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Stern Sam - Pinmame Source Code


xmassam

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version 1.93 was out yesterday, support of the latest SAM roms, and fixed Alvin games like mystery castle pindmd display, mystery will be available perhaps next month

 

if you want to be warned when a new release is made, just click on the watch button 

 

880365VPinmameSAMPINDMDUNITYunifiedversi

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Mtl V1.63 released today.

 

V1.63 - September 2, 2014
=========================

  - The 2x playfield multiplier is now paused during cross, electric
    chair, coffin, and snake multiball start.
  - Crank it up points selection was not scoring the points.  This has
    been corrected.
  - Lady Justice mode start criteria has been changed.  Ramp letters and
    mode start are allowed as long as seek & destroy and any crank it up
    mode are not running.  (Previously, ramp letters were allowed during
    multiball, but mode starts were not.)
  - Fixed up snake lock so it works better when a ball is being held on
    the cross magnet for super jackpot.
  - Any shot that completes a row or column in the grid during the "For
    Whom The Bell Tolls" mode is awarded at 2x.  The last shot is 4x as it
    completes both a row and a column.
  - Fixed a bug with the guitar pick targets that would cause the score
    for completing the targets to be one increment too high.
  - Added combo rules for stage #2 of Crank it Up.  Making any shot blinks
    a random shot for 2x.  Making additional lit shots increases the
    multiplier on the blinking shot by 1x.
  - Tightened up captive ball extra coffins timer from 2.5 seconds to 1.5
    seconds.  There is still a one second grace period.
  - Fixed a bug in cross multiball that would keep the super jackpot
    multiplier from advancing.
  - Added left ramp cross to the up/down effect lamps; it was missing.

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Yea I can't read the writing on the chips

 

Here's where I'm at as far as information collected:

We have two hurdles (hardware wise)

The AUX board, for LE games used up to the end of 2013 are solenoid drivers only

Starting with Star Trek they added another board, an RGB driver, to control the solid state LED lighting. On Star Trek it looks like it was fairly simple, and that's why vett has been able to get that functioning. For Mustang, it drives much more lighting, how much, I don't know - I haven't looked at the schematics

 

The Star Trek AUX board can drive 8-12 extra solenoids (going off memory here)

On the Pro model I believe there are 4 solenoids (maybe 3?) beyond the 32 range that we can't use. They look like diverters or orbit posts, so possibly not crucial.

 

On Transformers LE there are 2 aux boards that can drive 3 solenoid each.

On ACDC LE there is 1 aux board which can drive 8 solenoid each

The only chip on the aux boards are d-type flip-flops that can set/hold the state of the mosfets, and the board controls 50v loads (this is why they are only for extra solenoids)

 

That's just initial information gathering my coworker has done with the help of a few people. This is all probably common knowledge but I would like to compile it all in one place.

It sounds like we need to emulate the RGB board and the aux board now. If we just get the aux board working, that gives us access to games up through Star Trek, but with Stern moving toward all-led lighting, specifically color changing lighting, we're going to need to get that going, too. Without knowing fully what's on the RGB board I can't be sure what we're dealing with yet.

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