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myPinballs

myPinballs

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Jim
Well i was wrong and i don't mind admitting it. No code drop for us owners, but expo games in the USA get an update?? WTF?

Doesn't even look like we'll be able to update games for Play expo on the floor either...

Nice Stern Nice.....
 

Sutol

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Nov 18, 2014
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Stockton on Tees
Quite scary I thought when George said the code was only at 0.8.
Slow progress on this one. Rewritten from the ground up again?
We'll all just have to hope the long long long wait is worth it.

Sent from my A0001 using Tapatalk
 
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myPinballs

myPinballs

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Jim
So I thought i'd share a few thoughts on possible delay reasons for the coding. I've posted similar over on pinside. Trying to offer some more constructive comments again now and not just get mad regarding the software delays!!

-------------

When people say 'Game Code' they usually mean just 1 of the layers that go into making a pinball game. For example with a linux based system you have:

Game layer
Firmware Control Layer
OS Layer

As a minimum really, so that's 3 layers straight off. The System menu in the spike games looks like a direct port from SAM/Whitestar days or even an emulation, so there's work to do there...

Then adding the LCD Graphics Screen, you could now argue the layering is:

Graphics Layer
Game layer
Firmware Control Layer
OS Layer

So now your up to 4 layers! If you are Stern then your best programmers get more work to sort out the more complex issues at any given layer including still working on their own game layer projects, so you can see how delays can happen. We know that there are 'issues' with the firmware layer and possible node failures. The solution usually is to hire more people and off load some of the simpler coding tasks on to more junior people, or create teams of coders around 1 main senior guy. I think this is what is happening now, as we heard more people were being hired to assist programmers.

Sometimes you can offload the graphics section to someone else and coordinate between the two (graphics and game), but as with anything coding together with multiple people doesn't always work nicely. There can be many conflicts both with style of writing, organisation, commenting, layout, timing, hours or work patterns etc etc

Anyway, just a few comments from my life of working with code and hardware!


---------------------
 

Sutol

Registered
Nov 18, 2014
403
305
63
50
Stockton on Tees
So I thought i'd share a few thoughts on possible delay reasons for the coding. I've posted similar over on pinside. Trying to offer some more constructive comments again now and not just get mad regarding the software delays!!

-------------

When people say 'Game Code' they usually mean just 1 of the layers that go into making a pinball game. For example with a linux based system you have:

Game layer
Firmware Control Layer
OS Layer

As a minimum really, so that's 3 layers straight off. The System menu in the spike games looks like a direct port from SAM/Whitestar days or even an emulation, so there's work to do there...

Then adding the LCD Graphics Screen, you could now argue the layering is:

Graphics Layer
Game layer
Firmware Control Layer
OS Layer

So now your up to 4 layers! If you are Stern then your best programmers get more work to sort out the more complex issues at any given layer including still working on their own game layer projects, so you can see how delays can happen. We know that there are 'issues' with the firmware layer and possible node failures. The solution usually is to hire more people and off load some of the simpler coding tasks on to more junior people, or create teams of coders around 1 main senior guy. I think this is what is happening now, as we heard more people were being hired to assist programmers.

Sometimes you can offload the graphics section to someone else and coordinate between the two (graphics and game), but as with anything coding together with multiple people doesn't always work nicely. There can be many conflicts both with style of writing, organisation, commenting, layout, timing, hours or work patterns etc etc

Anyway, just a few comments from my life of working with code and hardware!


---------------------
Nice insight you give there Jim.
You don't realise how much goes into it. Not a simple process. You just wish they'd be more open about where they are with it.

Sent from my A0001 using Tapatalk
 
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myPinballs

myPinballs

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Jim
A big step in the right direction



V0.80.0 - Oct. 27, 2017
=======================

- Reworked major villain modes (Catwoman, Joker, Penguin, Riddler) into
multi-part storylines. After each part, the Penguin VUK will light
for Super Jackpot, which allows the player to either quit out of the
mode or continue to the end. Scores increase by 1x each stage.
- Implemented a setting that allows the user to turn on/off major villain
mode collect/continue during multiball.
- Added topper light effects to the parts of the game where Batman and
Robin are in the Batmobile.
- Added an adjustment to allow or deny gadget use to hurry-ups
(cliffhangers). Added additional shots for gadgets (GADGET TARGETS).
Removed gadget use for super jackpot and collect/continue.
- Removed batcave sequence timer.
- Added video clips, sounds, light effects, and speech.
- Added custom speech from Adam West and Burt Ward.
- Batphone hurry-up now handled as choreography (stack w/ super skill
shot, tilt warning, etc.).
- Award major villain shot on penguin VUK before super jackpot or
collect/continue.
- RGB arrow (blue) would be lit to indicate batturn start when the
turntable was facing in a direction where batturn could not start.
This has been corrected.
- Reset batcave targets at the start of a new major villain mode.
- Implemented light lock difficulty for main multiball.
EXTRA EASY = ONE TARGET LIGHTS ALL LOCKS.
EASY = ONE TARGET LIGHTS ONE LOCK, WITH STACKING.
MEDIUM = ONE TARGET LIGHTS ONE LOCK, NO STACKING.
HARD = ALL TARGETS (COMPLETION) LIGHTS ONE LOCK, WITH STACKING.
EXTRA HARD+ = ALL TARGETS (COMPLETION) LIGHTS ONE LOCK, NO STACKING.
- Catwoman and penguin modes were not canceling the batcave sequence
after the first mode shot was made. This has been corrected.
- Fixed an issue where the penguin mode was leaving the turntable lit
when the super jackpot was lit.
- Pop bumpers were scoring twice. This has been corrected.
- Batcave sequence and police headquarters take priority over primary
shots for major villains.
- Added villain vision effects.
- Added Instant Info screens for Gadgets, Pop Bumpers, Combos.
- Added pricing text to player scores screen at game over (compensate for
the absence of a pricing card).
- Changed dot matrix emulation colors to yellow.
- Added different Bat-Vehicles for higher level combos (bottom lanes
advance combo levels).
- Got rid of the delay that happens when the mystery effect first runs
from power-up.
- Reworked tournament standings display effects for LCD.
- Rework ball search, device malfunction, pinball missing display effects
for LCD.
- Added correct information for multiball multiplier.
- Added rules to pre-batcave sequence (gordon target hit before making
the first shot in a major villain mode):
+2x bonus for each target hit.
+1x multiball multiplier when completed.
- Fixed coin debounce times for DBV.
- Spaced out and eventually terminated the "player X, you're up" speech
calls.
- Added info for pop bumper target.
- Added adjustment for bottom lane completions for next combo level.
- Remove additional hits for pop bumper target (one target hit increases
the pop bumper values).
- Replaced riddler/joker clips in attract mode with a clips that does not
have them talking.
- Batphone hurry-up background display effect would always play the Alfred
intro, even if it had already been played. This has been corrected.
- Fixed a bug in the auto-percentaged extra ball module that would
sometimes set the extra ball value (combos, major villains) to an out
of range value.
- Added Batgirl animated intro to attract mode. This is displayed whenever
Batgirl is seen anywhere in the previously played game (Villain Escape).
- Added 2x major villain mode scores for completing the Batcave sequence
(Penguin VUK -> Left Loop (Orange Arrows) before making the first shot
in a major villain mode).
- Batcave sequence combo shot is now timed.
- Fixed issues with villain vision backgrounds and game over (tilt showing
at game over).
- Fixed issues with the villain vision effect system that was causing
some effects to not run or hang around for too long.
- Added episode-specific batphone hurry-up video clips.
- Corrected word Umbrella in artwork.
- Fixed a bug with the mystery speech that was causing some speech to be
requested when it should not have been.
- Added ball save and outlane drain speech.
- Reworked the batphone hurry-up so the hurry-up clips are retrieved
from the individual episodes.
- Blink shot multiplier target lamp to indicate the number of shots
remaining.
- Restart short plunge skill shot if ball returns to the shooter lane.
- Skill shot is now not started if the super skill shot is running.
- Reworked attract mode HSTD displays.
- Reworked the attract mode custom message.
- Replaced sounds for extra ball.
- Implemented a short version of extra ball that runs during multiball.
- Implemented lock out of completed villains for super skill shot
(adjustment).
 
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J85M

Registered
Feb 24, 2017
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UK
Yeah it was $0.Got it shipped via electrocoin just in case.



Got the signatures on it :thumbs:. Just need to install it and check the inserts and all the other stuff. See if anythings come loose.
Great to see it here though.
Wow, whoever sorted that out for you, I would buy them drinks for life! ;)

my GB play field is arriving tomorrow! Jon - thanks for the info you shared.
No problem Neil happy to help out!