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Looks great
I had to change rol in the script to 0 as the DMD was showing rotated 90 degrees for me
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Just testing on 10.7 beta and was getting horrible stutter when the dancer animated, I can’t remember getting this with 10.6 but have not really played since i did a ton of changes to my cab including a graphics card upgrade
When I replaced the ShowFrame(dance) and the sin(dance(….)) stuff in the script with dancer.PlayAnimEndless(0.2) and dancer.StopAnim() hooked straight to the solenoid in place of enabling the timer then it seems to be fixed
Hope this helps anyone who sees the same thing, but it might just be my setup. I added to the beta thread on VPforums in case it is a problem with ShowFrame
https://www.vpforums.org/index.php?showtopic=44135#entry470090
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Hi All, has anyone else managed to get a ball stuck? This is the first time I have played this table for an extended period and managed to get a ball stuck by Primes right foot, being an idiot I did not screenshot it and now I can’t recreate it
But wow what a great table, fast and great flow
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This reply was modified 3 years, 4 months ago by
J4miePlayer.
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January 26, 2021 at 1:05 pm in reply to: The Addams Family (Bally 1992) V2 – G5K, Sliderpoint, 3rdAxis #221204@solzerid, Thalamus beat me to it
Also make InstCard2 not visible to be able to see the trough.
Have you unchecked the “Timer Enabled” on the Init_Timer? This made a big difference for me as it then waits for the table to load before starting to load the balls. The timer gets enabled later in the script after the GI
Adjusting the timer interval was as a result of seeing the balls triggering at the same time and trying to load on top of each other
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@bha19 I’ll PM you my script, will be easier
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for the b2s check the vpx and directb2s both have the same name, if not then it tries to make the best guess
to show the credits and balls in 1 screen mode, there is a section of the script with chgLED. change the If (num < 28) to IF (num<32). Also need to have dipswitch27 set to display credits
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Also looking at the Youtube vids of this table, the center wheel target should be a big rectangle. This table really plays well though, I’m surprised as a lot of these earlier tables are a bit short on playability
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@bha19 the arrow is mapped to light 25 which is wrong. In the schematics the arrow is not ROM controlled it is tied straight to the gate solenoid so I added a line to the gate script to switch this lamp on and off.
I also moved L25 (ROM controlled) up under the plastics by the 3’s lane replacing GI_15 or 16 I think
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If anyone is interested, here is how the Light numbers relate to the schematic
Attachments:
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@32Assasin, looking good
I can confirm the stand-up lights are now the right way round, I think I have figured out how they map to the schematics
In the schematics the Right Gate arrow lamp is tied straight to the gate solenoid and GI so is not controlled by the lamp driver board
Lamp 25 goes to U2-8, Connector J1-5 which is Start wheel, so should be up under the 3’s Plastic.
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Yeah I was wondering about that flashing light too, been watching gameplay of real table and it doesn’t do that so this might be a lamp mapped to the wrong place, not by my cab at the moment but will look later. In the footage there is a lamp up by the 3’s lane that is always flashing that is potetially where this lamp should go assuming the Rom is the same
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I now think the gate is mapped backward. I was able to hit the spot target for open gate and it closed the gate.
Hi bha19, yep just swap the “if then else” for the gate around and it works as expected
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@j4mieplayer : I believe you’re correct about the tiltsw needing to be 15, but, I’m not sure if there is anything wrong with the drops. You have to remember that the in-/outlane spots one target of either white or yellow. So, I believe that is also why it always pops up either a single white or yellow target with the others. I believe also that you only need to get down those lit ones. I’m grasping at straws now, haven’t even looked at the manual.
Hi Thalamus, I edited the post after you replied, another beer helped figure out what was going on and found there was an adjustment that could be made to get the drop targets to behave. It now looks like the behaviour in the YouTube clip
I also swapped sw18 and 20 although they are correct according to the manual as 32Assasin said, so could be the lights round the wrong way as I have found no way of maping lights to the manuals at all
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Ok… making progress with the drop targets
looks like the solenoids to drop the unwanted targets (8-13) are firing directly after or during the reset bank (sol14) so the first target it tries to drop is not yet up.
Is this because I am not running on the fastest machine or can I add a timer to delay the start of the dropping of targets?Edit: I changed the “Raise Delay” of all the targets from 100ms to 1ms and it now works
Sorry for being a pain, being an old software engineer doesn’t help learning VPX that much
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Thanks @32Assassin for looking, I have the manual downloaded and am going through it but as you said the mapping to pinMame is not very good. I’ll have a play and let you know if I figure out that the switches / Sols are doing.
For the right flipper diverter I think it might just be inverted, i.e. closed when it should be open, the VP9 version starts with it in the vertical position and a quick youTube of the real table confirms https://www.youtube.com/watch?v=jlnknIgMSVo
For the drop targets, I have been trying to figure out what is going on for a bit and no luck so far as it is all hidden in the ROM but I’ll not give up
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Thanks, another great table
Found a couple of oddities though
Nudge is assigned to the wrong switch, should be 15 I think as nudging currently gives me a score which is cheating
The outlane gate and switch doesn’t seem to do anything
Something odd is going on with the drop target resets, when they reset I’m getting an extra target raised that does not match the lights e.g. when Q is lit also 1 J gets raised
Good job though, I will have more of a look when I can, maybe compare it to the VP9 version… and Merry Christmas
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Cool, I have sent by PM. Also sent the db2s I have, Can’t remember whos version this one was but had the Tilt and Gameover lights swapped which I swapped back around, looking forward to seeing your dB2s
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No, switch and light IDs all the same.
I just changed the colours on the playfield and lamps to kind of match the real table I was watching being repaired, the Instruction card and the addendum in the manual (Everything mentions a purple star which was not on the playfield)
https://www.ipdb.org/files/2366/Stern_1978_Stars_Manual.pdf
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@tgxperience and all
The 7000 pt mystery is solved. Both drop targets either side should be green.
I get my direction of what pinbal table to try next from a YouTube channel “Joes Classic Video Games” and he has been repairing one of these all week. Last episode today and he went through the rules and playfield. I have tweaked my copy to match along with the Hiscores @32assassin if you would like these changes I’m more than happy to send them to you. If not is has kept me occupied for a few hours
Also some of the playfield targets are the wrong colour, but there is also an addendum in the Stern manual so there could have been a couple of versions of these going around
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Thanks JR, this is sort of what I have done but extracting the score from the ROM might be a bit cleaner in places.
I’m also using the single row tape score as I think it looks a bit nicer. So far I have worked around my problem by using the plunger to enter initials instead of the start key as that vanishes into vpinmame. Will work on it a bit more tonight
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This reply was modified 3 years, 4 months ago by
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