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The VPM alpha/beta thread


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#801 mk47

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Posted 13 March 2020 - 10:32 PM

i've made an alias of the jurassic park table (jupk_513)

VPMAlias.txt : jurassic, jupk_513

but my "alias table" have no dof

any help?

Yes, I demonstrated how to get DOF for an alias here: 
https://youtu.be/Ka_v98Pn3fQ

An important part is that DOF targets "jupk" and not "jupk_513". Therefore you have to use the synonym feature of the DOF Configtool Client.



#802 kiwi

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Posted 25 March 2020 - 12:17 PM

I noticed that in Baywatch the animation of the display and the attraction lights is much slower than the real table,

and some animation of the display is missing, probably due to the slowness.

 

Thanks



#803 toxie

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Posted 26 March 2020 - 12:51 PM

Any specific animation(s) or everything? Did you compare to some video that you could link maybe?



#804 kiwi

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Posted 26 March 2020 - 06:48 PM

All the animations are faster in the real table,

for example you can compare the Video Mode at the minute 0:50, in my opinion it is twice as fast as the virtual table.

 



#805 Thalamus

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Posted 26 March 2020 - 09:47 PM

Just wondering. Could it just not be that the video mode is set to hard or something like that ? My setup for BSD is set to hard and I can assure you, the wolfs come rushing at you fast. Maybe the game doesn't have this option. I guess I could try to find out on the VP9 version. Just wondered if that might explain at least the fast video mode.


Edited by Thalamus, 26 March 2020 - 09:49 PM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#806 kiwi

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Posted 27 March 2020 - 08:04 AM

The game's difficulty setting does not affect the Video Mode,
if there isn't any other setting that I don't find.



#807 toxie

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Posted 27 March 2020 - 07:00 PM

Turns out the display controllers 68000 ran at half the virtual speed all the time.  :/

Now the interrupt needs some re-tweaking, after that i'll post a new beta build.

 

Good catch! (i always thought in the past that there is some other weirdness in SEGA/DE emulation that makes the display react weird sometimes, so thanks for pushing me to look at this again)



#808 Thalamus

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Posted 27 March 2020 - 07:28 PM

No thank you Toxie (and fuzzel) for your dedication to make everything perfect !


Edited by Thalamus, 27 March 2020 - 07:36 PM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#809 Sixtoed

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Posted 28 March 2020 - 12:37 AM

Hi Toxie, thanks for all you're doing. I can confirm that batman forever runs very slow too which is the same hardware as Baywatch I believe, with most bits also taking too long and running too slow.

As for specific graphics issues, when batman gets in the batwing, his little head is still shown and doesn't get removed when the rest ofthe animation plays, I'll see if I can grab a screenshot

*edit* it doesn't want to let me attach anything, or upload anything to a gallery, if you want a picture let me know but you can see it by starting multiball on easy mode pretty quickly.


Edited by Sixtoed, 28 March 2020 - 12:57 AM.


#810 toxie

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Posted 28 March 2020 - 07:15 AM

I now have at least all the real values in (thanks lucky1 for IRQ timings!!), and it seems to mostly match with videos now, will rely on you guys for more testing.  :)



#811 Sixtoed

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Posted 28 March 2020 - 11:39 AM

I believe that some time in the next few days the lovely looking new vpx version of Frankenstein is going to be released, which also uses the same hardware, so I'd expect there will be quite a bit of passive testing, Batman Forever was also converted to VPX last week which is why I ended up playing it, so I think there's going to be a significant increased interest over the next few weeks :)



#812 toxie

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Posted 29 March 2020 - 08:12 AM

Due to this effort, we're revisiting some other machine generations, too, so i hope i will post a new version shortly after that (this evening???).



#813 toxie

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Posted 29 March 2020 - 09:17 PM

So, please all test the new 192x64 SEGA generation DMD timings..  :)

(also all 128x32 Data East/SEGA/Stern DMD timings were very very slightly changed)

 

 

Next 3.3 beta up in the first post, changes:

 

 

Compiling for iOS is now possible.
Also a new platform independent lib/dll is now available with a new, simple interface to request (some of) the internal data.

*** CORE/CPU ***

Corrected CPU clock for Peyper / Sonic games, helps speeding up Gamatron game start
Doubled ZC frequency for Joctronic games, saving NVRAM
Support 4-solenoid stepper motor mech used by High Roller Casino, Starship Troopers, and Playboy
Fixed a bug in the TMS9995 emulation concerning port data writes
Fixed a default volume issue with the AY8910 / YM2203
Make color/brightness mappings of Data East 128x16 DMDs match the real hardware
Fix an old regression of Alvin G. solenoids not firing consistently (most notably breaking Mystery Castle)
Improve DMD timings for the Sega 192x64 one, matching the real one more closely (also a slight improvement for the Sega/DE/Stern 128x32 one)

*** ROM SUPPORT *** Thanks to Soren, ipdb.org, Silvio Finotti, tecnopinball.org, inkochnito, Carlos Paredes Compan, Matt Morin

 

New:
Jac van Ham: Formula 1
                       Ice Mania
Sport Matic: Flashman

Clones:
Addams Family, The L-5C (competition MOD) (updated with LED Ghost Fix)
Brave Team (Free Play)
Canasta '86' (Free Play)
Cirqus Voltaire (D.52 Prototype w/ support for old Ringmaster voice) - sound ROMs missing however
Clown (Inder, Free Play)
Corsario (Free Play)
Creature from the Black Lagoon L-4C (competition MOD) (updated with LED Ghost Fix)
Demolition Man LX-4C (competition MOD) (updated and also now includes LED Ghost Fix)
Junk Yard 1.2C (competition MOD) (updated)
Lap By Lap (Free Play)
Lord of the Rings, The 3.00
Moon Light (Free Play)
Mundial 90 (Free Play)
Pool Sharks LA-7C (competition MOD) (updated)
Spider-Man 1.02 (English, French)
Striker Xtreme 1.00

 

*** VPM ***

 

fix the additional .raw/non-averaged file output dumping of GTS3 DMDs



#814 kiwi

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Posted 30 March 2020 - 09:40 AM

I speak of Baywacht, the timing of the DMD seems right now.

 
The attraction lights, however, is very slow compared to the real table, perhaps this also affects the game timing.

 
For example, the gate on the right half opens too late when it has to do so, when the ball has already passed.

 
The switch that activates the system of the automatic launch of the flipper with the fin, the small flipper on the right,

this switch I had to move it a little higher than its original position to compensate for the delay of the automatic launch of the flipper,
the ball after hit should enter in the left hole (Super scoop),
the size of this switch is also important, maybe a little too much, I spent some time to find the right size to have a correct launch.

 

Thanks


Edited by kiwi, 30 March 2020 - 09:44 AM.


#815 Sixtoed

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Posted 30 March 2020 - 09:49 AM

Thanks Toxie, I can confirm that the graphics glitches are gone in Batman Forever and it now seems to play at a better speed, but it might still be a bit slow which shows in one place in particular;

https://youtu.be/IOu6avRn3t4?t=699

This shows the "Rooftop Chase" video mode, vpinmame seems to still run noticeably slower compared to that video, it makes the mode very easy and is probably is probably close to half the speed of the original hardware?

*edit*

I just did an un-scientific test, using vpinmame.dll it takes about 8.5 second to get up the wall (where the 10 million barriers are), in the original machine (in the video) it takes about 3.5 seconds, so its over twice as fast (I'm running on a decent rig so it's not my hardware).

The display board CPU is definitely a 68000-12 as the diagram shows it as that, but there is a 24Mhz crystal on the display driver board.

*edit 2*

This is current mainline MAME's CPU speeds, seems the 6808 and 6809 are both clocked too slow;

M6808 ("decocpu:maincpu") cpu 4000000 Hz

M6809 ("decobsmt:soundcpu") cpu 1789790 Hz

TMS32015 ("decobsmt:bsmt:bsmt2000") cpu 24000000 Hz

M68000 ("decodmd:dmdcpu") cpu 12000000 Hz


Edited by Sixtoed, 30 March 2020 - 10:08 AM.


#816 kiwi

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Posted 30 March 2020 - 10:35 AM

I have the same impression of Baywatch's Video Mode, which is slower and easier than the real one.



#817 toxie

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Posted 30 March 2020 - 12:49 PM

Thanks Toxie, I can confirm that the graphics glitches are gone in Batman Forever and it now seems to play at a better speed, but it might still be a bit slow which shows in one place in particular;

https://youtu.be/IOu6avRn3t4?t=699

This shows the "Rooftop Chase" video mode, vpinmame seems to still run noticeably slower compared to that video, it makes the mode very easy and is probably is probably close to half the speed of the original hardware?

*edit*

I just did an un-scientific test, using vpinmame.dll it takes about 8.5 second to get up the wall (where the 10 million barriers are), in the original machine (in the video) it takes about 3.5 seconds, so its over twice as fast (I'm running on a decent rig so it's not my hardware).

The display board CPU is definitely a 68000-12 as the diagram shows it as that, but there is a 24Mhz crystal on the display driver board.

*edit 2*

This is current mainline MAME's CPU speeds, seems the 6808 and 6809 are both clocked too slow;

M6808 ("decocpu:maincpu") cpu 4000000 Hz

M6809 ("decobsmt:soundcpu") cpu 1789790 Hz

TMS32015 ("decobsmt:bsmt:bsmt2000") cpu 24000000 Hz

M68000 ("decodmd:dmdcpu") cpu 12000000 Hz

Yup, i agree, some stuff is still fishy, but also note that MAME is so far no solid reference for pinball machines yet. The 4MHz are dubious, as for example Star Wars runs too fast then. Or did the 192x64 Segas use a different CPU board?



#818 Sixtoed

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Posted 30 March 2020 - 02:04 PM

Yeah, they're different hardware, with (slightly) different CPU boards, sound boards (per game) and display driver boards, and have different drivers in MAME;

 

Data East System 3 is fine as it is at the moment (Star Wars etc.)

https://github.com/m...rivers/de_3.cpp

 

Vs.

 

Data East/Sega System 3B (Batman Forever, Baywatch, Cut The Cheese, Mary Shelley's Frankenstein, Maverick)

https://github.com/m...ivers/de_3b.cpp

 

That could be why the solonoids are a bit slow to react as well sometimes?


Edited by Sixtoed, 30 March 2020 - 02:48 PM.


#819 ClarkKent

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Posted 30 March 2020 - 02:15 PM

Great! VPM now on MacOS, too!? :)



#820 Sixtoed

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Posted 30 March 2020 - 02:53 PM

OK, a really easy way to test the speed is check the coin flip when you lose the game in batman forever, you just have to drain all the balls instead of messing about trying to get the video mode;

 

https://www.youtube....=youtu.be&t=383