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In original Full Tilt, the ball can rest between flipper and center post. Since the update to flipper code in decomp, this works in decomp version too.
However, when the center post times out, if the ball is touching it, it should remain up.
fulltiltcenterpost.mp4
In the decomp, when center post times out it goes down regardless.
Side note: In 3DPB, the ball cannot rest between flipper and center post (just slips through). And in older decomp versions it does this too. For accuracy I think the decomp should use different flipper logic for different versions, but that's another matter.
The text was updated successfully, but these errors were encountered:
This is a bug/omission.
FT center post adds a lot of code for ball detection; I skipped it for simplicity.
I will try to add it, with medium-low priority.
In original Full Tilt, the ball can rest between flipper and center post. Since the update to flipper code in decomp, this works in decomp version too.
However, when the center post times out, if the ball is touching it, it should remain up.
fulltiltcenterpost.mp4
In the decomp, when center post times out it goes down regardless.
Side note: In 3DPB, the ball cannot rest between flipper and center post (just slips through). And in older decomp versions it does this too. For accuracy I think the decomp should use different flipper logic for different versions, but that's another matter.
The text was updated successfully, but these errors were encountered: