(Topic ID: 304148)

FunHouse 2.0 Rudy's Nightmare

By Knapp_Arcade

2 years ago


Topic Heartbeat

Topic Stats

  • 3,033 posts
  • 278 Pinsiders participating
  • Latest reply 23 days ago by WeirPinball
  • Topic is favorited by 139 Pinsiders

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Topic index (key posts)

16 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #37 Promo video Posted by unigroove (2 years ago)

Post #38 Preorder link for PPS Posted by PPS (2 years ago)

Post #121 Promo photos Posted by Pedretti_Gaming (2 years ago)

Post #672 Review and instructions from an early adopter Posted by pinballonthemark (2 years ago)

Post #693 Gameplay video 1 Posted by UVAJED (2 years ago)

Post #694 Gameplay video 2 Posted by stumblor (2 years ago)

Post #716 Gamplay video 3 and 1.0 gameplay video Posted by AMSNL (2 years ago)

Post #1116 Ramp Switches - Important checks for 2.0 to work correctly Posted by UVAJED (2 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

You're currently viewing posts by Pinsider monkfe.
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#452 2 years ago

Will we be able to purchase just the updated mpu in the future and maybe the pinsound xl board ( I assume the pinsound+ board wont work with this)...could do without the art

Edit...and the speaker panel ...need that!

1 month later
#674 2 years ago

Good video, but man why didn't they use encapsulated (keyed) ribbon connectors for those old cables....one of my biggest gripes with those original boards...so easily bent and misaligned....

#765 2 years ago
Quoted from pinballinreno:

Coding for an auto-launcher would be cool. Then the end user (me) would be able to add it in.
It can be sold optionally or as an add-on for advanced builders, and be enabled or disabled depending on the situation. It can even be coded after the fact in an update.
They did a similar thing with Houdini. The EOS switches were coded but not installed originally. It came as a kit later on.
The auto launcher opens up endless opportunities!

Hmmm, what transistor would drive it? I'd like to see coding for adding a fliptronics board.

4 months later
#1781 1 year ago

When I'm not sure if the shaker is working..https://fb.watch/dPdXOGu-Lh/

4 months later
#2142 1 year ago

installed the new code today...now I'm getting a cpu connection error...and I can't go to the new 2.0 game nor can I start a game ? anyone else having any issues with the new code?

2 months later
#2235 1 year ago
Quoted from SKWilson:

I finally decided to update code and have run into an issue. After rebooting the game, I get the blue engine error light and the display is showing the "pinball login:" on the Pedretti logo screen. I have found several posts with similar problems, but have found no solution.
I have:
Reseated ribbon cable between PS and FAST board.
Reseated daughter card on PS board
Re-installed code .99 via USB
Removed HDMI splitter I use for streaming.
(Yes. SD card update was also performed.)
Everything was working the last time I streamed it, but that was a while ago.)
Thoughts? Suggestions? Solutions?
Thanks!

did you hit the program button (I think its called) on the fast board when it hung up on that screen? I had to do this as well...

2 weeks later
#2266 1 year ago

speaking of code...been a while since an update....any update anyone on the nest drop?

#2268 1 year ago
Quoted from loneranger:

99.2 was released on 1/5 but no one seems to know what changed.

Thanks I think I missed that release...

1 week later
#2297 1 year ago
Quoted from pinballinreno:

Im looking into it.
When I get my FH 2.0 installed, its the first thing Im going to do, if I have the time.
It will be a fun project.
Im hoping others will take the lead on this though.
When there is a TAF 2.0 we could do Raul Julia or even John Astin!
Tons of fun new things to do with this software.

but how do you get it into the game? I though we couldn't add specific sounds...like a normal pinsound card can do...or did I get that wrong?

2 weeks later
#2353 1 year ago
Quoted from chillme:

You can download any of the pinsound packages at https://www.pinsound.org/machine/funhouse/
Once downloaded, unzip the package. Take the flash drive out of the Pinsound XL board, and put that in your computer. Then create a new folder called Audio. Now placed the unzipped folder into the audio package. You can place multiple sound packages into the folder.
when finished insert the flash drive back into the Pinsound XL board.
Power up funhouse, select 1.0. Once booted, you can use the volume control to switch sound packages. To switch turn the volume down to 0 then back up. You should hear a chime and a sample from the package will play. You can do this mid game to try different packages at anytime. [quoted image]

you said to unzip it, then later say to put the unzipped folder into the audio folder? which is it..pinsound ususally uses the unzipped download...or am I misunderstanding this...

1 month later
#2433 1 year ago
Quoted from jackd104:

Received 2.0 topper. It’s surprisingly hefty and solid, must weigh 10 pounds. Solid resin I think. I was imagining hollow plastic or something. Here’s a couple pics. Paired with alternate translite because the standard translite is so similar to the topper I thought it looked redundant. Nice lightshow that livens up the whole gameroom. [quoted image][quoted image][quoted image]

I agree...its solid....and for what some toppers go for....this was reasonable....

1 week later
#2527 1 year ago
Quoted from JohnTTwo:

Opps other side.
Any other ideas? I checked with volt meter.
When the steps light comes on nothing no voltage to the coil.
[quoted image]

you should always have voltage at the end with the two wires in the pics(game on of course)are you measuring it to ground (braid would work) or across the two coils leads (which won't show you anything)

1 month later
#2673 11 months ago

So I ran into a switch matrix issue a few weeks back and I finally got around to looking into it...seems I had two rows not responding. I pulled the mpu and under the board I was able to locate the 2803 ic (known to fail) but its surface mounted. After a long stare, I realized they optioned the board to have a dip as well...installed a socket and new 2803 and now all my rows are working. (still has another issue though), but wanted you all to know you can install a standard 2803 ic onto the board, or go surface mount.
20230513_152044 (resized).jpg20230513_152044 (resized).jpg

#2676 11 months ago
Quoted from lhammer610:

Thank you for that. I am not familiar enough with this new board to know the circuitry nor its weak points. Is there a schematic for it?

I don't have it...reached out to shawn, waiting to hear back...

1 week later
#2685 11 months ago
Quoted from lhammer610:

I think the issue is caused by the pinball bouncing back in the ball trough. I have recently done a playfield transfer and the mechs are powerful. I think the outhole solenoid is more powerful all cleaned up with a new sleeve, so the ball is kicked over hard and bounces back.
I have slo mo videos of the Rudy 2.0 switch matrix showing what happens.
I have tried changing the angle of the switch wires as much as I can and I still get the bounce. I am hoping that Pedretti will fix this in the software as I think they did in the ball lock - but was told to adjust my switches.
[quoted image]
The above photo shows the position of the switches. They are difficult to see in the slo mo videos. First lit up will be the Outhole. There are no pinballs in the trough, so in a perfect world, we would see the left trough, center trough, the right trough lit as the ball is setup from the outhole.
I cannot post a movie here, so I will upload to Youboob.

Next one should be the second pinball loaded in the ball trough.

Here you can see that the center trough switch is activated briefly, then the ball bounces to the left switch and finally settles back onto the center switch. This is what happens during multiball and why losing the second ball makes the game think that all three balls have been lost.
I cannot figure out how to stop this.
Finally, this is what happens when the third ball is lost into the outhole.

isn't there a little tab where the ball comes out of the trough that can be bent to "adjust" this?
20230520_163010 (resized).jpg20230520_163010 (resized).jpg

2 weeks later
#2712 10 months ago

so is the auto plunger now available to order?...or is that a setup for testing?

5 months later
#2873 4 months ago
Quoted from WeirPinball:

i've only got my cabinet together waiting to do a pf swap to put the game back together. So i only have the FAST cpu and the sound card installed. it goes to update but just shows a prompt after extracting files and never gets past this screen. Does the game need to be complete for code install?
[quoted image]

re read the install instructions..hit the program button on the fast board

#2879 4 months ago

man these have been out a while now...can't believe they haven't sold 200 of them yet....

3 weeks later
#2937 4 months ago

Just read that Pedretti will be licensed to make Williams (remakes) games going into the future...maybe why the delay on the auto plunge?...

2 weeks later
#2970 3 months ago
Quoted from jackd104:

Looks like the diode on the new coil was the problem. Thanks! It works now.
I see about the violet-yellow being more correct. Looks like I could attach it to the trough solenoid here?
[quoted image]

These work great for "tapping" into wires like you did in the first pics....where you don't want to replace the connector. Keeps it clean and you don't ruin your wiring harness https://www.amazon.com/Posi-Tap-20-22-Mini-Choose-Amount/dp/B0B382Z2TM/ref=sr_1_2_sspa

#2974 3 months ago
Quoted from chillme:

Or buy the correct molex connector and make a cable for plug-n-play.

Yes better yet....this alone could be causing an issue....

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