(Topic ID: 251086)

Re-Game: 1985 Tag Team Pinball

By cobra18t

4 years ago


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  • 162 posts
  • 20 Pinsiders participating
  • Latest reply 1 year ago by cobra18t
  • Topic is favorited by 33 Pinsiders

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#5 4 years ago
Quoted from drsfmd:

Dumb question- I'm working through something similar now. Did you gang together the grounds, and if so are you having any voltage bleeding? I'd love some more pics of this setup.

Always connect your grounds. Everything else can be very dangerous (unless you know exactly what you are doing). I recommend: http://docs.missionpinball.org/en/dev/hardware/voltages_and_power/voltages_and_power.html and http://docs.missionpinball.org/en/dev/hardware/voltages_and_power/wiring_and_connectors.html. For legal stuff about grounding: http://docs.missionpinball.org/en/dev/hardware/voltages_and_power/ground_and_appliance_classes.html

1 month later
#29 4 years ago

Awesome benchmark! MPF can also help you to reduce the peak current in your machine. You can set "max_wait_ms" in your coil_player to allow MPF to sequence coil pulses to reduce stress on your PSU and maybe also on the NTC. No pulses will skipped. They might just happen a few ms later. We use this internally for drops, score reels and ball devices. Score reels on older machines will often fail without this because MPF would fire a lot of coils concurrently. Obviously this is nothing for flippper fingers or pops. But in a lot of other areas this can help to smooth out currents. Spike does something very similar.

#34 4 years ago

Another option would be to use those: https://squareup.com/market/fast-pinball-llc/item/fast-rgb-led-insert. Or run your own PCBs. We fabbed some in China for larger inserts with multiple LEDs each for higher brightness and additional effects.

Jan

2 weeks later
#39 4 years ago

Good progress! I'm looking forward to this machine in action.

3 weeks later
#48 4 years ago

A lot for rules for an EM. Well done!

2 months later
#86 4 years ago
Quoted from openpinballproj:

Good information. I was worried that MPF wouldn't understand the difference between 3 byte (RGB) and 4 byte (RGBW) strands. Maybe they just can't handle 32 bit values for RGBW leds? In the tutorial step 17, it mentions "6-digit hex color codes". http://docs.missionpinball.org/en/latest/tutorial/17_add_lights_leds.html

MPF will happily send 3, 4 or 10 bytes per LED. It only depends on how many channels you define for a light. A light channel is just a brightness. It then depends on the platform how those are applied to the hardware (i.e. serially for WS281X). Internally, a light still uses RGB for colors though (because that is how most applications work with color). However, we can calculate a white channel based on RGB. I implemented the simplest possible algorithm for that. There are better ones but nobody implemented them yet.

2 months later
#103 3 years ago
Quoted from cobra18t:

Here is some Tag Team gameplay. I will have another video soon going over the rules that have been added because I did not play well enough to show everything. I found three bugs during this game, so the play testing has been fruitful.

Looks awesome! Much more fun to play than the original game. Sound is great. Guess the ball should not stay locked on the top, right?

Jan

3 months later
#128 3 years ago

That board looks pretty awesome! Glad it is finally fully functional.

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