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Elektra (Bally 1981) [Visual Pinball X]

Elektra (Bally 1981) Elektra

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#1 32assassin

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Posted 02 January 2016 - 09:31 PM

Posted Image


File Name: Elektra (Bally 1981)

File Submitter: 32assassin

File Submitted: 02 Jan 2016

File Category: VPX/VPinMAME Recreations

Author(s): 32assassin
Manufacturer: Bally
Year: 1981
Permission to MOD?: Unspecified


Artowrk by Francisco666  
I"m starting to think I ow this guy some money since I keep using his artwork
put it on my tab,  I have more on my WIP folder   :)
 
 
 


Click here to download this file


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#2 bolt

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Posted 02 January 2016 - 10:02 PM

Looks great, thank you for the table 32assassin.


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#3 Ben Logan

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Posted 03 January 2016 - 12:32 AM

Awesome! Will download and play tonight. Thanks, 32. :D

#4 STAT

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Posted 03 January 2016 - 11:06 AM

Awesome - searching for a nice BG, only found this: http://1.bp.blogspot...a Backglass.jpg


Edited by STAT, 03 January 2016 - 11:07 AM.


#5 bolt

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Posted 03 January 2016 - 03:11 PM

Looks good, thanks.


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#6 strangeleo72

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Posted 05 January 2016 - 02:24 PM

PLEASE FS MOD!!!

 


Strangeleo Pinball Entusiast and Photographer!!!

Posted Image
(thanks Grizz for the DMD)

#7 Seraph74

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Posted 05 January 2016 - 02:54 PM

@strangeleo72

 

VPX tables are both desktop and FS

 

Go into your video preferences and check the box for

Rotate for FullScreen

and Enjoy !



#8 strangeleo72

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Posted 05 January 2016 - 04:44 PM

ok.. sorry im still in VP9.9 
THANKS


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(thanks Grizz for the DMD)

#9 Drybonz

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Posted 12 June 2016 - 11:36 PM

This is a really cool table, but I did start having a problem when it starts up, there's a repeated sound and the game won't start.  Is that something I might be able to fix by deleting nvram?

 

*edit*  I went ahead and deleted the nvram, and it does start and go into the "Elektra's radiation" and starts normally, but now has a problem with loading two balls at once.


Edited by Drybonz, 12 June 2016 - 11:47 PM.


#10 Drybonz

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Posted 19 June 2016 - 07:30 PM

Anyone else had a problem with an extra ball loading?  Would love to play this table.  Any help is appreciated.



#11 32assassin

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Posted 19 June 2016 - 07:36 PM

I just sent a PM to someone over this problem.  the Captive Ball are not held in place.

 

 

VP 10.1  broke all my tables with captive balls.  You can still play them with the VP 10.0  exe.

 

I need to fix 5 tables,  the modified version will be uploaded when they are all ready.


My Files
http://www.vpforums....4de64a621eccd40
My Table List
www.youtube.com/watch?v=DlaxLrXlPOU
See a table you like, help me complete it by finding the missing resources
https://www.dropbox....xTzKtGHTHa?dl=0

#12 Drybonz

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Posted 19 June 2016 - 07:38 PM

Thanks for the reply.  Sorry to hear it broke your tables.  Thank you for making the changes.



#13 ScottyVH

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Posted 20 June 2016 - 11:53 PM

I just sent a PM to someone over this problem.  the Captive Ball are not held in place.

 

 

VP 10.1  broke all my tables with captive balls.  You can still play them with the VP 10.0  exe.

 

I need to fix 5 tables,  the modified version will be uploaded when they are all ready.

Ouch!  That's certainly a bit of drag... but thanks for the positive attitude and all that you do, 32.  I plan to consolidate all my VP10 tables and media to VP10.1, but will keep a unique VP10 just for your tables (until you convert them).  I am a big fan of your tables!


test5.gif


#14 Robotworkshop

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Posted 23 June 2018 - 04:43 AM

Thank you making this table! It is the first virtual visual table that I've tried. I have a real Elektra machine that I am working on and having an emulator will help. A while back I had a Bally Blackjack and rewrote some of the code to change the rules and improve the game. One was if you lost you would lose points and it totally changed the game. I am looking at Elektra code now and once I get a better understanding of it will try to make some changes to the code. If I can run it in an emulator that will help with testing.

Better to have code fail in an emulator instead of messing up the real game.

#15 Robotworkshop

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Posted 23 June 2018 - 12:16 PM

Looking at the whole visual pinball system it looks like it is leveraging pinmame to emulate the original Bally controller and that the table itself like the switches and coils are coded in vbscriot. I haven't had a chance to look deep enough yet but for those familiar with the vbscriot would it be difficult to use the unused keys on the keyboard to active the playfield switches? If so any pointers where to look at the Elektra table code where those can be added? Doing that would be a huge help for testing any new versions of the Elektra ROMs.

I'm going to start with code changes that should run on all Elektra machines. Also looking al leveraging some of the unused switch inputs and the few unused outputs to possibly add a few more features. If I do I'd like to try and make any extra variation of this Elektra table to match do I can try them out first before trying on the real machine. If I do any mods to the wiring I'll do it in ways that is easily reversible.

If anyone has suggestions on how the gameplay could be improved I'd be interested in hearing the suggestions.

#16 LynnInDenver

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Posted 23 June 2018 - 01:16 PM

There's a set of "ball control" scripts in Visual Pinball's example table, where you can press C and then drag the ball around the table with the arrow keys, holding down B for a turbo speed. You might try that. Past that, it should be hard to add "key_down" conditions to map keyboard presses to switches, just be sure to document so you don't mix up which one is assigned to which switch.



#17 Robotworkshop

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Posted 24 June 2018 - 10:28 AM

Thanks for the tips! I'll have to check out those files. Still doing some work on the physical game and should get back to the emulator soon.

#18 Robotworkshop

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Posted 30 June 2018 - 02:44 AM

This table is really well done and is a very good representation of the real table.  Since I have a real machine to compare it to I have noticed a couple minor things.

 

- It looks like the two 10-point rebound switches (both on switch 32) on the upper playfield for the lower rubber ring are missing.  That is the rubber that sits below the three arrows on the upper playfield.  If they are there then I may just be missing them.

 

- On the upper playfield for the left flipper when the flipper is up and activated the ball can pass under it through to the channel all the way on the leff side.  It doesn't happen often but i have done it a couple times while launching a ball.



#19 Robotworkshop

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Posted 30 June 2018 - 11:38 AM

I was able to use some of the unused keys to manually activate the switches for the game. I just added lines in the section for the table where it checks for keydown and keyup events to set the controller switches true and false. It just does it in parallel with the regular table code for when the ball hits them. Very useful for testing with the virtual glass off the game.





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