[===========================================================================]

Logbook of BomberZone, by the authors.
Copyright (c) 1999-2000, Future Software (http://www.qb45.com)
Email the BomberZone team at BomberZone@Qb45.com!!!

[==Completion====================================================by:Jorden=]
- MIDI:        15/15
- Levels:      12/15
- Leveleditor:    95%

[==February 27, 2000=============================================by:Jorden=]
Well after several hours of online testing (thanx WisdomDude :)), I
accomplished to play BomberZone over the internet!!!
I still need to fix a lot, because now you only see the bombers moving...
they are NOT yet removed properly, you don't see the bombs laid by other 
bombers, neither do you see blocks disappear that have been hit by their 
bombs, and also no specials that come when that happens...
[==February 24, 2000=============================================by:Jorden=]
I did my first attempt to run BomberZone online :)
[==February 13, 2000======================================by:Jorden&Badjas=]
Some new levels were created...only 4 to go!
[==February 12, 2000======================================by:Jorden&Badjas=]
We got the explosions working from a GIF file now!!!
No longer we haev to use the .PUT files.... joy!:)
Other news: I made new WAVE files, the old files were not playing right 
with the new routines. 
[==February 10, 2000=============================================by:Jorden=]
The Leveleditor was finished!!!
I made 4 new levels with it, too...only 10 to go :)
In the main engine, I added a 'congratulations player ?'-screen if you won.
Also, when there's no time left, the match is ended in a draw now.
[==February 9, 2000==============================================by:Jorden=]
The leveleditor is almost done! I only need to create some checkroutines...
[==February 8, 2000==============================================by:Jorden=]
Well almost a month of no updates...shame!
Anyways, Badjas has sent me explode.gif, it contains the explosion files. 
Too bad I don't know how to load them in the right arrays, so I'm still 
using the old method...
I received the Future.Library Builder version 3 from Smoky, so I made a 
customized library for BomberZone. It's a lot smaller now, while I included 
XMS too! Also, the keyboardhandler of the Future.Library was used now!
I found 2 more MIDIs so now there is one midi for every level.
The TCP/IP library was delayed, so multiplayer will still take a while!
I also started on the leveleditor already.
[==January 18, 2000==============================================by:Jorden=]
I haven't done anything for a while. Badjas is having computer-problems.
Anyways, I've made a no_sound option, and made demo version 1.1 ready.
This 1.1 version includes a few new things, like one new bonus and a timer.
Also, some EMS bugs were fixed.
[==January 4, 2000===============================================by:Jorden=]
I can now set a time, after which you have to win the game. Also, a time 
can be set so the map get smaller by dropping pieces in the map that can't
be destroyed! (level fills up...:oP)
The whole engine works fine now, I can't find any bugs!
[==January 3, 2000===============================================by:Jorden=]
I added a bonus, if you take it, all other bombers can NOT lay any bombs...
So you're the only bomber who can!
[==January 2, 2000===============================================by:Jorden=]
I fixed a little bug, I had programmed some things wrong...for example, I 
allocated 1024 bytes EMS memory instead of 1028. I allocated it twice!
I also made a XMS version of the game, with the Future.Library 3.0.
Maybe we can release the XMS version too, for people who don't have enough 
EMS memory?!?
[==December 30, 1999=============================================by:Jorden=]
First Bomberzone demo was released today.
[==December 29, 1999=============================================by:Jorden=]
I replaced another tileset today.
[==December 28, 1999=============================================by:Jorden=]
I fixed a little 'clipping bug', and remove one of the levels and replaced 
it with another. I also created a skull-graphic that we can use for a new 
bonus.
[==December 27, 1999=============================================by:Jorden=]
Well I made the engine use EMS for the big images, so now I can run the 
source again! I heard Badjas had troubles with the engine now, he couldn't
display the first image of the first bomb or something...well I got it 
running like a train now!
I made a nice menu where you can choose one of the 15 levels, there is no
real change in them though, only the graphics are different...
I also added a sound to the caterpillar-bomb, heh it really rox!
WE'RE READY TO RELEASE THE FIRST DEMO!
[==December 26, 1999=============================================by:Jorden=]
Well Badjas did some great work on the bombs and inventory, even though I 
can't run it in the QB IDE anymore...it takes up too much memory!
Anyways, I made a little read-HTML-file.
I added QMIDI sound support, which didn't work at first because the 
key-handler now didn't do anything...luckily I could fix this!
[==December 23, 1999=============================================by:Badjas=]
Some days aren't recorded in here. whats going on?
oh, I know, I forgot to write everything down. In all the days not in here,
I  have worked on it only in the last week. I have drawn some inventory
pics, and the bonus pics. Also I looked in a dictionary: de Dutch word
'Rups' is calles 'Caterpillar' in English. Because Jorden worked on the
wrong version (it was a version too old) the caterpillarbomb and the
lightningbomb aren't in there. Now I have integrated that again, and all
things work even better!
[==November 30, 1999=============================================by:Badjas=]
I am sending the junk I have back to Jorden (some very neat pics only)
All I have done in the past days (weeks) since logged, was some drawing on
the bonus images and all. Oh yeah, I also made three pics for fun (two of
the title, and one with a box of TNT). Oh yeah, that pics are called ARTWORK
The wave of the new version works now, at least some of them.
[==November 24, 1999=============================================by:Jorden=]
The engine now also works with 4 players at the same time.
Removed more bugs, so the game is almost playable...If we get an other 
keyhandler, that is!
One of the bugs I removed is the 'playertemp()' bug, which caused a lot of 
trouble when walking behind other Bombers...It's fixed now, and that caused
some other bugs but I fixed them all!
The engine is almost ready now, it's time to start doing other things like
the die-animations, score, etc.! I am REALLY proud of it!
I think it's time to send the source to Badjas again, so he can work on an
image for another bonus/special, INVINCIBILITY!
Idea of this: 
If you take the invincibility-bonus, you cannot get hurt by bombs for 15 
seconds. If you take this and have the most devastating bomb (SUPERBOMB), 
you can press left SHIFT and walk and in a few seconds you can have removed
all the blocks in the field! (isn't 15 a little bit lot? [Badjas])
[==November 22, 1999=============================================by:Jorden=]
Found a stupid bug in the code, that slowed the engine down that lot...It 
doesn't matter that much how many players we add, because with 1 player it 
runs 60-63 FPS and with the second player it runs at the same speed...!
[==November 21, 1999=============================================by:Jorden=]
I added the second player into the engine, so we can soon release a demo
for 2 human players, both on the same keyboard. This slows down the game a 
lot, first I got 60 FPS on my Pentium II-266 Mhz and now 31 FPS, which is 
logical since we now have 2 players. This also means that we will get 
around 7 FPS if we add 2 more players...
The whole game/source crashes often. I think this has got something to do
with the memory, hopefully we can fix it because it makes it kinda hard to
program...every time I run it, I need to quit QuickBasic and restart it 
before I can run again
[==November 20, 1999=============================================by:Jorden=]
I redid the bar on top, because Badjas and I agreed that the bar was too 
big...especially if we need to store info about the different bombtypes on
the screen!
I lost my internet connection for a few weeks, so I couldn't email Badjas.
I also didn't have the latest version of BomberZone, because I 
accidentially left it at my dads place and didn't take it to my home!
Well anyways, I continued programming on the engine, I changed the 
'specials' routines so now the special actually dissappear from the screen 
when a bomberman takes them!
Also, I added a soundfile for the specials, and added a few music (.MID) 
files that we can use for the different levels.
I fixed a bug too! There automaticly was a bomb laid (it didn't explode, 
only the graphic was there) at the start of the engine, but that's fixed 
now!
[==November 9, 1999==============================================by:Jorden=]
I created a new interface...well actually I only changed the bar on top, 
which is the only interface there's now...I'm happy with the new bar!
I also created an 'intro' for the first demo we're gonna release
[==October 29, 1999==============================================by:Badjas=]
Made a huge part of the rups bomb (good english? Jorden, change it if not :)
Also animation as hell.
Still has some bugs, but it has potential, and again very unpredictable
(especially because of the bugs :)
[==October 28, 1999==============================================by:Badjas=]
Finished the Lightning bomb!
Great animation, unpredictability!
[==October 26, 1999==============================================by:Badjas=]
Made a superbomb (maybe the name wil change later, anyhoo, it's case 5 and 6)
And in the days past, I have done some little work on polishing the engine.
I also set up a big TO DO list, and a DONE list wich both grow realy fast
(but I think they will be out of the final version).
[==October 24, 1999==============================================by:Jorden=]
Today I have created a second tileset, so we can create another level.
I think Badjas did some great work on it, the explosion engine and stuff 
that comes with it really works fine! The different bombtypes rule!
[==October 23, 1999==============================================by:Jorden=]
The BomberZone-project website was launched
[==October 11, 1999==============================================by:Badjas=]
well
work done in all those days:
made the SVGAGet routine work (I swithed the Segment and Offset, stupid)
Drawn some Player pics (2 3 and 4)
made a screenshot (wow)
emailed A LOT (yeah, about this)
got many (crazy) ideas :)
the bombdrawing works now (only the pallet has to be modified (and the
bomb pics with it, now it fits, except for one color)
[==October 2, 1999==============================================by:Badjas=]
Just finished some work on the bom explosions, not that it is good enough
already but I made some progress in all the weeks that aren't in here
(because I didn't make much progress then and I forgot to write it down)
[==September 9, 1999==============================================by:Badjas=]
Done some drawing work for the bomb explosions.
[==September 7, 1999==============================================by:Badjas=]
Done some programming on the bomb routines.
[==September 2, 1999==============================================by:Badjas=]
Got some ideas over the web about using INP(&H60) the better way but it did
not work, I am planning of using somebody else program here, ASM is faster
anyway.
[==September 1, 1999==============================================by:Badjas=]
I have changed the moving engine a lot and made the Map variable res some
higher so it containes a border, this was needed for the sub CheckMove.
[==August 31, 1999================================================by:Badjas=]
I have had a look at the program Jorden send to me and discussed some things
with Jorden. Also found out that the Keyboard engine sucks (sorry Jorden).
[==August 31, 1999================================================by:Jorden=]
Today I have send the whole source as it is now to Badjas, so he can have a 
look for the first time. I hope he likes it!
[==August 30, 1999================================================by:Jorden=]
Today I started all over with the gfx-engine, created a map-loading SUB (it
will be reasonably easy to create a map-editor too!), and I grabbed some 
more gfx of Bomberman 1 (different animations). I must say that it looks 
nice!
[==August 29, 1999================================================by:Jorden=]
Today Badjas talked on the MsgBoard @ Qb45.com about his idea of doing a 
Bomberman-Clone. I have been playing with this idea too, and told him that.
He sent me an email, and things were getting started! (It will probably be
easy for us to program together, because we are both dutch, so we can phone,
add dutch comments instead of english etc.)
I came up with the idea of grabbing graphics from the original SNES-game 
using an emulator, we would both search for sounds (I couldn't record it 
from the ROM), I would start with programming the engine, and after a few 
days I will send it to Badjas, whose real name is Frans Boerboom.
We kinda decided that it was gonna be a multiplayer-game (BATTLE MODE), 
where you should play against maximum 3 enemies, 1 other player on your 
keyboard, or 1 other player and 2 enemies maximum. Maybe we will even add 
IPX/networking options, if we can get that to work!
[===========================================================================]
