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Copy pathCosmic JP 1.0.0.vbs
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Cosmic JP 1.0.0.vbs
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' Taito's Cosmic / IPD No. 4567 / 1980 / 4 Players
' VPX - version by JPSalas 2018, version 1.0.0
Option Explicit
Randomize
' Thalamus 2018-07-20
' Added/Updated "Positional Sound Playback Functions" and "Supporting Ball & Sound Functions"
' Thalamus 2018-11-01 : Improved directional sounds
' !! NOTE : Table not verified yet !!
' Options
' Volume devided by - lower gets higher sound
Const VolDiv = 2000 ' Lower number, louder ballrolling/collition sound
Const VolCol = 10 ' Ball collition divider ( voldiv/volcol )
' The rest of the values are multipliers
'
' .5 = lower volume
' 1.5 = higher volume
Const VolBump = 2 ' Bumpers volume.
Const VolRol = 1 ' Rollovers volume.
Const VolGates = 1 ' Gates volume.
Const VolMetal = 1 ' Metals volume.
Const VolRB = 1 ' Rubber bands volume.
Const VolRH = 1 ' Rubber hits volume.
Const VolPo = 1 ' Rubber posts volume.
Const VolPi = 1 ' Rubber pins volume.
Const VolPlast = 1 ' Plastics volume.
Const VolTarg = 1 ' Targets volume.
Const VolWood = 1 ' Woods volume.
Const VolKick = 1 ' Kicker volume.
Const VolSpin = 1.5 ' Spinners volume.
Const VolFlip = 1 ' Flipper volume.
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", "Taito.vbs", 3.26
Dim bsTrough, dtbank, bsTopSaucer, bsLeftSaucer, x
Const cGameName = "cosmic"
Const UseSolenoids = 1
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 = "Cosmic - Taito 1979" & vbNewLine & "VPX table by JPSalas v.1.0.0"
.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 = 30
vpmNudge.Sensitivity = 3
vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, LeftSlingshot, RightSlingshot)
' Trough
Set bsTrough = New cvpmBallStack
With bsTrough
.InitSw 0, 1, 0, 0, 0, 0, 0, 0
.InitKick BallRelease, 90, 4
.InitExitSnd SoundFX("fx_ballrel", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
.Balls = 1
End With
' Saucers
Set bsTopSaucer = New cvpmBallStack
bsTopSaucer.InitSaucer sw2, 2, 105, 8
bsTopSaucer.InitExitSnd SoundFX("fx_kicker", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
bsTopSaucer.KickForceVar = 6
Set bsLeftSaucer = New cvpmBallStack
bsLeftSaucer.InitSaucer sw3, 3, 0, 25
bsLeftSaucer.InitExitSnd SoundFX("fx_kicker", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
bsLeftSaucer.KickForceVar = 6
' Drop targets
set dtbank = new cvpmdroptarget
dtbank.InitDrop Array(sw4, sw14, sw24, sw34), Array(4, 14, 24, 34)
dtbank.initsnd SoundFX("", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
dtbank.CreateEvents "dtbank"
' 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 PlaySoundAtVol "fx_PlungerPull", plunger, 1:Plunger.Pullback
If keycode = RightFlipperKey Then Controller.Switch(55) = 1
If keycode = LeftFlipperKey Then Controller.Switch(65) = 1
If vpmKeyDown(keycode)Then Exit Sub
End Sub
Sub table1_KeyUp(ByVal Keycode)
If keycode = RightFlipperKey Then Controller.Switch(55) = 0
If keycode = LeftFlipperKey Then Controller.Switch(65) = 0
If vpmKeyUp(keycode)Then Exit Sub
If keycode = PlungerKey Then PlaySoundAtVol "fx_plunger", plunger,1:Plunger.Fire
End Sub
'*********
' Switches
'*********
' Slings
Dim LStep, RStep
Sub LeftSlingShot_Slingshot
PlaySoundAtVol SoundFX("fx_slingshot", DOFContactors), lemk, 1
DOF 101, DOFPulse
LeftSling4.Visible = 1
Lemk.RotX = 26
LStep = 0
vpmTimer.PulseSw 51
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
PlaySoundAtVol SoundFX("fx_slingshot", DOFContactors), remk, 1
DOF 102, DOFPulse
RightSling4.Visible = 1
Remk.RotX = 26
RStep = 0
vpmTimer.PulseSw 61
RightSlingShot.TimerEnabled = 1
End Sub
Sub RightSlingShot_Timer
Select Case RStep
Case 1:RightSLing4.Visible = 0:RightSLing3.Visible = 1:Remk.RotX = 14
Case 2:RightSLing3.Visible = 0:RightSLing2.Visible = 1:Remk.RotX = 2
Case 3:RightSLing2.Visible = 0:Remk.RotX = -10:RightSlingShot.TimerEnabled = 0
End Select
RStep = RStep + 1
End Sub
' Bumpers
Sub Bumper1_Hit:vpmTimer.PulseSw 54:PlaySoundAtVol SoundFX("fx_bumper", DOFContactors),Bumper1, VolBump:End Sub
Sub Bumper2_Hit:vpmTimer.PulseSw 44:PlaySoundAtVol SoundFX("fx_bumper", DOFContactors),Bumper2, VolBump:End Sub
Sub Bumper3_Hit:vpmTimer.PulseSw 64:PlaySoundAtVol SoundFX("fx_bumper", DOFContactors),Bumper3, VolBump:End Sub
' Drain & Saucers
Sub Drain_Hit:PlaysoundAtVol "fx_drain",drain,1:bsTrough.AddBall Me:End Sub
Sub sw2_Hit::PlaySoundAtVol "fx_kicker_enter", sw2, VolKick:bsTopSaucer.AddBall 0:End Sub
Sub sw3_Hit::PlaySoundAtVol "fx_kicker_enter", sw3, VolKick:bsLeftSaucer.AddBall 0:End Sub
' Rollovers
Sub sw33_Hit:Controller.Switch(33) = 1:PlaySoundAtVol "fx_sensor", ActiveBall, 1:End Sub
Sub sw33_UnHit:Controller.Switch(33) = 0:End Sub
Sub sw53_Hit:Controller.Switch(53) = 1:PlaySoundAtVol "fx_sensor", ActiveBall, 1:End Sub
Sub sw53_UnHit:Controller.Switch(53) = 0:End Sub
Sub sw52_Hit:Controller.Switch(52) = 1:PlaySoundAtVol "fx_sensor", ActiveBall, 1:End Sub
Sub sw52_UnHit:Controller.Switch(52) = 0:End Sub
Sub sw62_Hit:Controller.Switch(62) = 1:PlaySoundAtVol "fx_sensor", ActiveBall, 1:End Sub
Sub sw62_UnHit:Controller.Switch(62) = 0:End Sub
Sub sw63_Hit:Controller.Switch(63) = 1:PlaySoundAtVol "fx_sensor", ActiveBall, 1:End Sub
Sub sw63_UnHit:Controller.Switch(63) = 0:End Sub
Sub sw43_Hit:Controller.Switch(43) = 1:PlaySoundAtVol "fx_sensor", ActiveBall, 1:End Sub
Sub sw43_UnHit:Controller.Switch(43) = 0:End Sub
Sub sw12_Hit:Controller.Switch(12) = 1:PlaySoundAtVol "fx_sensor", ActiveBall, 1:End Sub
Sub sw12_UnHit:Controller.Switch(12) = 0:End Sub
Sub sw22_Hit:Controller.Switch(22) = 1:PlaySoundAtVol "fx_sensor", ActiveBall, 1:End Sub
Sub sw22_UnHit:Controller.Switch(22) = 0:End Sub
Sub sw32_Hit:Controller.Switch(32) = 1:PlaySoundAtVol "fx_sensor", ActiveBall, 1:End Sub
Sub sw32_UnHit:Controller.Switch(32) = 0:End Sub
Sub sw42_Hit:Controller.Switch(42) = 1:PlaySoundAtVol "fx_sensor", ActiveBall, 1:End Sub
Sub sw42_UnHit:Controller.Switch(42) = 0:End Sub
Sub sw13_Hit:Controller.Switch(13) = 1:PlaySoundAtVol "fx_sensor", ActiveBall, 1:lisw13.Duration 1, 600, 0:End Sub
Sub sw13_UnHit:Controller.Switch(13) = 0:End Sub
Sub sw23_Hit:Controller.Switch(23) = 1:PlaySoundAtVol "fx_sensor", ActiveBall, 1:lisw23.Duration 1, 600, 0:End Sub
Sub sw23_UnHit:Controller.Switch(23) = 0:End Sub
' Droptargets (only sound effect)
Sub sw4_Hit:PlaySoundAtVol SoundFX("fx_droptarget", DOFDropTargets),ActiveBall, 1:End Sub
Sub sw14_Hit:PlaySoundAtVol SoundFX("fx_droptarget", DOFDropTargets),ActiveBall, 1:End Sub
Sub sw24_Hit:PlaySoundAtVol SoundFX("fx_droptarget", DOFDropTargets),ActiveBall, 1:End Sub
Sub sw34_Hit:PlaySoundAtVol SoundFX("fx_droptarget", DOFDropTargets),ActiveBall, 1:End Sub
' Spinners
Sub sw41_Spin:vpmTimer.PulseSw 41:PlaySoundAtVol "fx_spinner", sw41, VolSpin:End Sub
'Targets
Sub sw11_Hit:vpmTimer.PulseSw 11:PlaySoundAtVol SoundFX("fx_target", DOFDropTargets),ActiveBall, 1:End Sub
Sub sw21_Hit:vpmTimer.PulseSw 21:PlaySoundAtVol SoundFX("fx_target", DOFDropTargets),ActiveBall, 1:End Sub
Sub sw31_Hit:vpmTimer.PulseSw 31:PlaySoundAtVol SoundFX("fx_target", DOFDropTargets),ActiveBall, 1:End Sub
'*********
'Solenoids
'*********
SolCallback(1) = "bsTrough.SolOut"
SolCallback(2) = "bsTopSaucer.SolOut"
SolCallback(3) = "SolEMKicker"
SolCallback(4) = "dtbank.SolDropUp"
SolCallback(7) = "dtbank.SolHit 1,"
SolCallback(8) = "dtbank.SolHit 2,"
SolCallback(9) = "dtbank.SolHit 3,"
SolCallback(10) = "dtbank.SolHit 4,"
SolCallback(17) = "SolGi" '17=relay
SolCallback(18) = "vpmNudge.SolGameOn"
Sub SolGi(enabled)
If enabled Then
GiOff
Else
GiOn
End If
End Sub
'EM kicker animation
Dim EMKStep
Sub SolEMKicker(enabled)
If enabled Then
EMKStep = 0
sw3EMK.RotX = 26
sw3.TimerEnabled = 1
bsLeftSaucer.ExitSol_On
End If
End Sub
Sub sw3_Timer
Select Case EMKStep
Case 1:sw3EMK.RotX = 14
Case 2:sw3EMK.RotX = 2
Case 3:sw3EMK.RotX = -10:sw3.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
Else
PlaySoundAtVol SoundFX("fx_flipperdown", DOFFlippers), LeftFlipper, VolFlip
LeftFlipper.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
'*****************
' 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()
NFadeL 0, li0
NFadeL 1, li1
NFadeL 10, li10
NFadeL 100, li100
NFadeL 101, li101
NFadeL 102, li102
NFadeL 103, li103
NFadeL 109, li109
NFadeL 11, li11
NFadeL 110, li110
NFadeL 111, li111
NFadeL 112, li112
NFadeL 113, li113
NFadeL 119, li119
NFadeL 12, li12
NFadeL 120, li120
NFadeL 121, li121
NFadeL 123, li123
NFadeL 133, li133
NFadeL 143, li143
NFadeL 153, li153
NFadeL 2, li2
NFadeL 20, li20
NFadeL 21, li21
NFadeL 22, li22
NFadeL 30, li30
NFadeL 31, li31
NFadeLm 32, li32a
NFadeL 32, li32
NFadeL 40, li40
NFadeL 41, li41
NFadeL 42, li42
NFadeL 50, li50
NFadeL 51, li51
NFadeL 52, li52
NFadeL 60, li60
NFadeL 61, li61
NFadeL 62, li62
NFadeL 70, li70
NFadeL 71, li71
NFadeL 72, li72
NFadeL 79, li79
NFadeL 80, li80
NFadeL 81, li81
NFadeL 82, li82
NFadeL 83, li83
NFadeL 89, li89
NFadeL 90, li90
NFadeL 91, li91
NFadeLm 92, li92a
NFadeL 92, li92
NFadeL 93, li93
NFadeL 99, li99
'backdrop lights
If VarHidden Then
NFadeL 139, li139
NFadeL 140, li140
NFadeL 141, li141
NFadeL 142, li142
NFadeL 149, li149
NFadeL 150, li150
NFadeL 151, li151
NFadeL 152, li152
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 6-digit output to reels
Set Digits(0) = a0
Set Digits(1) = a1
Set Digits(2) = a2
Set Digits(3) = a3
Set Digits(4) = a4
Set Digits(5) = a5
Set Digits(6) = b0
Set Digits(7) = b1
Set Digits(8) = b2
Set Digits(9) = b3
Set Digits(10) = b4
Set Digits(11) = b5
Set Digits(12) = c0
Set Digits(13) = c1
Set Digits(14) = c2
Set Digits(15) = c3
Set Digits(16) = c4
Set Digits(17) = c5
Set Digits(18) = d0
Set Digits(19) = d1
Set Digits(20) = d2
Set Digits(21) = d3
Set Digits(22) = d4
Set Digits(23) = d5
Set Digits(24) = e0
Set Digits(25) = e1
Sub UpdateLeds
On Error Resume Next
Dim ChgLED, ii, jj, chg, stat
ChgLED = Controller.ChangedLEDs(&HFF, &HFFFF)
If Not IsEmpty(ChgLED)Then
For ii = 0 To UBound(ChgLED)
chg = chgLED(ii, 1):stat = chgLED(ii, 2)
For jj = 0 to 10
If stat = Patterns(jj)OR stat = Patterns2(jj)then Digits(chgLED(ii, 0)).SetValue jj
Next
Next
End IF
End Sub
'******************************
' Diverse Collection Hit Sounds
'******************************
Sub aMetals_Hit(idx):PlaySound "fx_MetalHit2", 0, Vol(ActiveBall)*VolMetal, pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall):End Sub
Sub aRubber_Bands_Hit(idx):PlaySound "fx_rubber_band", 0, Vol(ActiveBall)*VolRB, pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall):End Sub
Sub aRubber_Posts_Hit(idx):PlaySound "fx_rubber_post", 0, Vol(ActiveBall)*VolPo, pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall):End Sub
Sub aRubber_Pins_Hit(idx):PlaySound "fx_rubber_pin", 0, Vol(ActiveBall)*VolPi, pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall):End Sub
Sub aPlastics_Hit(idx):PlaySound "fx_PlasticHit", 0, Vol(ActiveBall)*VolPlast, pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall):End Sub
Sub aGates_Hit(idx):PlaySound "fx_Gate", 0, Vol(ActiveBall)*VolGates, pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall):End Sub
Sub aWoods_Hit(idx):PlaySound "fx_Woodhit", 0, Vol(ActiveBall)*VolWood, 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, Volum)
PlaySound sound, 1, Volum, 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
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 / (VolDiv/VolCol), Pan(ball1), 0, Pitch(ball1), 0, 0, AudioFade(ball1)
End Sub