'updated by RLR 30/05/2025 - mod version 1.4
'just to remind you guys that all i have done up until now it's a reflection of what i have learn so far, i study through you guys (all of you) works/tutorials/comments and try to implement it on this table
'- changed visuals - textures(*) and shader of the cabinet, added light brightness controle
'- changed code - added tilt function, added combos also to the multiball, added supermultiball mode(**), added a better saveball function, reworked general code (removed some imperfections)
'- physics - reworked ramps(***), added rubbers to the ramps exit
'(*) - (just to learn how to do(far from perfect)) designers (textures used) - Anthony Genuardi, Rhys Cooper, Simon Carpenter, Killian, Lucas Peverill
'(**) - check rules
'(***) - improved flow (ball circulates better on the ramp), ball still falls down from the ramps but for me it adds realism (from my testing, if the ball gets stuck, a small nudge will get you back on track)
'- the peg that i added to the left, between left loop and left ramp, in the previous version, was a form of solution for the multipliers drop targets (bank shot) and get me back to the beginnings of pinball.
'- table based on skill (skillshot/multiplayers) since we have great physics(FizX), thank you very much for that
'_________________________________________________________________________________________
'updated by RLR 13/04/2025 - mod version 1.3
'- reworked drain in order to fully control timings of ball destruction and creation
'- fixed totalbonus*multiplier
'_________________________________________________________________________________________
'updated by RLR 11/04/2025 - mod version 1.1
'- added skillshot (see rules)
'- added multipliers (see rules)
'- small fixes to the code
'- added secunde DMD for tracking points and multiplier
'- small backglass upgrade
'_________________________________________________________________________________________
'updated by RLR 01/04/2025 - mod version 1.0
'- fixed combos not added to the final score
'_________________________________________________________________________________________
'updated by RLR 31/03/2025 - mod version 0.9
'- added combos
' - 1x - 10000
' - 2x - 20000
' - 3x - 40000
' - 4x - 80000
'- changed playfield in order to achieve better flow
'- improved overall visuals (lights and objects)
'_________________________________________________________________________________________
'updated by RLR 26/03/2025 - mod version 0.8
'- fixed an error in the code preventing ball to be created after playing an extraball
'- some small fixes to the code
'_________________________________________________________________________________________
'updated by RLR 26/03/2025 - mod version 0.7
'- dmd updated for bonus poits
'- audio fixes for bonus points (it was too loud)
'- some small fixes to the code
'_________________________________________________________________________________________
'updated by RLR 25/03/2025 - mod version 0.6
'- added bonus poits
' - SuperJackpotHit - 100000
' - JackpotHit - 10000
' - MultiballHit - 10000
' - DoubleBallHit - 30000
' - PoliceHit - 50000
'- some small fixes to the code
'_________________________________________________________________________________________
'updated by RLR 22/03/2025 - mod version 0.5
'- fixed DMD - better now
'- fixed Ouverlay - sounds better matching animations now
'- reworked code - needed to prevent "savemissionState" bugs
'_________________________________________________________________________________________
'updated by RLR 16/03/2025 - mod version 0.4
'- fixed DMD - not perfect but now is displaying players, ball saves and extra balls right
'sorry for updating many versions in such a short period of time but i m testing as i go along and find these mistakes, i'm compelled to update it as soon as possible.
'I what you guys to have a working table to test and use from me.
'_________________________________________________________________________________________
'updated by RLR 16/03/2025 - mod version 0.3
'- synchronized overlays
'_________________________________________________________________________________________
'updated by RLR 14/03/2025 - mod version 0.2
'- removed some duplicate events that were causing bugs for multiplayer "savemissionState"
'- reduced the time for timers to activate in "stonekicker" to prevent balls from being destroyed, affecting the ball count in multiball
'feel free to comment, I need your feedback to improve
'Thank you all
'_________________________________________________________________________________________
'updated by RLR 10/03/2025 - mod version 0.1
'this is my test table, learning to code, tank you guys for all the information you have avalebel and thank you for creating such a tool that ables us to recreate these wonderful games
'-DMD with a lot of flaws, don't completely understand it for now
'-Ouverlay, alot to be optimised as well, reduce imagens/frames and better control is needed - overlays desynchronised in the translit in relation to the playfield/table - no idea who to solve this
'-scoring and bonus needs to be addressed, @@ still learning
'-Code working, very basic for now, form the tests that i have done and for my amazement (i started a few months ago (winter time)) i have completed this, my first mod!
'-leftlane and rightlane ballsavers added
'-multiplayer added 4 player, working good but needs to be tested, @@ still learning
'-for the visuals i just did some tests mainly to understand how it works, it needs a lot of work too but my focus for now it is to learn
'RULES:
''----------------------------------------------------------------------------------
'-SKILLSHOT:
'Hit the 1 (lit) of the 4 targets (ramps targets) to get a skillshot points from 50,000 to 150,000 (1srt and last ball respectively)
'--------------------------------------------------------------------------------------
'-MULTIBALL:
'1) spell STONE (left 5 targets) to activate the stonelock.
'2) activate the stone in the kicker (kicker near the bumpers with the stone on top)
'3) repeat step 2 four times to get the multiballstart lit. But as soon as this trigger is lit the mangalores will block your way through. You will have to negociate with them first before you can reach the multiballtrigger.
'--------------------------------------------------------------------------------------
'-SUPERMULTIBALL
'1) if you manadge to finish the ramps(destroy a police car), activate a "DOUBLEBALL" and a "MULTIBALL" with the same ball, and if you are in a "DOUBLEBALL"/"MULTIBALL" you will get "super jackpots"(1000.000) in all ramps/loops and stonekicker
'--------------------------------------------------------------------------------------
'JACKPOTS: during multiball and doubleball
'-3 jackpots are lit, if you it them all you will get stonelockblink lit for super jackpot.
'--------------------------------------------------------------------------------------
'-EXTRA BALL AND DOUBLEBALL MULTIBALL:
'1) the extraball will be lit after shooting 12 times through the ZORK ORBIT (the outer orbit) and LEELOO 5 times (the inner orbit), the stonelockblink will be lit for doubleball multiball
'3) 3 jackpots are lit, if you it them all you will get stonelockblink lit for super jackpot.
'2) The way to the extraballtrigger will be blocked again by the mangalores. Well, you know what to do...
'--------------------------------------------------------------------------------------
'-MULTIPLIERS:
'Hit the 6 targets (2 on the right (bumpers) and 4 on the left (outerloop left wall)) to activate/cycle from 2X to 6X
'--------------------------------------------------------------------------------------
'-HIT THE POLICE CAR:
'1) In order to destroy the police car on the right ramp, shoot one of the ramps to activate taxi light.
'2) If the taxi ramp is lit, you can shoot it to activate police ramp
'3) If the police ramp is lit, you can shoot it to activate the cab ramp and it will advance you in score.
'The police car score will increase with every ramp hit, until you get to the 1000 k, in this state every police ramp hit will destroy the police car and give you a bonus point.
'In order to hit the police ramp, you have to shoot the taxi ramp again first.
'So it is a left ramp - right ramp - left ramp - right ramp.....thing.
'--------------------------------------------------------------------------------------
'(This table is a fan reconstruction, published under the fair use and parody act, and is ditributed for free testing and educational purpose)
'Thank you Mr. rom
'if you see this i hope you like it as much as i do
'best regards
'RLR
'just to remind you guys that all i have done up until now it's a reflection of what i have learn so far, i study through you guys (all of you) works/tutorials/comments and try to implement it on this table
'- changed visuals - textures(*) and shader of the cabinet, added light brightness controle
'- changed code - added tilt function, added combos also to the multiball, added supermultiball mode(**), added a better saveball function, reworked general code (removed some imperfections)
'- physics - reworked ramps(***), added rubbers to the ramps exit
'(*) - (just to learn how to do(far from perfect)) designers (textures used) - Anthony Genuardi, Rhys Cooper, Simon Carpenter, Killian, Lucas Peverill
'(**) - check rules
'(***) - improved flow (ball circulates better on the ramp), ball still falls down from the ramps but for me it adds realism (from my testing, if the ball gets stuck, a small nudge will get you back on track)
'- the peg that i added to the left, between left loop and left ramp, in the previous version, was a form of solution for the multipliers drop targets (bank shot) and get me back to the beginnings of pinball.
'- table based on skill (skillshot/multiplayers) since we have great physics(FizX), thank you very much for that
'_________________________________________________________________________________________
'updated by RLR 13/04/2025 - mod version 1.3
'- reworked drain in order to fully control timings of ball destruction and creation
'- fixed totalbonus*multiplier
'_________________________________________________________________________________________
'updated by RLR 11/04/2025 - mod version 1.1
'- added skillshot (see rules)
'- added multipliers (see rules)
'- small fixes to the code
'- added secunde DMD for tracking points and multiplier
'- small backglass upgrade
'_________________________________________________________________________________________
'updated by RLR 01/04/2025 - mod version 1.0
'- fixed combos not added to the final score
'_________________________________________________________________________________________
'updated by RLR 31/03/2025 - mod version 0.9
'- added combos
' - 1x - 10000
' - 2x - 20000
' - 3x - 40000
' - 4x - 80000
'- changed playfield in order to achieve better flow
'- improved overall visuals (lights and objects)
'_________________________________________________________________________________________
'updated by RLR 26/03/2025 - mod version 0.8
'- fixed an error in the code preventing ball to be created after playing an extraball
'- some small fixes to the code
'_________________________________________________________________________________________
'updated by RLR 26/03/2025 - mod version 0.7
'- dmd updated for bonus poits
'- audio fixes for bonus points (it was too loud)
'- some small fixes to the code
'_________________________________________________________________________________________
'updated by RLR 25/03/2025 - mod version 0.6
'- added bonus poits
' - SuperJackpotHit - 100000
' - JackpotHit - 10000
' - MultiballHit - 10000
' - DoubleBallHit - 30000
' - PoliceHit - 50000
'- some small fixes to the code
'_________________________________________________________________________________________
'updated by RLR 22/03/2025 - mod version 0.5
'- fixed DMD - better now
'- fixed Ouverlay - sounds better matching animations now
'- reworked code - needed to prevent "savemissionState" bugs
'_________________________________________________________________________________________
'updated by RLR 16/03/2025 - mod version 0.4
'- fixed DMD - not perfect but now is displaying players, ball saves and extra balls right
'sorry for updating many versions in such a short period of time but i m testing as i go along and find these mistakes, i'm compelled to update it as soon as possible.
'I what you guys to have a working table to test and use from me.
'_________________________________________________________________________________________
'updated by RLR 16/03/2025 - mod version 0.3
'- synchronized overlays
'_________________________________________________________________________________________
'updated by RLR 14/03/2025 - mod version 0.2
'- removed some duplicate events that were causing bugs for multiplayer "savemissionState"
'- reduced the time for timers to activate in "stonekicker" to prevent balls from being destroyed, affecting the ball count in multiball
'feel free to comment, I need your feedback to improve
'Thank you all
'_________________________________________________________________________________________
'updated by RLR 10/03/2025 - mod version 0.1
'this is my test table, learning to code, tank you guys for all the information you have avalebel and thank you for creating such a tool that ables us to recreate these wonderful games
'-DMD with a lot of flaws, don't completely understand it for now
'-Ouverlay, alot to be optimised as well, reduce imagens/frames and better control is needed - overlays desynchronised in the translit in relation to the playfield/table - no idea who to solve this
'-scoring and bonus needs to be addressed, @@ still learning
'-Code working, very basic for now, form the tests that i have done and for my amazement (i started a few months ago (winter time)) i have completed this, my first mod!
'-leftlane and rightlane ballsavers added
'-multiplayer added 4 player, working good but needs to be tested, @@ still learning
'-for the visuals i just did some tests mainly to understand how it works, it needs a lot of work too but my focus for now it is to learn
'RULES:
''----------------------------------------------------------------------------------
'-SKILLSHOT:
'Hit the 1 (lit) of the 4 targets (ramps targets) to get a skillshot points from 50,000 to 150,000 (1srt and last ball respectively)
'--------------------------------------------------------------------------------------
'-MULTIBALL:
'1) spell STONE (left 5 targets) to activate the stonelock.
'2) activate the stone in the kicker (kicker near the bumpers with the stone on top)
'3) repeat step 2 four times to get the multiballstart lit. But as soon as this trigger is lit the mangalores will block your way through. You will have to negociate with them first before you can reach the multiballtrigger.
'--------------------------------------------------------------------------------------
'-SUPERMULTIBALL
'1) if you manadge to finish the ramps(destroy a police car), activate a "DOUBLEBALL" and a "MULTIBALL" with the same ball, and if you are in a "DOUBLEBALL"/"MULTIBALL" you will get "super jackpots"(1000.000) in all ramps/loops and stonekicker
'--------------------------------------------------------------------------------------
'JACKPOTS: during multiball and doubleball
'-3 jackpots are lit, if you it them all you will get stonelockblink lit for super jackpot.
'--------------------------------------------------------------------------------------
'-EXTRA BALL AND DOUBLEBALL MULTIBALL:
'1) the extraball will be lit after shooting 12 times through the ZORK ORBIT (the outer orbit) and LEELOO 5 times (the inner orbit), the stonelockblink will be lit for doubleball multiball
'3) 3 jackpots are lit, if you it them all you will get stonelockblink lit for super jackpot.
'2) The way to the extraballtrigger will be blocked again by the mangalores. Well, you know what to do...
'--------------------------------------------------------------------------------------
'-MULTIPLIERS:
'Hit the 6 targets (2 on the right (bumpers) and 4 on the left (outerloop left wall)) to activate/cycle from 2X to 6X
'--------------------------------------------------------------------------------------
'-HIT THE POLICE CAR:
'1) In order to destroy the police car on the right ramp, shoot one of the ramps to activate taxi light.
'2) If the taxi ramp is lit, you can shoot it to activate police ramp
'3) If the police ramp is lit, you can shoot it to activate the cab ramp and it will advance you in score.
'The police car score will increase with every ramp hit, until you get to the 1000 k, in this state every police ramp hit will destroy the police car and give you a bonus point.
'In order to hit the police ramp, you have to shoot the taxi ramp again first.
'So it is a left ramp - right ramp - left ramp - right ramp.....thing.
'--------------------------------------------------------------------------------------
'(This table is a fan reconstruction, published under the fair use and parody act, and is ditributed for free testing and educational purpose)
'Thank you Mr. rom
'if you see this i hope you like it as much as i do
'best regards
'RLR