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Dragonfist (Stern 1981)


Dragonfist, the blackbelt of pins.  It's the habit that's hard to kick!

 

Dragonfist has something that keeps the pin player coming back for more.  The backglass shows the number of spinner revolutions and can give the player a special bonus when 20, 40, 60, or 80 revolutions hit.  Dropt Targets in the right and left orbit lanes, and a fun to hit spinner.  It's a tough game to beat, a hard habit to kick, because Dragonfist is the blackbeld of Pins.  

 

Thanks to Redbone for providing me with a freshly stitched playfield, and for helping with upscales and lots of other graphics.  Redbone also took lots of videos and pictures of an real table to help me in recreation.  And thanks to Hauntfreaks and Redbone for providing me with an upscaled backglass for VR.  Thanks also to the VPW team for testing and feedback!

 

The whole table was done utilizing latest VPW standards for physics, lighting, GI baking, 3D inserts, shadows, drop targets, 3D inserts, etc.  Dozens and dozens of hours were spent studying gameplay videos to match the table skill shots and physics action. 

 

There are plenty of options included in this table via the F12 menu including colors and marks for all targets, bumpers, flippers, walls, spinners, and LED plastic edges.  There are also multiple VR room environment and other VR options all done via the F12 menu.  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 included default settings for the ROM options hard coded into the script.  If you want to change the ROM settings themselves, you need to change the "SetDIPSwitches to 1" in the script, and then use the F6 menu to change.  Ball options are also available in the script.  All other options are in the F12 menu.

 

PLEASE NOTE:  There is ANOTHER option for an updated ROM.  If you use the alternate ROM... you will see the high spins to date on the Player 4 LED display during the high score attract mode.  ALSO, it will preset the Max Credits to 00 (essentially putting it in freeplay mode).  IF you want to change to have credits put in, you'll need to follow the instructions here: https://www.vpforums.org/index.php?app=tutorials&article=109 .   Essentially to increase max credits... press 7 to open the ROM menu, keep pressing 7 until you see 18 in the display, then LONG press the "1" key to increase the max credits.  The max credit change is only needed for the alternate ROM, not the default one.  (I will also include the ROM change description in the zip package).   

 

 

Version 16 (found here:

 

Version 16 alternate ROM  REQUIRES VPINMAME  1122 or later


Required Software (64-bit versions):

VPX 10.8.0 RC4 or later: https://github.com/vpinball/vpinball/releases/tag/v10.8.0-1975-051104c

B2S Server 2.1.2 or later (if B2S used): https://github.com/vpinball/b2s-backglass/releases/tag/v2.1.2

VPinMame 3.6.0-1122:  https://github.com/vpinball/pinmame/releases/tag/v3.6.0-1122-79a301d


 

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Edit: now that a few people have uploaded videos of the table i can see that the tops aren't supposed to light. So disregard my inquiry please. Thanks.

 

Hello, the pop bumpers don't seem to be lighting up during game play, especially the tops. I've cranked the brightness adjustment in the script to it's max, 1.0 but it doesn't seem to have much of an effect on the brightness of the bumper tops, just the stems a little bit. I've enabled ball control and nothing i do is lighting them up. The ball seems to register strong lit reflections from them but the bumpers appear dark.

 

Is there's something i can do on my end to get them to light up? Thanks.

Screenshot 2024-10-22 150821.png

Edited by GordonJames
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