Bally Doctor Who (Bally,1992)

So in other words, if you shoot 11 hits of the ramp, the Sonic Boom round ends and you have to hit the ramp another 9 times times to start the Sonic Boom round again according to the rules.
ok,from the vpx version it looks like this, but I have to check more carefully, I have solved the trapdoor in D 3/6, apart from the bug of 80,000,000, which I cannot solve (too much mathematical code for me) but I don't understand the sonicboomover?

What's the sense of this sonic boom over? when I hit one of the w.h.o.....I mean if on the eleventh ramp the sonic boom resets, why have this sonic boom over.

I will make a vpx video similar to that of fp, and we will see the difference

EDIT:
the SB variable is SonicBoomRound (with LoopRampLevel and LoopNumber for the count the loops.......)

SonicBoomRound=true is activated......instead SonicBoomRound=false is over
you will see that SonicBoom Round = false only in "sub Sonic Boom Over ()" during the game, and in two others for reset if you lose a ball

Now it's not easy where to put the variable SonicBoom Round = false and LoopRampLevel = 0,and LoopNumber =0,for to reset the SB on the eleventh ramp
I can try, and I don't know if I can, also because if I manage to insert it, there is the possibility that the DMD( animations) goes into bugs, do you understand what I mean?
but I have to see the vpx version well

@GeorgeH

this is where the SB(in black) is activated.......see the CASE, they are in multiples of 10
see the "case" between 9 and 19(for example),the 10 is the SB, before case 11 "we"(IMO....but I can be wrong if I don't try) should insert the SonicBoomRound=false and the other variables in red to 0 but.....how to do is the problem? maybe @Popotte could help us

sub ShowLoopDisplay()
select case LoopNumber
case 9,19,29,39,49,59,69,79,89,99 'sonic boom next
LoopRampValue=1000000
DMD.AddFont 31, "DW Loop Sonic Boom Next"
GoDMD("LoopRampSonicBoomNext")
PlaySound "dw loop award million"
SonicBoomRound=true
'wild
CloseTrapDoor()'for doctor 6....but for me is SonicBoom mode
case else
select case LoopRampLevel
case 1
DMD.AddFont 31, "DW Loop 1_5X"
GoDMD("LoopRampAward15X")
PlaySound "dw loop score 1"
case 2
DMD.AddFont 31, "DW Loop 2X"
GoDMD("LoopRampAward")
PlaySound "dw loop score 2"
case 3
DMD.AddFont 31, "DW Loop 2_5X"
GoDMD("LoopRampAward")
PlaySound "dw loop score 3"
case 4
DMD.AddFont 31, "DW Loop 3X"
GoDMD("LoopRampAward")
PlaySound "dw loop score 4"
case 5
DMD.AddFont 31, "DW Loop 3_5X"
GoDMD("LoopRampAward")
PlaySound "dw loop score 5"
case 6
DMD.AddFont 31, "DW Loop 4X"
GoDMD("LoopRampAward")
PlaySound "dw loop score 5"
case 7
LoopRampValue=1000000
DMD.AddFont 31, "DW Loop Million First"
GoDMD("LoopRampMillion")
PlaySound "dw loop award million"
PlayMusic 6, "dw millions", false
case else 'must be a million award?
DMD.AddFont 31, "DW Loop Million First"
GoDMD("LoopRampMillion")
PlayMusic 6, "dw millions", false
PlaySound "dw loop award million"
end select
end select
AddScore(LoopRampValue)
end sub


and in this is where the SB is current......see the if SonicBoomRound=true then
sub LoopRampTrigger_Hit()'wild+
LoopNumber=LoopNumber+1
if LoopNumber > LoopChampLoops then LoopChampLoops = LoopNumber
if Doc6Spotted(DoctorSet) = true or CurrentDoctor=6 then 'advance loop awards 2 at a time
if LoopRampLevel<5 then
LoopRampLevel=LoopRampLevel+2
else
if LoopRampLevel<6 then LoopRampLevel=LoopRampLevel+1
end if
LoopTimer.Interval=15000
else
LoopRampLevel=LoopRampLevel+1
LoopTimer.Interval=10000
end if

CheckLoopLevel

if WHOActive=true then
if Doc3Spotted(DoctorSet)=true or CurrentDoctor=3 then
WHOTimer.Interval=1000
else
WHOTimer.Interval=500
end if
WHOFlashInterval=250 : WHOTimer.Enabled=false : WHOTimer.Enabled=true 'reset who timer
WFlasher.BlinkInterval=WHOFlashInterval : WFlasher.State=BulbBlink : WLight.State=BulbBlink : HFlasher.State=BulbOff : OFlasher.State=BulbOff : OLight.State=BulbOn
' wild
CloseTrapDoor()'for doctor 3
WHOStage=3
if SonicBoomRound=true then
LoopRampValue=10000000
AddScore(LoopRampValue)
DMD.AddFont 31, "DW Loop Sonic Boom Start"
GoDMD("LoopRampSonicBoomStart")
PlaySound "dw sonic boom 2"
LoopRampValue = LoopRampValue + 10000000 'add 10 million each boom scored
else
PlayMusic 2, "dw who ramp made", false
AddScore(WhoRampValue) 'add the who ramp value rather than the loop ramp value
select case WHORampValue 'increase the who ramp value
case 1000000
WHORampValue=2000000 : Who1MilLight.State=BulbOff : Who2MilLight.State=BulbOn
case 2000000
WHORampValue=3000000 : Who2MilLight.State=BulbOff : Who3MilLight.State=BulbOn
end select
CheckWHO
end if
else
if SonicBoomRound=true then 'sonic boom is the same whether a sonic boom round is active or not
LoopRampValue=10000000
AddScore(LoopRampValue)
DMD.AddFont 31, "DW Loop Sonic Boom Award"
GoDMD("LoopRampSonicBoomAward")
PlaySound "dw sonic boom 2"
LoopRampValue = LoopRampValue + 10000000 'add 10 million each boom scored
else
ShowLoopDisplay 'only show loop display if WHO isn't being awarded
end if
end if
LoopTimer.Enabled=true
 
Last edited:
ok,from the vpx version it looks like this, but I have to check more carefully, I have solved the trapdoor in D 3/6, apart from the bug of 80,000,000, which I cannot solve (too much mathematical code for me) but I don't understand the sonicboomover?

Does it still produce the 80,000,000 message when you end the sonic boom round at 11 hits? It doesn't seem like it would add that many points if you turn it off at that point.

What's the sense of this sonic boom over? when I hit one of the w.h.o.....I mean if on the eleventh ramp the sonic boom resets, why have this sonic boom over.

I think it just adds more of a challenge to players because you have to hit the "W" ramp very quickly after the the sonic boom round starts. I was thinking when you were finished, I might attempt to provide some options for the end user to make it easier -- basically to provide more time to spell W-H-O. There are some guys that want tables to play like the original but it would be nice to have a couple of options that are slower. I don't think I would ever be able to complete the sonic boon unless it is a little slower. I might be able to figure it out if there is a timer involved.

I will make a vpx video similar to that of fp, and we will see the difference

Sounds good.

this is where the SB(in black) is activated.......see the CASE, they are in multiples of 10
see the "case" between 9 and 19(for example),the 10 is the SB, before case 11 "we"(IMO....but I can be wrong if I don't try) should insert the SonicBoomRound=false and the other variables in red to 0 but.....how to do is the problem? maybe @Popotte could help us

sub ShowLoopDisplay()
select case LoopNumber
case 9,19,29,39,49,59,69,79,89,99 'sonic boom next
LoopRampValue=1000000
DMD.AddFont 31, "DW Loop Sonic Boom Next"
GoDMD("LoopRampSonicBoomNext")
PlaySound "dw loop award million"
SonicBoomRound=true
'wild
CloseTrapDoor()'for doctor 6....but for me is SonicBoom mode
case else
select case LoopRampLevel
case 1
DMD.AddFont 31, "DW Loop 1_5X"
GoDMD("LoopRampAward15X")
PlaySound "dw loop score 1"
case 2
DMD.AddFont 31, "DW Loop 2X"
GoDMD("LoopRampAward")
PlaySound "dw loop score 2"
case 3
DMD.AddFont 31, "DW Loop 2_5X"
GoDMD("LoopRampAward")
PlaySound "dw loop score 3"
case 4
DMD.AddFont 31, "DW Loop 3X"
GoDMD("LoopRampAward")
PlaySound "dw loop score 4"
case 5
DMD.AddFont 31, "DW Loop 3_5X"
GoDMD("LoopRampAward")
PlaySound "dw loop score 5"
case 6
DMD.AddFont 31, "DW Loop 4X"
GoDMD("LoopRampAward")
PlaySound "dw loop score 5"
case 7
LoopRampValue=1000000
DMD.AddFont 31, "DW Loop Million First"
GoDMD("LoopRampMillion")
PlaySound "dw loop award million"
PlayMusic 6, "dw millions", false
case else 'must be a million award?
DMD.AddFont 31, "DW Loop Million First"
GoDMD("LoopRampMillion")
PlayMusic 6, "dw millions", false
PlaySound "dw loop award million"
end select
end select
AddScore(LoopRampValue)
end sub


and in this is where the SB is current......see the if SonicBoomRound=true then
It looks like it might work but I am not a great coder.

It would be great if JP could help us. @Popotte
 
Does it still produce the 80,000,000 message when you end the sonic boom round at 11 hits?
yes, but haven't you seen my video?
the SB always remains active, except if I stop it on purpose if I hit one of the w.h.o.(sonicboomover)
if you don't stop it by hitting the who light(sonicboomover), it continues to 55 hit ramps, sure if you do 80,000,000 x55, fp crash.

and that's not all, the ramp count always remains active, even if you stop the SB, with (sonicboomover,) you will get the millions, see also the animation (millions) see the video please

I was thinking when you were finished, I might attempt to provide some options for the end user to make it easier
no problem.
I don't think I would ever be able to complete the sonic boon unless it is a little slower. I might be able to figure it out if there is a timer involved.
yes there is a timer, and it's been a while since I've also been trying to increase this timer, because it is impossible for now to activate the WHO (three different hits) in this moment and way, a few seconds, you don't make it in time, and the who ends ..... in vpx the timer lasts longer
Sounds good.
i have a problem when i record a video for vpx i don't take the dmd ..... mystery
 
Last edited:
I don't think I would ever be able to complete the sonic boon unless it is a little slower. I might be able to figure it out if there is a timer involved
I did not understand your phrase

if you talk about sonic boom, at least in this version of fp, it does not have a timer .... on the 9th ramp you have the SB next animation, then on the 10th you win, and you continue to win it ....(is a bug) if we don't put this on SonicBoomRound=false in the right place

instead there is a timer in the w.h.o. you have a few seconds to activate each letter, and then this mode ends, and almost impossible to activate it, in fact if you do the test, activate the right ramp (the W) then the H flashes, right? how much does it flash in your opinion? you can hit it?
 
I have been able to hit it. It would be nice to have an option for a little more time but don't worry about. I will look at it later.
 
I have been able to hit it. It would be nice to have an option for a little more time but don't worry about. I will look at it later.
you were lucky for me, but beware you are not done, you have to hit the hardest letter that is the absurd ramp,the "O".

the timer,for me,if I'm not wrong is this WHOTimer
if Doc3Spotted(DoctorSet)=true or CurrentDoctor=3 then
WHOTimer.Interval=1000
else
WHOTimer.Interval=500
end if

you try in this way,in the three triggers affected by the WHO,let me know, i will try it even later

WHOTimer.Interval=2000
else
WHOTimer.Interval=1000
end if

but you have to be careful which variable you do and where is it
if WHOActive=true then
WHOStage=2
if Doc3Spotted(DoctorSet)=true or CurrentDoctor=3 then
WHOTimer.Interval=1000
else
WHOTimer.Interval=500
end if
WHOFlashInterval=250 : WHOTimer.Enabled=false : WHOTimer.Enabled=true 'reset who timer
 
how is the revamping coming along on this, im interested in adding the physics or adjusting them. winter is soon to arrive here in 2 weeks.. seems like a lot of code for every thing that happens. there is a lot involved with this table. (not one of my favorites).
 
how is the revamping coming along on this, im interested in adding the physics or adjusting them. winter is soon to arrive here in 2 weeks.. seems like a lot of code for every thing that happens. there is a lot involved with this table. (not one of my favorites).
@Gimli is doing some coding to make the DMD and trap door work correctly.
 
@GeorgeH
Mate are you still working on this table, there hasn't been an update mentioned for a while, cheers!
 
I have been trying new things and am about to post an update to Space Shuttle with what I have tried. I got Dr Who back from JP who made some changes so it will get back to it is soon.
 
Cool!!
Guessing like me you thought!, Doctor Who, simple table... simple update!
I was so wrong! I really shouldn't of posted the table as it was, but I believe it was better than before.
Knowing yourself, JP, @Paolo and @Gimli have all looked at this table.
It makes me feel better about giving up on trying to fix it.
Looking forward to seeing both tables when they are released, cheers!
 
You are correct. It had many problems that were not very obvious at first look. I think Paolo and JP have fixed the stuff that I can't fix myself so I should be able to make some progress now.
 
Any progression on this table?
 
I am taking a little break from all this stuff and working on my music collection. ...But I'll be back.
 
I am finally back to work on this table. I got burned out with working on tables so I worked on adding music to my iPod. When I add music, I rate each song so it takes some time. I added enough that I am burned out on it as well so I am back to this table.

Paolo really did an admirable job on fixing the upper flipper hitting the "O" ramp. I actually asked him to add an electronic assist that he has added to other tables because I didn't see any other option. He knows I don't like electronic assists on ramps so he spent a great deal of time fixing it mechanically with no electronic assist. He did an incredible job because it works perfectly. Plus he built a new model for the gate on the "O" ramp that feeds the left flipper and made one of the two triggers work that makes it operate.

JP also spent quite a bit of time making the other trigger work and making some of the DMD fonts work also. If it weren't for these guys, the table wouldn't work right because I was unable to figure out the coding. Thanks guys!

I have added Shiva's new simplified dynamic flippers and they work well. His coding is set up so it is switchable with the Gimli/George flippers. He has a different method of flipper bounce control that I think I will use also. I will make both of these switchable in-game.

I decided to try adding LtJazz's method of adding color to the DMD that he describes here:


These are the results:

1653758382226.png

1653758409281.png

1653758431709.png

1653758459263.png

1653758486231.png

I am limited on the number of colors so it is not like a true color DMD. As you can see, the display has some red vertical lines that I can't remove. So I will leave it up to you guys. Should I use the colors on the DMD with the vertical lines or leave the DMD red like the following?

1653758784535.png
 
I consulted with LtJazz and found out you have to have nice perfectly shaped dots in the Bit Map used in the external file for the colors. Thanks LtJazz!

I thought it was just using swatches of color like used on the textures for models but you must have shaped round dots. Anyway, no more vertical red lines after creating a new bit map:

1653859055436.png

JP also helped me fix a meditation error I was getting in the script. Thanks JP!
 
I have reworked the sideblades, I liked the design of the original sideblades but the resolution of the texture was terrible, especially when you compared it to the very pristine hi res playfield. I created a new texture from scratch that is similar to the original. I noticed the plastic ramps looked like they were dirty so I made some changes to the color and more transparent. I also worked on the settings for the Shiva flippers. The upper flipper really takes a lot of omega to make it work right.

```Doctor Who 2.5 JPR4, Shiva Flippers New FRSC4.png

```Doctor Who 2.5 JPR4, Shiva Flippers New FRSC3.png

I found a nice texture for the loading screen. It shows the same 7 doctors that are used in the game. There was an 8th doctor that had been added on the right side of the image but I managed to edit him out.

1654027264168.png

I also changed the color of the blue pixels on the DMD. The blue was too dark so I made it lighter.

1654028099308.png
 
Do any of you guys have any idea where I might find replacement textures for the 7 doctors that appear on the backglass? The existing ones are pretty lo res as you can see:

1654056311928.png
 
You're welcome..

Just by googling it, like a i do every time i need ressources to reproduce a table..

I search for

Doctor Who scan speaker panel

and

Doctor who scan backglass


That's all 😉
 
null
 
Last edited:
@GeorgeH if you convert I am certain you would be a huge asset to the VPX community.
It is very different but all the same, same.. just a little learning curve needed, cheers!
 
@NitroNimbus
Actually nobody has said a word about you, since you deleted all of your tables.
Actually people could still hit the history tab and download your good table version right before you uploaded all the blank zips, until I deleted them all.

So your first words when you come back is to belittle the work they are doing on the flippers again?
What are you trying to accomplish here? What is your mission? To disrupt whenever you can?

Cmon man. You are better than this.
Come back to the light side, for when you turn to the darkside, forever will it dominate your path.

Welcome back sir.
 
General chit-chat
Help Users
You can interact with the ChatGPT Bot in any Chat Room and there is a dedicated room. The command is /ai followed by a space and then your ? or inquiry.
ie: /ai What is a EM Pinball Machine?
  • No one is chatting at the moment.
  • Chat Bot Mibs Chat Bot Mibs:
    Stephen has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    docdoc has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Exnihilo_Mundus has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    angmarg52 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    tully619 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    smorndb has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Tech49 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Topsi Klaus has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Forsaken43 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    duduky72 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Gerge has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    nunolilo has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    DavidT2025 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Gary-7 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Thunderbird has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    alug has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    bluebird has left the room.
  • HZR @ HZR:
    It’s nice to go all see a place I can play actual machines!!!!
    Quote
  • Chat Bot Mibs Chat Bot Mibs:
    Sunrise74 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Rai has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    liebowa has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    gustave has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    hoovie108 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    creatine481 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    fabioaugusto4 has left the room.
      Chat Bot Mibs Chat Bot Mibs: fabioaugusto4 has left the room.
      Back
      Top