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PostPosted: Thu Mar 08, 2012 4:22 pm 
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Okay, can't figure out how to upload a text file.

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PostPosted: Thu Mar 08, 2012 4:25 pm 
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Put it on your site, with a link, so we can just go get it.

Lee.


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PostPosted: Sun Mar 11, 2012 1:05 am 
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Okay, the 'commented file' is now on my website and there is a link to it for those that want to help in this endeavor.

Please don't laugh to much at the current set of comments that I put on it.

Also, I discovered that part of the reason that the machine has been freaking out is that the setting for number of balls and 'light reset option' was incorrect and caused it to do freaky things. It seems the program does not handle bad data very well.

Thanks again for everyone's help.

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PostPosted: Mon Mar 12, 2012 4:54 am 
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First problem is that when in multiplayer mode and either the 2nd or 3rd player is in process, anytime 1,000 points are scored (either all at once or cumulative) something odd happens.

I may have found this bit but I don't know what to do about it yet, it's not clear what the code is trying to do.

Lee.


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PostPosted: Tue Mar 13, 2012 12:50 am 
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Anyone have any idea where to get the artwork file needed to run this in MAME?

Lee.


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PostPosted: Tue Mar 13, 2012 2:02 pm 
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Location: Meadowbrook
maybe fake it using another artowrk file for another game and renaming it?

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PostPosted: Tue Mar 13, 2012 7:47 pm 
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It seems the artwork file(s) provide all the attributes of the virtual table. There may be an archive of the file(s) needed on vpforums.org but I can't be arsed joining yet another forum just to see if it is what I need.

wrkey you seem to have done this, what files do I need and where do I get them?

Lee.


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PostPosted: Thu Mar 15, 2012 7:00 am 
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Joined: Thu Dec 11, 2008 1:28 pm
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Location: England
The artwork seems to be packed up in a binary archive: I've sent you a link by pm. You might be able to get the raw files by joining the vpforums.org and contacting the author.

(I suspect wrkey downloaded the bundle and played the game, without needing to unpack. Again, you need to be on the forum to do that.)

Ed

Edit: linkify


Last edited by BigEd on Fri Mar 16, 2012 10:13 am, edited 1 time in total.

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PostPosted: Fri Mar 16, 2012 3:30 am 
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I've patched the score bug and uploaded an archive of the images to here.

In simulation at least the behaviour now seems consistent for all four players.

Lee.


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PostPosted: Sat Mar 17, 2012 2:41 pm 
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Quote:
Right not the machine is 'locked up' and even after a power cycle the scores are all mixed up with numbers, it acts as if it's in the middle of a game and there's lots of sounds being made.

This should initiate the "special technique" for resetting the NVRAM.

Find a card edge and card socket that will fit J8, the audio port. Make a through connector.

Connect 330 ohm resistors between 0V on pin 10 and each of pins 8, 6, 4 and 1.

With this "special technique" adapter connected inline with the audio port and with the test/play/set switch in the set position switch on the machine.

All the options should be reset and you may need to set a few things like the price of a game and balls per game.

Switch off and remove the "special technique" adapter, the machine should now think it is factory fresh.

Lee.


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PostPosted: Sat Mar 17, 2012 2:54 pm 
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Quote:
the machine tends to 'get lost' and freaks out. I really don't know how better to explain it. I am thinking it might have something to do with the rotational tilt switch but I can not be certain.

Digging through the code it looks like the test and rotational tilt switches may have been swapped at sometime but not all off the code was updated to reflect this change.

Can you check and make sure that the test switch goes to J1 pin 3 and the rotational tilt switch goes to J1 pin 4 as per the schematic?

Lee.


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PostPosted: Tue Mar 20, 2012 1:35 pm 
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Location: Spring, Tx
Sorry for my absence, went to Washing DC with my kids on Spring break.

As for the PinMame images and such, I downloaded everything from the PinMame forum. It's actually quite involved to get it all down and installed and working. But once you got one table up and running, you can easily download others.

Lee! Thank you so much for your help. I will be pull you file and send it to the guys that work on PinMame and see how it flys. I don't have a way to burn a chip with the new code so I'll have to find someone here local that can do it for me and then I'll swap the chips out on my motherboard (retain the old and try the new).

As for the rotation tilt question, you may be right. I did manage to get the machine 'un hung' but now it's having trouble starting the game as it appears that it's always in tilt and the rotational Tilt adjustment light flashes on and off. I'll validate the pin settings and let you know what I find out.

As for resetting the machine, could I just unplug the battery for say 10 minutes and then put it back to reset the memory? To get to all the cards on this machine is quite a chore the ways it's made.

Thanks,

Rusty

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PostPosted: Wed Mar 21, 2012 1:27 pm 
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Email I received from Gerrit after I delivered the code changes to him:

Confirmed, the game seems to work better now with Lee's change.
He only touched two bytes in the code anyway:

>fc /b nolabel_chkac10.bin spect_u4.dat
00000073: FF 7F
00000076: 80 00
000000B2: 81 01
00000174: 86 06
0000017E: 80 00
000002B0: A0 90 <--
000002B1: 03 05 <--

The above five changes were added by me
when merging both the U4 dumps we had.

The disassembled code changes from this:

0AAC: C0 03 cpy #$03
0AAE: B0 07 bcs $0AB7
0AB0: A0 03 ldy #$03 <-- doesn't make any sense at all!
0AB2: A0 E6 ldy #$E6
0AB4: 0A asl a
0AB5: 91 31 sta ($31),y
0AB7: A5 EE lda $EE
0AB9: 48 pha
0ABA: 20 2E 0B jsr $0B2E

to this:

0AAC: C0 03 cpy #$03
0AAE: B0 07 bcs $0AB7
0AB0: 90 05 bcc $0AB7 <-- doesn't make much sense!
0AB2: A0 E6 ldy #$E6
0AB4: 0A asl a
0AB5: 91 31 sta ($31),y
0AB7: A5 EE lda $EE
0AB9: 48 pha
0ABA: 20 2E 0B jsr $0B2E

Point is, if you do a "branch if carry set" first, and do
a "branch if carry clear" right behind it, you would probably
not want to jump to the same address!

So please ask Lee why he thinks this is correct!?

I offer another solution:

0AAC: C0 03 cpy #$03
0AAE: B0 07 bcs $0AB7
0AB0: 90 03 bcc $0AB5 <-- makes more sense
0AB2: A0 E6 ldy #$E6
0AB4: 0A asl a
0AB5: 91 31 sta ($31),y
0AB7: A5 EE lda $EE
0AB9: 48 pha
0ABA: 20 2E 0B jsr $0B2E

This will jump to different locations on carry set and carry clear,
and also doesn't sound the special and tilt sounds, or will award
a credit on each 1,000 made on player #2.

Seeing how the new differences are in an area that might have been badly
dumped before the merge, it's very clear to me now that the U4 we have
is still ill, and again I have to urge you to try and get a dump of
Gary's 2716 chip I told you about before!

We might never see the original behaviour of the game otherwise!

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PostPosted: Wed Mar 21, 2012 6:57 pm 
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Quote:
Point is, if you do a "branch if carry set" first, and do a "branch if carry clear" right behind it, you would probably not want to jump to the same address!

So please ask Lee why he thinks this is correct!?

Perhaps this will shed some light on what I've done.

Code:
LAB_0AAC
      CPY   #$03              ; compare the digit index with x000s
      BCS   LAB_0AB7          ; if not x000s skip ??

; else that add rolled past the x000 mark so ...
;
; "First problem is that when in multiplayer mode and either the 2nd or 3rd player
;  is in process, anytime 1,000 points are scored (either all at once or cumulative)
;  something odd happens. For player 2, the Tilt sound is activated but the game
;  doesn't tilt and continues to play. For player 3, the 'Credit Won' sound is
;  activated AND a credit is awarded (if it hasn't exceeded the credit limit yet)
;  and continues to play."

      BCC   LAB_0AB7          ; this patches past the bug, comment out the next line ##
;##   LDY   #$03              ; ?? ## I have no idea what was supposed to go on here.
      LDY   #$E6              ; ?? ## I guess it should make some noise or other but
      ASL                     ; ?? ## the code as is just craps over the top end of
      STA   (LAB_31),Y        ; ?? ## page zero $E6/7/8, $EE/F/F0,  $F6/7/8, $FE/F/0100

; the value written is one of $00/1/2/3/4

LAB_0AB7
      LDA   LAB_EE            ; get the high score and award limits result
      PHA                     ; save it


Cheers,
Lee.


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PostPosted: Wed Mar 21, 2012 7:15 pm 
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I'll forward this information on to Gerrit.

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