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U-Boat 65 (Nuova Bell Games 1988) [Visual Pinball X]

mfuegemann Goldchicco

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#21 Outhere

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Posted 17 September 2021 - 05:24 PM

For me the bottom right slingshot stays forward once it's been hit
The top right slingshot stays forward sometimes
Using 10.6 Final


Edited by Outhere, 17 September 2021 - 09:06 PM.


#22 Albert

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Posted 20 September 2021 - 03:25 PM

Has anybody else encountered the problem that in a 3-player game the third ball for player 1 is given over and over again?


Edited by Albert, 20 September 2021 - 03:27 PM.


#23 onemanproject

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Posted 23 September 2021 - 01:42 PM

The lower right slingshot doesn't reset to its normal position.

 

Fix:

 

Rename the second sub RightSlingShot_Timer (line 756) to URightSlingShot_Timer.

Thanks for the tip



#24 Albert

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Posted 25 September 2021 - 06:28 PM

Back to the problem i reported above: Contrary to what i've said, the problem applies also to one player games: The third ball will be given nine times, so a game consists of eleven balls.

 

I tried everything i can think of: I deleted the registry entries, the nvram and config files, tried different roms, changed to the newest PInmame version, but to no avail.

 

This reminded me on the recently released "Cyclopes", which had the same problem. The solution was to use a nvram file i found in an VP9 version.

 

To cut a long story short: It would be nice if somebody could provide me with a nvram file for this table.

 

It's seldom the case, but here i'm at my wit's end.



#25 Thalamus

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Posted 26 September 2021 - 10:21 AM

I would give you my nvram if only the game worked on my end. Playing a 1 player game, locking both balls and it freezes, or more correctly, nothing seems to happen. Impatient, so I exit. Curious though to why you have issues with Cyclopes. Does your rom validate correctly ? Have you checked this game ? Does it validate ?


Edited by Thalamus, 26 September 2021 - 10:22 AM.

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#26 Albert

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Posted 26 September 2021 - 12:43 PM

Your problem that nothing happes after two balls are locked was another problem i had. I solved this by setting the Watchdog to "true".

 

Both roms were validated correctly.

 

In the meantime, furtunately i found an old backup with a nvram. This solved my "eleven balls per game" problem.

 

But now i discovered another issue: The target bank doesn't move down. I checked my vP9 version, no problems here. Then i checked the target bank portion of the script with Diffchecker... Both scripts are identical!

 

Again, i'm at my wit's end.


Edited by Albert, 26 September 2021 - 12:44 PM.


#27 Thalamus

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Posted 26 September 2021 - 05:59 PM

@Albert : There is two references to the LampTimer_Timer in the script. Rename the last one to LampTimer2_Timer, and make a copy of LampTimer_Timer to become LampTimer2. That at least enables the Sub.

I don't know how this machine should work, I wanted to test the new 10.7 feature "GetInPlayState", so I just changed those lines .. to become ...

 

if L1.GetInPlayState<>0 and (L2.GetInPlayState<>0 or L17.GetInPlayState <>0 or L33.GetInPlayState<>0 or L49.GetInPlayState<>0) then

...

if L1.GetInPlayState=0 and (L2.GetInPlayState=0 or L17.GetInPlayState=0 or L33.GetInPlayState=0 or L49.GetInPlayState=0) then

..

if L33.GetInPlayState<>0 or L49.GetInPlayState<>0 then

 

That and making sure that Watchdog is enabled at least dropped the bank for me. But, I have no idea as to if this is how it is going to work or not. On the VP9, it seems to be going up and down all the time until hit. Pretty sure it will work with just L1.state, L2.state etc.


Edited by Thalamus, 26 September 2021 - 06:01 PM.

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#28 Albert

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Posted 27 September 2021 - 10:02 AM

Two identical subs in the script... That was the reason for the non-functional target bank. After changing everything according your advice, the bank moves now flawless. Thank you very much, Thalamus.

 

I did a few test games, and everything worked great. But later, out of the blue, and despite my old nvram file, the old "too many balls per ball" problem came back. This time we played a three player game, and after the third player lost his third ball, and the game should go in "Game Over" status, ball 3 for player two was given again.

 

It's strange that nobody except me reported this strange behaviour. Well, i don't know what else to do. Hopefully someday a flawless rom dump will emerge, so that i can test if this problem is rom related (unlikely, because no one else seems to have this problem) or not.

 

Till then, again a big thank you for the problem solving regarding the target bank.



#29 Thalamus

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Posted 27 September 2021 - 10:17 AM

Oh. I would have to play the game a bit more to know if I have a 3 player issue or not. Normally, I'm alone; and well, since this game wasn't working before you pointed me in the right direction. I haven't tested it much. I will however now, later in the week play it a bit. It seems to be a fun game. Maybe I'll put in some better looking flashers.


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#30 Bladeof

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Posted 27 September 2021 - 02:40 PM

@albert, @thalamus, I have had this table since goldchicco released it(Thanks GoldC), but admit that I hadn't played it very much do to the issues with the multi ball and the target bank, Thank You for posting the fixes for those issues. Albert, you are not alone as I too have experienced the more than ball 3 problem, I have only played one player games, happens most but not every time, usually going up to ball 8 before game finally ending.

Edited by Bladeof, 27 September 2021 - 02:44 PM.


#31 Albert

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Posted 28 September 2021 - 06:51 PM

Thalamus, if you discover something else, keep us posted.

 

Bladeof, interesting to know that this ballcount issue isn't a problem on my end.

 

It's still a mystery to me why it worked many times flawless after using the old nvram file (and a write protected one, at that) and one day later the old problem was back.



#32 Thalamus

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Posted 28 September 2021 - 09:21 PM

I don't have anything new - only that I did add useSync=1 (just as an experiment, I don't have a clear understanding of what that does, exactly) and with the limit amount of games I had gave me 3 balls. Kind of shifted focus, implementing better ssf for a few other games.


Edited by Thalamus, 28 September 2021 - 09:22 PM.

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#33 wryker

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Posted 22 February 2022 - 05:57 PM

I've tried 3 different ROMs and the table never loads. Too bad since it looks like a fun one.



#34 Thalamus

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Posted 22 February 2022 - 06:11 PM

Open table - look in script - if it says cgamename=<something> - go to google - enter <somename.zip> site:vpuniverse.com

 

Actually for this game it would be

 

uboat65.zip site:vpuniverse.com


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#35 wryker

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Posted 22 February 2022 - 07:09 PM

I tried that one. and another..and one i originally had. Same line ROM error.



#36 Thalamus

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Posted 22 February 2022 - 07:10 PM

Make sure you pinmame is updated ?!


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#37 Outhere

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Posted 22 February 2022 - 07:14 PM

Open table - look in script - if it says cgamename=<something> - go to google - enter <somename.zip> site:vpuniverse.com

 

Actually for this game it would be

 

uboat65.zip site:vpuniverse.com

 

It would be nice if the rom was working correctly or is it working right for you - Thalamus
I mean I can start the game but it don't work right during the game for me

 


#38 Thalamus

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Posted 22 February 2022 - 07:27 PM

Like I said in the thread, not sure how this should work really. I've changed the table a bit though, and, well, the rom validates at least. Not having a manual - it just becomes wild guesses.


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#39 wryker

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Posted 22 February 2022 - 07:30 PM

Make sure you pinmame is updated ?!

I"m updated on all...



#40 goldchicco

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Posted 22 February 2022 - 07:30 PM

Definitely ROM need improvement.

Table should be really fun, multiball, flashers, disappearing drop targets bank .

Will see, it's in VPX and hopefully will get better with time.

For me is an abandoned project, so if someone wants to take over....







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