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- XBoing Changes
- ==============
-
- Version 1.7 - 27th August 1993
- -----------------------------
-
- - Checked mail and response. Generally good :-)
- - Fixed Imakefile for the lack of any clue on the install sounds script :-)
- - in -help option -pointerGrab was incorrect.
- - Cannot shoot your ball as it is being created. I think.
- - Made the copyright notice more complete.
- - Made the highscore file save the real user id and use that for the comparing
- when updating the highscore file so all those cheats out there cannot chfn
- and get in the global highscore file more than once :-)
- - Updated troubleshooting in INSTALL.
- - Added the network to long stuff to all the entries in highscore table that
- are bigger than 1 char.
- - Added flock to the highscore file locking as a define. Thanks to :-
- Joe Ilacqua <spike@world.std.com> for the idea.
- - Moved all header files to include/ directory and changed all .c to reflect.
- - Added a better way to handle audio source in Imakefile. LinkFile()
- - When more than 1 ball is active and level finishes you get your balls back!
- - Added audio for rplay - thanks to Joel J. Fleck II - <joel@cc.bellcore.com>
- - Removed tone1-9.snd
- - Added Normal/WarningMessage() and changed all calls over to use it if needed.
- - Changed all references to export to ftp.x.org new name for export.lcs.mit.edu
- - Added the trouble shooting doco.
- - Added a cool fading effect to the window.
- - Did a bit of a clean up on some older functions and removed old shit.
- - Border now glows when showing intros.
- - Added -usedefcmap to use default cmap if possible.
- - Removed the animations on the intro screen :-( This is because the new slide
- effect didn't work with the animations - pity but no great loss.
- - Removed the copyright message from the Imakefile so it is not duplicated.
- - Added AudioFile sound support - Andrew Leahy <A.Leahy@st.nepean.uws.edu.au>
- - Made pointer grabbing default to ON. Suggested by a few people.
- - Made the parsing of the keys much more modular so that it will be easy to
- add other modes.
- - Added a quit question mode to ask if the user really wants to quit? y/n
- - Added a blind wipe fade effect for highscore - really cool look.
- - Added a special debug macro for debugging.
- - Added a shattering effect.
-
-
- Version 1.6 - 6th August 1993
- -----------------------------
-
- - Replied to mail argghhh.
- - Added version number to presents screen.
- - Fixed multiball bug where there may be 2 balls bouncing - i dies and you have
- none spare so it ends - no longer the case.
- - Added some more doco to INSTALL and README
- - Added a new special effect where the specials flash around on the intros.
- - Changed the thankyou to thank you!! Requested too :-)
- - NULL terminated the string returned form strftime() function in highscore.c
- - Added some new backgrounds from Anthony's Icons Volume 1.3.
- - Killed of the spin.au file as it kills the audio for some reason - put
- a new one in called intro.au that is a powerdown sound.
- - All buttons now shoot bullets in game mode. Also the button starts of the
- ball instead of the space bar now.
- - Starting level code added. You can start at any level but the highscore
- table will subtract the starting level from the level attained so the scores
- are kept even. ie: start = 34 end = 67 level = 33
- - Answered mail - more patches.
- - Note that xnews slows the game down heaps. Bummer.
- - Lots of people getting bad drawable errors :-(
- - FAST_SPEED has been changed from 3L to 1L for gruntish speed.
- thanks - billr@saab.cna.tek.com
- - Changed a few levels like 7 & 8 to make them a tad easier.
- - Changed the corner bouncing - idea pgh@computer-science.strathclyde.ac.uk
- - Now supports NCD audio format. Thanks to Dave Lemke <lemke@verbosa.ncd.com>
- - Fixed up SUNaudio.c to not have #ifdefs AUDIO.. everywhere - not needed now.
- - Fixed up Imakefile so it wont install sounds if not required.
- - Global highscore file only has one entry per person now. So god like beings
- cannot completely take over the whole scoreboard!!
- - All level and score functions use u_long so that I can use htonl ntohl for
- network independent conversion of the score and level. May now work over
- networks where the machine has different byte ordering for score file only.
- - Added a killer mode where the ball turns red and the ball goes through all
- blocks like butter. It is activated after 10 bonuses have been collected.
- - Only real errors now get written to stderr - all others to stdout.
- - Added some patches to Imakefile for audio on sparcs jra@hrcms.jazz.att.com
- Also patched SUNaudio.c so that it opens the audio device without hanging.
- - Pointer grabbing is now an option with default OFF.
- - Fixed bug in options code.
- - You can now set the maximum value for the audio volume.
- - Fixed a bug in the bonus coin code where on some levels they never appeared.
- - Added heaps to the manual page especially on the options.
- - Fixed bug with ball being killed off - didn't work correctly.
- - No longer exits with errorcode 1 on normal exits.
- - Changed the func RenderShape() so it only creates one huge backing store
- pixmap and reuses it so it reduces calls to server.
- - MAXPATHLEN not found on SYSV apparently and bug in highscore.c fixed. Thanks
- to John M. Scott <jmscott@setex.august.com>
- - Now displays how many bonuses you have during level.
- - Plays sound when touching a block
- - Added 3 env variables for the highscore file, levels dir, and sounds dir so
- that you can change them to point to your own cheat level files!!
-
- - Following changes provided by :-
- - Jean Yves VIONDURY (viondury@mururoa.imag.fr) and
- Olivier DUMAS (dumas@mururoa.imag.fr) from Bull-IMAG, France.
-
- . The ball bounce on the paddle has been modified, so that the ball can
- be oriented better than before.
- . The autotilt-random function has been changed, to make the auto-tilt
- function more reliable.
- . Speed modifiers due to Warp values now propose a linear evolution.
- . The global high score file is locked when updated, to avoid conflicts
- and score losses when several people finish their game at the same time.
- This feature hasn't been extensively tested, as these situations aren't
- easy to provoke. But we rely on the system to make it work properly.
-
- - You will all notice the improved ball bouncing off the paddle thanks to the
- above dudes. Thanks again.
- - Thanks to christos@deshaw.com for the patch on alt.sources regarding the
- extra error cases in error.c and the ansi trigraphs bug.
- - Supports HP audio which I think is .au format as well on the device.
- - Discovered the UNOFFFICIAL patch on export. Hmm - don't like the flag change!
- - Sent a patch by soulard@corto.inria.fr that fixes the problem where the
- teleport can have problems when it puts the ball in an enclosed area. Thanks.
- - Added a paddle shrink and expand block - removed paddlesize getting smaller
- as you get higher in the levels as it is too hard.
- - Added README's in all subdirectories. Cleaned up code and directory.
-
-
- Version 1.5 - 23rd July 1993
- ----------------------------
-
- - Thanks for all the responses :-) I think I better post it to news!
- Our machine is slowwwwwing down from all those ftpers! I asked for it!
- - After first posting I received quite a few mail messages about the
- Imakefile and compiling on other machines. Well I never said it would
- so I have now added the patches/suggestions.
- - The semicolin missing was unfortunate. I use gcc by default and that
- of course didn't need that line of code. Sorry folks.
- - Colourmap problems - well I did warn that it only works for colour!
- I'll try to get it to work for greyscale - XPM handles it but the
- pixmaps look bad as they were designed for colour only. Sorry.
- - I forgot a manual page - Done. Please forgive me if it is pox as it is
- my first go at nroff.
- - Updated the Imakefile more to include the directory installation.
- - A few lose ends in highscore.c fixed. Also took some useless stuff out of
- the Imakefile.
- - Added a pirate block that will kill the ball when hit. You can shoot the
- pirate 3 times and lose 1000 points, saves your ball though.
- - Fixed the bullet bug where sometimes on a new level you couldn't shoot
- even if you had bags of ammo.
- - Displays level name when starting.
- - The way bonuses are added is much better now. Less time wasting.
- - Turned off the graphics exposures in the graphics contexts to speed the
- while event loop up considerably. Wow, what a difference.
- - Added the timer and special bonus area after squashing the message area
- smaller. This area will have a count down timer and special modes will be
- indicated in the special area. The bonus screen now uses the timer bonus.
- - Added TrueColour to the colour test for all those SGI people.
- - Added tink code to clear off tinks.
- - Improvement for the bullet/ball collision.
- - Added an I key for quick Iconification if the boss walks passed.
- - Added a -scores option to print highscores to command line.
- - If the user has a '&' in their gecos it should be expanded to their user
- name and then the first letter upper case. Patch by jeff@rd1.interlan.com
- - Better parsing of level data. Time bonus is now part of level data.
- - Fixed major ball debris bug. Easy - clear background before copying it for
- the backing store. Also done for the paddle/bullet. However, I must fix the
- collision detection though. Sometimes a bit of a block is cut out. :-(
- - Added code so that when the ball get stuck in a loop, if the paddle is not
- hit in n seconds then the board will auto tilt.
- - Put code in to time the game and show up in highscore table.
- Updated both the X bit and commandline bit.
- - Fiddled with the timing routines. Still a bit dodgy.
- - Made some calls in highscore table better and to use misc routines.
- - The ball collision detection now uses regions that get created as the block
- is created. This is better than a whole lot of if's if you ask me.
- - Also fixed the addbonus code and made a MakeBlockGeometry function to
- make code more modular.
- - Added a personal highscore feature. Your highscores get saved to a highscore
- file in your home directory.
- - Took out the beep if the key isn't recognisied. Started shitting me!!
- - Install procedure finally fixed. yeah.
- - Made the mouse move the paddle relative to it's position. Asked for a lot.
- - Also a new commandline option [-keys] will disable the mouse mode and only
- allow keys to move the paddle. This is better than having both.
- - Added a reverse block - when hit the controls reverse for a time span.
- - The highscore file is now always fchmod()ed to make sure permissions are
- correct for all players.
- - Added a hyperspace block that will turn off the side wall for the
- ball and it will wrap around as such.
- - Fixed the text routine calls in intro.c to use calls in misc.c
- - Added SUN audio - yeah yeah yeah again.... -sound option for audio.
- - Fixed the Imakefile to use the audio settings and how to find sounds.
- - Added some sound effects. More later.
- - Added code to highlight the score you just obtained in a game in highscore.
- - Adjusted the code in bonus.c to allow the space to pressed to skip bonus
- animations but still add the bonus score onto the score etc.
- - Add the specials display at bottom of the window indicating the current
- specials mode.
- - Added another 10 levels to make a total of 40 levels. It is rather boring
- creating levels :-)
- - Added a ball kill key <d>.
- - Highscores are saved when quitting with q key.
- - Redesigned the keys screen - added a = audio on/off g = game control
- added 1-9 for speed control
- - Added an extra ball animation and block.
- - Changed the ball slightly so that it has a white circle around it so it will
- stand out better on all backgrounds.
- - Cursor is now gone and grabbed to main window.
- - Added applause sound when level is finished.
- - Found a bad bug in FreeBlocks() or something. Cool. fixes -static bug.
- - The gun.c code is re-written so you can shoot more than 1 bullet at a time
- making a machine gun effect. Really cool!!
- - Added the maching gun block. It now lasts for a whole level.
- - Removed the fore/background colours for gcand to init.c instead of being
- in the misc.c code - reduces the rendershape routine down by 2 calls.
- - Took out the backgrounds that were complicated and guady. 4 of them
- - Added a walls off block
- - Added a teleport block and it works.
- - Audio can now be toggled on or off while playing game. a key
- - Added the -setup option so sysops can find out whats going on.
- - Removed the sideways level off on scrolling.
- - Took out a few shitty things.
- - Added the presenting screen and all its quirks. More sounds!
- - Added a random block that changes colour every now and then.
- - Fixed the event loops so that when it is iconified it uses hardly and cpu
- and is much better on the system. Almost dissapears of top!
- - Added multi ball mode - what a change!! Anyway up to six balls can now
- bounce around causing havoc!
- - Added sticky paddle block and mode - ball sticks to paddle and requires you
- to shoot it off again.
- - Added some neat sound effects - sorry for the voice ones but I am no sound
- expert! :-)
- - I think I have removed the flash before the window appears.
- - Fixed they way the blocks explode after a bomb block.
- - Pause is now more friendly to the system like iconify is.
- - added a x2 and x4 bonus as well as fixing the old bonus code.
- - Fixed the kill ball routine to work for multi balls - kill first in array.
- - Made the x2 x4 turn off for each dead ball.
- - You can now shoot some of the specials and get rid of them (3 times)
- - Changed the way the ball checks for collisions - works well now - no
- left overs and few muck ups. Cool - at last.
- - Manual page update - install updated - readme updated - Imakefile updated
- - Fixed a few little bugs - cannot use escape in bonus mode
-
- Version 1.4/1.0 BETA
- --------------------
-
- - Under developement, no time for notes. ;-)
-
- -------------------------------------------------------------------
- Justin Kibell - jck@citri.edu.au - +61 3 282 2456 - Vic - Australia
-