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ROM Tilt detection help


Best Answer kiwi , 25 February 2021 - 08:48 AM

Taito Space Shuttle light Tilt is 150.

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#21 zimbakin

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Posted 25 February 2021 - 05:58 AM

Hoping maybe there is something toxie could clue us in to

 

I'd say he's busy with bigger fish to fry... but nice try :)
Best option I can see here is get creative with scripting (light, switch and timer activations).

 

// controller.Lamp(3) flashes like crazy in game play, so not really helping. But thanks anyway.


Edited by zimbakin, 25 February 2021 - 06:16 AM.


#22 wiesshund

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Posted 25 February 2021 - 06:04 AM

The problem is, when we have a modern table, with no interactive backglass lamps to watch for

 

We know the ROM says table Tilted
and we know that the table will listen to that and stop things in the tilt array (except i dont know why the damned hell panthera does not???)

so what we need to know is how to detect that the ROM has said hey sucker i'm tilted, ya clumsy fool. in a way that we can have
the table look for and say Oh, we tilted? ok let's do our extra thing.

 

must be a way with out making a bunch of clumsy baggage like artificial ball in play counters etc?

 

I mean i suppose you could check for

is the slingshot threshold 100?
Yes?

then does activeball exist?

Yes?

 

ok well then we must be tilted cause there is a damned ball on the table still
DJ spin that tilted sound

 

but that seems less than perfect?
 


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#23 zimbakin

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Posted 25 February 2021 - 06:26 AM

Yeh it's a tricky one, especially when there are no consistent lights or switches.
Similar issue here in that I just want to simply activate a sound/pup etc.

 

Anyway... will add another 5 conditions to the script and see if I can lock it in. Honestly thought this would be an easy one... haha.

 

And thanks for all your suggestions btw... gives the though process a kick in the nuts. Cheers.



#24 xenonph

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Posted 25 February 2021 - 06:36 AM

I had Scottacus help me add a sound effect to Tilt on Flash Gordon sound mod I worked on.

I kept having problems as it would start the sound effect on table start, as the tilt text shows on table start.

So he helped me...

 

Here is what his script looks like...

 

 Sub UpdateTextBoxes()
    NFadeT 13, l13, "BALL IN PLAY"
    NFadeT 27, l27, "MATCH"
    NFadeT 29, l29, "HIGH SCORE TO DATE"
    NFadeT 11, l11, "SAME PLAYER SHOOTS AGAIN"
    NFadeT 45, l45, "GAME OVER"
    If Tilted = False then NFadeT 61, l61, "TILT"
 End Sub

 Sub NFadeT(nr, a, b)
     Select Case controller.lamp(nr)
         Case False:a.Text = ""
         Case True:a.Text = b : If nr = 61 then StopFGSounds: PlaySound "0FG13": Tilted = True: tt = 0 : TiltedTimer.enabled =1
     End Select
End Sub

Sub TiltedTimer_Timer
    tt = tt + 1
    if tt > 2 Then
        Tilted = False
        TiltedTimer.enabled = 0
        tt = 0
    End If
End Sub

 

Not sure if this will help you.


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


#25 zimbakin

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Posted 25 February 2021 - 07:01 AM

Thanks xenonph, timing is definitely the solution.
Either a timer per your example or a pup priority in my case will both work.



#26 wiesshund

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Posted 25 February 2021 - 07:24 AM

Yeh it's a tricky one, especially when there are no consistent lights or switches.
Similar issue here in that I just want to simply activate a sound/pup etc.

 

Anyway... will add another 5 conditions to the script and see if I can lock it in. Honestly thought this would be an easy one... haha.

 

And thanks for all your suggestions btw... gives the though process a kick in the nuts. Cheers.

 

There may be an easy way

but so far, i can only make my easy way work on 1 single table
and i do not know why, it may be in the way that i scripted the table

but nothing i did intentionally

 

and i found tables, Panthera being one, that seem to defy the tilt array
the table tilts, there is no score, but the tilt objects remain unchanged and active

yet the script looks fine.

 

A non DMD era table is easy peasey
It's the DMD tables that are proving to be a pain


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#27 kiwi

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Posted 25 February 2021 - 08:24 AM

@Panthera

 

The GameOn solenoid may be missing.

SolCallback(10) = SolRun
 
Sub SolRun(Enabled)
vpmNudge.SolGameOn Enabled
End Sub

Edit: or

SolCallback(10) = vpmNudge.SolGameOn

 


Edited by kiwi, 25 February 2021 - 08:31 AM.


#28 kiwi

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Posted 25 February 2021 - 08:48 AM   Best Answer

Taito Space Shuttle light Tilt is 150.



#29 zimbakin

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Posted 26 February 2021 - 08:04 AM

Taito Space Shuttle light Tilt is 150.

Staring me in the face, the whole time.

Thanks kiwi  :otvclap:  

 

Wiesshund, not sure if this helps you...
li150 tilt light was off to the top of the backglass (not used) and part of the areel colection (although it would be different depending on who created the table)



#30 wiesshund

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Posted 26 February 2021 - 08:45 AM

@Kiwi

You are right, at least as far as the table script goes

There is no SolGame

 

'****Solenoids


SolCallback(5) = "dtT.soldropup"
SolCallback(2) = "dtL.soldropup"
SolCallback(1) = "dtR.soldropup"
SolCallback(6) = "bsLSaucer.SolOut"
SolCallback(8) = "vpmSolSound SoundFX(""fx_knocker"",DOFKnocker),"
SolCallback(9) = "bsTrough.SolOut"


'**************
' Flipper Subs
'**************


SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"

The end, no others

 

 

@Zimbakin
lamp 150 for which?
Panthera is is lamp 1, 150 is for your table i think (the tilt lamp)

 

 

On a DMD type table, i am still wondering is you could check for any tilt event

be it the threshold or the state of the solenoid, and then check for presence of active ball

if both exist, then table must be tilted, in theory, there is probably some damned exception


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#31 zimbakin

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Posted 26 February 2021 - 12:51 PM

If its light 1, cant you just add a timer sub with

Sub MyTimer.timer()
If li1.state = 1 Then
(Play sound or do something)
End if
End sub

This worked for li150 on the table Im working on, as kiwi pointed out.

Also, its worth placing the light somewhere visible on your table to observe the behaviour. Taito 150 does some crazy things occasionally.

This may be repeating, or ramblings... but this is the gist of what I had working before kiwi found the simple solution (tilt light li150 (for the table Im working on)). Maybe theres something here that may help...

I was originally using active ball state in the script with switches on the drain and shooter lane (ball load), with a bumper4 in the nudge.tiltObj array. Or if you are using manual ball control, use that, I think its ContBall (or close to, sorry not on my pc now)
Within a new timer sub I had... if bumper4.state = 100 And ActiveBall = True And GI123.state = 1 And.... Then
do your thing. I picked a host of light states that were commonly still active in a tilt event (if any). I also had to add a timer priority to avoid the tilt sub glitching on when the ball loaded (table reset). If youre using Pinup system, you could also use priorities to force clear any unwanted tilt activations.

#32 wiesshund

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Posted 26 February 2021 - 06:42 PM

If its light 1, cant you just add a timer sub with

Sub MyTimer.timer()
If li1.state = 1 Then
(Play sound or do something)
End if
End sub

 

 

i think perhaps you are mistaking something i said?


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#33 zimbakin

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Posted 27 February 2021 - 01:22 PM

Yehp.. seems I've missed a point somewhere along the way as usual.

 

Anyways, thanks for all your help wiesshund. With my limited scripting ability, I may not be of any help.

You've been fantastic, cheers.



#34 wiesshund

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Posted 27 February 2021 - 06:52 PM

 With my limited scripting ability, I may not be of any help.

 

Me either really

LOL


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