Indiana Jones (Stern) Software Rewrite & Port over - The Journey


By applejuice

2 years ago


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There are 232 posts in topic. You are on page 5 of 5.
#201 8 months ago
Quoted from klinde1:

Indy was at the Ohio show this weekend and received pretty much constant play for the three days it was at the show. We had a lot of surprised players when they realized that there was something different about this Stern Indy . We received much positive feedback and many looking forward to it's next appearance at a show as they are excited to see and play the rewrite software as it evolves over time. We had more than a couple of people say that Indy made the show for them and it was their favorite game.

Great to hear

#202 8 months ago
Quoted from applejuice:

Great to hear

Applejuice, I played your code on the IJ4 at The Ohio Show and I am amazed at what you have done. Keep up the great work because you are turning a dud into a machine worth having in the line-up!

#203 8 months ago

@applejuice This was my favorite pinball to play at the Ohio Show and was by far the biggest surprise, as I did a double take as I walked by what I had once thought was just a standard Stern IJ.

I'm pretty sure I used a bunch of jackpot multipliers to achieve the GC score as well as many captive ball multiballs.

Thanks again for all your work...once this code/kit is complete and if it's going to be available, I don't know how I won't be in the market for a Stern IJ to convert...

20170401_162816 (resized).jpg

#204 8 months ago
Quoted from Spiritof76Ten:

applejuice This was my favorite pinball to play at the Ohio Show and was by far the biggest surprise, as I did a double take as I walked by what I had once thought was just a standard Stern IJ.
I'm pretty sure I used a bunch of jackpot multipliers to achieve the GC score as well as many captive ball multiballs.
Thanks again for all your work...once this code/kit is complete and if it's going to be available, I don't know how I won't be in the market for a Stern IJ to convert...

Thanks for the comment. Hearing things like this does make all the effort worthwhile

#205 8 months ago
Quoted from applejuice:

Thanks for the comment. Hearing things like this does make all the effort worthwhile

Having just joined the IJ4 club, I am super excited about this. I am a huge Indy fan and love the theme. I was always concerned about code complaints and it still lingers in my head of how awesome this could be. And now, you are making it so.

I don't know if there is a "list" yet, but if there is, please put me on it for the "full kit" I am ready to be an early adopter

#206 8 months ago

Sorry, I double posted - can be deleted if a mod happens by

3 weeks later
#207 7 months ago

So i'm working on adding the ark control in to the main multiball now. I've also been working on making the game a 5 ball game as standard aswell so that it gives more flexibility with modes and stacking the multi balls together etc. Seems a shame that 1 trough switch was assigned just for signifying an ark reload. Also it means that the trough has to be full before the ark can be reloaded. So this would mean the ark wouldn't be reloaded until the player was down to 3 balls. My code will reload the emptied ark as soon as mulitball ball save ends and a ball enters the trough.

Screen shot of some note for the code handling the logic. Things get complex real quick.

Screen Shot 2017-05-05 at 18.46.35 (resized).png

I think we could actually make it a 9 ball game in total. I have also added a game setting to set the max ark balls so you can choose how many it will dump out into multiball once the 'extras' are qualified. A lower number will speed up reload even more and also change the game dynamic. Nice to make it user changeable.

#208 7 months ago

Finally got my IJ back....Love the My Pinball set up....Just spent some time attacking the Mars saucer...Feel like I have both Indy' pins now.

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#209 7 months ago

video of the new ark test mode in the service mode - https://www.instagram.com/p/BTzZCqzlu2S/

I'm wondering if we might actually be able to store 6 balls in the ark to

1 week later
#210 6 months ago

wanted to bump this thread. Love playing this game...So many cool things added. Its like having both IJ at same time Great tech support too! When you consider how much pins are going for I think its still a bargain to add this comp upgrade.

4 weeks later
#211 5 months ago

Yes, you can store 6! for a total ball count of 11!

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Video here of the test mode set to store 6

https://www.instagram.com/p/BVXimcDHlrg/

#212 5 months ago

6 in ark, 5 in trough? 11 balls are able to be out at once then? This is getting good!

#213 5 months ago
Quoted from volkdrive:

6 in ark, 5 in trough? 11 balls are able to be out at once then? This is getting good!

Yes, in the ark release mode of multiball you'll get whatever the ark is set to store, plus the 5 balls in the trough for some major carnage! (max 11 in total) Best order some more balls!!

I have an 'Ark Balls' setting that can be set from 2 to 6 so you can choose the carnage level for this mode.

To qualify the ark release you need to complete the JONES target set 3 times. At the next multiball start you'll get the full amount instead of the regular 3. A speech callout of 'you want to see it open aswell as i' will alert you to the qualification, along with some flasher and lamp effects at the ark.

#214 5 months ago

First in game video of the ark control working :)Full 11 play play !!!!!!! Notice how the balls are reloaded seamlessly in the background as the multiball continues, negating any game play delay or 'pausing' requirements whilst the ark is reloaded. This has not been easy to achieve but I think we are there now!

Audio is little off in the video so please ignore that. I am still adjusting my stream settings etc. Aiming to get some live streaming of the latest updates going this weekend all being well, so look out for them on twitch (twitch.tv/mypinballs) Love to see you subscribe

» YouTube video

1 week later
#215 5 months ago

Update v0.6.0 is here

v0.6.0
- Changed game to store 5 balls in trough : Games must hold 5 balls in trough from now on
- Added Ark Test to service mode
- Added Ark integration to multiball mode - Yay!
- Added Ark Balls Store setting to Service mode: adjustable from 2-6
- Added Ark management to game
- Added Skillshot Mode
- Added service mode settings and test numbering
- Added an option to reset/clear all service mode audits
- Improved Ball Search
- Improved service mode settings adjustment ordering
- Improved 8ball lamp handling in Jones mode
- Improved super jackpot handling in multiball. Super Jackpot is now only available during the active multiball it was qualified in
- Improved system handling of corrupted game and setting data files. Files are now deleted and recreated from template automatically
- Improved super jackpot handling in multiball. Super Jackpot must now be achieved within the multiball mode it was qualified in
- Fixed a bug in Ringmaster where the main mode music would not start
- Fixed a bug where the jackpot speech call awards would not be called for >3X multiplier
- Fixed a crash bug in multiball where the regular jackpot was trying to be lit beyond the 4th on sucessive starts and not starting super jackpot

#216 5 months ago

Very cool, that gameplayvideo! Really impressive what you've done so far.

#217 5 months ago

Attempting to write v1.0 of the full game rule sheet, whilst watching the gp today.

#218 5 months ago

cool following!

1 week later
#219 5 months ago

First version (v1.01) of the full rulesheet is done.

You can download it here is you want to read it -> http://mypinballs.com/files/indyrules101.pdf

1 month later
#220 3 months ago

New Update

v0.6.1
- Fixed a crash bug with trough eject bounce back where the new skillshot mode would try to be added twice
- Improved the Ball Search mode to handle more bounce back scnearios - Though games should really be properly restored and stern's upgrade kit part no 520-5078-A4 fitted
- Improved ball search operation after game play ends

I would like to make a point again about stern's own service kit part number 502-5078-A4 . I have talked about this before, but this kit is essential for trouble free trough and ball launch operation. All the code in the world cannot solve basic stern design issues and faults. Also worn mechanisms or old tired games will not operate correctly and need to be 'shopped' or rebuilt accordingly

2 months later
#221 38 days ago

Check me out playing the hell out of my Stern Indiana Jones pinball rewrite (v0.6.2). Playing it for a good hour and half to find bugs and also trying to break it. No crashes. A few minor things found to tweak Some good games played and some not! My playing skills were tested!

https://www.twitch.tv/videos/187559649

#222 38 days ago

Amazing job Jim, Your game is already fantastic and you keep refining it making it better and better. Looking forward to playing Ver. 6.2

#223 37 days ago

v0.6.2 will be coming in a few days. Adding a few more tweaks to it. The CV homage mode will be moved to be a secret alternative to Jones vs Aliens to, as there's 2 slots left in the 4th film section that need to be worked on.

v0.7.0 will be next and i'm aiming to get this out before christmas for everyone It will add the path of Adventure mode. I've been working out the rules for this for awhile now in terms of the best way to implement it. Some of the earlier ideas went in to the steal the stones and 3 challenges modes, so i've got something cool nailed down now.

Re: any bugs, if you spot anything where you know what you hit to cause it or the series of shots then let me know. Also it is best to include a 'log download' from the service utilities menu with the report straight after it happens etc. As you can see from the streamed video though, I can't find anything crashy wise!

#224 37 days ago

I've said it before, and I still think so: it's a great project!

#225 33 days ago

Play tested the latest update last night

The changes for v0.6.2 are looking like this, may add a few more things in first, or do another incremental update before v0.7.0:

- Fixed an issue where the playfield lamps would not update properly after a successful skill shot
- Fixed an Issue with the start & tournament button being flashed within attract lamp show patterns
- Improved the flashing of the start button to signify game ready for free play and also coins
- Fixed an issue where the attract lamp shows would not restart after exiting the service mode
- Fixed an issue where the ADVENTURE lamps would still override active ark modes running resulting in missed graphics
- Improved the eject speed form the grail scoop whilst dog fight is running
- Improved flipper rules for better deactivation during video modes if flipper is held up at start

#226 33 days ago

Also, working on some new t-shirts to promote this rewrite and my company in general. I'd like to know who would buy one. Christmas gift? This range is going to be fully vectorised dot matrix graphics. I may do others if there is interest.

The first on one in the works is the replay graphic Will be printed on a green t-shirt (and possibly other colours)

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1 week later
#227 20 days ago

v0.6.2 Update is now available for download

Update notes are finalised as:

v0.6.2 Update
- Fixed an issue where the playfield lamps would not update properly after a successful skill shot
- Fixed an issue with the start & tournament button being flashed within attract lamp show patterns
- Improved the flashing of the start button to signify game ready for free play and also coins
- Fixed an issue where the attract lamp shows would not restart after exiting the service mode
- Fixed an issue where the ADVENTURE lamps would still override active ark modes running resulting in missed graphics
- Improved the eject speed from the grail scoop whilst dog fight is running
- Improved flipper rules for better deactivation during video modes if flipper is held up at start
- Improved the display setting defaults for a better starting alignemnt position

Now onto v0.7.0 and the POA addition

#228 18 days ago
Quoted from applejuice:

The first on one in the works is the replay graphic

Thats awsome!
Black t shirt i hope?

#229 18 days ago
Quoted from Axl:

Thats awsome!
Black t shirt i hope?

Have it laid out on a green shirt to match the original bgnd, though can do black as well

#230 18 days ago

Update on the code front. The v0.6.2 update is now live and makes a nice update for everyone over the holiday weekend

There will be one more update before christmas that i have planned and that will be labelled as v0.7.0. It will be including an updated and improved POA mode. The premise of this is that you complete ADVENTURE from the green stand ups and start by shooting the right ramp. The ball is held on the ramp momentarily and then released as you are presented with 6 lit arrows to shoot within a preset time. Completing all 6 shots lights the ramp again to progress up a level. JONES targets are strobing. Hitting the lit JONES target will complete the level you are on instantly. There will also (maybe not straight away) be a way to earn smart bombs for use in this mode from other places in the game to. Smart bombs are used via the tournament button as per the Jones vs aliens mode.

A sneak peak of the code dev

Screen Shot 2017-11-24 at 14.50.43 (resized).png

#231 15 days ago

Great work Jim! Nice to see an update to the POA rules and the smart bombs sound fun! Any plans to flesh out the 4th movie (crystal skull) rules? This was my biggest gripe with the Stern game. So much missed opportunity from the 4th helping.

#232 14 days ago
Quoted from luvthatapex2:

Great work Jim! Nice to see an update to the POA rules and the smart bombs sound fun! Any plans to flesh out the 4th movie (crystal skull) rules? This was my biggest gripe with the Stern game. So much missed opportunity from the 4th helping.

I am adding in 4th film stuff. Currently there are 4 jackpots in multiball before the super jackpot (1 for each film) The 4th film icon is represented by an alien head. There are also 2 of the 4 film modes written for the fourth film. These are Warehouse Raid and Jones vs Aliens. I am in 2 minds about adding 2 more modes from the fourth film in, or using these 2 slots for modes from the 5th film that is in the works! Once the 5th film is out, then i'll probably also update the multiball to have 5 jackpots before the super!

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