- View New Content
-
Getting Started
-
Tutorials
Tutorial Categories
Tutorials Main Page Installation and Setup Downloadable TutorialsROM Adjustments
Number of Balls Adjustments Volume Adjustments
-
Visual Pinball Tables
VP 8 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP 9 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP9 Cabinet Tables
All Full Screen Cabinet Full Screen B2S Cabinet Spanned Cabinet Tables Media Packs ROMsVPX Tables
All VPinMAME Recreations VPX- - /VPinMAME - MOD Tables VPX Recreations VPX Originals Media Packs ROMs VR
-
Frontend Media & Backglass
Media Packs
Complete Media Packs Wheel Logos VideosBackglasses
dB2S Animated Backglasses UVP Animated Backglasses Topper Images
- Future Pinball Tables
-
Design Resources
Main Resources
Table Templates Playfield Images Image Library Sound Library Key CodesVP Guides
VP8 Guide - English VP8 Guide - Deutsch VP9 Guide - English VP9.1.x Guide - English VP Object Guide VPM DocumentationFuture Pinball Resources
Playfield Images 3D Model LibraryFuture Pinball Guides
FP Script Guide Big Draco Script Guide FP Table Design Guide FP DMD Guide
- Other Features
- Bug Tracker
- Image Gallery
- Blogs
-
More
Pinmame and hacking a rom
Started By
monsterbaldy
, Mar 28 2012 03:24 AM
14 replies to this topic
#1
Posted 28 March 2012 - 03:24 AM
I want to attempt to improve some scoring/rules for Star wars data east. Mostly simple stuff like jackpot values and making the ramp less godly.
I have a programming background, and have played around with some gameboy advance homebrew, but that was mostly C leveraging libraries other people had written, not anything that I assume will be this low level. If the best I can get to is hex editing than so be it, but I gotta start somewhere.
Do any of you Pinmame knowledgeable folks have any pointers? For now I am just researching possible tools I can use to decompile the rom, possible hex stuff, information about the MPU, etc.
-ben
I have a programming background, and have played around with some gameboy advance homebrew, but that was mostly C leveraging libraries other people had written, not anything that I assume will be this low level. If the best I can get to is hex editing than so be it, but I gotta start somewhere.
Do any of you Pinmame knowledgeable folks have any pointers? For now I am just researching possible tools I can use to decompile the rom, possible hex stuff, information about the MPU, etc.
-ben
#2
Posted 31 March 2012 - 06:23 PM
Scan your instruction cards and send me the images.
I'll recreate them in a reproduction file for reprinting.
http://www.inkochnito.nl
I'll recreate them in a reproduction file for reprinting.
http://www.inkochnito.nl
#3
Posted 02 April 2012 - 04:35 PM
I did it one time but it was about three years ago, pulling music off a rom,
I think it was a pinmame program maybe pinmame 32 or something like that?
It was available at the time on the old defunct vpf.com site
but it may be available here or at pinball nirvana. I do remember though
having to get past all that hex stuff to see the music file crap, so maybe that program would help you,
sit here a bit longer and I am sure someone here can help you with more info
And welcome to the site!
I think it was a pinmame program maybe pinmame 32 or something like that?
It was available at the time on the old defunct vpf.com site
but it may be available here or at pinball nirvana. I do remember though
having to get past all that hex stuff to see the music file crap, so maybe that program would help you,
sit here a bit longer and I am sure someone here can help you with more info
And welcome to the site!
Edited by faralos, 02 April 2012 - 04:36 PM.
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
#4
Posted 29 April 2012 - 01:25 AM
QUOTE (monsterbaldy @ Mar 27 2012, 09:24 PM) <{POST_SNAPBACK}>
I want to attempt to improve some scoring/rules for Star wars data east. Mostly simple stuff like jackpot values and making the ramp less godly.
I have a programming background, and have played around with some gameboy advance homebrew, but that was mostly C leveraging libraries other people had written, not anything that I assume will be this low level. If the best I can get to is hex editing than so be it, but I gotta start somewhere.
Do any of you Pinmame knowledgeable folks have any pointers? For now I am just researching possible tools I can use to decompile the rom, possible hex stuff, information about the MPU, etc.
-ben
I have a programming background, and have played around with some gameboy advance homebrew, but that was mostly C leveraging libraries other people had written, not anything that I assume will be this low level. If the best I can get to is hex editing than so be it, but I gotta start somewhere.
Do any of you Pinmame knowledgeable folks have any pointers? For now I am just researching possible tools I can use to decompile the rom, possible hex stuff, information about the MPU, etc.
-ben
Ben,
I have been thinking about the exact same thing. I think it would be great to hack the DE Star Wars ROM to remove the random Force Awards that the ramp gives. Also, maybe make it so the ramp does not spot a letter in STAR WARS. I think this would go a long way to fixing the ramp.
What are your thoughts?
Also, any luck or forward progress on this?
Chad
#5
Posted 05 May 2012 - 07:22 PM
I've went ahead with my Data East STAR WARS hacking project...
One thing sorely missing from DE STAR WARS is a Ball Save feature.
Believe it or not, there is one actually programmed into the game... but... it is turned off when the ball hits ANY switch. Therefore, Ball Save is immediately turned off every time. There is even an animation shown of Han Solo frozen in carbonite and Darth Vader says "Freeze!" then the ball is auto-launched back into play. But again, no one ever sees this because it is immediately turned off when the ball is launched.
I have disassembled the code and reverse-engineered how it works. I could have easily made it so instead of one switch hit turning off Ball Save, it could be something like 10 switch hits... but that would be no fun and not practical. Instead, I have edited it so now there is a ten second timer during which Timed Ball Save is active.
You'll also see that the insert in the middle of the playfield were Luke and Vader's light sabers are crossed will flash while Timed Ball Save is active.
Now that I have finished this first challenge... I am looking for suggestions on some rule tweaks. As is often stated, the ramp shot is way overpowered. I am considering making it so the ramp shot will not ever randomly give Force Awards and maybe will not spot the letters in STAR WARS. I am wide open to any rule balancing and score tweaking ideas you might have. Please reply with any suggestions. Let's take this already fun pinball machine to the next level! Once I feel it is complete, I will share the ROM file for all to enjoy.
Here is a link to a video of Timed Ball Save being demonstrated:
http://www.dkpinball...WP/?page_id=230
Thanks,
Chad
One thing sorely missing from DE STAR WARS is a Ball Save feature.
Believe it or not, there is one actually programmed into the game... but... it is turned off when the ball hits ANY switch. Therefore, Ball Save is immediately turned off every time. There is even an animation shown of Han Solo frozen in carbonite and Darth Vader says "Freeze!" then the ball is auto-launched back into play. But again, no one ever sees this because it is immediately turned off when the ball is launched.
I have disassembled the code and reverse-engineered how it works. I could have easily made it so instead of one switch hit turning off Ball Save, it could be something like 10 switch hits... but that would be no fun and not practical. Instead, I have edited it so now there is a ten second timer during which Timed Ball Save is active.
You'll also see that the insert in the middle of the playfield were Luke and Vader's light sabers are crossed will flash while Timed Ball Save is active.
Now that I have finished this first challenge... I am looking for suggestions on some rule tweaks. As is often stated, the ramp shot is way overpowered. I am considering making it so the ramp shot will not ever randomly give Force Awards and maybe will not spot the letters in STAR WARS. I am wide open to any rule balancing and score tweaking ideas you might have. Please reply with any suggestions. Let's take this already fun pinball machine to the next level! Once I feel it is complete, I will share the ROM file for all to enjoy.
Here is a link to a video of Timed Ball Save being demonstrated:
http://www.dkpinball...WP/?page_id=230
Thanks,
Chad
#9
Posted 06 May 2012 - 07:46 AM
Great find!!!!
Way to go!
Nice to see some games are corrected/tweaked to get better.
Please keep us up-to-date.
Way to go!
Nice to see some games are corrected/tweaked to get better.
Please keep us up-to-date.
Scan your instruction cards and send me the images.
I'll recreate them in a reproduction file for reprinting.
http://www.inkochnito.nl
I'll recreate them in a reproduction file for reprinting.
http://www.inkochnito.nl
#10
Posted 07 May 2012 - 01:49 AM
QUOTE (Arcade4 @ May 5 2012, 03:44 PM) <{POST_SNAPBACK}>
Cool.
Wonder if there is one coded into Addams Family?
Wonder if there is one coded into Addams Family?
what about other DE games?
can you post some tech info on where in the code this was found?
#11
Posted 07 May 2012 - 06:52 PM
Hi, Chad,
That is awesome. What did you use to disassemble the code? I have a lot of low level coding experience and would love to dig into a ROM and play around. I'm looking to hack the DMD, but still need to get the code disassembled first.
Thanks, Chad.
That is awesome. What did you use to disassemble the code? I have a lot of low level coding experience and would love to dig into a ROM and play around. I'm looking to hack the DMD, but still need to get the code disassembled first.
Thanks, Chad.
QUOTE (Dioskilos @ May 5 2012, 12:22 PM) <{POST_SNAPBACK}>
I've went ahead with my Data East STAR WARS hacking project...
One thing sorely missing from DE STAR WARS is a Ball Save feature.
Believe it or not, there is one actually programmed into the game... but... it is turned off when the ball hits ANY switch. Therefore, Ball Save is immediately turned off every time. There is even an animation shown of Han Solo frozen in carbonite and Darth Vader says "Freeze!" then the ball is auto-launched back into play. But again, no one ever sees this because it is immediately turned off when the ball is launched.
I have disassembled the code and reverse-engineered how it works. I could have easily made it so instead of one switch hit turning off Ball Save, it could be something like 10 switch hits... but that would be no fun and not practical. Instead, I have edited it so now there is a ten second timer during which Timed Ball Save is active.
You'll also see that the insert in the middle of the playfield were Luke and Vader's light sabers are crossed will flash while Timed Ball Save is active.
Now that I have finished this first challenge... I am looking for suggestions on some rule tweaks. As is often stated, the ramp shot is way overpowered. I am considering making it so the ramp shot will not ever randomly give Force Awards and maybe will not spot the letters in STAR WARS. I am wide open to any rule balancing and score tweaking ideas you might have. Please reply with any suggestions. Let's take this already fun pinball machine to the next level! Once I feel it is complete, I will share the ROM file for all to enjoy.
Here is a link to a video of Timed Ball Save being demonstrated:
http://www.dkpinball...WP/?page_id=230
Thanks,
Chad
One thing sorely missing from DE STAR WARS is a Ball Save feature.
Believe it or not, there is one actually programmed into the game... but... it is turned off when the ball hits ANY switch. Therefore, Ball Save is immediately turned off every time. There is even an animation shown of Han Solo frozen in carbonite and Darth Vader says "Freeze!" then the ball is auto-launched back into play. But again, no one ever sees this because it is immediately turned off when the ball is launched.
I have disassembled the code and reverse-engineered how it works. I could have easily made it so instead of one switch hit turning off Ball Save, it could be something like 10 switch hits... but that would be no fun and not practical. Instead, I have edited it so now there is a ten second timer during which Timed Ball Save is active.
You'll also see that the insert in the middle of the playfield were Luke and Vader's light sabers are crossed will flash while Timed Ball Save is active.
Now that I have finished this first challenge... I am looking for suggestions on some rule tweaks. As is often stated, the ramp shot is way overpowered. I am considering making it so the ramp shot will not ever randomly give Force Awards and maybe will not spot the letters in STAR WARS. I am wide open to any rule balancing and score tweaking ideas you might have. Please reply with any suggestions. Let's take this already fun pinball machine to the next level! Once I feel it is complete, I will share the ROM file for all to enjoy.
Here is a link to a video of Timed Ball Save being demonstrated:
http://www.dkpinball...WP/?page_id=230
Thanks,
Chad
#12
Posted 07 May 2012 - 07:39 PM
Nice work! This is a great idea. I would like to add this to my DE Star Wars.
I have my game set on HARD, or EXTRA HARD, I forget and I don't have the ramp carry over feature so you have to earn ramp hits each ball. But I do agree the game has unbalanced scoring and its THRILLING that you are rectifying this to make the game even better! Kudos!
I have my game set on HARD, or EXTRA HARD, I forget and I don't have the ramp carry over feature so you have to earn ramp hits each ball. But I do agree the game has unbalanced scoring and its THRILLING that you are rectifying this to make the game even better! Kudos!
QUOTE (Darkfall @ May 7 2012, 02:52 PM) <{POST_SNAPBACK}>
Hi, Chad,
That is awesome. What did you use to disassemble the code? I have a lot of low level coding experience and would love to dig into a ROM and play around. I'm looking to hack the DMD, but still need to get the code disassembled first.
Thanks, Chad.
That is awesome. What did you use to disassemble the code? I have a lot of low level coding experience and would love to dig into a ROM and play around. I'm looking to hack the DMD, but still need to get the code disassembled first.
Thanks, Chad.
QUOTE (Dioskilos @ May 5 2012, 12:22 PM) <{POST_SNAPBACK}>
I've went ahead with my Data East STAR WARS hacking project...
One thing sorely missing from DE STAR WARS is a Ball Save feature.
Believe it or not, there is one actually programmed into the game... but... it is turned off when the ball hits ANY switch. Therefore, Ball Save is immediately turned off every time. There is even an animation shown of Han Solo frozen in carbonite and Darth Vader says "Freeze!" then the ball is auto-launched back into play. But again, no one ever sees this because it is immediately turned off when the ball is launched.
I have disassembled the code and reverse-engineered how it works. I could have easily made it so instead of one switch hit turning off Ball Save, it could be something like 10 switch hits... but that would be no fun and not practical. Instead, I have edited it so now there is a ten second timer during which Timed Ball Save is active.
You'll also see that the insert in the middle of the playfield were Luke and Vader's light sabers are crossed will flash while Timed Ball Save is active.
Now that I have finished this first challenge... I am looking for suggestions on some rule tweaks. As is often stated, the ramp shot is way overpowered. I am considering making it so the ramp shot will not ever randomly give Force Awards and maybe will not spot the letters in STAR WARS. I am wide open to any rule balancing and score tweaking ideas you might have. Please reply with any suggestions. Let's take this already fun pinball machine to the next level! Once I feel it is complete, I will share the ROM file for all to enjoy.
Here is a link to a video of Timed Ball Save being demonstrated:
http://www.dkpinball...WP/?page_id=230
Thanks,
Chad
One thing sorely missing from DE STAR WARS is a Ball Save feature.
Believe it or not, there is one actually programmed into the game... but... it is turned off when the ball hits ANY switch. Therefore, Ball Save is immediately turned off every time. There is even an animation shown of Han Solo frozen in carbonite and Darth Vader says "Freeze!" then the ball is auto-launched back into play. But again, no one ever sees this because it is immediately turned off when the ball is launched.
I have disassembled the code and reverse-engineered how it works. I could have easily made it so instead of one switch hit turning off Ball Save, it could be something like 10 switch hits... but that would be no fun and not practical. Instead, I have edited it so now there is a ten second timer during which Timed Ball Save is active.
You'll also see that the insert in the middle of the playfield were Luke and Vader's light sabers are crossed will flash while Timed Ball Save is active.
Now that I have finished this first challenge... I am looking for suggestions on some rule tweaks. As is often stated, the ramp shot is way overpowered. I am considering making it so the ramp shot will not ever randomly give Force Awards and maybe will not spot the letters in STAR WARS. I am wide open to any rule balancing and score tweaking ideas you might have. Please reply with any suggestions. Let's take this already fun pinball machine to the next level! Once I feel it is complete, I will share the ROM file for all to enjoy.
Here is a link to a video of Timed Ball Save being demonstrated:
http://www.dkpinball...WP/?page_id=230
Thanks,
Chad
#13
Posted 12 May 2012 - 01:00 AM
Hey guys, I mainly post over at pinside.com about this... here are my latest updates for Star Wars:
1) 10 second ball save implemented.
2) Ramp will no longer Collect Force Awards. You must now collect them via the Force Scoop.
3) Ramp bonus score awards are reduced to 10% of original value.
4) Starting Jackpot value changed from 10 million to 25 million. This makes the Jackpots in Tri-Ball the most valuable shots in the game. This is how it should be. Since you really have to earn this (advance the moons, shoot the DS trough, start tri-ball which complicates things as now there are balls blocking and deflecting your shots, shoot death star target, then shoot the ramp for Jackpot, and then shoot the Death Star trough again for Double Jackpot). I think Double Jackpot (minimum 50 million now) should be the highest award overall. This needs to be the money shot. Nothing in the game should trump it.
5) Combo shot has gone from 1 million to 15 million. Super Combo has gone from 5 million to 10 million. Giving a total of 25 million.
6) The 'S' in 'Star Wars' is no longer spotted at the beginning of the ball. Just plunging the ball will spot a letter as it goes around the loop anyways.
7) The ability to light Extra Ball via the ramp shot has been set at 18 shots permanently. It will not adjust over time. The default value was 5 shots and would adjust over time and eventually bug out and not work at all.
8 ) The ramp shot will now Light Force Award in a normalized manner every 5 ramp shots. Meaning, on ramp shot 5, 10, 15, 20, 25, 30, etc. It used to be on shot 4, 8, 10, 14, 18, 20, 24, 28, 30, etc.
1) 10 second ball save implemented.
2) Ramp will no longer Collect Force Awards. You must now collect them via the Force Scoop.
3) Ramp bonus score awards are reduced to 10% of original value.
4) Starting Jackpot value changed from 10 million to 25 million. This makes the Jackpots in Tri-Ball the most valuable shots in the game. This is how it should be. Since you really have to earn this (advance the moons, shoot the DS trough, start tri-ball which complicates things as now there are balls blocking and deflecting your shots, shoot death star target, then shoot the ramp for Jackpot, and then shoot the Death Star trough again for Double Jackpot). I think Double Jackpot (minimum 50 million now) should be the highest award overall. This needs to be the money shot. Nothing in the game should trump it.
5) Combo shot has gone from 1 million to 15 million. Super Combo has gone from 5 million to 10 million. Giving a total of 25 million.
6) The 'S' in 'Star Wars' is no longer spotted at the beginning of the ball. Just plunging the ball will spot a letter as it goes around the loop anyways.
7) The ability to light Extra Ball via the ramp shot has been set at 18 shots permanently. It will not adjust over time. The default value was 5 shots and would adjust over time and eventually bug out and not work at all.
8 ) The ramp shot will now Light Force Award in a normalized manner every 5 ramp shots. Meaning, on ramp shot 5, 10, 15, 20, 25, 30, etc. It used to be on shot 4, 8, 10, 14, 18, 20, 24, 28, 30, etc.
#14
Posted 12 May 2012 - 01:24 AM
WOW, you have been busy! Kudos to your mad coding skills! Star Wars owners rejoice! You have just breathed new life into our machines.
Looking forward to your next accomplishment!
Looking forward to your next accomplishment!
QUOTE (Dioskilos @ May 11 2012, 09:00 PM) <{POST_SNAPBACK}>
Hey guys, I mainly post over at pinside.com about this... here are my latest updates for Star Wars:
1) 10 second ball save implemented.
2) Ramp will no longer Collect Force Awards. You must now collect them via the Force Scoop.
3) Ramp bonus score awards are reduced to 10% of original value.
4) Starting Jackpot value changed from 10 million to 25 million. This makes the Jackpots in Tri-Ball the most valuable shots in the game. This is how it should be. Since you really have to earn this (advance the moons, shoot the DS trough, start tri-ball which complicates things as now there are balls blocking and deflecting your shots, shoot death star target, then shoot the ramp for Jackpot, and then shoot the Death Star trough again for Double Jackpot). I think Double Jackpot (minimum 50 million now) should be the highest award overall. This needs to be the money shot. Nothing in the game should trump it.
5) Combo shot has gone from 1 million to 15 million. Super Combo has gone from 5 million to 10 million. Giving a total of 25 million.
6) The 'S' in 'Star Wars' is no longer spotted at the beginning of the ball. Just plunging the ball will spot a letter as it goes around the loop anyways.
7) The ability to light Extra Ball via the ramp shot has been set at 18 shots permanently. It will not adjust over time. The default value was 5 shots and would adjust over time and eventually bug out and not work at all.
8 ) The ramp shot will now Light Force Award in a normalized manner every 5 ramp shots. Meaning, on ramp shot 5, 10, 15, 20, 25, 30, etc. It used to be on shot 4, 8, 10, 14, 18, 20, 24, 28, 30, etc.
1) 10 second ball save implemented.
2) Ramp will no longer Collect Force Awards. You must now collect them via the Force Scoop.
3) Ramp bonus score awards are reduced to 10% of original value.
4) Starting Jackpot value changed from 10 million to 25 million. This makes the Jackpots in Tri-Ball the most valuable shots in the game. This is how it should be. Since you really have to earn this (advance the moons, shoot the DS trough, start tri-ball which complicates things as now there are balls blocking and deflecting your shots, shoot death star target, then shoot the ramp for Jackpot, and then shoot the Death Star trough again for Double Jackpot). I think Double Jackpot (minimum 50 million now) should be the highest award overall. This needs to be the money shot. Nothing in the game should trump it.
5) Combo shot has gone from 1 million to 15 million. Super Combo has gone from 5 million to 10 million. Giving a total of 25 million.
6) The 'S' in 'Star Wars' is no longer spotted at the beginning of the ball. Just plunging the ball will spot a letter as it goes around the loop anyways.
7) The ability to light Extra Ball via the ramp shot has been set at 18 shots permanently. It will not adjust over time. The default value was 5 shots and would adjust over time and eventually bug out and not work at all.
8 ) The ramp shot will now Light Force Award in a normalized manner every 5 ramp shots. Meaning, on ramp shot 5, 10, 15, 20, 25, 30, etc. It used to be on shot 4, 8, 10, 14, 18, 20, 24, 28, 30, etc.
#15
Posted 12 May 2012 - 02:20 AM
QUOTE (Dioskilos @ May 11 2012, 08:00 PM) <{POST_SNAPBACK}>
Hey guys, I mainly post over at pinside.com about this... here are my latest updates for Star Wars:
1) 10 second ball save implemented.
2) Ramp will no longer Collect Force Awards. You must now collect them via the Force Scoop.
3) Ramp bonus score awards are reduced to 10% of original value.
4) Starting Jackpot value changed from 10 million to 25 million. This makes the Jackpots in Tri-Ball the most valuable shots in the game. This is how it should be. Since you really have to earn this (advance the moons, shoot the DS trough, start tri-ball which complicates things as now there are balls blocking and deflecting your shots, shoot death star target, then shoot the ramp for Jackpot, and then shoot the Death Star trough again for Double Jackpot). I think Double Jackpot (minimum 50 million now) should be the highest award overall. This needs to be the money shot. Nothing in the game should trump it.
5) Combo shot has gone from 1 million to 15 million. Super Combo has gone from 5 million to 10 million. Giving a total of 25 million.
6) The 'S' in 'Star Wars' is no longer spotted at the beginning of the ball. Just plunging the ball will spot a letter as it goes around the loop anyways.
7) The ability to light Extra Ball via the ramp shot has been set at 18 shots permanently. It will not adjust over time. The default value was 5 shots and would adjust over time and eventually bug out and not work at all.
8 ) The ramp shot will now Light Force Award in a normalized manner every 5 ramp shots. Meaning, on ramp shot 5, 10, 15, 20, 25, 30, etc. It used to be on shot 4, 8, 10, 14, 18, 20, 24, 28, 30, etc.
1) 10 second ball save implemented.
2) Ramp will no longer Collect Force Awards. You must now collect them via the Force Scoop.
3) Ramp bonus score awards are reduced to 10% of original value.
4) Starting Jackpot value changed from 10 million to 25 million. This makes the Jackpots in Tri-Ball the most valuable shots in the game. This is how it should be. Since you really have to earn this (advance the moons, shoot the DS trough, start tri-ball which complicates things as now there are balls blocking and deflecting your shots, shoot death star target, then shoot the ramp for Jackpot, and then shoot the Death Star trough again for Double Jackpot). I think Double Jackpot (minimum 50 million now) should be the highest award overall. This needs to be the money shot. Nothing in the game should trump it.
5) Combo shot has gone from 1 million to 15 million. Super Combo has gone from 5 million to 10 million. Giving a total of 25 million.
6) The 'S' in 'Star Wars' is no longer spotted at the beginning of the ball. Just plunging the ball will spot a letter as it goes around the loop anyways.
7) The ability to light Extra Ball via the ramp shot has been set at 18 shots permanently. It will not adjust over time. The default value was 5 shots and would adjust over time and eventually bug out and not work at all.
8 ) The ramp shot will now Light Force Award in a normalized manner every 5 ramp shots. Meaning, on ramp shot 5, 10, 15, 20, 25, 30, etc. It used to be on shot 4, 8, 10, 14, 18, 20, 24, 28, 30, etc.
can you post your updates hear?


Top














are all trademarks of VPFORUMS.