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Secret Service (Data East 1988) VPX

Secret Service Data East 1988 VPX

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#61 DCrosby

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Posted 26 June 2019 - 01:30 PM

These are pictures for the targets

3568013bf94ce74584a505b68cc061c4.jpg


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And if you look at this photo from the playfield in my cabinet you can see that the plastic above the target is not straight and covers the first targets.
Maybe you could make the plastic somewhat smaller & more in line with the targets so you can see the pics on the target better.

facf13750063498b5a780c80f1d704d8.jpg


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Example and also the Ferrari toy car is missing

 

The Ferrari is at the bottom of my list right now, as it's PURELY decorative, very detailed, and not easy to build. and I'm conflicted as to weather to go for realism on the car, or relativism on the matchbox car, as the proportions, and the detail are lacking on the toy. (For those 5 Reasons) :D

 

1bc9baf565970ab9e408459d5d74df47.gif

The Drop targets have two versions that seem to be floating around the internet, I grabbed the ones I could get the best up-res and source for. Maybe I can run these and put a switch into the script to trigger which ones are used.

 

target_16_secret_service_mop.png

 

Also I don't know why they send 6 for that one style, and 5 for the other, is the cop optional to kill as a double agent ? :P

 

The Image of the whitehouse looks like a picture off a monitor, is there some way to get a good Original, Screenshot or otherwise, since that's the best (Cleanest) one I have without the Ferrari. Also possibly in daylight / ambient light with the house lights on, so I can try and match the lawn / whitehouse to the other plastics. (Edit:) NM I think that's my playfield right ? :D Ok here's the image from up top, Attached File  WhiteHoueAlign.JPG   59.63KB   11 downloads so you're right, and like I said I need to go over the whitehouse in dimensions, to better clear the tunnel, make the rotunda bigger, and get that angle right... part of it was when I modeled it it was straight, but when I placed it on the table, the lanes inter penetrated so I rotated it... to make it physically plausible. 

 

I also noticed a lot of sounds were missing especially for the middle yellow blocker between the flippers going up/down 1 sound each, and I don't know if I can get a sound from batman, or a similarly vintaged Data East table, or if someone has a sound without a lot of background noise. I fixed a bunch since they all default to the extra ball sound, which makes it sound like you're owning the table, when you're not  :P

 

But for right now I also have to get back to Help 32Assasin, and robbo43 on some of their endeavors. So I think unless there are Major Bugs, which I suspect the latest version is unplayable due to issues with the white house triggers, I have to DL that version and contrast...

 

I'm going to leave SS alone for a week, gather some reference on things, like shooter lane resources (Thanks!) and then hopefully make 0.9.4 or 5 the final before 1.0
 


Edited by DCrosby, 26 June 2019 - 01:44 PM.


#62 Baron Shadow

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Posted 26 June 2019 - 02:17 PM

I will look if i can find Some sounds and look in the other thing you mentioned.
Luckily have a lot of sparetime at the moment and no pressure so that’s nice.
Like to help with this because i love the table and love to play on my vp cabinet, although i have Some real ones to.
Take it easy it aint work ☺️
Take my advice, i don't use it anyway!

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#63 DCrosby

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Posted 26 June 2019 - 02:19 PM

Nope, but it has become an obsession :P



#64 Baron Shadow

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Posted 26 June 2019 - 02:49 PM

Nope, but it has become an obsession :P


I recognize this and in the end it can be rewarding too when people love the way it plays and thank you for it.
Well it allready looks very good and i’m sure it will be a topper when ready.


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#65 Baron Shadow

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Posted 26 June 2019 - 03:24 PM

Noticed when i search for the sound that there are 2 voice roms and 1 sound ROM
There is also a lot of info in the manual but think you have this allready


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Edited by Baron Shadow, 26 June 2019 - 03:24 PM.

Take my advice, i don't use it anyway!

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#66 DCrosby

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Posted 26 June 2019 - 05:12 PM

Noticed when i search for the sound that there are 2 voice roms and 1 sound ROM
There is also a lot of info in the manual but think you have this allready


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Well the Roms are all triggered via VPINMame, as all I do is push it's buttons like the real table would, and it responds, so if the mame rom is missing things like Voices, or Credits, that's a mame compatibility thing with the mame developers. 

 

The sounds I'm talking about are mechanical sounds like coin drops, and ball drains, flipper noises things the mame doesn't produce but the table emits, when operated.



#67 roccodimarco

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Posted 27 June 2019 - 05:59 PM

I reached out to a few people with the machine. This guy got back to me and sent me a few pictures of the car.  I asked for the front and back as well and another guy said when he has some time he will mail me some pictures.  I hope these help, and I will let you know when I get more pictures! 

 

https://www.dropbox....cNS6fCYSFa?dl=0



#68 DCrosby

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Posted 28 June 2019 - 07:02 AM

I'll look at that a little closer tomorrow, but that's awesome, it'll help with getting the Ferrari looking like a toy, I had played with the idea of using a "Real Life" Proportioned car, but that may have looked odd that small on the table.


 

Noticed when i search for the sound that there are 2 voice roms and 1 sound ROM
There is also a lot of info in the manual but think you have this allready


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Well the Roms are all triggered via VPINMame, as all I do is push it's buttons like the real table would, and it responds, so if the mame rom is missing things like Voices, or Credits, that's a mame compatibility thing with the mame developers. 

 

The sounds I'm talking about are mechanical sounds like coin drops, and ball drains, flipper noises things the mame doesn't produce but the table emits, when operated.

 

So I found the sounds for the pop/up pop/down, and I fixed the code for the middle barrier to stay up for about 2 Seconds, is that about right, from trigger to it going back down ? It's no longer spastic, I'll probhably release another update soon hopefully with the Ferrari in it.



#69 Baron Shadow

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Posted 28 June 2019 - 07:12 AM

For the pop-up at ball launch it’s about 5 seconds and for the 2 ball multiball about 15 seconds.
I got this from a video of the real table but don’t know if it’s a setting where it also can be changed for difficulty.


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Edited by Baron Shadow, 28 June 2019 - 09:44 AM.

Take my advice, i don't use it anyway!

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#70 DCrosby

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Posted 28 June 2019 - 02:44 PM

Just Sharing : Coy helped get me some good pictures of the car last night, and this is the progress over breakfast :D

 

Attached File  Ferrari.JPG   47.58KB   17 downloads



#71 DCrosby

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Posted 30 June 2019 - 07:47 PM

Attached File  Ferrari308.JPG   49.91KB   21 downloads

 

Took me a little longer than expected, I ended up scrapping the original Model, and using 308 Blueprints, and then just using the pictures for reference since the camera added a lot of distortion which wasn't easy to compensate for when aligning the materials

 

Looks pretty happy in its new place :

 

Attached File  Ferrari308_Playfield.JPG   128.25KB   22 downloads


Edited by DCrosby, 30 June 2019 - 08:14 PM.


#72 Baron Shadow

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Posted 30 June 2019 - 09:10 PM

Sure looks Nice man.
I believe i will be very glad to have the table back now in digital form
Always loved the 2 Data East games i had next to each other in my gameroom. But choices have to be made when you want something new.


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#73 DCrosby

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Posted 01 July 2019 - 06:06 PM

I'm trying to work out some of the bugs with the Center Blocker, and the Spy Hideout, if I release it as another beta, maybe someone can look at it, and make suggestions as to how to solve these bugs..

 

-DC



#74 roccodimarco

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Posted 01 July 2019 - 10:25 PM

I just received some new photos of the car if interested 

 

https://www.dropbox....cNS6fCYSFa?dl=0



#75 naeromagus

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Posted 02 July 2019 - 01:29 AM

I just wanted to say thank you @DCrosby for this table, it is coming along nicely looks good too. I have yet to try your latest version though. Keep up the good work

#76 DCrosby

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Posted 02 July 2019 - 06:23 AM

I just wanted to say thank you @DCrosby for this table, it is coming along nicely looks good too. I have yet to try your latest version though. Keep up the good work

 

You're Welcome naeromagus, :D

 

I enjoy making the tables almost as much as I enjoy playing them, which is trouble for me, as I can get really hooked on my hobbies, as my "Car Friends". But I eventually grow tired, or it gets too expensive. So be prepared for that, but while it lasts it'll be fun for all.

 

In that veign, V0.9.4 is up, and has a bunch of fixes, as well as the car, and other tweaks, I'd say it's Functionally complete, but not quite a 1.0 release, I have yet to figure out why the wire sounds don't play when I'm on a ramp, and I haven't gotten to the wire supports for the ramps. (Little U shaped things)

 

Once those are done, and I have a complete build I'll call it 1.0 if someone can confirm the table reacts as the original.


Edited by DCrosby, 02 July 2019 - 06:24 AM.


#77 Baron Shadow

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Posted 02 July 2019 - 09:16 PM

Have played the last version.
Get the idea the ramp is somewhat to easy got it almost all the time. I get the idea the ball launching is a to fast.
I presume you didn’t do anything on the plastic above the left targetbank yet.
Don’t recall how it original was with the middlepost but find it strange that the light in it is still on when it is allready down.
That way you don’t see Well that it is down.
Must say that the table is real promising and allready Nice to play.
The post on the right outlane is perfect and you can really save a ball with it although it still can drain so it is like on the real table now.


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#78 freneticamnesic

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Posted 02 July 2019 - 11:37 PM

I remember trying to start this game but ran out of resources quickly. I love these kind of games, hope to give this a try!


Here's all the pictures of details I managed to source a few years ago

 

 

https://imgur.com/a/zUUrUh4



#79 DCrosby

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Posted 03 July 2019 - 03:03 AM

Have played the last version.
Get the idea the ramp is somewhat to easy got it almost all the time. I get the idea the ball launching is a to fast.
I presume you didn’t do anything on the plastic above the left targetbank yet.
Don’t recall how it original was with the middlepost but find it strange that the light in it is still on when it is allready down.
That way you don’t see Well that it is down.
Must say that the table is real promising and allready Nice to play.
The post on the right outlane is perfect and you can really save a ball with it although it still can drain so it is like on the real table now.


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I think the velocity has little to do with it, as there is literally 1 - 2 single digits where it goes from almost impossible to miss, to almost impossible to hit, so I think I'll try messing with the random angle which should cause a more predictable speed, with unpredictable results as to what it bounces off, of, on the ramp, which is where most of the misses then occur.

 

The Light on the blocker between the flippers has to do with that the light and the blocker aren't timed. I could try and see if the light turns off and then retract the bumper, the issue with that is that the light flashes, and I'd have to set some kind of timeout, to see if it comes back on, and then not retract the bumper. I don't know if the table fires two different timers, or how it gets 4 and 6 second delays, if I can either replicate this, or figure out how the actual table retracts the center bumper it'll be more in sync, right now i'm splitting the difference between 4-6 seconds at around 5. Which leaves the 4 second ones with the bulb illuminated, and the 6's with it dark by the time it goes down...



#80 DCrosby

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Posted 04 July 2019 - 09:27 PM

ALLLLRIGHTY then... 1.0 is up on VPU .....

 

Happy Fourth of July !

 

Fixes that I remember are :

 

  • First and foremost FIREWORKS !!! Yes I added the fireworks decals to the flashers. (no that wasn't intentional, I literally thought "oh I forgot" last night when some people got excited a bit early in my neighborhood) (Yes I have a problem) :D
  • Plunger now more Aligned with an 80% chance for getting to white house.
  • Rail Supports are in
  • Plastics near white-house adjusted you can see more of the drop targets
  • Ferrari was penetrating the plastic a bit, it got raised
  • Added Blocking wall under the ramp, there was a chance it would get trapped back there, I hope that this is no longer an issue, please report it if its till is after checking the latest version.

Left outstanding are rail sounds when the ball is on the rail. I have to check out how other tables do this, as I have the switches, but still no sound, I think it has to do with that sound turns off when not a certain height above the table, but I have to look at it carefully.

 

I also don't have DOF, or any LED controller, so I have no idea if that works, and how I'd need to fix it... Frankly I don't have a table again, as I had to send off my play-screen monitor to VirtuaPin to get mounted. So I'll have a test cab once that comes back.


Edited by DCrosby, 04 July 2019 - 09:28 PM.






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