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insin committed Jun 3, 2009
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4 changes: 4 additions & 0 deletions AUTHORS
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BMB Compuscience Canada
David L. Clark
Andrew Jenner
Simon Howard <sdh300@ecs.soton.ac.uk>
340 changes: 340 additions & 0 deletions COPYING

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155 changes: 155 additions & 0 deletions ChangeLog
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v1.7.1

Fix some compilation errors due to an error in swinit.c
Fix networking which got broken somewhere.

v1.7.0

Allow control via arrow keys, for people with "unusual" keyboard layouts
Fix right-ctrl for ctrl-c (thanks to electricelf)
Support Gtk+ 2.0 and some GNOME HiGification

Psion Port:
devfs support
improved screen squishing for revo
Code cleanup:
Removed a load of redundant code including the last remnants of
the old Imaginet code. Also some archaic stuff like the
ATARI/IBMPC defines
Some of the keyboard code moved out into a system-independent
module.

v1.6.0

Fixed bug with harry keys mode and returning to home from the left
(thanks to Kodath duMatri)
Fixed bullets being colored (instead of always white like they should be)
Now totally under the GPL!

v1.5.0

Removed old redundant collision detection code
PsiLinux port: Keyboard code added, video code improved. This port is now
playable!
Fixed gtk+ port turning off key repeat
Fixed SDL version drawing a blank screen on changing video modes
Fixed consistency failure with flocks between clients with different screen
widths
renamed "getmode" to "getgamemode" to avoid conflicts with standard unix
function (thanks to Edwin Groothuis)
SDL Icon is now set from the internal sprite table, not from an external
file (no more "icon.bmp not found" errors)
Added manual page

v1.4.0 (29/06/2002)

Start of PsiLinux port (for Psion Revo/5MX)
Collision detection code rewritten
Save button added to settings dialog in Gtk+ version
Added original documentation to doc/origdoc.txt
Code restructure: All rendering is now done directly to the appropriate buffer,
the old Atari rendering functions (which I thought were CGA
functions) are no longer used as there are now native 8-bit
versions.
sopsym_t is used for storing sprites; ob->ob_symwdt/symhgt
removed as they are no longer of any use

v1.3.0 (??/11/2001)

Gtk+ port! (work in progress, no sound yet but it is playable)
Game no longer thrashes the CPU when waiting for keypresses or the next
gametic.
'S' key to toggle sound fixed
Network connect now allows you to connect to a different port than the
default (use host.domain.com:port)
Network option to connect to a TCP loop (forwards between two sopwith
clients using a third "man in the middle" server)
Fixed "holes" in ground when using solid ground (the solid ground function
was originally hacked from the line ground function, it is now practically
rewriteen).
Fixed out of sync netgames when starting a netgame after playing a
single player game already.
build now uses autoconf/automake
Code cleanup: intson, intsoff calls removed, bmblib.[ch] removed from build
Build process changed: SDL code moved into a seperate
subdirectory, Gtk+ code is in another directory. All the
game code is compiled into a single module "sopwith.o" and
this is linked with the appropriate modules for Sound,
Graphics and Timer. This allows multiple ports for Gtk+, SDL
etc, while keeping the game itself seperate from the display
specific code.
Added a 'dos' subdirectory with relevant code for if/when
I do a DOS port.

v1.2.0 (4/11/2001)

Added options menu, game options are saved to disk (sopwith.ini on
Windows systems, ~/.sopwithrc on Unix). Game options:
* enable/disable missiles
* solid ground (draw as a block like sopwith 1)
* hud splats (option to disable)
* wounded planes (option to disable)
* animals (oxen and birds)
* harry keys (pull up/down keys are relative to screen, not plane)
* fullscreen/double scale video options
(these were available before but required command line args)
More sensible versioning system
When you die, you are taken back to the menu rather than immediately
restarting.
Splatted oxen turn the screen pink (as in Authors Edition)
Icon
Code cleanup: lots of reordering of the initial setup and restart code
Menu code is now all in swtitle.c (except the options menu which is in
swconf.c)

v1.10 (2x/10/2001)

Networking! I have hacked in TCP/IP Networking based on the old asyncronous
multiplayer option code. There is a new option on the main menu "Network"
through which network games can be started.
Fixed use of auxdisp which was why the score was not displayed and was
also why the map was not being properly refreshed.
Fixed command line args and updated help screen
Title screen based on the "network edition" title screen.
Extra command line args:
-f (fullscreen)
-2 (double size window for easier viewing)
-l (network mode, listen for connection)
-j (network mode, connect to host)
Sopwith now quits if you hit ctrl-c, not escape, like in the original.
However, for lazy people not wanting to wait while their plane crashes
and the game exits, if you hit ctrl-c 3 times it quits immediately.
Hitting escape in menus now takes you back to the previous menu.

Major code cleanup - this is the main difference. I have created headers
for all the source modules so that it is no longer neccesary to include
millions of "extern" definitions in every file (which is tedious, ugly
and prone to bugs). I have also reformatted all the code so that it looks
nicer, and removed some obfuscations so that the code is more readable
in places.
CVS Tags have been added to all source files for if/when I put this into
CVS.
Various extra code hacks: sopwith1 theme music (was different music in
sopwith 1, I extracted the music sequence from the hexdump),
solid ground (also ala sopwith1)

v1.00 (15/10/2001)

Video and Sound is all working (afaik)
ASM removed/replaced.
Internally it draws everything as if it were still using a CGA screen,
I have written some SDL code that "emulates" a CGA screen and draws
it to an SDL screen.
Sound is done in a similar way: The digital output in LibSDL is used to
make the appropriately-pitched beepings to sound like a PC Speaker :)
The API to the PC Speaker code is identical to those of a small
library I wrote a while back to control the PC Speaker in DJGPP, this
is incase I want to do a DOS port.
Moved all of Andrew Jenners decompiled code into amj/, I do not use this
directly but it is useful in deciphering some ASM functions.
attic/ has all the asm source and other source files that are redundant
now.
doc/ has all the documentation that came with the source
current bugs: crashing into an ox doesnt turn your screen pink,
map/status bar dont refresh properly (?? score not displayed)

101 changes: 101 additions & 0 deletions FAQ
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SDL Sopwith FAQ
===============

Q. What is this? What is sopwith?
A. Sopwith is a classic scrolling shoot 'em up developed in the early
1980s by the Canadian firm BMB Compuscience. In 2000, Dave L Clark,
the main programmer behind Sopwith, released the source code to
Sopwith. This is an updated version based on his released sources.
It is named SDL Sopwith as it makes use of the LibSDL multimedia
library to access the screen and the sound device.

Q. How well does it work?
A. As far as I know, SDL Sopwith should play just like the original.

Q. This is different to the original sopwith!
A. SDL Sopwith is based on the source to an enhanced "Authors Edition"
release that the Author, Dave Clark, made. As a result, there may
be some differences between SDL Sopwith and the widely distributed
Sopwith/Sopwith 2 binaries that you probably played.

Differences between Sopwith 1 and Sopwith 2:

* Single line for the ground (Sopwith 1 had solid ground)
* Extra objects: oxes, flocks of birds
* Enhanced AI
* Game speed not dependent on processor speed (can run on faster
processors)
* Different musical theme and sound is enabled by default
* Option for "2 players over an asyncronous line"

Differences between Sopwith 2 and the Authors Edition:

* Heat Seeking Missiles(!) (enabled with -x, extra bars on status bar
for missiles and flares)
* Wounded planes
* Splatted birds and cracks in the screen if you hit a bird or get
shot. If you fly into an ox your screen goes pink.

Q. Why is it called "SDL Sopwith" when there is now a Gtk+ port?
A. I originally designed it to use only SDL, but out of interest/
boredom I decided to do a Gtk+ port. Suggestions for new names
are welcome :)

Q. Does it have sound?
A. Yes! Sound is done through an emulation of the PC Speaker using the
digital output available on modern sound cards.

Q. Does it have network support?
A. Yes! Classic sopwith had support for network as well, but it used a
proprietory networking system (which sopwith was made to demonstrate).
Sopwith 2 also had support for "2 players over an asyncronous line",
presumably for playing over a serial cable, although this did not
seem to work either. I have replaced the serial code with code to use
TCP/IP. This means that you can play 2 player SDL Sopwith over a
LAN with TCP/IP or even over the Internet.

Q. What is a 'TCP Loop'?
A. In the ordinary networking mode, one client sets up in listen mode
and waits for the other client to connect. When it connects, the
game begins. However, this can be a problem if both clients are behind
firewalls which block incoming connections. A TCP Loop is a simple
server that relays data between all the clients connected to it. If
you are both behind firewalls you can connect to a loop running on a
third machine that acts as a relay.

There is code for a simple loop on my site in the 'tools' directory:
http://fraggle.alkali.org/tools/loop.c

Q. What platforms does it run on?
A. I have only compiled it on Windows and Linux. However, as it uses
LibSDL for Video and Sound, it should compile "out of the box" on any
platform supported by SDL. Other platforms supported by SDL include
BeOS, MacOS, QNX and various other Unix flavours.

I use the GNU Compiler Collection (gcc) for compiling both in Linux
and in Windows (cygwin). I have not tried compiling in other
compilers such as MSVC.

If you have any success compiling/running SDL on other platforms or
compilers, please let me know!

Q. What is SDL?
A. LibSDL is a multimedia library designed for portability. Instead of
coding for a particular platform (such as windows, linux etc), you
use the SDL interface. Your program can then run many different
platforms with only minor changes. There is more information at
http://www.libsdl.org/

Q. What is Gtk+?
A. Gtk+ is a C GUI toolkit originally designed for The GIMP, an open
source graphics program. It is now being used as the base for
GNOME, an open source desktop environment, as well as many other
projects. There is more information at http://www.gtk.org/

Q. Will you make a DOS port?
A. Possibly.

Q. What license is this released under?
A. The original sopwith source code (as released by David L. Clark) was
under a restrictive license, but is now totally under the GNU GPL!

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