Black Knight 2000
VPT Revision History
-------------------

VP Table Graphics By Black
VPinMAME Driver and Coding Implemented By AJ

Send all Bug Reports to arusso@thefew.com

Version 1.22 (AJ, 09/22)
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- Added Shiny Ball overlay

Version 1.21 (bluejaywpg, 08/14)
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- Fixed known VP problem where 3rd ball locked falls into the 2nd ball & causes multiball to not work correctly
- Fixed problem where Magna-Save works only once between games (thanks to Dorsola for fix code)
- Adjusted flippers to line up correctly with walls allowing for smooth ball transition

Version 1.2 lb (bluejaywpg, 08/11)
--------------
- Adjusted position of rollover on ramp to upper playfield slightly to reflect real game & enlarged it
- Moved loop rollover to other side of gate
- Joined top rails of ramp that leads to lock
- Eliminated shadow on right target on drawbridge
- Adjusted position of gate to the left of WIN lanes
- Raised WAR lane rollovers slightly
- Randomized kicker above WIN lanes
- Reinforced top of lock to prevent balls being released from entering the upper playfield
- Increased elasticity of droppable wall above WIN lanes
- Made it harder for a fast ball to miss kickback's kick
- Deadened drainage wall & bottom of lock


Version 1.2 (lio, 08/10) 
- Now Requires TB4 and S11.vbs 1.93 (or higher) !!
- Replaced MagnaSave with Dorsolaīs Magnet System
- Added tilt code
- MagnaSave light is now a bumper (looks more like the real thing)
- Cleaned up Backdrop and converted it to .JPG
- Touched up Playfield Textures a little (darker & more contrast) added area beneath     
  flippers, touched up area below slingshots and converted images to .JPG
- Changed Fov and Inclination to 40 (my prefered settings...) - feel free to change that again ;)
- Changed Table Slope to 5,5
- Adjusted ramp that takes the ball down from the upper to the lower playfield
  so that balls coming down donīt hit the right slingshot anymore
- Changed the ramp along the upper playfield. No need "In" & "Out" for Kickers anymore.
- Resized shooterlane trigger so that ball really rests on the trigger
- Resized ballock area and added wall so balls donīt drop out anymore (hopefully)
  it works most of the time for me now, but it still fails from time to time
- Moved Trigger31 from ramp11 to ramp7 - thatīs where it should be ;)
- Changed color of loop bolt (back to a darker blue)
- Added Bumper Cap images (basically there are just screws)
- Added decals images to "B-L-A-C-K" Letters (look more real that way)
- Added decals to "last chance" in both outlanes
- Resized "shoot again" decal slightly
- Changed center Knight light - itīs a decal now and looks more like the real one 
  (might also save some precessing power as there is only one light to update now)
- Changed Flipper Lanes to match the real thing
- Changed "W-I-N" Lane posts to look more like the real thing
- Changed Elasticity on "W-I-N" Lanes and "W-A-R" Posts
- Orange Bolt (center) decal now reads "bonus hold" instead of "hold"
- Removed "TriggerSkyWayRamp1" & "TriggerTop2LowerPlayfield" as they were not needed anymore
- Excanged names between Jet2 & Jet3 - they were labeled wrong...doesnīt make any difference 
  when playing ;)
- and probably some minor stuff i forgot...  


Version 1.11 (AJ, 07/05)
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- Fixed the multiball and MagnaSave problems (I think...it works on my machine)


Version 1.1 (Metallik, BubleHEAD, 07/05)
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- Stronger flippers (I used settings very close to Funhouse VPT)
- Switch 31 moved to the correct spot on the drawbridge
- Made Pop Bumpers stronger
- Adjusted left wall so kickback hits the center target bank instead of the U-turn
- Added a (large) trigger for the outhole switch just above the outhole
- Lowered the kickout force of the "Challenge" hole
- Changed the LOOP and SKYWAY inserts to a whitish-blue 
- Changed "Lightning Spin", "Last Chance", and RANSOM lamps to white
- Changed Knight helmet lamps in middle of lightning wheel to orange
- Lower flippers properties changed: Speed from 0.06 to 0.11 Strength from 6 to 1.9
- Upper flipper properties changed: Speed from 0.06 to 0.1 Strength from 6 to 1.8
- BubleHEAD rewrote the MagnaSave routine.  Use the ' key to use MagnaSave


Version 1.0 (AJ, 07/04)
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- Initial public release
- See 'Known Issues' at the bottom of this revhistory.txt file


Beta v0.93 (AJ, 07/04)
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- Changed 'case default' to 'case 0' in Sub SolUPFLockupKB
- Added back in Trigger 28,29,30 (W-A-R Triggers) code that got left out of Dorsola's recode
- Removed extra 'Sub SolUPFLockupKB' that stopped multiball from happening
- Reworked the MagnaSave based on Theatre of Magic's ball save.


Beta v0.92 (Dorsola, 07/04)
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- Implemented ballstacks for Popper and Challenge kickers - latter is a saucer ballstack.
  The Popper Ballstack should eliminate the tendency for balls to disappear in multiball.
- Not sure why the WIN triggers were changed from rollovers to pulses, but I changed
  them back.
- Cleaned up LoadVPM and InitVPM code.
- Swapped sound effects on both drop-target banks.
- Debating about Magna-Save - it's not working in this rev.  I personally think putting in
  the magna-saves from ToM (which are a total of three or four kickers) would be best, good
  as Bublehead's code is, until the next VP Tech Beta is available and we can implement a
  true magnet (which I already have coded).
- Cleaned up Drop-Target Bank code.
- Cleaned up Ball-Lock and UPFtoLPF slowdown kickers - it's not necessary to destroy and
  recreate the ball before kicking it again.

Issues taken care of:
- Ballstack handling should eliminate multiball ball-disappearing errors.


Beta v0.91 (07/03)
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- Moved "PopperFrom.DestroyBall" line from SolBallPopper sub to PopperFrom_Hit sub. (Destruk)
- Changed W-I-N-W-A-R triggers from Controller.Switch to vpmTimer.PulseSwitch (Destruk)
- Changed kicker speed from 10 to 5 for W-A-R and UPFtoLPF kickers (Destruk)
- Changed name of BallShooter Trigger from Switch53 to Trigger53 (Sellenoff)
- Moved BallShooter Trigger down to where the ball sits on top of the plunger so it's active
  when the ball is waiting in the shooter lane. (AJ)
- Removed MagnaSave lights around magnet and attached actual yellow light to light19. (AJ)
- Added more kickers to capture the ball for MagnaSave. (AJ)
- Changed Hurry-Up lamp from orange to red and Extra Ball lamp from yellow to orange (Metallik)

Issues taken care of:
- The sound/music sometimes don't work, but speech will.  -- Steve said this is a glitch in
  the emulation and will be looked at sometime down the road.  It's not the ROMs!
- W-A-R lanes don't light up all the time when their triggers are hit -- See above for fix.
- Don't know what or where the AC Relay is (solenoid 12) or if it's needed -- Steve said the
  AC Relay is not needed. It's a way that WMS designers cleverly came up with to add 8 extra
  solenoids to the sys11 pinball machines.
	SEE KNOWN ISSUES BELOW FOR THINGS THAT CAN POSSIBLY BE FIXED!!!

Beta v0.9 (AJ, 07/02)
---------
- First private beta release for testing.
- This table is based on Black's (Chris Leathley) VP version.  I deleted everything from
  the script and started VPinMAME coding from scratch.  Some old routines to handle certain
  things were brought back in from Black's VP code.
- Replaced the RANSOM graphic
- Extended ramp that runs in front of the WAR Lanes and added kickers to control the ball
  going onto the ramp.
- Added a kicker just below the upper right flipper that will slow the ball down to go from
  the UPF to LPF
- Fixed problem with BallPopper spitting out a ball occasionally if there was no activity on
  the playfield or no switches/targets were hit within a certain period of time (Destruk -
  you know what I'm talking about...added "BallPopperBalls=BallPopperBalls-1" to the
  SolBallPopper sub).
- The ROMs were locking up or resetting the game like crazy (70%+ of the time).  Don't know
  what the problem was but it stopped (may have been looking for solenoid that wasn't in place
  at the time).  See Known Issues below for other issues with the ROMs.
- Please take it easy on my VB coding.  I don't know VB very well and this is my first
  attempt to do 100% of the code.  Some of the code was brought in and modified from other
  tables...most was written from scratch.  I know Dorsola, Destruk, and Steve will have a
  ball streamlining the code!
- I have included the split ROMs with v0.9 beta release (Thanks Destruk for splitting them).


Known Issues
------------
- The display will occasionally start going crazy on the top row.  The game will have
  to be restarted (either an F3 reset, or ESC then quit table and play again).
- MagnaSave is enabled when trigger59 is hit if MagnaSave is active.  There is a ball catch
  in the right outlane that will destroy the ball and recreate a ball in the MagnaSave catch
  which will drop the ball into the right inlane.  The MagnaSave will be used automatically.
- If there are locked balls and the lightning wheel is activated, some of the awards
  kick the balls out of lock.  Some awards are supposed to, but I've landed on point
  values that kick the balls out...is this supposed to happen?
- There are 3 targets on the drawbridge, and all 3 can be hit, but only 2 can be seen.  The top
  target of the drawbridge is apparently affected by a shadow in the area.  The target wall IS
  NOT dropped.  It does not affect gameplay, only that someone might not know it's there to hit.


Things to Do
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- Implement Flashers

