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FastFlips script (bypassing pinmame flipper callback)


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#381 Wob

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Posted 13 October 2018 - 05:57 AM

Thats my list ;) and firepower is def on there, has some notes about it

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Edited by Wob, 13 October 2018 - 05:57 AM.


#382 Slydog43

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Posted 13 October 2018 - 12:12 PM

Thanks, changing fastflips to use sol 25 did the trick.  You guys are the best!



#383 bassgeige

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Posted 05 November 2018 - 06:38 PM

Please check this version with vpx 10.6.0: https://www.vpforums...&showfile=13405

I had to disable the lines 226 and 227 to use the table.

#384 toxie

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Posted 05 November 2018 - 08:06 PM

@nfozzy: the callbacks are missing in your new beta version, so vector (and most likely more tables) does not work anymore.



#385 toxie

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Posted 10 November 2018 - 10:46 AM

*ping* anything we could add to the core script to fix this?



#386 Thalamus

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Posted 14 November 2018 - 02:33 AM

Look through all the scripts I've got. I find that the Vector 1.2, Medusa 1.0.4 and Tommy_VP10_1.1 being the only ones that has the exact term "vpmFlips.CallBack" if this helps.


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#387 STAT

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Posted 17 November 2018 - 12:19 PM

Please check this version with vpx 10.6.0: https://www.vpforums...&showfile=13405

I had to disable the lines 226 and 227 to use the table.


:tup:

#388 toxie

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Posted 22 November 2018 - 09:05 PM

*ping* @nFozzy



#389 Brer Frog

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Posted 17 February 2019 - 01:57 PM

Several of the newer VPX tables that I have downloaded have UseSolenoids=1. Changing to UseSolenoids=2 does enable FastFlips.

 

My question is, since these are new tables, is there a reason why UseSolenoids=2 is not set by default? Are changes being made in VP 10.6 where it will work with UseSolenoids=1, and I should not change it?



#390 Thalamus

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Posted 17 February 2019 - 02:18 PM

For useSolenoids=2 to work the machine/rom it is based on need to support the code that lies within core.vbs.

 

Sure, for tables that are supported https://docs.google....s9jg/edit#gid=0

(That is wob' spreadsheet. Not mine.)

 

And then there is also the InitVpmFFlipsSAM

 

A good page to read about it or improve upon the info is this wiki page : https://vpinball.com...ables-and-info/


Edited by Thalamus, 17 February 2019 - 02:19 PM.

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#391 phlove

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Posted 17 February 2019 - 04:10 PM

hey guys , what is fast flip doing ?



#392 Thalamus

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Posted 17 February 2019 - 04:17 PM

It basically jumps around having to wait for the rom/mame before the flipper fires. Regular flippers in vp has always had what I would call random delay in that they fire between 0ms to upto 20mb after the key is pressed. With this enabled, you see it under 1ms.


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#393 Brer Frog

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Posted 18 February 2019 - 06:43 AM

For useSolenoids=2 to work the machine/rom it is based on need to support the code that lies within core.vbs.

 

Sure, for tables that are supported https://docs.google....s9jg/edit#gid=0

(That is wob' spreadsheet. Not mine.)

 

And then there is also the InitVpmFFlipsSAM

 

A good page to read about it or improve upon the info is this wiki page : https://vpinball.com...ables-and-info/

 

I previously looked at those links, and at least some of the newer tables are not listed. I don't mind changing the "1" to a "2", but was just curious why newer scripts still used UseSolenoids=1. In other words perhaps FastFlips caused some problems within a table, and therefore it was not enabled in that table. All the scripts I changed seem to work just fine, but maybe I was missing something & should not change the script.



#394 Thalamus

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Posted 18 February 2019 - 08:02 AM

No. There might be several reasons for not putting it to 1.

 

One good reason is that you don't get 1000 guys asking why their flippers don't work because they are running old versions of VP. The guys that do have a clue - like yourself can easily fix that themselves.

 

The other reason, the authors might not be aware of it, though I doubt there are many of those. And yes, there are some drawbacks to using it. Neither nFozzy or DjRobX has been very active in our community lately and I would love to get a better grasp on the 1.6 core.vbs change. I believe we should be using eg. NoUpperRightFlipper vs CSingleRFlip.

 

What I mean by drawbacks is eg. fixes that needs to be done - like you see on github. LeftFlippers where the hat is jumping and other things you don't see visually. I'm no expert in the area.


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#395 toxie

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Posted 18 February 2019 - 09:07 AM

@nfozzy: the callbacks are missing in your new beta version, so vector (and most likely more tables) does not work anymore.

 

still *ping* @nFozzy about this..  :)



#396 Schlabber34

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Posted 18 February 2019 - 10:33 AM

If you read the Vector support topic thread over at "the other site" it is fixed! I just don't want to update the table only because of this!



#397 toxie

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Posted 18 February 2019 - 06:45 PM

i also meant rather if the new scripts could be fixed easily, not the table.



#398 Schlabber34

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Posted 19 February 2019 - 08:51 AM

Commenting out the band aid fix and set UseSolenoid=2, doesen't that mean that the scripts are fixed? Not that i know anything about this, just wondering!



#399 phlove

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Posted 25 February 2019 - 10:08 AM

so i basicly has just to use "usesolenoid=2" insted of 1 to get the fast flip working ?



#400 Slydog43

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Posted 25 February 2019 - 10:13 AM

so i basicly has just to use "usesolenoid=2" insted of 1 to get the fast flip working ?

 

With many tables that is all you have to do to enable fastflips.  You must also have a recent version of VPinMAME (not sure when FF was incorporated into it)

Turn on stats with F11 to and tap the left flipper to see the delay, it it goes from 10-25 ms down to 1-3 you know that FF is working.  Good luck