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Flipper Football VP9 1.0 FS


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#21 starman

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Posted 10 March 2012 - 10:13 AM

I missed that table.

This table highlights refreshing from the other.
A pinball game doesn't necessarily need ramps to be attractive.

Well done, JP! This one is really cool!

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#22 Comicalman

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Posted 29 September 2012 - 10:12 PM

Has anyone had luck in turning on the 'adult feature' on the ROM? I set this feature to yes, but I am still getting nothing. I adjusted the sound volume up and can only hear the sounds on the Playfield. I feel like without some commentary, I am missing out on this game... :wimper:

*EDIT*
Nevermind. Once I installed the UVP for it, the sound started up just fine!

Edited by cujopb, 29 September 2012 - 11:41 PM.

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#23 mattdavis

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Posted 30 September 2012 - 02:28 AM

Thanks JP! I love this table for 2 players.

Does anyone know what value to use in the ledwiz.ini? I tried ff, ffv, and ffv104 but can't get a reaction. I am not sure how to tell from digging in the script.

Thanks,
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#24 mrjackal

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Posted 05 October 2012 - 03:36 PM

getting script errors line 60 machine terminated on flipper football

#25 luvthatapex

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Posted 05 October 2012 - 05:07 PM

I don't have this one setup, but In the ledcontrol.ini you should have an entry beginning with ffv

Begin with
ffv,L1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

Looks like 28-32 are the flasher solenoids in this table.


start adding 1 flasher at a time in the position you have them connected
for reference here is my big bang bar config for the ledwiz. I have 5 flashers, no contactors.

bbb,L1,0,S3,S3,S3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,S3/S23,S3/S23,S3,S3,S3/S22/S26,S3/S26,S3/S24/S25,S3,S3/S25,S3/S21,S3,S3



Thanks JP! I love this table for 2 players.

Does anyone know what value to use in the ledwiz.ini? I tried ff, ffv, and ffv104 but can't get a reaction. I am not sure how to tell from digging in the script.

Thanks,
Matt


Edited by luvthatapex, 05 October 2012 - 05:09 PM.


#26 mattdavis

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Posted 05 October 2012 - 06:08 PM

Thanks for the reply. I either did not have 'ffv' or I did and it was not doing anything. I will have another look. I even purposely configured ffv (and other various names I tried) in such a way that it should have caused VP to crash. ...just to be sure I had the right 'name'. VP (and ledwiz) acts like there is no reference. I will move it to the top of the ini to make sure nothing above is interfering.

Thanks for the info on the coil/flasher values. I have gotten fairly good at configuring most tables from the manuals, test modes, and trial & error, this will be my first Capcom.

I don't have this one setup, but In the ledcontrol.ini you should have an entry beginning with ffv

Begin with
ffv,L1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

Looks like 28-32 are the flasher solenoids in this table.


start adding 1 flasher at a time in the position you have them connected
for reference here is my big bang bar config for the ledwiz. I have 5 flashers, no contactors.

bbb,L1,0,S3,S3,S3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,S3/S23,S3/S23,S3,S3,S3/S22/S26,S3/S26,S3/S24/S25,S3,S3/S25,S3/S21,S3,S3




#27 Fulltilt

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Posted 18 January 2013 - 02:38 AM

...I have also added this to my cab table and it looks AWESOME!! Do not change the ball decal on front and back, just replace the actual ball with this.
This is the ball i use for rapid vienna as well- makes the feel more realistic i think.

Maceman

ball_soccer.png
 

Cool, definitely adds to the effect, thanks :)


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#28 htamas

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Posted 18 January 2013 - 06:14 PM

The ball image is indeed nice. Now if it was somehow possible to make it seem like it rolls, that'd be awesome :)



#29 ICPjuggla

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Posted 18 January 2013 - 06:41 PM

Flipper Football has been an awesome addition to my cab. Love this table..

One thing I've noticed when playing, is that the flippers sometimes freeze up. I know it's not my cab or buttons etc. b/c I've checked connections and it doesn't happen on any other table.

Just wondering if this happens to anyone else?! And is there a way to fix it?

Edited by ICPjuggla, 18 January 2013 - 06:42 PM.

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#30 Fulltilt

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Posted 18 January 2013 - 07:34 PM

The ball image is indeed nice. Now if it was somehow possible to make it seem like it rolls, that'd be awesome :)

After playing a few games .. lol, I was thinking the same thing :)

 

@ICPjuggla I thought that happened once or twice to me .. the right flipper kinda paused for a split second and I thought it might have been me, but then a few games later it happened again. Not going to stop me from playing but atleast now I know it wasn't my imagination .. lol


Edited by Fulltilt, 18 January 2013 - 07:37 PM.

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| AMD FX8150 CPU | ASUS Crosshair Formula IV Motherboard | 8gig Crucial Ballistix DDR3 1600 | EVGA Geforce GTX 1070 |

| 42" Commercial Grade 1080p LCD Playfield Monitor | Corsair RM750 PSU | Flipper Fidelity 2.1 Sound System |

| AOC LED 27" Monitor(Backglass) | Samsung 128gig SSD - Win7 |


#31 ICPjuggla

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Posted 18 January 2013 - 08:19 PM

The ball image is indeed nice. Now if it was somehow possible to make it seem like it rolls, that'd be awesome :)

After playing a few games .. lol, I was thinking the same thing :)
 
@ICPjuggla I thought that happened once or twice to me .. the right flipper kinda paused for a split second and I thought it might have been me, but then a few games later it happened again. Not going to stop me from playing but atleast now I know it wasn't my imagination .. lol


Fulltilt, yup same deal here happens quite a bit at least once or twice a game on me. It's normally the left flipper for me though. Weird!!

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#32 htamas

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Posted 18 January 2013 - 09:15 PM

I had the same flipper freeze-up just a few minutes ago but for me they were both upper flippers. It was just momentary, after that everything worked OK.



#33 ICPjuggla

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Posted 18 January 2013 - 09:55 PM

I wonder if its something in the script or if its rom related. Maybe JP or a few scripting experts can chime in on this at some point.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#34 Fulltilt

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Posted 18 January 2013 - 10:03 PM

I would like to know the answer to that too ..but for now it will have to remain a Flipper Football mystery :)


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| AMD FX8150 CPU | ASUS Crosshair Formula IV Motherboard | 8gig Crucial Ballistix DDR3 1600 | EVGA Geforce GTX 1070 |

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#35 PinballShawn

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Posted 27 November 2015 - 03:51 AM

I realize this is an old game, but can anyone tell me where the ball shooter is? It comes out from between the flippers, but I can't find anything on the editor at all. We play this all the time in the real world, on every real machine I have played it shoots the ball into the left kickout from the plunge. On this version it seems to be heading in the right direction but doesn't have enough power. I'm trying to get it to play as close as possible to the real machine.

If you have never played this it's fantastic when you have at least 4 players. I think you can play 6 player. It's boring when you play it alone, but in groups it's fantastically competitive.



#36 jpsalas

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Posted 27 November 2015 - 04:27 AM

The ball is kicked out from the drain kicker.

	' Trough & Ball Release
	Set bsTrough = New cvpmBallStack
	With bsTrough
		.InitNotrough Drain, 35, 344, 16
		.InitExitSnd "popup", "solenoid"
		.KickForceVar = 1
	End With

The line: .InitNotrough Drain, 35, 344, 16 contains the direction and the strength. 344 is the direction and 16 is the strength.

I guess what you want is to increase the strength, so change the 16 to something higher like 28, but it will be difficult to get it into the left kickout. I guess you will need to change the angle too, and maybe also move the drain position to the left (you will also need to move the surrounding walls).


Edited by jpsalas, 27 November 2015 - 04:27 AM.

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#37 PinballShawn

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Posted 27 November 2015 - 04:37 AM

Thanks JP! It's a great game, it's always the last game our group plays at the pinball parties. Since I don't have a real one myself it's very cool to still be able to end the night the same way. The DMD is amazing looking in color, are there any other games with DMD's like that?



#38 PinballShawn

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Posted 27 November 2015 - 05:18 AM

You nailed it! I moved the outhole left to dead center between the flippers and moved the walls into a perfect V. I changed the script to 35, 338,28 and now it perfectly kicks the ball into the outhole, just like the real thing! I can't wait until the next party, this is going to blow everyone's mind. Thank you so much for making this game, and for the help tonight.

I spent quite a bit of time tweeking this game to feel 'exactly' like the real deal. I even made a new B2S backglass for it! Hahaha:) Such an under appreciated game, technically it put Capcom out of business. It really should only be played with multi-players, I guess nobody figured that out when it was new.  



#39 vampirolatino2

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Posted 27 November 2015 - 06:04 AM

Shawn, do you work at TNT by casualty? just curious...


Edited by vampirolatino2, 27 November 2015 - 06:04 AM.


#40 PinballShawn

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Posted 27 November 2015 - 06:43 AM

No. But I like Todd (we're both in Pennsylvania, about 5 hours apart). I work for myself, and I sublet work from Pinball Perfection in Pittsburgh. I've been around pinball machines since around 1976.