***** TRIGON CHANGE FILE *****

*** Beta 1 ***
- redo light attract mode * DONE
- add light routine for opening game start before ball pops out to start a game * DONE
- kicker should destroy ball when locked. * DONE
- Add mech sounds for slingshots * DONE
- End timers and remove sounds from mystery loop and collect trigon at ball lost to drain * DONE
- Stop ballstuck timer from activating at start of new ball * DONE
- add routine for slings behind targets * DONE
- On ball save, indicates player up display just before the Don't move message. * DONE
- Change routine at Ball start, just have Trigon lights flash at ball fired. * DONE
- Change Match routine to make it smoother * DONE
	Finish end voice routine. add voice at end of each players last ball. * DONE
	Check that separate voices by players score works and Letters flash at start, instead of afterwards * DONE
	Add special routine for High Score made * DONE
- add routine for credit button pushed with no credits * DONE
- fix bg sound cutting off if 2nd player added at start of a game * DONE
- Add light routine for match made and match end * DONE
- change gates at plunger to walls. * DONE
- Sirens turned off at game start and after Match if made * DONE
- If match on more than one player, it will play both MatchMade and NoMatch sounds * DONE
- Left loop to top does't give out sound if lock lit, should be a routine for AddTrigon
	Removed sound control in code of TriggerLeftLoop_Hit() * DONE
- T in Trigon doesn't stay solid when a ball is starting play. Add code to make all letters solid * DONE
- Still get double sounds at end of match * DONE
- Adjusted flipper strength from 5.5 to 5 * DONE
- KickerLock3 with not kicking out a ball sometimes. Should be caught by the BallStuck routine anyway. * DONE
- Have target lights with flashing pattern at game start instead of "off". Each bank will flash faster as a 
	target is down * DONE
- Hook up voice * DONE

*** Rule changes ***
- Make left loop shot go to plunger lane for Add Trigon. * DONE
- Replace sound for start of Mystery, keep default sounds, and use sound/add routine for the lane 
	above the right targets. * DONE
- Have Cavern keep it's value from ball to ball, as opposed to resetting * DONE
- have 3 scoring routines at targets, instead of 4, add 3 lights, one at each target bank, for the special scoring
	- Left Bank - Spinner, LightTrigon, Extra Ball (LightTrigon will relight everytime afterwards)
	- Center Bank - none, Light25K, Bonus Held
	- Right Bank - InnerLanes Lit, LightRO, Jackpot
	* DONE
- Remove Realm bonus feature * DONE
- Remove FX walls * DONE
- add 2 or 3 multiball, depending on the shot made, change realm light and add code for 3rd Lock system * DONE
	LS has problems with third release, caused by MBControlTimer.Enabled=0 (Not it). May be code triggered by a ball in play interfereing instead
 	added MBControltimer code to NewBall(), Drain_Hit(),TriggerBallFired_Hit(),DisplayOff() * DONE
- add moving button targets when hit * DONE
- Change Letter code with multiball, all 6 lights no longer give automatic 5x pf value. * DONE
- Change Frenzy routine with different sound and LS with targets down. Have pf scoring from Ctargets override
	- Check routine. Multiball JP lights are off during frenzy. System should reset back to normal jackpot routine
		after frenzy made.  * DONE
	
*** Beta 2 ***
- Graphics
	Changed playfield for new target lights added
	moved lights at right loop to be more viewable
	Corrected flipper metal right, redo metal graphic
	sharpened instruction cards
- Added correct rules and se2 info for R and F2 keypress
- fixed bad variable
- fixed error caused by ball saver
- Fixed sound routine if extra ball at Ball start
- Fixed Target lights flashing at tilt
- Fixed display not reseting properly at ball loss if there's a flashing text display going on, and
	stopped any sounds
- Fixed background sound cutting out if coin added
- Fixed JP light turning off if loss of one ball during 3 ball multiball, and multiball issues with sound at drain
- Fixed multiplayer issues with loop target not resetting if lock2 lit from previous players ball
- Loop lane timers stopped with multiball start
- Fixed slight ExtraBall error with multiball
- Fixed Gate3 down error if ball drained during multiball start sequence
- Changed DisabledAtTilt() and added all variable code there so used by tilt and at game over
- New Light Attract system
- Added new voice sounds to table (placeholders) and rewrote code.
	Added new sounds to SetVoice, (multiball locked)
- Rewrote target banks routine, changed all names and variables. Fixed error message (I hope)
	- Removed target reset routines as they kept causing errors (sigh) * CHECK *
- Any locked balls kicked out at game end and start of match. Based on values taken from all players, so if 
	one player has 2 balls locked, 2 balls will be kicked out
- Added sound to AddTrigon loop count, set sound to prevent double sound count if both loops lit or if 
	display is flashing. This sound does not turn of background sound during count.
- Adjusted center target Hit threshold to 1.5 from 2
- Adjusted loop button target hit threshold to 1.25
- Adjusted spinner friction to .6

*** Beta 2.1 ***
- adjusted right inlane elastic settings, made sling rubber straighter
- moved drain post higher, adjusted rubber to realm to 4.0 elastic (rubberR1)
	post above kickout 4.0 elastic (wall220) moved inlane pegs down
- increased flipper strength to .58 from .54, length to 128 from 130
- increased slope to 7.0
- slingshot force from 8.2 to 8.5 (random code doesn't work)
- TR2Slingshot force set to 2 from 1.75
- Forced gate at 3rd kicker down after multiball on Drain_Hit
- realm button target is forced up in Drain_hit, and has forced code in SetCodeSnippet just to make sure
- Corrected the problem with loops not scoring if both lit. moved some code in TriggerLeftLoop_Hit() down so it will
	score both AddTrigon and Mystery if both lit. (Good catch Destruk)
- Removed memory for the targets, so at ball start, you have to make them all over again
- Goals increased to 1.5, 2, and 2.5 million. High score set to 4 million
- Adjusted elasticity of targets from 1.25 to 1.5 to try and bounce the ball away from double target hits
	
* Added text box to display force settings for testing *	
	
- Set Kicker Force to random
	Kicker1 and 2 range is force from 15 to 25, kb is 15 to 30, lock3 is 20 to 30
	moved KB kicker "arms" and lowered the height to prevent interferance
- Set Plunger to random 
	160 to 200 (may change, depending on where the ball goes, at the moment, it could go to any three lanes)	
- Set Bumpers to random 6 to 9 force
- SCORE DISPLAY BOXES changed from 160 to 180 width to handle non standard resolutions

- RULE CHANGES
	Center Target: Center Target will light the kickback as before, but will only add a TRIGON letter if the 
			kickback light is already lit. It will still add a letter automatically during multiball.
	Mystery : Timer has been shortened from 200 to 175
	AddTrigon: Timer has been shortened from 200 to 175
	Multiball: Targets reset banks and lights at start of multiball, BUT ONLY AT 3 BALL MULTIBALL, 
		but keep bank made values. 2 ball multiball keeps their target made state (little bit of extra strategy)
	Right Outlane: only scores one bonus if light not lit
	Inlanes: will only score 5000, no bonus unless lit
	Targets: will only score 5000, had a double addscore in the code before (oops) Bank made addscore now 5000
	Kicker2: removed default score of 5000, will only score lit arrow value
	Kicker3: removed 5000 and extra bonus score if LightLock3 is lit.

*** Beta 2.2 ***
- adjusted flippers back to 130 width, 5.4 strength.
- moved inlane pegs up 15 points and moved for a wider inlane
- changed right drain lane space, now set to 40 radius, or 180 % total ball width.
- changed hit threshold to targets to 1.5, elasticity at .125
- bottom peg post at right drop targets set to 1 elasticity, and moved up
- top post at right target bank moved to the right, rubber adjusted so slow ball from spinner doesn't catch
	and cause a drain
- adjusted right rubber (rubberR1) to stop hitting post, and elasticity back to .35
- post 220 (above kickout) elasticity at .35
- post 87 (above left targets) elasticity at .3
- slingshot elasticity deaden to 3.0
- readjusted realm lane (far right) Invisable wall tighens space, metal wall set to 1 elasticity to deaden
	ball kicked from bumper and slow ball down to prevent a drain.
- Post between cavern/left loop set to .25 elasticity to deaden ball. If you hit it hard enough, it will drain.
- bumperforce changed range 7.5 to 8.5
- kicker force changed range now 22 to 27
- kb force changed range now 17 to 22
- plunger range now 170 to 200
- Stats system in place. press page up for global, page down key for player 1 info
	System set to read 5 game scores, if the average of those 5 scores is less than 75% of the first replay
	then the replay scores go down 100 thousand points
	If a goal is reached, then the replays go up 100 thousand points each, and the system resets to start
	over tracking the 5 games
	If a high Score is also reached then the system will also add 100 thousand points to the replay scores.
- System now writes to a text file, (trigon.txt) so delete the other file

*** BETA 2.3 ***
- Flex system will decrease by THREE games if score below 1.5 million. 1.5 and over, then the flex system
	will change the replay after FIVE games
- Minimum replay score set at 800,000
- up/down arrow keys increase/decrease replay score (for testing) Debug test bug will show new goal set. Note
	this is just for testing, and not sure if it will cause a error in game
- Random force settings changed depending on replay value
	- Kickers use SetKickerForce()
	- Bumpers use SetBumperSkill()
	Kickers and bumpers will be slower if the replay is less, or faster as the replay is higher.
	
*** BETA 3 ***
- Too many changes to list
- Added plastic lights
- Rewrote entire sections of code, from light routines to everything else
- Added Voices
- This NEEDS TESTING BIG TIME

*** RC1 ***
Layout/Script:
- Removed unneeded sounds and graphics
- Fixed load/save errors
- Added and changed sounds
- Changed apron to allow more room for ball to drain left side, adjusted trough walls to try and prevent
	the ball getting stuck.
- Fixed Big Points not coming on after 5x made, and fixed sound error and Light Seq
- Removed Jackpot feature at right target banks during multiball, scores 50,000 points instead
- Fixed Cavern Bonus reset error, and changed light routine
- Redid voice processing and adjusted lightseq patterns and timers to match (hope everyone likes this one better)
- fixed graphic glitchs, added different graphics (ball image)
- Frenzy bonus now started by locking balls in the eject holes, and then respeling Trigon letters to light the frenzy Jackpot. The Jackpot is now set at 1 million points, and all scores are 5x for the rest of the multiball
- Played a bit with the Bonus system, ohh... pretty lights...
- Redid the lights for the ABC multiplier as well, so a lane hit will register during the light seq routine.

*** RC 1.1 ***
- Fixed extra ball bug that gives unlimited extra balls
- Fixed extra ball indicator display message errors, now prompts the player when extra ball started
- Fixed BallSaver error, (which must be for the hundred time) and moved BallSave Trigger code to TriggerBallFired
	fixed display error, and timing error with lightseq switching off prematurely at ball save and 
	triggerball fired hit.
- added extra ball light flashing at start of a extra ball
- Changed message display system, so messages are in proper text boxes
- removed more duplicate code
- Adjusted lightseq at ball fired, added better lighting effects.
- Removed timers: ZeroLightsTimer
- remove trigger BallSaveTrigger

*** RC1.2 ***
- Added decals to remaining lights
- Adjusted top sling by ABC and rubber by left bumper (less sensitive)
- Removed flex system for TRIGON LIGHTS, TRIGON Lights will now reset back to beginning at the loss of multiball.
- Adjusted some lights (again)
- Fixed errant code for frenzy display, added new sounds, adjusted light flashing for Frenzy Jackpot
	Fixed display and set pf multiball multiplier to 5x at jackpot

*** Flex System ***
Changes to rules based on player 1 average score:
Bumpers point to new sub for force settings based on replay
Below 1,000,000: innerlane/kickback timers 200. BallSaver Interval = 15 seconds
1,000,000 pts: Innerlane Timers/KBTimers at 175
1,200,000 pts: default
1,400,000 pts: Memory for targets made at loss of ball is turned off, Left and Right banks will fully reset back
	up at start of a ball.
1,500,000 pts: inner lane timers/KB Timer set at 165, bumper force increased (max 9).
1,600,000 pts: TRIGON Lights reset after multiball.Center targets will only add a letter if the
	kickback light is on.
1,800,000 pts:Center targets lose their state memory at NewBall() memory, BallSaver Interval dropped to 12 
	seconds from 15,
2,000,000 pts: ABC multiplier lights lose memory, innerlane timers/KB Timer decreased to 150, Bumper Force 
	Increase (max 10),BallSaver Interval dropped to 10 seconds from 12
2,200,000 pts: Cavern loses memory (SetCodeSnippet)
2,500,000 pts: Innerlane timers/KB Timer set to 125 from 150, drop target banks no longer spot a letter
3,000,000 pts: Kickback timer set at 50, Ball Saver feature is off
