J4miePlayer

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  • in reply to: Starship Troopers (Sega 1997) #227852
    J4miePlayer
    Participant
      @j4mieplayer

      Looks great :-)

      I had to change rol in the script to 0 as the DMD was showing rotated 90 degrees for me

      in reply to: big bang bar #226887
      J4miePlayer
      Participant
        @j4mieplayer

        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

         

        1 user thanked author for this post.
        in reply to: Transformers (Stern 2011) Detail Mod #223636
        J4miePlayer
        Participant
          @j4mieplayer

          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

          • This reply was modified 3 years, 4 months ago by J4miePlayer.
          J4miePlayer
          Participant
            @j4mieplayer

            @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

            1 user thanked author for this post.
            in reply to: Kings of Steel (Bally 1984) #218447
            J4miePlayer
            Participant
              @j4mieplayer

              @bha19 I’ll PM you my script, will be easier

              in reply to: Kings of Steel (Bally 1984) #218440
              J4miePlayer
              Participant
                @j4mieplayer

                @bha19

                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

                in reply to: Kings of Steel (Bally 1984) #217797
                J4miePlayer
                Participant
                  @j4mieplayer

                  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 B-)

                  in reply to: Kings of Steel (Bally 1984) #217760
                  J4miePlayer
                  Participant
                    @j4mieplayer

                    @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

                    in reply to: Kings of Steel (Bally 1984) #217134
                    J4miePlayer
                    Participant
                      @j4mieplayer

                      If anyone is interested, here is how the Light numbers relate to the schematic

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                      in reply to: Kings of Steel (Bally 1984) #217113
                      J4miePlayer
                      Participant
                        @j4mieplayer

                        @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.

                        in reply to: Kings of Steel (Bally 1984) #217047
                        J4miePlayer
                        Participant
                          @j4mieplayer

                          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

                          in reply to: Kings of Steel (Bally 1984) #217036
                          J4miePlayer
                          Participant
                            @j4mieplayer

                            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

                             

                            in reply to: Kings of Steel (Bally 1984) #216915
                            J4miePlayer
                            Participant
                              @j4mieplayer

                              @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

                              in reply to: Kings of Steel (Bally 1984) #216908
                              J4miePlayer
                              Participant
                                @j4mieplayer

                                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 ;-)

                                 

                                 

                                in reply to: Kings of Steel (Bally 1984) #216899
                                J4miePlayer
                                Participant
                                  @j4mieplayer

                                  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 ;-)

                                  in reply to: Kings of Steel (Bally 1984) #216858
                                  J4miePlayer
                                  Participant
                                    @j4mieplayer

                                    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

                                    in reply to: Stars (Stern 1978) #215950
                                    J4miePlayer
                                    Participant
                                      @j4mieplayer

                                      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

                                      in reply to: Stars (Stern 1978) #215777
                                      J4miePlayer
                                      Participant
                                        @j4mieplayer

                                        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

                                         

                                        in reply to: Stars (Stern 1978) #215755
                                        J4miePlayer
                                        Participant
                                          @j4mieplayer

                                          @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

                                          in reply to: Stars (Stern 1978) #215674
                                          J4miePlayer
                                          Participant
                                            @j4mieplayer

                                            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

                                          Viewing 20 posts - 1 through 20 (of 42 total)

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