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Star Wars - VP9 Mod FS

Visual Pinball Cabinet VP9 Full Screen MOD

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#21 Wm29671

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Posted 20 December 2012 - 02:50 PM

Great table thanks a lot for the update! Is there any way in one of these mods or updates of this table that the switch in the handle and its impact on game play can make it into the table release? I've posted about it on almost every release of this machine but I've never seen it make it into the table. I've owned this machine in real life three times over the years and there is a switch in the handle. When you hear "Death Star approaching" during the game you can move the launcher handle up or down and it will open the Death Star door regardless of which ball you are on, etc. and you can shoot the DS and start multiball. It can make a huge difference in scores, etc. and is a big missing piece of the real gameplay for this table. Maybe that switch could be assigned to one of the special keys like A or '? I can see how it could easily be missed if you've never had the real table. It also helps to make sense of why they say, " Death Star approaching" so often in the game. Thanks!


Edited by Wm29671, 20 December 2012 - 02:52 PM.


#22 Aurich

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Posted 20 December 2012 - 03:50 PM

Nicely done, it's great to see Ackbar on the field, and the extra tall bumpers. :)

#23 jimmyfingers

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Posted 20 December 2012 - 05:19 PM

Great table thanks a lot for the update! Is there any way in one of these mods or updates of this table that the switch in the handle and its impact on game play can make it into the table release? I've posted about it on almost every release of this machine but I've never seen it make it into the table. I've owned this machine in real life three times over the years and there is a switch in the handle. When you hear "Death Star approaching" during the game you can move the launcher handle up or down and it will open the Death Star door regardless of which ball you are on, etc. and you can shoot the DS and start multiball. It can make a huge difference in scores, etc. and is a big missing piece of the real gameplay for this table. Maybe that switch could be assigned to one of the special keys like A or '? I can see how it could easily be missed if you've never had the real table. It also helps to make sense of why they say, " Death Star approaching" so often in the game. Thanks!

I've seen this before as well and would love for someone to figure out the solenoid or how this can be done for this missing switch / game play piece. 



#24 luvthatapex

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Posted 20 December 2012 - 05:28 PM

if I recall the ENTER key acts as the red button on the shifter so it works as a machine gun during storm troopers, but there is nothing mapped to the shifter level to drop the yellow target early. I never cared for dropping the yelow target early on my game, but if you want to do it I am sure the keycode could be figured out for the shifter.

 

I checked the manual and table. The table already has the death star target coded (mDoor), so you'd only need to call this mech when a certain key is pressed in the keydown/keyup section.

 

 

Great table thanks a lot for the update! Is there any way in one of these mods or updates of this table that the switch in the handle and its impact on game play can make it into the table release? I've posted about it on almost every release of this machine but I've never seen it make it into the table. I've owned this machine in real life three times over the years and there is a switch in the handle. When you hear "Death Star approaching" during the game you can move the launcher handle up or down and it will open the Death Star door regardless of which ball you are on, etc. and you can shoot the DS and start multiball. It can make a huge difference in scores, etc. and is a big missing piece of the real gameplay for this table. Maybe that switch could be assigned to one of the special keys like A or '? I can see how it could easily be missed if you've never had the real table. It also helps to make sense of why they say, " Death Star approaching" so often in the game. Thanks!

I've seen this before as well and would love for someone to figure out the solenoid or how this can be done for this missing switch / game play piece. 

 


Edited by luvthatapex, 20 December 2012 - 05:41 PM.


#25 dup3d

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Posted 20 December 2012 - 07:27 PM

 

if I recall the ENTER key acts as the red button on the shifter so it works as a machine gun during storm troopers, but there is nothing mapped to the shifter level to drop the yellow target early. I never cared for dropping the yelow target early on my game, but if you want to do it I am sure the keycode could be figured out for the shifter.

 

I checked the manual and table. The table already has the death star target coded (mDoor), so you'd only need to call this mech when a certain key is pressed in the keydown/keyup section.

 

 

Great table thanks a lot for the update! Is there any way in one of these mods or updates of this table that the switch in the handle and its impact on game play can make it into the table release? I've posted about it on almost every release of this machine but I've never seen it make it into the table. I've owned this machine in real life three times over the years and there is a switch in the handle. When you hear "Death Star approaching" during the game you can move the launcher handle up or down and it will open the Death Star door regardless of which ball you are on, etc. and you can shoot the DS and start multiball. It can make a huge difference in scores, etc. and is a big missing piece of the real gameplay for this table. Maybe that switch could be assigned to one of the special keys like A or '? I can see how it could easily be missed if you've never had the real table. It also helps to make sense of why they say, " Death Star approaching" so often in the game. Thanks!

I've seen this before as well and would love for someone to figure out the solenoid or how this can be done for this missing switch / game play piece. 

 

 

 

I fixed this for me in the earlier B2S Version with only adding one Line to the keydown section and it worked great in this Version too. I Used the right Magna Save Button to set the Shifter to down and then with the LaunchBall Button you can lower the Death Star Target  when it is ready (you can see the red Light over the Plunger is on when it´s ready :) ). The Manual says it is Switch 51 so here´s the line that´ll work for me 

 

If keycode = RightMagnaSave Then Controller.Switch(51) = 1


--------------------------------------------------------------------------------------------------------------------------------------
In play:Funhouse, High Speed, Bride of Pinbot, Demolition Man, Mini VP Cab
Gone:BlackWater100, Hurricane, Fire, Dirty Harry, Black Pyramid
--------------------------------------------------------------------------------------------------------------------------------------


#26 Wm29671

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Posted 20 December 2012 - 07:45 PM

 

 

if I recall the ENTER key acts as the red button on the shifter so it works as a machine gun during storm troopers, but there is nothing mapped to the shifter level to drop the yellow target early. I never cared for dropping the yelow target early on my game, but if you want to do it I am sure the keycode could be figured out for the shifter.

 

I checked the manual and table. The table already has the death star target coded (mDoor), so you'd only need to call this mech when a certain key is pressed in the keydown/keyup section.

 

 

Great table thanks a lot for the update! Is there any way in one of these mods or updates of this table that the switch in the handle and its impact on game play can make it into the table release? I've posted about it on almost every release of this machine but I've never seen it make it into the table. I've owned this machine in real life three times over the years and there is a switch in the handle. When you hear "Death Star approaching" during the game you can move the launcher handle up or down and it will open the Death Star door regardless of which ball you are on, etc. and you can shoot the DS and start multiball. It can make a huge difference in scores, etc. and is a big missing piece of the real gameplay for this table. Maybe that switch could be assigned to one of the special keys like A or '? I can see how it could easily be missed if you've never had the real table. It also helps to make sense of why they say, " Death Star approaching" so often in the game. Thanks!

I've seen this before as well and would love for someone to figure out the solenoid or how this can be done for this missing switch / game play piece. 

 

 

 

I fixed this for me in the earlier B2S Version with only adding one Line to the keydown section and it worked great in this Version too. I Used the right Magna Save Button to set the Shifter to down and then with the LaunchBall Button you can lower the Death Star Target  when it is ready (you can see the red Light over the Plunger is on when it´s ready :) ). The Manual says it is Switch 51 so here´s the line that´ll work for me 

 

If keycode = RightMagnaSave Then Controller.Switch(51) = 1

 

So after you add this line when you are playing you hit the magnasave button and then the launch button to lower the door? Or do you just hit the launch button to lower it?



#27 dup3d

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Posted 20 December 2012 - 08:17 PM

 

 

 

if I recall the ENTER key acts as the red button on the shifter so it works as a machine gun during storm troopers, but there is nothing mapped to the shifter level to drop the yellow target early. I never cared for dropping the yelow target early on my game, but if you want to do it I am sure the keycode could be figured out for the shifter.

 

I checked the manual and table. The table already has the death star target coded (mDoor), so you'd only need to call this mech when a certain key is pressed in the keydown/keyup section.

 

 

Great table thanks a lot for the update! Is there any way in one of these mods or updates of this table that the switch in the handle and its impact on game play can make it into the table release? I've posted about it on almost every release of this machine but I've never seen it make it into the table. I've owned this machine in real life three times over the years and there is a switch in the handle. When you hear "Death Star approaching" during the game you can move the launcher handle up or down and it will open the Death Star door regardless of which ball you are on, etc. and you can shoot the DS and start multiball. It can make a huge difference in scores, etc. and is a big missing piece of the real gameplay for this table. Maybe that switch could be assigned to one of the special keys like A or '? I can see how it could easily be missed if you've never had the real table. It also helps to make sense of why they say, " Death Star approaching" so often in the game. Thanks!

I've seen this before as well and would love for someone to figure out the solenoid or how this can be done for this missing switch / game play piece. 

 

 

 

I fixed this for me in the earlier B2S Version with only adding one Line to the keydown section and it worked great in this Version too. I Used the right Magna Save Button to set the Shifter to down and then with the LaunchBall Button you can lower the Death Star Target  when it is ready (you can see the red Light over the Plunger is on when it´s ready :) ). The Manual says it is Switch 51 so here´s the line that´ll work for me 

 

If keycode = RightMagnaSave Then Controller.Switch(51) = 1

 

So after you add this line when you are playing you hit the magnasave button and then the launch button to lower the door? Or do you just hit the launch button to lower it?

 

Yes i have to press right magnasave first to set the shift to down and then i can press the launch ball button to lower the death star target. On the real machine you have to put the Shifter to the down position and then with the Fire Button on the Shifter you lower it when i remember right.


--------------------------------------------------------------------------------------------------------------------------------------
In play:Funhouse, High Speed, Bride of Pinbot, Demolition Man, Mini VP Cab
Gone:BlackWater100, Hurricane, Fire, Dirty Harry, Black Pyramid
--------------------------------------------------------------------------------------------------------------------------------------


#28 Wm29671

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Posted 20 December 2012 - 09:03 PM

 

 

 

 

if I recall the ENTER key acts as the red button on the shifter so it works as a machine gun during storm troopers, but there is nothing mapped to the shifter level to drop the yellow target early. I never cared for dropping the yelow target early on my game, but if you want to do it I am sure the keycode could be figured out for the shifter.

 

I checked the manual and table. The table already has the death star target coded (mDoor), so you'd only need to call this mech when a certain key is pressed in the keydown/keyup section.

 

 

Great table thanks a lot for the update! Is there any way in one of these mods or updates of this table that the switch in the handle and its impact on game play can make it into the table release? I've posted about it on almost every release of this machine but I've never seen it make it into the table. I've owned this machine in real life three times over the years and there is a switch in the handle. When you hear "Death Star approaching" during the game you can move the launcher handle up or down and it will open the Death Star door regardless of which ball you are on, etc. and you can shoot the DS and start multiball. It can make a huge difference in scores, etc. and is a big missing piece of the real gameplay for this table. Maybe that switch could be assigned to one of the special keys like A or '? I can see how it could easily be missed if you've never had the real table. It also helps to make sense of why they say, " Death Star approaching" so often in the game. Thanks!

I've seen this before as well and would love for someone to figure out the solenoid or how this can be done for this missing switch / game play piece. 

 

 

 

I fixed this for me in the earlier B2S Version with only adding one Line to the keydown section and it worked great in this Version too. I Used the right Magna Save Button to set the Shifter to down and then with the LaunchBall Button you can lower the Death Star Target  when it is ready (you can see the red Light over the Plunger is on when it´s ready :) ). The Manual says it is Switch 51 so here´s the line that´ll work for me 

 

If keycode = RightMagnaSave Then Controller.Switch(51) = 1

 

So after you add this line when you are playing you hit the magnasave button and then the launch button to lower the door? Or do you just hit the launch button to lower it?

 

Yes i have to press right magnasave first to set the shift to down and then i can press the launch ball button to lower the death star target. On the real machine you have to put the Shifter to the down position and then with the Fire Button on the Shifter you lower it when i remember right.

 

Thanks for all the information. I think that is working for me as well now!



#29 rob046

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Posted 20 December 2012 - 09:32 PM

Sure I'll add this to the update too.  I would also probably just make the button the right magnasave.



#30 rob046

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Posted 21 December 2012 - 11:45 PM

UPDATE

 

v1.2 - Code for B2S added, but needs enabled.  quick fix & tweaks.  Flasher effect on center x-wing target plastic wasn't visible due to incorrect surface wall value.  Fixed.  Also added a little more power to the plungers, & just a tiny bit more juice to the flippers.



I thought about including the B2S files for those that don't have them, but since I didn't create them I figured I better not.  Although I thought that only the B2S files would be available for download here, but it seems like you have to download that specific B2S table to get them?  Is there a reason why they aren't uploaded separately like a UVP?



#31 rob046

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Posted 22 December 2012 - 12:23 AM

Guys I tried coding in the shifter but it didn't do anything for me.

Set it to switch 51.  Are we sure that is correct?  I don't seem to get any indication from pinmame that the switch is doing anything.



#32 dup3d

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Posted 22 December 2012 - 12:01 PM

Guys I tried coding in the shifter but it didn't do anything for me.

Set it to switch 51.  Are we sure that is correct?  I don't seem to get any indication from pinmame that the switch is doing anything.

 

Yes for me it´s working and i take your Version 1.2 and added only the one line to the Keydown Section

 

If keycode = RightMagnaSave Then Controller.Switch(51) = 1

 

In the Manual it´s in the Switchmatrix SW51 and the Manual says "when the 5th moon is lit the player can push the shifter handle in the down Position and press fire"

And so it works for me when the 5th moon is lit i press the right magnasave button to set the shifter to the down position and then i can press the ball launch button (fire on the real machine) to lower the target (Soundeffekt "I got it" and 5 Mil Bonus will be given). I´m Using VP9.14 and pinmame2.5 on a win7 64bit PC. hope that´ll help


--------------------------------------------------------------------------------------------------------------------------------------
In play:Funhouse, High Speed, Bride of Pinbot, Demolition Man, Mini VP Cab
Gone:BlackWater100, Hurricane, Fire, Dirty Harry, Black Pyramid
--------------------------------------------------------------------------------------------------------------------------------------


#33 rob046

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Posted 22 December 2012 - 09:43 PM

Yeah, it simply doesn't seem to work for me.  The red light was on on the shooter cover, I press right magnasave in this case, then fire the ball, but nothing happens.  No sound effect, no bonus.



#34 Wm29671

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Posted 23 December 2012 - 12:55 AM

Yeah, it simply doesn't seem to work for me.  The red light was on on the shooter cover, I press right magnasave in this case, then fire the ball, but nothing happens.  No sound effect, no bonus.

All it should do is lower the DS door and give you the opportunity to shoot it and start multiball, you shouldn't really get any verbal confirmation or immediatley score a bonus. I haven't had a chance to try in version 1.2 but it was working for me in the last version.



#35 pinuck

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Posted 23 December 2012 - 03:21 AM

All it should do is lower the DS door and give you the opportunity to shoot it and start multiball, you shouldn't really get any verbal confirmation or immediatley score a bonus.


Works for me, and i'm seeing plenty of confirmation:

After you add the line of code for magnasave/switch 51 to the keydown section,

  • When the 5th moon is lit, the red LED on the shooter will light (like Rob said), plus the audio says "Death Star approaching…", meaning it's ready to go
  • you don't have to hit the key combo right away, you can wait until a strategically appropriate time
  • to start it, press right magnasave and then the plunger key. They can be one after the other, you don't have to hold magnasave.  
  • Luke will shout I GOT HIM!!
  • 5 MILLION animation will start
  • Death Star door will open
  • DMD will read SHOOT DEATH STAR FOR TRI-BALL

Seems like a risky strategy / shortcut though, since it times-out quickly. I think it makes the most sense to invoke it when you have the ball cradled on the left flipper, so you can start with a controlled shot - but if you don't have the DS shot dialed in, you're unlikely to get more than a second chance at shooting it before it times out and the moons are reset to the beginning - whereas if you go the long route, there's no timer on the DS shot.


Edited by pinuck, 23 December 2012 - 04:33 AM.


#36 Wm29671

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Posted 23 December 2012 - 01:22 PM

 

All it should do is lower the DS door and give you the opportunity to shoot it and start multiball, you shouldn't really get any verbal confirmation or immediatley score a bonus.


Works for me, and i'm seeing plenty of confirmation:

After you add the line of code for magnasave/switch 51 to the keydown section,

  • When the 5th moon is lit, the red LED on the shooter will light (like Rob said), plus the audio says "Death Star approaching…", meaning it's ready to go
  • you don't have to hit the key combo right away, you can wait until a strategically appropriate time
  • to start it, press right magnasave and then the plunger key. They can be one after the other, you don't have to hold magnasave.  
  • Luke will shout I GOT HIM!!
  • 5 MILLION animation will start
  • Death Star door will open
  • DMD will read SHOOT DEATH STAR FOR TRI-BALL

Seems like a risky strategy / shortcut though, since it times-out quickly. I think it makes the most sense to invoke it when you have the ball cradled on the left flipper, so you can start with a controlled shot - but if you don't have the DS shot dialed in, you're unlikely to get more than a second chance at shooting it before it times out and the moons are reset to the beginning - whereas if you go the long route, there's no timer on the DS shot.

I forgot about Luke saying "I got him". Same here. The animations, etc. all start for me as well. Thanks for the update!



#37 thewool

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Posted 03 January 2013 - 05:13 PM

Due to Christmas, etc. I'm a bit late to the party on this one... Thank you graciously for releasing the full screen version of this mod Rob, nice subtle tweaks you've made and it plays like a sewing machine :)

 

Just to add on to the topic...  I added the 'keycode = RightMagnaSave Then Controller.Switch(51) = 1' text and the 5th planet > right magna > plunge did the trick for me as pincuk described.

 

Cheers once again to you Rob, JP for the original and Rosve for the B2S that's out there : drinks:







Also tagged with one or more of these keywords: Visual Pinball, Cabinet, VP9, Full Screen, MOD