**Beta Update**
Okay have a new core ready for testing
This goes in the /scripts folder (backup your old core.vbs first in case something goes wrong)
https://www.dropbox....testar.zip?dl=0
cvpmFlips2 (FastFlips 2) beta 1 changelog
Redesigned to better support games from the solid-state flipper era, including previously unsupported games thanks to DJrobX and Stumblor!
- New Feature Switches from script to rom control after a delay (100ms default, vpmflips.RomControlDelay)
-This works independently for each flipper, ex. the Thing Flip will not interfere even briefly with lower flippers
- New Feature - vpmFlips.Enabled. vpmFlips.Enabled = True / False will enable / disable fastflips. (This does the same thing as vpmflipsSAM.RomControl)
-This may be necessary to manually disable fastflips for video mode on some games
- New method to disable upper flippers without getting rom errors from the double action cab switches: call helper subs NoUpperLeftFlipper, NoUpperRightFlipper
-On SS games that reuse upper flipper COILS, call the appropriate helper subs from the table script: NoUpperLeftFlipper, NoUpperRightFlipper (for example AFM)
-On SS games that reuse upper flipper SWITCHES, you will still need the cSingleLFlip/cSingleRFlip lines! (for example Indiana Jones reuses coils and switches and therefore needs BOTH!)
- Initializes using pulsetimer so the 'VpmInit Me' line is no longer necessary (this may change)
A note for WPC games and the beta core.vbs-
Later era WPCs often reuse the upper flipper coils for diverters. These diverters are otherwise identical to flippers, so the script can get confused.
If necessary, add these lines to the table script (anywhere under the loadVPM line)
NoUpperLeftFlipper
NoUpperRightFlipper
**Update**
Fastflips is part of the core scripts now (cvpmflips), and can be installed with minimal script modification
To install, works for VP8, VP9, VP10, whatever:
If the table's already using fastflips or it's own solution to the problem, don't bother ![]()
1. Open table script
2. Search for 'UseSolenoids' and change it's value to 2
3. Add the line 'VpmInit me' to the table _init section if it's not there already (search for '_init', it's usually Table1_Init or Table_Init)
Game compatibility:
This is designed primarily for pre-solid state flipper games.
Data East, Williams Fliptronics and WPC-Security games are compatible, (Addams Family through Jack*Bot) but any rom controlled flipper effects won't work. More info can be found in wpc.vbs.
These games are NOT compatible:
Old games: Zaccaria, LTD
New stuff: Sega Whitestar, (Apollo 13 / Goldeneye onward) WPC95, (Congo/AFM onward) and Capcom, Modern Stern.
Latest Hotfix 1/14/2018 (Indiana Jones fix, dead flippers fix for certain windows languages)
Install on top of the VP10.5 beta scripts
https://www.dropbox.... fix 2.zip?dl=0
****
By bypassing the pinmame flipper call and response, flippers will be more responsive and will have less randomness. Plenty of tables do this already, but it's underutilized. For games that predate solid state flippers, this is the proper way to do it.
I wanted a script that was as quick and simple to install as possible. I cleaned up my personal script for this and converted it into an object. so if anyone has any feedback on installation, compatibility issues, or how it could be simplified further, let me know. Here it is:
https://pastebin.com...K (version 1.0)
https://pastebin.com/912pL02q (version 1.1) (newest)
Should work for most games up to (but not including) WPC 95' / Whitestar / Capcom. I put all the game-on solenoid numbers that I'm aware of at the top of the script, but so far it's an incomplete list of US-made machines post-86'. Earlier solid states might need to piggyback off of a specific lamp instead of a solenoid.
Some helpful installation guides:
An example modified script https://www.diffchecker.com/1bXOCqdB
Youtube video from Slydog43 https://youtu.be/a1pQkwqxXCQ
Edited by nFozzy, 16 August 2018 - 06:21 AM.




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