Enhancements:
- Added Rockbox port.
Enhancements:
- Moved all hardcoded data (graphic, maps, texts) to external data archive.
- Added resource manager, now loading all data at runtime.
- Added memory manager to remove dependency of main game engine on malloc/free.
- Display "congratulations !" image.
- Changed CLI syntax, now using double-dash for long named options.
- Added new CLI option: --version.
- Added CMake support to build xrick more easily under non-Unix systems (e.g Windows/Mac).
- Added ability to perform sound mixing in main game loop (not currently used under SDL implementation).
- Removed many compiler warnings and tidied up code.
Bugfixes:
- Fixed Rick state not being properly restored after going zombie.
- Added defensive code to prevent segfaults in submap 13 and 47.
- Changed submap 19 (spikes killing Rick) to allow game to be completed.
- Changed intro, "enter your name" and "hi-score" screen positions to match Atari ST version.
- Fixed display of unexpected entities in place of traps and gate bonuses (taken from RickJS - https://github.com/chrilith/RickJS).
- Changed Rick jump when going zombie to match Atari ST version (taken from RickJS - https://github.com/chrilith/RickJS).
- Fixed memory leaks.
- Reworked the build system so xrick can easily be built on Unix boxes as well as on non-Unix boxes (do not rely on symbolic links, etc.).
- Use function keys instead of numeric keys for various game controls, as some non-US keyboard require that SHIFT is pressed for numbers (A. Majorel).
- Fixed a potential buffer overflow in command-line parameters handling (A. Majorel).
- Joystick is (hopefully) OK now (S. Chauveau).
- Implemented all sounds: music, effects, etc.
- The sound was horrible on Windows due to a poorly dimensionned sound buffer. Fixed.
- Re-ripped all sounds. This time I used STeem with debugger to save each sound as a WAV file, then Audacity to filter an annoying static noise produced by STeem, then SOX to re-sample.
- Alpha sound support, Basic sounds are here, including the Waaaaaa of Death, but music is not implemented. The quality is far from being perfect -- it's alpha.
- Finished Hall of Fame ("congratulations" banner, etc.)
- Added an "xrick" splash screen
- Various minor bugfixes
- New command line options: -nosound to disable sound, and -vol to set volume to
- Man page (thanks to André Majorel)
- Cheats now an option that can be turned off at compile time
- Updated -help text
- Add "500" animation when capturing bonus
- Add a switch so that zombies (everything that has been killed) can not be hidden by foreground tiles
- Discovered that initial values for Hall of Fame differ on Atari and PC -- fixed
- Still no feedback about joystick support. However, by comparing w/other SDL apps, it seems I had up/down swapped -- fixed. But it remains alpha
- Disabled "pause of focus" for BeOS -- it seems there are problems w/focus management on BeOS and the game would always go to pause
- Plenty of code cleanup.
- Implement hall of fame (ongoing, need to improve presentation)
- Alpha joystick support (I have no joystick and therefore can not test that it works), please report bugs.
- Hide the mouse cursor on the screen
- Automagically determine fullscreen zoom level (no more problem w/missing 320x200 setup under X)
- Pause when window is de-activated (i.e. focus was lost). Must press P to play again (i.e. gaining focus does not automatically restart the game). Also added a "pause" indicator to make it clear when the game is paused.
- Got rid of tiles bank #1 for ST, as it was a copy of bank #0 (for IBM the two banks differ)
- Reworked the sprites display system, wich was rather dirty and was the cause of several display bugs
- Packaging: I have been playing with automake/autoconf, but it's going to take some time until I can do what I want with it. I wonder if it's not a bit of an overkill: I'll probably stick with the current system for a while.
- Fix various things: scroller period set to 24, game over screen for ST graphics, adjust positions for ST graphics, proper ST bomb animation, IBM graphics for map 2 and 3, ...
- Bug fix: connection problem between submaps 0x11 and 0x12
- Bug fix: map 3, when dogs run fast enough, "expose" cheat mode leaves a dirty trail
- Bug fix: map 4, the rocket traps leave a trail of old sprites which only slowly get cleared
- Bug fix: submap 47, wrong sprites sequence (bug in the original IBM PC version of the game. replaced by a valid sequence)
- Code cleanup (so I can figure out what I am doing)
- Now compiles and runs on Windows under Cygwin (with SDL 1.2.1)
- New "config" system (yes I'd rather use automake/autoconf but I need to figure out how to do it)
- Fix bug in "trainer" cheat mode (bombs and bullets always stay at six but lives would go down to zero and then xrick segfaulted)
- Make it possible to exit the game (via ESC) from everywhere, including the introduction, game over, etc. screens
- Properly lock and unlock SDL surfaces
- New parameters: -fullscreen, -zoom (default is 2), -speed (replaces -p)
- Got rid of "sprites planes" for PC-CGA graphics
- Add support for arrow keys in addition to original keys
- Make it possible to close the window (and thus abort the game)
- Fix bug w/dynamite sticks remaining lethal forever after they'd exploded
- Fix bug w/scrolling having a small delay at the end
- Fix bug w/cheat infos appearing during intro, hall of fame, etc.
- Keys config via -keys command line option
- Allow jump to any map/submap via -map and -submap command line options
- Added an icon for Windows
- First public release.