(Topic ID: 243115)

Firepower Duel, destroy or be destroyed!


By HighVoltage

62 days ago



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  • 63 posts
  • 20 Pinsiders participating
  • Latest reply 35 days ago by mof
  • Topic is favorited by 25 Pinsiders

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FP-NWPAS (resized).jpg
Firepower-Duel (resized).jpg
FP-Duel-sign (resized).jpg
FP-Duel-Show1 (resized).jpg
jerseyjack (resized).jpg
FP-Duel-loaded (resized).jpg
FP-Duel-Start (resized).jpg
FP-Duel-Hits (resized).jpg
FP-Duel-Enemy (resized).jpg
FP-Duel-BG (resized).jpg

There are 63 posts in this topic. You are on page 1 of 2.
21
#1 62 days ago

How can you improve on the all-time classic Firepower?

For the first time you can battle head-to-head in real time on two linked Firepower pinball machines!

Blast your opponent's ship, take down his shields, drain his energy, and deliver the death blow before he gets you.

There's no scoring in this game, it's destroy or be destroyed.

Collect crystals to regenerate your shields.

Load the tubes to start either dual or triple torpedo attacks.

.

Thanks to Zacaj for all his help, and his system3-6 OS platform.

#2 62 days ago

Firepower Duel will make its premier at the Northwest Pinball and Arcade Show at the end of this month!

#3 62 days ago

Holy shit, yes!

#4 62 days ago

Those aren't scores. The left display shows your power bar and the right display shows the status of your shields.

FP-Duel-BG (resized).jpg

#5 62 days ago

The enemy ship is in sight. Target the 6 areas to do damage. Note the lights indicate his shields are up: take those out first!

FP-Duel-Enemy (resized).jpg

#6 62 days ago

RULES

Targets 1 - 6 represent areas of the enemy ship, and the associated 1 - 6 lights represent the shields protecting those areas.

Hit the target to take down the associated shield. Once the shield is down, hit the exposed target to do damage.

Your enemy is monitoring his displays for his power level and status of his shields. He can regenerate his shields by collecting crystals.

Crystals are gathered by various tasks on the playfield: the spinner and pop bumpers are particularly rewarding. Your crystal count is shown on the playfield 1-10 vertical light scale. Gather ten crystals to automatically regenerate a shield.

Lock your torpedoes in any of the three tubes. Hit the top center target to release locked-in torpedoes for multi-torpedo attack.

Stray torpedoes can damage your own ship: side drains give you some damage, but you'll suffer even more from a center drain.

You have unlimited torpedoes, but not unlimited power. Each hit drains your power, and there's no restoring it.

When your power is critical, the alarm is sounded, and the next hit you take will destroy you.

Quick, even after the death blow, you may have a few seconds to launch some final torpedoes to take your enemy down with you.

#7 61 days ago

Ohhhhhhhhhhh snap! Looks like I have to find another Firepower!

#8 61 days ago

Wow - well thought-out, highvoltage and very unique re-working to get away from "winning via score" to instead "win the battle"! Hope it's set up near my booth at the show because I can't wait to see it!

-Rob
-visit http://www.kahr.us to get my daughterboard that helps fix WPC pinball resets or my Pinball 2000 H+V Video Sync Combiner kit

#9 61 days ago

Very creative! Would love to see it........wish I was closer.

#10 61 days ago

this sounds super freaking cool! nicely done! hope youll take some videos for us who cant make it!

#11 61 days ago

I’d love to find 2 firepowers to do this

#12 60 days ago

I'll get some video at the show for you guys to see it in action too.

#13 60 days ago

Cross-posting some other comments I made about the background of this project...

Quoted from rkahr:

I was looking at the games list for the show - saw two Firepowers on it - highvoltage are they both yours?

Indeed, two Firepowers = one Firepower Duel.

One of them is this one, which is technically sold, I received a deposit for it but arranged with buyer to keep it until the show.

https://pinside.com/pinball/forum/topic/for-trade-restored-firepower

The other one was a project I picked up last summer, the boards weren't installed but was told they should start just have several issues. I installed them all, and it only needed one transistor replaced, so it turned out to be not much of a project after all. I originally thought I'd fix the project one and sell it, but wanted to free up more cash for other deals, so decided to sell the more valuable restored one.

I've always planned to do a reprogram of Firepower, and thought may as well try linking them since I have two. Now that it worked out, not sure if I made the right decision selling one, ha. Good thing is there's quite a lot of them around, if the deal doesn't fall through, I'll probably pick up another one some day. Doing the project has given me lots more ideas I could implement, this version was more a proof-of-concept, but then I cleaned it up and refined it. But there's some areas I didn't spend much time on.

#14 59 days ago

Well Done! I'd like to know more. Sounds like you are using the original boards, how do you link the 2 games?
Will you make the solution available for others to try?

#15 58 days ago

I'm actually just trying to link them up for the first time tonight, heh. Running into a little trouble right now, but I think I know what I did wrong. Happens a lot when you're eager to see some progress.

I'm doing what other pinball manufacturers do, I made my own little node boards to do some networking. Hope they don't blow! I actually blew about 10 straight over 2 days, because I suck at hardware design: I'm a software guy. But they aren't difficult to fix fortunately.

Because my target was to have it ready for the NWPAS at the end of this month and I'm just making use of the stuff I have on hand, some things are done in a naive and labor intensive way. I should do a more robust version, as I mentioned this one was more of a proof-of-concept. Maybe after the show I'll think about a Kickstarter. But I think the problem will be that few people have two Firepowers.

#16 58 days ago

This should be designed to network over the internet. Then two Firepower owners could duel each other.

#17 58 days ago

That might actually not be too farfetched. The things I have in mind for the more purposefully-designed version might not be that difficult to adapt to ethernet. Inter-machine lag wouldn't really matter much for this game either. After the show, I might give that some thought too.

I'm going to go fix what I screwed up in my link now... cross your fingers.

#18 58 days ago

I have two Firepowers. I'd love to try this if you offer it to the community at some point. My 2nd Firepower is a project machine that needs the playfield reassembled, boards repaired and cabinet made solid. Great idea. Can't wait to hear what kind of attention it gets at the show.

#19 57 days ago

After some wiring debugging, the first successful side-by-side cross-talk testing this morning.

Start of the game:

FP-Duel-Start (resized).jpg

After some torpedo hits: left player with shield 2,5 down, and power bar partially drained, right player with shield 2,3 down.

FP-Duel-Hits (resized).jpg

#20 56 days ago

This is awesome... keep this thread updated!

#21 56 days ago

Awesome! Can't wait to play this at the show!

#22 56 days ago

The left machine, the one that I picked up as a project is acting up. Granted, I haven't done any bullet-proofing on that one, I just rushed into my fun project, and also because there's limited time before the NWPAS, I can't really do everything. Just when I got my node boards in each machine fixed, that one started resetting and the two solitary trough switches in column 8 also stopped registering. I put it back to stock to make sure it wasn't my additions causing issues, and then added some code to my game to display switch activations on display 4. It wasn't my updates, same behavior with stock stand-alone hardware. I fixed the resetting by redoing the 12V power->MPU line. But haven't solved the trough switches yet, I think it's probably continuity.

Of course this crap has to come up and screw up my fun, especially on the home stretch.

If anyone coming to the show has a solid power board and power harness they can bring, it'd be nice to have a potential backup available.

#23 56 days ago

I have a Black Knight power board I could yank that probably is the same. We could loop Victor and Okert in for trouble shooting on Thursday when the games arrive and ask Dave to bring his Williams test rig. He probably has boards too. Wanna PM me your email address and we can loop those two in? --Dan

#24 56 days ago

Unfortunately the trough switches issue is more than continuity. The right and center trough switches are the only thing in column 8. I got out my logic probe and checked IC18 7406. Pin 8 is high and 9 is low. They don't pulse like the other ones on that chip: 5/6, 1/2, 12/13 all pulse. That doesn't seem right. Any thoughts? Bad PIA?

#25 56 days ago
Quoted from HighVoltage:

Unfortunately the trough switches issue is more than continuity. The right and center trough switches are the only thing in column 8. I got out my logic probe and checked IC18 7406. Pin 8 is high and 9 is low. They don't pulse like the other ones on that chip: 5/6, 1/2, 12/13 all pulse. That doesn't seem right. Any thoughts? Bad PIA?

I had an issue similar to this and I was about ready to change the chip when I took the board out I noticed a solder bridge between two pins and a cold solder on another. Maybe check that out first.

#26 56 days ago

Man this looks amazing. FP is one of my fav games! I can't wait to see the final product.

#27 55 days ago

I tested again this morning, and it is actually pulsing the same as the other columns. I think I didn't start the game yesterday and they don't pulse in gameover for some reason.

Anyway, it's not the PIA, as it's pulsing the same as the one in the good machine, don't see any difference.

I may have to burn a test ROM and do some more advanced testing.

#28 55 days ago

After checking for continuity from the switches to the board, check solder joints on the switch matrix connectors (right side of the driver board).

#29 55 days ago

After more thorough testing, comparing the good machine to the bad, I've isolated the difference. In game over, pin 8 of the 7406 is H on the bad machine, but H-pulse on the good machine. It must be either the 7406 is bad, or maybe what Matt_R suggested, there is some short holding that pin H.

I have no spare 7406 on hand, but I noticed it looks like only 4 of the 6 inverters seem to be used. I could cut the suspect one out and rewire to one of the unused ones. I only see 1/2, 5/6, 9/8, 13/12 in use according to schematics. Does anyone know for sure if 3/4, 11/10 are truly free?

For now, I think I'll just disable trough logic in the code and finish the rest of my work until I have a 7406 on hand. Then I'll remove the board and look for shorts, and if I don't find any swap out the chip, or maybe rewire to unused inverter.

#30 55 days ago

Is that with both your new roms and the original? IC18 is just an inverter, if pin 8 is H and pin 9 is L then the inverter is still working fine, and the issue is either IC11 or a short

#31 55 days ago

OK, I was wondering about that too, just odd that 8 was pulsing on the good machine. I'll investigate some more.

I haven't tried with the original ROMs, hate messing with 6 chips and those crap sockets, and removing the 2764 adapter. Do you think it's worth it? Or is there a 2764 image for the original available? I haven't seen one, maybe I should just try making it myself.

Will a test ROM reveal the problem quickly?

#32 55 days ago

Man this is a genius idea. Can’t wait to see it in action.

Oh right, no Seattle show for me this year.

Dammit!!

#33 55 days ago
Quoted from HighVoltage:

OK, I was wondering about that too, just odd that 8 was pulsing on the good machine. I'll investigate some more.
I haven't tried with the original ROMs, hate messing with 6 chips and those crap sockets, and removing the 2764 adapter. Do you think it's worth it? Or is there a 2764 image for the original available? I haven't seen one, maybe I should just try making it myself.
Will a test ROM reveal the problem quickly?

If you follow that diagram on Leons site, it's pretty easy to make the 2764 image for the original roms. With a test rom all outputs of the pia should be pulsing constantly, so if they're not then you'd definitely find a hardware issue.

I'm mostly confused by the game over bit. Nothing in the hardware or software should be paying attention to that

#34 55 days ago

Is the game over or not difference just related to timing of the switch scan because I have much fewer active switches in game over? Anyway, that same ROM image and behavior is all working fine on the other machine, so seems alright.

Making an original 764 image was straight forward, guess I should have done that sooner. I went into switch test, and all the trough switches are registering fine! But the game still won't start. Start button is also fine in switch test. Is there anything else in start logic besides trough switches?

I did notice coin door solenoid is energized / locked-on. Not sure when that happened, or if it always was. The driver Q45 tests good though. It seems like there must be a ground short somewhere. Maybe that's affecting more.

#35 55 days ago

Game set to freeplay or has credits available?

#36 55 days ago

Thanks: I've been working on my custom code so long, I forgot about that requirement on the original. That's all it was. Everything works fine with the original ROMs.

Before that, I also switched driver boards between machines to verify my conclusion that it was some short in the playfield. The problem stayed with the same machine. So the problem is related to a combination of the custom code and something particular with the playfield. The other machine works perfectly with both original code and custom code. I think I have to go through and check all the diodes on the suspect machine.

The locked on coin solenoid was resolved by something I did too, unless Q45 finally gave out. Have to retest it.

#37 55 days ago

Screw column 8, had enough of messing with that. I moved those two trough switches to empty slots in column 7 and all's well.

I'm back on track.

#38 54 days ago
Quoted from HighVoltage:

Screw column 8, had enough of messing with that. I moved those two trough switches to empty slots in column 7 and all's well.
I'm back on track.

#39 54 days ago

I had a crazy breakthrough today. I kept having problems with my nodeboard on the sketchy machine. I kept thinking it was something goofy with that machine, just like the column 8 nonsense. I lifted the playfield with the machine running and the nodeboard malfunctioning. I poked my head in close to look at the nodeboard and reached my hand out to touch it for no particular reason and it stopped malfunctioning. I moved my hand back and forth: functioning / malfunctioning. I realized that nodeboard is positioned less than half-an-inch different from the other machine, and that's all it took to get interference from other components and make it malfunction. My hand blocked the interference. I put some shielding in place on the board and it works fine now!

Crazy, I had been working on that problem for several days, and it was something stupid. I think that's the last real wall I had to scale.

#40 53 days ago

saw the announcement on FB and i'm really looking forward to checking this out.

unfortunately my FP isn't functioning and won't be at the show.

#41 50 days ago

Does anyone want to stop by and do some beta-testing with me? I am near Alderwood Mall about 15 minutes north of Seattle. I have yet to play anyone, so you'd be the first with me!

I want to do some tuning of the configuration, like how much power to start with, how much effort it takes to regenerate shields. Rather than just try to bash-the-hell out of the other ship, it might be fun if other strategies might be winning ones too.

I might also just leave it as a furious bash fest if that seems most fun, we'll see.

#42 49 days ago

Just played this with highvoltage — super fun, high adrenaline to battle away. Cool use of existing sound assets and a new main soundtrack. Hearing ‘you are destroyed’ immediately makes you want to hit start again for a rematch. Super impressive work!!

#44 49 days ago

Thanks mbecker, nice to know first beta tester really enjoyed it! Was fun for me to finally play it live rather than just test playing on one machine not knowing how it will be head-to-head.

I guess it's kind of a new main soundtrack. It seemed that way to mbecker because there's some assets in the existing Firepower sound ROMs that are mysteriously not used in the original game. I used one of those (21) for the starting background: I call if "UFO". The background atmosphere sound switches to more intense / louder as your power is drained and you near death.

We made a video of our versus play, but I'm not releasing anything 'til the unveil at the show. But best to get some video saved, just in case. Never know what happens on the way to the show! But FP-Duel is loaded and ready awaiting lots of friends to join tomorrow.

FP-Duel-loaded (resized).jpg

#45 49 days ago
Quoted from HighVoltage:

FP-Duel is loaded and ready awaiting lots of friends to join tomorrow.

That's a one-of-a-kind treasure - the rest of that truck should be filled with bubble wrap to protect the game in transit. I just printed my boarding pass for my early Friday flight to the Northwest Show; this setup is at the top of my "must try" list. Congratulations on creating this - it's an awesome innovation!

-Rob
-visit http://www.kahr.us to get my daughterboard that helps fix WPC pinball resets or my Pinball 2000 H+V Video Sync Combiner kit

#46 48 days ago
jerseyjack (resized).jpg
#47 48 days ago

If you are posting show photos to social media this weekend, please use the hashtag #nwpas
Thanks!

#48 44 days ago

Hi guys, was a very busy weekend for me at NWPAS, especially as I also volunteer for the show driving the truck transporting people's games. The show was great, and as always it's one of the highlights of the year for me.

During the show I do very little else other than focus on the show: rarely even jump on the net, as it's mostly a weekend of pinball debauchery for me, and I'm still a player first. I was enjoying seeing and trying the new pins mostly, and also keeping on eye on Firepower Duel and giving tutorials and talking to people about it.

Just wanted to post a quick follow up, that I haven't forgotten about the video, and I'll write more about Firepower Duel at the show soon.

#49 44 days ago
Quoted from HighVoltage:

Hi guys, was a very busy weekend for me at NWPAS, especially as I also volunteer for the show driving the truck transporting people's games. The show was great, and as always it's one of the highlights of the year for me.
During the show I do very little else other than focus on the show: rarely even jump on the net, as it's mostly a weekend of pinball debauchery for me, and I'm still a player first. I was enjoying seeing and trying the new pins mostly, and also keeping on eye on Firepower Duel and giving tutorials and talking to people about it.
Just wanted to post a quick follow up, that I haven't forgotten about the video, and I'll write more about Firepower Duel at the show soon.

Can’t wait to see the video!

#50 44 days ago
Quoted from danczaz:

Can’t wait to see the video!

I can't wait to see the video either!

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