DUNE Update History

DUNE Code Update History

Version 2025.08.29
-------------------
- ADDED: New "Test line" mode in the "All LEDS" test.  Press start to cycle
         through color options; the last one is now "Test Line" which does
         a vertical and then horizontal wipe across the LEDs in a cycle.
- ADDED: New standard setting (73) for flipping the speaker lights per-speaker;
         if either speaker (or both) goes the wrong way (right to left) in the 
         new line test, you can use this setting to flip the orientation so it
         is correct and lightshows will look as intended.
- ADDED: "Lifetime" games started/balls started audits that will not reset.
- ADDED: Lightshow when soldiers get eaten at the end of harvester battle.
- FIXED: "Games Started" counted multiplayer as 1 "game" until now.
- FIXED: Sand trap won't phantom kick on first ball entering.
- FIXED: Prophecy:Train wasn't ending properly on cash out.
- FIXED: Fight Vanity awards were mislabeled Awaken on high score entry.
- FIXED: Pain Box Test time shouldn't be busted now; speed score forced to reset.
- FIXED: If "easy start" for the multiball was on, the magnet catch was still
         active during the pain box test.
- FIXED: "Bonus time" for harvesters adjusting downward after the first battle
         (based on how much water you bring in) was only working on restarts
         after timeouts -- wasn't happening on fresh starts on harvester 2+
- FIXED: Lower playfield tilt warning was loading the wrong image for 
         the foreground at night.
- FIXED: Changed a bit in Sietch to avoid a problem when you hit the 
         shot to the mountain to change phases too quickly.
- FIXED: The tunnel shot in DPMB can't register twice quickly anymore,
         if the ball rattles around in the shot.
- FIXED: Awaken scoop shot in phase 1 only works from the front to avoid
         conflict with the spinner shot.
- CHANGED: Match "winner" text appears a little later.
- CHANGED: Fedaykin holds the second ball during startup, rather than kick it 
           back out immediately.
- UPDATED: Thumper wave light show to include the HAL/speakers.
- UPDATED: Worm ball search movement changed slightly.
- REMOVED: The bit that kicked the ball out of the sand trap on a tilt.

Version 2025.08.13
-------------------
- ADDED: Fall of Sietch Tabr mini-wizard mode. Take out the Harkonnen 
         hidden in the blowing sand; save as many Fremen from the 
         Sietch as you can.
- ADDED: Added short ball save to left outlane kicks (snork/pain box end).
- ADDED: Feature setting for how long the ball save is on left outlane kicks.
- ADDED: HAL 'made shot' reactions for prophecies, harvester battles and Arrakeen.
- ADDED: Battle of Arrakeen ending lightshow.
- ADDED: More callouts, including the female Fremen fighter.
- ADDED: A reaction lightshow for drop target hits.
- ADDED: Vanity Awards for Pain Box, Desert Power, Prophecies and Resources.
- ADDED: New post tilt screen showing lost bonus amount.
- ADDED: SFX/Lightshow for Dune Letter collect.
- ADDED: Dim light blue reaction in the inserts around the pit any time a 
         trapped ball triggers a pit switch.
- FIXED: Text overlap on Fight prophecy combos.
- FIXED: Inappropriate lower-case t.  Thanks to Darkening For Spotting It.
- FIXED: Infinite balls hack found at Defcon 2025.
- FIXED: A typo preventing a second Battle of Arrakeen in the same game.
- FIXED: Battle of Arrakeen explosion rumbles would continue during pain box.
- FIXED: Winning pain box during a DUNE mode would re-add the DUNE start event.
- FIXED: Harvester thopter/Harkonnen indications getting stuck should be corrected.
- FIXED: If you have lasguns in harvester battle, the diverter should 
         stay down, regardless of sandwalk situation.
- FIXED: Rescue re-ups the magnet hold so it won't let go before the time runs
         down to zero during the cash out decision.
- FIXED: Sorted out an ugly snafu with calling a worm before starting Arrakeen.
- FIXED: Changes made to try to clear up the mis-matched tilt text.
- FIXED: Closing the door during gameplay always makes sure the flippers and
         slings get enabled, to cover some edge cases.
- FIXED: If the ball bounced off the ramp switch at the end of a prophecy the
		 ball would immediately release on the second switch closure.
- CHANGED: Desert Power locks shouldn't auto-grab on plunges any more.
- CHANGED: Prophecy cash out does not immediately drop the ramp ball, player can 
           still double-flip cancel the ending to get back to play sooner.

Version 2025.08.01
-------------------
- ADDED: Battle of Arrakeen, the first mini-wizard mode.
- ADDED: Callouts from Tara Strong and David Kaye hooked up.  
- ADDED: A non-disappointed pit ball release; for specific situations.
- ADDED: Lightshows for high score entry.
- ADDED: Retry-check on dropping the pit fork.  Will try up to 3 times
         if the entry switch is still active after 3 seconds.
- ADDED: Brought over the "double flip to jump to end" in high score 
         entry from Lab
- ADDED: Lightshow for hurry-up collect at end of a mode.
- ADDED: Setting for how long the left hook will 'hold down' (coil settings).
- FIXED: Awaken worm 'pacing' properly paused during pain box.
- FIXED: Bene Gesserit award lightshow would stomp out pain box light.
- FIXED: Ornithopter won't just disappear on harvester explosion .
- FIXED: Ornithopter on right no longer moonwalks away.
- FIXED: "Remianing".
- FIXED: If Snork fails to load, it should not prevent pain box from working.
- FIXED: Gurney won't taunt if train is running during pain box.
- FIXED: Left ramp doesn't react to any switch inputs during attract.
- FIXED: Setting for the hook bypass said "RIGHT" but is actually "LEFT".
- FIXED: "Worm on the way" deactivates the magnet catch during pain box.
- FIXED: Unique lower display scenes didn't hide during pain box.
- FIXED: The auto-plunge on MB start shouldn't collect a jackpot.
- FIXED: Super Jackpot in DPMB wasn't doubling correctly if hit from the front.
- FIXED: Voice outlane save would re-light unintentionally due to an error.
- CHANGED: Mode lights show current selected mode during the day also.
- CHANGED: Weak ramp post change to 50% setting by default, holds longer.
- CHANGED: PWM for soft pull on the left ramp post can go down to 25%.
- CHANGED: Power field fork does the 'lift-release' the other latches do.
- CHANGED: Worm jackpot display moved to avoid conflicts with other scoring 
           displays.
- CHANGED: DPMB Jackpot points being added to Super Jackpot value do not 
           carry thumper X.
- CHANGED: Worm Default positions can only be reset in the worm utility; has
           been removed from the 'Reset Utility' as the worm must have power
           for the change to occur.
- CHANGED: "bonus time" for first battle is always 30, after that it will
           decrease if you have a lot of water stored up.
- CHANGED: DPMB "turning" moves one step now, and you can continue turning
           in the same direction until you reach the max; the opposite target
           turns off.  If max is reached, no turning is allowed until fully
           re-centered.  Side jackpots are back to big multipliers.
- UPDATED: Punched up the danger/tilt displays a bit.
- UPDATED: New ball save sound.
- UPDATED: New Bene Gesserit Award display.
- UPDATED: Updated explosion sfx on harvester explosion with more bass.
- UPDATED: New hurry up collect sfx at end of mode effect.
- UPDATED: Lightshows for bonus count.
- UPDATED: Standardized Battle Arena/Battle Pit/Power Field references.
- UPDATED: New high score entry music (worm ride) & sfx for entry.

Version 2025.07.09
-------------------
ADDED: Bene Gesserit Awards - Left ramp, lights on time change
ADDED: Option to disable the immersive pop bumper firing (single tear)
ADDED: Option to adjust the amount of time between the worm dropping
       the ball on the wireform and the hook lowering to let it pass
ADDED: Lampshow/sounds for fork release in cases where there is
       a ball in the pit and you end up playing on.
ADDED: Intro lightshows for Awaken & Rescue
ADDED: New lower display and light effects for Awaken phase 2
FIXED: Ride phase 2 would get lost if you made 4 or 5 of the 
       shots and then drained.
FIXED: Save/Load Settings was busted
FIXED: "hold" on time was preventing all movement, instead
       of the 80% hold point originally intended
FIXED: Prophecy mode lights for status didn't update on ball start
FIXED: Sand Trap behavior of just kicking out a ball during DPMB build
       phase was still sticking around
FIXED: bad video file reference in rescue 
FIXED: (Hopefully) Change made to hopefully avoid the race 
       condition between tilt and ball ending
FIXED: Pit spinner switch can't activate the fork if it was
       already spinning when the lower switch is hit
FIXED: Pain Box Test win that fails to get to the outlane was
       busted if it took too long, and you could still flip.
FIXED: The hours in the uptime count in the service menu should be right
FIXED: Fedaykin MB stacked with Desert Power updates status accordingly
       during super jackpot phase (same lockout lighting as single ball)
FIXED: "last switch" status not getting set for Harvester, so orbit magnet
       requests were a little confused.
FIXED: On screen water/spice display can't erroneously go over max
CHANGED: Magnets added to burn in cycle
CHANGED: Worm rises a bit with each bash in Ride phase 2
CHANGED: Pain box test handles a quick button release better
CHANGED: Major revisions to the worm test/adjust utility
CHANGED: Burn in util will count worm jam reports
CHANGED: Game triggers global timer pause if you open the door
CHANGED: Tilt hard stops the music
CHANGED: A bunch more sound tweaking from Jeff
CHANGED: Points for water/spice bonus lowered considerably
CHANGED: Harvester points are multiplied by number of harvesters
         defeated + 1, so 1x for the first one, then 2x, etc
UPDATED: Survive videos, Voice audio separated 

Version 2025.06.25a
-------------------
FIXED: William (the worm) was mad about the open door fix and 
       wouldn't work if booted up with the door closed.

Version 2025.06.25 (This build is not available, use 2025.06.25a)
-------------------
FIXED: DPMB wouldn't release the time hold when finished.
FIXED: Fight Combo count didn't reset on new starts.
FIXED: William (the worm) won't refuse to work if you have the 
       door open when the game is powered on.

Version 2025.06.24 (This build not available, use 2025.06.25a)
-------------------
ADDED: Progress bar for super jackpot phase in DPMB
FIXED: "Halud" and "Atredies" blasphemey
FIXED: "eject" lightshow no longer gets stuck on ball one if the ball
       sits in the shooter lane for more than 7 seconds
FIXED: Hardware alert screen's "DO NOT POWER OFF" was visible when it
       should not have been when control hardware didn't start up normally
FIXED: Slings/pop weren't disabling on ball ending
FIXED: Crash recovery/restart wasn't working as intended
FIXED: Short graphic glitch in Awaken background video
FIXED: Pain box test overrides left orbit magnet requests
FIXED: High Power Off/On while using the worm test/adjust would not properly
       update the worm's named position after it re-initialized
FIXED: In Ride phase 2 if the magnet catch didn't work on the first attempt, 
       the system didn't re-arm for another catch
FIXED: A ball exiting the harvester would "start" a left orbit, 
       which makes the center shot not register if you hit it quickly
CHANGED: Worm settings reset and log view/save have been added to the 
         worm test/adjust utility, and the user interface is rearranged
CHANGED: Bonus X from time progression caps at 5x 
CHANGED: Some tweaks to worm the control and logging based on customer reports
CHANGED: Auto-launch plays the plunge sound effect
CHANGED: Survive prevents orbit magnet catches in phase one while left orbit
         is a lit shot
CHANGED: The Awaken scoop shot works from front & rear entry now
CHANGED: the "build" phase of the DPMB start up prevents additional 
         resource collection - doesn't unlight anything already lit
UPDATED: A few tweaks to audio default settings

Version 2025.06.20
-------------------
ADDED: Prophecy Modes: Awaken, Train, Fight and Rescue
ADDED: a bunch of sound effects and audio work from Jeff Dodson
ADDED: some new attract lightshows from Trent
ADDED: Score 'badge' has a slide out indicator for when multiplied 
       scoring is active
ADDED: Current worm log data saved to exportable log when you press enter
       while viewing the log in the audits menu
ADDED: Setting for the PWM strength of the "soft" ramp hook pull
       This should only be adjusted if you have problems with the
       hook not going down, and then only raise it as much as you
       have to in order to get it working.
FIXED: Survive wasn't verifying ramp entrance on the right side in phase 2
FIXED: Pain Box Test start will hard stop voice/sfx currently playing
FIXED: The shoot again display still had old graphics and was broken
FIXED: The drops would go on strike if completed in the 1 second between 
       "reset" and "reactivate"
FIXED: score background visible at start of pain box background loop
FIXED: If the ramp failed to make the move up or down at any point, 
	   the ramp request system would get stuck, if there were live
	   requests
CHANGED: Replay settings values adjusted to work with updated scoring
CHANGED: Settings has an "Audio" category; all audio settings moved there
CHANGED: text about switching type removed from audio adjustment pop up menu
CHANGED: Master volume adjustment scaled for better range of adjustment
CHANGED: Fedaykin holds ball for the add-a-ball possibility for 8 seconds
CHANGED: Tilt Hard Stops all music requests
CHANGED: If game crashes (after this update is intsalled) the game will 
         restart; not hold for logs
CHANGED: Worm Jackpot is based on how much of the path is lit when you 
         shoot the worm 
CHANGED: Calling a worm starts a general playfield multiplier (2x,3x,4x 
         based on how many thumpers in hand)
CHANGED: In fork we trust; pit trap doesn't try to verify success with 
         the front switch
CHANGED: Tilt & Pain Box Test Fail will disable the slings/pop along with 
         the flippers
CHANGED: The sand trap's default "can't multiball right now" state is 
         radical kicks all day
UPDATED: Generalized first pass at score balancing from Bowen

Version 2025.06.14
-------------------
ADDED: Overlay help text to Ride and Survive
ADDED: Sandsnork loaded display
ADDED: Voice outlane save display
ADDED: Worm cycles through "ride", "desert power" and "spice jackpot" movements during 
       burn in
FIXED: "Destoy"
FIXED: pain-box half retraction situations
FIXED: Resources collected on skillshots and targets didn't count toward bonus total
FIXED: The score display says 'freeplay' instead of showing credits, if freeplay is on
FIXED: A worm that has been called resumes properly after a pain box test
FIXED: Worm shouldn't hang around so long once the DPMB party starts
FIXED: Pain box during the prophecy hurry up was a train wreck of epic proportions
FIXED: Pain box didn't allow multiball progress after winning 
FIXED: On screen item count indications didn't go down 
FIXED: If a player tilted, their current time (day/night) would revert on the next ball, 
       if they had advanced at all
FIXED: Certain conditions made the display background out of sync with the current 
       player time 
FIXED: Survive didn't immediately light the outlane save when completed (would appear on 
       next ball)
FIXED: the bonus x based on "time periods per ball" wasn't resetting each ball.  Doh!
FIXED: DPMB Jackpots didn't reset on startup, so lit jackpots from a previous go were 
       live during the intro
CHANGED: Phase 2 of Ride now needs 4 worm hits instead of 2
CHANGED: Color of the perk award text on the prophecy ending for readability
CHANGED: left ramp only hard fires when it's trying to load the painbox
CHANGED: Pop bumper switch is temp disabled before firing the left ramp hook in single
         ball play, in case vibration from the hook coil triggers the pop
CHANGED: New blue/orange LED shades for the water/spice resources
CHANGED: Lower display updates immediately on pain box test start
CHANGED: Service menu uses "feature white" color for GI/speakers/topper/hal
CHANGED: Resetting worm defaults with the reset utility will force the worm to re-home 
         the motors
CHANGED: Skillshot award text has MORE text mentioning the double for not flipping
CHANGED: Added a bailout after 5 attempts for the left ramp hook trying to clear balls
CHANGED: Pit ball settle time increased
CHANGED: Several lightshows extended to the speakers (bonus, game over, etc)
UPDATED: Worm test blocks input until worm has updated it's position w/ new on screen 
         notice
UPDATED: New desert power intro lightshow that includes the speakers from Trent
UPDATED: legendary/bof logo page in attract
UPDATED: Pain Box assets (video/audio)
UPDATED: Match video assets

Version 2025.06.08
-------------------
FIXED: Position of the 3rd player score during match on a 3 player game was wrong
FIXED: Worm test help text at the bottom wasn't in sync with actions all the time
FIXED: Worm test flipper buttons up/down were inverted from intended action
CHANGED: DPMB ball save runs through the intro in case the arena ball is loose
CHANGED: Updated logic for how the pop bumper gets ignored when fired manually
CHANGED: Worm gets sent a "move to flat" just before the bonus starts, every time

Version 2025.06.06
-------------------
ADDED: Sandwalk combos (will evolve over time - just a start)
ADDED: Simple perks list page for instant info that highlights which ones have been earned.
ADDED: Tunnel skillshot increases resource production from 1/3 spins to 2/3 spins.
ADDED: Included topper LEDs match GI color
ADDED: If a worm jam is detected, ball search movement on the worm happens up to 4 
       times to try to clear.
FIXED: The flashers do the flashy bit.
FIXED: Worm wasn't logging replies to FIRE/ARM commands.
FIXED: Game start quote was only supposed to play on ball 1.
FIXED: Lock shot indications weren't always coming back after tilt.
FIXED: Error in the code that fires the knocker.
FIXED: Miscellaneous text errors in a few display elements.
FIXED: The day/night transition HAL show was getting cut off.
FIXED: Any worm call was triggering the "button pressed" callout.
FIXED: There was an error in removing jackpot shots when they were moving left.
FIXED: The day/night music transition didn't work all the time.
FIXED: The pain box test handling for missing the left outlane on exit was broken.
FIXED: Harkonnen collects in harvester battle can't drive water above the max limit
FIXED: The one frame flash of the plain desert background on some prophecy intros is fixed.
FIXED: Ramp toggling up/down wasn't respecting ramp requests properly due to a different change.
FIXED: If battle arena trap failed to verify when the ball hit the lower switch, it would 
       release and not re-enable the trap.
FIXED: If player tilted in a prophecy and then any player tried the same prophecy in the 
       same game; death
FIXED: Certain prophecy modes had an error that would hang if you drained during the hurry-up
       countdown.
FIXED: Fedaykin multiball indications didn't come back when it was re-allowed after having
       been prevented for a bit.
FIXED: There was a messy race condition in re-enabling the pain box test while it was in the
       middle of doing something else.
FIXED: If the DPMB start worm catch misses, the timer will resume properly and the magnet 
       shuts off early.
FIXED: Untangled the skillshots for "collect x (water/spice)" display being confused after 
       I had fixed the "resources at max" skillshot.
FIXED: Sand Trap trying to do active-gameplay things on clearing the ball at the end of 
       the game.
FIXED: Added a validation step to the drop target reset, will re-try 3 times if failed to 
       fully reset.
CHANGED: If in multiball, worm won't actually eat balls.
CHANGED: Replay award display can be interrupted by anything else.
CHANGED: Added a bailout for ball ending if some logic is holding things up too long.
CHANGED: Ball search will always soft-pull the left ramp hook, regardless of switch state.
CHANGED: Worm log viewer interface improved; pages up/down now instead of single line.
CHANGED: Worm Log extended to 190 entries. (10 pages)
CHANGED: Secondary pulse power on drop target reset raised a tad and lengthened a smidge.
CHANGED: The sand trap will fire the eject coil if the switch is not active in ball search, 
         in case it's broken.
CHANGED: Added a bailout after 3 tries for the worm trying to shake a ball loose if it 
         should have gone to the subway and never arrived.

Version 2025.06.01
-------------------
FIXED: Silly mistake that'd break everything if you call a worm with a thumper during DPMB

Version 2025.05.31
-------------------
ADDED: Some Game start callouts
FIXED: code error on the right outlane save perk
CHANGED: Handling of lift ramp for left orbit shots

Version 2025.05.30
-------------------
ADDED: Optional Scoop eject ball save (off by default)
ADDED: Intro lightshow for pain box test
ADDED: Actual working perk awards for: Survive, and Ride
ADDED: Unlit, Thumper Earned (lit) and Worm Called callouts added on action button
ADDED: Game Start Callouts
CHANGED: coil settings and ball search behavior adjusted on the right ramp
CHANGED: New music for general gameplay in the night phase.
CHANGED: Instant info has a 3 second refreshing timer for general switch activity on the playfield
CHANGED: Drop targets all kill the skillshot now
CHANGED: If Fedyakin is live AND 2 balls are in play AND one is trapped in the pit - it won't hold
         the second in the sand trap
CHANGED: Prophecy intros switch music sooner; fades in/out are a little longer
UPDATED: Fixed game over video from Trent
FIXED: Survive intro was on the wrong layer so the score transition wasn't visible
FIXED: Tilting in ride with ball on the worm would not release the worm ball, waited for ball search
FIXED: interior vs exterior pit wall left side hit detection 
FIXED: Center shot followed by left orbit with no other switch activations wouldn't count as a left orbit
FIXED: Logic loophole fixed based around not counting a left orbit shot after a plunge
FIXED: Skillshot award wording on spice/water was backwards when collected
FIXED: Skillshot awards that give resources didn't respect the max limits
FIXED: Fedaykin help update was wrong in "no sandtrap hold" situations
FIXED: Fedaykin multiball progress would be blocked if you drained out of DPMB during super jackpot phase
FIXED: Fedaykin multiball display will un-stack properly if battle ends during fedaykin
FIXED: Fedaykin multiball display will re-stack properly if DPMB starts during fedaykin
FIXED: When Fedaykin ended, the flag that allowed it to be qualified would get stuck until next ball
FIXED: Fedaykin stacked badge wasn't updating text based on actions in the multiball
FIXED: "Badge" section of the score display (fedaykin banner) didn't reappear properly after "snap 
       score frame" back in
FIXED: Tunnel shot in DPMB wasn't awarding jackpot if lit
FIXED: Right/Side ramp shots in DPMB were also not awarding jackpot if lit
FIXED: Draining during the DPMB 'build phase' would leave the rear post activating on upper flips.
FIXED: Worm Log in audits wasn't logging replies to SET: commands
FIXED: Sand trap will raise the drop target after ball search ends if Fedaykin MB is not currently allowed


Version: 2025.05.27
-------------------
CHANGED: Left ramp hook will fire in ball search if the switch is inactive (in case it's broken)
CHANGED: Simplified the logic for Desert Power qualification/reset to avoid accidental reset of progress
CHANGED: DPMB super jackpot phase prevents Fedaykin progress
CHANGED: Shooter lane appears in the switch history
FIXED: If drop target was required for DPMB progress when a new ball started, progress would get 
       stuck/blocked
FIXED: Jackpot starting value on DPMB wouldn't reset properly if you did DPMB twice in one ball
ADDED: Coil test now has a playfield map similar to the switch test

Version: 2025.05.22
-------------------
FIXED: "RECIEVED"
CHANGED: Text on the confirmation screen of the reset utility for clarity
CHANGED: The 'try to fix flush' on the worm will only run twice; if it fails a third time, 
         worm will 'home' instead.
UPDATED: New pain box success videos from Trent / Pain box "success" display happens at the 
         Ramp "made" switch
FIXED: Draining out of the 2 ball portion of Ride doesn't reset multiball progress anymore
CHANGED: Fedaykin multiball qualification progress is disabled during the 'build' phase of 
         Desert Power MB start
CHANGED: Licensor approval watermarks removed!
ADDED: Worm Test/Adjust tool has a confirm step when changing position settings.
FIXED: Thopters properly hide if pain box happens during a battle
FIXED: Load Sandsnork cooperates with a forced ramp drain properly now.
FIXED: Worm movements to known positions log properly now.
CHANGED: Worm Log viewer will auto-scroll to the bottom to show the most recent messages when opened
CHANGED: Pain Box will force eject during ball search if the interior switch is not active (in 
         case it's not working)
FIXED: A logic error had the right spinner registering a 'new' shot repeatedly when it should not
FIXED: Desert Power jackpot build phase display moved to a different level to avoid conflicts
FIXED: Getting Desert Power a second time in the same ball wouldn't increment qualification 
       requirements correctly

Version: 2025.05.20
-------------------
(First release posted for public download)