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The VP 10.2 beta thread

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#741 toxie

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Posted 01 November 2016 - 10:53 PM

On the other forum there is a pretty simple installer. Stay away from the outdated tutorials, only use the newest installer, then its pretty simple.



#742 Carny_Priest

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Posted 01 November 2016 - 11:05 PM

There's a trough issue on CCC that I don't think ever worked right. Never could get more than two balls for any multiball mode. Bart and mine kickers were working OK for me, but it's been a while since I tested. 



#743 toxie

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Posted 01 November 2016 - 11:09 PM

i thought that the multiballs are actually only 2-ball?



#744 Carny_Priest

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Posted 02 November 2016 - 12:05 AM

http://soldmy.org/pi...n_..._Continued

 

There are supposed to be three and four ball multiball modes. Not any changes in the port of the game code for VP that would change this behavior. Last call is definitely a three ball mode but at this point the game only tosses out one ball. I could have sworn that Last Call worked correctly at some point with Dozer's build although the mine kicker didn't work well on that version.



#745 toxie

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Posted 02 November 2016 - 12:13 AM

i fixed some stuff in the core vbs files back then. maybe you tested it before that?

cause the games i played with CCC all worked well (never had last call though i think).



#746 DJRobX

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Posted 02 November 2016 - 02:01 AM

The CCC problem is the change to the VPM timer.    It reproduced really quick on my cab.   The ball would just die in the saloon.   Changed the timer from 10 to 1 (as it was in previous core.vbs) and it works great!  I played a super long game.   So awesome to have this in my cab!  


Edited by DJRobX, 02 November 2016 - 02:02 AM.


#747 Carny_Priest

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Posted 02 November 2016 - 02:57 AM

Are you getting a three ball multiball with goldmine multiball? CCC should behave like original Cactus Canyon with that mode.


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#748 DJRobX

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Posted 02 November 2016 - 03:35 AM

Only two (and one in last call).   That's probably an issue for another thread, doesn't sound like something we broke in 10.2 (unlike the timer).   It's interesting because the game does not seem confused about how many balls are out there.  We have source code for everything involved so it ought to be pretty solvable.  Far easier than figuring out problems buried in ROMs anyway.  :)  



#749 DJRobX

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Posted 02 November 2016 - 03:57 AM

Eh, you know I like thread hijacking.   The reason you're only getting 2 balls is because the game is in test mode.  The multiball launcher stops after launching one ball if it's in "fake" mode.  Open game.py and change fakePinProc to false. 

 

 

        self.fakePinProc = False

 
Now I get 3 ball gold mine multiball, 3 ball Last Call, etc.   ;)

Edited by DJRobX, 02 November 2016 - 04:11 AM.


#750 arngrim

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Posted 02 November 2016 - 06:57 AM

thanks djrobx again!
can we change the timer value to 1 in the script of the table or it is too late?

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#751 shadowshd

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Posted 02 November 2016 - 07:40 AM

Great news DJRobX  :dblthumb:

 

I'll try right now with core.vbs 10.2, timer to 1 and fakePinProc to false and report ASAP ;)

 

 

Edit : OK, CCC is working good right now  :otvclap:

 

No more ball dying, I've got the Cowboys vs Aliens multiball and the Gold Mine multiball with 3 balls ;)

 

I can't remember exactly what is the influence of setting PinMAMEInterval to 1 instead of 10 ?

 

Thanks again DJRobX ;)

 

++


Edited by shadowshd, 02 November 2016 - 07:58 AM.


#752 toxie

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Posted 02 November 2016 - 07:44 AM

The CCC problem is the change to the VPM timer.    It reproduced really quick on my cab.   The ball would just die in the saloon.   Changed the timer from 10 to 1 (as it was in previous core.vbs) and it works great!  I played a super long game.   So awesome to have this in my cab!  

 

But the VPM timer is unused if PROC is running?!



#753 arngrim

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Posted 02 November 2016 - 07:50 AM

i see that in the script

 

'************  Main Timer init  ********************
 
PinMAMETimer.Interval = PinMAMEInterval
PinMAMETimer.Enabled = 1
 
so i tried this
 
PinMAMETimer.Interval = 1
PinMAMETimer.Enabled = 1

 

but i still have the issue, changing it in core.vbs seems to work ok



#754 toxie

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Posted 02 November 2016 - 07:58 AM

True, also forget about my previous comment.  :/

 

Thats all pretty weird. It works for me out of the box though with the PinMAME timer at default. But i have to set the Mine timer to 1.



#755 arngrim

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Posted 02 November 2016 - 08:13 AM

but minetimer is for moving the rock, what is the relation with the ball disappearing or the minekicker?



#756 toxie

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Posted 02 November 2016 - 09:02 AM

i don't know. i just randomly tweaked timers until the mine kicked out the ball (which is the only thing that did not work for me).

it might have been just coincidence that the mine timer was it in the end. i just also repro'ed it.



#757 shadowshd

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Posted 02 November 2016 - 09:13 AM

OK I've just found another issue with CCC after applying modifications, please forgive me if we're a little off topic :)

 

The Bad Guys targets won't register randomly when you hit them.

 

I've set PinMAMEInterval to 5 and everything seems to work good.

 

Thanks.

 

++



#758 toxie

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Posted 02 November 2016 - 09:37 AM

I still don't get it. It also seems to help if i disable vsync, most likely because the timers are more 'spot on' then.

 

Weird that these timing issues weren't there back then.



#759 Carny_Priest

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Posted 02 November 2016 - 02:11 PM

 

Eh, you know I like thread hijacking.   The reason you're only getting 2 balls is because the game is in test mode.  The multiball launcher stops after launching one ball if it's in "fake" mode.  Open game.py and change fakePinProc to false. 

 

 

        self.fakePinProc = False

 
Now I get 3 ball gold mine multiball, 3 ball Last Call, etc.   ;)

 

 

Thanks. epthegeek has done a couple of minor updates to the original source recently. I'll make this fix and get the VP port up to date later today. The vbs script stuff is not in my repo.



#760 toxie

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Posted 02 November 2016 - 02:20 PM

i'm also not sure how all that timing stuff is related to the actual problems we see. and i also gave ninuzzu a heads up, maybe he has an idea.







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