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As many of you may or may not know, if you end up defeating reactor 9 in Total Nuclear Annihilation, you have successfully destroyed everything. This includes yourself. The game ends, killing your flippers and giving you a “Total Annihilation Bonus”. This bonus is a accumulation of all the destroy values that you earned throughout your journey defeating all 9 of the reactors, including the multiplier values while destroying. This bonus value will be very substantial. Since you have killed everything, including yourself at this point, any balls or extra balls that you have left over will be drained as well, but will give you the “Total Annihilation Bonus” for each left over ball. Again, this is huge.

This brings me to my next fun bit of information. In the TNA service mode, there is a setting called “Annihilation After Reactor” and this is set to 9 by default. This will allow the operator to adjust after which reactor when Total Annihilation occurs.

For 1 reactor battles against your buddies, simply set this service menu setting to 1. This will make reactor 1 the last reactor needed to beat the game. This will force you to play more efficiently than your opponents. The key thing to winning 1 reactor battles is you want to max out your reactor value, destroy the reactor in multiball, and do all of that on your first ball. Whoever can do this the best wins.

Have fun!

It is finally here in all of its glory. Version 1.3.0 with many new features and bug fixes. Please see the change log below. The code can be downloaded from the link below as well. As always, let me know if you encounter any issues with the software and I can address them. Enjoy!

CHANGE LOG:
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v1.3.0 - 01/03/2019 - Scott Danesi

## Bugs Fixed ##
- Fixed default coil pulse time in coil test
- Fixed video lag in Burn Test
- Tweaked orbit sound effects
- Fixed issue where the shaker would not always start on critical
- Fixed sensitivity on drop error messages, they will appear less frequently
- Fixed ball save callout, now happens on SDTM shots out of the scoop
- Spelling error fixed in service mode
- Adjusted attract lightshow timings to make the transitions more smooth
- Fix put in place for ball tracking issue, once again... ūüôā
- Fixed hangup on bringing reactor 3 critical!
- Fixed false positive credit dots. Now waits until 10 failures to throw the dot
- Made another attempt at fixing the extra ball getting thrown in play on certain machines during ball save
- Fixed issue with some 10 letter initials getting cut off


## Features Added / Modifications ##
- Added Beacon Test in service menu
- Added sound effects for high score entry
- Added dedicated high score reset utility in the server mode preserving other audits
- Top score entry for Co-Op games added
- Left gate now opens during attract mode when clearing balls out of the shooter lane
- Updated indication lightshows for when locked balls are waiting and multiball ready
- Massive restructuring of flipper handling logic, now runs stronger and cooler
- Credit Dot and Error Report added to the service menu
- Clear Coin Audits added
- Adjusted High Score initials down slightly for easier viewing
- Added Balls Saved audit
- Ability to disallow tilts when ball is in the shooter lane
- RAD target destroy selection logic updates based on Reactor Difficulty Setting
- Easy Reactor Setting - RAD targets not selected for Reactors 1-3
- Medium Reactor Setting (Default) - RAD targets not selected for Reactors 1-2
- Hard Reactor Setting - RAD targets not selected for Reactor 1
- Brutal Reactor Setting - RAD targets can be selected for all reactors
- Completely restructured how the slings are handled to reduce airballs

###########################################################################

Software Download and Instructions: www.tnapinball.com

Hey Everyone,

Long time since I last posted about the Total Nuclear Annihilation machine.  No worries, I am still working on it like crazy.  This update is going to be kinda fun since I took a bunch of pictures and screenshots along the way.

First off, the v3 playfield ended up having an issue where an inserts was way too large and I had to re-cut the entire thing as I did not notice it until after the playfield was done.  I quickly corrected the issue and started cutting v3.1!!!

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Version 3.1 of the TA playfield being cut

After this playfield was cut and I verified all was well with the inserts, I started populating them staring with the bonus multiplier triangles.  The glue that I used to secure these inserts is a clear 5 minute 2-part epoxy.  These inserts are in for life!

 

 

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Bonus multiplier inserts are in!

Below is a picture I took after I got ALL the inserts in place and hand sanded the playfield flat. ¬†It was much more physical labor than anticipated…

 

 

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Sanded TA Playfield

Well¬†after that, you can probably guess that I had to do an entire playfield swap from the v2 playfield that was sitting in my cabinet. ¬†ūüôā

Here is a look at the playfield as it sat right after the main assembly swap!

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v3.1 playfield in!!!

For the GI, I ended up using light pipes that I will put VERY bright LEDs under.  My initial testing has shown that they spread the light very evenly.  These are similar to how TBL will be handling the GI in tight places.

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Light Pipes

I ended up designing a small RGB board that fits in the bottom of my pop bumper assembly.  These LEDs are bright as hell.  Check out the image below to see how it fits!

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RGB Pop Bumper

So here is the most important part to any playfield, the trough.  This is the new Pinball Life lower and upper trough.  I configured it for 4 balls.  This trough will be released by PBL very soon.

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PBL Upper Trough

 

PBL Lower Trough

PBL Lower Trough

 

PBL Trough Exit

PBL Trough Exit

Next on the agenda was getting some of the custom circuit boards designed and sent off for manufacturing.  Below are some screenshots of the boards prior to being sent off.

Custom RGB LED Board

Custom RGB LED Board

 

Custom PD-LED Breakout Board

Custom PD-LED Breakout Board

 

Custom 2 Digit Display Board

Custom 2 Digit Display Board

 

TA 3x3 RGB Lamp Board

TA 3×3 RGB Lamp Board

 

TA Bonus Lamp Board

TA Bonus Lamp Board

 

Well, that is all I have for now.  Hope you enjoyed the update!

Earthshaker Aftershock Logo 1Hey Everyone,

I finally got around to starting my Earthshaker software rewrite project.  I decided to call this project Earthshaker Aftershock.

Overall Goal:
The plan for this project is to redo the entire code for Earthshaker and take advantage of it’s great playfield layout.¬† As we all know Earthshaker is a great game as it sits, but I feel it could be so much more. ¬†I will be posting updates throughout the project and I hope to have something to show for Expo next year!¬† Let me know if you guys have any questions or suggestions.¬† I am always open to feedback (positive or negative).

This code will not be for sale but will be available on my GitHub account for those of you who want to check it out.

https://github.com/scottdanesi/earthshaker-aftershock

Please note that this code is built on the P-ROC and Procgame framework and cannot be run on an Earthshaker machine without extensive customization to the machine hardware itself.

Software:
I will be adding all new mini-modes along with new audio and display interaction.  I will keep the game easy to understand for novice players and deep enough for the most experienced.

Hardware:
I have in my possession Earthshaker prototype #2 (at least most of it) and I will be using that machine for my software re-write.¬† I do not plan on adding a DMD, I will be using the stock Alphanumeric displays (Thank you Jim).¬† I have also acquired one of Mark’s System 11 P-ROC interface boards!¬† This project is going to be great.

Updates:
I will be updating my topic on the Pinballcontrollers.com forum with technical updates.  You can visit the link here: http://www.pinballcontrollers.com/forum/index.php?topic=1001.0

As a first update, here is a video of my proof of concept code which allows me to test all of the hardware interaction with the P-ROC and the computer.