Road Runner (Original)

SS Original Table FizX BAM FP Road Runner (Original) 1.04

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Solid State Machines
Future Pinball
Hi George. Thanks for your work in Future Pinball. I activated DOF in the script and multiple solenoids are firing when I use the flippers. Is there a way to make the table only use my flipper solenoids?
 
Hi George. Thanks for your work in Future Pinball. I activated DOF in the script and multiple solenoids are firing when I use the flippers. Is there a way to make the table only use my flipper solenoids?

I followed TerryRed's video on installing SSF and I did not deviate from the instructions (see link below). In the video, he says to add sound for the main and upper flippers. They do play at the same time however. The only thing I can suggest is to turn off the sound for the upper flippers. I have attached a copy of the table where they are turned off. If this is not the problem, I don't have any more suggestions.

 

Attachments

  • Road Runner 1.04 Upper Flippers Turned Off.fpt
    90.2 MB · Views: 9
That worked! Thanks for the quick response. I just had to go into the script and enable DOF and SSF and now only my flipper solenoids fire when pressing my flipper buttons.
 
That worked! Thanks for the quick response. I just had to go into the script and enable DOF and SSF and now only my flipper solenoids fire when pressing my flipper buttons.

How cool! I honestly didn't think it would work. You will still have flipper sound because the main flippers still produce sound and they fire at the same time as the upper flippers. I suspect you will have the same problem on any table that has more than the two main flippers. It is pretty easy to change. Search the script for pinmechsound and it will bring you to the section of the code where SSF is located. There are a bunch of short subroutines there. The ones that say flipper2 are upper flippers. You don't need to change anything in the subroutines. Just search the entire script for the name of the subroutine containing flipper2 and place a single quote at the beginning of each line where you find the name (if the name falls in a line before or after a colon, just delete the name). There are often more than one occurrence of the name in the script. Add the quote to all the occurrences. You can use my file as an example.

Something may not be quite right with your setup. You might ask @TerryRed if there is a fix. The only consequence of leaving it this way that I can think of is the sound will appear to come exclusively from the main flippers and not come from the uppers.
 
It's most likely because he doesn't have PUP installed and the FP_PUP_SSF pup-pack installed. Without both of those installed (and enabling pup ssf in the table), he won't hear the SSF sounds (not just solenoids but all SSF sounds).
 
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Thanks @GeorgeH as I was going to ask about Medieval Castle also but you gave me the direction I needed to fix that table.

@TerryRed I do have the FP_PUP_SSF pup-pack installed. SSF works fine on the table and in all of your tables (thank you by the way for all you do for FP). My issue was the extra flippers were firing multiple solenoids in my cabinet. I have 6 total and they are more like knocker type solenoids. The front 2 for flippers strike a thicker felt pad, the middle strike a thinner felt pad and the upper strike the wood directly. That way my solenoids all sound different depending on what is happening on the table. Flippers (bottom 2) sound different than the targets sound (middle 2) and my bumper solenoids sound (top 2) are the loudest with toys in DOF.
 
Thanks @GeorgeH as I was going to ask about Medieval Castle also but you gave me the direction I needed to fix that table.

@TerryRed I do have the FP_PUP_SSF pup-pack installed. SSF works fine on the table and in all of your tables (thank you by the way for all you do for FP). My issue was the extra flippers were firing multiple solenoids in my cabinet. I have 6 total and they are more like knocker type solenoids. The front 2 for flippers strike a thicker felt pad, the middle strike a thinner felt pad and the upper strike the wood directly. That way my solenoids all sound different depending on what is happening on the table. Flippers (bottom 2) sound different than the targets sound (middle 2) and my bumper solenoids sound (top 2) are the loudest with toys in DOF.

Yes, when it comes to DOF hardware, there is no one standard, so people with setups like yours will always run into this on some tables. There is no way to add DOF to each table so that it can accommodate everyone's specific unique setup. DOF is setup based on a 10 or 8 solenoid hardware setup in DOF config Tool, as "positions", not stand alone slings, flippers, etc. At least that is how Arngrim (who did most VP tables for DOF) added DOF to most tables. Sometimes, the sling solenoids get used for the plungerkicker, etc, as 99% of people just have standard solenoids for all 8 / 10 positions. So most tables are not setup to use specific solenoids for bumpers only, or drop targets only, or kickers only, or vuks only, etc... as there are not enough unique solenoid toys in DOF to allow for that, let alone make them work in different positions on the table.

You can keep the table's original code as it was. Just change the pinmechsound commands (used for the additional flippers), and remove their DOF trigger and action, so you can still hear their SSF sound.
 
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You can keep the table's original code as it was. Just change the pinmechsound commands (used for the additional flippers), and remove their DOF trigger and action, so you can still hear their SSF sound.

@PEandS1Ws

What I believe he is saying is you need to keep all the stuff I told you to change. Then you need to change the subroutines I told you to not change. If you make the changes below, it should change the DOF code for the upper flippers over to PUP SSF code. You should then be able to hear the upper flippers without the problems you have been experiencing.

Existing Subroutines (with the Part to Change in Red)

Sub PinMechSound_Left_Flipper2_On
PinMechSound ("mech_Flipper_R0"&Int(Rnd*11)+1), LeftFlipper2, 1, 805, 1, "flipper"
End Sub

Sub PinMechSound_Left_Flipper2_Off
PinMechSound ("mech_Flipper_Right_Down_"&Int(Rnd*7)+1), LeftFlipper2, 1, 805, 0, "flipper"
End Sub

Sub PinMechSound_Right_Flipper2_On
PinMechSound ("mech_Flipper_R0"&Int(Rnd*11)+1), RightFlipper2, 1, 806, 1, "flipper"
End Sub

Sub PinMechSound_Right_Flipper2_Off
PinMechSound ("mech_Flipper_Right_Down_"&Int(Rnd*7)+1), RightFlipper2, 1, 806, 0, "flipper"
End Sub

Change the Above Subroutines to:

Sub PinMechSound_Left_Flipper2_On
PinMechSound ("mech_Flipper_R0"&Int(Rnd*11)+1), LeftFlipper2, 1, , , ""
End Sub

Sub PinMechSound_Left_Flipper2_Off
PinMechSound ("mech_Flipper_Right_Down_"&Int(Rnd*7)+1), LeftFlipper2, 1, , , ""
End Sub

Sub PinMechSound_Right_Flipper2_On
PinMechSound ("mech_Flipper_R0"&Int(Rnd*11)+1), RightFlipper2, 1, , , ""
End Sub

Sub PinMechSound_Right_Flipper2_Off
PinMechSound ("mech_Flipper_Right_Down_"&Int(Rnd*7)+1), RightFlipper2, 1, , , ""
End Sub

The commas and quotes in the code above need to be there. If they are not, you will get errors. This web site is giving me a bit of trouble. There should be spaces after the first and second red commas but this site keeps removing them.
 
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or : think about the commands for dof: 0 is off, 1 is on and 2 is pulse
so simply change at the flipper2_on subs the 1 to 0. So they will not get activated.

the reason is in dof config for FP_DOF:
805 is assigned to 10-Bumper-back-left and 806 is assigned to 10-Bumper-back-right

one small error happened to me, when highscore letter input is finished.
an error occures about "hudseg1"
i healed this with commenting the line
' HudSeg1.SetValue(RndMatch)
and uncommenting the line above
DispSegMatch.SetValue(RndMatch)

i'm a cab user, maybe this only occures with cab playing
 
Thanks everyone. I will try these solutions later today and report back!
 
one small error happened to me, when highscore letter input is finished.
an error occures about "hudseg1"
i healed this with commenting the line
' HudSeg1.SetValue(RndMatch)
and uncommenting the line above
DispSegMatch.SetValue(RndMatch)

i'm a cab user, maybe this only occures with cab playing

The object, HudSeg1, does not exist on the table. It never produced an error for me but it should have. For some reason, you are the only one who has gotten it so far. I don't know why.

I am curious. Why do cabinets use both DOF and PUP SSF? All I know is that for some reason DOF is used for solenoid actions and PUP is used for ball hits.
 
DOF, is for using of all physical toys, like knocker, shaker, gear, contractors, LEDs ... (as long as they are scripted in table script)
PUP SSF is IMHO mostly for real ball rolling sound in cab with 4 exciters; it's one of the most immersive feelings when you stand in front of the cab and the ball rolling sound is exactly following the ball at the playfield. If additionaly the sounds of ball hits (against walls, rails, rubbers,...) you can hear at the right place, i completes the feeling.
 
DOF, is for using of all physical toys, like knocker, shaker, gear, contractors, LEDs ... (as long as they are scripted in table script)
PUP SSF is IMHO mostly for real ball rolling sound in cab with 4 exciters; it's one of the most immersive feelings when you stand in front of the cab and the ball rolling sound is exactly following the ball at the playfield. If additionaly the sounds of ball hits (against walls, rails, rubbers,...) you can hear at the right place, i completes the feeling.

Do you get ball rolling sound on ramps? This table is coded for ramp ball rolling which have different sounds than the playfield and it works on my desktop but I am not sure it works on cabinets.
 
I can answer that there's no reason for desktop or cabinets being different.
My main monitor is playfield, 2nd is for backglass and it works.
What I don't know is if it is working because I'm using PUP. I didn't test without the PUP folder where it should be.
 
I can see I have installed on my future cabinet.

 
@GeorgeH
about ball rolling sound at the ramps: i can hear the sound in right place and direction, but i hear no difference to normal rolling (over the playfield)
for testing i lowered both "FP"-volumes (music and sound) to zero and of course i can still hear the dof ssf sounds.
They are different in ball rolling sound, hit sounds (ball to rubber, metal, wall...). all ok - good volume, right place.
 
@GeorgeH
about ball rolling sound at the ramps: i can hear the sound in right place and direction, but i hear no difference to normal rolling (over the playfield)
for testing i lowered both "FP"-volumes (music and sound) to zero and of course i can still hear the dof ssf sounds.
They are different in ball rolling sound, hit sounds (ball to rubber, metal, wall...). all ok - good volume, right place.

Ball Rolling works "automatically" if its using code from the AIO Example table.

For Ball rolling "sounds", PUP SSF can't change the kind of ball rolling sound that is used (plastic, metal, wood), as this is hard coded into PUP (to only use one set of ball rolling sound files) and we can't change it on the table's side.

You can only hear ball rolling sounds change (to plastic, metal, back to wood) when not using PUP SSF (which would only using the table's FP sounds). This too however relies on the table to be updated to control all this manually. It's not automatic.
 
Then PUP option must've been set to false when I tried the table. Point is, the sound changed. Not so clear on the middle ramp but very noticeable on the wire ramp.
 
Same problem here...
 
Same problem here...

Please read TerryRed's response above. I can't change the way PUP SSF works. If you can change "PUP_SSF_enabled" in the script to false, you will be able to hear different sounds on the ramps. It plays the ball rolling sound for plastic on the miniplayfield and the plastic up ramps. When the ball hits the wire ramps. the sound changes to a ball rolling sound for wire ramps. Unfortunately when you set "PUP_SSF_enabled" to false, the table uses FP sound and PUP SSF doesn't work. If you want PUP SSF to work differently, you will have to ask the folks who coded the PUP program to change the program. It can't be changed from the table script as Terry said.
 
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Please read TerryRed's response above. I can't change the way PUP SSF works. If you can change "PUP_SSF_enabled" in the script to false, you will be able to hear different sounds on the ramps. It plays the ball rolling sound for plastic on the miniplayfield and the plastic up ramps. When the ball hits the wire ramps. the sound changes to a ball rolling sound for wire ramps. Unfortunately when you set "PUP_SSF_enabled" to false, the table uses FP sound and PUP SSF doesn't work. If you want PUP SSF to work differently, you will have to ask the folks who coded the PUP program to change the program. It can't be changed from the table script as Terry said.
Thanks, I hadn't seen the reply. Gonna try out the alternatives.

Great upgrade. Loving the table!
 
one small error happened to me, when highscore letter input is finished.
an error occures about "hudseg1"
i healed this with commenting the line
' HudSeg1.SetValue(RndMatch)
and uncommenting the line above
DispSegMatch.SetValue(RndMatch)

i'm a cab user, maybe this only occures with cab playing
I had that error also, but that little change fixed the game. - Games runs great with my DOF toys.
 
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