(Topic ID: 91457)

F14 Tomcat : Second Sortie - custom development and rebuild

By Snux

9 years ago


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14
#1 9 years ago

A few folks have seen some posts from me on the pinballcontrollers forum about my F14 custom development "Second Sortie". As I have hit a natural pause at the moment (waiting for the new F14 playfields to be released), I thought I'd start a thread here on pinside with some background, current status, ideas and other information for anyone who is interested to follow along.

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I discovered that it was possible to write new software for your pinball machine using P-ROC for the very first time around 3 years ago. I'd bought a Bride of Pinbot and was searching for more information on Williams ROM versions when I discovered that the Dutch Pinball guys had started to experiment with a P-ROC and were thinking about extending the software. So I bought a P-ROC and a DMD display and followed along.

I soon decided though that I wanted to develop something myself. Although natively designed to work with WPC and Stern SAM, on the P-ROC forum Steven had come up with a way to interface the P-ROC to older System 11 machines. I replicated this design and got my F14 Tomcat under P-ROC control. Trying to spread the “P-ROC Sys11 love”, I then designed a driver board which can replace the existing Sys11 MPU and allow a much simpler P-ROC connection.

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With the WPC and Stern setup, one of the great things is that Gerry and Eli did a lot of work with pinmame to allow it to control the P-ROC. That means that while you develop your custom code, you can still run the original Williams code via pinmame, meaning you don't need to be without a game when you want. So I picked up the pinmame source and extended it to also allow control of System 11 machines. That means I can play a regular game of Tomcat without needing to put the original MPU back in again. I did write some basic new code for Tomcat, but events in life overtook and it all went on the backburner. A couple of older videos here, showing pinmame control and then some basic custom code....

#3 9 years ago

I should explain why I chose to work with an older System 11 machine, and why the F-14 Tomcat in particular. With more modern machines, the software is generally already very complex, with display animations, video modes and so on and coming up with improvements to those is not an easy task.

The System 11 platform is a great generation of machines, but had some limitations in terms of how much software code could be squeezed in and of course only used alphanumeric displays. So coming up with new ideas for game play, rules and putting in a DMD seemed the way to go.

I got hooked on pinball at university back in the late 1980s. The university bar had a games room, with a bunch of pool tables and a line of 7 or 8 pinball machines. I remember when F-14 Tomcat turned up and I don't want to even try and think about how much money I put in the coin slot while it was there for a year or so.

The gameplay on a Tomcat is fast and furious, a real adrenalin rush when you want a game. Game times are often quite short, but when you manage to get to the jackpot it's really impressive. I want to keep the speed of the original game and in some ways make it faster (read on later about game ideas and hardware), but give it a deeper ruleset and add a dot matrix display.

#4 9 years ago

When I heard that new playfields are in the pipeline, I decided that while waiting for that I'd get the cabinet restored and made into a one-off. Both inside and outside were in poor condition and Jady had offered on the P-ROC forum to do me a special. This was the result - you can see the yellow in the original design has been replaced by a blue colour-matched to the playfield plastics. Also some of the orange from the playfield has been added to the backbox sides. The "Second Sortie" game name is also included.

F14 cab.jpgF14 cab.jpg

I had the new design printed up on laminated vinyl by a local pinhead that has a print shop. As mentioned in a previous post, this design is a one-off, please don't ask for a copy as I'm intending on staying the right side of PPS (please don't make this an IP-Flame-Fest-Thread!).

For the metalwork I decided to get some powdercoating done. It was the first time my local powder shop had done candy work (they've not been open long) and they made me promise never to bring any more! But I'm pleased with how it turned out. Had the legs, rails, apron, shooter housing and the habit rails done..

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When it came to restoring the cab, I don't have the skills, tools, time or space to do a proper job. I'm happy working electronics, programming, mechanical repairs and so on but woodwork is just not my thing. So I sent this off to Manny at Woodtech (I'm in the UK). Here are a few pictures of how it looked when it left here :

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16
#6 9 years ago

And this is how it came back......

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The picture of the cab front shows a different door, I've actually fixed up the original and put it back on since the picture was taken.

Here is a close-up of the head decal.

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Manny also did a lot of work to strengthen the cab. Here's a shot of underneath..

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While he was doing that, I did some work on the speaker panel. The LEDs in the speakers I will be able to switch on and off under software control. Think "Afterburner" :

Burners2.jpgBurners2.jpg

So, now you can see why I want to wait with the refurb until the new playfields are available; anything other than a new one wouldn't look right in this "new" cab. So now while I'm waiting for those, in the next post or two I'll outline what I'm thinking about in terms of software. I'm not so far with that yet, so once I've explained where I'm at any other suggestions are welcome!!!

#8 9 years ago

The metalwork is powdercoated, not painted, so is really tough although I'm sure if you put your mind to it a good hard scrape with a screwdriver would make a mess. I've seen a few other folks powder coat F14 habit rails so I'm hoping they hold up. Time will tell once it's all back together and being played!

#13 9 years ago
Quoted from SilverUnicorn:

Doing anything with that BK2K? That is a game I always thought should be converted to DMD.

Actually I just sold the Black Knight 2000. I can squeeze 3 machines into my game room, but 2 is a lot more comfortable. Even with the F14 out of action, the BK2K wasn't getting any use so it's being replaced with a machine that'll get played a lot more - LOTR is in the house from the end of this week!

I agree that BK2K would be an interesting project (with or without DMD) - it would be good to try and stop it being a one-shot game (if you can perfect that right flipper to left ramp to upper playfield shot you can play almost forever) and make some objectives on the lower playfield compulsory before the locks can be made. Maybe even disable the upper playfield flipper until you've "earned" it somehow. But I'll leave that for someone else

#14 9 years ago

I'm planning on making a couple of (reversible) modifications to the games hardware once I've got the new playfield. The main one will be adding an auto launch to the ball shooter, so the ball can be launched automatically by the game in addition to being shot manually by the standard plunger.

With the F14, the thing that interrupts the flow most (in my opinion, yours may vary) is that the game has to stop any time a new ball needs launching into play. That is particularly noticeable when playing a multiplayer game - if you've locked 3 balls before draining and the next player gets a multiball and leaves the locks empty, you have to manually plunge 3 balls back into the locks before you get to play again properly. With an autolaunch we can get that done without manual intervention or maybe even relock the balls during the bonus sequence for the previous player.

The other thing I'd like to use the autolaunch for is to keep multiball running for longer if we want to - if a ball drains we can kick it right back into play. We can also start a multiball without needing to actually lock all the balls first, maybe something like a "Scramble all Jets" instant multiball kind of thing.

Another thing I'm planning to add is the ability to switch off the standard white general illumination (GI) and light the playfield red instead. For that I'm intending to use some of this flexible LED strip, some hidden under existing playfield plastics/features, some a bit more visible.

ledstrip.pngledstrip.png

By switching the GI off and the red lighting on, I'm hoping to kind of get a "Stealth" or "Nightflight" mode going. Take a look at this and you'll get the idea :

red2.pngred2.png

The other thing I want to do is cosmetic too. That boring "radar" insert in the middle of the playfield?

rd1.pngrd1.png

At the moment, on a standard machine, it just has some green lighting behind it which is always on, plus some flashers. I'm planning to put an RGB LED ring behind it. It can either just glow green so it'll look like the game normally does, or I can switch it to red for the above-mentioned "Stealth" mode, or I can have it actually sweep like a radar. I have it controlled by a little Arduino device, which in turn is controlled by the P-ROC. Here's a short video of it working on the bench. Since this video was shot I've got the "sweep" action a lot smoother and looking better, I'll catch that in another post sometime.

I was originally thinking about trying to add a divertor at the top right of the playfield, to make shots destined for the upkicker divert left and into the bonus multiplier loop. The idea being that game play would have no interruptions at all when the divertor didn't want balls to get kicked up onto the ramps. But I can't see a nice way to do that without drilling a bunch of holes, so I think I'll leave that alone for now.

That's all the hardware changes I'm thinking of at the moment on the playfield, but maybe some other ideas will come as we go forward.

#15 9 years ago

I should include a short shameless plug for the P-ROC at this point

If you're interested in writing new software for your existing WPC/Stern SAM/Sys11 (and Data East, but we didn't test much yet) pinball machine, or you're thinking about building your own custom pinball machine from scratch, head on over to the pinballcontrollers site.

www.pinballcontrollers.com

We also have a fairly active forum with a lot more details on what folks are doing and where you can post ideas, ask for help or just generally chit-chat.

www.pinballcontrollers.com/forum

If you're specifically interested in System 11 with the P-ROC, there is a summary thread here :

http://www.pinballcontrollers.com/forum/index.php?topic=542.0

A number of folks also have a sub-forum for their own work, they're here :

http://www.pinballcontrollers.com/forum/index.php?board=17.0

Within that is a section for my Tomcat, although at the moment a lot of that is related to some older work. I'll be posting more technical details there as coding gets under way again.

#16 9 years ago

I forgot the other hardware modification I'm planning to make. At the bottom of the playfield are 7 white "Kill" inserts. Alpha, Bravo etc. I'm planning to put RGB lights behind those and maybe turn them into modes. Maybe have an insert light up blue when it's available but not played yet, green when in play and red when completed. Or something like that. I know how I want to get that working but haven't tested it out yet. More pics and details when I get that far..

kills.pngkills.png

#18 9 years ago
Quoted from JoelOmatik:

Don't know if you planned it, but a shaker motor would also be awesome. It can simulate the effect of pulling Gs during combat.

I have toyed with the idea, let's see how that goes. It should be easy enough to add near the end of development, if there are some good places to tie it in. Pulling Gs is good though!

Quoted from JoelOmatik:

Another great idea. While you're at it (if it's not too burdensome), maybe you can also change some of the playfield art color scheme to match the beautiful new cab colors? I never liked the yellow underside of the jet by the kill lights...I'll stop now, I don't want to dictate on your game too much, hehe.

That's one thing that won't happen unfortunately - I really am no artist, so I'll be taking the stock new playfield when they finally get done. I also quite like the yellow on the playfield, as it happens.

Quoted from JoelOmatik:

I'll stop now, I don't want to dictate on your game too much, hehe.

My ideas for how the gameplay will work are still very much on the drawing board. I'll be posting my ideas soon, but one of the main reasons for starting this thread is so that anyone that has an idea can throw it into the mix. I'm sure that not all the ideas will make it in, but there are a lot of creative thinkers out there that I'd love to tap into. More about that later!

#23 9 years ago

Having the autolaunch will make staging balls while other things are going on easier for sure. I can see where filling the locks during single ball play would be a good thing to do (or even the objectives of a mode - hit the spinner a certain number of times to launch and lock a ball, then hit something to get a multiball underway).

Lots of ideas, keep them coming please! Rick - need that playfield

#25 9 years ago
Quoted from Fifty:

Any chance we could see a photo of the PF with the new ruby red wire ramp install? I'm dying to know how that looks!

I'm dying to see it too, but until the new repro playfields are made I don't have one to put it on! My old playfield has been stripped of parts ready for the swap.....

#33 9 years ago

JoelOmatic - some great ideas there, thanks! I'm going to be starting over with the software, so initially will be looking to get the base game code and rules in place with just placeholders for sounds/music/graphics which can be improved later. Last time around I spent a long time on the "frills" and the gameplay never got far as a result. Want to reverse that approach this time!

Quoted from RobertWinter:

Fantastic thread! Looking forward to seeing your progress.
I'll be doing an F-14 restore at some point. This thread has given me something to strive for. That cabinet is amazing!

Thanks Robert. Wish I could claim the credit for the cabinet but it's all other folks work. Jady (Swinks) with the decal design, Jim printed the vinyl and Manny did the magic to the cabinet itself. I'll be doing the playfield swap myself though, so I won't feel so bad.

Quoted from burningman:

One thing I had heard that another F-14 owner had considered was putting a slingshot on the rear of the playfield facing the pop bumper. Not sure if that ever was experimented with, but I would think that would create a lot of action up there.

Quoted from vid1900:

The prototype had a slingshot there (it's still in the early owner's manuals ).
I tried to find a small enough slingshot mech to squeeze back there, but I never could. It needs about 1/4" more room for the bracket to move.

I had thought about this too but will probably give it a miss although it would be cool to see. The pop bumper isn't great up there, but it does make mean the hitting of the targets up there is more skill based which lends itself better to what I want to do with the software. If the slingshot and pop bumper got crazy up there then the targets would get hit too easy. Although having a sling which could be enabled/disabled under software control might be interesting. Something for another day though!

Quoted from swinks:

nice work snux, and glad to help on the cabinet graphics - the cabinet looks awesome especially with the powdercoated trim.

Jady - awesome work on the graphics - if you ever decide to dip your toes in the P-ROC world and need one of my Sys11 driver boards, give me a shout. I owe you

Quoted from swinks:

you said something about the changing the colours of the front of the cabinet, what changed ???

It's only the coin door that changed, not the decal. Manny put in a spare coin door just to take that photo. The machine now has the original Sys11 door installed but I don't have a photo at the moment. The only other thing on the front of the machine that's different to 'stock' is the illuminated start button. Those white plastic buttons on Sys11 machines are just ugly!

Quoted from burningman:

I really hope Rick gives this the OK as a kit if Snux would want to open this up to the community for sale. Loved the cabinet and the DMD animations.

I'm not intending to have any Williams IP in this work, so I don't think Rick needs to be involved especially as the cab decals are only intended for my machine. I have a proper day job so this is just a hobby; selling kits and getting involved in all the support of that just doesn't appeal. However, everything that I'm doing (the P-ROC setup, software, auto launcher, DMD etc) will be written up here and on the pinballcontrollers site and be freely available if someone else want to copy it at their own risk. I'd suggest waiting though until my F14 looks even partly done software-wise as this might be quite a long term project.

Quoted from karmalord:

Hope to see this F-14 finished soon.

Me too, although like a lot of folks I'm fitting this in around work, wife, kids. I also need the new playfields to come out

#39 9 years ago
Quoted from Patofnaud:

One thought, with the advancements in LED technology, instead of 'adding' red LED strips, you may consider RBG LED replacement of the GI bulbs.
Use the original game code to run them in full on white mode, and use the P-Roc code to use multi color modes. You may have to design some small interface so that 'on' = 'RGB all ON' (AKA: White) as a default so there is no code changes needed for the pinmame code.

I did consider that briefly, but as LongJohns says that's a lot of extra wiring and new sockets. With the red LED strip I should be able to daisy-chain them all together and just have them on or off (although I might need to have the brightness software adjustable, but that can be later). The strips are easy to mount and I think can be hidden up nicely. If I wanted to be able to make the GI all kinds of different colours that would be one thing, but I only want to switch to red. LED strip is cheap too.

Quoted from sven:

Now start programming that damn thing..... (no need to wait for the new playfield )

Well the old playfield is all in pieces and stripped so I can't use it. However a couple of folks (thanks Michael and Dave) are working on adapting an F14 Visual Pinball table to interface with the P-ROC pyprocgame framework, so I might be able to get started on a virtual Tomcat. If that works out I'll post details of it here......

#41 9 years ago

This is going to speed things up....... it's not 100% working yet, but MOcean has been working on the bridge from pyprocgame to Visual Pinball. This means that you can develop your custom machine that will eventually be running on a physical machine via a P-ROC but using a virtual environment instead. So I can work on the game code without needing to actually sit in front of the machine.

Still a few things to fix yet (and the auto plunger/launcher to add) but wanted to post this video so you can see what I'm talking about. This is Visual Pinball displaying an old version of my custom code running in attract mode. Lamps working, DMD display running. My screen capture software isn't great so the video looks a bit 'lumpy' and the capture of the DMD isn't very good, but in reality it's nice and smooth just like the real game. I'll try and get a better video tomorrow, but you get the idea.....

A million million thanks to MOcean for working on this, I wouldn't have had a clue where to start with VP!

#45 9 years ago
Quoted from sven:

(that old code of yours still thanks me in attract mode .... nice! ).

Ah, now I understand! Sven = Steven. I didn't know that was your name on pinside!!!!! Your name will be in the attract mode for the new code too

Quoted from Lonzo:

So is this bridge going to be available to anyone?

It kind of is already, but I don't pretend to understand much about it. I think it only works without much tweaking for WPC machines, Sys11 ones need some work. It can also require some rework to the .vbs code behind the VP table.

The pinballcontrollers forum has some threads on the technical side of it : http://www.pinballcontrollers.com/forum/index.php?board=23.0

And the wiki has a page on setting it up : http://pinballcontrollers.com/wiki/Pyprocgame_vp

I know MOcean is planning (some day, among his zillion other projects) to get the whole process better documented, but in essence the answer is "yes, the bridge is available".

#46 9 years ago
Quoted from labnip:

Holy Cow !!!! That is amazing !!!! that candy apple red is sweet !!!

Yeah, it does look good. Only thing wrong is that the 2 siderails are somewhat different shades, but with the lighting in my game room you don't notice it. The powder shop I used (here in the UK) is a fairly new operation and they hadn't done candy before, and I didn't notice the difference until I got it home. It took them weeks to get it done in the first place and I can't be sending it back for weeks again to colour match better. I'm happy with how it looks!!

#47 9 years ago

A better video capture, with some limited gameplay from the old code I wrote. Still a couple of glitches in the VP table to work out, like the shooter lane filling up when the VUK is hit, but the possibility of custom coding in a virtual setup is almost here !!

#49 9 years ago
Quoted from Mocean:

I just came to this thread to remember if there was a launch button added --I'm adding the autolaunch right now
- Michael

Nope, no launch button, just a regular plunger on the front of the machine. The launch is one of those that allow manual and automatic, like on Junkyard and others.. Coil 19 is currently unused on F14, the autolaunch will be wired to that.

Quoted from Mocean:

Man, this MOcean guy sounds pretty great... Ha!

Certainly does

#54 9 years ago

So.... I think this virtual development environment is up and running! MOcean added the autolauncher to the table and it's connected to the currently unused coil driver 19. I made a small change to the code to fire the autolauncher when the ball lands in the shooter lane, so basically it autolaunches right away.

In this video (best viewed fullscreen) you can see the autolauncher working, plus I'm showing the window which shows logged events which makes debugging easier for sure. I've since dialled the autolauncher back a bit though, as one of the balls actually falls off the rail at the top! The framerate on the video isn't perfect by any means as my poor laptop struggles to record it fast enough, but in reality the game plays nice and smooth on the screen.

Now I need to spend some time looking around some other folks code and deciding which one I like the structure of most so I can borrow it. Then some time with pen and paper thinking through the ruleset. I'll post the ruleset as it develops to this thread, comments and suggestions as we go along for the ride will be welcome!!

#55 9 years ago

Also a quick re-post for anyone that didn't see the F14 tech chart I did a while back. Need to find a good size to print it and attach inside the cab.

http://pinside.com/pinball/forum/topic/f-14-tomcat-technical-chart-attached#post-1424128

#57 9 years ago
Quoted from PinPatch:

In regards to modes, would it be possible to have a new magnet under a set or near a set of stand up targets that would activate to guide the ball to the target, much like a missile lock in real life?

Cool idea. Just been having a poke around under the F14 playfield but I don't think there is enough space to mount a magnet under there. A magnet big enough to drag a ball a good distance across the playfield might also make all my screwdrivers fly across the room With the autolaunch though I can make the ball "lock-on" to one of the 3 locks on the playfield. Thanks for posting, keep the ideas coming!

#60 9 years ago
Quoted from luvthatapex2:

Would this work with a VP only table (not VpinMame)?

Should do as far as I know. I'll let MOcean answer this though as he's the clever one in that department!

Quoted from PinPatch:

Could the radar insert become active in that there is a green blip that indicates where the ball should go next?

I'm already intending to have a radar "sweep" option in that insert, I hadn't considered actually trying to control it more than that. Should be possible though, maybe have it track a moving lit target or something like that. Nice idea.

Quoted from PinPatch:

Another idea is to have an eject save, say if certain shots are made during a ball, an eject insert turns on(or is shown on dmd). When the ball drains, it is autlaunched and you have one chance to hit a ramp( or any target you desire)in order to save your ball. Much like toto in WOZ.

Cool too. With the autolaunch a variety of ball save options become available.

thanks for the suggestions!

#66 9 years ago
Quoted from LongJohns:

But I did come up with some mode ideas (useful or not)

Oooh. I was about to post the basic ruleset I'd come up with to start getting input from folks, now you've gone and given me some more ideas - thanks!!!

As for video mode, I'm no graphics guru so I'll probably leave that for the moment and maybe come back to it later. The other ideas are cool for sure and I'll put them into my draft ruleset.

As for playing the original game, absolutely. When the F14 is powered on it'll boot into a game selection screen on the DMD. Choose either the new "Second Sortie", or choose to run the original game via pinmame (and select whichever ROM version you want too). If you run an original via pinmame, the autolaunch won't come into play and the game will play just like normal. The alphanumeric displays get emulated on the DMD, it looks like this :

DSCN1883.jpgDSCN1883.jpg

I'll try and get a draft ruleset up in the next day or so...

#69 9 years ago
Quoted from PinPatch:

would it be possible to link two machines and fight each over?

Wowser. That's certainly not on my list short term (or even mid term!) but in theory it should be possible. Maybe someone else will take this on - all my code and hardware changes are going to be documented so it can be further adapted and changed.

#71 9 years ago
Quoted from Pinball_Nate:

Are you eyeing making these "kits" available?? Will they be about as much as the Bride of Pinbot kit??
Thanks.

Nope. As mentioned a bit further up, this is 100% just a hobby thing (I have a full time "real" job too!). I'm documenting it here as I know a bunch of people like to read along about this kind of thing.

That said, all of the code I'm writing will be available to anyone that wants it, and the hardware mods (DMD, autolaunch, a few RGB LEDs) will all be documented here too. So if the project gets to a point (that will take a while) where someone wants to convert their F14 then they should be able to do so (at their own risk!). It won't be using any original Williams IP so it can be freely done.

Mark

#72 9 years ago

OK, time to throw on here my ideas for rules/gameplay. When I attacked the software first time around (almost 2 years back) I just waded in without any structure and quickly got into a mess. It was a good way to learn the framework, but a lousy way to code. As any programmer knows, having a half-reasonable specification at the start of coding is essential, even if it changes once you're underway.

I know some folks here have a great imagination (some cool ideas already on this thread), so if you have some thoughts on what I'm listing here please let me know (positive and negative), and if you have other ideas please do so. No promises to adopt any particular idea, but if I do your name will go in the credits

First some groundwork. Initially I want to get the game up and running, before adding the bells and whistles later. So fancy light shows, DMD animations and so on can have a placeholder and then I can come back and make them better later. Same goes for fancy menus for options and settings (difficulty level and so on). I'll code some things to be configurable, but the menu system to actually set things will come later.

From a hardware perspective it's a regular F14, with the following changes :
- Autolauncher/plunger in addition to the regular manual plunge.
- DMD display instead of the alphanumeric
- 'Hidden' red GI from LED strips, can be switched on and off under control
- The radar insert in the centre can be white, green, red or a 'radar' green sweep.
- The 7 'KILL' inserts at the bottom of the playfield can be red, green, blue or white.

I'm planning to implement a ball-save feature, so if you drain within a certain number of seconds a replacement ball will be autolaunched. The flight insurance lamp can flash while it's active.

I think that while non of the modes themselves are running, the standard build towards a multiball more or less like now can run. Collect T-O-M-C-A-T, lock the ball. Do that 3 times, get multiball etc.

So then to extend the game with modes. 7 of them, one for each of the 'KILL' inserts. Maybe consider each KILL as a mission. First a mode needs to be earned, then it needs to be started. I'm thinking that lighting the 1 thru 3 and 4 thru 6 lamps in the middle of the playfield. Difficulty setting could mean they need to be got in sequence. Once all 6 lamps are lit, a random one of the 7 modes (KILLS) starts to flash. To start a mode you need to shoot the bonus loop and then lock the ball top left within a couple of seconds. That then starts the mode. Or something like that. Or a different idea

Here's then my first ideas for what the modes do.... (thanks to LongJohns and Pinpatch for some of this already!). Some of these are not really very well thought through yet....

ALPHA – Shoot multiple Bonus X loops to evade incoming missiles. Need to evade missile within small number of seconds otherwise you're hit and the mode ends. Each time you evade a missile, you get a little less time to evade the next one, up to a maximum number of evades before you 'win' the mode.

BRAVO – 2 ball multiball. Score jackpot by locking one ball in the VUK and then getting Yagov with the other ball within 2 seconds or so. After 2 seconds the VUK ejects and you have to try again. Each successive Yagov hit increases jackpot.

CHARLIE – Precision shooting. Trying to work out something with this. We have the 6 lamps on the divertor section top left (3 red, 3 blue). Thinking of having them cycle around. Also having the 2 divertors opening and closing. Pressing both flippers launches the ball from the VUK lock. Got to have the ball end up in the lit diverter or something.

DELTA - Evade mode (on your 6): 2 ball timed continuous multi-ball. Controlled lamps all off except ones for this mode. Use TOM CAT (just the top ones) lights for 'evades' - have them on/flashing until target are hit - using the TOM CAT targets. xx amounts of hits (skill level dependent) light hole drop lane for Escape. Hit hole drop to complete mission/mode or time runs out. Amount of time to complete can also be skill level dependent.

ECHO – Avoid missile mode - 'missile' is launched at plane at random times and you have to make shots to avoid it hitting you on the dmd. Ramps could be hard turns,stand up targets drop flares/ chaff all of which is shown as animations on dmd. If you avoid missile you get a mini jackpot/score. Would be timed. Nothing to stop multiple missiles at once to really focus hitting shots.

FOX – Moving target shot. One of the 12 TOMCAT lamps comes on, and then starts to randomly move to the left or right to simulate an enemy trying to evade you. I might be able to get the centre radar insert to track the moving lamp too, but that will be later I think. The lamp can switch from bottom right T target to the bottom left T, so effectively the lit lamps can circle around the playfield. You have to hit the flashing target. It can get quicker as you get better.

GOLF - Pursue mode (or some better cool name): 2 ball timed continuous multi-ball. Controlled lamps all off except ones for this mode. Use kill lights for 'hits' - have them on/flashing until target are hit. Using the rescue and kill targets - hitting a random lit one marks as hit. xx amounts of hits (skill level dependent) light Jagov lane for kill. Hit Jagov kicker to complete mission/mode or time runs out. Amount of time to complete can also be skill level dependent.

WIZARD mode – if all the above modes are completed, the wizard mode comes up. Four ball multiball, GI switches over to red. Something like the current F14 multiball but timed – a ball only gets locked towards the jackpot for a certain period of time before it's ejected and you need to lock it again. Or something.

I like LongJohns idea of doing something else with the VUK lock. It could be lit sometimes for a random award of some kind.

Also the KILL lights at the bottom during general play...
- Lamp flashing white – mode available but not played yet
- Lamp flashing blue – mode in play (if the mode doesn't need the lamps)
- Lamp steady red – mode played but not completed
- Lamp steady green – mode played to completion.

Running all modes to completion could give some extra mode or something.

That's it for the moment. Comments and ideas all welcome

Mark

1 week later
#73 9 years ago

I'm wanting to have some of the modes have a time element to them, like a number of machines do. Rather than just have something on the DMD counting it down, I'm going to mount something like this on the apron. At the moment I've only got 7-seg numeric displays, but I'll get some alphanumeric ones. Gives some other options for interacting with the player too - could shows number of bombs still left, fuel, enemies etc. Controlled via a small Arduino microcontroller, which is also going to control the central radar "sweep" lighting and the RGB "Kill" inserts.

The video has some strange artefacts in, my camera doesn't seem to like filming the displays for some reason. I have the numbers start to flash when the level gets below 1000, I'll tie up some kind of klaxon warning sound with it probably. Using the LED display in the apron also gives the machine a little bit of a retro look too which will be cool.

#74 9 years ago

Also just wanted to check that this little Arduino would handle the 7 seg displays and the 7 RGB insert lights, so I threw together a little attract mode to check it can keep up. Runs absolutely no issues at all, I had to slow it down some

Those little Adafruit Neopixels I'm using for the inserts are really bright. In this clip they are dialled down to half brightness!

#78 9 years ago
Quoted from reltham:

Snux,
Adafruit just got some nice 4 digit 14seg displays in with backpacks for an I2C interface.

Yeah, I saw those. The numeric displays in the video are Adafruit with I2C. The 2 distributors for Adafruit in the UK don't stock the alpha displays but I've asked if they can get them. Ordering just a couple of displays from the US is kinda cost prohibitive...

1 week later
#81 9 years ago

So, the start-over is underway. The code I wrote a couple of years back was useful for learning as I'd never used Python before, but terribly structured and difficult to build on. So in starting over I decided to look around at what other folks had written and see which "clicked" best with me.

I ended up stealing the code that Scott Danesi has written for his "Earthshaker Aftershock" project. I like the way it's put together and it's also for a Sys11 machine which means he's coded for the A/C select relay. The other advantage for me is that Scott's code (although it does a heck of a lot) is still fairly early on in it's development, meaning I don't have to hack too much of it out to get it working for F14.

So after a fair bit of chopping and some VP help from MOcean again, I now have the new framework for Second Sortie in place and can start building properly, while using Visual Pinball to test it out. Having the base framework in place is really important, it basically means you have the shell of a game in place (DMD, lamps, switches, coils all working) and can then start to code up the nice stuff. I've also used some code that Koen published to make the DMD display on the screen look more like the real thing.

F14SSDev.pngF14SSDev.png

More to come....

#85 9 years ago
Quoted from bikko:

Are you putting the code on GitHub? I'd love to contribute if you do. I'm a professional software developer. Do I need an XP box and to run Visual Pinball to run it? Visual Pinball MAME?

Hi Bikko,

The code will be up on Github fairly soon, once I've ironed some wrinkles out of the base structure. In terms of having other folks actually contribute on the coding side it's something I hadn't considered yet. Let me first get the game to a point where it plays, scores and has a couple of 'kill' modes running including a multiball of some kind. That should give the base framework a good stress test and get me to the point where adding the other modes and features gets easier. Then I'll have a noodle on if/how the coding load might get shared around. Once the code is on github though you'll be free to copy it as you please, although I'm not planning to put any the game assets (dmd shows, sounds etc) up there yet.

If I do get to the point of making this a wider base, requirements are fairly basic. To run this virtually I use Win7, VP9, a customized F14 VPT table and a special pyprocgame to VP bridge. So then you code the pyprocgame program (python based) and run it. The bridge takes care of connecting it up to VP instead of a physical P-ROC in a physical F14. That physical part will come later.

#86 9 years ago

I've managed to get the RGB insert control working which will be cool. Specifically those 7 'KILL' inserts at the bottom of the playfield, but it can be easily extended. I wrote an Arduino sketch that replicates the way that regular lamps are handled in pyprocgame, then with a small code change the RGB lamps can be controlled just like any other. I can also control the 7 segment displays from the game code. The Arduino is connected to the game computer over USB.

Here is a short video of the attract mode, on the breadboard the 7 leds at the bottom are RGB Neopixels (on low brightness) to represent the 7 playfield inserts. Just using red in this example, but it'll do the other colours too.

#87 9 years ago

For anyone interested in seeing the code behind this, I've got it available on Github now. There is a lot of commented out code lying around in there from the Earthshaker base I stole, it'll get tidied up soon. As I get new things working I'll keep this github updated.

https://github.com/Snux/F14SecondSortie

This includes the python code for the game and also the Arduino sketch for controlling the RGB leds and the 7 seg displays.

#88 9 years ago

I picked up some of the alphanumeric displays too, now that one of the UK suppliers has them. So I now have 4 alphanumeric and 2 numeric connected to this little Arduino and they can all be controlled from the Second Sortie software. Not sure quite what I'm going to do with them yet, I can get 4 of them (2 x 2) on the apron for example.

Maybe have the fuel slowly count down and the flippers die if it reaches zero. Earn extra fuel by completing some task or other.

Looks pretty though :

20140704_153457.jpg20140704_153457.jpg

#90 9 years ago
Quoted from Fifty:

I can only dream of implementing this one day.

Me too

1 week later
#91 9 years ago

Made some progress over the last few days, got the basic mission mode handler in place which spawns all the individual "Kill" missions. Lighting all the 1-6 lamps in the centre of the playfield makes another mission become available to play. Shoot the kicker at the top right of the playfield to start the next available mission.

The Alpha mission lights one of the 12 T-O-M-C-A-T targets at random, then starts to move it randomly one target to the left or right every second. You have to hit the lit one. It's a timed mode, you only have a certain amount of fuel available before the mode ends (fuel counts down on the alphanumeric display). If you hit the lit target you score extra points and the target starts to move more quickly.

20140712_172459.jpg20140712_172459.jpg

#93 9 years ago
Quoted from Fifty:

Is there anyway to refuel during the mission?

Probably, I was thinking the bonus spinner might add some.

Quoted from Fifty:

Oh, and I have a suggestion for the DMD. How about just zooming "ALPHA" onto the display and then "MISSION" onto the display? Then have a voice say "Hit the moving target!" I think it would be a little more hollywood and represent F-14's theme better. Just a suggestion. Feel free to throw it in the recycle bin.

I'm about as artistic as the average sock, so at the moment I'm focused on the rules. Coming back later and adding better displays, lighting and sounds will be easier then. But what you're describing is the kind of thing this will become.

Quoted from Fifty:

Will you be adding your own voice recordings?

It will need some voice quotes, although I'm not convinced it'll be my voice. An F-14 pilot with a British accent wouldn't sound too good

#94 9 years ago

I've used Xara3D in the past to create simple effects with text. I like it because it's simple to use (as mentioned before I'm no artist). I'm using a few fonts in the game, mainly some simple to read small fonts, the standard score fonts and then the F14 stuff uses a font which can be downloaded from the internet called "Beware".

If I take that font into Xara3D and create a spinning 'Alpha Mission', I can then export it from there as .avi which I then use another utility to create a sequence of .png files from. Last step is to create a pyprocgame dmd animation file from that sequence. Only takes a couple of mins from start to end then I can do something like this while the mission is playing. Just started playing around with this, but you get the idea...

1 week later
#96 9 years ago

So it's been a while since the last update, so here is a video of where I am at the moment. I've put together a few extra animations to be used instead of text when awarding bonus multipliers, shooting Yagov and a few other things. Ball save is working as it should, as is the bonus at the end of the ball. The end of ball bonus will eventually have more than just the regular playfield bonus - there will be extra for things like number of Yagov shots, missions started and so on.

Making a mission available requires you to hit the 1-6 targets. For the purposes of the video I cheated and used some keyboard presses to simulate the targets being hit, you can see them lighting up while the second ball is sitting in the shooter lane.

A few things to fix at the moment, I noticed that during the Alpha Mission (which is still very unfinished), the other TOMCAT lamps do not switch off so it's trickier to tell which one to aim for. Also after the mission completes and there are no others waiting to be played, the Release lamp should stop flashing, so I guess I'll go fix that now.

And I changed the music (shooter lane and main), there is only so much Kenny Loggins you can hear before going crazy

Next up is getting the original Tomcat multiball working (light TOMCAT, lock a ball. Lock 3 balls and shoot another into the kicker to start the multiball. Lock 3 balls again for the jackpot). After that carry on working through the missions and get some basics in for each. Oh, and get the kickback working. And a bunch of other stuff

#98 9 years ago

Yeah, that font (it's called "Beware") doesn't scale down small very well and as you say the numbers are not great. I'll have it on the list....

4 weeks later
#99 9 years ago

So, it's been a while since the last update and things have been moving on quite well. The largest piece of work in the background was reworking the code behind the divertors and the locks. They are so dependant on each other that I moved the handling for these into a single code module rather than have different modes do their own thing and trip over each other. The code which handles general ball tracking (part of the trough code) was also extended to better handle the automatic launcher.

So, what's working at the moment?

-- Virtual Locks
The game remembers which balls a player had locked. So in a multiplayer game, if I had 2 balls locked and another player removes them all - 'stealing' - then when my turn comes round again the game will autolaunch and re-lock the missing balls before it allows me to play my next ball. The display reads "Restaging Locks - Please Wait'.

-- Ball Save
If the ball drains during the first 15 seconds (this will be configurable) of play, it'll get saved and a new ball will get autolaunched for you.

-- Rescue Kickback
This works in the same way as the original F14 code. The 2 orange rescue lights in the centre of the field blink alternately. Hit the target which is lit and the kickback on the left outlane is enabled. Once the ball has been kicked back from the left outlane, there is a 2 second grace period during which the kickback lamp blinks fast and the kickback will fire again if the ball drains within that 2 seconds.

-- Yagov Shots
Each shot to the Yagov kicker is counted and displayed on screen. Every 5 hits (at the moment, that might change to some sliding scale) an award is given (lighting the Extra Ball lamp or spotting a TOMCAT target for example).

-- Instant Info
Holding either flipper button in for 3 seconds (might make that longer) display scrolling information about the game. That's shown in the video below. I'll expand the information shown as development continues

-- Tomcat Multiball
This is a copy of the original rules. Light all the TOMCAT targets to light the lock. Shoot the VUK to lock the ball. Lock 3 balls and shoot the VUK to start multiball. Shoot balls into the VUK again to have them 'land safely' and score big points. In a small change to the original, after you've scored multiball once the upper and lower TOMCAT targets are no longer linked. Normally if you hit the lower left 'T' target for example, the upper left 'T' will also light. After the first multiball you'll need to hit each one separately. I need to see in the real game (rather than virtual) if that just gets too hard though.

-- Bonus
Works similar to the original game, increase the multiplier by shooting loops at the top. At the moment the bonus and the multiplier is holding over between balls but I'll be changing that so that it only holds over if you win some kind of award.

-- Missions
Hit all 1-6 targets and a mission (Alpha, Bravo etc) will flash to show it's available. Shoot the VUK to start the mission. Only Alpha mission is in place at the moment (shoot the moving flashing TOMCAT target). Adding the other missions will be the focus for the next work.

-- Mystery Award
I have the code for this more or less written, but not sure how to trigger it yet or make the player aware that it's available. This should be in place soon though.

This new video shows most of the game. I did get the multiball running but shot the VUK just before it ended, so you don't see a ball 'landing' which is a shame as there is nice animation when that happens. But I think it shows the current state of things. The scoring needs some work, most things just award 100 or 1000. I have some more sounds to plumb into the code and need to make some more fancy light effects ('lampshows' in P-ROC speak).

Comments and ideas are all very welcome. For anyone following, the code updates are getting into Github every few days: https://github.com/Snux/F14SecondSortie

Post edited by Snux: Fixing html

#101 9 years ago
Quoted from ChoppaCade:

Really enjoying reading your updates, all shaping up well, I am guessing you still have a lot of coding to do with the sound effects?
One thing about the original code I loved was all the sound effects and speech that ties in with the Top Gun movie feel.
At this stage I feel the choice of background music doesn't really tie in with the theme of the game. I know this can easily be changed.
Apart from that all looking good.

Thanks for the comments!

Yup, there are only a few sound effects in there at the moment and they're fairly basic and really just placeholders so the game isn't completely silent. I'll work on those some more later on. Each sound is just a separate .wav or .mp3 file, and it's a single line of code in the appropriate place in the game to actually play it. Like this in the Yagov code:

https://github.com/Snux/F14SecondSortie/blob/master/base.py#L422

There are a lot of websites that host sound files that are free to use, I just need to find time to find appropriate ones and get the downloaded. Like here for example:

http://www.freesound.org/search/?q=missile

Speech is also on my list, I won't record my own as a Brit voice would sound wrong. So I have a few choices :
- find a reasonable text to speech convertor and record some clips with that if I can find a 'good' voice.
- persuade one of the US folks I know to record some for me
- wade through the Top Gun movie and rip some clips from that.

Speech works just like sound from the game side, just a .wav or .mp3 called at the appropriate time.

As for the background music, as you say, easily changeable. Again just a bunch of mp3 files. I put the current music in because I couldn't stand listening to Kenny Loggins any more! Maybe I might add a choice of music at game start, before the first ball gets launched. Like the old Outrun video game used to do. I'm an 80's "big hair" rock nut, so maybe some music from that era would fit seeing as how it's the same age as the pin and movie. Def Leppard, Guns N Roses, Bon Jovi, Poison, Saxon and Iron Maiden could all provide some useful tracks / excerpts I think.

#103 9 years ago
Quoted from vid1900:

» YouTube video

Nice choice

#106 9 years ago
Quoted from Fifty:

No lock stealing?

I have in mind to make that a game setting, when I get around to writing the service menu. So you can choose "Steal Locks" as Yes/No.

Quoted from Fifty:

I'm still not a fan of that font though. It is difficult to read and often out of focus or fuzzy.

I think a big part of that is the fairly crappy video capture I'm managing with this virtual setup. On a full size proper DMD they are sharper. But as a font it is pretty "curvy" which doesn't translate so well down to 128x32 dots. All the animations where text zooms in or rotates is pre-rendered. I use Xara3D to create a 128x32 .avi file which is then converted into a format that pyprocgame can use. So changing the font across the board will be a fairly time consuming process which I'll leave for later. I did experiment with a USAF font and put the result here (crap video again). The top 2 are the USAF font, the bottom 2 are the current font. Watch it full screen and actually both fonts look pretty good. We'll see

#108 9 years ago

I can use pretty much any font, it's just the process of re-rendering the animations with Xara3D and getting them to dmd format that's a bit time consuming. I'll wait and see how it looks in the physical game and then decide..

#109 9 years ago

Started to integrate the service mode into the game, based on the code that Jim is using in his IJ rewrite. Nice to have a more readable set of tests plus this mode will also allow the setting of various game options (multiball steal, balls per game etc etc). Screenshot shows lamp test in progress, with the colour of the wires (Red/Purple Row, Yellow/Red Column). I need to edit that grid and trim the bottom row off

lamp test.pnglamp test.png

#111 9 years ago
Quoted from Fifty:

Are the wire colours universal in all F-14's?

Yes. Actually they're universal across all the System 11 machine I think. In fact the switch matrix colours are the same as WPC, so Williams did keep some things pretty constant.

I also added the lock steal option in the game settings menu, although the coding isn't using it yet....

lock_steal.pnglock_steal.png
#112 9 years ago

The coil test code has now been re-worked to handle the odd System 11 setup. In this screen print of the DMD you can see testing the Outhole solenoid. It shows the drive transistor as Q33 and the connector on the driver board as Connector 11 Pin 1.

coil_test.pngcoil_test.png
1 month later
#116 9 years ago
Quoted from NextoPin:

Will you release a VP version of the code so those without the game can play your table?

Hadn't thought of that. The install is somewhat fiddly, as you need to install the pyprocgame framework with python, and then the bridge between it and VP, but it's "do-able" for sure.

Quoted from Fifty:

How about an update Snux?

You're only asking because you already know I'm excited about this !!

Just this week I paid Ron Kruzman for a NOS F-14 playfield he has. It's been cleared at some point in the past but needs a little more TLC (the clear is a bit "orange peely" in places). Then it'll head over the water to UK and get installed in my machine.PA103971_zpsb54e4a1e.jpgPA103971_zpsb54e4a1e.jpg

I'm kind of at the point now where I need a real machine - testing the new stuff is getting hard on VP as getting the shots all in sequence isn't so easy. On a physical machine I can run this all with the glass off to keep testing moving forward, but I as I get some more code done I'll post updates here.

#119 9 years ago
Quoted from NextoPin:

Can't you use the ipad app to trip the VP switches?

Sure. Wanna buy me an iPad?

Seriously though, I can configure my laptop keyboard to trip the VP switches without needing anything external, I've already done that quite a bit. So for example my keyboard 1 thru 6 trigger the 1-6 targets on the playfield. The main problem with testing is that the ball is in the wrong place. So it's all very well tripping the VUK switch, but the ball isn't actually there to be kicked over to the locks (for example). If I could pick the ball up somehow in VP with my mouse and move it around that would be cool, but unfortunately that doesn't work!!

The software though is actually in a pretty good state - adding in new modes/missions/etc is fairly straightforward now.

1 week later
#122 9 years ago

So, a big box arrived today

IMG_20141028_154600.jpgIMG_20141028_154600.jpg

A few minutes later after working through some layers.... can you tell what it is yet?

IMG_20141028_155153.jpgIMG_20141028_155153.jpg

Smooth, shiny, NOS..... just needs drilling and dimpling (gulp).....

IMG_20141028_155443.jpgIMG_20141028_155443.jpg

#129 9 years ago
Quoted from kruzman:

remember to use that dremil bit I told you about

Bought one already

#131 9 years ago

As this playfield doesn't have holes drilled for posts etc, Ron advised me to mark the spots where the holes need to be, then use a dremel bit like this to remove the clear at the location before drilling through. Avoids the risk of the clear tearing or pulling when the drill goes through.

P5242185-1.jpgP5242185-1.jpg

Some time back, before I thought I'd get a new playfield, I bought one of those full playfield protectors for the F14. I'm not intending to fit it, but I just realised it's going to make an awesome template to mark where all the holes need to be drilled. So long as I don't remove the protective film from the protector I can sell it afterwards to try and recoup some of my cost!

I've also got a completely trashed playfield which I bought for parts, so I can make a template from the back of that for the dimples I'll need on the new one. Hopefully everything will line up just fine.....

#132 9 years ago

So, the new playfield needs a lot of holes drilling for posts, wire guides and a bunch of other stuff. A lot of the NOS F14 ones seem to be like that from what I can find out, not sure why they were only half completed. Anyway, with the advice from Ron in mind I've made a start. I couldn't find any other guide out there, so I thought I'd shoot a few pictures on how I went about it in one area.

Nice shiny playfield, no holes...

DSCN4651-1.jpgDSCN4651-1.jpg

I have a junk playfield that I bought for parts some years ago. Here's a shot of the same area on that playfield, you can see the holes I need to make.

DSCN4652-1.jpgDSCN4652-1.jpg

So using some tracing paper, mark the positions of the holes along with some of the playfield features (pre-existing holes, artwork etc) so that you can realign it on the new playfield.

DSCN4653-1.jpgDSCN4653-1.jpg

Take the paper over to the new field, line it up and then gently mark the position of the holes using a centrepunch. Don't hit the punch, given how sharp the point is a gentle push is enough to mark the clear so you can see it.

DSCN4655-1.jpgDSCN4655-1.jpg

You can see the mark left by the punch...

DSCN4657-1.jpgDSCN4657-1.jpg

I then used a pointed dremel bit (normally used for engraving and such, I think) to just make the initial cut through the clear...

DSCN4658-1.jpgDSCN4658-1.jpg

Leaving it looking like this

DSCN4659-1.jpgDSCN4659-1.jpg

Then use the carbide bit which Ron suggests, to remove the clear. If the hole you need is larger than the diameter of the bit, you can carefully use it around the edge of the hole to widen it a little.

DSCN4660-1.jpgDSCN4660-1.jpg

So the top of the playfield is prepped for the hole :

DSCN4661-1.jpgDSCN4661-1.jpg

Make sure the size of the clear you've removed is a tick larger than the size of the drill you're about to use, otherwise the drill will rip the clear which is what you're trying to avoid in the first place. I proved this with a small test hole down under the apron which will be covered later by the ball trough!

Now time to just drill the hole. Make sure it's really sharp (I bought some new ones just for this job) and drill through. I have a sheet of scrap board underneath the playfield to drill into, stops the holes from breaking out as the drill comes through the bottom.

After the drill, job done.

DSCN4662-1.jpgDSCN4662-1.jpg

Big enough for the screw which is going to go here....

DSCN4663-1.jpgDSCN4663-1.jpg

That's about it really. Rinse and repeat, taking care to check what sizes the various holes should be, bearing in mind that a number are really just small shallow pilot holes for self-tapping screws.

#137 9 years ago
Quoted from Matt_Rasmussen:

Wow, far more patience than I could muster.

If I had enough patience to wait for the new repro PPS playfields to come out then I wouldn't be needing to do all this scary drilling. But I've been waiting now for nearly a year, so enough was enough. Knowing my luck, once all the drilling and dimpling is done the repro ones will come out (and be cheaper than this one!)

Anywho, I put the rear pivots and the front brackets on to the playfield for a quick test fit, to make sure both it and the refurbished cabinet are square. Needed to slacken off and reposition the front ones a little, then it dropped in nice.....

DSCN4667.jpgDSCN4667.jpg

#145 9 years ago
Quoted from Lonzo:

What are you using for a guide to make sure your drill holes are straight?

A small piece of card cut at 90 degrees, a careful eye, and mentally crossing my fingers when I press the button. I don't have a drill stand, but then even if I did there is no way to reach some of the holes that need to go through. I'm sure there is probably some other gadget I could use but I couldn't find one that was practical. So far the cardboard-and-eye technique seems to be holding up!

Quoted from Aurich:

This project is awesome, missed it before, was fun to read all the updates at once. The fuel countdown display is my favorite part, though the radar sweeping insert looks like it will be really sweet, can't wait to see that running on that nice Kruzman playfield.

Thanks Aurich! I still need to work out where to mount those displays, probably on the apron although there may be some places on the playfield they could go if I can find a suitable housing.

#147 9 years ago
Quoted from Curbfeeler:

So you have two example playfields to reference? Your original and a trashed partially populated parts one?

Yup! The original is fairly trashed anyway, the other one I stripped more or less completely a while back which is why I've been able to help some other pinsiders with odd parts requests over the last 12 months or so I was planning to use the second one to practise my touchup and clearcoating skills, but after a little while I realised I didn't have any of either, so I kept it for a reference.

#150 9 years ago
Quoted from Freeplay40:

Don't know if this would work for you... I made a playfield for my son to do some prototyping with. I carefully marked or punched where I needed to drill on the playfield. When it came time to actually do the drilling I used a 1/2" thick piece of acrylic that I had pre-drilled the various size drill bits I needed. Then when working over the playfield, I would just position the proper hole size (for the bit) over the punch or the mark with the acrylic acting as my guide. Really prevents that "slip"...worked great.

Yeah, that could have worked nicely. I'm about 80% done now, so will finish it by hand but if I'm ever crazy enough to do this again I'll do something like that. Thanks!

Quoted from Fifty:

Snux, have you considered contacting DP about your project? BoP 2.0 has had a really positive response, maybe they would work with you or be willing to take over your project entirely and consider selling it as themselves as a kit. F-14 2.0 anyone?

Koen at DP is aware of my project, although I've never spoken specifically to him about it. No plans to do anything in that direction though - this is my hobby item and I'm writing about it for folks that want to follow along. I'm publishing all the source code etc, so if anyone chooses to copy it and/or change it for themselves they can do so.

1 week later
#153 9 years ago

So, more or less done with drilling and dimpling. The few that are remaining I'll do as I go in order to make sure everything lines up properly. So, pinball machines gotta have flippers, right?

DSCN4824.jpgDSCN4824.jpg

The base plates are the cleaned up original ones and modified per Vid to use the WPC style return springs. Original coils too although with new coil wrappers fresh off my laser printer (look a bit blurry in the photo for some reason, but they're crispy crisp in the flesh). Switches and caps all new though, the old ones were not worth trying to save. You can also see the reflection of one of the end stops on the playfield. I put down a couple of coats of satin varnish just so I can wipe it easily if need be in the future.

#155 9 years ago

I just use regular coloured paper. There was a thread discussing options a while back, here -

https://pinside.com/pinball/forum/topic/how-do-you-make-your-coil-wrappers

#158 9 years ago
Quoted from Fifty:

Did you use the fliptronic or sys11 coil stop?

Good question, it would have been whatever was in my "box o' bits" and I probably didn't look too close since 95% of my spares are for Sys11. I'll keep an eye on Vid's reply as I may end up having the same issue once I get as far as actually fitting flippers....

#159 9 years ago

As well as flippers, we need lamps. The lamp holders on the original playfield are all kinda cruddy, and seeing as how this project already cost me a small fortune I've got all new ones (and new targets too). Nice and shiny. At least the screws are original

lamps.jpglamps.jpg

In addition to regular lamp holders, I'm fitting all the clear inserts with RGB lamps, not just the KILL ones. I'm giving the ones from FAST pinball a try, they're the same chip as the Neopixels I've been experimenting with so should be controllable just fine from the Arduino I'm using.

https://squareup.com/market/fast-pinball-llc/fast-rgb-led-insert

There is some debate about how well these kind of RGB LEDs (not specifically the FAST ones, but this type of chip in general) will tolerate the pinball environment and whether the data signals they use will be susceptible to interference etc from all the high power solenoids etc. I guess we'll find out

Next up is to get the GI wiring done as it'll be almost impossible once anything else gets mounted. I'm not planning on using bare wire though, less chance in shorting something if I use insulated. Then I'll see if I can separate the lamp matrix loom from the old playfield, clean it up and get it connected to this new playfield....

#160 9 years ago

Purists won't like the non-original GI wiring, but then they won't like the LEDs or Arduino either. Using the bare wire would certainly save a ton of time, but this must reduce the chances of shorting something...

gi.jpggi.jpg

#165 9 years ago
Quoted from fastpinball:

Even the underside of a playfield can look sexy!

I keep thinking how clean it all looks, then I go back to the old playfield and look at all the stuff that needs moving over. Won't be long before it looks like a rats nest I think...

#166 9 years ago

Still working through the major mechanisms. From a scrap playfield ages back I pulled all the under playfield mechs, cleaned them up and put them away for a day like today.

So the lower sling shots, upper centre kickers and upper flippers are in, plus the mounting bracket for the pop bumper. That leaves 2 more kickers, ball eject, VUK and the rest of the pop bumper before moving on with fitting the new target switches and then looking to bring over the first wiring...

mechs.jpgmechs.jpg

#170 9 years ago

So, had a couple of hours spare this afternoon, so fitted 20 new standup targets, a handful more GI sockets and made a start on wiring up those LEDs......
led.jpgled.jpg

#172 9 years ago

The +5v and GND lines are daisy chaining serially through the line of boards (in the same way the data line does). However I'm going to connect the +5v and GND lines from the last LED in the chain back to the first to reduce the overall voltage drop. I might connect them together in another couple of places in the chain too, will see how it looks.

As for power, I have a small separate power supply for the LEDs. The Arduino can supply up to around 500mA. One of these LEDs on full power output (bright white) is around 60mA, so I've got more than the Arduino can power. I've also got some plain red and plain white LED strip for augmenting GI in certain modes and the RGB "radar insert ring" to power, so having a separate supply made sense.

#173 9 years ago

So finished wiring up the LEDs this morning.

LED2.jpgLED2.jpg

Double checked all the continuity was OK, then needed to test that these are working properly before the wiring starts to get difficult to reach as the rest of the playfield gets populated.

Works a treat! This is just a really simple piece of control code that changes the lamps between red, green and blue. Small delay between each lamp so it kind of wipes the colours in. There is a very short video here. Couple of things to mention - I'm no cameraman, so it's not great quality. Yes, I know the targets aren't straight, I didn't fix them down fully yet! Thirdly the image makes it look like the insert is lit with a very bright spot of light from the LED. In reality the light is well diffused and looks really nice. I'll take a better video once I get this all back together and in the cabinet...

11
#177 9 years ago

Now installed the "radar effect" ring of LEDs. I'm pretty pleased with the way it turned out. May need to adjust the speed and amount of the ring lit at any time, but that's just software so no biggy..

#181 9 years ago
Quoted from Fifty:

What's up with the stand-up targets? The bottom of the target is below the PF.

All the standup targets are only loosely screwed in at the moment as I was doing them all from underneath. I want to see each from the top of the playfield when I tighten it up, so I can get it positioned accurately and I didn't get around to that yet.

Quoted from agodfrey:

How are your RGB's controlled? Would you give a brief outline of how that works. Thanks!

Physically they are controlled by an Arduino Nano microcontroller. I'd never used any kind of microcontroller before this F14 project, but they're not as scary as they sound and if you have some programming skills then you're set. The RGBs themselves use an interface which has some standard code libraries, so the physical control is quite easy.

I use the P-ROC in my F-14, so use the pyprocgame (python based) framework to program the game rules and so on. I've made a small tweak to the framework so that if in the game code I refer to a lamp that's actually got an RGB in it now, then the command gets sent to the Arduino (over USB from my PC) instead of to the regular lamp matrix.

The Arduino is also controlling those alphanumeric LED displays you can see and the radar ring. The code on the Arduino is basically sitting and waiting for "commands" to be passed to it over the USB link. So for example, if I pass the string "A1FUEL" to the Arduino, the initial 'A' is the command for writing to one of the alphanumeric displays, the next "1" means display number 1 and the "FUEL" is the text to display on it.

For the inserts in the RGBs, a command might look something like "G41". That would be G for green, 4 for RGB number 4 and 1 meaning switch it on. In reality it's a little more complex than that as you actually send a lamp "schedule", but that will only mean something if you've been using pyprocgame.

All of my code (python pyprocgame and the Arduino sketch) are freely viewable/downloadable from my github site here, if you want to nose around. Not been updated for a few weeks as I'm working on the playfield at the moment, but coding will pick up again soon.

Code is all here:

https://github.com/Snux/F14SecondSortie

#183 9 years ago

So, onwards....

The wiring for the matrix and GI lighting is on a single loom, so with some fiddling it's possible to remove it whole. So I labelled each socket with a sharpie to make repositioning easier (doesn't matter that they're written on as they old and nasty and getting replaced anyway). Desoldered and labelled the GI connections. With some gentle persuasion (and cutting of a couple of matrix lines between bulbs that had got wired *through* the switch matrix cabling) it came out.

Let the loom be free

l1.jpgl1.jpg

The loom, like all the other wiring, is completely filthy and leaves black marks on anything it touches. Didn't want that on my new playfield, so decided to have a go at cleaning it up. I removed each of the little plastic cable ties and replaced with new ones, but left them quite loose so that I could clean inside the bundles....

l2.jpgl2.jpg

Put it in the bathtub with hot water and detergent, gave it a good scrub and left it to soak. While it was in there, I removed all the cable guides from the old playfield, they cleaned up and transferred over quite nicely..

l3.jpgl3.jpg

Took the loom out of the bathtub, let it drip for a while, then blasted it with my wife's hairdryer. It looks much better now and you don't get filthy handling it any more. Brought it down and laid it back on the new playfield, lining up the sockets roughly with their new counterparts....

l4.jpgl4.jpg

I was going to start soldering, but then I realised I didn't have enough diodes. All the new targets I bought already have a diode on, I wonder why the lamp sockets don't? Anyway, ordered some which will be here tomorrow. So more progress in the morning clipping off the old sockets and soldering to the new ones. I also need to do something to tidy up the wiring for the lamps that are now RGB ones. The wiring to the sockets isn't needed, but I need to keep the continuity of the matrix so will have a ponder on the best way to do it. I also want to make sure that if this machine ever gets converted back to stock that I can replace the RGBs with standard sockets, so I'll need the wiring somewhere.

#184 9 years ago
Quoted from sven:

Very cool!
We're thinking of doing a spaceship in Pinbot that follows the ball with Arduino and a servo, so I guess maybe we can use some parts of your Pyprocgame-to-Arduino code .

Sure, no problem. Getting data from Python to the Arduino is easy. Drop me an email if you want to know more, or start a thread on pinballcontrollers...

#186 9 years ago
Quoted from prock:

I'll have to look more at the "lamp schedule" thing you have mentioned

The "schedule" concept is something that's used in pyprocgame, so I used it for the Arduino code too to keep things consistent. The idea is that a time period of one second consists of 32 "ticks". Each tick the lamp can either be on or off. So when sending a command from the PC to the Arduino for a lamp you actually send a 4 byte (32 bit) value which represents what the lamp should be doing each second. The schedule gets repeated every second until you change it. Assuming you're familiar with hex, a value of 0xFFFFFFFF would mean the lamp is on all the time. 0xFFFF0000 would flash it on for half a second, off for half a second, rinse and repeat. 0xFF00FF00 is a faster flash, 0x00000000 would switch it off and so on.

I'm only using Red, Green or Blue for my inserts as that's all I need in my game code, so I'm not playing around with fancy fading or anything.

If you look in my Arduino code at the github above, it's fairly well commented so you can probably pick out the code handling the scheduling....

#188 9 years ago

So, started to get busy with the soldering iron today, at least until I ran out of diodes as my order didn't arrive as planned.

I have a number of lamps in the matrix that are no longer required, because they've been replaced by those RGB LEDs. However, the matrix wiring that loops in and out of each lamp needs to stay continuous so that others on the same row/column continue working. I decided the best way to remove the lamps was to cut them out, then solder together the 2 wires that would have met at the socket together and cover with heat shrink tubing. Then it'll tuck away into the wiring loom quite nicely, but means I can put the sockets back in again someday if I ever need to.

So this picture shows all that's left after I removed 3 unwanted lamp sockets.

l7.jpgl7.jpg

And here's a section of the playfield all done from a lamps perspective....

l8.jpgl8.jpg

I did discover that I've got the wrong height sockets for some of my GI (the ones between the TOMCAT targets mainly), so I've ordered some more of those too. Unfortunately I discovered this after I'd soldered in 2 banks of lights, so will need to redo those but no problem.

#190 9 years ago

The extra diodes arrived today, so all the lamp wiring is done now except for the GI which is still waiting on the correct sockets.

l9.jpgl9.jpg

#194 9 years ago
Quoted from agodfrey:

So does each of the RGB LEDs have a unique address? How are you controlling them individually? It looks like they are all wired together.

They are connected in series. The green and red wires are just GND and +5v. The blue wire is the data wire. Each LED has a "Data In" and a "Data Out" connection. You connect them in a chain, each LEDs "Data Out" goes to the next LEDs "Data In".

In the Arduino code, you define how many pixels are in the chain (along with some other things, like which Arduino output pin provides the input to the first LED). Then you call something like this :

chain.setPixelColor(LED,RED,GREEN,BLUE)

The LED parameter is which LED in the chain this is, the color values specify the amount of red, green and blue. So

chain.setPixelColor(1,0,255,0) would set the first LED in the chain to red. When you've set all the colors you want, then

chain.show()

will update all the LEDs physically to the state you want.

#196 9 years ago

I know, I've been reading your posts on the BOP 2.0 thread. Cool stuff

Quoted from kapsreiter:

why don't use a color display?

Maybe some day, but getting a good display with cool graphics is very time consuming and I really want to focus on the game rules first. I can always do more with the display later, but for now it'll stay a regular DMD. Plus I don't want to make it look "too" modern. BOP 2.0 always looked like it should have had more than just the alphanumeric display, so for DP it was worth the effort.

#197 9 years ago

Got the switch matrix loom off the old playfield with all the switches attached. Unlike the lamp sockets where I put all new ones in, I'm planning to reuse the switches as much as possible. The whole thing though is as filthy as the lamp wiring was, I'm just thinking about the best way to clean it up. I think I'll desolder the 3 or 4 microswitches that are there then do the bathtub trick again. The other switches are all leaf ones and probably won't mind getting wet.

I've laid it out on this plastic sheet in more or less the same shape it occupies underneath the playfield. I've removed all the old target switches as I have new ones, and taken a stack of pictures of which wiring goes where (the manual will help too here if there is any confusion).

l10.jpgl10.jpg

#198 9 years ago

Got the switch wiring all connected up on the new playfield and finished off the GI wiring too. Only mechs still to fit are the ramp divertor base which is up next, then the trough eject. The latter I'll leave a little as I need to juggle that around with the autolauncher to make it all fit, space is at a premium down in that corner.

l11.jpgl11.jpg

Next up is transferring over the coil / flasher wiring along with all the snubber boards and that monster flasher diode board.... onwards...

#200 9 years ago
Quoted from Fifty:

Mark, I'm going to take a wild guess here and say you don't have any kids. At least not any under 10 years old.

The second part is correct

I have 2 boys, they're 11 and 13. As for finding the time for the F14, we had a pretty hectic year at work in 2014 and I'm owed a bunch of time, so I took last week off plus a day or two this week. I also have a very understanding wife. That said I need to have the playfield done a couple of days before Christmas as I'm using our main dining table for the workshop. We have a dozen guests on Christmas Day that need to sit around it.....

#201 9 years ago

l13.jpgl13.jpg

The underside of the playfield is complete Just the ball eject to sort out once I've got time to sort it into place along with the autolaunch and the manual plunger.

Loaded the playfield back into the cabinet.

l12.jpgl12.jpg

Now it's time to tidy up the bomb site that our main table has been for the last week or two.

1 week later
#204 9 years ago

I finished work for the holidays yesterday, so I'm hoping to get this back up and running over the next few days. Got the ball trough sorted out and the outhole kicker back on, along with the kickback and some of the ball guides. Tomorrow I'm going to do the topside soldering (coils, flashers) while I can still get to them, then hopefully the rest will go back together quite quickly...

t1.jpgt1.jpg

#206 9 years ago
Quoted from Fifty:

I ended up putting in a new standard one again.

I might well do the same, I'll see how it feels. I put a red one on because it matches the powdercoat (Actually not true, it was the only one in my box of spares).

#207 9 years ago

Flasher sockets and solenoids all wired up. All the ball guides and rails are also back on now, and I've been testing the GI with an external power supply just to check the wiring. With a bit of luck the playfield might be all done tomorrow.....

t2.jpgt2.jpg

#208 9 years ago

Didn't do anything with the playfield topside today, but I have reconnected the playfield wiring and worked through the backbox wiring. I've removed the wiring for the alphanumeric displays and the sound, that decluttered things a bit - the looms were separate so no cutting involved and I can always put them back one day if need be. Still need to tidy up the wiring a little, but it's up and running.

So with the boards installed, crossed fingers and power on. GI lit up as expected, no bangs or flashes or blown fuses.

t4.jpgt4.jpg

Inside the backbox, only one original board On the left is the P-ROC, next to which is the Sys11 / P-ROC driver board. Top right is a Rottendog power supply (the original was toasty). Bottom right is one of Inkochnito's (Peter Koch) bridge boards. In my F-14 the bridge rectifiers and huge smoothing capacitor for the controlled lamps were the original 1987 vintage ones, and I'd never installed the extra 2 fuses that Williams forgot. Peters board takes care of replacing the rectifiers, capacitor and putting the 2 fuses in. So the only original board is the flipper power supply! I also fitted a new fuse block to replace the somewhat corroded ones that were in there.

t3.jpgt3.jpg

More details on the bridge board are here if you missed Peter's original thread..

https://pinside.com/pinball/forum/topic/bridge-board-available-for-williams-games

#209 9 years ago

Cut the 12v red LED strip to some suitable lengths, soldered wires to them and put some heat shrink on to insulate them. These will be used in "stealth mode" or something similar - the GI will switch off and some or all of these strips will be lit instead. It should be a bit like the "Condition Green" effect on Space Station.

t5.jpgt5.jpg

#211 9 years ago

Installed all the LED strips and connected them up for a test. The effect isn't as red as this photo makes out, and once the plastics are all fitted it should be a little more subtle. That said when this happens in the game I'll probably switch the radar "ring" to red and all the RGBs too....

t7.jpgt7.jpg

I also found a little time to start putting some more back on the playfield. We have a slingshot! The plastics are a new set that I bought from CPR some long time back and was keeping for a day like today! I'll hang on to the old ones as spares as they're in pretty good condition.

t6.jpgt6.jpg

Anyone know how to get the riveted parts out of the plastics and refitted to the new ones without breaking anything? Hmmm......

#213 9 years ago

I am excited, but I'm English, so I'm supposed to be a little more "reserved", right?

I guess it's just been a long multi-month slog to get this far which is enough to sap the energy a little. I've had enough of screws, wires, drilling, more wires, skinned knuckles, more wires etc This is only my second playfield swap (I did a Funhouse before) and this was *way* harder especially with all the drilling. I also keep losing stuff - I bought a ton of parts over the last couple of years and put them "somewhere safe" where I will easily find them later. We all know how that works, right? Took me an hour to find those new plastics, and I gave up trying to find the new blue star posts and bought some more. Of course I then found the others in the box with my gas soldering iron. How on earth did they end up in there?

I just want it to be back together now and running, so I can play the original game via pinmame and get moving forward with the new Second Sortie code. I've got a bunch of ideas to try out in the code, but don't want to try it out in the virtual machine any more, I want the real one!!

So no worries, I'm really looking forward to getting this working and can't wait to post the first videos of the current SS software running on this beauty!!!!!! Not long now

#215 9 years ago

Now you can see why I left the trough eject and the shooter lane switch until last. F-14 has auto-launch!!

It's kinda cosy getting it all into place, and I had to reverse the little bracket that the shooter lane switch is on, but it's all looking good. I might need to remove a few windings from the coil if it's not strong enough (or connect it to the flipper power instead of regular solenoid voltage) as the ball has to be plunged a long way, but we'll see how that works once the game is up and running. I'm sure this and a few other things will need some fine-tuning.

So that's all the mechanicals done!! Now back to the playfield topside....

t10.jpgt10.jpg
t11.jpgt11.jpg
t12.jpgt12.jpg

#220 9 years ago
Quoted from Fifty:

Were auto-launches not invented in the late 80's?

I'm not sure which machine had the first autolaunch, I guess sometime late 1980s. I'm really looking forward to using mine - ball save is one obvious item, and then being able to start a multiball at any time will be the real kicker (so to speak).

I have mine connected to the one spare driver on the F-14. The P-ROC interface board has another 8 drivers of which I'll use some for the LED strips, leaving a few others in case I think of something..

This is likely my last update for the year, got prep for Christmas Day to get done tomorrow, then on Saturday we're off to Germany to visit the in-laws until the New Year. Not much left to do though, at least from the machine point of view. Here's a cracker of a photo, those new plastics look really cool.... (and yes, I know the playfield needs a wipe below the flippers!)

t14.jpgt14.jpg

#221 9 years ago
Quoted from applejuice:

I have noticed though that its not as powerful as i thought it would be, so am interested to see how it works in other games.

Yeah. On the F-14 I've got to get the ball launched up the wireform and all the way to the top left of the playfield, so it's going to need a good kick. Chances are I'll end up removing a few turns on the coil, or connecting it to the 50v flipper power (or both). We'll soon see (and thanks to Jim and Scott for the inspiration to fit the autolauncher to mine).

Happy Holidays all

1 week later
#227 9 years ago
Quoted from JoelOmatik:

You must seriously consider adding this to the soundtrack.

Hmm. I'd need to add a "family" setting, not sure how appropriate that is for my 11 and 13 year old sons. At least at home; I'm sure they here worse at school from time to time

#229 9 years ago

So, while I was away for New Year, I remembered that I'd bought a set of plastic protectors for my F14. Spent around an hour looking for them just now. Found them in the CPR bag containing the other plastics. See - I can put things in a sensible place sometimes. I might not always look in the right place, but at least I'd thought about it originally

So, plan for tomorrow is to finish populating the playfield and see if we can get some flipping going on. Watch this space

#230 9 years ago
Quoted from Cheddar:

Not sure if they wouldn't parrot it back at a bad time though.

Yeah, like next time my parents are here for dinner

#232 9 years ago

Connected up some more of the playfield to check the wiring before I continue. Got me some things to sort out

No matrix switches at all are registering with the P-ROC. I suspect that's wiring related somewhere, will need to check the continuity. Direct switches from the coin door are fine.

Some lamps are coming on together. That'll be due to a missed or reversed diode somewhere I suspect, maybe not too surprising given that all the sockets and diodes are new. I need to fix the switch matrix first though, since at the moment I can't step through the single lamp test to work out what's going on!

Time for a coffee and the break out the meter.....

#233 9 years ago
Quoted from applejuice:

Handily the slingshots are 50v fed so it was an easy change.

Most of the F14 coils are 34v, but some also run 50v. My nearest take-off for 50v will be the right flipper.

#234 9 years ago

Ha!

The switch matrix works much better if you don't swap the row and column connectors by mistake

Got a few switches out, that might be because I don't have the ramps and wireforms yet, so some of the switches are not in the matrix yet, so there could be a break that way. More coffee.....

#237 9 years ago

So, we have lamps and switches working.

Found an unattached wire in one of the switch columns, that got them all working. Couple of the rollover switches needed a little adjustment, now working fine.

Lamps - found 3 next to each other where I'd soldered the wires to the wrong end of the diode. Fixed that and that stopped the "double blink" issue. Found 3 lamps that weren't working didn't have a bulb in (Doh). Found 2 others where a wire had come adrift. So they're all working fine now.

Ran through a coil/flasher test and they all seem good, the autolaunch is even kicking on the "unused" driver which is good too.

GI wouldn't switch off in test, found that I had a connector trapped underneath the driver board, so freed that up and connected it, all good.

On the subject of GI, can someone tell me why I forgot to install the pop bumper lamp socket? I've got back ache from leaning in at some stupid angle trying to fish those through and get them soldered up. Done now though.

Something I'm going to need to work on is making some changes to pinmame to drive those RGB lamps via the Arduino. The Arduino code I already wrote should do the job just fine, I just need to persuade pinmame to talk to it and drive the lamps white when needed. But that's software, for later.

Now I'm going to start fitting the rest of the playfield back on.... getting close !!!!

#238 9 years ago

Done for today. Didn't get it finished as sorting out the lamps and switches took longer than I expected, but made good progress. Got some more plastics fitted and the first 2 powdercoated habitrails. One took some persuasion as the holes I drilled seem to be a couple of mm off, but sorted it out in the end.

Picture so far.... I have one of the LED bumper rings from Comet Pinball in the bumper, I think it looks good. I also have one of the foil bumper decals for F14 but haven't decided if I want to fit it yet.

tp3.jpgtp3.jpg

Will have to wait and see if I get time tomorrow to do some more. Son has a football (soccer) match in the morning, then my wife has a list of "things to attend to"

Moving on

#239 9 years ago

Son's match was postponed, got my "things" attended to so had some more time. The playfield hardware is finished

I still need to do some tweaking here and there.... the upper divertor is binding sometimes and a number of switches need a little adjustment. I've also misplaced the wire gate from the ball trough so need to make a new one, at the moment the ball bounces back into the outhole all the time. The clear plastics on the right I didn't mount yet either.

I've got two of the F14 plastic ramps. One is in reasonable condition but is a bit warped. The other isn't warped but the lamp sockets are corroded and unfortunately they're riveted in. Hopefully someone might make new ramps someday (looking at you Mr Freeplay!).

Next steps (apart from sorting out the divertor and switches) is to mount the Arduino under the apron and connect it to the RGB lamps so we can get those up and running. I'm really looking forward to when this gets to the point that it's 100% software and doesn't involve a pile of tools and parts and screws etc.

Here's a photo of the playfield finished up as it looks at the moment - I can almost see the light at the end of the tunnel now - yayyyyy

tp4.jpgtp4.jpg

#243 9 years ago
Quoted from Fifty:

I know it is because the divertor ramp is slanted

Actually, the other ramp I have isn't slanted at the end, so I assumed that the one I've fitted is a little warped. But the other ramp has cruddy lamp sockets so I decided to live with the slant for now rather than lamps that will come and go. Might change my mind later though, we'll see.

Quoted from sethbenjamin:

Are you going to add the sticker mods?

Maybe. On the ramp I quite like being able to see the ball, and on the right side now I've got those nice red rails it would be a shame to cover them up.

Quoted from Freeplay40:

I have F-14 on my short list for new ramps

Thought I'd read that somewhere. I know early days, but are you thinking of selling it with all that hardware on, or letting folks transfer it over? The 6 lamps are riveted on, as are the 3 metal pieces that the wireforms screw on to, plus all the wiring for the lamps and switches.

Why thank you !

#246 9 years ago

Going to try and get the Arduino and those LED segment displays mounted under the apron today. Whilst working getting the playfield mechanics adjusted I blew a couple of fuses and found that I don't have any spare, so I can play with the "pretty" stuff while waiting for some more to come in the post.

Ah, the RGB colour model

Been chewing on some simplification to the hook between the game code and the controlled RGB lamps via the Arduino. While I was in there, I added the missing "simple" colours which come from the simple colour mixing.

May I present to you - Red, Green, Blue, White, Yellow, Cyan and Magenta.

rgb.jpgrgb.jpg

In this picture the yellow looks a little orange and the white a touch pink, but in person they're correct

#248 9 years ago
Quoted from Fifty:

Somewhere over the rainbow!

Could be Actually, I'm not sure if I'll use all those colours except maybe in attract mode, but they're available if I want to use them.

I also just wired up my first test of everything connected to the Arduino and doing stuff at the same time. That's 16 RGB playfield inserts, one 16 RGB ring running the "radar sweep" effect, plus a couple of the segmented LED displays running counters at different speeds. It's all running just fine, so the single Arduino mounted under the apron will do the trick. Yay

#251 9 years ago
Quoted from Curbfeeler:

I could see this being handy for having layers of modes and indicating which layer the player has completed

For the KILL inserts (ALPHA, BRAVO etc) which are going to be the mission/mode lamps, the plan is to have them something like

Off - mode not available
Flashing White - mode available to play
Steady Green - mode successfully completed
Flashing Green - mode in progress
Steady Red - mode failed

I also have these RGBs in the 1 thru 6 inserts, the central KILL insert (between the Rescue targets) plus the Release and RipOff inserts. Basically all the clear ones except the "Lites Release" at the top because I forgot No idea what I'm going to do with the colour possibilities in them though, will probably just leave them white until I think of something.

#252 9 years ago

Ahah, we have pinmame control of the RGB lamps

Spare fuses arrived yesterday, but I've been playing around with pinmame to have it talk to the Arduino when it wants to drive one of the playfield lamps that (in my machine) have been replaced by RGB inserts.

I needed to make a small tweak to the Arduino sketch so it can detect when it's being driven by pinmame instead of "Second Sortie" and then have it process direct lamp on/off rather than working with the 1/32 second schedule ticks. I will need to cycle back to that and tidy it a little later.

For pinmame, the code section I needed to adjust is written in C++, so I spent some time looking around the internet for some code to grab. In the end I took this :

http://playground.arduino.cc/Interfacing/CPPWindows

Basically just include the serial.h file, add around a dozen lines to the pinmame code that drives the P-ROC lamps to have it intercept the required lamps and send to the Arduino, job done

It keeps up just fine with all the other lamps, here's a picture of the pinmame "all lamps" test....

pm.jpgpm.jpg

#255 9 years ago
Quoted from gstellenberg:

Getting your RGBs working in pinMAME is fantastic!

Thanks Gerry. Like most things, in the end the code change was simple. I'm just very rusty playing with C++ these days so it took longer than I wanted it to. Shoulda seen the grin on my face though when it all lit up

Quoted from LongJohns:

For inspiration I would also suggest you check out the f14 tomcat table "mod ZEDONIUS PHYSICS by skinooe v1.0" in/for Future Pin

Cool, that's new for me - thanks for the tip!! I've dropped a note to SLAMTILT to see if I could re-use some of the game assets somehow.

#256 9 years ago

I've got these alphanumeric (4 of 4 character) and numeric (2 of 4 digit) displays that are going on to the apron, and during my Second Sortie game they be used to indicate remaining fuel, alerts and things like that.

I'm trying to work out what to do with them if your playing the original game via pinmame. Leaving them blank seems a shame. Static information maybe. In the pinmame code I can't deduce much about the state of the game, so determining that a multiball is underway to do something I don't think will work. What I can detect is whether a specific lamp is on, or a switch closed, or if the flippers are enabled or disabled. I can maybe use the latter to add something to the standard attract mode, but maybe just leave the displays static during play. Any other ideas?

#260 9 years ago
Quoted from sethbenjamin:

One day I hope you will make your code available

The code already is available, I keep it up to date and public on the github site here....

https://github.com/Snux/F14SecondSortie

If and when my code gets good enough and to the point where someone else want to do the same conversion, the hardware changes are quite extensive....

1 - P-ROC
2 - System 11 driver board for P-ROC
3 - Autolaunch
4 - Install RGB insert lamps, with Arduino to drive them.
5 - Install software on laptop/PC
6 - Install DMD display

Probably not for the faint hearted, but do-able if someone was keen enough.

#262 9 years ago

Well, got me some more fuses and looks like I've got some digging to do. Got a couple of coils out (kickback and outhole), so that's likely a wiring issue somewhere. The top divertor is still binding, but that should be an easy fix.

Also non of my A/C switched flashers are working. I can't believe that I somehow managed to blow all the bulbs as they're new ones, and the A/C relay is fine as I can here it clicking back and forth. Hmm.

Did a first test fit of the displays on the apron too. They fit, with about 0.5mm of clearance on the playfield glass. Not looking too pretty at the moment though, will need to come up with something looking better soon.

#263 9 years ago

Quick (poorly recorded!) video of the attract mode running, showing the 16 RGB lit inserts working fine from pinmame. Also you can see the displays mounted on the apron. The Arduino sits nicely under the apron and hooks to the RGBs, the displays and the green radar ring. Sweet, if I do say so myself

#264 9 years ago

Still working through some niggles but made some good progress. Found that my 'C' side flashers not working was a pinmame problem, nothing else. It was related to some "tidy up" work I was doing, guess I should have taken more care

Anyway, all my coils/flashers are being driven fine now

A while ago, I bought a little shield board for my Arduino Nano to plug into, so I spent some time today making proper connectors for the wires which go to the RGB items and the apron displays. Previously I had a nasty rats nest of croc clips and jumpers wedged under the apron. Now it's much tidier...

ard.jpgard.jpg

1 outgoing connector to the playfield inserts, 1 to the radar ring, 1 to the apron displays. Then an incoming power feed and the USB connection to the PC. Job done

Tomorrow I need to do a few switch adjustments, then I need to play around with the autolaunch to see if I can get it kicking the ball reliably up to the divertor. Once that's all done, in theory I can put the glass back on and get back to some software. Can't wait

10
#266 9 years ago

Second Sortie is Alive

Almost everything is dialled in now, still a couple of targets to tweak and I need to make the little wire gate that sits in the ball trough as I can't find it, but other than that we're about there!!!! Pinmame is playing well and the Second Sortie code starts and is part playable until you lock a ball and then it crashes.

But YAYYYYYYYY!!!!

1 week later
#272 9 years ago

So I think everything on the F14 is working how it should be, and the autolaunch when connected to the high voltage will kick the ball all the way up to the divertor ramp (just). So another milestone reached - I could wipe down the playfield, put the glass back in, fit the speaker panel and backglass. I'm sure they'll come out again a few times, but for now we're good.

I've also taken this opportunity to sort out my workstation for all this. I bought a new laptop a few months back (at least new to me, it was 12 months old) and a nice docking station that means I can get a 3 monitor setup going. It's taken a while to get everything installed and working how I want it, but we're there now.

In this photo you can see the 3 screens - debug and emulated DMD on the left, main coding in the centre (using Netbeans as the IDE) and my email and things on the right. And the F14 (with the glass on!) just behind.

DSCN5060.JPGDSCN5060.JPG

#275 9 years ago
Quoted from Freeplay40:

So.....what's next?

Well, the machine and my programming setup is now at the point where it's 95% software and 5% hardware (still need to wire up the stealth mode lighting, adjust the autolaunch a little, sort out the amplifier and speakers and then tidy up all the wiring. I've got a PC power supply in there at the moment for the LEDs, LED strips and it'll power the little PC I've got to put in sometime.

The only other thing I need to chew on is what to put on the speaker panel. I've just got a clear perspex cover at the moment, need something to put behind it.

So it'll mainly be software from now on. For some reason, the Second Sortie code which was running in Virtual Pinball is crashing at the end of a ball, so need to fix that. Then onwards building the modes and getting some more meat on the bones.

So for a while the next posts on the thread should be video as the game development progresses. It's so nice not to have piles of playfield parts and wiring everywhere, and a desk covered in tools and paperwork.

Thanks for all the kind comments

#277 9 years ago
Quoted from FreeBee:

What is wrong with the blue inserts' lane sequence?

On my custom code, the attract sequence is just a pretty random pattern, I didn't program anything very pretty. I'll be working on some nicer lamp shows as I move forward, including the attract mode.

Quoted from FreeBee:

Awesome work by the way. I can really appreciate all this custom work on pins these days.

Thanks!! It's great to be back in a position to start coding this again!

#280 9 years ago
Quoted from Fifty:

Man, you've been holding out on me. You've got a LOTR too? Very nice.

Had that for about a year. No plans to P-ROC it though, it would be almost impossible to improve on the software in there! I've got space (just about) for 3 pins, there was a Space Station in the line up for a while, even bought a new shiny blue ramp for it, but the gameplay just didn't "click" for me. Maybe it's the lack of inlanes just seemed weird. I'm in no hurry to refill the 3rd slot, we'll just see what comes up.

Quoted from NextoPin:

Are you able to send the switch data from the playfield back to the visual pinball and have the real ball in the real game controlling the visual pin?

I don't think anyone has developed anything to do that, although anything could be possible. I'm not sure though why you'd want to do it (other than it would look interesting)

#283 9 years ago
Quoted from kilmarnock1350:

Lots of great stuff here, I don't have the programming background so this would be a challenge for me, but I'd love to lend brainstorming to the development if you're still taking inputs.

Do you have a current rule set with the Aplha through Golf and Wizard modes, or are they essentially the same as the post from about 7 months ago? I've got some ideas, if you're not set in stone or are looking for thoughts.

Suggestions very very welcome!! I have a very rough mode in for Alpha and Bravo at the moment, but they are very basic. The others I was kind of going to base on that list from back then but nothing has been coded yet. Your timing is good too, as I'll be getting back to some coding very soon now that the game is back in one piece. If you have some ideas, don't forget I have the autolauncher in the game so we can start multiballs or load locks without the player needing to plunge the ball manually.

Quoted from kilmarnock1350:

Also, can you tell me roughly how you routed the red LED lighting, i.e., how/where were they ran?

I have those strips cut to various lengths and then wired together. They're mostly running on the back of the metal ball guides (so that big arch loop at the top above the upper flippers, at the top of the bonus lane for example). The strips are self-adhesive and seem to be sticking OK at the moment, we'll see how it works. A couple of smaller strips on the sides of the centre locks under the pop bumper. 2 small strips under each sling. One long strip running the width of the playfield, underneath the plastic moulding that the glass slides in to at the top of the playfield. And a couple of strips across the light board in the backbox.

I haven't connected these up yet properly, so I'll take some more pictures when I do. That photo of the red lights on earlier in this thread shows it *much* redder than it is in reality, oddly enough. Now that all the playfield is back together I'll get some nicer photos soon.

#289 9 years ago
Quoted from kilmarnock1350:

More to come, I hope… and I hope you at least enjoy these ideas 1% as much as I do.

Keep it coming, this is cool stuff

#291 9 years ago
Quoted from kilmarnock1350:

When I first read your list of modes I saw the 'Wizard' mode and I immediately cringed.

Yeah, it won't be actually called that. "Wizard mode" is a generic term that folks often use when referring to the ultimate mode, the one that is so hard to reach that only "Pinball Wizards" can reach it.
Keep your ideas coming, as FreePlay says it makes you realise just how deep some of these earlier games could be if they'd not had the memory limitations

#292 9 years ago
Quoted from jeffpm:

I have really enjoyed following this thread.

Thanks!

Quoted from jeffpm:

If I wanted to implement custom rules in my game but leave all existing hardware intact, could that be accomplished with just the P-ROC?

If you're talking about a WPC machine (or Stern Whitestar) then yes, apart from whatever computer you're planning to have run the P-ROC.

For Data East / System 11 (and so for F14 too) it's more complicated than that. This is what you need to get a P-ROC running in a Sys11 (in addition to the computer)...

- P-ROC board
- P-ROC to Sys11 interface / driver board (this plus the P-ROC will replace the existing MPU board)
- P-ROC to Sys11 alphanumeric adapter if you're planning to keep the existing displays. Otherwise a DMD or whatever you're intending to use.
- Couple of adapter cables for the switch matrix. The P-ROC has switch connectors for WPC. Although Sys11 uses the same size .156 connectors, the pinouts are different (why did they do that?) so you either need to repin them or make up some adapters.

In my machine, the autolauncher and all the Arduino / RGB LED stuff is not necessary, and I could have kept the original displays (using one of the adapter boards). Hope that helps some!

#295 9 years ago
Quoted from Galaga:

Could you buy those "P-ROC to Sys11" interface boards somewhere or do you have to build them yourselves?

The P-ROC Sys11 boards are something I designed, based on the initial proof of concept that Steven (Sven here on pinside) did. The PCB design files are available for free, so you can make them completely yourself if you want. If you don't want to do that, I sell them in 3 flavours (these prices are approx, and in UK pounds, so convert to a currency of your choice).

1 - I sell you the blank PCB and a list of what components it needs. You buy the parts and get busy soldering. PCB and shipping generally around £22
2 - I sell you the blank PCB and a "kit" of parts. You bust out the soldering iron. Price will vary some as there are a few options on the kit, but reckon around £90 with shipping.
3 - I'll build you one and test it, as time (and wife, kids, work) permits. Reckon around £150 with shipping.

I only do options 1 and 2 at whatever it costs me (I keep a few PCBs on hand, but not piles of components and have to buy those when needed), and option 3 is just for some beer money. Also bear in mind that this isn't my day job, it's just my hobby, so support is a kind of "best efforts" basis. There is more information about P-ROC and Sys11 in general over at the pinballcontrollers forum, here:

http://www.pinballcontrollers.com/forum/index.php?topic=542.0

If you want to know more, post over there (we're generally friendly!) or drop me a PM.

#297 9 years ago
Quoted from Galaga:

I am a software developer myselves and could take over the port of your "second sortie" version to none modified F14 pins.

Let's wait and see if my new code actually gets to the point where other people might be interested in using it

#298 9 years ago

Spent quite a long time today working through things that I hadn't considered while working in the VP version of the game.

For example, in my code, when the outhole switch gets triggered, the ball gets kicked over to the trough. As soon as the ball is spotted in the trough, the end-of-ball process kicks in, processing the bonus etc.

In my real machine, I've made a temporary gate for the trough as I've lost the original somewhere. So sometimes the ball bounces back from the trough to the outhole. It then gets kicked to the trough again, and the game attempts to start adding the bonus again, even though it's already doing that. It then crashes

Also on the other side, if the ball doesn't kick cleanly to the shooter lane but falls back into the trough (again something that doesn't happen in the VP version, so not something I had coded for), my game is either just sitting there doing nothing, or it goes into ball save.

So I have added a bunch of code to handle this kind of thing now that we're in the "real world". Gives me added respect for the original programmers who had to consider all of this too.

All that means that there isn't much to show on here for the work from this weekend, but it is making the code base more solid and resilient. More to come......

#299 9 years ago
Quoted from Curbfeeler:

So how hard is the hardest game in pinball with automotive clearcoat and a coat of wax?

I need to adjust the leg levellers a bit, it plays *so* fast compared to before. I'm also almost scared to play it.... I know clear coat should be as hard as nails but if something chips/cracks then I'm not sure my reaction would be printable

#301 9 years ago
Quoted from Freeplay40:

Within a game or two after a complete restore and clear coat on my F-14, I broke one of the upper plastics

Ouch.. I've bought a set of the plastic protectors for mine, doesn't have one in the set for every single plastic but the I think I'm OK for the ones most likely to break. The plastics themselves are also new ones from CPR, so I'm hoping it'll all hold up.

Quoted from Freeplay40:

He also had a complete populated diverter ramp which I also purchased to use as a model for an new transparent ramp.

If you're still planning on making red ones, put me first on the list

#306 9 years ago
Quoted from DevilsTuner:

In for the ride if there is room in the bus. Looking to pick one of these up soon.

There's room in the bus, tickets are free. Only watchout is that the driver only has a rough idea of where he's heading

#310 9 years ago
Quoted from NextoPin:

a new Black Knight 2000. If ever there was a game that needed more rules

Agreed. That rinse and repeat left loop to the top playfield gets old. A rewrite meaning you have to play the lower playfield to progress would be awesome.

Quoted from TheNoTrashCougar:

You can also feel free to steal my Earthshaker Code

Yup, that's where my code started

#311 9 years ago

Not much specific Second Sortie progress this week, I've been playing quite a lot of the original game (via pinmame) to get a good feel for that again and also to get the game dialled in a bit better (lots of targets needing some switch adjustments mostly).

I think I've mentioned it before, but there is a version of pinmame that has been modified to work with the P-ROC. So you can play the original Williams version of the game without needing to swap boards in and out. Over the last year or so there have been a couple of variations on this "P-ROCed" version with specifics for BOP (to support BOP 2.0), Arduino RGB lamps (for my F14), flipper handling, fixes for WPC machines with the additional driver boards and a bunch of other stuff. So this week I've been working with help from Tom Collins to merge all these versions back together and we're aiming to get back to a single version of the code that covers all the bases instead of all these variants. Will make future maintenance simpler, and as an added bonus it also runs on Unix for those thinking of doing that. The full source will be available for anyone that wants it.

In addition to his work on pinmame, Tom has also elevated the P-ROC game launcher program to a new level. This is basically a front end program that is the first one we run. It then allows you to choose the version of the game you want to play. So the first display looks like this....

sel1.jpgsel1.jpg

Using the flippers to select, I can choose to play my custom code. For games written with the pyprocgame framework (like mine), the launcher also hooks out the current high score and displays it on the bottom line....

sel2.jpgsel2.jpg

I can also choose to play the original game via pinmame. I can select from all the available ROM versions (I normally play the P5 for some reason). This launcher program can also be configured to examine the saved nvram files from pinmame and pull the high score information, again see the bottom line on this one.

sel3.jpgsel3.jpg

I haven't set this up yet, but with launching pinmame it's also possible to have different configurations saved and available to choose from. So when you play on your own, you prefer 3-ball with 'Hard' settings? And when friends come around, 5-ball with Medium? No problem, just create 2 different configurations and the launcher takes care of copying the correct nvram file back and forth to make it happen.

#313 9 years ago
Quoted from sven:

I'll surely use the selection software (and newest pinmame) if you make it available.

Tom has the launcher code on his github account here :

https://github.com/tomlogic/proc-GenericLauncher

The pinmame code will be updated in the next week or so once we've retested the code as much as we can..

#315 9 years ago

When I was testing the game in the Virtual world, my main complaint was not being able to test things as I suck at playing on a virtual machine. Now I have the physical machine, I complain as I have to keep taking the glass off to manually make the shots so I can test my code.

Over on pinballcontrollers a while back, Brian had posted how to control your machine from a tablet (iPad or Android). I finally got around to trying it out and it works a treat. This is making testing simpler for sure. Check out this picture - it's the screen on my old junky Android tablet that's been lying around in a cupboard for a year or two. Has the main playfield switches on, it rests on the pinball glass above the lockdown bar while I'm playing. Tapping the switch on the tablet screen activates it in the physical pinball machine. So I can cradle the ball on the flipper, "hit" all the TOMCAT targets and light lock without needing to make the actual shots.

OSC.jpgOSC.jpg
#317 9 years ago
Quoted from NextoPin:

There are so many pranks running thru my head right now that you could play on your friends using this.

"Gee, that tilt must be set *really* tight. At least it seems that way when *you* play"

I've done some more digging around and in addition to sending switch events to the P-ROC, I can also receive them. So I can add (for example) the trough and kickout switches and just have them as readonly - then I can see from the screen on the tablet whether or not the switch is open or closed at the moment.

Seems I can also control the lamps and coils via the same app. Not sure why I'd want to turn a lamp on or off, but I can see having some of the kickouts would be useful if the software goofed up and a ball didn't get kicked out when it should. Or forcing a specific divertor on when I want to deliver a ball to a specific kickout.

#319 9 years ago

I started adding some lamp effects a few days back and that unfortunately uncovered the fact that the Arduino code handling the RGB lamps wasn't working properly. It was only noticeable when running fast changing effects which is why I hadn't spotted it before; in a complicated show if any blink out of sequence (which is what was happening) you see it right away.

Arduino debugging is a pain. In the end I realised that I'd over-thought how it should work in conjunction with the lamp "schedules" that pyprocgame uses. So, now the code in the Arduino for the RGB lamps is much smaller and everything works smoothly. Here is a (rough) video of my F14 in attract mode before a game. You can see 2 lamp effects, a kind of "pulse" from the centre and back again, followed by a rotating pattern. You can also see the RGB inserts at work. In the pulse pattern they are green, in the rotate pattern they are blue.

#320 9 years ago

Hmm, this is going to be interesting.... coming back to something that was mentioned in an earlier post..

At the moment, I have single warm-white LED bulbs in my GI. To then get "stealth mode" working, I switch off the GI and light a number of red LED strips I have mounted in various places.

I came across these on Ebay...

http://www.ebay.co.uk/itm/271586533428

The controller used on these is the same as on my RGB insert lamps, so I'm wondering if I can use them for proper colour controlled GI, then I can take those red strips out. The listing says they are 12mm in size, which is pretty much the same size as the holes in the playfield for the GI lamp sockets. Maybe I can remove the sockets and push these in the hole instead (might need a dab of hot glue maybe). Will take some work to get the wiring looking tidy, but it would mean that I can switch the GI to whichever colour I want. Or fade it in/out. Or make the GI on the left red and on the right blue, since I'll have control over each bulb.

The Arduino I'm already using for the RGB inserts has enough memory left to take a full string of GI bulbs. Watch this space......

#322 9 years ago

I bought one of those little TFT displays from Adafruit and have been playing around with it. It's a 3.5 inch display, with a resolution of 320x480. I'm going to drop those alphanumeric LED displays from the apron and use this instead. It's not quite so "in your face" bright, and I can put a lot more information on there too. The picture here shows just some ideas, I wanted to see how it would look. Moving graphics are not possible, and loading the .bmp file with the F14 logo was slow, but ongoing updates to whatever text is displayed is plenty fast enough. The Arduino which looks after the RGB inserts should be able to cope with running this display too, guess I'll find out as we move on.

DSCN5149.jpgDSCN5149.jpg
#325 9 years ago
Quoted from Mocean:

You know, the new HDVGA DMD code does supports multiple displays

Yeah, I know, I'm just trying to get to the point where I can carry on coding without more distractions. Also my development setup here won't run any more screens (I'm at 3 already), and the NUC I'm planning to use to run this when it's finished only has one video output. I also like farming out the work to the Arduino to "just get on with". The RGB inserts are like that, from pyprocgame we just send it the exact same schedule command that would normally go to the P-ROC for a normal lamp and it takes care of it. The segment displays too - so one command would set display 1 to the number 999, a second command would tell it to count down to 0 with one tick every 0.5 seconds. Then it'll just get on with it without further work.

Quoted from Fifty:

I have to admit that I did like the look of the red/blue LED segments though.

Me too! Apron's got 2 sides, right?

The TFT is good for fairly static information that doesn't need to update too fast, so maybe status information. The LED segment displays can be driven really fast. I'll need to switch out the Arduino I'm currently using (the little Nano) for something with more memory though; if I factor in 50 RGB lamps (assuming I'll do the GI as mentioned above), the TFT and the segment displays then I'm using up all the 2k RAM storage on there.

I have an Arduino Mega which has 8k RAM (and 256k of flash memory for the program code, instead of the 32k I have at the moment), I'll probably give that a spin sometime. That'll leave me plenty to spare if I want to do extra things in the future.

I need to spend some time working out the best way to mount all this to the apron without it looking like crap and also without me needing to start cutting metal. Ideas welcome!!! Of course neither display has to be mounted on the apron, but there isn't a whole lot of space around the playfield.

#326 9 years ago
Quoted from Mocean:

Cheap RGB based GI is something a lot of System 11 projects need

Awwww, crap. These things fit like a glove. Looks like I'm going to get busy. Colour change GI string anyone....

They push nice and snug into the playfield hole that the regular lamps (in the sockets) usually pass through. Don't even think they're going to need a dab of glue.

DSCN5155 (Large).JPGDSCN5155 (Large).JPG

I know taking photos to compare brightness of things is more or less pointless, but I'm pretty sure these are bright enough for GI. In this the red is one of the RGB ones, the white is a GI bulb.

DSCN5156 (Large).JPGDSCN5156 (Large).JPG

And here you can see how nice they sit on the playfield topside...

DSCN5157 (Large).JPGDSCN5157 (Large).JPG

Good job I've got that chunky PC power supply in the machine, a full string of 50 of these (not sure if I need all of them though, how many GI bulbs in a F14?) pulls 3 amps.

#327 9 years ago

I'm going to leave those GI RGB lamps until I get a clear day at it as it'll be quite time consuming.

So I'm finally back to coding again. Fixed a nasty bug when flasher bulbs were included in a lampshow, caused the program to crash.

#330 9 years ago

I'm going to try and get these in the machine at the weekend. I'm going to try and do one corner first with the regular GI still in place in the rest of the playfield, just to be sure that these are going to be bright enough. For inserts they'll certainly do the trick.

1 week later
#331 9 years ago

Before I put these in, I wanted to check that the Arduino could keep up with handling this string of GI lamps in addition to the RGB inserts. So I hooked them up and did some more attract mode work. 3 different lamp shows in the attract mode, and I change the colour of the GI with each one. Works just fine. Guess I need to fit them now

#333 9 years ago
Quoted from agodfrey:

Do you have a custom table you play off of?

I do have a custom version for VP (needed because of the autolaunch) that MOcean put together for me. I know since he built that for me he's simplified things drastically, so it's probably best to PM him for options. If you're planning on running my table in a VP setup, bear in mind a couple of things.....

1 - My table now has 16 RGB lamps in, those are not reflected in the VP setup.
2 - Although you can freely download the software I've written, at the moment the assets (sounds, graphics etc) are not posted there as they're large and change quite a lot (Github isn't really for storing sounds!).

Mark

#337 9 years ago
Quoted from agodfrey:

I think I'd need to get a separate one as I couldn't survive as long as you have without mine....

I only went without as I was waiting on the new playfield. You can switch over to P-ROC and run the original F14 software from Williams via pinmame. There is a post earlier in this thread about the different things you need to get hold of, but from a gameplay perspective pinmame runs the original code via P-ROC just fine

#338 9 years ago
Quoted from agodfrey:

If you are interested once things settle I can set up some storage so you can offer the assets out to the world. If not I understand.

I'm happy to offer the assets up once the game is more complete, I've got space I can put it, just not on Github.

#341 9 years ago
Quoted from sethbenjamin:

In my version of the world, you would be able to quit your day job and just work on rebooting classic pins all day, every day.

That will be my version of the world when I win the lottery

14
#342 9 years ago

Decided to take the plunge and fit these RGB bulbs into the GI. It originally took me a few hours to fit and wire up all those new sockets when I had the new playfield. Now it's taken me a couple more hours to get them all back out again, lifting staples and pulling sockets with the playfield in the cab is such fun.

Once they were out, I tidied up the now unused GI wiring and fitted these new ones. Had to cut the chain a few times and fit in some longer sections of cable, but finally they are in.

Even though I say so myself, I think they look really really good and it was worth the effort

Waddaya think?

I think I'm going to split the GI into 2 or 3 zones, so I can change the colour of a specific zone under control of software. That's just a software change.

1 month later
#356 9 years ago
Quoted from luvthatapex2:

could they be connected to the P-ROC like other RGB boards?

Maybe... to drive the LEDs at all requires some very precise timing, which is why using the libraries for Arduino makes it easy - the hard work is all done. Even driving them all the same colour requires precise timing on the data line.

Gerry posted a while back on pinballcontrollers that he doesn't think these kind of RGB LEDs are good for pinball use, but in that post did mention that it's possible to control them via the P-ROC but not using stock firmware. His post about all that is here :

www.pinballcontrollers.com/forum/index.php?topic=1307

I found that getting them to run via the Arduino was a relatively simple process and only adds the little Arduino board and an extra USB cable to the hardware mix. I also wanted lampshows and things so it was a no-brainer for me.

If you only need single colour GI, then you're probably better off trying to track down a string of LEDs that have common R/G/B lines instead of being individually addressable like mine. Then you could maybe use 3 of the drivers on the P-ROC to switch them on/off.

If you want more specifics on how I set mine up with the Arduino (it's not as scary as it sounds!), check this out:

http://www.pinballcontrollers.com/forum/index.php?topic=1239.msg13488#msg13488

#358 9 years ago

Sheesh, almost no progress over the last weeks. Work has got crazy busy and we've got a bunch of other stuff going on at home so F14 has taken a back seat for a little while. It'll be back soonish, I hope!

1 week later
#362 8 years ago
Quoted from kilmarnock1350:

Any chance you can describe what you mean here?

VID has a whole thread about rebuilding flippers. It's here :

https://pinside.com/pinball/forum/topic/vids-guide-to-upgradingrebuilding-flippers

The 8th post in the thread talks about System 11. Basically you need a rebuild kit for a more modern WPC flippers, then you just need to drill a little hole.

1 month later
#365 8 years ago
Quoted from agodfrey:

How is it goin' any progress?

I wish. Work is still nuts, we've been working the school selection system for our 11 year old son, landscapers have been in working and to top it all my father in law got diagnosed with inoperable cancer (pancreas). So all 3 of my machines are covered in a layer of dust and I'm taking a day at a time.

Work should get a little quieter in July, with some luck, then I'll be back.

2 months later
#367 8 years ago

Time to blow the cobwebs away. I finally have 3 weeks of vacation coming up with the family, so I'm taking my laptop and plan to spend a few of the evenings with a cold beer (or several) cutting some more code offline. I'll post here once I get it back home, debugged and working for real.

#369 8 years ago
Quoted from Luckydogg420:

I'm glad you've got time to work on this. I've been waiting for an update. Great work. Keep it up

Thanks. This year has been hard on a number of fronts, the "pinball-mojo" has been absent for a while. I think it's finally coming back now

#375 8 years ago
Quoted from vid1900:

In the EU, every employee gets 4 weeks minimum paid vacation

Yeah. I work for an American company which has subsidiaries all over the world and when we're discussing vacation it always seems like the US folk get the worst deal. Here we get 25 days (5 weeks) paid vacation, plus 8 public holidays. In the UK the added bonus with public holidays is that if they fall on a weekend we get the Monday instead. After 20 years service (I've done 26 now) I got an extra 2 days. Other countries in Europe vary compared to the UK, some a little more, some a little less. In Italy, our office basically shuts down for the whole month of August.

This article is interesting reading :

http://www.dailymail.co.uk/news/article-2730947/Americans-paid-vacation-time-world-countries-enjoy-FORTY-days-year.html

It explains too why American tourists, especially when abroad somewhere like London, are so "full-on". They've got a lot to see and limited time to do it in. On the other hand, 2 of my 3 weeks will be in Germany, where we've only got a vague plan of what we're going to do. We'll make most of it up day-by-day once we're there (we're in the same accomodation for both weeks).

1 month later
#377 8 years ago

Sticking with the Top Gun theme, there are some quite good heavier cover versions of songs from the movie I could pull for my game...


or my fav..

4 weeks later
#384 8 years ago

I think I'm going to switch over my coding from pyprocgame to MPF. When I first saw MPF a year or two back, I confess I was sceptical about how far you can get programming pinball without writing code and posted those thoughts in some of the early MPF threads. I revisited this a few weeks ago when someone bought one of my P-ROC to Sys11 interface boards and mentioned they were planning to use MPF. While I still haven't seen a "commercial grade" result from anyone using MPF (so with an immersive ruleset and looking like the finished article) yet, there are a lot of people playing around with it now and taking a look both the framework and the documentation have come a *long* way.

Although I'm fine with cutting python code, if MPF can do the "heavy lifting" and let me do the fun stuff then I'm cool with that. The documentation is awesome, and Brian has just added support for System 11 (around the A/C select relay) and those cool RGB LED panels.

Maybe I'll find that as I try out MPF, I can't achieve what I want to get to, in which case it'll be a learning experience and I'll just revert back to my pyprocgame code. But if development of the framework continues as it currently is, I think we'll be fine

https://missionpinball.com/

#385 8 years ago

I've been watching the thread about those cool RGB panels here :

https://pinside.com/pinball/forum/topic/rgb-led-panels-for-dmd-replacement

So I thought I'd try out a couple of F-14 things with it using the MPF extension. Must say these panels are very impressive (and really bright - I have them dialled down to 50% at the moment); they look a lot better in person that on video/photo.

DSCN5570.JPGDSCN5570.JPG

So I just need to work out the best way to mount these in my F14

#386 8 years ago

The folks in China sent me 2 sets of displays by mistake, so I thought I'd try running them as a 64x128 panel. Works fine, not sure how I'd mount them though.

DSCN5573.JPGDSCN5573.JPG

It's really hard to shoot a video of these panels, I get all kinds of nasty artefacts that don't actually show up in person. So all the flicker and scan lines you see in this are not visible when you're looking at them - they actually look really cool.

#391 8 years ago

I've actually been rethinking again, having spent some time re-aquainting myself with the code I've already written (it's almost 12 months since I was doing much with it). The codebase I have is further along than I recall and I've done most of the grunt work or "heavy lifting" (modes working, multiball working etc) and it's tightly tuned to the F-14 setup, so I think I'm actually going to continue with what I have and finagle the color display in there somehow. If I jump over to MPF it's going to take a long time (I think) just to get back to the point I'm already at.

If I wasn't so far in already switching over would be quite easy, but on closer inspection it's a bigger jump than I want to make at the moment. I'll be keeping an eye on MPF for sure though, for whatever project comes further down the line some day.

#395 8 years ago
Quoted from rosh:

My main issue when I saw the LED RGBs at expo, is that they are too bright, almost blinding

Yes, in the code you load onto the Teensy you specify the brightness. In my example above it's dialled down to 25%. Otherwise you need to wear shades to play.

2 months later
#399 8 years ago

I got my playfield from Ron Kruzman, I'm not sure where he got it from. It was already clearcoated when he got it, but he did do a little extra work on it. He's on pinside, you could drop him a line and see if he can fiind another. In theory new F14 playfields are in the works, by someone, somewhere. But they've been in that state for a few years now....

3 months later
#401 8 years ago
Quoted from PAPPYBALL:

This is hands down the greatest Tomcat on the planet!

I'm not so sure about that, but it is one of the most neglected Tomcats recently. Things going on behind the scenes though. I've done a new revision of the board which connects the P-ROC to a Sys11, basically just some fixes (which means I don't need to cut traces and add jumpers to each board) and some tidy-up. The batch of blank PCBs arrived this week, so I need to build one up and check it works. And it's red instead of green

DSCN6179_(resized).JPGDSCN6179_(resized).JPG

I've also decided that I will give MPF a try as the programming framework and switch to a RGB DMD. That gives a couple of challenges in the pinmame arena which is what I'm looking at now - I have to persuade the special version of pinmame for P-ROC to drive the RGB DMD via a Teensy, and also to control the RGB insert lamps via a Fadecandy which is what MPF supports out of the box. Once I can get pinmame working, then I'll post some more progress here as I give MPF a shot.

It might be that MPF doesn't suit me in the end, but as I've decided that my code needs a rework from ground up anyway I figure it'll be fun to try.

#405 8 years ago
Quoted from SLAMT1LT:

I created a mod of F-14 a few years back. Recently updated to this:

Wow, really really nice work. I thought originally that you were just ramping up the display and sounds, but I see you have some new rules in there too. Do you mind sharing what rules you changed/added, and if so, might I be able to steal some?

Also - you seem to have missed something. You need this sound (just joking!)

#406 8 years ago

Actually, ignore that, I found your rulesheet!! Nice additions... mind if I borrow a couple?

#407 8 years ago

So put together a new version of the board today, found I'm missing a couple of parts which are on order now. Should be able to test this during the week...

DSCN6182_(resized).JPGDSCN6182_(resized).JPG

#410 8 years ago

OK, the new board still needs a minor mod to it, which will make it to the next version once these have cleared out, but the one I built has run fine in my F-14 for a few hours now.

Prior to it going in my actual machine though, to save smoke and fuses, I run a bench test. Connect it to the P-ROC and run Pinmame, it's enough to test the lamp and solenoid drives.

Shout out to Hans at Siegecraft for the little lamp matrix and solenoid output testers!

http://www.siegecraft.us/presta/index.php

#411 8 years ago

This time around I also switched PCB manufacture from my previous supplier to PCBWay. They work out at around half the price, choosing red over green (or yellow, blue, white, black) was a no cost option, they arrived in less than 2 weeks and the quality is first class. So a shout out to them too !!!

#414 8 years ago
Quoted from agodfrey:

Can you make it public?

Oops. Done

2 months later
#416 7 years ago

Another month, another change of plan. F-14 is going HD, and I'll keep the codebase I already have. MOcean took my F-14 pyprocgame code and applied a few tweaks to get it working with his HD code base. So I'm dropping back from MPF (again. who said women are the fickle ones?) and leaving the RGB DMD out of the picture, which means I won't need to do even more hacking of pinmame. I've also got the NUC computer I bought ages ago up and running. Will tinker with some display things tomorrow, lets see how it goes.

#418 7 years ago

I spent some time poking around the both the HD code and also the SkeletonGame framework. For someone starting afresh, SkeletonGame is an awesome way to get up and running; there is a lot of functionality built in right from the start. For me though it would take some rework (for that read 'me breaking stuff') to plumb it in, so I'm not doing that this time around. However I am using a number of the extra features that it comes with including an improved scoredisplay mode and an assetmanager that makes adding new sounds/animations/lampshows etc a piece of cake.

So given that, I did some basic work to get my attract mode working in HD in order to understand how it works. Despite my reservations, at it's basic level it's really easy to switch over from the old DMD display. Change the display size from 128x32 and then it just kind of works. Most of the commands for creating text, animations and so on now take colour arguments, but apart from that it's pretty seamless. Nice work MOcean, no idea why I didn't do this before

I'm not going to convert any more of my original animations yet (they're all still greyscale 128x32) until I get the exact size of the new display worked out. I have an LCD screen, but I'm still waiting for the controller (so I can connect to the HDMI on my computer) to arrive from China. Once I can connect it, I can see what size display I can get into the speaker panel. At the moment I'm running it on this old TV. Using original resolution of 400x200 which I'm scaling up to 1200x6000 just to play with the options.

In this video you can see how it looks at the moment. Probably won't use those fonts in reality, I was just seeing what's possible. At the start you can also see the computer I'm planning to use (the little black box top right of the keyboard). It's a little Intel NUC running Win7, has 4Gb of memory and 128Gb drive. One of these to be precise, seems to be very capable of running all this (will check pinmame soon too, but should be fine) :

http://www.intel.co.uk/content/www/uk/en/nuc/nuc-kit-dn2820fykh.html

I still need to switch my RGB control over to a Teensy from the slower Arduino and rethink the wiring for that, but hopefully over the next week or so I can plumb this all back into the real machine and get moving again (you can see it behind the TV screen, playfield up and waiting for some love.

#419 7 years ago

So the controller for the LCD panel made its way over from China, and it seems to all work fine. The resolution of 1200x600 seems to be about right too, quick video of holding a spare speaker panel over it for a fit...

#422 7 years ago
Quoted from applejuice:

I use a native lcd resolution of 1366 x 768 on Indy and that has always worked nicely

Yeah, I can't see the whole screen though the speaker panel, so need to cut it down a little.

#424 7 years ago

I had been running a small Arduino Nano to control the RGB LEDs in my F-14, but it couldn't run the "radar ring" and all of insert lamps without dropping some data. And even when not running the radar, it would very occasionally drop data being sent from the game code, especially during intensive light shows.

I'm also planning to add a bunch more controlled RGB lamps. Freeplay is making me a custom version of the F-14 ramp without all the holes for the 6 regular bulbs, should be a cleaner look. I can then use some strips of RGBs along the length of the ramp, a bit like he shows on the ramp thread here :

https://pinside.com/pinball/forum/topic/f-14-tomcat-custom-ramps#post-3183763

Will need to do a few adjustments to pinmame to light certain sections in red or blue to look a bit like the original lamps. Once the ramp arrives I can experiment some.

So, anyway, with all these RGBs to control the Arduino just isn't up to the task. MOcean did some work converting and adjusting my Arduino code to run on a Teensy and also made a much neater job of the python end of things. So now under the apron I just have a little RJ45 breakout board which the various lamp strands connect to (I have 3 at the moment - radar, inserts and GI. Will be adding a 4th for the ramp).

IMG_20160717_094335_(resized).jpgIMG_20160717_094335_(resized).jpg

The Teensy is then mounted on a small adaptor board, which connect to the breakout board via a regular old piece of CAT6 cable. The Teensy then connects to the controlling PC over USB, like the Arduino did.

IMG_20160717_094413_(resized).jpgIMG_20160717_094413_(resized).jpg

The CPU on the Teensy runs at 72Mhz compared to just 16 on the Arduino, 64k of RAM compared to 2k and 256k of flash memory up from 32. But the even better thing is that it's still programmed the same way. A quick test program shows that we at least have it wired up properly.....

1 week later
#425 7 years ago

Hooking this all back into the original game code didn't take long. The Teensy seems very capable of keeping up with signals for the lamps and running the radar effect. This video shows that with an attract mode running GI changing, inserts patterns and a couple of different things in the radar. The sync between the RGB lamps and the regular matrix ones is spot on too.

Although in this I'm switching all the GI lamps at the same time to the same colour, I have the same control (colour, flash etc) on each lamp. So I could make the left side GI red and the right side blue, in some modes, maybe....

#428 7 years ago
Quoted from Freeplay40:

Can't wait to see what the new ramp looks like!

Me too I'm hoping I can get 2 strips on there, one above and one below the diverters. I have a strip that has like a silicon cover on, so I think the ball will roll next to it just fine. Thinking about an effect like this for some modes :

http://www.tweaking4all.com/wp-content/uploads/2015/11/LEDEffect-TheatreChase.mp4?_=19

or maybe this

http://www.tweaking4all.com/wp-content/uploads/2015/11/LEDEffect-RunningLights.mp4?_=16

#429 7 years ago

So, thanks to Freeplay40, this clear ramp arrived in the mail today. Unfortunately the LED strip I had in a cupboard and I thought was RGB turns out to be just red, so I've ordered some actual RGB strip which should turn up in the next few days. Off on holiday soon though so might not have much time to tinker around before then. That said on vacation I might make some progress on the game code, we'll see DSCN6522_(resized).JPGDSCN6522_(resized).JPG

1 week later
#430 7 years ago

Working through some of the animations, moving to higher resolution from the old 128x32 greyscale.... Found a nicer font than I've been using, and now playing around with some colours etc.

second_sortie_rotate.gifsecond_sortie_rotate.gif

#431 7 years ago

Or a nod back to the F14 logo on the machine, red lettering with white border....
second_sortie_rotate.gifsecond_sortie_rotate.gif

2 weeks later
#432 7 years ago

Some more work going on. I mounted the new clear ramp, and underneath a strip of RGB LEDs. I've also been reworking pinmame to be able to drive the new RGB lamps via the Teensy. As all the GI lamps are also now RGB, I also had to intercept pinmame calls to the original GI relay and instead send that through to the Teensy.

So this first video shows pinmame running, with the GI hooked up. At the moment the lamps under the ramp are just being used as additional GI (I need to turn the brightness down a bit on them yet). Pinmame is happily running the inserts which actually contain RGB lamps just as if they were on the lamp matrix.

Just a very short piece of attract mode in the new game, showing that the ramp changes colour nicely up there...

1 week later
#435 7 years ago

So, with that lovely clear ramp the only downside is that I'm now missing the red "lock" and blue "landing" lamps on each diverter lane. Like you can see in this picture here :

http://www.actionpinball.com/games/f14e/pf8.jpg

So I decided I could use 6 of the LEDs in that RGB strip instead, as we have individual control over each one. I then needed to make a small adjustment to pinmame as up until now it's only been driving these lamps white; now it needs to be able to specify a colour. I'm pleased with the way it turned out, I might adjust a little in the future but for now it's good.

4 months later
#437 7 years ago
Quoted from davijc02:

Is this project still going on?

It is, but other things in life just seem to have been higher up the list lately! Actually your timing is good..... just yesterday I spent about 3 hours clearing up the room here with my pinball machines in (I have 3) as it's been used as general storage for some time. Got F-14 connected back up to my laptop again to see that it all still runs, looking good. So hope to be making (finally) forward progress again!

4 months later
#439 6 years ago
Quoted from kilmarnock1350:

Are you still building/selling the sys 11 interface? And for that matter are P-rocs still available? I emailed the contact email at pinballcontrollers.com but no reply for a couple weeks.

Yes, a Sys11 board still goes out my door from time to time. P-ROCs are indeed still available, surprised Gerry didn't reply as he's pointed a few folks in my direction recently.

Quoted from kilmarnock1350:

How do you change the sound on older sys 11?

When you use a P-ROC it's the same situation regardless of whether you are in a Sys11 or any other machine. It's the PC that's running the game that produces the sound, the original sound card isn't used any more. So you're typically playing mp3 or wav files. You can connect your PC via an amp to the existing speakers. In fact for Sys11 there is a "line-in" on the original sound board which I've used instead of a separate amp, but then you don't get stereo.

Quoted from kilmarnock1350:

can you explain the setup between the donor game, how the proc is controlled (via pinMAME?) by the PC.

The P-ROC is basically the interface between your PC and the pinball hardware, it replaces the existing CPU board in the game. In the case of Sys11, you also need one of my boards since the Sys11 CPU board also has all the drivers on for solenoids and lamps. The PC runs the software (either pinmame if you want to play the original code, or one of the other pinball programming frameworks for custom stuff) and send commands like "pulse that coil" or "blink that lamp" to the P-ROC. The P-ROC let's the PC know if a switch has been closed so it can do whatever needs to be done. Somewhat simplified, but that's the gist of it.

Quoted from kilmarnock1350:

Finally, how difficult are the animations (for a non computer science major) (environmental actually) to program? And what program do you do that in?

These can be a bit of a time suck. Essentially you're playing video files, so you need to get your animations into mp4 format or something like that. For video clips I use a freeware program called VirtualDub. I've ripped a DVD of Top Gun and some other stuff I found on youtube, then I use VirtualDub to cut sequences, resize them and so on. For animated text, I use a program called Xara3D and convert the output from that into video.

My development has been more or less at a standstill for some time now, too much else going on in life but I will get back to it sometime. My main mistake has been to get distracted by all the "bling" because it's easier (and sometimes more fun) than writing the main code. So I have nice RGB LEDs, lots of video clips and such, but the base code hasn't really moved for a while. In some ways I wish I'd stuck to alphanumeric displays because then have less bling to think about.

If you want to know more about Sys11 stuff, drop me a PM and I'll send you my standard copy/paste reply and you can go from there!

Quoted from kilmarnock1350:

I had sent you some code ideas (modes a couple years ago that you liked)

I remember, thanks! The ideas are still on my to-do list, unfortunately, like a bunch of others. I need to win the lottery and get some more spare time!

1 year later
#441 5 years ago

OK, time to blow the cobwebs off this one and literally clear the layer of dust from F-14. Life has been too busy the last couple of years and the pinball mojo kinda disappeared and every time I looked at the machine and its Frankenstein code that I'd cobbled together I just couldn't be bothered.

An extended Christmas break has changed that. I've also decided to switch programming framework and use the Mission Pinball Framework (MPF) instead of the hybrid concoction of Skeletongame, pyProcgame and pyProcgameHD that I was using before. That's after coming to the conclusion that I am not comfortable programming in Python and although Skeletongame does make it simpler it's not for me. That plus MPF has matured a lot since I played around with it a few years ago.

In order to use MPF all my RGB lights (inserts, the radar ring and GI) are now controlled by a Fadecandy board. I could probably have persuaded MPF to drive the Arduino, but it supports Fadecandy out of the box and it was a simple change to make.

At the moment I am recreating the original Williams F-14 ruleset in MPF. It's a good way to learn the framework as it takes away the distraction of coming up with all your own rules. It also means I won't need to run pinmame if I want to play the original, although that is still an option. At the moment the only downside of pinmame is that at the moment it won't drive the Fadecandy or the RGB DMD, but I might come back to that one day.

At the moment I've most of the non-multiball code working....

- Hitting the lit rescue target lights the kickback.
- Kickback working including a short grace period
- Bonus scoring
- Bonus multiplier via the top orbit
- Hitting the moving lit 1-6 target lights the spinner and Bonus multipliers
- Yagov kicker shot awards the kills
- Left inlane gives Launch Bonus Hurrup to the vuk
- vuk shot spots random TOMCAT letter
- TOMCAT targets light locks.
- The diverters on the ramp will route the ball to a lit lock
- Once 3 balls are locked, the vuk shot will start the multiball. At the moment this just kicks the 4 balls onto the playfield, no specific code here yet

The only thing I'm not planning to recreate fully is the display animation etc. I've decided to go back to the RGB DMD matrix display, including 2 half size ones on the apron (the glass *just* clears them). A couple of slightly blurry pictures. At the moment both the apron displays mirror each other for testing.

DSCN0036 (resized).JPGDSCN0036 (resized).JPG

DSCN0037 (resized).JPGDSCN0037 (resized).JPG

So far I didn't write one line of Python code to get all of the above working, and I'm pretty confident I can finish the original ruleset without writing any. Once you get your head around the "config" style of the framework and the whole event-based activity it's really good to use.

So next steps ...

- put some new switches in F-14. I've found that some of the old switches are really flaky, especially the 2 centre locks. Often a ball will land in there and the switch won't register even though it's closed. Pinmame and MPF both get confused at that point. Got some replacements on order.
- work out how to attach the apron displays.
- get the full multiball code working
- put some more sounds in - I spent a few hours dumping all the original sounds and music from pinmame, so just need to plumb them in.
- add the missing lamp shows

Then we can extend to the additional Second Sortie rules, but I've learned over the course of this extended thread not to run before I can walk

#445 5 years ago
Quoted from LargemouthAss:

Why did you decide to ditch the HD and go back to the RGB DMD?

2 reasons I guess. Firstly it feels a bit more "old school" which I prefer. Secondly, my artistic skills are on the same level as a potato and generating all the graphics it would need is beyond me. It was fun to play around with but a real time suck. Keeping a DMD display (although colour) means I can focus on the game itself instead of what to put on the display. That said the DMD will play video clips if I decide to circle back on adding some.

Quoted from toyotaboy:

If I were to restart my homebrew project would you recommend MPF as well?

That's a tough call, there are vocal advocates for each of them. You should probably try both and see which you prefer. Folks that didn't know python have and are producing impressive results from Skeletongame, and it's also the base framework behind some commercial machines now (TNA, Houdini and Oktoberfest) so is solid. I have a programming background (although very old-school) and for me python just doesn't "click". I looked back over the F14 code I'd written some years back and it was a real mess, so starting over was going to be a good idea. I looked at Skeletongame again, then at MPF and decided to give MPF a shot for a few weeks and see how it went. At the moment I'm certainly finding it a more comfortable environment to work in.

3 years later
#450 2 years ago

Time to blow the cobwebs off this again for the thousandth time. A few years ago someone said I'd never finish this, and it seems they were right.

I don't make the board any more that connects the P-ROC to a Sys11, mainly because the "Arduino Pinball Controller" (APC) seems to be very capable of handling it, will slave to MPF and with a Pi on board running Lisy it can also do pinmame, all for a fraction of the cost.

So I've built myself an APC board and am currently working on sorting out the F14 sounds for it to use. So far APC is only connected to switches and the original Sys11 segment display but it seems to be running OK. I'll put the technical stuff for this on the flippertreff forum as that's where some other APC game specific stuff sits.

3 weeks later
#453 2 years ago
Quoted from StupidJackpot:

I say you will finish the project someday.

I'm hoping so

From a technical setup perspective with the APC, I've been documenting over on the German Flippertreff forum. My thread is in English though....

https://www.flippertreff.de/start/forum/topic/11824-apc-in-f-14/

The board is up and running and I'm starting to work on programming this direct on the Arduino in C++, the framework/API already lays down the basis which you can then build on...

#454 2 years ago

Because I'm a bit old school when it comes to programming, I'm finding coding in C on the Arduino much easier to get my head around than the frameworks I've used before.

Only spent a few hours so far and the following is working (I'm recreating the original Williams rules to get familiar with things)..

- Slings and popbumper
- Tomcat targets respond as they should (solid, blinking, resetting once all hit)
- Rescue outlane is working, tied into the centre rescue targets and the kickback with a grace period.
- Top orbit ball tracking is working, so bonus multiplier gets awarded correctly.
- Bonus lamp display working
- Yagov kicker shot working, lights Kill lamps in sequence
- Centre 1-6 target handling working, including changing the spinner value
- Added some debounce handling to settle some of the noisy switches

I'm getting to the point where I need to think about handling the locks and divertor ramp and putting together the logic for multiball. This was where I struggled with MPF (and before that pyprocgame) as working through all the abstraction and having to put some code in was something I found hard (I don't really like Python). Once I've planned out how I'm going to put this together, I feel confident that the coding will come together.

Once I've recreated the original rules (with sounds, light shows etc) then I can start looking to add the "Second Sortie" stuff. The Arduino has plenty of program space left, at the moment I'm only using around 15% of what's available.

1 month later
#455 2 years ago

Time for an update. I've just about completed programming all of the original F14 ruleset, I can now play a game properly through to multiball and then on to the fighter jackpot. All the other F14 features/rules are programmed too. Just a few exceptions -

I've not replicated all the original light/lamp shows, they take quite a while to do.
Although I have the sound files, I've not 100% inserted all the callouts, but most are working along with the music.
Need to do a little more testing when more than one player to make sure the lock handling between players is as it should be.

Next steps are then to start adding the "Second Sortie" / 2.0 extras. First thing will be to start testing the autolaunch I have installed but never really used. I plan to just adjust the original F14 multiball and have it run for a minimum of a fixed time period. If a ball drains during that time, it'll be returned back into the game via the autolaunch.

For the new stuff I've got a bunch of ideas which were documented way earlier in this thread, I'm also going to steal (I tried to contact the site owner) some of these ideas https://speak1970.wixsite.com/slamspinballemporium/f-14-tomcat-rules

A huge shout out to Black Knight (Frank) on the flippertreff forum for supporting his APC board and helping me through some dumb issues I came up with. Both the board and framework are very solid.

I'll shoot some video and upload that soon.

#456 2 years ago

This is the video I shot of the gameplay. Still a couple of bugs to iron out, and as I tested positive for Covid yesterday I should have a little extra time over the next few days!
The video shows progression through to multiball and the end of the game. Just about all the original rules are now coded but I want to clear out all the remaining bugs before I start to adapt it further. Hopefully some video of the multiball with auto launch in the next day or so. The blur is my trash can which for some reason I didn't move out the way, and to the left of the machine you can see a screen with all the scrolling debug information.

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