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Submitter
SUPPORT TOPIC File Information
- Submitted: Apr 02 2017 03:12 PM
- Last Updated: Jan 14 2022 04:54 PM
- File Size: 30.52MB
- Views: 20473
- Downloads: 5,640
- Author(s): Kiwi
- Manufacturer: Williams
- Year: 1979
-
IPDB Link:
- ROM: Link to ROM
- Permission to MOD?: Yes, with approval
Previous Versions
Download Tri Zone Williams 1979 1.2.0
37 Votes
My first table released converted to VPX, DT FS and FSS,
now I have also included a sample test game version (STG), the two tables are physically the same but have different graphic art.
Special Thanks to:
JPSalas, Tri Zone is based on JPS's Flash table, and I have used much more
NEW for backglass image
Arngrim testing and DOF
Cyberpez for rod spinner animated idea
Gtxjoe for rod code animation
The VP development team
Hanzoverfist for the digits code.
On top of the script you will find some option:
how to hide the DMD or hide the Cab rails,
and the modality of the general lighting,
GI always on, or GI on only while you are playing.
now I have also included a sample test game version (STG), the two tables are physically the same but have different graphic art.
Special Thanks to:
JPSalas, Tri Zone is based on JPS's Flash table, and I have used much more
NEW for backglass image
Arngrim testing and DOF
Cyberpez for rod spinner animated idea
Gtxjoe for rod code animation
The VP development team
Hanzoverfist for the digits code.
On top of the script you will find some option:
how to hide the DMD or hide the Cab rails,
and the modality of the general lighting,
GI always on, or GI on only while you are playing.
What's New in Version 1.2.0 (See full changelog)
- 1.1.0
- Added FSS mode,
- eliminated the delay of the LampTimer.
- 1.2.0
- Some visual tweaks
- Fix GI mode in GIMode 1
- Add ball shadow
- Add slingshots made whith flipper
- Add SFF support
- Add JP's LUT brightness control
- Fix targets reset for the new core.vbs
- New pegs and screws
Screenshots
Awesome table, I really love this one, thanks for your great work!
Looks very good, thank you for sharing!
Love this . Loved the VP9 version to death. Straight into the cab she goes. Thanks.
Love the table, I have a real one but with different playfield art ![]()
I removed the post I had originally made here because I duplicated it somewhere else. I originally was asking for help here, but then noticed people typically do it in a different place, so I asked my question there and was helped almost immediately. Here is the post in question: https://www.vpforums...=37543&p=412759
Thanks, very nice looking table !
And fun to play !
Great table, thanks for your work!
However, with the latest version 1.1.0 one behaviour is different and poses a problem:
Every time i throw in a coin ('5') the knocker gets activated... which is not appropriate.
With the previous table version 1.1, the knocker did not activate like this.
The DOF settings are the same, the game/rom name in your script is the same ("trizn_l1").
I am using VPX 10.6 beta 3541.
Do you have an idea what could cause this?
Thanks!
N.
Great table, thanks for your work!
However, with the latest version 1.1.0 one behaviour is different and poses a problem:
Every time i throw in a coin ('5') the knocker gets activated... which is not appropriate.
With the previous table version 1.1, the knocker did not activate like this.
The DOF settings are the same, the game/rom name in your script is the same ("trizn_l1").
I am using VPX 10.6 beta 3541.
Do you have an idea what could cause this?
Thanks!
N.
Not having DOF I can not say why before the knocker was not activated,
for me it is a normal behavior that inserting the credits or taking the Special the knocker is activated,
the manual about solenoid 14 says "Credit knocker".
Other Williams tables of the same era behave the same way, Lucky Seven, Flash, Laser Ball, for example.
If you want to disconnect the knocker go to the 466 script line, and put an apostrophe in front of this line.
'solcallback(14) = "vpmSolSound SoundFX(""Knocker"",DOFKnocker),"
Thank you for your detailed reply.
also: my special thanks to you for dealing with the additional effort of supporting DOF in your tables even if you yourself have no benefit from it.
i greatly appreciate this!
i wasn't aware there was a dedicated "credit knocker". I knew only about the free play/extra ball knocker.
in the DOF configuration, there is only a general "knocker" toy (which I considered as the "free play/extra ball knocker" and works fine that way for all the other tables) and there is a "coin" toy which i also have routed to an unobtrusive solenoid in my DOF configuration.
since my "free play/extra ball knocker" is the original Williams knocker mounted in the back glass structure and very loud, i will patch your script as you described and disable it because its a nuisance to have it activated for each coin...
of course, the question remains: why do i see this now with your latest table version and why didn't it occur in the previous version?!?
as far as i have seen it, there was no significant change in the script for this DOF related between these two versions...
regards
N.
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Damn, on my way to work. Well, got something to look forward to returning. Thank you kiwi. I'm sure it plays great.