in Version 7.61
Kyle Wightman requested
I increase the max number of moves allowed in each room. He was
designing some rooms and noticed a limitation of 2,997 moves. I'm not
sure why my limit wasn't already at 4,000 moves. (See the 7.54
revision.) So, let's try again... this time I believe I increased the
max number of moves to just a few short of 6,000.
in Version 7.54
the closing screens on the non-deluxe version. (I'm now
including my Yahoo internet address, and my CyberBox
homepage URL. Also, since I have yet another room-volume
to distribute and since I want the total cost of the
deluxe game to always be $10.00, I'm reducing the price
of the deluxe version to $3.00 which now includes seven
additional room-volumes, all at $1.00 each.)
to "hit any key" to view a solution to a puzzle
or to view the moves you just made via instant reply,
hitting the number keys 1 through 5 will instantly change
the speed you view view these moves. (1 = slow, 5 = very
At a cost of
now requiring more conventional memory to run the
program, I decided to increase the number of keystrokes
(moves) allowed to solve a room in the deluxe version
from 3,000 to 4,000. (Some rooms have been designed have
been quite elaborate and one of these days someone will
design one which requires more than 3,000 moves to exit.)
At the same time I'm DECREASING the number of keystrokes
allowed in the non-deluxe version to 1,500 since the only
room-volume the non-deluxe version will load is
v-edc-01.dat and none of those rooms require anywhere
near 1,500 moves to get out, let alone 3,000.
command-line switch has been added for users of the
deluxe version. By adding "no-final" to the
command-line, the final "thank you for playing
screen" will not be displayed.
in Version 7.41
discovered a very slight bug. If the East-West Selector
(the Selector that is passed through by walking in an
east or west direction) was placed directly in front of
the exit, then a cursor that was inside this box could
walk right through the top wall and exit the room! This
is now fixed.
this scenario, an up keystroke...
in this! Whoops!
in Version 7.31
Schwallie created an excellent alternative box-image data
file. However, I noticed while using this file of his,
the MOVERS, with the optional animation effect turned on,
were not being displayed properly. (This was because MY
movers had a black background and thus I was erasing part
of the image with the color BLACK. Daniel's movers have a
BLUE background and erasing the image with the color
black looked bad.) This is fixed.
in Version 7.22
Fixed a small
glitch which was pointed out to me by Orest Akulow.
(Under very rare circumstances, the properties of certain
boxes were not behaving properly.) Also, while I was
working on this fix, I discovered the fix in version 7.11
was still not quite the way I wanted it. This was
corrected and hopefully all is okay now.
in Version 7.12
in Version 7.11
- Fixed what is probably a
two-year-old glitch. I discovered the relationship
between your cursor and the open Selectors, when a Mover
pushes them, wasn't working properly. This is what was
happening before this fix:
The eastbound Mover can't move
as it's being held in place by the north-south Pusher. If you
pushed that Pusher out of the way, this would result:
The Mover wasn't pushing that
white Selector "through" you, as it really should
have been. However, this is now the result:
I took a look at a very old
version and it was working this way once before, so somewhere
along the line, one of my other changes or bug fixes caused
this glitch. Fortunately, this change only affects the
solution of but one room out of all them so far created.
(Puzzle # 30, "But Ma, this
looks so easy!") The shortest known solution for this
room is back to 168 not 105.
in Version 7.07
- Very minor change. If a player
loaded a cursor-image file, and then exited the program,
the configuration file was, of course, noting the fact
that you used this file last and therefore would attempt
to automatically load it next time the program was run.
So far so good. However, if for some reason this
cursor-image file was missing
or had been deleted,
the program was reporting this with a polite error
message, stating it could not find the file and the
program then did not load. Now, in such a scenario, if it
can't find your most recent file, the program will first
attempt to load the default cursr-01.dat image file. Only
THEN, if it doesn't find THIS file, will the program
report an error and then not load.
in Version 7.06
brother Bill and his son Kyle, after all this time, found
a tiny glitch. If a ZAPPER that zaps you north is placed
on the top row, zapping through it, which should do
nothing, inadvertently zaps you out of the room!! This is
now fixed. Fortunately, no rooms have yet been created
which have a north-bound zapper in the top row. (Such a
Zapper in that row is the same as a Blocker.) It was only
while Bill and Kyle were creating some new rooms did they
in Version 7.05
time stamp for all of the files associated with the
program will now be the same as the version number.
in Version 7.04
all references of "Ed's shortest solution" to
simply the "shortest known solution."
in Version 7.03
the amount of conventional memory needed to run the
program down to 390 Kb (385 for the deluxe version) from
in Version 7.02
the "no-auto" command-line switch which
disables the "auto repeat" feature in regards
to the cursor movement. (Many people with cerebral
palsy and similar conditions will "freeze" on a
key after pressing it.) Thanks to Michael Donn of
LakeBay, Washington for this suggestion.
some additional user comments in the final screens of the
in Version 7.00
naming convention for the room volumes has been
changed. The room volumes are now known as
V-XXX-NN.DAT, where XXX indicates the initials of the
author and NN indicates the volume number.
deluxe version now defaults to opening the v-edc-02.dat
room-volume file if no configuration file is present.
documentation files for both CA-Cyber and the CA-Edit
program (the editor) have been given a TXT rather than a
a minor glitch involving the Take Back feature after one
recalled a room position which had been saved.
a very minor glitch involving the help menu in the
in the demo mode, the cursor no longer "backs
up" one move after exiting the room.
in Version 6.95
a minor glitch involving the east-west selectors.
room was not being set back properly if one executed the
"take back" feature immediately after viewing a
previous solved solution. Now fixed. Thanks
to Michael Donn of Lakebay, Washington for discovering
deluxe version now defaults to opening the 001
room-volume data file, if no configuration file is
CA-EDIT program, when it first runs, creates a
"vol-new.dat" file. You can now load this
file with the ALT-V shortcut key simply by hitting your
"n" key after executing ALT-V.
program will no longer abort if the last room-volume data
file you were playing is not found in the current
this data file is not found, it will now try to load the
default 002 data file. Only if this 002 data file
is not found, will the program abort with an appropriate
in Version 6.81
user reported problems while inside both the Jump and the
Option Screen. I happen to be using CALL INTERRUPT
logic while inside these screens which displays certain
text characters in a slightly smaller font. I've
added a new command-line switch (no-interrupt) to turn
this logic OFF in case others have the same problem.
in Version 6.73
format of the room-volume data files has been
changed. Now, the number of moves it takes me to
exit each room is also hard-coded here, in addition to
existing in each solution file. This way if
the player wishes to NOT keep the solution files in the
same directory as the program, they will still be able to
glance at the number of moves it takes "me" to
exit each room.
another minor change in the 'special treat' logic.
program now loads the vol-002.dat file by default.
in Version 6.61
wanted the player to experience a 'special treat' if they
could solve all 15 rooms during the same session.
However, I was keeping track of the number of times ANY
room was solved and was simply executing my 'special
treat' logic when this counter reached 15. That
means a player could have solved, say, Room 001 over and
over again (15 times) for the treat. This is now
fixed so ALL 15 rooms need to be solved. Thanks to
Martin Kirlow of Yorkshire, England for informing me of
in Version 6.51
a minor glitch in the Jump Screen in the Deluxe
Version. If a player solved a few of the rooms in
one volume and then loaded another volume, the Jump
Screen was still highlighting the room numbers
(indicating they had been solved) from the first volume.
in Version 6.41
the MOVER logic BACK to the way it was in version 6.16.
in Version 6.31
turns out the MOVER logic that was changed in the 6.16
update was still not 100% identical with Petr Simon's
CYBERBOX FOREVER program. This is now fixed.
in Version 6.25
a very minor glitch in the logic which displays the
up the documentation file ever further.
program was adding an extra UP keystroke tacked on to the
end of the each solution of each solved room. The
result was while later VIEWING this solution, the program
was reporting it took you an extra move to get out than
what it really did. This is now fixed.
the REVISIONS section from the documentation file.
This section is now being kept in its own revision.txt
file. This frees up more conventional memory for
color choices the player selects for the both the menu
foreground color and menu background, while viewing the
documentation file, are now being saved in the
configuration file. (They weren't before and
probably always should have been. I'm saving all
the OTHER player preferences. Why not these as
in Version 6.16
the new "north-south" and "east-west"
the logic in regards to how the MOVERS operate in
relationship to each other. The logic is now
consistent with Petr Simon's CYBERBOX FOREVER game and we
both feel it looks much more professional.
(Different MOVERS now move simultaneously!)
the cursor-image data files to
"cursr-xx.dat." The previous naming
convention ("images-xx.dat") might be mistaken
for the new box-image data files.
up the way I display my headers in the documentation file
while viewing the above mentioned file from within this
returning to a room from the Jump Screen or Options
Screen etc., the entire room arrangement is displayed all
a minor bug in the Options Screen. Thanks, Petr.
in Version 6.01
the "no-doc" command-line switch, which forces
the program to NOT load the documentation file.
This allows the program to run in almost 75K less
of conventional memory.
in Version 6.00
the format of the cursor-image data files. The
current format takes up less hard disk space, loads
slightly faster and is easier to modify.
changed the format of the solution files. Each
solution file is now approximately 1,300 bytes in size,
(when all 15 rooms have been solved) compared to 75,030
the number of valid keystrokes allowed from 5,000 to
3,000. This reduction allows the program to run in
less conventional memory than before. (I can't see
a room EVER requiring anywhere NEAR 3,000 moves to exit,
much less 5,000.)
the hard-coding of the boxes. Instead, this
information is being read in from the new box-image data
files. (This further reduces the amount of
conventional memory required by the program as well as
allowing the player to change the way any of the boxes
look to suit them if they so desire!)
I've introduced a new box (the PULLERS) since Doug's
original game, and since the opposite of "pull"
is "push", I decided to rename the SLIDERS to
PUSHERS and the PUSHERS to MOVERS throughout both the
program and documentation. (Sorry, Doug.)
no longer writing the configuration file and solution
files with the hidden attribute byte.
now including a solution file with the non-deluxe package
which includes the solution to the first three rooms.
entire high-score logic has been eliminated. Your
"high-score" is simply your "best
solution" which is now saved in the solution file
SEPARATELY from mine.
player can now immediately jump to a room they've just
completed if they wish to immediately attempt to better
the code I use to display my documentation file. Also, I
added a 'bookmark' feature which allows the user to place
a bookmark in a page and then return to that page at any
time with just a keystroke.
the SAVE feature (ALT-S) which allows the player to SAVE
a position in memory which they can then recall (ALT-R)
at any time before leaving the room.
the name of the author of the room being loaded is
different than the previous author's name, this new name
will now blink a few times, to help call attention to the
the new MOVER animation code!
opening and title screen-writes are now slightly faster.
returning to a room, the player's cursor now blinks for a
slightly shorter period of time.
the code to immediately jump to the next room (ALT-N) or
the previous room (ALT-P).
the Summary of Available Keys screen.
the way the closing screens look in both the Deluxe and
the format of the Jump Screen. Now, the lowest
solution to all 15 rooms can be seen at a glance.
screen-writes to both the Jump Screen and the Options
Screen are noticeably faster.
the checkdigit figure from the room-volume data files.
The program now keeps the checkdigit figure in the
solution file and if the room has been changed in any
way, the program simply deletes the current solution.
the length of the room number from four digits to three.
in Version 5.00
such version. I made so many changes after 4.61I
felt a another full digit increase in the version number
in Version 4.61
a bug indirectly caused by the bug fix in the last
in Version 4.60
a bug. The program, under certain conditions, was
not saving the high-score file correctly. I can't
believe this wasn't noticed by someone earlier.
Many thanks to Petr Simon of the Czech Republic for
informing me of this.
in Version 4.54
the TAKE BACK feature.
another minor programming bug in the Deluxe
version. If a player attempted to load a
non-existent cursor-image file via the ALT-I key
combination and then exited the program, the same problem
I mentioned in the 4.43 update occurred; the program was
saving that invalid filename in the configuration file
before checking to see if it was valid. The program
would then not
load properly the next time it was started. Now
the program logic for paging up and down in the
documentation file. The program will now display a
entirely new set of 23 lines of text per screen rather
the requirements in one of the "annoying delay
screens" seen at the end of the non-deluxe
version. I now recommend SIX files, rather than
four, be included when distributing the non-deluxe
version. The new additions are the icon file
(ca-cyber.icn) and the file description file
in Version 4.43
a minor programming bug in the Deluxe version. If a
player attempted to load a non-existent room-volume via
the ALT-R key combination and then exited the program,
the programming logic would update the configuration file
with this invalid room-volume name. The next time
the program was loaded, an error message would appear
stating it was attempting to load this file and could not
find it. (The configuration file saves the last
room-volume that has been played. It was saving a
filename BEFORE checking to make sure it was
valid.) This bug has now been fixed. Thanks
to Lyle Engle of Mesa, Arizona for discovering this.
exiting the program and returning to DOS, the screen is
restored to the way it looked before the program was
some undocumented features for my own benefit.
in Version 4.35
a minor flaw in the way I was drawing a few of my letters
for one of my fonts.
program logic to verify the rooms in the vol-xxx.dat data
files are in the correct order. (Previously, one
could go in and edit these data files and, for example,
swap rooms 1 and 2.) I didn't have a problem with
anyone doing this (although I'm not sure why anyone would
ever WANT to) but the vol-xxx.sol files contain the
SOLUTION to these rooms and if one swapped any of the
rooms in the data files then one would HAVE to swap these
two solutions in the solution file as well (to keep the
program from doing strange things). And my solution
files, being non-text files, would be extremely difficult
(if not impossible) for the average player to manipulate
the documentation file is now REQUIRED to run the
program, I added a "read-only" attribute byte
on this documentation file, to lessen the chance it will
be deleted accidentally.
the player to select any of the menu key options via the
TAB and/or the CTRL-arrow keys.
a minor change to the program logic when the cursor exits
a room and actually enters the hallway. (If the
cursor-movement sound was active for any pitch, a slight
pause occurred before the sound was heard.)
in Version 4.23
the order of the options of the <M>enu Toggle so
the ALT-key options appears second rather than third.
the logic so if the player is reading the documentation
file and then returns to the game, the same page the
player was reading is automatically brought up again if
and when the player decides to read the doc file a second
the player to change the foreground and background colors
while reading my documentation file.
in Version 4.15
version - changed the configuration file so it would save
the last cursor-image data file you were using as well as
the last room-volume data file you were working on.
the program logic so this configuration file is now read
first. The program will now no longer default to
loading the vol-001.dat file and cursr-01.dat file.
The default now becomes whatever files you previously had
version - added code so the player can load additional
room-volumes and cursor-image files from right inside the
the player's efforts are good enough for the CyberBox
Hall of Fame, for convenience, the program will now
automatically display the last name that was
previously entered in this screen. If the player wishes
to use this same name, now all he or she has to do is hit
the player to read my documentation file from right
inside the program.
in Version 4.0
the entire solution-file logic. The program now
saves your shortest solution to disk.
a couple of rooms in the vol-001.dat file that were a
little too difficult to solve for first-time players,
with some rooms in my vol-002.dat file.
logic so the player can break out of the 'special treat'
logic if so desired, by hitting the ESCAPE key.
the number of <I>nstant Replay keystrokes saved in
memory from 2000 to 5000.
in Version 3.0
my cursor-image data files to IMAGESxx.DAT (where
"x" indicates the file number) instead of
the entire <I>nstant Replay logic.
the "About CyberBox" screen.
program now puts a read-only attribute byte on both the
room-volume and cursor-image files.
the appearance of one of the BLOCKER options from a sorry
looking solid-red block to a neat little criss-cross type
entering a room for the first time, the NAME of each room
is animated from right to left until it is centered in
the right hand portion of the screen.
my LINE INPUT statement for accepting the player's name
in my Hall of Fame screen and replaced it with my own
editor. (Which allows for the player to utilize the
HOME key, the END key, etc.)
in Version 2.0
program now puts a hidden attribute byte on the
high-score and configuration files.
the logic for drawing all boxes. (The screen-writes
on slower PC's was a little too slow for my taste.
It is now noticeably faster only at the cost of the
program now requiring slightly more RAM to load and run.)
ESCAPE key will now bring up the "Do you really want
to quit?" message, in addition to the "X"
(e<x>it program) key.
the replay animation speed is set on "very
fast," the program will now replay the solution
WITHOUT the "cursor sound." (Assuming the
cursor movement sound was active for any pitch in the
first place. The sound could not keep up with the
cursor movement and the result was the cursor running
around with one big beeeeeeeeeeeeeeep.)
all references of "non-registered game" to
entering a room for the first time, your cursor now
blinks a few times to make it easier to find.
the <B>ox Review screen to help out first-time
in Version 1.14
the default text color from white to brown and the
default highlight color from bright white to yellow.
program will now re-write the configuration file only if
anything has changed since initially loading it.
the opening screen to display the message "Hit any
key to continue..." at the bottom.
altered the way the PULLERS are represented.