Version 1.0
Jeff Newton/Brian Smith
release date 05/19/01
========================
Included:

Everything. (except the things we forgot)
========================


v1.1 (Dorsola, 05/19/01)
-------
* Re-engineered the whirlpool.  Ported over the script from White
  Water and adapted it for realistic "keep it going" simulation.
  Reworked all of the walls for proper rendering and a more realistic
  center-exit hole.  Script is multiball-friendly.

* Also moved the entire Whirlpool assembly up toward the back of the
  table a little and reworked part of the entry ramp.  The ball should
  never end up in the outlane again.

* Though recoding the script for WPC.VBS 1.x wasn't really necessary,
  I went ahead and did it anyway:
  - Installed latest script-check and InitVPM code.
  - Adjusted Trough ballstack properties.
  - BottomRightPopper is now a ballstack.
  - Replaced multi-flasher handlers with vpmFlasher calls using Array
    objects.
  - Cleaned up TopRightPopper code.

* Dev Note: Future version of driver VBS files should include support
  for an "advanced" saucer-type ballstack that can have a separate
  kicker for kicking balls out.  (See TopRightPopper, currently being
  handled manually.)

* Adjusted subway timings.

* Created Array objects for the Odd and Even sequential light strings.
  You would not believe how much more efficient the code is now as a
  result of that, and I can create proper chase-light simulation if
  such is supported in VPinMAME.  (Need more information on the
  chase-light solenoids.)

* Rewrote/reformatted switch handler section.  Some switches were
  being pulsed twice rather than treated as rollovers, and there were
  a lot of unused Subs for triggers that didn't exist.  Triggers that
  simulate hanging switches (such as CenterShot) are still handled as
  rollovers - this doesn't affect the ROM code's handling of these
  switches at all.  Also corrected a bunch of naming conflicts
  between triggers on the PF and switch-constants.

* Note: The TopLeftRollover needs the double-pulseswitch behavior for
  some reason - it won't work with normal rollover code.

* Tech note: I have absolutely no idea how this happened, but naming
  conflicts existed between a dozen switch-constants and triggers on
  the PF, and the UpdateGI callback wasn't defined - yet the initial
  release functioned normally.  All of this suddenly broke when I
  rewrote *OTHER* portions of the script.  Odd...

* Mapped flashers 33-36 (Creature Flasher 1-4 respectively), but they
  are not associated with anything at the moment.

* Tech trick: In the center of the whirlpool bowl is a trigger that
  signals that a ball has exited the bowl.  This is needed for the
  ball-tracking script I added.  Interesting to note that, even
  though the trigger isn't actually on a surface (therefore a ball
  can't roll over it), it still gets triggered. :)  This can be
  useful in other, similar instances. :)


v1.2 (Dorsola, 05/24/2001) ** held back **
-------
* This release includes AJ's modified backdrop and removes a couple of
  extraneous graphics to reduce the file size.

* Replaced Kicker1 and Kicker2 (Left ramp deposit to right inlane)
  with an invisible wall to give balls a more natural entry into the
  inlane.  I can't remember either the ramp or the right popper
  feeding balls down the inlane that fast in the real table.

* Improved the flasher effects for the Left Ramp, Right Ramp and
  Center Hole (Snackbar) flashers!  I'm using a combination of
  dropping walls and white lights in the first two cases, and just
  added a dropping wall to the third case - same logic for all three.

* Some minor adjustments to the sequencing lights on the Creature
  Ramp.

* Attempted to address the "Check Switch 56 - Right Trough" message.
  The game is supposed to have 3 balls installed, but it usually only
  has two at a time out on the playfield - very rarely could you get
  the third ball out there.  As a result, the trough ballstack
  effectively keeps the Right Trough switch occupied all the time.

* All your base are belong to us.


v1.5 (BlueTex, Dorsola, and Fuseball(includes all above)) 05/26/01

* Reverted back to the original Ball trough.. and went to a pulse for the right trough to 
keep it out of trouble.  

* As to three balls on the table.. that is not possible in this game.  Right Trough should 
always remain closed.

* Included a rework of the flashers care of Fuseball

* Moved the left ramp to be more realistic.

* chased out the "tilt" bug

* adjusted the backdrop again ..just to have a little change of pace... included the version
 number.


----------------------------
