NEW TRON CODE!!!!!!!!!! (Feb 2013)

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By fattrain

4 years ago


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  • Latest reply 3 years ago by RipleYYY

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27
#1 4 years ago

V1.74 - February 11, 2013
=========================

- First pass of the redemption system.
see http://www.sternpinball.com/downloads/Stern_Pinball_Redemption_System_Software_Manual.pdf
for details.
- Raised the score for an inner loop shot during quorra multiball.
- Disc multiball super jackpot initialized to 100,000.
- Added lamp effects for disc multiball and disc multiball restart award.
- Starting light cycle multiball, quorra multiball, sea of simulation,
or portal multiball will kill the disc multiball restart timer.
Restarting light cycle multiball or quorra multiball will kill the disc
multiball restart timer.
- Light cycle multiball and quorra multiball are not allowed to be
advanced when disc multiball restart is active. Light cycle multiball,
quorra multiball, sea of simulation, and portal multiball are not
allowed to be started when disc multiball restart is active.
- Added art for disc multiball total.
- Changed the indexing of the combo sounds. An n-way combo was making
the n+1-way combo sound. This has been corrected.
- Combo (End of Line) jackpot score was not being displayed properly
for players 2, 3, and 4 on the combo award display effect. This has
been corrected.
- Added adjustments for disc multiball disc shots and disc multiball
recognizer hits.
- Reordered some adjustments.
- "TRON DOUBLE SCORING" lamp renamed to "DOUBLE SCORING", as THAT is
the text on the playfield.
- Reworked disc multiball:
1) Blue disc shots stay lit always instead of going out. More
difficult to shoot shots (side ramp, Gem, for example) are worth
more.
2) Only the spinning disc counts as "discs" to progress to the next
stage (Recognizer 3-bank UP). Blue discs do NOT.
3) Shots to the blue discs increase a jackpot that builds on the
spinning disc. (So you can loop the left ramp to build it up if
you want). Shooting the spinning disc collects the jackpot and
resets it.
4) Disc multiball can be restarted if the super jackpot has not been
collected (via adjustment, default: ON, 10 seconds).
- Quorra multiball start now always shows the long animation.
- Light cycle multiball start now always shows the long animation.
- Recognizer and disc advance via Flynn's Arcade now NOT allowed if
Light Cycle, Quorra, Sea of Simulation, or Portal are lit.
- Sea of simulation total display effect stays up on the screen longer.
- Fixed an issue with the Flynn's Arcade VUK and the sequencing of
awards. If all modes for SoS/Portal have been started/completed
except for one, say, Gem, and the Flynn's Arcade award is to start
the one (Gem), then Sea of Simulation would be lit as a result and
that would cause CLU hurry-up to NOT start if it was lit at the
beginning. This has been corrected.
- Fixed an issue with the Flynn's Arcade VUK and the sequencing of
awards. If all modes for SoS/Portal have been started/completed
except for one, say, Gem, and the Flynn's Arcade award is to start
the one (Gem), then Sea of Simulation would be lit as a result and
that would cause Light Cycle multiball and Quorra multiball to NOT
start if they were lit at the beginning. This has been corrected.
- Fixed an issue where the match music may not run.
- Sea of simulation item award was not pausing the double scoring
timer. This has been corrected. Fixed "THREE MAN LIGHT JET COMBO"
cutting off the display.
- CLU hurry-up music now waits for the start display effect to run
before starting.
- Added new awards to Flynn's Arcade. They are: ADVANCE CLU, ADVANCE
ZUSE, ADVANCE DISC, ADVANCE LIGHT CYCLE, ADVANCE SEA OF SIMULATION,
and MORE TIME. Advance Sea of Simulation is only available when Sea
of Simulation is running and will spot the next shot during SoS (at
1/10 the points). This should be helpful if the player enters SoS
and has not completed Gem or Light Cycle.
- Stacked priorities of modes (Gem/CLU/Zuse) such that the last one
started is the display/music that is heard.
- Fixed CLU, Gem, and Zuse timer bars on the score screen. They now all
initialize to full size when the respective mode is started and will
rescale properly when time is added over the high water mark. Bars have
been reordered to match the lights on the playfield - bottom bar is for
Gem, middle bar is for CLU, and top bar is for Zuse.
- Added a timer bar for Zuse.
- Light Cycle multiball is now NOT allowed to be advanced while Disc
multiball is active. This makes much more sense since Light Cycle
multiball cannot be started when Disc multiball is running.
- CLU, Quorra, and Light Cycle lamps on the VUK were not honoring the
start logic for Sea of Simulation and Portal. This has been corrected.
- Added sounds for the CLU lanes during the CLU stage of Sea of Simulation.
- Fixed obsolete Quorra multiball background instructions regarding the
non-existent double jackpot.
- Added lane change to Sea of Simulation CLU stage.
- Light cycle multiball award display effects were not showing the correct
points scored when double scoring was active. This has been corrected.
- Implemented delayed score awards for Sea of Simulation.
- Reduced the number of times the Zuse fast scoring mode could start a
lamp effect.
- Fixed a bug that was keeping the hard meter from firing for certain
ticket dispenser types.
- Added icons to the Flynn's Arcade award animation.
- Implemented music and sound volume.
- Fixed an issue where the music was not being killed after the master
volume was changed via -/+ during game over.
- Added Gem shots to instant info.
- Added CLU lanes to instant info.
- Added ZUSE targets to instant info.
- Added end-of-line jackpot art.
- Light-cycle shots to advance for light cycle multiball lit are now
allowed when CLU is running.
- Shuffled priorities of light cycle, quorra, gem, and combo. The order
is: combo, gem, light cycle, quorra.
- Added a lamp effect for the start of quorra multiball.
- Added instant info for recognizer/disc shots to start disc multiball.
- Added instant info for quorra multiball.
- Fixed the wire color for the shaker motor.

#3 4 years ago

Oh sh!t! I was gonna list my IM & Tron for sale today too, not now, gotta try this out! Thanks for posting

#4 4 years ago
Quoted from Gexchange:

Its Raining Updates.

AWWWWWWWWWWWW YEAHHHHHHHH!

#5 4 years ago

Awesome for Tron owners. Once again, eff X-Men owners.

Apollyon's head is going to explode.

--Luke

#7 4 years ago

AWESOME!!! I have both Avengers and Tron!!!!

Man, hope xmen gets some love today. Otherwise it's like Christmas when daddy gave all his favorite children their presents and one is left wondering if anybody loves him.

#8 4 years ago

Sweet!...I can't wait to try it.

I also noticed the pro readme has this feature.

- Added extra ball feature to the left and right ramps.

#9 4 years ago

Makes the wait for mine to get here all that much harder. I know the location one I play probably won't have the update for a while. I love knowing that I'll have an update to experience day one.

#10 4 years ago

Nice update, but is there still no earnable extra ball?

Nevermind - saw it in there now - nice!

#11 4 years ago
Quoted from HighNoon:

Awesome for Tron owners. Once again, eff X-Men owners.
Apollyon's head is going to explode.
--Luke

I couldn't effing believe it. I just finished a new rant in the "Xmen and TF code update" thread, and then I look in the forum for new topics and "BAM!" there it is! A new update for ANOTHER finished, polished game. I am speechless. Incredulous. Dispondent.

I did laugh at your post though Luke. Thanks!

#12 4 years ago

Oh my gosh WHAT AN UPDATE!!!!!!!!!!!!!!!!!!!!!!! Thanks Lyman and Stern, can't wait to apply it.

A-W-E-S-O-M-E

#13 4 years ago
Quoted from jar155:

Makes the wait for mine to get here all that much harder. I know the location one I play probably won't have the update for a while. I love knowing that I'll have an update to experience day one.

I'm with you on this one! I really can't wait to get that email/call telling me to pick mine up! I'm sitting on over $1K in mods already and waiting for the ramp lights to become available. The wait on this one is killing me. If anything, It'll pry me away from ACDC for a while!

#14 4 years ago

FUUUUUUUUUUUUUUUUUUUUUUUU.................. WHY DID I WORK OVERTIME TODAY!?!?!?

#16 4 years ago

Sweet!!!! I'll be updating mine tonight.

#17 4 years ago

And yes, there is an "earnable" extra ball now on the pro. Similar to how the LE guys activate Daft Punk Multiball, you must complete a certain number of shots on each of the ramps to light EB on the Pro.

-1
#18 4 years ago

HOLY SH*T IT'S FINALLY HERE!

Sweet mother!

#19 4 years ago
Quoted from fattrain:

V1.74 - February 11, 2013
=========================
- First pass of the redemption system.
see http://www.sternpinball.com/downloads/Stern_Pinball_Redemption_System_Software_Manual.pdf
for details.
- Raised the score for an inner loop shot during quorra multiball.
- Disc multiball super jackpot initialized to 100,000.
- Added lamp effects for disc multiball and disc multiball restart award.
- Starting light cycle multiball, quorra multiball, sea of simulation,
or portal multiball will kill the disc multiball restart timer.
Restarting light cycle multiball or quorra multiball will kill the disc
multiball restart timer.
- Light cycle multiball and quorra multiball are not allowed to be
advanced when disc multiball restart is active. Light cycle multiball,
quorra multiball, sea of simulation, and portal multiball are not
allowed to be started when disc multiball restart is active.
- Added art for disc multiball total.
- Changed the indexing of the combo sounds. An n-way combo was making
the n+1-way combo sound. This has been corrected.
- Combo (End of Line) jackpot score was not being displayed properly
for players 2, 3, and 4 on the combo award display effect. This has
been corrected.
- Added adjustments for disc multiball disc shots and disc multiball
recognizer hits.
- Reordered some adjustments.
- "TRON DOUBLE SCORING" lamp renamed to "DOUBLE SCORING", as THAT is
the text on the playfield.
- Reworked disc multiball:
1) Blue disc shots stay lit always instead of going out. More
difficult to shoot shots (side ramp, Gem, for example) are worth
more.
2) Only the spinning disc counts as "discs" to progress to the next
stage (Recognizer 3-bank UP). Blue discs do NOT.
3) Shots to the blue discs increase a jackpot that builds on the
spinning disc. (So you can loop the left ramp to build it up if
you want). Shooting the spinning disc collects the jackpot and
resets it.
4) Disc multiball can be restarted if the super jackpot has not been
collected (via adjustment, default: ON, 10 seconds).
- Quorra multiball start now always shows the long animation.
- Light cycle multiball start now always shows the long animation.
- Recognizer and disc advance via Flynn's Arcade now NOT allowed if
Light Cycle, Quorra, Sea of Simulation, or Portal are lit.
- Sea of simulation total display effect stays up on the screen longer.
- Fixed an issue with the Flynn's Arcade VUK and the sequencing of
awards. If all modes for SoS/Portal have been started/completed
except for one, say, Gem, and the Flynn's Arcade award is to start
the one (Gem), then Sea of Simulation would be lit as a result and
that would cause CLU hurry-up to NOT start if it was lit at the
beginning. This has been corrected.
- Fixed an issue with the Flynn's Arcade VUK and the sequencing of
awards. If all modes for SoS/Portal have been started/completed
except for one, say, Gem, and the Flynn's Arcade award is to start
the one (Gem), then Sea of Simulation would be lit as a result and
that would cause Light Cycle multiball and Quorra multiball to NOT
start if they were lit at the beginning. This has been corrected.
- Fixed an issue where the match music may not run.
- Sea of simulation item award was not pausing the double scoring
timer. This has been corrected. Fixed "THREE MAN LIGHT JET COMBO"
cutting off the display.
- CLU hurry-up music now waits for the start display effect to run
before starting.
- Added new awards to Flynn's Arcade. They are: ADVANCE CLU, ADVANCE
ZUSE, ADVANCE DISC, ADVANCE LIGHT CYCLE, ADVANCE SEA OF SIMULATION,
and MORE TIME. Advance Sea of Simulation is only available when Sea
of Simulation is running and will spot the next shot during SoS (at
1/10 the points). This should be helpful if the player enters SoS
and has not completed Gem or Light Cycle.
- Stacked priorities of modes (Gem/CLU/Zuse) such that the last one
started is the display/music that is heard.
- Fixed CLU, Gem, and Zuse timer bars on the score screen. They now all
initialize to full size when the respective mode is started and will
rescale properly when time is added over the high water mark. Bars have
been reordered to match the lights on the playfield - bottom bar is for
Gem, middle bar is for CLU, and top bar is for Zuse.
- Added a timer bar for Zuse.
- Light Cycle multiball is now NOT allowed to be advanced while Disc
multiball is active. This makes much more sense since Light Cycle
multiball cannot be started when Disc multiball is running.
- CLU, Quorra, and Light Cycle lamps on the VUK were not honoring the
start logic for Sea of Simulation and Portal. This has been corrected.
- Added sounds for the CLU lanes during the CLU stage of Sea of Simulation.
- Fixed obsolete Quorra multiball background instructions regarding the
non-existent double jackpot.
- Added lane change to Sea of Simulation CLU stage.
- Light cycle multiball award display effects were not showing the correct
points scored when double scoring was active. This has been corrected.
- Implemented delayed score awards for Sea of Simulation.
- Reduced the number of times the Zuse fast scoring mode could start a
lamp effect.
- Fixed a bug that was keeping the hard meter from firing for certain
ticket dispenser types.
- Added icons to the Flynn's Arcade award animation.
- Implemented music and sound volume.
- Fixed an issue where the music was not being killed after the master
volume was changed via -/+ during game over.
- Added Gem shots to instant info.
- Added CLU lanes to instant info.
- Added ZUSE targets to instant info.
- Added end-of-line jackpot art.
- Light-cycle shots to advance for light cycle multiball lit are now
allowed when CLU is running.
- Shuffled priorities of light cycle, quorra, gem, and combo. The order
is: combo, gem, light cycle, quorra.
- Added a lamp effect for the start of quorra multiball.
- Added instant info for recognizer/disc shots to start disc multiball.
- Added instant info for quorra multiball.
- Fixed the wire color for the shaker motor.

Thanks for the heads up - a great game just got better

#20 4 years ago

Wow! This is quite an impressive update, especially for a game that came out two years ago. Further proof that Lyman is the man!

#21 4 years ago
Quoted from Apollyon:

I couldn't effing believe it. I just finished a new rant in the "Xmen and TF code update" thread, and then I look in the forum for new topics and "BAM!" there it is! A new update for ANOTHER finished, polished game. I am speechless. Incredulous. Dispondent.

Obviously I'm stoked for this Tron update, but I also have an XM and can't wait for that to get dialed as well! Fortunately for us it IS happening, but will need a little more time to tweak than something like Tron that was, as you said "already polished".

#22 4 years ago

"Hey X-men owners, F*** YOU!!!"

#23 4 years ago

4) Disc multiball can be restarted if the super jackpot has not been
collected (via adjustment, default: ON, 10 seconds).

This is going to help me a *lot* in terms of being able to get to Portal!

#24 4 years ago

While I'm happy for my good fortune, (AC/DC and Tron updates!), I can't help but feel bad for you guys with XMEN and TFs. C'mon, Stern. Make it right.

#25 4 years ago
Quoted from gweempose:

Wow! This is quite an impressive update, especially for a game that came out two years ago. Further proof that Lyman is the man!

Indeed, but the new run is coming, so it's not a "dead" machine quite yet. There's still interest in keeping its code as polished as possible while they're looking to sell more.

I'm still shocked that X-Men didn't get some priority over, say, Avatar though.

#26 4 years ago

NO Cobray i heard just you

#27 4 years ago

Sweet my buddy owns an LE, gotta go get some games in now and put up and unbeatable GC score hopefully haha

#28 4 years ago

i don't see the extra ball award...............where is it??? I must be blind

#29 4 years ago
Quoted from jar155:

I'm still shocked that X-Men didn't get some priority over, say, Avatar though.

Why's that? Avatar's been out longer, thus owners have been waiting for an update longer. AVATAR HAPPY DANCE!!!!

#30 4 years ago
Quoted from kickabit:

Sweet!...I can't wait to try it.
I also noticed the pro readme has this feature.
- Added extra ball feature to the left and right ramps.

Yeah!!!! I earned my third extra ball ever from the scoop last night after 1500 plays

#31 4 years ago

I'm not seeing that in the readme? That is Awesome if its true.

Quoted from fattrain:

And yes, there is an "earnable" extra ball now on the pro. Similar to how the LE guys activate Daft Punk Multiball, you must complete a certain number of shots on each of the ramps to light EB on the Pro.

#32 4 years ago
Quoted from Rarehero:

Why's that? Avatar's been out longer, thus owners have been waiting for an update longer. Avatar HAPPY DANCE!!!!

Only for the reason that X-Men is still selling right now. I bet you distributors aren't pleased by the priority list there. Personally I think it's great that Avatar got a code bump, but if you're selling X-Men, you'd think that would be top priority.

#33 4 years ago

Whoops, I see it now .... DO'H

- Added extra ball feature to the left and right ramps.

#34 4 years ago
Quoted from Cobray:

"Hey X-men owners, F*** YOU!!!"

X-men is coming! This is great and unexpected, seeing code updates like this and support later in a products life cycle really makes me happy as a consumer. Thank you Stern!

#35 4 years ago

Sweet! All I wanna do is leave work and install the Tron LE update. I'll be updating a Tron & Avatar that are on location this weekend as well.

#36 4 years ago

All that and Zuse now has a timer bar. The world makes sense. Lyman is the man. I don't mind losing my high scores for this sweet update.

#37 4 years ago
Quoted from jar155:

Indeed, but the new run is coming, so it's not a "dead" machine quite yet. There's still interest in keeping its code as polished as possible while they're looking to sell more.

True, it's still a current game, but that's not why this code update was released. Tron was already one of the most popular games Stern ever made, and they would have had no problem selling every game they could pump out, even with the old code. No, this new code exists for one reason, and one reason only. Lyman is a perfectionist with an amazing work ethic. The best move Stern ever made was hiring him back.

#38 4 years ago
Quoted from jar155:

Only for the reason that X-Men is still selling right now. I bet you distributors aren't pleased by the priority list there. Personally I think it's great that Avatar got a code bump, but if you're selling X-Men, you'd think that would be top priority.

It's not a priority thing...it's a "different people are working on it" thing. It is what it is...all the updates have been announced, some have dropped...it's pretty rad.

AVATAR!! YEAAAAAHHHH!!!!!

#39 4 years ago

I'd rather they spend their time working on ANY code update than working on "the pin"
Now THAT is a waste of time.

btw I am happy for you that you FINALLY got an Avatar update! I didn't see it on the site, so I guess its still uploading over dialup, lol!

Quoted from Rarehero:

It's not a priority thing...it's a "different people are working on it" thing. It is what it is...all the updates have been announced, some have dropped...it's pretty rad.
Avatar!! YEAAAAAHHHH!!!!!

#40 4 years ago
Quoted from fattrain:

- Added instant info for recognizer/disc shots to start disc multiball.
- Added instant info for quorra multiball.

Oh THANK YOU!!!!! I hated having to look for how many more shots to start disc and having it drain on me from the distraction! It was delayed just enough so it was at the flippers.

#41 4 years ago

I think Tron's release is great news for everyone! As old as the original release was, it encourages us that TF and X-Men updates are still coming. Stern's probably putting more time into them, as it was necessary because maybe they weren't as "polished." So chill, it looks like a great 2013, even if we don't agree with the release order of the codes. It'll take it!

#42 4 years ago

Is this for the LE.

Holy crap and its my Bday today.

#43 4 years ago
Quoted from TomGWI:

Is this for the LE?

New code for both the LE and the pro. Happy B-day!

#44 4 years ago

Is it just me or do they have the readme files hosed for the LE? It looks to have mentions of V1.6 & V1.7 which look to be from the pro model. My previous LE readme files have mention to V1.3 & V1.4 but are now gone from the LE readme. What gives?

#45 4 years ago

Thank you Stern.

Extra ball is now real!!

#46 4 years ago

In my opinion, the new extra ball code just made every pro worth $200 more. And no, I'm not kidding.

#47 4 years ago

Holy cow...and I still have 6 hours before I get home from work...and gotta spend some Valentine's day quality time with the Misses...but this code WILL be installed before I go to bed!

#48 4 years ago

f*******k ya! about time this machine will play like it should!!!

#50 4 years ago
Quoted from Rarehero:

Avatar!! YEAAAAAHHHH!!!!!

I don't see anything changed in the readme?

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