Sub Wall3_Hit: light4.Duration 1, 1250, 0 : End Sub
is how you code for an existing table that refers to an existing ROM.
no, you code very little in that aspect for a ROM driven table
you dont tell what lights come on, the rom tells you
you just set the vpm lamp id in the lights timer tab in the interval box
add them to a collection you can call aLights
then in your script
vpmMapLights ALights ' ROM controlled lamps
and the rom controls them, provided you set their id's correctly
other stuff looks like this
if it interacts with the rom, then you are simply passing messages to the rom
Sub Bumper1_Hit:vpmtimer.pulsesw(18):End Sub
Sub Bumper2_Hit:vpmtimer.pulsesw(17):End Sub
Sub RSling_slingshot:vpmtimer.pulsesw(19):End Sub
Sub LSling_slingshot:vpmtimer.pulsesw(20):End Sub
Sub RSpinner_spin:vpmtimer.pulsesw(33):End Sub
Sub LSpinner_spin:vpmtimer.pulsesw(34):End Sub
Sub Target_C25_hit:vpmtimer.pulsesw(49):End Sub
Sub Target_C26_hit:vpmtimer.pulsesw(50):End Sub
Sub Target_C27_hit:vpmtimer.pulsesw(51):End Sub
Sub Target_C28_hit:vpmtimer.pulsesw(52):End Sub
Sub Target_C29_hit:vpmtimer.pulsesw(53):End Sub
Sub Target_C30_hit:vpmtimer.pulsesw(54):End Sub
Sub C21_Hit:Controller.Switch(43) = 1:End Sub
Sub C21_Unhit:Controller.Switch(43) = 0:End Sub
and if the rom is talking back to you, via solenoids
then you have solenoid callbacks
SolCallback(20) = "b19_sol" ' ejects ball from kicker in lower PF bonus pocket when C42(70) is closed
SolCallback(16)="bsHole2.SolOut"
SolCallback(17)="TopHoleOut_Right"
SolCallback(18)="TopHoleOut_Left"
SolCallback(14)="DropTargetBank1.SolDropUp" 'b13
SolCallback(13)="DropTargetBank2.SolDropUp" 'b12
SolCallback(15)="DropTargetBank3.SolDropUp" 'b14
Sub b19_sol(Enabled) 'BallRelease
If Enabled Then
OutHole.kick 70, 15
controller.Switch(6)=0
End If
end sub