Version 1.4.0 of the TNA code is now up! Check out the changelog below.

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v1.4.0 - 04/10/2020 - Scott Danesi

## Bugs Fixed ##
- Modified sling logic to hopefully stop multiple hits
- Sling modifications to stop occasional sticking
- Fixed CoOp taking away reactor scores from previous players if additional players sneak in
- Fixed lag issue when replay triggered during reactor explosion
- Fixed score display dimming issue that randomly occurs
- Tilt bug fixed when ball falls into shooter lane after a tilt
- Fixed shaker not pulsing every time on ball lock
- Fixed Co-Op abort issue
- Ball search now disabled in service mode... oops
- Fixed Crash after game over in Co-Op with TA reactor < 9
- Fixed disabling coils on game abort via start button
- Fixed insert lighting issue with left targets on new ball start
- Fixed double hit on shooter switch issue
- Fixed certain settings not being saved when exiting service menu
- Shaker motor intensity fix... again.
- Fixed Super spinner activating twice on certain occasions
- Fixed lightshow logic error that would rarely lock up a lightshow when more than 1 was running at once

## Features Added / Modifications ##
- Start button now constantly on when no credits are in the machine
- Added ability to hold down up and down buttons in service mode to scroll automatically
- New multiball GI colors added to service menu for the fluorescent green plastic protectors (default now blue)
- Reworded Bonus Credit After to "Bonus Credit After X Credits" in service menu
- Beepgate Update
- Mystery Goodness
- Added support for Danesi 2.0 shoot again timer (with RGB lights)
- Added support for new clear drop LED add-on
- All lightshows cleaned up
- Added Tilt Warnings to LCD
- Added utility for clearing coin audit info
- Significant LED performance improvements
- P3-ROC Firmware update to v2.14
- 2 New attract mode lightshows!
- Updated flash speed and coloring of critical destroy targets

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Hi Everyone! I just wanted to post this up for all that missed my instructional live jam on my modular rig this morning. I had a great time, and it was fun talking with a bunch of you that I have not seen in a while.

If you have not followed me on Twitch and are interested to see other times when I go live, please follow me at twitch.tv/scottdanesi. I also use my Twitch channel to host some really great music producers, so be sure to check them out as well!

Thank you and enjoy!

Hi Everyone! I have noticed recently a slight uptick in people downloading my album from my website. I just wanted to personally say thank you for the support. This truly means a lot to me that you guys and gals are supporting my work. Purchasing my music directly from my website helps me avoid massive fees from the other distribution companies that sell my music.

I hope everyone is staying safe and healthy during these crazy/tough/uncertain times.

Thank you once again,
–Scott

Hey Everyone! Within the next 30 days I will be transitioning my album release “Total Nuclear Annihilation” to a new distribution company. During this time, the original album will come down from all streaming services and be replaced with a brand new “Expanded Edition” of the album. This album will have new remastered versions of the original songs, plus an additional song named “Scarlett” that never made it on the original album. This song is a dedication to the life of the main character in Total Nuclear Annihilation.

So if the release comes down before the new one is up, no fears, the Expanded Edition is right around the corner. The official release date of the new album is September 19, 2019.

I will also make the new track available as a free FLAC download on this site for all to enjoy once the album goes live on September 19th, so no need for anyone to buy anything extra.

Track List

  1. Total Nuclear Annihilation (Beepgate Reprise)
  2. Alpha Particles (Remastered)
  3. Inroads
  4. Heat Exchanger
  5. Steam Generator
  6. Turning Point
  7. Power Grid
  8. Nineteen Eighty Something
  9. The Armics
  10. Last Mission
  11. Scarlett

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... :)
- 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

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Software Download and Instructions: www.tnapinball.com

Hey Everyone,

I get asked this questions a bunch and figured I would do a quick write-up on what is needed to add light-up flipper buttons to TNA.  

This is actually pretty easy.  You will need 2 things.  The Accessory Power Supply for Spooky P-ROC games and a set of BriteButtons for Stern SAM/Whitestar games.  These 2 items are below:

Each of these items comes with instructions on how to install them.  Obviously, install the Accessory Power Supply first and then the Britebuttons.  The buttons will plug directly into the power supply using the 3 pin Molex connector.  You can then power the machine up and set the mode you want using the details from the instructions in the BriteButtons.

Done!  Have fun!

Hey there!!!  Another TNA code update is here!  This is a short, but good one.

I have fixed a few bugs and added what I like to call “Speed Runs” to kill each reactor.  What do I mean you ask?  The game now displays reactor uptime on the display telling you exactly how many seconds each reactor has been online for.  The timer starts as soon as the reactor start scoop has been hit and stops when the reactor is destroyed.  These speed times are stored in the high score table as “Reactor X Speed Run Champ”.  There are 10 of these.  One for each reactor and one for Total Annihilation!

Every second counts when battling these reactors so be sure to skip the reactor startup animation and be sure to skip the bonus count at the end of your ball.  Your reactor uptime pauses if another player is up, but the timer does not pause until after the bonus count.

Have fun everyone!

Change Log:
v1.2.1 – 05/22/2018 – Scott Danesi

## Bugs Fixed ##
– Skillshot light stuck on is now fixed.
– Reply info in attract mode now says replay for credit and Extra Ball when award is an extra ball
– Tilt during multiball trough issue fixed

## Features Added / Modifications ##
– Added reactor uptime champs to high score boards
– Added reactor uptime to display while reactor is running
– Random performance enhancements
– Co Op now can be enabled if you forget to enable it on adding player 1

## Download Link ##
https://drive.google.com/open?id=11iirLZAPz0k-yNbEmt8AguLAuMOqbGbX

Code Update Procedure:
WARNING: Updating code on your game will reset your audits and settings on the game after the update procedure. However, these audits and settings are automatically dumped to the USB stick as a backup for your reference. I am planning to add functionality to save audits within the game in the future.

Step 1: Download the latest “pkg” file from the link above.
Step 2: Copy the “pkg” file to a USB flash drive. Do not change the name of the file, should be named “tna-gamecode.pkg”.
Step 3: Power off the game and remove the backglass.
Step 4: Insert the USB flash drive into an open USB port on the PC located on the right side within the backbox.
Step 5: Power on the machine, a message should appear saying that the software is updating.
Step 6: Once the code update is complete, remove the USB flash drive and restart the machine.

Hey Everyone, it has been a long time since I did an actual pinball related blog post, so here it is!  I have been getting a ton of questions lately on how to properly power opto transmitter LEDs and how to hook up the receivers to the SW-16 P-ROC boards.  I am going to walk through it in enough detail that you should be able to get up running on the concepts quickly.

Powering Opto Transmitters

Opto transmitters are nothing more than high powered infrared LEDs.  For this guide, I am going to be referring to the Williams/Bally style opto transmitter which can be seen here: https://www.pinballlife.com/williamsbally-led-transmitter-emitter-for-opto-assemblies.html.  This LED emitter has no circuitry attached to it by default.  These LED emitters are also used on the small PCB and bracket assemblies seen here: https://www.pinballlife.com/williamsbally-led-transmitter-emitter-and-pcb-board.html and other various trough board assemblies.

In order to safely power this LED, you will need to gather a few data points and make a couple small decisions.  You will need to know the forward voltage of the LED, maximum constant current that the LED can handle, decide what input voltage you would like to supply to it (5v or 12v), and decide how much current you would like to give the LED to ensure it has enough power to transmit infrared light to reach your opto receiver.

So here is our data:

  • Forward Voltage: 1.7v
  • Max Constant Current: 100ma, but I recommend you do not exceed 75ma to maximize the life of the LED.  This will be powerful enough to transmit a pretty decent amount of distance between the emitter and receiver.
  • Input Source Voltage: 5vdc is my recommendation as it is higher than the forward voltage of the LED, and low enough that the resistor does not have to dissipate too much heat.

These LED emitters will need a current limiting resistor in series with them as applying 5v or 12v directly to the LED will cause it to overload and fail.  Now, to calculate this resistor value, we will need to calculate resistance and power based on the data that we have.  Now, I could be idealistic and talk about the actual calculations, but I am going to show you how I usually calculate this using an online LED resistor calculator.  The one that I use the most is the one below.  I have already filled out the fields, but feel free to change some of the values up to see what happens.

http://led.linear1.org/1led.wiz?VS=5;VF=1.7;ID=75

So as you can see above, the calculator has automatically figured out what the ohms and recommended resistor wattage should be for our emitter.  What I also like about this calculator is that it gives a nice visual representation of how to wire the circuit and what the resistor color bands are.

Important note: Please be sure to use at least the recommended resistor wattage.  You can see above that the calculator is recommending at least a 1/2 watt resistor.  Too small of a resistor and it can burn up, which is bad.  🙂

That is about it for powering an opto emitter!

Connecting Opto Receivers to the SW-16 P-ROC Board

Now for this section, I am going to be talking about the Williams/Bally style opto receivers and how they hook up to the SW-16 P-ROC switch boards.  These are the black colored opto receivers that can be fond here: https://www.pinballlife.com/williamsbally-led-receiver-for-opto-assemblies.html.  These, just like the emitters, are also used in small PCB assemblies, and trough opto boards as well.

To connect these optos into the SW-16 P-ROC board, you will simply need to wire it directly to the inputs of your switch board.  It is really that easy.  It will act just like a standard switch as long as it is connected in the correct orientation.  Below, you will see an image from the P-ROC documentation.  The cathode/ground side of this diode is the side with the flat indentation on the black epoxy base of the opto.  Please also keep in mind that opto receivers are normally closed switches and when it detects the IR beam from the emitter, it will open.  This is opposite of a normal switch.  When a ball breaks the opto beam it will go from a closed state to an open state.

The full documentation can be found here: https://www.multimorphic.com/content/uploads/2017/07/SW-16-2_LLD_v2-0.pdf

I hope this all makes sense and helps you get your project up and running!  Please also keep in mind that some Stern and certain Williams trough boards have resistors built into them on the emitter side.  The guide above will allow you to connect to boards and directly to emitters that have no circuit logic.