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EnigmA Amiga Run 1996 March
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EnigmA AMIGA RUN 05 (1996)(G.R. Edizioni)(IT)[!][issue 1996-03][Skylink CD IV].iso
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wrgmpr18.lha
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WGP version notes
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1996-01-24
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10KB
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260 lines
Game processor History:
May 18 1995: V1.0 beta release
5/19 Experienced a crash from the compiled version well into a game of
Third Reich. Was not able to duplicate. Suspect a possible attempt to
access a bob that wasn't defined. Installed a verification logic of the
mouse bob before the image is accessed.
5/20/95: Fixed bug in movement/combat selection that allowed return to
movement before post-combat movement was finished.
Improved unit handling. You can now select individual units out of a hex
even if you're already carrying one or more units. This will make moving
units around a LOT more intuitive.
Added hotkeys for commonly used functions
Fixed a bug caused when define dice was performed, where the upper left
five hexes could no longer be selected.
5/21/95:
Installed most of the ASCII move recording logic, revised some of the unit
handling routines for better efficiency and to function with the move
record. Work went slowly because my heart really wasn't in it, but the
product is good.
Discovered a bug with the comment function: It doesn't error check to make
sure you don't use too many lines.
Fixed a bug caused between the new hotkeys and the comment function
conflicting.
5/22/95: Experienced the same sort of crash as on 5/19 while trying to
pick up a unit. Was finally able to duplicate and nail it down. Not sure
it was the same as on 5/19 because this seemed related to the multiple unit
pickup logic, which wasn't in the compiled version.
Firmed up the logic right after a unit is plucked out of a stack to keep
the same stack on the roster.
5/26/95: Fixed a couple of bugs in the comment window that would cause a
crash if you were editing on the last line.
Added a redraw after turning all units face-up or face-down.
Made it so you cannot turn over all units if you are carrying a unit,
ghosted the menu options when a unit is carried.
Fixed a bug when "quit" is selected from the menu.
5/27/95: Finished integrating the flip function when reading playback
files to an ASCII text file.
Began work on playback
Fixed bug with Replay button where the buttondown appeared in the wrong
place.
Realized just how obnoxious that window border I used is to people with no
flicker-fixer. Replaced it throughout with a solid border.
5/28/95: Did the bulk of the playback logic
5/29/95: Changed the initial default position of all units to the upper
left hex on the map. With the improved unit selection handling, this is an
easier way to deal with initial setup.
5/30/95: Threw out the concept of Start/stop move. Hex by hex movement
logic made this mode so nearly redundant as to not be worth maintaining.
The only drawback is if someone examines the contents of a hex with a
handfull of units, it will appear on the replay. But then, I think I would
like to know if someone's been pawing through my stacks ;) .
Reworked a good part of the logic for movement in the replay (my first AMAL
program!). The units now visibly move across the screen. _I_ think it
looks pretty sexy.
5/31/95: V1.1 beta release
6/2/95: Fixed a bug where the "Save" menu option thought the combat mode
was the movement mode and vice versa. Work is slow because I'm still
suffering from last night's bachelor party.
6/3/95: Firmed up replay option some more
6/4/95: Installed Value display logic, and integrated it in with the
editor.
Did a mighty bug-stomp in the replay code. I do believe this bit's ready to
ship.
Discovered and fixed a fatal bug which centers a unit on the
screen if it's too close to the right or bottom edge of the board, and
another which refused to show the far lafthand row of hexes.
6/5/95: Did the screen fade between the logo and the main screen. This
also palette locks.
6/7/95: Installed save positions menu option.
Redid the doubleclick logic to eliminate a wait period on single clicks.
Rewrote the load and save logic to integrate the playback with the
savedgame file. Replays are now possible from a freshly loaded game! The
savedgame files went up by 10 bytes, so V1.1 files will no longer work. I
wrote an updater program to make them so they will.
Added a conditional test before the centering logic which will not center a
units that is more than five hexes from the visible screen edge already.
This caused a bug to pop up in the replay when a comment window is closed.
Fixed that, too.
6/9/95: Added user-guidance requesters when expected files are not located.
Spent the rest of the day stomping bugs in the playback integration.
6/10/95: Increased the maximum size of the unit names to 11. Rewrote the
module load routine to accomodate this.
6/11/95: V1.2 demo release.
6/17/95: Cleansed potential Do-loop problem by eliminating all do-loops.
Incorporated keyfile logic.
Added Version variable, cleaned up and consolidated excessive string
verbiage
6/18/95: completed registration routine
Cleaned up strings throughout.
released V1.3 to beta testers
After the release, found a bug in the playback that caused the comment
boxes to take forever to appear. A garbage collection utility got put in
as part of the loop to read the playback.
6/21/95: rewrote the unlicensed playback and ASCII move routine to allow
players to record/view 50 moves of any game then give a licenseware notice.
6/26/95: added a intuition text window telling users how to get back to
WGP.
7/5/95: Fixed bug in the project menu that wasn't drawing the prompts
option correctly after it was selected.
V1.4 Public release! (YAY!)
8/2/95: Added instruction on how to obtain a licensed copy of the program
to the "register" part of the menu.
Fixed distance computation for the playback logic to make long moves more
snappy.
Added "reqtools.library" to the archive, which is necessary.
Fixed bug that could cause a lockup during replay if a unit was picked up
but not moved to a new hex.
Cleaned up logic with the replay when moving units near the map edges. The
map does not update when not necessary now.
Added a check before loading module images to make sure sufficient chip ram
exists and alerting the user if it does not.
8/7/95: added code so that the directory for saved games will be retained
as the directory the user selected.
8/10/95: Released V1.5
8/29/95: Fixed a problem with the way values are set to display. Program
was not loading the defaults from the module file.
Optimized code for speed and size.
9/3/95: Rewrote the load routine to handle decoding for reverse images
which are assigned image numbers greater than 255.
9/4/95: Fixed that annoying habit the program had of scrolling the list of
units when you picked up a unit from the middle of the list.
9/9/95: Fixed the pause that occurred when you hit the comment button (the
program was saving a picture of the screen to RAM:)
Tightened up the flip over logic to work better through a replay.
Discovered a problem with dice rolls. It seems the random number generator
needed to be seeded, or you would get the same sequence of numbers every
time you played. Not good. Now the program spends idle time tossing coins
to keep you guessing.
9/10/95: V1.6 release
9/14/95: Fixed a bug where flipped over units wouldn't always be left with
the correct side showing after a replay.
9/30/95: fixed a bug where if you picked up a stack of units, then clicked
on a unit button from the stack list, duplicate units would be created.
10/5/95: Fixed a bug that sometimes prevented a replay from being invoked
more than once per session. If you escaped out of a replay, the program
might be fooled into thinking it was still carrying a unit, preventing a
replay from being invoked again.
10/8/95: Installed some error checking in the save as ascii and replay
logic to prevent a crash in case the program cannot decipher a second set
of coordinates in hex by hex movement.
11/2/95: Fixed a bug with the above mentioned error checking which would
enter an infinite loop if the replay recorded two flip actions in a row.
Fixed a problem with the save moves as ascii function which would not save
the move in anything but the game root directory.
Released V1.7
11/12/95: Fixed a small bug which caused the program to get confused about
what image was face-up on a unit if it was face down on the board when a
savedgame was loaded.
Limited release of V1.7a
12/4/95: Added comment encryption logic. Secret comments may now be passed.
limited release of 1.7b
12/25/95: Fixed a bug that allowed you to load a savedgame file while
holding a unit, thereby magically creating an extra unit.
Fixed a bug that allowed you to cancel the die roll function, allowing
unscrupulous players to re-roll until they got a roll they liked.
Fixed a bug where the screen sometimes wouldn't be redrawn with the
starting positions at the beginning of a replay operation.
12/28/95: Added a 1.5 second delay to the comment display during a replay,
allowing you enough time to get off whatever key you're holding down to
zip through the replay so you don't miss the comment.
Limited release of 1.7c
1/4/96: Added a replay function which will indicate at what points the
file was saved. This will prevent a player from saving the game before a
critical die roll, and then re-rolling over and over until he gets a good
number, without his opponents knowing about it.
1/24/96: Added a "save comments in ASCII" menu option. This will allow
users to save only the comments and die roll results from a replay as
ascii, so it can be quoted in other correspondence.
Cleaned up the menu logic to optimize program size a bit.
Rewrote the redraw map logic for speed. Didn't yield any more speed. The
bottleneck appears to be the blitter.
Released V1.8