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 Post subject: Re: Simple Background Animated DMD's for FutureDMD Illustra
 Post Posted: Thu Oct 30, 2014 11:45 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2857
Location: Ontario, Canada
C. Apply the DMD fonts to the script (Copy 'N Paste) under "Option Explicit"

Copy 'N Paste :

Code:
'6 potential game events  :  1.When Game loaded 2.Insert Coin 3.Startgame 4.GoPlayer 5.Active Score 6.Game End

MyNewDMD.AddFont 1, "DiversA"        '1.Game Loaded /Attract Mode
MyNewDMD.AddFont 2, "DiversB"       '2.Insert Coin
MyNewDMD.AddFont 3, "DW Spiral000000"        '3.StartGame key/Add players
MyNewDMD.Addfont 4, "DiversAa"          '4.Goplayer Scoreboard
MyNewDMD.AddFont 5, "DiversAa"    '5.Active Score
MyNewDMD.Addfont 6, "DiversA"       '6.End of Game/ Attract Mode
MyNewDMD.AddFont 7, "dmd09x15po"  'main foreground text font
MyNewDMD.AddFont 8, "dmd05x05p"   'upper small foreground text font, use  "0f1_Masked"  for black , "dmd05x05p" for white
MyNewDMD.AddFont 9, "0f1_Masked"  'lower small foreground text font, use  "0f1_Masked"  for black  "dmd05x05p" for white

'DMD Background Fonts
'1.Austin Powers- Flowers "DMD_Back_bon" '32-52,    + use  "0f1_Masked"for black small fonts by Francisco666,Rom
'2.Big Bang Bar- Starfield"bbbdmdfont2" '117-126 by Rom, Glxb
'3.Bram Stoke's Dracula - Blood Dripping "back000000" '32-52 by Francisco666, Rom
'4.Cool Position - "FlagA" '32-121  by Polygame
'5.Cool Position- "FlagB" '32-121  by Polygame
'6.Cool Position- "DiversA" - Vegas Scorebox 32-58,  Fireworks 59-81, Hot Flashes92-121 by Polygame
'7.7.Cool Poistion- "LogoAnim" GAME OVER animated 80-125 (remove "game over" text from script) by Polygame
'8.Dr Who- "DW Spiral000000" 32-83 by Ian,oooplayer1000
'9.STNG-  "lock2b" 'Starfield 40-52 by Francisco,Rom,Slamt1lt
'10.TutenKham- "DiversAa" brick sidewalls 72-81 , lightning box 92-106, 107-125 Flaming Ground by Polygame
'11.TutenKham- "DiversB" billowy clouds/smoke 72-124 by Polygame
'12.TutenKham-"DiversC"  GAME OVER 32-70 (remove "game over" text from script) by Polygame
'13.Reel it in- "DMDAnimA" GAME OVER under water glow78-90 (remove "game over" text from script) by Polygame
'14.Reel it in-  "logoAnim3" GAME OVER Wedding Favours 70-102  by Polygame
'15 Reel it in- "waveb" 32-79  Rough Cool Waves by Polygame
'16 Reel it in- "WavesBck" 32-80 Calm cool waves by Polygame
'17.Reel it in- "underWaterBck" 32-70 as per name by Polygame
'18.Scared Stiff- "BonusA" 60-90 Boiling lava by Francisco666, Glxb, Highlnder00


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Last edited by Gimli on Thu Nov 20, 2014 8:59 pm, edited 4 times in total.

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 Post subject: Re: Simple Background Animated DMD's for FutureDMD Illustra
 Post Posted: Thu Oct 30, 2014 11:46 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2857
Location: Ontario, Canada
D. Apply DMD font templates to the 6 future pinball events
Event 1:Table Start Background1use() will be automatically set up later when you copy script

Event 2: Insert Coin. Under
"If (KeyCode = GetKeyCode(InsertCoinKey))

Copy 'N Paste:
Code:
Background2use()


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Last edited by Gimli on Sat Nov 22, 2014 9:44 am, edited 5 times in total.

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 Post subject: Re: Simple Background Animated DMD's for FutureDMD Illustra
 Post Posted: Thu Oct 30, 2014 11:47 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2857
Location: Ontario, Canada
Event 3: Start Game/ Welcome Player.

under "If (KeyCode = GetKeyCode(StartGameKey))"

Copy 'N Paste:
Code:
Background3use()


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Last edited by Gimli on Thu Nov 20, 2014 9:00 pm, edited 3 times in total.

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 Post subject: Re: Simple Background Animated DMD's for FutureDMD Illustra
 Post Posted: Thu Oct 30, 2014 11:47 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2857
Location: Ontario, Canada
Event 4: Go Player. under "Sub Createnewball()",
Copy 'N Paste:
Code:
 Background4use()


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Last edited by Gimli on Thu Nov 20, 2014 9:01 pm, edited 1 time in total.

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 Post subject: Re: Simple Background Animated DMD's for FutureDMD Illustra
 Post Posted: Thu Oct 30, 2014 11:48 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2857
Location: Ontario, Canada
Event 5: Current Player Score. Under "KeyCode = GetKeyCode(PlungerKey)",
Copy 'N Paste:
Code:
If (fpGameInPlay = TRUE) Then
Background5use()
End if


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Last edited by Gimli on Thu Nov 20, 2014 9:06 pm, edited 2 times in total.

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 Post subject: Re: Simple Background Animated DMD's for FutureDMD Illustra
 Post Posted: Thu Oct 30, 2014 11:49 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2857
Location: Ontario, Canada
Event 6: End of Game. Under "Sub EndofGame(),
Copy 'N Paste:
Code:
GameWinnerCheck()
AttractAnimation.Interval =3000
AttractAnimation.Enabled = TRUE
Background6use()


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Last edited by Gimli on Thu Nov 20, 2014 9:02 pm, edited 2 times in total.

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 Post subject: Re: Simple Background Animated DMD's for FutureDMD Illustra
 Post Posted: Thu Oct 30, 2014 11:50 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2857
Location: Ontario, Canada
E. Add Dim's at beginning of script along with other "Dims" ,
Copy 'N Paste:

Code:
Dim ToggleHudOn
Dim LastPlayer
Dim Background1inuse
Dim Background2inuse
Dim Background3inuse
Dim Background4inuse
Dim Background5inuse
Dim Background6inuse
Dim FontFrame 'frame number marker
Dim GameWinner


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Last edited by Gimli on Thu Nov 20, 2014 9:03 pm, edited 3 times in total.

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 Post subject: Re: Simple Background Animated DMD's for FutureDMD Illustra
 Post Posted: Thu Oct 30, 2014 11:51 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2857
Location: Ontario, Canada
F. Copy a script segment to make it all work under "Sub AddScore(points)",
Copy 'N Paste:
Code:
LastPlayerCheck()


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Last edited by Gimli on Thu Nov 20, 2014 9:03 pm, edited 1 time in total.

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 Post subject: Re: Simple Background Animated DMD's for FutureDMD Illustra
 Post Posted: Thu Oct 30, 2014 11:53 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2857
Location: Ontario, Canada
Here's the mother load…..
above "Sub AddScore(points)",
Copy 'N Paste:


Code:
Sub CycleFutureDMD()

If PlayersPlayingGame > 0 then
MyNewDMD.FlushAnimation:MyNewDMD.FlushQueue
MyNewDMD.UpdateInterval = 10
MyNewDMD.QueueText "[edge4][f7][xc][y9]" & FormatNumber (GameWinner, 0, -1, 0, -1) & "[f8][x64][y2]P2: " & FormatNumber(nvscore2, 0, -1, 0, -1) & "[x2][y2]P1: "& FormatNumber(nvscore1, 0, -1, 0, -1) &"[x2][y25]P3: " & FormatNumber(nvscore3, 0, -1, 0, -1) & "[f8][x64][y25]P4: "& FormatNumber(nvscore4, 0, -1, 0, -1), deFlip, 2000, False
MyNewDmd.QueueText "[Edge 4][f7][xc][y9]Table Name", deFlip, 2000, true
MyNewDMD.QueueText "[Edge4][f7][xc][y9]"& nvHighScore1Name & " " &FormatNumber( nvHighScore1, 0, -1, 0, -1) & "[f8][x64][y2]" &nvHighScore2Name & " " &FormatNumber(nvHighScore2, 0, -1, 0, -1) & "[x2][y2]"&nvHighScore1Name & " " & FormatNumber(nvHighScore1, 0, -1, 0, -1) &"[f8][x2][y25]"&nvHighScore3Name & " " & FormatNumber(nvHighScore3, 0, -1, 0, -1) & "[x64][y25]"&nvHighScore4Name & " " & FormatNumber(nvHighScore4, 0, -1, 0, -1), deFlip, 2000, True
MyNewDMD.QueueText "[Edge 4][f7][xc][y9]"& nvHighScore1Name & " " & FormatNumber(nvHighScore1, 0, -1, 0, -1) & "[f8][x2][y25]CREDITS: "& nvCredits & "[f8][x2][y2]HIGHSCORE: " &nvHighScore1Name & "[f8][x78][y2]GAMES: " & nvTotalGamesPlayed &"[f8][x78][y25]PLAYERS: " & PlayersPlayingGame, deFlip, 2000, False
End if

If PlayersPlayingGame = 0 Then
MyNewDMD.FlushAnimation:MyNewDMD.FlushQueue
MyNewDMD.UpdateInterval = 10
MyNewDmd.QueueText "[Edge 4][f7][xc][y9]Table Name", deFlip, 2000, true
MyNewDMD.QueueText "[Edge4][f7][xc][y9]"& nvHighScore1Name & " " &FormatNumber( nvHighScore1, 0, -1, 0, -1) & "[f8][x64][y2]" &nvHighScore2Name & " " &FormatNumber(nvHighScore2, 0, -1, 0, -1) & "[x2][y2]"&nvHighScore1Name & " " & FormatNumber(nvHighScore1, 0, -1, 0, -1) &"[f8][x2][y25]"&nvHighScore3Name & " " & FormatNumber(nvHighScore3, 0, -1, 0, -1) & "[x64][y25]"&nvHighScore4Name & " " & FormatNumber(nvHighScore4, 0, -1, 0, -1), deFlip, 2000, False
End if
End Sub

'------------------------------------------------------------------------------------------------------------
'''Background Animation Routine ""

'------------------------------------------------------------------------------------------------------------

''A. Set which background is currently active and turn off others and start the timer/get the animation started/choose starting frame
'6 potential game events  :  1.When Game loaded 2.Insert Coint 3.Startgame 4.GoPlayer 5.Active Score 6.Game End

Sub Background1use() 
   ShutBackgroundsOff()
   Background1inuse = True
   BackgroundDMDtimer.set false
   FontFrame=92' [f1] starting frame number 1. Table Start
   BackgroundDMDtimer.set true,50
End Sub

Sub Background2use()
   AttractAnimation.Enabled = False
   AttractAnimation2.Enabled = False
   ShutBackgroundsOff()
   Background2inuse = True
   BackgroundDMDtimer.set false
   FontFrame=72 ' [f2] starting frame number 2.Insert Coin
   BackgroundDMDtimer.set true,50
End Sub


Sub Background3use()
   AttractAnimation.Enabled = False
   AttractAnimation2.Enabled = False
   ShutBackgroundsOff()
   Background3inuse = True
   BackgroundDMDtimer.set false
   FontFrame=32'[f3] starting frame number 3.Start Game/Welcome Player
   BackgroundDMDtimer.set true,50
End Sub

Sub Background4use() 
   ShutBackgroundsOff()
   Background4inuse = True
   BackgroundDMDtimer.set false
   FontFrame=107 '[f4] starting frame number  4.GoPlayer
   BackgroundDMDtimer.set true,50
End Sub

Sub Background5use() 
   ShutBackgroundsOff()
   Background5inuse = True
   BackgroundDMDtimer.set false
   FontFrame=107 '[f5] starting frame number 5.Active Score
   BackgroundDMDtimer.set true,50
End Sub

Sub Background6use()
   ShutBackgroundsOff()
   Background6inuse = True
   BackgroundDMDtimer.set false
   FontFrame=32 '[f6] starting frame number 6. End of Game
   BackgroundDMDtimer.set true,50
End Sub

Sub ShutBackgroundsOff()
   Background1inuse = False
   Background2inuse = False
   Background3inuse = False
   Background4inuse = False
   Background5inuse = False
   Background6inuse = False
End Sub

'B. Keep cycling the animation and set which frames are viewed/looped

sub BackgroundDMDtimer_expired

   FontFrame=FontFrame+1
      
   If Background1inuse = TRUE  Then
   if FontFrame>121 then   
      FontFrame=92  '[f1] Set frame loop Table start
   end if
   GetBackFonts()
   End if
   If Background2inuse = TRUE Then
   if FontFrame>124 then   
      FontFrame=72 '[f2] Set frame loop Insert Coin
   end if
   GetBackFonts()
   End if
   If Background3inuse = TRUE Then
   If FontFrame>83Then
      FontFrame=32 '[f3] Set frame loop Start Game Key
      End if
   GetBackFonts()
   End if
   
   If Background4inuse = TRUE Then
      If FontFrame>125 Then
      FontFrame=107 '[f4] Set frame loop GoPlayer
      End if
   GetBackFonts()
   End if
   If Background5inuse = TRUE  Then
   if FontFrame>125 then   
      FontFrame=107 '[f5] Set frame loop Active Socre
   end if
   GetBackFonts()
   End if
   If Background6inuse = TRUE  Then
   if FontFrame>58 then   
      FontFrame=32 '[f6] Set frame loop Game End
   end if
   GetBackFonts()
   End if
   end sub

'As name suggests this is to cycle Attract modes with animations

Sub AttractAnimation_Expired()
AttractAnimation.Enabled = False
If PlayersPlayingGame = 0 then
AttractAnimation2.Interval = 19500
AttractAnimation2.Enabled = TRUE
Else
AttractAnimation2.Interval = 33500
AttractAnimation2.Enabled = TRUE
End if
ShutBackgroundsOff()
CycleFutureDMD()
End Sub

Sub AttractAnimation2_Expired()
AttractAnimation2.Enabled = False
AttractAnimation.Interval =3000
   AttractAnimation.Enabled = TRUE
Background1use()
End Sub

'C. GetBackFonts() populates the foreground Statistical DMDs with "[f value on animation DMD]&chr(backfont)" added to indicated animation and frame value

Sub GetBackFonts()
If Background1inuse = True Then
MyNewDmd.Text = "[f1][xc][yc]" & chr(FontFrame) &"[Edge 4][f7][xc][y9]INSERT COIN"
'MyNewDmd.Text = "[Edge 4][f8][xc][y9]INSERT COIN"

End if

If Background2inuse = True Then
MyNewDMD.Text = "[f2][xc][yc]"&chr(FontFrame) &"[na][f7][xc][y11]"& FormatNumber(nvHighScore1, 0, -1, 0, -1) & "[f9][x2][y25]CREDITS: "& nvCredits & "[f8][x2][y2]HIGHSCORE: " &nvHighScore1Name & "[f8][x78][y2]GAMES: " & nvTotalGamesPlayed &"[f9][x78][y25]PLAYERS: " & PlayersPlayingGame
'MyNewDMD.Text = "[na][f7][xc][y11]"& FormatNumber(nvHighScore1, 0, -1, 0, -1) & "[f9][x2][y25]CREDITS: "& nvCredits & "[f8][x2][y2]HIGHSCORE: " &nvHighScore1Name & "[f8][x78][y2]GAMES: " & nvTotalGamesPlayed &"[f9][x78][y25]PLAYERS: " & PlayersPlayingGame
End if

If Background3inuse = True Then
MyNewDmd.Text = "[f3][xc][yc]"&chr(FontFrame) &"[f7][xc][y10]WELCOME PLAYER "& PlayersPlayingGame
'MyNewDmd.Text = "[f7][xc][y10]WELCOME PLAYER "& PlayersPlayingGame
End if   

If Background4inuse = True Then
MyNewDMD.Text = "[f4][xc][yc]" & chr(FontFrame) &"[edge4][f7][xc][y9]GO PLAYER " & (CurrentPlayer ) & "[f8][x64][y2]P2: " & FormatNumber(nvscore2, 0, -1, 0, -1) & "[x2][y2]P1: "& FormatNumber(nvscore1, 0, -1, 0, -1) &"[f9][x2][y25]P3: " & FormatNumber(nvscore3, 0, -1, 0, -1) & "[x64][y25]P4: "& FormatNumber(nvscore4, 0, -1, 0, -1)
'MyNewDMD.Text = "[edge4][f7][xc][y9]GO PLAYER " & (CurrentPlayer ) & "[f8][x64][y2]P2: " & FormatNumber(nvscore2, 0, -1, 0, -1) & "[x2][y2]P1: "& FormatNumber(nvscore1, 0, -1, 0, -1) &"[f9][x2][y25]P3: " & FormatNumber(nvscore3, 0, -1, 0, -1) & "[x64][y25]P4: "& FormatNumber(nvscore4, 0, -1, 0, -1)

End if   

If Background5inuse = True Then
MyNewDMD.Text = "[f5][xc][yc]"&chr(FontFrame) &"[f7][xc][y9]" & FormatNumber (nvscore(CurrentPlayer), 0, -1, 0, -1) & "[f8][x82][y2]LIVES: " & (BallsRemaining(CurrentPlayer)) & "[f8][x2][y2]PLAYER: " & currentplayer & "[f9][x2][y25]LAST PLAYER: " & FormatNumber(nvScore(LastPlayer), 0, -1, 0, -1)
'MyNewDMD.Text = "[f7][xc][y9]" & FormatNumber (nvscore(CurrentPlayer), 0, -1, 0, -1) & "[f8][x82][y2]Balls: " & (BallsRemaining(CurrentPlayer)) & "[f8][x2][y2]PLAYER: " & currentplayer & "[f9][x2][y25]LAST PLAYER: " & FormatNumber(nvScore(LastPlayer), 0, -1, 0, -1)
End if   

If Background6inuse = True Then
MyNewDmd.Text = "[f6][xc][yc]"&chr(FontFrame) &"[f7][xc][y10]GAME OVER "
'MyNewDmd.Text = "[f7][xc][y10]GAME OVER "
End if
End Sub   

Sub GameWinnerCheck()
   If NvScore1 > NvScore2 and NvScore1 > NvScore3 and NvScore1 > NvScore4 Then
   GameWinner = NvScore1
   End if
   If NvScore2 > NvScore1 and NvScore2 > NvScore3 and NvScore2 > NvScore4 Then
   GameWinner = NvScore2
   End if
   If NvScore3 > NvScore1 and NvScore3 > NvScore2 and NvScore3 > NvScore4 Then
   GameWinner = NvScore3
   End if
   If NvScore4 > NvScore1 and NvScore4 > NvScore2 and NvScore4 > NvScore3 Then
   GameWinner = NvScore4
   End if
End Sub

Sub LastPlayerCheck()
If (PlayersPlayingGame > 1) Then
LastPlayer = CurrentPlayer - 1
End if
If CurrentPlayer = 1 Then
LastPlayer = PlayersPlayingGame
End if
If PlayersPlayingGame = 1 Then
LastPlayer = 1
End if
End Sub


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Last edited by Gimli on Thu Mar 26, 2015 12:22 pm, edited 9 times in total.

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 Post subject: Re: Simple Background Animated DMD's for FutureDMD Illustra
 Post Posted: Thu Oct 30, 2014 11:54 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2857
Location: Ontario, Canada
G. Customize to your hearts content
You should now have a working template, with a table configured for our 6 events, with 6 different animations.

You should now find our template completely customizable. Let's look at the various scenarios.

1. You don't want any animations :) - Use the "Simple FutureDMD Illustrated Tutorial"
2. You only want some of the 6 events animated. The template contains alternate static text fonts (just add a ' to one and remove the ' from the other as in the image below)


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