Ok So I managed to figure out my problem with it never advancing to
ball 2, or at least the reason why it was doing it.
I had four containers defined, the under playfield kicker, trough,
head and skill shot kicker:
[containers]
Trough: Trough Release, trough, Trough Left, Trough Center, Trough
Right, init_max_count(3)
Head: Wire Ball Lock, init_max_count(0), Enter Head, Wireform Top,
Wireform Bottom
UPFKicker: UPF Kicker, init_max_count(0), Under Playfield Kickback
SShotKicker: SShot Kicker, init_max_count(0), Skill Shot 50K
For some bizarre reason, when the ball is released by the trough the
live_balls count goes up to 1. When the ball is plunged into the
skill shot and leaves the live_balls count would increment again,
giving me a live_balls count of 2 when there was only one ball in
play, meaning when it drained the game was still waiting for the
second non-existent live_ball to drain. I've 'fixed' this by not
having the SShotkicker as a container, but it's a workaround and I'm
still not sure where the bug lies. Maybe because valid_playfield is
not set when the ball enters the sshotkicker and is set when it
leaves, the game logic decides to increment live_balls by 1.
Right now I've got most of the stuff done I want playfield wise, such
as loops, jets, ramps, wheel awards, standups etc. Today I'm going to
start looking into writing a driver for the head spinning and start on
a multiball mode.
I've uploaded the latest code to my github, although I'm not sure what
the best way to submit code so it's easier for Brian to pull. Do I
create a new branch that has the later code from Brian?
Another issue I've