(Releases are marked with an = instead of a -)

Aug.  2/98 - Some score counting added in (The score is held in a long
             int, so don't even bother trying to overflow it... or am I
             the only one that tries to crash games like this? heheh)
           - Heads up display that shows your health, score, etc... I am
             NOT happy with the way it works right now, so expect it to
             change soon
           - Ooops, Arrows were doing 2 hits of damage instead of one, and
             pulling some funny stuff... fixed.
           - Added in a secret. Here's a hint: Not ALL the keys are unused
           - Two new powerups! : The Blue Spar, which speeds up your
             character (though some people might have a hard time
             controlling such a fast character, it can be powerful if you
             learn to use it), and the Red Spar, which speeds up your gun
             (Unfortunately, this causes your character to move a little
             slower because the game thinks you're trying to walk into a
             bullet, and it stops you [This is NOT a side effect of the
             red spar, it is a bug]) These powerups act as normal spars as
             well, giving you another hit point, and counting towards your
             spar count for the level. They are spawned randomly in place
             of a normal spar.
           - Various small changes that no one will notice

Aug.  1/98 - Rewrote key handling to accept multiple keypresses at once
             (which means you can run and fire at the same time) Thanks to
             Richard Wicks for telling me how to do this! :) This new code
             makes way for a LOT of enhancements to come, such as speed-up
             spars and 2 player mode (!)
           - New key handling makes player WAY too fast, and my current
             slowdown methods sort of ruin the responsiveness :( I'll have
             to work on things a little... (delay reduced to nothing in
             Hyper mode for the speed freaks out there, heheh >:)
           - Some data changed to enums. Enums are good.
           - Pause button added. Actually, two of them: P as well as that
             Pause key in the corner of your keyboard, which I find to be
             underused.

July 30/98 - Cleaned up source code so that it all compiles with -Wall
             without any errors at all :)

July 29/98 - Characters with close up attacks (bite, kick, flail with
             limbs) can now actually attack and cause damage. Beware!
           - titlescreen() and gameover() functions merged into
             screenmsg()
           - Intro's to levels using screenmsg() (Only says the level
             number so far)
           - -display command line parameter works now, though displays
             over networks can be slow
           - -xrm parameter made a little smarter (if directory supplied
             doesn't have a / at the end, it adds one)

July 23/98 - XRoads now responds to delete signals sent by window managers
             (only works during play, not title screens (yet)) (I stole,
             err... "borrowed" this code from XSokoban :) Thanks to whoever
             wrote that game!)
           - Wrote a function so that the game can be ended from anywhere
             else in the program (Was using goto's before), and made
             sensible error messages for such circumstances
           - Argh! sig11 errors from my compiler... this is NOT good...
             XRoads still compiles fine after a few tries
           - Keys are now configurable in config.h in case you feel the
             need to change them
           - A Quit key has now been added (defaults to Escape), and
             clicking on the window to quit has been removed, because it's
             useless now
           = Third public release of XRoads (v0.2)

July 21/98 - No longer crashes without DISPLAY environment variable
           - Spars now work correctly! You need to collect 10 to go on to
             the next level, and each one collected adds to your hit
             points. Unfortunately, there is no way (yet) to tell how many
             spars you've collected, or how many hit points you have.
           - 5 new maps copied straight from Crossroads 1

July 19/98 - Window resizing is no longer allowed (I gleaned this from
             Jason Nunn's "Nighthawk")

July 13/98 - Okay, time to end this break... I've been slacking off :P
           - For some reason, I made it so that XRoads can recieve Client
             Message events. I don't know if it works right, but it's
             there for any reason it might be useful.
           - Fixed redrawing routines so that the window doesn't redraw
             300 times in a row on opaque moves (This time the limiting
             actually works! No more XSync()'s to clear the queue)
           - Redrawing of title/gameover screens fixed similarly

June 30/98 - XRoads now uses the arrow keys to move around, and the space
             bar to fire! No more having to read the manual anymore! heheh
             Thanks to Fredrick Knieper and Vivek for their help in
             understanding keysyms :)
           - Added code to provide more info about characters to help with
             adding in powerups and special effects later
           - Started to add in spars. They appear, but they don't function
             quite right yet

June 29/98 - Back to Work! I'm done with all the graduation stuff at high
             school, and my girlfriend is away at camp for the next three
             weeks, so I'll probably spend a lot of time on this.
           - Game screens now respond to the Enter key as well
           - Gave the player twice as much health so you'll last longer
             (This is only until there are actual powerups in the game)
             Actually, I did this a while ago, but forgot to mention it.
           - Monochrome support still messed up. Does anyone really need
             this? Because I'm not sure I want to take the time to fix it.
           = Second public release of XRoads (v0.1.5)
           - Began implementation of command line parameters (Bah,
             released v0.1.5 too early :)
           - Segfault from random number generator caught and squashed
             thanks to Murat Deligonul

June 24/98 - There is now a new option in the Makefile: Path to xrm files.
             The XRoads Map files can now be somewhere else other than the
             current directory.
           - Okay, it seems my speed tinkerings have worked! Though I'm
             still rather unsure of the speed to use... using a GAMEDELAY
             of 50000 (50 millisecond delay per turn) seems good to me,
             but my friend using a K6-300 says 700 (0.7 millisecond delay
             per turn is nice. Seems strange considering my computer is a
             LOT slower than his... Your milage may vary
           - Just a few more tweaks, and a new version should be available
             soon (v0.1.5). I want 0.2 to have command line parameters,
             but that will take a while, and XRoads needs this speed fix
             now.

June 22/98 - Got things working better with usleep(). I *think* it should
             be less reliant on cpu speed now, but haven't been able to
             test it yet. However, characters sometimes seem to pause when
             you hold down a button? I'll have to look into it...
           - XRoads reported to work on Solaris 2.6, however, it has some
             problems with the Makefile for some reason. Bigger problems
             with BSD/OS 3.0 though.
           - Added -I/usr/X11R6/include to the LINK= line in the Makefile.
             On my computer, that's one of the default include paths, so
             it seemed unneccesary, but I think other computers/os's might
             need it
           - New flag for Makefile: -DHYPERMODE. You thought it was fast
             before? This basically goes as fast as possible. WAY faster
             than with -DGAMEDELAY=0 even!
           - I just tried it, and for some reason Monochrome support is
             broken. I was pretty sure that code was rather independant of
             any other code, but I guess not. Oh well, it's not REALLY
             important, but I'll try to fix it anyway

June 21/98 - Attempts made to make speed more cpu-independant. Why is
             usleep(1) so much slower than usleep(0)??? It's one
             microsecond!!
           - Got word that XRoads compiles on Sparc Solaris 2.5.1, on an
             Ultra 1/170 with only a change to the Makefile. I have added
             the changed line to the Makefile in case anyone needs to
             un-comment it to compile

June 20/98 = First public release of XRoads (v0.1)
