(Topic ID: 304148)

FunHouse 2.0 Rudy's Nightmare

By Knapp_Arcade

2 years ago


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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)


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#166 2 years ago

I'm also wondering if you can use the original backglass?! I have a dam near perfect og backglass with an awesome M3X mod (3hr install) that looks so good I can't part with it. That would be the very unfortunate deal breaker for me.

1 week later
#248 2 years ago

I'm not sure about everyone else, nit picking aside, but I can't wait to drop this in my FH and play it backwards and forwards!!

2 weeks later
#384 2 years ago

This looks MUCH better...keep them coming; please.

2 weeks later
#499 2 years ago

Funhouse 2.0 is awesome and so is the o.g. Funhouse on it.

It's fun, challenging, hilarious, and mind blowing with the new out of this world graphics and sound. The voice also incorporates extremely well for anyone on the fence like I was.

Pedretti Gaming and Co. are working relentlessly to get this 2.0 upgrade as close to polished and perfect the first time...and they are taking each and every suggestion from this forum and their beta testers to heart. They are very passionate for pinball and this upgrade.

If you love Funhouse...stay patiently excited because in the end this will not disappoint.

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#508 2 years ago
Quoted from adamross:

Are you a spokesperson for Pedretti Gaming?

No. I am a Funhouse enthusiast and beta tester. I am being honest, sincere, and sharing how the current state of it is the best I can; personally.

Quoted from pinheadpierre:

Seriously folks - if you have the kit installed, don’t tell us it’s great. Show us! Post a video (a long one, at least one full game). Without video, the excitement and rave reviews are not credible.

I am completely with you and understand EXACTLY what you mean. I am by no means trying to "hype" anything up. I am sharing with you what I am able to at this point<<<. I believe it is better to have something than nothing isn't it?!? I did what I could and I hope you understand where I am coming from too. I am looking forward to the forthcoming gameplay videos as well...as soon as I can.<<<

#525 2 years ago

Yes...Pa here.

11
#556 2 years ago

I suppose I will chime in and simply say hello first

I'm not a spokesperson for anyone...just a hard working beta tester for this. I have put in 100+ over the last 2 1/2 weeks; as I'm sure the other beta testers have as well. I'm happy to report, that I; and the amazing Funhouse (and Rudy) held up against all odds.

It was 'good' when we received our kits, but we (know the game inside-out/code/electronically..etc like you too) won't settle for anything less than almost perfect because neither should you.

Every suggestion all of you have made on this post has been taken to heart.

It would be much easier to pay for a finished/polished product than want it just as bad as I/we do, than also have to work and wait for it too. So, relax and get yourself a hot dog. We all have your backs.

Quoted from Lopa:

The point is that I feel that Pedretti is setting an irresponsible precedent.

Pedretti Gaming and Co. is listening to all of you and all of us. Once you get this kit you will see why! Maybe they jumped in the deep end too fast / maybe they didn't?!?

They have the same intentions in the end, as all of us did when we first saw the promo video, for all of us.

Does anyone honestly want this sort of rejuvenation of an old school fkn awesome pin to go away? I don't, anyway, and will continue to work tirelessly for it to keep going and give them a chance/hard time until it's a golden egg....and have...smfh....patience.

Quoted from MC35:

Is there a published wait-list. I have yet to receive confirmation that I'm on it.

Everyone who put his/her name on the 'waitlist' by entering their email, is on the list to get their kit asap (as soon as possible<<btw). This is not necessarily a limited run, but the initial demand will meet as close to the initial supply as possible (from what I know), and keep going as long as there's a demand.

I am absolutely exhausted and need to sign off for now bc of non-pin related things...too. I sincerely hope I helped answer some of your questions/concerns. Post away and I will hopefully be able to chime back in tomorrow evening and help/give some heads-up the best I can.

"Give care" till then.

1 week later
21
#667 2 years ago

So, I don't like to chime in on here unless it is meaningful, honest, and straight to the point

I'm not a hype-guy (nor do I like that), getting paid for anything, paid for this kit myself, and am just a dedicated beta tester working tirelessly with other beta testers and Pedretti and Co. to get the a gameplay video to you yestermonth

You wouldn't believe how nit-picky us beta testers have been about everything through developing this. Yw

Again, Pedretti and Co. have open ears, took all comments on here and us seriously. We have worked through many MANY little bugs/suggestions together (especially including yours) successfully. Every little "issue" that has came up has been solved quickly and will be in the future with updates. Pedretti and Co. are patient and sincere

I have been shooting gameplay videos relentlessly for the last week ahead of time (because I know how close we are); for you all to see/hear it as perfectly as possible for everyone to have the best video quality (sound/lighting/framerates/etc). Pedretti and Co. (us too) feel that this shouldn't be a professional shoot, but rather an honest and raw gameplay video <<< like you all suggested. I feel zero pressure smh

Again, not a hype guy, but I feel confident enough to say that a good quality gameplay video should happen by this weekend and other beta testers will be uploading other gameplay videos shortly afterwards

15
#683 2 years ago

Hope you all can end your day and start your morning with positve thoughts of this.

I said it it was coming this by this weekend, I am the first to give you a timeline, so please give me a chance to honor my word.

I have your backs and have a lot of pressure because of that. I will delete my Pinside account if I don't deliver a video by this Sunday ffs.

So, maybe it would be nice for us to hear something like .... "I can't wait to see the video that's coming this weekend" instead? <<< please post all of the gifs you can on it; but once it actually happens...you have to also say....I was wrong or no previous gifs allowed. Deal?

Anyway;

I personally spent 12hrs today working on this today ('free time') with myself AMSNL WizzardRob stumblor (your beta tester team) including Pedretti_Gaming and the software development team. It's crunch time for this weekends video and all is good.

We have been utilizing central bug tracking tools, up to code .74 (many great revisions), have spreadsheets upon spreadsheets, and all of us are on a non-stop discord literally around the clock with around 500-1,000 entries each day. No hype / just facts...in case you were curious.

Don't hate in advance if I'm not as good as SDTM with vids etc...but I will do my best, and it's coming by Sunday

If not, bash on. Till then = "Cheers to you and yours"

P.S. Once we're out of the trenches after this weekend, we will all be more frequent here and happy to answer your questions, prioritize any issues you may have, and hopefully we can all just share how fun it is; together in the end...on a different page perhaps.

i don't know him/her, but kuddos though to Knapp_Arcade for starting this thread

21
#693 2 years ago

Play the original and take it to the next level ALL in the same machine!!

Here comes your gameplay video:

Sorry in advance and please try to ignore my 12,000 "uhh's and umm's" It was 17 takes in (camera issues, phone ringing, computer problems, someone at the door, had to eat, shoveling snow, draining balls issues, repeat..).

I was getting a little impatient, but trying to stay positive. The gameplay hopefully speaks better than I did today; but wanted to get this out there for you all asap. So, here it is, and please don't hate. I will try to do better next time

Disclosure: My personal FH has had some led and clock flashers needing replaced for awhile. E.g. the clock flashers don't flash with the scoop kickout...barely visible leds at times..etc.

Don't pay attention too close to my lighting, or random bad playfield issues, and watch some of the other beta testers vids (coming soon to a channel near you) for the overall gist of the little things like that

Melt the Clone gets progressively harder each time (I didn't explain that)

There are a lot of small things currently being fine tuned (absolutely perfect Rudy's mouth sync is amazing but not perfect, more sfx, more flasher integration, potentially extra modes and difficulty settings, more callouts, little bugs etc. and this will continue to be updated until it is 99.999% polished.

We, beta testers, feel like it's about 95+% how it stands.

Pedretti and Co. are on the ball, keeping things rolling (pun intended), and we will ALL continue to make this a success...and thank you ALL for what you have already contributed with your advice

Different and more fun times are ready to be had NOW in the Funhouse!!

~~~~~~~~~~~

~ Funhouse 2.0 .. Rudy's Nightmare ~

~ Overview ~

- Rudy is having nightmares, nightmares within nightmares, maybe hearing voices, and seems to have potentially multiple personalities?!?
- In order to save Rudy from these horrible dreams, we all need to get through his bad dreams together; so we can bring him back to his 'normal' crazy fun self
- However, in order to do this; we need to acquire some super sweet flipping skills, and, have patience at the same time

~ Objective ~

- Get through all of Rudy's nightmares and modes to get to the wizard mode to "Defeat Evil Rudy" and wake him up...if you can!!!

~ How to ~

- Hit all targets, shoot all lanes, ,scoop, ramp, etc, to collect minutes and have some awesome fun along your journey with Rudy
- Some shots will collect more minutes than others, so chose your shots wisely (risk and reward)
- Once enough minutes are collected, the clock goes to 12 (audible sounds also) and the mini display is lit to start a mode and open the trap door...etc ...more minutes than needed will carry over to help light the next mode
- Play through each mode and skill shot etc, and collect as many points as you can on your way to waking Rudy up
- Cycle through the entire mirror and play all modes to get to the Wizard Mode in order to "Try" to Defeat Evil Rudy (super flippin' skills ONLY apply here)

~ Modes shots focus ~

- Duck Hunt = Ramp
- Hot Dog Combat = Superdog
- Don't You Want a Balloon = Jets and Pop Bumpers
- Rudy and the MonKiss = All targets (Jets collect fast hits to collect the other band members so you can join)
- Evil Clones = Rudy mouth hits
- Melt THE Clone = Shoot the S.T.E.P.'s targets to open Step's Ramp then Shoot ramp then plunge into lit switch (switch difficulty increases each time)
- Nightmare Multiball = (Right after Melt THE Clone) Lock 3 balls in the Hidden Hallway then Shoot the Trapdoor (Jackpot) then shoot Rudy's open mouth (Super Jackpot) and repeat if you can!! HUGE points here, AND available throughout the ENTIRE game. Good luck locking 3 balls to start Nightmare Multiball though

- Scoop Shots = Random Mystery awards
-E.g. Hurry up & Hide (mini mode) = Hit Mirror and Wind tunnel, scoop, or trapdoor to collect the decreasing Jackpot as fast as you can. (The scoop has other awards also)

-Gobble Hole = Advance Steps and Decrease difficulty of Melt the Clone after the 1st time

- Defeat Evil Rudy = Follow the sequence of specific shots by following the on screen instructions. If you can complete it, and defeat him, you have most excellent flipping skills

~ Side Modes and Stacking ~

- If you have enough minutes collected to start another mode ... Duck Hunt, Don't You Want a Balloon, Hot Dog Combat ... can be carried over and stacked into other modes; such as Evil Clones etc.
- What this means is if you are already playing Duck Hunt and start Evil Clones, by hitting the mirror while it's lit, Evil Clones starts but you can still get points from hitting the ramp for Duck Hunt...and it's game on and huge rewards! It also feels like a wizard mode, especially if you can get Duck Hunt, Hot Dog Combat etc going first
-Once the last mode started is drained and timed out, Duck Hunt etc continues playing with its countdown
- Callouts will happen to remind you that there are other modes running, with other shot reminders, while Evil Clones etc...that you and Rudy remember that are still having a nightmare and need to wake up soon...just in case you forget.

- There's more fun than meets they eye here, easter eggs and fireworks everywhere, so have FUN and good luck!!!

#701 2 years ago

mikeflan

Thank you for your sincere and knowledgeable input of rules, designers, code, and more

Please don't forget that this is just coming out of beta stage/having it ready to play and enjoy. That was our FIRST mission.

A LOT of what you just (sincerely) mentioned <<we appreciate that, is already in the mix. We want to include each and every suggestion; to blow this out of the water together with everyone in the end....and need everyone's input in the end for it to be MORE than epic.

We have tougher skin than anyone I've ever met (beta testers) and I used to deliver mail for a living. We beat the code and each other up on a daily basis to get things straigtened out, and want to continue to grow with our community.

I don't really feel good saying "we" because I/we/beta testers don't pride ourselves as more important to this being a big success than anyone else should be.

Janos Kiss (lead of the software development team) can/does implement suggestions/'fixes' before we're done mentioning it.

This is just the beginning....not the end

#703 2 years ago
Quoted from Jvspin:

Thanks for posting the videos UVAJED and stumblor!

We're doing what we can.
More unbridled videos to come soon ... including the original Funhouse

#706 2 years ago
Quoted from yzfguy:

That's cool. I would like to see the original play briefly, just to see that it feels true to the stock game.

I agree and coming tomorrow as far as I know

#709 2 years ago
Quoted from pinballinreno:

My impressions:
Having Rudy call out minutes gained means nothing.
He should call out the time on the clock!
Getting to midnight builds excitement, just randomly caling out minutes means nothing...
Theres no "stop playing with the clock", so it lacks context.
Having Rudy call out the point amounts is silly, when he could just say "Jackpot".
Haunted rollercoaster. Is it just the mine cart mode from IJ? Yawn.
Most of the modes seem really fun though shallow.
The mini-LCD is awsome! The wide screen is more AWESOME!
Over-all I see this as a great start.
Is there a way to add an auto launcher in the code? The game really needs it.
Hidden hallway is under-utilized in the modes.
Keep up the good work! Im ready to see more improvements.

Great input. Thank you.

He DOES say 'stop playing with the clock' and a ton of other fun throwback things / and mixes it up the original with 2.0 << too much/impossible to get into one video. Wished I could have. Ugh

Have you gotten to the end of Haunted Roller Coaster yet? I will bet you a case of beer that you smile and laugh...if you do

Don't worry, if you can close get to Defeat Evil Rudy (wizard mode) your blood pressure will be MUCH more through the roof than getting to midnight in the original. Guaranteed.

I had chances in the vid today to stack modes (but purposefully didn't). I could have showed off the wizard (Defeat Evil Rudy), but didn't. No spilling the tea or killing anyone's excitement as far as I'm concerned. I/we want each and everyone to experience the fun for themselves

Your input is now logged and we are aware of it. Keep being sincere and thank you, sir.

Rudy is growing out of control. Can we stop him or should we encourage him to keep being 3-sheets to the wind..?!??

#738 2 years ago

Thank you all for the positive feedback and suggestions so far. We truly appreciate that.

Although we might not be able to respond to each and every question/suggestion here (still working on this 7-days/week), rest assured that we have not overlooked any single post on here; nor will we moving forward.

We're in it to win it with and for you all.

2 weeks later
#883 2 years ago
Quoted from jetmechinnc:

Any word on possible ship dates for the 2.0 kit? Still working on my restoration, but curious since deposit is in on planetary pinball.

As one of the Beta testers, I hope I don't overstep anything/anyone, but good/relevant question...

So, I can only confirm that we have ALL still been working relentlessly together on this for everyone around the clock before/since the gameplay videos / = Pedretti Pinball, PPS, FAST, Pinsound, the software development team, graphics team, and us Beta testers also, 7-days/week around the clock.. ..in no particular order..

Everything here is positive and extremely productive!

I can't confirm a ship date as a Beta tester, but I would say keep working on your restoration, your $ is in good hands, and good things will be on the way sooner than later. << zero hype train here .. just excellent results in the end for me too is all that matters..

Final bugs are being stomped out..

We all want to see you guys/gals << in no particular order enjoy this without disregard, have only positive feedback/things to say/feel about it...so we're going the extra mile or 3 as best we can..

We all want this done the right way the first time...as best as humanly possible; from a VERY amazing group of developers/hardware/software etc gurus << and then you also have the noisy captain obvious/knowledgeable beta testers in your back pocket..

We're (Beta testers) pretty relentless and thinking of you/your opinions/what you have said...and we aren't very quiet about it either..

The amazing thing is, that Pedretti and Co. listen to everything and implement everything that we ask for, if it is possible, on your behalf too.

It may seem like I have said this before, but I haven't changed my mind or confidence about anything..

E.g. I felt slightly bad for going out of town today for Valentine's day with my significant other, because I knew everyone else was going to be testing new codes/etc out here without me.

But, you know I can't get in trouble for not taking her out for V-day. So, we took a road trip, she went shopping for a bit...then we happened to end up at a place that had 25 pins. Oops. Oh well, we better play some pins now?!? It was from JP, Hobbit, RFM, AFM, MET, TSPP, Wonka, LOTR, GB, Elvira, Xmen, TWD, etc. We played almost all of them.

When I came home, I played 3 games of FH 2.0. I took a step back and couldn't believe it. FH 2.0 was tied with Wonka/JP for my favorite pins of the day. Honestly. I don't know how, but it was.

Back to work tomorrow on FH 2.0 here, but imo it's worth it's weight in gold.

Hope I helped a bit, no hype here, but it's pretty close and you definitely made a great investment regardless of the timeframe, and I sincerely hope you enjoy it once you get it.

3 weeks later
#1013 2 years ago
Quoted from svendmute:

Hey, a thought:
It would be so cool if you added a custom instruction card on the webpage for people to download and print at their own convenience…

Quoted from Lopa:

Put my kit in today took about 45 minutes including swapping a couple rubbers and some cable management. Overall very straight forward and quick install. The boards are some of the nicest I’ve seen and the overall construction of the kit is top notch! I kept the boxes and just transferred all the old parts into them for storage. I updated the code and that process was quick and easy.
So far my only suggestion is for there to be an instruction sheet on the code download page.
I plan on putting in a few plays tonight!

I'm happy you guys are up and running.

Instruction cards and some other VERY awesome things are in the mix.

Please see my post #693 (page 14) here for the overview and the gameplay video etc..

Here's a "nutshell" and I will try not to give too much away..

-Funhouse 2.0 Rudy's Nightmare is based around the clock, as was the original, with things to do as the clock progresses.

-Collect minutes by hitting switches, ramps, scoop, hideout, etc in order to advance the clock to the next hour. Different shots award different minute values to the clock.

-Once it is 1, 2, 3 ,4 o'clock etc on the clock, another mode will be able to be lit on the mini-screen/mirror. << the available mode to play is changed by rolling over the "lit mystery mirror" switch on the right inlane.

-To start and play a mode shoot the wind tunnel once it is lit. If you have more than 1 hour collected on the clock, shoot the wind tunnel again to stack/start 2-3 etc modes at once.

-There will be callouts and on-screen instructions as to what to do during each mode, and with multiple modes at once also.

-The ultimate goal is to try to defeat evil Rudy / wizard mode. To get there you have to complete the clock to 12, and play through all of his nightmares (modes) with him...a.k.a. complete the mirror like 1.0.

-Side modes

-Melt the Clone:

-Light s.t.e.p. targets to activate the steps ramp and left plunge to the lit step target. That initially lights the lock (hidden hallway) for Nightmare Multiball.

If you light the s.t.e.p. targets, shoot the ramp, plunge to the lit step lane (while the lock is still lit before starting Nightmare Multiball) you will actually Melt the Clone. Not easy, but fun stuff.

-Nightmare Multiball:

-Lock 3 balls in the hidden hallway after a successful Melt the Clone left ramp/plunge shot to start it. Once NMMB starts, shoot the trapdoor for Jackpot and then Rudy's mouth for Super Jackpot. Repeat if you can.

-Tips:

1. Keep collecting minutes to keep the clock moving forward always.

2. When playing The Haunted Rollercoaster, hold the correct flipper(s) for 1/2 second vs. a quick tap to register your selection.

3. If you don't like the way your game is going, push/hold the start button for 5 seconds to restart your game.

4. If/once you make it to Defeat evil Rudy, you can also shoot him in the mouth to advance to the next shot.

5. Stay patient with positive spirits as you, and hopefully sooner than later everyone, get and enjoy this. We still have a lot of more amazing polishing, and more, being stomped out as you are reading this.

However, please do tell your takes and suggestions; because your beta testers, Pedretti Pinball, and Co. have been implementing your thoughts throughout this entire process.

We want this to be how everyone wants it with open imaginations in the end.

#1015 2 years ago
Quoted from Lopa:

I was saying to have instructions on how to do the code update, the only reason I knew what to do was because it was posted here at some point. Also I didn’t watch the install video so I’m not sure if it’s mentioned there or not.
Instruction cards would be a great addition even if it was a printable download, great idea.
My pinball mojo is off a bit tonight so I’m struggling to make it through modes but it’s definitely calling my name every time I walk away.

Noted and forwarded for the instructions on the same page as the update. Thanks for the heads-up.

#1019 2 years ago
Quoted from djsolzs:

Got in some play last night. Got the sound dialed in which sounds really good. The light shows are great as well! Have some friends coming over tonight to break it in.
Stupid question - the wind tunnel kept telling me I was ready for a mode but when I would hit it I would just get a mystery award. Did I just not have enough minutes?

The mirror will show you which mode is next regardless if you have enough minutes.

If a mode is ready to start the mirror light will be lit. If not, you will hear the sounds of broken glass initially when you shoot it.

Another way to tell is to keep your eye on the clock. Once you get to 1 o'clock the first mode can be started, then 2 o'clock, and so on.

However, you shouldn't be getting a mystery award for the wind tunnel shot, only the scoop, so I would check your wind tunnel switch if this continues.

#1028 2 years ago
Quoted from boustrophedonic:

Hmmm...
[quoted image]

What are we looking at here? Blown f112?

Did this happen during/after your installation of 2.0?

This happened to someone else.

I will immediately forward this to all, but make sure your machine is unplugged from the wall during installation; and please remember to tighten all grounding screws/straps...and make sure all headers/ribbons are tight before powering back on.

fastpinball can you chime in here on your end as to what could be causing this?

#1031 2 years ago
Quoted from boustrophedonic:

Yes, same issue as djsolsz. All coils locked on when I fired it up the first time and blown fuse. After replacing it everything is fine. Cables were all connected correctly.
Also I can't get main screen video to work. The included short HDMI cable is bad (no signal displayed in Chinese). After replacing it the main screen is stuck on Pedretti with a "pinball login" on the top. The mini screen appears to have the content intended for the main screen.

I'm glad to hear and sorry at the same time. We will get to the bottom of that issue and it hasn't happened to anyone else for some reason.

It takes awhile for the boot, and especially a few minutes more after a code update.

Power on again, wait 5 or so minutes after the initial power on/boot and report if it works for you please.

#1033 2 years ago
Quoted from Coyohtay:

Mine did the exact same thing. Powered on, coils fired and POP. Inspected things, dropped a new fuse in and it worked

fastpinball can you explain this?

I'm no expert on cpu/mpu manufacturing, and most likely out of my league on this, but it seems that something is regulating power distribution once all systems are recognized; but too much initial voltage being allowed to flow before systems are checked...perhaps?

Also, I wonder did you 2/3 who have had blown f112 fuses have the correct fuses (5A SB) installed? << that happens at times..

I can only reassure that some of us have had some minor initial hiccups upon initial installation, but have had zero issues since; and all systems have been only a go 5,000+ games later with the hard/software...and a 30-year old Funhouse.

I'm not saying this isn't important, because it is, and needs attention so nobody else experiences this moving forward asap.

#1035 2 years ago
Quoted from djsolzs:

Right - luckily we all had the fuses necessary to keep us going. Had several tournament players and players over in general tonight and all went well. Lots of fun

That's beyond awesome to hear djsolzs !!! Really.

Did you need to replace another fuse throughout your play, or just in case << I'm hoping..

#1042 2 years ago
Quoted from PinballManiac40:

Are these kits being shipped preloaded with the newest Funhouse 2.0 software?

The kits were shipped with somewhere between .82 and .84 code if you received a kit over the last 2 weeks.

The only difference in those codes were mostly volume levels and some callouts that have been added/adjusted.

The current code is .85

That includes some more lighting effects and tweaks some things like the timeout delays a bit between the wind tunnel to scoop kickout for a more specific time of play when the ball is actually available vs. the countdown on the mini-screen/mirror while the ball could still be in the scoop waiting to be kicked out, and some other minor things like that...that we/anyone could be annoyingly perfectionist about.

Major bugs have been worked out much prior to the shipped kits...just in case for you guys.

Any code updates moving forward are very simple yet specific (always tested by us first) and doesn't relinquish or defy from the already stable software/hardware by any means.

As Aaron mentioned, the 1.0 / original Funhouse is completely unmolested and plays flawlessly like it did/should/does. 2.0 is the same in its own right, and neither installed together should blow a fuse initially or in the end.

Please get back with him on your specifics as to your fuses blowing. It definitely isn't software related, because we don't have control over the power distribution with the 2.0 software, so make sure to double check your connections and make sure they are tight and double check the positioning.

My 2.0 didn't initially work because my cpu to mpu ribbon cable wasn't fully seated. << 30 year old connectors can be quite fussy.

Take your time during installation, watch the installation video if you haven't seen it before, and ask questions if you are undecided about anything before proceeding.

We are all here for each other.

#1045 2 years ago
Quoted from fastpinball:

OK! I think this issue is totally on FAST!
We added a cool new testing process to that enables us to test many boards in much less time. THIS was the outlier!
So this test process includes test code that simulates all the drivers for a cool visual inspection. When our controller starts up in normal mode, if it sees test code installed, it wipes it and puts the proper code in its place.
What we think is happening in the cases when the fuses are blowing is that the test code is being replaced and taking just a little longer than our normal startup. Therefore, when the game code talks to our board, all the drivers are still active.
When the game turns on the second time, the test code has already been replaced (and sadly, so have some fuses) and everything is happy.
So... we have added an additional power cycling of our boards following our test procedure to ensure that the test code is certainly not a factor. Anyone installing the kit in this first wave can ensure that they won't blow a fuse by installing their kit without connecting the ribbon cable to the power driver board. Once the game comes up, turn the game off again and connect the ribbon cable to the power driver board and all is good.
We will be notifying Pedretti_Gaming on how they can resolve this easily in any kits that have not shipped yet.
Thank you EVERYONE for your patience.
Aaron
FAST Pinball
[quoted image]

That's awesome and great news Aaron in the end for all.

Thank you sincerely for being open about it and straight to the point with the tentative solution. I/we all appreciate that very much!!

However, you can feel free to ship out a fuse kit or 3 to those who were effected by it.

Moving forward though, I can definitely verify that after that initial stage is completed, your hardware is beyond stable and one of the cleanest builds i have yet to see; and I work on a LOT of other areas of similarities.

Keep up the good work like this!!!

#1066 2 years ago
Quoted from Zukidog:

I caught the first 20 minutes of the stream and it was nice to get a lengthy sense of game play. The game looks fantastic and I'm chomping at the bit to get the kit in the mail.
Not sure if anyone was taking note of the feedback during the feed for sharing with Pedretti, but here were a few comments I heard while tuning in (mind you, i have not played this yet, I'm just helping capture feedback):
1) Tilt calming timer might need to be added or extended?
2) Can't restart a game until after the match sequence at the end of a game.
Seems there was a lot of praise for the hard work and excellent job done by Pedretti and Fast during the stream. Very exciting.

I watched it, took notes, reported everything back, and most (if not all) suggestions including yours are already in our centralized bug and data system and are being worked on.

However, all feedback is appreciated and all will be implemented as fast as humanly possible.

They did a great job with the stream (I believe they are doing another on it this Fri or Sat) and I am looking forward to the stream from Canada this evening.

#1079 2 years ago
Quoted from djsolzs:

I think I did not describe this correctly. I checked that switch its fine and activates the diverter up top. My issue is not the diverter that sends the ball over to the steps. The issue is once the ball travels over there I get the sound of it draining down the outlane and then the gate closes right by the left plunger.

Any ideas from anyone out there? I watched a stream last night that did not have this happen. Thanks

Is your left outlane and plunger switch wiring backwards/mixed up under your playfield? What happens if you push on the left outlane switch during normal gameplay? That is the sound for a drain. I would be curious to see a video of that.

#1084 2 years ago
Quoted from djsolzs:

I’ve checked all switches and they work in 1.0. Flawless including the stairs as a whole. 2.0 if I manually hit all the switches going down to the left plunge everything works but non of the steps switches activate.
Struggling on this one because everything is good on 1.0. You guys are def more savvy on working on machines but I can usually find my way.
What would be the diffference?

Please check your inbox, so we can get this sorted.

#1088 2 years ago
Quoted from Bryan_Kelly:

I just finished the install and have one issue. The HDMI cable that goes from the mini display on the playfield to the Pinsound board....how long should it be?
Mine is long enough to connect as it should, but it's not long enough to allow me to lift the playfield or lay the head down. It could easily be another foot longer at least.
For what it's worth, this kit is one of the early ones that got sent out to an op I'm helping out.

Quoted from Bryan_Kelly:

I just finished the install and have one issue. The HDMI cable that goes from the mini display on the playfield to the Pinsound board....how long should it be?
Mine is long enough to connect as it should, but it's not long enough to allow me to lift the playfield or lay the head down. It could easily be another foot longer at least.
For what it's worth, this kit is one of the early ones that got sent out to an op I'm helping out.

The first 10 kits unfortunately had short hdmi cables. I picked up a 3ft extension cable from Walmart so I could lift my playfield without worry.

#1107 2 years ago
Quoted from Bryan_Kelly:

Sorry. There may have been beer involved.
Downloaded latest software. Still won’t save time and date.
[quoted image]

No worries on that.

You now have the newest code, but don't have the latest firmware, because you have a very early release kit.

I can Skype and help you update to the currenent firmware with you, if it's really bothering you, but I would recommend holding off until later this week or next when we might have a new firmware available.

The firmware updates the SD card and not the usb.

However, there is nothing wrong with your game, and the time and date will be fixed once you update your firmware version.

1 week later
#1116 2 years ago

More of you should be receiving your kits soon. In the meantime please do a double check on your ramp switch wiring.

2.0 is more particular about the correct order of the switches than the original in order for certain modes to function properly. We have seen this happen a few times already; even with a fresh restoration.

This is the correct location of the switches in the switch test..

20220320_112413 (resized).jpg20220320_112413 (resized).jpg20220320_112437 (resized).jpg20220320_112437 (resized).jpg20220320_112540 (resized).jpg20220320_112540 (resized).jpg
#1160 2 years ago
Quoted from Mtg381:

Not sure where I went wrong? The initial start up takes a couple of minutes, but I suspect that's normal. I'm on version .85.
1.0 appears to be working as it should, and is a hell of an upgrade on it's own.
When I select 2.0 and start a game, this is what happens and it does not stop. Rudy is definitely sick in the head. Any thoughts?

Awesome that you got the kit. Congrats.

I have some questions and need more information..

-Did you just get/install the kit?
-Did you have a succesfull 2.0 boot/gameplay and then this occurred?
-If so, what were the variations?
-What are those led strip-lights that you have installed and what are they wired into?
-Are they 5v and potentially powered/pulling from the logic, or do they have their own power supply separate from the machine?
-Do you have clear and concise switches open/closed in switch test with Rudy's opto/mouth gulp/and the trough switches?

To get straight to the solution on this, although it may not be what you want to do, please disconnect any aftermarket lighting that isn't o.g. 1.0 factory. Then, we can build it up from there and get you back and running with all of your mods. << I do like the effects of your leds though.

~(Regular socketed led bulbs are fine / just nothing jumpered or wired into the sockets...for now please until we can solve this)~

I am passing this along to the rest of the team immediately, but I would start by disconnecting all of your leds/strips that aren't socketed leds, make sure your grounding screws on your new boards are secure (straps as well), that your ribbon cables are snapped in/very secure between the Fast cpu and the mpu (very important), and check his mouth opto switch, mouth kickout, and trough coils in switch test.

It makes sense that we find more minuscule variations going from 1.0 to 2.0 with the newer, more accurate, and faster processing boards with more tasks assigned. E.g. 1.0 didn't need to have all switches necessarily in sequence to perform certain features vs. 2.0 and vise/versa.

The FAST Cpu is handling everything just fine. They are also listening to you, Pedretti, and adjusting specific things on their end also as needed.

^^^^ However, have no fear. I have a ridiculous amount of aftermarket and diy lighting that all worked awesome with the 1.0 and now 2.0 kit.

There hasn't been one single issue to date that your beta testers and the team at Pedretti hasn't solved to date; nor will we/they overlook any single issue ever or not be able to fix with this epic upgrade.

Post back here, or feel free to pm me with more information..

#1161 2 years ago

Solved and was nobody's fault

#1170 2 years ago
Quoted from poptix:

The video mode is a real nightmare...

That definitely is a nightmare. What code are you running? We had this happen one time before and it should be fixed with the latest .85 code.

See if you can replicate it, and if so pm me a video of it 30 seconds prior to the start it/Haunted Roller Coaster.

#1171 2 years ago

So we can take a closer look to root the cause.

#1175 2 years ago
Quoted from Lopa:

Two part post.
I haven’t had a chance to look into this issue yet mainly because it isn’t easy to pull the glass on my machines the way they are set up. For some reason my game now tilts when hitting the “e” target. Is this possibly a known issue or do I need to add this to the list of things I need to address next time I dig into this machine?
I’ve been playing the hell out of this game since I got it installed. It’s very clear to me what is left to work on code-wise so I’m waiting for at least the next code patch before I want to give my opinion on it. So far I’m very pleased.

I would also recommend what chillme said about potential wires crossed.

There are a bunch of new discoveries that some are finding with installing 2.0.

At this moment, zero have been related to the 2.0 upgrade/hardware/software.

So, as we are all upgrading; please be patient when something 'new' arises.

Every single issue has been resolved, including mine initially, and it is simply a lack of our own maintenance and upkeep of FH at times.

E.g. Reflowing solder on all boards, making sure ALL cables and header pins aren't brittle and are tightly secured, boards and game in general aren't dusty, switches are sanded clean, optos are replaced, switches are individually tested in switch test open/closed and are in the correct positioning, nothing aftermarket plugged in initially and pulling from the power, grounding screws & straps tight on all boards/cabinet/backbox, batteries are replaced at least yearly onboard and inspected for corrosion, and etc.. << All of these things need to be paid attention to at least yearly.

I/we all will be relentlessly here for you (Pedretti moto and sincerity), but it will help us all out moving forward much faster if we can all double check things like that if it could just be a machine specific related issue in the end.

This is all a good thing, to "change our oil" in FH and keep it going for the next 30-years +.

#1177 2 years ago
Quoted from Zablon:

Gee....I have this sneaking suspicion my game is going to be problematic. Anyone with samples/protos installed this?

Along as your FH is working good on 1.0, you won't have any issues. The only "issues" that have came up have been something that was overlooked by the owner(s) and all have been more than thankful that we helped them fix their own machine outside of the upgrade.

#1178 2 years ago
Quoted from Zablon:

Gee....I have this sneaking suspicion my game is going to be problematic. Anyone with samples/protos installed this?

Also, yes. I am one of the Beta testers. I've been here from the start and all is good and will be for everyone moving forward from now until the end as things may come up..

Again, there hasn't been a single thing not fixed or a suggestion overlooked from anyoneon here from team Pedretti to you and vice versa.

#1179 2 years ago

We all have the same passion, are in it to win it, and that can only happen together.

#1187 2 years ago
Quoted from pinball-1:

Did the install yesterday, however all I'm getting is this screen. Keeps blowing fuse F111. Had no know issues prior to the install.
Any help?
Reached out to Pedretti yesterday, but have not heard back.
[quoted image][quoted image]

Quoted from pinball-1:

Did the install yesterday, however all I'm getting is this screen. Keeps blowing fuse F111. Had no know issues prior to the install.
Any help?
Reached out to Pedretti yesterday, but have not heard back.
[quoted image][quoted image]

Please refer to posts #1029, 1036, and 1043 in this thread and see if that helps solve your issues. If not please pm me with a picture of your boot up screen that shows which firmware/software etc you are currently running and we can go from there.

Also, you seem to have one of the newer FAST Cpu boards where the misdirection of initial voltages (blew a fuse for a few others) has been corrected, so this seems odd.

No worries though, we will get you up and runnning.

fastpinball what are your thoughts on this?

#1191 2 years ago
Quoted from pinball-1:

Re-seated all of the connections, still blowing F111 fuse.
I do not get a start up screen with firmware/software. Mini display initially shows vertical lines in multiple colors, while main display is all black with some Chinese characters in the upper left. Then goes to the Pedretti screen as posted in my initial post.

In case my pm didn't come through on your end, here is what I mentioned, and are some things to check if you have a few fuses to spare:

1. With the power off: unplug the short ribbon cable from the fast cpu to mpu (also make sure the red line is on TOP of this ribbon cable), power on the game, wait 5 minutes, power off, reattach the cable to the mpu (triple check that this cable is very secured), power on and see if it is fixed. (This 'power cycles' the fast cpu for the initial boot without irregular voltages throughout the mpu) <<see the above referenced FAST posts as to why this is

2. Power off, unplug J106 and J107 from the mpu/power driver board, power on, and see if the fuse still blows. (This eliminates certain things that could cause f111 from blowing) <<more on that later

My initial thoughts on your issues:

-You could have a FAST Cpu that hasn't had the irregular voltages addressed and it needs to power-up separate from the mpu initially for a few minutes
-You could have a shorted flasher socket (F111 is the flasher fuse)
-You could have a bad bridge rectifier ~BR4~ (related to F111)
-You could have the wrong fuse in the F111 fuse holder

There are some other things it could be, but those are the go-to first checks..

-Please let me know if you didn't get my pm from earlier today, and rather than flood the feed here, we can solve it via pm and most likely it won't take long.

Again, I am happy to jump on a quick video chat with you and that will definitely help speed things along.

#1203 2 years ago
Quoted from chillme:

Getting ready for my kit, I just tested my ramp switches and found the two are swapped.

Awesome find ahead of headaches.

#1204 2 years ago
Quoted from Bay78:

I’ve been playing it quite a bit both 1.0 and 2.0 since last night. In 1.0 it’s working 100%. And in 2.0 I think I’ve found some issues but would really like other peoples opinions etc. I’m finding quite a few times the Rudy opto hit isn’t registering. I’ll be in the million mode and hit it and sometimes when the ball is kicked out for the lock and I hit Rudy it’s not registering. And again works 100% in 1.0 and in tests in both 1.0 and 2.0. Also I seem to think there is an issue after lighting Steps and shooting the ramp and diverting the ball to the steps shooter. When it drops over the switch in the Outlane on the way to the shooter it makes the sound that it makes when you drain. But ball does make it to steps. And then when I plunge it it again makes the drain sound and when it hits the steps switch it doesn’t do anything. I did read to make sure the switches are all working right which again I did in both 1.0 and 2.0 and in test menus in both. Are other people noticing this?

Bay78 Lopa canea

Please check to make sure your opto switches are perfectly aligned (tx & rx) <<transmitter/receiver in front of Rudy's mouth. That can cause a fast trigger not to register. We can adjust the 2.0 registry time if needed, but make sure to check your alignment first because this hasn't been an issue and sometimes 1.0 isn't as specific. Also, when was the last time you replaced your transmitter opto? They grow weak over time, usually the transmitter opto, and is never a bad idea to replace them (top of steps also).

^^^However, that is enough said that this is now put in to our database and it will be addressed within the next code release. The new code will be released hopefully in the next couple of days, so if not with this code it will be in the next revision. We all need to smash him in the mouth and be rewarded for it, right!?!

Bay78 Please follow djsolzs and chillme advice as to what to do with your step switches. They are misplaced/wired in reverse order. It isn't whether they work or not, it is the locations of the switches that matter. (When you look at those pictures, make sure you pay attention to what switch I'm pointing at and if that correlates to the switch # on the big display when you open/close it). It isn't uncommon to have a restoration done, or do a little maintenance and accidentally reverse the wiring or switches. We've all done it. << If the switches/wiring is out of order, the game gets confused as to where the ball is at and what it's doing.

I came home from a ridiculously exhausting 14hr+ road-trip today, checked in here to catch up with you guys, and when I came to find that you guys are helping each other out like this it beyond made my day in the end. All for 1 and 1 for all. We will all be error free with the new 2.0 territory soon and moving forward with it.

#1206 2 years ago
Quoted from Bay78:

LOL wow, yes I see it now! I must have gotten those two switches mixed up when I first shopped the game when I got it 11 years ago! Thanks for the help. I think the game will be more enjoyable. And as for the opto switches. Yeah might not be a bad idea to swap them but thank you for taking our advice, definitely need Rudy to say something every time we hit him lol!

You got it!! We will not stop until everyone is error free in the end, and as passionate as the Pedretti team is, we can't do it without you and everyone else helping each other help each other.

Btw, there's no shame in that at all. Much worse side note; back in the day I thought I could use a sling switch to increase the brightness in aftermarket led post lighting << it worked for a few, but didn't work out so well in the end.

Trial and error makes us all grow / but having each others back makes us all glow. >(cheesy I know but true)<

#1212 2 years ago
Quoted from Frogman:

I am rooting for this project but requested a refund for my deposit. Great concept, tasteful placement of the LCD screen on the playfield and the on-screen graphics were fine. The translite artwork isn't to my taste but I would have stuck with the purchase and not used it.
My concern, which was validated at TPF, is that the product that is not yet ready for prime time. This thread has highlighted the issues. I appreciate that the testers are passionate and believe in the product. The game creator appears very engaged in fixing issues and open to suggestions, which bodes well for long term viability of the project.
At TPF, the machine experienced a lot of issues. The game was located in a high traffic area, so I passed by frequently and also stopped to watch gameplay. On Friday and Saturday there were at least five occassions when the ball was either not returned to a player, the game hung, or it needed to be rebooted. I spent most of my time elsewhere so it's unlikely that the issues only occured when I dropped in.
This isn't to dissuade anyone from purchasing the kit, I just think it's fair to say that it's a project still very much in the works.

Definitely check back in at a later date, but I would bet, excuses aside, that there was older code being used.

#1223 2 years ago
Quoted from canea:So why would an op drop 2K to make Funhouse more complicated and possibly less reliable on location anyway? From what I understand, 1.0 is still a pretty decent earner as is, so why change it?
As far as being ready for prime time, I think this kit is very well fleshed out already and will only improve with time since the team seems super dedicated to making it perfect. I hate this kind of cheerleading rhetoric on pinside, but I think it's true here. The code on this is more complete and far less glitchy than, for example, Rick and Morty ever was/is (owned it for the first year myself), and that's a top 25 game somehow.

Well put and then some.

1.0 gameplay etc is 1oo% just as solid on the 2.0 kit as the o.g. So, if an op would be worried about putting the 2.0 kit on location (including 1.0) without 2.0 working perfectly to their liking before the code is finished, then he/she could just choose 1.0 as the option with the upgraded speakers and displays perhaps.

However, I believe mikeflan is/was referring to a single FH at TPF that, again, was most likely (definitely imo) running older code. Who has time to update the FH 2.0 code when they have to travel to TX?!? Kuddos to whoever took it there...all you.

Quoted from sandro:

I can see how Funhouse 2.0 (or any 2.0 for that matter) isn't right for on location. But in a home setting, getting a refresh for only $2000 is not a bad deal. For $2k, I can barely get a player's condition 80's solid state pin anymore. Compared to the $1k toppers some people are buying, this upgrade is a no-brainer. Frankly after 25 years, my FH might have been on the way out. But it was the game that got me into pins as an adult, and I didn't really want to let it go. This upgrade gives Rudy a new lease on life in my house.

That's a great point. I haven't though from the price point of the 2.0 kit in awhile. Hmmm.

Before I go any further I am getting paid zero for being a beta tester, spent $10k++ of my time and I paid for my own kit as all of the beta testers did on top of that. << I apologize if this seems like old news to some who have been following this thread from the beginning..

Would I do it again? << Yes!!! << In a Lawlor slingshot heartbeat. FH has always been my favorite from a kid until now 30 years later. It needs to always stay as awesome as it was the first time I played it. If it can be better somehow; let's go and it already is now.

I would like to sincerely compare some prices, to help those out who may be on the fence for some apparent reason, about whether of not this is a good investment for you her/him. There is absolutely nothing in it for me if you do/don't pick up the kit and I could care less if you do too.

So, what do you get with the FH 2.0 kit via hardware/software and what are they worth in USD in comparison to old/new school..?

-Used WPC Soundboard = $300+ (if you can find one in good shape/been there before..)
-Used WPC CPU = $250+
-Used Syst 11 Display = $100
-Add at least $300+ for Pinsound and FAST Cpu upgrade imo

-New/good quality speakers for your existing display panel = $75+
-New 14" high-def display or / Old DMD (subtracting from the upper used for the 14" high-def now) = $150+
-New high-def mini display/frame/mounting bracket/hardware etc = $100++
-New main display wooden panel fully assembled with all electronics and graphics = $200+
-New translite = $50+ (very low end price)
-New side blades = $50+ (very low end price)
-New hdmi cables, maybe a tee shirt, and all hardware = $50 (respectfully)

-Brand new code and new Funhouse experience within the same game = Priceless

So, it seems to = $1,675 for the just the hardware upgrade unless my mental math is off

What happens if you sold your old boards etc to someone who wasn't looking to upgrade? << you subtract from your purchase point and congrats.

Honestly, this kit is being sold for a lot less currently than its worth. Smfh

#1224 2 years ago
Quoted from UVAJED:

Well put and then some.
1.0 gameplay etc is 1oo% just as solid on the 2.0 kit as the o.g. So, if an op would be worried about putting the 2.0 kit on location (including 1.0) without 2.0 working perfectly to their liking before the code is finished, then he/she could just choose 1.0 as the option with the upgraded speakers and displays perhaps.
However, I believe mikeflan is/was referring to a single FH at TPF that, again, was most likely (definitely imo) running older code. Who has time to update the FH 2.0 code when they have to travel to TX?!? Kuddos to whoever took it there...all you.

That's a great point. I haven't though from the price point of the 2.0 kit in awhile. Hmmm.
Before I go any further I am getting paid zero for being a beta tester, spent $10k++ of my time and I paid for my own kit as all of the beta testers did on top of that. << I apologize if this seems like old news to some who have been following this thread from the beginning..
Would I do it again? << Yes!!! << In a Lawlor slingshot heartbeat. FH has always been my favorite from a kid until now 30 years later. It needs to always stay as awesome as it was the first time I played it. If it can be better somehow; let's go and it already is now.
I would like to sincerely compare some prices, to help those out who may be on the fence for some apparent reason, about whether of not this is a good investment for you her/him. There is absolutely nothing in it for me if you do/don't pick up the kit and I could care less if you do too.
So, what do you get with the FH 2.0 kit via hardware/software and what are they worth in USD in comparison to old/new school..?
-Used WPC Soundboard = $300+ (if you can find one in good shape/been there before..)
-Used WPC CPU = $250+
-Used Syst 11 Display = $100
-Add at least $300+ for Pinsound and FAST Cpu upgrade imo
-New/good quality speakers for your existing display panel = $75+
-New 14" high-def display or / Old DMD (subtracting from the upper used for the 14" high-def now) = $150+
-New high-def mini display/frame/mounting bracket/hardware etc = $100++
-New main display wooden panel fully assembled with all electronics and graphics = $200+
-New translite = $50+ (very low end price)
-New side blades = $50+ (very low end price)
-New hdmi cables, maybe a tee shirt, and all hardware = $50 (respectfully)
-Brand new code and new Funhouse experience within the same game = Priceless
So, it seems to = $1,675 for the just the hardware upgrade unless my mental math is off
What happens if you sold your old boards etc to someone who wasn't looking to upgrade? << you subtract from your purchase point and congrats.
Honestly, this kit is being sold for a lot less currently than it's worth. Smfh

#1226 2 years ago
Quoted from pingod:

The game was well liked, for sure.
The display is all screwed up on it right now.
You can't read the scores properly.
Had to pull it out, not good for league play.
If you can't see the scores.
I can't find anything wrong with it either

Please send me some pictures. That is unfortunate.

#1236 2 years ago
Quoted from canea:

Is the rollercoaster too hard or is that just me? I've never made it past the first choice, I just die lol. Seems like you'd need some seriously fast reflexes for that. Also, not really a bug, but if you hit the flippers during the rollercoaster explanation (I'm always automatically double tapping trying to skip animations), it counts that as your choice and it's instant game over when the mode starts. I thought someone mentioned that "no bonus flips" wasn't possible on this game, but maybe could the flippers be deactivated during rollercoaster? Are flippers usually deactivated for video modes? Just a thought.
Nice job making Rudy respond in ways specific to the mode btw - What the duck is wrong with you? Who threw that bottle? Those are really well done.

Push and hold the flipper button(s) for 1 seconds or so vs. a quick tap to make the selection in Haunted Roller Coaster. << I was having the same thing happen also at first. As you progress you do have to be pretty fast. I never noticed it ending early but will have a look.

#1251 2 years ago
Quoted from jonahk:

Ball search in 2.0 does not activate the multiball release coil. If a ball is up there it will not release and the player will be unable to start a game.

This has been fixed with the just released .87 code

#1261 2 years ago
Quoted from jonahk:

Sure enough our two ramp switches were backwards! I had to run home but came back to test based on that #1116 post and now we cookin’ (I think)
We can activate the new melt the clone mode, but maybe im confused on how to play it…
First shot says to hit any switch. No matter what switch it will light a lock.
Next time it will indicate the bottom switch both on screen and with a flashing light.. Hitting that awards 1,500,000.
However the 3rd time activating steps still shows the bottom switch, but hitting that counts as a miss. And any other switch hit when that mode is activated also counts as a miss after that 1.5m points.
Switch test registers properly in each mode -
Top opto - superdog
Top switch - 500,000
Middle switch - light extra ball
Bottom switch - frenzy
I’ve even nudged the machine and tapped the ramp to see if a different switch registers but it doesn’t appear so.
Does this .87 code only have a single 1.5M award?

I'm glad your switches are figured out.

We are aware working on the "missed" on the third try. However, I highly doubt you will be able to get there with the glass on. The reason all switches/lights are lit the first time is to make it easy to award it and start light the lock for Nightmare Multiball the first time.

Nightmare Multiball has 1,2,3 etc million shots as well as a 10mill super jackpot shot. The next time you light the steps there will be only 1 light for more difficulty; but, if you go down the bumper hole it will lesson the difficulty and give you an extra light or 3.

A "how to play" guide will be published for download shortly and include more specifics on this.

#1262 2 years ago
Quoted from jonahk:

Sure enough our two ramp switches were backwards! I had to run home but came back to test based on that #1116 post and now we cookin’ (I think)
We can activate the new melt the clone mode, but maybe im confused on how to play it…
First shot says to hit any switch. No matter what switch it will light a lock.
Next time it will indicate the bottom switch both on screen and with a flashing light.. Hitting that awards 1,500,000.
However the 3rd time activating steps still shows the bottom switch, but hitting that counts as a miss. And any other switch hit when that mode is activated also counts as a miss after that 1.5m points.
Switch test registers properly in each mode -
Top opto - superdog
Top switch - 500,000
Middle switch - light extra ball
Bottom switch - frenzy
I’ve even nudged the machine and tapped the ramp to see if a different switch registers but it doesn’t appear so.
Does this .87 code only have a single 1.5M award?

Quoted from djsolzs:

I found this too - it’s a bug and has been submitted to the team.

I am happy to report that we just fixed the steps "missed" issue. We will be fine tuning it as well as adding increasing jackpots for each time you successfully melt the clone. This will be released with the next code.

In the meantime I challenge you all to see if you can melt the clone more that 1 time with the glass on and report back if you do, and how many times, just for fun. My record is 1.

#1265 2 years ago
Quoted from fabsj82:

Okay I'm a little lost. Got the kit in and everything works great but there's no sound coming out of the subwoofer. On the original panel this wire that goes down to the woofer was wire nutted into the speaker panel harness. It has 12 volts on it. I've watched the install video three times and the only wire they hook up for sound is the single wire I have pictured below. What am I missing?
[quoted image][quoted image][quoted image]

I had the same issue when I got the kit and ended up running both speaker wire outputs directly to the subwoofer with speaker wire for it to work. I also had bad capacitors at the subwoofer and needed to remove them. I am not suggesting this just letting you know it will be working soon for you one way or another. I forwarded this to the rest of the team (who is most likely sleeping right now) so hold tight until tomorrow because I believe there is a much simpler solution.

#1267 2 years ago
Quoted from jonahk:

Well I'm not sure what my count is, once I got to 1 it was always counting as a miss
But I do know this would make a fun high score to have on the screen!

Good to hear, I believe you may have missed the target/lit steps lane.

Absolutely though, and I am more curious for everyone to start posting high scores and things like this. That's where my passion is at for this to be at...stat. We will be there sooner than later.

On a side note:

Thank you in advance for all of you who have been early recipients of the FH 2.0 kit. All of you to date are #first50. Congratulations, and thank you in advance for hanging in there with us and you are seemingly just as passionate as we are. Nice.

Moving forward with 2.0 kits, (because they are going to happen via Pedretti sooner than later), we hope that you will be the first early recipients again..

The team that Pedretti has (not including me) will not stop perfecting any issues that arise with the FH 2.0 kit for all, whether big or minute; and appreciate you being part of the 2.0 team.

Sincere/'negative' feedback is also appreciated, so that things can be resolved. They have nothing to hide; only awesomeness to build together in the end.

We are all in it to win it together. I hope you feel the same about this 2.0 kit and more to come soon..

I have yet to meet and work with a more passionate team than working with Pedretti's team; and, I've worked in a ton of 'high-tech/high-profile' teams via beta testing/first launch/development/grass-roots/above and beyond already millionaire+ corporations >> on the opposite side of beta testing as well...etc previously.

This is going places. I personally am glad that you/we are ALL here and we're going places. The commonality seems to be that we all seem to admire huge aspirations and imaginations. I love that. #Letsgo

There are small things that once in a while arise; but there hasn't been a single issue that Pedretti/Janos Kiss software team hasn't been able to fix/address per anything/anyone...and we aren't going to stop there and will always pay deep attention to your concerns and whispers, so keep posting away.. "

"The stupidest question is the question not asked.." << or so my Earth Science teacher used to tell me back in the day........

Hmmm...

-Auto-plunger has not been forgotten for those that might be wondering. Btw.

-What would your next (community of awesomeness and ideas) recommendations be for Pedretti's next 2.0 kit and why personally for you?

-For those who currently have the FH 2.0 kit; what would you still like to see happen with FH 2.0 with the extra fireworks and the icing on the cake/suggestions to make it more fun for you? (E.g. I want more flashers integration personally everywhere on every shot...but, apparently it can get overwhelming..) Ugh

-What if your next 2.0 game soon becomes a reality; what ideas do you have for it?

For what it's worth, I spent 13+hrs of my "free-time" on pinside and other platforms with FH 2.0 (zero hype-up including this post) today, and am not even getting paid in peanuts. I don't need a pat on the back or anything like that, but I just want you all to know that I would do it/buy it again in a heartbeat, and am extremely confident in where Pedretti is going with this. << that includes Pinsound, FAST, all other hardware, and DEFINITELY the Janos Kiss software team Pedretti_Gaming

They are relentless above; and beyond.

Kuddos to you and yours no matter

#1277 2 years ago
Quoted from jonahk:Negative - had the glass off and was using my had to make sure the ball plunged up into the correct lit step and target
But it sounds like this was identified and will be fixed in the next code update? If so - great!
Also, is the switching between 1.0 and 2.0 code with the start button available in .87 or is that a later version? Had a player try this last night and it locked the game up. I validated this morning; holding the start button down in 2.0 will put the game in a state where it will no longer accept credits and we can't start a new game without a power cycle. I have NOT installed the 2.01 firmware yet, FIWW.

Yes. The steps being "missed" on the 3rd try is already fixed and will be implemented with other fixes/adjustments in the next code release (.88).

The switching between games issue you are having is because you have an early kit and don't have the firmware I emailed you installed yet. Once you install it you will be fine. Feel free to email or pm me if you run into any issues afterwards.

#1278 2 years ago

-FH 02.01 Firmware Update-

-Some of you may have early firmware that currently needs updated to work well with the new code

-How to tell what firmware you have? During powering on, pay attention to the boot screen and if it says "FAST CPU version............02.00" you need to update

-The current version is 02.01. This fixes the time and date saving, different coils and kickouts not working properly, switching between/after game glitches; as well as some other things that I can't remember off the top of my head

~~Installation procedure~~

1. First download the 02.01 firmware hex file and save it to a folder on your desktop for easy access:

https://we.tl/t-jcaw3NFmou

1.5 Download Teensy and read how to use it:

https://www.pjrc.com/teensy/loader.html

2. Unplug the usb cable from the fast board and connect a micro usb cable from your pc to it the fast board with FH powered off

3. Open up the Teensy loader program

4. Power on FH

5. Push the center button on the FAST/Arduino board (this should connect it to your pc if not already detected)

6. Click the box under "file" in the Teensy loader box to search for the newest firmware / hex file and select the file

7. Click the program box in the Teensy loader box (you will notice the light flashing on the Fast board) << it won't hurt anything if you program the same hex file again

8. Click the reboot box on the Teensy loader box and it should say "reboot successful"

9. Power off the FH

10. Unplug your p.c. from the Fast board and reattach the Pinsound usb

11. Power on FH and you will notice it say "FAST CPU version .............. 02.01 in the boot screen

That's it and you are now running the most recent firmware.

Pm me if you have issues during or after the installation.

Btw, if you don't feel comfortable doing this update no worries; just let me know and I, or someone else, will get a how to video together for the procedure if need be

#1285 2 years ago
Quoted from fabsj82:

OK. I seem to be down to my last problem. (Add me to the list of backwards ramp switch wires) I am also tiliting on "E". First hit registers fine but every hit after is a tilt warning and eventually tilt out. If I go into switch test the E switch registers E, Outhole and Ticket Dispenser but not TILT. I don't see Ticket Dispenser on the switch matrix any idea on what that is tied to?
[quoted image][quoted image]

Great news for everyone who is experiencing issues with thier "E" stand up target; I believe.

As we have learned by now that many many FH ramp switches have been wired incorrectly (out of order) from the factory and restorations etc. There were a lot of us that had issues with the steps ramp not working correctly, only to find out in the end that it had nothing to do with the FH 2.0 kit, but our personal machine's incorrect wiring as it should be according to the original FH manual and/or in the switch test. I believe everyone has corrected his/her wiring and all is well now.

Some of us (myself included) have had an issue when the "E" STEP target if it is triggered more than once in a row during gameplay or switch test. There are 3 pinsiders currently who have this causing a tilt, and with myself it is/was causing my trough coil to fire.

After deep diving again tonight, I ended up de-soldering multiple switches that are wired with (sort of) the "E" target switch << switch matrix. What I ended up finding was that after I disconnected the center trough switch...my issue disappeared. Thank you Janos for the idea today.

The Janos Kiss software team at Pedretti, Fast, and your beta team have been looking into this for days now relentlessly, because you guys mentioned it here first and this isn't allowed to happen obviously. We can NOT sleep good at night knowing that anyone has any issues....ever.

From the factory, all switches are supposed to have a diode to allow the voltages to only flow in one direction. I personally don't have a diode on my center trough switch after further inspection. Ugh. By disconnecting this switch wiring physically my trough coil quit firing at the same time. My missing diode there/bad dirty switch potentially, or a similar bad/missing diode/switch for the other 3 out there, is most likely the cause of this and that is allowing the voltages being allowed to travel up/downstream to other switches/coils etc and create 2+ switches being triggered at once.

For anyone who is experiencing issues with their "E" stand up target, please FIRST find a way that you can replicate your issue, take a quick video of it, disconnect your center trough switch wires (two green wires in the pic here), and see if the problem resolves itself.

Most likely we all will hopefully end up with a switch that doesn't have a diode, or the diode or switch is dirty/bad. (pm me how to check diodes or what are diodes etc)

There can also be other diodes/switches that could potentially be bad/missing/need attention on your machine that are related to the "E" target switch, so if disconnecting your center trough switch doesn't instantly seem to narrow it down for you on your machine, don't worry; your Pedretti support team still has your back and you may have another bad switch/diode related to the "E" on your machine.

We are happy to help you get up and running with Funhouse 2.0 stat.
20220402_224846 (resized).jpg20220402_224846 (resized).jpg

Edit: I actually do have a good diode and overlooked it at first because it is shrink-wrapped in plastic unlike my other diodes here. However, please still disconnect this switch, for those having this issue, and report back because it will still help us get closer to solving this.

#1292 2 years ago
Quoted from fabsj82:

Thank you all for your hard work on this! All my diodes are present and healthy. I disconnected the green wires at center trough switch but it didn't really change anything. Here is a quick video I did this morning of something I found while doing switch tests. Hope it helps.

[quoted image][quoted image][quoted image]

That is very helpful and thank you for sharing all of that.

#1293 2 years ago

Ok I believe I have found the fix. Everyone double check your wiring at the E switch. Make sure that the tan wires are at the bottom/back tab furthest away from the white line on the diode. Compare with your other stand up STEP switches. This is the correct placement for the tan wires.

20220403_144450 (resized).jpg20220403_144450 (resized).jpg

#1296 2 years ago
Quoted from fabsj82:

I also have two wires. Will swap wires and report back.
[quoted image]

That is correct I also have two 2 tan wires. I fixed my post sorry for the confusion because whoever wired that switch up ran one wire from the two wires to the switch.

#1297 2 years ago
Quoted from fabsj82:

I also have two wires. Will swap wires and report back.
[quoted image]

I can see from your picture you have the same wiring as I did. Move those two tan wires to the other side of the diode and you should be good to go.

#1304 2 years ago
Quoted from Bay78:

Thanks for helping everyone on this. Although I haven't figured out what's causing my game to sometimes get the tilt warnings when hitting the "E" Steps switch, I'm confident I will find it with your help . I have noticed something and have a question or two about the coding while attempting to find my issue. I've noticed that my steps works great for the 1st and 2nd time (when you melt the clown). But if I activate it after that it always lights the Funhouse Frenzy when lit light on the steps and every time it's hit it says missed. I've confirmed that in multiple games that I've played. And I have a question about the Nightmare Multiball. How come when you lock a ball it releases it each time and then after you lock 3 multiball starts and you have to manually plunge two balls into play. With there being a lack of auto-plunger I'm wondering why you wouldn't hold the locks and maybe activate multiball like in the original Funhouse of hitting his mouth? That way would make it not necessary to manually plunge balls into play for multiball. Just curious on that. Also noticed when you play a 1 player game at the end it will always show as if you played a 4 player game example it'll show player 1's score and have 3 sets of 0's for the other players. I've not seen that in other pinball machines. Usually it will only show scores of people playing IE 0's wouldn't be there. And also when entering initials you can't go backwards like you can in other games. Example my initials are BAY so I have to B enter A enter and instead of going backwards to Y it makes you go all through the alphabet to get to Y. Not a big deal at all, just figured I'd mention that in most games it does allow you to go backwards. Thanks again to everyone on the team for all your hard work!

A page or 2 back in this thread was the steps being missed on the 3rd try was addressed. The fix for this has been done and will be released in the new code.

The reason that there aren't three balls that lock in Nightmare multi-ball is because you still have the potential to start another multiball mode before you lock all three balls for nightmare multi-ball. For example if you wanted to play the 2-ball multiball evil clones mode and there were already two balls locked physically in the lock for nightmare multi-ball you would have to have one of those balls released in order to start evil clones, but then when that mode was done you would only have one ball physically locked up top for Nightmare.

Detailed instructions on to how to play or going to be released in the next day or two, where this and other things like it are discussed.

#1308 2 years ago
Quoted from Bay78:

I’ve been in switch test and trying what was mentioned in the video before and also playing the game with the glass off trying to figure out what’s causing the issue on my game. So in my switch matrix, everything tests fine, even when I hold in one of the through switches. Also I do have the tan wire on the non banded side of the diode. However I do notice a difference. I have two of those wires attached at that lug and it looks like you only have one. Not sure what to try next?
[quoted image]

Have you tested your diode on this switch (have a multimeter/know how to)? Nothing personal but when was the last time the switch was replaced or the solder was reflowed on it? << just looks a little old.

Look at fabsj82 #1303 post and see if this can help you.

You mentioned that you have a good reading in your switch matrix in 2.0 test while holding one of the trough switches down. Are you pushing E and have you tried all 3 of the trough switches? I believe one of my trough switches didn't create anything out of order but the other 2 did while holding them down and pushing E.

If you could make and post (or pm me if you'd prefer) a video just like fabsj82 did in his #1291 post here that could help narrow things down a bit.

#1315 2 years ago
Quoted from andyharsh:

First off, amazing Job on the kit guys! I received mine recently and was very impressed with everything. I am taking mine to a show this weekend, PinBrewFest in Girard, Ohio for everyone there to play.
Pedretti_Gaming I was wondering if the instruction cards ever got finished? Would love to throw them on there before the show if possible... I didn't see them posted on any websites yet but if someone could send them my way that'd be awesome.
Can't wait to get into the game, I have not had any real time on it yet but am really looking forward to it!
-Andy

Hello Andy,

I guarantee you that Pedretti and Co. appreciate your and everyone's kind words more than you know. Thank you and everyone who has done the same; and is just as excited about this as we are.

Congratulations on installing the kit and that's awesome that it is already on its way to a show.

I am very confident in the newest firmware and code (more code releases and awesomeness to come for sure though). I definitely would put some games on it first, post here or pm me if you have any issues, so we can make 100% sure you are good to go before this exciting weekend for you.

Pedretti_Gaming is always watching here, super busy at the same time, and I will be sure to mention it to him tomorrow about the instruction cards. (I believe they are being finished up tomorrow and we all just finished up the instructions manual today).

Here is a good go to check for you, and everyone, in the boot-up screen to make sure you are up to date with the current code and firmware version.

It should read:

"Version 0.87_beta" << most current code

&

"FAST CPU version ......................... 02.01"

Let's get that FH 2.0 of yours fired up ahead of time, and make sure it's ready for everyone to enjoy with only smiles. Rudy has one too many raised eyebrows already in my opinion.

On a side note, after 1,000's and 1,000's of plays on it (haven't played it in awhile for fun) I got a new GC today. It has yet to get old for me with all of the different/new combinations; although it is the same pf layout. Game changer and frustrating fun off the hook << you'll see soon.

Also, I am much better at the original now that I have gotten accustomed to not shooting the same areas of the pf over and over again...and the ball saver is such a blessing.

Screenshot_20220404-222653_Chrome(1) (resized).jpgScreenshot_20220404-222653_Chrome(1) (resized).jpg
#1322 2 years ago
Quoted from Zukidog:

Super pumped for my kit to arrive in a couple days. I'm planning on re-watching the installation video, but aside from that I pulled together a small checklist. Is there anything I'm missing on this checklist that any of you can think of?
Pre-Installation:
• Switch test (all functioning and stairs ramp exit in proper locations) – good
• Diode check and switch quality check (E switch and ball trough) – pending
Post Installation
• All cables properly nested and connectors seated well.
• On first boot – unplug short ribbon cable going to fast board and boot for 30 seconds. Shut down and turn back on - pending
• Version of code = ‘0.87_beta’ – pending
• Version of FAST CPU = ‘02.01’– pending

Great checklist. Once those pending items are good you should be good to go.

#1351 2 years ago
Quoted from Zukidog:

ok. The install went pretty smooth, but I'm getting the appearance of swapped screens on boot. The large LCD has "No Signal" and the smaller LCD shows a portion of the boot up screen. I installed the HDMI's in the correct order (shown on install instructions, and the install video.) New HDMI cable for large LCD did not solve it. Nor did swapping HDMI plugs on PinSound board. Any advice? I feel as if I've followed all the content pretty well, and saw a similar issue appear a few months back... can't find the thread in the prior pages though. Thanks!
[quoted image][quoted image]

Make sure that the USB cable on your Fast CPU is connected to the pin sound board and not the Mini screen. Also make sure you have the correct placement of your HDMI cables on the pinsound as well as the back of the big display..

#1357 2 years ago
Quoted from rickeve:

Does anyone know if the games shipping out now have the latest code?

The newest code will always be up to date on www.pinballremakes.com

There are also easy to follow instructions on there for how to update it. It isn't overwhelming, so no need to worry that you won't be able to do it.

#1359 2 years ago
Quoted from rickeve:

Not the answer i was looking for. Just wanted to know if they were updating boards as they built them as of now?

Yes

#1368 2 years ago
Quoted from canea:

Wearing out my FH with this game, guys. It's lots of fun and there's a lot to hear and see - new call-outs every game. The humor is a little different than 1.0 but it is there in a big way, some of it pretty off-color ("Kiss me, fat boy." hahaha, what?). The modes really progress nicely and have rewards for beating them that are cool (who knew Rudy and the Monkiezz were into black metal?). The wizard mode is great - what a nice touch to have a TSPP-esque method of locking/losing balls to achieve that final mode. Getting to wizard mode feels like an achievement, but also not too hard to get there - feels just right. Super impressed with how complete this game is already.
Couple comments:
Is there a special reward for hitting Rudy a lot (like the Sausage award)? Haven't seen one yet.
"10 Minutes!" gets old pretty fast. If this was switched up occasionally with like a "More minutes!" or "Gimme more minutes" or whatever that would be good.
Can we get a double flip or brief start button push to skip the match sequence?

That is a heartfelt and spot on post right there!

For your comments:

#1 There has yet to be added a "snausage" etc bonus during gameplay (we all put that in our spreadsheets and our bug/suggestion tracking tools database over 3 months ago and it will definitely be included as far as you/we're concerned), but in the meantime if you watch your end of ball bonuses you will see that you get rewarded for all Rudy hits and they carry over to the next ball etc. There will be more homage to the original FH once other more prioritized things are addressed. However, I would still suggest smashing him in the mouth.

#2 There are some more callouts, from my knowledge, that are/will still be implemented. Someone previously in this thread mentioned that it reminded him/her of an auctioneer. So, now every time he says "10 minutes" here I literally laugh and smile. Hang tight, great suggestion; and your ideas for other callouts have now been logged.

#3 The match-skip, while on free play, was mentioned not too long ago and is hopefully going to make it into the next (.88) code update coming out soon. Thank you for bringing this to everyone's attention here, because it I think it was mentioned somewhere else.

canea , and everyone here, you won't believe your eyes and ears once we get towards the "end" phases of the code here (past other things that are more priority) with the fireworks that are going to happen << Zero hype and a TON of more fun to come!!

Myself, WizzardRob , stumblor , and AMSNL in no particular order << have currently been your relentless for free beta testers. We appreciate your support and aren't looking for a pat on the back.

All of us, just like you, are life-long fans of Funhouse, again, and appreciate Rudy's roots first and foremost. Pat Lawlor was beyond a genius with this layout except for the slings to outlanes. Or was that genius too? The jury is still out on that one. This definitely feels like a different layout with the new code regardless.

We don't want to do it exactly the same, hence 2.0, but in the end we want zero missing feelings. "Hey, it's only pinball.." So, have patience, keep the suggestions coming, if you have an issue we are here to help you and are on it stat.

Please make sure your game is 1.0 error free please first; and more awesome fun is right around the corner with Pedretti's next 2.0 kit. Let's keep building this up together.

We will not let you guys down and the more fun creativity you can suggest the better it can be as close as to everyone wants it for him/her in the end.

Nothing here ever gets overlooked from Pedretti_Gaming although they are extremely busy. I give you my word on that.

#1369 2 years ago
Quoted from pin-pimp:

So plugs into the big display I take it?

This is used to adjust the settings of your big display to your liking with the remote. E.g. Contrast, brightness, etc. This didn't come in my kit (beta tester) but we thought it should be an option so here it is.

One of the other beta testers will definitely reply to you tomorrow who has it with how to use it. I have forwarded this to the rest of the team for them to advise you, but no worries, because this is just an add-on for you to customize your big screen.

#1370 2 years ago
Quoted from Bay78:

Sorry for the late response, it’s been a really busy week. Yes, I have tried holding down each one of the through switches and all of them at the same time and then hitting E from steps and a bunch of other switches and all of the switches register normally every time. I will make a video before the end of the weekend and post it up on here as well. I will check the diode but I’m thinking it will likely test fine. And the switch is only a year old. I could try reflowing the solder, wouldn’t hurt I guess. Is the tilt switch supposed to have a diode hooked up to it somehow? I don’t see one on any of my games so I’m guessing that’s normal and wouldn’t play a factor in this issue either.[quoted image]

Thank you for reporting back and we have your back.

Your best bet is to go into the 2.0 switch test menu. This is a huge upgrade from 1.0 where it now displays all of the switches on the screen at the same time and will show/display what switch is being triggered and/or which other switch(es) is/are being triggered because of incorrect factory wiring.

So, push all of your stand up switches in 2.0 switch test and see if any other switches on the screen light up when you push your "E" switch.

When you push your "E" target switch you should only see the "E" target switch light up on the screen.

PM me with a video of this if you can and we will get you sorted if that doesn't isolate it for you and your machine.

#1385 2 years ago
Quoted from u2sean:

The 2.01 firmware file link posted earlier in the thread is expired and I can't find it anywhere. Could someone please post an updated one? Need it to get everything fixed up proper. Thanks for all the work on this kit, it's been great so far!

Here is the link again. If you have any issues feel free to pm me.

https://we.tl/t-JOZTOKqNaT

For those of you who haven't had time to install your kit yet, and my have an older firmware version, you will no longer need to worry about doing this because the latest firmware will be included in the next code update (.88).

.88 code will be released very soon and we will post here as soon as it is available for download at www.pinballremakes.com

#1394 2 years ago
Quoted from canea:

Moar feedback:
When Million is lit at Rudy and you hit the ball into Rudy's mouth you're awarded Rudy Gulp but NOT Million. Don't know if that is intentional or not or if it should award both.
Hideout doesn't seem to be awarded in some modes, Duck Hunt for example. Maybe the animation just isn't playing but I believe it's not working.
Mystery Awards need variety. Hide hurry up is always first. 5 minutes seems like a joke there - maybe award an hour?
Pre-wizard mode the game is sort of dead. I understand what you're going for, but it feels dead. I'd love to see more of the story when multiball starts also - it just sort of starts without fanfare right now.
The upper switches often mess with the locking aspect of wizard mode. When the ball bounces off the mech, it sometimes will register an extra ball lock, maybe that's a bonus, dunno. If you drain out completely during pre-wizard mode, there is no ball-saver on your next ball. Kind of harsh.
Finally beat the rollercoaster today and made it to... well, won't spoil it. You need some ridiculous reflexes and luck (and energy drinks) to make it through that, but it is possible!

Thank you for the feedback/suggestions. Pedretti wants this to be ultimately as close as possible to everyone's liking so we encourage this for sure. The final bugs are on their way out and there is a ton of things that will still be implemented, but bugs are first priority.

-The million shot is designed to be a smash on the mouth with homage to the original, but let me know if your million is not lit afterwards because if not the points definitely need awarded as you said

-We will look into the hideout not being awarded, but some modes exclude normal gameplay features to decrease the distractions from the current mode/mood

-Hide hurry up is placed at the beginning purposefully, so that if it's on location someone has a better chance of experiencing it if he/she only has 1 credit. I completely agree that 5 minutes etc could be replaced there and good advice.

-Please PM me more details on the upper switches and how that is affecting the locks (there is a debounce fix for this area in the next code release I believe)

-There are a plethora of fireworks in store for the wizard mode. There isn't a ball saver on the next ball (after you drain all 3 in wizard mode) because you are still playing the previous ball (not a new ball) after draining all 3 in wizard mode. << In a way after draining all 3 in wizard mode, that is a ball saver because the same ball is still in play. I hope that makes sense and I am understanding what you are saying correctly. Please elaborate if not.

-Congratulations on the Haunted Roller Coaster with your energy drinks and not spoiling

#1395 2 years ago

Please everyone keep the suggestions coming as well.

#1396 2 years ago
Quoted from UVAJED:

Thank you for the feedback/suggestions. Pedretti wants this to be ultimately as close as possible to everyone's liking so we encourage this for sure. The final bugs are on their way out and there is a ton of things that will still be implemented, but bugs are first priority.
-The million shot is designed to be a smash on the mouth with homage to the original, but let me know if your million is not lit afterwards because if not the points definitely need awarded as you said
-We will look into the hideout not being awarded, but some modes exclude normal gameplay features to decrease the distractions from the current mode/mood
-Hide hurry up is placed at the beginning purposefully, so that if it's on location someone has a better chance of experiencing it if he/she only has 1 credit. I completely agree that 5 minutes etc could be replaced there and good advice.
-Please PM me more details on the upper switches and how that is affecting the locks (there is a debounce fix for this area in the next code release I believe)
-There are a plethora of fireworks in store for the wizard mode. There isn't a ball saver on the next ball (after you drain all 3 in wizard mode) because you are still playing the previous ball (not a new ball) after draining all 3 in wizard mode. << In a way after draining all 3 in wizard mode, that is a ball saver because the same ball is still in play. I hope that makes sense and I am understanding what you are saying correctly. Please elaborate if not.
-Congratulations on the Haunted Roller Coaster with your energy drinks and not spoiling

#1405 2 years ago
Quoted from Zukidog:

Here's the initial feedback I've pulled together - a few of these are focused on coil reactions after switching from v1 to v2 or vice-versa. I've stated my praise for this kit in the past - and it still holds true. I've seen the over-the-top commitment to this gaming experience that everyone is working together to achieve, so I'm provided everything I noted in my 10+ hours of gaming Friday night into Saturday morning. Haven't had a chance to play it much since, but this game is a blast to have in the lineup. definitely next level! HUGE THANKS! I did check all my switch registrations prior to converting to 2.0, I'll continue to test my switches and check wiring when I have time to look at the machine again.
***Pretty darn important in my opinion***
-I know this has been noted, but just sharing that it's also happening to me - Steps (E) target will cause tilt warnings and eventually a tilt. Doesn't seem to happen all the time, but occasionally. Enough so that it will ruin a game when it does start to occur. I’m going to reflow my solder and see if that helps. Otherwise, I’ll replace Diodes next if it’s the official fix.
-Rudy’s Hideout will HOLD the ball and not eject IF – User switches from V1 to V2 and hit’s hideout on FIRST shot. This test was done with 2 players added each time. Never attempted a 1 player game. Worked flawlessly other than under those previously stated circumstances. Replicated multiple times. I know it's rare, but it will stop gameplay and require a tech. Plus, it's the skill shot, so seems like it could happen often now that the game swapping is available. I'd be interesting in someone else trying to replicate this error.
^^^ this results in NO ball search. Is there ball search added in yet? Ball search would at least keep it playable for now. (Rudy’s mouth open/closed once… nothing else though it seems)
-When in V2 and long pressing start button to swap between games a ball will launch into the shooter lane. Not a big deal, but it does happen. V1 to V2 doesn’t seem to do this. Not a deal breaker but wanted to note it anyway.
-When doing a game switch it will lock on any active coils (v2 long start press in this scenario). – I need to double check, but this happened once while rudy was talking and his mouth stayed open. Assuming that’s a coil holding. Could cause overheating/burning up if that’s the case.
-When switching between games (more than once. example: v1, v2, v1, v2) rudy’s eyelids and the trap door stopped working. Not sure if other coils are unresponsive too… flippers still worked fine. I need to do more testing. They stopped working on v2, not sure if switching back to v1 would have solved it. I'll have to test this further and try to replicate.
***NOT important, but notes never the less (some are pretty petty, but wanted to note them since I wrote them down and/or friends requested i share their feedback.)***
-Lacking attract music – maybe this is under utilities. Not a biggie, just noticed the machine is pretty tame when on idle.
-Can a loading progress bar be added on boot up?
-Switches register quick and fine, however, the feedback seems delayed and disconnects some of the game experience.
-Can’t hold to scroll through initials. already reported by others I believe.
-Add a plunge incentive on multiballs? Ball in play bonus?
-Can’t flip through highscores in attract mode
-Why does gangway only light up for a couple seconds when telling you to shoot it? Seems lots of features are called out and only last a few seconds. Is that my window of opportunity, or do I need to keep a mental bank of what shots are pending completion?
-Eyes rarely, if ever, look to the right. I’ll pay closer attention to this next time I play a game.

Wow. That was a lot of passion and thank you for sharing for us all to learn from.

-For your "E" switch issues please take a look at post #1291 by fabsj82 and #1293 to make sure your wiring is correct before you rule out diodes. (please note that you will only see 1 'tan' wire in my pic but please ignore that because there are 2 there jumpered into 1 from a previous owner)

-Great find on the hideout hold/no kickout after switching modes. That should not happen. It has been reported and will definitely be fixed. We were not aware of that specific scenario, and this is why it's great to have feedback like this

-The ball search feature is in the middle of having a brand new "Rudashian" makeover << hope i didn't offend anyone and if you don't know who the 'dashians' are you are better off haha Either way the ball search is being totally revamped

-When long pressing the start button to switch between games and you get another ball into the shooter lane, does this happen after you drain your first ball as a 1 player game? << I am wondering if your start button switches might be dirty and not making a solid connection for the long hold and rather starting/adding in player 2?

-Please double check the switching between games on your machine and pm me a video please if you can with his mouth, eyes, trapdoor etc. Coils not working properly for any reason go straight to the top of our to fix list especially if we can replicate it between machines.

-There is no such thing as petty. Those are excellent examples of things that should be incorporated. Most of those are going to be added in order of priority. But, some have not been thought of yet and are simple additions. Thank you for sharing.

This is great feedback and others here please try out these and other owners scenarios/issues (and take notes of your own in these early stages) if you have time, and also report back and make sure at the same time to always note the fun things too like this. In the end it's all about the love for#TeamRudy

#1406 2 years ago
Quoted from chillme:

Received my kit today and installed it tonight. Ran into a little glitch with the install. When I turned the machine on, the Pedretti was displayed on the main screen and the mini screen. In the upper left corner "pinball login:" prompt would eventually display. And after a couple minutes the status light on the Pinsound XL card went from white to purple. On the board the legend says purple is a data cable issue. I swapped out the cable from another machine and still had the same issue.
Since I had nothing to loose, I decided to try and upgrade to the .87 firmware. Loaded the image onto the USB drive and loaded it into the system. Turned the machine on and let it sit for 5 minutes or so. Nothing on the screen but the same Pedretti logo.
As a last resort, ended up pulling the sound card and reseating the Pi daughter card. It did not feel like it was fully seated when I pulled the daughter card, it popped off real easy. Reinstalled the card and powered the machine up.
This time is started doing the upgrade. The pinsound card status light was still changing to purple. But during the upgrade the pinsound firmware was updated. After this happened, the status light went from white to green. Once all the firmware was installed, the game booted up and was running.
Ran thru the switch tests under 2.0 and all looks good. Played a game and liked what I saw.
I had also installed a shaker motor and that does add to the game.
Now off to play some games.

Geeshh chillme you almost gave me a heart attack reading that. Haha Glad you're up and running and thanks for some heads up in that area. Happy flipping!!

#1407 2 years ago
Quoted from Zablon:

So...which power cables go to which spot on the board? I don't see any instructions anywhere on how to replace this. (I do actually have a 30 pin cable if it is still good so that's a good thing).
It says 2x grey cables. I believe there is 1 power set on the adapter board and one set on the sound board, but they are the same size blocks.
Does this look right?[quoted image]

Please ignore any random/non stock wires in the pics (too many mods here) but hope this helps..

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#1419 2 years ago
Quoted from Zablon:

Okay. Updated to .87 and I still have audio issues on 1.0.
Rudy has no sound, there is no music, but occasionally sound effects do go off but it seems random.
Any thoughts or do I need to report it?
Note 2.0 sound seems to work just fine.

We are looking into this. Carefully reseat all of the cables associated with the 2.0 kit in the backbox as well as the speaker wires to see if it makes a difference in the meantime.

#1426 2 years ago
Quoted from Zablon:

It's green. (EDIT...well I think it is green, it might be white). Not purple.

Always make sure that these ribbon cables are not "off" a pin or 2 and that they are fully seated. Make sure that the red line in this situation is at the top like this..

20220412_195636 (resized).jpg20220412_195636 (resized).jpg
#1429 2 years ago
Quoted from jetmechinnc:

Just got my email from planetary pinball of my preorder and paid in full via PayPal . Now waiting for shipment details from Sara. Yay !!!!
Guess now I need to order a new sub because the new kit doesn’t come with one correct? Only the backbox speakers?

That is correct. Only the panel speakers. However, the cabinet speaker sounds amazing with the new Pinsound board, so I would suggest trying it with yours before you order a sub.

Quoted from Zukidog:

UVAJED and Rudy fans - I wanted to follow-up on my post from earlier today in regards to coils when switching between v1 and v2. First off, 95% of my issues listed earlier seem to be associated to the same root factor, so my apologizes for the extra bullet points. This evening, was able to replicate all behaviors coil related MULTIPLE times. It's very consistent that when switching from V1 -> V2 the game will not allow any of the coils to function with exception to the Flippers and Ball Trough. Seems as if when switching between game versions the coils are deactivated or something. Seems it's super easy to replicate now. Almost as if it's gotten worse. After a hard re-boot the machine will play perfectly (until i decide to switch between versions)
If anyone in this thread has time this evening would you mind attempting to replicate the above scenario? Quickest test is to take off the glass -> boot machine -> select select V1 -> long start press -> select V2 -> start a game -> then drop the ball from the shooter lane into Rudy's Hideout without hitting any switches first (so you need to manually do it OR hit the shot with the plunger). In my scenario, 90% of my coils don't work until reboot. I'm assuming it's not just my machine, but if it is, I'd love to know so i can start digging in deeper to my wiring.
Really appreciate this thread and the communities help. Thank you!

Thanks Zukidog I just got home but will try this in a bit and that helps a lot with specifying your scenario like that. Please pm me a video of this if you can. If it is repeatable like you say, and for others too, it will be narrowed down in an instant and fixed / no worries.

Curious what was the root factor that was causing the other 95% of your issues and how did you fix it?

Edit: I tried to replicate your scenario for 1/2hr+ and could not produce it following exactly the steps as to how it is happening for you. Please send me a video as soon as you can because this sort of thing isn't taken lightly and needs addressed.

We have learned that things are more accurate with the new 2.0 hardware for FH to be in good shape and wired appropriately. Tentatively, it leads me to believe it is something that might be specific to your game; unless someone else would like to take a few minutes to see if he/she can reproduce it. The rest of us will also try to do the same.

At this point I am not ruling out that:

-The small ribbon cable on your machine between your FAST Cpu and your MPU (Power driver board) could be old and/or it isn't fully seated
-The header pins on your MPU for the small ribbon could be dirty. Inspect the pins closely in this area to look for corrosion etc
-The header plugs/pins on your MPU associated with the coils could be dirty and/or the solder on the back-side of the same pins could use some re-flowing. (See the below manual on page 118 for reference and these include J107 / J122 / J127 / J130) >> It's always a great practice, to replace the header plugs/pins as well. << These have the most average abundance of electricity flowing through them, so are more common to minute pitting and deterioration over time especially 30 years later.

^^^ You can start carefully with some fine grit sandpaper to clean header pins

Please send me a video because I want the other 5% for you to be good to go asap

https://www.arcade-museum.com/manuals-pinball/F/Funhouse_OPS.pdf

#1431 2 years ago
Quoted from Zukidog:

Thanks for looking into this and spending the time to test/respond (this is my 95% issue for the record. Most my problems are rooting in this issue). I'll start with the ribbon cable and move on to the header pins AFTER I have a chance to record a video of the current state. I seemed to get worse and worse the more I played and fooled around with it through out the weekend, so if ribbons and headers don't fix it, perhaps i'll reinstall the code from scratch and see if that clears up anything. Cheers.

Sounds great and good to know. This is a big problem regardless whether it is just your machine or not. I wouldn't worry about the code being an issue. Good idea to record it in it's current state, because somewhere down the road someone else might be able to relate to it. Keep us posted and cheers always!!!

#1433 2 years ago
Quoted from Zablon:

As an update to my issue.
I am pretty sure my 30 pin cable between the sound and power mpu is bad in some way. 2.0 does indeed work without that cable. I do not have another cable I can try because of the IDE box on the sound board. Note that this cannot be an old floppy drive ribbon because they have a lockout in pin 2 and some of the middle wires are reversed. I will need to see where I can order one of these of the length needed, but as I will be mostly playing 2.0 for now it's not an emergency.
***NOTE: DO NOT reverse this cable. I tried this as a test and immediately blew J112 and J114 when powering up. Fortunately I had a few replacements.
Onto v2.0
It took some time for me to realize it, but I am also getting the tilt issues others have seen. It doesn't always seem to tell you when you tilt (maybe it gets overridden by other events).
During Duckhunt, there is a lack of feedback. None of the targets you hit other than the ramp make any sounds. It feels like they should do SOMETHING. Like even a "XXX" (the sound on family feud when you get the wrong answer)
If an airball lands on the steps ramp leading to the steps plunger lane, the game will close the gate allowing the ball to fall to the shooter, but then immediately plays the drain sound and opens the gate blocking the ball. The ball can be shot to get it back out to the pf, but I don't think this is the expected behavior.
Multiballs - Rudy should always tell someone they have a ball in the shooter lane, and probably keep reminding them if they don't shoot it. This seems really easy to abuse.
That's about as far as I've gotten so far as it seems the TILT issue happens quite often during multiballs.

Great heads up on the cable info. Please report back after you get a replacement. It could only help your FH be 'newer' if replaced

-Duckhunt and other modes will continue to have more fun stuff added throughout the new code releases, so hang tight and perfect feedback with that regardless

-You are seemingly having tilt issues because this happens due to multiple E target switch-hits in game / not just a single hit. Start with post #1283 here and read forward. You're E switch wiring is bad most likely

-The airball/drain sound is because your ramp/wireforms switches wiring might not be correct. See the sticky or post #1116 for clarification

-Multiball 'abuse' will NOT be tolerated soon with new code updates haha << great point; and give him a few and he will currently still tell you

#1436 2 years ago
Quoted from Zukidog:

UVAJED - just finished recording and uploading the video sample of the coil error when switching between versions. It's about 6 minutes long, but that's roughly how long it takes after boot sequence and game switching to showcase.

Ignore what i say at the 2:40 mark about video clips. it was said in error.
The more I switch back and forth between versions last friday night, the worse the coil probably seemed to get. Now it's just full blown funky even if i switch versions once. <-- for what it's worth

Thank you for the video. That makes things crystal clear. I just tried again exactly as your video and couldn't replicate it. I am forwarding this along and hope to get this figured out for you sooner than later.

#1442 2 years ago
Quoted from TomDK:

I have now for 2 dyas my FH 2.0 up and running.
My first impressions:
Wow, what a great conversion kit ! Quality, scope ... very very good work ! It is worth the money !
In direct comparision to Stornbuster you can figure out that there is a professional whole team behind the product.
The support and reports from the Beta-tester-team are stunning !
The layout is still Funhouse, that means not really a flow. More stop and go, however, Funhouse was a very good choice to convert/modernise (also like Stormbuster). The professional voice, sound and graphics engineering: Great !
What I figured out for me during the firts 20 games, maybe this is already reported:
- FAST hardware. I guess the name "SLOW" was already trademarked or registered. The boot process is very slow, same in the game. If on a multiball both balls get lost it takes time, time, time until the ballsaver will serve the balls again.
Good thing: The normal 1.0 version is fully playable .. in my memory that was a unplayable nightmare on my earlie BoP 2.0 kit.
- Ball lock ... on 1.0 a hardware ball lock is used. On 2.0 (so far) no balls are caught by hardware. Always to start multiballs while plunging "by hand".
This is a "must have". If the machine has a mechanical ball lock .. it should be used as on original.
Same for a autoplunger. This is a must have !! Stormbuster shows that it is possible to bring a auto balllauncher to an old game. There are options for a driver extender pcb or just kill the knocker to get a free driver.
Until programming the main code .. this would be a great add on !
- Highscores ... while typing my letters after a highscore , the flippercolis are powered. Should be possible to code that all coils are powered down while typing in initials. same for all operations: If no game in progress, shot down all coils.
- Sound: It should be possible to change the soundlevel for backgroundmusic, Callouts and SFX separately like on other games. Background music is too low while callouts and sounds are too loud.
- Shaker: Nice integrated but .. a little more action please
- Menus: So far the menus have gaps. Switchtest is nice integrated , all others are missing. For diagnostics it makes more sense to boot 1.0 and check the machine. I am sure there will come some more !
In it all I am very happy with the kit ! Hopefully Pedretti and team will still work on it.
Take on the great work !

Quoted from JHPSWE:

I was just about to report the same.
Thanks for saying time writing
Just like to add:
It seems that the motor for Rudy’s mouth is working a lot more in 2.0 than 1.0. Just my game or yours also?
Really impressed so far. Great work

Thank you guys, and everyone, for the honest feedback. We might not be able to respond to each and every post here, but we do read each one and note things not already in our database.

Here is a link to the most excellent and printable 2.0 "how to play" instructions. They can help you understand the ruleset a bit more and explain the virtual vs physical ball locks; and why it is designed like this (options).

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

#1445 2 years ago
Quoted from Zablon:

About those 30 pin cables. Does anyone know somewhere in the pin world that sells old stock? I can only find them coming from China (Amazon, Walmart, Ebay) and going to take 3-4 weeks to arrive.
As an alternative I might suggest that on the sound board shipped have the IDE header box around the pins removed and just have the bare pins like on the CPU board because then it gives the option to swap in larger header cables as it seems these 30 pin ones are hard to come by.

Hang in there Zablon and no worries; as your posts have all been well noted and forwarded/noticed also by the Janos Kiss software team at Pedretti and Fast.

From my learning today, there has been some changes within the last month with the Fast firmware to handle these and other similar scenarios.

What is epic and revolutionary at this point to me, is that Janos Kiss (working relentlessly on the software side of things) was able to incorporate the forthcoming Fast firmware updates into the same steps as the usb / code updates. So, you/we will no longer need to worry about doing the Teensy/Fast updates separate from the code updates.

From now on, we will be able to just pull out the usb drive from the Pinsound and update the brand new code (.88 on the horizon); and it will automatically update the Fast firmware if need be at the same time and we get back to flipping.

#1446 2 years ago
Quoted from Wariodolby:

Just installed and updated to .87 super easy to update.
Unfortunately 1.0 works perfect but 2.0
3 coils not working
Outhole,kick out and multiball lock not kicking out is not working.
Will .88 update fix this? Definitely seems like a software problem since everything test perfectly in 1.0?
Would rather just wait for update instead of messing around.
For anyone who also has the Arcadeupkeep.com light mod it does not match up to the translite
Big Tip!!!definitely install the mini usb wire into the fast pc before installing it into backbox.It’s in an akward spot.
Also I just had a hernia operation but couldn’t resist installing this.
I used lanyard with a clip to drop behind the playfield to help fish the mini lcd cables up to the backbox.
[quoted image][quoted image][quoted image][quoted image][quoted image]

No, you shouldn't have any coils not working with .87 at all. But, the new Fast firmware is addressing some coil issues with.the .88 code which could potentially solve this. You can wait for .88 or in the meantime take your cables off of your new Fast CPU and reseat them all as well as the small ribbon cable on your MPU (power driver board). Carefully make sure they are tight. I had a similar problem initially, but it I didn't fully seat the small ribbon cable and was missing coils. Make sure the red line is at the bottom of your short ribbon cable also just in case.

Pm me if this doesn't solve your issues and we can check things out together.

I have the M3X FH title mod in my FH. It definitely wasn't designed for a 2.0 kit. Ironically, I found that if you put your new translite in front of your o.g. backglass you will see some pretty cool results. Some lights with it might need adjusted/angled differently, but still worth keeping and still fun to have.

Hope your recovery goes well. (Pinside needs a heart emoji smfh) Kuddos though to you for persevering and still dropping 2.0 in against all odds.

Each time I use one of those grabbers I end up hurting myself, but great idea.
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#1467 2 years ago
Quoted from JHPSWE:

I think I found a bug?
My step gate is closed before hitting switch in ramp. It seems to close touching playfield switch.
Code 0.87
Also it makes more sense to always clear HS tag when enter new HS.
0.87 holds the latest.

Please see the sticky / post #1116 Then go into 2.0 switch test and test all of your switches to make sure they are registering correctly and that only the specific switch tested is showing up on the screen. It sounds like your machine might have incorrect wiring. Don't worry, you are not alone.

#1468 2 years ago

So, what's everyone's favorite mode(s) so far and did anyone get their own G.C. score yet?

Mine is a tie between Nightmare Multiball / Rudy and the MONKISS; and yes.

The big potential points in Nightmare gets my heart racing and the 'who cares' feeling in RATM is refreshing

#1471 2 years ago
Quoted from canea:

I think these are my favorites too. Still feel like the Nightmare jackpots might be unbalanced - you can rack up a huge score in that mode that nothing else in the game comes close to atm - but I do like the big points. My best so far is 81 million - I think with those jackpots we'll see scores many times higher than that shortly. I like the rollercoaster now, too. It's something to shoot for later in the game that's kind of different.
My least favorite is the balloon one, probably because I've never gotten a balloon. I'd like Duck Hunt better if it wasn't (usually) first every time. Some of the modes are naturally going to blend together because you're always trying to keep up with the clock and hitting the modes. Hot Dog Combat always gets eclipsed by Rudy and the Monkiezz for me.
I've noticed that modes that are timed don't time out when you stack a multiball mode on top of them. So Duck Hunt won't time out during Evil Clones, for example.

Amazing insight. Kuddos/seriously. Congrats to your 81-mill and that's some serious flipping skills. Apparently you have played 2.0 a TON to be able to understand and appreciate all of this.

You are right. The timed modes purposefully don't timeout when you start a multiball mode. That is because (worst case scenario) if you drain a ball during a multiball mode, you still have that previously 'stacked' mode running (timed) in the background when you get back to it; for the chance for you to stack/start another multiball mode next if you have enough minutes collected and get some more big points.

#1485 2 years ago
Quoted from canea:

On a more critical note, the modes that are the most successful are the multiballs. The other modes are a little simplistic. Doesn't bother me - my favorite game is theatre of magic which has simple modes (shot the pops, shot this ramp a bunch, shot that ramp a bunch), but I would imagine that these modes could be made more robust. Like in Duck Hunt the Steps targets could be bonus shots or multipliers or one second extra time, etc.

Definitely a confusing aspect of the game, particularly as you progress because you can end up playing a mode more than once, but then missing other modes, which doesn't qualify you for wizard mode if I'm correct. Might be nice if unplayed modes were given priority or there was a way to see what you've played. That's something that traditionally would have been on playfield inserts, but we don't have that so...
I got used to the lag, but yeah, it's there. The ball save is the most noticeable as mentioned.

The physical lock is used for locking balls for wizard mode. I don't know why it isn't used for Nightmare multiball. Maybe it has something to do with all the modes running and things getting complicated?

There isn't a way to display the modes/awards already played yet. There are 11 in total on the mirror, as hours on the clock, and none repeat. All must be played to get to wizard mode.

The reason there is a virtual lock for Nightmare Multiball is because there is still the potential to start other mulitball modes (The evil Clones / Rudy and the MONKISS) before you have all 3 balls locked for Nightmare Multiball. E.g. if you have 2 balls locked for Nightmare Multiball, then start Evil Clones a ball or 2 would have to release from the lock to play Evil Clones Multiball. Then once Evil Clones is over you would not have any balls physically locked for Nightmare Multiball.

Whack a Mole is the skill shot.

#1495 2 years ago

That is incorrect. It should be the 4th from the left for the key on your Fast cpu. Do not repin the header plug for it to fit.

fastpinball can you advise here please?

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#1516 2 years ago
Quoted from Zablon:

I don't know what it is about 2.0 but wow the ball goes down the left outlane a ton...I've had this game for 26 years and it's when down the left more times in a week than the entire time I've owned it. (I know this is just my playing )
I know there's a new version coming out at some point, but I want to point it out again. During the majority of modes, there is a severe lack of feedback on brick shots. Even if they make a noise and only give 10pts, most targets etc should do something.
Something I'm surprised did not make it into this game is using the loop and Rudy's mouth as skill shots. I know it is kind of built in (making multiple loops to open the trap door) but it's interesting that no one ever thought to use Rudy as a super skill shot on launch. (IE: as long as you don't do Rudy's Hideout, it activates a super skill shot on Rudy...Or...even like a loop and Rudy, etc.
Can an option be added to allow button skip (match) when on Freeplay?
Animations / art are very well done
Music is great but I do feel that during a few of the multiballs there's a lack of energy/tension, using slower/laid back songs. I haven't seen everything yet, so maybe that isn't the case for all of them.
Is the voice of Rudy and the Dark Rudy the same person? The Dark Rudy sounds very familiar - like he is the same voice guy from a bad guy on a known cartoon.
After lots of play, I do agree that 2.0 would very much benefit from an autolauncher. I think because you are not using ball locks, the average player will be confused and they simply won't shoot the ball because shooting the ball manually while you have balls in play is a real pain. Yes it is a challenge, but I don't think it is a challenge in a good way.
These are just my random thoughts, none of it is really negative. Liking it very much so far.

Thanks for the feedback and I'm happy to report that every single thing you mentioned, besides your left draining ability, is already in our database to sort out when possible.

The voices are all done by Marc Silk who also did work with TMNT.

#1526 1 year ago
Quoted from Rapzilch:

This is what happens when I turn the game on
I reseated all of the connections and it does the same thing
Any ideas?
[quoted image][quoted image][quoted image]

The usb cable from the FAST Cpu needs to go to the pinsound board. The usb cable from the big display goes to the mini screen.

#1529 1 year ago
Quoted from Rapzilch:

That worked now how do I get rid of that at the top of the dmd[quoted image]

Make sure your HDMI cables are plugged in like Zukidog mentioned and try a reboot.

#1532 1 year ago
Quoted from Zablon:

I got a new 34(note 34, not 30, as I was mistaken) pin cable and now my sound works on 1.0.
A few things.
Is there a way to adjust Rudy's voice vs the sounds/music. He is really buried under everything else.
Also, I assume this is because of going from analogue to digital sound, but the overall quality actually seems much lower(lower bitrate?) than the original. Anyone else that went from Sys-11 to this notice these things?
Thanks.
Also just noticed none of my flashers are working. They were before the swap so tracking that down.

Great insight as always Zablon and you are correct. With the new Pinsound board incorporated into the original Funhouse; it has brought to life some original FH sounds that weren't audible before (listen closely here/there), which is great, but at the same time Rudy's voice could definitely use a bump up at times. Hence the analog/digital as you mentioned and trying to find the perfect balance.

This isn't user configurable...yet. However, it is in the database of things to get to and will be adjusted / hopefully user configurable in the end, and thank you for sharing regardless. Also, kuddos for still being a purist and playing the original.

I give you my word that nothing gets overlooked with Pedretti_Gaming for sure, and if you can't track down/fix your flashers, shoot me a pm and we can hopefully figure that out on a side note.

#1536 1 year ago
Quoted from Guidotorpedo:

Installed mine today and it won’t boot.
Sometimes screens come to this, sometimes not.
Blue light on pin sound board
I also have a little board with a 5 pin connector, no idea where it goes. And a tv remote.
Any help?
Thanks
Mike
[quoted image][quoted image][quoted image][quoted image]

Check that your ribbon cables are properly oriented and fully seated.

Don't worry about the remote. It is for the big display adjustments, but the default settings are as perfect as it gets.

#1539 1 year ago
Quoted from Guidotorpedo:

I think I have a bad pin sound board. I’ve gotten this thing to boot to the game twice. Problem is, it blows f115 upon boot up, so I have no switches. This was a perfectly working funhouse from my rental fleet, no service calls. I checked it out before the install. Most times I get the blue dot of death on pin sound. Sometimes if I wiggle the new 12v/ground connector on the pin sound board, it’ll power on and off.

Thanks for more clarification.

Check your PM's and we will get to the bottom of this together.

Also, definitely take chillme advice and see if that sorts things in the meantime.

#1541 1 year ago
Quoted from retropins:

Hi Everyone, Just installed Funhouse 2.0 and the game seems to be stuck in a start-up loop. I reseated all cables, tried new ribbon cables and double checked the installation instructions to ensure that I connected everything correctly. I am getting an enter for test report message but coin door buttons are not functioning now with this install so I can not get into the test feature and each screen cycles through so quickly I can't do anything. Prior to installation, I checked switches and installed 2 new blue stand-up targets and insured that the diodes were soldered to the correct lugs. This loop continues for about 2 minutes with each screen lasting only about a quarter of a second. Eventually the large display just goes to gray and then nothing. I took Rudy's face off to make sure there were no balls. The game worked prior to installation. Here is the video. Any suggestions would be greatly appreciated. https://drive.google.com/file/d/1WdIitH_zuJuBHRtDg4VIzmiODkxEFWWQ/view?usp=sharing

I notice you are on .86 code. Please update to .87 code and if your problems persist please PM me

https://www.pinballremakes.com/downloads/

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

#1546 1 year ago
Quoted from FrankJ:

I’m getting somewhere…
I turn the game on. After 2-3 minutes I get the blue light on pinsound. After another 2-3 minutes the light changes to green. Half the time the G.I. lights and the game is ready to go (but no large display). The other half of the time the G.I. lights go on, the light turns green, then immediately to blue. The start button still blinks. If I hit it, the lights dim and the small display goes off.
No matter which hdmi slot I use on the large display, it’s still dead all of the time.
Any ideas on what to try before I open a ticket?

If anyone ever experiences any issues after an installation, it is always encouraged first and foremost to open a ticket with his/her respectful distributor.

If you don't hear back from your distributor in a timely manner, you then should open up a ticket with Pedretti next :

https://pedrettigaming.freshdesk.com/support/tickets/new

At the same time, sharing issues here is also just as valuable. The other early adopters here have a plethora of knowledge with the original FH, with FH 2.0 now, and are on the same page to help all have fun.

Things to share here and with your distributor etc. to move things along progressively are :

1 - Description of your issues...obviously
2 - Pictures of your boards / wiring / plugs
3 - Video from power on / throughout your issues with your explanation if possible
4 - Clear image of your boot screen as to which firmware/software is currently installed in your machine
5 - Anything else that can help us all help you

^^^ With your previously mentioned issues, I would highly suggest to make sure your small ribbon cable is fully seated on the FAST Cpu, make sure that your Usb cable is also secure from the FAST Cpu to the Pinsound board (not to the mini-display), try switching the big HDMI cables on the top of the Pinsound board, open a ticket up with your distributor, and PM me at the same time with the 1-5 also.

We could have a quick Skype tomorrow if you're able to and sort right through this at the same time hopefully.

P.S. This is a safe and easy way to send files through an email / or to upload files to get a copy/past link for others to view :

https://wetransfer.com/

#1549 1 year ago
Quoted from TomDK:

Stupid question:
How to switch between original and 2.0 ?
Only via reboot ??

Push and hold the start button for 5 seconds

#1551 1 year ago
Quoted from Mageek:

The version I updated to says .87_beta , is that the lastest?

Yes, .87 is the latest code

#1560 1 year ago
Quoted from phillymadison:

This link for the firmware expired too. Is there a more…official way of updating the firmware kind of like how we can update the code?

Oh jeez. Thank you for calling me out, and I am on the phone tomorrow, again, as to how that link expired.

Here it is, and again as mentioned please feel free to PM me if you have any questions, or issues upon installation:

https://we.tl/t-OB791ZV5d6

For the rest of you wondering, and still being patient = thank you beyond words!! I am hoping by the end of this week the .88 code is finally released.

This is all a labor of love with EVERYONE in mind, precision, takes a lot of work/time sometimes for the 'simplest of things', and each new code releases no matter the company / needs to fix the highest priorities first and foremost.

Once .88 is released (I'm praying still by the end of this week) there there will no longer be a need for a separate firmware and code update from my understanding.

I'm hoping so for myself, everyone else as well, but the code/firmware updates together are definitely going to happen here / per your requests.

So, please keep the suggestions coming forth whether you feel they are good/bad.

It will all be good in the end phillymadison ,sorry in the meantime, and please PM me if you have an issues ^^^

#1566 1 year ago
Quoted from TomDK:

Maybe someone can confirm before I call it a bug:
I have lightes STAP. The insertlights are on, starting an other mode and the the stepsramp is gone and has to be reactivated by hitting STEP again.
I also have the "feeling" that STEP disappears sometimes.
The 15 second ballsave from the mirror also seems to be confused. I get it, the ball drains but no ballsave.

If you haven't read the 'how to play instructions' definitely check them out. They clarify a lot of things that might seem strange at first.

https://www.pinballremakes.com/wp-content/uploads/2022/04/FH2-game-instructions.pdf

The first time you light STEP targets the steps arrow will stay lit until you shoot it. After you climb it the first time, and light STEP again, the step arrow is on a timer. This is to increase the difficulty as you progress. If you don't make the shot, you must relight the STEP targets etc.

The ball save from the mirror is 15 seconds, so if you drain during that time after you collect it from the mirror (the mirror must be lit to collect it and you will hear a callout "The ball is saved for 15-seconds") it will kick back out to the plunger lane. We are aware of an issue where the ball save doesn't work if you collect it and immediately start a certain mode, but it is being fixed and will hopefully be included as well in the next code update.

Quoted from phillymadison:

Great thanks for the quick reply. I appreciate all the work you guys are doing. I’ve had my kit for a month and a half now but just now had the time to install it. Went through all the post on this thread so I knew to unplug the small Ribbon cable on the first boot up to save my fuses lol. Also made sure all my step switches are correct. Still wondering about the wires to the cabinet subwoofer cause I was confused about the 1 wire connector where the physical instructions show 2 (I think).
In any case is there a way to make The firmware update post and maybe the code update post a key post? Not sure everyone that buys a kit is on pinside let alone this thread. Might make it a little easier for someone if they come across this thread.

Thanks for the advice on making the stickies. The firmware update won't be needed soon and the latest code is always available for download at www.pinballremakes.com
It wouldn't hurt to make this a sticky to follow this post. Please PM me with more details about your subwoofer not working and we can get that sorted.

Quoted from TechnicalSteam:

Anyone run into an Issue where.. Funhouse 2.0 just keeps reseting.
Game will boot up.. Show 2 screen selection screen.. Restarts and goes to a Error Scren.
Then just resets over and over and over again. I got no clues. Game worked 100% before I installed.
Seemed very straight forward .

Please see retropins post #1558 above, and his previous posts here, as most likely your start button is on it's way out. You can test this by first taking note (pictures always help when you reinstall) of your start button wiring, then disconnect them to see if the problem still persists. If not, you may need a new start button.

#1567 1 year ago

The latest code is always found here:

https://www.pinballremakes.com/downloads/

#1572 1 year ago
Quoted from TechnicalSteam:

The issue I initially ran into was - due to the Start button not having the correct wiring.
New issue is that the game is emptying out all the balls from trough. On start.
Anyone run into this issue.
Once I figure this out.. I want do a PartyZone 2.0 ( rules ) wonder if I can get a blessing from anyone to try.

I would suggest going into switch test on 2.0 and check that all of your trough switches and plunger switch are working and are in the correct order.

Also, as you test each one individually make sure that nothing else on the screen lights up other than the specific switch you are testing. If so you may have incorrect trough wiring and/or a bad or missing diode.

#1575 1 year ago
Quoted from pinballinreno:

Is scorbit code going to be added to funhouse and funhouse 2.0?

That would be fun.

#1580 1 year ago
Quoted from yzfguy:

Would have been great to see a 2.0 at pinfest today in Allentown. Was hoping to play one in person I saw a banner and was hopeful for a second

Agreed. If it weren't for moving my kids home from college this week/end I would have been there with the tried and still true Rudy. I am not sure where I saw it, but I thought I remember seeing someone say they were taking one. Maybe tomorrow? Crossing fingers. Enjoy the show.

1 week later
#1605 1 year ago
Quoted from Zukidog:

Any news on the .88 code update and when it might be available for download? I'm assuming there's a lot going into it based on recent feedback from the initial shipments, and I'm excited to scope it out when the time comes.

I can't say when, other than hopefully very soon, but I can say that there are a ton of bugs that have been squashed and a plethora of the communities feedback that is being implemented into it as we speak. .88 is going to be the biggest code update that has been done so far. Thank you for your patience.

#1609 1 year ago
Quoted from jetmechinnc:

Also, I just booted the game up, currently running code .86. I know I need to update to .87,but just asking if this was the code problem or something else, in original mode, the ball ejects into the shooter lane works just fine, however in Funhouse 2.0 mode, the ball barely ejects. To be almost unplayable just sitting with the weak ball kicker tries over and over again. Any ideas on this? Rest of everything else works just fine. Current Firmware is 2.01.

Please update the usb to .87 code as Zukidog mentioned, and if your problems persist please pm me a pic of your boot up code screen and we can go from there.

It is always the best practice to start with the latest code.

#1616 1 year ago
Quoted from FrankJ:

Glad you got yours working…

Sorry to hear that. Please check your pm.

#1622 1 year ago
Quoted from Mando:

Cool I am buying one that’s getting restored , he makes them like original which means no LeDs lol . I can of course easily add them … but I like to keep his work of art as intended
PS I worked for Citrix for many years I know that’s you partner(Brian’s) old world haha .

Congratulations and kuddos for all of that.

I have more mods in my FH 2.0 kit than anyone I could imagine on the planet having (not a challenge / and run all from external power supplies).

My hardware has been completely stable for me from the get go 100% throughout adding many mods afterwards.

I used to have incandescent bulbs with this kit, but switched to leds and all is still good.

Never overlook common sense...ever, but you will be golden with whichever lighting you decide to go with for your FH.

#1628 1 year ago
Quoted from Sean_bc:

For instruction number 13, I don't have a valid 4 pin connector. There are 3, one has a blank in one slot, preventing the pin from going in.
They two others have a single wire in each connector...
Any ideas?
I'm also unable to select 2.0 from game select screen.
[quoted image][quoted image]
[quoted image]

Please check your pm's and we can get you sorted.

#1634 1 year ago
Quoted from FrankJ:

Big thanks to UVAJED for all of his help. Two days short of a month ago I contacted Planetary for support. Mine had a dead display. Today I got my repaired unit back from them. Without UVAJED’s help, I truly believe I’d still be waiting. I thought there would be excitement to finally get it going. There was relief, then I just turned it off.

That's awesome news FrankJ and I am relieved for you as well. I highly suggest to power it up and enjoy the #%^# out of it as soon as you can without any pretenses moving forward asap.

There have been some machine issues, hardware issues, software issues, end user confusion (no shame there EVER) and 98% have been fixed and the other 2% are going to be solved shortly. << Not your fault.

Hang tight if anyone is still having 'bugs' of sorts, but just know that I personally spent 4-5hr today, as well as the other beta testers (but especially Janos in software) to almost finish up debugging .88 code and it's going to be great and pretty much done.

I, sincerely, appreciate you guys for the kuddos to me; but, I definitely don't feel like I deserve any more appreciation than all of YOU do for you being just as excited about the end-game for FH 2.0 in the end.

I would like to thank YOU ALL for visualizing this, before/after the kit came out, and now somehow it's a reality?!? (I once heard that "If you picture and believe it enough...anything can manifest")

I'm looking forward to when we all are just comparing our high scores and strategies soon. Mine is 93-mill so far.

#1638 1 year ago
Quoted from djsolzs:

Any reason the link to 0.87 seems to have been deleted? Is .88 coming today?

Thanks for the heads up djsolzs

Here's a link to .87 and remember to quick format the usb (fat32) before the install:

https://we.tl/t-0mSZK7GEDo

#1647 1 year ago

Thank you all sincerely for your patience.

.88 Release notes:

-The lock/hidden hallway was completely re-written and thank all for your feedback.

-Ball Search = faster and more thorough
-Trough eject = + coil stregnth
-Hurry Hide mini mode = timer delay / slower countdown for jackpot
-Mode timer extensions = delays on the countdown when a ball is in the scoop, lock, hideout, etc
-Lighting effects = + and also wizard mode
-Haunted Roller Coaster non playable = fixed
-Hard lock shot sometimes registers twice = fixed
-Steps gate non-functional and/or doesn't open consistently = fixed
-Haunted Roller Coaster is lit during multiball mode but is non-playable if you hit the mirror = fixed
-Nightmare Multiball won't start after actually melting the Clone/Clown = fixed
-Animations from previous game carry over into next game after long press reset = fixed
-Steps switches for Melt the Clone register as "Missed" when hit correctly = fixed
-Skill shot awarded at the beginning of Nightmare Multiball = fixed
-Double lock kickouts and sounds during wizard mode = fixed
-Stacking modes animations overlapping = fixed
-Wizard mode lock registers 2 balls locked on first ball = fixed
-Nightmare Multiball missing first Jackpot callout/animations if done quickly = fixed
-High score scrolling to enter initials = now active
-With more to come to a Funhouse near you

#1650 1 year ago
Quoted from phillymadison:

With this update we won’t need

With this update we won’t need to update the firmware separate?
Been waiting for the .88 to drop before trying to update the firmware

That is correct. Your firmware should be 02.01

Quoted from mikeflan:

So the update has not worked for me at all. Game boots with .88 code showing on screen but when the selection screen comes up, a bong hits and "CPU CONNECTION ERROR" flashes. End result is I cannot select a game. I've tried reseating all connectors, even though I only removed the USB drive, but nothing changes.
[quoted image]

That is odd. Please check your pm's.

#1657 1 year ago
Quoted from mikeflan:

No luck on anything. Actually, things have gotten worse. Before, it would complete the update but show CPU CONNECTION ERROR. Now it's just in update hell, never completing the update, and stuck on "SYSTEM UPDATE SYSTEM DO NOT TURN OFF THE MACHINE". I'm currently doing a full format of the usb thumb drive instead of the quick format hoping this helps, but I'm not expecting much at this point. If this doesn't work, I'll try to revert back to the previous code and see if I can get that to boot up. Frustrating. Very frustrating.

We'll get it figured out no worries. Make sure that your sd card is secure on the back side of the daughter board as well.

#1661 1 year ago
Quoted from mikeflan:

That makes more sense. Verified the SD card on the Pinsound XL board was present and installed all the way. I've also removed all the boards, pushed daughter boards together, verified all wires, and downgraded back to .87 successfully but with the CPU CONNECTION ERROR still present.

Try a different micro sd cable from the Fast cpu to the Pinsound board if you happen to have one. If this doesn't work please PM me and we can do a quick video call to look closer at it if you would like.

#1663 1 year ago
Quoted from mikeflan:

That's it for today: I need a break. I've been working on this update for the last three hours and still no dice. In addition to all the above, I also tried a different USB to miniUSB cable with no change, as well as reversing the ribbon cables. Still the same problem. I will say that the location of that miniUSB connector is a pain unless you put it in before you install the board.
I'll check back in after a couple of hours and a couple of beers.

Sounds good I will be around.

#1666 1 year ago
Quoted from phillymadison:

So if we aren’t using the latest firmware should we hold off with this update? I need to update mine but I was waiting for this code update cause it was going to be all in one.

This .88 code updates the Fast firmware to 02.01, so update away. It will just update the game code if you are running the current firmware.

If you have similar issues as to @mikeflan, format the usb drive, add .88 again, and push the program button on the FAST cpu (near the battery) after you power on to start the update.

#1669 1 year ago
Quoted from phillymadison:

I know right! UVAJED you’re just a beta tester right? If so you have to be the best beta tester for any project ever

Thank you guys for the heartfelt kind words. Really. I am very passionate and am pretty relentless about it. However, there is no I in team and what keeps me motivated is the other beta testers on our team WizzardRob stumblor AMSNL , everyone with Pedretti and Co. , Janos Kiss doing the hard work in software, and especially hearing how you guys are enjoying your new kits. It's all win-win and good vibes in the FH 2.0 thread, and just doing what I can to help keep it that way.

#1671 1 year ago
Quoted from Bay78:

Is there a readme or anything that mentions all the things the code update 0.88 addresses?

https://pinside.com/pinball/forum/topic/funhouse-20-rudy-s-nightmare/page/33#post-6952825

#1676 1 year ago
Quoted from nwpinball:

We are going to have a rad FAST Pinball demo version of Funhouse Rudy's Nightmare at this weekend's Northwest Pinball & Arcade Show, some play it and check out the playfield with clear inserts and full RGB lighting!

That sounds edgy and epic at the same time. Do you have a twitch stream for it you can link here? I/we might love to watch pretty please.

#1678 1 year ago
Quoted from nwpinball:

Yeah, 12:30-1:30pm on Saturday the Funhouse 2.0 and Beyond with FAST Pinball seminar will be live streamed: https://www.twitch.tv/geekgamertv

For what it's worth to everyone else, I have absolutely no idea or affiliation with what this is; but it looks intriguing for sure.

#1683 1 year ago
Quoted from TomDK:

FrankJ
As I understood, it is not possible to get any jackpot while a second ball to serve is in the shooterlane.
I also do not understand why the lockmechanism from FH 1.0 is not used.
An autoplunger would be great but to use the present mechanic would be a great first start.
A "quick multiball" with plunging by hand is okay, but the bigger multiball should go over the mechanic. Its in the pin ... just use it. The old coder from 1.0 got it working

Once you get to wizard mode the lock holds the balls. Check out the how to play instructions here to see why it is a virtual lock vs physical lock during normal gameplay:

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

#1697 1 year ago

Here is a link to the unbridled .88 code update without the need to unzip it etc; if some of you run into difficulties potentially depending on your operating system:

https://we.tl/t-LyAZjcjqdZ

Please remember to do a quick format of the USB drive first (using the Fat32 format ONLY) and make sure that the code afterwards on your USB drive is named "pinball-fh2-088.code" and the file size is 505,291 KB before you put the USB drive back into the Pinsound board for the update.

Feel free to PM me with any questions and I will happily walk through the update process together with you; as this is all new territory here, so no worries.

#1700 1 year ago

Obviously, I am not the only one that hasn't forgot about an auto launcher for FH 2.0. I will never give up wanting it until it happens; for all of us / it just makes sense.

However, as seemingly simple as it sounds; it has a lot to do with the under the FH pf layout and mounting for the hardware for starters #patienceprettyplease , and have fun in the meantime?!?

So, the following pic is NOT a teaser of any sorts. I spent over 6-hours to make it fit into my FH (Stern auto launch mech etc), and is just to show you all how much I also want it to work flawlessly for everyone asap. Do not try this at home.

Please; someone/anyone, form-fit different mechs together to fit easily into our FH's without FH alterations. << I'm looking at you pinballinreno and your bffs please.

The code and hardware extensions are complicated, but not as complicated as the actual mechs fitting/mounting properly (almost drilled through my plunger lane/or maybe I did so twice / Ugh)

Also, please don't forget that the .88 code was JUST released to most importantly fix all dead-end game play, freeze-ups, and bugs that some machines that were having. #patienceagainplease

It's pretty hard to worst case scenario recreate all situations that could be possible on the average 30-year old pins for everyone; but we think we have done a pretty good job so far, but won't rest peacefully until everyone's new kits are up and running / bug-free. Zero worries from me, us, and to you and yours ever.

Together we rise; divided we drain.

20220601_232749 (resized).jpg20220601_232749 (resized).jpg
#1706 1 year ago
Quoted from Mando:

Couple of questions.. can the pinsound that comes with 2.0 be used to play the original game ? Meaning original CPU and Rom and/or display .
Also I assume that the answer is no .. but can you play the original game with the pin fast board . Meaning no 2.0 code and Original alphanumeric displays ?

Nice common sense question Mando

What makes you ask that and why are you considering trying that for some reason?

fastpinball please feel free to take the lead on this hardware ?

#1715 1 year ago
Quoted from mikeflan:

Is there a setting to have the game, upon power on, go straight to Funhouse 2.0? I'm planning to put the game on location, and don't want a player to set the game to the original funhouse by holding the flippers, and have the next player not know how to select 2.0.

There is not yet an option to do that.

#1724 1 year ago
Quoted from cfh:

Install Funhouse 2.0 at the VFW. Some general comments in regards to the programming…
The slam switch has to work. Right now it’s program so the slam switch does nothing. It takes way too long for this game to reboot. if need to end the game, need to be able to hit that slam switch and go to game over. Or add an adjustment where if you go into diagnostics via the enter button inside the coin door you can either resume the game or end the game. I guess you could do that too. But making slam switch work would simplify all that
End of ball bonus. It’s standard SOP to be able to hold both flipper buttons and make the end of ball bonus go super quick. This desperately needs to be added
Adjustments or lack of them. I can’t believe I can’t turn off extra balls or limit extra balls. Why is that??
Game start option where you hold the start button to select between classic funhouse and funhouse two. Or holding the flipper buttons is rather clunky. I would think there be a better way to do this but maybe not?
Is credit dot implemented in this game?
Wish there was a way to implement in an auto ball plunge. That would be pretty cool especially when you’re in multiball and you get a ball save
The animations for Funhouse two are great. Very colorful really well done. I’m not a big fan of The Voice but I guess it is what it is
Anyways just some random thoughts from the first night of play…

Congrats on getting the kit and having it up and running cfh . Others envy you for having yours already. (More are being shipped weekly everywhere to everyone else / it is a lot of pre-updating of current code, TLC going into each kit esp with packaging, and they are going out by the masses and scale is at top notch now)

I am not sure how long you cfh or other new owners have followed this thread, but read through it thoroughly, and no worries moving forward.

Everything you just mentioned cfh has now been noted. Believe it or not, 99% of what your frustrations are about this evening are already in our database of things to get to as soon as possible if/when possible << not to ever be confused with ASAP. (E.g. Auto launcher, faster boot up times, faster progressions throughout bonus counts, etc, etc)

The very first priority with FH 2.0 is/was, as with any new pin and code, is to first work out the bugs and dead end / game stoppers. We feel we have successfully done that 99% with the latest .88 code.

It was a lot of work from all of us at 'Team Pedretti' and the rest of the FH 2.0 community to collaborate and get to the bottom of the biggest issues (thank you all early adopters and enthusiasts for your input and patience immensely again...it couldn't have happened without all of you all) Kuddos.

ALL and I mean ALL feedback is appreciated, because in the end we want everyone to be as close to completely happy with this kit and other 2.0 kits moving forward.

We won't stop stomping bugs, implementing suggestions, and making this as cool as $#@% for everyone as equally as possible. Keep taking notes and throwing the honest feedback here cfh and everyone else.

The nutshell here is that it was bug stomping first, and now we are FINALLY rolling into the happy land of all of OUR suggestions; the other beta testers and mine included. (Some cool stuff that you have all been waiting for and suggesting coming soon...)

The bugs are pretty much gone now and everyone can hopefully sit back, take a breath, and have a fun and crazy night of FH 2.0 without worries that the ball won't get kicked out of our lock mechs for example with friends. Remember that? #Ughnomore

If you want to restart a game, please don't beat Rudy up; just push and hold the start button for 5 seconds and that also gives you the ability to choose between 1.0 or 2.0 and start a new game within seconds.

Since a lot of new FH 2.0 enthusiasts are now starting to finally receive your kits; please check out the stickies here on this thread if you didn't notice them, and make sure to check out the how to play instructions here for sure:

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

Hmmm: with another 24 votes or so, we can put FH 2.0 on the map somewhere and maybe in the top 100?

#VoteforRudyforPresident

"Hey it's only pinball!!!"

#1725 1 year ago
Quoted from Zablon:

It seems that hitting the right kickout changes the mode that is lit (IIRC)

The right-most inlane "LITE MYSTERY MIRROR TUNNEL" changes the mode/award llit on the mirror.

#1733 1 year ago
Quoted from brainmegaphone:

I had the exact same issue as mikeflan (after the update I got a cpu connection error). I did as you said above and after the second update it seems to be working again.

That is great news and thanks for sharing. We all learn and build things up together.

Happy flipping.

#1737 1 year ago
Quoted from cfh:

We played with a 2 ball multiball tonight, and left the ball in the shooter lane. during this mode, if i remember correctly, all shots were double scoring or something like that. and it made no difference if the 2nd ball was in the shooter lane or in play, same scoring. That can't be right...
i guess you could turn all scoring OFF until the 2nd ball was plunged! ha! but the only problem with any of these situations is you are relying on that shooter lane switch... perhaps the most unreliable switch in pinball!

Thanks for the insight cfh again and your hardcore and obv insightful players there!!

Could you please take a video, pm it to me, and exploit with the glass off (describe if possible) what you are seeing as Zukidog mentioned also with the glass off? (wetransfer.com for bigger files for a link)

I/we don't care how long it is and the longer the better, but I really think if the ball save is still active and working during MB / and you guys are getting jackpots with a ball still left in the plunger lane it needs looked into. Neither of those should be happening.

Thank you.

More updates to FH 2.0 code will still be forthcoming cfh , so no big worries for now as it isn't the "finale" yet with FH 2.0; nor should it ever be.

#1739 1 year ago
Quoted from PiperPinball:

Hi guys, I am new to the club. Just got my Rudy 2.0 kit.
Is there a website/link to download the newest code update?
And I have a bunch of new ideas to share.
-Dan

Congrats and welcome in.

www.pinballremakes.com

#1749 1 year ago
Quoted from PiperPinball:

Shawn, per our IM's.
WE can have a prototype 'Auto-Plunger' kit made within a few weeks.
And make hundreds of them once they are perfect.
Estimated cost $300 or $400 each.
-Dan

A perfect world with FH 2.0 and moving forward with 2.0 kits would consist of a perfectly working, and not breaking the pf or the simple budget, auto plunger. Been there tried that when I had time to. It wasn't easy.

If you and your team there believe you can come up that (or anyone else with the same passion for auto plunger can do it first?!?) that would be awesome and epic!!!

We will stay busy here keeping up with that and other bugs/suggestions at the same time in the meantime.

We are all ready for auto plunger and couldn't be more excited; like you and all of us too.

Proof in the pudding first Dan; and I don't doubt that it isn't impossible; but if you think you have the solution for scale #affordableandsafe #letsgosogo

1 week later
#1788 1 year ago
Quoted from movingpictures:

Still waiting on a replacement 2 months later …

If you haven't heard back from your distributor open up a ticket at www.pinballremakes.com

#1797 1 year ago
Quoted from mikeflan:

Possible bug with game: Was playing with the settings on the game to put on location and showing staff how to switch between the two games by holding the start button down for five seconds. Doing this two or three times led to the main screen in the backbox and the small screen on the playfield both turning solid green. Shutting down and rebooting cleared the issue, but multiple back and forths between games may cause problems.
Another thing I noticed is that if you have credits on the game, they carry over when you switch between games. Which isn't a problem necessarily, but for route operators, if you price the original funhouse at 50 cents a game and Funhouse 2.0 at $1 a game, it's a way to get 2.0 credits at a much cheaper price by putting credits on the original funhouse, exiting out, and selecting 2.0.
Finally, still really hate the video mode.

Thanks for the heads up with all of that. The next code update is in progress, and what you mentioned is something that will definitely be addressed. Knowing how FH 2.0 works best on location is something that we can't always create in the "Beta testing lab", so that is much appreciated mikeflan

In regards to the video mode, I would "like" to suggest for those who struggle with the timing to pull off the glass, hit one of the inlane switches to acquire minutes, then manually push the right most right inlane (to change the modes on the mirror) and practice your timing of the flipper buttons for The Haunted Rollercoaster. They need to be pushed/held for 1 second or so; (not a quick tap) for the turns/jump to register. No cheating through to the end though; it's too fun when you finally do it the first time with the glass on, so I forbid it.

2 weeks later
#1821 1 year ago
Quoted from chillme:

thats the way the lock works in 2.0.

^^^ For now..

1 week later
#1835 1 year ago
Quoted from sandro:

I’ll respond to my own post. Rudy’s asleep and experiencing nightmares! I tried just about everything, but I think in the end, reseating the daughtercards may have been the solution.

Congratulations and also for sharing that with everyone here, but if you run into any other issues in the future; definitely open up a ticket with your distributor first, and if then you don't hear back shortly open up a ticket with Pedretti Gaming.

However, your fellow FH 2.0 and very knowledgeable pinheads here are beyond extremely knowledgeable and invaluable to this kit; and the hobby overall. So, definitely trust each and everyone of their insights as well 100% moving forward.

2 weeks later
#1863 1 year ago
Quoted from FrankJ:

I have another issue. I don’t know if it is new or not since I really haven’t played the original game since I got 2.0. Anyway, I start a game of single player original. The game adds players during the first ball. I haven’t been able to figure out the sequence that triggers it though. In switch test, everything works fine. It does not happen in 2.0 though. Anyone else have this issue?

I would suggest (if you haven't in awhile) to clean your start button switch/wiring (and opposing end wiring etc) to make sure there isn't anything loose anywhere, and then also see how sensitive it is in the switch test menu if you wiggle the wiring.

#1865 1 year ago
Quoted from McDoom:

Just wondering if there is customer service for this new kit. I believe I installed it correctly (going off of photos).
I've yet been able to play the game as intended.
Only one time I've been able to play Rudy's nightmare and when I did I only heard sound fx and no music.
After, I shot the ball in a scoop or somewhere else and the ball didn't return to me just went into ball search mode.
Every other time has just been a black screen for me. The mini-playfield screen has yet to work for me at all just boots with lines for a few seconds and goes black.
This may be an operator error but I'm not sure would it would boot for me and allow me to play (partial once and that was after about 6 tries).
[quoted image][quoted image][quoted image]

Everyone here is insanely awesome, extremely helpful, and will help you. However you should always open up a ticket with your distributor first (as a rule of thumb) if you run into any issues; and if you don't hear back in a few days then open up a ticket with Pedretti Gaming.

From what I can tell from your pictures, everything seems normal and that is how the mini-display looks upon initial boot up. I would double check that all of your plugs/wiring are fully seated; and make sure that the hdmi cable is fully seated at both ends to the mini display / they can be a little 'sticky' the first time you plug them in.

#1866 1 year ago
Quoted from rmillman:

That's the real nightmare.

You can open up a ticket with Planetary Pinball (if they are your distributor) here:

http://support.planetarypinball.com/support/login

You can open up a ticket with Pedretti Gaming if you don't hear back within a few days from your distributor here:

https://pedrettigaming.freshdesk.com/support/home

We here, and both of them are happy to help get you up and running accordingly.

2 weeks later
#1936 1 year ago
Quoted from bkaelin:

Thanks for your reply. This is the first install, into a fully working, awesome FH.
Regarding the start button, I have attached a pic, is there any obvious visual way to see if it is backwards?[quoted image]

Definitely take Zukidog advice here for the long-haul.

In the meantime, you could also try to disconnect the start button wires/plugs, put them aside safely (electrical tape / etc) and see if you still have the same reboot and/or other issues.

1 week later
#1947 1 year ago
Quoted from FrankJ:

New problem today when I turned it on:
Game boots, but takes longer than usual, it immediately selects the original version, the magic mirror lights normally, the main screen goes to the testing screen, then all lights go out, it reboots to the Pedretti screen and repeats the cycle (over and over). Any ideas?

It seems like your start button might be faulty and it is doing the hard 5-second reset. Take a pic of your start button wiring, disconnect it, and power up to see if it boots normally to the selection screen.

1 week later
21
#2006 1 year ago

Happy Friday everyone!!

Speaking of future updates...please get your Micro SD Card adapters ready, because within the next couple of days a huge update WILL be released and this is zero hype here!! We will all be pulling out our Micro SD Cards from our Pinsound boards, installing a brand new image file to the game (which includes new firmware) and updating to a new software code all at once.

There has been a ton of work that went into this jam packed update, with a lot of testing, to get it just right and include as much as possible of all of your feedback. So, thank you all SINCERELY for your feedback, patience, and we all appreciate it very very much.

Here are some of the main features:

- Physical ball locks implemented
- 3x & 4x combos added
- Adjustable Gangway difficulties
- Extra Ball options
- Adjustment to boot straight into 2.0 mode
- Jets/Pops rotate the mode on the playfield display (homage to 1.0)
- Faster booting OS
- Faster game loading
- Version information included in the main page of the service
- Tilt warning can be adjusted up to +5

- Maybe a Super Skill Shot?
- Maybe some more Easter Eggs?
- ???

At this moment I can honestly say that the update is complete, is awesome, and will be released as soon as we're done creating accurate and simple instructions that make life simple for everyone. ETA = less than a few days.

Stay tuned to a Nightmare near you!!

#2010 1 year ago
Quoted from Jeepsz:

UVAJED micro SD not a usb stick like before?

The Pinsound has a Micro SD card on the right/rear of the daughter board (it's a hidden little gem). Don't worry about the location/how to remove it, until the easy peasy instructions are uploaded within the next 2 days. So, we will need a Micro SD card adapter for it to update the new game image file onto it.

We will still, and also, be using the USB thumb drive to update the game code.

2 updates this time:

1. Micro SD card (new game image file)
2. USB thumb drive (new software code version)

#2016 1 year ago

Download link broken...update is coming later today..

#2018 1 year ago
Quoted from chillme:

I just did the upgrade, all went well. Versions are what was in the doc (.99)

That's good to know. Thank you. We need to check something and will upload again shortly.

#2020 1 year ago
Quoted from cfh:

Where is the download link please post it again thank you

We just found something last second in the code that we are fixing for future updates. It will be uploaded again and ready to roll in about an hour or two, so if you already updated you will need to do it again. Sorry.

#2032 1 year ago
Quoted from cfh:

Your instructions are not clear.
I get how to make the SD card update work. But the USB thing is rather confusing. There is a USB stick currently in the pin sound card. It contains a bunch of files including what it looks like are sound and program files. I assume this original usb drive should *not* be reformatted fat32?
Instead did you mean to say take a different USB stick and format it fat 32?
Then copy the Funhouse99.code file into the root directories of this new usb stick?
Then remove the original USB stick and insert the new one?
Game should say it is updating. When update is complete, remove the new USB stick, and insert the original one??
Because when I do that now I just get “pinball login”, it looks like it’s waiting for keyboard input….
Or did you mean copy the new Funhouse99.code file to the original USB stick without any format??
Or did you mean format the original pin sound USB stick, which loses all the original files seen in the picture below, and then copy the Funhouse99.code file on this now naked drive?
i just don't want to format the original pinsound usb drive and loose all those file, if that is not what you mean...
[quoted image]

Pull the usb drive out of the Pinsound, quick Fat32 format it, and drop the .99 code file onto it; as mentioned in the instructions.

Once you power on the machine, all of those previous files that you saw on the usb drive will again be extracted into the correct folders etc on the usb drive, so no worries at all about losing anything. I/we have everything here to back all files up if you lose something. You can't brick Rudy < he refuses!!!

#2033 1 year ago
Quoted from mkdud:

It appears my installation is complete. The instructions say that my machine will reboot itself, but I've been on this screen for over 20 minutes. Do I manually reboot now?
[quoted image]

It should have progressed on it's own, but yes, as chillme mentioned; please power cycle.

#2035 1 year ago
Quoted from mkdud:

I powered off and on, everything seems to be working great. Thanks so much for the update!

That's great news and thank you for sharing.

I would like to say that if anyone has any issues at all with the update (or anything at all), please feel free to PM me with any questions whatsoever; and we will sort it out right away.

I once heard that "The stupidest question is the question not asked." and I still agree with that.

So, please let me know, and I/we are all here to help each other for more Rudy win-win "insanity" in the end.

#2043 1 year ago
Quoted from FrankJ:

More information:
If I open the coin door the game will boot, but no lights and the flippers will not change to select a 2.0 game.
If I start a 1.0 game, I get no lights, no coils.
As soon as I close the coin door at any time, the game cycles Pedretti, 99 screen, slam tilt again.

I just replicated this scenario exactly on my machine by holding the slam tilt closed. I would suggest to disconnect a wire to your slam tilt switch and see if the you have different results; as it definitely seems something with that circuit is closing/shorting.

#2045 1 year ago
Quoted from FrankJ:

Disconnected the slam tilt wires. Now it boots properly. But, at the main screen everything is still dark (no lights). The flipper will not option off of version 1. Hit start in version 1, the game begins, but no lights, no coils, so pretty much dead.

Everyone please chime in so we can get FrankJ up and running again if you have some input for him...?

FrankJ , you removed the slam tilt wires and had some progress. That's good news, but now there seems to an issue with the left flipper switch stuck and only letting you select 1.0; with the possibility of it or something else shorting out.

So, a couple of sincere questions come to mind to try to help you; because I don't feel that this is due to a software update:

1. When was the last time it was fully shopped out?
2. What's the humidity level of its specific location?
3. How often is it played?
4. Have you tried to unplug and reseat all of the connections between the 2.0 boards; and also the MPU yet?

Feel free to PM me and we can do a vid call together sometime to sort through it quicker if you'd like; as long as the above questions aren't possibly a factor first.

#2050 1 year ago
Quoted from FrankJ:

More:
As stated before, the game boots with the slam switch wire disconnected. However, I closed to coin door and the machine went back to the slam reset situation I started with. So, the coin door interlock switch is also in play (and causing the game to register a slam switch activation).
I had some install problems at the beginning. It was due to the daughter board not being seated properly on the Pinsound board.
My ‘E’ target was wired properly, but when hit hard was shorting against the metal bracket causing the tilt and mode start to activate in 2.0 and it added a player on ball one on 1.0. A little insulation fixed that. While troubleshooting the situation in 1.0, I shorted the start switch which caused the game to not boot properly.
The game had been working flawlessly since (.88).

If your switch matrix is missing, have you checked all of your fuses, your 12v, and do you have all 3 power lights present on the FAST board?

#2082 1 year ago
Quoted from Mando:

Two issues since update .
1. The game doesn’t always put a ball in my shot or flame reliable , was totally fine before update .
2. Game plays regular music along with bonus music at end of ball.
Side note , anyone think we need different bonus music ?

Quoted from Mageek:

I have those two issues as well.

With everyone's help here, we/you have recently uncovered a few minor bugs with the newest update. However, we are already putting together another update that will be available hopefully this week; or as soon as humanly possible if not. Thank you all for your feedback, perseverance, and insightful input.

This will just be the simple software update with the USB thumb drive.

Quoted from mollyspub:

I peek in this thread from time to time. Is it safe to say this kit has a lot of issues? Seems like there are consistent posts of problems.

It would be safe to say that there are currently some minor imperfections/glitches. What would be safer to say, would be that this kit is overall extremely reliable, a blast to play the way it is, and the developers/community are highly dedicated to always making it better together.

This 2.0 kit will soon enough feel like a 4.0 kit. That's all I can say.

#2098 1 year ago
Quoted from bkaelin:

I had a solid, well-working game. I installed the original kit, and eventually got it going just fine. Then today I upgraded after following the instructions and now the game won't boot. On power up, the monitors don't even turn on, no game lights. I've got power to the boards, cables all look good and seated. Help!

I would suggest to take your time and do the updates again. You can't hurt the SD card or USB thumb-drive by doing so. I would also say to make sure that you fully format each card/drive (using Fat32 quick format only).

The only thing that could have changed with you updating, to disrupt the hardware (lighting etc), is to follow Wariodolby advice above and make sure that you didn't happen to wiggle loose the Pinsound daughter card when you were removing the SD card; because your results aren't due to a firmware/software update.

If that doesn't get you up and running; please remember to follow the key posts here and open up a support ticket, so you don't feel lost and waiting for resolutions.

https://pinside.com/pinball/forum/topic/funhouse-20-rudy-s-nightmare/page/31#post-6900090

#2106 1 year ago
Quoted from FrankWayne:

My wife and I updated our game to the .99 code and have ran into some issues that we noticed, so I just wanted to make a list to see if anybody else has the issues as well and to help devs.
Funhouse 2.0
*music overlapping on bonus.
*trough kickout not working sometimes when supposed to (we have to wait until the machine kicks it out which is a minute or 2)
* hitting the e in steps sometimes starts a mode (went to switch test and made sure it wasn't my machine causing this)
*ball save giving balls back after it has been off for a decent period of time
*random warnings with no nudges or movement of the machine (not caused by tilt bob)
So far from .88 the only ones that aren't new is the e starting a mode. (I also thought that spelling step could be doing this as a bonus but still not sure)
As for funhouse 1.0
*Music overlapping
*anytime we start a game with more than 1 player (say 2 players) while playing our first ball the machine adds in 2 more players or max to 4 everytime

We are already revising the last release (.99) to be published for everyone as very soon. I would like to think less than a week; because of all of your input and help. Thank you all and kudos for your reports.

FrankWayne There are 2 things that you should look into, first, with your "E" target/switch:

1. Above, as FrankJ mentioned; make sure it isn't shorting out on the back-end.

2. Check the wiring on your "E" target. It will also give you the random tilt warnings. Read this post, as well as the few after it and you will be much better to keep flipping with FH 2.0 (and this issue had nothing to do with us)

https://pinside.com/pinball/forum/topic/funhouse-20-rudy-s-nightmare/page/26#post-6863638

The following we are now aware of and are fixing as you have mentioned:

-Music overlapping
-Trough not registering / kickouts
-Ball save timouts
-Please check your start button switch contacts for the issues with adding players etc in 1.0, and if you don't have good results please pm me a video to show the issues with 1.0. It also is a good idea to go into your test menu and see how each switch is behaving/or not in each mode.
-Then a lot more / pretty much done.

There are many more fixes and updates coming very soon to .99.

For some "behind the scenes" with it; over the last week week your FH 2.0 team has sent over 1,000 messages between each other (with relentless hours of testing in between), and most importantly your emails/messages/suggestions from you have ALL been sincerely taken into account and are greatly appreciated.

You can't spell Funhouse without Fun. It will always be more Fun moving forward here, especially together, with everyone creating the 'best version' of Rudy; so please keep up the awesome attitudes and suggestions rolling in.

Btw, we didn't expect/foresee the hiccups with .99 (sorry), but after it is sorted shortly; there is already a 1.0 update on the horizon that will be beyond 'to infinity and beyond' from what you could ever imagine from a 2.0 kit.

Quoted from Zukidog:

Wondering if we can get an FAQ setup in this thread that lists reported bugs/glitches per release so we don't lose track of them between posts...
I have also witnessed a few of the line items you called out on my .99 update. Copied and pasted below:
*music overlapping on bonus.
*trough kickout not working sometimes when supposed to (we have to wait until the machine kicks it out which is a minute or 2)
*ball save giving balls back after it has been off for a decent period of time

Yes sir, please create that.

3 weeks later
#2129 1 year ago

This has just been reported to the software team to see what's going on.

Thank you all for reporting it, and I hope soon they will uncover the bug/issue. Sorry in the meantime. :-/

#2136 1 year ago
Quoted from WizzardRob:

Lol that is a massive understatement.
This is a fully packed update. 0.99_1 containts LOTS of bug fixes.
All the annoying bugs reported with 0.99 like balls not ejecting dead ends are fixed.
- bug fix where steps gate was active during modes when it should not be
- bug fixed where jackpots were not stacked correctly if multiple modes are active
- bug in wizard mode where additional balls where ejected in case of draining
- bug fixed where a lock shot ends the ball during EC or Monkiss
- fixed overlapping sounds
- fixed a bug where no ball was ejected for a new game if balls were sitting in lock before
Have fun!

Yes, what WizzardRob said

1 month later
#2197 1 year ago
Quoted from FrankJ:

It’s a known software error. My game worked fine until the update.
Twice since the kit was released we were promised a timely update - days or weeks. And so far, both times updates have taken months. Fool me once, I take notice, do it again and make my game a paperweight and I get a bit upset. They should not be making commitments they cannot honor.
Lots of coming attractions for a pricey topper though. My guess is they are spending their time on the next 2.0 release, not on making this one right.
Rant off…

Hi

Quoted from FrankJ:

It’s a known software error. My game worked fine until the update.
Twice since the kit was released we were promised a timely update - days or weeks. And so far, both times updates have taken months. Fool me once, I take notice, do it again and make my game a paperweight and I get a bit upset. They should not be making commitments they cannot honor.
Lots of coming attractions for a pricey topper though. My guess is they are spending their time on the next 2.0 release, not on making this one right.
Rant off…

_
Have you previously tried the above Mageek suggestion? That is a known fix for this issue.

We always keep our word here. Did we want the next revision to be released the day after the last? Yes, but we don't want to rush 2.0 Rudy perfection and we always try to implement all happy owner's issues/suggestions at the same time into the next release moving forward.

If you're curious (besides the rest of our beta team and software team who are working the same + hours on it), I personally tested the next code release for over 8-10+ hours over the last 3 days; and last weekend on the side just because; for what it's worth.

Besides Mageek suggestion, have you tried to reinstall the code to do the most recent FULL update again; that includes both the SD card and USB drive lately? That could be something that could get you back up and running if you haven't tried that.

Here are the instructions and links for the FULL software update for both the SD card and the USB drive for current code; and this can definitely help get the communications correct between both the Fast board and the Pinsound (if you have changed and ruled out the USB cable beforehand):

https://we.tl/t-kHygCGj9io

If that doesn't work for you (after you have tried the USB cable swap), here are the links to get you back to the original software if you're sure it's an update issue. You will still need to use the above instructions and Rufus to burn the following image to the SD card. You will also need to unzip this file to select the .iso image file once you open Rufus:

https://we.tl/t-gvQb685vis

Here is a link to the very stable .88 USB software that you should have been running before the latest update, that you will need to do with the above update at the same time as the SD card update:

https://we.tl/t-modw3nJAsH

^^^ The above links will expire, so if anyone wants to have a backup of the original code for your SD card and USB drive; please download and save it now.

`

Rant-lessness aside:

- Is the upcoming topper going to be amazing and pricey? Nope, it's super affordable because we care; and insanely awesome!!!

- Why isn't there a 1.0 code yet? Because, it's on the way and will blow your and Rudy's socks off! Does he have socks, and/or do you?? Either way; yep.

- Does our ticket and support system help everyone resolve any issues whatsoever? Absolutely, and if you have a sincere issue that you can't find advice from other awesome enthusiasts here; please remember to open up a ticket at www.pinballremakes.com so we can expedite your Funhouse 2.0 upgrade and help you and yours keep having fun first and foremost.

- What's next and possible for 2.0 kit(s)? Anything and everything!! Stay tuned

We thank you all for your continued support (most importantly you guys helping your fellow enthusiasts out and lending a helping hand when you can). Kudos!

We WILL continue to support you/all; with your likewise passion moving forward 100% to infinity and infinity + .................

#2200 1 year ago
Quoted from FrankJ:

My apologies to all. The promised update of 56 days ago DID come out 35 days ago. 99_1. That’s when the USB error began.
When it works, I enjoy version .99 so much better than .88 that I don’t really want to revert back. I just want my game to work. It’s frustrating because I can fix issues on my other machines. On this, all I can do is wait on others.

Please first put your USB drive into your computer and pm me a picture of what is on it. If there isn't anything on it, format it and do another 99_1 install to see if you get the same message.

It's possible that part of the update didn't take and/or it could be a corrupted USB drive. If you do all this, and still no luck, try another USB drive if you have one handy. You will not need to update the SD card again since you have already done so.

1 month later
#2252 1 year ago
Quoted from mkdud:

Please help if you can.
I am running 99_1 currently. Is version 99_2 an upgrade for just the USB Thumb drive, or do I also update the micro SD card as well?
Thanks much, mk

No.

If you have already done the most recent firmware/software updates together below, your SD card won't need updated in the near future:

https://www.pinballremakes.com/wp-content/uploads/2023/01/Funhouse-SD-Card-update-instructions-2.pdf

If so, all you will need to do is download 99_2, format your USB drive (Fat32 / quick format), drag/drop 99_2 onto your USB drive, put it back into your Pinsound board and power on.

Please remember to push/release the program button on the Fast board (picture included in the above link), after the main code extraction once you see "System Update Fast" displayed to progress and finish the update.

If after you update you see that the update is complete / do not remove USB drive, and it stays there for more than 30-seconds, do a power cycle and you will be good to go.

3 weeks later
#2332 1 year 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.

1 month later
#2403 1 year ago
Quoted from metallik:

What is the best address or contact point for sending Pedretti bug reports?
There is a bad exploit in the current version: Start Monkeez, and then just constantly short-plunge to the pops. Do not flip, let everything drain and re-plunge to the pops as soon as the drained balls are served. The pop action and draining seems to pause the ballsave timer; you can do this for well over a minute. I have a 70M GC built mostly from stacking Monkeez and Balloon and then doing this.
You can also cheeze Clones by draining and re-plunging around the top for free shots at the jackpot. The ballsave doesn't last as long but you'll still easily get 7-10 cracks at Rudy before it goes out.
Aside from correcting the timer pausing issue, the easiest fix for all these shenanigans is a new adjustment: MAXIMUM BALLSAVES PER MULTIBALL. Allowing us to set this to 1 or 2 would block the exploits. Also let is adjust the multiball ballsave timer, including setting it off.
Thanks for any attention you can give this!

Quoted from metallik:

Few other balancing fixes:
- The 10M super JPs for Clones and Nightmare overpower all other mode scoring. I know 10M is a nice round number but these should probably be 5M tops.
- The mirror award "Open Trap Door" is very underwhelming as-is. Perhaps change it so that it opens the trap door for 3X the current value, making it a bit more worthwhile. There is also a bug where the door, if uncollected, will stay open for the next player.

Thank you for the head's-up and insight. We try to pay attention to this thread as much as humanly possible, so reporting thoughts and suggestions here is good.

There will be another update released within a week or two, and it will include a lot of great improvements; as well as better score-balancing. Once it is completed, we will drop a link here for the download and we will provide detailed release notes.

We have never forgotten any single suggestion, and there is still a lot more fun to come in the Funhouse.

#2404 1 year ago
Quoted from MC35:

Well this sucks!!! My pinsound board is fried. I'm not sure which one to order. Any assistance is appreciated

You can contact Pinsound at [email protected] where they can help you troubleshoot your Pinsound. Please open up a ticket with Pedretti if you don't hear back in a few days at:

https://pedrettigaming.freshdesk.com/support/home

Here is a link for some instruction cards:

https://www.pinballremakes.com/downloads/

1 week later
#2429 1 year ago

Just popping in to say hello here to everyone.

If you are new to this group, welcome aboard and please expect only fun and great new things from your previous Funhouse experience!!

For those who have been here, gave advice and input, had a ton of patience, and have helped others = you are sincere beyond belief and:

Things are ramping up with our next code release, and it is looking awesome for everyone and everything over the last two weeks from your code leader/guru Janos Kiss, and us beta testers pushing it to the next level with him!!

We've been relentlessly beta testing the next code update (as usual), and we are all finally seeing the light at the end of the next release tunnel for you all. This could be similar to the HRC fi-na-le feeling ... and if you've finished that mode before for example and smiled...shhhh..

I don't have a timeline, but I am only posting here because I am excited also for everyone to enjoy the next update as soon as possible, and it should be soon. I will hope for a week or less?!?

Crossing fingers on that, and we will never be done respecting Rudy, as 'he' deserves it, and doing 'him' the ultimate due-diligence as "humanly possible."

1 week later
#2465 1 year ago
Quoted from JohnTTwo:

Rudy’s coming home. More pics to follow.

Congratulations, and you picked it up just in time for a HUGE update on the horizon very very soon!!

#2469 1 year ago

Here is the next update, brought to you by the amazing head of the software team; Janos Kiss. In includes a lot of great new integrations, features, and some of which you have all been patiently asking for since the very beginning.

Please read the update instruction carefully and note that this update is a full USB drive (only) update; so there isn't a need to update the SD card.

Remember to format the USB drive (Fat32/quick) before installing the new software, and once the update starts; push/release the program button on the Fast board.

All of these details are included in the instructions; as well as the release notes and the link to download the new 99_8 software.

Happy Friday!!

https://www.pinballremakes.com/wp-content/uploads/2023/04/Funhouse-0.99_8-USB-update.pdf

#2472 1 year ago
Quoted from rogerdodger:

Great news! I am still on the original code, so do I just use the update installation instructions on this latest code or do I have to do extra updates, due to my code never being updated, previously?
Detailed help appreciated.
Thanks.
Roger

If you have never updated your SD card previously then you will need to do so at the same time as the USB drive. Here are the full instructions for how to update the SD card:

https://www.pinballremakes.com/downloads/

Make sure to put 99_8 software on the USB drive (for the latest code version) when you update the SD card, and not the 99_2 version that is included with the SD card update instructions.

99_2 software is only there for those who would like to have their old code for a backup.

#2474 1 year ago
Quoted from Zukidog:

On the new board-set, the program button is located on the Teensy board correct (not the debug on the fastboard?) I can never remember which one i'm pressing....

It's on the Fast board, and there is a picture of it in the instructions.

#2476 1 year ago
Quoted from Zukidog:

The instructions are great. Mine just seems to be a different board setup than is shown.
[quoted image]

Ah yes, I see what you are asking. It is the button on the Teensy and not the debug.

#2487 1 year ago

The instructions will be updated soon, but if anyone gets stuck on this screen at the end of the update for more than 15 seconds, please power cycle your machine.

20230407_204101 (resized).jpg20230407_204101 (resized).jpg
#2534 1 year ago
Quoted from joshwiseman:

Any one else not have a rudys hideout animation and it randomly not fire the coil and kick the ball out of the hideout. It happens to me every couple of times the ball lands in there. Was working fine before.

Thank you for bringing this to our attention and I was able to replicate it here as well. We will be fixing this very soon and adding it to the 99_8 update for a reinstall as soon as humanly possible. If you experience this often, you can roll back to 99_2 in the meantime.

We will let everyone know here once it is good to go and thank you in advance for your patience. As for other current suggestions, we are still listening, always taking notes, and still have more on the to-do list to come with future updates. Funhouse 2.0 wouldn't be as awesome without your help, suggestions, and enthusiasm too.

#2537 1 year ago
Quoted from Tower_builder:

I never use Edge, Standard is Firefox, but now i tried Chrome....unfortunately with the same result!
The Update goes trough, but the Machine does not boot properly...after reboot it stays forever with the following screen:
Any other suggestions? Does it help if i rewrite the SD-Card again? However, the rollbackt to 0.99_2 does alwasy work fine, but of course i would like to have the latest update running![quoted image][quoted image]

What happens if you disconnect your Motion Control board from the Pinsound? Which shaker motor are you using with the Pinsound / Motion Control?

Quoted from chillme:

UVAJED Found what looks like a bug yesterday on 99_8
This is on the first ball of a game, if I launch a ball and immediately shoot the lock without hitting anything else, the game just sits there, never does a ball search or release the ball. If hit it a target before hitting the lock everything works as expected.
On the 2nd or 3rd ball if you launch and shot the lock, the game says 10 minutes added, but loads another ball into the shooter lane. Then it unlocks the ball in the ball lock, so you have two balls. Same as the first ball if you hit a target or score points everything works as expected.
Checked my switches and they are all functioning and I can repeat this with the glass off, it's how I found the ball 2/3 conditions.

I cannot reproduce this. Can anyone else? chillme please copy/paste this into a ticket, and include a video of these scenarios if possible so the software team can take a closer look. Thank you.

https://pedrettigaming.freshdesk.com/support/home

#2539 1 year ago
Quoted from Zukidog:

i tried to force replicate the issue by picking the ball out of the shooter lane and and tossing it into the lock. It gave me and extra ball - plus - put a ball in the shooter lane. Each time i did this on the following ball, it was differing results. However, this was without hitting any entrance switches and hijacking the probability of that shot occurring. in regular game play I haven't seen any issues. I'm wanted to get around to a full review, because this 99_8 code is leaps and bounce behind what i was in the past. Truly feeling like a new game now that i'm not fighting with oddball glitch notes on a scrap piece of paper. Amazing.

Thank you for testing this, and it is most likely (hopefully) a very edge-case scenario. We are still looking into it just in case as always; and I'm confident that chillme will help us with the details soon so we can stomp out this potential bug of sorts.

That's great for us to hear about your 'full review' for FH 2.0. Don't let any little glitches hold you back. 99_8 is 100% (as you mentioned) feeling like a brand new experience for Funhouse for sure:

99_8 E.g. = :

-Ball kick-outs are faster
-New callouts / faster integration
-You can skip (double press / flippers) end of ball bonuses
-Quicker/more light-shows
-Steps ramp includes modes now
-Better score balancing
-Qualifying the mystery/scoop (random and new mysteries included)
-Etc, etc, etc +++

---> ESPECIALLY now though, with the code-incorporated ball-save / auto-launcher = monumental for a 90's game and it just flows; like you said Zukidog and #everyone for sure.

I will post a video on Wednesday of a fully functional auto-launcher working good here with 99_8 if anyone wants to see it working?

Where there's a will there's a way for everything.

More to follow up to everyone in the very-near-future in regards to how everyone can have their own auto-launcher. It will be worth your wait; but you won't have to wait too long.

11
#2553 1 year ago

As promised, here is a small preview of the auto-launcher coded into Funhouse 2.0.

It's a great relief during multi-ball modes to be able to keep your hands on deck with the flippers.

As WizzardRob mentioned, please stay tuned for how this will be able to be incorporated for your Funhouse 2.0 kit in the near future.

#2562 1 year ago
Quoted from Mageek:

This is an awesome improvement!
I Managed to McGuiver an autoplunger into mine, and works great for the most part.
A couple things that may need additional code that I’ve seen
When all three balls are in play during RN it works great but appears when down to two balls ,one in play and one in the shooter, it doesn’t autoplunge.
I Would love to see it autoplunge any time theres a ball save rather than just during multiball.
Keep up the great work, this kit truly is a fantastic upgrade!

Glad to hear you like it. We have recently tested and made adjustments to the latest release, have fixed the reported issues (and a couple of other things), and it will be released within the next couple of days for a reinstall for anyone who experienced issues.

The reason that it doesn't always auto-plunge outside of mutliball modes, is because depending where you are at in the game, you may want to plunge to ball to a more specific area of the playfield.

E.g. If you have Hotdog Combat lit on the mirror, yet you're on ball 3 and would like to get the extra ball, it is most beneficial to plunge into the pops to hopefully change it to Extra Ball on the mirror.

#2572 1 year ago
Quoted from rogerdodger:

Thank you. How do I use this, please?
I know nothing about computers!

Here is a step-by-step guide that should be easy for you to follow, as long as you don't skip any of the steps:

https://www.dropbox.com/s/n53y2uflbsgrise/Funhouse%20SD%20Card%20update%20instructions%202.pdf?dl=0

#2575 1 year ago
Quoted from jackd104:

FYI I am still getting false multiball ends in 99_8. What I mean is there is still a ball in play but the game ends the ball (bonus screen) when it should not. It’s pretty devastating for the player experience to unjustly lose your ball. In about 10 games played it has happened twice: once in nightmare multiball and once in evil clones. Thank you for your continued improvements to the game.

Sorry to hear that. I'm not sure if you noticed a few posts above yours, but there are a lot of improvement that have been added to 99_8 already for a new update, and through the grapevine; I heard that it might be released by the end of this week?!

Quoted from Mageek:

Although I see your point I don’t really agree, normally on a ball save you don’t get to position your shot. In most games it plunges right away and goes where ever.

Duly noted, as always, and thank you!! That's a great idea. The more ideas for Funhouse 2.0 the better from everyone!!

2 weeks later
#2612 11 months ago
Quoted from Gabbo75:

Dear pinball community,
i need your advice!
I haven't received an answer from Pedretti support for two weeks now.
Pinsound support is not responding either. On April 26th I submitted a support request there via the website, which was also confirmed to be received
("We will offer you the best solution as soon as possible, within 24 to 72 hours.").
Also on my repeated request to confirm the receipt of my support requests
(to the emails I've been in contact with so far with Shawn from Pedretti and Nicolas from Pinside - [email protected] and [email protected]) I get no response.
Anyone have any ideas what's going on there?
I've had some problems with my Funhouse 2.0, but I've had very good support from Pedretti the whole time.
In the end I received a new Pinsound XL card from Pinsound for which I had to pay.
Replacing it didn't solve the problem - the main display was not receiving power.
However, no correct signal was received via the right HDMI port (main display connection) even on an external monitor.
Shawn from Pedretti pointed this out to Nicolas from Pinsound, who said the new card had been tested and should work, so the problem must be with the main display.
I then sent in the main display and it was repaired or I received a replacement.
Now the main display works. It gets power. But the HDMI signal for the main display only arrives when the playfield display's HDMI cable is not connected. Once both HDMI cables are connected to the Pinsound board, the main display gets no signal at all (and shuts down after a few minutes) and the playfield display gets the signal for the main display.
I checked all the cables and all the connectors. All wiring is done as shown in the instructions.
I even reinstalled the software (SD card and USB stick).
The error remains.
I suspect the new Pinsound board that I paid a lot of money to replace. But I wouldn't rule out the possibility that some switch on the board has to be flipped.
Unfortunately, despite repeated requests, I no longer receive any support from Pedretti or from Pinsound.
Can someone help with some advice here?
Thanks very much!
I made three videos to illustrate the problem:
Video 1: reinstalling FH 2.0 (with small display disconected)
Video 2: Starting FH 2.0 (with small display disconected)
Video 3: Starting FH 2.0 with connected main- and playfield-Display: Problem: no signal on main-display!

Try to swap the HDMI cables between the ports on your Pinsound board with both displays hooked up.

#2616 11 months ago
Quoted from Gabbo75:

swaped HDMI and than turnen on the pin.
Brings me two black Displays.
[quoted image]
[quoted image]

Swap them back, and try a different HDMI cable for your main display if you have one handy. If no luck try the spare cable on your small display.

#2617 11 months ago
Quoted from Gabbo75:

swaped HDMI and than turnen on the pin.
Brings me two black Displays.
[quoted image]
[quoted image]

Also, it is hard to tell from your video, but on the LVDS board (back of your main display that the HDMI cable plugs into) the jumper should be connected to the middle pins, in the row of 3 pins; directly across the board from where the HDMI cable is plugged in. It looks like it is on the right top/bottom pins looking at it in your video.

#2618 11 months ago

This small jumper

20230503_154620 (resized).jpg20230503_154620 (resized).jpg
#2665 11 months ago
Quoted from Andrea_DM:

I'm curious to know which game mode is the most Fav. by players?
Mine is Rudy and The Monkiss, I love collect instruments
[quoted image]

Nightmare Multiball for me!!

2 weeks later
#2688 11 months ago

Hello all.

Your amazing lead of software, Janos Kiss, is working on the next update (as always) and he is looking to expand the adjustments in the menu as well. Please let us know here what things come to mind that you would like to see added.

Here are a few examples of some new menu adjustments:

-Disable Video mode
-Mode timer start
-Mode timer reset
-Multiball ball save time
-Disable Shooter callout

Thank you for your input, and we always want to include as much as possible from and for you all.

3 weeks later
#2732 10 months ago
Quoted from Mando:

Anyone who has the topper find it just strobes in 1.0 ? I’d rather is just be solid .

Please open up a support ticket at:

https://www.pinballremakes.com/

We have a solution for you.

Thanks.

3 weeks later
#2757 9 months ago
Quoted from Mageek:

I did some testing and made a video of the ball entering the hideout. It shows that the instant that the switch is made the coil fires. In some case (often on slow rolls) the coil has fired before the ball has come to rest so the kickbig does not get a solid shot on the ball. The ball then settles but the coil never fires again even though the switch matrix shows it closed. I will provide my findings to Pedretti.

Please reinstall 99_8 and it should resolve this issue. We found that this occurred shortly after we released it, but the download has been updated and should be stable for now (without this hiccup) moving forward.

Quoted from lhammer610:

I believe you commented that this only happens when you shoot the ball to Rudy's Hideout NOT on the skill shot.
That is quite odd as I have the same setup and do not have this issue. I am sure that they would like to figure out why it is happening to you.
Quite frankly, I am disappointed in not having an upgrade to fix these issues. Between the original FH soundtrack having Rudy's voice being too soft, and all the issues on 2.0, to not have an update is disappointing. I want these people to succeed but their resources seem stretched too thin.

No need to be disappointed, as this should be resolved for him with a reinstall, and for everyone there will be a new update released very soon. It not only adds a cool and new fun feature (that nobody has mentioned to date in this thread), but more bugs have been stomped and a ton of more options have been implemented into the menu.

We stand behind our product 100%, fully support all owners with issues, are definitely not a sell it and forget about it manufacturer. We (again) will never consider Funhouse 2.0 finished until we, and all of you, are completely happy and proud of it.

We probably still won't stop there either, for what it's worth, because Rudy is quite demanding and always deserves ongoing special attention.

#2797 9 months ago

Hi FrankJ and everyone. I apologize for all of the confusion with the new instructions on the site. These will all be updated, and made much simpler again within the next few days.

It was pushed to get it released as soon as possible for everyone, but some entries were made in the wrong places and left obviously vague within the instructions; so the instructions for all updates will be sorted this week for everyone.

For now the nutshell to update from 99_8 to 1.0 is:

-Power off your machine
-Download the 1.0 code
-Pull out your USB drive from the Pinsound and format it
-Drop your 1.0 code onto it
-Reinstall the USB drive into your Pinsound and power on
-Once you see a % on your main display after the update starts, push/release (momentarily) the Program button on your Fast board (you will notice that the small/green CPU light on the Fast board will disappear)
-Let the update finish (up to 10 minutes)
-If you see "update finished do not remove USB device" for more than 5 seconds, power cycle your machine and you should be good to go

Side note, if you do the SD card firmware update at any time; you will ALSO need to do the USB drive software 1.0 update at the SAME time.

So, put both the SD card and USB drive into the Pinsound (with fresh firmware/software), and power on with both of them installed at the SAME time.

Don't forget to push the Program button after the update starts on the main display in each scenario above.

#2801 9 months ago
Quoted from jackd104:

Under what condition should someone also update the sd card? Is that necessary if I already did it recently (when 99_8 came out)?

Quoted from Zukidog:

I can't speak for UVAJED - However, I had 99_8 prior to the today's update and did not have to update the SD card. I haven't had to update the SD card since release .99.0

To clarify that, great questions / thank you, if you have previously had 99_8 running good, then either you previously did the SD card update; or your kit was shipped to you with the SD card update already implemented and no need to do it again.

A "factory reset" of sorts, if all else seems to not be working good, would be to do both of these updates together again.

#2811 9 months ago
Quoted from canea:

Upgraded to 1.0 tonight and all seemed to go well, but OG Funhouse sound levels sound the same as the last update to me (Rudy too high in mix).
How can I check that I'm correctly on 1.0? I know the version flashes before it boots but its so fast I can't catch it.
Also, how does one get to the new software menu again? I can't remember how to do that!

I'm happy to hear that you updated, and you can access the menu by opening the coin door and pushing the black/service button the furthest to the right.

You will also notice that your system info will appear on the top once you enter the menu.

2 months later
#2843 7 months ago
Quoted from metallik:

I'm sorry to say the original Funhouse software is still broken. It shows 9.0 being loaded, but neither the expanded light show, nor the appropriate sounds play during the jackpot sequence.
Will one of the Funhouse devs PLEASE get the jackpot on a real game with functioning 9.0 and updated sound software, so you can see what is missing and make it work in the remake? It appears the 9.0 code is still not detecting an upgraded sound ROM and is disabling the enhancements.
I'm really tired of this half-assed remake and am toying with reinstalling my original hardware. Funhouse is a classic and I'd rather have a proper FH1.0 than 2.0 and broken 1.0.
Thanks for any attention you can give this.

For the best support, please open up a ticket and include your details here:

https://pedrettigaming.freshdesk.com/support/home

Pedretti always stands behind their products and will be more than happy to help help you.

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