/
SolarSystem23.ino
4237 lines (3654 loc) · 155 KB
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SolarSystem23.ino
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/**************************************************************************
SolarSystem23 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
See <https://www.gnu.org/licenses/>.
*/
#include "RPU_Config.h"
#include "RPU.h"
#include "SolarSystem23.h"
#include "SelfTestAndAudit.h"
#include <EEPROM.h>
#define USE_SCORE_OVERRIDES
#define USE_SCORE_ACHIEVEMENTS
#if defined(RPU_OS_USE_WAV_TRIGGER) || defined(RPU_OS_USE_WAV_TRIGGER_1p3)
#include "SendOnlyWavTrigger.h"
SendOnlyWavTrigger wTrig; // Our WAV Trigger object
#endif
#define GALAXY_2021_MAJOR_VERSION 2023
#define GALAXY_2021_MINOR_VERSION 14
#define DEBUG_MESSAGES 0
// flickering GI attract (how long?)
// retry sun
/*********************************************************************
Game specific code
*********************************************************************/
// MachineState
// 0 - Attract Mode
// negative - self-test modes
// positive - game play
char MachineState = 0;
boolean MachineStateChanged = true;
#define MACHINE_STATE_ATTRACT 0
#define MACHINE_STATE_INIT_GAMEPLAY 1
#define MACHINE_STATE_INIT_NEW_BALL 2
#define MACHINE_STATE_NORMAL_GAMEPLAY 4
#define MACHINE_STATE_COUNTDOWN_BONUS 99
#define MACHINE_STATE_BALL_OVER 100
#define MACHINE_STATE_MATCH_MODE 110
#define MACHINE_STATE_ADJUST_FREEPLAY (MACHINE_STATE_TEST_DONE-1)
#define MACHINE_STATE_ADJUST_BALL_SAVE (MACHINE_STATE_TEST_DONE-2)
#define MACHINE_STATE_ADJUST_SFX_AND_SOUNDTRACK (MACHINE_STATE_TEST_DONE-3)
#define MACHINE_STATE_ADJUST_MUSIC_VOLUME (MACHINE_STATE_TEST_DONE-4)
#define MACHINE_STATE_ADJUST_SFX_VOLUME (MACHINE_STATE_TEST_DONE-5)
#define MACHINE_STATE_ADJUST_CALLOUTS_VOLUME (MACHINE_STATE_TEST_DONE-6)
#define MACHINE_STATE_ADJUST_TOURNAMENT_SCORING (MACHINE_STATE_TEST_DONE-7)
#define MACHINE_STATE_ADJUST_TILT_WARNING (MACHINE_STATE_TEST_DONE-8)
#define MACHINE_STATE_ADJUST_AWARD_OVERRIDE (MACHINE_STATE_TEST_DONE-9)
#define MACHINE_STATE_ADJUST_BALLS_OVERRIDE (MACHINE_STATE_TEST_DONE-10)
#define MACHINE_STATE_ADJUST_SCROLLING_SCORES (MACHINE_STATE_TEST_DONE-11)
#define MACHINE_STATE_ADJUST_EXTRA_BALL_AWARD (MACHINE_STATE_TEST_DONE-12)
#define MACHINE_STATE_ADJUST_SPECIAL_AWARD (MACHINE_STATE_TEST_DONE-13)
#define MACHINE_STATE_ADJUST_DIM_LEVEL (MACHINE_STATE_TEST_DONE-14)
#define MACHINE_STATE_ADJUST_EXTRA_BALL_RANK (MACHINE_STATE_TEST_DONE-15)
#define MACHINE_STATE_ADJUST_SPECIAL_RANK (MACHINE_STATE_TEST_DONE-16)
#define MACHINE_STATE_ADJUST_SUN_MISSION_RANK (MACHINE_STATE_TEST_DONE-17)
#define MACHINE_STATE_AJDUST_SIDE_QUEST_START (MACHINE_STATE_TEST_DONE-18)
#define MACHINE_STATE_ADJUST_GALAXY_BALL_SAVE (MACHINE_STATE_TEST_DONE-19)
#define MACHINE_STATE_ADJUST_SAVE_PROGRESS (MACHINE_STATE_TEST_DONE-20)
#define MACHINE_STATE_ADJUST_DONE (MACHINE_STATE_TEST_DONE-21)
int MachineStateToAdjustmentPrompt[] = {
134, 135, 136, 137, 138, 139, 140, 141, 142, 143, 144, 145, 146, 147, 148, 149, 0, 170, 171, 172, // Standard adjustment prompts
150, 151, 152, 153, 154, 155, 156, 157, 158, 159, 160, 161, 162, 163, 164, 165, 166, 167, 168, 169 // Game-specific adjustment prompts
};
// The lower 4 bits of the Game Mode are modes, the upper 4 are for frenzies
// and other flags that carry through different modes
#define GAME_MODE_SKILL_SHOT 0
#define GAME_MODE_UNSTRUCTURED_PLAY 1
#define GAME_MODE_MISSION_QUALIFIED 2
#define GAME_MODE_MISSION_FUELING 3
#define GAME_MODE_MISSION_READY_TO_LAUNCH 4
#define GAME_MODE_MISSION_LAUNCHING 5
#define GAME_MODE_MISSION_FIRST_LEG 6
#define GAME_MODE_MISSION_SECOND_LEG 7
#define GAME_MODE_MISSION_THIRD_LEG 8
#define GAME_MODE_MISSION_FINISH 9
#define GAME_MODE_WAITING_FINISH_WITH_BONUS 10
#define GAME_MODE_WIZARD_QUALIFIED 11
#define GAME_MODE_WIZARD_START 12
#define GAME_MODE_WIZARD 13
#define GAME_MODE_WIZARD_FINISHED 14
#define GAME_BASE_MODE 0x0F
#define GAME_MODE_FLAG_CARGO_COLLECTION 0x10
#define GAME_MODE_FLAG_PASSENGER_ABOARD 0x20
#define GAME_MODE_FLAG_PIRATE_ENCOUNTER 0x40
#define GAME_MODE_FLAG_REFUEL 0x80
#define EEPROM_BALL_SAVE_BYTE 100
#define EEPROM_FREE_PLAY_BYTE 101
#define EEPROM_MUSIC_LEVEL_BYTE 102
#define EEPROM_SKILL_SHOT_BYTE 103
#define EEPROM_TILT_WARNING_BYTE 104
#define EEPROM_AWARD_OVERRIDE_BYTE 105
#define EEPROM_BALLS_OVERRIDE_BYTE 106
#define EEPROM_TOURNAMENT_SCORING_BYTE 107
#define EEPROM_MUSIC_VOLUME_BYTE 108
#define EEPROM_SFX_VOLUME_BYTE 109
#define EEPROM_SCROLLING_SCORES_BYTE 110
#define EEPROM_CALLOUTS_VOLUME_BYTE 111
#define EEPROM_DIM_LEVEL_BYTE 113
#define EEPROM_RANK_FOR_EB_BYTE 114
#define EEPROM_RANK_FOR_SPECIAL_BYTE 115
#define EEPROM_RANK_FOR_SUN_BYTE 116
#define EEPROM_SIDE_QUEST_START_BYTE 117
#define EEPROM_GALAXY_BALLSAVE_BYTE 118
#define EEPROM_SAVE_PROGRESS_BYTE 119
#define EEPROM_EXTRA_BALL_SCORE_BYTE 140
#define EEPROM_SPECIAL_SCORE_BYTE 144
#define SOUND_EFFECT_NONE 0
#define SOUND_EFFECT_BONUS_COUNT 1
#define SOUND_EFFECT_INLANE_UNLIT 3
#define SOUND_EFFECT_OUTLANE_UNLIT 4
#define SOUND_EFFECT_INLANE_LIT 5
#define SOUND_EFFECT_OUTLANE_LIT 6
#define SOUND_EFFECT_BUMPER_HIT 7
#define SOUND_EFFECT_SKILL_SHOT 8
#define SOUND_EFFECT_ADD_CREDIT_1 10
#define SOUND_EFFECT_ADD_CREDIT_2 11
#define SOUND_EFFECT_ADD_CREDIT_3 12
#define SOUND_EFFECT_GALAXY_LETTER_AWARD 13
#define SOUND_EFFECT_DROP_TARGET_NORMAL 14
#define SOUND_EFFECT_BALL_OVER 19
#define SOUND_EFFECT_GAME_OVER 20
#define SOUND_EFFECT_EXTRA_BALL 23
#define SOUND_EFFECT_MACHINE_START 24
#define SOUND_EFFECT_TILT_WARNING 28
#define SOUND_EFFECT_MATCH_SPIN 30
#define SOUND_EFFECT_JACKPOT 31
#define SOUND_EFFECT_SLING_SHOT 34
#define SOUND_EFFECT_ROLLOVER 35
#define SOUND_EFFECT_ANIMATION_TICK 36
#define SOUND_EFFECT_REFUELING_SPINNER 37
#define SOUND_EFFECT_LAUNCH_ROCKET 38
#define SOUND_EFFECT_GALAXY_LETTER_COLLECT 39
#define SOUND_EFFECT_GALAXY_LETTER_UNLIT 40
#define SOUND_EFFECT_GALAXY_BOUNCE 41
#define SOUND_EFFECT_FEATURE_SHOT 42
#define SOUND_EFFECT_TILT 61
#define SOUND_EFFECT_SIDE_QUEST_STARTED 62
#define SOUND_EFFECT_PASSENGER_COLLECT 63
#define SOUND_EFFECT_CARGO_COLLECT 64
#define SOUND_EFFECT_PIRATE_COLLECT 65
#define SOUND_EFFECT_REFUEL_COLLECT 66
#define SOUND_EFFECT_DROP_SEQUENCE_SKILL 67
#define SOUND_EFFECT_BONUS_X_INCREASED 69
#define SOUND_EFFECT_SIDE_QUESTS_OVER 70
#define SOUND_EFFECT_MISSION_COMPLETE 71
#define SOUND_EFFECT_DROP_TARGET_CLEAR_1 72
#define SOUND_EFFECT_DROP_TARGET_CLEAR_2 (SOUND_EFFECT_DROP_TARGET_CLEAR_1+1)
#define SOUND_EFFECT_DROP_TARGET_CLEAR_3 (SOUND_EFFECT_DROP_TARGET_CLEAR_1+2)
#define SOUND_EFFECT_DROP_TARGET_CLEAR_4 (SOUND_EFFECT_DROP_TARGET_CLEAR_1+3)
#define SOUND_EFFECT_POP_BUMPER_ADV_1 76
#define SOUND_EFFECT_POP_BUMPER_ADV_3 77
#define SOUND_EFFECT_SUN_MISSION_LAUNCH 80
#define SUN_MISSION_LAUNCH_TOTAL_DURATION 16434
#define SUN_MISSION_LAUNCH_GI_NUM_TOGGLES 23
unsigned long SunMissionLaunchGIToggleTimes[] =
{ 4000, 4200, 4300, 4450, 4800, 5000, 5700, 6500,
6700, 7050, 10000, 10750, 11700, 11850, 12000, 12150,
12300, 12450, 12550, 12700, 15000, 15200, 16200 };
#define SOUND_EFFECT_SELF_TEST_MODE_START 133
#define SOUND_EFFECT_SELF_TEST_AUDIO_OPTIONS_START 190
#define RALLY_MUSIC_WAITING_FOR_SKILLSHOT 0
#define RALLY_MUSIC_WAITING_FOR_SKILLSHOT_CALM 1
#define RALLY_MUSIC_WAITING_FOR_SKILLSHOT_UPBEAT 3
#define RALLY_MUSIC_WAITING_FOR_SKILLSHOT_MEDIUM 2
#define SOUND_EFFECT_WAITING_FOR_LAUNCH 110
#define SOUND_EFFECT_RADIO_TRANSITION 125
// General music
#define SOUND_EFFECT_BACKGROUND_SONG_1 700
#define SOUND_EFFECT_BACKGROUND_SONG_2 701
#define SOUND_EFFECT_BACKGROUND_SONG_3 702
#define SOUND_EFFECT_BACKGROUND_SONG_4 703
#define SOUND_EFFECT_BACKGROUND_SONG_18 717
// For each music set, there are five types of music
#define MUSIC_TYPE_UNSTRUCTURED_PLAY 0
#define MUSIC_TYPE_SIDE_QUEST 1
#define MUSIC_TYPE_MISSION 2
#define MUSIC_TYPE_WIZARD 3
#define MUSIC_TYPE_RALLY 4
//
byte CurrentMusicType = 0; // value can be 0-3
unsigned short MusicIndices[2][5] = {
{700, 725, 750, 775, 790},
{800, 825, 850, 875, 890}
};
unsigned short MusicNumEntries[2][4] = {
{6, 5, 6, 3},
{13, 5, 5, 3}
};
unsigned short MusicLengths[2][4][15] = {
{
{210, 185, 315, 270, 210, 230, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{225, 180, 195, 230, 190, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{265, 240, 280, 210, 175, 200, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{220, 320, 160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
},
{
{400, 280, 300, 165, 115, 200, 170, 230, 195, 250, 190, 195, 190, 0, 0},
{185, 250, 210, 130, 125, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{190, 95, 110, 150, 52, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{220, 320, 160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
};
#define SOUND_EFFECT_ASCENDING_SPINNER 200
#define SOUND_EFFECT_ASCENDING_SPINNER_END 249
#define SOUND_EFFECT_SPINNER_COMPLETION 250
unsigned long BackgroundSongStartTime = 0;
unsigned long BackgroundSongEndTime = 0;
// Game play status callouts
#define NUM_VOICE_NOTIFICATIONS 74
byte VoiceNotificationDurations[NUM_VOICE_NOTIFICATIONS] = {
4, 3, 6, 4, 3, 2, 3, 2, 5, 4,
4, 3, 3, 3, 3, 4, 3, 3, 4, 3,
3, 3, 4, 4, 4, 2, 3, 4, 3, 5,
4, 6, 2, 4, 3, 5, 4, 6, 5, 7,
3, 4, 2, 2, 2, 2, 2, 2, 2, 2,
3, 5, 4, 4, 4, 4, 4, 4, 3, 3,
4, 4, 4, 4, 3, 3, 3, 3, 3, 5,
3, 4, 2, 2
};
unsigned long NextVoiceNotificationPlayTime;
#define SOUND_EFFECT_VP_VOICE_NOTIFICATIONS_START 500
#define SOUND_EFFECT_VP_PLUNGE_PROMPT_1 500
#define SOUND_EFFECT_VP_PLUNGE_PROMPT_2 501
#define SOUND_EFFECT_VP_PLUNGE_PROMPT_3 502
#define SOUND_EFFECT_VP_PLUNGE_PROMPT_4 503
#define SOUND_EFFECT_VP_SKILL_SHOT_1 504
#define SOUND_EFFECT_VP_SKILL_SHOT_2 505
#define SOUND_EFFECT_VP_SKILL_SHOT_3 506
#define SOUND_EFFECT_VP_SKILL_SHOT_4 507
#define SOUND_EFFECT_VP_SIDE_QUEST_REMINDER 508
#define SOUND_EFFECT_VP_REFULING_DONE 509
#define SOUND_EFFECT_VP_MERCURY_MISSION_START 510
#define SOUND_EFFECT_VP_COMING_IN_FOR_LANDING 519
#define SOUND_EFFECT_VP_CARGO_ADDED 520
#define SOUND_EFFECT_VP_PIRATE_ENCOUNTER 521
#define SOUND_EFFECT_VP_REFUEL_STARTED 522
#define SOUND_EFFECT_VP_PASSEGER_ADDED 523
#define SOUND_EFFECT_VP_MORE_FUEL_REQUIRED 524
#define SOUND_EFFECT_VP_SIDE_QUEST_1 525
#define SOUND_EFFECT_VP_SIDE_QUEST_15 539
#define SOUND_EFFECT_VP_ACQUIRE_FUEL 540
#define SOUND_EFFECT_VP_POPS_FOR_PLAYFIELD_MULTI 541
#define SOUND_EFFECT_VP_ADD_PLAYER_1 542
#define SOUND_EFFECT_VP_ADD_PLAYER_2 (SOUND_EFFECT_ADD_PLAYER_1+1)
#define SOUND_EFFECT_VP_ADD_PLAYER_3 (SOUND_EFFECT_ADD_PLAYER_1+2)
#define SOUND_EFFECT_VP_ADD_PLAYER_4 (SOUND_EFFECT_ADD_PLAYER_1+3)
#define SOUND_EFFECT_VP_PLAYER_1_UP 546
#define SOUND_EFFECT_VP_PLAYER_2_UP (SOUND_EFFECT_PLAYER_1_UP+1)
#define SOUND_EFFECT_VP_PLAYER_3_UP (SOUND_EFFECT_PLAYER_1_UP+2)
#define SOUND_EFFECT_VP_PLAYER_4_UP (SOUND_EFFECT_PLAYER_1_UP+3)
#define SOUND_EFFECT_VP_SHOOT_AGAIN 550
// new callouts
#define SOUND_EFFECT_VP_ENTERING_CRYO_SLEEP 551
#define SOUND_EFFECT_VP_BUILD_MISSION_BONUS_1 552
#define SOUND_EFFECT_VP_BUILD_MISSION_BONUS_2 553
#define SOUND_EFFECT_VP_BUILD_MISSION_BONUS_3 554
#define SOUND_EFFECT_VP_BUILD_MISSION_BONUS_4 555
#define SOUND_EFFECT_VP_BUILD_MISSION_BONUS_5 556
#define SOUND_EFFECT_VP_BUILD_MISSION_BONUS_6 557
#define SOUND_EFFECT_VP_BUILD_MISSION_BONUS_7 558
#define SOUND_EFFECT_VP_BUILD_MISSION_BONUS_8 559
#define SOUND_EFFECT_VP_GALXAXY_TURNAROUND_TO_COMPLETE_MISSION 560
#define SOUND_EFFECT_VP_TOP_POP_TO_COMPLETE_MISSION 561
#define SOUND_EFFECT_VP_STANDUP_TARGET_TO_COMPLETE_MISSION 562
#define SOUND_EFFECT_VP_1X_PLAYFIELD 563
#define SOUND_EFFECT_VP_2X_PLAYFIELD 564
#define SOUND_EFFECT_VP_3X_PLAYFIELD 565
#define SOUND_EFFECT_VP_4X_PLAYFIELD 566
#define SOUND_EFFECT_VP_5X_PLAYFIELD 567
#define SOUND_EFFECT_VP_6X_PLAYFIELD 568
#define SOUND_EFFECT_VP_WAITING_FOR_LAUNCH_MISSION_TO_SUN 569
#define SOUND_EFFECT_VP_MISSION_WINDOW_CLOSED 570
#define SOUND_EFFECT_VP_BUILD_WIZARD_JACKPOT_WITH_DROPS 571
#define SOUND_EFFECT_VP_JACKPOT 572
#define SOUND_EFFECT_VP_SUPER_JACKPOT 573
#define MAX_DISPLAY_BONUS 120
#define TILT_WARNING_DEBOUNCE_TIME 1000
/*********************************************************************
Machine state and options
*********************************************************************/
byte SoundtrackSelection = 0;
byte Credits = 0;
byte ChuteCoinsInProgress[3] = {0, 0, 0};
byte MusicLevel = 3;
byte BallSaveNumSeconds = 0;
byte CurrentBallSaveNumSeconds = 0;
byte MaximumCredits = 40;
byte BallsPerGame = 3;
byte DimLevel = 2;
byte ScoreAwardReplay = 0;
byte MusicVolume = 10;
byte SoundEffectsVolume = 10;
byte CalloutsVolume = 10;
boolean HighScoreReplay = true;
boolean MatchFeature = true;
boolean TournamentScoring = false;
boolean ScrollingScores = true;
boolean FreePlayMode = false;
unsigned long HighScore = 0;
unsigned long AwardScores[3];
unsigned long ExtraBallValue = 0;
unsigned long SpecialValue = 0;
unsigned long CurrentTime = 0;
unsigned long SoundSettingTimeout = 0;
/*********************************************************************
Game State
*********************************************************************/
byte CurrentPlayer = 0;
byte CurrentBallInPlay = 1;
byte CurrentNumPlayers = 0;
byte Bonus[4];
byte BonusX[4];
byte GameMode = GAME_MODE_SKILL_SHOT;
byte MaxTiltWarnings = 2;
byte NumTiltWarnings = 0;
byte CurrentAchievements[4];
boolean SamePlayerShootsAgain = false;
boolean BallSaveUsed = false;
boolean ExtraBallCollected = false;
boolean SpecialCollected = false;
boolean ShowingModeStats = false;
boolean PlayScoreAnimationTick = true;
#define NUMBER_OF_SONGS_REMEMBERED 20
unsigned int LastSongsPlayed[NUMBER_OF_SONGS_REMEMBERED];
unsigned long CurrentScores[4];
unsigned long BallFirstSwitchHitTime = 0;
unsigned long BallTimeInTrough = 0;
unsigned long GameModeStartTime = 0;
unsigned long GameModeEndTime = 0;
unsigned long LastTiltWarningTime = 0;
unsigned long ScoreAdditionAnimation;
unsigned long ScoreAdditionAnimationStartTime;
unsigned long LastRemainingAnimatedScoreShown;
unsigned long ScoreMultiplier;
unsigned long BallSaveEndTime;
#define BALL_SAVE_GRACE_PERIOD 1500
/*********************************************************************
Game Specific State Variables
*********************************************************************/
#define MISSION_FINISH_SHOT_GALAXY_TURNAROUND 0
#define MISSION_FINISH_SHOT_TOP_POP 1
#define MISSION_FINISH_SHOT_STANDUPS 2
#define MISSION_FEATURE_SHOT_DROPS 0
#define MISSION_FEATURE_SHOT_LOWER_POPS 1
#define MISSION_FEATURE_SHOT_STANDUPS 2
#define MISSION_FEATURE_SHOT_TOP_LANES 3
#define MISSION_FEATURE_SHOT_TOP_POP 4
#define MISSION_FEATURE_SHOT_SLING_SHOTS 5
#define MISSION_FEATURE_SHOT_SPINNER 6
#define MISSION_FEATURE_SHOT_SAUCER 7
byte NextMission;
byte RankForSunMission = 7;
byte RankForExtraBallLight = 3;
byte RankForSpecialLight = 5;
byte ExtraBallLit[4];
byte SpecialLit[4];
byte GalaxyTurnaroundLights[4];
byte GalaxyStatus[4];
byte ResumeGameMode[4];
byte ResumeFuel[4];
byte ResumeMissionNum[4];
byte FuelRequirements[] = {40, 20, 20, 32, 40, 72, 120, 136, 48};
byte MissionStartStage[] = {GAME_MODE_MISSION_THIRD_LEG, GAME_MODE_MISSION_THIRD_LEG,
GAME_MODE_MISSION_SECOND_LEG, GAME_MODE_MISSION_SECOND_LEG,
GAME_MODE_MISSION_FIRST_LEG, GAME_MODE_MISSION_FIRST_LEG,
GAME_MODE_MISSION_FIRST_LEG, GAME_MODE_MISSION_FIRST_LEG,
GAME_MODE_MISSION_FIRST_LEG };
byte MissionFinishShot[] = { MISSION_FINISH_SHOT_GALAXY_TURNAROUND, MISSION_FINISH_SHOT_TOP_POP,
MISSION_FINISH_SHOT_GALAXY_TURNAROUND, MISSION_FINISH_SHOT_STANDUPS,
MISSION_FINISH_SHOT_GALAXY_TURNAROUND, MISSION_FINISH_SHOT_GALAXY_TURNAROUND,
MISSION_FINISH_SHOT_TOP_POP, MISSION_FINISH_SHOT_STANDUPS,
MISSION_FINISH_SHOT_GALAXY_TURNAROUND };
byte MissionFeatureShot[] = { MISSION_FEATURE_SHOT_DROPS, MISSION_FEATURE_SHOT_LOWER_POPS,
MISSION_FEATURE_SHOT_STANDUPS, MISSION_FEATURE_SHOT_TOP_LANES,
MISSION_FEATURE_SHOT_TOP_POP, MISSION_FEATURE_SHOT_SLING_SHOTS,
MISSION_FEATURE_SHOT_LOWER_POPS, MISSION_FEATURE_SHOT_SPINNER,
MISSION_FEATURE_SHOT_SAUCER };
byte CurrentSaucerValue;
byte SaucerHitLampNum;
byte CurrentFuel;
byte FuelRequired;
byte DropTargetStatus;
byte DTBankHitOrder;
byte SpinnerAscension;
byte PlayerRank[4];
byte PopsForMultiplier;
byte MidlaneStatus;
byte DropTargetClears[4];
byte StandupsHitThisBall;
byte SpinnerHits[4];
byte SideQuestsQualified[4];
byte OutlaneStatus;
byte WizardLastDropTargetUp;
byte SideQuestStartSwitches;
byte SideQuestNumTopPops;
byte GalaxyKickerBallSave = 5;
boolean GeneralIlluminationOn = true;
boolean TimersPaused = true;
boolean SideQuestQualifiedReminderPlayed;
boolean ShowGalaxyTurnaroundDraw;
boolean SaveMissionProgress = true;
unsigned int MissionsCompleted[4];
unsigned long LastSpinnerHit;
unsigned long BonusXAnimationStart;
unsigned long GalaxyLetterAnimationEnd[6];
unsigned long SaucerHitAnimationEnd;
unsigned long SaucerValueDecreaseTime;
unsigned long ResetDropTargetStatusTime;
unsigned long LastSwitchHitTime;
unsigned long SpinnerGoalReachedTime;
unsigned long GalaxyStatusResetTime;
unsigned long DropTargetGoalReachedTime;
unsigned long StandupGoalReachedTime;
unsigned long LastGameplayPrompt;
unsigned long SideQuestQualifiedEndTime;
unsigned long SideQuestEndTime;
unsigned long LastSaucerHitTime;
unsigned long GalaxyTurnaroundEjectTime = 0;
unsigned long GalaxyBounceAnimationStart = 0;
unsigned long MissionBonus;
unsigned long FeatureShotLastHit;
unsigned long AnnounceFinishShotTime;
unsigned long PeriodicModeCheck;
unsigned long WizardLastDropTargetSet;
unsigned long WizardJackpotValue;
unsigned long WizardJackpotLastChanged;
#define SIDE_QUEST_START_3_TOP_POPS 0x01
#define SIDE_QUEST_START_RIGHT_A 0x02
#define MISSION_TO_MERCURY 0
#define MISSION_TO_VENUS 1
#define MISSION_TO_MARS 2
#define MISSION_TO_JUPITER 3
#define MISSION_TO_SATURN 4
#define MISSION_TO_URANUS 5
#define MISSION_TO_NEPTUNE 6
#define MISSION_TO_PLUTO 7
#define MISSION_TO_SUN 8
#define MAX_NUMBER_OF_MISSIONS 9
#define GALAXY_STATUS_LETTER_G 0x01
#define GALAXY_STATUS_LETTER_A1 0x02
#define GALAXY_STATUS_LETTER_L 0x04
#define GALAXY_STATUS_LETTER_A2 0x08
#define GALAXY_STATUS_LETTER_X 0x10
#define GALAXY_STATUS_LETTER_Y 0x20
#define GALAXY_LETTER_ANIMATION_DURATION 5000
#define DROP_TARGET_CLEARS_FOR_CARGO 4
#define SPINS_FOR_REFUEL 250
#define SIDE_QUEST_QUALIFY_AWARD 20000
#define SIDE_QUEST_QUALIFY_TIME 60000
#define AWARD_FOR_CARGO_COLLECTION 3000
#define AWARD_FOR_PASSENGER_ABOARD 3000
#define AWARD_FOR_PIRATE_ENCOUNTER 3000
#define AWARD_FOR_REFUEL_SPIN 500
#define MISSION_FIRST_LEG_TIME 15000
#define MISSION_SECOND_LEG_TIME 15000
#define MISSION_THIRD_LEG_TIME 60000
void ReadStoredParameters() {
HighScore = RPU_ReadULFromEEProm(RPU_HIGHSCORE_EEPROM_START_BYTE, 10000);
Credits = RPU_ReadByteFromEEProm(RPU_CREDITS_EEPROM_BYTE);
if (Credits > MaximumCredits) Credits = MaximumCredits;
ReadSetting(EEPROM_FREE_PLAY_BYTE, 0);
FreePlayMode = (EEPROM.read(EEPROM_FREE_PLAY_BYTE)) ? true : false;
BallSaveNumSeconds = ReadSetting(EEPROM_BALL_SAVE_BYTE, 15);
if (BallSaveNumSeconds > 20) BallSaveNumSeconds = 20;
CurrentBallSaveNumSeconds = BallSaveNumSeconds;
MusicLevel = ReadSetting(EEPROM_MUSIC_LEVEL_BYTE, 3);
if (MusicLevel > 4) MusicLevel = 4;
if (MusicLevel>=3) SoundtrackSelection = MusicLevel-3;
MusicVolume = ReadSetting(EEPROM_MUSIC_VOLUME_BYTE, 10);
if (MusicVolume==0 || MusicVolume>10) MusicVolume = 10;
SoundEffectsVolume = ReadSetting(EEPROM_SFX_VOLUME_BYTE, 10);
if (SoundEffectsVolume==0 || SoundEffectsVolume>10) SoundEffectsVolume = 10;
CalloutsVolume = ReadSetting(EEPROM_CALLOUTS_VOLUME_BYTE, 10);
if (CalloutsVolume==0 || CalloutsVolume>10) CalloutsVolume = 10;
RankForExtraBallLight = ReadSetting(EEPROM_RANK_FOR_EB_BYTE, 3);
if (RankForExtraBallLight==0 || RankForExtraBallLight>10) RankForExtraBallLight = 3;
RankForSpecialLight = ReadSetting(EEPROM_RANK_FOR_SPECIAL_BYTE, 5);
if (RankForSpecialLight==0 || RankForSpecialLight>10) RankForSpecialLight = 5;
RankForSunMission = ReadSetting(EEPROM_RANK_FOR_SUN_BYTE, 7);
if (RankForSunMission==0 || RankForSunMission>10) RankForSunMission = 7;
TournamentScoring = (ReadSetting(EEPROM_TOURNAMENT_SCORING_BYTE, 0)) ? true : false;
MaxTiltWarnings = ReadSetting(EEPROM_TILT_WARNING_BYTE, 2);
if (MaxTiltWarnings > 2) MaxTiltWarnings = 2;
SideQuestStartSwitches = ReadSetting(EEPROM_SIDE_QUEST_START_BYTE, 0);
if (SideQuestStartSwitches > 0x03) SideQuestStartSwitches = 0;
GalaxyKickerBallSave = ReadSetting(EEPROM_GALAXY_BALLSAVE_BYTE, 5);
if (GalaxyKickerBallSave>10) GalaxyKickerBallSave = 5;
SaveMissionProgress = ReadSetting(EEPROM_SAVE_PROGRESS_BYTE, 1) ? true : false;
byte awardOverride = ReadSetting(EEPROM_AWARD_OVERRIDE_BYTE, 99);
if (awardOverride != 99) {
ScoreAwardReplay = awardOverride;
}
byte ballsOverride = ReadSetting(EEPROM_BALLS_OVERRIDE_BYTE, 99);
if (ballsOverride == 3 || ballsOverride == 5) {
BallsPerGame = ballsOverride;
} else {
if (ballsOverride != 99) EEPROM.write(EEPROM_BALLS_OVERRIDE_BYTE, 99);
}
ScrollingScores = (ReadSetting(EEPROM_SCROLLING_SCORES_BYTE, 1)) ? true : false;
ExtraBallValue = RPU_ReadULFromEEProm(EEPROM_EXTRA_BALL_SCORE_BYTE);
if (ExtraBallValue % 1000 || ExtraBallValue > 100000) ExtraBallValue = 20000;
SpecialValue = RPU_ReadULFromEEProm(EEPROM_SPECIAL_SCORE_BYTE);
if (SpecialValue % 1000 || SpecialValue > 100000) SpecialValue = 40000;
DimLevel = ReadSetting(EEPROM_DIM_LEVEL_BYTE, 2);
if (DimLevel < 2 || DimLevel > 3) DimLevel = 2;
RPU_SetDimDivisor(1, DimLevel);
AwardScores[0] = RPU_ReadULFromEEProm(RPU_AWARD_SCORE_1_EEPROM_START_BYTE);
AwardScores[1] = RPU_ReadULFromEEProm(RPU_AWARD_SCORE_2_EEPROM_START_BYTE);
AwardScores[2] = RPU_ReadULFromEEProm(RPU_AWARD_SCORE_3_EEPROM_START_BYTE);
}
#ifdef RPU_OS_USE_SB300
void InitSB300Registers() {
RPU_PlaySB300SquareWave(1, 0x00); // Write 0x00 to CR2 (Timer 2 off, continuous mode, 16-bit, C2 clock, CR3 set)
RPU_PlaySB300SquareWave(0, 0x00); // Write 0x00 to CR3 (Timer 3 off, continuous mode, 16-bit, C3 clock, not prescaled)
RPU_PlaySB300SquareWave(1, 0x01); // Write 0x00 to CR2 (Timer 2 off, continuous mode, 16-bit, C2 clock, CR1 set)
RPU_PlaySB300SquareWave(0, 0x00); // Write 0x00 to CR1 (Timer 1 off, continuous mode, 16-bit, C1 clock, timers allowed)
}
void PlaySB300StartupBeep() {
RPU_PlaySB300SquareWave(1, 0x92); // Write 0x92 to CR2 (Timer 2 on, continuous mode, 16-bit, E clock, CR3 set)
RPU_PlaySB300SquareWave(0, 0x92); // Write 0x92 to CR3 (Timer 3 on, continuous mode, 16-bit, E clock, not prescaled)
RPU_PlaySB300SquareWave(4, 0x02); // Set Timer 2 to 0x0200
RPU_PlaySB300SquareWave(5, 0x00);
RPU_PlaySB300SquareWave(6, 0x80); // Set Timer 3 to 0x8000
RPU_PlaySB300SquareWave(7, 0x00);
RPU_PlaySB300Analog(0, 0x02);
}
#endif
void setup() {
if (DEBUG_MESSAGES) {
Serial.begin(57600);
}
// Tell the OS about game-specific lights and switches
RPU_SetupGameSwitches(NUM_SWITCHES_WITH_TRIGGERS, NUM_PRIORITY_SWITCHES_WITH_TRIGGERS, SolenoidAssociatedSwitches);
// Set up the chips and interrupts
RPU_InitializeMPU(RPU_CMD_BOOT_ORIGINAL_IF_CREDIT_RESET | RPU_CMD_BOOT_ORIGINAL_IF_NOT_SWITCH_CLOSED, SW_CREDIT_RESET);
RPU_DisableSolenoidStack();
RPU_SetDisableFlippers(true);
// Read parameters from EEProm
ReadStoredParameters();
RPU_SetCoinLockout((Credits >= MaximumCredits) ? true : false);
CurrentScores[0] = GALAXY_2021_MAJOR_VERSION;
CurrentScores[1] = GALAXY_2021_MINOR_VERSION;
CurrentScores[2] = RPU_OS_MAJOR_VERSION;
CurrentScores[3] = RPU_OS_MINOR_VERSION;
#if defined(RPU_OS_USE_WAV_TRIGGER) || defined(RPU_OS_USE_WAV_TRIGGER_1p3)
// WAV Trigger startup at 57600
wTrig.start();
wTrig.stopAllTracks();
delayMicroseconds(10000);
#endif
#ifdef RPU_OS_USE_SB300
ClearSoundQueue();
InitSB300Registers();
PlaySB300StartupBeep();
#endif
StopAudio();
CurrentTime = millis();
PlaySoundEffect(SOUND_EFFECT_MACHINE_START, ConvertVolumeSettingToGain(SoundEffectsVolume));
for (byte count=0; count<NUMBER_OF_SONGS_REMEMBERED; count++) LastSongsPlayed[count] = 0;
}
byte ReadSetting(byte setting, byte defaultValue) {
byte value = EEPROM.read(setting);
if (value == 0xFF) {
EEPROM.write(setting, defaultValue);
return defaultValue;
}
return value;
}
// This function is useful for checking the status of drop target switches
byte CheckSequentialSwitches(byte startingSwitch, byte numSwitches) {
byte returnSwitches = 0;
for (byte count = 0; count < numSwitches; count++) {
returnSwitches |= (RPU_ReadSingleSwitchState(startingSwitch + count) << count);
}
return returnSwitches;
}
void SetDropTargets(byte newTargetStatus) {
unsigned long nextDropTime = CurrentTime;
// See if any targets need to be raised
if (~newTargetStatus & DropTargetStatus) {
RPU_PushToSolenoidStack(SOL_DROP_TARGET_RESET, 12);
nextDropTime += 125;
}
for (int count=0; count<4; count++) {
if (newTargetStatus & (1<<count)) {
byte targetToDrop = 8 + count + (count/2)*2;
RPU_PushToTimedSolenoidStack(targetToDrop, 8, nextDropTime);
nextDropTime += 100;
}
}
if (nextDropTime!=CurrentTime) ResetDropTargetStatusTime = nextDropTime;
}
byte GetDropTargetStatus() {
byte returnSwitches = 0;
returnSwitches |= (RPU_ReadSingleSwitchState(SW_RED_DROP_TARGET));
returnSwitches |= (RPU_ReadSingleSwitchState(SW_BLUE_DROP_TARGET)<<1);
returnSwitches |= (RPU_ReadSingleSwitchState(SW_YELLOW_DROP_TARGET)<<2);
returnSwitches |= (RPU_ReadSingleSwitchState(SW_BLACK_DROP_TARGET)<<3);
return returnSwitches;
}
void SpotNextDropTarget() {
if (ResetDropTargetStatusTime) return;
byte solToDrop = 0;
for (byte count=0; count<4; count++) {
if ((DropTargetStatus&(0x01<<count))==0x00) {
switch (count) {
case 0: solToDrop = SOL_RED_DROP_TARGET; break;
case 1: solToDrop = SOL_BLUE_DROP_TARGET; break;
case 2: solToDrop = SOL_YELLOW_DROP_TARGET; break;
case 3: solToDrop = SOL_BLACK_DROP_TARGET; break;
}
break;
}
}
if (solToDrop!=0) {
RPU_PushToSolenoidStack(solToDrop, 3);
}
}
/*
byte GetNextMission() {
byte nextMission = 0;
for (nextMission=0; nextMission<MAX_NUMBER_OF_MISSIONS; nextMission++) {
unsigned int missionBit = (unsigned int)1 << (unsigned int)nextMission;
if ((MissionsCompleted[CurrentPlayer]&missionBit)==0) break;
}
return (nextMission);
}
*/
void SetMissionComplete(byte missionNum) {
unsigned int missionBit = (unsigned int)1<<((unsigned int)missionNum);
MissionsCompleted[CurrentPlayer] |= missionBit;
}
boolean CheckIfMissionComplete(byte missionNum) {
unsigned int missionBit = (unsigned int)1<<((unsigned int)missionNum);
if (MissionsCompleted[CurrentPlayer]&missionBit) return true;
return false;
}
byte GetNextAvailableMission(byte curMission) {
byte checkMission;
for (byte count=0; count<(MAX_NUMBER_OF_MISSIONS-1); count++) {
checkMission = (count+curMission)%(MAX_NUMBER_OF_MISSIONS-1);
unsigned int missionBit = (unsigned int)1 << (unsigned int)checkMission;
if ((MissionsCompleted[CurrentPlayer]&missionBit)==0) break;
}
curMission = checkMission;
return curMission;
}
////////////////////////////////////////////////////////////////////////////
//
// Lamp Management functions
//
////////////////////////////////////////////////////////////////////////////
void ShowLampAnimation(byte animationNum, unsigned long divisor, unsigned long baseTime, byte subOffset, boolean dim, boolean reverse = false, byte keepLampOn = 99) {
byte currentStep = (baseTime / divisor) % LAMP_ANIMATION_STEPS;
if (reverse) currentStep = (LAMP_ANIMATION_STEPS - 1) - currentStep;
byte lampNum = 0;
for (int byteNum = 0; byteNum < 8; byteNum++) {
for (byte bitNum = 0; bitNum < 8; bitNum++) {
// if there's a subOffset, turn off lights at that offset
if (subOffset) {
byte lampOff = true;
lampOff = LampAnimations[animationNum][(currentStep + subOffset) % LAMP_ANIMATION_STEPS][byteNum] & (1 << bitNum);
if (lampOff && lampNum != keepLampOn) RPU_SetLampState(lampNum, 0);
}
byte lampOn = false;
lampOn = LampAnimations[animationNum][currentStep][byteNum] & (1 << bitNum);
if (lampOn) RPU_SetLampState(lampNum, 1, dim);
lampNum += 1;
}
#if not defined (RPU_OS_SOFTWARE_DISPLAY_INTERRUPT)
if (byteNum % 2) RPU_DataRead(0);
#endif
}
}
void SetGeneralIllumination(boolean generalIlluminationOn) {
if (generalIlluminationOn!=GeneralIlluminationOn) {
GeneralIlluminationOn = generalIlluminationOn;
RPU_SetContinuousSolenoidBit(GeneralIlluminationOn, SOLCONT_GENERAL_ILLUMINATION);
}
}
byte BonusLampValues[] = {40, 30, 20, 10, 8, 6, 4, 2};
byte BonusLampScanAnimation[] = {7, 6, 2, 1, 0, 5, 4, 5, 0, 1, 2, 6};
void ShowBonusLamps() {
if ((GameMode & GAME_BASE_MODE) == GAME_MODE_WIZARD_QUALIFIED) {
for (int count=0; count<8; count++) RPU_SetLampState(LAMP_BONUS_40+count, 0);
} else if ((GameMode & GAME_BASE_MODE) == GAME_MODE_SKILL_SHOT) {
byte bonusPhase = ((CurrentTime-GameModeStartTime)/100)%12;
for (int count=0; count<8; count++) {
if ((LAMP_BONUS_40+count)!=LAMP_BONUS_10) RPU_SetLampState(LAMP_BONUS_40+count, (BonusLampScanAnimation[bonusPhase])==count);
else RPU_SetLampState(LAMP_BONUS_10, 1);
}
} else {
if (Bonus[CurrentPlayer]>1) {
byte curBonus = Bonus[CurrentPlayer];
for (int count=0; count<8; count++) {
if (curBonus>BonusLampValues[count]) {
RPU_SetLampState(LAMP_BONUS_40+count, 1);
curBonus -= BonusLampValues[count];
} else {
RPU_SetLampState(LAMP_BONUS_40+count, 0);
}
}
} else {
for (int count=0; count<7; count++) RPU_SetLampState(LAMP_BONUS_40+count, 0);
RPU_SetLampState(LAMP_BONUS_2, 1, 0, 200);
}
}
}
void ShowSaucerLamps() {
if ((GameMode & GAME_BASE_MODE) == GAME_MODE_SKILL_SHOT) {
byte lampPhase = ((CurrentTime-GameModeStartTime)/300)%14;
byte lampNum = 255;
if (lampPhase<7) {
if ((lampPhase%2)==0) lampNum = 0;
CurrentSaucerValue = 2;
} else if (lampPhase<11) {
lampNum = lampPhase-6;
CurrentSaucerValue = 2 + lampNum*2;
} else {
lampNum = 14-lampPhase;
CurrentSaucerValue = 2 + lampNum*2;
}
for (int count=0; count<5; count++) {
RPU_SetLampState(LAMP_SAUCER_2K-count, (count==lampNum));
}
} else if (SideQuestQualifiedEndTime!=0 || ((GameMode & GAME_BASE_MODE)==GAME_MODE_WIZARD_QUALIFIED)) {
byte lampPhase = (CurrentTime/100)%6;
for (int count=0; count<5; count++) {
RPU_SetLampState(LAMP_SAUCER_2K-count, (count==lampPhase)||count==(lampPhase-1));
}
} else {
if (SaucerHitAnimationEnd) {
for (int count=0; count<5; count++) {
RPU_SetLampState(LAMP_SAUCER_2K-count, (count==SaucerHitLampNum), 0, 120);
}
if (CurrentTime>SaucerHitAnimationEnd) SaucerHitAnimationEnd = 0;
} else {
int flashing = 0;
if (SaucerValueDecreaseTime) {
if (CurrentTime<SaucerValueDecreaseTime) {
flashing = 500;
if ((SaucerValueDecreaseTime-CurrentTime)<5000) flashing = 125;
} else {
if (CurrentSaucerValue>2) {
CurrentSaucerValue -= 2;
SaucerValueDecreaseTime = CurrentTime + 10000;
} else {
SaucerValueDecreaseTime = 0;
}
}
}
for (int count=0; count<5; count++) {
RPU_SetLampState(LAMP_SAUCER_2K-count, (count+1)==(CurrentSaucerValue/2), 0, flashing);
}
}
}
}
void ShowBonusXLamps() {
if ((GameMode & GAME_BASE_MODE) == GAME_MODE_SKILL_SHOT || (GameMode & GAME_BASE_MODE) == GAME_MODE_WIZARD_QUALIFIED) {
for (int count=0; count<4; count++) RPU_SetLampState(LAMP_BONUS_5X+count, 0);
} else {
if (BonusX[CurrentPlayer]==1) {
for (int count=0; count<4; count++) RPU_SetLampState(LAMP_BONUS_5X+count, 0);
} else if (BonusX[CurrentPlayer]<6) {
for (int count=0; count<4; count++) RPU_SetLampState(LAMP_BONUS_5X+count, BonusX[CurrentPlayer]==(5-count));
} else {
RPU_SetLampState(LAMP_BONUS_5X, BonusX[CurrentPlayer]>6, 0, BonusX[CurrentPlayer]>9?200:0);
RPU_SetLampState(LAMP_BONUS_4X, BonusX[CurrentPlayer]==6 || BonusX[CurrentPlayer]==9);
RPU_SetLampState(LAMP_BONUS_3X, BonusX[CurrentPlayer]==8);
RPU_SetLampState(LAMP_BONUS_2X, BonusX[CurrentPlayer]<8);
}
}
}
void ShowShootAgainLamp() {
if (!BallSaveUsed && CurrentBallSaveNumSeconds > 0 && (CurrentTime<BallSaveEndTime)) {
unsigned long msRemaining = 5000;
if (BallSaveEndTime!=0) msRemaining = BallSaveEndTime - CurrentTime;
RPU_SetLampState(LAMP_SHOOT_AGAIN, 1, 0, (msRemaining < 5000) ? 100 : 500);
} else {
RPU_SetLampState(LAMP_SHOOT_AGAIN, SamePlayerShootsAgain);
}
}
void ShowSpinnerLamp() {
if ((GameMode & GAME_BASE_MODE) == GAME_MODE_WIZARD_QUALIFIED) {
RPU_SetLampState(LAMP_SPINNER_1000, 0);
} else if ((GameMode & GAME_BASE_MODE) == GAME_MODE_MISSION_FUELING) {
if (CurrentFuel<FuelRequired) RPU_SetLampState(LAMP_SPINNER_1000, 1, 0, 400);
else RPU_SetLampState(LAMP_SPINNER_1000, 0);
} else if (SpinnerGoalReachedTime || (GameMode&GAME_MODE_FLAG_REFUEL)) {
RPU_SetLampState(LAMP_SPINNER_1000, 1, 0, 125);
if ( SpinnerGoalReachedTime && (CurrentTime-SpinnerGoalReachedTime) > 3000 ) {
SpinnerGoalReachedTime = 0;
}
} else {
RPU_SetLampState(LAMP_SPINNER_1000, 0);
}
}
void ShowGalaxyLamps() {
if ((GameMode & GAME_BASE_MODE) == GAME_MODE_WIZARD_QUALIFIED) {
byte lampPhase = ((CurrentTime-GameModeStartTime)/200)%6;
for (int count=0; count<6; count++) {
RPU_SetLampState(LAMP_GALAXY_TURNAROUND_G-count, count==(5-lampPhase));
RPU_SetLampState(LAMP_TOPLANE_G-count, 0);
}
} else if (GalaxyBounceAnimationStart) {
byte lampPhase = ((CurrentTime-GalaxyBounceAnimationStart)/60);
if (lampPhase>5) lampPhase = 10-lampPhase;
for (int count=0; count<6; count++) {
RPU_SetLampState(LAMP_GALAXY_TURNAROUND_G-count, count==lampPhase);
RPU_SetLampState(LAMP_TOPLANE_G-count, 0);
}
if (CurrentTime>(GalaxyBounceAnimationStart+660)) GalaxyBounceAnimationStart = 0;
} else if ((GameMode & GAME_BASE_MODE) == GAME_MODE_SKILL_SHOT) {
for (int count=0; count<6; count++) {
RPU_SetLampState(LAMP_GALAXY_TURNAROUND_G-count, 0);
RPU_SetLampState(LAMP_TOPLANE_G-count, 0);
}
} else if ((GameMode & GAME_BASE_MODE)==GAME_MODE_MISSION_QUALIFIED) {
byte lampBit = GALAXY_STATUS_LETTER_G;
for (int count=0; count<6; count++) {
if (CurrentTime>GalaxyLetterAnimationEnd[count]) {
GalaxyLetterAnimationEnd[count] = 0;
}
if (GalaxyLetterAnimationEnd[count]) {
RPU_SetLampState(LAMP_GALAXY_TURNAROUND_G-count, 1, 1, 150);
} else {
RPU_SetLampState(LAMP_GALAXY_TURNAROUND_G-count, GalaxyTurnaroundLights[CurrentPlayer]&lampBit);
}
RPU_SetLampState(LAMP_TOPLANE_G-count, (GalaxyStatus[CurrentPlayer]&lampBit)==0);
lampBit *= 2;
}
} else if (GalaxyStatusResetTime || (GameMode&GAME_MODE_FLAG_PASSENGER_ABOARD)) {
byte lampBit = GALAXY_STATUS_LETTER_G;
for (int count=0; count<6; count++) {
RPU_SetLampState(LAMP_GALAXY_TURNAROUND_G-count, GalaxyTurnaroundLights[CurrentPlayer]&lampBit);
RPU_SetLampState(LAMP_TOPLANE_G-count, 1, 0, 125);
lampBit *= 2;
}
if ( GalaxyStatusResetTime && (CurrentTime-GalaxyStatusResetTime) > 3000 ) {
GalaxyStatusResetTime = 0;
}
} else {
byte lampBit = GALAXY_STATUS_LETTER_G;
for (int count=0; count<6; count++) {
if (GalaxyLetterAnimationEnd[count]) {
if (CurrentTime>GalaxyLetterAnimationEnd[count]) {