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+===================================================================
+Next version:
+The final release is just there!!
+Todo's:
+Bug fixes.
+Tests.
+
+Known bugs:
+Blue bullets appearing in Vortex of leaves.//don't know why...
+
+Wishlist: <-strikethrough
+~~Now Playing(Music Room)~~
+~~BLR script virtual machine~~(Now working for BLR3)
+
+Releases:
+
+1.0.0-0 (r101)
+Fix a bug in the hgeft library, and try git...
+
+1.0.0-0 (r100)
+Rev. 100!!!
+This is the final release.
+No more major changes will be made.
+Further changes of BLR2 will only be bug fixes (BGM addition
+excluded).
+
+Changes:
+Fix screenshot excluding the info panel.
+Make Lv-2P4 harder (reporter: BLumia).
+If it is the first time you start BLR in Windows, resolution in
+the options menu will be "?". Fixed now.
+Fixed a critical bug in scorec.h.
+
+Pre-Released versions:
+
+0.9.9-0 (r99)
+Rev. 99! WTF?
+THIS IS THE FINAL RELEASE CANDIDATE!!!
+Everything is frozen, that means no more new features will be
+added and no big changes will be made after this revision. Only
+bug fixes will be provided.
+//Again, "frozen" is a term borrowed from the Debian project and
+//is completely unrelated to Cirno!
+
+Tweak bullet9, shrink its removal border.
+Change Multpo texture, add spawning effect.
+Fix stubbed rankings.
+Update sprite sheet.
+Store assessment total elapsed time in the score file. Score
+files from older revisions shouldn't cause any errors but you may
+get "Time elapsed 0.00" in highscore details. If you've got any
+sort of OCD (Obsessive-compulsive disorder), just remove it.
+Document!!!
+
+0.9.8-0 (r98)
+Dear Pre-Release Candidate version(RC-0).
+
+CLR will collect multiplier +1's in range now.
+Multiplier +1's caught by player won't disappear now.
+Add/Move background transitions.
+Add volume control to options. This make the configuration file
+not compatible with older versions. Just delete it!
+Modify hge's API so that it can handle real volume and pan values.
+Volume value varys from 0 to 1, pan value varys from -1 to 1.
+Document...
+
+0.9.7-0 (r97)
+Fix: small semi-coll bullets are collected by clr...
+Add Multpo's for Level 7/-1.
+Do slight changes to level -1...
+Distribute CLRs for level 1~-1.
+
+0.9.6-0 (r96)
+Fix bug that cause you unable to charge if you try to use clr directly
+after your clr's used up.
+Add Multpo's for Level 3/4/5/6, and level 7 partically.
+Fix stupid bug in Level4Part2 and other similiar parts.
+Fix several bugs in level 5/6.
+Reduce given-away score in level "Sine Wave". It wassssSssss too long!
+Fix typo...
+Blinking HangUpText *should* be fixed now...
+
+0.9.5-0 (r95)
+Change configuration and score file names. Files with their names
+begin with "." may be annoying in Windows though...
+If we find a score file during first start up, assume it's valid and
+don't overwrite it.
+Fix the problem that in-game music won't be resumed when back from pause.
+Fix the problem that Multpo's won't be removed if a new game is created.
+Fix the problem that the first tip is not shown correctly if the game
+is restarted.
+(Probably) fixed the problem that the sound is played out of game.
+Prevent Multpo's from "escaping". This happens when fps is extremely low...
+Adding Multpo for Level2.
+Update CanonTechno.
+
+0.9.2-0 (r94)
+Mod, mod, mod...!
+Assessment mode is mostly frozen now.
+I'll make a pre-release at r99 and that revision will be set to
+0.9.9-0.
+Write the document... That's really tiring.
+
+~~0.9.1-4 (r94)~~
+Ooooooooops... I've forgotten to commit this one!
+So this is merged to the revision above, actually.
+=================================================================================
+Modify a couple of levels. (Making them easier...)
+Fix about scene text rendering out of the window.
+(Probably) fixed Level3Part3 by making them temporarily invulnerable...
+Are we bug-free now?
+
+0.9.1-4 (r93)
+Picking it up after almost one month... I'm now lost in my code...
+---------------------------------------------------------------------------------
+Add player position display into debug display.
+Rewrite pinball, adding collision between the balls...
+The collision code is based on Kollision (a game included in KDE SC).
+
+0.9.1-3 (r92)
+I installed Archlinux alongside Debian recently. Now we officially support
+Archlinux and Debian.
+Archlinux doesn't eat my CPU or try to destroy it... So further development will
+be made mainly under archlinux...
+---------------------------------------------------------------------------------
+Content freeze -- nothing will be added or removed any more (music etc excluded).
+Fix build failure in Archlinux.
+Fix font issue in Archlinux.
+realloc may change the base address... That's the cause of the crashes...
+--now removing all Bullet* based implementations.
+Affected parts:
+Assessment: Constant patterns, pinball
+All parts in level 2.
+L4P2, and more
+L5P5~6
+L-1P17
+L-1P19
+L3P3
+L7P12
+L7P14
+L7P25
+Avoid memory leaks... I don't know if they have been really fixed...
+
+0.9.1-2 (r91)
+Add built-in help.
+Now the pause menu should be fixed...
+Compress resources again.
+
+0.9.1-1 (r90)
+Fix a bug in the credit scene.
+Now the pause menu shouldn't be broken now...(It's so hard to reproduce
+that I have to assume it *has* been fixed.(IT STILL HAPPENS!!!)
+Close the "infinity CLR" "bug".
+(Huge) Code cleanup, mainly removing duplicate code.
+Allocate bullets dynamically. The array is freed every time a new game
+is started.
+Add a signal handler, print back trace on error(currently only available
+for linux...).
+
+0.9.1-1 (r89)
+Fix a critical bug in Score_Initailize.
+Modify level pinball.
+Drop "_PR" in version string.
+Partly rewrite the credit scene, displaying accurate version
+details.
+Remove some warnings from hgewin.
+A set of basic tests are done on a Intel+Nvidia desktop computer.
+Add a simple build script(instead of makefile).
+Reduce the Windows version executable size...(local work, recompile
+freetype using reduced features enabled.)
+Current tested (by me) and worked plantforms:
+Debian sid x86_64/Windows 8.1 @Intel core i7-2670QM, 8GiB RAM,
+Intel HD3000.
+Debian sid x86_64 @Intel Core2 Quad Q8300, 8GiB RAM, nvidia GT320.
+Windows XP x64 @VirutalBox, Dualcore Virtual CPU, 1.5GiB RAM, VBox
+Addons installed.
+Windows XP @Intel core i3-3240, 4GiB RAM, Intel HD3000.
+
+0.9.1-1_PR (r88)
+%lld seems to work with mingw-w64(also VS2005+)...
+So let's remove all %I64d.
+Change point bullet behaviour.
+Fix a minor multiplier problem.
+Mark the source code as C++.
+Re-document levels(not done).
+Update wiki.
+
+0.9.1-1_PR (r87)
+Disable screenshot when you're entering your honourable name. It's
+not tested so we could only hope that will work...
+Add crappy sounds to (part of) the menus.
+
+Replace a level in assessment mode. The original one was meanless..
+The menu sounds are too crappy... remove them temporarily. However,
+let's complete the code base so that we won't waste time writing
+it...
+
+0.9.1-1_PR (r86)
+Port highscore view and details menu. Menu rewrite is almost done!
+Disable select key while transferring.
+Fix "typo" caused bugs.
+Hopefully fix small bugs in the new menu system.
+Rename several files. Add some additional files.
+Remove legacy menu components.
+
+0.9.1-0_PR (r85)
+Port death menu, complete menu and new highscore menu to the new
+menu code base.
+Clean up old menu code.
+Update wiki.
+
+0.9.1-0_PR (r84)
+Port player preference menu, pause menu and return to title menu
+to the new menu code base.
+Add shake effect to player preference menu.
+Make effects faster...
+Press esc in a menu will select back/exit now.
+Add several background transfers.
+Fix possible memory leaks in HangUpText.
+Remove some commented statements.
+
+0.9.1-0_PR (r83)
+Now you can change the game resolution.
+Some resources are not re-made so they may look blurred...
+Make font bigger for higher resolution.
+Add command line option for changing the resolution.
+Complete the option menu rewrite.
+
+0.9.1-0_PR (r82)
+Add missing file menus.png...
+Finish the start menu rewrite.
+Modify "Lunatic Lunar", however it's not done...
+Modify resource unpacking of Windows version.
+
+0.9.1-0_PR (r81)
+Start menu rewrite...
+Add information about the built time.
+
+0.9.1-0_PR (r80)
+Remove "high FPS mode", it won't reach 500 FPS on my computer any
+more. Replace it with Vsync mode.
+Add float HGE::Timer_GetFPSf(). The return value will be updated
+every 1000ms.
+
+0.9.0-1_PR (b79/r79)
+Bump version!
+BLR will use revision number instead of build number one day...
+==changelog here==
+New assessment level "density test"...
+New assessment level "pinball"...
+New assessment level "Road blocks"...
+New assessment level "Extreme speeds"...
+New assessment level "Messed up"...
+New assessment level "Bonus - Lunatic Lunar!", finishing assessment
+mode!
+Laser extentions, add LineLaser for two-point laser inheriting all
+Laser interfaces.
+Modify laser collision parameters.
+Level corrections.
+Improve density test.
+Add screen shot. Press S for a screen shot.
+Fix the upside down screen shot output.
+Fix stubbed HGE::System_Launch.
+
+0.9.0-0_PR (b78)
+First two assessment levels.
+Two more assessment levels...
+Tow _more_ assessment levels......
+Another assessment level...
+Yet another level for assessment mode... why don't I bump the
+version?
+Modify player attribute.
+Allow bullet to kill itself at a certain point.
+Add extborder attribute.
+Finish assessment system framework.
+Add circ2pnt.
+
+0.8.1-1_PR (b77)
+All parts from level -1 to 7 are completed!
+Fixed the crash in the mingw-w64 build.
+Switch to mingw-w64 for building Windows version now.
+Complete GUI bring back.
+Fix a bug appeared after the cross-plantform port(when forked
+from BLRI).
+Prepare for assessment mode.
+
+0.8.1-0_PR (b76)
+New level "Sink over the horizon".
+New level "Gravity vortex".
+New level "Double reflective".
+Make point bullet additive blending.
+Allow bullets to pause before being accelerated.
+Modify "Gravity vortex".
+Modify "Achromatopsia". (Thanks to my classmate's advice...)
+Report build and version in the log file.
+Add command line argument support. Use "--help" for usage.
+Add freetype support to hge. It's still pretty buggy. (and make
+the executable extremely big!)
+Add experimental support for cross compiling with mingw-w64.
+(Mingw-w64 build *will* be the official build in the future.)
+Fix blinking HangUpText.
+Fix crashes in mingw-64 build.
+Change numeric characters to monospace.
+Modify player speed settings.
+Beewx still messes up memory... fixed now.
+Exit 1 if not terminated correctly.
+
+0.8.0-1_PR (b75)
+New level Supernova.
+New level (still unnamed).
+Support additive blending bullets(for Supernova).
+Add some additional tips.
+Move levels to level -1.
+Fix blinking of HGE::Gfx_SetTransform in OpenGL.
+Fix includes like " #include "../../include/..." " that would
+cause errors.
+Extend libcgh again. Adding operator ^ and method l().
+Modify clearrange behaviour in level hyper-threading.
+Modify the corresponding score bullet.
+
+0.8.0-0_PR (b74)
+New level Achromatopsia.
+New level hyper-threading.
+Tower8 partly rewritten, dropping tdir.
+Fix a small problem in level 2.
+Move levels to level -1. <-typo fixed
+Modify the semi-coll threshold of laser.
+SCEffect_Attatch now take a optional parameter.
+Global varibles cleanup.
+Fix a bug in bullet8 caused by RandomEngine port.
+Rename "Minesweeper"->"Spiky", add noname2pnt.
+Add achroma2pnt.
+
+0.7.3-0_PR (b73)
+This is a pre-release version of 0.7.2-2_PR.
+This version is released to public for level previewing.
+This release contains level 1~7 (while level -1/-2 are still
+"imaginary")
+Changes:
+Compress several png files.
+Merge code for Windows.
+Fixed compile problems of Windows version.
+Small fixes of level2.
+This build will be short-lived.
+
+0.7.2-2_PR (b72)
+New level "return to void". That's a 3 in 1 class. I used
+particularly many "return(void)(...);" in this level (which I
+always love to use).
+This indicates all "normal" levels are completed.
+Multiplier system was fully adopted into BLR.
+Implement a RandomEngine, replacing all rand().
+Rewrite Leaf_Anim using std::list, won't cause crashes now.
+Fixed: Trypophobia stops if too many CLR's are used.
+Fixed the problem in All2pnt().
+Fixed blinking target.
+Fixed Hexagon loops memory leak (the pointer array is too small...)
+Tests under Windows were done, all gameplay features ran perfectly.
+Make Laser::GetDist() private to avoid misusage.
+Fixed several background problems.
+Remove unused statements:
+DWORD ColTrans(DWORD,DWORD,DWORD): replaced by
+DWORD ColorTransfer(DWORD,DWORD).
+void SaySomethingAndBye(char*): useless.
+void DirectBullet(Bullet&,double): this has been coexisted with
+the same method in the Bullet class for a long time. Now it's
+replaced by Bullet::setdir(double).
+A Small bug in the Windows build is fixed.
+File list in the Windows build is updated.
+
+0.7.2-1_PR (b71)
+(Level7 will be almost twice longer than Level6!)
+I'm extremely tired these days, I can't even keep my eyes open
+while typing...
+Some of my classmates helped testing several levels and found
+some bugs, thanks a lot!
+
+After a short test, I found that the Windows build is almost
+broken... Crashes and misbehaves are everywhere!
+
+Maybe Windows is noble and won't run this garbage:(
+===Real changelog starts from here===
+New level "Trypophobia", however it seems that this level won't
+cause trypophobia at all!
+New level "Photon fusion", using a slightly modified Tower8.
+Rewrote laser distance detection using vector2d calculations,
+extending libcgh and bump its version at the same time.(*2)
+Put the new level to the correct place.
+Bring back "Minesweeper" level, adjust it to the new interfaces.
+Convert Bullet from struct to class.
+Bring back Classic Mode. There are no "easy", "normal" or "hard"
+now, there's only "classic"! Fix problems with the classic mode in
+the new code base.
+Fixed a bug appeared after the levels were put together.
+Other minor changes to the level WOP.
+Minor cleanups and code style adjustments. Add missing free's and
+delete's.
+Remake the credits page, it grows from 350KiB to 6MiB. (And so I'll
+enable PNG compression later.)
+
+0.7.2-0_PR (b70)
+I wasn't willing to bump the build number because I want the svn
+revision to chase the build number.
+However it wouldn't be appropriate to put three new levels into one
+build...
+The real changelog is here:
+New level "interference" (it's another small class "SimpleThing").
+New level "diffraction" (yet another dull class), hopefully fixed a
+memory leak in this level (by using more memory!)
+Rearrange levels to the order they will appear in the final version.
+New background interface, use background pictures easily.
+Make "Tiled" background mode work.
+Add SetScale to background class. Make you dizzy easily...
+Fix a small glitch in Level3Part3-4. This level won't run correctly
+under Low FPS Mode.
+Minor code cleanups.
+Removed more useless comments, my code is still hard to comprehend,
+though.
+Fix the misbehave of modulo with minus numbers...
+Small interface and behaviour changes:
+-If a bullet is effect-attatched and the effect is running, it won't
+die.
+-Bullet::redir now always make dist=1, for some bullet processing
+doesn't use dist now.
+Don't copyleft, it's radical.
+
+0.7.1-6_PR (b69)
+Finish some new levels ("Great Circle" bring back & "rainbow
+appearance").
+Fusion bullet first work draft.
+Fix some of the warnings from the compiler.
+Adjust level difficulty. It was indeed too easy...
+Remake some resources with GIMP.
+Merge great circles and finish it.
+Small code cleanups.
+
+0.7.1-5_PR (b68)
+Draft new level. (Another level threatening you using circles!)
+Update some old interfaces from BLR1.
+
+0.7.1-4_PR (b67)
+New level (name and placement undetermined).
+Fix level transition mismatches.
+Improved accelerated bullets.
+
+0.7.1-3_PR (b66)
+Fix a few glitches. Removing some useless interfaces for BLR I.
+Change "Dangerous Target" for proper difficulty.
+
+0.7.1-2_PR (b65)
+Bullet death effect, applied to Wave of Photon. It seems buggy.
+Fixed something left for debuging in the last commit.
+
+0.7.1-1_PR (b64)
+New level: Wave of Photon. A lazy level again. Despite of a new
+class, it's a copy of "photon school".
+Level improved: Cross threaten. Make it impossible to pass this
+part without crossing those blue bullets.
+libcgh improvement. Added new interfaces to vector2d struct. So the
+libcgh version was bumped. Was it worth doing that?
+
+0.7.1-0_PR (b63)
+New level: Rainbow bullets - nauty photon (in fact it's a lazy
+level! I must have seen the same thing some where else...)
+The last "photon school" level was put to where it should be.
+Rewrite some silly parts of the Changelog.
+I ran out of my AppEngine quota today... So I can't commit that to
+svn as planned...
+
+0.7.0-9_PR (b62)
+Performed a couple of tests, under both full FPS mode and low FPS
+mode.
+New background is used by now.
+
+0.7.0-8_PR (b61)
+Improved the rendering code. More tests are required...
+That made the rendering more efficient. It also eats less RAM then.
+--Okay it's now tested. Another bug in FPS independent bullets
+fixed. No (big) bugs were found in the new rendering code.
+
+0.7.0-7_PR (b60)
+Spring Festival commit...
+One level is rewritten.
+Ready to sync this to svn...
+
+0.7.0-6_PR (b59)
+Fixed 3D clouds background. New background components added.
+Experimental FPS independent bullets.
+
+0.7.0-5_PR (b58)
+Fixed another critical bug in laser collision detection
+implementation... Laser is almost perfect now...//Still, it's
+inefficient.
+
+0.7.0-4_PR (b57)
+Fixed a critical bug in laser implementation and another awful
+memory leak bug...
+
+0.7.0-3_PR (b56)
+A new level is going to be complete...
+
+0.7.0-2_PR (b55)
+Auto pause and do not make game suspend if focus is lost.
+
+0.7.0-1_PR (b54)
+First two parts for level7.
+
+0.7.0-0_PR (b53)
+New background for level7. Preparing interfaces for level7.
+
+0.6.2-2_PR (b52)
+Level6 is frozen now. It's the longest level ever... (in blr!)
+
+0.6.2-1_PR (b51)
+Completing level6!
+Spring is coming? (Well, not really...)
+
+0.6.2-0_PR (b50)
+Completing && improving hexagon.
+Bumped the minor version for the sixth level is almost complete.
+
+0.6.1-4_PR (b49)
+New level hexagon.
+
+0.6.1-3_PR (b48)
+New level...(Avalanche)
+Spotlight: Supporting BGM loop points(using my new hge
+interfaces...)!
+I have no idea on new levels (except "hyper fluid", that's a well-
+planned part...). Maybe I've spent too much time staring at the
+desktop? I feel like void these days.
+The build count is bumped four times a day, you enough!
+
+0.6.1-2_PR (b47)
+New level "Wriggle Nightbug-like"?...
+
+0.6.1-1_PR (b46)
+Implemented several unimplemented audio interfaces of hge (OpenAL).
+A Windows build to check compatibility is planned.
+
+0.6.1-0_PR (b45)
+Now we have 11 parts in level6...
+A BGM called Canon Techno is completed around here...
+
+0.6.0-0_PR (b44)
+Starting level 6!
+//We are in 2014 now. I'm regretful for I didn't have the dates
+recorded.
+
+0.5.3-2_PR (b43)
+Optimizing memory usage... (first step...)[*]
+Borrowed "the unbreakable jail" from old code...
+//[*]Note @ 0.6.1-3 && @ 0.7.0-9:
+//1. I found this useless.
+//2. This may cause SIGSEGV!
+//3. It's completely removed after b61. Because they are not used
+// any longer
+
+0.5.3-1_PR (b42)
+Final(the second last..) level for level 5, fish in a barrel?
+
+0.5.3-0_PR (b41)
+Small fixes and levels as usual...
+
+0.5.2-3_PR (b40)
+New minor parts for level5, fixed a bug in Player_Clear_Rotate.
+
+0.5.2-2_PR (b39)
+Several patches on new clear range.
+Changing interfaces for new levels.
+
+0.5.2-1_PR (b38)
+New trigger method for clear range...
+
+0.4.4-0_PRG (b37a)
+Regression version for releasing...
+-------------------------------------------------------------
+This will be released as a official Preview Release version.<-obsolete
+-------------------------------------------------------------
+
+0.5.2-0_PR (b37)
+New part for level5. Now I'm working on the regression 0.4.x.
+
+0.5.1-1_PR (b36)
+Several fixes including:
+-Fading info panel when approaching.
+-Sending mult. inc. indicator layer up.
+
+0.5.1-0_PR (b35)
+First two levels of level5.
+
+0.5.0-0_PR (b34)
+Starting level5... Crazy Autumn...
+
+A regression is planned to release a 0.4.x-x_PR version as
+official pre-released version. However it's still nowhere in sight
+that if I could use Windows these days.
+
+0.4.3-0_PR (b33)
+Level4 is almost complete. Now I'm using LOW FPS Mode for
+development because I just want to cool my laptop down without
+using my own power. //However I stopped that at the next version...
+
+0.4.2-0_PR (b32)
+A new level... without using *ANY* old code (from level.h).
+
+0.4.1-2_PR (b31)
+Level4 is now 18 parts...
+
+0.4.1-1_PR (b30)
+Transfered sevel old levels here.
+
+0.4.1-0_PR (b29)
+Optimizing old code for level4.
+
+0.4.0-0_PR (b28)
+Now let's move to level4...
+
+0.3.2-0_PR (b27)
+New levels for level3. In fact, it's almost completed now...
+
+0.3.1-2_PR (b26)
+Improved bullet clearing method, avoiding hidden bullets
+completely!(Just by converting them all to score points...)
+
+0.3.1-1_PR (b25)
+A new "big" level for level3.
+Added several new interfaces to tower&bullet section.
+
+0.3.1-0_PR (b24)
+Complete the first two parts of level3.
+
+0.3.0-0_PR (b23)
+Starting the development of level3...
+
+0.2.9-2_PR (b22)
+Completing level2...
+
+0.2.9-1_PR (b21)
+New parts for level2. level2 is almost completed now.
+PlayerLockX/Y implemented.
+-------------------------------------------------------------
+This will be released as a official Preview Release version.<-obsolete
+-------------------------------------------------------------
+BLR will be licensed under WTFPL from now.
+(WTF?)
+.............................................................
+No it's now licensed under the BSD license...
+
+0.2.9_PR (b20)
+Level 2 is frozen "by heart". (How? By heart?)
+
+0.2.5_PR (b19)
+Optimizing the second level to a "realistic" state... Added two
+extra musics(although still remain not used).
+
+0.2.2_PR (b18)
+The main development has been transferred to Linux. Optimizing
+code for Linux.
+//Revision count is not important.
+
+0.2.0_PR (b17)
+Level 2?...
+
+0.1.7-2_PR (b16)
+The first level is almost completed now...
+
+0.1.7-1_PR (b15)
+Fixed several serious bug in Low FPS Mode. Fixed FPS Level option
+code.
+
+0.1.7_PR (b14)
+Updated the only level to synchronize with the In-Game Music.
+Added "Multiplier +1" into the game system. Added an unimportant
+loading screen.//In fact, it's loading nothing. May be unpacking
+resource pack in Windows version...
+
+0.1.4_PR (b13)
+libcghEx has been made independent and can apply to any other
+projects. This is also the first BLR version that includes
+In-Game Music. libcghEx has been extended with LinearProgresser
+and HangUpText.
+
+0.1.1_PR (b12)
+Added auto-multiplier system. libcghEx (Chrisoft Game Helper
+Extras Library) is included in this version with CircleIndicator.
+
+0.1.0_PR (b11)
+Creation of the Pre-Released Version. Removed all old level code.
+Bourne-again!//Can you imagine what I was thinking when deleting
+the result of 3 months' work?...
+=================================================================
+TestBed versions:
+
+TB130907 (b10)
+A "Noname" level. Laser implementation partly rewritten.
+
+TB130903 (b9)
+Additional backgrounds
+
+TB130827 (b8)
+Laser implementation, Cheers!
+
+TB130818 (b7)
+New Levels such as rainbow towers and squashing levels.
+
+TB130802 (b6)
+Discarding old code, rewrite of part of the code.
+
+TB130718 (b5)
+Bullet creation effects, sync code back to BLR1.
+
+TB130714 (b4)
+Target indicator completed.
+
+TB130705 (b3)
+New level and bullet creation code for orange bullets.
+
+TB130703 (b2)
+Completing Orange Towers.
+
+TB130620 (b1)
+Completing Deep Blue Towers.//Well, "Dark Blue" right? Or more formally, "Navy".
+//However, they are all not the real color. I used #0000FF, which is just "Blue",
+//it just seems dark.
+
+TB130610 (b0)
+Creation of Testbed version.