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 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)