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(Topic ID: 189527)

Where to get WoZ v6.10 Code


By lyonsden

3 years ago



Topic Stats

  • 18 posts
  • 10 Pinsiders participating
  • Latest reply 3 years ago by merccat
  • Topic is favorited by 2 Pinsiders

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#1 3 years ago

I've seen people posting that they are running WoZ v6.10, but I only see v6.06 on JJP's website. Wondering what updates were made and where to get this version.

Screen Shot 2017-05-21 at 5.48.41 AM (resized).png

#2 3 years ago

Email jen at jjp its on a google forum for woz owners

#3 3 years ago

I think there might be some bugs in it, so Keith hasnt officially released it.....i am waiting a while before installing

#4 3 years ago
Quoted from mtp78:

I think there might be some bugs in it, so Keith hasnt officially released it.....i am waiting a while before installing

Good to know!

#5 3 years ago

Also, found this change log on a french pinball forum: https://www.flipperfrance.com/threads/jersey-jack-pinball-the-wizard-of-oz.5211/page-42#post-211283

Nouvelle mise a jour ......

================================================== ============================
== Version 6.11P ==
================================================== ============================

=== Game Code

+ Support for reserve ball play.
* Attract mode score display now shows remaining balls (including extra
balls) instead of completed balls for interrupted games. This is a more
accurate measure of what a player had left. The player who was active is
marked with an asterisk, but that currently-active player does not have
their current ball counted as part of balls remaining.

=== Core Code

+ Reserve ball play. This is a new paradigm for playing pinball games where
one does not have a concept of a ball-in-play (i.e. ball 1, ball 2, etc.),
but rather has balls remaining, such as lives in a video game.
- This gives us 2 main abilities:
- 1. Players can join in at any time now, even your last ball.
- 2. Extra balls are not played immediately. Rather, players continue to
cycle turns as long as a player has balls to play. This way, a player
doesn't monopolize a game with his co-players with 4 extra balls
stacked at once, rather they are basically played at the end of the
game. If multiple players get extra balls, they continue to switch
off as if the game were a longer game.
+ Ball Play Type adjustment. Can be set for "BALLS IN PLAY" or "BALLS IN
RESERVE". The default is currently BALLS IN PLAY (the traditional way of
playing pinball).
* Improved Dump Stats output.
+ Maintenance reboot. This will automatically reboot the machine if it has
been on for more than 24 hours, and the game has been idle for at least 1
hour. It will give a 10-second warning you can cancel by hitting both
flipper buttons, at which time it will wait at least another hour.
* Missing aux displays will no longer show their contents on the main
display. This caused some nasty issues in the OS for some reason.
* Fixed Euro presets specifying Pound pricing.
+ Added some "FEC" pricing presets to make it easier to set up token/swipe
etc. pricing.

=== OS

* Changes for maintenance reboot.
* Reboot/power cycle now required after an update.
* Manual version 3.5 (December 2016).

================================================== ============================
== Version 6.10 ==
================================================== ============================

=== Game Code

* Fixed display of extra-wide 11-character names after entering a HSTD name.
* Fixed extra shot light showing up in Melt the Witch.
* Fixed display of switch numbers in Trough Test.
* Fixed chase ball being flagged as a saved ball (speech and audit).
+ Today's High Scores added to attract mode and status report.
+ Sub-category in High Score settings for game-specific HSTDs.
* Fixed stale ECMB lamps that occurred when ECMB ended abnormally.
* ECMB lamps now go transparent to let other stuff show through.
* LED 2.0 lamp renumbering.
* Fixed TNPLH and TOTO ballsavers not resetting properly when consumed and
another multiball started.
* Bad switch count increased on upper playfields.
* Fixed a condition where game could get stuck in Game Over by hitting Start
just before match sequence.
* Coin-in no longer cancels entering initials (caused game to get stuck).
* Fixed test report typo with Monkey Mech.
+ Added fanfare for finishing TNPLH I somehow missed.
+ Floating Scores adjustment. Can be set to NEVER, WITH SCORES, or ALWAYS.
WITH SCORES will float the scores whenver the player scores are shown,
ALWAYS will show them on full-screen animations as well. Default is WITH
SCORES.
* Fix LOCK lamp blinking green during ECMB.
* Dorothy Captured can no longer be blown off since it didn't serve any
useful purpose and introduced a timer bug.
* Fix drop target not awarding Witch Melt Victory Lap points (broken in 6.04
trying to prevent bad Witch state advances).
* Drop target now comes up for one hit each visit to the Castle Playfield
during Rescue Multiball to prevent exploitability.
* SOTR Champ now shows actual SOTR total, not player's end-of-game score.
* Fixed a bug that prevented someone from getting SOTR champ if someone
played their first ball after a previous player got SOTR.
* Drop target now up when it is lit for yellow points in SOTR (prevents VUK->
'S' target exploit).
* Manual updated to v3.3.
__________________

#6 3 years ago

You can get the beta code 6.11P from the WOZ google group. It has a few improvements such as daily high scores which is great for when kids visit or for a party.

I wish all games had daily high scores.

#7 3 years ago

Daily high scores are awesome! Updating the code clears your ENTIRE high score list, correct? I know it's dumb, but I think I'd rather keep my Grand Champ and v6.09 for a while longer if it clears the GC too.

#8 3 years ago
Quoted from GotAQuestion:

Daily high scores are awesome! Updating the code clears your ENTIRE high score list, correct? I know it's dumb, but I think I'd rather keep my Grand Champ and v6.09 for a while longer if it clears the GC too.

I could be wrong but I thought it keeps your settings and scores as it's only an update, only a full re-install wipes it all out.

#9 3 years ago
Quoted from GotAQuestion:

Updating the code clears your ENTIRE high score list, correct?

No idea.

But anytime I update a JJP game, I first back up settings, then update, then put them back in. This seems to get everything back to where it was, except if you put an image in there, that might not remain.

LTG : )

#10 3 years ago
Quoted from DeathHimself:

ut I thought it keeps your settings and scores as it's only an update

Some delta updates have changed settings.

LTG : )

#11 3 years ago

I updated from v6.06 to v6.11 last night, and it kept everything. Saving settings prior to the update would be prudent, though.

#12 3 years ago
Quoted from herg:

I updated from v6.06 to v6.11 last night, and it kept everything. Saving settings prior to the update would be prudent, though.

Good to know, going to update to 6.11 now and as suggest backup first

#13 3 years ago
Quoted from herg:

Saving settings prior to the update would be prudent, though.

Especially if you switch to Pindemption and back to normal game. That really messes with things.

That taught me to back up settings.

LTG : )

#14 3 years ago
Quoted from herg:

I updated from v6.06 to v6.11 last night, and it kept everything. Saving settings prior to the update would be prudent, though.

Well neat! I've been planning to reset my high scores so my friends can get on the board for a while, but I'm still sort of attached to my little 2M GC.

#15 3 years ago

Thanks for all the input, everyone. For those that want a link to the JPP google group: https://groups.google.com/forum/#!forum/jersey-jack-pinball-woz

To which you'll need to request access. After getting access, here is a link to the thread with the 6.11 update: https://groups.google.com/forum/#!topic/jersey-jack-pinball-woz/pevrqA-dy7Y

#16 3 years ago

Ran 6.11 through 550ish games at PAGG with ball in reserve mode on with no complaints. For some reason it does seem to have a small impact on witch target sensitivity.

#17 3 years ago
Quoted from merccat:

For some reason it does seem to have a small impact on witch target sensitivity.

yyyyyeah, that's my bad. It'll be fixed in the next release.

#18 3 years ago

LOL! Hate it when that happens. Awesome release (in progress) though.

Love the daily high scores add too. When I set WOZ up at PAGG (pre show) a kid there hopped on it and hit the daily high score. It totally made his day!

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