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Scooby Doo, 2022[Visual Pinball X Original]

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#21 mrjcrane

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Posted 02 April 2022 - 07:43 PM

I noticed that neither the left or right out-lane switches trigger the "S" light on the playfield when the ball is lost.

 

As well, i captured a monster by shooting the ball into the "Monster Masher" drop hole. The ball did not automatically eject and I had to use one of the magnasave buttons to eject the ball and continue playing.  Is that normal? This would be an issue for people playing on a cab with no magnasave buttons installed/configured.

 

Otherwise, awesome work!

Not entirely sure what is normal for this table, it is my first and it is a retrofit of Wrath of Olympus (I did not change any of the switch code or the general lighting between this table and Wooly). The only lighting I did was the back wall mansion lights, the rest was native to WOOLY.  I'll have to dig in and investigate the issue. I do have it running in my cabinet as well. Due to timing I found it easier to use Left Magnasave to hold the ball (for me that is Left Control-Your cab may have different key mapping) then Left or Right Control Key Up should release (again depends on your keymapping in your cabinet. Let me get back to you on this once I can duplicate the problem.
 



#22 mrjcrane

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Posted 02 April 2022 - 07:56 PM

I noticed that neither the left or right out-lane switches trigger the "S" light on the playfield when the ball is lost.

 

As well, i captured a monster by shooting the ball into the "Monster Masher" drop hole. The ball did not automatically eject and I had to use one of the magnasave buttons to eject the ball and continue playing.  Is that normal? This would be an issue for people playing on a cab with no magnasave buttons installed/configured.

 

Otherwise, awesome work!

So I had to think about it just a little. the "S" should illuminate once enough of the Left Side Kick Targets are hit ... When enough are hit the kickback gate will move on the left side of the table giving you a chance to the the ball be brought automatically back into play with 1 free kickback to you .... I think Shaggy will say "LETS GIVE IT AGAIN" when the ball is being saved an brought back in Play ... and the table should shake when that happens.

 

In addition JP added a twist to the rules on that the # of times you need to hit the "Kickback Targets" before the "S" light is activating will keep increasing as you play the game. The trick on this is keep your ear open for the squeaky door opening sound and keep your eye on the "S" light. Similar programming is over on the Right side of the table with the Pirate Hit Targets in relation to the Pirate Chest Award. Have fun with the table think you experienced the right things in the table.

 

That same code is lifted in tact from JP's Wrath of Olympus. I did not change any of his play rules, conditions, switch code or lighting effects in SCOOBY because I wanted to be able to keep shadowing the WOOLY code if it changes in the future, then my Scooby Code is superimposed over the top of WOOLY. No lines were ever deleted in my table comparing mine to his. It was a different approach but I wanted his codebase to kind of be the de-facto code base for my Scooby table moving forward.


Edited by mrjcrane, 02 April 2022 - 08:00 PM.


#23 tschwall

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Posted 03 April 2022 - 12:24 AM

cant see and Dmd? any help great table. lots of memories



#24 mrjcrane

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Posted 03 April 2022 - 12:33 AM

cant see and Dmd? any help great table. lots of memories

tsc, are you having issues with the DMD, it is built to run in native mode when in Desktop, if you are running it in a Cabinet like me it should invoke the FLEX DMD coding. If you don't have FLEX installed you will have issues .... so get that situated and you will be fine. There are some tutorials on You tube for that.  I can't predict what will happen if you are still using UltraDMD or whatever came before ULTRA.


Edited by mrjcrane, 03 April 2022 - 12:34 AM.


#25 Mike DA Spike

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Posted 03 April 2022 - 04:45 AM

Is it caused that the rom is still Wooly that my highscores are used from "Wrath of Olympus" ?
Very nice table.


331ddabcc742f0ba74791e946eb0f791.gif Try PinballX Database manager as a replacement of PinballX's game list manager
With special thanks to Scutters 


#26 NicolaiNuke

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Posted 03 April 2022 - 05:30 PM

 

I noticed that neither the left or right out-lane switches trigger the "S" light on the playfield when the ball is lost.

 

As well, i captured a monster by shooting the ball into the "Monster Masher" drop hole. The ball did not automatically eject and I had to use one of the magnasave buttons to eject the ball and continue playing.  Is that normal? This would be an issue for people playing on a cab with no magnasave buttons installed/configured.

 

Otherwise, awesome work!

So I had to think about it just a little. the "S" should illuminate once enough of the Left Side Kick Targets are hit ... When enough are hit the kickback gate will move on the left side of the table giving you a chance to the the ball be brought automatically back into play with 1 free kickback to you .... I think Shaggy will say "LETS GIVE IT AGAIN" when the ball is being saved an brought back in Play ... and the table should shake when that happens.

 

In addition JP added a twist to the rules on that the # of times you need to hit the "Kickback Targets" before the "S" light is activating will keep increasing as you play the game. The trick on this is keep your ear open for the squeaky door opening sound and keep your eye on the "S" light. Similar programming is over on the Right side of the table with the Pirate Hit Targets in relation to the Pirate Chest Award. Have fun with the table think you experienced the right things in the table.

 

That same code is lifted in tact from JP's Wrath of Olympus. I did not change any of his play rules, conditions, switch code or lighting effects in SCOOBY because I wanted to be able to keep shadowing the WOOLY code if it changes in the future, then my Scooby Code is superimposed over the top of WOOLY. No lines were ever deleted in my table comparing mine to his. It was a different approach but I wanted his codebase to kind of be the de-facto code base for my Scooby table moving forward.

 

i looked into the script a little closer and the "S" lights are Li002, Li003, Li004 & Li005 and they award or reduce the ball saver time depending on the Skull lit/unlit condition.

I will pm you with a small script change that may have been an oversight originally(?)



#27 mrjcrane

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Posted 03 April 2022 - 07:22 PM

Is it caused that the rom is still Wooly that my highscores are used from "Wrath of Olympus" ?
Very nice table.

yeh very sorry about that I did not think of that angle. I have an alt rom name ready in the table script. See it as 'Const cGameName = "Scooby in the table script If you are not using DOF at all you can turn it on and turn Wooly off. If you are using DOF it will break your DOF commands unless you also copy the wooly line in directoutputconfig.ini and create a new line in the script for for "scooby", a copy of the "wooly" line.

 

or paste this into directoutputconfig.ini or directoutputconfig40.ini whichever you have.

scooby,E101,E102,E103,E104,E105,E106,E119 800 I32/E132 m600 I28,E108

 

BUG FIX: Flip the gamename constant

' Define any Constants
Const cGameName = "Wooly"
'Const cGameName = "Scooby" this is a place hold for future rom name for when an entry is made at the DOF Config site archive, for now use "Wooly"
'***** Additional DOF instructions

 

Sorry about your high scores.


 

 

I noticed that neither the left or right out-lane switches trigger the "S" light on the playfield when the ball is lost.

 

As well, i captured a monster by shooting the ball into the "Monster Masher" drop hole. The ball did not automatically eject and I had to use one of the magnasave buttons to eject the ball and continue playing.  Is that normal? This would be an issue for people playing on a cab with no magnasave buttons installed/configured.

 

Otherwise, awesome work!

So I had to think about it just a little. the "S" should illuminate once enough of the Left Side Kick Targets are hit ... When enough are hit the kickback gate will move on the left side of the table giving you a chance to the the ball be brought automatically back into play with 1 free kickback to you .... I think Shaggy will say "LETS GIVE IT AGAIN" when the ball is being saved an brought back in Play ... and the table should shake when that happens.

 

In addition JP added a twist to the rules on that the # of times you need to hit the "Kickback Targets" before the "S" light is activating will keep increasing as you play the game. The trick on this is keep your ear open for the squeaky door opening sound and keep your eye on the "S" light. Similar programming is over on the Right side of the table with the Pirate Hit Targets in relation to the Pirate Chest Award. Have fun with the table think you experienced the right things in the table.

 

That same code is lifted in tact from JP's Wrath of Olympus. I did not change any of his play rules, conditions, switch code or lighting effects in SCOOBY because I wanted to be able to keep shadowing the WOOLY code if it changes in the future, then my Scooby Code is superimposed over the top of WOOLY. No lines were ever deleted in my table comparing mine to his. It was a different approach but I wanted his codebase to kind of be the de-facto code base for my Scooby table moving forward.

 

i looked into the script a little closer and the "S" lights are Li002, Li003, Li004 & Li005 and they award or reduce the ball saver time depending on the Skull lit/unlit condition.

I will pm you with a small script change that may have been an oversight originally(?)

 

Thanks and I'll that code by JP as well in case I really did miss something significant.



#28 mrjcrane

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Posted 03 April 2022 - 07:41 PM

 

Is it caused that the rom is still Wooly that my highscores are used from "Wrath of Olympus" ?
Very nice table.

yeh very sorry about that I did not think of that angle. I have an alt rom name ready in the table script. See it as 'Const cGameName = "Scooby in the table script If you are not using DOF at all you can turn it on and turn Wooly off. If you are using DOF it will break your DOF commands unless you also copy the wooly line in directoutputconfig.ini and create a new line in the script for for "scooby", a copy of the "wooly" line.

 

or paste this into directoutputconfig.ini or directoutputconfig40.ini whichever you have.

scooby,E101,E102,E103,E104,E105,E106,E119 800 I32/E132 m600 I28,E108

 

BUG FIX: Flip the gamename constant

' Define any Constants
Const cGameName = "Wooly"
'Const cGameName = "Scooby" this is a place hold for future rom name for when an entry is made at the DOF Config site archive, for now use "Wooly"
'***** Additional DOF instructions

 

Sorry about your high scores.


 

 

I noticed that neither the left or right out-lane switches trigger the "S" light on the playfield when the ball is lost.

 

As well, i captured a monster by shooting the ball into the "Monster Masher" drop hole. The ball did not automatically eject and I had to use one of the magnasave buttons to eject the ball and continue playing.  Is that normal? This would be an issue for people playing on a cab with no magnasave buttons installed/configured.

 

Otherwise, awesome work!

So I had to think about it just a little. the "S" should illuminate once enough of the Left Side Kick Targets are hit ... When enough are hit the kickback gate will move on the left side of the table giving you a chance to the the ball be brought automatically back into play with 1 free kickback to you .... I think Shaggy will say "LETS GIVE IT AGAIN" when the ball is being saved an brought back in Play ... and the table should shake when that happens.

 

In addition JP added a twist to the rules on that the # of times you need to hit the "Kickback Targets" before the "S" light is activating will keep increasing as you play the game. The trick on this is keep your ear open for the squeaky door opening sound and keep your eye on the "S" light. Similar programming is over on the Right side of the table with the Pirate Hit Targets in relation to the Pirate Chest Award. Have fun with the table think you experienced the right things in the table.

 

That same code is lifted in tact from JP's Wrath of Olympus. I did not change any of his play rules, conditions, switch code or lighting effects in SCOOBY because I wanted to be able to keep shadowing the WOOLY code if it changes in the future, then my Scooby Code is superimposed over the top of WOOLY. No lines were ever deleted in my table comparing mine to his. It was a different approach but I wanted his codebase to kind of be the de-facto code base for my Scooby table moving forward.

 

i looked into the script a little closer and the "S" lights are Li002, Li003, Li004 & Li005 and they award or reduce the ball saver time depending on the Skull lit/unlit condition.

I will pm you with a small script change that may have been an oversight originally(?)

 

Thanks and I'll that code by JP as well in case I really did miss something significant.

 

Ok ran the code by JP and says it is correct.

1)The 2 inlanes were the "TREES" inlane/switches from WOOLY

2) The 2 outlanes were the "SKULLS" outlane/switches from WOOLY.

I might be able to redesign the graphics in the scooby and document that functionality better in the next release, forthcoming later this week. Is a challenge for me to keep up on the release ;) All players, download JPs User guide for Wrath of Olympus and keep it handy as a reference. You will see how I superimposed my monsters and ghosts over his monsters and gods. Same game functionality. I did not change any of gameplay. It is identical. My table is just a facelift and complete audio retrofit to WOOLY.

 

Intended game play is:

 

Only the inlanes will collect trees. The outlanes just give points and if the light is lit it will substract seconds from the ball saver. Only the inlanes have a tree on the lights. The outlanes have a skull on them.


Edited by mrjcrane, 04 April 2022 - 10:20 PM.


#29 mrjcrane

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Posted 03 April 2022 - 07:58 PM

I noticed that neither the left or right out-lane switches trigger the "S" light on the playfield when the ball is lost.

 

As well, i captured a monster by shooting the ball into the "Monster Masher" drop hole. The ball did not automatically eject and I had to use one of the magnasave buttons to eject the ball and continue playing.  Is that normal? This would be an issue for people playing on a cab with no magnasave buttons installed/configured.

 

Otherwise, awesome work!

I'll look into that Nico. Not sure that ball should vanish like that. A lot of the shots end with a final hit into the center "skull  scoop" to capture the ghost monster. I'm attaching the Quick Guide @ top of this release thread, my initial post.


Edited by mrjcrane, 03 April 2022 - 08:11 PM.


#30 mrjcrane

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Posted 04 April 2022 - 04:54 PM

Is it caused that the rom is still Wooly that my highscores are used from "Wrath of Olympus" ?
Very nice table.

Sorry bout that Mike if you are not using DOF and a PinCab you are free to flip the Rom/Table name in the table script. Sorry you will have to rebuild your high scores or just hack the numbers if you remember what they were.

 

Flip the game constant to "Scooby" in line 48.

 

' Define any Constants
Const cGameName = "Wooly"
'Const cGameName = "Scooby" this is a place hold for future rom name for when an entry is made at the DOF Config site archive, for now use "Wooly"


Edited by mrjcrane, 04 April 2022 - 04:54 PM.


#31 wryker

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Posted 04 April 2022 - 05:47 PM

Per the prior response:

I commented out 729 and 736

Changed cGameName = "Scooby"

Pulled the "vo" out of lines 185,186 & 187

'** TILT WARNINGS
Dim sd_tilt_warn        : sd_tilt_warn        = " "
Dim sd_tilt_tilt        : sd_tilt_tilt        = " "

 

Tried playing and got

Runtime error
-------------
Line: 1
Type mismatch: 'dof_shaker'

 

i don't use/have dof and line 1 is just asterisks?!


Edited by wryker, 04 April 2022 - 05:47 PM.


#32 mrjcrane

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Posted 04 April 2022 - 10:08 PM

Per the prior response:

I commented out 729 and 736

Changed cGameName = "Scooby"

Pulled the "vo" out of lines 185,186 & 187

'** TILT WARNINGS
Dim sd_tilt_warn        : sd_tilt_warn        = " "
Dim sd_tilt_tilt        : sd_tilt_tilt        = " "

 

Tried playing and got

Runtime error
-------------
Line: 1
Type mismatch: 'dof_shaker'

 

i don't use/have dof and line 1 is just asterisks?!

Hi Wryker the "LINE 1 ERROR" is a separate bug ... to correct it change line 4560 or where you see the exact line below. Change dof_shaker to DOF 110

BEFORE WITH BUG

    vpmtimer.addtimer 2000, "dof_shaker, DOFPulse:PlaySoundAt SoundFX(""fx_kicker"",DOFContactors),Kickback:kickback.kick 0,45 '" 'SCOOBY code v1.0 bugline

AFTER WITH BUG WORKAROUND

    vpmtimer.addtimer 2000, "DOF 110, DOFPulse:PlaySoundAt SoundFX(""fx_kicker"",DOFContactors),Kickback:kickback.kick 0,45 '" 'SCOOBY code v1.0 bugline

 

I'll be fixing that bug in release v1.0.1 probably this Friday night but you can fix it manually if you wish. Was on oversight as I rushed to get the game released I made a few mistakes here and there. Give my work around a try.



#33 mrjcrane

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Posted 04 April 2022 - 10:18 PM

 

Is it caused that the rom is still Wooly that my highscores are used from "Wrath of Olympus" ?
Very nice table.

Sorry bout that Mike if you are not using DOF and a PinCab you are free to flip the Rom/Table name in the table script. Sorry you will have to rebuild your high scores or just hack the numbers if you remember what they were.

 

Flip the game constant to "Scooby" in line 48.

 

' Define any Constants
Const cGameName = "Wooly"
'Const cGameName = "Scooby" this is a place hold for future rom name for when an entry is made at the DOF Config site archive, for now use "Wooly"

 

A note here on this, since the game does not have ROM per se like a commercial game, the ROM name acts as a pointer to the High Score save file and also to the DOF configuration string where all the DOF commands are stored. I tested the game on the desktop and in my PinCab and with all the fixes I covered thus far the game is running without issue including all the FLEX DMD. I am a little partial to the DOF ability as I like to hear Redbeard belittle the players as the ball drains out or when he shuts you down. Have fun with the game everyone. Have some improvements coming in the next version.



#34 wryker

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Posted 05 April 2022 - 01:14 PM

 

Per the prior response:

I commented out 729 and 736

Changed cGameName = "Scooby"

Pulled the "vo" out of lines 185,186 & 187

'** TILT WARNINGS
Dim sd_tilt_warn        : sd_tilt_warn        = " "
Dim sd_tilt_tilt        : sd_tilt_tilt        = " "

 

Tried playing and got

Runtime error
-------------
Line: 1
Type mismatch: 'dof_shaker'

 

i don't use/have dof and line 1 is just asterisks?!

Hi Wryker the "LINE 1 ERROR" is a separate bug ... to correct it change line 4560 or where you see the exact line below. Change dof_shaker to DOF 110

BEFORE WITH BUG

    vpmtimer.addtimer 2000, "dof_shaker, DOFPulse:PlaySoundAt SoundFX(""fx_kicker"",DOFContactors),Kickback:kickback.kick 0,45 '" 'SCOOBY code v1.0 bugline

AFTER WITH BUG WORKAROUND

    vpmtimer.addtimer 2000, "DOF 110, DOFPulse:PlaySoundAt SoundFX(""fx_kicker"",DOFContactors),Kickback:kickback.kick 0,45 '" 'SCOOBY code v1.0 bugline

 

I'll be fixing that bug in release v1.0.1 probably this Friday night but you can fix it manually if you wish. Was on oversight as I rushed to get the game released I made a few mistakes here and there. Give my work around a try.

 

I made the edit - thank you!!



#35 mrjcrane

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Posted 06 April 2022 - 01:49 AM

 

 

Per the prior response:

I commented out 729 and 736

Changed cGameName = "Scooby"

Pulled the "vo" out of lines 185,186 & 187

'** TILT WARNINGS
Dim sd_tilt_warn        : sd_tilt_warn        = " "
Dim sd_tilt_tilt        : sd_tilt_tilt        = " "

 

Tried playing and got

Runtime error
-------------
Line: 1
Type mismatch: 'dof_shaker'

 

i don't use/have dof and line 1 is just asterisks?!

Hi Wryker the "LINE 1 ERROR" is a separate bug ... to correct it change line 4560 or where you see the exact line below. Change dof_shaker to DOF 110

BEFORE WITH BUG

    vpmtimer.addtimer 2000, "dof_shaker, DOFPulse:PlaySoundAt SoundFX(""fx_kicker"",DOFContactors),Kickback:kickback.kick 0,45 '" 'SCOOBY code v1.0 bugline

AFTER WITH BUG WORKAROUND

    vpmtimer.addtimer 2000, "DOF 110, DOFPulse:PlaySoundAt SoundFX(""fx_kicker"",DOFContactors),Kickback:kickback.kick 0,45 '" 'SCOOBY code v1.0 bugline

 

I'll be fixing that bug in release v1.0.1 probably this Friday night but you can fix it manually if you wish. Was on oversight as I rushed to get the game released I made a few mistakes here and there. Give my work around a try.

 

I made the edit - thank you!!

 

A little about my thinking on DOF. I don't really enjoy digging deep down into the core table script code when troubleshooting things so I gave "Variable" names to most of my DOF devices then brought them up high in the script near the sound library in another modular section for DOF with names like dof_shaker, dof_flipper_left & dof_knocker and DOF trigger codes attached to them. That way I can let the variable names do all heavy lifting deep in the script then my self or other users could manipulate the trigger calls up in the modular table section AND test DOF issues quite easily and quite quickly, since there are a handful of DOF control boards and configurations that can be in play for cabinet users, myself included.

 

Just that I struck out on line 4560, I'll  have to give it some more though since it is compounded line wrapped in quotes. Did not have time to fully test before the release. Sorry everyone. The bug fix is simple enough to apply for now and will be fixed in my next release as well.


Edited by mrjcrane, 06 April 2022 - 01:50 AM.


#36 clyde

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Posted 14 April 2022 - 03:30 PM

Thanks for the update!  :tup:



#37 mrjcrane

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Posted 16 April 2022 - 10:38 PM

Thanks for the update!  :tup:

Thanks Clyde, game gets better even as you get to the tail end of it, gets a little crazy and a little loud too. Have fun with it ! 


Is it caused that the rom is still Wooly that my highscores are used from "Wrath of Olympus" ?
Very nice table.

Spike, I switched the Rom name in my v1.0.1 release, go ahead and grab the new version and it will stop clobbering your Wooly high scores.



#38 80srkadeguy

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Posted 21 May 2022 - 06:22 AM

This table worked great but now I'm getting bass dll errors, failed to create c:\scooby and all sound file not found errors. I searched but I can't find sound files to download. What do I need to do to fix this?



#39 mrjcrane

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Posted 21 May 2022 - 06:16 PM

So, all of the sound clips are stored in the Table Sound Library. I ended up adding lots of extra sounds that I did not even use when the table plays. If you are getting a line crash number please forward to me and I'll investigate.

 

Another thing that I did different in this table that most other developers don't do is that most of my audio tracks are in the .ogg compressed format instead of .wav files. So the down side with my .ogg approach is it leverages your sound card drivers "externally" compared to the .wav files which stay self contained in the VPX engine.

 

I needed to use .ogg as I was trying to keep the table file size as small as I could get it @75 megs compared to 300-400 megs. so send me a picture or line reference of what you see on your side please OR if it is saying it has an issue with a specific sound, please tell me the sound name. Thanks

 

bass.dll and bass64.dll live in C:\GAMES\Visual Pinball\VPinMAME (Or whatever your VP game path is).

 

If you are on an older version try upgrading at least to the latest release of VP or VPX.v7 latest release your dll's may just simply need updating. I developed the table under VP 10.7.0 Final Revision 192. Let me know what version you were on.


Edited by mrjcrane, 21 May 2022 - 06:22 PM.


#40 mrjcrane

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  • Favorite Pinball: Monster Bash

Posted 21 May 2022 - 07:01 PM

Tip for Players: In case you get tired of the intro song you have you choice between 7 Scooby Songs from the TV shows. Just change the "favorite song number" then recompile and save the table down. Also don't forget to try magnasave, when the ball passes by the rear end of the Mystery Machine on the playfield for that upper ramp shot.

 

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Edited by mrjcrane, 21 May 2022 - 08:34 PM.






Also tagged with one or more of these keywords: Scooby Doo