Version (MM/DD/YYYY) 1.02 (12/21/2004) -Fixed infinite boss fight prompt after beating the first one. 1.01 (12/14/2004) -RAM files are now grouped so when you send it to your RAM it won't say that flash gordon have an invalid name -Sword animation is a bit faster 1.00 (12/11/2004) -Optimized some code to save a few bytes -Final version!!! 0.99b (12/11/2004) -The flashing goody in the final area now vanish after beating the final boss so it look more realistic. 0.99 (12/11/2004) -Finished final battle triggering -Added final sequence -Added an intro (and credits) -Extended the title to Reuben Quest: Ev Awakening -Oh I almost forgot: the game is finally complete :)!!! Time to fix the remaining bug (if there are any). 0.94b (12/10/2004) -Fixed bug introduced with new final boss background -Added Asm(prgmZDEL at the end of the exit program so it free up some RAM when the program exits 0.94 (12/10/2004) -Disabled battles in the final part of the dungeon -All the maps in the game are now finished!!!!! :) -Changed battle background for final boss to fit the final area. -Deleted useless sprites and added new ones. 0.93 (12/10/2004) -Fixed bug that allowed you unliting fire in the mountain with no water or with an elixir -Fixed bug that caused water to stay in the bottle after you unlit that fire :p -Fixed a bug that would have allowed you in future version to fight the rare enemy (1/32 chance) instead of the final boss ;). -Final monsters are now at reasonable level (except the rare monster which is super high powered up) -Fixed minor display bug with final boss -All final monsters (including final boss) seems to work. Time to code the final dungeon :) -Final dungeon map is almost finished! 0.89 (12/09/2004) -Paralyze magic now freeze you for two turn instead of one (this was totally useless). -Changed the paralyze animation because the other one glitched. -Fixed boss 2 magic (he was casting bolt instead of fire... not a big deal) -Balanced experience gained in the lava mine. -Fixed bug that caused the shovel to disappear only once you leave the room after getting it. This allowed you to fight the boss again :). 0.88 (12/08/2004) -Fixed ERR:MEMORY when casting Ice or Bolt that happened because xLIB require a lot of runtime memory (that was to be expected). -Switching between maps is now done from archive memory so I save 300 bytes of RAM. 0.87 (12/08/2004) -Finished the whole battle engine. -Uploaded at ticalc.org 0.86 (12/08/2004) -Fixed bug with contrast changing after beating the first boss -Changed the ASCII sprite (walking engine) to a graphical 8x8 sprite. :) -Optimized text routine so I don't have to display the walking sprite again every time I close a text box. -Added two magic for monsters, altough one of them doesn't work properly yet. -Lava monsters now have reasonable LV/HP/Exp/attack. -Starting running out of RAM during battles... in case I get ERR:MEMORYs in next versions I will have to archive the map engine program during battles (write in Flash ROM) or run the action program from Flash Gordon (can screw up grayscale). 0.83 (12/07/2004) -Fixed bug with monster magic damage points. They were displayed but not substracted from your HP count. -Implemented an algorithm to prevent save file hacking. If you hack it, you restart from the beginning (hehe...) -Optimized battle engine so that grayscale won't freeze when monsters attack first. 0.82b (12/07/2004) -Fixed bug when exiting game from main menu. 0.82 (12/07/2004) -Battles are fully working, altough I might add 2 new magic for monsters (hopefully status aliments) -Merged all 3 battle engine programs to save memory outside of battles -Finally decided of the official title (Reuben Quest) -Finally (or hopefully :p) added the title screen -Allowed loading saved game and starting new game -Added user friendly contrast management -Changed some monsters HP/attacks now that they are working -Changed launcher program name to AREUBEN instead of GDL -Fixed some minor grayscale bugs -Fixed bug with fire animation. The last sprite was left on the screen when using the item version of fire magic (animation is twice longer). 0.75b (12/06/2004) -Now when you choose magic hit points no longer appears for half a second. It was annoying. 0.75 (12/06/2004) -Added Fire, Ice and Bolt animation -Improved sword animation -Fixed a bug with required exp for next level after you level up. -Allowed dying in battles :(... with a disappearing Reuben animation! :) 0.70 (12/05/2004) -All magics and items now works, but there is no animation for fire, ice and bolt yet -Allowed sword usage -You can now win battle, get exp and level up but you cannot die yet -Fixed minor grayscale bugs in battles -Now when you choose magic the attack pad no longer appears for half a second. It was annoying. -Added a flashing monster animation when they prepare to attack (a bit like Final Fantasy) -Added cool animation when monsters get killed 0.59 (12/04/2004) -Fixed a bug with monsters attack damage -Added Cure magic -Added item support in battles, altough Fire item doesn't work yet -Added cool looking animation when you cast magic :) -Allowed escaping battles -Allowed restoring HP/MP and saving your game at your house -Implemented custom contrast due to difference between TI-83SE and TI-84+, altough you have to set it with the list editor for the moment :p. 0.42 (12/03/2004) -Started battle engine coding -Monsters can attack -You can choose commands but nothing happens. The command pad look much like the one in Lufia for the SNES 0.39 (12/03/2004) -...as well as mountain and final monsters. -Some final monsters are at LV 2 :) 0.38 (12/03/2004) -Ruins and Mine monsters and boss now appears too... 0.37 (12/03/2004) -Forest monsters now appear in battles, altough you can't fight yet. 0.36 (12/02/2004) -Finished all events before the final dungeon -What remain to do is to code battles, intro, final and title screen. 0.34 (12/02/2004) -Fixed grayscale problem when a text box pop up. -Added the (grayscale) menu. Seems to work fine 0.28 (12/02/2004) -Finished most of events in the game -Fixed many bugs -Optimized map loading code. It's a bit slower, but it will avoid future repetition of code. -Fixed sprite errors near at final dungeon entrance. -Allowed putting stuff in the bottle -Added a side-quest 0.19 (12/01/2004) -Added more stuff in event 1 (now trigger boss fight) -Fixed a display bug and added more stuff in event 2 -Fixed sprite error in first dungeon -Added contrast changing when exiting "battles". -Optimized little things in the code (map engine) 0.17b (12/01/2004) -changed sprites 0 locations so they are now displayed properly. -Uploaded at http://www.unitedti.org/members/omnimaga/gs_rpg_demo.zip (I didn't got time to upload it at ticalc.org :p) 0.17 (12/01/2004) -Finished all battle sprites! Maybe more will come later but right now I use all avaliable pictures. -Rewritten some code to make random battle implementation easier. -I need to change some sprite locations because of sprite 0 xLIB bug :p 0.13 (11/30/2004) -finished battle background sprites -finished 3 monsters sprites -finished character sprite in battle -The xLIB bug with sprite 0 is really annoying :p, altough I still can get around it. 0.12 (11/30/2004) -Finished second dungeon maps -added a new event (don't know if it work right yet) -Started implementing boss fight and random fight handling. A bug causes walking loop to continue once before entering boss fights. I have hidden this bug by setting contrast to its minimum after battle entrance animation :) -Changed some code 0.10 (11/29/2004) -Finished first dungeon maps -did some optimizations -Added two events in the game -flash gordon works well with maps and loading takes only 3 seconds! -fixed a weird bug that would have allowed you, in future versions, to catch water when hitting a wall 0.07 (11/28/2004) -Added new sprites -Modded some maps 0.05 (11/28/2004) -Finished most of the overworld maps -Added new sprites -You can sleep in the first dungeon... well, for now :) 0.02 (11/27/2004) -Added new maps -Divided map storage programs into smaller programs called with flash gordon -Optimized little things related to grayscale -and some minor things I forgot... -I still can't believe that I made flickerless grayscale in BASIC :) 0.01 (11/26/2004) -Some news maps, including one with a blocked gate -Added NPCs (Non Player Characters) -Optimized text routines so it doesn't screw grayscale as much as before -When you go near water, something happens but no effect on the game yet 0.0001 alpha 2 (11/25/2004) -oops, forgot Omnicalc (and no internet at home to update it :p) 0.0001 alpha (11/25/2004) -map engine seems to work fine -hmm grayscale blurs when msg box is displayed :p -same thing with contrast setting -you can sleep to the house but this doesn't have any effect yet. -at least you can walk around and go to the upper area then go to the left -uploaded at ticalc.org -Hmm, I think I forgot something... 0 (11/23/2004) -This is actually the version used in The Guide To TI-83+ Silver Edtion BASIC Grayscale -You can walk, but no collision detection. -First map done -Nothing else, but at least, it's in grayscale!!!!!!