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Pokemon Pinball: Ruby and Sapphire (Game boy advance) Sapphire table


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#1 bcarlton

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Posted 18 March 2025 - 11:39 AM

This is my first vpx project. When I played JP salas' Space cadet remake I fell in love qith the idea of remaking my favorite videogame pinballs into realistic vpx tables, and I'm going to give it a try with this pokemon pinball game.

 

The game features two tables, and in each table there are a number of bosses and minigames that use an alternative smaller playfield, which is different for every minigame or boss but is always the same size

 

tablero-zafiro.png

 

Bonus_Kecleon.png

 

Since there is no actual table to rip the layout from i'll have to adapt it. so here is my first hurdle:

 

Option 1: Stretch the layout to fill a full size table and translate the minigames and bosses into the table, ditching the alternative small playfield.

Option 2: Lay the obects in a way more similar to the original, leaving a big gap on top of the table where a multipurpose small playfield would be put for the bosses and minigames.

 

I started with option 1 but before I continue I think I should make sure it's going to be the best option.

I made a very similar layout with a few changes in the shapes. the out lanes are different, the orbirts are not exactly round but have a nice shape for some satisfying orbit shots. Also I placed transparent plastic ramps because I don't know how to use the wire ones without making in an extremely precise shot, but i will make them wire in the future when i figure more stuff out. I also placed some toys just because, i know the models are incomplete but i wanted to see how the table would look. I still haven't put any lights or inlays or whatever you call them, because, if i end up putting the bosses and minigames in the regular table i will have to use a lot more lights so better leave that for later.

 

sapphire-prot.jpg

 

What do you guys think? should i ditch this layout and work in option 2? should i ditch the project completely? Anybody has any ideas or tips?



#2 bcarlton

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Posted 19 March 2025 - 10:50 PM

And this is option 2.

 

sapphire-prot-2-PF.jpg

 

At first I thought it wouldn't work, the flippers and bumpers are too small, the lanes are too tight, but it turned out ok. and the small playfield fits with a bit of repositioning.

 

I think this is the best option, and the layout is exactly like the original gameboy one, wich I thought was impossible.

 

But I need some help with the wire ramps, they are very very hard to hit, i'm probably doing something wrong, or maybe i should put plastic ramps with a wider base or something, I don't know



#3 simbamame

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Posted 22 March 2025 - 05:37 PM

try with plastic ramps and see if its easier, could just make the opening in wider plastic and the rest in metal as a few tables to this.


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#4 bcarlton

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Posted 23 March 2025 - 02:58 PM

try with plastic ramps and see if its easier, could just make the opening in wider plastic and the rest in metal as a few tables to this.

I tried and it's better, yes, but I would really like to be able to use wire ramps to retain the original look of the table. are there any resources or tutorials about ramps and wires and such? I really need some help for stuff like merging 2 ramps into 1 and for making that red loop thing with the egg on top, at this moment the ball gets stuck when i try to go up the ''hatch'' ramp, it used to work with flat ramps but not with wire



#5 kiwi

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Posted 23 March 2025 - 04:48 PM

You can hide flat ramps, and for the visual part you can use non-collidable wire ramps.

Walls can also help you build the invisible part.


Edited by kiwi, 23 March 2025 - 04:50 PM.


#6 Bedoga

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Posted 31 March 2025 - 01:43 AM

 

Its awesome to see someone tackle this table. Its my favorite pinball game. When i first started i also made recreating this table my project, learned tons, but ended up putting it in the back burner for another table.
The way i did the mini games was use the middle of the playfield since its so open. I made all elements not collidable and invisible. once the event was triggered i had a series of images using a flasher thats as big as the table work like a transition, just to make the objects appear more smoothly rather than just popping out of nowhere. i cant find the most recent version of this table i worked on, but i found an early version to get a few pictures to show you want i mean.
Side note, id be happy to work with you to make this project happen, but would understand if you want to take this table as a learning the ropes of VP.
 

https://imgur.com/a/YRbmtjr

pokemon2_t.jpg

 


Edited by Bedoga, 31 March 2025 - 03:38 AM.


#7 bcarlton

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Posted 31 March 2025 - 10:05 AM

 

 

Its awesome to see someone tackle this table. Its my favorite pinball game. When i first started i also made recreating this table my project, learned tons, but ended up putting it in the back burner for another table.
The way i did the mini games was use the middle of the playfield since its so open. I made all elements not collidable and invisible. once the event was triggered i had a series of images using a flasher thats as big as the table work like a transition, just to make the objects appear more smoothly rather than just popping out of nowhere. i cant find the most recent version of this table i worked on, but i found an early version to get a few pictures to show you want i mean.
Side note, id be happy to work with you to make this project happen, but would understand if you want to take this table as a learning the ropes of VP.
 

https://imgur.com/a/YRbmtjr

pokemon2_t.jpg

 

 

yeah I thought of something like that but I figured it was going to be a mess, And the  way I'm doing it now looks and feels very close to the original.

 

How were you planning to do the pokemon catching thing? And the egg mode? were you planning to use 3d models and animate them and such? How far did you get with the project?



#8 Bedoga

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Posted 31 March 2025 - 04:27 PM

 

 

 

Its awesome to see someone tackle this table. Its my favorite pinball game. When i first started i also made recreating this table my project, learned tons, but ended up putting it in the back burner for another table.
The way i did the mini games was use the middle of the playfield since its so open. I made all elements not collidable and invisible. once the event was triggered i had a series of images using a flasher thats as big as the table work like a transition, just to make the objects appear more smoothly rather than just popping out of nowhere. i cant find the most recent version of this table i worked on, but i found an early version to get a few pictures to show you want i mean.
Side note, id be happy to work with you to make this project happen, but would understand if you want to take this table as a learning the ropes of VP.
 

https://imgur.com/a/YRbmtjr

pokemon2_t.jpg

 

 

yeah I thought of something like that but I figured it was going to be a mess, And the  way I'm doing it now looks and feels very close to the original.

 

How were you planning to do the pokemon catching thing? And the egg mode? were you planning to use 3d models and animate them and such? How far did you get with the project?

 

I created the Egg Event, Catch Mechanic, one mini-game, bumper animations (including circular movement and going under the playfield), Pikachu outlane ball save, and the slot mechanic with the tiny display.
 
For the table, I used 3D Pokémon models extracted from Pokémon Duel's game assets. The gameplay closely follows the original video game—when a coin is inserted and the game starts, the slot mechanic for the location selection starts. Once the plunger is pulled and released, the slot stops, and the chosen location dictates which Pokémon can appear. For example, landing on the lava location means only Fire-type Pokémon can appear.
 
To make encounters more dynamic, Pokémon appear at random locations around the playfield instead of fixed spots. I changed this because having them appear in the same place became repetitive after about ten catches.
 
I developed two versions of the catch mechanic. The first was a direct recreation of the video game: spelling "CATCH," hitting Sharpedo, activating bumpers to make Pokémon appear. The second was hitting Sharpedo three times, then lighting all three bumpers which led to a "Who's That Pokémon?" silhouette challenge on the DMD, where players guessed the Pokémon from four options to earn bonuses. However, I scrapped this method as it became boring after a while.
 
The current catch mechanic functions like the video game but with added interaction. Instead of simply hitting the Pokémon, they "fight back." This is achieved using kickers placed at every possible spawn location, making it appear as if the Pokémon catches the ball and shoots it back at the player with each time they shoot the ball a bit stronger.
 
I didn't implement the evolution mechanic due to the time-consuming nature of creating so many images, so I put it on hold.
 
For the Egg Mode, I used a series of small, invisible walls to define the 3D model’s path. The model moves from wall to wall, with each wall becoming collidable only when the model reaches it. A timer smooths the transition, making it look like the Pokémon is walking.
 
I haven't animated the 3D models yet, as that was planned for later on in development. However, I did animate the Spheal mini-game. I used a flasher that changes images every half second or so to simulate water movement. The Spheal models rise from the water, follow a similar path to the game, react when hit, and then submerge before resurfacing. The ramps work, and the larger Spheal hit the ball three times before launching it into the basket. I think the mini game is pretty faithful to the video game, aside from having the spheal climb up the ramp and being able to hit them and score with them as well. That would take so much time I rather not suffer throught that, so i didnt include it. 

I included other stuff That i barely recall, like if you catch 1 pokemon from every location you trigger multi catch mode, where 4 pokemon appear for a short time, and you need to catch them all. another is for every ten pokemon you catch or so you get the chance throught the slot mechanic to make a legendary/mhytical pokemon appear with its own path around the table.

Edited by Bedoga, 31 March 2025 - 04:34 PM.


#9 bcarlton

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Posted 31 March 2025 - 06:32 PM


For the table, I used 3D Pokémon models extracted from Pokémon Duel's game assets.

I had a hard time finding models and when I found them I couldn't really use them because the eyes and mouths are textures and they don't show up correctly in vpx. did you find usable 3rd gen models from that game? I only need the ones that appear on the tables as i don't intend to use any 3d models for the catch mode or the egg mode.

 

My goal is to make a table as close as possible to the original game but make it as if it was an actual real world table, so I will avoid using moving models or visibility/collision tricks as much as possible

 

Hopefully I have some time tonight after work and I'll record a small video to show how i approached the catch mode and the graveyard bonus.

 

Also I need some help figuring out how the slot machine works in the real game, like, when to put what in the slots, the order of the stuff, all that. I guess there must be some kind of ultra detailed guide for speedrunners but i don't know where to find that stuff



#10 Bedoga

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Posted 31 March 2025 - 08:25 PM

 


For the table, I used 3D Pokémon models extracted from Pokémon Duel's game assets.

I had a hard time finding models and when I found them I couldn't really use them because the eyes and mouths are textures and they don't show up correctly in vpx. did you find usable 3rd gen models from that game? I only need the ones that appear on the tables as i don't intend to use any 3d models for the catch mode or the egg mode.

 

My goal is to make a table as close as possible to the original game but make it as if it was an actual real world table, so I will avoid using moving models or visibility/collision tricks as much as possible

 

Hopefully I have some time tonight after work and I'll record a small video to show how i approached the catch mode and the graveyard bonus.

 

Also I need some help figuring out how the slot machine works in the real game, like, when to put what in the slots, the order of the stuff, all that. I guess there must be some kind of ultra detailed guide for speedrunners but i don't know where to find that stuff

 

The reason the eyes and mouths dont show up right in vpx is because they are a separate model, that has its own texture. Once way I get around this is i take all the images that make up a model and place them all in one big image. then i move the UV mappings to the new image. Takes about a minute or 2.
I have all those models, i could send them to you. You wouldn't need to piece them together, its already done.

Heres a link to what i think you're refering too:
https://www.psypokes.com/rspinball/

If you want a exact answer to the games mechanics you can look into the ongoing decompilation of the actual video game, and ask in their Discord. 

The way I would approach the items that appear once you spell HOLE, is have most of the items be possible to appear, and group the ones that are the same, like Coin and Ball Save 10, 20, 30, put those in their own group and assign each one a percentage likelihood of it appearing.

You can also look into the guidebooks from japan of the game, some show the percentages for pokemon to appear on their given locations, and the path that the pokemon egg moves, and much more. you can find scans of it online but youd need to use google translate to check some things.
 


Edited by Bedoga, 31 March 2025 - 08:43 PM.


#11 bcarlton

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Posted 31 March 2025 - 10:38 PM

Here is a little video with some features i have implemented, Travel mode, Catch mode, Graveyard bonus after 3 catches. I think it's pretty close to the original with some minor changes, like no intros for the modes and stuff like that. I tried to show the graveyard bonus but i sucked and couldnt play it properly...

 

https://youtu.be/Argux8TO1qc

 

 

@bedoga About the models, yes i'd like to get them if you have them lying around, i'll pm you my mail, thanks, any help and interest is appreciated



#12 haggi

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Posted 01 April 2025 - 10:48 AM

Just watched the video. I can't wait to see the finished table.

I'm going to play pokemon pinball game tonight.

 

:)



#13 bcarlton

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Posted 21 April 2025 - 09:09 PM

Just watched the video. I can't wait to see the finished table.

I'm going to play pokemon pinball game tonight.

 

:)

you will be playing it soon, I've made a lot of progress in the last week, only thing left to program is the Market mode, the pokedex, and a bunch of decorative stuff I want to fix. What I don't know is if I will release when I have it or make the ruby table and release them both at the same time.