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Programs in progress:
Othello:
Win32/C++, source/executable not yet available
Internal: 1,1,0,0. Public: 1,0,1,1
- Quick Load bug is about 80 percent fixed.
- Work in progress on: Transparent Blts. I have figured the 98 version out, but there's a few issues to resolve first...
- Working on Save Format v.1, which will reduce the Save and Load code somewhat.
- Added support for text colors, and new colors. The text color now determines the grid color on a default background.
- Added Single click Interface.
- Sound Schemes complete.
- Game Reports fully functional
- GUI code numbering scheme*
- New graphics engine with buffering
- Cleaned up some GUI code, while trying to fix a GDI bug.
- Designing Theme specs:
- Name limit of 32 characters
- 16 backgrounds
- 8 pieces for each player
- Possible Last Theme save, as a temporary fix while I get the profile code straightened up.
- Common location scheme for all themes.
- 1 sound scheme, unless I get other suggestions
- AI can go first in ANY game, but it goes first as player 2. Will change that soon.
- Code verification underway. We are 99% certain that my code is up-to-date now..
- Will be skipping the original full save/load plan for now, and using common dialogs for now, but will continue work on the SNES9X style save/load.
- Working on Profile Editing Dialog, which is getting closer to testing.
- Began Netplay coding: "Connect" function. Busted, though.
- Work on exposing more features in the GUI. Current focus on "Profiles"
* W,X,Y,Z format where:
- W is for major revisions. These fundimentally change the gameplay.
- X is for changes to the file formats of saves, the protocol, or other "standards"
- Y is for new features that we recommend you get, but do not ruin compatibility
- Z is for minor changes, bugfixes, or other minor things.
SNES9X GUI Clone
Win32 API/C++. Source available to SNES9X team soon.
This is meant to be a Visual C++ compatible clone of the SNES9X GUI. I'm working on it so that Gary of the SNES9X team can perhaps switch SNES9X Windows away from the Borland GUI and compile the SNES9X Win port in a single shot.
- Menu copied (updated to 1.32a level)
- Working on imitating the ROM selection Dialog. The listView and TreeView controls aren't complete, but the rest is done.
- About Box copied. (1.32a)
- All of the keyboard shortcuts that work at all times are in place.
- Check toggling on the menu
- Sound Options Dialog. All controls placed(1.32a level), no Dialog process
- Began work on copying the Display Dialog.
Overall progress: 49%
- Menu: 90% (not all Dialogs spawn)
- Dialogs: 5/16ths, or 30%
- Shortcuts: 50% (all in emulation short cuts work)
- Appearance: 25% Sizes aren't quite right.
DC Project
C++/DirectDraw 7. Source available to DC members
- Working on HUD support- SetHUD function, then test!
- Work will continue, but I think the project is discontinued.
RBE programs
Visual Basic, no source code
- Decided to use the Slight Logarithmic weighting for now. (from RBETest001.exe)
- Decided to make the penalty for attacking first (in next round initiative) dependant on the lower, not higher, character.
- Fixed no characters loaded crash in RBETest002
- Working on Phase 2 of combat
CharMM:
Visual Basic and DirectX 7, source/exe not available
- Dropped all official releases. This project is reduced to "Internal only" status.
- Working on single bitmap animations (many frames in a single image)
- Need to add compression of animation files
- Need to allow multiple characters to be compressed in a single file
- wav music support needs to be added
Completed Programs (?):
CharacterGen:
Visual Basic, current source and executable available