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Centaur (Bally 1981)

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8693 Downloads
5 From 52 reviews
278.78 MB File Size
centaur.zip ROM Name
UnclePaulie Created by
Bally Manufacturer
1981 Year

7 Screenshots

Bad Move Human!

 

Centaur (Bally 1981) has quickly become my favorite pinball machine after doing this development.  Its fun, challenging, and the multiballs are awesome!  Thanks to Bord, @redbone, and Hauntfreaks for graphics assistance.  Bord provided a real scanned playfield, and Redbone updated it for scaling, inserts, and other touchups.  Redbone also created images for the plastics, apron, bumpers, and targets.  The VR backglass images are from Hauntfreaks.


Version 2.0 is a complete build from scratch utilizing full VPW standards, physics, baked GI VLM, 3D inserts, AllLamps routines, shadows, updated backglass for desktop, roth drop and standup targets, standalone compatibility, sling corrections, optional DIP adjustments, updated flipper physics, VR and fully hybrid, Flupper style bumpers and lighting. Lot of hours were spent studying gameplay videos to match the table skill shots and physics action.

 

I've implemented a full two trough system in this table to recreate what the actual table has and does for the orbs multiballs.  A lot of work and timing went into getting that just right.  Many primitives were redone in blender to get as accurate as I could. Some were reused and/or updated from Bord's prior table.

 

And as usual, there are plenty of options in the F12 menu, including ball choices, flipper colors, targets, screw caps, pulsing Queen's Chamber, and brightness of bumpers when off and when lit.  There are also multiple VR room environments and other VR options all done via the F12 menu, including LED undercab lighting, toppers, and more.  You can also change the ROM sound volume in the F12 menu.  (Note if you want to change the ROM volume, you'll need to restart the table after the change.).

 

I've also implemented some mods to replicate the recent Haggis Pinball Centaur Orblivion mod/update.  Graphics, VR updates, targets, etc. will be automatically updated with the Haggis mod in the F12 menu.  You can also get all the mods individually by selecting them one at a time.  

 

Please NOTE there are several items to consider on the ROM settings:  The default settings for the ROM options are hard coded into the script and are based on the recommended values from Bally for 3 balls and harder play, AND a one free tilt with a warning.  If you want to change the ROM settings yourself, you need to change the "SetDIPSwitches to 1" in the script, and then use the F6 menu to change.

 

However... I am not able to hard code the ROM menu options.  Typically, there are levels of score achievements that award a free play.  The default ROM has that set to off.  I've included an nvram file you can use that sets that to match the instruction/score cards and Bally's recommendation (1,200,000 and 2,800,000).  Also, there are settings in the menu to set replays, sound, and HSTD. All this has been done for you in the included nvram file.  I also have instructions in the script on how to change that if you wish to do yourself.  

 

Thanks again to Redbone for providing all the graphics updates, and to Hauntfreaks for the updated backglass images, and Bord for the playfield!

 

Required Software (64-bit versions):

VPX 10.8.0 final release or later: https://github.com/vpinball/vpinball/releases
VPinMame v3.6.0-1227 or later: https://github.com/vpinball/pinmame/releases
B2S Server 2.1.3 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases

Edited by UnclePaulie


Permission from ORIGINAL Author(s)?

This is my own creation.

Allow file to be included on a VPUniverse downloader app?

Yes

VPX Standalone

Yes
https://www.ipdb.org/machine.cgi?id=476
https://vpuniverse.com/files/file/24791-centaur-bally-1981-b2s/
Yes
10.8 required
Yes

What's New in Version 2.1.1   See changelog

Released

'2.1.1    

Building on the 2.1.0 updates for the options for the color playfield, transparent flippers, and full Haggis, as well as the other updates, this 2.1.1 update focuses on performance.  Several subroutines were very CPU or GPU intensive, and Redbone utilized chatgbt to help optimize the code and look for areas that were too intensive.  I took the suggestions and implemented most of them.  The results were stunning... bringing CPU and GPU utilization significantly down, and keeping the FPS solid.  

Specifically this is what was done:


'    Optimized the AnimateBumperSkirts sub 
'    Optimized the UpdateBallBrightness subroutine for performance.
'    Optimized SubTroughCount to be event driven rather than in timer.
'    Optimized flipper tricks to skip flipper tricks processing only when flippers are completely settled in their idle/resting state.
'    Optimized the queens chamber led pulsing subroutine.
'    Optimized the GI calculations for each light string.
'    Applied the same caches technique I did on GI to the bumper and star animations
'    Updated the DoDTAnim sub to assess if it's an idle target; if so, skip it.  However if, a target gets hit → `animate` becomes active → processed immediately
'    Removed duplicated BSUpdate call in the frame timer.  (my error) 
'    Removed duplicated "i = DTArrayID(switch)" call in the DTHit sub (my error)
'    Increased the levels of rubberflippersounds
'    Updated VR Timer for plunger to only enable if using VR.
'    Updated bumper hole inserts to also be tied to bumperflashlevel (miss from before).

User Feedback

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POKE78

  

Awesome job again😍 There's something magic in these old classics👍 Thanks to whole crew providing this amazing table🤝

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