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Godzilla (SEGA) (1998) (Rosve) [VP 9.x Cabinet FS]

godzilla rosve sega

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21 replies to this topic

#1 rosve

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Posted 07 March 2013 - 07:57 PM

Posted Image

File Name: Godzilla (SEGA) (1998) (Rosve)
File Submitter: rosve
File Submitted: 07 Mar 2013
File Category: VP 9.x Cabinet Tables (FULL SCREEN)
Author(s): rosve
Manufacturer: Sega
Year: 1998
ROM: Link to ROM
Permission to MOD?: Unspecified

--------------------------------------------------------------

Click here to download this file

#2 maceman

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Posted 07 March 2013 - 08:55 PM

I definitely need to fired up the cab tonight!! Thanx Roger!!

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#3 Fulltilt

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Posted 08 March 2013 - 01:02 PM

Nice work, thank you :D


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#4 kiwi

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Posted 08 March 2013 - 04:32 PM

Very good job.
Check the height of the targets T41 and T42 (you can see the top above the plastic), the nearby targets are high 45.

 

Thanks

 

Max

 

Edit : The Ramp91 is a bit off the table, the ball falls into the hole or down the ramp again (maybe this does not happen with Win7, I have XP).


Edited by kiwi, 08 March 2013 - 05:15 PM.


#5 fox24

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Posted 08 March 2013 - 10:19 PM

How can I rotate the DMD? I do not see the rol line in the script.

Found it in the registry. Never changed it there before.


Edited by fox24, 08 March 2013 - 11:48 PM.

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#6 ICPjuggla

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Posted 08 March 2013 - 11:53 PM

Very good job.
Check the height of the targets T41 and T42 (you can see the top above the plastic), the nearby targets are high 45.
 
Thanks
 
Max
 
Edit : The Ramp91 is a bit off the table, the ball falls into the hole or down the ramp again (maybe this does not happen with Win7, I have XP).


I'm experiencing the same thing as Kiwi with Ramp91 also, running XP

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#7 rob046

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Posted 09 March 2013 - 12:04 AM

This table uses much of Lander's VP8 code & objects, & I think some of it could be updated, such as the captive ball code.  I did that on the desktop conversion I'm trying to do & not only does it work better but it works great with the B2B collision routines.  I'm also trying to optimize the table so its less stuttery & the ball doesn't fall through anywhere.


Edited by rob046, 09 March 2013 - 12:05 AM.


#8 htamas

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Posted 09 March 2013 - 12:15 AM

Great work, I hope Rob will find a way to make it "less stuttery" though. I usually don't have stuttering problems with any table (except for CFTBL as the only other one) but on this the ball stutters a little, even when the PinMAME window isn't moved to the backglass.



#9 ICPjuggla

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Posted 09 March 2013 - 12:26 AM

Funny this table doesn't stutter at all for me but others do! Weird!!

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#10 Liteuser

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Posted 09 March 2013 - 12:26 AM

Thanks for the VP9 version of Godzilla! :)



#11 rob046

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Posted 09 March 2013 - 12:36 AM

Great work, I hope Rob will find a way to make it "less stuttery" though. I usually don't have stuttering problems with any table (except for CFTBL as the only other one) but on this the ball stutters a little, even when the PinMAME window isn't moved to the backglass.

 

I've already improved it a ton using some tricks of the trade.  Just needed a little optimization.



Funny this table doesn't stutter at all for me but others do! Weird!!

 

That is weird.  In fact, I'd look into your settings because if other tables are stuttering but this one isn't, then there might actually be something wrong with your setup.



#12 ICPjuggla

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Posted 09 March 2013 - 01:04 AM

[quote name="ICPjuggla" post="215814" timestamp="1362788763"]Funny this table doesn't stutter at all for me but others do! Weird!![/quote]
 
That is weird.  In fact, I'd look into your settings because if other tables are stuttering but this one isn't, then there might actually be something wrong with your setup.[/quote]

Agreed rob but I can't seem to figure out what the problem is. I have a pretty powerful PC and it seems fading lights and GI cause an issue on a few tables but nothing enough for me to narrow it down.. It's frustrating and I tweak what I can here and there to get em all to run as best I can. It's just annoying b/c my PC is beefy!

Edited by ICPjuggla, 09 March 2013 - 01:04 AM.

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#13 rob046

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Posted 09 March 2013 - 02:46 AM

Btw, I should note that I have a beefy PC too, & I actually play at a higher resolution than FS users do, & I also have the alpha slider maxed out.  If I wanted to, I could probably just knock the alpha slider back a couple notches & be smooth again, but I love what the alpha slider does & like to always have it maxed out.  So rather than take the easy fix of decreasing the slider, I actually like the find the root of the problem.  & as it turns out, most tables aren't optimized.  Usually it doesn't matter as there are enough FPS to spare.  But when it does matter I can usually find a way to improve it.

For example, CFTBL has tons of transparent ramps on it, perhaps more than any other table.  I optimized it as best I could though.  I would use CFTBL as a benchmark.  For the most part, if you have a table running even slower than CFTBL, then chances are it can probably be optimized further.

 

What tables give you problems?  Maybe I can tell you if its normal or not.

I have a 4.3ghz i7 2600-k, 16gb of DDR3, & a GTX 680.  Win 7 64bit.  Yet, like I said with everything maxed out & then some, every now & then I'll still have a little stutter on a certain table.  On some tables, if they aren't optimized very well, they could even struggle on a 6ghz CPU, I'm convinced.  That is just how VP is.


Edited by rob046, 09 March 2013 - 02:46 AM.


#14 ICPjuggla

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Posted 09 March 2013 - 03:04 AM

I'll PM you later so we don't hi jack the release thread. :-)

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#15 Slydog43

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Posted 09 March 2013 - 03:11 AM

wow, great job with this table Rosve.  I actually wasn't sure if the ledwiz flashers were going off or just the table you made (i'm a little drunk) but that is a great thing to happen. Great job on this table.



#16 rosve

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Posted 09 March 2013 - 09:29 AM

This table uses much of Lander's VP8 code & objects, & I think some of it could be updated, such as the captive ball code.  I did that on the desktop conversion I'm trying to do & not only does it work better but it works great with the B2B collision routines.  I'm also trying to optimize the table so its less stuttery & the ball doesn't fall through anywhere.

Yeah, the script is 1100 lines and I borrowed maybe 25 lines from the old table so I wouldn't say it uses "much of Landers VP8 code and objects".

 

I and many other people have been playing this table hundreds of times without any issues on the ramp. Tried just now again and it works perfectlly every time.

Haven't played it on the new "daily betas" though and I will not adapt the table to vp915 until it is officially released. 



#17 kiwi

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Posted 09 March 2013 - 10:27 AM

More people can play with this table,more people you can make happy.
The problem of the ramp is easy to fix for me, but not for most of the people on the forum.
The second control point (from left to right) of the ramp is a bit off the table.
The problem is in the official version 914 and also in the Daily Betas.

 

Max



#18 T-800

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Posted 09 March 2013 - 04:18 PM

Holy smokes - Rosve - you're a machine!  Thanks for all the awesome releases, appreciate all the time you put into this hobby.



#19 rob046

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Posted 09 March 2013 - 07:38 PM

This table uses much of Lander's VP8 code & objects, & I think some of it could be updated, such as the captive ball code.  I did that on the desktop conversion I'm trying to do & not only does it work better but it works great with the B2B collision routines.  I'm also trying to optimize the table so its less stuttery & the ball doesn't fall through anywhere.

Yeah, the script is 1100 lines and I borrowed maybe 25 lines from the old table so I wouldn't say it uses "much of Landers VP8 code and objects".

 

I and many other people have been playing this table hundreds of times without any issues on the ramp. Tried just now again and it works perfectlly every time.

Haven't played it on the new "daily betas" though and I will not adapt the table to vp915 until it is officially released. 

 

Didn't mean to infer anything there.  I just saw that the core stuff like magnets, troughs, kickers & the captive balls were his old code.  Which is fine, I knew Lander (RIP) & I assure you it is all good.  The captive ball code is much better with updated captive code & B2B, as I mentioned.  I wish I could just post the code but some editor work was involved too, I can send you the table though.  I'm also only using VP914.  With alpha ramps, I got into the practice of making alpha ramps non-collidable.  Pretty sure JP has been doing this for a long time too.  Then you make another set of ramps that are just a solid but invisible ramps, set to collidable.  The reason for this is because some people do have balls drop through on collidable alpha ramps.  I've also had it happen.  I think people who have the alpha slider all the way left might experience it even more often, because that removes many "control points" from the alpha ramps, which creates more spots for balls to drop through.  But again, if they are set to non collidable, this is never an issue for anybody.



#20 The Loafer

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Posted 09 March 2013 - 11:07 PM

I was thinking about the ball falling through issue and maybe the issue is reverse of how you see it Rob.  I recall with old VP issues such as ball falling through flippers, that sometimes the computer couldn't keep up.  Even though you have a great big rig of a PC Rob, as you state you run with the Alpha slider all the way to the right.  Perhaps this is what is causing the issue?  not saying you should move it to the left, as you said, perhaps some changes can be done to optimize it but just a thought that although the slider to the right is usually not an issue, perhaps its the biggest culprit here.







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