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NEW! FizX physics system reveal! Is it possible? nFozzy techniques adapted for Future Pinball-BAM?


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NEW! FizX physics system reveal! (Future Pinball - BAM)

 

Is it possible? nFozzy techniques adapted for Future Pinball-BAM?

 

What everyone thought was impossible has happened! Future Pinball is no longer bound to it's 17 year old physics! JLou and AnonTet (with contributions from ravarcade and Gimli) have used the power of ravarcade's amazing BAM to adapt nFozzy physics techniques (used in VPX)  to work in Future Pinball!

 

What does this mean?

 

- a complete physics change for the entire table

- new updated dynamic physics adjusted in realtime during gameplay

- no more FP flippers (FP flippers are GONE!)

- no more wide flipper shots

- fully accurate and realistic flippers (adjustable)

- dynamic flipper coils and eos switch (no more on/off flippers)

- micro flips, tap passes, drop catches, post passes, and other flipper tricks

- live catch difficulty is adjustable

- slingshots are no longer super sensitive (adjustable)

- slingshots use new techniques for more realistic operation

- ball has a real weight to it (no more balloon ball)

- rubbers are all replaced, fully dynamic and adjustable

- rubbers no longer send the ball flying everywhere

- drop targets now have dynamic / scatter physics

- bumpers use better models and act more realistically

- optional higher polygon ball (8000+) for more accurate physics

- optional higher fps settings for more accurate physics

- more realistic physics and proper control overall

 

It simply means that now tables can be updated to play with more realistic physics overall in ways we never thought possible on FP. You can accurately make your shots and aim more like you would on a real table.

 

Does this mean FP can play as good as VPX nFozzy?

 

I wouldn't go that far (VPX guys know their physics really well).... but this is a MASSIVE improvement to FP overall, and I think "everyone" will be very surprised with the result compared to what they have come to expect with FP physics. It can only get better from here.

 

I'm VERY happy to be able to add this new physics system to my own releases. I've already seen a huge difference, and their gameplay is much better as a result.

 

For everyone who wished that my releases were on VPX.... you may no longer feel that way very soon when all PinEvent V2 tables get updated for FizX!

 

Coming soon!

 


Thanks to the following for making FizX possible:

 

- JLou and AnonTet for working hard on this for the last year. Your perseverance has paid off!
- ravarcade for making this possible with his amazing BAM and his support
- Gimli (the unsung FP hero) for his physics contributions and DF1 examples over the years

 

 

 

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AIO Example Table update

 

3.30.05 (Mar 12 - 2026)

The big PUP SSF v2.0 update!


- updated code, PUP SSF, Ball Rolling to support Pinup Player v2.0 features
- Ball Rolling now tracks 10 balls
- PUP SSF v2.0 now has 30 audio channels (10 wood, 10 plastic, 10 wire/metal)
- PUP SSF v2.0 can now change ball rolling sound per ball per material (ramps, wire ramps, etc)
- code uses new SSF PuP-Pack (FP_PUP_X2_SSF) with 30 new ball roll sounds and other updated sounds
- updated all code related to Pinup Player, PUP SSF, PinMechSound, Ball Rolling Sounds
- updated TABLE OPTIONS : added BallRolling_Sound_Mode, FP_MechSounds_Volume, FP_BallRoll_Volume, PUP_SSF_Volume, PUP_BallRoll_Volume
- removed DMDExt option (this caused lots of confusion for people, and 99% of cabinet players run DMDExt separately anyway)
- added optional "BAM LIGHTING and SHADOWS" section (not part of the AIO code)
- updated AIO Example Table Tutorial (new required steps for ball rolling)

 

 

=================================================================

 

 

The new Pinup Player v2.0 now has a new SSF sound engine!

Pup v2.0 SSF uses bass.dll, and allows for ball rolling tracking and up to 30 sound channels! This means that FP tables updated to support pup SSF v2.0 can now have 10 balls tracked with their own positions and sounds. We can now change each ball's material sounds for when they roll on ramps or different materials (10 wood, 10 plastic, 10 wire/metal)

Pup v2.0 SSF is NOT used with the current FP tables that support PUP SSF. It is currently only used by Popper v2.0 and new FP tables that support pup v2.0 (MOTU CE 1.4 will support this).


Pinup Player v2.0 and the FP_PUP_X2_SSF PuP-Pack (included with this new table update) is now REQUIRED to use the new PUP v2.0 SSF features with the new 3.30.05 AIO Example table update!


You can currently download the latest Pinup Player v2.0 update here:

 

https://www.nailbuster.com/wikipinup/doku.php?id=beta2026

 

 

=================================================================

 

 

Will PUP v2.0 affect any of your current table updates using the older AIO Example Table code?

No. All current FP tables updated using the previous 3.30.03 AIO Example Table's code and FP_PUP_SSF pup-pack will still run the same for anyone who is updated to PUP v2.0.


Will I need PUP v2.0 now if I don't use PUP SSF at all?

PUP is still is NOT required for anyone who doesn't want to use PUP SSF features with any table update using the AIO Example Table, same as before.


Will this new table and code update benefit FP Ball Rolling Sounds?

There is no functional benefit for FP Ball Rolling (it's basically the same). However the table's code and Tutorial has been updated to be easier to use and implement with more options in TABLE OPTIONS.


Do I need to update my current tables that had the previous AIO Example Code?

The only major functional benefits are if you want to add additional PUP v2.0 SSF Ball Rolling features to your table (10 balls tracked and changing rolling sounds on ramps).

For new table updates though, I would highly recommend the new 3.30.05 table's code and FP_PUP_X2_SSF pup-pack.


Tutorial is fully updated to 3.30.05

If you are updating any table to use the new 3.30.05 code, you MUST follow the new updated 3.30.05 Tutorial! There are some vital changes (some outlined below).

DO NOT mix old AIO Example code and new 3.30.05 AIO Example code! Only use the all new code in any update!


=================================================================

 

 

More details and download are here:

 

 

https://pinballnirvana.com/forums/threads/all-in-one-example-table-fizx-fleep-ball-rolling-pup-ssf-dof-easy-to-add.21983/post-163613

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UPDATE!

3.30.06 (Mar 15 - 2026)


- replaced Sub StopAllBallSounds (if PUPSSF was disabled, it would give an error) with Sub Stop_All_BR_Sounds (this is an optional function, that is not normally used)
- added sub Set_DMD_Color function to make it easier to change the colour of FP DMD (not part of the AIO Code)
- added "BAM SETTINGS - STARTUP" section that delays applying BAM settings on startup to ensure they are applied correctly (not part of the AIO Code)

Stop_All_BR_Sounds will just stop and "clear" the current ball rolling looping sounds (in case a tracked ball is gone, but the looping sound is still stuck on). It won't stop Ball Rolling completely (as any active balls will start playing their rolling sounds again when they are detected as moving)

It's only an "option" to try using if you find you are having this issue. For me with MOTU CE... unlike before when we were tracking only 6 balls, now we can track up to 10 balls, and when things get crazy with 9 ball multiball, rarely I was finding one looping sound may be stuck on (from a ramp, etc), yet there was no ball left for it to be tracked to. Using this command (at the end of that MB mode, etc) in only extreme situations like this was something I came up as a "just in case" option. Normally you shouldn't need to use it.

 

More details and download are here:

 

https://pinballnirvana.com/forums/threads/all-in-one-example-table-fizx-fleep-ball-rolling-pup-ssf-dof-easy-to-add.21983/post-163643

 

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UPDATE!

 

3.30.07 (Mar 19 - 2026)

- renamed Sub Stop_All_BR_Sounds to Sub Clear_All_BR_Sounds (this is a more accurate description of what it does)
- I updated Ball Rolling code to support new function to not apply ball rolling sounds to specific balls (xBAM.ball.extInt3 = br_no)
- examples of xBAM.ball.extInt3 = br_ commands are now used directly in the _Hit subs

 

 

More details and download are here:

 

https://pinballnirvana.com/forums/threads/all-in-one-example-table-fizx-fleep-ball-rolling-pup-ssf-dof-easy-to-add.21983/post-163695

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