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(Topic ID: 89874)

RFM: "Hillary, come here! You gotta see this!"


By kjm8888

6 years ago



Topic Stats

  • 4,235 posts
  • 355 Pinsiders participating
  • Latest reply 2 days ago by msj2222
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Post #2093 Wells Gardner K700 troubleshooting flow chart Posted by snakesnsparklers (2 years ago)

Post #2187 Links to updating the game code using windows 7 Posted by ForceFlow (2 years ago)

Post #2295 Adding the missing slingshot spotlights Posted by Lhyrgoif (1 year ago)

Post #2312 Version 2.0 custom code announcement Posted by applejuice (1 year ago)


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19
#2312 1 year ago

promo-rfm-v2-splash (resized).jpg

V2.0 RFM Update

Quick-Shot - Hurry up feature created - Shoot drop target to collect countdown score
Quick-Shot - Graphics animations (Mothership used from martian aerobics), text and boxes created.
Quick-Shot - Progressive scoring, Each successful award increases start value
Secret Weapon - altered the amount of speech in the mode when shots made
Secret Weapon - added ROUND X FIGHT speech with adj option to mode start
Secret Weapon - added stooge fight move to ramp shots
Secret Weapon - decreased punch and kick move effectiveness for easy centre shots
Secret Weapon - Added language translations for name and settings
Secret Weapon - Saucer light now requires completing all robot-lincoln moves
Secret Weapon - Martian now rejuvenates if Abe is idle for too long
Circle Shots - Missile Champ Added
Circle Shots - Missile awards now offer Martian bombs at certain thresholds
Circle Shots - Missile awards now offer Ball Save restart at certain thresholds
Circle Shots - Missile awards now offer Quick-Shot at certain thresholds
Circle Shots - Missile points awards are bigger and easier to get, plus there more of them
Circle Shots - Missiles total now awards a champ entry if beaten
Hypnobeam - Beams destroyed now awards a champ entry if beaten
Attract - Added new lamp show effect - searchlight
Attract - Added new lamp show effect - sweep up and down
Attract - Updated the regular playfield lamp strobing effect
Attract - Missile Champ Screen Added
Attract - Hypnobeam Champ Added
Attract - added more speech call options to flipper button presses
Attract - Removed Dillon Tribute to gain more ram space (temp)
Scene - Now can start from the saucer modes in the centre
Ball Save - Balls are now autolaunched form shooter lane at correct time
Service Mode - updated video test alignment image to save ram, 200k freed
Service Mode - cleaned up brightness/contrast levels on video test alignment image
Stroke of Luck - Added ball save award
Stroke of Luck - Added collect bonus award
Stroke of Luck - Added 2 million award
Stroke of Luck - Removed saucer light award

XINA 1.30 Update
Video test alignment graphics optimised and cleaned up to free valuable flash memory
Test system info menu updated with more colours for versions
Test system info now states 'custom build' - lets not upset anyone!
Ball Saver class changes for better game autolaunch in RFM build

*Will run on pinbox and original hardware
*8Mb ram still needed if running original hardware, based on my own tests, as set from v1.8 onwards

Available 25th December at https://mypinballs.com

#2322 1 year ago

Sneak peak of the new hurry up feature.

IMG_2878 (resized).JPG

1 week later
#2338 1 year ago

I’ll create some instructions for updating pinbox on my site when I get some time, not sure yet when as on hols over Christmas, though it’s pretty simple. You just update the rfm15 update folder with the new files from the extracted update zip

Original games update in the same way as originally

#2348 1 year ago

Notes for updating pinbox systems (I will update these notes and add to my site as time allows. Please read carefully)

On a computer of your choice extract the files within the update exe (This is a basic zip file)

There are 6 files:

pin2000_50070_0200_bootdata.rom
pin2000_50070_0200_game.rom
pin2000_50070_0200_im_flsh0.rom
pin2000_50070_0200_pubboot.rom
pin2000_50070_0200_sf.rom
pin2000_50070_0200_symbols.rom

Copy the files to a spare usb drive

On your rfm pinbox computer, Navigate to folder /root/pinbox/update/rfm_15/ (either by logging into lxdm, or from command line, or using ssh/sftp etc)

Delete or move ALL the existing files within this folder

Copy the new files to this folder. Only the files, no additional folders.

Make sure the update.bin file from the original installation of pinbox is deleted/moved. This will be recreated from the new update files

Move/delete rfm_15.nvram* files from /root/pinbox/roms/savedata/ These files store the settings and high score data but may stop the update if not deleted/moved first.

Reboot the rfm computer

Enjoy v2.0 game code on pinbox

#2360 1 year ago

Yes, I guess my note about >=8mb on original hardware was wrong. I thought it still needed 8mb of ram as per v1.8, because when I originally tested my update work on a spare original system it would not boot with the ram I had installed, but did with a 32mb stick. It turns out this ram was most likely faulty hence me thinking that it still needed 8mb or higher. I wasn't that aware of the change in v1.9 either, or had forgotten and I use pinbox myself for in my own game anyway.

Jees, original machines and their 4mb ram... To be honest I hadn't given it much thought, as its easy to change anyway...

So yes having tested it again today it works the same as with v1.9 and stock 4mb ram. I'll update my notes to reflect this.

...onwards to v2.01

#2365 1 year ago
Quoted from Jodannar:

Update: update worked but now my scoop mystery solenoid no longer fires in game or test. It’s bye so investigation for another time...

Having spoken to this user privately, the issue was resolved by redoing the update process. Seems there are some variables on the updating original hardware. Not surprising because of the amount of ways it can be done and the type of update machine/cable you can have. Seems to work fine though for most people with original hardware. And this user was on 4mb ram

#2366 1 year ago

Sneak at some work in progress on the next update. Do not quote this rev as anything more than work in progress. There are more things I want to add and these notes may change..

V2.10 RFM Update - Work in Progress Only

Quick-Shot - Feature lamp effects improved for active hurry up
Quick-Shot - Added timer pausing for when ball enters/exits jets and upper lanes
Quick-Shot - Added timer pausing for when ball enters exits stroke of luck
Quick-Shot - fixed bug where some scenes background graphics were lost after hurry up ended (achieved or not)
Quick-Shot - Added speech for start and shot success
Question Mark - Percentage of mode selection updated. Autopsy now most likely mode
Question Mark - Martian Aerobics, renamed Martian Invaders
Capture Multiball - Added sneaky lock acknowledgement (lock from rear when lit avoiding diverter)
Circle Shots - Missiles are now only collected/fired when there is an unlit missile circle insert on the playfield
Circle Shots - Completing a set (4) missile shots now ups the bonus multiplier by 1 each time (on that ball)
Attract - updated lamp patterns to fix missing saucer rim 9 lamp on main pattern strobe
Skill Shot - Fixed Super Skill Shot activation which was broken
Outlane - Improved sound and speech calls logic

#2384 1 year ago

Some links updated on my site

v2.0 Update Notes (changes etc)

https://www.mypinballs.com/software/rfm/code_updates.jsp

Pinbox update help guide

https://www.mypinballs.com/software/rfm/update_help.jsp

Donate links on there to should you wish to support this project.

I have a pub card here that i could update then send out for people to use to update then return. Would probably have to have a deposit made first so that it gets sent back when done and ready for the next user. If this is something of interest to you let me know.

Updated working in progress notes for v2.10

V2.10 RFM Update (Work in Progress Only)

Quick-Shot - Feature lamp effects improved for active hurry up
Quick-Shot - Added timer pausing for when ball enters/exits jets and upper lanes
Quick-Shot - Added timer pausing for when ball enters exits stroke of luck
Quick-Shot - fixed bug where some scenes background graphics were lost after hurry up ended (achieved or not)
Quick-Shot - Added speech for start and shot success
Question Mark - Percentage of mode selection updated. Autopsy now most likely mode
Question Mark - Martian Aerobics, renamed Martian Invaders
Capture Multiball - Added sneaky lock acknowledgement (lock from rear when lit avoiding diverter)
Capture Multiball - Added speech for ball locks
Capture Multiball - Added option for add_a_ball
Capture Multiball - Added add a ball display effect/ graphics
Bottom Lanes - added add a ball logic in conjunction with stroke of luck during multi ball play
Stroke of Luck - added add a ball logic during multi ball play (main, martian, bonus etc)
Circle Shots - Missiles are now only collected/fired when there is an unlit missile circle insert on the playfield
Circle Shots - Completing a set (4) missile shots now ups the bonus multiplier by 1 each time (on that ball)
Attract - updated lamp patterns to fix missing saucer rim 9 lamp on main pattern strobe
Skill Shot - Fixed Super Skill Shot activation which was broken
Outlane - Improved sound and speech calls logic

#2386 1 year ago
Quoted from zerbam:

yes.....once you work out any bugs.......the pub card with deposit would be awesome......or can I send you my pub card for you to update?

Yes doing it the other way round would work to. Send me a pm

#2390 1 year ago

I have an idea for a hardware mod to add a 5th ball in the trough, that could be enabled in a future update. This would feed nicely into my add a ball updates and give more flexibility with multiballs. I will try to experiment with this sometime soon. 6 ball trough would be the best but there’s not enough spare drives on the 10 way opto board

#2395 1 year ago

Some more info on my trough upgrade idea. I've added some new code and options to enable in my software update and have taken the trough apart this afternoon to upgrade the optos installed. The boards are designed for 6 balls. (Stripped the full trough down whilst I was there to)

fullsizeoutput_cdc (resized).jpegfullsizeoutput_cdb (resized).jpeg

IMG_3090 (resized).JPG

reassembled

IMG_3095 (resized).JPGIMG_3094 (resized).JPGfullsizeoutput_cda (resized).jpeg

Now to add some extra drives for these new optos. Having thought about it some more i really want 6 balls so, for a full 6 ball experience I'm going to need to use 3-opto board from the likes of fish tales etc, as annoyingly there is only 1 spare output on the rfm 's 10-way opto board.

Regarding a real knocker, yes i think this i possible to. I will add some more code to support this, probably from solenoid drive 18. We will need another opt in option in the system settings like for the trough upgrade.

#2400 1 year ago
Quoted from BobLangelius:

any chance we could get a real knocker while your in there, doctor?

13E4605E-01E9-4F07-9B72-94E56A03369F (resized).jpeg
#2404 1 year ago

Some updates on hardware changes i've been looking into. (This is all just experimenting at the moment)

Here's the list of things to look at (A combination of things i've come up with and have been suggested). None of these items will be required, they will all be optional should you wish to upgrade your game etc.

- Addition of Trough expansion to 6 balls
- Addition of all optos for the upper trough so you can lock balls physically for multiball
- Addition of properly controlled rubber martian eyes (instead of fed off other lamps)
- Addition of a real knocker
- Addition of a shaker motor

Here are some more detailed screenshots on progress. Early days but things are working in the system menu tests

IMG_3115 (resized).JPGIMG_3114 (resized).JPGIMG_3111 (resized).JPGIMG_3110 (resized).JPGIMG_3109 (resized).JPGIMG_3108 (resized).JPGIMG_3107 (resized).JPGIMG_3106 (resized).JPG

#2409 1 year ago

Test loom for shaker and knocker adding

AB2D631C-EB4E-41D6-8D65-121CEF736196 (resized).jpeg
10
#2414 1 year ago

Shaker in and working. The only rfm with a coded shaker in the world ... for now ..

IMG_3137 (resized).JPG

#2423 1 year ago
Quoted from MustangPaul:

Way cool. When does it come on?

I'm working on this at the mo, though its won't be on for everything. Don't want to over do it. I am working on the principal of most major shots, ie end of mode success, completion of tasks, super jackpots, jackpots, martian big and small kills etc. There is granular use for it from my new software, so its not just on and off. There are different levels of 'shake' for different achievements

#2424 1 year ago
Quoted from mjannusch:

I finally got 2.0 installed on my Nucore setup and it works great. Thanks so much for freshening up this game!

Glad you like it. More to come..

#2435 1 year ago

If you would like to get on the list for a shaker and knocker cabinet wiring loom, then please drop me a pm. Cost will be £25 plus postage and is another great way to help support this project.

IMG_3151 (resized).JPG

1 week later
#2447 1 year ago

Quick update for everyone who contacted me to be put on the shaker/knocker loom upgrade list. I have your message and you are on the list I just haven't had time to reply to the messages yet. When i make them i will contact everyone with an invoice via paypal in the order they contacted me. Remember these options will only be operational in the future v2.10 update.

1 month later
#2525 1 year ago

I bought a little NOS item recently!

focUrTIBTkGGCg9zXtRhZQ (resized).jpg

I have some NOS items to sell that i won't need. Contact me via pm for info

I have the following to sell:

1 x NOS SWEP1 cabinet decal set
1 x NOS SWEP1 rom card
1 x NOS SWEP1 manual
1 x NOS SWEP1 translite

IMG_3446 (resized).JPGIMG_3445 (resized).JPGfullsizeoutput_d20 (resized).jpegIMG_3442 (resized).JPGfullsizeoutput_d1e (resized).jpegfullsizeoutput_d1c (resized).jpegfullsizeoutput_d1a (resized).jpegfullsizeoutput_d14 (resized).jpegfullsizeoutput_d18 (resized).jpegfullsizeoutput_d16 (resized).jpeg

#2532 1 year ago

What do we have here then

IMG_3449 (resized).JPG

1 week later
#2554 1 year ago
Quoted from WhiskeyTango:

- Sometimes updating over USB/Serial fails for no apparent reason. This has happened to me on a third of the Pin2k games I've worked on.
- A PUB card is faster, super easy to use and you don't need another computer. (Aside from the programmer, of course. )
- It's fun to make my 22 year old, Windows 95 PC still make the cards.
[quoted image]

You can use an original pin2k computer to update a pub card to so no regular computer needed at all

A pub card is also the only way to recover a bricked prism from a bodged update

#2573 1 year ago
Quoted from Phesson:

A couple weeks ago I joined the club. It came from a bar owner. After I cleaned all the smoke and dust I can’t believe what good condition it’s in with over 17,000 plays. Cabinet, back glass and play field all look great. There are a few switch issues, some lamps to change and I’m having the monitor recapped.
I’m a happy pinballer.
[quoted image][quoted image][quoted image][quoted image]

Green screen! Like the old old days

#2574 1 year ago
Quoted from WhiskeyTango:

Hey applejuice, What hardware should be purchased for 2.10? I understand looms haven't shipped/billed yet, but I want to make sur eI have everything ready.

The shaker motors can be anything really that runs at 12v but I think std stern ones should be ok. The loom will come with a seperate 2a in-line fuse to install and the connectors to hook upto the loom as there’s no extra drive board needed

The knocker mech I’m still working out. There’s the Addams option or a gottlieb type knocker bracket or something else custom. Want to try an avoid loads of loom upto the head. Thoughts welcome though

#2577 1 year ago

This is what I’m thinking of going with for the knocker after looking at various designs and thinking about it some more. Will fit nicely behind the shaker and us nice and simple. The original wms types are gravity fed so this option is the closet to factory wms and will work horizontally. I can create a simple Bom list for it with part numbers maybe

79781842-0BD4-44C1-BFF5-760CBE394EC9 (resized).jpeg19F3BCC1-AE4D-4155-A19E-4BC2ED585978 (resized).jpeg

1 week later
10
#2596 1 year ago

Quick update on v2.10 update progress. Below is how the update notes are looking. I'm deciding whether to wrap this one up soon and get it out, then finish up some of the other new modes like payback time later on. This means the shaker and knocker stuff can get out there sooner. My preferred update method is iterative anyway as its easier to fix bugs that way after more usage etc

v2.10 RFM Update (Work in Progress Only)

Quick-Shot - Feature lamp effects improved for active hurry up
Quick-Shot - Added timer pausing for when ball enters/exits jets and upper lanes
Quick-Shot - Added timer pausing for when ball enters exits stroke of luck
Quick-Shot - fixed bug where some scenes background graphics were lost after hurry up ended (achieved or not)
Quick-Shot - Added speech for start and shot success
Quick-Shot- Added shaker effects for shot success
Question Mark - Percentage of mode selection updated. Autopsy now most likely mode
Question Mark - Martian Aerobics, renamed Martian Invaders
Capture Multiball - Added sneaky lock acknowledgement (lock from rear when lit avoiding diverter)
Capture Multiball - Added speech for ball locks
Capture Multiball - Added option for add_a_ball
Capture Multiball - Added add a ball display effect/ graphics
Bottom Lanes - added add a ball logic in conjunction with stroke of luck during multi ball play
Stroke of Luck - added add a ball logic during multi ball play (main, martian, bonus etc)
Circle Shots - Missiles are now only collected/fired when there is an unlit missile circle insert on the playfield
Circle Shots - Completing a set (4) missile shots now ups the bonus multiplier by 1 each time (on that ball)
Attract - updated lamp patterns to fix missing saucer rim 9 lamp on main pattern strobe
Attract - updated lamp patterns on searchlight pattern to fix some missing lamps and some in wrong section
Skill Shot - Fixed Super Skill Shot activation which was broken
Outlane - Improved sound and speech calls logic
Bonus Wave - Changed balls in play start to 2
Bonus Wave - Added option for add_a_ball
Mothership - Changed balls in play start to 3
System - Added shaker hardware control
System - Added knocker hardware control
System - Added adjustments for shaker installed
System - Added Adjustments for knocker installed

Quick-Shot - Added extra sound for mode start
Hypno Beam - Fixed a bug where the new champion score would not be recorded
Hypno Beam - Reworked (lowered) the shot levels now there is a champion score to make destroying multiple beams more interesting and worthwhile
Hypno Beam - Adjusted extra ball award for destroyed beams to 4
Bonus Wave - Disabled add a ball when entering sudden death (1 ball in play)
Capture Multiball -Added shaker effects for super jackpot and regular jackpots
Martian Multiball - Added shaker effects for hitting and destroying large martian
Drive in Demolition - Added shaker effects for nuke
Drive in Demolition - Removed the mode start points (2 mil) seeing as its now startable from game start
Tower Struggle - Added shaker effects for tower collapse
Secret Weapon - Added shaker effects to end scene, upper cut and mothership explode
Alien Abduction - Added shaker effects to ramp shots and destroying centre saucer
Martian Happy Hour - Added shaker effects to martian kills
Big O Beam - Added shaker effects to barn hits
Paris in Peril - Added shaker effects to martian kills and catapult hits
Payback Time - Roughed in first pass of this mode - enabled at sol after main multi ball and martian multi ball completed

XINA 1.31
Reverted to 3 characters for high scores. Some game specifics are hard coded for 3
Added real knocker option instead of simulated sounds when enabled

#2601 1 year ago
Quoted from wayout440:

Hey applejuice, I'm certainly interested in the real knocker option. I just have a question about the v2.0 simulated knock. The original knock in my stock game was very loud, and the v2.0 is very quiet. Was this by design?, or is there an adjustment or something for this?

Nothing was changed knocker wise in v2.0 . I only started looking at it after requests from people here for a real integration after Christmas and the v2.0 release

1 week later
12
#2623 1 year ago

v2.10 is going through final testing. Release coming soon, for easter weekend hopefully

#2635 1 year ago

The v2.10 update notes are finalised as

Revenge from mars update notes

v2.10 RFM Update

Quick-Shot - Feature lamp effects improved for active hurry up
Quick-Shot - Added timer pausing for when ball enters/exits jets and upper lanes
Quick-Shot - Added timer pausing for when ball enters exits stroke of luck
Quick-Shot - fixed bug where some scenes background graphics were lost after hurry up ended (achieved or not)
Quick-Shot - Added speech for start and shot success
Quick-Shot- Added shaker effects for shot success
Question Mark - Percentage of mode selection updated. Autopsy now most likely mode
Question Mark - Martian Aerobics, renamed Martian Invaders
Capture Multiball - Added sneaky lock acknowledgement (lock from rear when lit avoiding diverter)
Capture Multiball - Added speech for ball locks
Capture Multiball - Added option for add_a_ball
Capture Multiball - Added add a ball display effect/ graphics
Bottom Lanes - added add a ball logic in conjunction with stroke of luck during multi ball play
Stroke of Luck - added add a ball logic during multi ball play (main, martian, bonus etc)
Circle Shots - Missiles are now only collected/fired when there is an unlit missile circle insert on the playfield
Circle Shots - Completing a set (4) missile shots now ups the bonus multiplier by 1 each time (on that ball)
Attract - updated lamp patterns to fix missing saucer rim 9 lamp on main pattern strobe
Attract - updated lamp patterns on searchlight pattern to fix some missing lamps and some in wrong section
Skill Shot - Fixed Super Skill Shot activation which was broken
Outlane - Improved sound and speech calls logic
Bonus Wave - Changed balls in play start to 2
Bonus Wave - Added option for add a ball
Mothership - Changed balls in play start to 3
System - Added shaker hardware control
System - Added knocker hardware control
System - Added adjustments for shaker installed
System - Added Adjustments for knocker installed

Quick-Shot - Added extra sound for mode start
Hypno Beam - Fixed a bug where the new champion score would not be recorded
Hypno Beam - Reworked (lowered) the shot levels now there is a champion score to make destroying multiple beams more interesting and worthwhile
Hypno Beam - Adjusted extra ball award for destroyed beams to 4
Bonus Wave - Disabled add a ball when entering sudden death (1 ball in play)
Capture Multiball -Added shaker effects for super jackpot and regular jackpots
Martian Multiball - Added shaker effects for hitting and destroying large martian
Drive in Demolition - Added shaker effects for nuke
Drive in Demolition - Removed the mode start points (2 mil) seeing as its now startable from game start
Tower Struggle - Added shaker effects for tower collapse
Secret Weapon - Added shaker effects to end scene, upper cut and mothership explode
Alien Abduction - Added shaker effects to ramp shots and destroying centre saucer
Martian Happy Hour - Added shaker effects to martian kills
Big O Beam - Added shaker effects to barn hits
Paris in Peril - Added shaker effects to martian kills and catapult hits
Mars Needs Women - Added shaker effects to console destroy and glass crack
Payback Time - Roughed in first pass of this mode - enabled at sol after main multi ball and martian multi ball played
Secret Weapon - Fixed a bug with the update of martian rejuvenation on the energy bar graphicss

XINA 1.31
Reverted to 3 characters for high scores. Some game specifics are hard coded for 3
Added real knocker option instead of simulated sounds when enabled

Look out for the beta inclusion of payback time and how to start it. Its early for this feature, but I've included it anyway.

#2638 1 year ago
Quoted from WhiskeyTango:

applejuice I'd like to get your saucer mod and was curious how/if your updated code interacts with it.

The rgb saucer mod has its own processor and reads the lamp matrix from the game to set the colour of the saucer lamp patterns to the mode colour in play.

There is no need for the updated game code to do anything extra here.

Order from my site store at https://myPinballs.com

#2641 1 year ago
Quoted from Zitt:

applejuice
how far along are you w/ regards to the Shaker Kits / wiring harnesses?
I sent a PM to you on 1/28 (I'll reply again) to put me on the list; but never heard from you.
With V2.1 coming soon... I'd like to start planning.

As you might imagine, I’m pretty busy! The shaker looms are In progress but I have a million things to do ( this isn’t my only pinball project) and they are labour intensive to make so take awhile. If you contacted me then you will get one no problem. I won’t take your money either until I have one for you to ship. When they are ready you’ll get a message and invoice

#2649 1 year ago

Update on the shaker/knocker looms. The first few invoices have gone out to people. I am working through the list of pm's in chronological order, so please check your inbox here on pinside. If i don't get a reply within a few days i will ask the next person on the list etc.

Update on the new software v2.10. The testing has gone well with good feedback and it will be uploaded for download from my site this Friday - 19th April.

https://mypinballs.com

Happy Easter!

#2657 1 year ago

rfm_v210_update_splash (resized).jpg

Visit https://mypinballs.com

Update notes: https://www.mypinballs.com/software/rfm/code_updates.jsp

Please consider donating if you like this software. Donations help support this and our other many pinball projects.

Happy Easter

#2661 1 year ago
Quoted from embryon:

Installed without a hitch. Your version is very polished and I did not see any bugs atm. The hurry up is good but every now and then it covers a graphic that is needed to complete a mode but isn't a big issue.
Didn't get to see payback time and hypno beam isn't a given mode the second time you get the sol. In fact I didn't get hypno in the six games I played. I do like the add a ball to multiball modes

I won't go into the amount of hours spent, but glad you like it. (Thanks for the hurry up note, i will look at this). As mentioned before, RFM is one of my fav games right back to when it was released. I've owned one (not the same one) almost half my life. We were lucky enough to have one as kids in our family home from almost new To work on updates is a great privilege and i want to do it justice

As for hypnobeam award, its the 3rd time in the sol hole. This is forced by the software as it was when released. I think williams would not have left it this way if they had more time to work on it. I have ideas to improve the logic a little at the sol so it only awards hb after some other things are complete as well as 2 visits to the sol. But thats for the future. Hb itself should be more fun now to generally. See the update notes. Enjoy.

#2663 1 year ago
Quoted from retroworld2k:

Great work. How to get a shaker to work or where to order one?
Greetings Maik

3 things. 1) Buy a shaker & knocker loom from me (there is a queue) . 2) Buy a std stern shaker motor (sam variety best). 3) if you want a real knocker to, then order a DE style one, or I can supply a parts list to use for all wms parts.

#2674 1 year ago
Quoted from WhiskeyTango:

applejuice Will this loom be wired for the light up martians? The two I have now are just wired into the GI.

No, this is a loom for adding a real shaker and knocker only. These are both cabinet devices not playfield ones

My code work to add properly controlled Martian eyes will just work from the regular playfield lamp matrix. This is not implemented yet though other than lamp test

#2675 1 year ago

Shaker/Knocker loom update:

I am in talks with a few manufacturers here in the uk to see if its viable to get a bulk lot made. Making them by hand is very time consuming, slow and tedious!!! Hopefully it pans out and then i will have a nice quick despatch supply of them Current price is £25 plus postage, but that may change.

#2687 1 year ago
Quoted from applejuice:

Shaker/Knocker loom update:
I am in talks with a few manufacturers here in the uk to see if its viable to get a bulk lot made. Making them by hand is very time consuming, slow and tedious!!! Hopefully it pans out and then i will have a nice quick despatch supply of them Current price is £25 plus postage, but that may change.

Quoted from Zitt:

I don't think it's been suggested; But, I am *not* trying to take business from Applejuice... my goal is simply to support him in his endeavor as I think the work he's doing for RFM is very awesome. Regardless of what he decides; I'll be buying the knocker loom from him to support his work on the game software. It's well deserved.
I have some experience making wiring harnesses for projects like my Laser mods for Stern Star Trek.. so I'm happy to help him find a source if it helps him avoid crimping these darn things by hand.

As mentioned i am in talks with 3 companies here in the uk now to get looms made. If you buy a loom from me then you are supporting the project aswell as upgrading your game So the cost will not go down, but i am hopefull it wont go up either. If there is long term demand then we could work out a way for somewhere to supply them state side to lower the postage cost part of it, but that is far off yet. Stay tuned.

#2699 1 year ago
Quoted from dashv:

Sorry if this is answered in the thread somewhere. I’m only halfway through the backlog. I also tried reading old release notes but couldn’t find them.
Does the 2.1 software fix the lamp test for LED conversions?

No!

But I am looking at it. There is a way to just disable the full lamp blown/shorted/open check thing, but its not that straight forward for a setting option addition. Its a build option

#2702 1 year ago
Quoted from mjfisher:

Hi all. Would someone mind sending me a photo of the 3 eddy sensors under the playfield please? I'm having some intermittent missed detections and I'm wondering if the actual sensors are installed correctly. Could possibly be my cliffy impacting as well I guess. It seems to register if I shoot with the left flipper most of the time but particularly when I backhand it using the right flipper it sometimes doesn't detect. Any other ideas to check would be great also. Thanks in advance

Eddy sensors? Do you mean the magnetic reed switches These go bad all the time! Wish there was a new supply of them but they are unobtanium

#2705 1 year ago
Quoted from wayout440:

Try this first, as it is the easiest possible repair:

If that doesn't work and you cannot locate a replacement - there is a more elaborate DIY fix:
https://pinside.com/pinball/forum/topic/diy-repair-20-10293-reed-switch

Not sure any reed switch is that easily available anymore and the williams ones have very specific mounting points. On little plastics lugs under the playfield. Somebody really needs to remake this parts, as its used in games before pin2k as well.

The diy fix looks horrendous and a right pita. I managed to get a few used spares but new would be so much better.

#2715 1 year ago
Quoted from dashv:

Does the 2.1 software fix the lamp test for LED conversions?

Something to look forward to in upcoming releases if you use LED lamps/use pinbox/nucore

This is how my game normally reports lamp issues wrongly (using pinbox)

IMG_3903 (resized).JPG

New System Adjustment enabled

IMG_3891 (resized).JPG

And now, no more erroneous errors

IMG_3897 (resized).JPGIMG_3900 (resized).JPG

#2720 1 year ago
Quoted from wayout440:

Interesting. I am using Pinbox and mine did not look like that, but I do get the "martian eyes" lamp errors (I went around in circles trying to find these on the playfield, too )

I think its pretty variable on pinbox/nucore. I use normal lamps but this was just for the sake of a test for the led guys.

And i guess you do know the martian eye lamps were new lamps positions added in v2.10 for future updates and for people who upgrade the rubber martians

#2721 1 year ago
Quoted from Ricochet:

Quick question... do I need Nucore/Pinbox to run your releases ? There is an updater that runs as a command line exe to upgrade the stock system through the serial port. I was hoping to be able to use it as your ROM structure is standard.

Been mentioned a load of times on here. It works with with both original and pinbox/nucore

#2732 1 year ago

Update on the shaker looms

I have a manufacturer on board now and am in the process of ordering 100 units. Yes, 100 looms people

I hope as many people as possible support this project and those who already have done, continue to do so.

Also, on the lamp test front with LED usage. If anyone wants to pm me for an ee tech discussion on the operation of the lamp RC circuit charge and decay test timing and has ideas on how we could alter this for LED use then i'm all ears. I have the timings for regular filament lamps.

#2736 1 year ago
Quoted from BENETNATH:

Would anyone share a copy of the 2.1 ? I had planned to update and mypinballs is down
Any info on the wiring for shaker? I did not see anything. Shall I consider It will not be explained, in order to have user purchase looms to support the development ?

My site is not down? Check your connection

#2750 1 year ago

Pinbox/Nucore users running original bulbs -> can you confirm if your lamp test works as expected or gives gibberish? Experimenting with some timing settings that seem to make my pinbox setup lamp test work perfectly, whereas without, the lamp matrix a test is wrong.

One other great thing was, after i got it working correctly, i identified a rogue 161 bulb and a bad holder in my game almost instantly.

#2768 1 year ago
Quoted from Moto_bone:

I'm totally digging the 2.10 upgrade!
I've put on about thirty- two player games and still haven't
been awarded payback yet. Am I missing something?

Martian attack and multiball completed . Sol at 2 or more and then shoot sol when lit

It’s beta right now so won’t be free from bugs and the graphics won’t be final either but you can get an idea of it. Homage to t2

#2778 1 year ago
Quoted from TBatti:

Is this safe? What changed?

Safe?? Eh? Stay on v1.5 if you want to..

But if you want to know what I did so far see here

https://www.mypinballs.com/software/rfm/code_updates.jsp

This list all my changes since v2.0.

#2781 1 year ago
Quoted from WhiskeyTango:

Safe? Mostly. It did set one of my games on fire, but I was able to flip it on eBay..

Not sure jokes are a good idea. I don't want people emailing me worrying...

#2793 1 year ago
Quoted from Sonic:

Hey gents....I've finally joined the club...picked up an HUO RFM last night......
To answer the the 'safe' question - I've already upgraded a friends to v2.1 (I'll be doing mine soon) - he has 32mb RAM - original hardware - no issues...
And finally - thanks for the inquiry into the MRS remakes....I should finish up the first 25 this weekend....I've got to admit - it is labor intensive as they have to be built by hand....so we'll see how this all turns out......
[quoted image]

I hope some of those reed switches have my name on them! Look great

#2807 1 year ago

Shaker and Knocker Loom update:

I will be receiving the first sample from the manufacturer tomorrow, so will post some pics of it. After this is approved by me, its full steam ahead for 100x looms to be made

#2812 1 year ago
Quoted from Bangback:

I have similar issues with my switches registering in my ball lock lane. Sometimes it seems like the ball travels too fast and doesn’t register with the switches, but the switches still test fine in test.
I wonder if adding a small capacitor across the switch leads would help? I’ve done this with my LOTR Palantir switch and now it registers every time I hit the switch.

Just replace all microswitch rollover switches. wpc-95 and pin2k cherry switches don't last. They were crap quality

#2815 1 year ago

Sample loom is here. Checking it in my game.

IMG_4059 (resized).JPGIMG_4060 (resized).JPGIMG_4061 (resized).JPG

#2822 1 year ago
Quoted from WhiskeyTango:

I checked the standard Stern SAM shakers and the motors have different connectors as they connect to a board. I'm assuming that one of the 2-pin molex connecters is intended for the shaker and would require a new connector installed.

The loom has 2 standard molex connectors for connecting up a shaker and knocker. There are various shakers and knockers you can use so the connectors are like this so you can fit whatever you choose. The appropriate male ends and pins will be included so you can connect your items. If you use a stern shaker you don't have to use the board, you can just connect to the motor cable if you include a 2a fuse in line. The choices are many and its up to the individual.

These looms are already in use as i was making them manually beforehand so its all proven.

I will create an install doc about it when i get time.

#2829 1 year ago

Few new features that I'm working on. More details later. Maybe you'll want to stay up til midnight in the future??

#2835 1 year ago

Work on a new feature - Attract mode clock and date addition. Handy when you have your RFM on a lot in the workshop/games room like me

This is also the start for work on a midnight madness mode.

Anything shown is just dev not final

144AEFF4-8BD3-41CB-A8BD-6FD7C7BF92CF (resized).jpeg6F1B67D9-732F-4973-9685-0B8F30337206 (resized).jpegB7030A79-DEFD-4A26-AD2A-F91615F032ED (resized).jpegB8711AF4-CF18-4F27-82B6-8D304640AE66 (resized).jpeg
#2839 1 year ago
Quoted from harig:

just for the records-could not find a post with that error message:
was having issues when updating my RFM. Error message on the P2000 updater was: "cannot connect on com1"
Finally, after checking connectors and settings on my PC the culprit was inside the original PC: the serial DSUB9 port on the side was internally connected on the wrong port -make sure it is connected to COM1 on the motherboard !
Update went well using win XP pro and the existing serial port.
I luckily found this solution by watching a random P2k update video and the guy was having the same issue...pure luck...I would have wasted lot´s of time...
Finally with V2.1 installed everything is prepared for the shaker to be built and implemented

Common problem with original pin2k rfm computers. Many of them shipped with the comm port cables (inside the computer box) on the wrong header or reversed. I've seen it many many times over the years. Always check this BEFORE trying to update for the first time

12
#2868 1 year ago

Midnight Madness mode creation underway. graphics work and testing. Creating the classic mode in pinball 2000 technicolour!

IMG_4149 (resized).JPG

#2875 1 year ago
Quoted from WhiskeyTango:

This is gonna be great..

Quoted from bobwiley:

I had to google midnight madness...oh man, that is AWESOME! The Mrs. & I already determined midnight will be 9 pm at our house, otherwise we wont see that mode for years!

“It’s a full moon, expect things to be alittle crazy” ha ha ha

#2878 1 year ago

Just to show you how a new graphic is made. Using illustrator and Photoshop . These are made from scratch and drawn using the old dmd files as reference. They are not in the game rom originally. Serious amount of work but worth it for a mode like this and to maintain the high standards I insist on. 6 graphics to create in total

DAC6C0AD-6B13-4287-8701-FF3D95DF8987 (resized).jpeg
#2889 1 year ago

More graphics creation

IMG_4169 (resized).JPG

The mode starts... Have a short vid to share later of the mode starting up with the lamp and sound effects (like the wpc era games do)

fullsizeoutput_1096 (resized).jpeg

#2898 1 year ago
Quoted from WhiskeyTango:

Installed the shaker motor today..

Hope you like the additions. Really adds to the game i think. Still love my addition for the catapult on paris in peril

#2899 1 year ago
Quoted from Ahoernchen:

Where do you get the space for new graphics?
All images except of 2 which are in flash are in the masked roms?!
Or is your update made with new roms and only for Nucore/Pinbox?
How do modify the sound roms without the raw sounds?

Runs on original and new hardware, just like all my other updates. Space is available in flash as i discussed with you previously

#2903 1 year ago
Quoted from WhiskeyTango:

Can't wait for the looms to be done so I can feel it in action!

Quoted from lurch:

Really stoked about this! Now i'm on the hunt for a RFM.
Shaker motor+new firmware, whats not to like?
Thanks AppleJuice for all your hard work!

Looms are paid for and the company is setting up the tooling to make them as we speak. We had to go through the process of getting a sample to check and then creating the bom etc. The sample worked perfect first time. Its taken a lot of time to get these into production, plus I'm mega out of pocket right now, but its the best way to get these manufactured on a scale that can meet the demands for everyone. Sales of them will feed back into the development of the software and help cover the costs of what's already been outlaid by my company in cash and time.

I'm hoping to receive the box of them in 2 weeks time. I'm also hoping there might be a few pics to share of them being made

#2906 1 year ago
Quoted from luckycreature:

So my stroke of luck shot always just gives 1 million points. Anywhere in settings this could be stuxk? Thanks for any advice.

What version of software are you running?

#2909 1 year ago
Quoted from luckycreature:

1.6 is what it says

Possibly you have a tournament setting turned on, which will equalise the sol awards to dullness. Check the standard and feature settings in the service menu adjustments

and UPGRADE YOUR SOFTWARE ha ha ha

10
#2910 1 year ago

Well, midnight madness is now included Video of game play below.

https://www.instagram.com/p/Byc0TzRHKkY/

Scene Select changes near midnight with a well known phrase to alert you and also the attract clock changes colour
IMG_4194 (resized).JPG

#2921 1 year ago
Quoted from harig:

Dear @applejuice
thanks a lot for your great work on that machine-keep the spirit up!
Since updating from V1.9 to V2.1 I do get those messages in the diagnostics:
"check lamp 33A left rubber martian eyes" and
"check lamp 34A right rubber martian eyes"
Seems that is related to the feature mentioned there: https://pinside.com/pinball/forum/topic/rfm-hillary-come-here-you-gotta-see-this/page/49#post-4775799
I do use the original PC
Is there any feature to deactivate the "rubber martian eyes" in the adjustments?
Might have acitvated it by accident somewhere.
Have gone through them but could not find any.
Was wondering as no one else seems to "complain" about those messages yet?
thx a lot[quoted image]

Will be fixed in the next update. I needed to add an extra definition in the configs as these are optional not essential and not currently included in any modes yet.

#2936 1 year ago
Quoted from cougtv:I have pub cards for 1.2, 1,6, 1.8 and 1.9 available for free use at York if you bring your game for free play!

Slightly bizarre, why update peoples games to old versions? v1.2, jeeees

#2937 1 year ago
Quoted from Ricochet:

I think it has something to do with how the parallel port is serviced... anything could be affected... just so happens the relay and the lamps are taking a hit. They are only related to each other because they share the parallel interface.
I would love it if they opened up that software for general purpose use.

Yep, its a latched based 8 bit system, just like wpc and wpc-95, so everything would be effected, but probably only the lamps and relay are actually noticeable by eye/ear.

#2939 1 year ago

Just had an update from the loom manufacturer. My shaker & knocker looms are complete and should be being delivered here tomorrow. All 100 of them

#2943 1 year ago

People who contacted me for looms, today is the day i start sending out invoices with tracked shipping for you. Check your pinside inboxes as the day progresses.

Also i will post some pics when the box of looms arrives. This has been a long road to get here, but worth it i hope. More RFM's will soon be shaking

Remember shaker support is only included in my software update v2.1 onwards. Upgrade your game today using the download at https://mypinballs.com if not already done so.

#2950 1 year ago

Looms are being boxed up and shipping labels printed. First load is going out monday. I am working through the list of interested people, so check you pinside inbox.

I have also created a small instruction sheet which i will add a link for on my site in due course.

Thanks to all who have purchased so far.

1 week later
#2957 1 year ago
Quoted from Lhyrgoif:

Got my loom today, yay.
Now I just need dummy instructions on how to assemble everything , what shaker to use and so on

See post 2950, I will be adding a link to my instructions sheet later today. You can pretty much use any shaker you want but a stern sam shaker is easiest.

Also note the bag of extras in the kit for easy connection of said shaker

#2959 1 year ago

The Shaker & Knocker Loom install instructions for my loom product is here:

https://mypinballs.com/files/rfm-shaker-instructions_v10.pdf

Please read the instructions carefully.

#2961 1 year ago
Quoted from Sonic:

Reminds me I need to pay my invoice - will do shortly....what about connection/setup of a knocker?

Connect the knocker as shown in the instructions

#2963 1 year ago
Quoted from Sonic:

In the instructions (the pdf link above) - I only see the shaker noted for installation......where are the instructions for the knocker?

Not sure what else you need? You just add a connector (included in the kit) to the knocker you buy and then plug it into the connection stated in the instructions in the output connection table. Easy

#2965 1 year ago
Quoted from Sonic:

Wasn't sure if you had detailed the parts/pieces you used for your knocker set-up...coil...bracket....good location...etc....I was looking more for that....

https://www.pinballlife.com/data-eastsega-knocker-assembly.html

I linked this a few times in the thread

#2967 1 year ago
Quoted from rygar:

Would Williams assembly also work? I have several of those.

Not really, as the knocker needs to be cab mounted so the de one is the best option. wms one are gravity fed in the backbox usually.

#2969 1 year ago
Quoted from Lhyrgoif:

Is it possible to use a Stern SPIKE shaker 502-5027-00-02 (rev C) also? If I understand it correctly we connect the loom directly to the motor (via a fuse) and can simply discard any other stuff like controller boards bundled with the shaker.
If I can't use the SPIKE shaker then why not, wrong voltage?
Also, can I use any knocker with a spring (used for horizontal mounting) or do they differ in other ways? I can't find the standard Stern knocker anywhere near me and the shipping overseas is pretty much. Any other recommended knockers then the Stern one?

Any shaker that runs from 12v should work ok, but if you decide to use something i haven't said works or got people to test then it is at your own risk. I've said what will work ok and i'm not going to go and test every shaker out there. If people want to test other models and they work then i will keep a list/update the instructions accordingly no problem. Remember though its at your own risk ..

The DE knocker design should be able to be recreated from various parts. There isn't anything special other than using a sensible coil like a 26-1200 etc

#2971 1 year ago
Quoted from CommissarisRex:

applejuice Noob question about the rfm-shaker-instructions_v10.pdf. See attached images. At my machine the left (L) socket is already in use. What to do?[quoted image][quoted image]

Move the games connector back to the rhs one and install the new cable as shown. Someone moved your connector. It doesn't really matter as they are the same outputs, but for neatness and matching the manual do the above.

#2997 1 year ago
Quoted from Sonic:

You have it striking the metal housing? I was going to ask where folks were installing theirs.....

You can mount it anywhere you want really just make your connection the appropriate length. I mount mine in the same front right place as the shaker

#3002 1 year ago

Ok let me clarify a few things.

1) Knockers should have a coil diode. Pinball 2000 had coil diodes on all coils and diodes on the power driver board. For reliability, so follow the same. Make sure the +50v voltage wire goes to the banded side. Brown on my looms.

2) Shaker motors and knockers should fit perfectly well in the front rhs of the cabinet. There shouldn't be any need to do anything particularly special. The loom was made and tested in various games beforehand and i spent along time perfecting it. I dont understand why the tilt bob is shown on the rhs on 1 game above. I can only assume this is not factory.

See my game installation below.

IMG_4399 (resized).JPGIMG_4400 (resized).JPG

I will most likely update this info into the instruction doc when i get time

#3007 1 year ago
Quoted from Ahoernchen:

It is off course not a hack or some modification!
During production of the games they mounted the tilt on the right and on the left side!

Well, there must be a pattern here somewhere as the loom has to be different for this move.... Must be a range of serial numbers or games to certain countries originally.

#3009 1 year ago
Quoted from Ricochet:

Moving the tilt assembly seems to be the easiest, leaving your loom as-is. The coin door PCB will need to be shifted towards the front as well as the cable clamps. This will free up the space on the right side for the shaker. This is what I intend to do.

I'm meaning the rfm cabinet loom. If you move your tilt bob does the cabinet loom still reach. What is your serial number for your game, and what country does the sticker say inside?

#3016 1 year ago
Quoted from retroworld2k:

Tested the shaker yesterday and I really like it.
Thanks for the afford. When you plan to release the 2.2 version?

My favourite 'shake' add ons, the small shake as robo-lincoln plants one on the martian at the mode end, the catapult items as they hit the saucer in paris in peril and the hits to the large martian in martian attack. More detail to add to

#3017 1 year ago
Quoted from Ricochet:

Yup I just moved mine... no problem whatsoever!

Ok, so i think we can safely say, having the tilt bob on the lhs (like pretty much every pinball game ever made!) is the best option and its not too taxing to move it if for some reason your have an rfm with the rhs mounted one. the rhs is the best place for the shaker along with the knocker once you have space.

I'll add the info to the instruction doc when i get a minute.

#3029 1 year ago
Quoted from Sonic:

MRS Update: I decided to go back to the drawing board to squeeze as much sensitivity as I could from the form-factor before calling this project a success. And to that end, I succeeded....and have 8 completed switches....I've got reznnate for 3 switches and I'd like to get another 4 switches into folks' hands so they can kick the tires on these before I complete more switches......so shoot me a PM - I've got 4 I can ship - but I don't want them squirreled away, but I want them used in a game or what have you....
Here's a pic of #3 (of 8 )
Matt
[quoted image]

I’d like to test 1 of these. Great work

#3036 1 year ago
Quoted from johnstewart:

applejuice - I love your 2.1 code! It's so, so much more complete and fun game than how I got it last week (with 1.2 code), thank you!
I've ordered your loom and plan to install a knocker and shaker.
I'm very intrigued by this 6-ball option. Do you have any further details on how to perform this upgrade? I guess we need to obtain a new opto board, at a minimum?

Thanks for the comment, it is appreciated.

The 6 ball trough is still work in progress right now, as i'm working out the best way to integrate it. There are a few hardware challenges to overcome

#3041 1 year ago
Quoted from Zennmaster:

Sure.
This kit uses a different concept for covering the weights than the one that applejuice used. That one just covers the weights, this one covers the whole assembly. I assume that the idea is to keep errant wires, etc. out of the swing of the weights rather than act as a dust cover, so I'm not worried about cutting into the middle part. Also, I'm pretty sure that there's nowhere in the corner you could mount this one without interference. Obviously I didn't think about this when I placed the motor, and I'm really glad that the foot fell in a location where it was only conflicting with the cover, and not the frame of the motor, or even worse, the path of one of the weights!
In time, if the cut bugs me, I'll probably end up designing a 3D printable set of end covers.
Also, on a side note, there's no path in the cover for the wires to route through, so there will be some cutting involved regardless. Actually, there is a hole on the top of the cover that I assumed was to catch the mounting screw for the fuse holder. Since this mod involves cutting the connector off, I suppose you could thread the wires through that hole, but then you'd need to mount the fuse somewhere else.[quoted image][quoted image]

Why didn't you just mount the shaker to the far rhs side, as your pic shows a gap of about an inch next to the cab side? Others have mounted the stock stern shaker ok without cutting into the case.

#3045 1 year ago

Martin Weist (from pinball2000.de) mounted his ok see below. (He decided to use the stern driver board, though as the instructions mention, you don't need to if you install the fuse)

http://www.pinball2000.de/local_images/shake_7.jpg

shake_7 (resized).jpg

Maybe as far right as possible and as far front as possible will give just enough room. As i mentioned, these were tested in other peoples game first, but maybe there is some variation with cases or makes etc. You could also adjust the bottom of the case to allow it to move further right.

At the end of the day its up to the individual how they mount it. The game supports them fine now with v2.1

#3063 1 year ago
Quoted from Ahoernchen:

Blown fuse.
And your shaker needs a resistor 1ohm/10W for example

No it doesn’t need a resistor . As I said in my instruction sheet we are running from 12v dc directly not a rectified ac voltage like on stern sam games

#3064 1 year ago
Quoted from BENETNATH:

Sonic : if shipping to France is feasible, I'm in
To All: man down, need help.
My rfm is original with 2.10.
I've set-up a shaker with a 12v motor used for stern shaker. Direct connection plus the fuse(2.5A SB).
When I made the test in coil test menu, the activation of the shaker worked well but the menu was going back one level directly.
I suspected a small bug. I anyway activated the shaker in the settings and launched a game.
And that worked well, shaker went on during the missile launches etc. SO GREAT AND SO SHAKY
but suddenly, I had a "DOOR OPEN, 50V disabled" message. The door was still closed.
I checked the switch and it was not unplugged. I was also no longer able to use the door buttons to go to the menu.
I then restarted the pinball and it seems the pinball had a reset.
I'm now on the country selector menu and I can't move as buttons are still non operational.
So much frustration.
Any guidance ??
applejuice : how can I make a donation, shaker addition is so cool !

I would double check you didn’t dislodge the cabinet switch plug on the driver board when you installed the new loom.

As for donations visit my site https://myPinballs.com the button to donate is next to the download image and link. Any donations are greatly received as it takes hundreds of hours along with testing to create decent updates. Not to mention stumping up the cash for all shaker looms up front.

Speaking of which I have an idea to commission some new graphics for a new feature mode. Set In an abandoned theme park with zombies perhaps then the aliens turn up....

#3074 1 year ago
Quoted from BENETNATH:

You win !
Putting a new fuse helped me to get the pinball running again.
The settings were lost so I put again in free play and shaker enabled.
I managed to play some balls and shaker was working but I got some messages as 'OPEN DOOR to operate buttons' after shaker activation.
I also got few TILT on strong activation
Then finally, fuse blew again.
applejuice, no diode is needed on shaker ? I'm suspecting some current to go back due to shaker induction by inertia.

Can we check that you plugged the shaker into the 12v connector and not the 50v one. 12v for shaker (orange and yellow), 50v for knocker (brown and blue). See instructions for more detail. I don't see why a 50v fuse would blow if you run a 12v motor. Also i've not seen the need for additional diodes on shaker motors unless you feed an ac voltage instead of a dc one.

The driver board has coil diodes included on every output (even though coils have them to, backup i guess) so my only thought currently is perhaps the coil diode for the shaker drive is leaking and potentially shorting the 50v line when activated.

#3076 1 year ago
Quoted from Ricochet:

Finally got 20 minutes of my life to myself to mount the shaker ...
I put it as far right and front as possible... so it would be easy to get the cover on and off. The blocking for the prop rod and the leg anchor pretty much determined where it was to be mounted
I marked the two holes closest to the coin box and piloted them. From the underside I marked and piloted the other two holes that are closest to the cabinet wall (because the drill won’t fit for a straight hole... the wall is in the way)
Once the pilots were done I countersunk the underside where the T-nuts are pressed in. Totally unnecessary step... but I like the way it looks.
I used a 6mm brad point bit to cut the holes for the T-nuts. Stay away from twist drills, they make a mess, wander and blow out the material.
BTW...the factory Stern kit comes with the bolts and T-nuts needed for mounting.
The rest was just attaching the shaker with the bolts and putting the cover on.
Perfect fit !!!
This is basic stuff ... I mean ... drill 4 holes right? ... but I thought others may like
to see it.[quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image][quoted image]

Great work. Was thinking earlier what would be great is possibly making a template drawing that I could include with the instructions. What do you think? Might help future people line them up easier

#3080 1 year ago
Quoted from Ricochet:

Here is a drill/mounting template for the SAM shaker.
https://drive.google.com/open?id=1_evWok7HFRm9fF2oO7KdA2fCGo_aC76_
You've got about 1/16" of margin on the right side of the template, just cut along the dotted line, but I would not cut off the dotted line, otherwise your shaker may be too close to the wall. Mark your holes and do a quick “dry” fit of the motor before you commit to drilling. I hope this makes installation easy. Let me know if you have any questions.

Perfect! I will add this to the Instructions pdf file download. Many thanks for doing this.

2 weeks later
#3099 1 year ago

Loom ordering now included on my website, along with an install instructions download link. See the RFM section on the front page.

https://mypinballs.com

1 week later
#3122 1 year ago

I have some monitor chassis's available for wells gardner monitors and ducksan to i think, plus some original computer parts if you are in need of something. motherboards, prism cards, empty cases, sound cards etc etc. Get in touch if you need something.

#3123 1 year ago

Code updates wise, working on finishing up the midnight madness mode and some other tweaks. Aiming for 1 more release this year time depending

1 month later
14
#3258 1 year ago

So are you ready for a Halloween Party?

New software version v2.2 coming 31st October 2019 all being well. Is about to go out to my beta testers..

Maybe you'll want to get some friends round to try out these new features, and maybe play at midnight to??
IMG_5186 (resized).JPGIMG_5187 (resized).JPGfullsizeoutput_1096 (resized).jpeg

#3263 1 year ago
Quoted from Lhyrgoif:

Sweet. Really looking forward to it. Any patch notes we can take a sneak peak at?

This is how it stands right now..

v2.20 RFM Update

Attract - Added mypinballs logo to software version screen
Attract - Added clock and date display with adjustments
Attract - Added midnight madness ready detection to clock display
Attack Mars - Lowered default champ score to 200mil
Scene - Added midnight madness ready detection
Martian Bombs - Added new playfield lamp effect to aid player when martian bombs are lit (using shooter lane GI lamps)
Midnight Madness - Added New Mode. Start a game close to midnight…
Tower Struggle - Added more shaker effects - To martian splats and saucer explodes
System - Fixed problem with optional martian lamps showing up in lamp test as broken
Bonus Wave - added new lamp effects for active wave using saucer and mode feature lamps
Bonus Wave - added new lamp effects to show global game progression during mode
Drive in Demolition - added More shaker effects to tank and car/truck weapons
Party Modes - New feature. Select special flipper options for party play
Happy Hour - Added new feature for ‘drunk’ flippers

XINA 1.32
Lamps - Add option to ignore lamp test. For use if LEDs are installed
Lamps - Added experimental RC charge and decay values for better LED lamp testing
System - Improved some Adjustment setting housekeeping
System - Added new menu item and infrastructure for Party Mode settings section
Flippers - Amended the logic for bad eos switch flipper retriggering as this conflicts now with a no hold party mode.

#3265 1 year ago
Quoted from johnstewart:

"No hold flippers" - meaning you won't be able to cradle a ball with this option on?

yes, party on!

2 weeks later
#3296 1 year ago

4 days people to Halloween and the release of v2.2 and some midnight play with reversed flippers! Check https://myPinballs.com from 12am gmt 31st Oct

Tests have gone well and now passed my beta testers attempts to break it, though I’ve spent an awful long time squashing bugs for this! As i add more it gets more tricky to shoehorn it into the space and still keep the original hardware space and 4mb ram options alive!!

To the Martian emperor! Cheers

*Please give generously to the code cause

#3298 1 year ago
Quoted from longtemps1:

This is amazing, Applejuice. But here is a sideways question:
I only received my RFM a few weeks ago, just getting to know it. I quickly noticed that the “knock” sound programmed in (my system is rocking version 1.4 of the software) sounds more like a grating metallic crunch than a knock on a wood cabinet. Assuming this is just a matter of the sound that was sampled, can (has) this knock sound be (been) changed to be a little less horrid?

If you update to v2.1 or newer then you can add a real knocker. You also need to buy a loom kit off me (for connecting up the knocker assembly) It also allows a shaker motor to be used. Go to https://mypinballs.com to order.

#3309 1 year ago
Quoted from dergroover:

Hello together,
yesterday I installed the shaker and knocker with the "original" loom of Applejuice. Shaker has been built by my own (Torpedo 800 engine; 12V, 65W and a fuse 2,5A). The knocker is as recommended here from Data East.
Unfortunately it blows my fuse 101 after testing directly. I already exchange it two times
Then I disconnected the knocker and tried only the shaker. Starting a game you can feel the shaker but during its activitation phase my flipper flinger are flipping in parallel to the shaker....after a while /some seconds it is followd by the TILT as mentioned some posts earlier. My fuse 101 this time was not blown...but maybe if your are going to repeat that it will blow!?
In post #3253 it has been explained that after installation of a diode and resistance the above described problem seems to vanish. But applejuice has stated that you can use the shaker/knocker without it.
Please see photo of my board and Shaker&Knocker.
Some ideas/recommendations?
P.S.: I had the need to postpone my tilt form rhs to lhs....and I had to put the original board cable from lhs to rhs; some posts earlier this had been already described by Applejuice.[quoted image][quoted image]

F101 is the 50v fuse for the voltage being given to the knocker. It has nothing to do with the shaker. On this problem you need to check :

1) the fuse value is a 4A slow blow
2) the transistor drive for the knocker is good - Q44
3) the coil used for the knocker is good and either a 26-1200 or 23-800
4) there is a diode on the coil

Regarding the shaker, there are many different shaker motors with different specs and powers it seems. My setup works perfect, but maybe your motor is creating more spikes or something that need suppression. Its hard to tell without seeing the game. Try adding a 3A diode 1N5404 or similar in series with the power input wire and shaker fuse. It shouldn't hurt and will only drop the voltage input alittle. A diode in parallel with the motor is another idea like with regular coils. *Please note, these are just ideas, not a guaranteed solution!

13
#3310 1 year ago

v2.2 Goes live 12AM October 31st GMT. Available at https://mypinballs.com

rfm_v220_update_splash (resized).jpg

Update notes are:

v2.20 RFM Update

Attract - Added mypinballs logo to software version screen
Attract - Added clock and date display with adjustments
Attract - Added midnight madness ready detection to clock display
Attack Mars - Lowered default champ score to 200mil
Scene - Added midnight madness ready detection
Martian Bombs - Added new playfield lamp effect to aid player when martian bombs are lit (using shooter lane GI lamps)
Midnight Madness - Added New Mode. Start a game close to midnight…
Tower Struggle - Added more shaker effects - To martian splats and saucer explodes
System - Fixed problem with optional martian lamps showing up in lamp test as broken
Bonus Wave - added new lamp effects for active wave using saucer and mode feature lamps
Bonus Wave - added new lamp effects to show global game progression during mode
Drive in Demolition - added More shaker effects to tank and car/truck weapons
Party Modes - New feature. Select special flipper options for party play
Happy Hour - Added new feature for ‘drunk’ flippers

XINA 1.32
Lamps - Add option to ignore lamp test. For use if LEDs are installed
Lamps - Added experimental RC charge and decay values for better LED lamp testing
System - Improved some Adjustment setting housekeeping
System - Added new menu item for party modes
Flippers - amended the logic for bad eos switch flipper retriggering as this conflicts now with a no hold party mode.

and the full list is available at https://www.mypinballs.com/software/rfm/code_updates.jsp

Please donate if you like this software and you want more updates in the future. Donations help support this and our other many pinball projects.

#3312 1 year ago
Quoted from PinNeu:

Hopefully his helps taken from the Revenge From Mars Operators Guide Section 3 Game Wiring and Schematics
Updated page 3-7 the Solenoid table and Page 3-9 added the Shaker and Knocker info - I added them here as the circuits are Drive Bank D (flashlamps) and do not have any diode protection on the Power Driver and normally are Flashlamps on SWEP1[quoted image][quoted image]

Thanks for doing this. I am updating the instructions sheet i created for the install. If you could send me the hi res versions of your images, specifically the wiring diagram one then i'll include it in the instruction sheet along with the shaker template and my instructions info. From now on i'll include 2 1N4007 diodes in the loom kit and refer to adding a protection diode for both devices. Just easier and covers all bases. There's just too many variations to try and sort it out individually.

#3317 1 year ago

For those interested, my shaker and knocker instruction sheet is now updated with more info including knocker wiring installation, diode placement and a recreated rfm solenoid table. Download from same place as before at https://mypinballs.com

1 week later
#3341 1 year ago
Quoted from Fliptronic:

Anyone w/ a Nucore system been able to success apply the new SW updates if so - how did you do it? I have the wiring loom, shaker, knocker and can't wait to try midnight madness - any tips on how to manage?

Appreciate the help and step by step instructions greatly apprecated

Why not read my update help instructions on my website to? The video posted is based on what I noted down! Updating pinbox/nucore is fairly straightforward but not as clean as original games as these systems were meant as fixed emulation types. We work round this though

#3344 1 year ago
Quoted from Sonic:

Just got v2.2 loaded - thanks to Jim for a job well done - you've truly made RFM a more valuable pin by making it's playability even better....remember to support Jim and his efforts by buying the loom for the knocker/shaker or heck anything else he has on his site (like my blackout board!) for sale....thanks again Jim - love the drunken flippers....great touch!
Matt

Bonus Points for the first person to spot the 'Drunken Flippers' option! I snook that in there for people to turn on when you get your mates round and not say anything!! ha ha ha

#3347 1 year ago
Quoted from Fliptronic:

So to add a little bit more color to the post. Was running Nucore 2.25 up to this point and fully working - followed all the instructions to a tee, root access etc. removed and replaced the files in both instructions sets (both the youtube clip and pinballs instructions) but now machine gets caught in an endless loop the error screen captured above was inbetween the loop where essentially the Nucore bootup screen comes on then black screens to this. Which once again leads me to the question is anyone w/ Nucore running this update? I know that everyone is saying pinbox file structure is the same as Nucore but if that was the case then the udpate should have worked as I accessed all the files and replaced according. I believe most are using pinbox who have applied the update but would like to hear from someone using Nucore on if they had any issues. And thanks to all on this forum for the help.

Nucore will run it fine.

Post what’s in the folders you changed so I can see the file names and sizes

Sometimes the update.bin file isn’t recreated correctly and sticks at 0 bytes. In this case just delete it and try again with a reboot

#3357 1 year ago
Quoted from Zitt:

Contact @boryguard ... I think he debugs pin2k computers

Or me and I’m closer to Europe. I fix Pin2k machines all the time and have loads of spares plus I can build pinbox replacements to

1 week later
#3381 1 year ago
Quoted from harig:

IIRC the latest code V2.2 has some functionality to deactivate the "lamp check" - so it does not indicate a fault when LEDs are used....to be checked...just what i remember...
EDIT: by checking the logfile https://mypinballs.com/software/rfm/code_updates.jsp I think my post above is not correct...to be checked in the settings

Yes, v2.2 has an option to ignore lamp faults. For led users

#3383 1 year ago
Quoted from RipleYYY:

tanx Paul (and others)
well, not sure how much time RFM will stay home, as it was more a "transit" pin before JP is done (talking about code, remember, i'm a "player")
and of course i knew already before about RFM, than my wife played few games & said : "why do you want to let this pin go so fast !? as its a very funny one !!! and no as all others" (lol)
we'll see than...
almost i have to clean the playfield, even if again it plays very well already, as i've beaten MARS on my 4th game on it (factory settings, 1.5 code)
i know highest scores needs to beat MARS almost twice in a game
[quoted image]

Update your software and you might enjoy it more ...

#3384 1 year ago
Quoted from P1nhead:

You also need to reset hstd (reset all the scores to default) to have the updated values reflected.

Exactly what I was about to say. Defaults when changed do nothing until the next high score reset event as real scores are in place or at least it thinks so

#3393 1 year ago

A question to RFM owners. Any more 'party mode' flipper options that people would like to see?

1 week later
#3432 11 months ago
Quoted from daveyvandy:

Holy crap thank you for the very detailed response! I started with what Zitt suggested and I tested all the transistors and they all checked good with two exceptions (see picture). Do you guys happen to know the part numbers for these transistors lol?
[quoted image]
Edit: to be clear, these two transistors (the exact ones needed for the shaker and knocker) were depopulated on my board. Why? I have no idea. But "there's yer problem"

Jeeez, missing transistors are certainly going to cause a problem.

My guess would be these transistors were ‘borrowed’ by an operator as originally they were not used so could be used to fix another fault to keep the game earning

Probably not that uncommon

#3438 11 months ago

Shameless plug to ask for donations to the software cause, if you like what i've done with RFM. 3 new releases in the last year.

---------------------------------------------------------------------

https://mypinballs.com and click on the donate button

---------------------------------------------------------------------

Thanks

#3447 11 months ago
Quoted from Yesh23:

What is the most recent code for the game? I’m picking up one that has 2.1 on it but I thought there was a 2.2 out but I’m not finding it anywhere. If there is a 2.2 out, what’s the differences from 2.1?

Just go to my site - https://myPinballs.com

And please donate if you use the software

As I said via pm the latest version is v2.2 released on 31st October this year

2 months later
#3528 9 months ago
Quoted from RipleYYY:

ok, surelly my last com here as RFM should leave home tonight... for sure, this one will be in the top "i miss it" pins list... but have no other choice, only 2 places/pins home, i have to make them turn around to simply play something else
and while i'm here, a last word to Jim (including again a big TANX & BRAVO for the update code)
i had this situation this morning :
not sure how the code is working to check conditions to start wizard mode (seems its just after having changed mission, at the begining of the next/new one, and not at the end of the previous one), as :
all was done to get ATTACK MARS, mission than change for the next one which was HAPPY HOUR (with DRUNK FLIPPERS)
than directly ATTACK MARS become available with the center jump shoot, which i start, and than i keep the inverted flippers for all the WIZARD MODE (i won anyway, and beating my HS lol)...
not sure you know about this, not sure you have to correct it (because it was unusual & fun to play it as it), but almost you know it happends
[quoted image]
[quoted image]
to all RFM owners, have a nice day & enjoy your pin

Thanks for the feedback. Yes there are some scenarios where drunk flippers if enabled don't disable when changing to other modes, due to the transition process and the way the mode start works. I will look into making it more seamless when i have time.

#3540 8 months ago
Quoted from thesav:

I ended up mounting the diode on the terminals right near the armature of the shaker - just enough clearance - woohoo.
Everything worked brilliantly, didn’t even blow a fuse or transistor! Thanks @applejuice for making this whole thing happen, for the software updates, the loom and all your blood sweat and tears.

Thanks for the message. Yes, you shouldn't have any issues with fuses or transistors if you follow the instructions. Also, yes there has been plenty of blood sweat and tears making all this stuff work, code wise especially... There isn't much space available in the flash ram, so lots of ingenious ideas had to be invoked..! But theres plenty of new features in the game now and not just the shaker stuff.

#3541 8 months ago
Quoted from johnstewart:

To follow up: these worked great.
As regards the knocker:

I sourced a 1N4007 diode then went to go solder it in and hook back up, and lo and behold, there already seems to be one!
[quoted image]
That's definitely a diode - I can't bloody see well enough to tell if it's a 1N4007, but I did confirm it was oriented correctly according to the diagram at https://mypinballs.com/files/rfm-shaker-instructions_v11.pdf. But to be sure, I flipped the wired going to the knocker... same deal. I immediately blow a fuse when I start the knocker in test mode.
I'm getting really good at getting to that damn fuse. =)
That's not expected behaviour, right? In other words, testing the knocker isn't blowing your 101 fuse?
Is there any reason to think this diode isn't sufficient? I have a 1N4007 I could swap in instead.

My suggestion here would be to solder everything first, then work out if your issue is driver board related or not. You can easily test the knocker directly by using a lead on the ground path. If it activates ok doing this then you know its driver board and possibly transistor related. No fuses should ever be blowing when they are correct values really. When making these updates lots and lots and lots of testing was done first!!

2 weeks later
#3551 8 months ago
Quoted from kdunbar:

Trying to change the BR2325 battery, the boards are stuck together pretty tight, is there a easier way to separate these other than brute force?

There’s a special williams tool. Don’t use a screwdriver unless you want a bust prism

#3552 8 months ago
Quoted from kdunbar:

Trying to change the BR2325 battery, the boards are stuck together pretty tight, is there a easier way to separate these other than brute force?

There’s a special williams tool. Don’t use a screwdriver unless you want a bust prism

I’m in the process of making some 3D printed reproductions

#3557 8 months ago

So here it is. A newly remade prism card separator tool. With a keychain hole ready so its not lost!

£15 plus shipping wherever you are. This again helps support the development of more code as well as helping to keep my business going.

Contact me via pm for payment details. I will also be adding this to my website soon

Pic shows original williams tool at bottom of pic and my remake above at the top

gun lock sound roms - 1 (resized).jpg

#3561 8 months ago

A new update for you rfm pinball fans stuck at home during this self isolation world wide problem. Stay safe and play some RFM!

There are 2 new high score champion scores to beat Saucer Light Champion and Multiball Ships Destroyed Champion and i have also added a request for operators to be able to clear credits on reboot. There is a new setting for this.

I hope to have this out in a few days. As always please consider donating again or for the first time if you use this software and enjoy receiving updates for old games.

v2.21

Update notes:

v2.21 RFM Update
Attract - Added new high score screen for saucer lights collected
Attract - Added new high score screen for saucers destroyed during multi ball
Saucer Lights - added monitoring and storage of saucer lights per player game for hs use
Multiball - added monitoring and storage of saucers destroyed per player game for hs use

XINA 1.33
Credits - Added a new setting to allow reset of the credits at boot
Credits - Credits are now cleared on boot if the setting is set

Some pics of testing

IMG_6366 (resized).JPGIMG_6361 (resized).JPGIMG_6367 (resized).JPGIMG_6363 (resized).JPG

#3566 8 months ago
Quoted from sven:

Suggestion for a possible rule:
Is it an idea to start Bonus Wave multiball with 2 balls if you have 0 flawless modes, and with 3 balls if you have 1 or 2 flawless modes and with 4 balls if you have all 3 modes flawless? You can already 'earn' add a balls, but starting with more balls would be an extra short-term motivation for finishing modes flawless.

Maybe, i changed the bonus wave modes to start with 2 and then earn your additional balls, instead of 4 ,as 4 was just too easy to complete it. I actually think having to fill up the ship twice make be better before your get mothership multiball

#3571 8 months ago
Quoted from Joe_Blasi:

2026??
now is this 2038 safe?

Firstly, think about the new features not about the fact i forgot to set my time!

Secondly, the RTC comes from the motherboard clock and supports dates upto 2079. The starting date is 1994. So its not going to be a problem in 2038, even though this is a 32bit system. Plus its not like you'll be doing your business accounts on an old arcade machine is it.

IMG_6378 (resized).JPG

Also, The xina system itself creates a TimeStamp structure that actually support years upto 9999, but loads the RTC value from the motherboard as a system time object.

And any software updates are not going to effect any of this stuff as its set for everything, even v0.98

In summary relax!

#3574 8 months ago
Quoted from Irishbastard:

Ok, one more question, this regarding Shaker installation. The harness instructions say to use J111, but my J111 is in use? So I use J110? (I assume my lighted saucer mod is powered by the plug currently in J110). Are J110 and J111 essentially the same?
Edit: Disregard, post #2971, they are the same, sorry.
[quoted image]

Hi, as you found out j111 and j110 are the same. For purity the official WMS connector should be in j110 as per the manual. The auxiliary one in j111.

#3575 8 months ago

Some new colours turquoise and purple

0BAD0F4E-F798-4E89-AF65-7584C127732F (resized).jpegDEE3064F-1737-409F-B7E1-1CA1FB5405F0 (resized).jpeg
#3582 8 months ago
Quoted from robotron911:

I posted earlier but got no reply. How do you reprogram the PUB card? I bought one with a much earlier revision of Applejuice's software. I would love to keep it current, but it makes no sense to pop for a new PUB card every time there is an update.
Thanks.

Just use a windows computer to update it if you don't want to pay for the pub card updating. There's plenty of documents online on how to use the fupdate command with windows 10.

Also i may create a new pinball 2000 updater program for windows 10 if there is interest. Or a virtual box image for xp and the old software preinstalled.

#3588 8 months ago
Quoted from Reznnate:

Both of these things sound very nice 'quality of life' improvements. I would love to see you do this.
But the work involved might outweigh the few number of people who would benefit or be willing to donate for the cause.
Pinsiders are cheap bastards until we're asked to pay $300 for glass or $400 for a $50 LCD display.

If i was in this for a cash grab then i wouldn't have started, as you have to put in 1000's of hours to make decent updates to old long forgotten hardware and pinball games!!!!

Buts it is good to get donations for the cause when new releases are out, ie each time, so for anyone using my software please do donate, you never know what else will be included and given away I think i've shown what can be done and given back when you try hard and have passion.

10
#3589 8 months ago

Here it is: v2.21. Download from https://mypinballs.com and click donate

Update notes

v2.21 RFM Update

Attract - Added new high score screen for saucer lights collected
Attract - Added new high score screen for saucers destroyed during multi ball
Saucer Lights - added monitoring and storage of saucer lights per player game for hs use
Multiball - added monitoring and storage of saucers destroyed per player game for hs use
Multiball - fixed a bug where some ship destroyed shots would not shake the shaker

XINA 1.33
Credits - Added a new setting to allow reset of the credits at boot
Credits - Credits are now cleared on boot if the setting is set
System - Added some new colour definitions - Purple, Turquoise, Brown

Enjoy, and stay safe inside

rfm_v221_update_splash (resized).jpg

15
#3590 8 months ago

Also, in the works...

The plan/mission being to make a brand new pinball 2000 software update program wrapper for fupdate cross platform completely from scratch that will run on any hardware i.e windows, mac os or linux. Will still be connecting to the original hardware via serial as we are fixed at the pin2000 game side, so usb to serial adapters will be needed still.

I also think there could be room for other tools to be added to it, but we will start here.

Screenshot 2020-04-06 09.35.00 (resized).png

#3599 7 months ago
Quoted from j_m_:

does anyone know the name/part no. of the service item that allowed you to position it under the monitor with the P2K glass off and still view the monitor image? it looks like a piece of [reflective?] acrylic that sits just above the cabinet and is captured by the [rollers] of the cabinet head to stay in place

You just use the translite. It’s designed to fit underneath

#3605 7 months ago
Quoted from j_m_:

I don’t think that I made myself clear, I have one (it’s an official Bally service part) but
I don’t remember where I got it, what the part no. is or what it’s officially called (after watching the video, it's called a dedicated service mirror)
[quoted image]
like I stated prior, I’ve left the club and am cataloging all the NOS parts that I have to sell (over $3500 worth of parts)

Are you sure someone didn't just flog you some square cut perspex translite size and say, yeah these are original wms parts.... ha ha. Just joking, good luck with the parts sales

17
#3606 7 months ago

Progress on the new updater software. List of software update files working and list of computer specific serial devices working. Also cleaned up the pin2k logo

Still lots to do though

Screenshot 2020-04-08 10.15.02 (resized).png

#3611 7 months ago
Quoted from sven:

A question:
Does anyone know if instead of a BR2335 I can use a CR2335 for a PRISM card? The BR2335 is quite hard to get. When I google, I find this:

"Characteristically, CR type batteries begin with a slightly higher voltage than BR during discharge. However, as a CR cell discharges, the operating voltage drops over time because of the rise in internal impedance."
I'm not sure if that can be a problem for the PRISM board?

Edit: I know found this: https://www.master-instruments.com.au/files/knowledge-centre/engineering/guides-and-selection-charts/panasonic___selecting_the_right_lithium_battery_br_or_cr_series.pdf
It looks like it's safer to find a BR2335.

Don’t use a cr type they are not as good and can leak. Br type was Used for a reason

I have good stock of them (br2325) and a quality make to - Panasonic

#3617 7 months ago
Quoted from maxrpm:

I used a strip of black Gorilla brand duct tape[quoted image]

Looking good. One suggestion is a black rubber kit works better on this game especially up the top as white rubbers when new can interfere with the graphic projection seemless nature alittle

#3618 7 months ago
Quoted from PhillyArcade:

Cleaning up nice. Almost there.. That upper PF took some time to clean and assembly back properly. I already can't wait to play it! What was on the front of that ball catcher assembly? Was it mylar or something? Mine seems to be worn off.[quoted image][quoted image][quoted image][quoted image]

Nice cleanup job looks great

#3627 7 months ago

First connection tests

Screenshot 2020-04-10 12.13.21 (resized).png
#3628 7 months ago
Quoted from sven:

Do you sell them? If not, no problem: I'll find one somewhere. Just wondering if you'd mind selling one (or more, if others are interested too).
PS: The PRISM separator arrived. I'll find out how to use it when I have a BR-battery .

Yes I sell them £5 each plus postage. I can get as many as needed no worries

1 week later
14
#3649 7 months ago

Another update on the new updater program.

Here is a screen shot of the first successful packet transmission between my mac and my test original pin2k computer. Possibly the first ever native (see below) packet transmission that isnt windows based.

The program has its own completely rewritten packet transmission system internally so that cross compiling the program will be easier. I am not using the fupdate program at all. Mainly this is because recompiling that for multiple systems seems a waste of time and secondly i want to be more independent than including old wms tools even though that program was released with the source freely available. It should be stated though the the fupdate source is an invaluable resource in terms of working out how this stuff works!! Thanks to williams yet again.

Still some hurdles to overcome, but to get a successful acknowledgement form the pin2k computer is a good step.

Another bonus for writing this tool is i have learnt a lot more (again) about the pin2k system and have some more ideas on how to possibly save valuable flash ram space for old machines on future updates.

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#3661 7 months ago
Quoted from Joe_Blasi:

Any way to get it too boot from say an disk?
Does any updates update the pci card Option ROM (boot)

No, The original pin2k hardware is fixed. What we can do, is work out ways to make the best us