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Theatre of Magic VP91x v2.1.1FS
Started By
jpsalas
, Apr 14 2011 03:12 PM
85 replies to this topic
#61
Posted 08 February 2014 - 04:25 PM
Let me know what you guys need. I have plastic scans etc
"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
#63
Posted 08 February 2014 - 05:11 PM
i have a special request for DOF, the switches w55 to w58 define the position of the cube, if i understand them well, but they are not used by the table of jpsalas, or koadic version, i need these switches, or i need to know from somewhere in the script what is the position of the cube.
The purpose is to add a beacon event when the hole is visible, or the we can aim the center target to start mutliball, from the switches or from an event that can i add on the script.
Please ![]()

My youtube channel
How to use controller.vbs for SS tables in depth
How to use controller.vbs for EM and Original tables in depth
#64
Posted 08 February 2014 - 05:48 PM
i have a special request for DOF, the switches w55 to w58 define the position of the cube, if i understand them well, but they are not used by the table of jpsalas, or koadic version, i need these switches, or i need to know from somewhere in the script what is the position of the cube.
The purpose is to add a beacon event when the hole is visible, or the we can aim the center target to start mutliball, from the switches or from an event that can i add on the script.
Please
In that table we let the VP handle the mech and set the switches (by using Const HandleMech = 1). We didn't use them in the table because VP/VPM itself handle them. But if you want to know the state of the switches you may use a line like this:
If Controller.Switch(55) = 0 Then
or
If Controller.Switch(55) = 1 Then
If I remember right this switch 55 is on when the magnet face of the cube is facing down to the flippers.
JP
#65
Posted 08 February 2014 - 06:00 PM
I do have his redraw. It has some pegs drawn on it.
I'll send it to you
I'll send it to you
"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
#67
Posted 08 February 2014 - 06:47 PM
JP, i checked this some time ago, i tried now this and it works fine:
Sub DrawTrunkPosition
TrunkPos = (Controller.GetMech(0) ) \ 10.2
If TrunkPos> 27 Then TrunkPos = 27
If TrunkPos <> OldTrunkPos Then
TrunkBlock.IsDropped = 0
TrunkWalls(OldTrunkPos).IsDropped = 1
TrunkWalls(TrunkPos).IsDropped = 0
If OldTrunkPos = 0 Or OldTrunkPos = 9 Or OldTrunkPos = 18 Or OldTrunkPos = 27 Then
DisableTrunkMagnets
MagnetFace = 0
ElseIf TrunkPos = 0 Or TrunkPos = 9 Or TrunkPos = 18 Or TrunkPos = 27 Then
Select Case(Controller.GetMech(0) ) \ 73
Case 0:DisableTrunkMagnets:sw85.IsDropped = 0:TrunkBlock.IsDropped = 1
Case 1:EnableTrunkMagnets:MagnetFace = 1:sw85.IsDropped = 0:TrunkBlock.IsDropped = 1
Case 2:DisableTrunkMagnets:sw85.IsDropped = 0:TrunkBlock.IsDropped = 1
Case 3:DisableTrunkMagnets:sw85.IsDropped = 1:TrunkBlock.IsDropped = 1
End Select
End If
If TrunkPos = 9 or TrunkPos = 27 Then
Controller.B2SSetData 101, 1
Else
Controller.B2SSetData 101, 0
End If
OldTrunkPos = TrunkPos
End If
BallPos = (Controller.GetMech(0) ) \ 10.2
If BallPos <> OldBallPos Then
If BallOnMagnet Then
If OldBallPos = 9 And BallPos = 8 Then TrunkMagnets(0).kick 180, 1:BallOnMagnet = 0 ' this kicks the ball off the magnet if the trunk is going the "wrong" way
If OldBallPos >= 9 And OldBallPos <= 18 Then TrunkMagnets(OldBallPos-9).DestroyBall
If BallPos >= 9 And BallPos <= 18 Then TrunkMagnets(BallPos-9).CreateBall
End If
OldBallPos = BallPos
End If
End Sub
I remember a problem that i had, the trunk is only initialized when a new game starts, so if the trunk is still in position 9 or 27, the beacon(s) will still be ON, any idea to stop the effect from the script when the game is over??
=> add this somewhere on the script
Controller.B2SSetData 101, 0
or reposition the trunk when game is over..?

My youtube channel
How to use controller.vbs for SS tables in depth
How to use controller.vbs for EM and Original tables in depth
#69
Posted 08 February 2014 - 10:24 PM
Well, when I get around to releasing the update to my mod, that whole section of code is now gone arngrim...
I have some specialized coding in the UpdateTrunk section to account for the addition of B2B and new ball movement when on trunk side (instead of using kickers), but here it is if you want it...
I have some specialized coding in the UpdateTrunk section to account for the addition of B2B and new ball movement when on trunk side (instead of using kickers), but here it is if you want it...
' Mech ' Set mechTrunk = New cvpmMech With mechTrunk .MType = vpmMechTwoDirSol+vpmMechLinear .Sol1 = 17 .Sol2 = 18 .Length = 266 .Steps = 360 'Switches are opto's, so need to be reversed... .AddSw 56, 1, 270 'sw56 Off at position 0' .AddSw 55, 0, 89 'sw55 Off at position 90' .AddSw 55, 91, 270 .AddSw 58, 0, 179 'sw58 Off at position 180' .AddSw 58, 181, 270 .AddSw 57, 0, 269 'sw57 Off at position 270' 'Started after table_init is finished to avoid table crashing VP' End With Sub UpdateTrunk (aNewPos, aSpeed, aOldPos) TrunkPos(0) = aNewPos If Not Controller.switch(55) and Not cbool(aSpeed) Then TMState(0) = 1 Else TMState(0) = 0 If TMState(0) <> TMState(1) Then TrunkMagnets TMState(0):TMState(1) = TMState(0) MagicTrunk.rotz = TrunkPos(0) MagicTrunk1.rotz = TrunkPos(0) TrunkBlock.IsDropped = Not cbool(aSpeed) 'only drop TrunkBlock if trunk is not moving' sw85.IsDropped = Not Controller.switch(57) 'if Trunk is rotated to last position, then drop sw85' If Not IsEmpty(MagnetBall) Then If TrunkPos(0) < 90 Then MagnetHold.kick 180,1 MagnetBall = Empty Else BallPos dSin(TrunkPos(0)+85)*117.5 + MagicTrunk.x, dCos(TrunkPos(0)-95)*117.5 + MagicTrunk.y, 103 End If End If TrunkPos(1) = TrunkPos(0) End Sub
Edited by koadic, 08 February 2014 - 10:30 PM.
#75
Posted 04 June 2014 - 08:00 AM
I have sent PM to koadic to check if he is ok with releasing the MOD. It seems he's not involved with VP at the moment.
Meanwhile I have updated the MOD with latest fading flashers and GI etc. It's looking pretty good
So the MOD should be ready for releasing when I get reply from koadic.
#79
Posted 05 November 2019 - 11:50 AM
Sorry if I bump this 'ol 5 year thread, but I'm not sure where else to talk about this.
Anybody heard about the Magic Post from the prototype cabinets? I'm curious about how that can be put back in on the recreations, maybe with a few extra operator adjustments.
#80
Posted 06 November 2019 - 05:23 AM
If there is not rom available to control the post, then it would not be realistic would it ? You can however easy enough add a unrealistic post yourself and maybe map it to the magna save buttons or something else. This is VP, nothing is stopping you from doing what you want, except time and knowledge.
Edited by Thalamus, 06 November 2019 - 05:24 AM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.



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