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Viewing 16 posts - 1 through 16 (of 16 total)
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  • #162025
    agentEighty6
    Participant
    @zigbane

    Noticed there is not a vpx version of Alvin G’s Mystery Castle and I’ve always been intrigued by it.  Found the v9/pm5 version from gtxjoe and asked him if he minded that i use his versions resources to which he graciously approved.  So away we go!   Got some good reference pics and started ripping and rebuilding yesterday but if anyone has more pics they’d like to send me (specifically from tear down/rebuild projects), I’d appreciate it!

    MCWIP

    2 users thanked author for this post.
    #162044
    GTO77
    Participant
    @gto77

    I love Mystery Castle, but there is something wrong with the VP9 and PM5 versions.  I believe it was related to a VPinMAME update affecting the rom.  I’ll try it again, but it seem to affect every single version I tried.

    #162078
    Tom
    Participant
    @armyaviation
    MemberContributor

    Love it, thanks.

    #162096
    Dark
    Moderator
    @dark
    vipMemberContributor

    Cool, nice pick, didn’t see this coming… which I always like! :)

    3dcreation

    #162138
    Arngrim
    Participant
    @arngrim
    DOF MinisterMember

    I loved the pin, the vp9, excellent theme that goes along with my CastlePin cab, can’t wait :)

    There was a problem with the dmd too slow in vpinmame, and it is not a 128*32 if i remember well, but the dmd problems have been solved.

    That was with pindmd and pindmd2, we can check if it woeks well with pin2dmd

    #162201
    gtxjoe
    Participant
    @gtxjoe
    Member

    I think you found the same reference pics I used, but here is upload of that and the original PF, sticker scans, etc

    https://drive.google.com/open?id=1OkwoxrQ-th9aIgSFAtkXtFaRPeofY_18

    Have fun with the build

    1 user thanked author for this post.
    #162214
    agentEighty6
    Participant
    @zigbane

    Those are great!  Thanks!

    #164482
    toxie
    Participant
    @toxie
    VP DEVMember

    I love Mystery Castle, but there is something wrong with the VP9 and PM5 versions. I believe it was related to a VPinMAME update affecting the rom. I’ll try it again, but it seem to affect every single version I tried.

    Indeed, DJRobX just did some updates to VPM that fixes solenoid issues.

    1 user thanked author for this post.
    JR
    #164510
    agentEighty6
    Participant
    @zigbane

    I’ve been working with DJRobX for the last couple days and he has the vpinmame issue resolved and the table is working perfectly now.  Its pretty much done and ready for release but i want to play test it a little more and/or make any minor tweaks if needed.  And, in order to use it without issues, everyone will have to update their vpinmame dll so i should wait till that’s available before i put it out.

    3 users thanked author for this post.
    #165177
    DJRobX
    Moderator
    @djrobx
    MemberModerator

    And, in order to use it without issues, everyone will have to update their vpinmame dll so i should wait till that’s available before i put it out.

    This update is available now:

    http://vpuniverse.com/forums/topic/4278-sambuild33-beta-thread/?do=findComment&comment=46862

    3 users thanked author for this post.
    #165221
    agentEighty6
    Participant
    @zigbane

    That’s great news!   I think MC is getting close to being ready for release so I’m glad the vpinmame dll update is now available. Ill be sure to add some info to the script as well as the installation notes indicating which version of vpinmame is required.

    #165258
    Thalamus
    Moderator
    @thalamus
    ContributorMemberModerator

    Believe it is possible to add some code to the script that will warn if the revision number of pinmame isn’t high enough ?!

    Deadly weapon at least tells you if you try to start with a very old version.

    If Version < 10600 Then
    MsgBox "This table requires Visual Pinball 10.6 Revision 3696 or newer!" & vbNewLine & "Your version: " & Replace(Version/1000,",","."), , "Deadly Weapon VPX"
    End If

    #165307
    DJRobX
    Moderator
    @djrobx
    MemberModerator

    Yeah, kind of.  In High Roller Casino I have these lines in table init to help alert people to incorrect version issues. It will let you know if you don’t have VPM 3.3, but the SVN version is not baked into the DLL, so we don’t have a way ensure it’s 4936.   So if someone has an older 3.3 they won’t get an alert.

     if table1.VersionMinor < 6 AND table1.VersionMajor = 10 then MsgBox "This table requires VPX 10.6, you have " & table1.VersionMajor & "." & table.VersionMinor
    
    if VPinMAMEDriverVer < 3.57 then MsgBox "This table requires core.vbs 3.57 or higher, which is included with VPX 10.6. You have " & VPinMAMEDriverVer & ". Be sure scripts folder is up to date, and that there are no old .vbs files in your table folder."
    
    With Controller. / .GameName = cGameName ..etc ..
    
    if Controller.Version < "03030000" then MsgBox "This table requires vpinmame 3.3 rev 4936 or later. Yours reports " & Controller.Version & ". Please get the latest SAMBuild from VPUniverse"
    
    #190063
    BionicBeast
    Participant
    @bionicbeast

    The DMD animations are a little bit too fast for me, can someone please help me?

    #190093
    agentEighty6
    Participant
    @zigbane

    Not sure they are controllable since they are displayed by the ROM.

    But maybe someone else will chime in about it if they know of any way to do it.

    #190149
    Thalamus
    Moderator
    @thalamus
    ContributorMemberModerator

    Rom speed is controlled by pinmame – yes. There has been some work on it not that long time ago. Baywatch pr. example played according to Kiwi that made that table recently, way too slow. If you are sure about your findings, the very best you can do is to report it to the pinmame beta thread over at vpf. It would then also be a good idea to make some kind of proof. Take video, compare it to the real machine side by side etc. Not easy being a developer without detailed reports.

Viewing 16 posts - 1 through 16 (of 16 total)
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