Addams Family / Addams Family Gold VPT
--------------------------------------

======================
*****USER OPTIONS*****
======================

***NOTE***: Starting with version 6.5 of TAF, you'll need to to also change the bottom rail decal to use the gold "top rail" image by hand since VP will not allow automatic switching of decals (and the bottom rail must be a decal due to the way VP renders ramp images when they're horizontal).  I recommend you change the table to TAFG in the script, change the decal over and then resave the table as "TAFG 6.5" and then you won't have to mess with it again.
 
*NOTE*: As of Version 4.5, Addams Family and Addams Family Gold are now one and the same table! You can select the table you desire in the at the beginning of the table script where indicated by the script comments along with the table difficulty setting.  See the included readme file for more information.  Put simply, though, just change the TAFGold variable at the top of the script to "True" instead of the default "False" to get TAFGold on the next run.  *BUT* make sure you click on the script menu and click on "compile" to make sure the changes take effect.  It's not a bad idea to resave it then as a separate table so you don't have to adjust it again in the future.  Similarly, the difficulty option, GI_Effects Disable option and Thing Flips Training Mode can be adjusted the same way.


GUI Settings Menu
=================
Starting with version 6.7 of TAF, there is a GUI based TAF Settings Menu.  This can come up either at start (can be disabled) or at any time during the game by pressing the F6 key.  This menu replaces all the former script based options except the one to change the Table type from regular Addams Family to Addams Family Gold (which by neccessity of VP's operation in VP6 must remain in the script and be changed as described above).  There is now, however, the option to use any of the 4 available rom sets with either table type from the GUI menu.  Rom selection must either be done from the menu before the table starts or the table must be restarted for the changes to take effect.  These Options are all described in the TABLE INFO menu available either from the VP Editor or some frontends.


*NOTE*: Table Viewing Angle Settings:
=====================================
Unlike most VPM tables, the table viewing angle on Addams Family is fully adjustable without messing up anything on the playfield.  The table is currently set by default to 53/42 for the table inclination/field of view by default, but it is designed to be viewed at just about any combination you wish.  Some things (like the thing saucer) can only be viewed properly from those angles, so give them a try.  0/0 is a neat direct overhead view for example and pre 6.0 tables used 45/45 (which gives a mid-range view of the table).  These can be adjusted in the background options menu to *any* setting you like! 


*NOTE*: Ball Selection Options
==============================
Included with the table are several different pinball images that can be selected from the VP editor ball drop-down menu.  You can also import your own ball images into the image editor and then select them from the same menu.

================
Revision History
================

Version 7.3 (Update by PD)
===========
-Updated apron and rail graphics
-Added moving standup targets and sounds for three of the grave targets
-Changes to a few lights
-Added JPSalas' flasher bumper images to bumper flashers
-Distributed as seperate pre-converted tables for TAFG and TAF table graphics due to VP7 and VP8
 no longer compiling changes.

Version 7.2 (Update by PD)
===========
- Fixed bug where ball would hit right slingshot when exiting Swamp

Version 7.1 (Update by PD)
===========
- Added VBS based Impulse Plunger support for better plunger resolution (table now requires VBS V3.15 or newer)
- Changed some posts and rubber graphics
- Changed the "Back_Room3" backdrop to a brick wall game room. 

Version 7.0 (Update by PD)
===========
- Complete Rewrite of Table Script and is now fully VBS compatible (i.e. F3 can now reset table during game)
- Feature new animated pop bumpers
- Features my Version 5.0e Fading Light System (Fade can be turned off from the F6 options menu)
- Some graphic changes to adjust to new shadow-less lighting (needed for new wall pop bumper lights to operate correctly)
- Larger default table viewing angle
- Support for all known 1.31 Vpinmame Addams Family roms (select from F6 options menu; must exit & restart if
  changed during a game)
- Lots of misc. changes from sounds to some gameplay items
- Optional game_room backdrops provided in image manager (two viewing angles) plus optional backbox image available on
  the background editor screen (you must drag it down into viewing range).  Thing lights do not currently work on this
  backbox (will be enable for future non-angle independent version of table along with many graphic changes).
- Additional ball images provided in editor (select from the standard VP ball image menu)

Version 6.7 (Update by PD)
===========
- Added GUI Option Menu (Available at start and via F6 key during game). 
  This replaces all the script based options except for the Table type (Addams Family versus Addams Family Gold).
  It also includes the ability to select from 4 different rom sets which can be used regardless of the table type graphics.
  In other words, you can play Addams Family Gold roms with the regular Addams Family graphics or vice versa.
- Fixed/improved skill shot and problems with the ball getting stuck in a certain situation
- New rail/lock bar images for cabinet 
- Added more table sounds 
  1> For the ball hitting the electric chair, vault and swamp
  2> For the subway sound (ball rolling under playfield from the Thing Box or the Vault)
  3> Popper sound for the electric chair and swamp kickouts.
- Removed leveling bubble from bottom playfield image so you don't see it on the edge of the bottom
- Moved Backbox display to cover Lurch window instead of Fester window
- Changed default ball selection to reflect version

Version 6.5 (Update by PD)
===========

- Conversion of table to "Full Apron" model.  This puts the plunger in the right place now, adds the plunger cover and gets rid of the drain hack (as it has a full drain now).  The ball action appears a little smaller, but I think the full look is worth it.  Thing Flips seems to work MUCH better on regular TAF now for some reason, apparently due to the table size change.

- New Metal Rail Cabinet.
  ***NOTE***: When you select Addams Family Gold in the script and recompile, everything will convert to Gold, including the new metal side rails, *EXCEPT* the bottom rail, which by neccessity is a DECAL and therefore due to VP limitations, must be changed by hand in the editor to use the gold "top" rail.  I recommend you enable this, change the decal and then resave the table as TAFG so you don't have to mess with it again.

- Added metal apron rails

- Added metal texture to the little metal wall between the inlane and outlane and to the  ramp return back in regular TAF.

- Shrunk the height of the electric chair so it's more consistent with the real one

- Added new flipper settings (that appear at the correct start angle) as default, moving the last set as a script option.  This means there are now 3 sets of lower flippers for the game.  Note that the "Easy" Mode now uses "white rubbers" instead of black ones as black are now used for the "hard/shallow" mode and the regular red for the new default steep flippers settings:

1> Easy Mode (white rubbers and shallow flippers and less steep table slope)
2> Hard Mode With Shallow Flippers (black rubbers)
3> Hard Mode With Steep Flippers (red rubbers and new default)



Version 6.3 (Update by PD)
===========

-Added "off" lights to electric chair so they're not so dark looking when they're off.

-Using cleaner sounding version of the quarter sound.

-Added optional prototype bookcase sign (enable by changing PrototypeBookSign value from False to True in the options part of the script and recompiling)

-Added the text that goes on the lantern by the pop bumpers and added lens effects to it as well.

-Fixed problem where the lantern wouldn't light if the pop bumpers were lighting the playfield around it at the same time.


Version 6.2 (Update by PD)
===========

-Added user option to disable the GI Effects and Pop Bumper lights (see User Options at top of script) to save CPU Cycles on slower computers.

-Added "Thing Flips Training Mode" as a user option (see User Options at top of script).  When enabled in the script, the "E" key will toggle the mode on/off (the backglass will stay DARK when it's ON and come back on when it's turned OFF).  This mode will keep the table constantly automatically shooting Thing Flips shots so that the game can "learn" to make the shot itself.  This happens normally in regular game play, but this will speed up the process if you change the table angle or delete the NVRamp file for some reason (or are playing the table for the first time).  Turn it off once Thing is making the shot fairly regularly.

-Removed "Debug" mode from the script.  It will no longer exit the game if you accidentally bump the "D" key during it. Wit Thing Flips training mode off, all keys are available to assign yourself from VP.

-Added two additional ball images that you can select from the VP ball image drop down menu (found on the right side of the editor with OPTIONS enabled) and renamed the regular one.

   * "Ball_8" is the regular Shiny Ball Image (known as Ball_Image8 in my ball image pack from long ago) (DEFAULT)

These two can be selected from the menu:
   * "Ball_8Reflect" is Shiny "Reflection" Ball Image (known as Ball_Image8_Reflectio from said ball image pack)
   * "Ball_Gold2" is modified version of Pinman's gold ball (thought it might be nice to optionally use with TAFG).

-Updated the TAFReadme.txt file and the top of this one to reflect the new user options.

-Adjusted the kick speed on the thing saucer kicker so it's slower, which then makes it possible to hit the train wreck shot much easier from a saucer kick-out shot (e.g. after skill shot or thing ramp), which is more like a typical real TAF.

-Changed the blue rectangular target image (cleaner).

-Made the rail lining the right orbit by the upper right flipper more elastic and added a more elastic back wall to the closed bookcase to make it possible to get the dirty pool sneak-in lock off a strong but erratic right orbit shot (rare and may even need a little nudge as well, but I *have* seen it happen now personally.  Only tested in hard mode (took hours to set it to a setting that works and verify it the way it was).  May happen more or less often in easy mode.

-Added some invisible walls around the back of the electric chair to shorten the range of the round kicker.  In other words, the electric chair shot is a bit harder now and more like the real thing (although still easier, IMO).

-Opened up the right outlane a bit more.

Version 6.1 (Update by PD)
===========

The mostly "tweaks" update (addressing a few requests and making the table a little harder):

-Made gate invisible at the Thing ramp.

-Lowered volume of the Thing and Bookcase motors

-Adjusted gate by skill shot (hopefully won't bounce off it anymore and dump into swamp randomly)

-Increased the bookcase opto sensor size a bit (should register more hits, but not all of them since the real opto sensors aren't 100% accurate either with fast moving balls; this settings seems to register the majority of hits now, though).

-Increased the physical wall height on the skill shot/shooter ramp a bit

-Opened up the outlanes a bit by decreasing nearby rubbers and/or lane guide size (a bit nastier/harder)

-Increased the slingshot power to increase liklihood of balls heading towards outlanes (again to increase difficulty), although this one doesn't seem terribly effective at the moment.

-Changed hard mode thing flipper setting slightly (to 1.1 strength), which makes it somewhat harder to hit the swamp shot (too easy compared to the real thing before).  If you want it really hard, change it to 1.2. :)  
 

Version 6.0 (Update by PD)
===========

-Changed default view from 46/46 to 37/37 for Inclination/Field-of-View since this is a more typical view you might see when playing a real table standing up (you can still change it to whatever you want; I recommend trying a top-down view for this release at least once to see all the new pop bumpers in their full glory :)

-Added pop bumper cap images to both TAF and TAFG modes (transparent caps in TAF and flat gold caps in TAFG)

-Added light bulbs to the transparent TAF pop bumpers and (pain in the butt) control code, making these the most advanced and realistic looking pop bumpers to date. :)

-Added Right Side GI effect to Thing Box (illuminating the Acid Bottle from below)

-Added screw heads to rubber posts and new rubber post by the left ramp

-Added coin sound to coin insert

-Added actual sampled sounds for the Thing Motor and the Bookcase Motor

-Added extra kickers at drain to prevent balls from flying past it and taking forever to drain since the drain area is shallow

-Added the visual switch above the left ramp return

-Changed Table Slope to 7 on Hard and 5.5 on Easy

-Added textures to shooter ramp and Thing Ramp

-Lengthened the wall between the thing lane and the orbit so it's closer to the real thing and added the rubber stopper at the end of it.

-Changed Upper Red Flashers and moved them upward to proper heights and set new wall extensions between them and the ramp assembly to match the real thing better.

-Changed the upper shooter ramp length and readjusted aim

-Modified shooter lane and plunger settings for new wall length and ramp shape above (pain in the butt)

-Easy and Hard modes use different plunger settings now. Skill shot is now actually reasonably "hard" on hard now. :)

-Cleaned up plunger (now looks right from a top-down viewing angle) and plunger area

-Cleaned up ball trough area

-Cleaned up left return ramp on playfield photo and the ramp itself

-Increased physical wall height on ramps to hopefully help prevent balls jumping off them

-Adjusted electric chair so there's no gap at lower playfield viewing angles

-Adjusted shooter ramp slightly away from wall

-Adjusted the playfield block at the bottom so it's at a better height for all viewing angles

-Adjusted some lights so they're slightly better placed

-Removed Ball Image code from script since VP has its own menu now (you can easily import and use any ball image you want now with the editor ball menu)

-Other misc. changes too numerous and boring to mention


Version 5.1 (Update by PD)
===========

-Cleaned up reflection in playfield of rubber post below upper left flipper area.

-Moved the turntable underneath the bookcase so it's properly aligned with the playfield.  It seems it's been out of place for some time.

-Changed posts on Bookcase Animation to proper dark side color with a white top for the rubber posts at the top of them. This also gets rid of the odd visual glitch of mapping out the top global playfield to the posts which weren't all there. I readjusted the last frames of the post animations so they're all sitting on the turntable (which after being moved got more of them in).  All posts are now on the turntable as they should be.  This is mostly noticeable from the top/down type views of the table.

-Fixed transparency problem with the bookcase sign.  It's more readable now as well.

-Reshaped vault area and added the "Vault" metal plate to the vault area.  It's silver in regular TAF and gold in TAFGold. Technically, the real one is at a diagonal slant, which isn't currently possible in VP.  I tried using a reverse ramp, but VP doesn't draw them correctly when faced in the other direction.  The reshaping of the area also got rid of the overlap of the thing saucer with the frame around the vault area (only visible from higher table angles).

-Changed color of upper slings by the vault area and added two black rubberbands around it and white posts.

-Modified the rubberbands around the swamp area and put in the upper white post and changed the colors of the side walls to dark.

-Added black rubber post beside lower swamp entrance.

-Modified entire blue target area by the "G" and "R" targets of "GREED" to better match the real table and created new blue targets using center of old one so they look cleaner.  Added various parts around the area.  Removed the old grey wall on the right side and put in the proper black rubber post.

-Made the train wreck target slightly smaller to fit the profile of the area compared to photos.

-Modified the upper left ramp so the one part is now a transparent wall instead of a flat ramp.  This allows you to see the ball moving underneath that part of the ramp (which is clear for real).  I modified the playfield so it blends in with the rest of the ramp that has an image mapped to it.


Version 5.0 (Update by PD)
===========
-Note: Using VP TB6 Features (as such VP TB6 or newer should be used with it.  Please use at least build Version 6.2728 to make sure that TAFG will work correctly.  The original TB6 release was broken in this regard).

-Added VP TB6 "Table Information" for the table to be used with frontends or whatever including some bare bones table rules and TAF/TAFG differences.  I also included a copy of Brian Dominy's excellent rulesheet (V2.0 converted back to text format) in the zip file for a truly detailed description of TAF rules.
 
-Updated transparent walls (upper ramp return) to be truly transparent now (balls can be seen beneath them).

-Eliminated old start button graphic and moved both over beneath DMD area now.  I think this looks cleaner and shows more of the background picture.

-Updated plunger settings again which were too weak again.  It seems that VP keeps changing its internal settings with each release (grumble).

-Updated Bookcase animation.  The bookcase sign is now present as are the opto triggers in front of the bookcase.  Thanks go to Destruk for pointing out how to get the bookcase sign in place without the walls interfering when they are dropped for a wall that does not drop below the table. 

-Updated Thing animation.  Thing actually has a bit of a wrist now and no longer looks identical to a snow scraper (fingers aren't so deep now thanks to vertical image mapping on the sides).  Thing still doesn't look like the actual thing, but in order to get it exact, it would have to use a digitized animation, which I don't have.  This would also lock in the table viewing angle, which is a bad thing, IMO.  If/when VP gets better vertical modeling, it could probably be done without locking in the table view. I also fixed the "shadow" problem that VP TB6 introduced and fixed the resulting Thing Box coloring changes in the table and script.

-Removed old "spinner" sign hacks.  The DMD/Speaker box at the back of the table is now a vertically mapped wall (no more airballs causing it to spin!).  The bear kick ramp sign and the telephone standup glass are now vertically mapped walls instead of spinners as well.  

-Added a spinning ball decal.  I wasn't completely happy with the effect (I think VP needs to map all 4 sides instead of just 2 to make it look right), but I guess it's better than no spin effect for now.

-Flipper elasticity changes were decreased slightly.

-Outer wall elasticity was reduced to 0.05 to prevent balls from bouncing or rebounding out of the drain area on really fast balls.

-Changed the 3 circular standup targets and the rectangular target by the bear kick ramp to use side mapped decal images instead of stacked walls.  Thanks to Neurokinetik for the basic part images.  

-Created new electric chair based on parts from the old one and newly mapped vertical textures.  I had to realign the chair and use some global mapping for the top parts.  Hopefully, this chair looks a lot more like the real one.  Since it's still 3D, you can still change the table viewing angle with no problems.  In fact, it looks MUCH better from the top down viewpoint now in regards to the chair, in my opinion.

-Added EMReel to animate the backglass GI effect. Now when the table tilts, the backglass goes dark like it's supposed to. Note that the backglass is now 100% functional.

-Lowered elasticity of upper right flipper so the ball doesn't bounce slightly off it when coming in from the Thing Saucer and end up going straight down the middle. 

-Changed the outer wall elasticity to prevent balls from flying around the drain area in an unrealistic manner on fast drains.

-Fixed a VP TB6 security issue in regards to file creation when accessing the VBS script. This only showed in TB6 if you have security warnings enabled.

-Fixed a VP TB6 security issues in regards to the dictionary object used by the included magnet class by including the dictionary class from the 3.02 VBS script with the table.  Thanks to wpcmame for the idea for the fix.  Note that TAF doesn't require VBS 3.02.  It should still work with Pre 1.0 versions even (although I have not tested them).  The dictionary and magnet are self-contained in TAF.  It should work fine with 3.02, though.  With Vpinmame 1.12 (or newer) installed, there shouldn't be any security warnings anymore.


Version 4.9 (Update by PD)
===========
-Internal Update swallowed by 5.0

Version 4.8 (Update by PD)
===========
-Updated Thing animation.  Thing actually visibly removes the ball from the thing saucer and takes it with him now (and gives it back with the Thing Award).

-Increased elasticity of flippers in hard mode to better match real rubber behavior.

-Due to current Visual Pinball DF5 problems with airballs (jumping ramps more easily), I had to lower the height of the Thing Ramp significantly.  It was causing bounce backs and wall jumps in DF5.  If this tendency is reversed in the future, it can always be raised up a bit more again.  

-Adjusted the plunger strength for the 6.5 table slope (hard setting) to counteract the loss in power that seems to have occurred with with the DF5 release of VP compared to earlier versions.

Note: As of the latest VP DF5 build, the problems mentioned below in 4.7 with the pop bumpers not being rendered correctly are no longer present.

Version 4.7 (Update by PD)
===========
Note: Skipped version 4.6 due to unofficial release that used that number to avoid confusion.

-This is mostly a workaround/bug fix for VP Dogfood 5 which as of this release has some aspects of its pop bumper rendering broken (namely it won't redraw any mapped images after the first render; thus all pop bumpers using a single image would appear the same color, etc. even if set differently). Version 4.5 would not display the correct pop bumper colors for regular TAF or if changed after being played (without reloading first).  

-This workaround will display either TAF or TAFG (depending on your script setting for the TAFGold variable) correctly the first time after loading.  If you change that variable after running the table once, it will not change the pop bumper colors due to that same bug (all the other aspects will change except the pop bumper colors).  To get the correct pop bumper colors, run the table with that setting immediately after loading it.  Thus, it is recommended that you reload the table first, change the variable and then run it.  The best solution for now is probably to change the variable to TAFG and resave the table as TAFG_4.7.  This will give you two VPT table files, one for TAF and one for TAFG.  You also won't have to change the variable anymore to switch between them if you store two table files.  The unoffical "OCX" version will/would also break with DF5 after one run (in terms of the pop bumper colors if you change the table type) due to the same bug (assuming its updated).  Hopefully, this bug will be addressed in a future update to Visual Pinball.  When it is, TAF should then run normally without any additional changes needed.

-The bottom colored rail bar made no sense without the full apron being displayed (as it would actually belong above the end of the apron, so I've moved the bar down so more is displayed and changed it to black so as to give the impression that the camera view is simply beyond the apron (using a full apron would result in a smaller visible playing field with no other added benefit than seeing a scanned info and credit cost card, which have no affect on actual gameplay).

Version 4.5 (Update by PD)
===========
-Combined TAF and TAFG into one table.  You can currently select which version you'd like to play at the beginning of the script by changing "TAFGold = True" for Addams Family Gold and "TAFGold = False" for regular Addams Family.  
-Changed the hard difficulty lower flipper settings to a modification of the easier ones as the flippers simply don't aim right with the visually correct start/end angles.  There's still some tendency to backhand sometimes when it probably shouldn't, but it's much more correct in its aim.
-Changed the left mini-flipper setting.  Thing flips should work better now.
-Modified the pop bumper settings and the orbit just above it.  Most hard plunger pulls will go into the pop bumpers now and they should stay in there a bit longer on average as well.  
-Modified the plunger setting again.  This should have less a tendency to go into the skill shot if you overshoot by much (it will still go in if you slightly overshoot; this has more to do with a missing pin and wall that extends into that area on the real thing, but currently wont't work here due to the ball not being able to pass between it in that area.  Overall, it should still be more accurate.

Version 4.4 (Update by PD)
===========
Major New Feature: Difficulty Setting

-Adjust the table difficulty at the top of the script where inicated by either putting 'True' for Hard difficulty or 'False' (both without quotes) for Easy difficulty.  Easy difficulty uses a 4.5 table slope while Hard uses a 6.5 slope.  Flipper settings are adjusted automatically to compensate for the new slope and difficulty. Also, easy setting uses black rubbers on the flippers while hard uses red rubbers.

Note: Hard difficulty uses very different and more accurate flipper start/stop points (you will no longer be able to catch the ball from a bear kick ramp shot on the right flipper) and it moves VERY fast compared to the easy setting (like a freshly waxed playfield).  It's also harder to aim, but then so is the real machine.  On the easy setting (which was used in all previous incarnations of TAF), the game is a cake walk by comparison. ;-)

Other Additions/Changes:

-Added power to the manual plunger both to compensate for the hard mode's steeper slope and also it makes it feel more realistic, IMO (it's easier to make the skill shot now, IMO).
-Added/Modified upper left ramp to show more ramp texture detail
-Fixed playfield walls below lower right flipper so the ball doesn't slow down when it goes out the right outlane anymore.
-Changed the default table view slightly from 47/47 to 46/46 (you can use whatever setting you want though as indicated at the top of the document).

Version 4.3 (Update by PD)
===========
*This release is dedicated to all those killed, injured or otherwise hurt by the terrorist attack on the WTC in New York on September 11, 2001 and to those brave souls risking their own lives to save others.  God Bless America and may those responsible for the evil and cowardly act be brought to justice!

-Adjusted Electric Chair lamp sizes to match lock lights
-Updated Shiny Ball Image to Rev8
-Fixed (hopefully anyway) problem where ball sometimes "falls into" upper left pop bumper

Version 4.2 (Update by PD)
===========
-Implemented Dorsola's updated magnet system that will hopefully eliminate some crashes people
were experiencing under certain conditions.
-Updated the shiny ball image to a more refined version.
-Misc. minor visual playfield adjustments

Version 4.1 (Update by PD)
===========

-Updated the magnet settings to try and get more consistent results with faster computers relative to slower ones.  (Increased Magnet timer to 30 ms and adjusted strength settings to compensate)

-Added new more realistic looking image for the pinball itself

Note: The ball doesn't move quite as smooth on slower machines using this image.  If you don't want to use it, just go to the image manager and either rename it or delete it and the table will automatically go back to the default image.  It's called "Shiny Ball."


Version 4.0 (Update by PD)
===========
-Now Using VP Tech Beta 4 Features
-Around 2x faster than 3.01 under vp tb4 and 4x faster than 3.01 under vp tb3)
-Adjusted elasticity settings for rubbers posts
-Adjusted wire ramp to closely match the true position
-Added another playfield to fix a visual glitch
-Adjusted upper swamp hit target
-Fixed "A" in Grave target where sometimes it wouldn't register a direct hit
-Squared off first bookcase animation frame and realigned
-New 2-wire ramp part
-New/Better Magnet System based on Dorsola's sample code (Adapted & Modified)
-New 24-bit JPEG based playfields and background picture 
-File size reduced to about 1/2 previous (due to JPEG)

Version 3.01 (Major Update/Rewrite by PD)
============
-Fixed playfield glitch
-Release 3.0
-Final Lighting Adjustements
#2.8
-Modified script so that ball stays visible in thing kicker during regular kickouts and until thing hand magnet removes it. Note: That is only visible from higher table angle views where you can actually see the thing saucer
#2.7
-Remaining code cleanup including moving old history to this page
-Moved Rules and Machine history to separate included file
-Finishing adjustments to various playfield parts and settings to eliminate as many known playing glitches and bugs as possible
#2.6
-Added 2-wire ramp design based on a combination of my newer straightened ramps for the 4-wire part and a modified design I made based on a ramp Lio sent me.  Lio's ramp had to be modified because VP ran too slow with such a large single droppable wall underneath the ramp.
-Moved swamp hit targets closer to wall so it's more of straight line and adjusted wall target. Skill shot ball saver now works correctly
-Increased size of upper swamp hit target (it was too short and made it too easy)
#2.50
-Changed Start light shape to fit window in the new background
-Readjusted upper right flipper so that the ball doesn't touch the bottom swamp hit target when it rolls off of it.  This allows the skill shot feature to work where it gives you the ball back if it rolls back down the right side (if you go just beyond the thing saucer and it doesn't fall in, you can let drain and get the ball back as long as your score is flashing). I believe this is the correct behavior to get your ball back now, but I'd still like it verified with certainty.
-Put Switch 38 back in place.  It would appear the skillshot trick where you get your ball back doesn't work if it goes all the way around the loop, only if it falls back the other way towards the upper right flipper and doesn't touch anything.
#2.45
-Finished adding Lens effects to table lights
-Fixed shape of the "Light Adv X" light and decals so it fits the playfield correctly 
#2.44
-Moved background objects to fit cool new background picture made by Public Enemy #668
#2.43
-Shrunk switch 38 in an effort to correct problem with skill shot overshoot
#2.42
-Removed kludge wall in front of THING box and corrected THING animation so that it actualy comes out of a dark hole in the box and not out of the top of the lid as it's been doing. 
-Changed bottom of box so it's a metal rail color
-Extended metal rail from upper right flipper up to edge of thing box
-Made thing kicker invisble
-Cleaned up playfield photo around the THING Saucer and removed edge of thing box that shouldn't be there and duplicated the rest of the saucer so it's all there now. 
#2.41
-Added simulated reflection mapping of lock lights onto the "thing" ramp using 2 sets of lights for on/off
-Removed old lock and thing lights and replaced them with more accurately (much larger) sized lamps and added sockets
-Added clear wall above thing ramp where new lock lights will go
#2.40
-Started adding "lens" effects to the table lights with a combination of either transparent decals or shaped lights and modified other light colors to match better with them
-Modified left ramp area to hopefully correct a glitch where the ball fell down off the ramp piece and landed "inside" a pop bumper(!?).  I've only seen this once period.  I adjusted the walls/ramps there to eliminate all little gaps and give a bit of overlap.  This may have happened when I made the transparent ramps adjustments on an earlier version or it may be a VP bug.
#2.38
-Corrected the "slowdown" bug that occurred in all previous versions after you would score the first "Thing" award. 
-Further adjusted flipper strength to decrease (or eliminate?) left ramp problem with balls dropping back down.  As of 2.41 I haven't had any come back down yet.
#2.37 (New/Old Power Versions)
-Integrated Dan Roth's new version of his Magnet System that allows faster balls to go through and adjusted alignment of magnets and sensors for TAF use
-Added new backbox picture with working "THING" lights and a working "Cloud Top"
-Adjusted upper right flipper strength to further try and solve ball coming back down problem
-Adjusted left ramp sizing to try and solve problem with ball coming back down sometimes
#2.36d and d_8
-"Dark version of 2.36" (still needs other parts darkened)
-d_8 is using 8-bit backdrops since new playfields are 24-bit color again
#2.36
-Modified one playfield so the "GI light bulb" by the thing ramp goes out with the effect.
-New playfield lighting system implemented to light train wreck area and lower playfield around lower GI system and also added effect for right side of thing ramp where the GI light is (doesn't make sense if it doesn't go out).  This required several more playfields to be added.  Slowdown problem after awhile is back due to large walls on playfield.
-Removed several old GI effects because the real machine doesn't have lights on those parts!
-Removed unused switches outside of table
-Removed all background related material
-Playfields have been updated to get rid of red blur on right side (version 2) but aren't changed here for some reason.
#2.35
-Removed backdrop stuff which solved slow down problem that occurred after awhile.
#2.34
-Going with wall version for accuracy (will need new backdrop stuff)
-Changed GRAVE lights again when compared to a photo that shows them lit (more of a cyan-green color)
-Added "acid bottle" decal on left side of thing box.  
#2.33wall
-Changed shape and height of flashers reflections to fit new wall height better
-Increased side wall size and moved bottom metal cover down and side walls down.
-Removed a buncy of background stuff so it would all fit
-Changed colors of walls because shadow decreased and made cabinet sides brighter as height increased.
-Should be run at 1024x768 or DMD cuts into playfield bad
#2.33
-Added slightly blue wall underneath and around red flasher by the Thing Box to give the appearance that it's sitting on a pice of plastic, not the thing box itself (real thing is filtered clear plastic)
-Changed colors of left ramp, etc.
-Note: Game is slowing down after GREED is spelled (may have started in earlier versions)
#2.32
-Rearranged decals on left ramp.
-Made bottom of left ramp transparent and replaced lower ramp with transparent wall
#2.31
-Added transparent wall beneath flasher that's above pop bumpers so it's not just floating there and so I could add a flasher effect off the transparent wall, which shows the shape of the clear wall and the red light when it's off gives a filtering effect so you can see there's something there, yet it's clear.
#2.30
-Made diverter by wire ramp metal colored
-Lowered walls around pop bumpers to appropriate heights (compared to photos)
-Added light illumination effect under pop bumpers and middle white flasher utilizing an extra bright playfield and droppable walls.  I fixed a transparency problem with the pop bumpers by applying a blank decal (i.e. white transparent).  This stopped the pop bumpers from corrupting.
-Removed bottom of bumper decals and replaced with a double light ring system that turns on and off with different shades of red to simulate the red bottom being lit up.
-Changed Thing's hand animation color to a skin tone instead of yellow color
#2.28 down to 2.2 (I didn't note all the changes along the way on these)
-Changed "G" and "R" lights in grave around (they were reversed)
-Added light reflections to flashers and light illumination effect to a few of them
-Made new pop bumper decals for bottom part of bumper (red with black lip around edge)
-Made staircase decals much more accurate to the real playfield arrangement
-Changed divider between the right outlane and inlane into a taller metal dividing wall as shown in photographs.
-Changed dividers on left outlane/inlane so they're shorter, more like the real thing.  I straightened them out while I was at it (slightly crooked).  Action around left inlane seems slightly more random now, which is more realistic, although it could be my imagination (i.e. I've had the ball go into the right lane of the left inlane from a ramp shot almost immediately after making the change and saw it go to the right one and the outlane from the same type of shot; before it seemed to go to the left inlane lane almost every time; the real thing isn't so consistent)
-Removed odd wall from behind electric chair and changed to proper (3) round rubber stoppers (two are supports for the electric chair) and added a plate between them to form the back of the hole shot as shown in stripped playfield photographs.  Moved drop hole downward to be centered with decal.
-Changed right post at entrance to bear kick ramp to a more accurate one.
-Created a new "Cousin It" light (to get a more accurate shape) and created a new "Cousin It" decal from a real playfield photo and applied it as accurately as I could.
-Removed unused light lamp that was placed above the "start" light on the lower left corner of the table that didn't belong there nor is it used period.
-Added "thing ramp" with trimmings (was flat there before and not even metallic looking. 
-Adjusted the gate there to fit the new thing ramp so the ramp wouldn't extend into the orbit area
-Added rubber bumper at end of new thing ramp at edge of train wreck post and adjusted the post area to look normal (was too long before).
-Added Switch "67" back in that I removed in Beta 1.3 and set it so it's on the ramp surface itself
-Moved switches at entrance of ramps to the optical pickup device shown in the game slightly up the ramp
-Removed old contact switch target from the "A" in "GRAVE" and created a new one that looks much more accurate
-Switched the red/green light positions above the vault.  All photographs I've looked at indicate the green one is on top, not the red one. 
-Added decals to the Electric Chair and Vault so that the kicker holes there are the proper shape (squarish, not round).
-Changed GRAVE lights to a more accurate shade
-I changed the right inlane/ramp area flasher plate to a metal color instead of the mapped to background function (now you can see it's a metal plate instead of looking black)
-I created a wire ramp that's more accurate (i.e. this ones' lower section isn't bent looking).
-Added the "padded end" to the wire ramp near the inlane (by request), including the silver metal covers and extended wires.  
-Added tan wall behind train wreck target to simulate lit area behind white target
-Changed metal walls near left ramp (also goes around train wreck) to metal color.
-Added the blackglass DMD/Speaker "spinner" back to the table after editing the image to remove the "special collectors edition" bit.
-Removed ugly "place here" type texts from backglass (by request)
-Removed pointless GI lights from backdrop that get covered by DMD also
-Moved right backglass graphic over so it no longer covers the edge of the table at the 50 degree viewing angle (by request).


Version 2.1 (Unofficial update by AJ 6/25/01)
===========
- Fixed GI lighting effect by the extra ball sign (at the flasher) at the left back end of the table.
- Changed train wreck target to a round one
- Added silver bar across bottom of table
- Added posts on every frame of the bookcase


Version 2.0 (Unofficial update by PD 6/25/01)
===========
- Added decals for both Staircases and modified their colors to reasonably match the real thing.  This took several hours, but I think the results were worth it, though.  I tried out Nicky Special's decal solution, but it blocked off some lights, didn't look very accurate and limited the table to only one view angle, so I went the distance.  Enjoy.
- Thorough reworking of mansion light colors to match actual machines (only the two green ones and like two orange ones were correct.  I also varied the shades slightly to approximate the randomness of real lights.
- Changed several other lights to more realistic colors and light levels (some were stark white, which never really happens in the real world)
- Changed Electric Chair to model by "lio," but I modified its color scheme to better match the real thing in this table's lighting as his was too light and too white looking when applied here. His does have the major advantage of allowing different viewing angles, plus the previous one didn't look right for most angles.
- Fixed the nasty looking problem with the ball "overhanging" the lower flippers.  I had to remove the hanger GI effect to fix it as it seemed intractable with the current VP release and frankly fixing that nasty looking glitch is preferable to the GI effect on that one particular piece (I don't miss it, anyway).  Maybe if VP gets the bug fixed related to those droppable walls that cause those transparency problems, it can be put back in a future version.
- Fixed GI lighting effect by the left flipper that was somehow messed up in 1.4.
- Modified numerous color schemes to more closely approximate the real table as it would appear lit as this one is.
- Changed pop bumper red decal size slightly
- Reverted back to 1.4's upper right flipper setting, which seems better overall and doesn't cause the ball to fall off the left staircase ramp nearly as much.  Train shot is doable with that setting, but slightly harder.
- Last but not least, I integrated BubleHEAD's "The Power" Magnet effects.  


Version 1.5 (Unofficial update by PD on 6/24/01)
===========
- Adjusted flipper strength and speed of upper right flipper.  This seems to hit the train wreck a little easier so far, but it's not fully tested. I do see a tendency for the ball to fall off the ramps once in awhile during a really fast ball.  Resizing the table to better match the ball size might help there.
- Adjusted Shape of Pop Bumpers so inner part is thinner, like the real thing.
- Adjusted middle/side colors of Pop Bumpers so they're white like the real thing.
- Added red decals to the bottom of pop bumpers to simulate the red bottom of the pop bumpers on the real table.  
- Changed the shade of blue on the blue pop bumper to a slightly lighter shade.
- Changed the yellow pop bumper color to a brighter yellow.
- Changed the red rubbers on the flippers to a darker shade to match the ambient light level of the table.
- Changed the vault cup color to a very dark grey, almost black.
- Changed the bookcase (all frames) to a different shade of blue to better match the photographs I have of the playfield.
- Changed the golden pyramid things below the DMD and "THING" light displays on the background to a grey/white color to differentiate it from the "gold" table version.
- Changed the "Thing" box to a brighter shade of red (removed mapped colors that were too dark, almost brown colored).
- Removed the Buy-In light from table and script since it's not used on regular TAF. 

Version 1.4 (Unofficial update by AJ)
===========
- Imported 256 color 'good' 'Good_Playfield' and 'LightOff' playfields that dropped size of file from 5MB to 1.8MB!
- Fixed GI wall next to "thing" flipper so flasher isn't covered up by part of it during a GI lighting effect
- Adjusted most of the lamps to fit the playfield correctly (most were too large) along with text on lamps.
- Changed colors of about half of the lamps to match the colors I see in many pictures of Addams Family pins
- Changed 'G' and 'R' targets to round ones
- Fixed up most of the rubber rings to look better
- Added Cousin It decal
- Added electric chair from real pin
- Deleted LightLeft and LightRight and recreated them as a small circle light. Game runs faster!


Version 1.3PD (Unofficial update/conversion by PD to 1.2 TAFG table by Boris)
=============
- Fixed problem where table does not give ball back when you let the plunger rip and send ball all the way around through pop bumpers to drain but score nothing.  I had to remove switch "67" found on the Bear Kick Ramp to accomplish this since Visual Pinball beta 3 has no way to specify a "height" for a switch.  This ramp switch was being activated by both the orbit and the ramp.  The orbit activation was what was preventing the
feature from working correctly.  This switch isn't really neccessary for the table to function properly.  It duplicates another switch near the entrance to the bear kick ramp and causes the same sound effect if you miss
the ramp shot (falls back down).  It can be added back in if a future version of Visual Pinball supports putting switches at different heights so it doesn't activate on the orbit shot).

- Changed the Electric Chair KickerCup into a KickerHole (no functional difference from that aspect that I can see, but that's what it is and that may change on future versions of VP) and I moved it slightly to these new
coordinates: x=386.5 y=110. The left flipper can shoot it better with those settings, IMO and the right may be slightly improved as well while visually it still looks lined up properly (just a slight move).

TAF Specific Conversion Changes (from TAFG):
- Changed Pop Bumpers to match regular TAF colors (from all gold to red, orange, yellow, white and blue).

- Changed all Bookcase features to blue color.

- Changed romset to regular TAF_L5 romset in the VP script.

- Kept silver/grey rail colors (changed TAFG 1.3PD to gold color rails)

- Removed speaker grill and fake DMD display mapped to a spinner at the end of the table still found in the TAFG 1.3PD table.  This DMD said "special edition" which only applies to the TAFG (gold) version of the table. Since I don't have the bitmap, I couldn't change it.  It's not really needed anyway.


========================================================================
Old Official History Credits for Boris Table Releases; Taken from Script
========================================================================		

		Version 1.2 (4/29/2001)
		===========
		- some really little change on the upper left flipper to have a better thing flip
		- some little change on the other flippers to be more accurate
		- remove the 2 flashing lights on the backdrop because they was 'killer performance'
		- backdrop redone.
		- change color of the kicker on the chair and lower swamp
		- change some code to include the WPC.VBS file, 
		  but I'm not using the cvpmBallStack class because I need to do some timing between changing switches under the playfield.
		- now use more properties of Visual Piname Beta 2 Rev A

		Version 1.1 (4/21/2001)
		===========
		- change inclinaison and field of view (lot of ask for this, especially Steve ;-) and I'm agree)
		- cousin it target move a little to left and less fat, so thing lane is more easy (thanks JohnnyHK for the mod Taf send to me, and to PacDude for the explanation)
		- change left and right flipper "like" in TZ (JohnnyHK too)
		- upper right flipper move a little (thanks to PacDude)
		- change a little wall near the bumper : now ball goes through the bumper ! (PacDude too)
		- work on GI. Now the playfield is darker when it must (take the idea from excellent work of Ian Boffin / Brian Eddy on AFM !)
		- little change on bookcase to have "dirty pool old man, I like it" possible !!! (yes, possible, I've done it)


		Version 1.0 (4/11/2001)
		===========
		- a new number version just to have a sexy number ;-)
		  and to say thanks to all people that have done the beta test !!!!


		Version 0.9c (beta-test release) (4/10/2001)
		============
		- hum... not sure of the reaction : change some parameters of the bottom flippers
		  I personaly think it give a better game play. Tell me if I'm wrong ;-)
		  Nothing really big, just speed from 0,05 to 0,06.
		- made the trick for the too big switch27.


		Version 0.9b (not release) (4/9/2001)
		============
		- change colors on top of bumpers and bookcase to be as the gold edition. (still the box thing to do)
		- change color of the start button.
		- add General Illumination. Personal design, hope you "like" it ;-)
		- change the force of the bumper : a little bit less.
		- change the force kickout for chair and lock kickout : a little bit more.
		- add a small picture above the thing lane (kick bear on center...)
		- made the background phone picture transparent.
		- add a "false" hidden kicker at the exit of the right ramp.


		Version 0.9a (not release) (4/8/2001)
		============
		- remove the gate in the starting lane
		  even if the ball fall down again, it came up ;-) (thanks to the roms)
		- add some delay when the ball fall in vault or think kickout to the swamp.
		  By this, it is more realistic (the ball take time going from one point to another) and the release ball in
		  starting lane came at the end of the DMD animation, just in the good timing.
		- plunger bug now ok : just move a little the wall around it.
		- change a little the design of the swamp. Now, ball goes quickly in it.
		- also change a little the design of the wall near the outhole to have the ball going quickly in it too.
		- add a missing flasher behind the phone


		Version 0.9 (beta-test release) (4/6/2001)
		===========
		- just "waste" time on thing flip
		  thing flip succeed of near 50%
		  I don't think it could be better, because after a "seance" of succeed, it seem that taf
		  do wrong flip intentionaly to maintain this ratio.


		Version 0.8 (not release) (4/5/2001)
		===========
		- G.I. illumination is not implemented.
		- and no magnets too :(
		- switch27 is too "big". So when you lost the ball in the right outlane, you hear the sound of starting a ball.
		  I have to make a trick for this.
		- a small bug with the plunger. Some time, when launching the ball, the ball fall under the plunger.
		  Just "nudge" the table when the plunger is pull back to have the ball upper the plunger.
		  I think it is the same Visual Pinball bug that permit the ball to sometime pass througt the flipper.
		- all the rest is good (I hope ;-)
		- closed door message from the rom is now ok.
		- thing toy timing is now ok.
		- add a delay before switching of switch68 and now, ball lock in vault is ok.
		- no more desynchronisation of the bookcase. Change the way it is managed. But bookcase is still too slow.
		

		Version 0.7 (not release) (starting date 4/1/2001 at 1:00 AM)
		===========
		ok, VPinMame is released !!!!! So delete all my previous scripting :(
			... and start new scripting for vpinmame ;-)
		And I also remove a lot of timer not used now.
		So all the script (or near) is new.
		done by teaching from TZ and HS (the only available table working with vpinmame).
		what I've done: (copying from TZ script)
		- remove some constant, because I now know all the switch and there position, not their name...
		- my own version for the balls routine cause I don't really understand the cvpmBallStack class...
		  If you got the pdf file of taf manual (for the position of the switch), I specially add comment
		  on this part. I hope it could help you in designing your table for VPINMAME.
		  It's not easy because when it is not good, taf rom try to adapt itself with missing ball. So
		  it's really not easy to debug. Tips : delete the ".nv" file in "nvram" folder when programming...
		- opto in taf are working as normal switch. When I put them in invert state (as done in TZ),
		  taf report that the switch are broken.
		- not sure if the Vault is ok. Some times, when you have to put a ball to the Vault for locking it
		  the ball take the good way under the table, but taf estimate that it's only a ball to swamp.
		  I have check the switches, it's ok. Perhaps a timing problem ?
		  But it's not only true. Several times, it's ok !
		  And this problem is only for locking ball in the Vault. For starting multiball, jackpot, etc...
		  it's ok !
		- add some missing sounds (not in the rom) : knocker, quarter, solenoid.

		Version 0.6 (not release) (3/25/2001)
		===========
		- more scripting for thing and vault multiball.
		- it's a pain... I'm really tired writing the script :(
		...and the ".vpt" is bigger and bigger while I'm adding sound... 15 Mb...

		Version 0.5 (only released for beta-test) (3/5/2001)
		===========
		- graphic in the upper right corner (thing box)
		- change the "front" graphic
		- change the height of the ramp
		- add wall to simulate border of the playfield
		- some design on the playfield and lights
		- add attrack mode
		- add number of balls per game : 5
		- add starting and ending game
		- thing flip disable during every multi-ball
 	- lights animation for thing coming, mansion award, ball kick
		- backdrop design to be well on 912x684
		- good on W2K, display driver not well on WME. Looking on it later

		Version 0.4 (2/8/2001)
		===========
		- correct bug on the bookcase
		- better picture for playfield
		- change design of light on thing lane and vault
		- release the sound separatly on my webpage

		Version 0.3 (2/5/2001)
		===========
		- design of THING hand animation
		- bookcase animation (return to walls ;-)
		- some design on the playfield
		- implement extra-ball, multi-ball, "easy" mansion round

		Version 0.2 (preview technology) (1/30/2001)
		===========
		- a newer picture for the playfield
		- add Black DisplayDriver for text animation
 	- use Black WilliamsPinball font
		- some lights error correction
		- more design on the playfield
		- replace bookcase's walls by a flipper
		- implement some "real" sound
		- more rules add
			start lane sound animation, thing flips, thing hole, graveyard, kicker saucer

		Version 0.1 (preview technology) (1/25/2001)
		===========
		- a newer picture for the playfield
		- more design on the playfield
		- bookcase design by 2 walls
		start coding the rules scripting
		- GRAVE, GREED, lit THING, advanced bonus multiplier, bear kicks,
			left ramp, changing mansion room by bumper, electric chair award the mansion round,
			train wreck, thing lane, cousin it target, swamp million

		Version 0.0 (not release) (1/20/2001)
		===========
		- first "really" working playfield

		Start to design the playfield (1/15/2001)

		Starting the project (1/14/2001)
 
 --------------------------------------------------
