DUNE Update History

DUNE Code Update History

Version 2025.06.14
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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
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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
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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
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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)