The timing code has been totally rewritten to lock the [max] framerate at 60fps. I did this, because running the sample game on my laptop [2.2ghz Athlon XP w/512 megs of DDR [shared, 128 for AGP, 384 for system, and an ATI Radeon IGP320 chipset] vs. my desktop [1.8ghz Athlon with 1 gig of DDR and an ATI Radeon 9600] yielded WAAAAY different play speeds.

Sound clip playing via DirectSound is now working, though heck, I'm already using FMOD for the mod loading, I might consider switching to FMOD for sound clips. As for right now, though, DS is doing a fine job for bullet firing noises.
I'm also moving the entire thing, slowly but surely, over to a state-based system of handling events. I'm having excellent results so far, too. Enemies will behave via what state they're in [firing, idle, etc], the player's ship will move/fire according to it's state, even the engine will maintain state data [such as having a state for loading intro screens, menu, level loading screens, etc]... much better than maintaining huge amounts of boolean flags.

After the bulletML stuff's done, I'll be moving all my input routines to DirectInput. Darn it, I want to start using my Playstation pad to control this thing!
I'm also going to try to make it so that the engine can, probably at the toggle of a boolean flag, switch between top down and side view playing. I don't <b>think</b> it'd be that hard, I'd have to mess with my movement functions to accomodate side-to-side instead of up and down motion, and as far as Direct3D goes it's just moving the camera to a different location... but I think it'd be a neat effect to have handy, even if the engine's designed for side-scrollers.
As a side note, to anyone who claims they don't have enough time to code a game - get a middle management job, and have your boss go on vacation. Voila... lots of time.
