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Capcom Kingpin WIP


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#201 toxie

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Posted 17 April 2015 - 09:28 AM

You can indeed control flipper strength and other parameters during game play in the script - that's what I utilized when I created my flipper tap code.  One problem is that since VP PhysMod and the flipper changes (including the latest VP10 betas) the flipper parameters control via script is disconnected / broken.   I think it was something temporary that Mukuste had done with all the flipper rework in the PhysMod branch but never got rewired / returned to the previous functionality.  In these PM5 / VP10 script modifications of flipper parameters does actually change value of the flipper parameter in question and can be verified via a textbox, but the value does not apparently get read back or have any effect on the flippers.  For VP 9.1.1 it still works as it should.  

 

This should now be fixed in VP10, please let me know if it doesn't (or behaves strange)!



#202 vampirolatino2

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Posted 24 April 2015 - 11:41 PM

Can't wait to finish this crapola

90% done: https://drive.google...iew?usp=sharing



#203 freneticamnesic

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Posted 24 April 2015 - 11:51 PM

dick.png



#204 vampirolatino2

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Posted 24 April 2015 - 11:57 PM

the original file is suckdick.png but dick.pgn was better to upload... more "short" :tongue3:



#205 vampirolatino2

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Posted 25 April 2015 - 01:22 AM

Oh and to be sure, this is a complete redraw from a black template. Like fren did with the shapes of the pf, HE is also the author of the pf. The only thing I had to insert from pics are the lights inserts for the bullets because of the "rare text used", other inserts were submitted by fren and I just place them. All the other 98% is done by hand with a pf old as Tutankhamun



#206 freneticamnesic

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Posted 13 May 2015 - 05:14 AM

ALRIGHT NOW

There seems to be some funny emulation issues with the lights in this game.

About 1 times in 10 it will start and the lamps will be perfect, most of the time though, things like GI lamps strobe and flash while you're playing. On top of that, it takes a good 30-40 seconds for ANY lights to come on from this rom. Is anyone familiar with this issue? The game is playable like this but it's going to be frustrating if most people are going to end up having seizures while playing this.



#207 Sir Cheddar

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Posted 13 May 2015 - 06:27 AM

ALRIGHT NOW

There seems to be some funny emulation issues with the lights in this game.

About 1 times in 10 it will start and the lamps will be perfect, most of the time though, things like GI lamps strobe and flash while you're playing. On top of that, it takes a good 30-40 seconds for ANY lights to come on from this rom. Is anyone familiar with this issue? The game is playable like this but it's going to be frustrating if most people are going to end up having seizures while playing this.

Never used this rom so I haven't any idea about the former, but about the latter: Flipper Football has that delay too, and it also affects start button/ball launcher lights.

I shot a message to a FF owning friend, he didn't notice that effect on his game, but he will check for it after he comes back from travelling.



#208 luvthatapex

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Posted 13 May 2015 - 10:09 AM

ALRIGHT NOW
There seems to be some funny emulation issues with the lights in this game.
About 1 times in 10 it will start and the lamps will be perfect, most of the time though, things like GI lamps strobe and flash while you're playing. On top of that, it takes a good 30-40 seconds for ANY lights to come on from this rom. Is anyone familiar with this issue? The game is playable like this but it's going to be frustrating if most people are going to end up having seizures while playing this.


Fren,

 

I just tried a couple of versions I have and it happens on all of them. I was mis-remembering. I have the same delay of around 40-45 seconds before the lamps start working. The rom fires right up along with the slot machine reels.


Edited by luvthatapex, 13 May 2015 - 10:21 AM.


#209 arngrim

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Posted 13 May 2015 - 02:16 PM

Gaston is the vpm guru as I understood, send him a pm about it?



#210 freneticamnesic

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Posted 13 May 2015 - 05:39 PM

OK I messaged him, hope this works out.



#211 freneticamnesic

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Posted 23 May 2015 - 07:57 AM

I do not believe the flippers' power decreases as has been previously indicated. What I see is that the power meter is more like a countdown, you can add "time" by hitting blue targets in this mode, once it reaches the end, it is "sudden death", meaning you have to kill the boss or your flippers stop working and you drain. There's 2 videos on youtube that show this mode and I would be hard pressed to say that there's any kind of physical power reduction on the flippers. Does anyone have evidence to the contrary?

 

That is... I see a lot of people talking about it, but without better video or a firsthand account of how it works, I don't see it. The videos available are terrible and don't focus on the flippers during the sudden death mode. Anyone got anything helpful?


Edited by freneticamnesic, 23 May 2015 - 08:38 AM.


#212 Noah Fentz

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Posted 23 May 2015 - 01:15 PM

I've played an original KP at the National Museum, and the flippers do, indeed, weaken. It's not until the time is nearly out that it happens. About three timer lights left it starts to happen.

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#213 dark

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Posted 23 May 2015 - 06:39 PM

I've played an original KP at the National Museum, and the flippers do, indeed, weaken. It's not until the time is nearly out that it happens. About three timer lights left it starts to happen.

Thanks for chiming in.



#214 unclewilly

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Posted 23 May 2015 - 06:44 PM

What noah said. I played that same machine many many times

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#215 ICPjuggla

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Posted 23 May 2015 - 08:58 PM

Awesome thx for the feedback guys.. :-)

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#216 freneticamnesic

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Posted 23 May 2015 - 10:35 PM

Can I get more info Noah and UW?

There's the 10 lights in the power meter, are you saying that you have full strength flippers if you keep it above ~3 lit power meter lights? Then it drains power from three to zero?

What's the sudden death mode after that? There's a timer after the last power meter light goes out, counting down from 3 I think. Is it still draining power at this time?



#217 chepas

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Posted 24 May 2015 - 05:43 PM

I hardly visit Pinside anymore but happened to today and found a nice surprise.

 

https://www.flickr.c...57652935416630/

 

Looks like I may have to rekindle the Unit3D build flame.


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#218 boiydiego

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Posted 20 June 2015 - 06:59 PM

table is looking great ..


Edited by boiydiego, 20 June 2015 - 07:03 PM.

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