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)
