8 Ball (Williams, 1952)

Williams EM Recreation BAM FizX FP 8 Ball (Williams, 1952) FizX3 V1.01

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Popotte

Flipper is good for you!
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Popotte submitted a new resource:

8 Ball (Williams, 1952) - "Pool's Unlimited Appeal, Zipping Action and Fast Skill Play!"

8 Ball (Williams, 1952) v1.0
IPDB No. 765
NOTES:
You must have BAM 365 or higher in order to play this table.

You can toggle (by the toggle HUD key) the HUD reel.
You access to the ajustment menu by the Special2Key in order to manage:
- scrolling,
- tilt handling: normal FP's way (8 warning allowed), liberal (16 warnings allowed), and not tilt,
- reset high score entries,
- automatic ball lift.
- use...

Read more about this resource...
 
I had just converted this for FizX V3 myself as it's one of my favorite classic tables, but am so happy you uploaded your FizX version so I can compare mine with the masters to see where I stand with FizX conversion and what I'm getting right/wrong.

All my rubbers and bands placement and settings are identical to yours, so I'm getting that.

I am however missing the passive bumper rubber post you used (DRubberPassiveBumper), may I get that model?

Also, while all my band placement and script settings where identical, there was some differences in the FP Editor if you could explain.

How do you get the shape point on the corners of the bands? It would make lining things up so much easier.

You use a 100pct-transparent texture on the bands. Necessary?

You also have both Render Object and Generate Hit Event boxes checked, I've never checked these. Is it necessary? What are they doing?

Anyways, great conversion, I can delete mine and keep the masters and will be looking forward to the next.
 
I had just converted this for FizX V3 myself as it's one of my favorite classic tables, but am so happy you uploaded your FizX version so I can compare mine with the masters to see where I stand with FizX conversion and what I'm getting right/wrong.

All my rubbers and bands placement and settings are identical to yours, so I'm getting that.

I am however missing the passive bumper rubber post you used (DRubberPassiveBumper), may I get that model?
Find it in attachment, but you have it in the table Table -> Model Manager -> DRubberPassiveBumper
Also, while all my band placement and script settings where identical, there was some differences in the FP Editor if you could explain.

How do you get the shape point on the corners of the bands? It would make lining things up so much easier.
I don't understand
You use a 100pct-transparent texture on the bands. Necessary?
Yes (or an equivalent) if Render Object is checked. If Render Object is not checked, it's not necessary.
You also have both Render Object and Generate Hit Event boxes checked, I've never checked these. Is it necessary? What are they doing?
Concerning Render Object, see above. Concerning Hit Event, if your rubber have a switch, you have to check it because as RubberBands have to be a little in front of rubbers, it's it who have a _Hit, not the rubber.
Assuming your RubberBands is RubberBands42 and your rubber is MyRubber, so:
RubberBands42_Hit
AddScore 1 (for example)
End Sub
and you don't need a MyRubber_Hit
Anyways, great conversion, I can delete mine and keep the masters and will be looking forward to the next.
Thanks
 

Attachments

  • DRubberPassiveBumper.zip
    8.1 KB · Views: 4
Concerning Render Object, see above. Concerning Hit Event, if your rubber have a switch, you have to check it because as RubberBands have to be a little in front of rubbers, it's it who have a _Hit, not the rubber.
Assuming your RubberBands is RubberBands42 and your rubber is MyRubber, so:
RubberBands42_Hit
AddScore 1 (for example)
End Sub
and you don't need a MyRubber_Hit
Thank you so much for this advice, this is exactly what I was referring to when asking about the other day to make FizX RubberBands add score.

As for the question you didn't understand, my rubberbands have the circle on each end, where I can extend and rotate. Your rubberbands have a square on each corner where you can widen and shape. Just trying to figure out how to do that.

And thank you for the bumper
 
Thank you so much for this advice, this is exactly what I was referring to when asking about the other day to make FizX RubberBands add score.

As for the question you didn't understand, my rubberbands have the circle on each end, where I can extend and rotate. Your rubberbands have a square on each corner where you can widen and shape. Just trying to figure out how to do that.

And thank you for the bumper
Take one of mine and just cut-paste...
 
Take one of mine and just cut-paste...
Already ahead of you. I actually just copied one to the AIO table next to the Slingshots so it comes along with them and I can put it aside and is there for when I need it.
 
Thanks for the update Popotte!
 
I enabled scrolling and while initially the camera does scroll with the ball, if you exit the table and restart scrolling is not saved to fpRAM while other menu options are.
 
I enabled scrolling and while initially the camera does scroll with the ball, if you exit the table and restart scrolling is not saved to fpRAM while other menu options are.
Change line 2478
CheckAll
by
CheckAll: SetSwitch
or download again the table
 
Always with the quick fix, thank you
 
Hi popotte
Thanks for this nice table. Looks and works good in my cab.
One small "bug" ? If I enable SSF, the SSF ball rolling sound is always hearable, as soon one ball was rolling. Even the ball is stopped at flipper or falled in drain, the rolling sound plays.
Only with ssf enabled - internal FP rolling sound is ok.
 
Hi popotte
Thanks for this nice table. Looks and works good in my cab.
One small "bug" ? If I enable SSF, the SSF ball rolling sound is always hearable, as soon one ball was rolling. Even the ball is stopped at flipper or falled in drain, the rolling sound plays.
Only with ssf enabled - internal FP rolling sound is ok.
As I don't have SSF, I can't be positive but try that.
Change line 2254
If tmpball.Position.Y > 915 Then Exit Sub
by
If tmpball.Position.Y > 970 Then Exit Sub
and tell if it's OK
 
Thanks for your fast answer. No, this value don't change it. I even tried higher and lower values, but the rolling sound still plays...
But don't worry, I can life with "only" internal rolling sound at this table.
Only strange that in your other new table "Auto race" it works.
 
Thanks for this nice update, 1 issue the high score showed after ball4 not ball5 then after it gave me 2 more balls but the flippers would work.

video evidence :
 
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Thanks for this nice update, 1 issue the high score showed after ball4 not ball5 then after it gave me 2 more balls but the flippers would work.
Must be better now... Some problem with the drain gate when you nudge a lot...
Flippers could work all the time (no game over relay).
 
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Thanks m8. Appreciate the reply.
 
Nice version :-) thank you
 
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