Cavaleiro Negro (Taito, 1981) VP9

VP9 Taito SS Recreation Cavaleiro Negro (Taito, 1981) VP9 v1.2

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Solid State Machines
thanks Aquino for showing a little attention to VP9.
there was nothing wrong with VP9 that could not be fixed in the C++ program.
i do have a rare extractor.
could you please put the tables in a zip folder so i can right click on the zip table folder and use the "extract all" in the PC.
thanks....
how about an update on triple action.
i played that in IRL way back.
i have some older versions of Triple Action.
i remember hitting the spinner on the real table. the spinner would spin 4-5x.
i can't get the spinner friction to lighten up in the script so it will spin when i do a clean hit.
when i tried to change the spinner friction to a lighter setting i got a script error of "out of range".
could you setup the spinner on a lighter friction so it will spin 4-5times on a solid hit or
maybe update the existing tables to 921 or 995 and get the spinner in the script to spin without the errors?
there is a clone of triple action here called Star Pool.
i think that was the one i worked on to get the spinner friction lighten up.
 
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Sorry, my friend! I work Taito's pinball only...:o(
 
well, maybe you can make an exception.
you are the only one still active in VP9
5.8 Spinner
Colors & Formatting:
Front – (drop-down selection) – choose an image from any loaded
into VP via the image manager.
Back Image – (drop-down selection) – choose an image from any
loaded into VP via the image manager.
Color – click to open up a color dialog box, select the color for the
front & back of the spinner if no image selected.
Casts Shadow – toggles whether a shadow of the spinner at rest is
shown (i.e. shadow does not follow movement of the spinner);
provided Render Shadows is selected in table options.
Supports – toggles whether the side supports of the spinner are
rendered.
Visible – toggles whether the spinner front and back are rendered in
the VP player; overwrites any image or color setting. Shadows are
cast regardless of this setting if selected to be cast (see above).
Animations Frames – as the spinner rotates through 360o, the
angles shown are determined by (360o)/(number of animation
frames). The default value of 0 shows the maximum number of
frames.
Position:
X – sets the horizontal position of the center of the spinner on the playfield.
Y – sets the vertical position of the center of the spinner on the playfield.
Length – sets the length of the spinner faces (does not include supports).
Height – sets the height of the spinner faces (does not include supports).
Rotation – sets the angle of the spinner in relation to the x-axis of the playfield.
Overhang – sets the distance of the support legs from the edges of the spinner face.
Supports – toggles whether the side supports of the spinner are rendered.
Angle Max – sets the maximum angle the spinner will rotate through
Angle Min – sets the minimum angle the spinner will rotate through, although this
only has an apparent effect if the Angle Min is larger than the Angle Max.
Elasticity – sets how elastic a collision with the ball will be. Setting of 1 represents a
perfectly elastic collision (no loss of kinetic energy during collision). Settings above
1 cause the ball to gain energy in a collision with the spinner.
Surface – (drop-down selection) sets the surface on which the spinner sits. Selections
include wall and ramp objects, no selection sets the playfield as the surface.
Physics:
AntiFric – determines the friction between the spinner and its’ supports. Value
setting between 0 & 1. A setting of 0 indicates no friction and the spinner will spin
indefinitely.
 
well, maybe you can make an exception.
you are the only one still active in VP9
SPINNER
==================================================================================================
Variables
---------
*Name(string)
*X(float)
*Y(float)
TimerEnabled(bool)
TimerInterval(int) - set interval for triggering the timer (1 equals 1000 timer calls per second,
*Length(float)
*Rotation(float)
*Height(float)
Damping(float) - 0..1
Image(string)
*Material(string)
*Surface(float)
UserValue(any) - can store any user defined value for re-use later-on
*ShowBracket(bool)
*AngleMax(float)
*AngleMin(float)
Elasticity(float)
*Visible(bool)
CurrentAngle(float) - only readable
*ReflectionEnabled(bool) - default=true
 
5.8 Spinner
Colors & Formatting:
Front – (drop-down selection) – choose an image from any loaded
into VP via the image manager.
Back Image – (drop-down selection) – choose an image from any
loaded into VP via the image manager.
Color – click to open up a color dialog box, select the color for the
front & back of the spinner if no image selected.
Casts Shadow – toggles whether a shadow of the spinner at rest is
shown (i.e. shadow does not follow movement of the spinner);
provided Render Shadows is selected in table options.
Supports – toggles whether the side supports of the spinner are
rendered.
Visible – toggles whether the spinner front and back are rendered in
the VP player; overwrites any image or color setting. Shadows are
cast regardless of this setting if selected to be cast (see above).
Animations Frames – as the spinner rotates through 360o, the
angles shown are determined by (360o)/(number of animation
frames). The default value of 0 shows the maximum number of
frames.
Position:
X – sets the horizontal position of the center of the spinner on the playfield.
Y – sets the vertical position of the center of the spinner on the playfield.
Length – sets the length of the spinner faces (does not include supports).
Height – sets the height of the spinner faces (does not include supports).
Rotation – sets the angle of the spinner in relation to the x-axis of the playfield.
Overhang – sets the distance of the support legs from the edges of the spinner face.
Supports – toggles whether the side supports of the spinner are rendered.
Angle Max – sets the maximum angle the spinner will rotate through
Angle Min – sets the minimum angle the spinner will rotate through, although this
only has an apparent effect if the Angle Min is larger than the Angle Max.
Elasticity – sets how elastic a collision with the ball will be. Setting of 1 represents a
perfectly elastic collision (no loss of kinetic energy during collision). Settings above
1 cause the ball to gain energy in a collision with the spinner.
Surface – (drop-down selection) sets the surface on which the spinner sits. Selections
include wall and ramp objects, no selection sets the playfield as the surface.
Physics:
AntiFric – determines the friction between the spinner and its’ supports. Value
setting between 0 & 1. A setting of 0 indicates no friction and the spinner will spin
indefinitely.
wow, thanks Aquin.
your good.
sorry, didn't mean to take up that much of your time.
i didn't know it would be that difficult to change a spinner setting.
i thought it would be an easy friction or dampening setting in the spinner section in the script.
thanks again.
 
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wow, thanks Aquin.
your good.
sorry, didn't mean to take up that much of your time.
i didn't know it would be that difficult to change a spinner setting.
i thought it would be an easy friction or dampening setting in the spinner section in the script.
thanks again.

Friend, if the spinner is represented by another object, try to change the clock and the spinner will spin faster, but do not change the switch. Change only the clock!
 
Friend, if the spinner is represented by another object, try to change the clock and the spinner will spin faster, but do not change the switch. Change only the clock!
thanks for giving some of your attention on this.
nobody else is interested.
1. just want to make sure we are talking about the horizontal spinner with 2 bumper pegs in the center of the PF table?
2. sorry if i was not clear.
i played real Triple Action.
i don't want the spinner to spin faster.
*** i want to reduce the friction/dampening settings so it spins an easy 4-5x on a good hit on the 2 outer bumper pegs in the center of the PF.
on the VP9 original settings the spinner slows down too fast on Triple Action and Star Pool on a good hit on the 2 outer bumper pegs.
3. i don't recall the spinner being represented by another object.
there is a spinner section at the bottom of the script and i think that will apply for the same theme table "Star Pool".
i think "Star Pool" was a later VP9 update.

here's a few videos of the gameplay at YT.
star pool
 
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Thanks for your work / updates on VP9 tables !

I love Taito Brazil tables :)

Keep up the great work
 
thanks for giving some of your attention on this.
nobody else is interested.
1. just want to make sure we are talking about the horizontal spinner with 2 bumper pegs in the center of the PF table?
2. sorry if i was not clear.
i played real Triple Action.
i don't want the spinner to spin faster.
*** i want to reduce the friction/dampening settings so it spins an easy 4-5x on a good hit on the 2 outer bumper pegs in the center of the PF.
on the VP9 original settings the spinner slows down too fast on Triple Action and Star Pool on a good hit on the 2 outer bumper pegs.
3. i don't recall the spinner being represented by another object.
there is a spinner section at the bottom of the script and i think that will apply for the same theme table "Star Pool".
i think "Star Pool" was a later VP9 update.

here's a few videos of the gameplay at YT.
star pool
Ok! I will help you and as soon as I have a solution for reducing the speed of the central spinner.
 
thanks for giving some of your attention on this.
nobody else is interested.
1. just want to make sure we are talking about the horizontal spinner with 2 bumper pegs in the center of the PF table?
2. sorry if i was not clear.
i played real Triple Action.
i don't want the spinner to spin faster.
*** i want to reduce the friction/dampening settings so it spins an easy 4-5x on a good hit on the 2 outer bumper pegs in the center of the PF.
on the VP9 original settings the spinner slows down too fast on Triple Action and Star Pool on a good hit on the 2 outer bumper pegs.
3. i don't recall the spinner being represented by another object.
there is a spinner section at the bottom of the script and i think that will apply for the same theme table "Star Pool".
i think "Star Pool" was a later VP9 update.

here's a few videos of the gameplay at YT.
star pool
Friends, the Star Pool code has a spinner pole rotation speed variable. It's being multiplied by 2. Try 0.9 or 1. This will reduce the spinner shaft rotation! See the image!
 

Attachments

  • spinner.jpg
    spinner.jpg
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Ok! I will help you and as soon as I have a solution for reducing the speed of the central spinner.
not reduce the speed of the spinner.
reduce the friction or resistance so it will spin more free and have more revolutions.
the spinner action is not real to the IRL table i played.
no Aquino, it's ok.
let it go.
looks like this will take up too much of your time on both tables.
i didn't know it would be this difficult.
i was runnin' with the idea that it was a easy friction or dampening setting in the spinner script section.
you gave some good info that i think i can work with.
thanks.
 
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Friends, the Star Pool code has a spinner pole rotation speed variable. It's being multiplied by 2. Try 0.9 or 1. This will reduce the spinner shaft rotation! See the image!
the "spinforce" is exactly what i was working with
i think i tried different combonations.
i will try the 0.9 or 1 in the script.
thanks for your time.
what do those numbers do in the f1-f12 just above the spinforce lines 1231-1241?
there is another f-6 spinforce=1 on line 1236. ....what is that? could that be related?
 
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the "spinforce" is exactly what i was working with
i think i tried different combonations.
i will try the 0.9 or 1 in the script.
thanks for your time.
what do those numbers do in the f1-f12 just above the spinforce lines 1231-1241?
there is another f-6 spinforce=1 on line 1236. ....what is that? could that be related?
Every code procedure is a condition for the spin speed...where the (f) is the position angle of the spin and the Spinforce is the axis of the Ballz. Depending on the position of the spin, the variable angle and speed of rotation will change.
 
Every code procedure is a condition for the spin speed...where the (f) is the position angle of the spin and the Spinforce is the axis of the Ballz. Depending on the position of the spin, the variable angle and speed of rotation will change.
umm, what??
thanks for the info.
there is another f-6 spinforce=1 on line 1236 and 1243.
are they related?
do they need to be used together?
every time i tried to make changes in the script to lighten up the spinner friction i got that "script error" kickback
when the ball came in contact with the spinner pegs.
 
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