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Tokimeki Forever VP9 WS


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#1 Neo

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Posted 02 February 2012 - 03:31 AM

Tokimeki Forever VP9 WS



Version: 2.0.2
Category: VP 9.x Originals

Author(s): Neo

Description:
Tokimeki Forever With You for VP9
Double Potions Pinball Productions Presents
Tokimeki Forever With You VP9
Visual Pinball Table DPT-9004, Version 2.0.2
Version Date: 2/1/2012
Table Design and Script by Neo (2004,2008)

Based on the Tokimeki Memorial Forever With You console game produced by Konami of Japan.

Game music taken from the Japanese CDs Tokimeki Memorial Sound Collection, and from the Tokimeki Memorial OVA soundtrack.

This table was produced by a fan for fans of the series, anime in general, and pinball, in an effort to show appreciation
for this series, and to recognize the 10th anniversary of the game series. No infringement of any copyright holders is intended. This table is meant for free download by one and all and should not be sold in any form by anyone.

Please ask for my explicit permission before modifying this table for public release. Personal mods for your own use are
okay, but unauthorized mods will not bode well with me. This table is released with only Save As Protected locked out.

That being said, let's get on with it :-)

Updates Since 2.0.1
- Addressed issue with YUKO drop targets after multiball
- Implemented fix to ensure the loop values/extra balls are reset if you won one during the previous ball

This table is released with Widescreen monitors in mind. If you're running a 4:3 desktop, you can make it look better by going into the backdrop settings in the editor and changing the X-Scale to 1.

View File

Submitted by Neo, on Feb 1 2012, 11:31 PM

Edited by Neo, 04 March 2012 - 01:01 AM.

-Neo
VPX Tables Completed: Hextech 1.2, Crazy Cats Demo Derby 1.1; Zone Fury VPX 1.0
"Some say his tears are adhesive, and that the dark outline around his nipple matches the Nurburgring...All we know is he's not the Stig, but rather, the Stig's pinball-playing cousin."


#2 rob046

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Posted 02 February 2012 - 11:06 PM

Cool, it looks like all your originals are now VP9'd, right? You have plans for any new tables?

#3 Itchigo

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Posted 02 February 2012 - 11:15 PM

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#4 Neo

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Posted 03 February 2012 - 02:48 AM

QUOTE (rob046 @ Feb 2 2012, 05:06 PM) <{POST_SNAPBACK}>
Cool, it looks like all your originals are now VP9'd, right? You have plans for any new tables?


Heh...I know, I know...all I've been doing are updates/conversions (I bet some people are thinking, "what good are those, right?" smile.gif "he should be building new stuff, not updating old stuff" smile.gif )

I kinda like the old stuff though smile.gif Updating the old stuff I found is a pretty easy way to get back into VP after a layoff.

Actually, there is one that hasn't been converted to VP9 yet (Yu-Gi-Oh). It will be but I'm not in any real hurry to finish it.

I do have plans for new tables. I just hope I can stay interested in VP enough to finish one of the light-based display templates I'm working on and use it to actually build a new table. After this template, my next table is going to be a new one based on the Zone game mode from one of my all-time favorite PS3 games, Wipeout HD. Haven't really started it (I've drawn up a playfield on paper, though), and I don't have all the rules/scoring hammered out yet, but the idea is something like this.

If you're never played Wipeout HD, it's a futuristic anti-gravity race game best played to techno/house music. In Zone mode, the goal is to last as long as possible. You start out doing laps on the track, and each Zone is 10 seconds. With each Zone your ship will go faster and faster, and at certain named Zones, the handling of your ship is improved to better handle the constantly increasing speed.

In this pinball rendition (which I'm currently calling "Own the Zone," you'll start out at Zone 0 (Sub-Venom), and the goal is to try to work your way up to Zone 75+ (Supersonic) and beyond. The named Zones will be the same as in Wipeout HD. You'll advance Zones with ramp shots (1 or 2 Zones per shot), certain properties of the targets will change as you advance through the Zones, and the flipper settings will also change with the named Zones. The table will have much of the usual pinball stuff (targets, bumpers, multiball, extra balls, specials, multipliers, and so on). I don't know if I can recreate the sheer speed of the actual game in the table, but I think it would be a cool theme for a pinball.

Take Care

-Neo
VPX Tables Completed: Hextech 1.2, Crazy Cats Demo Derby 1.1; Zone Fury VPX 1.0
"Some say his tears are adhesive, and that the dark outline around his nipple matches the Nurburgring...All we know is he's not the Stig, but rather, the Stig's pinball-playing cousin."


#5 rob046

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Posted 03 February 2012 - 04:40 AM

QUOTE (Neo @ Feb 2 2012, 09:48 PM) <{POST_SNAPBACK}>
Heh...I know, I know...all I've been doing are updates/conversions (I bet some people are thinking, "what good are those, right?" smile.gif "he should be building new stuff, not updating old stuff" smile.gif )

I kinda like the old stuff though smile.gif Updating the old stuff I found is a pretty easy way to get back into VP after a layoff.

Actually, there is one that hasn't been converted to VP9 yet (Yu-Gi-Oh). It will be but I'm not in any real hurry to finish it.

I do have plans for new tables. I just hope I can stay interested in VP enough to finish one of the light-based display templates I'm working on and use it to actually build a new table. After this template, my next table is going to be a new one based on the Zone game mode from one of my all-time favorite PS3 games, Wipeout HD. Haven't really started it (I've drawn up a playfield on paper, though), and I don't have all the rules/scoring hammered out yet, but the idea is something like this.

If you're never played Wipeout HD, it's a futuristic anti-gravity race game best played to techno/house music. In Zone mode, the goal is to last as long as possible. You start out doing laps on the track, and each Zone is 10 seconds. With each Zone your ship will go faster and faster, and at certain named Zones, the handling of your ship is improved to better handle the constantly increasing speed.

In this pinball rendition (which I'm currently calling "Own the Zone," you'll start out at Zone 0 (Sub-Venom), and the goal is to try to work your way up to Zone 75+ (Supersonic) and beyond. The named Zones will be the same as in Wipeout HD. You'll advance Zones with ramp shots (1 or 2 Zones per shot), certain properties of the targets will change as you advance through the Zones, and the flipper settings will also change with the named Zones. The table will have much of the usual pinball stuff (targets, bumpers, multiball, extra balls, specials, multipliers, and so on). I don't know if I can recreate the sheer speed of the actual game in the table, but I think it would be a cool theme for a pinball.

Take Care


Yeah I totally agree about doing updates. I had gone a few years without really messing with VP, then when I checked back in VP9 was really taking off, & to me VP8 was still new & I never got around to messing with that, so a lot of catching up I had to do. I was super excited about VP9 & all the possibilities, & that was before alpha ramps got added! However, it also meant that there was some new stuff I'd need to learn to get up to speed & learn how to optimize for VP9 to take full advantage of it. Especially all the new physics settings, lots of stuff there to figure out.

I had plans to do tables from scratch, but I wasn't ready yet, so I decided it would be a good idea to maybe just shake some rust off by updating some old tables & doing some mods. So I did just that, & even still I feel like I got a ways to go but its a good starting point for doing some stuff from scratch.
I think it does just take time to really master the editor properly.

Guys who have been messing with VP9 since it came out really seem to be kicking ass with it now. I mean, I was just looking at Whitewater & what JP was able to do in the editor to make that game look so great is pretty astounding. The upper area of the table in the editor looks like a nightmare! Just so many things had to be stacked & layered. It hurt my brain trying to figure out what methods he uses to pull off some of that. But I guess if you spend enough time with anything you'll start to perfect it.

Anyhow, I'm very familiar with Wipeout HD. I don't play it a ton because I don't really get to game that often, but I fire it up when I can, & I think it is one of the best arcade type racing games ever. & I like racing games & have played/tried a ton of them. GT5, Forza 4, Burnout, Need 4 Speed, DiRT, Ridge Racer 7, & others. I like the sims, but I also like to mix in good arcade type racers & these days there aren't as many. I was hoping for a cool, futuristic, modern day F-Zero type of game in 1080p... then Wipeout HD came out & was exactly what I was looking for. & I'm glad it was so well made too. Visually it has to be one of the more stunning games I've ever played with the 1080p on my 47" LCD HDTV.

So I absolutely see all sorts of things you could do with a pinball themed after this game. Very good idea. I'm actually surprised we don't see more originals based on some of the more popular console games. I kinda wish Stern would do a real life one because there are no shortage of amazing franchises & games out there these days to draw from that could make for amazing pinball games. Maybe when Stern starts doing LCD displays we'll see some game themes? That might make sense.
Good luck with this, I'm anxious to see what you can do with a great idea & starting from scratch in VP9, it should turn out great, & there aren't enough great new originals coming out these days. I think some people get lost in all the recreations, but for those who take the time to check some originals out, they might agree with me that there is nothing better than a high quality original VP table. They certainly have the ability to be just as fun & good looking (if not more so) than any recreation.

#6 Sabbat

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Posted 06 February 2012 - 02:12 PM

Hey Neo, I came across a small bug, but not game breaking today.

I had multiball, and well I lost it and when multiball ended I was able to shoot my ball up into the top right hole before the inline drops popped back up. My ball shot out of the kicker falling onto the drop targets, knocking each one down lighting the lock automatically for me again. However the drops came back up a 2nd time so even though the lock was lit, i had to earn it again.

Then I also earned an extra ball with the loop's. on my next ball, the loop was still lit for an EB which made it easy to get a 2nd one, on my ball after that. The loop value went back to 10,000 (or whatever it is) like i thought it should.

Thanks for the games!
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link

#7 Neo

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Posted 06 February 2012 - 03:26 PM

Okay, I always knew the bit with the drop targets was possible and I thought I fixed it. I'll have to look at that again. Usually I'm not fast enough to put the ball in those kickers just after the multiball ends.

I thought I also had the loops sorted ...This is one I haven't been able to recreate. I did change it from the VP8 version slightly to make it so if you got to the 150K level, and didn't get the EB, it wouldn't reset the loop value until after you did get the EB.

What it's supposed to do is this...

When you reach the 150K/EB level, and you don't actually get an extra ball in that ball-in-play, it's supposed to deactivate the extra ball but keep the 150K light flashing on the next ball-in-play. Then the EB would relight if you make one lit loop. It's supposed to light the EB if you make one loop at the 150K level.

If you do get an extra ball, the extra ball deactivates, the 150K/EB will remain steady on (all loops the remainder of the current ball would still score 150K, but you'll only get the one extra ball in the current ball), and it's supposed to reset back to 10,000 on the next ball. I'm not sure how well I can recreate it, but if something like that is happening, then there's something I should have had reset that is not. I think I have an idea as to what it could be though. It'll be difficult to test when I haven't been able to recreate it.

But yea, these are annoying but they don't really break the game so it should be fine until I get a fix out there.

BTW Freddie I do have a score for ya to try to beat on this (if you haven't already that is): 36,936,710

-Neo
VPX Tables Completed: Hextech 1.2, Crazy Cats Demo Derby 1.1; Zone Fury VPX 1.0
"Some say his tears are adhesive, and that the dark outline around his nipple matches the Nurburgring...All we know is he's not the Stig, but rather, the Stig's pinball-playing cousin."


#8 kiwi

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Posted 04 March 2012 - 08:57 AM

Good table .
I saw the ball jump into the right InLane , this is because the switch has the option Collidable activated .
This creates no problem and is easy to fix.
The left InLane/OutLane and Saki switches are OK , all other switches have the option Collidable enabled (Right In/OutLane , LoopSwitch1,2,3,4).

Thanks

Max

#9 Neo

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Posted 04 March 2012 - 03:52 PM

Yea, I didn't really notice it but that's a real easy thing to sort. Just select all those switches and uncheck the collidable box.

The main thing this update was trying to fix is an issue (which I haven;t been able to recreate myself) where it keeps the extra ball lit after earning one. I had an idea as to what it could be and I put in a fix but I can't be 100% sure if that sorted it.

-Neo
VPX Tables Completed: Hextech 1.2, Crazy Cats Demo Derby 1.1; Zone Fury VPX 1.0
"Some say his tears are adhesive, and that the dark outline around his nipple matches the Nurburgring...All we know is he's not the Stig, but rather, the Stig's pinball-playing cousin."