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Hot Hand (Stern 1979) WS VP9


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#21 sast05

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Posted 16 January 2012 - 01:33 AM

QUOTE (tamoore @ Jan 16 2012, 01:29 AM) <{POST_SNAPBACK}>
I will update this to rotate the correct way in the next release. Thanks!



You may want to update the scoring in the upper 10 kicker cups so it is possible to get more than the minimum score before the rotating spinner contacts the ball:

According to the manual:

TOP POCKETS:

This feature spots cards in the lited suit and scores according to the length of time the ball sits in the hole with minimum score being 200 or 2,000 if all the cards are spotted in the diamond suit.

The way the script is written, you are only pulsing the switch inside the kicker cups. Those switches need to be held down for the entire length of time the ball is in the cup. Currently you are only scoring the minimum, regardless of how long the ball is in the cup before being kicked out.

The script can be changed to accomplish this:
(changes alter changes made to reverse spinner direction in last post)

Change:

Sub Kicker1_Hit:bsSaucer.AddBall 0:BallPos=11:End Sub
Sub Kicker2_Hit:vpmTimer.PulseSw(36):BallPos=9:End Sub
Sub Kicker3_Hit:vpmTimer.PulseSw(39):BallPos=8:End Sub
Sub Kicker4_Hit:vpmTimer.PulseSw(37):BallPos=7:End Sub
Sub Kicker5_Hit:vpmTimer.PulseSw(40):BallPos=6:End Sub
Sub Kicker6_Hit:vpmTimer.PulseSw(39):BallPos=5:End Sub
Sub Kicker7_Hit:vpmTimer.PulseSw(36):BallPos=4:End Sub
Sub Kicker8_Hit:vpmTimer.PulseSw(39):BallPos=3:End Sub
Sub Kicker9_Hit:vpmTimer.PulseSw(37):BallPos=2:End Sub
Sub Kicker10_Hit:vpmTimer.PulseSw(40):BallPos=1:End Sub
Sub Kicker11_Hit:vpmTimer.PulseSw(39):BallPos=10:End Sub

To:

Sub Kicker1_Hit:bsSaucer.AddBall 0:BallPos=11:End Sub
Sub Kicker2_Hit:controller.switch(36)=1:BallPos=9:End Sub
Sub Kicker3_Hit:controller.switch(39)=1:BallPos=8:End Sub
Sub Kicker4_Hit:controller.switch(37)=1:BallPos=7:End Sub
Sub Kicker5_Hit:controller.switch(40)=1:BallPos=6:End Sub
Sub Kicker6_Hit:controller.switch(39)=1:BallPos=5:End Sub
Sub Kicker7_Hit:controller.switch(36)=1:BallPos=4:End Sub
Sub Kicker8_Hit:controller.switch(39)=1:BallPos=3:End Sub
Sub Kicker9_Hit:controller.switch(37)=1:BallPos=2:End Sub
Sub Kicker10_Hit:controller.switch(40)=1:BallPos=1:End Sub
Sub Kicker11_Hit:controller.switch(39)=1:BallPos=10:End Sub

Change:

Sub TF_Timer
LastFlipPos=FlipPos
TopFlip(LastFlipPos).Visible=0
FlipPos=FlipPos+1
If FlipPos>10 Then FlipPos=1
TopFlip(FlipPos).Visible=1
If BallPos=FlipPos Then
CurrentPos(BallPos).Kick Int(Rnd*360),Int(Rnd*5)+2
BallPos=0
End If
TopFlip(FlipPos).RotateToStart
TopFlip(LastFlipPos).RotateToEnd
End Sub


To:

Sub TF_Timer
LastFlipPos=FlipPos
TopFlip(LastFlipPos).Visible=0
FlipPos=FlipPos+1
If FlipPos>10 Then FlipPos=1
TopFlip(FlipPos).Visible=1
If BallPos=FlipPos Then
controller.switch(36)=0
controller.switch(39)=0
controller.switch(37)=0
controller.switch(40)=0
controller.switch(39)=0
controller.switch(36)=0
controller.switch(39)=0
controller.switch(37)=0
controller.switch(40)=0
controller.switch(39)=0
CurrentPos(BallPos).Kick Int(Rnd*360),Int(Rnd*5)+2
BallPos=0
End If
TopFlip(FlipPos).RotateToStart
TopFlip(LastFlipPos).RotateToEnd

End Sub






#22 bha19

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Posted 16 January 2012 - 11:58 PM

I made all the changes mentioned and that did the trick. Thanks for the suggestions. By the way I am still having trouble with the gate not letting the ball past above the spinner.

#23 OuchTilt

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Posted 17 January 2012 - 01:13 AM

QUOTE (tamoore @ Jan 15 2012, 08:23 PM) <{POST_SNAPBACK}>
QUOTE (bha19 @ Jan 15 2012, 02:23 PM) <{POST_SNAPBACK}>
I think the spinner is still not right. Now the ball goes through the spinner but can't make it past the gate to the top of the playfield



I'm not having this problem. I can't figure out what might be causing it.....


At last...someone with the same problem, I thought I was going mad

blackfx2_cr.jpg  Username:- dallaker


#24 sast05

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Posted 17 January 2012 - 01:13 AM

QUOTE (bha19 @ Jan 16 2012, 11:58 PM) <{POST_SNAPBACK}>
I made all the changes mentioned and that did the trick. Thanks for the suggestions. By the way I am still having trouble with the gate not letting the ball past above the spinner.



There must be something different about your computer. I've played many, many games and haven't had any problems with any of the gates. I wish I could help, but I can't duplicate the problem.

#25 tamoore

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Posted 17 January 2012 - 01:20 AM

I updated this table today with all of the sast05 corrections as well as a fix for the funky magnet thing..
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#26 sast05

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Posted 17 January 2012 - 04:04 AM

QUOTE (tamoore @ Jan 17 2012, 01:20 AM) <{POST_SNAPBACK}>
I updated this table today with all of the sast05 corrections as well as a fix for the funky magnet thing..


There were two things in the script, I didn't understand. There were the speed checking routines that only allowed the kicker cups to be enabled if the ball slowed below a certain speed within their proximity. This made scoring more difficult than it would be if the speed checking routines weren't there. Then there were the magnet routines that were meant to draw the ball into the cups. This seemed to make the scoring easier. I am curious to find out, what these routines were designed to do to effect game play. The routines seem to oppose one another and yet have a purpose. I have just as much fun analyzing how a game works, as I do playing the games, and these two routines really made me curious. Thanx.

#27 tamoore

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Posted 17 January 2012 - 11:27 AM

QUOTE (sast05 @ Jan 16 2012, 11:04 PM) <{POST_SNAPBACK}>
QUOTE (tamoore @ Jan 17 2012, 01:20 AM) <{POST_SNAPBACK}>
I updated this table today with all of the sast05 corrections as well as a fix for the funky magnet thing..


There were two things in the script, I didn't understand. There were the speed checking routines that only allowed the kicker cups to be enabled if the ball slowed below a certain speed within their proximity. This made scoring more difficult than it would be if the speed checking routines weren't there.


The way the kicker cups work in vp is that if the ball touches one, it gets sucked directly to the center of it. Before adding the script to disable the kickers, It was possible to have a ball traveling at top speed barely touch the outside of the kicker cup and be instantly locked into it. In my opinion, this wasn't realistic. I suppose I could add another small trigger right on the center of the cup that would add the score of hitting the cup if the ball traveled directly over it, without actually activating the lock. Something to look at for sure.

QUOTE (sast05 @ Jan 16 2012, 11:04 PM) <{POST_SNAPBACK}>
Then there were the magnet routines that were meant to draw the ball into the cups. This seemed to make the scoring easier. I am curious to find out, what these routines were designed to do to effect game play. The routines seem to oppose one another and yet have a purpose. I have just as much fun analyzing how a game works, as I do playing the games, and these two routines really made me curious. Thanx.


The magnet routines are only there to simulate the curvature of the cup, so that the ball has the illusion of rolling over a surface of 3-D cups. I think it manages this effect pretty well. I think these magnets are from JP, and I lifted them from Rawd's Triple Strike.


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#28 sast05

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Posted 17 January 2012 - 10:51 PM

QUOTE (tamoore @ Jan 17 2012, 11:27 AM) <{POST_SNAPBACK}>
QUOTE (sast05 @ Jan 16 2012, 11:04 PM) <{POST_SNAPBACK}>
QUOTE (tamoore @ Jan 17 2012, 01:20 AM) <{POST_SNAPBACK}>
I updated this table today with all of the sast05 corrections as well as a fix for the funky magnet thing..


There were two things in the script, I didn't understand. There were the speed checking routines that only allowed the kicker cups to be enabled if the ball slowed below a certain speed within their proximity. This made scoring more difficult than it would be if the speed checking routines weren't there.


The way the kicker cups work in vp is that if the ball touches one, it gets sucked directly to the center of it. Before adding the script to disable the kickers, It was possible to have a ball traveling at top speed barely touch the outside of the kicker cup and be instantly locked into it. In my opinion, this wasn't realistic. I suppose I could add another small trigger right on the center of the cup that would add the score of hitting the cup if the ball traveled directly over it, without actually activating the lock. Something to look at for sure.

QUOTE (sast05 @ Jan 16 2012, 11:04 PM) <{POST_SNAPBACK}>
Then there were the magnet routines that were meant to draw the ball into the cups. This seemed to make the scoring easier. I am curious to find out, what these routines were designed to do to effect game play. The routines seem to oppose one another and yet have a purpose. I have just as much fun analyzing how a game works, as I do playing the games, and these two routines really made me curious. Thanx.


The magnet routines are only there to simulate the curvature of the cup, so that the ball has the illusion of rolling over a surface of 3-D cups. I think it manages this effect pretty well. I think these magnets are from JP, and I lifted them from Rawd's Triple Strike.




Thank you very much for that detailed explanation!!

#29 bha19

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Posted 28 January 2012 - 04:24 AM

Does anybody know how to adjust the game for 1 extra ball per game? When I light extra ball and score it, the next ball it is lit again making extra ball real easy over and over again.

#30 sast05

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Posted 28 January 2012 - 02:50 PM

QUOTE (bha19 @ Jan 28 2012, 05:24 AM) <{POST_SNAPBACK}>
Does anybody know how to adjust the game for 1 extra ball per game? When I light extra ball and score it, the next ball it is lit again making extra ball real easy over and over again.



Copy and paste the dip switch menu to the end of the script. (See earlier post in this thread)
Then select:

lights on spade flush w/ spade suit selected

Then at least the extra ball light will illuminate only when the spade suit is selected.

There is no way to change "extra ball" to one per game, unless you are able to change the "ROM'
code or re-code the entire table to work without a ROM.

#31 bha19

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Posted 28 January 2012 - 04:50 PM

QUOTE (sast05 @ Jan 28 2012, 09:50 AM) <{POST_SNAPBACK}>
QUOTE (bha19 @ Jan 28 2012, 05:24 AM) <{POST_SNAPBACK}>
Does anybody know how to adjust the game for 1 extra ball per game? When I light extra ball and score it, the next ball it is lit again making extra ball real easy over and over again.



Copy and paste the dip switch menu to the end of the script. (See earlier post in this thread)
Then select:

lights on spade flush w/ spade suit selected

Then at least the extra ball light will illuminate only when the spade suit is selected.

There is no way to change "extra ball" to one per game, unless you are able to change the "ROM'
code or re-code the entire table to work without a ROM.

That is what I thought, thanks

#32 destruk

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Posted 28 January 2012 - 05:28 PM

Everyone thinks the magnets are from JP, but the first table using them was Future World from LuvThatApex. I know - I coded it. But that isn't really important - what is important is a lot of people download a well-formed table, and the more people download it they start to notice these little things. Thanks for working on this update.

QUOTE (bha19 @ Jan 16 2012, 04:58 PM) <{POST_SNAPBACK}>
I made all the changes mentioned and that did the trick. Thanks for the suggestions. By the way I am still having trouble with the gate not letting the ball past above the spinner.


The issue is the side of a gate support is 3 or 4 vp units from bottom to top that the ball can hit, and there is a gap between the left side of the gate and wall 20. Sometimes the ball can be deflected or slowed by the gate support.

Click gate1 and uncheck the "supports" box on the options pane. That will remove collision and rendering for the side support wires allowing the ball to pass through it easier. Or, increase the length of the gate so it extends the left side over past wall20.

Build a fire, vipers love the heat.


#33 tamoore

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Posted 28 January 2012 - 09:41 PM

QUOTE (destruk @ Jan 28 2012, 12:28 PM) <{POST_SNAPBACK}>
Everyone thinks the magnets are from JP, but the first table using them was Future World from LuvThatApex. I know - I coded it. But that isn't really important - what is important is a lot of people download a well-formed table, and the more people download it they start to notice these little things. Thanks for working on this update.



Hey Brian,

You're welcome for the update, thanks for letting me release it.

I think the 'Thanks to JP' comment regarding the magnet in the script was something I ripped out of Rawd's Triple Strike table script verbatim.


No harm intended. Thanks for everything you do for VP!

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#34 Aaron James

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Posted 09 February 2012 - 04:04 AM

QUOTE (destruk @ Jan 28 2012, 12:28 PM) <{POST_SNAPBACK}>
Everyone thinks the magnets are from JP, but the first table using them was Future World from LuvThatApex. I know - I coded it. But that isn't really important - what is important is a lot of people download a well-formed table, and the more people download it they start to notice these little things. Thanks for working on this update.

QUOTE (bha19 @ Jan 16 2012, 04:58 PM) <{POST_SNAPBACK}>
I made all the changes mentioned and that did the trick. Thanks for the suggestions. By the way I am still having trouble with the gate not letting the ball past above the spinner.


The issue is the side of a gate support is 3 or 4 vp units from bottom to top that the ball can hit, and there is a gap between the left side of the gate and wall 20. Sometimes the ball can be deflected or slowed by the gate support.

Click gate1 and uncheck the "supports" box on the options pane. That will remove collision and rendering for the side support wires allowing the ball to pass through it easier. Or, increase the length of the gate so it extends the left side over past wall20.


Thanks, this helped me.

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