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Bank A Ball (Gottlieb 1965) FS [VP 9.x Cabinet FS]

1965 gottlieb pool b2s

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#1 allknowing2012

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Posted 18 March 2015 - 12:47 PM

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File Name: Bank A Ball (Gottlieb 1965) FS

File Submitter: allknowing2012

File Submitted: 17 Mar 2015

File Category: VP 9.x Cabinet Tables (FULL SCREEN)

Author(s): allknowing2012
Leon's early v8/v9 bankaball_rc2 table
leorato's Flipper Pool FP table
pics/rules from rlewis19
pics from david H. from pinside
pf from internet restoration pics
new pf image from CaptainNeo who uploaded the image 2+ years ago!
All all the other authors for their code bits and pieces
Manufacturer: Gottlieb
Year: 1965
Media Pack: Link to Media Pack
Permission to MOD?: Yes, without approval


Something a bit retro!
 
An early pool-themed table from Gottlieb.  A popular table for collectors.
Score the lower balls to light low special, or the high balls for the high special. Score both to light the 8 ball. 
The first table to have return lanes that redirect the ball to the flippers. 
 
*NOTE* Use the right magna-save to load the ball into the trough. You can load another ball as soon as a you clear the trough lane - early multiball :-)
 
Let me know if you find any issues.
 
RLewis19 has gone over the table and compared to his real machine to try and simulate the real machine as close as possible.
Enjoy!
 
Allknowing2012 - Daryl.


Click here to download this file


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#2 mikey284

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Posted 18 March 2015 - 03:39 PM

Thanks for the nice table. I get an error. Playing first game is fine. When starting a game after 1st game error pops up. Something about clearing first ball. When reloading table first try is good.



#3 allknowing2012

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Posted 18 March 2015 - 03:51 PM

Not seeing that error .. anything you can provide me with to go on?


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#4 mikey284

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Posted 18 March 2015 - 04:23 PM

line 1205. object required 'current ball (....)'  first game plays fine the 1st time you load and play table. Only happens when trying to play the game after that. after coin insert and start.


Edited by mikey284, 18 March 2015 - 04:24 PM.


#5 allknowing2012

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Posted 18 March 2015 - 04:31 PM

Can you remove the comment (quote) from line 1203 .. see if that helps. Are you using 9.9.x ?

>>   On Error Resume Next

 

Are all 5 balls sitting in the trough before you start the next game?


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#6 mikey284

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Posted 18 March 2015 - 09:39 PM

Not all 5 balls in the trough. When adding the 2nd ball to play the balls in trough move left and disappear. That happens to balls 2 3 4 and 5. and only 2 balls are shown.

 

thanks



#7 Shadowsclassic

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Posted 18 March 2015 - 10:19 PM

Nice job on this classic EM table!  Table is fun, and a real challenge.  The space between the flippers make keeping it on the table a real test of control. 

 

One thing, I'm not very good with code, could someone post how to change the script so the ball lifter is the default "A" key rather than the magna save please?



#8 BobAlbright

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Posted 18 March 2015 - 10:32 PM

   LOL Shadow---I was going to comment on the same thing about the space in the middle sees a lot of action. But nice job. Thank you


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#9 allknowing2012

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Posted 18 March 2015 - 10:55 PM

I can add the A key along with the magna save also after seeing the flyer, I noticed I have a rule bug for when the 8 light should be lit.  I will upload a update shortly.


Not all 5 balls in the trough. When adding the 2nd ball to play the balls in trough move left and disappear. That happens to balls 2 3 4 and 5. and only 2 balls are shown.

 

thanks

When you start the game .. wait for all the balls to empty - disappear. The trough should be empty at the start of the game.


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#10 dboyrecords

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Posted 18 March 2015 - 11:24 PM

Cange 2 lines 164 and 170 from RightMagnaSave to 30 if you want A, I use L for my load button so it's 38. Easy-peasy!

 

Nice table, thanks a lot!



#11 Shadowsclassic

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Posted 18 March 2015 - 11:47 PM

Cange 2 lines 164 and 170 from RightMagnaSave to 30 if you want A, I use L for my load button so it's 38. Easy-peasy!

 

Nice table, thanks a lot!

I can usually change just the numbers around but the Rightmagnasave was throwing my off. I was thinking of it as a variable, and I guess it's actually more of a value. Forgive my ignorance, I learned to program in Basic & Pascal, and have never really done anything with VB script.



#12 allknowing2012

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Posted 19 March 2015 - 01:12 AM

New table is being uploaded - awaiting approvals. rlewis19 has the actual table and gave me some help on the rules.

 

 1.1 - change when 8 ball lights and when the low/high specials light - they light after scoring 8 ball,
        add the A key for add ball to trough, maxcredits of 9 for db2s to show properly,
        reset bumper on new game, removed the harder setting - left code in but commented if you want to use it, now scores both balls in the top 3 lanes
        small change to catch the quick magnasave causing a collide error in the trough (@mikey284 - I think this is the problem) 
        btw, I noticed on one youtube video someone added a center post to make the center smaller :-) I think they are about right/original based on wear patterns on pf.
1.2 - coming soon .. going to darken the pf, lighten the lights and make the 8ball light more yellow

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#13 The Loafer

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Posted 20 March 2015 - 03:59 AM

looking forward to trying it.  Aside from a cool old table, I love tables that have active backglasses. I don't know, they just seem to complete the Virtual pinball experience.  :)



#14 Shadowsclassic

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Posted 20 March 2015 - 12:41 PM

I'm confused, does the original table score both balls at once on the top 3 lanes or do you have to hit it twice to get them both? 



#15 PinballShawn

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Posted 20 March 2015 - 03:48 PM

Maybe it's just me, but when I played this on my cab it seems to have 'machine gun' scoring on the rollovers. Instead of scoring 1 point, you get 5-6 points. Anyone else have this problem?



#16 allknowing2012

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Posted 20 March 2015 - 04:12 PM

I'm confused, does the original table score both balls at once on the top 3 lanes or do you have to hit it twice to get them both? 

That bug is fixed in the .2 release -- i think its a case of easy versus hard setting - regardless the next version has them scoring both with one lane drop. 


Maybe it's just me, but when I played this on my cab it seems to have 'machine gun' scoring on the rollovers. Instead of scoring 1 point, you get 5-6 points. Anyone else have this problem?

Dont believe thats the case .. only a few spots score 1pt.


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#17 allknowing2012

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Posted 20 March 2015 - 05:13 PM

1.2 is uploaded and awaiting approval.

  • RLewis19 provided more bugs based on real machine play. New sounds, flipper angles and pf image tweaks. 8 ball scoring bug and early magnasave hit bug.

 

 

Is it possible to make more than one sound play - ie a bumper hit/score reel/100s digit/10s digit all happen at the same time and all cause different sounds in the real table.


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#18 akiles50000

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Posted 20 March 2015 - 10:21 PM

Allknowing2012 I would like to after to give to the start button to begin the match the ball exit automatically to the plunger.
What lines in the script have I fix for the ball exit automatically to the plunger after to press the start button?

#19 allknowing2012

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Posted 22 March 2015 - 07:47 PM

Allknowing2012 I would like to after to give to the start button to begin the match the ball exit automatically to the plunger.
What lines in the script have I fix for the ball exit automatically to the plunger after to press the start button?

I believe this is the code you would need. Seems to work in my testing:

Sub trough1_Hit()
	ClearBallid:trough1.DestroyBall		
	PlaySound "Drains"
	troughcount=troughcount-1
    troughcount1=troughcount1+1
	If TroughCount=0 then BallDiv.IsDropped=0
' Code to autofeed the balls
    If TroughCount=0 then
       if BallInLane=0 and BallDiv.IsDropped=0 then
         BallRelease.Createball:BallRelease.kick 270,8
         activeballs=activeballs+1
         BallInLane=1
      end if
    end if
'
End Sub
Sub EndOfBall
	ballinplay=ballinplay+1
	if ballinplay>5 and tilt=false then
	  playsound "motorleer"
	  ballreltimer.enabled=true
	else
	  if ballinplay>5 and tilt=true then
	    state=false
' Code to auto feed the balls
          else
            if BallInLane=0 and BallDiv.IsDropped=0 and activeballs < 5 then
              BallRelease.Createball:BallRelease.kick 270,8
              activeballs=activeballs+1
              BallInLane=1
            end if
' End Of Code
	  end if
    end if
End Sub

Edited by allknowing2012, 23 March 2015 - 12:06 AM.

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#20 akiles50000

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Posted 22 March 2015 - 08:49 PM

Thanks Allknowwing2012 I,ll test it and and I,ll say if works fine.







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