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Elvira and the Party Monsters VP91x 1.1FS


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#101 Pinhead22

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Posted 26 September 2012 - 08:08 PM

JPSalas, your work is amazing!! I wish all tables played as well as yours and with B2S backglasses......simply awesome. :love39:

#102 Dazz

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Posted 27 September 2012 - 09:10 AM

Could someone please post the script for the working B2S that has Rosve's code updates in it already? Thanks
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#103 Pinhead22

Pinhead22

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Posted 27 September 2012 - 06:38 PM

Here ya go.....

'Elvira and The Party Monsters
'VP9 table by JPSalas version 1.0

Option Explicit



ExecuteGlobal GetTextFile("b2s.vbs")
ResetB2SData 0,49,0 'Initialise the b2s data area

'***********************************************************************
' Choose where to display the THING lights

LaunchBackGlass "Elvira_and_the_Party_Monsters_FS_B2S", false 'True=Launch bg , False=Don't launch bg.
'***********************************************************************




Randomize

LoadVPM "01560000", "S11.VBS", 3.26

Sub LoadVPM(VPMver, VBSfile, VBSver)
On Error Resume Next
If ScriptEngineMajorVersion <5 Then MsgBox "VB Script Engine 5.0 or higher required"
ExecuteGlobal GetTextFile(VBSfile)
If Err Then MsgBox "Unable to open " & VBSfile & ". Ensure that it is in the same folder as this table. " & vbNewLine & Err.Description
Set Controller = CreateObject("VPinMAME.Controller")
If Err Then MsgBox "Can't Load VPinMAME." & vbNewLine & Err.Description
If VPMver> "" Then If Controller.Version <VPMver Or Err Then MsgBox "VPinMAME ver " & VPMver & " required."
If VPinMAMEDriverVer <VBSver Or Err Then MsgBox VBSFile & " ver " & VBSver & " or higher required."
On Error Goto 0
End Sub

Dim bsTrough, bsTP, bsBP, dtBank, bsLock, BallInVuk, x, xx
Dim bump1, bump2, bump3
Dim bumpLamp1, bumpLamp2, bumpLamp3

Const cGameName = "eatpm_l4" 'World
' Const cGameName="eatpm_4u" 'Europa
' Const cGameName="eatpm_4g" 'German

Const UseSolenoids = 1
Const UseLamps = 0
Const UseGI = 0
Const UseSync = 0
Const HandleMech = 0

' Standard Sounds
Const SSolenoidOn = "Solenoid"
Const SSolenoidOff = ""
Const SFlipperOn = "FlipperUp"
Const SFlipperOff = "FlipperDown"
Const SCoin = "Coin"

'************
' Table init.
'************

Sub Elvira_Init
vpmInit me
With Controller
.GameName = cGameName
If Err Then MsgBox "Can't start Game" & cGameName & vbNewLine & Err.Description:Exit Sub
.SplashInfoLine = "Elvira and the Party Monsters - Williams 1989" & vbNewLine & "VP9 table by JPSalas 1.0"
.HandleKeyboard = 0
.ShowTitle = 0
.ShowDMDOnly = 1
.ShowFrame = 0
.HandleMechanics = 0
.Hidden = 1
.Games(cGameName).Settings.Value("rol")=1 '0 do not rotate, 1 rotate to the left
'.SetDisplayPosition 0,0,GetPlayerHWnd 'uncomment if you can't see the dmd
On Error Resume Next
.Run GetPlayerHWnd
If Err Then MsgBox Err.Description
On Error Goto 0
End With

' Nudging
vpmNudge.TiltSwitch = swTilt
vpmNudge.Sensitivity = 3
vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, LeftSlingshot, RightSlingshot)

' Trough
Set bsTrough = New cvpmBallStack
With bsTrough
.InitSw 9, 11, 12, 13, 0, 0, 0, 0
.InitKick BallRelease, 80, 6
.InitEntrySnd "Solenoid", "Solenoid"
.InitExitSnd "ballrel", "Solenoid"
.Balls = 3
End With

' Lock
Set bsLock = new cvpmBallStack
With bsLock
.InitSw 0, 49, 50, 51, 0, 0, 0, 0
.InitKick BallLock, 80, 28
.InitAddSnd "metalrolling2"
.InitExitSnd "popper", "Solenoid"
.CreateEvents "bsLock", BallLock
End With

' Top Eject Hole
Set bsTP = New cvpmBallStack
With bsTP
.InitSaucer sw48, 48, 24, 14
.InitExitSnd "popper", "Solenoid"
.KickAngleVar = 3
.KickForceVar = 4
End With

' Ball Popper - VUK
Set bsBP = New cvpmBallStack
bsBP.InitSaucer sw32, 32, 0, 0
bsBP.InitKick sw32a, 190, 6
bsBP.InitExitSnd "Popper", "Solenoid"

' Drop targets
set dtbank = new cvpmdroptarget
With dtbank
.initdrop array(sw41, sw42, sw43), array(41, 42, 43)
.initsnd "droptarget", "resetdrop"
End With

' Main Timer init
PinMAMETimer.Interval = PinMAMEInterval
PinMAMETimer.Enabled = 1
StopShake 'StartShake
BallInVuk = 0

' Init Bumper Rings and targets
LeftSLing.IsDropped = 1:LeftSLing2.IsDropped = 1:LeftSLing3.IsDropped = 1
RightSLing.IsDropped = 1:RightSLing2.IsDropped = 1:RightSLing3.IsDropped = 1
B1s1.IsDropped = 0:B1s1t.IsDropped = 0:B1s1on.IsDropped = 1:B1s1ton.IsDropped = 1
B1s2on.IsDropped = 1:B1s2ton.IsDropped = 1:B1s3on.IsDropped = 1:B1s3ton.IsDropped = 1
B2s1.IsDropped = 0:B2s1t.IsDropped = 0:B2s1on.IsDropped = 1:B2s1ton.IsDropped = 1
B2s2on.IsDropped = 1:B2s2ton.IsDropped = 1:B2s3on.IsDropped = 1:B2s3ton.IsDropped = 1
B3s1.IsDropped = 0:B3s1t.IsDropped = 0:B3s1on.IsDropped = 1:B3s1ton.IsDropped = 1
B3s2on.IsDropped = 1:B3s2ton.IsDropped = 1:B3s3on.IsDropped = 1:B3s3ton.IsDropped = 1
bump1 = 0:bump2 = 0:bump3 = 0
AllLampsOff
sw15a.IsDropped = 1:sw16a.IsDropped = 1
sw25a.IsDropped = 1:sw26a.IsDropped = 1:sw27a.IsDropped = 1:sw28a.IsDropped = 1
ResetPlungers
SolGI 0
f14a.IsDropped = 1
SolFlash13 0:SolFlash15 0:SolFlash16 0:SolFlash26 0:SolFlash29 0:SolFlash30 0:SolFlash31 0:SolFlash32 0
End Sub

Sub Elvira_Paused:Controller.Pause = 1:End Sub
Sub Elvira_unPaused:Controller.Pause = 0:End Sub

sub kicker2_hit:kicker2.destroyball:end Sub
'**********
' Keys
'**********

Sub Elvira_KeyDown(ByVal Keycode)
If keycode = RightFlipperKey Then Controller.Switch(57) = 1
If keycode = LeftFlipperKey Then Controller.Switch(58) = 1
If keycode = LeftTiltKey Then LeftNudge 80, 1.2, 20:PlaySound "nudge_left"
If keycode = RightTiltKey Then RightNudge 280, 1.2, 20:PlaySound "nudge_right"
If keycode = CenterTiltKey Then CenterNudge 0, 1.6, 25:PlaySound "nudge_forward"
If keycode = 45 Then LeftNudge 80, 2, 30:PlaySound "nudge_left"
If keycode = 52 Then RightNudge 280, 2, 30:PlaySound "nudge_right"
If vpmKeyDown(keycode) Then Exit Sub
If keycode = PlungerKey Then Plunger.Pullback:Pcount = 0:PTime.Enabled = 1
If keycode = KeyRules Then Rules
End Sub

Sub Elvira_KeyUp(ByVal Keycode)
If keycode = RightFlipperKey Then Controller.Switch(57) = 0
If keycode = LeftFlipperKey Then Controller.Switch(58) = 0
If vpmKeyUp(keycode) Then Exit Sub
If keycode = PlungerKey Then Plunger.Fire:PTime.Enabled = 0:Pcount = 0:PTime2.Enabled = 1
End Sub

'********
'Plunger
'********

dim PCount:Pcount = 0

Sub PTime_Timer
Select Case Pcount
Case 0:p1.state = 1
Case 1:p1.state = 0
Case 2:p2.state = 1
Case 3:p2.state = 1
Case 4:p2.state = 0
Case 5:p3.state = 1
Case 6:p3.state = 0
Case 7:p4.state = 1
Case 8:p4.state = 0
Case 9:p5.state = 1
Case 10:p5.state = 0
Case 11:p6.state = 1
Case 12:p6.state = 0:Me.Enabled = 0
End Select

Pcount = Pcount + 1
End Sub

Sub PTime2_Timer
Select Case Pcount
Case 0:ResetPlungers:PlaySound "plunger"
Case 1:p1.state = 0
Case 2:p1.state = 1:Me.Enabled = 0
End Select

Pcount = Pcount + 1
End Sub

Sub ResetPlungers
p1.state = 1
p2.state = 0
p3.state = 0
p4.state = 0
p5.state = 0
p6.state = 0
End Sub

'*************************************
' Nudge System
' based on Noah's nudgetest table
'*************************************

Dim LeftNudgeEffect, RightNudgeEffect, NudgeEffect

Sub LeftNudge(angle, strength, delay)
vpmNudge.DoNudge angle, (strength * (delay-LeftNudgeEffect) / delay) + RightNudgeEffect / delay
LeftNudgeEffect = delay
RightNudgeEffect = 0
RightNudgeTimer.Enabled = 0
LeftNudgeTimer.Interval = delay
LeftNudgeTimer.Enabled = 1
End Sub

Sub RightNudge(angle, strength, delay)
vpmNudge.DoNudge angle, (strength * (delay-RightNudgeEffect) / delay) + LeftNudgeEffect / delay
RightNudgeEffect = delay
LeftNudgeEffect = 0
LeftNudgeTimer.Enabled = 0
RightNudgeTimer.Interval = delay
RightNudgeTimer.Enabled = 1
End Sub

Sub CenterNudge(angle, strength, delay)
vpmNudge.DoNudge angle, strength * (delay-NudgeEffect) / delay
NudgeEffect = delay
NudgeTimer.Interval = delay
NudgeTimer.Enabled = 1
End Sub

Sub LeftNudgeTimer_Timer()
LeftNudgeEffect = LeftNudgeEffect-1
If LeftNudgeEffect = 0 then LeftNudgeTimer.Enabled = False
End Sub

Sub RightNudgeTimer_Timer()
RightNudgeEffect = RightNudgeEffect-1
If RightNudgeEffect = 0 then RightNudgeTimer.Enabled = False
End Sub

Sub NudgeTimer_Timer()
NudgeEffect = NudgeEffect-1
If NudgeEffect = 0 then NudgeTimer.Enabled = False
End Sub

'*********
' Switches
'*********

' Slings
Dim LStep, RStep

Sub LeftSlingShot_Slingshot:LeftSling.IsDropped = 0:PlaySound "slingshot":vpmTimer.PulseSw 33:LStep = 0:Me.TimerEnabled = 1:End Sub

Sub LeftSlingShot_Timer
Select Case LStep
Case 0:LeftSLing.IsDropped = 0
Case 1: 'pause
Case 2:LeftSLing.IsDropped = 1:LeftSLing2.IsDropped = 0
Case 3:LeftSLing2.IsDropped = 1:LeftSLing3.IsDropped = 0
Case 4:LeftSLing3.IsDropped = 1:Me.TimerEnabled = 0
End Select

LStep = LStep + 1
End Sub

Sub RightSlingShot_Slingshot:RightSling.IsDropped = 0:PlaySound "slingshot":vpmTimer.PulseSw 34:RStep = 0:Me.TimerEnabled = 1:End Sub
Sub RightSlingShot_Timer
Select Case RStep
Case 0:RightSLing.IsDropped = 0
Case 1: 'pause
Case 2:RightSLing.IsDropped = 1:RightSLing2.IsDropped = 0
Case 3:RightSLing2.IsDropped = 1:RightSLing3.IsDropped = 0
Case 4:RightSLing3.IsDropped = 1:Me.TimerEnabled = 0
End Select

RStep = RStep + 1
End Sub

' Bally Bumper thumpers
Sub Bumper1_Hit:vpmTimer.PulseSw 35:PlaySound "bumper1":bump1 = 1:Bumper1.TimerEnabled = 1:End Sub
Sub Bumper1_Timer():UpdateBumper1:End Sub
Sub UpdateBumper1()
Select Case bump1
Case 0
If bumpLamp1 = 0 Then
B1s1.IsDropped = 0:B1s1t.IsDropped = 0:B1s1on.IsDropped = 1:B1s1ton.IsDropped = 1
Else
B1s1on.IsDropped = 0:B1s1ton.IsDropped = 0:B1s1.IsDropped = 1:B1s1t.IsDropped = 1
End If
Case 1:B1s1.IsDropped = 1:B1s1t.IsDropped = 1:B1s1on.IsDropped = 1:B1s1ton.IsDropped = 1:B1s3on.IsDropped = 0:B1s3ton.IsDropped = 0:bump1 = 2
Case 2:B1s3on.IsDropped = 1:B1s3ton.IsDropped = 1:B1s2on.IsDropped = 0:B1s2ton.IsDropped = 0:bump1 = 3
Case 3:B1s2on.IsDropped = 1:B1s2ton.IsDropped = 1:Bumper1.TimerEnabled = 0:bump1=0:UpdateBumper1
End Select
End Sub

Sub Bumper2_Hit:vpmTimer.PulseSw 36:PlaySound "bumper2":bump2 = 1:Bumper2.TimerEnabled = 1:End Sub
Sub Bumper2_Timer():UpdateBumper2:End Sub
Sub UpdateBumper2()
Select Case bump2
Case 0
If bumpLamp2 = 0 Then
B2s1.IsDropped = 0:B2s1t.IsDropped = 0:B2s1on.IsDropped = 1:B2s1ton.IsDropped = 1
Else
B2s1on.IsDropped = 0:B2s1ton.IsDropped = 0:B2s1.IsDropped = 1:B2s1t.IsDropped = 1
End If
Case 1:B2s1.IsDropped = 1:B2s1t.IsDropped = 1:B2s1on.IsDropped = 1:B2s1ton.IsDropped = 1:B2s3on.IsDropped = 0:B2s3ton.IsDropped = 0:bump2 = 2
Case 2:B2s3on.IsDropped = 1:B2s3ton.IsDropped = 1:B2s2on.IsDropped = 0:B2s2ton.IsDropped = 0:bump2 = 3
Case 3:B2s2on.IsDropped = 1:B2s2ton.IsDropped = 1:Bumper2.TimerEnabled = 0:bump2=0:UpdateBumper2
End Select
End Sub

Sub Bumper3_Hit:vpmTimer.PulseSw 37:PlaySound "bumper3":bump3 = 1:Bumper3.TimerEnabled = 1:End Sub
Sub Bumper3_Timer():UpdateBumper3:End Sub
Sub UpdateBumper3()
Select Case bump3
Case 0
If bumpLamp3 = 0 Then
B3s1.IsDropped = 0:B3s1t.IsDropped = 0:B3s1on.IsDropped = 1:B3s1ton.IsDropped = 1
Else
B3s1on.IsDropped = 0:B3s1ton.IsDropped = 0:B3s1.IsDropped = 1:B3s1t.IsDropped = 1
End If
Case 1:B3s1.IsDropped = 1:B3s1t.IsDropped = 1:B3s1on.IsDropped = 1:B3s1ton.IsDropped = 1:B3s3on.IsDropped = 0:B3s3ton.IsDropped = 0:bump3 = 2
Case 2:B3s3on.IsDropped = 1:B3s3ton.IsDropped = 1:B3s2on.IsDropped = 0:B3s2ton.IsDropped = 0:bump3 = 3
Case 3:B3s2on.IsDropped = 1:B3s2ton.IsDropped = 1:Bumper3.TimerEnabled = 0:bump3=0:UpdateBumper3
End Select
End Sub

' Eject holes
Sub Drain_Hit:Playsound "drain":bsTrough.AddBall Me:End Sub
Sub Drain1_Hit:Playsound "drain":bsTrough.AddBall Me:End Sub
Sub Drain2_Hit:Playsound "drain":bsTrough.AddBall Me:End Sub
Sub Drain3_Hit:Playsound "drain":bsTrough.AddBall Me:End Sub
Sub Drain4_Hit:Playsound "drain":bsTrough.AddBall Me:End Sub
Sub sw48_Hit:PlaySound "kicker_enter":bsTP.AddBall Me:End Sub

' Rollovers
Sub sw17_Hit:la1.IsDropped = 1:Controller.Switch(17) = 1:PlaySound "sensor":End Sub
Sub sw17_UnHit:la1.IsDropped = 0:Controller.Switch(17) = 0:PlaySound"outlane":End Sub

Sub sw18_Hit:la2.IsDropped = 1:Controller.Switch(18) = 1:PlaySound "sensor":End Sub
Sub sw18_UnHit:la2.IsDropped = 0:Controller.Switch(18) = 0:End Sub

Sub sw19_Hit:la3.IsDropped = 1:Controller.Switch(19) = 1:PlaySound "sensor":End Sub
Sub sw19_UnHit:la3.IsDropped = 0:Controller.Switch(19) = 0:End Sub

Sub sw20_Hit:la4.IsDropped = 1:Controller.Switch(20) = 1:PlaySound "sensor":End Sub
Sub sw20_UnHit:la4.IsDropped = 0:Controller.Switch(20) = 0:PlaySound"outlane":End Sub

Sub sw21_Hit():Controller.Switch(21) = 1:End Sub
Sub sw21_UnHit():Controller.Switch(21) = 0:End Sub

Sub sw22_Hit:Controller.Switch(22) = 1:PlaySound "sensor":End Sub
Sub sw22_UnHit:Controller.Switch(22) = 0:End Sub

Sub sw23_Hit:la5.IsDropped = 1:Controller.Switch(23) = 1:PlaySound "sensor":End Sub
Sub sw23_UnHit:la5.IsDropped = 0:Controller.Switch(23) = 0:End Sub

Sub sw29_Hit:Controller.Switch(29) = 1:PlaySound "gate":End Sub
Sub sw29_UnHit:Controller.Switch(29) = 0:End Sub

Sub sw30_Hit:Controller.Switch(30) = 1:End Sub
Sub sw30_UnHit:Controller.Switch(30) = 0:End Sub

Sub sw31_Hit:Controller.Switch(31) = 1:End Sub
Sub sw31_UnHit:Controller.Switch(31) = 0:PlaySound "metalrolling":End Sub

Sub sw32_Hit():PlaySound "kicker_enter":bsBP.AddBall Me:End Sub

Sub sw44_Hit:Controller.Switch(44) = 1:End Sub
Sub sw44_UnHit:Controller.Switch(44) = 0:End Sub

Sub sw45_Hit:la6.IsDropped = 1:Controller.Switch(45) = 1:PlaySound "sensor":End Sub
Sub sw45_UnHit:la6.IsDropped = 0:Controller.Switch(45) = 0:End Sub

Sub sw46_Hit:la7.IsDropped = 1:Controller.Switch(46) = 1:PlaySound "sensor":End Sub
Sub sw46_UnHit:la7.IsDropped = 0:Controller.Switch(46) = 0:End Sub

Sub sw47_Hit:la8.IsDropped = 1:Controller.Switch(47) = 1:PlaySound "sensor":End Sub
Sub sw47_UnHit:la8.IsDropped = 0:Controller.Switch(47) = 0:End Sub

Sub sw52_Hit:Controller.Switch(52) = 1:End Sub
Sub sw52_UnHit:Controller.Switch(52) = 0:End Sub

' Targets
Sub sw15_Hit:vpmTimer.PulseSw 15:sw15.IsDropped = 1:sw15a.IsDropped = 0:Me.TimerEnabled = 1:PlaySound "target":End Sub
Sub sw16_Hit:vpmTimer.PulseSw 16:sw16.IsDropped = 1:sw16a.IsDropped = 0:Me.TimerEnabled = 1:PlaySound "target":End Sub
Sub sw25_Hit:vpmTimer.PulseSw 25:sw25.IsDropped = 1:sw25a.IsDropped = 0:Me.TimerEnabled = 1:PlaySound "target":End Sub
Sub sw26_Hit:vpmTimer.PulseSw 26:sw26.IsDropped = 1:sw26a.IsDropped = 0:Me.TimerEnabled = 1:PlaySound "target":End Sub
Sub sw27_Hit:vpmTimer.PulseSw 27:sw27.IsDropped = 1:sw27a.IsDropped = 0:Me.TimerEnabled = 1:PlaySound "target":End Sub
Sub sw28_Hit:vpmTimer.PulseSw 28:sw28.IsDropped = 1:sw28a.IsDropped = 0:Me.TimerEnabled = 1:PlaySound "target":End Sub
Sub sw15_Timer:sw15.IsDropped = 0:sw15a.IsDropped = 1:Me.TimerEnabled = 0:End Sub
Sub sw16_Timer:sw16.IsDropped = 0:sw16a.IsDropped = 1:Me.TimerEnabled = 0:End Sub
Sub sw25_Timer:sw25.IsDropped = 0:sw25a.IsDropped = 1:Me.TimerEnabled = 0:End Sub
Sub sw26_Timer:sw26.IsDropped = 0:sw26a.IsDropped = 1:Me.TimerEnabled = 0:End Sub
Sub sw27_Timer:sw27.IsDropped = 0:sw27a.IsDropped = 1:Me.TimerEnabled = 0:End Sub
Sub sw28_Timer:sw28.IsDropped = 0:sw28a.IsDropped = 1:Me.TimerEnabled = 0:End Sub

' Droptargets
Sub sw41_Hit:dtbank.Hit 1:End Sub
Sub sw42_Hit:dtbank.Hit 2:End Sub
Sub sw43_Hit:dtbank.Hit 3:End Sub

' Gates
Sub Gate1_Hit():PlaySound "gate":End Sub
Sub Gate2_Hit():PlaySound "gate":End Sub
Sub Gate3_Hit():PlaySound "gate":End Sub

' Flip Targets

Sub sw53_Hit()
PlaySound "target"
vpmTimer.PulseSw 55
Controller.Switch(53) = 1
elvira1.IsDropped = 1
End Sub

Sub sw54_Hit()
PlaySound "target"
vpmTimer.PulseSw 56
Controller.Switch(54) = 1
drac1.IsDropped = 1
End Sub

'*********
'Solenoids
'*********

SolCallback(1) = "bsTrough.SolIn"
SolCallback(2) = "bsTrough.SolOut"
SolCallback(3) = "dtbank.SolDropUp"
SolCallback(5) = "bsTP.SolOut"
SolCallback(6) = "SolPopper"
SolCallback(7) = "vpmSolSound ""knocker"","
SolCallback(8) = "bsLock.SolOut"
SolCallback(9) = "SolFlash9"
SolCallback(11) = "SolGI"
SolCallback(13) = "SolFlash13"
SolCallback(14) = "SolBoogie"
SolCallback(15) = "SolFlash15"
SolCallback(16) = "SolFlash16"
SolCallback(18) = "vpmSolSound ""slingshot"","
SolCallback(20) = "vpmSolSound ""slingshot"","
SolCallback(22) = "SolFlipReset"
SolCallback(23) = "SolRun"
SolCallback(25) = "SolFlash25"
SolCallback(26) = "SolFlash26"
SolCallback(27) = "SolFlash27"
SolCallback(28) = "SolFlash28"
'SolCallback(27) = "vpmflasher f27,"
'SolCallback(28) = "vpmflasher f28,"
SolCallback(29) = "SolFlash29"
SolCallback(30) = "SolFlash30"
SolCallback(31) = "SolFlash31"
SolCallback(32) = "SolFlash32"

Sub SolBoogie(Enabled)
If Enabled then
PlaySound "Metalhit2"
f14.IsDropped = 1
f14a.IsDropped = 0
else
f14a.IsDropped = 1
f14.IsDropped = 0
End If
End Sub

'***********************
' Special Bally Flippers
'***********************

SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"

Dim FlOldPos, FlNewPos, FrOldPos, FrNewPos, LF, RF
FlOldPos = 0
FlNewPos = 0
FrOldPos = 0
FrNewPos = 0

LF = Array(lf1, lf2, lf3, lf4, lf5, lf6, lf7, lf8, lf9, lf10, lf11)
RF = Array(rf1, rf2, rf3, rf4, rf5, rf6, rf7, rf8, rf9, rf10, rf11)

InitFlippers
Set MotorCallback = GetRef("UpdateFlippers")

Sub InitFlippers
Dim ii
For each ii in lf2:ii.IsDropped = 1:next
For each ii in lf3:ii.IsDropped = 1:next
For each ii in lf4:ii.IsDropped = 1:next
For each ii in lf5:ii.IsDropped = 1:next
For each ii in lf6:ii.IsDropped = 1:next
For each ii in lf7:ii.IsDropped = 1:next
For each ii in lf8:ii.IsDropped = 1:next
For each ii in lf9:ii.IsDropped = 1:next
For each ii in lf10:ii.IsDropped = 1:next
For each ii in lf11:ii.IsDropped = 1:next

For each ii in rf2:ii.IsDropped = 1:next
For each ii in rf3:ii.IsDropped = 1:next
For each ii in rf4:ii.IsDropped = 1:next
For each ii in rf5:ii.IsDropped = 1:next
For each ii in rf6:ii.IsDropped = 1:next
For each ii in rf7:ii.IsDropped = 1:next
For each ii in rf8:ii.IsDropped = 1:next
For each ii in rf9:ii.IsDropped = 1:next
For each ii in rf10:ii.IsDropped = 1:next
For each ii in rf11:ii.IsDropped = 1:next
End Sub

Sub UpdateFlippers
dim obj, a
a = rightflipper.currentangle
if a> 285 then FrNewPos = 10 else
if a <285 then FrNewPos = 9 else
if a <280 then FrNewPos = 8 else
if a <275 then FrNewPos = 7 else
if a <270 then FrNewPos = 6 else
if a <265 then FrNewPos = 5 else
if a <260 then FrNewPos = 4 else
if a <255 then FrNewPos = 3 else
if a <250 then FrNewPos = 2 else
if a <245 then FrNewPos = 1 else
if a <239 then FrNewPos = 0

If FrNewPos <> FrOldPos Then
For each obj in RF(FrOldPos):obj.IsDropped = 1:next
For each obj in RF(FrNewPos):obj.IsDropped = 0:next
FrOldPos = FrNewPos
End If

a = leftflipper.currentangle
if a> 115 then FlNewPos = 0 else
if a <115 then FlNewPos = 1 else
if a <110 then FlNewPos = 2 else
if a <105 then FlNewPos = 3 else
if a <100 then FlNewPos = 4 else
if a <95 then FlNewPos = 5 else
if a <90 then FlNewPos = 6 else
if a <85 then FlNewPos = 7 else
if a <80 then FlNewPos = 8 else
if a <75 then FlNewPos = 9 else
if a <71 then FlNewPos = 10

If FlNewPos <> FlOldPos Then
For each obj in LF(FlOldPos):obj.IsDropped = 1:next
For each obj in LF(FlNewPos):obj.IsDropped = 0:next
FlOldPos = FlNewPos
End if
End Sub

Sub SolLFlipper(Enabled)
If Enabled Then
PlaySound SFlipperOn:LeftFlipper.RotateToEnd
Else
PlaySound SFlipperOff:LeftFlipper.RotateToStart
End If
End Sub

Sub SolRFlipper(Enabled)
If Enabled Then
PlaySound SFlipperOn:RightFlipper.RotateToEnd
Else
PlaySound SFlipperOff:RightFlipper.RotateToStart
End If
End Sub

Sub LeftFlipper_Collide(parm)
PlaySound "rubber_flipper"
End Sub

Sub RightFlipper_Collide(parm)
PlaySound "rubber_flipper"
End Sub

'****
' GI
'****

Sub SolGI(Enabled)
If Enabled Then
gi1.state = 0
gi2.state = 0
gi2b.state = 0
gi3.state = 0
gi3a.IsDropped = 1
gi3b.state = 0
gi4.state = 0
gi4a.IsDropped = 1
gi4b.state = 0
gi5.IsDropped = 1
gi6.state = 0
gi7.state = 0
gi8.state = 0
gi9.state = 0
gi10.state = 0
gi11.state = 0
gi11a.state = 0
gi11b.state = 0
gi12.IsDropped = 1
gi13.IsDropped = 1
gi14.IsDropped = 1
Else
gi1.state = 1
gi2.state = 1
gi2b.state = 1
gi3.state = 1
gi3a.IsDropped = 0
gi3b.state = 1
gi4.state = 1
gi4a.IsDropped = 0
gi4b.state = 1
gi5.IsDropped = 0
gi6.state = 1
gi7.state = 1
gi8.state = 1
gi9.state = 1
gi10.state = 1
gi11.state = 1
gi11a.state = 1
gi11b.state = 1
gi12.IsDropped = 0
gi13.IsDropped = 0
gi14.IsDropped = 0
End If
End Sub

'Flashers
Sub SolFlash9(Enabled):SetB2SData 7,Abs(Enabled):End Sub
Sub SolFlash13(Enabled):f13.IsDropped = abs(not Enabled):SetB2SData 8,Abs(Enabled):End Sub
Sub SolFlash15(Enabled):f15.IsDropped = abs(not Enabled):SetB2SData 9,Abs(Enabled):End Sub
Sub SolFlash16(Enabled):punch.IsDropped = abs(not Enabled):End Sub
Sub SolFlash25(Enabled):f25.State = abs(Enabled):SetB2SData 0,Abs(Enabled):End Sub
Sub SolFlash26(Enabled):f26b.State = abs(Enabled):f26.IsDropped = abs(not Enabled):End Sub
Sub SolFlash27(Enabled):f27.State = abs(Enabled):SetB2SData 1,Abs(Enabled):End Sub
Sub SolFlash28(Enabled):f28.State = abs(Enabled):SetB2SData 2,Abs(Enabled):End Sub
Sub SolFlash29(Enabled):SetLamp 48, abs(Enabled):SetB2SData 3,Abs(Enabled):End Sub
Sub SolFlash30(Enabled):f30.State = abs(Enabled):f30a.IsDropped = abs(not Enabled):f30b.State = abs(Enabled):SetB2SData 4,Abs(Enabled):End Sub
Sub SolFlash31(Enabled):f31.State = abs(Enabled):f31a.IsDropped = abs(not Enabled):f31b.State = abs(Enabled):SetB2SData 5,Abs(Enabled):End Sub
Sub SolFlash32(Enabled):f32.IsDropped = abs(not Enabled):SetB2SData 6,Abs(Enabled):End Sub

' Vertical Up-Kicker

Dim popperBall, popperZpos

Sub SolPopper(Enabled)
If Enabled Then
If bsBP.Balls Then
Set popperBall = sw32a.Createball
popperBall.Z = 0
popperZpos = 0
PlaySound "popper"
sw32a.TimerInterval = 2
sw32a.TimerEnabled = 1
End If
End If
End Sub

Sub sw32a_Timer
popperBall.Z = popperZpos
popperZpos = popperZpos + 10
If popperZpos> 150 Then
sw32a.TimerEnabled = 0
sw32a.DestroyBall
bsBP.ExitSol_On
End If
End Sub

' Flip reset

Sub SolFlipReset(Enabled)
If Enabled Then
PlaySound "metalhit2"
elvira1.IsDropped = 0
drac1.IsDropped = 0
Controller.Switch(53) = 0
Controller.Switch(54) = 0
End If
End Sub

' Game over mode: bumpers and slingshots are turned off
Sub SolRun(enabled)
If Enabled Then
Bumper1.Force = 10
Bumper2.Force = 10
Bumper3.Force = 10
LeftSlingShot.SlingshotStrength = 8
RightSlingShot.SlingshotStrength = 8
Else
Bumper1.Force = 0
Bumper2.Force = 0
Bumper3.Force = 0
LeftSlingShot.SlingshotStrength = 0
RightSlingShot.SlingshotStrength = 0
End If
End Sub

'*****************************
' Helpers and extra sound subs
'*****************************

Sub LRampHelp_Hit():PlaySound "ballhit":ActiveBall.VelY = 1:End Sub
Sub RRampHelp_Hit():PlaySound "ballhit":ActiveBall.VelY = 1:End Sub
Sub URampHelp_Hit():ActiveBall.VelX = - 4:PlaySound "ballhit":End Sub
Sub top1_Hit():PlaySound "ballhit":End Sub
Sub Launchball_Hit()
If ActiveBall.VelY <0 Then Playsound "metalrolling2"
End Sub

'****************************************
' JP's Fading Lamps 3.5 VP9 Fading only
' Based on PD's Fading Lights
' SetLamp 0 is Off
' SetLamp 1 is On
' LampState(x) current state
'****************************************

Dim LampState(200)

'AllLampsOff()
LampTimer.Interval = 42
LampTimer.Enabled = 1

Sub LampTimer_Timer()
Dim chgLamp, num, chg, ii
chgLamp = Controller.ChangedLamps
If Not IsEmpty(chgLamp) Then
For ii = 0 To UBound(chgLamp)
LampState(chgLamp(ii, 0) ) = chgLamp(ii, 1) + 4
Next
End If

UpdateLamps
End Sub

Sub UpdateLamps
SendLights
FadeL 1, l1, l1a
FadeL 2, l2, l2a
FadeL 3, l3, l3a
FadeL 4, l4, l4a
FadeL 5, l5, l5a
FadeL 6, l6, l6a
FadeL 7, l7, l7a
FadeL 8, l8, l8a
FadeL 9, l9, l9a
FadeL 10, l10, l10a
NFadeLm 11, l11b
NFadeWm 11, l11a
NFadeL 11, l11
FadeL 12, l12, l12a
FadeL 13, l13, l13a
FadeL 14, l14, l14a
FadeL 15, l15, l15a
FadeL 16, l16, l16a
NFadeL 17, l17
NFadeL 18, l18
FadeL 19, l19, l19a
NFadeLm 20, l20b
NFadeWm 20, l20a
NFadeL 20, l20
FadeL 21, l21, l21a
FadeL 22, l22, l22a
FadeL 23, l23, l23a
FadeL 24, l24, l24a
NFadeL 25, l25
FadeL 26, l26, l26a
FadeL 27, l27, l27a
FadeL 28, l28, l28a
FadeL 29, l29, l29a
FadeL 30, l30, l30a
FadeL 31, l31, l31a
FadeL 32, l32, l32a
FadeL 33, l33, l33a
FadeL 34, l34, l34a
FadeL 35, l35, l35a
FadeL 36, l36, l36a
FadeL 37, l37, l37a
FadeL 38, l38, l38a
FadeL 39, l39, l39a
FadeL 40, l40, l40a
FadeL 41, l41, l41a
FadeL 42, l42, l42a
FadeL 43, l43, l43a
FadeL 44, l44, l44a
FadeL 45, l45, l45a
FadeL 46, l46, l46a
FadeL 47, l47, l47a
FadeL 48, l48, l48a
FadeL 49, l49, l49a
FadeL 50, l50, l50a
FadeL 51, l51, l51a
FadeL 52, l52, l52a
FadeL 53, l53, l53a
NFadeB1 54
NFadeB2 55
NFadeB3 56
NFadeW 57, l57
NFadeW 58, l58
NFadeW 59, l59
NFadeL 60, l60
NFadeL 61, l61
NFadeL 62, l62
NFadeL 63, l63
NFadeL 64, l64
End Sub

Sub AllLampsOff():For x = 1 to 200:LampState(x) = 4:Next:UpdateLamps:UpdateLamps:Updatelamps:End Sub

Sub SetLamp(nr, value):LampState(nr) = abs(value) + 4:End Sub

Sub FadeW(nr, a, b, c)
Select Case LampState(nr)
Case 2:c.IsDropped = 1:LampState(nr) = 0 'Off
Case 3:b.IsDropped = 1:c.IsDropped = 0:LampState(nr) = 2 'fading...
Case 4:a.IsDropped = 1:b.IsDropped = 0:LampState(nr) = 3 'fading...
Case 5:c.IsDropped = 1:a.IsDropped = 0:LampState(nr) = 1 'ON
End Select
End Sub

Sub FadeWm(nr, a, b, c)
Select Case LampState(nr)
Case 2:c.IsDropped = 1
Case 3:b.IsDropped = 1:c.IsDropped = 0
Case 4:a.IsDropped = 1:b.IsDropped = 0
Case 5:c.IsDropped = 1:a.IsDropped = 0
End Select
End Sub

Sub NFadeW(nr, a)
Select Case LampState(nr)
Case 4:a.IsDropped = 1:LampState(nr) = 0
Case 5:a.IsDropped = 0:LampState(nr) = 1
End Select
End Sub

Sub NFadeWm(nr, a)
Select Case LampState(nr)
Case 4:a.IsDropped = 1
Case 5:a.IsDropped = 0
End Select
End Sub

Sub NFadeWi(nr, a)
Select Case LampState(nr)
Case 5:a.IsDropped = 1:LampState(nr) = 0
Case 4:a.IsDropped = 0:LampState(nr) = 1
End Select
End Sub

Sub FadeL(nr, a, b)
Select Case LampState(nr)
Case 2:b.state = 0:LampState(nr) = 0
Case 3:b.state = 1:LampState(nr) = 2
Case 4:a.state = 0:LampState(nr) = 3
Case 5:a.state = 1:LampState(nr) = 1
End Select
End Sub

Sub FadeLm(nr, a, b)
Select Case LampState(nr)
Case 2:b.state = 0
Case 3:b.state = 1
Case 4:a.state = 0
Case 5:a.state = 1
End Select
End Sub

Sub NFadeL(nr, a)
Select Case LampState(nr)
Case 4:a.state = 0:LampState(nr) = 0
Case 5:a.State = 1:LampState(nr) = 1
End Select
End Sub

Sub NFadeLm(nr, a)
Select Case LampState(nr)
Case 4:a.state = 0
Case 5:a.State = 1
End Select
End Sub

Sub FadeR(nr, a)
Select Case LampState(nr)
Case 2:a.SetValue 3:LampState(nr) = 0
Case 3:a.SetValue 2:LampState(nr) = 2
Case 4:a.SetValue 1:LampState(nr) = 3
Case 5:a.SetValue 0:LampState(nr) = 1
End Select
End Sub

Sub FadeRm(nr, a)
Select Case LampState(nr)
Case 2:a.SetValue 3
Case 3:a.SetValue 2
Case 4:a.SetValue 1
Case 5:a.SetValue 0
End Select
End Sub

Sub NFadeT(nr, a, b)
Select Case LampState(nr)
Case 4:a.Text = "":LampState(nr) = 0
Case 5:a.Text = b:LampState(nr) = 1
End Select
End Sub

Sub NFadeTm(nr, a, b)
Select Case LampState(nr)
Case 4:a.Text = ""
Case 5:a.Text = b
End Select
End Sub

Sub NFadeWi(nr, a)
Select Case LampState(nr)
Case 4:a.IsDropped = 0:LampState(nr) = 0
Case 5:a.IsDropped = 1:LampState(nr) = 1
End Select
End Sub

Sub NFadeWim(nr, a)
Select Case LampState(nr)
Case 4:a.IsDropped = 0
Case 5:a.IsDropped = 1
End Select
End Sub

Sub FadeLCo(nr, a, b) 'fading collection of lights
Dim obj
Select Case LampState(nr)
Case 2:vpmSolToggleObj b, Nothing, 0, 0:LampState(nr) = 0
Case 3:vpmSolToggleObj b, Nothing, 0, 1:LampState(nr) = 2
Case 4:vpmSolToggleObj a, Nothing, 0, 0:LampState(nr) = 3
Case 5:vpmSolToggleObj a, Nothing, 0, 1:LampState(nr) = 1
End Select
End Sub

Sub FlashL(nr, a, b) ' simple light flash, not controlled by the rom
Select Case LampState(nr)
Case 2:b.state = 0:LampState(nr) = 0
Case 3:b.state = 1:LampState(nr) = 2
Case 4:a.state = 0:LampState(nr) = 3
Case 5:a.state = 1:LampState(nr) = 4
End Select
End Sub

Sub MFadeL(nr, a, b, c) 'Light acting as a flash. C is the light number to be restored
Select Case LampState(nr)
Case 2:b.state = 0:LampState(nr) = 0: If LampState© = 1 Then SetLamp c, 1
Case 3:b.state = 1:LampState(nr) = 2
Case 4:a.state = 0:LampState(nr) = 3
Case 5:a.state = 1:LampState(nr) = 1
End Select
End Sub

Sub NFadeB1(nr) 'New Bally Bumper Thumpers: only sets a variable
Select Case LampState(nr)
Case 4:bumpLamp1=0:UpdateBumper1:LampState(nr) = 0
Case 5:bumpLamp1=1:UpdateBumper1:LampState(nr) = 1
End Select
End Sub

Sub NFadeB2(nr) 'New Bally Bumper Thumpers: only sets a variable
Select Case LampState(nr)
Case 4:bumpLamp2=0:UpdateBumper2:LampState(nr) = 0
Case 5:bumpLamp2=1:UpdateBumper2:LampState(nr) = 1
End Select
End Sub

Sub NFadeB3(nr) 'New Bally Bumper Thumpers: only sets a variable
Select Case LampState(nr)
Case 4:bumpLamp3=0:UpdateBumper3:LampState(nr) = 0
Case 5:bumpLamp3=1:UpdateBumper3:LampState(nr) = 1
End Select
End Sub

'******
' Rules
'******
Dim Msg(20)
Sub Rules()
Msg(0) = "Elvira and the Party Monsters - Williams 1989" &Chr(10) &Chr(10)
Msg(1) = ""
Msg(2) = "Eyes indicate number of balls locked. Enable locks by completing BAT Lanes or JAM"
Msg(3) = "Drop Targets. Lock balls (3 to start Multi-Ball) in Skull. During Multi-Ball, ride Monster"
Msg(4) = "Slide and Party Punch ramps for JACKPOT."
Msg(5) = ""
Msg(6) = "Light Dead Heads on backboard to spot MILLION shot on Eject Hole by shooting for"
Msg(7) = "Dead Head Targets. Light Barbeque on Eject Hole by flipping both Flip-Up Targets."
Msg(8) = ""
Msg(9) = "Vie for 3 Million Points. Light the Monster Slide to spot an ELVIRA letter by"
Msg(10) = "completing Dead Head Targets, BAT Lanes, or JAM Drop Targets. Spot letter by riding"
Msg(11) = "the Slide. Spelling ELVIRA lights Skull for 3 Million on timer."
Msg(12) = ""
Msg(13) = "Increase the Boogie Bonus with JAM Targets and Bumpers. JAM Targets"
Msg(14) = "also light Eject Hole to collect Boogie Bonus."
Msg(15) = ""
Msg(16) = "Ride Monster Slide Ramp. Ramp builds till 1 Million scored. Each shot then"
Msg(17) = "collects 250,000 points and spots an ELVIRA letter."
Msg(18) = ""
Msg(19) = "A Party Punch Ramp shot collects and advances current position value."
Msg(20) = "Scoring 250,000 points on ramp awards EXTRA BALL."
For X = 1 To 20
Msg(0) = Msg(0) + Msg(X) &Chr(13)
Next

MsgBox Msg(0), , " Instructions and Rule Card"
End Sub


'***********************************************************************************************
'***************************************** B2S ************************************************
'***********************************************************************************************

Dim LFStI,LFSpI,RFStI,RFSpI,LFC,RFC,LFD,RFD
LFStI=LeftFlipper.Strength: LFSpI=LeftFlipper.Speed:LFC=1:LFD=0
RFStI=RightFlipper.Strength: RFSpI=RightFlipper.Speed:RFC=1:RFD=0

Sub LRF_Timer()
If LFD=0 Then 'down
If LFC>1 Then
LFC=LFC-1
LeftFlipper.Strength=LFStI/LFC
LeftFlipper.Speed=LFSpI/LFC
End If
Else 'up
If LFC<4 Then
LFC=LFC+1
LeftFlipper.Strength=LFStI/LFC
LeftFlipper.Speed=LFSpI/LFC
End If
End If
If RFD=0 Then 'down
If RFC>1 Then
RFC=RFC-1
RightFlipper.Strength=RFStI/RFC
RightFlipper.Speed=RFSpI/RFC
End If
Else 'up
If RFC<4 Then
RFC=RFC+1
RightFlipper.Strength=RFStI/RFC
RightFlipper.Speed=RFSpI/RFC
End If
End If
End Sub


Sub SendLights()
B2SUpdateLed

Select Case LampState(60)
Case 4:SetB2SData 10, 0
Case 5:SetB2SData 10, 1
End Select
Select Case LampState(61)
Case 4:SetB2SData 11, 0
Case 5:SetB2SData 11, 1
End Select
Select Case LampState(62)
Case 4:SetB2SData 12, 0
Case 5:SetB2SData 12, 1
End Select
Select Case LampState(63)
Case 4:SetB2SData 13, 0
Case 5:SetB2SData 13, 1
End Select
Select Case LampState(64)
Case 4:SetB2SData 14, 0
Case 5:SetB2SData 14, 1
End Select

End Sub

'***********************************************************************************************
'***************************************** B2S ************************************************
'***********************************************************************************************

#104 htamas

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Posted 27 September 2012 - 06:44 PM

It would be better to post such longs scripts as a text file attachment instead of pasting into the forum topic...

#105 rosve

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Posted 27 September 2012 - 06:51 PM

It would be better to post such longs scripts as a text file attachment instead of pasting into the forum topic...


I agree on that.

Also, the script posted by Jared Camp Is not the same as in the "B2S DIY" that I posted earlier in this thread. Important updates by JPSalas are missing.

#106 Pinhead22

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Posted 27 September 2012 - 07:11 PM

duly noted....I thought the script that was posted earlier was correct with just the one mistake that you (Rosve) pointed out. I will go back and follow your DIY guide. Sorry for the long post guys. Text attachments in the future.

#107 numiah

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Posted 30 September 2012 - 05:43 PM

When exiting the B2S isn't closed.
Both form1 and form2 stay active ?
All other B2S' work as they should.

EDIT : Solved. Filenames have to end with b2s

Edited by numiah, 30 September 2012 - 06:09 PM.

**Each pinball machine is a tiny universe... that we control.**


#108 CabbieGC

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Posted 31 December 2014 - 12:07 AM

Hiya dudes....

 

Can anybody tell me how to use the German audio roms in the table, I live in Germany now and would like the missus to hear it in German.

 

I've included the roms:

 

eatpm_l4

eatpm_4u

eatpm_4g

 

into the ROM directory, I've also pressed F6 and selected German in the requester that appears but the audio is still in English.

 

Brilliant table JPSalas .... thanks a million bud.

 

Thanks in advance

 

Mike


Edited by CabbieGC, 31 December 2014 - 12:43 AM.


#109 htamas

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Posted 31 December 2014 - 02:08 AM

Can anybody tell me how to use the German audio roms in the table, I live in Germany now and would like the missus to hear it in German.

 

Open the script and look for the name of the English ROM. Usually there is a constant like cGameName or something like this. Once you find that, replace it with the German ROM name. Save and play.



#110 takut

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Posted 31 December 2014 - 12:19 PM

The german rom eatpm_4g.zip is only for the german text on alphanumeric display on the backglass. The speach is always in english.



#111 J3SteR

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Posted 01 January 2015 - 03:37 AM

Im having a problem with this table in VP 9.9.0   When I tilt the table the VP sound effects become corrupted and messed up. Only way to fix is by resetting the table.. Any ideas? Thanks



#112 CabbieGC

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Posted 01 January 2015 - 03:08 PM

@ htamas

@ takut

 

Thanks for your replies, I understand now about it ONLY being a text display difference and not AUDIO, I now have the German text switched on.

Your help is much apreciated ;)


Edited by CabbieGC, 01 January 2015 - 03:35 PM.


#113 J3SteR

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Posted 02 January 2015 - 11:49 PM

Ignore my post, seems to be something with vpinmame and not specifec to this table..