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Metallica Rom Issue


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Hi, I had been learning how to create tables and just gotten into learning VPM tables and figuring out scripting by trial and error. I chose Metallica (big fan) to learn and understand what is going on and I had gotten most of the switches and solenoids setup but I had issues with the inline 3 bank drop targets being non responsive only the optics after them working. I first thought I was doing something wrong and tried various methods from other tables and still nothing. So I thought to try to run the rom outside of VP and I found something odd. I found from going to the switch menu that the switches (60,61,62) are all active for the drop targets for no apparent reason. Has anyone else experienced this with these roms (Pro & LE)? I know this table is off limits for release I am just doing this as a learning experience for myself, Thanks!

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They don't have issues, just they are reset so often, at every ramp passage or loop of the top playfield, there is an option to limit the reset after each new ball, check disable inline targets in the service menu

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Just tried this rom.  I see the same thing.  Sending 

controller.switch(60) = 1

controller.switch(61) = 1

controller.switch(62) = 1

clears the switches, so these 3 switches have opposite logic like opto switches.  

 

Put this or equivalent into table_init()

 

When target is hit, send controller.switch(xx) = 0.  When I do this, I see the DMD animation for grave target getting destroyed.  Not sure if this behavior supported by drop target bamk, so maybe you have to track these 3 targets via script

 

Hmm, this soundtrack rocks :)

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Actually the metallica table is tricky. It reports the switches in reverse state (1 is open, 0 is short) because they're optos. The drop target classes in core.vbs dont handle this so I had to modify core.vbs for metallica allowing for an inverted switch state:

 

'--------------------

'    DropTarget
'--------------------
Class cvpmDropTarget
Private mDropObj, mDropSw(), mDropSnd, mRaiseSnd, mSwAnyUp, mSwAllDn, mAllDn, mLink, mSwitchTrue, mSwitchFalse
 
Private Sub Class_Initialize
mDropSnd = 0 : mRaiseSnd = 0 : mSwAnyUp = 0 : mSwAllDn = 0 : mAllDn = False : mLink = Empty : mSwitchTrue = True : mSwitchFalse = False
End sub
 
 
 
Private Sub CheckAllDn(ByVal aStatus)
Dim obj
If Not IsEmpty(mLink) Then
If aStatus Then
For Each obj In mLink : aStatus = aStatus And obj.AllDown : Next
End If
For Each obj In mLink: obj.SetAllDn aStatus : Next
End If
SetAllDn aStatus
End Sub
 
Public Sub InvertSw()
mSwitchTrue = False
mSwitchFalse = True
End Sub
 
 
Public Sub SetAllDn(aStatus)
If mSwAllDn Then Controller.Switch(mSwAllDn) = aStatus
If mSwAnyUp Then Controller.Switch(mSwAnyUp) = Not aStatus
End Sub
 
Public Sub InitDrop(aWalls, aSw)
Dim obj, obj2, ii
' Fill in switch number
On Error Resume Next : ReDim mDropSw(0)
If IsArray(aSw) Then
ReDim mDropSw(UBound(aSw))
For ii = 0 To UBound(aSw) : mDropSw(ii) = aSw(ii) : Next
ElseIf aSw = 0 Or Err Then
On Error Goto 0
If vpmIsArray(aWalls) Then
ii = 0 : If IsArray(aWalls) Then ReDim mDropSw(UBound(aWalls)) Else ReDim mDropSw(aWalls.Count-1)
For Each obj In aWalls
If vpmIsArray(obj) Then
For Each obj2 In obj
If obj2.HasHitEvent Then mDropSw(ii) = obj2.TimerInterval : Exit For
Next
Else
mDropSw(ii) = obj.TimerInterval
End If
ii = ii + 1
Next
Else
mDropSw(0) = aWalls.TimerInterval
End If
Else
mDropSw(0) = aSw
End If
' Copy walls
vpmSetArray mDropObj, aWalls
End Sub
 
Public Sub CreateEvents(aName)
Dim ii, obj1, obj2
If Not vpmCheckEvent(aName, Me) Then Exit Sub
ii = 1
For Each obj1 In mDropObj
If vpmIsArray(obj1) Then
For Each obj2 In obj1
If obj2.HasHitEvent Then vpmBuildEvent obj2, "Hit", aName & ".Hit " & ii
Next
Else
vpmBuildEvent obj1, "Hit", aName & ".Hit " & ii
End If
ii = ii + 1
Next
End Sub
 
Public Property Let AnyUpSw(aSwAnyUp)   : mSwAnyUp = aSwAnyUp : Controller.Switch(mSwAnyUp) = mSwitchTrue: End Property
Public Property Let AllDownSw(aSwAllDn) : mSwAllDn = aSwAllDn : End Property
Public Property Get AllDown : AllDown = mAllDn : End Property
Public Sub InitSnd(aDrop, aRaise) : mDropSnd = aDrop : mRaiseSnd = aRaise : End Sub
Public Property Let LinkedTo(aLink)
If IsArray(aLink) Then mLink = aLink Else mLink = Array(aLink)
End Property
 
Public Sub Hit(aNo)
Dim ii
vpmSolWall mDropObj(aNo-1), mDropSnd, True
Controller.Switch(mDropSw(aNo-1)) = mSwitchTrue
For Each ii In mDropSw
If Not Controller.Switch(ii) = MSwitchTrue Then Exit Sub
Next
mAllDn = True : CheckAllDn True
End Sub
 
Public Sub SolHit(aNo, aEnabled) : If aEnabled Then Hit aNo : End If : End Sub
 
Public Sub SolUnhit(aNo, aEnabled)
Dim ii : If Not aEnabled Then Exit Sub
PlaySound mRaiseSnd : vpmSolWall mDropObj(aNo-1), False, False
Controller.Switch(mDropSw(aNo-1)) = mSwitchFalse
mAllDn = False : CheckAllDn False
End Sub
 
Public Sub SolDropDown(aEnabled)
Dim ii : If Not aEnabled Then Exit Sub
PlaySound mDropSnd
For Each ii In mDropObj : vpmSolWall ii, False, True : Next
For Each ii In mDropSw  : Controller.Switch(ii) = mSwitchTrue : Next
mAllDn = True : CheckAllDn True
End Sub
 
Public Sub SolDropUp(aEnabled)
Dim ii : If Not aEnabled Then Exit Sub
PlaySound mRaiseSnd
For Each ii In mDropObj : vpmSolWall ii, False, False : Next
For Each ii In mDropSw  : Controller.Switch(ii) = mSwitchFalse : Next
mAllDn = False : CheckAllDn False
End Sub
 
Public Sub DropSol_On : SolDropUp True : End Sub
End Class
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Thank you both gtxjoe and markmon. I was starting think I was in over my head and was loosing hope. I had suspected something was operating backwards but I did not know where to begin troubleshooting as all common methods I found were failing and it just did not make any sense. Learn something new everyday. Thanks again.

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Out of Production is fair game for release :D

 

Problem with that is we don't have an emulator for the LE or Premium ROMs since a lot of them use aux boards.  Due to this we only can recreate the pro version with is still in production ;-)

 

Have no fear.  I have the table in the testing phase right now.  I'd argue it's probably turning into my best table to date.graphically and play wise.  My testers seem to be agreeing at this point.  Just as soon as it goes out of production I'll have it 100% polished up and release it.  Not looking to promising for a release any time soon as I just heard stern is doing another version of the table.  Maybe in the mean time someone can figure out the aux board issue so we can add the moving cross and hammer to the table.

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PF Image I touched up for Metallica, you're free to use any or all of it 85vett. I have the PSD available still PM me if you want me to upload it

 

 

 

Thanks for this. I had been tinkering around with another one someone made. Compared to 85vett's table I can imagine mines look like a kid made it but it's functional, lol. 

 

Freneticamnesic, would you happen to have anything for Stern Harley Davidson? Most hate it but I rather like it but have nothing to work with beyond blue print images.

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Thanks for this. I had been tinkering around with another one someone made. Compared to 85vett's table I can imagine mines look like a kid made it but it's functional, lol. 

 

Freneticamnesic, would you happen to have anything for Stern Harley Davidson? Most hate it but I rather like it but have nothing to work with beyond blue print images.

 

http://s34.photobucket.com/user/arcademan1/library/Sega%20Harley%20Davidson%20playfield?sort=3&page=1 looks like it would be easy to do up a complete playfield from these pictures

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Wow cool, thank you. I can make this work. It's better than what I had (nothing). :)

 

oof sorry I didn't realize there were 2 different Harley Davidson tables, that is the old Bally one from 1991, very sorry. Try these two

 

kONkq5Z.jpg

IgmDdtH.jpg

 

Why are there so many versions of this table?

large.JPGlarge.jpg

 

Layout looks the same, so I'm not sure

 

also on vpf http://www.vpforums.org/index.php?app=downloads&showfile=3149

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For reasons of greed  Stern saw fit to keep releasing "Updated" versions with different toys and trim pretty much the same way stern does Pro, LE, & Premiums now. It just happened over a long period of time versus all released at once now a days. I fancied the 3rd edition myself. Almost got a real one but got sold from under me way back when.

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PF Image I touched up for Metallica, you're free to use any or all of it 85vett. I have the PSD available still PM me if you want me to upload it

 

 

Appreciate it.  I'm a bit past the PF part but I think there are a few things I can use to where your redraw is better than mine.  Looks like we may have started with close to the same resource image (automateds E-bay adds) as they line up pretty close.  My pop area isn't as nice as yours.   Got a ways to go to get it polished and pretty for release but fortunatly I probally have several months before we can release it anyways.  I've had to make all the plastics but I'm not fully happy with the ones around the cross and fuel area.

 

Here's where I am so far.  Just working on it little by little.  Same with Star Trek.

 

1401762440.jpg

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Appreciate it.  I'm a bit past the PF part but I think there are a few things I can use to where your redraw is better than mine.  Looks like we may have started with close to the same resource image (automateds E-bay adds) as they line up pretty close.  My pop area isn't as nice as yours.   Got a ways to go to get it polished and pretty for release but fortunatly I probally have several months before we can release it anyways.  I've had to make all the plastics but I'm not fully happy with the ones around the cross and fuel area.

 

Here's where I am so far.  Just working on it little by little.  Same with Star Trek.

 

 

That looks fantastic.Light years ahead of mines, I just got owned but I expected it. 85vett, if I may ask did you manually setup the inline drop targets? Or were you able to come up with away to use normal VPM drop target scripting methods some how?

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PF Image I touched up for Metallica, you're free to use any or all of it 85vett. I have the PSD available still PM me if you want me to upload it

 

 

OK, so I spent some time today merging freneticamnesics version of the playfield with my playfield.  I think it's better so I'll be converting my table over to using this new playfield.  Here's what I've got so far.  Low res version below.

 

1401853790.jpg

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I would love to see Sparky get the bobble treatment like the ring master from CV. (Same with the enterprise for ST.) I 'think' Kodiak did that work. Sent from my iPhone using Tapatalk

 

He will be shaking :-)

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