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VPX Robocop


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#1 roccodimarco

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Posted 22 June 2017 - 07:06 PM

Is anyone else have a dead left kicker?  If so, how do I go about fixing it.  As far as I can tell it has the same settings at the right kicker.

I know it's been asked before, and I followed the guide on Data East tables, but I can not get the volume to go up on Robocop.  I hit 7, navigate to the voulem, but the #1 key doesn't register on the backglass, so I can not change the volume. Any ideas? 



#2 ta2686

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Posted 22 June 2017 - 07:17 PM

Data East tables such as this do not have the volume controlled by the ROM - these had analog controls located inside the machine to adjust the volume.

 

To adjust the volume for these tables you would have to click on the PinMAME window, press the tilde (~) key on the keyboard to open a white box, use the up and down arrow keys to scroll through the channels to find one that needs to be adjusted, use the left and right arrow keys to adjust the volume of the channel *left arrow key lowers the volume, right arrow keys raises the volume), repeat the previous two steps to adjust other channels that need adjusting, when done press the tilde key to close the white box and click anywhere on the table to return focus to the table.

 

This procedure is used for desktop tables, search the forums for the procedure for cabinets.

 

Hope this helps.


Need to set or reset replay levels on a particular table? These guides will help you:

For Non-DMD tables: Guide to reset replay levels on non-DMD tables

For DMD tables: Guide to set replay levels on DMD tables

Need to change the number of balls per game on a particular table? These guides will help you:

For Non-DMD tables: Guide to set number of balls per game on non-DMD tables

For DMD tables: Guide to set number of balls per game on DMD tables

Need to adjust the volume on DMD based tables? This guide will help you:

Guide to adjust volume on DMD tables

An alphabetical listing of VPM emulated tables with their MPU and links to their specific replay level, balls per game and volume adjustment procedures can be downloaded as an Excel spreadsheet from this link:

Excel Spreadsheet of VPM emulated tables

#3 Koolywiz

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Posted 22 June 2017 - 08:22 PM

I have the exact same thing happening with that kicker.  I've tried everything I can think of.  The code looks fine.  I'm at a complete loss too.  It's such a great table but that kicker not working is bothersome.  What's weird is others have told me that the kicker works just fine for them.


Edited by Koolywiz, 22 June 2017 - 10:02 PM.


#4 nFozzy

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Posted 22 June 2017 - 09:50 PM

The ball is hitting the rubber instead of the slingshot wall. You'll have to adjust the geometry.



#5 roccodimarco

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Posted 23 June 2017 - 08:47 PM

The ball is hitting the rubber instead of the slingshot wall. You'll have to adjust the geometry.

I'll go home tonight and give this a try.  I usually don't mess with the tables, is there anyone that has this table with the kicker working who could share there settings? 



#6 bassgeige

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Posted 30 December 2018 - 08:28 PM

I have a request that the table receives an update for the few improvements that were described. I added the light sequence from rennervision and nFozzy and just saw this topic which does explain another hint from nFozzy while searching for the sound question answer for tryst. (nFozzy: The ball is hitting the rubber instead of the slingshot wall. You'll have to adjust the geometry.)

rennervision and nFozzy: I mentioned this in another thread but should add it here. At the start of each ball, the rollover lanes do not properly flash to indicate which one completes the skillshot. This can be fixed by adding these lines to the script (in the VPM Light Subs section)...

Set Lights(52) = Light44
Set Lights(53) = Light46
Set Lights(54) = Light48
Set Lights(55) = Light50

...and now the game behaves exactly like it should. My thanks to nFozzy for pointing out the problem.

Many thanks for your investigation ICPjuggla in advance! (https://www.vpforums...e=4#entry420308)

Edited by bassgeige, 30 December 2018 - 09:14 PM.


#7 Brer Frog

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Posted 30 December 2018 - 11:54 PM

I have a request that the table receives an update for the few improvements that were described. I added the light sequence from rennervision and nFozzy and just saw this topic which does explain another hint from nFozzy while searching for the sound question answer for tryst. (nFozzy: The ball is hitting the rubber instead of the slingshot wall. You'll have to adjust the geometry.)

rennervision and nFozzy: I mentioned this in another thread but should add it here. At the start of each ball, the rollover lanes do not properly flash to indicate which one completes the skillshot. This can be fixed by adding these lines to the script (in the VPM Light Subs section)...

Set Lights(52) = Light44
Set Lights(53) = Light46
Set Lights(54) = Light48
Set Lights(55) = Light50

...and now the game behaves exactly like it should. My thanks to nFozzy for pointing out the problem.

Many thanks for your investigation ICPjuggla in advance! (https://www.vpforums...e=4#entry420308)

 

How do you adjust the geometry so the ball hits slingshot?



#8 Ben Logan

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Posted 31 December 2018 - 02:18 AM

Im not on the cab and have little experience, but I think you select that sling in the editor, make sure its set to collidable and drag it out in front of the rubber so the ball contacts it, not the rubber,

Edited by Ben Logan, 31 December 2018 - 02:19 AM.


#9 Brer Frog

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Posted 31 December 2018 - 08:59 AM

Im not on the cab and have little experience, but I think you select that sling in the editor, make sure its set to collidable and drag it out in front of the rubber so the ball contacts it, not the rubber,

 

On the left side there is a Primitive named SLING2 and a Wall named LeftSlingShot & it is already set to collidable.

If I compare the left side to right side the properties appear to be the same and their positioning relative to the rubbers looks very similar.

Not sure which one to move but went with the Wall named LeftSlingShot and moved it just a very small amount & that worked. Yeah!!

Is there a rule-of-thumb or scientific approach to positioning these items to make their sensitivity is proper?

 

Thanks


Edited by Brer Frog, 31 December 2018 - 08:59 AM.


#10 Brer Frog

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Posted 31 December 2018 - 09:27 AM

I have a request that the table receives an update for the few improvements that were described. I added the light sequence from rennervision and nFozzy and just saw this topic which does explain another hint from nFozzy while searching for the sound question answer for tryst. (nFozzy: The ball is hitting the rubber instead of the slingshot wall. You'll have to adjust the geometry.)

rennervision and nFozzy: I mentioned this in another thread but should add it here. At the start of each ball, the rollover lanes do not properly flash to indicate which one completes the skillshot. This can be fixed by adding these lines to the script (in the VPM Light Subs section)...

Set Lights(52) = Light44
Set Lights(53) = Light46
Set Lights(54) = Light48
Set Lights(55) = Light50

...and now the game behaves exactly like it should. My thanks to nFozzy for pointing out the problem.

Many thanks for your investigation ICPjuggla in advance! (https://www.vpforums...e=4#entry420308)

 

I'd like to verify that I added the lines to the script in correct section. All the other lines end in descriptions like L48, L49, L50, L51, etc. instead of using the word “Light” such as in Light44, Light46, Light48, Light50, etc.

I now have

Set Lights(48) = L48 and Set Lights(54) = Light48

and

Set Lights(50) = L50 and Set Lights(55) = Light50

 

Is that correct?
 



#11 kiwi

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Posted 31 December 2018 - 09:39 AM

 

Im not on the cab and have little experience, but I think you select that sling in the editor, make sure its set to collidable and drag it out in front of the rubber so the ball contacts it, not the rubber,

 

On the left side there is a Primitive named SLING2 and a Wall named LeftSlingShot & it is already set to collidable.

If I compare the left side to right side the properties appear to be the same and their positioning relative to the rubbers looks very similar.

Not sure which one to move but went with the Wall named LeftSlingShot and moved it just a very small amount & that worked. Yeah!!

Is there a rule-of-thumb or scientific approach to positioning these items to make their sensitivity is proper?

 

Thanks

 

The rule is that the real slingshot must not be covered by other objects and must be well connected with the objects around it, to avoid strange rebounds,

the ball must be free to hit them directly.
Perhaps the two LSling and RSling rubbers should not be collidable, here there are already other walls that do the same function.



#12 kiwi

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Posted 31 December 2018 - 10:34 AM

 

I have a request that the table receives an update for the few improvements that were described. I added the light sequence from rennervision and nFozzy and just saw this topic which does explain another hint from nFozzy while searching for the sound question answer for tryst. (nFozzy: The ball is hitting the rubber instead of the slingshot wall. You'll have to adjust the geometry.)

rennervision and nFozzy: I mentioned this in another thread but should add it here. At the start of each ball, the rollover lanes do not properly flash to indicate which one completes the skillshot. This can be fixed by adding these lines to the script (in the VPM Light Subs section)...

Set Lights(52) = Light44
Set Lights(53) = Light46
Set Lights(54) = Light48
Set Lights(55) = Light50

...and now the game behaves exactly like it should. My thanks to nFozzy for pointing out the problem.

Many thanks for your investigation ICPjuggla in advance! (https://www.vpforums...e=4#entry420308)

 

I'd like to verify that I added the lines to the script in correct section. All the other lines end in descriptions like L48, L49, L50, L51, etc. instead of using the word “Light” such as in Light44, Light46, Light48, Light50, etc.

I now have

Set Lights(48) = L48 and Set Lights(54) = Light48

and

Set Lights(50) = L50 and Set Lights(55) = Light50

 

Is that correct?
 

 

You just have to add only exactly what Bassgeige said, it's fine at the end of the lights section you found.

Set Lights(52) = Light44
Set Lights(53) = Light46
Set Lights(54) = Light48
Set Lights(55) = Light50

I found this, this line script

Lights(24)=Array(L24,L24a)

should be replaced with these two.

Set Lights(24) = L24
Set Lights(44) = L24a

Edit: Correct typing error (Lights).


Edited by kiwi, 31 December 2018 - 12:19 PM.


#13 Brer Frog

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Posted 31 December 2018 - 11:00 AM

 

 

I have a request that the table receives an update for the few improvements that were described. I added the light sequence from rennervision and nFozzy and just saw this topic which does explain another hint from nFozzy while searching for the sound question answer for tryst. (nFozzy: The ball is hitting the rubber instead of the slingshot wall. You'll have to adjust the geometry.)

rennervision and nFozzy: I mentioned this in another thread but should add it here. At the start of each ball, the rollover lanes do not properly flash to indicate which one completes the skillshot. This can be fixed by adding these lines to the script (in the VPM Light Subs section)...

Set Lights(52) = Light44
Set Lights(53) = Light46
Set Lights(54) = Light48
Set Lights(55) = Light50

...and now the game behaves exactly like it should. My thanks to nFozzy for pointing out the problem.

Many thanks for your investigation ICPjuggla in advance! (https://www.vpforums...e=4#entry420308)

 

I'd like to verify that I added the lines to the script in correct section. All the other lines end in descriptions like L48, L49, L50, L51, etc. instead of using the word “Light” such as in Light44, Light46, Light48, Light50, etc.

I now have

Set Lights(48) = L48 and Set Lights(54) = Light48

and

Set Lights(50) = L50 and Set Lights(55) = Light50

 

Is that correct?
 

 

You just have to add only exactly what Bassgeige said, it's fine at the end of the lights section you found.

Set Lights(52) = Light44
Set Lights(53) = Light46
Set Lights(54) = Light48
Set Lights(55) = Light50

I found this, this line script

Light(24)=Array(L24,L24a)

should be replaced with these two.

Set Light(24) = L24
Set Light(44) = L24a

 

Thanks -

I made the changes but got 2 error messages.

Line 381, Variable is undefined: “Light”
and
Can’t start Gamerobo_a34, Variable is undefined: “Light”

I changed “Light” to “Lights” to match the other descriptions & no more error messages.
Set Lights(24) = L24
Set Lights(44) = L24a

I presume that was OK to do?

 


Edited by Brer Frog, 31 December 2018 - 11:00 AM.


#14 kiwi

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Posted 31 December 2018 - 12:16 PM

 

 

 

I have a request that the table receives an update for the few improvements that were described. I added the light sequence from rennervision and nFozzy and just saw this topic which does explain another hint from nFozzy while searching for the sound question answer for tryst. (nFozzy: The ball is hitting the rubber instead of the slingshot wall. You'll have to adjust the geometry.)

rennervision and nFozzy: I mentioned this in another thread but should add it here. At the start of each ball, the rollover lanes do not properly flash to indicate which one completes the skillshot. This can be fixed by adding these lines to the script (in the VPM Light Subs section)...

Set Lights(52) = Light44
Set Lights(53) = Light46
Set Lights(54) = Light48
Set Lights(55) = Light50

...and now the game behaves exactly like it should. My thanks to nFozzy for pointing out the problem.

Many thanks for your investigation ICPjuggla in advance! (https://www.vpforums...e=4#entry420308)

 

I'd like to verify that I added the lines to the script in correct section. All the other lines end in descriptions like L48, L49, L50, L51, etc. instead of using the word “Light” such as in Light44, Light46, Light48, Light50, etc.

I now have

Set Lights(48) = L48 and Set Lights(54) = Light48

and

Set Lights(50) = L50 and Set Lights(55) = Light50

 

Is that correct?
 

 

You just have to add only exactly what Bassgeige said, it's fine at the end of the lights section you found.

Set Lights(52) = Light44
Set Lights(53) = Light46
Set Lights(54) = Light48
Set Lights(55) = Light50

I found this, this line script

Light(24)=Array(L24,L24a)

should be replaced with these two.

Set Light(24) = L24
Set Light(44) = L24a

 

Thanks -

I made the changes but got 2 error messages.

Line 381, Variable is undefined: “Light”
and
Can’t start Gamerobo_a34, Variable is undefined: “Light”

I changed “Light” to “Lights” to match the other descriptions & no more error messages.
Set Lights(24) = L24
Set Lights(44) = L24a

I presume that was OK to do?

 

 

Lights is right, my mistake.



#15 bassgeige

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Posted 31 December 2018 - 12:50 PM

To sums it up for me it means I can let the previously added four lines untouched

 

Set Lights(52) = Light44
Set Lights(53) = Light46
Set Lights(54) = Light48
Set Lights(55) = Light50

 

and now I also need to search for this line Light(24)=Array(L24,L24a)

and do need to replace it with

 

Set Lights(24) = L24
Set Lights(44) = L24a

 

to have all changes done?



#16 gtxjoe

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Posted 31 December 2018 - 02:05 PM

Here is link to a modified version of Robocop with the sling and light changes applied.  Thanks to all that contributed to the table

 

https://drive.google...fTAKcXxbODkCleW



#17 Mark70

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Posted 31 December 2018 - 05:15 PM

Thanks gtxjoe!

Fastflips is also working when changing "UseSolenoids=1" to "UseSolenoids=2"



#18 BobAlbright

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Posted 01 January 2019 - 12:47 PM

Thank you GTX! I understand how to increase the volume with the tilde--have done it on other tables. This table, however, does not show the dmd on the playfield like other tables. i dragged my mouse all over the upper right area where the dmd normally shows and could not pull it down. Any suggestions? Thanks!


"and in the end , the love you take is equal to the love you make"


#19 kiwi

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Posted 01 January 2019 - 03:22 PM

Thank you GTX! I understand how to increase the volume with the tilde--have done it on other tables. This table, however, does not show the dmd on the playfield like other tables. i dragged my mouse all over the upper right area where the dmd normally shows and could not pull it down. Any suggestions? Thanks!

If you are a DT user, change the script line 60

.Hidden = 0

If you are a FS user, change the script line 63

.Hidden = 0

If you want to hide the DMD after making the volume adjustment,
put the script changes back as they were originally.



#20 BobAlbright

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Posted 01 January 2019 - 04:34 PM

Thanks Kiwi

"and in the end , the love you take is equal to the love you make"