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Alien Poker 1.0.1.vbs
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Alien Poker 1.0.1.vbs
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' Alien Poker - Williams 1980
' IPD No. 48 / October, 1980 / 4 Players
' VPX - version by JPSalas 2017, version 1.0.1
' Thalamus 2018-07-18
' Added/Updated "Positional Sound Playback Functions" and "Supporting Ball & Sound Functions"
' Changed UseSolenoids=1 to 2
' Thalamus 2018-08-09 : Improved directional sounds
Option Explicit
Randomize
' Volume devided by - lower gets higher sound
Const VolDiv = 1000
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", "s6.vbs", 3.26
Dim bsTrough, bsLeftSaucer, bsRightSaucer, bsTopSaucer, dtbank, x
Const cGameName = "alpok_l6" '
'Const cGameName = "alpok_f6" 'France
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
Dim VarHidden
If Table1.ShowDT = true then
VarHidden = 1
For each x in aReels
x.Visible = 1
Next
else
VarHidden = 0
For each x in aReels
x.Visible = 0
Next
lrail.Visible = 0
rrail.Visible = 0
end if
if B2SOn = true then VarHidden = 1
' Standard Sounds
Const SSolenoidOn = "fx_Solenoid"
Const SSolenoidOff = ""
Const SCoin = "fx_Coin"
'************
' Table init.
'************
Sub table1_Init
vpmInit me
With Controller
.GameName = cGameName
If Err Then MsgBox "Can't start Game" & cGameName & vbNewLine & Err.Description:Exit Sub
.SplashInfoLine = "Alien Poker - Williams 1980" & vbNewLine & "VPX table by JPSalas v.1.0.1"
.HandleKeyboard = 0
.ShowTitle = 0
.ShowDMDOnly = 1
.ShowFrame = 0
.HandleMechanics = 0
.Hidden = VarHidden
.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 = swTilt
vpmNudge.Sensitivity = 3
vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, Bumper4, LeftSlingshot)
' Trough
Set bsTrough = New cvpmBallStack
With bsTrough
.InitSw 0, 9, 0, 0, 0, 0, 0, 0
.InitKick BallRelease, 90, 4
.InitExitSnd SoundFX("fx_ballrel", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
.Balls = 1
End With
' Drop targets
set dtbank = new cvpmdroptarget
dtbank.InitDrop Array(sw10, sw18, sw26, sw34, sw42), Array(10, 18, 26, 34, 42)
dtbank.initsnd SoundFX("", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
' Saucers
Set bsLeftSaucer = New cvpmBallStack
bsLeftSaucer.InitSaucer sw15, 15, 130, 15
bsLeftSaucer.InitExitSnd SoundFX("fx_kicker", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
bsLeftSaucer.KickForceVar = 6
Set bsRightSaucer = New cvpmBallStack
bsRightSaucer.InitSaucer sw29, 29, 180, 8
bsRightSaucer.InitExitSnd SoundFX("fx_kicker", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
bsRightSaucer.KickForceVar = 7
Set bsTopSaucer = New cvpmBallStack
bsTopSaucer.InitSaucer sw22, 22, 105, 6
bsTopSaucer.InitExitSnd SoundFX("fx_kicker", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
bsTopSaucer.KickForceVar = 4
' Main Timer init
PinMAMETimer.Interval = PinMAMEInterval
PinMAMETimer.Enabled = 1
' Turn on Gi
GiOn
End Sub
Sub table1_Paused:Controller.Pause = 1:End Sub
Sub table1_unPaused:Controller.Pause = 0:End Sub
Sub table1_exit: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 = PlungerKey Then PlaySoundAt "fx_PlungerPull",plunger:Plunger.Pullback
If KeyCode = RightFlipperKey Then Controller.Switch(43) = 1
If vpmKeyDown(keycode)Then Exit Sub
End Sub
Sub table1_KeyUp(ByVal Keycode)
If KeyCode = RightFlipperKey Then Controller.Switch(43) = 0
If vpmKeyUp(keycode)Then Exit Sub
If keycode = PlungerKey Then PlaySoundAt "fx_plunger", plunger:Plunger.Fire
End Sub
'*********
' Switches
'*********
' Slings
Dim LStep, RStep
Sub LeftSlingShot_Slingshot
PlaySound SoundFX("fx_slingshot", DOFContactors), 0, 1, -0.05, 0.05
LeftSling4.Visible = 1
Lemk.RotX = 26
LStep = 0
vpmTimer.PulseSw 13
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
' Scoring rubbers
Dim Rub1, Rub2, Rub3, Rub4, Rub5
Sub sw39_Hit:PlaySoundAt "fx_Rubber", sw10:vpmTimer.PulseSw 39:End Sub
Sub sw40_Hit:PlaySoundAt "fx_Rubber", sw10:vpmTimer.PulseSw 40:End Sub
Sub sw41_Hit:PlaySoundAt "fx_Rubber", sw10:vpmTimer.PulseSw 41:Rub1 = 1:sw41_Timer:End Sub
Sub sw41_Timer
Select Case Rub1
Case 1:rubber27.Visible = 0:rubber1.Visible = 1:sw41.TimerEnabled = 1
Case 2:rubber1.Visible = 0:rubber9.Visible = 1
Case 3:rubber9.Visible = 0:rubber27.Visible = 1:sw41.TimerEnabled = 0
End Select
Rub1 = Rub1 + 1
End Sub
Sub sw33_Hit:PlaySoundAt "fx_Rubber",Primitive9:vpmTimer.PulseSw 33:Rub2 = 1:sw33_Timer:End Sub
Sub sw33_Timer
Select Case Rub2
Case 1:rubber29.Visible = 0:rubber11.Visible = 1:sw33.TimerEnabled = 1
Case 2:rubber11.Visible = 0:rubber20.Visible = 1
Case 3:rubber20.Visible = 0:rubber29.Visible = 1:sw33.TimerEnabled = 0
End Select
Rub2 = Rub2 + 1
End Sub
Sub sw19_Hit:PlaySoundAt "fx_Rubber",Primitive7:vpmTimer.PulseSw 19:Rub3 = 1:sw19_Timer:End Sub
Sub sw19_Timer
Select Case Rub3
Case 1:rubber19.Visible = 0:rubber21.Visible = 1:sw19.TimerEnabled = 1
Case 2:rubber21.Visible = 0:rubber22.Visible = 1
Case 3:rubber22.Visible = 0:rubber19.Visible = 1:sw19.TimerEnabled = 0
End Select
Rub3 = Rub3 + 1
End Sub
Sub sw21_Hit:PlaySoundAt "fx_Rubber",Primitive77:vpmTimer.PulseSw 21:Rub4 = 1:sw21_Timer:End Sub
Sub sw21_Timer
Select Case Rub4
Case 1:rubber2.Visible = 0:rubber23.Visible = 1:sw21.TimerEnabled = 1
Case 2:rubber23.Visible = 0:rubber24.Visible = 1
Case 3:rubber24.Visible = 0:rubber2.Visible = 1:sw21.TimerEnabled = 0
End Select
Rub4 = Rub4 + 1
End Sub
Sub sw28_Hit:PlaySoundAt "fx_Rubber",Primitive76:vpmTimer.PulseSw 28:Rub5 = 1:sw28_Timer:End Sub
Sub sw28_Timer
Select Case Rub5
Case 1:rubber18.Visible = 0:rubber25.Visible = 1:sw28.TimerEnabled = 1
Case 2:rubber25.Visible = 0:rubber26.Visible = 1
Case 3:rubber26.Visible = 0:rubber18.Visible = 1:sw28.TimerEnabled = 0
End Select
Rub5 = Rub5 + 1
End Sub
' Bumpers
Sub Bumper1_Hit:vpmTimer.PulseSw 36:PlaySoundAt SoundFX("fx_bumper", DOFContactors), Bumper1:End Sub
Sub Bumper2_Hit:vpmTimer.PulseSw 35:PlaySoundAt SoundFX("fx_bumper", DOFContactors), Bumper2:End Sub
Sub Bumper3_Hit:vpmTimer.PulseSw 37:PlaySoundAt SoundFX("fx_bumper", DOFContactors), Bumper3:End Sub
Sub Bumper4_Hit:vpmTimer.PulseSw 38:PlaySoundAt SoundFX("fx_bumper", DOFContactors), Bumper4:End Sub
' Drain & Saucers
Sub Drain_Hit:PlaysoundAt "fx_drain", Drain:bsTrough.AddBall Me:End Sub
Sub sw15_Hit
PlaysoundAt "fx_kicker_enter", sw15
bsLeftSaucer.AddBall 0
If l25.State + l27.State = 2 Then GiEffect 2
End Sub
Sub sw29_Hit
PlaysoundAt "fx_kicker_enter", sw29
bsRightSaucer.AddBall 0
If l27.State + l26.State = 2 Then GiEffect 2
End Sub
Sub sw22_Hit
PlaysoundAt "fx_kicker_enter", sw22
bsTopSaucer.AddBall 0
If l25.State + l26.State = 2 Then GiEffect 2
End Sub
' Rollovers
Sub sw23_Hit:Controller.Switch(23) = 1:PlaySoundAt "fx_sensor", sw23:End Sub
Sub sw23_UnHit:Controller.Switch(23) = 0:End Sub
Sub sw24_Hit:Controller.Switch(24) = 1:PlaySoundAt "fx_sensor", sw24:End Sub
Sub sw24_UnHit:Controller.Switch(24) = 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 sw27_Hit:Controller.Switch(27) = 1:PlaySoundAt "fx_sensor", sw27:End Sub
Sub sw27_UnHit:Controller.Switch(27) = 0:End Sub
Sub sw11_Hit:Controller.Switch(11) = 1:PlaySoundAt "fx_sensor", sw11:End Sub
Sub sw11_UnHit:Controller.Switch(11) = 0:End Sub
Sub sw12_Hit:Controller.Switch(12) = 1:PlaySoundAt "fx_sensor", sw12:End Sub
Sub sw12_UnHit:Controller.Switch(12) = 0:End Sub
Sub sw32_Hit:Controller.Switch(32) = 1:PlaySoundAt "fx_sensor", sw32:End Sub
Sub sw32_UnHit:Controller.Switch(32) = 0:End Sub
' Droptargets
Sub sw10_Hit:PlaySoundAt SoundFX("fx_droptarget", DOFDropTargets), ActiveBall:End Sub
Sub sw18_Hit:PlaySoundAt SoundFX("fx_droptarget", DOFDropTargets), ActiveBall:End Sub
Sub sw26_Hit:PlaySoundAt SoundFX("fx_droptarget", DOFDropTargets), ActiveBall:End Sub
Sub sw34_Hit:PlaySoundAt SoundFX("fx_droptarget", DOFDropTargets), ActiveBall:End Sub
Sub sw42_Hit:PlaySoundAt SoundFX("fx_droptarget", DOFDropTargets), ActiveBall:End Sub
Sub sw10_Dropped:dtbank.Hit 1:End Sub
Sub sw18_Dropped:dtbank.Hit 2:End Sub
Sub sw26_Dropped:dtbank.Hit 3:End Sub
Sub sw34_Dropped:dtbank.Hit 4:End Sub
Sub sw42_Dropped:dtbank.Hit 5:End Sub
'Targets
Sub sw14_Hit
vpmTimer.PulseSw 14
PlaySoundAt SoundFX("fx_target", DOFDropTargets), sw14
If l33.State Then GiEffect 1
End Sub
Sub sw16_Hit
vpmTimer.PulseSw 16
PlaySoundAt SoundFX("fx_target", DOFDropTargets), sw16
If l34.State Then GiEffect 1
End Sub
Sub sw20_Hit
vpmTimer.PulseSw 20
PlaySoundAt SoundFX("fx_target", DOFDropTargets), sw20
If l35.State Then GiEffect 1
End Sub
Sub sw30_Hit
vpmTimer.PulseSw 30
PlaySoundAt SoundFX("fx_target", DOFDropTargets), sw30
If l36.State Then GiEffect 1
End Sub
'Spinner
Sub Spinner_Spin:vpmTimer.PulseSw 17:PlaysoundAt "fx_spinner", Spinner:End Sub
'*********
'Solenoids
'*********
SolCallback(1) = "bsTrough.SolOut"
SolCallback(2) = "SolLeftSaucer"
SolCallback(3) = "SolRightSaucer"
SolCallback(4) = "dtbank.SolUnHit 5,"
SolCallback(5) = "dtbank.SolUnhit 4,"
SolCallback(6) = "dtbank.SolUnHit 3,"
SolCallback(7) = "dtbank.SolUnHit 2,"
SolCallback(8) = "dtbank.SolUnhit 1,"
' sol 9, 10, 11, 12, 13 : Sound (!?)
SolCallback(14) = "vpmSolSound SoundFX(""fx_Knocker"",DOFKnocker),"
SolCallback(15) = "SolTopSaucer"
' sol 16 : coin lockout
' sol 17, 18, 19, 20: bumpers
SolCallback(21) = "dtbank.SolDropDown"
' sol 22 : left slingshot
SolCallback(23) = "vpmNudge.SolGameOn"
Dim sw15Pos, sw29Pos, sw22Pos
Sub SolLeftSaucer(enabled)
If enabled Then
bsLeftSaucer.ExitSol_On
sw15pos = 1:sw15.TimerEnabled = 1
End If
End Sub
Sub sw15_Timer
Select Case sw15Pos
Case 1:sw15p.rotx = -30
Case 2:sw15p.rotx = -20
Case 3:sw15p.rotx = -10
Case 4:sw15p.rotx = 0:sw15.TimerEnabled = 0
End select
sw15Pos = sw15Pos + 1
End Sub
Sub SolRightSaucer(enabled)
If enabled Then
bsRightSaucer.ExitSol_On
sw29pos = 1:sw29.TimerEnabled = 1
End If
End Sub
Sub sw29_Timer
Select Case sw29Pos
Case 1:sw29p.rotx = 30
Case 2:sw29p.rotx = 20
Case 3:sw29p.rotx = 10
Case 4:sw29p.rotx = 0:sw29.TimerEnabled = 0
End select
sw29Pos = sw29Pos + 1
End Sub
Sub SolTopSaucer(enabled)
If enabled Then
bsTopSaucer.ExitSol_On
sw22pos = 1:sw22.TimerEnabled = 1
End If
End Sub
Sub sw22_Timer
Select Case sw22Pos
Case 1:sw22p.roty = 30
Case 2:sw22p.roty = 20
Case 3:sw22p.roty = 10
Case 4:sw22p.roty = 0:sw22.TimerEnabled = 0
End select
sw22Pos = sw22Pos + 1
End Sub
'**************
' Flipper Subs
'**************
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"
Sub SolLFlipper(Enabled)
If Enabled Then
PlaySoundAt SoundFX("fx_flipperup", DOFFlippers), LeftFlipper
LeftFlipper.RotateToEnd
Else
PlaySoundAt SoundFX("fx_flipperdown", DOFFlippers), LeftFlipper
LeftFlipper.RotateToStart
End If
End Sub
Sub SolRFlipper(Enabled)
If Enabled Then
PlaySoundAt SoundFX("fx_flipperup", DOFFlippers), RightFlipper
RightFlipper.RotateToEnd
RightFlipper1.RotateToEnd
Else
PlaySoundAt SoundFX("fx_flipperdown", DOFFlippers), RightFlipper
RightFlipper.RotateToStart
RightFlipper1.RotateToStart
End If
End Sub
Sub LeftFlipper_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 10, -0.1, 0.25
End Sub
Sub RightFlipper_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 10, 0.1, 0.25
End Sub
Sub RightFlipper1_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 10, 0.1, 0.25
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(value) ' value is the duration of the blink
For each x in aGiLights
x.Duration 2, 500 * value, 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 VP10 Fading Lamps & Flashers
' Based on PD's Fading Light System
' SetLamp 0 is Off
' SetLamp 1 is On
' fading for non opacity objects is 4 steps
'***************************************************
Dim LampState(200), FadingLevel(200)
Dim FlashSpeedUp(200), FlashSpeedDown(200), FlashMin(200), FlashMax(200), FlashLevel(200), FlashRepeat(200)
InitLamps() ' turn off the lights and flashers and reset them to the default parameters
LampTimer.Interval = 10 ' lamp fading speed
LampTimer.Enabled = 1
' 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
FadingLevel(chgLamp(ii, 0)) = chgLamp(ii, 1) + 4 'actual fading step
Next
End If
If VarHidden Then
UpdateLeds
End If
UpdateLamps
GIUpdate
RollingUpdate
End Sub
Sub UpdateLamps()
NFadeL 1, l1
NFadeLm 2, l2
Flash 2, l2a
NFadeLm 3, l3
Flash 3, l3a
NFadeL 4, l4
NFadeL 5, l5
NFadeL 6, l6
NFadeL 7, l7
NFadeL 8, l8
NFadeL 9, l9
NFadeL 10, l10
NFadeL 11, l11
NFadeL 12, l12
NFadeLm 13, l13
Flash 13, l13a
NFadeLm 14, l14
Flash 14, l14a
NFadeLm 15, l15
Flash 15, l15a
NFadeLm 16, l16
Flash 16, l16a
NFadeL 17, l17
NFadeLm 18, l18a
NFadeL 18, l18
NFadeL 19, l19
NFadeL 20, l20
NFadeL 21, l21
NFadeL 22, l22
NFadeL 23, l23
NFadeL 24, l24
NFadeL 25, l25
NFadeL 26, l26
NFadeL 27, l27
NFadeL 28, l28
NFadeLm 29, l29a
NFadeL 29, l29
NFadeLm 30, l30a
NFadeL 30, l30
NFadeLm 31, l31a
NFadeL 31, l31
NFadeLm 32, l32a
NFadeL 32, l32
NFadeL 33, l33
NFadeL 34, l34
NFadeL 35, l35
NFadeL 36, l36
NFadeLm 37, l37a
NFadeLm 37, l37
Flash 37, l37b
NFadeL 38, l38
NFadeL 39, l39
NFadeL 40, l40
NFadeL 41, l41
NFadeL 42, l42
NFadeL 43, l43
NFadeL 44, l44
NFadeL 45, l45
NFadeL 46, l46
NFadeL 47, l47
NFadeL 48, l48
NFadeL 50, l50
NFadeL 51, l51
NFadeL 52, l52
NFadeL 53, l53
NFadeL 56, l56
'backdrop lights
If VarHidden Then
NFadeT 54, l54, "MATCH"
NFadeT 55, l55, "BALL IN PLAY"
NFadeL 57, l57
NFadeL 58, l58
NFadeL 59, l59
NFadeL 60, l60
NFadeT 61, l61, "TILT"
NFadeT 62, l62, "GAME OVER"
NFadeT 63, l63, "SAME PLAYER SHOOTS AGAIN"
NFadeT 64, l64, "HIGH SCORE"
End If
End Sub
' div lamp subs
Sub InitLamps()
Dim x
For x = 0 to 200
LampState(x) = 0 ' current light state, independent of the fading level. 0 is off and 1 is on
FadingLevel(x) = 4 ' used to track the fading state
FlashSpeedUp(x) = 0.2 ' faster speed when turning on the flasher
FlashSpeedDown(x) = 0.1 ' slower speed when turning off the flasher
FlashMax(x) = 1 ' the maximum value when on, usually 1
FlashMin(x) = 0 ' the minimum value when off, usually 0
FlashLevel(x) = 0 ' the intensity of the flashers, usually from 0 to 1
FlashRepeat(x) = 20 ' how many times the flash repeats
Next
End Sub
Sub AllLampsOff
Dim x
For x = 0 to 200
SetLamp x, 0
Next
End Sub
Sub SetLamp(nr, value)
If value <> LampState(nr)Then
LampState(nr) = abs(value)
FadingLevel(nr) = abs(value) + 4
End If
End Sub
' Lights: used for VP10 standard lights, the fading is handled by VP itself
Sub NFadeL(nr, object)
Select Case FadingLevel(nr)
Case 4:object.state = 0:FadingLevel(nr) = 0
Case 5:object.state = 1:FadingLevel(nr) = 1
End Select
End Sub
Sub NFadeLm(nr, object) ' used for multiple lights
Select Case FadingLevel(nr)
Case 4:object.state = 0
Case 5:object.state = 1
End Select
End Sub
'Lights, Ramps & 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 FadingLevel(nr)
Case 4:object.image = b:FadingLevel(nr) = 6 'fading to off...
Case 5:object.image = a:FadingLevel(nr) = 1 'ON
Case 6, 7, 8:FadingLevel(nr) = FadingLevel(nr) + 1 'wait
Case 9:object.image = c:FadingLevel(nr) = FadingLevel(nr) + 1 'fading...
Case 10, 11, 12:FadingLevel(nr) = FadingLevel(nr) + 1 'wait
Case 13:object.image = d:FadingLevel(nr) = 0 'Off
End Select
End Sub
Sub FadeObjm(nr, object, a, b, c, d)
Select Case FadingLevel(nr)
Case 4:object.image = b
Case 5:object.image = a
Case 9:object.image = c
Case 13:object.image = d
End Select
End Sub
Sub NFadeObj(nr, object, a, b)
Select Case FadingLevel(nr)
Case 4:object.image = b:FadingLevel(nr) = 0 'off
Case 5:object.image = a:FadingLevel(nr) = 1 'on
End Select
End Sub
Sub NFadeObjm(nr, object, a, b)
Select Case FadingLevel(nr)
Case 4:object.image = b
Case 5:object.image = a
End Select
End Sub
' Flasher objects
Sub Flash(nr, object)
Select Case FadingLevel(nr)
Case 4 'off
FlashLevel(nr) = FlashLevel(nr)- FlashSpeedDown(nr)
If FlashLevel(nr) < FlashMin(nr)Then
FlashLevel(nr) = FlashMin(nr)
FadingLevel(nr) = 0 'completely off
End if
Object.IntensityScale = FlashLevel(nr)
Case 5 ' on
FlashLevel(nr) = FlashLevel(nr) + FlashSpeedUp(nr)
If FlashLevel(nr) > FlashMax(nr)Then
FlashLevel(nr) = FlashMax(nr)
FadingLevel(nr) = 1 'completely on
End if
Object.IntensityScale = FlashLevel(nr)
End Select
End Sub
Sub Flashm(nr, object) 'multiple flashers, it doesn't change anything, it just follows the main flasher
Select Case FadingLevel(nr)
Case 4, 5
Object.IntensityScale = FlashLevel(nr)
End Select
End Sub
Sub FlashBlink(nr, object)
Select Case FadingLevel(nr)
Case 4 'off
FlashLevel(nr) = FlashLevel(nr)- FlashSpeedDown(nr)
If FlashLevel(nr) < FlashMin(nr)Then
FlashLevel(nr) = FlashMin(nr)
FadingLevel(nr) = 0 'completely off
End if
Object.IntensityScale = FlashLevel(nr)
If FadingLevel(nr) = 0 AND FlashRepeat(nr)Then 'repeat the flash
FlashRepeat(nr) = FlashRepeat(nr)-1
If FlashRepeat(nr)Then FadingLevel(nr) = 5
End If
Case 5 ' on
FlashLevel(nr) = FlashLevel(nr) + FlashSpeedUp(nr)
If FlashLevel(nr) > FlashMax(nr)Then
FlashLevel(nr) = FlashMax(nr)
FadingLevel(nr) = 1 'completely on
End if
Object.IntensityScale = FlashLevel(nr)
If FadingLevel(nr) = 1 AND FlashRepeat(nr)Then FadingLevel(nr) = 4
End Select
End Sub
' Desktop Objects: Reels & texts (you may also use lights on the desktop)
' Reels
Sub FadeR(nr, object)
Select Case FadingLevel(nr)
Case 4:object.SetValue 1:FadingLevel(nr) = 6 'fading to off...
Case 5:object.SetValue 0:FadingLevel(nr) = 1 'ON
Case 6, 7, 8:FadingLevel(nr) = FadingLevel(nr) + 1 'wait
Case 9:object.SetValue 2:FadingLevel(nr) = FadingLevel(nr) + 1 'fading...
Case 10, 11, 12:FadingLevel(nr) = FadingLevel(nr) + 1 'wait
Case 13:object.SetValue 3:FadingLevel(nr) = 0 'Off
End Select
End Sub
Sub FadeRm(nr, object)
Select Case FadingLevel(nr)
Case 4:object.SetValue 1
Case 5:object.SetValue 0
Case 9:object.SetValue 2
Case 3:object.SetValue 3
End Select
End Sub
'Texts
Sub NFadeT(nr, object, message)
Select Case FadingLevel(nr)
Case 4:object.Text = "":FadingLevel(nr) = 0
Case 5:object.Text = message:FadingLevel(nr) = 1
End Select
End Sub
Sub NFadeTm(nr, object, message)
Select Case FadingLevel(nr)
Case 4:object.Text = ""
Case 5:object.Text = message
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 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
'******************************
' Diverse Collection Hit Sounds
'******************************
Sub aMetals_Hit(idx):PlaySound "fx_MetalHit2", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall):End Sub
Sub aRubber_Bands_Hit(idx):PlaySound "fx_rubber_band", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall):End Sub
Sub aRubber_Posts_Hit(idx):PlaySound "fx_rubber_post", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall):End Sub
Sub aRubber_Pins_Hit(idx):PlaySound "fx_rubber_pin", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall):End Sub
Sub aPlastics_Hit(idx):PlaySound "fx_PlasticHit", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall):End Sub
Sub aGates_Hit(idx):PlaySound "fx_Gate", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall):End Sub
Sub aWoods_Hit(idx):PlaySound "fx_Woodhit", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall):End Sub
' *******************************************************************************************************
' Positional Sound Playback Functions by DJRobX
' PlaySound sound, 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 0, 1, AudioFade(ActiveBall)
' *******************************************************************************************************
' Play a sound, depending on the X,Y position of the table element (especially cool for surround speaker setups, otherwise stereo panning only)
' parameters (defaults): loopcount (1), volume (1), randompitch (0), pitch (0), useexisting (0), restart (1))
' Note that this will not work (currently) for walls/slingshots as these do not feature a simple, single X,Y position
Sub PlayXYSound(soundname, tableobj, loopcount, volume, randompitch, pitch, useexisting, restart)
PlaySound soundname, loopcount, volume, AudioPan(tableobj), randompitch, pitch, useexisting, restart, AudioFade(tableobj)
End Sub
' Set position as table object (Use object or light but NOT wall) and Vol to 1
Sub PlaySoundAt(soundname, tableobj)
PlaySound soundname, 1, 1, AudioPan(tableobj), 0,0,0, 1, AudioFade(tableobj)
End Sub
'Set all as per ball position & speed.
Sub PlaySoundAtBall(soundname)
PlaySoundAt soundname, ActiveBall
End Sub
'Set position as table object and Vol manually.
Sub PlaySoundAtVol(sound, tableobj, Vol)
PlaySound sound, 1, Vol, Pan(tableobj), 0,0,0, 1, AudioFade(tableobj)
End Sub
'Set all as per ball position & speed, but Vol Multiplier may be used eg; PlaySoundAtBallVol "sound",3
Sub PlaySoundAtBallVol(sound, VolMult)
PlaySound sound, 0, Vol(ActiveBall) * VolMult, Pan(ActiveBall), 0, Pitch(ActiveBall), 0, 1, AudioFade(ActiveBall)
End Sub
'Set position as bumperX and Vol manually.
Sub PlaySoundAtBumperVol(sound, tableobj, Vol)
PlaySound sound, 1, Vol, Pan(tableobj), 0,0,1, 1, AudioFade(tableobj)
End Sub
'*********************************************************************
' Supporting Ball & Sound Functions
'*********************************************************************
Function AudioFade(tableobj) ' Fades between front and back of the table (for surround systems or 2x2 speakers, etc), depending on the Y position on the table. "table1" is the name of the table
Dim tmp
tmp = tableobj.y * 2 / table1.height-1
If tmp > 0 Then
AudioFade = Csng(tmp ^10)
Else
AudioFade = Csng(-((- tmp) ^10) )
End If
End Function
Function AudioPan(tableobj) ' Calculates the pan for a tableobj based on the X position on the table. "table1" is the name of the table
Dim tmp
tmp = tableobj.x * 2 / table1.width-1
If tmp > 0 Then
AudioPan = Csng(tmp ^10)
Else
AudioPan = Csng(-((- tmp) ^10) )
End If
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 AudioFade(ball) ' Can this be together with the above function ?
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
Function Vol(ball) ' Calculates the Volume of the sound based on the ball speed
Vol = Csng(BallVel(ball) ^2 / VolDiv)
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 = INT(SQR((ball.VelX ^2) + (ball.VelY ^2) ) )
End Function
'*****************************************
' JP's VP10 Rolling Sounds
'*****************************************
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
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
For b = 0 to UBound(BOT)
If BallVel(BOT(b) ) > 1 Then
rolling(b) = True
if BOT(b).z < 30 Then ' Ball on playfield
PlaySound("fx_ballrolling" & b), -1, Vol(BOT(b) ), Pan(BOT(b) ), 0, Pitch(BOT(b) ), 1, 0, AudioFade(BOT(b) )
Else ' Ball on raised ramp
PlaySound("fx_ballrolling" & b), -1, Vol(BOT(b) )*.5, Pan(BOT(b) ), 0, Pitch(BOT(b) )+50000, 1, 0, AudioFade(BOT(b) )
End If