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Jokerz! VP91x 1.4.5


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#61 marv75

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Posted 02 January 2010 - 10:35 PM

Welcome back JP it's cold where I am - about 10.6 degrees F....smile.gif
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#62 Sandro

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Posted 02 January 2010 - 10:39 PM

Welcome back JP, Happy New Year as well!! Up here in Canada(Greater Toronto area) we have -11°C but with the wind chill it feels more like -22°C real cold today!!

#63 pinball buzz

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Posted 02 January 2010 - 10:41 PM

Snow showers and about -3 at the moment - good pinball weather tho......... biggrin.gif

You guys in Canada get all the best snow.
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#64 jpsalas

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Posted 03 January 2010 - 08:09 PM

I have updated the table from 1.0 > 1.1

- finished the table
- fixed some small bugs about the ball getting stuck on some places.
- fixed the cards, showing now the right ROM award
- fixed/added a few missing sounds
- added an extra set of the BET lights
- made the center ramp work with the rom. But still is somehow weird, it is like it has its own life (or maybe the ROM is not firing the solenoid, or meybe I miss something in the script which I can't figure out ). For the most part it works fine, but sometimes it doesn't want to rise, but in the end it does. As I said, weird!

I'm happy with the table now and I guess it is finished.

JP

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#65 d3xtro

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Posted 03 January 2010 - 08:14 PM

Thanks a lot for the update JP !!!

Much appreciated.

Cheers,

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#66 marv75

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Posted 03 January 2010 - 08:16 PM

Thank you JP! smile.gif
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#67 bolt

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Posted 03 January 2010 - 08:25 PM

Thanks for the update.
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#68 destruk

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Posted 03 January 2010 - 10:51 PM

QUOTE (jpsalas @ Jan 3 2010, 01:09 PM) <{POST_SNAPBACK}>
I have updated the table from 1.0 > 1.1

- finished the table
- fixed some small bugs about the ball getting stuck on some places.
- fixed the cards, showing now the right ROM award
- fixed/added a few missing sounds
- added an extra set of the BET lights
- made the center ramp work with the rom. But still is somehow weird, it is like it has its own life (or maybe the ROM is not firing the solenoid, or meybe I miss something in the script which I can't figure out ). For the most part it works fine, but sometimes it doesn't want to rise, but in the end it does. As I said, weird!

I'm happy with the table now and I guess it is finished.

JP


You could try reversing the switch(es) for the ramp and see if it plays better that way. Yeah, your ramp is still failing the self test with the switches.

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#69 KEG

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Posted 03 January 2010 - 10:51 PM

Thanks for the update JP. I really enjoy this table. Thanks for doing the justice this table deserves.

#70 Noah Fentz

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Posted 03 January 2010 - 11:31 PM

Great job on this table, JP!

I'll be playing this one a LOT!

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#71 Marton

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Posted 04 January 2010 - 12:21 AM

Hi JP,

Great work on the roulette, it works a dream now!
About the ramp, I think it is not scripted correctly.
To *almost* fix it as is, you just need to init mRDir to 0 at line 127.
The problem appears when a ball search is made for example.
On the real game, when there's a ball search, the ramp goes up and then down (the motor does not stop until it hits the down switch again).
The same happens if you got a Jackpot during Multiball (or have set up "hard" Jackpots), hit the center target to raise the ramp and drain one ball at the same time: the ROM will keep the motor running until it hits the Down switch.
With the script, it goes up and stays there, so it goes out of sync with the ROM.
Besides, it is going way faster than the real game, I modified a bit the script to behave a bit more accurately:
CODE
Sub RampRiseTimer_Timer()
     UpdateRamp
     mRCount = mRCount + 1

     If mRCount > 48 Then
         mRCount = 48
         RampRiseTimer.Enabled = 0
     End If
End Sub

Sub RampLowerTimer_Timer()
     UpdateRamp
     mRCount = mRCount - 1

     If mRCount < 0 Then
         mRCount = 0
         RampLowerTimer.Enabled = 0
     End If
End Sub

Sub UpdateRamp
     Select Case mRCount
         Case 0:vpmSolToggleObj MRamp1, Nothing, 0, 1:iRamp.Collidable = 0:mRDir = 1:Controller.Switch(15) = 0:Controller.Switch(16) = 1
         Case 6:vpmSolToggleObj MRamp1, Nothing, 0, 0:vpmSolToggleObj MRamp2, Nothing, 0, 1:Controller.Switch(16) = 0
         Case 12:vpmSolToggleObj MRamp2, Nothing, 0, 0:vpmSolToggleObj MRamp3, Nothing, 0, 1
         Case 18:vpmSolToggleObj MRamp3, Nothing, 0, 0:vpmSolToggleObj MRamp4, Nothing, 0, 1
         Case 24:vpmSolToggleObj MRamp4, Nothing, 0, 0:vpmSolToggleObj MRamp5, Nothing, 0, 1
         Case 30:vpmSolToggleObj MRamp5, Nothing, 0, 0:vpmSolToggleObj MRamp6, Nothing, 0, 1
         Case 36:vpmSolToggleObj MRamp6, Nothing, 0, 0:vpmSolToggleObj MRamp7, Nothing, 0, 1
         Case 42:vpmSolToggleObj MRamp7, Nothing, 0, 0:vpmSolToggleObj MRamp8, Nothing, 0, 1:Controller.Switch(15) = 0
         Case 48:vpmSolToggleObj MRamp8, Nothing, 0, 0:iRamp.Collidable = 1:mRDir = 0:Controller.Switch(15) = 1:Controller.Switch(16) = 0
     End Select
End Sub


Also, it uses a silent AC motor instead of the noisy 12VDC ones, so it sound shouldn't be heard, that's why I removed the PlaySound line.
If I remember correctly, flashers 01C, 02C, 03C and 04C should be behind the red and yellow rectangles in the ramp.
During Multiball, if you get a ramp shot for Jackpot, the kicker should kick the ball directly (together with the wooooooo! biggrin.gif)and not in two stages like it is now.
The extra 'T' in BET is not lighting properly (goes on and doesn't stay on)
Hope this helps for perfection smile.gif

Edited by Marton, 04 January 2010 - 12:40 AM.


#72 computerfrk1

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Posted 04 January 2010 - 12:40 AM

On the real machine the ramp is supposed to stay up during the first round multiball I wonder if the switch problem is the reason for it

#73 jpsalas

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Posted 04 January 2010 - 03:24 AM

Thanks Marton and destruk for the fix to the ramp! I'll try both methods and I'll choose one of them smile.gif

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#74 smakx

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Posted 04 January 2010 - 04:53 AM

Thanks for the update, this one has been in my rotation since you released it, and the new version is outstanding. This is a very fun and fast game.

Edit: I like where you put the new b e t lights too - clever placement.

Edited by smakx, 04 January 2010 - 04:54 AM.

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#75 jpsalas

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Posted 04 January 2010 - 05:13 AM

I have updated the table to 1.2:

- fixed the center ramps. Thanks to destruk and Marton for the fixes and tips.
- fixed extra "T" light

I know the center ramp should have transparent holes for the flashers, but I like it like it is now.
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#76 rossicomputers

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Posted 04 January 2010 - 06:17 AM

Hi JP,

Can you do a great favor for me and Cab World...
Do the Austin Powers (Stern) or Playboy (Stern) table ....


Please!!!!!!!!



Thanks....
Rossi

#77 Noah Fentz

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Posted 04 January 2010 - 06:46 AM

@ Rossi - Please do not post requests in Support Topics for other tables!

There are two places on this board to request tables, and that is where requests belong.

-Thank you.

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#78 bolt

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Posted 05 January 2010 - 11:45 AM

Thank very much for the fast update.
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#79 cmd

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Posted 05 January 2010 - 01:28 PM

For me, ball gets very choppy in this update when ramp goes up or down. sad.gif

Is there any way to make the ramp go from down to up and vice-versa without mid positions?

I would also like to disable fading lights as well.

Thanks!

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#80 jpsalas

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Posted 05 January 2010 - 06:37 PM

To make the ramp move faster you need to change the timer interval value of two timers: RampRiseTimer and RampLowerTimer. You do this in the editor. They have a timer interval of 240, set it to 40 to have the same speed as the last revision.

Now the fading lights is a different thing. Since VP9 renders the lights in hardware there is nearly no point in removing them. I tried the table with a plain p4, 2.8 Ghz and a very old Nvidia card without hardware rendering and it works even faster than what they did with VP8. There is no easy way to turn them off without changing the whole light subs.

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vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters