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Phantom of the Opera [VP 9.x Desktop]

data east phantom poto opera desktop LH Lord Hiryu rob046 Mod 1990

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#1 rob046

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Posted 07 March 2013 - 03:25 AM

index.php?app=downloads&module=display&s

File Name: Phantom of the Opera
File Submitter: rob046
File Submitted: 06 Mar 2013
File Category: VPinMAME 9.x Recreations
Author(s): Lord Hiryu
rob046 (Mod)
Manufacturer: Data East
Year: 1990
ROM: Link to ROM
Media Pack: Link to Media Pack
Permission to MOD?: Unspecified

See txt file in zip to learn how to increase game volume

 

Table is 16:10 aspect ratio by default, for...
4:3 set x-scale to 1.087
16:9 set x-scale to .815
 
Thanks to LH for allowing a mod on this table that he spent lots of time on & was a nice improvement over prior POTO's.  I had a few things I wanted to achieve with this.  Most importantly is get all bugs fixed on the table, add missing things & get it functioning 100%.  & get it updated to newer VP9 standards.
Also, polish things up a little with graphics & details.  Lastly to tune up the physics.  Thanks also to JimmyFingers for helping me troubleshoot an issue & also his tweaked B2B & flipper tap code is used.

I'll try to list some of the more noteworthy details here.  1 of the big changes is to the ball size, & thanks to updated B2B code from JF it was made easier to do this.  A ball change of this magnitude was likely never done before on a VPM table, so please report any bugs.  This table was created with too large a table size, which makes the ball look too small & can also affect how the game plays.  This hack increases ball size by 1.2x, which is quite a bit.

Next, a few pretty major bugs were found & fixed.  Previously, 3 ball multiball wouldn't work at all & if you kept hitting the organ you would be stuck forever in 2 ball.  2 of the 3 organ standups would only register once which prevented organ from opening a 2nd time the standard way.  The 2 ramp switches were reversed.  Numerous rollover switches wouldn't register when rolled over.  These things were all fixed, along with any other odds & ends I found along the way.

Pop Bumpers previously were always off & flashed when hit.  In real life, these are almost always on, but they will flash on/off when the GI lights also flicker.  This is a pretty neat effect on the table, & now it is enhanced since the bumpers are now synced up to the GI too.

I won't list all the changes & additions to visuals & objects..  Most notable is that transparent plastic areas are now properly transparent (alpha).  All new organ flap texture, & a nice ramp based animation for the opening & closing.  New backdrop image for desktop.  New ball image, but the old one is still available.  Flipper logos.
Koadic's new alpha plunger system is also installed.

Added a whole new, more detailed sound set.  Everything from rubber hits, to motor sound, to ball drops coming off the ramps, & others.  Existing sounds have at least been updated to my preferences, & missing sounds were added.
Another big change here is the addition of the B2B ball collision sounds, & I also use JF's most recent ball rolling code/sounds too.

Lastly with physics I attempted to dial things in as much as I could, though it was a little tougher to do that on this table, I'm guessing due to the table sizing issue & use of the increased ball size which also seems to add weight.  So I did my best to compensate for all of that.  While physics aren't 100% to my liking, they are still pretty good & definitely an improvement.

Both FS & desktop versions use new view settings that should be a bit better, & table is now angle independent.  FS now uses layback & looks a lot better.
Enjoy the table & please report any bugs or suggestions.

Click here to download this file


Edited by rob046, 16 March 2013 - 03:34 AM.


#2 rein1969

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Posted 07 March 2013 - 06:03 AM

Played a couple of games, first of all a fantastic update and the table looks great, just like the real one.

 

Psychics: the ball is a bit too heavy perhaps but fine gameplay

 

Sound: backgroundmusix is too low comparing to the loud voices 

 

End of game sequence (with the rolling music notes) is 10 times too slow and don't match with the organmusic

 

hope these are some helpful tips of this wonderful new mod, awesome table, well done!



#3 rob046

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Posted 07 March 2013 - 08:10 AM

Played a couple of games, first of all a fantastic update and the table looks great, just like the real one.

 

Psychics: the ball is a bit too heavy perhaps but fine gameplay

 

Sound: backgroundmusix is too low comparing to the loud voices 

 

End of game sequence (with the rolling music notes) is 10 times too slow and don't match with the organmusic

 

hope these are some helpful tips of this wonderful new mod, awesome table, well done!

 

The ball feeling too heavy is actually a side effect of the larger ball size (see table description).   It was actually a lot worse, but I thought I cancelled out a lot of it.  I think I say in the description the physics aren't quite as dialed in as they might be on other mods I do, but still pretty good.  I already took off some gravity to compensate a bit, & honestly I kind of think a heavier feeling ball is somewhat nice as VP often has too light balls.  So maybe that is why it feels heavier to you in comparison?  Though maybe I'll try lowering gravity even further.  But again, just keep that in mind.  I'm still pondering all this myself, so more feedback would be great if anybody has it.

 

See the FS thread regarding changing volume.   This is pinmame related, can't be changed from the vpt file.

The end of game sequence is also a pinmame issue that is out of my hands.  Luckily you can still just exit the game or start a new game while this is happening.  You can also add credits during this freeze up.  So its not a game breaker.

Thanks for the feedback :)


Edited by rob046, 07 March 2013 - 08:14 AM.


#4 bolt

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Posted 07 March 2013 - 09:54 AM

Thank you rob, great update.


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#5 bha19

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Posted 07 March 2013 - 11:35 AM

This is great since the table was unplayable before with all the bugs. I will try it tonight



#6 faralos

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Posted 07 March 2013 - 01:54 PM

wow that's a heck of a lot of changes!

 Great looking pin though and I can't wait to try it out

having never played the older version I can't really compare the two

 but who cares,  this one looks killer!

thanks for all that hard work redoing it Rob046!!


"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs


#7 mach2

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Posted 07 March 2013 - 03:56 PM

Thank you, great update, thanks too angle independent :)



#8 Pin-Pete

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Posted 07 March 2013 - 08:20 PM

Thanks for release,rob.Will try it right now. :D


Greetings:Petri


#9 bha19

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Posted 08 March 2013 - 12:21 AM

Is this compatible with VP 9.1.4 if so:

I don't know if this is a bug or a pinmame issue but I can't seem to light 2X, 3X, etc... all I get is the trap door feature. Mind you the local arcade that used to have this machine had the same issue.


Edited by bha19, 08 March 2013 - 12:22 AM.


#10 rob046

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Posted 08 March 2013 - 01:35 AM

Is this compatible with VP 9.1.4 if so:

I don't know if this is a bug or a pinmame issue but I can't seem to light 2X, 3X, etc... all I get is the trap door feature. Mind you the local arcade that used to have this machine had the same issue.

 

Good eye!  Thanks for reporting this.  If the real machine you mentioned did this, then a switch was broken.  Coincidence that it happened on this table.  This is a bug that I simply missed because I was always able to advance to 3x.  But the problem here was that LH failed to use a pulse switch for this kicker.  & so, it would enable the 1st time, but never turn off.  Other switches on the old table had a similar problem of not registering, but I did notice & fix those.

 

v2.02 is coming up shortly with the fix.  Also I will fix that glitch that a few people seem to have on the FS version.



#11 rob046

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Posted 08 March 2013 - 03:42 AM

UPDATE:

  • v2.02 - fixed a bug that bha19 noticed with the mirror shot where it wouldn't register after hit the 1st time.  Pretty big bug, thanks to him for finding it.
  • New ramp entrance flap.  I think the texture I used is from a JP table, so thanks to him for that.


#12 bolt

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Posted 08 March 2013 - 10:30 AM

Thank you for the quick update rob.


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#13 kiwi

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Posted 08 March 2013 - 05:41 PM

I have a glitch at the top of the table.
I have not changed the scale, I modified Y Offset to 37 instead of 30.
Thank you very much

 

Max



#14 rob046

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Posted 08 March 2013 - 08:31 PM

I have a glitch at the top of the table.
I have not changed the scale, I modified Y Offset to 37 instead of 30.
Thank you very much

 

Max

 

So this is happening on the desktop table too, but only for 1 person?  I may never understand why VP does what it does!

Are you using VP914?  That is what I built in.



#15 bha19

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Posted 09 March 2013 - 12:58 AM

End of game sequence (with the rolling music notes) is 10 times too slow and don't match with the organmusic

I know it sucks, but I suggest going into the operators menu and turning off the match feature since it takes forever and always has. I do like the match feature on my games but hate to wait especially if I get a high score and need to enter my initials which is after the match sequence.


Edited by bha19, 09 March 2013 - 12:58 AM.


#16 kiwi

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Posted 09 March 2013 - 07:38 AM

I have a glitch at the top of the table.
I have not changed the scale, I modified Y Offset to 37 instead of 30.
Thank you very much

 

Max

 

So this is happening on the desktop table too, but only for 1 person?  I may never understand why VP does what it does!

Are you using VP914?  That is what I built in.

Very strange that only happen to me.
Yes, I tried with VP914 and some revisions.

 

Max



#17 Ezepov

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Posted 11 March 2013 - 07:53 AM

Thanks. Plays good.


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#18 rob046

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Posted 12 March 2013 - 10:58 PM

UPDATE

v2.03 - New backdrop image thanks to darquayle, & this also allowed me to make a nice mask animation on the backdrop, & that reel is now added.  Very cool!

New, more intense flasher effects.

Fixed a wall that was sometimes preventing the ball from making a smooth turn on the upper left ramp.  A few other small physics tweaks & more quiet (realistic) rubber hit sound.

Uses updated code for ball sizing that works with koadic's new vbs files.



#19 bolt

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Posted 12 March 2013 - 11:07 PM

Thank you for this nice update.


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#20 cmd

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Posted 12 March 2013 - 11:11 PM

I have a glitch at the top of the table.
I have not changed the scale, I modified Y Offset to 37 instead of 30.
Thank you very much

 

Max

 

So this is happening on the desktop table too, but only for 1 person?  I may never understand why VP does what it does!

Are you using VP914?  That is what I built in.

Very strange that only happen to me.
Yes, I tried with VP914 and some revisions.

 

Max

 

It does it on my computer too. Had to change inclination to 50. VP914.

 

cmd.







Also tagged with one or more of these keywords: data east, phantom, poto, opera, desktop, LH, Lord Hiryu, rob046, Mod, 1990