Ok spent a few hours on this tonight and this morning.
(Problem 1) - (Working pretty well.)
That timer hack seems to sort the home position of the cannon which allows it to fire each time a ball is loaded. What was happening before was when the cannon went home the home switch wasn't activating at times so when a ball was loaded into the cannon on subsequent attempts the cannon would detect the ball but then go into a test mode until it found home again. This seems to be working better.
(Problem 2) - When a left ramp shot is made but the ball doesn't go up far enough the ramp for the magnet to pull it over into the left return ramp, the game goes into "shoot" mode and you have to wait for the cycle to finish even though there's no ball in the cannon. This one is weird. I don't know whether this is by design but I would suspect that the cannon should only go into "shoot" mode if there is a ball loaded in it. There are two switches on the left ramp (24 - Ramp low) and (22 Ramp high). 24 is at the bottom of the ramp and if the "Xwing" light is flashing indicating that the cannon can be loaded and only this switch is hit, the diverter on the left ramp opens and the cannon goes into shoot mode. Usually there would be a "ramp made" switch that tells the game that the ramp had actually been shot properly and the ball had no other option than to enter the cannon but with this game it appears that the game thinks that if the bottom ramp switch is hit then the ball is going to make it. Weird.
I suspect that there is an emulation problem here or a switch timing problem perhaps. Without the real game handy though, I'm just guessing what the behavior is meant to be with this arrangement. What would be handy is for someone who has the real game to get the xwing light lit (cannon ready to be loaded) and then manually roll the ball through bottom ramp switch 24 only to see what the cannon and diverter does. My guess would be that the diverter opens but then when the cannon doesn't see a ball loaded, the game goes back to normal play.
The other issue with the cannon going into shoot mode when a ball passes by it on the left return ramp seems to have nothing to do with the ball passing the cannon, it seems to be triggered when the top vuk shoots a ball out and it's just coincidental that the ball rolls past the cannon at the same time it goes into shoot mode. Sometimes the xwing light on the top vuk is lit when this happens so I am assuming that the cannon should be ready to accept balls when the vuk shoots the ball out. Perhaps the ball is travelling too fast out of the VUK and misses the diverter but because of the other issue with the cannon just blindly thinking it has a ball in it causes it to go into shoot mode.
At any rate, we really need someone with the real game to document these behaviors so we can see what the real issue is. This game seems to rely on very tight timings with the rate of ball speed vs when diverters etc. open and ramps are made as the left return ramp which feeds the cannon has no logic on it to determine when a ball is actually on it.
The rom test also tells me to check cannon home and cannon enabled which means it's not seeing the proper switch timing so that may be the issue as well. If anyone owns one of these as has some time to put into sorting this out, yell out and we'll try to fix it once and for all. I guess at the moment at least you can shoot the cannon more reliably.
Dozer.
Edited by Dozer316, 10 April 2015 - 04:16 AM.