(Topic ID: 199195)

Remakes and originals have similar flipper delays

By twenty84

6 years ago


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  • 483 posts
  • 156 Pinsiders participating
  • Latest reply 4 years ago by wlf_
  • Topic is favorited by 44 Pinsiders

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Post #276 CGC investigates and comments Posted by Doug_Duba (6 years ago)

Post #302 Data from #fishtales Posted by soren (6 years ago)

Post #317 Data from original #attack-from-mars Posted by herg (6 years ago)

Post #460 Conclusions from the OP regarding delay data gathered. Posted by twenty84 (6 years ago)

Post #479 Testing at home? Heed this advice. Posted by woz (6 years ago)


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#70 6 years ago
Quoted from benheck:

Two things could cause this:
1) Linux lag. An OS checks I/O when it feels like it - you don't have control over this. They use the Beagle Bone Black for these, which is an ARM SoC with (2) built-in 32 bit microcontrollers I'd assume they use for low-level control, but there still might be I/O polling delays.
2) Locked emulator frequency. What if they said "it runs the emulator at 200FPS and that's faster than anybody needs!" And certainly, like if it were a NES or Atari emulator you'd say "I don't need 200FPS it only ran at 60 originally!"
And yeah it sounds super fast but it would mean an entire "game logic loop" is 5ms, which is a very long time at a hardware level. Consider this psuedo-code, with each action taking 1 ms:
ms0: Do stuff
ms1: Check flipper buttons
ms2: Energize coils if button pressed.
ms3: Do other things
ms4: Do other stuff
OK now your human input is completely random, it could happen anywhere during this cycle. So if you pressed the button around ms0 or ms1, you'd get a very fast response. But if you "just miss" the window and press it on ms2-4, you'd have to wait the entire loop for it to come back 'round again and read your input. This could be the cause for the range of response times.

I was thinking about the cause as I read thru this and came to conclusion #2 as well although Ben beat me by 15 minutes posting it much more eloquently That def. explains the randomness of the delay. Although I don't know jack about Linux so maybe the issue is two-fold.. but if it's problem #2 than one would think the clock could be adjusted, although that might mean some rewriting/editing if code was hard coded in in relation to the clock?

Kudos to OP for scoping this - very interesting to see!

#155 6 years ago
Quoted from CrazyLevi:

I have to say I'm honestly shocked the solenoids in this game aren't operated by transistors.
Is this the first digital game ever where software fires coils instead of transistors or direct wire?
Or do all the boutiques set up ther games like this? Is this why I fInd them all such a chore to play?

-- yeah this part isn't making sense -- they may be emulating the original environment but ultimately code is written to watch for the opto closure, then trigger the flippers via a transistor. You can't get high voltage to the flipper coils just "with software"... there's hardware involved there too. It could be pwm adjusted thru software (like for single wound flipper coils?) but that's still coming thru a transistor.. at least to the best of my knowledge.. can someone show that it's not transistor controlled???

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