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EnigmA Amiga Run 1996 February
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EnigmA AMIGA RUN 04 (1996)(G.R. Edizioni)(IT)[!][issue 1996-02][Skylink CD III].iso
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dmndcv23.rea
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1996-01-16
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6KB
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169 lines
Short: The ultimate Boulder Dash Clone V2.3
Author: Hawk@blanker.ruhr.de (Peter Elzner)
Uploader: tob@blanker.ruhr.de (Tom Beuke)
Type: game/misc
Version V2.3 (14.12.1995)
Diamond Caves is a Boulder Dash clone with many advantages to previously
released clones:
- programmed 100% using OS-routines
- supports different screenmodes & runs on gfx-boards!
- runs in true multitasking
- comes with ready-to-run installer script
- 1 or 2 players (maybe even more in future releases)
- playfields from 10x10 to 100x100 squares
- loads of new features like conveyor belts, switches, and much more
- recording and replay of previously played games
- 60 levels & nice preferences program in the unregistered version
- great Intuition-based Leveleditor in the registered version
*new* - works on CyberGfx screens
Requirements:
68000 (68020 recommended)
Kick2.0
1MB ChipMem / 1MB Fastmem
Commodore's Installer V1.24 (not included)
History:
V1.0 (02.04.1995)
- first public release
V1.1 (03.04.1995)
- fixed small bug in quicksand-routine
- optimized player-routine
- added tooltype "JOYMOUSE2"
- implemented introScreen-timeout (8 sec)
- fixed game-level 23 (way too difficult - actually insoluble :-)
V1.2 (06.04.1995)
- finally fixed gameport.device
- fixed small bug in 2-player-mode
- more optimizations
V1.3 (09.04.1995)
- added tooltype "STATUSTOP"
- fixed bug in game-level 25
- fixed bug in conveyor-belt
V1.4 (01.05.1995) (registered Users only)
- rewrote installer-script
- added "normal" icons (for those MagicWB-haters :-)
- added 10 Easy-Levels
- included replay-files for all levels (Tutorial, Game & Easy)
- fixed preferences-loading (reg-version)
- fixed small bug in GetLevel-Window
(items are now set to default after changing number of players)
- rewrote record-routine
(files are now 7/8 shorter than before)
- improved loading
(gfxfiles are now loaded once and then kept in memory)
- rewrote Joystick-routine
(still some optimizations to do though)
- increased keyboard-buffer
V1.5 (05.05.1995)
- fixed some corrupted replay-files
- added "Level-Hints" to documentation
- minor internal changes
- Overscan-prefs are now loaded correctly when running from Editor
V1.6 (16.05.1995)
- finally fixed replay-routine
- optimized in-game-routines
- changed gfx-format
(registered users are now able to create their own gfx with up to
256 colors, using the tool "DiamondGfx")
- due to user-request, the game can now be run on a 68000
- implemented delay
(this is for reg-users playing with screenmodes like Super72)
- removed Mungwall/Enforcer-Hit in Overscan loading routine
V1.7 (04.06.1995)
- completely rewrote game-timing
(Diamond Caves now uses the timer.device and runs at the same speed
under every screenmode. The game may seem to be a bit slower than
before if you're useing a screenmode with a higher frequency than
50Hz)
- removed bug in player-movement
(player wasn't killed under certain circumstances)
- removed bug in explosion-routines
(sometimes explosions didn't cause other things to explode)
- fixed keyboard-handling in main-menu
- had to re-record some replay-files :-(
- fixed bug with windows on title screen
(didn't attach to system default font)
- DBL-screenmodes are now supported correctly
(see "DiamondPrefs.guide")
- optimized Joystick-routine
V1.8 (14.06.1995)
- finally fixed keyboard-handling (game)
- optimized in-game-routines
- DBL-screenmodes are *now* supported correctly
(V1.7 didn't recognize the "Interlace" flag)
- re-added VBI-timing
(this is for PAL-modes, they are now flickerfree using
VBI-timing - other modes should use the timer.device,
see "DiamondPrefs.guide")
V1.9 - skipped
V2.0 (08.07.1995)
- fixed CLI-startup
- DC finally runs on 68000
(removed "word-read from odd address")
- added "move through empty space" sound
- preferences can now be used by unregistered users, too!
(use the program "DiamondPrefs V1.3")
- Diamond Caves now runs on Intuition Screens in true multitasking
(although you should pause the game before switching screens :-)
- optionally Diamond Caves now runs in a window on a standard Public
Screen! (Kick3.0 required, gfx-board recommended)
- fixed small gfx-bug with player
- fixed bug in loading custom-samples
- fixed overscan
V2.1 (16.07.1995)
- paying the shareware fee with foreign cheques is now easier
(and cheaper!)
- fixed loading players name
- added "Score" and "games played" to Titlescreen.
- optimized in-game routines
- fixed small problem with remapping colors when running on a
Public Screen
V2.2 (05.09.1995)
- fixed bug with growing wall
- fixed small bug with sound and conveyor belt/magic wall
- fixed small bug with acid pools
- removed busy-wait in pause mode
- added pause window
- intro-screen can now be canceled with ESC
- optimized in-game routines
- input.device wasn't closed propperly
- improved error-handling
(game now runs better on write protected disks like CD-ROMs,
and creates backups of important files)
- rewrote GetLevels-window
(now using listview to display unlimited number of dirs :-)
- fixed yet another overscan-bug
(actually a bug in intuition/graphics.library !)
V2.3 (23.12.1995)
- optimized intro-screen
- changed public-screen version
(now using a standard superbitmap-window,
window opens with maximum size as default.
game is faster, scrolling is slower)
- changed scrolling in public-screen version
(now block-scroll only)
- dynamite, keys and shield time are displayed in status line
- added "test again"-window (if started from editor)
- fixed bug with fast-forward in replay-mode
- fixed bug with saving record-files
- Diamond Caves now works on CyberGfx-Screens!
(Although there are some limitations in the CyberGfx Emulation)