(Topic ID: 33697)

DM new rules, new code


By jamescardona

6 years ago



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  • 390 posts
  • 115 Pinsiders participating
  • Latest reply 56 days ago by djreddog
  • Topic is favorited by 69 Pinsiders

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There are 390 posts in this topic. You are on page 8 of 8.
#351 4 years ago

bonjour

je suis francais excusez moi je ne parle pas anglais

il y a un an j'ai acheter à jamescardona la rom jeu
ou il a creer dans le menu du jeu une connexion shaker
je voudrais installer dans mon flipper
pouvez vous m'aider a trouver ce materiel et la procédure pour le branchement

en attente d'une réponse de votre part
merci

bien cordialement

jean claude lynch

LYNCH has been asked to use Google translator for all new posts.
Chrisbee

3 weeks later
#352 4 years ago

To bring this thread up...has anyone volunteered to work any further? I still have about 40+ anims ready to be finished and right now I might have some time to actually finish them... I just don't want to waste time for a dead project.

Thanks,
Mario - (the lazy animator)

#353 4 years ago

I'm considering (together with colleagues) - but even to take over James and your great work requires massive efforts.
Further I want to make sure that the "soul" of the game is still there after the rewrite. Animations are absolutely great, and the enhanced rules set also makes a lot of sense - but I struggle a bit getting used to the "new way".
I expect to decide within a month or so - and after 100+ games with the new sw

But that should not stop someone else to get going - open source joint effort!?

Cheers,
Ken

#354 4 years ago

Yeah, I've had a look in the code... And with my limited knowledge I wasn't even able to update anims for my ROM

Well, lemme know, if you're going to dive into it...

#355 4 years ago

If people want to jump in and update code, that's really cool. There are some bugs still out there. I suspect they may be memory management issues that tend to only happen when multiple modes are running simultaneously. Adding more animations sounds great too. I could help but don't want to be the sole programmer in the effort as my time is fairly constrained lately.

#356 4 years ago

A couple bugs that I noticed..

One time I had started a 3rd 'claw mode'...of course I have no idea what order...or which ones and Demo Time lit. I actually though it was a electrical\lamp matrix issue issue of some kinda. I hit the shot the first time and nothing happen..when I hit it the second time...it started Demo Time

I also started Simon Says and the 2nd multiball..and they were running simultaneously. Of course the flippers were deactivated because of Simon Says. So the balls kept draining, auto saving and plunging until I finished the video mode.

I looked at the code...I used to know C+ back in the early 2000s but haven't written anything in 15ish years. I spent a bit looking at the code and i just couldn't wrap my head around it

#357 4 years ago

What is the current version?

#359 4 years ago
Quoted from Monster_Bash:

A couple bugs that I noticed..
One time I had started a 3rd 'claw mode'...of course I have no idea what order...or which ones and Demo Time lit. I actually though it was a electrical\lamp matrix issue issue of some kinda. I hit the shot the first time and nothing happen..when I hit it the second time...it started Demo Time
I also started Simon Says and the 2nd multiball..and they were running simultaneously. Of course the flippers were deactivated because of Simon Says. So the balls kept draining, auto saving and plunging until I finished the video mode.
I looked at the code...I used to know C+ back in the early 2000s but haven't written anything in 15ish years. I spent a bit looking at the code and i just couldn't wrap my head around it

all the code rules specific to DM are in a folder labeled machine/DM. Almost everything else is the game engine. The animation frames are in the images folder.

There actually is a main, like you would expect to see in any C++, but after post the code goes into a message queue loop. Events on the playfield trigger messages that are dropped in a queue and are served to code that is listening for the message. This is all handled by the engine. If you just want to play with changing rules, read through the code located in machine/DM. I have the files split up by modes.

Any specific questions about what or why I've done things a certain way, feel free to post.

#360 4 years ago

This actually clears it up quite a bit.

I'll drop ya an email next week. I'm sure you could knock some of the cobwebs off rather easily... way easier than me trying to revisit it on my own

Quoted from jamescardona:

all the code rules specific to DM are in a folder labeled machine/DM. Almost everything else is the game engine. The animation frames are in the images folder.
There actually is a main, like you would expect to see in any C++, but after post the code goes into a message queue loop. Events on the playfield trigger messages that are dropped in a queue and are served to code that is listening for the message. This is all handled by the engine. If you just want to play with changing rules, read through the code located in machine/DM. I have the files split up by modes.
Any specific questions about what or why I've done things a certain way, feel free to post.

#361 4 years ago
Quoted from mayuh:

Yeah, I've had a look in the code... And with my limited knowledge I wasn't even able to update anims for my ROM
Well, lemme know, if you're going to dive into it...

To change images:
1) add the new frames to the images folder. Make sure they are in the pgm format as that is all that the code can read.

2) open the file labeled wpc.ild in the platform/wpc folder. type in the names of the new image files. Here is an example from the .ild file:

IMG_FREEWPC_SMALL: images/freewpc_logo_6.pgm
images/freewpc_logo_5.pgm
images/freewpc_logo_4.pgm
images/freewpc_logo_3.pgm
images/freewpc_logo_2.pgm
images/freewpc_logo_1.pgm
IMG_FREEWPC: images/freewpc_logo.pgm

The IMG_FREEWPC_SMALL and IMG_FREEWPC are name tags for the first and last image. The code calls the image renderer by these tags and basically says start at the first image and continue until you reach the last.

If you want to add completely new animations, instead of replacing, you would also have to add the code to call the animation. That is also not too difficult. Look at the code, pretty much every mode has examples of how I did it.

1 year later
#362 2 years ago

FINALLY Looking to redo my demo man and curious if anyone has taken this any further or is still using this code?

Anyone who is using it, or has used it, I would love to hear your feedback

1 week later
#363 2 years ago

Assume its safe to say no one really? Does it play "unfinished" or unreliable?

#364 2 years ago

I can only say, that I tried it, it works ok... but occasionally the video mode starts in the middle of a multiball

Not suitable for tournaments, but for home use it's ok. It lacks quite a few of my animations, but I'm no coder, so I can't insert them - now matter how well I would be instructed

Just give it a try...

9 months later
#365 1 year ago

for anyone who it matters, this code does not support the pinsound board. sorry

#366 1 year ago

is wcs94 freewpc working good does somebody known?

#367 1 year ago
Quoted from boiydiego:

is wcs94 freewpc working good does somebody known?

Found a post on the Freewpc google group that it has been tested in a real machine.
So yes it should work. You can test first in visual pinball if you're unsure or want to see how complete the rules are.

#368 1 year ago

Would love to see this merge with some of the cool animations used in the dm pin2k build.. like implementing the simon says as 4 squares, or like a simon says toy picture lol. That and if the more light effects could be tossed in there.

2 weeks later
#369 1 year ago

Hey guys, I noticed that this has gone dark and there arnt any good play through videos of any DEMOLITION TIME versions past v0.83

I just got what I believe is v1.01, and ill shoot a new gameplay vid to hopefully drum up some interest.

Would love to see these new animations or open up the doors for further dev on Cardona's ground breaking work.

#370 1 year ago

V1.01 installed.

Video for demo purposes, so now people can actually see the pf animations along with the dmd

2 weeks later
#371 1 year ago

I have been away for a while but checking back on the thread. I wish I could offer assistance to contribute to updating the code, I'm not a coder.. but I can say that I would be very excited to see further updates to this game and would be more than happy to be part of the testing.

This is a very under-rated pin and with this ROM it (IMO) raises this machine up the ranks even further.

James, you are amazing! This was no minor task and just want you to know that your time and efforts were VERY much appreciated!!

#372 1 year ago

Here is another one that focuses on the DMD

#373 1 year ago
Quoted from Laithan:

Here is another one that focuses on the DMD
» YouTube video

This one is @ really early version. Maybe 0.83 The animations improved a lot as well as flasher and light show effects.

#374 1 year ago

The demolition man on steroids has some really sweet dmd animationa and better light shows and I wish it could be programmed to the rom, but the rom is only a meg...

#375 1 year ago
Quoted from trueno92:

This one is @ really early version. Maybe 0.83 The animations improved a lot as well as flasher and light show effects.

FYI - This is actually version 1.01, obtained directly from JC.

#376 1 year ago

Glad to see this thread pop back up. I had this code on my DM and I loved it. I would rank it as good as the original code, just different. Thanks for the work James.

#377 1 year ago
Quoted from trueno92:

The demolition man on steroids has some really sweet dmd animationa and better light shows and I wish it could be programmed to the rom, but the rom is only a meg...

Worth mentioning Demoman on Steroids also has Demo Time on it as well.

#378 1 year ago

How does DEMO TIME compare to other pinball 'Special events'? Personally I always get excited for demolition time. The light show + sounds are thrilling to say the least. IMO better than my Addams Family mansion mode (my other pin).

Added 16 months ago: (referring to the original Demolition time mode, not the MOD)

3 months later
#379 1 year ago

Hello Group,
Been under the weather for about 5 years with major health issues, but I'm back. Just spent 2 weeks shopping out the DM with new LED's and Pin Stadium lighting. Would some one be so kind as too burn the final revision roms for me. Excited to play Cardona's hard work. Appreciate it and gladly will pay for the chip and your time, just send a Paypal money request. Information on which chip I replace would help, also. Thanks, Brad bradtuttle497@yahoo.com

2 months later
#380 11 months ago

Interested to try this ROM out. Can anyone please send me the latest ROM files so I can burn and test?

5 months later
#381 5 months ago

I found a DTIME 1.01 ROM while cleaning and no longer have a DM. Like to pass it on to someone that can use it. PM if you want it.

3AF26A43-3101-454C-A28B-7F2A66817C5E (resized).jpeg
#382 5 months ago

PM Sent

#383 5 months ago

I’ll get it in the mail tomorrow for you. Enjoy!

#384 5 months ago

Thanks troxel

1 month later
#385 4 months ago

I just sold my last chip. prolly I can get more but I appreciate everyone sharing. that is super cool. I did this project and gave the code away for free so it makes me feel good that people are not trying to profit off my work and are paying it forward. good job

2 months later
#386 57 days ago

Recently picked up a Demolition Man and researching what is out there. This looks/looked really good, wish we had the resources to finish it.

#387 57 days ago

Anyone have James' Demo Time chip available? I would like to try it in my game. It looks like a better rule set than the original.

#388 57 days ago

There were bugs with these new roms when I bought years ago and their still seems to be bugs with them now...Original code is still better.

#389 56 days ago

robotron911 I have a DM chip that came with my machine. I have not tried it and don't know yet if i want to keep it or not. Do you have a way to clone chips?

#390 56 days ago
Quoted from Sammy31:

There were bugs with these new roms when I bought years ago and their still seems to be bugs with them now...Original code is still better.

Here is what I can tell you...

There are at least 3 bugs that I am aware of. 2 that probably won't matter and 1 that might.
1) upon boot up, some audio boards are not initially recognized and then make a "chug chug chug" sound for about 5 seconds then everything is fine. This was a bug in freewpc that I never had time to track down.
2) the code is not robust enough to take into account failed switches. If you have some bad switches then the game may play a little funky. The stock code usually looked for this, but mine does not.
3) there was a bug in freewpc related to multiple modes running simultaneously that tended to overwrite memory. I was never able to repeat it consistently and it seemed to appear randomly. All I can say is that if you had an awesome game and started a lot of modes then sometimes things would get screwy. This is obviously a bad one. I guess you should play it for a while to see what you think.

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