(Topic ID: 107609)

Total Lightshow. Development thread.


By TimeBandit

5 years ago



Topic Stats

  • 2,224 posts
  • 235 Pinsiders participating
  • Latest reply 29 days ago by TimeBandit
  • Topic is favorited by 199 Pinsiders

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Topic poll

“Is there such a thing as "Too many lights"”

  • Is there such a thing as too much luvin? 7 votes
    18%
  • Is there such a thing as too much good music? 6 votes
    15%
  • Is there such a thing as too much pinball? 27 votes
    68%

(40 votes)

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There are 2224 posts in this topic. You are on page 45 of 45.
#2201 40 days ago

Just got a Metallica that has this installed. It is just superb. Had no issues with it but guess it makes sense to do the update above regardless. Cheers TimeBandit for such an awesome mod!

#2202 39 days ago
Quoted from ktm450:

Basically you just connect it via the switch matrix for the premium, tapping into the correct colour wires at connectors or using insulation displacement connectors. The motor taps into 20v at the pin where the premium does in the back box. Then switch the negative wire through a solid state relay such as an SSR-25DD (heaps on eBay) the relay is switched from the outputs on the total light show board.

Thanks for the information!

In regards to the output on the TLS PCB... is it the unused "OUT5" and it's associated "GND"? If not, what connection is it?

Thanks again.

[edit]

Found the answer. For future reference there is good information starting at post#837 in this thread...
https://pinside.com/pinball/forum/topic/ramp-lighting-in-your-face-st-pro-brought-to-lifevideo/page/17#post-2879534

#2203 38 days ago
Quoted from TimeBandit:

I have also just added a fix for the errant cross-raising. Again, let me know if it plays up again.

Can confirm this has definitely fixed the problem. It used to stay up if I started a game just after finishing the prior game, when unforgiven starts playing and the cross has just risen again. The very start of ‘attract mode’
If you let the section of unforgiven finish, it has never been an issue, only time it happens is when you start a new game just after it has risen.
Now it only stays up for the first ball then retracts again.
Thanks very much mate, good fix!

#2204 38 days ago

Patiently sitting on the sidelines waiting for dmd aprons ..... so looking forward to their return.

#2205 38 days ago

Any chance we will ever see a solution to the broken Metallica pro spinner sounds?

#2206 38 days ago
Quoted from gweempose:

Any chance we will ever see a solution to the broken Metallica pro spinner sounds?

I'm pretty sure I remember reading this is totally dead because of Stern closing the port? So much so, I uninstalled my Sound Caller setup and just connected the spinners to the left-most and right-most picks.

#2207 38 days ago
Quoted from ktm450:

Can confirm this has definitely fixed the problem. It used to stay up if I started a game just after finishing the prior game, when unforgiven starts playing and the cross has just risen again. The very start of ‘attract mode’
If you let the section of unforgiven finish, it has never been an issue, only time it happens is when you start a new game just after it has risen.
Now it only stays up for the first ball then retracts again.
Thanks very much mate, good fix!

Now that’s how you provide quality debugging feedback. Description couldn’t be clearer. Funny, when you’re testing these things you have to think of a whole bunch of scenarios that may eventuate. I had simply never thought to test what would happen if I pressed start a little early.
I’ll have new code this afternoon to fix that last niggle.

#2208 38 days ago
Quoted from gweempose:

Any chance we will ever see a solution to the broken Metallica pro spinner sounds?

I’ll setup for someone to post the Jim Carey “there’s a chance” meme....

My kit can send a spinner sound trigger no problem. “All” it would take would be a third party sound driver, triggered by my board, that has an appropriate sound stored in it, that you could play back through the machine’s speakers. Hell, you could even play it externally to the machine if you wanted.

#2209 38 days ago
Quoted from TimeBandit:

I’ll setup for someone to post the Jim Carey “there’s a chance” meme....
My kit can send a spinner sound trigger no problem. “All” it would take would be a third party sound driver, triggered by my board, that has an appropriate sound stored in it, that you could play back through the machine’s speakers. Hell, you could even play it externally to the machine if you wanted.

Can you step one level lower in abstraction to describe how this had been working through the SAM UART? Did the previously working serial connection simply take a command to play particular sound script?

#2210 38 days ago
Quoted from TimeBandit:

Now that’s how you provide quality debugging feedback. Description couldn’t be clearer. Funny, when you’re testing these things you have to think of a whole bunch of scenarios that may eventuate. I had simply never thought to test what would happen if I pressed start a little early.
I’ll have new code this afternoon to fix that last niggle.

Awesome! Thanks very much Mike!

#2211 38 days ago
Quoted from ktm450:

Awesome! Thanks very much Mike!

Ok, this should cover it..

https://drive.google.com/open?id=1MrLQeMY1JNswea3ubzVDgWklGniRCkhD

For anyone else looking at Met code. This link is the latest version.

#2212 38 days ago
Quoted from RobF:

Can you step one level lower in abstraction to describe how this had been working through the SAM UART? Did the previously working serial connection simply take a command to play particular sound script?

Yep, simply sent a command to use the menu option "play sound" or whatever it was.

#2213 38 days ago
Quoted from gweempose:

Any chance we will ever see a solution to the broken Metallica pro spinner sounds?

Quoted from TimeBandit:

I’ll setup for someone to post the Jim Carey “there’s a chance” meme....
My kit can send a spinner sound trigger no problem. “All” it would take would be a third party sound driver, triggered by my board, that has an appropriate sound stored in it, that you could play back through the machine’s speakers. Hell, you could even play it externally to the machine if you wanted.

You could even build actuators to play double kick drum, and have an actual drum get played in time with the spinners.
Someone should do that.

#2214 37 days ago
Quoted from TimeBandit:

Yep, simply sent a command to use the menu option "play sound" or whatever it was.

And the issue is the newest update has disabled the UART? If we are lucky it is a simple config register setting that they turned off. With a little disassembly and detective work, it should be possible to build a rom patch to reenable it. If you want to talk shop and see if it's doable, shoot me a note. I have your sound board just wasting away in a drawer.

#2215 37 days ago
Quoted from RobF:

I have your sound board just wasting away in a drawer.

Ya. How many do I have wasting away in a drawer. Lolol. So sad it’s funny nowadays.

Generally I’d like to investigate it further but it’s beyond my pay grade. C++ is where I max out, lol. Any disassembly I do has to involve a screwdriver.
I did try attacking it with Olivier aka pinball browser, but even he, the king of ROM patches hit a wall.

I honestly think the path of a general extender unit that takes my triggers and does a whole bunch of other stuff is a better use of anyone’s resources.

#2216 37 days ago
Quoted from TimeBandit:

Ya. How many do I have wasting away in a drawer. Lolol. So sad it’s funny nowadays.
Generally I’d like to investigate it further but it’s beyond my pay grade. C++ is where I max out, lol. Any disassembly I do has to involve a screwdriver.
I did try attacking it with Olivier aka pinball browser, but even he, the king of ROM patches hit a wall.
I honestly think the path of a general extender unit that takes my triggers and does a whole bunch of other stuff is a better use of anyone’s resources.

Sadly I am better from the bottom up (somehow this phrasing doesn't sound right...haha) so I tap out with OOP constructs and run back to my load/store/shift safety blanket . I'll give Oliver a ping and see what info he has. You are probably right about building an extender being a better use of time. But losing the serial connection bugs me enough to see if there is a way to get it back.

BTW, glad to see you back at it.

#2217 37 days ago

Mike this has fixed the cross staying up as you can see in the start of my video. It momentarily makes the cross rise when the first ball hits the trough switch. Then drops it again when the new ball is on the shooter lane switch as you can see at the end of the video.
It doesn’t happen if you have started cross multiball during the first ball but it did happen when I got cross multiball on the second ball and drained, then when my third ball was in the shooter lane it lowered again.
It is usually only the first ball though, and only if the game is started whilst the unforgiven music is playing (if you let the short unforgiven music finish it does not have the issue at all), so all good, Nothing to stress about, great improvement!
Thank you very much for taking the time to fix it for the very limited number of people who it affects, I really appreciate it!

#2218 37 days ago
Quoted from ktm450:

Mike this has fixed the cross staying up as you can see in the start of my video. It momentarily makes the cross rise when the first ball hits the trough switch. Then drops it again when the new ball is on the shooter lane switch as you can see at the end of the video.
It doesn’t happen if you have started cross multiball during the first ball but it did happen when I got cross multiball on the second ball and drained, then when my third ball was in the shooter lane it lowered again.
It is usually only the first ball though, and only if the game is started whilst the unforgiven music is playing (if you let the short unforgiven music finish it does not have the issue at all), so all good, Nothing to stress about, great improvement!
Thank you very much for taking the time to fix it for the very limited number of people who it affects, I really appreciate it!

Excellent!
One thing does always risk causing another of course, so I will look into the extra bits over the next couple of days. Great description though, should be easy to track down.

#2219 37 days ago
Quoted from TimeBandit:

Excellent!
One thing does always risk causing another of course, so I will look into the extra bits over the next couple of days. Great description though, should be easy to track down.

No stress at all mate, I really appreciate the updates, as I said it was something I could live with but awesome that you have taken the time to resolve!

#2220 37 days ago
Quoted from TimeBandit:

Excellent!
One thing does always risk causing another of course, so I will look into the extra bits over the next couple of days. Great description though, should be easy to track down.

I have done a bit more testing it has done a couple of weird things like rising and staying up during the start of sparky multiball. And it dropped a couple of times during cross multiball. (This has nothing to do with when I start a new game. It can happen randomly if I wait for unforgiven song to finish before starting or if I start during the song playing.)

As far as I can tell the ball one issues, when the cross rises when the ball drains and is in the trough and it goes back down when ball two is in the shooter lane, only happens if you start a game during the song unforgiven. As soon as that song fades out and relay 1 is engaged (Can hear it click), starting a game then has no issues (possibly something to do with relay 1 as if you quickly start a game before it disengages it doesn’t have the ball one issue either but can have similar problems on other balls)

I can certainly live with that if it’s too much trouble to chase out.
It is much better than before, where it sometimes stayed up for the whole game or until you finished cross multiball.

#2221 35 days ago

Another Metallica Pro has a rising cross thanks to TimeBandit(and Marco)! Thanks again Mike!

#2222 29 days ago

There’s going to be a delay getting the next TLS kits out for Tron and Met.

Over the past few months I’ve been having some issues with the main boards that have been very surprising and very hard to track down.

Turns out that there is a number of bad Atmel MCUs in the batch. The failure rate I’m seeing on these is outrageous, and having been working with my serious engineer buddies I have heard that in the last year they have seen similar problem batches in other Atmel chips.

This means I have to get the main chip replaced on every outstanding board. Don’t know the turnaround yet but I will keep you posted.

#2223 29 days ago
Quoted from TimeBandit:

There’s going to be a delay getting the next TLS kits out for Tron and Met.
Over the past few months I’ve been having some issues with the main boards that have been very surprising and very hard to track down.
Turns out that there is a number of bad Atmel MCUs in the batch. The failure rate I’m seeing on these is outrageous, and having been working with my serious engineer buddies I have heard that in the last year they have seen similar problem batches in other Atmel chips.
This means I have to get the main chip replaced on every outstanding board. Don’t know the turnaround yet but I will keep you posted.

Dang that sucks. Could this explain the weird behavior I had with my TLS causing memory corruption on my Met? Would you mind sharing the gory technical details on the nature of the problems you are seeing?

#2224 29 days ago
Quoted from RobF:

Dang that sucks. Could this explain the weird behavior I had with my TLS causing memory corruption on my Met? Would you mind sharing the gory technical details on the nature of the problems you are seeing?

The bit where it asks the question whether it needs to go to the bootloader or not, and what register it needs, gets scrambled. The symptom is that it powers up straight to the bootloader and gets stuck there.

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