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Doctor Who VP9 "High Res"


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#21 oooPLAYER1ooo

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Posted 15 November 2011 - 02:06 AM

the problem was in your nvram file

there is no difference by changing 1 to true as it means the same thing.

0 means false
1 means true

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#22 swallis7

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Posted 15 November 2011 - 02:51 AM

I wasn't sure about that...

Anyways I don't think your table or Jamin's VP8 table comes with an nvram file, and if the instructions I gave aren't followed you will keep getting "Warning: Keep hands away from mini playfield".

Also, making Controller.Switch(24) = False (or 0) makes the tables so you can open and close the coin door instead of it always being open.


#23 oooPLAYER1ooo

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Posted 15 November 2011 - 03:31 AM

QUOTE (swallis7 @ Nov 15 2011, 12:51 PM) <{POST_SNAPBACK}>
I wasn't sure about that...

Anyways I don't think your table or Jamin's VP8 table comes with an nvram file, and if the instructions I gave aren't followed you will keep getting "Warning: Keep hands away from mini playfield".

Also, making Controller.Switch(24) = False (or 0) makes the tables so you can open and close the coin door instead of it always being open.


the nvram file is generated by your rom not the table thats why the issue was on both cause of the rom being the same.
i had this issue on one of my machines that no matter what i did it would always read that it was open but deleting the nvram will fix but you will loose your high score info.

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#24 chas

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Posted 15 November 2011 - 08:21 AM

I don't know why nobody else has mentioned this problem.. the ball becomes invisible as soon as it reaches the bottom 1/3 of the table.. and only just becomes visible the second it exits through the flippers..

Any one know why? >>>>>>>>>>>>>>>>>>>>

sometimes there are 2 or 3 layers of graphics "plastic on" and "plastic off" etc on the PF and walls.
unnlock, and remove the top layer or the layer with the highest height.
if i remember correct if you get the wrong layer it could be grey or black.
try the other.

#25 Noah Fentz

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Posted 15 November 2011 - 08:29 AM

QUOTE (chas @ Nov 15 2011, 03:21 AM) <{POST_SNAPBACK}>
I don't know why nobody else has mentioned this problem.. the ball becomes invisible as soon as it reaches the bottom 1/3 of the table.. and only just becomes visible the second it exits through the flippers..

Any one know why? >>>>>>>>>>>>>>>>>>>>

sometimes there are 2 or 3 layers of graphics "plastic on" and "plastic off" etc on the PF and walls.
unnlock, and remove the top layer or the layer with the highest height.
if i remember correct if you get the wrong layer it could be grey or black.
try the other.


It probably doesn't happen to everyone, so it hasn't been mentioned before.

Sounds like you need to tweak the x and y scale. At times, when parts of the table are displayed offscreen, it causes this issue.

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#26 chas

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Posted 15 November 2011 - 08:53 AM

>>>>>It probably doesn't happen to everyone, so it hasn't been mentioned before.

Sounds like you need to tweak the x and y scale. At times, when parts of the table are displayed offscreen, it causes this issue. >>>

scaled the table in the screen with no overlap.
the ball still disappeared sometimes.
moving out xtra layers worked.

Edited by chas, 16 November 2011 - 07:41 AM.


#27 swallis7

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Posted 15 November 2011 - 03:57 PM

oooPLAYER1ooo,

I did delete my nvram file first, the reason I posted those instructions was that this was the
only possible way for me to generate a working nvram file (so that the verbal warning
didn't happen & so the coin door stays closed but is still 'openable' with [End]).

Everyone who plays this table SHOULD have these same problems unless they get a working
nvram file with it. Your script has "Controller.Switch(82) = 1" the 'Playfield Glass'
switch on so that verbal warning thing shouldn't be an issue, but try deleting your dw_l2.nv file
and see if you can make the warning stop. I couldn't find any other way to stop it! (And I can't
believe this only happens on my computer.)

Anyways, I think the two "Controller.Switch(24) = 1" lines in the script 'Always Closed' should
be changed to "= 0" so the player can press [End] to open the coin door.

Thanks for you time.

Edited by swallis7, 15 November 2011 - 04:12 PM.


#28 Zeether

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Posted 11 April 2012 - 03:46 AM

I keep getting "Type mismatch 'LampState'" when I start the table, yet the DMD shows up fine. Is there something I'm doing wrong?

Edit: Oh, silly me had the wrong version of VP. Works now.

Edited by Zeether, 11 April 2012 - 02:58 PM.