- This topic has 17 replies, 2 voices, and was last updated 5 years ago by Schreibi34.
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December 3, 2017 at 12:56 pm #70450
Big thanks to 32assassin for letting me mod his excellent tables!
More credits:
Big thank you to Francisco for his artwork!
Table mod with a darker setting and the redrawn playfield. There is already an excellent mod out there from hauntfreaks and borgdog including a playfield scan and much more! I wasn’t really sure if i should upload this one just because of that. But the redraw of the playfield is really good, so i thought i do this for the 4k guys. I think the work i have put in justifies an upload.
v1.1
I just wanted to fix the DT light problem and then a couple of guys joined the party. Thanks to 32assassin, BorgDog, Thalamus and DKong!
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December 3, 2017 at 2:12 pm #70454Could someone please post me a screenshot of the DT view? I can only use the DT preview checkbox to look at it and this is not rendering the lights in the right position.
Thanks
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December 3, 2017 at 3:32 pm #70458Could someone please post me a screenshot of the DT view? I can only use the DT preview checkbox to look at it and this is not rendering the lights in the right position. Thanks
Could someone please post me a screenshot of the DT view? I can only use the DT preview checkbox to look at it and this is not rendering the lights in the right position. Thanks
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thank,im play DT mode,here it an image :
Attachments:
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December 3, 2017 at 4:07 pm #70463Thanks!
This was made in native DT without the DT preview checked?
Because the lights especially on the plastics are completly out of position. That smaller plastic on the right near the right slingshot has no light on the plastic at all.
Could someone with more DT experience tell me if this is normal? Or am i missing something? Maybe a setting in VPX?
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December 6, 2017 at 3:50 am #70636Found a solution for the lights in a wrong position on the plastics in DT mode.
I will post an update with this and a little more on Sunday.
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December 10, 2017 at 8:36 am #70993Great work on this table. I do have 1 suggestion and 1 bug.
1) on the real table the spinner is not as loose meaning it only rotates at most 5 times or so per spin.
2) Could you get rid of the em sounds. I know in the operators menu you can choose chimes or sounds but not em sounds as well.
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December 10, 2017 at 11:49 am #70999Thanks for the bugreport! I will have a look into this. Maybe 32assassin knows something.
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December 10, 2017 at 2:26 pm #71008you can adjust the physics of the spinner to what best fits your needs.
this is a Solid State table, I’m not sure what you mean by EM sounds.
if you mean to say that you can’t use DOF on this table, I sent Schreib an updated script with DOF calls.
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
December 10, 2017 at 2:32 pm #71011v1.1 is the one that includes DOF scripts.
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December 10, 2017 at 6:05 pm #71020word of waring
if you have two calls to the same hit target
the second one will be ignored
you have bumper 1 and 2 hit calls at line 217 and another set at 620
if you want the  DOF 101,2, DOF 102,2 calls added tot he bumper hits add them to the first calls
‘Pop Bumpers
Sub Bumper1_Hit:vpmTimer.PulseSw 50 : playsound SoundFX(“fx_bumper1”,DOFContactors)
: B1L1.State = 1:B1L2. State = 1 : Me.TimerEnabled = 1 : DOF 101,2: End Sub
Sub Bumper1_Timer : B1L1.State = 0:B1L2. State = 0 : Me.Timerenabled = 0 : End SubSub Bumper2_Hit:vpmTimer.PulseSw 50 : playsound SoundFX(“fx_bumper1”,DOFContactors)
: B2L1.State = 1:B2L2. State = 1 : Me.TimerEnabled = 1 : DOF 102,2 : End Sub
Sub Bumper2_Timer : B2L1.State = 0:B2L2. State = 0 : Me.Timerenabled = 0 : End Suband delete everything from line 620
and you might want to go to the DOF website, to see what those calls are; they might be the same as the calls
playsound SoundFX(“fx_bumper1”,DOFContactors)
we might not need them.
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
December 10, 2017 at 11:54 pm #71066I’m not sure if i have understood a single word, haha! !
DOF dummy will change this!
Thanks!
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December 12, 2017 at 10:11 am #711062) Could you get rid of the em sounds. I know in the operators menu you can choose chimes or sounds but not em sounds as well.
I am having the same issue. There are chimes being played in addition to the rom sounds.
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December 12, 2017 at 11:30 am #71116This is what a guy named shimoda wrote on pinside:
“The score sounds are still run by three solenoid transistors on the driver board. They are probably marked on the driver board pic if it is still in the backbox. I say chime because even though this was a second generation sound game, you could still put chimes in it. It was a common fix for when the sound board went out and like the motherboard the processor chip for the sound board was unavailable. My hulk had chimes in it.”
I also read that there are dip switches where you can change the sounds from digital to chimes.
This needs further investigation!
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December 12, 2017 at 11:38 am #71117From pinrepair:
DIP 1-8=all off (one coin, one credit). Another common setting is to make switches 1=on (and sw 2-8=off) for 1 coin 9 credits.
DIP 9=on (three balls/game, off=5 balls/game).
DIP 10=on (match feature on).
DIP 11=on (replay instead of extra ball, off=extra ball).
DIP 12=on (tilt kills current ball only, off=tilt kills game).
DIP 13=on (show number of credits).
DIP 14=on (play a tune when game started).
DIP 15,16 not used.
DIP 17,18=on (maximum credits 15).
DIP 19=on (make coin chute 1 & 2 the same coin value, important to be “on” if using the 1 coin 9 credit option).
DIP 20=on (chimes/tones when scoring).
DIP 21=on (show high score to date).
DIP 22=on (award 3 credits when high score beat).
DIP 23=on (play a tune when money inserted).
DIP 24 not used.You need to login in order to like this post: click here
December 12, 2017 at 12:34 pm #71129As far as i have understood this, the digital sounds and the chime sounds have never been on the same cab at the same time. The chimes were a replacement for the sound board. As you can see above all dip switches are in the F6 menu. I was only able to switch to the “angry” sounds (sounds/tones).
If you only want to use chime sounds, leave everything as it is, start the table, hit F1 and uncheck “Use sounds”, restart the rom.
If you only want the digital sounds i have a quick solution. I know that 32a will beat the shit out of me when he sees this! This is what i would call the worst abuse of fine code……… EVER! But it will enable you to play this one with digital sounds until 32assassin joins the party and shows the german scripting Jerry Lewis how the big boys do it!
Replace line 30-32 by this:
SolCallback(3)=”vpmSolSound SoundFX(“”””, DOFChimes),”
SolCallback(4)=”vpmSolSound SoundFX(“”””, DOFChimes),”
SolCallback(5)=”vpmSolSound SoundFX(“”””, DOFChimes),”I can’t believe i’m doing this. Mr. C64 Basic v2.0 in it’s full glory!
32A CAN YOU HEAR ME!!!!! PLEASE HELP ME OUT OF THIS!!!
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December 12, 2017 at 12:39 pm #71130LOL !!
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January 5, 2020 at 1:26 pm #157142Hmmm…. I just currently discovered this version as I was always playing 2.0.0 from BorgDog, Hauntfreaks and 32assassin. 32 / Schreibi34 ‘s version looks nicer imho, but has the chime/digi sound thingy. Will there be a fix someday?
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January 5, 2020 at 1:38 pm #157145Take a look at Post #71229.
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