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58 lines
1.8 KiB
Plaintext
58 lines
1.8 KiB
Plaintext
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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1994-1996
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Wrote Tom Bombem in pascal and inline assembly, using the
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"Flying Toaster" demo from PCGPE as a starting point.
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Used Ethan Brodsky's sound libs, in addition to my own
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"Paintpro" graphics program/loader.
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