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Submitter
SUPPORT TOPIC File Information
- Submitted: Jan 27 2012 04:04 AM
- Last Updated: --
- File Size: 1.93MB
- Views: 12004
- Downloads: 1,343
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Author(s):
Eala
TAB
Gaston
rob046 (Mod) - Year: 1986
Download 301 Bullseye (VP9 Mod) 1.1.0 VP9 Mod
4 Votes
This game is a rare conversion kit for early SS Bally games.
Thanks to Eala for letting me mod this table & give at least a little new life into a table first built nearly a decade ago, which, btw, knowing how limited those early VP versions were, it is very impressive what he did back then with his recreations, & even today there is really no resources for this table making it tougher, not to mention having to code tables without PinMame back then. It was only a couple years ago that this table finally had a working rom.
I noticed that the table was VPM'd using VP9, I think, but it wasn't optimized for VP9. Thus you get floaty ball, extreme nudging, etc.
In a nutshell, I did a lot with this table in regards to physics & details being added/fixed/tweaked. I don't really feel like listing it all, but the table should have more realistic feel & functioning all around.
Including the JP/Noah nudge system, thanks to those guys for that.
Added more & better mech sounds.
Added proper game rules from the manual in table info, though there isn't much you really need to know with this game.
Some changes I guess are visual. Animated targets, vp9 gate, new alpha ball image, alpha lane guides, saucer glitch fix (no half ball), & I added JP's Alpha Ramp Plunger, thanks to JP for that. Not only does it look good but it works great.
Aside from that there really isn't much else that is changed visually. & I got zero resources for this table. If somebody comes up with some I'll gladly update the PF & Plastics, & for that matter if I have the time I'll probably redo all the rubbers & posts & lamps, etc.
Who knows when that might be, if ever. For me, nothing is ever "finished", & for that reason I have a tendency to not bother releasing stuff since I'm never satisfied. Yet I know that this mod here is certainly improves on the original & takes advantage of VP9, so let's just get it released as it is now, & I'll revisit it later if need be. For me its always important to get games playing realistically first, since the fun part of pinball is playing it! Then better graphics & stuff is great, but secondary unless the table is in extremely bad shape visually, which this one isn't.
Also with the physics, lots of trial & error with this one. I got fixated on this because it has VP's worst enemy, the dreaded high center shot, like Firepower's center shot except maybe even tougher to hit with the narrow passageway. VP of course has a tendency to make the ball always go off at an angle, especially off a cradled ball.
Yes, oblique correction in VP9 can help with this, but it comes at a cost. You lose your ability to hit side shots. I was determined to keep the OC at 5 or less while still being able to hit the center shot frequently enough, & also not having to mess with the flipper arc. Eventually I did that as I found settings that are probably about as good as they are gonna get.
As a result, the flippers might be a tad stronger than I would normally make them, but otherwise I'm happy. With my settings I been able to do pretty consistent drop catches & even post passes, which I love, especially the drop catches as this is something I could never do before VP9 yet is a big part of how I play real pinball. Its still far from perfect in VP, but at least it can be done somewhat.
Thanks to Eala for letting me mod this table & give at least a little new life into a table first built nearly a decade ago, which, btw, knowing how limited those early VP versions were, it is very impressive what he did back then with his recreations, & even today there is really no resources for this table making it tougher, not to mention having to code tables without PinMame back then. It was only a couple years ago that this table finally had a working rom.
I noticed that the table was VPM'd using VP9, I think, but it wasn't optimized for VP9. Thus you get floaty ball, extreme nudging, etc.
In a nutshell, I did a lot with this table in regards to physics & details being added/fixed/tweaked. I don't really feel like listing it all, but the table should have more realistic feel & functioning all around.
Including the JP/Noah nudge system, thanks to those guys for that.
Added more & better mech sounds.
Added proper game rules from the manual in table info, though there isn't much you really need to know with this game.
Some changes I guess are visual. Animated targets, vp9 gate, new alpha ball image, alpha lane guides, saucer glitch fix (no half ball), & I added JP's Alpha Ramp Plunger, thanks to JP for that. Not only does it look good but it works great.
Aside from that there really isn't much else that is changed visually. & I got zero resources for this table. If somebody comes up with some I'll gladly update the PF & Plastics, & for that matter if I have the time I'll probably redo all the rubbers & posts & lamps, etc.
Who knows when that might be, if ever. For me, nothing is ever "finished", & for that reason I have a tendency to not bother releasing stuff since I'm never satisfied. Yet I know that this mod here is certainly improves on the original & takes advantage of VP9, so let's just get it released as it is now, & I'll revisit it later if need be. For me its always important to get games playing realistically first, since the fun part of pinball is playing it! Then better graphics & stuff is great, but secondary unless the table is in extremely bad shape visually, which this one isn't.
Also with the physics, lots of trial & error with this one. I got fixated on this because it has VP's worst enemy, the dreaded high center shot, like Firepower's center shot except maybe even tougher to hit with the narrow passageway. VP of course has a tendency to make the ball always go off at an angle, especially off a cradled ball.
Yes, oblique correction in VP9 can help with this, but it comes at a cost. You lose your ability to hit side shots. I was determined to keep the OC at 5 or less while still being able to hit the center shot frequently enough, & also not having to mess with the flipper arc. Eventually I did that as I found settings that are probably about as good as they are gonna get.
As a result, the flippers might be a tad stronger than I would normally make them, but otherwise I'm happy. With my settings I been able to do pretty consistent drop catches & even post passes, which I love, especially the drop catches as this is something I could never do before VP9 yet is a big part of how I play real pinball. Its still far from perfect in VP, but at least it can be done somewhat.
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