==================================
= Telengard 5.2 / MYD! Changelog =
==================================


A. Analysis of V4.18
====================

A.1 Starting File
=================
Line 5000 ff. pokes Machine Code to $9800-$98B3, then JSR $9802 
-> Effect: Standard font copied to $c800, some chars modified later
Line 10000 ff. pokes Sprite Data to $0400 ff. (from where it is copied later to VIC Bank $C000)
Line 20000 ff. pokes sth to $c400 ff.
Line 30000 ff. pokes Machine Code to $9BC0-$9BFF
Line 50000 ff. pokes Machine Code to $9600-$96F9

A.2 File "DISK-TELENGARD" 
=========================
ranges from $0801 to $8905
changes BASIC end from $9fff to $95ff to reserve RAM for ML routines and other stuff beginning at $9600



B. Modifications in V5.1
========================

B.1 Perceptible Modifications
=============================
DONE: single-filed starting program and main program
DONE: blitz!-compiled the remaining BASIC program
DONE: HALL OF FAME Screen with optional HiSaver (KERNEL-Load/Save)
DONE: Trainer
      --> infinite time (as in pre-installed "DEMO" mode)
      --> rather survivable char (new)
DONE: new disk/file system
      --> KERNEL-based --> .PRG instead of .SEQ for Savegames
      --> however, I provide some kind of "downward compatibility feature":
          SEQ-Files of V4.18 can(!) be loaded in Emulators such as WinVICE 
          with True Drive OFF/Virtual device traps ON, if you save, a .PRG will be created
          (can't imagine anyone really uses that feature, hehehe)
      --> "SV" character feature kicked 
          ("SV" characters' savegames were not scratched from disk after dying)
DONE: DICE-ROLLING modified (Con/HitPoints min 15, no re-roll, <RET> to leave)
DONE: Level up modified, apart from HitPoints you gain +1 on a random feature except condition 
      (maximum for each attribute is 18, though)
DONE: Keyboard buffer handling, e.g. Dialogue "You see some..." in Line 4012: Keyboard buffer erased
      to prevent accidental "Leave It"
DONE: Misty cube allows you maximum dungeon level of your own character level +2.
DONE: Fixed "Dragon breathes Fire!!!" event's dialogue
      <-- Too many messages could scroll and thus fuck up screen
DONE: "TRY AGAIN?" dialogue after dying removed in favor of RAM, superfluos anyway imho
DONE: Charset swiching blocked
DONE: kicked complicated Basic RUN/STOP Protection (superfluous, blocked Blitz! Compiler anyway)
      i.e. lines 60000 ff killed as well as any calls (1190) or messages ("NO R/S" in 16006)


B.2 Invisible Modifications
===========================
DONE: Timing adjusted, mostly via TI/TI$ instead of (often rather empty) FOR/NEXT loops
      <-- without that compiled code would sometimes be "TOO fast" (music, time Limit for player's decisions,
      chimes after dying)
DONE: Buggy Sound Routines fixed, 
      esp. line 50247 POKE SZ,200 instead of FZ,200 <-- that was POKE 0(!),200  
      <-- nasty one, hard to detect, since the line was only executed if you let the title music loop
	  and the bug didn't make everything crash instantly, i.e. the BASIC code and the original
          assembler parts ran without obvious problems, but all my assembler modifications
          such as highscore screen and kernel disk routines were devastatingly f***ed up
DONE: Unused(!) ARRAY EX% (Single Dimension 100) kicked 
      --> fixed a waste of RAM (not only within RAM but also the Savegame-File)
          no idea if Lawrence had some never executed plan for this array)
DONE: additional Assembler Routine: Saving/Recalling ScreenRAM "under" Basic ROM (Routines at $9D00/$9d80)
      --> BASIC parts can "communicate" with Assembler Parts via (black) ScreenRAM
DONE: killed my favorite command within a loop (line 19005: ... QQ=QQ ... <--^^)
DONE: apart from RETURN empty GOSUB target line 32000 kicked
DONE: replaced all IF...THENs by IF...GOTO if possible, might be superfluous due to compiling, but who knows
DONE: "QUIT--> Y" -> direct jump to line 32767/Reset, was rather circumstancial/waste of RAM before
DONE: line 32767 END after SYS RESET is not really needed :)

C. Modifications in V5.2
========================
C.1 Bugfixes
============

DONE: Level-Up bug fixed (in 5.1 vast increase of hitpoints was possible and double level-ups were possible)
DONE: Scratch-Bug fixed (in 5.2 there were problems with savegames if your name was shorter than 7 characters,
      i.e. your first savegame was not scratched, so whenever you loaded a savegame, not your last savegame#
      but the very first one was loaded.
DONE: Dragonbreathe Dialogue "You partially dodge it" wasn't shown long enough to read it in 5.1, fixed.

C.1 Modifications
=================
DONE: PERMADEATH! Once you die, your savegame will be deleted immediately.
DONE: A short pause in the Highscore Screen before the Music is looping.
DONE: Saving is only allowed in taverns.
DONE: After successfull saving you jump to title screen as in the original.


Have fun,
TheRyk 
17th of Nov 2012