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Baby Pac-man (Bally 1982) [Visual Pinball X]

Baby Pac-man Pac-Man Pacman

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#61 kristian

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Posted 01 January 2018 - 04:14 PM

Cool. That is pretty much the last small issue left.



#62 STAT

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Posted 01 January 2018 - 04:19 PM

I think, increase BallMass of the Captive Ball could be one Solution.


Edited by STAT, 01 January 2018 - 04:20 PM.


#63 kristian

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Posted 01 January 2018 - 04:25 PM

Here's the VPM Dip Switch menu from our old VP8/9 table. Please add this too.
 
Sub editDips
Dim vpmDips : Set vpmDips = New cvpmDips
With vpmDips
.AddForm 700,400,"Baby Pacman - DIP switches"
.AddFrame 2,0,190,"Any center lites on will",&H00000020,Array("be reset for next Pac-Man",0,"come back on for next Pac-Man",&H00000020)'dip 6
.AddFrame 2,46,190,"Pac maze cherry",&H00000040,Array("no cherry at start of maze",0,"cherry will show on maze",&H00000040)'dip 7
.AddFrame 2,92,190,"Pac maze side tunnels",&H00000080,Array("gates are closed at start of maze",0,"gates are open at start of maze",&H00000080)'dip 8
.AddFrame 2,138,190,"After 3 ball ejects and no score",&H00002000,Array("the maze will lite",0,"ball is still in play",&H00002000)'dip 14
.AddFrame 2,184,190,"Any energizers on will",49152,Array ("be reset for next Pac-Man",0,"come back on for next Pac-Man",&H00004000)'dip 15
.AddFrame 205,0,190,"Pac-men per game",&HC0000000,Array ("2 Pac-men",&HC0000000,"3 Pac-men",0,"4 Pac-men",&H80000000,"5 Pac-men",&H40000000)'dip 31&32
.AddFrame 205,78,190,"Maze special awarded after",&H00600000,Array("completing 3 mazes",0,"completing 4 mazes",&H00200000,"completing 5 mazes",&H00600000)'dip 22&23
.AddFrame 205,138,190,"Playfield/video (trouble shooting only)",32768,Array("playfield will operate with video",0,"playfield will operate only",32768)'dip 16
.AddFrame 205,184,190,"Any center arrows on will",&H00800000,Array("go out for next ball in outhole",0,"stay on for next ball in outhole",&H00800000)'dip 24
.AddChk 2,240,120,Array("Credits displayed",&H04000000)'dip 27
.AddChk 205,240,120,Array("Free play",&H20000000)'dip 30
.AddLabel 20,260,380,20,"Set selftest 'High score mode' and 'Special mode' to 03 for the best gameplay."
.AddLabel 50,280,300,20,"After hitting OK, press F3 to reset game with new settings."
.ViewDips
End With
End Sub
Set vpmShowDips = GetRef("editDips")

Edited by kristian, 01 January 2018 - 04:26 PM.


#64 DarthMarino

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Posted 01 January 2018 - 04:36 PM

The dip switches work for me on the current table when I press F6.



#65 kristian

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Posted 01 January 2018 - 04:39 PM

Ah... cool. They work for me too. Missed that one.



#66 DarthMarino

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Posted 01 January 2018 - 05:13 PM

OK, I sent Kristian a new version.  

 

-Reduces bounce when the captive ball reaches the other side

-Smooths out the upper right loop

-Saucers kick like the real table (slow towards the base of the flippers)

 

In addition, I included some optional files for the backglass. 

-I included 32assassin's original backglass if you prefer it. I just combined it with the new table shape.  If you wish to use this, just pick "_Baby" for the background.  

-I redrew the rule sheet and this can be placed on the background if you want.  Just add a decal and select "BabyPacRuleSheet" as the image.  A note on this rule sheet is that it is using the images of the fruits from the game itself, not the real bezel.  I couldn't find a really good image to copy so I just went with this. It's pretty close but technically not correct.  

 

Here is what the backglass options look like (not by default):

Baby_Pac_Options.jpg


Edited by DarthMarino, 02 January 2018 - 04:26 AM.


#67 kristian

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Posted 01 January 2018 - 05:25 PM

Very nice work. Captive ball seems to be fixed. Link again updated.



#68 kristian

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Posted 01 January 2018 - 05:41 PM

There's always something... these energizer lights should be flashing the same blue (when lit) as the hole arrows.

 

7nZt4J5.jpg

 

4:30 on the video.

 

 

Also, can you "kill" The slingshot power so the rubbers would only register the hit (and no kick)? Look at the video and see how they work. I put slingshot force to 0 but they still kick the ball.


Edited by kristian, 01 January 2018 - 05:45 PM.


#69 kristian

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Posted 01 January 2018 - 05:56 PM

Green "SPOT CENTER ARROW" light doesn't work on either side, too. That light when you're about to earn a fruit or tunnel speed.

 

DQg873f.jpg



#70 STAT

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Posted 01 January 2018 - 06:04 PM

There is a small Bug in the Maze Game - not in Table - did you know, if you start a Game and later press Right Flipper, while you Play in Maze,
Ball will shoot out quickly, and the Maze Game is reset, except the Dots what you have eaten



#71 kristian

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Posted 01 January 2018 - 06:29 PM

I had completely forgotten about that. That bug has always been present, even on the old VP8 versions. Probably not related to the table itself. Maybe a PinMAME issue?

 

Not a big deal though. Just don't press the flipper button when you start playing the maze.


Edited by kristian, 01 January 2018 - 06:30 PM.


#72 DarthMarino

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Posted 01 January 2018 - 07:00 PM

OK, I fixed the "When Lit" lights on the bottom but probably broke some other lights so I have to look at it some more.



#73 kristian

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Posted 01 January 2018 - 07:07 PM

Bezel lights always lit up on this VP version when you're about to earn a tunnel speed or fruit. That is very cool. Not sure if it was on the original... can't remember. Doesn't seem to work that way on that Andy's arcade video. Just duplicate that light with the green playfield lights.


Edited by kristian, 01 January 2018 - 07:08 PM.


#74 singinfool64

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Posted 01 January 2018 - 07:29 PM

I've owned a bunch of these machines. I always loved it, though the videot boards were always a pain in the ass! Several years back, I brought a boxtruck load of machines down to an auction in Baltimore, and there must have been over 40 of them there, and they were selling for as low as 15.00 dollars a machine. Now, I'm sure a working one is worth gold! :D Uncle Willy's version played better than the real thing! I was so skeptical of the physics on VPX when it first came out, because the graphics looked great, but some authors were kicking them out without any physics resembling real pinball. JP, along with a couple other authors set my mind straight that VPX can be absolutely fantastic. I actually thought about donating a pinball earlier this year to a certain author who makes beautiful looking tables but really needs to know what a real Pinball machine plays like. Unfortunately, since I'm trying to get to Florida, I sold off my inventory for this past year, but maybe down the road, I would do that once I'm settled. I know there's a ton of work involved, and it's so much appreciated! :D 



#75 hauntfreaks

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Posted 01 January 2018 - 08:13 PM

seems to be good to go now... nice job guys...


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#76 DarthMarino

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Posted 01 January 2018 - 08:14 PM

I finished with the lights (for now). 

 

-The "When Lit" lights for the center arrow are now working correctly.

-I found and implemented two lights that blink by the flippers when you transition down to the pinball part.

-The "Energizer" lights are now blue hexagons like the real table. 

 

Kristian will try it out and post the update.



#77 kristian

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Posted 01 January 2018 - 09:34 PM

Yes. All working perfectly now. Darth fixed everything... also the slingshots which behave now like the real ones.

 

New file uploaded. Same filename, same url, same Bat Channel.

 

Can't think of anything wrong with it anymore. Let me know if you have something in mind.


Edited by kristian, 01 January 2018 - 09:34 PM.


#78 Thalamus

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Posted 04 January 2018 - 06:16 AM

Thank Hauntfreaks, Kristian, DarthMarino and of course 32assassins for the update !


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#79 kristian

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Posted 04 January 2018 - 11:32 AM

Thanks indeed to author and everyone involved (Darth and Hauntfreaks). Superb job.

 

Just played this today and I'm very happy how it plays and how everything works now.

 

It's now as good as it gets. 



#80 rxd

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Posted 04 January 2018 - 04:31 PM

Didn't the graphic that is behind the table in cabinet mode previously fill the screen in the 1.0 version? It appears to be cutoff now....





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