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Attack from Mars VP914 FS


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#121 jpsalas

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Posted 06 January 2013 - 10:22 AM

I have changed the names of the new sounds, and I forgot to rename the knocker sound in the script. So find the line 541:

 

SolCallback(7) = "vpmSolSound ""Knocker"","

 

and change it to

 

SolCallback(7) = "vpmSolSound ""fx_Knocker"","

 

 

 

(PS: I have fixed that line and I have uploaded the table again)


Edited by jpsalas, 06 January 2013 - 10:32 AM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#122 albert18

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Posted 06 January 2013 - 03:23 PM

Hi, I did not try the new version.

But I had several times the bug with the 2.3.1, and I think the problem is when a ball hit another ball coming out from the right eject and sending it back in. A few seconds later another ball is created on the playfield.



#123 bnlsg

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Posted 06 January 2013 - 04:29 PM

Great update!

 

One minor bug: Lock 2 is lit from the beginning.

 

I resolved it by changing the images for l26a:

Off Image: lights

On Image: lights_b

 

I also changed l27:

Off Image: lights_a

On Image: lights_on



#124 TedB

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Posted 06 January 2013 - 06:09 PM

There is a visible wall/ramp in the middle of the playing field??? Maybe a VP or NVIDIA driver issue? Have seen other graphical issues too lately since using the default 9.14 version. 



#125 cparedes

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Posted 06 January 2013 - 06:10 PM

Gracias JP por el regalo de Reyes



#126 jpsalas

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Posted 06 January 2013 - 06:46 PM

Great update!

 

One minor bug: Lock 2 is lit from the beginning.

 

I resolved it by changing the images for l26a:

Off Image: lights

On Image: lights_b

 

I also changed l27:

Off Image: lights_a

On Image: lights_on

Thanks! I have fixed the lights and uploaded the table again (the desktop version too).

 

Hi, I did not try the new version.

But I had several times the bug with the 2.3.1, and I think the problem is when a ball hit another ball coming out from the right eject and sending it back in. A few seconds later another ball is created on the playfield.

Then I think I'm sure I have fixed the problem :)

 

Gracias JP por el regalo de Reyes

De nada :) (that's "you're welcome" in Spanish)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#127 TedB

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Posted 06 January 2013 - 07:18 PM

See issue. Funny thing is it only happens after changing the DMD position from 1 to 0. Also funny is that performance of the table is very bad with DMD position 1 and no stutter with DMD position 0. 

 

 

Edit: 

 

I just tried again (after restarting VP) and now the wall/ramp isn't present anymore, unfortunately bad stutter with DMD position 0 now too... strange. Any ideas?  

Attached Files


Edited by TedB, 06 January 2013 - 07:49 PM.


#128 Pinhead22

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Posted 06 January 2013 - 07:48 PM

Thanks JP!!! Freakin unbelievable. Looks and plays fantastic. Thanks for all your hard work!!!



#129 Aaron James

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Posted 06 January 2013 - 08:25 PM

I just added/changed the script to allow rosve's B2S script for his version of the backglass.
If someone is interested, I could post the needed script change.

vpsig.jpg


#130 thewool

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Posted 06 January 2013 - 08:32 PM

Lovely update JP!!!  Some corking little changes and the new 'Grizzly' flashers look very cool :8): Thanks for taking the time to update and share this.

 

Also cheers to Aurich for the new HD aliens  :good:

 

 

I just added/changed the script to allow rosve's B2S script for his version of the backglass.
If someone is interested, I could post the needed script change.

 

Yes please Aaron, I just had a go but it bawks on rendering  :(



#131 waspstar

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Posted 06 January 2013 - 09:29 PM

Great update. Love all the tweaks. Better graphics, cool flashers, better physics that also makes the table harder to play (in a good way.) :dblthumb:  



#132 ringorian

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Posted 06 January 2013 - 10:58 PM

Thanks for the update ! Is it only on my machine or is the table slower ? Flashers are brilliant.

#133 Aaron James

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Posted 06 January 2013 - 11:34 PM

Ok, here is the change in the script to run Rosve's B2S !!!

Granted, I've copied more than what is needed, but I wanted people who maybe aren't too familiar with script changes to be able to see EXACTLY where the change goes.

Just find this section in the top of the script, and copy and replace with the following script.

For those (in the above comments) who want this table to play a little more like the previous release as far as trying to make shots on more a consistant basis, change "contact scatter angle" in the backdrop/options section in the VP program from "5" to ".5"

Remember, you'll have to change the .vpt table, and the b2s file in your "tables" folder to match AFM_vp914_v2.4FS_B2S in the changed table script.

 

 

 

' Attack from Mars / IPD No. 3781 / December, 1995 / 4 Players

' VP914+ 2.4 by JPSalas 2013

 

 Option Explicit

 Randomize

  ExecuteGlobal GetTextFile("b2s.vbs")

  ResetB2SData 0,49,0    'Initialise the b2s data area

'***********************************************************************

  LaunchBackGlass "AFM_vp914_v2.4FS_B2S", false    'True=Launch bg ,  False=Don't launch bg.

'***********************************************************************

 

 LoadVPM "01560000", "WPC.VBS", 3.26

 

 Sub LoadVPM(VPMver, VBSfile, VBSver)

     On Error Resume Next

     If ScriptEngineMajorVersion <5 Then MsgBox "VB Script Engine 5.0 or higher required"

     ExecuteGlobal GetTextFile(VBSfile)

     If Err Then MsgBox "Unable to open " & VBSfile & ". Ensure that it is in the same folder as this table. " & vbNewLine & Err.Description

     Set Controller = CreateObject("VPinMAME.Controller")

     If Err Then MsgBox "Can't Load VPinMAME." & vbNewLine & Err.Description

     If VPMver> "" Then If Controller.Version <VPMver Or Err Then MsgBox "VPinMAME ver " & VPMver & " required."

     If VPinMAMEDriverVer <VBSver Or Err Then MsgBox VBSFile & " ver " & VBSver & " or higher required."

     On Error Goto 0

 End Sub

 

'********************

'Standard definitions

'********************

 

Const UseSolenoids = 1

Const UseLamps = 0

Const UseSync = 0

Const HandleMech = 0

 

' Standard Sounds

Const SSolenoidOn = "fx_Solenoidon"

Const SSolenoidOff = "fx_solenoidoff"

Const SCoin = "fx_Coin"

 

Set GiCallback = GetRef("UpdateGI")

 

Dim bsTrough, bsL, bsR, dtDrop, x, bump1, bump2, bump3, BallFrame, Mech3bank, plungerIM, DiverterDir, DiverterPos

 

'************

' Table init.

'************


Edited by Aaron James, 06 January 2013 - 11:50 PM.

vpsig.jpg


#134 thewool

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Posted 06 January 2013 - 11:41 PM

Thanks Aaron but what about the b2s calls from the 'lights' part of the script? This is the part I was having issues with.



#135 bnlsg

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Posted 06 January 2013 - 11:48 PM

Replace

    'flashers
    FlashAR 117, f17, "rf_on", "rf_a", "rf_b", f17R
    FlashAR 118, f18, "rf_on", "rf_a", "rf_b", f18R
    FlashAR 119, f19, "rf_on", "rf_a", "rf_b", f19R
    FlashAR 120, f20, "wf_on", "wf_a", "wf_b", f20R
    FlashARm 121, f21c, "rf_on", "rf_a", "rf_b", f21R
    FadeL 121, f21, f21a
    FlashARm 122, f22c, "yf_on", "yf_a", "yf_b", f22R
    FadeL 122, f22, f22a
    FlashAR 123, f23, "gf_on", "gf_a", "gf_b", f23R
    FlashAR 125, f25, "rf_on", "rf_a", "rf_b", f25R
    FlashAR 126, f26, "rf_on", "rf_a", "rf_b", f26R
    FlashAR 127, f27, "rf_on", "rf_a", "rf_b", f27R
    FlashAR 128, f28, "wf_on", "wf_a", "wf_b", f28R
    'strobe
    FlashAR 130, Strobe, "cft_on", "cft_a", "cft_b", StrobeR

with

    'flashers
    Select Case LampState(117)
        Case 4:SetB2SData 4, 0
        Case 5:SetB2SData 4, 1
    End Select
    FlashAR 117, f17, "rf_on", "rf_a", "rf_b", f17R
    Select Case LampState(118)
        Case 4:SetB2SData 5, 0
        Case 5:SetB2SData 5, 1
    End Select
    FlashAR 118, f18, "rf_on", "rf_a", "rf_b", f18R
    Select Case LampState(119)
        Case 4:SetB2SData 6, 0
        Case 5:SetB2SData 6, 1
    End Select
    FlashAR 119, f19, "rf_on", "rf_a", "rf_b", f19R
    FlashAR 120, f20, "wf_on", "wf_a", "wf_b", f20R
    FlashARm 121, f21c, "rf_on", "rf_a", "rf_b", f21R
    FadeL 121, f21, f21a
    FlashARm 122, f22c, "yf_on", "yf_a", "yf_b", f22R
    FadeL 122, f22, f22a
    FlashAR 123, f23, "gf_on", "gf_a", "gf_b", f23R
    Select Case LampState(125)
        Case 4:SetB2SData 1, 0
        Case 5:SetB2SData 1, 1
    End Select
    FlashAR 125, f25, "rf_on", "rf_a", "rf_b", f25R
    Select Case LampState(126)
        Case 4:SetB2SData 2, 0
        Case 5:SetB2SData 2, 1
    End Select
    FlashAR 126, f26, "rf_on", "rf_a", "rf_b", f26R
    Select Case LampState(127)
        Case 4:SetB2SData 3, 0
        Case 5:SetB2SData 3, 1
    End Select
    FlashAR 127, f27, "rf_on", "rf_a", "rf_b", f27R
    FlashAR 128, f28, "wf_on", "wf_a", "wf_b", f28R
    'strobe
    FlashAR 130, Strobe, "cft_on", "cft_a", "cft_b", StrobeR



#136 Aaron James

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Posted 06 January 2013 - 11:51 PM

Thanks Aaron but what about the b2s calls from the 'lights' part of the script? This is the part I was having issues with.

ahh yes, damn...that's what I forgot.

Thank you Blnsg for picking up my slack...lol


vpsig.jpg


#137 javier1515

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Posted 06 January 2013 - 11:57 PM

Gracias Papa Pitufo jajaja un Gran regalo de Reyes!!!

 

Thanks JPSalas a great gift.. :love39:


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#138 brodzowski

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Posted 07 January 2013 - 01:35 AM

JP, table is beautiful and the lighting changes really made a difference! Thanks for allllll that you do! As for the scritpting, my level is about a 3 out of 10 and I followed your directions perfectly. Thank you. This is definitely a show off table now!



#139 codeena

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Posted 07 January 2013 - 05:14 AM

Thanks for the update ! Is it only on my machine or is the table slower ? Flashers are brilliant.

 

On my PC, it seems that the ball movement is just a bit choppier than the last version, but it's still awesome. All hail JP.



#140 TedB

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Posted 07 January 2013 - 05:57 AM

If you're having graphical errors you can try this version (suggested by JP) http://dl.dropbox.co...ball rev428.exe

Hopefully this will also help resolving the stutter on the table. Will test it myself this evening.