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Scorbit New Tables


Spitfire

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As I mentioned before... NO, it does not.  That 300 is a physical machine, not a digital one.  I had to add a second game to test some features and it was the first one listed.

New games will be announced and listed on the VPU Scorbit page as they are released.

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  • 2 weeks later...

Just checking this out and wondering if your Vpin has to be connected to a network in order for Scorbit to work? I keep my machine off the grid to maintain full control as we know Windows likes to update things behind the scenes. Thanks in advance.

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59 minutes ago, zeek11 said:

Just checking this out and wondering if your Vpin has to be connected to a network in order for Scorbit to work? I keep my machine off the grid to maintain full control as we know Windows likes to update things behind the scenes. Thanks in advance.

 

Yes, it does require an internet connection to function fully... although you can still post a score manually through the phone app, that won't contain a score history or achievements.

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  • 2 weeks later...
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Yes I've been doing the Blood Machines Scorbit support. The most important change is that it won't require pupplayer to work, as I fiddled a way to get the VPX to show the needed claim qr images. Anyhow, this way it should be really straight forward to integrate this into EM tables etc. 

 

On the other note; if someone finds a way to get a realtime scoring info out from pinmame games, DM me. I did look into that some tables provides digits  arrays, but that would need some additional decoder and logic per rom. If this kind of contraption is invented, we could add Scorbit support to a loads of different tables. 

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13 minutes ago, iaakki said:

Yes I've been doing the Blood Machines Scorbit support. The most important change is that it won't require pupplayer to work, as I fiddled a way to get the VPX to show the needed claim qr images. Anyhow, this way it should be really straight forward to integrate this into EM tables etc. 

 

On the other note; if someone finds a way to get a realtime scoring info out from pinmame games, DM me. I did look into that some tables provides digits  arrays, but that would need some additional decoder and logic per rom. If this kind of contraption is invented, we could add Scorbit support to a loads of different tables. 

 

I can't take credit for this implementation, as I pulled the basics out of the Beatles table where it's reading the score digits from the Seawitch ROM as it runs. This is from my personal modification of Atari's Airborne Avenger, so I could get the apron scores onto a FullDMD implementation. That was fairly simple, because it was pre-alphanumeric. Alphanumerics are rather more complicated beasts, as a "5" and S" are basically the same character.

 

Also, Gottlieb Sys1 and Sys80 send TWO bytes for each score digit to account for the extra segment in the Futaba displays that renders a centered "1".

 

Notice that it's also been a couple of years since I fiddled with this. Especially now with FullDMD supporting B2S files, the implementation seemed like it was sliding into deprecation already, but Scorbit may give it new life.

 

Dim char(9999)
char(0) = " "
char(63) = "0"
char(6) = "1"
char(91) = "2"
char(79) = "3"
char(102) = "4"
char(109) = "5"
char(124) = "6"
char(7) = "7"
char(127) = "8"
char(103) = "9"

'1 on the center line (for Gottlieb) - $CA (202)
'1 on the center with comma - $CB (203)
'6 without top line (Atari, Gottlieb) - $CC (204)
'6 without top line with comma - $CD (205)
'9 without bottom line (Atari, Gottlieb) - $CE (206)
'9 without bottom line with comma - $CF (207)
'char(768) = chr(&HCA) ' 1 on Gottlieb tables
'char(896) = chr(&HCB) ' 1, on Gottlieb tables
char(124) = chr(&HCC) ' 6 without top line
char(252) = chr(&HCD) ' 6, without top line
char(103) = chr(&HCE) ' 9 without bottom line
char(231) = chr(&HCF) ' 9, without bottom line

Sub DisplayTimer_Timer
	Dim ChgLED,ii,num,chg,stat,statdupe,obj
'	ChgLED = Controller.ChangedLEDs(&HFF, &HFFFF) 'hex of binary (display 111111, or first 6 digits)
	ChgLED = Controller.ChangedLEDs(&H0000003f, &Hffffffff)
	If Not IsEmpty(ChgLED) Then
		For ii = 0 To UBound(chgLED)
			num = chgLED(ii, 0) : chg = chgLED(ii, 1) : stat = chgLED(ii, 2) : statdupe = chgLED(ii, 2)
			if (num < 39) then
'				MsgBox "Status Code is:" & vbNewLine & stat
				if char(stat) > "" then msg(num) = char(stat)
			end if
			Select Case (statdupe and 127)
				Case 0 : scores(num) = " ":debug.print " "
				Case 63 : scores(num) = "0":debug.print "0"
				Case 6 : scores(num) = "1":debug.print "1"
				Case 91 : scores(num) = "2":debug.print "2"
				Case 79 : scores(num) = "3":debug.print "3"
				Case 102 : scores(num) = "4":debug.print "4"
				Case 109 : scores(num) = "5":debug.print "5"
				Case 124 : scores(num) = "6":debug.print "6"
				Case 7 : scores(num) = "7":debug.print "7"
				Case 127 : scores(num) = "8":debug.print "8"
				Case 103 : scores(num) = "9":debug.print "9"
			End Select
		next
	end if
	ScoreText1.Text = msg(0) & msg(1) & msg(2) & msg(3) & msg(4) & msg(5)
	ScoreText2.Text = msg(6) & msg(7) & msg(8) & msg(9) & msg(10) & msg(11)
	ScoreText3.Text = msg(12) & msg(13) & msg(14) & msg(15) & msg(16)& msg(17)
	ScoreText4.Text = msg(18) & msg(19) & msg(20) & msg(21) & msg(22) & msg(23) 
	BallText.Text = msg(24) & msg(25)
	CreditText.Text=msg(26) & msg(27)
	pUpdateScores
End Sub
 Dim Digits(27)
Digits(0)=Array(Light1,Light2,Light3,Light4,Light5,Light6,Light7)
Digits(1)=Array(Light8,Light9,Light10,Light11,Light12,Light13,Light14)
Digits(2)=Array(Light15,Light16,Light17,Light18,Light19,Light20,Light21)
Digits(3)=Array(Light22,Light23,Light24,Light25,Light26,Light27,Light28)
Digits(4)=Array(Light29,Light30,Light31,Light32,Light33,Light34,Light35)
Digits(5)=Array(Light36,Light37,Light38,Light39,Light40,Light41,Light42)
Digits(6)=Array(Light43,Light44,Light45,Light46,Light47,Light48,Light49)
Digits(7)=Array(Light50,Light51,Light52,Light53,Light54,Light55,Light56)
Digits(8)=Array(Light57,Light58,Light59,Light60,Light61,Light62,Light63)
Digits(9)=Array(Light64,Light65,Light66,Light67,Light68,Light69,Light70)
Digits(10)=Array(Light71,Light72,Light73,Light74,Light75,Light76,Light77)
Digits(11)=Array(Light78,Light79,Light80,Light81,Light82,Light83,Light84)
Digits(12)=Array(Light85,Light86,Light87,Light88,Light89,Light90,Light91)
Digits(13)=Array(Light92,Light93,Light94,Light95,Light96,Light97,Light98)
Digits(14)=Array(Light99,Light100,Light101,Light102,Light103,Light104,Light105)
Digits(15)=Array(Light106,Light107,Light108,Light109,Light110,Light111,Light112)
Digits(16)=Array(Light113,Light114,Light115,Light116,Light117,Light118,Light119)
Digits(17)=Array(Light120,Light121,Light122,Light123,Light124,Light125,Light126)
Digits(18)=Array(Light168,Light167,Light166,Light165,Light164,Light163,Light162)
Digits(19)=Array(Light161,Light160,Light159,Light158,Light157,Light156,Light155)
Digits(20)=Array(Light154,Light153,Light152,Light151,Light150,Light149,Light148)
Digits(21)=Array(Light147,Light146,Light145,Light144,Light143,Light142,Light141)
Digits(22)=Array(Light140,Light139,Light138,Light137,Light136,Light135,Light134)
Digits(23)=Array(Light133,Light132,Light131,Light130,Light129,Light128,Light127)
Digits(24)=Array(Light196,Light195,Light194,Light193,Light192,Light191,Light190)
Digits(25)=Array(Light189,Light188,Light187,Light186,Light185,Light184,Light183)
Digits(26)=Array(Light182,Light181,Light180,Light179,Light178,Light177,Light176) 'CREDITS X10
Digits(27)=Array(Light175,Light174,Light173,Light172,Light171,Light170,Light169) 'CREDITS X1

 

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