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Copy pathDiamond Lady (Gottlieb 1988) v4.3.vbs
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Diamond Lady (Gottlieb 1988) v4.3.vbs
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' Diamond Lady / IPD No. 678 / Premier February, 1988 / 4 Players
' VPX7 v4.3.0 by JPSalas 2023
' Solenoids based on Destruk's script
' DOF commands by Arngrim
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 "01210000", "sys80.vbs", 3.1
Dim bsTrough, dtLBank, dtRBank, dtMBank, dtCBank, bsTop, kickbackIM
Dim x, bump1, bump2, bump3
Const cGameName = "diamond"
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
With Controller
.GameName = cGameName
.Games(cGameName).Settings.Value("sound") = 1 'ensure the sound is on
.SplashInfoLine = "Diamond Lady, Gottlieb 1988" & vbNewLine & "VPX7 table by JPSalas v.4.3.0"
.Games(cGameName).Settings.Value("dmd_red") = 0 'set dmd lights to color blue
.Games(cGameName).Settings.Value("dmd_green") = 128
.Games(cGameName).Settings.Value("dmd_blue") = 255
.Games(cGameName).Settings.Value("rol") = 0
.HandleMechanics = 0
.HandleKeyboard = 0
.ShowDMDOnly = 1
.ShowFrame = 0
.ShowTitle = 0
.Hidden = VarHidden
If Err Then MsgBox Err.Description
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 GetPlayerHWnd
' Thalamus : Was missing 'vpminit me'
vpminit me
' Nudging
vpmNudge.TiltSwitch = 57
vpmNudge.Sensitivity = 1
vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, LeftSlingshot, RightSlingshot)
' Trough & Ball Release
Set bsTrough = New cvpmBallStack
With bsTrough
.InitSw 66, 0, 46, 0, 0, 0, 0, 0
.InitKick BallRelease, 80, 6
.InitExitSnd SoundFX("fx_ballrel",DOFContactors), SoundFX("fx_Solenoid",DOFContactors)
.Balls = 2
End With
' Top saucer
Set bsTop = New cvpmBallStack
With bsTop
.InitSaucer sw74, 74, 300, 28
.InitExitSnd SoundFX("fx_kicker", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
End With
' Left Drop targets
set dtLBank = new cvpmdroptarget
With dtLBank
.InitDrop Array(sw20, sw30, sw40, sw50, sw60), Array(20, 30, 40, 50, 60)
.initsnd SoundFX("fx_droptarget", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
.CreateEvents "dtLBank"
End With
' Middle Drop targets
set dtMBank = new cvpmdroptarget
With dtMBank
.InitDrop Array(sw21, sw31, sw41, sw51), Array(21, 31, 41, 51)
.initsnd SoundFX("fx_droptarget", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
.CreateEvents "dtMBank"
End With
' Right Drop targets
set dtRBank = new cvpmdroptarget
With dtRBank
.InitDrop Array(sw22, sw32, sw42, sw52, sw62), Array(22, 32, 42, 52, 62)
.initsnd SoundFX("fx_droptarget", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
.CreateEvents "dtRBank"
End With
' Center Drop target
set dtCBank = new cvpmdroptarget
With dtCBank
.InitDrop sw23, 23
.initsnd SoundFX("fx_droptarget", DOFDropTargets), SoundFX("fx_resetdrop", DOFContactors)
.CreateEvents "dtCBank"
End With
' Impulse Plunger used as the left kickback
Set kickbackIM = New cvpmImpulseP
With kickbackIM
.InitImpulseP swKickback, 26, 0.4
.Random 0.6
'.Switch 43
.InitExitSnd "fx_popper", "fx_popper"
.CreateEvents "kickbackIM"
End With
' Main Timer init
PinMAMETimer.Interval = PinMAMEInterval
PinMAMETimer.Enabled = 1
' Start the RealTime timer
RealTime.Enabled = 1
' Load table color
LoadLut
End Sub
Sub table1_Paused:Controller.Pause = 1:End Sub
Sub table1_unPaused:Controller.Pause = 0:End Sub
'*******************
' Realtime updates
'*******************
Sub Realtime_Timer
RollingUpdate
GIUpdate
LeftFlipperTop.RotZ = LeftFlipper.CurrentAngle
RightFlipperTop.RotZ = RightFlipper.CurrentAngle
End Sub
'**********
' Keys
'**********
Sub table1_KeyDown(ByVal Keycode)
If KeyCode = RightFlipperKey Then Controller.Switch(72) = 1
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 = LeftMagnaSave Then bLutActive = True: SetLUTLine "Color LUT image " & table1.ColorGradeImage
If keycode = RightMagnaSave AND bLutActive Then NextLUT:End If
If vpmKeyDown(keycode)Then Exit Sub
If keycode = KeyRules Then Rules
If keycode = PlungerKey Then PlaySound "fx_PlungerPull", 0, 1, 0.1, 0.25:Plunger.Pullback
End Sub
Sub table1_KeyUp(ByVal Keycode)
If keycode = LeftMagnaSave Then bLutActive = False: HideLUT
If KeyCode = RightFlipperKey Then Controller.Switch(72) = 0
If vpmKeyUp(keycode)Then Exit Sub
If keycode = PlungerKey Then PlaySound "fx_plunger", 0, 1, 0.1, 0.25:Plunger.Fire
End Sub
'************************************
' LUT - Darkness control
' 10 normal level & 10 warmer levels
'************************************
Dim bLutActive, LUTImage
Sub LoadLUT
bLutActive = False
x = LoadValue(cGameName, "LUTImage")
If(x <> "")Then LUTImage = x Else LUTImage = 0
UpdateLUT
End Sub
Sub SaveLUT
SaveValue cGameName, "LUTImage", LUTImage
End Sub
Sub NextLUT:LUTImage = (LUTImage + 1)MOD 22:UpdateLUT:SaveLUT:SetLUTLine "Color LUT image " & table1.ColorGradeImage:End Sub
Sub UpdateLUT
Select Case LutImage
Case 0:table1.ColorGradeImage = "LUT0"
Case 1:table1.ColorGradeImage = "LUT1"
Case 2:table1.ColorGradeImage = "LUT2"
Case 3:table1.ColorGradeImage = "LUT3"
Case 4:table1.ColorGradeImage = "LUT4"
Case 5:table1.ColorGradeImage = "LUT5"
Case 6:table1.ColorGradeImage = "LUT6"
Case 7:table1.ColorGradeImage = "LUT7"
Case 8:table1.ColorGradeImage = "LUT8"
Case 9:table1.ColorGradeImage = "LUT9"
Case 10:table1.ColorGradeImage = "LUT10"
Case 11:table1.ColorGradeImage = "LUT Warm 0"
Case 12:table1.ColorGradeImage = "LUT Warm 1"
Case 13:table1.ColorGradeImage = "LUT Warm 2"
Case 14:table1.ColorGradeImage = "LUT Warm 3"
Case 15:table1.ColorGradeImage = "LUT Warm 4"
Case 16:table1.ColorGradeImage = "LUT Warm 5"
Case 17:table1.ColorGradeImage = "LUT Warm 6"
Case 18:table1.ColorGradeImage = "LUT Warm 7"
Case 19:table1.ColorGradeImage = "LUT Warm 8"
Case 20:table1.ColorGradeImage = "LUT Warm 9"
Case 21:table1.ColorGradeImage = "LUT Warm 10"
End Select
End Sub
Dim GiIntensity
GiIntensity = 1 'can be used by the LUT changing to increase the GI lights when the table is darker
Sub ChangeGiIntensity(factor) 'changes the intensity scale
Dim bulb
For each bulb in aGiLights
bulb.IntensityScale = GiIntensity * factor
Next
End Sub
' New LUT postit
Function GetHSChar(String, Index)
Dim ThisChar
Dim FileName
ThisChar = Mid(String, Index, 1)
FileName = "PostIt"
If ThisChar = " " or ThisChar = "" then
FileName = FileName & "BL"
ElseIf ThisChar = "<" then
FileName = FileName & "LT"
ElseIf ThisChar = "_" then
FileName = FileName & "SP"
Else
FileName = FileName & ThisChar
End If
GetHSChar = FileName
End Function
Sub SetLUTLine(String)
Dim Index
Dim xFor
Index = 1
LUBack.imagea="PostItNote"
For xFor = 1 to 40
Eval("LU" &xFor).imageA = GetHSChar(String, Index)
Index = Index + 1
Next
End Sub
Sub HideLUT
SetLUTLine ""
LUBack.imagea="PostitBL"
End Sub
'*********
' Switches
'*********
' Slings & div switches
Dim LStep, RStep
Sub LeftSlingShot_Slingshot
PlaySoundAt SoundFX("fx_slingshot", DOFContactors), Lemk
DOF 103, DOFPulse
LeftSling4.Visible = 1
Lemk.RotX = 26
LStep = 0
vpmTimer.PulseSw 33
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
DOF 104, DOFPulse
RightSling4.Visible = 1
Remk.RotX = 26
RStep = 0
vpmTimer.PulseSw 33
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 61:PlaySoundAt SoundFX("fx_bumper",DOFContactors), Bumper1:DOF 105, DOFPulse:End Sub
Sub Bumper2_Hit:vpmTimer.PulseSw 71:PlaySoundAt SoundFX("fx_bumper",DOFContactors), Bumper2:End Sub
Sub Bumper3_Hit:vpmTimer.PulseSw 61:PlaySoundAt SoundFX("fx_bumper",DOFContactors), Bumper3:DOF 107, DOFPulse:End Sub
' Drain holes
Sub Drain_Hit:PlaySoundAt "fx_drain", Drain:bsTrough.AddBall Me:End Sub
' Rollovers
Sub sw43_Hit:Controller.Switch(43) = 1:PlaySoundAt "fx_sensor",sw43:End Sub
Sub sw43_UnHit:Controller.Switch(43) = 0:End Sub
Sub sw53_Hit:Controller.Switch(53) = 1:PlaySoundAt "fx_sensor",sw53:End Sub
Sub sw53_UnHit:Controller.Switch(53) = 0:End Sub
Sub sw63_Hit:Controller.Switch(63) = 1:PlaySoundAt "fx_sensor",sw63:End Sub
Sub sw63_UnHit:Controller.Switch(63) = 0:End Sub
Sub sw73_Hit:Controller.Switch(73) = 1:PlaySoundAt "fx_sensor",sw73:End Sub
Sub sw73_UnHit:Controller.Switch(73) = 0:End Sub
Sub sw65_Hit:Controller.Switch(65) = 1:PlaySoundAt "fx_sensor",sw65:End Sub
Sub sw65_UnHit:Controller.Switch(65) = 0:End Sub
Sub sw70_Hit:Controller.Switch(70) = 1:PlaySoundAt "fx_sensor",sw70:End Sub
Sub sw70_UnHit:Controller.Switch(70) = 0:End Sub
Sub sw45_Hit:Controller.Switch(45) = 1:PlaySoundAt "fx_sensor",sw45:End Sub
Sub sw45_UnHit:Controller.Switch(45) = 0:End Sub
Sub sw55_Hit:Controller.Switch(55) = 1:PlaySoundAt "fx_sensor",sw55:End Sub
Sub sw55_UnHit:Controller.Switch(55) = 0:End Sub
' Ramp Switches
Sub sw44_Hit():Controller.Switch(44) = 1:End Sub
Sub sw44_UnHit:Controller.Switch(44) = 0:End Sub
'Spinners
Sub sw64_Spin:vpmTimer.PulseSw 64:PlaySoundAt "fx_spinner", sw64:End Sub
Sub sw54_Spin:vpmTimer.PulseSw 54:PlaySoundAt "fx_spinner", sw54:End Sub
' Targets
Sub sw24_Hit:vpmTimer.PulseSw 24:PlaySoundAtBall SoundFX("fx_target", DOFTargets):End Sub
Sub sw34_Hit:vpmTimer.PulseSw 34:PlaySoundAtBall SoundFX("fx_target", DOFTargets):End Sub
Sub sw26_Hit:vpmTimer.PulseSw 26:PlaySoundAtBall SoundFX("fx_target", DOFTargets):End Sub
Sub sw36_Hit:vpmTimer.PulseSw 36:PlaySoundAtBall SoundFX("fx_target", DOFTargets):End Sub
Sub sw25_Hit:vpmTimer.PulseSw 25:PlaySoundAtBall SoundFX("fx_target", DOFTargets):End Sub
Sub sw35_Hit:vpmTimer.PulseSw 35:PlaySoundAtBall SoundFX("fx_target", DOFTargets):End Sub
' VUK & Holes
Sub sw74_Hit:PlaySoundAt "fx_kicker_enter", sw74:bsTop.AddBall 0:End Sub
'********************
'Solenoids & Flashers
'********************
' old solenoid list
'SolCallback(2) = "dtMBank.SolDropUp"
'SolCallback(3) = "SetLamp 103," 'Left Spinner Flasher
'SolCallback(4) = "SetLamp 104," 'Right Orange Flashers
'SolCallback(5) = "dtRBank.SolDropUp"
'SolCallback(6) = "dtLBank.SolDropUp"
'SolCallback(7) = "SetLamp 107," 'Right Red Flashers
'SolCallback(8) = "vpmSolSound SoundFX(""fx_knocker"",DOFKnocker),"
'SolCallback(9) = "bsTrough.SolIn"
'SolCallback(10) = "dtCBank.SolDropUp"
SolCallback(1) = "dtCBank.SolDropUp"
SolCallback(2) = "dtLBank.SolDropUp"
SolCallback(3) = "SetLamp 103," 'Left Spinner Flasher
SolCallback(4) = "SetLamp 104," 'Right Orange Flashers
SolCallback(5) = "dtMBank.SolDropUp"
SolCallback(6) = "dtRBank.SolDropUp"
SolCallback(7) = "SetLamp 107," 'Right Red Flashers
SolCallback(8) = "vpmSolSound SoundFX(""fx_knocker"",DOFKnocker),"
SolCallback(9) = "bsTrough.SolIn"
'*******************
' Flipper Subs Rev3
'*******************
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"
Sub SolLFlipper(Enabled)
If Enabled Then
PlaySoundAt SoundFX("fx_flipperup", DOFContactors), LeftFlipper
LeftFlipper.RotateToEnd
LeftFlipperOn = 1
Else
PlaySoundAt SoundFX("fx_flipperdown", DOFContactors), LeftFlipper
LeftFlipper.RotateToStart
LeftFlipperOn = 0
End If
End Sub
Sub SolRFlipper(Enabled)
If Enabled Then
PlaySoundAt SoundFX("fx_flipperup", DOFContactors), RightFlipper
RightFlipper.RotateToEnd
RightFlipperOn = 1
Else
PlaySoundAt SoundFX("fx_flipperdown", DOFContactors), RightFlipper
RightFlipper.RotateToStart
RightFlipperOn = 0
End If
End Sub
Sub LeftFlipper_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 60, pan(ActiveBall), 0.1, 0, 0, 0, AudioFade(ActiveBall)
End Sub
Sub RightFlipper_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 60, pan(ActiveBall), 0.1, 0, 0, 0, AudioFade(ActiveBall)
End Sub
'*********************************************************
' Real Time Flipper adjustments - by JLouLouLou & JPSalas
' (to enable flipper tricks)
'*********************************************************
Dim FlipperPower
Dim FlipperElasticity
Dim SOSTorque, SOSAngle
Dim FullStrokeEOS_Torque, LiveStrokeEOS_Torque
Dim LeftFlipperOn
Dim RightFlipperOn
Dim LLiveCatchTimer
Dim RLiveCatchTimer
Dim LiveCatchSensivity
FlipperPower = 5000
FlipperElasticity = 0.8
FullStrokeEOS_Torque = 0.3 ' EOS Torque when flipper hold up ( EOS Coil is fully charged. Ampere increase due to flipper can't move or when it pushed back when "On". EOS Coil have more power )
LiveStrokeEOS_Torque = 0.2 ' EOS Torque when flipper rotate to end ( When flipper move, EOS coil have less Ampere due to flipper can freely move. EOS Coil have less power )
LeftFlipper.EOSTorqueAngle = 10
RightFlipper.EOSTorqueAngle = 10
SOSTorque = 0.1
SOSAngle = 6
LiveCatchSensivity = 10
LLiveCatchTimer = 0
RLiveCatchTimer = 0
LeftFlipper.TimerInterval = 1
LeftFlipper.TimerEnabled = 1
Sub LeftFlipper_Timer 'flipper's tricks timer
'Start Of Stroke Flipper Stroke Routine : Start of Stroke for Tap pass and Tap shoot
If LeftFlipper.CurrentAngle >= LeftFlipper.StartAngle - SOSAngle Then LeftFlipper.Strength = FlipperPower * SOSTorque else LeftFlipper.Strength = FlipperPower : End If
'End Of Stroke Routine : Livecatch and Emply/Full-Charged EOS
If LeftFlipperOn = 1 Then
If LeftFlipper.CurrentAngle = LeftFlipper.EndAngle then
LeftFlipper.EOSTorque = FullStrokeEOS_Torque
LLiveCatchTimer = LLiveCatchTimer + 1
If LLiveCatchTimer < LiveCatchSensivity Then
LeftFlipper.Elasticity = 0
Else
LeftFlipper.Elasticity = FlipperElasticity
LLiveCatchTimer = LiveCatchSensivity
End If
End If
Else
LeftFlipper.Elasticity = FlipperElasticity
LeftFlipper.EOSTorque = LiveStrokeEOS_Torque
LLiveCatchTimer = 0
End If
'Start Of Stroke Flipper Stroke Routine : Start of Stroke for Tap pass and Tap shoot
If RightFlipper.CurrentAngle <= RightFlipper.StartAngle + SOSAngle Then RightFlipper.Strength = FlipperPower * SOSTorque else RightFlipper.Strength = FlipperPower : End If
'End Of Stroke Routine : Livecatch and Emply/Full-Charged EOS
If RightFlipperOn = 1 Then
If RightFlipper.CurrentAngle = RightFlipper.EndAngle Then
RightFlipper.EOSTorque = FullStrokeEOS_Torque
RLiveCatchTimer = RLiveCatchTimer + 1
If RLiveCatchTimer < LiveCatchSensivity Then
RightFlipper.Elasticity = 0
Else
RightFlipper.Elasticity = FlipperElasticity
RLiveCatchTimer = LiveCatchSensivity
End If
End If
Else
RightFlipper.Elasticity = FlipperElasticity
RightFlipper.EOSTorque = LiveStrokeEOS_Torque
RLiveCatchTimer = 0
End If
End Sub
'*****************************
'Extra Lamps used as solenoids
'Based on destruk's code
'adapted to the fading lights
'*****************************
Dim NewL12, OldL12, NewL2, OldL2, NewL13, OldL13, NewL14, OldL14, NewL15, OldL15, NewL16, OldL16, NewL17, OldL17, NewL18, OldL18
OldL12 = 0:OldL2 = 0:OldL13 = 0:OldL14 = 0:OldL15 = 0:OldL16 = 0:OldL17 = 0:OldL18 = 0
Set LampCallback = GetRef("ExtraLamps")
Sub ExtraLamps
'Aux Relay
NewL12 = Controller.Lamp(12)
If NewL12 <> OldL12 Then
If NewL12 Then
Aux.Enabled = 1
Else
Aux.Enabled = 0
SetLamp 111, 0:SetLamp 112, 0:SetLamp 113, 0:SetLamp 114, 0:SetLamp 115, 0
End If
End If
OldL12 = NewL12
'Ball Release
NewL2 = Controller.Lamp(2)
If NewL2 <> OldL2 Then
If NewL2 Then bsTrough.ExitSol_On
End If
OldL2 = NewL2
'Top Kicker
NewL13 = Controller.Lamp(13)
If NewL13 <> OldL13 Then
If NewL13 Then bsTop.ExitSol_On
End If
OldL13 = NewL13
'Kickback
NewL14 = Controller.Lamp(14)
If NewL14 <> OldL14 Then
If NewL14 Then kickbackIM.AutoFire:DOF 108, DOFPulse
End If
OldL14 = NewL14
'#1 Drop Target Trip Coil
NewL15 = Controller.Lamp(15)
If NewL15 <> OldL15 Then
If NewL15 Then
dtLBank.Hit 2
dtLBank.Hit 3
dtLBank.Hit 4
End If
End If
OldL15 = NewL15
'#2 Drop Target Trip Coil
NewL16 = Controller.Lamp(16)
If NewL16 <> OldL16 Then
If NewL16 Then
dtMBank.Hit 2
dtMBank.Hit 3
End If
End If
OldL16 = NewL16
'#3 Drop Target Trip Coil
NewL17 = Controller.Lamp(17)
If NewL17 <> OldL17 Then
If NewL17 Then
dtRBank.Hit 2
dtRBank.Hit 3
dtRBank.Hit 4
End If
End If
OldL17 = NewL17
'#4 Drop Target Trip Coil
NewL18 = Controller.Lamp(18)
If NewL18 <> OldL18 Then
If NewL18 Then dtCBank.Hit 1
End If
OldL18 = NewL18
End Sub
Dim AuxCount:AuxCount = 0
Sub Aux_Timer
Select Case AuxCount
Case 0:SetLamp 115, 1:SetLamp 111, 0
Case 1:SetLamp 114, 1:SetLamp 115, 0
Case 2:SetLamp 113, 1:SetLamp 114, 0
Case 3:SetLamp 112, 1:SetLamp 113, 0
Case 4:SetLamp 111, 1:SetLamp 112, 0
End Select
AuxCount = AuxCount + 1
If AuxCount = 5 then AuxCount = 0
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
'**********************************************************
' JP's Lamp Fading for VPX and Vpinmame v4.0
' FadingStep used for all kind of lamps
' FlashLevel used for modulated flashers
' LampState keep the real lamp state in a array
'**********************************************************
Dim LampState(200), FadingStep(200), FlashLevel(200)
InitLamps() ' turn off the lights and flashers and reset them to the default parameters
' vpinmame 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
FadingStep(chgLamp(ii, 0)) = chgLamp(ii, 1)
Next
End If
UpdateLeds
UpdateLamps
End Sub
Sub UpdateLamps
Lampm 3, l3a
Lamp 3, l3
Lamp 5, l5
Lamp 6, l6
Lamp 7, l7
Lamp 8, l8
Lamp 9, l9
Lamp 10, l10
Lamp 11, l11
Lampm 19, l19b
Lamp 19, l19
Lampm 20, l20a
Lamp 20, l20
Flash 21, l21
Flash 22, l22
Flash 23, l23
Flash 24, l24
Flash 25, l25
Flash 26, l26
Flash 27, l27
Lamp 28, l28
Lamp 29, l29
Lamp 30, l30
Lampm 31, l31
Lampm 31, l31b
Lamp 31, l31d
Lamp 32, l32
Lamp 33, l33
Lamp 34, l34
Lamp 35, l35
Lamp 36, l36
Lamp 37, l37
Lamp 38, l38
Lamp 39, l39
Lamp 41, l41
Lamp 42, l42
Lamp 43, l43
Lamp 44, l44
Lampm 45, l45
Lamp 45, l45b
Lamp 46, l46
Lamp 47, l47
Lamp 51, l51
'flashers
Lampm 103, f31
Lamp 103, f3
Flashm 104, f41
Flash 104, f4
Flashm 107, f71
Flash 107, f7
' Aux lights
Lamp 111, Aux1
Lamp 112, Aux2
Lamp 113, Aux3
Lamp 114, Aux4
Lamp 115, Aux5
End Sub
' div lamp subs
' Normal Lamp & Flasher subs
Sub InitLamps()
Dim x
LampTimer.Interval = 10
LampTimer.Enabled = 1
For x = 0 to 200
FadingStep(x) = 0
FlashLevel(x) = 0
Next
End Sub
Sub SetLamp(nr, value) ' 0 is off, 1 is on
FadingStep(nr) = abs(value)
End Sub
' Lights: used for VPX standard lights, the fading is handled by VPX itself, they are here to be able to make them work together with the flashers
Sub Lamp(nr, object)
Select Case FadingStep(nr)
Case 1:object.state = 1:FadingStep(nr) = -1
Case 0:object.state = 0:FadingStep(nr) = -1
End Select
End Sub
Sub Lampm(nr, object) ' used for multiple lights, it doesn't change the fading state
Select Case FadingStep(nr)
Case 1:object.state = 1
Case 0:object.state = 0
End Select
End Sub
' Flashers: 0 starts the fading until it is off
Sub Flash(nr, object)
Dim tmp
Select Case FadingStep(nr)
Case 1:Object.IntensityScale = 1:FadingStep(nr) = -1
Case 0
tmp = Object.IntensityScale * 0.85 - 0.01
If tmp > 0 Then
Object.IntensityScale = tmp
Else
Object.IntensityScale = 0
FadingStep(nr) = -1
End If
End Select
End Sub
Sub Flashm(nr, object) 'multiple flashers, it doesn't change the fading state
Dim tmp
Select Case FadingStep(nr)
Case 1:Object.IntensityScale = 1
Case 0
tmp = Object.IntensityScale * 0.85 - 0.01
If tmp > 0 Then
Object.IntensityScale = tmp
Else
Object.IntensityScale = 0
End If
End Select
End Sub
' Desktop Objects: Reels & texts
' Reels - 4 steps fading
Sub Reel(nr, object)
Select Case FadingStep(nr)
Case 1:object.SetValue 1:FadingStep(nr) = -1
Case 0:object.SetValue 2:FadingStep(nr) = 2
Case 2:object.SetValue 3:FadingStep(nr) = 3
Case 3:object.SetValue 0:FadingStep(nr) = -1
End Select
End Sub
Sub Reelm(nr, object)
Select Case FadingStep(nr)
Case 1:object.SetValue 1
Case 0:object.SetValue 2
Case 2:object.SetValue 3
Case 3:object.SetValue 0
End Select
End Sub
' Reels non fading
Sub NfReel(nr, object)
Select Case FadingStep(nr)
Case 1:object.SetValue 1:FadingStep(nr) = -1
Case 0:object.SetValue 0:FadingStep(nr) = -1
End Select
End Sub
Sub NfReelm(nr, object)
Select Case FadingStep(nr)
Case 1:object.SetValue 1
Case 0:object.SetValue 0
End Select
End Sub
'Texts
Sub Text(nr, object, message)
Select Case FadingStep(nr)
Case 1:object.Text = message:FadingStep(nr) = -1
Case 0:object.Text = "":FadingStep(nr) = -1
End Select
End Sub
Sub Textm(nr, object, message)
Select Case FadingStep(nr)
Case 1:object.Text = message
Case 0:object.Text = ""
End Select
End Sub
' Modulated Subs for the WPC tables
Sub SetModLamp(nr, level)
FlashLevel(nr) = level / 150 'lights & flashers
End Sub
Sub LampMod(nr, object) ' modulated lights used as flashers
Object.IntensityScale = FlashLevel(nr)
Object.State = 1 'in case it was off
End Sub
Sub FlashMod(nr, object) 'sets the flashlevel from the SolModCallback
Object.IntensityScale = FlashLevel(nr)
End Sub
'Walls, flashers, ramps and Primitives used as 4 step fading images
'a,b,c,d are the images used from on to off
Sub FadeObj(nr, object, a, b, c, d)
Select Case FadingStep(nr)
Case 1:object.image = a:FadingStep(nr) = -1
Case 0:object.image = b:FadingStep(nr) = 2
Case 2:object.image = c:FadingStep(nr) = 3
Case 3:object.image = d:FadingStep(nr) = -1
End Select
End Sub
Sub FadeObjm(nr, object, a, b, c, d)
Select Case FadingStep(nr)
Case 1:object.image = a
Case 0:object.image = b
Case 2:object.image = c
Case 3:object.image = d
End Select
End Sub
Sub NFadeObj(nr, object, a, b)
Select Case FadingStep(nr)
Case 1:object.image = a:FadingStep(nr) = -1
Case 0:object.image = b:FadingStep(nr) = -1
End Select
End Sub
Sub NFadeObjm(nr, object, a, b)
Select Case FadingStep(nr)
Case 1:object.image = a
Case 0:object.image = b
End Select
End Sub
'*****************
' Leds Display
'*****************
Dim Digits(40)
Digits(0) = Array(a00, a05, a0c, a0d, a08, a01, a06, a0f, a02, a03, a04, a07, a0b, a0a, a09, a0e)
Digits(1) = Array(a10, a15, a1c, a1d, a18, a11, a16, a1f, a12, a13, a14, a17, a1b, a1a, a19, a1e)
Digits(2) = Array(a20, a25, a2c, a2d, a28, a21, a26, a2f, a22, a23, a24, a27, a2b, a2a, a29, a2e)
Digits(3) = Array(a30, a35, a3c, a3d, a38, a31, a36, a3f, a32, a33, a34, a37, a3b, a3a, a39, a3e)
Digits(4) = Array(a40, a45, a4c, a4d, a48, a41, a46, a4f, a42, a43, a44, a47, a4b, a4a, a49, a4e)
Digits(5) = Array(a50, a55, a5c, a5d, a58, a51, a56, a5f, a52, a53, a54, a57, a5b, a5a, a59, a5e)
Digits(6) = Array(a60, a65, a6c, a6d, a68, a61, a66, a6f, a62, a63, a64, a67, a6b, a6a, a69, a6e)
Digits(7) = Array(a70, a75, a7c, a7d, a78, a71, a76, a7f, a72, a73, a74, a77, a7b, a7a, a79, a7e)
Digits(8) = Array(a80, a85, a8c, a8d, a88, a81, a86, a8f, a82, a83, a84, a87, a8b, a8a, a89, a8e)
Digits(9) = Array(a90, a95, a9c, a9d, a98, a91, a96, a9f, a92, a93, a94, a97, a9b, a9a, a99, a9e)
Digits(10) = Array(aa0, aa5, aac, aad, aa8, aa1, aa6, aaf, aa2, aa3, aa4, aa7, aab, aaa, aa9, aae)
Digits(11) = Array(ab0, ab5, abc, abd, ab8, ab1, ab6, abf, ab2, ab3, ab4, ab7, abb, aba, ab9, abe)
Digits(12) = Array(ac0, ac5, acc, acd, ac8, ac1, ac6, acf, ac2, ac3, ac4, ac7, acb, aca, ac9, ace)
Digits(13) = Array(ad0, ad5, adc, add, ad8, ad1, ad6, adf, ad2, ad3, ad4, ad7, adb, ada, ad9, ade)
Digits(14) = Array(ae0, ae5, aec, aed, ae8, ae1, ae6, aef, ae2, ae3, ae4, ae7, aeb, aea, ae9, aee)
Digits(15) = Array(af0, af5, afc, afd, af8, af1, af6, aff, af2, af3, af4, af7, afb, afa, af9, afe)
Digits(16) = Array(b00, b05, b0c, b0d, b08, b01, b06, b0f, b02, b03, b04, b07, b0b, b0a, b09, b0e)
Digits(17) = Array(b10, b15, b1c, b1d, b18, b11, b16, b1f, b12, b13, b14, b17, b1b, b1a, b19, b1e)
Digits(18) = Array(b20, b25, b2c, b2d, b28, b21, b26, b2f, b22, b23, b24, b27, b2b, b2a, b29, b2e)
Digits(19) = Array(b30, b35, b3c, b3d, b38, b31, b36, b3f, b32, b33, b34, b37, b3b, b3a, b39, b3e)
Digits(20) = Array(b40, b45, b4c, b4d, b48, b41, b46, b4f, b42, b43, b44, b47, b4b, b4a, b49, b4e)
Digits(21) = Array(b50, b55, b5c, b5d, b58, b51, b56, b5f, b52, b53, b54, b57, b5b, b5a, b59, b5e)
Digits(22) = Array(b60, b65, b6c, b6d, b68, b61, b66, b6f, b62, b63, b64, b67, b6b, b6a, b69, b6e)
Digits(23) = Array(b70, b75, b7c, b7d, b78, b71, b76, b7f, b72, b73, b74, b77, b7b, b7a, b79, b7e)
Digits(24) = Array(b80, b85, b8c, b8d, b88, b81, b86, b8f, b82, b83, b84, b87, b8b, b8a, b89, b8e)
Digits(25) = Array(b90, b95, b9c, b9d, b98, b91, b96, b9f, b92, b93, b94, b97, b9b, b9a, b99, b9e)
Digits(26) = Array(ba0, ba5, bac, bad, ba8, ba1, ba6, baf, ba2, ba3, ba4, ba7, bab, baa, ba9, bae)
Digits(27) = Array(bb0, bb5, bbc, bbd, bb8, bb1, bb6, bbf, bb2, bb3, bb4, bb7, bbb, bba, bb9, bbe)
Digits(28) = Array(bc0, bc5, bcc, bcd, bc8, bc1, bc6, bcf, bc2, bc3, bc4, bc7, bcb, bca, bc9, bce)
Digits(29) = Array(bd0, bd5, bdc, bdd, bd8, bd1, bd6, bdf, bd2, bd3, bd4, bd7, bdb, bda, bd9, bde)
Digits(30) = Array(be0, be5, bec, bed, be8, be1, be6, bef, be2, be3, be4, be7, beb, bea, be9, bee)
Digits(31) = Array(bf0, bf5, bfc, bfd, bf8, bf1, bf6, bff, bf2, bf3, bf4, bf7, bfb, bfa, bf9, bfe)
Digits(32) = Array(c00, c05, c0c, c0d, c08, c01, c06, c0f, c02, c03, c04, c07, c0b, c0a, c09, c0e)
Digits(33) = Array(c10, c15, c1c, c1d, c18, c11, c16, c1f, c12, c13, c14, c17, c1b, c1a, c19, c1e)
Digits(34) = Array(c20, c25, c2c, c2d, c28, c21, c26, c2f, c22, c23, c24, c27, c2b, c2a, c29, c2e)
Digits(35) = Array(c30, c35, c3c, c3d, c38, c31, c36, c3f, c32, c33, c34, c37, c3b, c3a, c39, c3e)
Digits(36) = Array(c40, c45, c4c, c4d, c48, c41, c46, c4f, c42, c43, c44, c47, c4b, c4a, c49, c4e)
Digits(37) = Array(c50, c55, c5c, c5d, c58, c51, c56, c5f, c52, c53, c54, c57, c5b, c5a, c59, c5e)
Digits(38) = Array(c60, c65, c6c, c6d, c68, c61, c66, c6f, c62, c63, c64, c67, c6b, c6a, c69, c6e)
Digits(39) = Array(c70, c75, c7c, c7d, c78, c71, c76, c7f, c72, c73, c74, c77, c7b, c7a, c79, c7e)
Sub UpdateLeds
Dim ChgLED, ii, num, chg, stat, obj
ChgLED = Controller.ChangedLEDs(&Hffffffff, &Hffffffff)
If Not IsEmpty(ChgLED)Then
For ii = 0 To UBound(chgLED)
num = chgLED(ii, 0):chg = chgLED(ii, 1):stat = chgLED(ii, 2)
For Each obj In Digits(num)
If chg And 1 Then obj.State = stat And 1
chg = chg \ 2:stat = stat \ 2
Next
Next
End If
End Sub
'*********************************
' Diverse Collection Hit Sounds
'*********************************
Sub aMetals_Hit(idx):PlaySoundAtBall "fx_MetalHit":End Sub
Sub aMetalWires_Hit(idx):PlaySoundAtBall "fx_MetalWire":End Sub
Sub aRubber_Bands_Hit(idx):PlaySoundAtBall "fx_rubber_band":End Sub
Sub aRubber_LongBands_Hit(idx):PlaySoundAtBall "fx_rubber_longband":End Sub
Sub aRubber_Posts_Hit(idx):PlaySoundAtBall "fx_rubber_post":End Sub
Sub aRubber_Pins_Hit(idx):PlaySoundAtBall "fx_rubber_pin":End Sub
Sub aRubber_Pegs_Hit(idx):PlaySoundAtBall "fx_rubber_peg":End Sub
Sub aPlastics_Hit(idx):PlaySoundAtBall "fx_PlasticHit":End Sub
Sub aGates_Hit(idx):PlaySoundAtBall "fx_Gate":End Sub
Sub aWoods_Hit(idx):PlaySoundAtBall "fx_Woodhit":End Sub
'***************************************************************
' Supporting Ball & Sound Functions v4.0
' includes random pitch in PlaySoundAt and PlaySoundAtBall
'***************************************************************
Dim TableWidth, TableHeight