v1.7.1 Fix some compilation errors due to an error in swinit.c Fix networking which got broken somewhere. v1.7.0 Allow control via arrow keys, for people with "unusual" keyboard layouts Fix right-ctrl for ctrl-c (thanks to electricelf) Support Gtk+ 2.0 and some GNOME HiGification Psion Port: devfs support improved screen squishing for revo Code cleanup: Removed a load of redundant code including the last remnants of the old Imaginet code. Also some archaic stuff like the ATARI/IBMPC defines Some of the keyboard code moved out into a system-independent module. v1.6.0 Fixed bug with harry keys mode and returning to home from the left (thanks to Kodath duMatri) Fixed bullets being colored (instead of always white like they should be) Now totally under the GPL! v1.5.0 Removed old redundant collision detection code PsiLinux port: Keyboard code added, video code improved. This port is now playable! Fixed gtk+ port turning off key repeat Fixed SDL version drawing a blank screen on changing video modes Fixed consistency failure with flocks between clients with different screen widths renamed "getmode" to "getgamemode" to avoid conflicts with standard unix function (thanks to Edwin Groothuis) SDL Icon is now set from the internal sprite table, not from an external file (no more "icon.bmp not found" errors) Added manual page v1.4.0 (29/06/2002) Start of PsiLinux port (for Psion Revo/5MX) Collision detection code rewritten Save button added to settings dialog in Gtk+ version Added original documentation to doc/origdoc.txt Code restructure: All rendering is now done directly to the appropriate buffer, the old Atari rendering functions (which I thought were CGA functions) are no longer used as there are now native 8-bit versions. sopsym_t is used for storing sprites; ob->ob_symwdt/symhgt removed as they are no longer of any use v1.3.0 (??/11/2001) Gtk+ port! (work in progress, no sound yet but it is playable) Game no longer thrashes the CPU when waiting for keypresses or the next gametic. 'S' key to toggle sound fixed Network connect now allows you to connect to a different port than the default (use host.domain.com:port) Network option to connect to a TCP loop (forwards between two sopwith clients using a third "man in the middle" server) Fixed "holes" in ground when using solid ground (the solid ground function was originally hacked from the line ground function, it is now practically rewriteen). Fixed out of sync netgames when starting a netgame after playing a single player game already. build now uses autoconf/automake Code cleanup: intson, intsoff calls removed, bmblib.[ch] removed from build Build process changed: SDL code moved into a seperate subdirectory, Gtk+ code is in another directory. All the game code is compiled into a single module "sopwith.o" and this is linked with the appropriate modules for Sound, Graphics and Timer. This allows multiple ports for Gtk+, SDL etc, while keeping the game itself seperate from the display specific code. Added a 'dos' subdirectory with relevant code for if/when I do a DOS port. v1.2.0 (4/11/2001) Added options menu, game options are saved to disk (sopwith.ini on Windows systems, ~/.sopwithrc on Unix). Game options: * enable/disable missiles * solid ground (draw as a block like sopwith 1) * hud splats (option to disable) * wounded planes (option to disable) * animals (oxen and birds) * harry keys (pull up/down keys are relative to screen, not plane) * fullscreen/double scale video options (these were available before but required command line args) More sensible versioning system When you die, you are taken back to the menu rather than immediately restarting. Splatted oxen turn the screen pink (as in Authors Edition) Icon Code cleanup: lots of reordering of the initial setup and restart code Menu code is now all in swtitle.c (except the options menu which is in swconf.c) v1.10 (2x/10/2001) Networking! I have hacked in TCP/IP Networking based on the old asyncronous multiplayer option code. There is a new option on the main menu "Network" through which network games can be started. Fixed use of auxdisp which was why the score was not displayed and was also why the map was not being properly refreshed. Fixed command line args and updated help screen Title screen based on the "network edition" title screen. Extra command line args: -f (fullscreen) -2 (double size window for easier viewing) -l (network mode, listen for connection) -j (network mode, connect to host) Sopwith now quits if you hit ctrl-c, not escape, like in the original. However, for lazy people not wanting to wait while their plane crashes and the game exits, if you hit ctrl-c 3 times it quits immediately. Hitting escape in menus now takes you back to the previous menu. Major code cleanup - this is the main difference. I have created headers for all the source modules so that it is no longer neccesary to include millions of "extern" definitions in every file (which is tedious, ugly and prone to bugs). I have also reformatted all the code so that it looks nicer, and removed some obfuscations so that the code is more readable in places. CVS Tags have been added to all source files for if/when I put this into CVS. Various extra code hacks: sopwith1 theme music (was different music in sopwith 1, I extracted the music sequence from the hexdump), solid ground (also ala sopwith1) v1.00 (15/10/2001) Video and Sound is all working (afaik) ASM removed/replaced. Internally it draws everything as if it were still using a CGA screen, I have written some SDL code that "emulates" a CGA screen and draws it to an SDL screen. Sound is done in a similar way: The digital output in LibSDL is used to make the appropriately-pitched beepings to sound like a PC Speaker :) The API to the PC Speaker code is identical to those of a small library I wrote a while back to control the PC Speaker in DJGPP, this is incase I want to do a DOS port. Moved all of Andrew Jenners decompiled code into amj/, I do not use this directly but it is useful in deciphering some ASM functions. attic/ has all the asm source and other source files that are redundant now. doc/ has all the documentation that came with the source current bugs: crashing into an ox doesnt turn your screen pink, map/status bar dont refresh properly (?? score not displayed)