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Submitter
SUPPORT TOPIC File Information
- Submitted: Mar 07 2013 03:25 AM
- Last Updated: Mar 12 2013 10:57 PM
- File Size: 26.88MB
- Views: 8690
- Downloads: 2,527
-
Author(s):
Lord Hiryu
rob046 (Mod) - Manufacturer: Data East
- Year: 1990
- IPDB Link:
- ROM: Link to ROM
- Media Pack: Link to Media Pack
- Permission to MOD?: Unspecified
Previous Versions
Download Phantom of the Opera 2.03
9 Votesdata east phantom poto opera desktop LH Lord Hiryu rob046 Mod 1990
1
See txt file in zip to learn how to increase game volume
Thanks to LH for allowing a mod on this table that he spent lots of time on & was a nice improvement over prior POTO's. I had a few things I wanted to achieve with this. Most importantly is get all bugs fixed on the table, add missing things & get it functioning 100%. & get it updated to newer VP9 standards.
Also, polish things up a little with graphics & details. Lastly to tune up the physics. Thanks also to JimmyFingers for helping me troubleshoot an issue & also his tweaked B2B & flipper tap code is used.
I'll try to list some of the more noteworthy details here. 1 of the big changes is to the ball size, & thanks to updated B2B code from JF it was made easier to do this. A ball change of this magnitude was likely never done before on a VPM table, so please report any bugs. This table was created with too large a table size, which makes the ball look too small & can also affect how the game plays. This hack increases ball size by 1.2x, which is quite a bit.
Next, a few pretty major bugs were found & fixed. Previously, 3 ball multiball wouldn't work at all & if you kept hitting the organ you would be stuck forever in 2 ball. 2 of the 3 organ standups would only register once which prevented organ from opening a 2nd time the standard way. The 2 ramp switches were reversed. Numerous rollover switches wouldn't register when rolled over. These things were all fixed, along with any other odds & ends I found along the way.
Pop Bumpers previously were always off & flashed when hit. In real life, these are almost always on, but they will flash on/off when the GI lights also flicker. This is a pretty neat effect on the table, & now it is enhanced since the bumpers are now synced up to the GI too.
I won't list all the changes & additions to visuals & objects.. Most notable is that transparent plastic areas are now properly transparent (alpha). All new organ flap texture, & a nice ramp based animation for the opening & closing. New backdrop image for desktop. New ball image, but the old one is still available. Flipper logos.
Koadic's new alpha plunger system is also installed.
Added a whole new, more detailed sound set. Everything from rubber hits, to motor sound, to ball drops coming off the ramps, & others. Existing sounds have at least been updated to my preferences, & missing sounds were added.
Another big change here is the addition of the B2B ball collision sounds, & I also use JF's most recent ball rolling code/sounds too.
Lastly with physics I attempted to dial things in as much as I could, though it was a little tougher to do that on this table, I'm guessing due to the table sizing issue & use of the increased ball size which also seems to add weight. So I did my best to compensate for all of that. While physics aren't 100% to my liking, they are still pretty good & definitely an improvement.
Both FS & desktop versions use new view settings that should be a bit better, & table is now angle independent. FS now uses layback & looks a lot better.
Enjoy the table & please report any bugs or suggestions.
Thanks to LH for allowing a mod on this table that he spent lots of time on & was a nice improvement over prior POTO's. I had a few things I wanted to achieve with this. Most importantly is get all bugs fixed on the table, add missing things & get it functioning 100%. & get it updated to newer VP9 standards.
Also, polish things up a little with graphics & details. Lastly to tune up the physics. Thanks also to JimmyFingers for helping me troubleshoot an issue & also his tweaked B2B & flipper tap code is used.
I'll try to list some of the more noteworthy details here. 1 of the big changes is to the ball size, & thanks to updated B2B code from JF it was made easier to do this. A ball change of this magnitude was likely never done before on a VPM table, so please report any bugs. This table was created with too large a table size, which makes the ball look too small & can also affect how the game plays. This hack increases ball size by 1.2x, which is quite a bit.
Next, a few pretty major bugs were found & fixed. Previously, 3 ball multiball wouldn't work at all & if you kept hitting the organ you would be stuck forever in 2 ball. 2 of the 3 organ standups would only register once which prevented organ from opening a 2nd time the standard way. The 2 ramp switches were reversed. Numerous rollover switches wouldn't register when rolled over. These things were all fixed, along with any other odds & ends I found along the way.
Pop Bumpers previously were always off & flashed when hit. In real life, these are almost always on, but they will flash on/off when the GI lights also flicker. This is a pretty neat effect on the table, & now it is enhanced since the bumpers are now synced up to the GI too.
I won't list all the changes & additions to visuals & objects.. Most notable is that transparent plastic areas are now properly transparent (alpha). All new organ flap texture, & a nice ramp based animation for the opening & closing. New backdrop image for desktop. New ball image, but the old one is still available. Flipper logos.
Koadic's new alpha plunger system is also installed.
Added a whole new, more detailed sound set. Everything from rubber hits, to motor sound, to ball drops coming off the ramps, & others. Existing sounds have at least been updated to my preferences, & missing sounds were added.
Another big change here is the addition of the B2B ball collision sounds, & I also use JF's most recent ball rolling code/sounds too.
Lastly with physics I attempted to dial things in as much as I could, though it was a little tougher to do that on this table, I'm guessing due to the table sizing issue & use of the increased ball size which also seems to add weight. So I did my best to compensate for all of that. While physics aren't 100% to my liking, they are still pretty good & definitely an improvement.
Both FS & desktop versions use new view settings that should be a bit better, & table is now angle independent. FS now uses layback & looks a lot better.
Enjoy the table & please report any bugs or suggestions.
What's New in Version 2.03 (See full changelog)
- v2.03 - New backdrop image thanks to darquayle, & this also allowed me to make a nice mask animation on the backdrop, & that reel is now added. Very cool!
- -New, more intense flasher effects.
- -Fixed a wall that was sometimes preventing the ball from making a smooth turn on the upper left ramp. A few other small physics tweaks & more quiet (realistic) rubber hit sound.
- -Uses updated code for ball sizing that works with koadic's new vbs files.
- v2.02 - fixed a bug that bha19 noticed with the mirror shot where it wouldn't register after hit the 1st time.
- New ramp entrance flap.
- v2.0 - See description for the many changes since 1.0.
Excellent table. Great job.
Perfect table. Thank you
I guess one thing you coud help me with is during the Match at the end of the game, the emulation is slowed down because of the Phantom Mask reel. Anyway to disable the reel and let the PinMAME emulation continue without grinding the table to a near halt?
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