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Petaco (FS) - VP9 - MRCMRC [VP 9.x Cabinet FS]

VP 9.x FullScreen juegos populares petaco

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#1 MRCMRC

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Posted 15 November 2021 - 05:56 AM

Posted Image


File Name: Petaco (FS) - VP9 - MRCMRC

File Submitter: MRCMRC

File Submitted: 14 Nov 2021

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

Author(s): MRCMRC
Manufacturer: Other - Pinball
Year: 1984
ROM: Link to ROM
Permission to MOD?: Yes, without approval


Another old project that is now finished. Sorry for using such an old version of VP, and such old techniques on the table making. I'm not good making tables, so I repeat the old techniques that I once learned, many years ago.
 
Thanks to destruk for his first version of this table. Without his script it would have been very difficult for me to figure out the lamp numbers (particulary the multiplexed ones).
Thanks to JPSalas. Several elements are taken from his old Faeton VP9 table.
 
Tested on VP 9.9.5 and VP 9.2.1.

 


Click here to download this file



#2 wiesshund

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Posted 15 November 2021 - 09:15 AM

I can take a look and see if i could do a vpx conversion for you?

for your UVP backglass, would you have the image, and a list of the lamp ID's?
could probably get you a vpx table and backglass done, if you are not in a hurry.

 

Then upload it to you, and let you decide about releasing it


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#3 MRCMRC

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Posted 15 November 2021 - 04:22 PM

I can take a look and see if i could do a vpx conversion for you?

for your UVP backglass, would you have the image, and a list of the lamp ID's?

 

Yes, of course! And please, release it directly, you don't need to send it to me first!

 

You can see the real table gameplay on these videos:

 

https://www.youtube....h?v=1IsAXQDRKj0

https://www.youtube....h?v=9nT2OHXM4e0

 

The best backglass image I have is the PNG included in the UVP (1280x1024). I don't keep the original pictures I used to make the graphics upgrade to Destruk's table, and to make this UVP (many years ago). Sorry. Even the new playfield image of the new table is a redraw of pictures included on that old upgraded table...

 

The lamp IDs are:

 

49 - 1 (Ball in play)
50 - 2 (Ball in play)
51 - 3 (Ball in play)
52 - 4 (Ball in play)
53 - 5 (Ball in play)
54 - GAME OVER
¿55 - TILT?
56 - TILT
57 - 00 (Match feature)
58 - 10 (Match feature)
59 - 20 (Match feature)
60 - 30 (Match feature)
61 - 40 (Match feature)
62 - 50 (Match feature)
63 - 60 (Match feature)
64 - 70 (Match feature)
65 - 80 (Match feature)
66 - 90 (Match feature)
 
There are also lamps indicating the number of players on the game, and the player who is up, but they are actually small LEDs on the backglass. If you need the numbers, I will grab them for you from Destruk's table.
 
TILT is not confirmed, since tilt thing doesn't seem to work. When the ROM should tilt, it gets hung. Maybe an emulation problem, since I don't believe this is the real way this machine works.
 
Thanks.

Edited by MRCMRC, 16 November 2021 - 03:03 PM.


#4 wiesshund

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Posted 15 November 2021 - 11:05 PM

are you able to extract the image from the UVP?
i do not even have any tools to open or edit a UVP


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#5 Wylte

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Posted 16 November 2021 - 03:56 AM

TILT is not confirmed, since tilt thing doesn't seem to work. When the ROM should tilt, it gets hung. Maybe an emulation problem, since I don't believe this is the real way this machine works.


Extreme tilt, for when you REALLY want to punish players (and operators)!
Check out my projects Here!

#6 wiesshund

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Posted 16 November 2021 - 07:01 AM

 

I can take a look and see if i could do a vpx conversion for you?

for your UVP backglass, would you have the image, and a list of the lamp ID's?

 

Yes, of course! And please, release it directly, you don't need to send it to me first!

 

 

 

Nope, i will convert it over, then i will give it to you
If you are satisfied with it, you can release, if not, garbage can

I am not modding it or giving it makeover etc, just converting it from VP9 system to VP10 system, so nothing really for me to take credit for

 

And tilt is NO BUENO!
And i do not mean the table
If i take the ROM and i trigger the tilt switch
It is done, does not matter if i trigger the drain switch after, it is done, it accepts no more input after that
not even to go into service mode

 

That is something maybe @Gaston should look into?

 

I also notice, when you trigger the drain switch
the ROM takes a long delay before firing the solenoid to put the next ball into play


Edited by wiesshund, 16 November 2021 - 07:04 AM.

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#7 MRCMRC

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Posted 16 November 2021 - 07:27 AM

are you able to extract the image from the UVP?
i do not even have any tools to open or edit a UVP

 

Of course, sorry. Here you have:

 

https://www.mediafir...984%29.zip/file

 

Inside the ZIP you will find the PNG image of the backglass, and a screenshot showing the lamps position. I don't remember why I placed the GI of the backglass this way, but probably the real backbox has one or two fluorescent tubes.

 

 

And tilt is NO BUENO!

 

The ROM freezes. Everything stops. And Game On solenoid keeps on. Maybe I'm using the wrong tilt swtich...

 

Thanks!



#8 wiesshund

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Posted 16 November 2021 - 09:09 AM


Const GameOnSolenoid = 12
' Cabinet switches
Const swStartButton  = 48
Const swCoin1        = 2
Const swCoin2        = 3
Const swCoin3        = 4
Const swTilt         = 31
Const swSlamDoorHit  = 30
Const swLRFlip       = 82
Const swLLFlip       = 84

31 is tilt, So sayeth the machine translation
30 is slam tilt (HOME key)

 

But i can not tilt it using 31
it dings at me, and dings and dings
but no tilting, because you have 31 as the slingshot

 

So the machine translation must be wrong, or it is the wrong machine file for this table

but i edited the machine translation script juegos2.vbs to use 47 as tilt just to see
did not help
It tilts alright, the ROM halts, not crash, it halts

 

So Tilt is not 31 and slamtilt is not 30

both of those give points, no one ever scored points for tilting
@Toxie any insight?

 

We may need someone like @Gaston to help out here
Machine translation is either wrong, or we need another variant

 

If 47 is tilt then we have a VPM issue of some sort
The ROM should not Halt
and i can not unhalt it, i tried manually flip flopping 80 switches, no effect.

 

Wish i could help you more there, but this most likely needs both a new machine translation
and VPinMAME exploration

 

In any case, it wont stop me from converting the table for you, I have already worked on it some

I haven't broken it yet LOL


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#9 MRCMRC

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Posted 16 November 2021 - 02:33 PM

Mystery solved. Tilt switch is in fact number 39, and TILT backbox light is 56.

 

Sorry, I will upload soon a new version of the VPT and UVP files correcting this.

 

Thanks for your help, wiesshund.



#10 Hawyer

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Posted 16 November 2021 - 06:01 PM

Good luck with the conversion to VPX! No pressure. Just genuinely wishing you best luck.



#11 wiesshund

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Posted 16 November 2021 - 08:01 PM

Mystery solved. Tilt switch is in fact number 39, and TILT backbox light is 56.

 

Sorry, I will upload soon a new version of the VPT and UVP files correcting this.

 

Thanks for your help, wiesshund.

 

wtf is sw 47?
The deathstar switch?

LOL


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#12 wiesshund

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Posted 16 November 2021 - 11:15 PM

Mystery solved. 

 

You have another mystery

 

You have lamps numbered 91 to 113
the ROM has no lamp ID's running that high

 

You have any info there?
 


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#13 wiesshund

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Posted 17 November 2021 - 06:40 AM

I have unmystified everything but the lamps designated M

 

Which are the chase lights that have no labels on the playfield, just yellow dots
but also include the red and green inserts by the drain

 

Never mind
I just constructed what appears to be a pulse driven, analog mechanical lamp controller

I went way back and looked at the original VP8 table


Edited by wiesshund, 17 November 2021 - 06:41 AM.

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#14 MRCMRC

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Posted 17 November 2021 - 07:45 AM

Hi,

 

High lamp numbers are not controlled by the ROM, but by the script. They handle the lights controlled by solenoids, and the multiplexed lights (the yellow ones). When the corresponding solenoid is fired, it runs a "SetLamp X" call, and lamp X is handled as a regular lamp.

 

The yellow lights are multiplexed lights. Just four "lights" from the ROM (IDs from 1 to 4 I think, I have no access to the script right now) control 16 real lamps: the yellow ones, and the double and triple bonus ones.

 

Maybe the light handling is not scripted the best way :), but the lights act as they do in the real pinball machine.

 

Regards


Edited by MRCMRC, 17 November 2021 - 07:52 AM.


#15 wiesshund

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Posted 17 November 2021 - 09:25 AM

Hi,

 

High lamp numbers are not controlled by the ROM, but by the script. They handle the lights controlled by solenoids, and the multiplexed lights (the yellow ones). When the corresponding solenoid is fired, it runs a "SetLamp X" call, and lamp X is handled as a regular lamp.

 

The yellow lights are multiplexed lights. Just four "lights" from the ROM (IDs from 1 to 4 I think, I have no access to the script right now) control 16 real lamps: the yellow ones, and the double and triple bonus ones.

 

Maybe the light handling is not scripted the best way :), but the lights act as they do in the real pinball machine.

 

Regards

 

 

I got them built
I had to do them differently than what you had them, for some reason that didnt fly in VPX

So i looked at a vp8 version and did a simplified multiplexer

 

VPX does not allow using bumpers and ramps etc as lightbulbs, so i have to strip that all out and get rid of anything that even tried looking at one as a light bulb.
Crazy the stuff used back then

 

It's a LIGHTBULB, NO!  IT's a Bumper!
No! It's a LUMPER
Yes the LUMPER from K-Tel

:)

You have all the GI lighting baked into the artwork though, but maybe you can find someone to work with you on the images and redo them some time.

with VPX you wont have to do that
I know there are people here capable of doing it.
Get someone to do you a sweet 4k vector redraw of the playfield and plastics image.

 

I have "Playable" VPX table at this moment.

 

"Playable" meaning it all works mechanically

It has the physics of a table made out of baseball bats

And i have lots of green commented script to clean up and what not.

 

White things are so i can keep the ball in the playfield, there is one in the drain to, just slingshots, keeping the ball playing
so i can see it run through all the functions

 

keep in mind, on my laptop lighting will look terrible and so will resolution, and there is a ton of objects sitting there with no material assigned
giving that pink hue to things

and the POV kind of stinks, but it was good enough for the moment

 

dIjuwOM.png

 

k9bTxcK.png


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#16 wiesshund

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Posted 17 November 2021 - 09:39 AM

And here is after some chrome dipping and round wire rails

 

4b66sW1.png


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#17 STAT

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Posted 17 November 2021 - 10:58 AM

wiesshund  :otvclap:

 

i know: directb2s is easier than the VPX ToDo's, but if i could do something to direcbt2s, Image-Optimizations and more .. let me know ...


Edited by STAT, 17 November 2021 - 11:02 AM.


#18 wiesshund

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Posted 17 November 2021 - 07:35 PM

wiesshund  :otvclap:

 

i know: directb2s is easier than the VPX ToDo's, but if i could do something to direcbt2s, Image-Optimizations and more .. let me know ...

 

Are you talking about b2s server, or b2s designer?
You are talking about updating code or something else?


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#19 wiesshund

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Posted 18 November 2021 - 07:01 AM

Little more updated today

6xwko82.png

 

 

jcDRZjn.png


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#20 MRCMRC

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Posted 18 November 2021 - 07:21 AM

Great job so far!

 

You have all the GI lighting baked into the artwork though

 

I have the redrawn playfield and plastics images, without the GI applied. I can send them to you if you think that the final result will look better on VPX.

 

Thanks.







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