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The VPM alpha/beta thread


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#921 hayhu1m

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Posted 16 April 2020 - 08:24 AM

Thanks toxie



#922 toxie

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Posted 16 April 2020 - 12:56 PM

And thanks to you for testing!

 

(sidenote: Some more improvements for (at least) the old Gottliebs coming up soon  :))



#923 Thalamus

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Posted 19 April 2020 - 07:28 AM

Hi. I don't know if you vpm devs are aware of the flipper dying issues for Gamplan machines ? JP re-created Andromeda https://www.vpforums...=44106&p=447817 and it happens quite frequently. As I've said in the thread, this happens on Carny's latest build and the newest vpm in this thread.

I'm pretty sure that this has been around for a while. You see us mentioning Sharpshooter II which was re-created and is avail over at vpinball. These are the switches and solenoids for Andromeda if this problem is something new to you guys. I can't find anything wrong with the re-creation from JP. Best way to re-create. Get to multiball, then keep one of the balls trapped.

' Switches
' None Closed.............................. 00
' Accounting Reset......................... 01
' Credit Button............................ 02
' Slam Switch.............................. 03
' Spinner.................................. 04
' Coin Chute 2............................. 05
' Coin Chute 3............................. 06
' Coin Chute l............................. 07
' Tilt Switch.............................. 08
' 10 Point Rebounds........................ 09
' Outhole #2 Right......................... 10
' Outhole #1 Left.......................... 11
' Bumper Top Left.......................... 12
' Bumper Top Right......................... 13
' Bumper Middle............................ 14
' Bumper Bottom............................ 15
' Right Slingshot.......................... 16
' Drop Target 1 Left....................... 17
' Drop Target 2............................ 18
' Drop Target 3............................ 19
' Drop Target 4............................ 20
' Drop Target 5............................ 21
' Drop Target 6 Right...................... 22
' Single Drop Target....................... 23
' Eject Hole............................... 24
' Return Lane.............................. 25
' Diagnostic and Accounting................ 26
' Left Stand Up Target..................... 27
' Top Right Stand Up Target................ 28
' Bottom Right Stand Up Target............. 29
' Top Lane Left 1.......................... 30
' Top Lane Middle 2........................ 31
' Top Lane Right 3......................... 32
' Not Used................................. 33
' Not Used................................. 34
' Between Target Rollover.................. 35
' Launch Ball Stand Up..................... 36
' Outlane.................................. 37
' Side Lane Rollover Bottom................ 38
' Side Lane Rollover Top................... 39
' Lane Shift............................... 40

' Solenoids

' Out Hole #2 Right........................ 01
' Out Hole #1 Left......................... 02
' Eject Hole............................... 03
' Top Left Bumper.......................... 04
' Top Right Bumper......................... 05
' Middle Bumper............................ 06
' Single Drop Target....................... 07
' Drop Bank................................ 08
' Bottom Bumper............................ 09
' Slingshot................................ 10
' Knocker.................................. 11
' Bright Lights............................ 12
' Not Used................................. 13
' Not Used................................. 14
' General Illumination Relay............... 15
' Feature Lamps............................ 16

 


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


#924 toxie

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Posted 20 April 2020 - 11:30 AM

I forwarded this to Gaston. He's the expert for all these exotic machines.



#925 Gaston

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Posted 20 April 2020 - 11:36 AM

Could it be just this line maybe?

        vpmTimer.AddTimer 2000, "Controller.SolMask(0)=&Hffffffff'" 'ignore all solenoids - then add the Timer to renable all the solenoids after 2 seconds
 

This will include the gameOn solenoid (16) in the mask... when I ran a game with the value ffff7fff set, I did not notice the flippers go dead ever.

But on the other hand, where is the call that disables all solenoids anyway? Should be Controller.SolMask(0)=0 or something...

 

pff, found it in the line just above:
 

        .SolMask(0) = 0

 

:D


Edited by Gaston, 20 April 2020 - 11:50 AM.

"How could it possibly break while I'm holding it?" - "Because YOU're holding it!"

#926 Gaston

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Posted 20 April 2020 - 12:37 PM

Argh, OK, I found it; it's a PinMAME code issue.

 

When the steady solenoids for game enable, coin lockout, or "Chuck-a-Luck" (whatever that is) are set / reset, we forgot to set / unset the corresponding "pulsedSolStates" for them.

The upcoming solenoid update (after smoothing) would then use the new values, and then copy pulsedSolStates to the momentary solenoids (that might not have those bits set).
So in the *next* solenoid update, the bits for the steady ones could be missing.

 

The next beta should fix this for good, hopefully. :)


Edited by Gaston, 20 April 2020 - 12:37 PM.

"How could it possibly break while I'm holding it?" - "Because YOU're holding it!"

#927 Thalamus

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Posted 20 April 2020 - 01:37 PM

You devs are so amazing - thanks a bunch guys !


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


#928 toxie

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Posted 04 May 2020 - 09:12 PM

New build up in the first post..

 

Fix solenoid instability for Game Plan

Retweak Sys80 clocks/timings

Slightly retweak Xenon/Flash Gordon and WPC DCS sound filtering

 

New Clones:

Big Game (MOD rev. 7)

Dragonfist (MOD 3 rev. 1105)
Flight 2000 (modified rules rev. 3335)
Iron Man 1.86(+Vault Edition)
Meteor (Bonus Count and Sound Fix)
Meteor (Bonus Count Fix, MOD, Free Play rev. 64)
Meteor (Bonus Count Fix, MOD, 7-Digit, Free Play rev. 74)

Nine Ball (Ball handling MOD beta18)

Trident (MOD rev. 23c)
Twilight Zone L-5

 

Correct Dumps:
Doctor Who P-5, P-6 (using P-4 sound ROM for U18); also L-2, D-2 (using SL-2 U18 sound ROM)
 



#929 Slydog43

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Posted 05 May 2020 - 09:24 AM

This is not the same as the SAM build from the other site is it?  



#930 Thalamus

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Posted 05 May 2020 - 12:30 PM

Not exactly - no. The current coloring for dmd isn't implemented in these.


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#931 toxie

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Posted 06 May 2020 - 01:11 PM

Yes, due to copyright paranoia there is still no color support and also the dmdext shipped with it is without color support.



#932 Thalamus

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Posted 21 May 2020 - 06:32 PM

@gaston / @toxie : I noticed some weirdness on JPSalas' Cowboy Eight Ball 2 release https://www.vpforums...=44415&p=451029

 

I made a small 35sec video of the issue. Here I have started the game. I'm pressing and holding the flipper 4 times. It is a bit hard to see what is happening without the sound. You hear me pressing the flipper and releasing it, but you will also hear the "nervous" solenoid that fires rapidly. I wonder, is this something you guys are able to figure out or is it maybe something wrong on my side ? https://photos.app.goo.gl/X2s2Gcx1kLk8N34G7

 

Never seen it happen before. So, I have a feeling that it is vpm related.


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


#933 frischbrot

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Posted 30 May 2020 - 01:57 PM

maybe i overread that and if so, i apologize.

 

found out that the background sound of old bally tables (mr. & mrs. Pac-man for example) is barely hearable. the triggered sounds are fine, but for background "music" the volume is just waaaay to low.



#934 toxie

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Posted 30 May 2020 - 08:10 PM

and that is with the latest beta here from the 1st post of this thread?



#935 frischbrot

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Posted 01 June 2020 - 08:44 PM

yes, happens with the actual beta.



#936 naeromagus

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Posted 02 June 2020 - 10:44 PM

I usually use the sambuild. I encountered these errors when using the latest beta. I have been told to report it here. With the last release R5013 i noticed that sound for Genesis (system80b) was partly muted very low for parts. I reverted to an earlier build from may 17th/2019 to make sure i was not imagining this. The track had normal volume for the parts im speaking of with earlier build. If you would like to try. This track/music plays when first starting a game. I also noticed this with other system80b games. Anyway Thank you as always because without you and the others of the team VP would not be where it is at currently. 



#937 kds70

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Posted 06 June 2020 - 11:25 PM

maybe i overread that and if so, i apologize.

 

found out that the background sound of old bally tables (mr. & mrs. Pac-man for example) is barely hearable. the triggered sounds are fine, but for background "music" the volume is just waaaay to low.

 

Same here with Mr. & Mrs. Pac-Man and the Highspeed table ... low music. Was last working with sambuld r4901.


Edited by kds70, 06 June 2020 - 11:26 PM.

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#938 toxie

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Posted 07 June 2020 - 06:15 AM

will check, thanks guys!



#939 toxie

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Posted 07 June 2020 - 05:14 PM

Sys80 and bally music/sound fixes coming up, thanks for the report. I never noticed it, as i already had the fix but forgot to commit it, d'oh!

 

kds70, are you sure about High Speed? Sounds pretty normal to me.



#940 Mrtr32

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Posted 07 June 2020 - 07:47 PM

Hi Toxie,

 

Is the Black Hole voice sound be improved with the next fixes?

 

 

Thank you!