White Water
VPT Revision History
-----------

v1.4 (Dorsola, 08/21/2001)
NOTE: REQUIRES VisPin Tech Beta 4 and WPC.VBS 2.1!
----------------------------
* Took advantage of the new Collection-based automatic switch
  and light mapping!  Great work, wpcmame!

* As a result of the above, ALL Playfield lights have been
  renamed to lt* (for instance, ltHazzard4, ltX2, ltStartButton,
  etc.)

* Insanity Falls deposit to Left Inlane, Bigfoot Cave dsposit to
  Mini-PF exit ramp, and Mini-PF deposit to Right Inlane, are all
  now 2-wire ramps.

* Reimported Nicky's backdrop (Blue-sky version) in JPG format,
  with some cleanups done by yours truly.

* Did some major work on the Playfield image!  The image is now
  aligned more correctly (still not perfect, but much better than
  it was), and all lights have been adjusted to match.  Also
  cleaned up some graphical glitches (the "seam" halfway up, etc)
  and removed the flipper traces.  The PF is also now in JPG format!

* Total table size went from 2.2 MB to 1.4 MB!

* Fixed a small problem with the Insanity Falls ramp, but balls
  are still prone to falling through it and relying on the error
  catchers.  (It'll be a little while before I have a complete
  solution worked out for this, so be patient.)

* Increased table slope to 6.5 - WOW, this game really rocks now!

* Reworked the "Glass hit" simulator - it now reacts to the ball
  "jumping" off of the first upslope in the Ins. Falls ramp, and
  is not dependent on a timer.

* Imported PacDude's Shiny Ball image!  Only things that could
  improve it more: Reflections, and becoming a bit darker when
  under shadowed areas.


* Things in the TO-DO / Known Issues list:
  ---------------------------------------
  - (VPinMAME 1.0) Knocker sounds during flashing sequences.  The
    knocker sound is getting played when the "Backglass Flashers"
    fire.

  - Fix Insanity Falls ramp for more consistent (and less buggy)
    ball movement.

  - Improve appearance of lower ramps and deposits.

  - Finish mountain walls (Biffman?)

  - Implement flashers.

  - Implement Bigfoot simulator (and get rid of DOTs for Bigfoot
    optos!)

  - Implement Whirlpool lights (main reason they're not in right
    now is that the Mini-PF exit ramp is blocking half the WP.)


v1.3 (Dorsola, 05/11)
----------------------------
* Recoded some portions of the script to take advantage of new
  features available in WPC.VBS 1.0 .  No new ballstacks needed
  to be added, though.

* Took out calls to various sound effects, because VPinMAME has
  all the samples taken care of already.

* Added a wall to the plunger to prevent the ball from sinking
  into the plunger area.  This eliminated the need for the
  Shooter helper trigger.

* Adjusted whirlpool timing - between when the ball stops
  going around in circles in the bowl and when it registers a
  hit in the whirlpool exit, this timing has been shortened.

* Added an invisible wall to the upper-right corner of the
  mini-PF, which should prevent balls from being launched out
  of the table.


v1.2 (Dorsola, 05/04)
----------------------------
* Thanks to Bazza, the whirlpool looks better than ever and is
  far less complex in structure!  Visual Pinball can't compute
  centrifugal force equations accurately at the moment, and it
  doesn't understand sloped surfaces other than ramps (which
  don't work here).  As a result, the best we can do is use a
  flat wall and a decal to indicate the bowl, and some clever
  scripting to simulate the ball rolling around in the bowl.

* Did that scripting mentioned above - it looks *somewhat* like
  a ball rolling around in the bowl.  This is the best I think
  we're going to be able to do until sloped surfaces and bowls
  are possible to simulate in VisPin.  This scripting accurately
  handles up to all three balls in the bowl at once, keeping
  track of each ball and how long it's been in there.

* Made the wall surrounding the flat whirlpool "bowl" into a
  more circular shape by lining up the edges with the edges of
  a similarly-sized light.  Curved the bottom lip of the
  entrance in such a way that the ball rolls approximately
  circularly in the bowl with the above scripting.

* Fixed the Canyon Entrance trigger.  This fixes the occasional
  problem where the diverter fails to catch the ball going into
  Bigfoot's Cave, and also fixes some problems with the Whirlpool
  Challenge mode.

* Processed and added Nicky_Special's backdrop - I used the
  "more intense" white background and edited out the table and
  scoreboard.

* Moved and changed the color of the version number on the back-
  glass.

* Removed the debug "Count = n" thing that you'd see when making
  shots up the Insanity Falls ramp.  That was related to the
  glass hit I put in for v1.1

* A few other tweaks and optimizations here and there.


v1.1 (Dorsola, 05/03)
---------------------
* Removed the Whirlpool, since it was causing problems and wasn't
  contributing to gameplay.  See the VP Forum for details on the
  reason the Whirlpool was non-functional in the first place.

* Moved ErrorHelper1 from the right orbit to the mini-PF exit 
  ramp - in case the ball falls through the ramp, it'll be placed
  back on the ramp now.

* Adjusted the exit ramp so that there's a little overlap between
  wall pieces, rather than there being a tiny gap that VisPin
  seems to like sneaking balls through.  VP doesn't seem to want
  to drop balls through there now, so the whirlpool could probably
  go back in on the next release if there aren't any further
  problems.

* Enlarged the triggers for the left ramp and both orbits, so
  that they trigger more consistently.

* Added a wall to hide the outhole and plunger areas and show off
  the nice graphics at the front end of the playfield. =)

* Tweaked mini-PF exit-ramp deposit to right inlane - lemme know
  if you're still having problems with balls bouncing into the
  outlane after this.

* Tweaked a number of decals (River Level lights particularly)

* Made the inlane and outlane lights larger and positioned them
  more true to the actual table.  (They won't line up with the
  playfield graphic, but the playfield graphic is misaligned
  anyway.)

* Added a Glass Hit sound to the Insanity Falls ramp!  A timer
  attempts to determine how fast the ball is going between the
  Entrance and "Made Shot" triggers on this ramp, and if it's
  fast enough (medium-powerful shot), it'll play a loud noise
  that's designed to sound like the ball hitting the glass.
  Timing's not perfect, nor is the sound, but the effect is
  there. ;)

* (Tech note: I took the Knocker sample and sped it up by about
  2.5x, then mixed it on top of itself offset by a small amount
  to give it a more natural sound.)

* Tweaked Insanity Falls deposit to left inlane so that the
  inlane rollover would be hit more consistently.



v1.0 (Biffman/Dorsola/Steve)
----------------------------
* Initial release