							Attack From Mars VPM Table

Note:  The F6 Options Menu includes such things as difficulty adjustment and the ability
       to disable various CPU instensive things like the saucer animation, GI effect, wall-based 
       flashers, etc.  Press F6 during the game to access it.  It also lets you select the home rom or
       the arcade rom set.  You can disable having it come up during startup from a menu option as well.
=========================================================================================================

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

V2.7D upclose authorised mod (nicolas.b original release 05/13/03, re-release 10/18/05)
=======
basically changes the table from a collector's edition to a gameplayer's edition with various other tweaks to improve appearance/gameplay.

full notes are here:
http://vpforums.com/forum/showthread.php?s=&threadid=24979


V2.7 (PD 12/18/02)
=======
* Moved the table options to a new GUI options menu that can brought up with the F6 key or optionally at the start of game
  - This includes options for:  1> Romset
					  2> Difficulty
					  3> Disable Saucer Flasher
					  4> Disable Saucer Leds (note this state only changes during game when the GI flashes)
					  5> Disable Saucer Shake
 - Note That "Dark / Light" Mode must be changed from the script still

* New Flipper Setting for Hard Mode
* Added Apron Rails
* Added Clear Pop Bumpers with working Flash Bulbs
* Added Bottom Plate to Pop Bumpers
* Fixed problem with ball falling through left ramp
* Fixed trough eject switch bug
* Added/changed more table sounds (Release, Quarter, Outhole, Hole, Popper)
* Changed the cabinet of the table to a real one that is viewing angle independent (table is now semi-angle independent overall)
* Had to change backdrop picture back to fit new angle independency since the one added by Bublehead had rails on it (plus I liked the previous one better anyway).  Also removed the backglass effect since there was no backbox to go with it.
* Changed table viewing angle to a more standard 45/45 (again, you can set it to what you want now within a reasonable range; it doesn't work so well the more overhead you get though as the saucer doesn't look right)


v2.6 - incorporated into 2.7 (PD)
=======

V2.5 (PD 5/14/02)
=======
Note: Went Back to 2.35 as basis for update as the 2.36 changes caused more slowdowns than speedups here

* New Optional Dark Mode (enabled by default in the script; change "DarkMode = False" for light mode)

This mode uses a darker playfield picture and shows playfield illumination around the GI Side and bottom areas which will go dark with the GI system for that area.  This will inevitably cause a bit of slowdown during GI events, but these usually only occur during tilt warnings and a few awards.  Disabling it in the script looks like 2.35 playfield.

* Put several options in the script to DISABLE various Saucer related effects that can suck up CPU time on slower computers or in high color modes at high resolutions They are:

	"LedDisable = True/False" - Disables Saucer Leds when set to True
	"SaucerDisable = True/False" - Disables Saucer Shake Animation when set to True
	"SFlashDisable = True/False" - Disables Saucer Flasher when set to True

Note: Always select "compile" from the script menu after making any changes to these options or the new dark mode.

* Fixed side target GI appearance while the lights are on
* Adjusted martian eyes on backdrop so they fully cover the backdrop picture of the same
* Changed colors of martian eyes on backdrop so they're color coded to function (green for credits; yellow for the pop bumper lights and red for the ball launch).
* Lowered the plunger speed to 130 (more like my local machine; higher speed no longer needed with previous wall fix in earlier version)
* Made the Return to Battle light a little darker 

V2.36 (Dan Roth a.k.a. BubleHEAD 05/13/02)
=======
Speed Enhancement- Redid Saucer Chasers as mini Dropped walls. Seems to speed up the
chaser routine over 2.35, But I will have to wait on responses to be sure. 

V2.35 (Dan Roth a.k.a. BubleHEAD 05/10/02)
=======
Speed Enhancement- Overhauled the code to make it a little more friendly to
slower computers. This may help, it may not.
(Versions 2.33 and 2.34 were internal revisions and not released)

V2.32 (Dan Roth a.k.a. BubleHEAD 05/07/02)
=======
Added Cabinet with side rails. Added PD's lens effect decals.
Added Difficulty Level in the script to select between Hard and Easy.
Currently it's set to hard wich is shorter shallower flippers,
a table slope of 8 and harder to hit Saucer damage targets.
Easy settings (Set HardDifficulty = False and Recompile) gives a
6.5 degree table slope and longer, original angle flippers.
I made provisions for harder Saucer Damage targets, but
setting the hit threshold to 5 hasnt had much effect yet.
Added a New Backdrop, But the old one is still there. The lights
however, are mapped to the new backdrop. I hope no one hates the
blinking eyes.
Added new Popper and texture. Looks better but not perfect.
(Versions 2.30 and 2.31 were internal revisions and not released)

V2.23 (Dan Roth a.k.a. BubleHEAD 04/30/02)
=======
Added green side target Flasher effects, moved wall 22 to clear orbit. 
(Versions 2.21 and 2.22 were internal revisions and not released)


V2.2 (Dan Roth a.k.a. BubleHEAD 04/24/02)
=======
Finally Finished the Saucer Shake... No chasers while it's shaking but I tried.
Ended up using all kinds of tricks to get this to look decent...
Allowing the chasers during movement really bogged the system down.
Fixed some light colors per Ian. (Rule The Universe and Lite Lock)
Added the Green Standup images. Changed left ramp physical walls to 200.
Moved the Triggers around to get orbit to work right.


V2.1 (Dan Roth a.k.a. BubleHEAD 04/22/02)
=======
Added the Standup Images to the 3 Bank and Rewrote the 3 Bank code to animate better.
Now uses 6 walls per target and 6 walls for the bank. Looks almost real.
Trial Version Showing Saucer Shake. More Images to be added soon!!! 



V2.0 (PD, 4/17/02)
=====
* Requires VBS scripts V3.0 or higher and Visual Pinball TB6 or higher

* Changed Martians! Attack! animation to side-image mapped version that uses FAR less CPU Power
* Using new Dark Playfields (courtesy of Fuseball)
* Realigned lights to new playfield
* Using new backdrop picture by Growler
* Added walls to pinball machine so parts aren't floating in space with new backdrop
* Added knocker sound (since Vpinmame sample doesn't seem to work?)
* Added auto-menu code to select between home and arcade rom sets at run time.  This can be disabled
  in the script and set to a variable instead that will default it to one or the other all the time.
* Added rolling ball decal
* Fixed VP6 security warning in script
* Using Table Slope of 6.5 now
* Made eyes of martian on background the start button light instead of light on apron
* Made bottom light of saucer on right of background launch button light instead of light on plunge lane
* Made light under saucer red instead of orange at Ian's suggestion
* Made ramp10 a 2-wire ramp at Ian's suggestion

vRC2 (Dan Roth a.k.a. BubleHEAD 01/14/02)
=======
* Added-- Martians! Attack! (and Re-wrote Saucer LED to be more efficient)

* Added shiny ball image (IB 1/14/02)
* Added ramp graphics (DF5 only) (IB 1/14/02)
* Corrected saucer target colour (IB 1/14/02)
* Upped colour balance of playfield bitmaps (IB 1/14/02)

v1.7 (Ian Boffin, 05/10)
=======
* Added stabilising kicker to top of right ramp - this means no extra walls
  needed to hold a fast ball to the ramp.  Looks much better and works smoother.

* Added 4 rubber martians.  2 look great. 2 look just okay.  Still no animation
  support for their solenoid events until VP can handle it better.
  - Thanks to IT-290 for the martian bitmap.

* Changed Strobe solenoid callback to use solenoid #43 (not #39 as stated in the
  self tests or #15 "saucershake" as I had used previously).  This means Strobe
  Multiball now works correctly!

v1.6 (Dorsola, 05/09)
=======
* Requires WPC.VBS 1.0 or higher.

* Recoded script for compatibility with new WPC.VBS - takes advantage of new
  ballstack classes, autoplunger, etc.
  - LeftPopper and RightPopper are now proper ballstacks.
  - CenterTrough feeds to LeftPopper with 150ms delay.

* Cleaned up a bunch of obsolete and/or unused code.

* Renamed Kicker1 to RightPopperRearEntrance

* AutoPlunger is now an AutoPlunger (was a kicker)

* Added samples: Solenoid, SolenoidOn, SolenoidOff, Popper, BallRelease

* Backdrop by Nicky's Special

v1.5 (Dorsola, 05/04)
=======
* Requires VPinMAME 0.99 Beta 3

* The Bank Up/Down bugfix in the new VPinMAME broke the target bank in
  the simulation.  Here's a summary of what I did to improve the target bank:
  - Put in a monitor timer that regularly reads the state of the Up and Down
    switches.
  - Defined three positions for the target bank: 0 = Up, 1 = Somewhere between
    Up and Down, and 2 = Down.
  - Created a second set of walls to show the middle position.  These are not
    scripted and don't have hit events.
  - Created a "ShowPosition" function, which shows one of the three possible
    positions for the Target Bank.
    
* The resulting behavior is much more realistic! =)  And, since VPinMAME is
  handling the mechanics, we no longer have to worry about it being accurate!
  
* Added script version and VPinMAME version checking.  See the VisPin Forum
  for more information.




'--------------------------------------------------------------------------------
' Modifications v1.4
'
' - Added walls around the right ramp (they are a tad ugly, but it's the
' only way to keep balls on the ramp with the additional speed. AFM is a
' FAST game when shopped! :) - Metallik
'
' - Tweaked the shot entrances to be a tiny bit wider (easier to hit) to
' make up for VisualPinball's slightly unresponsive flippers. - Metallik
'
' - The flippers have been strengthened, and adjusted so that most every shot
' goes where it should - early shots from inlane feeds will go towards the
' saucer/T/I targets, shots from the middle of the bat go towards the
' ramps/orbits, and shots from the tip head to the left/right Martian
' banks. Occasionally you get a really wierd-angle shot, but this is due
' to VPs flipper action. - Metallik
'
' - Opened up the outlanes - AFM has always had greedy outlanes, even in
' their most liberal position. - Metallik 
'
' - Tidied walls around right ramp, removed curved wall as not needed. - IB
'
' - Raised left ballpopper exit to allow slight airballs underneath. - IB
'
' - Adjusted backglass viewing angle to make left multiplier lane light visible. - IB
'
' - Added Dirty Pool support by faking kick of target bank transferred to
' ball trapped behind bank.  *Will get confused if 2 balls trapped in same
' Dirty Pool Kicker... but hey! what are the odds of that happening (I expect
' at least one VP player to do it just to prove me wrong). - IB
'-----------------------------------------------------------------------------

Attack From Mars v1.3 beta

Added v1.3 beta
===============
GI support
Left / Right side flashers
Simple backdrop
Wpc.VBS support

Issues
======
Left jet bumper has masking problems
Strobe faked by using sSaucerShake callback
Saucer shake simulation looked terrible so removed
No rubber martians :-(
Game virtually umplayable on PIII 450 with multiball and DCS sound enabled

To Do
=====
Add rubber martians - as spinner decals?
Support strobe when callback enabled by VPinMAME
Support LED string when emulated by VPinMAME

Credits
=======
Playfield : Ian Boffin / Brian Eddy
Scripting : Ian Boffin / anonymous TZ author
Encouragement : Gerson, Tom & Rich, Tina
Inspiration: Black for BK2000 and setting such high standards, TZ team + modifiers, Boris, Nico, the VP and VPinMAME developers etc.

I haven't had this much fun in ages!