home *** CD-ROM | disk | FTP | other *** search
-
- REVISIONS TO...
-
- T H E C O N T I N U I N G A D V E N T U R E S O F
- C Y B E R B O X
-
-
-
- Changes in Version 7.05
- ───────────────────────
- ■ The time stamp for all of the files associated with the program
- will now be the same as the version number.
-
-
-
- Changes in Version 7.04
- ───────────────────────
- ■ Changed all references of "Ed's" shortest solution to simply
- the shortest "known" solution.
-
-
-
- Changes in Version 7.03
- ───────────────────────
- ■ Reduced the amount of conventional memory needed to run the
- program down to 390 Kb (385 for the deluxe version) from 405 Kb.
-
-
-
- Changes in Version 7.02
- ───────────────────────
- ■ Added the "no-auto" command-line switch which disables the
- "auto repeat" feature in regards to the cursor movement. (Many
- people with cerebral palsy and similar conditions will "freeze"
- on a key after pressing it.) Thanks to Michael Donn of LakeBay,
- Washington for this suggestion.
-
- ■ Added some additional user comments in the final screens of the
- non-deluxe version.
-
-
-
- Changes in Version 7.00
- ───────────────────────
- ■ The naming convention for the room volumes has been changed. The
- room volumes are now known as V-XXX-NN.DAT, where XXX indicates
- the initials of the author and NN indicates the volume number.
-
- ■ The deluxe version now defaults to opening the v-edc-02.dat
- room-volume file if no configuration file is present.
-
- ■ The documentation files for both CA-Cyber and the CA-Edit program
- (the editor) have been given a TXT rather than a DOC extension.
-
- ■ Fixed a minor glitch involving the Take Back feature after one
- recalled a room position that had been saved.
-
- ■ Fixed a very minor glitch involving the help menu in the
- documentation file.
-
- ■ While in the demo mode, the cursor no longer "backs up" one move
- after exiting the room.
-
-
-
- Changes in Version 6.95
- ───────────────────────
- ■ Fixed a minor glitch involving the east-west selectors.
-
- ■ The room was not being set back properly if one executed the
- "take back" feature immediately after viewing a previous
- solved solution. Now fixed. Thanks to Michael Donn of Lakebay,
- Washington for discovering this.
-
- ■ The deluxe version now defaults to opening the 001 room volume
- data file, if no configuration file is present.
-
- ■ The CA-EDIT program, when it first runs, creates a "vol-new.dat"
- file. You can now load this file with the ALT-V shortcut key
- simply by hitting your "n" key after executing ALT-V.
-
- ■ The program will no longer abort if the last room-volume data
- file that you were playing is not found in the current directory.
- If this data file is not found, it will now try to load the
- default 002 data file. Only if this 002 data file is not found,
- will the program abort with an appropriate error message.
-
-
-
- Changes in Version 6.81
- ───────────────────────
- ■ One user reported problems while inside both the Jump and the
- Option Screen. I happen to be using CALL INTERRUPT logic while
- inside these screens which displays certain text characters in a
- slightly smaller font. I've added a new command-line switch
- (no-interrupt) to turn this logic OFF in case others have the
- same problem.
-
-
-
- Changes in Version 6.73
- ───────────────────────
- ■ The format of the room-volume data files has been changed. Now,
- the number of moves that it takes me to exit each room is also
- hard-coded here, in addition to existing in each solution file.
- This way if the player wishes to NOT keep the solution files in
- the same directory as the program, they will still be able to
- glance at the number of moves that it takes me to exit each room.
-
- ■ Made another minor change in the 'special treat' logic.
-
- ■ The program now loads the vol-002.dat file by default.
-
-
-
- Changes in Version 6.61
- ───────────────────────
- ■ I wanted the player to experience a 'special treat' if they
- could solve all 15 rooms during the same session. However, I was
- keeping track of the number of times ANY room was solved and was
- simply executing my 'special treat' logic when this counter
- reached 15. That means that a player could have solved, say,
- Room 001 over and over again (15 times) for the treat. This is
- now fixed so that ALL 15 rooms need to be solved. Thanks to
- Martin Kirlow of Yorkshire, England for informing me of this.
-
-
-
- Changes in Version 6.51
- ───────────────────────
- ■ Changed a minor glitch in the Jump Screen in the Deluxe Version.
- If a player solved a few of the rooms in one volume and then
- loaded another volume, the Jump Screen was still highlighting the
- room numbers (indicating that they had been solved) from the
- first volume.
-
-
-
- Changes in Version 6.41
- ───────────────────────
- ■ Changed the MOVER logic BACK to the way that it was in version
- 6.16.
-
-
-
- Changes in Version 6.31
- ───────────────────────
- ■ It turns out that the MOVER logic that was changed in the 6.16
- update was still not 100% identical with Petr Simon's CyberBox
- Forever program. This is now fixed.
-
-
-
- Changes in Version 6.25
- ───────────────────────
- ■ Corrected a very minor glitch in the logic which displays the
- documentation file.
-
- ■ Jazzed up the documentation file ever further.
-
- ■ The program was adding an extra UP keystroke tacked on to the
- end of the each solution of each solved room. The result was
- that while later VIEWING this solution, the program was reporting
- that it took you an extra move to get out than what it really
- did. This is now fixed.
-
- ■ Removed the REVISIONS section from the documentation file. This
- section is now being kept in its own revision.txt file. This
- frees up more conventional memory for the program.
-
- ■ The color choices that the player selects for the both the
- menu foreground color and menu background, while viewing
- the documentation file, are now being saved in the configuration
- file. (They weren't before and probably always should have
- been. I'm saving all the OTHER player preferences. Why not
- these as well!)
-
-
-
- Changes in Version 6.16
- ───────────────────────
- ■ Added the new "north-south" and "east-west" SELECTORS.
-
- ■ Re-coded the logic in regards to how the MOVERS operate in
- relationship to each other. The logic is now consistent with
- Petr Simon's CYBERBOX FOREVER game and we both feel it looks much
- more professional. (Different MOVERS now move simultaneously!)
-
- ■ Renamed the cursor-image data files to "cursr-xx.dat." The
- previous naming convention ("images-xx.dat") might be mistaken
- for the new box-image data files.
-
- ■ Jazzed up the way I display my headers in the documentation
- file while viewing the above mentioned file from within this
- program.
-
- ■ While returning to a room from the Jump Screen or Options Screen
- etc., the entire room arrangement is displayed all at once.
-
- ■ Corrected a minor bug in the Options Screen. Thanks, Petr.
-
-
-
- Changes in Version 6.01
- ───────────────────────
- ■ Added the "no-doc" command-line switch, which forces the program
- to NOT load the documentation file. This allows the program to
- run in almost 75K less of conventional memory.
-
-
-
- Changes in Version 6.00
- ───────────────────────
- ■ Changed the format of the cursor-image data files. The current
- format takes up less hard disk space, loads slightly faster and
- is easier to modify.
-
- ■ Completely changed the format of the solution files. Each
- solution file is now approximately 1,300 bytes in size, (when all
- 15 rooms have been solved) compared to 75,030 before!
-
- ■ Reduced the number of valid keystrokes allowed from 5000 to
- 3000. This reduction allows the program to run in less
- conventional memory than before. (I can't see a room EVER
- requiring anywhere NEAR 3000 moves to exit, much less 5000.)
-
- ■ Eliminated the hard-coding of the boxes. Instead, this
- information is being read in from the new box-image data files.
- (This further reduces the amount of conventional memory required
- by the program as well as allowing the player to change the way
- any of the boxes look to suit them if they so desire!)
-
- ■ Since I've introduced a new box (the PULLERS) since Doug's
- original game, and since the opposite of "pull" is "push", I
- decided to rename the SLIDERS to PUSHERS and the PUSHERS to
- MOVERS throughout both the program and documentation. (Sorry,
- Doug.)
-
- ■ I'm no longer writing the configuration file and solution files
- with the hidden attribute byte.
-
- ■ I'm now including a solution file with the non-deluxe package
- which includes the solution to the first three rooms.
-
- ■ The entire high-score logic has been eliminated. Your
- "high-score" is simply your "best solution" which is now saved in
- the solution file SEPERATELY from mine.
-
- ■ The player can now immediately jump to a room that they've just
- completed if they wish to immediately attempt to better their
- solution.
-
- ■ Re-wrote the code that I use to display my documentation file.
- The screen writes are slightly smoother now (not that it was bad
- before). Also, I added a 'bookmark' feature which allows the
- user to place a bookmark in a page and then return to that page
- at any time with just a keystroke.
-
- ■ Added the SAVE feature (ALT-S) which allows the player to SAVE
- a position in memory which they can then recall (ALT-R) at any
- time before leaving the room.
-
- ■ If the name of the author of the room being loaded is different
- than the previous author's name, this new name will now blink a
- few times, to help call attention to the fact.
-
- ■ Added the new MOVER animation code.
-
- ■ The opening and title screens both now appear slightly faster.
-
- ■ Upon returning to a room, the player's cursor now blinks for a
- slightly shorter period of time.
-
- ■ Added the code to immediately jump to the next room (ALT-N) or
- the previous room (ALT-P).
-
- ■ Added the Summary of Available Keys screen.
-
- ■ Changed the way that the closing screens look in both the Deluxe
- and Non-deluxe versions.
-
- ■ Improved the format of the Jump Screen. Now, the lowest solution
- to all 15 rooms can be seen at a glance.
-
- ■ The screen-writes to both the Jump Screen and the Options Screen
- are noticeably faster.
-
- ■ Eliminated the checkdigit figure from the room-volume data files.
- The program now keeps the checkdigit figure in the solution file
- and if the room has been changed in any way, the program simply
- deletes the current solution.
-
- ■ Changed the length of the room number from four digits to three.
-
-
-
- Changes in Version 5.00
- ───────────────────────
- ■ No such version. I made so many changes after 4.61 that I felt
- a another full digit increase in the version number was
- warranted.
-
-
-
- Changes in Version 4.61
- ───────────────────────
- ■ Corrected a bug indirectly caused by the bug fix in the last
- update.
-
-
-
- Changes in Version 4.60
- ───────────────────────
- ■ Corrected a bug. The program, under certain conditions, was
- not saving the high-score file correctly. I can't believe
- this wasn't noticed by someone earlier. Many thanks to Petr
- Simon of the Czech Republic for informing me of this.
-
-
-
- Changes in Version 4.54
- ───────────────────────
- ■ Added the TAKE BACK feature.
-
- ■ Corrected another minor programming bug in the Deluxe version.
- If a player attempted to load a non-existent cursor-image file
- via the ALT-I key combination and then exited the program, the
- same problem that I mentioned in the 4.43 update occurred; the
- program was saving that invalid filename in the configuration
- file before checking to see if it was valid. The program would
- then not load properly the next time it was started. Now fixed.
-
- ■ Changed the program logic for paging up and down in the
- documentation file. The program will now display a entirely
- new set of 23 lines of text per screen rather than 22.
-
- ■ Changed the requirements in one of the "annoying delay screens"
- seen at the end of the non-deluxe version. I now recommend that
- SIX files, rather than four, be included when distributing the
- non-deluxe version. The new additions are the icon file
- (ca-cyber.icn) and the file description file (file_id.diz).
-
-
-
- Changes in Version 4.43
- ───────────────────────
- ■ Corrected a minor programming bug in the Deluxe version.
- If a player attempted to load a non-existent room-volume via the
- ALT-R key combination and then exited the program, the
- programming logic would update the configuration file with this
- invalid room-volume name. The next time that the program was
- loaded, an error message would appear stating that it was
- attempting to load this file and could not find it. (The
- configuration file saves the last room-volume that has been
- played. It was saving a filename BEFORE checking to make sure
- that it was valid.) This bug has now been fixed. Thanks to Lyle
- Engle of Mesa, Arizona for discovering this.
-
- ■ After exiting the program and returning to DOS, the screen is
- restored to the way it looked before the program was executed.
-
- ■ Added some undocumented features for my own benefit.
-
-
-
- Changes in Version 4.35
- ───────────────────────
- ■ Corrected a minor flaw in the way that I was drawing a few of my
- letters for one of my fonts.
-
- ■ Added program logic to verify that the rooms in the vol-xxx.dat
- data files are in the correct order. (Previously, one could go
- in and edit these data files and, for example, swap rooms 1 and
- 2.) I didn't have a problem with anyone doing this (although I'm
- not sure why anyone would ever WANT to) but the vol-xxx.sol files
- contain the SOLUTION to these rooms and if one swapped any of
- the rooms in the data files then one would HAVE to swap these two
- solutions in the solution file as well (to keep the program from
- doing strange things). And my solution files, being non-text
- files, would be extremely difficult (if not impossible) for the
- average player to manipulate anyway.
-
- ■ Since the documentation file is now REQUIRED to run the program,
- I added a "read-only" attribute byte on this documentation file,
- to lessen the chance that it will be deleted accidentally.
-
- ■ Allowed the player to select any of the menu key options via the
- TAB and/or the CTRL-arrow keys.
-
- ■ Made a minor change to the program logic when the cursor exits a
- room and actually enters the hallway. (If the cursor-movement
- sound was active for any pitch, a slight pause occurred before
- the sound was heard.)
-
-
-
- Changes in Version 4.23
- ───────────────────────
- ■ Changed the order of the options of the <M>enu Toggle so that the
- ALT-key options appears second rather than third.
-
- ■ Changed the logic so that if the player is reading the
- documentation file and then returns to the game, the same page
- that the player was reading is automatically brought up again if
- and when the player decides to read the doc file a second time.
-
- ■ Allowed the player to change the foreground and background colors
- while reading my documentation file.
-
-
-
- Changes in Version 4.15
- ───────────────────────
- ■ Deluxe version - changed the configuration file so that it would
- save the last cursor-image data file that you were using as well
- as the last room-volume data file that you were working on.
-
- ■ Changed the program logic so that this configuration file is now
- read first. The program will now no longer default to loading
- the vol-001.dat file and cursr-01.dat file. The default now
- becomes whatever files you previously had loaded.
-
- ■ Deluxe version - added code so that the player can load
- additional room-volumes and cursor-image files from right inside
- the program.
-
- ■ If the player's efforts are good enough for the CyberBox Hall
- of Fame, for convenience, the program will now automatically
- display the last name that was previously entered in this screen.
- If the player wishes to use this same name, now all he or she has
- to do is hit ENTER.
-
- ■ Allowed the player to read my documentation file from right
- inside the program.
-
-
-
- Changes in Version 4.0
- ──────────────────────
- ■ Added the DOS shell.
-
- ■ Added the entire solution-file logic. The program now saves your
- shortest solution to disk.
-
- ■ Swapped a couple of rooms in the vol-001.dat file that were a
- little too difficult to solve for first-time players, with some
- rooms in my vol-002.dat file.
-
- ■ Added logic so that the player can break out of the 'special
- treat' logic if so desired, by hitting the ESCAPE key.
-
- ■ Increased the number of <I>nstant Replay keystrokes saved in
- memory from 2000 to 5000.
-
-
-
- Changes in Version 3.0
- ──────────────────────
- ■ Renamed my cursor-image data files to IMAGESxx.DAT (where "x"
- indicates the file number) instead of CACYBERx.IMG
-
- ■ Added the entire <I>nstant Replay logic.
-
- ■ Added the "About CyberBox" screen.
-
- ■ The program now puts a read-only attribute byte on both the
- room-volume and cursor-image files.
-
- ■ Changed the appearance of one of the BLOCKER options from a
- sorry looking solid-red block to a neat little criss-cross type
- pattern.
-
- ■ When entering a room for the first time, the NAME of each room is
- animated from right to left until it is centered in the right
- hand portion of the screen.
-
- ■ Removed my LINE INPUT statement for accepting the player's name
- in my Hall of Fame screen and replaced it with my own editor.
- (Which allows for the player to utilize the HOME key, the END
- key, etc.)
-
-
-
- Changes in Version 2.0
- ──────────────────────
- ■ The program now puts a hidden attribute byte on the high-score
- and configuration files.
-
- ■ Re-wrote the logic for drawing all boxes. (The screen-writes on
- slower PC's was a little too slow for my taste. It is now
- noticeably faster only at the cost of the program now requiring
- slightly more RAM to load and run.)
-
- ■ The ESCAPE key will now bring up the "Do you really want to
- quit?" message, in addition to the "X" (e<x>it program) key.
-
- ■ If the replay animation speed is set on "very fast," the program
- will now replay the solution WITHOUT the "cursor sound."
- (Assuming the cursor movement sound was active for any pitch in
- the first place.) The sound could not keep up with the cursor
- movement and the result was the cursor running around with one
- big beeeeeeeeeeeeeeep.)
-
- ■ Changed all references of "non-registered game" to "non-deluxe
- game."
-
- ■ When entering a room for the first time, your cursor now blinks
- a few times to make it easier to find.
-
- ■ Added the <B>ox Review screen to help out first-time players.
-
-
-
- Changes in Version 1.14
- ───────────────────────
- ■ Changed the default text color from white to brown and the
- default highlight color from bright white to yellow.
-
- ■ The program will now re-write the configuration file only if
- anything has changed since initially loading it.
-
- ■ Changed the opening screen to display the message "Hit any key to
- continue..." at the bottom.
-
- ■ Slightly altered the way that the PULLERS are represented.
-