Commit graph

5 commits

Author SHA1 Message Date
wiz
5a22e0546a Update to 1.3.0:
2006 Apr 17: version 1.3.0
* Added mouse handling to the code. That includes modifying the SDL code to
  handle mouse activity, adding a large set of new commands, making it
  possible for Chip to move towards a goal over several ticks, and
  modifying the action struct (and the solution file) to permit storing the
  new moves in solutions.
* Added the database of unsolvable levels, which warns users before they
  play a level known to be unsolvable, and automatically gives them the
  password to the next level.
* Added the solution file display, allowing the user to manage multiple
  solution files for a single level set.
* Changed code to accept a solution file as the sole cmdline argument, if
  the solution file contains the set name. Hopefully this, and the previous
  addition, will make it easier for people to share solution files.
* Added the batch-mode verification feature, to check the existing
  solutions without initializing the GUI subsystem.
* Fixed the old emulation bug (MS logic) involving Chip turning a cloned
  block into a clone of himself while going through a teleport.
* Fixed the bug (MS logic) preventing Chip from pushing a slipping block
  parallel to its slipping direction when the push happens through a
  teleport.
* Improved the emulation of several creatures teleporting simultaneously
  (Lynx logic), with assistance from ccexplore.
* Minor improvements to the Lynx pedantic mode.
* Fixed the password input routine. (It was completely broken; not sure
  when that happened.)
* Rewrote the code so that level data and solutions are kept compressed in
  memory, and expanded only when needed, instead of decoding entire files
  when read. This change makes for a small reduction in memory usage, and
  reduces the overall level of useless work being done.
* Added code to shutter the map view when MS gameplay is paused.
* Numerous minor tweaks to the code, the display, and the documentation.

2006 Feb 24: version 1.2.2
* Finally got the handling of brown buttons (MS logic) working correctly.
  It's been a long time coming, and it's all so simple in hindsight.
* Added code to grok the new solution file format. This version of Tile
  World will continue to use the old solution file format, but if it
  encounters a file in the new format, it will handle it correctly.
* Added the ability to specify a solution file by name on the command-line.
* Added -P option for Lynx pedantic mode.
* Added the Shift-Ctrl-X feature to permanently delete solutions.
* Fixed bugs in Shift-Tab feature, and formally documented this feature.
* Fixed bug in the stepping UI.
* Fixed bug reported by Thomas Harte, where an international keyboard
  generating a non-Latin-1 character could cause TW to segfault.
* Fixed bug reported by Catatonic Porpoise, where SDL was being asked to
  blit to a locked surface.
* Fixed a segfault in MS logic reported by Evan Dummit (occurring when a
  cloner's creature in the northwest corner is replaced by Chip).
* Added casts to avoid new warnings in gcc 4.
* Fixed a few other minor MS emulation bugs reported by Evan Dummit.
* Added a number of unfixed MS emulation bugs to msbugs.txt, several of
  which were reported by Evan Dummit.
* A handful of documentation errors were also found and fixed.
2007-11-30 11:20:43 +00:00
agc
8cef6c454b Add RMD160 digests. 2005-02-23 23:11:54 +00:00
wiz
02db837d9a Update to 1.2.1:
2004 Oct 21: version 1.2.1
* Introduced a basic stepping-control UI, and added stepping information to
  the solution file format.
* Fixed a bug (MS logic) reported by David Stolp, involving blocks going
  out and back into the slip list so quickly that they weren't sent to the
  end of the list.
* Fixed a bug (MS logic) reported by David Stolp where block and creatures
  were not moving into key tiles if the bottom tile prevented it (e.g. a
  wall).
* Fixed a bug in sdltext.c, reported by Dale Bryan caused a segfault in
  16-bit color mode.
* Added -r (read-only) cmdline option.

2004 Oct 04: version 1.2.0
* Fixed a bug (MS logic) preventing cloned tanks from turning around when
  they hadn't yet left the clone machine.
* Fixed another longstanding bug (MS logic) involving a tank indirectly
  pushing a blue button. Again, the bug was fixed explicitly instead of
  trying to make the behavior arise naturally from the code.
* Improved some of the behavior of blocks being pushed (Lynx logic).
* Improved some of the behavior of blocked teleports (Lynx logic).
* Altered animations to run for either 11 or 12 frames, depending on the
  parity of their initial frame, as discovered by ccexplore. (This finally
  killed the nine-lived clone-boosting bug in ICEHOUSE!) Also modified the
  point during the frame when animations get removed.
* Changed the Lynx walker to use a PRNG equivalent to the original, as
  worked out by ccexplore.
* Fixed bug (MS logic) in how a block is removed from the slip list when
  being pushed by Chip (reported by Shmuel Siegel).
* Fixed bug (MS logic) with deferred button presses; TW was incorrectly
  deferring Chip's button presses and not just those caused by block
  pushing.
* Fixed a horrid bug when encountering bogus values in a dat file. (The
  code was meant to gracefully ignore the broken level and continue reading
  the next level, but it failed to move the file position out of the broken
  level before doing so.)
* Fixed keyboard routines so that they now understand characters as well as
  keystrokes (thus e.g. the program recognizes "?" when entered on a
  European keyboard).
* Added a help screen for the initial file menu.
* A few other minor bug fixes and miscellaneous improvements.
2004-12-05 20:43:21 +00:00
snj
22633dfbb6 Use bl3, update to 1.1.3. Changes:
* Added -a cmdline switch to help improve sound.
* New images for the chip and the socket
* Added -f switch to get fullscreen mode
* Display code rewritten.  Faster all around.
* Miscellaneous other bugfixes
2004-03-10 00:53:37 +00:00
salo
9ac062cf14 Tile World is an emulation of the game "Chip's Challenge" (a registered
trademark of Bridgestone Multimedia) created by Chuck Sommerville for
the Atari Lynx.

The player navigates Chip through various challenges and obstacles.
The levels may have teleports, tools, protective gear, chips, keys,
and other items. The goal is to reach the exit tile which takes you
to the next level. Some levels have time limits.

Package submitted by Jeremy C. Reed via PR pkg/20303 with some cleanups by me.
2003-02-15 08:13:20 +00:00