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8 Test Mode

The FreeWPC test mode works similarly to the original WPC menu system. However, there are extra options and a few important differences. For testing core changes to FreeWPC, it is often more convenient to use test mode than to play a game.

You can navigate the menus with the flipper buttons in addition to the coin door buttons. Use Start to enter, and double flip to exit.

When compiling with the MACHINE_TEST_ONLY option, the game will boot directly into test mode, and there is no provision to start a game.

8.1 Adjustments

All of the standard adjustments are supported. There are also a few new adjustments.

Timed Game allows you to switch between normal game play and a timed game. Machines can implement different rules for timed play or not. They can also disable it entirely.

Payment Type configures whether the display asks you to insert coins, bills, or swipe a card.

8.2 Audits

All of the standard audits are supported.

Presently, audits are kept as 16-bit integers, so they max out at 65535. This will probably change at some point.

8.3 Tests

The test menu contains roughly the same tests as in the actual WPC games, with some differences.

The solenoid test lets you control the duration and duty cycle of each coil pulse by using the flipper buttons.

The development menu contains a series of additional tests that are probably only relevant to developers and not to end users. Current tests include:

8.3.1 Font Test

Cycles through all of the available fonts. Use the flipper buttons to scroll through the alphabet. The machine will try to display as much as possible at once, depending on the font size.

8.3.2 Display Effect Test

Cycles through all display effects. Press ENTER to activate a deff, as if deff_start were called. For long-running effects, press ENTER again to stop it via deff_stop.

8.3.3 Lamp Effect Test

Cycles through all lamp effects. Press ENTER to activate a leff, as if leff_start were called. Press ENTER again to stop it.

Remember that multiple lamp effects can be active simultaneously if they are declared as shared and they do not overlap in the lamps that they use.

8.3.4 Lamplist Test

Cycles through the lamplists. The flipper buttons cycle through the different ways that the lamplist can be controlled. The default is to turn on all of the lamps. You can also strobe them, flash them, etc.

8.3.5 Ball Device Test

Cycles through each of the ball devices, telling you its current status (how many balls it sees, kickouts pending, errors). The flipper buttons will scroll through a set of actions (empty, kick 1, etc.); press ENTER to perform the action displayed.

This test also continuously shows the global device status, such as how many total balls are detected and whether any balls are missing.

8.3.6 Random Test

Tests the random number generator.

8.3.7 Transition Test

Cycles through all of the dot-matrix or alphanumeric transition effects.

8.3.8 Frame Test

Cycles through all of the display frames.

8.3.9 Force Error Test

Entering this test forces a fatal error, which should restart the system.

8.3.10 Display Stress Test

Starts randomly starting and stopping display effects until exiting the test.

8.3.11 Symbol Test

Cycles through the symbol bitmap, a collection of arrows, boxes, etc.

8.3.12 Score Test

Advance through the various combinations of players per game and player-up, to show how the score screen would look.

8.3.13 PIC Test

Displays vital data about the PIC.

8.3.14 Memory Editor

Lets you interactively scroll through the CPU's memory and alter values.