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Phantom of the Opera VPX

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#61 robwaade

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Posted 06 June 2019 - 10:28 PM

spring on inside top it has a metal piece with angled straight ends on each end the middle is coiled the ball hits mirror it angles up ward then immediatly drops back into place after ball drops in scoop give me a call if you want to



#62 robwaade

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Posted 06 June 2019 - 10:44 PM

theres also a vp9 phantom of the opera lord hiryu video where it shows it in action on you tube if that helps



#63 Shockman

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Posted 06 June 2019 - 11:48 PM

Mine was just a really stiff spinner, pivot in center. The same thing should work with pivot at top with the top part of the spinner target transparent and the spinner even stiffer, but in this day and time why not a prim.



#64 cyberpez

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Posted 07 June 2019 - 01:02 AM

I'm not real familiar with the table but looking at ipdb if the "mirror" is the thing in front of the front bumper I'd think a somewhat simple primitive tied to a gate should work. If you are interested I can try and come up with something tomorrow. If anyone had a good pic or two of it that would help to get the size shape and pivot right.

#65 robwaade

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Posted 07 June 2019 - 01:11 PM

i have picture that might help dont know how to post picture to this subject

#66 cyberpez

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Posted 07 June 2019 - 01:38 PM

If you click more reply options, there is a button to insert an image. (looks like a polaroid photo sorta)



#67 DCrosby

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Posted 07 June 2019 - 01:38 PM

I found the piece of the VP9 Door Video that you refer to : https://youtu.be/rCwCpfDLjQM?t=91

 

It works almost exactly as the current table, Just not with the decal, that's why I was asking if someone knew how to put the decal on, I've since seen some tutorial of someone making a mechanical door in .OBJ format, doing collision, and having that work, I have to look at the example.

 

I had the flapper originally one directional, but when I tested it one of those times the ball rolled back and got stuck, so I made it swing in both directions. I could also move the drain hole closer to the door, but I didn't want to change the position of things in case there were other dependencies.

 

What's not surprising is that the VP9 table, has the identical issues this one does, with the Match, The Balls in the subway, the Sing Again Light. so I'm trying to figure some of these out, but like I said I'm Brand New to this, so diagnosing and fixing VB Code isn't my strong suit, if someone wants to look at it to see what can be done to straighten that out, I would not object in the least bit. 



#68 DCrosby

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Posted 07 June 2019 - 01:55 PM

This is the ML Up-Res'd door I have...  you may want to down-res it as 1024x1024 is a tad large for something like this even at 4K, but I'd rather give you the higher res in case 8k tables become a fad :P

 

Attached File  MagicMirror.png   1.3MB   3 downloads

 

I found the tutorial, it's basically a Gate, which is invisible, and then you attach the .obj to the gate angle, and it should work.

https://www.vpforums...152#entry270330

 

 

I can look at this this weekend, and then add the bounce, and the gate, I just didn't want to burnp up bandwidth with 2 fixes, I'd rather fix a bunch of the logic issues like Subway, and Sing Again Light, as that adds value in that the table becomes more playable, I don't know that ball bounce, and the magic mirror is worth the 50-100mb dl... and I know we're not on 56k modems anymore, but the site operators have to pay for bandwidth and I'm trying to be conscious of that fact.


Edited by DCrosby, 07 June 2019 - 01:58 PM.


#69 DCrosby

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Posted 07 June 2019 - 02:56 PM

I looked at that tutorial again, I guess it deals with a spinner, and not a gate, unfortunately in my quick search I can't find the code attribute for the gate's rotation, I have the timer all setup, and the SUB, but if I can't get a Rotation from a Gate, I might have to get a spinner, and just clamp the value to Min/Max ? That sounds really hackey though... hum... more thought required...



#70 robwaade

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Posted 07 June 2019 - 05:18 PM

you have done great it will get figured out if i knew how to do any of what you can do i would help out just not knolledgeable to help out in building

#71 cyberpez

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Posted 07 June 2019 - 08:14 PM

https://www.dropbox....mirror.zip?dl=0

 

Here is what I came up with..  Attached (db link) is an .obj file for the mirror, along with a texture.  I was 80% through a redraw when you posted what you had so I just finished it.  No offence, but I think mines more accurate ;-)  use it if you want.  Either way you can use mine to line it up to the primitive.  I also included a transparent version of my redraw that you can throw over whatever metal/mirror background you want.  I just used "trustly old aluminum" and thought it looked good. 

 

When you import the obj make sure that you name it to pMirror   ... or change the code to whatever you do name it to.

 

Also in the zip are settings for the primitive to size it to your table, and setting for the gate so it does not swing as much.  I centered it over "mirror lites" with the + lined up to the center of gate4.  As for the kicker placement..  looking at it you could move it up a bit and not cause any problems.  I would say to the front the hole on the playfield.  Maybe ever increase the size (radius) to 30.

 

to make it swing add this code to the "FlipperTimer" sub

 

pMirror.RotX = Gate4.currentangle 

 

So right now its sized to fit your table..  but to do that it got pretty square.  looking at this pic it sure seems taller than wide.  to do that you would have to raise your plastics up a bit.  Up to you if you do..  

 

https://www.ipdb.org...1777&picno=9480

 

Good luck and let me know if you get stuck somewhere.

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#72 DCrosby

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Posted 07 June 2019 - 09:08 PM

No offense taken,

 

I got mine from here : https://www.vpforums...&showfile=13611

 

I wonder if those plastics were on some sort of paper backing for application to the aluminum. The one in VP9 Looks like it's on wood... but it's an optical illusion with the table in the bg,  but would make sense it's on aluminum.. it's more mirror like...

 

I tried the .currentangle bit, and I think when the timer fired it said it couldn't find that attribute, but maybe I misspelled the timer, I'd have to look at it, and I'm on my lunch break, so no time...

 

I agree with the height of the section, as the width seems to conform to the table, but it's wider than it's tall, so I'll have to raise the posts, and bumpers to make it look to scale.


Edited by DCrosby, 07 June 2019 - 09:14 PM.


#73 cyberpez

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Posted 07 June 2019 - 09:25 PM

Did you rename the primitive you imported? and uncheck the box for static rendering (and mark it as a toy)  Code should look like (attached image)  I tested and it definitely worked.  If you still get an error post it and we'll figure it out.

 

The "aluminum" bit was a bit of a joke..  its a texture image that floats around in a lot of tables.  Not sure where it came from (pry JP or UW) but I use it quite a bit.  Works as a nice shiny metal.  Pics on the net of the "mirror" definitely look like the decal sits on some sorta shiny metal peise.  No way to do an actual mirror with it, but "aluminum" looked about right.

 

uncheck

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#74 DCrosby

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Posted 07 June 2019 - 10:51 PM

Did you rename the primitive you imported? and uncheck the box for static rendering (and mark it as a toy)  Code should look like (attached image)  I tested and it definitely worked.  If you still get an error post it and we'll figure it out.

 

The "aluminum" bit was a bit of a joke..  its a texture image that floats around in a lot of tables.  Not sure where it came from (pry JP or UW) but I use it quite a bit.  Works as a nice shiny metal.  Pics on the net of the "mirror" definitely look like the decal sits on some sorta shiny metal peise.  No way to do an actual mirror with it, but "aluminum" looked about right.

 

uncheck

Oh I see you put it into the flipper channel, I was going to put it into a separate timer that would only tick if hit, that way conserving calculation cycles...  I did re-read the topic of the tutorial and it seems to think it works with gates, and spinners, so I must have done something wrong in my hurry to get out of the door this morning. I'll re-check it when I get home.



#75 Ben Logan

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Posted 08 June 2019 - 05:29 AM

Great teamwork here. Can’t wait to try this one.

#76 DCrosby

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Posted 08 June 2019 - 02:07 PM

What needs to be fixed on this game? I have a VP8 version that seems to work correctly.

 

released at VPF 07/27/05 You would have to run this in VP8

 

https://www.dropbox....ockman.zip?dl=0

 

The sing again light works in attract and the game.

 

I'm sorry if it's no help.

 

This table is unique. It is butt ugly, old, low res, and a poor image. But other than the organ there is nothing really there that you can see. The pop bumpers, slings, ramps, etc are on the same picture as the playfield. It was made before simi-transparent ramps but uses the only trick which gave fully transparent ramps. It uses another trick which used masks to hide the ball with pixel perfect control so when it was not on the ramp it is under that ramp shaped mask and appears to go under a ramp that is just part of the photo. Going under the ink of the elements drawn on the playfield photo.

I looked, and I played the game, "ltShootAgain" also referred to in the table schematics as light24 is the one for "Shhoot/Sing Again" and I would expect it to light right after the ball had launched, just like other machines, as a "save" if you drain the ball within 10 seconds or whatever is typical, and it does not, can you tell me when sing again is supposed to light ? Because the Script doesn't fire it specifically during any event, and I know the rom can if the script maps to a bulb. But I have no idea when this event is supposed to occur to see if it's working properly or not. I so see it flashing during attract, but so does the the table I uploaded, so maybe my table is also working as intended.



#77 robwaade

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Posted 08 June 2019 - 04:46 PM

it is a bonus extra ball that you get.earned i think its points related while ball is in play you get it after draining ball if that helps


Edited by robwaade, 08 June 2019 - 04:48 PM.


#78 DCrosby

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Posted 08 June 2019 - 05:59 PM

New Version uploaded, 0.96 is the latest version. As of this post.



#79 robwaade

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Posted 09 June 2019 - 12:28 AM

ball seems to drain more easily on new edition drained a ball and it did not register so had to quit game i noticed on phantom letters above catwalk they would stay lit solid and not blink if that helps on real game while playing i think they blinked at end of game keep up awesome work appreciate it



#80 DCrosby

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Posted 09 June 2019 - 01:35 AM

There's a configuration in the rom, to get different behavior on the PHANTOM letters, but that also hasn't changed from the last version...







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