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Hoops (Gottlieb 1991) [Visual Pinball X]

Kalavera 1991 Gottlieb Hoops

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#21 roccodimarco

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Posted 06 August 2018 - 09:56 PM

Does anyone know the "rule" to get the three ball multi ball?  I did achieve once but I'm not sure how I did it. 



#22 kalavera

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Posted 06 August 2018 - 10:22 PM

Does anyone know the "rule" to get the three ball multi ball?  I did achieve once but I'm not sure how I did it. 

 

I found this TNT video that explains the game a bit

 

 


Edited by kalavera, 06 August 2018 - 10:23 PM.


#23 roccodimarco

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Posted 07 August 2018 - 06:19 PM

Tried the recent update.  I still had the balls go off the apron (twice) and I cant enter a high score. 



#24 kalavera

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Posted 07 August 2018 - 06:23 PM

 
the problem with the highscore is that it uses two different keys to the flippers, according to what I could investigate, I would need help with that, the ball on the apron I could not reproduce, how does that happen when it hits against what?


#25 roccodimarco

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Posted 07 August 2018 - 06:26 PM

 

 
the problem with the highscore is that it uses two different keys to the flippers, according to what I could investigate, I would need help with that, the ball on the apron I could not reproduce, how does that happen when it hits against what?

 

It happened from what I remember off the left flipper,  it was rolling off the flipper and when I flipped it seemed to flip it with velocity down, if that makes any sense.  It happened twice in a row, and then I could not replicate it again. As for the high score I believe Deadly Weapon had this problem and I was able to correct it.  I will go back and see if I'm right on this. 


Edited by roccodimarco, 07 August 2018 - 06:27 PM.


#26 roccodimarco

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Posted 07 August 2018 - 07:38 PM

Ok, so this is from the vp9 deadly weapon table.  Deadly weapon was also part of the "Street series" so I'm not sure if that has something to do with it, but I remember going through the script and making changes to get it to work.  I remember doing this and still having problems but eventually got it working.  When I get home I'll see what I did to eventually getting working.  Until then maybe someone else can figure it out.  This was from Spawk: 
OK, the answer was in support topic. It should be here for quick reference though so this is the quote:

 

It doesn't need to be "fixed" you need to change the mapping to fit your cab.  They are mapped to the upper Left/Right flipper buttons.  If you want to change them to the magnasave buttons you have to edit the script

Change these lines:

    If keycode = KeyUpperLeft Then controller.switch(4) = 1
    If keycode = KeyUpperRight Then controller.switch(5) = 1

and

    If keycode = KeyUpperLeft Then controller.switch(4) = 0
    If keycode = KeyUpperRight Then controller.switch(5) = 0

to:

If keycode = LeftMagnaSave Then controller.switch(4) = 1
    If keycode = RightMagnaSave Then controller.switch(5) = 1

and

    If keycode = LeftMagnaSave Then controller.switch(4) = 0
    If keycode = RightMagnaSave Then controller.switch(5) = 0



#27 kalavera

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Posted 07 August 2018 - 07:41 PM

Ok, so this is from the vp9 deadly weapon table.  Deadly weapon was also part of the "Street series" so I'm not sure if that has something to do with it, but I remember going through the script and making changes to get it to work.  I remember doing this and still having problems but eventually got it working.  When I get home I'll see what I did to eventually getting working.  Until then maybe someone else can figure it out.  This was from Spawk: 
OK, the answer was in support topic. It should be here for quick reference though so this is the quote:

 

It doesn't need to be "fixed" you need to change the mapping to fit your cab.  They are mapped to the upper Left/Right flipper buttons.  If you want to change them to the magnasave buttons you have to edit the script

Change these lines:

    If keycode = KeyUpperLeft Then controller.switch(4) = 1
    If keycode = KeyUpperRight Then controller.switch(5) = 1

and

    If keycode = KeyUpperLeft Then controller.switch(4) = 0
    If keycode = KeyUpperRight Then controller.switch(5) = 0

to:

If keycode = LeftMagnaSave Then controller.switch(4) = 1
    If keycode = RightMagnaSave Then controller.switch(5) = 1

and

    If keycode = LeftMagnaSave Then controller.switch(4) = 0
    If keycode = RightMagnaSave Then controller.switch(5) = 0

 

 

I'm at work myself too, if I can later prove it, thanks for all your help Roccodimarco



#28 32assassin

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Posted 07 August 2018 - 08:13 PM

if the ball is still jumping over the apron

 

hide wall2 ( you cannot see it from any angle because its under the apron

 

 

raise the wall height to 50, 100 or what ever height keeps the ball in the PF.

 

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#29 roccodimarco

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Posted 08 August 2018 - 03:43 PM

I was able to get the high score feature to work last night.  However; I was only able to get the letters to change via magna saves but its better than nothing I supposed.   Here's what I changed. From lines 150-172

 

Sub Table1_KeyDown(ByVal keycode)
    If keycode=LeftFlipperKey Then Controller.Switch(6)=1
If keycode=RightFlipperkey Then Controller.Switch(7)=1
iF KEYCODE = StartGameKey THEN CONTROLLER.SWITCH(3)=1
If keycode = KeySlamDoorHit Then Controller.Switch(152) = 1
If keycode = Leftmagnasave Then controller.switch(4) = 1
If keycode = rightmagnasave Then controller.switch(5) = 1
 
If KeyDownHandler(keycode) Then Exit Sub
If keycode = PlungerKey Then Plunger.Pullback:playsound"plungerpull"
End Sub
 
Sub Table1_KeyUp(ByVal keycode)
    If keycode=LeftFlipperKey Then Controller.Switch(6)=0
If keycode=RightFlipperkey Then Controller.Switch(7)=0
iF KEYCODE =StartGameKey THEN CONTROLLER.SWITCH(3)=0
If keycode = KeySlamDoorHit Then Controller.Switch(152) = 0
If keycode = Leftmagnasave Then controller.switch(4) = 0
If keycode = rightmagnasave Then controller.switch(5) = 0
 
If KeyUpHandler(keycode) Then Exit Sub
If keycode = PlungerKey Then Plunger.Fire:PlaySound"plunger"
End Sub


#30 roccodimarco

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Posted 08 August 2018 - 04:03 PM

Also, I was able to confirm that 3 ball multi ball works correctly now. 

 

For those wondering (I can't seem to find a rule sheet out there) how multi ball works, from what I can tell, On the first launch, there is a skill shoot at the top that lights the ball lock.  The lane switches with the flippers.  When you hit the skill shot, both lock light.  When you lock a ball, a new ball will be ready for launch.  When you launch the ball multi ball is activated.  To get three ball activated, once the first ball of multi ball drains, and play returns to normal, you have to flip the ball back to the top of the field, and have the ball go through the lock light.  Now each lane represents a ball lock light.  Going off memory, the left lane is the far left lock, and the right lane is the top lock.  When you hit the first lane, the light will activate.  Lock that ball, and then you will be ready to launch a second ball.  This time when you launch the ball, the locked ball will not release.  You now have the ability to go for the second lock.  If you can lock the second ball, a third ball will be ready for launch.  When you launch this ball, three ball will being.  If at any time you drain before locking the second ball, you will have to restart all over again.  

 

To score big points during multi ball try and lock the two balls in either the ball locks or the alley oop shot on the top right.  When both balls are locked you will get the choice between baskets or 1 million points.  I always go with the easy million, but the points are important, because every 50 points the special light activates, and the more baskets at the end of the game add to your end score.  Very similar to Deadly weapon and Hollywood Heat modes.  The ball will grant you an extra ball, but I haven't figured out what exactly activates the light, and what exactly grants the extra ball.  I have received the shoot again, but I'm not sure what I did/hit. 

 

There is a hang time mode, and I'm still a little confused on how it works.  I do believe there is a small switch next the the multi ball lanes that starts it,  When the mode starts, the bumpers add to the bonus.  There are lights that "freeze" the bonus, but I'm unsure right now the entire mode.  I do know once you drain the ball you get the points you built up.  As I mention before, every basket you earn adds up to a nice bonus to the end of your score and getting 50 points activates the special light.  From what I can tell, the special light is timed and only gained by hitting the capture ball.  The baskets are totaled on the left side of the backglass and certain shots give you more baskets.  For example, the alley oop shot will give you 10 baskets.  To activate the alley oop shot, you have to hit the capture ball, then hit the top lane above the capture ball, then sink the ball into the alley oop capture hole.  This is a timed shot as well, and for ten points, it doesn't seem like its worth the hassle, but you do get a fun sfx.  
 

I have yet to figure out how much the special is worth, but say you have 48 baskets and drain.  The game will award you with end of ball baskets, however if you hit 50 basket after you drained, the light will not be activated for your next ball, you will have to work your way up to 100.  There is also a hang time lane which adds points to the bonus, but again, I haven't quite figured out this mode yet. 

 

Spelling out Slam Dunk adds to your multiplier.  I wrote this up going off memory of last night, but if anyone wants to add to the rules of the game go for it!  I really enjoy this game and the street series from Gottlieb, so I will continue to figure out the entire rule set!  


Edited by roccodimarco, 08 August 2018 - 04:12 PM.


#31 kiwi

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Posted 08 August 2018 - 04:47 PM

Wall17 and Wall22 could be the cause of the jump over the apron, they are under the flippers,
I would delete these two walls.



#32 kalavera

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Posted 08 August 2018 - 07:17 PM

Wall17 and Wall22 could be the cause of the jump over the apron, they are under the flippers,
I would delete these two walls.

I added them to give realism but they gave problems, in a future update I will remove them


Thank you very much for the information Roccodimarco, I could not find anything about the rules, again thank you very much.


 

I was able to get the high score feature to work last night.  However; I was only able to get the letters to change via magna saves but its better than nothing I supposed.   Here's what I changed. From lines 150-172

 

Sub Table1_KeyDown(ByVal keycode)
    If keycode=LeftFlipperKey Then Controller.Switch(6)=1
If keycode=RightFlipperkey Then Controller.Switch(7)=1
iF KEYCODE = StartGameKey THEN CONTROLLER.SWITCH(3)=1
If keycode = KeySlamDoorHit Then Controller.Switch(152) = 1
If keycode = Leftmagnasave Then controller.switch(4) = 1
If keycode = rightmagnasave Then controller.switch(5) = 1
 
If KeyDownHandler(keycode) Then Exit Sub
If keycode = PlungerKey Then Plunger.Pullback:playsound"plungerpull"
End Sub
 
Sub Table1_KeyUp(ByVal keycode)
    If keycode=LeftFlipperKey Then Controller.Switch(6)=0
If keycode=RightFlipperkey Then Controller.Switch(7)=0
iF KEYCODE =StartGameKey THEN CONTROLLER.SWITCH(3)=0
If keycode = KeySlamDoorHit Then Controller.Switch(152) = 0
If keycode = Leftmagnasave Then controller.switch(4) = 0
If keycode = rightmagnasave Then controller.switch(5) = 0
 
If KeyUpHandler(keycode) Then Exit Sub
If keycode = PlungerKey Then Plunger.Fire:PlaySound"plunger"
End Sub

 

At this moment I am going to try it, you have helped me a lot with this table I thank you, as well as assasin32 and also kiwi, this is what I like most about this community.



#33 roccodimarco

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Posted 08 August 2018 - 07:28 PM

No problem.  I love this table and have been playing a lot of it.  Thanks for an awesome table.  Hopefully I can play some more tonight and figure out the rest of the table. 



#34 kalavera

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Posted 08 August 2018 - 07:53 PM

I did a test and it works well with the magnasave buttons, I'm going to upload a new version with this correction and without the walls 17 and 22 that kiwi pointed out I'm also going to change the height of the wall of the apron so we do not have any more problems in that zone, as indicated assassin32, thank you all for your help


Edited by kalavera, 08 August 2018 - 07:58 PM.


#35 TT11

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Posted 11 August 2018 - 01:21 AM

Thank you to those that offered advice on the milky PF image.....  You think you know a lot about VP and then you go into areas that you have never seen before....... What a community we have here!!  Thank you for all your advice, help and tables over the years......



#36 wryker

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Posted 04 December 2021 - 06:47 PM

I'm running 10.6 and the table won't run. The DMD shows some pixels in the upper left side and not loading.

Searched and have been unsuccessful trying to find another ROM in case that might fix it but no luck. 



#37 Mustang1961

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Posted 24 March 2025 - 05:37 PM

 

I find the table looks like it has glass over it giving a milky/foggy appearance??.  Does anyone know how to reduce or fix this?

 

That's the Glossy Layer in the materials. And the only way to reduce that is to find which material the playfield has (it is called Playfield), press F4 find the material Playfield and set its Glossy Layer color to pure black. Do the same with the Plastic material.

 

 

Thank you JP for the hint, a clear improvement. Further I changed in the material "Plastic with a Light" the Opacity Amount from 0,99 to 0,3, that gives the plastic shield over the colored plastics more transparency and consequences in a more attractive appearance. Just a suggestion ...



#38 Mustang1961

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Posted 28 July 2025 - 04:54 PM

Another hint:

 

yesterday the table crashed at the rolling sound routine. I asked JPS and gave the hint to change the variable 

 

Line 545 Const tnob = 2 ' total number of balls to 

Line 545 Const tnob = 4 ' total number of balls

 

to avoid crashes.

 

Just a suggestion ....







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