Well, I compiled a changelog of sorts with Hergs help. Maybe you will find this useful, but at least it shows the amount of work Herg and Eli put into the code in the last month and the features that were added/changed.
The new timing techniques and framework helped the stability of the modes and made the portal and SOS modes possible.
Changelog 5/9 to 6/2 - current version r2f
* Replace the PULSE_ALT animation with a WAVE animation
* Add effects for each target hit during Portal
* Fix for the Gem / Super Spinners bug
* Fix for the Quorra / Gem bug
* Fix for the LCMB / Quorra bug
* Fix for the Quorra drain / fast restart bug
* Fix for the SOS early detection bug
* New effect for Portal lit, white/black wave, but of course, that can be changed
* Added an SOS mode:
Slow blue/white ramps when it's ready to start
Fast blue/black ramps during the intro
When the ball kicks out of the scoop, it progressively displays the color of the mode you are trying to complete
* 2X, extra ball, special should now work during both SOS and portal
* The blue ramps after Portal is over were a bug and should now be fixed
* Portal White base for the mode with ramp colors to match each insert collected
* Fixed the Disc MB ending early
* Fixed a bug when starting SOS with Flynn not completed caused Extra Ball ramps to light
* Used a struct to store additional lamp information
* Added a function to query lamp blink rate
* State machines for all of the game modes, which I believe are more accurate in determining if a mode is active
* Flynn mode can be restarted and is active when Find Flynn is active rather than relying on CLU inlanes
* Effects logic added