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History.txt
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History.txt
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History:
1.0.00: - First release.
1.0.01: - Improved/fixed animations transitions
- Added explosion frame
1.0.02: - Fixed 'fissure' detection. Now lems fall at 'every' pixel
- Added all levels
1.0.03: - Fixed rendering order: Terrain-Steel-Objects
- Fixed masking: rungs were not 'bashed' by bashers, miners and diggers
- Fixed some levels
- Fixed GUI
1.0.04: - Fixed builder feet-checking (one pixel before)
- Fixed 'falling' end. Fallers could land over blockers
1.0.05: - Fixed layering (objects vs. rungs)
1.0.06: - Fixed timing! I realized that one 'second is not a second' :-) Don't know exactly
new delay, but it seems to me that rounds 1,6 seconds. Sorry for that!
- Also fixed basher animation. It moved forward only 3 pixels every loop. It should be 4
1.0.07: - Fixed terrain painting. Now there is no need to render terrain transparently. All
objects are rendered (back* and fore*) onto terrain
- Minor fix on builder animation. It checks if lem can move up to next rung (to avoid lem get
'hooked' 'inside' terrain)
1.0.08: - Added 'Custom' rating folder. Now there is no need to overwrite original levels
1.0.09: - Improved x/y offsets on animations transitions
1.0.10: - Added music (original Windows version themes)
1.0.11: - Fixed pause (frame looping)
- Frame delay changed to 80 (still slow?)
1.0.12: - Fixed pause (on starting and ending stages)
- Fixed explosion hole (2 pixels down)
1.0.13: - Fixed 'Take a running jump... (Taxing)' level
1.0.14: - Fixed pixel checking in some animations
1.0.15: - Fixed some levels (minor offsets)
1.0.16: - Fixed exploding animation (fall checking)
- Fixed some graphics
- Added 'hyperlink' to Lems' PSC page
1.0.17: - Fixed masking: liquid and fire (no overlapping)
1.0.18: - Improved 'Miner' animation (pixel detection)
1.0.19: - Removed unnecessary screen reset
- Preview screen now 1x (double resolution)
- Pre-exploding animation (1 pixel falling extra)
1.0.20: - Fixed traps #11/12 (Graphic Set #3)
1.0.21: - Fixed pvCheckPixel() sub (.Job set to 'None')
- Fixed basher feet checking (now detects exit, traps...). Also fixed ahead steel-checking
- Fixed 'Lost something? (Tricky)' level
1.0.22: - Fixed miner's y-offset (before next animation, problems with diggers and builders)
1.0.23: - Fixed miner vs blocker (reverse direction)
- Fixed 'Armageddon' re-activation
1.0.24: - Fixed some levels (terrain)
- Fixed basher ending job (5 pixels instead of 7)
1.0.25: - All graphics have been 'cleaned'. All colors have been normalized. Now, color could be
reduced to a 6-bit palette. If someone wants to convert all code regarding 32-bit
processing to 8-bit...
A considerable amount of memory could be saved, as well as processing time could be
improved
1.0.26: - Fixed trap checking. Added 'feet' flag (enable trap only on 'feet checking')
1.0.27: - Removed cTile class and mTextExt module: Now via bits directly
- Preview window strecth also via same method
- Interframe delay changed from 80 to 75 ms
1.0.28: - Fixed rare case*: DieNextFrame flag is checked before is set. Sometimes it could be
reseted again on next frame (so Lem does not die)
*'Lend a helping hand' level (Taxing)
1.0.29: - Basher's falling check: done one loop after
1.0.30: - Interframe delay changed from 75 to 80 ms
It seems to be the 'official' delay
1.0.31: - Builder's head check (two pixels after)
- Miner's feet checks (one pixel after)
- Once again: interframe delay changed from 80 to 75 ms. (closer to DOS version speed)
- 8 frames fade-out (10 before)
1.0.32: Hope last update!
- Improved Lem's description
- Fixed FXTile() routine
1.0.33: Not last...
- Fixed 'Just a Minute (Part Two) (Mayhem)' level
1.0.34: Yes, not last...
- Timer delay from 1.6 s to 1.35 s. (adjusted to new interframe delay). Not sure how much
exact this new delay is
1.1.00: - Big update:
* Graphics and image processing have been translated to 8-bit indexed bitmaps (in fact,
6-bit)
* Now, cDIB08 class does not use hDIB->hDC. All is done via bitmap bits (1-D byte array)
* 8-bit screen color-depth is not supported
This way we get to avoid making use of extra GDI objects, memory usage is considerably
reduced as well as processing time
Note: Level Editor still uses 32-bit processing
1.1.01: - Minor improvement related to sound synchronization:
Trap sound is now played on correct frame index
1.1.02: - Screen greyscaled on pause
1.1.03: - Greyscaling on pause is now a 'darkening'
1.1.04: - All graphics have been verticaly flipped
cDIB08 reads bitmap data directly: faster loading
1.1.05: - Removed second timer (time): all done via *frame* timer: synchronized and not depending
on system
1.1.06: - Added 'Screenshot' feature (F12)
1.1.07: - Screen size normalized to 1600x160 (from 1680x160). Differences between DOS/Windows
version?
- All levels fixed: added animations not present in Windows version (?). An 'x' offset
(-16) has been applied to all levels, too
********************************************************
- Improved 'hot-lem' description
- Fixed ApplyPrepared() routine. Ability/Job could be applied during exploding animation
1.1.08: - Minor addition: 'Fast-Forward' (Key [F] during game)
1.2.00: - New timing method
Before: API timer (WM_TIMER)
Now: Classic game loop
Important note: Add always a *Sleep(1)* call to minimize loop's CPU consuming time!
(Do-Loop *loop* itself)
First method (API timer) it's quite neat, but not reliable when dealing with little dt's
(less than 100ms) and not *high-performance CPUs*.
Now, it works fine (at desired *exact* fps) on my old 200MHz machine
1.2.01: - ucScreen zooming now *manualy processed* instead of using API StrechDIBits: faster!!!
1.2.02: - Added explosion particles
1.2.03: - Fixed 'all particles out of screen' check
1.2.04: - Graphics storing format changed again
8-bit bitmaps now stored (encoded) as follows:
- A 8-bit palette stored separately (\RES\Palette.dat)
- Bitmap's data as RLE compressed bit-maps (\GFX\*.bm):
00-01: W
02-03: H
04-EOF: RLE 8-bit-map
Results:
~390KB total vs 1.67MB (LZW encoding reached ~140KB)
1.3.00: - Graphics storing format 'restored' to original (plain bmp)
1.4.xx: - Minor fixes
- Some recoding
1.5.00: - Added full screen mode [F11]
- Removed Common Controls dependencies (only standard controls)
- Aesthetic GUI changes (including window colours, [C])
- Removed unused graphic files (extended levels' objects)
- Restored level 'Lems/Tricky/4 - Here is one I prepared early'
- GS_*EX.ini files removed -> Passed to GS_0 (all use set 0)
- Improved plus/minus buttons behaviour (initial delay and speed)
- Improved 'Panoramic View'. Now objects are rendered, too
- Enhanced some levels (added animations)
- Added sound synchronization with trap animations
- Fixed 'walker' feet-checking (almost-falling, and falling)!!!
- Fixed blocker checking when Lem falling over it
- Fixed/changed max-falling-height to 63 pixels (as DOS version)
Also fixed initial offset applied to falling height on trapdoor
- Fixed masking on explosion (explosion also removes right and left way masking now)
- Fixed falling/spliting and falling/walking animations
- Fixed builder applying check (can be applied now on all allowed cases, e.g., edges)
- Fixed ability applying check (can't be applied if going to be dead, or get out)
- Fixed ability/job 'can-apply' checking (can't be applied more than once on same tick)
- Improved miner blocker checking
- Improved floater animation, and to-walker transition
- Improved Miner 'terrain masking', as well as 'minering' slope
- Improved Basher 'terrain masking', as well as can-continue check
- Improved: can quit game when paused, too
- Improved: count-down and particles are rendered on pvDrawLems() routine, now
Those are captured on F12 screenshot, too
- Added [ESC] to reset last moved <frame> on Editor
1.5.01: - Back to original 'Level Selection' screen (allowing now non-consecutive levels in
mode 'Custom')
1.5.02: - Minor fix: disabled treeview 'label-editing' ('Level Selection' screen)
- Improved: single-click expands treeview 'roots'
1.5.03: - Improved: 'Panoramic View' stretching & color normalization routines reduced to
a single routine, thereby reducing processing time
1.5.04: - Fixed: added level number to level title
1.5.05: - Added: [Control]+[F12]: Capture whole game screen to clipboard :-)
Removed: [F1] and [F2] shortcuts ('Play' and 'Select Level')
1.5.06: - Added: Level preview!
1.5.07: - Added: Full level info + preview
1.5.08: - Added: Exit 'full-screen' by mouse ('top-menu' appears when screen top is reached)
1.5.09: - Added: 4 'Saved Lems' panel modes ([L]):
0: Percentage (default)
1: Percentage remaining
2: Count
3: Count remaining
1.5.10: - Fixed: Panoramic view not updated on all four game stages (when paused)
1.5.11: - Improved (?): New panoramic view look (cleaner) :-))
- Swapped [A] and [Z] scroll keys
1.5.12: - Fixed: Fast-Forwad not aborted on game over
- Added: 'Saved Lems' panel mode stored in settings file
1.5.13: - Fixed: builder rung-mask one frame later