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Flashman (Sportmatic 1984) [Visual Pinball X]

flashman 1984 Sportmatic

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#41 wiesshund

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Posted 29 September 2022 - 06:20 PM

 

I tried the second sportmatic table of my cab - Terrific Lake... and what to say? It have the same behavior with 5 credits per coin, and ONLY accept the "1" as start. Not the normal start-Button...

 

most likely pertains to your VPMKeys.vbs

 

default credit key (5) is technically coin slot 3
which on some machines is a dollar coin slot (or similar denomination)

 

you can go in VPMKeys.vbs and edit it so that (5) is coin slot one
and then reassign the other coin slots etc


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#42 digitalarts

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Posted 30 September 2022 - 08:16 AM

good news: problems solved with both sportmatic tables...

first problem was "7 credits with coin button"

solved with little change in "play4.vbs"

from

Const swCoin3        = 3 'defaults to 1 coin per credit
Const swCoin2        = 2 'defaults to 2 coins per credit
Const swCoin1        = 1 'defaults to 1 coin for 3 credits 

to

Const swCoin3        = 1 'defaults to 1 coin per credit
Const swCoin2        = 2 'defaults to 2 coins per credit
Const swCoin1        = 3 'defaults to 1 coin for 3 credits 

second problem was to start a game only with Keyboard "1" but not the Start button...

I checked my pinscape settings - and indeed I had the Startbutton (1) set as shift-button (in my case for pinvol)

after change the shift function to Firebutton (a) the two tables accept the startbutton as start

 

so perhaps this little hints can help some others with similar problems



#43 wiesshund

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Posted 30 September 2022 - 09:57 AM

.


good news: problems solved with both sportmatic tables...

first problem was "7 credits with coin button"

solved with little change in "play4.vbs"

from

Const swCoin3        = 3 'defaults to 1 coin per credit
Const swCoin2        = 2 'defaults to 2 coins per credit
Const swCoin1        = 1 'defaults to 1 coin for 3 credits 

to

Const swCoin3        = 1 'defaults to 1 coin per credit
Const swCoin2        = 2 'defaults to 2 coins per credit
Const swCoin1        = 3 'defaults to 1 coin for 3 credits 

second problem was to start a game only with Keyboard "1" but not the Start button...

I checked my pinscape settings - and indeed I had the Startbutton (1) set as shift-button (in my case for pinvol)

after change the shift function to Firebutton (a) the two tables accept the startbutton as start

 

so perhaps this little hints can help some others with similar problems

 

Sometimes you have to edit a machine vbs for your own set up but

word to the wise

 

pop open notepad++ and document the vbs you changed
and what tables it related to

and then paste your changes in (but not the entire vbs, in case in future some other aspect of it changes besides your custom changes)

Because a VPX update will roll out some time
and there will be script updates, so you cant just ignore the scripts
and you will need to quickly redo your custom changes

 

and posti notes dont cut it (and arent searchable etc)


Edited by wiesshund, 30 September 2022 - 09:53 AM.

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


#44 digitalarts

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Posted 30 September 2022 - 10:55 AM

Wise words... I copy that...

#45 GHOSTfaceKILLr7

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Posted 30 September 2022 - 09:11 PM

.


good news: problems solved with both sportmatic tables...

first problem was "7 credits with coin button"

solved with little change in "play4.vbs"

from

Const swCoin3        = 3 'defaults to 1 coin per credit
Const swCoin2        = 2 'defaults to 2 coins per credit
Const swCoin1        = 1 'defaults to 1 coin for 3 credits 

to

Const swCoin3        = 1 'defaults to 1 coin per credit
Const swCoin2        = 2 'defaults to 2 coins per credit
Const swCoin1        = 3 'defaults to 1 coin for 3 credits 

second problem was to start a game only with Keyboard "1" but not the Start button...

I checked my pinscape settings - and indeed I had the Startbutton (1) set as shift-button (in my case for pinvol)

after change the shift function to Firebutton (a) the two tables accept the startbutton as start

 

so perhaps this little hints can help some others with similar problems

 

Sometimes you have to edit a machine vbs for your own set up but

word to the wise

 

pop open notepad++ and document the vbs you changed
and what tables it related to

and then paste your changes in (but not the entire vbs, in case in future some other aspect of it changes besides your custom changes)

Because a VPX update will roll out some time
and there will be script updates, so you cant just ignore the scripts
and you will need to quickly redo your custom changes

 

and posti notes dont cut it (and arent searchable etc)

I made an extra copy of play4.vbs, renamed it to play4x.vbs and made the above changes.

After I went into the script of the Flashman table, located play4.vps and renamed it play4x.vbs.

Works like a charm and I don't need to worry about having issues with other tables using play4.vbs!!!

 

Thanks jpsalas for this sexy looking table and digitalerts.


Edited by GHOSTfaceKILLr7, 01 October 2022 - 10:06 PM.


#46 legtod2

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Posted 30 September 2022 - 11:35 PM

I am feeling a bit dense. I changed the play4.vbs script to the following

Const swCoin3 = 1 'defaults to 1 coin per credit
Const swCoin2 = 2 '
defaults to 2 coins per credit
Const swCoin1 = 3 'defaults to 1 coin for 3 credits

 

Pressing my start button does not work. I need to still press the 1 on keyboard to start game.

 

Then I set play4.vbs to the following and my regular start button worked again.

Const swCoin3 = 1 'defaults to 1 coin per credit
Const swCoin2 = 1 '
defaults to 2 coins per credit
Const swCoin1 = 1 'defaults to 1 coin for 3 credits

 

Its working fine now



#47 wiesshund

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Posted 01 October 2022 - 01:37 AM

I am feeling a bit dense. I changed the play4.vbs script to the following

Const swCoin3 = 1 'defaults to 1 coin per credit
Const swCoin2 = 2 'defaults to 2 coins per credit
Const swCoin1 = 3 'defaults to 1 coin for 3 credits

 

Pressing my start button does not work. I need to still press the 1 on keyboard to start game.

 

Then I set play4.vbs to the following and my regular start button worked again.

Const swCoin3 = 1 'defaults to 1 coin per credit
Const swCoin2 = 1 'defaults to 2 coins per credit
Const swCoin1 = 1 'defaults to 1 coin for 3 credits

 

Its working fine now

 

Um guys, you are doing this wrong, gonna mess up your tables

' Cabinet switches
Const swSelfTest    = 9
Const swTilt        = -6
Const swCoin1       = 13
Const swCoin2       = 13
Const swStartButton = 14
Const swEnter       = 10
Const swDown        = 11

these are the SWITCHES that are used internally, but the table per the wiring schmatic/switch matrix

 

You can not just arbitrarily change them around, nor should you go duplicating them

If you want to trade places with the coin slots, as long as you use all the SAME switches, fine.

But the right way to do this is VPMKeys.VBS

there you can change the key inputs for the coin slots (not the switches)

and your controller start button should be mapped to send keyboard Key value 1
or, depending on controller, a joystick button in which case you have to assign the joystick button in vpx dof nudge keys config.

 

You are literally rewiring the pinball machine, and in the above case wiring 3 switches to the same board input


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Spend it on Hookers and Blow


#48 digitalarts

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Posted 01 October 2022 - 09:33 AM

This behavior is ONLY with the two tables. My many many others, vpx and vpt, are working always ok with the Startbutton! If I would change the vpmkeys.vbs, this would change EVERY table, perhaps with unwanted behavior.
So I checked the two scripts of these two tables: both use the play4.vbs
IMHO the better way than change such things "globally" in vpmkeys.
I backup'ed the changes in play4 - if any newer version could come with a future vpx, I can redo the changes...
And of course my mapping for Startbutton IS 1.
In vp9.x, in vpx, in FP, in pinscape... Standard, as it should...

Edited by digitalarts, 01 October 2022 - 09:40 AM.


#49 wiesshund

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Posted 01 October 2022 - 10:50 AM

This behavior is ONLY with the two tables. My many many others, vpx and vpt, are working always ok with the Startbutton! If I would change the vpmkeys.vbs, this would change EVERY table, perhaps with unwanted behavior.
So I checked the two scripts of these two tables: both use the play4.vbs
IMHO the better way than change such things "globally" in vpmkeys.
I backup'ed the changes in play4 - if any newer version could come with a future vpx, I can redo the changes...
And of course my mapping for Startbutton IS 1.
In vp9.x, in vpx, in FP, in pinscape... Standard, as it should...

you are doing ok
you are just basically plugging in the wiring harness to different coin slots
but each slot gets a different set of wires, still unique

 

you could potentially have an issue later, but i cannot say that you will with that manufacturer
maybe yes, maybe no, im not the guy with the answer there

 

Why do i say this you wonder?

 

Fun example (meaning not too fun when trying to wire up the table to work right)
LTD made 2 tables, in which they used up every available switch in the matrix for the table
including stealing all but one coin slot and reprogramming it in the controller. (and stealing a number of backglass lamps for the playfield)

So just make note of that someplace
If you ever run across something bizarre like that, take a stock copy of the vbs, put it back in the folder after renaming your vbs to play4-2 or play4alt or something
and then in the table script for the offending tables change it to load play4alt.vbs

The tables literally wont care if you tell them the machine translation to use is fruitloops.vbs, long as the info in it functions fully.

 

No idea why they picked coinslot one to default to 3 credits per coin
it's probably programmable in the ROM or dip switches, but maybe not
Odd choice though

it's one reason why i physically have 3 coin slots wired up
 


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Spend it on Hookers and Blow


#50 Thalamus

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Posted 01 October 2022 - 01:01 PM

Why not make play4 into play4_mine or something NOT standard

Then update the two tables that you say are using them. That way, updates won't be a problem.


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#51 digitalarts

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Posted 01 October 2022 - 11:00 PM

Thank you friends, sometimes the easiest things come not in mind... I will do your hint with "special name" for my changed play4 and actualize the two table scripts.
Knocking my head on the table

#52 wiesshund

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Posted 02 October 2022 - 12:10 AM

Knocking my head on the table

 

Oh!, That is DOF
That's a different scripting entirely


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Spend it on Hookers and Blow


#53 Auglaize99

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Posted 13 November 2022 - 01:31 AM

Thanks, this worked for me.

 

second problem was to start a game only with Keyboard "1" but not the Start button...

I checked my pinscape settings - and indeed I had the Startbutton (1) set as shift-button (in my case for pinvol)

after change the shift function to Firebutton (a) the two tables accept the startbutton as start

 

so perhaps this little hints can help some others with similar problems



#54 jpsalas

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Posted 15 March 2023 - 12:50 PM

UPDATE

 

4.0.2 Updated 15.03.2023
- Fixed Bumpers and Slingshots not scoring. It must be a timing issue in the latest vpinmame as the commands were right (vpmTimer.PulseSw). But now they work using another command (Controller.Switch). So use this version until the vpinmame emulation is fixed.
 
So this is a temporary fix because of what I think it may be a bug or a timing problem with the latest vpinmame. Gaston is aware of the problem, and I'm sure he will find a solution. In the meantime you may play this version in which the scores are working, but using a little more complicated script to get those targets to score :)

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#55 LoadedWeapon

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Posted 15 March 2023 - 06:05 PM

Thanks JP this looks good

#56 GHOSTfaceKILLr7

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Posted 15 September 2025 - 04:23 AM

I downloaded Flashman and the flippers are active before the game start.

#57 jpsalas

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Posted 15 September 2025 - 07:55 AM

I downloaded Flashman and the flippers are active before the game start.

 

That's a Taito table. I have written an explanation about why it is like that in the Taito tables, here:

https://www.vpforums...e=3#entry547893


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#58 GHOSTfaceKILLr7

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Posted 15 September 2025 - 10:06 PM

 

I downloaded Flashman and the flippers are active before the game start.

 

That's a Taito table. I have written an explanation about why it is like that in the Taito tables, here:

https://www.vpforums...e=3#entry547893

 

I deleted the flashman.nv but the flippers still can be used without starting a game. I think it's a script issue in this case.



#59 jpsalas

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Posted 16 September 2025 - 02:53 AM

 

 

I downloaded Flashman and the flippers are active before the game start.

 

That's a Taito table. I have written an explanation about why it is like that in the Taito tables, here:

https://www.vpforums...e=3#entry547893

 

I deleted the flashman.nv but the flippers still can be used without starting a game. I think it's a script issue in this case.

 

 

Yes, it looks like the rom emulation isn't 100% on this one., as the flippers seems to be enabled the whole time. I thought it was a Taito table, but it is a Sportmatic table :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters






Also tagged with one or more of these keywords: flashman, 1984, Sportmatic