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WW new gamerom

Whitewater

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#1 Aeneas of flippers.b

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Posted 27 February 2018 - 12:00 PM

Hi all,

 

I hope some people here can help and this is the right forum to ask.

I had asked before on other forums before but never got much feedback.. so I hope on this forum I can also reach people who enjoy playing VP.

 

I started 2 years ago with creating a new gamerom for Whitewater using freewpc.

With freewpc you can create new rules that work in the actual pinball machine, but also under pinmame and visual pinball.

 

I'm looking for people who want to test this gamerom (= play it a lot in VP) and give feedback on the rules.

 

The latest gamerom is at http://www.flippers....emp/bigfoot.rom

Download it, rename it and replace the original rom file in the zip file with whitewater pinmame rom.

I believe in pinmame you also need to change a setting about CRC check before this wil run..

 

It's been almost a year since I have updated the rom, but it's something I want to finish the next months.

Some things like the skillshot quick multiball I'll probably remove as it makes it too easy.. but that's why I need the opinion of other players.

 

If people here are interested in helping, playing the gamerom, giving feedback on the rules, I'd love to hear back from you !

 

thanks,

 

 Aeneas.


Edited by Aeneas of flippers.b, 27 February 2018 - 12:02 PM.


#2 toxie

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Posted 28 February 2018 - 06:50 AM

Nice! I just added that one to PinMAME as ww_bfr01, so that ppl can more easily test it.



#3 flupper1

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Posted 28 February 2018 - 07:04 AM

I guess people will can/want to test this with my final white water table for vpx. A release is still some time away.
What are the changes you implemented? Do you have a list of them?

#4 toxie

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Posted 28 February 2018 - 07:06 AM

hmm.. seems to have some quirky behavior with PinMAME (not taking more than 1 coin, no lamps, etc), did you ever test it with PinMAME on your own?



#5 Aeneas of flippers.b

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Posted 28 February 2018 - 10:04 AM

Hi,

 

Yes I've tested multiple revisions in pinmame and in the actual machine. Will check the latest version again maybe a new bug slipped in. There are probably a lot of bugs still in the code :(

 

Nice to have finally some feedback, thanks. Will keep you all here up to date then.

 

 

The rules and way of playing is completely changed, Here's an overview of what's implemented:

 

 

Bigfoot does not divert the pinball into whirlpool unless wpool is lit for a mode
Hit 2 bigfoot targets to light bigfoot cave and start cave hurryup
Bigfoot cave when lit awards 250k + item : flashlight, key, camera, map at 5, cow at 20
todo? when camera collected - spot bigfoot in different locations

cave hurryup: countdown from 1M to 250K in 10 seconds, shoot cave/wpool to collect

mapmode: started in whirlpool after map is collected in cave
map is shown on display, with bigfoot hiding in a random location
make 5 shots, 3 hazards on lower pf decide path to follow (left, middle, right), try to reach the X in 5 shots
todo: play and test - remove middle shot and start with 2 instead of 3 ?

combos: ramp to rapids and then no way out or disaster drop for 3, or pass to right flipper and repeat ramp to rapids for 4combo
repeating boomerang bend shot
repeating disasterdrop shot 3x awards hazard or 1M
todo? more combos

jet bumper hits increase riverclass (count resets at start of ball)
jet area border switches change to next wpool mode
riverclass = bonus multiplier and score of bumpers

no way out locks balls - hit green targets first (increases with nr of mb played), lock 3 balls for multiball
multiball: 3 ball mb, hit upper main ramp for jackpot, hit at beginning for double/triple jackpot, hit bigfoot targets to light bigfoot for jackpot

lostmine: starts goldrush when key is awarded from cave and minimum 2 lostmine entries, then restarts every 3 lostmine entries, else starts boulder bash
goldrush: 2ball mb frenzy, everything 25K, shoot moving lit lamp for 1M
boulder bash: timed mode, 20 seconds, jet score extra 250K+50Kxtimes bash started

multimillion: left ramp shot, repeat within 5 seconds, 1M and increases up to 5M per shot

red targets: any red tgt hit will light next unlit tgt
hitting red target advances wpool mode
complete 3 to relight kickback, when kb already lit then score 250k

skillshot:
-falls ramp scores 1M X nr skillshot made, and each shot during game will score 50K * skillshot
-bigfoot ramp scores 1M X nr skillshot made, and each shot during game will score 50K * skillshot + light cave
-let go to right inlane and shoot no way out to start quickmb
quick mb: 2 ball mb, every hazard scores 10K first, shoot all hazards for score multiplier, until 100K per shot max

rafts: increase rafts by shooting lit hazards, until wetwilly is reached
shoot only lit hazards (except nowayout) to score a perfect path (triple raft score) and spot bigfoot
secret passage counts as perfect shot
make 2 perfect rafts to light dam mode
river hurryup starts when raft increases (from hazard - not from secret pass or wpool)

river hurryup: 10 seconds, shoot lit river targets, one letter dims every 2 sec
value increases from 250K to 1M

dam mode: start at wpool, hit 5 river targets in time to break dam, 3 sec ballsaver at start
each lit rivertarget scores 250K, 1M when completed in time

wetwilly: starts as timed mode: for each raft (8 shots) shoot random lit hazard in time, when all done then every hz lit for jackpot
* 20 seconds at start 5 seconds added per shot made

flipper buttons move lit inlane l/r
lit inlanes add a river letter
river targets: complete letters to light wpool

shoot lit whirlpool to start whirlpool mode:
-wpool challenge: 2 ball mb, shoot wpool for jackpot increasing from 1 until 10 mill
hit bigft tgts to score a double jp

-5xfun:
v1: 30 seconds score*5, can be stacked
v2: 2ball mb - every hz starts at 1mil, increases with each shot until 5m max for each shot

-man overboard: shoot one specific hazard in time. when flashlight found then hz is lit, else everything is dark but audio cues (left/right) and only lower pf hz

-mystery: starts waterfall mode
TODO add other random modes/points ? start dam mode ?

-extra ball

wizard mode: complete wet willy, class 6, finish wpool, play mapmode, lock 3 balls => wizardmode (TODO new name and not vacation !)
starts with 8 levels to do:
1- wake up bigfoot : shoot 2 white tgts
2- visit cave
3- 2x disdrop
4- 20 bumper hits
5- complete red tgts
6- 2 spine chillers in time (=mmil)
7- spine chill to wpool
8- 2x no way out to rapids
once finished:
3 ball mb, (everything scores 20K, hazards 1M TODO)

Stacking:
- jets /riverclass increase always
- redtgt always enable kickback
- rivertgt hits count during river hurryup and dam mode (but don't light lamp)
- can't lock balls (start mball/quickmb/wetwilly) when a multiball is running
- wpool award / dam / map : only in raftmode, not in wpchall, not in multiball
- hazards/rafts continue during wpool challenge, multiball

- no stacking during:
- quickmb
- wp manoverb
- dam
- goldrush
- waterfall
- wp5x2
- wetwilly
- wizard
 



#6 toxie

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Posted 28 February 2018 - 11:41 AM

Or is the version you linked to outdated? It says July 2016 as build date on startup..



#7 toxie

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Posted 04 March 2018 - 08:45 PM

*ping*



#8 toxie

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Posted 20 March 2018 - 04:05 PM

and one more *ping*  :)



#9 Aeneas of flippers.b

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Posted 21 March 2018 - 01:53 PM

That's the latest version I had made. Haven't worked on the project since.

Just started to getting all source code back on my new laptop so I can build a new version..



#10 toxie

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Posted 21 March 2018 - 07:36 PM

Nice!

 

Please test with PinMAME yourself, somethings wrong there as not everything works as expected (at least for me)..



#11 Aeneas of flippers.b

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Posted 29 March 2018 - 07:56 PM

Hi,
 
Couldn't get the whole freewpc dev environment to install on my new laptop yet but was able to compile on my old one. Very slow machine, just compiling took half an hour (and more than an 2 hours before waiting on windows updates :(
 
The latest compiled version can be found at http:www.flippers.be/temp/ww_l5.zip
It's what I used for testing in VP myself.
 
As for the coin-op problem I noticed this too. Seems like a bug in the freewpc kernel software :( it depends on the coin switch you use, one switch always adds 1/2 coin and it doesn't increase credits higher, but the other coin switches do add 1 or 2 credits. So with these you can get it to work until I figure out the bug..

Edited by Aeneas of flippers.b, 30 March 2018 - 06:25 PM.


#12 flupper1

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Posted 29 March 2018 - 09:41 PM

There is no link?



#13 toxie

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Posted 01 April 2018 - 07:41 AM

@Aeneas: Just had a look, the new ROM almost exactly matches the old one.. But thanks for continuing to work on it.. :)



#14 Aeneas of flippers.b

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Posted 26 April 2018 - 08:17 AM

Small update - finally got everything installed on my new machine :)

Compiled a new version with free play only setting.

 

The link is http://www.flippers.be/temp/ww_l5.zip

and I will update this one with new builds.

 

First time you start this in vpinmame you have to disable the skip test on startup. Freewpc asks you to confirm that you know the risk. Press enter a few times for this.

The next times the rom will start up normal.



#15 Draifet

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Posted 26 April 2018 - 05:52 PM

Tried today, starting fine, I can launch the ball, but the flippers don't move (tried selenoids 1 and 2).

#16 Aeneas of flippers.b

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Posted 26 April 2018 - 07:57 PM

that's weird, never had a problem with it in visual pinball, it uses the default, flippers just work with the shift keys



#17 Thalamus

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Posted 26 April 2018 - 10:59 PM

Dang. Didn't see the update before now. Will have a go at it this weekend. Enjoying flupper' amazing creation and having a new rom/rules sounds perfect.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#18 toxie

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Posted 28 April 2018 - 06:31 AM

Somehow the VPX version does not work with this ROM correctly, but the VP9 table i tried worked correctly from what i tried.

 

btw: free play only is not the case, this one still requires one to insert coins (which does not work correctly, and i have to insert coins via the coin door service button).



#19 flupper1

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Posted 28 April 2018 - 09:22 AM

In my VPX version, the flippers are only moved when solenoid 31 is in the right state (tilt status). So has this new rom a change in the solenoid 31 way of working?



#20 Aeneas of flippers.b

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Posted 02 May 2018 - 11:41 AM

I noticed the free play was gone again in my latest compile even though the config didn't change and it's still in there.. will try to find the cause of this. My plan it to make it free play only. Found a post by someone else about adding credits - looks like that's a bug in freewpc.

 

I have no idea what's wrong with VPX. The rom works fine in VP9 and in the real machine.


Edited by Aeneas of flippers.b, 03 May 2018 - 11:00 AM.