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NBA FASTBREAK (4/3 VP912)


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#1 bmiki75

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Posted 26 June 2011 - 09:50 PM

NBA FASTBREAK (4/3 VP912)



Version: 2.0.5
Category: VPinMAME 9.x Recreations

Author(s): bmiki75

Description:
NBA FASTBREAK redraw from scratch New plastic (home made) New playfield imageNew 4 step LightNew 8 step GI LightIt is a completely new pinball table.Plase post here every bug to help me solve.
Sorry I have Forgot to delere block on lane and flipper.Reupload without block.
I f you do not want to redownload delete the block

v2.0.5
-I hope to have solved ball stuck over rebound ramp.
-Added Target animation
-Added Bumper animation
-Minor bug fix
v2.0.4
Delete aprom ball because it cause a lot of shuttering. If someone want to add it to test decomment these lines:
'Dim ApronBall
'Set ApronBall =BackBall.CreateSizedBall (12)
'ApronBall.Color = RGB(225,184,113)
'BackBall.Kick 90,3
'BackBall.Enabled = False

Thanks a lot to PinballDork for bug discovery and home made video he send me to understand real pinball behaviour.
Bug Fixed:
1)the left ramp. The ball got stuck on the transition between the plastic and metal. And the ball went under the ramp at the same place. When the diverter is down, the ball will often fall back down.
the ball has a hard time going up both ramps.
SOLVED
2)The right orbit: when the ball comes down it should go to the right flipper, yours has a scoop.
SOLVED MOVED METAL LANE
3)Flippers: the center shot is almost too easy to make while the other ramps and outer lanes are difficult. One of the easier shots should be the left orbit, witch I have a hard time hitting on this vp.
SOLVED CHANGED FLIPPER PHYSICS
4)The paint (upper area); The ball should pass between holes- 1 at a time.
SOLVED CHANGES STRENGHT OF KICKER
5)Center shot: When the ball misses the basket, when it falls it should hit one of the 4 kickers about 95% of the time:
SOLVED ENLARGED MAGNET
6)I'm also getting some stutter on the game.
SOLVED DELETED BACKBOX BALL

Thansk also to mwong168 and unclewilly

v2.0.3
Added trasparency to ramps and some plastic missing.

v2.0.1
Redraw all playfield from scratch
Changed playfield images
Redraw by hand all plastic.

View File

Submitted by bmiki75, on Jun 26 2011, 05:50 PM

Edited by bmiki75, 26 June 2011 - 10:28 PM.

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#2 bolt

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Posted 26 June 2011 - 10:01 PM

Thank you very much for the 4:3 version.

Hi bmiki75,

you forgot to delete the wall between the flipper.

Edited by bolt, 26 June 2011 - 10:09 PM.

Posted Image

#3 TheMcD

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Posted 26 June 2011 - 10:07 PM

Ooooh, this does look a hell of a lot better than the first one.

You DID remove the outlane/drain blockers from the table, right? Right?

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#4 bmiki75

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Posted 26 June 2011 - 10:14 PM

QUOTE (TheMcD @ Jun 27 2011, 12:07 AM) <{POST_SNAPBACK}>
Ooooh, this does look a hell of a lot better than the first one.

You DID remove the outlane/drain blockers from the table, right? Right?

The McD

I'm an idiot. Worship.gif
Every time i forgot to delete the blocking wall used during long gameplay test.
I'm uploading a new one without block.

Uploaded version without testing block

Edited by bmiki75, 26 June 2011 - 10:29 PM.

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#5 TheMcD

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Posted 26 June 2011 - 10:37 PM

It happens to the best of them. I recall Scapino's Creature table having the outlane blocks in there as well - caused a fairly hilarious moment when somebody uploaded a highscore of that table with the blockers clearly visible.

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#6 FDSystems

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Posted 26 June 2011 - 11:59 PM

Looks great, but unfortunately too much stutter to keep it otvwimper.gif sad.gif

You are the new Scapino!!! biggrin.gif whistle.gif wink.gif dblthumb.gif

Edited by 1234fd, 27 June 2011 - 12:01 AM.

From Brasil. Updated version of 1234fd



#7 ta2686

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Posted 27 June 2011 - 02:25 AM

Thanks for the desktop version bmiki75!

Looks great! Will give it a run later this week.
Need to set or reset replay levels on a particular table? These guides will help you:

For Non-DMD tables: Guide to reset replay levels on non-DMD tables

For DMD tables: Guide to set replay levels on DMD tables

Need to change the number of balls per game on a particular table? These guides will help you:

For Non-DMD tables: Guide to set number of balls per game on non-DMD tables

For DMD tables: Guide to set number of balls per game on DMD tables

Need to adjust the volume on DMD based tables? This guide will help you:

Guide to adjust volume on DMD tables

An alphabetical listing of VPM emulated tables with their MPU and links to their specific replay level, balls per game and volume adjustment procedures can be downloaded as an Excel spreadsheet from this link:

Excel Spreadsheet of VPM emulated tables

#8 humid

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Posted 27 June 2011 - 02:41 AM

Not very much stutter here. A very fun table to play in VP9. Thanks for the updates and tweaks to make it more authentic.
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#9 tguittar

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Posted 27 June 2011 - 05:05 AM

I love this table...It plays really good but it looks so flat on my computer. Is there certain graphic changes I need to make? I love the table though. Great job.....


#10 rob046

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Posted 29 June 2011 - 01:01 AM

QUOTE (tguittar @ Jun 27 2011, 01:05 AM) <{POST_SNAPBACK}>
I love this table...It plays really good but it looks so flat on my computer. Is there certain graphic changes I need to make? I love the table though. Great job.....


Actually I thought this one didn't look quite as flat as some of the other FS converted tables, though you can still tell this is a FS conversion. Make sure you are playing this in 4:3, not widescreen, else it probably will look more flat (like his screenshot which is obviously in widescreen even though it is a 4:3 table). I've seen this a few times lately, & I think authors might want to try harder to create proper screenshots so that they don't mislead people into thinking a 4:3 table was meant for WS.

@bmiki75...
Can this game even be properly played without the backglass mini table? I feel pretty sure that it is needed to properly play this game & is a main feature of the game. Old versions of this table had it, they just put it on the side. I see the apron version is disabled. I think it would be better than nothing to enable that again even though I'd like to see a larger version on the side. Even if it hurts performance, I think it is too important a part of the real game (& recreation) to just leave off. If it hurts performance that much, maybe release 1 version with it and 1 version without it?

btw, when the game launches, it says the table is by "Aurian". He is the coder of the old version & you left at least this part of his code in the table. To be safe you might want to credit him or thank him for letting you use his code.

Edited by rob046, 29 June 2011 - 01:05 AM.


#11 bmiki75

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Posted 29 June 2011 - 12:34 PM

I have asked Aurian permission for the first release of this pinball and thanked him.
This is an upgrade of a previous version made by me last year.
You can add Apron ball just uncomment this part :
'Dim ApronBall
'Set ApronBall =BackBall.CreateSizedBall (12)
'ApronBall.Color = RGB(225,184,113)
'BackBall.Kick 90,3
'BackBall.Enabled = False

It hurt perfomance a lot on my pc so i prefer to delete it.
The gameplay is quite the same because even you do not see the ball you activate the basket moving flipper.
I am thinking a different animation and i'm waiting Dual monitor support to integrate this feature in backglass.



QUOTE (rob046 @ Jun 29 2011, 03:01 AM) <{POST_SNAPBACK}>
QUOTE (tguittar @ Jun 27 2011, 01:05 AM) <{POST_SNAPBACK}>
I love this table...It plays really good but it looks so flat on my computer. Is there certain graphic changes I need to make? I love the table though. Great job.....


Actually I thought this one didn't look quite as flat as some of the other FS converted tables, though you can still tell this is a FS conversion. Make sure you are playing this in 4:3, not widescreen, else it probably will look more flat (like his screenshot which is obviously in widescreen even though it is a 4:3 table). I've seen this a few times lately, & I think authors might want to try harder to create proper screenshots so that they don't mislead people into thinking a 4:3 table was meant for WS.

@bmiki75...
Can this game even be properly played without the backglass mini table? I feel pretty sure that it is needed to properly play this game & is a main feature of the game. Old versions of this table had it, they just put it on the side. I see the apron version is disabled. I think it would be better than nothing to enable that again even though I'd like to see a larger version on the side. Even if it hurts performance, I think it is too important a part of the real game (& recreation) to just leave off. If it hurts performance that much, maybe release 1 version with it and 1 version without it?

btw, when the game launches, it says the table is by "Aurian". He is the coder of the old version & you left at least this part of his code in the table. To be safe you might want to credit him or thank him for letting you use his code.


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#12 rehab

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Posted 29 June 2011 - 06:43 PM

Thanks a lot!

#13 Inderman

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Posted 03 July 2011 - 01:21 AM

First of all, thousand thanks bmiki75 for your time and talent recreating this great table.

And now, it's me doing something wrong or the "In the paint" magnets are not working correctly? I mean, only the first game I play after starting the table from the editor the magnets works correctly, and only two or three times as much. After that, the kickers never catch the ball. I don't remember to have to do anything special in the real table for this purpose.

No one suffers the same problem?

Thanks,


Inderman

#14 bmiki75

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Posted 03 July 2011 - 11:45 PM

QUOTE (Inderman @ Jul 3 2011, 03:21 AM) <{POST_SNAPBACK}>
First of all, thousand thanks bmiki75 for your time and talent recreating this great table.

And now, it's me doing something wrong or the "In the paint" magnets are not working correctly? I mean, only the first game I play after starting the table from the editor the magnets works correctly, and only two or three times as much. After that, the kickers never catch the ball. I don't remember to have to do anything special in the real table for this purpose.

No one suffers the same problem?

Thanks,


Inderman

I have never had this problem but i'll try to investigate it. Sometimes i have noticed a missing catch but not frequent.

Please try to delete nvram in pinmame folder\nvram named:
nbaf_31.nv
And also try to delete regystry entry looking for nbaf_31 and delete all

Hope this solve
Mik
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#15 user42

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Posted 23 August 2011 - 06:48 PM

QUOTE (bmiki75 @ Jul 4 2011, 12:45 AM) <{POST_SNAPBACK}>
QUOTE (Inderman @ Jul 3 2011, 03:21 AM) <{POST_SNAPBACK}>
First of all, thousand thanks bmiki75 for your time and talent recreating this great table.

And now, it's me doing something wrong or the "In the paint" magnets are not working correctly? I mean, only the first game I play after starting the table from the editor the magnets works correctly, and only two or three times as much. After that, the kickers never catch the ball. I don't remember to have to do anything special in the real table for this purpose.

No one suffers the same problem?

Thanks,


Inderman

I have never had this problem but i'll try to investigate it. Sometimes i have noticed a missing catch but not frequent.

Please try to delete nvram in pinmame folder\nvram named:
nbaf_31.nv
And also try to delete regystry entry looking for nbaf_31 and delete all

Hope this solve
Mik


I seem to have the same issue. I am lucky if it grabs the balls 1% of the time.... I checked and I do not have a nbaf_31.nv file and I don't really know how to check the registry.

I also agree with rob046 that the missing back glass playfield does detract from the recreation but I can understand why you left it off.

Anyways, thanks for the great table and all your hard work on it.


#16 user42

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Posted 05 September 2011 - 06:58 PM

I got it working (mostly...)!

First, back story. I have never used hardware rendering because every time I tried to, it looked like crap. Someone pointed out that some ATI cards need to run 16 bit to be able to run hardware rendering. So I switched to 16 bit w/ HR and things look better than ever.

Interesting thing is that the switch seems to have also fixed some of the issue with the "in the paint" kickers. They are grabbing the ball 75% of the time now.

But now I have another problem. Twice now I have had a ball not exit the shooter lane when it should (once during multiball and once while trying to first launch). The plunger only gives you one try and then goes dead after that. I assume that the real machine's plunger is like that too... So I wait for all the kickers and plunger to fire (when the table thinks a ball is stuck). Here is where it gets buggy, once the table starts kicking it just shoots a steady stream of balls non-stop, even after "Game Over". The only way to stop it is to restart the table.

Edited by user42, 05 September 2011 - 07:23 PM.


#17 Wade

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Posted 14 February 2013 - 05:53 PM

The main graphic in the center of the table looks washed out or somehow "over-exposed" when I play this table. It seems to play fine but the whole center area of the table is nearly pure white with faint colors showing hints at the graphics they are supposed to be.

 

Has anyone else encountered this issue. I know its not right because it doesn't match the screenshot of the game.

 

I'm running a soon to be released version of VP (build 435). Could that be causing it? If so, it doesn't affect any other table.

 

Thoughts?