dip 14 coin switch same/separate would probably be better to hijack.
Or maximum credits, make one just switch between 8 and 20 max, the other for the freeplay. (I’ve found that operators really, really, really, dislike when you mess with coin ratios or max credits for people that route their games.)
Thanks for that feedback, @scochar. I have working code using DIP 30, and I was able to re-use the ROM space taken by the previous DIP 30 code. One thing I liked about it is that you could easily switch in and out of Free Play without messing with any of the coin ratios. I had considered DIP 14 as well, but an operator might want that if they had two coin slots that need to work together (quarters in either slot count) for the coin ratios/bonus credits.
I haven’t fully understood how someone would use DIP 30 on a routed game. Are there coins or bill adapters where an operator would need to give players more than 10 credits for a single coin/bill? And why is it +9 instead of +10 if the game already has settings for 1-10 credits for a single coin? I figured that most people currently using that switch were doing so in an attempt to keep credits maxed out because they don’t have a Free Play option.
Regarding what to display for credits, I found the asterisk (*) too distracting since it’s almost always present (except when showing text on that display). I’m leaning toward just leaving the credit area blank, or using a hyphen (-) to indicate that the game’s configured for Free Play.
This is an emulated display from a 4-player game. If you had big “FP” letters there, I think it’d just be distracting/confusing. 2-character credits use the existing ‘-’ position and the position to the left. So Player 3’s score would look like “89,530 FP”