
CHANGES

August 16th 2009:
- Trivial fixes to issues Lintian complains about

November 27th 2008:
- Screen update method can be selected from the command line
  with the "-m" option (i.e. it's now run-time option).
- Support for fullscreen option (used only by SDL backend)
- Improvements to SDL backend keyboard shortcuts
- 26x26, 48x48, 64x64 sized icons
- Related doc updates

August 3rd 2008:
- Replace make-maemo.sh with real Debian package stuff & debian/-dir,
  the Debian packaging builds SDL/maemo version of Mortar
- Doc updates

July 22nd 2008:
- Screen update method is abstracted completely to screen.c,
  win-*.c code can just use a common screen_rects() function.
  Renamed the define from NEW_UPDATE to UPDATE_METHOD
- Makefile uses now DESTDIR variable for installation
  (needed by Debian packaging)

August 30th 2006:
- add .desktop + icon files required by Maemo/Debian
- Add script that creates a Debian binary package "manually"
- Make Makefile installation prefix overridable
- Add support for N770 keys + redo the keycode translation a bit.
  This might have breaked other than SDL version of Mortar

February 10th 2005:
- Added a couple of new screen update modes to Mortar game source code:
  - either blit each updated screen area separately, or
  - coalesce successive regions together if they overlap
  (this was on the todo list)
- Removed the MiNT hacks, new MiNT libraries should nowadays work OK

May 30th 2004:
- Wind meter is now nicer.
- Fixed timout calculation in several win-*.c backends
  (game was too fast on fast machine).
- Minor documentation improvements.

June 9th 2003:
- Improved Mortar cannon and shot images and made
  minor changes to Makefiles.

May 25th 2003:
- Restructured files so that sources are in their own directory.
- Fixed installation.

May 23rd 2002:
- Linux framebuffer graphics driver supports now 16-bit mode in
  addition to earlier 8-bit palettized support.  Currently two
  16-bit RGB types are supported, the most common 565 type and 444
  type used on iPAQs.  Note that you have to set the correct
  bitdepth and RGB type in the win-lfb.c file before compilation.
- Started fleshing a GUI for Mortar with Glade.

October 8th 2001, 0.5.6:
- Mortar can now load gzipped images (uses zlib). Made that default.
- Added SDL gfx and sound drivers.  SDL supports more platforms than GGI
  and has both gfx and sound support (GGI has more gfx/input features
  though).  SDL Mortar fullscreen mode can be toggled on with 'f' key.
  Made SDL default target.
- Fix POV scripts to tell new POV version to do TGA images too.
- Swapped left and right actions in buy/sell weapons screen (more
  logical that way).
- Changed save format to standard PPM (portable pixmap).

January 22nd 2000:
- Added finnish language file.
- Fixed 'install' target in Makefile for Bash in SuSE 6.1.

September 6th 1999, v0.5.5:
- Amiga OS port, bugfix to shield removal and some portability fixes
  (use ANSI functions instead of unix ones) by Frank Wille
  <frank@phoenix.owl.de>.
- Random code (from NetBSD libc) which will be used on all plaforms
  regardless of what system libs offer as they (especially rand()
  function) aren't very good in the way Mortar used them.

May 15 1999:
- 15&32 bit GGI fix from Osku Salerma <osku@iki.fi>.

May 4 1999:
- Added 'xwmortar' target in case you're out of your mind and want to run
  W version of mortar on monochrome X with the help of W2Xlib (it has
  very inefficient X blitting routine).  Running mortar on monochrome
  W will perform much better.

March 28 1999:
- win-ggi.c uses now the new ggiFlushRegion() LibGGI function.  This
  should decrease Mortar CPU usage significantly under GGI+X.

Feb 18 1999, v0.5.4b:
- Changed snd-gsi.c to reflect changes in GSI.
- Player didn't explode when sliding outside screen, fixed (I hope).
- Experimental Pilot/uCLinux ie linux/monofb support (haven't tested
  it at all yet though).

Jan 1 1999, v0.5.4:
- Changed snd-gsi.c to reflect changes in GSI.
- Shooting power isn't anymore decreased with the damages.
  This should make the gameplay more fun.
- Added energy / wind banners above shooting values.

Dec 19 1998:
- Ahem, forgot snd_flush() from win-lfb.c win_sync()...
- Fixed Makefile so that the 'mort' script finally gets '$*'.

Dec 16 1998:
- Tested Mortar with glibc and added support for Linux framebuffers
  (win-lfb.c, you'll need kernel version >= v2.1.1xx to use it).  Should work
  on all 8-bit mode sizes.

Aug 29 1998:
- Converted README to a manual page.
- Some minor fixes.

Aug 18 1998:
- Added background (midi) music playing option and implemented it for GSI.
- Fixed a couple of bugs in the gameplay.
- Added Boomerang and Timer shot types.

Aug 14 1998, v0.5:
- Added GSI sound driver (really easy :)).
- Implemented cannon dropping.
- Fixed bonus giving error.

Aug 12 1998, v0.4:
- Redefined some shot/shield routines.
- Added sound support and TOS sound driver.
- Added new win-ggi.c file from Andrew Apted.  This one supports several
  different bit-depths!

Aug 9 1998:
- Added utility handling + battery and suicide utilities.
- Fixed list handling for going to both directions in item list.
- Added shield handling and bouncer, damper, pay-backer, repulser,
  passer and teleporter shield types.

Aug 7 1998, v0.3:
- GGI port by Andrew Apted <andrew.apted@ggi-project.org> (thanks!).
- Added PPM reading / conversion to P8M format and PPM save routine.
- Reads game strings / messages from a language file.
- Fixed command line option parsing.

Aug 4 1998:
- Added back, bounce, dig, float, roll, stone and surprise shot types.

Aug 2 1998, v0.2:
- Added shot bying / selling.
- Improved collision checking in img_blit(), img_circle() and shot_hit().

Aug 1 1998:
- Optimized TOS interleaved routines for 4 / 8 bits and left the generic
  c2p-routine out.  8-bit routine is untested.

Jul 29 1998:
- support Atari TOS in 16-color mode.  Actually any interleaved bitmap
  resolution is supported, but for Mortar graphics you need at least 16
  colors.  STe color palette is supported (ie. 4-bit color entries).

Jul 28 1998:
- support Atari TOS in monochrome mode (faster than using W).

Jul 27 1998, v0.1:
- added wind and created images for 16-color resolutions.

Jul 26 1998:
- implemented explosions and their color cycling.

Jul 25 1998:
- Completed DOS support (needs DJGPP).  320x200x256 (VGA) and
  640x480x256 (VESA) modes supported so far.

Jul 24 1998:
- implemented shooting, first actually playable version...

Jul 1998:
- started coding MORTAR.

1997:
- Warzone, a monochrome MORTAR prototype using W toolkit.  Explored out
  what kind of things are needed for a game like this.


	- Eero
