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Black Pyramid VPX v1.0.3.vbs
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Black Pyramid VPX v1.0.3.vbs
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' Future Spa - Bally 1979
' IPD No. 312 / July, 1984 / 4 Players
' VPX - version by JPSalas 2017, version 1.0.3
' Thalamus 2018-07-24
' Added/Updated "Positional Sound Playback Functions" and "Supporting Ball & Sound Functions"
' Changed UseSolenoids=1 to 2
' No special SSF tweaks yet.
Option Explicit
Randomize
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", "Bally.vbs", 3.26
'Variables
Dim bsTrough, bsSaucer, dtBank, x
Const cGameName = "blakpyra"
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
.SplashInfoLine = "Black Pyramid, Bally 1984" & vbNewLine & "VPX table by jpsalas"
.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 = 15
vpmNudge.Sensitivity = 4
vpmNudge.TiltObj = Array(Bumper1, Bumper2, LeftSlingshot, RightSlingShot)
'Trough
Set bsTrough = New cvpmBallStack
With bsTrough
.InitSw 0, 8, 0, 0, 0, 0, 0, 0
.InitKick ballrelease, 90, 4
.InitExitSnd SoundFX("fx_ballrel", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
.Balls = 1
End With
'Saucer
Set bsSaucer = New cvpmBallStack
With bsSaucer
.InitSaucer sw7, 7, 200, 10
.InitExitSnd SoundFX("fx_kicker", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
End With
'Drop targets
set dtBank = new cvpmdroptarget
With dtBank
.InitDrop Array(sw30, sw31, sw32), Array(30, 31, 32)
.initsnd SoundFX("", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
End With
'Main Timer init
PinMAMETimer.Interval = PinMAMEInterval
PinMAMETimer.Enabled = 1
'Init swing target
sw5a.IsDropped = 1:sw5b.IsDropped = 1:sw5c.IsDropped = 1
End Sub
Sub table1_Paused:Controller.Pause = 1:End Sub
Sub table1_unPaused:Controller.Pause = 0: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 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
' Slings
Dim LStep, RStep
Sub LeftSlingShot_Slingshot
PlaySound SoundFX("", DOFContactors), 0, 1, -0.05, 0.05
PlaySoundAtBallVol "fx_slingshot", 2
LeftSling4.Visible = 1
Lemk.RotX = 26
LStep = 0
vpmTimer.PulseSw 1
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
PlaySound SoundFX("", DOFContactors), 0, 1, 0.05, 0.05
PlaySoundAtBallVol "fx_slingshot", 2
RightSling4.Visible = 1
Remk.RotX = 26
RStep = 0
vpmTimer.PulseSw 2
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
' Scoring rubbers
Sub sw12_Hit:PlaySound "fx_Rubber", 0, 1, pan(ActiveBall):vpmTimer.PulseSw 12:End Sub
Sub sw12a_Hit:PlaySound "fx_Rubber", 0, 1, pan(ActiveBall):vpmTimer.PulseSw 12:End Sub
'Moving Target
Sub sw5a_Hit:vpmTimer.PulseSw 5:PlaySound SoundFX("fx_target", DOFDropTargets), 0, 1, pan(ActiveBall):sw5p1.Y=758: sw5b.TimerEnabled = 1:End Sub
Sub sw5b_Hit:vpmTimer.PulseSw 5:PlaySound SoundFX("fx_target", DOFDropTargets), 0, 1, pan(ActiveBall):sw5p1.Y=758: sw5b.TimerEnabled = 1:End Sub
Sub sw5c_Hit:vpmTimer.PulseSw 5:PlaySound SoundFX("fx_target", DOFDropTargets), 0, 1, pan(ActiveBall):sw5p1.Y=758: sw5b.TimerEnabled = 1:End Sub
Sub sw5b_Timer: sw5b.TimerEnabled = 0: sw5p1.Y = 765: End Sub
'Bumpers
Sub Bumper1_Hit:vpmTimer.PulseSw 3:PlaySound SoundFX("", DOFContactors), 0, 1, 0, -0.05
PlaySoundAtBallVol "fx_bumper", 4
End Sub
Sub Bumper2_Hit:vpmTimer.PulseSw 4:PlaySound SoundFX("", DOFContactors), 0, 1, 0, 0.05
PlaySoundAtBallVol "fx_bumper", 4
End Sub
'Drain
Sub Drain_Hit():bsTrough.AddBall Me:PlaySoundAt "fx_drain", Drain:End Sub
Sub sw7_Hit():bsSaucer.AddBall 0:PlaySoundAtBallVol "fx_kicker_enter",5:End Sub
'Rollovers
Sub sw17_Hit:Controller.Switch(17) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):End Sub
Sub sw17_UnHit:Controller.Switch(17) = 0:End Sub
Sub sw24_Hit:Controller.Switch(24) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):End Sub
Sub sw24_UnHit:Controller.Switch(24) = 0:End Sub
Sub sw22_Hit:Controller.Switch(22) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):End Sub
Sub sw22_UnHit:Controller.Switch(22) = 0:End Sub
Sub sw23_Hit:Controller.Switch(23) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):End Sub
Sub sw23_UnHit:Controller.Switch(23) = 0:End Sub
Sub sw29_Hit:Controller.Switch(29) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):End Sub
Sub sw29_UnHit:Controller.Switch(29) = 0:End Sub
Sub sw28_Hit:Controller.Switch(28) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):End Sub
Sub sw28_UnHit:Controller.Switch(28) = 0:End Sub
Sub sw13_Hit:Controller.Switch(13) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):Light1.Duration 2, 600, 1:End Sub
Sub sw13_UnHit:Controller.Switch(13) = 0:End Sub
Sub sw14_Hit:Controller.Switch(14) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):Light2.Duration 2, 600, 1:End Sub
Sub sw14_UnHit:Controller.Switch(14) = 0:End Sub
'Standup Targets
Sub sw20_Hit:vpmTimer.PulseSw 20:PlaySound SoundFX("fx_target", DOFDropTargets), 0, 1, pan(ActiveBall):End Sub
Sub sw21_Hit:vpmTimer.PulseSw 21:PlaySound SoundFX("fx_target", DOFDropTargets), 0, 1, pan(ActiveBall):End Sub
Sub sw18_Hit:vpmTimer.PulseSw 18:PlaySound SoundFX("fx_target", DOFDropTargets), 0, 1, pan(ActiveBall):End Sub
Sub sw19_Hit:vpmTimer.PulseSw 19:PlaySound SoundFX("fx_target", DOFDropTargets), 0, 1, pan(ActiveBall):End Sub
' Droptargets
Sub sw30_Hit:PlaySound SoundFX("fx_droptarget", DOFDropTargets), 0, 1, pan(ActiveBall):End Sub
Sub sw31_Hit:PlaySound SoundFX("fx_droptarget", DOFDropTargets), 0, 1, pan(ActiveBall):End Sub
Sub sw32_Hit:PlaySound SoundFX("fx_droptarget", DOFDropTargets), 0, 1, pan(ActiveBall):End Sub
Sub sw30_Dropped:dtbank.Hit 1:End Sub
Sub sw31_Dropped:dtbank.Hit 2:End Sub
Sub sw32_Dropped:dtbank.Hit 3:End Sub
'****Solenoids
SolCallback(15) = "vpmSolSound SoundFX(""fx_knocker"",DOFKnocker),"
SolCallback(13) = "dtBank.SolDropUp"
SolCallback(14) = "bsTrough.SolOut"
SolCallback(12) = "bsSaucer.SolOut"
SolCallback(17) = "SolGate"
SolCallback(19) = "vpmNudge.SolGameOn"
Sub SolGate(Enabled)
vpmSolDiverter DiverterFlipper, False, Not Enabled
vpmSolDiverter DiverterFlipper, False, Not Enabled
End Sub
Set MotorCallback = GetRef("UpdateDiverter")
Sub UpdateDiverter
Diverter.RotZ = DiverterFlipper.CurrentAngle
End Sub
'*****************
' Gi Effects
'*****************
Dim OldGiState
OldGiState = -1 'start witht he Gi off
Sub GiON
For each x in aGiLights
GiEffect
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, 1000, 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
'**************
' Flipper Subs
'**************
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"
Sub SolLFlipper(Enabled)
If Enabled Then
PlaySound SoundFX("fx_flipperup", DOFFlippers), 0, 1, -0.1, 0.1
LeftFlipper.RotateToEnd
Else
PlaySound SoundFX("fx_flipperdown", DOFFlippers), 0, 1, -0.1, 0.1
LeftFlipper.RotateToStart
End If
End Sub
Sub SolRFlipper(Enabled)
If Enabled Then
PlaySound SoundFX("fx_flipperup", DOFFlippers), 0, 1, 0.1, 0.1
RightFlipper.RotateToEnd
Else
PlaySound SoundFX("fx_flipperdown", DOFFlippers), 0, 1, 0.1, 0.1
RightFlipper.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
'***********************
' Swing Target animation
'***********************
Dim MyPi, SwingStep, SwingPos
MyPi = Round(4 * Atn(1), 6) / 90
SwingStep = 0
Sub SwingTimer_Timer()
If Controller.Lamp(13)Then
SwingPos = SIN(SwingStep * MyPi) * 10
SwingStep = (SwingStep + 1)MOD 360
sw5p1.Roty = SwingPos
sw5p2.Roty = SwingPos
If SwingPos < -3 Then
sw5a.Isdropped = 0:sw5b.IsDropped = 1
ElseIF SwingPos < 3 Then
sw5b.Isdropped = 0:sw5a.IsDropped = 1:sw5c.IsDropped = 1
Else
sw5c.Isdropped = 0:sw5b.IsDropped = 1
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
NFadeT 1, l1, "Ball In Play"
NFadeLm 2, l2a
NFadeL 2, l2
NFadeL 3, l3
NFadeL 4, l4
NFadeL 5, l5
NFadeL 6, l6
NFadeL 7, l7
NFadeL 8, l8
NFadeL 9, l9
NFadeL 10, l10
NFadeTm 11, l11a, "Same Player Shoots Again"
NFadeL 11, l11
NFadeL 12, l12
NFadeL 14, l14
NFadeL 15, l15
NFadeL 17, l17
NFadeLm 18, l18
NFadeL 18, l18a
NFadeL 19, l19
NFadeL 20, l20
NFadeL 21, l21
NFadeL 22, l22
NFadeL 23, l23
NFadeL 24, l24
NFadeL 25, l25
NFadeL 26, l26
NFadeT 27, l27, "Match"
NFadeL 28, l28
NFadeT 29, l29, "High Score to Date"
NFadeL 30, l30
NFadeL 31, l31
NFadeL 33, l33
NFadeL 34, l34
NFadeL 35, l35
NFadeL 36, l36
NFadeL 37, l37
NFadeL 38, l38
NFadeL 39, l39
NFadeL 40, l40
NFadeL 41, l41
NFadeL 42, l42
NFadeL 43, l43
NFadeL 44, l44
NFadeT 45, l45, "Game Over"
NFadeL 46, l46
NFadeL 47, l47
NFadeL 49, l49
NFadeL 50, l50
NFadeL 51, l51
NFadeL 52, l52
NFadeL 53, l53
NFadeL 54, l54
NFadeL 55, l55
NFadeL 56, l56
NFadeL 57, l57
NFadeL 58, l58
NFadeL 59, l59
NFadeL 60, l60
NFadeT 61, l61, "TILT"
NFadeL 62, l62
NFadeL 63, l63
NFadeL 65, l65
NFadeL 66, l66
NFadeL 81, l81
NFadeL 82, l82
NFadeL 83, l83
NFadeL 97, l97
NFadeL 98, l98
NFadeL 99, l99
NFadeL 113, l113
NFadeLm 114, l114a
NFadeL 114, l114
NFadeL 115, l115
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:End Sub
Sub aRubber_Bands_Hit(idx):PlaySound "fx_rubber_band", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0:End Sub
Sub aRubber_Posts_Hit(idx):PlaySound "fx_rubber_post", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0:End Sub
Sub aRubber_Pins_Hit(idx):PlaySound "fx_rubber_pin", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0:End Sub
Sub aPlastics_Hit(idx):PlaySound "fx_PlasticHit", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0:End Sub
Sub aGates_Hit(idx):PlaySound "fx_Gate", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0:End Sub
Sub aWoods_Hit(idx):PlaySound "fx_Woodhit", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0: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 = INT(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
'*****************************************
' 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 = lob to UBound(BOT)
If BallVel(BOT(b)) > 1 Then
If BOT(b).z < 30 Then
ballpitch = Pitch(BOT(b))
Else
ballpitch = Pitch(BOT(b)) + 15000 'increase the pitch on a ramp or elevated surface
End If
rolling(b) = True
PlaySound("fx_ballrolling" & b), -1, Vol(BOT(b)), 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
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
End Sub
'Bally Black Pyramid
'Added by Inkochnito
Sub editDips
Dim vpmDips:Set vpmDips = New cvpmDips
With vpmDips
.AddForm 700, 400, "Black Pyramid - DIP switches"
.AddFrame 2, 0, 190, "Maximum credits", &H03000000, Array("10 credits", 0, "15 credits", &H01000000, "25 credits", &H02000000, "40 credits", &H03000000) 'dip 25&26
.AddFrame 2, 76, 190, "Balls per game", &HC0000000, Array("2 balls", &HC0000000, "3 balls", 0, "4 balls", &H80000000, "5 balls", &H40000000) 'dip 31&32
.AddFrame 2, 154, 190, "Bonus special", &H00600000, Array("on after 120K", 0, "on with 120K", &H00400000, "on with 60K", &H00600000) 'dip 22&23
.AddChk 2, 217, 100, Array("Match feature", &H08000000) 'dip 28
.AddChk 2, 232, 100, Array("Credits display", &H04000000) 'dip 27
.AddChk 2, 247, 100, Array("Attract sound", &H20000000) 'dip 30
.AddFrame 205, 0, 190, "Left lane X-ball build up", &H000000C0, Array("90000", 0, "80000", &H00000040, "70000", &H00000080, "50000", &H000000C0) 'dip 7&8
.AddFrame 205, 76, 190, "Bonus special per game", &H00000020, Array("only 1", 0, "unlimited", &H00000020) 'dip 6
.AddFrame 205, 122, 190, "M and I return lanes", &H00002000, Array("lanes separated", 0, "lanes tied together", &H00002000) 'dip 14
.AddFrame 205, 168, 190, "Left roll up lane", &H00100000, Array("20000 initially unlit", 0, "20000 initially lit", &H00100000) 'dip 21
.AddFrame 205, 214, 190, "Right lane 50000", &H00800000, Array("alternates", 0, "stays on", &H00800000) 'dip 24
.AddLabel 25, 270, 350, 20, "Set selftest position 16,17,18 and 19 to 03 for the best gameplay."
.AddLabel 25, 290, 350, 20, "After hitting OK, press F3 to reset game with new settings."
.ViewDips
End With
End Sub
Set vpmShowDips = GetRef("editDips")
'**********************
' 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
'*******************************************************************************************************************************
' Positional Sound Playback Functions by DJRobX (ie these are shortcuts that can then be used throughout the script)
' These are optional, as in all cases of "playsound" the following manual code can be used and adjusted to suit.
' PlaySound sound, 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 0, 1, AudioFade(ActiveBall)
'*******************************************************************************************************************************
'Set position as table object (Use object or light but NOT wall) and Vol to 1
Sub PlaySoundAt(sound, tableobj)
PlaySound sound, 1, 1, Pan(tableobj), 0,0,0, 1, AudioFade(tableobj)
End Sub
'Set all as per ball position & speed.
Sub PlaySoundAtBall(sound)
PlaySound sound, 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 0, 1, AudioFade(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
function AudioFade(ball)
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
' Thalamus : Exit in a clean and proper way
Sub table1_exit()
Controller.Pause = False
Controller.Stop
End Sub