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Lord of the Rings VP91x v2.3 FS


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#41 numiah

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Posted 21 August 2011 - 06:34 AM

Not a bad score at all, assuming you were on 3 balls with standard settings.
The last registered high score over here at these forums is 992.447.360, so you did pretty well !
Highscores : http://www.vpforums....amp;#entry79007

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#42 slam23

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Posted 21 August 2011 - 07:13 AM

Well, actually the most current highscore on this FS machine belongs to me and stands at: 1,467,492,530
The high scores are kept (more) up to date by Android in this thread and most recent post: http://www.vpforums....s...st&p=133663

@LMTR14: A score of 720M is by all means a great score, it probably means that you are also close to achieving Valinor Multiball, which in turn can easily increase your score with another 300-400M. I stood a long time at 800M myself and then somehow found a next level within my ability to play this table. My current goal is to achieve Valinor Multiball twice in one game but I'm currently replaying some old cRPG's (Might and Magic I), so the HS is up for grabs! Please do post in the high score thread, it's always fun to have fresh competition join us there!

Slam23

Edited by slam23, 21 August 2011 - 07:16 AM.


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#43 numiah

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Posted 21 August 2011 - 07:43 AM

Sorry for the misinformation about the highscore thread. Beats me why there are still two threads though.
Perhaps they could be merged or one locked ?

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#44 slam23

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Posted 21 August 2011 - 08:15 AM

That's OK, it is slightly confusing. The way it happened was that Sabbat started with scanning the high score thread for the top score for every machine which was quite an undertaking at that time because the thread was already in the 40-50 pages as I recollect. Also not everybody posts their score in the same way, some even only providing a small screencapture. People then said that it would be nice to have more than only the top score because some scores are so ridiculously high it would discourage starting players to go after them, after which Android started collecting all scores. He didn't want to intrude on Sabbat's work but at this time he seems to be the most reliable source because he updates more often. It's quite a daunting task because he has to collect not only all posted scores, but tables get updated all the time and we have the distinction between FS and 4:3. This imperfect solution is the best thing we have until the forums themselves get high score functionality with probably tournament-style settings and locked tables. This will help also to prevent cheating, although I must say that I don't have the impression that there is a lof cheating. In past times people were required to post their nvrams besides the screen capture, but it would take an enormous lot of work to verify those. Anyway a long answer to a short question!
Slam23

PS Nice to see a fellow cheesehead here! Do you get the chance to play on real machines often? In my area there are not a lot of public places where they still have real life machines anymore, most often they are poorly maintained machines in coffeeshops

Edited by slam23, 21 August 2011 - 08:17 AM.


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#45 numiah

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Posted 09 September 2011 - 09:31 PM

For he who wants to use solenoid #24 for the real knocker : http://www.firepower...tr-knocker.html

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#46 tufduck

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Posted 03 December 2011 - 07:26 AM

Are the playfield lights working 100% on this table? In the number of games I played, I get the feeling there are too few lights lit. In some modes the DMD shows "Shoot flashing lights", but not a single light on the playfield is flashing. :hmm I haven't played the real machine, so I cannot verify if this is actually the correct behaviour.

Also, the lights for the collected Elf rings, Dwarf rings and Rings of Men (the circle between the flippers), those seem to not be working. I have had 5 rings of men collected, but only 4 of lights are lit, I collect another Dwarf ring but no change on the lights etc.. Aren't those lights suppose to correspond to the number of rings you have collected?






#47 thewool

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Posted 29 June 2012 - 10:37 AM

QUOTE (tufduck @ Dec 3 2011, 08:26 AM) <{POST_SNAPBACK}>
Are the playfield lights working 100% on this table? In the number of games I played, I get the feeling there are too few lights lit. In some modes the DMD shows "Shoot flashing lights", but not a single light on the playfield is flashing. :hmm I haven't played the real machine, so I cannot verify if this is actually the correct behaviour.

Also, the lights for the collected Elf rings, Dwarf rings and Rings of Men (the circle between the flippers), those seem to not be working. I have had 5 rings of men collected, but only 4 of lights are lit, I collect another Dwarf ring but no change on the lights etc.. Aren't those lights suppose to correspond to the number of rings you have collected?


I don't know if this was ever answered but I was just wondering the same thing.

On the real machine I believe the rings collected directly corresponds with the rings lit. These ring lights are lit by an LED board, the numbers and position of which (1-19) don't match up with the position and numbers (81-99) on JP's tables. But it's not that simple... the game seems to start of with 3 rings of men already lit which doesn't seem right.

The flashing shots sections of the game never seem to work either. For example when at Mount Doom the 4 flashing routes required before the ring can be destroyed don't flash, meaning you have to mentally keep track of the shots you've hit.

Perhaps the above points are down to a hardware emulation limitation.

edit: I think the pulsing/flashing shot sections are controlled by the GI software, so not by the rom. In these sections you can still see what shots to go for as the red arrow lights will be lit, just not flashing.

Edited by thewool, 29 June 2012 - 02:52 PM.


#48 thewool

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Posted 15 August 2012 - 03:39 PM

To answer my own post of the two problems described above, which are:

i. the playfield ring cluster lights do not correspond to rings collected, making a ring collection strategy to start ring frenzy not that easy or fun to play

ii. 3 rings of men are already lit at game start

All versions of VP LOTR I've tried have these same two problems but I've found the fix smile.gif

Problem i.

the lights in the VP script are incorrectly coded to the LEDs on the real table. Easiest way to sort is to simply find this code:

FadeL 81, l81, l81a
FadeL 82, l82, l82a
FadeL 83, l83, l83a
FadeL 84, l84, l84a
FadeL 85, l85, l85a
FadeL 86, l86, l86a
FadeL 87, l87, l87a
FadeL 88, l88, l88a
FadeL 89, l89, l89a
FadeL 90, l90, l90a
FadeL 91, l91, l91a
FadeL 92, l92, l92a
FadeL 93, l93, l93a
FadeL 94, l94, l94a
FadeL 95, l95, l95a
FadeL 96, l96, l96a
FadeL 97, l97, l97a
FadeL 98, l98, l98a
FadeL 99, l99, l99a

and replace it with this code:

FadeL 81, l98, l98a
FadeL 82, l97, l97a
FadeL 83, l96, l96a
FadeL 84, l95, l95a
FadeL 85, l94, l94a
FadeL 86, l93, l93a
FadeL 87, l92, l92a
FadeL 88, l91, l91a
FadeL 89, l99, l99a
FadeL 90, l86, l86a
FadeL 91, l87, l87a
FadeL 92, l88, l88a
FadeL 93, l89, l89a
FadeL 94, l90, l90a
FadeL 95, l84, l84a
FadeL 96, l85, l85a
FadeL 97, l82, l82a
FadeL 98, l81, l81a
FadeL 99, l83, l83a

That's the script modified so the rings collected correspond with the exact position of the LED board i.e. collect elf ring, elf ring lights up, etc.

Problem ii.

now that the script is corrected the 3 elf rings lights will be lit at game start, these are the 3 man lights which were lit previously but are now correctly coded.

The reason they are lit is due to a setting in the rom. It's set to that 'mode start' is lit from the beginning which is the 'easy' setting. (mode start is lit by collecting rings). To fix this:

- enter the service menu (END, 7 for me)
- enter adjustments
- enter feature adjustments
- find #14 which is 'ring mode difficulty'
- change this from 'easy' to 'hard'
- quit service menu

Job done, now no ring lights will be lit when you start a game and man/dwarf/elf rings collected will correspond to your shots.

Cheers! drinks.gif





#49 slam23

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Posted 15 August 2012 - 08:18 PM

Thanks thewool, this clears up a lot of questions I too had about the lights! I just figured I didn't "get" the system behind it. Now there is one light problem I'm curious about and that is the insert just above the Elven gifts. In jp's 2.3FS version it starts dark (black) while other inserts are just not lit (dark red). This may be a glitch in my particular setup, but could you check that too? Thanks a million!
Slam23

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#50 thewool

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Posted 15 August 2012 - 09:18 PM

You're welcome.

You mean the Pippin light or the Gifts light? Both start as dark red on mine. Check the on/off setting are populated with the right image in the editor, you might have accidentally changed an image.

You could also go to diagnostics page in the service menu and check the lamp to make sure it lights ok.

#51 jpsalas

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Posted 16 August 2012 - 02:39 AM

Thanks thewool! I'll add those changes in my next update of the table smile.gif

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#52 Arcade4

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Posted 16 August 2012 - 04:02 AM

QUOTE (jpsalas @ Aug 15 2012, 09:39 PM) <{POST_SNAPBACK}>
Thanks thewool! I'll add those changes in my next update of the table smile.gif


Wow, an update on this already great table will be fantastic.
And thanks wool for the code update. I will give it a try.

#53 slam23

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Posted 17 August 2012 - 09:31 PM

QUOTE (thewool @ Aug 15 2012, 11:18 PM) <{POST_SNAPBACK}>
You're welcome.

You mean the Pippin light or the Gifts light? Both start as dark red on mine. Check the on/off setting are populated with the right image in the editor, you might have accidentally changed an image.

You could also go to diagnostics page in the service menu and check the lamp to make sure it lights ok.


Thanks, I'll check that out! I believe it's only the gift lamp that stays dark,Slam23

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#54 CaptainNeo

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Posted 22 August 2012 - 09:06 AM

Anyone else having problems with the sound on this table?


I tried adjusting the sound in the ROMS. it does nothing. Even moved it down to 0 and still loud as hell.

Added the keycode=88 option in there, and tried lowering it that way...nothing. all other tables work find with the sound except this one. It's just resistant to anything I do.
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#55 thewool

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Posted 22 August 2012 - 09:17 AM

That's because the sounds are playing from samples contained in the vpt file. You need to edit the script and disable samples so it plays sounds from the rom.

Bear in mind you need a beefy pc to handle the rom sounds, otherwise they can be a bit crackly.

#56 CaptainNeo

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Posted 22 August 2012 - 10:20 PM

i can run monopoly no problem, so I should be ok on this one. I'm looking at the code now.

Ok, i'm looking at it, and realize I have no idea how the hell to turn off the sounds, so I can use the Rom sounds.

Edited by CaptainNeo, 22 August 2012 - 10:27 PM.

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#57 thewool

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Posted 22 August 2012 - 11:00 PM

If you're using the latest version of the table it's:

.Games(cGameName).Settings.Value("sound") = 0 'turn off the ROM sound and use samples instead


#58 CaptainNeo

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Posted 23 August 2012 - 12:41 AM

so I just ' out that whole line?
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#59 thewool

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Posted 23 August 2012 - 09:30 AM

... just looking at this again, as it stands that line should turn off the samples and use the rom sounds. A '1' should use the samples.

The other thing to do is, in the tool bar click: Table > Sound Manager. Scroll down and you will see all the samples as they are start with an FC, FD and FE prefix. Highlught them all and delete them. Then the game uses the rom sounds and you can adjust the volume in the rom settings. If the voume is too high it will cause distortion/crackling.

Note: you might want to save a copy of the table before trying the above

#60 CaptainNeo

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Posted 24 August 2012 - 02:37 AM

ok, i'll try that, because adding 1 in the line didn't do anything either. I'll try that sound manager line.


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