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Star Wars - VP9 Mod FS

Visual Pinball Cabinet VP9 Full Screen MOD

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#1 rob046

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Posted 19 December 2012 - 04:45 AM

Posted Image

File Name: Star Wars - VP9 Mod FS
File Submitter: rob046
File Submitted: 18 Dec 2012
File Category: VP 9.x MOD Cabinet Tables (FULL SCREEN)
Author(s): JPSalas
rob046 (Mod)
Manufacturer: Data East
Year: 1992
ROM: Link to ROM
Media Pack: Link to Media Pack
Permission to MOD?: Unspecified

Star Wars - Data East - 1992
JPSalas, mod by rob046
 
Thanks to jpsalas for allowing me to mod his table, he's the man! I started this mod a while back & wanted to finally release it, so there are likely some minor details I'm forgetting. Tweaked physics all around. Added Ackbar piece to upper PF, B2B collision, redone inlanes with layers of alpha ramps & now also sit at taller height (as they should). Added missing plastic above drops. Adjusted a number of table objects for various reasons. Desktop version has new backdrop with actual DE backglass. This table IRL also uses strange extra tall bumper caps. Some other new or adjusted textures. JF's flipper tap code added. I'm sure I'm forgetting other details, but you get the idea!
 

Click here to download this file

#2 Flying Dutchman

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Posted 19 December 2012 - 07:04 AM

Great rob046!

 

That's the way to wake up to find there's another Table Mod just waiting for me! :)

 => Sounds like: there's a bounty son, just waitin' for ya! ;)

 

Thanks!

 

Cheers,

FD.


Edited by Flying Dutchman, 19 December 2012 - 07:04 AM.

'Flying Dutchman'

In need for a Backglass or 'Active Backglass / UVP' please 'click' on below and visit the complete revised website at:
Posted Image

#3 thewool

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Posted 19 December 2012 - 10:18 AM

Thanks for this mod Rob, I like the way it plays, veeeeery nice  :)

 

One question on the flipper tap code, as you own real pins you'll be well placed to answer.... do you think this code while making flipper passes easier (maybe too easy), also seems to mess up back handing shots? When I try a shot the flippers always seem too weak, specifically when allowing the ball to slowly roll to the end of the flipper.

 

Cheers again for the upload dude! :drinks:



#4 Slydog43

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Posted 19 December 2012 - 03:01 PM

thanks for another mod, your recent updates are early christmas gifts to all, thanks.   Plays very smooth and realistic.



#5 bent98

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Posted 19 December 2012 - 03:41 PM

awesome job Rob. Any chance of adding the B2S code to it ? There was a version Rosve made with animated backglass.



#6 ArcadiusMaximus

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Posted 19 December 2012 - 06:43 PM

awesome job Rob. Any chance of adding the B2S code to it ? There was a version Rosve made with animated backglass.

 

That would be awesome. I just tried fusing Roseve and your script together. I got the b2s glass to appear, but I could not get the Backglass flashers to work. I even added the LFR Timer too. Could anyone assist?


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#7 luvthatapex

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Posted 19 December 2012 - 06:54 PM

Do you have this section in the code? You need it for the backglass lights if you are using rosves B2S backglass. There is a call in the Updatelamps section.

 

Sub SendLights()
   'B2SUpdateLed
   Select Case LampState(65) 'GI
      Case 4:SetB2SData 0, 0
      Case 5:SetB2SData 0, 1
   End Select

   Select Case LampState(66)
      Case 4:SetB2SData 1, 0
      Case 5:SetB2SData 1, 1
   End Select
   Select Case LampState(68)
      Case 4:SetB2SData 2, 0
      Case 5:SetB2SData 2, 1
   End Select
   Select Case LampState(70)
      Case 4:SetB2SData 3, 0
      Case 5:SetB2SData 3, 1
   End Select
   Select Case LampState(71)
      Case 4:SetB2SData 4, 0
      Case 5:SetB2SData 4, 1
   End Select
   Select Case LampState(72)
      Case 4:SetB2SData 5, 0
      Case 5:SetB2SData 5, 1
   End Select

End Sub

 

Of course, you could recreate the backglass with the backglass designer when its released and not worry about the B2S commands.

 

 

awesome job Rob. Any chance of adding the B2S code to it ? There was a version Rosve made with animated backglass.

 

That would be awesome. I just tried fusing Roseve and your script together. I got the b2s glass to appear, but I could not get the Backglass flashers to work. I even added the LFR Timer too. Could anyone assist?

 



#8 ArcadiusMaximus

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Posted 19 December 2012 - 06:58 PM

 

Do you have this section in the code? You need it for the backglass lights if you are using rosves B2S backglass. There is a call in the Updatelamps section.

 

Sub SendLights()
   'B2SUpdateLed
   Select Case LampState(65) 'GI
      Case 4:SetB2SData 0, 0
      Case 5:SetB2SData 0, 1
   End Select

   Select Case LampState(66)
      Case 4:SetB2SData 1, 0
      Case 5:SetB2SData 1, 1
   End Select
   Select Case LampState(68)
      Case 4:SetB2SData 2, 0
      Case 5:SetB2SData 2, 1
   End Select
   Select Case LampState(70)
      Case 4:SetB2SData 3, 0
      Case 5:SetB2SData 3, 1
   End Select
   Select Case LampState(71)
      Case 4:SetB2SData 4, 0
      Case 5:SetB2SData 4, 1
   End Select
   Select Case LampState(72)
      Case 4:SetB2SData 5, 0
      Case 5:SetB2SData 5, 1
   End Select

End Sub

 

Of course, you could recreate the backglass with the backglass designer when its released and not worry about the B2S commands.

 

 

awesome job Rob. Any chance of adding the B2S code to it ? There was a version Rosve made with animated backglass.

 

That would be awesome. I just tried fusing Roseve and your script together. I got the b2s glass to appear, but I could not get the Backglass flashers to work. I even added the LFR Timer too. Could anyone assist?

 

 

 

I'll try that later. Thanks!


~ Mr. John E. Smith III Esq.

#9 Arcade4

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Posted 19 December 2012 - 07:21 PM

Thanks for the update. Look forward to trying it out.

#10 pinuck

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Posted 19 December 2012 - 07:32 PM

I got the b2s glass to appear, but I could not get the Backglass flashers to work. I even added the LFR Timer too. Could anyone assist?

 

I think the LFR timer is for the Jimmy Flipper code.

 

The timers you need to set up b2s are B2Stimer, and sometimes b2sScoreTimer

 

More details in the tutorial here (although i'm not sure if that's the latest version of Rosve's)

http://www.vpforums....s&showfile=4997



#11 ArcadiusMaximus

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Posted 19 December 2012 - 07:40 PM

I didn't see the B2Stmer or a b2sScoreTimer on older table I was referencing. The only difference in timers from the working b2s table to this one was that LFR. Which is why I assumed it was the b2s timer.


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#12 luvthatapex

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Posted 19 December 2012 - 08:40 PM

ok, I checked out the release and if you want to use Rogers backglass.

 

You don't need a timer, but you need this at the top of the routine:

 

Option Explicit
 

 ExecuteGlobal GetTextFile("b2s.vbs")
  ResetB2SData 0,49,0    'Initialise the b2s data area

'***********************************************************************
  ' Choose where to display the lights

  LaunchBackGlass "Star_Wars_FS_B2S", true    'True=Launch bg ,  False=Don't launch bg.
'***********************************************************************

 

then in Updatelamps, add this line:

 

 Sub UpdateLamps
     SendLights
 

And finally, add the sendlights section after the Sub LRF_Timer

 

Sub SendLights()
   'B2SUpdateLed
   Select Case LampState(65) 'GI
      Case 4:SetB2SData 0, 0
      Case 5:SetB2SData 0, 1
   End Select

   Select Case LampState(66)
      Case 4:SetB2SData 1, 0
      Case 5:SetB2SData 1, 1
   End Select
   Select Case LampState(68)
      Case 4:SetB2SData 2, 0
      Case 5:SetB2SData 2, 1
   End Select
   Select Case LampState(70)
      Case 4:SetB2SData 3, 0
      Case 5:SetB2SData 3, 1
   End Select
   Select Case LampState(71)
      Case 4:SetB2SData 4, 0
      Case 5:SetB2SData 4, 1
   End Select
   Select Case LampState(72)
      Case 4:SetB2SData 5, 0
      Case 5:SetB2SData 5, 1
   End Select

End Sub

 

 

I didn't see the B2Stmer or a b2sScoreTimer on older table I was referencing. The only difference in timers from the working b2s table to this one was that LFR. Which is why I assumed it was the b2s timer.


Edited by luvthatapex, 19 December 2012 - 08:41 PM.


#13 rob046

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Posted 19 December 2012 - 10:10 PM

Thanks for this mod Rob, I like the way it plays, veeeeery nice  :)

 

One question on the flipper tap code, as you own real pins you'll be well placed to answer.... do you think this code while making flipper passes easier (maybe too easy), also seems to mess up back handing shots? When I try a shot the flippers always seem too weak, specifically when allowing the ball to slowly roll to the end of the flipper.

 

Cheers again for the upload dude! :drinks:

 

Well as you know VP isn't exactly a perfect physics engine.  Flipper taps might be too easy at times, however it is just impossible to simulate real flipper switch action in VP perfectly.  I'm pretty happy with how this table plays though, considering VP's limitations.

Flipper passes are a little harder to pull off on my modern pins.  I think that is due to the more angled flippers, & maybe the optic switches play a role too.  Or, while taps are easily doable on modern pins, they just aren't as beneficial to attempt.

 

Even in VP I honestly don't flipper tap much, only if the situation is perfect for it.  I use that code more to tame backhanded shots that are too fast or wild shots in general.  VP has had a history of doing that, & helping this is perhaps an unintended yet nice side effect of the flipper tap code.

Are they now too weak on backhands & such?  If so I don't think its too bad.  This is definitely 1 thing I've picked up since owning real pins is that, surprisingly, it is older pins that actually have stronger backhanded shots.  Pins that have the bigger flippers.  Once you get into more angled flippers, even on older Williams games, balls hit "on the fly" just don't take off as much.  I haven't done any real experiments with that, but it just seems that way.

 

I'm pretty happy with all settings for now, but who knows in a few months I may want to tweak some things.  If I find better ways to tweak things, I'm always wanting to go back & update old tables with them.



awesome job Rob. Any chance of adding the B2S code to it ? There was a version Rosve made with animated backglass.

 

With B2S, keep in mind I only play on desktop & don't use B2S.  For FS, I basically just do what I can with the limited resources I have.  Just tweaking backdrop settings I'm always looking at the table sideways.  For B2S, what happens for FS users who only use 1 monitor?  Will the table still work OK for them?  Or would a separate version need released?



#14 htamas

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Posted 19 December 2012 - 10:15 PM

They can always disable launching the backglass in the script.



#15 rob046

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Posted 19 December 2012 - 10:35 PM

They can always disable launching the backglass in the script.

 

They could, but I like the idea of tables working for everybody right out of the box.  I don't like having people needing to go into the editor & mess with code just to fire up a game.  I don't really like the idea of throwing another version of a table out there either, but I think I'd prefer that over a table that won't fire up for everybody.

Then again, if I update the table, I can deal with updating 2 versions, but when you get to 3+.  Ugh.  Maybe you are right. 


Edited by rob046, 19 December 2012 - 10:39 PM.


#16 htamas

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Posted 19 December 2012 - 10:42 PM

You could release the B2S table with the LaunchBackglass set to false, so that it works for everybody. In fact, that's how the table should be set for HyperPin users anyway.

 

Those who want to turn on the backglass without HyperPin can set that statement to true and they'd be fine as well.



#17 rob046

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Posted 19 December 2012 - 10:51 PM

You could release the B2S table with the LaunchBackglass set to false, so that it works for everybody. In fact, that's how the table should be set for HyperPin users anyway.

 

Those who want to turn on the backglass without HyperPin can set that statement to true and they'd be fine as well.

 

Maybe that is a better idea, because I can be confident that people with multi screen setups can all handle doing this.  Since I don't have any way to test, does somebody who has the B2S working with this table want to send me the whole script that definitely works?  I'll update the table.



#18 bent98

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Posted 20 December 2012 - 12:05 AM

That sounds like a good idea.

#19 luvthatapex

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Posted 20 December 2012 - 12:42 AM

Sure, here you go. This is your new release with the code to run Rosves backglass B2S.

 

You could release the B2S table with the LaunchBackglass set to false, so that it works for everybody. In fact, that's how the table should be set for HyperPin users anyway.

 

Those who want to turn on the backglass without HyperPin can set that statement to true and they'd be fine as well.

 

Maybe that is a better idea, because I can be confident that people with multi screen setups can all handle doing this.  Since I don't have any way to test, does somebody who has the B2S working with this table want to send me the whole script that definitely works?  I'll update the table.

 

 

Attached Files



#20 jimmyfingers

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Posted 20 December 2012 - 02:35 AM

Thanks for this mod Rob, I like the way it plays, veeeeery nice  :)

 

One question on the flipper tap code, as you own real pins you'll be well placed to answer.... do you think this code while making flipper passes easier (maybe too easy), also seems to mess up back handing shots? When I try a shot the flippers always seem too weak, specifically when allowing the ball to slowly roll to the end of the flipper.

 

Cheers again for the upload dude! :drinks:

Hey wool, please don't think because of one implementation of the flipper tap code in a particular table with an author's varying other elements and physics settings means that the general aspect of the flipper tap code will mess up back handing shots.  The tap code still relies, obviously, on the flipper physics settings and that will have an impact on how back hands work.  Rob also has slightly tweaked my script at times so I cannot say that how I intended it to be best used / blended with other flipper physics is still exactly how it's being implemented with these changes / in his MODs.  I do agree with Rob that the back hands should be less strong and that is a beneficial side effect of the tap code.  VP was quite bad for unrealistic high strength / speed shots from a captured back hand that I saw to be very unrealistic when compared to a real table and was related to some of my work - although not the main goal.  

 

If you refer back to the Bram Stoker's Dracula video I made to demonstrate the flipper tap code and BMPR physics, you will find a segment where I back hand a captured ball from the right flipper all the way up and around the right ramp.  This behaviour mirrored the real table in ability and speed very accurately.

 

http://www.vpforums....wtopic=20015=

 

At 35 seconds in you’ll see the first attempt at a backhand to the lock, which does not succeed as has to be timed well like on a real table, then a subsequent attempt which works well and shoots the ball quite sharply and fast, despite the BSD table’s lower angle flippers.


Edited by jimmyfingers, 20 December 2012 - 02:40 AM.






Also tagged with one or more of these keywords: Visual Pinball, Cabinet, VP9, Full Screen, MOD