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Showing content with the highest reputation since 08/20/2016 in all areas

  1. 13 points

    Start messing with South Park

    I started messing with South park today, Once I got everything going this evening it took me a couple hours just to play around with these. So now that I have a feel for things I believe I am going take this South Park head on.
  2. 11 points

    Medieval Madness(Williams 1997)

    Version 2.1


    Medieval Madness(Williams 1997)
  3. 10 points

    VPU Color ROM Patcher

    Version 0.01


    Use this program to quickly patch color ROMs. Download ROM and extract file (.bin) Download Color Patch (.diff) Select Original ROM (.bin) Select Color Patch for ROM (.diff) Enter name of ROM and ensure that you include .bin extension. Click Apply Patch Patched ROM will be placed in \mods\ folder where you have unzipped this app to. Right Click on the new ROM and select Send to > Compressed Folder. Make sure that filename is valid name from game list in PinMAME Setup. Please Note: ** I haven't done much testing of this. I patched a couple ROM's, but did not test them on my machine. I'm assuming they should work correctly. If you run into any issues; please let me know. Next version will have Auto zipping of completed ROM.
  4. 10 points
    fucking facepalm. So now hannibal is the creator is he? A few short leaps and it's all his? This is a mod of a mod and all the credits are missing. For the record, Fren and ICPJuggla made the original version of this table and Dozer did the LE mod with lots of updates, Flupper did the ramps, ninuzzu did the prison walker head and I did the Well Walker, bicycle girl and Fish Tank models. This is just shameful.
  5. 9 points

    SAMBuild2.9 beta thread

    Latest SAMBuild for the version 2.9 cycle can be found in this post. The package includes the latest external DMD dlls if there has been a recent update. Or else find the external DMD dlls with the beta thread for the official VPinMAME build here: http://www.vpforums.org/index.php?showtopic=27063&page=1 OR at lucky1's GitHub repository for Pin2DMD here: https://github.com/lucky01/PIN2DMD/tree/master/integration/pinmame Copy the files into your VPM directory, and run setup.exe again. There, press the install button (with each new build) and remember to setup the defaults again! In case you have an external DMD connected that you want to use with VPM, please move the dlls from the respective subdirectory (Pin2DMD or PinDMD1 or PinDMD2 or PinDMD3) directly into your VPM directory! The 2.9 cycle is complete. SamBuild 2.9 is available here:
  6. 9 points

    Version 1.0.5


    Hi first of all "Thank you to all creators (ICPjuggla, Fren, Dozer, flupper, Dark, Ninuzzu, Hanibal) Fren and ICPJuggla made the original version of this table and Dozer did the LE mod with lots of updates, Flupper did the ramps, ninuzzu did the prison walker head and I did the Well Walker, bicycle girl and Fish Tank models. Thank you very much for your work Here is my 1st mod for Walking dead LE - new playfield Hight resolution - new crossbow - new balls - add accessory available on real table Lucille, panel ... - rom edit with voice actor and negan full season 7 - new physics A big thank you to hannibal for the ramps and the roof of the prison Possibility to change the panel (terminus vs woodbury, and 3 different panel For cross road, and two balls) just change the picture in the option or change the no in picture manager. I would update the table if I add accessories The download link contains everything (modified rom, table, b2s) Good game for all
  7. 8 points

    Version 1.0.3 DOF


    Hello everyone A big thank you JPsalas for its version of LOTR and allow me to share my MOD. Thanks to bassgeige for his participation on the original table Original 3D models from GLBX.JP's adapted to VPX and adjusted their textures. The path of the dead figures are simple images since I did not have any 3D models of them. special thanks to Leevuth wheels picture creator changelog - New texture for all ramps and rails, sword ramp, My precious ;), wall - New playfield - Change all Gi light for colour led effect - Add Mod Sword toys Bilbo - Change dead figs for led model - Change soron eye - noise reduction all plastics You need the latest VPX 10.3 beta (or newer) to play this table. Thank you all for your support and to have taken the time to read me lotr.zip
  8. 8 points

    ACDC LE 1.68

    Version 1.0.2


    ROM File patch for Stern ACDC LE by PinballMike To create the needed ROM file you can use bspatch (http://www.daemonology.net/bsdiff/) Place the .pal file in your ..\vpinmame\altcolor\acd_168hc\ folder named pin2dmd.pal Patch needs vpinmame V2.8, latest dmddevice.dll and pin2dmd firmware >= V2.36. THIS PATCH DOES NOT WORK FOR REAL PINBALL MACHINES ! PLEASE CONTACT THE AUTHOR IF YOU NEED IT FOR A REAL PIN !
  9. 8 points

    Code change to enable SAM LE driver board support

    Here's a new Vpinmame for testing. 1) Includes Toxie's fantastic ddraw=0 scaler (with a bug fix). 2) Fix TZ gumball machine when modulated solenoids are turned on. It actually uses a FAKE solenoid to pop out gumballs.! Grr I hate this code. 3) Fix DMD size (empty black bar) issue with WPT, TSPP, Ripleys, and probably others with mini-DMDs. This one has annoyed me for years. What's weird is there was a pre-existing tag for hidden DMD objects, but it only HID things when MAME_DEBUG was turned on (That HAD to be backwards!) and was only utilized by one capcom game. *Edit" B verson - fixed Monopoly & NBA vpm103016b.zip
  10. 8 points

    Code change to enable SAM LE driver board support

    Some really fantastic news! Herweh has released the B2S sources. This allows us to fix some issues that were very painful to work around. Please test the following B2S build. It fixes: 1) Increases the lights to 400 from 251 to support games like Star Trek LE 2) Converts modulated solenoids to booleans internally so using the WPC/SAM modulated mode doesn't negatively impact or crash B2S. Full range should still be passed to DOF. 3) Passes GetRawDMD commands through to VPM, so dual controllers are not necessary for things like Cirqus Voltaire, or hopefully ... eventually native VPX DMD rendering. https://www.dropbox.com/s/5o61qx0gahc8r24/b2s102516b.zip?dl=0
  11. 8 points

    Version 2.0


    Have fun with this version of Monster Bash
  12. 7 points

    Avatar Pro Real Mod 1.0 (Neo)

    Version 1.0.4


    Thank you for the all creator, Scripting done by 85vett, modified to work in VPX by Freneticamnesic Table done by francisco666 and lacarril, with additions by Freneticamnesic and converted to work in VPX. And Arngrim Which helped me a lot with the script (it updated the script and added the toys) Thank you again, and thanks you very much for all members to the PincabPassion forum for their help and support "Link for rom at the end of the text" On the table I change -the script (updates and added toys) -the ball -Added gate -All drop target -the lights -The playfield -Full insert light -All plastic for even more realism -The physic -The rubber -AMP armor texture -All texture metal -And plastic ramp as well as flipp Thank you for reading and good games for all avr_200.zip
  13. 7 points

    Version 1.1.0


    Blood Mod of the very nice table from Dozer, and tx for the permission to mod. I have changed this things: - new Hires playfield - new apron - new physics - new sounds - new animation - new lights - new grfx - more blood Have fun and enjoy
  14. 7 points

    Color Palettes Collection

    Version 1.0.1


    This is a collection of 141 different color palette files for pinball tables. To use with pinmame >= 2.8 use a dmddevice.dll with support to read color palette information from /altcolor/"tablename" directory structure, Put the palette file in that directory and rename it to pin2dmd.pal. Activate colorize option in pinmame settings. To edit the palette files use the latest pin2dmd.exe tool from https://github.com/lucky01/PIN2DMD/archive/master.zip For real pinball machines copy the file as pin2dmd.pal to your SD card.
  15. 7 points
    I have a WIP for TWDLE up on vpinball.com (Conversion of Fren's PRO table) - I thought I'd post it here as I can see some authors starting to convert it and I didn't want to double up on the same work. (Unless of course you want to make your own version). It's a couple of weeks out as it needs new mesh ramps and a couple of models and I'm in the middle of a work contract but all the mechs and RGB are in.
  16. 7 points

    Code change to enable SAM LE driver board support

    Since lots of people seem interested in GI support, here's a build that supports ROM controlled GI for the rest of the SAMs, and WhiteStar tables like LOTR. Tested it with the TRON and LOTR Roms. Here's the script you need, it comes in over the existing VPM GI channel.. This is for TRON. You of course also want to remove the GIOn/GIOff calls from other parts of the script now that the ROM will do it. Sub UpdateGI(no, Enabled) Select Case no Case 0 'Top If Enabled Then GIOn Else GIOff End If End Select End Sub set GICallback = GetRef("UpdateGI") SAM and Whitestar control the GI with a relay on the IO board. So there's no dimming possible here (the real tables won't either!) vpm102416.zip
  17. 7 points


    Version 2.9


    Unofficial Stern SAM enabled compile based on Visual PinMAME Same as official VPinMAME except 1. also supports Stern S.A.M. system including LE AUX board plus user customized full color DMD patches/mods for S.A.M. game code 2. also supports clones/hacks that have unique configurations in DOFConfigtool - blkou_hf, rambo, ratfink, missworld, penthouse Instructions for use: Install official Visual PinMAME http://www.vpforums.org/index.php?app=downloads&showfile=11571 Overwrite VPinMAME.dll with the SAMbuild version. Run Setup.exe again and press the 'Install' button. Copy the SAM.vbs file where you have your others vbs script files in your Visual Pinball/Scripts folder. In order for any user customized game code mods to load and run whether the mod adds full color DMD or a soundtrack remix, the game setting for the replacement game code set must have 'Ignore ROM CRC errors' enabled. PinMAME executable included for rom testing and auditing. Bass.dll from the official VPinMAME package must be in the same folder as PinMAME.exe. Compiled with VC2015 Special thanks to @Ginsonic and @TerryRed for testing and troubleshooting this cycle! PLAYERS NOTE (for 2.8 or greater): To align with official VPinMAME set naming from driver.c, the following were renamed: Iron Man & Iron Man Vault Edition im2 -> im X-Men xmen -> xmn The Avengers avg -> avs This will also require renaming the rom in VP table scripts For stable release based on official 2.7 go here and then click "See Changelog" button and select June 30 v2.34.
  18. 7 points
    Yep for sure. I'm 90% of the way there. I've discovered that the AIC interrupt controller emulation is woefully incomplete. It's supposed to manage concurrent activity (like timer and serial happening at the same time ), and re-fire pending IRQs when previous IRQs complete, but it's currently doing none of that. It's probably related to why we see those "not designed for this country" messages when we press buttons too quickly at boot. It's documented pretty clearly in Atmel's documentation. Should have it solved soon.
  19. 7 points

    Code change to enable SAM LE driver board support

    Update: I'm getting LED output from ACDC and Metallica now. It's using a different write method (character by character). Both of them use the same output structure though. No hack will be needed for these two. I still have to figure out why the output is stalling after a few updates. Interrupt handling problem of some sort. But at least there's progress.
  20. 6 points

    SAMBuild3.0 beta thread

    Latest SAMBuild for the version 3.0 cycle can be found in this post. The package includes the latest external DMD dlls if there has been a recent update. Or else find the external DMD dlls with the beta thread for the official VPinMAME build here: http://www.vpforums.org/index.php?showtopic=27063&page=1 OR at lucky1's GitHub repository for Pin2DMD here: https://github.com/lucky01/PIN2DMD/tree/master/integration/pinmame Copy the files into your VPM directory, and run setup.exe again. There, press the install button (with each new build) and remember to setup the defaults again! In case you have an external DMD connected that you want to use with VPM, please move the dlls from the respective subdirectory (Pin2DMD or PinDMD1 or PinDMD2 or PinDMD3) directly into your VPM directory! official rev 4360 Apply modulated light code to WOF Mini-DMD lights and send through RGBLed channel [DJRobX] SAMBuild_r4360.zip
  21. 6 points

    Starship Troopers WIP

    Howdy. I just started getting into Pin2DMD. Starting to source my parts to get a Pin2DMD for my Starship Troopers. Still a loooong ways off but it's a start: Comments/critique appreciated.
  22. 6 points

    Austin Powers (Stern 2001)

    Version 1.01


    Based in Austin Powers Stern Script: Javier and 32Assassin Plastics and Playfield: DStruct Models: Francisco666 and Rom Physics: ClarkKent Use several resources and techniques of some authors more than I know. I want to thank DevTeam for all the time and dedication they have for the VP scene and all of those who contribute their bit because without them VP today would not be what it is. THANKS!!! I apologize if I forget to mention someone The table has to play in VPX_3_beta_rev3069 or bigger.
  23. 6 points

    SAMBuild2.9 beta thread

    official rev 4277 Bring back 8 port AUX board check; hopefully will enable Metallica LE AUX board for coffin magnet SAMBuild_r4277.zip
  24. 6 points

    Front End Wheel Images by Laylow

    Version 1.2.2


    Wheel Image collection by Laylow
  25. 6 points
    Hi, this just a build aligned with the latest beta build at VPF. All of DJRobX's latest commits have been incorporated into the official source and the SAM improvements are now incorporated in the SAM driver as well. In terms of features, the only thing of note added here on top of the latest DJRobX test build is PinSound support. If you use a real DMD be sure to get the latest dmddevice.dll file for your controller board in the beta distribution at VPF. VPinMAME_SAM_2.45.zip
  26. 6 points

    Code change to enable SAM LE driver board support

    New build: 1) Fix CSI & IJ (again) 2) Fix sound stuttering in SF2 and other heavily divided IRQ systems 3) Fix Walking Dead LE lights. Turns out there's two more banks of lights. There's also something writing garbage, so I filter that out if I see malformed data. vpm111116.zip
  27. 6 points
    You need the latest (read: released like 2 hours ago) build of the 10.2 beta from VPF https://www.dropbox.com/s/1gi8elt4u06rtoo/Tron Legacy (Stern 2011)1.3f.vpx?dl=0 I'll delete the link once ICP updates his upload
  28. 6 points

    Monopoly(Stern 2001)

    Version 2.0


    Monopoly(Stern 2001)
  29. 6 points

    Gilligans Island (Midway 1991)

    Version 1.0


    Gilligans Island (Midway 1991) not original but better..2 screen and 3 screen in rar...enjoy
  30. 5 points
    Here is a testing version based on the latest version of Carny´s SamBuild for pindmd3 and pindmd1 It uses a modular driver interface for external DMD devices I have been working on. Simply put the dmddevice.dll and other related dlls into your vpinmame directory according to the device you have attached to your cab, pindmd2 driver is already tested and should work. Please report if pindmd3 and pindmd1 are also working since I couldn´t test.. If it works it could save Carny and Toxie a little time needed to make different builds Now also includes DLLs for PinballX and UltraDMD which support the dmddevice.dll driver interface PIN2DMD driver looks for pin2dmd.pal file in a subdirectory of your pinMame installation directory called altcolor/GameName e.g. you have to copy your palette file for TZ_92 into PinMame/altcolor/tz_92/ named pin2dmd.pal vpinmame_sam_latest.zip vpinmame_sam_2.36.zip
  31. 5 points

    Black Hole (Gottlieb 1981)

    Version 1.0.0


    Full rebuild from scratch 2 versions : 6 or 7 digits New translite image 1200 x 1169 Infinity lights animation Vortex rotation Random animation flashing strobe in vortex Planets lamps (game over, tilt, shoot again, best game to date) Try to look authentic
  32. 5 points

    Version 1.1


    The Lord of the Rings (Stern 2003) Hi Rez it has authentic and fantasy .....In fantasy the eye moves around like its watching the pinball ..
  33. 5 points

    SAMBuild2.9 beta thread

    This spirit of collaboration is amazing and the support is insane Very nice guys!
  34. 5 points
    I really hate to say anything but this is a VP10 alert post which is auto generated by the forum software it doesn't post all of the information.. The original post of the file is a separate post made by the author ...which is were the download is located / support / and as you can see from day one that credit was all listed there on who made the original table file ......it was not edited now whether the table is good or not lol I cant say and if permission to mod wasn't.. right again I cant say... Its just you dudes are raggin on the guy for not saying who made the original table that he modded and he did....so? .
  35. 5 points

    Version 1.3.0


    Thanks for Coindropper for the permission to mod of the nice table from him. I have add a moving palantir and looking eye on tower. The moving and pictures of the Balrog has been changed. Many physics, lights and design updates. Enjoy this Mod
  36. 5 points

    Version 1.9


    This table is base on the nice Star Trek LE table of freneticamnesic, a very nice work. I have add 2 new asteroid, my first try to create 3D objects for an table. On the original pinball game they are 2 to cover the spots and I missed them. Additionally I update some lights, physics, and add the ball reflection for the game, because it looks like fantasic on this table. Now it looks like very nice on my 4k virtual pinball and I hope you enjoy it
  37. 5 points

    wtf ??

    BINGO! He thinks that he is the authority on everything Visual Pinball/PinMAME. He believes that he has control and say what goes on with development, etc. Personally, I find his abuse of his community to help sell his machines to be a HUGE conflict of interest. He doesn't like that we allow SAM emulation and blocks/sensors anyone that has conflicting opinions/views/products. Pin2DMD wasn't allowed on his site because he has interest in PinDMD3 and sells it on his site. He doesn't believe in open competition and wants to stifle development. I'm very glad that we have been able to support advancements in open hardware and software here on VPU.
  38. 5 points

    Wildman Backglass King

    ...Its comments like that keep me motivated to make more BG.....Just a simple is all I ask ....Glad guys are enjoying them and making the pinball experience real...... just wish more guys would thank authors more for all their hard work....most have no clue how many hrs are spent making all this shit lol....
  39. 5 points

    Version 1.0.0


    Super Mario Brothers Mushroom World (Gottlieb 1992)
  40. 5 points

    Code change to enable SAM LE driver board support

    Yep, that's exactly right. The contributors of this community are super impressive. Best example was when I was working on the LE RGB lights. I had finally figured out how to get the data, but I had a lot of work ahead of me to move that data into something VP could use, and I badly needed a diagnostic table, I made a post about it one evening. By the time I woke up the next morning, GTXJoe had created a test table, and Toxie provided some skeleton code. Those things would have taken me weeks to sort out. I don't think I've ever had such excellent support, even in my professional development career where people are getting paid! Once I finally had a test build, Fren ran with it and made that freaking amazing ST:LE table. Incredible teamwork. Such support definitely helps motivate me to keep going.. And of course nothing makes me happier than seeing all the great tables that utilize the new features like TWD LE, Mustang LE, Metallica LE, Scared Stiff, and forthcoming tables like AC/DC LE. I've been enjoying VP for a long time and I'm glad I found a niche where I could give something of significant value back.
  41. 5 points
    Thank you for the encouragement guys, it's really appreciated. OK, as promised here is a build to test. 1) Timing calculations tweaked. After rigorous testing I no longer see any attempts to throttle if there is not enough CPU to warrant it. 2) Post the actual build that I did testing against on the same machine! 3) In case #1 still fails, there is now an option in the registry: freeware\visual vpinmame\globals\low_latency_throttle Set to 0 to stop it from trying to evenly distribute the CPU usage. 4) Since I was adding a setting, why not add one more. I noticed a few people are trying to nail down ball stutter issues and are trying to use CPU affinity tools. There is merit to that approach as I've found some documented cases of timing problems ("sleep" lasting much longer than typical) when the OS switches threads around different CPUs that are solved by locking a thread to a single core. One problem is tools can't separate VPM from VP since they're one application. So we really need some help from the applications themselves if we want to dedicate these separate processes to their own cores. So you can find a new setting: freeware\visual vpinmame\globals\cpu_affinity_mask Please note that it is a "mask'. So if you want CPU #1 only, set it to 1.. CPU #4 only is 8. CPU's 1 and 4 is 9, etc. To get full use of this we will want a similar setting on the VP side. I have a simple code patch for that that I will give the VP devs. I also have added a setting to B2S so we can separate these things without external tools. 5) Fix Metallica LE and ACDC LE led strings. Let me know how it goes. vpm112716.zip
  42. 5 points

    Version 1.0.0


    Spider-Man Vault Edition (Stern 2016)
  43. 5 points

    Code change to enable SAM LE driver board support

    There might be some news incoming on the last part soon!
  44. 5 points

    Code change to enable SAM LE driver board support

    New update: WPC modulated solenoid support. I've only tested it on Scared Stiff so far but it seems to work pretty well. I'm also going to include my badly modified table, which is a mod of an apparently abandoned table by Shoopity. If someone has an issue with me posting this table please let me know and I'll happily remove it, it's just hard to explain/share how the new feature works without it. . Remember folks, I don't know what I'm doing with VP, but the light show looks pretty close to what I saw on videos. WPC is quite a bit trickier to get right. It doesn't write to solenoids in a predictable pattern like SAM. Instead I poll the current status of the soleniods at specific intervals (every few IRQ calls, around 400hz) and collect the bit history there. I must have spent all day looking for the best sampling frequency, and history depth to get mid-brightness dimming to look stable. The best example is the pop bumpers. When you hit them the ROM will make an electric buzzing noise, then fade them up and down. If the timing is at all wrong they will flicker. What I have is the best compromise between stable brightness levels and speedy "flickering" that I could come up with. Pretty happy with the result, anyway. I had no idea what I was missing before. ssmodsol.zip vpm102016c.zip
  45. 5 points
    Here's an updated video of the Mustang game with the new PWM flasher implementation. You can see the fade effect at the start of each ball launch up the back right of the table (skillshot flasher) and also toward the end of the video when the two rear and under turntable bumper flashers start to pulse. The table has been shipped off to Dark who is going to convert the ramps to proper 3D objects so that will really take it up a couple of notches. I can also confirm that the PWM solenoid gradients work with DOF as well so you can finally get the proper flasher effects on devices controlled by DOF. Being that solenoids are generally not RGB, you need to configure the ini files with entries that span this 3 inputs for an RGB light like so - (For a white flasher controlled by solenoid 30 you would do - S30 NoBool, S30 NoBool, S30 NoBool) which will turn Red / Green and Blue on to create white. (For Yellow - S30 NoBool, S30 NoBool, 0 ) - (For Blue - 0,0,S30 NoBool ) etc.
  46. 5 points
    Screw this, I'm making my own Mustang LE with BlackJack, Hookers and the XB GT Interceptor from Mad Max 2.
  47. 5 points
    Here's a current build of ST LE for testing purposes or anyone interested in trying it out. There's probably a couple bugs though I can't think of any. There may be a handful of things missing, off the top of my head I think just a bunch of flashers. They will be added soon but don't affect gameplay so not a huge deal to me yet. Lasers are in there, vengeance movement scripted, gates are scripted, left kicker and scoop are scripted, left outlane kickback is scripted, RGBs are scripted, the warp chaser lights and enterprise cabinet side chasers are scripted. Switched over the ramps to the LE style ramps (wireform) to accommodate the left scoop. Tweaked the physics a bit, changed the sounds. I haven't made a new apron yet but the lights are kind of laid over the top so you get some of the effect. I think the laser is pretty sweet, I adapted a demo script gtxjoe had made for moving balls in a circle and applied it to 120 VP light objects that circle the playfield. I don't really know how to get to the mode, I do know that if I complete a mode stack (3 of the same mode) it will come up quicker, so give that a try and see if you can get the laser to turn on. This has been fun, a needed distraction... DJRobX has done some amazing shit the past few weeks. https://www.dropbox.com/s/24df19sl29fr70v/stle 100116a.rar?dl=0
  48. 5 points
    Update: I got TWD LE to send LED data quickly by "transmitting" a bunch of 0xff's. Seems like as long as I send it a bunch of anything other than 0x00, TWD LE will start sending me the LED data pretty fast. This is good because the hack to enable the output wasn't clear on TWD as it was with Mustang LE. This technique doesn't work as well for Mustang. Mustang starts sending data faster than before, but still takes a while. So these games definitely are looking for input. Just need to figure out what it is that they want. I've also done work on the IJ and CSI problem. I got them working alongside the improved timer code. For some reason they don't like the deferred timer interrupts, even though it's clearly what's supposed to happen according to the ATMEL documentation, and the vast majority of roms play smoothly like they're supposed to when the interrupt controller is emulated. I can fake the old behavior by not sending a timer interrupt if the ARM core has IRQs are blocked. Once I do that, IJ and CSI work exactly like they used to (along with the sluggish emulation, but at least I didn't break anything). Since these are only two games, and old ones unlikely to get game code updates, I may look a programmatic hack so they run right.. The failure to launch ball is these games is really the "Not in this country" error message seen in other roms. I'm not sure why Stern went "evil" on these two games and just silently stopped allowing balls to launch (really a main loop of game code stops looping), but it's definitely that same 60hz zero crossing check. The IJ / CSI problem is less of a critical issue now that I'm able to make them work. I just didn't want to make changes that took away working games, since it's not really easy to switch VPM versions on a game by game basis .
  49. 5 points

    ACDC Premium (Stern 2012)

    Version 1.1


    ACDC Premium (Stern 2012) hi rez
  50. 5 points

    No Good Gofers(Williams 1997)

    Version 1.1


    No Good Gofers(Williams 1997)