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    FS MODE Only.   Here is Capcom Breakshot That I originally Built for personal FS mode.

    32assassin provided a base script and I tweaked the script to my liking.

    this table is about 80% done.  I always loved the real breakshot pinball

    and so I built me one for vpx. but now I got no time to finish this table.

    and so I figured I would offer it to who ever to finish this wip. or use

    whatever so we all can enjoy capcom's breakshot in vpx

    All plastics are made from scratch. the dimensions for the table are for the most

    part approximate. like I said this whole thing started as a personal project.

    I would like to thank 32assissin for his help scripting. Dozer for

    answering a couple questions I had. And I would like to thank everyone who

    contributed to building all versions of breakshot (Vp8/Vp9) as scripting and the like

    was used here and there to bring this version along.

    simply download and unzip to your tables folder

    This topic contains 16 replies, has 11 voices, and was last updated by  Krobar74 4 months ago.

    Viewing 17 posts - 1 through 17 (of 17 total)
    • Author
      Posts
    • #92664
       Krobar74 
      Participant

      FS MODE Only.   Here is Capcom Breakshot That I originally Built for personal FS mode.

      32assassin provided a base script and I tweaked the script to my liking.

      this table is about 80% done.  I always loved the real breakshot pinball

      and so I built me one for vpx. but now I got no time to finish this table.

      and so I figured I would offer it to who ever to finish this wip. or use

      whatever so we all can enjoy capcom's breakshot in vpx

      All plastics are made from scratch. the dimensions for the table are for the most

      part approximate. like I said this whole thing started as a personal project.

      I would like to thank 32assissin for his help scripting. Dozer for

      answering a couple questions I had. And I would like to thank everyone who

      contributed to building all versions of breakshot (Vp8/Vp9) as scripting and the like

      was used here and there to bring this version along.

      12 users thanked author for this post.
      #92692
       STAT 
      Participant
      MemberContributor

      Wow, thanks Man, Looking very nice …

      You said 80%, what is actually ToDo ?

      #92704
       Lighthouse 
      Participant

      I did not know this table, the truth is that it has a fabulous appearance.
      what does not encourage me to download it is that it is not finished, as I have been able to read.
      It would be a pity if he did not finish doing it.
      Thank you very much Krobar74, Very good work!  :good:

       

      Incredible gameplay from AKM Pinball on Youtube :

       

      Breakshot Gameplay

      #92706
       Pinbolt 
      Participant
      Member

      Looks very good.

      #92707
       Bob Albright 
      Participant
      Member

      Thank you–like this table a lot. Although “not finished”, it seems to play well for me :)

       

      #92717
       Krobar74 
      Participant

      As far as it only being 80% finished, I just like being modest. I have months of

      gameplay testing into this table.  The hard part was setting up the tri- way

      captive ball system.   If you you tilt the table the flippers still work I know

      there is a workaround with Capcom tables for this but never got to it.

      also the g.i. needs to be mapped.  32assissin was looking into this but

      im not sure what he found on this.  also I think the whole script needs

      a good going over like dof and what not and maybe even surround sound

      would be nice.  also I had to use Williams primitives for the gates and

      middle playfield as this would not be correct but I work with what I had.

      also the portion of the backbox that you see is not finished it was going

      to have playfield light reflections but never got to implementing it.

       

      #92730
       32assassin 
      Participant
      Member

      thanks for the table I will try to finish it at the moment I have more then enough projects to keep me entertained,  but from the looks of it.  I don’t think I will be able to add much

      Will look into the flippers

      Capcom tables have two Lamp boards  Matrix A and Matrix B; each GI light is mapped to an individual rom ID number on the Matrix B board.   I can easily map each Lamp to an ID number but I do not know the location of that lamp.

      Only a person that has access to a real machine and can run a GI lamp test will be able to identify the location of each lamp.

      if my explanation is not good enough.  Open the table KingPin ( by Capcom not the EM table).  I tried to updated that table but got lazy when I realized that I had to updated each individual GI light. if anyone wants to take over that project, The table has been given a full script and VPX10.5 makeover, the only thing to do is update is the lighting witch includes all the GI and Solenoid flashers.  the playfield lights have been updated to use JPs subroutines.   But the most important step is to get permission to mod from ICPjuggalo.

       

      I use the default VPX gates, so more then likely I will be removing the primitive gates,

       

      I don’t use reflections, so that problem also goes away.

       

      see a table you like help me find the resources so that I can finish it
      https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

      #92736
       Jon Osborne 
      Participant

      This one plays super laggy.  I will re-try once it is finished.  Thanks for your release!

      #92862
       vogliadicane 
      Participant
      Member

      this table is super beautiful, thanks a lot! :good: This “tri-way captive ball” thing is great, a lot of fun, never saw something like that before.

      Only I didn’t like the HDR ball (it never looks good in my opinion), so I took the one attached. Looks much more noble in this beauty I think

      Attachments:
      #92870
       senseless 
      Participant
      Member

      Thanks for sharing. The table is sluggy for me, not sure why. Love the looks and will keep an eye out for the final :)!

      #92873
       Krobar74 
      Participant

      This is why I decided to give this table to 32 so he can go over it and hopefully finish it.

      This table seems to only play well on higher end systems. I wish everyone could play

      like vogliadicane said its a fun table but needs to be refined for the slower setups.

      #92890
       jbg4208 
      Participant
      Member

      This one plays super laggy. I will re-try once it is finished. Thanks for your release!

      The visual options are set to maximum on the top right of the editor. Change them to default and it smooths it out for me.

      #92908
       STAT 
      Participant
      MemberContributor

      … Default, or some Off if you have Troubles again … don’t Forget to Save the Table.

      Attachments:
      #92913
       vogliadicane 
      Participant
      Member

      btw I have a 4k playfield with a GTX970 and I always have to turn off 4xAA, Post-Proc AA and in-game AO for all tables to run smooth, so also for this one. On a 4k system you don’t realize any difference, but maybe people should try this out…

      #92972
       DJRobX 
      Moderator
      MemberModerator

       If you you tilt the table the flippers still work I know

      there is a workaround with Capcom tables for this but never got to it.

      That is a vpinmame issue.    Flippers aren’t supported properly for Capcom, so authors have various hacks to try and simulate flipper activation.    I’ve been recently adding Fast flip support which would help in this case.   I’ll look into adding it for this table.

      #93025
       DJRobX 
      Moderator
      MemberModerator

      The update to VPM to support fast flips for this ROM is complete.   Once the new VPM and VPX builds come out (you’ll need updated vpinmame.dll and capcom.vbs), all you’ll need to do is change UseSolenoids=2 in order for tilt to work on this table.    There’s some extra code from the faking that is no longer necessary, but it probably doesn’t hurt anything to leave it.   They aren’t out yet though, so wait until they are, without them you’ll just get dead flippers.   :)

       

       

      1 user thanked author for this post.
      #94753
       Krobar74 
      Participant

      Just a update. Clark has lent a helping hand at getting this table up to 1.0 status

      and knorr has helped out with getting some new primitives.  now just need

      lighting and G.I.

    Viewing 17 posts - 1 through 17 (of 17 total)

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