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