

VPX and FP do not really differ any in this aspect The concept is simple, implementing it, may not be. I dont mean to make it seem like a simply 5 minute thing They would become (ball(player)) and (score(player))Īnd you are on the road to becoming multi player Now you have to modify things like your ball counts and scores Ok so there is 4 players, if the game is not startedĪ trigger in the launch lane set to turn started to true, prevents joining after player 1 has begun I don't know of an easy way to implement multiplayer. What you would need to do to make them work will vary widely, and you will learn a lot about tables in the processĮdited by wiesshund, 04 November 2020 - 08:10 PM.įP tables don't have ROMs. If you look in the table script at how i am doing it, it's kinda like wow this is nutty, but it works so. I had a lot of trouble making Heavy Metal fully support 4 players and yet keep all the customization etc.

To keep track of who is up, and which ball is it for that player, did that player get a ball save? or an extra ball? etc (And you can also make a totally non customized ROM table that simply displays the parts and does what the ROM says, and so will just inherently be multi player)įor EM or Original tables, it is no easier really, You dont need to ask the ROM, but on the other hand, you have to then go build in the routines In the case of a ROM table, depending on what you have done with the table, you reach a point where the table script MUST know from the ROMĪnd that is not always easy to determine, so you see a lot of customized tables that are 1 player.

It very much depends on the table, if it is an EM or ROM table, or if it is a ROMless original.Īnd if it is a ROM table, how much has it been customized and modified. Is there a easy way to code in multiple players into a table? Or could you point me to some instructions on how one might try to do it?

but it has to be coded into the table first (multiple players). Typically the number 6 adds 2nd player credits etc.
