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Strange DirectB2S Question with Ghosts and Goblins


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#1 wiesshund

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Posted 21 June 2021 - 08:57 PM

Ok, ROM pnkpntr7  (Pink Panther 7 digit scoring)

parent rom

7 digit update rom:

 

Table Ghosts 'N Goblins

Ghosts 'N Goblins (TBA 2018)

 

Ok so the ROM has LED arrays 1 2 3 and 4 as 7 digit long arrays for the 4 player scores

 

Arrays 5 and 6 are 2 digit arrays for coin and ball counter

 

Arrays 7 and 8 are 2 digit arrays for the match and some kind of bonus counters

 

So i made a backglass for the 7 digit scoring display

test backglass, everything works fine, everything comes on and matches the VPM display

 

Yay, right?

 

Not exactly

 

When i load the table with the backglass, the match/bonus counters do not come on in the B2S
even though they are lit up in the VPM display.

 

Go back and test it in b2s designer again
No, works fine

And yet does not work when the table runs the same b2s file.

Everything lights up except the last 2 sets of leds, but they are lit in the VPM display and they are lit when testing outside of the table

Is there something in a table script that can pass over to b2s to not show a given thing?

Something i should be looking for that tells it not to display a certain amount of digits? or tells it only X amount exist?

 

4 digits not showing, which is exactly how many digits the 7 digit scoring increases the backglass by (1 per player)

but the backglass only displays wrongly when loaded with the table

 

If i have a generic empty table simply start the ROM itself, the backglass shows everything it is supposed to

so it must be the table, but i didnt know you could effect a ROM controlled backglass from the table script?

and if so i am not even sure how you would go about doing that?

 

 

 


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#2 Mrtr32

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Posted 21 June 2021 - 10:22 PM

@wiesshund

 

Have you checked the switches options with the F6 key?

 

I have done settings of all the tables and a lot of rom don't have match feature enabled or some bonus switches are disabled by default


Edited by Mrtr32, 21 June 2021 - 11:34 PM.


#3 wiesshund

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Posted 22 June 2021 - 12:07 AM

Check the switches options with the F6 key

 

I have done settings of all the table and a lot of roms don't have match feature enabled or other bonus switches are disabled by default

 

I checked those, but it is on.

or they are on i should say

 

I tried commenting this whole section out, just to see if it made a difference
 

'Gottlieb Pink Panther
'added by Inkochnito
Sub editDips
    Dim vpmDips : Set vpmDips = New cvpmDips
    With vpmDips
        .AddForm 700,400,"Pink Panther - DIP switches"
        .AddFrame 2,10,190,"Maximum credits",49152,Array("8 credits",0,"10 credits",32768,"15 credits",&H00004000,"25 credits",49152)'dip 15&16
       .AddFrame 2,86,190,"Coin chute 1 and 2 control",&H00002000,Array("Seperate",0,"Same",&H00002000)'dip 14
       .AddFrame 2,132,190,"Playfield special",&H00200000,Array("Replay",0,"Extra Ball",&H00200000)'dip 22
       .AddFrame 2,178,190,"Maximum blue diamond total",&H80000000,Array("maximum 40",0,"maximum 50",&H80000000)'dip32
       .AddFrame 2,224,190,"High score to date awards",&H00C00000,Array("Not displayed and no award",0,"Displayed and no award",&H00800000,"Displayed and 2 replays",&H00400000,"Displayed and 3 replays",&H00C00000)'dip 23&24
       .AddChk 2,300,190,Array("Sound when scoring?",&H01000000)'dip 25
       .AddChk 2,315,190,Array("Replay button tune?",&H02000000)'dip 26
       .AddChk 2,330,190,Array("Coin switch tune?",&H04000000)'dip 27
       .AddChk 2,345,190,Array("Credits displayed?",&H08000000)'dip 28
       .AddChk 2,360,190,Array("Match feature",&H00020000)'dip 18
       .AddChk 2,375,190,Array("Attract features",&H20000000)'dip 30
       .AddFrameExtra 205,10,190,"Attract tune",&H0200,Array("No attract tune",0,"attract tune played every 5 minutes",&H0200)'S-board dip 2
       .AddFrame 205,56,190,"Balls per game",&H00010000,Array("5 balls",0,"3 balls",&H00010000)'dip 17
       .AddFrame 205,102,190,"Replay limit",&H00040000,Array("No limit",0,"One per ball",&H00040000)'dip 19
       .AddFrame 205,148,190,"Novelty",&H00080000,Array("Normal",0,"Points",&H0080000)'dip 20
       .AddFrame 205,194,190,"Game mode",&H00100000,Array("Replay",0,"Extra ball",&H00100000)'dip 21
       .AddFrame 205,240,190,"3rd coin chute credits control",&H00001000,Array("No effect",0,"Add 9",&H00001000)'dip 13
       .AddFrame 205,286,190,"Tilt penalty",&H10000000,Array("Game over",0,"Ball in play",&H10000000)'dip 29
       .AddFrame 205,332,190,"Playfield special adjust",&H40000000,Array("On 20% longer than conservative",0,"Conservative",&H40000000)'dip 31
       .AddLabel 50,400,300,20,"After hitting OK, press F3 to reset game with new settings."
    End With
    Dim extra
    extra = Controller.Dip(4) + Controller.Dip(5)*256
    extra = vpmDips.ViewDipsExtra(extra)
    Controller.Dip(4) = extra And 255
    Controller.Dip(5) = (extra And 65280)\256 And 255
End Sub
Set vpmShowDips = GetRef("editDips")

But, it did not.
removed the nvram, no difference, so i dont know if the table saves those to the users folder maybe or something?

 

Again, the LED's in question ARE displaying in the VPM display

Just not in the B2S display

And only when the B2S is launched with this table file

 

Here is with a dummy table

(I have just kludged the existing backglass for 7 digits cause my new one is on my desktop PC)

see the 2  00 displays under the 8 credits and empty ball in play counter?

 

gUrA5fF.png

 

Ok now watch

Same backglass, same rom, just changing the table file
AND i commented out all the DIPs stuff

 

Where my 00's go?

Weird, and it is probably something totally stupid that i should be seeing

 

0YV8q8f.png


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#4 Mrtr32

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Posted 22 June 2021 - 12:47 AM

Have you tried with the original Pink Panther (Gottlieb 1981).directb2s backglass file?

 

The backglass is 6 digits so you can test it with modding all the 6 digits box to 7 digits in Backglass designer.



#5 wiesshund

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Posted 22 June 2021 - 12:58 AM

Have you tried with the original Pink Panther (Gottlieb 1981).directb2s backglass file?

 

The backglass is 6 digits so you can test it with modding all the 6 digits box to 7 digits in Backglass designer.

 

Yes.
Just does the same thing

 

It isnt the backglass file, seems to be the table.
But no idea how the table is accomplishing it

 

i dont know any code for "Hey B2S Server! Turn off LED 33, 34, 35 and 36 please, K thx bai !"

 

Which it seems there must be

 

And pink panther table, it does not do it.

Very strange

 

I wish i knew how it was doing it, i could probably use that for something


Edited by wiesshund, 22 June 2021 - 01:00 AM.

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#6 wiesshund

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Posted 22 June 2021 - 01:25 AM

Ok i found it, but i wish i better understood why

ChgLED = Controller.ChangedLEDs (0, &Hffffffff)

as opposed to

ChgLED = Controller.ChangedLEDs (&Hffffffff, &Hffffffff)

If i understood exactly what the difference is between the two besides a lot of f's, i'd be happier

as well as how that interferes with b2s

but i changed it to the 2nd, which is what i use in my tables, and presto, b2s has 4 more digits showing


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#7 Mrtr32

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Posted 22 June 2021 - 01:29 AM

Good work!

#8 wiesshund

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Posted 22 June 2021 - 02:46 AM

Good work!

 

Not really, because i dont actually know what i did


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#9 Wylte

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Posted 22 June 2021 - 07:48 AM

At a guess, vbs reads the &Hfffffffff as hex for white, but takes the 0 as an off command, and passes that to the B2S? ┐( ∵ )┌

I also saw a relevant question here on VPF when I did a quick search, so you might want to see if this code causes a similar issue going forward:
https://www.vpforums...showtopic=43706
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#10 wiesshund

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Posted 22 June 2021 - 09:13 AM

At a guess, vbs reads the &Hfffffffff as hex for white, but takes the 0 as an off command, and passes that to the B2S? ┐( ∵ )┌

I also saw a relevant question here on VPF when I did a quick search, so you might want to see if this code causes a similar issue going forward:
https://www.vpforums...showtopic=43706

 i use the same code on other tables as in that thread with out issues

you need the display timer fast enough to keep up though

 

but i dont know what the hfffffff actually refers to

nor do i get how the 0 would wind up disabling only the last 4 digits

 

But the thing is, that code is not actually for the backglass at all

that code reads what LED segments have turned on or off, and turns on or off the appropriate array of lights in the table

like desktop scoreboard, or tables that have some kind of LED readout on the apron or playfield

Dim LED7(36)
LED7(0)=Array()
LED7(1)=Array()
LED7(2)=Array()
LED7(3)=Array()
LED7(4)=Array()
LED7(5)=Array()
LED7(6)=Array()
LED7(7)=Array()
LED7(8)=Array()
LED7(9)=Array()
LED7(10)=Array()
LED7(11)=Array()
LED7(12)=Array()
LED7(13)=Array()
LED7(14)=Array()
LED7(15)=Array()
LED7(16)=Array()
LED7(17)=Array()
LED7(18)=Array()
LED7(19)=Array()
LED7(20)=Array()
LED7(21)=Array()
LED7(22)=Array()
LED7(23)=Array()
LED7(24)=Array()    
LED7(25)=Array()
LED7(26)=Array()
LED7(27)=Array()
 
LED7(28)=Array(d261,d262,d263,d264,d265,d266,d267,LXM,d268)
LED7(29)=Array(d271,d272,d273,d274,d275,d276,d277,LXM,d278)
LED7(30)=Array(d241,d242,d243,d244,d245,d246,d247,LXM,d248)
LED7(31)=Array(d251,d252,d253,d254,d255,d256,d257,LXM,d258)  

LED7(32)=Array()      
LED7(33)=Array()      
LED7(34)=Array()      
LED7(35)=Array()              
 
Sub DisplayTimer_Timer
Dim ChgLED, ii, num, chg, stat, obj
ChgLED = Controller.ChangedLEDs (&Hffffffff, &Hffffffff)
If Not IsEmpty (ChgLED) Then
For ii = 0 To UBound (chgLED)
num = chgLED (ii, 0) : chg = chgLED (ii, 1) : stat = chgLED (ii, 2)
For Each obj In LED7 (num)
If chg And 1 Then obj.State = stat And 1
chg = chg \ 2 : stat = stat \ 2
Next
Next
End If
End Sub	

See, there is the whole function in full

It pinmame says LED 0 has changed, then it updates the lights in the array to be on or off based one what the corresponding LEG segment is

(the empty arrays are just a way to skip lights you are not using, something has to hold those places)

 

It does not tell b2s anything, at least as far as i can tell, but obviously it must screw with in in some fashion


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