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FX3 MX Right Ledstrip keeps (launch ball) blinking

Doflinx 6.22 FX3 MX

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#1 ManuTrash

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Posted 27 March 2018 - 01:45 PM

Hi All,

 

I have Doflinx 6.22 installed with good working Solenoids, PFBack, Right and Left MX.

The only problem i have that after loosing the first ball the Right LED strip keeps on blinking (like launch ball blinking)

 

I think it's in the Dof Config FX3 table configurations but i don't know how to fix this. Any idea?

See this link

Thanks.


Edited by ManuTrash, 27 March 2018 - 02:03 PM.


#2 DDH69

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Posted 27 March 2018 - 11:47 PM

The launch ball effect on the right MX should display while the ball is in the launch lane.  There are two end triggers (the second for when the first fails);

1. Ball launch

2. Either flipper pressed

 

Triggering this on and off is an inexact science.  With the little more information above, perhaps have another look and let me know what table you are having the issue with and in what circumstances.  I can then try and replicate it.

 

We did have issues with this in the early days of FX3 and added the second stop trigger being a flipper press as the "catch" for when the ball launch trigger didn't get realised - particularly with auto plunger for ball saves.


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#3 ManuTrash

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Posted 28 March 2018 - 07:53 AM

Thanks for your reply.

In Hercules it's for sure but as far as i know i see in it in almost every FX3 table.

 

Most of the time it's getting there and will stay there after you lost a ball (which is normal cause you have to launch the ball) but then it must disappear), maybe it has something to do with the situation when a ball is lost when "Save Ball / Shoot Again Ball" was active.

I will try to find out the exact path when it happens but in every Hercules game we play, at the end it's there. The only way to reset it is to restart FX3.

  

Hopefully we can find the root cause and fix this.

Thanks.



#4 DDH69

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Posted 28 March 2018 - 08:34 AM

There are two scenarios that I'm aware of:

 

1. Standard new ball.  

A new ball goes into the launch lane and sit until launched by the launch button.  In this case the effect triggers when the ball enters the lane and stops when you release the launch button.

 

2. Autosave

You drain a ball before the autosave time is expired.  A new ball goes into the launch lane and auto launches.  This triggers the effect due to a ball being in the lane, but fails to stop it because there is no launch event.  In this circumstance the flipper press can cels the ball in launch lane effect.

 

This is my current understanding.  I hope it helps.


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#5 ManuTrash

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Posted 28 March 2018 - 06:42 PM

I'm almost sure it's the point 2. Autosave situation which causes the problem. After that situation on both of my 2 build cabinets the pre-launch ball blink effect will stay there until you restart FX3 or go to another FX3 table.

 

Can i disable that Ball Launch effect with my personal settings in the Dof Config tool? I tried to make the Right MX effects almost the same as the Left MX FX config but that didn't work. The launch ball effect is still showing up.

For me it would be good enough to have only the MX effects almost the same as the Left Strip. 



#6 DDH69

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Posted 28 March 2018 - 09:16 PM

Unless you edit a personal MX setup in your DOF setup file (DirectOutputConfigXX.ini), which is difficult, then no you can't disable it.

 

After auto-launch, does a flipper press not stop the effect?  (I'm pretty sure it will).  If it doesn't, then send me a DEBUG.LOG of when it goes wrong and I'll take a look.


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#7 ManuTrash

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Posted 29 March 2018 - 02:33 PM

Flipper press doesn't do anything. Did send you a DM with debug.log



#8 Outhere

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Posted 29 March 2018 - 05:15 PM

Same thing here once the 1st ball is Lost this is what it this does until you leave the game....

I have tried 6 games same thing for each game

Spoiler


Edited by Outhere, 29 March 2018 - 05:29 PM.


#9 ManuTrash

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Posted 29 March 2018 - 08:11 PM

@Outhere, yes that's exactly what i meant.



#10 DDH69

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Posted 29 March 2018 - 09:35 PM

Same thing here once the 1st ball is Lost this is what it this does until you leave the game....

I have tried 6 games same thing for each game

 

 

 

Thanks for the information folks.  I'll get onto it over the weekend.

 

Just to confirm, @outhere, that video has the ball in the launch lane, does the effect continue once you launch and continue to play the game?  The reason I ask is that snippet you have loaded actually intended behaviour given where the ball is.

 

@ManuTrash, your log is interesting as you have the ON and off commands, but you say its not turning off.  This may be deeper into DOF - not sure yet  Below the first line is turning the effect on for an indefinite period, the last is turning it off.  :hmm:   I may PM you for another test ..... still thinking  :think:

 

29-Mar-18 12:52:18.258 - LAUNCHMODE mode=1 action #1 of 'FF_DOF,E310,-1'
29-Mar-18 12:52:18.882 - There are no ON actions for LAUNCHBALL
29-Mar-18 12:52:19.616 - LAUNCHBALL mode=2 action #0 of 'FF_DEV,DV_MR,-1'
29-Mar-18 12:52:19.630 - Link is turning on device #7 for 75 milliseconds
29-Mar-18 12:52:19.644 - LAUNCHBALL mode=2 action #1 of 'FF_DOF,E132,-1'
29-Mar-18 12:52:19.658 - LAUNCHBALL mode=2 action #2 of 'FF_B2S,B2SSTARTANIMATION,TITLE'
29-Mar-18 12:52:19.722 - Link is turning off device #7
29-Mar-18 12:52:19.959 - LAUNCHMODE mode=2 action #0 of 'FF_BUTTON,BUT_LB,BA_OFF,0,0'
29-Mar-18 12:52:19.973 - LAUNCHMODE mode=2 action #1 of 'FF_DOF,E310,0'

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#11 Outhere

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Posted 30 March 2018 - 06:56 AM

Yes once you lose the 1st ball it continues flashing like that until you quit the game no matter how long the game is



#12 DDH69

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Posted 02 April 2018 - 10:27 PM

Thanks to some testing by ManuTrash I think there are two things going on.  A work around until the next release of DOFLinx is to set AUTO_MX=0 in your INI  (or just leave it out as 0 - Off is the default)

 

The issues appear to be:

1. There is a bug in DOFLinx from when I added the ALL.FX3 concept.  If you have AUTO_MX=1 then it always tries to load the default "doflinx" rom in DOF

2. For the above to fail you,, you need to have a slightly older version of DIrectOutputConfigXX.ini for your MX commands.  The E310 rom command used to be timed but was then changed to be turned discretely on then off.  If the old timed version still exists on your machine for the rom being loaded (in this case "doflinx") then it will fail.  On this point, I have checked via the configuration tool and can see that the correct configuration is currently loaded, so I can only assume its an old config file combined with #1 above.

 

I have fixed the bug.  When I test out a couple of other things (hopefully in the next week) I'll get a new release out and AUTO_MX can be reenabled - or leave it as it is and just put up with it until then.

 

In the interim, make sure you have the latest DirectOutputConfigxx.INI files from the configuration tool.


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#13 Outhere

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Posted 03 April 2018 - 12:36 AM

I Download new ones every week.. So for the hell of it I download
 them again from the website today just tried to game same results... Just letting you know



#14 DDH69

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Posted 03 April 2018 - 01:24 AM

@Outhere, would you mind PM'ing me the DirectOutputXX.INI  (possibly 30 if its a Teensy) for your MX device from your system.  I'd love to have a look at the doflinx line and see if its got what I think should be there.


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#15 DDH69

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Posted 08 April 2018 - 08:07 AM

OK, to wrap this one up ....

 

a) The DirectOutputConfigXX.INI did contain the correct commands, so all good there

b) It was a bug on DOFLinx.

 

I've just uploaded V6.24 which resolves this issue.


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#16 Outhere

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Posted 09 April 2018 - 03:10 AM

Doing the Same thing

 

Spoiler



#17 DDH69

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Posted 09 April 2018 - 03:29 AM

:( My apologies, clearly missed something!

 

I can see something that I don't like in the log, Adventureland gives a restricted colour palette but Jurassic Mayhem doesn't.  That leads me to other thoughts.

 

Do you have AUTO_MX=1 ?  If so could you try it as =0 and let me know if you still have the issue.  I'll look at the code more tonight and let you know if I need any other information.


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#18 Outhere

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Posted 09 April 2018 - 05:11 AM

I will check tomorrow and I will post



#19 Outhere

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Posted 09 April 2018 - 02:20 PM

With  AUTO_MX=0 the issue is not there

 

Spoiler

 

Spoiler



#20 DDH69

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Posted 09 April 2018 - 10:59 PM

Thank you - working on it.


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