VPX Functions
Core VBS
1min
Core VBS is an included set of functions compiled by many authors that are included with VPX. In the included file are many neat goodies you might not know about. Here I'll attempt to detail some of these functions that I believe are quite useful to table builders.
For the latest core.vbs visit the vpinball github
VisualBasic
Option Explicit
Const VPinMAMEDriverVer = 3.57
'=======================
' VPinMAME driver core.
'=======================
' New in 3.57 (Update by nFozzy, DJRobX, chepas, Gaston)
' - Beta 1 NF fastflips 2
' - Add UsePdbLeds(top of script)/ChangedPDLEDs(controller)/PDLedCallback(callback) support and PDB.vbs especially for VP-PROC
' - Added LTD3.vbs (LTD System III)
' - Added FPVPX.vbs (1.01, helpers for Future Pinball conversions)
'
' New in 3.56 (Update by nFozzy, DJRobX, Fuzzel)
' - Add specialized sega2.vbs for Apollo 13 and GoldenEye
' - Update gts1.vbs and hankin.vbs so that the common coin keys (e.g. "5") also add coins on Gottlieb System 1 and Hankin tables
' - vpmFlips fixes / improvements
' - Fixed vpmFlips execute script error
' - Added extra error check for detecting outdated system vbs files when UseSolenoids = 2
' - Change GameOnSolenoid from 16 to 19 for Hankin
' - Fixed an execute script issue that was causing dead flippers for some system languages
' - S.A.M. fast flips support: To activate, add InitVpmFFlipsSAM to the table init.
' Should work for most games (see PinMAME whatsnew for supported sets). May need additional configuration for two-stage flipper support.
' - Whitestar fast flips support
' - Capcom fast flips support
' - Fix WPC tables that use 'cSingleLFlip' (regression from 3.55)
' - Fix script errors if using NudgePlugIn.vbs
' - Add Rubber, Ramp, Flasher, Primitive and HitTarget support to vpmToggleObj
' - Add Rubber, Primitive and HitTarget support to vpmCreateEvents
'
' New in 3.55 (Update by nFozzy)
' - Prevent 'object not a collection' errors if vpmNudge.TiltObj isn't set
' - Support for double leaf flipper switches
' - For now, keybinds for these staged flippers are defined in VPMKeys.vbs. By default they are set to LeftFlipperKey and RightFlipperKey, disabling them.
' - Adapting older tables requires vpmFlips: Create upper flipper subs and point SolCallback(sULFlipper) and SolCallback(sURFlipper) to them.
' - This may break compatibility with some older WPC tables that use the 'cSingleLFlip' method (More info in WPC.vbs), note that close to no 'modern' (e.g. VP8/VP9/VPX) table uses this anyway
' - Integrated FastFlips, (new object vpmFlips): Low latency flipper response for games with pre-solid state flippers
' - Ensure 'vpmInit me' is called in the table init section
' - UseSolenoids = 2 enables and auto sets the game-on solenoid (based on GameOnSolenoid in the system .vbs script)
' - Important info on supported WPC games is documented in WPC.vbs
' - Pre-solid-state flipper games (except Zaccaria and LTD) should work perfectly. This includes Bally/Williams WPCs up to Terminator 2 / Party Zone
' - Data East / early Segas will work perfectly, unless they have ROM-controlled flipper effects
' - Fliptronics and WPC-S games (Addams Family through Jack Bot / WHO Dunnit) will work with caveats (no ROM controlled flipper effects, beware stuck balls. More info in WPC.vbs)
' - Sega Whitestar (Apollo 13 / Goldeneye / etc), WPC95 (Congo / AFM / etc), and Capcom and everything onward will not work
' - There's also a debug test command which may be useful if it's not working properly. Open the debug window (Accessible from the VP-escape menu, press the ">" button to bring up the text field) and type in 'vpmFlips.DebugTest'
'
' New in 3.54 (Update by mfuegemann & nFozzy & Ninuzzu/Tom Tower & Toxie)
' - Added UltraDMD_Options.vbs to configure Ultra DMD based tables globally (see the file itself for detailed descriptions)
' - Added sam.vbs
' - Added Class1812.vbs
' - Added inder_centaur.vbs
' - Restore basic functionality of cvpmDropTarget.CreateEvents for drop targets with an animation time (e.g. VP10 and newer)
' - Minor cleanups and code unifications for all machines
' - Add keyConfigurations to VPMKeys.vbs for Taito and also remap the hardcoded keycode '13' to keySoundDiag
'
' New in 3.53 (Update by Toxie)
' - Add more key mappings to help dialog
'
' New in 3.52 (Update by DJRobX & Toxie)
' - Change default interval of the PinMAME timer to -1 (frame-sync'ed) if VP10.2 (or newer) is running
' - Add modulated solenoids to support ROM controlled fading flashers:
' To use, add "UseVPMModSol=True" to the table script
' Also use SolModCallback instead of SolCallback to receive level changes as input: It will be a level from 0 to 255.
' Just continue to use SolCallback if you only care about boolean values though, as it will only fire if level changes from on to off.
' Note: vpmInit MUST BE CALLED or VPM will not switch modes (if you are only getting 0 and 1 from SolModCallback then that may be the issue)
'
' New in 3.51 (Update by mfuegemann & Arngrim & Toxie)
' - gts1.vbs dip fix
' - Add comments to cvpmDropTarget.CreateEvents: do not use this anymore in VP10 and above, as drop targets have an animation time nowadays
' - Change default interval of the PinMAME timer to 3 if VP10 (or newer) is running, and leave it at 1 for everything else
' - Fix missing SlingshotThreshold() when using VP8.X
' - (Controller.vbs changes)
' - now its allowed to have each toy to be set to 0 (sound effect), 1 (DOF) or 2 (both)
' - new DOF types: DOFFlippers, DOFTargets, DOFDropTargets
' - all values are now stored in the registry (HKEY_CURRENT_USER\SOFTWARE\Visual Pinball\Controller\), and can also be changed from within VP10.2 and above
' - InitializeOptions call added to the controller init, for tables that want to use this functionality during gameplay (options menu via F6)
'
' New in 3.50 (Update by Toxie & mfuegemann & Arngrim)
' - Added MAC.vbs & IronBalls.vbs & Lancelot.vbs & Antar.vbs
' - (Core changes)
' - Increased NVOffset limit from 10 to 32
' - Use temporary variables for Switch() calls to workaround current PROC issues
' - Controller.vbs user-folder detection fix, and add simple PROC usage via LoadPROC (see Controller.vbs for details)
' - Add UseVPMNVRAM = true to the table script (place before LoadVPM, or otherwise calling core.vbs)
' to make changed content of NVRAM available (since last update) via the NVRAMCallback (delivers a three dimensional array with: location, new value, old value)
' (requires VPM 2.7 or newer)
'
' New in 3.49 (Update by Arngrim)
' - Add new Controller.vbs to abstract DOF, B2S, VPM and EM controller loading, usage and sound/effect handling,
' see Controller.vbs header on how to use it exactly
'
' New in 3.48 (Update by JimmyFingers)
' - (Core changes)
' - Changed vpmNudge.TiltObj handling to use Bumper.Threshold / Wall.SlingshotThreshold temporary value changes rather than force / SlingshotStrength changes to disable tiltobj array objects
' - There existed a bug in VP since at least the 9.x versions where the Wall.SlingshotStrength value being set by scripting during game play did change the value but the slingshot behaviour / "Slingshot Force" (from the editor) of the wall object did not change (i.e. did not have an effect); As a result the attempted disabling of bumpers and slingshots after a tilt event on supported games (that can send a relay for vpmNudge.SolGameOn ) would only work for the bumper objects
' - Using thresholds instead also now has added benefit by not actually triggering the related _Hit or _Slingshot routines so animations, sound processing, and other potential nested subroutine calls will also not activate resulting in a better tilt simulation
' Note: NudgePlugin option .vbs files were also updated as they contain and are reassigned the vpmNudge routines when invoked
'
' New in 3.47 (Update by Toxie)
' - (Core changes)
' - Add UseVPMColoredDMD = true to the table script (place before LoadVPM, or otherwise calling core.vbs)
' to automatically pass the raw colored DMD data (RGB from 0..255) from VPM to VP (see VP10+ for details on how to display it)
'
' New in 3.46 (Update by KieferSkunk)
' - (Core changes)
' - Added two new classes: cvpmTrough and cvpmSaucer
' - cvpmTrough takes over for cvpmBallStack in non-Saucer mode.
' - Can handle any number of balls (no more "out of bounds" errors with lots of balls)
' - Accurately simulates ball movement and switch interaction in a real trough
' - cvpmSaucer takes over for cvpmBallStack in Saucer mode.
' - cvpmBallStack is now considered "legacy" - kept for compatibility with existing tables. (No changes)
' - Updated vbsdoc.html with these new classes.
' - Added two helper functions, vpMin(a, b) and vpMax(a, b).
' - These each take two numbers (or strings) and return the lower or higher of the two (respectively).
'
' New in 3.45 (Update by KieferSkunk)
' - (Core changes)
' - Rewrote cvpmDictionary as a wrapper around Microsoft's Scripting.Dictionary object.
' This provides two major benefits:
' (1) Improved performance: Keys are stored by hash/reference, not by index, and existence checks and key location are now O(1) instead of O(N) operations.
' (2) Keys and Items can now both be primitive types or objects. You can use integers, strings, etc. as keys, and you can use any object as an Item.
' Note: The only restriction is that a Key cannot be a Scripting.Dictionary or an Array.
' - cvpmTurnTable now smoothly changes speeds and directions. You can adjust the following properties to change the turntable's behavior:
' - MaxSpeed: Sets new maximum spin speed. If motor is on, turntable will smoothly accelerate to new speed.
' - SpinUp: Sets new spin-up rate. If currently accelerating, turntable will accelerate at the new rate.
' - SpinDown: Sets new spin-down rate. If currently slowing to a stop, turntable will decelerate at the new rate.
' - SpinCW: True for clockwise rotation, False for counter-clockwise. If motor is on, switching this will smoothly reverse the turntable's direction.
'
' New in 3.44 (Update by Toxie)
' - (Core changes)
' - Added ability to define default ball mass (in VP Units) inside table script.
' Defaults to 1 unit if undefined. Example...
' Const BallMass = 2 '(place before LoadVPM, or otherwise calling core.vbs)
' Note that this should be used if changing the ball size via BallSize,
' as the mass is of course proportional to the radius of the ball: m=k*r^3.
' One can also use the diameter/size like in VP, so BallMass=k*BallSize^3 with k=1/125000.
' Example: BallSize = 55, so BallMass = (55*55*55)/125000 = 1.331.
' - Add UseVPMDMD = true to the table script (place before LoadVPM, or otherwise calling core.vbs)
' to automatically pass the raw DMD data (levels from 0..100) from VPM to VP (see VP10+ for details on how to display it)
' - Add toggleKeyCoinDoor in VPMKeys.vbs to choose between a real coindoor setup (e.g. cabinets) and the 'classic' on/off behaviour (e.g desktops/keyboards)
' - Add inverseKeyCoinDoor in VPMKeys.vbs to in addition choose between the behaviour of a real coindoor switch (key pressed = closed, key not pressed = open)
' or the inverted behaviour (key pressed = open, key not pressed = closed)
' - Increase maximum number of balls/conMaxBalls to 13 and conStackSw to 8 (for Apollo 13), use InitSw8() then instead of InitSw()
' - Deprecate vpmSolFlip2, as VP10 does not feature speed on flippers anymore
'
' New in 3.43 (Update by Koadic)
' - (Core Changes)
' - Minor adjustment to vbs loading via LoadScript to account for files in nonstandard locations
' - Fix minor bugs when loading some tables
' New in 3.42 (Update by Koadic)
' - (Core Changes)
' - Minor adjustment to vpmInit to unpause controller before stopping controller
'
' New in 3.41 (Update by Koadic)
' - (Core Changes)
' - Modified vpmInit routine:
' Added creation of _Exit routine to vpmInit to perform Controller.Stop (will retroactively effect all tables using vpmInit call)
' Modified vpmInit to create _Paused, _UnPaused, and _Exit separately, so if any don't exit, they will be created individually
' Modified Error handling to fix bug where vmpInit might throw "Invalid procedure call or argument" error
' and cause table not to work due to improper Table_Init scripting.
' - Added 2 functions: CheckScript(file) and LoadScript(file) that can return True/False as well as the latter loading the script if true.
' These check for existance in either the Tables and Scripts directory and can return a boolean value as well as the LoadScript autoloading
' the file, as opposed to my previous methods only checking the local folder containing the table being run.
' CheckScript(file) checks for existance, and if found returns a True value
' LoadScript(file) checks for existance, and if found, loads specified file (via ExecuteGlobal GetTextFile(file)) and returns a True value
' Examples:
' If LoadScript("thefile.vbs") Then DoThisOtherThing ' If Loadscript found 'thefile' and loaded it (returned true) then do this other thing
' LoadScript("somefile.vbs") ' Checks for 'somefile' and loads it if it exists
' - Reworked CheckLEDWiz routine into generic LoadScript(file) routine to allow for better detection of script in the VP tables
' or scripts directory, not just current directory containing the table.
' - Added ability to load NudgePlugIn.vbs and if found, it will be loaded and replace current default nudging class.
' - This detection and autoloading can allow for 'on demand' replacement of other core components as well in the future.
' - Added ability to load GlobalPlugIn.vbs containing any custom scripting the user wants loaded with the core.vbs (instead of modifying the core)
' -(Other Additions)
' - Updated B2BCollision.vbs with vpmBallCreate method and renamed new file to B2B.vbs (to maintain compatiblity with tables using old file).
'
' New in 3.40 (Update by Koadic)
' - (Core Changes)
' - Modified NVOffset routine to allow use of alternative controllers (like dB2S B2S.Server)
' New in 3.39 (Update by Koadic)
' - (Core Changes)
' - Hopefully fixed bug introduced in 3.37 when using a VP version older than 9.0.10
' New in 3.38 (Update by Koadic)
' - (Core Changes)
' - Added automatic detection of ledcontrol.vbs and enabling for LedWiz use, allowing concurrent use by both users and non users of an LedWiz
' New in 3.37 (Update by Koadic)
' - (Core Changes)
' - Added ability to define default ballsize (in VP Units) inside table script.
' Defaults to 50 vp units if undefined. Example...
' Const BallSize = 47 '(place before LoadVPM, or otherwise calling core.vbs)
' New in 3.36 (update courtesy of Koadic)
' - (Core Changes)
' - Added VPMVol routine for allowing setting of Global VPM Volume (normally adjustable from '~' key, but otherwise unsaveable without this)
' - (System VBS Alterations)
' - Added keyVPMVolume in VPMKeys.vbs, set to use the F12 key
' - Added call to VPMVol routine in each system's .vbs file, allowing end-user to access the new routine
' New in 3.35 (Update courtesy of Koadic)
' - (Core Changes)
' - Added NVOffset routine for allowing use of multiple nvram files per romset name
' New in 3.34 (Update by Destruk)
' - (System VBS Additions)
' - Added Play2.vbs
' New in 3.33 (Update by Destruk)
' - (System VBS Additions)
' - Added LTD.vbs
' New in 3.32 (Update by Destruk)
' - (System VBS Alterations)
' - Added Playmatic Replay setting switches
' New in 3.31 (Update by Destruk)
' - (System VBS Additions)
' - Added play1.vbs
' New in 3.30 (Update by Destruk)
' - (System VBS Additions)
' - Added zacproto.vbs
' New in 3.29 (Update by Noah)
' - (System VBS Additions)
' - Added jvh.vbs and ali.vbs by Destruk for Jac van Ham and Allied Leisure
' Corrected VPBuild Number for slingshots/bumpers and ball decals - Seeker
' New in 3.27 (Update by PD)
' - (System VBS Additions)
' - Added gts1.vbs by Inkochnito for Gottlieb System 1
' New in 3.26 (Update by PD)
' - (Core Changes)
' - Added "GICallback2" function to support Steve Ellenoff's new support in VPM for Dimming GI in WMS games
' GICallback returns numeric values 0-8 instead of a boolean 0 or 1 (on/off) like GICallback does.
' Existing tables will need to be altered to support dimming levels and need to use GICallback2 instead.
' The old GICallback is left intact so older tables are not broken by the new code
'
' New in 3.25 (release 2) (Update by PD)
' - (Core Changes)
' - Restored former flipper speed due to complaints about some tables having BTTF problem returned and a resolution
' of arguments over the settings
' - New Optional Flipper Code Added (vpmSolFlip2) that let's you specify both up and down-swing speeds in the script
' plus the ability to turn flipper sounds on or off for that call
' Format: vpmSolFlip2 (Flip1obj, Flip2obj, UpSpeed, DownSpeed, SoundOn, Enable)
'
' New in 3.24 (Update by PD)
' - (Core Changes)
' - Altered flipper code so the upswing defaults to your downswing (i.e. VBS no longer adds a different value)
' (This change was done due to arguments over issues now resolved)
' - I have decreased the return strength setting to be very low, though. So any downswing hits (say from a ball
' heading to the trough) won't get hit with any real power. So, assuming you have a reasonably fast upswing,
' you won't get any balls through the flipper and any balls hit by the underside won't get pegged anymore, which
' is a more realistic behavior.
'
' New in 3.23 (Update by PD)
' - (System.vbs Additions)
' - SlamtTilt definitions added to AlvinG and Capcom systems
' - High Score Reset Switch Added to Williams System7 (S7.vbs)
' - Sleic.vbs system added (courtesy of Destruk)
' - Peper.vbs system added (courtesy of Destruk)
' - Juegos.vbs system added (courtesy of Destruk)
'
' New in 3.22 (Update by PD)
' - (Core Changes)
' - Outhole switch handling updated so it resets correctly with an F3 reset.
' This affects mostly Gottlieb System3 games (Thanks Racerxme for pointing this out)
' - Flipper handling modified to have a low return strength setting so any balls under such flippers
' won't get hit hard. This allows the higher 'flipper fix' return speed without the associated hard hit issue.
' - (System.vbs Additions)
' -Inder.vbs test switches updated (Thanks Peter)
' -Bally.vbs swSoundDiag value changed to -6 (Thanks Racerxme)
'
' New in 3.21 (Update by PD)
' -(Core Changes)
' - Attemped bug fix in the Impulse Plunger object that could cause weak plunges sometimes on full pulls
'
' -(System.vbs Additions)
' -Zac1.vbs has the program enable switch added to it (Thanks TomB)
' -GamePlan.vbs has the accounting reset switch added to it (Thanks Incochnito)
'
' -(Other Additions)
' -PD Light System VBS file updated to V5.5 (adds fading reel pop bumper handler and checklight function)
'
' New in 3.20 (Update by PD)
' -(System.vbs Additions)
' -Apparently Atari2.vbs uses 81/83 for the flipper switches and Atar1.vbs uses 82/84 so this repairs
' the Atari2.vbs file.
'
' New in 3.19 (Update by PD)
' -(System.vbs Additions)
' - Fixed the swLLFlip and swLRFlip switch numbers in the Atari1.vbs, Atari2.vbs and Atari.vbs files
' SolFlipper should now work with Atari tables using the updated file
'
' New in 3.18 (Update by PD)
' -(System.vbs Additions)
' - Added Atari1.vbs and Atari2.vbs files (Thanks to Inkochnito).
' -The old Atari.vbs file is now obsolete, but included for backwards compatability with any existing tables
' that may have used it. New Tables should use the appropriate Atari1.vbs or Atari2.vbs files.
'
' New in 3.17 (Update by PD)
' -(System.vbs Additions)
' -Fixed wrong switch definition in Sys80.vbs for the self-test switch. The operator menus should work now.
' (Thanks to Inkochnito for pointing it out).
' -Added inder.vbs, nuova.vbs, spinball.vbs and mrgame.vbs files (Thanks to Destruk)
'
' New in 3.16 (Update by PD)
' -(System.vbs Additions)
' -Added "BeginModal" and "EndModal" statements to each system (required for latest versions of VP ( >V6.1) to
' avoid problems during the VPM "F3" reset.
' -(Other Additions)
' - PDLightSystem Core updated to version 5.4
'
' New in 3.15 (Update by PD)
' -(Core Additions)
' - Added a new higher resolution Impulse Plunger Object
' (It uses a trigger to plunge the ball. It can be a variable Manual Plunger or function as an Automatic Plunger)
' (It also features random variance options and optional pull / plunge sounds)
'
' -(System.vbs Additions)
' - Fixed wrong switch number for Tilt & Slam Tilt in Sega.vbs
' - Added Master CPU Enter switch to S7.vbs for Dip Switch control in Williams System7
'
' -(Other Additions)
' - Added PDLightSystem.vbs (V5.3) file to archive
' (open it with a text editor to see how to use it; it's called separately like the core file)
'
' New in 3.14 (Update by PD)
' -(System.vbs Additions)
' - Added latest Zac1.vbs and Zac2.vbs files to archive
'
' New in 3.13 (Update by PD)
' -(Core Additions)
' - Added Destruk's code to "Add" or "Remove" a ball from the table when "B" is pressed.
' - Added "AutoplungeS" call which is the same as "Autoplunger" except it will play a specified sound when fired
'
' -(System.vbs Additions)
' - Taito.vbs updated to fix service menu keys and default dip switch menu added
' - Dip Switch / Option Menu "class" code added to all table VBS scripts to ease menu coding for table authors
' - Fixed some labeling errors and organization and added a "Last Updated" version comment at the start of each file
'
' New in 3.12
' - Made flipper return speed a constant conFlipRetSpeed
' - set conFlipRetSpeed to 0.137 to reduce ball thru flipper problem
'
' New in 3.11
' - Added a short delay between balls in the ballstacks to ensure
' that the game registers the switches as off when balls are rolling
' in the trough. All balls should probably move at the same time but it is
' a bit tricky to implement without changing a lot of code.
' - Removed support for the wshltdlg.dll since funtionality is in VPM now
' New in 3.10
' - Public release
' Put this at the top of the table file
'LoadVPM "02000000", "xxx.VBS", 3.57 ' adapt 02000000 and 3.57 to the actually required minimum VPinMAME- and core scripts versions
'Const cGameName = "xxxx" ' PinMAME short game name
'Const UseSolenoids = True
'Const UseLamps = True
''Standard sound
'Const SSolenoidOn = "SolOn" 'Solenoid activates
'Const SSolenoidOff = "SolOff" 'Solenoid deactivates
'Const SFlipperOn = "FlipperUp" 'Flipper activated
'Const SFlipperOff = "FlipperDown" 'Flipper deactivated
'Const SCoin = "Quarter" 'Coin inserted
''Callbacks
'Set LampCallback = GetRef("UpdateMultipleLamps")
'Set GICallback = GetRef("UpdateGI") ' Original GI Callback (returns boolean on and off values only)
'Set GICallback2 = GetRef("UpdateGI") ' New GI Callback supports Newer VPM Dimming GI and returns values numeric 0-8)
'Set MotorCallback = GetRef("UpdateMotors")
'
'Sub LoadVPM(VPMver, VBSfile, VBSver)
' On Error Resume Next
' If ScriptEngineMajorVersion < 5 Then MsgBox "VB Script Engine 5.0 or higher required"
' ExecuteGlobal GetTextFile(VBSfile)
' If Err Then MsgBox "Unable to open " & VBSfile & ". Ensure that it is in the Scripts folder of Visual Pinball. " & vbNewLine & Err.Description : Err.Clear
' Set Controller = CreateObject("VPinMAME.Controller")
' If Err Then MsgBox "Can't Load VPinMAME." & vbNewLine & Err.Description
' If VPMver>"" Then If Controller.Version < VPMver Or Err Then MsgBox "VPinMAME ver " & VPMver & " required." : Err.Clear
' If VPinMAMEDriverVer < VBSver Or Err Then MsgBox VBSFile & " ver " & VBSver & " or higher required."
'End Sub
'
'Sub Table_KeyDown(ByVal keycode)
' If vpmKeyDown(keycode) Then Exit Sub
' If keycode = PlungerKey Then Plunger.Pullback
'End Sub
'Sub Table_KeyUp(ByVal keycode)
' If vpmKeyUp(keycode) Then Exit Sub
' If keycode = PlungerKey Then Plunger.Fire
'End Sub
'
'Const cCredits = ""
'Sub Table_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 = cCredits
' .HandleMechanics = 0
' .ShowDMDOnly = True : .ShowFrame = False : .ShowTitle = False
' .Run : If Err Then MsgBox Err.Description
' End With
' On Error Goto 0
'' Nudging
' vpmNudge.TiltSwitch = swTilt
' vpmNudge.Sensitivity = 5
' vpmNudge.TiltObj = Array(Bumper1,Bumper2,LeftslingShot,RightslingShot)
'' Map switches and lamps
' vpmCreateEvents colSwObjects ' collection of triggers etc
' vpmMapLights colLamps ' collection of all lamps
'' Trough handler
' Set bsTrough = New cvpmBallStack
' bsTrough.InitNoTrough BallRelease, swOuthole, 90, 2
' 'or
' bsTrough.InitSw swOuthole,swTrough1,swTrough2,0,0,0,0
'---------------------------------------------------------------
Dim Controller ' VPinMAME Controller Object
Dim vpmTimer ' Timer Object
Dim vpmNudge ' Nudge handler Object
Dim Lights(200) ' Put all lamps in an array for easier handling
' If more than one lamp is connected, fill this with an array of each light
Dim vpmMultiLights() : ReDim vpmMultiLights(0)
Private gNextMechNo : gNextMechNo = 0 ' keep track of created mech handlers (would be nice with static members)
' Callbacks
Dim SolCallback(68) ' Solenoids (parsed at Runtime)
Dim SolModCallback(68) ' Solenoid modulated callbacks (parsed at Runtime)
Dim SolPrevState(68) ' When modulating solenoids are in use, needed to keep positive value levels from changing boolean state
Dim LampCallback ' Called after lamps are updated
Dim PDLedCallback ' Called after leds are updated
Dim GICallback ' Called for each changed GI String
Dim GICallback2 ' Called for each changed GI String
Dim MotorCallback ' Called after solenoids are updated
Dim vpmCreateBall ' Called whenever a vpm class needs to create a ball
Dim BSize:If IsEmpty(Eval("BallSize"))=true Then BSize=25 Else BSize = BallSize/2
Dim BMass:If IsEmpty(Eval("BallMass"))=true Then BMass=1 Else BMass = BallMass
Dim UseDMD:If IsEmpty(Eval("UseVPMDMD"))=true Then UseDMD=false Else UseDMD = UseVPMDMD
Dim UseModSol:If IsEmpty(Eval("UseVPMModSol"))=true Then UseModSol=false Else UseModSol = UseVPMModSol
Dim UseColoredDMD:If IsEmpty(Eval("UseVPMColoredDMD"))=true Then UseColoredDMD=false Else UseColoredDMD = UseVPMColoredDMD
Dim UseNVRAM:If IsEmpty(Eval("UseVPMNVRAM"))=true Then UseNVRAM=false Else UseNVRAM = UseVPMNVRAM
Dim NVRAMCallback
' Assign Null Default Sub so script won't error if only one is defined in a script (should redefine in your script)
Set GICallback = GetRef("NullSub")
Set GICallback2 = GetRef("NullSub")
' Game specific info
Dim ExtraKeyHelp ' Help string for game specific keys
Dim vpmShowDips ' Show DIPs function
'-----------------------------------------------------------------------------
' These helper functions require the following objects on the table:
' PinMAMETimer : Timer object
' PulseTimer : Timer object
' Available classes:
' ------------------
' cvpmTimer (Object = vpmTimer)
' (Public) .PulseSwitch - pulse switch and call callback after delay (default)
' (Public) .PulseSw - pulse switch
' (Public) .AddTimer - call callback after delay
' (Public) .Reset - Re-set all ballStacks
' (Friend) .InitTimer - initialise fast or slow timer
' (Friend) .EnableUpdate - Add/remove automatic update for an instance
' (Private) .Update - called from slow timer
' (Private) .FastUpdate - called from fast timer
' (Friend) .AddResetObj - Add object that needs to catch reset
'
' cvpmTrough (Create as many as needed)
' (Public) .IsTrough - Get or Set whether this trough is the default trough (first trough sets this by default)
' (Public) .Size - Get or Set total number of balls trough can hold
' (Public) .EntrySw - Set switch number for trough entry (if any) - eg. Outhole
' (Public) .AddSw - Assign a switch at a specific slot
' (Public) .InitSwitches - Set trough switches using an array, from exit slot back toward entrance.
' (Public) .InitExit - Setup exit kicker, force and direction
' (Public) .InitExitVariance - Modify exit kick direction and force (+/-, min force = 1)
' (Public) .InitEntrySounds - Sounds to play when a ball enters the trough
' (Public) .InitExitSounds - Sounds to play when the exit kicker fires
' (Public) .CreateEvents - Auto-generate hit events for VP entry kicker(s) associated with this trough
' (Public) .MaxBallsPerKick - Set maximum number of balls to kick out (default 1)
' (Public) .MaxSlotsPerKick - Set maximum slots from which to get balls when kicking out (default 1)
' (Public) .Balls - Get current balls in trough, or set initial number of balls in trough
' (Public) .BallsPending - Get number of balls waiting in trough entry
' (Public) .Reset - Reset and update all trough switches
' (Friend) .Update - Called from vpmTimer to update ball positions and switches
' (Public) .AddBall - Add a ball to the trough from a kicker. If kicker is the exit kicker, stacks ball at exit.
' (Public) .SolIn - Solenoid handler for entry solenoid
' (Public) .SolOut - Solenoid handler for exit solenoid
'
' cvpmSaucer (Create as many as needed)
' (Public) .InitKicker - Setup main kicker, switch, exit direction and force (including Z force)
' (Public) .InitExitVariance - Modify kick direction and force (+/-, min force = 1)
' (Public) .InitAltKick - Set alternate direction and force (including Z force) - for saucers with two kickers
' (Public) .InitSounds - Sounds to play when a ball enters the saucer or the kicker fires
' (Public) .CreateEvents - Auto-generate hit event for VP kicker(s) associated with this saucer
' (Public) .AddBall - Add a ball to the saucer from a kicker.
' (Public) .HasBall - True if the saucer is occupied.
' (Public) .solOut - Fire the primary exit kicker. Ejects ball if one is present.
' (Public) .solOutAlt - Fire the secondary exit kicker. Ejects ball with alternate forces if present.
'
' cvpmBallStack (DEPRECATED, but create as many as needed)
' (Public) .InitSw - init switches used in stack
' (Public) .InitSaucer - init saucer
' (Public) .InitNoTrough - init a single ball, no trough handler
' (Public) .InitKick - init exit kicker
' (Public) .InitAltKick - init second kickout direction
' (Public) .CreateEvents - Create addball events for kickers
' (Public) .KickZ - Z axis kickout angle (radians)
' (Public) .KickBalls - Maximum number of balls kicked out at the same time
' (Public) .KickForceVar - Initial ExitKicker Force value varies by this much (+/-, minimum force = 1)
' (Public) .KickAngleVar - ExitKicker Angle value varies by this much (+/-)
' (Public) .BallColour - Set ball colour
' (Public) .TempBallImage - Set ball image for next ball only
' (Public) .TempBallColour - Set ball colour for next ball only
' (Public) .BallImage - Set ball image
' (Public) .InitAddSnd - Sounds when ball enters stack
' (Public) .InitEntrySnd - Sounds for Entry kicker
' (Public) .InitExitSnd - Sounds for Exit kicker
' (Public) .AddBall - add ball in "kicker" to stack
' (Public) .SolIn - Solenoid handler for entry solenoid
' (Public) .EntrySol_On - entry solenoid fired
' (Public) .SolOut - Solenoid handler for exit solenoid
' (Public) .SolOutAlt - Solenoid handler for exit solenoid 2nd direction
' (Public) .ExitSol_On - exit solenoid fired
' (Public) .ExitAltSol_On - 2nd exit solenoid fired
' (Public) .Balls - get/set number of balls in stack (default)
' (Public) .BallsPending - get number of balls waiting to come in to stack
' (Public) .IsTrough - Specify that this is the main ball trough
' (Public) .Reset - reset and update all ballstack switches
' (Friend) .Update - Update ball positions (from vpmTimer class)
' Obsolete
' (Public) .SolExit - exit solenoid handler
' (Public) .SolEntry - Entry solenoid handler
' (Public) .InitProxy - Init proxy switch
' cvpmNudge (Object = vpmNudge)
' Hopefully we can add a real pendulum simulator in the future
' (Public) .TiltSwitch - set tilt switch
' (Public) .Senitivity - Set tiltsensitivity (0-10)
' (Public) .TiltObj - Set objects affected by tilt
' (Public) .DoNudge dir,power - Nudge table
' (Public) .SolGameOn - Game On solenoid handler
' (Private) .Update - Handle tilting
'
' cvpmDropTarget (create as many as needed)
' (Public) .InitDrop - initialise DropTarget bank
' (Public) .CreateEvents - Create Hit events
' (Public) .InitSnd - sound to use for targets
' (Public) .AnyUpSw - Set AnyUp switch
' (Public) .AllDownSw - Set all down switch
' (Public) .AllDown - All targets down?
' (Public) .Hit - A target had been hit
' (Public) .SolHit - Solenoid handler for dropping a target
' (Public) .SolUnHit - Solenoid handler for raising a target
' (Public) .SolDropDown - Solenoid handler for Bank down
' (Public) .SolDropUp - Solenoid handler for Bank reset
' (Public) .DropSol_On - Reset target bank
' (Friend) .SetAllDn - check alldown & anyup switches
'
' cvpmMagnet (create as many as needed)
' (Public) .InitMagnet - initialise magnet
' (Public) .CreateEvents - Create Hit/Unhit events
' (Public) .Solenoid - Set solenoid that controls magnet
' (Public) .GrabCenter - Magnet grabs ball at center
' (Public) .MagnetOn - Turn magnet on and off
' (Public) .X - Move magnet
' (Public) .Y - Move magnet
' (Public) .Strength - Change strength
' (Public) .Size - Change magnet reach
' (Public) .AddBall - A ball has come within range
' (Public) .RemoveBall - A ball is out of reach for the magnet
' (Public) .Balls - Balls currently within magnets reach
' (Public) .AttractBall - attract ball to magnet
' (Private) .Update - update all balls (called from timer)
' (Private) .Reset - handle emulation reset
' Obsolete
' (Public) .Range - Change magnet reach
' cvpmTurnTable (create as many as needed)
' (Public) .InitTurnTable - initialise turntable
' (Public) .CreateEvents - Create Hit/Unhit events
' (Public) .MaxSpeed - Maximum speed
' (Public) .SpinUp - Speedup acceleration
' (Public) .SpinDown - Retardation
' (Public) .Speed - Current speed
' (Public) .MotorOn - Motor On/Off
' (Public) .SpinCW - Control direction
' (Public) .SolMotorState - Motor on/off solenoid handler
' (Public) .AddBall - A ball has come withing range
' (Public) .RemoveBall - A ball is out of reach for the magnet
' (Public) .Balls - Balls currently within magnets reach
' (Public) .AffectBall - affect a ball
' (Private) .Update - update all balls (called from timer)
' (Private) .Reset - handle emulation reset
' cvpmMech (create as many as needed)
' (Public) .Sol1, Sol2 - Controlling solenoids
' (Public) .MType - type of mechanics
' (Public) .Length, Steps
' (Public) .Acc, Ret - Acceleration, retardation
' (Public) .AddSw - Automatically controlled switches
' (Public) .AddPulseSw - Automatically pulsed switches
' (Public) .Callback - Update graphics function
' (Public) .Start - Start mechanics handler
' (Public) .Position - Current position
' (Public) .Speed - Current Speed
' (Private) .Update
' (Private) .Reset
'
' cvpmCaptiveBall (create as many as needed)
' (Public) .InitCaptive - Initialise captive balls
' (Public) .CreateEvents - Create events for captive ball
' (Public) .ForceTrans - Amount of force tranferred to captive ball (0-1)
' (Public) .MinForce - Minimum force applied to the ball
' (Public) .NailedBalls - Number of "nailed" balls infront of captive ball
' (Public) .RestSwitch - Switch activated when ball is in rest position
' (Public) .Start - Create moving ball etc.
' (Public) .TrigHit - trigger in front of ball hit (or unhit)
' (Public) .BallHit - Wall in front of ball hit
' (Public) .BallReturn - Captive ball has returned to kicker
' (Private) .Reset
'
' cvpmVLock (create as many as needed)
' (Public) .InitVLock - Initialise the visible ball stack
' (Public) .ExitDir - Balls exit angle (like kickers)
' (Public) .ExitForce - Force of balls kicked out
' (Public) .KickForceVar - Vary kickout force
' (Public) .InitSnd - Sounds to make on kickout
' (Public) .Balls - Number of balls in Lock
' (Public) .SolExit - Solenoid event
' (Public) .CreateEvents - Create events needed
' (Public) .TrigHit - called from trigger hit event
' (Public) .TrigUnhit - called from trigger unhit event
' (Public) .KickHit - called from kicier hit event
'
' cvpmDips (create as many as needed) => (Dip Switch And/Or Table Options Menu)
' (Public) .AddForm - create a form (AKA dialogue)
' (Public) .AddChk - add a chckbox
' (Public) .AddChkExtra - - "" - for non-dip settings
' (Public) .AddFrame - add a frame with checkboxes or option buttons
' (Public) .AddFrameExtra - - "" - for non-dip settings
' (Public) .AddLabel - add a label (text string)
' (Public) .ViewDips - Show form
' (Public) .ViewDipsExtra - - "" - with non-dip settings
'
' cvpmImpulseP (create as many as needed) => (Impulse Plunger Object using a Trigger to Plunge Manual/Auto)
' (Public) .InitImpulseP - Initialise Impulse Plunger Object (Trigger, Plunger Power, Time to Full Plunge [0 = Auto])
' (Public) .CreateEvents - Create Hit/Unhit events
' (Public) .Strength - Change plunger strength
' (Public) .Time - Change plunger time (in seconds) to full plunger strength (0 = Auto Plunger)
' (Public) .Pullback - Pull the plunger back
' (Public) .Fire - Fires / Releases the Plunger (Manual or Auto depending on Timing Value given)
' (Public) .AutoFire - Fires / Releases the Plunger at Maximum Strength +/- Random variation (i.e. Instant Auto)
' (Public) .Switch - Switch Number to activate when ball is sitting on plunger trigger (if any)
' (Public) .Random - Sets the multiplier level of random variance to add (0 = No Variance / Default)
' (Public) .InitEntrySnd - Plays Sound as Plunger is Pulled Back
' (Public) .InitExitSnd - Plays Sound as Plunger is Fired (WithBall,WithoutBall)
'
' Generic solenoid handlers:
' --------------------------
' vpmSolFlipper flipObj1, flipObj2 - "flips flippers". Set unused to Nothing
' vpmSolFlip2 flipObj1, flipObj2, flipSpeedUp, flipSpeedDn, sndOn). Set unused to Nothing
' vpmSolDiverter divObj, sound - open/close diverter (flipper) with/without sound
' vpmSolWall wallObj, sound - Raise/Drop wall with/without sound
' vpmSolToggleWall wall1, wall2, sound - Toggle between two walls
' vpmSolToggleObj obj1,obj2,sound - Toggle any objects
' vpmSolAutoPlunger plungerObj, var, enabled - Autoplunger/kickback
' vpmSolAutoPlungeS plungerObj, sound, var, enabled - Autoplunger/kickback With Specified Sound To Play
' vpmSolGate obj, sound - Open/close gate
' vpmSolSound sound - Play sound only
' vpmFlasher flashObj - Flashes flasher
'
' Generating events:
' ------------------
' vpmCreateEvents
' cpmCreateLights
'
' Variables declared (to be filled in):
' ---------------------------------------
' SolCallback() - handler for each solenoid
' Lights() - Lamps
'
' Constants used (must be defined):
' ---------------------------------
' UseSolenoids - Update solenoids
' MotorCallback - Called once every update for mechanics or custom sol handler
' UseLamps - Update lamps
' LampCallback - Sub to call after lamps are updated
' (or every update if UseLamps is false)
' GICallback - Sub to call to update GI strings
' GICallback2 - Sub to call to update GI strings
' SFlipperOn - Flipper activate sound
' SFlipperOff - Flipper deactivate sound
' SSolenoidOn - Solenoid activate sound
' SSolenoidOff - Solenoid deactivate sound
' SCoin - Coin Sound
' ExtraKeyHelp - Game specific keys in help window
'
' Exported variables:
' -------------------
' vpmTimer - Timer class for PulseSwitch etc
' vpmNudge - Class for table nudge handling
'-----------------------------------------------------
Private Function PinMAMEInterval
If VPBuildVersion >= 10200 Then
PinMAMEInterval = -1 ' VP10.2 introduced special frame-sync'ed timers
Else
If VPBuildVersion >= 10000 Then
PinMAMEInterval = 3 ' as old VP9 timers pretended to run at 1000Hz but actually did only a max of 100Hz (e.g. corresponding nowadays to interval=10), we do something inbetween for VP10+ by default
Else
PinMAMEInterval = 1
End If
End If
End Function
Private Const conStackSw = 8 ' Stack switches
Private Const conMaxBalls = 13 ' Because of Apollo 13
Private Const conMaxTimers = 20 ' Spinners can generate a lot of timers
Private Const conTimerPulse = 40 ' Timer runs at 25Hz
Private Const conFastTicks = 4 ' Fast is 4 times per timer pulse
Private Const conMaxSwHit = 5 ' Don't stack up more than 5 events for each switch
' DEPRECATED Flipper constants:
Private Const conFlipRetStrength = 0.01 ' Flipper return strength
Private Const conFlipRetSpeed = 0.137 ' Flipper return speed
Function CheckScript(file) 'Checks Tables and Scripts directories for specified vbs file, and if it exitst, will load it.
CheckScript = False
On Error Resume Next
Dim TablesDirectory:TablesDirectory = Left(UserDirectory,InStrRev(UserDirectory,"\",InStrRev(UserDirectory,"\")-1))&"Tables\"
Dim ScriptsDirectory:ScriptsDirectory = Left(UserDirectory,InStrRev(UserDirectory,"\",InStrRev(UserDirectory,"\")-1))&"Scripts\"
Dim check:Set check = CreateObject("Scripting.FileSystemObject")
If check.FileExists(tablesdirectory & file) Or check.FileExists(scriptsdirectory & file) Or check.FileExists(file) Then CheckScript = True
On Error Goto 0
End Function
Function LoadScript(file) 'Checks Tables and Scripts directories for specified vbs file, and if it exitst, will load it.
LoadScript = False
On Error Resume Next
If CheckScript(file) Then ExecuteGlobal GetTextFile(file):LoadScript = True
On Error Goto 0
End Function
' Dictionary
' At one point, Microsoft had made Scripting.Dictionary "unsafe for scripting", but it's
' been a long time since that was true. So now, to maintain compatibility with all tables
' and scripts that use cvpmDictionary, this class is now a simple wrapper around Microsoft's
' more efficient implementation.
Class cvpmDictionary
Private mDict
Private Sub Class_Initialize : Set mDict = CreateObject("Scripting.Dictionary") : End Sub
' DEPRECATED: MS Dictionaries are not index-based. Use "Exists" method instead.
Private Function FindKey(aKey)
Dim ii, key : FindKey = -1
If mDict.Count > 0 Then
ii = 0
For Each key In mDict.Keys
If key = aKey Then FindKey = ii : Exit Function
Next
End If
End Function
Public Property Get Count : Count = mDict.Count : End Property
Public Property Get Item(aKey)
Item = Empty
If mDict.Exists(aKey) Then
If IsObject(mDict(aKey)) Then
Set Item = mDict(aKey)
Else
Item = mDict(aKey)
End If
End If
End Property
Public Property Let Item(aKey, aData)
If IsObject(aData) Then
Set mDict(aKey) = aData
Else
mDict(aKey) = aData
End If
End Property
Public Property Set Key(aKey)
' This function is (and always has been) a no-op. Previous definition
' just looked up aKey in the keys list, and if found, set the key to itself.
End Property
Public Sub Add(aKey, aItem)
If IsObject(aItem) Then
Set mDict(aKey) = aItem
Else
mDict(aKey) = aItem
End If
End Sub
Public Sub Remove(aKey) : mDict.Remove(aKey) : End Sub
Public Sub RemoveAll : mDict.RemoveAll : End Sub
Public Function Exists(aKey) : Exists = mDict.Exists(aKey) : End Function
Public Function Items : Items = mDict.Items : End Function
Public Function Keys : Keys = mDict.Keys : End Function
End Class
'--------------------
' Timer
'--------------------
Class cvpmTimer
Private mQue, mNow, mTimers
Private mSlowUpdates, mFastUpdates, mResets, mFastTimer
Private Sub Class_Initialize
ReDim mQue(conMaxTimers) : mNow = 0 : mTimers = 0
Set mSlowUpdates = New cvpmDictionary
Set mFastUpdates = New cvpmDictionary
Set mResets = New cvpmDictionary
End Sub
Public Sub InitTimer(aTimerObj, aFast)
If aFast Then
Set mFastTimer = aTimerObj
aTimerObj.TimerInterval = conTimerPulse \ conFastTicks
aTimerObj.TimerEnabled = False
vpmBuildEvent aTimerObj, "Timer", "vpmTimer.FastUpdate"
Else
aTimerObj.Interval = conTimerPulse : aTimerObj.Enabled = True
vpmBuildEvent aTimerObj, "Timer", "vpmTimer.Update"
End If
End Sub
Sub EnableUpdate(aClass, aFast, aEnabled)
On Error Resume Next
If aFast Then
If aEnabled Then mFastUpdates.Add aClass, 0 : Else mFastUpdates.Remove aClass
mFastTimer.TimerEnabled = mFastUpdates.Count > 0
Else
If aEnabled Then mSlowUpdates.Add aClass, 0 : Else mSlowUpdates.Remove aClass
End If
End Sub
Public Sub Reset
Dim obj : For Each obj In mResets.Keys : obj.Reset : Next
End Sub
Public Sub FastUpdate
Dim obj : For Each obj In mFastUpdates.Keys : obj.Update : Next
End Sub
Public Sub Update
Dim ii, jj, sw, obj, mQuecopy
For Each obj In mSlowUpdates.Keys : obj.Update : Next
If mTimers = 0 Then Exit Sub
mNow = mNow + 1 : ii = 1
Do While ii <= mTimers
If mQue(ii)(0) <= mNow Then
If mQue(ii)(1) = 0 Then
If isObject(mQue(ii)(3)) Then
Call mQue(ii)(3)(mQue(ii)(2))
ElseIf varType(mQue(ii)(3)) = vbString Then
If mQue(ii)(3) > "" Then Execute mQue(ii)(3) & " " & mQue(ii)(2) & " "
End If
mTimers = mTimers - 1
For jj = ii To mTimers : mQue(jj) = mQue(jj+1) : Next : ii = ii - 1
ElseIf mQue(ii)(1) = 1 Then
mQuecopy = mQue(ii)(2)
Controller.Switch(mQuecopy) = False
mQue(ii)(0) = mNow + mQue(ii)(4) : mQue(ii)(1) = 0
Else '2
mQuecopy = mQue(ii)(2)
Controller.Switch(mQuecopy) = True
mQue(ii)(1) = 1
End If
End If
ii = ii + 1
Loop
End Sub
Public Sub AddResetObj(aObj) : mResets.Add aObj, 0 : End Sub
Public Sub PulseSw(aSwNo) : PulseSwitch aSwNo, 0, 0 : End Sub
Public Default Sub PulseSwitch(aSwNo, aDelay, aCallback)
Dim ii, count, last
count = 0
For ii = 1 To mTimers
If mQue(ii)(1) > 0 And mQue(ii)(2) = aSwNo Then count = count + 1 : last = ii
Next
If count >= conMaxSwHit Or mTimers = conMaxTimers Then Exit Sub
mTimers = mTimers + 1 : mQue(mTimers) = Array(mNow, 2, aSwNo, aCallback, aDelay\conTimerPulse)
If count Then mQue(mTimers)(0) = mQue(last)(0) + mQue(last)(1)
End Sub
Public Sub AddTimer(aDelay, aCallback)
If mTimers = conMaxTimers Then Exit Sub
mTimers = mTimers + 1
mQue(mTimers) = Array(mNow + aDelay \ conTimerPulse, 0, 0, aCallback)
End Sub
Public Sub AddTimer2(aDelay, aCallback, aID)
If mTimers = conMaxTimers Then Exit Sub
mTimers = mTimers + 1
mQue(mTimers) = Array(mNow + aDelay \ conTimerPulse, 0, aID, aCallback)
End Sub
End Class
'--------------------
' Trough
'--------------------
Class cvpmTrough
' Takes over for older cvpmBallStack in "trough mode". Theory of operation:
' A trough can hold up to N balls, and has N*2 "slots". A ball effectively takes
' up two slots, so no two adjacent slots (0 and 1) can be occupied at the same time.
' Switches are assigned to even slots only, which means that as balls move through
' the trough, each switch is allowed to flip between open and closed.
' Slot 0 is the exit, and can have additional balls "stacked" on it, simulating balls
' falling onto the exit kicker instead of coming in from the entrance. Extra balls
' can be queued up at the entrance, and will enter the trough only if there's room
' for them.
Private mSlot(), mSw(), mEntrySw
Private mBallsInEntry, mMaxBallsPerKick, mStackExitBalls
Private mExitKicker, mExitDir, mExitForce, mDirVar, mForceVar
Private mSounds
' If you want to see what the trough is doing internally, add a TextBox to your table
' named "DebugBox" (recommend Courier New or FixedSys at a small font size) and set
' this variable to true via .isDebug = True.
Private mDebug
Private Sub Class_Initialize
Dim ii
ReDim mSw(conMaxBalls), mSlot(conMaxBalls * 2)
For ii = 0 to UBound(mSlot) : mSlot(ii) = 0 : Next ' All slots empty to start
For ii = 0 to UBound(mSw) : mSw(ii) = 0 : Next ' All switches unassigned to start.
mEntrySw = 0
Set mExitKicker = Nothing
mExitDir = 0 : mExitForce = 1 : mDirVar = 0 : mForceVar = 0
mBallsInEntry = 0 : mMaxBallsPerKick = 1 : mStackExitBalls = 1
Set mSounds = New cvpmDictionary
mDebug = False
If Not IsObject(vpmTrough) Then Set vpmTrough = Me
End Sub
Public Property Let IsTrough(aYes)
If aYes Then
Set vpmTrough = Me
ElseIf Me Is vpmTrough Then
Set vpmTrough = Nothing
End If
End Property
Public Property Get IsTrough
IsTrough = (Me Is vpmTrough)
End Property
' Initialization
Public Property Let isDebug(enabled) : mDebug = enabled : End Property
Public Property Let Size(aSize)
Dim oldSize, newSize, ii
oldSize = UBound(mSw)
newSize = vpMax(1, aSize)
ReDim Preserve mSlot(newSize * 2)
ReDim Preserve mSw(newSize)
For ii = oldSize+1 To newSize : mSw(ii) = 0 : Next
For ii = (oldSize*2) + 1 to (newSize*2) : mSlot(ii) = 0 : Next
End Property
Public Property Get Size : Size = UBound(mSw) : End Property
' Set EntrySw = 0 if you want balls to just fall into the trough automatically.
' Set it to a real switch number to indicate that a ball is occupying an entry kicker.
' The ROM in the controller is then responsible for kicking the ball into the trough.
Public Property Let EntrySw(swNo) : mEntrySw = swNo : End Property
' Assign switches, starting from slot 0 and going to entrance.
' This sub allows you to pass in as many switches as you wish.
Public Sub InitSwitches(switchArray)
If Not IsArray(switchArray) Then
Err.Raise 17, "cvpmTrough.InitSwitches: Input must be an array."
End If
Dim ii
For ii = 0 to UBound(mSw)
If ii > UBound(switchArray) Then
mSw(ii) = 0
Else
mSw(ii) = switchArray(ii)
End If
Next
End Sub
' Alternative: Assign a switch to a specific slot.
Public Sub AddSw(slotNo, swNo)
If slotNo < 0 OR slotNo > UBound(mSw) Then Exit Sub
mSw(slotNo) = swNo
End Sub
' MaxBallsPerKick: Kick up to N balls total per exit kick. Balls are only kicked from Slot 0.
' StackExitBalls: Automatically stack up to N balls in Slot 0 regardless of where they came from.
' Example: Subway where exit kicker is on the same level as the trough and a ball can
' come in from the exit: StackExitBalls = 1, MaxBallsPerKick = 2. If Slot 0 has 1
' ball and Slot 1 is occupied, only one ball will be kicked. If Slot 0 has 2 or more
' balls, it'll kick out 2 balls.
' Example: Twilight Zone Slot Kicker: Kicker is below trough, so if a ball is in the
' exit chute, another ball can fall into the chute as well whether it came in from the
' exit (Slot Machine) or any other entrance (Piano, Camera). In both cases, the kicker
' will eject 2 balls at once. Set StackExitBalls = 2, maxBallsPerKick = 2 to simulate.
Public Property Let MaxBallsPerKick(n) : mMaxBallsPerKick = vpMax(1, n) : End Property
Public Property Let StackExitBalls(n) : mStackExitBalls = vpMax(1, n) : End Property
Public Sub InitExit(aKicker, aDir, aForce)
If TypeName(aKicker) <> "Kicker" Then
Err.Raise 17, "cvpmTrough.InitExit: Cannot use object of type '" & TypeName(aKicker) & "'."
End If
Set mExitKicker = aKicker
mExitDir = aDir
mExitForce = vpMax(1, aForce)
End Sub
Public Sub InitExitVariance(aDirVar, aForceVar)
mDirVar = aDirVar
mForceVar = aForceVar
End Sub
' Setup sounds
Public Sub InitEntrySounds(addSound, entrySoundEmpty, entrySoundBall)
mSounds.Item("add") = addSound
mSounds.Item("entry") = entrySoundEmpty
mSounds.Item("entryBall") = entrySoundBall
End Sub
Public Sub InitExitSounds(exitSoundEmpty, exitSoundBall)
mSounds.Item("exit") = exitSoundEmpty
mSounds.Item("exitBall") = exitSoundBall
End Sub
' Start trough with this many balls
Public Property Let Balls(numBalls)
Dim ii, ballsAdded
' First clear all slots.
For ii = 0 to UBound(mSlot) : mSlot(ii) = 0 : Next
' Now put a ball in each even-numbered slot up to the number requested.
' First, stack exit slot. (Note, we may get a negative number. vpMin/vpMax prevent that.)
mSlot(0) = vpMax(0, vpMin(mStackExitBalls, numBalls))
ballsAdded = mSlot(0)
' Fill remaining slots.
For ii = 1 to vpMin(numBalls - mSlot(0), UBound(mSw))
mSlot(ii*2) = 1
ballsAdded = ballsAdded + 1
Next
' If we asked to put more balls in the trough than it can handle, queue up the rest.
mBallsInEntry = vpMax(0, numBalls-ballsAdded)
UpdateTroughSwitches
End Property
Public Property Get Balls
Balls = 0
Dim ii : For ii = 0 to UBound(mSlot) : Balls = Balls + mSlot(ii) : Next
End Property
Public Property Get BallsPending : BallsPending = mBallsInEntry : End Property
' Auto-generate events for any entry kickers (eg. outhole, TZ Camera and Piano, etc.)
' Accepts a single kicker, an Array, or a Collection.
Public Sub CreateEvents(aName, aKicker)
Dim obj, tmp
If Not vpmCheckEvent(aName, Me) Then Exit Sub
vpmSetArray tmp, aKicker
For Each obj In tmp
If isObject(obj) Then
vpmBuildEvent obj, "Hit", aName & ".AddBall Me"
Else
vpmBuildEvent mKicker, "Hit", aName & ".AddBall Me"
End If
Next
End Sub
' VPM Update management
Private Property Let NeedUpdate(aEnabled) : vpmTimer.EnableUpdate Me, False, aEnabled : End Property
Public Sub Reset
Dim mEntrySwcopy
UpdateTroughSwitches
If mEntrySw Then
mEntrySwcopy = mEntrySw
Controller.Switch(mEntrySwcopy) = (mBallsInEntry > 0)
End If
End Sub
Public Sub Update
NeedUpdate = AdvanceBalls
UpdateTroughSwitches
End Sub
' Switch and slot management
Private Sub setSw(slotNo, enabled)
Dim mSwcopy
If mSw(slotNo) Then
mSwcopy = mSw(slotNo)
Controller.Switch(mSwcopy) = enabled
End If
End Sub
Private Sub UpdateTroughSwitches
Dim ii, mSwcopy
For ii = 0 to UBound(mSw)
If mSw(ii) Then
mSwcopy = mSw(ii)
Controller.Switch(mSwcopy) = (mSlot(ii*2) > 0)
End If
Next
If mDebug Then UpdateDebugBox
End Sub
Private Sub UpdateDebugBox ' Requires a textbox named DebugBox
Dim str, ii, mSwcopy
str = "Entry: " & mBallsInEntry & " (sw" & mEntrySw & " = "
If mEntrySw > 0 Then
mSwcopy = mEntrySw
str = str & Controller.Switch(mSwcopy)
Else
str = str & "n/a"
End If
str = str & ")" & vbNewLine
str = str & "["
For ii = UBound(mSlot) To 0 Step -1 : str = str & mSlot(ii) : Next
str = str & "]" & vbNewLine
str = str & "["
For ii = UBound(mSlot) To 0 Step -1
If ii Mod 2 = 0 Then
If mSw(ii\2) Then
mSwcopy = mSw(ii\2)
If Controller.Switch(mSwcopy) Then
str = str & "1"
Else
str = str & "0"
End If
Else
str = str & "-"
End If
Else
str = str & " "
End If
Next
str = str & "]"
DebugBox.Text = str
End Sub
Private Function AdvanceBalls
Dim ii, canMove, maxSlot
maxSlot = UBound(mSlot)
AdvanceBalls = False
' Move balls through slots, one slot at a time.
For ii = 0 to maxSlot
If mSlot(ii) Then ' Ball in this slot.
canMove = False
' Can this ball move? (Slot 0 = no)
If ii = 0 Then
' Slot 0 never moves (except when ejected)
canMove = False
ElseIf ii = 1 Then
' Slot 1 automatically moves to Slot 0
canMove = True
ElseIf ii = 2 Then
' Slot 2 moves if the number of balls in slot 0 is less than the stack target.
canMove = (mSlot(0) < mStackExitBalls)
Else
' Only move if there is no ball in ii-1 or ii-2.
canMove = (mSlot(ii-2) = 0) AND (mSlot(ii-1) = 0)
End If
If canMove Then
mSlot(ii) = mSlot(ii) - 1
mSlot(ii-1) = mSlot(ii-1) + 1
AdvanceBalls = True ' Mark balls as having moved.
End If
End If
Next
' If balls are supposed to fall into the trough without going through a kicker,
' see if any balls are pending and try to add one automatically if so.
If mBallsInEntry > 0 AND mEntrySw <= 0 Then
AdvanceBalls = AddBallAtEntrance OR AdvanceBalls
End If
End Function
' Ball management
Private Function AddBallAtEntrance
Dim mSwcopy
Dim maxSlot : maxSlot = UBound(mSlot)
AddBallAtEntrance = False
' Only add a ball if there's room for it at the entrance.
' If the trough is full (or the entrance is occupied), the ball will remain
' in the entry queue. In a kicker-gated trough, the entry switch will remain
' pressed down, usually resulting in the machine retrying the load. In a fall-in
' trough, the ball will just remain queued until the entrance opens up.
If mSlot(maxSlot) = 0 AND mSlot(maxSlot-1) = 0 Then
mSlot(maxSlot) = 1
mBallsInEntry = vpMax(0, mBallsInEntry - 1)
If mBallsInEntry = 0 AND mEntrySw Then
mSwcopy = mEntrySw
Controller.Switch(mSwcopy) = False
End If
AddBallAtEntrance = True
End If
End Function
Public Sub AddBall(aKicker)
Dim mSwcopy
Dim addDone : addDone = False
If IsObject(aKicker) Then
aKicker.DestroyBall
If aKicker Is mExitKicker Then
' Ball fell in from exit. Stack it up on Slot 0.
mSlot(0) = mSlot(0) + 1
NeedUpdate = True
UpdateTroughSwitches
addDone = True
End If
End If
If Not addDone Then
' Ball came in from entrance. Queue it up for entry.
mBallsInEntry = mBallsInEntry + 1
If mEntrySw > 0 Then
mSwcopy = mEntrySw
' Trough has an entry kicker. Ball will not enter trough
' until the entry solenoid is fired.
Controller.Switch(mSwcopy) = True
End If
NeedUpdate = True
End If
PlaySound mSounds.Item("add")
End Sub
' Use solCallback(solNo) on the trough entry kicker solenoid.
Public Sub solIn(aEnabled)
If aEnabled Then
If mBallsInEntry > 0 Then
NeedUpdate = AddBallAtEntrance
PlaySound mSounds.Item("entryBall")
Else
PlaySound mSounds.Item("entry")
End If
End If
End Sub
Public Sub EntrySol_On : solIn(true) : End Sub
' Use solCallback(solNo) on the trough exit kicker solenoid.
Public Sub solOut(aEnabled)
Dim iiBall, kDir, kForce, kBaseDir, ballsEjected
ballsEjected = 0
If aEnabled Then
For iiBall = 0 to (mMaxBallsPerKick - 1)
kDir = (mExitDir + (Rnd - 0.5) * mDirVar)
kForce = vpMax(1, mExitForce + (Rnd - 0.5) * mForceVar * (0.8 * iiBall)) ' Dampen force a bit on subsequent balls.
If mSlot(0) > 0 Then
' Remove ball from this slot.
mSlot(0) = mSlot(0) - 1
If isObject(mExitKicker) Then
vpmTimer.AddTimer ballsEjected*200, "vpmCreateBall(" & mExitKicker.Name & ").Kick " &_
CInt(kDir) & "," & Replace(kForce,",",".") & ", 0 '"
End If
ballsEjected = ballsEjected + 1
End If
Next
If ballsEjected > 0 Then
PlaySound mSounds.Item("exitBall")
UpdateTroughSwitches
NeedUpdate = True
Else
PlaySound mSounds.Item("exit")
End If
End If
End Sub
Public Sub ExitSol_On : solOut(true) : End Sub
End Class
'--------------------
' Saucer
'--------------------
Class cvpmSaucer
' Takes over for older cvpmBallStack in "saucer mode".
Private mSw, mKicker, mExternalKicker
Private mDir(1), mForce(1), mZForce(1), mDirVar, mForceVar
Private mSounds
Private Sub Class_Initialize
mSw = 0
mKicker = 0
mExternalKicker = 0
mDir(0) = 0 : mForce(0) = 1 : mZForce(0) = 0
mDir(1) = 0 : mForce(1) = 1 : mZForce(1) = 0
mDirVar = 0 : mForceVar = 0
Set mSounds = New cvpmDictionary
End Sub
' Initialization
Public Sub InitKicker(aKicker, aSw, aDir, aForce, aZForce)
If TypeName(aKicker) <> "Kicker" Then
Err.Raise 17, "cvpmSaucer.InitKicker: Cannot use object of type '" & TypeName(aKicker) & "'."
End If
Set mKicker = aKicker
mSw = aSw
mDir(0) = aDir
mForce(0) = vpMax(1, aForce)
mZForce(0) = vpMax(0, aZForce)
End Sub
Public Sub InitExitVariance(aDirVar, aForceVar)
mDirVar = aDirVar
mForceVar = aForceVar
End Sub
' Alternate kick params (simulates a saucer with two kickers)
Public Sub InitAltKick(aDir, aForce, aZForce)
mDir(1) = aDir
mForce(1) = vpMax(1, aForce)
mZForce(1) = vpMax(0, aZForce)
End Sub
' Setup sounds
Public Sub InitSounds(addSound, exitSoundEmpty, exitSoundBall)
mSounds.Item("add") = addSound
mSounds.Item("exit") = exitSoundEmpty
mSounds.Item("exitBall") = exitSoundBall
End Sub
' Generate hit event for the kicker(s) associated with this saucer.
' Accepts a single kicker, an Array, or a Collection.
Public Sub CreateEvents(aName, aKicker)
Dim obj, tmp
If Not vpmCheckEvent(aName, Me) Then Exit Sub
vpmSetArray tmp, aKicker
For Each obj In tmp
If isObject(obj) Then
vpmBuildEvent obj, "Hit", aName & ".AddBall Me"
Else
vpmBuildEvent mKicker, "Hit", aName & ".AddBall Me"
End If
Next
End Sub
' Ball management
Public Sub AddBall(aKicker)
Dim mSwcopy
If isObject(aKicker) Then
If aKicker Is mKicker Then
mKicker.Enabled = False
mExternalKicker = 0
Else
aKicker.Enabled = False
Set mExternalKicker = aKicker
End If
Else
mKicker.Enabled = False
mExternalKicker = 0
End If
If mSw Then
mSwcopy = mSw
Controller.Switch(mSwcopy) = True
End If
PlaySound mSounds.Item("add")
End Sub
Public Property Get HasBall
HasBall = False
If IsObject(mExternalKicker) Then
HasBall = True
Else
HasBall = Not mKicker.Enabled
End If
End Property
' SolCallback solNo, "mySaucer.solOut"
Public Sub solOut(aEnabled) : If aEnabled Then KickOut 0 : End If : End Sub
Public Sub ExitSol_On : KickOut 0 : End Sub
' SolCallback solNo, "mySaucer.solOutAlt"
Public Sub solOutAlt(aEnabled) : If aEnabled Then KickOut 1 : End If : End Sub
Public Sub ExitAltSol_On : KickOut 1 : End Sub
Private Sub KickOut(kickIndex)
Dim mSwcopy
If HasBall Then
Dim kDir, kForce, kZForce
kDir = mDir(kickIndex) + (Rnd - 0.5)*mDirVar
kForce = vpMax(1, mForce(kickIndex) + (Rnd - 0.5)*mForceVar)
kZForce = mZForce(kickIndex)
If IsObject(mExternalKicker) Then
' Transfer ball to internal kicker and remove relationship
vpmCreateBall mKicker
mExternalKicker.DestroyBall
mExternalKicker.Enabled = True
Else
mKicker.Enabled = True
End If
mKicker.Kick kDir, kForce, kZForce
If mSw Then
mSwcopy = mSw
Controller.Switch(mSwcopy) = False
End If
PlaySound mSounds.Item("exitBall")
Else
PlaySound mSounds.Item("exit")
End If
End Sub
End Class
'--------------------
' BallStack (DEPRECATED/LEGACY)
' Known issues:
' - Adding more balls than conMaxBalls will crash the script.
' - If there are more balls in trough than are ever used in a game (eg. Bride of Pinbot),
' one or more trough switches will be permanently stuck down and may result in a ROM test report.
' - Trough does not handle stacking balls at exit.
' - Saucer mode is essentially a hack on top of the trough logic.
'--------------------
Class cvpmBallStack
Private mSw(), mEntrySw, mBalls, mBallIn, mBallPos(), mSaucer, mBallsMoving
Private mInitKicker, mExitKicker, mExitDir, mExitForce
Private mExitDir2, mExitForce2
Private mEntrySnd, mEntrySndBall, mExitSnd, mExitSndBall, mAddSnd
Public KickZ, KickBalls, KickForceVar, KickAngleVar
Private Sub Class_Initialize
ReDim mSw(conStackSw), mBallPos(conMaxBalls)
mBallIn = 0 : mBalls = 0 : mExitKicker = 0 : mInitKicker = 0 : mBallsMoving = False
KickBalls = 1 : mSaucer = False : mExitDir = 0 : mExitForce = 0
mExitDir2 = 0 : mExitForce2 = 0 : KickZ = 0 : KickForceVar = 0 : KickAngleVar = 0
mAddSnd = 0 : mEntrySnd = 0 : mEntrySndBall = 0 : mExitSnd = 0 : mExitSndBall = 0
vpmTimer.AddResetObj Me
End Sub
Private Property Let NeedUpdate(aEnabled) : vpmTimer.EnableUpdate Me, False, aEnabled : End Property
Private Function SetSw(aNo, aStatus)
Dim mSwcopy
SetSw = False
If HasSw(aNo) Then
mSwcopy = mSw(aNo)
Controller.Switch(mSwcopy) = aStatus
SetSw = True
End If
End Function
Private Function HasSw(aNo)
HasSw = False : If aNo <= conStackSw Then If mSw(aNo) Then HasSw = True
End Function
Public Sub Reset
Dim mSwcopy
Dim ii : If mBalls Then For ii = 1 to mBalls : SetSw mBallPos(ii), True : Next
If mEntrySw And mBallIn > 0 Then
mSwcopy = mEntrySw
Controller.Switch(mSwcopy) = True
End If
End Sub
Public Sub Update
Dim BallQue, ii, mSwcopy
NeedUpdate = False : BallQue = 1
For ii = 1 To mBalls
If mBallpos(ii) > BallQue Then ' next slot available
NeedUpdate = True
If HasSw(mBallPos(ii)) Then ' has switch
mSwcopy = mSw(mBallPos(ii))
If Controller.Switch(mSwcopy) Then
SetSw mBallPos(ii), False
Else
mBallPos(ii) = mBallPos(ii) - 1
SetSw mBallPos(ii), True
End If
Else ' no switch. Move ball to first switch or occupied slot
Do
mBallPos(ii) = mBallPos(ii) - 1
Loop Until SetSw(mBallPos(ii), True) Or mBallPos(ii) = BallQue
End If
End If
BallQue = mBallPos(ii) + 1
Next
End Sub
Public Sub AddBall(aKicker)
Dim mSwcopy
If isObject(aKicker) Then
If mSaucer Then
If aKicker Is mExitKicker Then
mExitKicker.Enabled = False : mInitKicker = 0
Else
aKicker.Enabled = False : Set mInitKicker = aKicker
End If
Else
aKicker.DestroyBall
End If
ElseIf mSaucer Then
mExitKicker.Enabled = False : mInitKicker = 0
End If
If mEntrySw Then
mSwcopy = mEntrySw
Controller.Switch(mSwcopy) = True : mBallIn = mBallIn + 1
Else
mBalls = mBalls + 1 : mBallPos(mBalls) = conStackSw + 1 : NeedUpdate = True
End If
PlaySound mAddSnd
End Sub
' A bug in the script engine forces the "End If" at the end
Public Sub SolIn(aEnabled) : If aEnabled Then KickIn : End If : End Sub
Public Sub SolOut(aEnabled) : If aEnabled Then KickOut False : End If : End Sub
Public Sub SolOutAlt(aEnabled) : If aEnabled Then KickOut True : End If : End Sub
Public Sub EntrySol_On : KickIn : End Sub
Public Sub ExitSol_On : KickOut False : End Sub
Public Sub ExitAltSol_On : KickOut True : End Sub
Private Sub KickIn
Dim mSwcopy
If mBallIn Then PlaySound mEntrySndBall Else PlaySound mEntrySnd : Exit Sub
mBalls = mBalls + 1 : mBallIn = mBallIn - 1 : mBallPos(mBalls) = conStackSw + 1 : NeedUpdate = True
If mEntrySw And mBallIn = 0 Then
mSwcopy = mEntrySw
Controller.Switch(mSwcopy) = False
End If
End Sub
Private Sub KickOut(aAltSol)
Dim ii,jj, kForce, kDir, kBaseDir
If mBalls Then PlaySound mExitSndBall Else PlaySound mExitSnd : Exit Sub
If aAltSol Then kForce = mExitForce2 : kBaseDir = mExitDir2 Else kForce = mExitForce : kBaseDir = mExitDir
kForce = kForce + (Rnd - 0.5)*KickForceVar
If mSaucer Then
SetSw 1, False : mBalls = 0 : kDir = kBaseDir + (Rnd - 0.5)*KickAngleVar
If isObject(mInitKicker) Then
vpmCreateBall mExitKicker : mInitKicker.Destroyball : mInitKicker.Enabled = True
Else
mExitKicker.Enabled = True
End If
mExitKicker.Kick kDir, kForce, KickZ
Else
For ii = 1 To kickballs
If mBalls = 0 Or mBallPos(1) <> ii Then Exit For ' No more balls
For jj = 2 To mBalls ' Move balls in array
mBallPos(jj-1) = mBallPos(jj)
Next
mBallPos(mBalls) = 0 : mBalls = mBalls - 1 : NeedUpdate = True
SetSw ii, False
If isObject(mExitKicker) Then
If kForce < 1 Then kForce = 1
kDir = kBaseDir + (Rnd - 0.5)*KickAngleVar
vpmTimer.AddTimer (ii-1)*200, "vpmCreateBall(" & mExitKicker.Name & ").Kick " &_
CInt(kDir) & "," & Replace(kForce,",",".") & "," & Replace(KickZ,",",".") & " '"
End If
kForce = kForce * 0.8
Next
End If
End Sub
Public Sub InitSaucer(aKicker, aSw, aDir, aPower)
InitKick aKicker, aDir, aPower : mSaucer = True
If aSw Then mSw(1) = aSw Else mSw(1) = aKicker.TimerInterval
End Sub
Public Sub InitNoTrough(aKicker, aSw, aDir, aPower)
InitKick aKicker, aDir, aPower : Balls = 1
If aSw Then mSw(1) = aSw Else mSw(1) = aKicker.TimerInterval
If Not IsObject(vpmTrough) Then Set vpmTrough = Me
End Sub
Public Sub InitSw(aEntry, aSw1, aSw2, aSw3, aSw4, aSw5, aSw6, aSw7)
mEntrySw = aEntry : mSw(1) = aSw1 : mSw(2) = aSw2 : mSw(3) = aSw3 : mSw(4) = aSw4
mSw(5) = aSw5 : mSw(6) = aSw6 : mSw(7) = aSw7 : mSw(8) = 0
If Not IsObject(vpmTrough) Then Set vpmTrough = Me
End Sub
Public Sub InitSw8(aEntry, aSw1, aSw2, aSw3, aSw4, aSw5, aSw6, aSw7, aSw8)
mEntrySw = aEntry : mSw(1) = aSw1 : mSw(2) = aSw2 : mSw(3) = aSw3 : mSw(4) = aSw4
mSw(5) = aSw5 : mSw(6) = aSw6 : mSw(7) = aSw7 : mSw(8) = aSw8
If Not IsObject(vpmTrough) Then Set vpmTrough = Me
End Sub
Public Sub InitKick(aKicker, aDir, aForce)
Set mExitKicker = aKicker : mExitDir = aDir : mExitForce = aForce
End Sub
Public Sub CreateEvents(aName, aKicker)
Dim obj, tmp
If Not vpmCheckEvent(aName, Me) Then Exit Sub
vpmSetArray tmp, aKicker
For Each obj In tmp
If isObject(obj) Then
vpmBuildEvent obj, "Hit", aName & ".AddBall Me"
Else
vpmBuildEvent mExitKicker, "Hit", aName & ".AddBall Me"
End If
Next
End Sub
Public Property Let IsTrough(aIsTrough)
If aIsTrough Then
Set vpmTrough = Me
ElseIf IsObject(vpmTrough) Then
If vpmTrough Is Me Then vpmTrough = 0
End If
End Property
Public Property Get IsTrough : IsTrough = vpmTrough Is Me : End Property
Public Sub InitAltKick(aDir, aForce)
mExitDir2 = aDir : mExitForce2 = aForce
End Sub
Public Sub InitEntrySnd(aBall, aNoBall) : mEntrySndBall = aBall : mEntrySnd = aNoBall : End Sub
Public Sub InitExitSnd(aBall, aNoBall) : mExitSndBall = aBall : mExitSnd = aNoBall : End Sub
Public Sub InitAddSnd(aSnd) : mAddSnd = aSnd : End Sub
Public Property Let Balls(aBalls)
Dim ii
For ii = 1 To conStackSw
SetSw ii, False : mBallPos(ii) = conStackSw + 1
Next
If mSaucer And aBalls > 0 And mBalls = 0 Then vpmCreateBall mExitKicker
mBalls = aBalls : NeedUpdate = True
End Property
Public Default Property Get Balls : Balls = mBalls : End Property
Public Property Get BallsPending : BallsPending = mBallIn : End Property
' Obsolete stuff
Public Sub SolEntry(aSnd1, aSnd2, aEnabled)
If aEnabled Then mEntrySndBall = aSnd1 : mEntrySnd = aSnd2 : KickIn
End Sub
Public Sub SolExit(aSnd1, aSnd2, aEnabled)
If aEnabled Then mExitSndBall = aSnd1 : mExitSnd = aSnd2 : KickOut False
End Sub
Public Sub InitProxy(aProxyPos, aSwNo) : End Sub
Public TempBallColour, TempBallImage, BallColour
Public Property Let BallImage(aImage) : vpmBallImage = aImage : End Property
End Class
'--------------------
' Nudge
'--------------------
class cvpmNudge
Private mCount, mSensitivity, mNudgeTimer, mSlingBump, mForce
Public TiltSwitch
Private Sub Class_Initialize
mCount = 0 : TiltSwitch = 0 : mSensitivity = 5 : vpmTimer.AddResetObj Me
End sub
Private Property Let NeedUpdate(aEnabled) : vpmTimer.EnableUpdate Me, False, aEnabled : End Property
Public Property Let TiltObj(aSlingBump)
Dim ii
ReDim mForce(vpmSetArray(mSlingBump, aSlingBump))
For ii = 0 To UBound(mForce)
If TypeName(mSlingBump(ii)) = "Bumper" Then mForce(ii) = mSlingBump(ii).Threshold
If vpmVPVer >= 90 and TypeName(mSlingBump(ii)) = "Wall" Then mForce(ii) = mSlingBump(ii).SlingshotThreshold
Next
End Property
Public Property Let Sensitivity(aSens) : mSensitivity = (10-aSens)+1 : End property
Public Sub DoNudge(ByVal aDir, ByVal aForce)
aDir = aDir + (Rnd-0.5)*15*aForce : aForce = (0.6+Rnd*0.8)*aForce
Nudge aDir, aForce
If TiltSwitch = 0 Then Exit Sub ' If no switch why care
mCount = mCount + aForce * 1.2
If mCount > mSensitivity + 10 Then mCount = mSensitivity + 10
If mCount >= mSensitivity Then vpmTimer.PulseSw TiltSwitch
NeedUpdate = True
End sub
Public Sub Update
If mCount > 0 Then
mNudgeTimer = mNudgeTimer + 1
If mNudgeTimer > 1000\conTimerPulse Then
If mCount > mSensitivity+1 Then mCount = mCount - 1 : vpmTimer.PulseSw TiltSwitch
mCount = mCount - 1 : mNudgeTimer = 0
End If
Else
mCount = 0 : NeedUpdate = False
End If
End Sub
Public Sub Reset : mCount = 0 : End Sub
Public Sub SolGameOn(aEnabled)
if IsEmpty(mForce) then exit sub 'prevent errors if vpmNudge.TiltObj isn't set
Dim obj, ii
If aEnabled Then
ii = 0
For Each obj In mSlingBump
If TypeName(obj) = "Bumper" Then obj.Threshold = mForce(ii)
If vpmVPVer >= 90 and TypeName(obj) = "Wall" Then obj.SlingshotThreshold = mForce(ii)
ii = ii + 1
Next
Else
For Each obj In mSlingBump
If TypeName(obj) = "Bumper" Then obj.Threshold = 100
If vpmVPVer >= 90 and TypeName(obj) = "Wall" Then obj.SlingshotThreshold = 100
Next
End If
End Sub
End Class
'--------------------
' DropTarget
'--------------------
Class cvpmDropTarget
Private mDropObj, mDropSw(), mDropSnd, mRaiseSnd, mSwAnyUp, mSwAllDn, mAllDn, mLink
Private Sub Class_Initialize
mDropSnd = 0 : mRaiseSnd = 0 : mSwAnyUp = 0 : mSwAllDn = 0 : mAllDn = False : mLink = Empty
End sub
Private Sub CheckAllDn(ByVal aStatus)
Dim obj
If Not IsEmpty(mLink) Then
If aStatus Then
For Each obj In mLink : aStatus = aStatus And obj.AllDown : Next
End If
For Each obj In mLink: obj.SetAllDn aStatus : Next
End If
SetAllDn aStatus
End Sub
Public Sub SetAllDn(aStatus)
Dim mSwcopy
If mSwAllDn Then
mSwcopy = mSwAllDn
Controller.Switch(mSwcopy) = aStatus
End If
If mSwAnyUp Then
mSwcopy = mSwAnyUp
Controller.Switch(mSwcopy) = Not aStatus
End If
End Sub
Public Sub InitDrop(aWalls, aSw)
Dim obj, obj2, ii
' Fill in switch number
On Error Resume Next : ReDim mDropSw(0)
If IsArray(aSw) Then
ReDim mDropSw(UBound(aSw))
For ii = 0 To UBound(aSw) : mDropSw(ii) = aSw(ii) : Next
ElseIf aSw = 0 Or Err Then
On Error Goto 0
If vpmIsArray(aWalls) Then
ii = 0 : If IsArray(aWalls) Then ReDim mDropSw(UBound(aWalls)) Else ReDim mDropSw(aWalls.Count-1)
For Each obj In aWalls
If vpmIsArray(obj) Then
For Each obj2 In obj
If obj2.HasHitEvent Then mDropSw(ii) = obj2.TimerInterval : Exit For
Next
Else
mDropSw(ii) = obj.TimerInterval
End If
ii = ii + 1
Next
Else
mDropSw(0) = aWalls.TimerInterval
End If
Else
mDropSw(0) = aSw
End If
' Copy walls
vpmSetArray mDropObj, aWalls
End Sub
Public Sub CreateEvents(aName)
Dim ii, obj1, obj2
If Not vpmCheckEvent(aName, Me) Then Exit Sub
ii = 1
For Each obj1 In mDropObj
If vpmIsArray(obj1) Then
For Each obj2 In obj1
if TypeName(obj2) = "HitTarget" Then 'if object in array is a Target, use .Dropped
vpmBuildEvent obj2, "Dropped", aName & ".Hit " & ii 'Droptarget_Dropped : DTbank.Hit 1 : End Sub
else
If obj2.HasHitEvent Then vpmBuildEvent obj2, "Hit", aName & ".Hit " & ii
End If
Next
Else
if TypeName(obj1) = "HitTarget" Then 'if object in array is a Target, use .Dropped
vpmBuildEvent obj1, "Dropped", aName & ".Hit " & ii
else
vpmBuildEvent obj1, "Hit", aName & ".Hit " & ii
End If
End If
ii = ii + 1
Next
End Sub
Public Property Let AnyUpSw(aSwAnyUp)
Dim mSwcopy
mSwAnyUp = aSwAnyUp
mSwcopy = mSwAnyUp
Controller.Switch(mSwcopy) = True
End Property
Public Property Let AllDownSw(aSwAllDn) : mSwAllDn = aSwAllDn : End Property
Public Property Get AllDown : AllDown = mAllDn : End Property
Public Sub InitSnd(aDrop, aRaise) : mDropSnd = aDrop : mRaiseSnd = aRaise : End Sub
Public Property Let LinkedTo(aLink)
If IsArray(aLink) Then mLink = aLink Else mLink = Array(aLink)
End Property
Public Sub Hit(aNo)
Dim ii, mSwcopy
vpmSolWall mDropObj(aNo-1), mDropSnd, True
mSwcopy = mDropSw(aNo-1)
Controller.Switch(mSwcopy) = True
For Each ii In mDropSw
mSwcopy = ii
If Not Controller.Switch(mSwcopy) Then Exit Sub
Next
mAllDn = True : CheckAllDn True
End Sub
Public Sub SolHit(aNo, aEnabled) : If aEnabled Then Hit aNo : End If : End Sub
Public Sub SolUnhit(aNo, aEnabled)
Dim mSwcopy
Dim ii : If Not aEnabled Then Exit Sub
PlaySound mRaiseSnd : vpmSolWall mDropObj(aNo-1), False, False
mSwcopy = mDropSw(aNo-1)
Controller.Switch(mSwcopy) = False
mAllDn = False : CheckAllDn False
End Sub
Public Sub SolDropDown(aEnabled)
Dim mSwcopy
Dim ii : If Not aEnabled Then Exit Sub
PlaySound mDropSnd
For Each ii In mDropObj : vpmSolWall ii, False, True : Next
For Each ii In mDropSw : mSwcopy = ii : Controller.Switch(mSwcopy) = True : Next
mAllDn = True : CheckAllDn True
End Sub
Public Sub SolDropUp(aEnabled)
Dim mSwcopy
Dim ii : If Not aEnabled Then Exit Sub
PlaySound mRaiseSnd
For Each ii In mDropObj : vpmSolWall ii, False, False : Next
For Each ii In mDropSw : mSwcopy = ii : Controller.Switch(mSwcopy) = False : Next
mAllDn = False : CheckAllDn False
End Sub
Public Sub DropSol_On : SolDropUp True : End Sub
End Class
'--------------------
' Magnet
'--------------------
Class cvpmMagnet
Private mEnabled, mBalls, mTrigger
Public X, Y, Strength, Size, GrabCenter, Solenoid
Private Sub Class_Initialize
Size = 1 : Strength = 0 : Solenoid = 0 : mEnabled = False
Set mBalls = New cvpmDictionary
End Sub
Private Property Let NeedUpdate(aEnabled) : vpmTimer.EnableUpdate Me, True, aEnabled : End Property
Public Sub InitMagnet(aTrigger, aStrength)
Dim tmp
If vpmIsArray(aTrigger) Then Set tmp = aTrigger(0) Else Set tmp = aTrigger
X = tmp.X : Y = tmp.Y : Size = tmp.Radius : vpmTimer.InitTimer tmp, True
If IsArray(aTrigger) Then mTrigger = aTrigger Else Set mTrigger = aTrigger
Strength = aStrength : GrabCenter = aStrength > 14
End Sub
Public Sub CreateEvents(aName)
If vpmCheckEvent(aName, Me) Then
vpmBuildEvent mTrigger, "Hit", aName & ".AddBall ActiveBall"
vpmBuildEvent mTrigger, "UnHit", aName & ".RemoveBall ActiveBall"
End If
End Sub
Public Property Let MagnetOn(aEnabled) : mEnabled = aEnabled : End Property
Public Property Get MagnetOn
If Solenoid > 0 Then MagnetOn = Controller.Solenoid(Solenoid) Else MagnetOn = mEnabled
End Property
Public Sub AddBall(aBall)
With mBalls
If .Exists(aBall) Then .Item(aBall) = .Item(aBall) + 1 Else .Add aBall, 1 : NeedUpdate = True
End With
End Sub
Public Sub RemoveBall(aBall)
With mBalls
If .Exists(aBall) Then .Item(aBall) = .Item(aBall) - 1 : If .Item(aBall) <= 0 Then .Remove aBall
NeedUpdate = (.Count > 0)
End With
End Sub
Public Property Get Balls : Balls = mBalls.Keys : End Property
Public Sub Update
Dim obj
If MagnetOn Then
On Error Resume Next
For Each obj In mBalls.Keys
If obj.X < 0 Or Err Then mBalls.Remove obj Else AttractBall obj
Next
On Error Goto 0
End If
End Sub
Public Sub AttractBall(aBall)
Dim dX, dY, dist, force, ratio
dX = aBall.X - X : dY = aBall.Y - Y : dist = Sqr(dX*dX + dY*dY)
If dist > Size Or dist < 1 Then Exit Sub 'Just to be safe
If GrabCenter And dist < 20 Then
aBall.VelX = 0 : aBall.VelY = 0 : aBall.X = X : aBall.Y = Y
Else
ratio = dist / (1.5*Size)
force = Strength * exp(-0.2/ratio)/(ratio*ratio*56) * 1.5
aBall.VelX = (aBall.VelX - dX * force / dist) * 0.985
aBall.VelY = (aBall.VelY - dY * force / dist) * 0.985
End if
End Sub
' obsolete
Public Property Let Range(aSize) : Size = aSize : End Property
Public Property Get Range : Range = Size : End Property
End Class
'--------------------
' Turntable
'--------------------
Class cvpmTurntable
Private mX, mY, mSize, mTrigger, mBalls, mSpinUp, mSpinDown
Private mMotorOn, mSpinCW
Private mMaxSpeed, mTargetSpeed, mCurrentAccel
Public Speed
Private Sub Class_Initialize
Set mBalls = New cvpmDictionary
mMotorOn = False : mSpinCW = True : Speed = 0 : mSpinUp = 10 : mSpinDown = 4
AdjustTargets
End Sub
Private Property Let NeedUpdate(aEnabled) : vpmTimer.EnableUpdate Me, True, aEnabled : End Property
Public Sub InitTurntable(aTrigger, aMaxSpeed)
mX = aTrigger.X : mY = aTrigger.Y : mSize = aTrigger.Radius : vpmTimer.InitTimer aTrigger, True
mMaxSpeed = aMaxSpeed : Set mTrigger = aTrigger
AdjustTargets
End Sub
Public Sub CreateEvents(aName)
If vpmCheckEvent(aName, Me) Then
vpmBuildEvent mTrigger, "Hit", aName & ".AddBall ActiveBall"
vpmBuildEvent mTrigger, "UnHit", aName & ".RemoveBall ActiveBall"
End If
End Sub
Public Sub SolMotorState(aCW, aMotorOn)
mSpinCW = aCW
mMotorOn = aMotorOn
AdjustTargets
End Sub
Private Sub AdjustTargets
If mMotorOn Then
mTargetSpeed = MaxSpeed
mCurrentAccel = SpinUp
If Not mSpinCW Then mTargetSpeed = -MaxSpeed
Else
mTargetSpeed = 0
mCurrentAccel = SpinDown
End If
NeedUpdate = mBalls.Count Or SpinUp Or SpinDown
End Sub
Public Property Let MaxSpeed(newSpeed) : mMaxSpeed = newSpeed : AdjustTargets : End Property
Public Property Let SpinUp(newRate) : mSpinUp = newRate : AdjustTargets : End Property
Public Property Let SpinDown(newRate) : mSpinDown = newRate : AdjustTargets : End Property
Public Property Get MaxSpeed : MaxSpeed = mMaxSpeed : End Property
Public Property Get SpinUp : SpinUp = mSpinup : End Property
Public Property Get SpinDown : SpinDown = mSpinDown : End Property
Public Property Let MotorOn(aEnabled) : SolMotorState mSpinCW, aEnabled : End Property
Public Property Let SpinCW(aCW) : SolMotorState aCW, mMotorOn : End Property
Public Property Get MotorOn : MotorOn = mMotorOn : End Property
Public Property Get SpinCW : SpinCW = mSpinCW : End Property
Public Sub AddBall(aBall)
On Error Resume Next : mBalls.Add aBall,0 : NeedUpdate = True
End Sub
Public Sub RemoveBall(aBall)
On Error Resume Next
mBalls.Remove aBall : NeedUpdate = mBalls.Count Or SpinUp Or SpinDown
End Sub
Public Property Get Balls : Balls = mBalls.Keys : End Property
Public Sub Update
If Speed > mTargetSpeed Then
Speed = Speed - mCurrentAccel/100
If Speed < mTargetSpeed Then Speed = mTargetSpeed : NeedUpdate = mBalls.Count
ElseIf Speed < mTargetSpeed Then
Speed = Speed + mCurrentAccel/100
If Speed > mTargetSpeed Then Speed = mTargetSpeed : NeedUpdate = mBalls.Count
End If
If Speed Then
Dim obj
On Error Resume Next
For Each obj In mBalls.Keys
If obj.X < 0 Or Err Then mBalls.Remove obj Else AffectBall obj
Next
On Error Goto 0
End If
End Sub
Public Sub AffectBall(aBall)
Dim dX, dY, dist
dX = aBall.X - mX : dY = aBall.Y - mY : dist = Sqr(dX*dX + dY*dY)
If dist > mSize Or dist < 1 Or Speed = 0 Then Exit Sub
aBall.VelX = aBall.VelX - (dY * Speed / 8000)
aBall.VelY = aBall.VelY + (dX * Speed / 8000)
End Sub
End Class
'--------------------
' Mech
'--------------------
Const vpmMechLinear = &H00
Const vpmMechNonLinear = &H01
Const vpmMechCircle = &H00
Const vpmMechStopEnd = &H02
Const vpmMechReverse = &H04
Const vpmMechOneSol = &H00
Const vpmMechOneDirSol = &H10
Const vpmMechTwoDirSol = &H20
Const vpmMechStepSol = &H40
Const vpmMechSlow = &H00
Const vpmMechFast = &H80
Const vpmMechStepSw = &H00
Const vpmMechLengthSw = &H100
Class cvpmMech
Public Sol1, Sol2, MType, Length, Steps, Acc, Ret
Private mMechNo, mNextSw, mSw(), mLastPos, mLastSpeed, mCallback
Private Sub Class_Initialize
ReDim mSw(10)
gNextMechNo = gNextMechNo + 1 : mMechNo = gNextMechNo : mNextSw = 0 : mLastPos = 0 : mLastSpeed = 0
MType = 0 : Length = 0 : Steps = 0 : Acc = 0 : Ret = 0 : vpmTimer.addResetObj Me
End Sub
Public Sub AddSw(aSwNo, aStart, aEnd)
mSw(mNextSw) = Array(aSwNo, aStart, aEnd, 0)
mNextSw = mNextSw + 1
End Sub
Public Sub AddPulseSwNew(aSwNo, aInterval, aStart, aEnd)
If Controller.Version >= "01200000" Then
mSw(mNextSw) = Array(aSwNo, aStart, aEnd, aInterval)
Else
mSw(mNextSw) = Array(aSwNo, -aInterval, aEnd - aStart + 1, 0)
End If
mNextSw = mNextSw + 1
End Sub
Public Sub Start
Dim sw, ii
With Controller
.Mech(1) = Sol1 : .Mech(2) = Sol2 : .Mech(3) = Length
.Mech(4) = Steps : .Mech(5) = MType : .Mech(6) = Acc : .Mech(7) = Ret
ii = 10
For Each sw In mSw
If IsArray(sw) Then
.Mech(ii) = sw(0) : .Mech(ii+1) = sw(1)
.Mech(ii+2) = sw(2) : .Mech(ii+3) = sw(3)
ii = ii + 10
End If
Next
.Mech(0) = mMechNo
End With
If IsObject(mCallback) Then mCallBack 0, 0, 0 : mLastPos = 0 : vpmTimer.EnableUpdate Me, False, True
End Sub
Public Property Get Position : Position = Controller.GetMech(mMechNo) : End Property
Public Property Get Speed : Speed = Controller.GetMech(-mMechNo) : End Property
Public Property Let Callback(aCallBack) : Set mCallback = aCallBack : End Property
Public Sub Update
Dim currPos, speed
currPos = Controller.GetMech(mMechNo)
speed = Controller.GetMech(-mMechNo)
If currPos < 0 Or (mLastPos = currPos And mLastSpeed = speed) Then Exit Sub
mCallBack currPos, speed, mLastPos : mLastPos = currPos : mLastSpeed = speed
End Sub
Public Sub Reset : Start : End Sub
' Obsolete
Public Sub AddPulseSw(aSwNo, aInterval, aLength) : AddSw aSwNo, -aInterval, aLength : End Sub
End Class
'--------------------
' Captive Ball
'--------------------
Class cvpmCaptiveBall
Private mBallKicked, mBallDir, mBallCos, mBallSin, mTrigHit
Private mTrig, mWall, mKickers, mVelX, mVelY, mKickNo
Public ForceTrans, MinForce, RestSwitch, NailedBalls
Private Sub Class_Initialize
mBallKicked = False : ForceTrans = 0.5 : mTrigHit = False : MinForce = 3 : NailedBalls = 0
vpmTimer.addResetObj Me
End Sub
Public Sub InitCaptive(aTrig, aWall, aKickers, aBallDir)
Set mTrig = aTrig : Set mWall = aWall
mKickNo = vpmSetArray(mKickers, aKickers)
mBallDir = aBallDir : mBallCos = Cos(aBallDir * 3.1415927/180) : mBallSin = Sin(aBallDir * 3.1415927/180)
End Sub
Public Sub Start
Dim mSwcopy
vpmCreateBall mKickers(mKickNo + (mKickNo <> NailedBalls))
If RestSwitch Then
mSwcopy = RestSwitch
Controller.Switch(mSwcopy) = True
End If
End Sub
Public Sub TrigHit(aBall)
mTrigHit = IsObject(aBall) : If mTrigHit Then mVelX = aBall.VelX : mVelY = aBall.VelY
End Sub
Public Sub Reset
Dim mSwcopy
If RestSwitch Then
mSwcopy = RestSwitch
Controller.Switch(mSwcopy) = True
End If
End Sub
Public Sub BallHit(aBall)
Dim dX, dY, force, mSwcopy
If mBallKicked Then Exit Sub ' Ball is not here
If mTrigHit Then mTrigHit = False Else mVelX = aBall.VelX : mVelY = aBall.VelY
dX = aBall.X - mKickers(0).X : dY = aBall.Y - mKickers(0).Y
force = -ForceTrans * (dY * mVelY + dX * mVelX) * (dY * mBallCos + dX * mBallSin) / (dX*dX + dY*dY)
If force < 1 Then Exit Sub
If force < MinForce Then force = MinForce
If mKickNo <> NailedBalls Then
vpmCreateBall mKickers(mKickNo)
mKickers(mKickNo-1).DestroyBall
End If
mKickers(mKickNo).Kick mBallDir, force : mBallKicked = True
If RestSwitch Then
mSwcopy = RestSwitch
Controller.Switch(mSwcopy) = False
End If
End Sub
Public Sub BallReturn(aKicker)
Dim mSwcopy
If mKickNo <> NailedBalls Then vpmCreateBall mKickers(mKickNo-1) : aKicker.DestroyBall
mBallKicked = False
If RestSwitch Then
mSwcopy = RestSwitch
Controller.Switch(mSwcopy) = True
End If
End Sub
Public Sub CreateEvents(aName)
If vpmCheckEvent(aName, Me) Then
If Not mTrig Is Nothing Then
vpmBuildEvent mTrig, "Hit", aName & ".TrigHit ActiveBall"
vpmBuildEvent mTrig, "UnHit", aName & ".TrigHit 0"
End If
vpmBuildEvent mWall, "Hit", aName & ".BallHit ActiveBall"
vpmBuildEvent mKickers(mKickNo), "Hit", aName & ".BallReturn Me"
End If
End Sub
' Obsolete
Public BallImage, BallColour
End Class
'--------------------
' Visible Locks
'--------------------
Class cvpmVLock
Private mTrig, mKick, mSw(), mSize, mBalls, mGateOpen, mRealForce, mBallSnd, mNoBallSnd
Public ExitDir, ExitForce, KickForceVar
Private Sub Class_Initialize
mBalls = 0 : ExitDir = 0 : ExitForce = 0 : KickForceVar = 0 : mGateOpen = False
vpmTimer.addResetObj Me
End Sub
Public Sub InitVLock(aTrig, aKick, aSw)
Dim ii
mSize = vpmSetArray(mTrig, aTrig)
If vpmSetArray(mKick, aKick) <> mSize Then MsgBox "cvpmVLock: Unmatched kick+trig" : Exit Sub
On Error Resume Next
ReDim mSw(mSize)
If IsArray(aSw) Then
For ii = 0 To UBound(aSw) : mSw(ii) = aSw(ii) : Next
ElseIf aSw = 0 Or Err Then
For ii = 0 To mSize: mSw(ii) = mTrig(ii).TimerInterval : Next
Else
mSw(0) = aSw
End If
End Sub
Public Sub InitSnd(aBall, aNoBall) : mBallSnd = aBall : mNoBallSnd = aNoBall : End Sub
Public Sub CreateEvents(aName)
Dim ii
If Not vpmCheckEvent(aName, Me) Then Exit Sub
For ii = 0 To mSize
vpmBuildEvent mTrig(ii), "Hit", aName & ".TrigHit ActiveBall," & ii+1
vpmBuildEvent mTrig(ii), "Unhit", aName & ".TrigUnhit ActiveBall," & ii+1
vpmBuildEvent mKick(ii), "Hit", aName & ".KickHit " & ii+1
Next
End Sub
Public Sub SolExit(aEnabled)
Dim ii, mSwcopy
mGateOpen = aEnabled
If Not aEnabled Then Exit Sub
If mBalls > 0 Then PlaySound mBallSnd : Else PlaySound mNoBallSnd : Exit Sub
For ii = 0 To mBalls-1
mKick(ii).Enabled = False
If mSw(ii) Then
mSwcopy = mSw(ii)
Controller.Switch(mSwcopy) = False
End If
Next
If ExitForce > 0 Then ' Up
mRealForce = ExitForce + (Rnd - 0.5)*KickForceVar : mKick(mBalls-1).Kick ExitDir, mRealForce
Else ' Down
mKick(0).Kick 0, 0
End If
End Sub
Public Sub Reset
Dim mSwcopy
Dim ii : If mBalls = 0 Then Exit Sub
For ii = 0 To mBalls-1
If mSw(ii) Then
mSwcopy = mSw(ii)
Controller.Switch(mSwcopy) = True
End If
Next
End Sub
Public Property Get Balls : Balls = mBalls : End Property
Public Property Let Balls(aBalls)
Dim mSwcopy
Dim ii : mBalls = aBalls
For ii = 0 To mSize
mSwcopy = mSw(ii)
If ii >= aBalls Then
mKick(ii).DestroyBall : If mSwcopy Then Controller.Switch(mSwcopy) = False
Else
vpmCreateBall mKick(ii) : If mSwcopy Then Controller.Switch(mSwcopy) = True
End If
Next
End Property
Public Sub TrigHit(aBall, aNo)
Dim mSwcopy
aNo = aNo - 1
If mSw(aNo) Then
mSwcopy = mSw(aNo)
Controller.Switch(mSwcopy) = True
End If
If aBall.VelY < -1 Then Exit Sub ' Allow small upwards speed
If aNo = mSize Then mBalls = mBalls + 1
If mBalls > aNo Then mKick(aNo).Enabled = Not mGateOpen
End Sub
Public Sub TrigUnhit(aBall, aNo)
Dim mSwcopy
aNo = aNo - 1
If mSw(aNo) Then
mSwcopy = mSw(aNo)
Controller.Switch(mSwcopy) = False
End If
If aBall.VelY > -1 Then
If aNo = 0 Then mBalls = mBalls - 1
If aNo < mSize Then mKick(aNo+1).Kick 0, 0
Else
If aNo = mSize Then mBalls = mBalls - 1
If aNo > 0 Then mKick(aNo-1).Kick ExitDir, mRealForce
End If
End Sub
Public Sub KickHit(aNo) : mKick(aNo-1).Enabled = False : End Sub
End Class
'--------------------
' View Dips
'--------------------
Class cvpmDips
Private mLWF, mChkCount, mOptCount, mItems()
Private Sub Class_Initialize
ReDim mItems(100)
End Sub
Private Sub addChkBox(aType, aLeft, aTop, aWidth, aNames)
Dim ii, obj
If Not isObject(mLWF) Then Exit Sub
For ii = 0 To UBound(aNames) Step 2
Set obj = mLWF.AddCtrl("chkBox", 10+aLeft, 5+aTop+ii*7, aWidth, 14, aNames(ii))
mChkCount = mChkCount + 1 : mItems(mChkCount+mOptCount) = Array(aType, obj, mChkCount, aNames(ii+1), aNames(ii+1))
Next
End Sub
Private Sub addOptBox(aType, aLeft, aTop, aWidth, aHeading, aMask, aNames)
Dim ii, obj
If Not isObject(mLWF) Then Exit Sub
mLWF.AddCtrl "Frame", 10+aLeft, 5+aTop, 10+aWidth, 7*UBound(aNames)+25, aHeading
If aMask Then
For ii = 0 To UBound(aNames) Step 2
Set obj = mLWF.AddCtrl("OptBtn", 10+aLeft+5, 5+aTop+ii*7+14, aWidth, 14, aNames(ii))
mOptCount = mOptCount + 1 : mItems(mChkCount+mOptCount) = Array(aType+2,obj,mOptCount,aNames(ii+1),aMask)
Next
Else
addChkBox aType, 5+aLeft, 15+aTop, aWidth, aNames
End If
End Sub
Public Sub addForm(ByVal aWidth, aHeight, aName)
If aWidth < 80 Then aWidth = 80
On Error Resume Next
Set mLWF = CreateObject("VPinMAME.WSHDlg") : If Err Then Exit Sub
With mLWF
.x = -1 : .y = -1 ' : .w = aWidth : .h = aHeight+60
.Title = aName : .AddCtrl "OKBtn", -1, -1, 70, 25, "&Ok"
End With
mChkCount = 0 : mOptCount = 0
End Sub
Public Sub addChk(aLeft, aTop, aWidth, aNames)
addChkBox 0, aLeft, aTop, aWidth, aNames
End Sub
Public Sub addChkExtra(aLeft, aTop, aWidth, aNames)
addChkBox 1, aLeft, aTop, aWidth, aNames
End Sub
Public Sub addFrame(aLeft, aTop, aWidth, aHeading, aMask, aNames)
addOptBox 0, aLeft, aTop, aWidth, aHeading, aMask, aNames
End Sub
Public Sub addFrameExtra(aLeft, aTop, aWidth, aHeading, aMask, aNames)
addOptBox 1, aLeft, aTop, aWidth, aHeading, aMask, aNames
End Sub
Public Sub addLabel(aLeft, aTop, aWidth, aHeight, aCaption)
If Not isObject(mLWF) Then Exit Sub
mLWF.AddCtrl "Label", 10+aLeft, 5+aTop, aWidth, aHeight, aCaption
End Sub
Public Sub viewDips : viewDipsExtra 0 : End Sub
Public Function viewDipsExtra(aExtra)
Dim dips(1), ii, useDip
If Not isObject(mLWF) Then Exit Function
With Controller
dips(0) = .Dip(0) + .Dip(1)*256 + .Dip(2)*65536 + (.Dip(3) And &H7f)*&H1000000
If .Dip(3) And &H80 Then dips(0) = dips(0) Or &H80000000 'workaround for overflow error
End With
useDip = False : dips(1) = aExtra
For ii = 1 To mChkCount + mOptCount
mItems(ii)(1).Value = -((dips(mItems(ii)(0) And &H01) And mItems(ii)(4)) = mItems(ii)(3))
If (mItems(ii)(0) And &H01) = 0 Then useDip = True
Next
mLWF.Show GetPlayerHWnd
dips(0) = 0 : dips(1) = 0
For ii = 1 To mChkCount + mOptCount
If mItems(ii)(1).Value Then dips(mItems(ii)(0) And &H01) = dips(mItems(ii)(0) And &H01) Or mItems(ii)(3)
Next
If useDip Then
With Controller
.Dip(0) = (dips(0) And 255)
.Dip(1) = ((dips(0) And 65280)\256) And 255
.Dip(2) = ((dips(0) And &H00ff0000)\65536) And 255
.Dip(3) = ((dips(0) And &Hff000000)\&H01000000) And 255
End With
End If
viewDipsExtra = dips(1)
End Function
End Class
'--------------------
' Impulse Plunger
'--------------------
Class cvpmImpulseP
Private mEnabled, mBalls, mTrigger, mEntrySnd, mExitSnd, MExitSndBall
Public X, Y, Strength, Res, Size, Solenoid, IMPowerOut, Time, mCount, Pull, IMPowerTrans, cFactor, Auto, RandomOut, SwitchNum, SwitchOn, BallOn
Private Sub Class_Initialize
Size = 1 : Strength = 0 : Solenoid = 0 : Res = 1 : IMPowerOut = 0 : Time = 0 : mCount = 0 : mEnabled = False
Pull = 0 : IMPowerTrans = 0 : Auto = False : RandomOut = 0 : SwitchOn = 0 : SwitchNum = 0 : BallOn = 0
Set mBalls = New cvpmDictionary
End Sub
Private Property Let NeedUpdate(aEnabled) : vpmTimer.EnableUpdate Me, True, aEnabled : End Property
Public Sub InitImpulseP(aTrigger, aStrength, aTime)
Dim tmp
If vpmIsArray(aTrigger) Then Set tmp = aTrigger(0) Else Set tmp = aTrigger
X = tmp.X : Y = tmp.Y : Size = tmp.Radius : vpmTimer.InitTimer tmp, True
If IsArray(aTrigger) Then mTrigger = aTrigger Else Set mTrigger = aTrigger
Strength = aStrength
Res = 500
Time = aTime
If aTime = 0 Then
Auto = True
Else
cFactor = (Res / Time) / 100
Auto = False
End If
End Sub
Public Sub CreateEvents(aName)
If vpmCheckEvent(aName, Me) Then
vpmBuildEvent mTrigger, "Hit", aName & ".AddBall ActiveBall"
vpmBuildEvent mTrigger, "UnHit", aName & ".RemoveBall ActiveBall"
End If
End Sub
Public Property Let PlungeOn(aEnabled) : mEnabled = aEnabled : End Property
Public Property Get PlungeOn
If Solenoid > 0 Then PlungeOn = Controller.Solenoid(Solenoid) Else PlungeOn = mEnabled
End Property
Public Sub AddBall(aBall)
Dim mSwcopy
With mBalls
If .Exists(aBall) Then .Item(aBall) = .Item(aBall) + 1 Else .Add aBall, 1 : NeedUpdate = True
End With
If SwitchOn = True Then
mSwcopy = SwitchNum
Controller.Switch(mSwcopy) = 1
End If
BallOn = 1
End Sub
Public Sub RemoveBall(aBall)
Dim mSwcopy
With mBalls
If .Exists(aBall) Then .Item(aBall) = .Item(aBall) - 1 : If .Item(aBall) <= 0 Then .Remove aBall
NeedUpdate = (.Count > 0)
End With
If SwitchOn = True Then
mSwcopy = SwitchNum
Controller.Switch(mSwcopy) = 0
End If
BallOn = 0
End Sub
Public Property Get Balls : Balls = mBalls.Keys : End Property
Public Sub Update
Dim obj
If pull = 1 and mCount < Res Then
mCount = mCount + cFactor
IMPowerTrans = mCount
NeedUpdate = True
Else
IMPowerTrans = mCount
NeedUpdate = False
End If
If PlungeOn Then
On Error Resume Next
For Each obj In mBalls.Keys
If obj.X < 0 Or Err Then : mBalls.Remove obj : Else : PlungeBall obj : End If
Next
On Error Goto 0
End If
End Sub
Public Sub PlungeBall(aBall)
aBall.VelY = IMPowerOut
End Sub
Public Sub Random(aInput) ' Random Output Varience
RandomOut = aInput
End Sub
Public Sub Fire ' Resets System and Transfer Power Value
If Auto = True Then
IMPowerOut = -Strength + ((Rnd) * RandomOut)
Else
IMPowerOut = -Strength * (IMPowerTrans + ((Rnd-0.5) * cFactor * RandomOut)) / Res
End If
PlungeOn = True
Update
PlungeOn = False
Pull = 0 : IMPowerOut = 0 : IMPowerTrans = 0 : mCount = 0
If BallOn = 1 Then : PlaySound mExitSndBall : Else : PlaySound mExitSnd : End If
End Sub
Public Sub AutoFire ' Auto-Fire Specific Call (so you don't have to change timing)
IMPowerOut = -Strength + ((Rnd) * RandomOut)
PlungeOn = True
Update
PlungeOn = False
Pull = 0 : IMPowerOut = 0 : IMPowerTrans = 0 : mCount = 0
If BallOn = 1 Then : PlaySound mExitSndBall : Else : PlaySound mExitSnd : End If
End Sub
Public Sub Pullback ' Pull Plunger
Pull = 0 : IMPowerOut = 0 : IMPowerTrans = 0 : mCount = 0 ' reinitialize to be sure
Pull = 1 : NeedUpdate = True
PlaySound mEntrySnd
End Sub
Public Sub Switch(aSw)
SwitchOn = True
SwitchNum = aSw
End Sub
Public Sub InitEntrySnd(aNoBall) : mEntrySnd = aNoBall : End Sub
Public Sub InitExitSnd(aBall, aNoBall) : mExitSndBall = aBall : mExitSnd = aNoBall : End Sub
End Class
Set vpmTimer = New cvpmTimer
If LoadScript("NudgePlugIn.vbs") Then Set vpmNudge = New cvpmNudge2 Else Set vpmNudge = New cvpmNudge
'-------------
'cvpmFlips (FastFlips) 2 Beta 1
'-------------
'Redesigned to better support games from the solid-state flipper era, including previously unsupported games thanks to DJrobX and Stumblor!
'New Features:
'- Switches from script to rom control after a delay (100ms default, vpmflips.RomControlDelay)
' -This works independently for each flipper, ex. the Thing Flip will not interfere even briefly with lower flippers
'- New Feature - vpmFlips.Enabled. vpmFlips.Enabled = True / False will enable / disable fastflips. (This does the same thing as vpmflipsSAM.RomControl)
' -May be necessary to manually disable flippers for video mode on some games
'- New method to disable upper flippers without getting rom errors from the double action cab switches: call helper subs NoUpperLeftFlipper, NoUpperRightFlipper
' -On SS games that reuse upper flipper COILS, call the appropriate helper subs from the table script: NoUpperLeftFlipper, NoUpperRightFlipper (for example AFM)
' -On SS games that reuse upper flipper SWITCHES, you will still need the cSingleLFlip/cSingleRFlip lines!
' -CSinglexFlip automatically disables flippers to retain legacy behavior
'- Initializes using pulsetimer. VpmInit Me line no longer necessary (? may change)
'Todo
'test delay - works okay but a little weird if longer than romcontroldelay
'test more tables
'test Red & Ted with the left side flippers
'test region safety
'update SAM.vbs ?
dim vpmFlips : set vpmFlips = New cvpmFlips2 : vpmFlips.Name = "vpmFlips"
Sub NoUpperLeftFlipper() : vpmFlips.FlipperSolNumber(2) = 0 : End Sub
Sub NoUpperRightFlipper() : vpmFlips.FlipperSolNumber(3) = 0 : End Sub
Function NullFunction(a) : End Function
vpmtimer.addtimer 40, "vpmFlips.Init'" 'this might be a dumb idea but it would replace the requirement for vpminit me
Class cvpmFlips2 'test fastflips switches to rom control after 100ms or so delay
Public Name, Delay, TiltObjects, Sol, DebugOn
Public LagCompensation 'flag for solenoid jitter (may not be a problem anymore) set private
Public FlipperSolNumber(3) 'Flipper Solenoid Number. By default these are set to use the Core constants. 0=left 1=right 2=Uleft 3=URight
Public ButtonState(3) 'Key Flip State 'set private
Public SolState(3) 'Rom Flip State 'set private
'Public SubL, SubUL, SubR, SubUR 'may restore these to reduce nested calls. For now the script is compressed a bit.
Public FlipperSub(3) 'Set to the flipper subs by .init
Public FlippersEnabled 'Flipper Circuit State (from the ROM)
Public OnOff 'FastFlips Enabled. Separate from FlippersEnabled, which is the flipper circuit state 'private 'todo rename
Public FlipAt(3) 'Flip Time in gametime 'private
Public RomControlDelay 'Delay after flipping that Rom Controlled Flips are accepted (default 100ms)
Private Sub Class_Initialize()
dim idx :for idx = 0 to 3 :FlipperSub(idx) = "NullFunction" : OnOff=True: ButtonState(idx)=0:SolState(idx)=0: Next
Delay=0: FlippersEnabled=0: DebugOn=0 : LagCompensation=0 : Sol=0 : TiltObjects=1
RomControlDelay = 100 'RomControlDelay MS between switching to rom controlled flippers
FlipperSolNumber(0)=sLLFlipper :FlipperSolNumber(1)=sLRFlipper :FlipperSolNumber(2)=sULFlipper : FlipperSolNumber(3)=sURFlipper
End Sub
Sub Init() 'called by a timer, but previously was called by vpminit sub
On Error Resume Next 'If there's no usesolenoids variable present, exit
call eval(UseSolenoids) : if err then exit Sub
On Error Goto 0
err.clear
'Set Solenoid
if not UseSolenoids > 1 then exit sub
On Error Resume Next
'For some WPC games (IJ) that reuse upper flipper
'switch numbers, and legacy fast flip code, disable
'flippers if cSinglexFlip is set.
If not cSingleLFlip Then
if err.number = 0 then NoUpperLeftFlipper
End If
err.clear
If not cSingleRFlip Then
if err.number = 0 then NoUpperRightFlipper
End If
err.clear
If UseSolenoids > 2 Then
Solenoid = UseSolenoids
Else
err.clear
if IsEmpty(GameOnSolenoid) or Err then msgbox "VPMflips error: " & err.description
if err = 500 then 'Error 500 - Variable not defined
msgbox "UseSolenoids = 2 error!" & vbnewline & vbnewline & "GameOnSolenoid is not defined!" & vbnewline & _
"System may be incompatible (Check the compatibility list) or your system scripts may be out of date"
End If
Solenoid = GameOnSolenoid
End If
On Error Goto 0
'Set callbacks
dim idx : for idx = 0 to 3
If IsNumeric(FlipperSolNumber(idx)) then
Callback(idx) = SolCallback(abs(FlipperSolNumber(idx)))
end If
Next
'dim str
'for idx = 0 to 3 : str = str & "Callback" & idx & ":" & Callback(idx) &vbnewline : Next
'str = "init successful" &vbnewline& _
' "Sol=" & Solenoid & " " & sol &vbnewline& str
'msgbox str
''''vpmFlips.DebugTestInit = True 'removed debug stuff for the moment
End Sub
'Index based callbacks...
Public Property Let Callback(aIdx, aInput)
if Not IsEmpty(aInput) then
FlipperSub(aIDX) = aInput 'hold old flipper subs
SolCallback(FlipperSolNumber(aIdx)) = name & ".RomFlip(" & aIdx & ")="
end if
End Property
Public Property Get Callback(aIdx) : CallBack = FlipperSub(aIDX) : End Property
Public Property Let Enabled(ByVal aEnabled) 'improving choreography
aEnabled = cBool(aEnabled)
if aEnabled <> OnOff then 'disregard redundant updates
OnOff = aEnabled
dim idx
If aEnabled then 'Switch to ROM solenoid states or button states immediately
for idx = 0 to 3
if SolState(idx) <> ButtonState(idx) And FlippersEnabled Then Execute FlipperSub(idx) &" "& ButtonState(idx) end If
Next
Else
for idx = 0 to 3 : if ButtonState(idx) <> SolState(idx) Then Execute FlipperSub(idx) &" "& SolState(idx) end if : Next
End If
end If
End Property
Public Property Get Enabled : Enabled = OnOff : End Property
Public Property Let Solenoid(aInput) : if isnumeric(aInput) then Sol = abs(aInput) : end if : End Property 'set solenoid
Public Property Get Solenoid : Solenoid = sol : End Property
Public Property Let Flip(aIdx, ByVal aEnabled) 'Key Flip: Indexed base flip... may keep may not
aEnabled = abs(aEnabled) 'True / False is not region safe with execute. Convert to 1 or 0 instead.
ButtonState(aIDX) = aEnabled 'track flipper button states: the game-on sol flips immediately if the button is held down
'debug.print "Key Flip " & aIdx &" @ " & gametime & " FF ON: " & OnOff & " Circuit On? " & FlippersEnabled
If OnOff and FlippersEnabled or DebugOn then
execute FlipperSub(aIdx) & " " & aEnabled
FlipAt(aIDX) = GameTime
end If
End Property
'call callbacks 'legacy
Public Sub FlipL(aEnabled) : Flip(0)=aEnabled :End Sub : Public Sub FlipR(aEnabled) : Flip(1)=aEnabled :End Sub
Public Sub FlipUL(aEnabled): Flip(2)=aEnabled :End Sub : Public Sub FlipUR(aEnabled): Flip(3)=aEnabled :End Sub
Public Property Let RomFlip(aIdx, ByVal aEnabled)
aEnabled = abs(aEnabled)
SolState(aIdx) = aEnabled
If Not OnOff OR GameTime >= FlipAt(aIdx) + RomControlDelay Then
Execute FlipperSub(aIDX) & " " & aEnabled
'tb.text = "Rom Flip " & aIdx & " state:" & aEnabled &vbnewline&_
'GameTime & " >= " & FlipAt(aIdx) & "+" & RomControlDelay
'debug.print "rom flip @ " & gametime & "solenoid:" & sol & ": " & FlippersEnabled
end if
End property
Public Sub TiltSol(ByVal aEnabled) 'Handle solenoid / Delay (if delayinit)
aEnabled = cBool(aEnabled)
If delay > 0 and not aEnabled then 'handle delay
vpmtimer.addtimer Delay, Name & ".FireDelay" & "'"
LagCompensation = 1
else
If Delay > 0 then LagCompensation = 0
EnableFlippers(aEnabled)
end If
End Sub
Sub FireDelay() : If LagCompensation then EnableFlippers False End If : End Sub
Public Sub EnableFlippers(ByVal aEnabled) 'private
aEnabled = abs(aEnabled) 'Might fix TMNT issue with vpmnudge.solgameon?
dim idx
'If aEnabled then execute SubL &" "& ButtonState(0) :execute SubR &" "& ButtonState(1) :execute subUL &" "& ButtonState(2): execute subUR &" "& ButtonState(3)':end if
If aEnabled then : for idx = 0 to 3 : execute FlipperSub(idx) &" "& ButtonState(idx) : next : end If
FlippersEnabled = aEnabled
If TiltObjects then vpmnudge.solgameon aEnabled
If Not aEnabled then
' execute subL & " " & 0 : execute subR & " " & 0
' execute subUL & " " & 0 : execute subUR & " " & 0
for idx = 0 to 3 : execute FlipperSub(idx) &" "& 0 : Next
End If
End Sub
'debug for finding sols
Public Sub PrintSols() : Dim x, sols: sols=controller.solenoids: for x= 0 to uBound(sols) : if sols(x) then debug.print x & ":" & sols(x) end if : Next : End Sub
End Class
'---------------------------
' Check VP version running
'---------------------------
Private Function vpmCheckVPVer
On Error Resume Next
' a bug in VBS?: Err object is not cleared on Exit Function
If VPBuildVersion < 0 Or Err Then vpmCheckVPVer = 50 : Err.Clear : Exit Function
If VPBuildVersion > 2806 and VPBuildVersion < 9999 Then
vpmCheckVPVer = 63
ElseIf VPBuildVersion > 2721 and VPBuildVersion < 9999 Then
vpmCheckVPVer = 61
ElseIf VPBuildVersion >= 900 and VPBuildVersion <= 999 Then
vpmCheckVPVer = 90
ElseIf VPBuildVersion >= 10000 Then
vpmCheckVPVer = 100
Else
vpmCheckVPVer = 60
End If
End Function
Private vpmVPVer : vpmVPVer = vpmCheckVPVer()
'--------------------
' Initialise timers
'--------------------
Sub PulseTimer_Init : vpmTimer.InitTimer Me, False : End Sub
Sub PinMAMETimer_Init : Me.Interval = PinMAMEInterval : Me.Enabled = True : End Sub
'---------------------------------------------
' Init function called from Table_Init event
'---------------------------------------------
Public Sub vpmInit(aTable)
Set vpmTable = aTable
If vpmVPVer >= 60 Then
On Error Resume Next
If Not IsObject(GetRef(aTable.name & "_Paused")) Or Err Then Err.Clear : vpmBuildEvent aTable, "Paused", "Controller.Pause = True"
If Not IsObject(GetRef(aTable.name & "_UnPaused")) Or Err Then Err.Clear : vpmBuildEvent aTable, "UnPaused", "Controller.Pause = False"
If Not IsObject(GetRef(aTable.name & "_Exit")) Or Err Then Err.Clear : vpmBuildEvent aTable, "Exit", "Controller.Pause = False:Controller.Stop"
End If
if UseModSol Then
If Controller.Version >= 02080000 Then
Controller.SolMask(2)=1
Else
MsgBox "Modulated Flashers/Solenoids not supported with this Visual PinMAME version (2.8 or newer is required)"
End If
End If
'InitVpmFlips 'have vpmtimer doing this atm
End Sub
' Exit function called in Table_Exit event
Public Sub vpmExit : End Sub
'------------------------------------------------------
' All classes call this function to create a ball
' Assign vpmCreateBall if you want a custom function
'------------------------------------------------------
Private Function vpmDefCreateBall(aKicker)
If Not IsEmpty(vpmBallImage) Then aKicker.Createball.Image = vpmBallImage Else aKicker.Createball : End If
Set vpmDefCreateBall = aKicker
End Function
Private Function vpmDefCreateBall2(aKicker)
If Not IsEmpty(vpmBallImage) Then aKicker.Createsizedball(BSize).Image = vpmBallImage Else aKicker.Createsizedball(BSize) : End If
Set vpmDefCreateBall2 = aKicker
End Function
Private Function vpmDefCreateBall3(aKicker)
If Not IsEmpty(vpmBallImage) Then
aKicker.CreateSizedBallWithMass(BSize,BMass).Image = vpmBallImage
Else
aKicker.CreateSizedBallWithMass BSize,BMass ' for whatever reason it doesn't work if using ()
End If
Set vpmDefCreateBall3 = aKicker
End Function
If VPBuildVersion >= 10000 Then
Set vpmCreateBall = GetRef("vpmDefCreateBall3")
ElseIf VPBuildVersion > 909 And vpmVPVer >= 90 Then
Set vpmCreateBall = GetRef("vpmDefCreateBall2")
Else
Set vpmCreateBall = GetRef("vpmDefCreateBall")
End If
Private vpmTrough ' Default Trough. Used to clear up missing balls
Private vpmTable ' Table object
'-------------------
' Main Loop
'------------------
Private Const CHGNO = 0
Private Const CHGSTATE = 1
Private vpmTrueFalse : vpmTrueFalse = Array(" True", " False"," True")
Sub vpmDoSolCallback(aNo, aEnabled)
If SolCallback(aNo) <> "" Then Execute SolCallback(aNo) & vpmTrueFalse(aEnabled+1)
End Sub
Sub vpmDoLampUpdate(aNo, aEnabled)
On Error Resume Next : Lights(aNo).State = Abs(aEnabled)
End Sub
Sub PinMAMETimer_Timer
Dim ChgLamp,ChgSol,ChgGI, ii, tmp, idx, nsol, solon, ChgLed
Dim DMDp
Dim ChgNVRAM
'Me.Enabled = False 'this was supposed to be some kind of weird mutex, disable it
On Error Resume Next
If UseDMD Then
DMDp = Controller.RawDmdPixels
If Not IsEmpty(DMDp) Then
DMDWidth = Controller.RawDmdWidth
DMDHeight = Controller.RawDmdHeight
DMDPixels = DMDp
End If
ElseIf UseColoredDMD Then
DMDp = Controller.RawDmdColoredPixels
If Not IsEmpty(DMDp) Then
DMDWidth = Controller.RawDmdWidth
DMDHeight = Controller.RawDmdHeight
DMDColoredPixels = DMDp
End If
End If
If UseNVRAM Then
If isObject(NVRAMCallback) Then
ChgNVRAM = Controller.ChangedNVRAM 'Controller.NVRAM would deliver everything of the NVRAM all the time as 1D array
If(Not IsEmpty(ChgNVRAM)) Then NVRAMCallback ChgNVRAM
End If
End If
If UseLamps Then ChgLamp = Controller.ChangedLamps Else LampCallback
If UsePdbLeds Then ChgLed = Controller.ChangedPDLeds Else PDLedCallback
If UseSolenoids Then ChgSol = Controller.ChangedSolenoids
If isObject(GICallback) or isObject(GICallback2) Then ChgGI = Controller.ChangedGIStrings
MotorCallback
On Error Goto 0
If Not IsEmpty(ChgLamp) Then
On Error Resume Next
For ii = 0 To UBound(ChgLamp)
idx = ChgLamp(ii, 0)
If IsArray(Lights(idx)) Then
For Each tmp In Lights(idx) : tmp.State = ChgLamp(ii, 1) : Next
Else
Lights(idx).State = ChgLamp(ii, 1)
End If
Next
For Each tmp In vpmMultiLights
For ii = 1 To UBound(tmp) : tmp(ii).State = tmp(0).State : Next
Next
LampCallback
On Error Goto 0
End If
If Not IsEmpty(ChgSol) Then
For ii = 0 To UBound(ChgSol)
nsol = ChgSol(ii, 0)
tmp = SolCallback(nsol)
solon = ChgSol(ii, 1)
If solon > 1 Then solon = 1
If UseModSol Then
If solon <> SolPrevState(nsol) Then
SolPrevState(nsol) = solon
If tmp <> "" Then Execute tmp & vpmTrueFalse(solon+1)
End If
tmp = SolModCallback(nsol)
If tmp <> "" Then Execute tmp & " " & ChgSol(ii, 1)
Else
If tmp <> "" Then Execute tmp & vpmTrueFalse(solon+1)
End If
if UseSolenoids > 1 then if nsol = vpmFlips.Solenoid then vpmFlips.TiltSol solon ': msgbox solon
Next
End If
If Not IsEmpty(ChgGI) Then
For ii = 0 To UBound(ChgGI)
GICallback ChgGI(ii, 0), CBool(ChgGI(ii, 1))
GICallback2 ChgGI(ii, 0), ChgGI(ii, 1)
Next
End If
If Not IsEmpty(ChgLed) Then
On Error Resume Next
For ii = 0 To UBound(ChgLed)
Dim color,ledstate
idx = ChgLed(ii, 0)
color = ChgLed(ii, 1)
if color = 0 Then ledstate = 0 : Else ledstate = 1: End If
If IsArray(Lights(idx)) Then
For Each tmp In Lights(idx) : tmp.Color = color : tmp.State = ledstate : Next
Else
Lights(idx).Color = color : Lights(idx).State = ledstate
End If
Next
For Each tmp In vpmMultiLights
For ii = 1 To UBound(tmp) : tmp(ii).Color = tmp(0).Color : tmp(ii).State = tmp(0).State : Next
Next
PDLedCallback
On Error Goto 0
End If
'Me.Enabled = True 'this was supposed to be some kind of weird mutex, disable it
End Sub
'
' Private helper functions
'
Private Sub vpmPlaySound(aEnabled, aSound)
If VarType(aSound) = vbString Then
If aEnabled Then StopSound aSound : PlaySound aSound
ElseIf aSound Then
If aEnabled Then PlaySound SSolenoidOn Else PlaySound SSolenoidOff
End If
End Sub
Private Sub vpmToggleObj(aObj, aEnabled)
Dim mSwcopy
Select Case TypeName(aObj)
Case "Wall", "HitTarget" aObj.IsDropped = aEnabled
Case "Bumper", "Light" aObj.State = Abs(aEnabled)
Case "Kicker", "Trigger", "Timer" aObj.Enabled = aEnabled
Case "Gate" aObj.Open = aEnabled
Case "Primitive", "Ramp", "Rubber", "Flasher" aObj.Visible = aEnabled
Case "Integer" mSwcopy = aObj : Controller.Switch(mSwcopy) = aEnabled
Case Else MsgBox "vpmToggleObj: Unhandled Object " & TypeName(aObj)
End Select
End Sub
Private Function vpmCheckEvent(aName, aObj)
vpmCheckEvent = True
On Error Resume Next
If Not Eval(aName) Is aObj Or Err Then MsgBox "CreateEvents: Wrong name " & aName : vpmCheckEvent = False
End Function
Private Sub vpmBuildEvent(aObj, aEvent, aTask)
Dim obj, str
str = "_" & aEvent & " : " & aTask & " : End Sub"
If vpmIsArray(aObj) Then
For Each obj In aObj : ExecuteGlobal "Sub " & obj.Name & str : Next
Else
ExecuteGlobal "Sub " & aObj.Name & str
End If
End Sub
Private Function vpmIsCollection(aObj)
vpmIsCollection = TypeName(aObj) = "Collection" Or TypeName(aObj) = "ICollection"
End Function
Private Function vpmIsArray(aObj)
vpmIsArray = IsArray(aObj) Or vpmIsCollection(aObj)
End Function
Private Function vpmSetArray(aTo, aFrom)
If IsArray(aFrom) Then
aTo = aFrom : vpmSetArray = UBound(aFrom)
ElseIf vpmIsCollection(aFrom) Then
Set aTo = aFrom : vpmSetArray = aFrom.Count - 1
Else
aTo = Array(aFrom) : vpmSetArray = 0
End If
End Function
Sub vpmCreateEvents(aHitObjs)
Dim obj
For Each obj In aHitObjs
Select Case TypeName(obj)
Case "Trigger"
vpmBuildEvent obj, "Hit", "Controller.Switch(" & Obj.TimerInterval & ") = True"
vpmBuildEvent obj, "UnHit", "Controller.Switch(" & Obj.TimerInterval & ") = False"
Case "Wall"
If obj.HasHitEvent Then
vpmBuildEvent obj, "Hit", "vpmTimer.PulseSw " & Obj.TimerInterval
Else
vpmBuildEvent obj, "SlingShot", "vpmTimer.PulseSw " & Obj.TimerInterval
End If
Case "Bumper", "Gate", "Primitive", "HitTarget", "Rubber"
vpmBuildEvent obj, "Hit", "vpmTimer.PulseSw " & Obj.TimerInterval
Case "Spinner"
vpmBuildEvent obj, "Spin", "vpmTimer.PulseSw " & Obj.TimerInterval
End Select
Next
End Sub
Sub vpmMapLights(aLights)
Dim obj, str, ii, idx
For Each obj In aLights
idx = obj.TimerInterval
If IsArray(Lights(idx)) Then
str = "Lights(" & idx & ") = Array("
For Each ii In Lights(idx) : str = str & ii.Name & "," : Next
ExecuteGlobal str & obj.Name & ")"
ElseIf IsObject(Lights(idx)) Then
Lights(idx) = Array(Lights(idx),obj)
Else
Set Lights(idx) = obj
End If
Next
End Sub
Function vpmMoveBall(aBall, aFromKick, aToKick)
With aToKick.CreateBall
If TypeName(aBall) = "IBall" Then
.Color = aBall.Color : .Image = aBall.Image
If vpmVPVer >= 60 Then
.FrontDecal = aBall.FrontDecal : .BackDecal = aBall.BackDecal
' .UserValue = aBall.UserValue
End If
End If
End With
aFromKick.DestroyBall : Set vpmMoveBall = aToKick
End Function
Sub vpmAddBall
Dim Answer
If IsObject(vpmTrough) Then
Answer=MsgBox("Click YES to Add a ball to the Trough, NO Removes a ball from the Trough",vbYesNoCancel + vbQuestion)
If Answer = vbYes Then vpmTrough.AddBall 0
If Answer = vbNo Then vpmTrough.Balls=vpmTrough.Balls-1
End If
End Sub
'----------------------------
' Generic solenoid handlers
'----------------------------
' ----- Flippers ------
Sub vpmSolFlipper(aFlip1, aFlip2, aEnabled)
Dim oldStrength, oldSpeed ' only for pre-VP10
If aEnabled Then
PlaySound SFlipperOn : aFlip1.RotateToEnd : If Not aFlip2 Is Nothing Then aFlip2.RotateToEnd
Else
PlaySound SFlipperOff
If VPBuildVersion < 10000 Then
oldStrength = aFlip1.Strength : aFlip1.Strength = conFlipRetStrength
oldSpeed = aFlip1.Speed : aFlip1.Speed = conFlipRetSpeed
End If
aFlip1.RotateToStart
If VPBuildVersion < 10000 Then
aFlip1.Strength = oldStrength
aFlip1.Speed = oldSpeed
End If
If Not aFlip2 Is Nothing Then
If VPBuildVersion < 10000 Then
oldStrength = aFlip2.Strength : aFlip2.Strength = conFlipRetStrength
oldSpeed = aFlip2.Speed : aFlip2.Speed = conFlipRetSpeed
End If
aFlip2.RotateToStart
If VPBuildVersion < 10000 Then
aFlip2.Strength = oldStrength
aFlip2.Speed = oldSpeed
End If
End If
End If
End Sub
' ----- Flippers With Speed Control ------
Sub vpmSolFlip2(aFlip1, aFlip2, aFlipSpeedUp, aFlipSpeedDn, aSnd, aEnabled) ' DEPRECATED, as VP10 does not feature speed on flippers anymore
Dim oldStrength, oldSpeed
If aEnabled Then
If aSnd = true then : PlaySound SFlipperOn : End If
If Not aFlipSpeedUp = 0 Then
aFlip1.Speed = aFlipSpeedUp
aFlip1.RotateToEnd
Else
aFlip1.RotateToEnd
End If
If Not aFlip2 Is Nothing Then
If Not aFlipSpeedUp = 0 Then
aFlip2.Speed = aFlipSpeedUp
aFlip2.RotateToEnd
Else
aFlip2.RotateToEnd
End If
End If
Else
If aSnd = true then : PlaySound SFlipperOff : End If
oldStrength = aFlip1.Strength
aFlip1.Strength = conFlipRetStrength
oldSpeed = aFlip1.Speed
If Not aFlipSpeedDn = 0 Then
aFlip1.Speed = aFlipSpeedDn
Else
aFlip1.Speed = conFlipRetSpeed
End If
aFlip1.RotateToStart : aFlip1.Strength = oldStrength : aFlip1.Speed = oldSpeed
If Not aFlip2 Is Nothing Then
oldStrength = aFlip2.Strength
oldSpeed = aFlip2.Speed
If Not aFlipSpeedDn = 0 Then
aFlip2.Speed = aFlipSpeedDn
Else
aFlip2.Speed = conFlipRetSpeed
End If
aFlip2.Strength = conFlipRetStrength
aFlip2.RotateToStart : aFlip2.Strength = oldStrength : aFlip2.Speed = oldSpeed
End If
End If
End Sub
' ------ Diverters ------
Sub vpmSolDiverter(aDiv, aSound, aEnabled)
If aEnabled Then aDiv.RotateToEnd : Else aDiv.RotateToStart
vpmPlaySound aEnabled, aSound
End sub
' ------ Walls ------
Sub vpmSolWall(aWall, aSound, aEnabled)
Dim obj
If vpmIsArray(aWall) Then
For Each obj In aWall : obj.IsDropped = aEnabled : Next
Else
aWall.IsDropped = aEnabled
End If
vpmPlaySound aEnabled, aSound
End Sub
Sub vpmSolToggleWall(aWall1, aWall2, aSound, aEnabled)
Dim obj
If vpmIsArray(aWall1) Then
For Each obj In aWall1 : obj.IsDropped = aEnabled : Next
Else
aWall1.IsDropped = aEnabled
End If
If vpmIsArray(aWall2) Then
For Each obj In aWall2 : obj.IsDropped = Not aEnabled : Next
Else
aWall2.IsDropped = Not aEnabled
End If
vpmPlaySound aEnabled, aSound
End Sub
' ------- Autoplunger ------
Sub vpmSolAutoPlunger(aPlung, aVar, aEnabled)
Dim oldFire
If aEnabled Then
oldFire = aPlung.FireSpeed : aPlung.FireSpeed = oldFire * (100-aVar*(2*Rnd-1))/100
PlaySound SSolenoidOn : aPlung.Fire : aPlung.FireSpeed = oldFire
Else
aPlung.Pullback
End If
End Sub
' --------Autoplunger with Specified Sound To Play ---------
Sub vpmSolAutoPlungeS(aPlung, aSound, aVar, aEnabled)
Dim oldFire
If aEnabled Then
oldFire = aPlung.FireSpeed : aPlung.FireSpeed = oldFire * (100-aVar*(2*Rnd-1))/100
PlaySound aSound : aPlung.Fire : aPlung.FireSpeed = oldFire
Else
aPlung.Pullback
End If
End Sub
' --------- Gate -----------
Sub vpmSolGate(aGate, aSound, aEnabled)
Dim obj
If vpmIsArray(aGate) Then
For Each obj In aGate : obj.Open = aEnabled : Next
Else
aGate.Open = aEnabled
End If
vpmPlaySound aEnabled, aSound
End Sub
' ------ Sound Only -------
Sub vpmSolSound(aSound, aEnabled)
If aEnabled Then StopSound aSound : PlaySound aSound
End Sub
' ------- Flashers --------
Sub vpmFlasher(aFlash, aEnabled)
Dim obj
If vpmIsArray(aFlash) Then
For Each obj In aFlash : obj.State = Abs(aEnabled) : Next
Else
aFlash.State = Abs(aEnabled)
End If
End Sub
'---- Generic object toggle ----
Sub vpmSolToggleObj(aObj1, aObj2, aSound, aEnabled)
Dim obj
If vpmIsArray(aObj1) Then
If IsArray(aObj1(0)) Then
For Each obj In aObj1(0) : vpmToggleObj obj, aEnabled : Next
For Each obj In aObj1(1) : vpmToggleObj obj, Not aEnabled : Next
Else
For Each obj In aObj1 : vpmToggleObj obj, aEnabled : Next
End If
ElseIf Not aObj1 Is Nothing Then
vpmToggleObj aObj1, aEnabled
End If
If vpmIsArray(aObj2) Then
If IsArray(aObj2(0)) Then
For Each obj In aObj2(0) : vpmToggleObj obj, Not aEnabled : Next
For Each obj In aObj2(1) : vpmToggleObj obj, aEnabled : Next
Else
For Each obj In aObj2 : vpmToggleObj obj, Not aEnabled : Next
End If
ElseIf Not aObj2 Is Nothing Then
vpmToggleObj aObj2, Not aEnabled
End If
vpmPlaySound aEnabled, aSound
End Sub
'
' Stubs to allow older games to still work
' These will be removed one day
'
Sub SolFlipper(f1,f2,e) : vpmSolFlipper f1,f2,e : End Sub
Sub SolDiverter(d,s,e) : vpmSolDiverter d,s,e : End Sub
Sub SolSound(s,e) : vpmSolSound s,e : End Sub
Sub Flasher(f,e) : vpmFlasher f,e : End Sub
Sub SolMagnet(m,e) : vpmSolMagnet m,e : End Sub
Sub SolAutoPlunger(p,e) : vpmSolAutoPlunger p,0,e : End Sub
Function KeyDownHandler(ByVal k) : KeyDownHandler = vpmKeyDown(k) : End Function
Function KeyUpHandler(ByVal k) : KeyUpHandler = vpmKeyUp(k) : End Function
Function KeyName(ByVal k) : KeyName = vpmKeyName(k) : End Function
Sub vpmSolMagnet(m,e) : m.Enabled = e : If Not e Then m.Kick 180,1 : End If : End Sub
Dim vpmBallImage : vpmBallImage = Empty ' Default ball properties
Dim vpmBallColour
'-- Flipper solenoids (all games)
Const sLRFlipper = 46
Const sLLFlipper = 48
Const sURFlipper = 34
Const sULFlipper = 36
' Convert keycode to readable string
Private keyNames1, keyNames2
keyNames1 = Array("Escape","1","2","3","4","5","6","7","8","9","0","Minus '-'",_
"Equals '='","Backspace","Tab","Q","W","E","R","T","Y","U","I","O","P","[","]",_
"Enter","Left Ctrl","A","S","D","F","G","H","J","K","L",";","'","`","Left Shift",_
"\","Z","X","C","V","B","N","M",",",".","/","Right Shift","*","Left Menu","Space",_
"Caps Lock","F1","F2","F3","F4","F5","F6","F7","F8","F9","F10","NumLock","ScrlLock",_
"Numpad 7","Numpad 8","Numpad 9","Numpad -","Numpad 4","Numpad 5","Numpad 6",_
"Numpad +","Numpad 1","Numpad 2","Numpad 3","Numpad 0","Numpad .","?","?","?",_
"F11","F12","F13","F14","F15")
keyNames2 = Array("Pause","?","Home","Up","PageUp","?","Left","?","Right","?",_
"End","Down","PageDown","Insert","Delete")
Function vpmKeyName(ByVal aKeycode)
If aKeyCode-1 <= UBound(keyNames1) Then
vpmKeyName = keyNames1(aKeyCode-1)
ElseIf aKeyCode >= 197 And aKeyCode <= 211 Then
vpmKeyName = keyNames2(aKeyCode-197)
ElseIf aKeyCode = 184 Then
vpmKeyName = "R.Alt"
Else
vpmKeyName = "?"
End If
End Function
Private vpmSystemHelp
Private Sub vpmShowHelp
Dim szKeyMsg
szKeyMsg = "The following keys are defined: " & vbNewLine &_
"(American keyboard layout)" & vbNewLine &_
vbNewLine & "Visual PinMAME keys:" & vbNewLine &_
vpmKeyName(keyShowOpts) & vbTab & "Game options..." & vbNewLine &_
vpmKeyName(keyShowKeys) & vbTab & "Keyboard settings..." & vbNewLine &_
vpmKeyName(keyReset) & vbTab & "Reset emulation" & vbNewLine &_
vpmKeyName(keyFrame) & vbTab & "Toggle Display lock" & vbNewLine &_
vpmKeyName(keyDoubleSize) & vbTab & "Toggle Display size" & vbNewLine
If IsObject(vpmShowDips) Then
szKeyMsg = szKeyMsg & vpmKeyName(keyShowDips) & vbTab & "Show DIP Switch / Option Menu" & vbNewLine
End If
If IsObject(vpmTrough) Then
szKeyMsg = szKeyMsg & vpmKeyName(keyAddBall) & vbTab & "Add / Remove Ball From Table" & vbNewLine
End If
szKeyMsg = szKeyMsg & vpmKeyName(keyBangBack) & vbTab & "Bang Back" & vbNewLine &_
vbNewLine & vpmSystemHelp & vbNewLine
If ExtraKeyHelp <> "" Then
szKeyMsg = szKeyMsg & vbNewLine & "Game Specific keys:" &_
vbNewLine & ExtraKeyHelp & vbNewLine
End If
szKeyMsg = szKeyMsg & vbNewLine & "Visual Pinball keys:" & vbNewLine &_
vpmKeyName(LeftFlipperKey) & vbTab & "Left Flipper" & vbNewLine &_
vpmKeyName(RightFlipperKey) & vbTab & "Right Flipper" & vbNewLine &_
vpmKeyName(LeftMagnaSave) & vbTab & "Left Magna Save" & vbNewLine &_
vpmKeyName(RightMagnaSave) & vbTab & "Right Magna Save" & vbNewLine &_
vpmKeyName(PlungerKey) & vbTab & "Launch Ball" & vbNewLine &_
vpmKeyName(StartGameKey) & vbTab & "Start Button" & vbNewLine &_
vpmKeyName(AddCreditKey) & vbTab & "Insert Coin 1" & vbNewLine &_
vpmKeyName(AddCreditKey2) & vbTab & "Insert Coin 2" & vbNewLine &_
vpmKeyName(ExitGame) & vbTab & "Exit Game" & vbNewLine &_
vpmKeyName(MechanicalTilt) & vbTab & "Mechanical Tilt" & vbNewLine &_
vpmKeyName(LeftTiltKey) & vbTab & "Nudge from Left" & vbNewLine &_
vpmKeyName(RightTiltKey) & vbTab & "Nudge from Right" & vbNewLine &_
vpmKeyName(CenterTiltKey) & vbTab & "Nudge forward" & vbNewLine
MsgBox szKeyMsg,vbOkOnly,"Keyboard Settings..."
End Sub
Private Sub NullSub(no,enabled)
'Place Holder Sub
End Sub
'added thanks to Koadic
Sub NVOffset(version) ' version 2 for dB2S compatibility
Dim check,nvcheck,v,vv,nvpath,rom
Set check = CreateObject("Scripting.FileSystemObject")
Set nvcheck = CreateObject("WScript.Shell")
nvpath = nvcheck.RegRead("HKCU\Software\Freeware\Visual PinMame\globals\nvram_directory") & "\"
rom = controller.gamename
For v=1 to 32 'check up to 32 possible versions using same rom, it's overkill, but could be changed to a lower number (requested for 32 NFL variations)
If check.FileExists(nvpath & rom & " v" & v & ".txt") Then vv=v : exit For : End If
vv=0
Next
If vv=version or version = 0 Then
Exit Sub
ElseIf vv=0 Then
check.CreateTextFile nvpath & rom & " v" & version & ".txt", True
Exit Sub
Else
check.moveFile nvpath & rom & " v" & vv & ".txt", nvpath & rom & " v" & version & ".txt"
If check.FileExists(nvpath & rom & ".nv") Then
check.copyFile nvpath & rom & ".nv", nvpath & rom & " v" & vv & ".nv", True
End If
If check.FileExists(nvpath & rom & " v" & version & ".nv") Then
check.copyFile nvpath & rom & " v" & version & ".nv", nvpath & rom & ".nv", True
End If
End If
End Sub
Sub VPMVol
Dim VolPM,VolPMNew
VolPM = Controller.Games(controller.GameName).Settings.Value("volume")
VolPMNew = InputBox ("Enter desired VPinMame Volume Level (-32 to 0)","VPinMame Volume",VolPM)
If VolPMNew = "" Then Exit Sub
If VolPMNew <=0 and VolPMNew >= -32 Then
Controller.Games(controller.GameName).Settings.Value("volume")= round(VolPMNew)
msgbox "The Visual PinMAME Global Volume is now set to " & round(VolPMNew) & "db." & VbNewLine & VbNewLine & "Please reset Visual PinMAME (F3) to apply."
Else
msgbox "Entered value is out of range. Entry must be in the range of negative 32 to 0." & VbNewLine & VbNewLine & "Visual PinMAME Global Volume will remain set at " & VolPM & "."
End If
End Sub
' Simple min/max functions
Function vpMin(a, b) : If a < b Then vpMin = a Else vpMin = b : End If : End Function
Function vpMax(a, b) : If a > b Then vpMax = a Else vpMax = b : End If : End Function
LoadScript("ledcontrol.vbs"):Err.Clear ' Checks for existance of ledcontrol.vbs and loads it if found, if found but no ledwiz installed, clear error to allow loading of table
LoadScript("GlobalPlugIn.vbs") ' Checks for existance of GlobalPlugIn.vbs and loads it if found, useful for adding
' custom scripting that can be used for all tables instead of altering the core.vbs