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87 lines
2.2 KiB
Plaintext
87 lines
2.2 KiB
Plaintext
25 December 2002
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+ Get idea from friend
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+ Start implementing in C
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?? January 2003
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+ Finish title, about, story options
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?? January 2003
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+ Add "quit, are you sure" display
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?? February 2003
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+ Port all of C version at time to assembler
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?? February 2003
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+ Add help screen to C version
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+ Add help screen to asm version
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?? February 2003
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+ Add ansi-code sound effects to C version
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?? February 2003
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+ Finish varied enemies and boss on C version
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?? February 2003
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+ Add save game support to C version
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4 March 2003
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+ Started adding actual game support to assembler
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+ Frame limiter and pause/sound/help work
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6 March 2003
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+ Added pseudo-random number generator
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+ Added scrolling star background
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+ Added missiles
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10 March 2003
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+ Added int->ascii routine
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+ Added bottom status bar
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11 March 2003
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+ Simple enemy movement.
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12 March 2003
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+ Added collision detection.
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17 March 2003
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+ Added enemy behavior
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18 March 2003
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+ Added sound
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+ Added hi-score support
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+ Added level announce
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19 March 2003
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+ Added boss
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+ Polished a bit
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+ Put rep / stosb on separate lines so works with as 2.9.1
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20 March 2003
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+ Added "restore colors" at exit time
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+ Removed extra spaces from strings... saves 100 bytes
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+ Lots of infrastructute to compress data segment... saves 2k
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+ Change all the cool "bt/btr/bts/btc" op-codes to equivelant
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or/and/xor. The former was cool, but slightly longer. Sad, sad.
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+ Found if I remove ".data" the text+data segments are merged saving
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3k. Cool, especially as I don't write to the data segment at all anymore.
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+ Use sstrip. There are random file lengths that either "strip" or
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"sstrip" don't handle well. May have to pad things out in the end
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21 March 2003
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+ convert "get_char" and "get_a_char" to return status in the carry flag.
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+ Much optimization. See "optimization" file.
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+ Now under 8k ;)
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23 March 2003
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+ Extensive play-testing to make sure optimization didn't break game.
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+ Fix "sstrip" program so it puts the bss on the proper boundry.
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Hope this isn't "as" version specific.
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+ Game balancing. Moved up to 6 enemies. Slight shifts in
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game engine constants.
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+ Fix problem where enemies get stuck at level 4. As a result
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level 7 never ends, as we do tricks where we use level*16 and
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over 7 that overflows to negative.
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+ Play tested. Seems ok. Release 0.32!
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