One request: Adjustable flippers strength via script or ROM controlled to be able to fully support Capcom games. Especially the flippers in KingPin are important (get weaker and stronger while playing).
In the case of KingPin, I think the tricky part is getting the solenoid strength out of the ROM. It would work in theory for SAM/WPC with the UseVPMModSol option. Even then it probably won't work that great, ModSol is an "averaging" technique that would probably produce strange results with flippers. Since I think we're only talking about one game (KingPin) it would probably be more appropriate to try and use something like CheatEngine or MAME debugger to determine what memory values hold the flipper strength state, and try to pass that along to the table.
I had a look at how the game (most likely) does it...
the result is: flippers are pulsed using solenoids 9 & 10.
On activation of a flipper button, there will be a pulse stream of this kind: "10111101011101111011101101111011", 1 meaning energy is applied and 0 is not.
Now after a few milliseconds, only rarely a pulse will follow to keep the flipper finger up: "100000000000000001000000000001000000000000000000100000..."
So the emulation could count how often the bit was 1 in a given period of time and calculate a value from that, but it would be flaky because the pulses are not evenly spaced.
We might also provide the bits as they are happening to some other output (say, Solenoids2 or GI lamps) and leave it to the table author to handle them, but my guess is no update would be fast enough to keep track, and single pulses could easily be missed.




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