Jump to content



Submitter

SUPPORT TOPIC File Information

  • Submitted: Oct 05 2010 04:50 AM
  • Last Updated: Aug 01 2014 04:05 AM
  • File Size: 64.63MB
  • Views: 27221
  • Downloads: 8,436
  • Author(s): unclewilly<br />dark<br />jimmyfingers
  • Manufacturer: Williams
  • Year: 1991
  • IPDB Link:
  • Permission to MOD?: Yes, without approval

Previous Versions

  • 01 Aug 2014 Download The Machine Bride of Pinbot FS 2.01
  • 30 Jul 2014 Download The Machine Bride of Pinbot FS 2.0
  • 07 Jan 2011 Download The Machine Bride of Pinbot FS 1.02

Download The Machine Bride of Pinbot FS 2.01

* * * * * 30 Votes



Screenshots
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

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

Screenshots


Photo
powerchisper
Nov 02 2010 03:42 PM
It's one of the coolest tables I've ever played !!!

Only detail....Dou you get the 200K on the Skill-Shot very often ?

I mean it is sooooo difficult for me !
Thanks so much for FS conversion smile.gif
Awesome, thanks for update unclewilly smile.gif
Thanks UW. Another awesome addition
Excellent reproduction.
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

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! :)


Other files you may be interested in ..





  • 18,259 Total Files
  • 57 Total Categories
  • 871 Total Authors
  • 25,252,434 Total Downloads
  • Sister Storm (Lunar Howl 7) Latest File
  • anthias Latest Submitter

user(s) are online (in the past 15 minutes)

members, guests, anonymous users