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Kings and Queens vp 9.1x
Started By
unclewilly
, Oct 25 2011 08:10 PM
53 replies to this topic
#22
Posted 26 October 2011 - 11:50 AM
Even though I was not having a problem with slow down from the ball trough on any of the betas. Now I am, why?
I tried to disable the ball trough animation, and got this nasty bug...

6 balls....2 on apron 4 in play.
EDIT: This bug happens when you try to disable / enable the trough mid game.
EDIT 2: Possibly another bug...if you play a game and beat your highscore. No matter how many credits you pump in, you can't start a new game.
I tried to disable the ball trough animation, and got this nasty bug...

6 balls....2 on apron 4 in play.
EDIT: This bug happens when you try to disable / enable the trough mid game.
EDIT 2: Possibly another bug...if you play a game and beat your highscore. No matter how many credits you pump in, you can't start a new game.
Edited by Sabbat, 26 October 2011 - 12:32 PM.
If you have a widescreen 16:9 monitor and want to play your VP9 desktop tables without them being stretched, check out This Link
#23
Posted 26 October 2011 - 04:36 PM
Well all the screws are in place, giving.this one.more day and ill release the fs version and the update.
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#25
Posted 26 October 2011 - 09:13 PM
Beautiful table as always. Thanks!
Is this set up for widescreen? What should I change so it looks right on my 4:3 monitor?
When you go to the Options menu and disable the menu, what menu gets disabled?
The plastics were in the wrong place so I disabled Hardware Acceleration and restarted VP (this fixes the problem on my other tables) and I have this problem with the flippers. The flippers look and work fine, but these three little flipper top graphics stay above them.
Intel Pentium 4 2.66ghz, 1.5gb ram, Radeon 9550 256mb, WinXP SP3
Is this set up for widescreen? What should I change so it looks right on my 4:3 monitor?
When you go to the Options menu and disable the menu, what menu gets disabled?
The plastics were in the wrong place so I disabled Hardware Acceleration and restarted VP (this fixes the problem on my other tables) and I have this problem with the flippers. The flippers look and work fine, but these three little flipper top graphics stay above them.
Intel Pentium 4 2.66ghz, 1.5gb ram, Radeon 9550 256mb, WinXP SP3
Edited by swallis7, 27 October 2011 - 04:57 PM.
#26
Posted 26 October 2011 - 10:52 PM
QUOTE (Sabbat @ Oct 26 2011, 07:10 AM) <{POST_SNAPBACK}>
QUOTE (maceman @ Oct 25 2011, 09:07 PM) <{POST_SNAPBACK}>
I found one potential problem you may or may not want to fix...not that anyone would do this(except for me-he hee), is that you can add balls to the trough while a ball is in play already.
Not sure why that is an issue to be honest, other than if you accidentally added balls or something, after 2 balls in trough it is stuck.
Just tried this on my better system, it looks amazing. What a piece of art. Plays fantastic!!
Not sure why that is an issue to be honest, other than if you accidentally added balls or something, after 2 balls in trough it is stuck.
Just tried this on my better system, it looks amazing. What a piece of art. Plays fantastic!!
not a problem at all. All EM's up until the 70's or so had manual levers you pushed in to put a ball into play. You could play 1 ball or all of your balls at once.
Yeah, my Super Star pinball downstairs from Simpson Sears has a manual lever. It is how the kids play multiball:) The difference i guess is that we can launch 3 balls in the trough here at home, but in VP, after 2 it gets stuck. Give it a try
UW, Thanx for the FS a-comin'!!!!
#27
Posted 28 October 2011 - 03:14 AM
Just got through playtesting "Kings and Queens". Fixed some bugs related to the specials and made some changes to the bells and scoring to make it play more like the real machine. Now the table is "super" compared to the old VP8 version. Heres a list of things to change to fix the bugs and make the scoring more realistic.
Recomendations after Playtesting:
First go into the editor and change the "AKick" timer interval to "125".
Next change the "KKick" timer interval to "125".
Next change the "QKick" timer interval to "125".
Next change the "JKick" timer interval to "125".
Next drag a new timer from the editor menu to just outside the left edge of the table.
Give the new timer the name: "FivePoint" and make the timer interval equal to "200".
Make sure timer enabled is unchecked.
Next go to the script and make these changes:
Add "flag" to list of dimensioned variables.
'Variables
Dim xx,flag
Initialize "flag" to zero
Menu = 0: TE = 0: OD=0 :flag=0
These changes to the saucer/kickers allow the proper # of bells to sound depending
on how many lamps are lit in the column. The bells are syncronized to the enabled
contacts on the motor driven cam. The bells are also syncronized to the incrementing
scoring reels. All the bell tones occur during the time interval of "MotorShort1S".
In the AKick_Hit subroutine delete the lines that include "addscore(10)".
You are left with:
else
Me.TimerEnabled=1:AddScore(10):PlaySound "MotorShort1s"
If Tilted = 1 then Exit Sub
If LampState(17)>0 then
Special
SetLamp 17, 0
End If
PlaySound "kicker_enter"
End if
End Sub
In the AKick_Timer subroutine change it to the following:
Sub AKick_Timer()
AKick.UserValue=AKick.UserValue+1
If AKick.UserValue=1 then AddScore(10):playsound "bell10"
If AKick.UserValue=2 and LampState(21)>0 then AddScore(10):playsound "bell10"
If AKick.UserValue=3 and LampState(22)>0 then AddScore(10):playsound "bell10"
If AKick.UserValue=4 and LampState(23)>0 then AddScore(10):playsound "bell10"
If AKick.UserValue=5 and LampState(24)>0 then AddScore(10):playsound "bell10"
If AKick.UserValue=6 then
AKick.Kick 89, 9
PlaySound "scoopexit"
AKick.UserValue=0
AKick.TimerEnabled=0
End If
End Sub
Repeat the deletions and additions for:
else
Me.TimerEnabled=1:AddScore(10):PlaySound "MotorShort1s"
If Tilted = 1 then Exit Sub
If LampState(18)>0 then
Special
SetLamp 18, 0
End If
PlaySound "kicker_enter"
end if
End Sub
Sub KKick_Timer()
KKick.UserValue=KKick.UserValue+1
If KKick.UserValue=1 then AddScore(10):playsound "bell10"
If KKick.UserValue=2 and LampState(25)>0 then AddScore(10):playsound "bell10"
If KKick.UserValue=3 and LampState(26)>0 then AddScore(10):playsound "bell10"
If KKick.UserValue=4 and LampState(27)>0 then AddScore(10):playsound "bell10"
If KKick.UserValue=5 and LampState(28)>0 then AddScore(10):playsound "bell10"
If KKick.UserValue=6 then
KKick.Kick 89, 9
PlaySound "scoopexit"
KKick.UserValue=0
KKick.TimerEnabled=0
End If
End Sub
else
Me.TimerEnabled=1:AddScore(10):PlaySound "MotorShort1s"
If Tilted = 1 then Exit Sub
If LampState(19)>0 then
Special
SetLamp 19, 0
End If
PlaySound "kicker_enter"
End if
End Sub
Sub QKick_Timer()
QKick.UserValue=QKick.UserValue+1
If QKick.UserValue=1 then AddScore(10):playsound "bell10"
If QKick.UserValue=2 and LampState(29)>0 then AddScore(10):playsound "bell10"
If QKick.UserValue=3 and LampState(30)>0 then AddScore(10):playsound "bell10"
If QKick.UserValue=4 and LampState(31)>0 then AddScore(10):playsound "bell10"
If QKick.UserValue=5 and LampState(32)>0 then AddScore(10):playsound "bell10"
If QKick.UserValue=6 then
QKick.Kick 89, 9
PlaySound "scoopexit"
QKick.UserValue=0
QKick.TimerEnabled=0
End If
End Sub
else
Me.TimerEnabled=1:AddScore(10):PlaySound "MotorShort1s"
If Tilted = 1 then Exit Sub
If LampState(20)>0 then
Special
SetLamp 20, 0
End If
PlaySound "kicker_enter"
end if
End Sub
Sub JKick_Timer()
JKick.UserValue=JKick.UserValue+1
If JKick.UserValue=1 then AddScore(10):playsound "bell10"
If JKick.UserValue=2 and LampState(33)>0 then AddScore(10):playsound "bell10"
If JKick.UserValue=3 and LampState(34)>0 then AddScore(10):playsound "bell10"
If JKick.UserValue=4 and LampState(35)>0 then AddScore(10):playsound "bell10"
If JKick.UserValue=5 and LampState(36)>0 then AddScore(10):playsound "bell10"
If JKick.UserValue=6 then
JKick.Kick 89, 9
PlaySound "scoopexit"
JKick.UserValue=0
JKick.TimerEnabled=0
End If
End Sub
Change the Bell PlaySound in the Left and Right Passive hit subs to "bell1000".
(so they won't be the same as the on the 100 tone)
Sub LPassive_Hit()
finalspeed=SQR(ActiveBall.velx * ActiveBall.velx + ActiveBall.vely * ActiveBall.vely)
if finalspeed > 11 then PlaySound "rubber" else PlaySound "rubberFlipper":end if
If tilted=1 then Exit Sub
If BumpState=1 then
AddScore(10):BumpLightsOff
else
AddScore(1):BumpLightsOn
end if
PlaySound "bell1000"
End Sub
Sub RPassive_Hit()
finalspeed=SQR(ActiveBall.velx * ActiveBall.velx + ActiveBall.vely * ActiveBall.vely)
if finalspeed > 11 then PlaySound "rubber" else PlaySound "rubberFlipper":end if
If tilted=1 then Exit Sub
If BumpState=1 then
AddScore(10):BumpLightsOff
else
AddScore(1):BumpLightsOn
end if
PlaySound "bell1000"
End Sub
Changes the Rollover Subs so there is no "buzz" or "MotorLeer" when table is tilted. Also
changes scoring and sound so you first hear the buzz on hit, then you hear 5 bells syncronized
with the scoring reels in the time duration of the motor leer on the unhit. (FivePoint Timer Routine). This
more closely duplicates the scoring with motors and cams on the old electromechanical tables.
'Rollover & Ramp Switches
'Rollovers
Sub tjd_Hit()
tjda.IsDropped=0
If Tilted = 1 then Exit Sub
Playsound "buzz"
SetLamp 10, 0:SetLamp 35, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tjd_UnHit()
tjda.IsDropped=1
If Tilted = 1 then Exit Sub
Playsound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tqd_Hit()
tqda.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 11, 0:SetLamp 31, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tqd_UnHit()
tqda.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tkd_Hit()
tkda.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 12, 0:SetLamp 27, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tkd_UnHit()
tkda.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tkh_Hit()
tkha.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 14, 0:SetLamp 25, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tkh_UnHit()
tkha.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tqh_Hit()
tqha.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 15, 0:SetLamp 29, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tqh_UnHit()
tqha.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tjh_Hit()
tjha.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 16, 0:SetLamp 33, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tjh_UnHit()
tjha.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tkc_Hit()
tkca.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 7, 0:SetLamp 28, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tkc_UnHit()
tkca.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tks_Hit()
tksa.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 9, 0:SetLamp 26, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tks_UnHit()
tksa.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tah_Hit()
taha.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 3, 0:SetLamp 21, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tah_UnHit()
taha.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tqs_Hit()
tqsa.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 4, 0:SetLamp 30, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tqs_UnHit()
tqsa.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tqc_Hit()
tqca.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 5, 0:SetLamp 32, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tqc_UnHit()
tqca.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tad_Hit()
tada.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 6, 0:SetLamp 23, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tad_UnHit()
tada.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tjs_Hit()
tjsa.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 1, 0:SetLamp 34, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tjs_UnHit()
tjsa.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tjc_Hit()
tjca.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 2, 0:SetLamp 36, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tjc_UnHit()
tjca.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tac_Hit()
taca.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 0, 0:SetLamp 24, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tac_UnHit()
taca.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tas_Hit()
tasa.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 13, 0:SetLamp 22, 1
If LampState(8)>0 then
Special
Else
CheckSpecial
End If
BumpLightsOn
End Sub
Sub tas_UnHit()
tasa.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
On the latest table release, it is impossible to score replays in the saucer kickers or on the upper "Ace" rollover.
The following changes fix that: (change <0 to =1 and add missing line to enable Club to equal 1)
Sub CheckSpecial()
Dim x
Ace=0:King=0:Queen=0:Club=0
If LampState(21)=1 and LampState(22)=1 and LampState(23)=1 and LampState(24)=1 Then Ace=1
If LampState(25)=1 and LampState(26)=1 and LampState(27)=1 and LampState(28)=1 Then King=1
If LampState(29)=1 and LampState(30)=1 and LampState(31)=1 and LampState(32)=1 Then Queen=1
If LampState(33)=1 and LampState(34)=1 and LampState(35)=1 and LampState(36)=1 Then Jack=1
If LampState(24)=1 and LampState(28)=1 and LampState(32)=1 and LampState(36)=1 Then Club=1
It sounded like on the original machine a different bell would sound whenever the 100s scoring reel advanced
to the next digit. This change along with the "BellOnThe100" sub at the end of the script will do it.
**********Scoring*********
Sub AddScore(points)
If Tilted=0 then
Score=Score+Points
ScoreReel.AddValue(Points)
BellOnThe100
If Score>8999 then
D1000.SetValue 9
Sub FivePoint_Timer()
FivePoint.UserValue=FivePoint.UserValue+1
If FivePoint.UserValue=1 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=2 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=3 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=4 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=5 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=6 then
FivePoint.UserValue=0
FivePoint.Enabled=0
End If
End Sub
Sub BellOnThe100
If score>99 then
If flag=0 then
If score>(int(score/100)*100)-1 then
If score < (int(score/100)*100)+10 then
playsound "bell100":flag=1
End If
End If
End If
End If
If score>(int(score/100)*100)+9 then
flag=0
End If
End Sub
I tried to get the scoring and bells similar to the games that are being played on "you Tube".
Hope the bug fixes and changes help out.
Recomendations after Playtesting:
First go into the editor and change the "AKick" timer interval to "125".
Next change the "KKick" timer interval to "125".
Next change the "QKick" timer interval to "125".
Next change the "JKick" timer interval to "125".
Next drag a new timer from the editor menu to just outside the left edge of the table.
Give the new timer the name: "FivePoint" and make the timer interval equal to "200".
Make sure timer enabled is unchecked.
Next go to the script and make these changes:
Add "flag" to list of dimensioned variables.
'Variables
Dim xx,flag
Initialize "flag" to zero
Menu = 0: TE = 0: OD=0 :flag=0
These changes to the saucer/kickers allow the proper # of bells to sound depending
on how many lamps are lit in the column. The bells are syncronized to the enabled
contacts on the motor driven cam. The bells are also syncronized to the incrementing
scoring reels. All the bell tones occur during the time interval of "MotorShort1S".
In the AKick_Hit subroutine delete the lines that include "addscore(10)".
You are left with:
else
Me.TimerEnabled=1:AddScore(10):PlaySound "MotorShort1s"
If Tilted = 1 then Exit Sub
If LampState(17)>0 then
Special
SetLamp 17, 0
End If
PlaySound "kicker_enter"
End if
End Sub
In the AKick_Timer subroutine change it to the following:
Sub AKick_Timer()
AKick.UserValue=AKick.UserValue+1
If AKick.UserValue=1 then AddScore(10):playsound "bell10"
If AKick.UserValue=2 and LampState(21)>0 then AddScore(10):playsound "bell10"
If AKick.UserValue=3 and LampState(22)>0 then AddScore(10):playsound "bell10"
If AKick.UserValue=4 and LampState(23)>0 then AddScore(10):playsound "bell10"
If AKick.UserValue=5 and LampState(24)>0 then AddScore(10):playsound "bell10"
If AKick.UserValue=6 then
AKick.Kick 89, 9
PlaySound "scoopexit"
AKick.UserValue=0
AKick.TimerEnabled=0
End If
End Sub
Repeat the deletions and additions for:
else
Me.TimerEnabled=1:AddScore(10):PlaySound "MotorShort1s"
If Tilted = 1 then Exit Sub
If LampState(18)>0 then
Special
SetLamp 18, 0
End If
PlaySound "kicker_enter"
end if
End Sub
Sub KKick_Timer()
KKick.UserValue=KKick.UserValue+1
If KKick.UserValue=1 then AddScore(10):playsound "bell10"
If KKick.UserValue=2 and LampState(25)>0 then AddScore(10):playsound "bell10"
If KKick.UserValue=3 and LampState(26)>0 then AddScore(10):playsound "bell10"
If KKick.UserValue=4 and LampState(27)>0 then AddScore(10):playsound "bell10"
If KKick.UserValue=5 and LampState(28)>0 then AddScore(10):playsound "bell10"
If KKick.UserValue=6 then
KKick.Kick 89, 9
PlaySound "scoopexit"
KKick.UserValue=0
KKick.TimerEnabled=0
End If
End Sub
else
Me.TimerEnabled=1:AddScore(10):PlaySound "MotorShort1s"
If Tilted = 1 then Exit Sub
If LampState(19)>0 then
Special
SetLamp 19, 0
End If
PlaySound "kicker_enter"
End if
End Sub
Sub QKick_Timer()
QKick.UserValue=QKick.UserValue+1
If QKick.UserValue=1 then AddScore(10):playsound "bell10"
If QKick.UserValue=2 and LampState(29)>0 then AddScore(10):playsound "bell10"
If QKick.UserValue=3 and LampState(30)>0 then AddScore(10):playsound "bell10"
If QKick.UserValue=4 and LampState(31)>0 then AddScore(10):playsound "bell10"
If QKick.UserValue=5 and LampState(32)>0 then AddScore(10):playsound "bell10"
If QKick.UserValue=6 then
QKick.Kick 89, 9
PlaySound "scoopexit"
QKick.UserValue=0
QKick.TimerEnabled=0
End If
End Sub
else
Me.TimerEnabled=1:AddScore(10):PlaySound "MotorShort1s"
If Tilted = 1 then Exit Sub
If LampState(20)>0 then
Special
SetLamp 20, 0
End If
PlaySound "kicker_enter"
end if
End Sub
Sub JKick_Timer()
JKick.UserValue=JKick.UserValue+1
If JKick.UserValue=1 then AddScore(10):playsound "bell10"
If JKick.UserValue=2 and LampState(33)>0 then AddScore(10):playsound "bell10"
If JKick.UserValue=3 and LampState(34)>0 then AddScore(10):playsound "bell10"
If JKick.UserValue=4 and LampState(35)>0 then AddScore(10):playsound "bell10"
If JKick.UserValue=5 and LampState(36)>0 then AddScore(10):playsound "bell10"
If JKick.UserValue=6 then
JKick.Kick 89, 9
PlaySound "scoopexit"
JKick.UserValue=0
JKick.TimerEnabled=0
End If
End Sub
Change the Bell PlaySound in the Left and Right Passive hit subs to "bell1000".
(so they won't be the same as the on the 100 tone)
Sub LPassive_Hit()
finalspeed=SQR(ActiveBall.velx * ActiveBall.velx + ActiveBall.vely * ActiveBall.vely)
if finalspeed > 11 then PlaySound "rubber" else PlaySound "rubberFlipper":end if
If tilted=1 then Exit Sub
If BumpState=1 then
AddScore(10):BumpLightsOff
else
AddScore(1):BumpLightsOn
end if
PlaySound "bell1000"
End Sub
Sub RPassive_Hit()
finalspeed=SQR(ActiveBall.velx * ActiveBall.velx + ActiveBall.vely * ActiveBall.vely)
if finalspeed > 11 then PlaySound "rubber" else PlaySound "rubberFlipper":end if
If tilted=1 then Exit Sub
If BumpState=1 then
AddScore(10):BumpLightsOff
else
AddScore(1):BumpLightsOn
end if
PlaySound "bell1000"
End Sub
Changes the Rollover Subs so there is no "buzz" or "MotorLeer" when table is tilted. Also
changes scoring and sound so you first hear the buzz on hit, then you hear 5 bells syncronized
with the scoring reels in the time duration of the motor leer on the unhit. (FivePoint Timer Routine). This
more closely duplicates the scoring with motors and cams on the old electromechanical tables.
'Rollover & Ramp Switches
'Rollovers
Sub tjd_Hit()
tjda.IsDropped=0
If Tilted = 1 then Exit Sub
Playsound "buzz"
SetLamp 10, 0:SetLamp 35, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tjd_UnHit()
tjda.IsDropped=1
If Tilted = 1 then Exit Sub
Playsound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tqd_Hit()
tqda.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 11, 0:SetLamp 31, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tqd_UnHit()
tqda.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tkd_Hit()
tkda.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 12, 0:SetLamp 27, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tkd_UnHit()
tkda.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tkh_Hit()
tkha.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 14, 0:SetLamp 25, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tkh_UnHit()
tkha.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tqh_Hit()
tqha.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 15, 0:SetLamp 29, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tqh_UnHit()
tqha.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tjh_Hit()
tjha.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 16, 0:SetLamp 33, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tjh_UnHit()
tjha.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tkc_Hit()
tkca.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 7, 0:SetLamp 28, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tkc_UnHit()
tkca.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tks_Hit()
tksa.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 9, 0:SetLamp 26, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tks_UnHit()
tksa.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tah_Hit()
taha.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 3, 0:SetLamp 21, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tah_UnHit()
taha.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tqs_Hit()
tqsa.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 4, 0:SetLamp 30, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tqs_UnHit()
tqsa.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tqc_Hit()
tqca.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 5, 0:SetLamp 32, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tqc_UnHit()
tqca.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tad_Hit()
tada.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 6, 0:SetLamp 23, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tad_UnHit()
tada.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tjs_Hit()
tjsa.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 1, 0:SetLamp 34, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tjs_UnHit()
tjsa.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tjc_Hit()
tjca.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 2, 0:SetLamp 36, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tjc_UnHit()
tjca.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tac_Hit()
taca.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 0, 0:SetLamp 24, 1:CheckSpecial
BumpLightsOn
End Sub
Sub tac_UnHit()
taca.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
Sub tas_Hit()
tasa.IsDropped=0
If Tilted = 1 then Exit Sub
PlaySound "buzz"
SetLamp 13, 0:SetLamp 22, 1
If LampState(8)>0 then
Special
Else
CheckSpecial
End If
BumpLightsOn
End Sub
Sub tas_UnHit()
tasa.IsDropped=1
If Tilted = 1 then Exit Sub
PlaySound "MotorLeer"
FivePoint.enabled=1
BumpLightsOff
End Sub
On the latest table release, it is impossible to score replays in the saucer kickers or on the upper "Ace" rollover.
The following changes fix that: (change <0 to =1 and add missing line to enable Club to equal 1)
Sub CheckSpecial()
Dim x
Ace=0:King=0:Queen=0:Club=0
If LampState(21)=1 and LampState(22)=1 and LampState(23)=1 and LampState(24)=1 Then Ace=1
If LampState(25)=1 and LampState(26)=1 and LampState(27)=1 and LampState(28)=1 Then King=1
If LampState(29)=1 and LampState(30)=1 and LampState(31)=1 and LampState(32)=1 Then Queen=1
If LampState(33)=1 and LampState(34)=1 and LampState(35)=1 and LampState(36)=1 Then Jack=1
If LampState(24)=1 and LampState(28)=1 and LampState(32)=1 and LampState(36)=1 Then Club=1
It sounded like on the original machine a different bell would sound whenever the 100s scoring reel advanced
to the next digit. This change along with the "BellOnThe100" sub at the end of the script will do it.
**********Scoring*********
Sub AddScore(points)
If Tilted=0 then
Score=Score+Points
ScoreReel.AddValue(Points)
BellOnThe100
If Score>8999 then
D1000.SetValue 9
Sub FivePoint_Timer()
FivePoint.UserValue=FivePoint.UserValue+1
If FivePoint.UserValue=1 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=2 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=3 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=4 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=5 then AddScore(1):playsound "bell10"
If FivePoint.UserValue=6 then
FivePoint.UserValue=0
FivePoint.Enabled=0
End If
End Sub
Sub BellOnThe100
If score>99 then
If flag=0 then
If score>(int(score/100)*100)-1 then
If score < (int(score/100)*100)+10 then
playsound "bell100":flag=1
End If
End If
End If
End If
If score>(int(score/100)*100)+9 then
flag=0
End If
End Sub
I tried to get the scoring and bells similar to the games that are being played on "you Tube".
Hope the bug fixes and changes help out.
Edited by sast05, 28 October 2011 - 09:22 AM.
#28
Posted 28 October 2011 - 10:12 PM
Thanks. I basically just used popottes rules coding as i know nothing about this table. Ill update with these changes then put out the fs
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#30
Posted 29 October 2011 - 10:47 AM
I appreciate the help
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#31
Posted 29 October 2011 - 11:45 AM
Thanx,
Found one more minor bug- The replay levels reset during initialization when the table first loads but
they do not reset when you play any additional games. Just make ReplayToReach=1 in this sub.
Sub ResetForNewGame()
Score=0:Drained=0:Tilted=0:TroughCount=0:ReplayToReach=1
ScoreReel.ResetToZero
AddScore 0
TiltSensor=0:BallLifted=0
AllLampsOff
BulbMP=0:LightMP(BulbMP)
BallDiv.IsDropped=1:PlaySound "initialize"
BumpLightsOn
For xx = 0 to 7:SetLamp xx, 1:next
For xx = 9 to 16:SetLamp xx, 1:Next
End Sub
Found one more minor bug- The replay levels reset during initialization when the table first loads but
they do not reset when you play any additional games. Just make ReplayToReach=1 in this sub.
Sub ResetForNewGame()
Score=0:Drained=0:Tilted=0:TroughCount=0:ReplayToReach=1
ScoreReel.ResetToZero
AddScore 0
TiltSensor=0:BallLifted=0
AllLampsOff
BulbMP=0:LightMP(BulbMP)
BallDiv.IsDropped=1:PlaySound "initialize"
BumpLightsOn
For xx = 0 to 7:SetLamp xx, 1:next
For xx = 9 to 16:SetLamp xx, 1:Next
End Sub
#32
Posted 29 October 2011 - 11:58 AM
Thanks once again. Maybe you can be on my testing team for the next table i make. I have a few ers on my list coming up. You know more about the rules and how the ems work
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#33
Posted 29 October 2011 - 12:39 PM
QUOTE (unclewilly @ Oct 29 2011, 11:58 AM) <{POST_SNAPBACK}>
Thanks once again. Maybe you can be on my testing team for the next table i make. I have a few ers on my list coming up. You know more about the rules and how the ems work
I have just as much fun analyzing a table as I do playing a table.
When I was in my teens, I'm 56 years old now, I had a 1959 era
Gottlieb's "Silver" Electro-mechanical machine. I tinkered with it
and modified it the point where I'm not sure I'd ever be able to
restore it to original condition. In any case, I learned how the motors
and cams worked inside, to create the scoring, bells, and game features.
It's hard to re-create electro-mechanicals accurately because the rules are
not controlled by a ROM, but by the actual relays, solenoids, contacts, and motor
driven cams with contacts inside. The only and I repeat only way to make a table
totally accurate is to have the "schematic ladder diagrams" and to analyze it
thoroughly. A very tedious process. I'm an electronics technician and PLC programmer
by trade and spend most of my time in a production environment, repairing circuit boards
so understanding the schematics is easy for me, but for the average person, there
is a learning curve.
If you need an additional playtester, leave me a message w/ specifics on how to communicate
back and forth.
#35
Posted 29 October 2011 - 10:47 PM
I should have the update and fs table ready on Sunday. Having a long work week. Sorry for the wait
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#37
Posted 29 October 2011 - 11:16 PM
This looks tremendous - wonderful lighting. Very much looking forward to the FS release. Thanks again
PinScreenGen - Automatically Create Playfield Images, Backglass Images and XML for Hyperpin (Future Pinball and Visual Pinball)
PinJukeLaunch - Moves DWJukeBox to Backglass (2nd or 3rd monitor) and can change wallpaper on launch
PinHyperMatrix - Generates HTML report of missing Hyperpin Media, UVPs, B2Ss, etc.
<<<< Virtual Pincab >>>> . . . . .<<<< Mame Bartop >>>> . . . . .<<<< Stuttering Cure - lamptimer >>>> . . . . .<<<< DMD Performance Boost - ddraw >>>>
PinJukeLaunch - Moves DWJukeBox to Backglass (2nd or 3rd monitor) and can change wallpaper on launch
PinHyperMatrix - Generates HTML report of missing Hyperpin Media, UVPs, B2Ss, etc.
<<<< Virtual Pincab >>>> . . . . .<<<< Mame Bartop >>>> . . . . .<<<< Stuttering Cure - lamptimer >>>> . . . . .<<<< DMD Performance Boost - ddraw >>>>
#38
Posted 31 October 2011 - 03:44 PM
Updated to 1.04
thanks to sast05 scoring and other bugs worked out
Also added screws and ornamental stuff
thanks to sast05 scoring and other bugs worked out
Also added screws and ornamental stuff
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#40
Posted 31 October 2011 - 04:02 PM
Nice work Scott, think it's time for a game ....
1 order, nice quality BG please FD.
QUOTE (Flying Dutchman @ Oct 26 2011, 08:52 AM) <{POST_SNAPBACK}>
Great UW! 
Looking forward to the FS version of it!
If anyone need a HQ Backglass for it .. please let me know, I prepared a nice one ..
Cheers,
FD.
Looking forward to the FS version of it!
If anyone need a HQ Backglass for it .. please let me know, I prepared a nice one ..
Cheers,
FD.
1 order, nice quality BG please FD.



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