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Submitter
SUPPORT TOPIC File Information
- Submitted: Apr 14 2011 03:12 PM
- Last Updated: Apr 14 2011 06:19 PM
- File Size: 18.97MB
- Views: 21908
- Downloads: 7,200
- Author(s): jpsalas
- Manufacturer: Bally
- Year: 1995
Download Theatre of Magic VP91x v2.1.1FS 2.1.1
12 Votes
Based on the table Theatre of Magic from 1995 by Bally.
I tried to make the table the way I should like to play it in the computer. I have not tried to make a 100% copy of the original table. As you may know, I like wire ramps and I like to see as much as posible of the playfield. Well, if you don't like it, then MOD it!
First I should like to thanks to all the authors who have done this table before, like Jamin, PD, PK, Fuseball, Dorsola, Guittar, Kristian, Jive and maybe someone who I have forgoten. Without their tables I could have never done this one. After many attemps to get the trunk to work using a mech definition, I had to study the trunk code from their tables to adapt it to my table.
Speaking about the trunk: in vpm the trunk has 280 positions, and my animation just 36 frames, and there is one problem: sometimes the cube doesn't rotate as it should and it stops a few steps before truning completely. This adds some more excitement since the cube has its own life (actually it will work fine most of the time )
I have used PK's settings from the Ultracade machine on most of the parts, and they aren't so different in gameplay to my last tables. They make the table play fast, as it should be in this kind of tables.
I have nothing more to add, you all know this table, much better than me, I'm sure of it
Enjoy
JP
Update 2.02: Thanks to James for finding and fixing two bugs:
- the top diverter was not working
- the ball was lost when the ball was on the magnet and the cube rotated the other way.
Update 2.1
- updated for VP91x, with new alpha ramps, new settings, and some graphics changes. This FS version includes higher resolution graphics.
2.1.1 Fixed bumpers loop and ball stuck
I tried to make the table the way I should like to play it in the computer. I have not tried to make a 100% copy of the original table. As you may know, I like wire ramps and I like to see as much as posible of the playfield. Well, if you don't like it, then MOD it!
First I should like to thanks to all the authors who have done this table before, like Jamin, PD, PK, Fuseball, Dorsola, Guittar, Kristian, Jive and maybe someone who I have forgoten. Without their tables I could have never done this one. After many attemps to get the trunk to work using a mech definition, I had to study the trunk code from their tables to adapt it to my table.
Speaking about the trunk: in vpm the trunk has 280 positions, and my animation just 36 frames, and there is one problem: sometimes the cube doesn't rotate as it should and it stops a few steps before truning completely. This adds some more excitement since the cube has its own life (actually it will work fine most of the time )
I have used PK's settings from the Ultracade machine on most of the parts, and they aren't so different in gameplay to my last tables. They make the table play fast, as it should be in this kind of tables.
I have nothing more to add, you all know this table, much better than me, I'm sure of it
Enjoy
JP
Update 2.02: Thanks to James for finding and fixing two bugs:
- the top diverter was not working
- the ball was lost when the ball was on the magnet and the cube rotated the other way.
Update 2.1
- updated for VP91x, with new alpha ramps, new settings, and some graphics changes. This FS version includes higher resolution graphics.
2.1.1 Fixed bumpers loop and ball stuck
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TIP for DMD users with B2S backglass: You may notice the DMD is rotated by 90 degrees. So enter the script and change the line:
.Games(cGameName).Settings.Value("rol")=1
to
.Games(cGameName).Settings.Value("rol")=0
...and that will fix it.