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  • Submitted: Aug 30 2012 04:31 AM
  • Last Updated: Apr 12 2013 11:23 PM
  • File Size: 9.82MB
  • Views: 10298
  • Downloads: 1,930
  • Author(s): rob046
    epthegeek (PF Redraw)
  • Manufacturer: Bally
  • Year: 1980
  • IPDB Link:
  • ROM: Link to ROM
  • Media Pack: Link to Media Pack
  • Permission to MOD?: Unspecified

Previous Versions

  • 12 Apr 2013 Download Mystic FS 1.61
  • 12 Apr 2013 Download Mystic FS 1.6
  • 05 Oct 2012 Download Mystic FS 1.51

Download Mystic FS 1.63

* * * * * 6 Votes
Bally Mystic FS Cabinet Full Screen rob046 epthegeek Physics Captive Classic



Screenshots
Bally Mystic FS. Made in VP912. First release, August 2012.

Overwrite or add included NVRAM for this ROM, mysticb.nv, so that the recommended game settings load up for you. NVRAM folder is located in PinMame folder.
Requires ROM version mysticb.zip.

Been wanting to properly re-do this table again for a while since when I did it the 1st time, a flyer scan was my only resource. Last year I finally came across this table in real life & was able to take pictures. epthegeek helped a bunch by taking one of the pictures & redrawing it for me. I then added some lighting effects.

Then a big thanks to Wotto for getting me scans of his plastics.
In the making of this table I most definitely took bits of ideas, code & textures from various other tables/authors. Thanks to all those guys for helping directly or indirectly (UW, JPsalas, UR/Noah). Also used Eala's objects table for some things. Used JimmyFingers flipper code to soften backhanders & allow some flipper taps.

Used Inkochnito dip switch menu, which I actually modified a bit. Also if I'm not mistaken, the 7 digit rom that this table uses also were created by Inkochnito.
I created a rule set you can pull up by pressing "R", based on JP's rules menu's.

Don't think there is much else you need to know. Look over the rules & try to hit 7 digits. To make things a little easier, I did default the game mode to "extra ball". So basically in this mode you'll get an extra ball or 50k for 1 of the specials instead of replays.

Novelty mode that I added to the dip could be good to try as it awards points for EB's & specials, & maybe try replay mode too if EB mode is too easy for you. I've also defaulted to 3 ball, but if you want to try 5 ball, there are a couple dip settings you should uncheck (the 2 items that say (3 ball) after them), to get recommended 5 ball defaults.

What's New in Version 1.63 (See full changelog)

  • v1.63 -Fixed glitch, further tweaked physics & a couple minor things, Revised FS view settings, fixed UVP code that I forgot I removed & added timer.
  • v1.6 - Updated, added more PF lighting. To go with that, used Eala's new stacked post models which show additional lighting effects. Added koadic's latest alpha plunger system. Updated ball rolling sound system using jimmyfingers version. Some tweaks to physics. koadic's code to choose VPM/UVP/B2S by just choosing a number at the top of the script has been added. Maybe other small things I'm forgetting.
  • v1.51 - Finally remembered to add a Leds timer to the FS version so that UVP can be enabled.
  • v1.5 - Physics adjustment. I was happy with how this played before but I felt I could do a little better. On the real machine you can hit the captive ball from a cradled (stopped) ball on the right flipper, & now this can be done here as well. Maybe this doesn't sound like a big deal, but being able to hit shots like this while maintaining a good feel to the table & keeping everything accurate has always been a challenge with VP, especially with tables using this flipper type. Maybe those who play more real pinball will appreciate this. Either way, play this table & try to do everything you would do on a real table, & for the most part it should all play the same. Also this version has a couple other physics related improvements.
  • v1.43 - changed nvram to make the game default to 6 digit for you FS users since the UVP is only 6 digit. Also, I just noticed you can actually use the 7 digit rom for 6 or 7 digit, so no need to change that.
  • Also fixed a code & timer bug dealing with the UVP.
  • v1.41 - Even better physics (I hope) and default support is for 6 digit rom instead of 7 since UVP only currently supports 6 digits, & also added commented out code for UVP (just search code for UVP & you'll find it all).




Good job guys!
it still gives me an error. Says Sytext error 50 when I try to use UVP. I have no idea what the problem is. It's the only table where I can't use UVP. Give me a direct link to the UVP you guys are using.
btw, I also can't get the displays to stay the same size I set them. every time I click off of them they shink down to the small size, but stay where I put them.
nobody else gets an error when trying to run UVP on this? something is wrong with line 50 on mine. I might need different UVP files. SOmeone give me a link to the UVP your using.
Photo
Flying Dutchman
Oct 07 2012 01:06 PM
CaptainNeo, please check yr pm .. I´ve uploaded a working ´7-Digit´ UVP plus Table for you ..

Cheers,
FD.
Photo
Shadowsclassic
Apr 12 2013 05:24 AM

Wow, the 1.6 update is simply gorgeous! This table plus Wildmans' latest dB2S backglass is one piece of true eye candy. The game is fun to play as well.   The original sound chip must be the one used in the Colecovision as many of the sound effects remind me of my favorite Colecovision games. Ah memories!

wow !!!

 

btw, I don't see a dB2S backglass from Wildman in his file list, or neither in the download section...

The db2s from wildman in on the other site

The uvp portion of code Updateleds is missing so here's what I did to get uvp to work 1 uncommentt Updateleds 2 append Updateleds subroutine from script from another table 3 set hidden = 1 Uvp works

Actually, on v1.63, everything should be good for UVP.  Set cController at top of script to 2 instead of 1.  Then just uncomment the last 4 lines of code.  Works for me.


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