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Hot Hand (Stern 1979) WS VP9


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#1 tamoore

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Posted 13 January 2012 - 08:59 PM

Hot Hand (Stern 1979) WS VP9



Version: 1.2
Category: VPinMAME 9.x Recreations

Author(s): tamoore, destruk, Skalar

Description:
Hot Hand Pinball, Stern, 1979
1.2
*Fixed light positions. Thanks to bha19 for finding the error, and sast05 for finding figuring out what was wrong.
*Fixed the upper flipper rotation direction. Thanks to sast05 for the code improvements.
*Fixed the upper saucer scoring. Thanks to sast05 for the code improvements.
*I think I've eliminated the magnet weirdness. Thanks to Sabbat for giving me an idea on what might be wrong.

1.1
Scale Fixed. Thanks to Sabbat for the heads-up.


1.0
Wide Screen Release.

View File

Submitted by tamoore, on Jan 13 2012, 04:59 PM

Edited by tamoore, 16 January 2012 - 05:43 PM.

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#2 maceman

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Posted 13 January 2012 - 09:22 PM

Guys, I have to say this is one of the best physics i have seen. The settings on the slingshots, bumpers, and even the targets is superb!

I noticed right away. Crystal clear graphics as well! Love the turning flipper- WOW.

Bravo!

Maceman

...just wanted to add.... I don't know why, but for some reason the "shinyball" never looks good on my machine. Here, please try this one:


It looks amazing on this table!

Maceman
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#3 bolt

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Posted 14 January 2012 - 12:06 AM

tamoore, destruk and Skalar, thanks for this nice table.
Posted Image

#4 sast05

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Posted 14 January 2012 - 04:44 PM

I have to agree with maceman, the physics on this table have been fine-tuned to perfection.

To make it easier to set the operator adjustments, here is a dip-switch menu, modified from Inkochnito's "Cosmic Princess" menu. Just Copy and Paste the routine to the end of the script.

'Stern Hot Hand
'Special Thanks to Inkochnito
Sub editDips
Dim vpmDips:Set vpmDips = New cvpmDips
With vpmDips
.AddForm 700, 400, "Hot Hand - DIP switches"
.AddChk 2, 10, 180, Array("Match feature", &H00100000) 'dip 21
.AddChk 205, 10, 115, Array("Credits display", &H00080000) 'dip 20
.AddFrame 2, 30, 140, "Maximum credits", &H00070000, Array("5 credits", 0, "10 credits", &H00010000, "15 credits", &H00020000, "20 credits", &H00030000, "25 credits", &H00040000, "30 credits", &H00050000, "35 credits", &H00060000, "40 credits", &H00070000) 'dip 17&18&19
.AddFrame 2, 160, 140, "High game to date", 49152, Array("novelty", 0, "1 free game", &H00004000, "2 free games", 32768, "3 free games", 49152) 'dip 15&16
.AddFrame 2, 235, 140, "Special award", &HC0000000, Array("100,000 points", 0, "free ball", &H40000000, "free game", &H80000000, "free ball and free game", &HC0000000) 'dip 31&32
.AddFrame 2, 310, 140, "High score feature", &H00000020, Array("extra ball", 0, "replay", &H00000020) 'dip 6
.AddFrame 155, 30, 230, "Balls per game", &H00000040, Array("3 balls", 0, "5 balls", &H00000040) 'dip 7
.AddFrame 155, 76, 230, "Outlane special limit", &H04000000, Array("no limit", 0, "1 special per game", &H04000000) 'dip 27
.AddFrame 155, 122, 230, "Outlane specials", &H01000000, Array("after 2 royal flushes", 0, "after 3 royal flushes", &H01000000) 'dip 25
.AddFrame 155, 169, 230, "Extra ball", &H00200000, Array("no extra ball (bypass)", 0, "award extra ball", &H00200000) 'dip 22
.AddFrame 155, 216, 230, "Special light alternation", &H00800000, Array("no alternation", 0, "alternation", &H00800000) 'dip 24
.AddFrame 155, 263, 230, "Side kicker extra ball light", &H00400000, Array("lights on spade flush", 0, "lights on spade flush w/ spade suit selected", &H00400000) 'dip 23
.AddFrame 155, 310, 230, "Melody option", &H00000080, Array("2 tones only", 0, "full melody", &H00000080) 'dip 8
.AddLabel 50, 382, 300, 20, "After hitting OK, press F3 to reset game with new settings."
.ViewDips
End With
End Sub
Set vpmShowDips = GetRef("editDips")

#5 Sabbat

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Posted 14 January 2012 - 04:55 PM

change x/y rotation to 360 otherwise its not really WS. it's still 4:3 and looks stretched in your screenshot wink.gif



Edited by Sabbat, 14 January 2012 - 04:55 PM.

If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#6 TuNk77

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Posted 14 January 2012 - 06:23 PM

One small issue:


The ball get stuck

Edited by TuNk77, 14 January 2012 - 06:24 PM.

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#7 tamoore

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Posted 14 January 2012 - 09:32 PM

QUOTE (Sabbat @ Jan 14 2012, 11:55 AM) <{POST_SNAPBACK}>
change x/y rotation to 360 otherwise its not really WS. it's still 4:3 and looks stretched in your screenshot wink.gif





Thanks Monk. Updated.

I guess I just changed the number and took the screen shot without actually seeing if what I changed made a difference.. wink.gif

QUOTE (TuNk77 @ Jan 14 2012, 01:23 PM) <{POST_SNAPBACK}>
One small issue:


The ball get stuck



I haven't seen that one... smile.gif
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#8 Sabbat

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Posted 14 January 2012 - 09:33 PM

Right on, now for people with 4:3 monitors just change the x-scale to 1 and you'll be ok
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#9 kiwi

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Posted 15 January 2012 - 08:20 AM

Another small issue : transparency in the target.



Thanks

Max

#10 bha19

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Posted 15 January 2012 - 01:08 PM

I think I found another bug. When 3x is lit it scores 4x and when 4x is lit it scores 3x

#11 sast05

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Posted 15 January 2012 - 02:28 PM

QUOTE (bha19 @ Jan 15 2012, 01:08 PM) <{POST_SNAPBACK}>
I think I found another bug. When 3x is lit it scores 4x and when 4x is lit it scores 3x



bha19 is right:
Light 23 and Light 39 assignments are interchanged on the playfield. Just reverse them and all is OK.

#12 tamoore

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Posted 15 January 2012 - 02:40 PM

QUOTE (sast05 @ Jan 15 2012, 09:28 AM) <{POST_SNAPBACK}>
QUOTE (bha19 @ Jan 15 2012, 01:08 PM) <{POST_SNAPBACK}>
I think I found another bug. When 3x is lit it scores 4x and when 4x is lit it scores 3x



bha19 is right:
Light 23 and Light 39 assignments are interchanged on the playfield. Just reverse them and all is OK.



Thanks for the catch and fix, guys. It'll be updated in the table if I have any other major updates.

-Todd.
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#13 sast05

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Posted 15 January 2012 - 03:53 PM

QUOTE (tamoore @ Jan 15 2012, 02:40 PM) <{POST_SNAPBACK}>
QUOTE (sast05 @ Jan 15 2012, 09:28 AM) <{POST_SNAPBACK}>
QUOTE (bha19 @ Jan 15 2012, 01:08 PM) <{POST_SNAPBACK}>
I think I found another bug. When 3x is lit it scores 4x and when 4x is lit it scores 3x



bha19 is right:
Light 23 and Light 39 assignments are interchanged on the playfield. Just reverse them and all is OK.



Thanks for the catch and fix, guys. It'll be updated in the table if I have any other major updates.

-Todd.


Correction:
Lamp assignments are OK, the lettering on the lamps is wrong. Please examine picture from IPDB.




White 3x should be the center lamp
Yellow 4x should be lamp on left

#14 Sabbat

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Posted 15 January 2012 - 04:00 PM

awesome, thanks sast

If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#15 tamoore

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Posted 15 January 2012 - 07:05 PM

QUOTE (sast05 @ Jan 15 2012, 10:53 AM) <{POST_SNAPBACK}>
QUOTE (tamoore @ Jan 15 2012, 02:40 PM) <{POST_SNAPBACK}>
QUOTE (sast05 @ Jan 15 2012, 09:28 AM) <{POST_SNAPBACK}>
QUOTE (bha19 @ Jan 15 2012, 01:08 PM) <{POST_SNAPBACK}>
I think I found another bug. When 3x is lit it scores 4x and when 4x is lit it scores 3x



bha19 is right:
Light 23 and Light 39 assignments are interchanged on the playfield. Just reverse them and all is OK.



Thanks for the catch and fix, guys. It'll be updated in the table if I have any other major updates.

-Todd.


Correction:
Lamp assignments are OK, the lettering on the lamps is wrong. Please examine picture from IPDB.




White 3x should be the center lamp
Yellow 4x should be lamp on left



Thanks for that. I've updated the graphics files for the tables, and will be releasing them soon.....

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#16 bha19

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Posted 15 January 2012 - 07:23 PM

I think the spinner is still not right. Now the ball goes through the spinner but can't make it past the gate to the top of the playfield

#17 sast05

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Posted 15 January 2012 - 08:01 PM

QUOTE (bha19 @ Jan 15 2012, 07:23 PM) <{POST_SNAPBACK}>
I think the spinner is still not right. Now the ball goes through the spinner but can't make it past the gate to the top of the playfield



Also check out you-tube.......
The spinner actually turns "counter-clockwise" on the real machine, not clockwise in the re-creation!



#18 tamoore

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Posted 15 January 2012 - 08:23 PM

QUOTE (bha19 @ Jan 15 2012, 02:23 PM) <{POST_SNAPBACK}>
I think the spinner is still not right. Now the ball goes through the spinner but can't make it past the gate to the top of the playfield



I'm not having this problem. I can't figure out what might be causing it.....
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#19 sast05

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Posted 16 January 2012 - 12:20 AM



To make the spinner turn counter-clockwise (like the real machine), make the following script changes:




Change:

TopFlip=Array(,Flipper1,Flipper2,Flipper3,Flipper4,Flipper5,Flipper6,Flipper7,Fl
ipper8,Flipper9,Flipper10)
CurrentPos=Array(,Kicker2,Kicker3,Kicker4,Kicker5,Kicker6,Kicker7,Kicker8,Kicker
9,Kicker10,Kicker11,Kicker1)

To:

TopFlip=Array(,Flipper9,Flipper8,Flipper7,Flipper6,Flipper5,Flipper4,Flipper3,Fl
ipper2,Flipper1,Flipper10)
CurrentPos=Array(,Kicker10,Kicker9,Kicker8,Kicker7,Kicker6,Kicker5,Kicker4,Kicke
r3,Kicker2,Kicker11,Kicker1)

Change:

TopFlip(FlipPos).RotateToEnd
TopFlip(LastFlipPos).RotateToStart

To:

TopFlip(FlipPos).RotateToStart
TopFlip(LastFlipPos).RotateToEnd

Change:

Sub Kicker1_Hit:bsSaucer.AddBall 0:BallPos=11:End Sub
Sub Kicker2_Hit:vpmTimer.PulseSw(36):BallPos=1:End Sub
Sub Kicker3_Hit:vpmTimer.PulseSw(39):BallPos=2:End Sub
Sub Kicker4_Hit:vpmTimer.PulseSw(37):BallPos=3:End Sub
Sub Kicker5_Hit:vpmTimer.PulseSw(40):BallPos=4:End Sub
Sub Kicker6_Hit:vpmTimer.PulseSw(39):BallPos=5:End Sub
Sub Kicker7_Hit:vpmTimer.PulseSw(36):BallPos=6:End Sub
Sub Kicker8_Hit:vpmTimer.PulseSw(39):BallPos=7:End Sub
Sub Kicker9_Hit:vpmTimer.PulseSw(37):BallPos=8:End Sub
Sub Kicker10_Hit:vpmTimer.PulseSw(40):BallPos=9:End Sub
Sub Kicker11_Hit:vpmTimer.PulseSw(39):BallPos=10:End Sub


To:

Sub Kicker1_Hit:bsSaucer.AddBall 0:BallPos=11:End Sub
Sub Kicker2_Hit:vpmTimer.PulseSw(36):BallPos=9:End Sub
Sub Kicker3_Hit:vpmTimer.PulseSw(39):BallPos=8:End Sub
Sub Kicker4_Hit:vpmTimer.PulseSw(37):BallPos=7:End Sub
Sub Kicker5_Hit:vpmTimer.PulseSw(40):BallPos=6:End Sub
Sub Kicker6_Hit:vpmTimer.PulseSw(39):BallPos=5:End Sub
Sub Kicker7_Hit:vpmTimer.PulseSw(36):BallPos=4:End Sub
Sub Kicker8_Hit:vpmTimer.PulseSw(39):BallPos=3:End Sub
Sub Kicker9_Hit:vpmTimer.PulseSw(37):BallPos=2:End Sub
Sub Kicker10_Hit:vpmTimer.PulseSw(40):BallPos=1:End Sub
Sub Kicker11_Hit:vpmTimer.PulseSw(39):BallPos=10:End Sub






#20 tamoore

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Posted 16 January 2012 - 01:29 AM

I will update this to rotate the correct way in the next release. Thanks!
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