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Copy pathSpace Shuttle (Taito do Brasil - 1982) v55_VPX8.vbs
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Space Shuttle (Taito do Brasil - 1982) v55_VPX8.vbs
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' Taito's Space Shuttle / IPD No. 4583 / 4 Players
' VPX - version by JPSalas 2020, version 5.5.0
Option Explicit
Randomize
Const BallSize = 50
Const BallMass = 1
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
LoadVPM "01550000", "Taito.vbs", 3.26
Dim bsTrough, dtCbank, dtRbank, bsLeftSaucer, bsRightSaucer, x
Const cGameName = "sshuttle"
Const UseSolenoids = 2
Const UseLamps = 0
Const UseGI = 0
Const UseSync = 0 'set it to 1 if the table runs too fast
Const HandleMech = 0
Const vpmhidden = 1 'hide the vpinmame window
If Table1.ShowDT = true then
For each x in aReels
x.Visible = 1
Next
else
For each x in aReels
x.Visible = 0
Next
end if
' Standard Sounds
Const SSolenoidOn = "fx_SolenoidOn"
Const SSolenoidOff = "fx_SolenoidOff"
Const SCoin = "fx_Coin"
'******************
' Realtime Updates
'******************
Sub RealTime_Timer
GIUpdate
RollingUpdate
End Sub
Sub DiverterFlipper_Animate: Diverter.RotZ = DiverterFlipper.CurrentAngle: End Sub
Sub PostFlipper_Animate: Popup.Z = PostFlipper.CurrentAngle: End Sub
'************
' Table init.
'************
Sub table1_Init
'NVramPatchLoad
vpmInit me
With Controller
.GameName = cGameName
If Err Then MsgBox "Can't start Game" & cGameName & vbNewLine & Err.Description:Exit Sub
.SplashInfoLine = "Space Shuttle - Taito 1984" & vbNewLine & "VPX table by JPSalas v5.5.0"
.Games(cGameName).Settings.Value("sound") = 1
.HandleKeyboard = 0
.ShowTitle = 0
.ShowDMDOnly = 1
.ShowFrame = 0
.HandleMechanics = 0
.Hidden = vpmhidden
.Games(cGameName).Settings.Value("rol") = 0 '1= rotated display, 0= normal
'.SetDisplayPosition 0,0, GetPlayerHWnd 'restore dmd window position
On Error Resume Next
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 GetPlayerHWnd
On Error Goto 0
End With
' Nudging
vpmNudge.TiltSwitch = 30
vpmNudge.Sensitivity = 3
vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, LeftSlingshot, RightSlingshot)
' Trough
Set bsTrough = New cvpmBallStack
With bsTrough
.InitSw 0, 1, 11, 21, 0, 0, 0, 0
.InitKick BallRelease, 90, 4
.InitExitSnd SoundFX("fx_ballrel", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
.Balls = 3
End With
' Saucers
Set bsRightSaucer = New cvpmBallStack
bsRightSaucer.InitSaucer sw3, 3, 180, 16
bsRightSaucer.InitExitSnd SoundFX("fx_kicker", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
bsRightSaucer.KickForceVar = 3
Set bsLeftSaucer = New cvpmBallStack
bsLeftSaucer.InitSaucer sw2, 2, 180, 16
bsLeftSaucer.InitExitSnd SoundFX("fx_kicker", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
bsLeftSaucer.KickForceVar = 3
' Drop targets
set dtCbank = new cvpmdroptarget
dtCbank.InitDrop sw43, 43
dtCbank.initsnd SoundFX("fx_droptarget", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
dtCbank.CreateEvents "dtCbank"
set dtRbank = new cvpmdroptarget
dtRbank.InitDrop Array(sw4, sw14, sw24), Array(4, 14, 24)
dtRbank.initsnd SoundFX("fx_droptarget", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
dtRbank.CreateEvents "dtRbank"
' Main Timer init
PinMAMETimer.Interval = PinMAMEInterval
PinMAMETimer.Enabled = 1
RealTime.Enabled = 1
' Turn on Gi
vpmtimer.addtimer 1500, "GiOn '"
LoadLUT
solpost 0
End Sub
Sub table1_Paused:Controller.Pause = 1:End Sub
Sub table1_unPaused:Controller.Pause = 0:End Sub
Sub table1_exit
'NVramPatchExit
Controller.stop
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 = RightFlipperKey Then Controller.Switch(31) = 1
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 keycode = RightFlipperKey Then Controller.Switch(31) = 0
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
'*********
' 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 42
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 41
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
' Bumpers
Sub Bumper1_Hit:vpmTimer.PulseSw 35:PlaySoundAt SoundFX("fx_bumper", DOFContactors), Bumper1:End Sub
Sub Bumper2_Hit:vpmTimer.PulseSw 55:PlaySoundAt SoundFX("fx_bumper", DOFContactors), Bumper2:End Sub
Sub Bumper3_Hit:vpmTimer.PulseSw 45:PlaySoundAt SoundFX("fx_bumper", DOFContactors), Bumper3:End Sub
' Drain & Saucers
Sub Drain_Hit:PlaysoundAt "fx_drain", Drain:bsTrough.AddBall Me:End Sub
Sub sw3_Hit:PlaysoundAt "fx_kicker_enter", sw3:bsRightSaucer.AddBall 0:End Sub
Sub sw2_Hit:PlaysoundAt "fx_kicker_enter", sw2:bsLeftSaucer.AddBall 0:End Sub
' Rollovers
Sub sw51_Hit:Controller.Switch(51) = 1:PlaySoundAt "fx_sensor", sw51:End Sub
Sub sw51_UnHit:Controller.Switch(51) = 0:End Sub
Sub sw61_Hit:Controller.Switch(61) = 1:PlaySoundAt "fx_sensor", sw61:End Sub
Sub sw61_UnHit:Controller.Switch(61) = 0:End Sub
Sub sw52_Hit:Controller.Switch(52) = 1:PlaySoundAt "fx_sensor", sw52:End Sub
Sub sw52_UnHit:Controller.Switch(52) = 0:End Sub
Sub sw62_Hit:Controller.Switch(62) = 1:PlaySoundAt "fx_sensor", sw62:End Sub
Sub sw62_UnHit:Controller.Switch(62) = 0:End Sub
Sub sw5_Hit:Controller.Switch(5) = 1:PlaySoundAt "fx_sensor", sw5:End Sub
Sub sw5_UnHit:Controller.Switch(5) = 0:End Sub
Sub sw15_Hit:Controller.Switch(15) = 1:PlaySoundAt "fx_sensor", sw15:End Sub
Sub sw15_UnHit:Controller.Switch(15) = 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 sw44_Hit:Controller.Switch(44) = 1:PlaySoundAt "fx_sensor", sw44:End Sub
Sub sw44_UnHit:Controller.Switch(44) = 0:End Sub
Sub sw64_Hit:Controller.Switch(64) = 1:PlaySoundAt "fx_sensor", sw64:End Sub
Sub sw64_UnHit:Controller.Switch(64) = 0:End Sub
' Right Ramp Exit
Sub sw65_Hit:vpmTimer.PulseSw 65:End Sub
' Spinners
Sub Spinner1_Spin:vpmTimer.PulseSw 71:PlaySoundAt "fx_spinner", Spinner1:End Sub
' Targets
Sub sw13_Hit:vpmTimer.PulseSw 13:PlaySoundAtBall SoundFX("fx_target", DOFDropTargets):End Sub
Sub sw23_Hit:vpmTimer.PulseSw 23:PlaySoundAtBall SoundFX("fx_target", DOFDropTargets):End Sub
Sub sw33_Hit:vpmTimer.PulseSw 33:PlaySoundAtBall SoundFX("fx_target", DOFDropTargets):End Sub
Sub sw53_Hit:vpmTimer.PulseSw 53:PlaySoundAtBall SoundFX("fx_target", DOFDropTargets):End Sub
Sub sw63_Hit:vpmTimer.PulseSw 63:PlaySoundAtBall SoundFX("fx_target", DOFDropTargets):End Sub
Sub sw73_Hit:vpmTimer.PulseSw 73:PlaySoundAtBall SoundFX("fx_target", DOFDropTargets):End Sub
Sub sw34_Hit:vpmTimer.PulseSw 34:PlaySoundAtBall SoundFX("fx_target", DOFDropTargets):End Sub
'Rubber animations
Dim Rub1, Rub2
Sub sw22_Hit: vpmTimer.PulseSw 22:Rub1 = 1:sw22_Timer:End Sub
Sub sw22_Timer
Select Case Rub1
Case 1:r12.Visible = 1:sw22.TimerEnabled = 1
Case 2:r12.Visible = 0:r13.Visible = 1
Case 3:r13.Visible = 0:sw22.TimerEnabled = 0
End Select
Rub1 = Rub1 + 1
End Sub
Sub sw72_Hit: vpmTimer.PulseSw 72:Rub2 = 1:sw72_Timer:End Sub
Sub sw72_Timer
Select Case Rub2
Case 1:r10.Visible = 1:sw72.TimerEnabled = 1
Case 2:r10.Visible = 0:r11.Visible = 1
Case 3:r11.Visible = 0:sw72.TimerEnabled = 0
End Select
Rub2 = Rub2 + 1
End Sub
' Rubbers
Sub sw12_Hit:vpmTimer.PulseSw 12:End Sub
Sub sw32_Hit:vpmTimer.PulseSw 32:End Sub
Sub sw54_Hit:vpmTimer.PulseSw 54:End Sub
'*********
'Solenoids
'*********
SolCallback(1) = "bsTrough.SolOut"
SolCallback(2) = "bsLeftSaucer.SolOut"
SolCallback(3) = "bsRightSaucer.SolOut"
SolCallback(4) = "SetLamp 104,"
SolCallback(5) = "SolPost"
SolCallback(6) = "SolGate"
SolCallback(7) = "dtCbank.SolDropUp"
SolCallback(8) = "dtRbank.SolDropUp"
SolCallback(17) = "SolGi" '17=relay
SolCallback(18) = "vpmNudge.SolGameOn"
Sub SolGi(enabled)
If enabled Then
GiOff
Else
GiOn
End If
End Sub
Sub SolPost(Enabled)
If Enabled Then
PostFlipper.RotateToStart
Popupwall.IsDropped = 0
PlaySound"fx_SolenoidOn"
Else
PostFlipper.RotateToEnd
Popupwall.IsDropped = 1
PlaySound"fx_SolenoidOff"
End If
End Sub
Sub SolGate(Enabled)
If Enabled Then
PlaySound"fx_SolenoidOn"
DiverterFlipper.RotateToEnd
Else
PlaySound"fx_SolenoidOff"
DiverterFlipper.RotateToStart
End If
End Sub
'*******************
' Flipper Subs Rev3
'*******************
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"
Sub SolLFlipper(Enabled)
If Enabled Then
PlaySoundAt SoundFX("fx_flipperup", DOFFlippers), LeftFlipper
LeftFlipper.RotateToEnd
LeftFlipperOn = 1
Else
PlaySoundAt SoundFX("fx_flipperdown", DOFFlippers), LeftFlipper
LeftFlipper.RotateToStart
LeftFlipperOn = 0
End If
End Sub
Sub SolRFlipper(Enabled)
If Enabled Then
PlaySoundAt SoundFX("fx_flipperup", DOFFlippers), RightFlipper
RightFlipper.RotateToEnd
RightFlipperOn = 1
Else
PlaySoundAt SoundFX("fx_flipperdown", DOFFlippers), RightFlipper
RightFlipper.RotateToStart
RightFlipperOn = 0
End If
End Sub
Sub LeftFlipper_Animate:LeftFlipperTop.RotZ = LeftFlipper.CurrentAngle: End Sub
Sub RightFlipper_Animate: RightFlipperTop.RotZ = RightFlipper.CurrentAngle: End Sub
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
'*********************************************************
' 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
'*****************
' Gi Effects
'*****************
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(enabled)
If enabled Then
For each x in aGiLights
x.Duration 2, 1000, 1
Next
End If
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 Flasher Fading for VPX and Vpinmame v3.0
' (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
UpdateLeds
UpdateLamps
'NVramPatchKeyCheck
End Sub
Sub UpdateLamps()
Lamp 0, li0
Lamp 1, li1
Lamp 10, li10
Lamp 100, li100
Lamp 101, li101
Lamp 102, li102
Lamp 103, li103
Lamp 109, li109
Lamp 11, li11
Lamp 110, li110
Lamp 111, li111
Lamp 112, li112
Lamp 113, li113
Lamp 119, li119
Lamp 12, li12
Lamp 120, li120
Lamp 121, li121
Lamp 122, li122
Lampm 123, li123a
Lamp 123, li123
Lamp 129, li129
Lamp 130, li130
Lampm 131, li131a
Lamp 131, li131
Lamp 132, li132
Lampm 133, li133a
Lamp 133, li133
Lamp 143, li143
Lamp 153, li153
Lamp 2, li2
Lamp 20, li20
Lamp 21, li21
Lamp 22, li22
Lamp 30, li30
Lamp 31, li31
Lamp 32, li32
Lampm 40, li40a
Lamp 40, li40
Lampm 41, li41a
Lamp 41, li41
Lamp 42, li42
Lamp 50, li50
Lamp 51, li51
Lamp 52, li52
Lamp 60, li60
Lamp 61, li61
Lamp 62, li62
Lamp 70, li70
Lamp 71, li71
Lamp 72, li72
Lamp 79, li79
Lamp 80, li80
Lamp 81, li81
Lamp 82, li82
Lamp 83, li83
Lamp 89, li89
Lamp 90, li90
Lamp 91, li91
Lamp 92, li92
Lamp 93, li93
Lamp 99, li99
'backdrop lights
Lamp 139, li139
Lamp 140, li140
Lamp 141, li141
Lamp 142, li142
Lamp 149, li149
Lamp 150, li150
Lamp 151, li151
Lamp 152, li152
'Flasher
Lampm 104, f4
Lampm 104, f4a
Lampm 104, f4b
Lampm 104, f4c
Lampm 104, f4d
Lamp 104, f4e
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
'************************************
' 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 6-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) = b0
Set Digits(7) = b1
Set Digits(8) = b2
Set Digits(9) = b3
Set Digits(10) = b4
Set Digits(11) = b5
Set Digits(12) = c0
Set Digits(13) = c1
Set Digits(14) = c2
Set Digits(15) = c3
Set Digits(16) = c4
Set Digits(17) = c5
Set Digits(18) = d0
Set Digits(19) = d1
Set Digits(20) = d2
Set Digits(21) = d3
Set Digits(22) = d4
Set Digits(23) = d5
Set Digits(24) = e0
Set Digits(25) = e1
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
'************************************
' Diverse Collection Hit Sounds v3.0
'************************************
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), 0.1, 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
'***********************************************