Extreme Ataxx -- A neat way to play/observe ataxx with humans/computers.
Copyright (C) 1999  Mark A. Fitzgerald.
See main.cpp for the full copyright notice.


Build 107
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Bootup message now centered, showing all text in video modes from 640x480
to 1152x768.  Good!  Now I need to.. er.. maybe nothing.  Oh, yes.  Get the GNU
menu items up, then release.  Comment out timed/nPos thinking from .rc file
for first release.

Build 83
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Copyright message is displayed on startup.  Menu items added for GPL info, but
they do nothing yet.

Build 57
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Currently debugging why timed and nPosition computer play cause crashes.  Getting
seg faults even before it hits '1' in nPosition on the _second_ move for the computer.
Memory bug?  Or perhaps something else, that I can debug by adding more diagnostics
to see if we're getting into the thread at all on the second move, etc.

Build 53
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Changed all PostMessage calls in dialog procs to SendMessage, and now blocks and
player selection work fine.  Perhaps I should re-enable selection of timed and
nPositions players.

Build 52
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The grid coordinates are displayed on the board now!  As well, the problem with
the move list is fixed.  The problem with the board filling with blocks, and with
not being able to start new game with anything besides human-human still needs
fixing.

Build 38
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SendDlgItemMessage() (or SendMessage()) instead of PostMessage works on dialogs.
Need to still work out the bugs, but this gets text into the listbox.

Use msdn.microsoft.com and you can get the equivalent of the BCPP help files.

Build 30
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Still having problems with blocks, and with move list.  Adding strings to the
list fails.

Build 23
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Tried out a main.cpp from Build 5 to fix the problem with the move list
not having any entries -- no luck.

pre-Build 8
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Ack.  No <sstream> in this compiler -- makes the string class a little
useless.

Build 7
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Fixed up about dialog.  However, the dialogs for handling player type and block
layout are fucked.  ??  What's up?  This didn't happen with the previous port.

Build 5
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Fixed bug that wouldn't allow moves.  However, blocks are still filling the
screen when a new game with new blocks is called for.  As well, the about dialog
still doesn't display the build time and number.

Build 3
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There's something weird here.  I've finished porting the C++ code for Win32, yet
now I get screens full of blocks, and other weirdnesses with the dialogs.  I guess
there's a code change I made in there that's not elsewhere.