| Jason Tribbeck's Equinox
 Thu 18th August 2005 (build 938)I've been busy the past few days (with my brother's assistance!) 
	      Added some cut scene animationsRe-rendered old POVRay images in LightWaveUsed new player ship ('dirty' version)Changed title sequenceAdded more levels - including some different types of levelsAdded volume controls for music and effectsChanged object-hitting-ship sound to a low thudAdded controls to disable/enable banks of weaponsReorganised resources directory so it should work on E format drivesFixed problems with compression codeFixed a couple of problems with the music play routineUses Choices$Writeto hold saved games, keys and volume levels Mon 30th May 2005 (build 589)
	      Had a bug reported where it didn't initialise - turned out if you didn't have a joystick attached, you'd get an error. Mon 30th May 2005 (build 585)I had a number of interesting commercial requests that meant I've been delayed in doing more work on Equinox, plus I've been writing most of a sequencer to create the music on. The Wakefield show has now finished, which means I've spent this weekend doing some more work. 
	      Added music using FahZhi play routines (16-bit only at present)Added some basic sound effects (explosion's okay, but gun and clang need some more work)Added some more levels (two more enemies)Added joystick supportCompiled with StubsG, so same code should run on anything - however, has not been tested on Iyonix... Wed 01st December 2004 (unreleased)Although it appears as though I haven't done anything, I have been! 
              Composed two tunes; one for the main game, the other for the title/shopPut title/shop music (44.1Khz, 16-bit sound system only atm) - standard ADFS is too slow! Wed 24th November 2004 (build 488)
              Removed final vestiges of interrupt code (may be very slightly slower though) - if it crashes, you should still have control over your machine!Fixed problem with 32-bit BlackBoxIdentified potential crash location from error report (creates a BlackBox report if it happens)Allowed AC ships to fly slightly faster than youAllowed AC ships to cloakPossibly (very probably) identified and fixed crash that was being reported Tue 23rd November 2004 (build 461)
              Finished user-definable keysAllowed cursor keys and return to contol menuAllowed cursor keys to ship in main gameMade the vortex scanner blob brighterFixed calculation for items that are too expensiveDisplays how many credits you need if you do not have enough Mon 22nd November 2004 (unreleased)
              Removed calling C in IRQ - should mean that it's:
                
                  Probably more stableMore likely to produce a BlackBox report if it does crashReversed energy bar usageStarted work on user-definable keyboard layouts Sun 21st November 2004 (build 378)
              Produced Iyonix native formatAdded 'n', 'd' and 'i' after build version (for 'Normal', 'Debug' and 'Iyonix')Made AC level harder; still needs some workAdded new asteroids levelMoving asteroids have more variety in their orbitsIf an enemy hits the location of a dead player, it is no longer hitChanged wording from 'version' to 'build'Fixed a problem in earlier release (347) with IyonixRewrote AC level AI - much better!Adjusted scanners so they are more accurate Fri 19th November 2004 (build 306)
              Just one thing over the past few days - added crash detection mechanism (some beta testers had found problems where it was crashing - this should allow me to debug it more thoroughly) Tue 16th November 2004 (build 100)
	      Modified menu code so vsync occurs after bank swapping (was in the main game; just not the menu) - should work on ViewFinder nowModified star plotting code so it's quicker, and uses less memory - should remove artifacts seen by one beta tester on SA RPC + AdjustModified menu code so it doesn't refresh as muchWith those three modifications, running in debug (!DDT, single screen bank) doesn't flicker as much Pressing ESCAPE while player is exploding returns to main menu immediatelyPressing ESCAPE when viewing/selecting map returns to main menuPressing ESCAPE when in main menu selects "Exit game" - unless "Exit game" is already selected, in which case it exits the gameAdded Right-CTRL + ESCAPE is immediately exit no matter where you areFixed bug in version counting code - wasn't incrementing on changes to any file (version number set to arbitrary value) Mon 15th November 2004 (build 44)
	      Beta testers are reporting that the game is too easy, so I've:
                
	          Altered prices for equipmentFixed price of selling a seeker launcher (was giving 1/10th of what it was meant to!)Increased the amount of damage suffered when colliding with objects, and being shotMade energy increase more slowlyTweaked amount of energy used for firingTweaked number of credits offered for enemiesReduced credit bonusAdded "Not Done" level graphic (people were getting confused) - they're purple (but not very clear [which doesn't really matter - there won't be any in the final game!])Ship does not dampen as much (in linear motion)Added version number (to bottom right hand corner of Equinox status box)Scanners are zoomed out a bitIf an object goes off the long-range scanner, the echo (blob) will be at the closest point that is on the screenAdded a new level with some old 'friends' - sector FI... Sun 14th November 2004
	      Fixed bug where explosions could be seen over scannersImplemented load/save of gamesProduced first example release since 20th March 2003!Made manualette Sat 13th November 2004
	      Renamed "Cloak" to "Weapons disruptor" (makes final code easier)Implemented slow timeImplemented weapons disruptorPlayer can now be killedEscape now triggers ship detonationFailure to complete mission restores original status (stops players from completing most of a level, collecting credits and so forth, and then restarting it with new goodies)Player explodes in shrapnel (which can kill enemies - although the score does not count because of above) Fri 12th November 2004
	      Added new shop graphicsRendered exit shop and exit game graphicsShop works completely (although not all items can be used once bought)Added particle emitters for missilesImproved jet emissions for main ship when you can fly fastEnergy bombs are now implementedTweaked values for maximum speed and so onSorted out bug where particles could overwrite the surrounding graphicsChanged screen redraw algorithm to use a faster approach for the background Thu 11th November 2004
	      Changed menu fonts from fixed-width, non-antialised to antialised variable
		width fonts - using code from WarZone!Set up http://equinox.tribbeck.com/ for this siteRe-re-rendered player ship (cockpit was slightly transparent)Rendered all the shop graphics (33 new images - took most of the day) Wed 10th November 2004
	      Found out that I don't have the original graphics for the main menu, main
		background and map icons, so I'm having to recreate them (with the new
		Lightwave renderings which I needed to do anyway) - whoops!Added support for creating map icons in the graphics convertorAdded 'keep original size' setting for graphics convertorCreated new map iconsRe-rendered player ship in LightWaveCreated new main menu icons in LightWave - very cool!Added text describing the current menu item The shop wasn't started because the graphics needed redrawing first (the shop
	      will use the same system as the main menu, so they all need to be there). Tue 09th November 2004
	      Added other weapon types (including code and graphics)Tidied enemy counting codeFixed temperature calculation codeRemoved 'E' key Tomorrow, I'll start on the shop, and possibly create a new distributable... Mon 08th November 2004
	      Added more Lightwave graphicsAdded code to allow enemies to create other enemiesAdded "Launcher" enemy (and levels)Added bonus level Sun 07th November 2004
	      Added new Lightwave/X1 graphicsAdded ships that shoot at youStarted code for proper weaponsAdded weapons temperature and energy barsAdded moving asteroid levels Sat 06th November 2004It's difficult doing development in my spare room, so I've moved my RiscPC
	      into the dining room. This is the main reason why I've not been doing any
	      work on it for a long time... 
	      Added new background graphicsPorted the graphics conversion stuff to Windows, and added a front-end for
		itStarted using LightWave to generate spinny graphicsUsed Xara X1 to create main bullets Fri 05th March 2004Almost a year since it's last update 
	      Added credits bonusLevels now marked as completedFixed calculation of %ge completedDisplays scores & credits Thu 20th March 2003Okay, so it's been a while! 
	      Added asteroids, bullets and bullets hitting things.Added credits.Vortex only appears when all confrontational enemies are killed.E key still present.Text appears on game startup.Note that you cannot travel through the vortex yet.Explosions not yet implemented.Possible problem with scanners and timing (just noticed). Tue 11th June 2002
	      Changed scanners to red, and 120x120Added scanner context lines (short rangs scanner shows screen, long range
		scanner shows short range scanner)Objects are now eclipsed by scannersFixed keys list above (return was listed as fire, whereas it is actually
		space)Added firing (no bullet defined yet, so I've used the credit graphic -
		graphics will be created once I've got the Linux box up and running)Added (temporarily) 'E' key demonstrates 9 weapons firing at full speed
		(shows what happens if you buy lots of cooling and lots of weapons)
		THIS WILL BE REMOVED. Note this slows down on a StrongARM machine, so I
		will add the option for background graphic on/off, as well as possibly
		the vectored thrust particles Mon 10th June 2002
	      Added start of level object creation codeAdded object handling codeStars now appear beneath scannersObjects appear /above/ scanners (to change)Added scanner displayAdded vortex (but no functionality yet)Background game graphic /may be removed/ (for speed)Fixed (unseen) sprite display bugScanners /may/ become slightly larger (140x140 instead of 128x128) or
		slightly smaller (120x120) to allow faster background replotting. Smaller
		is more probable...  Scanners /may/ become the same colour (red?)Short range scanner will have screen indicated on itLong range scanner will have short range scanner indicated on itTried it with the cache off - although it's slow, the thread locking code
		seems to work fine (ie. plotting slows down, but game doesn't) Sun 09th June 2002
	      Added first part of game engineAdded parallax starfieldOriginal sprite code now works with new format spritesAdded exhaust particles (was originally going to use delta speeds, since
		you'd only get exhausts when you change speed. However, it looked odd, so
		it was changed to absolute speed)Adjusted default speeds, and removed player's starting bonusAdded ability to build debug versions (no screen banking, no IRQs)Press Escape to return back to menu selectionCreated the iconSped up wipe fades Fri 07th June 2002
	      Added map display / selection (use ZX'/)Added ship status (probably iconise it later)Added PRINT key for screen saves ("RAM:$.Equinox")Once play starts, returns to title screenPlayer starts slightly better off than they willStill haven't created icon... Thu 06th June 2002First stuff to be shown... 
	      Currently, only Up/Down/Select/Abort works, and there's only one menu
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