(Topic ID: 280899)

Cuphead Home Brew Pinball

By scottacus

3 years ago


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    17
    #1 3 years ago

    Ever since I saw Borgdog's Nobs table I've had an interest in making my own home brew table. I've authored or helped out on over a dozen Visual Pinball EM tables and a few months ago I got the opportunity to help out on a Cuphead table that I really liked. The table has a great theme, fun game play, a good rule set, interesting graphics and a lively sound track. After we got the table released I asked the designer of the table if I could use his resources to make a home brew version of this table and that started up this project.

    My first hurdle was learning how to work with Mission Pinball Framework (mpf). The really nice thing about mpf is that it automatically takes care of all of the low level processes like player and ball management, extra balls, multiball and interfacing with OPP boards. The drawback to working with a framework is that it expects exactly what it wants and if you don't give it exactly what it wants, you have problems.

    The mpf site has great documentation and the google groups page has a lot of very nice folks to help noobs like myself make progress. After about a month of trial and error (much error) I ended up with a working mpf set of configs. MPF has a "monitor" section that lets you set up an image of the playfield with all of the switches, coils and lights on it and then click on these to see how the game plays which is critical to troubleshooting the configs. The monitor can also display variable values and other data to help sort out how your configs are running.

    Since I had played the table many times in its visual pinball format so I knew that it should be a fun table but I wanted to try out the mpf vpx bridge before I bought a donor table and invested a lot of time and money into a project that either wouldn't work out or wouldn't be fun to play. The mpf vpx bridge is a software interface that lets you run your table in mpf while letting vpx take care of keyboard interface, physics and letting mpf know which switches have been hit. With this interface you can (sort of) white board the table before you start investing in a physical game.

    Here is a video of game play in the mpf vpx interface. I could only get one audio track to record so you'll only hear the mpf sounds. You won't hear any vpx sounds like solenoids firing, ball roll or anything else that vpx would play. Also because my video card was driving three monitors and trying to record, there is a bit of lag to the game play (which accounts for some of my poor play). Lastly vpx has a ball control feature which is super helpful in testing hard to hit shots. Unfortunately the SOUL lights are shifted by the flippers and the flippers on my vpin cab also control the left and right ball motion so there's a little funkiness there. Additionally if you jam a vpx ball (with ball control) into a drop target or stand up, you can generate multiple hits which you will see late in the video. This would never occur in normal vpx play but I figured you would't want to watch an hour long video...

    #2 3 years ago

    Now that I knew the software is working I needed to start working on the hardware side of things. I took a look around at the various options for driving the table and wanted to go with the least expensive stable option which lead me to the Open Pinball Project. I was a little confused at first because it looked like there was a change in the small driver boards because the original boards are now obsolete.

    Through more searching I came across a new prototype board that was looking for beta testers called the Cobrapin Board designed by @cobra18t. The details of the board can be found at this site in the mpf docs.

    https://docs.missionpinball.org/en/dev/hardware/opp/cobrapin/index.html

    The really slick thing about this board is that instead of multiple boards for power, switching, lighting and solenoid control, this is a all in one solution. I ordered one of these configured for use in a 24vDC table. Cobra18t has been great to work with and has been very helpful in answering my questions about this project.

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    #13 3 years ago

    This table was designed by Onevox and A_Bord did quite a bit of blender and other graphical updates. Great to see them following along!

    #16 3 years ago

    Next step was to find a suitable donor machine. My original thought was to pick up a cheap non-working EM so I contacted the guy that I've bought all of my rehab projects from to see if he had any.

    https://vpinball.com/forums/topic/just-bought-my-first-table/
    https://vpinball.com/forums/topic/darling-restoration/
    https://vpinball.com/forums/topic/pirate-gold-restoration/
    https://vpinball.com/forums/topic/grand-tour-bally-1964-restoration/

    He said that he had an Allied Leisure Suit Thunderbolt from 1976 that powers up and plays for $150, so I hopped in the van and drove to Northern Illinois to pick it up. The cab is in good shape and well built, once I got it home the game powered up and played flawlessly as advertised. It has a really nice chime unit in it that I'll sell off as well as the MPU, score and credit displays. The downside of ALI is that they use white nylon plastic where others use steel. There's a cheap feel to the components which I'm sure was a big part of their business model. The good news is that most of the components are still functional after 52k plays and 44 years so they exceeded their intended life span.

    The table has pretty much everything except for the lockdown bar. This is unfortunate because ALI uses a bar with pins on it like Bally did in the 1960's so that is going to be hard to find. I should be able to use the pop bumpers, flippers, slings, three stand up targets, posts, arch and apron so that's a good start on parts.

    ALI's artwork is pretty bad and the game play looks to be so so. This is a good thing because it doesn't make me feel too guilty taking a fully functional table and gutting it out.

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    #18 3 years ago

    My current plan is to take the VP playfield graphic to a print shop and have it printed at full size. I'll glue that down to the plywood and hand cut a whiteboard from that so that I can test out the machine before making the final version. If the white board is good, it will become the final version.

    Another option is that I know a guy you has a CNC machine that can accept a full 8' x 4' sheet of plywood. I could make a gcode file with my Vectric software and have him cut it for me but that would probably add a fair bit of cost.

    #21 3 years ago

    mbwalker that sounds like a good plan because you could do various shapes with it. I was initially thinking Forstner bit but that will be hard to control and manhandling a playfield with a drill press is probably more work than it's worth. BorgDog how did you do your inserts on Nobs?

    #24 3 years ago

    This looks like it could be pretty useful for boring the counter sunk insert pockets so long at the chuck and shafts don't have much run out to them.

    https://www.amazon.com/Milescraft-1318-DrillMate-Drill-Guide/dp/B014A1Z92I/ref=sr_1_2

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    #31 3 years ago

    Nice weather, November and Wisconsin don't usually go together so I took advantage of today's temps in the low 70's and cleaned up and painted the legs. Since I have a nice set of black leg bolts left over from a previous project, Cuphead will get black hammer painted legs.

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    #34 3 years ago

    Yes the bike stand is like a lot of tools, once you have one you'll find other uses for it.

    Can anyone recommend these two options for insert and GI lighting respectively. I need to work with 5v DC.

    https://smile.amazon.com/dp/B01DC0J0WS/

    https://smile.amazon.com/dp/B01AU6UG70/

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    #35 3 years ago

    As I mentioned in my earlier posts, one of the goals of this build is to keep the costs down. That means reusing parts from the machine whenever possible so today's post looks at converting the cheap looking ALI 3" flippers into 2" flippers. I say cheap looking because although they are all plastic, they are still stable and functional after 52k plays so maybe ALI was on to something?

    ALI uses lots of nylon plastic in their design, the flippers are no exception. I spent some time looking at them to figure out if there would be a way to modify them. These flippers have a star shaped end that fits into the linkages to drive the flipper. On the plus side, this only gives a few possible orientations, should make a very strong joint and avoids the issue with the set screw making an indent in the shaft that prevents setting the flipper orientation just right. The downside is that I'll have to rotate the mech below the playfield to get the correct orientation. Since this is a home brew and there looks to be lots of room, I don't see this as a big issue.

    I had some 2" bats left over from another pin and some 3" metal bases so I marked up the metal bases and cut them to fit the 2" bats. I removed the top pins on the metal bases, drilled a receiver hole and tapped the hole for the screws that hold the bats on. I then marked the base shaft length and cut to a length that would fit into the ALI flipper shaft.

    The ALI flipper bat and shaft are an all-in-one unit so I sawed off the bat and center drilled a hole that could receive a metal base. Because of the amount of stress that these will see, I figured there would be no stronger joint than a thread so I cut a 1/4 20 thread into the shaft and drilled and tapped the hole in the plastic shaft to receive this thread.

    When these are mounted on the white board i'll make fine adjustments to the bats with thin washers and then epoxy the base and shaft into their final position. This might work great, it may fail spectacularly, that's what the white board is for...

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    #38 3 years ago

    We'll see how the flippers work out, thanks for the cnc info. I do a fair bit of cnc work but my machine is not large enough to do a playfield, even in multiple passes. I should be able to hand make the pf without too much difficulty, this is my side business http://www.semillerguitars.com/

    #39 3 years ago

    More clean up, painting and fixing. Pulled the coin door while the good weather lasts and gave it a coat of black hammer paint just like the legs. At the advice of BorgDog I ordered a vibratory tumbler for polishing small parts. This big stuff works out fine with my bench top grinder and a wire wheel. Here's a photo of the feet being polished because no one wants rust marks on their carpeting.

    The pop bumpers are made of, wait for it... plastic of course. Here's a shot of one of them assembled. Unfortunately one of them must have had something drop on it because there is a perfect knockout of the center with the crack lines shaped like a blow to the top. Fortunately it pops back together very tightly so the question was "how to stabilize it." Before I popped it back together I was thinking 3D printed splint but once I saw how nice it went together I thought "epoxy pour."

    I have some two part West System epoxy left over from the last kayak that I built so I taped the cracks on the top surface and mixed a small cup (a little heavy on the hardener) and did a pour. I now have a very solid hockey puck. I'm thinking of doing the same to the other two bumpers because it's pretty easy to do now while everything is apart.

    The plastic part that squeezes the ball away from the bumper needs to be measured to see if it's the same size as the metal ones because if it is, I think I'll switch those out.

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    #40 3 years ago

    The Brains of the Operation was the next step. When my son rebuilt his gaming desktop this fall I made sure to keep his motherboard, processor and graphics card for future use. Several years ago these were the original computer components for my virtual pin cab before that got upgraded to its current configuration.

    The biggest problem with this step was that the Windows 10 OS was on a hdd and I wanted to transfer it to a solid state drive for Cuphead. I had a small ssd lying around but it didn't have an OS so I spent the better part of a day trying to transfer or clone the hdd. In the process I screwed up the boot partition on the hdd and I ended up formatting the ssd and did a fresh install of Windows 10 using an key from a computer that is no longer in use.

    Here are photos of the computer mounted on a piece of plywood running mpf Cuphead on a TV.

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    #43 3 years ago

    Power, that's the next thing on my list.

    There are a lot of ways of powering a cab and when I first looked at this aspect of the project I really didn't know which way to go. I started off by measuring the amperage draw of the various coils in the cab while TB was still functional. The results that I got were jaw dropping. The primary coils on the flippers drew a massive 8.5A while the hold coils drew 1.5A. The drop target reset coils drew 4A while each of the other coils (pop bumpers & kickers) drew 3A each.

    If there was a 2 ball multiball a maximum of up to 23A or more (both flipper hit at the same time while 2 other coils go off) could be drawn at 35v for a whopping 805W. Coils can draw even more than their stable current draw when they start up so power consumption could be massive. I knew that the fuse ratings for the solenoids was a fraction of this current draw so I reached out to BorgDog and cobra18t for advice.

    Borgdog told me that his TNA uses a 48v 600W power supply (12.5A) and it runs perfectly. This reassured me that since professional pinball designers think that 600W is enough power then my calculations don't apply in the "real world." Cobra18t told me that mpf uses clever software devices to try to space out the firing of coils and it also limits the length of time that a coil fires to reduce power needs. His Cobrapin board also has some beefy caps on the power side of things that can discharge to help out when current draws are large.

    Armed with all of this info I knew that I could either buy switching power supplies or reuse what I already have. Since the machine has a great transformer in it that is already driving the coils at an unregulated 35v DC I decided that its 880W (110v with 8A main fuse) would be more than enough for the cab's power needs. In following with a main theme of this project, this was also the cheapest option.

    First off I checked out the big electrolytic caps in the machine and two of them had ESR's of over 6 Ohms so they had seen better days but the one that had a 2W bleed resistor across its terminals has a sprightly ESR of .14 Ohms so it still reads that it is in great shape. I reused that cap on the 35v power supply and bought a $12 20A 300W buck converter for the 5v output. I didn't put a smoothing cap on this circuit because the buck converter can take care of smoothing the output.

    I pulled all of the other power supply feeds from the "power board" since I didn't need 180v, 17.5v, 6.5v or any other outputs. I then moved components around on the board to make better use of the space and soldered a lead onto the 6.5v AC tap on the transformer. This tap goes to a fused bridge rectifier and the full wave rectified output goes to the buck converter.

    Here's a photo of the power supply with a meter showing the 5v DC output. I should also mention that I replaced the old fuse holders since it is just a matter of time before they start breaking off wings. Also there is a single point grounding terminal just above the big cap.

    20201110_183638 (resized).jpg20201110_183638 (resized).jpg

    #45 3 years ago

    Thanks @jabdoa, can you link this post to my mpf build link?

    #47 3 years ago

    Thanks, I'm getting closer to actually being able to beta test for you.

    The cab is not the most exciting part of any project but it's got to get done. ALI uses lots of different materials at least in this cab. There's good old fashioned plywood as well as particle board and the new modern space age material (at least in 1976) MDF. I've rehabbed cabs from Bally, Williams and Chicago Coin and one thing that's different about this cab is that the paint has an orange peel texture to it. Using this plus the dark grey splatter pattern really did a great job at hiding the imperfections in the plywood of the cab. I didn't notice many of the defects until I got a few coats of white on the cab and head.

    One thing that I did a little different this time is that I used my flat bed hoist to hold the cab. This is working out great because it lets me move the cab around the workshop which is really nice when you have a shop that is as small as mine. Much better than the saw horses that I've used in the past. I did some bondo repairs to chipped sections as well as remove the cab's partial serial number.

    I also got around to disassembling the other two intact pop bumpers and did epoxy end pours on them. Today I picked up a set of three metal "ring and posts" on Ebay to replace the plastic ones. From my crude measurements from my Williams Tropic Fun, the metal posts may end up being a little too long so I may have to shorten them and cut additional threads.

    I'm planning on making custom "Goblett" flippers so I wet sanded off the red hot press "FLIPPER" graphics from each of the 2" bats. I'll use my Cricut to cut a vinyl stencil for these.

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    #50 3 years ago

    The flippers will be a stencil so I can match the paint colors with Createx. Currently I'm working with A_Bord on the cab art. My plan is to try to mimic the art style of pins from the 60's to 70's so three color (red, white, blue), splatter background and stencils with small stand offs to get a little overspray around the edges. These are what I'm going with for the cab and head, the front will get two stacks of chips on either side of the coin door.

    Cuphead-Cab-2 (resized).pngCuphead-Cab-2 (resized).pngchips (resized).pngchips (resized).png
    #51 3 years ago

    As I'm getting closer to actually building the cab I'm working on tying up a lot of loose ends. One of these it the attract mode light show. MPF has a really cool tool that was made by Pinlandia called "MPF SHowmaker." This tool gives you the ability to make complex light shows with just a few set up tasks.

    If you populate all of your non-gi lights in MPF Monitor, MPF Showmaker can know the x/y coordinates of each of these lights. The tool then lets you choose a shape and place it's start position, start color and size and then set up an ending position, ending color and size and transition between the two in various ways.

    I think the best way to show is this by demonstration so here is a quick screen cast of the tool in action.

    Here's a video of the cuphead playfield in MPF monitor showing a couple of different shows running to demonstrate how this will look on the actual playfield.

    #52 3 years ago

    Today was splatter day in the workshop. I mixed up some grey Createx paint using 30 drops of white to 5 black and one blue and used a toothbrush to splatter the paint onto the cab. One nice thing about Createx is that it cures with heat so you can work really fast with it. Here's a section of the main cab showing the pattern.

    I totally screwed up on my apron and shooter guide painting. I usually use high build auto primer to coat over the old paint on the apron and then shoot white onto that. This time I picked up so Rustoleum all in one Paint and Primer, figuring that would build pretty quickly. It did to a good job of covering up the original ALI paint but unfortunately the original art telegraphed through the white paint when you held it one an angle to the light because of slight height differences in the ALI lettering. I ended up taking the apron and shooter guide outside and used a wire wheel on my bench grinder to take them back down to bare metal. The original ALI graphics paint was very hard to remove. I think you could use it as tank armor.

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    11
    #53 3 years ago

    Painting the artwork is next up. I've done this a few different ways in the past and the way I like best will only work for the "CUPHEAD" logo because the lines separating the red and blue on the characters are too fine for this. To do this technique I project the artwork onto a wall with a piece of poster board on it and trace the letters. These are then cut out with an x-acto knife and used as a mask for airbrushing on the colors.

    The nice thing about this technique is that you can get some overspray around the edges that looks just like the old EM's since this was (sort of) the way they were painted. Unfortunately the Createx paint that I use will curl the posterboard (water soluable) so the fine lines between colors on the characters will most likely lead to disaster.

    For the characters I fed the graphics into Circut Design Space and cut them from vinyl. The blue sections were removed and the stencils were then put onto the cab and painted by brush. The red sections were then uncovered and painted and all the paint was set with heat (Createx will air dry but will not set until hit with heat).

    The final result turned out great! Now for the other side, head and front...

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    #54 3 years ago

    The painting saga continues... Stencils were made for the sides of the head and front of the cab with vinyl on the Circut because the lines are way too fine for cardboard. I had some minor problems with the vinyl pulling up my white paint where the paint went over the original yellow and orange of the cab but otherwise the job went smoothly.

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    #56 3 years ago

    Thanks!

    I don't know why but I'm always excited when a machine can stand on its own four feet. Here are photos of the cab, head, coin door and rear cooling vent all back together again. You can now see how the artwork from the cab blends with the head. I've got a Williams lockdown bar sitting on top for reference.

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    #57 3 years ago

    Speaking of lockdown bars, I've got the lockdown bar blues...

    The cab was missing its lockdown bar but does have the receiver. I contacted a couple of pinball parts guys that I've bought from in the past and neither has one, has seen one or knows someone who might have one. ALI used a lockdown bar with posts and slots, sort of like Bally did in the early 60's but the spacing of the posts is different (I tried a 64 Grand Tour lockdown bar just to be sure).

    I was afraid that this could be a problem so I pulled an "easy to find" Williams receiver and bar from another pin but unfortunately there are issues with interference of the receiver with the plunger. In addition to this ALI aprons are 9" deep while Williams are 8 1/2" deep. The difference has to do with the depth of the lockdown bars (ALI's hangs over the front edge while Williams is all inside the cab). Here's a photo showing that I can't get the old PF to fit into the cab because of the 1/2" difference in sizes. I have to be mindful of plunger reach because I've got to get the playfield and shooter guide into the right position to meet the plunger correctly.

    I've put a wanted ad on Mr. Pinball but who knows what good that will do. I think my best bet is to make my own "receiver" and use a Williams lockdown bar. I took a look around and an old buddy of mine (Hauntfreaks) in the VP world came up with this idea for holding down what looks to me to be a Williams bar. I should be able to drill into the metal housing that is spot welded onto the casing of the bar and attach clasps that the hasps can clamp to pull the bar down. This is very similar to how arcade machine control panels are held in place so it should work out fine once I get the geometry figured out.

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    #59 3 years ago

    I haven't played Cuphead either but I love the "rubberhose" animation style of the late 20's - 30's and was drawn in by the VP table because of that.

    Today was a good day for a "road trip"! I had spent the better part of an hour trying to improve my beat up spare Williams lockdown bar and was realizing that it was probably a loosing cause. I then received an PM from animesuperj saying that he had a lockdown bar that I could use so I drove about 40 miles to pick it up. I've met a fair number of folks through pinball and the vast majority are great people. Thanks animesuperj, after this Covid thing is done you're welcome to come by and play Cuphead first hand, that is assuming I get it built and it's worth playing...

    #60 3 years ago

    Well this is no white washed series of posts, you get the success along with the failures...

    Painting the apron, shooter guide and the flippers should be a walk in the park, I've done it several times before without a problem. All you have to do is lay out the graphics in Photoshop, cut vinyl with the Circut, mix Createx colors, paint and then pull the masking off and bask in the glory of beautiful pinball excellence. Yeah, its worked out that way several times in the past but NOT TODAY.

    I did all of the fiddley stuff mentioned above and got all of the masking in place, mixed the paints, painted the graphics and then pulled off the masking. That's where things started to go South. You may recall that I mentioned that I didn't do my usual high build primer under the color coat because I picked up a paint and primer all in one product? Well some of that beautiful white paint lifted up with the vinyl so I was left with some bare metal spots. This wasn't the usual crappy paint under primer that fails but paint and primer in one failing on clean bare metal. This is bad.

    I then proceeded to mask off the colors, filled the pits with Createx white and then shot the whole thing with more Rustoleum white. Why did I use the crappy paint? I'll answer that with another question, "what's the hardest color to mix?" At least for me it's white because there are so many varieties (just check out byou local paint department if you don't believe me) and if you are off by just a little bit in terms of hue and saturation, it looks horrible.

    The end result was pretty good and I'll seal the whole job in with clear coat once it sits and cures for a week or two. Cue the Darth Vader Soundtrack "Rustoleum Paint and Primer, you have failed me for the last time!"
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    #63 3 years ago

    It's kind of fun to see your virtual artwork in real life!

    #64 3 years ago

    Time to take a break from artwork and get back to building stuff. As I mentioned earlier the game did not come with a lockdown bar but I was able to get a GamePlan (not ALI) bar from nimesuperj so I needed to come up with a solution for a receiver. This is a harder problem to solve than it might seem at first because there is a lot of geometry to take into account.

    First off, will the receiver be narrow enough to let the 42" playfield drop into position? ALI receivers hang out over the front of the cab towards the player and the retaining pins that lock into the receiver actually slide into holes bored in the top of the cab front. This meant that a standard Williams or Game Plan receiver will not fit. In addition to this the playfield has to sit at just the right location so that the plunger can reach a ball resting against the shooter guide. Also the bars that run on the back side of the lockdown bar need to be able to clear the top of the apron.

    Yeah, lots to consider! I ended up using some adjustable locking hasps from Amazon to achieve all of these factors. The nice thing about the GamePlan lockdown bar is that the locking tabs are further towards the edges than the Williams bar so I was able to use those as anchor points for the hasp grabs. I needed to grind down the stabilizing bar that sits closest to the playfield to get it to clear the top of the apron.
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    #65 3 years ago

    Next up I needed to get the computer, hard drive, power supply and table power feed mounts figured out. The game board from Thunderbolt was not wide enough to fit the CPU and CPU PS so I ended up adding 1/2 inch plywood extenders under these to mount them to the board. I 3D printed a bracket to stabilize the GPU as well as a bracket for mounting the HD.

    To feed power to the beast I bought a 15 foot three conductor extension cord and wired it to a junction box with double outlets in it. I ran a wire from the incoming hot to the game's on/off switch and shortened the original TB power cord. In addition I removed the TB power feed access to the on/off switch and thus set the power to be always on. This way when the table's power switch is flipped, it energizes the four outlets which turns on the pin.

    I've set up the BIOS of the CPU to boot when it sees power so switching on the table automatically starts the CPU. The extra outlets will be for the backbox TV and possibly a power supply for the amp needed to drive the speakers. My current plan is to feed the amp 12v DC from the CPU PS but if this dirty power causes audio problems I'll have the option of adding a dedicated PS for the amp.

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    #66 3 years ago

    Finding a TV for the machine was a bit of a problem. The goal was to make the TV as wide as possible but because of the width of the machine most 40" TVs are too wide by about 1/4" with their bezels on. One common fix for this in the world of VP is to uncase the TV to remove the bezel but this is fraught with problems since the thin film display will fracture or loose pixels if you look at it funny. I personally have destroyed one TV in the making of my Multiball Vpin and I had no intention of repeating that stunt here.

    I drove over to Lake Geneva's Best Buy to take a look at a 39" TV from Vizio but when I got there there were none on display to see how the TV looked. The TV was also HD which I've learned now means 720p while "Full HD" means 1080p. I was not about to buy a TV without seeing if the colors were washed out or if the pixelation would drive me crazy so I went about measuring 40" sets to see if one might have the magical width needed to fit into the cab.

    It turned out that a Full HD 40 set by Hisense would squeak in by about 1/16" so I brought it home and by the grace of God it fit.
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    #67 3 years ago

    Next up it was time to take the training wheels off and see if I could get MPF to talk to the CobraPin board. When MPF is run in virtual hardware mode it doesn't need to see the exact switch and coil numbers that a particular hardware system like OPP requires. This let me get by to this point in time with rather generic numbers for switches and coils like "1".

    I took my photoshop image of the playfield and laid out imaginary wire runs to see how best to run the wires for the game's switches. Because CobraPin does not have enough direct switch inputs for Cuphead I had it set up to use a switch matrix in addition to 22 direct inputs. I used the direct inputs for high priority switches like flippers, pop bumpers and slings as well as remote switches on the cab that I didn't want to send multiple lines from a matrix to like start and the various tilt/slam switches. The matrix is currently set up as 4x6 just because I figured it would have fewer wires than a 3x8 matrix. If this is not the case I hope someone with experience wiring switch matrixes will let me know.

    I applied USB data and power to the CobraPin and had all kinds of mpf errors that I had to sort through. These were all "switch and coil number don't exist" errors that I was able to make go away with changes to my switch and coil numbering system. Once I had eliminated the errors it was time to apply 5v DC from the power supply. The little red LED for the supplemental 5v LED lighting went on so this was a good sign. I then hooked up a 50 bulb string of addressable LEDs and let mpf drive them to display the attract light show that I made earlier. SUCCESS!

    #69 3 years ago

    Backbox, it will hang down into the back of the cab and display scores, videos and other artwork during game play.

    #70 3 years ago

    Today was the day to make big cuts into the head and cab to make the TV fit. I started out by removing some of the MDF trim on the base of the head's front panel and then drilled holes through the bottom of the head and top of the cab back to see how things lined up. The back plate on the cab is the limiting factor as to how far forward the TV can sit in the head. The further forward the better because it will give me room to mount speakers and baffles inside the head.

    I drew the TV cut out profile on the bottom of the head and cut it out with a saber saw. I then put the head onto the machine and traced that outline onto the top of the cab. There were reinforcing blocks behind the back plate in the cab so those had to be cut and pried off the give access to the entire span of the cab so the TV could fit in.

    Lastly the original backglass did not sit perpendicular to the floor and neither will the TV. I put the TV on top of supports in the bottom of the cab to line everything up and see how much fill needed to be placed in front of the TV at the bottom front of the head. I picked up some .080 acrylic that will sit in front of the TV and will be painted on its back side to fill the side spaces around the TV. I needed to add an allowance for this .080 at the top of the TV and also cut a groove in the back of the fill pieces at the bottom front of the TV. Lastly I cut a spline to fill the old groove for the backglass.

    After all the pieces were fitted I cut a piece of wood to span the back of the head and drilled holes to accept M6 screws and mounted the TV to this plate. Once I had the TV in position and square to the top and sides I used the old mounting brackets for the head's light/credit/score display plate and fixed the TV mount to the head.

    Lots of fiddly work but it's very important to the overall look of the machine.

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    #74 3 years ago

    I'm not sure about how hard it will be in comparison since I've never played the video game. I do like the animation and theme though.

    Vader77 I really wish that I had done this on my Vpin. When I built it I thought that the BG and DMD had to go on their own screens so I built mine that way (shows how much I knew...). Were you the first one to set up a Vpin this way because I thought I was copying Borgdog's idea but I see yours is from way back in 2013!

    #78 3 years ago

    BorgDog the space to the sides of the TV will have speakers or speaker baffles mounted on it. I'm going to paint the plexiglass on the back side to make the paint look reflective and deep. The side spaces will have plywood cut for them that will be hidden behind the painted plexiglas. If I can get speakers that are narrow enough I'll mount them to the plywood. If not I'll 3d print speaker grills and baffles that I can use to direct the sound from speakers mounted on plywood behind the TV to the output holes beside the TV. I'll also put a car subwoofer in the cab and drive all of the speakers with a Lepai amp powered from the CPU PS unless it is too dirty in which case I'll add a dedicated 12v PS.

    Here's a photo with the plexiglass mounted and all of the fill trim painted, splattered and sealed.

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    #80 3 years ago

    Thanks @onevox! How many ohms are they and are they full range speakers minus the bass (ie not just tweeters)? The 10" sub woofer speaker that I have is 4 ohms.

    #83 3 years ago

    Awesome, I asked my brother who is a sound expert and he said the impedance of the speakers doesn't matter since the amp has separate control for the sub and speakers so that can be used to match them. I'll definitely take them, I'll PM you my address and see if I can send you something to cover postage.

    #86 3 years ago

    Thanks Boatshoe my brother said the same thing but from my point of view it is progressing at a normal pace for a project. Once I get to making the playfield it will slow down in terms of things to post about.

    I put the car sub into the cab and the enclosure is massive so I'll pull out the speaker and ditch the case, I guess the pin cab will be the enclosure! On my Vpin I built a 1.5 cubic foot enclosure for the 12" sub per the subs spec sheet and I wish I didn't. It takes up a lot of valuable real estate and I doubt that it effects the sound very much since it is a sub and already is in an enclosure (the cab).

    I held the sub speaker up in a bunch of different spots and the best one looks like the very back of the cab facing the wall behind the machine. It looks to be a good spot so long as the grill doesn't impede standing the cab on end. One other thing about my Vpin that I wish I hadn't done was put a grill over the sub's cone that projects out from the cab. It prevents little kids from sticking pointy objects into the cone but it also makes the bottom of the cab not flat so I can't just put my Harbor Freight lift under and pick the pin up. I have to span the sides with 2x4's so the grill isn't crushed when the cab is lifted. Live and learn...

    #89 3 years ago

    Subwoofer mounting and custom grill. I moved the 10" sub speaker around the cab and found that the back wall of the cab was the best place to put it. I made a CNC pattern for a 1/2 thick ring to act as a standoff between the speaker and the cab and used it's internal circle to scribe a line that I used to cut out the opening with a saber saw. My saw blade was a little dull and the old ply was pretty tough because the process put almost as much smoke in the air as was at the late 70's Foghat concert that I went to at the Milwaukee Arena.

    I needed a grill for the speaker that was thinner than the standoff feet on the back of the cab so I pulled out some scrap acrylic and made a CNC pattern for that and CNC'ed out the grill. I wanted to experiment and see what hammer paint would look like under acrylic so I sprayed it with the same paint used for the legs and coin door. It turns out that hammer paint works by clumping so that there are thin areas that are nearly transparent and other high build areas. I thought it looked best with the paint side out so that's how I mounted it.

    To add a little jazz to it I made a Cuphead graphic out of vinyl and put it in the center. No one will see it but I'll know it's there...

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    #92 3 years ago

    Hey BorgDog what sized router bit did you use to make the tapered route for the shooter lane? If I remember right you made a sled and ran the router on the incline of the sled to make this cut. Very nice idea!

    #96 3 years ago

    Did you release the PUP? I'd love to see it.

    I've not posted for a couple of days because I've been slogging my way through how to make the backglass in mpf. I don't know why but I have such a hard time figuring out how mpf works but I do. The documentation is all there but I find that I'll miss critical points and then stumble upon the answer that had me banging my head against the wall right there in the docs. At any rate I now know how to divide the "window" up into "displays" that I can send slides to so that the backglass can consist of a "topper", "main viewing area" and "scoring section." All of this is working on my rotated screen which only uses a portion of the area available (which complicated things at first).

    I guess if I had a time machine I'd go back a couple of days and tell myself:
    1) MPF always tries to center things
    2) MPF's 0,0 coordinate is in the Lower Left corner not the upper left
    Those two pieces of information would have saved me hours of wasted time.

    Thankfully I have a graphical genius (@a_bord) helping me out with the artwork so I'm pretty sure that the end result will look great. It's getting there that is the hard part.

    #98 3 years ago

    The past week or so has been spent working on getting the animated backglass designed and coded. Thankfully I've gotten help from A_Bord with his graphical genius and Anthony from mpf with his crazy good computer science skills.

    A_Bord came up with some really nice artwork which included a set of animated scoring reels that he made in blender and then generated a series of PNG animations that I can use in mpf for the graphics. The problem is that there is no way in mpf to implement this. MPF does have the ability to drive physical coils of score reels but nothing is there for something more virtual like these. Anthony came to rescue and has developed mpf code to make this idea a reality. It is not fully implemented but the movie output that he sent out shows that it will look stunning once in place.

    https://www.dropbox.com/s/n5hth12a8rn6lwd/virtual_score_reel.mov?dl=0

    I was able to learn how to make a "window" in mpf which is really the area of the TV that graphics can be displayed. Onto this window I was able to make "displays" for the topper, main section and scoring section. This took me a crazy long time because my mpf skills are pretty pedestrian and because my TV is spun 90 degrees so locating the "window" was a bit of a challenge. In the end I got it working, learned how to make animations in mpf and also used ffmpeg to make 10 Boss Videos that will play on the main screen while a ball is in play.

    Here's a video of the current set up minus the score reels. I've got A_Bord's initial score section graphic in place. If you look closely you can see my spinning star animation behind Cuphead and Mugman on the topper. Subtle but cool!

    #99 3 years ago

    Slow progress, here is the Attract Screen minus borders between the sections.

    The top section plays a widget that moves "PRESS START" across a static background. The middle section plays a 3 second animation I made in Photoshop of Cuphead and Mugman thanks to artwork from A_Bord followed by 20 second silent clips from each of the 10 bosses featured in the pin. The bottom section has a place holder score screen that will be replaced by virtual reels. I'm planning on changing this to a 2 player game because I think it fits the theme better. Player 1 can be Cuphead and Player 2 Mugman.

    #100 3 years ago

    Today I installed the speakers and Lepy amp. I took a 12v DC lead off of the computer power supply to feed the Lepy but unfortunately I got a lot of computer hash noise in the amp. I then hooked up a bechtop power supply to the Lepy and it drove clean and strong. I pushed the Lepy past what I would consider a realistic amount of output and the benchtop PS showed that it was putting out less than an amp. This confirmed that I was feeding the Lepy dirty power from the PC so I then found a 12v wall wart and used that to power the amp. My brother is designing a power filter and I'll probably build that to clean up the cpu PS.

    Thanks again Onevox for the sound bar speakers they work extremely well and fit the space perfectly.

    More work on the gameplay graphics. I now have animations that will pop up on the screen for the CUP, MUG drop targets, SOUL top lanes and both dash saucers.

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    1 week later
    #101 3 years ago

    Eight days since my last post and the backglass is finally getting close to being done. Working with bleeding edge mpf has been slow and frustrating and I am very much looking forward to getting back to making saw dust and solder smoke. I have literally spent days getting to this point.

    Currently the backglass has 20 second cut scenes of each of the 10 bosses with a 3 second animation between them. The display is divided into a static topper, middle video section and lower scoring section. I've gone through multiple versions before deciding on the current one. In game play the full length videos of the 10 bosses are played at random with the theme song for each boss matched up to the video.

    There are many animations and scenes that play during the game including, CUP/MUG drop targets and the 10 soul contracts that are collected for clearing the banks, SOUL top lanes, Dash saucers, Knockout, Perdition entry x 3 and more.

    The latest addition was that as of yesterday the dev version of mpf now supports "digital_score_reels" which are zip files with a png animation sequence of a score reel with transitions between digits. At present the system will advance a "nines rollover" as soon as the points are scored so that looks a little funny (score 50 points and it goes 00180, 00290, 00200, 00210, 00220 not 00180, 00190, 00200, 00210, 00220) but all in all getting this to work has taken a ton of time and looks pretty awesome.

    1 week later
    #105 3 years ago

    I've got all of the code written that I think I need at this point in time so now I'm just waiting on the last few parts to arrive before starting making the playfield. One aspect of game play that is very important to the design of the game is the "Dash" shot. There are two "Dash" saucers that are expected to kick the ball up towards the top of the table.

    This is one of the problems with bringing a VP game to reality is that in VP you can make playfield devices do things that are not what they are designed to do. A saucer kicker (or hole kicker) is just meant to capture a ball and kick it back into play. There is no expectation that the ball will travel far from the hole.

    I picked up three matched Williams kickers from E-bay with the hopes that all will kick the ball with the same strength. Today I built a test bed to see just how far a hole kicker will kick the ball. I set the angle of incline to 4 degrees and powered the coil with the same 35v DC that will be used in the actual game. With a 1/2 piece of plywood and no bevel cut into the hole edge the ball would only go as far as the first line in the video, with a bevel cut into the hole edge the ball will make it to the second line. Both of these distances are only about 4 inches and are way short of what the game design calls for.

    I then got to looking at the kicker mechanism and I figured that if the throw of the slug for the kicker arm were increased, maybe the ball will kick further out of the hole. I added a couple of 1/4 washers under the bracket that holds the coil and tried again. The results can be seen in this YouTube video.

    Does anyone know why the designers of these kickers put the spring loaded coupling between the part that actually kicks the ball and the part that is connected to the coil slug? It seems to me that this would dampen the kicking strength of the unit but I'm sure that there is a very good reason why they used a much more complex mechanism. I just have no idea what that reason is?

    At any rate it is reassuring to know that the Dash kickers can be modified to get more distance from a saucer kicker!
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    #107 3 years ago

    Still waiting for the playfield inserts to arrive so time to design parts for holding the LED lights to the playfield. I used F360 to make a clip to hold the ws2811 lights through holes in the playfield so that the light bulb section sits proud to the surface of the playfield.

    I bought a bunch of ws2812b light chips with the hopes of custom wiring them up so that the wiring harness exactly fits the playfield. The chips have two sets of three solder pads for +5v, gnd and data lines and these look tight to each other and it will be hard to hold the wires in place while they are being soldered. I designed these two holder parts in F360 to hopefully help out with soldering and installation. The chip holder section has two sets of three channels in it to index, space and hold the wires for soldering. This chip holder's sides have a bevel to them that mates up with a matching set of bevels in the mounting bracket so that the two slide together and lock. The mounting bracket has two holes for screws to attach it to the bottom of the playfield where they will project through translucent white inserts. The white inserts will let me change the colors of the inserts during light shows.

    We'll see how well all of this works out in reality when the playfield is made...

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    #108 3 years ago

    Started making saw dust today, here's the white board playfield with the side rails, apron and top arch mounted to it.

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    #110 3 years ago

    Thanks! I think it looks pretty sweet too but I'm handling it way more than I would like to at this stage. It still doesn't have any clear coat on it since I was planning on hitting it with Spraymax when I clear coat the playfield.

    At any rate it is great to see this start to come together. Even though it's only a blank piece of 1/2" plywood it still looks like progress after over a month of just working on MPF.

    #111 3 years ago

    I made a Photoshop poster of the playfield at 1 to 1 scale and put it on the blank plywood to work out the details of how everything was going to go together. There are a ton of details that needed to be worked out like how will the playfield mechanisms fit under the playfield and not block each other, switches or lights. My mechs are ALI and have different geometry from what Onevox used for his VPX layout so that had to be taken into consideration as well.20210101_100400 (resized).jpg20210101_100400 (resized).jpg

    After all of that had been worked out, I printed out circles with center holes on transparency film and used that to mark the centers of the 3/4", 1" and 1 3/16" inserts with an awl. Once everything had been marked I pulled back the paper overlay and drilled 3/32" holes for each mark. The areas that could be reached with the drill press had that used otherwise these were hand drilled. 20210101_100446 (resized).jpg20210101_100446 (resized).jpg20210101_101817 (resized).jpg20210101_101817 (resized).jpg

    For those who haven't used Forstner bits before, they cut an flat bottomed hole but first cut around the edge and then clean up the middle. They follow a center point until the perimeter starts to cut and then the perimeter guides the bit. Because of this you never want to cut all the way through the wood from one side because it will badly splinter out the bottom side unless it is supported very well. For this reason it's common practice to drill part way through from one side and then flip the board and finish the hole from the bottom. You have to leave a center hole for the second side so you have to not bore so far though from the first side that you mess up the center hole.

    I bored out the bottom insert profiles with a Forstner bit that was 1/8" smaller than the insert itself. This is because inserts need a shelf under the to restric how deep they sit in the hole. I bored about 2/3 of the way through the playfield and did the bottom side first because that way the center plug will be drilled down onto the bottom hole when the top insert section was bored. This would leave a cleaner finished product than boring it out the other way.20210101_100523 (resized).jpg20210101_100523 (resized).jpg

    The inserts that could be drilled with the drill press had the stop on the drill press set to stop the top hole at exactly the right depth. The holes that could not be reached by the drill press were hand drilled and I needed a way to know when to stop. I designed a part in F360 that could be 3D printed that fit around the Forstner bit, had a depth stop that was adjustable with a set screw and also had clean out sections on the sides to let the wood removed by the bit clear the bit. This worked very well and I was able to get all of the 3/4" and 1" inserts bored and temporarily set. I'm waiting for a 1 3/16" Forstner to arrive to bore the last two inserts.20210101_132758 (resized).jpg20210101_132758 (resized).jpg

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    #114 3 years ago

    Sure PM me your email address and I'll send you the stl file. It fits my 1" Forstner bit but I used it on my 3/4 bit as well and although it was slightly off center the bit was run at such a slow speed that it wasn't an issue.

    #115 3 years ago

    Today I finished up most of the playfield cut out work including cutting the shooter lane groove. This one is a complete rip off of a technique from @borgdog. As he had told me in a PM it is very hard to find a 1 1/16" round nose router bit so I went with a 1" bit to cut the groove.

    The trick is to make a sled for your router base with a slot in the middle that is wide enough for the 1" bit and set up fences on either side to guide the router down the middle. On the far end you put a slat of wood that is the same thickness as the deepest cut of the groove and then set the router to just touch the table at that end where you want the end of the groove to be. All you then have to do is run the router the full length and presto, you're done. Works like magic!

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    #116 3 years ago

    I had picked up a four ball trough from Terry at Pinball Life a few weeks ago and today I figured out how to mount it. I looked at a few modern Stern machine playfields and saw that they cut a large rectangle for the trough which is what I did as well. I didn't think to buy a scoop for the trough since I wasn't exactly sure how all of the geometry would work out so today I spent time designing scoops in F360 and printed them from ABS. It took a couple of tries to get the geometry right and the scoop is printed is draft resolution with 50% infill for a quicker (2 1/2 hour) print. The actual part will be 100% infill with a finer layer height.

    Since I used the original ALI metal trough back guide I could only mount the scoop to one side on the play field. The plan is to drill holes in the metal guide, tap holes in the player side of the scoop and mount it on that side via screws through the metal plate.

    Here are s couple of photos of the trough, scoop and playfield and a quick video of the scoop in action (minus the inner shooterlane wall).

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    #119 3 years ago

    Sure PM me with your email address.

    #120 3 years ago

    Well as I said in a much earlier post, I'm going to show the successes and failures of this build.

    I started off populating the underside of the playfield by starting with the lighting. I figured that you populate a PCB starting with the lowest components like resistors so why not start with the lowest component on the playfield, lighting. Everything was going along great until I saw that some light brackets were going to interfere with roll over switches so I figured that those switches and other components like kickers, dts, pops, ect should go on first.

    I started with the three bank drop targets since they looked like they would cause the biggest problems because of their size, I was right. I bought two really nice old gottlieb 4 bank dts and figured that I could pull one target and use those as 3 dt banks. I spent half a day working on getting those to fit using different orientations, configurations, I even cut one down to be a three dt unit (they are kind of modular) and it still wouldn't fit with the Dash kickers. The reason for this is that the coil that resets the dt's sits out to the side of the unit and increases the footprint of the unit. I needed to find another solution or I would have to change the geometry of the playfield layout. Something that I REALLY don't want to do since I know this layout should be good.

    I took a look online and saw that Pinball Life sells a "modern" 3 bank dt where the coil sits within the footprint of the dt bank. I called to get the dimensions of the bank and it looked like it would fit so I drove down to Huntley to pick up two of them. They cost more than my donor machine...

    I hooked up the DT to my 35v PS to see how it would reset and it didn't. It could reset 2 dts but not the full bank of three. It was then that I realized that these coils were designed to work at 50v not 35v, so now I was faced with either making a 50v ps for the table, increasing the coil strength or decreasing the return spring strength of the dt mech. More to come on this

    On a positive note I have found a way to increase the kicking distance of saucer or hole kickers. If you raise up the coil of the kicker, the kicker's arm can move further along its arc and kick the ball a longer distance, here's a video of that in action. This means that the VPX Dash kicker shot can be reproduced in real life!

    #121 3 years ago

    This post is intended for mature audiences only, please so not read this and drive as this can cause drowsiness.

    I really don't want to add a 50v PS to the cab and finding springs with lower tension for drop the targets will probably be very difficult/impossible so I figured that my best bet would be to try to increase coil strength. I have no use for these coils so if I destroy one, oh well.

    Coil magnetic field is determined by three factors, Current, Number of Windings and Length of the coil. Increasing the current or number of windings increases coil strength while increasing the length of the spool will decrease coil strength. One trick that I've used in the past is to cut a coil and pull some windings off as a means of increasing coil strength. You might think, "that's crazy, you're decreasing the number of windings so you're going to decrease the coil strength!" Well that's correct but if you think about the geometry of a coil, the last windings take the longest distance around the core of the coil because they sit on top of all of the other windings. If you pull those off you will have the most favorable decrease in resistance per loss of windings.

    A coil's resistance value is determined by the gauge of the wire and the length of the wire. The coil that came with the DT unit is a Williams 26-1200 which has 26 gauge wire and 1200 windings on the spool. The bigger the gauge number, the narrower the wire so 26 ga wire has a diameter of .016 while 20 ga is .032. As you decrease wire cross sectional area, you increase resistance so 26 ga wire has 40 m ohms of resistance per foot while 20 ga has only 10 m ohms per foot. By pulling off windings you decrease the resistance of the coil which increases the current (I = V/R) so if you increase the current faster than you decrease the number of windings, you will increase coil strength. That's why this only works for the first windings because they have the longest path around the core.

    I started by pulling off 75 windings and the bank reset the dt's better but would not set all three so I pulled off another 75, better still but not all three. I kept on pulling off groups of 75 to see what would happen knowing that this would probably not work and the targets continued to reset more and more briskly until I got down to about 750 wraps at which time the sparks were getting pretty large and there was no added benefit. Oh well, it was worth a try because I had no idea how much coil strength would be needed and maybe I could get one of these coils to work.

    Next I calculated the amount of coil strength in milli Teslas (mT) that 50v would provide with an intact 26-1200. Using ohms law I calculated the current at 4.6A and with a coil length of 35mm and 1200 windings that should be around 198 mT. At 35v I was generating 138 mT with the original coil. By pulling off windings I was able to hit a peak of 145 mT at 825 windings and around a whopping 7A of current. This goes to show that when these manufactures design a coil they are shooting for the best combination of lowest current with the best number of mT's.

    Next I took a look online to see if there is a stock coil that will deliver over 200 mT at 35v. Pinball life sells a Stern coil that is 24 gauge with 940 turns. According to an online coil resistance chart this coil has a resistance of 5.72 ohms which at 35v is 6.1A and by my calcs should deliver 205mT. I ordered a couple of these from Pinball Life and we'll see how they work out. I also ordered a 1 pound spool of 24 ga magnet wire from Remington Industries (BTW a great online source for wire of all types) so that I can rewind the coil that I destroyed to put it back in service should the Stern coils not be strong enough.

    #124 3 years ago

    Sure but I already have a beefy ALI transformer and my CobraPin board is set up for 35v so I'd like to stay at that voltage.

    #128 3 years ago

    I love it when the math works out! Full three bank reset with 35v DC and new Stern 24-940 coil that should generate over 200 mT of field strength.

    #130 3 years ago

    AD72 good point. Higher voltage makes interfacing with modern equipment much easier but the downside is that it makes the older equipment run hot. If you're reusing parts or buying old scrapped parts like I am then lower voltage and careful coil selection may be the better way to go.

    #132 3 years ago

    I've got an old presentation slide projector that I hook up to the computer and project onto poster board taped to the wall with that.

    #133 3 years ago

    More work on lighting. As I mentioned earlier I designed a holder for the small chip 2812b's that spaced out the three wires going in and the three wires going out.

    20210110_171912 (resized).jpg20210110_171912 (resized).jpg

    These could be slid into a couple of different sized holders that could be screwed down to the playfield.

    20210110_171922 (resized).jpg20210110_171922 (resized).jpg

    Some of the LED's had to be installed under playfield devices so those were inserted into routed out channels

    20210110_171929 (resized).jpg20210110_171929 (resized).jpg

    I put together some mpf code to drive the LED's as a test, there are about 12 left to go...

    10
    #134 3 years ago

    After nearly 300 solder joints, I am now done with light wiring! The GI lights were run and used the little under-playfield clips to hold them in place. Thus far the clips look to work well but we'll have to wait until the game has been played for a while to be sure that they are a good solution. I added in sections of wire to lengthen the GI strand if more than one light would need to be turned off to bridge a gap between holes. If only a single light would not be used to make the span, I just zip tied off the light and turned that position in the strand off in the mpf light configs.

    20210113_192408 (resized).jpg20210113_192408 (resized).jpg 20210113_192423 (resized).jpg20210113_192423 (resized).jpg

    I set the GI lights to 255, 197, 143 but I think that they still need more amber to them. I stressed the system by running 50 GI lights on full white while running the insert lights on an attract pattern. There were occasional flashes in the GI strand so I pulled out the 2200uF cap on the input of the 5v buck converter and put in a 10,000 uF cap and that removed any flashing.

    I put a single chip 2812b into each of the pop bumpers and that seems to be doing a nice job with lighting. These are connected by 3 pin molex so the pop bumpers can be removed while the rest of the light strand stays on the playfield. If anyone is looking for a good excuse to buy a 3d printer, check out all of the black ABS parts used in the lighting section of this build. I also printed low profile wire retainers to guide the wires around playfield mechs.

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    #139 3 years ago

    @cobra18t, me too!

    Bord the light show that I thought would look so cool is a little underwhelming so I'm going to try to re-do them with strobing the inserts top to bottom and side to side to see if that looks any better.

    @Zitt, thanks for the offer! The bumpers are ALI with their plastic base and I'm not sure about the bodies but they look a lot like the ones I've worked with on Williams and Bally EMs. The lights are chip 2812b's and if you ream the channels for the original light wires up by one size from what just fits down the channel (sorry don't remember the bit size) you can still leave a small portion to mate up with the lower section and three 22 gauge wires will fit up the channel.

    20210114_153524 (resized).jpg20210114_153524 (resized).jpg

    This is what the modern Stern dt's look like. I'm going to put some super tough vinyl stickers on them for the CUP and MUG.

    20210114_153556 (resized).jpg20210114_153556 (resized).jpg

    Today's job is to figure out a way to get leaf switches behind the DT's. The new DT mechs fit perfectly but they leave no room under them for mounting standard EM through playfield leaf switches. I took the switches apart and tried all kinds of different geometries to see I could make them fit including mounting the bracket on top of the playfield but nothing would work. I ended up boring and tapping new holes in the mounting bracket to raise the switch by about 3/16" and them trimmed off about 1/4" from the top of the large front leaf so that it can fit under the plastics.

    20210114_154619 (resized).jpg20210114_154619 (resized).jpg20210114_154700 (resized).jpg20210114_154700 (resized).jpg

    I'm amazed at how well Onevox 's playfield geometry works with actual pinball parts. The cutout for the dts and switch was exactly the right size for the parts. This makes me pretty confident that the geometry of VPX tables and parts is very good.

    #141 3 years ago

    Sorry I haven't worked on a machine newer than RaB, they have optos for rubbers?

    #145 3 years ago

    Zitt you're right I was thinking about the Stern coil that I juiced them with, they are these parts from Pinball Life
    https://www.pinballlife.com/mm5/merchant.mvc?Screen=PROD&Product_Code=PBL-100-0083-00

    #147 3 years ago

    Yes but do you know your customer number. All kidding aside, Steve is a font of knowledge.

    #149 3 years ago

    Thanks Wally, you were a big inspiration to me for undertaking this project! Seeing your shop and playing the games that you've made gave me the bug to try something like this. I've looked all over for Two Brothers Pinball beer here in Janesville but have yet to find any.

    For those of you who don't know, Wally is a home builder legend and also happens to be a really nice guy. Over the years he has hand built a bunch of classic pins like Medieval Madness, Cactus Canyon Continued, Scared Stiff and Monster Bash to name a few.

    Today a few of the last "problems" to be solved for the table came together. I need a spinner for the left lane and bought a used one (Middle Earth?) that unfortunately is fairly wide and I couldn't figure out how I could mount it and get a hole in the playfield for the drive shaft.

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    I found a modern style spinner at Pinball Life that just came yesterday. It has a microswitch that sits above the playfield so that should make finding real estate for it easier. I printed heavy vinyl artwork and applied it to both sides.

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    I also printed out CUP and MUG art for the drop targets.

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    Lastly, when Bord and I worked on Onevox 's VPX table, we added in a two ball mutiball and needed a way to block off the Perdition lane until one ball drained. Bord came up with a post that could be dropped and raised to take care of this and I looked all over for a mechanism that could fit this bill. I found an "up post" on ebay that was from an old 2" flipper EM that also came yesterday. I stripped and cleaned it and printed stand offs to raise it up enough to fit in the tight space that is available for it under the play field. I had some leftover fiberglass tubing from stunt kite repairs that fit the post like a glove so I cut that to length, mixed up some epoxy that was dyed black and did a pour to fill the tube and glue everything together.

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    For those who have never done this, you can add a drop or two of dye to epoxy and not effect the cure or strength of it. It is a very common way to do mother of pearl inlays with the black epoxy holding in the MOP and filling any gaps in the inlay routes.

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    #151 3 years ago

    I wasn't exactly sure if those were the right mechs for the job. The really nice thing about the old mech that I got is that it requires no current to keep the post in either the up or down position since it is locked mechanically up or down. The posts on Pinball Life all looked to need to be energized to keep them up and if a player got a really long MB in CH that could be for a while which could generate some heat (around 2.9 A at 35v or 100W). Lastly, the old mech was $4 on ebay ($13 with shipping) and I'm trying to keep costs down as much as possible.

    If I couldn't get the post mech to work or fit, my back up plan was to handle entries into the Perdition Lane during MB in the mpf software. Since I wasn't exactly sure how to go about doing that (probably a new mode would have worked) I figured that I would stay with the original VPX design and put in the post to block the lane.

    #152 3 years ago

    The last two days have been spent wiring up the switches for the table. The Cobrapin board can accept 22 direct input switches and 64 matrix switches. MPF requires switches that are associated with an auto-fire coil to be on the same bank (blue pill board 0 or 1) so these coils influence the switch set up as well.

    20210120_175255 (resized).jpg20210120_175255 (resized).jpg

    I ran one direct input bank to the switches that are on the cab like flippers, start, tilt etc. I then set up the pop bumpers and slings on direct switch banks and assigned several more switches based upon location and wire runs to these direct switch banks. The remainder of the switches were distributed to the switch matrix and put onto columns and rows based upon where they were located.

    The one big problem that I ran into was the drop targets. The DT unit is set up so that it receives 12v to drive the light diode and then there are four more pins for one column and three rows. The problem is that OPP uses inverse logic to the rest of the pinball world. These drop targets expect positive voltage on the rows and for the column to go to ground when the rows are to be read. OPP strobes by putting the column to 5v and the rows go to ground. For more information on how a switch matrix works check out this site: https://iotexpert.com/pinball-a-switch-matrix/

    I worked with Cobra18t for a day trying different combinations of columns and diode locations to see if we could get the DT's to work as a part of the switch matrix but nothing worked. I ended up putting the DT's onto the direct switch banks and reassigned six direct switches to the switch matrix.

    20210120_175325 (resized).jpg20210120_175325 (resized).jpg

    Lastly I needed to power up the optos on the trough which required 5v and somewhere between 50 and 100 mA. I put the light diodes in series and used a 33 ohm resistor to give them 50 mA and found that they worked perfectly well at this level of current.

    I now can completely simulate a game using the switches on the playfield! It's funny how much heavier the playfield has gotten with all of the mechs and wiring on it. Next up is powering the coils.

    #155 3 years ago

    Thanks wayinla I looked online last week, found a copy of the Phantom Tollbooth and read it. What a fun book! Sort of like Alice in Wonderland without all of the "trippiness" and it also has a great theme.

    Thanks BorgDog for mentioning that the switch matrix pins can be used as direct switch pins. That's great that you don't need to use a switch matrix. It's not that a switch matrix is bad, it's just that there are some confounding issues with it's logic. Cobra18t has been talking with the lead of OPP to see if they can update their firmware to match the rest of the world. Too late to help me but might be there for you. The way that I got around the matrix on the DT bank is that I shorted out the diode on the board's DT column, put a switch ground line to the column pin and then ran three direct switch lines to the three row pins. That works flawlessly. You might want to use an extra external board so that you can use that to run the wires to your cab switches separate from the harnesses that run to your playfield just to make pulling the PF easier.

    #156 3 years ago

    Well, I screwed up, as I mentioned before I'll tell you about both the good and the bad...

    This past weekend I hooked up all of the coil connections and triple checked the diode orientation and continuity down all pin lines to solder joints. Everything was good. I started up Cuphead with no balls and no lights hooked up, hit the start button and nothing happened, good. I dropped in two balls hit the start button and the game started and ball one gracefully ejected into the start lane!

    20210122_093640 (resized).jpg20210122_093640 (resized).jpg

    I then dropped the CUP DT's and they all scored and the bank reset on the first pulse of 100 ms and I was surprised that they pulsed a second time but that must be a part of mpf. Same for the MUG DT's, this is going great! I then hit the middle pop bumper's switch and it scored but nothing happened, hit the second and the same thing. I cut power to the machine and there was a little magic smoke smell in the machine so I pulled the PF and couldn't smell what went up so I checked the resistance of the first pop bumper coil and it had minimal resistance. I cut the diode and it checked out OK so oh no, there's a short in the coil! The 8A fuse on the 35v DC had blown so I knew my protection circuitry was working.

    I desoldered the coil, replaced the fuse with a 10A and put the game back together and it started up fine. Ran all of the checks as before and everything worked until I got to the right sling at which time I blew the 15A 24v AC fuse with more magic smoke smell. I pulled the PF and then saw my problem. There is a mixture of old AC coils, original ALI coils and new DC coils from Pinball Life.

    The old ALI coils all had small signal diodes tucked under some tape that were still connected to the coil terminals that I had seen when I pulled the table apart months ago but were hidden from view on the bottom side of the coil bottoms on the pop bumpers so I never saw them while hooking up those. If by chance the signal diode was oriented in the opposite bias as my diode then I just created a short circuit with the signal diode and pow, there goes the diode and the Cobrapin transistor.

    I cut all of the signal diodes, put the pop bumper back into service and when I powered up the machine the pop bumper and right sling both fired upon energizing the table so I shut down. This was because the Cobrapin transistor on these pins were shot so I switched the pins for those (thankfully I still had one open pin on each connector) and the table started up and ran fine. The flippers flip, kickers kick, DT's reset and pop bumpers fire well!

    20210122_094714 (resized).jpg20210122_094714 (resized).jpg

    The problem is that when I hooked up the lighting, the GI lights won't work. I tested the insert and GI chains and they are fine so there is another problem with the Cobrapin board or the blue pills that I have no idea what it is. I contacted Cobra18t and he suggested that I send the board back to him so he can troubleshoot it.

    I should mention that Cobra18t has a kickstarter going for the Cobrapin board, here is a link to it https://www.kickstarter.com/projects/1862357036/cobrapin-pinball-controller

    #157 3 years ago

    With the Cobrapin board out for repairs I'm going to have to work on non-electrical aspects of the game for a while. One of these is figuring out how to make all of the many walls needed for the table. I contacted wallybgood and he said that he has used a laser cutting service to cut 18 ga stainless steel for him to make his walls. Since I'm making an original table I'll need some test walls to see exactly what geometry is needed to make this thing play the way I think it should play.

    I decided to use F360 to make some ABS test walls and if those work well then I'll make steel walls of the exact same geometry. There are a ton to make so this will take a while. I just wish that I could actually run the game with the Cobrapin so the playfield coils could be used in testing.

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    #162 3 years ago

    All of the 3D printed test walls are now done and installed. With the cobrapin board out for servicing I really can't test the wall geometry so I'll move on to finishing off the acrylic for the head and the speaker grills next.

    One concern that I have is that with a full plunge, the ball will bounce off of the rebound rubber, make it back to the shooter lane gate but will not reach the center of the SOUL lanes. Part of the problem could be that I need a stronger plunger spring but part of the problem may be friction from an unfinished playfield. This brings up the question of if I should pull the playfield and give it a clear coat to be sure that the current layout will work well?

    A few additional observations are that the left orbit lane probably needs to be moved slightly to the right so that I can get a full length wall for the outside of that lane. It could be that I can just move the light inserts a little on the final playfield, I'm just not sure at this point in time.

    The last thing is a general pinball observation. I have a Rocky and Bullwinkle that had two switches that sit next to each other on the same row of the switch matrix go out a couple of days ago. It turned out that a solder connection on a standup target failed and took the switches off of the matrix. While playing the game with the glass off I was reminded at how incredibly violent a pinball game is! The glass muffles the sound so that you don't fully appreciate all of the crashing impacts that take place under it. The fact that 28 years of having its stand up target get hit by direct shots from a flipper finally caused this solder joint to fail really brought this home. Pinball machines lead a very hard life and it's amazing that they hold up as well as they do!

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    #165 3 years ago

    Gamemodder The back story is that I found this vpx table and had no idea what a Cuphead was. I loved the rubber hose graphics, played it a few times and really dug the game play and music tracks so I contacted Bord and asked him if he wanted to do a private mod on the table. He agreed and we made what is now Cuphead Pro but not for general release. I contacted Onevox and showed it to him and he really liked what we had done so the three of us polished it up and Onevox released it as Cuphead Pro to differentiate it from the 3" flipper Cuphead.

    This pin has a completely different backglass and some different rules so it is technically not either of the vpx versions.

    Zitt Good thought, the rubber rebound is new from PBR but I have experience with Titan's products so that might be an improvement. Looking at Pinball Life I have a standard spring in the game and it looks like Terry sells four different types of springs that are "stronger" than what I have. My hope is that one of these will give the game enough strength to make the plunge shot more challenging.

    #166 3 years ago

    For the last couple of days I've been designing speaker grills in F360. My first attempts were using a pattern of small 2mm circle openings but the printer nozzle head knocked several out of place so I knew that this was not the way to go.

    Next I designed a grill with bars that run crossways and length wise on the grill. This printed well and looked pretty nice so I figured that I'd go with these. I thought that they didn't need a lot of infill so I looked online to see if there is a way to add hard points to a print so that the mounting screws have something to grab onto. I found a video showing how to add shapes to an object that can have different infill patterns and density so I was all set to go. I made a new print using this and saw that the next Youtube video in the queue was a Prussa video on a similar topic.

    20210131_163305 (resized).jpg20210131_163305 (resized).jpg

    I watched the Prusa video and was blown away. It turns out that you can use Prusa's infill patterns without top and bottom layers to make grills, this is uber cool! I then made what I always had in mind for the grills but didn't quite know how to pull off in F360. I made a new F360 object with a solid front and lettering on top.

    Screen Shot 2021-01-31 at 4.30.43 PM (resized).pngScreen Shot 2021-01-31 at 4.30.43 PM (resized).png

    I then set a slab in Prusa Slicer for the grill and set that to 40% honeycomb infill so that the Letters are solid and sit on top of the honey comb grill work. I could also set hard points for the corners for the mounting screws.

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    And the grill printed super well.

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    #168 3 years ago

    While the Cobrapin is away the mice will play, or at least work on the playfield. I pulled all of the roll over switches, flippers, pegs, rubbers, pins, rails, inserts, GI lights and brackets to sand and finish the playfield surface. I didn't pull the pop bumpers or standups because that would be way too much work. As I mentioned a few days ago, I'm not sure if friction is influencing the way the game plays so I put a sanding sealer coat of shellac on and followed that up with a coat of gloss varnish. I'll put a coat of paste wax over the varnish so that the playfield will be pretty low in friction for further testing. My hope is that this playfield tells me everything I need to know about layout so that I can make a fresh playfield, do all of the graphics, clear coat it and then transfer over the parts all in one step.

    I made a new set of side rails and shooter lane rail from some maple and made sure that the apron will fit down the top slots. I've also 3D printed shims for all of the switches as well as thin gasket rings for the pop bumpers. I did this because the TB playfield was exactly 1/2" thick and the plywood that I'm using is a little less than 1/16" under a half inch. These will make the parts sit through the playfield like they were mounted on an actual 1/2" thick playfield.

    20210202_181835 (resized).jpg20210202_181835 (resized).jpg

    Lastly Cobra17t checked out my board and the only things wrong with it were the two bad transistors. He thinks that my 5v power supply is the problem so I ordered a Meanwell 5v 50W (10A) power supply and I'll use that in place of my current system. In addition I ordered a 12v power supply for my amp because the 12v CPU power supply is too dirty and causes all sorts of extraneous noise. I've been using a 12v wall wart to power the amp but this has no where near the amount of current to be able to drive the amp to what it is capable of doing.

    #170 3 years ago

    Thanks @j-rail!

    I got the playfield put back together so I did some experimentation with the location of the rebound rubber. The decrease in friction helped some with ball travel from the rebound rubber so that was a success.

    As I watched the ball path I noticed that it was not hugging the top arch but was making its way more or less straight across the the table from the rebound rubber to the shooter lane gate. I had my suspicions that the geometry of the arch and rebound rubber were playing a part in my problem so I moved the rebound rubber away from the arch so that the ball would be pinched between the inner rim of the rebound rubber and the arch. The results were a dramatic improvement in how far the ball would rebound from the rubber and now the ball hugs the arch on its way back to the shooter lane gate. The reason why I moved the rubber closer to the arch was because shots up the left orbit need to clear the rebound rubber so I reconfigured the walls in this area to accommodate this. Here's a video of the current plunge shot.

    Cobra18t's current thought as to why my lights did not work is that my 5v power supply is not up to the job. I ordered a 10A 5v ps as well as a 12v ps for the amp. Today I moved the amp from the back of the machine to just inside the coin door so that I've got easy access to the volume and other controls. I lengthened the speaker wires and put the new 12v power supply up front by the amp. I now have enough power to really drive the speakers and I have to say that I'm surprised at how much sound these little guys put out.

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    I put the new 5v power supply back where the Cobrapin board will be remounted once I get it back. I also removed my old 5v power supply with its buck converter and large cap. The little switching power supply looks a little lonely back there all by itself...
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    #171 3 years ago

    Today I worked on the backbox acrylic face cover. I mounted it on the head and marked the locations of the speakers as well as the edges of the TV image area. I then cut out the speaker openings and drilled the holes for the mounting screws and test fitted the speaker grills.

    Next I masked off the area where the TV will project on the back side of the acrylic. You can really tell that I'm from Wisconsin since where else can you buy your sweetheart a time slot for when the truck will fall through the ice just in time for valentines day (see lower left article).

    20210207_141002 (resized).jpg20210207_141002 (resized).jpg

    Folks who have built arcade machines might recognize this trick. I mixed up some Createx black and airbrushed it onto the back side of the acrylic. You can use any type of paint finish from flat to gloss just as long as it covers the acrylic so nothing can show through from the back side. I used Createx because it drys quickly and doesn't stink which is important since it is single digits outside.

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    When you are done and pull off the masking, you get a nice even and high gloss finish because the finish sheen is really the acrylic front.

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    1 week later
    #172 3 years ago

    It's been seven days since my last post. The Cobrapin board came back yesterday and I still cannot get my lights to work. Cobra18t was kind enough to check out the board and replace the two bad transistors. The board drove his Linux based machine just fine in terms of lights but will not drive my Windows based machine. Something happened when I blew those fuses but we just haven't figured it out yet. I tried driving the game with a laptop to see if there was some sort of USB communication problem on the PC in the cab but no lights would drive.

    All of the obvious causes like blown fuse, no 5V to the strings, bad USB cables, use different USB ports. route the wire runs away from interference, drive a short chain of lights not in the cab have not turned up a cause. I'll keep trying to come up with a solution...

    On a positive note the switch banks and coils all work fine so today I spent some time tuning the coils and setting up some game logic. There are still a few problems with my code but for the most part I can play Cuphead. Here's a video of gameplay as it stands right now.

    #176 3 years ago

    All lighting is dead and there are two strands of addressable LEDs involved. One is for the GI lights and the other is for the inserts. Cobra18t thinks that the problem is being caused by the "blue pill" driver boards that sit on the Cobrapin board. He is sending me new ones that should get here in a few days so at that time I can see if that is the cause.

    2 weeks later
    #178 3 years ago

    Cuphead has been stalled for the last few weeks because of problems with lighting. The game plays great but the lighting doesn't quite work but hopefully that will be fixed in a few days.

    The big news from today is that the digital score reels are finally finished! Anthony from the mpf user group made these great digital score reels that look and work great but unfortunately when a new player or next ball starts, all of the reels spin from 00000 to the new score. Not horrible but not what I was looking for. Anthony made a fix for this back on January 24th but it never worked. I kept on asking on the forum for help but Anthony seems not to be around anymore and I think Jan was getting tired of my requests.

    My only option was to try to figure this out myself so I spent a couple of days sifting through the mpf code. I figured out that although mpf had been updated with Anthony's code, mpf-mc (media center) had not so I looked at Anthony's push request and edited the code on my machine. The result was that it still didn't work. I looked through Anthony's statements and in every one he used "frame_persist" except for one so I changed that one to "frame_persist" and presto-magic, it worked, sort of...

    The problem was that the player who was not up had his score slowly turn backwards to the next lower digit. For example in a one player game on ball 1 player 2's score was 00000 but on ball 2 it was 00000 rolled part way back to 99990 (last 0 is fixed). Eventually on ball 5 player 2 had 88880 as a score. I looked through the code some more and saw that there was a minus 1 applied to the frames because of a difference between the index that starts at 0 and frames which started at 1. I put in a +1 in a section of Anthony's code and this fixed the roll back issue. SUCCESS!!!!

    Here's a short video showing the score reels and how the behave with the new code.

    #181 3 years ago

    As best I can tell there are a few ways of doing the artwork, either overlay, silk screen or by hand. Since I am making the playfield by hand and the locations of holes for inserts and saucers might not be as precise as a CNC machine, my plan is to paint by hand. Large areas will get air brushed and any lettering or small keylines will be clear decal. Long keylines might be painted by hand and any characters will be white decal. I plan on coating everything with Spraymax as a clear coat so before I start I'll make some test decals and shoot those with Spraymax when I clear coat the apron, shooter guide and top arch. If the decals don't tolerate the Spraymax then I'll have to try one of the other methods.

    Before I can do any of that I need to finalize the playfield and get these stupid lights working...

    10
    #184 3 years ago

    Cuphead Lives! Cobra18T sent me some new stm-32 blue pill boards that are programmed to work with the Cobrapin and now I have functioning lights, switches and coils.

    Now that everything works I can see the many coding issues that need to be resolved so I am working on those. For example mpf would not set the score reels to 00000 upon a new game so I wrote some custom python code to fix that. I also discovered that if both dt banks were dropped at the same time, they would both try to reset and because of the large current draw of two big coils firing at the same time, neither would reset. I wrote some code to check if they were successfully reset and if not the two coils were fired with a 100ms gap of time between them.

    I also found that the perdition entry lights were not lighting at the start of a new ball so that was fixed and I changed from the base end of ball bonus mode to a custom one that doesn't have as long a delay. A 2x bonus on the last ball was added and I'm still trying to make the code for perdition fail work correctly. Once that is done, I think I'll have the vast majority of bugs fixed in the software.

    There are a few stylistic changes that I think I need to make. For example when a game ends the attract mode removes the score reels and runs the "Press Start" animation. I think I'll leave the score reels up so that the players can see what score they got as well as making those scores available to passers by. I also will add in some additional attract graphics like a high scores display, thank-you display, "powered by Cobrapin" display and more. Once those are done I'll post a video of the game with all of those features.

    In the meantime here is a video of Cuphead driving each insert light in sequence and then each GI light in my LED test mode.

    1 week later
    #187 3 years ago

    Good one j-rail, sadly it seems that this project is cursed.

    I ordered a 48v power supply because the current set up could not raise the CUP dts if the flippers were held. When the power supply was delivered I could hear UPS drop it onto the concrete porch through the walls and then ring the door bell. There was no packing cushion around the power supply in its cardboard box and when plugged in on the benchtop it would put out 48v with no load on it but something broke with the violent impact to the porch because it would not even put out enough power to charge the caps on Cobrapin before the safety shut down would kick in. The power supply was returned and another one ordered.

    I've been working on lighting and game logic and I'm pleased to say that all of the logic works like I want it to and the attract mode lighting is now complete.

    #193 3 years ago

    Well the new power supply just arrived without the drop from several feet onto the concrete porch. Unfortunately it behaves similarly to the one that I sent back and Cobra18T thinks that there is a safety feature of the power supply that is cutting the output current because the big power capacitors on the Cobrapin board look like a dead short to the power supply. It does however only need 5 power cycles compared to the more than a dozen by the first power supply to get the caps charged and power on so I do think there was a problem with the first power supply.

    The gory details are that the Cobrapin has a 1.3 ohm thermistor on it that acts as a load to the power supply so that it doesn't think that the caps are a dead short while they charge up. At 48V DC with the 1.3 ohms from the thermistor, the power supply is putting out 48/1.3 or a little more than 30A for the 100 ms that it takes for the caps charge. The power supply is designed to cut voltage output if the current is greater than 1.5x its max rating (9.4 x 1.5 = 14A) so it is going into safety shut down. By design, once the thermistor heats up, its resistance drops down so that the system can see the full 48v. The solution is to replace the 1.3 ohm thermistor with a 5 ohm thermistor so that the initial current draw while the caps charge is 48/5 or 9.6A which the power supply should not mind. I've ordered that part so some time next week I can be back up and running with the 48v power supply. Please stop me if you've heard this before...

    Cobra18T is changing the design of Cobrapin to incorporate a MOSFET to switch a 5 ohm thermistor out of circuit once the caps are charged to improve performance on 24v power supplies. It's my job as a beta tester (test pilot) is to find these problems (find interesting ways to crash the plane) so that those of you buying the kickstarter boards (with the improved features) don't run into these issues (have to hit the ejector seat). Kickstarters, you're welcome!

    #195 3 years ago

    I've finally got the game up and running to the point where I can shoot videos of the table. As I mentioned earlier I was having power issues getting the CUP drop targets to reset while the flipper hold coils were activated. I bought a 48v Mean Well power supply but because the Cobrapin's capacitors looked like a dead short and the 1.3 ohm thermistor did not give enough resistance to the system the Mean Well power supply would shut down after power up.

    One solution was to replace the 1.3 ohm thermistor with a 5 ohms thermistor (48v = I * 1.3 ohms where I = 37A [power supply shuts down]or 48v = I * 5 ohms where I = about 10A [power supply rides through to charge the caps]).

    Another solution is to add additional windings from the transformer in series and phase to increase the AC output of the transformer. I used the 24v AC windings and put them in series with the heavy 6v AC lamp windings to get a total of 30v AC which should be somewhere between 30v DC with a heavy load and 46v DC with no load. This increased voltage is now enough to raise the DTs of the CUP bank while the flippers are engaged!

    I had to go through MPF and reset all of the coil settings to decrease their power with the increased voltage to both protect the pin's mechs as well as tune the game play to make it play more like an EM. There is still some work to be done here as you can see in the videos but I'm closing in on what I'm looking for.

    Here is a walk through video that details some design features of Cuphead as well as the game's rule set. You'll have to use your imagination for the artwork but it will look a lot like this.

    Cuphead Playfield Layout font test (resized).jpgCuphead Playfield Layout font test (resized).jpg

    #201 3 years ago

    This playfield is Onevox's work except for the dice lane.

    2 weeks later
    #204 3 years ago

    I took a break from working on Cuphead because I really didn't like how the dash saucers were kicking and also the Perdition entry was too hard to get into and I needed some time away from the project. Instead collaborated with Bord and worked on some visual pinball tables. I had forgotten how much fun that was and how nice it was to work on vpx where I actually know what I'm doing!

    This past week I've gotten back to Cuphead and made several changes that I think are improving game play. These include moving the mini-posts from just above the in/out lane wire to above the outlane wall, re-aiming the Dash kickers and reconfiguring the Perdition Lane entrance. The miniposts protect against "death lane" losses and also open up the in/out lane opening. I reworked the left Dash Kicker assemblies so that it is aimed more towards the top of the playfield. This now allows the ball to get up to the top kicker saucer on occasion.

    20210420_113738 (resized).jpg20210420_113738 (resized).jpg

    The Perdition Lane was much more involved. I had to move some lights, move the blocking post mechanism, move the location of the lower peg (to enlarge the entrance) and print new walls that "armor" the inner aspects of the opening to reduce the elasticity of it to direct more balls into Perdition. All of this required plugging holes, drilling new holes, moving mechs and lights but in the end I think the effort was worth while.

    20210420_113742 (resized).jpg20210420_113742 (resized).jpg

    Here is a video of game play to show some of the new table behavior. Note that I don't have a wall up by the top right standup because I'm still trying to figure out what to do with that portion of the game. Balls can get stuck there as you can see in the video.

    If anyone can tell me why the ball occasionally leaves the playfield from the left sling that would be appreciated. I think it happens once in gamplay and I don't know if the ball is getting pinched by the rubber or what it is but it makes for glass hits that I really don't like.

    #206 2 years ago

    Thanks TreyBo69 that seems to have worked very well.

    I've been messing around with the geometry of the area above the Perdition Lane to help guide balls into this area since there was no way for a player to actively get a ball into the Perdition lane. I removed the right upper standup target, plugged its hole, made a new wall for the area and installed miniposts in the locations shown by the minipost rubbers in this photo.

    20210420_190631 (resized).jpg20210420_190631 (resized).jpg

    Here is gameplay with the new set up.

    #209 2 years ago

    Great idea, I have thought about that as well and looked at gates online. One thing that the current set up does is that it does not restrict balls from getting up from the "Dice lane" to the SOUL lanes at the top. I don't know if you noticed but I was able to backhand a ball up the dice lane from the left flipper and with current flipper strength, the balls just make it up the lane with not a lot of power to spare.

    Did you notice that the left flipper has a chip out of the bottom of it? When the flipper strength was set higher, that happened and these are new flipper bats and new rubbers from PBR. I don't know why a ball should be able to hit the bottom of the flipper? I would have thought that the rubber would be thick enough to prevent that but it wasn't and the chip out was the result. I'd like to increase the flipper strength but I'm concerned about chipping. Are there new stock 2" bats that don't flare out at the bottom? The flare is a classic look but unless I can get a fatter rubber I don't want to risk more chipping.

    #211 2 years ago

    Thanks for the info on the gates. I was thinking about using an old style shooter lane gate but if the one way wire can handle the force of being hit by a plunged ball and requires less force (and is easier to get) then that looks like the better option. I might replace the shooter lane gate as well because there is a small area between the base of the gate and the uppermost post on that side where the ball can get caught. If a different style gate could fix that problem that would be a nice and simple fix.

    Ordering extra bats is fine but these have custom artwork on them and redoing that multiple times would be a pain. I've read about adding a second rubber ring, just not sure how that would effect flipper/ball interactions since it would probably move the location (up and down) of where the bat strikes the ball?

    The bats are currently set at a pretty short pulse length so they could be made a lot stronger. As mentioned I've got them turned down because of concern about damage to the bats. The flipper strength is controlled by initial pulse length and PWM of hold strength via mpf. The hold coils are not used but the hold strength is generated by the main coil via pwm and is set in code. I have not done this as of yet but the EOS switches can be used to sense if the flipper has moved via ball interaction and the hold coil's PWM can be momentarily increased to strengthen them at the time of the hit. Pretty cool stuff!

    #213 2 years ago

    Thanks BD, more good ideas!

    I agree that the Perdition Lane needs some more work but man, it is orders of magnitude better than it was before. It is about as wide as I can make it and still block with a center post. I could move the opening down which might make for more entries from the pop bumper but that presents it's own set of problems. More pop bumper entries means that the shot will probably "auto-cycle" and cheapen the shot. I could add code to raise the post after exit from the lane but that would subject the post to shots directly from a pop bumper which would probably stress it.

    I think its current location is about as good as I can do. Perhaps adding a short wire lane guide under the minipost might slow the ball, keep it near the scoop wall and send more balls into perdition from above?

    #215 2 years ago

    Thanks for the idea. Those saucers kick in random fashion so there is no guarantee that the ball will track up there. The table already has a really nice old Gottlieb drop post that requires no energy for either state (physical lock with each coil) and I'd like to keep using that.

    Although the two games on the video don't show any entries into perdition, the table actually does allow that to happen with some regularity. I think some minor changes will fix this issue. If not I could always spot perdition entries on certain balls like 2 and 3 to increase the chance of a multiball.

    #216 2 years ago

    Lots of changes to the table:

    -added one way gate and made new walls for the dice lane
    -better aimed the left saucer kicker upfield
    -filled holes that were effecting the skill shot
    -increased flipper strength
    -removed the rollover button at the exit of the shooter lane to clean up the arch roll
    -changed the "knockout" shot to the mid right roll over
    -leveled out an insert that was causing the ball to "hop" in the air off of the left sling
    -moved the trough scoop so that the ball can't hang on a trough eject

    This is what the new arch section with the one-way gate looks like.

    20210430_090537 (resized).jpg20210430_090537 (resized).jpg

    Now there is a skill shot to the perdition lane and the table plays more like I envisioned it playing. The increase in flipper strength has made shots more accurate and predicable.

    #217 2 years ago

    I've noticed something interesting about arches that I wanted to pass along. If you look really closely at gates and rubber wheels on arches you'll see that the face that the ball hits as it rolls along the arch is not perpendicular to the arch but actually is slightly "toed in" so that it "pinches" the ball between it and the arch. The reason for this seems to be that this is the way to get a ball to hug the arch after rebound. If you do this then you get the standard pinball plunge shot where the ball goes up the shooter lane, hugs the arch to the rubber wheel/gate, bounces off and hugs the arch back to the shooter lane.

    If you watch the video you can see that when the ball hits the one way gate after a plunge it doesn't hug the wall but rather comes straight back across the top of the table to the shooter lane. Because the one-way-gates that I bought mount on the playfield and not the arch, I had to file notches in the arch so that the upright of the one-way-gate lies flush with the arch. If this is not done then the ball will roll along the arch, hit the upright and deflect.

    I checked out the gate this AM and it turns out that I hadn’t inset the upright edge towards the top of the arch enough so the ball was hitting this edge and deflecting. When I put this together yesterday I didn’t think that the ball could hit this upright because it would hit the gate first but it turns out that the gate is set back far enough from the edge to let this happen.

    ball gate left (resized).jpgball gate left (resized).jpg

    I pulled the arch and fixed this which also toed in the gate. Now the ball hugs the arch on the way back to the shooter lane as well.

    #219 2 years ago

    I've been working with mpf to change the source code to allow traditional EM overflow light. With the current mpf source if you have five digital score reels and you score "123,000" the reels will display the left-most five digits or "12,300" not "23,000". I've made changes to the source code on my machine that will display the right-most five digits and I'm adding additional code to show a "100,000" light along with the score on the reels so that CH looks like the old-school EM that it is.

    After I get this done I think that I'll be pretty much done with coding!

    I also moved a wall, post and the shooter lane gate so that balls cannot get stuck between the gate and the post. I think that the only remaining changes to the table that need to be made are:

    - move the roll over wire from the Perdition Lane into the base of the shooter lane as a detector for ball trough eject success

    - move the blocking post that blocks perdition out so that the outer edge of it forms a straight line with the posts on either side of it. Currently a ball rolling through the lane that diverts balls into Perdition can place a ball gently enough that it can get stuck between the blocking post and the post rubber below it.

    8da5e6c566ddf277d81b2077c1b26e352bcc1d5f (resized).jpg8da5e6c566ddf277d81b2077c1b26e352bcc1d5f (resized).jpg

    #220 2 years ago

    I think that Cuphead's development is pretty much done and the only thing that will result in further changes is if anything new pops up in play testing. I moved all of the elements in the top of the Perdition lane as mentioned above. There have been so many changes during development that now it looks like John Dillinger shot up this area of the playfield.

    20210510_115202 (resized).jpg20210510_115202 (resized).jpg

    I pulled the roll over wire from the Perdition Lane and cut a slot for it in the base of the shooter lane so that now mpf knows if a ball has successfully been ejected from the trough right away

    20210510_115221 (resized).jpg20210510_115221 (resized).jpg

    Sadly another flipper chipout has occurred, this time on the right flipper. Looking at this photo, I wonder if I need to add a spacer shim under the flipper mechs to lower the bats closer to the table? This might protect the bases a bit more. I wish I still had Grand Tour or Pirate Gold around to check out the spacing from the bottom of the bat to the table. Since the plywood on this table is slightly under 1/2 inch I've put shims most everywhere but here...

    20210510_115241 (resized).jpg20210510_115241 (resized).jpg

    I also made roll over score graphics in mpf just in case anyone ever rolls the machine over. At first I added some custom code and used a text widget but I couldn't get them to stay on when the other player was up or a new ball started so instead I made a set of digital score reels to get the job done.

    20210510_120006 (resized).jpg20210510_120006 (resized).jpg

    #221 2 years ago

    I printed and added spacers under the flipper mechs to make the flippers sit closer to the playfield to hopefully prevent the bases from cracking off.

    20210511_174916 (resized).jpg20210511_174916 (resized).jpg
    20210511_175805 (resized).jpg20210511_175805 (resized).jpg

    The flipper on the right has a spacer and the one on the left is the original configuration that cracked flipper rims. Time will tell...

    20210511_174900 (resized).jpg20210511_174900 (resized).jpg

    #222 2 years ago

    Yesterday Bord stopped by and played a lot of games on Cuphead. It was great to see him again and get his input into game play, layout and scoring. We moved one minipost to help the Perdition shot but otherwise the table got his seal of approval. I have the feeling that the center drain is a little too wide but that didn't bother him at all but then again he loves games that play tough. It was a lot of fun watching a good player work the table, he was able to save a lot of side drains through nudging which I took to be a very good sign.

    I've been having problems with flashing insert lights on Cuphead so I've been working with cobra18T to sort this out. I moved any high current lines away from the LED data line but that seemed to make no difference and the problem has been becoming worse with time.

    I then tried tapping the playfield with the handle of a screwdriver and the flashes could be started without any devices firing. I was able to trace the starting point of the light flashes and found that the data line solder joint on the LED before where the flashes started had failed and was making intermittent contact. I reflowed the joint and now the lights are back to behaving the way they are intended to function.

    #224 2 years ago

    Nice one, @Onevox! I'd have to say that it is "Bord-Certified" (you'll probably have to be in health care to get that one..) There's an open invitation for you to come see the table anytime you want. Bord was super impressed with the artwork that you did for the Flicker table, can't wait to see that.

    Cobra18T sent me his new logo for the Cobrapin board so now the thank-you slides are updated to show that off.

    20210514_091301 (resized).jpg20210514_091301 (resized).jpg

    benheck is bringing a friend by to check out the table this upcoming weekend. I'm really looking forward to getting his feedback on design and play. After that I'll probably head back to the workshop and start making the final playfield.

    #226 2 years ago

    I wish I had done that but I guess we were more focused on the game and not thinking about that.

    1 week later
    #228 2 years ago

    Thanks Ben, it was fun having you and Jessy over yesterday! You had lots of great ideas and feedback that I will incorporate into the table.

    20210522_154022 (resized).jpg20210522_154022 (resized).jpg

    #231 2 years ago

    Cuphead is back in the workshop for some more modifications. First off cobra18t will be happy to know that I've finally given in and purchased a 35v Mean Well power supply to replace the transformer system. I kind of liked the old school EM style transformer power supply but the tipping point was reached when benheck felt the transformer after the game had been running for a few hours. It was pretty warm and he made a comment that maybe I should lower the control rods a bit more to decrease the heat...

    I tested the Mean Well and it didn't mind the current draw when the big caps were charging at power on, so I pulled out the transformer and all of the rectification components from the cab. I set the PS voltage to 33v DC to see if I could use a lower voltage to give me finer control over the coil pulse durations. As you might recall most of the coils are 24 DC so at the higher voltage I needed to decrease the pulse durations to (8 - 15 ms depending on the coil) make the mech perform at appropriate strengths. I do have some modern 48v coils in the cab (ball trough and DT reset coils) so those need a higher voltage to cycle properly. At 33v I was able to increase the pulse durations for the mech coils and the DT's reset just fine but the ball trough was weaker than normal so I turned the PS up to 35v and now the trough fires just fine.

    20210529_153712 (resized).jpg20210529_153712 (resized).jpg

    I also added a foam board protector above the mother board. As we all know, pins tend to drop things from the bottom of the playfield and the last thing I want is some metallic object shorting out something on the MB so this protector is there to hopefully prevent that from ever happening.

    20210529_153737 (resized).jpg20210529_153737 (resized).jpg

    When Ben was here he made a cardboard scoop wall to feed perdition so I shot a photo of that and used F360 to make a wall with the same geometry. I was able to play around with the wall length and settled on the current geometry. I'll need to put a minipost below it to protect the outboard end of the wall from hits from the pop bumper below it.

    20210529_153848 (1) (resized).jpg20210529_153848 (1) (resized).jpg

    Ben also recommended putting "triangles" of posts with a rubber around them above the outlanes. I'm not sure that I have enough real estate to pull that off but the minipost along the wall does block that wall from being one long "death lane"

    He also recommended shortening the lane divider wire and put a minipost at the top of the wire. I pulled the old guide wire and made a new shorter one, put the minipost in the old wire's top hole and bored a new guide wire hole at the top. Now side drains don't occur with near the frequency as before and it might be that the lane is too closed down. I'm considering moving the minipost along the wooded wall up a bit to open up the lane more. I also might need to increase the width of the inlane which would require a redesign of the slingshot area or moving the flippers a bit closer together.

    20210529_153839 (1) (resized).jpg20210529_153839 (1) (resized).jpg

    One additional thing that Ben mentioned was that "you never want a direct shot at a pop bumper." Unfortunately this table has just that and after thinking about it I can see why a modern powerful production game would want to do just that. Balls screaming up the center of the playfield could easily stress and ultimately fracture the pop bumper mech. At this point in time I don't think that I have any options to protect that pop bumper unless I pulled it from the design and went with just two pops at the top of the table.

    Here's a video showing current gameplay with the right outlane with the new geometry and the left with the old.

    #234 2 years ago

    TreyBo69 Brilliant! I added two posts below the pop bumper and it was too constricting so I pulled those, plugged the holes and added a single post. This changes the game quite a bit and makes hitting the middle pop bumper much more challenging which is great because that bumper needs to be hit to start multiball and if you miss and drain you loose the multiball as well.

    20210529_220718 (resized).jpg20210529_220718 (resized).jpg

    benheck the old transformer had a certain charm to it but the game is MUCH cooler now when buttoned up. The interesting thing about the switch is that all of the mechs got a bit softer but there is more power. By that I mean that I am now capped at 35v DC while the old transformer put out (24v AC + 6v AC for 30v AC with a peak DC voltage of 30v/.707 or 42v DC) a higher peak voltage but that dropped off quickly once a coil was fired (back towards 30v DC). I can see this when I hold down a flipper and a kicker fires. It used to be that when the top kicker fired I could direct the ball to certain lanes by holding a flipper or two to drop the voltage for the kick. With the new PS I can hold one or two flippers in and it still kicks the ball the same.

    I changed the left outlane to match the right and added a minipost below the scoop wall that moves balls towards the perdition lane. I think that I will change the code in mpf to raise the perdition post once the ball is kicked because I am getting quite a few balls that return directly to perdition. This used to not be a problem because it was so hard to get balls into perdition but now with a skill shot (thanks to the "Heck Wall") that can direct balls there I can afford to reduce the chances of entry.

    20210529_220737 (resized).jpg20210529_220737 (resized).jpg

    All in all the game plays really well!

    #238 2 years ago

    Interesting discussion!

    BTW does anybody know if there is a tool that will drive miniposts? The post's shaft is too wide to slide up the hollowed out shaft of my nut drivers so I have to resort to lots and lots of 30 degree rotations with a wrench for posts that sit along side walls. I'm not mounting hundreds of these but it sure is annoying...

    #241 2 years ago

    I kind of like it as well. When you were here you mentioned "where is the purple guy" and I realized that I don't have any King Dice graphics in the game. Perhaps I'll put a King Dice image on the post since as the minion of the Devil he would be blocking the way to the Devil Pop Bumper to try to block Cuphead from getting a multiball. Maybe print a dice head as a topper to the post and paint the base purple like his body with his suit graphics on it?
    king-dice-406737-normal (resized).jpgking-dice-406737-normal (resized).jpg

    #242 2 years ago

    Maybe something like this?
    Screen Shot 2021-05-30 at 2.28.40 PM (resized).pngScreen Shot 2021-05-30 at 2.28.40 PM (resized).png

    #243 2 years ago

    There's a new henchman on the scene. "If you want to get to the boss, you'll have to get past me!"

    20210531_002203 (resized).jpg20210531_002203 (resized).jpg

    Printed with white PLA and a low infill as a test. I tried painting the crevices with black and then went over the face with white but I didn't like the result so I switched to sanding the faces with 220 and that looked much better. I'll print the final piece with higher infill and I'll do a better job of cleaning the nozzle. I was using black ABS before printing this and some of the white looks a little marbled because of picking up some black ABS from the poorly cleaned nozzle.

    20210531_002240 (resized).jpg20210531_002240 (resized).jpg

    #246 2 years ago

    I'm going to have to play a bunch of games to make sure that the ball can't hit the head off the post like a "rock-'em-sock-'em-robot." If so then the spring might just be the ticket...

    #250 2 years ago

    Interesting ideas! The possibilities are endless.

    Speaking of nifty ideas, I had one on my walk today. One of the biggest headaches for me with this game has been getting the Dash saucers to kick right. They seem to require lots of little rotation changes to get them to aim just right. Change the power supply, rotate them. Change the pulse duration, rotate them. The problem is that you have to rotate the plastic ball saucer, the coil mount and the arm mech each time and these are small changes that require plugging and redrilling holes.

    My big idea was to make a mounting plate/disk that all of these components mount to and then use a couple of screw slots that will allow rotation of the plate (with coil mount, ball saucer and arm mech) and a third screw hole to lock the plate in place once the shot is tuned. I'll have to take a look to see if I have the real estate to make this work but if so, this will be a game changer (literally).

    1 week later
    #252 2 years ago

    Lots of software and hardware tweaks to the table. I now have the saucers kicking the way that I want them to kick with the right saucer raking the MUG targets on occasion and the left kicking to the top of the table also on occasion. I have to say that because there is a lot of variability in how these things kick from ball to ball.

    I did a bunch of work on the multiball code so that now there is a 10 second ball save with the start of multiball. I also now have a timed post raise/drop that occurs after every kick out of perdition to prevent cheap reentries of the lane.

    I also added a 10 second ball save from the time that a ball is kicked from the trough. Since there aren't a lot of quick ways down after ball launch this probably won't be used very often but it is nice to have.

    Lastly I added a slide in the attract mode that displays the high scores for the game along with titles for each score (like "Master of Crockery") and I made some changes to the high score entry routines.

    Here's a short video tour of some of the new changes.

    Here's some game play:

    1 week later
    #255 2 years ago

    Not a lot to report other than that I now have code in place to clear the perdition lane should something fail to clear it during either perdition multiball or perdition multiball fail scenarios.

    On most tables you put a ball in a ball lock and if the mode is ready the ball locks and if multiball is achieved the ball ejects, simple. The base problem with the design of this table is that the multiball is fricken complicated.

    In Cuphead the multiball lock needs to:
    - register up to three hits to the perdition counter
    - eject the ball after the first two
    - raise a post to block other balls from entry 750ms after eject
    - lower the post after 2 seconds to allow other ball entries
    - only do this on the first two entries
    - on the third entry lock the ball and raise the post
    - do not allow additional increments of the perdition counter after three until multiball is achieved or failed
    - if multiball is achieved:
    a) lower the post
    b) kick the ball
    c) raise the post after 750ms
    d) if the ball hits the kicker again repeat from step 'a'
    e) when the ball drains lower the post and start counting perdition entries again
    - if multiball fails:
    a) kill all scoring and coil power
    b) lower the post
    c) kick the ball
    d) raise the post after 750ms
    e) if the ball hits the kicker again repeat from step 'b'
    f) when the ball drains lower the post and start counting perdition entries again

    I've also started making the CNC file for machining the final playfield. A BIG thank you to the Pinsider who has agreed to help me out with this!

    #256 2 years ago

    Well today was the day that I've been putting off for a couple of weeks, the day where imagination meets reality. When I made the white board I used Onevox's playfield as a guide and fudged the locations of a few elements of the playfield to make everything fit. Today I had to make these liberties match the harsh cold reality of CAD.

    After hours of work in VCarve I now have most of the layout done. I'll come back at it again to finish off and then I'll go through and double check to make sure that I've got all of the locations correct. Although I'm not going to make the tool paths I couldn't help but run a simulation to see how the playfield is progressing.

    Untitled (resized).pngUntitled (resized).png

    #258 2 years ago

    VCarve is pretty slick, I especially appreciate the snap to center feature that makes it easy to find the center point of a line for layout work. Of lot of convenience that is best appreciated by those of us who grew up with T squares...

    #259 2 years ago

    My transparent white ABS just arrived so I'm experimenting with this for the walls. The thought of being able to transmit light through the walls is appealing to me. These ABS walls have been very sturdy and impact resistant so I don't think that I'll make steel walls for the final playfield. I guess if it's good enough for LEGO it's good enough for me.

    With the transparency you can see the infill pattern showing through the wall. It's kind of cool looking but I'lll have to live with it for a while to know if I like it or if I'll go with 100% infill for the finals.

    20210623_094205 (resized).jpg20210623_094205 (resized).jpg

    #264 2 years ago

    stefanmader it might be because my walls are ABS that they can take the hits? ABS has a bad name because it is "hard to work with", smells and is prone to warping but it is tough stuff. I use it for all of the parts on my Nell Driver Units because I want them to last in my customers machines for many years.

    The walls have 3mm thick tabs on the back side and these are screwed down to the playfield, the saucer walls have reinforcers on them as well since they can take direct hits. Objects are made in F360, sliced with Prusa Slicer and printed on a Prusa.

    20210623_111321 (resized).jpg20210623_111321 (resized).jpg

    #267 2 years ago

    Thanks!

    Several hours spent measuring and laying out the geometry of the playfield in VCarve Desktop. I think I've got everything in place but I need to come back another day and recheck to make sure I didn't make any big mistakes.

    Untitled (resized).pngUntitled (resized).png

    Finished up printing and now Cuphead has something in common with an old 1976 Ford Grenada that I used to drive. The both have "white walls"...

    20210624_201106 (resized).jpg20210624_201106 (resized).jpg

    Lastly finished up some small projects like printing up blocks for under the playfield that slide into the notches in the metal supports to lock the playfield so that it doesn't slide towards the player. Also removed some printed shims to lower the playfield by about 1/16" so that the glass can better clear the spinner bracket.

    3 weeks later
    #269 2 years ago

    It looks like Sunday the 25th will be the day for machining the playfield so I need to confirm that my plans for artwork will work. I sanded down the old Thunderbolt playfield and put a coat of shellac on it in anticipation of testing out techniques.

    20210716_165805 (resized).jpg20210716_165805 (resized).jpg

    My plan is to:
    1) mask off all of the areas that need to be painted and paint them white
    2) mask off the areas that will stay white and paint the yellow, red, blue and purple
    3) use white laser decal paper to do any graphics that are solid and colored
    4) use clear decal paper for black lettering and insert keylines
    5) use clear decal paper for any colored lettering over bare wood or painted areas and then...
    6) use the cricket on "print and cut" mode to make individual letters on white decal paper to cover the clear lettering in number 5

    The reason for steps 5 and 6 is that printers are set up to produce colors based upon them printing on white paper. If the artwork is printed on anything else the colors will not register correctly so that is why you need to print color on white paper. Since most printers can't lay down white (I had an ancient Alps printer in the early 90's that did) this is the only way I can see to make this work.

    7) keyline everything else by hand

    Wish me luck...

    #270 2 years ago

    The first experiment is done and I learned a few things. I was studying up on my Cricut machine and it has a "print and cut" feature that I've never used in the past. That it does is limit you to a 9.25 x 6.75 area but it will print "bleed lines" around the perimeter of anything that will be cut and then it prints a heavy lined black box around the graphic. The bleed lines ensure that no white from the paper will show through and the black box acts as a guide for the machine for indexing. What the machine will do (after you've printed the graphic and loaded the carried sheet into the machine) is turn on a light and use a photo sensor to find the black line. It does this in eight locations around the perimeter and based upon this it figures out where your graphic is and makes the cuts. The bleed lines give a little margin for error to the cuts.

    Here is what a sheet of paper looks like with the bleed lines. These are the heavy lines on the perimeter.

    20210717_091538 (resized).jpg20210717_091538 (resized).jpg

    I then got the bright idea that maybe if I use the mylar from my decal pro system, I can hold the graphics together so that they will be aligned properly. You'll have to google Decal Pro if you want more info but the last step in the process is to use mylar with an electrostatic charge to hold the graphics together while they are being released from the paper by water. This actually worked to a degree but because these are decals and not vinyl with an adhesive, there was no way to "weed" out the graphic ahead of time so it will not be the way that I go for the real deal.

    Here is what the decal looks like on the apron area of the old playfield. Before I can commit to this system I'm going to have to be sure that the clear coat will not damage the decals. Spraymaxx is only good for a short time (a week in the fridge if I remember right) so I'll have to wait till closer to finish time to check that out.

    20210717_091342 (resized).jpg20210717_091342 (resized).jpg

    Not bad but I can see that trying to line up a dozen of these over the playfield will not be an option. I'll have to paint the base colors and insert selected graphics in the various locations as I had planned before.

    1 week later
    #275 2 years ago

    Thanks again Ben, it was awesome hanging out, making playfields and talking all things pinball! A few Spotted Cows provided perfect hydration for a 90+ degree summer day in the shop.

    Here's Ben demonstrating proper technique for keeping small non-tabbed inserts from becoming flying hockey pucks.

    20210725_143611 (resized).jpg20210725_143611 (resized).jpg

    The first of two pfs.

    20210725_151129 (resized).jpg20210725_151129 (resized).jpg

    #282 2 years ago

    Well after all of the fun and excitement of yesterday it's back to the shop to see what these playfields look like in detail. Overall I'm very pleased with how the CNC paths turned out. I went to Ben's with three sheets of Home Depot 1/2" (12mm) birch plywood and I shellaced the top surface of each of these to help prevent splintering during the CNC runs. This worked really well for the most part but there was one section of the board where the veneer was not supported because of a void in the plys that had some minor chipping. Another section had some minor chipping because of poor adhesion between the veneer and the top ply. All in all not bad and nothing that I can't fix since these areas are eight under the apron or are covered with paint/color.

    After the first playfield was machined I went over to Woodcraft and picked up a quarter sheet of their fancy 9 ply 1/2" (12mm) birch and we used that for the second pf. Because that board was not shellaced we had some chipping on the first insert pockets so we stopped the CNC and put wide blue 3M masking tape over the areas that would be machined (the old masking tape trick for preventing cross cut chipping in plywood for table saw runs). This worked very well to prevent further chipping of the veneer. When I bought the board before machining it was dead flat but when I looked at it this AM, it has developed a warp to it. This is nothing that the side rails won't be able to straighten out but it was disappointing that the more expensive 9 ply was not as dimensionally stable as the cheap HD ply.

    Through a Pinsider I might have the ability to have the PF professionally direct printed so I've been working for the past couple of weeks with making Onevox's artwork match up with my vector files for the CNC. I've moved just about every element of the PF around by small or large amounts so this photoshop adjusting process has taken a lot of time. I used some long distance camera shots to try to eliminate lens distortion for setting up the left dice lane since that bares little resemblance to Onevox's original design. In spite of this the images still had some distortion that I couldn't correct using skew and distort in PS. Today I tried using my flat bed scanner to image these areas thinking that it would have the least distortion. The result looks a little like x-rays overlapping the artwork but it was reassuring to see that everything seems to line up pretty well.

    Screen Shot 2021-07-26 at 5.45.01 PM (resized).pngScreen Shot 2021-07-26 at 5.45.01 PM (resized).png

    #283 2 years ago

    Lots of sanding, cleaning up machined ledges and finishing has been done. I was wondering how best to clean up the dozens of 3/4" insert hole steps and I found that a Dremel flat wire brush really did a nice job of knocking off all of the splintered hairs of wood along the edge of the step off shelf.

    I wanted a grey latex paint for the backsides of the PF so I went to Menards and found that they sell small pint sized "test" jars of paint that can be mixed to any color. That was perfect for putting a couple of coats on the backs of the pf's after they had been shellac'ed and sanded smooth.

    20210727_133738 (resized).jpg20210727_133738 (resized).jpg

    Once that has dried I'll start setting the inserts in epoxy.

    #286 2 years ago

    TreyBo69 since I work on old EM's that's what I'm used to seeing so I figured that's what I'd do

    benheck no problem, it was a blast hearing your pinball stories! You have to also remember that I consumed a few of those beers myself.

    I was a little surprised at how fast you drove the feed rates of your 1/8" end mill but after going over the PF with a fine tooth comb it did a really great job. I guess I can probably increase me feed rates on my little CNC a bit. How many thousandths did you add to the vectors on the second pf? The inserts fit into it like butter but the first one that we machined that I set at exactly 3/4", 1" ... , those inserts will need a little gentle persuasion to seat just like you figured they would.

    #288 2 years ago

    Lots of work these last few days. One of the problems with the machine is that ALI used a lockdown bar that mounts into the front wood of the cab like the old Bally bars of the 60's did. The machine didn't come with the lockdown bar so I had to mod a Williams or Bally bar to fit which then shortened the playfield glass length so that a custom glass would be needed.

    In playing with a glass in place it has become apparent that the light colors from the head TV movies cause too much glare on the upper portions of the playfield glass so I talked with wallybgood and decided to order a sheet of Invisiglass for the machine. Since tempered glass cannot be cut I had my son help me pull the head and then used a 1/4" and 3/4" chisel to lengthen the glass run by about 7/8" so that a full sized sheet will fit. I also took advantage of the removed head to fix the back plate that had come loose.

    20210729_141446 (resized).jpg20210729_141446 (resized).jpg

    The other day I had a conference call with Onevox and his printer in NC about having the playfield direct substrate printed. The printer has a multicolor latex machine that uses a vacuum to hold the piece down and the machine can print on wood. We spent about half an hour going over the process to bring the printer up to speed about the various aspects of printing a pinball playfield. In the end they think that their print can go over shellac and that it should be compatible with Spraymax 2K.

    To test the process I am making three small playfield sections with an insert and saucer hole and we will do trials of printing onto these. The printer will then send them back to me for clear coating and once we feel confident in the process, I'll send them the two playfields that I'm making. While I was sanding down the inserts I thought that I'd mention a technique that is used in wood working that maybe some won't have seen.

    One way to be sure that you've sanded an uneven area down is to make pencil marks across the area and once all of the marks are gone, then the area should be flat. Also since I'm using a hand held random orbit sander and not a thickness sander, the marks will let me know if I'm taking off more on one side of the insert than another since the sander can rock on the insert. Here are three photos demonstrating how this works.

    20210729_154114 (resized).jpg20210729_154114 (resized).jpg20210729_154208 (resized).jpg20210729_154208 (resized).jpg20210729_154330 (resized).jpg20210729_154330 (resized).jpg

    #290 2 years ago

    Yes the printer thinks that direct printing to the plywood/insert board that has been shellac'ed will work. That's one of the beauties of latex printing, it will stick to just about everything. It will also accept most all clear coats so long as they don't contain ammonia in them. He said that Windex will wipe the print completely off.

    One reason why I want to clear coat the piece before printing is that I want the surface to be perfectly smooth to accept the latex print material. The print machine will sense the surface and adjust the print head to be just above the playfield. The further away from the surface the print head, the less fine the detail that can be printed. The printer likened it to using an air brush, the further away from the surface you hold the brush the wider the spray pattern. If I have any changes in depth from grain pattern, I'm assuming that will cause issues with print fidelity. That's why I want it dead nuts flat and to let the shellac fill any low spots in the grain pattern.

    Like we talked about when I was over this past weekend, shellac is about as safe a clear coat as you can get. It plays well with just about everything that you put over it including lacquer, varnish, spraymax, acrylic paint etc. Shellac does have drawbacks to it, for example if you used it as a final finish and you spilled alcohol on it, the alcohol will eat the finish. Since shellac is dissolved with alcohol that is also a strength of the finish because when you put a new layer on top of an existing layer, the alcohol in the new layer partially dissolves the old shellac and makes for a super strong bond between the old and new layers. Water will also damage shellac but since it will be covered deep in the finishes it will be protected.

    The test pieces are insurance that what we think will work, will actually work...

    #293 2 years ago

    Onevox will have to correct me if I'm wrong but I heard $150 for the two playfields.

    #297 2 years ago

    BorgDog I'm sending two just in case the first printing gets screwed up, I'm not planning on building another one. It will then be redundancy should I screw something up during clear coating or assembly.

    @thatonedude, I have no idea but the printers know Onevox very well.

    @flippyd, yes the center drain is brutal when coupled with 2" flippers. I'm not a very good player and it kicks my butt on a daily basis. Bord has played it as well and he is a good player so he might have a better opinion.

    #303 2 years ago

    GLARE.

    It's been a problem with Cuphead because the TV is bright and reflects off of the playfield glass. Also the game's video output features a lot of light colored backgrounds which makes the reflections more noticeable. I find the glare distracting so I've asked the same two questions to the 6 players that I've had try out the game. First off "do you find the gap between the flippers too wide and frustrating?" Secondly, "what do you think about the glare on the playfield?"

    All of them quickly answered no to the first question and took some time to answer the second. The even though all of the players didn't think that the glare was a game stopper, the delayed responses made me think that they were noticing it too. It's just when you play a game for the first time, there is so much new stuff to see and do that there are aspects like the glare that you might not notice till you've played for a while.

    I've been very miserly in the making of this game. The cab was $150 and that included lots of parts that were reused, many other parts are used from e-bay and I hung onto the game's original transformer and bridge rectifiers all to keep from spending $35 on a Meanwell power supply. It's not that I'm against spending money on the project, it's more of a challenge to keep the costs as low as possible.

    A couple of years ago I had the opportunity to spend a day over at wallybgood 's place, tour his shop and see the pins that he has built. The level of detail and quality of his work is astounding and his pins are as good as if not better than the original pins that rolled off of the assembly lines years ago. I guess that I shouldn't be too surprised since he is the only real "rocket scientist" that I know.

    Wally's the one that showed me Invisiglass and it was amazing to see how much better a playfield looks through non-reflective glass. It works well to keep down reflections from the room lights and in daylight it can fool you into thinking that there is no glass there. I recently asked Wally about sourcing the glass and he said that Cointaker usually has the best prices so I broke down and ordered a $250 sheet for Cuphead.

    I was far from certain that Invisiglass would fix/improve the glare problem but I have an Adventures of Rocky and Bullwinke that I never see myself selling so the glass could be transferred to that table should it not work out. Here's a photo of the game with regular playfield glass in a darkened room with one of the lightest colored videos running in attract mode. This should give the maximum amount of glare.

    20210801_225303 (resized).jpg20210801_225303 (resized).jpg

    As you can see the glare reaches all the way down to the drop targets when looked at from my 6' eye level. Here's a photo of the same background with the Invisiglass.

    20210801_225648 (resized).jpg20210801_225648 (resized).jpg

    You can see that although there is still some reflection present, especially at the top of the playfield, the Invisiglass took outmost all the rest of it. Check out the level of detail that you can make out in the "King Dice" toy just in front of the center bumper with the Invisiglass! To my eye it has reduced the glare to the point where it is no longer distracting to me so I'd have to give it a thumbs up for this application.

    #305 2 years ago

    Well today was the day that I realized that the cab's glass groove was not the problem in limiting the travel of the playfield glass, the TV set is. My options are limited to fix this so the easiest would be to modify the lockdown bar to clear the top of the glass. I pulled out my angle grinder and spent about 30 minutes removing about 5/8" of steel from the forward section of the "U" channel that reinforces the bar laterally.

    Now the bar will clear a full sized sheet of glass and still have clearance for the hasps to lock the bar down. The Invisiglass is safely tucked away in storage until the playfield art is done. No sense putting that expensive glass in harms way when I have almost a half dozen sheets of various quality pf glass on hand.

    In these photos the edge of "U" channel facing you used to be as tall as the remaining back section
    20210802_154041 (resized).jpg20210802_154041 (resized).jpg
    20210802_154048 (resized).jpg20210802_154048 (resized).jpg

    #308 2 years ago

    benheck glad to see that it works for you!

    TheBeefSupreme nice artwork on the cab.

    #312 2 years ago

    The test pieces are at the printer and Onevox has been working on getting the files set up for them to print these pieces. There's a lot more to this direct substrate printing process than I ever imagined and I an VERY grateful to have a graphics pro like Onevox to guide the process!

    #313 2 years ago

    When Ben set up the CNC files, the first playfield was machined at my specs which were 3/4" insert has 3/4" pocket and the second was set with an extra 20 thousandths of clearance (.010 each side). Today I set the inserts on both playfields.

    I mixed up 15cc of the long cure 2 part epoxy that I use for making kayaks.

    DSC07979 (resized).jpgDSC07979 (resized).jpg

    The first playfield was the one with the spec insert holes and on this playfield the inserts needed to be persuaded to seat into the pockets with a deadblow mallet. This caused some backbow to the playfield which is what I expected to happen. There is a luthier trick called "compression fretting" that can be used for fixing old guitars that lack truss rods to straighten the neck. What you do is seat a fret with an oversized tang to it and the metal will expand the top of the fingerboard and cause the neck to bow backwards. The inserts act just like the frets to expand the top of the playfield so the whole playfield back bows.

    BLOGIMG+-+Compression+Corrective+Fretting (resized).pngBLOGIMG+-+Compression+Corrective+Fretting (resized).png

    Here is that playfield with my bench grinder next to it. The weight of the grinder will be used to counteract the compression of the inserts.

    20210808_124917 (resized).jpg20210808_124917 (resized).jpg

    The second playfield's pockets were just a bit too large so that the inserts has about .005 of gap around them. If I were to do this again I would go with about 5 thou per side and that would give a perfect fit. These inserts will need a little fill to close up the gap before clear coating.

    20210808_124841 (resized).jpg20210808_124841 (resized).jpg

    #314 2 years ago

    When I was setting the inserts I found that I was short by three 3/4" inserts so I pulled those from the playfield in the game. I wanted to leave those inserts in there so that I could still play the game and test it while the playfields were being finished.

    Now that my game was short three inserts I was able to test something that I had been thinking about. Could you print inserts and have them look OK on the playfield? I made a quick model in F360 and printed it in transparent white ABS which is the same material as the walls.

    Screen Shot 2021-08-08 at 8.48.45 PM (resized).pngScreen Shot 2021-08-08 at 8.48.45 PM (resized).png

    This is what the insert look like in the playfield, note that the surface would be sanded and clear coated so the top print pattern would not be present.

    20210808_193407 (resized).jpg20210808_193407 (resized).jpg

    The insert on the upper right is a moulded part while the other three 3/4" inserts are printed, the LEDs are showing yellow in this shot.

    20210808_193226 (resized).jpg20210808_193226 (resized).jpg

    Here is the playfield showing red with the upper left three being printed inserts and all of the rest stock moulded inserts.

    20210808_193335 (resized).jpg20210808_193335 (resized).jpg

    They actually look pretty good so this is an option should you need an insert with a shape or size that can't be bought. For instance only Pinball Resource had the white opaque 3/4" inserts.

    #315 2 years ago

    Today was sanding day. Just like in the earlier post, if you've got an area where you want to check to see just how the inserts sit relative to the wood you can mark them and see what gets removed.

    20210809_110344 (resized).jpg20210809_110344 (resized).jpg20210809_110501 (resized).jpg20210809_110501 (resized).jpg

    Here you can see that the middle insert sits below the level of the top of the wood, this is bad. The good news is that the sheet of ply that I got at Woodcraft has a nice thick outer veneer so I was able to level this without going through the outer veneer. BTW I left the star inserts in place during sanding since I'm going to leave them in for clear coating so that I don't close off the openings for the white "star switches."

    One thing to keep in mind with sanding is that when you have two different materials, the "softer" material will always be removed faster or in preference to the "harder" material. In this case the plastic is "harder" than the wood veneer. What this means is that if a plastic insert is proud, the hand sander will most likely rock on top of the insert and you run the risk of cutting through the veneer around the insert.

    With the thicker veneer I was able to let the sander sit flush with the playfield and do it's work. With the ultra thin veneer of the Home Depot sheet I didn't have this luxury. The veneer is so thin on this sheet that I doubt that I could have sent the playfield through a thickness sander without having big sections of playfield veneer removed. For this sheet of ply I needed to use the "edge" of the sander to get the insert to within a few thous of flat before I could set it flat and finish out the surfacing. In general I would not do this but with the thinness of the veneer I really had no choice.

    You might wonder, "how do I know when I'm about to go through the veneer?" The answer is that you don't so it's good that all of the areas around the inserts are keylined and covered in color. If you want to know what it looks like when you are about ready to go through the veneer, check out the dark patch just to the left of this saucer cutout. You can still see the veneer's grain pattern but the darker veneer just beneath is starting to show through.

    20210809_152122 (resized).jpg20210809_152122 (resized).jpg

    Here are both playfields once the inserts were sanded completely flat.

    20210809_152102 (resized).jpg20210809_152102 (resized).jpg

    #317 2 years ago

    Yes that's my plan but first the printer has to print the test pieces and get those back to me so that I can test the spray-maxx 2k on them. It will also let us know if the registration process works and if the route around the saucer will work with the print. I won't round over the saucer holes till I see how the print went. Since the router with the saucer bit in it is the same one that I use to cut the shooter lane groove, I can't cut that groove until then as well.

    #319 2 years ago

    We're on hold until the test prints are run early this week so I spent some time looking into ways of protecting the expensive non-reflective glass. When the glass was shipped to me me it came with craft paper between the sheets and I laid that paper on one of my pins and noticed that it fit just past the edges of the glass. That got me to thinking "could you use cloth to protect the glass?"

    This lead to a look through Pinside for pinball protectors and I wasn't crazy about the Weber grill covers that are out there. I then saw that someone put a beach towel over their machine and had some custom printing of the playfield on the towel. This led to a pricing search and I found that I could get a one-off beach towel for a bit over $20 so I designed covers for Cuphead, Rocky and Bullwinkle and the "Multiball" virtual pin that I built a few years ago.

    The towels came yesterday and they fit the machines pretty well. They are not the highest quality beach towels that I've ever seen and I wonder what they would look like if they ever went through a washing machine but they will work great for my purposes.

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    #320 2 years ago

    The first test print was made at the printers and they sent a photo of the job. The colors look good but there seems to be crazing in the red in the lower left. The alignment on the saucer hole seems a little off but because of the lens distortion I can't tell if it is my route that is uneven or if the graphic is offset? Onevox is going to be stopping by the printer next week and hopefully will be able to sort out any printing issues then.

    403C6F21-3EF1-4312-AE9D-1422ADF2CB2E.jpeg.2ed48bc309058a22dab150e3dca43299 (resized).jpeg403C6F21-3EF1-4312-AE9D-1422ADF2CB2E.jpeg.2ed48bc309058a22dab150e3dca43299 (resized).jpeg

    I also don't know which of the three pieces was printed so I don't know which one of the three finishes this is.

    #321 2 years ago

    Well, more bad news from the printers. According to @Onevox, they had problems with the test pieces and are thinking that heat from the printer is causing problems with the print quality. This means that the direct substrate print with this print house is a not going to be an option. I'm gearing up to do the playfield myself early next week. After about a month of inactivity I'm looking forward to getting this wrapped up while I can still spray with doors and windows open.

    #324 2 years ago

    Alright we're back in production. Today I sprayed the playfields, test piece and old playfield with decals with Spraymax 2k. My goal is to build up the playfields so that I can fill any grain patterns before painting and applying decals. From my tests the decals will accept Spraymax without any issues which is key to making this work. The latex print also accepted the Spraymax so if anyone goes that route, the finish is compatible.

    I didn't do any fancy surface prep for this coat because I'm going to sand it down with 220 grit to get a level surface for paint and decals. That's why you can see imperfections in the finish.

    SprayMax 2K is a two part clear coat that takes about 24 hours to cure for machining. Here are photos of the playfields that show how glass like the spray is as well as photos of the test piece and decals applied to the old Thunderbolt playfield.

    20210831_172715 (resized).jpg20210831_172715 (resized).jpg20210831_172728 (resized).jpg20210831_172728 (resized).jpg20210831_172753 (resized).jpg20210831_172753 (resized).jpg

    #326 2 years ago

    The printers that onevox set me up with in NC have a direct substrate printer that uses latex as the "ink". Unfortunately they think that the process will not work on my playfield based upon the test pieces that I sent them. There are all sorts of minor registration problems with the test print in addition to the crazing in the red section so this process was a dead end.

    #328 2 years ago

    That's what the printer thought as well but the clear was just shellac which is compatible with just about any finish including latex. The print is solid to the surface so there is no bonding issue but the printer thought that maybe the heat of the printing process was the cause of the problems?

    It's weird because parts of the print are excellent and others are crappy. One other big problem is the lack of perfect registration between colors and that is independent of print material...

    #330 2 years ago

    Wow Ben, who don't you know? If you think to ask him if there is an issue with shellac and latex printing that would be great.

    Today I sanded down the glossy Spraymax 2K to get a perfectly level surface for the graphics. The high gloss makes it easy to find small pockets in the finish where the wood grain makes the finish sink a bit. Here's a photo of the "A" playfield sanded down.

    20210901_172639 (resized).jpg20210901_172639 (resized).jpg

    Here's a shot with the unsanded shooter lane guide to show the difference between sanded and unsanded.

    20210901_172850 (resized).jpg20210901_172850 (resized).jpg

    I then made three trips to Office Depot to get the playfield graphic printed in scale. Lots of problems, confusion and forms to sign before I got a print that was correctly scaled.

    20210901_171006 (resized).jpg20210901_171006 (resized).jpg

    I then used a good old fashioned drafting circle template to cut out the 1" and 3/4" inserts. Those of you who grew up after the days of hand drawn mechanical drafting will have to look that one up in the encyclopedia, I mean use Google. Here's the mask showing that all of the inserts line up perfectly with the print, hurray!

    20210901_175959 (resized).jpg20210901_175959 (resized).jpg

    I'll use this print to mark the location of the main graphic for masking prior to painting with white and then the correct shade of yellow. The decals will then go over this base of white and yellow and everything will get clear coated with Spraymax 2k

    #332 2 years ago

    @onevox, thanks it looks like the art perfectly matches the CNC pattern so the direct substrate print would have been good should the printing process not be an issue.

    When I was at Office Depot today I was listening to some customers who were talking about the print business. These guys have been at this for decades and they said that many of the printing places won't even look at your job unless you can deliver high volumes to them. They said that many printers want to have the machines running 24/7 and aren't interested in small or one-off jobs. Thanks for you help in trying to get this printed, I doubt I would have gotten anywhere without your help.

    #334 2 years ago

    Today was painting day. I traced around the full scale paper mask that I had printed yesterday and cut specific sections of the perimeter with the cricut. I also used masking tape and Firsket to complete the perimeter. I used the Cricut to make circular masks for the inserts, saucers and star roll overs and made a special mask for the wire roll overs. Here's what playfield "B" looked like when fully masked.

    20210902_115306 (resized).jpg20210902_115306 (resized).jpg

    Next the entire painted area was gone over with straight white Createx paint because yellow is a royal pain to work with. Yellow is the one color that all the other colors like to kick sand in the face of. Yellow covers nothing, gets covered by everything and can barely stand up to other colors when you mix them in. For example what do you get when you mix 10 drops of yellow with one drop of red? Red... Don't get me wrong, I really like yellow, it's just that I've worked with it before and know what I'm in for.

    The white was laid down to cover any grain pattern to prevent it from showing though the yellow. White also makes a nice base to spray the yellow onto. I thought about masking off the areas under the plastics to preserve the white but I think that making them from white decal will let me keyline them with the graphic and will give me a chance to control the tone of the white a little better

    20210902_130348 (resized).jpg20210902_130348 (resized).jpg

    Finally I mixed 15 cc of yellow Createx with 2 drops of red to get the mustard yellow that Onevox chose for the original Cuphead artwork. The yelllow paint was pretty stiff so I added a small amount of water and ran the PSI on the airbrush a little higher on the yellow than the white. It took about four coats of yellow before the color looked fairly even. The Createx was allowed to dry and then hit with a heat gun to let it set after every coat. I'll pull the mask off tomorrow because I want to look at the playfields with a fresh set of eyes before I commit to pulling the mask.

    20210902_142501 (resized).jpg20210902_142501 (resized).jpg

    #336 2 years ago

    Unmasked.

    20210903_085021 (resized).jpg20210903_085021 (resized).jpg

    Not much to say here other than a few tips when working with masking material. First off make sure that the edge next to the paint is down solid on the surface. Second, not all masking materials are equal. Vinyl, Friskit and pinstriping tape are better than standard masking tape for a clean edge. Third, know when to quit with the paint. Laying down more paint might give a little better color uniformity but will also build the step off between paint and wood which will need to be dealt with during clear coating. Lastly, always pull up the masking material so that it shears along the paint line not across the paint/mask interface. All of these were learned over the years from the school of hard knocks.

    #338 2 years ago

    Ha! That was a poster sized retirement card that I got from some of my coworkers, the one who made it up knows me pretty well. I especially like number 4 "Wood Stuff."

    20210904_223543 (resized).jpg20210904_223543 (resized).jpg

    #339 2 years ago

    Today was sanding day for the edges of the paint. One big advantage of ink over paint is that the ink has very little material to it so it doesn't build up from the surface. Here is an image of the steps that I'm going through to get the playfield back to level now that it is painted. I want the surface flat before applying decals so that I don't risk damaging the decals during the flattening process.

    Masking Finish (resized).pngMasking Finish (resized).png

    Every inch of perimeter edge, every insert, every roll over and any open areas all needed to be sanded by hand with 400 grit paper to get to the third stage in the process. I then hit the playfield with a coat of SprayMax 2k.

    #341 2 years ago

    Sanding and finishing are my least favorite parts of wood working but I'd guess this falls under "wood stuff". I too am looking forward to finishing this off because I'd like to move on to something else. Tomorrow I hope to sand down the clear coat and then I'll remove everything from the shop, blow off the walls and ceiling with compressed air, wash the floors and try to remove all of the dust before hitting both pfs with the second clear coat. This will give a high gloss finish for the decals so that they don't haze.

    Bord stopped by today on his way past town and I showed him the playfields and we played a few games of Cuphead. Always great to see him!

    #343 2 years ago

    I re-clear coated the playfields so they are shiny again.

    20210907_190132 (resized).jpg20210907_190132 (resized).jpg

    Printed and cut out a test decal on white decal paper using the Cricut and applied it to the "b" playfield. The decal was cut well but didn't release well from the paper, also the white triangles are not long enough to cover down to the bare wood around the top roll overs. I'm going to have to check my artwork again All of the inserts lined up so why didn't these rollovers?

    20210907_190203 (resized).jpg20210907_190203 (resized).jpg

    #346 2 years ago

    Yes we're going back to doing this by hand since the printer didn't work out.

    One again the decal was printed and cut with Cricut and once wetted the parts that we don't want were weeded out. The decal was allowed to dry overnight and then it was run through a laminator with a sheet of clear mylar. The mylar/decal/paper was then wet and the paper was removed from the decal so that the decal was on the mylar. I then printed the artwork on a clear overhead sheet and the mylar/decal was placed on that to stiffen the mylar and also allow slight adjustments in the decal on the mylar so that the decal art aligned with the actual art.

    Finally the playfield was sprayed with one drop of Dawn in 1 quart of water as a wetting solution. The overhead sheet/mylar/decal was placed on the playfield and the overhead sheet was lifted followed by the mylar which just left the decal on the playfield. I used paper towel to sop up most of the water/setting solution. An art brush was used to coax the decals into final position. Lastly, I have a rubber roller so I placed paper towel over the decal and rolled everything perfectly flat with the rubber roller.

    This is by far the most difficult decal on the playfield and I started with it because if I can't get this one to work there's no sense in continuing with the project using this technique. Here are a couple of photos of the project.

    20210911_130202 (resized).jpg20210911_130202 (resized).jpg20210911_130151 (resized).jpg20210911_130151 (resized).jpg

    #348 2 years ago

    Thanks BorgDog it's a slow and tedious process, especially since the "water slide" decals don't want to release from the paper. Slowly making progress with the white decal paper, once that is all down, the clear will be used for black lettering on inserts as well as other text. The non-maring plastic T-square is to keep everything square since there are no other guides for some of the decals. The transparent Cuphead is to check scale and placement for the decal that is in the water.

    20210911_151322 (resized).jpg20210911_151322 (resized).jpg

    #352 2 years ago

    LynnInDenver have you ever worked with waterslide laser decals? If so do you have a brand of paper that you can recommend? Years ago I made a few ink jet water slide decals with Testors paper that turned out well but they were a PIA to work with because you had to clear coat them before wetting to prevent the ink from running. Also do you use a wetting agent on your decals?

    docquest you ask a tough question, the long and short is that I don't know because I don't have any lights that I can drive to test that out right now. I'm using two different kinds of decal paper, white and clear. I did a test with a white backed "7" on an insert and using a super strong flashlight set back about a foot this is what the insert looks like. I'd say not bad.

    20210912_203420 (resized).jpg20210912_203420 (resized).jpg

    The problem is that this black seven has "opaque" white behind the black toner. With just clear I doubt that the "7" will be as opaque but I could be wrong. I say "opaque" because you can see a difference between the Mugman image at the top where it sits over the yellow and where it sits over the plain wood. I put a second decal over Mugman's head and that helped a little but not completely.

    Hey wallybgood it's really great to hear you say that, coming from you that means a lot to me! I have to say that I am really ready for this to be done. My wife even said that she will throw a party when the machine is done because she's getting tired of it as well. Here are the in/out lanes along with a paper test piece for the lower middle graphic for fitting purposes.

    20210912_201318 (resized).jpg20210912_201318 (resized).jpg

    #354 2 years ago

    More decals down but I'm running out of white paper so another order has been placed.

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    #356 2 years ago

    I'm out of white laser printer paper so I figured I'd post my current technique which has changed from the first decals to now.

    When 300 dpi images are brought into Cricut's "Design Space" the images are much larger than scale so they have to be resized to match what you need. Cricut also can only print and cut a 9.25" x 6.75" area. If you send multiple images to Cricut Design Center it will try to orient them so that they can be printed and cut but Cricut is wasteful of paper in its choices and each image needs to be individually resized.

    What I've gone to is making a blank 9.25" x 6.75" canvas in Photo shop and then I cut/edit/paste the images onto this canvas and then add four black squares into the corners of the canvas so that when saved as a png, Photoshop doesn't auto crop to the outside of the images. Now when you bring the graphic into Cricut all you have to do is resize to 9.25 x 6.75. Way easier than when I was painstakingly resizing each individual graphic and saves money since the decal paper is $1.65 a sheet.

    Screen Shot 2021-09-14 at 1.42.44 PM (resized).pngScreen Shot 2021-09-14 at 1.42.44 PM (resized).png

    The Cricut software will print a perimeter box around the graphics as well as bleed lines based upon what it sees on the border. These can look a little funky if the black keyline is thin because is sees both the black as well as the color next to it and tries to print something in between. At any rate the printed decal is run through the Cricut and it magically cuts all of the borders with incredible speed and accuracy. What wound take me hours by hand with an x-acto knife and scissors it does in about a minute.

    The graphics are then cut apart for application. In this case I've got the big center graphic that is way too big for the cricut so it was made into three different sections with extra white printed along the edges of "HEAD" and "MAN" so that the middle graphic can overlay these and the white shouldn't telegraph through.

    20210914_124059 (resized).jpg20210914_124059 (resized).jpg

    The decal is wet in hot water (thanks @lynnindenver) for just a few seconds until the decal can be moved with some force.

    20210914_124210 (resized).jpg20210914_124210 (resized).jpg

    An edge is picked up of the decal section that needs to be weeded and all of that is removed.

    20210914_124248 (resized).jpg20210914_124248 (resized).jpg20210914_124305 (resized).jpg20210914_124305 (resized).jpg

    The decal goes back into the water so that it starts to lift.

    20210914_124328 (resized).jpg20210914_124328 (resized).jpg

    It then gets pulled out and set upside down on a sheet of clear mylar.

    20210914_124359 (resized).jpg20210914_124359 (resized).jpg

    The paper is carefully pulled back on itself to just leave the decal and mylar.

    20210914_124525 (resized).jpg20210914_124525 (resized).jpg20210914_124640 (resized).jpg20210914_124640 (resized).jpg

    The mylar is used to position the decal on the playfield and then pulled up and reused for the next decal.

    20210914_124904 (resized).jpg20210914_124904 (resized).jpg

    Here's where I'm at now that I'm out of white decal paper. It's a PIA but it's all that I can think of to make this work right now. This is the "B" playfield so the mistakes that I've made on this one will hopefully not happen on the "A" playfield.

    20210914_133443 (resized).jpg20210914_133443 (resized).jpg

    #357 2 years ago

    Tonight I switched over to clear decal paper to make the decals for the inserts. The clear paper is a breeze to work with compared to the white paper. If you put the white paper into hot water for an hour not all of it will release but if you show the clear decal paper a glass of water, it wants to release from the paper. I could actually slide the clear decals off of the paper and onto the playfield without all of the mylar mumbo-jumbo.

    Here's the playfield with all of the clear decals in place. The clear ones that are just black lettering look sharp on the yellow paint. I was also able to put decal rings over the in/out lane inserts to clean up their edges. The DASH graphics were done in clear so that I can place the colored letters over them

    20210914_200432 (resized).jpg20210914_200432 (resized).jpg

    I was pleased with how well the clear decals block light on the inserts. Again I don't have any LEDs to test so I set a super bright flashlight on top of an overturned garbage can so the light was the same distance from the inserts in both photos. This one of the SOUL lights is black toner on white decal paper.

    20210914_200551 (resized).jpg20210914_200551 (resized).jpg

    This one of the thousands and multiplier inserts is clear decal paper.

    20210914_200605 (resized).jpg20210914_200605 (resized).jpg

    I'd say that they are pretty close in opacity to each other and as someone mentioned I could double up the decals to increase opacity. In fact I have a second set of clears for the thousands all ready to go.

    #360 2 years ago

    BorgDog making the yellow mask was enough of a challenge. Trying to get white in all of the locations where it would be needed is far beyond my capabilities.

    docquest the SOUL light inserts are black toner on white decal paper that was run through the cricut.

    #363 2 years ago

    As mentioned before I'm out of white decal paper so I did some experiments with clear decals. I added a second clear decal to each of the thousands inserts and this increased the blocking ability of the insert by a fair bit. I tried to shoot photos to show the difference but my phone was unable to capture the changes but they are very apparent when viewed directly. I also added the colored "DASH" letters over the clear decal index.

    20210915_212949 (resized).jpg20210915_212949 (resized).jpg

    Because of what I've learned thus far on the "B" playfield, I'm changing my strategy for the lower playfield decals. I won't bore you with the details but the change involved adding a clear decal to the multipliers to help index the purple side decals as well as help orient the "Bonus Multipliers" text. Here's the first decal on the "A" playfield. The end is in sight.

    20210915_211731 (resized).jpg20210915_211731 (resized).jpg

    19
    #364 2 years ago

    DONE!

    20210917_143105 (resized).jpg20210917_143105 (resized).jpg

    Well at least with the "B" playfield decals. I'm going to wait until the new white decals get here to work on the "A" playfield, should be some time next week...

    #367 2 years ago

    I was working kind of fast yesterday to get the playfield done so I sent a photo of the table to Onevox to see if I missed anything along with a couple of ideas that I had for changes to graphics for the "A" playfield. He suggested adding wording that this table is a tribute to the Cuphead game and that reminded me that I forgot to mention Ben Heck for his CNC work so I redid the playfield name decal today.

    20210918_091640 (resized).jpg20210918_091640 (resized).jpg

    As you might recall the flippers on the white board were damaged because the flipper mechs didn't have spacers under them to make up for the difference in playfield thickness so I made decals for two sets of flippers so the final version.

    20210918_091643 (resized).jpg20210918_091643 (resized).jpg

    #371 2 years ago

    To quote Foreigner "fill my eyes with that double vision!"

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    The "A" playfield took a fraction of the time that the "B" playfield did because of better paper and better technique. I ordered some more white and clear paper from my supplier and she told me that she had a special deal on some discontinued paper that she had got from her vendor. She sent five sheets of the white paper and this stuff released as well as the clear did. No more mylar transfers, no more distortion in the release process in short "decal bliss." I ordered 100 sheets of the stuff and once it got here it took about one working day to get all of the decals onto the "A" playfield.

    In terms of things learned from making the "B" playfield:
    1) Use clear to set up the locations of color decals that float free.
    20210923_093821 (resized).jpg20210923_093821 (resized).jpg20210923_095117 (resized).jpg20210923_095117 (resized).jpg

    2) When decal paper rolls up when wet, that really helps with release. What I think is going on here is that the paper swells in the water and the decal doesn't change so the paper rolls up. When the paper is flattened it creates a "shear" between the decal and paper that makes the decal release quickly.

    3) If you use a roller to press water out from under the decal, double up a sheet of paper towel and roll over the doubled up paper towel parallel to the fold. This way the top layer of towel can move with the roller while the bottom that is in contact with the decal stays in place. This will help prevent moving the decal in the process.

    4) If a decal is not perfectly positioned it can be lifted and reset with water and gentle persuasion with a soft bristled art brush.

    Also of note is that I made a few changes to the decals including
    -change out the black print to white on the purple arrow
    -added "knockout" to that arrow since it activates the "knockout shot"
    -changed out the white text under the "7" to blue
    -changed the text to "Admission to Perdition" (thanks Onevox )
    -better centered a few decals

    #372 2 years ago

    Playfield "B" is now shiny wall art after yesterday's clear coat.

    20210926_120846 (resized).jpg20210926_120846 (resized).jpg

    20210926_120824 (resized).jpg20210926_120824 (resized).jpg

    #374 2 years ago

    Originally I made two so if the printers screwed up the first playfield they could make changes to print playfield 2. Once the printers not an option, the "B" playfield (cheap Home Depot plywood) became my practice sandbox for getting my techniques down so the "A" (multi-layer ply from Woodcraft) playfield would come out as close to perfect as possible. I made a few graphical changes to the "A" playfield that I think make it better as well.

    #375 2 years ago

    Working on the plastics which is difficult since the playfield in the cab is hand made while the final playfield is CNCed. This means that the two do not line up exactly so the locations of the posts may vary slightly. At any rate the holes in the paper line up exactly with the CNC'ed playfield. Here is a glimpse of the future...

    20210927_143304 (resized).jpg20210927_143304 (resized).jpg

    The darkened areas on the big "plastics" are where the paper overlaps.

    #376 2 years ago

    Oh so that's how you play this game!

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    #377 2 years ago

    Oh and the table can now be transported across state lines because it had a "D. Goblett Co" tax stamp and is strictly for amusement.

    20210927_211450 (resized).jpg20210927_211450 (resized).jpg
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    #379 2 years ago

    Thanks for the idea TreyBo69

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    #381 2 years ago

    Thanks! It's not as impressive in person because of variations in decal height and ripples in decal edges. It's Ok but not perfect. For the next several days to a week I'll be working on leveling all of this out for the "A" playfield.

    #382 2 years ago

    Well I hope that I've shot the last coat of clear on the "A" playfield. I keep learning from the school of hard knocks so I'll pass on what I've learned about Spraymax 2k here.

    I had some edges of decals where there was a ripple in the key lines so rather than put lots of coats of clear over the area I leveled the section with wet sanding which of course cut through the keyline to the yellow beneath it. In the past I've used a fine tip Sharpie to touch up these sort of issues with out any problems. At any rate I flooded one area of touch up (that already had cured Spraymax over it) with Spraymax 2k thinking that the two part acrylic would play nice with the covered Sharpie. Instead it made a beautiful chromatography experiment with the Sharpie ink. I had to use an x-acto to pull the jelled clear coat back onto the key line which was a bit of a mess. Once dry I sanded down flat again and re-applied clear coat.

    What I think happened is that there is an organic solvent in the Spraymax to help retard curing in the can. This stuff cooks off once sprayed but that solvent was in a high enough concentration in this spot that it ate through the old layers of Spraymax to the Sharpie and caused the ink to dissolve and spread. In the future I wonder if a water soluable ink would be a better choice since the non-polar organics probably won't be able to dissolve the polar water inks.

    Lord willing I think that the playfield art is done so I'll let the playfield cure for a few days before I populate the top. That will let me finalize the plastics and send the art off for translight printing so that I can work on transferring mechs and lighting while the art is printed and mailed back. This project has taken a lot more time than I had originally envisioned, I can't wait to be done...

    #383 2 years ago

    Test fitted and transferred walls. posts, top arch, shooter guide and apron onto the "A" playfield. Found that some of my pilot holes were off for the apron mounts so I had to move those but now everything fits. I'm working on plastic geometry and will set up CNC files for cutting the plastics and will finalize the art files for sending off for printing onto translight material. A few walls had to have their F360 files changed because of differences between the hand made and CNC playfield geometry.

    20211004_101745 (resized).jpg20211004_101745 (resized).jpg

    Reprinting the walls with 100% infill instead of the 20% infill used for the test walls. I'm surprised that the test walls were in as good of shape as they were when removed since they had quite a few games played on them. I hope that is a good sign for the 100% infill walls.

    20211004_101811 (resized).jpg20211004_101811 (resized).jpg

    #384 2 years ago

    Thanks for the feedback. A couple of more questions

    - Do you think that I should pull the playfield red and replace the lightest color of red in the plastics with that color? To my eye the blue plastics look good but the red look flat/subdued.

    -Do you think that I should replace the 100 POINTS on the two bumper caps with CH lettering? This is about the only link to "reality" on the playfield and I think it looks a bit off not having the fonts match. Bear in mind that this will be super easy to do since the "100 POINTS" is only on the surface of the plastic and not imprinted into the bumper cap.

    #389 2 years ago

    Thanks, those are some great ideas! I wonder if pinball manufactures consider red/green color blindness in their designs as it it mostly a male hobby?

    #391 2 years ago

    Yeah that's too bad. I audited a "User Interface" computer science class once and I remember the professor making a point out of taking into account red/green colorblindness when doing interface layouts. It was something that I never thought of before and it made an impression. Heck even stoplights don't comply...

    #394 2 years ago

    Flashing traffic lights at night sounds like a big problem, a lot of our local stoplights flash red or yellow after midnight...

    #397 2 years ago

    CNC'ed the trial run of plastics from some scrap .080 acrylic that I had laying around. A couple of faces need to move back a short but all the holes (except the ones I added for the side walls) were spot on.

    20211004_204005 (resized).jpg20211004_204005 (resized).jpg20211004_204015 (resized).jpg20211004_204015 (resized).jpg

    #398 2 years ago

    Today saw some more clean up of CNC files and tweaking of artwork for the plastics. I made a 100 Point graphic for the bumper caps and put it onto the already cleaned up cap for the "Devil Bumper" to see what it would look like. I agree with the posts here that the change is a good one and will remove the last traces of "reality" from the old ALI Thunderbolt.

    20211005_110440 (resized).jpg20211005_110440 (resized).jpg

    I also did some experimenting with plastics graphics. Bord asked me about replacing a plastic from his Magic Circle and I said that I had made a replacement for a Darling captive ball plastic using acrylic and the Decal Pro graphics system (you'll have to Google that) with good results. (I think that the original is on right and the home made replacement is in the middle)

    Untitled (resized).pngUntitled (resized).png

    I can't use white decal paper on the plastics because the graphic would have to go on top of the acrylic. To get around this I made several backwards clear graphics for two of plastics when I was making the clear decal for the bumper caps. I applied the "backwards" clear decals to the back side of the test acrylic plastics and then doubled them up for extra light blocking, just like on the inserts. I then made a white decal mask and applied that over the clear decals to give them a white backing for color registration and this is the result.

    20211005_110515 (resized).jpg20211005_110515 (resized).jpg
    20211005_110537 (resized).jpg20211005_110537 (resized).jpg

    I pulled the bright red and blue from the table graphic (see several posts before about color changes to the plastics) and I think that the result looks promising as a way of doing the plastics for this tables as well as a way of making custom replacement graphics for pin restorations. The only problem that I see for restorations is matching the yellowing of the plastic but I suppose the clear decal could be tweaked to do that?

    #399 2 years ago

    A fresh sheet of .080 acrylic is now a complete set of plastics

    20211005_171544 (resized).jpg20211005_171544 (resized).jpg

    The bumper caps have been stripped and have new graphics.

    20211005_184731 (resized).jpg20211005_184731 (resized).jpg

    #401 2 years ago

    Onevox prepare to be even more jazzed because I know I am. For those of you just joining the build, Cuphead is Onevox's brainchild that he was gracious enough to let me bring to life.

    Behold after a day's work the plastics are done and the playfield sits in the cab.

    20211006_192020 (resized).jpg20211006_192020 (resized).jpg

    I doubled up the clear decals as well as the white backing decals. The second layer really made the reds pop so I guess they needed a bit more white behind them. The really long plastics required two of three piece decals for them but with the bold stripes it was easy to hide the joints between decals.

    I still need to make the new in/outlane wire guides before the the topside is done. The new set will have a slight curve in the upper section to help guide the ball around the corner. The prototype just had two sections that were straight and the ball tended to go "thunk" onto the lower wire before making the bend to the flippers.

    After that is done then it will be time to start pulling off the mechs to set them aside so that I can get at the lights and transfer those since they sit on the "lowest" level with the mechs above them. Hopefully I don't break anything in the process. The way this project has gone, the smart money is on breaking something.

    #402 2 years ago

    I made wire guides for the in/outlanes and mounted those onto the surface of the "A" playfield (PF). I also moved the index plastics that keep the PF from sliding in the cab and cut two short grooves in the bottom leading edge so that the hasps that hold down the lockdown bar in place had enough room to swing into position.

    Here's the old PF prior to stripping, so the trick is going to be getting all of the mechs off in one piece so that I can get at the lighting.

    20211007_122405 (resized).jpg20211007_122405 (resized).jpg

    I pulled all of the rollover switches and moved them to the "A" PF.

    20211007_125148 (resized).jpg20211007_125148 (resized).jpg

    Next I was able to get all of the mechs up, labeled and ready for removal. During the build process I had a few lighting wires get intertwined with the mech wiring so those had to be unsoldered and put back together on the right side of setup. The with the help of my wife and a big whiteboard we started on one end and put mechs onto the whiteboard, advanced the board an inch or two and then added more until all the mechs were safely on the whiteboard. This was then set aside.

    20211007_145918 (resized).jpg20211007_145918 (resized).jpg

    The lighting runs were marked, pulled up and moved to the "A" PF. I had to add a short string of lights for the bumpers as a bridge since they are part of the chain but the LEDs are not easily removable from the mechs yet connect sections of the single chain together.

    20211007_193514 (resized).jpg20211007_193514 (resized).jpg

    The table was booted up and all the lights work!

    20211007_193252 (resized).jpg20211007_193252 (resized).jpg

    Here's a video of the attract mode, this was a full day's work!

    #404 2 years ago

    Today is the start of repopulating the playfield (PF). I started out by carefully measuring the angles of the kickers and transferring those to the new PF for placement of the kickers. The kicker shots were fine tuned on the white wood but with the new high gloss PF who knows how these will work? At any rate this is the best that I can do at this time.

    20211008_094055 (resized).jpg20211008_094055 (resized).jpg

    Here's the old PF with its gazillion holes and plugs both big and small, it served me well.

    20211008_100734 (resized).jpg20211008_100734 (resized).jpg

    Here are the mechs on the whiteboard with piece of plywood on saw horses spanning the new PF for the transfer of mechs onto the new PF.

    20211008_101959 (resized).jpg20211008_101959 (resized).jpg

    Here is is with everything in rough position and nothing seems to have broken.

    20211008_102902 (resized).jpg20211008_102902 (resized).jpg

    I started with the leaf switches since they are the lowest pieces and thus I figured they should go on first. They sort of anchor all of the big mechs so I figured this was a good place to start. All of the switches are in place and adjusted in this photo.

    20211008_124134 (resized).jpg20211008_124134 (resized).jpg

    Here's some info for anyone who's thinking about a home brew that will have star rollovers. When you buy star rollovers they come with the plastic insert with a plastic star of the same color in it along with the white star for the actual game. I figured that the red (in this case) star was there for clear coating to keep clear coat out of the inside of the insert so I put them in when I sprayed but not fully inserted so that I could get them to move out while the clear coat was setting because I didn't want to have to use any force to get them out of cured clear coat for fear of fracturing either the clear coat or the insert.

    At any rate I popped the white stars in before starting to populate the mechs and I found that the stars wanted to bind at one portion of their run. The problem is that the way these star inserts (and I assume all of them) work is that there are four tabs that spring together to hold the button of the white star in place. These are moulded from the same plastic that the insert is made from and look like they would be easy to fracture if you tried to pull the white star out. If they fractured I would be screwed. I then was faced with the dilemma do you pull the stars and risk a potentially serious problem to file out the insert or do you leave them since they work for the most part?

    I could hear Dirty Harry saying "Well do you feel lucky punk?" followed by one of the guiding principles of life which is "The enemy of good is "better". What this means is if something works ok and you try to make it better, a fair percentage of time you will screw it up in the process of making it better. Well today I felt lucky so I carefully opened up the bases of all three star inserts and was able to get the white stars out. A few passes with a fine file and now they all slide like butter!

    The moral of the story is, clean up the star inserts before popping the white stars in, even if you used the protectors during clear coat.

    #406 2 years ago

    I never thought to put the red insert in upside down and use its post as a handle. Great ideas!

    23
    #407 2 years ago

    DONE!
    20211011_105131 (resized).jpg20211011_105131 (resized).jpg
    20211011_105223 (resized).jpg20211011_105223 (resized).jpg
    20211011_105250 (resized).jpg20211011_105250 (resized).jpg
    20211011_105315 (resized).jpg20211011_105315 (resized).jpg
    20211011_105511 (resized).jpg20211011_105511 (resized).jpg
    20211011_105711 (resized).jpg20211011_105711 (resized).jpg
    20211011_105542 (resized).jpg20211011_105542 (resized).jpg
    20211011_105700 (resized).jpg20211011_105700 (resized).jpg

    There are a few software issues to fix up but for the purposes of this build log I'm calling this done. Thanks for following along on this year long journey!

    #414 2 years ago

    I'm not going to any pinball conventions this year but hopefully next year. Thanks again for the lockdown bar @animesuperj.

    1 week later
    10
    #419 2 years ago

    Here's a video of some of my poor game play. It does show most of the shots except for the multiball which is pretty hard for me to get with this table. It used to be too easy to get on the white wood.

    Oh I forgot to mention that I cut off all of the zip ties that were on my wiring snakes and replaced them with "old school" dental floss. I've always admired the neat wiring runs on old EM's and I had some floss laying around so I thought I'd give it a try. Turns out that the wax grips the wires and the floss container makes it pretty easy to to the wraps. Now I don't have zip tie ends that get caught on things in the machine plus the look is classic.

    20211010_144052 (resized).jpg20211010_144052 (resized).jpg

    #420 2 years ago

    In a PM Bord asked me "what you'd do differently if you had to start from scratch again?" I thought that I'd post my reply here just in case it helps someone out who is thinking about building a home brew.

    --------------------------------------

    That's a great question, in that case I would...

    -CNC the white wood so that there are no unknown variations between versions. I'm old school and love making things by hand but in this case WYSIWYG is more important.

    -Not use a driver system that was in Beta form. I spent weeks trying to fix a problem physically and in software when there was a bug in the firmware for the Cobrapin STM32's. I knew this was a possibility as a beta tester so I knew what I was in for but there were times when I thought about putting the cab out in the yard and lighting it on fire.

    -Not try to cheap out on my power supply. For almost 3/4 of a year I tried to make the old ALI transformer supply all of the power for the table. It ran very hot (Ben Heck suggested that I drop the control rods a little because the reactor was running a bit too warm) and did not supply enough voltage to drive the modern coils. With MPF's ability to limit coil pulse times, even old coils can be run at "high voltage" safely. Modern switching power supplies are relatively cheap, powerful, run cool and are energy efficient.

    -Learn how to program in Python. Mission Pinball Framework can be very frustrating to work with because it is strongly typed and has a steep learning curve (at least for me). Getting the very complex Perdition Lane with multiple players, virtual ball locks, multiball fail, etc working was a nightmare. It would have been much better to write some helper code in Python and run that along side MPF then to work with MPF's logic blocks, counters and player variables.

    -Take the playfield to a body shop and have them shoot it with clear coat. Spraymax is great for rehabbing pins but after playing 50 games in the last couple of days I see all of the imperfections in the clear coat. Probably something that bugs me because I know that they are there.

    -Don't make real mechs try to replicate what mechs do in vpx. The Dash saucers bugged me until I resigned myself to the fact that mechs in vpx are not real and can do things that a real mech can't do. Once I bought into that, I made the Dash saucers help drop DT's and now they are an asset to the game.

    -Use translight material for the plastics graphics. The decals are working ok but I bet translights would look a little better.

    ..............................................

    The reverse question is also a good one, what would I do again:

    -I would use a VPX table as the base for a white wood because vpx physics are actually very good and you can have confidence that your layout geometry will work. The VPX to MPF bridge let me write code and run it with vpx to gain the confidence that I could actually make the table and not end up with a half built mess that I have to walk around in the basement.

    -Use a donor table with its mechs as the basis for the table. That saved time and money in building the cab.

    -Use a TV for the backglass. This gives me options for displaying graphics and video that a static piece of art doesn't.

    -Don't dread doing the playfield graphics. It would have been great to have the PF professionally printed but I bet the graphics would not have lined up perfectly. Doing the graphics by hand took time but the end result is really very good minus my clear coat as mentioned above.

    -Use Cobrapin in its stable current form. Once the bugs were worked out, this is a great system that is very inexpensive, works well and has great tech support.

    #422 2 years ago

    Thanks Dan I look forward to seeing Nobs in action, it's a really nice and unusual vpx table.

    1 month later
    #424 2 years ago

    Cuphead has been running great and is fun to play but starting the table up is a pain. You have to turn on power, open the head, point the remote into the head and hit power, wait till the TV starts and gets to its "Smart TV" screen and hit input, grab a keyboard and open cmd, navigate to the Cuphead folder, enter "mpf both" and lastly hit return. Not a very user friendly system! You also have to be able to get to the left side of the head so this precludes putting another pin or wall to the left of Cuphead.

    Wouldn't it be great if you could just flip on the power button and have everything start up on its own? I've spent the last two days getting that to work. First off the TV doesn't have an external button for "input" so I didn't need to uncase the TV which is good since I've trashed a set once by doing that. The remote doesn't have any screws on it so I ended up cutting off the front top of the case to get access to the PCB. I then scratched off the carbon coating over the power and input button traces and soldered on lead wires that I connected to a 4 pin molex connector.

    20211201_120529 (resized).jpg20211201_120529 (resized).jpg

    Those wires were then run to the front of the cab where they were connected to two left over arcade buttons that I 3D printed a mount for. These buttons are there as a backup should the next section fail for any reason.

    20211201_120257 (resized).jpg20211201_120257 (resized).jpg

    In between the remote and buttons I put an arduino that is programmed to wait 6 seconds (TV needs that long after seeing power to accept inputs) run a pin high/low for 100ms that turns on a switching trani for the power button, wait 30 seconds and run a pin high/low to another switching trani that turns on the input button. The switching electronics were put onto a perf board and that was mounted as an "arduino shield" over the Uno.

    20211201_120336 (resized).jpg20211201_120336 (resized).jpg

    Now that the TV will turn on automatically, I needed a way to start up mpf. I played around with CMD for a while and couldn't figure out how to enter "mpf both" and hit return after navigating to the right folder in CMD. I then made an AutoHotKey script to open CMD, navigate to the Cuphead Folder, enter "mpf both" and then hit return. Some "Sleep" timers were needed to get everything to work out. Here's a minute long video of Cuphead starting up all by itself.

    1 month later
    #426 2 years ago

    Happy New Year to everyone who followed along or has read this post. Several of you nominated Cuphead for the Homebrew category for the TWIPY Awards (This Week In Pinball) and I'm honored by your doing this! The pin is now entered in the contest and voting is open until January 17th at this link: https://twipys.com/2021-twipys-ballot/

    I'd appreciate your support if you feel like voting for Cuphead, the homebrew's are on page three of the ballot. Here's a video trailer that Bord put together for me showing game play, enjoy!

    1 week later
    #429 2 years ago

    Thanks all! Less than a week to vote if you are interested.

    https://twipys.com/2021-twipys-ballot/

    #432 2 years ago

    Thanks to everyone who voted in this year's TWIPY (This Week in Pinball) awards! The voting ends tomorrow night so if you still want to vote you can go to https://twipys.com/2021-twipys-ballot/ , enter an e-mail address and just choose "next" until you get to the homebrews on page 3.

    2 months later
    10
    #436 2 years ago

    The TWIPY Awards were held at the Texas Pinball convention and Cuphead lost out to a re-skin of a Stern Mustang table. I just wanted to thank everyone here for their support, I really appreciate it!

    This award showed up in the mail today.

    20220406_123813 (resized).jpg20220406_123813 (resized).jpg

    4 months later
    #437 1 year ago

    I'm taping an interview on Friday for a Twitch show that looks to be airing on Sunday. Although I'm sure that a lot of questions will be about Visual Pinball and Visual Pinball Engine I'm certain that we'll be taking about Cuphead as well.
    dd3165485 (resized).pngdd3165485 (resized).png

    #438 1 year ago

    New time for the show.
    PTScottacus (resized).pngPTScottacus (resized).png
    It's an hour earlier because, well I don't know?

    6 months later
    #441 1 year ago

    So Cuphead's PC has been having some issues with booting to BIOS and since the computer is over a decade old I figured that maybe it is time to start looking for something new to drive it. I learned about Orange Pi 5 single board computers from jsm174 and he helped me get Armbian Linux and mpf installed on one. I then got Cuphead transferred over and messed with the code so that the most resent version of MPF will run the game.

    Because of this I was able to remove all of this.
    20230405_203549 (resized).jpg20230405_203549 (resized).jpg

    Gain all of this space in the cab
    20230405_192228 (resized).jpg20230405_192228 (resized).jpg

    And replaced it with this tiny board
    20230405_200834 (resized).jpg20230405_200834 (resized).jpg

    I was able to mount the Orange Pi on a side wall which keeps it out of the way from falling screws so I can get rid of the cardboard protector that I had over the old PC Mother Board.

    I also found that my Lepy amp was not driving both channels so I picked up this cheap amp on Amazon, printed mounting brackets for it and got it installed.
    20230405_192920 (resized).jpg20230405_192920 (resized).jpg

    Now I can drive the subwoofer hard enough to make the coin door rattle!

    #444 1 year ago

    It's the 8GB version and I posted jsm174's procedure for installing mpf, mpf mc, mpf monitor and pyqt6 on the mfp user group. That should get you going. If you don't need mpf monitor and pyqy5 that will cut the time down substantially.

    https://groups.google.com/g/mpf-users/c/OPp2t7wtqSo

    I had the pin running on Windows for years and Orange Pi for only a day or two but from what I've seen thus far, if I built another home brew I would use an Orange Pi 5.

    #446 1 year ago

    I don't think that mpf taxes the equipment very much since it's just displaying graphics, reading switch states and driving lighting and coils. I have let the pi run CH all day and it gets a little warm but not hot with no heat sinks or other active cooling. I guess what I'm getting at is that I would think that 8GB of RAM would be way more than enough to run a pin.

    The Pi also boots when it sees power so that is nice as it lends itself to setting up the linux equivalent of autohotkey and BAT files for an auto-start with just power up. In other words just flip the switch and the pin starts just like a commercial pin without the need for a keyboard and mouse.

    2 weeks later
    #447 12 months ago

    So as some of you might recall I made two playfields, one for the machine and one for practice. The practice playfield is wall art and I'm not happy with the gloss and levelness of the clear coat finish. I've got a buddy who is a professional finisher and I asked him to walk me through spraying and leveling the finish using two part auto clear coat which he did. I learned a ton from him and the finish turned out really nice.

    20230418_122421 (1) (resized).jpg20230418_122421 (1) (resized).jpg
    20230418_122437 (1) (resized).jpg20230418_122437 (1) (resized).jpg

    This was a prelude to adding lighting to the wall art. I wired up addressable LEDs on the back side of the playfield and printed an ABS cover for the ball trough to hide the Arduino Nano and power jack.

    20230419_144724 (1) (resized).jpg20230419_144724 (1) (resized).jpg
    IMG_2138 (resized).JPGIMG_2138 (resized).JPG

    I programmed the light shows from the pin as well as some additional shows as can be seen in this video. Unfortunately the lights in the video look washed out but in reality they look really nice.

    I have a sound board on order from Mouser and I've left additional wires in the control section to wire it in if I can get it to work. My goal would be to use the sound board to register audio volumes (hopefully tuned to bass frequencies) so that I can pulse the bonus tree line a VU meter. That way if I've got a party going on the playfield will pulse to the beat of the music.

    #448 12 months ago

    I mentioned thinking about turning the bonus tree into a "VU" meter so I picked up a little sound board from SparkFun that has a mic and op amps with an analog voltage output that follows the sound amplitude. I set up an Arduino to watch that analog voltage and programmed some filters as well as systems to keep a running array of the latest 10 samples at 30ms per sample. The software then checks max and min of the 10 samples and puts the current output into one of six buckets (off to 5 LEDs) and then drives two sets of five LEDs to simulate two channels of sound.

    I had issues with noise on the power line because of the LED pwm control of the base light shows on the playfield which caused random VU LEDs to fire. While trying to find a solution I powered the SparkFun board with 3.3v from my bench top power supply and found that it ran just fine (CH pf powered by 5V). That let me use a 3.3v linear voltage regulator with a filter cap across the 3.3v output which filtered out all of the power noise to make a nice quiet system! The final result of the breadboard testing looks pretty good so I think that I'll add this feature to the playfield.

    9 months later
    #449 72 days ago

    I've sent in the registration material to take Cuphead to the Midwest Gaming Classic the first weekend in April. Cuphead should be housed in the homebrew section of the event if anyone is interested in checking it out.

    #452 72 days ago

    Not sure about that as of yet, I'm going to see how the MGC goes as I've never taken a pin to any events. If anyone has advice about what to do and not do when bringing a pin I'd love to hear it. Also if anyone does come to the MGC please let me know and I can take you on a tour of the machine.

    #455 71 days ago

    Someone had mentioned to me that they hope American Pinball stops by at the MGC but I had no idea what he was talking about. This table was designed by Onevox for visual pinball and I used that as a basis for making the homebrew. As I mentioned in the posts I knew the game was going to be great but there were a few things that I could not reproduce in the "real world."

    The pops have a really nice sound to them considering that they are Allied Leisure and they go off a lot so I didn't program a sound for them. The musical soundtrack is pretty much always running so the game

    Good idea about how to man the machine. I've got a few folks who have offered to help and I was planing on leaving a phone number as well.

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