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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: 38262
- Downloads: 9,225
-
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.
BUG FIX for Otak's spinner sound issue above somewhere near line 344, modify the sound refererenced inside the quoutes, change it to read as "fx_spinner"
Dim sd_fx_spinner :sd_fx_spinner = "fx_spinner" 'SCOOBY fix v1.0.2 default to standard spinner .wav table sound
the "fx_spinner" sound in the sound library is JP's default table sound effect and should be fx_spinner.wav if you were to unload it from the sound library down to your PC.
I was going to wait for someone to find this so here is a SCOOBY DOO reveal just like the TV Show. I over built the spinner sound library so you can pick and assign your own spinner sounds if you did not like the ones I have the game defaulting to.
fx_spinner is the classic spinner clicky-clicky sound but you have 7 additional spinner sounds you can experiment with. That is what I was up to with my chirplow and chirphigh sounds (for left and right spinners respectively)
Dim sd_fx_spinner_left : sd_fx_spinner_left = "fx_spinner_tone_chirplow"
Dim sd_fx_spinner_right : sd_fx_spinner_right = "fx_spinner_tone_chirphigh"
You can swap in any one of these sounds below for your spinners.
https://vpforums.org...rsoundissue.png
Here is where i make the call back to my modular sound table in the script for when the spinners are hit, as a working example for anyone new to table scripting. JP's variable based sound call is seen above my line for SCOOBY, but I also use his "PlaySoundAt" feature fo make the sounds more interesting.
Sub rspin_Spin 'right
'WOOLY PlaySoundAt "fx_spinner", rspin
PlaySoundAt sd_fx_spinner_right, rspin 'SCOOBY code play tone A4 instead of mechanical click
Sub lspin_Spin 'left
'WOOLY PlaySoundAt "fx_spinner", lspin
PlaySoundAt sd_fx_spinner_left, lspin 'SCOOBY code play tone C4 instead of mechanical click
'WOOLY DOF 128, DOFPulse
hi MRJCRANE
Thnaks for your answer .....great job
I just see your answer and what a joy to see your solution.
So i open my VPX and open my scoobydoo Table and.........nothing happen,no message like last week
I'm in "the twilight Zone"
hi MRJCRANE
Thnaks for your answer .....great job
I just see your answer and what a joy to see your solution.
So i open my VPX and open my scoobydoo Table and.........nothing happen,no message like last week
I'm in "the twilight Zone"
so Otak, is the problem fixed or not (Yes/No). I had a quick solution and it was simply to point the sound reference to change the sd_fx_spinner variable. I use "variable" names to point back to the sound library.
Dim sd_fx_spinner : sd_fx_spinner = "fx_spinner"
I nothing is happening whatsoever, then 1) start VPX app, but don't open a table when it prompts you, THEN 2)Do a manual open of the table (File/Open) THEN 3)Run the able ... you can private message me with your result.
I'm not getting any music?
Wow, mrjcrane and jp, this table is an epitome of why VPX is so awesome. An original (rethemed) table that is just as challenging and fun as any recreation. Epic job! Thanks for the extensive, selectable, built in audio tracks!
I'm not getting any music?
Retro, not sure about the music issue, had not heard of any other issues with it .... both the music and my fully bloated sound track are all embedded in the sound library. Do let me know if you are hearing some other sounds or no sounds whatsoever. One thing I did very differently in this table is the use of the .ogg sound file format in order to keep the overall table file size as low as I could make it and in order to have a truckload of sounds, music and callouts from the TV shows. In VPX under the "Preferences" Menu, take a second look under the "Audio Options". Best suggestion is send your table and backglass audio to the "Primary" sound driver and select 2 channel stereo sound. Keep me posted.
Wow, mrjcrane and jp, this table is an epitome of why VPX is so awesome. An original (rethemed) table that is just as challenging and fun as any recreation. Epic job! Thanks for the extensive, selectable, built in audio tracks!
Thanks for saying so Blue Sky, it was many painstaking hours building that audio track and embedded dynamic sound library to be very authentic to the original TV show episodes the game is built around. Do poke around the script ... like the show there are extra clues to be discovered here and there. Glad you gave it some air time.
this is a great game! Good job and well thought out mrjcrane. Great theme execution!
I had this happen on my system. If I ran VPX 10.7 32 bit it gave those errors. About 8 of them. On VPX 64 bit it did not give any errors. Not sure why. On the VPX 32 bit if you click past all the errors and then open the table it runs. I saved it at that point and I no longer get the error messages when running the VPX 32 bit version.
Does any one have a clue why that fixed the issue ?
hi ,
When i first launch the file i have this kind of issue .
what must i do to solve it ??
Bass music/sound library cannot create stream
C:\scooby\soundManager\scooby2022......
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Otak, I just spotted the bug, Change "sd_fx_spinner_tone" should have been a .wav file and not a .ogg file. Sorry, I'm new at this. While I don't actually call sd_fx_spinner variable, it still needs to be corrected as a .wav file so lets just point it to the default "fx_spinner" table sound.
I used "variable" names in my modular sound table to point the variable sounds names back to the literal sound name in the sound library so you can swap other sounds in quickly and easily, making the game sounds suited to your liking.
04/26/2022- Will be making the following code change in the next release on or near Line 343
BEFORE:
Dim sd_fx_spinner : sd_fx_spinner = "sd_fx_spinner_tone"
AFTER:
Dim sd_fx_spinner : sd_fx_spinner = "fx_spinner"
I'll address this in v1.0.2 ..... if anyone else gets this please reach out to me direct and I'll give you a work around, but this should fix it.
'** OTHER FX SOUNDS **
Dim sd_fx_collide : sd_fx_collide = "sd_vo_whats_in_here" 'SCOOBY Daphanie askes "Whats in here"
Dim sd_ball_launch : sd_ball_launch = " " 'SCOOBY Auto ball relaunch on ball save via Fred
Dim sd_fx_trapdoor_up : sd_fx_trapdoor_up = "sd_fx_drawbridge_open"
Dim sd_fx_trapdoor_down : sd_fx_trapdoor_down = "sd_fx_drawbridge_close"
Dim sd_fx_drawbridge_open : sd_fx_drawbridge_open = "sd_fx_drawbridge_open"
Dim sd_fx_drawbridge_close : sd_fx_drawbridge_close = "sd_fx_drawbridge_close"
Dim sd_lower_iron_door : sd_lower_iron_door = "sd_lower_iron_door"
Dim sd_fx_wolfhowl1 : sd_fx_wolfhowl1 = "sd_fx_wolfhowl1"
Dim sd_fx_bats_fly : sd_fx_bats_fly = "sd_fx_batsfly1"
Dim sd_fx_spinner : sd_fx_spinner = "sd_fx_spinner_tone"
Dim sd_fx_magnasave : sd_fx_magnasave = "sd_fx_magnasave"
Dim sd_fx_spinner_left : sd_fx_spinner_left = "fx_spinner_tone_chirplow"
Dim sd_fx_spinner_right : sd_fx_spinner_right = "fx_spinner_tone_chirphigh"