Just stumbled over this cool MOD:
https://sites.google...pinballmod/home
Already added support into the VPM source.. ![]()
Posted 20 December 2014 - 11:22 AM
Just stumbled over this cool MOD:
https://sites.google...pinballmod/home
Already added support into the VPM source.. ![]()
Posted 20 December 2014 - 01:25 PM
Sounds like a c00L game, too bad I haven't seen one in real life.
Posted 20 December 2014 - 08:02 PM

Posted 20 December 2014 - 08:35 PM
woah, this is some awesome project you brought up there!!
replacement of sounds is not feasible directly into the ROMs, but one could either do this in VP via script (as VPM supports triggering of sound events for most hardware), or have VPM do this automatically somehow (requires some coding work though). but as not all sounds are replaced all of the time it seems, it will be a bit more difficult to do this.
EDIT: seems the packages are always complete, so one could simply turn off sound in VPM and play just the new stuff.. seems like i -have- to look into this..
(sorry fuzzel, i guess i have to leave you alone with VP10 for some more days
)
Edited by toxie, 20 December 2014 - 08:51 PM.
Posted 20 December 2014 - 09:37 PM
I don't think it needs any engineering resources. JPSalas already released a version of his lord of the rings with separate sound pack. So anyone interested could use his table as an example on how to do this. The sounds could then be resampled and dropped in as such.woah, this is some awesome project you brought up there!!
replacement of sounds is not feasible directly into the ROMs, but one could either do this in VP via script (as VPM supports triggering of sound events for most hardware), or have VPM do this automatically somehow (requires some coding work though). but as not all sounds are replaced all of the time it seems, it will be a bit more difficult to do this.
EDIT: seems the packages are always complete, so one could simply turn off sound in VPM and play just the new stuff.. seems like i -have- to look into this..(sorry fuzzel, i guess i have to leave you alone with VP10 for some more days
)
Edited by BigBoss, 20 December 2014 - 09:37 PM.
Posted 20 December 2014 - 09:54 PM

Posted 20 December 2014 - 10:20 PM
the emulation depends on the hardware and its limitations, so you cannot simply put 44khz,stereo wav files into a ROM that is based on DCS compressed 32khz,mono, for example.
but as you said, one could extend B2S to use VPM (which triggers events when a certain sound is played for most hardware).
how is the mapping working that you mentioned? what does it map? the numbers?
could you PM it to me?
Posted 21 December 2014 - 06:04 PM
Looks good, anyone have the modded complete Rom, maybe uploaded here ?
Hm, ok, i try the Steps to Patch ... have it ( lah_113 )
Is it not allowed to upload the "new" Rom ?
Edited by STAT, 21 December 2014 - 06:36 PM.
Posted 21 December 2014 - 11:43 PM
Posted 24 December 2014 - 05:07 PM
I tested the Centaur reverb aspect included in supposedly more recent builds (according to some google searches it looks like it was added back last spring) and at first it appeared not to work even though I could indeed see a setting in the pinmame dip switch selections that was for adjusting the "reverb" from 0-7 (need to have hidden set back to 0 in script to access). However, once I deleted my NVRAM, pinmame registry branch for centaur, and the cfg file, the next start of the table had reverb! Not sure if the .cfg deletion was required but I did all 3 at once to reset as much as possible. Sounds really cool and I agree that was missing and took a little away from the table but was something that was out of our control when making the latest version being a pinmame aspect (we tried hard and spent tons of time on every other area to make it a top notch version including being the first table to use enhanced light inserts with extra / secondary light layers using additive alpha ramp objects - ramp objects being employed as flashers didn't exist yet being we were only at VP 9.2 and not even the 9.21 version not to mention not being DX9 yet, which also ate more performance with about 70 extra alpha ramps). At least now it shouldn't be a neutered table anymore
Now if we could just lower his voice a little bit it will fully grow a set ![]()
It's still strange though as even after doing this, the reverb does work / kick in but the adjustment in the dip switch pinmame window for reverb doesn't seem to do anything. In fact in that same window I see a setting for balls = 5 and that's not taking either (don't want it to really but just another indication that somehow those dips weren't working at least in my configuration and brief testing). If nothing else do the above and you'll get a decent amount of reverb as it seems like it is working at the default level of 4.
Edited by jimmyfingers, 24 December 2014 - 05:17 PM.
Posted 27 December 2014 - 03:03 AM
Tried it, didn't seem to work then I deleted the nvram and that also did the trick here. Very happy to hear this, it's a definite improvement, really glad I brought it up because unless one deletes the nvram or run it for the first time, they'd never know!
Constructive criticism time: Like I said, it's a BIG improvement. However, from a pure "what Loaf prefers" perspective, I much prefer the level of reverb heard in the FP version of this table. Is this something that can be tweaked either by those dip switches that Jimmy mentions or by some other settings? The kicker here of course is that I readily acknowledge that I don't know if the FP version is oversampled beyond what the real pin sounds like. I did play the real pin just a couple of months ago but that was at the Ottawa Pinball Show so you can throw out any impression or remembrance of the sound when hearing a pin in a venue where there's another 80 pins sounding off! My memory seems to recall that this pins speech had more punch but I could be wrong, been a while since I could just hear it and it alone... like 30 years a while!
Jimmy: The best compliment I can give on the work you guys have done is that while I was playing this awesome release once again for a few minutes, I wasn't wishing for any "physmod" version, it just plays great as is.
Loaf