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Genie - New Build From Scratch

Genie 1979 Gottlieb System 1

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#21 htamas

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Posted 12 March 2013 - 03:15 PM

Where do you guys find manuals for Gottlieb tables? Since they are not available on ipdb due to copyright restriction, it is pretty hard to locate them.

When I was working on anything Gottlieb-related, I could almost never find the corresponding manual. I must be doing something wrong :)



#22 maceman

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Posted 12 March 2013 - 03:24 PM

Hi HT,

I found my manual by googling in 'Gottlieb Genie Manual PDF' and it came right up... However, I have also seen torrent files that contain TONS of Manuals.

I really am not into infringing the copyright, i really just need the page so I can create this table, but if I actually owned the table I would certainly want to own the manual as well.

Cheers,

Maceman

 

Can I get help with the proper line of code to trigger the lights further. I have 8 lights working as per LTA's instructions. Here is the current script:

Sub SW13A_Hit:DS03.IsDropped=False:Controller.Switch(13)=1:End Sub
Sub SW13A_UnHit:DS03.IsDropped=True:Controller.Switch(13)=0:End Sub
Sub SW13B_Hit:DS07.IsDropped=False:Controller.Switch(13)=1:End Sub
Sub SW13B_UnHit:DS07.IsDropped=True:Controller.Switch(13)=0:End Sub
Sub SW14A_Hit:DS04.IsDropped=False:Controller.Switch(14)=1:End Sub
Sub SW14A_UnHit:DS04.IsDropped=True:Controller.Switch(14)=0:End Sub
Sub SW14B_Hit:DS08.IsDropped=False:Controller.Switch(14)=1:End Sub
Sub SW14B_UnHit:DS08.IsDropped=True:Controller.Switch(14)=0:End Sub

 

So for example, currently when you hit the SW13A Triggers the Top C, what happens is it triggers a wall called DS03. I haven't deleted these walls yet until i see what i am doing. I want SW13A to triger the C light which is called L13.

I think this is where i need the state=1 or 0 commands correct?

Maceman


Edited by maceman, 12 March 2013 - 03:24 PM.

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#23 hmueck

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Posted 12 March 2013 - 04:03 PM

What i don't see however is the on and off images. I just seethe yellow lights. Am i missing something?

 

Yes. ;) Change the lights from "ShapeCircle" to "Shapecustom". Then the Off/On image will be shown.


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#24 Bob5453

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Posted 12 March 2013 - 04:09 PM

I haven't deleted these walls yet until i see what i am doing.

Why are those walls there if you are making this table from scratch?

Posted Image

You have discovered an Easter egg. Pat yourself on the back.


#25 hmueck

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Posted 12 March 2013 - 04:12 PM

So for example, currently when you hit the SW13A Triggers the Top C, what happens is it triggers a wall called DS03. I haven't deleted these walls yet until i see what i am doing. I want SW13A to triger the C light which is called L13.

I think this is where i need the state=1 or 0 commands correct?

 

The dropwalls change the graphics of the rollover switches (activated/deactivated).

 

Yes, you could trigger the lights yourself with the .state commands, but why would you want to do that? It's a ton of work and - as luvthatapex explained - you can let vpm do the work with a collection.

Or - even better - use a fading lights routine. Looks much nicer! :)


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#26 maceman

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Posted 12 March 2013 - 04:38 PM

@hmueck- thanx very much man! Can't wait to get this to work!  As for the "why use the State command"?  It is just my ignorance really on how to do this, as is why i am asking for help. JP has shown me the state command for OG tables i've done, so it is all i really know. That is why I am taking some baby steps here i guess, trying to understand it rather than making it work.

I would really like to use the fading lights routine. Bodydump PM'ed me quick instruction the other day, and so i am considering trying them, but am nervous :)

 

I think if i could wrap my head around the HOW it works part. For example, what does this line mean:

 

Sub SW10A_Hit:Controller.Switch(10)=1:End Sub

 

What does the 10 mean in Switch(10), as it pertains to the rom?

Cheers,

Maceman

 

ps- @BOB- Hi Bob. I mentioned that I am creating the 'what you see' by scratch, meaning i am using Eala's script as a platform and building the PF and all new. In order to be able to do it and learn at the same time, I moved Eala's triggers and walls over to the new table so i could remove them as i understand what i am replacing them with. I haven't done the backglass yet either, as i mentioned, yet here you see Eala's, as reference and reminder of what to do!


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#27 hmueck

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Posted 12 March 2013 - 06:11 PM

Sub SW10A_Hit:Controller.Switch(10)=1:End Sub
 
What does the 10 mean in Switch(10), as it pertains to the rom?

When a ball on a pinball table rolls over a switch, it turns the switch on. This is like turning on a light switch. The switch is connected to the ROM and the software knows where the ball has just been.

In this case (Genie), switch number 10 is the rollover switch for the A-lane on the top.
So Controller.Switch(10)=1 means, that Switch 10 is turned on (set to 1 (or set to "true")). When the ball rolls away from the switch, switch 10 is set to (0).

Visual Pinball doesn't know switches. It uses "triggers". They are quite the same. Trigger "sw10a" is located where the rollover switch is on the playfield. When Trigger "sw10a" is hit (the ball is in the area of the rollover switch), the script tells the ROM: "the ball activated your switch #10".

The"_hit" / "_unhit" events are only needed if you want to do more than tell the ROM that a switch has been activated. Similar to lamps, you can make a collection and put all switches inside that vpm should handle itself. The _hit/_unhit events are used in case you want to do something manually, like changing a graphic. Like the dropwall.isdropped on the original table.
If a switch is just hit and nothing visual or audible happends, use the vpmCreateEvents command.
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#28 maceman

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Posted 12 March 2013 - 06:37 PM

That is very helpful, thanx or that!

A couple small question in regards....  So, what would i do if i have multiple ' switches' named the same. For example, on Genie there are many SW53's (i think 5 of them). How to i get them to be recognized by the rom independently, or do i?

Also, on this table, i see something called SW50 (10 point switches).  Do i need these :) I know they are not lights, but in trying to understand all that is happening....

Thanx!

Maceman


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#29 hmueck

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Posted 12 March 2013 - 08:13 PM

So, what would i do if i have multiple ' switches' named the same.
 
Then the machine probably has several switches connected to the same cable. Like i have two light switches in the corridor of my appartment to turn the corridor lights on. One at each end of the corridor. They all do the same thing.
 
 
For example, on Genie there are many SW53's (i think 5 of them). How to i get them to be recognized by the rom independently, or do i?

You don't need to. If the ROM only has one switch number for a couple of objects, it just means they do the same stuff. Like giving you 500 points or something.

SW53 is for the five rollover buttons. They all give 200 points.
The script is doing something strange with the lights of the rollover buttons. There's a timer running that reduces "1" from a variable for each button. When a button is triggered, the value is 6. The timer reduces "1" from the variable, the value is "5" and the light for the button is turned on. When the timer ran a couple of substractions and the variable is zero, the light is turned off again. That's like telling the light to turn off after 100ms. That could much more easily been done with a vpmTimer.PulseSwitch 53,100,”turnlightoff”...
 
 
Also, on this table, i see something called SW50 (10 point switches).

Switch 50 is connected to a lot of slingshots and rubbers. It's the same as with sw53: they all reward the same number of points, so they have the same switch number.
 
 
Do i need these :)

Yes, you need these of you want the player to score decent points. ;)

Edited by hmueck, 12 March 2013 - 08:14 PM.

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#30 maceman

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Posted 12 March 2013 - 08:27 PM

Thanx again for that explanation. Helps alot.

So, in VP, How do i tell the rom i have 5 switches SW53 ?

VP cannot name more than one object the same, right?, and these rollovers are lights as well, no? I mean, they are illuminated when rolled over.

 

If I named them, say, SW53a, SW53b, etc... it would not match the rom...if i am understanding this correctly, as thre rom would only see SW53. Is this correct?

 

Arghh. This is harder than i thought it would be.

Cheers,

Maceman


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#31 bodydump

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Posted 12 March 2013 - 08:52 PM

Thanx again for that explanation. Helps alot.

So, in VP, How do i tell the rom i have 5 switches SW53 ?

VP cannot name more than one object the same, right?, and these rollovers are lights as well, no? I mean, they are illuminated when rolled over.

 

If I named them, say, SW53a, SW53b, etc... it would not match the rom...if i am understanding this correctly, as thre rom would only see SW53. Is this correct?

 

Arghh. This is harder than i thought it would be.

Cheers,

Maceman

You're going to have 5 walls named SW53a, SW53b, etc and in the script you'll use

 

Sub SW53a_Hit: vpmTimer.PulseSw 53: End Sub

Then repeat for 53b, 53c, etc.  This tells the rom that when the ball hits that wall, switch 53 is triggered.

 

Also don't be afraid of the fading lights.  It's actually really easy.



#32 hmueck

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Posted 12 March 2013 - 09:05 PM

The Rom doesn't care how things are named in VP. The Rom only sees the "Controller.Switch(53)=1/0" command. "Controller." is the vpinmame emulation of the Rom.

How to tell the Rom about the switches: either like in the old script: have a _hit and _unhit routine for each trigger that turns the switch on and off. Or use the vpmcreateevents, put the Switch no. in the Timer interval field, add the trigger/Wall/slingshot to the collection.
For info on vpmcreateevents check the .vbs manual that comes with VP or check other tables.

Or use vpmtimer.pulsesw as bodydump recommends ;)
But you only really Need that if something Else shall Happen when the switch is activated. Vpmcreateevents does relieve you of all scripting work. ;)

And fading lights are cool! :)

P.s. Stupid German autocorrect on the iPad...
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#33 maceman

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Posted 13 March 2013 - 02:41 AM

Thanx guys. I will definitely try the fading lights since everyone is pointing in that direction.

 

I've had some time consuming glitches today. First off... i had to cleanup the lights better in my PSD as when i try to make a 'fake-light' looking table for the GI spots, the overlay makes the lights in the layer underneath bleed through and show edges that are not perfectly shaved.

Also, in the vp editor, i have some more work to do. I noticed that in changing the lights to custom shape, all the lights are now square and show through when rendered, so i am trying to see if there is a faster way to make circular custom lights. Very time consuming today and i am zonked. I don't know how people can do a table themselves and so fast sometimes. I wish there was a fast way to change all squares to circles. No Huey, it is not hip to be square! :)

cheers,

Maceman


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#34 bodydump

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Posted 13 March 2013 - 02:46 AM

Find a round light on somebody else's table, copy it, paste it on yours and then right click and scale to size.  Then keep copying and scaling to fit the rest.  That's the quick way to make circular lights :)



#35 maceman

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Posted 13 March 2013 - 03:08 AM

he hee. Ok, thanx again. I was using your sharpshooter when you posted :)

 

Okay, almost done lights and making 2 sets (L1, L1a etc..) so we can try this fading light routine and see what happens. Tomorrow!!

Cheers!


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#36 maceman

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Posted 13 March 2013 - 03:26 PM

Morning all,

Having some trouble if someone can get me going. I've created all the lights, in pairs L1, L1a etc... as per the Manual.

 

I have copied over JP's(Pacdude's) Fading lights routine and have tried getting those top 4 lights to work:

 

Dim LampState(200)

AllLampsOff()
LampTimer.Interval = 35
LampTimer.Enabled = 1

Sub LampTimer_Timer()
    Dim chgLamp, num, chg, ii
    chgLamp = Controller.ChangedLamps
    If Not IsEmpty(chgLamp) Then
        For ii = 0 To UBound(chgLamp)
            LampState(chgLamp(ii, 0) ) = chgLamp(ii, 1) + 4
        Next
    End If
    UpdateLamps
End Sub

Sub UpdateLamps
    FadeL 13, l13, l13a
    FadeL 14, l14, l14a
    FadeL 15, l15, l15a
    FadeL 16, l16, l16a
'etc etc.....

 

 

How to get this to work so i see some activity? Right now i see nothing and so i cannot proceed until i have something tangible to look at here :) I am reading pacdude's instructions on this system , and so far it says it should be doing something, but i cannot see anything. Help!

Cheers,

Maceman
 


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#37 hmueck

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Posted 13 March 2013 - 06:51 PM

Nothing is happenening? You didn't forget to add the LampTimer timer, did you? ;)
EDIT: No, that would actually give an error message. Hmm...

Is the vpmmaplights collection still active? That could be stealing the lamp information you need for your fading lights.

Edited by hmueck, 13 March 2013 - 06:48 PM.

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#38 maceman

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Posted 13 March 2013 - 07:14 PM

he hee- Hmueck, If i can send you this via PM to have a quick boo just so you can get me going again? I'd really appreciate it! I've spent so much time on this that i need new eyes i think!
I am getting very close i think.
Here is the latest with LDS (Light Deficiency Syndrome) :)
geniesnap18.png
Cheers,
Maceman

ps. Yes, i've disabled the collection. I was trying to analyze BD's sharpshooter set-up and i think this looks the same somewhat, but nothing hsppening at all. Must be something silly!

Edited by maceman, 13 March 2013 - 07:26 PM.

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#39 hmueck

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Posted 13 March 2013 - 07:25 PM

Sure, send ahead! :)

Aehm.. send away? How do you say that right? ;)
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#40 bolt

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Posted 13 March 2013 - 07:53 PM

Looks amazing maceman, can't wait to play this beauty.


Edited by bolt, 13 March 2013 - 07:53 PM.

Posted Image





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