Well as I’m sure those that were following have noticed my machine has pretty much just stopped. I lost my job and blah blah blah. Found another job that is keeping far too busy at times so I’m playing catchup and working on some other things before I can get to the pinball idea. As of right now I can only see me getting the scoreboard done in the coming months (years ;)). After all, I still have 10,000 SMD LEDs sitting around collection dust. Disappointing (at least to me) I know. However, Scott over at XTC Pinball is ramping up his updates to daily updates! So head over to www.xtcpinball.com and follow his progress for your homebrew pinball addiction.
A question many car enthusiasts tend to ask themselves while driving. It’s illegal to race on the street and it’s nearly impossible to get that person to show up at a track. What’s a car enthusiasts to do?! I’m glad you asked! That’s where Am I Faster comes into play (AIF). Ok, enough with the cheesy lead up. AIF is the latest website I’ve been working on. It’s a neat little website that allows you to create dream match-ups from a list of over
1900 2000 cars (more added daily). You can even create your own custom car.
Run down of features:
Race 4 cars at a time.
You can search for the car you want.
Cars are grouped by make.
You can suggest cars to add to the list.
Accurate quarter mile times.
You can modify the information we have.
Over 400 (and growing) fully spec’d cars (We have the quarter mile time, 0-60 time, weight, hp and drive train) — This makes it easier to make Custom Cars
So give it a try and have some fun. I’d love to hear your feedback.
I recently came by some source code to control the power driver board of a P2K machine. This is NOT Pinball 2000 source. This custom source was written by Daniel Johansson for his home made machine (which has been canceled).
Here’s some information about the source pulled from his site:
Below is the source code for the power-driver-board-part of my Sparks Pinball 2000 project. It is written in C as a Linux kernel module utilizing the real time extensions RTAI from https://www.rtai.org/. The sound and graphics part (not published here) is written in C++ as a Linux user space program. The communication between the two part are made using FIFO:s. The code must only be considered as test software. It is very poorly commented and may not be easy to read. If you make any modifications to it, please send me a copy…
Maybe there are someone out there who are interested in continue to build on the code and maybe write a Pinball 2000 Open Source Toolkit, that can be used by anyone interested in making their own Pinball 2000 game. If so, the code must be rewritten. It isn’t a good way to place everything that has to do with the power-driver-board (including the rules) in a kernel module. One idéa is to simpify the kernel module and let it only deal with functions that has directly to do with the power driver board like fire solenoids, flash lamps, running lamp patterns etc, and sending switch event up to a user space program where all the game code is written. Another way is to write everything in user space using RTAI-LXRT and skip the kernel module part…
Here is the code: ***. Disclaimer: The code is “as is”. Use it at your own risk. I will not be responsible for any hardware malfunction.
I included a definition file for SWEP1 for anyone interested in writing new software to their own game…
Paired with the information on Pinrepair.com, I think you could have a really good head start on a custom machine.
And a bonus video of Daniel’s machine in action:
* Pinball 2000 is a trademark of Williams Electronics Games, Inc. All rights reserved
I’ve been exchanging a few emails with Chris Eddy (Creator of the PBOS). I have to say, the more I learn about the PBOS the more excited I get about it. While he’s working exclusivly with the system 3/4/6/7 machines. It looks like it’s just generic enough to work on a homebrew machine. He’s also working on his very own driver/MPU board.
I’m keeping close tabs on this project. I’ve decided to hold off on my attempts at creating a PBOS of my own. This project is just too promising to pass up!
Please, take a look at the PBOS command language for yourself. Chris would love to hear any feedback you have for him. You can find his email on his site; or you can leave a comment here.
Stumbled across this on RGP:
I have the code for my PBOS working to the point that I can coin up
1-4 players, and play a full game on the machine. Not to make it sound
too advanced, it does not do a lot, like score and multiball and most
of the sounds yet. But it has flippers, bumpers, slings, FIRE targets,
POWER targets, 1-6 targets, some sounds, and other stuff.
His website goes into some minor detail on the goals and progress. You can view that here: http://www.pbos.info
I don’t know about you but I sure hope he releases everything to the open source community. I’m a bit biased since I might be able to take it apply some/all of it to my machine. 🙂