@JF: so i'm still a bit confused. i interpret it though that the current situation is good as-is (with the core.vbs switched to the 1 interval)? as the tap-pass should now solely depend on the coil ramp up vs strength and not the weird delay/bug that was in there before.
but i guess you could also not test the very latest revision yet, which should improve the VP<->VPM turnaround time substantially (e.g. better on the average than the 1 interval). please let me know how this revision works for you if you have some time/motivation for it. THANKS!
There's still 2 different things going on taking away from those flipper tricks / control aspects. One seemed to be introduced since you sped up the flipper animations / physics and on non-VPM tables or VPM tables with flippers bypassing the VPM calls / returns that revision as when VPM / core.vbs PinMAME timer interval aspects were irrelevant for flipper response, they were not behaving as with going back a few previous versions and were not as controllable for that tap "pass". The 2nd totally different angle was all introduced from core.vbs as that file when used as one of the latest ones, caused VPM tables to very noticeably fail on the tap pass where they could do so before. This happened even when going back to an old VPX revision and was shown to be totally about the core.vbs.
But there's two separate issues going on, however, the one from the sped up flipper code is going to be harder to test, especially now that it's merged with these other changes you made. Would be good again to be able to disable those changes you made somehow (around rev2825) for the visual aspects to help isolate as now it can't be removed from the latest syncing of the VPM calls per frame. But, going back to the older versions and changes before and after that flipper visual speed code change, it appears to be less capable of delicate flipper action.
I'll need to find / spend more time on that aspect and even with testing with this latest version, if the syncing / VPM calls are better and should be the same as with the PinMAMEInterval = 1, but now it's still going to be convoluted because of what it appears the flipper speed code changes showed were also affecting things and being that those are still included in this update.
I can say though that rev2616, with the newer core.vbs with the PinMAMEInterval = 10 (versions before this latest one or two) totally showed problems with VPM tables and tap passes that was resolved by going to an older core.vbs that still had PinMAMEInterval = 1 (nothing changed for VPX executable or pinmame, just the core.vbs). But that's only half of it since the flipper speed-up changes have also appeared to play an adverse effect on tricks too.
I get why it's confusing, because it is really
It's tough to clearly describe all in forum posts / PMs without some interaction (especially when some testing sessions can be several hours and the nuances / criteria / combination of other aspects fairly involved). Sometimes why VP get's frustrating because it takes way more time to type it out findings / issues then if people could actually resolve with a voice call / live interaction (for a few reasons). Maybe we'll take this off-line and on a PM as well if it's confusing you then it's probably confusing everyone else too and I don't want to jam up the thread, however, I do believe we have a potential issue with these relatively recent flipper code changes that on it's own seems to have detracted from flipper subtleness / interaction and is affecting the flipper's initial stroke which is being seen around things like the "tap pass". But with all these other elements some more verification of that is needed, even if that is focusing on previous builds / revisions to find out where things act different and both with VPM / core.vbs interaction and without (as that is complicating things with it's own changes also affecting the same general flipper quick on / off controls)




Top




Contributor







are all trademarks of VPFORUMS.