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TRON Legacy (Ultimate 1.13, SLAMT1LT) (DOFLinx - Cabinet Edition) Table is now available!

DOFLinx Future Pinball Tron Legacy

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#1 TerryRed

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Posted 12 November 2016 - 04:13 PM

Tron Legacy (Ultimate 1.13) (SLAMT1LT, Future Pinball Original) (DOFLinx - Cabinet Edition)
 
The Ultimate Tron Legacy virtual pinball cabinet experience...and only on Future Pinball with DOFLinx! A unique original table like no other by SLAMT1LT!
 
A video that shows off this excellent table with amazing DOFLinx cabinet effects can be seen at this link (in my cabinet) :

 


 

Features:

- amazing animated 5 RGB flasher effects
- RGB undercab lighting changes based on characters, multiball, and game modes
- gear motor operates with the Recognizer's movement
- shaker motor and blower fan operates for cinematic videos, and many table events
- 10 solenoid support for all mechanical devices (flipper, slings, bumpers, etc)
- beacon lights up during cinematics and certain game modes
- strobe effects throughout
- animated effects for: Video Game mode, Disc Wars, Clu Ball, Light Cycle Battle, Zeus multiball, Drain, Orbits, Challenge of the Grid, etc...
- Ramp: animated flasher effects change colour based on mode and game progression
- all effects combine for an amazing feedback and light show like no other pinball game!

 

 

The table can be downloaded here:

 

 

http://www.vpforums....&showfile=12522

 

 

 

 

====================================

Original post:

 

In case anyone is wondering....yes I will be addinng DOFLinx support to SLAMT1LT's "original" Tron Legacy (Ultimate Edition).

 

 

I will be finishing up JAWS, as well as the video tutorial I've been doing to go along with that, then I will be working on Tron. When it's done of course you will know about it here!

 

Update: as soon as Tron Legacy 1.13 is finished and released, then I'll start adding DOFLinx support to it.


Edited by TerryRed, 08 December 2016 - 12:01 AM.


#2 TerryRed

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Posted 12 November 2016 - 09:10 PM

Just gave this table a quick run through....amazing table! By far one of my favorites!

 

What is really cool was that you see a mention of "Upgrade your experience. DOFLinx" during the attract mode credits.... how cool is that DDH69!



#3 DDH69

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Posted 12 November 2016 - 11:26 PM

Excellent news!

 

I love it when we can do something to make pinball more fun  :lusty:


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#4 TerryRed

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Posted 14 November 2016 - 01:27 PM

Guess I'll be waiting for 1.13 to get finished....now he's adding in a video mode!



#5 TerryRed

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Posted 22 November 2016 - 11:40 PM

1.13 is now released by SLAMT1LT.  Pretty damn amazing!

 

So after I finish another project over the next 2 days... I'll start adding DOFLinx to Tron Legacy right away.


Edited by TerryRed, 22 November 2016 - 11:41 PM.


#6 senseless

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Posted 24 November 2016 - 09:40 PM

Nice... :)!



#7 TerryRed

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Posted 24 November 2016 - 11:12 PM

To those who were wondering....my other project is now done.  ;)

 

I will start on Tron Legacy tonight.



#8 sasa12345

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Posted 25 November 2016 - 12:26 AM

jeee :otvclap:



#9 TerryRed

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Posted 29 November 2016 - 07:44 AM

Just an update.... this one is coming along nicely.... what an amazing table.

 

I was playing around with trying different methods for RGB flasher animations:

 

-animated flasher sub-routines that self-change flasher brightness settings (total %) depending on the bonus multipliers (or any other event you want)...or an auto increase based on time, etc...

-Timer settings that change on their own to make an animation speed change depending on other events, or just an incremental speed change

-using variables for colours that can self-change with one animation sub-routine instead of creating a whole bunch for different colours

 

In the end it doesn't change much for what you guys actually see, but with each table I mod, I learn more and figure out smarter / better ways of doing things. I don't always use them with each table, but the basics are there if I want to try to use them.

 

 

I can do straight up solenoid feedback and RGB flashers (with only DOFLinx commands) that match the table VERY quickly if I want.

 

...but tables like SLAMT1LT's are kind of like the Jersey Jack of digital pinball. So much effort is put into the details of sounds, music, videos, game modes, features....   each time I go through the scripts for one of these tables it blows my mind the work that is put into it.    I get inspired to try something a little different with each table...wherever I can at least.  I also want effects to be distinct with what's happening, and not become a mixed up mess. This requires ALOT of testing and sometimes requires more than simple DOFLinx commands to get it right.

 

 

I spent the last night or so on Tron Legacy with something that sounds simple, but it took a lot of work to sort it out and make it work with the script. I wanted to have it so that every shot on the ramp would give an animated left to right flasher animation. Something I did a crap load of on other tables.... but with this table I wanted the colour of the animated effect to be different depending on what mode / stage you were in. I also wanted to have each "level" of the ramp bonus directly affect the brightness of the animation with each shot as well.

 

Well I got it all sorted, but scrapped the brightness idea. It worked well enough, but it just didn't really like the way it looked.

 

I originally had commands all over the script that enabled Timers for the different coloured flasher animation sub-routines. It's not the way I like to do things, and created more problems to make it work the way I wanted. So, instead I worked though it and came up with this sub routine:

 

 

'DOFLinx - Ramp - Colour - Modes
Sub DOFLinx_Ramp_Colour_Mode()
 If (RampCombo = TRUE) Then
  DOFLinx_Combo_Jackpot()
  Exit Sub
 End If
If (CluBall = FALSE) Then
 
 If (ZuseJP > 1) Then
  DOFLinx_Combo_Jackpot()
  Exit Sub
 End If
  If (GridActive = False) Then 'Not in the Grid Mode
  DOFLinx_LR_Green_Stage=1  'DOFLinx - LR Green Stage
  DOFLinx_LR_Green.Enabled=True  'DOFLinx - LR Green Timer
  End If
  If (GridActive = TRUE) and (IDDiscActive = FALSE) and (ID = FALSE) and (LightCycleActive = FALSE) and (ZuseActive = FALSE) and (DiscWarsRamp =>1) Then 'Grid - No ID Disc
  DOFLinx_LR_Purple_Stage=1    'DOFLinx Left to Right Purple Stage
  DOFLinx_LR_Purple.Enabled=True   'DOFLinx Left to Right Purple Timer
  End If
  If (DiscWarsRamp = 0) and (ID = FALSE) and (IDDiscActive = FALSE) and (IDDiscReady = FALSE) Then  'Grid - Armoury Unlocked'
  DOFLinx_LR_Purple_Stage=1    'DOFLinx Left to Right Purple Stage
  DOFLinx_LR_Purple.Enabled=True   'DOFLinx Left to Right Purple Timer
  End If
  If (GridActive = TRUE) and (IDDiscActive = False) and (IDDiscReady = True) and (LightCycleMode = FALSE) and (RampHit => 5) Then ' Grid - Ramp =>5
  DOFLinx_LR_Purple_Stage=1    'DOFLinx Left to Right Purple Stage
  DOFLinx_LR_Purple.Enabled=True   'DOFLinx Left to Right Purple Timer
  End If
  If (IDDiscActive = True) or (DiscWarsReady = TRUE) or (DiscWarsActive = True) or (DiscWarsRepeat = TRUE) or (LightCycleReady = True) and (LightCycleMode = FALSE) Then  'Grid - ID Disc - Ready For All Games
  DOFLinx_LR_Blue_Stage=1    'DOFLinx Left to Right Blue Stage
  DOFLinx_LR_Blue.Enabled=True   'DOFLinx Left to Right Blue Timer
  End If
End If
If (CluBall = True) Then  'Clu Mode
  DOFLinx_LR_Yellow_Stage=1    'DOFLinx Left to Right Yellow Stage
  DOFLinx_LR_Yellow.Enabled=True   'DOFLinx Left to Right Yellow Timer
End If
If (LightCycleMode = True) Then 'Sam's Light Cycle on Ramp
  DOFLinx_LR_White_Stage=1    'DOFLinx Left to Right White Stage
  DOFLinx_LR_White.Enabled=True   'DOFLinx Left to Right White Timer
End If
If (ZuseReady = True) or (ZuseActive = True) Then 'Zuse Mode
  DOFLinx_LR_Red_Stage=1    'DOFLinx Left to Right Red Stage
  DOFLinx_LR_Red.Enabled=True   'DOFLinx Left to Right Red Timer
End If
If (PortalReady = True) or (PortalMode = True) Then 'Portal Mode
  DOFLinx_LR_Cyan_Stage=1    'DOFLinx Left to Right White Stage
  DOFLinx_LR_Cyan.Enabled=True   'DOFLinx Left to Right White Timer
End If
End Sub  'DOLFinx Ramp colour Modes Sub Ends

 

 

As a result, instead of inserting a crap load of commands used all over the table script.... I used "one" DOFLinx_Ramp_Colour_Mode() command in the table's "ramp" sub-routine...that's it. I also have all my Colour sub routines grouped together... though I could also just use one animation sub routine and change up the "colour" by using a variable.

 

Why the extra work?  SLAMT1LT is one of the few FP authors out there who is always updating his tables. Unlike VP (arcade pinballs), FP doesn't use roms. So if SLAM updates this table in the future, then I have to mod the script all over again. Doing things this way, makes it easier to re-enter single sub-routine calls throughout the script...and I can also change up aspects of the animations and effects much easier to my liking afterward.

 

I've also taken a liking to making the RGB under cabinet lighting change for different things. For Superman, I made the lighting change to green for Krypton ball, and other colours for the multiball modes.

 

For Tron, I've made it so that the RGB under cabinet colour changes to match whatever "character" the randomizer choses. I've also started having it turn off at certain times to reflect events going on to bring focus to what's occurring, etc...   It's surprisingly effective...especially during video clips,etc..    Makes me want to go back and update Aliens Legacy to do more of this.

 

Keep in mind...up until a couple of months ago.... I never even looked at Visual Basic. The last bit or programming I did was with Q-Basic back in 1995.

 

This is all new to me, but I think I'm covering this new territory with Future Pinball (cabinet feedback, RGB modulated flashers, animated effects, etc) with some really cool results. Have you ever seen a pinball game with animated RGB flashers mimicking machine gun fire or nuclear explosions before?  ;)

 

I've taken some inspiration from the amazing work done with VP and addressable LEDS...but I'm not restricted by roms.... I can do whatever I want!

 

 

What I really need from you guys is feedback on how the effects look with the normal 5 flasher bar, and specifically how the shaker, gear and blower fans effects work out for you on the tables I’ve done so far.

Since I don’t have a shaker or gear motor, I can’t quite know how those effects are coming across to someone playing. I mean….does the gear motor only give noise for feedback, or do you feel it at all?


Edited by TerryRed, 29 November 2016 - 08:22 AM.


#10 DDH69

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Posted 29 November 2016 - 08:55 AM

You got the gear and shaker right in Jaws.  The shaker for the boat is a good effect.  Your timing for the gear motor as Jaws opens is pretty good too.

 

It's lovely to your FP coding skills coming along so nicely.


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#11 TerryRed

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Posted 29 November 2016 - 05:42 PM

You got the gear and shaker right in Jaws.  The shaker for the boat is a good effect.  Your timing for the gear motor as Jaws opens is pretty good too.

 

It's lovely to your FP coding skills coming along so nicely.

 

 

 

Thanks, it took a while to get the timing right with Jaws. It's good to know the extra effort pays off.

 

What I worry about is if I have both a shaker and gear motor run at the same time, would one effect kill out the other?

 

 

One of the reasons I was trying to play around with new ideas for RGB flasher animation, was I wanted to have an animated effect to match the sound of a crowd cheering.

 

The problem is that you can only have a DOFLinx RGB flasher command for "Fade on and off", Fade Up, On, OFF, or use an odd number of iterations to leave the flasher ON.  What you can't do is take a flasher that is already "ON" and use a command to have it Fade DOWN only.

 

For a crowd cheering, I wanted to have all 5 flashers doing different timings for flashing / fades, but I also wanted them to ALL ramp up their brightness from 0 to 100 and then back to 0 again (without affecting their flashing or fading). This would give  the effect of a "crowd cheer" fading IN and Out seamlessly.

 

Here's what I used:

 

'DOFLinx - Ramp Crowd Cheer Grid
Sub DOFLinx_Ramp_Crowd_Cheer_Grid_Expired()
    FF_Flasher DV_FLOR,FL_FL,20,8,DOFLinx_Crowd_Grid,"Purple" 
    FF_Flasher DV_FLIR,FL_FL,30,7,DOFLinx_Crowd_Grid,"Purple" 
    FF_Flasher DV_FLCN,FL_FL,20,8,DOFLinx_Crowd_Grid,"Purple" 
    FF_Flasher DV_FLIL,FL_FL,30,5,DOFLinx_Crowd_Grid,"Purple" 
    FF_Flasher DV_FLOL,FL_FL,20,9,DOFLinx_Crowd_Grid,"Purple" 
    If (DOFLinx_Crowd_Grid_Max = 0) then
    DOFLinx_Crowd_Grid = (DOFLinx_Crowd_Grid + 10)
    end if
    If (DOFLinx_Crowd_Grid_Max = 1) then
    DOFLinx_Crowd_Grid = (DOFLinx_Crowd_Grid - 10)
    end if
    If (DOFLinx_Crowd_Grid = 100) then
    DOFLinx_Crowd_Grid_Max = 1
    End If
   If (DOFLinx_Crowd_Grid = 0) and (DOFLinx_Crowd_Grid_Max = 1) Then
    DOFLinx_Crowd_Grid = 0
    DOFLinx_Crowd_Grid_Max = 0
    DOFLinx_Ramp_Crowd_Cheer_Grid.Enabled=false
         End If
End Sub

 

​It worked surprisingly well. Just have each cycle of the Timer increase the brightness (DOFLinx_Crowd_Grid) until it reaches 100, then set a flag (DOFLinx_Crowd_Grid_Max ) which then tells the sub routine to lower the brightness and stop the Timer and reset the settings for next time the sub routine is used.

 

You can add more subroutines within it, so you can do more types of effects. You could also use the same idea to change the DOFLinx_Ramp_Crowd_Cheer_Grid Timer to have an animation that would automatically increase / decrease in speed. You can use Triggers within the table's script or even objects on the playfield itself.

 

In the end though I didn't use the crowd effect for the RAMP trigger (table gets too busy sometimes), but it did show that the concept can work.



#12 DDH69

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Posted 30 November 2016 - 02:15 AM

....

 

The problem is that you can only have a DOFLinx RGB flasher command for "Fade on and off", Fade Up, On, OFF, or use an odd number of iterations to leave the flasher ON.  What you can't do is take a flasher that is already "ON" and use a command to have it Fade DOWN only.

 

....

 

Well we can if we need one  :D

 

Do we need this function?  If so, how would you see it working?  Would it need to test that the flasher is actually on first, or simply turn it on if it isn't from the supplied colour?


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#13 TerryRed

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Posted 30 November 2016 - 06:45 AM

Hmmm, that is a bit tricky since I don't know how the status of the flashers is retained by DOFLinx....

 

As an example of my other project.... I wanted to do a repulsor blast effect.    So I wanted to have the flashers slowly fade up "white" to about 75%, then blast to MAX 100% quickly, and then fade down to 0 at a different rate. The Fade Down is the tricky part, as I can't "start" a flasher command at a level other than 0,"off".

 

Maybe have a "single" FADE command.....

 

Flasher Start / End Fade:

 

FF_Flasher DV_FLxx,SE_FD,"time","start","end","Colour"   

 

-this would do only a FADE UP, or a FADE DOWN of the flasher

-the "start" and "end" values are brightness levels, and determine whether its a Fade Up or Fade Down command.

-if "start" is a higher value than "end", then it Fades Down.

-if "start" is a lower value than "end", then it Fades Up.

-choosing "-1" for "start" would use the "current" or "active" brightness level of a flasher while in operation, and then either Fade Up or Down, depending on what value "end" is.

-"Colour" could have an option of "-1" or "Current" that would allow the command to use whatever "Colour" is "current" or "active" while in operation.

 

That would cover all options right there..... took me a while to sort that out in my head.

 

BulbBlink / BlinkPattern:

 

Since we are talking about feature requests.... one other option that could save A LOT of work would be a "BlinkPattern" type of option for the standard flash or fade commands.

 

A flasher in Future Pinball can be set to either ON, OFF, or BulbBlink. If it's BulbBlink, then the flasher will flash on or off based on a pattern of 1's and 0's, like below:

 

Light5.Set BulbBlink, "101000011111111110", 125

 

Every 125ms, Light5 will flash on for every "1" and flash off for every "0"...and then repeat this sequence until another ON or OFF command is given. FP supports a maximum of 32 states.

 

 

So for DOFLinx, you have the standard FF_Flasher command like below:

 

FF_Flasher DV_FLxx,FL_FL,"intervals","time","brightness","Colour"

 

DofLinx real example would be like:

 

FF_Flasher DV_FLOL,FL_FL,2,125,100,"White"

 

To support "BulbBlink" and "BlinkPattern" type of function, the new DOFLinx command could be like this:

 

FF_Flasher DV_FLxx,FL_FL,"BulbBlink","time","brightness","Colour","sequence"

 

real DOFLinx BulbBlink example:

 

FF_Flasher DV_FLOL,FL_FL,BulbBlink,125,100,"White","101000011111111110"

 

This would result in the flasher changing its flash / fade state (to match the 1's and 0's) every 125 ms at 100% brightness, with the colour White. When it reaches the end of the "sequence", it repeats until another FF_Flasher command is given.

 

 

This one command would make matching light sequences on a table sooooo much easier. Just like the FF_FlasherForMs command you created.

 

Man, this went on for longer than I thought it would....good thing I'm off for a few days!  :)


Edited by TerryRed, 30 November 2016 - 06:56 AM.


#14 DDH69

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Posted 30 November 2016 - 10:26 AM

I kicked us off a conversation about these possible new commands here.


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#15 TerryRed

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Posted 03 December 2016 - 12:48 AM

This one is still coming along.

 

I was busy for a couple of days doing other things.....

 

One of them, was creating the Ultimate super-duper, every kind of function, solenoid, flasher, you name it combination, all in one DOFLinx section that could be used for any FP table. I had user definable variables for literally EVERYTHING (colours, solenoids, flashers, etc) with and without sounds, on and on...and it just got HUGE!

 

Just as I finished it....and it did work fine.... I found I hated it....  Yes it covered all bases, but it was waaaay to much and got to the point where the DOFLinx "section" was almost 1/4 of the script!

 

So, instead for Tron, I have every main function...especially all the standard Pinball functions, effects, etc that every table uses...  all in their own easy to understand "standardized" sub-routines using the normal DOFLinx commands (as well as any of my custom code).   Now I just use mostly DOFLinx sub-routine calls through-out the script.  Much cleaner, and easier to use. 

 

Now, when DOFLinx'ing  a new table, I just do a few "copy and pastes", and 2/3 of the standard pinball functions are already done.  My own custom code,etc for tables like SLAMT1LTs.... that takes a while and is different for each table.  I'm always trying something new if possible.


Edited by TerryRed, 03 December 2016 - 12:48 AM.


#16 TerryRed

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Posted 05 December 2016 - 07:44 AM

....getting close.


Edited by TerryRed, 05 December 2016 - 07:45 AM.


#17 TerryRed

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Posted 07 December 2016 - 02:38 AM

Table is done!

 

....just trying to finish up a demo video! Then I'll upload the table when the video is done....

 

I just noticed..... over 1000 lines of DOFLinx (and my own VB) code I put into this table!

 

Holy Crap!



#18 DDH69

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Posted 07 December 2016 - 07:49 AM

:otvclap: and  :lusty:


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#19 TerryRed

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Posted 07 December 2016 - 01:55 PM

I will upload the table later today after work, but for now....

 

 

...enjoy this video demo and walkthrough of the table.

 

 

 

 

It's a seriously cool table and worth watching the entire video to see stuff I bet you've never seen before!

 

 

Table is now available!  See the first post!


Edited by TerryRed, 08 December 2016 - 12:02 AM.


#20 sillvano2

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Posted 17 October 2022 - 08:36 AM

muito bom







Also tagged with one or more of these keywords: DOFLinx, Future Pinball, Tron Legacy