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Author Topic: My new 'I have too much spare time' project  (Read 29529 times)
PLUNGER BOY
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« Reply #50 on: July 25, 2011, 01:04:08 AM »

when turning anything its always the same as      righty tighty lefty loosey
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stayouttadabunker
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« Reply #51 on: July 25, 2011, 01:09:32 AM »

when turning anything its always the same as      righty tighty lefty loosey

not entirely true there my buddy...lol...
Try telling that to the guys that install the bolts for the public bathroom stall walls... rotflmao
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poppo
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« Reply #52 on: July 25, 2011, 01:15:44 AM »

The human brain retains visuals much better!!!>>>
Left is Louder !!!

Ok, I'll make a new label with that on it.  Tongue Out
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stayouttadabunker
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« Reply #53 on: July 25, 2011, 01:27:04 AM »

Ok, I'll make a new label with that on it.  Tongue Out



Lucy yelling...:>>>   "I give up Charlie Brown!!!"     hissy fit


( just kidding ya Poppo!  Smiley   )
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« Reply #54 on: July 25, 2011, 01:33:59 AM »

when turning anything its always the same as      righty tighty lefty loosey

not entirely true there my buddy...lol...
Try telling that to the guys that install the bolts for the public bathroom stall walls... rotflmao
so are you a installer of bathroom stall walls ? Crazy or just spending to much of your free time hanging out in public bathrooms  Silly Me!
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« Reply #55 on: July 25, 2011, 03:21:41 AM »

The human brain retains visuals much better!!!>>>
Left is Louder !!!

when turning anything its always the same as      righty tighty lefty loosey

not entirely true there my buddy...lol...
Try telling that to the guys that install the bolts for the public bathroom stall walls... rotflmao
so are you a installer of bathroom stall walls ? Crazy or just spending to much of your free time hanging out in public bathrooms  Silly Me!



Speaking of mnemonics, you should hear the one I memorized to remember the circle of fifths (music). I can't repeat it in public, and what made it immediately memorable for me was that a pretty girl told it to me.

Of course, there's dozens of G rated ones that are completely forgettable uninteresting.  Tongue Out I'm sure I learned one of them as a kid, but I can't remember it anymore. bust gut laughing bust gut laughing bust gut laughing
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stayouttadabunker
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« Reply #56 on: July 25, 2011, 01:28:55 PM »

lol...I have to use the public bathroom here at work...  ill

So I get time to look at the funny looking reverse bolts while waiting for the "movement" to happen.... Cry Laughing
It's amazing how you can make your fingers look separated too by crossing your eyes and staring at the floor.
What the heck were we talking about here anyways?
 rotflmao rotflmao rotflmao

Oh..."I have too much spare time..."  well, sitting in a public restroom and staring at bolts certainly fits this thread title...lol
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poppo
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« Reply #57 on: July 28, 2011, 01:00:37 AM »

Since it's a slow night on the forum, here is what I have been working on with this project. First, I changed to a different LCD (larger and back-lit). I mounted the LCD on the inside of the door as seen in the first picture.

As I am locating the data in the EEPROM, I'm adding it to the display. Each press of the button will cycle to a new 'page'. Yeah, a lot of this can be gleamed by using the reset key and accounting mode, but this is not as cryptic. And I might as well make use of the hardware. The second picture shows the 3 screens I have completed so far.

On a side note, these are awesome LCDs.They are 2x20 back-lit. They are serial (standard or TTL) or I2C driven. Lots of options for I/O etc. There is a guy selling them new for $15 each on e-bay. I picked up a bunch since serial back-lit LCDs tend to normally run about $40+.


* eepromdata11.jpg (429.86 KB, 1000x750 - viewed 274 times.)

* eepromdata10.jpg (298.85 KB, 467x543 - viewed 280 times.)
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stayouttadabunker
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« Reply #58 on: July 28, 2011, 11:39:03 AM »

That's very, very nice Poppo!
Are you going to try and stick it in the player tracking display area with a button to flip through the pages?
I think that would be pretty neat too?
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poppo
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« Reply #59 on: July 28, 2011, 01:53:01 PM »

Are you going to try and stick it in the player tracking display area with a button to flip through the pages?
I think that would be pretty neat too?

I had though about that, but do we really want people playing to know the machine is only paying 69% or the win to loss ratio (I still need to calculate that).  knockout


I need to double check, but it seems that it is actually doing a write every 99 pulls vice every 100. Also, I have not figured out why there is a total of 349 games played in the EEPROM if it is  writing every 99 or 100 pulls.  Scratch Head Something caused it to write sooner. Maybe when a SET chip is used?? The number of games played stored in the EEPROM 'should' always be a multiple of 99 or 100.
« Last Edit: July 28, 2011, 02:27:33 PM by poppo » Logged
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« Reply #60 on: July 28, 2011, 06:40:35 PM »

Here are some known memory locations for the EEPROM on the PE+ platform.  I'm thinking the S+ may share a lot of similar locations.  Let me know if they line up!

00   Game Type
01   Coins In
02   Coins In
03   Coins In
04   Coins In
05   Coins Out
06   Coins Out
07   Coins Out
08   Coins Out
09   Drop
0A   Drop
0B   Drop
0C   Drop
0D   Cancelled Credits
0E   Cancelled Credits
0F   Cancelled Credits
10   Cancelled Credits
11   Jackpots
12   Jackpots
13   Jackpots
14   Jackpots
15   Total Games Played
16   Total Games Played
17   Total Games Played
18   Total Games Played
19   
1A
1B
1C
1D
1E
1F
20
21
22
23
24
25
26
27
28
29   Current Denomination
2A   Bill Acceptor
2B   Bill Validator Totals - $1 Bills
2C   Bill Validator Totals - $1 Bills
2D   Bill Validator Totals - $1 Bills
2E   Bill Validator Totals - $1 Bills
2F   Bill Validator Totals - $2 Bills
30   Bill Validator Totals - $2 Bills
31   Bill Validator Totals - $2 Bills
32   Bill Validator Totals - $2 Bills
33   Bill Validator Totals - $5 Bills
34   Bill Validator Totals - $5 Bills
35   Bill Validator Totals - $5 Bills
36   Bill Validator Totals - $5 Bills
37   Bill Validator Totals - $10 Bills
38   Bill Validator Totals - $10 Bills
39   Bill Validator Totals - $10 Bills
3A   Bill Validator Totals - $10 Bills
3B   Bill Validator Totals - $20 Bills
3C   Bill Validator Totals - $20 Bills
3D   Bill Validator Totals - $20 Bills
3E   Bill Validator Totals - $20 Bills
3F   Bill Validator Totals - $50 Bills
40   Bill Validator Totals - $50 Bills
41   Bill Validator Totals - $50 Bills
42   Bill Validator Totals - $50 Bills
43   Bill Validator Totals - $100 Bills
44   Bill Validator Totals - $100 Bills
45   Bill Validator Totals - $100 Bills
46   Bill Validator Totals - $100 Bills
47   Bill Validator Totals - Total Bills Accepted
48   Bill Validator Totals - Total Bills Accepted
49   Bill Validator Totals - Total Bills Accepted
4A   Bill Validator Totals - Total Bills Accepted
4B   Bill Validator Totals - Total Dollar Amount from Bills
4C   Bill Validator Totals - Total Dollar Amount from Bills
4D   Bill Validator Totals - Total Dollar Amount from Bills
4E   Bill Validator Totals - Total Dollar Amount from Bills
4F   Bill Validator Totals - Total Coins or Credits Dispensed
50   Bill Validator Totals - Total Coins or Credits Dispensed
51   Bill Validator Totals - Total Coins or Credits Dispensed
52   Bill Validator Totals - Total Coins or Credits Dispensed
53   Physical Coins In
54   Physical Coins In
55   Physical Coins In
56   Physical Coins In
57   Physical Coins Out
58   Physical Coins Out
59   Physical Coins Out
5A   Physical Coins Out
5B   Max Payout Low Byte
5C   Max Payout High Byte
5D   Hopper Size Low Byte
5E   Hopper Size High Byte
5F   Maximum Coins In
60   Maximum Coins In (BCD High)
61   Maximum Coins In (BCD Low)
62   Tones/Music
63   Background Color
64   0x04=ABC Detector Attached, 0x08=Hopper Attached
65   Credit Type, 0=Credit, 1=Player Initiated
66   Autobet
67   Deal Speed
68   Paytable
69   Animation
6A   Double Up
6B   SAS Mini System Address
6C   Autohold
6D   Drop Door
6E   Total Wins
6F   Total Wins
70   Total Wins
71   Total Wins
72   Losses
73   Losses
74   Losses
75   Losses
76   Credits Bet
77   Credits Bet
78   Credits Bet
79   Credits Bet
7A   Credits Won
7B   Credits Won
7C   Credits Won
7D   Credits Won
7E   Credits Paid
7F   Credits Paid
80   Credits Paid
81   Credits Paid
82
83   Progressive Level 1 (0x00=No, 0xff=Yes)
84   Progressive Level 2
85   Progressive Level 3
86   Progressive Level 4
87   Progressive Level 5
88
89   Communication Type
8A
8B   Bill Credit Limit Low Byte
8C   Bill Credit Limit High Byte
8D   Bill Acceptor
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poppo
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« Reply #61 on: July 28, 2011, 06:48:02 PM »

Coin in and out match up, but that's about it.  But I have not dissected the whole thing yet.
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« Reply #62 on: July 28, 2011, 06:55:07 PM »

Poppo, cancelled credits are the same as "soft credits collect," and to answer your earlier question, they represent credits cleared off of the machine with the JP key when the credits exceed the hopper limit. That's why I told you to add them, along with the JP total, to the coin out figure when calculating the total coin out figure to be used in your payback percentage calculation.

Neither the "cancelled" credits nor the jackpots paid are included in the coin out total meter.


I'm only speaking of the data – not their location on the chip.
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poppo
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« Reply #63 on: July 28, 2011, 07:00:04 PM »

Poppo, cancelled credits are the same as "soft credits collect," and to answer your earlier question, they represent credits cleared off of the machine with the JP key when the credits exceed the hopper limit. That's why I told you to add them, along with the JP total, to the coin out figure when calculating total coin out to be used in your payback percentage calculation.

Neither the "cancelled" credits nor the jackpots paid are included in the coin out total.

I'm only speaking of the data – not their location on the chip.

I'll have to wait until I hit something large enough to trigger a hand pay to find out where the data is stored.
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« Reply #64 on: July 28, 2011, 07:09:54 PM »


I'll have to wait until I hit something large enough to trigger a hand pay to find out where the data is stored.

You're not thinking out of the box.

First, for the cancelled credits (which really only applies to the later SP chips like SP1271), set the hopper limit to 0 and the credit limit to 9999. Then WIN some credits (remember that inserted bill credits won't count) and cash out. That will cause a hand pay lockup. Turn the key to clear. Then look in the bookkeeping menu and the EEPROM for the value.


Second, set the JP lockup limit to something low, like 10, and play until you hit the jackpot – which won't take long. Follow the above procedure.


Problem solved.
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« Reply #65 on: July 28, 2011, 07:20:41 PM »

Something else I am not sure of, is if a hand pay will cause an immediate EEPROM write. Otherwise I have to wait until it does one or the data won't be there yet.

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« Reply #66 on: July 28, 2011, 08:09:03 PM »

Something else I am not sure of yet is if the newer SPs like the SP1271 store the data in the same place. I have been using a SP1048 and SP873 for testing (which so far are the same). The newer ones may be different and might match Stolistic's list. I like using the SP1048 because it supports the different bonus sounds for games like my Spin Till You Win.

One of the side benefits of all of this is I did a clear (to reset all of the meters) and set up everything the way I wanted to. Then I saved the EEPROM data. Now if I ever want to start over, I can just put the data back and not have to mess with any self test settings, SET chips etc. Of course that was part of the reason for the EEPROM on the MPU mod that started all of this. Just pop in a MPU and you are right where you were before switching games. Credits and all intact. No remembering menus or getting bent pins from swapping chips etc.
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« Reply #67 on: July 28, 2011, 08:34:05 PM »

Don't forget that the data on the CMOS and in the EEPROM are compared, so if you write changes to the EEPROM, but not the CMOS, you'll still have to clear tilt codes. I'm not sure if the program will take data from the EEPROM and move it to the CMOS, but I suspect not. It's probably a one-way street from the CMOS to the EEPROM, which means that any tilt code clears will overwrite your new EEPROM data with the existing CMOS data.
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« Reply #68 on: July 28, 2011, 08:46:07 PM »

Don't forget that the data on the CMOS and in the EEPROM are compared, so if you write changes to the EEPROM, but not the CMOS, you'll still have to clear tilt codes. I'm not sure if the program will take data from the EEPROM and move it to the CMOS, but I suspect not. It's probably a one-way street from the CMOS to the EEPROM, which means that any tilt code clears will overwrite your new EEPROM data with the existing CMOS data.

I have already done it several times. You will get a 61 because the data does not match. But all is well after clearing that.  Clearing a 61 appears to re-copy the EEPROM data back to CMOS. After all a 61 is 'bad CMOS RAM'.
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« Reply #69 on: July 28, 2011, 08:52:35 PM »

Don't forget that the data on the CMOS and in the EEPROM are compared, so if you write changes to the EEPROM, but not the CMOS, you'll still have to clear tilt codes. I'm not sure if the program will take data from the EEPROM and move it to the CMOS, but I suspect not. It's probably a one-way street from the CMOS to the EEPROM, which means that any tilt code clears will overwrite your new EEPROM data with the existing CMOS data.

I have already done it several times. You will get a 61 because the data does not match. But all is well after clearing that.  Clearing a 61 appears to re-copy the EEPROM data back to CMOS. After all a 61 is 'bad CMOS RAM'.

Interesting. stir the pot / get cooking I learned something new. yes
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« Reply #70 on: July 28, 2011, 09:03:50 PM »

It also makes sense from a security standpoint. You would always want the EEPROM to take 'priority' if a MPU is swapped (i.e. data does not match). You would not want your 1 cent denomination MPU overwriting your $1 denomination machine's EEPROM.
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« Reply #71 on: July 28, 2011, 09:28:42 PM »

It also makes sense from a security standpoint. You would always want the EEPROM to take 'priority' if a MPU is swapped (i.e. data does not match). You would not want your 1 cent denomination MPU overwriting your $1 denomination machine's EEPROM.

After thinking about it for a moment, it made more sense to me, too. When we've had data errors in the past, changing or clearing the CMOS by removing it would often clear the error, which means that the computer had to have written the EEPROM data to the CMOS.  Duh!

When the EEPROM data gets corrupted, that's probably when a full clear is required to fix the problem.
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« Reply #72 on: July 28, 2011, 10:08:07 PM »

When the EEPROM data gets corrupted, that's probably when a full clear is required to fix the problem.

That might be the exception the the rule. When I got the 65_0 by reading the EEPROM at the wrong time, nothing would clear the error  (short of pulling the CMOS) even though there was nothing wrong with the EEPROM. BUT if I would have put a blank EEPROM in I believe the CMOS would have written the data back. But only if the EEPROM is blank. Maybe some day I will test that theory by causing a 65_0 and then butting a blank EEPROM in and see what happens.
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« Reply #73 on: July 31, 2011, 02:41:52 PM »

Had some free time and added the last bit of data that I wanted to be able to see.


* eepromdata12.jpg (267.87 KB, 662x390 - viewed 283 times.)
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« Reply #74 on: July 31, 2011, 11:00:30 PM »

I don't recall whether or not you ever mentioned what game you have installed?

The only type of game that would have a hit ratio like that would be a 5-line or the 9-line TD. A 3-line might, for a small sample. Scratch Head 2
Most cm games have hit frequencies between 1 in 5 and 1 in 8, with the most common being between 1 in 6 and 1 in 7.


It's interesting that the data you chose to calculate is the same data I calculate and summarize at the bottom of my spreadsheets. propeller
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