or something preferably

#97 26 days ago

Sometimes in a Bally -35 game some adjustment that has range 00-03 (e.g. the sound adjustments) does not operate correctly even if the displayed value is OK. To fix, I keep the start button pressed to let the value go from 03 back to 00 twice and then it seems to work.

Usually this happens with an uninitialized CMOS RAM after battery or 5101 change.

Maybe, even if the setting uses only 2 lower bits, it only clears the upper bits when going from 03 to 00, and when testing the value it includes the random upper bits.

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Lighting - Led
Pin Stadium Pinball Mods
Led
$ 649.95
Lighting - Led
Pin Stadium Pinball Mods
Led
$ 10.00
$ 100.00
Cabinet - Shooter Rods
Super Skill Shot Shop
Shooter rods
$ 40.00
Gameroom - Decorations
The Flipper Room
Decorations
$ 17.00
Electronics
Yorktown Arcade Supply
Electronics
$ 399.95
Lighting - Led
Pin Stadium Pinball Mods
Led
$ 179.00
$ 54.99
Cabinet - Shooter Rods
Lighted Pinball Mods
Shooter rods
$ 31.00
From: $ 90.00
Tools
Pincoder Store
Tools
$ 119.95
Boards
Allteksystems
Boards
From: $ 170.00
Displays
PinballSolutions.eu
Displays
$ 100.00
Cabinet - Shooter Rods
Super Skill Shot Shop
Shooter rods
$ 14.00
Electronics
Yorktown Arcade Supply
Electronics
$ 29.00
Boards
RoyGBev Pinball
Boards
Wanted
Machine - Wanted
Bethany Beach, DE
From: $ 33.00
Gameroom - Decorations
Rocket City Pinball
Decorations
$ 1.29
Playfield - Toys/Add-ons
Daddio's 3D Printed Mods
Toys/Add-ons
3,500 (OBO)
Machine - For Sale
Derby, KS
$ 10.00
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