non-"super" version Matuszek and Reynolds wrote.)
Dave Matuszek tells me that SRSCAN, MOVE, PHASERS, CALL, STATUS,
- IMPULSE, PHOTONS, ABANDON, LRSCAN, WARP, SHIELDS, DESTRUCT\n" CHART,
+ IMPULSE, PHOTONS, ABANDON, LRSCAN, WARP, SHIELDS, DESTRUCT CHART,
REST, DOCK, QUIT, and DAMAGE were in the original non-"super" version.
* Write a curses-based interface. Shouldn't be hard, all output goes through
</para></listitem>\r
</itemizedlist>\r
\r
-<para>Modifications I made:</para>\r
+<para>Modifications I've made:</para>\r
\r
<itemizedlist>\r
<listitem><para>\r
-I converted the flat-text SST.DOC file to XML-Docbook so it could be webbed.\r
-(That's what you're reading now.)\r
+I converted the flat-text SST.DOC file to XML-Docbook so it can be\r
+webbed. (That's what you're reading now.)\r
+</para></listitem>\r
+<listitem><para>\r
+The command-help code needed a rewrite because the flat-text form of\r
+the documentation is now generated from XML and doesn't have the\r
+easily recognizable section delimiters it used to. I wrote a script\r
+to filter that flat-text form into an sst.doc that's easy to parse for\r
+command descriptions, and changed some logic in sst.c to match.\r
</para></listitem>\r
<listitem><para>\r
-I cleaned up a lot of grubby FORTRANisms in the code internals.\r
+I've cleaned up a lot of grubby FORTRANisms in the code internals --\r
+used sizeof(), replaced magic numeric constants with #defines,\r
+that sort of thing.\r
</para></listitem>\r
<listitem><para>\r
I fixed a surprising number of typos in the code and documentation.\r
</para></listitem>\r
<listitem><para>\r
-I changed the freeze logic to emit an identifiable magic number and \r
-the thaw logic to check for it.\r
+All the game state now lives in one big structure that can be\r
+written to and read from disk as one blob. The write gives it an\r
+an identifiable magic number and the thaw logic checks for same. \r
</para></listitem>\r
</itemizedlist>\r
\r