• This topic has 20 replies, 8 voices, and was last updated 8 months ago by Tom.
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  • #181070
    Tom
    Participant
    @armyaviation
    MemberContributor

    First of all, what a bitch searching for a pinball table named “pinball” on the internet….everything comes up…. Found a new wheel on VPF for this table and apparently JP was thinking of building it so he granted it to me, lol.  The PF image is redrawn but I added in all the inserts and cut out holes so it should be good.  I have plastic scans coming from pinside now.

    My question is solcall backs, my weak point.  this table has three sets of drop targets, 1 set of 1, 1 set of 2 and 1 set of 2.

    vp9 script:

    ‘Solenoids
    Const sChime1=1
    Const sChime2=2
    Const sChime3=3
    Const sChime4=4
    Const sLeftTarget=5
    Const sKnocker=6
    Const sOutHole=7
    Const sKicker2=8
    Const sKicker=9
    Const sLeftJet=11
    Const sRightJet=12
    Const sCenterJet=13
    Const sRSling=14
    Const SLSling=15
    Const sCoinLockout=18
    Const sEnabled=19

    SolCallback(sChime1)=”vpmSolSound “”chime1″”,”
    SolCallback(sChime2)=”vpmSolSound “”chime2″”,”
    SolCallback(sChime3)=”vpmSolSound “”chime3″”,”
    SolCallback(sChime4)=”vpmSolSound “”chime4″”,”
    SolCallback(sLeftJet)=”vpmSolSound “”jet3″”,”
    SolCallback(sRightJet)=”vpmSolSound “”jet3″”,”
    SolCallback(sCenterJet)=”vpmSolSound “”jet3″”,”
    SolCallback(sRSling)=”vpmSolSound “”sling””,”
    SolCallback(sLSling)=”vpmSolSound “”sling””,”
    SolCallback(sOutHole)=”bsTrough.SolOut”
    SolCallback(sLeftTarget)=”dtT.SolDropUp”
    SolCallback(sKicker)=”bsSaucer.SolOut”
    SolCallback(sKicker2)=”bsSaucer2.SolOut”
    SolCallback(sKnocker)=”vpmSolSound””knocker””,”
    SolCallback(sEnabled)=”vpmNudge.SolGameOn”

    when converting to VPX, Iwhere do the names come from in the example below “dtLL.SolDropUp”, Is the “dtLL made up to identify lower left?

    SolCallback(5) = “dtLL.SolDropUp” ‘Drop Targets

    ‘Drop Targets
    Set dtLL = new cvpmDropTarget
    dtLL.InitDrop Array(Sw25, Sw26, Sw27, Sw28, Sw29), Array(1, 2, 3, 4, 5)
    dtLL.InitSnd SoundFX(“DTDrop”,DOFContactors),SoundFX(“DTReset”,DOFContactors)

     

    #181073
    Daryl
    Participant
    @allknowing2012
    Member

    I am bit rusty but I think you have it “dtLL” is just a name given to the set of drop targets .. the targets on the table are named sw25, sw26, etc.

    They act as a group of 5. dtLL is quite likely lower left.

    #181181
    Tom
    Participant
    @armyaviation
    MemberContributor

    Untitled

    Got the table built.  Thanks to @32assassin for helping me tweak the script and thanks to @thalamus for finding an error that was driving me crazy!!!

    Got some amazing plastic scans in today.  There are a few imperfections if anyone wants to volunteer to do some very light photoshopping and cut them out for me.

    I still have all the finishing touches to do, only been working on this table for about 3 days but its coming along nicely.

    Playfield image needed a bit of work to get correct but its good.

    I would like to add moving rubbers on the long ones with switches

    There is one thing that is stumping me. the drop targets look more like standup targets but drop down.  How do I do that, can I do that with vpx targets?

    dt1

    dt2

     

    #181201
    bord
    Moderator
    @bord
    MembervipContributorModerator

    Unfortunately those drops would have to be modeled and animated. Take a look at Genie or Capt. Card to see some scripting animation for drops.

    Looks awesome. Can never have enough classic Sterns.

    #181233
    32assassin
    Participant
    @32assassin
    Member

    GtxJoe has a primitive drop target code,  I used it in multiple VP9 tables

    superman VP9 has it

    https://www.vpforums.org/index.php?app=downloads&showfile=11197

    you can pretty much copy and past it,  all you need to do is change the switch ID numbers

    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.
    Tom
    #181250
    Daryl
    Participant
    @allknowing2012
    Member

    Looks a lot like Nugent that I and others have done.

    #181256
    Onevox
    Participant
    @rooster
    Member

    Glad to help with photoshop if there’s something I can do.

    Onevox

     

    #181279
    Tom
    Participant
    @armyaviation
    MemberContributor

    Got a brand new 4K playfield by Updon @posty90.  Thanks for doing that.  I got amazing scans of the plastics.  Table is coming along nicely but I have to redo everything now

    Playfield4k

     

    #181337
    Tom
    Participant
    @armyaviation
    MemberContributor

    Untitled

    Playfield and plastics are in, Drop targets now work, thanks @32assassin for the help with that.

    #181343
    batch
    Participant
    @batch
    Member

    Thanks, it looks very interesting, 1977, I was eight, it looks like, pinball, the origins

    These tables have to be done, it’s pinball history !

    #181549
    Tom
    Participant
    @armyaviation
    MemberContributor

    this is a 4 player game and I have tried 2 different roms and I cant seem to get the 3 and 4 player working.  That would be in the rom not the table script correct?

     

    #181560
    Thalamus
    Moderator
    @thalamus
    ContributorMemberModerator

    Yeah.

    #181568
    Tom
    Participant
    @armyaviation
    MemberContributor

    I checked IPDB, VPF and our favorite place to get Gott roms.  all three only allow 2 players.  the free play rom at vpf same

    #181573
    Thalamus
    Moderator
    @thalamus
    ContributorMemberModerator

    If I’m correct, vpm only supports one rom and it seems to be a 2 player. I checked the manual and I could not find anything that indicates that this is a setting.

    #181688
    Tom
    Participant
    @armyaviation
    MemberContributor

    Is anyone able to look into the rom and read anything from it?  I wonder if there is another version of that rom that got updated back in the day by stern and we don’t have it.  IPDB talks about stingray using this same rom but now there is a stingray rom.

    says there is a service bulletin about it, maybe that will answer something

    https://www.ipdb.org/machine.cgi?id=1792

     

    i wonder what would happen if we used stingray rom  in pinball Stern table or pinball rom in the stingray table.  I will be out all weekend if @thalamus or @bord wants to check, that would be great.  You guys should both have a playable table

    #181691
    Tom
    Participant
    @armyaviation
    MemberContributor

    Internet…

    https://www.ipdb.org/machine.cgi?id=2377

    Stingray’ is one of two 4-player games made by Stern Electronics that has a switch setting to convert the game to 2-player operation. This is accomplished by setting CPU Switch 25 to its OFF position. Designer Mike Kubin tells us that there were certain markets that wanted only 2-player games, although he could not recall which countries they were. Because the 3rd and 4th player score displays would be disabled for this, and likely were not even installed, Stern made a special 2-player backglass for these games. Included in this listing is one of these backglasses along with its backbox missing the 3rd and 4th displays. We do not know how many games were shipped with the 2-player backglass.

    The game that followed this one in production, Stars, is the other game that has this 2-player CPU option. Stern discontinued the option in subsequent games.

    Service Bulletin #7 indicates this game uses the same ROMsas Stern’s 1977 ‘Pinball’.

    #181693
    Tom
    Participant
    @armyaviation
    MemberContributor

    @Bord, we need to make or find that 2 player  backglass for stingray.  It sounds like the stingray rom will make Pinball play 4 players

    #181723
    LynnInDenver
    Participant
    @lynnindenver
    Member

    Yeah, the “market only wants two player games” was probably bleed-over from the EM era, when 4 player games were more expensive, and heavier, than 2 player games. Gottlieb tended to make multiple versions of a playfield design for different player counts, and I’m sure 2 player was the most popular configuration, as it allowed friendly competition without breaking banks and backs. What I’m expecting is that Stern found that demand shifted pretty rapidly because weight was no longer a factor for player count, and I’m sure the price points weren’t different enough by that point (between purchase and shipping) for operators to continue to care about doing the math about player counts versus costs. Plus, it’s possible some operators accidentally flipped the dip switch for the two player setting, and then complained when the game didn’t seem to work correctly (can’t get more than two players/why is it not adding to the score of the two players yet plays).

    Creator of the first PinupPlayer PostDMD mods for VPX - PostDMD for Masters of the Universe VPX and Jaws VPX.
    Head Proprietor of Pisces Pinball, a VPX table developer.
    Lead Technician of MC Chase Amusements, a private arcade in our home basement.

    #181753
    Tom
    Participant
    @armyaviation
    MemberContributor

    ok very wierd.  Stingray rom works and allows for all four players.  but there are some issues popping up.  with the pinball rom, all 4 rollover targets are always lit, and it says by them advance bonus when lit.  It always advances the bonus.

    On stingray rom they are not always lit but they always advance the bonus.  in the manual they are all switch 14 so they all have to do the same thing.  I mapped them to sw14a-d.  Lights are different IDs though.  im leaving for the weekend, i may send out for play testing if people wouldnt mind trying

    #181769
    Tom
    Participant
    @armyaviation
    MemberContributor

    Arngrim is updating dof but he is getting an error here.  don’t know what version of vpx he is using but its right at the  prim drop target movement

    thumb-Sans-titre

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