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V01.00 #40

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merged 97 commits into from
Dec 11, 2023
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6055441
Rev number set to 1.00
Mar 22, 2023
c25c3ce
jackpot effects integrated
Mar 22, 2023
286529a
Merge branch 'master' of https://github.com/AmokSolderer/APC.git into…
Mar 25, 2023
f77969a
Bugfix Sound/Music priorities
Mar 25, 2023
138a10e
Backbox effects finalized
Mar 25, 2023
48951e5
Audio select signals for System 3 - 6 inverted
Mar 29, 2023
b61fbe3
3 ball multiball the 3rd
Apr 1, 2023
ed00d14
Merge branch 'V01.00' of https://github.com/AmokSolderer/APC.git into…
Apr 1, 2023
c89382d
3 ball multiball
Apr 7, 2023
0fef2e9
3 ball multiball playable
Apr 10, 2023
1e34f86
PinMameExceptions for Flash changed
Apr 10, 2023
7280408
Sys 3 - 6 audio board commands reworked
Apr 11, 2023
06aa0a8
Bugfix Sys 3 - 6 audio board commands
Apr 14, 2023
dfa95ac
Indentation of Firepower exceptions changed to spaces
Apr 15, 2023
8cb6f5f
Support for single ball games added to BC
Apr 16, 2023
bf74bfb
Merge branch 'master' of https://github.com/AmokSolderer/APC.git into…
Apr 16, 2023
185e8e0
ClearOutLock fixed
Apr 25, 2023
f9860d5
3 ball multiball redone
Apr 25, 2023
10c9522
reworking PB_ClearOuthole
Apr 30, 2023
9cc1d6a
Flash sound numbers changed
May 10, 2023
682e397
3 ball multiball basics
May 12, 2023
afc09e6
Merge branch 'V01.00' of https://github.com/AmokSolderer/APC.git into…
May 12, 2023
4a9cb81
Sound numbers changed for Firepower
May 15, 2023
41ddafe
3 Mball scores added
May 21, 2023
82c590c
Energy disabled during 3 ball multiball
May 21, 2023
25f3be6
3Mball Open visor
May 26, 2023
900cb03
3Mball Search Ball adapted
May 27, 2023
b432e57
3Mball HandleLock
May 27, 2023
b6cb4dd
3Mball ClearOutLock
May 28, 2023
647d20b
3Mball NewBall
May 28, 2023
ad5353f
3MBall NewBall
May 28, 2023
3f5f3e3
3MBall improvements
May 29, 2023
98b76d6
3Mball ClearOutLock
Jun 2, 2023
7f2db0c
bugfix PB_SearchBall
Jun 7, 2023
4a8b191
Cosmetic change
Jun 17, 2023
1d222cc
Bugfix PB_ClearOutLock
Jun 17, 2023
6899baf
Eject hole features moved to PB_HandleEjectHole
Jun 18, 2023
24ad8b9
3 MBall lamp animations for eject hole added
Jul 8, 2023
72e5a37
ShooterLaneWarning added
Jul 9, 2023
88308a0
Bugfix MBall lamp animation
Jul 9, 2023
a5e0d85
Solenoid latches are being updated every IRQ
Jul 12, 2023
9e32782
Bugfix PB_ShooterLaneWarning
Jul 15, 2023
54c95ed
Handling of PB_ShooterLaneWarning improved
Jul 15, 2023
b9a7c28
Blinking of SolarValueLamp stopped during ShooterLaneWarning
Jul 15, 2023
4a6e335
Bugfixes for normal PB play caused by 3 ball Mball
Jul 29, 2023
b618022
System watchdog added
Aug 11, 2023
b806915
System watchdog part 2
Aug 11, 2023
2fe5e00
Init after WriteSetting removed
Aug 22, 2023
b51bf56
Launch ball message added
Aug 24, 2023
90f26a2
First installation frame added
Aug 30, 2023
ea6236b
Links fixed
Aug 30, 2023
abcc3f0
And another link fixed
Aug 30, 2023
ecf2d15
Fine tuning
Aug 30, 2023
6777e9d
MBall display animations adapted for 3 ball
Aug 31, 2023
abcd796
DOCs
Aug 31, 2023
9671671
Bugfix: ball handling in attract mode
Sep 5, 2023
5db15b5
PinMame sound DOCs rework started
Sep 20, 2023
b194595
Sounds DOCs rework
Sep 20, 2023
a8a7ba1
Even more sound DOCs
Sep 23, 2023
f76f109
And still more DOCs
Sep 23, 2023
390da3d
Typos
Sep 23, 2023
5a906d9
Typo
Sep 23, 2023
1e5ea17
DOCs rearranged
Sep 23, 2023
8c16445
DOCs fine tuning
Sep 25, 2023
fc1eadb
More rephrasing
Sep 25, 2023
f8f68d0
Typos
Sep 25, 2023
027c2c3
How-to for Sys9 sound added
Sep 26, 2023
613c425
typos
Sep 26, 2023
739ca74
Sys9 frame added
Sep 28, 2023
dcc968f
typos
Sep 28, 2023
fbc4423
Sys11 frame added
Oct 5, 2023
e2f5135
typos
Oct 5, 2023
775eeab
PB rules display started
Oct 6, 2023
cdcda5c
Bugfix PB rules implementation
Oct 6, 2023
42e0c35
typos
Oct 7, 2023
6e4fce5
Merge branch 'V01.00' of https://github.com/AmokSolderer/APC.git into…
Oct 7, 2023
7b80656
Alien Poker added
Oct 20, 2023
2c504ea
Forgot one file
Oct 20, 2023
983eb9c
Bugfix AlienPoker implementation
Oct 29, 2023
5e2cb2c
USB command 66 implemented
Oct 29, 2023
97312a2
Rules display first try
Nov 3, 2023
bdb841f
Rules display fine tuning
Nov 4, 2023
5a1d112
Rules for 3 Mball added
Nov 5, 2023
6db59b0
PB_Rules display first bugfix
Nov 10, 2023
dae2197
Bugfix PB_Rules
Nov 10, 2023
6801a6b
Sys11c frame added
Nov 24, 2023
e239ee0
Sys11c frame stl data added
Nov 24, 2023
ffe4c36
BK_Rules Added
Dec 1, 2023
024f190
Bugfix Rules display
Dec 1, 2023
05609ca
StopAllBlinkLamps command added
Dec 2, 2023
e4ef896
StopAllBlinkLamps implemented
Dec 2, 2023
650ef00
PB_Congrats improvement started
Dec 9, 2023
798d84c
PB_Congrats finalized
Dec 9, 2023
bc5f2ea
PB small fixes
Dec 9, 2023
2b13be3
DOC references changed to master
Dec 11, 2023
510c26b
Pinbot page added
Dec 11, 2023
d1dad6c
Pinbot page added
Dec 11, 2023
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StopAllBlinkLamps command added
ff authored and ff committed Dec 2, 2023

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This commit was created on GitHub.com and signed with GitHub’s verified signature.
commit 05609cab281058935ee30b11962dcc735606cbc2
31 changes: 29 additions & 2 deletions APC.ino
Original file line number Diff line number Diff line change
@@ -2093,7 +2093,7 @@ void AddBlinkLamp(byte Lamp, unsigned int Period) {
BlinkTimers++; // increase the number of blink timers
BlinkTimer[x] = ActivateTimer(Period, x, BlinkLamps);}}} // start a timer and store it's number

void RemoveBlinkLamp(byte LampNo) { // stop the lamp from blinking
void RemoveBlinkLamp(byte LampNo) { // stop the blinking of LampNo
byte a = 0;
byte b = 0;
byte x = 0;
@@ -2103,7 +2103,7 @@ void RemoveBlinkLamp(byte LampNo) { // stop the lamp from blin
y = 0;
if (BlinkTimer[x]) { // blink timer in use found?
a++; // increase the number of active blink timers found
while (b < BlinkingNo[x]){ // check the list of lamps controlled by this timer
while (b < BlinkingNo[x]) { // check the list of lamps controlled by this timer
if (BlinkingLamps[x][y]) { // active lamp found?
b++; // increase the number of active lamps found for this blink timer
if (BlinkingLamps[x][y] == LampNo) { // is it the lamp to be removed?
@@ -2122,6 +2122,33 @@ void RemoveBlinkLamp(byte LampNo) { // stop the lamp from blin
if (x > 64) { // max 64 blink timers possible (starting from 1)
ErrorHandler(8,0,LampNo);}}} // show error 8

void StopAllBlinkLamps() { // stop the blinking of all lamps
byte a = 0;
byte b = 0;
byte x = 0;
byte y = 0;
while (a < BlinkTimers) { // search all active blink timers
b = 0;
y = 0;
if (BlinkTimer[x]) { // blink timer in use found?
a++; // increase the number of active blink timers found
while (b < BlinkingNo[x]) { // check the list of lamps controlled by this timer
if (BlinkingLamps[x][y]) { // active lamp found?
b++; // increase the number of active lamps found for this blink timer
TurnOffLamp(BlinkingLamps[x][y]); // turn it off
BlinkingLamps[x][y] = 0; // delete it from the list
BlinkingNo[x]--; // decrease the number of lamps controlled by this timer
if (!BlinkingNo[x]) { // = 0?
KillTimer(BlinkTimer[x]); // kill the timer
BlinkTimer[x] = 0; // delete it from the list
BlinkTimers--;}} // decrease the number of blink timers
y++; // increase the counter for the list of this blink timer
if (y > 64) { // max 64 lamps existing (starting from 1)
ErrorHandler(12,BlinkTimer[x],0);}}} // show error 7
x++; // increase the counter for the list of active blink timers
if (x > 64) { // max 64 blink timers possible (starting from 1)
ErrorHandler(13,0,0);}}} // show error 8

void ErrorHandler(unsigned int Error, unsigned int Number2, unsigned int Number3) {
WriteUpper2("ERROR "); // Show Error Message
WriteLower2(" ");
1 change: 1 addition & 0 deletions BlackKnight.ino
Original file line number Diff line number Diff line change
@@ -2129,6 +2129,7 @@ void BK_RulesDisplay(byte State) {
if (Timer) {
KillTimer(Timer);}
Timer = 0;
StopAllBlinkLamps();
ReleaseSolenoid(11);
break;
case 1:
9 changes: 3 additions & 6 deletions Pinbot.ino
Original file line number Diff line number Diff line change
@@ -412,19 +412,15 @@ void PB_AttractDisplayCycle(byte Step) {
case 1: // attract mode title 'page'
if (Count == 20) {
Count++;
Step = 0;
//RemoveBlinkLamp(1); // stop the blinking of the game over lamp
//ShowLampPatterns(0); // stop lamp animations
LampPattern = NoLamps;
LampReturn = PB_RestoreLamps;
Step = 1;
WriteUpper(" NOW I SEE YOU "); // erase display
WriteLower(" ");
PlaySound(55, "0_b0.snd");} // 'now I see you'
//Timer3 = ActivateTimer(3000, 10, PB_AttractDisplayCycle);}
else if (Count == 40) {
Timer0 = 0;
Count++;
Step = 0;
Step = 1;
LampReturn = PB_RestoreLamps;
ShowLampPatterns(0); // stop lamp animations
PB_AttractDisplayCycle(0); // stop display animations
@@ -3111,6 +3107,7 @@ void PB_RulesDisplay(byte State) {
if (Timer) {
KillTimer(Timer);}
Timer = 0;
StopAllBlinkLamps();
ReleaseSolenoid(12);
ReleaseSolenoid(14);
break;