@@ -16,25 +16,24 @@ alters the path of the ball based on the state it's in, including:
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![ image] ( ../images/diverter2.jpg )
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- * A traditional diverter which is a metal flap at the end of a rod,
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+ * A traditional diverter is a metal flap at the end of a rod,
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typically used on ramps to "divert" the ball one way or the other.
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* A coil-controlled post that pops up (or down) to let the ball either
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- pass over it or bounce back in some other direction. (This is
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- sometimes called an "up/down" post.)
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- * A coil-controlled gate, typically which only allows the ball to flow
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- through it in a single direction, but lifted out of the way via a
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- coil when active which allows the ball to travel through it in both
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- directions.
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+ pass over it or bounce in some other direction. This is
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+ sometimes called an "up/down" post.
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+ * A coil-controlled gate, typically allows the ball to flow through it
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+ in a single direction, but when active allows the ball to travel
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+ through it in both directions.
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* A "trap door" pop-up which captures the ball when it's up but
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- lets the ball roll over it to another shot when it's down. ( Like
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- the trap door / basement in Theatre of Magic.)
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+ lets the ball roll over it when down. Like the trap door / basement
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+ in Theatre of Magic.
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* A single drop target that blocks the entrance to a shot when it's
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- up, such as in the back of the saucer in Attack from Mars or the
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- ones that block the ramps in Ghostbusters.
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+ up, such as in the back of the saucer in Attack from Mars or those
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+ that block the ramps in Ghostbusters.
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* Something else completely custom, such as the Ringmaster in Cirqus
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- Voltaire. ( When it's up the ball can hit it and drop down under the
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+ Voltaire. When it's up the ball can hit it and drop down under the
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playfield, and when it's down the ball rolls over it and hits
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- standup targets behind it.)
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+ standup targets behind it.
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At this point you might be thinking, "Wait, you consider a trap door or
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the Ringmaster to be a diverter?? What???" But if you think about it
@@ -43,40 +42,6 @@ Ringmaster *are* diverters because when then are not active, a ball shot
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to them goes towards one place, and when they're active, a ball is
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"diverted" to go somewhere else.
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- In MPF, a diverter (sometimes spelled "divertor") is anything that
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- alters the path of the ball based on the state it's in, including:
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-
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- ![ image] ( ../images/diverter1.jpg )
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-
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- ![ image] ( ../images/diverter2.jpg )
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-
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- * A traditional diverter which is a metal flap at the end of a rod,
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- typically used on ramps to "divert" the ball one way or the other.
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- * A coil-controlled post that pops up (or down) to let the ball either
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- pass over it or bounce back in some other direction. (This is
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- sometimes called an "up/down" post.)
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- * A coil-controlled gate, typically which only allows the ball to flow
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- through it in a single direction, but lifted out of the way via a
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- coil when active which allows the ball to travel through it in both
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- directions.
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- * A "trap door" pop-up which captures the ball when it's up but
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- lets the ball roll over it to another shot when it's down. (Like
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- the trap door / basement in Theatre of Magic.)
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- * A single drop target that blocks the entrance to a shot when it's
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- up, such as in the back of the saucer in Attack from Mars or the
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- ones that block the ramps in Ghostbusters.
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- * Something else completely custom, such as the Ringmaster in Cirqus
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- Voltaire. (When it's up the ball can hit it and drop down under the
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- playfield, and when it's down the ball rolls over it and hits
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- standup targets behind it.)
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-
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- At this point you might be thinking, "Wait, you consider a trap door or
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- the Ringmaster to be a diverter?? What???" But if you think about it
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- from the perspective of pinball software, yeah, trap doors and the
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- Ringmaster * are* diverters because when then are not active, a ball shot
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- to them goes towards one place, and when they're active, a ball is
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- "diverted" to go somewhere else.) note
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-
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!!! note
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MPF's diverters are integrated with
@@ -85,10 +50,10 @@ to them goes towards one place, and when they're active, a ball is
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MPF is able to move balls to where they need to be.
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Most diverters are held in their "on" position as long as their driver
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- coil enabled, and then when they're disabled they return back to their
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- off position. That said, some are different. The Ringmaster has a motor
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- which raises and lowers it, and drop targets have coils that are just
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- pulsed to raise/lower them, so this is not a hard and fast rule .
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+ coil is enabled, and then when they're disabled they return to their
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+ off position. That said, some are different. The Ringmaster in Cirqus
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+ Voltaire has a motor which raises and lowers it, and drop targets have
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+ coils that are just pulsed to raise/lower them.
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So based on all that, let's look at how the MPF actually handles
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diverters. At the most basic level, most diverters are just a coil, so
@@ -100,12 +65,11 @@ the glue that we've pre-written into our diverter device code.
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For example, many diverters attached to ramps do not hold their coils in
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the "on" position for the entire time that they're on. Instead they
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- use the ramp entry switch to see when a ball is coming their way, and
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- when one is they quickly activate so they can catch the ball in time to
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- divert it. They also typically have a timeout where they deactivate
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- themselves if they don't actually see a ball get diverted, (like with a
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- weak ramp shot that trips the ramp entry switch but that isn't powerful
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- enough to make it all the way up the ramp to the diverter.)
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+ use an entry switch to see when a ball is coming their way, and quickly
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+ activate so they can catch the ball in time to divert it. They also typically
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+ have a timeout after which they deactivate themselves if they don't receive
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+ a ball, such as with a weak ramp shot that trips the ramp entry switch but
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+ that isn't powerful enough to make it all the way up the ramp to the diverter.
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MPF's diverter devices also include support for automatic enabling and
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disabling (based on events), and they include intelligence to know which
@@ -138,9 +102,9 @@ turning on that diverter and holding it on forever, the game just
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watches for that ramp entry switch and then quickly fires the diverter
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to route the ball to the other exit. Then once the ball passes by the
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diverter, it hits a second switch which turns off the diverter.
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- ( Typically the diverter activation also has a timeout which is used when
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+ Typically the diverter activation also has a timeout which is used when
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a weak shot is made where the ball trips the ramp entrance switch but
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- doesn't actually make it all the way up the ramp to the diverter.)
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+ doesn't actually make it all the way up the ramp to the diverter.
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So in MPF parlance, we say that the diverter is * enabled* whenever it's
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ready to be fired, but it's not actually * active* until the coil is
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