-silly mistake regarding Points refresh fixed. it wouldn't clear window
when selected. this could also be seen as a feature ;)
-grey or white tail color only, by choice in snake2.
-rewriting "ff8 cards" to the actual game, Triple Triad.
-added standard rules to triple triad, same, plus, bigger.
-Snake2 now has different speeds.
-added a 'cgx' parameter that MAY work, I cant test it.
-replaced startup with a nicer intro, wont show in registered version.
got routine from the endtro of Simon Smith's excellent game, Flatmates.
-added timeoutro in the style of the intro.
v 1.5:
-I decided to add former updates in 'History.doc' from now on.
-different ante's and starting pots in poker.
-scrolling log in poker now tells in 'past' instead of the
'present' formuling of the words. so its the same as
in the GUI window.
-log window in poker has options in the menu. normal or interesting.
-colors in poker has been reworked. and has now much better
graphical understandment.
-more draw effects in picture.
-poker AI's acting speeds can now be altered in the menu.
-poker log is now cleared when a new deal is dealt.
If anyone want this as selective, pls email me.
-no more annoying bright text for boring things in poker log.
-the society in ant commander now grows by making more eggs
when food is plenty.
-rightforce2 mode removed... Though it could get something,
I saw it as weed in my code. Just takes up compiling time.
-you can choose the number of AI players in poker. 1-4
v 1.6:
-fixed that colorcycling would'nt restore colors if timeout occured.
-added a new smart colorfinding system.
-Picture have some parts more color variative because of it.
-Fireworks gets better looking sparks.
-added colors for folded AI players on poker.
-hopefully fixed all windowfont problems. the default workbench
font was used instead of the included <small.font>.
-settings mode now finds some fades of colors to be used in the other modes.
so that those modes dont have to find them themselves.
-fireworks temporarily uses the gray fade. (sparks fade out)
-triple triad gets solid blocks for its cards.
-colorlines gets better looking squares, like triple triad.
-it now looks nicer when you get a row in colorlines.
-colorlines is now under construction. I intend to make it a columns game.
-added credits section to manual.
-aga is now required in this version.
-changed intro.
-added different resolutions for color finding in settings mode. I dont have a gfx card, so if someone with 1 could tell me if the highest works, I would appreciate it.
-I set the default number of pixels in fireworks to 100 instead of 600, wich was the setting before. hence its faster on first selection. you can select 1000 if you want to ofcourse.
-made a space "avoid" game on <UC! text> overwriting most code there. The <spaceascii> game is still under construction.
-worked heavily on columns (formerly colorlines), it still has some small playing bugs
-removed snapshots from lha file, uneccesary download time when the prog can make better 1s each update.
v 1.7:
+made the game spaceascii more bugfree. with better
collision detection.
+columns have correct rules. "columns, by the book."
+added pause features to columns. The default is
window inactiveness.
+fixed that columns didn't find rows within rows.
+asked a gfx card user to test Emerald, I got some
interesting info. I hope he continues to test new
updates.
+emerald is now called watchNplay. emerald was a
wierd name and should be forgotten. I think the new
name suits much better.
+I have now made watchNplay to ignore if depth of
wb is greater than 8,(256) and only make use of the
first 256 colors on wb. I have yet to find a way
to make use of cgx.
+drew a newicon for the new name.
+Spaceascii is increasingly difficult as you progress
(into space)
+Increased price of registering. and You can only pay
in my currency now. sorry. registered users are not
affected by this.
+nicer use of colors in ant commander (from now on AC)
+ants will eat eachother if you run out of food in AC
+toads and lizards slurps up ants contineously on your
trails in AC if you dont attack them. AC is just a
game of survival yet, no goals. feel free to give me
ideas on this one. remember that I dont update to
aminet just because I can, but because I want feedback
in the form of ideas and bugs... etc...
+soundscool, is a new mode where you, can edit a
looping sound in realtime, and you have some
helpfull options to do so.
+overhawl of the way Picture handles colors. It looks
much nicer, but its about 6 times slower between
draws, and eats cpu cycles while computing colors.
+changed window size of demo to 240*240, mainly to look
at the new coloreffects in Picture.
+made the new color routine in picture selective, and
added a 'classic' option using the old way. the default
is 'both types'.
+soundscool can now change frequency randomly. it sounds
like an engine, so the option is called 'engine on/off'
+triple triad now displays side numbers of cards close
to the center, its a little better for overview this
way. I also want to change the game entirely, tell me
if you have an idea.
v 1.8:
+fixed a few gfx bugs regarding Soundscool.
+added smooth scrolling to Ant.C's event window.
+Soundscool is now much much faster at editing,
due to a big rewrite of sample edit code.
further, the way it was editing before wasn't
the right way, and samples made with the last
code had a noise beep.
+added operators to Soundscool. currently you
can noisify and smoothify the whole sample.
I have also added options of how many times
it should act per menu hit, and a "continously"
option wich can do it while you edit with mouse.
-I discovered that you can cheat with block falling
in columns, and I decided not to fix it until if
I add a scoring system.
+added simpler way of drawing blocks in columns.
its much faster on AGA but looks less nice,
I have therefore made it selective in the menu.
You can also select what should be drawn
inside the blocks.
+minimum row length required to remove blocks
in columns can be raised, for extra difficulty.
+The 13x13 new game in columns was buggy because
13 is not a paired number. now changed to 14x12.
+added the option of making a big sample out of
the main small looping one in Soundscool.
Currently you can make it sound like an instrument.
and afterwards save it if you wish.
Its saved IFF, so is usable in music trackers.
+added a nosound executable, that does not interfere
with music, where Soundscool and certain startup
masking of channels is disabled.
v 1.9
+moved most modes in sub menus.
<intuiton>, <gfx fx>, <games> and <utilities>
-removed a complicated, but old and unusable
mode. (named ??? and pregame).
+replaced <readpixel from bitmap> code with
arrays in all modes that use this,
ie:(columns, triple triad, snake2)
This saves chip mem, and is faster.
+made Soundscool's instrument generation
to dim more down in volume. this makes
it nearly silent at the end of the sample.
+In addition to shareware,
I've decided to make watchNplay supportware.
details in support.doc
+added 5 new "drawcodes" to Picture's 4LinesAtATime.