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Eight Ball Deluxe - Prototype (Bally 6803)
Started By
destruk
, Dec 20 2011 06:46 PM
23 replies to this topic
#1
Posted 20 December 2011 - 06:46 PM
Eight Ball Deluxe - Prototype (Bally 6803)
Version: 1.0.0
Category: VPinMAME 9.x Recreations
Author(s): Roberto Hernandez
Description:
Features different speech processing, different script for solenoids/switches/lamps
View File
Submitted by destruk, on Dec 20 2011, 02:46 PM
Version: 1.0.0
Category: VPinMAME 9.x Recreations
Author(s): Roberto Hernandez
Description:
Features different speech processing, different script for solenoids/switches/lamps
View File
Submitted by destruk, on Dec 20 2011, 02:46 PM
Build a fire, vipers love the heat.
#7
Posted 20 December 2011 - 11:31 PM
QUOTE (destruk @ Dec 20 2011, 02:46 PM) <{POST_SNAPBACK}>
Eight Ball Deluxe - Prototype (Bally 6803)
Version: 1.0.0
Category: VPinMAME 9.x Recreations
Author(s): Roberto Hernandez
Description:
Features different speech processing, different script for solenoids/switches/lamps
View File
Submitted by destruk, on Dec 20 2011, 11:46 AM
Version: 1.0.0
Category: VPinMAME 9.x Recreations
Author(s): Roberto Hernandez
Description:
Features different speech processing, different script for solenoids/switches/lamps
View File
Submitted by destruk, on Dec 20 2011, 11:46 AM
Destruk, this is an old VP6 table from Roberto, but the old table I have isn't a prototype.
So I can only assume you jumped in to co-author this one to use the prototype rom & do the other script changes.
As an owner of a real life EBD, I love this, puts a little different spin on the game I own & love. Maybe I'll even further my personal mod of JP's EBD by modding another version using the prototype, assuming it is easy enough to make the code changes to the solenoids/switches/lamps.
Btw, can you give details on the changes?
What is different? I'd love to know. &, were the solenoid/switch/lamp changes needed in order to simulate the prototype properly? Like, would the table not work properly if you just slapped in the prototype rom without the other code changes?
Thanks for this, pretty cool.
#8
Posted 21 December 2011 - 12:08 AM
This one uses the prototype rom - I didn't make any changes to it - Roberto figured out all the numbers, amazingly, without a manual. If you compare the scripts you see that all the numbers are different. You wouldn't even be able to insert a coin if you just 'slapped in the prototype rom' as you so state. There are four prototype roms on this hardware for this machine - by default the table uses the first one, so if you want to investigate what the other roms have different you'll need to initialize the nvrams for those.
'Original Solenoids
Const sLSling = 4
Const sRSling = 5
Const sKnocker = 6
Const sLJet = 3
Const sRJet = 2
Const sDJet = 1
Const sEightBall = 7
Const s1Ball = 23
Const sBall2Target = 24
Const sBall3Target = 11
Const sBall4Target = 12
Const sBall5Target = 13
Const sBall6Target = 14
Const sBall7Target = 15
Const sDTX = 22
Const sDTLReset=10
const sSaucer=8
Const sBallRelease = 9
Const sCLo = 18
Const sEnable = 19
' Prototype Solenoids
Const sLSling = 1
Const sRSling = 2
Const sKnocker = 3
Const sBumper3 = 4
Const sBumper2 = 5
Const sBumper1 = 6
Const s8Ball = 7
Const sReset = 8
Const sMult = 9
Const sSaucer = 10
Const sDrain = 11
Const sEnable = 12
Const sCLo = 13
Const sBall1 = 14
Const sBall2 = 15
Const sBall3 = 16
Const sBall4 = 17
Const sBall5 = 18
Const sBall6 = 19
Const sBall7 = 20
'Original Solenoids
Const sLSling = 4
Const sRSling = 5
Const sKnocker = 6
Const sLJet = 3
Const sRJet = 2
Const sDJet = 1
Const sEightBall = 7
Const s1Ball = 23
Const sBall2Target = 24
Const sBall3Target = 11
Const sBall4Target = 12
Const sBall5Target = 13
Const sBall6Target = 14
Const sBall7Target = 15
Const sDTX = 22
Const sDTLReset=10
const sSaucer=8
Const sBallRelease = 9
Const sCLo = 18
Const sEnable = 19
' Prototype Solenoids
Const sLSling = 1
Const sRSling = 2
Const sKnocker = 3
Const sBumper3 = 4
Const sBumper2 = 5
Const sBumper1 = 6
Const s8Ball = 7
Const sReset = 8
Const sMult = 9
Const sSaucer = 10
Const sDrain = 11
Const sEnable = 12
Const sCLo = 13
Const sBall1 = 14
Const sBall2 = 15
Const sBall3 = 16
Const sBall4 = 17
Const sBall5 = 18
Const sBall6 = 19
Const sBall7 = 20
Build a fire, vipers love the heat.
#10
Posted 21 December 2011 - 12:34 AM
Would it be possible to convert a VP8 version to the prototype ROM? Just curious.
"Compassion hurts. When you feel connected to everything, you also feel responsible for everything. And you cannot turn away. Your destiny is bound with the destinies of others. You must either learn to carry the Universe or be crushed by it. You must grow strong enough to love the world, yet empty enough to sit down at the same table with its worst horrors." - Andrew Boyd
#11
Posted 21 December 2011 - 12:57 AM
QUOTE (Tomcat Leader @ Dec 20 2011, 05:34 PM) <{POST_SNAPBACK}>
Would it be possible to convert a VP8 version to the prototype ROM? Just curious.
You could convert any table to use a prototype rom - just without documentation it's tough figuring what what does what. This table can still be loaded in VP8 if that's what you're asking.
Build a fire, vipers love the heat.
#12
Posted 21 December 2011 - 01:02 AM
QUOTE (destruk @ Dec 20 2011, 07:08 PM) <{POST_SNAPBACK}>
... so if you want to investigate what the other roms have different you'll need to initialize the nvrams for those.
I think i understand how to switch the rom name in the script, but how does one "initialize the nvram"?
Thanx,
Maceman
#13
Posted 21 December 2011 - 03:12 AM
This is all we have on this --
Bally 6803 emulation still suffers from a strange bug:
If there are no credits in the machine, you can't add some, either!
So I set the nvram to free play. Here's how to do it:
In PinMAME:
Press the "7" key to get into diagnostic mode.
Press the "V" key until the display shows "Basic Options". (ABC keys are
"V", "B", "C")
Press the "8" key to enter.
Press V until the display shows "Free Play".
Enter the value "65" using the numpad keys
Press 8 to enter.
Press 6 to leave.
On VPinMAME, it's the same procedure, but with slightly different keys:
"9" key for diagnostic mode.
Keypad "/" instead of "V" to advance. (A-B-C keys are "/", "*", "-" on
keypad)
Keypad Enter instead of "8" to enter.
It is possible to set most bally machines to 1 credit per coin slot -
The adjustment to change is "Chute 1 Options/Chute 2 Options/Chute 3 Options, and Chute 1 Bonus/Chute 2 Bonus/Chute 3 Bonus" - but a quick and easy possibility is to simply copy the P1 nvram and rename it to P2, P3, or P4 nvram.
By default those are initialized with 0 - that's why you need to either manually set them to a value for credits/coin or use an nvram that already has those set.
Being that this is a prototype machine, some key sequences may be different.
Bally 6803 emulation still suffers from a strange bug:
If there are no credits in the machine, you can't add some, either!
So I set the nvram to free play. Here's how to do it:
In PinMAME:
Press the "7" key to get into diagnostic mode.
Press the "V" key until the display shows "Basic Options". (ABC keys are
"V", "B", "C")
Press the "8" key to enter.
Press V until the display shows "Free Play".
Enter the value "65" using the numpad keys
Press 8 to enter.
Press 6 to leave.
On VPinMAME, it's the same procedure, but with slightly different keys:
"9" key for diagnostic mode.
Keypad "/" instead of "V" to advance. (A-B-C keys are "/", "*", "-" on
keypad)
Keypad Enter instead of "8" to enter.
It is possible to set most bally machines to 1 credit per coin slot -
The adjustment to change is "Chute 1 Options/Chute 2 Options/Chute 3 Options, and Chute 1 Bonus/Chute 2 Bonus/Chute 3 Bonus" - but a quick and easy possibility is to simply copy the P1 nvram and rename it to P2, P3, or P4 nvram.
By default those are initialized with 0 - that's why you need to either manually set them to a value for credits/coin or use an nvram that already has those set.
Being that this is a prototype machine, some key sequences may be different.
Build a fire, vipers love the heat.
#15
Posted 21 December 2011 - 04:26 AM
I was wondering if a existing VP8 table could be converted to use the proto ROM, I should have been more precise. (A toothache makes the mind cloudy.) But if it can be loaded and played in VP8, that's good enough for me. I saw the scripting involved and changed my mind. Thank you for the table and the information.
"Compassion hurts. When you feel connected to everything, you also feel responsible for everything. And you cannot turn away. Your destiny is bound with the destinies of others. You must either learn to carry the Universe or be crushed by it. You must grow strong enough to love the world, yet empty enough to sit down at the same table with its worst horrors." - Andrew Boyd
#16
Posted 21 December 2011 - 04:38 AM
QUOTE (destruk @ Dec 20 2011, 06:08 PM) <{POST_SNAPBACK}>
This one uses the prototype rom - I didn't make any changes to it - Roberto figured out all the numbers, amazingly, without a manual. If you compare the scripts you see that all the numbers are different. You wouldn't even be able to insert a coin if you just 'slapped in the prototype rom' as you so state. There are four prototype roms on this hardware for this machine - by default the table uses the first one, so if you want to investigate what the other roms have different you'll need to initialize the nvrams for those.
'Original Solenoids
Const sLSling = 4
Const sRSling = 5
Const sKnocker = 6
Const sLJet = 3
Const sRJet = 2
Const sDJet = 1
Const sEightBall = 7
Const s1Ball = 23
Const sBall2Target = 24
Const sBall3Target = 11
Const sBall4Target = 12
Const sBall5Target = 13
Const sBall6Target = 14
Const sBall7Target = 15
Const sDTX = 22
Const sDTLReset=10
const sSaucer=8
Const sBallRelease = 9
Const sCLo = 18
Const sEnable = 19
' Prototype Solenoids
Const sLSling = 1
Const sRSling = 2
Const sKnocker = 3
Const sBumper3 = 4
Const sBumper2 = 5
Const sBumper1 = 6
Const s8Ball = 7
Const sReset = 8
Const sMult = 9
Const sSaucer = 10
Const sDrain = 11
Const sEnable = 12
Const sCLo = 13
Const sBall1 = 14
Const sBall2 = 15
Const sBall3 = 16
Const sBall4 = 17
Const sBall5 = 18
Const sBall6 = 19
Const sBall7 = 20
'Original Solenoids
Const sLSling = 4
Const sRSling = 5
Const sKnocker = 6
Const sLJet = 3
Const sRJet = 2
Const sDJet = 1
Const sEightBall = 7
Const s1Ball = 23
Const sBall2Target = 24
Const sBall3Target = 11
Const sBall4Target = 12
Const sBall5Target = 13
Const sBall6Target = 14
Const sBall7Target = 15
Const sDTX = 22
Const sDTLReset=10
const sSaucer=8
Const sBallRelease = 9
Const sCLo = 18
Const sEnable = 19
' Prototype Solenoids
Const sLSling = 1
Const sRSling = 2
Const sKnocker = 3
Const sBumper3 = 4
Const sBumper2 = 5
Const sBumper1 = 6
Const s8Ball = 7
Const sReset = 8
Const sMult = 9
Const sSaucer = 10
Const sDrain = 11
Const sEnable = 12
Const sCLo = 13
Const sBall1 = 14
Const sBall2 = 15
Const sBall3 = 16
Const sBall4 = 17
Const sBall5 = 18
Const sBall6 = 19
Const sBall7 = 20
does the table have a rom picker?
#17
Posted 21 December 2011 - 02:44 PM
Thanks Destruk!
You can also enable the pay mode by pressing the top 7 key (do not the NUMPAD for these entries).
The display will read: ENTER CODE.
Press the top 0 (Zero) key repeatedly until you see COIN CODE 0
Press the top 8 key once (to select a 0). The display will show a 0 (zero).
Press the top 9 key once (to select a 1). The display will now show 01.
Press the 0 (zero) key to set the selection.
Press the top 6 key to reset to play mode.
Apparently when selecting a single digit for code settings that allow for two or more digits, you have to enter a zero before entering any single digit setting, else pressing the zero key to enter a single digit in a multi-digit code setting will return an INVALID CODE message and Pulls A Brodie.
Looks like this method will allow credits and play, but you'll have to set the SOUND MODE to get the synth sounds as the default setting is for electro-chimes, but you'll need the exact sound code to get the full sound.
Set to 00 the SOUND MODE plays chimes and set to 01 plays only partial synth.
The SOUND MODE and other settings, extra balls, etc. are also accessible through this method everything but the free play setting. Wonder what that's about?
You can also enable the pay mode by pressing the top 7 key (do not the NUMPAD for these entries).
The display will read: ENTER CODE.
Press the top 0 (Zero) key repeatedly until you see COIN CODE 0
Press the top 8 key once (to select a 0). The display will show a 0 (zero).
Press the top 9 key once (to select a 1). The display will now show 01.
Press the 0 (zero) key to set the selection.
Press the top 6 key to reset to play mode.
Apparently when selecting a single digit for code settings that allow for two or more digits, you have to enter a zero before entering any single digit setting, else pressing the zero key to enter a single digit in a multi-digit code setting will return an INVALID CODE message and Pulls A Brodie.
Looks like this method will allow credits and play, but you'll have to set the SOUND MODE to get the synth sounds as the default setting is for electro-chimes, but you'll need the exact sound code to get the full sound.
Set to 00 the SOUND MODE plays chimes and set to 01 plays only partial synth.
The SOUND MODE and other settings, extra balls, etc. are also accessible through this method everything but the free play setting. Wonder what that's about?
Edited by sleepy, 21 December 2011 - 03:03 PM.
#19
Posted 21 December 2011 - 05:10 PM
I would still use your method to set the sounds.
For some reason the ENTER CODE method has a different sound set on the 01 synth setting, things like a Galaxian sound when dropping the Eight Ball drop target and a rumbling synth background. Sounds very preliminary compared to the advanced SOUND MODE that is the correct one to most of us.
Is this version using Squawk and Talk or something else?
For some reason the ENTER CODE method has a different sound set on the 01 synth setting, things like a Galaxian sound when dropping the Eight Ball drop target and a rumbling synth background. Sounds very preliminary compared to the advanced SOUND MODE that is the correct one to most of us.
Is this version using Squawk and Talk or something else?
Edited by sleepy, 21 December 2011 - 05:13 PM.
#20
Posted 21 December 2011 - 05:39 PM
Bally prototype machines (by gaston, 03/2008)
------------------------
CPU: 68701 (6803 compatible with internal RAM and ROM)
I/O: 2 x 6821 PIA
CPU ports
DMA
Sound: Bally's regular external sound boards, like S&T (-61)
In 1981 Bally designed a successor for the BY-35 series of games
with 9-segment display digits and direct segment access to allow
for alphanumeric data. They also expanded the switch matrix to
64 switches, and introduced a diagnostic keypad.
This setup created the following new features:
- No more dip switches
- Support for 120 lamps on-board (sparing an auxiliary lamps board)
- A total of 26 solenoids as opposed to BY-35's 18
- Easy access to any game setting by using 2-digit codes
- Displaying all the game settings in human-readble form
- Top five players list with entered initials
Yet all of this was discarded again and kept in storage until 1985,
when the 6803 series emerged that used the keypad again. In 1986,
Bally finally chose to use the 9-segment displays as well.
Just imagine the impact this very technology would have had
on the pinball playing world back in 1982!
They use SNDBRD_BY61 - Squalk & Talk, so perhaps the newer CPU makes it sound a bit different (6803 and 6802 -- instead of -- 6800 and 6802) Or they changed the sample generation slightly with the TMS5220.
------------------------
CPU: 68701 (6803 compatible with internal RAM and ROM)
I/O: 2 x 6821 PIA
CPU ports
DMA
Sound: Bally's regular external sound boards, like S&T (-61)
In 1981 Bally designed a successor for the BY-35 series of games
with 9-segment display digits and direct segment access to allow
for alphanumeric data. They also expanded the switch matrix to
64 switches, and introduced a diagnostic keypad.
This setup created the following new features:
- No more dip switches
- Support for 120 lamps on-board (sparing an auxiliary lamps board)
- A total of 26 solenoids as opposed to BY-35's 18
- Easy access to any game setting by using 2-digit codes
- Displaying all the game settings in human-readble form
- Top five players list with entered initials
Yet all of this was discarded again and kept in storage until 1985,
when the 6803 series emerged that used the keypad again. In 1986,
Bally finally chose to use the 9-segment displays as well.
Just imagine the impact this very technology would have had
on the pinball playing world back in 1982!
They use SNDBRD_BY61 - Squalk & Talk, so perhaps the newer CPU makes it sound a bit different (6803 and 6802 -- instead of -- 6800 and 6802) Or they changed the sample generation slightly with the TMS5220.
Build a fire, vipers love the heat.