

There are a ton of details that needed to be worked out like how will the playfield mechanisms fit under the playfield and not block each other, switches or lights. I made a Photoshop poster of the playfield at 1 to 1 scale and put it on the blank plywood to work out the details of how everything was going to go together. The white inserts will let me change the colors of the inserts during light shows. The mounting bracket has two holes for screws to attach it to the bottom of the playfield where they will project through translucent white inserts. This chip holder's sides have a bevel to them that mates up with a matching set of bevels in the mounting bracket so that the two slide together and lock. The chip holder section has two sets of three channels in it to index, space and hold the wires for soldering. I designed these two holder parts in F360 to hopefully help out with soldering and installation. The chips have two sets of three solder pads for +5v, gnd and data lines and these look tight to each other and it will be hard to hold the wires in place while they are being soldered. I bought a bunch of ws2812b light chips with the hopes of custom wiring them up so that the wiring harness exactly fits the playfield. I used F360 to make a clip to hold the ws2811 lights through holes in the playfield so that the light bulb section sits proud to the surface of the playfield. Still waiting for the playfield inserts to arrive so time to design parts for holding the LED lights to the playfield. The results can be seen in this YouTube video. I added a couple of 1/4 washers under the bracket that holds the coil and tried again. I then got to looking at the kicker mechanism and I figured that if the throw of the slug for the kicker arm were increased, maybe the ball will kick further out of the hole. Both of these distances are only about 4 inches and are way short of what the game design calls for. With a 1/2 piece of plywood and no bevel cut into the hole edge the ball would only go as far as the first line in the video, with a bevel cut into the hole edge the ball will make it to the second line. I set the angle of incline to 4 degrees and powered the coil with the same 35v DC that will be used in the actual game. Today I built a test bed to see just how far a hole kicker will kick the ball. I picked up three matched Williams kickers from E-bay with the hopes that all will kick the ball with the same strength. There is no expectation that the ball will travel far from the hole. A saucer kicker (or hole kicker) is just meant to capture a ball and kick it back into play. This is one of the problems with bringing a VP game to reality is that in VP you can make playfield devices do things that are not what they are designed to do. There are two "Dash" saucers that are expected to kick the ball up towards the top of the table. One aspect of game play that is very important to the design of the game is the "Dash" shot.
#HOMEBREW DASH 3 CODE#
I've got all of the code written that I think I need at this point in time so now I'm just waiting on the last few parts to arrive before starting making the playfield. At present the system will advance a "nines rollover" as soon as the points are scored so that looks a little funny (score 50 points and it goes 00180, 00290, 00200, 00210, 0020, 00190, 00200, 00210, 00220) but all in all getting this to work has taken a ton of time and looks pretty awesome.
#HOMEBREW DASH 3 ZIP#
The latest addition was that as of yesterday the dev version of mpf now supports "digital_score_reels" which are zip files with a png animation sequence of a score reel with transitions between digits. There are many animations and scenes that play during the game including, CUP/MUG drop targets and the 10 soul contracts that are collected for clearing the banks, SOUL top lanes, Dash saucers, Knockout, Perdition entry x 3 and more.
#HOMEBREW DASH 3 FULL#
In game play the full length videos of the 10 bosses are played at random with the theme song for each boss matched up to the video. I've gone through multiple versions before deciding on the current one. The display is divided into a static topper, middle video section and lower scoring section. I have literally spent days getting to this point.Ĭurrently the backglass has 20 second cut scenes of each of the 10 bosses with a 3 second animation between them. Working with bleeding edge mpf has been slow and frustrating and I am very much looking forward to getting back to making saw dust and solder smoke. Eight days since my last post and the backglass is finally getting close to being done.
