Quoted from polishedball:We play your rules at league night weekly for meteor, also have played galaxy in your rules a couple times a year. It is a blast everyone loves it. Thanks again
That's awesome!
Quoted from polishedball:We play your rules at league night weekly for meteor, also have played galaxy in your rules a couple times a year. It is a blast everyone loves it. Thanks again
That's awesome!
Just picked up a Galaxy last night but hoping to add the new code, I have a Stars but haven't had a chance to get around to making a arduino board yet.
Has anybody made a video or a series of pictures of their Revision 3 build? I do much better with the addition of pics.
thanks in advance
Just wanted to pass along that I have a 15% off sale at my store for anyone looking to buy a premade kit (or audio cable).
15% off most items in my shop (NMP's drop target sensors are not included in the sale) along with free shipping with any purchase over $20.00.
Coupon expires after 11/28/2022.
Code: bf2022
https://troxelrepair.com/shop/
Finally got around to installing the kit I ordered from Troxel nearly 2 months ago. It took maybe 5 minutes to install in my Galaxy, and I gotta say, I'm completely hooked. I've only had the game running for the last hour and I cannot wait to see everything this thing will do. My skills are rusty...so thanks especially for the ball save feature!
I made a patch cable to use the cabinet speaker. Any way to hook it up with a Weebly soundboard? Forgot I had one.
So I upgraded to a soundbar. Sounds ok. Is it possible to trigger off of one of these for better quality soundtrack? This can use MP3.
Quoted from SR230CC:I kinda updated my game to make it more themed. Some purple lights added, black posts and colored pops. I think it goes well with the new sounds and code. I may change a couple sounds. Not very fond of the rollover sound. Love this code though.
[quoted image]
SR230CC Love the translucent pops. Did you change out just the caps or all plastics on the pops? Would love to do this on my Galaxy also.
So I have the mod built thanks to lots of help from Dick. I've worked through some issues with passthrough to the old soundboard and speakers (not quite accurate enough soldering) and a issue with the switch. I'm able to play the new code with all features, at least visually it appears to be working. My problem is sound through the wav trigger. I can't get any new code sounds to play out of external speakers. I am able to get the 1st track to play to external speakers with the test button. My connections through serial 1 seem good, I've checked continuity. I bought the trigger in may and the robertson site says all triggers after February are 1.34 for firmware. I'm planning on checking that tonight (my prior connector I bought for firmware updates doesn't seem compatible) and hoping to test with the remote app for the trigger using that connector as well. I followed the SD card instructions as much as possible, the exact cards on Robertson are a bit tough to find, mine is not the UHS card which seems to be the biggest thing to avoid.
Basically, does anyone with Wav trigger experience have any ideas of where to look next?
I'm running a Rev 4 that I built btw. I know I could have gone the easier route and used the boards made by RoyGBev but I wouldn't have learned anything that way now would I? Admittedly being so close to the finish without being able to finish is getting old though (insert crude jokes here).
So I've confirmed the firmware is 1.34
I'm also able to use the robertsonic config app and remote control tab to confirm there are 14 voices and 272 tracks on the micro sd card. That section of the app however doesn't let you test through the serial connection. A different app (I think) is needed for that called the serial control utility which I can't seem to download anywhere.
Can any of you confirm that when a sound connected switch is triggered that the LED on the wav trigger lights? currently I get a blinking LED. When I hit the test button I get the first track out through headphones and the LED briefly stays on. I assume this means data is being "utilized". If I trigger switches on the new code the LED does not stay lit, it simply continues to blink which implies to me that no data is being transferred.
Quoted from dtrimberger:So I've confirmed the firmware is 1.34
I'm also able to use the robertsonic config app and remote control tab to confirm there are 14 voices and 272 tracks on the micro sd card. That section of the app however doesn't let you test through the serial connection. A different app (I think) is needed for that called the serial control utility which I can't seem to download anywhere.
Can any of you confirm that when a sound connected switch is triggered that the LED on the wav trigger lights? currently I get a blinking LED. When I hit the test button I get the first track out through headphones and the LED briefly stays on. I assume this means data is being "utilized". If I trigger switches on the new code the LED does not stay lit, it simply continues to blink which implies to me that no data is being transferred.
You might have already been through these steps, but in case anyone else is having audio problems, I wrote this:
WAV Trigger Things to Check
1) The Load/Run switch needs to be in the "Run" position (blue circle)
2) The 5V jumper needs to be soldered (yellow circle)
3) The header (green circle) should be wired as 1=GND, 3=VCC, 4=TX from Arduino (RX on WAV Trigger)
4) For Rev 4 or greater, pin 5=RX from Arduino (TX on WAV Trigger)
5) The WAV Trigger should have a red light that flashes periodically
6) The SD Card (purple circle) needs to match these specs: https://www.robertsonics.com/microsd-cards-for-audio
7) When pressing the "Test" button (light blue circle) the WAV trigger should play a sound from the SD card
8) The Arduino code needs to point at the right port*
a) If your code base has AudioHandler.h, look for this line:
#define WTSerial Serial1
For Rev 3 and lower, replace Serial1 with Serial.
If you're using anything other than Serial1 with Rev 4, put in the right port (Serial2, Serial3, etc.)
b) If your code base has SendOnlyWavTrigger.h, look for the port definition in that file.
* In recent code, I've set reasonable defaults like this:
#include <HardwareSerial.h>
#if (RPU_OS_HARDWARE_REV<=3)
#define WTSerial Serial
#else
#define WTSerial Serial1
#endif
That code is meant to set the port to Serial for <= Rev 3, and to Serial1 for everything else. If you don't
see that code, you'll need to set the port manually as described above.
Quoted from dtrimberger:So I have the mod built thanks to lots of help from Dick. I've worked through some issues with passthrough to the old soundboard and speakers (not quite accurate enough soldering) and a issue with the switch. I'm able to play the new code with all features, at least visually it appears to be working. My problem is sound through the wav trigger. I can't get any new code sounds to play out of external speakers. I am able to get the 1st track to play to external speakers with the test button. My connections through serial 1 seem good, I've checked continuity. I bought the trigger in may and the robertson site says all triggers after February are 1.34 for firmware. I'm planning on checking that tonight (my prior connector I bought for firmware updates doesn't seem compatible) and hoping to test with the remote app for the trigger using that connector as well. I followed the SD card instructions as much as possible, the exact cards on Robertson are a bit tough to find, mine is not the UHS card which seems to be the biggest thing to avoid.
Basically, does anyone with Wav trigger experience have any ideas of where to look next?
I'm running a Rev 4 that I built btw. I know I could have gone the easier route and used the boards made by RoyGBev but I wouldn't have learned anything that way now would I? Admittedly being so close to the finish without being able to finish is getting old though (insert crude jokes here).
polishedball found a bug in the code's default serial port. I think it's fixed now:
https://github.com/RetroPinUpgrade/SolarSystem23
Don't forget to update the RPU_OS_HARDWARE_REV in RPU_config.h when you download new (this game still defaults to Rev 3)
Quoted from DickHamill:polishedball found a bug in the code's default serial port. I think it's fixed now:
https://github.com/RetroPinUpgrade/SolarSystem23
Don't forget to update the RPU_OS_HARDWARE_REV in RPU_config.h when you download new (this game still defaults to Rev 3)
This fixed it. The code now works for Rev 4. Will post a vid when I get a chance but so far it is amazing!!!
Quoted from dtrimberger:This fixed it. The code now works for Rev 4. Will post a vid when I get a chance but so far it is amazing!!!
Fantastic!
Quoted from SR230CC:The caps and bodies are changed out.
You have a link to those bodies? I think that looks sharp but the clear yellow bodies I found were too small.
Has anybody tried to add more songs to the code? I thought it would be fun to tinker with and started looking at songs from 1980 to add. What a weird year for music though as you listen through the top 100 for that year. A mix of disco and love ballads with the occasional good rock song mixed in. Dick got most of the good ones but theres a couple I'd consider adding.
Quoted from dtrimberger:Has anybody tried to add more songs to the code? I thought it would be fun to tinker with and started looking at songs from 1980 to add. What a weird year for music though as you listen through the top 100 for that year. A mix of disco and love ballads with the occasional good rock song mixed in. Dick got most of the good ones but theres a couple I'd consider adding.
A number of people have done their own soundtracks. I wrote up some basic instructions recently which I will post below. The code current supports 2 soundtracks with 15 songs for each of the four "modes" (unstructured play, side quests, missions, and wizards). You have to program in the song length in seconds for each song.
Take the SD card out of the WAV trigger and put it in a computer. You'll see the songs for one soundtrack in the 700s and the other soundtrack in the 800s. You just replace those files with your songs.
Make a list of every sone you put in there and how many seconds each one is (so the game can switch between songs).
Then, in the ino file, you'll see some arrays defined:
unsigned short MusicNumEntries[2][4] = {
{6, 5, 6, 3},
{13, 5, 5, 3}
};
unsigned short MusicLengths[2][4][15] = {
{
{210, 185, 315, 270, 210, 230, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{225, 180, 195, 230, 190, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{265, 240, 280, 210, 175, 200, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{220, 320, 160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
},
{
{400, 280, 300, 165, 115, 200, 170, 230, 195, 250, 190, 195, 190, 0, 0},
{185, 250, 210, 130, 125, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{190, 95, 110, 150, 52, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{220, 320, 160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
};
The first one tell the code how many tracks you have for different types of entries (for the first soundtrack, there are 6 unstructured play, 5 side quest songs, 6 mission songs, 3 wizard songs).
The second array (MusicLengths) tells the code the length of each song in seconds.
Song 1 for unstructured play is 210 seconds.
Song 2 for unstructured play is 185 seconds.
Song 1 for side quests is 225 seconds.
etc.
Don't forget - all songs need to be 44.1kHz WAV files or the WAV trigger will ignore or play them wrong.
So a couple things, some I need a better understanding of:
I realized that the Billboard top 100 for 1980 is substantially different than the best of 1980 for Rock songs. Theres a spotify list Best of Rock: 1980 which is very good, some songs I had no idea had their origin in 1980.
Also realized that a few songs I had not yet heard yet because I hadn't entered side quests or wizard modes.
Dick, why is there a limit on 15 songs? I'm sure its a code or wav issue but just curious
The way I interpret your post above is that when the code needs a song instead of searching for a specific wav file it searches for the wav file song with the length noted in each section (unstructured... etc.)
Also I'm not understanding where you got the song lengths from. For example if I play song 776 on a music player I get 329s instead of 320. That has me confused on how I'll add my own songs.
Otherwise I think I have everything sorted to add songs
Quoted from dtrimberger:So a couple things, some I need a better understanding of:
I realized that the Billboard top 100 for 1980 is substantially different than the best of 1980 for Rock songs. Theres a spotify list Best of Rock: 1980 which is very good, some songs I had no idea had their origin in 1980.
Also realized that a few songs I had not yet heard yet because I hadn't entered side quests or wizard modes.
Dick, why is there a limit on 15 songs? I'm sure its a code or wav issue but just curious
The way I interpret your post above is that when the code needs a song instead of searching for a specific wav file it searches for the wav file song with the length noted in each section (unstructured... etc.)
Also I'm not understanding where you got the song lengths from. For example if I play song 776 on a music player I get 329s instead of 320. That has me confused on how I'll add my own songs.
Otherwise I think I have everything sorted to add songs
The 15 was arbitrary. You can change this define and make it whatever: MusicLengths[2][4][15]
The length is specified in the MusicLengths array just so the code will know when to cut off one track and switch to the next. All songs are activated by the index. There's an array that tells the code the starting index of each type of song: {800, 825, 850, 875, 890}
I cut off the end if I thought it tailed off in a way that would slow down game play. There's that long held note at the end of Song Remains the Same that I clipped by setting the length to 320 seconds.
Having just picked up a Galaxy, I am way behind on this but very interested. I tried to look through the first page but the links are dead. Can anyone point me in the right direction on where to start? I would like to build my own kit if it's through-hole components as I enjoy soldering and building boards. Thanks for any help on getting started.
Quoted from Tomass:Having just picked up a Galaxy, I am way behind on this but very interested. I tried to look through the first page but the links are dead. Can anyone point me in the right direction on where to start? I would like to build my own kit if it's through-hole components as I enjoy soldering and building boards. Thanks for any help on getting started.
Schematics are here:
https://github.com/RetroPinUpgrade/ExampleMachine/tree/main/Schematics
For Galaxy, I recommend the Rev 4 for through hole. You don't have to solder in anything for the Wifi or OLED.
The code is here:
https://github.com/RetroPinUpgrade/SolarSystem23
Instructions are always a work in progress, so feel free to ask questions or review the wiki here:
https://pinballindex.com/index.php/How_to_Build_and_Install_on_Your_Machine
Troxel has a good video of building an older version, but mostly still applicable.
Quoted from DickHamill:Schematics are here:
https://github.com/RetroPinUpgrade/ExampleMachine/tree/main/Schematics
For Galaxy, I recommend the Rev 4 for through hole. You don't have to solder in anything for the Wifi or OLED.
The code is here:
https://github.com/RetroPinUpgrade/SolarSystem23
Instructions are always a work in progress, so feel free to ask questions or review the wiki here:
https://pinballindex.com/index.php/How_to_Build_and_Install_on_Your_Machine
Troxel has a good video of building an older version, but mostly still applicable.
Thank you! Also if I build this can I swap it between this, 8 ball and SBM with just swapping out the code?
Out of curiosity has anyone tinkered with communicating from the mpu arduino adapter via gpio to a pi for triggering video clips? Essentially what you are doing for sound on a wavtrigger just for video on a pi? I started the journey and then just fell into a rut.
Quoted from digitaldocc:Out of curiosity has anyone tinkered with communicating from the mpu arduino adapter via gpio to a pi for triggering video clips? Essentially what you are doing for sound on a wavtrigger just for video on a pi? I started the journey and then just fell into a rut.
Yeah, dpannell with Flash Gordon, but I think you just found that thread.
Quoted from Tomass:Thank you! Also if I build this can I swap it between this, 8 ball and SBM with just swapping out the code?
Yes - all three use the same Arduino adapter. Just change the code, as you mentioned.
So when I search the arduino mega 2560 pro, I see several boards that you solder yourself for about 15 bucks but they look like another brand than arduino. They say mega 2560 pro though. Will these work or do I need the arduino Rev 3 board for almost $50? Sorry so many questions but this is all new to me.
I actually think I see this same board being sold with the kits so I think it will work.
I went and ordered the interface board from jlcpcb. Had to get 5 but that is just fine as I think I will use this in a few of my games.
Quoted from DickHamill:Yeah, dpannell with Flash Gordon, but I think you just found that thread.
Seconds later after I posted here I found dpannell's FG 2023. Hopefully he is kind enough to help a pinbro out.
I notice in the build video he loads the BSOS files into a folder and then puts the game files in and overwrites any similar ones, but in the instructions it doesn't say to install the BSOS files at all. Is this no longer needed with the most updated game files? Can't wait to get this in and install it. What an awesome project. Thanks so much for sharing and making it public. Is there a donations link to say thanks to authors of the code?
Quoted from Tomass:I notice in the build video he loads the BSOS files into a folder and then puts the game files in and overwrites any similar ones, but in the instructions it doesn't say to install the BSOS files at all. Is this no longer needed with the most updated game files? Can't wait to get this in and install it. What an awesome project. Thanks so much for sharing and making it public. Is there a donations link to say thanks to authors of the code?
Let me know if you need any help Tomass . I have a revised "hits of 1980" Soundtrack 1 (there's a music track and a trippy space music track) I can probably share with you.
Quoted from dtrimberger:Let me know if you need any help Tomass . I have a revised "hits of 1980" Soundtrack 1 (there's a music track and a trippy space music track) I can probably share with you.
Thanks! I am just waiting on parts now. Thinking I should cancel the arduino I ordered from Amazon and order it from ebay or something. Up here Amazon takes several weeks sometimes just to put something in a box and ship it. And that is the Prime service that we pay for too. Ridiculous.
Yeah if you want to share the remix that would be cool.
Quoted from Tomass:I notice in the build video he loads the BSOS files into a folder and then puts the game files in and overwrites any similar ones, but in the instructions it doesn't say to install the BSOS files at all. Is this no longer needed with the most updated game files? Can't wait to get this in and install it. What an awesome project. Thanks so much for sharing and making it public. Is there a donations link to say thanks to authors of the code?
Yes, one of the differences in the newer versions is I combined everything in one folder so you don't have to get code from multiple places.
Just grab that one zip, put it in a folder with the same names as the ino file, and you should be able to compile it with the Arduino software. The one file you want to glance at is "RPU_config.h" to adjust for your board type.
I developed the library and his game code for the community. Specifically, this code was for my friend Ben who lent me his Galaxy for several months so I could reprogram it. No donations are necessary, but I do like to see videos posted when you get everything working.
Dick, I was reading you had a pintastic keynote on your BSOS Retro Pin Upgrade. Sadly, I couldn't make this year's event but was wondering if your session was filmed and uploaded somewhere.
I got the kit for the galaxy off a pinsider. Overall it seems very nice except i don’t like the music songs that are played in the game. That is the commercial songs. I really don’t think the Eagles is appropriate for pretty much anything in this game… Also since the game has callouts any songs where there is singing is definitely not appropriate. So I wanted to make some changes
went into the SD card directory and found that song700 and song800 seem to be the commercial songs. So I rename those to something else, and loaded my own WAV songs into the directories with the same file names. But now it doesn’t play them. I was wondering if I did something wrong. Or do they have to be encoded in a special way? I’m just using standard WAV at either 512 or 1024 resolution. Thanks.
Also if anybody’s updating the software, when you put the ball into the left kick out, the galaxy kick out, it takes way too long for the ball to be ejected, as it counts the lit letters. Is that due to the length of the wave file used for that? Or is that just some timing issue that can be changed? If it’s the length of the WAV file that’s dictating this massive freeze of the gameplay, I can just change that sound to something shorter. But if it’s timing in the software I would rather not mess with that..
Quoted from cfh:I got the kit for the galaxy off a pinsider. Overall it seems very nice except i don’t like the music songs that are played in the game. That is the commercial songs. I really don’t think the Eagles is appropriate for pretty much anything in this game… Also since the game has callouts any songs where there is singing is definitely not appropriate. So I wanted to make some changes
went into the SD card directory and found that song700 and song800 seem to be the commercial songs. So I rename those to something else, and loaded my own WAV songs into the directories with the same file names. But now it doesn’t play them. I was wondering if I did something wrong. Or do they have to be encoded in a special way? I’m just using standard WAV at either 512 or 1024 resolution. Thanks.
Also if anybody’s updating the software, when you put the ball into the left kick out, the galaxy kick out, it takes way too long for the ball to be ejected, as it counts the lit letters. Is that due to the length of the wave file used for that? Or is that just some timing issue that can be changed? If it’s the length of the WAV file that’s dictating this massive freeze of the gameplay, I can just change that sound to something shorter. But if it’s timing in the software I would rather not mess with that..
Hi - I wrote some basic instructions on changing out the songs here: https://pinside.com/pinball/forum/topic/galaxy-2021-new-code-for-stern-galaxy-1980/page/4#post-7712209
The WAV trigger only plays tracks that are uncompressed 44.1kHz Stereo WAV files. More details about the WAV Trigger here if you're having issues: https://www.robertsonics.com/wav-trigger
The timing for the Galaxy kick out is dictated by the code.
Quoted from Tomass:Do I need to install all 3 resistors on the Rev 4 board if I am not using wifi or the oled options?
Yes—the resistors are all needed. You can skip the headers for those, obviously, but the resistors aren’t related to the Wi-Fi & display.
Quoted from DickHamill:Yes—the resistors are all needed. You can skip the headers for those, obviously, but the resistors aren’t related to the Wi-Fi & display.
Thanks!
Quoted from cfh:I really don’t think the Eagles is appropriate for pretty much anything in this game…
Agreed. As for the files, make sure the ones you add have no metadata. Properties should look like this...
metadata (resized).PNGI'm going through the setting and have some questions. But first here's the info i have found (the latest GitHub explanations are, well, truncated):
Settings & Audits:
1 - Award Score 1
2 - Award Score 2
3 - Award Score 3
4 - High Score
5 - Current Credits
6 - Total Plays (audit)
7 - Total Replays (audit)
8 - Times High Score Beaten
9 - Chute 2 Coins (audit)
10 - Chute 1 Coins (audit)
11 - Chute 3 Coins (audit)
12 - Reboot (All displays show 8007 (as in "BOOT"), and Credit/Reset button restarts)
13 - Coins per Credit for Chute 1 (audit)
14 - Coins per Credit for Chute 2 (audit)
15 - Coins per Credit for Chute 3 (audit)
16 - Free Play Off/On (0 or 1)
17 - Ball Save Seconds (0,6,11,16,21)
18 - Sound Selector (0=none, 1=snd effects, 2=snd effects & callouts, 3=snd trk1, 4=snd trk2)
19 - Music Volume (1-10)
20 - Sound Effects Volume (1-10)
21 - Callouts Volume (1-10)
22 - Tournament Scoring (0=no, 1=yes)
23 - Tilt Warnings (0,1,2)
24 - Award Scores (0 to 7, 0=all extra balls, 7=all specals)
25 - Number of Balls Per Game (3,5)
26 - Scrolling Scores (0=no, 1=yes)
27 - Extra Ball Award (for tournament scoring only, 0-100k points)
28 - Special Award (for tournament scoring only, 0-100k points)
29 - Dim level (2=50%, 3=33%)
30 - Extra Ball Rank (1-10)
31 - Special Rank (1-10)
32 - Sun Mission Rank (1-10)
33 - Side Quest Start (0=saucer, 1=top pop/saucer, 2=right "A"/saucer, 3=any of the three)
34 - GALAXY Kicker Ball Save (seconds 0 to 10)
35 - Save Progress
Explanation/values for the Extra Ball Rank, Special Rank, Sun Mission Rank and heck even the Save Progress (do i need to enter "1" to save my changes?)
Quoted from RoyGBev:Agreed on Eagles.
Yea 70s soft rock does not apply here at all. I'm looking for more edgy stuff without any vocals, with a "space"ish theme... Can't have vocals as that is confusing to the player, listening to vocals over played by game speech. Again, just a bad idea. Also who ever put those songs in there did not normalize the volumes. the volume levels should all be the same for all the songs. otherwise some songs play louder, some softer.
On the song lengths...
does the code need to be re-compiled to reflect my changes to the songs?
if that's the case, that's bad. What should be done is a text file in the song WAV directory on the microSD card with that information. that way songs can be changed easily without re-compiling.
can you make that change please??? also please make the left kickout go quicker. take too bloody long to get the ball back in play! ha go galaxy, go!!
Ok figured out the sound issue. In addition to the 14100 bit rate (1411kbps), also needs to be in 16 bit PCM format.
Now I just have to figure out how to change the length of the songs in the galaxy code without re-compiling the bloody thing...
ALSO i would like to change the 790/791/792/793 intro skill shot music. Do the times have to be adjusted in the software for those too? or do they just auto loop?
Quoted from cfh:Yea 70s soft rock does not apply here at all. I'm looking for more edgy stuff without any vocals, with a "space"ish theme... Can't have vocals as that is confusing to the player, listening to vocals over played by game speech. Again, just a bad idea. Also who ever put those songs in there did not normalize the volumes. the volume levels should all be the same for all the songs. otherwise some songs play louder, some softer.
On the song lengths...
does the code need to be re-compiled to reflect my changes to the songs?
if that's the case, that's bad. What should be done is a text file in the song WAV directory on the microSD card with that information. that way songs can be changed easily without re-compiling.
can you make that change please??? also please make the left kickout go quicker. take too bloody long to get the ball back in play! ha go galaxy, go!!
Before you go through all that did you try sound track 2? That soundtrack has the edgy space theme you want. I'd have to check but I think you have room to put in about 19 more songs in the general music and 19 in the mission section.
Sound track 1 is strictly hits from the year 1980. i never got the impression that the music was supposed to match the gameplay for that soundtrack. For me it's meant to take you back to the music you'd likely hear being bumped at the arcade in 1980 with your girl that looks like Farah Fawcett at your side.
Interesting perspective on the songs. still never liked the eagles, so that just does not work for me.
Here's my sound package. it's 1.1gig and i can't leave the file up for long. but maybe dick hammil can download it and add a *third* soundtrack to the game. or not... just an idea... anyway these file names will overwrite sound track1. and the skill shot sounds at the ball start are different too.
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