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.