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Super Mario Bros VP9 V1.2
Started By
1up
, Jul 09 2010 11:26 AM
71 replies to this topic
#21
Posted 10 July 2010 - 01:16 AM
Thanks 1Up and U.W for a great table and the 4:3 conversion. I hadn't played the previous version for quite some time, this version has certainly grabbed my attention. I'll be playing it often and enjoying it's charm much more frequently. The castle effects are excellent.
I tawt I gawt a weepway
#22
Posted 10 July 2010 - 01:28 AM
ok, for everyone not sure what rom to use, it uses the "smb" rom. http://www.vpforums....u...il&f_id=369
as for the viewing angle, now that i know what everyone prefers i'll do it like that on the next table
. i guess we set the viewing angle like this because any lower view and the pre-rendered images (castle and yellow pipe) were starting to look a little funny.
and TuNk77, arghh
, i thought we fixed that. will see what the issue is and get that fixed.
as for the viewing angle, now that i know what everyone prefers i'll do it like that on the next table
and TuNk77, arghh
#24
Posted 14 July 2010 - 12:00 AM
I too have trouble with the ramp sometimes. For me it is as if I don't make the perfect shot the ball does not have a smooth motion and comes back down the ramp. It is almost as if there is a wall there blocking the middle of the ramp. I hope I was clear in my explanation
Edited by bha19, 14 July 2010 - 12:01 AM.
#25
Posted 14 July 2010 - 12:54 AM
I came across a glitch in the FS version today. I shot up the left yellow ramp, and my ball got stuck in the wall where the white light is next to the yoshi decal.
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link
#27
Posted 14 July 2010 - 02:05 PM
You have no idea how long I've been waiting For this. Being a video game lover, The 2 mario pinball machines are a Collector's dream... And you just re-created one of them for the BEST pinball simulator Out there. I can't thank you enough, 1Up and U.W. Now to go play the heck out of it armed with my Hotrod Arcade controller.
#28
Posted 15 July 2010 - 12:10 PM
to all the guys that have mentioned the ball getting stuck in the yoshi ramp, are you using the 1.1 version? i was hoping we fixed that issue in the update. if it did happen in the 1.1 let me know and i try and get it fixed.
and Allstarsonic, glad you like it
, i also am a video game fan, so my first attempt at a table had to be this one
and Allstarsonic, glad you like it
#30
Posted 15 July 2010 - 03:53 PM
KNOWN ISSUE: If the table is tilted while the ball is in the shooter lane, table will come up with a script error and will require the table to be closed and restarted.
-- this is directly related to the B2B collision code routines. If you remove the requirement for those then the game autoplunges the ball on tilt and it drains and you don't need to quit and restart the table. It puts another ball into the shooter lane for you if you have balls remaining in the game as it is supposed to.
I'm not sure why Ramp1615 is collidable unless you are counting on a few airballs from hitting targets or something?
Ramp1466 could be shaped better and you shouldn't need the two ramp helper triggers. If I had to guess I'd say the ball got stuck due to the odd differences in ramp friction settings, or more likely, the ball went airborne, hit the ramp above it and got stuck on the ramp right side wall. With better layout construction of that area you should be able to disable the collidable property of the ramps above your real ramps and the ball should be able to go smoothly through the area without needing to mess with elasticity on ramps or friction settings. From the looks of things you could probably set the right side wall physical height for that ramp all the way to the glass without impeding anything else - why is the glass height at 650? As a general rule of thumb, having the top glass height at 60 units above whatever the highest point the ball can reach is a good idea - as that provides a hard cap for where the ball is allowed to go. The ball can't go through the glass in VP9, so for this game 250 would be sufficient (~184+60).
-- this is directly related to the B2B collision code routines. If you remove the requirement for those then the game autoplunges the ball on tilt and it drains and you don't need to quit and restart the table. It puts another ball into the shooter lane for you if you have balls remaining in the game as it is supposed to.
I'm not sure why Ramp1615 is collidable unless you are counting on a few airballs from hitting targets or something?
Ramp1466 could be shaped better and you shouldn't need the two ramp helper triggers. If I had to guess I'd say the ball got stuck due to the odd differences in ramp friction settings, or more likely, the ball went airborne, hit the ramp above it and got stuck on the ramp right side wall. With better layout construction of that area you should be able to disable the collidable property of the ramps above your real ramps and the ball should be able to go smoothly through the area without needing to mess with elasticity on ramps or friction settings. From the looks of things you could probably set the right side wall physical height for that ramp all the way to the glass without impeding anything else - why is the glass height at 650? As a general rule of thumb, having the top glass height at 60 units above whatever the highest point the ball can reach is a good idea - as that provides a hard cap for where the ball is allowed to go. The ball can't go through the glass in VP9, so for this game 250 would be sufficient (~184+60).
Build a fire, vipers love the heat.
#33
Posted 16 July 2010 - 02:28 PM
thanks to destruk, the few issues on this table have been fixed, and also i have "finally" found out the source of the issue with the ball getting stuck or getting knocked back down on the yoshi ramp, had to do with the wire ramp above.
anyway, i want to keep testing the table for a little bit more just to make sure everything is ok and there is nothing else and the next update should be the final one.
anyway, i want to keep testing the table for a little bit more just to make sure everything is ok and there is nothing else and the next update should be the final one.
#35
Posted 26 July 2010 - 03:18 AM
Wow, thanks for these tables, guys! My brother had this pin and it's really hard! This seems easier, but it may be just because I'm getting a lot better, after all, I have been playing a lot of VP lately - plus, I only had a chance to play the real pin a couple of times.
Nice job on the redrawn playfield. Looks super clean!
Nice job on the redrawn playfield. Looks super clean!
Edited by Centaur Machine, 26 July 2010 - 03:21 AM.
Guardian releases power orb
#36
Posted 19 August 2010 - 12:37 PM
sorry it's taken so long to get these updates done, been pretty busy the last few weeks. But all done now and hopefully these should be the last updates.
UPDATE 1.2
Table now loads the latest “smb3” rom. So you will need this rom for the table now.
The pre-configured nvram for the smb3 rom is also included in the zip file, so it will accept coins. Place this in your "nvram" folder of your VPinMAME installation.(Thanks to Destruk for this).
-Fixed a few script errors that were occurring (again thanks to Destruk for the fixes), you will no longer get a script error if you tilt the table.
-Fixed the red yoshi ramp again . So the ball will no longer get stuck anywhere on this ramp. (it was getting blocked from the wire ramp above, but is all fixed now
)
UPDATE 1.2
Table now loads the latest “smb3” rom. So you will need this rom for the table now.
The pre-configured nvram for the smb3 rom is also included in the zip file, so it will accept coins. Place this in your "nvram" folder of your VPinMAME installation.(Thanks to Destruk for this).
-Fixed a few script errors that were occurring (again thanks to Destruk for the fixes), you will no longer get a script error if you tilt the table.
-Fixed the red yoshi ramp again . So the ball will no longer get stuck anywhere on this ramp. (it was getting blocked from the wire ramp above, but is all fixed now
Edited by 1up, 19 August 2010 - 12:38 PM.
#38
Posted 19 August 2010 - 02:25 PM
Thanks for update. Very very good table.
But i still though can not see the loop shot is rewarding the 50.000 it should, acording to
the rules (if i understood correct).......
http://www.ipdb.org/.../mariobros.html



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