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CarnyPriest

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I'm trying to run twd 160 (pro and LE). Both the roms from the stern site as well as CLELAND's pass vpinmame test form within setup.exe, but all tables crash vpinmame when launching... being playing well with 156 but the change in DOf is forcing me to update... any thoughts why this could be happening ? CRC check is off for 156 and 160

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On 12/6/2017 at 5:12 PM, arngrim said:

configtool updated for twd160 and 160LE :)

thanks guys for following this up!

@arngrim, moving to twd160 brakes DOF for everyone with a working config... would you consider, in the future, for tables to be mapped to more than one rom ? I guess that would mean more config lines in the ini files, but it may not be too bad... apologies if you have answered a similar request before.

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4 minutes ago, Psmiraglia said:

@arngrim, moving to twd160 brakes DOF for everyone with a working config... would you consider, in the future, for tables to be mapped to more than one rom ? I guess that would mean more config lines in the ini files, but it may not be too bad... apologies if you have answered a similar request before.

I know its possible to allow for more than one rom version to select per table. As an example, I asked Arngrim if he could add colour patched roms (****HC) as an option for ACDC LE.  Maybe this could be done for TWD 160 and the older revision?

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that's strange, there was only the 156 working in the dof configtool since 2 days ago, you couldn't have DOF for an earlier version of the rom, nobody complained... :)

for me there was a reason to have mutliple roms for the same config, if there is for example a free play version rom, or an earlier version of the rom that has better rules like an old judge dredd rom that has mutliball compared to the latest one.

but i would expect everybody to upgrade twd from 156 to 160, i wanted to make an announcement in the dof configtool that i changed the default rom, but ok, i put back 156 by default and you can select the 160 like that

 

749217Sanstitre.png

here's the change log of the 1.60 pro for info, a must have!

 

V1.60.0 - Nov. 30, 2017
=======================

  - The CROSSBOW mode was allowed to start during HORDE and LAST MAN
    STANDING.  This has been corrected.
  - Added dynamic stacking of background display/music for PRISON and
    WELL modes, such that the player will see/hear the backgrounds that
    correspond to the last mode that was started.
  - Changed background lamp effect priorities so more important lamps
    could be seen (i.e. CDC lamps over PRISON lamps).
  - Trough ball serve at the start of HORDE / LAST MAN STANDING was not
    being held off long enough for the ball-in-play to be cleared from the
    shooter lane.  This has been corrected.
  - LAST MAN STANDING was allowed to start during multiball (PRISON, WELL,
    BLOOD BATH) and HORDE.  This has been corrected.
  - The accessibility of the WOODBURY SKILL SHOT awards is reset when all
    of the awards have been collected.
  - Fixed a problem with the WOODBURY SKILL SHOT where none of the good
    awards would show up unless they were all lit on one ball.
  - Lowered scoring for LAST MAN STANDING.
  - Removed shot scoring cap for LAST MAN STANDING.
  - Added sounds for PRISON MULTIBALL victory laps and WELL MULTIBALL
    victory laps.
  - Fixed a bug in the auto-percentaged extra ball module that would
    sometimes set the extra ball value (walker kills) to an out of range
    value.
  - The background lamp effect for SIEGE was allowed to run when the awards
    for SIEGE were not allowed (due to other rules, e.g. HORDE, etc.).
    This has been corrected.
  - Changed the number of target bank completions to light modes for
    COMPETITION to always be 1.
  - PRISON MULTIBALL super jackpot now starts at 1M instead of 0.
  - PRISON MULTIBALL victory lap jackpot now starts at 500K instead of 0.
  - Added SIEGE status to PRISON MULTIBALL background display effect.
  - CROSSBOW scores carryover ball to ball changed from NO to YES.  This
    should help make CROSSBOW FRENZY more valuable.
  - HORDE background now renders the text over the advancing walkers.
  - Added an adjustment (default=YES) to HORDE that relights all killed
    walkers with the exception of the walker that is associated with the
    shot that was just made.
  - Fixed a bug in the HORDE mode which would cause the game to reset when
    the last walker was killed to advance to the next level.
  - 2x playfield status now displayed in the shot multiplier HSTD roll.
  - Added and adjustment to light "ESCAPE" for HORDE after a certain number
    of levels have been completed (default: 3 levels).
      - After the required number of levels have been completed, when the
        player is down to 1 ball, the WOODBURY shot is lit for ESCAPE.
      - Shooting the WOODBURY shot with ESCAPE lit allows the player to
        either continue to fight the HORDE (left flipper: FIGHT) or to ESCAPE
        the HORDE (right flipper: ESCAPE).
      - If the player chooses FIGHT, the ball is auto-launched back onto
        the playfield and the HORDE mode continues.
      - If the player chooses ESCAPE, the HORDE mode ends, a bonus is
        awarded, and the SKILL SHOT is started.
      - If the player plunges (launches) the ball back onto the playfield
        without making a choice, the HORDE mode continues.
      - Added a setting (default: OFF, competition default: ON) that pauses
        the advancement of the walkers during HORDE when the FIGHT/ESCAPE
        screen is being displayed and the game is waiting for input from
        the player.
      - Added an adjustment for losing HORDE (the walkers advanced too far
        and bit the player) to either serve a new ball (default, as before)
        or go to bonus (competition).
  - Added TOWER HITS and TOWER EXTRA BALL to instant info.
  - Increased the scoring for the ESCAPE TERMINUS mode.
  - Fixed MULTIKILL mode start display effects from showing "MULTIKILL
    VALUE 00" when the values are set to reset at HORDE start and HORDE is
    started before the MULTIKILL start display effects have had a chance
    to run.
  - Changed the update priority of the background lamp effect for the
    fire button so it will run first and not be excluded by in-game lamp
    effects that cannot run.
  - SKILL SHOT scores now rendered using the outline font.
  - Changed score type to 64-bit so scores will not roll at 4B.
  - Fixed a render-order bug in the LAST MAN STANDING background display
    effect that was causing the back right walker kill to be rendered over
    the far right walker.
  - If the player scored an 8X, 11X, 18X, or 80X-89X multiplier for the
    X champion, the prefix (A) was wrong.  This has been corrected.
  - Fixed an issue where fading the music volume would cause the music to
    cut out entirely.
  - Removed score caps for BARN, TUNNEL, and ARENA modes (shot acores are
    allowed to increase without limit).
  - BARN shot score increase per shot changed from 500k to 750k.
  - SLINGSHOT types were not baing flagged as such; this has been corrected.
  - Increased consecutive ARENA ramp shot score multiplier from x3, x4, x5,
    ... to x3, x6, x9, ...
  - TUNNEL mode scores increased by 2.5M a shot when all shots (not
    including the tunnel shot, of course) are completed and reset.
  - BARN mode switch hit increment (one for each barn shot made) increased
    from 10K to 12.5K.
  - Fixed player up effects so they wait for speech and don't end on a
    blank frame.
  - Changed previous mode scores for TUNNEL from 1M to 1.25M.
  - Tripled the scores for SIEGE.
  - Fixed a bug in the loop code that would allow multiple X shots within
    a time period.
  - WALKER KILLS minimum # lit increased from 3 to 4.
  - The "timers off" logic was not checking for HORDE or LAST MAN STANDING.
    These modes CAN be multiball, but also run with only one ball on the
    playfield (the mode does not end when the player drains down to 1 ball).
    This has been corrected.
  - Changed previous mode scores for ARENA from 250k to 500k.
  - Fixed switches from showing up in the tech alert when they are not
    broken.  These include:
        TOURNAMENT START BUTTON
        START BUTTON
        LEFT COIN
        CENTER COIN
        RIGHT COIN
        FOURTH COIN
        FIFTH COIN
        DEDICATED #6, #7, #8, #14, #16, #20 (NOT USED)
        TILT PENDULUM
        SLAM TILT (OPTIONAL)
        TICKET NOTCH
        TEST ESCAPE, MINUS, PLUS, ENTER
        DIP #1 - #8

 

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Thank you Arngrim! This is probably a needed update for sure, and I’ll use it once it stops crashing vpm for me. I think te bigger issue is to try not to break dof for working tables when updating dof config files... i’ve set the auto config script and it auto-broke TWD for me ;-)

 

tanks fr for the quick reaction and all your work!

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3 hours ago, Psmiraglia said:

Thank you Arngrim! This is probably a needed update for sure, and I’ll use it once it stops crashing vpm for me. I think te bigger issue is to try not to break dof for working tables when updating dof config files... i’ve set the auto config script and it auto-broke TWD for me ;-)

 

tanks fr for the quick reaction and all your work!

Not sure what might be causing your issue, but I played the 160 version without issues.  So one day when your feeling adventurous you may want to see what is going on with your pinmame.  The 160 release is really a great update

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Assuming you mean to use pinmame.exe to audit your rom sets, then, yes, it works.

Make sure that you are actually using the pinmame.exe with the datestamp 12/15/2017. And that you actually run the update to generate new listinfo/dat file export. I use clrmamepro and simply double-click the profile entry associated with pinmame.exe, and everything else you need gets updated automatically. Quick and easy.

Edit: just ran -help command on the executable and it is version 3.0. Check your file again.

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