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What happened when in the development of PacDX/EmuDX
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19th November 1999
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Fixed in game music start position in Pacman (still broken in Ms Pacman)


18th November 1999
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Fixed Ms Pacman sprite problem, which made mspacman look weird in certain poses.

Added command line switch

-trans n    - transparency factor of ghosts, or none for no transparency.
              n can be between 1 and 255, where 1 is the most transparent, 255 is almost
              solid

-nodx       - run the game with original graphics 

This can be changed on the fly in-game with "D" for original and "X" for DX


Tried to run pengo using the Pacman graphics and it looked stupid




17th November 1999
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Added command line options:
-joystick   - enabled joystick support
-nosuond    - disable sounds
-fskip n    - force frameskip where n = 0-4


Real Mspacman/Pacman connectivity in EmuDX
Joystick support (Not fully tested yet)
lots of other bits and pieces

First Public Beta release

14th November 1999
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Stripped and re-built all of the Graphics functions. 
Gave the font a facelift
Tidied up the maze walls to be less blocky
Pacman now has nearly all of its sounds in place.

Due to the resolution change, the minimum spec has now gone up. It will not run on my 486/100 anymore, and does not like my P166 without frameskip. Minimum spec machine will now not be known until a beta release is made.

More MsPacman progress (not as far as Pacman yet, but...)

12th November 1999
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Back on track, or as close to the track as I can get.  The internet situation is still pretty rough, but at least I can now get to my e-mail at least once per week, which although is not the best of deals, is better than nothing.

Started coding the intro sequence and main interface.
In-game music now working in a fashion
Ms. Pacman & PacMan now work from the same emulator! If this goes well and doesn't fall over, then I shall add Phoenix also, and see what happens from there.


11th November 1999
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My Internet access is now so badly crippled that continuing as I am doing seems hopeless as it is virtually impossible to comunicate with other members of the team.

Graphics engine now 50% re-written, with speed increase of 300% and up on previous 800x600 mode

Released an early beta for higher resolution pacman graphics.

Interviewed by JoseQ for Emuviews :-)


8th November 1999
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Bulletproof-sounds now declared as an "Official" part of the EMUDX team. 
Progress with the sound is now moving at a phenomenal rate.
Preperations to re-write the graphics engine to be more generic now in progress.


6th November 1999
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Galaxian now almost works. A few interrupts here and there and it'll be ready for the "treatment" ;-)

4th November 1999
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Moved over from Marat's Z80 core to use Neil Bradley's Awesome MZ80. (Thanks to Neil himself!) 
Speed improvements due to cpu core change of 200% and up!
"HIGH SCORE" & "CREDIT" now displayed properly (due to cpu core change)
New sound effects implemented.

2nd Novemeber 1999
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Recieved lots of sound effects and music in the mail, which sound REALLY good in-game!

29th October 1999
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LOTS of Ms PACMAN improvements!
New graphics drawn for DX view


28th October 1999
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Got PHOENIX running at last! (Standard, non-DX mode). This is looking like the most likely candidate for being the next machine in EMUDX, after Ms PacMan. 

Phoenix status:
	FULLY playable
	Side by side split screen graphics layers
	Wrong colours

No plans to include it into the main EMUDX program (yet) because of the imminent CPU core change.


27th October 1999
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More MsPacMan progress
Lots of code cleanups
Preparations to change over to Neil Bradley's MZ80 ASM CPU core


23rd October 1999
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Added Frameskipping code, activate by F1(all frames) to F5 (least frames)
Added Throttling code to prevent pacdx running too quickly on fast machines
PACDX now runs on a 486/100!!!!!! (with max frameskip in 640x480)
Added de-throttle key 0 (only works with frameskip, pacdx should NEVER run over 60fps)
Removed sound and buggy joystick routine for the first public release
PACDX now compatible with the HOTROD arcade stick!
Added keys F6/F7 which switches between 640x480 normal and 800x600 stretched modes


20th October 1999
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Changed the transparency on the ghosts so that they are clearer
Added a sort of "3D-look" to the maze walls
Fixed the new shiny dots.
Fixed the intermittent fruit misfigure problem


19th October 1999
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Been too busy to update this section and now I've forgotten what happened!

<Guesswork>
Changed some more fruit graphics.
Changed Ghosts scared graphics so that their eyes are now white instead of red.
Added some more MsPacDX code, but came across lots of problems with the graphics.
</Guesswork>


7th October 1999
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Big speed increases on low spec machines due to the z80 interrupts being handled more efficiently (and more correctly?).


4th October 1999
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It seems like the speed problem on slower machines is being caused by the interrupts. 


2nd October 1999
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Preliminary backdrop support for intermissions
Removed joystick support because it didn't work properly
Improved the graphics for some "fruit"
"Dots" now have lighting effects (doesn't work on all boards for some reason)
Matched up the text colours to the ghost colours on the title screen

Released Pacdx Beta 4

30th September 1999
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Preliminary mspacdx progress from pacdx code (graphics are messed up)
More efficient transparency effects.
Sounds support is making progress, start and eat sounds now work 100%


28th September 1999
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Lots of code cleanups
Transparency effects on ghosts (watch out for when they pass each other!)


23rd September 1999
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Replaced the maze walls with the new faded blue, looks fantastic
Replaced the dots and pills with new graphics



22nd September 1999
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Finished all the extra graphics needed
Fixed the screenshot problem
Fixed the speed "too fast" problem (still runs slow on low end machines)
Fixed some of the background colours
Made the fruit on the bottom, and ghosts on the title screen to be "dx" rather than classic
Ghosts now "flash" when ready to change back
Backed up all current source and graphics, because if i lose what I've already done, you may
as well forget development :-(


21st September 1999
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Tidied up the source code
Experimented with a few graphics
Fixed (or at least tried to) the sound problem


20th September 1999
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Created a stable "dx" emulator outline to work with from a VERY basic pacman emulator written
from:

A Pacman machine memory map
TextPad
DJGPP
Allegro
Z80 Emulator by Marat Fayzullin

Published a website, and got a fantastic response, so got to work!

Released pacdx01 beta
