thanks
I confirmed all the lights and switches and noticed bad calls for the
scoring rubbers and kicking targets
I uploaded a corrected version
new dome lights
bumpers where moved to match image
corrected sw76 calls
Posted 09 January 2020 - 08:54 PM
thanks
I confirmed all the lights and switches and noticed bad calls for the
scoring rubbers and kicking targets
I uploaded a corrected version
new dome lights
bumpers where moved to match image
corrected sw76 calls
Posted 10 January 2020 - 01:31 PM
Thanks 32assassin, some Objects are Pink … and balater, i think you used this latest Version for Fix and Upload, File is still waiting for approve ? hmm
Edited by STAT, 10 January 2020 - 01:32 PM.
Posted 10 January 2020 - 07:11 PM
You should maybe consider uploading your tables to sites where it doesn't take weeks to approve. Especially while you are still working on ironing out a few issues. Or, you could make a temporary link to eg. dropbox or something temporary. I think you've done a great job so far. Reason for me finding these problems in the first place was because I enjoyed playing. I haven't looked at 32a' suggested changes, but, I have a feeling that it would be advantageous to merge his changes with what you've got in the latest. But, of course, this is still unknown.
AH. I saw that you just updated the unreleased to 1.24 - good - I think ?!
Edited by Thalamus, 10 January 2020 - 07:13 PM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 11 January 2020 - 09:04 AM
OK, so now the ball locks seems to work better than before. But, there is new issues. 32a' version doesn't eject the ball at start for me. The 1.24 version has issues now if you manage to lock two balls and go into mb. Once the first ball is lost, the rom believes that the ball is over. You end up with two balls or something weird quite fast. My understanding of the code for this table is that you are trying to base the rules of some lights being active or not. Don't think that is a very good idea to be honest.
Quite sure that with some small changes to 32a' code it will actually work better, he seems to be "talking to pinmame", not relying on light states..
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 11 January 2020 - 09:55 AM
Thanks for your updates. The Sideramp is now working. But there is a similar issue with the balls like Thalamus reported. As soon as I shoot the Sideramp, two balls are kicked out and as one balll drains, the rom thinks, that the ball is over and kicks out the next ball to the plungerlane. Hope this helps.
Posted 18 January 2020 - 09:22 AM
Thanks for the mod and all the updates of the table ![]()
i have added remaining force feedback that needed a script update, for outlanes, slingshots, lower targets, now they are DOF functoinal with this script
Cheers
Arngrim

Posted 18 January 2020 - 07:35 PM
Great @balater ! I've played this table now for hours and I didn't notice any major issues. I do believe though that 76r and 76l should be change to 76r_slingshot not 76r_hit. I've got a modified version with Arngrim' changes and ssf if you would like ?
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 19 January 2020 - 10:32 AM
Thanks again you both ![]()
Posted 22 January 2020 - 05:47 PM
Just a heads up! sw76l and sw76r (the black side plastics) slingshot is set to 14. I believe you meant 1.4 or just 1. Anyway, when the ball touches these it launches the ball. I knew something was tossing the ball like crazy when I was playing. I finally tacked it down today.
Posted 23 January 2020 - 07:39 AM
I've not seen a table so closely scrutinised to get it right. Thanks you guys for all the testing, tweaking, re-testing, chin-in-hand re-thinking and discussing just so the likes of l'il ol' me and others can have a table that plays close to the real thing.
Cheers,
Nursie
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