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Copy pathBig Game (Stern 1980) v55_VPX8.vbs
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Big Game (Stern 1980) v55_VPX8.vbs
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' Big Game - Stern 1980
' Due to missing pages and errors on the manual, the light and solenoid definitions taken from the script by Destruk and Skalar
' VPX8 version 5.5.0 jpsalas - 2024
Option Explicit
On Error Resume Next
ExecuteGlobal GetTextFile("controller.vbs")
If Err Then MsgBox "You need the controller.vbs in order to run this table, available in the vp10 package"
On Error Goto 0
Const BallSize = 50
LoadVPM "01120100", "stern.vbs", 3.02
Dim VarHidden
If Table1.ShowDT = true then
VarHidden = 1
else
VarHidden = 0
For each x in aReels
x.Visible = 0
Next
lrail.Visible = 0
rrail.Visible = 0
End If
Const cGameName = "biggame"
Dim bsTrough, bsSaucer, dtT, dtR, dtR2
Dim x
' Standard Sounds
Const SSolenoidOn = "fx_Solenoid" 'Solenoid activates
Const SSolenoidOff = "" 'Solenoid deactivates
Const SCoin = "fx_coin" 'Coin inserted
Const UseSolenoids = 1
Const UseLamps = 0
Const UseGI = 0
if B2SOn = true then VarHidden = 1
Sub Table1_Init
With Controller
.GameName = cGameName
If Err Then MsgBox "Can't start Game" & cGameName & vbNewLine & Err.Description:Exit Sub
.SplashInfoLine = "Big Game, Stern 1980" & vbNewLine & "VPX table by jpsalas v.5.0.0"
.HandleKeyboard = 0
.ShowTitle = 0
.ShowDMDOnly = 1
.ShowFrame = 0
.HandleMechanics = 0
.Hidden = VarHidden
End With
On Error Goto 0
Controller.SolMask(0) = 0
vpmTimer.AddTimer 2000, "Controller.SolMask(0)=&Hffffffff'" 'ignore all solenoids - then add the timer to renable all the solenoids after 2 seconds
Controller.Run
PinmameTimer.Interval = PinMameInterval
PinmameTimer.Enabled = 1
' trough def
Set bsTrough = New cvpmBallstack
bsTrough.InitNoTrough BallRelease, 33, 115, 9
bsTrough.InitExitSnd "fx_ballrel", "fx_Solenoid"
Set bsSaucer = New cvpmBallStack
bsSaucer.InitSaucer sw34, 34, 55, 20
bsSaucer.InitExitSnd SoundFX("fx_kicker", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
bsSaucer.KickForceVar = 4
' droptarget def
Set dtT = New cvpmDropTarget
dtT.InitDrop Array(sw16, sw15, sw14), Array(16, 15, 14)
dtT.InitSnd SoundFX("fx_droptarget", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
dtT.CreateEvents "dtT"
Set dtR = New cvpmDropTarget
dtR.InitDrop Array(sw24, sw23, sw22), Array(24, 23, 22)
dtR.InitSnd SoundFX("fx_droptarget", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
dtR.CreateEvents "dtR"
Set dtR2 = New cvpmDropTarget
dtR2.InitDrop Array(sw32, sw31, sw30), Array(32, 31, 30)
dtR2.InitSnd SoundFX("fx_droptarget", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
dtR2.CreateEvents "dtR2"
vpmNudge.TiltSwitch = 7
vpmNudge.Sensitivity = 1
vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, LeftSlingshot, RightSlingshot)
RealTime.Enabled = 1
LoadLUT
End Sub
Sub table1_Paused:Controller.Pause = 1:End Sub
Sub table1_unPaused:Controller.Pause = 0:End Sub
'******************
' RealTime Updates
'******************
Sub RealTime_Timer
RollingUpdate
GiUpdate
End Sub
'**********
' Keys
'**********
Sub table1_KeyDown(ByVal keycode)
If keycode = LeftTiltKey Then Nudge 90, 5:PlaySound SoundFX("fx_nudge", 0), 0, 1, -0.1, 0.25
If keycode = RightTiltKey Then Nudge 270, 5:PlaySound SoundFX("fx_nudge", 0), 0, 1, 0.1, 0.25
If keycode = CenterTiltKey Then Nudge 0, 6:PlaySound SoundFX("fx_nudge", 0), 0, 1, 0, 0.25
If keycode = LeftMagnaSave Then bLutActive = True: SetLUTLine "Color LUT image " & table1.ColorGradeImage
If keycode = RightMagnaSave AND bLutActive Then NextLUT
If vpmKeyDown(keycode)Then Exit Sub
If keycode = PlungerKey Then PlaySoundAt "fx_PlungerPull", Plunger:Plunger.Pullback
End Sub
Sub table1_KeyUp(ByVal keycode)
If keycode = LeftMagnaSave Then bLutActive = False: HideLUT
If vpmKeyUp(keycode)Then Exit Sub
If keycode = PlungerKey Then PlaySoundAt "fx_plunger", Plunger:Plunger.Fire
End Sub
'************************************
' LUT - Darkness control
' 10 normal level & 10 warmer levels
'************************************
Dim bLutActive, LUTImage
Sub LoadLUT
bLutActive = False
x = LoadValue(cGameName, "LUTImage")
If(x <> "")Then LUTImage = x Else LUTImage = 0
UpdateLUT
End Sub
Sub SaveLUT
SaveValue cGameName, "LUTImage", LUTImage
End Sub
Sub NextLUT:LUTImage = (LUTImage + 1)MOD 22:UpdateLUT:SaveLUT:SetLUTLine "Color LUT image " & table1.ColorGradeImage:End Sub
Sub UpdateLUT
Select Case LutImage
Case 0:table1.ColorGradeImage = "LUT0"
Case 1:table1.ColorGradeImage = "LUT1"
Case 2:table1.ColorGradeImage = "LUT2"
Case 3:table1.ColorGradeImage = "LUT3"
Case 4:table1.ColorGradeImage = "LUT4"
Case 5:table1.ColorGradeImage = "LUT5"
Case 6:table1.ColorGradeImage = "LUT6"
Case 7:table1.ColorGradeImage = "LUT7"
Case 8:table1.ColorGradeImage = "LUT8"
Case 9:table1.ColorGradeImage = "LUT9"
Case 10:table1.ColorGradeImage = "LUT10"
Case 11:table1.ColorGradeImage = "LUT Warm 0"
Case 12:table1.ColorGradeImage = "LUT Warm 1"
Case 13:table1.ColorGradeImage = "LUT Warm 2"
Case 14:table1.ColorGradeImage = "LUT Warm 3"
Case 15:table1.ColorGradeImage = "LUT Warm 4"
Case 16:table1.ColorGradeImage = "LUT Warm 5"
Case 17:table1.ColorGradeImage = "LUT Warm 6"
Case 18:table1.ColorGradeImage = "LUT Warm 7"
Case 19:table1.ColorGradeImage = "LUT Warm 8"
Case 20:table1.ColorGradeImage = "LUT Warm 9"
Case 21:table1.ColorGradeImage = "LUT Warm 10"
End Select
End Sub
Dim GiIntensity
GiIntensity = 1 'can be used by the LUT changing to increase the GI lights when the table is darker
Sub ChangeGiIntensity(factor) 'changes the intensity scale
Dim bulb
For each bulb in aGiLights
bulb.IntensityScale = GiIntensity * factor
Next
End Sub
' New LUT postit
Function GetHSChar(String, Index)
Dim ThisChar
Dim FileName
ThisChar = Mid(String, Index, 1)
FileName = "PostIt"
If ThisChar = " " or ThisChar = "" then
FileName = FileName & "BL"
ElseIf ThisChar = "<" then
FileName = FileName & "LT"
ElseIf ThisChar = "_" then
FileName = FileName & "SP"
Else
FileName = FileName & ThisChar
End If
GetHSChar = FileName
End Function
Sub SetLUTLine(String)
Dim Index
Dim xFor
Index = 1
LUBack.imagea="PostItNote"
For xFor = 1 to 40
Eval("LU" &xFor).imageA = GetHSChar(String, Index)
Index = Index + 1
Next
End Sub
Sub HideLUT
SetLUTLine ""
LUBack.imagea="PostitBL"
End Sub
'**********
'Solenoids
'**********
SolCallback(7) = "dtT.SolDropUp"
SolCallback(8) = "dtR.SolDropUp"
SolCallback(9) = "dtR2.SolDropUp"
SolCallback(6) = "vpmsolsound SoundFX(""fx_knocker"",DOFKnocker),"
SolCallback(11) = "bsTrough.SolOut"
SolCallback(10) = "bsSaucer.SolOut"
SolCallback(19) = "vpmNudge.SolGameOn"
'*******************
' Flipper Subs Rev3
'*******************
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"
Sub SolLFlipper(Enabled)
If Enabled Then
PlaySoundAt SoundFX("fx_flipperup", DOFFlippers), LeftFlipper
LeftFlipper.RotateToEnd
LeftFlipper1.RotateToEnd
LeftFlipperOn = 1
Else
PlaySoundAt SoundFX("fx_flipperdown", DOFFlippers), LeftFlipper
LeftFlipper.RotateToStart
LeftFlipper1.RotateToStart
LeftFlipperOn = 0
End If
End Sub
Sub SolRFlipper(Enabled)
If Enabled Then
PlaySoundAt SoundFX("fx_flipperup", DOFFlippers), RightFlipper
RightFlipper.RotateToEnd
RightFlipper1.RotateToEnd
RightFlipperOn = 1
Else
PlaySoundAt SoundFX("fx_flipperdown", DOFFlippers), RightFlipper
RightFlipper.RotateToStart
RightFlipper1.RotateToStart
RightFlipperOn = 0
End If
End Sub
' flippers hit Sound
Sub LeftFlipper_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 60, pan(ActiveBall), 0.1, 0, 0, 0, AudioFade(ActiveBall)
End Sub
Sub RightFlipper_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 60, pan(ActiveBall), 0.1, 0, 0, 0, AudioFade(ActiveBall)
End Sub
Sub LeftFlipper1_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 60, pan(ActiveBall), 0.1, 0, 0, 0, AudioFade(ActiveBall)
End Sub
Sub RightFlipper1_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 60, pan(ActiveBall), 0.1, 0, 0, 0, AudioFade(ActiveBall)
End Sub
'*********************************************************
' Real Time Flipper adjustments - by JLouLouLou & JPSalas
' (to enable flipper tricks)
'*********************************************************
Dim FlipperPower
Dim FlipperElasticity
Dim SOSTorque, SOSAngle
Dim FullStrokeEOS_Torque, LiveStrokeEOS_Torque
Dim LeftFlipperOn
Dim RightFlipperOn
Dim LLiveCatchTimer
Dim RLiveCatchTimer
Dim LiveCatchSensivity
FlipperPower = 5000
FlipperElasticity = 0.8
FullStrokeEOS_Torque = 0.3 ' EOS Torque when flipper hold up ( EOS Coil is fully charged. Ampere increase due to flipper can't move or when it pushed back when "On". EOS Coil have more power )
LiveStrokeEOS_Torque = 0.2 ' EOS Torque when flipper rotate to end ( When flipper move, EOS coil have less Ampere due to flipper can freely move. EOS Coil have less power )
LeftFlipper.EOSTorqueAngle = 10
RightFlipper.EOSTorqueAngle = 10
SOSTorque = 0.1
SOSAngle = 6
LiveCatchSensivity = 10
LLiveCatchTimer = 0
RLiveCatchTimer = 0
LeftFlipper.TimerInterval = 1
LeftFlipper.TimerEnabled = 1
Sub LeftFlipper_Timer 'flipper's tricks timer
'Start Of Stroke Flipper Stroke Routine : Start of Stroke for Tap pass and Tap shoot
If LeftFlipper.CurrentAngle >= LeftFlipper.StartAngle - SOSAngle Then LeftFlipper.Strength = FlipperPower * SOSTorque else LeftFlipper.Strength = FlipperPower : End If
'End Of Stroke Routine : Livecatch and Emply/Full-Charged EOS
If LeftFlipperOn = 1 Then
If LeftFlipper.CurrentAngle = LeftFlipper.EndAngle then
LeftFlipper.EOSTorque = FullStrokeEOS_Torque
LLiveCatchTimer = LLiveCatchTimer + 1
If LLiveCatchTimer < LiveCatchSensivity Then
LeftFlipper.Elasticity = 0
Else
LeftFlipper.Elasticity = FlipperElasticity
LLiveCatchTimer = LiveCatchSensivity
End If
End If
Else
LeftFlipper.Elasticity = FlipperElasticity
LeftFlipper.EOSTorque = LiveStrokeEOS_Torque
LLiveCatchTimer = 0
End If
'Start Of Stroke Flipper Stroke Routine : Start of Stroke for Tap pass and Tap shoot
If RightFlipper.CurrentAngle <= RightFlipper.StartAngle + SOSAngle Then RightFlipper.Strength = FlipperPower * SOSTorque else RightFlipper.Strength = FlipperPower : End If
'End Of Stroke Routine : Livecatch and Emply/Full-Charged EOS
If RightFlipperOn = 1 Then
If RightFlipper.CurrentAngle = RightFlipper.EndAngle Then
RightFlipper.EOSTorque = FullStrokeEOS_Torque
RLiveCatchTimer = RLiveCatchTimer + 1
If RLiveCatchTimer < LiveCatchSensivity Then
RightFlipper.Elasticity = 0
Else
RightFlipper.Elasticity = FlipperElasticity
RLiveCatchTimer = LiveCatchSensivity
End If
End If
Else
RightFlipper.Elasticity = FlipperElasticity
RightFlipper.EOSTorque = LiveStrokeEOS_Torque
RLiveCatchTimer = 0
End If
End Sub
'**********
' Switches
'**********
Sub sw4_Spin:vpmTimer.PulseSw(4):PlaySoundAt "fx_spinner",sw4:End Sub
Sub sw5_Spin:vpmTimer.PulseSw(5):PlaySoundAt "fx_spinner",sw5:End Sub
' Bumpers
Sub Bumper1_Hit:vpmTimer.PulseSw 9:PlaySoundAt SoundFX("fx_bumper", DOFContactors), Bumper1:End Sub
Sub Bumper2_Hit:vpmTimer.PulseSw 10:PlaySoundAt SoundFX("fx_bumper", DOFContactors), Bumper2:End Sub
Sub Bumper3_Hit:vpmTimer.PulseSw 11:PlaySoundAt SoundFX("fx_bumper", DOFContactors), Bumper3:End Sub
Dim LStep, RStep
Sub LeftSlingShot_Slingshot
PlaySoundAt SoundFX("fx_slingshot", DOFContactors), Lemk
LeftSling4.Visible = 1
Lemk.RotX = 26
LStep = 0
vpmTimer.PulseSw 12
LeftSlingShot.TimerEnabled = 1
End Sub
Sub LeftSlingShot_Timer
Select Case LStep
Case 1:LeftSLing4.Visible = 0:LeftSLing3.Visible = 1:Lemk.RotX = 14
Case 2:LeftSLing3.Visible = 0:LeftSLing2.Visible = 1:Lemk.RotX = 2
Case 3:LeftSLing2.Visible = 0:Lemk.RotX = -10:LeftSlingShot.TimerEnabled = 0
End Select
LStep = LStep + 1
End Sub
Sub RightSlingShot_Slingshot
PlaySoundAt SoundFX("fx_slingshot", DOFContactors), Remk
RightSling4.Visible = 1
Remk.RotX = 26
RStep = 0
vpmTimer.PulseSw 13
RightSlingShot.TimerEnabled = 1
End Sub
Sub RightSlingShot_Timer
Select Case RStep
Case 1:RightSLing4.Visible = 0:RightSLing3.Visible = 1:Remk.RotX = 14
Case 2:RightSLing3.Visible = 0:RightSLing2.Visible = 1:Remk.RotX = 2
Case 3:RightSLing2.Visible = 0:Remk.RotX = -10:RightSlingShot.TimerEnabled = 0
End Select
RStep = RStep + 1
End Sub
Sub sw37_Hit:vpmTimer.PulseSw(37):End Sub
Sub sw37a_Hit:vpmTimer.PulseSw(37):End Sub
' Rollovers
Sub sw17_Hit:Controller.Switch(17) = 1:PlaySoundAt "fx_sensor",sw17:End Sub
Sub sw17_UnHit:Controller.Switch(17) = 0:End Sub
Sub sw18_Hit:Controller.Switch(18) = 1:PlaySoundAt "fx_sensor",sw18:End Sub
Sub sw18_UnHit:Controller.Switch(18) = 0:End Sub
Sub sw19_Hit:Controller.Switch(19) = 1:PlaySoundAt "fx_sensor",sw19:End Sub
Sub sw19_UnHit:Controller.Switch(19) = 0:End Sub
Sub sw27_Hit:Controller.Switch(27) = 1:PlaySoundAt "fx_sensor",sw27:End Sub
Sub sw27_UnHit:Controller.Switch(27) = 0:End Sub
Sub RightInlane_Hit:Controller.Switch(28) = 1:PlaySoundAt "fx_sensor",RightInlane:End Sub
Sub RightInlane_UnHit:Controller.Switch(28) = 0:End Sub
Sub LeftInlane_Hit:Controller.Switch(29) = 1:PlaySoundAt "fx_sensor",LeftInlane:End Sub
Sub LeftInlane_UnHit:Controller.Switch(29) = 0:End Sub
Sub RightOutlane_Hit:Controller.Switch(35) = 1:PlaySoundAt "fx_sensor",RightOutlane:End Sub
Sub RightOutlane_UnHit:Controller.Switch(35) = 0:End Sub
Sub LeftOutlane_Hit:Controller.Switch(36) = 1:PlaySoundAt "fx_sensor",LeftOutlane:End Sub
Sub LeftOutlane_UnHit:Controller.Switch(36) = 0:End Sub
'targets
Sub sw20_Hit:vpmTimer.PulseSw(20):PlaySoundAtBall SoundFX("fx_target", DOFTargets):End Sub
Sub sw21_Hit:vpmTimer.PulseSw(21):PlaySoundAtBall SoundFX("fx_target", DOFTargets):End Sub
'Rollovers 2
Sub sw25_Hit:L16.State = 0:Controller.Switch(25) = 1:Me.TimerEnabled = 1:PlaySoundAt "fx_sensor",sw25:End Sub
Sub sw25_UnHit:Controller.Switch(25) = 0:End Sub
Sub sw25_Timer:Me.TimerEnabled = 0:L16.State = 1:End Sub
Sub sw26_Hit:L30.State = 0:Controller.Switch(26) = 1:Me.TimerEnabled = 1:PlaySoundAt "fx_sensor",sw26:End Sub
Sub sw26_UnHit:Controller.Switch(26) = 0:End Sub
Sub sw26_Timer:Me.TimerEnabled = 0:L30.State = 1:End Sub
Sub sw38_Hit:L31.State = 0:Controller.Switch(38) = 1:Me.TimerEnabled = 1:PlaySoundAt "fx_sensor",sw38:End Sub
Sub sw38_UnHit:Controller.Switch(38) = 0:End Sub
Sub sw38_Timer:Me.TimerEnabled = 0:L31.State = 1:End Sub
Sub sw39_Hit:L15.State = 0:Controller.Switch(39) = 1:Me.TimerEnabled = 1:PlaySoundAt "fx_sensor",sw39:End Sub
Sub sw39_UnHit:Controller.Switch(39) = 0:End Sub
Sub sw39_Timer:Me.TimerEnabled = 0:L15.State = 1:End Sub
Sub sw40_Hit:L14.State = 0:Controller.Switch(40) = 1:Me.TimerEnabled = 1:PlaySoundAt "fx_sensor",sw40:End Sub
Sub sw40_UnHit:Controller.Switch(40) = 0:End Sub
Sub sw40_Timer:Me.TimerEnabled = 0:L14.State = 1:End Sub
' Drain & saucers
Sub Drain_Hit:bsTrough.AddBall Me:PlaySoundAt "fx_drain",Drain:End Sub
'Sub Drain_Hit:Me.Destroyball:End Sub 'only for debug
Sub sw34_Hit:bsSaucer.AddBall 0:PlaySoundAt "fx_kicker_enter", sw34:End Sub
'************************************
' LEDs Display
'Based on Scapino's 7 digit Reel LEDs
'************************************
Dim Digits(32)
Dim Patterns(11)
Dim Patterns2(11)
Patterns(0) = 0 'empty
Patterns(1) = 63 '0
Patterns(2) = 6 '1
Patterns(3) = 91 '2
Patterns(4) = 79 '3
Patterns(5) = 102 '4
Patterns(6) = 109 '5
Patterns(7) = 125 '6
Patterns(8) = 7 '7
Patterns(9) = 127 '8
Patterns(10) = 111 '9
Patterns2(0) = 128 'empty
Patterns2(1) = 191 '0
Patterns2(2) = 134 '1
Patterns2(3) = 219 '2
Patterns2(4) = 207 '3
Patterns2(5) = 230 '4
Patterns2(6) = 237 '5
Patterns2(7) = 253 '6
Patterns2(8) = 135 '7
Patterns2(9) = 255 '8
Patterns2(10) = 239 '9
Set Digits(0) = a0
Set Digits(1) = a1
Set Digits(2) = a2
Set Digits(3) = a3
Set Digits(4) = a4
Set Digits(5) = a5
Set Digits(6) = a6
Set Digits(7) = b0
Set Digits(8) = b1
Set Digits(9) = b2
Set Digits(10) = b3
Set Digits(11) = b4
Set Digits(12) = b5
Set Digits(13) = b6
Set Digits(14) = c0
Set Digits(15) = c1
Set Digits(16) = c2
Set Digits(17) = c3
Set Digits(18) = c4
Set Digits(19) = c5
Set Digits(20) = c6
Set Digits(21) = d0
Set Digits(22) = d1
Set Digits(23) = d2
Set Digits(24) = d3
Set Digits(25) = d4
Set Digits(26) = d5
Set Digits(27) = d6
Set Digits(28) = e0
Set Digits(29) = e1
Set Digits(30) = e2
Set Digits(31) = e3
Sub UpdateLeds
On Error Resume Next
Dim ChgLED, ii, jj, chg, stat
ChgLED = Controller.ChangedLEDs(&HFF, &HFFFF)
If Not IsEmpty(ChgLED)Then
For ii = 0 To UBound(ChgLED)
chg = chgLED(ii, 1):stat = chgLED(ii, 2)
For jj = 0 to 10
If stat = Patterns(jj)OR stat = Patterns2(jj)then Digits(chgLED(ii, 0)).SetValue jj
Next
Next
End IF
End Sub
'**************
' Gi update
'**************
Dim OldGiState
OldGiState = -1 'start witht he Gi off
Sub GiON
For each x in aGiLights
x.State = 1
Next
End Sub
Sub GiOFF
For each x in aGiLights
x.State = 0
Next
End Sub
Sub GiEffect
For each x in aGiLights
x.Duration 2, 3000, 1
Next
End Sub
Sub GIUpdate
Dim tmp, obj
tmp = Getballs
If UBound(tmp) <> OldGiState Then
OldGiState = Ubound(tmp)
If UBound(tmp) = -1 Then
GiOff
Else
GiOn
End If
End If
End Sub
'**********************************************************
' JP's Lamp Fading for VPX and Vpinmame v4.0
' FadingStep used for all kind of lamps
' FlashLevel used for modulated flashers
' LampState keep the real lamp state in a array
'**********************************************************
Dim LampState(200), FadingStep(200), FlashLevel(200)
InitLamps() ' turn off the lights and flashers and reset them to the default parameters
' vpinmame Lamp & Flasher Timers
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) 'keep the real state in an array
FadingStep(chgLamp(ii, 0)) = chgLamp(ii, 1)
Next
End If
UpdateLeds
UpdateLamps
ExtraLights
End Sub
Sub UpdateLamps
Lamp 1, l1
Lamp 2, l2
Lamp 3, l3
Lamp 4, l4
Lamp 5, l5
Lampm 6, l48
Lamp 6, l6
Lamp 7, l7
Lamp 8, l8
Lampm 9, l71
Lamp 9, l9
Lampm 10, l67
Lamp 10, l10
Lamp 11, l11
Lamp 12, l12
Lamp 14, l14
Lamp 15, l15
Lamp 14, l14
Lamp 15, l15
Lamp 16, l16
Lamp 17, l17
Lamp 18, l18
Lamp 19, l19
Lamp 20, l20
Lamp 21, l21
Lamp 22, l22
Lamp 23, l23
Lamp 24, l24
Lampm 25, l70
Lamp 25, l25
Lampm 26, l66
Lamp 26, l26
Lamp 27, l27
Lamp 28, l28
Lamp 30, l30
Lamp 31, l31
Lamp 33, l33
Lampm 34, l64
Lamp 34, l34
Lamp 35, l35
Lamp 36, l36
Lamp 37, l37
Lamp 38, l38
Lamp 39, l39
Lamp 40, l40
Lampm 41, l69
Lamp 41, l41
Lampm 42, l65
Lamp 42, l42
Lamp 43, l43
Lamp 44, l44
Lamp 46, l46
Lamp 48, l48
Lamp 49, l49
Lamp 50, l50
Lamp 51, l51
Lamp 52, l52
Lampm 53, l32
Lamp 53, l53
Lamp 54, l54
Lamp 55, l55
Lamp 56, l56
Lampm 57, l68
Lamp 57, l57
Lamp 58, l58
Lamp 59, l59
Lamp 60, l60
Lamp 62, l62
Lamp 64, l64
Lamp 72, l72
' backdrop lights
Text 13, l13, "High Score to Date"
Textm 29, l29, "Same Player Shoots Again"
Lamp 29, l47 'table's shoot again light
Text 45, l45, "Game Over"
Text 61, l61, "TILT"
Text 63, l63, "Match"
End Sub
Sub ExtraLights()
If(LampState(10) = 1 AND LampState(26) = 1 AND LampState(42) = 1)Then
If LampState(72) = 0 Then SetLamp 72, 1
Else
If LampState(72) = 1 Then SetLamp 72, 0
End If
End Sub
' div lamp subs
' Normal Lamp & Flasher subs
Sub InitLamps()
Dim x
LampTimer.Interval = 10
LampTimer.Enabled = 1
For x = 0 to 200
FadingStep(x) = 0
FlashLevel(x) = 0
Next
End Sub
Sub SetLamp(nr, value) ' 0 is off, 1 is on
FadingStep(nr) = abs(value)
End Sub
' Lights: used for VPX standard lights, the fading is handled by VPX itself, they are here to be able to make them work together with the flashers
Sub Lamp(nr, object)
Select Case FadingStep(nr)
Case 1:object.state = 1:FadingStep(nr) = -1
Case 0:object.state = 0:FadingStep(nr) = -1
End Select
End Sub
Sub Lampm(nr, object) ' used for multiple lights, it doesn't change the fading state
Select Case FadingStep(nr)
Case 1:object.state = 1
Case 0:object.state = 0
End Select
End Sub
' Flashers: 0 starts the fading until it is off
Sub Flash(nr, object)
Dim tmp
Select Case FadingStep(nr)
Case 1:Object.IntensityScale = 1:FadingStep(nr) = -1
Case 0
tmp = Object.IntensityScale * 0.85 - 0.01
If tmp > 0 Then
Object.IntensityScale = tmp
Else
Object.IntensityScale = 0
FadingStep(nr) = -1
End If
End Select
End Sub
Sub Flashm(nr, object) 'multiple flashers, it doesn't change the fading state
Dim tmp
Select Case FadingStep(nr)
Case 1:Object.IntensityScale = 1
Case 0
tmp = Object.IntensityScale * 0.85 - 0.01
If tmp > 0 Then
Object.IntensityScale = tmp
Else
Object.IntensityScale = 0
End If
End Select
End Sub
' Desktop Objects: Reels & texts
' Reels - 4 steps fading
Sub Reel(nr, object)
Select Case FadingStep(nr)
Case 1:object.SetValue 1:FadingStep(nr) = -1
Case 0:object.SetValue 2:FadingStep(nr) = 2
Case 2:object.SetValue 3:FadingStep(nr) = 3
Case 3:object.SetValue 0:FadingStep(nr) = -1
End Select
End Sub
Sub Reelm(nr, object)
Select Case FadingStep(nr)
Case 1:object.SetValue 1
Case 0:object.SetValue 2
Case 2:object.SetValue 3
Case 3:object.SetValue 0
End Select
End Sub
' Reels non fading
Sub NfReel(nr, object)
Select Case FadingStep(nr)
Case 1:object.SetValue 1:FadingStep(nr) = -1
Case 0:object.SetValue 0:FadingStep(nr) = -1
End Select
End Sub
Sub NfReelm(nr, object)
Select Case FadingStep(nr)
Case 1:object.SetValue 1
Case 0:object.SetValue 0
End Select
End Sub
'Texts
Sub Text(nr, object, message)
Select Case FadingStep(nr)
Case 1:object.Text = message:FadingStep(nr) = -1
Case 0:object.Text = "":FadingStep(nr) = -1
End Select
End Sub
Sub Textm(nr, object, message)
Select Case FadingStep(nr)
Case 1:object.Text = message
Case 0:object.Text = ""
End Select
End Sub
' Modulated Subs for the WPC tables
Sub SetModLamp(nr, level)
FlashLevel(nr) = level / 150 'lights & flashers
End Sub
Sub LampMod(nr, object) ' modulated lights used as flashers
Object.IntensityScale = FlashLevel(nr)
Object.State = 1 'in case it was off
End Sub
Sub FlashMod(nr, object) 'sets the flashlevel from the SolModCallback
Object.IntensityScale = FlashLevel(nr)
End Sub
'Walls, flashers, ramps and Primitives used as 4 step fading images
'a,b,c,d are the images used from on to off
Sub FadeObj(nr, object, a, b, c, d)
Select Case FadingStep(nr)
Case 1:object.image = a:FadingStep(nr) = -1
Case 0:object.image = b:FadingStep(nr) = 2
Case 2:object.image = c:FadingStep(nr) = 3
Case 3:object.image = d:FadingStep(nr) = -1
End Select
End Sub
Sub FadeObjm(nr, object, a, b, c, d)
Select Case FadingStep(nr)
Case 1:object.image = a
Case 0:object.image = b
Case 2:object.image = c
Case 3:object.image = d
End Select
End Sub
Sub NFadeObj(nr, object, a, b)
Select Case FadingStep(nr)
Case 1:object.image = a:FadingStep(nr) = -1
Case 0:object.image = b:FadingStep(nr) = -1
End Select
End Sub
Sub NFadeObjm(nr, object, a, b)
Select Case FadingStep(nr)
Case 1:object.image = a
Case 0:object.image = b
End Select
End Sub
'*********************************
' Diverse Collection Hit Sounds
'*********************************
Sub aMetals_Hit(idx):PlaySoundAtBall "fx_MetalHit":End Sub
Sub aMetalWires_Hit(idx):PlaySoundAtBall "fx_MetalWire":End Sub
Sub aRubber_Bands_Hit(idx):PlaySoundAtBall "fx_rubber_band":End Sub
Sub aRubber_LongBands_Hit(idx):PlaySoundAtBall "fx_rubber_longband":End Sub
Sub aRubber_Posts_Hit(idx):PlaySoundAtBall "fx_rubber_post":End Sub
Sub aRubber_Pins_Hit(idx):PlaySoundAtBall "fx_rubber_pin":End Sub
Sub aRubber_Pegs_Hit(idx):PlaySoundAtBall "fx_rubber_peg":End Sub
Sub aPlastics_Hit(idx):PlaySoundAtBall "fx_PlasticHit":End Sub
Sub aGates_Hit(idx):PlaySoundAtBall "fx_Gate":End Sub
Sub aWoods_Hit(idx):PlaySoundAtBall "fx_Woodhit":End Sub
'***************************************************************
' Supporting Ball & Sound Functions v4.0
' includes random pitch in PlaySoundAt and PlaySoundAtBall
'***************************************************************
Dim TableWidth, TableHeight
TableWidth = Table1.width
TableHeight = Table1.height
Function Vol(ball) ' Calculates the Volume of the sound based on the ball speed
Vol = Csng(BallVel(ball) ^2 / 2000)
End Function
Function Pan(ball) ' Calculates the pan for a ball based on the X position on the table. "table1" is the name of the table
Dim tmp
tmp = ball.x * 2 / TableWidth-1
If tmp > 0 Then
Pan = Csng(tmp ^10)
Else
Pan = Csng(-((- tmp) ^10))
End If
End Function
Function Pitch(ball) ' Calculates the pitch of the sound based on the ball speed
Pitch = BallVel(ball) * 20
End Function
Function BallVel(ball) 'Calculates the ball speed
BallVel = (SQR((ball.VelX ^2) + (ball.VelY ^2)))
End Function
Function AudioFade(ball) 'only on VPX 10.4 and newer
Dim tmp
tmp = ball.y * 2 / TableHeight-1
If tmp > 0 Then
AudioFade = Csng(tmp ^10)
Else
AudioFade = Csng(-((- tmp) ^10))
End If
End Function
Sub PlaySoundAt(soundname, tableobj) 'play sound at X and Y position of an object, mostly bumpers, flippers and other fast objects
PlaySound soundname, 0, 1, Pan(tableobj), 0.2, 0, 0, 0, AudioFade(tableobj)
End Sub
Sub PlaySoundAtBall(soundname) ' play a sound at the ball position, like rubbers, targets, metals, plastics
PlaySound soundname, 0, Vol(ActiveBall), pan(ActiveBall), 0.2, Pitch(ActiveBall) * 10, 0, 0, AudioFade(ActiveBall)
End Sub
Function RndNbr(n) 'returns a random number between 1 and n
Randomize timer
RndNbr = Int((n * Rnd) + 1)
End Function
'***********************************************
' JP's VP10 Rolling Sounds + Ballshadow v4.0
' uses a collection of shadows, aBallShadow
'***********************************************
Const tnob = 19 'total number of balls
Const lob = 0 'number of locked balls
Const maxvel = 30 'max ball velocity
ReDim rolling(tnob)
InitRolling
Sub InitRolling
Dim i
For i = 0 to tnob
rolling(i) = False
Next
End Sub
Sub RollingUpdate()
Dim BOT, b, ballpitch, ballvol, speedfactorx, speedfactory
BOT = GetBalls
' stop the sound of deleted balls
For b = UBound(BOT) + 1 to tnob
rolling(b) = False
StopSound("fx_ballrolling" & b)
aBallShadow(b).Y = 3000
Next
' exit the sub if no balls on the table
If UBound(BOT) = lob - 1 Then Exit Sub 'there no extra balls on this table
' play the rolling sound for each ball and draw the shadow
For b = lob to UBound(BOT)
aBallShadow(b).X = BOT(b).X
aBallShadow(b).Y = BOT(b).Y
aBallShadow(b).Height = BOT(b).Z -Ballsize/2
If BallVel(BOT(b))> 1 Then
If BOT(b).z <30 Then
ballpitch = Pitch(BOT(b))
ballvol = Vol(BOT(b))
Else
ballpitch = Pitch(BOT(b)) + 50000 'increase the pitch on a ramp
ballvol = Vol(BOT(b)) * 5
End If
rolling(b) = True
PlaySound("fx_ballrolling" & b), -1, ballvol, Pan(BOT(b)), 0, ballpitch, 1, 0, AudioFade(BOT(b))
Else
If rolling(b) = True Then
StopSound("fx_ballrolling" & b)
rolling(b) = False
End If
End If
' rothbauerw's Dropping Sounds
If BOT(b).VelZ <-1 and BOT(b).z <55 and BOT(b).z> 27 Then 'height adjust for ball drop sounds
PlaySound "fx_balldrop", 0, ABS(BOT(b).velz) / 17, Pan(BOT(b)), 0, Pitch(BOT(b)), 1, 0, AudioFade(BOT(b))
End If
' jps ball speed & spin control
BOT(b).AngMomZ = BOT(b).AngMomZ * 0.95
If BOT(b).VelX AND BOT(b).VelY <> 0 Then