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Download Medieval Madness (Williams 1997)_Bigus(MOD) 3.0
61 Votes
This excellent table from Dozer and JP keeps you entertained with challenges.
I've given it a makeover and some updates.
3.0 has new modulated lighting and physics for 10.8/3.6
Enjoy
I've given it a makeover and some updates.
3.0 has new modulated lighting and physics for 10.8/3.6
Enjoy
What's New in Version 3.0 (See full changelog)
- 1.0 Playfield, lights, lighting, layout, physics, sound, script
- 2.0 Physics, lighting, sound
- 3.0 New modulated lighting, physics, sound, layout
link the rom
It makes such a difference to new enthusiast who want to do right.
that is 1.00 This table here wants mm_109c
which you find here:
https://www.vpforums...s&showfile=1347
I like the version. As the moat around the castle has textures, and is not plain green like other version. Also a slow roll down the the right orbit can be easily caught with a held right flipper, like on the physical version I played. Other virtual version the balls bounce away in this situation
I like that the moat in front of the castle has a texture, where many version just have inrealisitic green shine.
But this version in unrealistic easy. The ball does not bounce enough on held flippers, making it too easy to catch the game.
In a real table of Medivial Madness I play, it is very hard to catch the ball with the right held flipper from the right orbit (e.g. from Merlin or the initial shooter lane), or catching it with the left held flipper, when coming back from the castle.
On this table the balls almost sticks to the flippers, and way a real one does not.
Need some EXPERT help... I'm pulling my hair out. -- Anyone running this on vPinMame 3.6 ?
I get no music/sounds from the ROM or PuPs even when all table audio defined in the VPX file plays fine.
I tried 3 table versions and ALL ROMs -- same problem. Must be a specific setting that only affects this table or ROMS.
There must be something with these VPX<->ROM interactions as it looks like the only sounds being triggered is whatever makes the PuP Pack run the Catapult?
I tried...
- ROM audio set to 25 and its not muted.
- I deleted the NVRAM files AND RegKeys under... \HKEY_CURRENT_USER\Software\Freeware\Visual PinMame\
- Holy Grail PuP Pack (for mm_109c) does not play / run the audio or video cuts EXCEPT the catapult (this triggers videos properly)
- reDL'd all ROMs and 3 tables
- ROMs tested with all 3 table versions... mm_109c, mm_109, mm_109b, mm_10
- In the VPX audio (F1 while the table is running) I tried all combos... Alt Sound 0/1/2 and Sounds On and Off
i really like this table, but i got some problems with reflection. Reflection of static elements seems to be OK and at right place, but ball reflection seems to be strange. In case ball is in middle of the playfield, i see reflection of ball somewhere on level of flipper fingers.. could anyone help me out on this subject?
i really like this table, but i got some problems with reflection. Reflection of static elements seems to be OK and at right place, but ball reflection seems to be strange. In case ball is in middle of the playfield, i see reflection of ball somewhere on level of flipper fingers.. could anyone help me out on this subject?
I get the same thing (but all table reflections are way off.)
I'm running this on 10.8 beta. If I switch back to 10.7, the problem goes away and reflections look normal.
Is there a way to disable to ball reflection so it looks fine in vpx 10.8 beta 5?
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