Quoted from Chosen_S:
I think adding in the code to the new rules would be the way to go. But knowing how small the rims are, he may have tapped out the space and there may not be room for the prototype code for the switch
There's a TON of room in the L1 radical roms. Large swaths of unused areas.
Quoted from tdddddd:
It is the same switch (in the matrix), 16, that starts the sequence. The physical switch is different and the software must treat it differently.
I presented the question from both directions just to see if I could start a dialog. He's probably limited by the lack of a prototype game to test on. And then there's the issue of the tiny target audience, unless it's configurable. I'd be interested in understanding how he creates his mods. Does he have source? What's the build environment, etc.
How would the software have to treat it differently? I know there's going to be a pause on a vuk vs. not.... is that it? I see there's also an extra slingshot on the prototype - do those switches do anything on the non-proto (are there even switches there?) Is that the only different, the vuk is switch 16.... what does the regular switch 16 do just go around the upper loop?
The vuk puts it up onto the top ramp is all? Is it always accessible like Earthshaker's is?
Any source is re-created.... there's a ton of 68xx cross assemblers available for the PC, so it's no big deal to assemble. The rub with custom roms is always the beta testing.... as in, is the beta tester going to give good feedback when things don't work right? Does the beta tester even have eproms and a burner? Beta testers in my experience run the gamut of never even telling you if they tried the software, or telling you ANYTHING about how it worked/didn't work, to saying "something went wrong. I don't know when or what the state was. Fix it." to detailed notes and videos on reproducible errors.
The changes to roms can be applied as patches that wedge into the existing software, or can be an entire re-created source code package. It depends on the nature of the change. Patches get messy really quickly if a lot of changes need to be made, but they are a lot quicker to create. Re-creating source code is a relatively large task.... it really depends on the goal.
Not having the game to test can be a big stumbling block, it's very difficult to "play" a game on pinmame to test.
For people who want to see what williams "pinbol" code was in the system 11 era, it's not too far from the system 7 stuff posted here:
http://gamearchive.askey.org/Pinball/Manufacturers/Williams/PinBuilder/text/williams_lvl7_programming.html#compatibility