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 Post subject: Re: World Cup Soccer by Smoke and Rom
 Post Posted: Mon Apr 03, 2017 3:46 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 349
i will look on it if i have some free time


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 Post subject: Re: World Cup Soccer by Smoke and Rom
 Post Posted: Mon Apr 03, 2017 3:53 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 349
nop

i will try to verify


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 Post subject: Re: World Cup Soccer by Smoke and Rom
 Post Posted: Mon Apr 03, 2017 4:37 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 349
check
http://www.pinsimdb.org/fr/flipper/tabl ... cup_soccer

for 1.4 update (soon)


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 Post subject: Re: World Cup Soccer by Smoke and Rom
 Post Posted: Mon Apr 03, 2017 4:38 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 349
remember all score are divided by 10 to avoid numeric overflow (i figured out how to bypass this on later tables)


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 Post subject: Re: World Cup Soccer by Smoke and Rom
 Post Posted: Mon Apr 03, 2017 5:13 pm 
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Joined: Thu Nov 24, 2016 7:46 pm
Posts: 156
Thank you very much Smoke! I just spend the evening to find out how to add the scores. Since I dont know how to use the debug mode, I had to reach the final match and win it, but failed badly. Only made it to the final match one. I found out that "addscore" in the "thefinalmode bug" probably is responsible for the goals scores. And I guess that "missionscore" is responsible for final match win score.

Just try to imagine my face when I beat Germany (my hime country btw) for the first time and didnt get any points for that. :shock: I knew the scores have to be huge. So I found out that you even receive big points for each goal.

This table and your support is just incredible. WCS94 is still among my Top 5 easily. I am sure TOTAN will be as well. ToM next? :mrgreen:


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 Post subject: Re: World Cup Soccer by Smoke and Rom
 Post Posted: Tue Apr 04, 2017 5:41 pm 
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Joined: Thu Nov 24, 2016 7:46 pm
Posts: 156
smoke wrote:
remember all score are divided by 10 to avoid numeric overflow (i figured out how to bypass this on later tables)


I just tried the original final match scores and suddenly had a lot of bugs. I dont know anything about that overflow issue. Do you think there is a chance to add the original scores and keep the table stable?


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 Post subject: Re: World Cup Soccer by Smoke and Rom
 Post Posted: Sat Apr 08, 2017 9:06 pm 
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Joined: Fri Apr 07, 2017 9:00 pm
Posts: 7
Hi smoke,this a nice table but it's cabinet texture isn't original
edit:sorry i has been found original cabinet texture,it's WCScab2


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 Post subject: Re: World Cup Soccer by Smoke and Rom
 Post Posted: Mon Apr 10, 2017 5:07 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2512
Location: Arkansas, USA
smoke wrote:
remember all score are divided by 10 to avoid numeric overflow (i figured out how to bypass this on later tables)


Smoke,

It looks like I have a numeric overflow problem on "Creatures from the Black Lagoon".

How did you fix this on your later tables?

George


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 Post subject: Re: World Cup Soccer by Smoke and Rom
 Post Posted: Mon Apr 10, 2017 6:42 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 349
look at ID4 or totan table i use 2 variables to store the score during play.
the idea is that a pinball score is at 99% a multiple of 10

so i store the full score in nvScore2 that can handle longer value than nvScore
and at the end before entering EnterHighScore i do the following to let FP check if a highscore is done:
'trick to bypasse nvscore integer limit
nvScore(CurrentPlayer)=nvScore2(CurrentPlayer)/10

after that check the FuturePinball_NameEntryComplete
i use the special nv variable to store the score /10 and the full score in string format.

so you never show the value of nvScore (use nvScore2 instead). you only use nvScore for the highscore test.


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 Post subject: Re: World Cup Soccer by Smoke and Rom
 Post Posted: Mon Apr 10, 2017 11:14 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2512
Location: Arkansas, USA
Thanks Smoke. I'll check with Popotte and see what he thinks. He did the more complex coding on CFTBL.

George


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