This kind of "font" to show Display Score (red instead of black were more used)
https://media.istock...89067?s=612x612
Posted 19 July 2021 - 08:49 PM
This kind of "font" to show Display Score (red instead of black were more used)
https://media.istock...89067?s=612x612
Posted 21 November 2022 - 09:50 PM
Ok. The table loads but it's 'stuck' as if I was already playing a game. It shows ball 2 and the flippers work but nothing happens. I've deleted and replaced the nvram and ROM and it's still not playing.
It makes a noise when I add a credit but that doesn't change either. Stays at 6.
Posted 21 November 2022 - 10:11 PM
Table works fine for me. Thanks JP!! I love the sounds!!!
@wryker
Try this...
' To completely erase the NVram file keep the Start Game button pushed while inserting
' two coins into the first coin slit (this resets the high scores too)
Posted 22 November 2022 - 04:02 PM
Table works fine for me. Thanks JP!! I love the sounds!!!
@wryker
Try this...
' To completely erase the NVram file keep the Start Game button pushed while inserting
' two coins into the first coin slit (this resets the high scores too)
That didn't work but what DID work was Tilting the table! Once I did that, I completed the game and now it loads up fine. WHEW! Thank you for responding!
Posted 22 November 2022 - 04:55 PM
Yes, those Taito tables had some workarounds for the unstable electricity, so they could continue with the game in case of a power failure
Pmax sent some code to fix those, but sometimes they don't work as expected if the nvram isn't ok to start with ![]()
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 22 November 2022 - 08:16 PM
Yes, those Taito tables had some workarounds for the unstable electricity, so they could continue with the game in case of a power failure
Pmax sent some code to fix those, but sometimes they don't work as expected if the nvram isn't ok to start with
Taito controller tables?
Just shoot all the balls down the drain so that it can end the game it is resuming from power failure.
Then it's ready to go
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 06 January 2023 - 11:58 AM
Hello all.
I have spent the last couple days updating all of JP's tables on my cabinet system to the latest versions (V4+ with VPX 10.7.3).
Something I have noticed - on more so this table than others that while in cabinet mode, the ball shadow flickers. It is very obvious when the balls are sitting in the upper left trough chute, on the playfield because they are not moving but are still in play.
Upon further inspection on some of the other table, when the ball is in constant motion, the same thing happens - the ball shadow constantly flickers and for a second turns off completely them comes back on - but it isn't as noticeable with other tables because the ball in is constant motion on the playfield.
It is only these new JP tables that this happens - and not on any others from any other author.
Is there something in the script that is perhaps causing this that I can edit for all these tables?
If someone else sees the same issue - let me know and perhaps a 'fix' for it.
Thanks.
Edited by HiRez00, 06 January 2023 - 12:00 PM.
-HiRez00
Posted 06 January 2023 - 12:26 PM
Hello all.
I have spent the last couple days updating all of JP's tables on my cabinet system to the latest versions (V4+ with VPX 10.7.3).
Something I have noticed - on more so this table than others that while in cabinet mode, the ball shadow flickers. It is very obvious when the balls are sitting in the upper left trough chute, on the playfield because they are not moving but are still in play.
Upon further inspection on some of the other table, when the ball is in constant motion, the same thing happens - the ball shadow constantly flickers and for a second turns off completely them comes back on - but it isn't as noticeable with other tables because the ball in is constant motion on the playfield.
It is only these new JP tables that this happens - and not on any others from any other author.
Is there something in the script that is perhaps causing this that I can edit for all these tables?
If someone else sees the same issue - let me know and perhaps a 'fix' for it.
Thanks.
It seems that the shadow of the ball is placed at the level of the playfield, z=0,
this could cause the flickering, go to the "Rolling Sounds + Ballshadow" section,
look for this and add +1.
aBallShadow(b).Height = BOT(b).Z -Ballsize/2 + 1
Posted 06 January 2023 - 02:19 PM
Thanks kiwi for the quick fix. That must be something new in 10.7.2 as I have never seen that before. So now the ball Z value can go under 0 when it is on the playfield, good to know!
I guess I didn't noticed that because I always have turned on the Ambient Occlusion > Update in-game (quality), so the ball gets a nice shadow.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 06 January 2023 - 10:48 PM
Usually, i notice most ball shadows flicker (stutter is more correct, they jerk along behind the ball)
cause they dont update as fast.
I just crank up the shadow timer
maybe i am not seeing something else that you are though as i have the same settings JP does
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 11 September 2025 - 04:03 AM
I can explain a little about these Brazilian Taito tables: they were built at the beginning of the 80's and at that time the power supply in Brazil weren't very stable, so they built the roms to be able to handle a power loss during play. If you were playing and the power went off, then when the power came up again the table continued instead of to start from scratch. Some tables will simply eject a ball at the plunger to continue with the game. The problem with these virtual machines is that when a ball was locked in a hole, and you closed the game, then the rom writes its status to the nvram file, and when it starts again it thinks that the ball is in the hole, but in VP that hole is empty, so the game seems to hang. And the only way of getting the table running is to delete the nvram file. So that's why these Taito tables simply continue when you close a table in the middle of a game ![]()
Edited by jpsalas, 11 September 2025 - 05:15 PM.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 07 October 2025 - 07:42 AM
UPDATE
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters