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Amazon Hunt VPX 1.5.vbs
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Amazon Hunt VPX 1.5.vbs
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' Original version: Fast Draw VP9 by JPSalas October 2009
' This is the VPX version of my table "Amazon Hunt VP9 Batch DT 1.1"
' Script rebuilt by 32assassin
' Timer "RealTime Updates" by JP Salas (GI Light on when inserting coin)
' Uses the ROM from Amazon Hunt, since the original was an Em table.
Option Explicit
Randomize
' Thalamus - added more randomness to kickers
'Change cGameName to desired rom
'Change LoadVPM to desired system VBS file
'Change bsTrough to desired switch values
'Change FlipperAlwaysOn to 0 to disable test flippers
' Thalamus 2018-07-19
' Added/Updated "Positional Sound Playback Functions" and "Supporting Ball & Sound Functions"
' Changed UseSolenoids=1 to 2
' Fixed unreferenced switches sw50, sw52, sw60 and sw62 - might not be the same in the
' updated version of this table !!
' 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 FlippersAlwaysOn = 0 'Enable Flippers for testing
Const Ballsize = 50
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
Const cGameName="amazonh",UseSolenoids=2,UseLamps=0,UseGI=0,SSolenoidOn="SolOn",SSolenoidOff="SolOff", SCoin="coin"
LoadVPM "01120100", "sys80.vbs", 3.02
Dim DesktopMode: DesktopMode = Table1.ShowDT
If DesktopMode = True Then 'Show Desktop components
Ramp16.visible=1
Ramp15.visible=1
PrimWalls.visible=1
Else
Ramp16.visible=0
Ramp15.visible=0
PrimWalls.visible=0
End if
'*************************************************************
'Solenoid Call backs
'**********************************************************************************************************
SolCallback(1) = "SolRight"
SolCallback(2) = "SolLeft"
SolCallback(5) = "dtLBank.SolDropUp"
SolCallback(6) = "dtRbank.SolDropUp"
' solcallback(8) = "vpmSolSound SoundFX(""Knocker"",DOFKnocker),"
SolCallback(8) = "solknocker"
solcallback(9) = "bsTrough.SolOut"
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"
Sub SolLFlipper(Enabled)
If Enabled Then
PlaySoundAtVol SoundFX("fx_Flipperup",DOFContactors),LeftFlipper,VolFlip:LeftFlipper.RotateToEnd
Else
PlaySoundAtVol SoundFX("fx_Flipperdown",DOFContactors),LeftFlipper,VolFlip:LeftFlipper.RotateToStart
End If
End Sub
Sub SolRFlipper(Enabled)
If Enabled Then
PlaySoundAtVol SoundFX("fx_Flipperup",DOFContactors),RightFlipper,VolFlip:RightFlipper.RotateToEnd
Else
PlaySoundAtVol SoundFX("fx_Flipperdown",DOFContactors),RightFlipper,VolFlip:RightFlipper.RotateToStart
End If
End Sub
Sub UpdateFlipperLogo_Timer
LFLogo.RotY = LeftFlipper.CurrentAngle +90
RFLogo.RotY = RightFlipper.CurrentAngle +90
End Sub
'**********************************'
' JP's VP10 Timer "RealTime Updates"'
' GI Light on when inserting coin
'*********************************'
Set MotorCallback = GetRef("RealTimeUpdates")
Sub RealTimeUpdates
GIUpdate
End Sub
Sub GiON
Dim x
For each x in aGiLights
x.State = 1
Next
End Sub
Sub GiOFF
Dim x
For each x in aGiLights
x.State = 0
Next
End Sub
Dim OldGiState
OldGiState = -1 'start witht he Gi off'
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
'**********************************************************************************************************
'Solenoid Controlled toys
'**********************************************************************************************************
'*****GI Lights On
dim xx
'For each xx in aGiLights:xx.State = 1: Next
Dim LeftDone, RightDone
LeftDone=0
RightDone=0
Sub SolRight(Enabled)
LeftDone = ABS(LeftDone -1)
If Enabled AND LeftDone Then
dtRBank.Hit 1
dtRBank.Hit 2
dtRBank.Hit 4
dtRBank.Hit 5
End If
End Sub
Sub SolLeft(Enabled)
RightDone= ABS(RightDone -1)
If Enabled AND RightDone Then
dtLBank.Hit 1
dtLBank.Hit 2
dtLBank.Hit 4
dtLBank.Hit 5
End If
End Sub
'kickers are controlled by light IDs see line 303
Sub LFKI(Enabled)
If Enabled Then
bsLHole.ExitSol_On
End If
End Sub
Sub RTKI(Enabled)
If Enabled Then
bsRHole.ExitSol_On
End If
End Sub
'**********************************************************************************************************
'Initiate Table
'**********************************************************************************************************
Dim bsTrough, dtRBank, dtLBank, bsLHole, bsRHole
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 = "Amazon Hunt"&chr(13)&"Welcome to the jungle"
.HandleMechanics=0
.HandleKeyboard=0
.ShowDMDOnly=1
.ShowFrame=0
.ShowTitle=0
.hidden = 0
On Error Resume Next
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
If Err Then MsgBox Err.Description
On Error Goto 0
PinMAMETimer.Interval = PinMAMEInterval
PinMAMETimer.Enabled = 1
vpmNudge.TiltSwitch = 57
vpmNudge.Sensitivity = 5
vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3)
' Trough
Set bsTrough = New cvpmBallStack
bsTrough.InitSw 0, 67, 0, 0, 0, 0, 0, 0
bsTrough.InitKick BallRelease, 80, 6
bsTrough.InitExitSnd SoundFX("ballrelease",DOFContactors), SoundFX("Solenoid",DOFContactors)
bsTrough.Balls = 1
' Left Drop targets
set dtLBank = new cvpmdroptarget
dtLBank.InitDrop Array(sw0, sw10, sw20, sw30, sw40), Array(0, 10, 20, 30, 40)
dtLBank.Initsnd SoundFX("DTDrop",DOFContactors),SoundFX("DTReset",DOFContactors)
' Right Drop targets
set dtRBank = new cvpmdroptarget
dtRBank.InitDrop Array(sw41, sw31, sw21, sw11, sw1), Array(41, 31, 21, 11, 1)
dtRBank.Initsnd SoundFX("DTDrop2",DOFContactors),SoundFX("DTReset2",DOFContactors)
' Left Eject Hole
Set bsLHole = New cvpmBallStack
bsLHole.InitSaucer sw3, 3, 43+int(rnd(1))*4, 16+int(rnd(1))*4
bsLHole.InitExitSnd SoundFX("Popper",DOFContactors), SoundFX("Solenoid",DOFContactors)
bsLHole.KickForceVar = 3
bsLHole.KickAngleVar = 3
' Right Eject Hole
Set bsRHole = New cvpmBallStack
bsRHole.InitSaucer sw23, 23, 313+int(rnd(1))*4, 16+int(rnd(1))*4
bsRHole.InitExitSnd SoundFX("Popper2",DOFContactors), SoundFX("Solenoid2",DOFContactors)
bsRHole.KickForceVar = 3
bsRHole.KickAngleVar = 3
end sub
'**********************************************************************************************************
'Plunger code
'**********************************************************************************************************
Sub Table1_KeyDown(ByVal KeyCode)
If KeyDownHandler(keycode) Then Exit Sub
If keycode = PlungerKey Then Plunger.Pullback:playsoundat"plungerpull",plunger
if KeyCode = LeftTiltKey Then Nudge 90, 4
if KeyCode = RightTiltKey Then Nudge 270, 4
if KeyCode = CenterTiltKey Then Nudge 0, 4
End Sub
Sub Table1_KeyUp(ByVal KeyCode)
If KeyUpHandler(keycode) Then Exit Sub
If keycode = PlungerKey Then Plunger.Fire:PlaySoundAt"plunger",plunger
End Sub
'**********************************************************************************************************
' Drain & holes
Sub Drain_Hit:bsTrough.addball me : PlaySoundAt "drain", Drain : End Sub
Sub sw3_Hit:bsLHole.AddBall 0 : playsound "popper_ball": End Sub
Sub sw23_Hit:bsRHole.AddBall 0 : playsound "popper_ball": End Sub
' Slings & Rubbers
Sub sw72a_Hit:vpmTimer.PulseSw 72:PlaySoundAtVol "fx_rubber2",ActiveBall, 1:End Sub
Sub sw72b_Hit:vpmTimer.PulseSw 72:PlaySoundAtVol "fx_rubber2",ActiveBall, 1:End Sub
Sub sw70a_Hit:vpmTimer.PulseSw 70:PlaySoundAtVol "fx_rubber2",ActiveBall, 1:End Sub
Sub sw70b_Hit:vpmTimer.PulseSw 70:PlaySoundAtVol "fx_rubber2",ActiveBall, 1:End Sub
' Bumpers
Sub Bumper1_Hit:vpmTimer.PulseSw 51 : playsound SoundFX("",DOFContactors):RandomSoundBumper: End Sub
Sub Bumper2_Hit:vpmTimer.PulseSw 61 : playsound SoundFX("",DOFContactors):RandomSoundBumper: End Sub
Sub Bumper3_Hit:vpmTimer.PulseSw 71 : playsound SoundFX("",DOFContactors):RandomSoundBumper: End Sub
' Rollovers
Sub sw42_Hit:Controller.Switch(42) = 1 : playsoundAtVol"rollover" ,ActiveBall, 1: End Sub
Sub sw42_UnHit:Controller.Switch(42) = 0:End Sub
Sub sw2a_Hit:Controller.Switch(2) = 1 : playsoundAtVol"rollover" ,ActiveBall, 1: End Sub
Sub sw2a_UnHit:Controller.Switch(2) = 0:End Sub
Sub sw12a_Hit:Controller.Switch(12) = 1 : playsoundAtVol"rollover" ,ActiveBall, 1: End Sub
Sub sw12a_UnHit:Controller.Switch(12) = 0:End Sub
Sub sw12b_Hit:Controller.Switch(12) = 1 : playsoundAtVol"rollover" ,ActiveBall, 1: End Sub
Sub sw12b_UnHit:Controller.Switch(12) = 0:End Sub
Sub sw22a_Hit:Controller.Switch(22) = 1 : playsoundAtVol"rollover" ,ActiveBall, 1: End Sub
Sub sw22a_UnHit:Controller.Switch(22) = 0:End Sub
Sub sw42a_Hit:Controller.Switch(42) = 1 : playsoundAtVol"rollover" ,ActiveBall, 1: End Sub
Sub sw42a_UnHit:Controller.Switch(42) = 0:End Sub
Sub sw2b_Hit:Controller.Switch(2) = 1 : playsoundAtVol"rollover" ,ActiveBall, 1: End Sub
Sub sw2b_UnHit:Controller.Switch(2) = 0:End Sub
Sub sw32_Hit:Controller.Switch(32) = 1 : playsoundAtVol"rollover" ,ActiveBall, 1: End Sub
Sub sw32_UnHit:Controller.Switch(32) = 0:End Sub
Sub sw22b_Hit:Controller.Switch(22) = 1 : playsoundAtVol"rollover" ,ActiveBall, 1: End Sub
Sub sw22b_UnHit:Controller.Switch(22) = 0:End Sub
' Droptargets
Sub sw0_Dropped:dtLBank.hit 1 :End Sub
Sub sw10_Dropped:dtLBank.hit 2 :End Sub
Sub sw20_Dropped:dtLBank.hit 3 :End Sub
Sub sw30_Dropped:dtLBank.hit 4 :End Sub
Sub sw40_Dropped:dtLBank.hit 5 :End Sub
Sub sw1_Dropped:dtRBank.hit 5 :End Sub
Sub sw11_Dropped:dtRBank.hit 4 :End Sub
Sub sw21_Dropped:dtRBank.hit 3 :End Sub
Sub sw31_Dropped:dtRBank.hit 2 :End Sub
Sub sw41_Dropped:dtRBank.hit 1 :End Sub
' Targets
Sub sw60a_Hit:vpmTimer.PulseSw 60:End Sub
Sub sw50a_Hit:vpmTimer.PulseSw 50:End Sub
Sub sw62a_Hit:vpmTimer.PulseSw 62:End Sub
Sub sw52a_Hit:vpmTimer.PulseSw 52:End Sub
'************************
' Check Bonus
'************************
Dim BonusLamps, OldState
BonusLamps = Array(32,33,34,35,36,37,38,39,40,41) 'bonus lights
PlayBonus.Enabled = 0
Sub PlayBonus_Timer()
Dim lamp, ii, state
ii = 0
state = 0
For each lamp in BonusLamps
If LampState(lamp) Then state = state + 2 ^ii
ii = ii + 1
Next
If(OldState <> state) Then PlaySound "Bonus"
OldState = state
If (state = 1 and LampState(42) = 0) Or LampState(11)=1 Then PlayBonus.Enabled = 0
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
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) = 12 Then LFKI chgLamp(ii,1)
If chgLamp(ii,0) = 13 Then RTKI chgLamp(ii,1)
Next
End If
UpdateLamps
End Sub
Sub UpdateLamps
'NFadeT 1, l1 'BG Tilt
NFadeL 3, l3 ' PF and BG Same Player Shoot Again
'NFadeT 10, l10 'BG High score
'NFadeT 11, l11 'BG GAME OVER
'NFadeL 12, l2 'Left Kicker controller
' NFadeL 13, l3 'Right Kicker controller
NFadeL 14, l14b
NFadeL 15, l15b
NFadeL 16, l16b
NFadeL 17, l17b
NFadeL 18, l18 'Middle Bumper
NFadeL 19, l19 'Left Bumper
NFadeL 20, l20 'Right Bumper
NFadeL 21, l21b
NFadeL 22, l22b
NFadeL 23, l23b
NFadeL 24, l24b
NFadeL 25, l25b
NFadeL 26, l26b
NFadeL 27, l27b
NFadeL 28, l28b
NFadeL 29, l29b
NFadeL 30, l30b
NFadeL 31, l31b
NFadeL 32, l32b
NFadeL 33, l33b
NFadeL 34, l34b
NFadeL 35, l35b
NFadeL 36, l36b
NFadeL 37, l37b
NFadeL 38, l38b
NFadeL 39, l39b
NFadeL 40, l40b
NFadeL 41, l41b
NFadeL 42, l42b
NFadeL 43, l43b
NFadeL 44, l44a
NFadeL 45, l45b
NFadeL 46, l46b
NFadeL 47, l47b
NFadeL 48, l48b
NFadeL 49, l49b
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
'Reels
Sub FadeReel(nr, reel)
Select Case FadingLevel(nr)
Case 2:FadingLevel(nr) = 0
Case 3:FadingLevel(nr) = 2
Case 4:reel.Visible = 0:FadingLevel(nr) = 3
Case 5:reel.Visible = 1:FadingLevel(nr) = 1
End Select
End Sub
'Inverted Reels
Sub FadeIReel(nr, reel)
Select Case FadingLevel(nr)
Case 2:FadingLevel(nr) = 0
Case 3:FadingLevel(nr) = 2
Case 4:reel.Visible = 1:FadingLevel(nr) = 3
Case 5:reel.Visible = 0:FadingLevel(nr) = 1
End Select
End Sub
'**********************************************************************************************************
'**********************************************************************************************************
'Gottlieb Amazon Hunt
Sub editDips
Dim vpmDips : Set vpmDips = New cvpmDips
With vpmDips
.AddForm 700,400,"Amazon Hunt - DIP switches"
.AddFrame 2,5,190,"Maximum credits",49152,Array("8 credits",0,"10 credits",32768,"15 credits",&H00004000,"25 credits",49152)'dip 15&16
.AddFrame 2,81,190,"Coin chute 1 and 2 control",&H00002000,Array("seperate",0,"same",&H00002000)'dip 14
.AddFrame 2,127,190,"Playfield special",&H00200000,Array("replay",0,"extra ball",&H00200000)'dip 22
.AddFrame 2,173,190,"3rd coin chute credits control",&H20000000,Array("no effect",0,"add 9",&H20000000)'dip 30
.AddFrameExtra 2,219,190,"Attract tune",&H0200,Array("no attract tune",0,"attract tune played every 6 minutes",&H0200)'S-board dip 2
.AddChk 2,270,190,Array("Match feature",&H02000000)'dip 26
'.AddChkExtra 2,290,190,Array("Background sound off",&H0100)'S-board dip 1
.AddFrame 205,5,190,"High game to date awards",&H00C00000,Array("not displayed and no award",0,"displayed and no award",&H00800000,"displayed and 2 credits",&H00400000,"displayed and 3 credits",&H00C00000)'dip 23&24
.AddFrame 205,81,190,"Balls per game",&H01000000,Array("5 balls",0,"3 balls",&H01000000)'dip 25
.AddFrame 205,127,190,"Replay limit",&H04000000,Array("no limit",0,"one per game",&H04000000)'dip 27
.AddFrame 205,173,190,"Novelty mode",&H08000000,Array("normal game mode",0,"50,000 points per special/extra ball",&H08000000)'dip 28
.AddFrame 205,219,190,"Game mode",&H10000000,Array("replay",0,"extra ball",&H10000000)'dip 29
.AddChk 205,270,190,Array("Background sound",&H40000000)'dip 31
.AddLabel 50,300,300,20,"After hitting OK, press F3 to reset game with new settings."
End With
Dim extra
extra = Controller.Dip(4) + Controller.Dip(5)*256
extra = vpmDips.ViewDipsExtra(extra)
Controller.Dip(4) = extra And 255
Controller.Dip(5) = (extra And 65280)\256 And 255
End Sub
Set vpmShowDips = GetRef("editDips")
'**********************************************************************************************************
'**********************************************************************************************************
' Start of VPX functions
'**********************************************************************************************************
'**********************************************************************************************************
'************************************
' What you need to add to your table
'************************************
' a timer called RollingTimer. With a fast interval, like 10
' one collision sound, in this script is called fx_collide
' as many sound files as max number of balls, with names ending with 0, 1, 2, 3, etc
' for ex. as used in this script: fx_ballrolling0, fx_ballrolling1, fx_ballrolling2, fx_ballrolling3, etc
'******************************************
' Explanation of the rolling sound routine
'******************************************
' sounds are played based on the ball speed and position
' the routine checks first for deleted balls and stops the rolling sound.
' The For loop goes through all the balls on the table and checks for the ball speed and
' if the ball is on the table (height lower than 30) then then it plays the sound
' otherwise the sound is stopped, like when the ball has stopped or is on a ramp or flying.
' The sound is played using the VOL, PAN and PITCH functions, so the volume and pitch of the sound
' will change according to the ball speed, and the PAN function will change the stereo position according
' to the position of the ball on the table.
'**************************************
' Explanation of the collision routine
'**************************************
' The collision is built in VP.
' You only need to add a Sub OnBallBallCollision(ball1, ball2, velocity) and when two balls collide they
' will call this routine. What you add in the sub is up to you. As an example is a simple Playsound with volume and paning
' depending of the speed of the collision.
Sub Pins_Hit (idx)
PlaySound "pinhit_low", 0, Vol(ActiveBall)*VolPi, AudioPan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall)
End Sub
Sub Targets_Hit (idx)
PlaySound "target", 0, Vol(ActiveBall)*VolTarg, AudioPan(ActiveBall), 0, Pitch(ActiveBall), 0, 0, AudioFade(ActiveBall)
End Sub
Sub Metals_Thin_Hit (idx)
PlaySound "metalhit_thin", 0, Vol(ActiveBall)*VolMetal, AudioPan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
End Sub
Sub Metals_Medium_Hit (idx)
PlaySound "metalhit_medium", 0, Vol(ActiveBall)*VolMetal, AudioPan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
End Sub
Sub Metals2_Hit (idx)
PlaySound "metalhit2", 0, Vol(ActiveBall)*VolMetal, AudioPan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
End Sub
Sub Gates_Hit (idx)
PlaySound "gate", 0, Vol(ActiveBall)*VolGates, AudioPan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
End Sub
Sub Spinner_Spin
PlaySoundAtVol "fx_spinner", Spinner, VolSpin
End Sub
Sub Rubbers_Hit(idx)
dim finalspeed
finalspeed=SQR(activeball.velx * activeball.velx + activeball.vely * activeball.vely)
If finalspeed > 20 then
PlaySound "fx_rubber2", 0, Vol(ActiveBall)*VolRH, Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
End if
If finalspeed >= 6 AND finalspeed <= 20 then
RandomSoundRubber()
End If
End Sub
Sub Posts_Hit(idx)
dim finalspeed
finalspeed=SQR(activeball.velx * activeball.velx + activeball.vely * activeball.vely)
If finalspeed > 16 then
PlaySound "fx_rubber2", 0, Vol(ActiveBall)*VolPo, Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
End if
If finalspeed >= 6 AND finalspeed <= 16 then
RandomSoundRubber()
End If
End Sub
Sub RandomSoundBumper()
Select Case Int(Rnd*3)+1
Case 1 : PlaySound "fx_bumper1", 0, VolBump, Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
Case 2 : PlaySound "fx_bumper2", 0, VolBump, Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
Case 3 : PlaySound "fx_bumper3", 0, VolBump, Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
Case 4 : PlaySound "fx_bumper4", 0, VolBump, Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
End Select
End Sub
Sub RandomSoundRubber()
Select Case Int(Rnd*3)+1
Case 1 : PlaySound "rubber_hit_1", 0, Vol(ActiveBall)*VolRH, Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
Case 2 : PlaySound "rubber_hit_2", 0, Vol(ActiveBall)*VolRH, Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
Case 3 : PlaySound "rubber_hit_3", 0, Vol(ActiveBall)*VolRH, Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
End Select
End Sub
Sub LeftFlipper_Collide(parm)
RandomSoundFlipper()
End Sub
Sub RightFlipper_Collide(parm)
RandomSoundFlipper()
End Sub
Sub RandomSoundFlipper()
Select Case Int(Rnd*3)+1
Case 1 : PlaySound "flip_hit_1", 0, Vol(ActiveBall)*VolRH, Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
Case 2 : PlaySound "flip_hit_2", 0, Vol(ActiveBall)*VolRH, Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
Case 3 : PlaySound "flip_hit_3", 0, Vol(ActiveBall)*VolRH, Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
End Select
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 = 5 ' total number of balls
ReDim rolling(tnob)
InitRolling
Sub InitRolling
Dim i
For i = 0 to tnob
rolling(i) = False
Next
End Sub
Sub RollingTimer_Timer()
Dim BOT, b
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) = -1 Then Exit Sub
' 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
Sub SolKnocker(Enabled)
If Enabled Then PlaySoundAt SoundFX("knocker",DOFKnocker), Plunger
End Sub
' Thalamus : Exit in a clean and proper way
Sub Table1_exit()
Controller.Pause = False
Controller.Stop
End Sub