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FX2 Assistance Needed

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#21 DDH69

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Posted 25 August 2021 - 02:30 AM

There is no reason that SFF commands cannot be placed into the FX2 files.


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#22 banzaikitty

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Posted 25 August 2021 - 09:02 PM

Short of figuring out how to and coding them myself however, how would I go about that? 

 

Comparing a .fx2 file to it's .fx3 (I looked at Archer)for the same table, the code is different, but still appears to consist mostly of handling lights, until you get to the encrypted part, which is the most obvious difference.  If it was simply a matter of copying the encrypted code from a .fx3 to a .fx2 for a table of the same name, that'd be no problem, but my goal is just to bring those few exclusive FX2 tables into bells & whistles parity with FX3. I tried all manner of renaming one of the FX3 generic pup packs to accommodate a FX2 table to no avail, so I'm guessing there's something unique/per table within the encrypted portion to handle the pup pack SSF.  



#23 DDH69

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Posted 25 August 2021 - 10:33 PM

Yes you will need to code them into your set of .FX2 files.  ie

LeftFlipper|ON|FF_PUP_EVENT E101,1

LeftFlipper|OFF|FF_PUP_EVENT E103,1

 

etc with the effects you want.

 

You will need this in the [STARTUP] section

FF_PUP_INIT=Alien_Isolation

(of course substituting the name of the effects you have setup)

 

I'd suggest try a couple first, while I think it should work I don't think its been tried and I'd hate to see you code it all then find out, so go with a simple test would be my suggestion.

 

@TerryRed is the expert on this stuff.  He has done all of SFF FX3 files.


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#24 banzaikitty

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Posted 26 August 2021 - 03:53 PM

The replies are much appreciated.  For someone who's Intro To Comp. Sci. days are more than a decade past (I remember just enough such that "Dim" doesn't mean to turn down the lights to set the mood  :P) , you made that pretty painless.  Thank you.

 

Am I correct in assuming that I'm limited to the memory triggers?  A drain SSF trigger would be nice, but it wasn't identified?

 

The one that's stumping me is LAUNCHBALL.  LAUNCHMODE seems to be the ball entering the plunger channel, but while I figured LAUNCHBALL would be the ball firing, it doesn't trigger the sound in on or off state.  I've only tried it as a button launch so far, so I'm not sure if a plunger is the difference.

 

It's a very minor, and apparently niche addition, but once I get the .fx2 modifications done and tested, where would be the best place to share them? 



#25 Thehulk

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Posted 15 November 2021 - 11:11 PM

Did anyone ever manage to code the SSF FX2 files for basic triggers? I'm also tryin to get missing FX2 tables to work with SSF.



#26 banzaikitty

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Posted 17 November 2021 - 04:38 PM

I only managed the very basic features (bumpers, flippers, slings, pseudo-plunger) as the advanced skills to poke around in the memory triggers are well beyond me.  I based everything off of the generic FX3 PuP pack "FX3_PUP_SSF", so you'll require that from the established set https://vpuniverse.c...back-pup-packs/.

 

You will need FX2's physics volume still on somewhat for ball rolling and other sounds not covered.

 

https://www.dropbox....Tables.rar?dl=0 for the ones I did, or add the following for DIY:

 

At the start of the .fx2:

 

[STARTUP]

FF_PUP_INIT=FX3_PUP_SSF

 

At the end of the .fx2:

 

LAUNCHMODE|ON|FF_PUP_EVENT E311,1
LAUNCHBALL|ON|FF_PUP_EVENT E132,1
 
 
LeftFlipper|ON|FF_PUP_EVENT E101,1
LeftFlipper|OFF|FF_PUP_EVENT E103,1
 
RightFlipper|ON|FF_PUP_EVENT E102,1
RightFlipper|OFF|FF_PUP_EVENT E104,1
 
Bumper1|ON|FF_PUP_EVENT E120,1
Bumper2|ON|FF_PUP_EVENT E121,1
Bumper3|ON|FF_PUP_EVENT E122,1
 
Left_SlingShot|ON|FF_PUP_EVENT E110,1
Right_SlingShot|ON|FF_PUP_EVENT E111,1
 
Nudge|ON|FF_PUP_EVENT E405,1


#27 Thehulk

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Posted 17 November 2021 - 09:44 PM

Works great! Thanks a million  :love39:







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