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Ice Cold Beer (Taito 1983) FS VP9.9 [VP 9.x Cabinet FS]

Ice Cold Beer Taito FS

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#1 mfuegemann

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Posted 04 June 2015 - 08:08 PM

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File Name: Ice Cold Beer (Taito 1983) FS VP9.9

File Submitter: mfuegemann

File Submitted: 04 Jun 2015

File Category: VP 9.x Cabinet Tables (FULL SCREEN)

Author(s): mfuegemann
Manufacturer: Taito
Year: 1983
Permission to MOD?: Yes, with approval


This is Ice Cold Beer by Taito, FS edition.
  
This game haunted me for quite a while until I was able to find a decent way to emulate the rod and ball behaviour. After I had a solution for that, my first intention was to use the table ROM. Unfortunately bringing this ROM to life is still going on and so I decided to script the table logic.
 
Zany sent me good images of the playfield and the playfield glass and aldiode contributed high quality recordings of the table sounds.
Arngrim has implemented the DOF code using the configuration file "LMEMDOFTables.txt" that should be placed in Your User-directory. 
He also created a static B2S backglass that is included in the download file.
True to the original machine, I use only 4 digits to display the score. The Highscore feature will track and display the correct score, though. Thanks to gtxjoe for the Highscore PostIt tutorial and the image files.
 
The rod is controlled by the Flipper keys (Up movement) and the MagnaSave keys (Down movement).
 
Remark:
- the game is running without the table ROM, so You need no more files to play
- at the top of the script there is a section to define the DIP switch settings, as I found no decent way to create a menu without using pinmame.
- You can set the game to free play and hide the Highscore sticker. The scores will be saved in Your User directory also if the sticker is not visible (..\Visual Pinball\User).
- there is an option to switch the Flipper and MagnaSave keys, if You feel the need
- if Your cabinet has no MagnaSave keys, You can either update Your hardware or try the new DoubleTab feature. Double tap Your respective Flipper key for the down movement
  (to keep the initial grace time before a rod meovement to a minimum, please try to find the lowest DoubleTapTime, that is working for You)
   
Have fun and please use the support topic to post any findings and suggestions.
 
Michael


Click here to download this file



#2 Slydog43

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Posted 04 June 2015 - 08:14 PM

Heading to the basement just for this release, can't wait.  Thanks.

 

Looks and plays great, although very different than 2 joysticks, but really works since I have 2 flipper buttons on each side of my cab.  How did you do this when everyone else said it couldn't be done without many many walls.


Edited by Slydog43, 04 June 2015 - 08:21 PM.


#3 ICPjuggla

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Posted 04 June 2015 - 11:27 PM

Heading to the basement just for this release, can't wait.  Thanks.

 

Looks and plays great, although very different than 2 joysticks, but really works since I have 2 flipper buttons on each side of my cab.  How did you do this when everyone else said it couldn't be done without many many walls.

 

magic.... lol  :)


Michael awesome work... Thank you


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#4 gigalula

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Posted 05 June 2015 - 04:20 AM

Thanks Michael ... Never seen one in real but you can be sure that my sons and I will play it a lot this week. :dblthumb:


Edited by gigalula, 05 June 2015 - 04:20 AM.


#5 htamas

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Posted 05 June 2015 - 04:29 AM

If you get to the Pinball Hall of Fame in Vegas, they have one... sadly it was unplugged when I was there in early April.


Michael, thanks for this, it looks great :)

 

The rod is controlled by the Flipper keys (Up movement) and the MagnaSave keys (Down movement).

 

Wouldn't it be better to swap this, seeing that the MagnaSave buttons are above/behind the flipper buttons? So having Up movement controlled by buttons that are lower seems to be less intuitive :)



#6 mfuegemann

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Posted 05 June 2015 - 06:19 AM

Hi,

the first attempts were the obvious ones: Flippers (not possible, as the angle is not controllable), lots of walls (to much effort for a fluid animation). Then I decided to restrict the ball Y movement depending on the calculated rod position. At last I had to add a slight X movement depending on the rod angle.

Htamas, good point. My MagnaSave buttons are below the Flippers, so it did not occur to me. I will add a configuration option to swap the movement buttons.

Regards
Michael

Edited by mfuegemann, 05 June 2015 - 06:20 AM.


#7 zany

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Posted 05 June 2015 - 12:20 PM

Michael...amazing work on this!!!! :D



#8 randr

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Posted 05 June 2015 - 12:43 PM

Agreed great build! But I don't have magna buttons so.... Keyboard works fine but would be nice to have option to release flipper quick press down hold flipper up? :)

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#9 mfuegemann

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Posted 05 June 2015 - 01:01 PM

Hi randr,

 

this is a tricky request, but I will look into this. At least I will not have to play with this setting . . .

 

Michael



#10 randr

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Posted 05 June 2015 - 01:48 PM

I could add the buttons easy enough...I personally would never use them for anything but this game. :) I just might have to! Damn you mfuegemann! Damn you!

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#11 dboyrecords

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Posted 05 June 2015 - 02:06 PM

Thanks, very fun!

 

Randr- You HAVE to have magna save. I'll start a kickstarter for you... ;)



#12 randr

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Posted 05 June 2015 - 02:53 PM

On real pins I never remember to use a magna save button in time to use it! Lol

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#13 mfuegemann

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Posted 05 June 2015 - 03:23 PM

Hi randr,

 

this is so true! Even testing my Dungeons&Dragons was awful for me. I am making good progress on the "DoubleTap" feature. Now I want to eliminate the brief up-movement before the intended down-movement kicks in.

The switch option is also done already.

 

Michael



#14 PinballShawn

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Posted 05 June 2015 - 03:30 PM

Magna-save buttons are used beyond 'magna-save'. Sometimes they change top lanes, games like The Shadow use them to change the diverters. Haunted House used them for the different fippers, same as Spirit. They really are useful in a cab. 



#15 mfuegemann

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Posted 05 June 2015 - 03:52 PM

Hi htamas and randr,

 

FS version 1.1, adressing Your suggestions, is online.

 

Michael


Edited by mfuegemann, 05 June 2015 - 03:52 PM.


#16 randr

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Posted 05 June 2015 - 05:10 PM

Works actually surprisingly well! Thanks mfuegemann!

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#17 Outhere

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Posted 05 June 2015 - 05:13 PM

Nice Job --- mfuegemann

#18 dboyrecords

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Posted 05 June 2015 - 05:14 PM

Agreed. I SUCK at using them!!!

#19 mfuegemann

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Posted 05 June 2015 - 05:37 PM

Hi guys,

 

just a short update.

 

Randr, cool, that You like it! What settings of the DoubleTapTime is working for You? 72ms were possible on my PC but my cab usually has a lot shorter reaction times on the buttons.

 

I have started the Zeke's Peak conversion, as the underlying table logic and layout is the same for both games. Here is the first screenshot with my attempt on redrawing the playfield

 

Regards

Michael

Attached Files


Edited by mfuegemann, 05 June 2015 - 06:46 PM.


#20 randr

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Posted 05 June 2015 - 05:39 PM

Super! I'm at work so tried on a desktop won't be able to test in cab until 6 hours from now :( so can't say much on timing yet

Edited by randr, 05 June 2015 - 05:46 PM.

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