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Big Game v1.0.4.vbs
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Big Game v1.0.4.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
' VPX version 1.0.4 jpsalas - 2017
' Thalamus 2018-07-19
' Added/Updated "Positional Sound Playback Functions" and "Supporting Ball & Sound Functions"
' Changed UseSolenoids=1 to 2
' Thalamus 2018-12-18 : Added FFv2
' Thalamus 2018-08-10 : Improved directional sounds
' This is a JP table. He often uses walls as switches so I need to be careful of using PlaySoundAt
' !! NOTE : Table not verified yet !!
Option Explicit
' Options
' Volume devided by - lower gets higher sound
Const VolDiv = 600
Const VolBump = 0.5 ' Bumper Volume - higher value, higher sound
Const VolRol = 3 ' Rollover Volume - higher value, higher sound
Const VolDrop = 3 ' Droptarget Volume - higher value, higher sound
Const VolTarget = 3 ' Target Volume - higher value, higher sound
Const VolFlip = 4 ' Flipper Volume - higher value, higher sound
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
' Thalamus - for Fast Flip v2
NoUpperRightFlipper
NoUpperLeftFlipper
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 = 2
Const UseLamps = 0
Const UseGI = 0
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.1.0.4"
.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, 3
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)
Set dtR = New cvpmDropTarget
dtR.InitDrop Array(sw24, sw23, sw22), Array(24, 23, 22)
dtR.InitSnd SoundFX("fx_droptarget2", DOFDropTargets), SoundFX("fx_resetdrop2", DOFContactors)
Set dtR2 = New cvpmDropTarget
dtR2.InitDrop Array(sw32, sw31, sw30), Array(32, 31, 30)
dtR2.InitSnd SoundFX("fx_droptarget3", DOFDropTargets), SoundFX("fx_resetdrop3", DOFContactors)
vpmNudge.TiltSwitch = 7
vpmNudge.Sensitivity = 1
vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, LeftSlingshot, RightSlingshot)
End Sub
Sub table1_Paused:Controller.Pause = 1:End Sub
Sub table1_unPaused:Controller.Pause = 0:End Sub
' Keyboard handling
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 vpmKeyDown(keycode)Then Exit Sub
End Sub
Sub table1_KeyUp(ByVal keycode)
If vpmKeyUp(keycode)Then Exit Sub
If keycode = PlungerKey Then PlaySoundAt "fx_plunger", Plunger:Plunger.Fire
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"
'********************
' Flippers
'********************
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"
Sub SolLFlipper(Enabled)
If Enabled Then
PlaySoundAtVol SoundFX("fx_flipperup", DOFFlippers), LeftFlipper, VolFlip
LeftFlipper.RotateToEnd
LeftFlipper1.RotateToEnd
Else
PlaySoundAtVol SoundFX("fx_flipperdown", DOFFlippers), LeftFlipper, VolFlip
LeftFlipper.RotateToStart
LeftFlipper1.RotateToStart
End If
End Sub
Sub SolRFlipper(Enabled)
If Enabled Then
PlaySoundAtVol SoundFX("fx_flipperup", DOFFlippers),RightFlipper, VolFlip
RightFlipper.RotateToEnd
RightFlipper1.RotateToEnd
Else
PlaySoundAtVol SoundFX("fx_flipperdown", DOFFlippers),RightFlipper, VolFlip
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 LeftFlipper1_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
'**********
' 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 :PlaySoundAtVol SoundFX("fx_bumper", DOFContactors), Bumper1, VolBump:End Sub
Sub Bumper2_Hit:vpmTimer.PulseSw 10:PlaySoundAtVol SoundFX("fx_bumper", DOFContactors), Bumper2, VolBump:End Sub
Sub Bumper3_Hit:vpmTimer.PulseSw 11:PlaySoundAtVol SoundFX("fx_bumper", DOFContactors), Bumper3, VolBump: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
'Droptargets
Sub sw14_Dropped: dtT.Hit 3:PlaySoundAtVol SoundFX("fx_droptarget", DOFDropTargets), sw14, VolDrop:End Sub
Sub sw15_Dropped: dtT.Hit 2:PlaySoundAtVol SoundFX("fx_droptarget", DOFDropTargets), sw15, VolDrop:End Sub
Sub sw16_Dropped: dtT.Hit 1:PlaySoundAtVol SoundFX("fx_droptarget", DOFDropTargets), sw16, VolDrop:End Sub
Sub sw22_Dropped: dtR.Hit 3:PlaySoundAtVol SoundFX("fx_droptarget", DOFDropTargets), sw22, VolDrop:End Sub
Sub sw23_Dropped: dtR.Hit 2:PlaySoundAtVol SoundFX("fx_droptarget", DOFDropTargets), sw23, VolDrop:End Sub
Sub sw24_Dropped: dtR.Hit 1:PlaySoundAtVol SoundFX("fx_droptarget", DOFDropTargets), sw24, VolDrop:End Sub
Sub sw30_Dropped:dtR2.Hit 3:PlaySoundAtVol SoundFX("fx_droptarget", DOFDropTargets), sw30, VolDrop:End Sub
Sub sw31_Dropped:dtR2.Hit 2:PlaySoundAtVol SoundFX("fx_droptarget", DOFDropTargets), sw31, VolDrop:End Sub
Sub sw32_Dropped:dtR2.Hit 1:PlaySoundAtVol SoundFX("fx_droptarget", DOFDropTargets), sw32, VolDrop:End Sub
' Rollovers
Sub sw17_Hit:Controller.Switch(17) = 1:PlaySoundAtVol "fx_sensor", sw17, VolRol:End Sub
Sub sw17_UnHit:Controller.Switch(17) = 0:End Sub
Sub sw18_Hit:Controller.Switch(18) = 1:PlaySoundAtVol "fx_sensor", sw18, VolRol:End Sub
Sub sw18_UnHit:Controller.Switch(18) = 0:End Sub
Sub sw19_Hit:Controller.Switch(19) = 1:PlaySoundAtVol "fx_sensor", sw19, VolRol:End Sub
Sub sw19_UnHit:Controller.Switch(19) = 0:End Sub
Sub sw27_Hit:Controller.Switch(27) = 1:PlaySoundAtVol "fx_sensor", sw27, VolRol:End Sub
Sub sw27_UnHit:Controller.Switch(27) = 0:End Sub
Sub RightInlane_Hit:Controller.Switch(28) = 1:PlaySoundAtVol "fx_sensor", RightInlane, VolRol:End Sub
Sub RightInlane_UnHit:Controller.Switch(28) = 0:End Sub
Sub LeftInlane_Hit:Controller.Switch(29) = 1:PlaySoundAtVol "fx_sensor", LeftInlane, VolRol:End Sub
Sub LeftInlane_UnHit:Controller.Switch(29) = 0:End Sub
Sub RightOutlane_Hit:Controller.Switch(35) = 1:PlaySoundAtVol "fx_sensor", RightOUtlane, VolRol:End Sub
Sub RightOutlane_UnHit:Controller.Switch(35) = 0:End Sub
Sub LeftOutlane_Hit:Controller.Switch(36) = 1:PlaySoundAtVol "fx_sensor", LeftOutlane, VolRol:End Sub
Sub LeftOutlane_UnHit:Controller.Switch(36) = 0:End Sub
'targets
Sub sw20_Hit:vpmTimer.PulseSw(20):PlaySoundAtVol SoundFX("fx_target", DOFTargets), sw20, VolTarget:End Sub
Sub sw21_Hit:vpmTimer.PulseSw(21):PlaySoundAtVol SoundFX("fx_target", DOFTargets), sw21, VolTarget:End Sub
'Rollovers 2
Sub sw25_Hit:L16.State = 0:Controller.Switch(25) = 1:Me.TimerEnabled = 1:PlaySoundAtVol "fx_sensor", sw25, VolTarget: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:PlaySoundAtVol "fx_sensor", sw26, VolTarget: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:PlaySoundAtVol "fx_sensor", sw38, VolTarget: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:PlaySoundAtVol "fx_sensor", sw39, VolTarget: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:PlaySoundAtVol "fx_sensor", sw40, VolTarget: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:End Sub
'Sub Drain_Hit:Me.Destroyball:End Sub 'only for debug
Sub sw34_Hit:bsSaucer.AddBall 0:PlaySoundAtVol "fx_kicker-enter", sw34,2: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 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
UpdateLeds
UpdateLamps
GIUpdate
RollingUpdate
ExtraLights
End Sub
Sub UpdateLamps
NFadeL 1, l1
NFadeL 2, l2
NFadeL 3, l3
NFadeL 4, l4
NFadeL 5, l5
NFadeLm 6, l48
NFadeL 6, l6
NFadeL 7, l7
NFadeL 8, l8
NFadeLm 9, l71
NFadeL 9, l9
NFadeLm 10, l67
NFadeL 10, l10
NFadeL 11, l11
NFadeL 12, l12
NFadeL 14, l14
NFadeL 15, l15
NFadeL 14, l14
NFadeL 15, l15
NFadeL 16, l16
NFadeL 17, l17
NFadeL 18, l18
NFadeL 19, l19
NFadeL 20, l20
NFadeL 21, l21
NFadeL 22, l22
NFadeL 23, l23
NFadeL 24, l24
NFadeLm 25, l70
NFadeL 25, l25
NFadeLm 26, l66
NFadeL 26, l26
NFadeL 27, l27
NFadeL 28, l28
NFadeL 30, l30
NFadeL 31, l31
NFadeL 33, l33
NFadeLm 34, l64
NFadeL 34, l34
NFadeL 35, l35
NFadeL 36, l36
NFadeL 37, l37
NFadeL 38, l38
NFadeL 39, l39
NFadeL 40, l40
NFadeLm 41, l69
NFadeL 41, l41
NFadeLm 42, l65
NFadeL 42, l42
NFadeL 43, l43
NFadeL 44, l44
NFadeL 46, l46
NFadeL 48, l48
NFadeL 49, l49
NFadeL 50, l50
NFadeL 51, l51
NFadeL 52, l52
NFadeLm 53, l32
NFadeL 53, l53
NFadeL 54, l54
NFadeL 55, l55
NFadeL 56, l56
NFadeLm 57, l68
NFadeL 57, l57
NFadeL 58, l58
NFadeL 59, l59
NFadeL 60, l60
NFadeL 62, l62
NFadeL 64, l64
NFadeL 72, l72
' backdrop lights
If VarHidden Then
NFadeT 13, l13, "High Score to Date"
NFadeTm 29, l29, "Same Player Shoots Again"
NFadeL 29, l47 'table's shoot again light
NFadeT 45, l45, "Game Over"
NFadeT 61, l61, "TILT"
NFadeT 63, l63, "Match"
Else
NFadeL 29, l47 'table's shoot again light
End If
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
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
'******************************
' Diverse Collection Hit Sounds
'******************************
Sub aMetals_Hit(idx):PlaySound "fx_MetalHit", 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", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall):End Sub
Sub aRubber_Pins_Hit(idx):PlaySound "fx_postrubber", 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
'Stern Big Game by Inkochnito
Sub editDips
Dim vpmDips:Set vpmDips = New cvpmDips
With vpmDips
.AddForm 700, 400, "Big Game - DIP switches"
.AddChk 2, 10, 180, Array("Match feature", &H00100000) 'dip 21
.AddChk 205, 10, 115, Array("Credits display", &H00080000) 'dip 20
.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, 104, 190, "Completed line lite", &H03000000, Array("on 2nd ball", 0, "on 3rd ball", &H01000000, "on 4th ball", &H02000000, "on 5th ball", &H03000000) 'dip 25&26
.AddFrame 2, 178, 190, "Special award", &HC0000000, Array("no award", 0, "100,000 points", &H40000000, "extra ball", &H80000000, "replay", &HC0000000) 'dip 31&32
.AddFrame 2, 252, 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 205, 30, 190, "Balls per game", &H00000040, Array("3 balls", 0, "5 balls", &H00000040) 'dip 7
.AddFrame 205, 76, 190, "Extra ball award", &H00010000, Array("no extra ball", 0, "award extra ball", &H00010000) 'dip 17
.AddFrame 205, 122, 190, "Special replay limit", &H00200000, Array("1 per ball in play", 0, "1 per game", &H00200000) 'dip 22
.AddFrame 205, 168, 190, "Card selection", &H00400000, Array("X,Y,Z,XY,Z,YZ,X,XZ, repaet", 0, "X,Y,Z,X,Y,Z ect.", &H00400000) 'dip 23
.AddFrame 205, 214, 190, "High score feature", &H00000020, Array("extra ball", 0, "replay", &H00000020) 'dip 6
.AddFrame 205, 260, 190, "Background sound", &H00000080, Array("off", 0, "on", &H00000080) 'dip 8
.AddLabel 60, 335, 350, 20, "After hitting OK, press F3 to reset game with new settings."
.ViewDips 'Dip 14&24 not used
End With
End Sub
Set vpmShowDips = GetRef("editDips")
' *******************************************************************************************************
' 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 / 2000)
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 = 5 ' total number of balls in this table is 4, but always use a higher number here because of the timing
ReDim rolling(tnob)
InitRolling
Sub InitRolling
Dim i
For i = 0 to tnob
rolling(i) = False
Next
End Sub
Sub RollingUpdate()
Dim BOT, b
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) = -1 Then Exit Sub
' 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
Else
If rolling(b) = True Then
StopSound("fx_ballrolling" & b)
rolling(b) = False
End If
End If
Next
End Sub
'**********************
' Ball Collision Sound
'**********************
Sub OnBallBallCollision(ball1, ball2, velocity)
If Table1.VersionMinor > 3 OR Table1.VersionMajor > 10 Then
PlaySound("fx_collide"), 0, Csng(velocity) ^2 / 200, Pan(ball1), 0, Pitch(ball1), 0, 0, AudioFade(ball1)
Else
PlaySound("fx_collide"), 0, Csng(velocity) ^2 / 200, Pan(ball1), 0, Pitch(ball1), 0, 0
End if
End Sub
' Thalamus : Exit in a clean and proper way
Sub Table1_exit()
Controller.Pause = False
Controller.Stop
End Sub