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Sorcerer UR/NF VP9.1.x High Res. and BMPR Physics MOD

Sorcerer High Resolution BMPR Physics

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#1 jimmyfingers

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Posted 09 October 2012 - 02:27 AM

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File Name: Sorcerer UR/NF VP9.1.x High Res. and BMPR Physics MOD
File Submitter: jimmyfingers
File Submitted: 08 Oct 2012
File Category: VP/VPinMAME 9.x - MOD Tables
Author(s): UncleReamus
Noah Fentz
JimmyFingers (High Res., reflections, and Flashers update, BMPR / Physics, and B2B MOD)
Manufacturer: Williams
Year: 1985
ROM: Link to ROM
Media Pack: Link to Media Pack
Permission to MOD?: No

High Res. and Ball Momentum Physics Routine (BMPR) MOD:

- High Resoltuion textures (from original but defunct link with original table posting - had them saved)
- Added B.M.P.R. routine, tuned all table physics / rubbers, and matched / compared extensively with PAPA.org video for various components
- Added B2B collision script / sounds
- Added Enhanced Rolling Sounds
- Added variable volume / strength based sounds for rubbers, flippers, and other table objects
- Variable flipper strength / tap routine added and enhanced (10 levels of strength) with also new drop catch assistance / momentary recoil adjustments
- New Flipper dampening routine to allow for better straight up table shots
- New bumper halos and base animations for GI
- New Flasher halos
- New side reflections (GI and flasher enabled)
- New ball shader routine for realtime ball image altering when GI is off
- Enhanced / optimzed alpha plunger routine
- Modified Noah's Ball image for choice of transparent or regular ball images
- Huge thanks to Noah for giving me permission to post this B.M.P.R. MOD as well as for updating and forwarding me a nice WS backdrop .psd

Notes:
1) Table looks absolutely amazing with AA and anisotropic filtering enabled (screen capture was taken with it on)
2) For WS settings set X-scale to .85 for 16:9 and .95 for 16:10
3) If changing the ball image make sure you also add a darker ball image with the same name but append the word "dark" at the end (or disable the BallShaded function calls in the GI section)
4) To compare with PAPA.org video (best for assessing physics and overall game play) set the view as 3,30,30,360,1(.75 fof WS),1,0,0)
5) Flipper catch extra coding included but is harder to execute / time on a slower moving table (see general post on the the additions to the flipper routine here: http://www.vpforums....wtopic=21431=)

Click here to download this file

Edited by jimmyfingers, 09 October 2012 - 02:32 AM.


#2 Slydog43

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Posted 17 October 2012 - 01:23 AM

Just played this "masterpiece" again for a few games. WOW really is such a close representation of a real table. Great job, thanks again.

Sorry I thought I was in the FS version, I'm sure this version plays equally as well.

Edited by Slydog43, 17 October 2012 - 01:24 AM.


#3 jimmyfingers

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Posted 17 October 2012 - 03:53 AM

Just played this "masterpiece" again for a few games. WOW really is such a close representation of a real table. Great job, thanks again.

Sorry I thought I was in the FS version, I'm sure this version plays equally as well.

Thanks man, It's good to know that the time spent on the BMPR, flipper, and dampening routines, as well as various areas of study and adjustments for the smallest details in game play, is being confirmed by people such as yourself with compliments and comparisons to a real table.





Also tagged with one or more of these keywords: Sorcerer, High Resolution, BMPR, Physics