## Zaxxon RetroRemake - Change Log
Date | Version | Comment
--- | --- | ---
5 Aug 2004 | 0.4.125 debugger off | Fixed the bad bad crash bug (I think, hope, prey)
27 Jul 2004 | 0.4.124 powerup | Autofire on by default and changeable in the options Added Super Zaxxon style planes Finished Super Zaxxon Tilemap, tunnel and 3rd stage Fixed out of fuel bug Speed up after round 2 More graphics editing Double Bullets after hitting a Radar In game Enter is now the Fire button, F5 change fullscreen
21 Jun 2004 | 0.4.123 bogomips | Added Zaxxon boss Tweaks to regulate methods, show time info now just shows good old fps Rewrote screen draw maths and some of the logic to fix problems and make improvments :- fixed sprites not matching exactly background movement < 75hz fixed frame skipping could corrupt background fixed logical map position errors (after loss of a life) scrolling is smoother for none 75hz modes Unregulated/Time Diff method now works accurately fixed garbage in first column when map starts Scroll Speed/position is adjustable without corruption Map redraw is faster less frame skips: background rendering split over 3 frames, contour map over another 2 frames, so much less work to do on every frame. Map now starts with space which loops round from end of previous round Key presses in the menu don't stop scrolling demo Changed immunity time to 1.5 secs and ship flashes in this 'indistructable' mode fixed speed issues with planes, rockets, animations and doodlebug Default regulate method is now Time Diff which isn't always optimal but is generally a better starting choice First two plane waves have additional path patterns depending on wether the player ship is in the left or right position scroll speed rate changes, start 3, fortress' 2, space 1, boss 0 (stopped), Super Zaxxon 3 added crosshair when on target with plane in space, planes of low altitude are darker ok I don't know if anyone noticed that the 512x448 (h) resolution should have been 448x512 (v) !, well I've kept the horizontal one in (which I think is a nice size anyway) and added the correct vertical one as default in windowed enviroments Improved the AI to the 3rd plane wave (there is AI in there somewhere I'm sure). Added more waves and corrected the entry timing to be more like the original. There's still a couple of rules not in yet though Added cheats - oops, that was supposed to be a secret Added small intro sequence (Not playable yet) work on Super Zaxxon map & graphics Speedups on spritemap OpenGL build version - (not included in release) doesn't take advantage of lib much yet more fixes Added additional stars in space sequence to give a starfield effect It now changes to the executable directory incase it's not being run from the current directory, for example clicking in Konqueror under linux Extra life every 10000 points Completed Zaxxon Boss logic Rocket logic is now more like the original, they launch earlier the higher that you are Auto fire is disabled by default Crude flames to doodlebug (like rockets) High score table (saves to hi.dat) more Super Zaxxon sprites Side Turrets shoot after round 1, and frequency increases each round Narrower gaps to fly through after round 1 Green planes in space stage after round 1
19 Feb 2004 | 0.2.92 doodleBUGS | Homing in planes wave Windowed modes always chooses your windows colour depth (should be faster) Removed 3d map from menu (still on F3 though) Better throttling of bullet repeat Fixed game rate going too slow using timer and screen rate < 75hz Website changes added Doodlebug Altometer is brighter when Zaxxon's fortress radars can pick you up - beware of the doodlebug. It's green when your sufficiently low to earn ground hugging points, you earn less points if you're a little higher and fly above enemy bullets but low enough so as to still hit them but beware you can still fly into the tops of them if you miss. Added a 512x448 windowed resolution which is proportional to the original game resolution. Added speed ups to contour and id map (on slower machines there was a noticable slowdown when a wall appeared) Made default graphics mode Windowed 512x448 and bpp = Desktop colour depth - well this is even starting to run ok on my machine now!. Fixed explosion positions for flying enemies added Reverse logic Up/Down movement see menu option notes Fixed clear sprite from contour map problems when < 75hz Fixed problem with rewinding position after dying in space Fixed display glitch switching task and back Force fields in second fortress now work Added 2nd space area after 2nd fortress - very glitchy Changed Unregulated method - see menu option notes Removed some BS from readme Fixed 800x600 resolutions crashing out Can't die for 3 seconds into new life Added ship icon and Windows Title Made F keys do same in menus
19 Jan 2004 | 0.1.86 Space | support for all colour depths, linux framebuffer console driver now works default colour depth for windowed mode is 32, fullscreen is 8 added menu option to change colour depths. Enemy plane count Logical over physical map so space can repeat Dynamic enemies based on position events Plane Formation movement logic added space fuel satelite space stage first two plane formations scaled ship + planes, bullets in space F2 now toggle shadows F3 now toggle 3d map F5 and Enter now toggle Fullscreen/Windowed changed shadows on/off to fancy/fast (see options for details) minor changes to menu system
8 Dec 2003 | 0.1.75 Linux | Linux release, issues ragarding root access to gr drivers and fbcon not behaving? Fixed keys not working bug (another int rounding bug!) Added timer option Numpad and joystick support More timer info for F1 - for me really regarding linux issues Menu system to replace Allegro gui system, shows demo mode in background, all menu options take immediate effect Better support for high refresh rates, (which is what I get with X) Better default option selections (esp under Linux) Limited screen update methods to Triple/Double Buffer and Page Flipping Added forcefield sound and the forcefields in stage 3. Changed enemy bullet speed and fuel awarded, removed fuel text when fuel is shot. Added flags to indicate how many times round, round 2 still behaves as round one at the moment. Clearer F1 info, better default timer regulation method
2 Nov 2003 | 0.1.67 | Added an animation class, used for explosions, pop up scores, force field etc. Lazer splat when hit solid replaced by small explosion. Nisefont added, if I could speak Japanese I'd thank/credit whoever I letched it off, cheers. Options in an options screen, replaced gui front menu with Nise zaxxon font menu with start of a demo mode playing in background, Top scores displayed and moving Logo with shadow over play area. Enemies have a lower strafing score as well as a higher ground level score - bullets are lower than the ship so you can strafe. Shadows are faster now - my logic was a bit shady. All wall contours done and random wall opening on first level. Collision detection has improved alot Space graphics added - but no enemies yet Third stage area added - no force fields or Zaxxon yet Tried a couple of systems for back to front object draw ordering, the ship now flies behind objects properly.
October |  | Changed a lot of nappies
24 Sep 2003 |  | 7lb 15oz Happy birthday
21 Sep 2003 | 0.0.48 | Fixed wandering enemy bullets in none 75hz modes (int rounding prob) taken off shadow blurring fixed inaccurate shadows over sprites. Added Yellow/Red rockets. (still bad enemy bullet/ship collision detection - sorry). Rearranged menus, combined methods of resolution / driver selection. Sound for enemy bullet, rocket launch. More accurate to original sprite positioning editor work. 3 lives low fuel warning. More original fuel consumption a couple more sprites done in first section more 3d done. Inbetween lives rewinds position. Explosion on out of fuel. Full video driver / resolution select. Enemy bullets with crude hit ship detect for now.
01 Sep 2003 | 0.0.38 | First release most update methods work. First section of map, most enemies for this section drawn but don't do anything. One life not all 3d done. Ship movement, bullets and collission detection done.