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Pinball Pool VP9


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#21 blur

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Posted 13 December 2010 - 07:38 PM

QUOTE (ta2686 @ Dec 13 2010, 08:30 PM) <{POST_SNAPBACK}>
QUOTE (Pin-Pete @ Dec 13 2010, 02:25 PM) <{POST_SNAPBACK}>
Dunno,if I remember right,but wasn't there an adjustment for drop targets,that if you
shoot one down from the other side,one should drop from the other side,as well?
Correct me if I'm wrong.


I believe you are right Pete. In fact, the IPDB does state in its notes for the table that:

Hitting a target also knocks down the opposing target. Gottlieb advertised this feature as "Remotrip" drop targets.

I don't believe that the previous VP8 table had this feature enabled either.



I think that is done with dip switches (F6). I think 3 balls game acts like that and 5 balls games has unrelated targets.
it works on some other PP tables. Will try it.

Edited by blur, 13 December 2010 - 07:39 PM.


#22 ta2686

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Posted 13 December 2010 - 07:52 PM

QUOTE (blur @ Dec 13 2010, 02:38 PM) <{POST_SNAPBACK}>
QUOTE (ta2686 @ Dec 13 2010, 08:30 PM) <{POST_SNAPBACK}>
QUOTE (Pin-Pete @ Dec 13 2010, 02:25 PM) <{POST_SNAPBACK}>
Dunno,if I remember right,but wasn't there an adjustment for drop targets,that if you
shoot one down from the other side,one should drop from the other side,as well?
Correct me if I'm wrong.


I believe you are right Pete. In fact, the IPDB does state in its notes for the table that:

Hitting a target also knocks down the opposing target. Gottlieb advertised this feature as "Remotrip" drop targets.

I don't believe that the previous VP8 table had this feature enabled either.



I think that is done with dip switches (F6). I think 3 balls game acts like that and 5 balls games has unrelated targets.
it works on some other PP tables. Will try it.


I just tried both a 3 ball game and a 5 ball game, and the opposing drop target did not drop in either game.
Need to set or reset replay levels on a particular table? These guides will help you:

For Non-DMD tables: Guide to reset replay levels on non-DMD tables

For DMD tables: Guide to set replay levels on DMD tables

Need to change the number of balls per game on a particular table? These guides will help you:

For Non-DMD tables: Guide to set number of balls per game on non-DMD tables

For DMD tables: Guide to set number of balls per game on DMD tables

Need to adjust the volume on DMD based tables? This guide will help you:

Guide to adjust volume on DMD tables

An alphabetical listing of VPM emulated tables with their MPU and links to their specific replay level, balls per game and volume adjustment procedures can be downloaded as an Excel spreadsheet from this link:

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#23 Sabbat

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Posted 13 December 2010 - 08:11 PM

Didn't want to roll over so I tilted with 2 balls to go smile.gif



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#24 unclewilly

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Posted 13 December 2010 - 08:29 PM

I'll look at the manual and see where it's applicable, should be easy enough to code in. My question would be do you score for both targets or just one. Seems as if this would make the game really easy

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#25 Sabbat

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Posted 13 December 2010 - 08:34 PM

If a drop target knocks the opposite one down then you can times my above highscore by 30.
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#26 ta2686

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Posted 13 December 2010 - 08:40 PM

Other than getting credit for both targets dropped (both balls are lit on the playfield for bonus) I don't recall if you get points for both. I believe it is only for the hit target only that you get points. Then again, it has been a long time since I've played the real table so I don't remember.
Need to set or reset replay levels on a particular table? These guides will help you:

For Non-DMD tables: Guide to reset replay levels on non-DMD tables

For DMD tables: Guide to set replay levels on DMD tables

Need to change the number of balls per game on a particular table? These guides will help you:

For Non-DMD tables: Guide to set number of balls per game on non-DMD tables

For DMD tables: Guide to set number of balls per game on DMD tables

Need to adjust the volume on DMD based tables? This guide will help you:

Guide to adjust volume on DMD tables

An alphabetical listing of VPM emulated tables with their MPU and links to their specific replay level, balls per game and volume adjustment procedures can be downloaded as an Excel spreadsheet from this link:

Excel Spreadsheet of VPM emulated tables

#27 unclewilly

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Posted 13 December 2010 - 08:48 PM

I'll make it happen. The way VPm works I would have to have the switch event for both, so they may both score. I'll check to see if it is only for 3 or five ball and then code it up.

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#28 Grizz

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Posted 13 December 2010 - 09:17 PM

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QUOTE (serpiko @ Dec 13 2010, 01:16 PM) <{POST_SNAPBACK}>
no surprise.
This table is really superb.
what's your secret?
thank you unclewilly.
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#29 faralos

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Posted 13 December 2010 - 10:31 PM

but if it only registers for one target hit how do you get the points for the one that dropped on the other side? seems to me you should get the points for BOTH or else it's ripping you off from getting more points if the opposing target also falls
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#30 blur

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Posted 13 December 2010 - 11:12 PM

QUOTE (unclewilly @ Dec 13 2010, 09:48 PM) <{POST_SNAPBACK}>
I'll make it happen. The way VPm works I would have to have the switch event for both, so they may both score. I'll check to see if it is only for 3 or five ball and then code it up.


just checked some oooold vp pinball pool table (robair i think). it has rules like this:

hard mode - each target is unrelated
easy mode 3 balls - every target drops the opposite one
easy mode 5 balls - odd targets are independent, even targets drop the opposite target
scores are counted for both targets

here is quote:
3 toggles the target difficulty.
When targets are hard, drop targets work independently.
When targets are easy, any drop target drops and scores its corresponding opposite side drop target in a 3-ball game. In a 5-ball game, only the even numbered targets work this way (2, 4, 6, 10, 12 and 14).

not sure if this is taken from the original game

is there some dip switch for easy and hard mode?


#31 unclewilly

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Posted 13 December 2010 - 11:27 PM

QUOTE (blur @ Dec 13 2010, 11:12 PM) <{POST_SNAPBACK}>
QUOTE (unclewilly @ Dec 13 2010, 09:48 PM) <{POST_SNAPBACK}>
I'll make it happen. The way VPm works I would have to have the switch event for both, so they may both score. I'll check to see if it is only for 3 or five ball and then code it up.


just checked some oooold vp pinball pool table (robair i think). it has rules like this:

hard mode - each target is unrelated
easy mode 3 balls - every target drops the opposite one
easy mode 5 balls - odd targets are independent, even targets drop the opposite target
scores are counted for both targets

here is quote:
3 toggles the target difficulty.
When targets are hard, drop targets work independently.
When targets are easy, any drop target drops and scores its corresponding opposite side drop target in a 3-ball game. In a 5-ball game, only the even numbered targets work this way (2, 4, 6, 10, 12 and 14).

not sure if this is taken from the original game

is there some dip switch for easy and hard mode?


I looke3d at the manual. For rom controlled vpm version it is all based on the number of balls.
for 3 ball each target drops the opposite
for 5 ball only the even targets drop the opposite

This can be set by pressing f6.
I am figuring out how to read the dip switches right now. Once i can get the balls per game dip switch read, i will recode the targets to perform appropriately.
The opposite target will score because the switch will register when it is dropped. The score should be based on the rom code so it should function right as well depending on the balls per game.
Hopefully i can get this updated shortly and i'll epdate the tablle


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#32 unclewilly

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Posted 14 December 2010 - 12:42 AM

Updated to v1.01
-Added the "Remotrip" Drop Targets
3ball drops the opposite target
5ball drops the opposite target on even numbers

Set the balls per game by pressing f6

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#33 Sabbat

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Posted 14 December 2010 - 01:32 AM

thanks for the update
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#34 faralos

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Posted 14 December 2010 - 03:03 AM

so '4' and '6' huh, why 4? why does the coding use a default of 4 to start the game? I never saw any other pin that uses that number.

Edited by faralos, 14 December 2010 - 03:04 AM.

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#35 bossgp

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Posted 14 December 2010 - 05:28 AM

Great table, is there a backglass or UVP available for the cabinet version as yet ?

#36 unclewilly

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Posted 14 December 2010 - 05:34 AM

Yes I believe it is on the site already. Search pinball pool in the downloads box

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#37 bolt

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Posted 14 December 2010 - 09:19 AM

Thank you very much for the update.
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#38 Popotte

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Posted 14 December 2010 - 11:31 AM

Sorry for the delay... Remotrip is a mittle bit complex...
In fact, you have two switches. The first one (switch 9 in the back box) is for 3-5 balls game. The second one (in the cabinet) is for the remotrip (on-off: not exactly that, but it's for simplification).
So, you can have or not the remotrip for 3 and 5 balls game. But the remotrip doesn't doe the same thing for 3 or 5 balls game.
3 balls game: the opposite target is dropped
5 balls game: the opposte target is dropped only if the first one is even...
In all cases, 2 targets = 2 x 3 000 points.

Les cons ça ose tout. C'est même à ça qu'on les reconnaît.

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#39 serpiko

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Posted 14 December 2010 - 11:57 AM

for unclewilly and Grizz.

can not thank you enough for having made these beautiful tables.
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#40 DedRok_V

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Posted 14 December 2010 - 01:26 PM

The sounds are also superb, (i use the stereo in surround).
Plays beautiful too, with no adjusting. dblthumb.gif




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