Game processor Editor History April 7th 1995 - limited release of V1.0 April 9th 1995 Fixed bug in OB editor where the unit clicked on placed the unit below it in the editor line. Fixed bug where value 1 could not be edited. Fixed a bug where the overview visible screen box would resize if a new unit template was cut. Added snooze mouse icon during a lengthy save operation. Made sure the "name Hex" button stayed visibly pressed after save function. Added an autoclear function for the hex names. It's cumbersome enough to enter each coordinate individually without having to delete what's already there. Put this under the old "image" menu and renamed the menu "functions" Fixed bug during the draw overview function to prevent color zero from appearing on the miniature map. Mini maps look much cleaner now. April 14th 1995 Rewrote the hexname loading routine. Hexnames now load twice as fast as before. Set the maximum number of units to 10,000 April 15 1995 Added some activity on the screen during the hexname load, so it doesn't look like the program hung up. Fixed a potential but unverified (with the editor anyway) bug that reset the zones during a save option, making the upper left two hexes unaccessible. Fixed a bug with the cancel button in the unit template cutter. Fixed a problem where the unit IFF template routine would create a file named ".TBP" if aborted from the file requester. april 22,1995 Fixed bug which prevented scrolling above 200 images in the main map maker. Early May: Scrapped whole hex handling logic and reconstructed it to allow for 400 images, with the first 125 devoted to strictly the overlay. This involved revising the way the player program worked as well, and an updater to bring V1.0 modules up to speed. Added four more future growth variable spaces in the header of the savedgame file. Added Author name record to savedgame file, updated opening screen to show same. Fixed bug that sometimes scrapped the last unit if you had an exact multiple of 6 hexes/units. Added automatic coordinate writing capability and the ability to erase the default coordinates en masse. May 18: Released the V1.1 beta module. May 22, 1995: Fixed bug which wouldn't show the last unit image in the order of battle editor if there was an odd number of unit images. Fixed bug with the graphics clipper where if the front image of a unit was pushed to a lower number, the flipside image was ignored. 5/31/95: Released V1.2 beta 6/4/95: Modified Order of battle editor to provide default tally options for the 6 user definable values. This was to support the new logic in the player. 6/5/95: Built in fades through the screen selections 6/6/95: Fixed a bug in the startup if you're entering a new game and choose to re-enter. The author's name would come up as a default on the game name the second time around. Rewrote the mouse double click test and fixed that annoying delay when you're laying hexes before you can lay the next one. By golly, we can pave some terrain now! 6/9/95: Added user-guidance requesters when expected files are not located. 6/10/95: Increased the maximum size of the unit names to 11. This actually compressed the module save files a bit. An updater program is required for beta testers to upgrade to the new save file format. . . but at least it's not as intrusive as when the overlay/underlay was redone. 6/11/95: Released V1.3 demo 6/15/95: Cleansed potential do-loop failure by eliminating all do-loops. Added a "load" function to the project menu which allows loading of any module with the same height/width/unit parameters. This will allow modules to be modified under a new ID number. Fixed potential window-text size problems. Added lead-in disclaimer Limited release of update to beta tester who wished to use the "load" menu option to modify a module. Discovered and fixed a bug where a double-click on a hex after a reload, or if that hex had never had terrain painted in it would cause a crash. 6/26/95: Deleted an unnecessary path assignment in the save logic to make it easier to use with a floppy drive. Added intuition window with instructions to get back to WGPE 6/27/95: Did a lot of maintenance touch-up on windowing functions, added version tracker. Fixed string problem with values which whacked first letter in tally column. 7/1/95: stomped a bug in the loading logic that would sometimes cause an extra unit to be added near the top of the list. Fixed a problem with the "load" menu where it was trying to close a window that hadn't been opened if you cancelled the action. 7/3/95: Changed palette initialization to maintain last selected colors. Changed unit list initialization to hold last position. Changed number stamp in unit image editor for finer control. Fixed bug with unit name lengths after adding units. 7/5/95: V1.4 Public release (YAY!) 7/6/95: Fixed bug with the hex editor that would not initialize the selected palette indicator correctly when the screen was loaded. Rewrote the unit editor so that the last unit you were working on sytays the selected unit if you leave the screen and come back. 7/7/95: Added a copy and paste function when naming hexes, to make area games easier. 7/8/95: Fixed a bug where the underlay managed to get into overlay images if you exceeded the underlay range in the hex editor and returned to the map editor. This could cause a crash if you tried to reload it like this. 7/10/95: Fixed problem with color zero on images in the unit image editor, so color zero overwrites previous image. 7/10/95 V1.5 Editor release 8/3/95: Added error checking when loading module graphics to ensure sufficient chip ram is free. Alert user if not. 8/4/95: Rewrote the hex pasting function to allow a continuous laying of hexes as long as the shift key is held down. This allows you to lay broad swatches of a terrain feature without having to click on each individual hex. 8/5/95: made sure that if a module is selected from a different directory than the standard module directory that the save function will default back to that directory. Corrected bug that failed to erase the final hex image when the create overview function was selected, causing the image to show through if the active hex had any clear areas on it. Added logic to check for valid data before executing a double-click image removal to head off a possible illegal value and subsequent crash. Fixed name hexes button so that it does not activate if you pull off the button before releasing the mouse button. 8/10/95: released V1.6 8/21/95: Added error trapping to the map draw function. Somehow some image pointers get reinitialised to illegal images. This will prevent a program crash if this happens, allowing users to repair the damage. 8/27/95: Added a hex usage report menu option. This shows how many times you've used each hex image, which is a valuable tool if you're running short of image resources, allowing you to consolidate and identify which images haven't been used (unused inages shown in red on the report). Discovered and fixed a bug in the hex name recording. On certain size maps, hexnames would start being shifted to the right when saving, which also pushed the unit information up. I believe this bug was a result of a pre-1.3 modification where I missed a line. 8/29/95: Fixed problem with the way values are set to display. The data would store but would not initialize on reload. Optimized some code for speed and size. 9/1/95: Fixed a bug that wouldn't allow the last 10 unit images to be edited. 9/3/95: Uncovered and fixed a bug wherein the program would crash if the flipped down image of a unit was more than image #255 when the module was saved. Also rewrote the load segment to interpret the new data. 9/4/95: Added hotkeys to the order of battle editor. Cleaned up some minor bugs in same. 10/1/95: Was made aware of and fixed a bug where the program would crash if you selected "past" from the order of battle editor without a "copy" first. The logic was referencing the wrong variable for this in the legality check. Added two more coordinate systems to the coordinate function. 10/12/95: Added an "expand" function to the project menu which will rebuild modules whose graphics have been compressed and add back all the missing images and reset all the associated pointers. Clear all unit images from the order of battle editor before a scroll. This prevents problems if a clear background is used in a unit. 12/11/95: Added a seventh coordinate system to the coordinates function. Corrected ambiguities in some of the other coordinate routines. Added an F1 keypress to the namehexes routine which will instantly erase the coordinate name in the chosen hex, and return control to the mouse to select a new hex. This allows you to selectively clear hex names very quickly. 12/12/95: Added two more coordinates systems at the request of a user. Limited release of V1.8a