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Download The Machine Bride of Pinbot FS 2.01
30 Votes
Bride of Pinbot FS
Bride of Pinbot FS
Tables built and scripted by unclewilly.
Thanks to noah and jp for nudge and plunger system
Thanks to Ellah and JP for the led code
Thanks to jc144 for the BOP textures
Thanks to Dan Roth for figuring out the Face and Helmet lights
And special thanks to the beta testing team: TheKeef and Sabbat Moon
Before playing BOP please delete the nvram, If the face animation gets messed up also delete the nvram.
I hope you enjoy Them
-unclewilly
Bride of Pinbot FS
Tables built and scripted by unclewilly.
Thanks to noah and jp for nudge and plunger system
Thanks to Ellah and JP for the led code
Thanks to jc144 for the BOP textures
Thanks to Dan Roth for figuring out the Face and Helmet lights
And special thanks to the beta testing team: TheKeef and Sabbat Moon
Before playing BOP please delete the nvram, If the face animation gets messed up also delete the nvram.
I hope you enjoy Them
-unclewilly
What's New in Version 2.01 (See full changelog)
- v2.01
- added toggle for info screen at top of script and fixed ramp decals
- V2.0
- rebuilt the entire table.
- 90 percent primitives.
- Special thanks to dark without whom this table would not have been possible.
- Special thanks to jimmyfingers for the rom controled helmet lights and bmpr physics.
- also thanks to zany, oooPlayer1ooo, jc144, thewool, Destruk, Tab, dan roth, and the vp dev team
Screenshots
Thanks so much for FS conversion 
Awesome, thanks for update unclewilly 
Thanks UW. Another awesome addition
Excellent reproduction.
Thank you.
Thank you.
Thanks for this great table unclewilly.
But I have huge Problems with the head Animation. Everytime I load the table, the animation messed up. I've already deleted the nvram file with no success.
Sometimes (very rare) I could fix this problem with the head test features from the pins menu. But as I said, this is very rare.
Could someone provide me a working fix or whatever? My wife loves this table.
Best Regards
Andy
But I have huge Problems with the head Animation. Everytime I load the table, the animation messed up. I've already deleted the nvram file with no success.
Sometimes (very rare) I could fix this problem with the head test features from the pins menu. But as I said, this is very rare.
Could someone provide me a working fix or whatever? My wife loves this table.
Best Regards
Andy
Thank you for this table and all your hard work. Don't get me wrong..... I appreciate the table very much!!! But is there any way to adjust it so the ball does not feel so heavy? I think I am use to the ipad version (which is probably not very accurate in terms of real physics) but, I seem. to REALLY struggle with getting the ball up the shuttle launch ramp. It takes a very rare hit to send it all the way up that ramp.
Yes !! My prefered table who I was playing a lot some (~20) years ago with my best friend.
Thanks a lot !!
I had problems with the lights :
When the entire upper playfield (UPPF) or entire lower playfield (lowerPF) light state is changing, the lights on the playfields are not refreshed.
For trying if you have the bug too, simply lunch the table and you must normally have the 'Billion" heart lamp off. If on, there is a bug. And when you begin to play, the extra ball lamps are on.
It works good with the same script in the Desktop version !
I've managed that by modifying the script by ensuring the each light is reseted each time the timer update lights
Here is the entire code for the lights (we don't need the others subrutines than this ones)
The lines I added has a 'tof at their ends
'****************************************
' JP's Fading Lamps 3.4 VP9 Fading only
' Based on PD's Fading Lights
' SetLamp 0 is Off
' SetLamp 1 is On
' LampState(x) current state
'****************************************
Dim LampState(200)
Dim x
AllLampsOff()
LampTimer.Interval = 35
LampTimer.Enabled = 1
Sub LampTimer_Timer()
Dim chgLamp, num, chg, ii
chgLamp = Controller.ChangedLamps
If Not IsEmpty(chgLamp) Then
For ii = 0 To UBound(chgLamp)
LampState(chgLamp(ii, 0) ) = chgLamp(ii, 1) + 4
Next
End If
UpdateLamps
'DisplayLEDs
End Sub
Sub UpdateLamps
FadeL 11, l11, l11a
FadeL 12, l12, l12a
FadeL 13, l13, l13a
FadeL 14, l14, l14a
FadeL 15, l15, l15a
FadeL 16, l16, l16a
FadeL 17, l17, l17a
FadeL 18, l18, l18a
FadeL 21, l21, l21a
FadeL 22, l22, l22a
FadeL 23, l23, l23a
FadeL 24, l24, l24a
FadeL 25, l25, l25a
FadeL 26, l26, l26a
FadeL 27, l27, l27a
FadeL 28, l28, l28a
FadeL 31, l31, l31a
FadeL 32, l32, l32a
FadeL 33, l33, l33a
FadeL 34, l34, l34a
FadeL 35, l35, l35a
FadeL 36, l36, l36a
FadeL 37, l37, l37a
FadeLCo 38, l38, l38a
FadeGIGW 41, l41, l41a, l41b, l41c, l41d, l41e, l41On, l41Off, GIState2
FadeGIGW 42, l42, l42a, l42b, l42c, l42d, l42e, l42On, l42Off, GIState2
FadeGIGW 43, l43, l43a, l43b, l43c, l43d, l43e, l43On, l43Off, GIState2
FadeGIGW 44, l44, l44a, l44b, l44c, l44d, l44e, l44On, l44Off, GIState2
FadeGW 45, l45, l45a, l45b, l45c, l45d, l45e
NFadeL 46, l46
NFadeL 47, l47
NFadeL 48, l48
FadeL 51, l51, l51a
FadeL 52, l52, l52a
FadeL 53, l53, l53a
FadeL 54, l54, l54a
FadeLCo 55, l55, l55a
FadeL 56, l56, l56a
FadeL 57, l57, l57a
FadeL 58, l58, l58a
FadeL 61, l61, l61a
FadeL 62, l62, l62a
FadeL 63, l63, l63a
FadeW 64, l64, l64a, l64b
FadeL 65, l65, l65a
FadeL 66, l66, l66a
FadeL 67, l67, l67a
FadeL 68, l68, l68a
FadeW 86, l86, l86a, l86b
FadeW 87, l87, l87a, l87b
FadeW 88, l88, l88a, l88b
'**Flashers
FadeGIL 118, f18, f18a, f18On, f18Off, GIState2
FadeL 117, f17, f17a
FadeL 119, f19, f19a
FadeGIL 120, f20, f20a, f20On, f20Off, GIState2
FadeGICWL 121, f21, f21a, f21b, f22On, f22Off, f22All, F21R, F21RA
FadeGICW 122, f22, f22a, f22b, f21On, f21Off, f21All
FadeGICW 123, f23, f23a, f23b, f23On, f23Off, f23All
FadeGICW 124, f24, f24a, f24b, f24On, f24Off, f24All
End Sub
Sub AllLampsOff():For x = 1 to 200:LampState(x) = 4: Next:UpdateLamps:UpdateLamps:Updatelamps:
End Sub
Sub SetLamp(nr, value):LampState(nr) = abs(value) + 4:End Sub
Sub FadeW(nr, a, b, c)
Select Case LampState(nr)
Case 2:c.IsDropped = 1:LampState(nr) = 0 'Off
Case 3:b.IsDropped = 1:c.IsDropped = 0:LampState(nr) = 2 'fading...
Case 4:a.IsDropped = 1:b.IsDropped = 0:LampState(nr) = 3 'fading...
Case 5:b.IsDropped = 1:c.IsDropped = 0:LampState(nr) = 6 'turning ON
Case 6:c.IsDropped = 1:a.IsDropped = 0:LampState(nr) = 1 'ON
End Select
End Sub
Sub FadeGICW(nr, a, b, c, d, e, f)
Select Case LampState(nr)
Case 2:c.IsDropped = 1:For each xx in f:xx.IsDropped=1:Next:LampState(nr) = 0 'Off
Case 3:b.IsDropped = 1:c.IsDropped = 0:LampState(nr) = 2 'fading...
Case 4:a.IsDropped = 1:b.IsDropped = 0:LampState(nr) = 3 'fading...
Case 5:b.IsDropped = 1:c.IsDropped = 0
If GIState2=1 then
For each xx in d:xx.IsDropped=0:Next
else
For each xx in e:xx.IsDropped=0:Next
end if
LampState(nr) = 6 'turning ON
Case 6:c.IsDropped = 1:a.IsDropped = 0:LampState(nr) = 1 'ON
End Select
End Sub
Sub FadeGICWL(nr, a, b, c, d, e, f, g, h)
Select Case LampState(nr)
Case 0:g.State=1:h.State=1:g.State=0:h.State=0:LampState(nr) = 0 'tof
Case 2:c.IsDropped = 1:h.State=0:For each xx in f:xx.IsDropped=1:Next:LampState(nr) = 0 'Off
Case 3:b.IsDropped = 1:c.IsDropped = 0:h.State=1:LampState(nr) = 2 'fading...
Case 4:a.IsDropped = 1:b.IsDropped = 0:g.State=0:LampState(nr) = 3 'fading...
Case 5:b.IsDropped = 1:c.IsDropped = 0:h.State=1
If GIState2=1 then
For each xx in d:xx.IsDropped=0:Next
else
For each xx in e:xx.IsDropped=0:Next
end if
LampState(nr) = 6 'turning ON
Case 6:c.IsDropped = 1:a.IsDropped = 0:g.State=1:LampState(nr) = 1 'ON
Case 1:h.State=0:g.State=0:h.State=1:g.State=1:LampState(nr) = 1 'tof
End Select
End Sub
Sub FadeGW(nr, a, b, c, d, e, f) 'Fade a group of walls for double flashers
Select Case LampState(nr)
Case 2:c.IsDropped = 1:f.IsDropped = 1:LampState(nr) = 0 'Off
Case 3:b.IsDropped = 1:c.IsDropped = 0:e.IsDropped = 1:f.IsDropped = 0:LampState(nr) = 2 'fading...
Case 4:a.IsDropped = 1:b.IsDropped = 0:d.IsDropped = 1:e.IsDropped = 0:LampState(nr) = 3 'fading...
Case 5:b.IsDropped = 1:c.IsDropped = 0:e.IsDropped = 1:f.IsDropped = 0:LampState(nr) = 6 'turning ON
Case 6:c.IsDropped = 1:a.IsDropped = 0:f.IsDropped = 1:d.IsDropped = 0:LampState(nr) = 1 'ON
End Select
End Sub
Sub FadeGIGW(nr, a, b, c, d, e, f, g, h, i) 'Fade a group of walls for double flashers Plus GiDependent reflection
Select Case LampState(nr)
Case 2:c.IsDropped = 1:f.IsDropped = 1:g.IsDropped=1:h.IsDropped=1:LampState(nr) = 0 'Off
Case 3:b.IsDropped = 1:c.IsDropped = 0:e.IsDropped = 1:f.IsDropped = 0:LampState(nr) = 2 'fading...
Case 4:a.IsDropped = 1:b.IsDropped = 0:d.IsDropped = 1:e.IsDropped = 0:LampState(nr) = 3 'fading...
Case 5:b.IsDropped = 1:c.IsDropped = 0:e.IsDropped = 1:f.IsDropped = 0
If i then
g.IsDropped=0
else
h.IsDropped=0
end if
LampState(nr) = 6 'turning ON
Case 6:c.IsDropped = 1:a.IsDropped = 0:f.IsDropped = 1:d.IsDropped = 0:LampState(nr) = 1 'ON
End Select
End Sub
Sub FadeLCo(nr, a, b) 'fading collection of lights
Dim obj
Select Case LampState(nr)
Case 0:vpmSolToggleObj a, Nothing, 0, 1:vpmSolToggleObj b, Nothing, 0, 1:vpmSolToggleObj a, Nothing, 0, 0:vpmSolToggleObj b, Nothing, 0, 0:LampState(nr) = 0 'tof
Case 2:vpmSolToggleObj b, Nothing, 0, 0:LampState(nr) = 0
Case 3:vpmSolToggleObj b, Nothing, 0, 1:LampState(nr) = 2
Case 4:vpmSolToggleObj a, Nothing, 0, 0:LampState(nr) = 3
Case 5:vpmSolToggleObj b, Nothing, 0, 1:LampState(nr) = 6
Case 6:vpmSolToggleObj a, Nothing, 0, 1:LampState(nr) = 1
Case 1:vpmSolToggleObj b, Nothing, 0, 0:vpmSolToggleObj a, Nothing, 0, 0:vpmSolToggleObj b, Nothing, 0, 1:vpmSolToggleObj a, Nothing, 0, 1:LampState(nr) = 1 'tof
End Select
End Sub
Sub NFadeL(nr, a)
Select Case LampState(nr)
Case 4:a.state = 1:a.state = 0:LampState(nr) = 0
Case 5:a.State = 0:a.State = 1:LampState(nr) = 1
End Select
End Sub
Sub FadeL(nr, a, b)
Select Case LampState(nr)
Case 0:a.state = 1:b.state = 1:a.state = 0:b.state = 0:LampState(nr) = 0'tof
Case 2:b.state = 0:LampState(nr) = 0
Case 3:b.state = 1:LampState(nr) = 2
Case 4:a.state = 0:LampState(nr) = 3
Case 5:b.state = 1:LampState(nr) = 6
Case 6:a.state = 1:LampState(nr) = 1
Case 1:b.state = 0:a.state = 0:b.state = 1:a.state = 1:LampState(nr) = 1'tof
End Select
End Sub
Sub FadeGIL(nr, a, b, c, d, e) 'Fade a light plus a single on off wall gidependent e is the gistate
Select Case LampState(nr)
Case 0:a.state = 1:b.state = 1:a.state = 0:b.state = 0:LampState(nr) = 0 'tof
Case 2:b.state = 0:c.IsDropped=1:d.IsDropped=1:LampState(nr) = 0
Case 3:b.state = 1:LampState(nr) = 2
Case 4:a.state = 0:LampState(nr) = 3
Case 5:b.state = 1
If e=1 then
c.IsDropped=0
else
d.IsDropped=0
end if
LampState(nr) = 6
Case 6:a.state = 1:LampState(nr) = 1
Case 6:b.state = 0:a.state = 0:b.state = 1:a.state = 1:LampState(nr) = 1 'tof
End Select
End Sub
Best regards,
Tof.
Edited because my 1st solution doesn't work well. So this is the 2nd revision of my changes.
Thanks for the AWESOME release UW ! The most impressive VP table at this moment IMO.
One small thing: the textures on the new heartramp on the right have a very cheap pixeled black border.
This wasn't the case in the previous beta versions, the heartramp on previous beta version had perfect textures.
Edit: head doesn't rotate at voice activated and metamorphosis. I tried 2 matches including restart of VP (latest release).
Thanks UW! ![]()
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Only detail....Dou you get the 200K on the Skill-Shot very often ?
I mean it is sooooo difficult for me !