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Scared Stiff VP9 1.1


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#101 Flying Dutchman

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Posted 05 March 2010 - 02:25 PM

Thanks Iceman5000!

Sorry, call me stupid .. but could you 'step-by-step' guide me through the workaround? wink.gif

Cheers,
FD.

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#102 kruge99

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Posted 05 March 2010 - 03:11 PM

I just opened the coin door (end key) and stumbled my way around the pin mame menu and eventually found it. If you make a mistake just delete the nvram file and start over. Once the coin door is open, use 7,8,9, & 0 to navigate through the menu.

Make a backup first if you have a good hi-score saved in the nvram file.


Best Regards,
Todd.
[proud owner of a Williams Solar Fire]

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#103 VonStrogganoff

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Posted 06 March 2010 - 09:52 PM

I appear to have a problem with this table. When I start it up, the flippers and boogie dancers aren't visible, and the rotating spider has animation errors. Is it my setup that's causing the problem?

Ignore my terrible vocabulary skills. I'm 14.

Edited by VonStrogganoff, 06 March 2010 - 09:53 PM.

SURPRISE, TENDERFOOT.

#104 Flying Dutchman

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Posted 09 March 2010 - 04:19 PM

Yes it does work fine now .. I got my Spider-wheel back after disabling it in vpinmame.

Thanks Iceman5000 & kruge99! smile.gif

VonStrogganoff .. do you have simular problems with other Tables as well?

Cheers,
FD.
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In need for a Backglass or 'Active Backglass / UVP' please 'click' on below and visit the complete revised website at:
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#105 slam23

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Posted 13 March 2010 - 07:01 PM

Hi JP,

Thanks for an amazing table, I'm having huge fun with it, even with the fact that it hasn't much depth.

I have encountered strange behaviour with monster multiball though, in about half the instances (and I have played I think around 10-15 rounds of it) the deadhead hole malfunctioned: it didn't release the balls that were shot in the crate for jackpot anymore. Also balls rolling into the deadhead hole from elsewhere weren't released anymore. Only a ball search by the table produced one ball at the time. When I let those drain to one remaining ball, the table resumes normal play and the deadhead hole resumed normal functioning. I think it maybe a problem with too many balls shot at once into the crate, it seemed anytime that happened that the hole stopped releasing. I don't know if this is a ROM-based problem or if it has something to do with the script? Anybody else with this problem? I hope for a solution because it essentially breaks the fun of monster multiball,
Slam23

Did you know that "playing pinball" is called "flipperen" in Dutch? Now you know and may your life be enriched by this arcane knowledge....

#106 billyrjse

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Posted 13 March 2010 - 07:51 PM

QUOTE (slam23 @ Mar 13 2010, 04:01 PM) <{POST_SNAPBACK}>
Hi JP,

Thanks for an amazing table, I'm having huge fun with it, even with the fact that it hasn't much depth.

I have encountered strange behaviour with monster multiball though, in about half the instances (and I have played I think around 10-15 rounds of it) the deadhead hole malfunctioned: it didn't release the balls that were shot in the crate for jackpot anymore. Also balls rolling into the deadhead hole from elsewhere weren't released anymore. Only a ball search by the table produced one ball at the time. When I let those drain to one remaining ball, the table resumes normal play and the deadhead hole resumed normal functioning. I think it maybe a problem with too many balls shot at once into the crate, it seemed anytime that happened that the hole stopped releasing. I don't know if this is a ROM-based problem or if it has something to do with the script? Anybody else with this problem? I hope for a solution because it essentially breaks the fun of monster multiball,
Slam23



Yes Slam23. I had the same problem. Just adding... I also find the table too easy. The ball in some situations makes repetitive movements. in example, during the crate multiball. I always do huge scores ... impossible in a real life.

Big Thanks to my friend Hassanchop for this very nice dmd.

#107 ANDROID

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Posted 15 March 2010 - 04:51 AM

The deadhead hole is a big problem. The DH hole doesnt remember how many balls enter the crate if its too soon or a long period of time. Also the kicker needs differing speeds at which it is kicked. as it stands now with the flipper held up, you can catch almost all the deadhead kicks with the left flipper held up and reenter the crate, which seems like a huge target.

Yeah, it happens all the time. on VP9 ver1.1 It has screwed me up a half dozen times where it searches for a lost ball after getting two or more balls in the crate. I was juggling two balls all, with the left flipper, during terror in the crate.
I also had it happen during scared stiff mode while juggling millions.

Its probably best to just juggle one and hold the other on the right flipper, but i am so impatient. LOL
I wasn't going to post till I beat the 130/132 million, but I had it seize up during the scared stiff mode i had 68 million on ball two. I could have waited for it to spit it out and kept putting it back, but it was cruelly long in doing so, I added a ball and started over and only ended up with 72 million, but its only a matter of time. The game is getting addictive, especially the shrunken head comments from ELVIRA.

The repetitive kicks though happens in most all the games, as gravity or suble bounces dont scape off enough speed to alter the ball some. MM has like bounces as wella as AFM whether it is JP or Groni. Once the Deadhead hole is fixed I am sure that when JP finds some time he will investigate the situation. It could be that a random kickspeed could be configured though with a new revision, but then this revision top scores would be invalidated! LOL

Edited by ANDROID, 15 March 2010 - 04:53 AM.


#108 Shoopity

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Posted 15 March 2010 - 06:56 PM

First off, as many have said before, awesome table.

Secondly, I haven't gone through this entire thread so forgive me if this has already been discussed but:
Anyone notice that sometimes when the ball is fed into to plunger, sometimes it falls a little further under the apron than normal? And when this happens, it's impossible to get a skill shot because the auto plunger launches the ball (i.e. even if I tap Enter for the plunger, which would normally barely make the ball move, it still shoots it at full strength). This happens to me both when locking balls, as well as at the start of new balls. But not always.

I haven't paid close enough attention to notice if this has anything to do with when the auto plunger is supposed to launch the ball. Like, maybe the way JP scripted the auto plunger, maybe it's getting "stuck". Let's say when I start multiball and it's suppose to auto plunge, the next ball comes out gets hit by the auto plunger too? Like I said, I haven't paid close enough attention. I noticed there's a wall in front of the plunger, but I don't see that wall mentioned anywhere in the script.

Edited by Shoopity, 15 March 2010 - 06:57 PM.