(Topic ID: 289066)

Flash Gordon 2021: Re-imagined code for Bally Flash Gordon (1981)

By bluebomber

2 years ago


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  • 234 posts
  • 44 Pinsiders participating
  • Latest reply 3 hours ago by shimoda
  • Topic is favorited by 86 Pinsiders

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There are 234 posts in this topic. You are on page 5 of 5.
#201 1 year ago
Quoted from geeteoh:

I did more analysis last weekend on Alltek MPU boards. I need to verify against a stock bally MPU.

What clock speed is the CPU running on the Alltek when jumpered for Bally clock speed?
People have in the past had issues with S&T boards when they incorrectly jumpered their Allteks for Stern MPU200 CPU clock speeds.

#202 1 year ago
Quoted from geeteoh:

I'd recommend a longer delay at step 9. My board waits 32 microseconds before reading the first nibble. Then 280 microseconds to before reading the second nibble. Your step 9 is right on the edge and probably not long enough for my board.
I did more analysis last weekend on Alltek MPU boards. I need to verify against a stock bally MPU. They do have a consistent delay after the interrupt and before the first nibble settles. They do have a pretty consistent delay to the second nibble. But the hold time of the second nibble (step 9) is all over the map - even on one machine. My 280 microseconds is pushing the limit. I'll edit this post tonight and put in the hold time variation I saw.

Okay -- easy to try a longer delay. I can put it on a define to make it configurable as well.
If tktlwyr can reflash the Arduino easily enough, perhaps they can test for us.

#203 1 year ago
Quoted from Quench:

What clock speed is the CPU running on the Alltek when jumpered for Bally clock speed?
People have in the past had issues with S&T boards when they incorrectly jumpered their Allteks for Stern MPU200 CPU clock speeds.

They were all (MMPM, FG, and Xenon) set to Bally clocks. I verified with pics I had on my phone just now.

#204 1 year ago

The MPU board cycle times I calculated were based on the same code DickHamill posted. Note Elektra uses the same code so timing should be the same.

Has anyone looked at the S&T code to see what wait times it's using?

#205 1 year ago
Quoted from DickHamill:

Okay -- easy to try a longer delay. I can put it on a define to make it configurable as well.
If tktlwyr can reflash the Arduino easily enough, perhaps they can test for us.

I can test for you. I will be out of town for the weekend starting Friday, though.

#206 1 year ago
Quoted from tktlwyr:

I can test for you. I will be out of town for the weekend starting Friday, though.

tktlwyr , did you compile and load the code yourself, or did you buy a pre-burned kit? If you loaded it yourself, can you run an experiment?
In your BallySternOS.cpp, search for these lines:
// wait 76 microseconds
delayMicroseconds(145);

and change the 145 to 250, so it reads:
// wait 76 microseconds
delayMicroseconds(250);

Then, re-upload to your Arduino and give it a shot?
As you can tell from the comment above ("wait 76 microseconds") this value has been in flux already. Hopefully we can find a delay that works for everyone.

4 weeks later
#207 1 year ago

Has anyone tried the new code on a FG that uses the Sounds Plus and Vocalizer boards? If the original 6800 game software is the same for the SP/V units, it would make sense that the Arduino code written for the S&T would work with SP/V as well, but I don't have a SP/V to actually test it.

#208 1 year ago
Quoted from RoyGBev:

Has anyone tried the new code on a FG that uses the Sounds Plus and Vocalizer boards? If the original 6800 game software is the same for the SP/V units, it would make sense that the Arduino code written for the S&T would work with SP/V as well, but I don't have a SP/V to actually test it.

I just emailed them with the same question. Curious to see what they say.

#209 1 year ago
Quoted from RoyGBev:

Has anyone tried the new code on a FG that uses the Sounds Plus and Vocalizer boards? If the original 6800 game software is the same for the SP/V units, it would make sense that the Arduino code written for the S&T would work with SP/V as well, but I don't have a SP/V to actually test it.

Should work. Communication is identical between boards.

#210 1 year ago
Quoted from DickHamill:

tktlwyr , did you compile and load the code yourself, or did you buy a pre-burned kit? If you loaded it yourself, can you run an experiment?
In your BallySternOS.cpp, search for these lines:
// wait 76 microseconds
delayMicroseconds(145);
and change the 145 to 250, so it reads:
// wait 76 microseconds
delayMicroseconds(250);
Then, re-upload to your Arduino and give it a shot?
As you can tell from the comment above ("wait 76 microseconds") this value has been in flux already. Hopefully we can find a delay that works for everyone.

Just saw this. I’ll play with it this weekend. Thank You!

2 weeks later
#211 1 year ago

See the edited original post on this thread and GitHub pages for more information.

I just uploaded a version of FG2021 to the BSOS GitHub that is meant for the revision 3 board with an Arduino Mega 2560. This version will always support the latest version of the operating system. I have run out of program space on the revision 1 board's Arduino Nano, but the Mega seems to provide more space than I will ever need for this project. I have also rebuilt the self test / audit mode of the machine and I added adjustable score award thresholds, number of high scores beat, total replays, and made current credits adjustable.

The rev 1 Nano version is still available on my GitHub and is considered a complete game with Squawk & Talk sound, but it will not support the latest operating system or have feature updates in the future. It will still be supported and have bugs fixed though. I had enough space to add the updated self test / audit mode, but I was only able to include the tracking for how many high scores have been beat.

I have a couple other projects rolling around right now, but I'm looking forward to working with the Mega more and adding more features and options down the road.

#212 1 year ago

Awesome! Thanks for the effort!

2 weeks later
#213 1 year ago
Quoted from bluebomber:

See the edited original post on this thread and GitHub pages for more information.
I just uploaded a version of FG2021 to the BSOS GitHub that is meant for the revision 3 board with an Arduino Mega 2560. This version will always support the latest version of the operating system. I have run out of program space on the revision 1 board's Arduino Nano, but the Mega seems to provide more space than I will ever need for this project. I have also rebuilt the self test / audit mode of the machine and I added adjustable score award thresholds, number of high scores beat, total replays, and made current credits adjustable.
The rev 1 Nano version is still available on my GitHub and is considered a complete game with Squawk & Talk sound, but it will not support the latest operating system or have feature updates in the future. It will still be supported and have bugs fixed though. I had enough space to add the updated self test / audit mode, but I was only able to include the tracking for how many high scores have been beat.
I have a couple other projects rolling around right now, but I'm looking forward to working with the Mega more and adding more features and options down the road.

Picked up a wav trigger so really looking forward to sounds being added

1 week later
#214 1 year ago

Building some BSOS boards for friends and there's a ? about Flash Gordon. Does the 2021 code include support for background music via a wav trigger board at this point?

#215 1 year ago
Quoted from RatShack:

Building some BSOS boards for friends and there's a ? about Flash Gordon. Does the 2021 code include support for background music via a wav trigger board at this point?

Do you know which BSOS board revision you are building?

There are two versions of the FG2021 game code at the moment. The BSOS Rev1 board (Nano) code only supports the original Squawk & Talk sounds. The Rev2 (Mega) board code supports both the Squawk & Talk and WAV Trigger sounds, but the only sounds that are currently implemented are the Squawk & Talk.

#216 1 year ago
Quoted from bluebomber:

Do you know which BSOS board revision you are building?
There are two versions of the FG2021 game code at the moment. The BSOS Rev1 board (Nano) code only supports the original Squawk & Talk sounds. The Rev2 (Mega) board code supports both the Squawk & Talk and WAV Trigger sounds, but the only sounds that are currently implemented are the Squawk & Talk.

I'm building Mega boards for the games where it's an option.

1 month later
#217 1 year ago
Quoted from bluebomber:

Do you know which BSOS board revision you are building?
There are two versions of the FG2021 game code at the moment. The BSOS Rev1 board (Nano) code only supports the original Squawk & Talk sounds. The Rev2 (Mega) board code supports both the Squawk & Talk and WAV Trigger sounds, but the only sounds that are currently implemented are the Squawk & Talk.

would there be an example for implementation of the wav trigger? No idea how to start there though I ordered a wav trigger for this

#218 1 year ago
Quoted from bluebomber:

Do you know which BSOS board revision you are building?
There are two versions of the FG2021 game code at the moment. The BSOS Rev1 board (Nano) code only supports the original Squawk & Talk sounds. The Rev2 (Mega) board code supports both the Squawk & Talk and WAV Trigger sounds, but the only sounds that are currently implemented are the Squawk & Talk.

Actually the REV 1 and REV 2 boards are both for the NANO. The difference is the REV 2 has some extra logic needed for STERN sound cards. The REV 2 is what I use in Meteor for the 2021 code. The REV 1 is fine for Bally and early STERN games with chimes.

The REV 3 board is the one that supports the embedded MEGA PRO module instead of the NANO.

2 months later
#219 1 year ago

Just picked up FG at Texas Pinball Festival this weekend. Got a RoyGBev board on order and already have a spare Wave Trigger. Can't wait until we can use sounds from the movie in the game!

#220 1 year ago
Quoted from ElCid95:

Just picked up FG at Texas Pinball Festival this weekend. Got a RoyGBev board on order and already have a spare Wave Trigger. Can't wait until we can use sounds from the movie in the game!

geeteoh has a replacement Squawk and talk board that allows you to add custom sounds. I have 2 of them. Work great check it out before you start on your Flash Gordon
Mike

#221 1 year ago

I'm hoping that like my Meteor 2021, I can eventually use the RoyGBev Arduino board with the Wave Trigger to add new sounds without Geeteoh's replacement Squawk and Talk board.

7 months later
#222 4 months ago
Quoted from ElCid95:

I'm hoping that like my Meteor 2021, I can eventually use the RoyGBev Arduino board with the Wave Trigger to add new sounds without Geeteoh's replacement Squawk and Talk board.

ElCid95 Any update on how you made out? I was kind of thinking the same, since RoyGBev solution gives the flexibility for rules as well.

2 weeks later
#223 3 months ago

It's well past my capabilities. I was hoping my post would inspire some of the excellent Pinsiders here to take on the project.

1 month later
#224 69 days ago

Deleted

#225 68 days ago

Do I need a programmer to start tinkering with this code on my mega 2650 or does it hook up straight to the PC via usb? I'm just starting out and am a noob here.

#226 68 days ago

You download the Arduino development application, download the game code from GitHub, open it up in the Arduino software and you are looking at the code. USB connect an Arduino Mega and upload the code into it. So from there you need to modify the code to use your alternative sound source, the WavTrigger.

The WavTrigger you insert a SDcard loaded with your sound effects and/or music. The WavTrigger only uses uncompressed CD quality wav files. The BSOS code has been designed to send commands to the WavTrigger to have it play individual tracks, start, stop, pause, loop, set volume, etc.

If programming is new to you this would seem a bit overwhelming. That is where I started from, not a programmer, but slowly figured it out and rewrote Eight Ball that is now being played by people.

2 months later
#227 3 days ago

The site is gone!?! No examples of the hardware setup or anything, all just gone.

#228 3 days ago
Quoted from shimoda:

The site is gone!?! No examples of the hardware setup or anything, all just gone.

looks like just the rev3 stuff is gone, the other stuff listed in message 1 is still there

#229 3 days ago
Quoted from slochar:

looks like just the rev3 stuff is gone, the other stuff listed in message 1 is still there

I believe it is temporary.

#230 2 days ago
Quoted from slochar:

looks like just the rev3 stuff is gone, the other stuff listed in message 1 is still there

All of the BSOS stuff and the instructions (.io) are gone - as if they were never there. That's strange. I have a download of the master from november, but not the hardware build and other info from the info pages.

#231 2 days ago

Grab the hardware stuff from Dick Hamill threads if you need it.
Did you try dm bluebomber directly to see what's going on with some of the subsections on GitHub?

#232 2 days ago

If you guys are revisiting code again and you get a chance it would be the best of both worlds if 2021 code was compatible with the geeteoh sound replacement board.

#233 2 days ago
Quoted from digitaldocc:

If you guys are revisiting code again and you get a chance it would be the best of both worlds if 2021 code was compatible with the geeteoh sound replacement board.

If that board works as if it was an original board then nothing special should need to be done to use it,

#234 3 hours ago
Quoted from slochar:

Grab the hardware stuff from Dick Hamill threads if you need it.
Did you try dm bluebomber directly to see what's going on with some of the subsections on GitHub?

No grabbing anything from the posts as they all link to ballysternos github which is defunct/gone. The RetroPinUpgrade repositories are missing all hardware info (pcb files/schematics/etc) and .io pages. Have messaged Dick Hamill here, so gonna wait to see what's what. Obviously the repositories were removed for some reason... Anyone happened to have downloaded the repository/io pages before it was taken down?

bluebomber forwarded me the RetroPinUpgrade github address but it only has the code for games, not the base BallySternOS code or info.

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