I only have one rule... everyone plays no one walk away before the last ball drains!
ownsers unite!
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i usually hit orbit multiball as my #1 goal in ball one. pretty easy to achieve.
your 99.99% guaranteed on ball 3 to get any of the two multiball modes by just hitting the scoop.
should be identical to the other two flippers. hard to tell on my tablet, is the eos switch back to front?
the eos on the mini flipper is not hooked up.
uh.. what do you mean your flipper rebuilds are greased??
just a little PSA, if anyone is looking to update roms, original 27C010 UV ceramic chips rare and expensive, but replacement ATMEL AT27C010-70's are cheap from mouser, sku 556-AT27C01070PU in DIP. they work perfectly and only cost about $2.50. These are newly mfg'd so you dont have to worry about old stock ceramics failing.
flashing to 2.10 worked perfectly for me.
if you go from a 1.x to a 2.x CPU rom you also need to update your display rom from a 1.x to the 2.00 display rom. the major version of display + cpu must match.
cpu rom is a 128k, display is a 512, so thats probably a 556-AT27C04070PU, 70ns 5v. I'd have to double check.
Quoted from robx46:My display I think is something like 2.01. But the sticker on my CPU ROM says 1.01. Either way, is it worth upgrading CPU to 2.01? Haven't really noticed any bugs yet.
I think the display rom only goes up to 2.00, if there is a 2.01, its not on the stern sight, their archive has the 2.01 cpu and 2.00 display roms.
surprised that a 2.x display rom works with a 1.x cpu rom. they are supposed to stay in lockstep on major version, but that is not to say it wont work tho. I guess its more a reccomendation than a requirement.
in the middle of a game today with the new 2.01 CPU rom, and ran into the same bug I found in 2.00 so its still there
how to find it.
- complete orbit lock 1 (3 lit orbit shots)
- 99% complete orbit lock 2 (you want to be 1 ball away from the final orbit lock) (2 lit orbit shots).
- kill all the bugs to start the 5 mill scoop hurry up countdown
- hit third orbit lock shot to start orbit multiball
- after multiball ends, the scoop timer hurry up will re-appear
- no hit to scoop will register, it just kicks back out so you cant get bonus.
I have not hit the nukes saucer whilst in this bug to know if the saucer registers.
I did a complete overhaul/replacement of all three flipper mechs on mine. First thing I ever did on a pin. I dont recall there being anything else to remove or make things hard.
the flasher domes just rotate and come out the slots. very simple. keep turning them until the tabs line up and they should wiggle out just fine.
Im trying to build a new 7seg board from the schematics in the manual. I've found a blue led but it was expensive and from what I remember, needed more voltage than what was being output to the board.
my board has a cold solder joint that makes one of the lines go out... next thing I know I'm messing in Eagle.
I do find it strange as each colour requires different transistors, and this is multiplexed so same transistor is used on all 4 segments..
so how did you do 3 different colours on the same multiplexed lines?
Quoted from mattosborn:Sounds like you chose the wrong type of display.....
well blue require more voltage than green and red, and each different color requires different resistors values, I guess I dont get how your running four colors with 4 different voltages with 4 different sets of 8 resistor values, when the original board just matrixed the 8 input lines and 8 outputs lines to display each individual.
when I went over digikey or mouser I found a blue fitting the correct size but the required voltage was way out there compared to the green + red I found.
Im just an ameture at this so probably reading the schematic wrong, your board obviously works and looks great.
Quoted from mattosborn:If nobody is interested in buying one, then I won't bother to make any (I'm perfectly happy with what I've got in my game right now).
I'd be interested depending on price to replace my flakey board!
SEGA Pinball
Production Software Change Notice
SST
DEC 04, 1997 First release. VERSION 1.00
CPU: SSTCPU.100 CHECKSUM: $72FF
DEC 05, 1997 2ND release. VERSION 1.01
CPU: SSTCPU.101 CHECKSUM: $2BFF
1. FIXED KICKCODE HANGUP- WHICH LOCKED UP TROFF
2. CHANGED JON NORRIS' DEFAULT FACE TO SKULL
DEC 22, 1997 3RD release. VERSION 2.00
CPU: SSTCPU.200 CHECKSUM: $85FF
1. ADDED BACKGROUND MUSIC ADJUST FOR ENGLAND
2. FIXED M.B. JACKPOTS STAYING ON IF BALLS DRAIN
AS M.B. BALL SAVER ENDING.
if you do upgrade to a v2 rom, you have do update the rom on the dmd, the display rom must also be a v2 rom.
there is a couple of bugs in the latest v2 roms as well.
Quoted from refried:Has anyone else noticed this bug in the firmware? I'm running 2.01.
If you complete a planet then start orbit multiball before you collect the hurry up, when the hurry up continues after the multiball, you can't collect it. The advance planet and nuke scoop lights are out. Only after the hurry up ends can you collect either one. I've hit it several times and it frustrates me. I guess I need to pick my shots better to avoid this situation.
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