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Legend of Zelda[Visual Pinball X Original]


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#1 jpsalas

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Posted 31 December 2015 - 03:43 AM

Posted Image


File Name: Legend of Zelda

File Submitter: jpsalas

File Submitted: 31 Dec 2015

File Category: VPX Originals

Author(s): jpsalas
loadedweapon
Permission to MOD?: Yes, with approval


Original table designed by loadedweapon. The table is based on Roneys Pinball Medieval Castle.

Graphics and sounds by loadedweapon.
DOF and UltraDMD commands from Sinbad's mod.
VPX table build by jpsalas.
 


Click here to download this file


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#2 bpjacobsen

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Posted 27 February 2016 - 01:49 PM

As usual, fantastic! I don't know how you do it, but amazing! Couple of questions:

1. Is there anyway to get the dmd to move? Right now the scoring display is sideways on the top right of the playfield. Can't drag to dmd monitor
2. Can't get B2S to run. Not seeing any script ref vpinmame controller or B2s. How do I get this to work?

Thanks!

#3 jpsalas

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Posted 27 February 2016 - 02:50 PM

While testing VPX beta, I think it was Sinbad who made a DOF+UltraDMD version of the table. You can still download it here:

 

https://drive.google...ew?pref=2&pli=1

 

There aren't many changes from the final version, I think I only changed the targets and droptargets to use the new VPX targets, but I don't think you'll notice that. Also this version has a few less flasher effects during game play, but there aren't too many changes..


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#4 bpjacobsen

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Posted 27 February 2016 - 03:03 PM

Can you please remind me how to load the ultradmd stuff? Only have one table using this and can't recall where all these files go. been a while.

#5 bpjacobsen

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Posted 27 February 2016 - 03:31 PM

nevermind, I got it working. However, is there a way to hide the built in DMD that is scripted w/ the table? It displays in my playfield sideways. Also, I noticed that ultradmd uses the same settings and colors for all tables and you can't adjust them per table. This is an issue b/c America's most haunted uses the dmd in the BG where the grill is but I put it in my dmd display for zelda. Is there anyway around this? Not really digging the ultradmd thing. seems like there is limited flexibility. I like being able to show borders and just drag to desired sizes. ugh

#6 jpsalas

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Posted 27 February 2016 - 03:37 PM

Edit: this is on the DOF/UltraDMD mod:

 

At the beginning of the script you will find some values which you may change:

 

Const UseReelsDMD = True ' you want to use reels as a fake DMD?
Const UseUltraDMD = True ' you want to use UltraDMD?
Const B2SUseSound = True ' you want to play sounds even with activated DOF?

 

As default they are all on. If you don't want to use the DMD with reels (the one I made for the table) then just change the True for False.

I think this version should work with the B2S found on this site.


Edited by jpsalas, 27 February 2016 - 09:02 PM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#7 osujd

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Posted 27 February 2016 - 06:50 PM

Hey JP  I am not seeing those Const in the script.  Also the script refers to version 1.0 instead of 1.1.  Is it possible this is an old version?  Also do know the values that need to be changed to use the direct2bs file?



#8 bpjacobsen

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Posted 27 February 2016 - 07:10 PM

was right in front of my face the whole time! sheesh. All set. Thanks for an awesome table JP. One of my favorites now.

#9 jpsalas

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Posted 27 February 2016 - 09:01 PM

Hey JP  I am not seeing those Const in the script.  Also the script refers to version 1.0 instead of 1.1.  Is it possible this is an old version?  Also do know the values that need to be changed to use the direct2bs file?

This is on the Sinbad mod :) Take a look at the link a few posts up.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#10 osujd

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Posted 27 February 2016 - 10:08 PM

I guess I am blind...thanks JP!! :facepalm:



#11 bigeasy24

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Posted 30 March 2016 - 09:40 PM

Love the work on this table! My personal fav! I do however have 1 issue. Why is the table tilted to the right ? Is this a slope issue or a physics issue ?

 

What I mean is normally the ball should roll straight down the table if dropped from the top. When I play this table the ball has some serious curve to the right as if the left side of the table were higher than the right side of the table.

 

How to fix this ?

 

EDIT: Nevermind, I got it. Gains and Deadzone.


Edited by bigeasy24, 31 March 2016 - 05:22 PM.


#12 rtkiii

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Posted 26 December 2016 - 07:04 PM

Edit: this is on the DOF/UltraDMD mod:

 

At the beginning of the script you will find some values which you may change:

 

Const UseReelsDMD = True ' you want to use reels as a fake DMD?
Const UseUltraDMD = True ' you want to use UltraDMD?
Const B2SUseSound = True ' you want to play sounds even with activated DOF?

 

As default they are all on. If you don't want to use the DMD with reels (the one I made for the table) then just change the True for False.

I think this version should work with the B2S found on this site.

 

Very helpful and the table is awesome!



#13 STAT

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Posted 26 December 2016 - 08:40 PM

Thanks rtkiii for the Post ... completely overlooked ... thank you JP and LW - thats a MustHave :tup:

Edit: WOW :love39:


Edited by STAT, 26 December 2016 - 08:56 PM.


#14 rtkiii

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Posted 30 January 2017 - 09:53 PM

Downloaded the version for 10.2 and now my direct.b2s does not work.  I am sure I am missing something easy.  Note the values I changed in the original version do not apprear to be here for this version



#15 rtkiii

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Posted 16 February 2017 - 01:36 PM

I know I am an idiot and missing something....but someone has to hjave an idea  to my post above.  :)



#16 legtod2

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Posted 16 February 2017 - 04:57 PM

I enjoy this table too and also would like to know how to enable the backglass to work.

#17 rtkiii

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Posted 23 February 2017 - 02:32 AM

is there a way to reset High Scores as well?  I found the scores in script and changed but the table is not refelcting the changes.  Ideas?



#18 FreeLunch

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Posted 25 February 2017 - 08:59 PM

Hey JP, I found a bug. The attract mode timer has a 3 second delay before it starts, so the player technically has time to input to start a new game before the attract mode starts, so attract mode will overlap with a New Game because the call to kill attract mode happens before attract mode starts.

I fixed it by adding 
 

Dim bAttractMode

near the beginning of the script, then adding another condition for the start game key

If keycode = StartGameKey Then
                If(bFreePlay = TRUE) And (bAttractMode = TRUE) Then
                    If(BallsOnPlayfield = 0) Then
                        ResetForNewGame()
                    End If
                Else
                    If(Credits > 0) And (bAttractMode = TRUE) Then
                        If(BallsOnPlayfield = 0) Then
                            Credits = Credits - 1
                            ResetForNewGame()
                        End If
                    Else
                        ' Not Enough Credits to start a game.
                        DMDFlush
                        DMD CenterLine(0, "CREDITS " & Credits), CenterLine(1, "INSERT COIN"), "", eNone, eBlink, eNone, 500, TRUE, ""
                        ShowTableInfo
                    End If
                End If
            End If

and adding the corresponding
 

Sub StartAttractMode(dummy)
    PlaySong "m_attract"
    StartLightSeq
    DMDFlush
    ShowTableInfo
    bAttractMode = TRUE
	
End Sub

Sub StopAttractMode
    DMDFlush
    LightSeqAttract.StopPlay
    LightSeqFlasher.StopPlay
    StopSong
    bAttractMode = FALSE
End Sub


#19 TNT2

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Posted 26 February 2017 - 01:30 AM

Hey I noticed it was JP's birthday today. Happy birthday JP!

 

Thanks for bringing so much enjoyment to pinball fans.



#20 jpsalas

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Posted 26 February 2017 - 06:25 AM

I know I am an idiot and missing something....but someone has to hjave an idea  to my post above.   :)

You need to use the Sinbad MOD as explained here http://www.vpforums....338#entry335818

 

 

 

Hey JP, I found a bug. The attract mode timer has a 3 second delay before it starts, so the player technically has time to input to start a new game before the attract mode starts, so attract mode will overlap with a New Game because the call to kill attract mode happens before attract mode starts.

I fixed it by adding 
 

Dim bAttractMode

near the beginning of the script, then adding another condition for the start game key

If keycode = StartGameKey Then
                If(bFreePlay = TRUE) And (bAttractMode = TRUE) Then
                    If(BallsOnPlayfield = 0) Then
                        ResetForNewGame()
                    End If
                Else
                    If(Credits > 0) And (bAttractMode = TRUE) Then
                        If(BallsOnPlayfield = 0) Then
                            Credits = Credits - 1
                            ResetForNewGame()
                        End If
                    Else
                        ' Not Enough Credits to start a game.
                        DMDFlush
                        DMD CenterLine(0, "CREDITS " & Credits), CenterLine(1, "INSERT COIN"), "", eNone, eBlink, eNone, 500, TRUE, ""
                        ShowTableInfo
                    End If
                End If
            End If

and adding the corresponding
 

Sub StartAttractMode(dummy)
    PlaySong "m_attract"
    StartLightSeq
    DMDFlush
    ShowTableInfo
    bAttractMode = TRUE
	
End Sub

Sub StopAttractMode
    DMDFlush
    LightSeqAttract.StopPlay
    LightSeqFlasher.StopPlay
    StopSong
    bAttractMode = FALSE
End Sub

 

Well, the easiest way should be to reduce the 3 seconds timer on the line 998 :) There are always bugs :)


Hey I noticed it was JP's birthday today. Happy birthday JP!

 

Thanks for bringing so much enjoyment to pinball fans.

 Thanks! :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg