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#1 tamoore

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Posted 24 June 2011 - 01:55 AM

Super Soccer FS B2S



Version: 1.0
Category: VP 9.x B2S Cabinet Tables (B2S)

Author(s): Leon Spalding, tamoore, Rosve

Description:
Super Soccer (Gottlieb 1975)
Thanks to Leon Spalding for creating a great playing table, and for granting me permission to modify it.

Thanks to Rosve, for making an AMAZING B2S backglass, complete with working bonus balls!

Thanks to pinuck and Kruge99, for the stuff I ripped off from their awesome, awesome Sinbad table (rolling ball and rubber hit sounds and code)

Thanks to the VPF chat room guys, Rascal, Bob5453, Player1 and Monk (Sabbat), for their help.

Thanks to ebarlow99 for the technical support.

What I did:

I redrew all of the graphics, added an alpha plastic layer, redrew all of the rubbers, added posts, and did a number of other random yet insignificant changes.

View File

Submitted by tamoore, on Jun 23 2011, 09:55 PM
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#2 tamoore

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Posted 24 June 2011 - 02:12 AM

The story of why this table is important to me:

My uncle was a pinball operator back in the late 60's and early 70's. He used the income from his route to pay his way through college.

When he went on to get his masters degree, he decided to close his pinball business, and took his machines off the route and stored them with family members. His Super Soccer was almost brand new when he put it was delivered to my parents basement sometime in the summer of '76.

I played the machine quite regularly, and had friends over very often who thought having a pinball machine in the basement was the coolest thing ever - until he came to pick it up to reclaim it back to his personal collection maybe 10 years later.

I haven't played or even seen one since.

Thanks to Leon's excellent table, however, that is no longer true. smile.gif

Anyway, this table has all kinds of nostalgic meaning to me, and I hope you have fun playing this updated version of it. I'll be finishing up the WS version of it soon.

Thanks to all of the VP authors whose tables I have enjoyed in the past. I hope this goes a little way to paying you back for your hard work, and I hope to contribute more in the future.

-Todd.
I am, therefore I run.

#3 Bob5453

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Posted 24 June 2011 - 02:40 AM

Very nice! I really like this table.

Line 290, you need to change credits to credit. It should look like the line below.

SetB2SData 28,Credit

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#4 FDSystems

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Posted 24 June 2011 - 02:43 AM

Congrats for your first table!
Patiently (sic) waiting for the WS version.
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#5 diskoboy

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Posted 24 June 2011 - 06:19 AM

Awesomeness! Super Soccer was the very first pinball machine I ever played! My parents actually owned one when I was a kid!
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#6 chas

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Posted 24 June 2011 - 06:48 AM

gentlemen,
alot of us are on 1 screen.
how about an FS or vertical desktop for the 1 monitor players.
we'll turn it.

Edited by chas, 24 June 2011 - 06:52 AM.


#7 tamoore

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Posted 24 June 2011 - 11:37 AM

QUOTE (chas @ Jun 24 2011, 02:48 AM) <{POST_SNAPBACK}>
gentlemen,
alot of us are on 1 screen.
how about an FS or vertical desktop for the 1 monitor players.
we'll turn it.


There aren't many edits to be made in order to play the B2S version on one monitor, actually.

I'm going to upload this version soon....



QUOTE (Bob5453 @ Jun 23 2011, 10:40 PM) <{POST_SNAPBACK}>
Very nice! I really like this table.

Line 290, you need to change credits to credit. It should look like the line below.

SetB2SData 28,Credit


Doh! I've changed it for the WS version. Next time I need to update the table, It'll come with this change. Thanks Bob.
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#8 Itchigo

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Posted 24 June 2011 - 12:01 PM

I can't wait for the one screen version!! I had a similar experience with my dad being an operator (still is to this day at 73!) whereas we had a Spirit of 76 in the garage for 13 days right when I had to leave for camp and was gone 14 days. Arg!!!!!!!!!!!! dblthumb.gif

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#9 ebarlow99

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Posted 24 June 2011 - 12:49 PM

QUOTE (tamoore @ Jun 23 2011, 10:12 PM) <{POST_SNAPBACK}>
The story of why this table is important to me:

My uncle was a pinball operator back in the late 60's and early 70's. He used the income from his route to pay his way through college.

When he went on to get his masters degree, he decided to close his pinball business, and took his machines off the route and stored them with family members. His Super Soccer was almost brand new when he put it was delivered to my parents basement sometime in the summer of '76.

I played the machine quite regularly, and had friends over very often who thought having a pinball machine in the basement was the coolest thing ever - until he came to pick it up to reclaim it back to his personal collection maybe 10 years later.

I haven't played or even seen one since.

Thanks to Leon's excellent table, however, that is no longer true. smile.gif

Anyway, this table has all kinds of nostalgic meaning to me, and I hope you have fun playing this updated version of it. I'll be finishing up the WS version of it soon.

Thanks to all of the VP authors whose tables I have enjoyed in the past. I hope this goes a little way to paying you back for your hard work, and I hope to contribute more in the future.

-Todd.


Todd, If you are ever in Michigan you are more then welcome to come over and play as much as you want!!! (until wife kicks you out facepalm.gif )


#10 tamoore

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Posted 24 June 2011 - 01:05 PM

QUOTE (ebarlow99 @ Jun 24 2011, 08:49 AM) <{POST_SNAPBACK}>
QUOTE (tamoore @ Jun 23 2011, 10:12 PM) <{POST_SNAPBACK}>
The story of why this table is important to me:

My uncle was a pinball operator back in the late 60's and early 70's. He used the income from his route to pay his way through college.

When he went on to get his masters degree, he decided to close his pinball business, and took his machines off the route and stored them with family members. His Super Soccer was almost brand new when he put it was delivered to my parents basement sometime in the summer of '76.

I played the machine quite regularly, and had friends over very often who thought having a pinball machine in the basement was the coolest thing ever - until he came to pick it up to reclaim it back to his personal collection maybe 10 years later.

I haven't played or even seen one since.

Thanks to Leon's excellent table, however, that is no longer true. smile.gif

Anyway, this table has all kinds of nostalgic meaning to me, and I hope you have fun playing this updated version of it. I'll be finishing up the WS version of it soon.

Thanks to all of the VP authors whose tables I have enjoyed in the past. I hope this goes a little way to paying you back for your hard work, and I hope to contribute more in the future.

-Todd.


Todd, If you are ever in Michigan you are more then welcome to come over and play as much as you want!!! (until wife kicks you out facepalm.gif )


If I am ever in Michigan? I work in Oxford MI... smile.gif

Don't invite me like that.... I might just show up......biggrin.gif
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#11 chas

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Posted 24 June 2011 - 06:15 PM

tamoore.

>>There aren't many edits to be made in order to play the B2S version on one monitor, actually.

I'm going to upload this version soon....<<

great...
if there are not too many edits to be done for the B2S for 1 monitor could you wizards tell us how to do it.
i will copy it to my notes.

thanks.......



#12 speed24

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Posted 24 June 2011 - 10:25 PM

I have a ? . I found 8 different lines in the script that have SetB2sData 28,credit . I'm not a scripting genius, but are their supposed to be that many lines with the same script . I'm asking cause my Backglass has to many credit or scoring boxes on the backglass. Here are the lines in the script I'm talking about . Line 113 , 148 , 187 , 256 , 290 , 561 , 574 , 771 . The table itself plays fine and looks good . I hope you can help me out . Thanks in advance.

#13 rosve

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Posted 24 June 2011 - 10:50 PM

QUOTE (speed24 @ Jun 25 2011, 12:25 AM) <{POST_SNAPBACK}>
I have a ? . I found 8 different lines in the script that have SetB2sData 28,credit . I'm not a scripting genius, but are their supposed to be that many lines with the same script . I'm asking cause my Backglass has to many credit or scoring boxes on the backglass. Here are the lines in the script I'm talking about . Line 113 , 148 , 187 , 256 , 290 , 561 , 574 , 771 . The table itself plays fine and looks good . I hope you can help me out . Thanks in advance.


The credits reel is updated in all those lines, Thats how the original script was made.
Could you post a screen dump, that would make it easier to understand what is wrong.

#14 tamoore

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Posted 24 June 2011 - 10:59 PM

QUOTE (speed24 @ Jun 24 2011, 06:25 PM) <{POST_SNAPBACK}>
I have a ? . I found 8 different lines in the script that have SetB2sData 28,credit . I'm not a scripting genius, but are their supposed to be that many lines with the same script . I'm asking cause my Backglass has to many credit or scoring boxes on the backglass. Here are the lines in the script I'm talking about . Line 113 , 148 , 187 , 256 , 290 , 561 , 574 , 771 . The table itself plays fine and looks good . I hope you can help me out . Thanks in advance.



It sounds to me like you haven't set your backglass screen resolution correctly in the ScreenRes file.....
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#15 chas

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Posted 25 June 2011 - 05:53 AM

well gentlemen,
could share please.
will you tell us 1 monitor players how to edit the script to get a scoring display with the B2S FS tables?

Edited by chas, 25 June 2011 - 05:54 AM.


#16 tamoore

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Posted 25 June 2011 - 08:32 AM

QUOTE (chas @ Jun 25 2011, 01:53 AM) <{POST_SNAPBACK}>
well gentlemen,
could share please.
will you tell us 1 monitor players how to edit the script to get a scoring display with the B2S FS tables?


Delete the entire table script and replace it with this.
Drag any of the back glass elements you'd like to see on your table into the viewing area from the backdrop screen.

CODE
Option Explicit
ExecuteGlobal GetTextFile("core.vbs")

Dim Score(4)
dim truesc(4)
dim ballrelenabled
dim state
dim playno
dim credit
dim eg
dim currpl
dim rst
dim ballinplay
dim tilt
dim tiltsens
dim rep(4)
dim matchnumb
dim cred
dim scn
dim scn1
dim scn2
dim scn3
dim points
dim tempscore
dim replay1
dim replay2
dim replay3
dim reel(4)
dim hisc
dim ballcycle
dim bonus
dim count
dim multir
dim ii
dim ls1
dim ls2
dim bgpos
dim bcc
dim mb
dim tmpb
dim mhole1
dim mhole2
Dim obj
Dim i
dim ballspeed

sub table1_init

ballinplay=false
     Set mhole1 = New cvpmMagnet    
     With mhole1
          .InitMagnet Umagnet1, 1
          .GrabCenter = 0
          .MagnetOn = 1
          .CreateEvents "mhole1"
     End With

     Set mhole2 = New cvpmMagnet
     With mhole2
          .InitMagnet Umagnet2, 1
          .GrabCenter = 0
          .MagnetOn = 1
          .CreateEvents "mhole2"
     End With


    randomize
    randomize
    
    for each obj in kickarms
        obj.isdropped=true
    next

    for each obj in bottgate
        obj.isdropped=true
    next
    
bottgate(0).isdropped=false

    for each obj in btarg
        obj.isdropped=true
    next
    
    for each obj in atarg
        obj.isdropped=false
    next
    
    replay1=56000
    replay2=69000
    replay3=85000
    
    r1.text=replay1
    r2.text=replay2
    r3.text=replay3
    
    rml.state=lightstateon
    ltl.state=lightstateon
    ril.state=lightstateon
    ull2.state=lightstateon
    light19.state=lightstateon
    credtimer.enabled=true
    loadhs
    if credit="" then credit=0
    credittxt.text=credit
    if hisc="" then hisc=55050
    hstxt.text=hisc
    if matchnumb="" then matchnumb=int(rnd(1)*9)
    if matchnumb=0 then
    matchl(0).text="00"
    else
    matchl(matchnumb).text=(matchnumb*10)
    end if
    for i=1 to 4
    currpl=i
    screel(i).setvalue(score(i))  
    next
    currpl=0
    redballs(17).setvalue(1)
    
end sub    


Sub Table1_KeyDown(ByVal keycode)
        
    If keycode = PlungerKey Then
        Plunger.PullBack
    End If
    
    if keycode = 6 then
    playsound "coin3"
    coindelay.enabled=true
    end if

    if keycode = 2 and credit>0 and state=false and playno=0 then
    credit=credit-1
    credittxt.text= credit
    if tilt=true then
    tilt=false
    tilttxt.text=" "
    tablel.stopplay
    bumper1.force=8
    bumper2.force=8
    bumper3.force=8
    rsling.isdropped=false
    lsling.isdropped=false
    for each obj in plas
    obj.isdropped=false
    next
    end if
    bonus=0
    ballcycle=17
    ls1=0
    ls2=int(rnd(1)*3)
    eg=0
    playno=1
    currpl=1
    plnum(playno).state=lightstateon  
    playr(currpl).state=lightstateon  
    playsound "click"
    playsound "initialize"
    rst=0
    ballinplay=1
    resettimer.enabled=true
    end if
    
    if keycode = 31 and credit>0 and state=true and playno>0 and playno<4 and ballinplay<2 then
    credit=credit-1
    credittxt.text=credit
    playsound "click"
    playsound "motorshort1s"
    addplayr.enabled=true
    end if

    if tilt= false and state=true then

    If keycode = LeftFlipperKey Then
        LeftFlipper.RotateToEnd
        PlaySound "FlipperUp"
    End If
    
    If keycode = RightFlipperKey Then
        RightFlipper.RotateToEnd
        PlaySound "FlipperUp"
    End If
    end if
    If keycode = LeftTiltKey Then
        Nudge 90, 2
        checktilt
    End If
    
    If keycode = RightTiltKey Then
        Nudge 270, 2
        checktilt
    End If
    
    If keycode = CenterTiltKey Then
        Nudge 0, 2
        checktilt
    End If
    
    
End Sub

Sub Table1_KeyUp(ByVal keycode)
        
    If keycode = PlungerKey Then
        Plunger.Fire
    End If
    
    If keycode = LeftFlipperKey Then
        LeftFlipper.RotateToStart
        if tilt=false and state=true then PlaySound "FlipperDown"
    End If
    
    If keycode = RightFlipperKey Then
        RightFlipper.RotateToStart
        if tilt=false and state=true then PlaySound "FlipperDown"
    End If


End Sub

sub addplayr_timer
    plnum(playno).state=lightstateoff
    playno=playno+1
    plnum(playno).state=lightstateon
    playsound "relay"
    addplayr.enabled=false
end sub

sub coindelay_timer
    playsound "click"
    credit=credit+1
    if credit>32 then credit=32
    credittxt.text=credit
    coindelay.enabled=false
end sub

sub resettimer_timer
    rst=rst+1
    for each obj in screel
    obj.resettozero
    next
    if rst=2 or rst=10 or rst=18 then
    tablel.play seqalloff
    for each obj in plas
    obj.isdropped=true
    next
    playsound "clerker"
    end if
    if rst=4 or rst=12 or rst=20 then
    tablel.stopplay
    for each obj in plas
    obj.isdropped=false
    next
    playsound "clerker"
    end if
    if rst=18 then playsound "kickerkick"
    if rst=22 then
    newgame
    resettimer.enabled=false
    end if
end sub

sub addscore(points)
    if tilt=false then
    if points=10 then
    matchnumb=matchnumb+1
    if matchnumb=10 then matchnumb=0
    ls2=ls2+1
    if ls2>3 then ls2=0
    select case (ls2)
    case 0:
    ull1.state=lightstateon
    ull2.state=lightstateoff
    ull3.state=lightstateoff
    ull4.state=lightstateoff
    rml.state=lightstateoff
    lml.state=lightstateon
    rtl.state=lightstateon
    ltl.state=lightstateoff
    ril.state=lightstateoff
    lil.state=lightstateon
    case 1:
    ull1.state=lightstateoff
    ull2.state=lightstateon
    ull3.state=lightstateoff
    ull4.state=lightstateoff
    rml.state=lightstateon
    lml.state=lightstateoff
    rtl.state=lightstateoff
    ltl.state=lightstateon
    ril.state=lightstateon
    lil.state=lightstateoff
    case 2:
    ull1.state=lightstateoff
    ull2.state=lightstateoff
    ull3.state=lightstateon
    ull4.state=lightstateoff
    rml.state=lightstateoff
    lml.state=lightstateon
    rtl.state=lightstateon
    ltl.state=lightstateoff
    ril.state=lightstateoff
    lil.state=lightstateon
    case 3:
    ull1.state=lightstateoff
    ull2.state=lightstateoff
    ull3.state=lightstateoff
    ull4.state=lightstateon
    rml.state=lightstateon
    lml.state=lightstateoff
    rtl.state=lightstateoff
    ltl.state=lightstateon
    ril.state=lightstateon
    lil.state=lightstateoff
    end select
    end if
    if points = 10 then
    screel(currpl).addvalue(10)
    playsound "bell10"
    end if
    if points = 100 then
    matchnumb=matchnumb+1
    if matchnumb=10 then matchnumb=0
    screel(currpl).addvalue(100)
    playsound "bell100"
    end if
    if points = 1000 then
    screel(currpl).addvalue(1000)
    playsound "bell1000"
    end if
    if points = 500 then
    screel(currpl).addvalue(500)
    scn=5
    scn1=0
    scntimer.enabled=true
    end if
    if points = 2000 then
    screel(currpl).addvalue(2000)
    scn2=2
    scn3=0
    scntimer1.enabled=true
    end if
    score(currpl)=score(currpl)+points
    truesc(currpl)=truesc(currpl)+points
    if score(currpl)>99999 then
    score(currpl)=score(currpl)-100000
    rep(currpl)=0
    end if
    if score(currpl)=>replay1 and rep(currpl)=0 then
    credit=credit+1
    if credit>32 then credit=32
    playsound "knocker"
    credittxt.text=credit
    rep(currpl)=1
    playsound "click"
    end if
    if score(currpl)=>replay2 and rep(currpl)=1 then
    credit=credit+1
    if credit>32 then credit=32
    playsound "knocker"
    credittxt.text=credit
    rep(currpl)=2
    playsound "click"
    end if
    if score(currpl)=>replay3 and rep(currpl)=2 then
    credit=credit+1
    if credit>32 then credit=32
    playsound "knocker"
    credittxt.text=credit
    rep(currpl)=3
    playsound "click"
    end if
    end if
end sub

sub scntimer_timer
    scn1=scn1 + 1
    playsound "bell100"
    if scn1=scn then scntimer.enabled=false
end sub

sub scntimer1_timer
    scn3=scn3 + 1
    playsound "bell1000"
    if scn2=scn3 then scntimer1.enabled=false
end sub

sub newgame
    credtimer.enabled=false
    credtxt.text="Ported To VP By Leon Spalding"
    state=true
    rep(1)=0
    rep(2)=0
    rep(3)=0
    rep(4)=0
    bcc=0
    mb=0
    for i=1 to 4
    score(i)=0
    truesc(i)=0
    next
    'for each obj in lights
    'obj.state=lightstateoff
    'next
    bumper1.state=lightstateon
    bumper2.state=lightstateon
    bumper3.state=lightstateon
    bumper1.force=8
    bumper2.force=8
    bumper3.force=8
    dbl.state=lightstateoff
    sp.state=lightstateoff
    rml.state=lightstateon
    ltl.state=lightstateon
    ril.state=lightstateon
    light19.state=lightstateon
    select case (ls2)
    case 0:
    ull1.state=lightstateon
    ull2.state=lightstateoff
    ull3.state=lightstateoff
    ull4.state=lightstateoff
    case 1:
    ull1.state=lightstateoff
    ull2.state=lightstateon
    ull3.state=lightstateoff
    ull4.state=lightstateoff
    case 2:
    ull1.state=lightstateoff
    ull2.state=lightstateoff
    ull3.state=lightstateon
    ull4.state=lightstateoff
    case 3:
    ull1.state=lightstateoff
    ull2.state=lightstateoff
    ull3.state=lightstateoff
    ull4.state=lightstateon
    end select
    spinl(ls1).state=lightstateon
    bip5.text=" "
    bip1.text="1"
    for i=0 to 9
    matchl(i).text=" "
    next
    ' tilttxt.text=" "
    gamov.text=" "
    tilt=false
    tiltsens=0
    ballinplay=1
    nb.CreateBall  
    nb.kick 135,6
end sub

Sub Drain_Hit()
    Drain.DestroyBall
    playsound "drainshorter"
    if bonus>0 then
    bonuscount
    else
    nextball
    end if
End Sub

sub nextball    
    if tilt=true then
    tilt=false
    'tilttxt.text=" "
    tablel.stopplay
    bumper1.force=8
    bumper2.force=8
    bumper3.force=8
    rsling.isdropped=false
    lsling.isdropped=false
    for each obj in plas
    obj.isdropped=false
    next
    end if
    currpl=currpl+1
    if currpl>playno then
    ballinplay=ballinplay+1
    if ballinplay=5 then dbl.state=lightstateon
    if ballinplay>5 then
    playsound "motorleer"
    eg=1
    ballreltimer.enabled=true
    else
    if state=true and tilt=false then
    playr(currpl-1).state=lightstateoff
    currpl=1
    playr(currpl).state=lightstateon
    newball
    playsound "kickerkick"
    ballreltimer.enabled=true
    end if
    for each obj in bip
    obj.text=" "
    next
    bip(ballinplay).text=ballinplay
    end if
    end if
    if currpl>1 and currpl<(playno+1) then
    if state=true and tilt=false then
    playr(currpl-1).state=lightstateoff
    playr(currpl).state=lightstateon
    newball
    playsound "kickerkick"
    ballreltimer.enabled=true
    end if
    end if
end Sub

sub ballreltimer_timer
    if eg=1 then
    matchnum
    bip5.text=" "
    state=false
    plnum(playno).state=lightstateoff
    playr(currpl-1).state=lightstateoff
    playno=0
    gamov.text="GAME OVER"
    for i=1 to 4
    if truesc(i)>hisc then hisc=truesc(i)
    hstxt.text=hisc
    next
    savehs
    cred=0
    credtimer.enabled=true
    ballreltimer.enabled=false
    else
    nb.CreateBall
    nb.kick 135,4
    ballreltimer.enabled=false
    end if
end sub

sub newball
    bumper1.force=8
    bumper2.force=8
    bumper3.force=8
    bonus=0
    ballcycle=17
    sp.state=lightstateoff
end sub

sub matchnum
    if matchnumb=0 then
    matchl(0).text="00"
    else
    matchl(matchnumb).text=(matchnumb*10)
    end if
    multir=0
    for i=1 to playno
    if (matchnumb*10)=(score(i) mod 100) then multir=multir+1
    next
    if multir=1 then
    credit=credit+1
    playsound "knocker"
    if credit>32 then credit=32
    credittxt.text=credit
    playsound "click"
    end if
    if multir>1 then playsound "motorshort1s":mr.enabled=true
end sub

sub mr_timer
    ii=ii+1
    credit=credit+1
    playsound "knocker"
    if credit>32 then credit=32
    credittxt.text=credit
    playsound "click"
    if ii=multir then ii=0:mr.enabled=false
end sub    

Sub CheckTilt
    If Tilttimer.Enabled = True Then
    TiltSens = TiltSens + 1
    if TiltSens = 2 Then
    Tilt = True
    'tilttxt.text="TILT"
    tiltsens = 0
    playsound "tilt"
    turnoff
    End If
    Else
    TiltSens = 0
    Tilttimer.Enabled = True
    End If
End Sub

Sub Tilttimer_Timer()
    Tilttimer.Enabled = False
End Sub

sub turnoff
    tablel.play seqalloff
    bumper1.force=0
    bumper2.force=0
    bumper3.force=0
    lsling.isdropped=true
    rsling.isdropped=true
    for each obj in plas
    obj.isdropped=true
    next
    gamov.text=" "
    for each obj in matchl
    obj.text=" "
    next
end sub

Sub LSling_Slingshot()
    PlaySound "Bumper"
    addscore 10
End Sub

Sub RSling_Slingshot()
    PlaySound "Bumper"
    addscore 10
End Sub

sub lout_hit
    low.isdropped=true
    addscore 1000
    items.enabled=true
end sub

sub rout_hit
    row.isdropped=true
    addscore 1000
    items.enabled=true
end sub        

sub rin_hit
    riw.isdropped=true
    if (ril.state)=lightstateon and tilt=false and (fireball.enabled)=false then
    playsound "motorshort1s"
    fireball.enabled=true
    addscore 500
    else
    addscore 100
    end if
    items.enabled=true
end sub

sub lin_hit
    liw.isdropped=true
    if (lil.state)=lightstateon and tilt=false and (fireball.enabled)=false then
    playsound "motorshort1s"
    fireball.enabled=true
    addscore 500
    else
    addscore 100
    end if
    items.enabled=true
end sub        

sub lta_hit
    lta.isdropped=true
    ltb.isdropped=false
    if (ltl.state)=lightstateon and tilt=false and (fireball.enabled)=false then
    playsound "motorshort1s"
    fireball.enabled=true
    addscore 500
    else
    addscore 100
    end if
    items.enabled=true
end sub    
    
sub rta_hit
    rta.isdropped=true
    rtb.isdropped=false
    if (rtl.state)=lightstateon and tilt=false and (fireball.enabled)=false then
    playsound "motorshort1s"
    fireball.enabled=true
    addscore 500
    else
    addscore 100
    end if
    items.enabled=true
end sub

sub mll_hit
    lmw.isdropped=true
    if (lml.state)=lightstateon and tilt=false and (fireball.enabled)=false then
    playsound "motorshort1s"
    fireball.enabled=true
    addscore 500
    else
    addscore 100
    end if
    items.enabled=true
end sub

sub mrl_hit
    rmw.isdropped=true
    if (rml.state)=lightstateon and tilt=false and (fireball.enabled)=false then
    playsound "motorshort1s"
    fireball.enabled=true
    addscore 500
    else
    addscore 100
    end if
    if bgpos<6 then openg.enabled=true
    items.enabled=true
end sub

sub ul1_hit
    tw1.isdropped=true
    if (ull1.state)=lightstateon and tilt=false and (fireball.enabled)=false then
    playsound "motorshort1s"
    fireball.enabled=true
    addscore 500
    else
    addscore 100
    end if
    items.enabled=true
end sub

sub ul2_hit
    tw2.isdropped=true
    if (ull2.state)=lightstateon and tilt=false and (fireball.enabled)=false then
    playsound "motorshort1s"
    fireball.enabled=true
    addscore 500
    else
    addscore 100
    end if
    items.enabled=true
end sub

sub ul3_hit
    tw3.isdropped=true
    if (ull3.state)=lightstateon and tilt=false and (fireball.enabled)=false then
    playsound "motorshort1s"
    fireball.enabled=true
    addscore 500
    else
    addscore 100
    end if
    items.enabled=true
end sub

sub ul4_hit
    tw4.isdropped=true
    if (ull4.state)=lightstateon and tilt=false and (fireball.enabled)=false then
    playsound "motorshort1s"
    fireball.enabled=true
    addscore 500
    else
    addscore 100
    end if
    items.enabled=true
end sub

sub uta_hit
    uta.isdropped=true
    utb.isdropped=false
    if (sp.state)=lightstateon and tilt=false and (fireball.enabled)=false then
    credit=credit+1
    if credit>32 then credit=32
    playsound "knocker"
    credittxt.text=credit
    playsound "click"
    sp.state=lightstateoff
    else
    addscore 1000
    end if
    items.enabled=true
end sub    

sub bumper1_hit
    addscore 100
    if tilt=false then
    playsound "jet2"
    ring1.isdropped=false
    items.enabled=true
    end if
end sub

sub bumper2_hit
    addscore 100
    if tilt=false then
    playsound "jet2"
    ring2.isdropped=false
    items.enabled=true
    end if
end sub

sub bumper3_hit
    addscore 100
    if tilt=false then
    playsound "jet2"
    ring3.isdropped=false
    items.enabled=true
    end if
end sub                

sub sptrig_hit
    if tilt=false then
    if (sp.state)=lightstateoff then playsound "relay"
    sp.state=lightstateon
    end if
end sub    

sub spinner1_spin
    addscore 10
    if tilt=false then
    ls1=ls1+1
    if ls1>5 then
    addscore 500
    playsound "motorshort1s"
    if (fireball.enabled)=false then fireball.enabled=true
    ls1=0
    end if
    updatels1
    end if
end sub    

sub spinner2_spin
    addscore 10
    if tilt=false then
    ls1=ls1+1
    if ls1>5 then
    addscore 500
    playsound "motorshort1s"
    if (fireball.enabled)=false then fireball.enabled=true
    ls1=0
    end if
    updatels1
    end if
end sub

sub ballgte_hit
    blw.isdropped=true
    if bgpos>0 then
    playsound "gateclose"
    closeg.interval=750:closeg.enabled=true
    end if
    items.enabled=true
end sub    

sub kicker1_hit
    if bonus>0 and tilt=false then
    bcc=1:addscore 1000:score1k.enabled=true
    else
    playsound "kickerkick"
    addscore 1000
    kicktimer.enabled=true
    end if
end sub

sub score1k_timer
    bonuscount
    score1k.enabled=false
end sub    

sub kicker2_hit
    randomize
    if tilt=false then
    playsound "reset2"
    mb=int(rnd(1)*3)+1
    multib.interval=50
    multib.enabled=true
    end if
end sub

sub kicktimer_timer
    kicker1.kick 170,5
    kicker2.kick 135,5
    for each obj in kickarms
    obj.isdropped=false
    next
    items.enabled=true
    kicktimer.enabled=false
end sub    

sub multib_timer
    multib.interval=500
    mb=mb-1
    addscore 500
    playsound "motorshort1s"
    fireball.enabled=true
    if mb=0 then
    multib.enabled=false
    playsound "kickerkick"
    kicktimer.enabled=true
    end if
end sub

sub updatels1
    for each obj in spinl
    obj.state=lightstateoff
    next
    select case (ls1)
    case 1:
    spl1.state=lightstateon
    case 2:
    spl2.state=lightstateon
    case 3:
    spl3.state=lightstateon
    case 4:
    spl4.state=lightstateon
    case 5:
    spl5.state=lightstateon
    end select
end sub    

sub openg_timer
    bottgate(bgpos).isdropped=true
    bgpos=bgpos+1
    bottgate(bgpos).isdropped=false
    if bgpos=6 then playsound "postup" :openg.enabled=false
end sub

sub closeg_timer
    closeg.interval=10
    bottgate(bgpos).isdropped=true
    bgpos=bgpos-1
    bottgate(bgpos).isdropped=false  
    if bgpos=0 then closeg.enabled=false
end sub

sub items_timer
    for each obj in wires
    obj.isdropped=false
    next
    for each obj in atarg
    obj.isdropped=false
    next
    for each obj in btarg
    obj.isdropped=true
    next
    for each obj in kickarms
    obj.isdropped=true
    next
    items.enabled=false
end sub    

sub fireball_timer
    if bonus=10 then fireball.enabled=false:exit sub
    sp.state=lightstateoff
    if ballcycle=16 then playsound "jet3"
    if ballcycle<17 then redballs(ballcycle+1).setvalue(0)
    redballs(ballcycle).setvalue(1)  
    ballcycle=ballcycle-1
    if ballcycle=10 and bonus<9 then redballs(17).setvalue(1)
    if ballcycle<10 then fireball.interval=30
    if ballcycle-1=bonus then bonus=bonus+1:ballcycle=17:fireball.enabled=false
end sub    

sub bonuscount
    if bonus>0 then
    count=0
    tmpb=0
    playsound "motorshort1s"
    bc.enabled=true
    else
    bonus=0
    if bcc=1 then
    playsound "kickerkick"
    bcc=0
    kicktimer.enabled=true
    else
    nextball
    end if
    end if
end sub

sub bc_timer
    select case (count)
    case 0:
    playsound "jet3"
    redballs(2).setvalue(0)
    redballs(1).setvalue(1)
    case 1:
    for i=2 to bonus
    redballs(i).setvalue(1)
    redballs(i+1).setvalue(0)
    next
    redballs(1).setvalue(0)
    redballs(0).setvalue(1)
    case 2:
    redballs(0).setvalue(0)
    addscore 1000*(dbl.state+1)
    end select
    count=count+1
    if count=15 then
    bonus=bonus-1
    bc.enabled=false
    redballs(17).setvalue(1)
    bonuscount
    end if
end sub                            

sub credtimer_timer
    cred=cred+1
    if cred=1 then credtxt.text="Ported To VP By           Leon Spalding"
    if cred=2 then credtxt.text="'5'Add Coin :            'S'Start game"
    if cred=3 then credtxt.text="Thanks To..."
    if cred=4 then credtxt.text="Randy Davis & Black           (VP GODS)"
    if cred=5 then credtxt.text="Bendigo For The         Kicker Arm Idea"
    if cred=6 then credtxt.text="Thanks All At                 VP Forums"
    if cred=7 then credtxt.text="'5'Add Coin :            'S'Start game"
    if cred=8 then credtxt.text="An 'IR Pinball' Preserved Classic"
    if cred=9 then credtxt.text="'IR Pinball'Are:"
    if cred=10 then credtxt.text="Danz, Steveir, Duglis, Bendigo"
    if cred=11 then credtxt.text="Robair, JonPurpleHaze, Ash & Leon"
    if cred=12 then credtxt.text="http://irpinball.ztnet.com"
    if cred=12 then cred=0
end sub

sub savehs
    savevalue "SuperSoccer", "credit", credit
    savevalue "SuperSoccer", "score1", score(1)
    savevalue "SuperSoccer", "score2", score(2)
    savevalue "SuperSoccer", "score3", score(3)
    savevalue "SuperSoccer", "score4", score(4)
    savevalue "SuperSoccer", "hiscore", hisc
    savevalue "SuperSoccer", "match", matchnumb
end sub

sub loadhs
    dim temp
    temp = LoadValue("SuperSoccer", "credit")
    If (temp <> "") then credit = CDbl(temp)
    temp = LoadValue("SuperSoccer", "score1")
    If (temp <> "") then score(1) = CDbl(temp)
    temp = LoadValue("SuperSoccer", "score2")
    If (temp <> "") then score(2) = CDbl(temp)
    temp = LoadValue("SuperSoccer", "score3")
    If (temp <> "") then score(3) = CDbl(temp)
    temp = LoadValue("SuperSoccer", "score4")
    If (temp <> "") then score(4) = CDbl(temp)
    temp = LoadValue("SuperSoccer", "hiscore")
    If (temp <> "") then hisc = CDbl(temp)
    temp = LoadValue("SuperSoccer", "match")
    If (temp <> "") then matchnumb = CDbl(temp)
end sub

sub ballhome_hit
    bb.isdropped=true
    ballrelenabled=1
end sub

sub ballrel_hit
    if ballrelenabled=1 then
    playsound "launchball"
    ballrelenabled=0
    end if
end sub

sub ballout_hit
    bb.isdropped=false
end sub


'*** Ball Roll Sounds

Sub BallRollSounds_hit(T) 'ball rolling sounds
    ballspeed=ABS(ActiveBall.vely)+ABS(ActiveBall.velx)
'    speedtest.text= ballspeed
    if ballspeed >= 6 then
        Select Case Int(Rnd*3)+1
            Case 1 : PlaySound "rollshort1"
            Case 2 : PlaySound "rollshort2"
            Case 3 : PlaySound "rollshort3"
        End Select
    end if
End Sub



'*** Rubber Hit Sounds

Sub rubbers_Hit(idx)
    RandomSoundRubber()
End Sub


Sub RandomSoundRubber()
    Select Case Int(Rnd*3)+1
        Case 1 : PlaySound "rubberhit1"
        Case 2 : PlaySound "rubberhit2"
        Case 3 : PlaySound "rubberhit3"
    End Select
End Sub

I am, therefore I run.

#17 speed24

speed24

    Enthusiast

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Posted 25 June 2011 - 02:54 PM

QUOTE (rosve @ Jun 24 2011, 05:50 PM) <{POST_SNAPBACK}>
QUOTE (speed24 @ Jun 25 2011, 12:25 AM) <{POST_SNAPBACK}>
I have a ? . I found 8 different lines in the script that have SetB2sData 28,credit . I'm not a scripting genius, but are their supposed to be that many lines with the same script . I'm asking cause my Backglass has to many credit or scoring boxes on the backglass. Here are the lines in the script I'm talking about . Line 113 , 148 , 187 , 256 , 290 , 561 , 574 , 771 . The table itself plays fine and looks good . I hope you can help me out . Thanks in advance.


The credits reel is updated in all those lines, Thats how the original script was made.
Could you post a screen dump, that would make it easier to understand what is wrong.


Could you explain to me how to post a screen dump ? I set my resolution in the screen res text to my monitor. 1400 *1050 and I only have 1 monitor .Please help !!!!!!!! Thanks in advance

Edited by speed24, 25 June 2011 - 03:07 PM.


#18 tamoore

tamoore

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  • Favorite Pinball: Whirlwind

  • PS3 Gamer Tag: G33KFR34K


Posted 25 June 2011 - 04:08 PM

QUOTE (speed24 @ Jun 25 2011, 10:54 AM) <{POST_SNAPBACK}>
Could you explain to me how to post a screen dump ? I set my resolution in the screen res text to my monitor. 1400 *1050 and I only have 1 monitor .Please help !!!!!!!! Thanks in advance


When you're in the game, hit the 'print screen' button on your keyboard.

Exit the game, open Microsoft paint, and press the 'paste' icon.

Then, save the picture and post it here.
I am, therefore I run.

#19 chas

chas

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Posted 25 June 2011 - 08:08 PM

well, thanks TA moore.

i did not intend to take up alot of your time with this.
i was under the impression there were just a few changes or a few lines to be edited.

sorry to take up your alot of your time.

Edited by chas, 25 June 2011 - 08:14 PM.


#20 tamoore

tamoore

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  • PS3 Gamer Tag: G33KFR34K


Posted 25 June 2011 - 08:13 PM

QUOTE (chas @ Jun 25 2011, 04:08 PM) <{POST_SNAPBACK}>
well, thanks TA moore.

i did not intend to take up alot of your time with this.
i was under the impression there were just a few changes or a few lines to be edited.



No problem. I hope it works well for you. wink.gif
I am, therefore I run.