- This topic has 20 replies, 14 voices, and was last updated 4 years, 4 months ago by Rajo Joey.
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July 18, 2018 at 6:00 pm #92664
https://vpinball.com/VPBdownloads/capcom-breakshot-beta-9/
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.
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July 19, 2018 at 2:31 am #92692Wow, thanks Man, Looking very nice …
You said 80%, what is actually ToDo ?
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July 19, 2018 at 5:03 am #92704I 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!ÂIncredible gameplay from AKM Pinball on Youtube :
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July 19, 2018 at 5:44 am #92706Looks very good.
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July 19, 2018 at 6:12 am #92707Thank you–like this table a lot. Although “not finished”, it seems to play well for me :)
"And in the end, the love you take is equal to the love you make"
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July 19, 2018 at 11:09 am #92717As 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. Â 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.
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July 19, 2018 at 2:30 pm #92730thanks 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=0You need to login in order to like this post: click here
July 19, 2018 at 3:35 pm #92736This one plays super laggy. I will re-try once it is finished. Thanks for your release!
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July 20, 2018 at 1:06 pm #92862this table is super beautiful, thanks a lot! 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
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July 20, 2018 at 2:43 pm #92870Thanks for sharing. The table is sluggy for me, not sure why. Love the looks and will keep an eye out for the final :)!
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July 20, 2018 at 3:56 pm #92873This 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.
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July 20, 2018 at 8:53 pm #92890This 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.
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July 21, 2018 at 2:16 am #92908… Default, or some Off if you have Troubles again … don’t Forget to Save the Table.
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July 21, 2018 at 3:25 am #92913btw 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…
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July 21, 2018 at 11:49 am #92972Â 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. Â Â Flippers aren’t supported properly for Capcom, so authors have various hacks to try and simulate flipper activation. Â Â I’ve been recently adding Fast flip support which would help in this case. Â I’ll look into adding it for this table.
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July 21, 2018 at 5:18 pm #93025The update to VPM to support fast flips for this ROM is complete. Â 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. Â Â There’s some extra code from the faking that is no longer necessary, but it probably doesn’t hurt anything to leave it. Â They aren’t out yet though, so wait until they are, without them you’ll just get dead flippers. Â :)
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August 7, 2018 at 3:05 pm #94753Just 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.
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January 24, 2019 at 6:22 pm #110890Rocking table this one! Was a while ago since the last post, but did GI and lighting get done? I’d be happy to give it a go on the latest version if someone has it that could send to me? a version that was close to 1.0? (and not the one to download above).
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January 24, 2019 at 7:16 pm #110895Been a while since he’s been around – https://vpinball.com/forums/topic/operation-thunder/#post-96603
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January 25, 2019 at 12:55 pm #111053To me, this table is V1.0.
One of the really minor basic things was the ball image. But somebody called Vogliadicane soved it here ;)
seriously: this table is playing and looking sooo fine. So get it as it is, I’d say
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