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Attack from Mars (Midway 1995) [Visual Pinball X]

Attack mars

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#121 reko19

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Posted 14 April 2020 - 01:32 PM

Hey guys, what version of PinMAME you are using on your cabinet builds to run this table? 



#122 The Loafer

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Posted 14 April 2020 - 01:40 PM

The newest version is always backward compatible so always a good idea to run the newest 3.3 beta



#123 reko19

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Posted 14 April 2020 - 01:52 PM

The newest version is always backward compatible so always a good idea to run the newest 3.3 beta

From what I remember (and I just started updating my cab), don't you need a cabinet version to disable a splash screen, or something like that?

 

thx



#124 The Loafer

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Posted 14 April 2020 - 01:54 PM

No that is an option when you run setup.exe of vpinmame, look at game options and set it there.



#125 reko19

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Posted 14 April 2020 - 01:55 PM

No that is an option when you run setup.exe of vpinmame, look at game options and set it there.

thank you



#126 mrjcrane

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Posted 14 April 2020 - 05:25 PM

I'm running VPM 3.2 with JP's AfM v2.0.1 in my Cabinet. I have both DMD's turned on (Native VpinMame as my primary and the "External" DMD/DLL that I let show in a small window on the playfiled), Using Freezy and FlexDMD. It is all working quite nicely.


Edited by mrjcrane, 14 April 2020 - 08:46 PM.


#127 Grimstead

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Posted 22 October 2020 - 10:03 PM

Can anyone tell me the sound(s) used for the martian attack sequence? I'm looking to import or match those from the 2.01 version as it seems much stronger there.

 

Thanks!

 

PS, I love this table



#128 Thalamus

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Posted 22 October 2020 - 10:17 PM

I believe you are not aware how to adjust the volume of the rom itself. When you run VP, you need to become a pinball technician of sorts. Look at the top of these forums. You will find Tutorials, and under there - there is info on how you adjust the rom volume for most games that is emulated.

 

https://www.vpforums...tutorials&cat=9


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#129 Grimstead

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Posted 22 October 2020 - 11:59 PM

I believe you are not aware how to adjust the volume of the rom itself. When you run VP, you need to become a pinball technician of sorts. Look at the top of these forums. You will find Tutorials, and under there - there is info on how you adjust the rom volume for most games that is emulated.

 

https://www.vpforums...tutorials&cat=9

Thanks for the tip.

I was looking in the sound manager but already have the Table volume set to the max in the ROM. I'm looking to boost just the martian attack sequence when the 4 martians start jumping


Edited by Grimstead, 23 October 2020 - 12:02 AM.


#130 wiesshund

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Posted 23 October 2020 - 12:19 AM

What do you mean by sequence?
There is only 1 sound event the table plays, that is not in the ROM, when the Martians shake, it is fx_solenoidon and fx_solenoidoff
which is already pretty loud.

All the other sound comes from the ROM.

The only table sounds are purely mechanical noises


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#131 Grimstead

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Posted 23 October 2020 - 01:40 AM

What do you mean by sequence?
There is only 1 sound event the table plays, that is not in the ROM, when the Martians shake, it is fx_solenoidon and fx_solenoidoff
which is already pretty loud.

All the other sound comes from the ROM.

The only table sounds are purely mechanical noises

Thanks, those must be it, they have the same settings on both tables, not sure why the older table is stronger/louder



#132 wiesshund

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Posted 23 October 2020 - 02:07 AM

maybe he refined the wav file

Export the wave file, increase the gain, then reimport it


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#133 jpsalas

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Posted 23 October 2020 - 02:44 AM

I thought the old table had too strong sound, but it is as simply as export those sounds from the old table and import them into the new one.


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

 

vp.jpg

 

 


#134 wiesshund

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Posted 23 October 2020 - 02:56 AM

I thought the old table had too strong sound

 

LOL you and me both
the old table sounded like someone was shaking a coffee can of 1/2" steel balls right beside my head, that or a cast iron rattle snake :) 
The sound was good as far as quality and noise type, just very loud, i had it turned down in sound manager, now i do not have to.

Hehehe, imagine if you put a DOF call in those lines


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#135 jpsalas

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Posted 24 October 2020 - 02:19 AM

Re-uploaded v3.0 if the table. The lights may have had too much fading and on some monitors you may not see the lights blinking. Now the lights will act more like diodes, with very fast blinking and it will be easier to see.

 

Edit: I meant leds not diodes :)


Edited by jpsalas, 28 October 2020 - 02:41 AM.

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

 

vp.jpg

 

 


#136 Slydog43

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Posted 27 October 2020 - 09:15 PM

Center ramp is not falling in from of saucer after hitting all three lights.  Any ideas?

 

Very funny as you get credit for hitting the ship when hitting any of the 3 "drop targets"

 

Can't remember, but  the lights spinning around the ship are blurry.  I know there was a simple fix.


Edited by Slydog43, 28 October 2020 - 02:24 AM.


#137 jpsalas

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Posted 28 October 2020 - 02:40 AM

Center ramp is not falling in from of saucer after hitting all three lights.  Any ideas?

 

Very funny as you get credit for hitting the ship when hitting any of the 3 "drop targets"

 

Can't remember, but  the lights spinning around the ship are blurry.  I know there was a simple fix.

 

I guess your nvram file got corrupted, and the rom thinks the 3 target bank doesn't work. Just delete your nvram file :)

 

About the blur: I guess you have not selected the "Force Anisotropic Texture Filtering" in the Preferences, Video Options. 


Edited by jpsalas, 28 October 2020 - 02:44 AM.

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

 

vp.jpg

 

 


#138 wiesshund

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Posted 28 October 2020 - 04:45 AM

Oh, now that is funny.
I have it set at 6X or 8X in drivers, figured that eliminated need to force it in VPX
Guess not.
But now i think i like the blurry lights, gives an illusion of high speed


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#139 cv2065

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Posted 28 October 2020 - 01:35 PM

This works great with a PUP pack!  One of my favorite tables.Thank you!



#140 jpsalas

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Posted 09 May 2021 - 06:52 AM

UPDATE:

 

3.01 Updated 09.05.2021 for VPX 10.7
- Reduced table's file size
- Tried to fix the table loosing count of balls (gone back using the cvpmBallStack instead of the newer cvpmTrough, this allows me to check for the number of balls in the stack and kick them all out, check lines 450++)
- Change the GI to what I'm using now
- Added the materials for VPX 10.7 for better physics on the walls, although there aren't many as the rubbers were already done with rubber objects)
 
Some extra notes:
- this table download is just under 10Mb, so it won't take too long to download :) 
- I don't know if I have fixed 100% the ball lost during multiball. But I always suspected the right hole was the problem. I have used the old call, which lets me check for the number of ball in the hole and kick them all out. But I still suspect the lost ball is due to the animation of the ball going into the hole. So I guess next step will be to remove that ball animation. But still I'm not sure that hole is the problem or it is simply the rom not being able to count the balls :)

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

 

vp.jpg

 

 






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