-
Notifications
You must be signed in to change notification settings - Fork 10
/
Tutorial.ino
executable file
·835 lines (795 loc) · 48.9 KB
/
Tutorial.ino
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
// The basic Rollergames game
const byte TT_OutholeSwitch = 9; // number of the outhole switch
const byte TT_BallThroughSwitches[3] = {13,12,11}; // ball through switches from the plunger lane to the outhole
const byte TT_PlungerLaneSwitch = 20;
const byte TT_ACselectRelay = 12; // solenoid number of the A/C select relay - set it to 0 if the game doesn't have one
const byte TT_OutholeKicker = 1; // solenoid number of the outhole kicker
const byte TT_ShooterLaneFeeder = 2; // solenoid number of the shooter lane feeder
const byte TT_InstalledBalls = 3; // number of balls installed in the game
const byte TT_SearchCoils[15] = {1,4,6,8,13,15,16,17,18,19,20,21,22,14,0}; // coils to fire when the ball watchdog timer runs out - has to end with a zero
const unsigned int TT_SolTimes[32] = {30,30,50,50,50,50,30,999,100,999,999,999,50,50,50,50,50,999,50,50,50,999,0,0,100,100,100,100,100,100,100,100}; // Activation times for solenoids
const byte TT_defaults[64] = {0,0,0,0,0,0,0,0, // game default settings
0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0};
struct SettingTopic TT_setList[5] = {{" GOD MODE ",HandleBoolSetting,0,0,0}, // defines the game specific settings
{" RESET HIGH ",TT_ResetHighScores,0,0,0},
{"RESTOREDEFAULT",RestoreDefaults,0,0,0},
{" EXIT SETTNGS",ExitSettings,0,0,0},
{"",NULL,0,0,0}};
// Duration..11111110...22222111...33322222...43333333...44444444...55555554...66666555
// Duration..65432109...43210987...21098765...09876543...87654321...65432109...43210987
const struct LampPat TT_AttractPat1[57] ={{250,0,0b00000001,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000010,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000100,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00001000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00010000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00100000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b01000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b10000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000001,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000010,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000100,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00001000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00010000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00100000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b01000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b10000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000001,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000010,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000100,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00001000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00010000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00100000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b01000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b10000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000001,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000010,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000100,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00001000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00010000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00100000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b01000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b10000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000001,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000010,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000100,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00001000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00010000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00100000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b01000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b10000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000001,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000010,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000100,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00001000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00010000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00100000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b01000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b10000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000001},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000010},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000100},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00001000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00010000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00100000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b01000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b10000000},
{0,0,0,0,0,0,0,0,0}};
const struct LampPat TT_AttractPat2[57] ={{250,0,0b00000001,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000010,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000100,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00001000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00010000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00100000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b01000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b10000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000001,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000010,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000100,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00001000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00010000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00100000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b01000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b10000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000001,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000010,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000100,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00001000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00010000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00100000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b01000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b10000000,0b00000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000001,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000010,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000100,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00001000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00010000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00100000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b01000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b10000000,0b00000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000001,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000010,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000100,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00001000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00010000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00100000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b01000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b10000000,0b00000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000001,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000010,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000100,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00001000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00010000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00100000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b01000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b10000000,0b00000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000001},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000010},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000100},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00001000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00010000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00100000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b01000000},
{250,0,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b00000000,0b10000000},
{0,0,0,0,0,0,0,0,0}};
const struct LampFlow TT_AttractFlow[3] = {{3,TT_AttractPat1},{10,TT_AttractPat2},{0,0}};
struct GameDef TT_GameDefinition = {
TT_setList, // GameSettingsList
(byte*)TT_defaults, // GameDefaultsPointer
"TT_SET.BIN", // GameSettingsFileName
"TT_SCORE.BIN", // HighScoresFileName
TT_AttractMode, // AttractMode
TT_SolTimes}; // Default activation times of solenoids
void TT_init() {
if (APC_settings[DebugMode]) { // activate serial interface in debug mode
Serial.begin(115200);}
ACselectRelay = TT_ACselectRelay; // assign the number of the A/C select relay
GameDefinition = TT_GameDefinition;} // read the game specific settings and highscores
void TT_AttractMode() { // Attract Mode
DispRow1 = DisplayUpper;
DispRow2 = DisplayLower;
WriteUpper("MY NEW GAME ");
LampPattern = LampColumns; // point to the standard lamp array
//TurnOnLamp(53);
//AddBlinkLamp(54, 250);
Switch_Pressed = TT_AttractModeSW;
//Switch_Pressed = TT_TutorialSW;
//Switch_Released = DummyProcess;}
digitalWrite(VolumePin,HIGH); // set volume to zero
LampPattern = NoLamps;
LampReturn = TT_AttractLampCycle;
ActivateTimer(1000, 1, TT_AttractLampCycle);
TT_AttractDisplayCycle(0);}
void TT_TutorialSW(byte SwitchNo) {
static byte DropTimer = 0;
switch (SwitchNo) {
case 8: // high score reset
digitalWrite(Blanking, LOW); // invoke the blanking
break;
case 49: // drop targets
case 50:
case 51:
if (QuerySwitch(49) && QuerySwitch(50) && QuerySwitch(51)) { // all targets down?
if (DropTimer) { // timer running?
KillTimer(DropTimer); // stop timer
DropTimer = 0; // and indicate it
RemoveBlinkLamp(53);} // turn off blinking lamp
ActA_BankSol(6);} // reset drop targets
else { // not all targets down
if (!DropTimer) { // timer not yet running?
AddBlinkLamp(53, 500); // start blinking lamp
DropTimer = ActivateTimer(5000, 100, TT_TutorialSW);}} // start timer for 5s
break;
case 100: // timer has run out
DropTimer = 0; // indicate it
RemoveBlinkLamp(53); // turn off blinking lamp
ActA_BankSol(6); // reset drop targets
break;}}
void TT_AttractLampCycle(byte Event) { // play multiple lamp pattern series
static byte Phase;
if (Event == 1) { // initial call?
Phase = 0;} // reset cycle phase
PatPointer = TT_AttractFlow[Phase].FlowPat; // set the pointer to the current series
FlowRepeat = TT_AttractFlow[Phase].Repeat; // set the repetitions
Phase++; // increase counter
if (!TT_AttractFlow[Phase].Repeat) { // repetitions of next series = 0?
Phase = 0;} // reset counter
ShowLampPatterns(1);} // call the player
void TT_AttractDisplayCycle(byte Step) {
TT_CheckForLockedBalls(0);
switch (Step) {
case 0:
WriteUpper2("THE APC TUTORIAL");
ActivateTimer(50, 0, ScrollUpper);
WriteLower2(" ");
ActivateTimer(1000, 0, ScrollLower2);
if (NoPlayers) { // if there were no games before skip the next step
Step++;}
else {
Step = 2;}
break;
case 1:
WriteUpper2(" "); // erase display
WriteLower2(" ");
for (i=1; i<=NoPlayers; i++) { // display the points of all active players
ShowNumber(8*i-1, Points[i]);}
ActivateTimer(50, 0, ScrollUpper);
ActivateTimer(900, 0, ScrollLower2);
Step++;
break;
case 2: // Show highscores
WriteUpper2("1> ");
WriteLower2("2> ");
for (i=0; i<3; i++) {
*(DisplayUpper2+8+2*i) = DispPattern1[(HallOfFame.Initials[i]-32)*2];
*(DisplayUpper2+8+2*i+1) = DispPattern1[(HallOfFame.Initials[i]-32)*2+1];
*(DisplayLower2+8+2*i) = DispPattern2[(HallOfFame.Initials[3+i]-32)*2];
*(DisplayLower2+8+2*i+1) = DispPattern2[(HallOfFame.Initials[3+i]-32)*2+1];}
ShowNumber(15, HallOfFame.Scores[0]);
ShowNumber(31, HallOfFame.Scores[1]);
ActivateTimer(50, 0, ScrollUpper);
ActivateTimer(900, 0, ScrollLower2);
Step++;
break;
case 3:
WriteUpper2("3> ");
WriteLower2("4> ");
for (i=0; i<3; i++) {
*(DisplayUpper2+8+2*i) = DispPattern1[(HallOfFame.Initials[6+i]-32)*2];
*(DisplayUpper2+8+2*i+1) = DispPattern1[(HallOfFame.Initials[6+i]-32)*2+1];
*(DisplayLower2+8+2*i) = DispPattern2[(HallOfFame.Initials[9+i]-32)*2];
*(DisplayLower2+8+2*i+1) = DispPattern2[(HallOfFame.Initials[9+i]-32)*2+1];}
ShowNumber(15, HallOfFame.Scores[2]);
ShowNumber(31, HallOfFame.Scores[3]);
ActivateTimer(50, 0, ScrollUpper);
ActivateTimer(900, 0, ScrollLower2);
Step = 0;}
ActivateTimer(4000, Step, TT_AttractDisplayCycle);}
void TT_AttractModeSW(byte Button) { // Attract Mode switch behaviour
switch (Button) {
case 8: // high score reset
digitalWrite(Blanking, LOW); // invoke the blanking
break;
case TT_OutholeSwitch: // outhole
ActivateTimer(200, 0, TT_CheckForLockedBalls); // check again in 200ms
break;
case 72: // Service Mode
BlinkScore(0); // stop score blinking
ShowLampPatterns(0); // stop lamp animations
KillAllTimers();
BallWatchdogTimer = 0;
CheckReleaseTimer = 0;
LampPattern = NoLamps; // Turn off all lamps
ReleaseAllSolenoids();
if (APC_settings[DebugMode]) { // deactivate serial interface in debug mode
Serial.end();}
if (!QuerySwitch(73)) { // Up/Down switch pressed?
WriteUpper(" TEST MODE ");
WriteLower(" ");
AppByte = 0;
ActivateTimer(1000, 0, TT_Testmode);}
else {
Settings_Enter();}
break;
case 3: // start game
TT_InitGame();}}
void TT_InitGame() {
if (TT_CountBallsInTrunk() == TT_InstalledBalls || (TT_CountBallsInTrunk() == TT_InstalledBalls-1 && QuerySwitch(TT_PlungerLaneSwitch))) { // Ball missing?
Switch_Pressed = DummyProcess; // Switches do nothing
ShowLampPatterns(0); // stop lamp animations
KillAllTimers();
if (APC_settings[Volume]) { // system set to digital volume control?
analogWrite(VolumePin,255-APC_settings[Volume]);} // adjust PWM to volume setting
else {
digitalWrite(VolumePin,HIGH);} // turn off the digital volume control
for (i=0; i< 8; i++) { // turn off all lamps
LampColumns[i] = 0;}
LampPattern = LampColumns;
NoPlayers = 0;
WriteUpper(" ");
WriteLower(" ");
Ball = 1;
TT_AddPlayer();
Player = 1;
ExBalls = 0;
Bonus = 1;
BonusMultiplier = 1;
InLock = 0;
Multiballs = 1;
for (i=1; i < 5; i++) {
LockedBalls[i] = 0;
Points[i] = 0;}
TT_NewBall(3); // release a new ball (3 expected balls in the trunk)
ActivateSolenoid(0, 23); // enable flipper fingers
ActivateSolenoid(0, 24);}}
void TT_AddPlayer() {
if ((NoPlayers < 4) && (Ball == 1)) { // if actual number of players < 4
NoPlayers++; // add a player
Points[NoPlayers] = 0; // delete the points of the new player
ShowPoints(NoPlayers);}} // and show them
void TT_CheckForLockedBalls(byte Event) { // check if balls are locked and release them
UNUSED(Event);
if (QuerySwitch(TT_OutholeSwitch)) { // for the outhole
ActA_BankSol(TT_OutholeKicker);}
} // add the locks of your game here
void TT_NewBall(byte Balls) { // release ball (Event = expected balls on ramp)
ShowAllPoints(0);
if (APC_settings[DisplayType] < 2) { // credit display present?
*(DisplayUpper+16) = LeftCredit[32 + 2 * Ball];} // show current ball in left credit
BlinkScore(1); // start score blinking
Switch_Released = TT_CheckShooterLaneSwitch;
if (!QuerySwitch(TT_PlungerLaneSwitch)) {
ActA_BankSol(TT_ShooterLaneFeeder); // release ball
Switch_Pressed = TT_BallReleaseCheck; // set switch check to enter game
CheckReleaseTimer = ActivateTimer(5000, Balls-1, TT_CheckReleasedBall);} // start release watchdog
else {
Switch_Pressed = TT_ResetBallWatchdog;}}
void TT_CheckShooterLaneSwitch(byte Switch) {
if (Switch == TT_PlungerLaneSwitch) { // shooter lane switch released?
Switch_Released = DummyProcess;
if (!BallWatchdogTimer) {
BallWatchdogTimer = ActivateTimer(30000, 0, TT_SearchBall);}}}
void TT_BallReleaseCheck(byte Switch) { // handle switches during ball release
if (Switch > 15) { // edit this to be true only for playfield switches
if (CheckReleaseTimer) {
KillTimer(CheckReleaseTimer);
CheckReleaseTimer = 0;} // stop watchdog
Switch_Pressed = TT_ResetBallWatchdog;
if (Switch == TT_PlungerLaneSwitch) { // ball is in the shooter lane
Switch_Released = TT_CheckShooterLaneSwitch;} // set mode to register when ball is shot
else {
if (!BallWatchdogTimer) {
BallWatchdogTimer = ActivateTimer(30000, 0, TT_SearchBall);}}} // set switch mode to game
TT_GameMain(Switch);} // process current switch
void TT_ResetBallWatchdog(byte Switch) { // handle switches during ball release
if (Switch > 15) { // edit this to be true only for playfield switches
if (BallWatchdogTimer) {
KillTimer(BallWatchdogTimer);} // stop watchdog
BallWatchdogTimer = ActivateTimer(30000, 0, TT_SearchBall);}
TT_GameMain(Switch);} // process current switch
void TT_SearchBall(byte Counter) { // ball watchdog timer has run out
BallWatchdogTimer = 0;
if (QuerySwitch(TT_OutholeSwitch)) {
BlockOuthole = false;
ActivateTimer(1000, 0, TT_ClearOuthole);}
else {
if (QuerySwitch(TT_PlungerLaneSwitch)) { // if ball is waiting to be launched
BallWatchdogTimer = ActivateTimer(30000, 0, TT_SearchBall);} // restart watchdog
else { // if ball is really missing
byte c = TT_CountBallsInTrunk(); // recount all balls
if (c == TT_InstalledBalls) { // found all balls in trunk?
if (BlockOuthole) { // is the outhole blocked
TT_BallEnd(0);} // then it was probably a ball loss gone wrong
else {
ActivateTimer(1000, TT_InstalledBalls, TT_NewBall);}} // otherwise try it with a new ball
else {
byte c2 = 0; // counted balls in lock
// count balls in lock here with 5 being a warning when the switch states don't add up
if (c == 5) { // balls have not settled yet
WriteUpper(" LOCK STUCK ");
BallWatchdogTimer = ActivateTimer(1000, 0, TT_SearchBall);} // and try again in 1s
else {
if (c2 > InLock) { // more locked balls found than expected?
TT_HandleLock(0); // lock them
BallWatchdogTimer = ActivateTimer(30000, 0, TT_SearchBall);}
else {
WriteUpper(" BALL SEARCH ");
ActivateSolenoid(0, TT_SearchCoils[Counter]); // fire coil to get ball free
Counter++;
if (!TT_SearchCoils[Counter]) { // all coils fired?
Counter = 0;} // start again
BallWatchdogTimer = ActivateTimer(1000, Counter, TT_SearchBall);}}}}}} // come again in 1s if no switch is activated
byte TT_CountBallsInTrunk() {
byte Balls = 0;
for (i=0; i<TT_InstalledBalls; i++) { // check how many balls are on the ball ramp
if (QuerySwitch(*(TT_BallThroughSwitches+i))) {
if (Balls < i) {
return 5;} // send warning
Balls++;}}
return Balls;}
void TT_CheckReleasedBall(byte Balls) { // ball release watchdog
CheckReleaseTimer = 0;
BlinkScore(0); // stop blinking to show messages
WriteUpper("WAITINGFORBALL "); // indicate a problem
WriteLower(" ");
if (Balls == 10) { // indicating a previous trunk error
WriteUpper(" ");
WriteLower(" ");
ShowAllPoints(0);
BlinkScore(1);
ActA_BankSol(TT_ShooterLaneFeeder);}
byte c = TT_CountBallsInTrunk();
if (c == Balls) { // expected number of balls in trunk
WriteUpper(" BALL MISSING ");
if (QuerySwitch(TT_OutholeSwitch)) { // outhole switch still active?
ActA_BankSol(TT_OutholeKicker);}} // shove the ball into the trunk
else { //
if (c == 5) { // balls not settled
WriteLower(" TRUNK ERROR ");
Balls = 10;}
else {
if ((c > Balls) || !c) { // more balls in trunk than expected or none at all
WriteUpper(" ");
WriteLower(" ");
ShowAllPoints(0);
BlinkScore(1);
ActA_BankSol(TT_ShooterLaneFeeder);}}} // release again
CheckReleaseTimer = ActivateTimer(5000, Balls, TT_CheckReleasedBall);}
void TT_GameMain(byte Switch) { // game switch events
static byte DropTimer = 0;
switch (Switch) {
case 1: // plumb bolt tilt
case 2: // ball roll tilt
case 7: // slam tilt
break;
case TT_OutholeSwitch:
ActivateTimer(200, 0, TT_ClearOuthole); // check again in 200ms
break;
case 46: // playfield tilt
WriteUpper(" TILT WARNING ");
ActivateTimer(3000, 0, ShowAllPoints);
break;
case 3: // credit button
TT_AddPlayer();
break;
case 8: // high score reset
digitalWrite(Blanking, LOW); // invoke the blanking
break;
case 49: // drop targets
case 50:
case 51:
if (QuerySwitch(49) && QuerySwitch(50) && QuerySwitch(51)) { // all targets down?
if (DropTimer) { // timer running?
KillTimer(DropTimer); // stop timer
DropTimer = 0; // and indicate it
RemoveBlinkLamp(53);} // turn off blinking lamp
ActA_BankSol(6);} // reset drop targets
else { // not all targets down
if (!DropTimer) { // timer not yet running?
AddBlinkLamp(53, 500); // start blinking lamp
DropTimer = ActivateTimer(5000, 100, TT_GameMain);}} // start timer for 5s
break;
case 100: // timer has run out
DropTimer = 0; // indicate it
RemoveBlinkLamp(53); // turn off blinking lamp
ActA_BankSol(6); // reset drop targets
break;
}}
void TT_ClearOuthole(byte Event) {
UNUSED(Event);
if (QuerySwitch(TT_OutholeSwitch)) { // outhole switch still active?
if (!BlockOuthole && !C_BankActive) { // outhole blocked?
BlockOuthole = true; // block outhole until this ball has been processed
ActivateSolenoid(30, TT_OutholeKicker); // put ball in trunk
ActivateTimer(2000, 0, TT_BallEnd);}
else {
ActivateTimer(2000, 0, TT_ClearOuthole);}}} // come back in 2s if outhole is blocked
void TT_HandleLock(byte Balls) {
// do something with your lock
}
void TT_BallEnd(byte Event) {
byte BallsInTrunk = TT_CountBallsInTrunk();
if ((BallsInTrunk == 5)||(BallsInTrunk < TT_InstalledBalls+1-Multiballs-InLock)) {
InLock = 0;
// if (Multiballs == 1) {
// for (i=0; i<3; i++) { // Count your locked balls here
// if (Switch[41+i]) {
// InLock++;}}}
WriteLower(" BALL ERROR ");
if (QuerySwitch(TT_OutholeSwitch)) { // ball still in outhole?
ActA_BankSol(TT_OutholeKicker); // make the coil a bit stronger
ActivateTimer(2000, Event, TT_BallEnd);} // and come back in 2s
else {
if (Event < 11) { // have I been here already?
Event++;
ActivateTimer(1000, Event, TT_BallEnd);} // if not try again in 1s
else { // ball may be still in outhole
BlockOuthole = false;
Event = 0;
TT_ClearOuthole(0);}}}
else {
switch (Multiballs) {
case 3: // goto 2 ball multiball
Multiballs = 2;
if (BallsInTrunk != 1) { // not 1 ball in trunk
ActivateTimer(1000, 0, TT_BallEnd);} // check again later
else {
BlockOuthole = false;} // remove outhole block
break;
case 2: // end multiball
Multiballs = 1;
if (BallsInTrunk == 3) { // 3 balls in trunk?
ActivateTimer(1000, 0, TT_BallEnd);}
else {
BlockOuthole = false;} // remove outhole block
break;
case 1: // end of ball
if (BallsInTrunk + InLock != TT_InstalledBalls) {
WriteUpper(" COUNT ERROR ");
InLock = 0;
// for (i=0; i<3; i++) { // check how many balls are on the ball ramp
// if (Switch[41+i]) {
// InLock++;}}
ActivateTimer(1000, 0, TT_BallEnd);}
else {
LockedBalls[Player] = 0;
BlinkScore(0); // stop score blinking
TT_BallEnd2(BallsInTrunk); // add bonus count here and start BallEnd2 afterwards
}}}}
void TT_BallEnd2(byte Balls) {
if (BallWatchdogTimer) {
KillTimer(BallWatchdogTimer);
BallWatchdogTimer = 0;}
if (ExBalls) { // Player has extra balls
ExBalls--;
ActivateTimer(1000, AppByte, TT_NewBall);
BlockOuthole = false;} // remove outhole block
else { // Player has no extra balls
if ((Points[Player] > HallOfFame.Scores[3]) && (Ball == APC_settings[NofBalls])) { // last ball & high score?
Switch_Pressed = DummyProcess; // Switches do nothing
TT_CheckHighScore(Player);}
else {
TT_BallEnd3(Balls);}}}
void TT_BallEnd3(byte Balls) {
BlockOuthole = false; // remove outhole block
if (Player < NoPlayers) { // last player?
Player++;
ActivateTimer(1000, Balls, TT_NewBall);}
else {
if (Ball < APC_settings[NofBalls]) {
Player = 1;
Ball++;
ActivateTimer(1000, Balls, TT_NewBall);}
else { // game end
ReleaseSolenoid(23); // disable flipper fingers
ReleaseSolenoid(24);
TT_CheckForLockedBalls(0);
GameDefinition.AttractMode();}}}
void TT_ResetHighScores(bool change) { // delete the high scores file
if (change) { // if the start button has been pressed
if (SDfound) {
SD.remove(GameDefinition.HighScoresFileName);
struct HighScores HScBuffer; // create new high score table
HallOfFame = HScBuffer; // copy it to the hall of fame
WriteLower(" SCORES DONE ");}
else {
WriteLower(" SCORES NO SD ");}}
else {
WriteLower(" SCORES ");}}
void TT_CheckHighScore(byte Player) {
}
// Test mode
void TT_Testmode(byte Select) {
Switch_Pressed = TT_Testmode;
switch(AppByte) { // which testmode?
case 0: // display test
switch(Select) { // switch events
case 0: // init (not triggered by switch)
*(DisplayLower) = 0; // clear credit display
*(DisplayLower+16) = 0;
*(DisplayUpper) = 0;
*(DisplayUpper+16) = 0;
WriteUpper("DISPLAY TEST ");
WriteLower(" ");
AppByte2 = 0;
break;
case 3: // credit button
WriteUpper("0000000000000000");
WriteLower("0000000000000000");
AppByte2 = ActivateTimer(1000, 32, TT_DisplayCycle);
break;
case 72: // advance button
if (AppByte2) {
KillTimer(AppByte2);
AppByte2 = 0;}
else {
AppByte++;}
TT_Testmode(0);}
break;
case 1: // switch edges test
switch(Select) { // switch events
case 0: // init (not triggered by switch)
AppByte2 = 0;
WriteUpper(" SWITCH EDGES ");
WriteLower(" ");
break;
case 72: // advance button
if (AppByte2) {
AppByte2 = 0;}
else {
AppByte++;}
TT_Testmode(0);
break;
case 3: // credit button
if (!AppByte2) {
WriteUpper(" LATEST EDGES ");
AppByte2 = 1;
break;}
default: // all other switches
for (i=1; i<24; i++) { // move all characters in the lower display row 4 chars to the left
DisplayLower[i] = DisplayLower[i+8];}
*(DisplayLower+30) = DispPattern2[32 + 2 * (Select % 10)]; // and insert the switch number to the right of the row
*(DisplayLower+31) = DispPattern2[33 + 2 * (Select % 10)];
*(DisplayLower+28) = DispPattern2[32 + 2 * (Select - (Select % 10)) / 10];
*(DisplayLower+29) = DispPattern2[33 + 2 * (Select - (Select % 10)) / 10];}
break;
case 2: // solenoid test
switch(Select) { // switch events
case 0: // init (not triggered by switch)
WriteUpper(" COIL TEST ");
WriteLower(" ");
AppByte2 = 0;
break;
case 3:
WriteUpper(" FIRINGCOIL NO ");
AppBool = false;
AppByte2 = ActivateTimer(1000, 1, TT_FireSolenoids);
break;
case 72:
if (AppByte2) {
KillTimer(AppByte2);
AppByte2 = 0;}
else {
AppByte++;}
TT_Testmode(0);}
break;
case 3: // single lamp test
switch(Select) { // switch events
case 0: // init (not triggered by switch)
WriteUpper(" SINGLE LAMP ");
WriteLower(" ");
AppByte2 = 0;
for (i=0; i<8; i++){ // erase lamp matrix
LampColumns[i] = 0;}
LampPattern = LampColumns; // and show it
break;
case 3:
WriteUpper(" ACTUAL LAMP ");
AppByte2 = ActivateTimer(1000, 1, TT_ShowLamp);
break;
case 72:
LampPattern = NoLamps;
if (AppByte2) {
KillTimer(AppByte2);
AppByte2 = 0;}
else {
AppByte++;}
TT_Testmode(0);}
break;
case 4: // all lamps test
switch(Select) { // switch events
case 0: // init (not triggered by switch)
WriteUpper(" ALL LAMPS ");
WriteLower(" ");
AppByte2 = 0;
break;
case 3:
WriteUpper("FLASHNG LAMPS ");
AppByte2 = ActivateTimer(1000, 1, TT_ShowAllLamps);
break;
case 72:
LampPattern = NoLamps;
if (AppByte2) {
KillTimer(AppByte2);
AppByte2 = 0;}
else {
AppByte++;}
TT_Testmode(0);}
break;
case 5: // all music test
switch(Select) { // switch events
case 0: // init (not triggered by switch)
WriteUpper(" MUSIC TEST ");
WriteLower(" ");
AppByte2 = 0;
break;
case 3:
WriteUpper("PLAYING MUSIC ");
if (APC_settings[Volume]) { // system set to digital volume control?
analogWrite(VolumePin,255-APC_settings[Volume]);} // adjust PWM to volume setting
AfterMusic = TT_NextTestSound;
AppByte2 = 1;
PlayMusic(50, (char*) TestSounds[0]);
break;
case 72:
AfterMusic = 0;
digitalWrite(VolumePin,HIGH); // set volume to zero
StopPlayingMusic();
if (AppByte2) {
AppByte2 = 0;}
else {
GameDefinition.AttractMode();
return;}
TT_Testmode(0);}
break;
}}
void TT_ShowLamp(byte CurrentLamp) { // cycle all solenoids
if (QuerySwitch(73)) { // Up/Down switch pressed?
*(DisplayLower+30) = DispPattern2[32 + 2 * (CurrentLamp % 10)]; // and show the actual solenoid number
*(DisplayLower+31) = DispPattern2[33 + 2 * (CurrentLamp % 10)];
*(DisplayLower+28) = DispPattern2[32 + 2 * (CurrentLamp - (CurrentLamp % 10)) / 10];
*(DisplayLower+29) = DispPattern2[33 + 2 * (CurrentLamp - (CurrentLamp % 10)) / 10];
TurnOnLamp(CurrentLamp); // turn on lamp
if (CurrentLamp > 1) { // and turn off the previous one
TurnOffLamp(CurrentLamp-1);}
else {
TurnOffLamp(LampMax);}
CurrentLamp++; // increase the lamp counter
if (CurrentLamp == LampMax+1) { // maximum reached?
CurrentLamp = 1;}} // then start again
AppByte2 = ActivateTimer(1000, CurrentLamp, TT_ShowLamp);} // come back in one second
void TT_ShowAllLamps(byte State) { // Flash all lamps
if (State) { // if all lamps are on
LampPattern = NoLamps; // turn them off
State = 0;}
else { // or the other way around
LampPattern = AllLamps;
State = 1;}
AppByte2 = ActivateTimer(500, State, TT_ShowAllLamps);} // come back in 500ms
void TT_FireSolenoids(byte Solenoid) { // cycle all solenoids
if (AppBool) { // if C bank solenoid
ActC_BankSol(Solenoid);
*(DisplayLower+30) = DispPattern2[('C'-32)*2]; // show the C
*(DisplayLower+31) = DispPattern2[('C'-32)*2+1];
if (QuerySwitch(73)) { // Up/Down switch pressed?
AppBool = false;
Solenoid++;}}
else { // if A bank solenoid
*(DisplayLower+28) = DispPattern2[32 + 2 * (Solenoid % 10)]; // show the actual solenoid number
*(DisplayLower+29) = DispPattern2[33 + 2 * (Solenoid % 10)];
*(DisplayLower+26) = DispPattern2[32 + 2 * (Solenoid - (Solenoid % 10)) / 10];
*(DisplayLower+27) = DispPattern2[33 + 2 * (Solenoid - (Solenoid % 10)) / 10];
if (Solenoid == 11 || Solenoid == 12 || Solenoid == 13 || Solenoid == 14 || Solenoid == 9 || Solenoid == 10 || Solenoid == 18) { // is it a relay or a #1251 flasher?
ActivateSolenoid(999, Solenoid);} // then the duration must be specified
else {
ActivateSolenoid(0, Solenoid);} // activate the solenoid
if (Solenoid < 9) {
*(DisplayLower+30) = DispPattern2[('A'-32)*2]; // show the A
*(DisplayLower+31) = DispPattern2[('A'-32)*2+1];
if (QuerySwitch(73)) { // Up/Down switch pressed?
AppBool = true;}}
else {
*(DisplayLower+30) = DispPattern2[(' '-32)*2]; // delete the C
*(DisplayLower+31) = DispPattern2[(' '-32)*2+1];
if (QuerySwitch(73)) { // Up/Down switch pressed?
Solenoid++; // increase the solenoid counter
if (Solenoid == 22) { // maximum reached?
Solenoid = 1;}}}} // then start again
AppByte2 = ActivateTimer(1000, Solenoid, TT_FireSolenoids);} // come back in one second
void TT_DisplayCycle(byte CharNo) { // Display cycle test
if (QuerySwitch(73)) { // cycle only if Up/Down switch is not pressed
if (CharNo == 116) { // if the last character is reached
CharNo = 32;} // start from the beginning
else {
if (CharNo == 50) { // reached the gap between numbers and characters?
CharNo = 66;}
else {
CharNo = CharNo+2;}} // otherwise show next character
for (i=0; i<16; i++) { // use for all alpha digits
if ((APC_settings[DisplayType] < 3 || APC_settings[DisplayType] > 6) && ((i==0) || (i==8))) {
DisplayUpper[2*i] = LeftCredit[CharNo];
DisplayUpper[2*i+1] = LeftCredit[CharNo+1];
DisplayLower[2*i] = RightCredit[CharNo];
DisplayLower[2*i+1] = RightCredit[CharNo+1];}
else {
DisplayUpper[2*i] = DispPattern1[CharNo];
DisplayUpper[2*i+1] = DispPattern1[CharNo+1];
DisplayLower[2*i] = DispPattern2[CharNo];
DisplayLower[2*i+1] = DispPattern2[CharNo+1];}}}
AppByte2 = ActivateTimer(500, CharNo, TT_DisplayCycle);} // restart timer
void TT_NextTestSound(byte Dummy) {
UNUSED(Dummy);
if (QuerySwitch(73)) { // Up/Down switch pressed?
AppByte++;}
if (!TestSounds[AppByte][0]) {
AppByte = 0;}
*(DisplayLower+30) = DispPattern2[32 + 2 * ((AppByte+1) % 10)]; // show the actual solenoid number
*(DisplayLower+31) = DispPattern2[33 + 2 * ((AppByte+1) % 10)];
*(DisplayLower+28) = DispPattern2[32 + 2 * ((AppByte+1) - ((AppByte+1) % 10)) / 10];
*(DisplayLower+29) = DispPattern2[33 + 2 * ((AppByte+1) - ((AppByte+1) % 10)) / 10];
PlayMusic(50, (char*) TestSounds[AppByte]);}