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Copy pathAttack of the Killer Tomatoes (Iceman 2023) MusicMOD.vbs
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Attack of the Killer Tomatoes (Iceman 2023) MusicMOD.vbs
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' Seawitch / Stern / IPD No. 2089 / May, 1980 / 4 Players
' VPX - version by JPSalas 2020, version 1.0.0. Graphics by Martin Brunker
' vpinmame script based on destruk script
' PupPack by Dr.Nobody
' Glow Ball by BabyBackBitch084
' Table Reskin Balutito & Table Reskin for Attack of the Killer Tomatoes by Iceman 2023 have Fun not for Sale
Option Explicit
Randomize
'****** PuP Variables ******
Dim usePUP: Dim cPuPPack: Dim PuPlayer: Dim PUPStatus: PUPStatus=false ' dont edit this line!!!
'*************************** PuP Settings for this table ********************************
usePUP = False ' enable Pinup Player functions for this table
cPuPPack = "Tomatoe" ' name of the PuP-Pack / PuPVideos folder for this table
'//////////////////// PINUP PLAYER: STARTUP & CONTROL SECTION //////////////////////////
' This is used for the startup and control of Pinup Player
Sub PuPStart(cPuPPack)
If PUPStatus=true then Exit Sub
If usePUP=true then
Set PuPlayer = CreateObject("PinUpPlayer.PinDisplay")
If PuPlayer is Nothing Then
usePUP=false
PUPStatus=false
Else
PuPlayer.B2SInit "",cPuPPack 'start the Pup-Pack
PUPStatus=true
End If
End If
End Sub
Sub pupevent(EventNum)
if (usePUP=false or PUPStatus=false) then Exit Sub
PuPlayer.B2SData "E"&EventNum,1 'send event to Pup-Pack
End Sub
' ******* How to use PUPEvent to trigger / control a PuP-Pack *******
' Usage: pupevent(EventNum)
' EventNum = PuP Exxx trigger from the PuP-Pack
' Example: pupevent 102
' This will trigger E102 from the table's PuP-Pack
' DO NOT use any Exxx triggers already used for DOF (if used) to avoid any possible confusion
'************ PuP-Pack Startup **************
PuPStart(cPuPPack) 'Check for PuP - If found, then start Pinup Player / PuP-Pack
'***************************************************************************************
'************************
'Glowball
'*************************
Dim GlowAura,GlowIntensity,ChooseBall
GlowAura=230 'GlowBlob Auroa radius
GlowIntensity=25'Glowblob intensity
'***************************************************************************************
Const BallSize = 50
Const BallMass = 1
On Error Resume Next
ExecuteGlobal GetTextFile("controller.vbs")
If Err Then MsgBox "You need the Controller.vbs file in order to run this table (installed with the VPX package in the scripts folder)"
On Error Goto 0
LoadVPM "01120100", "stern.vbs", 3.1
Const UseSolenoids = 2
Const UseLamps = 0
Const UseSync = 0
Const HandleMech = 0
Const SSolenoidOn = "fx_solenoidon"
Const SSolenoidOff = "fx_solenoidoff"
Const SCoin = "fx_Coin"
Dim VarHidden:VarHidden = Table1.ShowDT
if B2SOn = true then VarHidden = 1
Dim x
' Remove desktop items in FS mode
If Table1.ShowDT then
For each x in aReels
x.Visible = 1
Next
Else
For each x in aReels
x.Visible = 0
Next
End If
'************
' Table init.
'************
Dim bsTrough, dtL, dtR, dtT
Const cGameName = "seawitch"
Sub Table1_Init
With Controller
.Games(cGameName).Settings.Value("sound") = 0'
.GameName = cGameName
If Err Then MsgBox "Can't start Game" & cGameName & vbNewLine & Err.Description:Exit Sub
.SplashInfoLine = "Andromeda, GamePlan, 1985" & vbnewline & "Table by jpsalas"
.Games(cGameName).Settings.Value("rol") = 0 '1= rotated display, 0= normal
.Games(cGameName).Settings.Value("sound") = 0 '1 enabled rom sound
.HandleMechanics = 0
.ShowDMDOnly = 1
.ShowFrame = 0
.ShowTitle = 0
.Hidden = VarHidden
On Error Resume Next
.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
.Run GetPlayerHWnd
If Err Then MsgBox Err.Description
On Error Goto 0
End With
vpmNudge.TiltSwitch = 7
vpmNudge.Sensitivity = 5
vpmNudge.TiltObj = Array(bumper1, bumper2, bumper3, LeftSlingshot, RightSlingshot)
Set bsTrough = New cvpmBallStack
bsTrough.InitNoTrough BallRelease, 33, 90, 8
bsTrough.InitExitSnd SoundFX("fx_ballrel", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
Set dtL = New cvpmDropTarget
dtL.InitDrop Array(sw40, sw39, sw38), Array(40, 39, 38)
dtL.InitSnd SoundFX("splat", DOFContactors), SoundFX("fx_resetdrop", DOFContactors)
dtL.CreateEvents "dtL"
Set dtR = New cvpmDropTarget
dtR.InitDrop Array(sw21, sw22, sw23, sw24), Array(21, 22, 23, 24)
dtR.InitSnd SoundFX("splat", DOFContactors), SoundFX("fx_resetdrop", DOFContactors)
dtR.CreateEvents "dtR"
Set dtT = New cvpmDropTarget
dtT.InitDrop Array(sw32, sw31, sw30, sw29), Array(32, 31, 30, 29)
dtT.InitSnd SoundFX("splat", DOFContactors), SoundFX("fx_resetdrop", DOFContactors)
dtT.CreateEvents "dtT"
PinMAMETimer.Interval = PinMAMEInterval
PinMAMETimer.Enabled = 1
' turn the RealTimeUpdates timer
RealTimeUpdates.Enabled = 1
' turn on Gi lights
vpmtimer.addtimer 1500, "Gion '"
ChangeBall(1) 'turn on glowballs
PlayMusic "Tomatoes\intro.mp3"
End Sub
'******************
' RealTime Updates
'******************
'Set MotorCallback = GetRef("RealTimeUpdates") 'use this for a faster update
Sub RealTimeUpdates_Timer
RollingUpdate
LeftFlipperTop.RotZ = LeftFlipper.CurrentAngle
LeftFlipperTop001.RotZ = LeftFlipper001.CurrentAngle
RightFlipperTop.RotZ = RightFlipper.CurrentAngle
RightFlipperTop001.RotZ = RightFlipper001.CurrentAngle
MetalGate.RotZ = Flipper001.CurrentAngle - 27
End Sub
'**********
' Music MOD
'**********
Dim musicNum
Sub NextTrack
If musicNum = 0 Then PlayMusic "Tomatoes\Attack of the Killer Tomatoes - Original.mp3" End If
If musicNum = 1 Then PlayMusic "Tomatoes\Return of the Killer Tomatoes - Rick Patterson.mp3" End If
If musicNum = 2 Then PlayMusic "Tomatoes\Tomato Stomp.mp3" End If
If musicNum = 3 Then PlayMusic "Tomatoes\Tomato Head - Shonen Knife.mp3" End If
If musicNum = 4 Then PlayMusic "Tomatoes\Tomatoes On The Rampage - Cincinnati Pops.mp3" End If
If musicNum = 5 Then PlayMusic "Tomatoes\Hot Tomato - Freddie King.mp3" End If
musicNum = (musicNum + 1) mod 6
If musicNum > 6 Then musicNum = 0
End Sub
Sub Table1_MusicDone
NextTrack
End Sub
'**********
' Keys
'**********
Sub table1_KeyDown(ByVal Keycode)
If keycode = PlungerKey Then PlaySound "fx_PlungerPull", 0, 1, 0.1, 0.25:Plunger.Pullback
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 = RightMagnaSave Then NextTrack
If keycode = LeftMagnaSave Then EndMusic
If keycode = StartGameKey Then EndMusic
If keycode = StartGameKey Then NextTrack
If vpmKeyDown(keycode)Then Exit Sub
End Sub
Sub table1_KeyUp(ByVal Keycode)
If vpmKeyUp(keycode)Then Exit Sub
If keycode = PlungerKey Then PlaySound "fx_plunger", 0, 1, 0.1, 0.25:Plunger.Fire
End Sub
'********************
' Flippers
'********************
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"
Sub SolLFlipper(Enabled)
If Enabled Then
PlaySoundAt SoundFX("fx_flipperup", DOFFlippers), LeftFlipper
LeftFlipper.EOSTorque = 0.85:LeftFlipper.EOSTorque = 0.85
LeftFlipper.RotateToEnd:LeftFlipper001.RotateToEnd
Else
PlaySoundAt SoundFX("fx_flipperdown", DOFFlippers), LeftFlipper
LeftFlipper.EOSTorque = .25:LeftFlipper.EOSTorque = .25
LeftFlipper.RotateToStart:LeftFlipper001.RotateToStart
End If
End Sub
Sub SolRFlipper(Enabled)
If Enabled Then
PlaySoundAt SoundFX("fx_flipperup", DOFFlippers), RightFlipper
RightFlipper.EOSTorque = 0.85:RightFlipper.EOSTorque = 0.85
RightFlipper.RotateToEnd:RightFlipper001.RotateToEnd
Else
PlaySoundAt SoundFX("fx_flipperdown", DOFFlippers), RightFlipper
RightFlipper.EOSTorque = 0.25:RightFlipper.EOSTorque = 0.25
RightFlipper.RotateToStart:RightFlipper001.RotateToStart
End If
End Sub
Sub LeftFlipper_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 60, pan(ActiveBall), 0.2, 0, 0, 0, AudioFade(ActiveBall)
End Sub
Sub RightFlipper_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 60, pan(ActiveBall), 0.2, 0, 0, 0, AudioFade(ActiveBall)
End Sub
Sub LeftFlipper001_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 60, pan(ActiveBall), 0.2, 0, 0, 0, AudioFade(ActiveBall)
End Sub
Sub RightFlipper001_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 60, pan(ActiveBall), 0.2, 0, 0, 0, AudioFade(ActiveBall)
End Sub
'*********
'Solenoids
'*********
SolCallback(6) = "vpmSolSound SoundFX(""fx_Knocker"",DOFKnocker),"
SolCallback(9) = "dtT.SolDropUp"
SolCallback(8) = "dtL.SolDropUp"
SolCallback(7) = "dtR.SolDropUp"
SolCallback(10) = "bsTrough.SolOut"
'*********
' Switches
'*********
' Slings
Dim LStep, RStep
Sub LeftSlingShot_Slingshot
PlaySoundAt SoundFX("fx_slingshot", DOFContactors), Lemk
DOF 101, DOFPulse
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
DOF 102, DOFPulse
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
'Drain & Kickers
Sub Drain_Hit
PlaySoundAt "fx_drain", Drain
vpmTimer.addTimer 4750, "bsTrough.addball Drain '"
PlayMusic "Tomatoes\Ball lost.mp3"
End Sub
'Spinner
Sub sw5_Spin:vpmTimer.PulseSw(5):PlaysoundAt "fx_spinner", sw5:End Sub
'Lanes
Sub sw4_Hit:Controller.Switch(4) = 1:PlaySoundAt "fx_sensor", sw4:End Sub
Sub sw4_UnHit:Controller.Switch(4) = 0:End Sub
Sub sw25_Hit:Controller.Switch(25) = 1:PlaySoundAt "fx_sensor", sw25:End Sub
Sub sw25_UnHit:Controller.Switch(25) = 0:End Sub
Sub sw34_Hit:Controller.Switch(34) = 1:PlaySoundAt "fx_sensor", sw34:End Sub
Sub sw34_UnHit:Controller.Switch(34) = 0:End Sub
Sub sw35_Hit:Controller.Switch(35) = 1:PlaySoundAt "fx_sensor", sw35:End Sub
Sub sw35_UnHit:Controller.Switch(35) = 0:End Sub
Sub sw36_Hit:Controller.Switch(36) = 1:PlaySoundAt "fx_sensor", sw36:End Sub
Sub sw36_UnHit:Controller.Switch(36) = 0:End Sub
Sub sw37_Hit:Controller.Switch(37) = 1:PlaySoundAt "fx_sensor", sw37:End Sub
Sub sw37_UnHit:Controller.Switch(37) = 0:End Sub
'Targets
Sub sw17_Hit:vpmTimer.PulseSw(17):PlaySoundAtBall SoundFX("fx_target", DOFTargets):End Sub
Sub sw18_Hit:vpmTimer.PulseSw(18):PlaySoundAtBall SoundFX("fx_target", DOFTargets):End Sub
Sub sw19_Hit:vpmTimer.PulseSw(19):PlaySoundAtBall SoundFX("fx_target", DOFTargets):End Sub
Sub sw20_Hit:vpmTimer.PulseSw(20):PlaySoundAtBall SoundFX("fx_target", DOFTargets):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(14):PlaySoundAt SoundFX("fx_bumper", DOFContactors), bumper3:End Sub
'**********************************************************
' JP's Flasher Fading for VPX and Vpinmame
' (Based on Pacdude's Fading Light System)
' This is a fast fading for the Flashers in vpinmame tables
' just 4 steps, like in Pacdude's original script.
' Included the new Modulated flashers & Lights for WPC
'**********************************************************
Dim LampState(200), FadingState(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
FadingState(chgLamp(ii, 0)) = chgLamp(ii, 1) + 3 'fading step
Next
End If
UpdateLamps
UpdateLeds
End Sub
Sub UpdateLamps()
Lamp 1, li1
Lampm 2, li2
Flash 2, li2a
Lampm 3, li3
Flash 3, li3a
Lampm 4, li4a
Lamp 4, li4
Lamp 5, li5
Lamp 6, li6
Lamp 7, li7
Lamp 8, li8
Lamp 9, li9
Lamp 10, li10
Lamp 11, li11
Lamp 12, li12
Lamp 13, li13 'Highscore to date
Lamp 14, li14
Lamp 15, li15
' Lamp 16, li16
Lampm 17, li17
Flash 17, li17a
Lampm 18, li18
Flash 18, li18a
Lampm 19, li19
Flash 19, li19a
Lamp 20, li20
Lamp 21, li21
Lamp 22, li22
Lamp 23, li23
Lamp 24, li24
Lamp 25, li25
Lamp 26, li26
Lamp 27, li27
Lamp 28, li28
' Lamp 29, li29
Lamp 30, li30
Lamp 31, li31
Lampm 33, li33
Flash 33, li33a
Lampm 34, li34
Flash 34, li34a
Lampm 35, li35
Flash 35, li35a
Lamp 36, li36
Lamp 37, li37
Lamp 38, li38
Lamp 39, li39
Lamp 40, li40
' Lamp 41, li41
Lamp 42, li42
Lamp 43, li43
Lamp 44, li44
Lamp 45, li45 'Game Over
Lamp 46, li46
Lamp 47, li47
' Lamp 48, li48
Lampm 49, li49
Flash 49, li49a
Lampm 50, li50
Flash 50, li50a
Lamp 51, li51 ' Shoot again
Lamp 52, li52
Lamp 53, li53
Lamp 54, li54
Lamp 55, li55
Lamp 56, li56
' Lamp 57, li57
Lamp 58, li58
Lamp 59, li59
Lamp 60, li60
Lamp 61, li61 'tilt
Lamp 62, li62
Lamp 63, li63 'match
' Lamp 64, li64
' ball in play
End Sub
' div lamp subs
' Normal Lamp & Flasher subs
Sub InitLamps()
Dim x
LampTimer.Interval = 25 ' flasher fading speed
LampTimer.Enabled = 1
For x = 0 to 200
LampState(x) = 0
FadingState(x) = 3 ' used to track the fading state
FlashLevel(x) = 0
Next
End Sub
Sub SetLamp(nr, value) ' 0 is off, 1 is on
FadingState(nr) = abs(value) + 3
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 FadingState(nr)
Case 4:object.state = 1:FadingState(nr) = 0
Case 3:object.state = 0:FadingState(nr) = 0
End Select
End Sub
Sub Lampm(nr, object) ' used for multiple lights, it doesn't change the fading state
Select Case FadingState(nr)
Case 4:object.state = 1
Case 3:object.state = 0
End Select
End Sub
' Flashers: 4 is on,3,2,1 fade steps. 0 is off
Sub Flash(nr, object)
Select Case FadingState(nr)
Case 4:Object.IntensityScale = 1:FadingState(nr) = 0
Case 3:Object.IntensityScale = 0.66:FadingState(nr) = 2
Case 2:Object.IntensityScale = 0.33:FadingState(nr) = 1
Case 1:Object.IntensityScale = 0:FadingState(nr) = 0
End Select
End Sub
Sub Flashm(nr, object) 'multiple flashers, it doesn't change the fading state
Select Case FadingState(nr)
Case 4:Object.IntensityScale = 1
Case 3:Object.IntensityScale = 0.66
Case 2:Object.IntensityScale = 0.33
Case 1:Object.IntensityScale = 0
End Select
End Sub
' Desktop Objects: Reels & texts (you may also use lights on the desktop)
' Reels
Sub Reel(nr, object)
Select Case FadingState(nr)
Case 4:object.SetValue 1:FadingState(nr) = 0
Case 3:object.SetValue 2:FadingState(nr) = 2
Case 2:object.SetValue 3:FadingState(nr) = 1
Case 1:object.SetValue 0:FadingState(nr) = 0
End Select
End Sub
Sub Reelm(nr, object)
Select Case FadingState(nr)
Case 4:object.SetValue 1
Case 3:object.SetValue 2
Case 2:object.SetValue 3
Case 1:object.SetValue 0
End Select
End Sub
Sub NFadeReel(nr, object)
Select Case FadingState(nr)
Case 4:object.SetValue 1:FadingState(nr) = 1
Case 3:object.SetValue 0:FadingState(nr) = 0
End Select
End Sub
Sub NFadeReelm(nr, object)
Select Case FadingState(nr)
Case 4:object.SetValue 1
Case 3:object.SetValue 0
End Select
End Sub
'Texts
Sub Text(nr, object, message)
Select Case FadingState(nr)
Case 4:object.Text = message:FadingState(nr) = 0
Case 3:object.Text = "":FadingState(nr) = 0
End Select
End Sub
Sub Textm(nr, object, message)
Select Case FadingState(nr)
Case 4:object.Text = message
Case 3: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 and mostly Primitives used as 4 step fading lights
'a,b,c,d are the images used from on to off
Sub FadeObj(nr, object, a, b, c, d)
Select Case FadingState(nr)
Case 4:object.image = a:FadingState(nr) = 0 'fading to off...
Case 3:object.image = b:FadingState(nr) = 2
Case 2:object.image = c:FadingState(nr) = 1
Case 1:object.image = d:FadingState(nr) = 0
End Select
End Sub
Sub FadeObjm(nr, object, a, b, c, d)
Select Case FadingState(nr)
Case 4:object.image = a
Case 3:object.image = b
Case 2:object.image = c
Case 1:object.image = d
End Select
End Sub
Sub NFadeObj(nr, object, a, b)
Select Case FadingState(nr)
Case 4:object.image = a:FadingState(nr) = 0 'off
Case 3:object.image = b:FadingState(nr) = 0 'on
End Select
End Sub
Sub NFadeObjm(nr, object, a, b)
Select Case FadingState(nr)
Case 4:object.image = a
Case 3:object.image = b
End Select
End Sub
'******************************
' Diverse Collection Hit Sounds
'******************************
Sub aMetals_Hit(idx):PlaySoundAtBall "fx_MetalHit":End Sub
Sub aRubber_Bands_Hit(idx):PlaySoundAtBall "fx_rubber_band":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 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
Sub Flipper001_Collide(parm)
PlaySound "fx_metalhit", 0, parm / 60, pan(ActiveBall), 0.2, 0, 0, 0, AudioFade(ActiveBall)
End Sub
' *********************************************************************
' Supporting Ball & Sound Functions
' *********************************************************************
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 / table1.width-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 / Table1.height-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), 0.06, 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, 0, 0, 0, AudioFade(ActiveBall)
End Sub
'********************************************
' JP's VP10 Rolling Sounds + Ballshadow
' uses a collection of shadows, aBallShadow
'********************************************
Const tnob = 20 ' total number of balls
Const lob = 0 'number of locked balls
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
BOT = GetBalls
' stop the sound of deleted balls
For b = UBound(BOT) + 1 to tnob
rolling(b) = False
StopSound("fx_ballrolling" & b)
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
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)) + 25000 'increase the pitch on a ramp
ballvol = Vol(BOT(b)) * 10
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
Next
End Sub
'**********************
' Ball Collision Sound
'**********************
Sub OnBallBallCollision(ball1, ball2, velocity)
PlaySound("fx_collide"), 0, Csng(velocity) ^2 / 2000, Pan(ball1), 0, Pitch(ball1), 0, 0, AudioFade(ball1)
End Sub
'************************************
' LEDs Display
' Based on Scapino's 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
'Assign 7-digit output to reels
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 Lights
'*******************
Sub GiOn
Dim bulb
For each bulb in aGiLights
bulb.State = 1
Next
End Sub
Sub GiOff
Dim bulb
For each bulb in aGiLights
bulb.State = 0
Next
End Sub
'Stern Sea Witch
'added by Inkochnito
Sub editDips
Dim vpmDips:Set vpmDips = New cvpmDips
With vpmDips
.AddForm 700, 400, "Sea Witch - DIP switches"
.AddChk 2, 10, 115, Array("Match feature", &H00100000) 'dip 21
.AddChk 120, 10, 115, Array("Credits display", &H00080000) 'dip 20
.AddChk 240, 10, 125, Array("Background sound", &H00002000) 'dip 14
.AddFrame 2, 30, 190, "Maximum credits", &H00060000, Array("10 credits", 0, "15 credits", &H00020000, "25 credits", &H00040000, "40 credits", &H00060000) 'dip 18&19
.AddFrame 2, 105, 190, "High game to date", 49152, Array("points", 0, "1 free game", &H00004000, "2 free games", 32768, "3 free games", 49152) 'dip 15&16
.AddFrame 2, 180, 190, "High score feature", &H00000020, Array("extra ball", 0, "replay", &H00000020) 'dip 6
.AddFrame 2, 226, 190, "Special adjustment", &H00000080, Array("special on 7X", 0, "special on 6X or 7X and resets to 3X", &H00000080) 'dip 8
.AddFrame 2, 272, 190, "Outlane special", &H00010000, Array("alternating", 0, "both lites stay on", &H00010000) 'dip 17
.AddFrame 205, 30, 190, "Special award", &HC0000000, Array("no award", 0, "100,000 points", &H40000000, "free ball", &H80000000, "free game", &HC0000000) 'dip 31&32
.AddFrame 205, 105, 190, "Extra ball lites", &H00C00000, Array("completely off", 0, "left on, both off, right on, both off", &H00400000, "alternate left to right", &H00800000, "alternate both on and off", &H00C00000) 'dip 23&24
.AddFrame 205, 180, 190, "Balls per game", &H00000040, Array("3 balls", 0, "5 balls", &H00000040) 'dip 7
.AddFrame 205, 226, 190, "Special limit", &H00200000, Array("1 per ball", 0, "1 per game", &H00200000) 'dip 22
.AddFrame 205, 272, 190, "Extra ball memory", &H30000000, Array("only 1 stored in memory", 0, "maximum 3 stored in memory", &H10000000, "maximum 5 stored in memory", &H30000000) 'dip 29&30
.AddLabel 50, 340, 300, 20, "After hitting OK, press F3 to reset game with new settings."
.ViewDips
End With
End Sub
Set vpmShowDips = GetRef("editDips")
'**********************************************************************************************************
'*********** Glowball Section *****************************************************************************
Dim GlowBall, CustomBulbIntensity(3)
Dim GBred(3)
Dim GBgreen(3)
Dim GBblue(3)
Dim CustomBallImage(3), CustomBallLogoMode(3), CustomBallDecal(3), CustomBallGlow(3)
' red GlowBall
CustomBallGlow(1) = True
GBred(1) = 255 : GBgreen(1) = 1 : GBblue(1) = 1
' blue GlowBall
'CustomBallGlow(1) = True
'GBred(1) = 1 : GBgreen(1) = 33 : GBblue(1) = 105
Dim Glowing(10)
Set Glowing(0) = Glowball1 : Set Glowing(1) = Glowball2 : Set Glowing(2) = Glowball3 : Set Glowing(3) = Glowball4
'*** change ball appearance ***
Sub ChangeBall(ballnr)
Dim BOT, ii, col
GlowBall = CustomBallGlow(ballnr)
For ii = 0 to 3
col = RGB(GBred(ballnr), GBgreen(ballnr), GBblue(ballnr))
Glowing(ii).color = col : Glowing(ii).colorfull = col
Next
End Sub
' *** Ball Shadow code / Glow Ball code / Primitive Flipper Update ***
Dim BallShadowArray
BallShadowArray = Array (BallShadow1, BallShadow2, BallShadow3,BallShadow4,BallShadow5)
Sub GraphicsTimer_Timer()
Dim BOT, b
BOT = GetBalls
' switch off glowlight for removed Balls
IF GlowBall Then
For b = UBound(BOT) + 1 to 3
If GlowBall and Glowing(b).state = 1 Then Glowing(b).state = 0 End If
Next
End If
For b = 0 to UBound(BOT)
If GlowBall and b < 4 Then
If Glowing(b).state = 0 Then Glowing(b).state = 1 end if
Glowing(b).BulbHaloHeight = BOT(b).z + 32
Glowing(b).x = BOT(b).x
Glowing(b).y = BOT(b).Y+10
Glowing(b).falloff=GlowAura 'GlowBlob Auroa radius
Glowing(b).intensity=GlowIntensity 'Glowblob intensity
End If
Next
End Sub
Sub table1_Exit():Controller.Games(cGameName).Settings.Value("sound") = 1:Controller.Stop : End Sub