Hi,
here are some news about my current project. In 1996 the PC pinball emulation "The Web" made me thinking, what it must be to play this machine in real life. Man, I loved that table.
Later I started creating tables in VP and the thought came back. So my Rugby table was the first try, if the general layout would be possible to rebuild in VP.
After that was completed successfully, I did the VP9/VPX conversion of "The Web", coding all missions, modes and features. The table had all the animations, sounds and music. This was a big step and I was able to play "The Web" on my cab.
Then I learned about the Mission Pinball Framework, a programming suite to code pinball game logic for real pinball control boards as P-Roc, Fast Pinball or Open Pinball Project.
The next step was to code the MPF-VPX bridge, as I was hesitant to buy real hardware and occupy a big part of my living space with all the parts and tools. Maybe the need to explain that to my wife was important too...
After some tries the bridge worked and the scene was set up for the adventure.
Now I started for real. I stripped my VPX "The Web" table (https://www.vpforums...&showfile=13092) from all game logic code and linked the switches, lights and coils to the config.yaml of my MPF project.
At first MPF had a learning curve with an inclination of about 90 degrees (called "brick wall"). You go from "all is working fine" to "full stop" within one change cycle. But after some time I got the base mode working and communicating with VPX. The mode concept is becoming more familiar and completing new steps becomes faster.
I will post my progress here. The final goal is to build this as a real machine, once I have the game code completely converted.
Achieved so far:
- config.yaml complete, containig all switches, lights and coils
- VPX table complete with all table objects linked within the MPF communication Subs and the table layout adjusted towards a real pinball behaviour with needed flaps and gates (no artificial ball.destroy/create)
- possible under playfield trough layout developed. Some changes may be necessary for the real build
- base mode running with basic scoring rules. The ball is ejected, flippers flip and the holes eject the ball
- ball saver added - with animation
- kickback mode is working with right target activation and timer - with animation
- bumper deactivation on flipper_cancel
- bonus x is implemented - with animation
- power levels - with animation
- skill shot
- extra balls with animation
- super jets
- loop shots
- combos
- magnet
- quick dock
- explosion with some of the awards (video mode missing)
- all missions and mission 7 with music
- ultimate showdown lights
- locks, "Take Your Pick" choice and 2-6 ball Fast Frenzy multiballs with music
- dock + Space Station multiball
- Quick Shot mode
- Combomania mode
- Super launcher
Under construction:
- Secret Mania
- music (30% left)
- animations (30% left)
To do:
- Ultimate Showdown
- video mode
- callouts
- bonus calculation
- highscore entry
Michael
Here is a screenshot of the working environment on one screen and a status overview of the table features.
Attached Files
Edited by mfuegemann, 05 November 2020 - 11:45 PM.




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