Author Topic: Star Trek: The Mirror Universe pinball  (Read 13583 times)

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Offline zitt

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Re: Star Trek: The Mirror Universe pinball
« Reply #180 on: March 24, 2014, 07:10:47 PM »

Oliver @ pinball4you.ch is now officially my super hero. He went into the Star Trek Code and added code to ensure the data was on the Display Data bus before transitioning from low to high on the Latch Enable (IE ensuring Setup time was valid). Then set the LE to Low and move to the next display. The Nixies work like they are suppose to ... and all 7 digits work to. This means I don't need to downgrade/borrow to original displays and can stick with the original design. :D

He's also looked into another issue I found in the project:

When the machine goes to eject the ball into the inlane; It seems to send the drop target reset at the ball ejector solenoid at the same exact time. On my system; it causes the power drain to be too much and leads to a limp
ball eject that doesn't always make it up the ramp to the inlane. This inturn causes another eject cycle complete with a simultaneous solenoid trigger.

To be honest; Bally probably should have checked for any drop targets down before "resetting" the assembly. This would also prevent the "sag" I'm seeing on the solenoid rail.

He just sent me a test rom to try; so I'll have to check it out tomorrow night after work.

Oliver is a great guy to have during crunch mode. I really appreciate what he's done for this project... and for the countless other people by providing patches and such for freeplay and 7digits.