... Continued - A P-ROC project for Bally's Cactus Canyon

(Topic ID: 20104)

... Continued - A P-ROC project for Bally's Cactus Canyon


By epthegeek

6 years ago



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  • 1,372 posts
  • 200 Pinsiders participating
  • Latest reply 71 days ago by epthegeek
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There are 1372 posts in this topic. You are on page 28 of 28.
#1351 9 months ago

Awesome Eric! That is so exciting man. Looking forward to it.

#1352 9 months ago
Quoted from epthegeek:

Brushing the dust off this old thread ... whew.
Now and then, a CCC user will mention that they've got issues where the bad guy drop targets don't reset properly. Most recently pinsider mal7887 brought it up in relation to the MM tribute mode.
In the past, whenever someone brought this up, I'd check the way the code worked on my machine and things seemed fine - but I didn't really investigate very far. Today, I spent a bit more time trying to figure out what's going on. It turns out that it's likely a friction problem between the drop target and the lifting mech in most cases.
When testing it, if I carefully pushed back the drop target just enough to get it to fall, even though the coil disabled, the lifting mech wouldn't drop. The pressure from the drop target holds up the un-powered lifting portion. If I'd push back the target to give it a bit of space, the mech would fall and the target would reset normally. The CC targets don't have a 'reset' coil, they're just controlled in an upward motion. The 'reset' is controlled by springs and gravity.
Mine reset fine most of the time -- but I can definitely replicate the poor resetting some people have reported, and I can't find any way to help this situation with code, since there's nothing about the reset I can really control.
I'm not really sure what the best way to mitigate this is. Weaker spring forcing the drop target forward? Stronger spring pushing the drop mech down?
----
In other news, I'll package up a code update here soon for everybody. The only big change is the new voice samples for Betty Bart. Other than that, It'll just be bug fixes -- so, not real exciting.

Hey Eric.

Interesting issue with the drops. My thoughts on this would be possible fatigue/age in all 3 mechanism springs, plus possible magnetising/wear of the coil stop/lift arm over time. Maybe change all of them for new exact spec ones and see if any better. Its certainly one of the challenges we face for code rewrites on games that are ageing and with an unknown on the restoration level/depth etc I've seen a few similar things on indy where no amount of code can really solve a physical issue.

Just a thought anyway

2 months later
#1353 6 months ago

Can anyone here help with this?

Is there a way to bypass switch #18 on CCC? As far as i can tell in the manual, no such switch exists but i'm getting a switch error for it that i can't get rid of.

#1354 6 months ago
Quoted from PACMAN:

Can anyone here help with this?
Is there a way to bypass switch #18 on CCC? As far as i can tell in the manual, no such switch exists but i'm getting a switch error for it that i can't get rid of.

18 is the shooter lane. 81 is not used.

1 week later
#1355 5 months ago

Fixed! Thanks.

#1356 5 months ago

Are there cards that have the CCC code/rules on them?

#1357 5 months ago

So in the menu I found x and y offset, but they do nothing it seems monitor wise. My DMD image moved to the top left of the monitor, can anyone point m in the direction for how to center it again please?

#1358 5 months ago

Are there documented rules anywhere so i could make some instruction cards?

#1359 5 months ago
#1360 5 months ago
Quoted from jrivelli:

So in the menu I found x and y offset, but they do nothing it seems monitor wise. My DMD image moved to the top left of the monitor, can anyone point m in the direction for how to center it again please?

Sounds like your settings defaulted and your dot size is wrong. If it's not filling the whole screen, change the dot pixel size from 8 to 10.

#1361 5 months ago
Quoted from epthegeek:

Sounds like your settings defaulted and your dot size is wrong. If it's not filling the whole screen, change the dot pixel size from 8 to 10.

Adjusted to 10 and did a ton of playing with x y and finally got it lined up. thanks!

#1362 5 months ago
Quoted from PACMAN:

Are there documented rules anywhere so i could make some instruction cards?

There's these that I made some time ago: https://soldmy.org/pin/ccc/files/Instruction_Cards.png

3 weeks later
-6
#1363 5 months ago

Cc redemption edition:
https://pinside.com/pinball/forum/topic/cactus-canyon-extended-red-dead-redemption-edition#post-4595590

Seems to be the ultimate bug free version. Banderas is a really nice guy and respectful with the original project. I don t get all the bashing for a hobby. Anyway seems to be the ccce version and the best one.

2 weeks later
-2
#1364 4 months ago
Quoted from Warzard:

Cc redemption edition:
https://pinside.com/pinball/forum/topic/cactus-canyon-extended-red-dead-redemption-edition#post-4595590
Seems to be the ultimate bug free version. Banderas is a really nice guy and respectful with the original project. I don t get all the bashing for a hobby. Anyway seems to be the ccce version and the best one.

I was being sarcastic.

#1365 4 months ago

I realize admitting this publicly will just give Andre more to soapbox on, but I just fixed a bug (that's been there forever) that prevented players other than player 1 from getting Drunk Multiball and Cowboys VS Aliens. This went unreported for years until it kind of screwed Eric Meunier in a local league final and he noticed it. Andre probably fixed it ages ago and didn't share back the information, just like he hasn't helped with the music bug he claims to have fixed.

ANYWAY ....

Anybody willing to try the hot fresh code to help test and make sure i didn't break stuff before updating everybody?

#1366 4 months ago
Quoted from epthegeek:

I realize admitting this publicly will just give Andre more to soapbox on, but I just fixed a bug (that's been there forever) that prevented players other than player 1 from getting Drunk Multiball and Cowboys VS Aliens. This went unreported for years until it kind of screwed Eric Meunier in a local league final and he noticed it. Andre probably fixed it ages ago and didn't share back the information, just like he hasn't helped with the music bug he claims to have fixed.
ANYWAY ....
Anybody willing to try the hot fresh code to help test and make sure i didn't break stuff before updating everybody?

Sure, I'll test it out

1 week later
#1367 3 months ago

I'd be happy to test too!

#1368 3 months ago

Let me know as well if you need another tester.

#1369 3 months ago

hi,

we managed to run CCC of a Pi3B raspbian (thx tlacuj01).
Although the loops register in test mode (switch) and properly work in eg. multiball mode(s), they don't advance in regular play (good shot/gunslinger/marksman & buck'n bronco/wild ride/ride 'm cowboy).
Tested with previous and latest code.

any thoughts ?
Thx !

3 weeks later
#1370 89 days ago

Just checking on the status of the updated code?

2 weeks later
#1371 71 days ago

left/right loop opto's were switched
all ok now

thx

#1372 71 days ago
Quoted from adamross:

Just checking on the status of the updated code?

I noticed some odd behavior with the bart brothers that I need to look into, but otherwise it seems pretty solid. Just have to find time to work on it some more.

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There are 1372 posts in this topic. You are on page 28 of 28.

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