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The road to VP10


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#761 perplexicon

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Posted 25 January 2015 - 07:59 PM

Pinball Arcade uses ripped audio from the roms I believe and scripts the playback of them. Soundquality on (classic) pinball tables is pretty low anyway - you're having to compress digital audio down to tiny tiny amounts to fit in to small amounts of memory, so it ends up kinda crappy and low resolution. That tends to be masked somewhat when combined with a nice loud speaker and the natural mechanical sounds of a real life table! 

 

Having a low-poly collision mesh seems like a sensible solution - most engines will have you create a proxy for any brushes to avoid the exact problem of having to calculate too many collisions.



#762 Arcade4

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Posted 25 January 2015 - 08:08 PM

Pinball Arcade certainly does not use the actual game roms for game play. I notice small things all the time that are just not right when I am playing their tables.

Some sounds are left out all together and it bugs the hell out of me. lol.


Edited by Arcade4, 25 January 2015 - 08:09 PM.


#763 mukuste

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Posted 25 January 2015 - 08:47 PM

Mukeste. For the collision of primitives.

If i take the flat ramp from bride of pinbot which was pulled straight from the fp table.
I can make it static but when you try and shoot a ball up the ramp it will start to go up the ramp and then hop over the ramp wall. I can provide a demo table if you'd like

Right, thanks! That would be the bugs I mentioned. I have a good idea what to do about those.

The shake checkbox isn't in yet. So I take it you get new builds regularly? Some secret VP10 alpha testing party that I wasn't invited to :D

Edited by mukuste, 25 January 2015 - 08:47 PM.


#764 The Loafer

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Posted 25 January 2015 - 09:18 PM

Pinball Arcade certainly does not use the actual game roms for game play. I notice small things all the time that are just not right when I am playing their tables.
Some sounds are left out all together and it bugs the hell out of me. lol.


It does use the rom but not in all tables, some like firepower are scripted.

#765 kruge99

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Posted 25 January 2015 - 09:30 PM

 

Pinball Arcade certainly does not use the actual game roms for game play. I notice small things all the time that are just not right when I am playing their tables.
Some sounds are left out all together and it bugs the hell out of me. lol.


It does use the rom but not in all tables, some like firepower are scripted.

 

 

I'm fairly certain that Black Knight is scripted unless someone on the inside can convince me otherwise...


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#766 The Loafer

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Posted 25 January 2015 - 10:02 PM

That one is scripted too, so is black hole I think.


From the pinballarcadefans.com forums


They're all ROM emulated except Black Hole, Genie, Gorgar, Firepower, and Black Knight (for now), and of course Big Shot and Central Park since those two are EM's.

Edited by The Loafer, 25 January 2015 - 10:03 PM.


#767 chepas

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Posted 26 January 2015 - 12:11 AM

I have just being doing a VUK and it's just reminded me how this is also hassle to make the kick up look decent. Too much time wasted messing about if you can't just plonk it in and be done with it.


Edited by chepas, 26 January 2015 - 12:11 AM.

Bump maps are the new auto-tune :BDH:
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#768 Arcade4

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Posted 26 January 2015 - 01:23 AM

That one is scripted too, so is black hole I think.


From the pinballarcadefans.com forums


They're all ROM emulated except Black Hole, Genie, Gorgar, Firepower, and Black Knight (for now), and of course Big Shot and Central Park since those two are EM's.

Maybe so. But several DMD tables screw up and get the timing wrong and leave out things altogether.

Fish Tales is one of the worst offenders. I have the real table the the Pinball Arcade versions sound is not right especially after a ball drain.



#769 The Loafer

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Posted 26 January 2015 - 02:23 AM

Yes, I think part of the problem is they are using shared code between platforms (good) but their target is the lowest denominator (mobile - bad for PC/console users).

#770 toxie

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Posted 26 January 2015 - 12:12 PM

Thats very interesting. Thanks guys for the info. At least this explains the differences in sound (and some other details that confused me in their tables).



#771 chepas

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Posted 26 January 2015 - 03:47 PM

Any chance for staged flippers? F-14 ,Grand Lizard etc.

 

When flipper is at full position you can let go of button ever so slightly which keeps the bottom set raised and you can flip the top flippers.


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#772 mpad

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Posted 26 January 2015 - 03:55 PM

That one is scripted too, so is black hole I think.


From the pinballarcadefans.com forums


They're all ROM emulated except Black Hole, Genie, Gorgar, Firepower, and Black Knight (for now), and of course Big Shot and Central Park since those two are EM's.


I am pretty certain they have a way to customize the original rom. That explains how they are able to leave out or alter certain sounds and why some dmd animations are customized.

#773 toxie

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Posted 26 January 2015 - 04:00 PM

replacing gfx is doable in the ROMs, but sounds is much more complicated (at least with most common hardware like WPC).

 

as for the staged flippers: that would be more of a script thing, as VP does not know about which flipper is which.



#774 chepas

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Posted 26 January 2015 - 04:05 PM

Yes, I've never been able to figure how to do it script wise. Will try again sometime.


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#775 freneticamnesic

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Posted 26 January 2015 - 04:18 PM

chepas, I looked at staged flippers a while back, you need a special flipper switch that has 2 contacts.....then it's really simple to script, because you have two switches you read now.

pbl_sw-1010a-13.jpg



#776 chepas

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Posted 26 January 2015 - 05:03 PM

chepas, I looked at staged flippers a while back, you need a special flipper switch that has 2 contacts.....then it's really simple to script, because you have two switches you read now.

 

 

I'll be honest I haven't looked at grand lizard properly for VP, any version I have played before though definitely didn't do it. I've made a version for Unit3D but haven't visited that for a while now and wanted to do the same there because it's essential to play the table right. I have a bad brain fart each time I've tried it. You can check if flipper is all the way up but how to tell if button is let go a little bit without analogue?

 

Hoping to add it into knight rider but need to look more into the rules of that game , as I'm still not sure if the upper PF works like GL during a multiball.


Bump maps are the new auto-tune :BDH:
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#777 Practicedummy

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Posted 26 January 2015 - 07:22 PM

Me three, though just as curious about the 'free' upgrade to windows 10...

 

http://www.fudzilla....-beta-next-week

 

I am wondering if the 'free' upgrade is more on the lines of shareware, where after that year is up, that we have to pay for the OS to continue to use it?


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#778 sliderpoint

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Posted 26 January 2015 - 08:17 PM

One thing that TPA has that would be nice is it has an action for launch buttons that is triggered by plunger actions.   Meaning, for tables that don't have plungers but instead have launch buttons, when you pull the "plunger" with the controller, it sends a ball launch button automatically.  I would see this as another check box on a plunger object that would say it behaves like a launch button and if the plunger is pulled back 50% (or 5% 100% or maybe whatever is in the breakover field maybe) it would auto launch the plunger.

 

-Mike



#779 mukuste

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Posted 26 January 2015 - 08:37 PM



Me three, though just as curious about the 'free' upgrade to windows 10...
 
http://www.fudzilla....-beta-next-week

 
I am wondering if the 'free' upgrade is more on the lines of shareware, where after that year is up, that we have to pay for the OS to continue to use it?

No, what I heard is you get to keep the license indefinitely. Seems almost a bit too generous, wonder where the catch is...

#780 mfuegemann

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Posted 26 January 2015 - 09:52 PM

Hi,

 

on the Windows 10 thing, I read that MS will switch to an software insurance model, where regular payments will give You future servicepacks. As I understand it, Win10 will be the last major release with "only" service and feature packs following. So the grant one year will be exactly this, one year less regular license fee.

 

Chepas, You could start a timer on "KeyUp" that triggers the lower flipper to drop. Deactivate the timer on "KeyDown". This way the lower flipper stays up, if the flipper key is pressed again within the timer interval.

 

Regards

Michael