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# Changelog
## [1.0.7]
### Changes
- added wait for blitter before drawing the duck's pupils. fixes glitch.
- fixed issue with disappearing music on name input
- reduced highscore name length from 19 to 15.
- synchronized name input for high score to text blitting.
- added self-checks during screen flips. (for internal debugging)
- fixed one pixel offset in sprite parallax of ice world
## [1.0.6] 2020-02-13
### Changes
- added optional crash handler which will give more information about a crash
- added Ernie to the member picture
- fixed null pointer access on start of program. (setting task prio to high now correctly)
- fixed null pointer access during credits while accessing credits text.
- fixed parameters of AddICRVector() call.
- ladder after final boss builds faster
### Known Issues
- related to crash handler. (not gameplay relevant)
- A7 register and stack frame is always user stack pointer.
- stack related information is therefore wrong for exceptions in IRQs
- but what does work. SR has activated S flag (0x2000) to indicate exceptions in IRQ.
- Only NDOS: User Stack is eaten by Supervisor Stack. No info from stack frame.
- Only 68000: Bus Error and Address Error will not provide SR and PC correctly.
- music fades out when fire is "hammered" during highscore name input.
- only triggered after fast forwarded credits
- this problem was not introduced with this version. it's present since 0.9.3. unnoticed by everyone.
- this is only triggered by people inputting the name via Joystick. (probably only CD32)
- small graphical glitch in case the entered highscore name is too long
- happens only on 68020 or smaller (only HDD/CD32, Trackloader version not affected)
- this is a minor inconvenience and doesn't cause crashes or data corruption
- only CD32: the highscore table is 25 units big. it could have been 21 with more thought put into.
- only HDD with fast CPU: The Eye of the final boss seems to flicker. I assume a race condition.
- it might be possible that this relates to better performance because of the bug fixes in this release.
- sprite parallax in ice world is one pixel off. (present since 1.0.0 but unnoticed until now)
### Authors Notes
- Am I the only one who thinks that the NVRAM of the CD32 ist much too small?<br>
There are only 100 units in total.<br>
https://forum.amiga.org/index.php?topic=19416.0<br>
Look at this. "Pirates Gold" uses 78 units. That's 78% of the whole storage!
## [1.0.5] 2020-02-04
### Changes
- fixed dialogue of thursty guy again as 1.0.4 has introduced a small bug in the order of dialogue.
### Known Issues
- is known to crash randomly after last boss when loading earth world
## [1.0.4] 2020-02-03
### Changes
- this is the paranoid update.
- increased buffer sizes for certain game state mechanisms as I had some RAM to use.
- no known issue. just to be more defensive.
- fixed dialogue of thursty guy if you are a player that just tries anything possible.
- this is no bug. it could have been a feature.
- increased stack size for CD32 from default 4k to 20k
## [1.0.3] 2020-02-02
### Changes
- fixes decompression issues introduced by 1.0.2
### Known Issues
- is known to crash randomly after last boss when loading earth world (AmigaDOS)
## [1.0.2] 2020-02-02
### Changes
- even more defensive file reading on AmigaDOS (CD32 and HDD)
- added file size checks
- added CRC32 checks
- if a file has the wrong size or wrong CRC a retry is performed.
- issues during file reading are marked with a red background on the loading screen.
- CD32 users can now press YELLOW on the title screen to get the software version
- previously only SPACE had that effect but with no keyboard...
## [1.0.1] 2020-01-30
### Changes
- more defensive file reading on AmigaDOS (CD32 and HDD)
## [1.0.0] 2020-01-29
### Changes
- added icons, cleanup of installation folder
- hopefully fixed sound glitch on a specific A1200.
- graphical fix for spikes in ice world with black BG ones as well
- fixed color glitch on yellow text in credits.
- removed beta logo from intro
- added team logo to intro
- intro is now synchronized to music
- by popular demand, added load time simulation on faster Amigas
- NTSC systems which are switchable to PAL are now supported
- fixed wrong offsets on Credits
## [0.9.6] 2020-01-15
### Changes
- adapted online high score code to APC&TCP server
- added support for online scores for salty mode
- added support for names with acute accents on e. lol.
- fixed text formatting issues with online high scores.
- fixed missing last explosion at graf stahl
- playing "too easy" doesn't call you a cheater any more
- default highscores are fairer to beat
- invalid high scores are replaced by defaults now instead of halting the game.
- fixed staying cursor glitch on high score name input.
- fixed going into a wall.
- member screen stays longer but can now be quit also with FIRE
- pentagram puzzle now has more visual feedback.
- fixed swallowed sound effect of solved pentagram
- hopefully fixes issues with poseidon usb stack
- changed file structure on cd a bit. hd installation is easier than before
## [0.9.5] 2020-01-11
### Changes
- fixed crash after high score save on floppy version
- in theory fixed clipping of vertical sections. (shouldn't have an effect. just more defensive programming)
- diagonal input doesn't cause flicker on tutorial screen
- difficult mode is called "salty". menu picture added
- added german readme
## [0.9.4] 2020-01-04
### Changes
- fixed weird scrambled framebuffer on horizontal world flips by inserting black frame.
- added sadism mode
- menu item added to tutorial screen
- rebalanced game for sadism mode.
- final boss reacts specific in case activated.
- removed "Wetten Dass..." cover in favor of an original song to avoid copyright issues.
- credits
- removed HAM6 picture of the snail to avoid copyright issues.
- added dual playfield mode with permanent background during text scroll
- added music fadeout on button press as song is currently longer than before
- copper bars in fire world are cut at screen borders for better visuals on OCS (steril, du alter halunke)
- fixed memory corruption on vertical playfields
- cheats on titlescreen are working again.
- reduced loading time of title screen and credits on floppy version
- final boss can't be killed anymore when dead already. avoids sound glitches.
- added forced music stop before loading credits and title. avoids sound glitches and memory corruption.
### Known Issues
- salt mode / sadism mode has a placeholder graphic on the menu
- floppy version crashes after saving the high score
## [0.9.3] 2019-12-20
### Changes
- lava in world 5 won't harm anymore after boss is beaten to avoid frustration
- added a block in world 4 to make it a step easier
- removed lava tile in world 5 to make it less frustrating
- removed grass from world 4 as it looked not logical
- added snowman npc character
- lots of changes to text dialog system and how it's handled
- text speed is now faster when fire is pressed
- with the fire button, dialog can be requested now.
- world 1+2+3+5 npcs tested and fixed in case all previous stuff has broken it.
- loading screen is now also used on AmigaDOS Version. improves look & feel on slow HDs and the CD32
- reduced final boss health by 5.
- entering your name on the highscore table using the CD32 game pad is more intuitive
- hopefully fixes strange sound issue on a real Amiga with the graf stahl boss
## [0.9.2] 2019-12-12
### Changes
- fixed random memory writes caused by setPixel
## [0.9.1] 2019-12-08
### Changes
- replaced some sound effects.
- changed BOBs for flying bobbels
- fixed bobbel spawning when in air
- fixed some transparency issues with some tiles
- game can now be quit on the title screen
- improvements on network code. performed some tests on real machine
- changed 4 hearts to 5 hearts
- thursty guy is animated.
- hexe is now also animated and synced to music. yeaah disco!
- kurgel replaced with animated variant
- fixed late music issue in lava shaft
- fixed design of bergwerk
- fixed scrolling on real A1200 on credits
- floppy error leads to red screen instead of primitive hangup
- highscore is now generated instead of preinstalled
- finally fixed issue with graphical blitter glitch and font on real Amiga systems and on recent emulators.
- added check for NVBase to fix crash
- king bobbel is one healthpoint easier
- adapted volumes of music was the sfx was not loud enough at some places.
- tool types now used for online score URL
- added showOnlineScore tool check online high scores without a browser
- king bobbel doesn't soft lock any more when killed during dying by ice spike.
- fixed bug. but also added invincible frames
- fixed crashes when dying on another world
- as suggested by Alex added incincible frames when defeated a boss
- fixed missing flicker effect on 68000 on tutorial screen
- world 3 has now automatic checkpoint
### Known Issues
- Title screen sprite broken after Credits but not possible to reproduce
## [0.9.0] 2019-11-17
Well there is a large cut in here. During the last quarter of 2018 frequent release were made to a1k
for people to check out. The development on this game was fast at that time. Every week the face
of this game has changed and was different. On January 2019 XplrA joined the team. I had put the
development on this game on pause at that time and focussed on other hobbys.
But on March 2019 development again had started and new content was added.
### Added
- ... A lot ... I try to recall but it's difficult.
- World 3, 4 and 5
- Count Steel the heat master
- The Final Boss: A male duck.
- Music for World 3, 4 and 5.
- An Arcade style attract mode
- A tutorial screen.
- And lots of other stuff.
### Changed
- Everything.
- Graphics are now made by XplrA. All previous graphics from 0.1.0 removed.
- I have changed. I've learnt a lot about the Amiga.
### Fixed
- too much too list here.
## [0.1.0] 2018-12-22
### Added
- credits scroller
- credits song
- original second title card as credits pic
- score code calculation for online scores
- network code, http client over bsdsocket.library
- after credits menu for online scores
- happy bobbel and unhappy snail NPCs. plush can be delivered. shell can be delivered.
- first friendly NPCs. spring is now reachable.
- check for ECS Denise for border blank for nicer look if available
### Changed
- internal restructuring
- debug wallhack is now again compiled in but only accessible via cheat code
- rised difficulty
### Fixed
- glitched first frame of gameloop
- glitched king bobbel frame when dying
- glitches during copperlist changes
- music fading glitches
- checkpoint system when dying on other world
- checkpoint sound effects when getting hit while touching checkpoint
- hopefully fixed strange sprite flickering on credits.
## [0.0.6]
### Changed
- Massive internal restructuring. Both versions are buildable with one click.
- Release will now contain both versions from now on.
- Version suffix h is hard drive version. Suffix f is floppy trackloader version.
- from now on cheats will be deactivated per default in Releases
- map is temporarily removed from game
## [0.0.5]
### Changed
- game is delivered OS + multitasking friendly in this release
- allocation of system ressources (CIA,Paula,Blitter,View) via OS devices (still hardware banging :-P )
- keyboard input using input device
- game can now be minimized to reach the workbench and resumed when wanted
- replaced busy loop waiting by multitasking friendly signal handling
- can be called from Workbench and CLI
- cheating detection doesn't cause Guru Meditation but will just quit the game.
### Added
- Readme File
- Basic .info files with icons
## [0.0.4]
### Changed
- the world
- king bobbel can now be defeated. Has an actual fighting pattern.
### Added
- jumping mechanic after grabbing the spring (not possible during normal playthrough)
- plush penguin and springs
- dynamic enemy spawning through engine change
- boss music.
- concept of total game time as score (displayed during Pause)
- enemies can interact with. (not much interaction there yet, except king bobbel)
- loading screen
- color cycling on world 2
- crystal parallax on world 2 in multiple scrolling layers
- enemy spiky
### Fixed
- Random Hangup on World change.
- "going into the ceiling" bug on special occasions.
## [0.0.3]
### Changed
- Title Screen with shaded eyes.
- Added primitive Song continue feature to ptplayer lib
- Hot Chili Pepper now has an effects when eaten
- Copper list of title screen shows multiple framebuffers. Second framebuffer shows version information about the build.
- Experimental Slug design with pattern similar to a real leopard slug as shown on title.
### Added
- Checkpoint system and fitting sound effects for that. Activating a Checkpoint heals.
- Second World with Ice Graphics and music piece to suit it.
- Concept of freezing when too cold.
- Proportional font rendering engine using Sans Serif font.
- Dramatic and also epic text boxes.
- Stolen song from Cave Story for text boxes.
- King of Bobbels (König der Killerbriefmarken) enemy added.
- Eye Tracking algorithm.
- P pauses the game.
### Fixed
- Fixed step motor destroying bug in Trackloader.
- Item effects stay when killed.
- Leveldata gets reloaded when game engine restarts (fixes problem with going back to title screen)
### Known Bugs
- King Bobbel Enemy is incomplete and cannot be beaten. Also boss room camera lock stays forever.
## [0.0.2]
### Changed
- Leveldata
- Replaced PtPlayer (by Frank Wille) with new version 5.1 (fixes many issues)
### Added
- HAM6 Titlescreen
- Title Theme
- TitleScreen Sprites to indicate how to continue.
- graphics of snail climbing
- enemy kurgel now has the option of not bouncing in any X direction. just up and down
- sound effects for kurgel bounce
- Interactive Level Elements
- Easter Egg
### Fixed
- Kurgel bounce is now pixel perfect on the ground (walls are a different story maybe)
- Scrolling Jitter
- Snail Physic Failures at corners
- Clipping at top and bottom of screen
- Crash by going left :-P
## [0.0.1]
### Added
- Enemy Kurgel
- Original Level Theme
- DDE5 bootloader (by Photon)
- Eye Pupil using RNG
- Snail Animation System
- Enemy Portal System for better CPU performance
- Health
- Sound Effects
- PtPlayer Routine (by Frank Wille)
- Enemy Quadros
- Sprite Parallax Copper List
- Twomp Enemy
- Fix Point Arithmetics for Player Character and Enemies
- Joystick and Keyboard support
- Blitter Engine inspired by Turrican 1
- Horizontal scrolling engine using 4 Bitplanes
- Enemy Bobbel
## [Initial]
- Used my Amiga C&C game as base