/* Dr. Necro By: Ken Schafer ported and polished from an original GFA Basic program C_0.40 -- 11/11/94 ------------------ My, how time flies. Just a maintenance release for the demanding public. =) Added a pause key. C_0.35 -- 6/18/93 ----------------- Much fine-tuning... animation is twice as fast. Working on high score routines. C_0.34 -- 4/18/93 ----------------- Added interleaved wipe routine. Removed the evil sprintf's. C_0.33 -- 3/8/93 ---------------- Added more sound effects, turned on background music code. C_0.32 -- 3/3/93 ---------------- Restructured main loop, preparations for background music, Addition of 'score numbers' for killed viruses. More little 'cleanup' type things. C_0.31 -- 2/25/93 ----------------- Brand new line check and pill drop routines, fix the 'drive by shooting' problem! Some miscellaneous cosmetic fixes, and code clean-up. New artwork by none other than Adrean Zee, cleaned up by me. C_0.30 -- 1/23/92 ----------------- Installing sample playback routines. C_0.28 -- 12/26/92 ------------------ Installed new bitblock copy routines -- incredible increase in speed. Interrupt animation works wonderfully. C_0.27 -- 8/19/92 ----------------- added virus routines, scoring and display with the exception of animation and music, this is identical to GFA 0.62a C_0.26 -- 8/16/92 ----------------- conversion to GFA 0.62a logic. C_0.25 -- 8/14/92 ----------------- pill shapes nearly complete. GFA Ver 0.62 8/6/92 ------------------- New concept for virus animations. Viruses are animated round robin style, a few each interrupt. This should spread the load more evenly, and perhaps increase performance to an acceptable level. C_0.24 -- 5/4/92 C_0.23 -- 5/4/92 ---------------- (0.23) Added Degas loading and some general cleanup, still GFA 0.21 logic (0.24) General pic loading routines. C_0.22 -- 5/2/92 ---------------- added color palette and title screen C_0.21 -- 3/15/92 ----------------- uses same logic as GFA 0.21, but has bitmaps for pills GFA Ver 0.61a 2/8/92 ------------------- Re-vamped sprite system, routines for virus animation added animation is too much of a drain on processor resources. barely playable on a 16MHz machine. GFA Ver 0.60 -- 12/14/91 -------------------- Internal Cleanup in preparation for C translation (check_lines and erase_lines are MUCH nicer) GFA Ver 0.58 -- 11/20/91 -------------------- Fixed small bug that occasionally preventing game from ending when it should (Stooooooopid mistake!) (thanx Mom!) GFA Ver 0.57 -- 7/31/91 -- RELEASED AS VER 0.85b (oops!) ------------------- Joystick routines added(0.57) Sadistic music added as an experiment(0.56) GFA Ver 0.55 -- 6/23/91 ------------------- Levels now function. Game is playable as is Needs Title Screen, sound, animation and cleanup GFA Ver 0.52 -- 6/21/91 ------------------- Added routines to implement virus display and scoring GFA Ver 0.50 -- 6/21/91 ------------------- Lots of Changes -- Pills now have proper shape (tops, sides etc) Added all changes to checking routines to implement various shapes Pills that are linked now have bonds and hold each other up! GFA Ver 0.40 -- 6/19/91 ------------------- Replaced boxes with actual bitmaps Added Background Picture --------- Things are getting REAL cool! GFA Ver 0.31 -- 5/26/91 ------------------- Added routines to allow individual pill pieces to fall GFA Ver 0.30 -- 4/20/91 ------------------- Added boxes instead of debug numbers Began Coding routines to check/erase lines GFA Ver 0.21 -- 4/18/91 ------------------- First version as Dr. Necro Replaced screen point checking with an array lookup -- much faster GFA Ver 0.14 -- 1/20/91 ------------------- Originally the beginnings of a Tetris clone... The main logic for Dr. Necro was "extracted" from here.