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Submitter
SUPPORT TOPIC File Information
- Submitted: Apr 01 2022 07:17 AM
- Last Updated: Apr 14 2022 01:40 AM
- File Size: 146.46MB
- Views: 38252
- Downloads: 9,224
-
Author(s):
mrjcrane
JP Salas
T-800
Arngrim
Masalaja - Permission to MOD?: No
Previous Versions
Download Scooby Doo, 2022 v1.0.1
58 Votes
Scooby Doo
Hi Pinthusiasts, it's just a few strokes past midnight now and it's April 1st, 2022 in the Pacific Time Zone. No Foolin !!!, I'm coming out of the shadows now, here is my first table release, It's "Scooby Doo, 2022". A lot has changed since 1969, but Shaggy, Scooby and the rest of the Gang need your help to capture 8 monsters & ghosts and to solve this mystery.
This table is a VPX retrofit, retheme and remaster of the much older VP9 Scooby Doo. The audio track has been entirely re-mastered and the table is running nicely on the VPX platform with better code and a streamlined game play.
I wish to extend a special thanks to JP Salas, for giving me permission to mod his table (Wrath of Olympus). Scooby Doo sits entirely on top of his January 2022 release of Wrath of Olympus and I did not delete a single line of his WOOLY code. So, if you know the rules to that table, then you have a good head start. In addition I want to personally thank JP for coaching me on some of the finer points of table design and the special touches he added to my revamp (such as the parrot, the barrels, lighting fixes, good advice and other things I did not have the skill to do when I started. My skills started at 0. Sorry I do not have the skill yet to make a backglass for the table.
I have additional mods on the way and I'll address bugs and issues in the release thread if you post there.
Other thanks to T-800, Arngrim and Masalaja & VP community in general. Enjoy the Mystery, mrjcrane.
This table is a VPX retrofit, retheme and remaster of the much older VP9 Scooby Doo. The audio track has been entirely re-mastered and the table is running nicely on the VPX platform with better code and a streamlined game play.
I wish to extend a special thanks to JP Salas, for giving me permission to mod his table (Wrath of Olympus). Scooby Doo sits entirely on top of his January 2022 release of Wrath of Olympus and I did not delete a single line of his WOOLY code. So, if you know the rules to that table, then you have a good head start. In addition I want to personally thank JP for coaching me on some of the finer points of table design and the special touches he added to my revamp (such as the parrot, the barrels, lighting fixes, good advice and other things I did not have the skill to do when I started. My skills started at 0. Sorry I do not have the skill yet to make a backglass for the table.
I have additional mods on the way and I'll address bugs and issues in the release thread if you post there.
Other thanks to T-800, Arngrim and Masalaja & VP community in general. Enjoy the Mystery, mrjcrane.
What's New in Version v1.0.1 (See full changelog)
- 1.0.0 04/01/2022 - Initial table release
- 1.0.1 04/13/2022 -
- Fixed reported bugs from initial release, added choice of 6 different desktop backgrounds, added user switches for DOF Testing and "Beer Mode" (Backspace, tap flippers to release), redesigned desktop background. Shrunk table file size, added "JUKEBOX" mode INS and DEL keys to play favorite Scooby TV songs. Completed all 8 audio tracks for monster/ghost capture modes, enhanced some DMD screens and messaging. Cleaned up clutter in table script.
First, my congratulations to you for this awesome table. I was starting to work on a Scooby Doo table and you've seemed to capture what I was going for!
My only issue is that I can't use FlexDMD. If I attempt to add FlexDMD to my "commercial" table with 3-screens and the 3rd screen as my DMD screen, I need to upgrade a windows file (net framework) which works but then I lose all my DOFLinx lights in the cab and undercab for all tables I have. So, I had to revert.
Anyway, I turned FlexDMD off in the script and the table works just fine. I downloaded the down and dirty backglass which is great for now. But, since I disabled FlexDMD, I don't have a DMD at all to show score or balls. It's not hidden under the backglass or table to bring to front either. I checked that. I have this problem with JP's Friday the 13th table which is awesome as well. Just no DMD at all. Any advice?
I've tried reading anything about this issue that I am having but not finding any reference. Sorry if this is a known fix that I am not aware about. This is likely something I should post on a flexDMD specific post, but wanted to see if there was a quick solution I'm missing you may know about.
Mega, I have some ideas, a 3 screen approach is a bit more involved than my 2 screen PinCab, however you may be able to cheat as an experiment, see if you can get the DMD to present over onto Screen #2, the backglass screen as Virtual DMD. The only purpose of this test is to slim down the complexity of all 3 screens and prove you can display DMD video.
SO I like to test a "Cabinet Scenario" even on my desktop setup. I run my desktop as if it is a "mini-cabinet", including a Sainsmart 8 control board with no devices connected to it, just the ability to go click click click as each of the 8 channels can be triggered from the game. This simple Sainsmart is the easiest way to get DOF triggering even on your desktop 2 screen environment. Adding devices is a secondary conversation and a little more involved.
Try this on your desktop.
1) Screen #1 is the playfield (whatever dimensions you have)
2) Screen #2 set the Backglass for 1024x600
3) Screen #2 display the virtual DMD in the remaining 168 x 1024 as the virtual dmd so it sits below the back glass area.
You may have to tinker with those settings in the Backglass that say "show grill" ... "show dmd"
The Scooby table should not try to invoke a native Vpinmame DMD, It should trigger FLEX or nothing.
So cheat just a little until you can flush out what is going haywire with FLEX. For all practical purposes. FLEX is behaving normal and as expected.
This is why I added line 76 in the table script, to force and be able to test FLEX at will, even in 2 screen desktop environment. I'm kind of cheating by doing this.
Mini Preview .... I'm changing the outlane and inlane graphics, DEATH SKULLS mean you loose ball same time, SCOOBY COINS means you gain time back. Trying to decide which pair I like ... I'm favoring the left pair as the graphics are bigger and simpler to see compared to right inlane/outlane, a different pair. Monster Masher is just becoming "THE MASHER" whether you mash the monsters or the ghosts it covers both.
Been playing this one for a couple of days now and what a fun table! Forget the kids! This is a fun table with lots of targets and ramps to hit.
Thanks for sharing your hard work.
Heinz
For sure and be warned that upper ramp is one of the toughest shots to hit, table hint ..... learn to use the MagnaSave, I can still only hit it 1 in 20 times ... it's a bugger !!
great game!!! ill look for updates! thank you!
First, my congratulations to you for this awesome table. I was starting to work on a Scooby Doo table and you've seemed to capture what I was going for!
My only issue is that I can't use FlexDMD. If I attempt to add FlexDMD to my "commercial" table with 3-screens and the 3rd screen as my DMD screen, I need to upgrade a windows file (net framework) which works but then I lose all my DOFLinx lights in the cab and undercab for all tables I have. So, I had to revert.
Anyway, I turned FlexDMD off in the script and the table works just fine. I downloaded the down and dirty backglass which is great for now. But, since I disabled FlexDMD, I don't have a DMD at all to show score or balls. It's not hidden under the backglass or table to bring to front either. I checked that. I have this problem with JP's Friday the 13th table which is awesome as well. Just no DMD at all. Any advice?
I've tried reading anything about this issue that I am having but not finding any reference. Sorry if this is a known fix that I am not aware about. This is likely something I should post on a flexDMD specific post, but wanted to see if there was a quick solution I'm missing you may know about.
Mega, I have some ideas, a 3 screen approach is a bit more involved than my 2 screen PinCab, however you may be able to cheat as an experiment, see if you can get the DMD to present over onto Screen #2, the backglass screen as Virtual DMD. The only purpose of this test is to slim down the complexity of all 3 screens and prove you can display DMD video.
SO I like to test a "Cabinet Scenario" even on my desktop setup. I run my desktop as if it is a "mini-cabinet", including a Sainsmart 8 control board with no devices connected to it, just the ability to go click click click as each of the 8 channels can be triggered from the game. This simple Sainsmart is the easiest way to get DOF triggering even on your desktop 2 screen environment. Adding devices is a secondary conversation and a little more involved.
Try this on your desktop.
1) Screen #1 is the playfield (whatever dimensions you have)
2) Screen #2 set the Backglass for 1024x600
3) Screen #2 display the virtual DMD in the remaining 168 x 1024 as the virtual dmd so it sits below the back glass area.
You may have to tinker with those settings in the Backglass that say "show grill" ... "show dmd"
The Scooby table should not try to invoke a native Vpinmame DMD, It should trigger FLEX or nothing.
So cheat just a little until you can flush out what is going haywire with FLEX. For all practical purposes. FLEX is behaving normal and as expected.
This is why I added line 76 in the table script, to force and be able to test FLEX at will, even in 2 screen desktop environment. I'm kind of cheating by doing this.
Mini Preview .... I'm changing the outlane and inlane graphics, DEATH SKULLS mean you loose ball same time, SCOOBY COINS means you gain time back. Trying to decide which pair I like ... I'm favoring the left pair as the graphics are bigger and simpler to see compared to right inlane/outlane, a different pair. Monster Masher is just becoming "THE MASHER" whether you mash the monsters or the ghosts it covers both.
Thanks, mrjcrane. I probably created more confusion than intended. FlexDMD worked fine, no issues. I see the DMD and gameplay is excellent. However, to get FlexDMD to work, I had to update that .net framework to 4.8 which causes the addressable LED's to stop working. Nothing at all to do with FlexDMD. I removed all traces of FlexDMD and only updated .net framework and the addressable LEDs stopped working. Removing 4.8 corrects the issue. I just created a post yesterday in the DOFlinx section to hopefully get some help regarding this issue I'm seeing there. At the end of the day, I want to be able to install .net framework 4.8 to satisfy FlexDMD's need and not lose my LEDs. ![]()
I did play around with the screens thinking the same thing outlined and changing the settings in the backglass but had no change to the issue.
First, my congratulations to you for this awesome table. I was starting to work on a Scooby Doo table and you've seemed to capture what I was going for!
My only issue is that I can't use FlexDMD. If I attempt to add FlexDMD to my "commercial" table with 3-screens and the 3rd screen as my DMD screen, I need to upgrade a windows file (net framework) which works but then I lose all my DOFLinx lights in the cab and undercab for all tables I have. So, I had to revert.
Anyway, I turned FlexDMD off in the script and the table works just fine. I downloaded the down and dirty backglass which is great for now. But, since I disabled FlexDMD, I don't have a DMD at all to show score or balls. It's not hidden under the backglass or table to bring to front either. I checked that. I have this problem with JP's Friday the 13th table which is awesome as well. Just no DMD at all. Any advice?
I've tried reading anything about this issue that I am having but not finding any reference. Sorry if this is a known fix that I am not aware about. This is likely something I should post on a flexDMD specific post, but wanted to see if there was a quick solution I'm missing you may know about.
Mega, I have some ideas, a 3 screen approach is a bit more involved than my 2 screen PinCab, however you may be able to cheat as an experiment, see if you can get the DMD to present over onto Screen #2, the backglass screen as Virtual DMD. The only purpose of this test is to slim down the complexity of all 3 screens and prove you can display DMD video.
SO I like to test a "Cabinet Scenario" even on my desktop setup. I run my desktop as if it is a "mini-cabinet", including a Sainsmart 8 control board with no devices connected to it, just the ability to go click click click as each of the 8 channels can be triggered from the game. This simple Sainsmart is the easiest way to get DOF triggering even on your desktop 2 screen environment. Adding devices is a secondary conversation and a little more involved.
Try this on your desktop.
1) Screen #1 is the playfield (whatever dimensions you have)
2) Screen #2 set the Backglass for 1024x600
3) Screen #2 display the virtual DMD in the remaining 168 x 1024 as the virtual dmd so it sits below the back glass area.
You may have to tinker with those settings in the Backglass that say "show grill" ... "show dmd"
The Scooby table should not try to invoke a native Vpinmame DMD, It should trigger FLEX or nothing.
So cheat just a little until you can flush out what is going haywire with FLEX. For all practical purposes. FLEX is behaving normal and as expected.
This is why I added line 76 in the table script, to force and be able to test FLEX at will, even in 2 screen desktop environment. I'm kind of cheating by doing this.
Mini Preview .... I'm changing the outlane and inlane graphics, DEATH SKULLS mean you loose ball same time, SCOOBY COINS means you gain time back. Trying to decide which pair I like ... I'm favoring the left pair as the graphics are bigger and simpler to see compared to right inlane/outlane, a different pair. Monster Masher is just becoming "THE MASHER" whether you mash the monsters or the ghosts it covers both.
Thanks, mrjcrane. I probably created more confusion than intended. FlexDMD worked fine, no issues. I see the DMD and gameplay is excellent. However, to get FlexDMD to work, I had to update that .net framework to 4.8 which causes the addressable LED's to stop working. Nothing at all to do with FlexDMD. I removed all traces of FlexDMD and only updated .net framework and the addressable LEDs stopped working. Removing 4.8 corrects the issue. I just created a post yesterday in the DOFlinx section to hopefully get some help regarding this issue I'm seeing there. At the end of the day, I want to be able to install .net framework 4.8 to satisfy FlexDMD's need and not lose my LEDs.
I did play around with the screens thinking the same thing outlined and changing the settings in the backglass but had no change to the issue.
Yeh I get it man, there are lots of little steps involved to get everything working in coordination. It's quite a feat to bring all the programs together. So glad you made some forward progress. I don't have LED whiz or any of the other solutions so my extent of what I know is limited to the Sainsmart 8, which seems to be stable for me. Keep playing and I want to know when you have defeated all monsters and ghosts, thus far even I can only defeat a few of them.
Love it! Thank you!
Thank you so much. What a great table
Hi everyone,
I'm using vp version 10.7 and have a flipper problem. When i press the left flipper the right flipper also moves up and get stuck in the up position. Does someone know how to fix this issue?
this is so great.
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Great Table! Playing on desktop, I haven't put it on my cabinet yet. A lot of fun and very well done. Thanks