3 Slots Position Mod

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Hello guys.

The position tolerance controls the location and orientation of the slot to the datum reference frame. In this case, there is an inner boundary that the slot may not violate. The slot can move left, right, up or down, and even tip, as long as it does not come inside this boundary, which is probably the space needed by the mating part. Play 30+ FREE 3-reel and 5-reel slots: Treasures of Egypt, Magic Wheel, Bonus Land, Shopping Spree, Flaming Crates, Fruit Smoothie, Party Bonus and more!

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With permission from its author, lwlin, I’ve uploaded MoreSlotID into my server and a mirror, so that it’s easier to download for people outside of china.

I’m also going to put documentation here to know how to use it.

Contents

WHAT IS IT FOR

MoreSlotID is a patch created by lwlin from ZODGAME (he’s also in HongFire). It increases the limit of available integer IDs from XXXYYY (6 digits) to XXXYYYYYY (9 digits).

Lots of mods, particularly from China, use it. This is to avoid conflicts more than anything, and secondly so that we don’t have to use Illusion’s slots at all.

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WHAT DO I CARE IF I’M NOT A MODDER

Well, if you want to use mods which use IDs with 9 digits, you need this. Most modders using it will tell you that the mod uses it.

Without MoreSlotID, if you install one of these mods, the 9 digits will trim at the center. For example, if you have a mod which uses ID 209999211, but you don’t have MoreSlotID, the game will read it incorrectly as 209211, which will cause a conflcit with whatever else you had in 209211.

An example is Jessica Rabbit conflicting with Samus. Samus head for example is 200972042, where Jessica is 200042. If you don’t have MoreSlotID and install Samus while having Jessica, the game will read both IDs as 200042, which will cause a conflict, and you’ll have issues.

TL;DR: Get it or you’ll have issues with mods using it.

DOES IT WORK WITH THE VR EXECUTABLE?

Not right now. If you’re interested in MoreSlotID working with the VR executable AND have a VR set, please contact lwlin through PM in HongFire. I don’t have a VR set so I can’t offer any help in this case.

Yes it does. Read the install/update instructions.

DOWNLOAD

Get it from here or here.

INSTALL/UPDATE

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Before anything, make a backup of your *_Data folders in case anything goes wrong (it shouldn’t). Also make sure to always have a clean backup of these, as it comes handy when you have to solve some issue.

A. Extract the file MoreSlotID.exe to your HoneySelect root directory (where the main game’s executable is located):

B. Execute MoreSlotID.exe by double clicking on it:

In this screen, press 1, wait for it to finish, then press 2, wait for it to finish and it’s done.

IF YOU ARE UPDATING FROM MORESLOTID 1.0:Press 3, wait for it to finish, and it’s done. No need to do so otherwise. Third step is only to fix an issue when updating from 1.0.

IF YOU USE THE VR EXECUTABLE OF HONEYSELECT:Press 4 too to patch this executable’s binaries, it will give you MoreSlotID support in VR too (already confirmed to work!).

No screen for this as my game is patched, but it should say Finished. If it says “Patched”, that means that you already had patched with MoreSlotID 1.3. Please note that it can update from both 1.1 and 1.2.

NOTE FOR PEOPLE STUCK IN HONEYSELECT 1.10 FOR SOME REASON: It will tell you to please check the existence of StudioNEO’s dll. To ignore the message just press enter and continue with the instructions.

C. Done, close the prompt once it’s finished and MoreSlotID is now installed/updated. Now you can install mods using it and they won’t conflict with regular IDs.

ISSUES

In case you have an issue like it’s not working for some voodoo possession in your PC, try restoring a clean backup of your *_DataManagedAssembly-CSharp.dll file, then following the previous steps again.

I’VE ENCOUNTERED A BUG/SOMETHING THAT CAUSES IT NOT TO WORK

Well, if you believe you’ve found an actual bug and you’re pretty sure about it, post it here. Make sure to include good documentation (i.e. pictures) for bug reporting, else it’s very hard to understand what’s going on.

HOW DO I USE IT IF I’M A MODDER AND I WANT TO USE A 9 DIGIT ID

Just add 3 numbers between the first 3 and last 3 digits to the ID when doing your lists. However, be advised, do NOT use triple 0s between these digits. Something like 201000344 will get trimmed to 201344, so it won’t work correctly. It’s a limitation with the game and there wasn’t much lwlin could do about it. So just to be sure, use something like 201340344, or 201322344, or so on, and so on.

LINK TO ZEASKA’S HONGFIRE POST

THE PATCHER CRASHES WHEN I RUN IT

You’re running the patcher from a directory that isn’t the HS install directory.

Pulse-position modulation (PPM) is a form of signal modulation in which M message bits are encoded by transmitting a single pulse in one of 2M{displaystyle 2^{M}} possible required time shifts.[1][2] This is repeated every T seconds, such that the transmitted bit rate is M/T{displaystyle M/T} bits per second. It is primarily useful for optical communications systems, which tend to have little or no multipath interference.

History[edit]

An ancient use of pulse-position modulation was the Greek hydraulic semaphore system invented by Aeneas Stymphalus around 350 B.C. that used the water clock principle to time signals.[3] In this system, the draining of water acts as the timing device, and torches are used to signal the pulses. The system used identical water-filled containers whose drain could be turned on and off, and a float with a rod marked with various predetermined codes that represented military messages. The operators would place the containers on hills so they could be seen from each other at a distance. To send a message, the operators would use torches to signal the beginning and ending of the draining of the water, and the marking on the rod attached to the float would indicate the message.

In modern times, pulse-position modulation has origins in telegraphtime-division multiplexing, which dates back to 1853, and evolved alongside pulse-code modulation and pulse-width modulation.[4] In the early 1960s, Don Mathers and Doug Spreng of NASA invented pulse-position modulation used in radio-control (R/C) systems. PPM is currently being used in fiber-optic communications, deep-space communications, and continues to be used in R/C systems.

Synchronization[edit]

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One of the key difficulties of implementing this technique is that the receiver must be properly synchronized to align the local clock with the beginning of each symbol. Therefore, it is often implemented differentially as differential pulse-position modulation, whereby each pulse position is encoded relative to the previous, such that the receiver must only measure the difference in the arrival time of successive pulses. It is possible to limit the propagation of errors to adjacent symbols, so that an error in measuring the differential delay of one pulse will affect only two symbols, instead of affecting all successive measurements.

Sensitivity to multipath interference[edit]

Aside from the issues regarding receiver synchronization, the key disadvantage of PPM is that it is inherently sensitive to multipath interference that arises in channels with frequency-selective fading, whereby the receiver's signal contains one or more echoes of each transmitted pulse. Since the information is encoded in the time of arrival (either differentially, or relative to a common clock), the presenceof one or more echoes can make it extremely difficult, if not impossible, to accurately determine the correct pulse position corresponding to the transmitted pulse.Multipath in Pulse Position Modulation systems can be easily mitigated by using the same techniques that are used in Radar systems that rely totally on synchronization and time of arrival of the received pulse to obtain their range position in the presence of echoes.

Non-coherent detection[edit]

One of the principal advantages of PPM is that it is an M-ary modulation technique that can be implemented non-coherently, such that the receiver does not need to use a phase-locked loop (PLL) to track the phase of the carrier. This makes it a suitable candidate for optical communications systems, where coherent phase modulation and detection are difficult and extremely expensive. The only other common M-ary non-coherent modulation technique is M-ary frequency-shift keying (M-FSK), which is the frequency-domain dual to PPM.

PPM vs. M-FSK[edit]

PPM and M-FSK systems with the same bandwidth, average power, and transmission rate of M/T bits per second have identical performance in an additive white Gaussian noise (AWGN) channel. However, their performance differs greatly when comparing frequency-selective and frequency-flat fading channels. Whereas frequency-selective fading produces echoes that are highly disruptive for any of the M time-shifts used to encode PPM data, it selectively disrupts only some of the M possible frequency-shifts used to encode data for M-FSK. On the other hand, frequency-flat fading is more disruptive for M-FSK than PPM, as all M of the possible frequency-shifts are impaired by fading, while the short duration of the PPM pulse means that only a few of the M time-shifts are heavily impaired by fading.

Optical communications systems tend to have weak multipath distortions, and PPM is a viable modulation scheme in many such applications.

Applications for RF communications[edit]

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Narrowband RF (radio frequency) channels with low power and long wavelengths (i.e., low frequency) are affected primarily by flat fading, and PPM is better suited than M-FSK to be used in these scenarios. One common application with these channel characteristics, first used in the early 1960s with top-end HF (as low as 27 MHz) frequencies into the low-end VHF band frequencies (30 MHz to 75 MHz for RC use depending on location), is the radio control of model aircraft, boats and cars, originally known as 'digital proportional' radio control. PPM is employed in these systems, with the position of each pulse representing the angular position of an analogue control on the transmitter, or possible states of a binary switch. The number of pulses per frame gives the number of controllable channels available. The advantage of using PPM for this type of application is that the electronics required to decode the signal are extremely simple, which leads to small, light-weight receiver/decoder units. (Model aircraft require parts that are as lightweight as possible). Servos made for model radio control include some of the electronics required to convert the pulse to the motor position – the receiver is required to first extract the information from the received radio signal through its intermediate frequency section, then demultiplex the separate channels from the serial stream, and feed the control pulses to each servo.

PPM encoding for radio control[edit]

A complete PPM frame is about 22.5 ms (can vary between manufacturer), and signal low state is always 0.3 ms. It begins with a start frame (high state for more than 2 ms). Each channel (up to 8) is encoded by the time of the high state (PPM high state + 0.3 × (PPM low state) = servo PWM pulse width).

More sophisticated radio control systems are now often based on pulse-code modulation, which is more complex but offers greater flexibility and reliability. The advent of 2.4 GHz band FHSS radio-control systems in the early 21st century changed this still further.

Pulse-position modulation is also used for communication to the ISO/IEC 15693contactless smart card, as well as the HF implementation of the Electronic Product Code (EPC) Class 1 protocol for RFID tags.

See also[edit]

References[edit]

  1. ^K. T. Wong (March 2007). 'Narrowband PPM Semi-Blind Spatial-Rake Receiver & Co-Channel Interference Suppression'(PDF). European Transactions on Telecommunications. The Hong Kong Polytechnic University. 18 (2): 193–197. doi:10.1002/ett.1147. Archived from the original(PDF) on 2015-09-23. Retrieved 2013-09-26.
  2. ^Yuichiro Fujiwara (2013). 'Self-synchronizing pulse position modulation with error tolerance'. IEEE Transactions on Information Theory. 59: 5352–5362. arXiv:1301.3369. doi:10.1109/TIT.2013.2262094.
  3. ^Michael Lahanas. 'Ancient Greek Communication Methods'. Archived from the original on 2014-11-02.
  4. ^Ross Yeager & Kyle Pace. 'Copy of Communications Topic Presentation: Pulse Code Modulation'. Prezi.

3 Slots Position Model

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