• Fixed horizontal frame size for some sprites to be multiple of 4.
Changes
• New money algorthym.
• No sprite count on loading screen.
• No menu bar with about box.
• Gun not in stereo.
• New icons.
Additions
• Programmer control of fades for debuging.
• Diet Code to remove all grafPorts from sprites (saves 3 meg. of memory).
• Purged memory after sprite load to further reduce requirements.
0.6d9 (20 September 1995)
Bug Fixes
• Fixed reversed sound channels.
• Can now only have one key in a text box in the pref dialog.
• Fix fade in raid and game end.
• Show cursor in high score dialog.
• Clearing high scores does not leave zeros
Changes
• Adjusted 3rd wave timing so less lag with SF at end.
Additions
• None.
0.6d8 (11 September 1995)
Bug Fixes
• Timed start to 10 seconds so you don't have to click the mouse.
• Timed battery dead animation to 4 seconds so you don't have to click.
• Repaired numerous bugs in equipemtn buying AI
• Now uses longs in display routines (shorts overflowed and resulted in negative sprite frames)
• Sounds now load to application memory.
• Rearranged routine in segments, may reduce collision pause.
Changes
• Removed beep that played during creation of a graf port.
• Can quite with Cmd-Q anytime during load.
• Esc now drops out of the game.
• Loading bar now tied to memory allocation not time thus is machine independent.
• Damage is applied to both guns, less confusing.
• Game progression is totally redone (4 levels). Should be much better, but not tweaked yet.
• You do not automatically get defenses, they must be bought.
• Only one battery to start.
• Standard gun ammo is full every level but gatling gun ammo costs money.
• 'Option' key at start will allow any raid and any starting money.
• Completely rewrote defense handling routine including auto fire module.
Additions
• Sprite allocation countdown for warm fuzzy.
• Equipment buying is now complete but still automated (soon to be player controlled).
• Now we have 4 types of guns and they can go at any position.
• All guns can be automatically controlled, or manually grouped.
0.6d7QC (24 August 1995) (for the use of Onyx Technology for work on PowerQC)
Bug Fixes
• Sounds no longer are force to the sys heap and may not slow game anymore.
• SetResFile accessing free mem reapired by setting ResLoad to false.
• Changing sound volume no longer sets sound volume to zero.
Changes
• A beep plays during creation of a graf port during the load for load monitoring.
• Load status messages are added.
0.6d7 (13 August 1995) (This is by far the biggest change & addition, thanks for the patience)
Bug Fixes
• Wind now blows both directions correctly.
• All sounds and sound channels should be allocated on the system heap.
• Defenses stop firing at the end of a raid (thanks Tom).
• Sound problems with defenses (thanks Glen & Tom).
• Numerous fixes during battlefield additions.
• Rewrote color table routines again, I think I got it right this time. (The Plt Mngr still sucks!)
• Tried again to fix sound/VMM problem, check out the preference options, did it work?
• Pause should not time warp anymore (thanks Mike).
• Tied down some loose regions (thanks Lee).
• Repaired a couple SpriteWorld routines.
Changes
• Defenses now have shot sprites for range eyeballing.
• Some sounds are different and added a few others.
• Sound to start to ensure channels are working.
• Paratroopers cannot hit your gun, they will land and kill you!
• New icon (not yet very clean). What do you think?
• Gun sounds now pan (thanks Dave).
• Sprites are now justified to 8 pixels in width to support faster blitters.
• Sprite bounding rectangle and routines to check out of bounds, have been re-written.
• Adjusted calls to CFastFixed to not use the floating point type conversion, much faster to use the long.
• Completely rewrote sound routines (twice). Sound priorities not quite set, send your observations.
• Rewrote the color table fade routines so to not interfere with CopyBits.
• Replaced physics file with game file and again changed format for high score tracking
• Wind is calculated differently to be less interesting, and less likely to get stuck at the extremes. (right??)
• Ammo low warning is slowed down.
• Sound quieting now works as advertised.
Additions
• Defenses can fire back (check for keys to control outer defenses).
• Gun affected by damage (aim) (jam removed since it made it too hard).
• Raid complete sound.
• Batteries can be eliminated.
• Loading status bar (about a 38 second load, sorry for the wait but that fix will come much later).
• Ground troops that advance and attack.
• Battery now takes damage.
• Support for buying equipment is in.
• Emplacements and battery defense positions
• Background screen. (What you see is a feeble first cut, look for a cool Young & Lynch design background.)
• Supports apple events
• Can now be set to quit all background applications.
• Totally fast custom blitter.
• Active sound channels (removed, since it didn't work as implemented).
• Preference dialog and new game file format again (throw out old ones!).
• Brand spanking new about box by Young & Lynch Design, it is very cool, check it out.
• Music (send suggestions on how to improve this quick implementation).
(also will take music suggestions, how about Sponge, Offspring, etc.)
0.6d6 (6 July 1995)
Bug Fixes
• Added more digits for kills, shots so they would not max out at 999.
Changes
• Replaced physics file with game file and again changed format for high score tracking
• Wind is calculated differently to be more interesting
Additions
• Ammo low warning.
• Out of ammo gun click.
• A second raid, please give me some feedback (BTW, it is not designed to be the same all the time).
• High scores.
• Flag or wind indicator.
0.6d5 (25 June 1995)
Bug Fixes
• Cleared up numerous small bugs from 0.6d4.
• Fixed trooper to trooper collisions causes multiple sounds and stuttering.
• Fixed physics labels in dialog
• Fixed Fast Fixed Point class divide routines
• Fixed sound quiet (still need to quiet sounds in que)
• Change class declaration to correctly cast longs to FastFixed
Changes
• Limited Ammunition modified not to go down every raid
• Raids now get harder at a smooth rate
• Initial raid easier.
• Raid progression mechanics cleaned up a bit.
• Again revamped physics file (you MUST use new file, DO NOT use older files)
• scores for special forces have increased.
Additions
• Preferences dialog.
• Stats collection.
• Raid completion screens.
• Game Completion screens. (look for high scores soon)
0.6d4 (18 June 1995)
Bug Fixes
• This build probably has induced more bugs than it fixed please send in bug reports.
Changes
• Completely new status display routines.
• Now have a seperate sprite file.
• Game loads once only.
• Frame rate limited to 30 fps.
• New start up format (game does take some time to load)
• New sounds (sorry no more "ah shit").
• Totally new collision routine that is tremendous improvement in collision tracking.
• Pause does not work, timing problems persist.
• Game progression screwed up with addition of raid format, look for fixes soon.
• Redistributed routines.
• Numerous other small changes.
Additions
• Special Forces.
• Gatling Gun.
• Limited Ammunition
• Game is now organized in raids (only one currently)
• Ground sprites are pretty complete but not yet implemented
Future
• Ground warfare!!!
• custom blitters for improved animation speed.
• sound routines for pure speed.
• Complete raids for playablity.
• various other code optimizations.
0.6d3-2 (6 June 1995) (interim-2)
Bug Fixes
• Sound routine are completely redone and now perform properly.
• Fixed maximum parachute landing velocity again this time it works.
• New paratrooper processing fixes all strange trooper velocity problems.
• The bottom paratrooper actually has the chute collapse now in a parachute collison not the top.
Changes
• Totally new paratrooper routine featureing smoother movement and wind!!!
• Completely revamped the new shot routine to use 20% of the previous memory and for a baseline of 100 frames per sec.
• Pause should now work again.
• Game progression screwed up with new paratrooper routine (try to beat 1400 though)
0.6d3-1 (1 June 1995) (interim) (NOTE: Do not use pause function!! it is a bad thing)
Bug Fixes
• Sound bugs are being worked out for speed and crash proofness (until work in progress is finished you will get strange pops and squeeks from time to time)
• Fixed maximum parachute landing velocity again and again (still not happy with it).
• The bottom paratrooper actually has the chute collapse now in a parachute collison not the top.
Changes
• Brand new shot routine, it is still a little rough (too much mem and too slow) but runs great (how about that smoooooth control and consistant gravity?).
• now brought to you by gray matter...
• Game progression cleaned up again
0.6d2.5 (CodeWarrior version 1) (23 May 1995)
Bug Fixes
• Game is no longer compiled with 68881 code generation options on thus it WILL run on a PPC, sorry : (
0.6d2 (21 May 1995)
Bug Fixes
• Application now detects and switches to 256 colors as required (gray scale may still be a problem) but no longer will thousands of colors crash the program. This also fixed a PPC bug...
• Fixed maximum parachute landing velocity again (still not happy with it).
• Get graphics device info initially and store for use in later parts of program (much more stable).
Changes
• Small changes to splash (explosion fade time depends on how close it is, color table is stored vice created on the fly).
• Much improved about box (not quite good enough yet, but much better).
• Paratroopers, explosions and bullets now clear when a battery is killed.
• Game progression cleaned up with new physics file. Please replace your old one
Additions
• Game start message to pass the initialization time.
0.6d1 (20 May 1995)
Bug Fixes
• Minor cosmetic changes
0.6d0 (20 May 1995)
Bug Fixes
• Application was right at the edge of memory, now requires 2.5 meg partition.
• Fixed maximum parachute landing velocity
Changes
• Air raid volume was lowered again.
• Major physics changes to work with game progression.
• Shots are bigger, really... Too many misses occure so shots ae now surrounded by a black border.
Additions
• Caps lock is now a pause key.
• Game progression. I guess it is really a game now.
• Major debug options: FPS, Grunts, Paratroopers. Still may have some bugs during display, please report.
•Sound Icons.
Notes
• PPC users (Lee) have reported crashes after exit. I have no way to debug this so all info would be great, and be careful.
0.5d2 (18 may 1995: not released, memory and improved blitter problems)
0.5d1 (14 May 1995)
Bug Fixes
• Repaired screen size to work on 640x480 monitors, including ground sprites and improved window look (i.e. green border)
• Fixed parachute collision routine to enable paratroopers to land on grunts correctly.
• Grunt count is fixed (I think, see future, debug)
• Sound channel usage has been shuffled to reduce sound clipping
• Mouse control for gun has been fixed with a sliding control window and sensitivity has been reduce (sensitivity is editable in physics file)
• Corrected velocity equation throughout code (thanks Tom)
Changes
• Air raid volume was lowered
• All physics functions have been striped out of the game file and put in there own file
• Changed some physics values (no big deal)
• Added correct font for score and changed positioning to match
Additions
• Added physics handling- editing and files. Note program will always load "Triple-A Physics" on start up but will use last opened file if any editing is started, even if you cancel out. It is recommended that you edit another file than the default. You will play under this file until you restart, then you must open it and exit editing to use it again. I think I have all the bugs out of the file handling (we shall see).
• Icons, bundle bits, file types, size resources, and copyright notices have been added.