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Magic (Stern 1979) [Visual Pinball X]

Magic (Stern 1979) Magic

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#1 32assassin

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Posted 01 October 2016 - 06:39 PM

Posted Image


File Name: Magic (Stern 1979)

File Submitter: 32assassin

File Submitted: 01 Oct 2016

File Category: VPX/VPinMAME Recreations

Author(s): Mfuegemann,32assassin
Manufacturer: Stern
Year: 1979
Permission to MOD?: Unspecified


this is a strip and rebuild from Mfuegemanns VP9 version
 
components from the VP 9 version where pasted on a VPX 10.1 template and rebuilt using features found on VPX


Click here to download this file


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#2 markrock76

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Posted 01 October 2016 - 07:55 PM

Awesome.  Thanks a lot!



#3 bolt

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Posted 01 October 2016 - 08:18 PM

Looks fantastic, thank you 32assassin.


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#4 bha19

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Posted 01 October 2016 - 11:53 PM

Great table so thanks for this.

Maybe I am using the wrong VPX (tried several) but:

 

1)It appears that the left and right top lanes do not score points but the middle one does

2)Drop targets do not reset

3)top bumper advances bonus

 

AM I correct.



#5 Rajo Joey

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Posted 02 October 2016 - 09:17 AM

Great table so thanks for this.

Maybe I am using the wrong VPX (tried several) but:

 

1)It appears that the left and right top lanes do not score points but the middle one does

2)Drop targets do not reset

3)top bumper advances bonus

 

AM I correct.

Yes, that's right. I'm using the last VPX-version.

And maybe i'm not good enough, but I don't hit the targets G and M or the lights are always off. :bye2:


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#6 32assassin

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Posted 02 October 2016 - 04:19 PM

new version coming,

1. top lanes share the same id with the stand up targets,  I did not noticed this so when I renamed the stand up target sw23 and later renamed the lane trigger to sw23 something had to give.

top lane names should be sw23a

 

2. drop targets work fine for me.

 

3. not sure what the problem is,


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#7 ttrenkner

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Posted 02 October 2016 - 05:29 PM

32 assassin,

 

 

I really appreciate the wonderful work you did on all three of the tables you just released. For what it's worth, I offer a little more input for the next version of Magic: in addition to the narrow right outlane issue, I'm sometimes getting the following error message when the game ends:

 

Line 1:

Wrong number of arguments or invalid property assignment: 'SoundFX'

 

I'm using VPX 2 beta revision 2794.

 

Tom Trenkner 



#8 32assassin

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Posted 02 October 2016 - 05:40 PM

I did not test this on the beta version, and I don't plan to, Sound FX is part of the DOF if the controller for 10.2 was updated that means that the DOF code was probably broken with the 10.2 update.


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#9 ttrenkner

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Posted 02 October 2016 - 07:23 PM

I switched to the official VPX 10.1 and am still getting the end of game error occasionally, perhaps every tenth game or so. I just don't know enough to guess what might be causing it. Anyway, it doesn't interrupt game play.



#10 bha19

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Posted 02 October 2016 - 10:39 PM

Should I be using VP 10.1 official for this table?



#11 Rajo Joey

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Posted 03 October 2016 - 01:24 PM

Thanks for the update.

Just install VP 10.1 only to test this table. The drop targets stay down and doesn't come up before the next ball.

So no change here. Maybe someone can confirm this?


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#12 arngrim

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Posted 03 October 2016 - 01:58 PM

controller.vbs 10.2 is vp backwards if you don't use dofflippers, doftargets or dofdroptargets constants

#13 bolt

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Posted 03 October 2016 - 08:43 PM

Thank you for all the updates.


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#14 32assassin

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Posted 03 October 2016 - 08:44 PM

Thanks for the update.

Just install VP 10.1 only to test this table. The drop targets stay down and doesn't come up before the next ball.

So no change here. Maybe someone can confirm this?

 

this is the entire code for the drop targets, if anyone can find a mistake or bad routine please let me know

 

solenoid call to reset drop targets

SolCallback(12)	= "dtL.SolDropUp" 'Drop Targets

secondary solenoid call to reset drop targets and set sw28 and 32 =0

SolCallback(14)	= "SolRaiseDropTargets"					'Sol14 Drop Target

sol  14 function

Sub SolRaiseDropTargets(enabled)
	If enabled Then
		dtL.DropSol_On
		Controller.Switch(28)=0
		Controller.Switch(32)=0
	end if
end sub

initiating drop targets at table start

	set dtL = new cvpmDropTarget
		dtL.InitDrop Array(sw29,sw30,sw31), Array(29,30,31)
		dtL.InitSnd SoundFX("DTDrop",DOFContactors),SoundFX("DTReset",DOFContactors)

call for targets when hit

'Drop Targets
Sub Sw29_Dropped:dtL.Hit 1  : vpmTimer.pulseSw 28: End Sub 
Sub Sw30_Dropped:dtL.Hit 2 :End Sub  
Sub Sw31_Dropped:dtL.Hit 3  : vpmTimer.pulseSw 32: End Sub

1 minute video of me testing the drop targets

 

https://www.dropbox....ic VPX.mp4?dl=0


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https://www.dropbox....xTzKtGHTHa?dl=0

#15 BorgDog

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Posted 03 October 2016 - 08:55 PM

Thanks for the update.

Just install VP 10.1 only to test this table. The drop targets stay down and doesn't come up before the next ball.

So no change here. Maybe someone can confirm this?

 

Just tried this on both 10.1 and 10.2 beta and drop targets reset for me on both of them before the next.   My VP installs are in separate directories as well so there is no shared files between the versions.



#16 bha19

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Posted 03 October 2016 - 11:31 PM

Still having drop targets not reset after knocking down so I can't get multipliers. Also with new version the plunger is weak just being able to shoot it in play (I can fix this myself)


Edited by bha19, 03 October 2016 - 11:31 PM.


#17 32assassin

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Posted 03 October 2016 - 11:58 PM

I think you guys need to be more specific,

as in the tables don't reset when all 3 drop targets are down and the ball is still in play.

 

changed this 

'Drop Targets
Sub Sw29_Dropped:dtL.Hit 1  : vpmTimer.pulseSw 28: End Sub 
Sub Sw30_Dropped:dtL.Hit 2 :End Sub  
Sub Sw31_Dropped:dtL.Hit 3  : vpmTimer.pulseSw 32: End Sub

to this

'Drop Targets
Sub Sw29_Dropped:dtL.Hit 1  : Controller.Switch(28)=1: End Sub  
Sub Sw30_Dropped:dtL.Hit 2 :End Sub  
Sub Sw31_Dropped:dtL.Hit 3  : Controller.Switch(32)=1: End Sub 

My Files
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#18 Gromit21

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Posted 04 October 2016 - 01:50 AM

I'm running your latest update and the drop targets work fine... however, the end of game error still pops up. Thanks for all the work you put in!



#19 bha19

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Posted 04 October 2016 - 09:28 AM

Drop targets score 2X, 3X, Etc.. and eventually score special so they do reset when knocked down.


Edited by bha19, 04 October 2016 - 09:30 AM.


#20 Rajo Joey

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Posted 04 October 2016 - 02:33 PM

 

I think you guys need to be more specific,

as in the tables don't reset when all 3 drop targets are down and the ball is still in play.

 

changed this 

'Drop Targets
Sub Sw29_Dropped:dtL.Hit 1  : vpmTimer.pulseSw 28: End Sub 
Sub Sw30_Dropped:dtL.Hit 2 :End Sub  
Sub Sw31_Dropped:dtL.Hit 3  : vpmTimer.pulseSw 32: End Sub

to this

'Drop Targets
Sub Sw29_Dropped:dtL.Hit 1  : Controller.Switch(28)=1: End Sub  
Sub Sw30_Dropped:dtL.Hit 2 :End Sub  
Sub Sw31_Dropped:dtL.Hit 3  : Controller.Switch(32)=1: End Sub 

That solves the problem. The drop targets get up and I get new highscores. :otvclap:

 

OK, sometimes the end "Sound-FX"-error after a game crash the table. But I can live with that. Maybe in the future someone post a solution.


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