mirror of
https://github.com/deater/tb1.git
synced 2024-12-23 04:29:42 +00:00
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
|
|
+ Fix credits to scroll properly
|
|
+ Fix URLs
|
|
|
|
26 December 2009
|
|
+ Update to 2.9.16, remove warnings, straighten out some of
|
|
the coding style.
|
|
|
|
27 October 2004
|
|
+ Of course instead of finishing things up, used the library to display
|
|
pcx files so I can give presentations using an old 486 laptop.
|
|
(Convert pdf's which are slow to display to 8-bit 640x480 .pcx files
|
|
which render plenty fast on a 75MHz 486).
|
|
|
|
|
|
29 Septemer 2004
|
|
+ Backed out the half-baked "generalized level 2" changes. They made
|
|
things 10 times as complicated for no good reason. Pre-mature
|
|
optimization is the root of all evil, etc.
|
|
+ Got rid of most of the warnings.
|
|
+ Have level_2 almost working. Have to get collision detection working.
|
|
|
|
25 September 2004
|
|
+ Started working on level3 of the game again
|
|
+ Updated title screen to reflect current girlfriend.
|
|
+ Fixed sound.
|
|
+ A paint-pro plugin I developed for "Guinea Pig Adventure"
|
|
improves productivity a lot.
|
|
|
|
2001-2004
|
|
+ Sadly a lull in tb1 development. In that time though I did develop
|
|
tb_6502 : tom bombem for the Apple IIe
|
|
tb_asm : tom bombem in x86 assembly (fits in 8k statically linked)
|
|
tbo : obfuscated C contest entry of tom bombem.
|
|
|
|
28 October 2001
|
|
+ Debugged over a few days 32bpp solaris support, with lots of help
|
|
from G. Low <unix@macrosscity.com>
|
|
|
|
2 June 2001
|
|
+ Made a super fancy level2 level editor. it's in the ./tools directory.
|
|
+ Verified that tb1 will in fact compile and run under windows with
|
|
the cygwin utils.
|
|
|
|
? April 2001
|
|
+ Added some minimal joypad support
|
|
|
|
11 November 2000
|
|
+ Got opengl sorta working, when I should be working on my
|
|
OS project involving semaphores. Oops.
|
|
|
|
2 November 2000
|
|
+ Continued re-writing the level_1 engine that I started last week.
|
|
+ Re-wrote frame limiter. Managed to make it a lot less jumpy.
|
|
|
|
28 October 2000
|
|
+ Finished porting the Level2->Level3 cut-scenes
|
|
+ Really crude level3 engine.
|
|
|
|
27 October 2000
|
|
+ Started writing an opengl target. Was hoping for a cool tb1 rotating
|
|
on the side of a cube type deal. Had some fights with glut and decided
|
|
to put that off for a while.
|
|
+ Modularized the makefiles. Now just edit Makefile.inc.... and you
|
|
can compile without SDL_mixer/curses/SDL, etc... though you sacrifice
|
|
functionality
|
|
+ TB1 works over an ssh connection in curses [BSD-Curses] on a VT102 terminal
|
|
on a Solaris Ultrasparc machine! I can even get to level2!
|
|
|
|
|
|
19 October 2000
|
|
+ Fixed some other minor bugs.
|
|
+ Added "vmwLine" to svmwgraph. Really it's just a port of the PCGPE line
|
|
routine. I should write one of my own.
|
|
|
|
18 October 2000
|
|
+ No e-mails from freshmeat submission, so I suppose that means all is well.
|
|
+ Fixed bug where ppro_view only ran in curses mode
|
|
+ Fixed bug where double/fullscreen were reversed on options menu
|
|
+ Fixed bug where "to be continued" displayed improperly.
|
|
+ Fix bug in handling of spaces in names in high score list
|
|
|
|
16 October 2000
|
|
+ Finished options menu.
|
|
+ Fix up documentation, hopefully do a freshmeat release.
|
|
|
|
15 October 2000
|
|
+ Added PCX Save/Load
|
|
+ Added NULL and NCURSES targets to svmwgraph. I must be insane.
|
|
|
|
6 October 2000
|
|
+ Fixed off-by-one error in paintpro 6.0 format, making a new 6.1 release
|
|
+ Made sure backwards compatability available
|
|
|
|
30 September 2000
|
|
+ Rewrote vmw_paintpro.c vmwLoadPicPacked from scratch just about
|
|
+ Implemented vmwSavePicPacked
|
|
+ Wrote "ppro_view" in tools directory
|
|
|
|
25 September 2000
|
|
+ Closed most of the memory leaks
|
|
|
|
18 September 2000
|
|
+ Just about everything works now.
|
|
|
|
16 September 2000
|
|
+ Re-wrote completely libsvmwgraph... making it an actual lib,
|
|
removing all sdl dependencies, added hooks so that any arbitrary
|
|
graphics platform can be used. This was lots of fun.
|
|
+ Split "tblib.c" up into about 20 component functions
|
|
+ Debugged the problems from the svmwgraph change.. suprisingly it
|
|
was very few.
|
|
+ Started adding features that depended on the svmwgraph rewrite
|
|
+ Added load/save support! Tracked down a nasty out-of-bounds
|
|
error with coolbox. Those type of errors are so hard to find in C...
|
|
|
|
12 September 2000
|
|
+ Added support for level2
|
|
|
|
4 September 2000
|
|
+ Have about 90% of the game running now on SDL. What a fun
|
|
way to spend labor day weekend.
|
|
|
|
24 June 2000
|
|
+ Started converting to the SDL lib. Got the title screen up
|
|
|
|
7 March 1998
|
|
* Added Level 2, mostly working
|
|
|
|
6 March 1998
|
|
* Added load game support
|
|
|
|
5 March 1998
|
|
* Fixed typo in credits [Yes I had "linux torvalds" by mistake]. Thanks
|
|
to my friend John C. for catching that one.
|
|
* Added save game support.
|
|
|
|
3 March 1998
|
|
* Really cleaned up level1.c Mostly cleaned
|
|
* Modularized and actually re-wrote some code, instead of translating it.
|
|
* Lots of really minor tweaks trying to up performance.
|
|
|
|
1 March 1998
|
|
* Got little opener slowed down
|
|
* Got credits working
|
|
* Got pause to work
|
|
* Got sidebar reporting hiscore.
|
|
|
|
29 February 1998
|
|
* OK, there was no 29th. But I did more work later and it felt
|
|
like a new day.
|
|
* Cleaned up the tb1.c majorly
|
|
* Added support for having the data files searched for in many directories.
|
|
* Cleaned out the directory structure and removed cruft.
|
|
* Got sound support working!
|
|
* added -force8bpp option so SVGA target works
|
|
* Other miscelaneous things
|
|
|
|
28 February 1998
|
|
* AWESOME!! WORKING BETTER THAN IT WAS BEFORE!
|
|
* Moved over to fast DirectBuffer Calls. FAST!
|
|
* Got gameplay working, GETTING SCROLLING STARS
|
|
* added vmwCrossBlit functions. FAST! Thanks to andy at the ggi-list
|
|
* Fixed lots of minor bugs
|
|
|
|
27 February 1998
|
|
* Started this file
|
|
* Today converted from 320x600 virtual to 3 320x200s [2 are in memory]
|
|
* Added support so it can (almost) run in both 8bpp and 16bpp mode.
|
|
* Broke a lot more than I fixed.
|
|
|
|
? 1997
|
|
* Ported to the ggi graphics library
|
|
|
|
Fall 1996
|
|
* Original attempts to port to linux. Used now-defunct graphics library.
|
|
|
|
? 1996
|
|
+ Worked on level3 + level4?
|
|
+ Adding in-line 32-bit assembly to get it to run at fast enough
|
|
framerate on the 386 33MHz my family had.
|
|
|
|
? 1995
|
|
+ Got sound blaster code working, using Ethan Brodsky's
|
|
soundblaster libraries.
|
|
+ Used newest versio of my "PaintPro" Graphics format.
|
|
It is very much like PCX, but I didn't know that when I invented it
|
|
a few years earlier in BASIC.
|
|
+ Written in Turbo Pascal 6.0 with in-line 16 bit assembly.
|
|
|
|
Fall 1994
|
|
+ Gradually converted PCGPE "Flying Toaster" demo into proof-of-concept
|
|
Tom Bombem code.
|
|
+ Level 1 mostly working
|
|
|
|
Summer 1994
|
|
+ Was exchange student in Hildesheim Germany. People there gave me
|
|
a copy of the PCGPE (PC Game Programmer Encyclopedia)
|