Bally WIP Recreation BAM FP CiRQuS VoLTaiRe v4 (Bally 1997)

Future Pinball
@RwL
@LtJazz
@Gin
@Paolo
@GeorgeH

What would be a todo list for these tables ?

1. Rwl mentioned video modes ? Does this table have all the DMD Images from the Rom. Perhaps Gin could comment on that
2.George what do you think of the lighting , table graphics and inserts ? and physics ?
3. Is the Backglass Cannon (Vertical Miniplayfield) something worth pursuing . GF had this mastered but I lost his mod.......

these are the "tips" rwl mentions at top of script

VERSION: 2.0 **
' ** TIPS: * Find "Neon Light" to change color to purple **
' ** **
' ** * Press "A" to Fire cannon for outlane awards - **
' ** Press flippers during side show "cannon run" **
' ** **
' ** * Press "B" Create new ball if one is lost **
' ** **
' ** * Alternate sideblade art in Texture manager **
' ** **
' ** * Flipers change out lanes for cannon run **
' ** **
' ** * Press 'C' repeatedly to envoke Bam camera **
' ** (skip past globals) untill "Table 1" shows, **
' ** if you wan't to see more of DMD on playfield

It Should be
* Press "Special1key" to Fire cannon for outlane awards - **
' ** Press flippers during side show "cannon run"
But we can code for "A" , that is no problem, I think RWL just mapped the "A" on his keyboard to the "Special1key" in FP key settings
 
1. Rwl mentioned video modes ? Does this table have all the DMD Images from the Rom. Perhaps Gin could comment on that

From initial viewing of 'Textures' and 'DMD Fonts', it appears as though almost all of the DMD Animations are not present.

However, having said that - it appears as though the various modes of the game are being referenced and displayed as generic text on the DMD; i.e. Strike an Arc Multi-ball etc.

For Your Information: I have just downloaded and run the ROM from ipdb.org, and on initial testing - I can see that there are quite a lot of DMD animations in this game oO

Also, within the script, there is currently no method for the displaying of *.dmdf DMD Animations - which would have to be implemented, as well as synchronising them to the Music / SFX etc.
 
From initial viewing of 'Textures' and 'DMD Fonts', it appears as though almost all of the DMD Animations are not present.

However, having said that - it appears as though the various modes of the game are being referenced and displayed as generic text on the DMD; i.e. Strike an Arc Multi-ball etc.

For Your Information: I have just downloaded and run the ROM from ipdb.org, and on initial testing - I can see that there are quite a lot of DMD animations in this game oO

Also, within the script, there is currently no method for the displaying of *.dmdf DMD Animations - which would have to be implemented, as well as synchronising them to the Music / SFX etc.
Thanks Gin !
I can’t recall how involved it is to dump , cull and organize the dmdfs
Can you describe ?
 
Also, within the script, there is currently no method for the displaying of *.dmdf DMD Animations - which would have to be implemented, as well as synchronising them to the Music / SFX etc.
Hi Gin,mate,how are you?

This is a demanding job, i remember it very well when i did it for my batman (data east).....I believe you too Gin, right?
The biggest problem would not be to insert the animations, I could do it, but it is where to insert them.

Is need to know the real table very well, when I made Batman, I played for months on the vpx version, and watched many videos on youtube ..... to memorize where to insert the animations ..... in this case, it would be very complicated, because you need to know the script of this current table, and then insert the animations, the music would not be a big problem, just know the table,the real one of course.
 
What would be a todo list for these tables ?

2.George what do you think of the lighting , table graphics and inserts ? and physics ?
3. Is the Backglass Cannon (Vertical Miniplayfield) something worth pursuing . GF had this mastered but I lost his mod.......

I think JP might like to loin us though I haven't heard from him lately. @Popotte

There is no special lighting. The colors on the table really pop that makes it appear as if it has good lighting. I would add my lighting mod if I were doing my own mod.

The resolution of the graphics is fair. The playfield is 1024x2048. I prefer 2048x4096. The backglass is only 640x640 but plays 14 still frames in sequence to animate the canon. Most tables have a backglass sized 1024x1024. I prefer 2048x2048. The plastics use a single 1024x2048 TGA file that looks a little cleaner than the other graphics. The instruction cards are barely readable and should look better. The side blades have been added but resolution is poor.

I think the physics aren't bad but would like to try LtJazz's version. I like having emKickers on the slings which aren't there.

The playfield light inserts use the standard shaped lights that have the the halo moved off the table. The lenses use a light version of the entire playfield texture which looks fair. If I were to do a mod myself, I would move the halo back over the bulb and adjust the glow with BAM. ...But it might be nice if @TerryRed would rework the lights with his mod that makes them really pop.

We should look for new textures for the table loading screen.

I think we need to add the canon. It is too bad that we don't have GF's version because his posting says he fixed it. For those of you that don't know what the canon is, there is this video:


I agree with Paolo that we need to investigate why the floor of the playfield was raised to 30 mm. Maybe it was the only way they could get the Ring Master to rise up out of the floor at the time.

Add DMD background color, ball/flipper shadows and ball configuration to the script.

I noticed the table doesn't appear to have very many mechanical sounds. Hitting the slingshots, bumpers only appear to generate special sounds that Bally create. We should look at adding the mechanical sounds.

The music during the attract mode is very short. It seems like it should be longer. The sound quality of all the audio seems like it could be improved although I can understand the voice quotes. I would like to try LtJazz's version.

Need to add shadow maps if they will work with the playfield texture.

I could add the "halo" lighting that Slamt1lt uses. It involves adding duplicate bulbs under the plastics that glow through the plastics. It is a nice effect.

I am not sure if we need bump maps. About the only model is the Ring Master although it appears to have some shading on the texture for it that would help the bump[ maps produce some depth.

There is no game room. I usually add a floor and wall in the back at least.

The plunger is a curiosity. It has an autoplunger and a fake real plunger. I am not sure why that was done. The real table has a standard plunger. I personally prefer a standard plunger with plunger mod in the script that slows the action of the plunger down a little. It helps make skill shots.

There are no "execute" or "eval" commands in the script which is good.

There are these bugs posted in the script that we should try to fix:

- Error with ball count in stackable multiball when it includes juggler mb. **
- Error in end of game, sometimes won't restart properly

- Occasionally Ring Master mag won't catch ball if ball speed is very fast.

I went through my usual check list of stuff and listed most of this stuff. I don't have anything else.
 
@Gimli @GeorgeH

it's just my opinion, let's not forget this is the thread that opened @LtJazz, he has his own version, we are talking about the version that Gimli posted, so we should see what LtJazz did before on his version ....

I believe they are different that of LtJazz and the one posted by Gimli.
 
I think JP might like to loin us though I haven't heard from him lately. @Popotte

There is no special lighting. The colors on the table really pop that makes it appear as if it has good lighting. I would add my lighting mod if I were doing my own mod.

The resolution of the graphics is fair. The playfield is 1024x2048. I prefer 2048x4096. The backglass is only 640x640 but plays 14 still frames in sequence to animate the canon. Most tables have a backglass sized 1024x1024. I prefer 2048x2048. The plastics use a single 1024x2048 TGA file that looks a little cleaner than the other graphics. The instruction cards are barely readable and should look better. The side blades have been added but resolution is poor.

I think the physics aren't bad but would like to try LtJazz's version. I like having emKickers on the slings which aren't there.

The playfield light inserts use the standard shaped lights that have the the halo moved off the table. The lenses use a light version of the entire playfield texture which looks fair. If I were to do a mod myself, I would move the halo back over the bulb and adjust the glow with BAM. ...But it might be nice if @TerryRed would rework the lights with his mod that makes them really pop.

We should look for new textures for the table loading screen.

I think we need to add the canon. It is too bad that we don't have GF's version because his posting says he fixed it. For those of you that don't know what the canon is, there is this video:


I agree with Paolo that we need to investigate why the floor of the playfield was raised to 30 mm. Maybe it was the only way they could get the Ring Master to rise up out of the floor at the time.

Add DMD background color, ball/flipper shadows and ball configuration to the script.

I noticed the table doesn't appear to have very many mechanical sounds. Hitting the slingshots, bumpers only appear to generate special sounds that Bally create. We should look at adding the mechanical sounds.

The music during the attract mode is very short. It seems like it should be longer. The sound quality of all the audio seems like it could be improved although I can understand the voice quotes. I would like to try LtJazz's version.

Need to add shadow maps if they will work with the playfield texture.

I could add the "halo" lighting that Slamt1lt uses. It involves adding duplicate bulbs under the plastics that glow through the plastics. It is a nice effect.

I am not sure if we need bump maps. About the only model is the Ring Master although it appears to have some shading on the texture for it that would help the bump[ maps produce some depth.

There is no game room. I usually add a floor and wall in the back at least.

The plunger is a curiosity. It has an autoplunger and a fake real plunger. I am not sure why that was done. The real table has a standard plunger. I personally prefer a standard plunger with plunger mod in the script that slows the action of the plunger down a little. It helps make skill shots.

There are no "execute" or "eval" commands in the script which is good.

There are these bugs posted in the script that we should try to fix:

- Error with ball count in stackable multiball when it includes juggler mb. **
- Error in end of game, sometimes won't restart properly

- Occasionally Ring Master mag won't catch ball if ball speed is very fast.

I went through my usual check list of stuff and listed most of this stuff. I don't have anything else.
After you Hit RM several times a trap door opens beneath him and that is why a sub floor is needed
 
@Gimli @GeorgeH

it's just my opinion, let's not forget this is the thread that opened @LtJazz, he has his own version, we are talking about the version that Gimli posted, so we should see what LtJazz did before on his version ....

I believe they are different that of LtJazz and the one posted by Gimli.
Yes that is true and we don’t need to push this further than he wishes to go but it may be an opportunity for some collaboration especially because both he and RWL invested time in this.

We all have skills to help
 
because both he and RWL invested time in this.
I think so. considering the type of table.

We all have skills to help
Certainly, but I think we should act and help if he wants, in his version that is that of LtJazz, it's always a my opinion(personal).
Also because LtJazz, said it was ready to release its version, waiting for the consent of the primary author.

I have not tried the two versions ....one (author VictorKPM),the other of (RWL) posted by Gimli I have only opened (I have not played with it) to see this suspected surface at 30mm, but I understand that there is a valid reason, as Gimli explains(in red), I thought it was a barrier, but actually to 30mm and a little low, for a barrier.
After you Hit RM several times a trap door opens beneath him and that is why a sub floor is needed

I could find other solutions, not to use this surface, which seems to be like a playfield.

Regarding the animations, I did not understand if they were related to those for the "video mode", or the gameplay animations ..... but if there are no gameplay animations then it is a problem, but I repeat I have not played both the versions.
 
then maybe you meant assigned to layer not to level

The main FP playfield is at layer -1 not The main FP playfield is at "level -1

Thank you for your advice paolo.

I did not explain my problem very well. But it is indeed the playfiled1 surface which does not reflect the objects of the table.

I tried to assign it to layer 1 but it didn't change anything. I think it's a FP limit : it only manages reflections on the main playfield but not on other surfaces even if they have the playfield option checked.
 
Thank you for your advice paolo.

I did not explain my problem very well. But it is indeed the playfiled1 surface which does not reflect the objects of the table.

I tried to assign it to layer 1 but it didn't change anything. I think it's a FP limit : it only manages reflections on the main playfield but not on other surfaces even if they have the playfield option checked.
We have ways now to remove a ball anywhere on table . So it is possible
to lower the playfield and remove the subfloor…
 
Just received the notification - with regards to CV, anybody who want's to make any enhancements/ changes is more than welcome to do so. I have a limited amount of time to work on this, so it would be nice for other builders to collaborate on this WIP , and bring to it's eventual finish.
Best of luck to all who participate, it is much appreciated! RWL

BTW, Gimli is correct about the surface at 30mm ,this becomes the "new" playfield so the ball can drop into pocket - (and later kicked out) after the ring master raises up enough to let the ball travel underneath this toy.
 
it only manages reflections on the main playfield but not on other surfaces even if they have the playfield option checked.
FP, it has a lot of bugs, including this one, and Bam fixed ,many of them......so
I have never considered this issue, although I have made a couple of tables with playing fields (surfaces) at different heights, actually the reflection on the playfied, I almost never liked (albeit a real thing), as a result I didn't bother with this problem.

the surface has a big bug, some objects can't reflect, such as wirerampe, target, even if you put in these objects,this:
Catturauuu.JPG
but not only that, the surfaces cannot be tilted, they remain horizontal respect to the table,and therefore(my theory) creates this problem that does not reflect some type of objects.
I believe the surfaces work because they are in collidable (affects the ball), and therefore the ball slides over,although they are not inclined
However while trying some solutions, i noticed this,but as soon as you try to zoom in on it it disappears, bug above bug.
I don't know how to explain it, it just seems to be what it seems to reflect, it's a toy, I have to investigate
Future Pinball 2021-09-13 18-04-20-10.jpg

solutions
1)it's possible could grab the surface (a fake one) with mini-playfield tool, and tilt/incline it, to see what happens.
2) eliminate this surface, use the main playfield, and lower all objects, (long work) and then create a situation as Gimli suggests

PS:I noticed that there are no animations.
 
Last edited:
The backglass is only 640x640 but plays 14 still frames in sequence to animate the canon.

In the original FP table it was 322 x 341. I found a 1280x1024 picture to replace it but it's not animated

The plastics use a single 1024x2048 TGA file that looks a little cleaner than the other graphics.

For the mod, I had to redraw this texture from plastics pictures I found on the web

The instruction cards are barely readable and should look better.

In the original FP table it was rather ugly too. So I chose to design a new apron with materials found on the web

The side blades have been added but resolution is poor.

I agree. I also found these textures. But finally I chose to design mine

I think the physics aren't bad but would like to try LtJazz's version.

Don't expect anything fantastic. I spent time there because I do not yet master the subject. I first configured the table slope, the flippers strength, the ball mass and the gravity, then the omegamin and omegamax parameters for dynamics flippers (using you tutorial), and finally the slingshots strength and the plunger strength. In this configuration, my table is slower than RWL's one.

The playfield light inserts use the standard shaped lights that have the the halo moved off the table. The lenses use a light version of the entire playfield texture which looks fair.

For the mod, I redrawn some parts of this texture from decals pictures I found on the web. I also reshaped many lights and modified the colors (the texture colors and/or the light colors) and the diameters of the halos.

We should look for new textures for the table loading screen.

I agree. So I made this new loading screen for mine :

Loading-b.jpg

I agree with Paolo that we need to investigate why the floor of the playfield was raised to 30 mm. Maybe it was the only way they could get the Ring Master to rise up out of the floor at the time.

In the original FP table, there were no magnet simulation. When the Ringmaster catches the ball first time (before it rises), the floor becomes non collidable (but remains visible) and the ball falls below into a GobbleHole (so it seems to disappear). Then it's destroyed and, after the Ringmaster challenge speech, a new ball is created and launched from the right playfield kicker. At the end of the Ringmaster sequence, the ball falls again in the hole below the Ringmaster (like in golf). Then it's destroyed and, after the Ringmaster defeat speech, a new ball is created and launched from the right playfield kicker.

I noticed the table doesn't appear to have very many mechanical sounds. Hitting the slingshots, bumpers only appear to generate special sounds that Bally create. We should look at adding the mechanical sounds.

For the mod, I modified or added some sounds but i don't remember which ones.

The music during the attract mode is very short. It seems like it should be longer.

I completely changed the attract mode musical ambiance (I downloaded a crowd noises file on BBC site and mixed it with several musical extracts).

The sound quality of all the audio seems like it could be improved although I can understand the voice quotes. I would like to try LtJazz's version.

I agree. I think it was recorded in mono and it's a little bit noisy.

There is no game room. I usually add a floor and wall in the back at least.

For my mod, I made one with this texture :

CirqueA.jpg

There are these bugs posted in the script that we should try to fix:

- Error with ball count in stackable multiball when it includes juggler mb. **
- Error in end of game, sometimes won't restart properly

I think I corrected these bugs (and some others too). It was'nt easy because it was a combination of severals bugs.
 
Yes that is true and we don’t need to push this further than he wishes to go but it may be an opportunity for some collaboration especially because both he and RWL invested time in this.

We all have skills to help

I think i will release my mod soon, because it's a different project. Then I will be happy to share my experience about the VictorKPM table and to contribute to the RWL project within the limits of my skills.
 
Working in a circus can be dangerous: : sometimes, the tiger escapes from it's cage !

_CirqusVoltaire_V2.02.png
 
To all involved in this somewhat delayed project CirqusVoltaire_V2.0.zip which Gimli uploaded, and helped me get the ring master to function correctly by using BAM miniplayfields (thanks Bob!). For the most part this game has most of it's code for playing, scoring etc. w/ some rather crude animations on DMD. "Roonie the kangaroo" video mode does not exist yet, and "join the circus" would need to be implemented. The diverter for the circus is already on the table, but no scripting.

A note to LtJazz - if you are to code the "highwire act" correctly you will need 3 micro switches on wire ramp to keep track of ball count , which I have already implemented into this table. I did'nt bother with a 3rd mag on upper left playfield for reliability reasons.

What this table really needs more than anything is someone willing to do all the DMD animations correctly. Art enhancements and such don't really matter now untill some with patience is willing to to the DMD correctly. I have done some in the past using the built-in font editor which is a ton of work and just about killed me. I think Gimli would be the one to build out the "Boom Balloon" with a working bumper and could use my toy model as a dimensional template. I am sure I am forgetting some other important details, but my wife is calling me with another problem. Peace! RwL
 
Bob, if testing table - see below
Sub FuturePinball_BeginPlay()
call CreateCaptiveCustomBall(kicker7, CagedBall, 22.5, 1,1)' *(should disable if testing with manual ball roller)
 
Bob, if testing table - see below
Sub FuturePinball_BeginPlay()
call CreateCaptiveCustomBall(kicker7, CagedBall, 22.5, 1,1)' *(should disable if testing with manual ball roller)
+ @Gimli

What is the manual ball roller exactly ?
 
A note to LtJazz - if you are to code the "highwire act" correctly you will need 3 micro switches on wire ramp to keep track of ball count , which I have already implemented into this table. I did'nt bother with a 3rd mag on upper left playfield for reliability reasons.

Thanks RWL. I will take a look at this part in your table (which is technically more advanced than mine).

In the VictorKPM table, I just modified the script to block/keep the balls on the ramp and release them when the multiball sequence begins. There is a switch at the entrance of the ramp to detect and count balls and a popup below the ramp to block them. If a 2nd ball arrives on the ramp while the lock state is not "LIT", I release the 1st ball and then block the 2nd ball instead.
 
+ @Gimli

What is the manual ball roller exactly ?
Its enabling the mouse to manually move the ball around during a game to activate and test triggers and collisions etc...

go to game keys Game Keys and Controls and click enable mouse and setup the buttons as per the image below

MouseRoller.jpg
 
To all involved in this somewhat delayed project CirqusVoltaire_V2.0.zip which Gimli uploaded, and helped me get the ring master to function correctly by using BAM miniplayfields (thanks Bob!). For the most part this game has most of it's code for playing, scoring etc. w/ some rather crude animations on DMD. "Roonie the kangaroo" video mode does not exist yet, and "join the circus" would need to be implemented. The diverter for the circus is already on the table, but no scripting.

A note to LtJazz - if you are to code the "highwire act" correctly you will need 3 micro switches on wire ramp to keep track of ball count , which I have already implemented into this table. I did'nt bother with a 3rd mag on upper left playfield for reliability reasons.

What this table really needs more than anything is someone willing to do all the DMD animations correctly. Art enhancements and such don't really matter now untill some with patience is willing to to the DMD correctly. I have done some in the past using the built-in font editor which is a ton of work and just about killed me. I think Gimli would be the one to build out the "Boom Balloon" with a working bumper and could use my toy model as a dimensional template. I am sure I am forgetting some other important details, but my wife is calling me with another problem. Peace! RwL
Thanks @RwL . Will you be around to keep working on this project to a degree ?

@Gin
I don't know what your time/energy/desire is for this project but if you can rip some of the dmdf or at least dump the file and explain what to do from there that would be immensely helpful

I don't have a ton of time for these either , but I can help organize them and working on the coding template for others to take over.
I coded the all f***ing color DMD frames for Monster Bash so I know what a pain it is.

Cheers Folks !
 
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