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Captain Fantastic_VPX_DOZER_1.2.zip[Visual Pinball X]

Bally Tommy Elton John Captain

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#1 Dozer316

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Posted 01 June 2018 - 12:25 PM

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File Name: Captain Fantastic_VPX_DOZER_1.2.zip

File Submitter: Dozer316

File Submitted: 01 Jun 2018

File Category: VPX Recreations

Author(s): Dozer VPX version - original author Rosve - additional conversion to directb2s from original by STAT
Manufacturer: Bally
Year: 1976
Permission to MOD?: Yes, without approval


A conversion of the Rosve VP9 or VP921? version of Captain Fantastic to VPX

This table was authored in the 10.5 beta cycle so use the latest beta available - (Not sure if it works well with 10.4).

This game started as a quick conversion but ended up needing a fair amount of work to the script to mirror what I think are pretty accurate
rules.  There are some table options at the top of the script that control some visual parameters including the dimming of GI when flippers are
pressed, a loose plastic on the left slingshot and a flickering light under the right plastic.  A 3 or 5 ball game can also be set via the script in the
same area.
 
Use the left magnasave button to expand the game instructions via an animated fly out.
 
Many thanks to STAT for writing a new scoring routine in the VP9 version which cut down on some work and also to DJRob for helping
me with the technique to split an integer into a string for the hi score reels on the cabinet view apron.

This was the 2nd pinball machine I played when my local shop swapped out Aladdin's Castle and installed this in it's place.

Have Fun - Dozer.




 


Click here to download this file



#2 bolt

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Posted 01 June 2018 - 12:53 PM

Looks cool Dozer, thank you.


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#3 STAT

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Posted 01 June 2018 - 01:06 PM

Thanks again, and thanks DJRobX :tup:

CF is really a great Machine, i played the real at www.pindigi.at  and also at www.terratechnica.info  !


Edited by STAT, 01 June 2018 - 01:06 PM.


#4 Ben Logan

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Posted 01 June 2018 - 01:51 PM

Nice looking lighting.

#5 Dozer316

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Posted 01 June 2018 - 02:23 PM

Please grab 1.1 update - fixes flippers dropping when held during a tilt or game over event.

 

Important if you're using DOF.



#6 Brer Frog

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Posted 13 June 2018 - 06:49 PM

Looks & plays great.

Thank you for a wonderful table.



#7 opus33321

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Posted 29 July 2018 - 05:30 AM

Beautiful update.  You did a great job. 

 

I have always loved this table.  It's been on my cab in the original b2s form forever.  

 

I kept going back to the original Rosvoe version because any updates that used directb2s backglasses lost chimes when scoring multiples.  For example.  All drop targets which scored 500 would lose their chimes as well as any rollovers that scored 300.  You'd hear the click of the wheels, but no bell. Only targets that would advance 10, 100, or 1000 would get a chime.  This made the table sound dead to me.  So I kept going back to the original version.

 

Your version is great but suffers from the same problem.  But because it looks and plays so well, I wanted to try and fix the chimes.

 

I made some new sounds based on the old sounds for 200, 300, 500, and 3000 so that they will play a file when that AddScoresToPlayer was met.  (See Below added lines in red.)

 

 Sub AddScoresToPlayer(s,p) ' * Score System by STAT

If s = 10 Then
PlaySound SoundFXDOF("10a",141,DOFPulse,DOFChimes)
ElseIf s = 100 Then
PlaySound SoundFXDOF("100a",142,DOFPulse,DOFChimes)
ElseIf s = 200 Then
PlaySound SoundFXDOF("200a",142,DOFPulse,DOFChimes)
ElseIf s = 300 Then
PlaySound SoundFXDOF("300a",142,DOFPulse,DOFChimes)
ElseIf s = 500 Then
PlaySound SoundFXDOF("500a",142,DOFPulse,DOFChimes)
ElseIf s = 1000 Then
PlaySound SoundFXDOF("1000a",143,DOFPulse,DOFChimes)
ElseIf s = 3000 Then
PlaySound SoundFXDOF("3000a",143,DOFPulse,DOFChimes)
End If
 
Now I get chimes whenever a dropdown is hit (500) or a multiple 100 (300) rollover is hit, or all dropdowns are dropped for 3000.
 
It's not perfect, the chimes are just rapid samples of the bell repeating the appropriate number of times, and has no relation to actual movement of the reels, but then again, the original scoring sub doesn't appear to tie the chimes to the reels, but rather only ring when AddScoresToPlayer is 10, 100 or 1000.  This is why certain areas don't appear to have chimes.
 
I don't know how to rewrite the entire scoring engine to actually play a bell each time a reel moves.  So this is the closest thing I could find.
 
If you want to modify your script to do the same, I added the 200a, 300a, 500a and 3000a sound files to this attachment.  Simply import them into the table and add the lines in red to your existing script  (be sure to backup your original).  
 
It works for me and actually allows me to totally enjoy your beautiful version in full VPX glory.   Hope it helps others. (YMMV)

Attached Files


Edited by opus33321, 29 July 2018 - 05:31 AM.


#8 Dozer316

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Posted 29 July 2018 - 05:36 PM

Nice work - I'll incorporate this addition into an update at some stage (swamped at the moment).

 

Thanks for posting - Dozer.







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