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Revision History: (Included for reference)

*Revision History for L-8 and below is not known.

Version L-8.4

May 2023

Overview

The L8.4 update initially was intended to be a small update mainly focused on the last few bugs that have been reported in various online forums. As work proceeded and additional bugs were added to the L8.4 schedule, the L8.4 became more complicated as the L-8 code was more deeply investigated especially during the analysis into the 255-Hits issue, and the PAPA lost super jackpot issue. Eventually we determined the nature of the bugs, were able to reproduce the problems in a controlled environment, and developed fixes where needed for the various coding issues.

After bugs were fixed, some time was spent adding new player-requested enhancements to the L8.4. One complaint was that the super jackpot is too predictable. Players can easily get super jackpot solely based on the position of the cannon during its swing. For L8.4 a new “Super Jackpot” adjustment was added to provide different behaviors in the 5-bank target lamp movements during super jackpot, thus adding to the challenge and excitement of game play. In order to make game play fair, the new super jackpot lamp behaviors also ensure that all players in a multi-player game get to have the identical experience, so that one player doesn’t get a more easier super jackpot attempt than another.
Since the PAPA super jackpot bug is considered a major reason that T2 was not a preferred tournament game, and since the bug is now deemed as fixed, the L8.4 efforts also focused on how the game behaves when Tournament Mode is enabled. With the L8.4 super jackpot code to give all players the same experience for new super jackpot attempts, it made sense to extend the idea into Tournament Mode for all game features so that all players in a multi-player game get the same experience, leveling the playing field, or so to speak. For L8.4 when game is in tournament mode, all players get the same database awards, video modes, 5-bank patterns for multiball and 5-bank lamp for jackpot.
Since a lot of tournaments forbid play of extra balls, initial consideration was given to also block extra balls when Tournament Mode is enabled however it was later noticed that an existing adjustment is already present. The “Max E.B. Count” adjustment can be set for no extra balls. It was noticed, however, when the game is set this way, the game still teases the player with extra ball lit and animations (while never actually giving it to the player) so L8.4 updates game behavior when the setting is for no extra balls. No longer will the extra ball be lit or its animation be shown. The idea is that when setting a game up for tournament mode, the operator should also set “Max E.B. Count” to no extra balls.
Lastly, for L8.4 some fun was added to attract mode, allowing prospective players to interact with the game during attract mode similar to Indiana Jones. The gun trigger can be pulled to trigger some sound effects and the start-button can also play some sounds (when zero or fractional credits). Like IJ, there is a quiet period involved to prevent overuse of this feature.
At 571 hours logged into L8.4 engineering efforts and countless hours by our community of beta testers, we are pleased to provide the pinball community with L8.4, setting a new standard for code quality, player experience and tournament mode action!

Changelog

  • Added pre-menu report of CPU U6 Checksum value to report the ROM stored checksum value.
  • Removed the L8.3 Sound Test “Sound 05 Explicit Stop” code which was inadvertently in L8.3.
  • Fixed the L8.3 Function ID Overlap issue, now using non overlapping ID for the L8.3 function.
  • Fixed 5-bank “Targets Remaining” discrepancy w/lit targets when targets hit simultaneously.
  • Added feature adjustment “Cannon 1 hit” to restrict hunter ship hits per cannon shot to 1.
  • Fixed the PAPA Lost Super Jackpot bug when ball-popper hit during lengthy animation sequence.
  • Fixed the Payback Time Security Levels inserts misalignment issue after Security Pass award.
  • Fixed Bonus lamps at Tilt. Bonus-X lamps and Hold Bonus lamps cleared when player tilts.
  • Added feature adjustment “SS Autofire Time” to allow adjustment of the skillshot autofire timer.
  • Text correction, German “sek.” Changed to “Sek.” In menu system for abbreviated “seconds”.
  • Added feature adjustment “Super Jackpot” to adjust how 5-bank lamps behave for super jackpot.
  • Fixed auto-fire ball saver during first multiball so it always returns ball without loading cannon.
  • Tournament Mode Enhancement: Database awards same awards for all players.
  • Tournament Mode Enhancement: 5-bank lamp patterns for multiball start same for all players.
  • Tournament Mode Enhancement: 5-bank single lamp for jackpot same for all players.
  • Tournament Mode Enhancement: Video Mode same for all players.
  • Tournament Mode Enhancement: Gun-trigger during attract mode shows previous game scores.
  • Fix when Adjustment A.1 03 is set to “NO EX. BALL”, no EB animations and no lit-EBs.
  • Fixed issue where start-button would play sound when zero credits and attract sounds are off.
  • Added “L8.4” as new adjustment value for feature adjustment “Attract Mode”
  • For L8.4 attract mode, start-button will play sounds when there are zero credits.
  • For L8.4 attract mode, gun-trigger will play sounds.

Version L-8.3

June 2022

L8.3 Change Log

  • Added a “L8.3” attract mode. Same as 8.2 but plays “I am a cybernetic organism” call more often.
  • Supports T2 “Profanity ROM” w/FUA database award in place of 100,000 (w/adjustment).
  • Added selectable attract mode, 8.1, 8.2, 8.3. The 8.1 mode will not include T2 Fan Club message.
  • Fixed bug in display animations that were being shown with unintended flickering (w/adjustment).
  • Support of the anti-ghosting lamp matrix code patch to prevent LED ghosting (w/adjustment).
  • Improved anti-ghosting patch code to prevent controlled-lamp flicker during “GI Power Saver” mode.
  • Added Feature Adjustment 22 to allow enable/disable of profanity mode.
  • Added Feature Adjustment 23 to allow selection of the attract mode, L8,1, L8,2 or L8.3.
  • Added Feature Adjustment 24 to allow selection of original or corrected DMD animation logic.
  • Added Feature Adjustment 25 to allow selection of original or anti-ghost LED lamp driver code.
  • Added Feature Adjustment 26 to allow selection of drop-target state at multiball start.
  • Added Feature Adjustment 27 to allow selection of timed 3-bank lamp state at end-of-ball.
  • Fixed bug in WPC custom message where it was showing “Testing…” message prior to display.
  • Fixed bug in Game-Over L8.1 attract mode where the previous game scores were not displaying.
  • Added support for a custom embedded attract mode message w/ 3-line selectable font & placement.
  • Corrected spelling errors in the German text strings.
  • Fixed multiball bug where multiball state was being exited while multiple balls remained on playfield.
  • Fixed multiball bug where ball lock sometimes reported “Jackpot Multiplied 0x=0”.
  • Fixed multiball bug when final “Load the gun” period was sometimes skipped at end of multiball.
  • Fixed ball-search bug, drop-target knock-down was accumulating points and played speech.
  • Fixed ball-search bug, drop-target was getting kicked up when adjustment A.2 20 was set to “On”.
  • Fixed Sound Test T.7 05 (Database) during “repeat” doesn’t restart the music every few seconds.
    • Some 3rd party sound boards classify 05 as non-music & continue playing 05 during “running” test.

2 Feature Adjustments (Update)
A.2 01 Special Percent
The operator chooses the percent of games that Special is awarded. The range of this setting is Off, 1 % through 10 %.
A.2 02 Extra Ball Percent
The operator chooses the percent of games that award an Extra Ball. The range of this setting is Off. 1 % through 35 %.
A.2 03 Extra Ball Memory
The operator chooses whether the Extra Ball Light is carried over from ball to ball. or reset at ball start. The choices are:
On

The Extra Ball Light is carried Over from ball to ball.
Off

The Extra Ball Light is reset at ball start.
A.2 04 Consolation Ball
The operator chooses if a player with a low score has a chance to obtain a Consolation Ball. The choices are:
On

The player has a chance to obtain a Consolation Ball.
Off

The player cannot obtain a Consolation Ball.
A.2 05 Drop-Target Count
The operator chooses the number of successful gun hits that must occur before the Drop-Target starts to time out. The range of this setting is 0 through 3.
A.2 06 Three Bank Count
The operator chooses the number of times the Three Bank Target must be completed before the middle Three Bank Target starts to time out. The range of this setting is 0 through 4.
A.2 07 Kickback Setting
The operator chooses when the Kickback is On. The choices are:
Extra Easy

Always On
Easy

On at Ball Start
Medium

On at Game Start with Memory
Hard

Off at Game Start with Memory
Extra Hard

Off at Ball Start
A.2 08 Skill Shot Timer
The operator chooses the time before the targets lamps move. The choices are:
Extra Easy

1-1/4 sec
Easy

1 sec
Medium

3/4 sec
Hard

1/2 sec
Extra Hard

1/4 sec
A.2 09 Drop-Target Timer
The operator chooses the time allowed before the Drop-Target comes back up. The range of this setting is 5 seconds to 99 seconds.
A.2 10 Three Bank Timer
The operator chooses the time allowed for the Middle Three Bank Target. The range of this setting is 5 seconds to 99 seconds.
A.2 11 Hurry Up Timer
The operator chooses the time allowed for the Hurry Up feature. The range of this setting is 7 seconds to 99 seconds.
A.2 12 Payback Timer
The operator chooses the time allowed for the Payback Time Feature. The range of this setting is 10 seconds to 99 seconds.
A.2 13 Jackpot Timer
The operator chooses the time allowed to complete the Jackpot. The range of this setting is 8 seconds to 99 seconds.
A.2 14 Million Plus
The operator chooses whether the million points awarded for combination Chase Loop shots is incremented or not. The choices are:
On

Increment Millions for combination Chase Loop Shots.
Off

Only award 1 Million for each combination Chase Loop Shot.
A.2 15 Timed Plunger
The operator chooses whether the plunger kicks automatically for the player. The choices are:
On

After 1-1/2 minutes of inactive play the plunger kicks automatically.
Off

The plunger does not kick automatically.
A.2 16 Attract Sounds
The operator chooses whether the game produces sounds during the Attract Mode. The choices are:
On

The game does produce sounds during the Attract Mode.
Off

The game does Not produce sound during the Attract Mode.
A.2 17 Drop-Target Autofire
The operator chooses whether Autofire comes On when the Drop-Target is knocked down. The choices are:
On

Autofire turn On for one second when the target drops.
Off

Autofire does not turn On.
A.2 18 Fan Club Attract Mode*
The operator chooses whether Fan Club information appears in the Attract Mode. The choices are:
On

Fan Club information is displayed.
Off

Fan Club information is not displayed.
*Note
The Fan Club setting only allowed attract mode message to appear when the game date is June 1992 or earlier. The A2.18 was removed starting in 8.2.
A.2 19 Flipper Trigger
The operator chooses whether pressing the Flippers Buttons, as well as the Gun Handle Trigger, can shoot the ball. The choices are:
On

Pressing the Flipper Buttons shoots the ball.
Off

Pressing the Flipper Buttons does not shoot the ball.
A.2 20 Drop-Target Broken
When the setting is On the game software will treat the Drop-Target as broken and, as such, will not engage the solenoid to reset the target (up).
On

A broken Drop-Target will not be reset to up position.
Off

The game operates normally.
A.2 21 Drop-Target Down Multi-Ball
This adjustment was introduced starting in L-4. This adjustment defines whether the Drop-Target gets reset during multi-ball when Ball Popper is hit. During multi-ball, when the Ball Popper is hit, if this adjustment is set to Off (default) the Drop-Target will be reset to the up position. During Multi-Ball, when the Ball Popper is hit, if this adjustment is set to On, the Drop-Target will not be reset to the up position. This adjustment, when set to Off, is to help reduce the possibility of having a 2nd ball hitting the locked ball in the Ball Popper.
On

Drop-Target will not be reset to up position.
Off

Drop-Target will be reset to up position.
A.2 22 Profanity
This adjustment added in L8.3. When profanity is set to On the Database Award will replace the 100,000 award with profanity text and sound call. Games that do not have the profanity-enabled sound board will play no dialog. When this award is given, the point value remains at 100,000. The intent of this is to mimic the gag from the original Terminator movie when the T-800 selects the profanity response at a certain point during the film.
On

Database Award of 100,000 will be replaced with profanity text and sound.
Off

Database Award of 100,000 remains unchanged.
A.2 23 Attract Mode
This allows selection of desired attract mode sequence/behavior and was added in L8.3.
L8.1

Same as L-8 except the “Boom Boom” sounds only play when adjustment A.2 16 Attract Sounds are On.
L8.2

Same as L8.1 with altered attract mode sequence for displaying previously played game scores more frequently.
L8.3

Same as L8.2 with ‘I am a cybernetic organism’ speech plays more frequently.
A.2 24 Animation Code
This adjustment added in L8.3 and allows two selection:
Original

Animation code uses original L-8 code which sends updates to DMD driver involving 2 updates per frame. This can cause flickering effect on gas-plasma displays and 3rd party displays that emulate WPC display without any T2-specific corrections.
Corrected

Animation code uses corrected code which sends updates to DMD driver involving 3 updates per frame. This prevents flicker on Gas-Plasma displays but may cause problems with 3rd party displays that were coded specifically for the original T-2 to overcome the flicker issue with expecting 2 updates per frame.
The animation code setting applies to a specific set of animations:
– Security award (Checkpoint 1 secured, passcode secured, etc)
– Hunter ship (“fire at will” with crosshairs)
– Pull trigger (hand on gun handle animation)
– Jackpot
– Replay
– Special
– Shoot Again, w/T-1000 elevator gun blast
– T2 displays during attract mode
– Terminator 2 Judgment Day during attract mode
– Kickback Lit machine gun
– Bonus Multipliers
– “I am the future” attract mode sequence
– Kickback gun blast
– Arnold w/shotgun during attract mode
A.2 25 Lamp Driver
Added in L8.3 and selects the lamp matrix update code the game will use.
Original

The original L-8 lamp matrix code is used unaltered.
LED

The lamp driver uses updated code to prevent ghosting. This update is intended to prevent LEDs from flickering. This includes extra fix to prevent a ghosting that can take place when game goes into “GI power saver” mode*.
*Note
The game supports a feature called “GI Power Saver” through adjustment A.1 29 and A.1 30 which is used to reduce the general illumination brightness. Although this mode is named with “GI” it also happens to be that the non-GI lamp matrix code also has a slightly different behavior during the “GI Power Saver” mode, inserting a small pause after the 8th column has been updated. The “LED” setting updates the lamp driver to prevent ghosting that can take place during this small pause.
The A.2 25 setting is only related to the lamp matrix code and does not affect the code related to the general illumination. LEDs used in the general illumination may still flicker during the GI power saver mode, regardless of the setting of A.2 25.
In connection with the setting for general illumination brightness, the recommendation for A.1 25 using LED is No.
A.2 26 Multi-Ball Start Drop-Target Action
Added in L8.3 and affects how the Drop-Target is set during the start of Multi-Ball. The purpose of this adjustment is to provide a more consistent and predictable behavior during game play, when Multi-Ball starts, regardless of whether from a gun hit, left loop, or database-award, this adjustment can be used to set the starting position of the Drop-Target to a consistent state.
None

No particular action is performed (same as original behavior in L-8).
Down

At every Multi-Ball start, Drop-Target is set down.
Up

At every Multi-Ball start, Drop-Target is reset (up).
1 MB Down

At the first Multi-Ball start, Drop-Target is set down. At subsequent Multi-Ball starts, Drop-Target is reset up.
2 MB Down

At the first 2 Multi-Ball starts, Drop-Target is set down. At subsequent Multi-Ball starts, Drop-Target is reset up.
3 MB Down

At the first 3 Multi-Ball starts, Drop-Target is set down. At subsequent Multi-Ball starts, Drop-Target is reset up.
*Note
During multi-player games, the number of Multi-Ball starts is tracked on a per-player basis.
A.2. 27 TIMED 3-BANK LAMP
This adjustment added in L8.3. It allows the adjustment of lamp behavior for the Three Bank Mid-Standup Target Bank (lamps 36, 37 and 38) after the Three Bank Lamps have been completed for the number of times configured under A.2 06 (Three Bank Count). During this time, the illumination of the lamps are subjected to timeout, with the following behavior:
– When none of the Three Bank Targets have been hit, the Three Bank Lamps are off.
– When one or two of the Three Bank Targets have been hit, the lamps associated with hit targets remain solid while lamps associated with unhit targets remain blinking.
– When any of the targets are blinking, after the number of seconds as configured in A.2 10 (Three Bank Timer) has elapsed, all lamps will be extinguished. When the 2nd of the three targets has been hit, the timer is effectively reset.
This adjustment A.2 27 allows for the adjustment of the Three Bank Lamp lamp state after the player has drained their ball and the next ball is served. The two possible values are:
Original

The original logic from L-8 is retained. When the next ball is served, any of the Three Bank Lamps that were previously blinking are extinguished while any Three Bank Lamps that were solid remain lit solid and not subjected to timeout until any of the Three Bank Targets are hit. If player hits any of the Three Bank Targets in a manner that doesn’t complete the Three Bank, all three lamps are again subject to timeout.
Off at EOB

The new logic is used. When the next ball is served, any of the Three Bank Lamps that were previously blinking are extinguished and any of the solid Three Bank Lamps that were subject to timeout during the previous ball are also extinguished.
This adjustment value “Off at EOB” effectively fixes what many would consider to be a flaw in the original code. This is being addressed by using this adjustment to provide flexibility to allow players to keep original logic if it is so desired.
Press the Up button to advance to the next desired Adjustment Group, (or press the Down button to return to a previous Adjustment Group). Press the Enter button to activate that group. Press the Up or Down button to cycle through the available adjustments in that group.

Version L-8
Date: December 15, 1992

U6: Checksum: BE08

Weight .25 lbs
WPC 95 Roms

[U6] CPU Rom L8.4, [U6] CPU Rom L8.3, [U6] CPU Rom L8.1, [U6] CPU Rom L-8, [U14] Sound Rom L-3, [U14] Sound Rom (Profanity), [U15] Sound Rom L-3, [U18] Sound Rom L-3, [U6, U14] Prototype Profanity CPU/Sound Rom Set

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