By VPinWorkshopHave You Ever Danced With the Devil in the Pale Moonlight?
The VPin Workshop members present Batman by Data East! This is actually a really fun table that benefitted from a lot from a proper rebuild from the ground up and conversion to it's correct widebody dimensions, its definitely worth a play even if you didn't enjoy it before
Includes a built in VR mode and numerous options which you can enable in the script.
• Main table overhaul: Cyberpez
• Visuals: Skitso
• Inserts: iaaki
• nFozzy physics: fluffhead35
• Fleep Sounds: baldgeek
• VR Stuff: Sixtoe
• Miscellaneous fixes and tweaks: Entire VPW team inc. Sixtoe, iaakki, Skitso, apophis, wylte, fluffhead35, oqqsan
• Apron Primitive: tomate
• Testing: Rik, VPW team
This release would not have been possible without the legacy of those who came before us including, in this case, Javiers VPX version, some 3D models from Dark and the original playfield by 85vett.
Thank you to Rothbauerw and nFozzy for the physics. Thanks to Fleep for sounds.
We recommend that you run this with the fabulous altsound from iDigStuff, which, like most Data East licensed tables, truly enhances the experience!
** VPW Mod V1.0 - CHANGE LOG **
VPin Workshop Revisions
' Started from Skitso mod of Javiers VPX version.
' 002 cyberpez - All table objects and playfield re-aligned, altered and resized to correct proportions.
' 003 skitso - visual pass
' 003 cyberpez - Added primitive playfield, Reworked Joker Ramp and trough (Primitives - got rid of fall through kickers) also reworked musuim kicker. Chanaged playfield image to one without transparent holes.
' 006 baldgeek - Added Fleep Sounds
' 007 fluffhead35 - nFozzy physics
' 008 skitso - repositioned and tweaked lower playfield GI lights, remade gangster inserts, batman face and logo inserts and moon insert with skitso style, removed primitive playfield that was of wrong size.
' 009 skitso - repositioned rest of the GI lights, made bat cave toy opaque, made flugelheim toy disable light from behind, fixed ton of depth bias issues around right plastic ramp. Cyberpez added mesh playfield back.
' 010 cyberpez - added nFozzy lighting script. Primitive inserts. Flupper Flasher Domes, sixtoe-tweaked plastic ramp. Probably other things.
' 011 skitso - redone joker ramp lighting and flashers, improved left side dome flashers, improved top flashers, added proper bumper lights, tweaked insert primitive material colors, slight tone tweak to PF, improved skitso style inserts (moon, batman face and bat logo), Added shadow to plunger lane and bat mobile.
' 013 skitso - improved backwall flashers (better color, a tad thicker font for better readability), improved left flashers, tweaked gangster inserts, small tweak to top bumper light
' 014 gtxjoe - add debug shot tester (Press 2 for outlane blocker, Press and hold key to test shots: w e r y u i p a s f g h. While holding a key, use flippers to adjust shot angle )
' 014b cyberpez - reworked museum again. I think its working.
' 015 skitso - remade bat cave flasher, tweaked blue insert_on material
' 017 iaakki - 3 prim insert rework
' 018 iaakki - 3 prim insert rework continued
' 019 iaakki - 3 prim insert rework continued...
' 020 skitso - tweaked Joker ramp decals to have more pink tone. (warm lighting subdues the change though), improved right hand gangster insert (skitso style) and flasher, tweaked bumper lights more more accuracy, moved Flugelheim walls to more correct position and added shadow.
' 021c tomate - collidable ramp fixed, alternative apron adedd
' 022 skitso - tweaked iaakki's middle PF square 3 prim flashers. Added 2 arrow 3 prim flashers (first try, please be gentle)
' 023 iaakki - apron scaled, rubberizer added, targetbouncer added to posts and sleeves, live catch fixed, rubbers hit treshold fixed, slings tuned, flipper angles and sizes fixed, batcave texture swap disabled
' 024 Sixtoe - Fixed left flasher flare positions, added VR cabinet, room and modes, added blocker wall for left middle plastic as ball can jump over and behind it, aligned a couple of handful of metals, aligned top middle left flasher decal, removed collidable from a handful of things, aligned batmobile in shooter lane, aligned and resized batcave a bit (it was very tall in VR), adjusted triggers (dropped and lengthened), adjusted apron wall and made visible for VR, adjusted apron guard prim, adjusted depth bias of shooter land plastic to -1000
' 025 skitso - added skitso style insert "see through" effect around center playfield square bat tv inserts, 'joker's mouth 4 million' insert, green multiplier inserts and 'shoot again' insert at the bottom of the table.
' 026 skitso - remade the two green lamps on top of the joker ramp, repositioned orange flasher domes.
' 027 cyberpez - started to change out nut bolts and things. Fixed plunger lane. Added ramp tweak to cave entrance . Started changing diverter.
' 028 skitso - set slope to 5.2, bumper force set to 9. Tweaked left dome flashers, moved multiplier insert prims to z-1, fixed million plus and batlogo flashers on top of the batcave, improved bat logo lamp on flugelheim front, improved plunger lane red bulb, resized all GI lights to new table measurements, fixed texture swap for bumpers and Flugelheim flashers, improved Flugelheim flashers, tweaked bumper off texture, made Flugelheim and dome flashers reflect from batcave, small tweaks, iaakki improved batcave fading and fixed flipper nudge values.
' 029 cyberpez - Changed plunger release speed to 90. Change slings to 4. Lowered back wall flashes. Added rails and primitive flasher bulbs under Joker.
' 030 iaakki - Flugelgugel flashers reworked to have own timer. Made it swap PF flash to different depending to port state. Levels to be adjusted
' 031 skitso - further tweaked Flugelheim flashers and added side blade reflection, tweaked Joker ramp flashers, improved Flugelheim rising wall texture, fixed sticky plungerlane
' 032 cyberpez - Adjusted clear plastics. More nuts / bolts / screws. Made top left gate/bracket custom primitive and animated. Maybe rotated left orage domes to line up with holes. Shifted Museum back and left a bit. Adjusted Museum trough, hope it fixed 3ball multiball. Adjusted rubber on the small random posts by bumpers. Adjusted top side of lane guides.
' 033 skitso - fixed museum flasher locations, fixed top right ramp/protector depth bias issue, removed ball reflection status from few GI bulbs, fixed jackpot insert below Flugelheim. Added a slideblade reflection to left dome flashers (code missing)
' 034 iaakki - flugelheim pTrough primitive adjusted to work better for 3-ball mb, bar hit sound added, left domereflection added to code
' 035 skitso - tweaked left dome reflection
' 036 skitso - fixed minor flasher clipping under Joker ramp, fixed clipping decal on top skill shot flasher dome, improved w/lit insert flasher
' 037 cyberpez - shrunk museum a bit. More nuts and bolts and things. adjusted switch 28 and 29 posistion, animated primitive gates. Animated switches for Joker Eye's and Mouth. Tweaks to diverter.
' 038 skitso - resized and moved museum flashers once more. Removed one stray peg inside museum, made Joker mouth flasher visible through the mouth hole.
' 039 iaakki - rtx ball shadow code included with ramp rolling etc. Some depth bias or z-order issues visible. Shadows are too dark on purpose. Should be reduced once it work
' 040 skitso - resized insert prims to correct size and shape. Removed playfield reflections from insert prims and a bunch of other crap that didn't need it for a hefty performance boost
' 041 iaakki - NormalMapped inserts only in VR mode, right ramp sleeves fixed, shadow depth bias debugged etc
' 042 cyberpez - orginization baby. Also tweaked bumper "ring drop offset. changed out "random" posts on either side of bumper area.
' 043 apophis - Fixed the Fleep installation. Fixed some ballshadow issues...shadows are still bugging on insert primitives. Cleaned up the script a bit.
' 044 Wylte - Fixed shadows, with update to latest primitive/image/materials. Updated RollingUpdate sub with latest shadow code. Thinned shadows slightly
' 045 fluffhead35 - Added BallPitchV Function and used for Plastic Ramp Sounds. Changed TargetBouncerFactor to 1.5. Added RubbersD point to make microbounces happen
' 046 fluffhead35 - Updated PlasticRamp Sound and amplified the volume of the sound.
' 047 fluffhead35 - Updated BallRoll Sound and amplified the volume of the sound. Fixed BallPitchV as it was on a BallRoll sound and put it on plastic ramp sound. Added in ligic by oqqsan to stop ball rolling sound at no balls in play.
' 048 fluffhead35 - Reverted TargetBouncer Logic to iaakki version. Changed BallRoll Sound to use version with lower amplification. Enabled sw14 for BIPL
' 049 oqqsan - Fix for poltergeist ball at plunger (forgot to save?)
' 050 Wylte - Implemented ". Commented out dynamic shadow z live updates, left ambient for ramps. Changed recommended TargetBouncerFactor maximum to 1.5
' 051 fluffhead35 - Implemented option BallRollAmpFactor to set amplification factor for BallRoll Sounds.
' 052 cyberpez - added a couple stragic walls to help stop stuck balls. Added wall under Flugelgugel to stop clipping of plastic. Stop ball collison bellow 0 Z. Started adding options.
' 053 Sixtoe - New playfield mesh, adjusted playfield hole primitives and added new playfield edge texture, fixed lots of VR depth bias issues, hooked up plunger, changed black nut material to black powdercoat to make it slightly mmore visible, adjusted primtives to line up better in 3D, adjusted collidable primtivies so they line up correctly, adjusted sideblade flashers to light orange-ish so it doesn't blow out with pure white anymore, added cut down museum flasher so it doesn't stick out of the cabinet. Split rubber collidables where they have a post in the middle, probably some other stuff I've forgotten...
' 054 cyberpez - copied LUT swapper from tftc, JokerRampFlasher mod. halfpost mod. rubber color mod. added a couple missing screws and adjusted floating rubbers.
' 055 tomate - New apron added, cab POV changed
' 056 Skitso - fixed default LUT (vpx original) to what it was earlier, tweaked apron texture and disable lighting. Added subtle shadow to the plunger lane, below bat mobile/apron. Set white rubbers as default. Made final visual pass with tiny tweaks here and there.
' 057/8 Sixtoe - Various tweaks and fixed, desktop pov fixed, script cleaned, rails fixed in desktop, playfield mesh error fixed, lights cut to shape
By TerryRedNOTE: DO NOT use this table, as it is out of date. Use normal VPX tables and newer PuP-Packs instead. This table is here for refence only.
Tron Legacy (Stern) (PuP Edition)
PinUp Player Edition mod : TerryRed
PinUp Player created by: NailBuster
VPX table created by: ICPJuggla, freneticamnesic (original FP to VPX conversion).
RustyCardores: Surround sound mod, new sounds added (where there were none)
DJRobX: Updated physics and code to bring table inline with VPX 10.4 routines. ROM-controlled GI and PWM flasher support. Prettier Ball.
HauntFreaks: File size optimization
Other credits: Rom and GLXB (original FP table version), SLAMT1LT (Ultimate Edition FP version, and inspiration for this table mod)
To see the world's first PinUp Player VPX table mod, watch this video of it here in my cabinet:
PinUp Player is a program that lets you play any video file on your Backglass, Topper, DMD, or any other screen using VLC media player. These videos can be controlled through the table’s script, switches, triggers, lights, or other table events. This allows any VP, FP or FX2 (using DOFLinx for FP and FX2) table to have a Backglass or Middle Screen with full videos like Jersey Jack Pinball, modern Stern tables, or Heighway Pinball tables.
You can control the videos using direct PuP control through the table’s script, or you can use B2S Server and create a PuPB2S that doesn’t require any modification of the table (but with less control), similar to a normal B2S (but really easy to make).
This PuP table mod is not using the PuPB2S method (which uses B2S Rom calls), and was a complete mod of the table script. I created all the videos myself (1920×1080 for Backglass, and 1920×822 for Topper), inspired by SLAMT1LT’s FP version.
Since this is a rom based table. I have no access or control over any of the game code or actions. I literally made A LOT of new code specifically for PUP that works based on only triggers / switches from the game, and the playfield lights and neon ramp colour logic. It’s a miracle I was able to pull this off, as this works with most MB modes, as well as the jackpots,etc all having unique videos with titles,etc. Because of this, I also wasn’t able to do anything for Sea of Simulation, End of Line MB, or portal, as they all use White for neon ramp colours, and I have no way to differentiate them.
To use this table you will need:
- VLC media Player "32 bit" only installed! (64 bit version won't work): https://www.videolan.org/vlc/index.html
- PinUp Player installed: http://www.vpforums.org/index.php?showtopic=38979&page=1
- "Tron_Legacy" PuP videos should be installed to your "PUPVideos" folder.
- there must be absolutely no files in the "PUPVideos\trn_174h" folder! (this folder is created when the table is first run, as is the Tron_Legacy folder) That folder is meant for a PuPB2S (based on the table's rom). This table's "PuP mod" doesn't use the PuPB2S function, so if you have any videos in there meant for a PuPB2S, then you will have videos from both folders playing...and you don't want that!
- ensure all files from PinUp Player are "unblocked". You may need to set PinUp Player Compatibility Mode to WinXP if you are running on Win7. You may also need to have PinUp Player "Run as Admin".
VPX MUST be run in windowed fullscreen! PuP will not be visible if VPX is run in exclusive fullscreen. When setting up PuP, size and postition both your PuP Backglass and PuP Topper so they don't cover the table.
No Pinball X Topper or backglass "videos" can be playing when the table is launched and running. While it "may" work, having videos from PBX and PuP playing on the same screen may cause issues. Pinball X still image for your Backglass or Topper screen is fine. PuP will play over still images and B2S backglasses, no problem...in fact its encouraged to use a still image for the Topper background, as this PuP mod doesn't use any "Background images or videos" that are always displayed. You can run your playfield screen in Exclusive Fullscreen, just don't setup any PuP screens to play on that screen, as they won't be visible.
- this table mod is designed to be used with both a Backglass PuP screen, and a Topper PuP screen. You don't require both of those however, in a cabinet for PuP to work.
- you can have both the PuP Backglass and PuP Topper on the same screen if you wish. Just re-size and position them on the same screen so they don't overlap each other. You may also only use one or the other if you wish.
- setup both your Backglass PuP screen and Topper PuP screen to "Pop-up enabled". This will have videos pop-up and play and then close when finished.
- note, that if you have a looping video playing (Topper, multiball modes) when you exit the table, PuP will continue to play this looping video as it hasn't been given a stop or disable loop command.
This table mod is using a PinMAME Rom, and therefor I have no control over what the table is actually doing. All I have done is create new code in the table script that will react to switches, triggers, playfield lights, Timers, and the Neon Ramp colours to play videos as a result of in-game events. While I have thoroughly tested this mod, there may be rare instances where a video may play when it shouldn't, or a video will stop when it shouldn't (mostly just Topper videos). This is usually a result of a ball drain's timing being off a little (with ball saver,multi-ball modes, etc). This is beyond my control, but if it does happen, it won't affect the gameplay at all. Once you have a normal ball drain or certain multiball modes active again, then everything should be good to go again.
This mod was a lot of work, but the results are just too damn cool! I hope you enjoy it!
Configuring PinUp Player's Screen settings for this table only (so you don't need to change PuP's default settings):
Since I don't think SetScreenex is mentioned yet in any of the PuP docs...I'll mention how I used it with Tron (PuP Edition) here. In the table script near the top, you can find these two lines: PuPlayer.SetScreenex 2,0,0,0,0,1 'Set PuPlayer Backglass to Pop-Up On <screen number> , xpos, ypos, width, height, POPUP PuPlayer.SetScreenex 0,0,0,0,0,1 'Set PuPlayer Topper to Pop-Up On <screen number> , xpos, ypos, width, height, POPUP Screen number 2 = Backglass, screen number 0 = Topper. Change the last digit to 0 if you want to disable PopUp for this table ONLY! (though Pop-Up is recommended) Setting the xpos, ypos, width, height, to 0 will also use PinUp Players's default size and position if you don't want a different position and size for only this table. Or you can comment out the entire line with an apostrophe to disable the command entirely (and use PinUp Player's default settings). Also you will see these lines: PuPlayer.Init 0,"Tron_Legacy" PuPlayer.Init 2,"Tron_Legacy" If you don't want to use one of the PuP screens at all, just comment out the line with an apostrophe which screen (Backglass=2, Topper=0) you don't want to use specifically for this table ONLY! This way you don't have to change PuP's default settings. All of the above is only applicable to a PuP table "MOD" that doesn't use a PuPB2S (like Tron Legacy PuP Edition). This is the only way to allow for this table to have its own user definable PuP screens config without changing PuP's default settings.
By hauntfreaksre-upload from 2018
Transformers (Stern 2011) Detail Mod of JP's table
reworked playfield so the correct right hand pro ramp could be used
FP ramps were used, texture modded by Draifet
left and right ramps detailed and modded to be "close" to the real machine
3D rendered shadows and ambient lights by Bord
new lighting and domes
flipper and ball shadows
normal maps added to all the models for more detail
fast flips enabled
this is one of those tables that's just not 100% to the real machine, so don't expect it to be
again thanks, JP, Draifet, Bord and everyone that found real machine photos
By Schlabber34VPX version by Schreibi34 and Herweh
Version 1.0: Initial release
Schreibi34: Visuals and gameplay "It's simply amazing what you do in Blender. So thrilling, so inspiring, so extraordinary. I'm overwhelmed every time when I see what you have created. You are the man. And a very relaxed, cool guy too. And for sure an awesome drummer ;-). Once again it was a pleasure and an honor to work with you"
(this was written by Herweh)
Herweh: Scripting, VP development and gameplay "Everything you see below in this script! Without him Mr. Basic v2.0 Schreibi34 would have been totally lost! What he has done on this table goes beyond my imagination. From animating Frank to implementing RothbauerW's physics to the texture swaps to all sorts of extras. Please check out all the stuff that the script Voodoo Master has provided for you below! Thanks for being such a cool guy! It was a pleasure!"
(this was written by Schreibi34)
Special thanks to:
- Dark: We all know what he did! Frank is just jawdropping!! - Dids666: For starting all of this and his awesome meshes. Thanks for letting us finish this!! - Sheltemke: For stitching together the PF image and playtesting - Mlager8: For PS help on the sling plastics - RothbauerW: For his awesome physics' guide at vpinball.com and some more help on the physics - Mark70, Bord, Thalamus: For beta testing and some good hints - Batch: For the DT background image (Sorry for making it a bit darker! Batch's original is in the image manager for those who like more pop)
Magna save selects LUT filters!
- Herweh: Fix for the trapped balls and the post left of the Geneva hole. Fix for LUT filters resetting after restart
- Skitso: Alligning the GI-ON and OFF better so they don't "jump" when swaping
- Schreibi34: Minor gameplay/physics adjustments
By psiomicronVPX Table by: fuzzel, flupper1, rothbauerw
Runs in regular table mode and VR, settings are in the script.
V1.2: . Adjustments by tomate new metal plates for the ramps new less faceted prim for the upper right metal wall (I modified the vpx wall too) new metals textures.
For VR: I added animated flipper buttons for VR (its the little things), Backglass now runs B2S files, be sure to disable grills, DMD, and B2S DMD in B2S settings (right click the backglass on the screen) Runs in regular desktop mode and VR Room. Edit script to VRRoom = 1 for VR Minimal Room.
Updated to table: Issue with center lane (drive through lane) and ramps so ball doesn't always drain center and is more like the real table.
Table rebuild by Sixtoe (updated ramps with lighting and asset changes, along with timer adjustments, along with other many miscellaneous items)
Special thanks to fuzzel and rothbauerw for permission to mod.
By Hanibal2001Tx to freneticamnesic for the convert of the FP version to this nice table.
Additionaly tx to using 85vetts script and adapted to work in VPX.
Thanks to rom and Glxb and slamtilt for their FP Version!
I have change this things:
- new real playfield and decals
- new physics
- new lights
- new sounds
- some funny things
- Tron Arcade reacts on Game Over by pinball and has demo screens
- New bumper cover mods
- Bike and ship models have glowing lights
By RascalThis is my release of the 1992 Data East Michael Jordan recreation. Right off I'll tell you that its not perfect and thats because there are very few resources. Also there are lights and things that don't match up with the manual. I redrew the playfield and plastics myself and I think it looks pretty good considering the lack of resources. This is a mod based off the Lethal Weapon 3 table that javier1515 created and bigus1 modded. I made it all work with the Michael Jordan reskin.
32assassin has been working on a WIP and has made a lot of changes. Some of them are in this table, but not all. Sorry, 32assassin, but I got busy with real life and quite frankly I got tired of this table. I know a lot of people have been waiting for the release so here it is. Where I left off and open for anybody to mod. I like the table the way it is, but that's just my opinion.
Its summer here where I live and I have been busy living. I got things I want to do.
So thank you to the following and you all have fun:
bigus1 for LW3 mod I based this table off of.
javier1515 for his LW3 vpx table which I based this mod off of.
oooPLAYER1ooo for his LW3 artwork that I used as a template to reskin.
francisco666 for his LW3 artwork that I used as a template to reskin. pinballfan6500 for his work on getting a rom dump of this rare table.
toxie for adding the rom to the vpinmame beta.
Thalamus for his FSS additions to the script.
32assassin for a bunch of modifications to the WIP which some made it to this table and some will have to be added. Sorry, I didn't do them all. Please release your version, It does not matter if there are two or more downloads of this table. Oh and included with this table is HiRez00's very nice wheel art. IMPORTANT: YOU NEED THE BETA 3.3 OF VPINMAME TO PLAY THIS TABLE https://www.vpforums.org/index.php?app=core&module=attach§ion=attach&attach_id=31231 Download the rom here and rename it mj_130.zip https://www.ipdb.org/files/3425/Data_East_1992_Michael_Jordan_ROMs.zip Sorry if I missed anybody in the credits. Let me know and I will add you.
By GoldchiccoThanks to 32assassin help and support this table now is completely alive!!!
All sound are working
Gates and Targets added to collections created ad sound added
Layer 1 wire triggers are now set to VPX triggers deleted the primitive wire
copied the slingshot rubbers (for animation) from the default table they need to be shaped to fit the table
Spinning disk code was rebuilt no more walls took Primitive and code from DJRobX Twister
Layer 2 removed trigger s20 and s21 and used Gates as triggers
added walls to stop ball
Generic Triggers# are only used for generic sounds
Layer 3 added missing lights
Layer 4 Prim Robot is now animated
Layer 5 GI code has been added simply add all your lights and add them to GI collection
Layer 6 added multiple missing lights controlled by Solenoids
Layer 7 You should consider adding components from the default VPX table some of this objects built by walls can be found in primitive form as an example I added a Lane Guide Prim
Layer 8 No Changes just moved Plastics to Layer 8
Layer 9 added Physical subway, only way this will work is if I built a prim PF
all kicker codes where updated, a vertical kick is now visible.
Once more Special Thanks to 32assassin, he sent me those words:
"feel free to upload and distribute the table this is why I took the time to rebuild the code"
By ninuzzuCactus Canyon Continued (Bally 1998)
Since the original release of the table, Fast Flips support was added. Fast Flips can be enabled using the script at Thalamus's Github script repository. Link:
https://github.com/sverrewl/vpxtable_scripts/blob/master/Cactus Canyon (Bally 1998) TTNZ v2.0.vbs
For VPX 10.4 or 10.5, updating the script requires deleting out the old script and pasting in the updated script. For CCC, the P-ROC flag should be changed to a value of 1.
For VPX 10.6, users can just copy the vbs file to the same folder as the table. The vbs file name should be identical to the table file name. Rename if necessary. When opening the table in VPX 10.6, the contents of the vbs file should automatically be loaded. For CCC, the P-ROC flag should be changed to a value of 1.
For users that have already installed Python 2.7 version of P-ROC, there is no need to install it again. Nothing has changed with the P-ROC installer since V3.2 which was the version available at MBPC before they closed. They may just want to run Install CCC.bat (requires wget.exe from the installer "files" folder).
For users that have updated the game code recently (since Aug 30, 2018), they do not need to run Install CCC.bat. It will not do any harm if they do want to run it. There are not any new code or assets at this time. But I will maintain Install CCC.bat if there are any updates.
For new installs, the order is
1. STEP 1 - Install Prerequisites.bat
2. STEP 2 - Install PROC.bat
3. Install CCC.bat
Sorry, I can't provide much support beyond this. The installer worked for me out-of-the-box on both my laptop and my cabinet.
If users happen to have any chepas tables, the only other thing to do to complete the installation is to open a command prompt and type:
pip install requests
By SkitsoThis is a remaster of Tom Tower's and Ninuzzu's Medieval Madness Reloaded.
Project lead, visuals and QA - Skitso Scripting, gameplay and physics - rothbauerw Mesh playfield and primitives - bord -- Original authors: Tom Tower and Ninuzzu Features:
Completely revamped gameplay and physics with all the modern VP tricks New mesh playfield with all nice holes and edges visible New animations and sound Improved GI lighting Completely new inserts lighting Completely new flasher lighting Completely new wall reflections and other atmosphere elements Completely new HD apron texture Improved playfield texture Countless amount of bigger and smaller details and polish
By kalavera3thanks to Sliderpoint and Xenonph for allowing me to modify his incredible NFL table.
thanks to Sliderpoint for his model of goalkeeper, really stayed perfect!
This table is one of my favorites, the first stern design after acquiring the division of sega pinballs and it is believed that this design was inherited from that company. the version that had been quite old and with graphics in low resolution, the playfield recreates it by parts, since I could not find a good quality photo to do it, the script is the same as the one that had the Sliderpoint and Xenonph table, with some small changes, like the lights.
I hope you like it.
By ninuzzuShrek (Stern 2008)(NZ&TT)(v1.0)
'****************************************************** '* SHREK VPX 1.0***** ********************************* '****************************************************** '* STERN PINBALL 2008 ********************************* '****************************************************** '* SAM SYSTEM ***************************************** '****************************************************** '* ROM VERSION 1.41 (shr_141.bin) * '****************************************************** '* CREATED BY NINUZZU AND TOM TOWER******************** '****************************************************** '* Many thanks to Groni, without him this wouldn't be * '* possible.The table is based on Family Guy by Groni.* '* Many thanks to comicalman, I used his FP table as * '* a resource for playfield images and toys. * '* Thanks to arngrim for the DOF script * '* Also a huge thanks to Freneticamnesic, who fixed * '* the bug with the flashers and to DJRobX, who fixed * '* the center post script. * '* Shrek, Fiona and Donkey models made by GLXB * '* What I did: * '* Readapted the textures to fit Groni's models * '* New Plastics from scatch * '* Some textures redone from scratch * '* Made a new model for the mirror * '* Reworked some 3d models * '* Added light system to Donkey mini-pinball * '* Other little stuff (lights, model positioning) * '******************************************************
By RascalThis is a VPX conversion of TAB and Destruk's 1996 Gottlieb Premier Barb Wire table. Big thanks to TAB and Destruk for their work. It can use some 3D models, but it doesn't look too bad as it is. Feel free to fix it up or modify it, after all I'm a newbie to the VP scene.
It needs the rom named "barbwire.zip". Hopefully you have a friend who has it, because the Gottlieb roms were pulled for all of the VP sites.
By pinball58Fish Tales VPX v1.1 - pinball58
By ninuzzuTheatre of Magic 2 versions
Theatre of magic VPX NZ-TT-HATMAGIC-1.0
Theatre of magic VPX NZ-TT 1.1
By ninuzzuWheel of Fortune (Stern 2007) 1.0
By ninuzzuTwilight Zone_VPX_2.1
By ninuzzuNo Fear Dangerous Sports (Williams 1995)_1.1
By ninuzzuMonster Bash X - NZ&TT 1.3
By ninuzzuMedieval Madness 5 versions
Medieval Madness X VPX- NZ&TT 1.1_flippers
By ninuzzuIndiana Jones - NZ&TT 1.2
By ninuzzuFamily Guy (Stern 2007)1.1.1