• Don't forget to rate 1-5 stars! Check the support tab for any help or comments.

  • Don't forget to "THANK" or "LIKE" the Author's 1st post in support topic.

  • (18)
    « »
  • Download Info

    Thumb
  • if the right middle plastic looks weird to you,  you are not alone

    but that clear end is their on the original table

    https://www.ipdb.org/showpic.pl?id=985&picno=31223&zoom=1

    I ncluded an extra image texture without the clear part

    go to layer 4 select the primitive and change it.

     

    Back Wall LEDs

    the backwall LEDs are turned on by a generic 3 digit matrix and only turn off when the GI lights turn off.

    the pattern will more then likely not match the real machine.  I have no idea how the real machine works.  They are not mapped to a rom ID given that PINMAME does not generate any other Light IDs then what its on the service manual.

     

    Backwall Light fix by DJRobx

    few minor bug fix

    Currently, there are 0 users and 0 guests visiting this topic.
    Viewing 20 posts - 21 through 40 (of 44 total)
    • Author
      Posts
    • #129661
      DJRobX
      Moderator
      MemberModerator

      It seems to work!   Check it out.   Replace the script with this one.

      https://pastebin.com/jbSfZj3k

      #129677
      randr
      Keymaster
      ModeratorMember

      Thanks @djrobx  :good:

      ********************************************************
      Messing with the VPinball app and push notifications.
      So if you haven't downloaded app yet what are you waiting for!?
      *******************************************************

      #129681
      Thalamus
      Moderator
      ContributorMemberModerator

      Not sure I understand what you just did. So, if I compare this script with the original and look at Whirlwind ??

      #129697
      Thalamus
      Moderator
      ContributorMemberModerator

      Wondering. Am I the only one that sees the lights like floating above the playfield ? I jumped back to 10.5 and found that it looked ok, but all the revisions I tried for 10.6 beta showed me this odd behaviour. Sorry about the bad pictures.

       

      https://photos.app.goo.gl/ZyA6U12ArUxSqr7C7

      #129704
      themotherbrain
      Participant
      Member

      Wondering. Am I the only one that sees the lights like floating above the playfield ? I jumped back to 10.5 and found that it looked ok, but all the revisions I tried for 10.6 beta showed me this odd behaviour. Sorry about the bad pictures.

       

      https://photos.app.goo.gl/ZyA6U12ArUxSqr7C7

      I just came on to post the same issue. The lights aren’t aligned with the tables. I’m using the latest vpx build. thanks for the effort and new table regardless!  :good:

      #129723
      DJRobX
      Moderator
      MemberModerator

      Not sure I understand what you just did. So, if I compare this script with the original and look at Whirlwind ??

      Whirlwind’s overlay support is built into VPinmame, so the extra solenoids appear like normal solenoids there.   But I looked at the VPM source to see how Whirlwind was implemented.  Sound commands are simple 1-byte commands (0-255).    There’s some code for the Whirlwind case that checks if bits 6, 7, and 8 are all 0 (cmd AND &HE0 is equal 0), if yes then treat the command as a special function to trigger a solenoid.

      Game show has a different board, but they’re both called “sound overlays” so I guessed that they probably work very similarly.   But VPM doesn’t have support for this case so how do we receive the signal into our table?   Luckily VPM is set up to snoop on raw sound commands.   It was used for LOTR and Sorpanos to fake the ROM audio for example.   So I added a little code to the lamp handler:

      NewSounds = Controller.NewSoundCommands
      If Not IsEmpty(NewSounds) Then
      For ii = 0 To UBound(NewSounds)
      Snd = NewSounds(ii, 0)
      if (snd AND &HE0) = 0 then
      debug.print “snd ” & ByteToBit(snd) & ” (” & Snd & “)”
      end if
      Next
      end if

      This is using the same &HE0 “filter” used by Whirlwind.   The output:

      snd 00001100 (12)
      snd 00001001 (9)
      snd 00000011 (3)
      snd 00000110 (6)
      snd 00001100 (12)
      snd 00001001 (9)
      snd 00000011 (3)
      snd 00000110 (6)
      snd 00001100 (12)

      Eureka!  You can clearly see the “chase” pattern in the last 4 bits.   Playing a bit more I can see them change to more rapid cadences in different modes, similar to videos.   Now these just need to be mapped to strings of light.    I just did a quick 1:1 mapping originally but looking at videos I think the left and right sides are supposed to be “mirror” images.  Easy enough to fix, updated in this script here:

      https://pastebin.com/SHAVqSBJ

       

      2 users thanked author for this post.
      #129725
      DJRobX
      Moderator
      MemberModerator

      Now as for the hiked up inserts, this is due to the playfield primitive which is a new 10.6 feature.   I think the origin is incorrect so the PF is raised instead of being sunken below 0.   You can compensate by adjusting the Y value to -10 (which is really Z but it’s rotated).

      Screen Shot 2019-05-27 at 6.30.00 PM

      2 users thanked author for this post.
      #129745
      32assassin
      Participant
      Member

      I made a  new PF primitive fix the problem

      extend the hidden wall next to the right flipper (I was getting weird bounces)

      added a gate to the center ramp as it should go down the left ramp  (without going through the loop) with weak shots

      if anyone has any other suggestions let me know.

       

      see a table you like help me find the resources so that I can finish it
      https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

      1 user thanked author for this post.
      #129925
      STAT
      Participant
      MemberContributor

      Thanks 32assassin for another nice release :good:

      Thanks also DJRobX, so much new Things here, well … :good:

      I only noticed, i had a Game, where the Ball was “flying” down over the Apron,
      it was coming down very fast from the Right Flipper down to the … i dont’t know, out of PF ? … :unsure:

      #130068
      Onevox (PeteM)
      Participant
      Member

      Sweet. Thanks 32A. I wish I could play now but it will have to wait until after vacation.

       

      #130183
      VONSENSEY
      Participant

      Thanks for this wonderful table, better than VP9 version. I have an issue when using Pinball X. The table cannot find the value “StopShaking” whereas it launches great directly from VPX : any idea ? I have nos issue with any other table (600++) on Pinball X…Thanks !

      #130186
      roccodimarco
      Participant
      Member

      Now as for the hiked up inserts, this is due to the playfield primitive which is a new 10.6 feature.   I think the origin is incorrect so the PF is raised instead of being sunken below 0.   You can compensate by adjusting the Y value to -10 (which is really Z but it’s rotated).

      Screen Shot 2019-05-27 at 6.30.00 PM

      I found -8 works best for me

      1 user thanked author for this post.
      #133374
      STAT
      Participant
      MemberContributor

      :good:

      #133382
      bord
      Participant
      MembervipContributor

      Cool! Thanks for the update.

      #133385
      randr
      Keymaster
      ModeratorMember

      update! :good:

      ********************************************************
      Messing with the VPinball app and push notifications.
      So if you haven't downloaded app yet what are you waiting for!?
      *******************************************************

      #133421
      giovanni1966
      Participant
      Member

      After the update, it is still impossible to complete the left loop. The ball comes only to the apex.

      #133640
      knightrider
      Participant
      Member

      There was an electronic talking game called Mr. Gameshow that came out that year. One had to have been inspired by the other. Probably the same for X’s and o’s and wargames

      #133737
      mikemr2
      Participant

      Likely a dumb question, but how do I get to this particular menu?

      #135041
      briball
      Participant

      Great table, one of my favourites as a teenager,break flashback table.

      and the table looks great, good job on this. Enjoying it.

      But on my build all the playfield lights seem to be offset quite a bit. So when they flash they jump up a bit. Still noob tried to edit them in the layer 5 I think. But that didn’t help as I got some strange results.

      Anybody know how to fix this?

      Cheers.

      #135042
      briball
      Participant

      Ignore my last post, thought I had read the whole thread, sorry it’s late haha.  :wacko:

       

      Will try these fixes. Once again great work.

    Viewing 20 posts - 21 through 40 (of 44 total)
    • You must be logged in to reply to this topic.
  • Please login to download.

  • ©2019 VPinBall.com

    Log in with your credentials

    or    

    Forgot your details?

    Create Account