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Submitter
SUPPORT TOPIC File Information
- Submitted: Oct 30 2021 10:57 PM
- Last Updated: Sep 17 2023 05:08 AM
- File Size: 43.95MB
- Views: 15997
- Downloads: 3,088
-
Author(s):
CARLOSGUIZZO
HALEN
Gaston
PedatEr because Intructions!
mfuegemann
JP Salas **
Toxie
Fuzzel
Cyberperez
Wiesshund
DMD by Scutters Inc - Manufacturer: Other - Pinball
- Year: 1983
-
IPDB Link:
- Permission to MOD?: Yes, with approval
Previous Versions
Download Haunted Hotel (LTD do Brasil 1983) 4.0
35 Votes
LTD Haunted Hotel (1983)
VPX 10.8 rev 1445 or better REQUIRED - there will not be a VPX 10.6 version
VpinMAME 3.6 latest REQUIRED
****** IMPORTANT PLEASE READ THE FOLLOWING!! ***********
This table uses 4 flipper buttons, if you do not have magnasave buttons mapped, then map them to something
your existing flipper keys will work but multiball will be less than optimal.
This is how the real table works, it will not be changed.
Yes, that really is how the multiball worked on the real machine
No, it will not be getting changed
Table script has a few user options, check them before you play, you can set the following
ROM volume, default is -12 values 0 to -32 are valid
Hide will let you hide the desktop backdrop parts if you dont like them
UseFlexDMD will display a simple scoreboard on your DMD screen, made by Scutters
Language sets the Apron text language, you got 3 choices
FlexDMDHighQuality, if you have an LCD DMD, this will give you a high resolution 256x64 pixel DMD
if you have a real DMD do NOT use that option, you dont have enough Dots, your PinDMD will not be amused
If you want a shiny metal ball, turn off logo mode, set decal to <none>
and pick the shiny environment instead of the moody one
The ROM comes in the zip, because you might not find it elsewhere until i can get someone to upload it to VPU
*************** Ok you can play now without reading the rest ***************************
Lockbar Fire changes through 20 LUT levels
LUT saves on table exit
Some monitors may require raising the environmental lighting a bit, just raise the environmental emission scale from 0.3 to 0.5 or 1.0 what ever suits your screen
but put in a coin and start the game once before deciding that the LUT levels are not bright enough
The Table does not retain credit or high scores on exit, the controller was either incapable of doing so or VpinMAME does not have the required information to emulate it
It is not a bug
There is no fancy GI lighting here, the table actually did not have any outputs left to run more than 1 channel of GI lighting, which was for the cellar
So the all the upper Playfield lighting simply goes off when the game is over.
Table features 3 levels of playfields, and a very unique multi ball mode where you play all 3 playfields at the same time
Table does have an FSS mode, for anyone who plays in that fashion or wants to maybe convert it to VR (it actually has a full cabinet)
Gameplay rules are on the apron, they are 4k vector text so you can read them, and i made them light up so you can read them in the dark even.
Table comes with a B2S backglass, but someone please, make a new proper vector art glass, the included one is just an unskewed photo of the original on a black 16:9 background
You can mod this directB2s for the LED and Lamp values.
This table is the result of over a year of work, and is sort of a combined effort of those listed as authors
whether they were actually willing participants or not is another story, but all listed played some part directly or indirectly in the table coming into being.
Which began with getting the ROM to actually work in VpinMAME, which you dont want to hear about because it is long and boring.
Read table info or the table embedded notes to find out who is guilty of what
Table Code and Objects are freely open for modding and i have even included data on the ROM and VpinMAME
including switch, solenoid and lamp matrices
BUT
The graphics are NOT mine except for some small parts i did, they were hand made by Predator
You need to ask him about reusing the graphics, do not re-use his artwork without his permission
Fun Fact
This table in raw form is 4.2GB including all the research materials
******************** NOTICE *****************************
THIS TABLE MAY NOT BE HOSTED AT VPD!!!!
UPLOAD IT TO VPD AGAIN AND I PULL THE TABLE AND NO MORE UPDATES
YOU KNOW WHO YOU ARE
************************************************************
VPX 10.8 rev 1445 or better REQUIRED - there will not be a VPX 10.6 version
VpinMAME 3.6 latest REQUIRED
****** IMPORTANT PLEASE READ THE FOLLOWING!! ***********
This table uses 4 flipper buttons, if you do not have magnasave buttons mapped, then map them to something
your existing flipper keys will work but multiball will be less than optimal.
This is how the real table works, it will not be changed.
Yes, that really is how the multiball worked on the real machine
No, it will not be getting changed
Table script has a few user options, check them before you play, you can set the following
ROM volume, default is -12 values 0 to -32 are valid
Hide will let you hide the desktop backdrop parts if you dont like them
UseFlexDMD will display a simple scoreboard on your DMD screen, made by Scutters
Language sets the Apron text language, you got 3 choices
FlexDMDHighQuality, if you have an LCD DMD, this will give you a high resolution 256x64 pixel DMD
if you have a real DMD do NOT use that option, you dont have enough Dots, your PinDMD will not be amused
If you want a shiny metal ball, turn off logo mode, set decal to <none>
and pick the shiny environment instead of the moody one
The ROM comes in the zip, because you might not find it elsewhere until i can get someone to upload it to VPU
*************** Ok you can play now without reading the rest ***************************
Lockbar Fire changes through 20 LUT levels
LUT saves on table exit
Some monitors may require raising the environmental lighting a bit, just raise the environmental emission scale from 0.3 to 0.5 or 1.0 what ever suits your screen
but put in a coin and start the game once before deciding that the LUT levels are not bright enough
The Table does not retain credit or high scores on exit, the controller was either incapable of doing so or VpinMAME does not have the required information to emulate it
It is not a bug
There is no fancy GI lighting here, the table actually did not have any outputs left to run more than 1 channel of GI lighting, which was for the cellar
So the all the upper Playfield lighting simply goes off when the game is over.
Table features 3 levels of playfields, and a very unique multi ball mode where you play all 3 playfields at the same time
Table does have an FSS mode, for anyone who plays in that fashion or wants to maybe convert it to VR (it actually has a full cabinet)
Gameplay rules are on the apron, they are 4k vector text so you can read them, and i made them light up so you can read them in the dark even.
Table comes with a B2S backglass, but someone please, make a new proper vector art glass, the included one is just an unskewed photo of the original on a black 16:9 background
You can mod this directB2s for the LED and Lamp values.
This table is the result of over a year of work, and is sort of a combined effort of those listed as authors
whether they were actually willing participants or not is another story, but all listed played some part directly or indirectly in the table coming into being.
Which began with getting the ROM to actually work in VpinMAME, which you dont want to hear about because it is long and boring.
Read table info or the table embedded notes to find out who is guilty of what
Table Code and Objects are freely open for modding and i have even included data on the ROM and VpinMAME
including switch, solenoid and lamp matrices
BUT
The graphics are NOT mine except for some small parts i did, they were hand made by Predator
You need to ask him about reusing the graphics, do not re-use his artwork without his permission
Fun Fact
This table in raw form is 4.2GB including all the research materials
******************** NOTICE *****************************
THIS TABLE MAY NOT BE HOSTED AT VPD!!!!
UPLOAD IT TO VPD AGAIN AND I PULL THE TABLE AND NO MORE UPDATES
YOU KNOW WHO YOU ARE
************************************************************
What's New in Version 4.0 (See full changelog)
- Update v4.0
- Updated physics JP Phys 4
- Update some sounds
- Updated lighting and flashers to VPX 10.8
Screenshots
For adding coins, I added this code into Haunted_Hotel_KeyDown :
Sub Haunted_Hotel_KeyDown(ByVal keycode)
If keycode = AddCreditKey Then
vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
End If...
no need to, just makesure that in vpmkeys.vbs your con slot 1 key is actually your coin slot one
this table does not recognize coin slot 2 or 3
If you are pressing 5 to add coins, 5 is not actually coin slot one, and this machine had no coin slot two
all coin slots in it were wired to the same circuit.
You can do what you did, it accomplishes same thing, but the cause is your vpmkeys.vbs not the table.
Could there be a 7-digit Rom?
No, there could not be, there is no such thing.
Please people use support thread or i WoNT see this stuff
Its the big red button that says Support Topic
For adding coins, I added this code into Haunted_Hotel_KeyDown :
Sub Haunted_Hotel_KeyDown(ByVal keycode)
If keycode = AddCreditKey Then
vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
End If...
no need to, just makesure that in vpmkeys.vbs your con slot 1 key is actually your coin slot one
this table does not recognize coin slot 2 or 3
If you are pressing 5 to add coins, 5 is not actually coin slot one, and this machine had no coin slot two
all coin slots in it were wired to the same circuit.
You can do what you did, it accomplishes same thing, but the cause is your vpmkeys.vbs not the table.
Thank you for your answer.
I don't like to change vpmkeys.vb, because it's replaced when we install a new Visual Pinball version.
I'm not sure what is the best solution... For me, all tables should use AddCreditKey.
For adding coins, I added this code into Haunted_Hotel_KeyDown :
Sub Haunted_Hotel_KeyDown(ByVal keycode)
If keycode = AddCreditKey Then
vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
End If...
no need to, just makesure that in vpmkeys.vbs your con slot 1 key is actually your coin slot one
this table does not recognize coin slot 2 or 3
If you are pressing 5 to add coins, 5 is not actually coin slot one, and this machine had no coin slot two
all coin slots in it were wired to the same circuit.
You can do what you did, it accomplishes same thing, but the cause is your vpmkeys.vbs not the table.
Thank you for your answer.
I don't like to change vpmkeys.vb, because it's replaced when we install a new Visual Pinball version.
I'm not sure what is the best solution... For me, all tables should use AddCreditKey.
Dont replace VPMKeys.vbs
mark it as read only, and always have a backup of it
otherwise you will always be redoing any key changes etc you have made.
Same as DMDDevice.ini when updating freezy's
or vpmAlias.txt when updating vpinmame.
AddCreditKey never needs to be put in a ROM table script
Unless the author is wanting it to do something the ROM itself will not handle
Dont replace VPMKeys.vbs
mark it as read only, and always have a backup of it
otherwise you will always be redoing any key changes etc you have made.
Same as DMDDevice.ini when updating freezy's
or vpmAlias.txt when updating vpinmame.
AddCreditKey never needs to be put in a ROM table script
Unless the author is wanting it to do something the ROM itself will not handle
Yes for all. But all SYSTEM.vbs manage the keyInsertCoin3 because we all use the key '5' for add a credit. Maybe the file LTD4a.vbs must manage keyInsertCoin3.
I just like the simple way and automatic way, Visual Pinball and others softwares associated require enough customization.
I will update my vpmkeys.vbs and use '5' for keyInsertCoin1, I suppose this will avoid some problems.
or press 3?
I'm not sure how many keyslots you actually have.
or press 3?
I'm not sure how many keyslots you actually have.
On my cabinet, I have just one button for coin. That's why.
or press 3?
I'm not sure how many keyslots you actually have.
On my cabinet, I have just one button for coin. That's why.
Yea you would be better served then changing vpmkeys to make 5 coin slot one, as this is not the only machine that only recognizes a single coin slot
can you help me to find the rom? Tahnk you!
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i dont get notices of this, only if you use support thread
Upper and lower flippers are simultaneous
do you mean main and upper/lower?
If Keycode = RightFlipperKey then If VPXFastFlips=1 Then if flipperactive then RFLIPPER.RotateToEnd RFLIPPERON = 1 PlaySoundAt SoundFX("FX_FlipperUpR",DOFFlippers),RFLIPPER PlaySound "buzzR", -1, 0.003, Pan(RFLIPPER),AudioFade(RFLIPPER) RFLIPPER2.RotateToEnd RFLIPPER2ON = 1 PlaySoundAt SoundFX("FX_FlipperUpR",DOFFlippers),RFLIPPER2 URFLIPPER.RotateToEnd URFLIPPERON = 1 PlaySoundAt SoundFX("FlipperUpR",DOFFlippers),URFLIPPER LRFLIPPER.RotateToEnd LRFLIPPERON = 1 PlaySoundAt SoundFX("FlipperUpR",DOFFlippers),LRFLIPPER End If End If End If If Keycode = LeftFlipperKey then If VPXFastFlips=1 Then if flipperactive then LFLIPPER.RotateToEnd LFLIPPERON = 1 PlaySoundAt SoundFX("FX_FlipperUpL",DOFFlippers),LFLIPPER PlaySound "buzzL", -1, 0.003, Pan(LFLIPPER),AudioFade(LFLIPPER) LFLIPPER2.RotateToEnd LFLIPPER2ON = 1 PlaySoundAt SoundFX("FX_FlipperUpL",DOFFlippers),LFLIPPER2 ULFLIPPER.RotateToEnd ULFLIPPERON = 1 PlaySoundAt SoundFX("FlipperUpL",DOFFlippers),ULFLIPPER LLFLIPPER.RotateToEnd LLFLIPPERON = 1 PlaySoundAt SoundFX("FlipperUpL",DOFFlippers),LLFLIPPER End If End If End Ifand delete the magnasave keysubs