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Third Release v3.0
This newly updated version is brighter, re-coded for more speed, and has adjustable neon colors. You can also get rid of the menagerie ball, which also speeds things up.
It has been tested with both ultrapin and vp physics. It seems to work better with the VP Physics. With Ultrapin, sometimes the ball gets flung back down the ramp from the magnet on top, as the ball has more mass in UP Physics.
If you prefer UP Physics, you can probably adjust the strength of the magnets in the code, should you feel so inclined. The ball works as it should on a normal speed hit.
Thanks to PacDude for the idea of combining the regular plunger, and the incremental plunger into one. Now, if you want you can just use the return key as a normal VP plunger, or if you are so inclined, you can dial in a strength with the up and down keys, before you press return to launch. You can do this at any time, no menu adjustment needed.
Second Release v2.1 / Script Version 2.2
New Note- This Zip file contains the table with the latest script file fixes. Which at this time includes a fix for the fadeing light system.
You can also click on the link just above the download button, to download just the script update.
PacDude was kind enough to fix some things to gain a pretty good chunk of speed.
There are changes, both to the table, and to the script, so unfortunatly, you need the whole download again.
First Release v2.0
What a monster this is! Sorry about its size, but since the effects on this table, like GI flashing, the neon, and the ringmaster are so important, it required a LOT of graphics! With
this in mind, I put the script in a separate file, which needs to be in the same folder as the table. Now if I can fix something in the script, you only need to download a small file, instead of all the graphics again.
Speaking of monsters, you probably need a good speed machine to run this table. It runs great on my 2.4 ghz P4, with 1 gig of ram, and a NVidia 5200 video card. It does skip a bit durring NEON multiball, because of the many large reels that make up the neon, switching all at once.
I have put menu choices for turning of the GI effects, the neon, and also switching between fading playfield lights and simple on/off lights. When the Boom balloon is hit EVERY light on
the table (Playfield, GI and neon) flashes at the same time, it would REALLY skip badly. So I was able to put in a menu choice that disables all the flashing, when the boom balloon is hit (for 2 seconds). If you have a slow machine I would recommend turning off the GI, neon, boom balloon, and fading lights. You'll miss the great light show, but thatís life. :(
In my opinion, while this version is far from perfect, its still great fun to play. I could have done better, but it probably would have taken another 6 months. The big problem is it
did take 6 months, and I learned so much doing it, that to make it perfect would have required scrapping everything and starting over again. :)
So I trudged along, determined to minimize the problems in my existing table, so I could release it....FINALLY!
As I said, it came out pretty good. There are some visual anomalies (certain reels donít quite match the background they are drawn on, due to my using a newer version render, later in the process). They are all real close and I donít find the differences too annoying... :)
This table has the animated and incremental plunger. You can press and/or hold the down arrow key to pull the plunger back, or the up arrow key to push the plunger in. Then just press enter to launch the ball.
I have been following Pac Dudes hunt for getting VP and VPM to play nice with each other, and after this table I can really appreciate his work.
I have spent countless hours writing and re-writing code to get VPM to acknowledge ALL of the VP switch state changes, but it really is a lost cause. Every once in a while a VP switch event WILL happen when VPM(the emulation) isnít ready for it and it will go un-noticed.
Thatís just life in VPM land....
It happens a LOT with the magnets. VP allows you to hit the ball so fast, that the magnet doesnít always have a chance to collect it. Its annoying but I suppose we have to live with it for now.
Luckily, the software for the real game is so well written that the game does compensate for balls that donít get kicked when they are supposed to, and switches that are not hit, when they are supposed to, and balls that are not caught when they are supposed to.
To make things simpler, I tried taking the load off VPM, by really separating the different functions of VP and VPM.
I tried to limit VPM do doing the bare minimum of what it supposed to do. Read switch states, activate solenoids and lights, and run the DMD.
I wrote my own Ringmaster mech, based on the real mech. I said to myself, whatís a motor, with a wheel on it and 3 switches that get hit by cams? In VP, its a timer, simply. So I made a timer, and I had it increment a count, which stood for the position of the wheel, and when the count hit a certain number (in this case 0, 120, and 180), the switches that were supposed to be hit, were activated in VP by doing thecontroller.switch = true thing. The ringmaster down switch was at zero, the mid switch at 120, and the top position switch at 180, just the same positions of the switch hitting pegs, on the ringmaster wheel.
The 2 reasons I wrote my own ringmaster, instead of useing the pre-made mech in vbs, are...
1: I needed to know the possition of the ringamster at all times, for the animation...and...
2: I wanted to see if I could code an emulation of a mechanical device in VP.
In the spirit of just trying to emulate the real table, and to get a better understanding of the way things work, I also eschewed the use of VP ball stacks. I built a 4 ball trough on this table, similar to the real one, and also I made a 4 ball trough for the balls that go into the subway. The regular VP stack was ALWAYS eating a ball at random, and never spitting it back out. It was probably worse on my table, because the reels take so much processor power, that it would get missed more often then on a traditional VP table.
My version misses occasionally too, I'm sad to say, but not as often. So donít be supprised if once in a while, a ball will disappear into the ether, or worse, you find yourself batting
around eight balls. My apologies. I might have been able to trace down and re-write code to make such an occurrence impossible, but it would have cost millions of dollars and thousands of lives...:)
Oh, yes....On highwire multiball, all of the captured balls will not be released all at once. Since I have an animated lock spike, I needed more control. I had to write a stackless highwire capture. This means each ball is kicked out one at a time. Its a small thing, but necessary at the moment.
Thanks go out to Mr. Hide, for his great plastics scans.
VERY big thanks to my play testers,
Special thanks to PacDude / Fuseball / wpcmame and everyone else who recreated this table in the past. This version would ABSOLUTLY NOT have been possible without your hard work, and attention to detail!
Enjoy Cirqus Voltaire!
requires the game roms, VBS Scripts 3.26 or better, VP 8.1 or better, and VPM 1.57 or better.