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	<updated>2026-05-28T05:28:10Z</updated>
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		<id>https://test.pinballmakers.com/wiki/index.php?title=SkeletonGame&amp;diff=52435</id>
		<title>SkeletonGame</title>
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		<updated>2020-02-21T18:08:31Z</updated>

		<summary type="html">&lt;p&gt;FortyTwo: Created page with &amp;quot; == Skeleton Games HD Programming Reference. ==  This is meant to be a programming reference for commands, and simple snippets eventually.  For setup and getting started with...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Skeleton Games HD Programming Reference. ==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a programming reference for commands, and simple snippets eventually.  For setup and getting started with sample files start at: http://skeletongame.com/&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Machine Config YAML:  &lt;br /&gt;
This is where you define your attached hardware sorted by board.&lt;br /&gt;
&lt;br /&gt;
PD-16 (coil-driver board)&lt;br /&gt;
Define coils or flashers on the PD board Ax-By-z &lt;br /&gt;
	x=board ID (0-16) must not conflict with any other pd-led or pd-16&lt;br /&gt;
	y=bank on board bank A=0; bank B=1&lt;br /&gt;
	z=switch id on that bank (0-7) pin 1 is switch ID 0&lt;br /&gt;
Tags; Need more detail whats all available, custom tags can also be used, see advanced section&lt;br /&gt;
Example;&lt;br /&gt;
&lt;br /&gt;
    trough:&lt;br /&gt;
        number: A0-B0-3&lt;br /&gt;
        pulseTime: 30   # the duration of the pulse, in ms.  Default is 32ms&lt;br /&gt;
    plunger:&lt;br /&gt;
        number: A0-B0-4&lt;br /&gt;
        tags: autoPlunger&lt;br /&gt;
        pulseTime: 30   #pulsetime is optional&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SW-16 (switch input board)&lt;br /&gt;
Switches can be Optos or standard, there are certian name reserved for special cases&lt;br /&gt;
&#039;&#039;trough1&#039;&#039; (or Trough1) must be numbers at end for each ball.  &lt;br /&gt;
&#039;&#039;troughJam&lt;br /&gt;
shooter &lt;br /&gt;
startbutton&lt;br /&gt;
tilt&lt;br /&gt;
exit&lt;br /&gt;
down&lt;br /&gt;
up&lt;br /&gt;
enter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example;&lt;br /&gt;
PRSwitches:&lt;br /&gt;
    # **** Format ****&lt;br /&gt;
    # name:&lt;br /&gt;
    #   number: &amp;lt;number&amp;gt;&lt;br /&gt;
    #   type: &amp;lt;type&amp;gt;&lt;br /&gt;
    #&lt;br /&gt;
    #   &amp;lt;number&amp;gt; SW-16 board ID multiplied by 16 plus switch number. ID-0 bank-A Switch-0 is &amp;quot;0&amp;quot;.  The second bank adds 8 or range is switch 8-15&lt;br /&gt;
    #   &amp;lt;type&amp;gt; can be: &#039;NO&#039; (normally open.  This is the default; so no need to use this)&lt;br /&gt;
    #                  &#039;NC&#039; (normally closed.  Common for optos)&lt;br /&gt;
    flipperLwL:&lt;br /&gt;
        number: 8&lt;br /&gt;
        ballsearch: stop&lt;br /&gt;
    throughJam:&lt;br /&gt;
        number: 37 #21&lt;br /&gt;
        type: NC&lt;br /&gt;
        ballsearch: reset&lt;br /&gt;
        tags: troughJam,tilt_visible #advanced see yaml tags below&lt;br /&gt;
    StandUpRight:&lt;br /&gt;
        number: 41 #25&lt;br /&gt;
        ballsearch: reset&lt;br /&gt;
        tags: anyswitch&lt;br /&gt;
&lt;br /&gt;
PD-LED&lt;br /&gt;
LEDs can be single color or RGB&lt;br /&gt;
    #################################################################&lt;br /&gt;
    # LED numbering format: Ax-Rr-Gg-Bb&lt;br /&gt;
    # x = PD-LED board address&lt;br /&gt;
    # r = LED output number connected to the red input of an LED&lt;br /&gt;
    # g = LED output number connected to the green input of an LED&lt;br /&gt;
    # b = LED output number connected to the blue input of an LED&lt;br /&gt;
    #################################################################&lt;br /&gt;
    bonus01:&lt;br /&gt;
        number: A3-R0-G1-B2&lt;br /&gt;
        polarity: False&lt;br /&gt;
        tags: bonusMatrixLED&lt;br /&gt;
        label: &#039;001 Bonus 1k&#039; &lt;br /&gt;
    startButton:&lt;br /&gt;
        number: A3-R83&lt;br /&gt;
        polarity: False&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Coil ==&lt;br /&gt;
&lt;br /&gt;
enable coil - self.game.coils.&#039;&#039;coilname&#039;&#039;.enable() - are there any arguments for this?&lt;br /&gt;
turn on full power, usefull for lamps, warning can fry coils.&lt;br /&gt;
enable coil - self.game.coils.&#039;&#039;coilname&#039;&#039;.disable() - are there any arguments for this?&lt;br /&gt;
turn off power.&lt;br /&gt;
pulse coil - self.game.coils.&#039;&#039;coilname&#039;&#039;.pulse() - are there any arguments for this? &lt;br /&gt;
pulses coil with either default pulse or defined pulse in config YAML.&lt;br /&gt;
pulse on pattern - self.game.coils.&#039;&#039;coilname&#039;&#039;.schedule(schedule=0x80808080, cycle_seconds=0, now=True)&lt;br /&gt;
activates coildriver on a on off pattern.&lt;br /&gt;
-schedule - 8 digit pattern based on  intensity can be 1-f&lt;br /&gt;
-cycle_seconds - no clue here&lt;br /&gt;
-now=True/False - assume start time?&lt;br /&gt;
&lt;br /&gt;
Example;&lt;br /&gt;
        self.game.coils.becon.enable()&lt;br /&gt;
        self.game.coils.becon.disable()&lt;br /&gt;
        self.game.coils.magnet.pulse()&lt;br /&gt;
        self.game.coils.scoopflasher.schedule(schedule=0x80808080, cycle_seconds=0, now=True)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
Code snippets for common things every program will use, and advanced concepts that are easy to master.&lt;br /&gt;
&lt;br /&gt;
Custom Switch tags:&lt;br /&gt;
Yaml changes;&lt;br /&gt;
Code changes; Init/ use.&lt;/div&gt;</summary>
		<author><name>FortyTwo</name></author>
	</entry>
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