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Batman
Started By
Lord Hiryu
, Jul 07 2010 02:43 PM
54 replies to this topic
#41
Posted 16 October 2010 - 10:08 AM
That shouldn't have to be done. I mean, how did they do it on the real table? They probably controlled it with the ROM. And the ROM is used in this table too. Unless somebody tells me how you "disable" a switch for a short period of time without using a ROM - and if this is the case in this table - I believe that the way the table uses the ROM is at fault and shouldn't be just worked around. But what do I know.
The McD
The McD
VPF's resident pinball music fanatic.
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#42
Posted 16 October 2010 - 10:28 AM
QUOTE (TheMcD @ Oct 16 2010, 11:08 AM) <{POST_SNAPBACK}>
That shouldn't have to be done. I mean, how did they do it on the real table? They probably controlled it with the ROM. And the ROM is used in this table too. Unless somebody tells me how you "disable" a switch for a short period of time without using a ROM - and if this is the case in this table - I believe that the way the table uses the ROM is at fault and shouldn't be just worked around. But what do I know.
The McD
The McD
Yeah never thought of that, wonder why this is happening then
#43
Posted 23 October 2010 - 04:41 AM
took maxfx4u's advice and fiddled around a bit with the RampEntrada object to try and widen the loop a bit; even the very minor adjustments i did made it work more like it should. i can now complete the batcave loop pretty much 85-90% of the time, as it should be (it was an easy ramp on the original machine).
i also decreased the RV2 initkick (the flugelheim kick) from 185 to 155, so now everytime the flugelheim locked ball gets released it's at least playable rather than bouncing off the top of the right slingshot straight into the left outlane.
i also decreased the RV2 initkick (the flugelheim kick) from 185 to 155, so now everytime the flugelheim locked ball gets released it's at least playable rather than bouncing off the top of the right slingshot straight into the left outlane.
Edited by cruelmo, 23 October 2010 - 04:43 AM.
#44
Posted 23 October 2010 - 02:29 PM
QUOTE (cruelmo @ Oct 23 2010, 05:41 AM) <{POST_SNAPBACK}>
took maxfx4u's advice and fiddled around a bit with the RampEntrada object to try and widen the loop a bit; even the very minor adjustments i did made it work more like it should. i can now complete the batcave loop pretty much 85-90% of the time, as it should be (it was an easy ramp on the original machine).
i also decreased the RV2 initkick (the flugelheim kick) from 185 to 155, so now everytime the flugelheim locked ball gets released it's at least playable rather than bouncing off the top of the right slingshot straight into the left outlane.
i also decreased the RV2 initkick (the flugelheim kick) from 185 to 155, so now everytime the flugelheim locked ball gets released it's at least playable rather than bouncing off the top of the right slingshot straight into the left outlane.
Good info cruelmo, did you have any luck with the joker ramp setting of the bat tv mode?
#48
Posted 09 January 2011 - 12:30 AM
QUOTE (lettuce @ Jan 9 2011, 07:27 AM) <{POST_SNAPBACK}>
How do you change the rom version this table looks for, i cant find the line for it in the script. Its using version 101 and the latest version is 106
Line 68 in the script...
CODE
Const cGameName = "btmn_106"
Edited by StevOz, 09 January 2011 - 12:52 AM.
#55
Posted 08 October 2011 - 03:53 PM
If Lord Hiryu doesn't want to work on tables anymore, we could do 2 things. Someone who could fix it, can email him to get permission to release a fixed version or, someone could post how to fix the bugs here, an people could fix it individually, on their own, if thew so choose. Wish I could do this


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