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Bop update wip


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#101 zany

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Posted 08 July 2014 - 08:42 PM

DAMN...i want to play it NOW! :D

AWESOME work Dark!!!!!!!


Edited by zany, 08 July 2014 - 08:42 PM.


#102 grozby88

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Posted 08 July 2014 - 10:09 PM

Stunning works guys ... you made my day !!!  :otvclap:

 

It's one of my favorite table and i can't wait to play !!! 

 

You are the best !!! thanks a lot for your hard work



#103 chinzman93

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Posted 09 July 2014 - 01:05 AM

Alrighty then,  well I compared the model and texture map with real photos and noticed the dimensions weren't really the same and that the image for pinbot was fairly warped.  The warping maybe helped with some of the layback distortion but it wasn't accurate to the real thing and once my eye notices a discrepancy like this, it's hard for me to ignore.  I mentioned this to Zany since I was chatting with him at the time and he was able to find a great image of the original artwork which also included the outline of the plastic.  With this I re-adjusted the current plastic to fit exactly the dimensions of the real thing (it wasn't too far off, mostly just the height was off).  Zany was kind enough to photoshop the image to give it transparency and it worked out great.  So here's BOP with all new plastics including the upper playfield with new pinbot graphic, compare with the old one and you'll see it's much more accurate to the real thing in dimensions,proportion,colour and accurate transparency.  The old one was all partially transparent because it was part of the same plastic which was also transparent, I used 2 models 1 for the plastic and 1 for the image to get better control over this, pinbot had some areas that should of been completely transparent before which were not and many areas which should of been solid which are now.  These are all small details that I doubt many will even notice but I take a certain degree of pride in knowing I'm helping to deliver a more accurate recreation! :)

 

bop_allnewplastics0.jpg

 

 

MORBO APPROVES!.... :dblthumb:

 



#104 rickeb

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Posted 09 July 2014 - 02:04 AM

Here the new BoP 2.0 with DMD :)

http://www.youtube.c...h?v=6d4vuJRFeT8

Those are some impressive animations - besting what Stern is doing. The sound effects are quite terrible, though. The generic music reminds me of Pro Pinball and early Zen tables, and the woman lacks the personality of the original voice actress (though Pin*Bot sounds good, though perhaps it's all in the synthesizer). Maybe there were legal issues with recycling the original music and sound effects, but whatever the reason the new sounds are vastly inferior, and it sinks the whole enterprise. 



#105 dark

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Posted 10 July 2014 - 03:09 AM

New top ramp added:

boptopramp.jpg



#106 gStAv

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Posted 10 July 2014 - 04:58 AM

wwwwoooo :otvclap:


3rs054-6.png


#107 unclewilly

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Posted 10 July 2014 - 10:57 AM

I'll get a video soon of the head spinning.

Having some issues right now getting the face position to be remembered.
I wish they would have done it a different way. Maybe a seperate switch for each face position.

As of now it is set so if you delete the nvram, load the table and let the head calibration run. Then exit the table and restart, it will be in the home position.
The only thing is I think you need to exit the table in the home position.

I can save the position the problem is it always seems to calibrate if you don't exit in the home position.

I'll do some more testing with it once I get all the switches coded

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

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#108 unclewilly

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Posted 10 July 2014 - 12:21 PM

Quick question for any of you guys following this thread.
Been thinking all morning about this face mechanism and how I can foolproof it for everyone.

Here is what I'm thinking.
I'll have a timer start when the table loads. All keys will be disabled so you won't be able to start a game.
The timer will be long enough to allow the head calibration to run, once the timer stops keys will become active and the head will rotate into the home position.

During the timer I'll have an overlay with maybe the table credits or the game rules displaying.

This way there will be no need for the nvram to be deleted or stopping and starting or running diagnostics menu tests.

So basically it would just mean when you load the table you would have to wait a few seconds before you could play

Any input from the community is appreciated

Edited by unclewilly, 10 July 2014 - 12:22 PM.

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#109 Dozer316

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Posted 10 July 2014 - 12:55 PM

What about a subroutine which sends the head to the home position and writes it's position to the vpreg.stg file when an assignable exit key is pressed?

 

You could query for the appropriate per user exit key when the table first loads and store it alongside the head position.

 

Would that work?



#110 unclewilly

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Posted 10 July 2014 - 01:18 PM

I can do that. In fact that is how I init the head. The problem is that sometimes when you load the table, if it wasn't in its home position when you exited last, the rom will go into head calibration and sometimes lose the position.

The way the mech works it doesn't even know the position it just knows when one of the faces is up.

For some strange reason it will sometimes lose the correct position during calibration
Oops didn't fully read your post.
The nvram saves the head position on exit so I'm not sure it would save the correct home position unless the mech turned the head to the home position.

"it will all be ok in the end, if it's not ok, it's not the end"
 
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uw2.gif


#111 Dozer316

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Posted 10 July 2014 - 01:30 PM

OK I see.  Could you set up a state with controller switches to make the mech send the head home before the table exited or would this wig the rom out if were running?



#112 unclewilly

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Posted 10 July 2014 - 01:42 PM

It's a strange mech. From what I gather looking at the pinmame code. It's just 1 switch which determines if the upright face is flat in position. So each time the solenoids in the mech are fired it just goes one quarter turn. I guess the actual showing face number is stored in the nvram. So I'm not really sure.

Maybe I can use the get mech command. To determine position. Haven't tried that yet. I'll have to figure out the mech number. I guess with this table it will be mech one

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#113 The Loafer

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Posted 10 July 2014 - 05:22 PM

If you go the overlay route, will the overlay disappear on its own? A preference for pincab users I assume.

#114 unclewilly

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Posted 10 July 2014 - 06:09 PM

Yes it will disappear when the head calibration is finished on its own
Yes it will disappear when the head calibration is finished on its own

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#115 unclewilly

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Posted 10 July 2014 - 09:43 PM

A little more. the flashers are there.  all the pegs, targets.

really just need the score sign in the back,  a bunch of rubber and a few gates.

I'm going to try and finish this all up by monday so i can get some playtesting going while i do the lighting

 

Attached File  wip8.png   2.1MB   13 downloads


"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#116 dark

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Posted 10 July 2014 - 10:28 PM

I'd 'like' that if I hadn't reached my quota for likes already today (first time for that lol...didn't realize there was a limit)

 

You got the ramp decals looking awesome, I like how the shuttle ramp decal is touched up, a nice improvement there.  One thing I'd like to see I doubt many would notice, is just to have the top ramp overlap or be on top of the pinbot playfield but maybe that's too much trouble adjusting height for that at this point?  Photos also show metal clips holding the top ramp against the back wall of the cabinet, plan to include those?



#117 unclewilly

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Posted 10 July 2014 - 10:54 PM

All the clips and nuts and screws are all coming, still have ramp triggers to add also
I want to try and get it coded up first and playable be for I get to detail work

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#118 randr

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Posted 10 July 2014 - 11:07 PM

Looks great!

randr___pinball.png                         


#119 LoadedWeapon

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Posted 10 July 2014 - 11:19 PM

Dang these new tables are amazing! Thanks UW can't wait to have this on my cab.. :) :love39:



#120 dark

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Posted 10 July 2014 - 11:34 PM

All the clips and nuts and screws are all coming, still have ramp triggers to add also
I want to try and get it coded up first and playable be for I get to detail work

Right on ;)