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Airborne (Capcom)(1996)(Bodydump Jimmyfingers)(1.0)(FS) [VP 9.x Cabinet FS]

Airborne Capcom Bodydump Jimmyfingers BMPR 1996

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#1 bodydump

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Posted 13 December 2013 - 07:00 PM

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File Name: Airborne (Capcom)(1996)(Bodydump Jimmyfingers)(1.0)(FS)

File Submitter: bodydump

File Submitted: 13 Dec 2013

File Category: VP 9.x Cabinet Tables (FULL SCREEN)

Author(s): Bodydump
Jimmyfingers
Manufacturer: Capcom
Year: 1996
ROM: Link to ROM
Permission to MOD?: Yes, with approval


Well, here is Capcom's Airborne, finally. I believe I started redrawing the playfield in Sept. of 2011 and it was a long, sometimes painful, journey. Fortunately jimmyfingers joined me along the way helping me solve problems, teaching me many things about VP and making the table much better than I could have by myself. Thanks also to the following:
UncleWilly for his starter table, borrowed scripts and objects, and for inspiration from all his work.
Destruk/Tab for their original version of Airborne and for letting me use the Capcom emulation problem workarounds
JPSalas for some objects/scripts and for inspiring all authors with his work and sheer volume of releases (this table probably would have taken him 2 weeks)
Eala for his table objects which are always useful
Koadic for his awesome plunger and selector script
Player1 for the primitive drop target stuff and inspiration
RipleYYY and his son for play testing and suggestions (since I've never even seen the real table)
Grizz for telling me years ago to stop drawing Hyperspin wheels and redraw some playfields
Bent98 for making me believe I could actual pull this table off and for yelling at me when I wanted to quit
Fuzzel and Toxie for improving VP and for making the performance of the table increase without me doing anything
Thanks to anyone I forget and to all other table authors sacrificing all their free time to keep this hobby alive.

This is a fairly demanding table and will require a decent rig to run smoothly.

The Hyperpin media pack is included. Thanks to bitupset for the instruction card from his pack for the old table


Click here to download this file



#2 Sheltemke

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Posted 13 December 2013 - 07:20 PM

Finally!!!!! :)) Thank you so much friend!



#3 LoadedWeapon

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Posted 13 December 2013 - 07:32 PM

Merry Christmas to us! Man I been waiting for this myself... Thanks too everyone that helped release this!

#4 bent98

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Posted 13 December 2013 - 07:34 PM

This table kicks ass. It rivals any future pin table from an appearance perspective. Jimmy Fingers is the man. Table plays so damn nice. It's a friggen work of art. I will continue to yell at you Tom so the vp crowd can always get top notice tables from you. I mean you just started building and learning. It's real impressive what you've accomplished in such a short period of time. By the way expect some more amazing stuff coming soon. Sunset mod for the win. ;)

Edited by bent98, 13 December 2013 - 09:41 PM.


#5 arngrim

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Posted 13 December 2013 - 08:21 PM

Beautiful work guys, was waiting this one for a long time :)

 

for information, on the DOF config i added an E event on the table script:

 

Sub RailTrigger4a_Hit

StopSound "rail":Controller.B2SSetData 101,1:Controller.B2SSetData 101,0

StopSound "rail_low_slower"

StopRollingSound

dim finalspeed

  finalspeed=SQR(activeball.velx * activeball.velx + activeball.vely * activeball.vely)

  if finalspeed > 2 AND finalspeed < 8 Then 

'PlaySound "rail_low"

PlaySound "rail_low_slower"

elseif finalspeed >= 8 Then 

PlaySound "rail"

End if

End Sub

 

That is activating a strobe at the enter of the right ramp

 

There's something weird about the flippers that i noticed also on flipper football, the flipper solenoids are activated even outside of a game, don't know if it's possible to fix it?



#6 bolt

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Posted 13 December 2013 - 08:47 PM

Great table release. Looks very good.


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#7 bodydump

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Posted 13 December 2013 - 09:05 PM

There's something weird about the flippers that i noticed also on flipper football, the flipper solenoids are activated even outside of a game, don't know if it's possible to fix it?

 

The flippers are deactivated outside of the game in this table and in between balls.  I used UncleWilly's workaround from Big Bang Bar.  Where they don't deactivate is during a tilt.  In fact the bumpers, slingshot and flippers all work during a tilt.  Yet another Capcom emulation problem.  I'm sure someone can come up with a solution, just not me :)



#8 numiah

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Posted 13 December 2013 - 09:27 PM

Thank you so much to all involved in making this piece of wonder !


**Each pinball machine is a tiny universe... that we control.**


#9 arngrim

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Posted 13 December 2013 - 09:34 PM

The flippers solenoid are activated, anytime, but that's not a big deal, congratulations for this great release ;-)

#10 jimmyfingers

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Posted 13 December 2013 - 09:40 PM

This table kicks ass. It rivals any future pin table from an appearance perspective. Jimmy Fingers is the man. Table plays so damn nice. It's a friggen work of art. I will continue to yell at you Tom so the vp crowd can always get top notice tables from you. I mean you just started building and learning. It's real impressive what you've accomplished in such a short period of time. By the way expect some more amazing stuff coming soon. Sunset mod for on the win. ;)

Thanks for the nice words but to also point out, Tom had most of the BMPR and table physics dialed in nicely as a starting point and - phsyics wise - I mainly worked on some right ramp aspects, flipper physics, and overall game speed (i.e. he made it a lot easier and very close to what it is now mostly just by thoroughly following / copying the table object settings, general physics values and BMPR parameters using BBB as an example table).



#11 bodydump

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Posted 13 December 2013 - 09:51 PM

The flippers solenoid are activated, anytime, but that's not a big deal, congratulations for this great release ;-)

I see what you're saying.  I don't have feedback on my cab yet but I can see why them being active would be a problem.



#12 javier1515

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Posted 13 December 2013 - 10:57 PM

AWESOME!!


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#13 Pinball999

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Posted 13 December 2013 - 11:07 PM

Amazing table.. Love to see the ball's shadow when it's coming from the ramps. And the physics are perfect!

THANK YOU!



#14 bent98

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Posted 13 December 2013 - 11:28 PM

This table kicks ass. It rivals any future pin table from an appearance perspective. Jimmy Fingers is the man. Table plays so damn nice. It's a friggen work of art. I will continue to yell at you Tom so the vp crowd can always get top notice tables from you. I mean you just started building and learning. It's real impressive what you've accomplished in such a short period of time. By the way expect some more amazing stuff coming soon. Sunset mod for on the win. ;)

Thanks for the nice words but to also point out, Tom had most of the BMPR and table physics dialed in nicely as a starting point and - phsyics wise - I mainly worked on some right ramp aspects, flipper physics, and overall game speed (i.e. he made it a lot easier and very close to what it is now mostly just by thoroughly following / copying the table object settings, general physics values and BMPR parameters using BBB as an example table).

You are right Jim. I had the pleasure of playing many revisions of this table for the past year and it played well with Toms bmpr settings but after receiving your final physics tweaks it really put the cherry on top. The ramp shots as so realistic and just the way the ball travels through the ramp is incredible. It really sets the mark as a gold standard for tables going forward. People can't appreciate what you do sometimes because they don't get to see how table transforms from revision to revision but I can say first hand it was an incredible effort.

Also there was a big difference with frame rate from win Xp to win 7. Tom made a bunch of tweaks that really help and you seemed to squeeze out a lot more fps with your addition optimizations. Thanks for that as playing this table with DOF needs every bit of optimizations to ensure smooth play.

#15 htamas

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Posted 13 December 2013 - 11:59 PM

An amazing table, thanks for all the hard work to everyone involved.

 

I got some interesting glitch when all of a sudden several plastics disappeared. The ball was about to drain through the left outlane, I tried to nudge the table to save the ball and then this showed up (I lost the ball of course :)). The table didn't tilt, and I couldn't replicate this yet, so I wonder if this is just a one-time occurrence. I had to exit VP and restart the table because after this happened, the ball wasn't visible anymore. Did anyone else experience the same?

 

Attached File  airborne_glitch.jpg   184.65KB   11 downloads



#16 htamas

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Posted 14 December 2013 - 12:17 AM

Also, even if the table runs normally, it appears to be missing some plastics (compared to the screen shot in the included media pack of the archive). Like the one with '40' at the right ramp. This is with the latest VP 9.2 rev. 786. Anyone else having the same problem?

 

Attached File  airborne_missing_plastics.jpg   184KB   13 downloads

 

 



#17 bent98

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Posted 14 December 2013 - 12:19 AM

Try running it with 784

#18 LoadedWeapon

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Posted 14 December 2013 - 12:28 AM

works great with r780 :)



#19 htamas

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Posted 14 December 2013 - 12:32 AM

Try running it with 784

 

Indeed, that fixed it! Thanks.



#20 naboodiver

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Posted 14 December 2013 - 04:15 PM

I would like the game to be louder.   I can't seem to make the volume louder (or softer).    I open coin door and can get the "set volume" to come up using the flippers on the DMD but the - + buttons don't seem to do anything to the volume.    What am I missing?  Thanks for the help.







Also tagged with one or more of these keywords: Airborne, Capcom, Bodydump, Jimmyfingers, BMPR, 1996