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revision.hst
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Text File
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1990-12-03
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6KB
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108 lines
Tank Wars
Release 1.5
Copyright (C) 1990 by Kenny Morse
-----------------------------------------------
Revision History
V1.0 October 28, 1990: (116K) First Release
V1.1 November 5, 1990: (90K) Speed Upgrade
Minor bug fix. When a 5Meg nuke exploded, player 10s
trail would flash due to a palette overlap.
Major speed upgrade, CRI's are now travel 10 times
faster, and players die faster too.
Code size greatly decreased.
BOMB2.RAW rewritten to enhance compression.
This release was made mainly due to the fact that I
recently discovered numerous techniques to
optimize code.
V1.2 November 16, 1990: (111K) Program Enhancement
Graphics files BOMB1.RAW and BOMB2.RAW no longer
necessary for operation, see addition to BOMB.TXT.
The tanks now fall at a decent speed during setup.
BOMB.ICO added for MS Windows 3.0 users.
Three new types of death have been added, death by
dirt, fading away, and nuclear meltdown.
We finally have tank on the title screen thanks to
Chris Sparks.
A new computer intelligence has been added, Twanger.
This ones a killer.
Bug fixed that caused the program to hang if you hit
somebody with a ball of dirt and tracking system.
Command line parameters are now documented.
V1.3 November 23, 1990: (121K) Program Enhancement
More code changed from TP to ASM, causing some
noticeable speed increases and some smoother
movements.
If the only people playing are computer intelligences,
the game will attempt to go faster in certain
places that were slowed down for user convenience.
Twangers will no longer pick on the players on the left
first, they now shoot towards the easy kills.
There was a fundamental error in Lobbers strategy,
preventing him from accurately shooting to the
left, this has been corrected.
Computers can now buy and use weapons. Currently they
only have the simplest of algorithms, but they're
much more dangerous.
A new menu option and command line parameter has been
added to select weather computers are allowed to
purchase weapons.
V1.4 November 30, 1990: (111K) Code Optimization & Bug Fixes
For this release, I basically went through all the code
line by line looking for places to trim down,
speed up, and correct the code. This reduced the
size of the program, and increased the speed by a
almost unnoticeable amount.
Some people noticed that very rarely the bomb would
continue to travel, regardless of the dirt in the
way until it hit a tank. This happened when power
was set to exactly 800, and has been fixed.
The amount owned of certain weapons was not showing up
on the weapons list. Sorry for this oversight,
that too has been corrected.
When playing a many-player game, there is no longer a
60 pixel margin on each side that caused the edge
players to be side by side.
The direction arrow was not being updated when the tank
would change direction by way of changing the
angle, this is now fixed.
TP version 6.0 arrived, so it has been re-compiled.
With the new system kernel it shrunk by 10K.
There was also a minor change in speed, but almost
unnoticeable.
V1.5 December 3, 1990: (112K) Program Enhancement
All keyboard handling is now controlled by the program,
BIOS is still accessed at times but not as often.
This has caused a dramatic speed increase in angle
and power selection, it now requires quite a
delicate touch to change either by 1. This also
game me the ability to add the next few additions.
A sound toggle has been added. Pressing Ctrl-S at any
appropriate time will turn sound on or off.
A Mass Kill command has been added. At any appropriate
time you may press Ctrl-M. You will be asked to
confirm. If you say Yes, all players on the
screen will die after the current players turn
ends. This will end battles between computers
that can go on for hours.
You can now exit the game at almost any time. At any
Appropriate time (As defined in the Documentation)
you may press Ctrl-Q to quit the game. At most of
the non Appropriate times you can press Ctrl-Break
to exit.
If you wish to increment/decrement anything by 1 while
using the keyboard hold down ALT while pressing
the appropriate key.
All palette handling had been taken out of Turbo's
hands and are now controlled directly by the
program. Hopefully this will cure the ATI
problem.