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Flip Flop


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#21 Flying Dutchman

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Posted 29 July 2011 - 05:21 PM

QUOTE (rosve @ Jul 28 2011, 11:53 PM) <{POST_SNAPBACK}>
QUOTE (Flying Dutchman @ Jul 27 2011, 02:52 PM) <{POST_SNAPBACK}>
QUOTE (NicToria @ Jul 27 2011, 10:23 AM) <{POST_SNAPBACK}>
Just saw this as a random download.. Looks way cool... Will load it tomorrow and give it a shot....

Any chance of a FS B2S version being made.>? That would be great... thx.


Would be great indeed! smile.gif Love his Table in FS!

Please find below the link to a very good quality BG Image that I planned to upload onto FD's 'Backglass Paradise' for the next release .. wink.gif

'Flip Flop'

And now .. rosve comes into action! smile.gif

Cheers,
FD.


FD,
I don't understand how to download the image from RapidShare. That site is totally user unfriendly.
Could you PM the bg image to me?



Sorry, image is too big .. 7MB.

Give it another go at link below .. looking forward to the B2S Version! wink.gif

'Flipper de Flop'

Thanks again humid .. outstanding Table!! smile.gif

Cheers,
FD.

ps. I really should dive into it and also start creating B2S Tables .. but time doesn't permit ..

Edited by Flying Dutchman, 29 July 2011 - 10:25 PM.

'Flying Dutchman'

In need for a Backglass or 'Active Backglass / UVP' please 'click' on below and visit the complete revised website at:
Posted Image

#22 rosve

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Posted 29 July 2011 - 05:54 PM

QUOTE (Flying Dutchman @ Jul 29 2011, 07:21 PM) <{POST_SNAPBACK}>
QUOTE (rosve @ Jul 28 2011, 11:53 PM) <{POST_SNAPBACK}>
QUOTE (Flying Dutchman @ Jul 27 2011, 02:52 PM) <{POST_SNAPBACK}>
QUOTE (NicToria @ Jul 27 2011, 10:23 AM) <{POST_SNAPBACK}>
Just saw this as a random download.. Looks way cool... Will load it tomorrow and give it a shot....

Any chance of a FS B2S version being made.>? That would be great... thx.


Would be great indeed! smile.gif Love his Table in FS!

Please find below the link to a very good quality BG Image that I planned to upload onto FD's 'Backglass Paradise' for the next release .. wink.gif

'Flip Flop'

And now .. rosve comes into action! smile.gif

Cheers,
FD.


FD,
I don't understand how to download the image from RapidShare. That site is totally user unfriendly.
Could you PM the bg image to me?



Sorry, image is too big .. 7MB.

Give it another go at link below .. looking forward to the B2S Version! wink.gif

'Flipper de Flop'

Thanks again humid .. outstanding Table!! smile.gif

Cheers,
FD.

ps. I really should dive into it and also start creating B2S Tables .. but time doesn't permit ..


Thanks FD, great image, and I found the backside on IPDB. I'll start with it tonight.


#23 rosve

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Posted 29 July 2011 - 11:18 PM

The script is prepared to use a B2S backglass and the image is ready.
I'll put everything together and upload the FS table tomorrow.


#24 sast05

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Posted 17 October 2011 - 12:01 AM

Confusion with flips and flops:

There are still scripting issues with the 4 flop triggers in the
upper playfield. The 4 flip triggers work fine but the 4 lower
flop triggers do not. When activated the 4 flop triggers do not
perform any function other that creating the "flip" sound when the
feature is unflipped and nothing at all when the feature is flipped.

According to the manual at IPDB:

6. Flip Unit Feature:

The flip unit is actuated by the flip roll-over buttons
at the top of the playfield and by the flip targets. For example,
either of the #1 roll-over buttons or the #1 flip target will set the
#1 flip. Each flip advances the bonus unit once. Each roll-over scores 100
points. Each flip target scores 1000 points....

If we go by the rules of the original "Bally" machine, the script has to be
changed to the following. (Changes in BOLD)

Sub TriggerFlop1_Hit()
if tilt.IsTilted then Exit Sub
if Flip1.IsDropped = true then
Flip1.IsDropped = false
Flop1.IsDropped = true
PlaySound "Flip"
CheckTargets
end if
End Sub

Sub TriggerFlop2_Hit()
if tilt.IsTilted then Exit Sub
if Flip2.IsDropped = true then
Flip2.IsDropped = false
Flop2.IsDropped = true
PlaySound "Flip"
CheckTargets
end if
End Sub

Sub TriggerFlop3_Hit()
if tilt.IsTilted then Exit Sub
if Flip3.IsDropped = true then
Flip3.IsDropped = false
Flop3.IsDropped = true
PlaySound "Flip"
CheckTargets
end if
End Sub

Sub TriggerFlop4_Hit()
if tilt.IsTilted then Exit Sub
if Flip4.IsDropped = true then
Flip4.IsDropped = false
Flop4.IsDropped = true
PlaySound "Flip"
CheckTargets
end if
End Sub

If we do not go by the original rule-set of the manual
and use one set of triggers to flip and the other set of triggers
to flop, the script would need to change to the following.
(Again Changes in BOLD)

Sub TriggerFlop1_Hit()
if tilt.IsTilted then Exit Sub
if Flip1.IsDropped = false then
Flop1.IsDropped = false
Flip1.IsDropped = true
PlaySound "Flip"
CheckTargets
end if
End Sub

Sub TriggerFlop2_Hit()
if tilt.IsTilted then Exit Sub
if Flip2.IsDropped = false then
Flop2.IsDropped = false
Flip2.IsDropped = true
PlaySound "Flip"
CheckTargets
end if
End Sub

Sub TriggerFlop3_Hit()
if tilt.IsTilted then Exit Sub
if Flip3.IsDropped = false then
Flop3.IsDropped = false
Flip3.IsDropped = true
PlaySound "Flip"
CheckTargets
end if
End Sub

Sub TriggerFlop4_Hit()
if tilt.IsTilted then Exit Sub
if Flip4.IsDropped = false then
Flop4.IsDropped = false
Flip4.IsDropped = true
PlaySound "Flip"
CheckTargets
end if
End Sub

The first option that stays "true" to the original is easier
than the second option which is harder. I don't know which
way the table authors intended the ruleset to be.



#25 humid

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Posted 17 October 2011 - 03:03 AM

Thank you for the script correction sast05, I've implemented the first set of changes, which is how I feel the table should play.

I took on modifying the graphics and physics to convert Flip Flop from VP8 to VP9. Though I corrected some issues with scoring and replays, I was unaware of how the upper buttons functioned in relation to the flip pieces. Your diligence is appreciated.

It certainly feels sweeter playing this now that they perform properly. I will upload the corrected version tomorrow.
I tawt I gawt a weepway

#26 humid

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Posted 18 October 2011 - 01:21 AM

Table updated to Version 1.5 which fixes upper rollovers to correct flip response. Thanks again sast05
I tawt I gawt a weepway

#27 Sabbat

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Posted 18 October 2011 - 12:07 PM

thanks for the update Humid
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#28 rcadefrk

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Posted 18 October 2011 - 03:48 PM

Very nice update, however the reels aren't exactly lined up like in the screenshot. Is this because im running on WS monitor?

#29 Arcade4

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Posted 19 October 2011 - 01:04 AM

Just played Flip Flop for the first time.
Great job guys. dblthumb.gif

As a former owner of a Nip-It pinball from the same age, two things about the game are a bit odd for me.
First thing is the pop bumpers are always lit, and do not make the 100 chime sound. If it is like Nip-It then they usually start off unlit for 10 points and a rollover somewhere will lite them up for 100.
Also the left and right slings should probably make the 10 point chime sound as well.
Maybe I am way off base as I have never played Flip Flop, but that is how Nip-It worked.



#30 sast05

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Posted 19 October 2011 - 09:18 AM

Again from the manual at IPDB:

General Scoring:

Sling shots, side rebounds (4) and out-lane roll-overs score 10 points each.
Thumper-bumpers score 100 points. Saucers score 500 points unless lit.
See 'Extra Ball Feature'. Top special roll-overs score 500 points unless lit.
See 'Special Feature'.

If the table author wants to tweak this table to perfection, here's a list of things to do:

Replace the bumper caps with the correct ones that only say "100".



Make sure all the 10 point scoring works on the side rebounds. Two of
the four rebounds are coded in the script, but all 4 elements are missing on
the playfield. Also missing are the leafspring, contacts (images) behind the rubbers.

Make sure you have sound samples for all the possible chimes and figure out which
scoring elements trigger the corresponding chime. A schematic (Ladder) diagram that
comes with the gamel is probably the best way, or find a you-tube
video with someone playing the game.

Those are the only major issues left. If you look at the playfield of the VP8 version you
can find two of the missing "rebound" elements.

Every table author is different and there is no right or wrong way to create a table.
Some table authors are meticulous, wanting every detail just perfect. Others are
happy with a little less.

All of these tables are left unprotected so we can make individual changes to fit our
preferences with just a little effort understanding VB scripting and the table editor.

Just want you to know, that what you have already done is a major accomplishment and
a tremendous improvement over the VP8 version.

Edited by sast05, 19 October 2011 - 10:58 PM.