build 126

This commit is contained in:
Pawel Kalinowski
2022-01-30 13:13:44 -05:00
parent e424064aad
commit ef7b8df63c
6 changed files with 83 additions and 62 deletions
+53 -45
View File
@@ -36,12 +36,20 @@ we decided it must go in 'English' to let other people work on it
## Changes:
Build 125
###### Build 126
2022-01-30
- fixed bug 006 (After some attacks the OffensiveText stays on the screen)
- fixed bug 015 (Only first shoot of FunkyBomb is correct
- fixed bug 016 (No falling soil after leapfrog)
##### Build 125
2022-01-23
- included splash screen by KAZ
Build 124
##### Build 124
2013-12-21
- removed large chunk of redundant 4x4 print code and table generation code,
over 1kb gained.
@@ -51,7 +59,7 @@ Build 124
- screen memory moved to low area ($1010), making the game start at $3010 and easier
to be loaded. Other minor memory layout modifications.
Build 123
##### Build 123
2013-12-10
- fixed bug 013: sometimes demo mode does not work (it stops on results display)
- fixed bug 012: (newly introduced) Death explosions are offset right and possibly up.
@@ -63,108 +71,108 @@ Build 123
funkyBomb angle changed from -8..+8 to -16..+16
- speeded up explosions by drawing only odd circles. Not bad visually and 2x faster.
Build 122
##### Build 122
2013-11-17
- tank expend 1 energy with each shoot to avoid endless shooting loops
- small visual glitch with background colour fixed
- death messages "defensive texts" in source do not stay on screen after some explosions
Build 121
##### Build 121
2013-11-10
- Poolshark and Shooter can buy weapons
- Purchase screen moved to the beginning of the round
Build 120
##### Build 120
2013-11-09
SillyVenture 2K13 joint effort to bring artificial intelligence into life:
- Shooter and Poolshark shooting programmed
- several small bugfixes and improvements as proposed by SillyVenture crowd
Build 119
##### Build 119
2012-06-17
Scorch sources translated to MADS with the sweet repl.sh script.
MISSING UPDATE INFORMATION... POSSIBLY NOTHING IMPORTANT HAPPENED HERE.
Build 115
##### Build 115
2009-08-25
- fixed bug 001 (lack of explosions on the empty ground)
- fixed bug 003 (wrapping death's head explosions)
- fixed plot (faster explosions)
- fukk, just 6 years and we are back!!! This game is pretty addictive :)
TO DO:
- send our wives and kids away much more often :))))
Build 114
##### Build 114
2003-08-22
- Results after each round are displayed in the right
sequence, i.e. the best one is on the top
- during second and following rounds shooting sequence
is such that the worst tank shoots first
The above changes does not look terrific, but there was
a lot of thinking to do it correctly. What is the most
important the overall game feeling improved a lot!
program.s65
* added routine SortSequence
textproc.s65
* changed routine DisplayResults to show
round results in correct order
- added routine SortSequence
Build 113
textproc.s65
- changed routine DisplayResults to show round results in correct order
##### Build 113
2003-08-17
- AI Opponents move barrels to the right position
before firing a bullet.
- Purchase screen is not displayed for AI opponents.
- There is 2 sec delay after displaying
"Deffensive" text i.e. text before death
"Defensive" text i.e. text before death
program.s65
* added routine MoveBarrelToNewPosition
which rotates barrel of the tank until
it sits at the right (newly randomized) angle
- added routine MoveBarrelToNewPosition which rotates barrel of the tank until it sits at the right (newly randomized) angle
textproc.s65
* added routine PurchaseAI
it is a framework for all AI purchases
- added routine PurchaseAI it is a framework for all AI purchases
SHORTSYS.S65
* new macro PAUSE (waits given number of frames)
- new macro PAUSE (waits given number of frames)
Bulid 112
##### Build 112
2003-08-15
First attempts to create a framework for intelligent
opponents (AI). Right now there is only one level
of "intelligence" - Moron. Moron shoots at random angle
with random force.
of "intelligence" - Moron.
Moron shoots at random angle with random force.
program.s65
* routine Round checks the Skill level
and if it is not human branches to
ArtificialIntelligence routine.
* new routines:
- ArtificialIntelligence
- RandomizeForce
- RandomizeAngle
- routine Round checks the Skill level and if it is not human branches to ArtificialIntelligence routine.
- new routines:
- ArtificialIntelligence
- RandomizeForce
- RandomizeAngle
TO DO:
* nice rotating barrel of AI tank
* AI weapon purchase and usage
* AI better than Moronic... (but how...)
* tanks' shooting seqence shoud be from
weakest to the strongest, not random
- nice rotating barrel of AI tank
- AI weapon purchase and usage
- AI better than Moronic... (but how...)
- tanks' shooting sequence should be from weakest to the strongest, not random
Bulid 111
##### Build 111
2003-07-27
program.s65:
* added sequentional shooting
(not necessarily tank no. 1 shoots first)
* added routine "RandomizeSequence" that is called
before each round
* initial angle of the tank's barrel is randomized
(was always 45 degrees right)
- added sequential shooting (not necessarily tank no. 1 shoots first)
- added routine "RandomizeSequence" that is called before each round
- initial angle of the tank's barrel is randomized (was always 45 degrees right)
variables.s65
* added table "TankSequence"
- added table "TankSequence"
grafproc.s65
* shorter delay during Flight
- shorter delay during Flight
...older history missing...