(Topic ID: 304148)

FunHouse 2.0 Rudy's Nightmare

By Knapp_Arcade

1 year ago


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There are 2,412 posts in this topic. You are on page 47 of 49.
#2301 47 days ago
Quoted from chillme:

Nope, you can’t due the file package. pinsound needs to provide a tool to do this.

So, I can read their files, I just cant write them?
This is contrary to what I heard during development. But that was a LONG time ago...

FH 2.0 must be a proprietary product.

I guess Ive got to get up to speed on this.

However, I guess that I cant manipulate the FH 1.0 files, or add in my custom orchestrations?

Ive edited my earlier post!

#2302 47 days ago
Quoted from pinballinreno:

So, I can read their files, I just cant write them?
This is contrary to what I heard during development. But that was a LONG time ago...
FH 2.0 must be a proprietary product.
I guess Ive got to get up to speed on this.
However, I guess that I can still manipulate the FH 1.0 files, or add in my custom orchestrations?
Ive edited my earlier post!

Correct, the pinsound studio will not write the file and they do not have a utility to handle the archive. I played around with running the file thru various utilities to see if I could find something. But it looks like a proprietary format to pinsound. You cannot modify FH 1.0, same file package. I was looking to fix the audio levels, no dice. Just can’t write the file and the pinsound xl card will not read/discover sound zips to be included like you would do with a pinsound card.

pinsound has never come back here and answered my question about a utility or how to create the psp file. Somebody posted that they were told by pinsound they were working on it.

Disappointing, because I had a custom orchestration for Funhouse 1.0, I was using on a pinsound card before I upgraded to FH2.0.

#2303 47 days ago

Finally got to installing this the other day, had to fix up a few things on the machine prior to install.

I found Funhouse 2.0 v.992 to be pretty good overall. Need to dig into the nuances, seems that the order modes are presented is pretty important for setting up stacks, and not sure if everything is random or if the selecting of modes via right inlane are in set order... Clones can overpower other mode scoring if you can keep it going, maybe nerf this a bit. The art, music and presentation are all well done and this version is fun to play. Good job here!

Very important: we need to be able to set ballsaver time for multiballs, including disabling it completely. 15sec is way too long IMHO. Consider doing what Funhouse 1.0 and other games of the era did: instead of a ballsaver, implement multiball-restart features if no jackpots are scored.

As for the original Funhouse: Oh boy, oh boy, oh boy... we got problems. The audio sucks. It's got no punch or clarity compared to the original sound board and some of the tones in music are just off-key. But by far the worst aspect is the jackpot celebration, or lack thereof. Where are the BOOOOOM-BOOOOOM-BOOM-BOOM-BOOOOOMs?? Where is the lightshow?? What is this travesty?!

Making Rudy scream with the booms and lightshow is one of the best things in all pinball, and the older, half-assed version presented here is almost in itself a dealbreaker for the whole kit. You (read: Pedretti) really need to fix this ASAP. Either install L-12 as the default software version for 1.0 or allow us end-users to load the Funhouse ROM of our choosing on the USB stick and have the system use it for emulation. And please fix the rest of the sound. I don't know if it's samples or emulated, but it sounds like a transistor radio compared to the original game. I would expect Pinsound can do better than this.

Looking forward to the next update!

#2304 47 days ago

Odd, I just asked about this and everyone was saying it was fine, granted I'm on the original release code still.

#2305 46 days ago
Quoted from chillme:

Correct, the pinsound studio will not write the file and they do not have a utility to handle the archive. I played around with running the file thru various utilities to see if I could find something. But it looks like a proprietary format to pinsound. You cannot modify FH 1.0, same file package. I was looking to fix the audio levels, no dice. Just can’t write the file and the pinsound xl card will not read/discover sound zips to be included like you would do with a pinsound card.
pinsound has never come back here and answered my question about a utility or how to create the psp file. Somebody posted that they were told by pinsound they were working on it.
Disappointing, because I had a custom orchestration for Funhouse 1.0, I was using on a pinsound card before I upgraded to FH2.0.

This SUCKS, and goes against everything that pinsound offers.

WTF?!?!?!?!?!?!?!

Something is wrong, and has to be sorted out....

#2306 46 days ago
Quoted from pinballinreno:

This SUCKS, and goes against everything thst pinsound offers.
WTF?!?!?!?!?!?!?!
Something is wrong, and has to be sorted out....

I mean, they've been saying this since the beginning and since they are being so hush about it, I think it was on purpose. Otherwise why use a propriatary format?

#2307 46 days ago
Quoted from Zablon:

I mean, they've been saying this since the beginning and since they are being so hush about it, I think it was on purpose. Otherwise why use a propriatary format?

Pinsound is supposed to be the ULTIMATE enhancement, adding functionality, shakers, effects, you name it.

They could have just put the sounds on a ROM, cheaply, and be done with it.

Something is truly amiss....

#2308 46 days ago
Quoted from pinballinreno:

Pinsound is supposed to be the ULTIMATE enhancement, adding functionality, shakers, effects, you name it.
They could have just put the sounds on a ROM, cheaply, and be done with it.
Something is truly amiss....

I think you missed what I was getting at. This isn't 'pinsound', this is pendretti. They are just using pinsound. My guess is due to licenses, etc...this system is locked on purpose by pendretti.

#2309 46 days ago
Quoted from Zablon:

I think you missed what I was getting at. This isn't 'pinsound', this is pendretti. They are just using pinsound. My guess is due to licenses, etc...this system is locked on purpose by pendretti.

So we have Ferrari's with tire boots on them....

I absolutely LOVE Pinsound! I love tinkering with it and adding shakers to games that could use them etc.

The variety of custom orchestrations is growing every day. Its a lot of fun to load them up and play a new game!

Pinsound along with ColorDMD is most of what the restoration community thrives on to "modernize" older games.

I think its time for Pedretti to give up on its proprietary format and let things flow forward.

Its good for the hobbyists and good for pinball in general.

#2310 46 days ago

I bought but have not installed Funhouse 2.0 yet. Based on the marketing that you can play the original Funhouse, I assumed that original experience would be intact. If things don’t sound the same or sounds are missing, that doesn’t live up to my expectations. I see Pedretti has been responsive to the community and continues to improve the product so I’m hopeful this will be addressed.

#2311 46 days ago

I was looking into the ROM issues, and it looks like L-9 supports the enhanced sounds and lightshow, BUT it needs updated sound ROMs in order for those to work. See:

https://www.planetarypinball.com/mm5/Williams/tech/roms/funhouse.html

"Version L-9 Date: December 11, 1992
U6: Checksum: 3809
This ROM version works best with a modified L-2 sound ROM.
With this special L-2 sound ROM, the Enter Initials and
Jackpot lamp effects are enhanced.

The sound ROM checksums are as follows:

U14 (L-2): E58A
U15 (L-2): 5E0A
U18 (special L-2): BA0A"

The question is if Pedretti is even using sound ROMs or just samples? If they're faking a soundboard and using samples instead, that fake soundboard needs to identify as an updated version so the L9 CPU program calls the right effects.

#2312 46 days ago
Quoted from metallik:

I was looking into the ROM issues, and it looks like L-9 supports the enhanced sounds and lightshow, BUT it needs updated sound ROMs in order for those to work. See:
https://www.planetarypinball.com/mm5/Williams/tech/roms/funhouse.html
"Version L-9 Date: December 11, 1992
U6: Checksum: 3809
This ROM version works best with a modified L-2 sound ROM.
With this special L-2 sound ROM, the Enter Initials and
Jackpot lamp effects are enhanced.
The sound ROM checksums are as follows:
U14 (L-2): E58A
U15 (L-2): 5E0A
U18 (special L-2): BA0A"
The question is if Pedretti is even using sound ROMs or just samples? If they're faking a soundboard and using samples instead, that fake soundboard needs to identify as an updated version so the L9 CPU program calls the right effects.

They are using samples, basically it's a dump of the sound rom. This was provided to them by pinsound.

#2313 45 days ago
Quoted from jackd104:

Today I moved Rudy from his comfortable home to the shop area to prepare him for his Nightmare. He seems quite nervous about things and is eyeing the tools suspiciously. I figured I should do a bit of a shop job so that he is fully refreshed to face his Nightmare. It’s a player’s condition and am not doing anything crazy like a pf swap but I will do all I can within reason. If there is interest I can send a few updates a long the way as I prepare him and ready the Nightmare. [quoted image][quoted image]

Rudy and I are in the thick of it now. Turns out he had some reason to be concerned: this is his latest state of affairs.

BE0A5D76-C964-4693-9FF6-35D6001A3888 (resized).jpeg
D7E427DF-C34F-4425-BD87-F8C9718D927D (resized).jpeg

I tell him it’s for his own good. He only stares back with dead eyes.
10506034-EFB0-4A9B-9105-74EBE7D6CC94 (resized).jpeg

He got his lips refreshed.

042D564E-6207-40FF-BECA-1CCFE1AC01A2 (resized).jpeg

And his carnival has been taken down for maintenance.

F5891C63-10B1-4B8B-95D0-68D87CA1ED6E (resized).jpeg

Soon we will rebuild better, cleaner, stronger, more bouncy. And then the Nightmare will come.

#2314 44 days ago

Wow you guys are right Funhouse 1 is not the same as it was. I was so happy to get game after waiting so long for it I overlooked the original game. Sound and lightshow are off. We need this updated as we were told it was going to play, sound as Funhouse would. They have been great so far at updating but need to make the Pin sound board fully function as it clearly should. Would I buy the kit again 100 percent yes. Pedretti can fix this and sell many kits as people are waiting to buy this kit.

#2315 44 days ago

This game deserves an autolauncher! Having to plunge balls during multiball modes doesn't allow you to really concentrate on the mode. It seems like half the time I'm reaching over to plunge another ball I lose one in play and end up having to plunge another one. The modes are still fun, but an autolauncher would really take the game to the next level IMO.

#2316 44 days ago
Quoted from jackd104:

Rudy and I are in the thick of it now. Turns out he had some reason to be concerned: this is his latest state of affairs.
[quoted image]
[quoted image]
I tell him it’s for his own good. He only stares back with dead eyes.
[quoted image]
He got his lips refreshed.
[quoted image]
And his carnival has been taken down for maintenance.
[quoted image]
Soon we will rebuild better, cleaner, stronger, more bouncy. And then the Nightmare will come.

After his ordeal, Rudy took a nap and had some strange, new dreams.

14770997-FA2E-4266-BD8C-E21B375214D0 (resized).jpegAB4A0420-55FD-4CC2-B71A-98D965405257 (resized).jpeg
#2317 43 days ago
Quoted from Pedretti_Gaming:

Early kits goes out with a 1.5mt long Hdmi cable for minis display.
Now we put a 2mt long cables in it.

FYI. Kit I just received from Nitro had a too short HDMI cable (must unplug it from the Pinsound board to lift the playfield). Guess I will order a longer cable.

Instructions step 8 refers to the Pinsound board but it should actually say the fast cpu board.

Instructions never mention to connect power supply J210 to fast cpu board.

Not complaints, just for future improvements.

#2318 43 days ago
Quoted from Dewey68:

This game deserves an autolauncher! Having to plunge balls during multiball modes doesn't allow you to really concentrate on the mode. It seems like half the time I'm reaching over to plunge another ball I lose one in play and end up having to plunge another one. The modes are still fun, but an autolauncher would really take the game to the next level IMO.

I absolutely agree with you.
Nice when the sound problems from Funhouse 1 are worked on and also nice that there is a topper.
But top priority should definitely be an auto plunger!!!!

#2319 43 days ago
Quoted from Gabbo75:

I absolutely agree with you.
Nice when the sound problems from Funhouse 1 are worked on and also nice that there is a topper.
But top priority should definitely be an auto plunger!!!!

That’s #1 priority for me too, We want auto-plunger code !

#2320 41 days ago

Dear dev team,

Here are a few things that seem like bugs, and enhancement ideas. This in the interest of improving future releases. I am running .99_2 and PinSound board latest firmware. In rough priority order....

-Experiencing a lot of "missed shot” type of events, where the ball went somewhere or hit something but the game didn't seem to know it. Three examples: (1) crazy steps were lit, I hit the main ramp, the ball went to the left plunger, but Melt the Clone didn't start. (2) I hit Rudy's mouth during clone attack but didn't get a jackpot. (3) During nightmare multiball, I hit ball all the way into Rudy’s mouth but didn’t get super jackpot (went in to the scoop as was promptly ejected so the switch closed). These all were intermittent. I've checked all switches in switch test and also I don't see anything like this in Funhouse 1.0 but happens fairly regularly in Funhouse 2.0.

-During multi-balls, I have experienced my ball ending when only one of the balls enters the trough. The other has just popped into a scoop or subway but should still be valid and in play (unfortunately, I don't have better repro steps at this time, will try to get that). I've seen this happen twice on Monkiiz multiball.

-The diverter gate for the left plunger has some undesirable behaviors when you are playing Melt the Clone. Once that mode begins and the ball comes to rest in the left plunger, the diverter gate seems to close. Then, it tries to open suddenly when the ball is plunged, but doesn't do it in time and the ball crashes through the gate. The real bad consequence of this behavior is when you don't plunge hard enough to make the first target and the ball comes back down the left ramp, and the gate is closed, thus causing the ball to drain immediately! In Funhouse 1.0, that gate just stays open the whole time the Steps mode is going on and that behavior seems superior.

- When steps are lit, a left drain will open the gate allowing the ball to get to the left plunger and start the melt clone mode. I expected to have to hit the ramp in order to do that.

- When entering a high score, if a name is already present from a prior high score entry, and you press start to accept the name, the name then appears as blank in the high score record. If you manually re-enter the name, then it works as it should.

- The shaker motor does not seem to respect the "intensity" setting on the PinSound Motion Control board. Even if I turn it all the way down, the shaker is the same intensity. The shaker is too strong for my liking during certain events (extra ball earned, jackpot) and there is no way seemingly to lower it. A software control in the game adjustments would be welcome (or respect the PinSound board setting).

On to gameplay enhancements and suggestions...

- Rudy isn't snoring while asleep during Nightmare Multiball. He just says "I'm asleep" every once in a while. Seems like a missed opportunity to bring in that very memorable moment from FunHouse 1.0.

-In nightmare multiball, when you hit Rudy's mouth when it is closed, he does nothing at all. I feel there should always be feedback when you hit Rudy, even if it only gives token points - the flasher, a grunt, or something. Many other times in the game, when you hit Rudy, he does say something, but it is a bit delayed, and the player misses that crisp, instant feedback. Rudy really needs a grunt that happens instantly every time he is hit.

-Player should be able to skip Haunted Roller Coaster instructions by pressing both flippers

-In general, the game has inflated the scoring, which is fine. You know, 10mil Jackpots, etc. But not all scoring has been inflated. For example, Rudy's hideout and trap doors are the same scoring as in Funhouse 1.0. This makes these shots comparatively less valuable in Funhouse 2.0. Please consider scoring balancing, if it's to be inflated, inflate all shots proportionately.

I am having fun with the kit, there is a lot of promise, I look forward to future updates. Keep the good work.

-Jack

#2321 40 days ago

Rumor has it that the second Pedretti 2.0 kit is close to being done. Any guesses as to what the next one will be?

Pedretti Gaming's Next 2.0 Pinball Expansion Kit is Nearing Completion

https://www.knapparcade.org/post/pedretti-gaming-s-next-2-0-pinball-expansion-kit-is-nearing-completion

#2322 40 days ago

I've been hoping for earthshaker, but that's because I have it.

#2323 40 days ago
Quoted from Knapp_Arcade:

Rumor has it that the second Pedretti 2.0 kit is close to being done. Any guesses as to what the next one will be?
Pedretti Gaming's Next 2.0 Pinball Expansion Kit is Nearing Completion
https://www.knapparcade.org/post/pedretti-gaming-s-next-2-0-pinball-expansion-kit-is-nearing-completion

What ever it is , I sure hope it’s better than this!

#2324 40 days ago

Sure there's still some minor glitches with 2.0, but it's a good kit. Updates have been fairly quick. For their first time doing a 2.0, I think they did a good job, plus the tech support has been amazing.

#2325 40 days ago

I'm disappointed that the Pinsound XL solution seems to be half baked, the lack of support to customize and fix the audio. In some ways I feel like this has taken my Funhouse backwards. I really like playing 1.0, but not now, not with the version included with the kit.
2.0 is fun, but it's still in need of some serious love by Pedretti. It's been a while since there was an update, hopefully something is coming soon.

#2326 40 days ago
Quoted from mollyspub:

What ever it is , I sure hope it’s better than this!

You’re free to leave the thread again since you only pop in to offer your negative bullshit.

#2327 40 days ago
Quoted from chillme:

I'm disappointed that the Pinsound XL solution seems to be half baked, the lack of support to customize and fix the audio. In some ways I feel like this has taken my Funhouse backwards. I really like playing 1.0, but not now, not with the version included with the kit.
2.0 is fun, but it's still in need of some serious love by Pedretti. It's been a while since there was an update, hopefully something is coming soon.

Right there with you. I've been pretty quiet and patient about it, but I really hope they finish this one soon. I like the direction of 2.0, and it has progressed. However, I feel like 1.0 should have been nearly perfect out the door. Doesn't make me want to play it at this point. I've learned though that this hobby we are the guinea pigs and you just either accept it, or don't buy any new stuff.

#2328 40 days ago

Haunted Roller Coaster… whenever the middle arrow is the target (must hit both flippers), I seem to fail out even when reacting quickly, or as quickly as the left or right arrow. Makes me wonder if there is something wonky about the input detection for hitting both flippers. Like, the code unreasonable in detecting a perfect simultaneous input when human reaction naturally will mean both flipper buttons will always be a few milliseconds apart. I tried spamming both buttons instead, and the success rate went up a lot.

Anyone notice this?

Also, it seems Defeat Evil Rudy mode is on a timer, because after a while the flippers go dead. but I don’t see a count down on either screen. That would be nice!

#2329 40 days ago

Look at the playfield clock there is your Countdown. So if you are down to one ball you are in a hurry for each shot. But its still possible to finish.

As for Haunted roller coaster, ill have a look. I know what you mean.

#2330 40 days ago
Quoted from Mageek:

You’re free to leave the thread again since you only pop in to offer your negative bullshit.

Lol! Why thank you ! It’s just a real disappointment to me as I’ve been interested in this since the day PPS announced this years ago. Now it’s here and the music is slow and boring, Rudy’s voice is different and all the posts of issues. It’s a shame really. That’s just me though.

#2331 40 days ago

I have no problem with the coaster mode. You have to wait til the arrows settle on a green one, then immediately push both buttons simultaneously if it's the center. There's a bit of a grace period a la Dr Who where you can push one button then add the other, but it's very short, shorter than Who.

Fixing the lightshow and booms should simply be a matter of making sure their emulated L9 program acts as if an updated S2 sound ROM is installed. That should fix the lightshow, then they just need to add the boom sound effect and play it when the CPU makes the appropriate calls. It would be nice if they increased the fidelity of their samples (or emulation), but getting the proper lightshow and such is much more important.

#2332 40 days ago
Quoted from jackd104:

Haunted Roller Coaster… whenever the middle arrow is the target (must hit both flippers), I seem to fail out even when reacting quickly, or as quickly as the left or right arrow. Makes me wonder if there is something wonky about the input detection for hitting both flippers. Like, the code unreasonable in detecting a perfect simultaneous input when human reaction naturally will mean both flipper buttons will always be a few milliseconds apart. I tried spamming both buttons instead, and the success rate went up a lot.
Anyone notice this?
Also, it seems Defeat Evil Rudy mode is on a timer, because after a while the flippers go dead. but I don’t see a count down on either screen. That would be nice!

For those of you who may be new owners, congratulations and please have a look at the "How to Play" instructions here:

https://www.pinballremakes.com/how-to/

There's a lot of fun information included, as well as how to stack different modes, tips on higher scores, and how the minutes on the center clock will begin to countdown once you hear "There's only one ball left...Bucko.." in the Defeat Evil Rudy (D.E.R.) wizard mode, so you can see how much time you have remaining to make another successful shot.

Side tip in the wizard mode; if you hit Rudy in the mouth, it counts as the current shot needed/lit and D.E.R. will continue to progress towards his total destruction. So, smash Evil Rudy in the mouth as much as possible.

To make the turns and flips in Haunted Roller Coaster easier, it is best to push/hold on the flipper buttons for a second or two, until you see the roller coaster change directions. This is coded purposefully this way to eliminate offset flipper leaf switch gaps etc. It does take some practice and patience as the turns and flips become faster, but practice makes perfect.

We hear you ALL very loud and clear, but don't worry; there are still a lot more good and amazing things to come for Funhouse 2.0 in the not so distant future. Also, as far as we're concerned, it will never be a "closed book" of sorts if we can continue to make improvements. Thank you all for your input and suggestions. They are always duly noted and incorporated as soon as possible.

#2333 40 days ago
Quoted from mollyspub:

Lol! Why thank you ! It’s just a real disappointment to me as I’ve been interested in this since the day PPS announced this years ago. Now it’s here and the music is slow and boring, Rudy’s voice is different and all the posts of issues. It’s a shame really. That’s just me though.

I think it’s really good. If you mean my posts I am just trying to help improve. I kind of expected issues with pre 1.0 code. Rudy’s Nightmare has the most important and most difficult to attain qualities already: fun, charm, interesting rules and modes, and respect for the original game while taking it to a new place. it will really shine with a bit more polish.

#2334 39 days ago
Quoted from UVAJED:

For those of you who may be new owners, congratulations and please have a look at the "How to Play" instructions here:
https://www.pinballremakes.com/how-to/
There's a lot of fun information included, as well as how to stack different modes, tips on higher scores, and how the minutes on the center clock will begin to countdown once you hear "There's only one ball left...Bucko.." in the Defeat Evil Rudy (D.E.R.) wizard mode, so you can see how much time you have remaining to make another successful shot.
Side tip in the wizard mode; if you hit Rudy in the mouth, it counts as the current shot needed/lit and D.E.R. will continue to progress towards his total destruction. So, smash Evil Rudy in the mouth as much as possible.
To make the turns and flips in Haunted Roller Coaster easier, it is best to push/hold on the flipper buttons for a second or two, until you see the roller coaster change directions. This is coded purposefully this way to eliminate offset flipper leaf switch gaps etc. It does take some practice and patience as the turns and flips become faster, but practice makes perfect.
We hear you ALL very loud and clear, but don't worry; there are still a lot more good and amazing things to come for Funhouse 2.0 in the not so distant future. Also, as far as we're concerned, it will never be a "closed book" of sorts if we can continue to make improvements. Thank you all for your input and suggestions. They are always duly noted and incorporated as soon as possible.

Thank you but can you please post specifically about how you are intending to improve on Rudy's voice in the 1.0?

I did contact Pinsound directly but, apart from the automated acknowledgement, I did not even receive the courtesy of a reply.

Again, will you be improving Rudy's voice on the 1.0?

A definitive answer would be really appreciated.

Thanks, so much.

#2335 39 days ago
Quoted from jackd104:

After his ordeal, Rudy took a nap and had some strange, new dreams. [quoted image][quoted image]

The transformation of Rudy’s carnival is complete. The nightmare has begun and Rudy awaits his rescue!

5605C61D-E6D1-42C3-8A89-C019A032C283 (resized).jpegA9E9F08F-D628-4A84-BFE8-D10F5927532E (resized).jpeg03B11C46-DE30-451C-A5BE-CFEEDECAD585 (resized).jpegA667A47A-9354-49E0-9142-B6463FF7E959 (resized).jpeg445F42BE-0D45-44F8-A0C8-80AD6F499461 (resized).jpegDC773885-45F4-4839-B229-FA243B06AFA9 (resized).jpeg
#2336 38 days ago
Quoted from pinballinreno:

So, I can read their files, I just cant write them?
This is contrary to what I heard during development. But that was a LONG time ago...
FH 2.0 must be a proprietary product.
I guess Ive got to get up to speed on this.
However, I guess that I cant manipulate the FH 1.0 files, or add in my custom orchestrations?
Ive edited my earlier post!

Quoted from pinballinreno:

This SUCKS, and goes against everything that pinsound offers.
WTF?!?!?!?!?!?!?!
Something is wrong, and has to be sorted out....

Quoted from Zablon:

I mean, they've been saying this since the beginning and since they are being so hush about it, I think it was on purpose. Otherwise why use a propriatary format?

Quoted from Zablon:

I think you missed what I was getting at. This isn't 'pinsound', this is pendretti. They are just using pinsound. My guess is due to licenses, etc...this system is locked on purpose by pendretti.

Quoted from pinballinreno:

So we have Ferrari's with tire boots on them....
I absolutely LOVE Pinsound! I love tinkering with it and adding shakers to games that could use them etc.
The variety of custom orchestrations is growing every day. Its a lot of fun to load them up and play a new game!
Pinsound along with ColorDMD is most of what the restoration community thrives on to "modernize" older games.
I think its time for Pedretti to give up on its proprietary format and let things flow forward.
Its good for the hobbyists and good for pinball in general.

Quoted from chillme:

Correct, the pinsound studio will not write the file and they do not have a utility to handle the archive. I played around with running the file thru various utilities to see if I could find something. But it looks like a proprietary format to pinsound. You cannot modify FH 1.0, same file package. I was looking to fix the audio levels, no dice. Just can’t write the file and the pinsound xl card will not read/discover sound zips to be included like you would do with a pinsound card.
pinsound has never come back here and answered my question about a utility or how to create the psp file. Somebody posted that they were told by pinsound they were working on it.
Disappointing, because I had a custom orchestration for Funhouse 1.0, I was using on a pinsound card before I upgraded to FH2.0.

There is some confusion here.

Correct, you cannot change the original provided soundpacks due to copyright. However, you are wrong about the alternate sound packs for FH1.0. There are alot of alternate sound packs provided by pinsound
https://www.pinsound.org/machine/funhouse/
ready to be downloaded, and you can even create your own... Just put them on the flash drive into an audio folder as described on their site
https://www.pinsound.org/support/sound-package-information/
and with these freely available soundpacks, as far as i know they are not encrypted and you can freely exchange individual sound files.

There is a community made Soundpack by user Mr Tantrum, that attempts to "normalize" the voice and sound, that looks promising
Screenshot 2023-02-10 152530 (resized).png

#2337 38 days ago
Quoted from WizzardRob:

There is some confusion here.
Correct, you cannot change the original provided soundpacks due to copyright. However, you are wrong about the alternate sound packs for FH1.0. There are alot of alternate sound packs provided by pinsound
https://www.pinsound.org/machine/funhouse/
ready to be downloaded, and you can even create your own... Just put them on the flash drive into an audio folder as described on their site
https://www.pinsound.org/support/sound-package-information/
and with these freely available soundpacks, as far as i know they are not encrypted and you can freely exchange individual sound files.
There is a community made Soundpack by user Mr Tantrum, that attempts to "normalize" the voice and sound, that looks promising
[quoted image]

Thanks!!!, the key is creating an audio folder and then dropping the unzipped files into the folder. Doing this, the pinsound xl actually has the woman's voice on start up saying it found audio files. The diag shows the added sound package and you can switch between the two in 1.0 by turning the volume to zero and back up.

PACKAGES
------------------
Funhouse_PinSound_Original_Remastered
> Motion Control: 67 official shaker events
Funhouse_20.pspack
> Motion Control: 76 user shaker events
Funhouse_Original.pspack (active)
> Motion Control: 67 official shaker events
screenshot_22 (resized).png

screenshot_24 (resized).png

#2338 38 days ago
Quoted from chillme:

Thanks!!!, the key is creating an audio folder and then dropping the unzipped files into the folder. Doing this, the pinsound xl actually has the woman's voice on start up saying it found audio files. The diag shows the added sound package and you can switch between the two in 1.0 by turning the volume to zero and back up.
PACKAGES
------------------
Funhouse_PinSound_Original_Remastered
> Motion Control: 67 official shaker events
Funhouse_20.pspack
> Motion Control: 76 user shaker events
Funhouse_Original.pspack (active)
> Motion Control: 67 official shaker events
[quoted image]
[quoted image]

Ahhh! This is excellent news!

Just use the Original/Classic orchestration and make any adjusrments you like!

Awesome! I love the 4 orchestrations I already have "tweaked" in my game.

In theory, I should be able to copy my existing files/folders from my Pinsound drive, one-by-one, and get them mounted on the new XL board.

Do I re-zip them? Or can they be copied as-is?

This would save a ton of time!

#2339 38 days ago
Quoted from WizzardRob:

There is some confusion here.
Correct, you cannot change the original provided soundpacks due to copyright. However, you are wrong about the alternate sound packs for FH1.0. There are alot of alternate sound packs provided by pinsound
https://www.pinsound.org/machine/funhouse/
ready to be downloaded, and you can even create your own... Just put them on the flash drive into an audio folder as described on their site
https://www.pinsound.org/support/sound-package-information/
and with these freely available soundpacks, as far as i know they are not encrypted and you can freely exchange individual sound files.
There is a community made Soundpack by user Mr Tantrum, that attempts to "normalize" the voice and sound, that looks promising
[quoted image]

Since I can add the alternate paks for Funhouse 1.0, It seems that I can add alternate paks for Funhouse 2.0 as well.

Is this true?

If so, this adds an exciting dimension to the game.

#2340 38 days ago
Quoted from pinballinreno:

Since I can add the alternate paks for Funhouse 1.0, It seems that I can add alternate paks for Funhouse 2.0 as well.
Is this true?
If so, this adds an exciting dimension to the game.

No . Let go of that Ed Boon obsession. He must be in your dreams.
2.0 Voice is even better, we love it! Its great

#2341 38 days ago
Quoted from pinballinreno:

Ahhh! This is excellent news!
Just use the Original/Classic orchestration and make any adjusrments you like!
Awesome! I love the 4 orchestrations I already have "tweaked" in my game.
In theory, I should be able to copy my existing files/folders from my Pinsound drive, one-by-one, and get them mounted on the new XL board.
Do I re-zip them? Or can they be copied as-is?
This would save a ton of time!

Don't rezip them, pinsound XL won't do anything with them (unlike the other pinsound cards). Just put the folder into a folder called audio on the root directory.
copy as-is.

#2342 38 days ago
Quoted from chillme:

Don't rezip them, pinsound XL won't do anything with them (unlike the other pinsound cards). Just put the folder into a folder called audio on the root directory.
copy as-is.

This is just GREAT news!

#2343 38 days ago
Quoted from chillme:

Don't rezip them, pinsound XL won't do anything with them (unlike the other pinsound cards). Just put the folder into a folder called audio on the root directory.
copy as-is.

Can I still use my custom boot.wav files?

I change them up during the holidays.

#2344 38 days ago

I am sorry to be a lazy ass, but if anyone finds or makes a sound package that makes 1.0 as authentic as possible please point me to it.

#2345 38 days ago
Quoted from jackd104:

I am sorry to be a lazy ass, but if anyone finds or makes a sound package that makes 1.0 as authentic as possible please point me to it.

Im using the classic orchestration with "tweaks" here and there via pinsound studio.

I spent a lot of time making small audio adjustments and creating the shaker routine (thats now in the firmware of the game) for Funhouse 1.0

With the news posted earlier, Ill just use my adjusted version other than the one that comes pre-loaded.

A lot of subtle volume adjustments via the pinsound card made HUGE improvements.

However, I also have the Pinball Pro speakers and subwoofer in my game.

Initially it sounded quite odd. But after a couple days of small adjustments, It sounds really good.

I also enjoy my boot.wav file that I give away freely in the funhouse thread.

People have stated that there is a volume difference between the Funhouse 1 and 2.

This is simple to fix with a global adjustment in the pinsound studio. It takes about 10 mins or less.

#2346 38 days ago

The ability to use these alternative sounds is good, but we still need Pedretti to fix the ROM issue blocking the jackpot lightshow from running correctly.

#2347 38 days ago
Quoted from metallik:

The ability to use these alternative sounds is good, but we still need Pedretti to fix the ROM issue blocking the jackpot lightshow from running correctly.

This is troubling, perhaps its on the list of things to fix.

#2348 38 days ago
Quoted from metallik:The ability to use these alternative sounds is good, but we still need Pedretti to fix the ROM issue blocking the jackpot lightshow from running correctly.

Quoted from pinballinreno:

This is troubling, perhaps its on the list of things to fix.

So 1.0 comes with the L-9 ROM. Is the jackpot lightshow in the 9.05H version? I can't remember what I had loaded, but think it was the home version.

#2349 38 days ago
Quoted from jackd104:

I am sorry to be a lazy ass, but if anyone finds or makes a sound package that makes 1.0 as authentic as possible please point me to it.

You and me, both!

I have no clue what this is all about but if it is about improving Rudy's voice on 1.0, I will gladly pay someone to do this for me!!

Roger

#2350 35 days ago

In the interest of suggestions for future software updates I have one which should be easy (I would think?). It would be great is there were some programmable options for how the 1.0/2.0 selection menu is handled in the future. Basically when I power cycle all my games on I got tired of it always being "stuck" on that selection screen, and then invariably if I didn't get to it before someone else did they would not really understand that menu and just hit "start", and then the game is in 1.0 mode. It would be nicer if we could set a timeout for that menu, and then be able to program which version would launch automatically.

As is I got tired of seeing the game sitting on that menu with no attract mode or anything running so I did go into the menu and found out I could just disable 1.0, and this allows the game to just boot into 2.0 at startup. Not a perfect solution but better than the default. I would like to see an option where folks could go back to the selection menu if they wanted to. Thanks!

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