2001/09/23 - Version 0.54
 - Dynamite explosion sound

2001/09/22
 - Monster bullets

2001/09/20
 - Get it compiling on Linux again
 - More load/save game stuff

2001/09/19
 - Integrate SDL_mixer sound support contributions from Kent Mein

2001/09/03
 - Made keys redefinable

2001/09/02
 - Misc changes and bugfixes
 - Ability to enter high score username
 - Added stationary spiked ball
 - Added basic framework for redefining keys
 - Added configuration file stuff
 - Added some very rudimentary save/load game stuff
 - "Dust" effect as hero lands

2001/08/11
 - Misc changes (some BeOS changes)
 - Flame monster thing (similar to dumbbot)

2001/07/25
 - Cleaned up (genericized) teleport and level-exit code
 - Exit now animates

2001/07/24 - Version 0.53

2001/07/22
 - Ported to SDL (still wrapped though)
 - Minor editor improvements

2001/07/15 - Version 0.52

2001/07/14
 - Misc small changes/fixes/graphics improvements etc

2001/07/13
 - Small changes and fixes
 - Shootable coke can
 - Proper "firepower"

2001/07/12
 - Fans

2001/07/11
 - Rewrote (cleaned up) bullet code
 - Misc bugfixes

2001/07/10
 - Falling block disappears when hits floor
 - Bullet stops when hits solid stuff
 - Got rid of djArray

2001/07/09
 - Dynamite (flames in gray boxes)

2001/07/06
 - Rewrote conveyor belt code
 - Side flame throw blocks (flames look a bit like condoms though :/)
 - Level background image

2001/07/04
 - Rewrote (cleaned up) monster (robot) code
 - Rewrote (cleaned up) lift code
 - Misc cleanups (e.g. palette stuff killed for good)

2001/07/03 - Version 0.51c
 - Reasonable cleanup: Replaced stupid "objects" array stuff
   with CPickup class, also powerboots etc. Added "replace"
   utility for level chars. Minor graphics improvements.

2001/07/01
 - Floating balloon
 - Acme falling block
 - Disk
 - Slightly improved teleporter appearance

2001/06/21 - Version 0.51b
 - Spikes
 - "Example" level

2001/06/20
 - Bonus when collecting G,N,U,K,E,M in order
 - Bonus when shooting all cameras in a level
 - New collectables (e.g. rugby ball, joystick, radio etc)
 - Misc graphics improvements

2001/06/17 - Version 0.51
 - Release 0.51
   Added a "thing factory" to make it a bit easier to add new thing types.
   Completely rewrote door/key code. Can now pick up letters. Added shootable
   solid blocks. Can now shoot security cameras. Added green crawly things.
   Added purple flags (also in boxes). Added shootable banana. Added high
   score list (almost)

2001/06/16
 - Got rid of djGameLib :) Cleaned up quite a bit. Added a bouncing spiky ball.

2001/06/14
 - Some more misc cleanups. Put new version on web page.

2001/06/03
 - Misc cleanups, misc graphics improvements, added doxygen support

2000/01/03 - Version 0.5
 - Release 0.5

1999/12/30
 - Nice crates :)
 - "Macros" for the level editor

1999/12/29
 - More cleaning up (surprise)
 - Toggle background blocks view on level editor
 - Some graphics improvements
 - 16-bit color mode support

1999/12/28
 - Added some more sound effects
 - Moved the input stuff into the DJG library
 - A whole lot more cleaning up

1999/12/27
 - Ported level editor to also work on Windows
 - Added "lives"
 - Added basic sound support to Windows version

1999/12/26
 - Win32 version :)
 - Added an instructions screen
 - More code refactoring and cleaning up

1999/12/25
 - More refactoring and cleaning up. Graph.h/cpp now platform-independent

1999/12/24
 - Extensive refactoring to clean up and make crossplatform
 - Started adding support for 32-bit images, fonts, sprites etc
 - Sprites can now be in TGA format

1999/06/07
 - More structural changes to make cross-platform

1999/05/29
 - Start to port game to "djg", cross-platform library

1999/03/31
 - Boxes now fall

1999/03/23 - Version 0.44c
 - Added another level from Steve Merrifield
 - Added boxes
 - Started adding infrastructure for bonus letters

1999/03/22 - Version 0.44b
 - Added level from Steve Merrifield

1999/03/08 - Version 0.44
 - Fixed editor bug of not displaying sprite type properly
 - Added ability to select levelset in editor

1999/03/07
 - Updated Felix Richters english documentation and replaced README
   with it.

1999/02/28 - Version 0.43
 - Ability to select levelset (mission) from menu.
 - New levelset infrastructure virtually in now.

1999/02/27
 - Yet more sprite code. *sigh* .. Almost done. RLE is dead.
   Long live bitmask. For now, anyway.

1999/02/26
 - Aaargh! Still more spriteset code.

1999/02/25
 - More spriteset code.

1999/02/24
 - More spriteset code.

1999/02/21
 - More level set stuff. Re-writing sprite code.

1999/02/18
 - Some more work on level set stuff.

1999/02/17
 - Started adding "level set" infrastructure. Source is bloating :/

1999/02/16
 - Fixed 24-bit mode with the editor

1999/02/14
 - Improved tracing/message system (log.h/log.cpp)
 - Slight speed optimizing: RLE algorithm for sprite transparency

1999/02/07
 - Added support for 16-bit color modes; fixed 24-bit support

1999/01/31
 - Added "double-size" window mode
 - Added powerboots :)
 - Added friendlier "flags edit" feature to sprite editor

1999/01/30
 - Created "template" example level
 - Not mine, but the key-release bug in ggi has been fixed! Woohoo!!

1999/01/29
 - Added corny doom-ripoff skull to main menu
 - Rewrote lift code, with far more flexible, generic infrastructure
 - Fixed up exits, they now draw properly (2x2 blocks, instead of 1x1)
 - Added rudimentary conveyor belt

1999/01/28 - Version 0.42
 - Added rudimentary Duke1-style lifts

1999/01/25
 - Smarter fullscreen script.
 - Added credits screen.

1999/01/23
 - Bugfixes, mostly with level bounds checking

1999/01/22
 - Rewrote menu code; multiple menu support now in

1999/01/19 - Version 0.4
 - Minor bugfixes
 - Moved sprites around to more or less permanent locations
 - Added "./fullscreen" script to make fullscreen even easier :)
 - Added bananas :)
 - Some font8x8 and menu improvements/structural changes.
 - Created main title screen background image

1999/01/17
 - Added cute floating scores when you pick up stuff.
 - Created general-purpose animated explosion. For now, used when you kill a
   dumb bot.
 - Added rudimentary teleporters.
 - Added "-f" command-line option hack to do fullscreen. Needs root.

1999/01/16
 - Sprite editor: added rotate, flip and line copy/paste
 - Both left and right alt and ctrl now work

1999/01/15 - Version 0.38
 - New architecture for storing foreground objects that fall etc; fixes
   problem of n cokes becoming 1 coke as they fall onto each other.
 - Revamped font8x8 system.
 - Widened main game viewport width from 11 to 12 blocks

1999/01/13
 - Various bugfixes, mostly with bullets.
 - Added "fullscreen.txt", describing how to run the game in "full-screen
   mode" under X.
 - Added horizontal fill to level editor.

1999/01/10
 - Converted palette file format to GIMP-style palette file.
 - Created util directory for various "utility" programs, such as a new
   conversion program that will convert Duke Nukem 1 level files, sort
   of. (Scummy eh?)
 - Converted main game screen image to using a pcx file, as a "skin".
 - Various bugfixes.

1999/01/09
 - Improved levels memory usage a bit, tidied up code a little.

1999/01/07 - Version 0.35
 - You can now shoot monsters. Woohoo! :) Fixed 256-color modes screen
   drawing bug. Other minor bugfixes.

1999/01/06
 - Improved monster system. Touching monsters can now hurt you (can't shoot
   back yet ;) Added basic game timing. Fixed up bullet code a bit. Added
   ASYNC mode to frontbuffer, which makes game feel much nicer in X.
   Added some more documentation (eg editor how-to). Minor bugfixes.

1999/01/05 - Version 0.3
 - Added Duke "security cameras" that follow you; currently the sprites are
   just big yellow arrows that follow you though. Added rudimentary monster
   support, with just one monster, a "dumb bot".

1999/01/04
 - Got more level editor stuff working. Added support for exits and multiple
   levels (game and editor), and a "you have finished the game" message when
   you get through all levels :)

1999/01/03 - Version 0.25
 - Converted game.cpp to use new sprite data structure. Phew.
   Added block type and extras editting to sprite editor.
   Fixed some bugs. Got basic level editor working. (game.cpp is looking
   like a train wreck.)

1999/01/02 - Version 0.2
 - Sprite editor coming along nicely. Added triple-buffering scheme for
   non-flickery, clipped main-game-viewport output. Re-added crappy bullets.

1998/12/31
 - Started adding basics for new level and graphics editor. Am busy
   rewriting the sprite and level interface.

1998/12/31 - Version 0.1
 - After transparency fiasco I have begun conversion to DirectBuffer's.
   Transparency functionality is in now. I have decided to release v 0.1,
   even though it is still very alpha.

1998/12/30
 - Annoying problems regarding non-existence of transparency blits in GGI.
   Will try proceed by writing my own.

1998/12/26
 - Got some more graphics stuff working, 8x8 and 16x16 bitmaps. No
   transparency yet, and several quirks, but its starting to look good.

1998/12/25
 - Struggled a lot trying to get the old-style keyboard handler (interrupt
   based) to behave with libgii, which seems to be VERY poorly documented.
   I hope I don't struggle as much converting the timer interrupt stuff.
 - The main menu works, sort of, and I'm ready to start digging into the
   actual game part.

1998/12/24
 - Gotten the code to compile in about an hour. Mostly just created a bunch
   of stubs. Lots of platform-dependent stuff there. Some badly designed
   stuff, but some quite well designed stuff also. (I wrote the original in
   my first year at university, as learning project for c/c++ :) No real C++
   there though, except the 'new' operator.

1998/12/23
 - Decide to have a go at porting djg to ggi. I reckon most the code will
   probably have to be rewritten.

1995
 - Original DOS/EGA djg started then placed on hold. Some origins from
   a previous pascal/assembler version.
