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FastFlips script (bypassing pinmame flipper callback)
Started By
nFozzy
, Sep 07 2017 09:22 AM
440 replies to this topic
#62
Posted 31 December 2017 - 08:57 PM
Probably a silly question, but...
Is there a way to set Use Solenoids to 2, but use a trigger to switch them quickly back to 1 to activate, for example, a diverter that requires a setting of 1 to function properly?
Here’s why I ask: Last night I was experimenting with using fastflips on Cirqus Voltaire. Setting solenoids to 2 makes the flippers inoperable, but you can get them going again by cutting and pasting “rotate to end” code in the keydown section. Flippers fire without sound, but that’s easy enough to code back in. Everything works on CV except the right “acrobat” loop that leads to the left ramp and returns to left Flipper. There’s a diverter on that loop that requires solenoids to be set to 1 to work. I’m wondering if a trigger can be set at the entrance to that loop to temporarily re-enable the “1” setting, and then switch back to a “2” setting once the ball completes its journey back to left Flipper.
If so, we could potentially use fastflips on all sorts of tables on which it technically shouldn’t work.
Thanks again nFozzy for fastflips. Such a major development for VP. Tables feel so much closer to the real thing than ever!
Is there a way to set Use Solenoids to 2, but use a trigger to switch them quickly back to 1 to activate, for example, a diverter that requires a setting of 1 to function properly?
Here’s why I ask: Last night I was experimenting with using fastflips on Cirqus Voltaire. Setting solenoids to 2 makes the flippers inoperable, but you can get them going again by cutting and pasting “rotate to end” code in the keydown section. Flippers fire without sound, but that’s easy enough to code back in. Everything works on CV except the right “acrobat” loop that leads to the left ramp and returns to left Flipper. There’s a diverter on that loop that requires solenoids to be set to 1 to work. I’m wondering if a trigger can be set at the entrance to that loop to temporarily re-enable the “1” setting, and then switch back to a “2” setting once the ball completes its journey back to left Flipper.
If so, we could potentially use fastflips on all sorts of tables on which it technically shouldn’t work.
Thanks again nFozzy for fastflips. Such a major development for VP. Tables feel so much closer to the real thing than ever!
#63
Posted 01 January 2018 - 05:27 PM
@nFozzy: Could you please have a look at http://www.vpforums....=38450&p=396133 ?
OKay I assumed that was some kind of legacy split flipper scripting but I was wrong. I can fix it.
Probably a silly question, but...
Is there a way to set Use Solenoids to 2, but use a trigger to switch them quickly back to 1 to activate, for example, a diverter that requires a setting of 1 to function properly?
Here’s why I ask: Last night I was experimenting with using fastflips on Cirqus Voltaire. Setting solenoids to 2 makes the flippers inoperable, but you can get them going again by cutting and pasting “rotate to end” code in the keydown section. Flippers fire without sound, but that’s easy enough to code back in. Everything works on CV except the right “acrobat” loop that leads to the left ramp and returns to left Flipper. There’s a diverter on that loop that requires solenoids to be set to 1 to work. I’m wondering if a trigger can be set at the entrance to that loop to temporarily re-enable the “1” setting, and then switch back to a “2” setting once the ball completes its journey back to left Flipper.
If so, we could potentially use fastflips on all sorts of tables on which it technically shouldn’t work.
Thanks again nFozzy for fastflips. Such a major development for VP. Tables feel so much closer to the real thing than ever!
Cirqus Voltaire is a WPC-95. The fact that it works at all is weird. I assume what's happening is that the auto Flipper Solenoid (sol31) is probably the diverter on that game,
Edited by nFozzy, 01 January 2018 - 05:33 PM.
#66
Posted 01 January 2018 - 08:42 PM
Now I'm confused. How is this done now (I thought vp 10.4 included this somehow). Can someone quickly explain how to integrate this with a table. Thanks
Check this post:
www.vpforums.org/index.php?showtopic=38450&page=35#entry395715
Edited by nFozzy, 01 January 2018 - 08:42 PM.
#67
Posted 01 January 2018 - 08:45 PM
Now I'm confused. How is this done now (I thought vp 10.4 included this somehow). Can someone quickly explain how to integrate this with a table. Thanks
Search your script for “Use Solenoids” and change the value of “1” to “2”
Search for “Table Init” and type “VPMinit me” below that line
That’s it. nFozzy has done the rest. On tables for which it works, you’ll know it’s working when you press f11 and then press the left Flipper key. Instead of a latency reading of 17 ms or so, you see something like .2 — It’s a drastic change for the better.
#73
Posted 02 January 2018 - 04:06 AM
For those who are not super familiar with editing the script, a picture can be worth a thousand words but before showing you this it's important to understand the naming convention discussed here and also understand that different authors use different naming conventions and script calls. So in saying that:
1 - some authors may not use "const Usesolenoids" line in the script, such as the case with the most recent "Firepower" table. The key string to look for is "usesolenoids" so In this case, the author used: "Const cGameName="frpwr_c7",UseSolenoids=1,UseLamps=1,UseGI=0...", the "const" command being used in one line to load many different functions
therefore on that line, changing "UseSolenoids=1" to "UseSolenoids=2" does the trick
firepower solenoid line.JPG 88.27KB
12 downloads
2 - For "vpminit me", the key wording to understand here is the "table_init" line reflects the name given to the table under "options". So specifically for the VPX taxi that I have, I can not find "table1_init" or "table_init" in the script, but that's because under the options, we can see the table is called "taxi", so you have to search for "Taxi_Init" in the script and you will find "Sub Taxi_Init()". So under that line, add "vpmInit me" and you are good to go. Going back to Firepower, "vpminit me" was already there so consider you don't always need to add it.
Taxi.JPG 86.09KB
13 downloads
firepower vpminit line.JPG 88.5KB
12 downloads
The offered example of table_Init or Table1_Init is a great one because 90% of the tables out there have that "table" or "table1" as the table name used under the VP options, therefore searching for table1_init or table_init will yield a successful search. In saying that, just look at what the name is given for the table under options and modify your search string to take that into account. IE: if under "options" you see bttf as the table name, then you should search for "sub bttf_init"
Finally as it has been mentioned previously, don't forget to save the table before trying it out!
#74
Posted 02 January 2018 - 05:04 AM
hmm I don't think this is working for me. As I tested this out, F11 shows the following pre script edit or after. I cycled F11 to one of the screens minus textures so you could better see the left flipper line. Same result on Taxi or Firepower (not tried others).
Is the result skewed because of some funky font or windows keyboard used?
Attached Files
#76
Posted 02 January 2018 - 05:45 AM
ok I was concerned because pregame start it was registering what you see there when hitting left flipper. So my ratings pre-install of this flipper improvement was around 17.x for the left flipper with the odd result showing 3.x. With the fix in, I get most at 4.x ms, with the odd 17.x right down to 3.x again. Is the showing of 3.x without this fix normal?
I'm not sure I feel the different pre-install and install but it's almost 1:00am here, I probably should hit the sack LOL. At least I know it's working as per most of the results. My own buttons and monitor setup could also have an affect on this correct (not the numbers but monitor lag will prevent me from noticing it as much?). As well as you've stated, depending on the author's implementations, results may vary.
Thanks for the response, nice work!
#77
Posted 02 January 2018 - 03:46 PM
It's showing empty values because it hasn't measured any flipper inputs yet. Flip some flippers
I have exactly the same display as The Loafer and I'm pressing the left flipper like hell. ![]()
Nothing happened.
Same display with or without the fast flipper-script in Taxi.
flipperbat.jpg 69.39KB
10 downloads
Rajo Joey - My front-end-files; Hundreds of Audio- and Videorecordings in high quality for Playfield (4k/60FPS) and Backglass (HD), Wheels & POV-Files: The Media-Post
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#79
Posted 02 January 2018 - 08:52 PM
Yes I was getting that result but once I started the game then it updated. U are still Getting that result with a game started? It should continuously update with both flippers going
Ah, yes, that's it. After starting a game it works.
But with or without fast flippers I've got the same results; mostly between 10 and 17 ms.
Rajo Joey - My front-end-files; Hundreds of Audio- and Videorecordings in high quality for Playfield (4k/60FPS) and Backglass (HD), Wheels & POV-Files: The Media-Post
https://www.facebook...02697096474910/
#80
Posted 02 January 2018 - 09:43 PM



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