(Topic ID: 323915)

The Cat's Meow -- a new home ROM for Bad Cats

By idealjoker

1 year ago


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  • 397 posts
  • 48 Pinsiders participating
  • Latest reply 4 days ago by hawkmoon
  • Topic is favorited by 47 Pinsiders

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Topic index (key posts)

12 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #1 PROJECT ANNOUNCEMENT Posted by idealjoker (1 year ago)

Post #139 GAMEPLAY VIDEO -- Rules Selection at Game Start Posted by idealjoker (1 year ago)

Post #143 [obsolete manual section --- please ignore] Posted by idealjoker (1 year ago)

Post #164 GAMEPLAY VIDEO: Easy rules Posted by idealjoker (10 months ago)

Post #189 GAMEPLAY VIDEO: Hard Rules Posted by idealjoker (7 months ago)

Post #199 GAMEPLAY VIDEO: Lighting the doghouse Posted by idealjoker (6 months ago)

Post #264 RELEASE ANNOUNCEMENT (JP-1.0) Posted by idealjoker (4 months ago)

Post #267 COMPETITION: Find the Easter Egg Posted by idealjoker (4 months ago)

Post #287 JP-1.0 GAME MANUAL -- Start Button Menu, Game Rules and Cat Nap Posted by idealjoker (4 months ago)

Post #291 JP-1.0 GAME MANUAL - Game Adjustment Procedure Posted by idealjoker (4 months ago)


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#54 1 year ago

I would be willing to be a beta tester on my Bad Cats. Are you adding a multiball feature as well?

Quoted from idealjoker:

UPDATE
I implemented the first two useful changes today:
I like the Fishbone-Us target code in the L2 ROM release much better than in the L5 release, because it is much more sensitive. The main reason for this is that in L2 the opto triggers both on closing and opening, while it only triggers once in L5. Additionally, L5 allows a maximum of 2 triggers per target hit. Since I'll base the home ROM on L5, I reverted the fish target handling to L2. (My eventual goal is to make the target gradually more difficult as you score points from it.) This was more tricky than expected. There are about 40 bytes of code in the L5 switch handler that deal with limiting the number of triggers per hit to not more than two. It's tempting to assume that it's this limit that makes the difference. However, that code never does anything on my machine. It would only come into action if you would get 5 triggers in the L2 code, which is not something that I think I have ever seen. What actually makes the difference is a single flag bit in the switch table, which makes the opto generate twice as many triggers in L2 than in L5.
I made a simple fix for the famous trashcan light bug. You can see the effect of the change twice in the video below, at 00:48 and 01:48. I'll most likely change the sound effect to the "What's all the racket" call-out. I think that I should also award the empty-trashcan score when it's unlit. The game does not feel right without the callout and I think that the score is appropriate, too.

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