April 23, 2017 at 7:53 pm #11957May 13, 2017 at 3:22 am #12673
May 24, 2017 at 6:09 pm #13013
- Posts 51
- Posts 1
Trying to download the table the link doesnt work?. cant wait to try this VPX versiopn.May 24, 2017 at 6:55 pm #13014June 5, 2017 at 3:11 am #13335
- Posts 178
This is one terrific table.June 5, 2017 at 11:19 am #13345
June 26, 2017 at 10:01 pm #13756
- Posts 348
- Posts 91
I’m not sure how I missed this, but I installed this table yesterday, and it’s a real beauty! Not only does it look great, but it plays perfectly too. Definitely another super A++ release. Thanks Tom!June 26, 2017 at 10:56 pm #13757June 27, 2017 at 12:03 am #13758
- Posts 91
I understand how they work but in the script there was: “SolCallback” for kickers,flipper,ecc and “SolMODCallback” for Flashers instead.Why modulation is active for all kind of solenoids if it isn’t called in the script with “MOD” suffix?
Other my doubt is…Fish Tales is a table of 1992,were there already modulated flashers in that year?
Let me try to explain what modulated solenoids really are and how they work, then this will hopefully make more sense.
Flashers and flippers and other toys are all connected to “solenoid” outputs that have on and off states. For something like a flipper or a flasher light this sounds like it should be straightforward at first: table changes the output to on, the light comes on or the flipper flips, right?
The reality isn’t as simple: if you look through even old versions of VPinMame code, you’ll find there is some code that “smooths” these outputs. The game rapidly toggles these things on and off to modulate the amount of voltage sent to these outputs. On Stern pins you’ll even see it for flippers and slings, because you can adjust the strengths for these things in the ROM menu.
So, if Scared Stiff wants a flasher at 50% brightness, it will flip the solenoid output on and off very rapidly so that it’s only on 50% of the time. Old VPinMame would discard these variations and just report that the solenoid is on. New versions of VPinMame track and calculate a running average and send this value to the table, so the table can know the intended intensity. This average is delivered in SolModCallback.
For something like a diverter we probably don’t care about the strength value, so to keep things simple for table authors, the SolCallback function retains its legacy behavior. Under the hood, this is no different than using all “SolModCallbacks” and checking to see if the value is greater than 0. SolCallback also has an advantage in that it keeps track of the value, and only fires an event again if the level goes back to 0. SolModCallback may receive many events as the power levels fluctuate up and down.
I added the initial support for Stern SAM, and later added it for newer WPC tables as people noticed the lack of effects in Scared Stiff and Monster Bash. Support has to be added on a platform by platform basis. I expect adding this support for WhiteStar II like LOTR would be extremely simple as the IO board is verrry similar to Stern SAM, but nobody has requested this yet. For systems older than WPC, I’m honestly not sure if they utilize this sort of effect or not, and if it is, whether it’s worth the effort to bother with it. Some tables don’t do much with it, others like Scared Stiff use it very extensively.
The effect might be used on regular lights too. I think someone was saying LOTR has some targets that are supposed to flash slowly. TRON’s light tubes work this way. I can add these things on a case by case basis, but people have to bring them up to me and tell me what I’m looking for. Even tables as old as Bride of Pinbot use this technique to dim the LED segments in the backglass.June 27, 2017 at 12:21 am #13759
- Posts 174
Damn, DjRobX – thank you for that explanation – learned something new today.June 27, 2017 at 12:44 am #13760
- Posts 42
Ah, I thought Whitestar was already set up for modulated flashers. But I’m not aware of which tables make extensive use of modulated flashers.
I was aware of the segment dimming with BOP but there would be no support in B2S designer for it. But maybe the FSS guy could make good use of it.June 27, 2017 at 9:08 am #13761June 29, 2017 at 5:27 am #13787
- Posts 31
Awesome! Thank you very much for sharing.July 4, 2017 at 7:51 pm #13998
- Posts 75
ottimo!July 6, 2017 at 6:18 am #14031
- Posts 10
What kind of scores is everyone getting compared to the VP9 version? I find the Caster’s Club lock to be a much more difficult shot and I can just barely score enough for replay now, but I’m still having just as much fun with the increased challenge. Rock the Boat is a bit easier, when I can get it started.
Anyhow, great work!!
You must be logged in to reply to this topic.