Game processor History: May 18 1995: V1.0 beta release 5/19 Experienced a crash from the compiled version well into a game of Third Reich. Was not able to duplicate. Suspect a possible attempt to access a bob that wasn't defined. Installed a verification logic of the mouse bob before the image is accessed. 5/20/95: Fixed bug in movement/combat selection that allowed return to movement before post-combat movement was finished. Improved unit handling. You can now select individual units out of a hex even if you're already carrying one or more units. This will make moving units around a LOT more intuitive. Added hotkeys for commonly used functions Fixed a bug caused when define dice was performed, where the upper left five hexes could no longer be selected. 5/21/95: Installed most of the ASCII move recording logic, revised some of the unit handling routines for better efficiency and to function with the move record. Work went slowly because my heart really wasn't in it, but the product is good. Discovered a bug with the comment function: It doesn't error check to make sure you don't use too many lines. Fixed a bug caused between the new hotkeys and the comment function conflicting. 5/22/95: Experienced the same sort of crash as on 5/19 while trying to pick up a unit. Was finally able to duplicate and nail it down. Not sure it was the same as on 5/19 because this seemed related to the multiple unit pickup logic, which wasn't in the compiled version. Firmed up the logic right after a unit is plucked out of a stack to keep the same stack on the roster. 5/26/95: Fixed a couple of bugs in the comment window that would cause a crash if you were editing on the last line. Added a redraw after turning all units face-up or face-down. Made it so you cannot turn over all units if you are carrying a unit, ghosted the menu options when a unit is carried. Fixed a bug when "quit" is selected from the menu. 5/27/95: Finished integrating the flip function when reading playback files to an ASCII text file. Began work on playback Fixed bug with Replay button where the buttondown appeared in the wrong place. Realized just how obnoxious that window border I used is to people with no flicker-fixer. Replaced it throughout with a solid border. 5/28/95: Did the bulk of the playback logic 5/29/95: Changed the initial default position of all units to the upper left hex on the map. With the improved unit selection handling, this is an easier way to deal with initial setup. 5/30/95: Threw out the concept of Start/stop move. Hex by hex movement logic made this mode so nearly redundant as to not be worth maintaining. The only drawback is if someone examines the contents of a hex with a handfull of units, it will appear on the replay. But then, I think I would like to know if someone's been pawing through my stacks ;) . Reworked a good part of the logic for movement in the replay (my first AMAL program!). The units now visibly move across the screen. _I_ think it looks pretty sexy. 5/31/95: V1.1 beta release 6/2/95: Fixed a bug where the "Save" menu option thought the combat mode was the movement mode and vice versa. Work is slow because I'm still suffering from last night's bachelor party. 6/3/95: Firmed up replay option some more 6/4/95: Installed Value display logic, and integrated it in with the editor. Did a mighty bug-stomp in the replay code. I do believe this bit's ready to ship. Discovered and fixed a fatal bug which centers a unit on the screen if it's too close to the right or bottom edge of the board, and another which refused to show the far lafthand row of hexes. 6/5/95: Did the screen fade between the logo and the main screen. This also palette locks. 6/7/95: Installed save positions menu option. Redid the doubleclick logic to eliminate a wait period on single clicks. Rewrote the load and save logic to integrate the playback with the savedgame file. Replays are now possible from a freshly loaded game! The savedgame files went up by 10 bytes, so V1.1 files will no longer work. I wrote an updater program to make them so they will. Added a conditional test before the centering logic which will not center a units that is more than five hexes from the visible screen edge already. This caused a bug to pop up in the replay when a comment window is closed. Fixed that, too. 6/9/95: Added user-guidance requesters when expected files are not located. Spent the rest of the day stomping bugs in the playback integration. 6/10/95: Increased the maximum size of the unit names to 11. Rewrote the module load routine to accomodate this. 6/11/95: V1.2 demo release. 6/17/95: Cleansed potential Do-loop problem by eliminating all do-loops. Incorporated keyfile logic. Added Version variable, cleaned up and consolidated excessive string verbiage 6/18/95: completed registration routine Cleaned up strings throughout. released V1.3 to beta testers After the release, found a bug in the playback that caused the comment boxes to take forever to appear. A garbage collection utility got put in as part of the loop to read the playback. 6/21/95: rewrote the unlicensed playback and ASCII move routine to allow players to record/view 50 moves of any game then give a licenseware notice. 6/26/95: added a intuition text window telling users how to get back to WGP. 7/5/95: Fixed bug in the project menu that wasn't drawing the prompts option correctly after it was selected. V1.4 Public release! (YAY!)