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Everything posted by BorgDog

  1. it seems like it only works on rom controlled, at least I've never been able to get it to work other wise. hopefully you can figure it out @Wildman sure some of us would be most appreciative.
  2. to be honest, I would just stick with the pinscape for all of it, much less hassle. I just added one to my mini-cab to replace my old ipac and sidewinder controller(nudge) and added a plunger instead of just a lunch button. it was pretty easy to do. I soldered headers onto the pinscape board and crimped connectors on the wires for buttons. I went with the potentiometer recommended in his docs for the plunger and just did a simple bent wire wrapped around the plunger through a hole in the slider to make it work, easy peasy. I don't have pics at the moment but can get one later a a day or two.
  3. Ah, I didn't pay attention that this was the 7 digit b2s I keep forgetting about those, but that explains it all since I'm running the 6 digit version of the table that I modded of gtxjoe's that I put up over on vpinball - https://vpinball.com/VPBdownloads/amazing-spider-man-gottlieb-1980/ That was before I owned the machine and found out the dimensions in the dimensions manager at the time were wrong, so it's even the wrong size, but since I have the real one I don't play the vp one very often.... Anyway, nevermind, carry on, 👍
  4. Thanks man, looks great but the credits and ball in play are showing up on player 4 score display. Some day I'm going to strip down my amazing spider-man machine and scan the playfield and do a total rebuild of the vpx table... it's on the list.. really it is.
  5. Yes. Chime 1 would be the 10 point in a 10, 100, 1000 point system like most gottliebs were, which was the short chime. I believe others manufactures may have had different orders. Sent from my moto z3 using Tapatalk
  6. Do the Hollywood heat and bubba tables work? And are you using freezys? I'm not sure freezys supports alpha numeric displays. Sent from my PH-1 using Tapatalk
  7. How come Buck has all his clothes on? (Asked my girlfriend). Sent from my Nexus 9 using Tapatalk
  8. Thanks Blacksad! I made a build thread over on vpinball when I built it, http://vpinball.com/forums/topic/star-wars-wedgehead/ Here it is with a couple of the real pins.
  9. OK, so not to complain.. well not too much, but do you have that image without it being cropped? It is a nicer image than the other versions of the b2s I have, but my backglass monitor is actually vertical and wedgehead size (taller than wide) so this would be the exact opposite of what I need. That and didn't westworld update the b2sserver to allow for proportional aspect ratio correction? here ->
  10. Dude, that's a pretty awesome animation you did there. I like it!
  11. Thanks man, but "1"s are not showing up in the score, you have the 7 segment leds in there, I think it needs the 10 segment.
  12. That's where the x-scale and y-scale as well as offsets come into play. VPX has a camera mode (Table, Camera/Light Mode) that lets you adjust the settings and see what they look like as you do it.
  13. Since tables are built by people that have their cabinets setup in different orientations (some windows portrait, some landscape) you may also need to change the FS settings for a particular table. Have Backdrop and Option pressed and then adjust the FS settings if needed. Usually XY Rotation is 270 for people with landscape playfield, and 0 for people with portrait playfield (again that's if windows desktop is setup portrait or landscape).
  14. First one to check is the Always use FS backdrop settings under Preferences, Video Options... you would want that checked, this screen shot is off my desktop.
  15. View File DOF Test Table VPX DOF Test table update of randr’s version. I added chimes, corrected a couple calls, switched some objects to vpx style, adjusted the physics to vpx, and mostly added a keyboard overlay with scripting that allows you to fire most of the toys with keystrokes. updated dof config in dofconfig tool to reflect the added chimes. B2S and wheel image by randr included. Submitter BorgDog Submitted 02/11/2017 Category Visual Pinball 10 - Tables ROM Name Link to B2S Link to Media Pack Permission to Mod VP Version  
  16. Version 1.6


    DOF Test table update of randr’s version. I added chimes, corrected a couple calls, switched some objects to vpx style, adjusted the physics to vpx, and mostly added a keyboard overlay with scripting that allows you to fire most of the toys with keystrokes. updated dof config in dofconfig tool to reflect the added chimes. B2S and wheel image by randr included.
  17. Just to add a bit more to this and have it together, the basic command for this (that I pulled from the Scarface table) is Controller.B2SSetLED adigit, ledvalue where adigit is the reel digit number (typically player 1 scores start with digit 1 which is on the left of the display reel, but if using all this no need to even define as scores) and ledvalue is the addition of the segments you want displayed, see the image two posts up for the segment numbers. For example to display an "A" the ledvalue would be 1+2+4+16+32+64 (or 119) for the 10 segment LED and 1+2+4+16+32+64+2048 (or 2167) for the 14 segment display. See the Scarface b2s table HERE for more details and subs on how they did it, and Westworlds link above for the directb2s to go with it. Thanks again Westworld for finding this, it is working out great!
  18. So I played around and figured out what the ledvalues stand for. I think I can easily make this work using the AN scripting I already have in place for the desktop since it is by segment as well. I'll play more tonight, I should probably actually do some work, since that's where I am
  19. Yeah, wow, that's a lot of stuff in that table. And I have no idea what it means, going to have to spend some time studying that one.. Especially the part setting all the ledvalue based on the character, I assume it defines the segments, but I don't understand how and since I'm looking to do the 10 segment instead of the 14 I need to figure that part out.... along with the rest LOL. Maybe I'll shoot JP a message and see if this is documented or talked about somewhere. It says "based on script by Black" so I'm guessing there is more earlier somewhere... Thanks for finding/remembering that.
  20. Thanks again Westworld. Played around this morning a bit to see how this works. Mostly it seems to work really well within it's limited setup. The biggest thing as you already said is the lack of EXE mode. I wouldn't really want to put something out that couldn't do that. I did send it some symbols to see what it did with them and basically it just sub'ed a blank for that spot. sending it text in lower case ie "test" it would just make upper case. So for me at least, in order of what would be nice: - EXE mode, really needs this to work - basic symbols , - _ <>/\,+ would be nice to have, though honestly don't know how much the real machines used - support for 10 segment LED displays as well, since the era I'm recreating is Gottlieb system 1 and that's what they used (really 8, they combined the cross pieces). I did try it with them, and it doesn't error, and some segments show up just not all or right place. something else that would be nice (but not necessary as it sounds like a lot more work) is if the b2sserver could do some of the animations as well, things like flashing text, text scrolling left or right, things like that. I know I could script it in the table as well, just thought it might be more efficient to have the b2s server just get one call to do an animation instead of a bunch of calls for each step. For that matter, being able to tell the b2sserver to blink a light might be a very nice feature too, kind of how VP does it with state of 2 being blink (right now B2SSetData lightnum, 0 turns it off, B2sSetData lightnum, 1 turns it on, something like B2SSetData lighnum, 2 to set the light to blink. Here is how the Pascal/Flippp replacement system 1 board does the basics on the 10/8 segment display (I believe these are right).
  21. Cool, I really don't need lower case myself, so if it supports 0-9 and A-Z that should cover most of it, maybe a few symbols, dash, slash etc. I'll play with it tomorrow and see what I can come up with. Thanks! Sent from my Nexus 6 using Tapatalk
  22. I don't know about the ROM based alphnumeric, but yes I think your last line is what I'm looking for, a way to drive alphanumeric LEDs with a B2SData command What I am currently working on is an original table in the Gottlieb System 1 era, and would like to be able to add things such as entering initials for high scores to the backglass displays (things the aftermarket boards for those added). I have done a work around using a whole lot of light objects and Wizards Hats alphanumeric display tutorial over on vpforums. It works but not very easy to setup or modify because as far as I know you can only select one light object at a time to change properties, so changing the color or location becomes a lot of work. I currently have 2 displays on the table, 6 digits, 8 segments per digit, so 96 light objects. Thanks,
  23. Now that B2sServer has been made available for modification (and until such time as VP supports multiple screens) I was wondering if the reel type could be expanded upon to support letters A-Z in addition to the numbers that are currently there, and maybe some symbols etc to give us the ability to build alpha-numeric displays for original type games. Thanks in advance to whomever has the skills and would be willing to take on this project. -Dan
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