From: Eric S. Raymond Date: Tue, 30 Nov 2010 09:47:59 +0000 (+0000) Subject: Keep around Stas's narrative for archival purposes. X-Git-Tag: 2.0~16 X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=commitdiff_plain;h=ffa573f308ef538814581846bd3dad33d634ffad Keep around Stas's narrative for archival purposes. --- diff --git a/ChangeLog.old b/ChangeLog.old deleted file mode 100644 index 9c7ac09..0000000 --- a/ChangeLog.old +++ /dev/null @@ -1,106 +0,0 @@ -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 diff --git a/doc/ChangeLog.old b/doc/ChangeLog.old new file mode 100644 index 0000000..05960aa --- /dev/null +++ b/doc/ChangeLog.old @@ -0,0 +1,42 @@ +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