NBA Fastbreak – DarthMarino Mod

Viewing 20 posts - 21 through 40 (of 49 total)
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  • #92644
    themotherbrain
    Participant
      @themotherbrain
      Member

      Thanks for the really nice table!  :good:

      #92654
      DarthMarino
      Participant
        @darthmarino

        Hi Darth,

        Thanks for updating one of my favourite tables.

        Not sure whether it’s my playing, but everytime I try to hit shot 2 from the kicker at the back of the table the shot is blocked even though the defender isn’t in the way. It then kicks to the shot 3 kicker which then releases the ball back to the table.

        Cheers

        Rob

         

        That’s odd. I’ve never had any issue like that and I’ve played this thing more times than I’d care to admit in the last week. Where exactly is the defender when this happens?  Can you take a video of this happening?

        I rarely get blocked and when I do, it’s because I was rushing.  If you get blocked it should roll into shot 2 or 3 (depending on which side you are on) and then kick into the magnet which drops it back into the bumper section.

         

        #92655
        DarthMarino
        Participant
          @darthmarino

          anyone has a link to the backglass mentioned in the description?

          I tested it with the one made by herweh.

          #92718
          robbo43
          Participant
            @robbo43

            Hi Darth,

            Thanks for responding so quickly. I’ve just completed some more testing. Turns out the issue is related to fast flips, not the table.

             

            I didn’t really play the table before enabling fast flips. When fast flips is enabled the following happens with the in the paint kickers:

             

            Shot 1 (sw68) fires the ball with the plungerkey (or lockbarkey as I’ve got it mapped) and passes with the right flipper

            Shot 2 (sw67) does not fire the ball with the plungerkey. It fires the ball with the right flipper key so no pass to shot 3. This is what initially confused me – I was hitting the plunger/lockbarkey and the ball wouldn’t shoot leading to me thinking it was being blocked.

            Shot 3 (sw66) fires the ball with the plungerkey and passes with the flippers

            Shot 4 (sw55) does not fire the ball with the plungerkey. It fires the ball with the right flipper key

            Another downside to fastflips is the flippers don’t work for the million dollar shot.

             

            I will make a post to let DJRobX know the issue and see if anything can be done.

             

            Again, thanks so much for updating the table.

             

            Cheers

             

            Rob

            #92752
            DarthMarino
            Participant
              @darthmarino

              Thanks for the details. It funny, some guys were talking about adding fast flips to this table on Facebook.  Apparently it’s on the list of compatible games.  I was going to add the code in tonight for the eventual update but I will hold off for now.

              So far my change list is pretty minor:

              -STAT’s settings for the flippers.

              -Redone walls for the cabinet (see post near the bottom of page 1)

              -Rearranged some flashers and removed the bleedthrough visible beyond the cab in desktop mode

              -New floor image on the DT background

               

              #92865
              robbo43
              Participant
                @robbo43

                Hi Darth,

                So I think you may want to leave the fast flips code out for the time being. The kicker issue is fixed by adding a couple of extra lines of code, but this does not fix the dead flipper during million dollar shot issue. DJRobX is going to take a look in due course.

                Cheers

                Rob

                #92866
                vogliadicane
                Participant
                  @vogliadicane
                  Member

                  ok, I’ll wait for some more updates. I still play the first version and I’d like to thank you for this upgrade, I like it a lot. :yes:

                  If you are planning more updates you might also want to set the lighting/ambient (keep this low) to RGB 0/0/0. Then the ball doesn’t look washed out.

                  Will the image change of the sidewalls be an option for cab users? I like the old one.

                  #92882
                  DarthMarino
                  Participant
                    @darthmarino

                    ok, I’ll wait for some more updates. I still play the first version and I’d like to thank you for this upgrade, I like it a lot. :yes:

                    If you are planning more updates you might also want to set the lighting/ambient (keep this low) to RGB 0/0/0. Then the ball doesn’t look washed out.

                    Will the image change of the sidewalls be an option for cab users? I like the old one.

                    It will default with the black walls but there will be a line of code for a “StadiumMod” that will use the old ones. I will try out the lighting.

                    #92884
                    DarthMarino
                    Participant
                      @darthmarino

                      Hi Darth,

                      So I think you may want to leave the fast flips code out for the time being. The kicker issue is fixed by adding a couple of extra lines of code, but this does not fix the dead flipper during million dollar shot issue. DJRobX is going to take a look in due course.

                      Cheers

                      Rob

                       

                      Yeah, I saw the discussion and that was my first thought.  Besides that, I can’t even get fast flips to work to test it out. I have a pretty recent pinMAME. I updated when Batman Dark Knight came out to get the crane working. I changed the solenoid line and added the init line and the flippers just don’t work for me.

                      #92892
                      DarthMarino
                      Participant
                        @darthmarino

                        I watched some footage of the real game to confirm some changes I was thinking about.

                        -I removed the random setting from the auto plunge so it always dumps into the bumper area.

                        -I jacked up the slingshot force to 9.  I think it plays better and it should fix an issue I thought the initial release fixed where the ball will sometimes get into an endless back and forth between the slings until you give it a few good nudges.

                        I also confirmed something about the shot clock. Sometimes if you do an event within an event the clock doesn’t work right. It just says 00 and starts blinking when time is almost up.  This is all controlled by the ROM so I couldn’t do anything about it anyway but it does also happen on the real machine.

                        #92935
                        Mark70
                        Participant
                          @mark70
                          Member

                          Thanks DarthMarino, DJRobX and everyone involved :good:

                          #93120
                          blackvulcan3
                          Participant
                            @blackvulcan3
                            Member

                            Hey DarthMarino, I put some time in today. Really nice, I agree with STAT about the flippers and tried his changes. They are good but I still cant make the H ramp from the right flipper, the strength of shot just isn’t there, for me at least.

                            The other issue I have is that the ball strength on each ball start is low, but I see you had made that random, it didnt appear random for me, just seemed to either not make it up high enough or just barely make it over into the right flipper ramp.

                            FastFlips didnt seem to work for me with the change in Solenoid value to 2, but going from the comments above I’ve changed it back to 1 anyway.

                            Still, this is some really nice work on a table that doesn’t get the props it should. Lots of fun.

                            #93131
                            DarthMarino
                            Participant
                              @darthmarino

                              Hey DarthMarino, I put some time in today. Really nice, I agree with STAT about the flippers and tried his changes. They are good but I still cant make the H ramp from the right flipper, the strength of shot just isn’t there, for me at least.

                              The other issue I have is that the ball strength on each ball start is low, but I see you had made that random, it didnt appear random for me, just seemed to either not make it up high enough or just barely make it over into the right flipper ramp.

                              FastFlips didnt seem to work for me with the change in Solenoid value to 2, but going from the comments above I’ve changed it back to 1 anyway.

                              Still, this is some really nice work on a table that doesn’t get the props it should. Lots of fun.

                              The H ramp should be easier to hit in the update.  The auto plunge will also land in the bumper section every time.

                              1 user thanked author for this post.
                              #93238
                              Thalamus
                              Moderator
                                @thalamus
                                ContributorMemberModerator

                                Thanks for the update !

                                #93870
                                blackvulcan3
                                Participant
                                  @blackvulcan3
                                  Member

                                  Thank you for the update DarthMarino. Really excellent improvements. The shot strength is back and the H ramp can be made with the right shot and the ball starts well into the bumpers. Its really nice, great work.

                                  #93962
                                  blackvulcan3
                                  Participant
                                    @blackvulcan3
                                    Member

                                    Further to my last and you saw a reference to it at VPF Darth, I have isolated the high scores to an nvram issue but only in PinballX and only NBA Fastbreak. From the editor it works fine and updates the nvram, from within PinballX, nothing.

                                    I was on 2.65, updated to 3.06 of PinballX, same issue.

                                    I may have to ask Tom direct (and put away enough time to get familiar with PinUp Popper – I have holidays in September and was hoping to wait until then).

                                    Great table, if anyone else has issues like this and are resolved please let me know.

                                     

                                    #93991
                                    blackvulcan3
                                    Participant
                                      @blackvulcan3
                                      Member

                                      Thanks to DJRobX and another member of VPJ they advised to add this to the script.

                                      Sub Table_exit()
                                      Controller.Stop
                                      End sub

                                      this will close the table properly and quickly so VPX doesn’t kill it without the nvram save.

                                      #94002
                                      DarthMarino
                                      Participant
                                        @darthmarino

                                        Thanks to DJRobX and another member of VPJ they advised to add this to the script.

                                        Sub Table_exit()

                                        Controller.Stop

                                        End sub

                                        this will close the table properly and quickly so VPX doesn’t kill it without the nvram save.

                                        I will add this to the next update.  So far I just did a small graphical change and I put the flashing “shoot” button on the apron instead of  just the small red light.  I will probably make this optional since its not supposed to be there.  Not a very worthwhile update so I’ll probably wait until the fast flips are sorted out.

                                        #94495
                                        DarthMarino
                                        Participant
                                          @darthmarino

                                          I’m finishing up a few small things for 1.2 but the good news is that DJRobX got the fast flips to work correctly in all modes including Million Dollar Shot and the Trophy Multiball wizard mode.  It will require whatever the next VPinMAME is so I may hold off until then to put it out.

                                          1 user thanked author for this post.
                                          #94528
                                          CarnyPriest
                                          Participant
                                            @carnypriest
                                            Member

                                            SAMbuild – I can begin a new beta cycle if you are looking to make a release. No problem.  :yes:

                                            2 users thanked author for this post.
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