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Game Info
Started By
destruk
, Apr 14 2009 09:30 PM
17 replies to this topic
#1
Posted 14 April 2009 - 09:30 PM
Star Trax
LAMPS
1=Earth
2=Mars
3=Jupiter
4=Saturn
5=Uranus
6=Fence 1
7=Fence 2
8=Fence 3
9=Fence 4
10=Jackpot 1
11=Jackpot 2
12=Jupiter Arrow
13=Status Bottom Left
14=Uranus Arrow
15=Status Bottom Left
16=Saturn Arrow
17=Extended Play
18=Left Galaxy
19=Right Galaxy
20=Moon Red
21=Moon Green
22=Moon Yellow
23=Mars Lock
24=Earth Lock
25=Jump Zone
26=Saturn Release
27=Uranus Release
28=Jupiter Release
29=Go For Jackpot
30=Mission Paused
31=Player 1
32=Player 2
33=STAR ---- S
34=STAR ---- T
35=STAR ---- A
36=STAR ---- R
37=---- TRAX T
38=---- TRAX R
39=---- TRAX A
40=---- TRAX X
41=Star Trax S
42=Star Trax T
43=Star Trax A
44=Star Trax R
45=Star Trax T
46=Star Trax R
47=Star Trax A
48=Star Trax X
49=Pluto
50=Elvis
51=Altaira
52=Neptune
53=Valgus
54=Mercury
55=Pluto Gate
56=Left Glass
57=Space Station
58=Krell
59=Venus
60=DYB7
61=Transporter
62=Jump Zone
63=RA
64=Right Glass
COILS
1=Coil 1A
25=Earth Flasher
2=Coil 2A
26=Mars Flasher
3=Jupiter Release
27=Jupiter Flasher
4=Saturn Release
28=Saturn Flasher
5=Coil 5A
29=Uranus Flasher
6=Uranus Release
30=Whirlpool
7=Ticket Dispenser
31=Moon Flasher
8=Coil 8A
32=Mystery Flasher
9=Earth Release
10=Mars Release
11=Coil 11
12=A/C Select
13=Fluorescent GI
14=Knocker
15=Neon Pulse
16=Neon Bloom
17=Feed Direction
18=Feed Motor
19=Xenon Strobe
20=Coil 20
21=Distributor Direction
22=Distributor Motor
SWITCHES
1=Plumb Tilt
2=AC Relay C Side
3=NOT USED
4=Right Coin Switch
5=Bill Acceptor
6=Left Coin Switch
7=Slam Tilt
8=Speed Select
9=Fence Jump 1
10=Fence Jump 2
11=Fence Jump 3
12=Fence Jump 4
13=Wheel Home
14=Wheel Position
15=Ball Feed
16=Ticket Opto
17=Main P.F. 1
18=Main P.F. 2
19=Main P.F. 3
20=Main P.F. 4
21=Main P.F. 5
22=Main P.F. 6
23=Main P.F. 7
24=Main P.F. 8
25=Main P.F. 9
26=Main P.F. 10
27=Whirlpool Exit
28=Moon Orbit
29=NOT USED
30=NOT USED
31=Player 1 Start
32=Player 2 Start
33=STAR ---- S
34=STAR ---- T
35=STAR ---- A
36=STAR ---- R
37=---- TRAX T
38=---- TRAX R
39=---- TRAX A
40=---- TRAX X
41=NOT USED
42=NOT USED
43=NOT USED
44=NOT USED
45=NOT USED
46=NOT USED
47=NOT USED
48=NOT USED
49=Left Neptune Exit
50=Left Altaira Exit
51=Left Elvis Exit
52=Left Valgus Exit
53=Left Mercury Exit
54=Left Pluto Exit
55=NOT USED
56=Left Glass Target
57=Right P.F. Bottom 1
58=Right P.F. Bottom 2
59=Right P.F. Bottom 3
60=Right P.F. Bottom 4
61=Right P.F. Bottom 5
62=Right P.F. Bottom 6
63=Transporter
64=Right Glass Target
I also have 30 pictures from the owner of this prototype game, as well as 4 or 5 videos.
LAMPS
1=Earth
2=Mars
3=Jupiter
4=Saturn
5=Uranus
6=Fence 1
7=Fence 2
8=Fence 3
9=Fence 4
10=Jackpot 1
11=Jackpot 2
12=Jupiter Arrow
13=Status Bottom Left
14=Uranus Arrow
15=Status Bottom Left
16=Saturn Arrow
17=Extended Play
18=Left Galaxy
19=Right Galaxy
20=Moon Red
21=Moon Green
22=Moon Yellow
23=Mars Lock
24=Earth Lock
25=Jump Zone
26=Saturn Release
27=Uranus Release
28=Jupiter Release
29=Go For Jackpot
30=Mission Paused
31=Player 1
32=Player 2
33=STAR ---- S
34=STAR ---- T
35=STAR ---- A
36=STAR ---- R
37=---- TRAX T
38=---- TRAX R
39=---- TRAX A
40=---- TRAX X
41=Star Trax S
42=Star Trax T
43=Star Trax A
44=Star Trax R
45=Star Trax T
46=Star Trax R
47=Star Trax A
48=Star Trax X
49=Pluto
50=Elvis
51=Altaira
52=Neptune
53=Valgus
54=Mercury
55=Pluto Gate
56=Left Glass
57=Space Station
58=Krell
59=Venus
60=DYB7
61=Transporter
62=Jump Zone
63=RA
64=Right Glass
COILS
1=Coil 1A
25=Earth Flasher
2=Coil 2A
26=Mars Flasher
3=Jupiter Release
27=Jupiter Flasher
4=Saturn Release
28=Saturn Flasher
5=Coil 5A
29=Uranus Flasher
6=Uranus Release
30=Whirlpool
7=Ticket Dispenser
31=Moon Flasher
8=Coil 8A
32=Mystery Flasher
9=Earth Release
10=Mars Release
11=Coil 11
12=A/C Select
13=Fluorescent GI
14=Knocker
15=Neon Pulse
16=Neon Bloom
17=Feed Direction
18=Feed Motor
19=Xenon Strobe
20=Coil 20
21=Distributor Direction
22=Distributor Motor
SWITCHES
1=Plumb Tilt
2=AC Relay C Side
3=NOT USED
4=Right Coin Switch
5=Bill Acceptor
6=Left Coin Switch
7=Slam Tilt
8=Speed Select
9=Fence Jump 1
10=Fence Jump 2
11=Fence Jump 3
12=Fence Jump 4
13=Wheel Home
14=Wheel Position
15=Ball Feed
16=Ticket Opto
17=Main P.F. 1
18=Main P.F. 2
19=Main P.F. 3
20=Main P.F. 4
21=Main P.F. 5
22=Main P.F. 6
23=Main P.F. 7
24=Main P.F. 8
25=Main P.F. 9
26=Main P.F. 10
27=Whirlpool Exit
28=Moon Orbit
29=NOT USED
30=NOT USED
31=Player 1 Start
32=Player 2 Start
33=STAR ---- S
34=STAR ---- T
35=STAR ---- A
36=STAR ---- R
37=---- TRAX T
38=---- TRAX R
39=---- TRAX A
40=---- TRAX X
41=NOT USED
42=NOT USED
43=NOT USED
44=NOT USED
45=NOT USED
46=NOT USED
47=NOT USED
48=NOT USED
49=Left Neptune Exit
50=Left Altaira Exit
51=Left Elvis Exit
52=Left Valgus Exit
53=Left Mercury Exit
54=Left Pluto Exit
55=NOT USED
56=Left Glass Target
57=Right P.F. Bottom 1
58=Right P.F. Bottom 2
59=Right P.F. Bottom 3
60=Right P.F. Bottom 4
61=Right P.F. Bottom 5
62=Right P.F. Bottom 6
63=Transporter
64=Right Glass Target
I also have 30 pictures from the owner of this prototype game, as well as 4 or 5 videos.
Build a fire, vipers love the heat.
#6
Posted 15 April 2009 - 04:28 PM
QUOTE (ValamirCleaver @ Apr 15 2009, 02:34 AM) <{POST_SNAPBACK}>
I guess you're going to forward the information to the IPDB so they can start an entry for it, right?
I can try to do that - most information I send them that isn't a pinball game they refuse to make entries for. ie - all the shuffleboard bowling games they don't seem to stick on, and most redemption games they ignore entirely too. I'd have better luck sending this to KLOV - since that's basically what this is - similar to an electronic pachinko machine.
Build a fire, vipers love the heat.
#8
Posted 16 April 2009 - 07:25 AM
http://www.savefile.com/files/2078758
That is about 50mb - but it has some pictures and videos of the machine from the owner we got the roms from.
That is about 50mb - but it has some pictures and videos of the machine from the owner we got the roms from.
Build a fire, vipers love the heat.
#11
Posted 17 April 2009 - 12:23 AM
QUOTE (destruk @ Apr 16 2009, 02:25 AM) <{POST_SNAPBACK}>
http://www.savefile.com/files/2078758
That is about 50mb - but it has some pictures and videos of the machine from the owner we got the roms from.
That is about 50mb - but it has some pictures and videos of the machine from the owner we got the roms from.
! Star_Trax_Videos_Quicktime\Star_Trax_Videos_Quicktime.zip: CRC failed in Picture_010.MOV. The file is corrupt
! Star_Trax_Videos_Quicktime\Star_Trax_Videos_Quicktime.zip: CRC failed in Picture_005.MOV. The file is corrupt
! Star_Trax_Videos_Quicktime\Star_Trax_Videos_Quicktime.zip: CRC failed in Picture_012.MOV. The file is corrupt
#12
Posted 18 April 2009 - 06:26 AM
QUOTE (Joe @ Apr 16 2009, 06:23 PM) <{POST_SNAPBACK}>
! Star_Trax_Videos_Quicktime\Star_Trax_Videos_Quicktime.zip: CRC failed in Picture_010.MOV. The file is corrupt
! Star_Trax_Videos_Quicktime\Star_Trax_Videos_Quicktime.zip: CRC failed in Picture_005.MOV. The file is corrupt
! Star_Trax_Videos_Quicktime\Star_Trax_Videos_Quicktime.zip: CRC failed in Picture_012.MOV. The file is corrupt
! Star_Trax_Videos_Quicktime\Star_Trax_Videos_Quicktime.zip: CRC failed in Picture_005.MOV. The file is corrupt
! Star_Trax_Videos_Quicktime\Star_Trax_Videos_Quicktime.zip: CRC failed in Picture_012.MOV. The file is corrupt
Sorry Joe - I'll try to rezip them.
Build a fire, vipers love the heat.
#13
Posted 18 April 2009 - 10:08 PM
#14
Posted 13 November 2009 - 10:29 PM
After nearly 7 months of thought on the ball update issue, I think I've come to a solution. So far results look great - it is moving around 20 BB sized balls/second while tracking each position, while updating 512 segment display lamps and updating playfield lights/solenoids/switches in VPM.
I included a bit of randomness to the ball plate collision to make the game a little more challenging. If you hold the plate in the same position there will be a minor variance in the ball trajectory to closer match the real machine operation. Now I have a whole load of physics precalculations to work out (approximately 7800 independent trajectories), so it will still be a few weeks or months before this is ready for release, unless I can come up with a decent cheat formula to break it down some more. Not to mention the issue of how to control the plate device effectively.
Build a fire, vipers love the heat.
#15
Posted 14 November 2009 - 04:26 AM
QUOTE (destruk @ Nov 13 2009, 05:29 PM) <{POST_SNAPBACK}>
After nearly 7 months of thought on the ball update issue, I think I've come to a solution. So far results look great - it is moving around 20 BB sized balls/second while tracking each position, while updating 512 segment display lamps and updating playfield lights/solenoids/switches in VPM.
I included a bit of randomness to the ball plate collision to make the game a little more challenging. If you hold the plate in the same position there will be a minor variance in the ball trajectory to closer match the real machine operation. Now I have a whole load of physics precalculations to work out (approximately 7800 independent trajectories), so it will still be a few weeks or months before this is ready for release, unless I can come up with a decent cheat formula to break it down some more. Not to mention the issue of how to control the plate device effectively.
how many balls are in the real game?
#16
Posted 14 November 2009 - 05:03 AM
QUOTE (Joe @ Nov 13 2009, 09:26 PM) <{POST_SNAPBACK}>
how many balls are in the real game?
800 Joe. It shouldn't be difficult to keep them in order with the system I came up with.
Build a fire, vipers love the heat.
#17
Posted 10 May 2010 - 01:57 AM
and how fast a computer/card would you recommend to play this behemoth! looks way KEWL and cruel!
Edited by faralos, 10 May 2010 - 01:58 AM.
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs



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