Tag Archives: pinball

AMH Debug 5-3-14

A beautiful sunny day, perfect for programming!

  • Changed ball search routine, so game will only ask to load balls when you press Start, not upon boot (makes troubleshooting / servicing easier)
  • Final graphics to add to game will be “Load X Balls”
  • Added visual Switch Matrix to service menu
  • Added Game Settings to service menu, that get stored to EEPROM (# of balls, free play, etc)
  • Implemented REPLAY feature, and counter for total number of games played
  • Fixed glitch where CREDITS:X and FREEPLAY didn’t appear on attract mode videos after a game had been played.

AMH Debug 5-1-14

Very close now, just tweaking a few things:

  • Wizard Mode is now in game, and achievable (good luck Allentown)
  • Fixed some end-of-multiball issues with music not resuming, mode total not being display.
  • Fixed issue with game “forgetting” about Hellavator MB if you stack Minion MB onto it.
  • Added “Flippy Ghost” video mode (spell WIKI, TECH & PSYCHIC, start mode by shooting ghost)
  • Added “color prompts” to GI. Each mode has a color (minion = blue, ghost bosses = green, MB = magenta) Making shots towards modes briefly flashes their color to guide player. MB and Minion already did now, now Ghost Investigation Shots do too.
  • Changed countdown “seconds” timer to more accurately represent actual seconds 🙂 Bit longer than actual seconds, but feel right.
  • Increased some seconds allowed amounts to reflect new, faster timers.

AMH Debug 4-20-14

All I’ve got for Easter Dinner is Spam. But I made a turkey sandwich.

  • Re-writing Loop Catch routine so it’s modular, faster, and works for any mode. This is when we want to catch a ball in the Ghost Loop and hold it with the targets.
  • Added “Speed Demon” bonus if you hit the loop so fast the magnet can’t catch it. Turns a deficiency into player compliment!
  • Considering turning off Ghost Motion unless you’re in a mode – so you have to “earn it
  • Testing magnet ball hold at 25% duty cycle. I’d rather the magnet stay cool, than catch every ball every time. Only a few modes catch the ball outright anyway.
  • Performing cycle testing on new Loop Ball Catch code – it either needs to catch the ball (preferred) or acknowledge it missed it.
  • Fixed glitch where targets wouldn’t make sounds on Minions #4 and up.

AMH Debug 4-19-14

Three day weekend? What’s that?

Weekends? Huh?

  • Improved ball launch timing when locking shots to start Demon Battle (the Wizard Mode)
  • Fixed Shot Randomizer so it won’t pick same shot twice (that wouldn’t make sense)
  • Tweaked move time to about 5 seconds per shot. You have to hit 6 moving shots to beat the demon. So it’s like the AFM Super Jackpot, times 6. Nobody ever said this game was going to be easy!
  • Need to implement correct FAIL condition for Wizard mode. If you fail out, it’s re-lit on next ball.
  • Improved strobe shot lighting for Demon Shots.
  • Improving cabinet color transition for Demon Mode
  • Making wizard mode really, REALLY difficult (if you can even get to it in the first place!)
  • Fixed demon mode so it fails properly. Guess I didn’t really fix it since I’m only just now testing it…

AMH Debug 4-18-14

Have a few hours today to work on code. Starting to debug Wizard Mode, so it can ship with the game.

  • Improved timing for Demon Ball release. He sends all 4 balls at you simultaneously (or as close as I can get it)
  • Need to implement the “actual magnet ball trap check” for shot #2 of Demon Mode, like the start of Haunted Bar has.
  • Need to find reason display sometimes locks up while showing the score

AMH Debug 4-17-14

Had a fairly easy to film episode this week so I have time today to tweak more pinball code! Plan is to get Demon Mode in the game this weekend (yes, working Easter Sunday) in case the game shows up at any events in the near future, wink wink!

  • Continuing “Tilt Testing” – making sure no matter what mode is occuring, if a TILT occurs the game comes out of mode clean, and resets properly for the next ball.
  • Found glitch where Spooky Door might not close at beginning of War Fort mode (needs to be closed to hide the Confederate Gold!)
  • Improved timing of events during Theater Ghost’s play.
  • Rigged game so Spirit Guide won’t award an Extra Ball on Ball One (that’s just too generous!)
  • Changing TILT to give you 2 warnings, and the 3rd offense per ball triggers TILT.
  • Some modes with “Quick Restart” will have to be started over if you TILT during them, other modes where it’s not a programming issue will allow a quick restart of mode after TILT (as it would with a ball drain)
  • Allow Quick Restart after TILT: Theater, War Fort, Hotel, Prison.
  • No Quick Restart after TILT: Hospital, Haunted Bar (they modes with a timed Quick Restart after you lose a ball)
  • TILT acts like a drain + ball search: waits until all balls back in trough before continuing.
  • Found glitch where Hotel mode doesn’t properly end if you Tilt during Hotel Multiball.
  • Found glitch where new Scoop Eject animation sometimes erases flashing Camera Icon (scoop is used in some modes as a target)
  • Improving animation for Scoop Eject caused glitch where uncollected Tour Location icons would stay lit after mode ends (you fix a problem, create 2 more… ug)
  • Put a tourClear() function on each Ghost Mode end/fail, so Tour Location lights won’t interfere with combos / scoop indicators (rare, but Hotel mode showed it was possible)
  • Fixed positioning of “Total EVP Collected” numeral, it was in wrong position from back in the 2 bit shading days.
  • Fixed priority so First EVP Waveform video isn’t overridden by Boss Jackpot Value advance.
  • Found some videos during War Fort that prevented small numbers (such as Confederate Gold Timer) from being displayed. Changed attributes on videos to allow these numbers.
  • If multiball active, you can keep hitting War Fort ghost until down to one ball. Added prompt for “Hit Ghost for Jackpots” instead of “X hits to go” in this condition.
  • Improved synchronization of Ball Throw animation + ghost movement + ball release in War Fort mode.
  • Put in over-compensating kludge so that the War Fort / Bar ghost prompt animations won’t get overridden by continued pop bumper action (that’s been an issue FOREVER!)
  • Disabled tilt when ball is in shoot lane / trying to get a skill shot. Tilt won’t trigger until you’ve launched the ball, and either gotten / missed the skill shot (so nudge away?)
  • If Extra Ball lit when starting Photo Hunt, don’t use that shot as a Ghost Photo location.

Stuff to do yet:

  • Make it so ghost ONLY moves if you have a mode going. This way, you have to EARN getting him to move (also, saves wear & tear)
  • Connect Demon Mode dialog with the existing Wizard Mode
  • Make way for a player’s progress to be reset if they beat Wizard Mode and start over
  • Come up with a cool video mode (I don’t like video modes but other people do – whatever)

AMH Debug 4-16-14

  • Found glitch where Hotel Progress lights weren’t being updated correctly (used wrong variable!)
  • Making RGB lights fade to black during ball drain (resumes default color on ball re-load)
  • Found stupid bug where I typed ’48’ instead of ‘0’, thus preventing the Skill Shot prompt from working (“I sense a ghost in the pop bumpers!”)

AMH Debug 4-15-14

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!

The King and I
  • 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.