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Theatre of Magic VP91x v2.1.1FS


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#61 unclewilly

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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

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#62 bent98

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Posted 08 February 2014 - 04:37 PM

Let me know what you guys need. I have plastic scans etc

 

Do you have Bill's PF redraw?



#63 arngrim

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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 :)



#64 jpsalas

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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


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#65 unclewilly

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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

"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

uw2.gif


#66 bent98

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Posted 08 February 2014 - 06:42 PM

Cool. Just put it in Dropbox and pm me link.

Thanks.

#67 arngrim

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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..?



#68 marco helmink

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Posted 08 February 2014 - 07:22 PM

ok (sorry) flashers look not so good.

 

I can't wait to play this version.

Thanks Guys


Edited by marco helmink, 08 February 2014 - 07:44 PM.


#69 koadic

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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...
 
	' 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.


#70 pincade

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Posted 11 February 2014 - 12:52 AM

You guys are starting to speak like Klingons.. And that's good for us :)

#71 Shadowsclassic

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Posted 11 February 2014 - 03:44 AM

You guys are starting to speak like Klingons.. And that's good for us :)

No Sir, I have a Klingon dictionary and I can figure that stuff out!  No, these guys read Stephen Hwaking's books an go "Oh see, here is where he messed up."! :stunned:



#72 pincade

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Posted 05 March 2014 - 12:27 AM

Any news about a preview version?

#73 marco helmink

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Posted 28 April 2014 - 08:14 PM

Any updates on this one.

 

news, pictures of videos 



#74 marco helmink

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Posted 03 June 2014 - 07:33 PM

??



#75 teppotee

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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. 



#76 BobAlbright

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Posted 04 June 2014 - 11:04 AM

Awesome  !  Love TOM!


"and in the end , the love you take is equal to the love you make"


#77 marco helmink

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Posted 04 June 2014 - 05:29 PM

Thanks !!!

 

great news



#78 pincade

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Posted 04 June 2014 - 10:58 PM

Can't wait! That's a great news!!

Hope that the new fading flasher and GI will not increase stuttering


Edited by pincade, 05 June 2014 - 08:56 AM.


#79 TouchMaster97

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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 Thalamus

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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.