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FastFlips script (bypassing pinmame flipper callback)


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#281 jesperpark

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Posted 23 July 2018 - 09:31 PM

I have never seen a perceptible improvement, unsure if some people do see it visually.  I find I am hitting my intended shots better, therefore my scores go up as soon as I add fastflips.



#282 DJRobX

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Posted 23 July 2018 - 09:58 PM

Yeah I can tell when it is and is not working, but it's one of those things that's hard to describe.   I mainly notice the added consistency in the shots, which makes it feel more "fluid" and fun to play. 

Non-fast flips have more inconsistent delays due to the various polling intervals and throttles between VP and VPM.   You need things to line up for the flip signal to be sent to the ROM, and the solenoid signal to be returned, so cutting both of those out is fairly significant. 



#283 nFozzy

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Posted 23 July 2018 - 10:16 PM

Real pinballs (pre mid 90s) use very simple logic for flippers, (just providing or cutting power to the flipper circuit) so it makes more sense to do it in script instead of asking pinmame for the flipper response. This lowers the delay a bit and reduces randomness. though it shouldn't be immediately noticeable.

 

If you press F11 in VP10 in game there's some debug info that'll show the flipper delay.

on VP9 or VP8 or whatever there is a command you can put in the debugger that will try to find any issues: vpmflips.DebugTest

This will detect common issues like outdated system scripts or a missing 'vpminit me' line.

 

If the flipper power solenoid number seems to be incorrect for a game, Set usesolenoids=whatever and it will use that solenoid instead. (2 is just automatic). You may be able to find it in the debugger using vpmflips.PrintSols (this will just print all active solenoids).



#284 sliderpoint

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Posted 24 July 2018 - 12:32 AM

Just reading through a bit to try to get caught up on VP stuff. I see work on a list of 'whitestar' games, but those are just the later games. I think there are more released games from this list, which is also a version of whitestar:  https://www.ipdb.org...chtype=advanced

 

Also I saw a comment about initial support for Monster Bash.  Does this include 'phantom flips' support somehow?  If so does that mean TAF with Thing flips can be added?

 

-Mike 



#285 DJRobX

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Posted 24 July 2018 - 12:56 AM

I believe those DataEast games are already supported by nFozzy's implementation (they already give a GameOn solenoid).   If someone identifies games that don't work and makes me aware I can look into adding it.    WhoDunnit was an example of a table where most other games in its IPDB system category (WPC Security) worked, but not that particular table.  
 

Phantom flips and thing flips is what I commented on recently, that will require a change to how core.vbs works.    It could be updated to look for "unsolicited" flips from the ROM.   If the user hasn't flipped in 100ms or so, pass through the ROM flip.    There also sometimes is a need to work in special support for video modes.  Some games seem to turn off GameOn solenoids properly while video modes are active and others not.



#286 sliderpoint

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Posted 24 July 2018 - 03:35 AM

Heh, it does say DE support in post 1.  I should learn to read better.

 

The ROM controlled flipping sound pretty tricky indeed.  I'm sure you know I got something to test with when the time comes.

 

-Mike



#287 mountainmaninga

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Posted 03 August 2018 - 06:15 PM

Is there a FastFlips option for Cactus Canyon Continued? I know it uses a PROC, but I see in Wob's spreadsheet that it is supposed to be supported. When I change the Solenoid -> 2, the flippers stop functioning. It obviously works for CC but didn't know if there are special steps for CCC because of the custom Rom or if it's even possible.

 

TIA!

 

Jay


Edited by mountainmaninga, 03 August 2018 - 10:38 PM.


#288 Wob

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Posted 03 August 2018 - 08:51 PM

Is there a FastFlips option for Cactus Canyon Continued? I know it uses a PROC, but I see in WOD's spreadsheet that it is supposed to be supported. When I change the Solenoid -> 2, the flippers stop functioning. It obviously works for CC but didn't know if there are special steps for CCC because of the custom Rom or if it's even possible.
 
TIA!
 
Jay

I have tried CCC as I have never bothered with PROC.

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#289 Thalamus

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Posted 03 August 2018 - 09:45 PM

Your worksheet is great wob. Still have a few tables that doesn't work. Probably my fault as I've been rushing through more than 350++ tables to add modified JP ball roll and updated "basic only" ssf to tables that was made pre 10.4. Considering sharing those on github. Have a few that is said to be supported. Firepower is one that comes to mind and a few whitestars. Been adding recommended _exit and a few things more. There is so many tables that I've only managed to verify my work from A almost through M.


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#290 mountainmaninga

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Posted 03 August 2018 - 10:37 PM

 

Is there a FastFlips option for Cactus Canyon Continued? I know it uses a PROC, but I see in WOD's spreadsheet that it is supposed to be supported. When I change the Solenoid -> 2, the flippers stop functioning. It obviously works for CC but didn't know if there are special steps for CCC because of the custom Rom or if it's even possible.
 
TIA!
 
Jay

I have tried CCC as I have never bothered with PROC.

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I do enjoy your spreadsheet Wob! Are you saying you got CCC to work with Fast Flips? Your spreadsheet says it does.


Edited by mountainmaninga, 15 August 2018 - 12:04 PM.


#291 Wob

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Posted 03 August 2018 - 10:45 PM

 

Is there a FastFlips option for Cactus Canyon Continued? I know it uses a PROC, but I see in WOD's spreadsheet that it is supposed to be supported. When I change the Solenoid -> 2, the flippers stop functioning. It obviously works for CC but didn't know if there are special steps for CCC because of the custom Rom or if it's even possible.
 
TIA!
 
Jay

I have tried CCC as I have never bothered with PROC.

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I do enjoy your spreadsheet Wob! Are you saying you got CCC to work with Fast Flips? Your spreadsheet says it does.
Cool.. that should say haven't.. I'll look at updating the spreadsheet, should only have CC on it.

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Your worksheet is great wob. Still have a few tables that doesn't work. Probably my fault as I've been rushing through more than 350++ tables to add modified JP ball roll and updated "basic only" ssf to tables that was made pre 10.4. Considering sharing those on github. Have a few that is said to be supported. Firepower is one that comes to mind and a few whitestars. Been adding recommended _exit and a few things more. There is so many tables that I've only managed to verify my work from A almost through M.

I'd love to see your updates, the more SSF the better.

If you want to pm me your trouble tables I'll add my scripts onto the sheet for comparison.

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#292 Carny_Priest

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Posted 03 August 2018 - 10:58 PM

Your worksheet is great wob. Still have a few tables that doesn't work. Probably my fault as I've been rushing through more than 350++ tables to add modified JP ball roll and updated "basic only" ssf to tables that was made pre 10.4. Considering sharing those on github. Have a few that is said to be supported. Firepower is one that comes to mind and a few whitestars. Been adding recommended _exit and a few things more. There is so many tables that I've only managed to verify my work from A almost through M.

Consider sharing as patches?



#293 Thalamus

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Posted 03 August 2018 - 11:12 PM

It is only the scripts. I would love if we could find a way to -improve on them to make them "up to date" if you get what I'm on about. Since it is 350++ of course I only have changed the scripts so they support 7.1, But, a lot of them do work great right out of the box. Once you have 7.1 you would in some cases add playsoundat at object and maybe even change the sound of the object as well to make it stand out more. That is NOT what I've done. It is more, updated the general routines so it is easier to do it adding djrobx' AudioFade(tableobj). For regular objects ... idx - these have been completed. Adjusting the volume - nope, not yet.

 

Tables post I expect June I haven't exported or looked at yet. But, pre those dates I should have almost all covered in their latest release version with posted fixes in the forums like lights missing, dof fixes etc. I just decided one day that those pre 10.4 wasn't as fun to play as those post because of the lack of DjRobX' subs.

 

Then ... Wob made a structured sheet and well. I already had all the scripts exported so ... :)

 

Just want to find a better way to "update" these on than a regular spreadsheet. I don't mind doing some scirpt work but I would absolutely not mind a few people verifying or recommend changes. Github might be a tool for that ?!


Edited by Thalamus, 03 August 2018 - 11:26 PM.

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#294 Schlabber34

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Posted 04 August 2018 - 01:58 PM

I tried POTC today and it said it might not be in the database. Did anybody get this to work?

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#295 Thalamus

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Posted 04 August 2018 - 08:06 PM

https://www.dropbox....6) mod.vbs?dl=0


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#296 toxie

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Posted 05 August 2018 - 12:26 PM

It is only the scripts. I would love if we could find a way to -improve on them to make them "up to date" if you get what I'm on about. Since it is 350++ of course I only have changed the scripts so they support 7.1, But, a lot of them do work great right out of the box. Once you have 7.1 you would in some cases add playsoundat at object and maybe even change the sound of the object as well to make it stand out more. That is NOT what I've done. It is more, updated the general routines so it is easier to do it adding djrobx' AudioFade(tableobj). For regular objects ... idx - these have been completed. Adjusting the volume - nope, not yet.

 

Tables post I expect June I haven't exported or looked at yet. But, pre those dates I should have almost all covered in their latest release version with posted fixes in the forums like lights missing, dof fixes etc. I just decided one day that those pre 10.4 wasn't as fun to play as those post because of the lack of DjRobX' subs.

 

Then ... Wob made a structured sheet and well. I already had all the scripts exported so ... :)

 

Just want to find a better way to "update" these on than a regular spreadsheet. I don't mind doing some scirpt work but I would absolutely not mind a few people verifying or recommend changes. Github might be a tool for that ?!

 

As an additional idea (don't even know if it's easy to add though): Would it help to add funtionality to VPX to have it search for a .vbs with the same name as the .vpx/table and use that one instead of the one that comes with the table??



#297 Thalamus

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Posted 05 August 2018 - 12:46 PM

That surely would make it easier to "update". I suggested for a while ago a method to export/import scripts into VPX with in the beta. But, such a solution would IMO make it easier to at lest test with.

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#298 toxie

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Posted 05 August 2018 - 12:59 PM

export/import is kinda overkill as you can just copy/paste from/into texteditor.. but then i'll look at some point how easy the sidepath would be to have VPX load it automatically from disk..



#299 Thalamus

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Posted 05 August 2018 - 03:09 PM

Anything that you want to do on a large scale isn't easy with copy/paste like what I've done. Opening, selecting, copying, pasting, giving new filename, fix script - then the reversed way. I'm a linux guy, I'm used to programs not needing to use a GUI for bulk jobs ;-)

 

No matter. A sidecar file if it seems viable to do would be awesome !! A huge time saver and great help if people find problems or things that should be updated. I haven't seen people get annoyed over sharing script fixes so it is that too.

 

On a side note. I now just completed going through all the tables. Have a few tables with issues still and I'll see if I can figure out the problem with those before I'll put them up for anyone to use.


Edited by Thalamus, 05 August 2018 - 03:15 PM.

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#300 Schlabber34

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Posted 05 August 2018 - 04:43 PM

@thalamus

Thanks for the FF fix. I ran out of time today so i have to DL it tomorrow!

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