|
| 1 | +0.8.0 |
| 2 | +Not released yet |
| 3 | +This version contains a working adlib emulator (from the chocolate-doom project), and audio is |
| 4 | +implemented. Various bugfixes. |
| 5 | + |
| 6 | +0.7.0 |
| 7 | +23.10.11 |
| 8 | +This version contains a complete game engine, and should be almost identical to the original game. |
| 9 | +This version doesn't support audio. |
| 10 | + |
| 11 | +0.6.0 |
| 12 | +15.09.11 |
| 13 | +This snapshot is based on 0.4.0 (C code). What's new is a working game engine, made after deep |
| 14 | +analysis of TTF's original game engine. The engine does appearently handle player, objects, gates |
| 15 | +and elevators flawlessly. This snapshot is tested mostly with Titus, and it should handle Moktar as |
| 16 | +well. What's remaining is the enemies, and the adlib audio. |
| 17 | + |
| 18 | +0.5.0 |
| 19 | +Engine rewritten in C++, discontinued. |
| 20 | + |
| 21 | +0.4.0 |
| 22 | +01.03.09 |
| 23 | +This is the first audio-enabled version. It can play amiga modules by now, by using LibMikMod or |
| 24 | +SDL-mixer. I haven't looked at Atari and Amstrad yet. Adlib audio is difficult to achieve, because |
| 25 | +a good adlib emulator is required. The best emulator by now is the MAME adlib emulator, but that is |
| 26 | +covered by the MAME license, and thus makes it difficult to include in OpenTitus. Audio is |
| 27 | +pauseable by using F3. LibMikMod can play music in the same process (which reduces the framerate to |
| 28 | +8FPS), or it can play in a separate process (recommanded). SDL-mixer will also play music in a |
| 29 | +separate process. It is possible to do some basic compile-time configuration by manually editing |
| 30 | +config.h. I have added a very basic movement engine. This is the last version programmed in C. The |
| 31 | +next will be C++. This version is also possible to load in NetBeans. |
| 32 | + |
| 33 | +0.3.0 |
| 34 | +24.12.08 |
| 35 | +This version successfully loads the level in a TITUS_level structure and displays the levels by |
| 36 | +reading from this structure. It is also possible to move titus "noclip" style to examine the levels. |
| 37 | +What's left is animation and the movement engine, and music. The "levelviewer" executable is not |
| 38 | +compatible with the new functions, and is simply skipped in the makefile. This will be the first |
| 39 | +version on Sourceforge. This version also contains Jesses' documentations. |
| 40 | + |
| 41 | +0.2.1 |
| 42 | +29.11.08 |
| 43 | +Jesse modified the makefile to compile all, and he confirmed that the project still compiled in |
| 44 | +MinGW in windows, by using the makefile. |
| 45 | + |
| 46 | +0.2 |
| 47 | +27.11.08 |
| 48 | +A snapshot. This is not a separate version because of an achieved goal, but to show the progress. |
| 49 | +What's new is the "opentitus" executable. The source have a better structure now, and the main |
| 50 | +functions should be easier to understand and debug. I have written a new function that extracts |
| 51 | +the font used in the game, and correctly prints it on the screen. After some playing with alpha |
| 52 | +(or transparency) settings and keyboard handling routines, I have successfully cloned the intro of |
| 53 | +the game and the menu. To be specific: Intro text, titus logo, game image, menu, password prompting |
| 54 | +and the pre-level screen. This game is now also fully functional with Moktar (by modifying the |
| 55 | +titus.conf setting file). This snapshot also includes a level structure, which should make the game |
| 56 | +quite configurable (extendable enemy-, object-, gate-, elevator- and bonus records count, and |
| 57 | +extendable level width and height, and possibility to use custom sprites and background tiles with |
| 58 | +custom size and bit depth). What the program misses now is the game engine and music. I haven't |
| 59 | +made anything new regarding the level viewer, except cleaning the source file by moving functions |
| 60 | +in separate source files. As usual, I have only compiled the source in Linux, so I can't guarantee |
| 61 | +any windows functionality; however, Jesse told me that version 0.1 did compile successfully in MinGW. |
| 62 | + |
| 63 | +0.1 |
| 64 | +16.11.08 |
| 65 | +First "official" version. The project isn't released to the public yet. |
| 66 | +This version includes a program that extracts SQZ files, and a level viewer. This is not interactive; |
| 67 | +only the upper left part of the level is displayed (read prior 0.1). The project also have a simple |
| 68 | +config file, with possibilities to change resolution and video mode, and the location of the original |
| 69 | +data files. This version is only compatible with Titus the Fox (Moktar doesn't work yet) in a Linux |
| 70 | +environment. |
| 71 | + |
| 72 | +Prior 0.1 |
| 73 | +22.09.08 - 15.11.08 |
| 74 | +The project starts with a function that extracts the SQZ files. Functions that extracts background |
| 75 | +tiles, bonuses, elevators, enemies, objects and Titus himself is made, one by one, and finally this |
| 76 | +is displayed on the screen using SDL, which results in version 0.1. |
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