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Visual Pinball 9.1.3 Standalone (EXE)

Visual Pinball 9.1.3

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#21 maceman

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Posted 24 October 2012 - 07:04 PM

Hi Destruk,
I found an old table (VP8) that i was trying out to see what it was like. The table is called ROCK:

Table: http://www.vpforums....s&showfile=2068

Rom: http://www.vpforums....s&showfile=1046

I noticed it used a rom with the extensions of .snd and .cpu in the zip.
I am just curious as to perhaps why this older format is not supported (backward compatible) with the latest vp913 build? I was able to try it in 912, so i am guessing these extensions have lost support?
Another question, if we were to bring this up to vp913 standard, what would be needed for the rom to change over?
Thanx in advance,
Maceman
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#22 destruk

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Posted 24 October 2012 - 11:50 PM

I'm not sure what you are trying to communicate Maceman.
Roms - used by VPM, contain the music, the rules, the logic for the game. If you are using the latest version of VPM and you have the correct romset with the matching CRCs of the files inside the romset, then the game will work.
Table - used by VP to display the visual elements of a pinball machine - the table script provides a matching interface to the romset to make the game playable.

The rom filename extensions make absolutely no difference as VPM checks the file CRC first to determine which file goes where in ram when the romset is loaded. ie I could call the roms "frappo.TXT", "Julius.SWZ", and "P7!4s3.^(R" and as long as the CRCs are correct VPM will sort out where they go.

The game plays fine for me in VP 9.12 and VP 9.13 - so what trouble are you seeing?

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#23 maceman

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Posted 25 October 2012 - 03:30 AM

Hmmm. That is really strange.
I tried loading this table several times in vp913 and it loaded into the editor, but failed when trying to initialize (the error was the rom missing dialog asking for the rom 'rock' , but it was in the right folder and loaded in vp912)... So my comments were based on observation of then being able to load into vp912. I figured because it loaded into the editor it must have been the rom....
But after your post, i retried it in vp913 and it loaded instantly.

So i guess my post was irrelevant, yet i am still puzzled (retorically) as to why it wouldn't load originally.
Ok, well at least i know that the roms work with vp913 as well. Sorry for any confusion.

...boy that is weird and will bug me now :)
Maceman
btw- do you know if this author is around still? I ask because i have started a self-mod on this table and am making some decent progress, it actually plays good in vp912/13 and just seems to need some aesthetics and physics boosts. thanx.

Edited by maceman, 25 October 2012 - 03:33 AM.

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#24 destruk

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Posted 25 October 2012 - 03:36 AM

I haven't seen any new tables from that author. :( sorry.

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#25 Joe

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Posted 25 October 2012 - 03:37 AM

some times VPM gets' suck and you need to quit and reload VP to get it to work again.

#26 maceman

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Posted 25 October 2012 - 03:43 AM

thanx Joe. Maybe that is all it was. My fault for not being more dilligent and trying that first!

- I think i can recreate this table just as well, not that it is a popular table, but it is a fun layout. My son had this table open along side one he was trying to make and pretty much duplicated all the ways and it plays real well. Took him about 2-3 hours...He is 10 :) I really think you guys will know him down the road. He is showing a real interest and knows alot about VP. Amazes me what rubs off(not that i know alot, but i just mean the effect of fiddling in VP so much) :) Cheers.
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#27 faralos

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Posted 25 October 2012 - 10:20 AM

MAceman he sounds like a great future pinner! Um, first though to post any mod
you must make a reasonable try at a search for the builder. Look here or at other pinball sites
for his name since you seem to know it. Even a google search may call up posts of his elsewhere.
Give it a month after posting or emailing him if you find an email addy that is still active. Look in the table info area
for that information as some table builders type their email addresses there. I can't guarantee you will find him though if it's an older table.
And here is where it sucks. If you CANNOT find him/her then that mod is for your eyes only as if the original author cannot be found
no one may post any mod of their table without the builders permission. You can understand why though it may have taken months to build,
then someone else changes it without your knowledge them later on down the road you find that mod?
I'd be pissed too to come across my pin, changed without my permission or knowledge!
But back to your kid, yes a complete scratch build is not out of the question though
since he started from nothing

Edited by faralos, 25 October 2012 - 10:22 AM.

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#28 maceman

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Posted 25 October 2012 - 07:49 PM

Faralos, sometimes you puzzle me. You post things like i just joined the site yesterday. :) :)
If you read back a few posts you will see I was speaking to Destruk about a "self-mod". I am not sure where you saw that i was recreating this for release although I do still like to contact the author when possible in case he wishes to release it. If the mods become good enough for forum release, I will follow protocol.
Heck, If i even have time to complete one i'll be happy to see who wants it. I still have HM on the back-burner first....
Cheers,
Maceman
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#29 koadic

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Posted 11 November 2012 - 02:27 PM

I completely forgot to mention this for people using an accelerometer for analog nudge... the gain settings have been altered to allow different values for both X and Y axes. This means that the previous settings will no longer have any effect, and you will need to copy your current gain value and enter it in the Preferences>Keys dialog. By default it is set to a gain of 150% (or 1.5), so if your previous value was 3.5, you will want to enter 350 (%) in the box for the X and Y axis. You only need to do this once as this is a global option and effects all tables.

In addition, other global options have been added to the Keys dialog, amongst them a Tilt Sensitivity setting where you can fine tune the amount of force required for the analog nudge to trigger a tilt event. The default value in 9.1.2 was 400, but now you can increase or decrease the sensitivity (higher = more sensitive, 0-1000). The higher you have the gain settings at, the higher you will need to set the sensitivity. The other global options allow you to turn the accelerometer on for all tables, and adjust the mount and rotation settings (not sure the nudge force effects anything). For 'Enable Analog Nudge' and 'Normal Mounting Orientation' it is a 3 step check box; On/Checked means it will be on for all tables, Off/Unchecked means it will be off for all tables, and Greyed out means it will default to the table settings. The other settings have only a regular check box, and when checked will override the default value with the number in the corresponding box.

For many of these options, you will need to either exit out of any open tables before reopening them and testing the settings, or just restart VP for them to take effect.

#30 kruge99

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Posted 11 November 2012 - 11:48 PM

I upgraded using this standalone .EXE file and the only issue I seem to have so far is that Right Magna Save is not being recognized in two games I've tested so far, Black Knight and Pharaoh.

To make sure it works on my Nanotech interface, I went back to VP 912 and also checked using the Control Panel game controller applet which both responded correctly to input from both the Left and Right Magna save buttons.

Therefore I must conclude this is a bug of some sort in VP913.

Thanks for all the great work guys, I hope the source of this issue is discovered and resolved soon.


Best Regards,
Todd.
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#31 Aaron James

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Posted 12 November 2012 - 02:30 AM

I have the answer!
I had the same problem.
You have to go into "keys editor" and assign the right magna save button... To the right control button...(which it will be by default)... BUT ALSO assign the button number right below it. For me, it was 3, and the left was 11.

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#32 koadic

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Posted 12 November 2012 - 04:58 AM

I will take a look at the code I added and see if I can find a cause for that particular button not working...





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