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Copy pathBone Busters Inc. (Gottlieb 1989) 1.0a.vbs
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Bone Busters Inc. (Gottlieb 1989) 1.0a.vbs
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' Bone Busters Inc. Gottlieb 1989
' Script from the Full Rebuild for VPX by Aubrel (2021, May)
' Thanks to 32Assassin for sharing a beta version of this table that helped a lot for this rebuild
' (this present script has been improved using 32Assassin's beta table script as a base)
' Aubrel - ExtraBall and Special inserts fixed (L21a and L22a)
' Aubrel - LightsMod added to improve the lighting (not accurate when enabled)
' Aubrel - LUTs selection added and LightsLevelUpdate code added
' Aubrel - tilt lighting fixed and improved (should be now accurate)
' Aubrel - sound and collision script improved
' Aubrel - Opera jackpot playfield insert lighting fixed (now accurate)
' Aubrel - more function lights added (it should help to fix the table)
' Aubrel - drop target cheat added (it should help to fix the table)
' Aubrel - auto plunger added for "Bonus Balls" time (most probably not accurate but it helps and avoids problems)
' Aubrel - input corrections and UseFlipButton option added
' Aubrel - ballshooter fixed (now it should be fully working)
' Aubrel - drain and release kickers fixed (kicker script taken from Big House: it works now :p )
' Aubrel - flasher solenoids fixed
' v1.0 - 2015, December, 24th By Max
' Thanks to:
' gtxjoe for his resources and the ramp, the scoop and the flasher dome primitives
' jpsalas for allowing me to use his scripts and resources
' Unclewilly for allowing me to use his scripts and resources
' Destruk/ExtremeMame/Gravitar/TAB for the VP8 table
' Inkochnito for the DIP switches
option Explicit
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"01520000","sys80.VBS",1.2
Dim VarRol, VarHidden, Luts, LutPos, xxx
Dim VolRol, VolRamp, VolWire, VolFlipH, VolRub, VolMetal, VolWood, VolPin, VolTarg, VolGates, VolCol, VolSpin
'-----------------------------------
'------ Global Cofigurations ------
'-----------------------------------
Const cGameName="bonebstr",UseSolenoids=2,UseLamps=0,UseGI=0, SCoin="coin"
If Table1.ShowDT=true Then VarRol=0 : VarHidden=1 Else VarRol=1 : VarHidden=0
If B2SOn Then VarHidden=1 'comment this line or set 0 if you have problems with DMD showing; 1 is the default (disabled with dB2S)
'******************* User Options *********************
'******************************************************
'Control Option
Const UseFlipButton=0 'set to 1 if you want to use the right flipper button for the up-right flipper; 0 is defaut (right magna-save button)
'Visual Options
Luts = array("ColorGradeLUT256x16_1to1","ColorGradeLUT256x16_ModDeSat","ColorGradeLUT256x16_ConSat","ColorGradeLUT256x16_ExtraConSat","ColorGradeLUT256x16_ConSatMD","ColorGradeLUT256x16_ConSatD")
LutPos = 3 'set the nr of the LUT you want to use (0=first in the list above, 1=second, etc; 4 and 5 are "Medium Dark" and "Dark" LUTs); 3 is the default (ExtraConSat)
Const CustInstCards = 0 'set to 1 to get custom instruction cards; 0 is default (standard ones)
Const VisualLock = 0 'set to 1 if you don't want to change the visual settings using Magna-Save buttons; 0 is the default (live changes enabled)
Const LightsMod = 0 'set to 1 if you want to improve the lighting (red tubes blinking, Opera Jackpot inserts during attract mode, inserts switched off with tilt); 0 is default (accurate)
Const PrivateMod = 0 'set to 1 if you want to use nice imported primitives; 0 is default (meshs and UVs not included)
' Volume Options (Volume constants, 1 is max)
Const VolFlip = 1 ' Flipper volume.
Const VolSling = 1 ' Slingshot volume.
Const VolBump = 1 ' Bumper volume.
' Sound Options (Volume Multipliers)
Const GlobalVol = 1.2 ' Global mechanical volume
VolRol = GlobalVol * 0.5 ' Ballrolling volume
VolRamp = GlobalVol * 0.7 ' Ramps volume multiplier.
VolWire = GlobalVol * 0.5 ' Wireramp effect volume.
VolFlipH = GlobalVol * 30 ' Flipper hits volume.
VolRub = GlobalVol * 100 ' Rubbers/Posts colision volume.
VolMetal = GlobalVol * 200 ' Metals colision volume.
VolWood = GlobalVol * 200 ' Woods colision volume.
VolPin = GlobalVol * 5000 ' Pins colision volume.
VolTarg = GlobalVol * 3000 ' Targets volume.
VolGates = GlobalVol * 10000 ' Gates volume.
VolCol = GlobalVol * 10000 ' Balls collision volume
VolSpin = GlobalVol * 1000 ' Spinners volume
'Dev Options
Const TestLamps=0 'set to 1 to show function lamps in desktop mode; 0 is default (for devs only)
Const DTCheat=0 'set to 1 to enable DT cheat using BuyIn button (2); 0 is default (for devs only)
'******************************************************
'******************************************************
Table1.ColorGradeImage = Luts(LutPos)
If LutPos = 4 Then LightsLevelUpdate 1, 1 'set lights for "Medium Dark" LUT
If LutPos = 5 Then LightsLevelUpdate 2, 1 'set lights for "Dark" LUT
If CustInstCards=1 Then
If PrivateMod=0 Then RightCardCust.Visible=1:LeftCardCust.Visible=1 Else RightCardCustM.Visible=1:LeftCardCustM.Visible=1
End If
If TestLamps=0 Then
For each xxx in Test_Lamps : xxx.Image="Background" : Next
End If
'*************************************************************
'Solenoid Call backs
'**********************************************************************************************************
SolCallback(1)= "Solenoid1"
SolCallback(2)= "Solenoid2"
SolCallback(3)= "Solenoid3"
SolCallback(4)= "SetLamp 104,"
SolCallback(5)= "Solenoid5"
SolCallback(6)= "Solenoid6"
SolCallback(7)= "SetLamp 107,"
SolCallback(8)= "vpmSolSound SoundFX(""Knocker"",DOFKnocker),"
SolCallback(9)= "SolTrough"
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"
' Added By Outhere
'DOF 108,2 5 Bank Reset (Drop Targets)
'DOF 114,2 Left BallShooter
'DOF 113,2 BallRelease
'DOF 110,2 TopRightKicker
Sub SolLFlipper(Enabled)
If Enabled Then
FlipperLeft.RotateToEnd : FlipperLeftUp.RotateToEnd : PlaySoundAtVol SoundFX("fx_Flipperup",DOFFlippers),FlipperLeft,VolFlip
Else
FlipperLeft.RotateToStart : FlipperLeftUp.RotateToStart : PlaySoundAtVol SoundFX("fx_Flipperdown",DOFFlippers),FlipperLeft,VolFlip
End If
End Sub
Sub SolRFlipper(Enabled)
If Enabled Then
FlipperRight.RotateToEnd : PlaySoundAtVol SoundFX("fx_Flipperup",DOFFlippers),FlipperRight,VolFlip
Else
FlipperRight.RotateToStart : PlaySoundAtVol SoundFX("fx_Flipperdown",DOFFlippers),FlipperRight,VolFlip
End If
End Sub
Dim RFUp
Sub FlipperTimer_Timer
'FlipperRightUp Control
If Controller.Switch(35)=True And Controller.Lamp(0)=True Then
FlipperRightUp.RotateToEnd
If RFUp=0 Then PlaySoundAtVol SoundFX("fx_Flipperup",DOFContactors),FlipperRightUp, VolFlip
RFUp = 1
Else
FlipperRightUp.RotateToStart
If RFUp=1 Then PlaySoundAtVol SoundFX("fx_Flipperdown",DOFContactors),FlipperRightUp, VolFlip
RFUp = 0
End If
FlipperLeftGottlieb.objRotz = FlipperLeft.CurrentAngle-90
FlipperLeftUpGottlieb.objRotz = FlipperLeftUp.CurrentAngle-90
FlipperRightGottlieb.objRotz= FlipperRight.CurrentAngle-90
FlipperRightUpGottlieb.objRotz= FlipperRightUp.CurrentAngle-90
'ninuzzu's FLIPPER SHADOWS
FlipperLeftSh.RotZ = FlipperLeft.CurrentAngle
FlipperLeftUpSh.RotZ = FlipperLeftUp.CurrentAngle
FlipperRightSh.RotZ = FlipperRight.CurrentAngle
End Sub
Sub SolTrough(Enabled)
If Enabled Then
bsTrough.entrysol_on
Kicker56.DestroyBall
End If
End Sub
Sub Solenoid1(Enabled)
If Enabled Then
If Controller.lamp(13)=True Then 'S Relay Enabled
SetLamp 100,1 'Top Right Lights 1
SetLamp 101,1 'Top Right Lights 2
Else
SetLamp 100,0
SetLamp 101,0
bsRightKicker.ExitSol_On
End If
Else
SetLamp 100,0
SetLamp 101,0
End If
End Sub
Sub Solenoid2(Enabled)
If Enabled Then
If Controller.lamp(13)=True Then 'S Relay Enabled
SetLamp 102,1 'Right Side Light
Else
SetLamp 102,0
bsCenterKicker.ExitSol_On
End If
Else
SetLamp 102,0
End If
End Sub
Sub Solenoid3(Enabled)
If Enabled Then
If Controller.lamp(13)=True Then 'S Relay Enabled
SetLamp 103,1 'Top-Left Flipper Light
' BallShooter.fire : PlaySoundAt SoundFX("plunger",DOFContactors),BallShooter 'Don't work: datasheet is wrong? (Made only with L12)
Else
SetLamp 103,0
End If
Else
SetLamp 103,0
End If
End Sub
Sub Solenoid5(Enabled)
If Enabled Then
If Controller.lamp(13)=True Then 'S Relay Enabled
SetLamp 105,1 'Center Rollover Lights
Else
SetLamp 105,0
If Controller.switch(46)=True Then 'Up-Right Kicker
PlaySoundAt SoundFX("Popper",DOFContactors),Kicker46
Kicker46.DestroyBall
Set RaiseBall = Kicker46.CreateBall
RaiseBallSW = True
TopRightKickerTimer.Enabled = True
Kicker46.Enabled = True
Controller.switch(46) = False
End If
End If
Else
SetLamp 105,0
End If
End Sub
Sub Solenoid6(Enabled)
If Enabled Then
If Controller.lamp(13)=True Then 'S Relay Enabled
SetLamp 106,1 'Top-Left Spot Target and Center Ramp Lights
Else
SetLamp 106,0
DTLow.DropSol_On '5 Bank Reset (Drop Targets)
DOF 108,2 ' Added By Outhere
dim xx
If LightsMod=0 Then
If Controller.lamp(7)=True Then 'Opera Jackpot Lights On
For each xx in BlinkInserts2:xx.State = 2: Next
End If
Else
If Controller.lamp(7)=True Or Controller.Lamp(0)=False Then 'Opera Jackpot Lights On (L0 is not accurate but gives better attract mode)
For each xx in BlinkInserts2:xx.State = 2: Next
End If
End If
End If
Else
SetLamp 106,0
End If
End Sub
Sub SolRelayA(Enabled) 'L14
If Enabled Then
Else
End If
End Sub
Sub SolRelayB(Enabled) 'L15
If Enabled Then
Else
End If
End Sub
Sub SolRelayC(Enabled) 'L18
If Enabled Then
Else
End If
End Sub
Sub SolRelayQ(Enabled) 'InGame (L0)
dim xx
If Enabled Then
If LightsMod=1 Then 'needed only with LightsMod
For each xx in BlinkInserts2:xx.State = 0: Next 'Opera Jackpot Lights Off
End If
Else
For each xx in BlinkInserts2:xx.State = 0: Next 'Opera Jackpot Lights Off
End If
End Sub
Sub SolRelayS(Enabled) 'Solenoid Switch Function (L13)
If Enabled Then
L21.state=0
L22.state=0
Else
L21a.State=0
If Controller.Lamp(21)=True Then L21.State=1
L22a.State=0
If Controller.Lamp(22)=True Then L22.State=1
End If
End Sub
Sub SolRelayT(Enabled) 'Tilt / GI Switch Down (L1)
If Enabled Then
dim xx
For each xx in GI:xx.State = 0: Next
If LightsMod=0 Then
For each xx in TubeLights:xx.State = 1: Next
Else
For each xx in TubeLights:xx.State = 2: Next 'blinking only with LightsMod
For each xx in AlwaysOn:xx.State = 0: Next
End If
LightsLevelUpdate 2, 1
If Controller.Switch(43)=True Then PlungerAuto.Fire : PlaySoundAt SoundFX("plunger",DOFContactors),PlungerAuto 'it helps with Bonus Balls
Else
For each xx in GI:xx.State = 1: Next
For each xx in TubeLights:xx.State = 0: Next
If LightsMod=1 Then
For each xx in AlwaysOn:xx.State = 1: Next
End If
PlaySound SoundFX("fx_relay",DOFContactors)
LightsLevelUpdate -2, 1
End If
End Sub
Sub SolBallRelease(Enabled) 'L2
If Enabled Then
If Controller.Switch(43)=True Then PlungerAuto.Fire : PlaySoundAt SoundFX("plunger",DOFContactors),PlungerAuto 'to fire the ball before adding an other one (used only with Bonus Balls)
bsTrough.ExitSol_On
DOF 113,2 ' Added By Outhere
Else
End If
End Sub
Sub SolBallShooter(Enabled) ' L12
If Enabled Then
BallShooter.fire
PlaySoundAt SoundFX("plunger",DOFContactors),BallShooter
DOF 114,2 ' Added By Outhere
Else
End If
End Sub
Sub SolLeftBallGate(Enabled) 'L16
If Enabled Then
LeftBallGate.RotateToEnd : PlaySoundAtVol SoundFX("fx_Flipperup",DOFContactors),LeftBallGate,VolFlip
Else
LeftBallGate.RotateToStart : PlaySoundAtVol SoundFX("fx_Flipperup",DOFContactors),LeftBallGate,VolFlip
End If
End Sub
Sub SolRightBallGate(Enabled) 'L17
If Enabled Then
RightBallGate.RotateToEnd : PlaySoundAtVol SoundFX("fx_Flipperup",DOFContactors),RightBallGate,VolFlip
Else
RightBallGate.RotateToStart : PlaySoundAtVol SoundFX("fx_Flipperup",DOFContactors),RightBallGate,VolFlip
End If
End Sub
'--------------------------
'------ Table Init ------
'--------------------------
Dim bsTrough, bsCenterKicker, bsRightKicker, DTLow, RaiseBallSW, RaiseBall
Sub Table1_Init
vpmInit Me
On Error Resume Next
With Controller
.GameName = cGameName
If Err Then MsgBox "Can't start Game" & cGameName & vbNewLine & Err.Description : Exit Sub
.SplashInfoLine = "Bone Busters Inc."&chr(13)&"Gottlieb 1989"
.HandleMechanics=0
.HandleKeyboard=0
.ShowDMDOnly=1
.ShowFrame=0
.ShowTitle=0
.hidden=VarHidden
.Games(cGameName).Settings.Value("rol") = VarRol
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
.Run GetPlayerHWnd
If Err Then MsgBox Err.Description
On Error Goto 0
End With
On Error Goto 0
PinMAMETimer.Interval=PinMAMEInterval
PinMAMETimer.Enabled=1
vpmNudge.TiltObj=Array(Bumper,DropTarget00,DropTarget10,DropTarget20,DropTarget30,DropTarget40,FlipperLeft,FlipperLeftUp,FlipperRight,FlipperRightUp)
vpmNudge.TiltSwitch=57
vpmNudge.Sensitivity=2
Set bsTrough=New cvpmBallStack
bsTrough.InitSw 56,0,0,55,0,0,0,0
bsTrough.initkick Kicker55,75,5
bsTrough.InitExitSnd SoundFX("ballrelease",DOFContactors), SoundFX("Solenoid",DOFContactors)
bsTrough.Balls=3
bsTrough.addball 0
Set bsCenterKicker=New cvpmBallStack
bsCenterKicker.InitSaucer Kicker26,26,180,5
bsCenterKicker.InitExitSnd SoundFX("Popper",DOFContactors), SoundFX("Solenoid",DOFContactors)
Set bsRightKicker=New cvpmBallStack
bsRightKicker.InitSaucer Kicker36,36,180,5
bsRightKicker.InitExitSnd SoundFX("Popper",DOFContactors), SoundFX("Solenoid",DOFContactors)
Set DTLow=New cvpmDropTarget
DTLow.InitDrop Array(DropTarget00,DropTarget10,DropTarget20,DropTarget30,DropTarget40),Array(0,10,20,30,40)
DTLow.InitSnd SoundFX("dtdrop",DOFDropTargets), SoundFX("dtreset",DOFDropTargets)
captiveball.CreateBall
captiveball.Kick 0,1
'to enable GI from start
For each xxx in GI:xxx.State = 1: Next
For each xxx in AlwaysOn : xxx.State=1 : Next
For each xxx in BlinkInserts : xxx.State=2 : Next
If LightsMod=1 Then
For each xxx in BlinkInserts2 : xxx.State=2 : Next
End If
If PrivateMod=1 Then
For each xxx in Walls : xxx.Visible=False : xxx.SideVisible=False : Next
For each xxx in Ramps : xxx.Visible=False : Next
GI015.BulbHaloHeight=54
Else
For each xxx in PrimitivesMod : xxx.Visible=False : Next
End If
End Sub
' Drain hole and kickers
Sub Kicker26_Hit:bsCenterKicker.AddBall 0 : PlaySoundAt SoundFX("popper_ball",DOFContactors),Kicker26 : End Sub
Sub Kicker36_Hit:bsRightKicker.AddBall 0 : PlaySoundAt SoundFX("popper_ball",DOFContactors),Kicker36 : End Sub
Sub Kicker56_Hit:bsTrough.AddBall 0 : PlaySoundAt SoundFX("drain",DOFContactors),Kicker56 : End Sub
Sub Kicker46_Hit()
Kicker46.Enabled = False
Controller.switch (46) = True
PlaySoundAt SoundFX("popper_ball",DOFContactors),Kicker46
End Sub
Sub TopRightKickerTimer_Timer()
If RaiseBallSW = True then
RaiseBall.z = raiseball.z + 10
If RaiseBall.z > 150 Then
Kicker46.Kick 180, 10
PlaySoundAt SoundFX("popper",DOFContactors),Kicker46
Set RaiseBall = Nothing
TopRightKickerTimer.Enabled = False
RaiseBallSW = False
DOF 110,2 ' Added By Outhere
End If
End If
End Sub
'Drop Targets
Sub DropTarget00_dropped:DTLow.Hit 1:End Sub
Sub DropTarget10_dropped:DTLow.Hit 2:End Sub
Sub DropTarget20_dropped:DTLow.Hit 3:End Sub
Sub DropTarget30_dropped:DTLow.Hit 4:End Sub
Sub DropTarget40_dropped:DTLow.Hit 5:End Sub
'Stand Up Target
Sub Target01_Hit:vpmTimer.PulseSw 1:End Sub
Sub Target11_Hit:vpmTimer.PulseSw 11:End Sub
Sub Target21_Hit:vpmTimer.PulseSw 21:End Sub
Sub Target31_Hit:vpmTimer.PulseSw 31:End Sub
Sub Target41_Hit:vpmTimer.PulseSw 41:End Sub
Sub Target51_Hit:vpmTimer.PulseSw 51:End Sub
'Bounce Targets
Sub sw22_Slingshot:vpmTimer.PulseSw(22) : PlaySoundAtVol SoundFX("left_slingshot",DOFContactors),sw22,VolSling : End Sub
Sub sw23_Slingshot:vpmTimer.PulseSw(23) : PlaySoundAtVol SoundFX("right_slingshot",DOFContactors),sw23,VolSling : End Sub
'Star Triggers
Sub SW02_Hit:Controller.Switch(2)=1 : PlaySoundAtBall SoundFX("rollover",DOFContactors) : End Sub
Sub SW02_Unhit:Controller.Switch(2)=0:End Sub
Sub SW03_Hit:Controller.Switch(3)=1 : PlaySoundAtBall SoundFX("rollover",DOFContactors) : End Sub
Sub SW03_Unhit:Controller.Switch(3)=0:End Sub
Sub SW32_Hit:Controller.Switch(32)=1 : PlaySoundAtBall SoundFX("rollover",DOFContactors) : End Sub
Sub SW32_Unhit:Controller.Switch(32)=0:End Sub
Sub SW33_Hit:Controller.Switch(33)=1 : PlaySoundAtBall SoundFX("rollover",DOFContactors) : End Sub
Sub SW33_unHit:Controller.Switch(33)=0:End Sub
'Wire Triggers
Sub SW12_Hit:Controller.Switch(12)=1 : PlaySoundAtBall SoundFX("rollover",DOFContactors) : End Sub
Sub SW12_Unhit:Controller.Switch(12)=0:End Sub
Sub SW13_Hit:Controller.Switch(13)=1 : PlaySoundAtBall SoundFX("rollover",DOFContactors) : End Sub
Sub SW13_Unhit:Controller.Switch(13)=0:End Sub
Sub SW15_Hit:Controller.Switch(15)=1 : PlaySoundAtBall SoundFX("rollover",DOFContactors) : End Sub
Sub SW15_Unhit:Controller.Switch(15)=0:End Sub
Sub SW25_Hit:Controller.Switch(25)=1 : ActiveBall.VelY = ActiveBall.VelY / 2 : PlaySoundAtBall SoundFX("rollover",DOFContactors) : End Sub
Sub SW25_Unhit:Controller.Switch(25)=0:End Sub
Sub SW34_Hit:Controller.Switch(34)=1 : PlaySoundAtBall SoundFX("rollover",DOFContactors) : End Sub
Sub SW34_Unhit:Controller.Switch(34)=0:End Sub
Sub SW42_Hit:Controller.Switch(42)=1 : PlaySoundAtBall SoundFX("rollover",DOFContactors) : End Sub
Sub SW42_Unhit:Controller.Switch(42)=0:End Sub
Sub SW43_Hit:Controller.Switch(43)=1 : PlaySoundAtBall SoundFX("rollover",DOFContactors) : End Sub
Sub SW43_Unhit:Controller.Switch(43)=0:End Sub
'Spinners
Sub Spinner14_Spin:vpmTimer.PulseSw 14:End Sub
Sub Spinner24_Spin:vpmTimer.PulseSw 24:End Sub
'WireRamp Triggers
Sub SW04_Hit:Controller.Switch(4)=1 : PlaySound "wireramp",-1, Vol(ActiveBall)*VolWire, AudioPan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall) : End Sub
Sub SW04_Unhit:Controller.Switch(4)=0:End Sub
Sub UpMetalRampEnd_Hit : StopSound "wireramp" : End Sub
Sub SW05_Hit:Controller.Switch(5)=1 : PlaySound "wireramp",-1, Vol(ActiveBall)*VolWire, AudioPan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall) : End Sub
Sub SW05_Unhit:Controller.Switch(5)=0:End Sub
Sub CenterMetalRampEnd_Hit : StopSound "wireramp" : End Sub
'Scoring Rubber
Sub sw50_hit:vpmTimer.PulseSw(50):End Sub
'Gate Trigger
Sub Gate44_Hit
vpmTimer.PulseSw(44)
If ActiveBall.VelY > 0 Then
ActiveBall.VelY = ActiveBall.VelY / 3
End If
End Sub
Sub GateInv_Hit
ActiveBall.VelY = ActiveBall.VelY / 3
End Sub
'Bumpers
Sub Bumper_Hit:vpmTimer.PulseSw(52):PlayBumperSound:End Sub
Sub PlayBumperSound()
Select Case Int(Rnd*4)+1
Case 1 : PlaySoundAtBumperVol SoundFX("fx_bumper1",DOFContactors),Bumper,VolBump
Case 2 : PlaySoundAtBumperVol SoundFX("fx_bumper2",DOFContactors),Bumper,VolBump
Case 3 : PlaySoundAtBumperVol SoundFX("fx_bumper3",DOFContactors),Bumper,VolBump
Case 4 : PlaySoundAtBumperVol SoundFX("fx_bumper4",DOFContactors),Bumper,VolBump
End Select
End Sub
'Gottlieb Bone Busters
'added by Inkochnito
Sub editDips
Dim vpmDips:Set vpmDips=New cvpmDips
With vpmDips
.AddForm 700,400,"Bone Busters - DIP switches"
.AddFrame 2,4,190,"Maximum credits",49152,Array("8 credits",0,"10 credits",32768,"15 credits",&H00004000,"20 credits",49152)'dip 15&16
.AddFrame 2,80,190,"Coin chute 1 and 2 control",&H00002000,Array("seperate",0,"same",&H00002000)'dip 14
.AddFrame 2,126,190,"Playfield special",&H00200000,Array("replay",0,"extra ball",&H00200000)'dip 22
.AddFrame 2,172,190,"High games to date control",&H00000020,Array("no effect",0,"reset high games 2-5 on power off",&H00000020)'dip 6
.AddFrame 2,218,190,"Auto-percentage control",&H00000080,Array("disabled (normal high score mode)",0,"enabled",&H00000080)'dip 8
.AddFrame 2,264,190,"Extra ball && special timing",&H40000000,Array("shorter",0,"longer",&H40000000)'dip 31
.AddChk 2,316,150,Array("Bonus ball feature",&H80000000)'dip 32
.AddFrame 205,4,190,"High game to date awards",&H00C00000,Array("not displayed and no award",0,"displayed and no award",&H00800000,"displayed and 2 replays",&H00400000,"displayed and 3 replays",&H00C00000)'dip 23&24
.AddFrame 205,80,190,"Balls per game",&H01000000,Array("5 balls",0,"3 balls",&H01000000)'dip 25
.AddFrame 205,126,190,"Replay limit",&H04000000,Array("no limit",0,"one per game",&H04000000)'dip 27
.AddFrame 205,172,190,"Novelty",&H08000000,Array("normal",0,"extra ball and replay scores 500K",&H08000000)'dip 28
.AddFrame 205,218,190,"Game mode",&H10000000,Array("replay",0,"extra ball",&H10000000)'dip 29
.AddFrame 205,264,190,"3rd coin chute credits control",&H20000000,Array("no effect",0,"add 9",&H20000000)'dip 30
.AddChk 170,316,100,Array("Match feature",&H02000000)'dip 26
.AddChk 290,316,100,Array("Attract sound",&H00000040)'dip 7
.AddLabel 50,340,300,20,"After hitting OK, press F3 to reset game with new settings."
.ViewDips
End With
End Sub
Set vpmShowDips=GetRef("EditDips")
'-------------------------------
'------ Keybord Handler ------
'-------------------------------
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 DTCheat=1 Then 'cheat for drop targets using BuyIn button (2)
If keycode = KeyFront Then Controller.switch(0)=True:Controller.switch(10)=True:Controller.switch(20)=True:Controller.switch(30)=True:Controller.switch(40)=True
End If
If VisualLock = 0 Then
If keycode = LeftMagnaSave Then
If LutPos = 5 Then LutPos = 0:LightsLevelUpdate -2, 1 Else LutPos = LutPos +1 'Max LUTs number is set to 5; so back to 0 and Lights level reseted for standard LUTs.
If LutPos > 3 Then LightsLevelUpdate 1, 1 'LUTs 4 and 5 are "Medium Dark" and "Dark LUTs" so Lights Level should be updated
Table1.ColorGradeImage = Luts(LutPos)
End If
End If
If keycode = RightMagnaSave Then Controller.Switch(35)=1
If keycode = PlungerKey Then Plunger.PullBack
If keycode = LeftFlipperKey Then Controller.Switch(53)=1
If UseFlipButton=0 Then
If keycode = RightFlipperKey Then Controller.Switch(45)=1
Else
If keycode = RightFlipperKey Then Controller.Switch(45)=1 : Controller.Switch(35)=1
End If
If vpmKeyDown(KeyCode) Then Exit Sub
End Sub
Sub Table1_KeyUp(ByVal keycode)
If keycode = PlungerKey Then Plunger.Fire
If keycode = RightMagnaSave Then Controller.Switch(35)=0
If keycode = LeftFlipperKey Then Controller.Switch(53)=0
If UseFlipButton=0 Then
If keycode = RightFlipperKey Then Controller.Switch(45)=0
Else
If keycode = RightFlipperKey Then Controller.Switch(45)=0 : Controller.Switch(35)=0
End If
If vpmKeyUp(KeyCode) Then Exit Sub
End Sub
Sub LightsLevelUpdate(Offset, Coef)
Dim obj
For each obj in AllFlashers
obj.Opacity = obj.Opacity * 1.3^(Offset*Coef)
Next
For each obj in FlasherLights
obj.Intensity = obj.Intensity * 1.2^(Offset*Coef)
Next
For each obj in GI
obj.Intensity = obj.Intensity * 1.15^(Offset*Coef)
Next
For each obj in AlwaysOn
obj.Intensity = obj.Intensity * 1.25^(Offset*Coef)
Next
For each obj in PFLights
obj.Intensity = obj.Intensity * 1.25^(Offset*Coef)
Next
For each obj in BlinkInserts
obj.Intensity = obj.Intensity * 1.25^(Offset*Coef)
Next
For each obj in BlinkInserts2
obj.Intensity = obj.Intensity * 1.25^(Offset*Coef)
Next
For each obj in TubeLights
obj.Intensity = obj.Intensity * 1.3^(Offset*Coef)
Next
End Sub
'**********************************************************************************************************
'Digital 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(ac18, ac16, acc1, acd1, ac19, ac17, ac15, acf1, ac11, ac13, ac12, ac14, acb1, aca1, ac10, ace1)
Digits(33)=Array(ad18, ad16, adc1, add1, ad19, ad17, ad15, adf1, ad11, ad13, ad12, ad14, adb1, ada1, ad10, ade1)
Digits(34)=Array(ae18, ae16, aec1, aed1, ae19, ae17, ae15, aef1, ae11, ae13, ae12, ae14, aeb1, aea1, ae10, aee1)
Digits(35)=Array(af18, af16, afc1, afd1, af19, af17, af15, aff1, af11, af13, af12, af14, afb1, afa1, af10, afe1)
Digits(36)=Array(b9, b7, b0c1, b0d1, b100, b8, b6, b0f1, b2, b4, b3, b5, b0b1, b0a1, b1,b0e1)
Digits(37)=Array(b109, b107, b1c1, b1d1, b110, b108, b106, b1f1, b102, b104, b103, b105, b1b1, b1a1, b101,b1e1)
Digits(38)=Array(b119, b117, b2c1, b2d1, b120, b118, b116, b2f1, b112, b114, b113, b115, b2b1, b2a1, b111, b2e1)
Digits(39)=Array(b129, b127, b3c1, b3d1, b130, b128, b126, b3f1, b122, b3b1, b123, b125, b3b1, b3a1, b121, b3e1)
Sub DisplayTimer_Timer
Dim ChgLED, ii, jj, num, chg, stat, obj, b, x
ChgLED=Controller.ChangedLEDs(&Hffffffff, &Hffffffff)
If Not IsEmpty(ChgLED)Then
If Table1.ShowDT = true Then
For ii=0 To UBound(chgLED)
num=chgLED(ii, 0) : chg=chgLED(ii, 1) : stat=chgLED(ii, 2)
if (num < 40) then
For Each obj In Digits(num)
If chg And 1 Then obj.State=stat And 1
chg=chg\2 : stat=stat\2
Next
else
end if
Next
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)
InitLamps() ' turn off the lights and flashers and reset them to the default parameters
LampTimer.Interval = 5 'lamp fading speed
LampTimer.Enabled = 1
' Lamp & Flasher Timers
Sub LampTimer_Timer()
Dim chgLamp, num, chg, ii,loop0
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
'Special Handling
If chgLamp(ii,0) = 0 Then SolRelayQ chgLamp(ii,1) 'InGame Q Relay
If chgLamp(ii,0) = 1 Then SolRelayT chgLamp(ii,1) 'Tilt T Relay
If chgLamp(ii,0) = 2 Then SolBallRelease chgLamp(ii,1)
'If chgLamp(ii,0) = 4 Then SolSound16 chgLamp(ii,1) 'Sound 16?
If chgLamp(ii,0) = 12 Then SolBallShooter chgLamp(ii,1)
If chgLamp(ii,0) = 13 Then SolRelayS chgLamp(ii,1) 'Switching S Relay
'If chgLamp(ii,0) = 14 Then SolRelayA chgLamp(ii,1) 'Playboard Aux Lamp A Relay
If chgLamp(ii,0) = 15 Then SolRelayB chgLamp(ii,1) 'Lightbox Aux Lamp B Relay aka sequentitial light show
If chgLamp(ii,0) = 16 Then SolLeftBallGate chgLamp(ii,1)
If chgLamp(ii,0) = 17 Then SolRightBallGate chgLamp(ii,1)
'If chgLamp(ii,0) = 18 Then SolRelayC chgLamp(ii,1) 'Skull Motor C Relay
'If chgLamp(ii,0) = 19 Then Topper chgLamp(ii,1) ' Skull Jaw Relay
Next
End If
UpdateLamps
End Sub
Sub UpdateLamps()
NFadeL 3, L3
NFadeL 5, L5
NFadeL 6, L6
NFadeL 7, L7
NFadeL 8, L8
NFadeL 9, L9
NFadeL 10, L10
NFadeL 11, L11
NFadeL 20, L20
If Controller.lamp(13)=True Then 'S Relay enabled
NFadeL 21, L21a
Else
NFadeL 21, L21
End If
If Controller.lamp(13)=True Then 'S Relay enabled
NFadeL 22, L22a
Else
NFadeL 22, L22
End If
NFadeL 23, L23
NFadeL 24, L24
NFadeL 25, L25
NFadeL 26, L26
NFadeL 27, L27
NFadeL 28, L28
NFadeLm 29, L29
NFadeL 29, L29a
NFadeL 30, L30
NFadeL 31, L31
NFadeL 32, L32
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
NFadeL 45, L45
NFadeL 46, L46
NFadeL 47, L47
NFadeLm 49, L49
NFadeL 49, L49a
NFadeL 50, L50
NFadeL 51, L51
'Solenoid controlled lights
NFadeObjm 100, S100Dome,"ronddomebaseredlit", "ronddomebasered"
NFadeLm 100, S1a
Flash 100, S1Fa
NFadeObjm 101, S101Dome,"ronddomebaseredlit", "ronddomebasered"
NFadeLm 101, S1b
Flash 101, S1Fb
NFadeLm 102, S2a
NFadeLm 102, S2b
Flash 102, S2F
NFadeLm 103, S3
Flash 103, S3F
NFadeL 105, S5
NFadeLm 106, S6a
NFadeLm 106, S6b
Flash 106, S6F
If TestLamps=1 Then
NFadeL 0, L0
NFadeL 1, L1
NFadeL 2, L2
NFadeL 4, L4
NFadeL 12, L12
NFadeL 13, L13
NFadeL 14, L14
NFadeL 15, L15
NFadeL 16, L16
NFadeL 17, L17
NFadeL 18, L18
NFadeL 19, L19
NFadeL 104, Sol4
NFadeL 107, Sol7
NFadeL 109, Sol9
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) = 0.4 ' faster speed when turning on the flasher
FlashSpeedDown(x) = 0.2 ' 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
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 just sets the flashlevel
Object.IntensityScale = FlashLevel(nr)
End Sub
' *******************************************************************************************************
' Positional Sound Playback Functions by DJRobX and Rothbauerw
' PlaySound sound, 0, Vol(ActiveBall), AudioPan(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, Volume)
PlaySound sound, 1, Volume, AudioPan(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, AudioPan(ActiveBall), 0, Pitch(ActiveBall), 0, 1, AudioFade(ActiveBall)
End Sub
'Set position as bumperX and Vol manually.