Cosmic Princess pinball by Stern 1979 30-Oct-2021 Version: 19 U2 file CRC32# 12138D2E (2532/2732), CRC32# DC123B5B (2716) U6 file CRC32# E7F72CDC (2532/2732) ROM code update: Program the ROM files into 2532/2732 EPROMs and modify the MPU board to accomodate two 2532/2732 chips with address line A14 if not already done. The smaller 2716 version of U2 can be programmed in a 2716 EPROM instead of using a 2732. Key features of this update are: 01. Freeplay support. 02. Millions scoring using real 7-Digit displays or virtually with existing 6-Digit displays. 03. Fix original spinner scoring bug, see below ** 04. Bonus multiplier option up to 14X. 05. Fast bonus countdown once option by premultiplying the bonus 1k step against the bonus multiplier. 06. Drop Target big scores option up to 65,000 points. 07. Flipper return lane big scores option up to 14,000 points and resettable on entry. 08. Disable the top pop bumper from advancing bonus option. 09. Extra ball kept option when the ball in play is tilted. 10. 1-2-3-4-5 special options to be open ended and/or lit after completing two times rather than one time. 11. Drop Target special added options to light on the 1st or 4th completion of the bank, and/or then every second bank completion. 12. Drop Target option to disable the drop target releases (always requires player to hit all five drop targets). 13. Show the Highest Game to Date at the start of the last ball. 14. Record Highest Game Credits to Date in Freeplay Credit Reset mode. 15. Show *every* closed switch in switch test mode. 16. Improved test mode/audit navigation. Update is as follows: 01. Freeplay: enabled when maximum credits DIP switch settings are set to absolute maximum which is now '99' credits: See DIP switch settings below. 02. Add Millions scoring support - the type is controlled by DIP switch 19 on the MPU board: 6-Digit displays will show the score virtually by dancing the score digits right and left (only when millions scores are achieved). 7-Digit displays are supported with the addition of a wire from the MPU board that's daisy chained to each 7-Digit player display. 03. Fix original spinner scoring bug ** 04. Audit #12 is new and records the Highest Game Credits to Date. Shown when High Game to Date is displayed. Only available in Freeplay Credit Reset mode. 05. Audits #13 - #16 are new Software Setting functions for controlling new game features. 06. Upper colored 1-5 lanes light specials after making the lanes twice (harder) instead of once: enabled via Software Setting 14:1 07. Upper colored 1-5 lanes open ended specials (factory ROM is limited to 1 per ball): enabled via Software Setting 14:2 08. Reset flipper return lanes value to 2k after collecting lit value on entry: enabled via Software Setting 14:3 09. Flipper return lanes big score value up to 14,000: enabled via Software Setting 14:4 10. Added extra drop target specials options of lighting after the 1st or 4th drop target reset (easiest or hardest respectively): controlled via DIP switches. 11. Drop Target Big scores value up to 65,000 in steps of 5,000 after the bank is made: enabled via Software Setting 15:1 12. Drop Target Big Bonus Multiplier up to 14X: enabled via Software Setting 15:2 13. Drop Target Specials and Right Inlane Specials separated if opposite one is set to award 1 Special per ball: enabled via Software Setting 15:3 14. Drop Target Specials set to 'Open Ended' via DIP switch 25 has new option to light after every second Drop Target bank reset via DIP switch 14. 15. Disable Drop Target release coils so all 5 drop targets always need to be knocked down: enabled via Software Setting 15:4 16. Pop Bumper (Top) Advance Bonus, Option to disable this feature for better balance: enabled via Software Setting 16:1 17. Software Setting 17 configures the number of Credits to reset to on power up when previous credits were zero (Freeplay only). 18. Fix original bug, if the Extra Ball/Special lanes alternate DIP switch 27 was set to "Constant" and the Drop Target Special Dip switch 25 was set to "1 Special per ball", the Drop Target Special would light every second time the Drop Target bank was reset. 19. Bonus Multiplier can be optionally applied to the amount of bonus per step. So instead of counting down bonus in lots of 1,000 steps repeated by the number of bonus multiplier, the bonus multiplier is applied to the countdown step and bonus is counted down once. Eg. 3X 15,000 bonus will count down once in 15 lots of 3,000 point steps to achieve 45,000 points. Software Setting 13:4 controls this feature - see below. 20. Make the spinner lamps and upper colored 1-5 lane lamps sequence in attract mode a little more logical. 21. Reduced the time the colored 1-5 lane lamps stay on when being made from 400ms to 200ms and enabled Fast React coils to be sensed during this time; game appeared to momentarily stall otherwise. 22. Pop Bumpers are a little more responsive after the Drop Targets reset. 23. Quick navigation in self test / audit mode: During the self tests, press and hold the start button and tap the self test button will now jump directly to switch test mode. During switch test mode, press and hold the start button and tap the self test button will now jump directly to audit #13 where the software settings are. During Audits #01 to #12, press and hold the start button and tap the self test button will clear the value (same as pressing S33 on the MPU board). During Software Settings #13 to #15, press and hold the start button and tap the self test button will load settings to configure game to factory default mode. 24. Made the reaction time between quickly pressing the self test button a little more responsive. 25. Sped up the score threshold award setting counter in audit mode. Single stepping is also now fool proof. 26. In switch test mode, cycle through showing *every* closed switch, not just the first closed switch found. 27. Tilting during bonus collect now happens immediately, not after the bonus has counted down to 1000 28. Player can now keep their extra ball if they tilt the current ball in play: enabled via Software Setting 13:1 29. When serving an extra ball, if the game is then tilted with no score, the Same Player Shoots Again lamp was being switched off. Now we leave that lamp on since extra ball is still active. 30. When a player hasn't scored and the ball is drained, illuminate the Same Player Shoots Again lamp. 31. If Specials is set to award an Extra Ball and Extra Ball has already been achieved, award 50,000 points instead. 32. If Specials/Score threshold awards are set to award an Extra Ball and it's achieved, now switch off the Extra Ball lamp if it was lit. 33. Show High Game to Date at the start of the last ball. 34. Show the code version number at the Ball in Play/Match display on power-up. 35. After power-up restore previous game scores when the machine was last powered down. 36. Play an award sound effect when extra ball is achieved: enabled via Software Setting 13:2 37. Play an alarm tune when the Slam switch is activated. 38. Only activate player displays when they're in the game - no more "00" shown in player displays not playing. 39. At the start of a ball, flash the active players display until they score. 40. Increased the delay from 266ms to 500ms before ejecting the ball from the saucer to allow the ball to first settle. 41. If Match feature is disabled, reset Ball in Play to '0' at game over instead of leaving the last ball number shown. 42. Fix an original subtle bug when reaching maximum credits via specials - the game would pause longer than it should if maximum credits had a '5' in it. ** Spinner scoring bug - Cosmic Princess used the same program ROMs as Sterns Magic from factory and unfortunately the Cosmic Princess playfield had the yellow and orange switch/lamps wired in reverse. So, if you make the upper orange 5 lane, the orange 400 point lights on the right spinner however the 400 points are instead awarded on the left spinner. Same when you make the upper yellow 2 lane, the yellow 400 point lights on the left spinner however the 400 points are instead awarded on the right spinner. Freeplay: Freeplay is enabled when MPU board DIP switches 17 and 18 are on. Maximum Credits in freeplay is '99'; knocker still activates after maximum 99 credits are achieved. When Software Setting 13:3 is set to '0', credits are reset to none at the start of new game (Credit Reset mode). When Software Setting 13:3 is set to '1', credits are normally subtracted by 1 at the start of new games / addition of new players (Credit Count mode). When credits are none, the credit display is blanked out ('00' is never displayed). Players can still be added while credits are none. When credits are '01' or higher, the credits value will be displayed. If previous credits were none on power up, credits will be set to value configured in Software Setting #16. To add incentive for players to chase highest credits awarded per game, in Reset Credit mode, Highest Credits to Date is recorded and shown in the Credit display whenever the High Game to Date is shown. New book-keeping / audits / software settings: ============================================== Audit #12 --------- .....XX Highest Game Credits to Date. Cleared in the same way other audits are cleared Shown when Highest Score to Date is displayed. Only available in Freeplay Reset Credits mode SoftSetting Audit #13 --------------------- ...1 Same Player Shoots Again on Tilt 0 Same Player Shoots Again is lost if player tilts the current scored ball in play [factory default mode] 1 Same Player Shoots Again remains awarded if player tilts the current scored ball in play ..2. Extra Ball Sound effect 0 Don't play extra ball sound effect [factory default mode] 1 Play an extra ball sound effect .3.. Freeplay mode (set credits to the value in SoftSetting Audit #16 on power-up, if credits were none) 0 Credit Reset mode, Reset credits to zero at start of new game (credit display blanks out) 1 Credit Count mode, Subtract 1 credit at start of new game / addition of new players 4... Single countdown bonus by pre-multiplying the 1k step against the bonus multiplier 0 No (slow) [factory default mode] 1 Yes (fast) SoftSetting Audit #14 --------------------- ...1 Upper colored 1-5 lanes Special Lights after making the lanes 0 Twice 1 Once [factory default mode] ..2. Upper colored 1-5 lanes Special 0 Open ended 1 One per ball [factory default mode] .3.. Flipper Return lane value on entry 0 After awarding score, value resets to 2000 1 Award score, and lit value remains [factory default mode] 4... Flipper Return lane Big scores past 8,000 points 0 Maximum 8,000 [factory default mode] 1 Maximum 14,000 SoftSetting Audit #15 --------------------- ...1 Drop Target Big scores past 30,000 points 0 No [factory default mode] 1 Yes, drop target score increments by 5,000 to a maximum of 65,000 ..2. Drop Target Big Bonus Multiplier up to 14X 0 No [factory default mode to 5X maximum] 1 Yes .3.. Drop Target Special and Right Outlane Special tied together if opposite one is set to award 1 Special per ball 0 Tied together [factory default mode] 1 Separate 4... Drop Target release; Enable/Disable the individual drop target releases after the bank has been reset 0 All drop targets stay up 1 Drop target stepped release [factory default mode] SoftSetting Audit #16 --------------------- ...1 Pop Bumper (Top) Advance Bonus 0 No 1 Yes, [factory default mode] 432. Configuration bits Not Used SoftSetting Audit #17 --------------------- .....XX Decimal value from 0 to 15 for the number of default credits on powerup in Freeplay mode if previous credits were none The functions of some DIP switches were changed to allow the new features to be optioned as listed below: DSW18,DSW17 Maximum Credits Off Off 05 Off On 10 On Off 20 On On 99 (enables Freeplay) DSW19 Display hardware installed Off 6-Digit player displays On 7-Digit player displays (requires a wire modification to the game, see below at the end of this document) DSW24,DSW22 Drop Target Special and Right Inlane Special Off Off Lights after 1st Drop Target reset (i.e. when making 2X bonus multiplier) Off On Lights after 2nd Drop Target reset (i.e. when making 3X bonus multiplier) On Off Lights after 3rd Drop Target reset (i.e. when making 4X bonus multiplier) On On Lights after 4th Drop Target reset (i.e. when making 5X bonus multiplier) DSW25,DSW14 Drop Target Special Off Off Open ended (once qualified, Special lamp stays on) Off On Alternates (once qualified, Special lamp lights every second Drop Target bank reset) On xx 1 Special per ball (DIP switch 14 has no effect when DIP switch 25 is On) DSW32,DSW31 Special Awards Off Off 100,000 points Off On Extra Ball* On Off Replay On On Replay and Extra Ball * 50,000 points if Same Player Shoots Again is already lit 7-Digit display modification ---------------------------- If installing real 7-digit displays, connect a wire from MPU connector J1 pin 7 to all player displays daisy chained at: Stern 7-digit displays, millions digit signal goes to pin 11 on the display connector Bally 7-digit displays, millions digit signal goes to pin 12 on the display connector