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Pabst Can Crusher(Stern 2016) [Visual Pinball X]

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#21 Redwings13

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Posted 03 February 2021 - 02:11 AM

I tried 5-9 credits and still table will not start.



#22 sgtd666

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Posted 03 February 2021 - 03:03 AM

Great table and everything is working in my cab.  I added 15 rockin 70s mp3s and renamed correctly.  Only issue is that the music plays very low compared to the table sounds and call outs.  Anything I can do to adjust the music to play louder?

 

Thanks



#23 wiesshund

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Posted 03 February 2021 - 03:04 AM

Great table and everything is working in my cab.  I added 15 rockin 70s mp3s and renamed correctly.  Only issue is that the music plays very low compared to the table sounds and call outs.  Anything I can do to adjust the music to play louder?

 

Thanks

best way?

redo the MP3's 
normalize them in something like audacity

If you already have music slider maxxed, they are playing as loud as they go
and turning the table down is no fun


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#24 mrjcrane

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Posted 03 February 2021 - 03:08 AM

RE: JUKEBOX MUSIC MODE ......... SELECTING NEXT SONG

So I know this is overkill butt ...... this is the kind of table that screams out to have good jamz playing while you play the table. I made a small enhancement to the table script that let's the 15 music tracks (of your choosing) play more like a jukebox track advance (using HiRez next track method instead of random selection). So I added 2 keycodes (Left and Right Magna Save) and 1 additional Sub Routine for manually advancing the next audio track in more like a JukeBox. Created a new dedicated music folder path called "Jukebox_PBR" because I am going to apply this "jukebox coding" to other tables as well that are suited for music. I picked my top 15 Classic 70's rock tracks then ordered them alphabetically, then renamed them sequentially as PBR1-PBR15 (left a copy in the Music root folder and a copy in my jukebox folder). So as you manually advance the tracks (Right Magna Save) you can keep track in your head what you think is coming up next alphabetically (To stop the music, Left Magna Save). Now when your track is over, the code reverts back to Drummers next random song selection coding to pick the next track randomly as it was programmed in Drummer's original table script. So if you get tired of a song just RT Magna Save to the next song. The game will start with the 1st song being randomly selected, then you can control it after that, if you don't advance the track I think it does revert back to random song selection. Have fun if give it a shot !

 

Step 1: Copy your best 15 music tracks into Jukebox_PBR folder and/or just into your Music Main folder

 

Step 2: Add the 2 new Key Codes just below KeyDown section

Sub Table1_KeyDown(ByVal keycode)
'JAC Special Mod For Music JukeBox mode, see HiRez mehtod
    If KeyCode = RightMagnaSave Then NextTrack
    If KeyCode = LeftMagnaSave Then EndMusic
 
Step 3: Add 1 more sub routine just after the normal "MusicOn" subroutine Ends
Shortly after this snippet of Drummers scripting ends for the Music Play Section.
Case 13:PlayMusic "PBR14.mp3"
Case 14:PlayMusic "PBR15.mp3"
End Select
End Sub
 
'NOW ADD THE NEW CODE FOR JUKEBOX BELOW
 
'******************************
'*     HiRez00: Music Mod     *
'******************************
Dim musicNum
Sub NextTrack
'Notice my custom music jukebox path, you can modify that to suit your needs
If musicNum = 0 Then PlayMusic "jukebox_pbr\PBR1.mp3" End If
If musicNum = 1 Then PlayMusic "jukebox_pbr\PBR2.mp3" End If
If musicNum = 2 Then PlayMusic "jukebox_pbr\PBR3.mp3" End If
If musicNum = 3 Then PlayMusic "jukebox_pbr\PBR4.mp3" End If
If musicNum = 4 Then PlayMusic "jukebox_pbr\PBR5.mp3" End If
 
If musicNum = 5 Then PlayMusic "jukebox_pbr\PBR6.mp3" End If
If musicNum = 6 Then PlayMusic "jukebox_pbr\PBR7.mp3" End If
If musicNum = 7 Then PlayMusic "jukebox_pbr\PBR8.mp3" End If
If musicNum = 8 Then PlayMusic "jukebox_pbr\PBR9.mp3" End If
If musicNum = 9 Then PlayMusic "jukebox_pbr\PBR10.mp3" End If
 
If musicNum = 10 Then PlayMusic "jukebox_pbr\PBR11.mp3" End If
If musicNum = 11 Then PlayMusic "jukebox_pbr\PBR12.mp3" End If
If musicNum = 12 Then PlayMusic "jukebox_pbr\PBR13.mp3" End If
If musicNum = 13 Then PlayMusic "jukebox_pbr\PBR14.mp3" End If
If musicNum = 14 Then PlayMusic "jukebox_pbr\PBR15.mp3" End If
 
musicNum = (musicNum + 1) mod 15
End Sub
Sub Table1_MusicDone
        NextTrack
End Sub
'*****************************
'*       End Music Mod       *
'*****************************

Edited by mrjcrane, 03 February 2021 - 06:55 AM.


#25 wiesshund

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Posted 03 February 2021 - 03:12 AM

 

RE: JUKEBOX MUSIC MODE ......... SELECTING NEXT SONG

So I know this is overkill butt ...... this is the kind of table that screams out to have good jamz playing while you play the table. I made a small enhancement to the table script that let's the 15 music tracks (of your choosing) play more like a jukebox track advance (using HiRez next track method instead of random selection). So I added 2 keycodes (Left and Right Magna Save) and 1 additional Sub Routine for manually advancing the next audio track in more like a JukeBox. Created a new dedicated music folder path called "Jukebox_PBR" because I am going to apply this "jukebox coding" to other tables as well that are suited for music. I picked my top 15 Classic 70's rock tracks then ordered them alphabetically, then renamed them sequentially as PBR1-PBR15 (left a copy in the Music root folder and a copy in my jukebox folder). So as you manually advance the tracks (Right Magna Save) you can keep track in your head what you think is coming up next alphabetically (To stop the music, Left Magna Save). Now when your track is over, the code reverts back to Drummers next random song selection coding to pick the next track randomly as it was programmed in Drummer's original table script. So if you get tired of a song just RT Magna Save to the next song. The game will start with the 1st song being randomly selected, then you can control it after that, if you don't advance the track I think it does revert back to random song selection. Have fun if give it a shot !

 

Step 1: Copy your best 15 music tracks into Jukebox_PBR folder and/or just into your Music Main folder

 

Step 2: Add the 2 new Key Codes just below KeyDown section

Sub Table1_KeyDown(ByVal keycode)
 
'JAC Special Mod For Music JukeBox mode, see HiRez mehtod
    If KeyCode = RightMagnaSave Then NextTrack
    If KeyCode = LeftMagnaSave Then EndMusic
 
Step 3: Add 1 more sub routine just after the normal "MusicOn" subroutine Ends
Shortly after this snippet of Drummers scripting ends for the Music Play Section.
Case 13:PlayMusic "PBR14.mp3"
Case 14:PlayMusic "PBR15.mp3"
 
End Select
End Sub
 
'NOW ADD THE NEW CODE FOR JUKEBOX BELOW
 
'******************************
'*     HiRez00: Music Mod     *
'******************************
Dim musicNum
Sub NextTrack
'Notice my custom music jukebox path, you can modify that to suit your needs
If musicNum = 0 Then PlayMusic "jukebox_pbr\PBR1.mp3" End If
If musicNum = 1 Then PlayMusic "jukebox_pbr\PBR2.mp3" End If
If musicNum = 2 Then PlayMusic "jukebox_pbr\PBR3.mp3" End If
If musicNum = 3 Then PlayMusic "jukebox_pbr\PBR4.mp3" End If
If musicNum = 4 Then PlayMusic "jukebox_pbr\PBR5.mp3" End If
 
If musicNum = 5 Then PlayMusic "jukebox_pbr\PBR6.mp3" End If
If musicNum = 6 Then PlayMusic "jukebox_pbr\PBR7.mp3" End If
If musicNum = 7 Then PlayMusic "jukebox_pbr\PBR8.mp3" End If
If musicNum = 8 Then PlayMusic "jukebox_pbr\PBR9.mp3" End If
If musicNum = 9 Then PlayMusic "jukebox_pbr\PBR10.mp3" End If
 
If musicNum = 10 Then PlayMusic "jukebox_pbr\PBR11.mp3" End If
If musicNum = 11 Then PlayMusic "jukebox_pbr\PBR12.mp3" End If
If musicNum = 12 Then PlayMusic "jukebox_pbr\PBR13.mp3" End If
If musicNum = 13 Then PlayMusic "jukebox_pbr\PBR14.mp3" End If
If musicNum = 14 Then PlayMusic "jukebox_pbr\PBR15.mp3" End If
 
musicNum = (musicNum + 1) mod 15
End Sub
Sub Table1_MusicDone
        NextTrack
End Sub
'*****************************
'*       End Music Mod       *
'*****************************

 

 

Oh i thought you wanted random


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#26 mrjcrane

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Posted 03 February 2021 - 03:19 AM

Yes, Wies thanks, I did then changed my mind BUT .... I still will be experimenting with the method you have described. I found that in my head if I ordered the songs alphabetically I could just hammer the "next track button" magnasave RT to get to exactly which song I wanted. I appreciated your help on this too. I'm still learning.



#27 wiesshund

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Posted 03 February 2021 - 03:29 AM

musicNum = (musicNum + 1) mod 15

 

musicNum = int(rnd*15)+1

 

I think will work, if you decide to randomize it

reason for +1 is because rdn X 15 can be a random number from 0 to 14


Edited by wiesshund, 03 February 2021 - 03:30 AM.

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#28 mrjcrane

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Posted 03 February 2021 - 03:35 AM

Cool, I'll fold that in, ideally I want to make 1 complete reusable sub routine that can flipped easily to random or sequential, you code advice will be folded in soon as I can test it. Thanks a million !!



#29 George Corrigan

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Posted 06 February 2021 - 03:19 AM

START GAME ISSUES!!! If you are having issues getting coins or starting the game. Here is a FIX for the script. Replace these two lines to not use literal numbers:

 

Should be line 244

From> if keycode = 6 then   ' Add coin

To> if keycode = AddCreditKey then   ' Add coin

 

Should be line 257

From> if keycode = 2 then

To> if keycode = StartGameKey then

 


Me the table does not start I manage to put the credits but not the start

 

See my post above.


 

I downloaded the table today and put the music in the correct folder. Table loads and can put coins in but can’t start the table.

please help  :bye2:

For me only 5 i think puts credits in and 1 is game start I think.. I think thats what I have to use for whoa tities er i mean Nellie, PBR/Primus..

 

the primus is so sweet lol funny and fun.. thanks again boys these tables are a treat! :)

 

See my above post.



#30 mrjcrane

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Posted 13 February 2021 - 06:01 PM

DOF: Not triggering Solenoids in PinCab:

 

Does anyone know if this table is DOF enabled in Can Crusher. I can see the commands for it in the table script but DOF is not triggering. Wondering if DOF scripting can be lifted out the Whoa Nellie "modified" table and inserted into PBR as a script enhancement but my hunch is something else is wrong.  I may have half way figured it out. I added a Pinscape Analog punger sensor. Pinscape then it automatically re-sequenced my Sainsmart relay board to device #3 so Looks like I may need to re-sequence all my direct DOF commands from the 100 series to the 300 series or somehow tell Pinsacape to to make the Sainsmart 8 become device #1 or just put a duplicate command in the table script for DOF 301, 1. Compounding this issue I did not find an entry for this table over in DOF Config Tool database.

 

Did anyone submit an entry to the DOF Congig Tool Data base for the DOF Commands for Can Crusher ???

 

Oh wait now I see the code is indeed in the PBR table.

 

    If keycode = LeftFlipperKey Then
      If GameOn = TRUE then
        If Tilted = FALSE then
        LeftFlipper.RotateToEnd
        flipperLtimer.interval=10
        flipperLtimer.Enabled = TRUE
        PlaySound SoundFX("FlipUpL", DOFFlippers), 0, VolFlip, Pan(LeftFlipper), 0, 2000, 0, 1, AudioFade(LeftFlipper)
        DOF 101, 1
        End If
      End If
    End If

Edited by mrjcrane, 13 February 2021 - 10:40 PM.


#31 mrjcrane

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Posted 13 February 2021 - 07:22 PM

DOF Triggers for Can Crusher: How do we make a submission to DOF Config Tool for the "pabst" rom???

 

So I went over to DOF Config Tool data base, while I did find a rom/table entry for Whoa_Nellie_EM, I did not find an entry yet for the "pabst" rom which this table uses. Since this table layout is almost identical to Whoa Nellie, I don't know who to talk to over at the Config Tool group to submit for a new table/rom in the dropdown. I think Can Crusher  would look like a direct copy of what "whoa_nellie_em" is doing OR this layout below for a minimum 8 device Sainsmart scenario.

 

Port 1: Left Flipper

Port 2: Right Flipper

Port 3: Left Slingshot

Port 4: Right Slingshot

Port 5: Upper or Mid Right Pop Bumber (Use same as what Whoa Nellie Uses)

Port 6: Upper or Mid Left Pop Bumper (Use same as what Whoa Nellie Uses)

Port 7: Shaker Motor (For Skillshot and possibly the ball launch)

Port 8: For Knocker (or free game or some other effect)


Edited by mrjcrane, 13 February 2021 - 07:26 PM.


#32 xenonph

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Posted 14 February 2021 - 02:36 AM

This table is a mod of Whoa Nellie. There is no rom.

Should be able to copy the Whoa Nellie DOF configuration and rename it to Can Crusher and DOF should work.

 

EDIT:

Oops

Looks like you already know this.

Not sure about submitting New DOF at database as I don't own a cab or use DOF (at the moment).


Edited by xenonph, 14 February 2021 - 02:39 AM.

CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#33 mrjcrane

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Posted 14 February 2021 - 08:25 PM

Thanks XENO: I think you see where I was headed, even though the DOF commands are built into the table scripts for VPX for Whoa Nellie, Can Crusher and Primus; in general they are all derivations and reincarnations of one master table, not sure which came first. So in order for the DOF commands to trigger real toys in a PinCab, each of the 3 tables would need to have a corresponding entry for each of the correlated 3 roms over on the DOF Config Database site or nothing will trigger.

 

Whoa Nellie had an entry at the DOF Config site and will trigger DOF, but Primus and Can Crusher did not. So with some help from Drummer, we are trying to get in touch with the DOF Config team to add a new entry in their DB for Can Crusher (and Primus too would be nice), then all will be good for that table. Since all 3 tables were physically created in real life, each will have a dedicated "factory rom" name of some sort even if the table was 100 coded in VPX table script.

 

Crusher's table rom name is called "pabst" but I did not find a physical rom.zip that it was connected to in the ROMS folder so makes me think the entire table is coded entirely in VPX table script and was not dependent on a .zip rom file. I know the Can Crusher and Whoa Nellie are real games and are "rom based" tables because I played them at Golden State Pinball Festival. 

 

Can crusher is a really good table and gets better if you swap in your own set of 15 favorite music tracks, Thanks again Drummer !! Great table.

 

This table is a mod of Whoa Nellie. There is no rom.

Should be able to copy the Whoa Nellie DOF configuration and rename it to Can Crusher and DOF should work.

 

EDIT:

Oops

Looks like you already know this.

Not sure about submitting New DOF at database as I don't own a cab or use DOF (at the moment).


Edited by mrjcrane, 14 February 2021 - 09:11 PM.


#34 LynnInDenver

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Posted 15 February 2021 - 01:16 PM

Technically, while Whoa Nellie and Can Crusher have ROMs available, the system they run on isn't emulated yet (Spike2 needs to be completely out of production for 3 years before the PinMAME team even looks at it), so Whoa Nellie is also 100% coded in VPX.



#35 mrjcrane

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Posted 16 February 2021 - 08:13 AM

Yep thanks for pointing that out about the waiting period, I certainly want to play by all the rules because consider it a privilege that Stern gracious enough to let us have this hobby knowing when we can afford to buy real physical table we will do that. So I have a hunch with Can Crusher, since the table script actually does identify a table/rom name as "pabst", that if the DOF Config Tool People make an entry in their database for the same name fake-rom, it should bring all the DOF commands to life in a PinCab even though CanCrusher was coded 100% in VPX Table Scripting.

 

So this same situation is true as someone did do a DOF entry for the Config Tool and by golly, Whoa Nellie (Adult Version) does indeed trigger all the DOF Commands in a cabinet and works like a charm. If I knew who to contact over at DOF Config Tool, I would be happy to help them spin off a new command/db file from the existing Whoa Nellie and copy-cat that over for CanCrusher 'pabst' table without any real infringement on the rom waiting period at all. 

 

I think the VPX rom table name is simply trying to make an exact match to the same name over in DOF Config Tool. See line 12 in the table script for the name to be matched.

Const cGameName = "pabst".

 

Come to think of it, perhaps if we can get the DOF Config Tool team to add "pabst" to the tail end of the "Rom(s)" line for Whoa Nellie, I think DOF will actually come to life after that.

OR

We can just have them make a dedicated table entry for "pabst" which I think a better approach.

 

dof_t.png


Edited by mrjcrane, 16 February 2021 - 08:20 AM.


#36 LynnInDenver

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Posted 16 February 2021 - 11:11 PM

Yeah, most tables that want DOF will have a ROM name assigned, whether it's the VPinMAME ROM file, or a name to tell DOF what to expect from the table.



#37 Joe

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Posted 17 February 2021 - 01:28 AM

Technically, while Whoa Nellie and Can Crusher have ROMs available, the system they run on isn't emulated yet (Spike2 needs to be completely out of production for 3 years before the PinMAME team even looks at it), so Whoa Nellie is also 100% coded in VPX.

spike1.



#38 mrjcrane

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Posted 17 February 2021 - 01:46 AM

Thanks so that takes me back into the circle, WN coded in VPX script also has a table entry in DOF Config Tool Database, and all DOF works perfectly, triggers devices in a PinCab. So Can Crusher would be the same scenario, coded 100% VPX so if we can get the DOF Config Team to make an entry in the database for "pabst", I'll be in business. Can someone point me to whom I can talk to at DOF Config, to make that entry? Appreciate any and all help thanks.



#39 mrjcrane

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Posted 18 February 2021 - 04:01 AM

Hi Folks, the good people over at DOF Config have added "pabst" and "primus" to the DOF Config database. They piggy back off of Whoa Nellie (by adding the table names into same basic table layout as WN). I've tested them in my PinCab and is a fantastic improvement to both tables. Big thanks to the DOF Config Team for adding 'pabst' and 'primus'.


Edited by mrjcrane, 18 February 2021 - 06:17 AM.


#40 RyeWoah

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Posted 21 February 2022 - 05:25 AM

 

I downloaded the table today and put the music in the correct folder. Table loads and can put coins in but can’t start the table.

please help  :bye2:

For me only 5 i think puts credits in and 1 is game start I think.. I think thats what I have to use for whoa tities er i mean Nellie, PBR/Primus..

 

the primus is so sweet lol funny and fun.. thanks again boys these tables are a treat! :)

 

This was my problem and this was the solution.  Thank you very much.







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