WOZ code update 6.5


By FalconPunch

5 months ago


Stats

  • 286 posts
  • 85 Pinsiders participating
  • Latest reply 1 week ago by Nokoro
  • Topic is favorited by 23 Pinsiders

Find

Search this topic for posts matching certain words or written by a specific Pinsider. Or both!




Linked Games



Topic Gallery

There have been 9 images uploaded to this topic. (View topic image gallery).

IMG_1551 (resized).JPG
reefer_madness (resized).jpg
images (resized).jpeg
Screen Shot 2017-06-26 at 9.26.41 AM (resized).png
IMG_0059.JPG (resized).jpeg
Screen Shot 2017-06-23 at 3.21.33 PM (resized).png
20170623_085618 (resized).jpg
IMG_4760 (resized).JPG
IMG_1266 (resized).JPG


There are 286 posts in topic. You are on page 1 of 6.
13
#1 5 months ago

Available to download

http://159.203.76.48/woz/woz_update_0650.zip

Thought I would post the Changelog here. This is in addition to the BETA woz code that has been around for months that added more changes that was never released. I have pasted that Changelog as well.

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

=== Core Code

- On 27" monitors, loading text is being cut off. This is largely due to
rewriting the display system to be able to adjust the screen on-the-fly
in diagnostics.

==============================================================================
== Version 6.50 June 20, 2017 ==
==============================================================================

=== Game Code

* Fix lamp board disabling/jumpering.
* Fix Witch debounce times (core change made it very hard for her to
register).
* Hopefully fixed the Winkie drop target coil lock-on issue.
* Fix 1-player choreography at ball start.
* Special display effect now only shows if set for points, otherwise it shows
Free Game or Extra Ball.
* Music no longer silenced at endball waiting for bonus to start.
* Custom high scores now come after normal and daily high scores.
* Fix music possibly going away after adjusting volume.
* Spinner now scores points based on BALL status and BALL difficulty.
+ Added "Hurryup Magnet Helper" adjustment. Can be set to On/Off, default
is ON. If Witch Hurryup is running and Dorothy isn't ready to be
captured, shots to the right orbit will be attempted to be caught by the
magnet for easy Witch shots. The magnet doesn't work the best in this
application, but when it works it's useful.

=== Core Code

* Fixed a very rare potential game-crashing race condition in 2 game systems.
* Console can fill the screen now.
* Added maintenance reboot event to the logger.
* Fixed game time audit (it would get messed up if a game was started again
before attract mode).
+ Start button will now allow restarting on ball 1 without adding players.
* To accomodate the above, players are now added when the start button is
released, not when it is pressed.
+ Courtesy kicks.
* Console now displays loading progress.
* DEFAULT ADJUSTMENT VALUES NOW REPRESENT "HOME" OPTIONS.
+ Added "Install Coin-Op" preset for easier setup for operators due to the
above change.
* HSTD Multiple Initials/Player now defaults to OFF.

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

==============================================================================
== 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.

=== Core Code

+ Game time histogram audits.
* Fixed ball time audit.
* New coin door open message.
* First-level menu of diag changed to reduce option overload.
* Overlaid a message on switch test preview to reduce confusion.
* Fix switch number shown for matrixed switches in Test Report.
* Rearranged audits to keep most important ones at the top.
* Hitting flipper buttons now resets ball search timer to 5 seconds (if it
was lower than that) instead of the full 15 seconds. Holding a flipper
button for 2+ seconds will reset the timer to the full amount.
+ Today's High Scores.
+ Ball search and chase ball audits.
* Sub-menus for "regular" high score and "today" high score settings.
+ Added a delay for adding players so it's not done by accident.
* Starting mode of Coil Test is now MANUAL and not RUNNING.
* Ball serve checks for logical balls in play to avoid improper ball save
speech.
* Start button with 0 credits will not interrupt match now.
* If Game Restart is set to SLOW, game can now be restarted on ball 1 if
max players are in the game.
* Match now awards credits if display effect is interrupted.
* HSTD enter initials now times out after 60 seconds of inactivity.
* Fixed an amazingly rare seemingly random crash bug. (r1159)
* Fixed ball roll tilt simulation.
* Fixed Match not really being off went set to off.
* Tilt can now occur during bonus.
* Tilt now enforces a minimum of 5 seconds before moving to next ball/
player.
* Tilt now waits for ball search to finish before moving on.
* Fixed potential tilt deadlock.
* Standard standup target debounce open time is now much longer.
* Lamps designated as flashers now off in Diag so they show up in Coil Test.
* Prevent game restarting during HSTD award display.

=== Pindemption(R) Code

* Now a registered trademark of Jersey Jack Pinball.

=== OS

* Fix update image display program.

#2 5 months ago

Thanks. I need to update my game.

#3 5 months ago

Sweet!

#4 5 months ago

Thanks. JJP continues to offer the best code support in pinball! Hobbit 2.0 update should be released very soon as well.

#5 5 months ago

It's great to see JJP updating code on an already solid game!

Definitely makes me want to keep buying their pins knowing they'll be supported in the long run.

#6 5 months ago

Awesome! Been running 6.11 (which is great), but looking forward to making witch shots again!

#7 5 months ago

Sweet!

#8 5 months ago

Great
Where is it available ? I just found 6.06 on JJP website.

#9 5 months ago
Quoted from poup:

Where is it available ?

It will be on the JJP site as soon as the person that does this puts it there.

I would suspect very soon.

LTG : )

#10 5 months ago

Cool, I just have to wait.
Thank you for this fast answer.

#11 5 months ago

How sweet it is

#12 5 months ago

This is amazing! The code was already great. It is nice to see this extra polish added to it. I can't wait to install. Other companies should take note of how to do great code support. Thanks JJP!

#13 5 months ago

Commitment to quality! Thanks JJP!

#14 5 months ago

Wow..some update.. Thanks JJP. Keep up the good work

#15 5 months ago

If only Stern were so committed to code.

Thanks Keith, Ted et al.

#16 5 months ago
Quoted from LTG:

It will be on the JJP site as soon as the person that does this puts it there.
I would suspect very soon.
LTG : )

Why wasn't the updates between 6.06 and 6.5 up there? Can you go from 6.02 to 6.5?

#17 5 months ago
Quoted from shlockdoc:

Why wasn't the updates between 6.06 and 6.5 up there? Can you go from 6.02 to 6.5?

6.11 was a beta update. It is available on jjp owners site. The pending update should be a simple process

#18 5 months ago

How can we access to jjp owners site ?
Of course, I'm an owner.

#19 5 months ago
Quoted from poup:

How can we access to jjp owners site ?
Of course, I'm an owner.

send an email to technical support and Jen will give you access to the google group

#20 5 months ago

These are some pretty sweet additions! Thanks JJP et al!

#21 5 months ago

and Hobbit 2.0 is also inbound!

#22 5 months ago
Quoted from KLR2014:

send an email to technical support and Jen will give you access to the google group

Email sent.
Nice to see that there's still improvement done to the code and gameplay.
My kids (both 5) are testing it.

#23 5 months ago

This has to be the best supported (code) pinball machine in history.

#24 5 months ago

It's great to see these updates. Time to fire up the Woz!

It's another reason to buy a JJP pin with guys like Keith and Ted on board and not many pins to support. You know code will never be the issue with any JJP pin.

#25 5 months ago
Quoted from shlockdoc:

Why wasn't the updates between 6.06 and 6.5 up there?

They were in test. Not for full release.

Quoted from shlockdoc:

Can you go from 6.02 to 6.5?

Yes.

LTG : )

#26 5 months ago
Quoted from iceman44:

It's great to see these updates. Time to fire up the Woz!
It's another reason to buy a JJP pin with guys like Keith and Ted on board and not many pins to support. You know code will never be the issue with any JJP pin.

Not entirely true, hobbit code has been very slow to update. It has not been like WOZ.

#27 5 months ago

I really like the idea implemented in this update with regard to managing extra balls with multiple players (extra balls not played immediately). Can't wait to try it out. Great job JJP team.

#28 5 months ago
Quoted from iceman44:

It's great to see these updates. Time to fire up the Woz!
It's another reason to buy a JJP pin with guys like Keith and Ted on board and not many pins to support. You know code will never be the issue with any JJP pin.

That's one of the reason why I prefered WOZ than Aerosmith, other one was the family happyness around the pinball.

#29 5 months ago

6.5 update is on the JJP site now. Easy. Took all of 5 minutes.

#30 5 months ago

Will the update reset our high scores or settings?

#31 5 months ago
Quoted from arcadenerd925:

I really like the idea implemented in this update with regard to managing extra balls with multiple players (extra balls not played immediately). Can't wait to try it out. Great job JJP team.

That's so true... nothing is worse that playing a two person game with a non-pinhead and winning an extra ball. Talk about losing someone's interest!

#32 5 months ago
Quoted from Lermods:

Not entirely true, hobbit code has been very slow to update. It has not been like WOZ.

Didn't know that. Sounds like a new drop is about to hit.

At least you feel pretty good they won't abandon it like Stern has done on some games

#33 5 months ago
Quoted from moonduckie78:

6.5 update is on the JJP site now. Easy. Took all of 5 minutes.

I click the download button, it just takes me to the various code versions page...

I clicked on the wrong link

#34 5 months ago

Click on the link below

#35 5 months ago
Quoted from Lermods:

Not entirely true, hobbit code has been very slow to update. It has not been like WOZ.

To be fair Hobbit code was much more further along at release vs WOZ. The Hobbit has received a good number of updates and a lot has been added since the last public release (1.9) with 2.0 which was just released today.

The Hobbit has been out for a little over a year and since then has received 9 code updates, many of them having added new features. Keith also recently said he has plans to add more to the game including "champion rewards" and a final mode. That's pretty darn impressive.

#36 5 months ago

My witch doesn't register at all now, I just played a game at 6.11P and it was fine. Updated and played two games at 6.50 with no hits counting now.

#37 5 months ago
Quoted from arcadenerd925:

I really like the idea implemented in this update with regard to managing extra balls with multiple players (extra balls not played immediately). Can't wait to try it out. Great job JJP team.

I've be using this feature on their beta release and absolutely love it. You keep alternating balls and when done, you can go do something else rather than wait 30min for someone to finish their turn. Also, I like it as you can add a new player on ball 2 or 3. So if you do end up with a stack of extra balls and another person is finished, you can add another player for them to get three more balls and keep alternating with you.

#38 5 months ago
Quoted from DeathHimself:

My witch doesn't register at all now, I just played a game at 6.11P and it was fine. Updated and played two games at 6.50 with no hits counting now.

Was that you who said the same on the jjp forum? If not that would be two people who have issues. Now waiting to see if this is a glitch.

#39 5 months ago
Quoted from DeathHimself:

My witch doesn't register at all now, I just played a game at 6.11P and it was fine. Updated and played two games at 6.50 with no hits counting now.

No problem for me. This is the opposit, I managed to kill the witch while in bumpers or or shooting the drop target.

#40 5 months ago
Quoted from Vyzer2:

Was that you who said the same on the jjp forum? If not that would be two people who have issues. Now waiting to see if this is a glitch.

Yep that's me

Quoted from poup:

No problem for me. This is the opposit for me, I managed to kill the witch while in bumpers.

Mine lost all responsiveness, even with glass off it don't register now unless I hit the very corner of 57 or 58 at the very top pressing very hard and wiggling it, go figure.

#41 5 months ago
Quoted from DeathHimself:

Mine lost all responsiveness, even with glass off it don't register now unless I hit the very corner of 57 or 58 at the very top pressing very hard and wiggling it, go figure.

Since yours seems to be doing well opposite of what I would expect, please ensure the switches are setup so that they are NORMALLY CLOSED (should show a darker green when in switch test), then open up when struck.

#42 5 months ago
Quoted from pinball_keefer:

Since yours seems to be doing well opposite of what I would expect, please ensure the switches are setup so that they are NORMALLY CLOSED (should show a darker green when in switch test), then open up when struck.

I'll check right now Keith, one sec.

#43 5 months ago

They are green when not touched, then go to a dark blue when i can get them to fire.

BTW not sure if it's new or I just noticed but love that you can now move the TOTO lights.

Have a look:
» YouTube video

Image of the switch matrix, not pressing anything:

IMG_1266 (resized).JPG

#44 5 months ago
Quoted from DeathHimself:

They are green when not touched, then go to a dark blue when i can get them to fire.
BTW not sure if it's new or I just noticed but love that you can now move the TOTO lights.
Have a look:
» YouTube video

TOTO lights moving with flippers is old.

#45 5 months ago
Quoted from lyonsden:

I've be using this feature on their beta release and absolutely love it. You keep alternating balls and when done, you can go do something else rather than wait 30min for someone to finish their turn. Also, I like it as you can add a new player on ball 2 or 3. So if you do end up with a stack of extra balls and another person is finished, you can add another player for them to get three more balls and keep alternating with you.

just wait for someone to get confused. Now add choose next player now

#46 5 months ago
Quoted from Jakers:

Will the update reset our high scores or settings?

It shouldn't. But before I install delta or full installs, I back up my Settings on a separate USB stick in Utilities, do the install, and then Restore Settings.

LTG : )

#47 5 months ago
Quoted from DeathHimself:

They are green when not touched, then go to a dark blue when i can get them to fire.

This is not proper behavior. @ltg can help you a lot better than I can, but the switches need to be CLOSED normally.

I misspoke earlier; the matrix should show the switches a darker blue than the rest of the switches (meaning inactive normally-closed non-opto), then turn green when you hit the target (opening the switch, causing it to be "active" in this case). The action of pushing on the witch target should cause the arm of the micro switch to not activate anymore.

It's at least POSSIBLE your switches are wired normally-closed (I have never seen any microswitch wired this way on purpose in all my years of designing games as far as I recall) which would also cause the reverse action you are encountering.

The diode should be soldered to the outside lugs, with the band pointing to the lug where the pivot is. The green-x wire should be soldered to the middle lug. The white-x wire should be soldered to the lug away from the pivot point.

#48 5 months ago
Quoted from PanzerFreak:

JJP continues to offer the best code support in pinball!

You got that right...

#49 5 months ago
Quoted from pinball_keefer:

This is not proper behavior. ltg can help you a lot better than I can, but the switches need to be CLOSED normally.
I misspoke earlier; the matrix should show the switches a darker blue than the rest of the switches (meaning inactive normally-closed non-opto), then turn green when you hit the target (opening the switch, causing it to be "active" in this case). The action of pushing on the witch target should cause the arm of the micro switch to not activate anymore.
It's at least POSSIBLE your switches are wired normally-closed (I have never seen any microswitch wired this way on purpose in all my years of designing games as far as I recall) which would also cause the reverse action you are encountering.
The diode should be soldered to the outside lugs, with the band pointing to the lug where the pivot is. The green-x wire should be soldered to the middle lug. The white-x wire should be soldered to the lug away from the pivot point.

Thanks Keith,

Hopefully Lloyd will chime in maybe its just an adjustment, I don't believe they are wired backwards as they did work properly just an hour ago but maybe the new core settings being more sensitive has mine constantly open now. I will start looking into this a bit further now and thanks for supporting such a great game, all the best.

Mike

#50 5 months ago
Quoted from LTG:

It shouldn't. But before I install delta or full installs, I back up my Settings on a separate USB stick in Utilities, do the install, and then Restore Settings.
LTG : )

Thanks. I'll be sure and make a backup before I install. One more question, what format should the usb stick be? MS-DOS (FAT), ExFAT, Mac OS Extended?

Promoted items from the Pinside Marketplace
$ 48.00
Playfield - Toys/Add-ons
ModFather Pinball Mods
There are 286 posts in topic. You are on page 1 of 6.

Reply

Wanna join the discussion? Sign up for a Pinside account, or log in if you already have an account.


Hey there! Got a moment?

Great to see you're enjoying Pinside! Did you know Pinside is able to run thanks to donations from our visitors? Please donate to Pinside, support the site and get anext to your username to show for it! Donate to Pinside