Pacdude said:
No answer to this one at VPF yet, so I guess I'll post it here too:
Ok, here's a potential snag for VPM and/or the IPDB I found while setting up the Rom Selector menu in the table script. I downloaded the latest full set of roms off the IPDB and I've found:
1> There is a ww_p2 romset there (L-2 + P2 Sound) , but VPM 1.53 says there is no such game rom set available. Did the VPM team forget to enable it or is that set non-existent or is it slated for the next VPM release or what?
ww_p2 will work fine in the next vpm release - it's a newly obtained set that wasn't added at the time of the last one.
2> The ww_p1 rom reports a missing rom (ww_p8.u6). I found this rom in the ww_p8 set, but I had to manually place a copy of the rom in the ww_p1 set and exit VP (to reinitialize VPM) and restart for the ww_p1 set to work. So either VP isn't checking for the rom in the right spot or the rom sets are set up wrong at the IPDB. I'm not sure why the ww_p1 set would be using a newer p8 rom, though. The list says it uses L-2 + P1 sound, so why is it using a P8 CPU in the first place???
The first romset obtained by us for whitewater was L5, therefor the parent set of whitewater remained as L-5. If you're using split sets, then it expects to pull any missing roms from that parent.
The entire sequencing of IPDB's romset collections for this game is rather confusing. A chip with a P (for Prototype) designation would mean that prototype sound roms 'should' be used with prototype game roms. P-8 is the latest available prototype game rom we know of, so we packaged the prototype sound roms with it. Since L-2 is using release-level sound roms, changing to proto sound roms might not play all the sound data that is present, so it's mispackaged on IPDB's side.
Does anyone have a list of the major differences in the rom revisions and what differences the Home Rom offers?
L6 isn't released yet - as this fixes a bug caused by stuck switches on a home machine, I don't think the bug can be reproduced in VP as a hit target is pulsed - switch can't get stuck.
RevHistory for LH-5 (Home Improvement version)
http://www.gaspar.net/05120901.htm
RevHistory L5 and older:
Whitewater Pinball Software Revision Information
U6: Version L-5
Checksum: 6F05
Date: May 20, 1993
Changes from revision L-4:
Fixed the GI power saver in attract mode.
Fixed a problem with ball search interacting badly with a broken
Gold Mine opto switch.
Fixed a volume problem with sounds during attract mode.
U6: Version L-4
Checksum: DA04
Date: February 4, 1993
Changes from revision L-3:
Fixed a spelling error in German text: "Total Bonus"
Locked balls in the Whirlpool popper are now released on the
first score. This affects both Gold Rush quick multiball and
Whirlpool Challenge.
The secret passage switch was being marked bad, since it is hit
so infrequently. Its alarm count has been increased.
Fixed a bug that prevented a game from being started when both
Bigfoot opto switches are broken. An error is now detected and
reported in this case.
U6: Version L-3
Checksum: 8403
Date: January 27, 1993
Changes from revision L-2:
Fixed the USA 6/$2 pricing mode.
U6: Version L-2
Checksum: 2A02
Date: December 28, 1992
Changes from revision L-1:
Added USA 6/$2 pricing as default.
Added French translations.
Fixed a sound problem at the end of Whirlpool Challenge during the
grace period. The sound would go away if the player did not make
a shot.
The Hotfoot jackpot switch was being marked bad, since it is hit
so infrequently. Its alarm count has been increased.
U6: Version L-1
Checksum: F301
Date: December 10, 1992
Initial release to production.
Changes from P-8:
Enhanced Vacation jackpot.
Removed ball poppers from Autocycle Burn-in.
Aside from that and the file that comes with the romset for the revision history, no idea what's changed.