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Batman Forever Desktop (VPin 9.2.1) [VP 9.x Desktop]

Batman Foerever Sega Desktop

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#1 mfuegemann

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Posted 24 May 2014 - 09:48 PM

Posted Image


File Name: Batman Forever Desktop (VPin 9.2.1)

File Submitter: mfuegemann

File Submitted: 24 May 2014

File Category: VPinMAME 9.x Recreations

Author(s): mfuegemann
Manufacturer: Sega
Year: 1995
ROM: Link to ROM
Permission to MOD?: Yes, without approval


This is Batman Forever by Sega, Desktop Edition. 
 
Again resources have been thin and the only real good image was the playfield provided by Noah (thank You for that, Noah). I tried to extract the plastics from some pictures I was able to find and akiles reuploaded his archive - giving me enough material to recreate the apron.
 
The configuration section can be used to adjust the GI and Flasher brightness and set the table to B2S.
 
Again I used the backdrop image provided by Bolt - thank You for this. 32assassin provided 3 additional versions with added backglass and/or movie poster. I have included all versions, so You can change the image within the backdrop settings (file names are Backdrop_Bolt*.jpg).  
 
Thanks to BigBoss for revising version 1.0 and contributing much improvements to my code. The table now has a Kicker as an Autoplunger, giving me better control over the ball launch behaviour. 
 
Have fun,
Michael


Click here to download this file



#2 BOOTS

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Posted 24 May 2014 - 10:30 PM

really nice table but i can't get it to work.i use the 9.2.1 version of VP.everything loads ok but it won't do anything else.



#3 mfuegemann

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Posted 24 May 2014 - 11:09 PM

Hi Boots,

 

where does Your table stop? Can You insert coins, does the DMD start up, do You receive any error messages? 

 

Regards

Michael



#4 Noah Fentz

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Posted 24 May 2014 - 11:13 PM

Hi Michael,

You're most welcome. I'm glad someone ended up using it! Looks awesome!

After I merged the photos to make it, I recall getting pics of plastics, too. I'll have a look for them.

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


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#5 BOOTS

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Posted 24 May 2014 - 11:31 PM

hi mfuegemann....the table loads but does nothing no DMD,can't insert coins but no error messages. Been having the same problem with the last few new tables.



#6 mfuegemann

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Posted 24 May 2014 - 11:43 PM

Hi Boots,

 

try to switch tasks (Alt-Tab) until You find the DMD, left-klick into the DMD and then left-klick into the VPin application to give control back to VPin. Sometimes the synch between Pinmame and VPin gets a bit off.

 

 

 

Noah, plastics images would be really cool. The ones I use have the ugly parts hidden by other playfield objects, so the visual impression is not too bad.

 

Regards

Michael



#7 Shadowsclassic

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Posted 25 May 2014 - 01:57 AM

Great work Michael, it's playing fine for me!

I rotated it for my cab and it looks pretty darn good with the plastics you have. I'm picky about my tables but this one is cab quality to me. :)

 

Only problem I have it it crashes if I try to enable B2S, I'm still trying to run that one down.

 

 

FYI, here is what I had to do to fix the problem, the script does not like it when B2S= 1 is used, so I had to make the B2S the 0 option. I'm not that good with code, so I'm not sure what it doesn't like.

 

    if UseB2S = 0 then
       Set Controller=CreateObject("B2S.Server")
       Controller.B2SName = cGameName
        
    else
        Set Controller = CreateObject("VPinMAME.Controller")
        If Err Then MsgBox Err.Description:Exit Sub
    end if


Edited by Shadowsclassic, 25 May 2014 - 02:39 AM.


#8 BOOTS

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Posted 25 May 2014 - 06:36 PM

there's a error message that pop ups saying "Unable to load SciLexer.DLL" when i opens visual pinball,does it have to do with the problem i'm having?



#9 mfuegemann

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Posted 25 May 2014 - 06:55 PM

Hi Boots,

 

this is the new DLL needed for the updated Editor. Please try to redownload the latest VPin version - the DLL is contained in both versiones (full and exe-only).

 

Hi Shadowclassic,

 

thank You for the hint, I will try to find the error. In the screenshots I posted within the WIP thread You can see, that my FS version will be a bit improved over only rotating the screen. Especially the flashers have to be refocused.

 

Regards

Michael



#10 BigBoss

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Posted 25 May 2014 - 07:43 PM

mfuegemann. First, great table. I converted to physmod and fullscreen and am having a ton of fun with it.

I fixed the left outlane kickback bug. Just set this:

Sub Trigger33_Hit
vpmTimer.PulseSw 33
If ActiveBall.VelY > 0 Then
Activeball.vely = 0.5 * Activeball.vely
End If
End Sub '33 Laser Kick Left Outlane
'Sub Trigger33_Unhit:Controller.Switch(33)=0:End Sub

My theory is that vpinmame is confused because the switch triggers and untriggers very fast 2 times (once with kickback firing back over switch). Plus vpinmame is on a timer. I think somehow, the switch 33 is being shown as stuck on so changing it to a pulse fixed it. Tested and it works every time now.

There are also two oddball issues I think:
1) Cannon switches might not be right. The game doesn't seem to know when the ball leaves the cannon and still tells you to fire
2) On skillshot, you can select "start event" as one of the things. This is the only time the game should allow the ball to enter the back saucer and start event. In this version, I can cheat and select light lock, for example, and the ball still hits the saucer and thinks I made the shot and starts an event. I'm sure it's some switch not being hit in some order.

Does anyone have a manual for this game? I'd be happy to track down and fix both these bugs. Edit: found the manual on ipdb. Will take a look.

Edited by BigBoss, 25 May 2014 - 08:00 PM.


#11 BOOTS

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Posted 25 May 2014 - 07:43 PM

Hi Boots,

 

try to switch tasks (Alt-Tab) until You find the DMD, left-klick into the DMD and then left-klick into the VPin application to give control back to VPin. Sometimes the synch between Pinmame and VPin gets a bit off.                                                                                                                                         ok i'm lost here.i tried that but still nothing.                                                                                                               



#12 mfuegemann

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Posted 25 May 2014 - 08:39 PM

Hi BigBoss,

 

the pulsesw is o a good idea, I will try that out. For the other findings I will have to play the table more often. During the last days I tried to understand the GI and Flasher lighting sequence.

Thank You for the effort.

 

Regards

Michael

 

Edit: The PulseSW is looking good so far, I switched back to the normal Autoplunger. No issues until now.


Edited by mfuegemann, 25 May 2014 - 08:58 PM.


#13 BlackPredator72

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Posted 25 May 2014 - 09:32 PM

Thanks. Very nice done. Converted to FS and still looking good.


43327.png?1581090420

 


#14 BigBoss

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Posted 25 May 2014 - 10:34 PM

Hi BigBoss,
 
the pulsesw is o a good idea, I will try that out. For the other findings I will have to play the table more often. During the last days I tried to understand the GI and Flasher lighting sequence.
Thank You for the effort.
 
Regards
Michael
 
Edit: The PulseSW is looking good so far, I switched back to the normal Autoplunger. No issues until now.


Ok for the other issues here are the fixes. The mode start issue. Make sure that the plunger is not strong enough to get the ball into the back hole (TopEjectKicker). It should go around to the top lanes and drop into the pops. That fixes that. (This was likely introduced by me when I modified for physmod).

The gun. The gun is weird and I'm not sure exactly how sw44, 45, 46 all are suppose to interact. But if you do this, everything works great:
1) Remove the lines that handle switch 45 in the keyboard down and up routines.
2) Remove this: 'mBWGun.AddSw 45,5,195
3) Then when you fire the gun, make it so the solenoid pulses the switch:
Dim GunAngle
Sub SolFireBWGun(Enabled)
if enabled then
BWGun.kick GunAngle, 45
controller.switch(44) = False
vpmTimer.PulseSw 45
end if
End Sub

That solved it all. Also, I think maybe this would be more right:
mBWGun.AddSw 46,0,3
mBWGun.AddSw 46,197,200
(197 and 200 rather than 177 and 180 since it has 200 steps)

Anyways, I've been playing with the above changes and everything seems perfect. You did a great job rotating the gun and animating things like the diverter to the gun on the ramp :)

Edited by BigBoss, 25 May 2014 - 10:35 PM.


#15 32assassin

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Posted 25 May 2014 - 10:49 PM

thanks for the great update.

 

is it me or is that background just to plain

 

here is the same background with the poster and backglass image.

 

Attached File  0background1.jpg   53.01KB   6 downloadsAttached File  0background2.jpg   56.17KB   5 downloadsAttached File  0background3.jpg   65.15KB   5 downloads


Edited by 32assassin, 25 May 2014 - 10:59 PM.

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#16 Shadowsclassic

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Posted 26 May 2014 - 05:32 AM

Hi Boots,
 
this is the new DLL needed for the updated Editor. Please try to redownload the latest VPin version - the DLL is contained in both versiones (full and exe-only).
 
Hi Shadowclassic,
 
thank You for the hint, I will try to find the error. In the screenshots I posted within the WIP thread You can see, that my FS version will be a bit improved over only rotating the screen. Especially the flashers have to be refocused.
 
Regards
Michael

Yeah, I knew it would be better than I could do, I just wanted to play something till its relesed. :)

#17 mfuegemann

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Posted 26 May 2014 - 08:00 AM

Hi Bigboss, 32assassin and LoadedWeapon,

 

You guys are awesome! Thank You for Your support, together we will make this another fine table.

 

Regards

Michael







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