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Krull WIP


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#121 Hysteric

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Posted 11 November 2014 - 07:06 AM

Hi guys, bit new to the pinball scene over here.

 

I'm trying to create a functional B2S backglass for the fullscreen version of this table. Not much of an artist unfortunately, I wanted to get it functional first. Just used the backglass picture included in the download and generic lamps for now because I can't figure out the editor's lamp functions without it crashing all the time and putting one tiny image spread all over the screen. Nonetheless I got everything to display so far except for the Shoot Again lamp, which I'm not sure how to actually get an extra ball in the game to put to the test anyway.

 

Anyway, I uploaded it for folks to test here: http://www.mediafire..._1_2_.directb2s

 

If any experts here could lend a hand and see what I'm doing wrong (or if I'm using the right values at all for the shoot again lamp) it'd be much appreciated. :)


Edited by Hysteric, 12 November 2014 - 02:51 AM.


#122 mfuegemann

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Posted 11 November 2014 - 08:46 AM

Hi Hysteric,

 

I will try Your backglass, if I find some time. Thank You for tackling this one.

For the visual check, You can set the lamp to "AlwaysOn". Otherwise, if You use the same lamp/solenoid ROM number, used within the table for the ExtraBall lamp, everything will work well, even if it is hard to achieve a specific feature during a test run. 

I had the same effect with the spread single image above/instead of the backglass on Time Machine. For me reloading the backglass image (now and then) solved the problem. For the crashes: save often.

 

Regards

Michael



#123 Hysteric

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Posted 11 November 2014 - 12:12 PM

Thanks for the tips mfuegemann. Reloading the backglass didn't seem to do the trick, even deleting the illumination picture from the project file doesn't seem to get rid of it. Can't figure out how to get rid of it at all and nearly anything Illumination-related causes a crash. If I even have the preview illumination on when I try to make a directb2s file it crashes.

 

Been doing a bit more testing on the VP table itself attempting to figure it out, and I discovered the actual lamps on the table for lighting the extra ball don't seem to work either. The top purple lamp on the VP table flashes in attract sequence but the one in the actual lower playfield, even when I've got a lower playfield extra ball, is never lit anyway, and I can't seem to figure out how to trigger the main playfield extra ball. In addition, I once triggered a bug where the ball fell through the right-most ramp falling back from the upper playfield into the abyss but wasn't able to replicate it afterwards. Strange stuff.

 

I don't suppose the manuals have any info for ROM IDs to lamp numbers? IPDB lists an existing manual but no link available due to copyright reasons.



#124 mfuegemann

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Posted 11 November 2014 - 01:30 PM

Hi,

 

I will check things out.

 

Michael



#125 mfuegemann

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Posted 11 November 2014 - 09:47 PM

Hi Hysteric,

 

I found the solution: first of all, light number 3 is correct for Extra Ball. To activate the Extra Ball, You must set the "Novelty" property within the DIP switch settings (hit F6 for the menu) to "normal", otherwise You receive 100.000 points instead of an Extra Ball. To achieve the Extra Ball, You have to complete the lower playfield target sequence twice. For this You have to hit each target from unlit - to flashing - to lit. After this, the red light towards the rollunder starts flashing. A successful shot to the rollunder collects the Extra Ball. Hence achieving an Extra Ball in normal gameplay is almost impossible.

Investigating the table, I found an error, though. The left lower playfield target is named incorrectly "Target1", within the code it is referred to as "Target3". Please change the target name. I am working on an update. Maybe I have a fix for the ramp issue too. At least I will add all the moving primitive stuff, I have collected over the last weeks.

 

Kevin documented the lights and switches, I send them over.

 

Regards

Michael



#126 EalaDubhSidhe

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Posted 11 November 2014 - 10:09 PM

Just goes to show just how far VP has advanced since I first tackled this game way back in the day. :)



#127 mfuegemann

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Posted 14 November 2014 - 12:08 AM

Hi,

 

the new table version with the fix for the wrong target number is online. I added some more primitives too.

 

Michael