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The Beatles (Stern)


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#41 rodclemen

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Posted 17 November 2021 - 06:29 PM

 

Quick update on where I am at:
 
Yes, I am working from the "007" version of ScottyWic's Beatles table. The table already has some of the modes programmed (but needs work).

  • I have changed the table audio to match the audio you hear on the Stern table:
    • The bumpers now have a ding with women screaming,
    • the drop targets now have a bass drum sound,
    • the slingshots have cymbal sounds when they're hit,
    • The spinners now have that sweet jingling sound from the real table
    • The flippers sound like the Stern table
  • I have added the following vids:
    • I have programmed the first ball to play the cool Ed Sullivan intro vid ("Ladies and gentleman...THE BEATLES!") which segues into the cool Stern Beatles graphic.
    • The ball saved video each time the ball is saved

I have also created two different backglasses (one for Desktop Mode and one for 2 and 3 screen setups) as well as several different layouts which, in hindsight, might have been about 51 too many. I can upload a few and see what everyone thinks.
 
Suffice to say that I have zero idea what I am doing when it comes to coding and can vaguely figure out how to make the PUP stuff work. I need help with this stuff and don't know who to turn to. This Stern isn't as deep as say, Batman 66, so I cannot imagine there would be much coding except maybe making Pup stuff work correctly. The problem is that everyone seems to have their own idea of how to code Pup so I have all these coding conflicts, I don't even know where to begin.

Working with Scotty's code is fine but it's too simplistic since he uses the DMD and backglass all on one big screen and Beatles needs several screens for several moving parts.

 

Anyhow, I attached some images so people can see what I am doing.

 

I really think this table is doable and can be finished and be great but I just need some help is all.

 

Any input is welcome.

 

 
 
 
 
 
 
 
 
 

 

 

Maybe contact the VPW team? they know what they are doing. Or JP Sales, he's been around the block a few times now so he would probably be a good person to talk to.



#42 wiesshund

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Posted 17 November 2021 - 06:31 PM

JP does not use or work in PUP, if it is PUP specific, he may not be able to help


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#43 tabascoman77

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Posted 17 November 2021 - 07:36 PM

Some of the things I need help with:

 

  • Choosing which mode you get (Drive My Car, All My Loving, etc) before you launch the ball. The game has you wait for the right mode before you launch the ball but I would rather the player have that choice instead of waiting.
  • PupOverlays and which Pup screen they should be on. Specifically, the score screen with the four Beatles' headshots on it.
  • Audio programming as it relates to the stopping and starting of each song.
  • Programming of the "match" system at the end of a game

I also need the ruleset for the game. I've looked all over the place and nobody seems to have a ruleset for this sucker, which is odd. I know for Drive My Car, you have to hit the loop five times to finish and the rest are drop targets and bumpers and spinners but is there any real way to "complete" each mode?


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#44 Redwings13

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Posted 17 November 2021 - 09:15 PM

Tabascoman77 maybe you could reach out to BrandonLaw for the ruleset, I heard he’s a really nice guy and can maybe help you.



#45 tabascoman77

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Posted 18 November 2021 - 02:32 AM

I've purchased many Stern pinball tables (among others) because of this hobby.  I frequently visit PB Parlors and drop cash into the machines (always do the 2$ for 3 plays, baby)...because of this hobby.  I will continue to dump $$ into real Pinball....wait for it...

 

 

 

because of this hobby.

Hey Brandon!

 

Yeah, I think I just need to know the ruleset and what sets off what on the table. I have a general idea based on a bunch of long Twitch streams but it's still hard to get a full idea of the rules.


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#46 BrandonLaw

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Posted 18 November 2021 - 07:16 AM

Yoooo.  

 

Ok, so watching Bowen on Papa is probably your best bet from a Video standpoint.  I've only researched for a few minutes, but this Wiki seems to be a good start if you haven't already stumbled upon it.  Other than that, just ask :)  

 

All modes are timed.  If you 'complete' the mode which is really just getting to level 5, you can keep smacking the objectives for their max-value.

 

What really sets this game up are the scoring nuisances and of course the FAB SUPER Beatles shot at the end of each mode.  For example, Beatlemania.  Loop up 10 times and you get 2x Spinners.  10 More and you get 5x Loops.  On that note....I think that site states the 'Beatlemania' award is random...it's not.  Same order of award which I think helps build a strategy. 

 

I'm going to keep plugging for a good rule-sheet.  I actually think I may have one stapled to the cabinet inside.  I'll look.  If so, expect some photos.

 

 

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Looking for something more static for you, I ran across this well-complimented review of the game.  It's truly a magical game and if you don't like it, then you don't know pinball.  Hot needs cold, up needs down, and this game fits right into a schema or cultivated line-up.

 

"I own several deep rules games likTSPP, Woz, JJPOTC and RBION.

Beatles has been getting the most play for the last 6 months. Its lack of depth is completely compensated by its challenging rule set, fun shooting layout, and modified sound and video package.

Games can be fast, but you're always within striking reach of a killer game / high score with every ball. It doesn't require a long-ass game before things get fun and a high score starts to emerge.

The visual and audio feedback as jackpots and superjackpots start scoring is a thrill. And it's a fantastic game when competing with friends. The game avoids the endless tiresome multiballs from which the usual Stem games suffer (ie GOTG.)

Beatles is a perfect complement to deep rules games that it surprisingly doesn't feel repetitive. I get so focused on the goals to advance, it transforms into pure exciting adrenaline pumping pinball."


Edited by BrandonLaw, 18 November 2021 - 07:36 AM.

"S...O...S"  /repeat


#47 tabascoman77

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Posted 21 November 2021 - 02:36 PM

I will post here as well...

 

I have tried to get music tracks to stop upon a drained ball so the audio for the post-turn bonus can be heard. I just can't figure out the coding.

 

I have the following code:

 

if HasPup Then
                        PuPlayer.playlistplayex pVids,"DMDSplash","videoname.mp4",videovolume,1
                        PuPlayer.playlistplayex pMusic,"topper","songname.mp3",videovolume,1

 

 

That code works perfectly in that it activates the quick clip and music track -- but when you drain, the music track keeps playing and won't stop and will keep playing if another music track starts.

 

There is an EndMode sub programmed but I can't find the code necessary to stop the music and there doesn't appear to be code in Ball Drain sub either.

 

I've tried to code certain things myself but I'm clueless as hell and nothing works.

 

Can anyone help me out?


Edited by tabascoman77, 21 November 2021 - 02:42 PM.

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#48 makmak

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Posted 26 November 2021 - 10:52 AM

I simply would try: play a silent track instead of trying to stop the actual song.

#49 tabascoman77

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Posted 29 November 2021 - 02:52 AM

I simply would try: play a silent track instead of trying to stop the actual song.

 

That isn't what I am aiming for. If I attempt to play another track, it will just overlap with the current track.

 

Meaning, if I type in "play silencetrack.mp3", the silent track will play, but the track I was trying to stop will just continue on.

Plus, the entire point is to stop the track and start a new audio track.

By the way, MakMak, I love your Endless Summer table. It's brilliant stuff. Reviewed it for my website. I would love to try and modify it someday. It's amazing.


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#50 makmak

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Posted 29 November 2021 - 05:16 AM

Its been a while, but I remember there were two kind of commands. 'Play sound' and 'start sound' or sth. One of it would stop the actual sound and start the next, the other would play both. Also there is a 'stop' command but this is would work just for one of them, cant remember. Look into any code and search for play/start/stop. Thx @tabascoman77 , dont dare to mod this table, you would go crazy. The code is a maze no one finds out, including me ;-). I did some updates but accidentally saved on 10.7. Will upload as soon as there is a final 10.7 version of vpx.

edit: maybe it was the commands 'start sound' and 'play music' that were differently? Sound files have to be in the table, music files have to be in music folder. Sounds do overlap, music dont. Was it that way? Phew,Ill better stop telling bs, others know much better for sure...

Edited by makmak, 29 November 2021 - 07:58 AM.


#51 wiesshund

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Posted 29 November 2021 - 10:27 AM

Its been a while, but I remember there were two kind of commands. 'Play sound' and 'start sound' or sth. One of it would stop the actual sound and start the next, the other would play both. Also there is a 'stop' command but this is would work just for one of them, cant remember. Look into any code and search for play/start/stop. Thx @tabascoman77 , dont dare to mod this table, you would go crazy. The code is a maze no one finds out, including me ;-). I did some updates but accidentally saved on 10.7. Will upload as soon as there is a final 10.7 version of vpx.

edit: maybe it was the commands 'start sound' and 'play music' that were differently? Sound files have to be in the table, music files have to be in music folder. Sounds do overlap, music dont. Was it that way? Phew,Ill better stop telling bs, others know much better for sure...

 

Playmusic does not overlap
Playsound will unless you do Stopsound "Soundname" before Playsound "NewSoundName"

 

Playsound has args, one of which i think equates to start from where last left off

 

So you could stop the sound, play the interruption, then play the 1st sound from where it left off


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#52 tabascoman77

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Posted 17 January 2022 - 02:45 PM

 

Its been a while, but I remember there were two kind of commands. 'Play sound' and 'start sound' or sth. One of it would stop the actual sound and start the next, the other would play both. Also there is a 'stop' command but this is would work just for one of them, cant remember. Look into any code and search for play/start/stop. Thx @tabascoman77 , dont dare to mod this table, you would go crazy. The code is a maze no one finds out, including me ;-). I did some updates but accidentally saved on 10.7. Will upload as soon as there is a final 10.7 version of vpx.

edit: maybe it was the commands 'start sound' and 'play music' that were differently? Sound files have to be in the table, music files have to be in music folder. Sounds do overlap, music dont. Was it that way? Phew,Ill better stop telling bs, others know much better for sure...

 

Playmusic does not overlap
Playsound will unless you do Stopsound "Soundname" before Playsound "NewSoundName"

 

Playsound has args, one of which i think equates to start from where last left off

 

So you could stop the sound, play the interruption, then play the 1st sound from where it left off

 

 

I think I got music working for now but I am coming up on another issue:

 

After running my GiOff sub, I cannot get the lights to turn back on with the GiOn sub.

 

Basically, I am trying to turn off all lights on the table, run a sub-routine involving a light sequence, then flip the lights back on after that runs.

 

When I put "GiOn" in the code, the lights won't turn off. When I subtract it, GiOff works. When I put GiOn in certain places, the lights turn off but don't come back on.

 

Here is the code I am working with (sans the "GiOn" sub)...I just need help with how to insert GiOn...

 

Sub pupballstart1_hit
        GiOff
    if (not Mode4Timer.enabled) and ((not l19641.state) or (not l19649.state) or (not l19646.state) or (l19644.state)) then
        spinflash.enabled = 0
        spinflashright.visible = 0
        spinflashleft.visible = 0
        Spinnerbonus = False
    end if
    firstball = firstball + 1
    select case firstball
        case 1
        PuPlayer.playlistplayex pVids,"DMDSplash","Video-0x0030.mp4",videovolume,1
    end select
    If not KickSavedBall Then
        if dsv = 0 Then
            PuPlayer.playlistplayex pVids,"backglass","",videovolume,1
            PuPlayer.SetLoop 9,1
            dsv = 1
        end if
    end If
End Sub


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#53 Friffy1

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Posted 23 January 2022 - 09:48 PM

What a difficult project to tackle.  Looks like you've made huge advances in the past year.  Excited to see how it all pans out!



#54 NixArcade

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Posted 13 April 2022 - 05:48 AM

Love this table but am having a lot of trouble getting the pup to play music.  I am hoping to do the same as you.  Not sure how to code the music in.  Any recommendations?  Thank you so much!

 

Got this running in desktop, no Pup stuff, added 15 classic songs to script. Awesome table!     thebeatles3.jpg



#55 tabascoman77

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Posted 09 June 2022 - 08:50 PM

I own a Beatles Platinum if you need any input.

 

Really liking what I'm seeing.  I'd LOVE to see this table get a makeover of sorts.

Hey Brandon...

 

Stupid question before I ask it but would there a way to get a full playfield scan from the actual machine? The one included looks like a copy with personal mods made near the top.


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#56 xenonph

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Posted 09 June 2022 - 09:19 PM

I will post here as well...

 

I have tried to get music tracks to stop upon a drained ball so the audio for the post-turn bonus can be heard. I just can't figure out the coding.

 

I have the following code:

 

if HasPup Then
                        PuPlayer.playlistplayex pVids,"DMDSplash","videoname.mp4",videovolume,1
                        PuPlayer.playlistplayex pMusic,"topper","songname.mp3",videovolume,1

 

 

That code works perfectly in that it activates the quick clip and music track -- but when you drain, the music track keeps playing and won't stop and will keep playing if another music track starts.

 

There is an EndMode sub programmed but I can't find the code necessary to stop the music and there doesn't appear to be code in Ball Drain sub either.

 

I've tried to code certain things myself but I'm clueless as hell and nothing works.

 

Can anyone help me out?

 

 

You can add the EndMusic command to drain sub, and this will stop any music playing from music folder on drain hit.


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#57 BrandonLaw

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Posted 10 June 2022 - 09:16 AM

 

I own a Beatles Platinum if you need any input.

 

Really liking what I'm seeing.  I'd LOVE to see this table get a makeover of sorts.

Hey Brandon...

 

Stupid question before I ask it but would there a way to get a full playfield scan from the actual machine? The one included looks like a copy with personal mods made near the top.

 

 

Welp...My Beatles sold for 11,500$ and I couldn't say no, so it was replaced and no longer in my posession.  (for now...I do miss it.)  I could have SWORN EbisLit had a scan/stich of one.  I hit him up via email so we will see.


"S...O...S"  /repeat


#58 tabascoman77

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Posted 10 June 2022 - 12:00 PM

 

 

I own a Beatles Platinum if you need any input.

 

Really liking what I'm seeing.  I'd LOVE to see this table get a makeover of sorts.

Hey Brandon...

 

Stupid question before I ask it but would there a way to get a full playfield scan from the actual machine? The one included looks like a copy with personal mods made near the top.

 

 

Welp...My Beatles sold for 11,500$ and I couldn't say no, so it was replaced and no longer in my posession.  (for now...I do miss it.)  I could have SWORN EbisLit had a scan/stich of one.  I hit him up via email so we will see.

 

Dude, thanks. If he does have a scan, please let me know.


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#59 wiesshund

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Posted 10 June 2022 - 09:23 PM

 

 

 

and I couldn't say no, so 

 

Sure ya can, it's the vowel that is hardest to get out
I can help you with that though


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#60 BrandonLaw

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Posted 21 May 2023 - 08:48 PM

Yo! @tabascomann7  Any updates on this sucker?  


"S...O...S"  /repeat