(Topic ID: 168972)

Spooky Pinball 3rd Game - Alice Cooper's Nightmare Castle

By ZenTron

7 years ago


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  • 5,659 posts
  • 623 Pinsiders participating
  • Latest reply 4 years ago by dnapac
  • Topic is favorited by 132 Pinsiders

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Topic index (key posts)

7 key posts have been marked in this topic

Display key post list sorted by: Post date | Keypost summary | User name

Post #1 Announcement from Spooky via Pinside User Posted by ZenTron (7 years ago)

Post #81 Ben Heck confirming theme is not The Munsters Posted by benheck (7 years ago)

Post #789 Key posted, but no summary given Posted by SpookyCharlie (7 years ago)

Post #1998 Key posted, but no summary given Posted by Pinbaltz (6 years ago)

Post #2755 ruleset Posted by Medisinyl (5 years ago)

Post #3365 Jack Danger stream date confirmed. Posted by SpookyCharlie (5 years ago)

Post #3970 Factory photos Posted by SpookyCharlie (5 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

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#1192 6 years ago
Quoted from Fytr:

So, what about flipper latency? Will the flipper response drop everytime the screen has start a new animation sequence? . Why not? How do you test flipper latency?
Will the HD animations run at like 15 frames/sec like spike 2 seems to a lot of the time?

Will AC use the same speaker setup as TNA?

1. The system has a different processor that handles the in-game elements like hardware, game rules, etc. The AV is handled by a separate processor so that calling animations won't affect other processes. The flipper control is based on an interrupt so the timing is fairly exact provided that the software engineer doesn't consume most of the IRQ space.

TNA's flipper response timing matches those of WPC games since all of the slings, the pop bumper and flipper switches are handled by the FPGA on the P3-ROC board and not the host running all of the game code.

2. You test flipper latency at first by "feel", and by setting the IRQ timing correctly. If you wanted to, you could hook a scope to it and measure events from button press to coil throw. There is a theoretical latency to everything, obviously.

3. HD animations on pinheck yield about 30fps using graphics acceleration. We got way more than that on TNA since the TNA hardware and operating system were capable of putting out video at 1080p, so no need to worry.

4. AC has a different DAC setup at the moment, so thats TBD regarding the amp that the game will use. Either way, sound will be equally a large focus of the game for obvious reasons.

#1231 6 years ago
Quoted from rubberducks:

Are the CGC remakes interupt based? I know they claim otherwise, but there was considerable latency on an AFMr I played the other day.

They are not based on a hardware interrupt per-se. They emulate the initial WPC software and re-map the I/O out to their own driver board system. If that driver board system isn't handling any of the flipper switch rules locally, then you'll see increased latency caused by the round trip time from the switch to the host (beaglebone system), and then back through the driver system to the coil.

6 months later
#3745 5 years ago
Quoted from Magicchiz:

Well at least Spooky didn't just slap a bobble head in the Alice Cooper pinball. Like someone we all know.
Magicchiz
[quoted image]

FANTASTIC IDEA! I'm calling Charlie up now. This'll be perfect for the LE.

Now if they had Alice Cooper troll dolls...

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