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Heavy Metal Rowamet 1983 VPX [Visual Pinball X]

DOF SSF FSS Taito Rowamet Brazil Heavy Metal

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#241 buck116

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Posted 30 January 2024 - 12:08 AM

Hi, is there a fullscreen loading animation video for this table anywhere? Can't seem to locate one. Thanks.



#242 wiesshund

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Posted 30 January 2024 - 01:10 AM

Hi, is there a fullscreen loading animation video for this table anywhere? Can't seem to locate one. Thanks.

 Define full screen loading animation?

 

Do you mean for your front end? or something else


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#243 buck116

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Posted 31 January 2024 - 10:29 PM

 

Hi, is there a fullscreen loading animation video for this table anywhere? Can't seem to locate one. Thanks.

 Define full screen loading animation?

 

Do you mean for your front end? or something else

 

Hi, yes sorry for my vagueness, like for Pin up Popper, after selescting table, loading screen mp4 appears while table is loading. Trying to locate one for this very cool table. Thanks.


Edited by buck116, 31 January 2024 - 10:29 PM.


#244 wiesshund

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Posted 01 February 2024 - 02:37 AM

 

 

Hi, is there a fullscreen loading animation video for this table anywhere? Can't seem to locate one. Thanks.

 Define full screen loading animation?

 

Do you mean for your front end? or something else

 

Hi, yes sorry for my vagueness, like for Pin up Popper, after selescting table, loading screen mp4 appears while table is loading. Trying to locate one for this very cool table. Thanks.

 

 

Sorry, i do not use popper so i never made any front end media myself

But you could maybe use some of the videos in the DMD folder i guess?

 

Not sure what kind of video you are looking for?


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#245 pmanic

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Posted 16 November 2024 - 08:58 PM

Love this game.  2 questions.  1) Is it possible to have a 7 digit version of the rom for scoring?  I've seen that done for other tables but have no idea what is involved.  2) Is it possible to make it 3 balls instead of 5?



#246 draksig

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Posted 25 February 2026 - 03:08 AM

I can't get the DMD to display.  Everything else works fine, just no DMD.  I would just play the classic version but I love the music... I must be missing a setting somewhere but I followed the directions.  FlexDMD is installed and working.



#247 JBandit18

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Posted 30 May 2026 - 01:20 PM

Table loads and plays fine, just no music and the music is in my folder ?



#248 batch

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Posted 30 May 2026 - 04:59 PM

In the SRIPT, be sure your table is linked  to your "Music" folder: Example "c:\vPinball\VisualPinball\Music\Heavy Metal Rowamet"

 

Or look at the script of one of my tables, Motorhead, Accept or Penthouse.

 

This is a method done by Jogrady7.


Edited by batch, 30 May 2026 - 05:31 PM.

signature_juin2026-1.jpg     signature_juin2026-2.jpg       

 

DIRECT LINK TO MY TABLES http://www.vpforums....loads&mid=30858    


#249 Tesla

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Posted 08 June 2026 - 04:49 AM

Table loads and plays fine, just no music and the music is in my folder ?

 

Add HeavyMetal folder (with *.mp3 files inside) to C:\Visual Pinball\Music\ folder


Edited by Tesla, 09 June 2026 - 01:22 AM.


#250 Tesla

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Posted 09 June 2026 - 01:23 AM

I Clean-Installed Heavy Metal v4.0 (Fantasy) into VPX v10.8.0 (64 bit - Direct-X) on my 3-screen cabinet.

 

This new version works good and seems to have corrected some issues I was having with the old 1.x version:

- Taarna's name typo is fixed

- After exiting Table, Pinball-Y does not still get de-railed by the DMD-Screen-3 not getting released. 

- Seems that @Wiesshund was able to quiet some of the over-powering Taito sound-effects during gameplay

 

In case anyone else needs this, this is what I did:
 
Add HeavyMetal,heavymtl line to VPMAlias.txt
Add HvyMtl.DMD folder (with *.wmv and *.png files inside) to \Tables\ folder
Add HeavyMetal folder (with *.mp3 files inside) to C:\Visual Pinball\Music\ folder
 
Drag PinMAME-DMD score onto Backglass (black-area on left). F1 to scale-size to 3 or 4. 
Drag-to-Center video-window on screen-3
 
My Final Options:
UserOptionsSet = 1
Usebackglass = 1
FSS = 0
HidePinMAME = 0
ApronDMDShow = 0
ShowFlexDMD = 1
DesktopBackBox = 0
DMDSize=3

Edited by Tesla, 10 June 2026 - 05:42 PM.


#251 Tesla

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Posted 09 June 2026 - 02:49 PM

Overall, the new 4.0 Fantasy version of Heavy Metal is good and you can see that many parts have been re-touched. Of course, the table, graphics, and audio has been. The music is the same (didn't need fixing) but the videos are a bit different now. On this version, the balls are locked-into LocNar mode (which seems appropriate to me).

 
However, I am having two issues. Hopefully, someone else here likes this table and can show we how to work-around them. 

1. When you activate the flippers, there is red/blue flashing around them. Not sure if this is intentional or not.

2. The main one is that there are some intermittent boxy graphics following the ball around. I've tried no-Trails and even no Reflections and they still appear. 

 

Personally, I would prefer if the ball just appeared as before ... a clean image in one of the 3 colors. Not overly glowing. Trails would be nice on this one table (since this is a sci-fi table with LocNars instead of metal pinballs). The balls don't need to reflecting anything on playfield. The playfield itself does not need to be reflecting them (or their light color) if its a problem or resource drain (but that WOULD obviously be more realistic looking). It's an interesting effect (if it can work properly).


Edited by Tesla, 09 June 2026 - 06:29 PM.


#252 Tesla

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Posted 09 June 2026 - 06:43 PM

new 4.0 Fantasy version of Heavy Metal

 

2. The main one is that there are some intermittent boxy graphics following the ball around. I've tried no-Trails and even no Reflections and they still appear. 

 

 

Not sure how I missed this, but recent testing reveals ...

 

Just using my Global Video Prefs is best for me (at least it displays properly now). I had to give-up on the Ball-Trials.

 

It's like my other Tables:

NO Ball-Trails
Max Reflection Mode: Static & Balls

 

In VPX and the Table itself:

Table/Visuals/Playfield/Reflection Strength=4

Table/Visuals/Ball/Reflection-of-Playfield=0.4

 

Like this, it looks like a clean LocNar (with just a bit of reflection on Table and Ball itself) and still changes color sometimes.

Even with GlowBall disabled (see below), it still glows when Launched and in the right-hole-keeper.

 

If anyone else likes this Table and Movie as much as me (and comes up with something better) please post your method here.


Edited by Tesla, 13 June 2026 - 03:58 AM.


#253 wiesshund

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Posted 11 June 2026 - 02:49 PM

Overall, the new 4.0 Fantasy version of Heavy Metal is good and you can see that many parts have been re-touched. Of course, the table, graphics, and audio has been. The music is the same (didn't need fixing) but the videos are a bit different now. On this version, the balls are locked-into LocNar mode (which seems appropriate to me).

 
However, I am having two issues. Hopefully, someone else here likes this table and can show we how to work-around them. 

1. When you activate the flippers, there is red/blue flashing around them. Not sure if this is intentional or not.

2. The main one is that there are some intermittent boxy graphics following the ball around. I've tried no-Trails and even no Reflections and they still appear. 

 

Personally, I would prefer if the ball just appeared as before ... a clean image in one of the 3 colors. Not overly glowing. Trails would be nice on this one table (since this is a sci-fi table with LocNars instead of metal pinballs). The balls don't need to reflecting anything on playfield. The playfield itself does not need to be reflecting them (or their light color) if its a problem or resource drain (but that WOULD obviously be more realistic looking). It's an interesting effect (if it can work properly).

 

Cheap fix:

Drag glow lights off table
should be in their own layer.
Wont glow the ball if they are 10 feet away

Do same thing with the bluish lighting on flipper activation
just drag them off the table and toss with the glow lights

 

Better fix:
Just turn them off in the script

Flippers

rflip.duration 1, 40, 0
rflip2.Duration 1, 20, 0
lflip.duration 1, 40, 0
lflip2.Duration 1, 20, 0

Just delete those lines from script
those are the flipper flashes
 
Glowball
find 
If Glowing(b).state = 0 Then Glowing(b).state = 1
change to

If Glowing(b).state = 0 Then Glowing(b).state = 0

 

Now glow never turns on

 

Should be nothing boxy following the ball as the table no longer uses flasher ball shadows since VPX now draws shadows, so no object follows the ball.
Cant replicate, same with trails

 

Did not change the ROM sounds.
Just set the ROM to sound off
.Games("heavymtl").Settings.value("sound") = 0 

Table makes enough racket of its own

 

(re-enables on exit, in case one also has classic version)


Table loads and plays fine, just no music and the music is in my folder ?

 

music path is vpx_folder\music\HeavyMetal\

dont just put music loosely in the music folder


This file has been reported as broken because: The link to the table for Heavy Metal Rowamet 1983 VPX 4.0 is broken.

 

 

Unsure why table is flagged as broken, i checked, it downloads fine :(


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#254 Tesla

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Posted 13 June 2026 - 04:26 AM

 

Better fix:
Just turn them off in the script

Flippers

rflip.duration 1, 40, 0
rflip2.Duration 1, 20, 0
lflip.duration 1, 40, 0
lflip2.Duration 1, 20, 0

Just delete those lines from script
those are the flipper flashes
 
Glowball
find 
If Glowing(b).state = 0 Then Glowing(b).state = 1
change to

If Glowing(b).state = 0 Then Glowing(b).state = 0

 

Now glow never turns on

 

Did not change the ROM sounds.

Just set the ROM to sound off
.Games("heavymtl").Settings.value("sound") = 0 

Table makes enough racket of its own

 

 

It's good to be able to play this table again (now as 4.0-Fantasy).

 

Both of those edits worked fine (one I commented-out the lines and the other was an edit)... thanks.

 

I just edited my above post #252 with the Visuals I am using now. 

With all this, it looks like a clean LocNar sphere (with just a bit of reflection on Table and Ball itself) and still changes color sometimes.

Even with GlowBall disabled, it still glows when Launched and in the right-hole-capture (and that is fine and still kinda cool).

 

The sound edit-suggestion was already like that. I think that is why I don't hear the Taito sound effects in the beginning any more (like in old v1.x).

The only un-balanced (too loud) sound effects are at the end when the numbers count-up for Bonus Score... I thought that was Taito also, but I guess not.


Edited by Tesla, 13 June 2026 - 02:12 PM.


#255 digitalarts

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Posted 13 June 2026 - 03:44 PM

When the Rom Sound is disabled in Script (as Wiesshund did in this table), you can't hear anything rom-related. So i'm Sure These "numbers count-up" are imported Sound files, they can be edited (Volume-wise) in vpx Sound Manager.

#256 Tesla

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Posted 13 June 2026 - 05:15 PM

@DigitalArts : That makes sense. I suppose I will try to figure out which sound-files those even are, and proceed to edit them. It's just that with the Table's sound turned-up to hear the music and videos, those Bonus-Number Counting sounds then end-up extremely loud (since they are un-volume balanced in the first place). All the other sounds seem to be fine.

 

So, now that I've been able to play the Table, I still have some issues. Hopefully, either one of you can help or at least lead-me to solutions:

 

1. Sometimes the 6-Digit 4-lines amber-digital player-score matrix (that I drug-up-to Backglass during initial setup) looks correct and displays the score. However, sometimes it randomly turns to 1-digit x 4 lines (and not really showing the score). Any idea what is causing that?

 

2. The Replay Knocker sound plays when I start a game, and then again when Ball-5 finally drains.

 

This cabinet is running VPX v10.8.0 (64bit Direct-X) , DOF (32 and 64 bit), and the other parts are all 64 bit (or 64bit compatible). The Replay Knocker seems to work properly in my other tables.


Edited by Tesla, 14 June 2026 - 12:51 AM.


#257 wiesshund

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Posted 15 June 2026 - 02:27 AM

 

 

It's good to be able to play this table again (now as 4.0-Fantasy).

 

Both of those edits worked fine (one I commented-out the lines and the other was an edit)... thanks.

 

I just edited my above post #252 with the Visuals I am using now. 

With all this, it looks like a clean LocNar sphere (with just a bit of reflection on Table and Ball itself) and still changes color sometimes.

Even with GlowBall disabled, it still glows when Launched and in the right-hole-capture (and that is fine and still kinda cool).

 

The sound edit-suggestion was already like that. I think that is why I don't hear the Taito sound effects in the beginning any more (like in old v1.x).

The only un-balanced (too loud) sound effects are at the end when the numbers count-up for Bonus Score... I thought that was Taito also, but I guess not.

 

 

The shooting lane has lights above it (kind of a bunch of them)

 

You could comment this entire section out

' ***************  Launch Lights Tube ****************************
Sub strobe001_hit
strobeL001.duration 1, 60, 0 
strobeL012.duration 1, 50, 0 
DOF 112, 2 ' shaker pulse
End Sub

Sub strobe002_hit
strobeL002.duration 1, 60, 0 
strobeL013.duration 1, 50, 0 
DOF 112, 2 ' shaker pulse
End Sub


Sub strobe003_hit
strobeL003.duration 1, 60, 0 
strobeL014.duration 1, 50, 0 
DOF 112, 2 ' shaker pulse
End Sub


Sub strobe004_hit
strobeL004.duration 1, 60, 0 
strobeL015.duration 1, 50, 0 
DOF 112, 2 ' shaker pulse
End Sub

Sub strobe005_hit
strobeL005.duration 1, 60, 0
strobeL016.duration 1, 50, 0  
DOF 112, 2 ' shaker pulse
End Sub

Sub strobe006_hit
strobeL006.duration 1, 60, 0 
strobeL017.duration 1, 50, 0 
DOF 112, 2 ' shaker pulse
End Sub

Sub strobe007_hit
strobeL007.duration 1, 60, 0
strobeL018.duration 1, 50, 0 
DOF 112, 2 ' shaker pulse 
End Sub

Sub strobe008_hit
strobeL008.duration 1, 60, 0 
strobeL019.duration 1, 50, 0 
DOF 112, 2 ' shaker pulse
End Sub

Sub strobe009_hit
strobeL009.duration 1, 60, 0 
strobeL020.duration 1, 50, 0 
DOF 112, 2 ' shaker pulse
End Sub

Sub strobe010_hit
strobeL010.duration 1, 60, 0
strobeL021.duration 1, 50, 0  
DOF 112, 2 ' shaker pulse
End Sub

Sub strobe011_hit
strobeL011.duration 1, 60, 0 
strobeL022.duration 1, 50, 0 
DOF 112, 2 ' shaker pulse
End Sub
' *************** End Launch Lights Tube ****************************

As for the kicker (ball lock)

FInd all

		kickerL.duration 1, 30, 0

and comment out

 

For the blue flash on kick find

"kickerE.duration 1, 30, 0

change to 

"kickerE.duration 0, 0, 0

Which should in effect just not turn it on

 

Sound name playing when the match counter is rolling around is just named score

 

Machine doesn't have a replay knocker, so you can turn down the knocker sound if you want

It only has a game off solenoid.

 

Which 6 digit 4 line display?

the VPM or the DMD?

I assume VPM since DMD displays differently.

 

If VPM, no idea there?


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#258 Tesla

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Posted 15 June 2026 - 04:13 AM

1. The shooting lane has lights above it (kind of a bunch of them)

You could comment this entire section out.

As for the kicker (ball lock) FInd all ... and comment out

For the blue flash on kick find ... Which should in effect just not turn it on

 

2. Sound name playing when the match counter is rolling around is just named score

 

3. Machine doesn't have a replay knocker, so you can turn down the knocker sound if you want

It only has a game off solenoid.

 

4. Which 6 digit 4 line display?

the VPM or the DMD?

I assume VPM since DMD displays differently.

 

If VPM, no idea there?

 

 

1. I meant it still does a simulated trail on launch, and glow in right-hole-capture ... and I'm fine with all that. You still get a bit of "LocNar flashing/glowing" which is cool.

 

2. I'm not sure that one is a problem, but if it is, thanks. I'll Export it and fix it's max-level in Audacity.

 

What I'm talking about is after each ball drains and it counts-up your bonus-score. I looked through Sound-Manger and I could not find it.

I really think it's a ROM-sound and for some reason, it is not honoring the command to silence all ROM sounds at that point.

When you get another ball, the silence-command is honored again for a while.

 

3. OK, I suppose that is what it needs. I figured it was a DOF problem.

So, by "turn down the knocker sound" you mean ... Export from Sound-Manger, Edit, and re-Import?

 

I'll do whatever is required (because it is very annoying). Especially when the physical knocker is engaged (and not just the sound)

But I do wonder why all this is required. Who is this for? Seems like it should be fixed or at least make it an option. 

 

4. No, not the one-line score/status line in the DMD.

The VPM. It should be:

 

000000

000000

000000

000000

 

But sometimes, it just goes to:

0

0

0

0

 

Seems like maybe B2S-Server is allowed to modify it. Once, when I right-clicked on Backglass  (where I have the VPM ... on the left black-part) to see B2S options, it turned to the single-digits. And then it stays that way until you turn-off Exclusive Full-Screen mode and jack-around with it and F1-options.


Edited by Tesla, 15 June 2026 - 06:34 PM.


#259 wiesshund

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Posted 15 June 2026 - 11:04 AM

 

 

1. I meant it still does a simulated trail on launch, and glow in right-hole-capture ... and I'm fine with all that. You still get a bit of "LocNar flashing/glowing" which is cool.

 

2. I'm not sure that one is a problem, but if it is, thanks. I'll Export it and fix it's max-level in Audacity.

 

What I'm talking about is after each ball drains and it counts-up your bonus-score. I looked through Sound-Manger and I could not find it.

I really think it's a ROM-sound and for some reason, it is not honoring the command to silence all ROM sounds at that point.

When you get another ball, the silence-command is honored again for a while.

 

3. OK, I suppose that is what it needs. I figured it was a DOF problem.

So, by "turn down the knocker sound" you mean ... Export from Sound-Manger, Edit, and re-Import?

 

I'll do whatever is required (because it is very annoying). Especially when the physical knocker is engaged (and not just the sound)

But I do wonder why all this is required. Who is this for? Seems like it should be fixed or at least make it an option. 

 

4. No, not the one-line score/status line in the DMD.

The VPM. It should be:

 

000000

000000

000000

000000

 

But sometimes, it just goes to:

0

0

0

0

 

Seems like maybe B2S-Server is allowed to modify it. Once, when I right-clicked on Backglass  (where I have the VPM ... on the left black-part) to see B2S options, it turned to the single-digits. And then it stays that way until you turn-off Exclusive Full-Screen mode and jack-around with it and F1-options.

 

 

2) 3) those are the sound names, score and knocker
Just change the level IN vpx in the sound manager, no need to export.

 

4) No idea then, that is solely VPM and freezy'sDMD Extensions (if enabled)

B2S server doesn't really write to VPM I do not think.

Nothing i created there.

 

Why dont you just make a custom backglass?

Grab the backglass to the classic table version to start

 

Rework a backglass image for a DMD area

the Classic backglass has the stock score display already on it.

Or if you have a dedicated DMD screen, just roll with the classic backglass


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#260 Tesla

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Posted 15 June 2026 - 06:56 PM

 

2) 3) those are the sound names, score and knocker
Just change the level IN vpx in the sound manager, no need to export.

 

 

 

Thank you sir.

 

So, I set knocker to -1.0 and it is now completely muted. Perfect, that issue resolved.

 

I can do the same for score, but it would be nice if it made that sound (during long tabulations) but at a lower volume.

I tried setting it at -0.950.

That seems to help, although for the first 0.5 seconds, it still seems to be at full volume.

It seems (maybe) that sounds set to "Backglass" are unusually loud. Maybe due to my SSF-7.1 setup?

 

I'll try -0.990 next or maybe an Export/Volume Change in Audacity/Import.

Or, maybe I'll just have to settle for completely-muted for now.

 

Finally, it's interesting to note that during the final tabulation (Ball 5) Score is completely silent. I think it's always been that way.

That is one of reasons why I was mistakenly thinking it was a ROM-sound for a while.


Edited by Tesla, 15 June 2026 - 09:14 PM.






Also tagged with one or more of these keywords: DOF, SSF, FSS, Taito, Rowamet, Brazil, Heavy Metal