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FastFlips script (bypassing pinmame flipper callback)


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#301 Thalamus

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Posted 05 August 2018 - 05:00 PM

No worries. There are more to come :)


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#302 DKong

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Posted 06 August 2018 - 02:40 AM

Hey guys,

I found a few tables which I don't know how to implement FastFlips. For example, the Flight 2000 vpx table has UseSolendoids = True in the script. Since this is not a case where I would change Solendoids  = 1 to 2, is there a way to get FastFlips to work on these tables?

 

Thanks.

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#303 gtxjoe

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Posted 06 August 2018 - 03:09 AM

What happened when you set it to Solendoids = 2?



#304 Wob

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Posted 06 August 2018 - 03:24 AM

Hey guys,

I found a few tables which I don't know how to implement FastFlips. For example, the Flight 2000 vpx table has UseSolendoids = True in the script. Since this is not a case where I would change Solendoids  = 1 to 2, is there a way to get FastFlips to work on these tables?

 

Thanks.

 

In most cases you just change True to 2, pretty sure True and 1 will have the same result.

 

BUT Flight 2000 needed extra edits, the Solenoids definition needs to be moved, I have the edited script linked from my spreadsheet.

 

Wob



#305 Thalamus

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Posted 07 August 2018 - 03:27 PM

That or you could have a look at this github page

 

https://github.com/s...pxtable_scripts

 

Goal is to get pre 10.4 tables updated with not only FF but also basic 7.1 surround sound. You don't have surround in your cab ? Ok, believe me, it will still improve your experience. IF I haven't made a boo boo that is :)

 

We welcome not only FF and Surround sound improvements. This is a great way of fixing those tables that still has a error or two but the author haven't updated. It is of course impossible to fix or improve tables beyond a certain point by scripts only. But, it is at least a good start if you ask me.

 

Currently I've added almost 400 scripts that has basic 7.1 and I hope and believe also work with FF.

 

If you are curious on how to improved - this is an example of a commit I just recently did for JP's Lord of the Rings.

 

https://github.com/s...e0cb4cc7305d8b6

 

Added variable and changed to use positional routine on several sounds.

 

Please read the info provided on the GitHub for more details.


Edited by Thalamus, 07 August 2018 - 03:28 PM.

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#306 DKong

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Posted 07 August 2018 - 10:12 PM

What happened when you set it to Solendoids = 2?

I was not able to get FF to work using Solenoids = 2 on the original table I was running. I had an older version of Flight 2000 and just ran the updated table from last week. FF now works for that table. 

 

In most cases you just change True to 2, pretty sure True and 1 will have the same result.

 

 

BUT Flight 2000 needed extra edits, the Solenoids definition needs to be moved, I have the edited script linked from my spreadsheet.

 

Wob

I was able to get FF working from the table version posted last week. What is the spreadsheet you mention and where can I find it?

 

That or you could have a look at this github page

 

https://github.com/s...pxtable_scripts

 

Goal is to get pre 10.4 tables updated with not only FF but also basic 7.1 surround sound. You don't have surround in your cab ? Ok, believe me, it will still improve your experience. IF I haven't made a boo boo that is :)

 

We welcome not only FF and Surround sound improvements. This is a great way of fixing those tables that still has a error or two but the author haven't updated. It is of course impossible to fix or improve tables beyond a certain point by scripts only. But, it is at least a good start if you ask me.

 

Currently I've added almost 400 scripts that has basic 7.1 and I hope and believe also work with FF.

 

If you are curious on how to improved - this is an example of a commit I just recently did for JP's Lord of the Rings.

 

https://github.com/s...e0cb4cc7305d8b6

 

Added variable and changed to use positional routine on several sounds.

 

Please read the info provided on the GitHub for more details.

This is good stuff, thanks for sharing. I'll definitely look further into this once I have my cab configured again.

 

Thanks guys!



#307 Wob

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Posted 07 August 2018 - 10:21 PM

What happened when you set it to Solendoids = 2?

I was not able to get FF to work using Solenoids = 2 on the original table I was running. I had an older version of Flight 2000 and just ran the updated table from last week. FF now works for that table. 
 

In most cases you just change True to 2, pretty sure True and 1 will have the same result.

 
 
BUT Flight 2000 needed extra edits, the Solenoids definition needs to be moved, I have the edited script linked from my spreadsheet.
 
Wob

I was able to get FF working from the table version posted last week. What is the spreadsheet you mention and where can I find it?
 

That or you could have a look at this github page
 
https://github.com/s...pxtable_scripts
 
Goal is to get pre 10.4 tables updated with not only FF but also basic 7.1 surround sound. You don't have surround in your cab ? Ok, believe me, it will still improve your experience. IF I haven't made a boo boo that is :)
 
We welcome not only FF and Surround sound improvements. This is a great way of fixing those tables that still has a error or two but the author haven't updated. It is of course impossible to fix or improve tables beyond a certain point by scripts only. But, it is at least a good start if you ask me.
 
Currently I've added almost 400 scripts that has basic 7.1 and I hope and believe also work with FF.
 
If you are curious on how to improved - this is an example of a commit I just recently did for JP's Lord of the Rings.
 
https://github.com/s...e0cb4cc7305d8b6
 
Added variable and changed to use positional routine on several sounds.
 
Please read the info provided on the GitHub for more details.

This is good stuff, thanks for sharing. I'll definitely look further into this once I have my cab configured again.
 
Thanks guys!
Spreadsheet is posted in this thread, try search or look for my posts.

The GitHub is an even better option now

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#308 toxie

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Posted 08 August 2018 - 06:12 AM

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..

 

seems like djrobx beat me to it with that feature..  :)

thanks!!



#309 DJRobX

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Posted 08 August 2018 - 05:22 PM

Just remember that if using this script side-load option, if you update the table with a newer version with the same name, you will also need to manually update or remove the script before opening it in VPX.    

 

Not really a bad thing if you had customizations you're trying to preserve, but you need to remember that it's there.  Otherwise VPX will replace it on load, just like it does with POV files, and the updated table may not work with the older script.    I assume people who use this feature will know what they're doing but it's something we need to be mindful of, perhaps when giving out instructions on how to use the files in the git repo.  



#310 Rawnei

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Posted 08 August 2018 - 05:51 PM

Oh nice work with the github repo!



#311 Thalamus

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Posted 08 August 2018 - 06:09 PM

That is good point. I see how it can become a problem with eg. Popper. I've read that it has implemented auto rename of tables as a feature. I believe mjr with PinballY is implementing something similar. Maybe it would be best to make it so that you need to add a option before the auto load kicks in ?

 

And. Please Rob - feel free to update readme or anything you feel is missing. You have collaborator rights.


Edited by Thalamus, 08 August 2018 - 06:10 PM.

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#312 Schlabber34

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Posted 08 August 2018 - 06:58 PM

Just wanted to say that POTC works like a charme!

Thanks guys!

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#313 DJRobX

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Posted 08 August 2018 - 09:56 PM

That is good point. I see how it can become a problem with eg. Popper. I've read that it has implemented auto rename of tables as a feature. I believe mjr with PinballY is implementing something similar. Maybe it would be best to make it so that you need to add a option before the auto load kicks in ?

 

I think people who are using this feature just need to be aware of the potential side effects.   I think we're going to carry some of the same risk even if people are copying and pasting scripts - they might grab your update and try to apply it to newer versions of tables.  



#314 nFozzy

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Posted 10 August 2018 - 01:24 AM

There's tables dating back to vp8 that use this same sort of method. This script assumes the table uses the pinmame callbacks to flippers. If there's ever any conflicts and errors on specific tables then just set UseSolenoids back to 1.

 

I think I have the rom flip switch working, at least it works on Addams Family. In addition I have support for non-standard flipper solenoid numbers and the ability to enable/disable the script in the object. Are there any other requests that I missed?



#315 DJRobX

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Posted 13 August 2018 - 11:15 PM

and the ability to enable/disable the script in the object. Are there any other requests that I missed?

Do you mean the ability to dynamically switch to ROM control by script command (for the IJ "ball sitting in potential video mode kicker" case...)?   Those and the unsolicited flip (Thing flippers) are the two major things I can think of. 

I do have another question for you - right now we are recommending const cSinglexFlip=0 to stop fast flips from trying to activate upper flipper solenoids on tables that use them for something else.   This has a negative side effect - the ROM doesn't see the upper switches flip with this off, and eventually starts to give you startup errors.    Is there a better way for us to stop fast flips from trying to take over the upper flipper solenoids? 



#316 nFozzy

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Posted 15 August 2018 - 08:49 AM

Okay have a new core ready for testing

 

This goes in the /scripts folder (backup your old core.vbs first in case something goes wrong)

https://www.dropbox....Beta 1.zip?dl=0
 

cvpmFlips2 (FastFlips 2) beta 1 changelog

Redesigned to better support games from the solid-state flipper era, including previously unsupported games thanks to DJrobX and Stumblor!

- New Feature Switches from script to rom control after a delay (100ms default, vpmflips.RomControlDelay)
    -This works independently for each flipper, ex. the Thing Flip will not interfere even briefly with lower flippers
- New Feature - vpmFlips.Enabled. vpmFlips.Enabled = True / False will enable / disable fastflips. (This does the same thing as vpmflipsSAM.RomControl)
    -This may be necessary to manually disable fastflips for video mode on some games
- New method to disable upper flippers without getting rom errors from the double action cab switches: call helper subs NoUpperLeftFlipper, NoUpperRightFlipper
    -On SS games that reuse upper flipper COILS, call the appropriate helper subs from the table script: NoUpperLeftFlipper, NoUpperRightFlipper (for example AFM)
    -On SS games that reuse upper flipper SWITCHES, you will still need the cSingleLFlip/cSingleRFlip lines! (for example Indiana Jones reuses coils and switches and therefore needs BOTH!)
- Initializes using pulsetimer so the 'VpmInit Me' line is no longer necessary (this may change)


Edited by nFozzy, 16 August 2018 - 01:23 AM.


#317 Slydog43

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Posted 15 August 2018 - 12:21 PM

Will test out new core later today, thanks.  Anyone have success with adding fastflips to VP version of Grand Lizard or help me figure it out?  Thanks



#318 LynnInDenver

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Posted 15 August 2018 - 12:47 PM

Microsoft Security Essentials insists on not allowing it. I don't know if it's just assuming there's a virus, or if there actually is.



#319 Thalamus

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Posted 15 August 2018 - 12:53 PM

https://www.virustot...1c47e/detection

 

Who do you trust most ? M$ or nFozzy ? I know who I trust ! MSE is a free virus scanner, and that is why it defaults to everything being dangerous. Stay virus free by using your brain !


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#320 nFozzy

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Posted 15 August 2018 - 01:18 PM

Will test out new core later today, thanks.  Anyone have success with adding fastflips to VP version of Grand Lizard or help me figure it out?  Thanks

Tried JP's version, works fine

 

Microsoft Security Essentials insists on not allowing it. I don't know if it's just assuming there's a virus, or if there actually is.

No idea. Looks clean to me, false positive or maybe microsoft thinks the script itself is malware?

https://www.virustot...1c47e/detection