All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog and this project adheres to Semantic Versioning.
- All functions are now binary identical to the 1.09b version
- Fix buying from Wirt
- Replace many magic numbers with constants
- Fix a handful of minor issues
- Add toggle fullscreen with alt+enter in debug builds
- All functions are now binary identical to Diablo 1.09b
- MVG posts a video about the project and releases a Nintendo Switch port
- 96% of functions are now binary identical to the 1.09b version
- Fix several item corruption issues introduced in 0.9.0
- 90% of functions are now binary identical to the 1.09b version
- Mute buttons now work correctly
- Code is once again compiled as C++ as some parts appear to require despite the indications in Rich header
- 80% of functions are now binary identical to the 1.09b version
- Fixes a few minor issues with generated items
- 70% of functions are now binary identical to the 1.09b version
- The last of the compiler flags are figured out
- Devilution appears on Phoronix
- 60% of functions are now binary identical to the 1.09b version
- Added a guide for people wanting to join in Cleaning the code
- File size is now only 968 bytes (0.13%) larger than the original Diablo 1.09b.
- 50% of functions are now binary identical to the 1.09b version
- #456 Assets can now be loaded directly form disk (no need for MPQ-files when modding)
- #528 Code ported to C (can still be compiled as C++)
- #111 Rich Header no longer contains incorrect sections
- #182 defined a Code Style with accompanying clang-format definition
Diabloui.dll
is now also part of the source tree- Added Contribution Guide
- Added PDB build option for comparing with devilution-comparer
- CI now runs the original build chain
- Most magic numbers are now replaced by enums
- The code was reduced by 10,000 lines
- Fix a few issues, mostly relating to multiplayer
- An older and more original PSX symbol file is discovered
- Compiler version is confirmed to be correct by discovery of the Rich header
- Merge nightly back in to devilution
- Travis is configured to report the overall project delta to 1.09b on every change
- Devilution-comparer is developed for comparing binary diff in compiled functions
- The correct compiler combination is found by trial and error plus a bit of luck
- Fix crash
- Get the first functions bin exact
- Fix render issues
- Introduce debug functions from the 1.00 debug release
- Fix missiles
- More consts, sizeof and defines
- Fix several issues with dungeon generation code
- Fix multiplayer
- Fix error messages
- Correct names based on PSX symbols and DX SDK
- Created nightly fork where code clean up can take place until major bugs are fixed in the main project
- Setup a Discord channel
- Diablo 1.09b is determined to have been compiled with the /O1 flag
- Windows binary can now be compiled under Linux and Mac OS X
- Windows binary can now be compiled under VS 5.10
- Fix multiple crashes
- Remove cheesy copyright notice
- Set up continuous building via Travis and AppVeyor
- Icon added
- Fix Zhar quest, monster squelching and golems
- Use consts for various values
- Devilution gets posted on Y Combinator
- Devilution is unleashed upon the world! Version 0.1.0!
- Polishing things up for final release
- Added a cheesy fake copyright notice to dissuade monetary gain
- Properly integrated Storm and DiabloUI into the project
- Fixed bugs with save files
- You can now load Devilution saves in the vanilla game
- Finally! Figured it out and now monsters spawn correctly
- The game can be completed from start to finish with a few tricks
- Took a week break, begin working on monster code again
- Nearly all quests work now
- Fixed a bug with Adria
- Fix bugs with character drawing
- Fix bugs relating to item affix generation
- Towners no longer crash the game
- Port debugging functions from the debug release
- Still can't figure out the zombie problem
- Begin fixing quest code and testing completion
- Zombies are spawning in all dungeon types... sigh
- Split code from IDA's C file into separate CPP files
- All dungeon types can now be entered
- Objects are now mostly working
- Begin uncommenting monster code and fixing them
- Begin fixing up dungeon generation and objects
- Fixed many crashing bugs when in town and dungeon
- Items, missiles, and spells are now drawn
- Finally fixed the render bug, everything draws correctly!
- Character animation now draws correctly
- The cathedral is now mostly working
- Fixed tons of bugs
- You can now walk around in town
- Entering the dungeon almost always crashes
- Uncommented and fixed lots of broken code
- The game screen now appears, although very glitchy
- Control panel and inventory now work almost flawlessly
- Temporarily commented out tons of broken code
- You can now get past the loading screen and into town
- Music also works
- Control panel mostly works but game screen is black
- The title screen now works
- Freezes during the loading screen
- Fixed enough bugs that you can now launch binary
- Crashes during title screen
- Fix remaining errors in code
- Code now compiles and produces a non-working binary
- Dump the database to C code via IDA
- Correct various function signatures
- Correct struct names and types
- Plug in enumerates
- Finish correcting and documenting data sections
- Finish documenting functions
- Begin correcting names to match PSX
- Begin adding enumerates
- Add more minor structs
- Clean up data sections
- Almost finished adding every function
- Begin working on major structs
- Add more functions
- Begin adding data from Sanctuary project
- IDA disassembly begin
- Start adding function names from Sanctuary project
- The concept of Devilution is born
- Research into Diablo's code and mechanics
- Research from Jarulf's guide