$17.99 – $35.99
For those of you that cannot burn your own roms, these are the chips needed to upgrade your full size Bally/Williams Terminator 2: Judgement Day (T2) pinball machine to the latest version, play a different version, or replace missing/damaged roms.
Blackout (Williams System 6) - ROM Upgrade chip set
Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on [relevant Amazon Site(s), as applicable] at the time of purchase will apply to the purchase of this product.
Govee Icicle Lights, Smart RGBIC Christmas Lights, IP65 Waterproof
Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on [relevant Amazon Site(s), as applicable] at the time of purchase will apply to the purchase of this product.
Govee Curtain Lights Smart Curtain Lights
Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on [relevant Amazon Site(s), as applicable] at the time of purchase will apply to the purchase of this product.
Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on [relevant Amazon Site(s), as applicable] at the time of purchase will apply to the purchase of this product.
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.
Changelog
June 2022
L8.3 Change Log
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.
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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