Hi,
High lamp numbers are not controlled by the ROM, but by the script. They handle the lights controlled by solenoids, and the multiplexed lights (the yellow ones). When the corresponding solenoid is fired, it runs a "SetLamp X" call, and lamp X is handled as a regular lamp.
The yellow lights are multiplexed lights. Just four "lights" from the ROM (IDs from 1 to 4 I think, I have no access to the script right now) control 16 real lamps: the yellow ones, and the double and triple bonus ones.
Maybe the light handling is not scripted the best way
, but the lights act as they do in the real pinball machine.
Regards
I got them built
I had to do them differently than what you had them, for some reason that didnt fly in VPX
So i looked at a vp8 version and did a simplified multiplexer
VPX does not allow using bumpers and ramps etc as lightbulbs, so i have to strip that all out and get rid of anything that even tried looking at one as a light bulb.
Crazy the stuff used back then
It's a LIGHTBULB, NO! IT's a Bumper!
No! It's a LUMPER
Yes the LUMPER from K-Tel

You have all the GI lighting baked into the artwork though, but maybe you can find someone to work with you on the images and redo them some time.
with VPX you wont have to do that
I know there are people here capable of doing it.
Get someone to do you a sweet 4k vector redraw of the playfield and plastics image.
I have "Playable" VPX table at this moment.
"Playable" meaning it all works mechanically
It has the physics of a table made out of baseball bats
And i have lots of green commented script to clean up and what not.
White things are so i can keep the ball in the playfield, there is one in the drain to, just slingshots, keeping the ball playing
so i can see it run through all the functions
keep in mind, on my laptop lighting will look terrible and so will resolution, and there is a ton of objects sitting there with no material assigned
giving that pink hue to things
and the POV kind of stinks, but it was good enough for the moment

