History ------- v1.2 -updated the help screen to mention the second stats screen -compressed the help text, saved about 50 bytes -minor speed optimizations -you now start off with some healing herbs -removed some dead code (related to add-on levels) -attack rating is calculated differently, so as to be kinder to people skilled in multiple weapons v1.13 -fixed OP stack corruption problem v1.12 -the "grand master" level has been replaced since it ran off the screen v1.11 -fixed the 5 key not working in the menu screens -allowed a little more space for the operator stack v1.1 -the shield box is ghosted out when wielding two-handed swords -added the extended stats screen (menu #4) -fast rendering is now on by default v1.01 -fixed minor graphical errors on the inventory screen -fixed bug when trying to load from the title with no save files -pressing ON will now shut down the calculator v1.0 * content * -the final boss now has a bunch of gnarly powers -"cloak of the pale moonlight" is a little less impossible to get -the library entrance trap is more lethal now -added a short ending sequence * engine * -fixed animation errors with the blob enemies -removed a big chunk of code that wasn't used -fixed bug with temporary invisible objects and collision detection -fixed bug with temporary objects that use scripts to remove themselves -map file is allowed to have chunks of custom code (for extros, etc) -fixed bug with the top line of the health display -health display is in black instead of light gray -stuck some author info on the help screen -text boxes are now drawn extra wide when the sidebar isn't there -proficiencies can now go up to 26 (instead of 25) -title screen now appears with a nicer transition Beta Demo 3 * content * -added another character level -redid the death cloud graphic, since it er, sucked -nerfed the "sever" attack a little -made enemies show up a little faster at the "scepter of focusing" part -fixed it so you can't kill the healer -added some text for the "control room" portals -map is now more or less complete at 75 rooms (up from 45) -fixed disappearing door in Ultar's room -enemies show up a little slower at the portal to the "chain mail of eternity" part -"of fire" weapons now affect skill #1 instead of #5 -buffed the "slay" attack a little * engine * -fixed enemies not shooting fireballs at you -fixed teleport-during-fight-and-get-stuck problem -damage is now displayed for the hit that kills you -it's now possible to save yourself with healing herbs, etc. in the split second before "you were killed" shows up -grayscale mixing ratio is saved when you exit the game -objects can now spawn with coordinates relative to other objects -fixed bug with "of fire" weapons -improved/fixed some stuff with invisible triggers -contrast and gray mixing can now be changed on the title screen -rewrote the random number generator -wrote up a replacement for _vputs, looks the same but not such a pain to use with grayscale and all -rewrote the text input routines to work with the new vputs -fixed minor display bug when taking damage -damage text shows up over the armor icon instead of health now -added (most of) a side bar graphic by ZCrossman -objects can now signal a "game over" condition -added some more stuff to handle off-screen objects -objects can now have their ai type reset at any time -"of vampires" weapons only restore health when doing damage, not when taking damage -added a few nop's to the key handler to fix some weird issues with the down key -fixed an evil memory corrupting bug with loading saved games -fixed the last inventory row not showing up Beta Demo 2 * content * -fixed it so you can't cheat at the 'charred passage' part -fixed it so the last two enemies won't kill each other -touched up some of the tiles -fixed some text in places... -snakes have been nerfed a little -perception now affects your critical hit rate -map is now 45 rooms (up from 19) -miscellaneous items are now a little lighter -added new enemy graphics by ZCrossman * engine * -revised the ways objects can affect a map's lighting -cleaned up animation code, now rotatable objects can have 2 or 4 frame animation -the game now informs you when using a key -fixed pixels getting stuck at the top of the title screen -inventory cursor position is now reset when starting the game -x-var now does a quick save -added some checks to make sure you didn't delete the level file -fountains can now restore more than 1 point of health at a time -when loading games the correct number of objects is now used -cleaned up code for removing objects -cleaned up code for handling off-screen objects -objects can now spawn after a set delay -scripted bits can now do a little randomization -added some checks to see if blind is actually the right file -fixed another collision detection / temporary object bug -added YAS support for save files -fireballs can now have impact frames and rotatable graphics -maps are now lzss compressed (thanks to Josh Seagoe and Scabby), saved ~1500 bytes -also ran the title, tile, and enemy graphics through lzss, saved a couple hundred bytes -even more compression - lzss'd the larger text strings, saved another couple hundred bytes -added control summary screen -wrote in some m4d code to allow for map files up to 32k (previous limit was 16k) Blinded By The Dark -- Beta Demo 1 -scripted bits can now check whether you picked up loot successfully (ie/ failure if the item was too heavy) -redid the code for conditional events (again), more powerful now... -cleaned up the code for locked doors -keypresses are now partly handled through interrupts -tweaked the attack skills a bit -fixed some problems with the loot generator -finally cleaned up the object movement code (it was bad) -cleaned up the tile map drawing routine -title screen added, woohoo! -changed the level advancement mechanics a little -objects can now affect the level's lighting -fixed some potential problems with critical hits -hit recovery times are randomized a little now -objects can arbitrarily set a flag to remember if you've run into them already -added a quick-save/teacher-key feature -made the "of fury" effect standard on most weapons -simplified the way monsters are given their stats -fixed a bug with switches -cleaned up monster AI a little -drew up some more tile and enemy graphics (also got some more from Shiar) -monsters can now move around and shoot at you at the same time -tilemaps are now rle-compressed -also compressed tile graphics, saving a monstrous 13 bytes -compressed some of the enemy graphics for equally impressive savings -ethereal objects can trigger events when you walk under them (much like the death cloud) -NPCs can now be tagged as unkillable in case they're important -fixed a couple bugs with the pushable blocks -fixed a bug with spawning temporary objects -fixed another bug with removing temporary objects -fixed it so the collision detection works after loading a game -removed the "restart" feature since it was pointless and didn't work anyway -the game no longer overwrites graph mem -moved some of the graphics into the loader program -enemies graphics are now loaded per-map (limit 4), to get around memory restrictions -proficiencies now have a less dramatic effect on your attack rating -potion effects now stack with each other -you now get an extra attribute point after every level -pushable blocks now try to align themselves to 8x8 tiles -fixed it so items with text on them keep working when you change maps -enemies can now be set to attack only the player -fixed potential bug with partially opened doors -fixed evil save-game crash bug -fixed weight calculation bug WIP demo 10 -the exit key will now get you out of the character creation screen -fixed bug where you could get stuck in the inventory screen -level files can now contain additional modifiers -max burden formula changed from 12+str*12 to 30+str*10 -added scrolls (graphic by Shiar) -tomes and scrolls can have text attached to them now -the attributes screen now shows item-affected stats in parentheses -the attack "windup" animation can now be varied (if only I could draw...) -switches are now reversible -added snakes! (another graphic by Shiar) -changed the level format to work with the editor -good many more optimizations... -redid the argument system for objects, more versatile now -replaced item-swap objects (ex/ the last NPC) with a more general- case conditional response -objects can now have chained responses -doors and switches can now have events attached to them -fixed a bug related to paged ram -added the uber save/load screen WIP demo 9 -added the death cloud -added some miscellaneous "treasure" items (tomes, chalices, gems) -NPCs can now respond with text and loot if you have a specific item in your pack -cleaned up some of the inventory code -potions can now alternatively be called elixirs, which last longer -replaced some of the icon graphics with lamer ones by Shiar :) -shields added, with all the appropriate "extra" code -menu shortcuts (1,2,3) now work while in the menu screens -you now start with whatever weapon you're best with -4-frame animations are now allowed (haven't drawn any though) -spawned objects can now have a short animation preceed them -objects that spawn other objects can now hang around afterwards -objects can now be individually flagged as player-only (before, each type of object had code to reject NPCs; this was inefficient) -minor optimizations... -fixed potential bug where spawned objects could inherit properties from other objects -some objects can now be made to follow pre-set paths -added a couple more modifiers... WIP demo 8.1 -fixed bug where you would start in "stunned" mode WIP demo 8 -you now die at 0 health instead of -1 -replaced all high-level sprite code with a more efficient system -condensed object creation code into a single routine -fixed another bug with text wrapping -objects can now spawn other objects (good for traps) -added projectiles -NPCs now just have the option of sitting around and turning to face the player -fixed it so potions of fortitude can't leave you with negative health -perception and dexterity now have a larger impact -dexterity now also improves your hit recovery -fixed some potential problems with the movement routines -added enemies that throw fireballs (or whatever) at you -modifiers can now have bits of code attached to them (fun!) -added some more modifiers -fixed a bug with the skill menu -pushable blocks now only respond to solid objects -fixed the tracking AI so the monsters face the right way (er, usually) -added a whole experience / level system -expanded the stats screen to include attack and defense ratings, current level, xp to next level, and linked it back to the character creation screen -fixed bug where the inventory cursor could get left on-screen -attack skills now have proficiency requirements -fixed 2 bugs in stat calculation WIP demo 7 -values are limited and initialized properly for character creation -items now have weight (carrying capacity based on strength) -pushable blocks added -hit points are now determined by constitution -added into/extro texts -strength now affects damage, dexterity affects defense rating -intelligence stat replaced with perception, which affects attack rating -menus are now accessible through number keys (1-3) -healing herbs added -started a stats screen -monster attack animations work a little better now -minor changes to the way health is displayed -fixed minor bug in object creation routines -added some more animation frames for player attacks -armor now affects how fast you recover from hits (minor effect) -added some more modifiers, tweaked some old ones WIP demo 6 -F keys now function outside of the skill select screen -locks and keys added -switches can now affect multiple objects -inventory space increased to 32 items -inventory scrolling implemented -added one-time text objects -text wrapping adjusted slightly -support for multiple world maps added -fixed scrolling/collision bug -potions added (pick them up in treasure chests) -fixed it so the game runs properly from the home screen (the TI-OS has a "feature" where it doesn't load a program if it thinks it's been run twice in a row) -put in a work-around for a hardware bug that was causing some of the key routines to crash if your batteries were low -contrast is now adjustable in-game -you can now switch grayscale modes (1:2 or 2:3) -healing fountains added (ok, they don't look like fountains) -eliminated flickering in the menu screens -added a very basic character creation screen WIP demo 5 -fixed the stairs (they were crashing) -automatic text wrapping added -added armor - leather, studded leather, chain, plate, and the cloak -added treasure chests -added long swords, two-handed swords, and scimitars -inventory screen added (and redone 3 or 4 times) -level format finalized? WIP demo 4 -small improvements to the engine speed-wise, a lot of extra code though -redid the health display -started work on an inventory system -damage is now calulated from a series of stats and randomized a little -damage is now displayed -enemies can now be killed (so can you) -redid the animation system (internally, it doesn't look any different) -fixed a bug with saving off-screen objects -fixed a minor bug with the text display routines -added attack select screen WIP demo 3 -added the beginnings of a level select screen (doesn't show up with only one level) -sprites are now clipped -player no longer jumps onto the screen after scrolling -player health added -changed player movement/animation routines a little -pause routine now waits for you to release the button -objects can now follow you around -doors and switches added -objects are now (sort of) saved when you move off the screen -started work on a combat system WIP demo 2 -flashing/animated lights implemented -added teleporters (stairs) -touched up the graphics and map a little -added some random movement code for objects -added code to display text -fixed a crash bug... -added some transition effects -added low-detail mode, this only draws half as many pixels -major internal changes... WIP demo 1 -first release, unstable (not that the other ones were stable) -- Sticking together's what good waffles do.