Some update notes from the last 6 months or so updates
Also this new attract slide
v0.2.12
Skyway - fixed a bug in the toll playfield lamp display fro toll lamps 1-4. Should only be one individually not cumulative. Thanks @Charlie
Chaser Multiball - improved lamp handling for when mode is not running, 2 toll lamp conflicts etc
Multiball - Improved the choeorgraphy for multiball start speech, here it comes etc
Multiball - Improved timing for a potential conflict of the AC relay use resulting in the knocker activating incorrect at cellar kickout
Attract - fixed an issue where a game could start when the service mode was running or coin door was open
System - Improved dmd fonts for multiplayer scores. Mask outlines are now used to better distinguish the fonts against the main animated background as per the single player font
Attract - Added Lyman tribute slide to attract display script RIP man, such a sad event x
v0.2.11
Trough - Updated ball launch logic to fix an issue that could up the balls in play count when the ball fell back in at eject. This could mess up multiball starts
Base - Improved the logic for autolaunch activation. Now will kick a ball in shooter lane if skillshot is not running and auto launcher installed setting is turned on
Base - Fixed a bug where the end of ball music would play when the first ball in qm drained instead of being quiet
Switched Coils - Added additional wait timings during switching ac relay to stop wrong side activations
Tilt - Improved mode, port from indy. Better graphics, sounds and speech
Tilt - Fixed bugs where tilt display would be stuck on display once activated
Attract - Changes to use skyway ramp up/down control
Multiball - Changes to use skyway ramp up/down control
Chaser Multiball - Changes to use skyway ramp up/down control
Quick Multiball - Changes to use skyway ramp up/down control
Moonlight Madness - Changes to use skyway ramp up/down control
Compass - Changes to use skyway ramp up/down control
Combos - Fixed a bug where multiple isolated inner loop switch activations could advance combo way multiplier
Pops - New animated graphics for low and high super jet progress and super jet collect
v0.2.10
Skyway - added settings for extra ball, 2 thresholds with a repeat of the difference between the 2 for the 3rd and there after
Skyway - fixed toll lamps for greater than 20 tolls collected
Skyway - moved ramp lifter logic to be under skyway control
High Score Entry - enabled flippers during entry so players can move letters with flipper buttons
Compass - Updated logic so multiball_ready flag is updated at the point of qualify instead of at the end of ball
Compass - Added extra ramp lift checking and error correction for first multiball in case ramp is put down by some other event incorrectly
Compass - fixed a problem which was lowering the ramp at ball start when 1st multiball was ready
Compass - fixed a bug that could allow the hardware lock diverter routine to be left active cross game
Compass - improvements to blower motor operation smoothness
Cellar - Updated logic for visits. will no longer award a cellar visit when multiball is ready as this can conflict with awarding a qm where there aren’t enough balls available.
Chaser Multiball - Updated ramp control logic to be multiball aware as it was conflicting with multiball ready logic
Ramp - million award will now lift ramp
Multiball - left cellar shot shot will now raise ramp for a timed period during multiball
Quick Multiball - improved lamp handling during multiball and when ready
Quick Multiball - stopped million shot from timing out
Quick Multiball - more work to improve saucer ball eject when multiball started and running
Multiball - improvements to blower motor operation smoothness
v0.2.9
Tilt - updated logic so its only possible when a game is in progress
Bonus - fixed a bug in the count speedup routine
Quick multiball - improvements to the saucer eject handling. Now using the skyway methods
Cellar - updated the light cellar setting logic for always on and start on. Start on is now ball start ,not game start. Always on will relight the lamp automatically after an award is given.
v0.2.8
Compass - updates to blower motor control to address noisy operation
Skyway - check of ball eject success from saucer. logs error if ball not ejected in 10 tries
Bonus - is now aware of the score and will speed up according to value being calculated so as to fit in with the sound better
Attract - speeded up the attract lamp patterns
Multiball - fixed a bug where the blower and fans would not be restarted if multiball was ready at ball start
Also this new attract slide
v0.2.12
Skyway - fixed a bug in the toll playfield lamp display fro toll lamps 1-4. Should only be one individually not cumulative. Thanks @Charlie
Chaser Multiball - improved lamp handling for when mode is not running, 2 toll lamp conflicts etc
Multiball - Improved the choeorgraphy for multiball start speech, here it comes etc
Multiball - Improved timing for a potential conflict of the AC relay use resulting in the knocker activating incorrect at cellar kickout
Attract - fixed an issue where a game could start when the service mode was running or coin door was open
System - Improved dmd fonts for multiplayer scores. Mask outlines are now used to better distinguish the fonts against the main animated background as per the single player font
Attract - Added Lyman tribute slide to attract display script RIP man, such a sad event x
v0.2.11
Trough - Updated ball launch logic to fix an issue that could up the balls in play count when the ball fell back in at eject. This could mess up multiball starts
Base - Improved the logic for autolaunch activation. Now will kick a ball in shooter lane if skillshot is not running and auto launcher installed setting is turned on
Base - Fixed a bug where the end of ball music would play when the first ball in qm drained instead of being quiet
Switched Coils - Added additional wait timings during switching ac relay to stop wrong side activations
Tilt - Improved mode, port from indy. Better graphics, sounds and speech
Tilt - Fixed bugs where tilt display would be stuck on display once activated
Attract - Changes to use skyway ramp up/down control
Multiball - Changes to use skyway ramp up/down control
Chaser Multiball - Changes to use skyway ramp up/down control
Quick Multiball - Changes to use skyway ramp up/down control
Moonlight Madness - Changes to use skyway ramp up/down control
Compass - Changes to use skyway ramp up/down control
Combos - Fixed a bug where multiple isolated inner loop switch activations could advance combo way multiplier
Pops - New animated graphics for low and high super jet progress and super jet collect
v0.2.10
Skyway - added settings for extra ball, 2 thresholds with a repeat of the difference between the 2 for the 3rd and there after
Skyway - fixed toll lamps for greater than 20 tolls collected
Skyway - moved ramp lifter logic to be under skyway control
High Score Entry - enabled flippers during entry so players can move letters with flipper buttons
Compass - Updated logic so multiball_ready flag is updated at the point of qualify instead of at the end of ball
Compass - Added extra ramp lift checking and error correction for first multiball in case ramp is put down by some other event incorrectly
Compass - fixed a problem which was lowering the ramp at ball start when 1st multiball was ready
Compass - fixed a bug that could allow the hardware lock diverter routine to be left active cross game
Compass - improvements to blower motor operation smoothness
Cellar - Updated logic for visits. will no longer award a cellar visit when multiball is ready as this can conflict with awarding a qm where there aren’t enough balls available.
Chaser Multiball - Updated ramp control logic to be multiball aware as it was conflicting with multiball ready logic
Ramp - million award will now lift ramp
Multiball - left cellar shot shot will now raise ramp for a timed period during multiball
Quick Multiball - improved lamp handling during multiball and when ready
Quick Multiball - stopped million shot from timing out
Quick Multiball - more work to improve saucer ball eject when multiball started and running
Multiball - improvements to blower motor operation smoothness
v0.2.9
Tilt - updated logic so its only possible when a game is in progress
Bonus - fixed a bug in the count speedup routine
Quick multiball - improvements to the saucer eject handling. Now using the skyway methods
Cellar - updated the light cellar setting logic for always on and start on. Start on is now ball start ,not game start. Always on will relight the lamp automatically after an award is given.
v0.2.8
Compass - updates to blower motor control to address noisy operation
Skyway - check of ball eject success from saucer. logs error if ball not ejected in 10 tries
Bonus - is now aware of the score and will speed up according to value being calculated so as to fit in with the sound better
Attract - speeded up the attract lamp patterns
Multiball - fixed a bug where the blower and fans would not be restarted if multiball was ready at ball start