(Topic ID: 281817)

Official Williams and Bally software upgrades

By soren

3 years ago


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  • 970 posts
  • 255 Pinsiders participating
  • Latest reply 22 hours ago by _Zaphod77_
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Topic index (key posts)

12 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #2 List of games and updated software versions. Posted by soren (3 years ago)

Post #29 Soren talks about PPS partnership on Slam Tilt Podcast Posted by Gizmonic (3 years ago)

Post #58 LED Lamp Ghosting - Procedure 1 vs Procedure 2 Posted by soren (3 years ago)

Post #125 Changing video modes is not easy... Posted by soren (3 years ago)

Post #153 PPS has the source code! Posted by PPS (3 years ago)

Post #186 Soren sets expectations Posted by soren (3 years ago)

Post #197 Where the CPU rom is located for swap on WPC games. Posted by Manny65 (3 years ago)

Post #251 Analysis of the WPC lamp matrix operation Posted by soren (3 years ago)

Post #685 Demolition Man Rom 7.0 Released Posted by soren (2 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

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#229 3 years ago
Quoted from Meloyelo51:

what I refer to as an "autosave" where you get the ball back in the shooter lane, however it only works if it is a super fast drain, does not touch a single target/switch, and I want to say also player not hitting the flipper buttons.

That is “playfield validation”. Typically a table will not end the ball until three switches are hit. The thinking is there was probably an error and somehow the ball didn’t get played. Modern games often have specific switches that validate the playfield automatically no matter how many switches have been hit.

Cayle George is legendary for figuring out playfield validation exploits.

3 months later
#487 3 years ago
Quoted from mystman12:

I found mention of a random video mode on an old Doctor Who ruleset

#doctor-who might choose a random wave on some difficulty settings and keep the pattern the same for a given wave.

2 months later
#520 2 years ago
Quoted from Calfdemon:

There is no way we can expect him to rewrite the entire game, nor would many of us want him to. The last post has way too many new ideas in it rather than just bug fixes.

tlacuj01 There is a limited amount of memory available anyway. What you want is Judge Dredd 2.0. You should build it yourself. Multimorphic has the P-ROC https://www.multimorphic.com/store/circuit-boards/p-roc/ for this purpose.

9 months later
#655 2 years ago
Quoted from Eric_Manuel:

Is there a good resource for learning more about coding or updating the code?

https://missionpinball.org/

5 months later
#810 1 year ago
Quoted from LuxZ:

Are we sure any of the wpc games go to game over from inactivity, at all? They go to attract mode from service menu, if coin door is closed after a while, but I never saw them go to attract mode from gameplay, and we run everything on free play, so they are left in play all the time.
It would be a great feature to have.

If such a feature is implemented in future updates I suggest holding Start & Left flipper be used to put the game in attract mode from a ‘game in progress’ state. That’s been implemented in modern Sterns and is helpful when someone has walked away from a game in progress.

#812 1 year ago
Quoted from idealjoker:

cradle the ball on the left flipper during ball 1 and press start because you want to add another player, the game goes into attract mode instead?

I think you have to hold both buttons for a couple seconds but I don’t have one to verify.

Irregardless if a delay currently exists one would be beneficial.

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