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Big Bang Bar [VP 9.x Desktop]

unclewilly jimmyfingers DT

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#21 rehab

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Posted 17 March 2012 - 08:51 AM

Thanks UW! This is a gem!!

#22 jpsalas

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Posted 17 March 2012 - 01:34 PM

Very nice table! Thanks smile.gif

If you want to check my latest uploads then click on the image below:

 

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Next table? A tribute table to Stern's Foo Fighters


#23 WWE

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Posted 17 March 2012 - 02:14 PM

Vielen dank für denn Big Bang Bar Tisch echt Klasse dblthumb.gif

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#24 kiwi

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Posted 17 March 2012 - 05:11 PM

Thanks for this fantastic table.
Some minor things.
The rubbers are not aligned with slingshots.
The black light "RLL" is too small, does not refresh the entire AlphaRamp (just stretch the light upwards).

Max

Edited by kiwi, 18 March 2012 - 10:24 AM.


#25 serpiko

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Posted 17 March 2012 - 06:46 PM

very good Unclewilly.
thanks for this masterpiece.

#26 hassanchop

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Posted 17 March 2012 - 08:15 PM

thank you uw and master grinder!!!
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#27 Liteuser

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Posted 18 March 2012 - 03:51 AM

Thanks again to Unclewilly and Grizz for another cool table release. dblthumb.gif

You guys do some amazing work. cool.gif


#28 ryukoken

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Posted 18 March 2012 - 03:04 PM

Nice table work fine on my laptop with nvidia card
but not work on my other pc with ati card any way
to fix it , plunger have no animation and flippers have glitches
http://vpforums.org/...82/atierror.jpg

#29 WhenLit

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Posted 19 March 2012 - 06:40 PM

Thank you again and again!
My settings for 4x3:
- inclination = 45
- Field of view = 40
- X Scale = 1,7
- Y Scale = 1,75
- Y Offset = -270
Initially registered in March, 2001.

#30 unclewilly

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Posted 19 March 2012 - 07:16 PM

QUOTE (destruk @ Mar 16 2012, 07:15 PM) <{POST_SNAPBACK}>
Everybody makes mistakes, even PacDude...

The flippers are solenoids 9, 10, and 11. So you could fix that if you wanted to.

'solcallback(9)="textbox2.text=" 'left flipper enabled (requires smoothing)
'solcallback(10)="textbox3.text=" 'top right flipper enabled (requires smoothing)
'solcallback(11)="textbox4.text=" 'right flipper enabled

I would suggest - for our purposes, something along the lines of:
removing
'Flipper Subs
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"


Changing the callbacks from
SolCallback(9) = ""
SolCallback(10) = ""
SolCallback(11) = ""

To
SolCallback(9) = "SmoothTimer"
'SolCallback(10) = "" going to double up flippers on solenoid 11 which is fine as is
SolCallback(11) = "SolRFlipper"

LeftFlipper.TimerEnabled=500 'smoothing delay to release flipper power

Sub SmoothTimer(Enabled)
If Enabled Then
SolLFlipper,True
LeftFlipper.TimerEnabled=0 'solenoid was energized, so ignore and reset timing for de-energizing
Else
LeftFlipper.TimerEnabled=1 'enable delay timer to see if the machine energizes the solenoid again
End If
End Sub

Sub LeftFlipper_Timer
LeftFlipper.TimerEnabled=0 'solenoid has been disabled for 500ms, so de-energize the flipper coil
SolLFlipper,False
End Sub

And then change the keyup for the leftflipper to make it more accurate -
If keycode=LeftFlipperKey Then:Controller.Switch(33)=0:SolLFlipper,False:End If ' de-energize flipper coil immediately as flipper has been released by player



I tried this code and when the flipper buttons were just held down it would still flip and not behave correctly. Got some really strange flipper reactions

i have figured a way to make the flippers behave mostly right though.
when tilted and at end of game if the flipper is still being held the flipper will reamain up but it will not allow the flipper to be activated again

i hope this will work for everyone

I'll have an update later this evening


"it will all be ok in the end, if it's not ok, it's not the end"
 
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#31 destruk

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Posted 19 March 2012 - 07:35 PM

QUOTE
I tried this code and when the flipper buttons were just held down it would still flip and not behave correctly. Got some really strange flipper reactions

i have figured a way to make the flippers behave mostly right though.
when tilted and at end of game if the flipper is still being held the flipper will reamain up but it will not allow the flipper to be activated again

i hope this will work for everyone

I'll have an update later this evening


That's why it uses a timer. It's called smoothing -
http://farside.ph.ut...res/node82.html

Suppose that we try to send a square-wave signal down the wire. Since the current in the wire cannot rise or fall faster than the $L/R$ time, the leading and trailing edges of the signal get smoothed out over an $L/R$ time.
By increasing the timer interval, you increase the amount of time it waits around to see if the solenoid turns off or not. If the flipper still releases and energizes when the flipper button is held down then the interval delay is too short.

Most smoothing is done already by pinmame itself for troublesome drivers - like WPC/Williams, however, until we get the enhanced flipper controls working with power indicators for Capcom (since they have variable power flippers) this is the only way to fix it. Until you get it working for you, it won't work reliably for everybody else. smile.gif

a GOOD test would be to intentionally tilt the machine with the flipper in the up position and see when it disables and falls down - as the code posted does that.

Edited by destruk, 19 March 2012 - 07:36 PM.

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#32 unclewilly

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Posted 19 March 2012 - 08:09 PM

I followed the code posted exactly as it was written.
The flippers did disengage when tilted. The problem was if i held the button down the flippers would not remain engaged. I tried increasing the timer in intervals up to 1000 ms and could never get the flippers to stay in the upright position the entire time i held the key.

Maybe i entered some of the code wrong. I will go through and check it again

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

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Posted 19 March 2012 - 08:35 PM

QUOTE (destruk @ Mar 19 2012, 07:35 PM) <{POST_SNAPBACK}>
QUOTE
I tried this code and when the flipper buttons were just held down it would still flip and not behave correctly. Got some really strange flipper reactions

i have figured a way to make the flippers behave mostly right though.
when tilted and at end of game if the flipper is still being held the flipper will reamain up but it will not allow the flipper to be activated again

i hope this will work for everyone

I'll have an update later this evening


That's why it uses a timer. It's called smoothing -
http://farside.ph.ut...res/node82.html

Suppose that we try to send a square-wave signal down the wire. Since the current in the wire cannot rise or fall faster than the $L/R$ time, the leading and trailing edges of the signal get smoothed out over an $L/R$ time.
By increasing the timer interval, you increase the amount of time it waits around to see if the solenoid turns off or not. If the flipper still releases and energizes when the flipper button is held down then the interval delay is too short.

Most smoothing is done already by pinmame itself for troublesome drivers - like WPC/Williams, however, until we get the enhanced flipper controls working with power indicators for Capcom (since they have variable power flippers) this is the only way to fix it. Until you get it working for you, it won't work reliably for everybody else. smile.gif

a GOOD test would be to intentionally tilt the machine with the flipper in the up position and see when it disables and falls down - as the code posted does that.



Have you tried the code in the table. i've reproduced the code using the smoothing timer with values ranging from 100 ms to 1000 ms. the issue with it is this. if the flipper is up at the time the machine is tilted it does release. the problem i am having is that when you press and hold the flipper key it does not hold it's upright position.
It releases.

If you can produce a different result i'd like to try the code out. Maybe i'm missing something


"it will all be ok in the end, if it's not ok, it's not the end"
 
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#34 destruk

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Posted 19 March 2012 - 08:59 PM

The code works fine in Jammin's Big Bang Bar table and it works fine there - maybe your flipper solenoid callbacks are pushing the flippers down?
Did you delete the callback for the standard flippers?
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"

Do you understand what the code is doing? if yes, something else is releasing the flippers - try adding some debug code to the script and searching for duplicated/routines that involve the flippers.

Edited by destruk, 19 March 2012 - 09:01 PM.

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#35 unclewilly

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Posted 19 March 2012 - 09:28 PM

QUOTE (destruk @ Mar 19 2012, 08:59 PM) <{POST_SNAPBACK}>
The code works fine in Jammin's Big Bang Bar table and it works fine there - maybe your flipper solenoid callbacks are pushing the flippers down?
Did you delete the callback for the standard flippers?
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"

Do you understand what the code is doing? if yes, something else is releasing the flippers - try adding some debug code to the script and searching for duplicated/routines that involve the flippers.



Yes those subs are commented out.
I've never seen a big bang bar other than pacdudes version could you post a link to Jammin's so i can have a look.

I have checked the code and the only thing pushing the flippers down is the keyup for the left and right flipper and the timer.

Have you actually tried this code in the table. i understand what it is supposed to do. but that is not what it is doing

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#36 destruk

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Posted 20 March 2012 - 12:27 AM

I can't give out Jammin's table.
Here is PD's version with a more complete fix.
You can use it, or not. I'll be changing tables if I ever get a cabinet again to use something similar to this.

Attached Files


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#37 unclewilly

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Posted 20 March 2012 - 12:45 AM

maybe i'm missing somethimg here. when i start a game on this table and hold down the flipper key. the flipper does not stay up after a short time it drops back to its start position weather the flipper key is released or not.

can you hold a flipper key down on your system and have the flipper remain in its up position until you release the key

anyone else please try this and let me know your results..

when i start a game and just hold down the right flipper key without releasing it the flipper will go back to its start position on its own.

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#38 destruk

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Posted 20 March 2012 - 01:14 AM

I can.
Yes, something's wrong with your setup. sad.gif

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#39 unclewilly

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Posted 20 March 2012 - 01:25 AM

you are correct. it has to do with the version of pinmame that i am using.

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#40 destruk

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Posted 20 March 2012 - 01:38 AM

I'm sorry. Maybe eventually we'll have this worked out in the pinmame source code.

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