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nbaf: add full sim for NBA Fastbreak #302
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@volkenborn Do you have an idea? I don't.. |
Nope, sorry. This is way beyond me. |
@tomlogic Then just give us a hint when we should merge this.. Thanks! |
Doing a bit of cleanup before submitting. I was able to use the I have not figured out the flipper button issue. I attained a high score, and using the flipper buttons was also wonky to enter initials. I am getting an "Unable to open the keyboard device. (error 32)" when PinMAME starts up, so perhaps that's related. |
I would love to help you with both issues, but i'm pretty much clueless in that area. |
@toxieainc, automatically draining when the flippers are dead (e.g., Tilt) seems to be a simple addition. I'm going to move this from |
Reduce any possible latency by always accepting bytes for transmission instead of trying to emulate LSR bits related to sending.
Initial implementation works well, other than passing between players when "In The Paint" requires multiple shift key (flipper button) hits to trigger the passing solenoids. Simulates defender motor/positioning, defender magnet used to hold the ball, diverters/gate, and the backbox game. For some reason, nbaf_stateDef wouldn't trigger state changes with the passing solenoids, so I integrated those checks into nbaf_handleBallState().
When leaving FLIP_U out of the core_tGameData structure, the game will eventually report a service error for switches F6 and F8.
PinMAME already has code to simulate the defender motor and have it trigger various proximity switches. Based on the "drac" motor from MB.
On WPC games, solenoid 31 indicates whether the flippers are enabled or not. If the ball isn't held (e.g., Crazy Bob's) and in the "Playfield" state, we can automatically drain it. Helpful for halftime and end of game during Championship Link.
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Ready to merge, but I'd love to have someone try it out on a VPin to make sure I didn't break anything there. I'm also not sure how to update the failing checks. They're looking for |
Looks good to me, we'll figure out why it fails then. Thanks a lot!! |
Looking for some feedback on my code before merging, and any ideas regarding how to get the game to fire the "pass" solenoids when I hit the flippers (shift keys). If I used the
stateDef
structure it never recognized the passing. When I integrated solenoid tests into thehandleBallState()
handler I could only trigger the passing by hitting the flipper button 3-4 times.Notes from my last commit: