Radical club!!! only skaters welcome :)

(Topic ID: 134659)

Radical club!!! only skaters welcome :)


By Delta9

3 years ago



Topic Stats

  • 467 posts
  • 57 Pinsiders participating
  • Latest reply 5 days ago by soren
  • Topic is favorited by 19 Pinsiders

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There are 467 posts in this topic. You are on page 10 of 10.
#451 11 days ago
Quoted from soren:

Juiced up right spinner will drain system resources.

That's what I get for lubing my spinners.

#452 10 days ago
Quoted from soren:

For the curious, here is a rundown of issues found on Radical.
All are fixed!
- RADICAL progress is never lost.
With a ball locked and some RADICAL progress, this progress is lost if the ball is nailed from the lock by opponents or tilt. Relocking basically resets the build-up to multiball.
- No multiball false start.
Two balls in lock trough, when the one was supposed to be ejected, will always start multiball.
- No incorrect end-of-ball, when draining down to one ball-in-play.
Two balls ejected to playfield, when the one was supposted to stay in the lock, will go to end-of-ball when draining down to one ball-in-play.
- A bug where Bust-a-move ramp shots would not register on fast combos, fixed.
Juiced up right spinner will drain system resources.
- A bug where Tail slide ramp shots would not always divert the ball, fixed.
Part 1:
On Skate-or-die lit at start-of-ball, this is ignored on ball launch. So so wrong.
And even worse. The ramp logic stays like this into game play.
Until some unknown condition, where the game will accept Skate-or-die on ramp made.
Part 2:
Buggy diverter control can release the diverter too quickly. Before the ball would reach to it.
This also explains the false registering as a Bust-a-move ramp made, when the timing of events are divert->release->ramp made.
- Buggy X ramp diverter control with multiple up/down/up cycles on open, fixed.
This is related to the one above. May occure when the ramp enter roll under switch is closed several times per shot on the gate jiggling.
- Better postpond ball search handling when balls are held by the game.
When balls eject at multiball start, you only have about two seconds till ball search kicks in. Very dangerous for the controlled type players, because of...
- A bug where Mega-million would go to last chance (timing out) on ball search, fixed.
Yep. Too bad.
- A bug where the lower drop targets would stay down with no Spot letter option, fixed.
Lock a ball without making any lower drops. On new ball-in-play make all of the lower drops and wait for the Million to time out.
They will stay down till the ball walks an inlane. No Spot letter.
- A buggy light show procedure related to the lower drop target bank, removed.
Check out the flicker of the radicAL and Letter value indicators.
- Tail slider start level is harmonised at level 2 for all players.
Tail slider starts on level 3 (third ramp shot is diverted to left and mode ends) for player 1. For players 2, 3 and 4 it is level 1.
- A bug where Tail slider mode would carry half baked to next player, fixed.
The remaining tail sliders till mode ends, current run, is inherited from previous player.
- Tail slider exceeding level 15 no longer freeze the ball in the lock.
Completing level 15 constitutes a memory overwrite that can freeze the ball in the lock.
- Messy logic regarding RADICAL progress and RADICAL shots indicators are cleaned up.
RADICAL progress indicators chase light is awkward.
Shot indicators would occationally stay off after lock made.
- A bug where on tilt, the game would not shut down lights and music, fixed.
Make the bob tap against the ring. And then hold against the ring. The nudge tilt and the lift tilt procedures trip each other.

Is this all in this?
LA-1 patch 8351

#453 10 days ago

The bugs are all found in the LA-1 rom.

And they are all fixed in the 8151 patch, yes.

#454 10 days ago

Any way to patch the PA-3 Rom?

#455 10 days ago

That is a negative, I am affraid.

#456 10 days ago
Quoted from tdddddd:

Any way to patch the PA-3 Rom?

You're running the prototype ROMs because you have a subway and a VUK?

#457 10 days ago

Soren roms on the way. Can’t wait to try it out. Good to go for tournament play?

#458 10 days ago
Quoted from ajfclark:

You're running the prototype ROMs because you have a subway and a VUK?

Yes. I added the VUK and the upper sling kicker and have been running PA-3 for years. It would nice to have these updates and support for solenoids 3A and 15.

#459 9 days ago
Quoted from tdddddd:

Yes. I added the VUK and the upper sling kicker and have been running PA-3 for years. It would nice to have these updates and support for solenoids 3A and 15.

I imagine it is already incredibly difficult for soren to test against production machines, let alone reenabling features that were dropped from the prototypes. Maybe it's easier than I think though?

People have got the VUK and slingshot working with release software though.

From memory, people that just moved the snake run target to the VUK fork switch (#19?) had issues because the game didn't cope with it being held down. However, putting the switch in the subway itself and chaining the coil from the drop target reset coil seems to work I believe. You'd need to double check that in the mod threads on here.

The upper slingshot could just be directly switched, like an old EM slingshot, but it might not have much punch (though maybe that's not bad given the location) and I'd separately fuse it incase a switch got stuck.

#460 9 days ago
Quoted from ajfclark:

People have got the VUK and slingshot working with release software though.
From memory, people that just moved the snake run target to the VUK fork switch (#19?) had issues because the game didn't cope with it being held down. However, putting the switch in the subway itself and chaining the coil from the drop target reset coil seems to work I believe.

Yes

Quoted from ajfclark:

The upper slingshot could just be directly switched, like an old EM slingshot, but it might not have much punch (though maybe that's not bad given the location) and I'd separately fuse it incase a switch got stuck.

Yes, the power is about 10%, but perfect since the area doesn’t need full power

Also... yes, fuse this (I still need to do this)

#461 7 days ago
Quoted from soren:

The bugs are all found in the LA-1 rom.
And they are all fixed in the 8151 patch, yes.

pasted_image (resized).png

So far so good, though I might update those labels with the patch number. I'll stream it in the next little while.

#462 6 days ago
Quoted from ajfclark:

I'll stream it in the next little while.

https://www.twitch.tv/ajfclark

#464 6 days ago
Quoted from Darkwing:

Looks like it was STTNG?

The video labeled "Playing VPK" is actually the Radical stream.

#465 6 days ago

Awesome, Dude. Even with Radical udside down the game rocks.

#466 6 days ago
Quoted from Darkwing:

Looks like it was STTNG?

I moved to STTNG towards the end of the night... There's 3 hours of Radical before that.

Quoted from Clytor:

The video labeled "Playing VPK" is actually the Radical stream.

Yup, always forget to update something before I start. I'll update the video title.

Video will be here till Twitch kocks it off in a few weeks: https://www.twitch.tv/videos/333095864

Quoted from soren:

Awesome, Dude. Even with Radical [upside] down the game rocks.

It does! My play last night didn't, but I was handicapping myself a bit.

#467 5 days ago

Funny how alcohol can improve your playing skills. For awhile.

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There are 467 posts in this topic. You are on page 10 of 10.

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