Club des possesseurs du GHOSTBUSTERS

Aide, Dépannage, pour les flippers DMD et LCD

Flipper concerné :

Ghostbusters
stern, 2016
(lié par : yann)
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RipleYYY
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Re: Club des possesseurs du GHOSTBUSTERS

Message par RipleYYY » jeu. 19 09, 2019 20:28

j'ai pas encore regardé la vidéo de hier

j'ai lu certains trucs, j'ai peur que le flip, qui était clairement pas facile, devienne maintenant trop facile (...) avec le mode en cours qui est considéré comme complet quand on perd la bille...

mais faut, comme prévu, se réjouir d'enfin voir le GB recevoir son nouveau code
je me réjouis de le tester

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Alrik
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Re: Club des possesseurs du GHOSTBUSTERS

Message par Alrik » jeu. 19 09, 2019 20:49

RipleYYY a écrit :
jeu. 19 09, 2019 20:28
j'ai pas encore regardé la vidéo de hier

j'ai lu certains trucs, j'ai peur que le flip, qui était clairement pas facile, devienne maintenant trop facile (...) avec le mode en cours qui est considéré comme complet quand on perd la bille...

mais faut, comme prévu, se réjouir d'enfin voir le GB recevoir son nouveau code
je me réjouis de le tester
si le code te convient tu rachèteras ce flip ? :) :-%:
Aerosmith Pro & Deadpool Pro

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tataye
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Re: Club des possesseurs du GHOSTBUSTERS

Message par tataye » jeu. 19 09, 2019 20:53

y a la final atendu?

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jb
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Re: Club des possesseurs du GHOSTBUSTERS

Message par jb » jeu. 19 09, 2019 21:26

RipleYYY a écrit :
jeu. 19 09, 2019 20:28
j'ai pas encore regardé la vidéo de hier

j'ai lu certains trucs, j'ai peur que le flip, qui était clairement pas facile, devienne maintenant trop facile (...) avec le mode en cours qui est considéré comme complet quand on perd la bille...

mais faut, comme prévu, se réjouir d'enfin voir le GB recevoir son nouveau code
je me réjouis de le tester
tu connais les ricains,tout est trop dur pour eux et je suis tombé sur la fin du stream,je pensais que ça commencait bien plus tard.
mais a ce que j'ai vu,ça allait tres vite au mini wizard mode et c'etait pas des bons joueurs.

SamB
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Re: Club des possesseurs du GHOSTBUSTERS

Message par SamB » jeu. 19 09, 2019 22:22

jb a écrit :
jeu. 19 09, 2019 21:26
RipleYYY a écrit :
jeu. 19 09, 2019 20:28
j'ai pas encore regardé la vidéo de hier

j'ai lu certains trucs, j'ai peur que le flip, qui était clairement pas facile, devienne maintenant trop facile (...) avec le mode en cours qui est considéré comme complet quand on perd la bille...

mais faut, comme prévu, se réjouir d'enfin voir le GB recevoir son nouveau code
je me réjouis de le tester
tu connais les ricains,tout est trop dur pour eux et je suis tombé sur la fin du stream,je pensais que ça commencait bien plus tard.
mais a ce que j'ai vu,ça allait tres vite au mini wizard mode et c'etait pas des bons joueurs.
Une section du stream est effectivement consacrée à "We Are Ready to Believe You", mais en fait, Dwight Sullivan règle le flipper pour que ce mode soit prêt dès le début de la partie. Et ensuite, ils enchaînent (s'ils passent ce mode) sur "Are You A God?", que personne ne termine.

(et dans la suite du stream, des parties jouées normalement, pas passionnant mais il y a quelques questions intéressantes auxquelles répond Dwight)

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erikrom
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Re: Club des possesseurs du GHOSTBUSTERS

Message par erikrom » jeu. 19 09, 2019 22:27

https://sternpinball.com/support/game-code/

j'ai pas réussi a télécharger le code , pour le bgs cela aurai été cool si quelqu'un arrive a le porter sur une usb je suis preneur .
vieux jeu pas forcement bon jeu , nouveau jeu pas forcement meilleur . Nouvelle adresse du blog du retrogamer
http://retrogamer.blog4ever.com

SamB
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Re: Club des possesseurs du GHOSTBUSTERS

Message par SamB » jeu. 19 09, 2019 22:33

Le code arrivera la semaine prochaine, d'après ce qui a été dit dans le stream.

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jb
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Re: Club des possesseurs du GHOSTBUSTERS

Message par jb » jeu. 19 09, 2019 23:11

ils ont dit qu'ils essayeront aujourd'hui mais que sinon vu comment s'est parti,ce sera plutot la semaine prochaine.

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laboutiqueducine
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Re: Club des possesseurs du GHOSTBUSTERS

Message par laboutiqueducine » jeu. 26 09, 2019 20:47

**************************************************************************
* *
* STERN PINBALL, INC. *
* (C) COPYRIGHT 2015 STERN PINBALL, INC. *
* *
**************************************************************************
* *
* GHOSTBUSTERS PRO *
* *
**************************************************************************

HELP US, HELP YOU! If you have any suggestions, questions, need technical
advice, find errors or have comments, contact us through our website:

http://www.sternpinball.com/contact.shtml

or call 1-800-542-5377. You can also email bug.report@sternpinball.com to
report any software problems.

This text file and all other documents relating to this product, playfield
components, features, rules, programming and operation are subject to
change without notice (Service Bulletins, if applicable, will be available
through our website).

Update instructions:
1 - Download the spk file
2 - Copy only the spk file to the root level of a USB stick.
3 - Power game off
4 - Insert USB stick
5 - Turn on game
6 - After game boots up it will give the option for software update
8 - Volume buttons change options for full or quick update. Enter selects the
option and starts the update.
9 - Once update is completed game will prompt user to power game off and
remove USB stick.



PRO V1.16 - September 25th, 2019
================================
New:
- Collecting Ghost and starting Looping Supers, PKE Frenzy, and Mass Hysteria
have changed:
- Looping Supers will no longer stack with anything. All ghost
collection will stop until you play Looping Supers. Once completed
ghost collection will resume.
- Looping Supers will wait to run until you have nothing else
running. While paused the Looping Supers Light will pulse to
indicate its waiting to run.
- Added a Looping Supers ready state. When nothing else is
running the game will go into a state where the only thing
you can start is Looping Supers. Shoot the left ramp to start it.
- PKE Frenzy will now only stack with Mass Hysteria. Ghost collection
will stop until you start PKE Frenzy. While paused the PKE Light will
pulse to indicate its waiting to run.
- Added a PKE ready state. When nothing else is running the game
will go into a state where the only thing you can start is PKE
Frenzy. Shoot the left ramp to start it.
- Mass Hysteria will no longer stack with anything except PKE Frenzy.
Ghost collection will stop until you finish the multiball. While
paused the Mass Hysteria Light will pulse to indicate its waiting to
run.
- Added a Mass Hysteria ready state. When nothing is running, or
only PKE is running, the game will go into a state where the only
thing you can start is Mass Hysteria. Shoot the left ramp to
start it.
- If the skill shot is still active when the Ghosts Collected
thresholds of 60, 80, or 100 are crossed, the skill shot is ended.
This handles the edge case where one of the Ghost threshold modes is
ready to run (Loopin's Supers, PKE Frenzy, or Mass Hysteria) and a
skill shot will start a mode. In this case, the mode should not be
allowed to start.
- Added an adjustment called ENABLING MODE CHAINING. It allows modes to no
longer start the next mode in order for that ladder. The adjustment defaults
to NO. Modes will not chain by default.
- When modes are not chained you have more time to do other game
features and it allows you to change ladders for your next mode.
- Added an adjustment called GHOST TARGET SPOTS MODE SHOT. During all ladder
modes, after a normal advancement within that mode, the G H O S T target will
spot advancement within the mode. The G H O S T target will never spot the
final shot of a mode. The adjustment defaults to YES, mode shots will be
spotted. This was added to make it easier to progress through the game.
- Added Ghost Collected threshold awards for 10, 30, and 50 Ghost to more
better communicate why STORAGE FACILITY multiball is being lit.
- Added Super Jackpot growing on each spinner spin. Each ball the super can
grow to a maximum value. As long as the Super Jackpot value is less than
the maximum, each spinner spin will increase the value. The Super Jackpot
value will reset to its minimum value each ball.
- The GEAR feature now advances the playfield multiplier rule. When you
collect the GEAR feature on the left 3-bank if the 2X is not lit or blinking
it will light the 2X. If the 2X is lit or blinking and 3X is not it will
then light 3X.
- Added an adjustment called 2ND SCENE COMPELTE EXTRA BALL. This allows a 2nd
Extra Ball to be awarded for completing scenes. It defaults to PLUS 3,
meaning when the player completes 3 more scenes past the first Extra Ball
awarded they will be awarded with a new lit Extra Ball.
- Added an adjustment called BALL SAVE LIMIT AT START. This adjustment allows
the game to give more than one ball back per ball start during the
ball-start ball-save. The default is 2. You now will get two balls back at
the start of each ball if needed. The range is 1 to 5.
- Added a small flasher lamp effect each time the Gozer target is hit and the
Terror Dog hurry-up value is increased.
- Added varied speech calls to the start of "OKAY WHO BROUGHT THE DOG?"
- Added Topper effects all throughout the game. The topper will light up much
more often.
- Revamped some of Mass Hysteria Multiball.
- The scoring changed. The only way to increase the value of the awards
is to hit the center captive ball and change the flippers. Then you
need to shoot at least one shot, collect the new value, to enable it
to be increased again.
- Added sound and light show when the flippers are changing
- Also the shot colors now change based on if the flippers are normal
or if they are reversed.
- Terror Dog target spots Right Ramp
- Added 3 second ball save at end of multiball
- Added award light show
- Revamped the mode STAY PUFT MARSHMALLOW MAN. There are now 4 stages:
- STAGE 1 - CHOOSE OR PERRISH
Here you are presented with 4 shots. Each shot has a multiplier
associated with it. When you shoot one of the four you will lock in
that multiplier for STAGE 2. Every few seconds one of the 4
multipliers goes down by one. This continues until you shoot one of
the four.
- STAGE 2 - WHAT HAVE YOU DONE RAY
Here you have 30 seconds to shoot as many shots as you can to
collect awards at the multiplier "chosen" in STAGE 1.
- STAGE 3 - ONE TWO THREE ROAST 'EM
Here you need to shoot 4 shots to roast the Marshmallow man.
- The Terror dog target will spot the right ramp.
- STAGE 4 - CROSS THE STREAMS HURRY UP
Shoot the STAY PUFT MARSHALLOW MAN one more time to collect the
hurry-up and complete the mode.
- Revamped WE CAME WE SAW
- Sped up how fast you work your way through the movie. Each new award
will work your way through the movie about 4X faster now.
- A bonus is awarded for completing the movie.
- Increased the maximum scores per award.
- Added a new WE ARE READY TO BELEIVE YOU.
- This wizard mode completely displaced the old one.
- It starts as a four ball multiball, but it will continue if you get
down to one ball.
- You have 60 seconds to catch as many ghosts as you can. As you cross
thresholds of ghost caught you will receive new titles: JUNIOR (You
start here), TEX, APPRENTINCE, GHOSTBUSTER, DEMIGOD, LESSER DEITY
and finally "MAYBE A GOD?"
- Each time you cross a threshold a new ball will be added in to play.
- If you reach the end, run out of time, or drain down to zero balls in
play, the mode will end and it will recap how well you did.
- If you reach the end you will start ARE YOU A GOD?
- If you don't reach the end you will continue to receive "WE ARE READY
TO BELEIVE YOU" at the end of each new ladder you complete instead of
"WE CAME WE SAW...".
- Each time you hit the middle captive ball, the stack of books will
start timing out. If you hit the captive ball while it is timing out
you will add time to the clock and the Scolari Brother targets will
rise.
- Added ARE YOU A GOD?
- This wizard mode is a one ball mode with 2 main stages.
- STAGE 1 - Shoot two combos before they time out.
- STAGE 2 - Shoot all 7 Major Ghost in the game one at a time.
- Each stage has a timer. If a stage times out you will have to start
that stage from the beginning.
- Hitting the captive ball will add time.
- If you reach the end, the game will go into Victory Laps Multiball
and will kick out balls until you have six balls in play.
- Completing this will award a bonus ONE BILLION points.
- Added a Champion for ARE YOU A GOD.
- Added new River of Slime rules
- Increased the scores
- When you collect River of Slime in the right scoop, the rule may
spread pink slime to other shots to be collected again.
- Added a Librarian mini-mode to the list of little features that can start
with the Symmetrical Book Stacking feature. It will only insert itself in
the list if you have played one or more of the Librarian ladder modes.
- When inserted it will go here:
- Scolari Brothers, Terror Dog hurry-up, Librarian, Terror Dog
hurry-up, and last Gozer Hurry-Up. Then it repeats.
- When it is lit you need to shoot the Librarian scoop. You will only
have a few seconds to do so and then it will begin.
- Once started the ball will kick out and you will have the choice.
- 1 - Shoot the middle captive ball to increase the value of the
Librarian award.
- 2 - Shoot the ball back into the Librarian scoop to collect the
award and end the mini-mode.
- Added adjustments LEFT FLIPPER POWER and RIGHT FLIPPER POWER to vary flipper
power.
- Added adjustment AUTO-SHOOTER POWER to vary the autofire power.
- PRO - Added adjustment SLINGSHOT POWER to set the slingshot power.
- Added Adjustment ENABLE BALL SEARCH (For development only): set to NO to
disable ball search.
- Revamped the whole 3-ball captive ball area:
- LIGHT SUPER JACKPOT
- LIGHT SUPER JACKPOT is lit solid when SUPER JACKPOT can be lit and
a multiball is not running.
- Load 2 captive balls to start LIGHT SUPER JACKPOT timer.
- Load 3rd captive ball to light SUPER JACKPOT.
- This is the main rule of the 3-ball captive ball area.
- LIGHT PLAYFIELD MULTIPLIERS
- When PLAYFIELD VALUES 2X and 3X are not both either solid or
blinking, LIGHT PLAYFIELD MULTIPLIERS can be lit from the left ramp
on a timer. Hitting the captive ball or the left target bank will
light either PLAYFIELD VALUES 2X or 3X.
- LIGHT ADD-A-BALL
- LIGHT ADD-A-BALL is lit solid when ADD-A-BALL is not lit
and ADD-A-BALL is available (a multiball is running and a ball can
be added)
- Load 2 captive balls to start LIGHT ADD-A-BALL timer.
- Load 3rd captive ball to light ADD-A-BALL.
- Collect ADD-A-BALL to relight LIGHT ADD-A-BALL
- LIGHT STORAGE FACILITY
- LIGHT STORAGE FACILITY is lit if STORAGE FACILITY can be lit.
- Load 1 captive ball to start LIGHT STORAGE FACILTY timer
- Hit blinking LIGHT STORAGE FACILITY to light STORAGE FACILITY
- These rules displace all the old rules that were on this area.
- Add an adjustment called MAX SUPERJACKPOTS STACKED. It specifies the number
of SUPER JACKPOTs that can be stacked at a time. It will default to 3.
There are no longer 2X or 3X Super Jackpots. They just stack instead.
- PRO - Added to the Slimer Motor Test a Slimer hit switch status
- Added an adjustment to allow ball save for a ball kicked from the left
scoop. The adjustment is called LEFT EJECT BALL SAVE TIME and it defaults to
OFF.
- Added GOD MODE adjustment.
- The settings are NORMAL or GOD MODE. The game defaults to NORMAL.
- If set to GOD MODE, when you start a game you will start at the begining
of "We Are Ready To Believe You" wizard mode. You can add players or you
can plunge the ball. Plunging the ball will start the multiball.
- If you complete "We Are Ready To Believe You" you will start "ARE YOU A
GOD?". When "ARE YOU A GOD?" ends your game will end.
- If you do not complete "We Are Ready To Believe You" the game will end.
- Added a GOD MODE champion. If the game is set to NORMAL this will not be
seen in the attract mode.
- If GOD MODE is enabled you cannot MATCH, win a replay, or qualify for
other high scores champions.


Fixes:
- Changed how the orbits start modes and award skill shots.
- Shooting the right orbit to start a Stay Puft ladder scene will now
only start on a full orbit that goes up the right, across the back
and to the pin in the left orbit.
- Plunging the ball and letting it drain and then plunging again really
fast will no longer give the skill shot.
- Adjustment #6 and #7 no longer have the same name.
- Adjustment #21 name is no longer too long
- Removed the ACTION BUTTON BALL LAUNCH adjustment.
- The Subway would sometimes award the eject shot erroneously.
- Spook central timer would start before it should have.
- LE/PREM - Shooting Slimer in the Ecto Goggles to light modes will no longer
start a scene on that shot. It will light all the available ladders and you
can choose which one to pursue.
- SCOLERI BROTHERS rules adapt when the adjustments "DISABLE LT DROP TARGET"
and/or "DISABLE RT DROP TARGET" are set to YES.
- Scream volume - Fixed issue "If you turn off the game during the crazy loud
scream, the volume will be set to MAX when you power the game back up."
- The scream will not happen if the game is set to volume zero.
- When a ball is kicked from the right scoop during multiball and quickly
drains it will return normally.
- Slimer will no longer move in ball search if its disabled.
- PRO - Slimer will move more during ball search.
- Scolari Brothers targets will now go down at game start if they are up.
- LE - The subway gate will now work correctly if disabled.
- Should no longer be able to start We Got One during Spook Central.
- Premium/LE - when Slimer is lit in Ecto Goggles, the Ecto Goggles
shot was causing the left orbit to come up but not start a mode.
- Premium/LE - hitting left captive ball should shake the shaker motor.


Tweaks:
- Increased the initial Super Jackpots value.
- Changed the rate Ghost are collected during the first 70 ghost. Collecting
Ghost near the beginning of the game are collected faster now.
- Left over Slime is now cleaned up at the end of each ball.
- Removed Scolari Brothers from PICT-O-POPS.
- When and how often Scolari Brothers pop up was too messy.
- Changed the color of Librarian Ladder Modes shoot me arrows. They are now
yellow. The old color was too confusing with the pink of the River of Slime
feature.
- The Spooked Librarian Mode no longer lights the spinner to grow the Super
Jackpot.
- The GEAR feature value has been increased by about 10 times what it was. The
value now resets at the start of the ball.
- Player scores are shown at ball start more often. The first thing you see
will be the skill shot instructions then it will change to the skill shot
options. Then it will change to the normal players scores display. It will
stay on scores for a few seconds before it shows the skill shot instructions
one last time and go back to the scores display. If you press a flipper it
will show the current skill shot options for a few seconds and then revert
to the scores.
- ESP Video mode scores were increased but no longer double each iteration.
- Dont Cross the Streams video mode scores were increased. The maximum is now
80M.
- Terror Dogs score values were increased by 3 times.
- Added adjustment BALL END MODE BEHAVIOR (replaces ALLOW MODE CONTINUE Y/N).
Values are:
- COMPLETE - Running mode will complete and modes will be lit next ball
- CONTINUE - Running mode will continue to the next ball
- LAST SCENE CONTINUES (default) - Most running modes will complete, but
the last mode in each ladder will continue to the next ball.
- Changed the adjustment "ALLOW MODE CONTINUE". When set to "NO", when the ball
drains when a mode is running, the mode will be completed and modes are lit
to start at the beginning of the next ball.
- Reduced PKE scoring quite a bit.
- The adjustment for "START GAME ON CREDIT" is now part of the System
- Now you only ever need one shot on the G H O S T target to bring out SLIMER.
Also removed adjustment "GHOST SPELLOUT DIFFICULTY".
- Added "GHOSTBUSTERS" chanting to the awards of SPOOK CENTRAL
- Sound: LOOPIN SUPERS - start fanfare enhanced
- Speech: STAY PUFT MARSHMELLOW MAN - Ray: "One", "Two", "Three", "Roast em!"
- Music: STAY PUFT MARSHMELLOW MAN - increased volume of music in the
"Church" phase
- Librarian instructions - The ball will be held 2 seconds longer when
instructions are shown at the start of the mode.
- The a top lanes will not kill the lower skill shots. The lower playfield
skill shot will keep running until an arrow shot is made.
- Reordered adjustments to be more consistent.
- WE CAME WE SAW - shooting a lit shot will relight all shots except the last
shot made.
- Increased the default ball save time for most of the multiballs
- Starting a playfield multiplier will cancel the skill shot.
- Premium/LE - added light show on right orbit when Slimer is lit
in the Ecto Goggles.
- Sped up how fast the left captive balls take to settle and be counted.
- Added support for 6th coin switch
- Removed awards "INCREASE SPINNER LEVEL" and "INCREASE SPINNER VALUE" from
SKILL SHOT, PICTO-POPS, and TOBIN'S SPIRIT GUIDE.
- Added left orbit SKILL SHOT award "+5M SUPER JACKPOT"
- Change right scoop advances playfield multiplier like K does during skill
shot
- Added backbox GI to various GI light strings
- Book Stacking, Scoleri Brothers, Terror Dog, Gozer, cannot be started if a
Ready mode is running.
- PKE should not be a skill shot choice if a Ready is underway
- BACK OFF MAN - time increased from 30 seconds to 40 seconds
- Extra Ball Light Show - mask off shot arrows, top lanes, and critical lights
if a multiball is running.
- PREMIUM - Ecto goggles opto sets valid playfield
- Reduced all sound volumes
- Added Flipper cancel of choreographies: Extra Ball, Special, Storage
Facility Lock, Storage Facility Start.
- Valid Playfield is SET on roll over switches and on the captive 3-ball lock
switches.
- Removed TOBIN'S SPIRIT GUIDE award "START PKE FRENZY"



Moved to SYSTEM 2.34 -
- Updated to nodeboard firmware v0.51.0

- Added Service Menu selection UTIL->ENDGAME. This selection is only
available when there is an active game. When selected the operator will
be prompted to confirm that they wish to end the current game. Once
confirmed and upon exiting the Service Menu, the game will be in attract
mode.

- Added Standard Adjustment "ALLOW LEFT+START TO END GAME". Values are:
"NEVER", "FREE PLAY ONLY", and "ALWAYS". Default value is "NEVER".
During an active game, if the LEFT FLIPPER+START BUTTONs are held for
two seconds, the game will be ended.

- Added Standard Audit "TOTAL PLAYS ENDED", which will track the number of
times a game is ended via the Service Menu or FLIPPER+START BUTTONs.

- Added Standard Adjustment "CREDIT FORMAT". Values are:
"ACTUAL FRACTION" and "REDUCED FRACTION". Default value is "REDUCED
FRACTION".
For a USA coin door when inserting three quarters:
"REDUCED FRACTION" would display "1/4", "1/2", "3/4"
"ACTUAL FRACTION" would display "1/4", "2/4", "3/4"

- Updated Italian translation of "ENTER INITIALS" to "INSERISCI LE TUE
INIZIALI"

- Added UTIL->RESET->VOL which will reset all audio settings to their
default values.
- Append (MAX) to the credit message if the number of credits equals
the CREDIT LIMIT adjustment.

- Added Standard Adjustment #57 "PRICING FORMAT". Values are:
"STANDARD", "MINIMAL", "STD W/ MONETARY SYMBOL", and "MIN W/ MONETARY
SYMBOL".

"MINIMAL" will replace consecutive identical coin/credit increments
with "..".

"MONETARY SYMBOL" will add the leading or trail monetary symbol appropriate
for the currency is use. For CUSTOM PRICING this can be TOKEN, COIN,
SWIPE, or TAP.

USA 13 (as opposed to the current active GAME PRICING) is used to
demonstrate the effects of the different options in the Service Menu as
there is a difference between STANDARD and MINIMAL formatting. (and there
may not be in the current active pricing).

STANDARD - USA 13 would be formatted as: 1/1.00 2/2.00 3/3.00
4/4.00 7/5.00
- USA 7 would be formatted as: 1/0.50 2/1.00 4/1.50
6/2.00

MINIMAL - USA 13 would be formatted as: 1/1.00 .. 7/5.00
- USA 7 would be formatted as: 1/0.50 .. 4/1.50
6/2.00

STD W/ MONETARY SYMBOL - USA 13 would be formatted as: 1/$1.00 2/$2.00
3/$3.00 4/$4.00 7/$5.00
- USA 7 would be formatted as: 1/$0.50 2/$1.00
4/$1.50 6/$2.00

MIN W/ MONETARY SYMBOL - USA 13 would be formatted as: 1/$1.00 .. 7/$5.00
- USA 7 would be formatted as: 1/$0.50 .. 4/$1.50
6/$2.00

- Updated Custom Pricing Editor to display using Pricing Format. Use <BACK and
NEXT> to select the pricing and EDIT to change the Pricing Format. The
Pricing Format adjustment will also be updated upon EXIT.

- Updated TechAlert switch numbering to be consistent with the game manuals.

- Updated Custom Pricing Editor - Uses button navigation to select and edit
fields. Use <BACK and NEXT> to select the "CREDIT" or "AT:" field and
EDIT to change their value. RESET has the options of setting the
custom price to the FACTORY default or CURRENT pricing as a starting
point for creating the custom price. RESET can also CLEAR the custom price
to create one from scratch. Use EXIT to save and install the custom
price. Added support to specify money format descriptions for: country
monetary symbol ("$", "EUR", etc), "TOKEN", "COIN", and "SWIPE".

- Updated Custom Coin Door Editor - RESET has the options of setting the
custom coin door to the FACTORY default or CURRENT settings as a starting
point for creating the custom coin door. RESET can also CLEAR the custom
coin door to create one from scratch. Added error message when attempting
to EXIT when the custom coin door is not valid (UNITS PER PULSE is zero or
all coin switches have zero PULSES set).

- Updated Pricing Table:
- Updated Australia 5 from "1/$2.00, 2/$5.00, 5/$10.00 AU" to "1/$2.00 AU,
2/$3.00 AU"
- Removed Australia 7 "1/$2.00, 3/$4.00, 4/$5.00 AU"
- Removed Italy 1 "1/EUR 0.50"
- Removed Italy 2 "1/EUR 1.00, 3/EUR 2.00"
- Added New Zealand 3 "1/$2 NZ, 2/$3 NZ"
- Updated Switzerland 2 from "1/1 SwF, 3/2 SwF, 5/3 SwF, 7/4 SwF, 9/5 SwF" to
"1/2 SwF, 2/4 SwF, 3/5 SwF"
- Removed Switzerland 3 "1/2 SwF, 3/5 SwF"
- Updated UK 1 from "3/1.00 GBP, 7/2.00 GBP" to "1/2.00 GBP"
- Updated UK 2 from "4/1.00 GBP" to "1/1.00 GBP"
- Removed UK 6 "3/2.00 GBP"
- Removed Portugal "1/EUR 0.50"
- Removed Germany 1 "1/EUR 0.50"
- Removed Germany 2 "1/EUR 0.50, 2/EUR 1.00, 3/EUR 1.50, 5/EUR 2.00"
- Removed Germany 3 "1/EUR 0.50, 2/EUR 1.00, 3/EUR 1.50, 6/EUR 2.00"
- Removed Euro 4 "1/EUR 0.50, 2/EUR 1.00, 3/EUR 1.50, 6/EUR 2.00"
- Removed Euro 5 "1/EUR 0.50, 3/EUR 1.00, 4/EUR 1.50, 7/EUR 2.00"
- Removed Euro 6 "2/EUR 0.50"
- Renamed Euro 7 to Euro 4 "1/EUR 1.00, 2/EUR 2.00, 3/EUR 3.00, 5/EUR 4.00"
- Renamed Euro 8 to Euro 5 "1/EUR 1.00, 3/EUR 2.00"
- Renamed Euro 9 to Euro 6 "1/EUR 1.00, 2/EUR 1.50, 3/EUR 2.00"
- Renamed Euro 10 to Euro 7 "1/EUR 1.00, 3/EUR 2.00, 7/EUR 3.00"
- Renamed Euro 11 to Euro 8 "1/EUR 1.00, 4/EUR 2.00"
- Renamed Euro 12 to Euro 9 "2/EUR 1.00, 4/EUR 2.00, 6/EUR 3.00, 9/EUR 4.00"
- Removed USA 4 "1/$0.50" "25 units per pulse, Left 1, Center 1, Right 1,
4th 1, 5th 0, 6th 0"
- Removed USA 6 "1/$0.50" "25 units per pulse, Left 1, Center 6, Right 1,
4th 1, 5th 0, 6th 0"
- NOTE: USA 3 "1/$0.50" "25 units per pulse, Left 1, Center 4, Right 1,
4th 1, 5th 0, 6th 0" remains unchanged

- Updated Austria default pricing to Euro 5
- Updated Belgium default pricing to Euro 5
- Updated Finland default pricing to Euro 5
- Updated France default pricing to Euro 7
- Updated Germany default pricing to Euro 2 and Euro Coin Door
- Updated Greece default pricing to Euro 5
- Updated Italy default pricing to Euro 5 and Euro Coin Door
- Updated Netherlands default pricing to Euro 5
- Updated Portugal default pricing to Euro 1 and Euro Coin Door
- Updated Spain default pricing to Euro 5
- Updated Switzerland default pricing to Switzerland 1

- Added UTIL->SAVE and UTIL->LOAD which save and restore all game settings
to/from a USB thumbdrive.
When restoring the settings to the SAME MACHINE, you can choose to restore:
"RESTORE ALL SETTINGS"
"RESTORE ALL ADJUSTMENTS"
"RESTORE ONLY STD ADJUSTMENTS"
"RESTORE ONLY HIGH SCORES"
"RESTORE ONLY AUDITS"

When using the saved settings with another machine of the SAME TITLE and
MODEL (for example settings file created on a DeadPool Pro and restoring
to a different DeadPool Pro)
you can choose to restore:
"RESTORE ALL ADJUSTMENTS"
"RESTORE ONLY STD ADJUSTMENTS"

When using the saved settings with another machine of a DIFFERENT TITLE or
MODEL (for example settings file created on a DeadPool Pro and restoring
to a Munsters Pro)
you can only choose to restore:
"RESTORE ONLY STD ADJUSTMENTS"

"RESTORE ALL ADJUSTMENTS" will restore the Standard Adjustments listed below
and all Feature Adjustments.

"RESTORE ONLY STD ADJUSTMENTS" will restore the following Standard
Adjustments:
Custom Message
Custom Pricing
Custom Coin Door
"REPLAY TYPE"
"REPLAY PERCENTAGE"
"REPLAY AWARD"
"REPLAY LEVELS"
"REPLAY BOOST"
"SPECIAL LIMIT"
"SPECIAL AWARD"
"SPECIAL PERCENTAGE"
"FREE GAME LIMIT"
"EXTRA BALL LIMIT"
"EXTRA BALL PERCENTAGE"
"GAME PRICING"
"MATCH AWARD"
"MATCH PERCENTAGE"
"BALLS PER GAME"
"TILT WARNINGS"
"TILT DEBOUNCE"
"CREDIT LIMIT"
"FREE PLAY"
"KNOCKER VOLUME"
"START GAME ON CREDIT"
"GAME RESTART"
"TIMED PLUNGER"
"FLIPPER BALL LAUNCH"
"COINDOOR BALL SAVER"
"COMPETITION MODE"
"CONSOLATION BALL"
"PLAYER COMPETITION"
"TEAM SCORES"
"ALLOW HIGH SCORES"
"HIGH SCORE AWARD"
"GRAND CHAMPION AWARDS"
"HIGH SCORE #1 AWARDS"
"HIGH SCORE #2 AWARDS"
"HIGH SCORE #3 AWARDS"
"HIGH SCORE #4 AWARDS"
"HSTD INITIALS"
"HSTD RESET COUNT"
"COIN INPUT DELAY"
"LOST BALL RECOVERY"
"COIN DOOR DISABLE TILT"
"TIME FORMAT"
"PRICING FORMAT"
"FAST BOOT"
"LANGUAGE"
"PLAYER LANGUAGE SELECT"
"PLAY ATTRACT TUTORIAL VIDEOS"
"ATTRACT MODE B.BOX BRIGHTNESS"
"GAME PLAY B.BOX BRIGHTNESS"
"SERVICE MENU B.BOX BRIGHTNESS"

Games will now persist ALL SETTINGS after a software update. This
functionality will be available in the game release AFTER the release which
uses system 2.24.

- Correct the delay between multiple Q24 knocker requests. Previously the
knocks would happen too rapidly and sound like a single loud knock. Now
there will be a 3/4 second delay between knocks. If the sound effect
knocker is also enabled, it will be synchronized with the Q24 knocker.
- Updated COIN DOOR EDITOR to display the selected settings and whether they
are the FACTORY default or CUSTOM configuration.

- Added Custom Coin Door Editor.
You can specify the UNITS PER PULSE for the base coin and the number of
PULSES generated by each coin switch (left, center, right, 4th, 5th,
6th). The UNITS have a range of 1 to 10000 and PULSES have a range of 0
to 100. For example the USA coin door has a UNIT of 25 and the left and
right slots generate 1 PULSE and the center slot (the DBV) generates four
PULSES. The coin mechanisms accept quarters and the DBV dollars.
Therefore, the UNIT is 25 (for 25 cents) and the left and right generate
1 PULSE for a single quarter and the center slot generates 4 PULSES for a
dollar bill being four quarters.
If Standard Adjustment "Game Pricing" is changed to a selection with
different UNITS PER PULSE than the active CUSTOM coin door, the custom
coin door will be reset to the factory default for that Game Pricing
selection.

- Added system adjustment for Spike 2 games when a headphone kit is installed:
"MUTE KNOCKER IF HP DETECTED" - will not play replay knocker sound when
headphones are in use. Default value is NO (not muted).
"DISABLE Q24 KNOCK IF HP DETECTED" - will not fire Q24 knocker coil when
headphones are in use. Default value is NO (not disabled).
- DIAG->NODE->BRD->Overcurrent Test now displays Drive/Coil and Light/LED
description instead of device address.

- Added LIFETIME count to Standard Audit #16 "Total Plays".
- Added JAPAN_3 Coinage 1/YEN 200.
- Added attract mode tutorial videos for inserting coins, pressing
start button, using ball plunger, and flipper buttons.
- Added UTIL->VOL adjustments for minimum and maximum master volume level and
minimum and maximum headphones volume level.
This will limit the selectable volume range from the service menu Plus and
Minus keys and the headphones rotary dial.
- Added support for 6th coin switch.

- Added UTIL->VOL adjustments speaker balance, backbox speaker type, and
cabinet speaker type for Spike 1 games.
- When entering UTIL->VOL, the first sub-menu adjustment is selected, previous
behavior would select the last displayed sub-menu adjustment.
- Added Standard Adjustment "START GAME ON CREDIT". Settings are:
- "OFF" - Do not automatically start a game or add a player when inserted
money registers a credit.
- "FIRST ONLY" - Automatically start a game when inserted money registers a
credit
- "ALL CREDITS" - Automatically start a game or add a player when inserted
money registers a credit
- Adding multiple credits simultaneously, via a bill acceptor, will only
start a one player game or add a single player.
- Default setting is "OFF"
- Removed unused obsolete Standard Adjustments: "FLASH LAMP POWER", "COIL
PULSE POWER", "BILL VALIDATOR", "TEAM SCORES", and "CONSOLATION BALL".
- Removed Standard Adjustments: "COIN DOOR BALL SAVE", "COIN DOOR DISABLE
TILT", "COIN DOOR OPEN NODE BUS POWER" from games which do not have a coin
door interlock switch.

- Added USA_13 Coinage 1/$1.00, 7/$5.00

- Added adjustment to scale GI, Insert, and Flasher LED brightness, range is
25% to 100%.
- Added adjustment to limit GI, Insert, and Flasher LED Max brightness, range
is 64 to 255.

- Added bass frequency filter selection options: 125Hz, 250Hz, and disabled.
- Added treble frequency filter selection options: 4kHz, 8kHz, and disabled.

- Added adjustments for backbox and cabinet speaker types to the service menu
UTIL->VOL. Supported speaker types are "8 OHM" and "4 OHM".
The amplifier power curve is appropriately adjusted for the selected speaker
type.

- Extend TIMED PLUNGER adjustment range to DISABLED or 1 - 300 seconds
- Correct minimum firing time for flipper coil when an EOS switch is
inconsistent or poorly gapped

- Improved LED refresh rate and blink consistency.
- Improved reporting of shorted General Illumination bulbs and sockets.

- Added AD_TILT_DEBOUNCE adjustment. Number of ms to debounce tilt bob.
Minimum value of 750ms, maximum value of 1500ms, and default value of 1000ms

- Added adjustments for backbox speaker bass/treble, cabinet speaker
bass/treble, and cabinet/backbox speaker balance to service menu
UTIL->VOL. Speaker balance allows lowering the volume level of
cabinet speaker or backbox speakers vs. the other.

- Added USA_12 Coinage 1/$0.25, 5/$1.00

- Added audit for total number of one, two, three, and four players games
that have been played.
- Added Node Bus Communication test to diag menu
- Added adjustment for "GAME PLAY B.BOX BRIGHTNESS"
- Renamed "BACKBOX BRIGHTNESS" to "ATTRACT MODE B.BOX BRIGHTNESS"

- Updated Norway coin door to 1/5/10/20 Kr for left/center/right/4th slot.
- Updated Sweden coin door to 1/5/10/2 Kr for left/center/right/4th slot.
- Added Sweden 3 credit pricing 1 credit for 10 Kr by default

- At boot a LOCATING NODE BOARDS message will display if a required node
board is not discovered, previously it would incorrectly state UPDATING
NODE BOARD and UPDATE FAILED. The node board number(s) of missing boards
will be displayed and updated as boards are found.

- Added China currency and pricing support
- Added support for eWallet pseudo ticket dispenser device.

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RipleYYY
Dept: BE
Rech/Achete: 0 flip
Messages : 4876
Enregistré le : 25/01/2011
Niveau : Débutant
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Localisation : Liège
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Re: Club des possesseurs du GHOSTBUSTERS

Message par RipleYYY » jeu. 26 09, 2019 21:02

là j'avoue j'ai envie d'y rejouer :)

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