(Topic ID: 91457)

F14 Tomcat : Second Sortie - custom development and rebuild

By Snux

9 years ago


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  • 456 posts
  • 83 Pinsiders participating
  • Latest reply 2 years ago by Snux
  • Topic is favorited by 87 Pinsiders

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#48 9 years ago

Man, this MOcean guy sounds pretty great... Ha!

So, I've been slowly improving the VP-PROC Bridge and I'm going to document how to get Sys11 machines working in VP. It's tedious, because you generally have to go through the VBScript in the table and rename every switch and lamp from the manual numbering to a row/column format. I have written a reusable VBScript function that tries to remap them from Sys11 to PROC/WPC numbering automatically, but it's not perfect and when you're trying to debug your own code, imperfection in the emulator is not helpful.

For Mark's Second Sortie, I just manually changed all the values in the VBS. I also wrote new VBScript to make the table adhere to the real hardware state a bit more closely (seems Visual Pinmame does some stuff for you, like decoding the AC relay and turning that into a different set of solenoid numbers).

This machine was "pretty easy", but mostly because I've gotten pretty good at this and there's no complex Mechs to deal with on this table.

I just came to this thread to remember if there was a launch button added --I'm adding the autolaunch right now

- Michael

Quoted from Snux:

It kind of is already, but I don't pretend to understand much about it. I think it only works without much tweaking for WPC machines, Sys11 ones need some work. It can also require some rework to the .vbs code behind the VP table.
The pinballcontrollers forum has some threads on the technical side of it : http://www.pinballcontrollers.com/forum/index.php?board=23.0
And the wiki has a page on setting it up : http://pinballcontrollers.com/wiki/Pyprocgame_vp
I know MOcean is planning (some day, among his zillion other projects) to get the whole process better documented, but in essence the answer is "yes, the bridge is available".

#52 9 years ago
Quoted from sven:

That'd be great! I think it would help as a 'tool' for my students to be able to test their programming. Not all will be willing to spend extra time on it at home, but I think some will really like the opportunity.
I think it's another great development for custom software-writing!

I've had my students use it when the bridge was "kind of crap" which was one of my reasons to try to improve it. Plus, my basement is full, and I still want to be able to play Mark's F-14

#62 9 years ago
Quoted from luvthatapex2:

Would this work with a VP only table (not VpinMame)? Excellent work Mark!

Not sure I understand. You mean could you build a custom table and drive the logic through PyProcGame via the Virtual P-ROC COM object (VPCOM Controller?).

If that's the question the answer is a resounding yes, and I'll be working up a tutorial soon

#63 9 years ago

I'm an idiot. I just realized why you are asking.

yes: we can probably get the VP version of WOOLY running the PyProcGame code through the VPROC bridge.

2 weeks later
#79 9 years ago
Quoted from Snux:

Yeah, I saw those. The numeric displays in the video are Adafruit with I2C. The 2 distributors for Adafruit in the UK don't stock the alpha displays but I've asked if they can get them. Ordering just a couple of displays from the US is kinda cost prohibitive...

You have friends in the US who will ship to you if that makes things cheaper

Those videos look great. I'll need to add a segment display to my HS project playfield (radar gun). You are the source of all great Sys 11 projects.

1 week later
#84 9 years ago
Quoted from bikko:

Are you putting the code on GitHub? I'd love to contribute if you do. I'm a professional software developer. Do I need an XP box and to run Visual Pinball to run it? Visual Pinball MAME?

bikko: you should totally try some pyprocgame development. The learning curve is rough at first but once you get going you can really fly along. You can find the instructions for installing visual pinball with pyprocgame on my github

https://github.com/mjocean/proc-visual-pinball

3 months later
#120 9 years ago

Oh! This is a new trick I only figured out recently for testing buffy in VP:

You should do what I do and disable your tilt mode and then you can use the shove and nudge bindings to help make shots almost like you're driving he ball...

Quoted from Snux:

Sure. Wanna buy me an iPad?
Seriously though, I can configure my laptop keyboard to trip the VP switches without needing anything external, I've already done that quite a bit. So for example my keyboard 1 thru 6 trigger the 1-6 targets on the playfield. The main problem with testing is that the ball is in the wrong place. So it's all very well tripping the VUK switch, but the ball isn't actually there to be kicked over to the locks (for example). If I could pick the ball up somehow in VP with my mouse and move it around that would be cool, but unfortunately that doesn't work!!
The software though is actually in a pretty good state - adding in new modes/missions/etc is fairly straightforward now.

1 week later
#134 9 years ago

What an awesome tutorial; thanks for posting it. I'll stop complaining about how frustrating I'm finding tearing down and reassembling my SoF.

1 week later
#163 9 years ago

Seriously: stop making the rest of us look bad.

3 months later
#321 9 years ago

I'm watching this space very intently. Cheap RGB based GI is something a lot of System 11 projects need

#324 9 years ago

You know, the new HDVGA DMD code does supports multiple displays...of course I'll never talk you out of ditching your traditional dmd so I'll save my thumbs.

#329 9 years ago

Okay. I have a set of these on order that should be here by Wednesday. Cost is under $.50 per bulb on the strand. Just awesome.

Since these are just like NeoPixels I intend to use them for GI and also some RGB inserts. I'm excited to have different areas of the playfield have different colored GI lights without having to buy 10 different colors of LEDs and trying them out to see how they look. It'll also be cool to turn off certain areas of the GI. You know what? General illumination is no longer a correct term to describe what these can do for GI. Ambient Illumination is possibly more accurate (but the acronym is super misleading!).

1 week later
#334 9 years ago

0. I'd say keep using the old table as long as it works. While it's true that I changed a bunch in the VBScript of that VP table because I'd yet to write the explicit system 11 support into the VPCOM bridge, but as long as you don't set sys11=true in the VBScript, this table will keep working just fine.

1. If VP supports color changing of lamps in the VBScript, I see no reason I can't support these arduino rgb LEDs in the VPcom bridge. I just need to find the time to do it(!)

7 months later
#382 8 years ago

Buffy is using the ws2811 12mm strands as I posted and described in that PinballControllers thread. We use the 2811s for inserts and_ GI, and drive with a modified version of Mark's code, running on a teensy --my modifications let you set the color (64 possible colors) in addition to the schedule. I ported these changes back to Arduino, and wooly now uses the 2811s as well, but they use a different form factor.

Both games were at Expo and neither game exhibited any lamp issues at all.

Some video of Buffy from Expo:
https://pinside.com/pinball/forum/topic/buffy-the-vampire-slayer-pinball/page/7#post-2746645

Massive thanks to Mark for setting us down this path!

#389 8 years ago
Quoted from toyotaboy:

You should totally do it. SEGA did it, lebowski is doing it. The extra dots will be worth it, it's going to be much harder to cram video into 128 x 32. You could fit it if you cut the rest of the bezel (the "williams is #1 in the world). It might get tight so you might have to get creative and tilt it to fit.

Agreed. Buffy has a double height opening. As does Kuglers. Go big or go home. That's a saying, right?

I'm interested in trying a P2 or smaller panel. It's hard for me to going back to such a low pixel density for some projects...

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