Circus Voltaire VPT =================== Version 1.6Mod (PK, 08/25/05) ============================= -A parting present as my favourite table of all time! (Thanks to Ian Boffin for building it.) -All backdrops and previous options remain in table, just look around. -Altered diverter code completely to toggle diverter wall open and shut. -DMD on table changed to wall with overlaid decal to show ramp details correctly. -Added Lite version, without the large Menagerie (Wild) Ball. It's up to 4x faster. -Main script now in one of two VBS files. Select the table script you want ie full or lite. -A whole host of further minor tweaks, including all posts and rubbers rings added in now. Version 1.56Mod (PK, 05/24/05) ============================== -A special 30th wedding anniversary edition! -I've changed to PD's impulse plunger: you really need some skill to get the skillshot now! -Put in racerxme's fix for balls freezing table when trapped at the sides of the Ringmaster. -A couple of bugs hopefully removed. -Some further minor tweaks. Version 1.55Mod (PK, 03/24/05) ============================== -I've succumbed and put a drop wall in place for the Acrobat Diverter, at PacDude's request! -Splendid new backdrop by maf to go with a revised working backbox now positioned on the right. -There's now 3 backdrops and 2 rooms, or go for plain to make the backbox really stand out. -I've not put in PD's impulse plunger as you can hit the skillshot 9/10 as it is with practice. -Made the ball's disappearance behind the Ringmaster more effective. -Some further minor tweaks. Version 1.54Mod (PK, 05/25/04) ============================== -If you don't want the bell ringing on the backbox, search for PlaySound "BBell10" and ' it. -Plunger pullback has been increased so you can't get the skillshot on a full plunge now! -Corrected the code for balls caught by the diverter. Thanks to Jive for pointing this out. -Included some alternative graphics from Jive. Flashers that are yellower, etc. -If you want a lighter playfield turn off Render Shadows (i.e. untick it). -Now at long last the table responds the way I'd like it to do! Version 1.53Mod (PK, 05/05/04) ============================== -Finally got the correct coding in for fading flashers, GI and so on, thanks goes to PacDude for writing and including this! -And an animated backbox with working cannon shot operated by the flippers or DMD, thanks to Mrhide and scapino. -Some new graphics are used with a cleaned-up bumper area and mini playfield, a special thanks to Jive for doing this. -Sorted out shadows on the neon tube another way, so Render Shadows box ticked again. Neon core darkened, too. -Last additions to the highwire rail and mini playfield, so that finally all of the visible CV playfield is now accounted for. -Carried out a complete reorganization of the Script file, with PacDude's additional code being included for lighting. -Additional ball images for the 'Wild Ball' and cannon make this a resource-hungry table, alter YieldTime to suit. -Tweaks are posted on the Web to make all MS Windows OSs free up more CPU cycles. Use them! -Ensure unnecessary background programs aren't running and turn off ball shadows and decals in VP. -Don't forget that pressing the 'C' key gives you a choice of some extra colours for the 'Wild Ball'! -And at last, save-ball code altered to work correctly under VPinMAME, thanks to PacDude. -Hopefully all the few remaining bugs are now accounted for! Version 1.52Mod (PK, 04/18/04) ============================== -An attempt to include the JoinCircus and Ring flashers into the fading light system! -Sorted shadows appearing on the lit neon with Render Shadows box ticked. -Remember there are 3 backgrounds if you don't like the default one. -And there are alternative cabinet rails and lockbars, too. -Turn off ball shadows and decals for best speed/looks. Version 1.51Mod (PK, 04/14/04) ============================== -Correct implementation of PacDude's newest fading light system! -Some further cosmetic alterations to the transparent ramps. -Now more of a contrast between neon tube off and on. -Selected no shadows and lighter rails and lockbar. -Read the notes below for looks and fastest play. -Hopefully, the last revision at this time. Version 1.5Mod (PK, 04/9/04) ============================ -I'm using a different method to pick up a trapped ball behind the diverter and prevent VP lock-up. It works! -Added a slow-down trigger at the top of the outer loop, so super-fast balls slowed to give diverter time to open! -Visually redesigned the disappearing Boom! Balloon to actually look (as well as play) like the real McCoy. -Slimmed down the Ringmaster and lifted him slightly to sit just above the playfield when he's first raised. -And considerably improved the system whereby the ball is hidden when passing behind the Ringmaster. -Added a fading light system (thanks to PD). You can turn this off in the menu options to gain some fps. -There's a choice of 'Wild Ball' colours , thanks to the tireless work of Simeon. Just press 'C' to cycle. -Finished the 'Wild Ball' cage correctly by adding a top restraint and spacing the rings better. -Made some further cosmetic additions to the table and some deletions too. -Still smoother play following further tweaks to the playfield. -Turn off Ball Shadows and Decals for fastest frame rates. -YieldTime = 1 and Sync = 0, so change if necessary. -Increase game difficulty by altering Table Slope to 7. -Now the finest CV VPM table of all time! -This is the last revision at the moment. Version 1.49Mod (PK, 03/22/04) ============================== -Diverter now opens from the opposite end so that balls cannot be trapped running back from acrobat ramp! -Fast and furious play returns with further tweaking. -Some further additions to the table. Version 1.48Mod (PK, 03/12/04) ============================== -Adjustments to table to stop balls being stuck in the diverter so often, including a change to the coding. -Further additions made to the table, including housings for spinners etc. Version 1.47Mod (PK, 03/06/04) ============================== -Best CV yet! -Made centre ramp appear tranparent leading up to Highwire lock magnet (the remainder is already transparent). -Added additional triggers so that ball is never seen behind Ringmaster now. Version 1.46Mod (PK, 03/02/04) ============================== -OK, this has come about as a result of PacDude denigrating my flipper settings. Rightly as it turns out. They're now at a slower speed to improve shots up the centre of the table! But it's a late table so flipper action is still relatively powerful. -Fixed, with the help of PacDude, balls appearing to pass in front of the Ringmaster when it's raised. -Added missing metal rail behind WOW targets, which extends down on either side of the Ringmaster, to stop balls been trapped here (plastics raised a little, too). -Small adjustments to Wild Ball and other areas to further improve play. Version 1.45Mod (PK, 02/25/04) ============================== -New big Menagerie (Wild Ball) ball and a revised BigBallRebound slingshot. -Additional 'flyer' backdrop (default) to other familiar backdrops. -Fixed problem where 2 balls were released by the trough by increasing the size of the ShooterLane trigger. -Flasher behind Ringmaster moved and reduced in size to appear under Highwire Lock Magnet. -Boom! Balloon reshaped to appear visually more realistic, within the constraints of VP6. -In-Lanes altered to reflect how they appear on real CV pinballs. -Walls moved back on UpperBumper and rubber guides introduced below, in place of walls. -A number of elasticity tweaks have been made. -Improved flipper settings. -YieldTime at 1, so remember to alter this if you use a different setting. Version 1.4 (PD, 12/06/03) ========================== -New larger viewing angle -Added 2 optional game room backdrops (different perspectives) -New reel based flasher effects with cabinet reflections -Added backbox bottom edge to top of table to give a better illusion of a full table Version 1.3 (PD, 6/21/03) ========================= - Fixed problem with the Menegerie ball introduced in 1.2 - Fixed problem with the Boom Balloon caused by having smooth walls for it in 1.2 (now uses two sets of walls) Version 1.2 (PD, 6/7/03) ======================== - Fixed problem with Ringmaster magnet and newer versions of Vpinmame - Improved the graphics in numerous areas, especially lighting, textures and the apron cards - Altered default viewing angle - Improved flipper settings - Added new options to the F6 GUI Options Menu - New and/or improved table sounds Version 1.1 (PD, 11/5/02) ========================= Bug Fixes: -Adjusted more playability settings including the magnets and outlane posts. -Fixed bug where the Ringmaster wouldn't move sometimes unless you opened and shut the coin door (although this timer solution only works right if you "skip startup test" in your Vpinmame prefs for the game. -Added a line in the script for CV.YieldTime. It's commented out by default. If you're using Vpinmame 1.20B, you might want to try uncommenting it as it seems to help get rid of sound stutter here with 1.20B. -wpcmame sent some script fixes and table adjstements, including some more added table sounds. This includes a new option to NOT SAVE the ball positions between games (in F6/startup GUI menu). -Added randomize statement to script to improve Ringmaster magnet launching randomness. -Adjusted diverter and cabinet wall to try and elmiminate a bug where the ball gets stuc once in awhile by the right orbit diverter. Version 1.0 (PD, 11/01/02) ========================== Note: Uses VP6 features - Some script changes and updates by wpcmame (Includes Rom Select and Dip Switch Menu Via F6 and at start of game) (Note: To disable the GUI menu at start of game, change the user value at beginning of script) - Total playfield cleanup (ramp wire and neon removal!) - Added Metal Rail Cabinet - New Flipper Settings - Plunger lane apron work - Various script updates - Shiny ball images are now selectable from the VP Editor Menu - Added coin sound - Added outhole sound - Added option in script to disable the GI effects - Added Table Info section and a rule summary - Added Apron Rails - Probably some other smaller changes I forgot about - Made Game Significantly Harder (as people were telling me it was ridiculously easy) by: 1> Increased Table Slope to 7 2> Shortened flippers to 120 length (and metal support wires) 3> Adjusted outlane posts beta 2.7 (Ian Boffin, 09/04/01) =============================== Second public beta Note: There are still a lot of things to be done on this table, but this one is at least fully playable with vpinmame 1.0 *Changes - Updated to use vpinmame 1.0, WPC.VBS 2.0, VP TB4 - Juggler, highwire and ringmaster magnets use cvpmMagnet - All playfield and backdrop bitmaps set to JPG format - GI added - Ringmaster mech optimised for vpinmame 1.0 - Sideshow diverter now works properly - Scanned plastics used for some bitmaps - Removed previous vpinmame bug workaround code. Unmask Voltaire bug is fixed in vpinmame 1.0! :) - Fixed minor bug in ball lock switches - Shiny ball image (thanks PacDude) *Issues - Ringmaster eddy sensor still fails to initialise and activate. Simulated via yellow ballyhoo standups. *To be done - Add Remaining lamp decals. - Optimise decal bitmaps for size. - Add flasher plastic support. - Add animated Cannon to backdrop. - Cleanup ramp and neon artefacts on playfield. beta 2.6 (Ian Boffin, 06/29) ============================ First public beta *Changes - Insert decals added for *most* lamps - New background bitmap - All bitmaps set to 256 colours (optimised palette) *Issues (V. IMPORTANT) - VPinMAME activation of Ringmaster mid switch is wrong (will be fixed in next VPinMAME) - Release of Ringmaster magnet is forced due to "twitching" magnet solenoid. This should be fixed in the next VPinMAME release with a "smoothed" solenoid. - Sideshow diverter post solenoid sometimes does not activate. - Ringmaster eddy sensor fails to initialise and activate. Simulated via yellow ballyhoo standups. - VPinMAME bug causes lock up at end of "Unmask Voltaire". There is a work-around in place to open and close the coin door during a ball search where ALL balls can be accounted for. Notes: This bug only seems to occur when playing with sound enabled. The work-around is not very reliable but better than nothing. *To be done - Add Remaining lamp decals. - Optimise decal bitmaps for size. - Add GI support. - Add flasher plastic support. - Add animated Cannon to backdrop. - Cleanup ramp and neon artefacts on playfield. beta 2.5 (Ian Boffin, 06/22) ======== *Changes - Changed coin door event from redundant popper solenoid event handler to Boom Balloon up event. - Added some more stuff to the debug list Last one before a public beta this... so even if it doesn't fix the problem then at least our efforts won't have gone to waste. :) beta 2.4 (Ian Boffin, 06/21) ======== *Changes - Added counts for all ball locks (juggler saucers, highwire etc.) - Used ball popper event to check for ball count of all locks + trough If the count is 4 then something has gone wrong... ... so open and close coin door to force game to re-check everything This event should only be relevant when the game is in ballsearch mode - all the rest of the time the popper fires when there is at least 1 ball in play. If Matt's observations hold true then this may force the game to continue happily. This only seems to happen when sound is on (I've tried it on 3 different PCs with sound off and it played fine on all of them). Ultimately, even if this works it's not an entirely satisfactory solution but what can you do??? :) beta 2.3 (Ian Boffin, 06/19) ======== * Changes - Added timer to set trough switches to reflect ballsintrough count every second. This way, if the emulation is clearing all switch data between "Join the Cirqus" steps then the trough still gets set correctly once it starts re-scanning. This worked okay for me... but so did the last one. :( beta 2.2 (Ian Boffin, 06/19) debug release ======== * Changes (hopefully fixes) - Changed ball trough to manual system (no ball stack) - Changed outhole entrance to ToM-style entrance - Added debug reporting on balls and switches in trough If anything anomalous happens in the balltrough, such as balls in trough and switches inconsistent with each other or the game ball searching when all 4 balls are either on the table or reported as in the trough - let me know what you find. I played through Unmask Voltaire without any problems like this...but I could have just been lucky. :) beta2 / 2.1(Ian Boffin, 06/18) ===== * fixes - Improved outhole access channel - hopefully this will fix the "Unmask Voltaire" bug by lessening the chance of multiple balls entering the outhole simultaneously - Weakened menagerie slingshot (shouldn't really be a slingshot at all but is a bit lifeless without the ball) - Tweaked left and right inner loop entrances - left return goes to left flipper correctly - Coin door opened and shut during initialisation - this should fix the non-active motor on startup that was sometimes occurring - Incorrect inner loop switch hit events corrected - Tweaked skill shot ramp to make it harder / more like the real thing beta1 (Ian Boffin, 06/12) ======= * First private test release * Issues - No GI support - No flashed plastic support - No cannon support or "circus luck" on backdrop - Ringmaster Eddy Sensor not functioning in vpinmame - Ringmaster magnet pulsing unpredictably - will be handled by smoothed solenoid in next vpinmame release - Sideshow diverter pulsing unpredictably - works *most* of the time. * To be done - lamp insert decals - rework of playfield bitmap (from scratch!) - backdrop Credits ======= Playfield : Eric Priepke / Ian Boffin / John A Popadiuk Scripting : Ian Boffin / Mike Pollmann Without whom... =============== Intrepid Test Team : Matt, Leon, E (kabuki_jo), Douglas, Jason VPinMAME Tamers : wpcmame, Steve Ellenoff, Tom Haukap Cirqus Pioneers : Mike and Eric - it's their table really! WMS Cirqus Members : popadiuk.silver.skalon.deal.berry.zabriskie.rhine.morris.hudson.toy Send any bug reports to ian@vaxxian.demon.co.uk