It started on November, 18th 2012 with importing the playfield redraw from bodydump and Grizz.
Why does the stupid ROM bugger me about some stupid stage switches? Finally...
Nov.,19th: not much done, just added the apron.
Nov., 20th: added a lot of posts and the first rail according to my whitewood image.
Nov., 23rd: corrected the positions according to the redraw and a new rail arrives.
Nov., 24th: added the corksrew code from Rascal.
December, 22nd: after a long pause (one month) i changed the green tube to a "stovepipe hat"(?!) and added the outlane plastics. Should those eyes move around?
Three weeks later, on January 15th 2013: the plastics arrive on the table. Plus the captured ball area.
Jan., 18th: the first two ramps and the chest arrives.
Jan, 19th: more ramps, better textures and another chest with a perspective better suited for FS tables. Keeping the other one for the desktop conversion later.
Jan, 20th: just two plastics below the outlane plastics. And i removed the default outerwall.
Another three weeks later, February, 11th: darkness... and lights! Blatantly stolen from the old table at first...
... and replaced/enhanced with fadings lights later that day.
Feb., 22th: another plastic, dimmer lightning for the plastics, the transparent areas of the plastics are transparent again, the wand diverter and: the wand.
Feb., 24th: starting the arena.
Feb, 28th: finished the arena and added the cabal (the white orb).
March, 10th: the trunk escape sign arrives
March, 18th: changed the layback settings
March, 23rd: the wand is in a better position and the mech starts working
March, 29th: more plastics and the top flasher arrives.
March, 30th: even more plastics and another flasher.
April, 17th and 18th: left ramp decal and the stage front arrives.
April, 23rd to 25th: some scripting, the ball has now two ways to go from the wand (lock and critics), the flipper still work all the time (or they just go up and down very fast although i hold the flipper button) and the lights of the critics arrive.
May 2nd to 4th: the lights in the captured ball area arrive and the stage now has its diverter and two ways for the ball to go. But the mechanics behind the stage don't work (yet).
May 23rd: no graphical changes. Added some stage technology. At least the basic functionality. The ball can now go to the lift and the table will recognize it. No animation yet. If the ball goes the other way (to the box office bumper), the door opens (by a trigger/timer only) and the game doesn't recognizes it. No idea what to do there. Opto switch 60 doesn't seem to do much. Also: no reply on my request for GI information. I'm quite fed up with this table...
To do: GI, Physics, proper wire ramps, inside of the stage (animation) and the stage diverter technology, corkscrew wire, critics technology and lights, playfield&lights under the captured ball area, adjusting the brightness of the flipper, apron and white rubbers, wand magnet, adjusting how far the stage door opens and much much more.
Bug: why do the flippers always work, even if no game is started or the game is tilted?
In case i stop working on it, here's the current alpha version (public domain, free to change at will):
EDIT: now build 76: http://www.mediafire...dw0huy1949ly84b
Please: no technical support questions about this version.
Edited by hmueck, 25 July 2013 - 08:23 PM.