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Submitter
SUPPORT TOPIC File Information
- Submitted: Apr 16 2010 12:53 PM
- Last Updated: --
- File Size: 16.16MB
- Views: 8385
- Downloads: 599
-
Author(s):
Anthias & Polygame
SE5 by DoCam
Download Flame Reaper 2010 SE5 SE5
1 Votes
Flame Reaper 2010 SE5 (update from SE4)
- Added: HUD at the top left of screen, can be hidden/shown by pressing [ToggleHUD] key. Shown by default. HUD state is stored in nvR1 register. The player's score on HUD is limited to TEN digits (instead of ELEVEN digits on backbox): it's not an error, simply I want to limit the width of the HUD. Please note the scores (like any VBS integers) are 32-bit signed values... and limited to 2,147,483,648 (ten digits).
- Added: "Setup": during attract mode, press and hold both flipper keys until blinking "--SETUP--" is displayed in SCORE (after 2 seconds). From Setup, left flipper advances to next setting/next menu, right flipper selects next parameter/option for the current displayed setting/menu.
- Added: only if selected "BIP" from "BALL DISPL": when you earn one (or many) EXTRA-BALL(s), the BALL and SCORE displays alternate between blinking and fixed display. During blinking sequence, BALL indicates the number of outstanding EXTRA-BALLs.
- Fix: enhanced ball saver, start when the ball hit plunger lane gate: SHOOT AGAIN light now blinking slow (150 ms) until 3 seconds prior shutdown, then blinking fast (50 ms) for last 3 seconds, then shutdown (with 1 second "grace" delay after shutdown).
- Added: in-game messages on SCORE display like "EXTRA-BALL", "BALL SAVED", "TILT--WARN", "LAST--WARN", "T I L T", "MULTIBALL" or "DEVASTATED"...
- Added: "EmKicker6" (with trigger) near "Bumper1" (between "Bumper1" and "EmKicker5") because ball is often stucked at this point. This EmKicker works exactly like Bumper1.
- Fix: "Manga" poster has been replaced by game rules (using "FlameReaperCard.jpg" enclosed in SE4 .zip).
- Fix: when %FIRESPREAD reaches 100% (Game Over), the table now is tilted, all balls are drained, then you can enter your high score initials if required (unfortunately, SE4 doesn't do this).
- Fix: strenght for EmKicker1 to EmKicker5 (Outrun Backdraft) are reduced a bit because balls "fly" over the table (sometimes) on solenoid pulse (now it's better, but not totally solved, however)!
- Fix: Trauma bonuses (points/time) are given only if the ball travels the ramp (enter from "Relay to Trauma" kicker, then exit to end of ramp kicker), because sometimes a "flying" ball can hit the right kicker, in this case, the bonuses must not be given!
- Fix: when winning current FIREFIGHTING mode (rank advance), the drop targets reset are delayed (when starting next mission) to avoid stucked ball between drop targets and leaf target bar.
- Added: when entering high score initials, BONUS displays the current rank (from 1ST to 10TH).
- Fix: script has been entirely restructured, with comments: variable declarations, Future Pinball events handlers, timers events handlers and user-defined functions/subroutines. Cleaned code (removed: unused Sub, Hit events for non-existing objets, unused timers, unused variables). Some variables used once for multi-stage timer (like "WhichCase") has been replaced by timer's internal .UserData variable.
- Fix: some table objects has been renamed, unknown lights are removed from light lists (LightList manager).
- Fix: The toxicity now from 0 to 10 (instead of 0 to 9). The gauge routine is entirely rewritten.
- Added: this SE5 version uses NVRAM registers: nvR1 to store HUD status (used as flag), nvR2 if high scores table was altered (used as flag), nvS1 to store table settings.
- Fix: "BallsOnPlayfield" variable is incremented at the start of multiball sequence: it's necessary for draining balls correctly on TILT or 100% FIRESPREAD.
- Fix: "Alarm" sound (when FireDamage = 21) now moved to music, it can be stopped easily (unfortunately, sounds played by PlaySound cannot be stopped).
- Fix: The FIREFIGHTING countdown display on playfield always shows two digits (ex: "06"). It displays "--" during attract mode.
- Fix: Boredom effects are turned off during play (or Setup) and turned on every 5 seconds during attract mode.
- Added: HUD at the top left of screen, can be hidden/shown by pressing [ToggleHUD] key. Shown by default. HUD state is stored in nvR1 register. The player's score on HUD is limited to TEN digits (instead of ELEVEN digits on backbox): it's not an error, simply I want to limit the width of the HUD. Please note the scores (like any VBS integers) are 32-bit signed values... and limited to 2,147,483,648 (ten digits).
- Added: "Setup": during attract mode, press and hold both flipper keys until blinking "--SETUP--" is displayed in SCORE (after 2 seconds). From Setup, left flipper advances to next setting/next menu, right flipper selects next parameter/option for the current displayed setting/menu.
- Added: only if selected "BIP" from "BALL DISPL": when you earn one (or many) EXTRA-BALL(s), the BALL and SCORE displays alternate between blinking and fixed display. During blinking sequence, BALL indicates the number of outstanding EXTRA-BALLs.
- Fix: enhanced ball saver, start when the ball hit plunger lane gate: SHOOT AGAIN light now blinking slow (150 ms) until 3 seconds prior shutdown, then blinking fast (50 ms) for last 3 seconds, then shutdown (with 1 second "grace" delay after shutdown).
- Added: in-game messages on SCORE display like "EXTRA-BALL", "BALL SAVED", "TILT--WARN", "LAST--WARN", "T I L T", "MULTIBALL" or "DEVASTATED"...
- Added: "EmKicker6" (with trigger) near "Bumper1" (between "Bumper1" and "EmKicker5") because ball is often stucked at this point. This EmKicker works exactly like Bumper1.
- Fix: "Manga" poster has been replaced by game rules (using "FlameReaperCard.jpg" enclosed in SE4 .zip).
- Fix: when %FIRESPREAD reaches 100% (Game Over), the table now is tilted, all balls are drained, then you can enter your high score initials if required (unfortunately, SE4 doesn't do this).
- Fix: strenght for EmKicker1 to EmKicker5 (Outrun Backdraft) are reduced a bit because balls "fly" over the table (sometimes) on solenoid pulse (now it's better, but not totally solved, however)!
- Fix: Trauma bonuses (points/time) are given only if the ball travels the ramp (enter from "Relay to Trauma" kicker, then exit to end of ramp kicker), because sometimes a "flying" ball can hit the right kicker, in this case, the bonuses must not be given!
- Fix: when winning current FIREFIGHTING mode (rank advance), the drop targets reset are delayed (when starting next mission) to avoid stucked ball between drop targets and leaf target bar.
- Added: when entering high score initials, BONUS displays the current rank (from 1ST to 10TH).
- Fix: script has been entirely restructured, with comments: variable declarations, Future Pinball events handlers, timers events handlers and user-defined functions/subroutines. Cleaned code (removed: unused Sub, Hit events for non-existing objets, unused timers, unused variables). Some variables used once for multi-stage timer (like "WhichCase") has been replaced by timer's internal .UserData variable.
- Fix: some table objects has been renamed, unknown lights are removed from light lists (LightList manager).
- Fix: The toxicity now from 0 to 10 (instead of 0 to 9). The gauge routine is entirely rewritten.
- Added: this SE5 version uses NVRAM registers: nvR1 to store HUD status (used as flag), nvR2 if high scores table was altered (used as flag), nvS1 to store table settings.
- Fix: "BallsOnPlayfield" variable is incremented at the start of multiball sequence: it's necessary for draining balls correctly on TILT or 100% FIRESPREAD.
- Fix: "Alarm" sound (when FireDamage = 21) now moved to music, it can be stopped easily (unfortunately, sounds played by PlaySound cannot be stopped).
- Fix: The FIREFIGHTING countdown display on playfield always shows two digits (ex: "06"). It displays "--" during attract mode.
- Fix: Boredom effects are turned off during play (or Setup) and turned on every 5 seconds during attract mode.
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