============================================================================
              Wheel of Fortune, v6.0b HISTORY! File by Dotoran!
============================================================================

-- v6.0b --

    - More Bug Fixes:
            - The odd [heart]F1 printing for some of you seems to be caused
              by using the Arexx CLS command. It only appears to those using
              v2.63 I've found, but in any event, all occurances of this CLS
              command were replaced with the "\f1" MCI command directly.
            - There were some instances using the DELETE command to attempt
              to delete a file that didn't exist. Normally, nothing bad would
              be caused by this, but some 040 configurations were choking, so
              I included some checks before an actual DELETE is performed.
            - I tightened up the use of the "dfile" variable, which stores
              the game file directory. This should fix those "unable to lock
              on directory" errors some of you reported.
            - The "?" command to display the MENU was not working in any of
              the main "Game." modules. It now works, as does it's alias
              command, the "/" (A ? without pressing SHIFT).
            - When playing the BONUS ROUND, the first screen that comes up
              asking for the consonants and vowels was not correctly using
              alternate HIDE Characters. (It would always use the @ char)
            - The DOCS files will now only advance when the RETURN/ENTER key
              is pressed, instead of ANY key. The prompt wordings were also
              changed to reflect this.
    - The following were ADDED to the "Config" module:
            - There are now two variables that allow you to easily adjust the
              rotating spin speed used in the "Spinning" graphics for users
              of 9600 and 14400+ modem speeds.
            - You can now give PRIZES for solving either a Regular Puzzle,
              or the Bonus Puzzle. This prize can either be Extra Minutes
              of Online Time, Added PFile Game Points, UD Byte Credits, or
              UD File Credits. There is also a "None" setting for those who
              wish NOT to give additional prizes(over Congratulating the
              user).
            - Please refer to the README! file for more info on the newest
              CONFIG options added.
    - This looks like it may be the last release for the 6.0 version as far
      as BUG FIXES go. If you know of any bugs which were not caught and
      killed in either 6.0a or 6.0b, please let me know about them. I can
      only fix those I find or know about. The majority of the bug fixes to
      date were caused directly by either the CNet Version running the file,
      or the hardware setup being used.

-- v6.0a --

    - God I hate v2.63! Sheesh! hehe
    - Bug Fixes(within 2 hours of initial release):
            - The Loader was not using the path file variable when trying to
              load the "Game." modules.
            - The Loader was using a GETWHERE, instead of GETUSER in the
              v2.63 port scan routine, and the CNet Version flags were in
              the wrong order.
            - The Config file was missing a semicolon, which was producing
              an odd [heart]f1 code before the screen was printed.
            - All three "Game." files had their use of the SORT command
              changed from using the MCI {#4 } command to ADDRESS COMMAND,
              because 040 machines like to barf on {#4 }'s.
            - The More? Command is turned OFF in the "Config" file.
    - Note to those who haven't already done this: You need to change your
      OVERSCAN settings(In Prefs) so you're using a 203 line screen, instead
      of a 200 line screen in order to correctly view 23 line ANSI screens.
    - Note that NOW the only PATH hardcoded into ANY of the files is the one
      where the "WoFortune.Config" file is located(in "pfiles:"). You can now
      place the "WoFortune.Loader" file wherever you want to, even inside the
      "WoFortune/" directory, but don't move the "WoFortune.Config" file,
      unless you go through and change all the hard-coded paths in these
      files: Loader, Game.???, SetUp, Maint, and Register.Viewer.

-- v6.0 --

    - Well, the more I thought about it, the more I began to decide that ALL
      SysOps should be allowed to have the new BONUS ROUND, so here it is!
    - There have been so many changes made between August and November that
      I hope I can remember all of them(There was also a complete rewrite of
      the BONUS Round, due to a slight crash I had which lost my only copy
      of the original BONUS Round coding, which is the main reason you're
      reading this file NOW, instead of my previously stated October release
      date). Here are some bugs I was told about, and which were fixed:
            - If either all the vowels had been guessed, or the last vowel
              in the puzzle had been guessed, and the user typed BUY VOWEL,
              they were taken into the BUY VOWEL routine and were LOCKED in
              there, until they dropped carrier. They are now given the same
              reminder they see if they try to guess a consonant when all of
              those have been guessed.
            - Two of you told me about another way your users have found that
              they can CHEAT in the game. If they entered the game and played
              out their turn in full, then used the EU command to change their
              handle, they could then play the game again. Also, if you had
              husband-wife/brother-brother teams on your board, they could
              take turns playing the game through different ports on multi-
              line boards. This problem was taken care of this way:
                    - A file containing the following info on the last
                      player of the game is created containing:
                            - Handle
                            - Serial ID Number
                            - Street Address
                            - Voice Phone Number
                            - Date Phone Number
                    - When a new player attempts to play the game, a check
                      is performed against the above info from the lastplayer
                      and the current player. If ANY of the data matches, the
                      player is NOT allowed to play again.
                    - There is a new feature that gives the last player a 1
                      in 10 chance of being able to play again, but this is
                      SysOp Definable if you wish to use this or not.
                    - Using this technique, I can't see HOW it is possible a
                      user can CHEAT in this game anymore!
            - I also noted that NEW users and GUESTS were also allowed to play
              the game, which might also be used as a way to CHEAT in the game,
              so I added an option in the config that would allow you to specify
              whether or not you wished NEW/GUEST user's to play or not.
    - The following are changes and additions that were made to the game over
      the past few months:
            - Of course, the BONUS ROUND is now fully integrated in ALL THREE
              modules. It includes:
                    - Two New Hall of Fame Entries.
                    - A new "Last Bonus Winners" file now exists.
                    - The Loader now has the ability to show info on the
                      last Bonus Winner, how much they won, etc.
                    - An automatic count-down timer.
                    - Player is given R,S,T,N,L, and E to start.
                    - They supply an additional 2 consonants and 1 vowel.
                    - Whether they are allowed to type letters which have
                      already been given to them or not is SysOp definable.
                    - Ability to specify the MINIMUM length Bonus Puzzles
                      can be(instead of simply selecting the next puzzle in
                      the list, even if it's only 10 characters long!)
                    - User who solves regular puzzle is ASKED if they wish
                      to play the Bonus Round, instead of actually HAVING to
                      play it if they don't want to.
                    - The Bonus Round has a prize amount between 10,000 and
                      50,000 dollars, and the user's accumulated Bonus Money
                      is kept separate from their regular puzzle winnings.
            - Having to edit variables manually in any of the command files
              is now obsolete. There is now a new command file "Config" that
              allows you to specify over 30 different variables pertaining
              to how the game, and it's loader operates and behaves! See the
              README! file pertaining to the CONFIG for more info!
            - Certain colors, and wordings were changed to better interact
              with the newer features.
            - The unregistered version now includes 350 puzzles, while the
              registered SysOps will receive close to 1400 puzzles. There
              is a new format to the "Puzzles" file, using packed character
              relative type technology, instead of the previous sequential
              type ordering. The puzzles are still encrypted, but they are
              now saved relatively, which makes reading them into the game
              much faster, especially for the registered SysOps, who are using
              over 1000 of them!
            - There is now a common "SetUp" command file that is used by all
              three modules to initially set the game up. Color and IBM chars
              are used in this file, because it is thought that the SysOp will
              be the only one ever using this routine.
            - There is now a SysOp Maintenance command file "Maint" that will
              let the SysOp: Restart a game completely, or partially, delete
              older players from the "Players" file, Configure the game using
              the new "Config" command file, and will load any of the three
              registered utilities(if the game is a registered version)
            - The Wedges used in the ANSI version of the game have been
              COMPLETELY ReDrawn. (I told you I wasn't quite satisfied with
              them!) I think I like this new look enough to want to use them
              over the "rotating" wheel.
            - A little COMMA routine was added to each file that inserts
              commas into large monetary values as needed, so you'd get:
              $27456 into $27,456 and $1286932 into $1,286,932, etc.
              This routine works with values up to: $999,999,999
            - The "List All Players" routine received an update:
                    - The current player's stats will always be the FIRST
                      entry printed(and will appear again where it normally
                      comes in the alphabetized listing)
                    - New columns for Number of Bonus Wins, and Amount of
                      Bonus Cash were added.
                    - The Handle column was widened to allow for the ENTIRE
                      handle to be printed, instead of being chopped.
                    - You can now ABORT the listing if you press any key
                      OTHER than the ENTER key it asks you to press.
            - All Random Numbers are now "truly" random, in that I am now
              using the technique of only seeding the generator ONCE at the
              START of the file, instead of EVERY time a random number was
              needed. This was found to be a MUCH more precise way to make
              random numbers.
            - There is now an "Errors Log" created whenever one of the Game
              Modules experiences an error. This file can be viewed by the
              SysOp from within any of the Game Modules. The error notations
              were also removed from the Game Logs, so as not to "publicize"
              the fact an error occurred(which will stop a user from trying
              to deliberately create the error over and over).
            - The Game Logs are now segragated, as are the Game Docs into the
              ASC, ANS, and IBM interpretations. This makes each module now a
              COMPLETE translation into each terminal emulation.
            - You may have noticed in this version, an attempt was made to
              make this program "modular", whereas only the modules that are
              NEEDED are ever loaded. However, this method is NOT the method
              utilized by Crazy Cad in Empire, where his modules were used
              via the INTERPRET command, these modules need to be loaded in
              as separate pfiles. Although each module is written to be able
              to be run as a stand alone pfile, it IS possible to load them
              through the command file. At the MOST, one port could load up
              to FOUR(4) separate pfiles, as shown below:
                    - "WoFortune.Loader"
                        - "Game.???"
                            - "Maint"
                                - "Config"
              Because of this fact, you will want to be sure to use a setting
              high enough in your "Max Pfiles to Run at Once" in CONFIG. A
              setting of "# of ports" x 3 should be good, so if you had 1
              local port and 3 modem ports, use a value of 12, etc.
    - Hopefully, this release is as bug-free as possible. I deliberately kept
      my hands on this file for an extra 2 weeks just to run it under numerous
      different settings in hopes of finding any bugs that may have crept in,
      but as is generally the rule, one or two MAY have slipped past me. You
      know what to do in the event you ever find a stray bug by now!

-- v5.3b --

    - A misplaced BUFFERFLUSH command was causing a "no carrier" problem in
      the .IBM and .ANS modules. It was correctly coded in the .ASC module.
    - I decided to go through these modules with a fine tooth comb, to hope-
      fully make this the last release version in the 5. series. As far as
      I was able to determine, there are only four places in each module
      where this bug might show itself, and I checked all four places in
      ALL THREE Modules, so NOW I think we've finally solved this problem!
    - Release: August 24, 1993

-- v5.3a --

    - The new CNet MCI {i } command does not correctly handle Lost Carriers,
      so a slight addition had to be added to each "Game." file to correct
      this problem.
    - This bug-fix version was released in two flavors:
        - The "do-it-yourselfer" text file way.
        - The full 60+K archive method.
    - Release date: August 18, 1993.

-- v5.3 --

    - STARTING THIS VERSION: ONLY REGISTERED SYSOPS MAY USE WOF5!
    - The "Registered" file is no more. There are now THREE separate files,
      one for each term mode, ASCII, ANSI, and IBM-ANSI.
    - A new WOF utility, "RegEditor" was introduced allowing the SysOp to
      modify the COLORS used in the REGISTERED Graphic Files.
    - All Command Files(Game.'s, Editor, RegEditor, etc.) were modified to
      work with the new "Reg." Graphic Files.
    - The "txt" equivalents to the "Puzzles" files were included with the
      archive. Getting ready for the next utility to Code/Decode "Puzzles"
      files.
    - Release Date: August 12, 1993.

-- v5.2 --

    - Looks like I lied about v5.0b being the last BUG FIX Version!  :-)
    - I still missed one "No Carrier" location(in the Winner Creates NEW
      Puzzle routine). HOPEFULLY, that is ALL the possible locations!
    - I rewrote the Wedge Graphic SPIN Routines(AGAIN), as I was noticing it
      STILL wasn't acting true to the wheel(I spun 7 FREE SPINS in a ROW!)
      I think I've come up with a good algorythm now, so hopefully things
      will appear more randomly.
    - There's a new variable that allows the SysOp to choose which character
      will be used to HIDE any UNSOLVED letters, in case you don't like my
      preference of the @ symbol.
    - Another variable allows you to let the WINNER of one game be the FIRST
      player of the NEXT game(provided they Auto-Generated the Puzzle).
    - Users now have a 1 in 10 chance of being able to play again if they
      were the LASTPLAYER to play the game.
    - The "rotating" wheel graphics were updated to look and act a little
      better than previous versions. Slight delay loops were also added if
      the user was at 9600 or above for their Baud Rate. This slows down the
      spinning effect just a bit, so as to be enjoyable.
    - Some "little" typos, spelling mistakes, format oddities, etc. were also
      taken care of in this version. Hopefully, this will be the last version
      you'll have to download for awhile.
    - Release Date: August 10, 1993!

-- v5.0b --

    - My first attempt at correcting the Loader checker wasn't correctly
      checking for the "Game." files. All four files were given new, updated
      WHO displays so proper checking COULD be done.
    - The "Data" file was renamed "GameData". This was done to allow for
      CNet's "data" directory to reside within the "WoFortune/" directory in
      case you wished to add the "Game." files as stand-alone Arexx Pfiles.
    - The "shuffle" routine was slightly modified to work correctly with
      "Puzzles" files of greater than 250 puzzles. Now, ALL puzzles will be
      efficiently randomized.
    - This SHOULD be the LAST "bug-fix" version, until v6.0.
    - Release Date: July 20, 1993

-- v5.0a --

    - CNet Amiga, v2.63 has a bug in the Arexx GETWHERE command that does
      NOT correctly respond to what the users on your bbs are doing.
    - This "WoFortune.Loader" file is written using the LONG, 7-Digit
      GETUSER OFFSET values to determine what the users are doing, in other
      words, whether or not they're playing the WOF game or not.
    - The "WoFortune.Loader3" file is the loader you will use when updating
      to v3.0 CNet Amiga. It reverts back to using the GETWHERE command, a
      more STABLE way of finding out what users are doing on your bbs.

-- v5.0 --

    - Time for a MAJOR ReWrite of this Game's idea. Too many conversions to
      different formats & BBS programs made the coding very choppy, and in
      some places, downright redundant.
    - This version was WRITTEN for the Amiga CNet BBS software, v2.63 &
      beyond, with separate modules for ASCII, ANSI, and IBM-ANSI users.
    - Two Graphic Wheels provided: Wedges & a Rotating Wheel.
    - Complete LOG is kept for ALL activity done within the game.
    - The WOF Logon file was combined with a Game Loader. The window now
      lists who the last player was, as well as how the CURRENT Game is
      coming. It also checks to make sure no other ports are playing!
    - High Scores Saved to Disk, as well as ALL Scores.
    - The Winner can either WRITE their OWN puzzle, or have the BBS pick
      a new one for them.
    - All puzzles are encrypted to disallow cheating on ANYONES part!
    - MUCH, MUCH more.... Read the README! and REGISTER! files!
    - Release Date: July 13, 1993!

-- v4.0 -- approximate version number.

    - Trebor (Robert Smith), converted the BB(Baud Bandit) BBS version to
      run under the Amiga CNet BBS.
    - Created an ASCII and ANSI version, mentioned a future SKYPIX version,
      but offered no IBM-ANSI version.
    - Trebor was the first that I know of to include a WOF Logon file that
      listed who the last winner was, and what the winnings were...
    - Was still quite buggy, and the different modules weren't TRUE to those
      term protocols. (The ASCII version was using IBM Graphics, etc.)
    - All puzzles were viewable by whoever could get into the programs
      directory.

-- v3.0 -- approximate version number.

    - Matt English converted the SkyLine BBS version to the Amiga
      BB(Baud Bandit) BBS.
    - Started out using scrolling wedges, then went with the rotating
      wheel.
    - No separate ANSI / IBM-ANSI modules existed, and the ASCII mode was
      built into the ANSI version, making it operate NO more quickly than
      the ANSI version.

-- v2.0 -- approximate version number.

    - Nick Brenckle wrote a version for the Amiga SkyLine BBS.
    - This is the first AMIGA WOF file that I knew of for ANY AMIGA BBS!
    - First version I knew of to utilize the Wedge Graphics.

-- v1.0 -- approximate version number.

    - Unknown author wrote a version for the Commodore 64/128 CNets.
    - Recall this version used a rotating wheel, and allowed for playbacks.

============================================================================
            Written by Dotoran of Frontiers BBS (716)/823-9892!
============================================================================
                   Last Modified: November 25, 1993

                      Please REGISTER This Game!
                             ~~~~~~~~
