We won “Best Custom Game” at Midwest Gaming Classic, yahoo!
Getting back to work on code, not going as full-bore as last week, still, stuff needs to get done!
At the request of Steve Ritchie, added more sound / increased warning for the scoop kickout. Increased flasher amount, and added strobing the scoop lights to draw attention (so player can catch the ball)
A multiball earned and started during War Fort could continue on past end of mode. Doesn’t break the game, but would allow the player to possibly start other modes with a multiball still active (not supposed to happen)
Fixed this bug by turning it into a “feature” Normally it takes 3 hits to defeat Army Ghost. If multiball active, you can hit him as many times as you want until you’re down to one ball, in which case final hit ends mode. This would allow for many more jackpots than mode currently provides. Strategic!
With hellavator up / jackpot lit, Call Button is now disabled until you collect jackpot (makes it easier to collect since you can’t miss and hit Call Button)
Added a prompt if you hit Call Button when it’s disabled “Collect Jackpot to Enable Call Button” Always tell players WHY they can’t do something / why it doesn’t work.
Found some states where ball will remain trapped if a Tilt occurs. Planning to debug those out next.
The last day to debug before MGC! We’re heading over Friday morning to get set up, so by the afternoon we can relax. Bring my tabletop Neo Geo mini arcade if anyone wants to buy it.
Made sure all timed modes award extra points for whatever seconds you had remaining on the shot.
Added a Super Jumps progressive combo on the right orbit jump shot – 500k advance in Theater Mode, 100k advance with no modes active. Spam that shot! (good luck)
Fixed glitch where Extra Ball light would be on after a mode ends if you collected it during a mode.
Added additional shift out for new GI lighting. This affected timing (since it’s always running) so adjusted timed light show on Multiball.
Added more lightning FX for the animated backbox. Will add more after MGC.
Fixed a bug where if ball didn’t trap successfully to start Haunted Bar the mode would get messed up. It now does a Dirty Pool detect, and if ball indeed trapped, starts mode. Else, targets go down so you can shoot it again to trap.
We finished our episode project early, so I’ve got more time these last 2 days to code.
You can open a serial terminal and send commands to the pinHeck system. Improving command parser.
Felix is working on an Android tablet app that will allow remote debugging via Bluetooth. Will hopefully be able to have a small demo ready for MGC.
Did Bluetooth test – commands working. Need to make command system more verbose & garbage sensitive but good enough for now.
Still working on Match animation bug. Running through all animations to make sure it isn’t a file issue (NOTE-IT WAS)
FINALLY found match animation bug problem! My file system is fairly stripped down, can’t follow cluster chains for instance. Usually not an issue as we copy entire SD card at once. The folder containing the Match animations also has a lot of other stuff in there. As I added files, the total # of files in that folder went past 64. 64 filename @ 32 bytes per entry = 2048 which must be past a cluster limit for FAT32. Thus, my system got lost and couldn’t find files near the end. That was the only DMD folder with over 64 entries so probably why I haven’t run into this before.
Solution was to create a new folder (_DN) to hold the 10 match animations.
Added bubble sort to high score entry, so best score is entered first.
Added very conservative times to allow EEPROM to store high scores (EEPROM writes are slower than reads)
Improving timing for Prison Ghost mode start
Added Video Queue Kill on Prison Ghost ball locks to avoid lag video problem
Need to get more sleep. Will try and goto sleep by 10 PM tonight. We’ll see.
Making sure Extra Ball being lit doesn’t negatively affect Spooky Door logic in any mode. EB can only be lit during some active modes, but it MIGHT be lit going into a mode, so we have to assume that could happen.
Making sure earning a Multiball during eligible modes doesn’t affect door logic.
Noticed that multiballs can be “carried out of” the Army Ghost mode. Not sure if that could break the game or not.
Maybe allow as many hits on Army Ghost as you want (instead of the usual 3) as long as you’ve got 2 balls or more? That could be cool.
Found glitch where Spirit Guide (Stroke of Luck shot) isn’t enabled after defeating Hotel Ghost. Glitch made me realize the spiritGuideEnable() function had a critical error where it could actually DISABLE spirit guide if you enabled when the player didn’t have one earned.
Found glitch where leftmost camera icon stays on after Hotel Ghost. Think it might have something to do with active combos stored along with lamp state at start of mode… Yup that was the problem.
Hotel Mode was the only mode that called storeLamps BEFORE comboKill, so we’re good to go now.
When MB is stacked with modes, you collect Jackpot in Hellavator. But also need to be sure Jackpot Value can be advanced during other modes (not just plain vanilla MB)
Stacked MB jackpot increase with Ghost Euthanize mini-mode shot for Hospital Mode.
Fixing final glitches with Hospital Ghost Mode.
Fixed issue where Combo Shots timing out would erase blinking Tour Mode lights
As an added bonus, the weekend at the show we’ll be filming content for Episode 17 of the Benheck Show: The Pinball Wars, and the current plan is to include my arch-nemesis Jeri Ellsworth. We’ll also be doing a panel on pinball that Sunday. Also, don’t miss the obligatory Friday night karaoke party.
Any questions feel free to email me, or discuss below. We’ll see you then!