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Pinball Champ 82 (Zaccaria 1982) [Visual Pinball X]

Pinball Champ 82

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#1 32assassin

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Posted 27 October 2017 - 05:16 AM

Posted Image


File Name: Pinball Champ 82 (Zaccaria 1982)

File Submitter: 32assassin

File Submitted: 26 Oct 2017

File Category: VPX/VPinMAME Recreations

Author(s): mfuegemann,32assassin
Manufacturer: Zaccaria
Year: 1982
Permission to MOD?: Unspecified


this is a strip and rebuild of mfuegemanns VP9 Pinball Champ 82.
 
- plastics where re cut  and rebuilt in PS to add the simulated clear plastic.
- full VPX features added
- upper PF is now a primitive.
- many other upgrades
 
I"m not 100% sure what enables and disables the upper PF flippers.
 
one of the solenoids enables the flippers but i"m not sure what switch kills them.
the code to eneable them is their but I added a generic switch to enable/disable them.
 


Click here to download this file


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#2 Thalamus

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Posted 27 October 2017 - 05:52 AM

Thank you 32assassin. Two releases in a day. Great.

 

I just love fridays. Then I get the extra playtime to enjoy new releases, with a beer or two.


Edited by Thalamus, 27 October 2017 - 05:56 AM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#3 STAT

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Posted 27 October 2017 - 06:35 AM

Two Releases, two Beers ... !



#4 Slydog43

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Posted 27 October 2017 - 01:10 PM

Thanks for the continuous outpouring of table from you Assassin32.  They all look and play great.  VPX is pretty much all I play on the cab anymore.



#5 Scorpion

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Posted 27 October 2017 - 02:06 PM

Pinball champ give a script error....i use last vpx4 version



#6 The Loafer

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Posted 27 October 2017 - 02:26 PM

Pinball champ give a script error....i use last vpx4 version

It would be helpful if you could post script error...



#7 xenonph

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Posted 27 October 2017 - 02:54 PM

Simple fix.

 

Change Line 160 from this

 

Sub sw23_Hit:bsRightKicker.AddBall 0 : playsound "popper_ball": End

 

to this..

 

Sub sw23_Hit:bsSaucer.AddBall 0 : playsound "popper_ball": End Sub

 

This will get rid of error when you hit  the lower right kicker.

 

Hope you are doing well my friend.

 

Have a great day Scorpion!!


Edited by xenonph, 27 October 2017 - 02:56 PM.

CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 


#8 Rajo Joey

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Posted 27 October 2017 - 02:56 PM

So many good tables in the last weeks. No time to play all so many times as they are worth it. :otvclap: :dblthumb:


Rajo Joey - My front-end-files; Hundreds of Audio- and Videorecordings in high quality for Playfield (4k/60FPS) and Backglass (HD), Wheels & POV-Files: The Media-Post

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#9 STAT

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Posted 27 October 2017 - 05:05 PM

Awesome Physics here 32assassin, love this Table :tup:

#10 STAT

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Posted 27 October 2017 - 06:07 PM

Here is my POV File, changed FS Settings ...

 

Also you can use this for "Polar Explorer"

Attached Files


Edited by STAT, 28 October 2017 - 07:30 AM.


#11 Scorpion

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Posted 28 October 2017 - 06:35 AM

Solved! Thanks xenonph, have a good weekend (with pinballs)



#12 stevegooner123

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Posted 28 October 2017 - 09:42 AM

Looks & plays great thanks but can`t work out how to get the upper playfield flippers working? I know it says this text in the help file:-

the code to eneable them is their but I added a generic switch to enable/disable them.



#13 STAT

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Posted 28 October 2017 - 10:07 AM

I don't want to teach you, but do you know, you have to shot here, to get the Ball up to the upper Playfield ?
Then the Flippers above are enabled ...

 

Using VPX 10.4 / 3237 and new Scripts

Attached File  PBCH82.jpg   134.31KB   6 downloads


Edited by STAT, 28 October 2017 - 10:11 AM.


#14 stevegooner123

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Posted 28 October 2017 - 11:53 AM

Ok many thanks Stat, I learn something new every day lol  :db:



#15 Mark70

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Posted 29 October 2017 - 03:44 PM

Hi, a small finding: the sound is missing for the drop targets on the upper playfield.

 

And a Question, when the ball leaves the upper playfield it rolls along these wire rail, would it be possible to import the animiation for that wire rail from Mfuegemann's VP9 table?

OK actually two Questions, the gap between the flippers seem to be small. What do you think, (maybe, and I guess, it is just me) is it how it should be?

Not complaining about anything, just to give feedback because I like that table very much.
 


Edited by Mark70, 29 October 2017 - 04:02 PM.


#16 32assassin

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Posted 29 October 2017 - 04:56 PM

the missing should is a mistake in my part

change line 126 to this

		DropTargetBank.InitSnd SoundFX("DTDrop",DOFContactors),SoundFX("DTReset",DOFContactors)

to increase the gap in the flippers 

select the 2 primitive flippers and reduce the X scale fto 20

 

 

I will upload a table with the changes,  the wire ramp animation requires me to rebuild it since I used other techniques to enable and disable the upper PF flippers.


My Files
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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

#17 Mark70

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Posted 29 October 2017 - 05:41 PM

Thank you



#18 Mark70

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Posted 29 October 2017 - 07:36 PM

If you don't mind I have one more question.
Would it be possible to let the entrance to the upper playfield act like a ramp? Like a too weak shot to the entrance-ramp would not make it all the way to the top and roll back?
I guess it would add much realism to the gameplay. At the moment, it semms that the ball just needs contact to the entrance to get up to the upper playfield. Even when the ball comes sideways.



#19 32assassin

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Posted 31 October 2017 - 01:48 AM

it can't act like a ramp because balls don't travel up a vertical ramp.

 

their is ways to do this but it requires to much of an effort.

 

download my Gold Wings table.

Kiwi built the loop with about 20-50 ramps.

a similar process needs to be used to build a ramp that turns 180 degrees

 

the best option is to 

go to the VPX beta support page and request that ramps have a built in 180 degree turn option.

 

 

I could add a trigger that enables or disables the kicker  if the ball velocity is under a certain value.


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

#20 kiwi

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Posted 31 October 2017 - 06:36 AM

It should be feasible with two ramps and a wall, now you can change the height of the ramps control points, it is no longer necessary to make the vertical curve with a lot of ramps,

it is also possible with a primitive, I have in the Farfalla the ball goes down from the upper playfield through a primitive.
This afternoon or tomorrow I'll see how you can do it.