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137d2b45fd
I'm merging all the the tom bombem projects into one git tree
199 lines
6.4 KiB
Plaintext
199 lines
6.4 KiB
Plaintext
27 December 2009
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+ Fix credits to scroll properly
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+ Fix URLs
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26 December 2009
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+ Update to 2.9.16, remove warnings, straighten out some of
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the coding style.
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27 October 2004
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+ Of course instead of finishing things up, used the library to display
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pcx files so I can give presentations using an old 486 laptop.
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(Convert pdf's which are slow to display to 8-bit 640x480 .pcx files
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which render plenty fast on a 75MHz 486).
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29 Septemer 2004
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+ Backed out the half-baked "generalized level 2" changes. They made
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things 10 times as complicated for no good reason. Pre-mature
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optimization is the root of all evil, etc.
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+ Got rid of most of the warnings.
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+ Have level_2 almost working. Have to get collision detection working.
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25 September 2004
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+ Started working on level3 of the game again
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+ Updated title screen to reflect current girlfriend.
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+ Fixed sound.
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+ A paint-pro plugin I developed for "Guinea Pig Adventure"
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improves productivity a lot.
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2001-2004
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+ Sadly a lull in tb1 development. In that time though I did develop
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tb_6502 : tom bombem for the Apple IIe
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tb_asm : tom bombem in x86 assembly (fits in 8k statically linked)
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tbo : obfuscated C contest entry of tom bombem.
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28 October 2001
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+ Debugged over a few days 32bpp solaris support, with lots of help
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from G. Low <unix@macrosscity.com>
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2 June 2001
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+ Made a super fancy level2 level editor. it's in the ./tools directory.
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+ Verified that tb1 will in fact compile and run under windows with
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the cygwin utils.
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? April 2001
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+ Added some minimal joypad support
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11 November 2000
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+ Got opengl sorta working, when I should be working on my
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OS project involving semaphores. Oops.
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2 November 2000
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+ Continued re-writing the level_1 engine that I started last week.
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+ Re-wrote frame limiter. Managed to make it a lot less jumpy.
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28 October 2000
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+ Finished porting the Level2->Level3 cut-scenes
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+ Really crude level3 engine.
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27 October 2000
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+ Started writing an opengl target. Was hoping for a cool tb1 rotating
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on the side of a cube type deal. Had some fights with glut and decided
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to put that off for a while.
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+ Modularized the makefiles. Now just edit Makefile.inc.... and you
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can compile without SDL_mixer/curses/SDL, etc... though you sacrifice
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functionality
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+ TB1 works over an ssh connection in curses [BSD-Curses] on a VT102 terminal
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on a Solaris Ultrasparc machine! I can even get to level2!
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19 October 2000
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+ Fixed some other minor bugs.
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+ Added "vmwLine" to svmwgraph. Really it's just a port of the PCGPE line
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routine. I should write one of my own.
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18 October 2000
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+ No e-mails from freshmeat submission, so I suppose that means all is well.
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+ Fixed bug where ppro_view only ran in curses mode
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+ Fixed bug where double/fullscreen were reversed on options menu
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+ Fixed bug where "to be continued" displayed improperly.
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+ Fix bug in handling of spaces in names in high score list
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16 October 2000
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+ Finished options menu.
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+ Fix up documentation, hopefully do a freshmeat release.
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15 October 2000
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+ Added PCX Save/Load
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+ Added NULL and NCURSES targets to svmwgraph. I must be insane.
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6 October 2000
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+ Fixed off-by-one error in paintpro 6.0 format, making a new 6.1 release
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+ Made sure backwards compatability available
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30 September 2000
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+ Rewrote vmw_paintpro.c vmwLoadPicPacked from scratch just about
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+ Implemented vmwSavePicPacked
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+ Wrote "ppro_view" in tools directory
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25 September 2000
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+ Closed most of the memory leaks
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18 September 2000
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+ Just about everything works now.
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16 September 2000
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+ Re-wrote completely libsvmwgraph... making it an actual lib,
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removing all sdl dependencies, added hooks so that any arbitrary
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graphics platform can be used. This was lots of fun.
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+ Split "tblib.c" up into about 20 component functions
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+ Debugged the problems from the svmwgraph change.. suprisingly it
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was very few.
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+ Started adding features that depended on the svmwgraph rewrite
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+ Added load/save support! Tracked down a nasty out-of-bounds
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error with coolbox. Those type of errors are so hard to find in C...
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12 September 2000
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+ Added support for level2
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4 September 2000
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+ Have about 90% of the game running now on SDL. What a fun
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way to spend labor day weekend.
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24 June 2000
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+ Started converting to the SDL lib. Got the title screen up
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7 March 1998
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* Added Level 2, mostly working
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6 March 1998
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* Added load game support
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5 March 1998
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* Fixed typo in credits [Yes I had "linux torvalds" by mistake]. Thanks
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to my friend John C. for catching that one.
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* Added save game support.
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3 March 1998
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* Really cleaned up level1.c Mostly cleaned
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* Modularized and actually re-wrote some code, instead of translating it.
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* Lots of really minor tweaks trying to up performance.
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1 March 1998
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* Got little opener slowed down
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* Got credits working
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* Got pause to work
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* Got sidebar reporting hiscore.
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29 February 1998
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* OK, there was no 29th. But I did more work later and it felt
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like a new day.
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* Cleaned up the tb1.c majorly
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* Added support for having the data files searched for in many directories.
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* Cleaned out the directory structure and removed cruft.
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* Got sound support working!
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* added -force8bpp option so SVGA target works
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* Other miscelaneous things
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28 February 1998
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* AWESOME!! WORKING BETTER THAN IT WAS BEFORE!
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* Moved over to fast DirectBuffer Calls. FAST!
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* Got gameplay working, GETTING SCROLLING STARS
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* added vmwCrossBlit functions. FAST! Thanks to andy at the ggi-list
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* Fixed lots of minor bugs
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27 February 1998
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* Started this file
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* Today converted from 320x600 virtual to 3 320x200s [2 are in memory]
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* Added support so it can (almost) run in both 8bpp and 16bpp mode.
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* Broke a lot more than I fixed.
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? 1997
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* Ported to the ggi graphics library
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Fall 1996
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* Original attempts to port to linux. Used now-defunct graphics library.
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? 1996
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+ Worked on level3 + level4?
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+ Adding in-line 32-bit assembly to get it to run at fast enough
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framerate on the 386 33MHz my family had.
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? 1995
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+ Got sound blaster code working, using Ethan Brodsky's
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soundblaster libraries.
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+ Used newest versio of my "PaintPro" Graphics format.
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It is very much like PCX, but I didn't know that when I invented it
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a few years earlier in BASIC.
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+ Written in Turbo Pascal 6.0 with in-line 16 bit assembly.
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Fall 1994
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+ Gradually converted PCGPE "Flying Toaster" demo into proof-of-concept
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Tom Bombem code.
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+ Level 1 mostly working
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Summer 1994
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+ Was exchange student in Hildesheim Germany. People there gave me
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a copy of the PCGPE (PC Game Programmer Encyclopedia)
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