(Topic ID: 289487)

Meteor 2021 - new code for Stern Meteor (1979)

By DickHamill

3 years ago


Topic Heartbeat

Topic Stats

  • 649 posts
  • 92 Pinsiders participating
  • Latest reply 9 days ago by DickHamill
  • Topic is favorited by 115 Pinsiders

You

Linked Games

  • Meteor Stern Electronics, 1979

Topic Gallery

View topic image gallery

IMG_0957 - ANNOTATED (resized).jpg
IMG_0956 - ANNOTATED (resized).jpg
IMG_7769 (resized).jpeg
IMG_0663 (resized).jpeg
IMG_2445 (resized).jpg
IMG_2444 (resized).jpg
IMG_5196 (resized).jpg
IMG_5188 (resized).jpg
20230731_220626 (resized).jpg
20230731_220626 (resized).jpg
IMG_4380 (resized).jpg
IMG_4379 (resized).jpg
IMG_4378 (resized).jpg
IMG_0960 (resized).jpg
BaseRollover (resized).jpeg
20230424_194610 (resized).jpg
There are 649 posts in this topic. You are on page 1 of 13.
44
#1 3 years ago

Meteor2021 - new code for a Stern classic

Over the past year, I've been rewriting Bally/Stern early solid state pinball machines. I plug an Arduino into J5 so the machine can dual-boot between old code and new. I've just wrapped up Meteor2021. It's available from GitHub now.

Why:
The early Bally/Stern games were great shooters that were limited by the software. I wanted to play new rules on my machine without altering the original hardware so I could easily remove my mod when I wanted to move the machine.

How:
The Arduino Nano has just enough I/O pins (18) to interface with the PIA chips on the -17, -35, MPU-100, and MPU-200 boards. The daughter card plugged into J5 (when turned on) Halts the 6800, takes over control signals, a few address lines, and the data lines. Then, the Arduino operates much like 6800 except it's faster and has more code space. The hardware for this project is easily built.
The theory behind the mod is described on my blog: http://ikehamill.com/2020/03/21/replacing-the-m6800-with-an-arduino-nano/
Intructions are on GitHub pages: https://ballysternos.github.io/

Machines:
So far, I've rewritten
* Stars
* Black Jack
* Trident
* Meteor
* (Mata Hari is in progress, but slow because I don't own one of these)

bluebomber has rewritten Flash Gordon
https://pinside.com/pinball/forum/topic/flash-gordon-2021-re-imagined-code-for-bally-flash-gordon-1981

The code is all available on GitHub. It's broken down into a base library and then machine-specific implementations. Rewriting other games requires a moderate knowledge of C/C++.
https://github.com/BallySternOS

Resources:
Here's a suggested parts list. If you bought all these things, you could create 6 of these boards. If you don't need that many boards, you might find cheaper ways to source smaller quantities. I haven't done any work to figure out if this is the cheapest way to source any of this stuff.

Cheap Arduino knockoff x6 ($20.99) - needs CH340 driver for programming / has to be ATmega328P
https://www.amazon.com/ATmega328P-Controller-Module-CH340G-Arduino/dp/B08NJNJCTX/

0.1" 40-pin connector (40 pieces for $7.99)
https://www.amazon.com/Honbay-Single-Female-Connector-Arduino/dp/B06Y4S6G29/

32-pin Prototype PCB (2 pack for $9.99) - this won't work for Alltek or MPU-200 because they have a 34-pin connector
https://www.amazon.com/Prototype-Snappable-Arduino-Electronics-Gold-Plated/dp/B081QYPHHP/

Wire ($7.99) - tons of wire
https://www.amazon.com/REXQualis-Breadboard-Assorted-Prototyping-Circuits/dp/B081H2JQRV/

74125 - ($1.95)
https://www.jameco.com/z/74125-Major-Brands-IC-74125-Quad-Tri-State-Bus-Buffer_49373.html

Boot switch - x2 ($8.99) this switch will work for activating the Arduino board and toggling the speaker (see the writeup here to find out why: https://ballysternos.github.io/install.html)
https://www.amazon.com/gp/product/B07XMH174C/

OR

RoyGBev has created a PCB and kit (doesn't include the Arduino) here:
https://pinside.com/pinball/market/shops/1304-roygbev-pinball/04736-arduino-nano-adapter-for-classic-bally-stern

#2 3 years ago

This is great, I'm looking forward to playing it. I love that it allows new and old code to be chosen by a switch.

#3 3 years ago

New rules look great. Thanks for doing this.

#4 3 years ago

I’ll will be watching this thread with great interest.

#5 3 years ago

Following the stink out of this one.

#6 3 years ago
Quoted from dyopp21:

Following the stink out of this one.

Ha! I hope it doesn't stink too badly.

#7 3 years ago

Phenomenal. Can't wait to finish putting my Meteor back together.

Probably will add some sort of relay to also lift the speaker from the existing sound board and connect it to the WAV trigger board.

#8 3 years ago

Is this all compatible with the alltek board? Looks amazing.

#9 3 years ago
Quoted from semicolin:

Phenomenal. Can't wait to finish putting my Meteor back together.
Probably will add some sort of relay to also lift the speaker from the existing sound board and connect it to the WAV trigger board.

I've been tempted to try that as well. The onboard amp on the Wav Trigger is not very strong but it would be worth a shot.
I'm currently switching the speaker off with a 4PST switch. If you use a switch like that for your boot switch, you can use it to control the speaker without needing a relay.
https://ballysternos.github.io/install.html

#10 3 years ago
Quoted from ViperJelly:

Is this all compatible with the alltek board? Looks amazing.

Yes, I'm currently running on an Alltek.

#11 3 years ago

Just some Meteor porn

E30C377A-0739-4C71-B652-FAA7F8A276D8 (resized).jpegE30C377A-0739-4C71-B652-FAA7F8A276D8 (resized).jpeg
#12 3 years ago

Is this board kit compatible with this?
https://pinside.com/pinball/market/shops/1304-roygbev-pinball/04736-arduino-nano-adapter-for-classic-bally-stern

RoyGBev mentions a jumper that selects original or Arduino, and you mention its selected by weather or no the Arduino is switched on. Just want to make sure.

Thank again for doing this.

#13 3 years ago
Quoted from Charles_Kline:

Is this board kit compatible with this?
https://pinside.com/pinball/market/shops/1304-roygbev-pinball/04736-arduino-nano-adapter-for-classic-bally-stern
RoyGBev mentions a jumper that selects original or Arduino, and you mention its selected by weather or no the Arduino is switched on. Just want to make sure.
Thank again for doing this.

Yes, there's a port on Roy's board (maybe he calls it a jumper?) I think it's J3. If you connect those two pins, the machine will boot to the Arduino. If you don't close it, you'll boot to old code. In my circuit, I wire that to a switch that I mount on the bottom left of the head where that vent grate is.

Take a look at the installation instructions here:
https://ballysternos.github.io/install.html

#14 3 years ago

I just built one of Roy's boards this evening. Well done and easy kit to build. Only mod I did was add a .1uf decoupling cap on the bottom of the board directly across the power leads of the 74LS125. I also put in a socket for the 74LS125. The notes mention the 10K resistor is either 1/2W or 1/4W but looks to be an 1/8W included in the kit. Any of those would work fine so maybe the notes could use a quick update to mention that.

Going to try and get the code loaded up on the Arduino this evening and take a look at the Wav Trigger to see what cable it needs and if there are any special steps to get the sounds loaded. Hope to give it a try in the game sometime this week. Can't wait!

Robert

#15 3 years ago
Quoted from Robotworkshop:

if there are any special steps to get the sounds loaded

If you have a way to re-flash the Wav Trigger (an FTDI), I recommend doing that. The shipped firmware (1.28, I think), doesn't allow the Arduino to lock on a sound. If the code tries to play too many sounds at once, the background music can get booted from the playing samples.

If you DON'T reflash, look in BSOS_Config.h and enable:
#define USE_WAV_TRIGGER
If you DO reflash to version 1.3 or greater, use:
#define USE_WAV_TRIGGER_1p3

After that, it's just a matter of putting the samples on a micro SD.
I updated the sounds ZIP just now, so get the latest from this link if you want to.
https://drive.google.com/file/d/1gCiV7Mjw2ddW7durrnnC_SxSMiMqCriS/view?usp=sharing

By the way, I've had problems with the Wav Trigger stuttering when I threw in some garbage old SD card that I had laying around. Maybe it was just my bad luck that one time, but I always use new cards now.

Post a video if you get it working!

#16 3 years ago

What size SD card do you use for the WAV trigger board? It looks like that should just be a regular FAT formatted card and copy the audio samples over. Also from the pictures with a short 6-pin straight through cable the WAV trigger is powered from the addon board which pulls power from the MPU.

I think I have everything on hand now to do this. Maybe will get to test sooner than I thought.

#17 3 years ago

Any recommended WAV trigger flash versions? It looks like they are up to V1.32.

Also, a big thank you for sharing your project and answering questions. It is much appreciated!

#18 3 years ago
Quoted from Robotworkshop:

What size SD card do you use for the WAV trigger board? It looks like that should just be a regular FAT formatted card and copy the audio samples over. Also from the pictures with a short 6-pin straight through cable the WAV trigger is powered from the addon board which pulls power from the MPU.
I think I have everything on hand now to do this. Maybe will get to test sooner than I thought.

All the samples fit in 300MB I think, but I had some brand new good 16GB, so that's what I use. Anything should work, but if you hear stuttering, suspect the card.

(and post a video!)

#19 3 years ago
Quoted from Robotworkshop:

Any recommended WAV trigger flash versions? It looks like they are up to V1.32.
Also, a big thank you for sharing your project and answering questions. It is much appreciated!

I'm running version 1.3 - it's the oldest that supports locking background sounds. I haven't had any stability issues.

#20 3 years ago
Quoted from DickHamill:

I'm running version 1.3 - it's the oldest that supports locking background sounds. I haven't had any stability issues.

I'll give that a shot. Will let you know how it all works out!

#21 3 years ago

I think I am making great progress! Was able to reflash the WAV trigger to V1.30, format one of my spare MicroSD cards and setup all the WAV files on it. If it press the button on the WAV trigger the first sound plays as expected. Just going to do the solder bridge on that board so it can be powered from the 6-pin cable. I also found a spare 6-pin cable I had saved in my stash of spare wring.

For the Arduino it looks like with the latest update on Github that the definition file is already configured for the V1.3 Wav trigger firmware so I didn't need to update that. Anyone using that who hasn't updated the firmware may need to swap it though. Code built and downloaded to the Arduino with no issues.

I just need to find an extra set of amplified speakers that I know I have here and an try it out. One thing that isn't clear is if running on the MPU-200 is if I still need to add that additional jumper to R134 or not. Besides that everything should be good to go and plug and play.

#22 3 years ago
Quoted from Robotworkshop:

MPU-200 is if I still need to add that additional jumper to R134

Nope - the MPU-200 has a 34-pin J5, so it already gets the IRQ that way. Just plug into J5 with a 34-pin header and it should have everything it needs. I updated the instructions here:
https://ballysternos.github.io/install.html

Please let me know if those are confusing or incomplete.

Quoted from Robotworkshop:

For the Arduino it looks like with the latest update on Github that the definition file is already configured for the V1.3 Wav trigger

Good point. I will default it to regular.

#23 3 years ago

Your docs are great. No issues. If anything I hope any feedback can make them even better. Since I flashed the newer firmware that new default worked out ok for me. It was just the opposite from the docs. Either changing the docs to comment out the 1.3 and uncoment the earlier one or change which one is in the code is fine as long as they match. As it is it wasn't a problem. Just thought I'd mention it.

The thing that got me was that solder blob to enable the 5v power on the WAV trigger. Had I seen that first it probably would have flashed it the first time. As it was I had to go through an old box of random power adapters until I found an appropriate one to power the trigger so i could flash it. Saw the note about bridging those pads afterwards and just did that on the board.

Found my extra amplified speaker set. As long as I uploaded the code properly and didn't make any mistakes compiling it then I should just be able to plug this in, power the amplified speakers from the internal power plug, and give it a try.

#24 3 years ago
Quoted from DickHamill:

I've been tempted to try that as well. The onboard amp on the Wav Trigger is not very strong but it would be worth a shot.
I'm currently switching the speaker off with a 4PST switch. If you use a switch like that for your boot switch, you can use it to control the speaker without needing a relay.
https://ballysternos.github.io/install.html

I wonder if it would be possible to take the signal from the WAV trigger board and just inject it into the input pin of the TDA2002 chip on the existing SB300.

#25 3 years ago

Will this work with a weebly MPU?

#26 3 years ago

This is F'n cool! Nicely done!

Man it's clear I don't have enough time in the day.

#27 3 years ago
Quoted from Pmaino:

Will this work with a weebly MPU?

Without modification, I would say probably not. barakandl speculated about this last year, but I don't think anyone has tried it. Here was barakandl 's original answer:
Can't say for sure but will probably work. If the nano will drive A12 on the MPU through J5 then two jumpers need changed if they exist (MPU newer than a couple years old) otherwise there could be contention with a 74hct32. Above J5 two solder pad jumpers 'J-(A8-A12)' removed and 'J-A12 added. That puts J5's A12 pin right on the CPU address bus. If those jumpers do not exist then its already connected with A12 to J5 and no modification needed.

I would reach out to barakandl before I gave it a shot.

#28 3 years ago

I tried the board this evening but don't have it running yet. When it powered up I could tell it started and saw the new light show for a moment and then had random coils firing and the lighting effects no longer looked correct. Not sure if I missed an option while I compiled the code as all the settings appeared correct and I was able to upload it to the Arduino. This adapter has a 74LS125 which I would expect to work but I have a regular 74125 I can bring along for next time. I may have just gotten a bad Arduino NANO.

I'm going to build up the second adapter with another Arduino. I also have a spare Meteor MPU that I had rebuilt. I'm just going to try and get it running on my bench with the extra parts then isolate why it wasn't running in my actual game. My game has all original Stern boards in it that have been running solid as they are so I don't think it will end up being a board issue.

#29 3 years ago
Quoted from Robotworkshop:

When it powered up I could tell it started and saw the new light show for a moment and then had random coils firing and the lighting effects no longer looked correct.

It might be a configuration issue. In the past when people have reported random coils firing, it turned out to be a timing issue in the ISR. There are two defines in BSOS_Config.h:
#define BSOS_NUM_SWITCH_LOOPS 80
#define BSOS_NUM_LAMP_LOOPS 60

There are comments around those defines that talk about how they're derived, but I believe those comments are now out of date.
The 80/60 here are values that I calculated for the Alltek I have running. On Trident (MPU-100), I run with values of 70/30.
A faster clock necessitates more wait cycles in the ISR to get the timing correct.
To see if this is possibly your issue, you could change those values to 120/80 and see if that changes the behavior. If it does, let me know and I'll help you figure out if we can dial them back.

Or, it could always be a pin on J5 making intermittent contact. Depending on the board you're running, that issue has come up as well.
Usually, people are using their J5 for the first time with this mod so I'm surprised that it doesn't happen more regularly, honestly.

#30 3 years ago

Thank you for the suggestions! I'll try that out. It helps that I have a couple different MPU-200 boards for Meteor (As well as the Alltek I pulled out of it) and will be building a second daughter board which I can preload a different build.

That totally makes sense as a possible explanation if there haven't been a lot of people using the MPU-200 boards. It looked like it started out ok but then sort of lost it.

I know what you mean about the J5 and when I rebuild boards I'd typically replace it if that connector is bad. Since the Meteor uses it now for the sound I'd expect less J5 related troubles on the Stern boards vs some of the Bally boards with heavy oxidation on them from never having anything connected.

#31 3 years ago
Quoted from Robotworkshop:

Since the Meteor uses it now for the sound I'd expect less J5 related troubles on the Stern boards vs some of the Bally boards with heavy oxidation on them from never having anything connected

Of course! Sorry, forgot which machine we were discussing. I’ve been in Bally mode all day.

#32 3 years ago

First thanks for all the hard work giving meteor some new life.

I attempted to build a board and tried to fire it up last night, but I ran into a similar issue as Robotworkshop above. I powered the game on, saw the new light show for a few second and then random coils fired for a few seconds, turned off the pin. I am using an original MPU-200 as well, so I will try the different timings, but if you happen to figure out the issue with yours Robotworkshop please let me know.

#33 3 years ago
Quoted from Beebl:

I am using an original MPU-200 as well, so I will try the different timings

I'm curious if the timing changes any behavior. I don't have a 200 here right now, so all the testing for this game has been on an Alltek. It's possible that the default settings I put in there are just not happy on a 200.

#34 3 years ago
Quoted from Beebl:

First thanks for all the hard work giving meteor some new life.
I attempted to build a board and tried to fire it up last night, but I ran into a similar issue as robotworkshop above. I powered the game on, saw the new light show for a few second and then random coils fired for a few seconds, turned off the pin. I am using an original MPU-200 as well, so I will try the different timings, but if you happen to figure out the issue with yours robotworkshop please let me know.

I'm sure we can get it sorted out. I still have an Alltek and will try that on the bench first. I also built up a second adapter and will try the new timing values on that but leave the other one intact so I can swap them back and forth. Hope to be able to spend some time on it this weekend.

#35 3 years ago

Amazing. I'm definitely interested in doing this, but I'm a little intimidated on the software side. Will be watching for new developments!

#36 3 years ago

It's an absolutely great effort to produce new software for what is already a good game. Is there anyway to purchase a ready to go, out of the box piece of hardware that will run this software?

#37 3 years ago
Quoted from DickHamill:

It might be a configuration issue. In the past when people have reported random coils firing, it turned out to be a timing issue in the ISR. There are two defines in BSOS_Config.h:
#define BSOS_NUM_SWITCH_LOOPS 80
#define BSOS_NUM_LAMP_LOOPS 60
There are comments around those defines that talk about how they're derived, but I believe those comments are now out of date.
The 80/60 here are values that I calculated for the Alltek I have running. On Trident (MPU-100), I run with values of 70/30.
A faster clock necessitates more wait cycles in the ISR to get the timing correct.
To see if this is possibly your issue, you could change those values to 120/80 and see if that changes the behavior. If it does, let me know and I'll help you figure out if we can dial them back.
Or, it could always be a pin on J5 making intermittent contact. Depending on the board you're running, that issue has come up as well.
Usually, people are using their J5 for the first time with this mod so I'm surprised that it doesn't happen more regularly, honestly.

While I haven't had a chance to plug this back into Meteor yet I was able to get my old Bally Simulator/bench tester up and running last night. I still have some bugs to work out on that unit and repin a bunch of connectors but it is running enough to power up both Bally and Stern MPU boards properly.

I saw the same odd behavior with the daughter board on my spare MPU-200 board. I took the 2nd Arduino daughter board setup and loaded up a fresh copy of the sketch with 120 and 80. It seemed to help a lot but I think may still need some tweaking. I'm going to upload the sketch to the first daughter card as well to see if that gets better too. Before I do that I'll probably try it as-is on my spare Altek board to see if it just works on that to ensure it is just a problem with MPU-200 boards.

On the two daughter boards I built there is one difference. One has the old boot loader and the other the new one. The code seemed to download ok on both as long as I selected the appropriate boot loader. Not sure if we are supposed to use the old boot loader or not and if that does make any difference. Both were ordered off Amazon so it seems that there is no way to tell the boot loader until you get it.

Once things appear stable on the bench tester I can carve out some time to try it in the machine again.

A positive note is that the WAV trigger all worked the first time. Running the later V1.3 firmware.

It looks like it is close. Hopefully with a bit more experimentation can get the parameters dialed in for the MPU-200 boards.

#38 3 years ago
Quoted from Pinballer73:

It's an absolutely great effort to produce new software for what is already a good game. Is there anyway to purchase a ready to go, out of the box piece of hardware that will run this software?

I don't know of anyone who has produced a completely built solution. Roy's kit gets you everything except the Arduino, but still requires soldering and loading the program.
https://pinside.com/pinball/market/shops/1304-roygbev-pinball/04736-bally-stern-arduino-adapter

#39 3 years ago
Quoted from Robotworkshop:

Before I do that I'll probably try it as-is on my spare Altek board to see if it just works on that to ensure it is just a problem with MPU-200 boards.

I'm curious to see how that turns out.
I have another diagnostic program that I haven't published yet. It helped a lot when bluebomber and I were trying to get his Flash Gordon setup working. If you get stumped with this, I'll put that other diagnostic up on GitHub.

#40 3 years ago
Quoted from DickHamill:

I'm curious to see how that turns out.
I have another diagnostic program that I haven't published yet. It helped a lot when bluebomber and I were trying to get his Flash Gordon setup working. If you get stumped with this, I'll put that other diagnostic up on GitHub.

If you do get a chance to post it I'll be glad to give it a shot. I wanted to use your base OS to write some additional tests for my fixture. Maybe I can help with what you already have.

Robert

#41 3 years ago
Quoted from Robotworkshop:

If you do get a chance to post it I'll be glad to give it a shot. I wanted to use your base OS to write some additional tests for my fixture. Maybe I can help with what you already have.
Robert

I've uploaded the file. It's called "SwitchDiagnostics.ino" and it's under the BallySternOS project. You'll have to download the whole BallySternOS zip and then you can just use the SwitchDiagnostics as a standalone file.
https://github.com/BallySternOS/BallySternOS/tree/master/SwitchDiagnostics
(or just copy the code out of that project)

To use it, keep your Arduino plugged into your computer while you run the MPU. The monitor should be listening at 115200.
It will output a bunch of diagnostic information. As it runs the program tests basic MPU functionality, then attaches an ISR to the interrupts and starts testing the tolerance of the timing on your particular board. It starts at 150/100 and counts down. If the machine starts well but then gets flaky, you'll be able to see where the transition is.

#42 3 years ago
Quoted from Pinballer73:

It's an absolutely great effort to produce new software for what is already a good game. Is there anyway to purchase a ready to go, out of the box piece of hardware that will run this software?

I've been looking for the same thing but haven't found anyone yet willing to sell them "ready to go". Please let me know if you find a source.

#43 3 years ago
Quoted from Pinbub:

I've been looking for the same thing but haven't found anyone yet willing to sell them "ready to go". Please let me know if you find a source.

I'm sure you can probably find someone here to assemble one or the kits if you aren't comfortable with soldering.

#44 3 years ago
Quoted from DickHamill:

I've uploaded the file. It's called "SwitchDiagnostics.ino" and it's under the BallySternOS project. You'll have to download the whole BallySternOS zip and then you can just use the SwitchDiagnostics as a standalone file.
https://github.com/BallySternOS/BallySternOS/tree/master/SwitchDiagnostics
(or just copy the code out of that project)
To use it, keep your Arduino plugged into your computer while you run the MPU. The monitor should be listening at 115200.
It will output a bunch of diagnostic information. As it runs the program tests basic MPU functionality, then attaches an ISR to the interrupts and starts testing the tolerance of the timing on your particular board. It starts at 150/100 and counts down. If the machine starts well but then gets flaky, you'll be able to see where the transition is.

While I haven't gotten a chance to get back and try this in my Meteor machine and on that particular board I have done bench testing on three separate MPU-200 boards and a Altek with interesting results. Oddly the board doesn't want to run at all on the Altek. Just played the first couple sounds through the Wav trigger then nothing.....

Using the test program:
MPU-200 #1 - (clock speed 826khz, Display 398.92)

MPU-200 #2 - (clock speed 658khz, Display 339.13)

MPU-200 #3 - (clock speed 551khz, Display 424.12)

It appears that the clock is off on all of these boards and should be closer to .895mhz The code seemed to run ok on board #1. I'm going to look at why the other boards are running slow. Those still powered up on on the bench and the board with the 658khz clock did run in my Meteor at some point.

So I think I need to get the clock issues sorted out first then look at tweaking the values you suggested for the loops. It would be interesting to see what clock values others have that were running into stability issues.

#45 3 years ago
Quoted from Robotworkshop:

It appears that the clock is off on all of these boards and should be closer to .895mhz

I should have mentioned before -- the code to measure the clock speed in that test app is polling the clock (it's not interrupted because it's not hooked to an appropriate pin for that). With the speed of the Arduino at 16mhz, polling is not a reliable way to really measure speed (which is why I think the readout says "very approximately"). Anyway, using it as a relative value (as you're doing) is valid, but I wouldn't rely on that to determine that the clock is actually a problem.

Does your test rig show any issues with the solenoids like you were seeing in the real machine?

Does the test app (SwitchDiagnostics.ino) have any output on the Alltek?

#46 3 years ago
Quoted from Robotworkshop:

I'm sure you can probably find someone here to assemble one or the kits if you aren't comfortable with soldering.

Roy's board is a breeze to assemble, especially if you buy the nano that already has pins. My soldering skillz are about a 6/10 and it was easy even for me!

#47 3 years ago

I haven’t run the switch test on the Alltek yet but will do that today. Also putting all the boards back on the bench to check and verify the clock speed with the scope and frequency counter.

My test rig/simulator has an actual Bally transformer and bridge board and also has a full set of coils. It was acting like it did in meteor. I can usually tell right away since the flipper relay on the driver will act up too.

#48 3 years ago

Got my Roy board on its way and the nanos ordered, I'm looking forward to building this.

#49 3 years ago
Quoted from DickHamill:

I should have mentioned before -- the code to measure the clock speed in that test app is polling the clock (it's not interrupted because it's not hooked to an appropriate pin for that). With the speed of the Arduino at 16mhz, polling is not a reliable way to really measure speed (which is why I think the readout says "very approximately"). Anyway, using it as a relative value (as you're doing) is valid, but I wouldn't rely on that to determine that the clock is actually a problem.
Does your test rig show any issues with the solenoids like you were seeing in the real machine?
Does the test app (SwitchDiagnostics.ino) have any output on the Alltek?

Actually it must have been a bad connection since I was able to run the switch test and get the game code to run ok on that too. The switch test reported a clock speed of 564khz with the jumpers set to MPU-200 setting. Didn't rerun the test at the MPU-100/Bally setting.

I did pull out the scope and it looks like a couple of the MPU-200 boards are running a bit slow and the lowest was 820khz.

#50 3 years ago

I see how you are using the interrupts but how are you using the clock signal within the Arduino code?

Promoted items from Pinside Marketplace and Pinside Shops!
$ 29.00
Cabinet - Sound/Speakers
RoyGBev Pinball
 
$ 29.00
Boards
RoyGBev Pinball
 
$ 29.00
Boards
RoyGBev Pinball
 
$ 199.95
From: $ 130.00
Boards
Troxel Repair
 
From: $ 14.00
Electronics
Third Coast Pinball
 
Wanted
Machine - Wanted
Middletown, OH
$ 3.00
From: $ 170.00
$ 169.00
From: $ 33.00
Gameroom - Decorations
Rocket City Pinball
 
$ 40.00
Gameroom - Decorations
The Flipper Room
 
$ 44.00
Boards
PinballReplacementParts
 
From: $ 1.25
Playfield - Other
Rocket City Pinball
 
Great pinball charity
Pinball Edu
There are 649 posts in this topic. You are on page 1 of 13.

Reply

Wanna join the discussion? Please sign in to reply to this topic.

Hey there! Welcome to Pinside!

Donate to Pinside

Great to see you're enjoying Pinside! Did you know Pinside is able to run without any 3rd-party banners or ads, thanks to the support from our visitors? Please consider a donation to Pinside and get anext to your username to show for it! Or better yet, subscribe to Pinside+!


This page was printed from https://pinside.com/pinball/forum/topic/meteor-2021-new-code-for-stern-meteor-1979 and we tried optimising it for printing. Some page elements may have been deliberately hidden.

Scan the QR code on the left to jump to the URL this document was printed from.