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SUPPORT TOPIC File Information

  • Submitted: May 20 2020 03:30 AM
  • Last Updated: Sep 12 2025 05:53 AM
  • File Size: 15.02MB
  • Views: 16420
  • Downloads: 8,830
  • Author(s): jpsalas
    akiles50000
    Loserman76
  • Manufacturer: Other - Pinball
  • Year: 1971
  • IPDB Link:
  • Permission to MOD?: Yes, with approval

Previous Versions

  • 27 Dec 2024 Download Hearts Gain (Inder 1971) 5.5.2
  • 27 Dec 2024 Download Hearts Gain (Inder 1971) 5.5.1
  • 13 Dec 2024 Download Hearts Gain (Inder 1971) 5.5.0

Download Hearts Gain (Inder 1971) 6.0.0

* * * * * 61 Votes
Hearts Gain Inder Spanish



Screenshots
Based on the Spanish table by Inder from 1971.
 
Graphics by akiles50000.
Directb2s by Loserman76
Thanks to Kiwi for testing.
 

What's New in Version 6.0.0 (See full changelog)

  • 6.0.0 Updated September 2025
  • - Moved LUT to User Options (F12)
  • - Added some extra options to the User Options (F12)
  • - Updated physics to my latest rev 4.3.1. mostly bouncier rubbers and harder flippers.
  • 5.5.2 Updated 27.12.2024
  • - Fixed the MATCH routines against the directb2s. Thanks Hauntfreaks.
  • 5.5.1 Updated 27.12.2024
  • - Added DOF commands by Abhcoide
  • 5.5.0 Updated 13.12.2024
  • - New playfield mesh to avoid the ball getting stuck on top of the flippers.
  • - Fixed my ball spin control, which were too aggressive, and it killed the ball's acceleration, making the ball too slow, getting stuck on ramps, and also being unable to climb the ramps on many tables.
  • - Updated for VPX8 (adjusted reflections, equirectangular ball, linked flashers to lights, incandescent lights)
  • - Updated physics to my Rev3. Including physics materials, flipper code and slingshot shapes.
  • - Updated LUT images and display system, 10 darker shades and 10 warmer shades.
  • - some graphical changes (playfield mesh with holes, metal wall guides, lights warmer)
  • - added a screenshot for scutters file explorer handler
  • 4.0.0 Updated 29.9.2022
  • - Updated to my VPX7 physics
  • - cleaned up and deleted unused graphics & reduced the size of the table
  • - Added my VPX7 LUT changer to darken the table (hold down LEFT CTRL while change with RIGHT CTRL). Including GI brightness adjustment. Use the LUT changer together with the day/night slider to give the table the level of darkness you prefer.
  • - Updated my mechanical set of sounds to a more "under the glass" sound, as people seem to like those kind of sounds better.
  • - Changed the Environment image to enhance a little the object shadows.
  • - Some small small script updates, like the Rolling sound and PlaySoundAt routines.
  • 1.1.1 Updated 13.10.2021
  • - adjusted the sound of the 1000 points to sound like 500 + 500 just like the original table did.
  • - adjusted also the speed the bells sounds, since it was a little faster in the original table.
  • 1.1.0 Updated 21.06.2020
  • - changed the rules to be 100% like the real table
  • - added db2s commands to the script to activated the cards and other lights.
  • - small changes in the graphics.
  • - new bell sounds from the real table.
  • 1.0.0 released 20.05.2020


Screenshots

Screenshots


Very fun table, thank you.

Please, upload the table. Only can download the backglass.

Thanks

Thanks again for this nice table

I really love this table. It's one of my favorite classic ones I've downloaded.

Thanks JP nice table.

Love these cards-theme table. Thanks JP for your outstanding work and contribution!

What a lovely table! Thanks a lot. I had an issue with the frame rate though (which is kinda weird for such a simple table). The counter said 144 FPS but the ball looked like 24 FPS. So I disabled the mesh, the flashers, the desktop lights and reels. And it was still the same terrible frame rate.

 

The culprit are the ball shadows. I commented out the aBallShadow commands at lines 625, 633, 634, and 635 and deleted the 40 BallShadow0XX flashers at layer 1 and now the table runs smooth as butter.

 

There has to be a more efficient way to do the ball shadows.

 

EDIT: I've been studying all night and I found the issue. According to the VPW's example table:

 

'*******************************************
'    ZTIM: Timers
'*******************************************

'The FrameTimer interval should be -1, so executes at the display frame rate
'The frame timer should be used to update anything visual, like some animations, shadows, etc.
'However, a lot of animations will be handled in their respective _animate subroutines.

 

So, I just change the GameTimer (the one in charge of updating the ball shadow location) from 10 to -1 and now the ball shadows look smooth.

 

I'm playing at 144 FPS and seem like setting the GameTimer at 10 is just not enough. It makes the ball look like it's lagging or running at a different frame rate.

duplicated, sorry

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