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Jokerz! VP91x 1.4.5
Started By
jpsalas
, Dec 22 2009 06:41 PM
116 replies to this topic
#63
Posted 02 January 2010 - 10:41 PM
Snow showers and about -3 at the moment - good pinball weather tho.........
You guys in Canada get all the best snow.
You guys in Canada get all the best snow.
Pinball Buzz - Builder of pinball cabs since May 2008.
See my cab pictures here
http://www.flickr.co...s/94649948@N00/[/size][/size]
See my cab pictures here
http://www.flickr.co...s/94649948@N00/[/size][/size]
#64
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
- 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
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#68
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
- 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.
Build a fire, vipers love the heat.
#70
Posted 03 January 2010 - 11:31 PM
Great job on this table, JP!
I'll be playing this one a LOT!
I'll be playing this one a LOT!

My Photobucket Resources
Whether You Believe You Can, Or You Can't, You Are Right." - Henry Ford
The future of pinball lives, it just needs to be nurtured!
If you're here to stab me in the back, you're going to have to get in line.
#71
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:
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!
)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
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
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!
The extra 'T' in BET is not lighting properly (goes on and doesn't stay on)
Hope this helps for perfection
Edited by Marton, 04 January 2010 - 12:40 AM.
#74
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.
Edit: I like where you put the new b e t lights too - clever placement.
Edited by smakx, 04 January 2010 - 04:54 AM.
"Pinball is the absolute pinnacle of human achievement, the perfect union of art and science, the purpose of mankind's creation and the answer to its greatest mystery, the very meaning of life its self."
#75
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.
JP
- 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.
JP
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#77
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.
There are two places on this board to request tables, and that is where requests belong.
-Thank you.

My Photobucket Resources
Whether You Believe You Can, Or You Can't, You Are Right." - Henry Ford
The future of pinball lives, it just needs to be nurtured!
If you're here to stab me in the back, you're going to have to get in line.
#80
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.
JP
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.
JP
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters



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