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. 1994-1996 Wrote Tom Bombem in pascal and inline assembly, using the "Flying Toaster" demo from PCGPE as a starting point. Used Ethan Brodsky's sound libs, in addition to my own "Paintpro" graphics program/loader.