- Joined
- Mar 16, 2013
- Messages
- 1,409
- Solutions
- 3
- Reaction score
- 667
- Points
- 131
- Favorite Pinball Machine
- Batman(Data East)
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?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.
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: