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  • this is a strip and rebuild of Bodydumps VP9 table,

    Big thank you to him and his 4096 px playfield redraw. it was actually over 6000 but I had to scale it down.

    I included an all white bumper cap in the image manager.

    this is a Gottlieb table more then likely the default credit key is 3.

    their are a few code issues,  non related to actual game play.

    their are 7 relays on this table,  I have no idea what

    relay A or relay C do,  the manual just says Trip and Solids/strips

    relay B and Relay T control  sequential light generating aux boards.

    I added this boards based on a very basic code using the blink pattern in the lights.  the lights next to the drop targets are working

    if you go to layer 7 you will see the flashers and lights I added.  I could not get the backwall lights to work. if anyone likes to redo my code, one that uses Jps fade routines would be preferred. I'm not to worried about not adding them given that they are not necessary for game play.

    1.0.1

    added missing math functions for Var Target

    1.0.2

    added backwall lights

    aux boards work with Jps fade routines now

    its not the most elegant code build, but I was able to fix all the Gotllieb aux board tables I have

    Currently, there are 0 users and 0 guests visiting this topic.
    Viewing 20 posts - 1 through 20 (of 22 total)
    • Author
      Posts
    • #86360
      32assassin
      Participant
      Member

      this is a strip and rebuild of Bodydumps VP9 table,

      Big thank you to him and his 4096 px playfield redraw. it was actually over 6000 but I had to scale it down.

      I included an all white bumper cap in the image manager.

      this is a Gottlieb table more then likely the default credit key is 3.

      their are a few code issues,  non related to actual game play.

      their are 7 relays on this table,  I have no idea what

      relay A or relay C do,  the manual just says Trip and Solids/strips

      relay B and Relay T control  sequential light generating aux boards.

      I added this boards based on a very basic code using the blink pattern in the lights.  the lights next to the drop targets are working

      if you go to layer 7 you will see the flashers and lights I added.  I could not get the backwall lights to work. if anyone likes to redo my code, one that uses Jps fade routines would be preferred. I'm not to worried about not adding them given that they are not necessary for game play.

      14 users thanked author for this post.
      #86367
      randr
      Keymaster
      ModeratorMember

      Thanks 32 :good:

      ********************************************************
      Messing with the VPinball app and push notifications.
      So if you haven't downloaded app yet what are you waiting for!?
      *******************************************************

      #86369
      Drybonz
      Participant
      Member

      Classic 80’s.    :good:

      #86371
      giovanni1966
      Participant
      Member

      Thx for the nice table. There is an script error in row  383 while hitting the vari-target.

      #86404
      STAT
      Participant
      MemberContributor

      … like this …

      Attachments:
      #86406
      STAT
      Participant
      MemberContributor

      Here is my POV File, FS optimized …

      Attachments:
      #86410
      STAT
      Participant
      MemberContributor

      I tried to uncoment 383 and 384, then you can “Play” but Triggers going Always to the end.
      Shouldn’t be “dCos” a VB Math Function ?  :unsure:
      Not really a Fix … i think 32assassin will check it soon … thanks in Advance … a really cool Table, love it :good:

      Edit:

      383 ActiveBall.VelY = ActiveBall.VelY + 1.13 ‘ or VariResist ?
      384 ActiveBall.VelX = ActiveBall.VelX – 1.13 ‘ or 1.44 at both ?

      Why 1.13 = cos(15) * 1.5 (VariResist) OR deg cos(15) * 1.5 = 1.44

      But i think, it isn’t big different, if you use “VariResist” for the + and -, because 1.5 and 1.x, near the same for Ball Vel i think!

      #86441
      Udderdude
      Participant

      I may have found the missing math functions (they are not built-in).  I added these to the table’s script and no error when hitting the vari-target.

      Function dsin(angle)
      '
      ' Calculates the sine of an angle given in degrees
      '
      dsin = Sin(angle * 3.14159 / 180)
      End Function

      Function dcos(angle)
      '
      ' Calculates the cosine of an angle given in degrees
      '
      dcos = Cos(angle * 3.14159 / 180)
      End Function

      2 users thanked author for this post.
      #86514
      STAT
      Participant
      MemberContributor

      Thanks, but i wonder, why the Function, because it could be just the result’s only, Script Need this only two-times.
      Whatever, thanks 32assassin and thanks Udderdude.

      #86533
      Micronaut
      Participant
      Member

      very cool.

      thanks 32assassin.

      #86536
      senseless
      Participant
      Member

      Man I love these Gottlieb/Premier tables from that era. Looks and plays very good, thanks 32!

      Reminds me tables like Victory and Genesis. I think these deserve their own playlist :).

      #86605
      HauntFreaks
      Moderator
      vipContributorMember

      can someone post there working script that fixes the target issue…. the whole script please… thanks

      anyone that has ever followed me know, I hate these photo BG, also some hideous broads and this might be the biggest offender
      even the girl art on the PF looks like a 5yr old drew it…. so of course as a purest, I will need this horrible looking classic
      BUT as something can leave something like this alone…. I started a “makeover” kit for it…
      I want to point out I’m NO fan of Anime, to me its really bad cheap cartoons….ANYWAY…. since the ART fit where I needed it to … anime it is….

      #86643
      HauntFreaks
      Moderator
      vipContributorMember

      I may have found the missing math functions (they are not built-in). I added these to the table’s script and no error when hitting the vari-target.

      Function dsin(angle)

      '

      ' Calculates the sine of an angle given in degrees

      '

      dsin = Sin(angle * 3.14159 / 180)

      End Function

      Function dcos(angle)

      '

      ' Calculates the cosine of an angle given in degrees

      '

      dcos = Cos(angle * 3.14159 / 180)

      End Function

      I’m to dumb to know where to add your fixes…. can you place them in the script below and post…

      '**********************************************************************************************************
       'VariTarget
      '**********************************************************************************************************
      
       Dim VariResist,VariDir:VariResist = 1.5
       Sub VariTriggers_Hit(idx)
      	If ActiveBall.VelY < -1 Then
      		If idx > 0 Then VariTriggers(idx-1).enabled = 0
      		ActiveBall.VelY = ActiveBall.VelY + (dCos(15)*VariResist)
      		ActiveBall.VelX = ActiveBall.VelX - (dSin(15)*VariResist)
      		VariDir = 1:VariTimer.enabled = 1
      		Vari.rotx = idx + 1
      	End If
       End Sub
      
       Sub VariTriggers_UnHit(idx)
      	VariDir = 0
       End Sub
      
       Sub VariTimer_Timer
         Dim VPos(2)
      	Select Case VariDir
      		Case 0,1
      			VPos(0) = (Vari.rotx - 3)\6 : VPos(1) = (VPos(0)*6) + 3 : VPos(2) = VPos(0)
      			If vari.rotx > 2 Then VPos(2) = VPos(0)+1
      			Select Case VPos(2)
      				Case 1
      					Controller.Switch(2)=1
      	
      				Case 3
      					Controller.Switch(2)=1
      					Controller.Switch(12)=1
      
      				Case 5
      					Controller.Switch(2)=1
      					Controller.Switch(12)=1
      					Controller.Switch(22)=1
      
      				Case 6
      					Controller.Switch(2)=1
      					Controller.Switch(12)=1
      					Controller.Switch(22)=1
      					Controller.Switch(32)=1
      
      			End Select
      			If VariDir = 0 Then
      				If Vari.rotx > VPos(1) Then Vari.rotx = Vari.rotx - 1:VariTriggers(vari.rotx).enabled = 1
      				If Vari.rotx = VPos(1) Then me.enabled = 0:Exit Sub
      			End If
      		Case -1
      			If VariDir = -1 Then
      				If Vari.rotx > 6 Then
      					Vari.rotx = Vari.rotx - 7
      				ElseIf Vari.rotx > 0 Then
      					Vari.rotx = 0:PlaySound "metalhit2"
      				End If
      				If Vari.rotx = 0 Then VariDir = 0:me.enabled = 0:Exit Sub
      			End If
      	End Select
       End Sub
      		 
       Sub SolVariReset
         Dim x
      	Controller.Switch(32)=0
      	Controller.Switch(22)=0
      	Controller.Switch(12)=0
      	Controller.Switch(2)=0
      
      	For each x in VariTriggers:x.enabled = 1:Next
      	VariDir = -1:VariTimer.enabled = 1
       End Sub
      #86644
      32assassin
      Participant
      Member

      version 1.0.1 already has the fix

      see a table you like help me find the resources so that I can finish it
      https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

      1 user thanked author for this post.
      #86764
      vanlocke
      Participant

      Hi. I like this table, cause I love bad girls and I was a teenager in the 80’s, so I’m good with the artwork. But the gameplay isn’t so good. I find the ball is going too fast, draining more than it should. I really don’t want to be the pain in the ass, and I have no skill to improve that. This recreation looks very fine but maybe needs physics adjustements. I like assassin32 work and hope it won’t be bad interpreted

      #93241
      Thalamus
      Moderator
      ContributorMemberModerator

      Thanks for the update 32 !

      #130737
      roccodimarco
      Participant
      Member

      Man I tried all night to hit the skill shot on this table. I don’t think it’s possible in its current state. I may be wrong though, but I’m order to hit the shot, the ball has to be hit just hard enough to come out the rails but not go through the gate. Doing so will activate the trigger twice. Giving you 130,000 points and cause the eight all to drop and make the lock ball light lit.

      I was able to have the ball come out the rails soft enough to hit the trigger, not go through the gate but I don’t think it’s possible for the trigger to be hit twice at the moment.  Again maybe I’m wrong, but after about 20 tries of just plunger shots I was unable to successfully hit the skill shot once.

      #130743
      Thalamus
      Moderator
      ContributorMemberModerator

      In most cases. Adjusting the plunger is kind of a need to do pr. cab. Here is a tip on how to do it and for you, who want to adjust the strength to make the skill shot easier I would suggest adjusting Mech Plunger Adjust.

      https://vpinball.com/wiki/visual-pinball-knowledge-base/plunger-adjustments/

      #130822
      Bladeof
      Participant
      Member

      Man I tried all night to hit the skill shot on this table. I don’t think it’s possible in its current state. I may be wrong though, but I’m order to hit the shot, the ball has to be hit just hard enough to come out the rails but not go through the gate. Doing so will activate the trigger twice. Giving you 130,000 points and cause the eight all to drop and make the lock ball light lit.

      I was able to have the ball come out the rails soft enough to hit the trigger, not go through the gate but I don’t think it’s possible for the trigger to be hit twice at the moment.  Again maybe I’m wrong, but after about 20 tries of just plunger shots I was unable to successfully hit the skill shot once.

      @roccodimarco, I don’t think the skillshot works correctly even if you hit it right. I changed the plunger settings and tried around 50 plunges, hitting only 2 of them correct to not go through the gate and roll back over the trigger, nothing happened on 1 shot and I received points on the other shot but the 8-ball did not drop, and lock light did not light. I then inserted a wall in front of the gate ensuring the ball would travel back down onto the trigger with same results.

      #130832
      roccodimarco
      Participant
      Member

      Man I tried all night to hit the skill shot on this table. I don’t think it’s possible in its current state. I may be wrong though, but I’m order to hit the shot, the ball has to be hit just hard enough to come out the rails but not go through the gate. Doing so will activate the trigger twice. Giving you 130,000 points and cause the eight all to drop and make the lock ball light lit.

      I was able to have the ball come out the rails soft enough to hit the trigger, not go through the gate but I don’t think it’s possible for the trigger to be hit twice at the moment.  Again maybe I’m wrong, but after about 20 tries of just plunger shots I was unable to successfully hit the skill shot once.

      @roccodimarco, I don’t think the skillshot works correctly even if you hit it right. I changed the plunger settings and tried around 50 plunges, hitting only 2 of them correct to not go through the gate and roll back over the trigger, nothing happened on 1 shot and I received points on the other shot but the 8-ball did not drop, and lock light did not light. I then inserted a wall in front of the gate ensuring the ball would travel back down onto the trigger with same results.

      I agree. I did the wall by the gate as well last night and I could get the points but the lock light did not light and the eight ball target remained up. I wasn’t sure so I was going to go back tonight and double check, but seeing how you did the same tests as I did last night, it appears that the skill shot on this table does indeed not work 100%. Seeing how you can get the points sometimes it appears to be 50% however.

    Viewing 20 posts - 1 through 20 (of 22 total)
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