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Phantom of the Opera VPX

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#41 DCrosby

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Posted 31 May 2019 - 07:39 PM

Ok, so the best way to deal with the sound is through the Vpmame app, go into that folder run Pinmame32.Exe load the rom you want to fix, in this case POTO_32, let it run, (It may minimize, look in your task bar to get it back) hit space bar to continue, you'll hear the phantom, press ` then you'll see the volume at the bottom, now use up and down arrow to cycle through the selections, I have Mine at :

 

Msm5205 #0 volume 15%
Ym2151 #0 Ch1 (lt) volume 100%
Ym2151 #0 ch2 (rt) volume 100%

 

That may or may not work, if you have values that work better please post them, once you are done exit with escape key and it should save the config to the rom, and you can play that Rom in any emulator and the sounds should be better but not fantastic..


Edited by DCrosby, 31 May 2019 - 07:41 PM.


#42 DCrosby

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Posted 31 May 2019 - 09:56 PM

I'm still struggling with some things :

  • one I can't put a decal, or an image onto the flapper door on the mirror.
  • I'm  confused, when I go into debug I see an error "Request to play "0", but sound not found." this happens when I go into the Magic Mirror, and 1 or 2 other places, I was able to rip the magic mirror sound from the ROM, which works, but is not ideal.
  • There are two lights at the bottom of the table (See Image), that I can't find an object that triggers them or what they're triggered off - of... since they both have a regular interval but nothing that matches what's going on, on the table, or elsewhere, so it's not a reflection.
  • The Sing Again Lamp is lit, when it goes through the attract mode, but not when you play, which seems odd.. so the bulb is properly being referenced properly, juist not used by the rom, I can also trigger it manually via Debug Mode so I know it's getting data.

Attached File  Lighting Error.jpg   92.12KB   7 downloads


Edited by DCrosby, 31 May 2019 - 10:11 PM.


#43 TNT2

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Posted 01 June 2019 - 03:05 AM

Wow. This is great. Thanks for your hard work.


Edited by TNT2, 01 June 2019 - 03:05 AM.


#44 Zedixair

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Posted 01 June 2019 - 08:09 AM

@DCrosby : thank you very much for the alternative way to do a volume up with Pinmame. Your help is appreciated.

 

I tried it, but when I press ` (accent grave in french), I can't see volume or other selection at the bottom of the screen ?

I use ROM POTO_a32, not POTO_32 as you mentionned, is that a problem ?

 

Whatever, thank you for your help, and great job again !



#45 robwaade

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Posted 01 June 2019 - 09:40 AM

on organ 3 ball multiball also had issue where ball didnt go to plunger



#46 DreamTrap

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Posted 01 June 2019 - 11:16 AM

is the organ supposed to open right away after launch?


My wheels CHECK THEM OUT HERE.

Fantasy Tarcisio style Popper Wheels

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Spoiler

 


#47 DCrosby

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Posted 01 June 2019 - 03:13 PM

@DCrosby : thank you very much for the alternative way to do a volume up with Pinmame. Your help is appreciated.
 
I tried it, but when I press ` (accent grave in french), I can't see volume or other selection at the bottom of the screen ?
I use ROM POTO_a32, not POTO_32 as you mentionned, is that a problem ?
 
Whatever, thank you for your help, and great job again !

 
I think it's the same, key it just has a different label, if you look our (US-English) ` is in the top left, unless they used literal keys, it's most likely bound to the ASCII key code, which
 
us-english_1024x1024.png?v=1510789967
Would Correspond to your keyin the top left, give that a try, and let me know how that works...
 
(French Canadian)# \ | key
 
keyboard-058.png
 
(French Sub 2, to the left of the 1 key)
500px-KB_France.svg.png

 

is the organ supposed to open right away after launch?

It does if you hit the skill shot ! (Lit Ramp at the top prior to plunger full), for some reason, it's quite easy, I haven't looked into tweaking the physics, but I'm not sure that I don't like how often I get it :P
 

on organ 3 ball multiball also had issue where ball didnt go to plunger

 
Yes it's interesting the code in the VP9 table calls this out specifically, and states that it's something where the rom is not aware of the extra ball in the subway, I find the logic exchange between the rom and the table incredibly frustrating, as it's a black box, and there's no real way to see inside as to what's not working, same with the match. Anybody who's good at this sort of thing is welcome to jump in here, I also stated that it's beta, and I wouldn't release/call the table "Done" 1.0 unless those things had been addressed, and with the rom seemingly being permanently broken as to the match, since it's been a long standing issue, I don't know that I alone will ever get there.
(EDIT) I've recently gotten an offer from someone on another forum to look at the rom, and see what can be done. So Fingers Crossed!

Edited by DCrosby, 01 June 2019 - 07:45 PM.


#48 DreamTrap

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Posted 01 June 2019 - 03:29 PM

i've been getting ball and search mode a few times shooting into the organ after getting a skill shot?


My wheels CHECK THEM OUT HERE.

Fantasy Tarcisio style Popper Wheels

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Spoiler

 


#49 robwaade

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Posted 01 June 2019 - 04:00 PM

yeah its a tough issue to crack maybe and a learning process game is awesome dont get frustrated rom has been that way for years that i am aware of turn match off that speeds up end game but you dont get music at end. wish i could help you dont know anything on script or building tables. i am sure you will figure it out i think you said you had manual it might be something simple and pressure to fix it might make you over look it be patient thanks alot for all you have done so far

Edited by robwaade, 01 June 2019 - 04:01 PM.


#50 DreamTrap

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Posted 01 June 2019 - 08:20 PM

the kickback didn't work a few times the ball just bounced off it and went down the drain.


My wheels CHECK THEM OUT HERE.

Fantasy Tarcisio style Popper Wheels

Cab specs:

Spoiler

 


#51 robwaade

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Posted 01 June 2019 - 09:18 PM

on kick back real table would do that sometime

#52 Zedixair

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Posted 02 June 2019 - 06:00 AM

@DCrosby : I even didn't think about the differences between a french and a US keyboard, but you were right, that was the explanation !

Your method perfectly worked when I used the key at the left of the "1" on my keyboard, which is not `

All is fine now, I can appreciate your table with the music !  :dblthumb: 



#53 DCrosby

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Posted 02 June 2019 - 05:46 PM

@DCrosby : I even didn't think about the differences between a french and a US keyboard, but you were right, that was the explanation !

Your method perfectly worked when I used the key at the left of the "1" on my keyboard, which is not `

All is fine now, I can appreciate your table with the music !  :dblthumb: 

I'm glad it worked, and no disrespect to the French, or French Canadians, it's just if a search term about sound and Phantom of the opera comes up, this is a perfect illustration how even within the same language (French) there may be differences, and to seek out what works for you, most likely it's the key to the left of the Arabian Numeral 1 on a QWERTY Keyboard.



#54 Bladeof

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Posted 03 June 2019 - 08:55 PM

Thanks Again for taking up creating this table, one suggestion I would have is to add some bounce to the flippers, as currently configured you cannot consistently do a dead flip bounce pass with them (ball comes down from top of table with speed, hits stationary flipper and instead of ball bouncing to other flipper, it rolls down the hit flipper to the drain).

#55 robwaade

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Posted 06 June 2019 - 07:29 AM

any new fixes coming soon you did an awesome job so far



#56 Shockman

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Posted 06 June 2019 - 08:17 AM

What needs to be fixed on this game? I have a VP8 version that seems to work correctly.

 

released at VPF 07/27/05 You would have to run this in VP8

 

https://www.dropbox....ockman.zip?dl=0

 

The sing again light works in attract and the game.

 

I'm sorry if it's no help.

 

This table is unique. It is butt ugly, old, low res, and a poor image. But other than the organ there is nothing really there that you can see. The pop bumpers, slings, ramps, etc are on the same picture as the playfield. It was made before simi-transparent ramps but uses the only trick which gave fully transparent ramps. It uses another trick which used masks to hide the ball with pixel perfect control so when it was not on the ramp it is under that ramp shaped mask and appears to go under a ramp that is just part of the photo. Going under the ink of the elements drawn on the playfield photo.


Edited by Shockman, 06 June 2019 - 09:01 AM.


#57 robwaade

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Posted 06 June 2019 - 12:48 PM

the mirror is stiff like vp 9 version not a flapper. on 3 ball the game stops. owned the game for 20 years. it is almost perfect needs a few fixes unless im missing something else he did a great job so far

#58 DCrosby

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Posted 06 June 2019 - 07:29 PM

What needs to be fixed on this game? I have a VP8 version that seems to work correctly.

 

released at VPF 07/27/05 You would have to run this in VP8

 

https://www.dropbox....ockman.zip?dl=0

 

The sing again light works in attract and the game.

 

I'm sorry if it's no help.

 

This table is unique. It is butt ugly, old, low res, and a poor image. But other than the organ there is nothing really there that you can see. The pop bumpers, slings, ramps, etc are on the same picture as the playfield. It was made before simi-transparent ramps but uses the only trick which gave fully transparent ramps. It uses another trick which used masks to hide the ball with pixel perfect control so when it was not on the ramp it is under that ramp shaped mask and appears to go under a ramp that is just part of the photo. Going under the ink of the elements drawn on the playfield photo.

That's awesome, I'll look for the sing again code, and see if I can move it over, I tried match and it's just as messed up, I think it's in the rom, because the table doesn't do anything other than count the number of balls expended and collected, and counts the game as "Over" and then does the match..


the mirror is stiff like vp 9 version not a flapper. on 3 ball the game stops. owned the game for 20 years. it is almost perfect needs a few fixes unless im missing something else he did a great job so far

What does that mean ? I thought it was a reflective plate, with a sticker on it, how does the ball get past the mirror to drop into the subway ?


any new fixes coming soon you did an awesome job so far

I did mess with the flippers for the bump bounce, to add a little more "Rubber" feel to it, it may need some tuning, but I can update it once I get some of the other things in, I'm also learning a lot on Airborne, and I may update the Ramp (Catwalk) again if I get the reflections from the environment figured out on Airborne. (It's not dead, don't worry) :P


Edited by DCrosby, 06 June 2019 - 07:30 PM.


#59 robwaade

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Posted 06 June 2019 - 09:17 PM

when ball hits mirror it raises nackward and up from bottom it has a spring with tension that holds it stiff when ball goes in it drops back into place the vp9 versions have the closer to the real one just trying to help

#60 DCrosby

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Posted 06 June 2019 - 09:35 PM

when ball hits mirror it raises nackward and up from bottom it has a spring with tension that holds it stiff when ball goes in it drops back into place the vp9 versions have the closer to the real one just trying to help

I understand, I'm not trying to be rude, but I don't quite know how that would work, so it's like a spring on the bottom, the ball rolls over it, and then it pops back up ? Do you have any video of any similar mechanism ? It's been more than 20 Years since I played POTO, so it's not like I remember where  things were hinged from, but I want to be as accurate as possible, so I appreciate your feedback.







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