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Cheetah 1.0.1.vbs
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Cheetah 1.0.1.vbs
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' Stern's Cheetah / IPD No. 500 / June, 1980 / 4 Players
' VPX - version by JPSalas 2018, version 1.0.1
' Script based on destruk's script
' Thalamus 2018-07-20
' Added/Updated "Positional Sound Playback Functions" and "Supporting Ball & Sound Functions"
' Changed UseSolenoids=1 to 2
' Thalamus 2018-08-11 : Improved directional sounds
Option Explicit
Randomize
' Options
' Volume devided by - lower gets higher sound
Const VolDiv = 1000
Const VolBump = 5 ' Bumper Volume - higher value, higher sound
Const VolRol = 1 ' Rollover Volume - higher value, higher sound
Const VolDrop = 1 ' Droptarget Volume - higher value, higher sound
Const VolSpin = 2 ' Spinner Volume - higher value, higher sound
Const VolTarget = 1 ' Target Volume - higher value, higher sound
Const VolFlip = 3 ' Flipper Volume - higher value, higher sound
Const BallSize = 50
Const BallMass = 1.1
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", "stern.vbs", 3.26
Dim bsTrough, bsSaucer, dtL, dtR, dtT, dtR2, x
Const cGameName = "cheetah"
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 = "Cheetah - Stern 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 = 7
vpmNudge.Sensitivity = 3
vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, LeftSlingshot, RightSlingshot, RightSlingshot1)
' Trough
Set bsTrough = New cvpmBallStack
With bsTrough
.InitNoTrough BallRelease, 33, 90, 4
.InitExitSnd SoundFX("fx_ballrel", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
.Balls = 1
End With
' Saucers
Set bsSaucer = New cvpmBallStack
bsSaucer.InitSaucer sw32, 32, 0, 30
bsSaucer.InitExitSnd SoundFX("fx_kicker", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
bsSaucer.KickForceVar = 6
' Drop targets
Set dtL = New cvpmDropTarget
dtL.InitDrop Array(sw24, sw23, sw22, sw21, sw20), Array(24, 23, 22, 21, 20)
dtL.initsnd SoundFX("", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
dtL.CreateEvents "dtL"
Set dtT = New cvpmDropTarget
dtT.InitDrop Array(sw25, sw26, sw27), Array(25, 26, 27)
dtT.initsnd SoundFX("", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
dtT.CreateEvents "dtT"
Set dtR2 = New cvpmDropTarget
dtR2.InitDrop Array(sw28, sw29, sw30), Array(28, 29, 30)
dtR2.initsnd SoundFX("", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
dtR2.CreateEvents "dtR2"
Set dtR = New cvpmDropTarget
dtR.InitDrop Array(sw17, sw18, sw19), Array(17, 18, 19)
dtR.initsnd SoundFX("", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
dtR.CreateEvents "dtR"
' 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 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
'*********
' Switches
'*********
' Slings
Dim LStep, RStep, RStep1
Sub LeftSlingShot_Slingshot
PlaySoundAt SoundFX("fx_slingshot", DOFContactors), Lemk
LeftSling4.Visible = 1
Lemk.RotX = 26
LStep = 0
vpmTimer.PulseSw 16
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 = -20: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 11
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 = -20:RightSlingShot.TimerEnabled = 0
End Select
RStep = RStep + 1
End Sub
Sub RightSlingShot1_Slingshot
PlaySoundAt SoundFX("fx_slingshot", DOFContactors), Remk1
RightSling8.Visible = 1
Remk1.RotX = 26
RStep1 = 0
vpmTimer.PulseSw 15
RightSlingShot1.TimerEnabled = 1
End Sub
Sub RightSlingShot1_Timer
Select Case RStep1
Case 1:RightSLing8.Visible = 0:RightSLing7.Visible = 1:Remk1.RotX = 14
Case 2:RightSLing7.Visible = 0:RightSLing6.Visible = 1:Remk1.RotX = 2
Case 3:RightSLing6.Visible = 0:Remk1.RotX = -20:RightSlingShot1.TimerEnabled = 0
End Select
RStep1 = RStep1 + 1
End Sub
' Rubber & animations
Dim Rub1
Sub sw40_Hit:vpmTimer.PulseSw 40:Rub1 = 1:sw40_Timer:End Sub
Sub sw40_Timer
Select Case Rub1
Case 1:r1.Visible = 1:sw40.TimerEnabled = 1
Case 2:r1.Visible = 0:r2.Visible = 1
Case 3:r2.Visible = 0:sw40.TimerEnabled = 0
End Select
Rub1 = Rub1 + 1
End Sub
' Bumpers
Sub Bumper1_Hit:vpmTimer.PulseSw 12:PlaySoundAtBumperVol SoundFX("fx_bumper", DOFContactors), Bumper1, VolBump:End Sub
Sub Bumper2_Hit:vpmTimer.PulseSw 13:PlaySoundAtBumperVol SoundFX("fx_bumper", DOFContactors), Bumper2, VolBump:End Sub
Sub Bumper3_Hit:vpmTimer.PulseSw 14:PlaySoundAtBumperVol SoundFX("fx_bumper", DOFContactors), Bumper3, VolBump:End Sub
' Drain & Saucers
Sub Drain_Hit:Playsound "fx_drain":bsTrough.AddBall Me:End Sub
Sub sw32_Hit::PlaySound "fx_kicker_enter", 0, 1, 0.05:bsSaucer.AddBall 0:End Sub
' Rollovers
Sub sw35_Hit:Controller.Switch(35) = 1:PlaySoundAtVol "fx_sensor", sw35, VolRol:End Sub
Sub sw35_UnHit:Controller.Switch(35) = 0:End Sub
Sub sw37_Hit:Controller.Switch(37) = 1:PlaySoundAtVol "fx_sensor", sw37, VolRol:End Sub
Sub sw37_UnHit:Controller.Switch(37) = 0:End Sub
Sub sw39_Hit:Controller.Switch(39) = 1:PlaySoundAtVol "fx_sensor", sw39, VolRol:End Sub
Sub sw39_UnHit:Controller.Switch(39) = 0:End Sub
Sub sw38_Hit:Controller.Switch(38) = 1:PlaySoundAtVol "fx_sensor", sw38, VolRol:End Sub
Sub sw38_UnHit:Controller.Switch(38) = 0:End Sub
Sub sw36_Hit:Controller.Switch(36) = 1:PlaySoundAtVol "fx_sensor", sw36, VolRol:End Sub
Sub sw36_UnHit:Controller.Switch(36) = 0:End Sub
Sub sw34_Hit:Controller.Switch(34) = 1:PlaySoundAtVol "fx_sensor", sw34, VolRol:End Sub
Sub sw34_UnHit:Controller.Switch(34) = 0:End Sub
Sub sw31_Hit:Controller.Switch(31) = 1:PlaySoundAtVol "fx_sensor", sw31, VolRol:End Sub
Sub sw31_UnHit:Controller.Switch(31) = 0:End Sub
' Droptargets (only sound effect)
Sub aDroptargets_Hit(idx):PlaySoundAtVol SoundFX("fx_droptarget", DOFDropTargets), ActiveBall, VolDrop:End Sub
' Spinners
Sub sw4_Spin:vpmTimer.PulseSw 4:PlaySoundAtVol "fx_spinner", sw4, VolSpin:End Sub
Sub sw9_Spin:vpmTimer.PulseSw 9:PlaySoundAtVol "fx_spinner", sw9, VolSpin:End Sub
Sub sw5_Spin:vpmTimer.PulseSw 5:PlaySoundAtVol "fx_spinner", sw5, VolSpin:End Sub
'Targets
Sub sw10_Hit:vpmTimer.PulseSw 10:PlaySoundAtVol SoundFX("fx_target", DOFDropTargets), sw10, VolTarget:End Sub
'*********
'Solenoids
'*********
SolCallback(6) = "vpmsolsound SoundFX(""fx_knocker"",DOFKnocker)," 'Unverified
SolCallback(7) = "dtT.SolDropUp"
SolCallback(8) = "dtR2.SolDropUp"
SolCallback(14) = "dtL.SolDropUp"
SolCallback(15) = "bsTrough.SolOut"
SolCallback(17) = "dtR.SolDropUp"
SolCallback(19) = "vpmNudge.SolGameOn"
SolCallback(20) = "SolEMKicker"
'EM kicker animation
Dim EMKStep
Sub SolEMKicker(enabled)
If enabled Then
EMKStep = 0
sw32EMK.RotX = 26
sw32.TimerEnabled = 1
bsSaucer.ExitSol_On
End If
End Sub
Sub sw32_Timer
Select Case EMKStep
Case 1:sw32EMK.RotX = 14
Case 2:sw32EMK.RotX = 2
Case 3:sw32EMK.RotX = -20:sw32.TimerEnabled = 0
End Select
EMKStep = EMKStep + 1
End Sub
'**************
' Flipper Subs
'**************
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
Else
PlaySoundAtVol SoundFX("fx_flipperdown", DOFFlippers), RightFlipper, VolFlip
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
Sub LeftFlipper1_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(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 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()
'backdrop lights
If VarHidden Then
NFadeTm 13, li13, "High Score"
NFadeT 13, li13a, "To Date"
NFadeT 45, li45, "Game Over"
NFadeT 61, li61, "TILT"
NFadeT 63, li63, "Match"
NFadeTm 43, li43a, "Shoot Again"
If Controller.Lamp(63) Then
li61a.Text = ""
Else
li61a.Text = "Ball in Play"
End If
End If
NFadeL 1, li1
NFadeL 10, li10
NFadeL 11, li11
NFadeL 12, li12
NFadeL 14, li14
NFadeL 17, li17
NFadeL 18, li18
NFadeL 19, li19
NFadeL 2, li2
NFadeL 20, li20
NFadeL 21, li21
NFadeL 22, li22
NFadeL 23, li23
NFadeL 24, li24
NFadeL 25, li25
NFadeL 26, li26
NFadeL 27, li27
NFadeL 28, li28
NFadeL 29, li29
NFadeL 3, li3
NFadeL 30, li30
NFadeL 33, li33
NFadeL 34, li34
NFadeL 35, li35
NFadeL 36, li36
NFadeL 37, li37
NFadeL 38, li38
NFadeL 39, li39
NFadeL 4, li4
NFadeL 40, li40
NFadeL 41, li41
NFadeL 42, li42
NFadeL 43, li43
NFadeL 44, li44
NFadeL 46, li46
NFadeL 49, li49
NFadeL 5, li5
NFadeL 50, li50
NFadeL 51, li51
NFadeL 52, li52
NFadeL 53, li53
NFadeL 54, li54
NFadeL 55, li55
NFadeL 56, li56
NFadeL 57, li57
NFadeL 58, li58
NFadeL 59, li59
NFadeL 6, li6
NFadeL 60, li60
NFadeL 62, li62
NFadeL 7, li7
NFadeL 8, li8
NFadeL 9, li9
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 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) = 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
'Stern Cheetah
'added by Inkochnito
Sub editDips
Dim vpmDips:Set vpmDips = New cvpmDips
With vpmDips
.AddForm 700, 400, "Cheetah - DIP switches"
.AddFrame 2, 0, 110, "Maximum credits", &H00060000, Array("10 credits", 0, "15 credits", &H00020000, "25 credits", &H00040000, "40 credits", &H00060000) 'dip 18&19
.AddFrame 2, 76, 110, "High score feature", &H00000020, Array("extra ball", 0, "replay", &H00000020) 'dip 6
.AddFrame 2, 122, 110, "Balls per game", &H00000040, Array("3 balls", 0, "5 balls", &H00000040) 'dip 7
.AddFrame 2, 168, 110, "Extra ball award", &H20000000, Array("100K points", 0, "extra ball", &H20000000) 'dip 30
.AddFrame 125, 0, 110, "High game to date", 49152, Array("points", 0, "1 free game", &H00004000, "2 free games", 32768, "3 free games", 49152) 'dip 15&16
.AddFrame 125, 76, 110, "Extra ball limit", &H00010000, Array("1 per game", 0, "1 per ball", &H00010000) 'dip 17
.AddFrame 125, 122, 110, "Special limit", &H00200000, Array("1 per game", 0, "1 per ball", &H00200000) 'dip 22
.AddFrame 248, 0, 110, "Special award", &HC0000000, Array("no award", 0, "100K points", &H40000000, "free ball", &H80000000, "free game", &HC0000000) 'dip 31&32
.AddFrame 248, 76, 110, "Add-a-ball maximum", &H00001000, Array("3 balls", 0, "5 balls", &H00001000) 'dip 13
.AddFrame 248, 122, 110, "5 bank start award", &H10000000, Array("no lite", 0, "20K collect bonus", &H10000000) 'dip 29
.AddChk 125, 170, 110, Array("Match feature", &H00100000) 'dip 21
.AddChk 125, 185, 110, Array("Credits displayed", &H00080000) 'dip 20
.AddChk 125, 200, 110, Array("Bonus memory", &H00800000) 'dip 24
.AddChk 125, 215, 110, Array("Add-a-ball memory", &H00000010) 'dip 5
.AddChk 248, 170, 110, Array("Background sound", &H00000080) 'dip 8
.AddChk 248, 185, 110, Array("Start with 2X on", &H00002000) 'dip 14
.AddChk 248, 200, 110, Array("3 star bank memory", &H00400000) 'dip 23
.AddLabel 50, 240, 300, 20, "After hitting OK, press F3 to reset game with new settings."
.ViewDips
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 = 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
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