Big Bang Bar (Capcom 1996)¶
Full VPW Premium build of a Capcom table requiring 64-bit VPX. Notable for its RGB VR room with dynamic script-controlled lighting, PinMAME PWM integration for Capcom hardware, and extensive v2.0 rebuild cycle. Primary developers: apophis79, Rawd (VR room), Gedankekojote97 (Blender), sixtoe, and niwak.
Build Story¶
Development spanned from March 2023 through January 2025 with a major v2.0 rebuild. The table requires VPX 64-bit and VPinMAME 64-bit -- a common user stumbling block. Niwak contributed PinMAME 3.6 PWM support specifically for Capcom hardware, enabling true hardware-driven lamp fading. The v2.0 cycle involved three Blender re-batches as the toolkit improved, and Gedankekojote97 provided comprehensive material and mesh updates including new Capcom drop targets and improved tube translucency.
Table-Specific Details¶
Mechanisms & Hardware¶
- 64-bit requirement: Will not run on 32-bit VPX. VPinMAME 64-bit must be installed separately via
Setup64.exe. Common user error: installing PinMAME but not VPinMAME. - VPinMAME 3.6 beta required to fix a crash bug (
EXCEPTION_INT_DIVIDE_BY_ZERO). - PinMAME PWM for Capcom: Lamps and flashers use PWM for true-to-life behavior -- slow fades, quick flashes, simultaneous fade-and-blink effects. Requires
UseLamps = 1,UseVPMModSol = 2,vpmMapLightswith faders. Not backward compatible with older VPX/VPinMAME. - NVRAM configuration available for competition play (disable extra ball buy-in).
- Pop bumper radius was oversized -- sixtoe noted the physical bumper radius in VPX should match the metal ring/bumper zone, not the hat diameter, and identified the BBB bumpers as too big.
Art & Visuals¶
- RGB VR room by Rawd with script-controlled lighting responding to table state. Auto-detects VR mode. Reflections left off by default (even enabling the feature with all objects non-reflective may cause slowdown).
SetRoomBrightnesssyncs room with table events;UpdateBallBrightnesssyncs ball appearance.- Tube appearance: real tubes should be translucent (not transparent) -- the end-cut reflection should not be visible.
- Lightmap brightness is delicate: v2.0.1 made all lightmaps 30% brighter but community said it was too much (tube "emitting" rather than "transmitting"), reverted in v2.0.2.
- Drop target z-fighting fixed by unchecking "Unshaded Additive Blend" on primitives in the CabLit Layer.
Known Issues¶
- F12 options menu causes backglass to disappear in VR.
- VR siderails/lockdown bar incorrectly visible -- required multiple fix attempts across versions.
- Ball brightness not fading with room brightness changes, most apparent during boot sequence.
- Windows Defender may flag release as Wacatac trojan -- confirmed false positive. Use VirusTotal to verify.
Techniques Developed Here¶
- PinMAME PWM for Capcom was first implemented here, representing the transition from manual lamp scripting to hardware PWM
- VR room RGB lighting with script-controlled lighting responding to table state
- Pop bumper radius correction -- sixtoe identified this as commonly oversized across many VPW tables
- Virus false positive handling was documented during this release
- 64-bit VPX setup requirements were extensively documented
See Also¶
- Software Setup -- 64-bit VPX, VPinMAME, virus false positives
- VR Development -- RGB VR rooms, F12 menu VR issues
- GI and Flashers -- PWM integration, Capcom lamp control
- Troubleshooting -- drop target z-fighting, frame pacing