FunHouse VPM Table

Revision History
----------------

Release 3.2P (Update by PD)
------------
-Recoded steps to avoid some problems with the ball getting stuck
-Added new medium rails/lockbar as default
-Altered flipper settings to improve aiming 
-Added optional game room backdrop ("Back_Room") to image editor (select from background editor)

Release 3.1P (Update by PD)
------------
-Backbox version is standard
-Brand New Rudy Image
-Added all new lighting effects
-Made Rear Flashers look more 3D
-New cabinet rails and lock bar (dark and medium available from image menu)
-New hires apron and insert card decals
-Various playfield adjustments, changes and fixes
-New F6 Options Menu (See Table Info for description of features)
-Transparent plastic ramp effect on left side with popcorn decal in proper place now
-Misc. Graphic Improvements

Release 3.0P_Box (Update by PD)
------------
- Backbox version of 3.0P
- Adds new bacground picture
- Changed left plunger setting so more shots are possible

Release 3.0P (Update by PD)
------------
- Modified playfields and increased table to Full Apron Model
- Resized table and realigned lights to fit new extended playfield
- Moved outhole drain down to take advantage of full apron for more realistic drains
- Darkened main playfield and added lit plastic playfield to give "night" effect
- Optional regular lit playfield included (you'll have to swap the playfield image in the options editor)
- Added GI Effects to plastics and script
- Added numerous table sounds (quarter, outhole, hole, kick, bumper, release)
- Added cabinet with metal rails
- Added dark ball images (can select from ball menu in options editor)
- Numerous playfield adjustments
- New flipper settings
- New plunger settings
- Changed shaped triggers back to round ones to try to eliminate flaky operation on a few
- Added apron rails
- Changed viewing angle to 46/46 and adjusted playfield to fit
- "Finger" signs mapped to side-walls and images adjusted to improve readability on some signs

Release 2.1P (Update by PD)
------------
- Added popcorn decal to far left skill shot ramp.
- Added bumper cap "FunHouse" logos.
- Added screws to remaining binding posts.
- Cleaned up Rules in Table Info section.


Release 2.0P (Update by PD)
------------
Note: Uses VP TB6 features and thus TB6 or newer is needed to run it.

- Added and modified many things, too numerous to remember in their entirety.  Some things include a new cabinet, new backbox, new flasher set, new vertical mapped replacement objects for most of the things on the table that were distorted horizontal before, new metal textures to ramp ends, new pop bumper design, new rectangular targets...well you get the idea. It's a bit of a graphical overhaul. 

- Fixed VPTB6 file security warning
- Release combines part of XtremeDiver's modded version of FunHouse with 1.02.
- Retained 1.02 viewing angle and backdrops and modified and removed many things in the process of the graphical update, but many of the following changes by XtremeDiver are still there:

===========================================================================
      
XtremeDiver's Modded Revision History
-------------------------------------

Mod Release 0.08 (Xtremediver, 3/28/02)
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- Changed upper 4 wire ramps to 3 wire ramps
- Added front and back image to ball
- Replaced ramps 3, 4 and 8 with transparent walls
- Adjusted stepgate end from 360 to 363
- Raised left plunger speed from 117 to 122 (I felt it was alittle to easy to hit each 
  step of your choice)
- new wire trigger image

Mod Release 0.07 (Xtremediver, 3/9/02)
-------
- New ball image
- Raised plastics back up slightly. So just the bumper tops show. (looks better)
- shortened wall height on (simulated plexiglass)
- re-did left/right slingshots
- Added walls 170, 171, 172
- Added lights 5, 6, 7, 8
- Removed wall 166
- Enhanced Left in/out lane look
- Removed 6 walls on lower playfield triggers and replaced them with an image.
  Still looking for a more realistic wire trigger
- Fixed wall 5 to show image of plastics
- Changed side color of walls 22 & 23  (in/out lane plastics) to orange
- Changed right plunger pull speed from 10 to 5
- Changed left plunger release speed from 127 to 117

Mod Release 0.06 (Xtremediver, 2/22/02)
-------
- Added sounds to ramp diverter and step gate
- Changed kickerdummyeject (inside Rudy's mouth) angle from 200 to 190
- Added walls to 6 lower playfield triggers (simulating wire triggers)
- Reworked walls 5 and 63
- Added bumper next to ramp1 and white bumper
- Put see through wall on top of rampdivder (simulated plexiglass)
- Lowered walls 6, 15, 17, 18, 34, 37, 166 and left/right slingshots 
- Lowered plastics on above corrisponding walls
- Added bumpers 36, 37, 38, 39, 40, 41 and 42 to (simulate bolts) on top of 
  left/right slingshots and plastics 
- Removed bumper 30
- Stretched ramp1 to proper length
- Tweaked both wire ramps (again) to fit correctly with (simulated plexiglass)
- Added duel walls to bumper1
- Placed small angled wall at the end of ramp1. I noticed during testing if you hit the 
  ball so it just barely fell off the end it would get stuck.
  
Mod Release 0.05 (Xtremediver, 2/15/02)
-------
- Changed middle step light to green
- Aligned bottom step light
- Lowered both ramp ends and enhanced their look
- Adjusted eyes
- Changed color of eyes to a lighter shade of blue
- Moved mirror & lights off of ramp
- Adjusted gangway light
- Replaced base ramp images
- Replaced coin door and plungers
- Moved ball release so ball kicks out from left side of table 
- Adjusted wall 5 and changed top color to black

Mod Release 0.04 (Xtremediver, 2/11/02)
-------
- Changed mirror light (multiball) from yellow to green
- Added super hotdog decal to backdrop
- Added base plates to ramp1, ramp2 and ramp7 
- Added screw images to ramp base plates
- Added slingshot wall to bumper 26 and removed bumper 32
- Adjusted both wire ramp ends, You can now see both in/out lane lights
- Adjusted both walls in/out left lane
- Added image over plunger 1 
   Note: I also had to move it back a bit so you may need to practice again for the skill 
         shot. plunger strength is still the same. I didn't notice any noteable differance
- Added shield over trap door (This was to prevent the ball from getting thrown up into the 
        glass)
- Added lights to both slingshots
- Covered bare wood under white bumper light and both left and right slingshots

Mod Release 0.03 (Xtremediver, 2/10/02)
-------
- Changed radius on Rampdivider flipper
- Changed ramp ends <--Thanks PacDude
- put an image on ramp1
- Fixed ramp2 <--Balls should nolonger fly off table (course anything is possible)
- Tweaked both wire ramps <-- I haven't had a ball fly off yet
- Lowered image "Open trap door above ramp2"
- Added cover to gate1
- Fixed Rudy's Head (No more Herman Munster look)
  Although I'll say that the color of the eyes aren't as colorful as in the original. 
  (Due to new angle of table) This is something I'll still have to play with I guess.

Mod Release 0.02 (Xtremediver, 2/8/02)
-------
- Put graphics and lights back where they belong
- Changed lower right inlane walls
- Changed middle part of ramps to 2 wire 
- Added sounds to step gates
- Added sound to gate one
- Put screw image on step targets

Note - Still to do is tweak ramp2 and get Rudy's head to show full on top. 
       (Herman Munster Look)

Mod Release 0.01 (Xtremediver, 2/7/02)
-------
- Changed angle of table
- Changed backdrop
- Changed elasticity of upper left flipper from 0.3 to 0.4
- Changed ball to shiny ball

=============================================================

Release 1.02 (Destruk, 06/21/01)
-------
- Fixed Rudy's eyes for those with rendering issues -- some GeForce 2 and all GeForce 3 cards had an
  issue with them.
- Fixed balls going through flippers by changing settings to 20/11 for base/end radius -- Visual
  Pinball likes these settings better for collision detection.
- Removed slight ball bounce from outlane dividers to the flippers.
- Placed a guide wall on the inside curve of the white ramp to the crazy steps diverter, slow balls
  will not fall off onto the playfield anymore.

Note - If you change the left plunger pull speed to 0.1, it makes the crazy steps shots easier.

Release 1.01 (Dorsola, 06/06/01)
-------
- Added "Satan Mode" and "CrossEyed Mode".  Just for fun. :)  The constants 'SatanMode' and
  'CrossEyedMode' at the top of the script will turn on pulsating, glowing red eyes, and make
  Rudy look really silly, respectively - they can be used together. :)

- Minor fix to the Drop Hole kicker - it will only kick out two balls at once if a ball is
  loaded on top of another one in this hole only - if it's the first ball in the ballstack, it'll
  only kick one ball out at a time.

- Tweaked return ramps (Deposits to Crazy Steps and Left Inlane) to hopefully resolve problems
  with the ball ending up in the left outlane.


Release 1.0 (AJ, 06/05/01)
-------
- Cleaned up playfield picture (ramp entry divets on left step and right start ramp)
- First public release


Beta 0.996 (Dorsola, Metallik, & Biffman, 06/05/01)
-------
  Dorsola:
- Added Flasher effects to the Clock Flasher and the HotDog lamp!  Special handler code was written
  for the HotDog Lamp

  Metallik:
- Fixed left inlane plastic so shot can be made to hidden hallway
- Moved the gate up a bit and the post down a tad between the one-way gate at the right plunger lane
  and the post immediately to the left of it.  A slow ball could get stuck there

  Biffman:
- Tweaked upper left flipper - changed speed and strength
- Made left ball hold area for steps plunger narrower.  Ball would fall behind plunger sometimes


Beta 0.995 (Anonymous, 06/05/01)
-------
- Decreased Release speed of right plunger from 125 to 120
- Moved Left Inlane switch lower. Was not being triggered when ball came down from ramp drop
- Made the Mouth Trigger invisible
- Fixed Shading problem on Rudy's eyelids from version 0.993 (Select Draw In Back option)
- Slowed Hideout Kicker down from 20 to 15.
- Speededup Lock Kickout from 5 to 8
- Slowed Mouth Kickout from 10 to 8
- Moved Trap Door Kicker Closer to Trap Door so ball doesn't appear to bounce off the Trap Door
- Added Left Gangway decal
- Moved HallWay Hanging Sign Lower, it was getting cut off by Steps Ramp
- Fixed misnamed Ramp Trigger4 to Trigger48 on Center Ramp Return Wireform.
- Added Center Ramp Guide Rails, so ball rolling back down will not hit the "T" & "E" Standup Targets
- Made Center Ramp Flap Blue and wider.
- Raised Center Ramp to 110 height to slow ball down a little
- Raised Steps Ramp to 175 height because the ball was hitting the steps ramp loop from center ramp shot.


Beta 0.994 (AJ, 06/05/01)
-------
- Increased Release speed of plungers from 100 to 125
- Rotated the gates on step shot ramp to 5deg so ball won't get stuck on gate with a slow ball
- Moved step award triggers down a little so they will register correctly (Extra Ball award works now)
- Added walls behind step lamps so ball will go under
- Extended ramp a little that leads to step plunger so the ball doesn't fall in the left inlane


Beta 0.993 (Dorsola, 06/05/01)
-------
- Animated Rudy's mouth!  There are a total of 5 droppable walls to account for
  six unique positions of the jaw, from fully closed to slightly past open.
- Known Issues with jaw: Only the fully-closed position is "fully lit" - the rest
  are pretty heavily shadowed.  Also, the jaw quivers often while Rudy's talking.
  I don't know if this is correct behavior in a real machine.  Probably just a
  timing issue.
- Theory of operation: Jaw quivers when Rudy's snoring.  The motor that drives
  Rudy's jaw is a relatively weak motor with a 90-degree stopper gear that
  defines the range of motion of the jaw.  When the jaw is open, the motor gear
  touches the stopper gear very near one of the stops.  The machine takes
  advantage of the weight of the jaw and the corresponding weakness of the motor
  to "bounce" the stopper gear by running the motor in the "down" direction.
  This causes the motor gear to drive the stopper gear up against the motor gear.
  The force at which this happens causes a bounce back the opposite direction,
  and then the motor overcomes that bounce and drives it back "down" again,
  hitting the stop again.  This process repeats until the motor is turned off.
- Decided to leave the diverters alone - they're working fine as-is.  No need
  to change anything in their behavior.
- Known Issue: Eyes are suddenly shadowed oddly.  I didn't change anything here,
  so I'm not sure why all of a sudden these elements are being shadowed.  However,
  it does NOT look bad! :)

* Bug Report: Lower ramp deposit seems to be having a bit of trouble with fast-
  moving balls.


Beta 0.992 (AJ & Metallik, 06/04/01)
-------
  AJ:
- Made Face wall bigger to make Rudy's face solid
- Changed transparency of Rudy's face from black to white (no more devil eyes)
- Fixed black mini ramp on left ramp.  Ball should not get stuck anymore or shot
  to step ramp.
- Adjusted step award fingers higher as to not interfere with step ramp return lane
- Moved left ramp behind Rudy's head.  Head graphic was sticking up through the ramp
- Changed right outlane trigger (trigge52) to invisible.
- Adjusted force of red and white bumpers from 15 to 12
- Adjusted release speed of plungers from 150 to 100
- Move start button to backdrop so it will flash and show when there are 0 credits
 
  Metallik:
- Changed angle and strength of flippers to make hidden hallway shots better
- Changed MILLION lamp from yellow to orange
- Changed the step ramp part with the awards to a wireform so one can see fast shots
  coming around left orbit

- 0.991 and 0.992 covers 99% of the bugs reported in 0.99 by beta testers


Beta 0.991 (Dorsola, 06/04/01)
-------
- Added LoadVPM and InitVPM functions and brought script code up to date with other
  tables using these functions.  Optimized script code for WPC.VBS 1.x
- Hooked up the Tilt switch
- Fixed Rudy Face decal transparency.  Per a discussion I had with AJ on the phone,
  we might consider telling people how to mod the table to give Rudy the "Devil Spawn"
  look that I reported in the first beta. :)
- Hideout kicker is now a saucer ballstack.
- DummyEject (kicker inside Rudy's mouth) is now a saucer ballstack.
- Optimized the remaining ballstacks.
- Very heavy optimizations to the code handling Rudy's eyes!  Using arrays
  and array-based functions to show the eyes in the appropriate positions
  based on the states of the eyelids and eyeball positions.
- Added a set of drop-walls to show the eyelids in the 'normally open'
  position.  There are three positions for the eyelids: Closed, Open, and
  "Wide Open" - the eyes are Wide Open when the EyeOpen solenoid is on, and
  fall to the 'normally open' position when the solenoid is turned off.
- Optimized Red, White, Blue and HotDog flashers
- Optimized Trap Door walls
- Added an effect to the Drop Hole: If a ball is already in the drop hole
  kicker, ready to be kicked out, and another one comes in through the exit
  hole (to land on top of the ball already on the kicker), the drop hole
  will kick two balls back out onto the playfield JUST THAT ONCE.  Balls
  added to the ballstack from other inlets will be kicked out one at a time.
  This simulates "ball stacking" within the kicker, similar to the Slot
  Machine kickout in TZ.
- TO DO: Animate Rudy's mouth (didn't have time to do this this evening before
  leaving for a social event)


Beta 0.99 (AJ, 06/03/01) Beta testing release
--------
- Layout and coding done by anonymous
- Graphics done by AJ
