01232003
07:14
I've removed all the mn2 diary entries o get a clean start.
Now I'm working on the new miffonoid - Therd and it's gonna be a wonderful game with maximum fun factor.
I start ths work by rewriting the entire system of linked lists to STL lists, and it aint easy.
I took me a couple of hours to convert the balls and I encountered alot of shit, but I think it's finally done.
I made the list global and I'm not sure I want it that way forever, but I'll leave it like this atleast until I'm done converting everything.

01242003
11:17
Converted the blocks, this was much easier since it wasn't used in any other part of the project than its own sourcefile, almost.
I fixed a ball->block collision thing.
Fixed a mouse bug.
Fixed a "generate new ball" bug

15:16
Converted droids.
Fixed level change bug.

0125 2004
09:16
Converted items.

11:26
Making small fixes here and there. Moving code around.
Removed the outline on the items, so now they're just letters.

15:58
Converted messages.
When I tested, I siscovered that droids reflect bullets. :)
Rearranged fixed and wrote new code handling droid update and ball collision.

01252003
08:09
Converted particles.
Rearranged timer handling, I had an incorrect "run on the same speed on all computers" system.

10:53
Fixed a bug I discovered while trying to texturize blocks.(It had nothing to to with the blocks)
The texturizing is not going well.

14:13
After lots of brainpain texturized blocks are working, but flatshaded doesn't, hmpf.

17:08
More fixing. Smallstuff

01272003
More fixing

21:57
Made a datafile for teh gfx. My first imp of a dat file. :)
Fixed ball block collision for good, I think.

01302003
07:47
Fixed droid texture.
Muckled around some block code.

01312003
07:01
Been trying to texutrize pad, It wont work.
I've got two bugs to fix:
	Droid texture wraps
	After balls get random dir from hitting droid, you slow down xspeed with pad but ball gets too slow in yspeed.
		Save balls speed before padhit, and set speed at new angle.

02062003
09:00
Went through some optimisation. First time I made use of the -Wall option.
Making a new approach on the pad texture.
I've been busy with schoolwork, worked one day in the forrest.
I linked some AOE2 in the weekend, and for the rest of the time I've given my brain some time of, I got a bit depressed because of the pad texture not working.
Working out how to texturize pad, thare's much to be figured out. I've split it into more sections, more notes can be found in the module.

09:52
Fixed some textures for pad. Can't render it though, have no idea why.

16:02
Finally got the pad texture working, mostly. There's a minor glitch.

16:24
Fixed the basic pad textures. Theres one bug with the catch poly.

20:15
Fixed double bullets, the catch bug and generally unmessed the drawing code. Now I just miss those two textures.

21:31
Fixed droid texture bug.

21:46
Fixed pad-ball speed issue.

02072003
06:46
Added the last textures to pad.

08:56
Fixed ganja textures.

14:00
Messed with some ball stuff.

02082003
14:44
Textured balls, I know I said I'd do something else with them. But this seemed better.

17:17
Went through the ball module completely looking for optimisations and flaws.

19:30
Went though the block module.

19:49
Gone through the droid module.
Removed an unnessesary function in func.cpp.
Changed block dest, so now you don't get points for hitting an indestructible block.

02092003
06:11	Separated ball.h from the main header.
06:16	block.h
06:20	droid.h
06:27	func.h
06:33	menus and title
06:41	player and hiscore
06:48	view
06:51	ganja
06:53	item
06:56	particles
06:57	play
06:59	message

07:25	Changed miffonoid.h to main.h and rearranged a bit.

11:15
Rearranged the directory structure. All source in src, the compile and ext files to bin. Archive stays, though added command to add src and info dirs.
Made an info dir for the info files. I need some damn order!
This got the archive size down to about half. But I can't get rid of the o files.

13:43
Added fps counter, updated every second. I discovered that the fps with textures was around 40 frames higher than the old blended polys.
If I take the flat view, I have 60 notex, 100 tex. That's one hell of a speedgain. I thought it would be slower.
My guess is that this depends on the blending.

13:53
I was right, removed blending gave 150 fps. That's +150%! But it gets ugly!
Maybe I should leave the blending out permanently, I'll let the code stay in comments.

16:27
Fixed so that the column of blocks that wasn't drawn before, now is wrapped, it's drawn on both side of the playfield, more pointer djungle.
I should do this with some other stuff to, and it's only done with the textured mode. I'm feeling tired.

02102003
17:22
Discovered that the new order of block drawing made them dissappear from the other views,
this because they returned TRUE, which wasn't 1 and thus the for loop couldn't work.
Fixed this.

17:35	Fixed ball module
17:39	Block
17:44	Droid
17:48	Ganja

07:47
Fixed a bug, ball held on pad and pad resizes, not good.

02122003
18:44
what the hell did I do all day yesterday?
Anyway, now I'm back.
I've rearranged the blocks so the bs is positive in both y and x. So now all blocks are one click higher. I thought it'd make more sense.
I also wrote a function for the droids and balls to call to see if they are inside a block. Much nicer.

02132003
07:25
Added texture switch in the menu.

07:36
Made some changes in view.cpp, The grid is permanently high detail. And I fixed so it does the wrapping.

Release #1^

02142003
13:47
My first DUMB implementation of mod music in the game.
I used an untitled chip by 4-mat.

02182003
06:35
Commented out some unused code, and those transitions that disturbs me.
Changed hiscore display in view.cpp, now it goes through the whole list showing name and score.
Added a link to the hiscore table from menu.

18:43
Made sure all files end in newline, so certain compilers wont complain about that anymore.
Also discovered that miffonoid.h still existed, I replaced it with main.h some time ago. So I removed it now.

Release #2^

03252003
18:10
Did some editor planning. Maybe it'll be done someday.

03292003
09:30
Removed some unused code.
Fixed some nasty include labyrinths.
Made the title screen nicer.

11:52
Did some fixing with the balls and blocks. Some code wasn't correct.
Droids now spawn at random places.

03302003
07:47
Switched to another function for color adjusting.
Switched to my newer mouse functions.

09:29
Changed the block drawing, now only use the old strong block texture.
It looks nice and is in greyscale. On it I draw a transparent poly. It takes a price on the framerate, but I can live with it.
I guess It's all set up to make that editor.

17:03
Now you can add blocks to the playfield.
They are aligned to the grid, and two blocks cant be put on the same spot.
They are also restricted from the lowest three rows.
Made invisible blocks flash in cheat mode.

04042003
Uhh
I've started work on the saving and loading. It's progressing slowly.

16:20
Can now save and load levels.

05042003
09:37
I've added a gamemode variable that the next_level function uses to handle internal,single level and campaign correctly.
Also made playing the level you're currently editing possible. Just press p.

14:57
Can now change color.

19:44
Can now also change strength.
I brought back the outline function to use for strength 0. I'll use strength 0 to delete blocks.
Ok, now you can delete blocks. So I now have a fully functional editor.

06042003
08:52
Added menu option to load single maps in menu.
Also option to switch back to default, and the campaign edit and load options, though the later two aren't functional.