X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=ChangeLog.old;fp=ChangeLog.old;h=9c7ac09d5aa99cfee8dd452f2dde8cea4804b011;hp=0000000000000000000000000000000000000000;hb=e535e2ef833a03ec84d0f002d684c07ddde893f1;hpb=6faaa79dff2fa3ceec44ef46b79e651f1bd9e0aa diff --git a/ChangeLog.old b/ChangeLog.old new file mode 100644 index 0000000..9c7ac09 --- /dev/null +++ b/ChangeLog.old @@ -0,0 +1,106 @@ +Tom Almy story: + +Back in (about) 1977 I got a copy of this Super Star Trek game for +the CDC 6600 mainframe computer. Someone had converted it to PDP-11 +Fortran but couldn't get it to run because of its size. I modified +the program to use overlays and managed to shoehorn it in on the 56k +byte machine. + +I liked the game so much I put some time into fixing bugs, mainly +what could be called continuity errors and loopholes in the game's +logic. We even played a couple tournaments. + +In 1979, I lost access to that PDP-11. I did save the source code +listing. In 1995, missing that old friend, I started converting the +program into portable ANSI C. It's been slow, tedious work that took +over a year to accomplish. + +In early 1997, I got the bright idea to look for references to "Super +Star Trek" on the World Wide Web. There weren't many hits, but there +was one that came up with 1979 Fortran sources! This version had a +few additional features that mine didn't have, however mine had some +feature it didn't have. So I merged its features that I liked. I also +took a peek at the DECUS version (a port, less sources, to the +PDP-10), and some other variations. + +Modifications I made: + + Compared to original version, I've changed the "help" command to + "call" and the "terminate" command to "quit" to better match user + expectations. The DECUS version apparently made those changes as well + as changing "freeze" to "save". However I like "freeze". + + I added EMEXIT from the 1979 version. + + That later version also mentions srscan and lrscan working when + docked (using the starbase's scanners), so I made some changes here + to do this (and indicating that fact to the player), and then + realized the base would have a subspace radio as well -- doing a + Chart when docked updates the star chart, and all radio reports will + be heard. The Dock command will also give a report if a base is under + attack. + + It also had some added logic to spread the initial positioning of + bases. That made sense to add because most people abort games with + bad base placement. + + The experimental deathray originally had only a 5% chance of success, + but could be used repeatedly. I guess after a couple years of use, it + was less "experimental" because the 1979 version had a 70% success + rate. However it was prone to breaking after use. I upgraded the + deathray, but kept the original set of failure modes (great humor!). + + I put in the Tholian Web code from the 1979 version. + + I added code so that Romulans and regular Klingons could move in + advanced games. I re-enabled the code which allows enemy ships to + ram the Enterprise; it had never worked right. The 1979 version + seems to have it all fixed up, but I'm still not overly happy with + the algorithm. + + The DECUS version had a Deep Space Probe. Looked like a good idea + so I implimented it based on its description. + + +Stas Sergeev story: + +Found Tom Almy's C sources - yeah! Hmm, not too playable - I've got +used to that nice text-based GUI I've seen on an IBM S/370 port, and the +command-line control gets me quite annoyed. But that's a good starting +point for some improvements - the sources are finally here! I was about +to start writing an S/370 emulator to get it a go, and now here are +the sources - what a great finding. + +[a bit later] + +Added a text-based interface which makes the game much more playable. +Initially I made it for DOS using conio.h. Later I decided to make a +linux port, and I ported it using a linux-conio package. I had to patch +linux-conio a lot, so you have to use my version. The colors are still +wrong though. +I also fixed an uncountable amount of bugs and added some features, I +can't remember now which ones. + +[3 years later] + +I dusted off the game and finally got around to move it to autoconf. +For building with Borland C under DOS, use the build_bc.bat file. + +It turned out Tom Almy also did a linux port and made some bug-fixing +work, although to the much smaller extent than I did. I contacted him +and notified about my port, but he expressed no interest. :( + +[a year later] + +I've found out that Eric S Raymond (ESR) took over the development +of the Tom Almy's sources. He could use mine instead as they are +much more advanced, but oh well... Now I have to find out the way +to incorporate my mods into his version and hope that he can do +the better work on that game than I could (which is most likely +the case). +..... +OK, the changes were incorporated, however Eric removed the conio +port and therefore the game can no longer be compiled with bcc/DOS. +The DJGPP port might still be possible in the future. + + -- Stas Sergeev