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FastFlips script (bypassing pinmame flipper callback)


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#21 gtxjoe

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Posted 09 September 2017 - 01:51 AM

Thanks slydog for the video.  I got it working with TAF.

 

nFozzy, here are some ideas to simplify script if interested

 

1) There is no need to dim Fastflips at the top of the script, you can just have it as part of your script section

2) There is no need to Set Fastflips in the init sub, you can just have it as part of your script section

3)  You can also disable the solenoid flipper callbacks in your script section, so the user doesnt have to do it

So now the user only has to insert the keyup commands and keydown commands and change the tilt solenoid value

SolCallback(sLRFlipper) = ""
SolCallback(sLLFlipper) = ""
SolCallback(sURFlipper) = ""
SolCallback(sULFlipper) = ""

Here is the modified script

https://pastebin.com/6CuXgjVh


Edited by gtxjoe, 09 September 2017 - 01:55 AM.


#22 nFozzy

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Posted 09 September 2017 - 03:18 AM

That makes sense, though if it was going to be an external script it would still have to be configurable in some way.

 

Here's an updated list of game-on solenoids

 

Atari: Sol16
Astro:  ?
Bally Early 80's: Sol19
Bally late 80's (Blackwater 100, etc): Sol19
Game Plan: Sol16
Gottlieb System 1: Sol17
Gottlieb System 80: No dedicated flipper solenoid? GI circuit Sol10?
Gottlieb System 3: Sol32
Playmatic: Sol8
Spinball: Sol25
Stern (80's): Sol19
Taito: ?
Williams System 3, 4, 6: Sol23
Williams System 7: Sol25
Williams System 9: Sol23
Williams System 11: Sol23
Bally / Williams WPC 90', 92', WPC Security: Sol31
Data East (and Sega pre-whitestar): Sol23
Zaccaria: ???

 *updated again*


Edited by nFozzy, 14 September 2017 - 07:13 AM.


#23 Ben Logan

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Posted 09 September 2017 - 03:37 AM

You guys rule.

 

:)



#24 Ben Logan

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Posted 10 September 2017 - 07:20 AM

Got it working on Bad Cats and Time Fantasy. Great stuff, guys. Thanks!

 

:)



#25 darquayle

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Posted 10 September 2017 - 11:22 PM

I just updated the scripts for Eight Ball Deluxe (Sol 19) and Xenon (Sol 18) and the flipper response is PERFECT!!!.  I just had my highest score to date on Xenon playing my first game after the update.

 

Very much appreciated.



#26 chokeee

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Posted 11 September 2017 - 02:05 PM

Got it working on Bad Cats and Time Fantasy. Great stuff, guys. Thanks!

 

:)

 Could u share your Bad Cats code and show what axactly have you changed?



#27 Rajo Joey

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Posted 11 September 2017 - 03:23 PM

Got it working on Bad Cats and Time Fantasy. Great stuff, guys. Thanks!

 

:)

I just updated the scripts for Eight Ball Deluxe (Sol 19) and Xenon (Sol 18) and the flipper response is PERFECT!!!.  I just had my highest score to date on Xenon playing my first game after the update.

 

Very much appreciated.

It would be nice, if you can share your scripts with us. :dblthumb: :otvclap:


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#28 Ben Logan

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Posted 11 September 2017 - 07:39 PM

Sure. I'm out of town until tomorrow night, but I'll post it then. It's easier than you think. I watched Slydog's video, and used gtx-joe's modified script.

#29 bord

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Posted 13 September 2017 - 04:51 PM

This is working great. Thank you. Looking forward to seeing how it evolves.



#30 Slydog43

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Posted 13 September 2017 - 07:57 PM

I did some video test with my pixel phone (240fps) and with 2 quick videos I saw a small increase.  I counted frames between flipper press (estimated where contact was made with switch) and 1st movement of flipper.  1st test with unmoded code (taf by sliderpoint) was 27 frames and 30 frames.  2nd test with modded code same table was 20 frames and then 24 frames.  Will have to continue with a more accurate way of measuring.   Wow never saw how awesome this camera is!

 

Great code improvement and can't wait for hopefully an easier way to integrate for all tables.

 

 

I can post a video of me doing this if people want


Edited by Slydog43, 13 September 2017 - 07:57 PM.


#31 darquayle

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Posted 14 September 2017 - 02:49 AM

I have now updated approximately 30 tables from various generations.  I've done some in VP9 and some in VPX.  All of them have benefited by this change.  Typically it takes about 2-3 minutes per table for an update.  If you watch the video and follow those instructions, it is very easy.  Once you've done 1 or 2 the rest go very fast.  There are some tables that take a little more effort as they may have named their flipper routines something different, or they may have 3 or 4 flippers.  Support for this is in the script but you just have to realize it needs the tweak.  Also, there are tables that already use a variant of this same concept.  Examples are Bad Cats, Diner, Space Station and Tri Zone.  Those are already optimized.  So far, the only one that I expect to work properly but is not quite right is Theatre of Magic.  For some reason when I play that table, the VUK by the staircase won't kick up the ball if the flippers are optimized.  Not sure why but it is so far the only one I've found with that kind of problem.

 

Here's the list of VPX tables that I've updated so far:   Black Knight, Bram Stoker's Dracula, Bride of Pinbot, Eight Ball Deluxe, F-14 Tomcat, Firepower, Fish Tales, Funhouse, Gorgar, High Speed, Indiana Jones (Wiliams), Lost World, Lucky Seven, Roadshow, Space Shuttle, Star Trek TNG, Taxi, Terminator 2, The Addams Family, Twilight Zone, Whirlwind, and Xenon.

 

For those of you who are using a Cab with an TV screen (which typically have much higher input lag than PC monitors) you should see a significant difference with this change.

 

 

 

 

 

 



#32 nFozzy

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Posted 14 September 2017 - 06:32 AM

I just updated the scripts for Eight Ball Deluxe (Sol 19) and Xenon (Sol 18) and the flipper response is PERFECT!!!.  I just had my highest score to date on Xenon playing my first game after the update.

 

Very much appreciated.

Took a look at Xenon. While Sol18 kind of works, correct one should be Sol19.

 

The tilt solenoid is assigned to vpmNudge.SolGameOn, but FastFlips.TiltObjects = True it will call that automatically. So you can safely replace the existing script.



#33 nFozzy

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Posted 14 September 2017 - 07:12 AM

Uploaded a minor update of the script. The game-on solenoid will now fire the flippers if the flipper buttons are held down. Aside from that, it should be less prone to script errors - should be unnecessary to comment out the upper flipper input in the keydown / keyup sections now.



#34 kiwi

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Posted 14 September 2017 - 08:40 AM

Farfalla has light 20 (flipper relay), probably the other Zaccaria tables with "time bonus" have the flippers relay light, I just looked at Farfalla.
In Farfalla I do not see any active solenoids when the flippers are activated or not.



#35 kiwi

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Posted 14 September 2017 - 11:19 AM

That makes sense, though if it was going to be an external script it would still have to be configurable in some way.

 

Here's an updated list of game-on solenoids

 


Gottlieb System 80: No dedicated flipper solenoid? GI circuit Sol10?

 *updated again*

It seems to be solenoid 10 to control flippers.
L1 (tilt relay) is it the general lighting?



#36 Slydog43

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Posted 19 September 2017 - 03:47 AM

after many funny encounters with different techniques, I still need more data, so fun.  I leaning so far now that exclusive mode is the game changer.  

 

 

ps. a little tipsy now, but I know I'm right

 

 

 

more data and vids to come.  very fun

 

love VP!!!



#37 hanzoverfist

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Posted 19 September 2017 - 05:33 AM

Very nice nFozzy, I just implemented it in my Banzai Run table, it's not the speed as much as it gives more responsive flipper control,  due to the speed improvement. All in all a great toolkit.   big thanks.


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#38 kds70

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Posted 19 September 2017 - 08:55 AM

Thx nFozzy - did my first table "T2" with this script ... works perfect :otvclap:


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#39 ganjafarmer

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Posted 19 September 2017 - 06:29 PM

Working great with HSII but how to disable flippers during video mode?


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#40 chokeee

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Posted 23 November 2017 - 01:57 PM

Im trying to add it to JP's AFM table.I did it with YT tutorial but it doesnt work (WPC 95 isn on the list above so is it possible?).