Author Topic: New Tron Code - V1.74  (Read 365 times)

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Offline swinks

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New Tron Code - V1.74
« on: February 15, 2013, 08:05:29 AM »
Ok Gorgar and Cursed your up, have fun, interested to hear your thoughts.....





V1.74 - February 11, 2013
=========================

- First pass of the redemption system.
see http://www.sternpinball.com/downloads/Stern_Pinball_Redemption_System_Software_Manual.pdf
for details.
- Raised the score for an inner loop shot during quorra multiball.
- Disc multiball super jackpot initialized to 100,000.
- Added lamp effects for disc multiball and disc multiball restart award.
- Starting light cycle multiball, quorra multiball, sea of simulation,
or portal multiball will kill the disc multiball restart timer.
Restarting light cycle multiball or quorra multiball will kill the disc
multiball restart timer.
- Light cycle multiball and quorra multiball are not allowed to be
advanced when disc multiball restart is active. Light cycle multiball,
quorra multiball, sea of simulation, and portal multiball are not
allowed to be started when disc multiball restart is active.
- Added art for disc multiball total.
- Changed the indexing of the combo sounds. An n-way combo was making
the n+1-way combo sound. This has been corrected.
- Combo (End of Line) jackpot score was not being displayed properly
for players 2, 3, and 4 on the combo award display effect. This has
been corrected.
- Added adjustments for disc multiball disc shots and disc multiball
recognizer hits.
- Reordered some adjustments.
- "TRON DOUBLE SCORING" lamp renamed to "DOUBLE SCORING", as THAT is
the text on the playfield.
- Reworked disc multiball:
1) Blue disc shots stay lit always instead of going out. More
difficult to shoot shots (side ramp, Gem, for example) are worth
more.
2) Only the spinning disc counts as "discs" to progress to the next
stage (Recognizer 3-bank UP). Blue discs do NOT.
3) Shots to the blue discs increase a jackpot that builds on the
spinning disc. (So you can loop the left ramp to build it up if
you want). Shooting the spinning disc collects the jackpot and
resets it.
4) Disc multiball can be restarted if the super jackpot has not been
collected (via adjustment, default: ON, 10 seconds).
- Quorra multiball start now always shows the long animation.
- Light cycle multiball start now always shows the long animation.
- Recognizer and disc advance via Flynn's Arcade now NOT allowed if
Light Cycle, Quorra, Sea of Simulation, or Portal are lit.
- Sea of simulation total display effect stays up on the screen longer.
- Fixed an issue with the Flynn's Arcade VUK and the sequencing of
awards. If all modes for SoS/Portal have been started/completed
except for one, say, Gem, and the Flynn's Arcade award is to start
the one (Gem), then Sea of Simulation would be lit as a result and
that would cause CLU hurry-up to NOT start if it was lit at the
beginning. This has been corrected.
- Fixed an issue with the Flynn's Arcade VUK and the sequencing of
awards. If all modes for SoS/Portal have been started/completed
except for one, say, Gem, and the Flynn's Arcade award is to start
the one (Gem), then Sea of Simulation would be lit as a result and
that would cause Light Cycle multiball and Quorra multiball to NOT
start if they were lit at the beginning. This has been corrected.
- Fixed an issue where the match music may not run.
- Sea of simulation item award was not pausing the double scoring
timer. This has been corrected. Fixed "THREE MAN LIGHT JET COMBO"
cutting off the display.
- CLU hurry-up music now waits for the start display effect to run
before starting.
- Added new awards to Flynn's Arcade. They are: ADVANCE CLU, ADVANCE
ZUSE, ADVANCE DISC, ADVANCE LIGHT CYCLE, ADVANCE SEA OF SIMULATION,
and MORE TIME. Advance Sea of Simulation is only available when Sea
of Simulation is running and will spot the next shot during SoS (at
1/10 the points). This should be helpful if the player enters SoS
and has not completed Gem or Light Cycle.
- Stacked priorities of modes (Gem/CLU/Zuse) such that the last one
started is the display/music that is heard.
- Fixed CLU, Gem, and Zuse timer bars on the score screen. They now all
initialize to full size when the respective mode is started and will
rescale properly when time is added over the high water mark. Bars have
been reordered to match the lights on the playfield - bottom bar is for
Gem, middle bar is for CLU, and top bar is for Zuse.
- Added a timer bar for Zuse.
- Light Cycle multiball is now NOT allowed to be advanced while Disc
multiball is active. This makes much more sense since Light Cycle
multiball cannot be started when Disc multiball is running.
- CLU, Quorra, and Light Cycle lamps on the VUK were not honoring the
start logic for Sea of Simulation and Portal. This has been corrected.
- Added sounds for the CLU lanes during the CLU stage of Sea of Simulation.
- Fixed obsolete Quorra multiball background instructions regarding the
non-existent double jackpot.
- Added lane change to Sea of Simulation CLU stage.
- Light cycle multiball award display effects were not showing the correct
points scored when double scoring was active. This has been corrected.
- Implemented delayed score awards for Sea of Simulation.
- Reduced the number of times the Zuse fast scoring mode could start a
lamp effect.
- Fixed a bug that was keeping the hard meter from firing for certain
ticket dispenser types.
- Added icons to the Flynn's Arcade award animation.
- Implemented music and sound volume.
- Fixed an issue where the music was not being killed after the master
volume was changed via -/+ during game over.
- Added Gem shots to instant info.
- Added CLU lanes to instant info.
- Added ZUSE targets to instant info.
- Added end-of-line jackpot art.
- Light-cycle shots to advance for light cycle multiball lit are now
allowed when CLU is running.
- Shuffled priorities of light cycle, quorra, gem, and combo. The order
is: combo, gem, light cycle, quorra.
- Added a lamp effect for the start of quorra multiball.
- Added instant info for recognizer/disc shots to start disc multiball.
- Added instant info for quorra multiball.
- Fixed the wire color for the shaker motor.
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Offline swinks

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Re: New Tron Code - V1.74
« Reply #1 on: February 15, 2013, 08:34:21 AM »
some info and thoughts from pinsiders:

"Just played a few games on the Pro and the extra ball sure is nice. You can set it to whatever you want on the ramps (ie. just one hit if you want). I set it to 1 and sure enough I hit 1 ramp and extra ball was lit. In the options menu there is another choice for how much you want to increase the number of ramps hit for the 2nd extra ball collected, etc... (they are feature adjustments #11 and 12). Pretty cool."

"the update is good. like the new Flynn arcade awards and display. new combo sounds are neato. I actually added a ball in disc mb mode when I had only one left, pretty cool. only have 3 games on it, but I love what they've done so far! seems as if the light show is different as well, including flashers with modes."

"Just updated the code on my Pro on my lunch hour... It is awesome!!! My previous high score was 85mil. Just got 90mil on my first game. Got an extra ball, too!!!! Sweet Jesus that was nice!!! Can't wait to put her through her paces tonight!!!"

"tron is now a fun and manageable machine!

the extra ball (12 ramp shots) is easy enough, and honors your combos
disc mb is better, you can re start it on a timer with 1 ball left to close out super jackpot (easier)
in sea of sim you can change the rollover lanes for clue now

just these 3 differences make this so much fun now! don't know If I can sell my tron ever at this point. played 6 games, scores higher, plays better, awards combos"
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Offline delarge

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Re: New Tron Code - V1.74
« Reply #2 on: February 15, 2013, 09:00:21 AM »
Saw this on Facebook this morn. I'll be updating my Tron code over the weekend. Can't wait!

Cheers!
Adam.

Offline GORGAR 1

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Re: New Tron Code - V1.74
« Reply #3 on: February 15, 2013, 11:13:43 AM »
Thx Jady you beat me to it lol acdc and Tron update IM EXCITED.

Peter

Offline Replay

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Re: New Tron Code - V1.74
« Reply #4 on: February 15, 2013, 01:28:28 PM »
Finally, an extra ball!  great news for all Tron Pro owners  #*#

Offline Cursed

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Re: New Tron Code - V1.74
« Reply #5 on: February 15, 2013, 09:22:53 PM »
Great news!! Thanks Swinks.

I read through your whole post and did not see the extra ball? I was about to post saying all i want is an earnable extra ball.  :lol

This sounds like a great update, cant wait to give it a try.  @@*

Offline GORGAR 1

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Re: New Tron Code - V1.74
« Reply #6 on: February 15, 2013, 10:48:51 PM »
Great code update its a new game now and yep it at last has a EB.

Peter

Offline Cow Corner

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Re: New Tron Code - V1.74
« Reply #7 on: February 16, 2013, 01:36:31 PM »
Looks like I will have to get a Tron!
 ^^^
" It's not the right time to be sober, now the idiots are taking over"

Offline Cursed

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Re: New Tron Code - V1.74
« Reply #8 on: February 16, 2013, 09:14:09 PM »
Looks like I will have to get a Tron!
 ^^^

Yes,Yes you should.  ^^^

Offline Replay

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Re: New Tron Code - V1.74
« Reply #9 on: February 16, 2013, 11:35:31 PM »
finally an Extra Ball that can be earnt during game play,

12 ramp shots (either ramp) lights EB, next is at 100 ramp shots. Factory settings.

Great news for Tron Pro owners.

Not new, but if you hit consecutive shots through the pop bumpers and hit the
right ramp off the left upper flipper the audio builds with each shot/s, a bit like
the boat on Fishtales,

Offline delarge

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Re: New Tron Code - V1.74
« Reply #10 on: February 17, 2013, 01:03:54 AM »
I woke up to a hangover today and shuffled to the computer and downloaded the update and installed it on Tron. Wow, blew my mind. It really finishes the game off nicely. The 12 ramp shots to get an extra ball is really satisfying now. I just got a top score of 50 million whereas on the old code, I got a high score of 30 million on factory 3 ball setting.

The new Tron owners will love it when theirs land with two translites and the new game code as a bonus.

Cheers!
Adam.

Offline Cursed

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Re: New Tron Code - V1.74
« Reply #11 on: February 17, 2013, 08:40:02 PM »
Two translites? What do you mean? Are they shipping the latest batch with two translites?

Have not done mine yet, have to call AMD as the game is randomly stopping mid game thinking a ball has drained. Any advise? Could it be the optos in the ball trough playing up? Will call them on Wednesday when i have a day off.

Looking forward to the update though.  ^^^

Offline swinks

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Re: New Tron Code - V1.74
« Reply #12 on: February 17, 2013, 08:55:19 PM »
Two translites? What do you mean? Are they shipping the latest batch with two translites?

that's what people are saying - the translite that you would have got and then the girlie one
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Offline delarge

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Re: New Tron Code - V1.74
« Reply #13 on: February 18, 2013, 01:16:57 AM »
Two translites? What do you mean? Are they shipping the latest batch with two translites?

Have not done mine yet, have to call AMD as the game is randomly stopping mid game thinking a ball has drained. Any advise? Could it be the optos in the ball trough playing up? Will call them on Wednesday when i have a day off.

Looking forward to the update though.  ^^^

Before the update last week, I went into the test menus and there was an operator error telling me to check the ball trough switch. My game was playing fine, but the error was annoying. I googled it and discovered this has happened to other Stern owners (Spiderman was an example). I took the glass off and put a rolled up rag in the ball trough through the red beam. The problem fixed itself after that.

You might have a dodgy opto board?

Cheers!
Adam.

Offline joele

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Re: New Tron Code - V1.74
« Reply #14 on: February 18, 2013, 10:56:08 AM »
Have not done mine yet, have to call AMD as the game is randomly stopping mid game thinking a ball has drained. Any advise? Could it be the optos in the ball trough playing up? Will call them on Wednesday when i have a day off.

Mine was doing that and I fixed it on the weekend...

All I did was unplug and replug all the plugs for the opto and switches in the ball holder at the front.. There are two plugs plugged into the opto and a long (big) one with all that section plugged into it.. Pulled them all out and put back in again and the problem stopped..

Mine was occasionally thinking the ball was stuck even though it had drained and mid game would think it drained when it hadn't, so I lost flipper control..

Of course I am not 100% sure whether it was a bad contact or something else I inadvertently fixed.. lol.. but been fine since..
« Last Edit: February 18, 2013, 10:59:21 AM by joele »
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