(Topic ID: 191771)

WOZ code update 6.5

By FalconPunch

6 years ago


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  • 294 posts
  • 86 Pinsiders participating
  • Latest reply 6 years ago by Nokoro
  • Topic is favorited by 16 Pinsiders

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#41 6 years 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.

#47 6 years 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.

43
#159 6 years ago

I hesitate to even say this, but the missing lightshows are due to a bug due to a change in a very low level system that caused conflicts with how Oz did some lightshows. We didn't notice it because tbh we haven't been playing Oz daily for quite a few months now.

So, it'll get fixed, I'm sorry, didn't mean to take them out, and the cause was something completely unrelated to the lightshows themselves.

4 months later
#267 6 years ago

Hm, this definitely shouldn't happen, I'll have to check it out. Is it safe to assume you're shooting the ball up the ramp a fair amount of time after the ball drains?

A ball drain is supposed to "eat" a lost ball, so this should never happen. A lot of code did change in that area recently, though, so it's possible something was introduced. Will look into it.

#282 6 years ago

OK, we tried duplicating this issue both on 6.5 and the development latest. We are unable to do so on our machine here. Everything I tried relating to locking balls, kicking them out, etc. worked just as I expected.

At this point I have to assume something else is wrong. It would help if someone could provide a video of the failure to watch and get some clue as to what's going on here.

#286 6 years ago
Quoted from Nokoro:

Here's a video

Thanks, ballsaver is the missing part here.

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