MARVELOUS TWILIGHT
(Shmup-Dev Official Compo Version)

A manic cute-em-up by
AAP and Rel
Bleeding Edge/Auraflow co-production

http://rel.betterwebber.com



Controls

Player 1 (Princess Rhemi)
===========================================================
  Keyboard:
  WASD,G,H,J

  Control pad 1:
  Up, Down, Left, Right, Button 1, Button 2, and Button 3


Player 2 (Princess Teija)
===========================================================
  Keyboard:
  ARROWS, numpad "/"."*","+"

  Control pad 2:
  Up, Down, Left, Right, Button 1, Button 2, and Button 3


===========================================================
	  First extend at   8000000pts.
	 Second extend at  20000000pts.
	   and then every  40000000pts.
===========================================================


Note: Press [1] (for Princess Rhemi) or [2] (for Princess Teija) 
      at anytime during gameplay to add a player.



Todo
1. Different control for the second player (done)
2. In 2 player mode enemy should target active target ala strikers
   so one player is safe until the targeted player is destroyed (done)
3. Teija's rotating options target, I think I need to reset the option
   target everytime the targeted enemy is destroyed
4. mappy based object designer
5. Laser and ref shield could only be done when RFG is full (done)


Updates:

2/1/2007  (rel)

1. Fixed the laser and homing bug
2. Fixed the fullscreen crash bug




1/31/2007 (by AAP):
----------------------------------------------------------
1. Successfully implemented the voices, and even more
   sounds as well!!!  :D

2. Improved the title screen!!!

3. Re-created the object map for Chapter-2!!

4. Disabled the intro for this final entry of this
   competition, because upon playing the intro, it caused
   the game to crash after selecting "New Game" at the
   title screen.  I disabled the intro to make the game
   work like it is supposed to in full-screen mode.
   Better than a disqualification, potentially!  ;)



1/30/2007  (rel)

1. Second boss Finalized
2. Teija's laser looks gouraud shaded now.
3. Added the newest enemy called "Raido"


1/29/2007 (by AAP):
----------------------------------------------------------
1. Successfully implemented and coded the sound effects
   into this game!!!  ;)  I got the music to do next, hang
   tight!

2. Changed the hit points and barrages on the enemies to
   make the game more fair, balanced, and even more
   playable for the player, so that he/she can have a REAL
   fighting chance here!!  :D

3. Re-created the object map for Chapter-1.  I got
   Chapter-2 to do next.

4. Made the player's characters flash white a bit whenever
   one of them reach full shot power (at Level-6)!!



1/26/2007 (Rel)

1. Teija's laser also acts as a bomb now.
2. Enemy AI and barrages changed.
3. First boss finalized ( new barrages )
4. Splash screen (Morphing FX) added




1/25/2007 (Rel)


1. updated the editor "C" = invisble, "F" = has followers
2. New enemies
3. Intro
	1. Plasma
	2. Mode 7
	3. Plasma Sprite
	4. Jelly mapping
	5. Warp tunnel


1/23/2007 (by AAP):
----------------------------------------------------------
1. Added more enemies on the screen to make the game MORE
   intense, using the new object map editor!!!  ^-^=b !

2. Improved and balanced the power of Rhemi's deflector
   shield, to where it is limited to just a few seconds
   per use (since it is VERY powerful to begin with!).

3. Speeded up the RFG system a bit so players can build up
   their firepower a bit quicker.

4. Improved Teija's main firepower a bit, and increased
   her ikalaser payload to 32 of them at a time, and made
   them a bit more powerful!!!  ;)

5. Moved the Screensync out of here and replaced it with
   my custom timer from AFlib2 set to 70FPS, to avoid
   100% CPU usage and to improve the framerate some.  :D

6. Implemented the high score system during gameplay so
   that the player in the lead after beating the initial 
   high score will have the word "HIGH" flashing in his/
   her respective player colors.
   (Player-1 = Red; Player-2 = Blue)

7. Changed the cloud background from brown to blue.

8. Removed the enemy-to-player and boss to player
   collisions off (to avoid cheap hits!), leaving only
   the bullet-to-player collision, where the *main* skill
   of this game is to dodge TONS of bullets, ala Raiden
   Fighters Jet!!!  :D

9. About this sneaky bug where the player's start
   buttons ("1" & "2" on the keyboard) came out with the
   wrong character, I have fixed it so that players can
   have the correct characters within the two available!!
   (^_-)v

10. Added a REAL parallax map for Chapter-2.

11. Implemented an automatic temporary invincibility
    system for when the boss is destroyed (ala R-Type,
    Image Fight, and even Batsugun!!).  ^-^=b !!

12. Updated the speed at which Princesses Rhemi and
    Teija fly off the screen when a stage is cleared
    successfully!!

13. Added more BANG to the bosses' explosions when they
    are finally destroyed!

14. Added a new score multiplier for Rhemi's deflector
    shield and Teija's ikalasers!!!  ;) !

15. Added an even better new 2D starfield, based on
    AFlib2!!!  :D

16. Added custom NEW mind-blowing backgrounds for
    Chapter-1 to make things look very magical and more
    whimsically exciting!!!  \(^-^)/ !

17. Improved the explosions of Princesses Rhemi and
    Teija for when they are going down for the count,
    ala Air Buster/Aero Blasters!!!  :D

18. Added my custom own extend routines in which
    players earn extra lives upon reaching or beating
    certain scores!!!  d=^_-=b !

19. Added the player's own labels (1P and 2P) to let
    the players know where their characters are when
    starting a new life, just like it was done in
    Gradius Gaiden, G-Darius, Armed Police Batrider,
    and Battle Bakraid!!!  :D !

20. Implemented a new "Continue Limit" feature, where
    the player is allowed to use a certain amount of
    continues per game.  ;)

21. The "Game Over" feature has *partially* been
    implemented, and I (AAP) will improve it to seal the
    deal.  ;)



1/21/2007 (Rel)

1. Made an object map editor
	controls: Mouse = move
	Arrow R/L: map scroll
	Arrow U/D: Rotate enemies
	f1 = save
	f2 = load
	f3 = load stage

2. Added more enemies
3. Followers of each enemy can be animated via angles
4. Allowed each cannon to be attached to each follower(pointer magic)
5. Allowed each enemy to do a kamikaze 
6. lasers and homing also targets followers
7. New boss AI and barrages



1/20/2007 (Rel)
1. Added some new explosions and centered Rhemi's shot explosion when shot level is > 1.
2. Added explosions when the player dies.
3. Deactivated the laser and Deflector at game over.


1/19/2007 (Rel)

1. Fixed the ghost-hit bug that eluded me for a while 
	* In the barrage to player collision, the player's frame is not 0 and 
	the image is is not image_collide.
2. Added support for multiple levels
3. Death for player when it collides
4. Flyoff from screen after killing the boss
5. Exploding everything after the boss is killed
6. Strikers 1945-like change-target for objects done.
7. RFG done. Including the RFG status animations
8. You can only activate Rhemi's shield or Teija's laser if you have a full RFG



1/18/2007 (Rel)

1. Added the Deflector shield(star trek phrase) 
	Now Rhemi does not have a laser but a deflector shield.
	Uses radial lens mapping (realtime) to achieve a jelly-like effect
	reflects the enemies' bullets back with 3x the energy
	very powerful if you know how to use it.
2. Fixed some bugs.
3. Reordered rendering of objects
	1. boss
	2. enemies
	3. players
	4. bullets
	5. explosions
	6. lasers and deflector shield
	


1/17/2007 (by AAP):
----------------------------------------------------------
1. Fixed the implicit conversion problem in the scores
   for Player-1 and Player-2 by setting the "m_score"
   variable to DOUBLE, like this:

  ============================================================
   Type ShipType
       m_playernum           as integer      'if player 1 
       m_numlives            as integer      'number of lives
       m_score               as double       'score
  ============================================================

2. Improved the joystick/gamepad detection routines in
   this game to prevent the player's firing from going
   bonkers (when using the keyboard)!!  I got this one
   under control, so to speak!!!  ;) !


1/16/2007 (by AAP):
----------------------------------------------------------
1. Adjusted the score displays by removing the commas to
   make it look MUCH more professional and arcade-like,
   just like in the Cave/Toaplan games!!!  d=^-^=b !

2. Adjusted the score system to enable you to score 10pts.
   per enemy hit with your shots, with extra additional
   points added for EVERY enemy destroyed.

3. Successfully added a new parallax map by me.  ;)

4. Changed only the keyboard controls for the fire/ikalaser/
   option formation buttons for Player 1 to make things a
   little easier.  ;) !

5. Added FULL gamepad support for both players, including
   those for analogue controllers too!!!  \(^_-)/


1/14/2007 (Rel)

1. Added the Status screen
2. Implemented RFG
3. Implemented Score system
4. Added BG stars
5. Added FG snow
6. Implemented AAP's new explosion sprites and laser sprites


1/12/2007 (Rel)

1. Rewrote the spr_collide function. It now uses a combo of FB and ASM.  I just
	modified Eric Cowles' PPCD since I'm out of time to make another one.
	Works like a charm BTW.


1/11/2007 (Rel)

1. Added BG layer  collision on 
	a. Player
	b. Player shots
	c. Player option shots
	d. enemy shots
	e. Boss shots
	f. barrage shots
2. made the laser go in different directions when target dies
3. Implemented a new BG base map

1/10/2007 (Rel)

1. added follower explosion
2. AAP wanted the laser to be clean so I used Teija's.

1/9/2007 (Rel)

1. added energy based destruction 
2. Added al the explosion sprites and corresponding explosions for each enemy 


1/8/2007 (Rel)

1.  Added explosion module and explosions for shots
2.  Found a bug in the ASM sprite to sprite collision (fixed)



1/7/2007 (Rel)

1. Collision animation and option turret bullets collision
2. New barrages
3. Added some enemies and new AI ( list based params )

1/6/2007 (Rel)

1. Integrated new enemy gfx to engine(BMP based but variable sized)
2. Integrated new tilesets to engine




12/27/2006 (Rel)

1. Laser anim for rhemi is based on sprites (experimental)
2. New tilesets for paralax and base BGs
3. New fonts


11/30/2006 (Rel)

1. Borken laser now behaves like ikalaser
2. different control types for each player
3. Collision detection


11/24/2006 (Rel)

1. Player 1 and 2 could either be any of the princesses
2. Option bullets are now exclusive
3. Added a targeting bullet for TEIJA's rotating option
4. Some menus and stuff

