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Star Wars Trilogy V1.50


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#1 subzero1970

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Posted 07 April 2010 - 11:02 PM

Star Wars Trilogy V1.50



Version: 1.50
Category: VPinMAME 9.x Recreations

Author(s): Magnox (layout and script), Subzero1970 (gfx and layout tweakage), WTiger (Enhancements)

Description:
7 years in the making....STAR WARS TRILOGY V1.3 IS HERE....
ADDED FOR V1.5

Fixed the drop targets so they drop when hit
X-Wing shot now works better
Some more GFX upgrades too
Sounds now working for flippers and coin drop.

--------------------------------------------------
ADDED FOR V1.4

Changed the X-Wing Ramp11 so it shoots properly (set the right wall to 0)
Changed the shooter lane and script as Destruk pointed out (also changed
the apron walls a bit)
Added an animated Tie Fighter
Switch the carbondecal decal from the backbox to a wall on the main
screen (so the ball visually goes behind it)
Added a VUK that I think looks OK.
Deleted some walls near the X-Wing that (hopefully) didn't need to be
there (based on their height)
Changed the elasticity of the end of the ramps to prevent the ball from
bouncing back up the ramp
Deleted a few of the unused graphics images
Removed more of the ramp images from playfield
Removed x-wing from playfield completely

many updates to the original release, the biggest update is the dropwall x-wing animation by wtiger.
Other graphic enhancements: removed the x-wing and most ramp images from the playfield, ramps are now transparent (except one area which has to stay a wall due to the diverter Grrr) Redone the han in carbonite and tie fighter decals, sadly the tie fighter decal doesnt shake when targets are hit.

Enjoy the updates...hey it only took 7 years!!!! smile.gif

View File

Submitted by subzero1970, on Apr 7 2010, 07:02 PM

Edited by subzero1970, 19 April 2010 - 09:20 AM.

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#2 moogster66

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Posted 07 April 2010 - 11:19 PM

Thanks guys! Great stuff!
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#3 Wizards_Hat

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Posted 07 April 2010 - 11:20 PM

Thanks for this one guys smile.gif

Regards,
Dan.
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#4 njamont

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Posted 08 April 2010 - 07:22 AM

people if you look in the wip thread wtiger posted his xwing there for us to use for the fs mod

i am going to try it but have no experience so if anyone can help out/

#5 Flying Dutchman

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Posted 08 April 2010 - 08:16 AM

Congrats! Nice one! smile.gif

Cheers,
FD.

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#6 vic viper

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Posted 08 April 2010 - 11:45 AM

Thanks guys for the update, and all of your hard work and time is greatly appriciated.
SHOOT THE CORE

#7 bolt

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Posted 08 April 2010 - 01:18 PM

Thank you very Magnox, Subzero1970 and a big thanks to wtiger for the X-Wing animation.
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#8 macnods

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Posted 08 April 2010 - 01:33 PM

Very thanks for this table.


I have a problem, the plunger does not work in vp9.05 in VP8 if it works
Regards

Edited by macnods, 08 April 2010 - 01:36 PM.


#9 hgpinball

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Posted 08 April 2010 - 02:06 PM

QUOTE (macnods @ Apr 8 2010, 03:33 PM) <{POST_SNAPBACK}>
Very thanks for this table.


I have a problem, the plunger does not work in vp9.05 in VP8 if it works
Regards


same problem in VP 9.0.7... plunger doesn't work...

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#10 njamont

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Posted 08 April 2010 - 02:52 PM

i managed to stretch the table to fs mode and the x-wing still looks to me

only han the tie fighter and turbo gun need other images but that is beyond my skill

#11 marv75

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Posted 08 April 2010 - 04:19 PM

Nice job! smile.gif I have the same problem I hit enter and nothing happens.

Edited by marv75, 08 April 2010 - 04:28 PM.

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#12 subzero1970

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Posted 08 April 2010 - 05:02 PM

There seems to be a problem with the creation of balls, they arent creating angry.gif

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#13 destruk

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Posted 08 April 2010 - 05:26 PM

Works for me in 905, 906, and 907 both with HDRender on and off. Can you press 7 to enter the diagnostic test and see if there are errors in the rom? If yes, delete the nvram file "swtril43.nv".

Press 7 to enter diagnostic mode, 7 for DIAG, 8 4 times to "CLR", for the ball trough test, and press 7 again to run it.

QUOTE (destruk @ Apr 8 2010, 11:18 AM) <{POST_SNAPBACK}>
Works for me in 905, 906, and 907 both with HDRender on and off. Can you press 7 to enter the diagnostic test and see if there are errors in the rom? If yes, delete the nvram file "swtril43.nv".

Press 7 to enter diagnostic mode, 7 for DIAG, 8 4 times to "CLR", for the ball trough test, and press 7 again to run it.



From the clear trough test the problem appears to be the launcher. You used a standard ballstack for that, with switch number 0. On the real machine the ball sits on the shooter lane switch in front of the autoplunger. The shooter lane switch is 16. As you have it now the game loses track of where the balls are located. You can also remove sub switch16_hit when you delete the trigger.

Your switch16 trigger isn't in the right place as it is, and you have a pulseswitch when it is hit anyway, so what happens there is it is hit, switch is closed, then a short time later the switch is opened. The switch shouldn't be opened until the ball leaves that small area entirely. Anyway, just kill the trigger for it, change the script as below, and you're ok again. Keeping it as it is, eventually when two or more balls enter the shooter lane you'll get lost balls according to the game.

Change this
.InitSaucer Launcher,0,360,30

To this:
.InitSaucer Launcher,16,0,30

And delete the trigger above the kicker object called "Switch16".



If that doesn't resolve it on your pc, you'll have to re-layout the apron and ball release area so the kickers aren't creating balls through physical wall objects.

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#14 marv75

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Posted 08 April 2010 - 06:00 PM

Tried all that Destruk still no ball...
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#15 destruk

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Posted 08 April 2010 - 06:37 PM

QUOTE (marv75 @ Apr 8 2010, 12:00 PM) <{POST_SNAPBACK}>
Tried all that Destruk still no ball...


So what happens when you set the walls to be invisible? And run the trough test?

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#16 marv75

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Posted 08 April 2010 - 06:40 PM

I don't know how to do the walls....The earlier version worked fine plunger wise...
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#17 subzero1970

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Posted 08 April 2010 - 06:55 PM

Worked for me, im going to remove more ramp images and upload a V1.4 (maybe)

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#18 marv75

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Posted 08 April 2010 - 07:48 PM

It works but sometimes the ball still won't come out or I have to hit enter several times...Also I have had a video mode continue after the ball has drained...

Edited by marv75, 08 April 2010 - 07:56 PM.

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#19 wtiger

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Posted 09 April 2010 - 02:30 AM

I have the same plunger ball release problem as well. I was able to fix it by changing the gate (Gate2) length from 60 to 70. The ball was hanging up on it.

#20 wtiger

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Posted 09 April 2010 - 02:50 AM

QUOTE (njamont @ Apr 8 2010, 12:22 AM) <{POST_SNAPBACK}>
people if you look in the wip thread wtiger posted his xwing there for us to use for the fs mod

i am going to try it but have no experience so if anyone can help out/


I forgot to mention that for each "frame" of the X-Wing I rotated everything by 5 degrees each time in Blender.

Here are some images that I think would help for an FS version:

http://www.mediafire.....s Trilogy.zip