(Topic ID: 130434)

Rob Zombie's Spook Show International


By Russell

4 years ago



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  • 10,478 posts
  • 599 Pinsiders participating
  • Latest reply 14 days ago by davijc02
  • Topic is favorited by 104 Pinsiders

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There are 10478 posts in this topic. You are on page 210 of 210.
#10451 36 days ago
Quoted from blowback1976:

Just curious to what people have their Spaulding servo's set to. Mine doesn't seem to be sitting right, and will often cause the ball to get hung up. And when I go into the test menu, if I test the servo to open, it will get to a point where the game just craps out and goes into a reboot cycle and not stop unless power is fully shut off.

Figured it out over the weekend.

#10452 35 days ago
Quoted from blowback1976:

Figured it out over the weekend.

What did you figure out and how did you fix?

#10453 35 days ago
Quoted from drypaint:

What did you figure out and how did you fix?

Previous owner had actually the Spaulding piece pulled off and angled, so it wasn’t sitting on the servo properly. And when it tried to open it would Jam the servo, which would cause the reset.

Pulled Spaulding off and remounted it properly, and it works fine now. No more resets.

#10454 35 days ago

My wife and Sid at Scare LA exactly 5 years ago yesterday.

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#10455 33 days ago

Would any of you mind looking at the "open" and "close" values for your Spaulding servo and posting them here?

Thanks!

Added 33 days ago:

Nevermind... I did a factory reset and all is good.

#10456 31 days ago
Quoted from FawzmaGames:

Do not bring Spooky into this.. this was my project.
No more mods are being made and haven't been made/sold in the past 2 years.
There is a bug in RZ that needs to be fixed, nothing major. At that time I'll revisit adding other mode items that came out after the mod came out.

Did a mix of clean and dirty call out options ever get added in an update?

If not, please do. Simple improvement. Variety is the spice of life.

Re: code on this game generally, I hope it gets opened up to the community somewhere further down the line - as it's obviously not going to get re-run, and the pinheck system is now defunct anyway. Although maybe that would require Ben's sign off too?

#10457 31 days ago
Quoted from rubberducks:

Did a mix of clean and dirty call out options ever get added in an update?
If not, please do. Simple improvement. Variety is the spice of life.
Re: code on this game generally, I hope it gets opened up to the community somewhere further down the line - as it's obviously not going to get re-run, and the pinheck system is now defunct anyway. Although maybe that would require Ben's sign off too?

I'd be interested in looking at the code. Just wonder what language it was done in. Pretty sure ben open sourced the boardset and basic code, just haven't had a reason to dig into it.

#10458 31 days ago
Quoted from dung:

I'd be interested in looking at the code. Just wonder what language it was done in. Pretty sure ben open sourced the boardset and basic code, just haven't had a reason to dig into it.

Ben didnt write the game code for RZ. It was Fawzma. The OS is probably Ben.

#10459 31 days ago
Quoted from robertmee:

Ben didnt write the code for RZ. It was Fawzma.

I would think Ben and / or LongHorn Engineer did the basic system code and board firmware though, which I assume he's referring to. Either way, even if Fawzma did it, it's still defunct as they've now moved on to a totally different system.

Quoted from dung:

I'd be interested in looking at the code. Just wonder what language it was done in. Pretty sure ben open sourced the boardset and basic code, just haven't had a reason to dig into it.

I think this was true, and game code itself for AMH was open source ... but the former was withdrawn and the latter's later versions closed, I think in part due to the HomePin saga. I would hope though, if Spooky / Ben etc were amenable to it, enough could be disclosed (even if it was only to parties who had to prove legitimate interest) to make further support or evolution of the game through the community possible.

PinHeck being end of life does have its advantages, if this comes to pass - they or anyone else are unlikely to open source the code on their current system. Also, I think Ben is working on a completely new board system that would compete with or replace the FAST & PROC systems, so perhaps the concerns about PinHeck being used / abused by competitors is now no longer so relevant.

#10460 31 days ago
Quoted from rubberducks:

I would think Ben and / or LongHorn Engineer did the basic system code and board firmware though, which I assume he's referring to. Either way, even if Fawzma did it, it's still defunct as they've now moved on to a totally different system.

I think this was true, and game code itself for AMH was open source ... but the former was withdrawn and the latter's later version closed, I think in part due to the HomePin saga. I would hope though, if Spooky / Ben etc were amenable to it, enough could be disclosed (even if it was only to parties who had to prove legitimate interest) to make further support or evolution of the game through the community possible.

Not sure if the last RZ is still under warranty....Spooky might be reluctant to open the code up if games are still under warranty and code they control.

I'm all for continued development. I feel Spooky dropped the ball on RZ code development once ACNC hit the line. Several promises not kept.

#10461 31 days ago

I would hope another update is coming; there are still bugs in the latest version. Had one instance where display said P1 was up when P2 was the actual player up. It corrected itself once the ball was plunged, but that kind of stuff needs to be fixed.

#10462 31 days ago
Quoted from robertmee:

Ben didnt write the game code for RZ. It was Fawzma. The OS is probably Ben.

And that open sourced os would tell you what the language used was... Has nothing to do with who wrote the game specific code.

#10463 31 days ago
Quoted from dung:

And that open sourced os would tell you what the language used was... Has nothing to do with who wrote the game specific code.

Im not following....I thought the desire was to modify the game code. Without having the orignal game source code available from Fawzma, having Ben's OS code isnt going to get you far....unless you are proposing rewriting all the game code.

Having seen snippets of code in the past from AMH, it's a language specific to the Heck board I believe. It's not like it's written in C or Perl.

#10464 31 days ago
Quoted from robertmee:

Im not following....I thought the desire was to modify the game code. Without having the orignal game source code available from Fawzma, having Ben's OS code isnt going to get you far....unless you are proposing rewriting all the game code.

Depends what it's written in. There are decompilers.

#10465 31 days ago

It's written in C++ and programmed to the board using a fork of Arduino that works with Microchip brand microcontrollers.

There is no operating system per se. There's a main housekeeping loop and within its tasks a "your game" function is called that executes that specific game's logic. The board functions are accessed with calls to the "pinHeck" library.

The video processor is pretty funky but communications with it are all handled with library functions so programmer doesn't need to worry about it.

#10466 31 days ago
Quoted from robertmee:

Im not following....I thought the desire was to modify the game code. Without having the orignal game source code available from Fawzma, having Ben's OS code isnt going to get you far....unless you are proposing rewriting all the game code.
Having seen snippets of code in the past from AMH, it's a language specific to the Heck board I believe. It's not like it's written in C or Perl.

What it is written in matters because it adds another hurdle. Having the source is great, but if it was written in say assembly I still wouldn't touch it because I don't have the time.

13
#10467 30 days ago

There will be 1 more code update coming to clean up a few minor bugs... I'm going to personally dig deep in the audio (especially Sid's) and see what else can be tossed in for fun.

The code is pretty complete in this game, with the exception of the few known bugs... which will get addressed over the winter.

If you know of specific bugs we may have missed, email them directly to fawzma@spookypinball.com and they will be added to the list of what needs looking at. Posting them here isn't going to help so SEND THEM IN!

Since Fawzma gets to take Scott game #2 off for programming, he's going to be going back and cleaning up RZ, Domino's, and some on Jetson's for The Pinball Company while he finally has the time after Alice Cooper is wrapped up.

Thanks everyone!
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#10468 30 days ago

Is no reverse flipper mode considered a bug or an abandoned feature?

#10469 30 days ago

Please make sure the “Jack F’ing pot” call out is included

#10470 30 days ago
Quoted from robertmee:

Is no reverse flipper mode considered a bug or an abandoned feature?

We were going to do "infected flippers" ... which was not reverse. It kept blowing fuses and we couldn't stabilize it safely so it was reduced to a selectable menu timed mode.

Reverse flippers in a 3 flipper game isn't a road we want to go down.

#10471 30 days ago
Quoted from SpookyCharlie:

Reverse flippers in a 3 flipper game isn't a road we want to go down.

C’mon Chuck go out on a limb and make it happen!

What’s the worst that could happen.

#10472 30 days ago

I'm grateful for whatever we get, it's not like they're returnable and most of us knew or now know the caveats to buying boutique. I got frustrated and didn't chase a switch issue for MONTHS even though the troubleshooting process was straightforward (and Chris was very patient with me). Once my mind had cleared, I powered it back up and it worked fine.

Would I have bought it again? Well, yeah. I love the theme, think the art is second to none and the complete inappropriateness of it is fucking hilarious. It's a cool game and while I have all sorts of other fantastic pins I can play on location nearby or in friends' basements... well, this one was the one I wanted.

Besides, I still believe Charlie and Kayte love pinball as much or more than I do and this shit makes me happy. I wish them continued success.

I sure as shit wouldn't trade it for a Munsters.

#179

1 week later
#10473 22 days ago

has anyone installed the new Medisynl Pussy Liquors sign? I have Tims old one and now this one... just wondering if anyone has tied in the Medisynl version to the mode so it flashes or lights up when the mode is available. As of now the install is a solid wiring into the 12v on the power supply.

#10474 22 days ago
Quoted from DrMark12PA:

has anyone installed the new Medisynl Pussy Liquors sign? I have Tims old one and now this one... just wondering if anyone has tied in the Medisynl version to the mode so it flashes or lights up when the mode is available. As of now the install is a solid wiring into the 12v on the power supply.

Still planning to look into this for you at some point, but have been very busy.

There are some scenarios where you can connect the positive lead to the appropriate power source (12V in this case) and the negative to the ground of the desired interaction (for example, some games with multiple flashers can have an LED strip connected to 12V and each color ground lead to a different flasher for an array of effects off just one strip). I have yet to check if RZ works in a way that this would be the result.

#10475 21 days ago

I just installed medisinyl Pussy Liquors and Murder Ride sign and I can't talk them up enough. Easy install and wonderful instructrions. They look like something Spooky would have put in the machine if they had the time and money. Medisyinyl honestly makes some of the best mods for Spooky machines. All the Rob Zombie mods are awesome and the Alice Cooper ones look just a good. Seriously just buy them all right now.

#10476 21 days ago
Quoted from mackey256:

I just installed medisinyl Pussy Liquors and Murder Ride sign and I can't talk them up enough. Easy install and wonderful instructrions. They look like something Spooky would have put in the machine if they had the time and money. Medisyinyl honestly makes some of the best mods for Spooky machines. All the Rob Zombie mods are awesome and the Alice Cooper ones look just a good. Seriously just buy them all right now.

Ha...well...thank you!

Hope I can live up to that praise for others, but now expectations will be so high

Truly appreciate the positive feedback

1 week later
#10477 14 days ago

how do you change the song playing?

#10478 14 days ago
Quoted from ag90IL:

how do you change the song playing?

The songs just randomly okay. Only way to select a song is to start that songs mode by shooting the left orbit to start the song modes

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