Version (MM/DD/YYYY)

1.02 (12/21/2004)
-Fixed infinite boss fight prompt after beating the first one.

1.01 (12/14/2004)
-RAM files are now grouped so when you send it to your RAM it won't say that flash gordon have an invalid name
-Sword animation is a bit faster

1.00 (12/11/2004)
-Optimized some code to save a few bytes
-Final version!!!

0.99b (12/11/2004)
-The flashing goody in the final area now vanish after beating the final boss so it look more realistic.

0.99 (12/11/2004)
-Finished final battle triggering
-Added final sequence
-Added an intro (and credits)
-Extended the title to Reuben Quest: Ev Awakening
-Oh I almost forgot: the game is finally complete :)!!! Time to fix the remaining bug (if there are any).

0.94b (12/10/2004)
-Fixed bug introduced with new final boss background
-Added Asm(prgmZDEL at the end of the exit program so it free up some RAM when the program exits

0.94 (12/10/2004)
-Disabled battles in the final part of the dungeon
-All the maps in the game are now finished!!!!! :)
-Changed battle background for final boss to fit the final area.
-Deleted useless sprites and added new ones.

0.93 (12/10/2004)
-Fixed bug that allowed you unliting fire in the mountain with no water or with an elixir
-Fixed bug that caused water to stay in the bottle after you unlit that fire :p
-Fixed a bug that would have allowed you in future version to fight the rare enemy (1/32 chance) instead of the final boss ;).
-Final monsters are now at reasonable level (except the rare monster which is super high powered up)
-Fixed minor display bug with final boss
-All final monsters (including final boss) seems to work. Time to code the final dungeon :)
-Final dungeon map is almost finished!

0.89 (12/09/2004)
-Paralyze magic now freeze you for two turn instead of one (this was totally useless).
-Changed the paralyze animation because the other one glitched.
-Fixed boss 2 magic (he was casting bolt instead of fire... not a big deal)
-Balanced experience gained in the lava mine.
-Fixed bug that caused the shovel to disappear only once you leave the room after getting it. This allowed you to fight the boss again :).

0.88 (12/08/2004)
-Fixed ERR:MEMORY when casting Ice or Bolt that happened because xLIB require a lot of runtime memory (that was to be expected).
-Switching between maps is now done from archive memory so I save 300 bytes of RAM.

0.87 (12/08/2004)
-Finished the whole battle engine.
-Uploaded at ticalc.org

0.86 (12/08/2004)
-Fixed bug with contrast changing after beating the first boss
-Changed the ASCII sprite (walking engine) to a graphical 8x8 sprite. :)
-Optimized text routine so I don't have to display the walking sprite again every time I close a text box.
-Added two magic for monsters, altough one of them doesn't work properly yet.
-Lava monsters now have reasonable LV/HP/Exp/attack.
-Starting running out of RAM during battles... in case I get ERR:MEMORYs in next versions I will have to archive the map engine program during battles (write in Flash ROM) or run the action program from Flash Gordon (can screw up grayscale).

0.83 (12/07/2004)
-Fixed bug with monster magic damage points. They were displayed but not substracted from your HP count.
-Implemented an algorithm to prevent save file hacking. If you hack it, you restart from the beginning(hehe...)
-Optimized battle engine so that grayscale won't freeze when monsters attack first.

0.82b (12/07/2004)
-Fixed bug when exiting game from main menu.

0.82 (12/07/2004)
-Battles are fully working, altough I might add 2 new magic for monsters (hopefully status aliments)
-Merged all 3 battle engine programs to save memory outside of battles
-Finally decided of the official title (Reuben Quest)
-Finally (or hopefully :p) added the title screen
-Allowed loading saved game and starting new game
-Added user friendly contrast management
-Changed some monsters HP/attacks now that they are working
-Changed launcher program name to AREUBEN instead of GDL
-Fixed some minor grayscale bugs
-Fixed bug with fire animation. The last sprite was left on the screen when using the item version of fire magic (animation is twice longer).

0.75b (12/06/2004)
-Now when you choose magic hit points no longer appears for half a second. It was annoying.

0.75 (12/06/2004)
-Added Fire, Ice and Bolt animation
-Improved sword animation
-Fixed a bug with required exp for next level after you level up.
-Allowed dying in battles :(... with a disappearing Reuben animation! :)

0.70 (12/05/2004)
-All magics and items now works, but there is no animation for fire, ice and bolt yet
-Allowed sword usage
-You can now win battle, get exp and level up but you cannot die yet
-Fixed minor grayscale bugs in battles
-Now when you choose magic the attack pad no longer appears for half a second. It was annoying.
-Added a flashing monster animation when they prepare to attack (a bit like Final Fantasy)
-Added cool animation when monsters get killed

0.59 (12/04/2004)
-Fixed a bug with monsters attack damage
-Added Cure magic
-Added item support in battles, altough Fire item doesn't work yet
-Added cool looking animation when you cast magic :)
-Allowed escaping battles
-Allowed restoring HP/MP and saving your game at your house
-Implemented custom contrast due to difference between TI-83SE and TI-84+, altough you have to set it with the list editor for the moment :p.

0.42 (12/03/2004)
-Started battle engine coding
-Monsters can attack
-You can choose commands but nothing happens. The command pad look much like the one in Lufia for the SNES

0.39 (12/03/2004)
-...as well as mountain and final monsters.
-Some final monsters are at LV 2 :)

0.38 (12/03/2004)
-Ruins and Mine monsters and boss now appears too...

0.37 (12/03/2004)
-Forest monsters now appear in battles, altough you can't fight yet.

0.36 (12/02/2004)
-Finished all events before the final dungeon
-What remain to do is to code battles, intro, final and title screen.

0.34 (12/02/2004)
-Fixed grayscale problem when a text box pop up.
-Added the (grayscale) menu. Seems to work fine

0.28 (12/02/2004)
-Finished most of events in the game
-Fixed many bugs
-Optimized map loading code. It's a bit slower, but it will avoid future repetition of code.
-Fixed sprite errors near at final dungeon entrance.
-Allowed putting stuff in the bottle
-Added a side-quest

0.19 (12/01/2004)
-Added more stuff in event 1 (now trigger boss fight)
-Fixed a display bug and added more stuff in event 2
-Fixed sprite error in first dungeon
-Added contrast changing when exiting "battles".
-Optimized little things in the code (map engine)

0.17b (12/01/2004)
-changed sprites 0 locations so they are now displayed properly.
-Uploaded at http://www.unitedti.org/members/omnimaga/gs_rpg_demo.zip (I didn't got time to upload it at ticalc.org :p)

0.17 (12/01/2004)
-Finished all battle sprites! Maybe more will come later but right now I use all avaliable pictures.
-Rewritten some code to make random battle implementation easier.
-I need to change some sprite locations because of sprite 0 xLIB bug :p

0.13 (11/30/2004)
-finished battle background sprites
-finished 3 monsters sprites
-finished character sprite in battle
-The xLIB bug with sprite 0 is really annoying :p, altough I still can get around it.

0.12 (11/30/2004)
-Finished second dungeon maps
-added a new event (don't know if it work right yet)
-Started implementing boss fight and random fight handling. A bug causes walking loop to continue once before entering boss fights. I have hidden this bug by setting contrast to its minimum after battle entrance animation :)
-Changed some code

0.10 (11/29/2004)
-Finished first dungeon maps
-did some optimizations
-Added two events in the game
-flash gordon works well with maps and loading takes only 3 seconds!
-fixed a weird bug that would have allowed you, in future versions, to catch water when hitting a wall

0.07 (11/28/2004)
-Added new sprites
-Modded some maps

0.05 (11/28/2004)
-Finished most of the overworld maps
-Added new sprites
-You can sleep in the first dungeon... well, for now :)

0.02 (11/27/2004)
-Added new maps
-Divided map storage programs into smaller programs called with flash gordon
-Optimized little things related to grayscale
-and some minor things I forgot...
-I still can't believe that I made flickerless grayscale in BASIC :)

0.01 (11/26/2004)
-Some news maps, including one with a blocked gate
-Added NPCs (Non Player Characters)
-Optimized text routines so it doesn't screw grayscale as much as before
-When you go near water, something happens but no effect on the game yet

0.0001 alpha 2 (11/25/2004)
-oops, forgot Omnicalc (and no internet at home to update it :p)

0.0001 alpha (11/25/2004)
-map engine seems to work fine
-hmm grayscale blurs when msg box is displayed :p
-same thing with contrast setting
-you can sleep to the house but this doesn't have any effect yet.
-at least you can walk around and go to the upper area then go to the left
-uploaded at ticalc.org
-Hmm, I think I forgot something...

0 (11/23/2004)
-This is actually the version used in The Guide To TI-83+ Silver Edtion BASIC Grayscale
-You can walk, but no collision detection.
-First map done
-Nothing else, but at least, it's in grayscale!!!!!!