Current status of beta test rom....
tested in machine ==>test ok
no rom checksum ==>test ok
eliminated german text to make space ==>test ok
modified routine to not clobber $2d0-$2df ==>test ok
additional adjustments 53-65 added, ability to set ==>NEED ABILITY TO 'SKIP'
individual jackpots per player, set in adjustment ==>test ok
shared jackpot starting @minimum, set in adjustment ==>test ok
max jackpot checking ==>test ok
jackpot advancing via ramp ==>test ok
energy value min/max/reset implemented ==>test ok
jackpot value min/max/reset implemented ==>test ok
min/max values interact to prevent errors ==>needs test
alternate jackpot advance matrix individual ==>test ok
alternate jackpot advance matrix entire ==>test ok
alternate jackpot advance spiral ==>test ok
alternate jackpot advance energy ==>test ok
advance energy 2x during multiball ==>test ok
added yes/no option sanity checking ==>test ok
chest matrix one shot speed adjustment ==>test ok
added default values to some new adjustments ==>test ok
it should be possible to play the game as stock by not setting the tournament mode options
factory reset values for energy, etc. incorrect in machine
==>FIXED. Corrected values added to data move, some were shifted/not wide enough
Energy value starts at zero when non-tournament mode set
==>FIXED. Ball start hook drops out if tournament mode not set before testing custom energy value
Going from tournament mode on to tournament mode off leaves jackpot as whatever it was - should reset as per stock.
==>FIXED. Added test to tournament mode on/off in new menu to specifically reset the jackpot to 100k per stock.
Testing is proceeding well, and new ideas coming occasionally. Best of all is that any of the options can be turned on or off as the end user desires. I imagine a lot of people would just like to have individual jackpot, same value. I like that the option is there to reset to a different, lower value - since if you have a static jackpot at say 1m, you can collect it multiple times during multiball. With the reset, even to a much lower value, gives other players a chance to catch up on their balls.
Some of the options if set 'oddly' can change the entire strategy on the game - for instance if you crank the advance energy way up you can get a really high value of it (capped at 990,000 as that is the max that the game will do and carry over ball to ball..... that gives me an idea for another option, reset energy each ball.... reset jackpot each ball..... the possibilities can be endless.)
How about a silly novelty mode where you get some arbitrary number of flips per ball. That could be interesting for a charity tournament.
Any other suggestions for options? I'm sure someone is going to say "ball saver"