(Topic ID: 189897)

New 0.75.0 Code for Batman 66

By SilverballNut

6 years ago



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#1 6 years ago

Announced on Stern's facebook page for those that don't use facebook:

NEW CODE - Stern Pinball has posted new Batman code version 0.75.0 for the Premium, Limited Edition and Super Limited Edition models.
Additional details can be found in the read me file.
Super Limited Edition – v0.75.0:
http://www.sternpinball.com/game-…/game-code-batman-super-le
Limited Edition – v0.75.0:
http://www.sternpinball.com/game-code/game-code-batman-le
Premium – v0.75.0:
http://www.sternpinball.com/game-c…/game-code-batman-premium
This update and read me files can also be found on our website, www.sternpinball.com, in the game code library.
Stern Pinball is committed to quality code. A variety of code updates and fixes for different titles are in various stages of development. Stay tuned here to our social media pages for the latest on availability of new code as it becomes public.
#SternPinball #NewCode Batman

From the readme:
V0.75.0 - May 25, 2017
======================

- Tightened up the lock post closing time after a ball is locked or
multiball is started. The lock post and the diverter should both be
fully closed before a new ball is served.
- Added batphone hurry-up award when restarting VILLAIN ESCAPE via
add-a-ball as there is a possibility that the hurry-up can be started
during the VILLAIN ESCAPE grace period.
- Skill shot award was not stopping the super skill shot or the penguin
skill shot. This has been corrected.
- Reworked the Joker mode:
- At the start, the Gordon target, the Penguin hole, and the Atomic
Pile target are lit.
- Shooting the Atomic Pile target starts the main part of the mode
and cancels the Gordon target and the Penguin hole. Shooting the
Penguin hole starts the Batcave sequence, lights the left loop to
finish the sequence, and cancels the Gordon target.
- The timers for the Gordon target and the Batcave sequence are set
via adjustment (default: OFF).
- The player may play and see as much or as little of the story as they
want. Playing more of the story results in bigger scores during VILLAIN
ESCAPE.
- Added sounds, clips, and speech.
- Reworked the Riddler mode:
- At the start, the Gordon target, the Penguin hole, and both Riddler
loop shots are lit.
- Shooting either Riddler loop shot starts the main part of the mode
and cancels the Gordon target and the Penguin hole. Shooting the
Penguin hole starts the Batcave sequence, lights the left loop to
finish the sequence, and cancels the Gordon target.
- The timers for the Gordon target and the Batcave sequence are set
via adjustment (default: OFF).
- The player may play and see as much or as little of the story as they
want. Playing more of the story results in bigger scores during VILLAIN
ESCAPE.
- Added sounds, clips, and speech.
- Added SLE tables. Reworked some custom speech to use data from the
micro-SD card for custom speech in attract mode.
- Fixed a bug with applying gadgets during VILLAIN ESCAPE that would
award shots that had already been completed.
- Main multiball lock display effect was not being queued when awarded
from the turntable lock. Certain higher priority effects (super skill
shot) were preventing the lock display from running. This has been
corrected.
- Super skill shot and short plunge skill shot were not scoring points
multiplied by the shot multiplier. This has been corrected.
- Added super skill shot display effect. Fixed a bug with the penguin
skill shot where it would not display the correct number of points
scored.
- Fixed a bug in the villain vision effect request code that was
preventing certain background effects from running.
- Added a setting (default: ON) to disable super jackpot collect during
multiball.
- Added villain vision effects for ball save, tilt warning, extra ball
lit, extra ball, and tilt.
- Replaced main multiball villain vision effect with jackpot.
- Extra ball lit effect is killed in some cases where extra ball is
awarded and extra ball lit is running or pending.
- Major villain wizard mode multiball autofire timer increased by 5
seconds. Super jackpot gives add-a-ball, adjustable: settings are
NONE, 1-4, UNLIMITED. Default = 3.
- Fixed a bug in bat turn where the villain vision and batphone targets
would not score a shot in the mode.
- Fixed bat turn mania champion text. When entering initials, the text
would not fit on the display.
- Added lockout for applying gadgets immediately after a ball is served.
- Added check and recording of major villain (Catwoman, Joker, Penguin,
Riddler) HSTD.
- Fixed hurry-up re-initialize of hits left to start the hurry up again.
The villain should only be harder to start the next time if the hurry-up
was made and the villain mode was started.
- A new ball in the turntable lock now kills the skill shot.
- Extra ball award display effect kills the extra ball fanfare when the
display effect goes away. The fanfare was running past the end of the
display effect, and since it ducked the music, it was causing some
mode music (primarily Riddler 1/2) to be very quiet.
- Removed some bad extra ball speech.
- Changed MORE TIME for VILLAIN ESCAPE, PLAYFIELD MULTIPLIER, and BATTURN
such that the time is added without a cap.
- Removed more time from batturn batmobile spinner hit.
- Added playfield multiplier to timed modes group so MORE TIME will work.
- Increased initial time for the playfield multiplier from 20 seconds to
30 seconds. MORE TIME value is 20 seconds.
- Turntable lock post was not being raised during ball search when lock
was lit for a physical lock. This caused the locked balls to empty out
of the lock during ball search. The lock post is now raised during
ball search.
- Player score now updated during bonus when "TOTAL BONUS" page is
displayed.
- Implemented different newspaper headlines for instant info.
- Worked in the newspaper zoom to the first frame of the instant info.
- Reworked instant info so the newspaper animation loops, which eliminates
occasional glitches between pages.
- Changed batturn mania RGB lamps from WHITE/CYAN to CYAN/BLUE so they
stand out more from other modes.

#7 6 years ago
Quoted from sprite:

No those would be minors. A patch would be something like 0.71.1. Not sure what versioning system Stern uses but typically 1.0 would be considered an initial stable release. In reality I don't think there is any rhyme or reason to Stern's versioning. If you look at GoT it was initially released as a 1.0, then 1.01, 1.02, 1.03 before suddenly jumping to 1.20 in what seems like a relatively minor update.

I always figured their numbers refer to build numbers and they just release certain builds into the world as versions. We typically use a version e.g. 1.20 and a build number that is seperate and gets incremented with each test build. I think Stern simply increments the number for each test build and when they feel one is stable/worthy of a release they let it out.

I agree the 1.0 is customarily a complete stable release. The Batman 66 code is probably still less than they intend to have in it so I totally get them using under 1.0 versions.

#8 6 years ago
Quoted from BrewinBombers:

Will you keep this updated with bugs?

I wasn't thinking about updating the post, but I can as bugs are found. The only Batman 66 I have access to is at an arcade so I'll need input about the bugs.

I just know MANY pinsiders are banned from the Stern Facebook page so they don't see the announcements come across and Stern doesn't post on pinside either.

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