CHANGELOG for "Operation Black Sun"
------------------------------------

* - fixed/changed
+ - added
- - removed

v0.41 beta
----------
* minor fixes
* should be easier to skip intro now
+ console now remembers last inputs ( up/down keys )
* standard skill level is now 'medium'
+ added timer control to menu-scrollers, so they won't run away anymore 
  on fast computers :)
* fixed heavy bug in menu which caused menu to crash quite often
* fixed bug in map search code, the prog should find all maps now
* OBS only searches once for maps at startup and not every time the
  menu pops up
* fixed bug in keysetup - changes in keysetup work now
* now compiling with GCC 2.8.1
* some other pointerbugs revealed and killed :)

v0.4 beta
----------
+ Waldemar Bartikowski started coding a completely new AI
+ Guenter Ladwig coded a new menu ( it looks similar to the old one, but the
  menu-system has been renewed so it makes it easy to add new menu-points
+ completely new map-format with a lot of new things and features:
    - a 2nd tilemap layer
    - paths, regions, triggers, tags & scripting
    - sprites
    - many more
* SHIPS DON'T GET STUCK AT CORNERS ANYMORE !!!!
+ coded a new scanner, so it looks a thousand times better now :)
+ you can force DOUBLE BUFFERING with setting the appropriate entry
  in BLACKSUN.INI to TRUE
- highest resolution is now 1024*768, everything above is senseless
* you can't collect items you have already (e.g. you can't collect a shield-
  powerup, if you have full shields, etc )
+ skill levels invented(easy/normal/insane)
* ships don't brake anymore when they are highly accelerated by a mine and 
  player throttles forward
* homing missiles now select their target properly, before they sometimes
  seemed to seek random ships on the map
* if enough videomemory is available, pageflipping is used making hardware-
  accelerated drivers (VBE/AF) extremely efficient, if not enough vmem is
  available the old and non-hardware-accelerated doublebuffering system is used
  some stats ( AMD K6-200 ):
    double-buffering (using VBE/AF Matrox Mystique) in 1024*768:
       open space: 19.4 fps
       many tiles on screen: 15.9 fps
    page-flipping( using VBE/AF Matrox Mystique) in 1024*768:
       open space: 60 fps 
       many tiles: 26 fps
* fixed some other pointer bugs
* fixed a heavy bug in the turret-code which was another major reason for 
  crashes
* you don't get a frag if you kill yourself with mines, instead you lose one :)
* fixed a heavy bug in the bullet-code which was one major reason for
  crashes
* players now respawn on random places on the map
+ added trails to pulse cannon
* items now have individual GFX and are bigger

v0.3 alpha
----------
* replaced the sound of the Pulse Cannon with a more spacier one ( the old one was a MG )
- we left the trailer out in this release (zip-size now 300k less)
+ the player's ships are now indicated by "P1" or "P2" next to them
+ the number of new ships and turrets per minute is now selectable, spawning
  enemies with <ALT> is not possible any more
+ when you're dead, your view is in observer mode, use your shipsteering
  keys to scroll around the map
* when spawning enemies, they spawn on selected places on the map, not
  near your ship, you can also spawn when you're dead
* rewrote the tutorial
* each shiptype now has it's own properties, like accel, turnspeed, etc...
+ added a big kill-counter
+ added health-bars
* fixed: when start was in upper left of map, stars haven't been displayed 
  properly until teleportation
+ David Lyr contributed 3 brandnew tilesets
+ added a HUD for weapons and ammo
* collcheck objects<->objects now perfect (e.g. collecting items)
+ music & sound volume changeable
* !! collisionbug found & eliminated, collchecking ships<->walls now perfect
+ inserted a sound setup utility
* explosions much cooler :-)
+ autoaiming laserturrets added
+ (homing) missiles added
+ resolution selectable(640*480 - 1600*1280)
+ helper shows direction to other player(2P)/next enemy(1P)
+ helper shows direction to next collectable item
+ ships always have the pulse cannon
+ ships use primary energy for pulsecannon, which recovers slowly
* mines have new GFX
* minor changes, fixes & optimizations

v0.2 alpha
----------

* sprites are aligned properly now, the projectiles leave your ship
  where they are supposed to leave it
+ added 3 parallax layers to the background
* increased the ships' acceleration for better steering ( will be made 
  individual for every ship in future releases)
* ships do not brake anymore
+ added "clear_keybuf()" to titlescreen
* changed the look of the green ship from "potatoe with leafs" to 
  "hightech spaceship" :-)
+ added one more ship
* mines are shootable now, can hurt the owner, and also explode against other 
  mines
+ tilesize now 64*64, that enables more detailed walls ( we only need a GFXer 
  who is able to do walls with such detail :-)
+ maps are twice the size now, 'cause tiles are twice the size :-)
* collisionchecking now pixelperfect
+ added build time & date to startup & endscreen
* sounds cannot be heard through half of the map any more
* lasers now burst through the freaks, instead of exploding on them, freaks
  still get killed
+ added some simple AI, enemys always fly in your direction & shoot if you're
  in range
+ moving backwards allowed now
+ projectiles speed depends on speed of launcher
* bullets are BITMAPS now and not drawn with putpixel anymore
+ there are items on the map now ( health, weapons, etc )
+ weapons are upgradable
+ weapon properties can be edited in a textfile
+ invented logfile system
* fixed bug in message system
+ message system now performs color-sliding
* starhandling changed: instead of having all stars of the map in one array, 
  the stars are set to the opposite side of the screen when they leave it,
  on big maps there is no framerate-loss like before, cause clipping is not
  needed any more
+ added some bitmaps to the lowest starlayer (blue little stars)
+ added a tutorial for singleplayer game
+ added a simple menu at startup


v0.1 alpha
----------

+ initial release