Update, finally got the alpha software into the machine, after a left turn putting a different board in there (board in it died in an odd way) -
Working:
Quick shot from outer inlanes to right spinner advances right spinner value. Unfortunately, since they are the 'same' switch, the B standups at the top will also advance the value if you happen to get to the right spinner quickly. To try and mitigate this, a hit to a pop bumper or the 3 bank drops will zero the timer that measures if you hit the right spinner or not. This most likely will make the quick shot not really doable during multiballl.
Bonus ladder advances to 19k, working.
Bonus ladder collects from 19k, working. The 10k element collects first, for as many multipliers as you have, then the 9k elements collect as well, to prevent a strange sound effect over a certain amount.
Self test 'burn in' mode eliminated ok. First press of the self test goes into lamp test. This saved about 30 bytes. If you need to use this, you can put the original rom back in to burn in if you want, or any other stern mpu200 rom.
Several of the new techniques used in the meteor and 9 ball projects are also working here, this is all backend stuff that's not user facing in anyway, but are adding up to saving about 100 bytes overall.
Not working:
Lane change does not work as expected. The letters rotate as they should, but are not 'kept track of' properly. Eventually, what happens is lit lanes will not turn off.
There is likely a separate register somewhere that controls this. I'm not so sure I like the idea of lane change, still.
I do like the idea of spotting a letter somewhere, maybe on a 'quick shot' from the inlanes to either the center spot target, or the lock shot. Maybe a sweep of the 3 bank would spot as well? Most people have agreed that a spot from just hitting the lock lane is too easy, but the element of quick shot would negate that ease.
Forgot to test: (Whoops!)
Free play. I don't see why it wouldn't work, but I do need to specifically test it. Next time I'm in the gameroom I'll try it. (It's the exact same routine as other free play stern games, like meteor I've been working on).
Dips for speech and background sound - to save room in the rom, the game will assume that speech is always enabled, as it background sound. I maybe revisit how these work in the future as it's not too much space (maybe 15 bytes) to leave them in.
Still to be written:
The speed spotting as detailed above
Knocker code for specials and replays, using the coin lockout circuit. (All other solenoid drives are used already in this game).
Multiball code involving no re-locking.
Multiball code for 2x/3x scoring.
Spinner counters, for fun
Ability to set the standup special to pay an extra ball independently of the outlane specials, so you can earn an extra ball. Will change criteria for lighting the special possibly to something other than what it is now (I think completing blast off the second time after starting multiball lights it now?)
Anything else that sounds fun and exciting from this thread so far. You can't get REALLY complex because there's simply no more resources available (mainly Ram) to do so. Everything so far tags onto something that's already existing in the code.
I have 138 bytes currently free at the top of u6 to do this. Doesn't seem like a lot but it should suffice. The largest code block will be the spotting of letters, the rest of the stuff to be added can utilize the already existing code for other things, and the stern pigs language can be very efficient in its space requirements. Not quite as efficient as Williams' Pinbol coding, but close. (For instance.... in pinbol, the command to spot the next letter in a string would be 2 bytes. In Pigs/assembly, it's going to be more than that although how much more remains to be seen. Spotting BLAST code already exists so just have to right "off" code.)