tb1/tb1_linux/CHANGES

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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)