Tag Archives: AMH

AMH Debug 5-8-14

Not really debug anymore, just polishing stuff. You can open a serial terminal at 115200 baud on the USB programming jack to “talk” with the game. I’m beefing up what this can do, both for human-readable debugging, and using Bluetooth UART via a tablet or smartphone app.

  •  Improved command parser for serial.
  • On serial terminal, added commands for servo control, SFX and music (see below)
  • Added one-shot switch status return, so tablet app can control rate at which it monitors switch data.
  • Improved main game titles, added vendor logos.
  • Improved attract mode PRESS START graphic (always thought it looked crappy before)

 

————-SERIAL MONITOR COMMAND LIST————-
[E99000] Get current switch state, raw data (2 bytes dedicated, 8 bytes matrix)
[E98000] Toggle serial stream of human-readable switch data
[E97000] Disable Ball Search (useful for testing)
[E97001] Enable Ball Search (default)

[F00ABC] Play sound effect ABC
[F00ZXX] Play music file XX (music files always in _DZ folder)
[F00Z00] Stop music
[V00ABC] Play video file ABC

[SXXzzz] Set servo XX (0-4) to ZZZ Degrees (Only set if you know proper values!)”
[MXXzzz] Activate Coil XX (0-23) for ZZZ Microseconds (0-250)
[LXXzzz] Set light XX (0-63) to ZZZ brightness (0-7)
[L99000] Disable light attract mode
[L99001] Enable light attract mode

AMH Debug 5-5-14

Got some feedback from the Allentown show which I’ve worked into the game!

  • When ball gets stuck, game goes into Ball Search (firing everything trying to loosen ball) There is a way to get the ball stuck behind the targets. Normally the game checks for this whenever the targets go up, but if a ball is resting on target edge (which can happen) the game doesn’t know this and thus check didn’t occur. Fixed.
  • Added 2 new flags doorTrap and targetTrap, so the game knows if a ball is purposely stuck in those places during a mode. If a ball is there, game won’t move those spots during a ball search.
  • Enabled ball search when ball is trapped on purpose. Before this would prevent a ball search (since switch constantly triggered) but now a ball search can happen alongside it.
  • Made “halfway” point for targets so they can jostle about and still keep a ball trapped behind.
  • Re-exported Hospital Mode audio to quiet done Dennis Nordman’s booming voice that caused clipping.

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.