Think so, I’ll check laterAnyone got an Operation Thunder manual and schematics please? Blooming Gottlieb and their IP over protectiveness.........
Damn, i've got quite a few system 3 manuals (All originals) but not operation thunder it seemsThink so, I’ll check later
No problem. i think from the looks of it solenoids 25 to 31 are generic mappings.@myPinballs - thank you for looking and yes these car hop ones give me some clues on where to start. much appreciated.
Prefer Alfa myself, but either way, don't forget the gyros to go with itI’m away on holiday for two weeks with my family. Arrived yesterday, today i had a nice relaxing day by the pool dreaming of pinball switch matrix’s and how i can possibly code up a full game.
i started making notes on my various thoughts and ideas.
pinball operating system
writing software is not new to me, but i’ve never written or worked on any type of game code, so i’m going to be reinventing the wheel and I also know that i’m not going to get this right first time. The benefit of being away for two weeks is that all i can do is dry run ideas in my mind and note down the ones i like best.
- some switches can be on and stay on eg drop targets , even outhole. saucers etc
- other switches we need to track if achieved. eg a stand up target. or rollover
- we may want to carry over these hits from one ball to another, so hold them per player.
- so for each switch have a “switch made (this ball)” flag per player
- also hold a parameter to determine if multiple hits allowed - yes - it scores and performs the switch process every time, no it only does it the first time
- outhole would need multiple hits as it is possible to launch ball , hit nothing and back in outhole.
- at ball end, clear all these switches (but may want rules that allow some to hold over)
- After reading matrix and handling debounce then we can go onto processing any switches made, that haven’t already been made, or have already and allow multiple hits :
- perform the action of coil, sound, light, points , bonus points and the switch process and mark the switch as having been made for this player.
- Once all switches have been processed then go onto the rules processing
- rules look at groups of switches and do other things, like switch on “game-achievements” and “modes”. need to define what i mean by each of these.
- an “achievement” is something that gets switched on once you’ve closed a number of switches and or achieved other achievements. some may be incremental. eg knocking drop targets down each time advanced a score multiplier, and eventually a special, extra ball, free game etc.
- maybe some achievements can only happen in certain modes??
- maybe some achievements can only be achieved once or once per ball?
- implies we need a list of achievements that have been made per player
- some achievements will reset at end of ball, others will not
- a “mode” is switched on by an achievement or a switch. it runs for a number of seconds on a timer and enables different scoring, achievements. implies achievements are tied to a mode or a number of modes. maybe no modes running is a special mode called “normal mode”
- achievements will be the way to determine if a mode has been started and if it’s been completed.
- modes could be stacked, eg running at same time as others all with their own timers.
- modes cease on end of ball
- rules got achievements and modes should be held in a config file and be easy to modify
- Lamps. might want a feature lamp(s)to follow a pattern of flashing or colour changing when a certain game target is achieved. somehow this i guess should be tied into achievements and modes.
- a feature light might be set on when an achievement or a single switch is met. eg rollover switch lights the lane feature light up, but then something else may “flash” the whole pf lights when something else happens. but when that glass sequence is over, the feature light needs to be relit, so implies holding a status of all the lamps, ir maybe just reading achievements and relighting the lights??? needs some more thought.
- complex lighting sequences which may last a number of seconds need to be non exclusive, so the sw matrix read can still run, etc.
I know the ideas above will change and evolve, some will be good, others will be scrapped.
Ok time for another mythos or 4
Id be quite happy to help with any coding requirements. (Once I get my head around arduino a little. Ive sorta got it doing something.. still trying to figure out if theres a useable way to debug it.I’m away on holiday for two weeks with my family. Arrived yesterday, today i had a nice relaxing day by the pool dreaming of pinball switch matrix’s and how i can possibly code up a full game.