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- 2.51s3 release:
- + Fixed bug involving savegame name being overwritten by mod name
- + Fixed overlay transparency weirdness. Now, background of lower layer will
- ALWAYS show through if background of overlay is 0
- + Added in kev's refresh screen support. Press alt+w on the title screen or
- editor screen, and = in the game(don't ask, has to do with mzx's keybard
- handler). Use this if your charset gets corrupted in windows.
- + Screen shot saving rotates file name (starts with screen0.pcx)
- + Fixed bug involving incorrect loading of max_health and others
- 2.51s2final release:
- + Deleted cpu checking code, was unnecesary and caused errors.
- + Fixed bug involving mod * settings being lost when loading
- + Should have fixed ems problems some were reporting, if not, just
- try to get more conventional memory. Enclosed document (convmem.txt)
- should help you.
- + Fixed a bug involving direction checking.
- + Pressing ']' at most any time will now save a screenshot to screen.pcx
- + Pressing alt+8 in the editor will set the current mod to *. Trust me.
- 2.5.1s2beta release:
- + added MOD "*", which allows a board to use whatever module the previous
- board was using; this necessitated a change in the .SAV file format
- (still need changes in the editor UI to access this feature outside of
- Robotic)
- + inmate's semantics for MOD "SOMETHIN.MOD*" aren't immediately possible,
- although a rough hack is in already
- + char edits are now not displayed until the beginning of the next cycle;
- the deferred display should eliminate a lot of flickering
- + an (at least partial) fix for the infamous UNDER bug (thanks JZig!)
- + MOUSEX, MOUSEY and BUTTONS are now buffered.
- + more sane magic handling
- + can load MZX 2.51 and 2.51S1 worlds, but will only save 2.5.1spider2 format
- 2.51S1 release:
-
- + Increased counters to 1000.
- + Added following counters: (ro) is read only, (r&w) is read + write
- (r&w) MOUSEX, MOUSEY - Location of mouse cursor over the screen.
- (ro) BUTTONS - Status of the buttons (none=0,left=1,right=2,both=3)
- (ro) MBOARDX, MBOARDy - Location of mouse cursor over the board.
- (ro) SCROLLEDX, SCROLLEDY - Length the screen has been scrolled in each direction.
- (ro) PLAYERX, PLAYERY - Location of the player
- (r&w) CURSORSTATE - Turns on & off the hardware cursor (0= off, 1= on, 0 default)
- + Added new independant counter like LOOPCOUNT, named LOCAL, it's now possible
- for a robot to search the screen or something without wasting a counter.
- * New .MZX and .SAV formats for MZX2.51S1.
- * .SAV files from 2.51S1 are incompatible with 2.51, and vice-versa
- * 2.51S1 is capable of loading 2.51 .MZX world files.
- * 2.51 is not capable of loading .MZX files created or opened & saved in 2.51S1
- 2.51 release: (quick bug-fix release while working on 3.00)
- * NOTE: I HAVE decided to release a 3.00 version of MegaZeux using
- PROTECTED MODE and a large number of enhancements. Visit the Software
- Visions web site for details. Betas will be PUBLIC.
- * Bug where moving north or west towards a board that is larger than 100
- tiles in a dimension may not work properly fixed.
- * Bugs in 2GDM.EXE preventing proper conversion of some S3Ms fixed.
- * A rare bug preventing internal MOD conversion fixed.
- * "Error opening MOD" will no longer appear during normal gameplay.
- * Exporting ANSis now adds a color to the end returning text to normal
- grey. (so TYPEing them in DOS no longer screws up the DOS colors)
- 2.50 release:
- * FOR ALL YOU 2.07 USERS- THE MAJOR UPGRADE is the new sound code! Support
- for stereo, 16-bit, more cards, 4 sound effects channels, 32 music
- channels, higher quality, and faster sound code! Less bugs! More formats
- supported! All non-MOD files MUST be converted to GDM using the included
- 2GDM.EXE program. Formats supported- MOD (up to 32 channels), WOW/OCT/NST,
- S3M, 669, and MTM.
- * Volume controls (overall and SAM) added to F2-Settings (saved in .CFG file)
- * SAMs play at 2x volume.
- * MTM support added to 2GDM.EXE. Other formats aren't added because they
- aren't needed (not used often enough) or in the case of XM, because they
- support too many advanced features that MZX does not support. Partial
- XM support MAY be added later.
- * Many minor bug fixes in 2GDM.EXE's conversion routines.
- * Internal MOD conversion (in MegaZeux) sped up considerably.
- * For all those that upgraded from 2.07, see 2.49g and 2.48b WHATS-NEW
- for more stuff, including a couple interesting new Robotic features
- * This is the LAST planned release of MegaZeux. I may release bug-fix
- upgrades but that is it. I am moving on to new projects. (I will still
- support MegaZeux, of course.)
- 2.49g release:
- * New Import function added- You can import an ANSi to any position on the
- board.
- * Full SAM sound effect support as in the original 2.07 version (but using
- the new MOD code for up to 4 simultaneous channels)
- * The OPEN Robotic command will now push the Robot out of the way if the
- door would be blocked by the robot.
- * REL PLAYER and REL COUNTERS now affects the THISX/THISY counters
- (giving the distance FROM the player/counters TO the Robot) and the
- prefixes also affect the IF [dir] BLOCKED command, allowing you to
- check for blocked status next to the player or an arbitrary position.
- * [ box message statements now clip their message to 64 characters (the
- maximum) on display. Note that all other box-message statements are
- NOT clipped!
- * Color codes are allowed in ? and & box message statements
- * Invalid sound card settings no longer cause a lock-up
- * You can hold down the mouse button to cycle through RGB values in the
- palette editor
- * Changing something to an explosion no longer can cause weird colors
- * Whats New section of help sorted by version
- * Placing a robot over the player is prevented with a warning
- * The "Alt+N- Music" lights up properly in the editor now
- * When chaning from a larger board to a smaller board, you can no longer
- accidentally have the cursor outside of the board size
- * GUS owners don't need to enter # of SFX channels, since MegaZeux
- cannot support GUS sound effects anyways.
- * Fileboxes (loading MODs, worlds, etc.) can now hold as many filenames
- as memory allows.
- * GUS setup shown properly on configuration screen
- * 2GDM.EXE rewritten- In THIS release, it can only convert MOD, NST, WOW,
- OCT, 669, and S3M files! The final (2.50) release will have support for
- the remaining file formats. It is being rewritten to fix many small bugs
- and make it smaller and faster, as well as possibly add more file
- formats.
- * 2GDM.EXE- F00 effect in MODs deleted during conversion
- * 2GDM.EXE- Bad effects S8x, S0x, and Xxx deleted during S3M conversion
- * 2GDM.EXE now works properly from other directories
- * INTERNAL MOD loading support. You can now load MODs, NSTs, WOWs, and OCTs
- from within the game without having to convert them to GDM first. The
- only exception is 15-instrument MODs- they must first be converted. Note
- that all other formats, such as S3M, 669, etc. must still be converted.
- NST/WOW/OCT support was only added because they are extremely similar to
- MODs, and MODs were required for backward compatibility.
- * Insert doesn't display those "Lo bomb selected" messages, etc. if the
- player is Attack Locked or settings say he cannot bomb.
- * Minor bugs in ANSi import corrected. (problem fixed- caused errors
- on import of ANSis with more or the same number of lines as the
- current board size maximum)
- * "Ammo <10" and "Ammo >9" entries in Global Chars changed to "Small
- Ammo" and "Large Ammo" to prevent confusion.
- 2.48b release:
- * ALL NEW music code! Features include faster, NO BUGs, 32 channels,
- more formats supported (sorry, no MID or XM) etc. See the section
- entitiled 'MegaZeux's Sound System' for details. (in Help)
- * Bug where selecting "(no board)" to add a board caused an error if
- that wasn't the first "(no board)" on the list.
- * Bug where if a robot line entered consisted of only semicolons, spaces,
- and commas, it would screw up that robot's program, fixed.
- * Command line options (-port,-dma,-irq) added for setting sound card
- parameters. Only needed if auto-detection fails.
- * Minor help corrections.
- * Save/load during testing in editor disabled.
- * Pressing \ no longer causes problems during gameplay.
- * Bug where "Restart board" for death option in global options didn't
- function properly on first board, nor did restart-if-zapped. (fixed)
- * Filling in the overlay no longer locks up if you fill over something of
- the same color and picture.
- * Overlay no longer messed up when resizing board.
- * Lock up on Import World removed.
- * Setting the counter "INVINCO" to 0 works properly.
- * Hopefully fixed rare lockups after robot box messages.
- * Added confirmation for board deletion in editor.
- * All included worlds are NO LONGER password protected. (The old password
- was "megahertz".)
- * Minor bugs in passage search algorithms corrected.
- * Obscure bug involving REL prefixes if used in "infinite-loop" type
- constructs (fixed)
- * In editor- Alt+Dir to move 10 spaces now works as expected with draw
- mode on. (IE it will draw in ALL 10 spaces)
- * Bug where passages on screens wider than 256 spaces didn't work
- properly. (fixed)
- * Bug where fire-to-player's-right would lock up and kill him FIXED.
- * Counters can be used in ALL strings in &COUNTER& notation. For example,
- SEND "ROBOT" "LABEL&COUNTER&" will replace &COUNTER& with a number.
- This works for ALL strings- counternames, labels, robots, etc. See
- Robotic help for details.
- 2.07 release:
- * Labels and NON-valid counter-regulated options in robot box messages are
- not blank lines; Instead they are just removed from the message.
- * Passage (stairs/caves/whirlpools) search algorithm corrected.
- * Digitized sample SFX works properly with the note B now.
- * Bug where getting multiple energizers in a row screwed up player's color
- is fixed.
- * Bug where chests with invinco potions will die when taken is fixed.
- * Filling in editor, with a robot/scroll/sensor over itself, is now
- handled properly.
- * Whee!! More minor help typos fixed.
- 2.06 release:
- * Yet more cursor safegaurds inserted. (Where do you GET these problems!? :)
- * Saving a game no longer asks for overwrite confirmation if the file
- doesn't really exist.
- * Help and tutorial- Minor textual errors fixed
- * Save dialog boxes only allow entry of 12 characters now, instead of 13.
- * Help file can be accessed from any directory.
- * -l cmd line option will no longer cause a loading error with an oversized
- filename. (it will instead be ignored)
- 2.05 release:
- * Cursor bug fixed. (If it isn't, then get a new BIOS! :p)
- * MegaZeux now utilizes overlaid code, for almost 50k core memory savings.
- * LOCKSCROLL cmd fixed
- * Moving into the lower-right corner of full-size boards no longer warps you
- to the upper-left corner.
- * SET COLOR and COLOR INTENSITY don't blow up if the color is not from 0
- to 16.
- * Code for activating 16 background colors is now shorter and uses BIOS
- calls for compatibility.
- 2.04 release:
- * Slight modifications to Robotic Tutorial (help file)
- * Sending a robot a message, when it hadn't done anything yet that turn,
- activates it immediately. This helps with syncronized activities, such
- as large, multi-robot creatures.
- * ALT+Numerics feature of BIOS keyboard routine DISABLED (IE ALT+3 will
- no longer break to DOS)
- * Counters' code optimized.
- * The temp file ~EDITRSZ.TMP created when resizing a board is now
- deleted when finished.
- * a KEYBOARD CODE kink was worked out (hopefully got 'em all...)
- * Made printer code more general (should work on any printer in text mode)
- * PALETTE BUG on some SVGA cards FIXED. (black now looks like black) If it
- still isn't, please notify me.
- * HOME and END will jump to the top/bottom of a box message/help/scroll.
- * PgUp/PgDn/Mouse navigation work properly in box messages/help/scrolls
- * HOME and END in dialogs works properly now- Unless you are editing a
- number, they will jump to the FIRST item and the NEXT or OK button,
- respectively. In a string, they will still jump to the start/end unless
- you are already there, then they will jump to the proper dialog location.
- * Robots (especially when there are lots of them) sped up.
- * DUPLICATE SELF and COPY ROBOT cmds sped up some, except when used by
- global robot.
- * Palette intensities reset when going into editor after the title screen
- changes them.
- * MODULO "str" # will no longer crash if # is 0.
- * Extreme palette activity no longer causes snow or (on EGA) screen breakup.
- Palette activity also sped up.
- * Bug fixed- If a SAM/MOD command had to free up board memory (showing the
- little "freeing up board memory..." meter) then that robot stopped running.
- * Bug fixed- If the robot changed it's surroundings (IE Putting a SPACE to
- it's NORTH) and then did a RANDNB or RANDB, the new surroundings weren't
- always taken into consideration.
- * DIVIDE ERROR crash/bug fixed. (It was related to usage of RANDNB and RANDB)
- * CHAR "A" vs. CHAR 'A' question added to F.A.Q.
- * README.TXT changed- Boot disk/support info added.
- * Help on cmd ."@string" corrected.
- * SPEED defaults to 4 (settings) and is saved in MEGAZEUX.CFG.
- 2.03 release:
- * Intensity of palette (and other stuff?) now resets after a test game.
- * Messed-up black color on certain graphics cards- Attempted to fix.
- * Minor bug in VER1TO2.EXE fixed
- * Robot section of Tutorial corrected (the descriptor scrolls)
- * Speeds based on real time (IE speed 3 will be the same on ANY computer,
- unless the computer itself is so slow that it forces a slower speed.)
- * CAVERNS has game over screen fixed
- * MOVE PLAYER [dir] "label" command now works properly. (Before, the label
- was almost always ignored)
- 2.02 release:
- * Bugs with Enter in text mode on small boards fixed
- * Bugs with slime fixed
- * If you have screen faded out (COLOR FADE OUT) and go to another screen,
- it no longer fades it in for you automatically.
- * HELP.DOC- CHANGE CHAR ID section fixed
- * Fill really does now fill properly on boards larger than 127x127. :)
- * Sped up sensor interactions somewhat
- * Fixed problems with boards not scrolling with the player, in the
- game on over-sized boards. Run FIX.EXE in all directories containing
- version 2.01 or 2.00 .MZX/.MZB files.
- * Nothing can give you negative coins, gems, etc. (such as thieves)
- * Minor robot speed improvements
- * Turning Music Off (Settings in Game) really keeps it off... :)
- 2.01 release:
- * Sensor command CHAR'X' fixed
- * TAKEing health now counts as hurting the player for the :playerhurt label
- * Can load help from any drive/directory
- * Copy block in editor now properly clips the block's destination
- * Move block in editor now properly clips the block's destination
- * ."@new_robot_name" command added
- * If the player runs up against a player bullet, it won't hurt him
- * JUSTENTERED, JUSTLOADED, and GOOPTOUCHED labels fixed
- * UNLOCKSCROLL and locked scrolling in general fixed
- * Global info now properly sets endgame/death boards
- * Robot ASK command works properly now
- * Help- internet address/address validity date corrected
- * Help- CHANGE CHAR ID help section- added note about how the numbers are
- also listed in the Global Edit Chars menus
- * ENTER can now exit robot box messages/scrolls
- * Message line (bottom) shows color correctly
- * EXCHANGE/RESTORE w/DUPLICATE SELF fixed
- * Attempted to fix cursor problems in editor. If it doesn't work now, then
- I have no solution, as I use documented BIOS routines with many safegaurds.
- * Minor speed improvements
- * Minor size reduction
- * Fill in editor now works with board sizes over 127x127
- 2.00 release: MAJOR UPDATE! TOTAL REWRITE! (warning- this list is LONG)
- * All code has been rewritten or at least stepped through line by line,
- except for the music code.
- * New user interface style and startup screen. Lots of neat little
- items like shadows, nicer colors, etc. Mostly aesthetic but nice.
- Mouse support also improved.
- * Keyboard code rewritten (again) All alt-lock, shift-lock, and ctrl-lock
- problems, as well as most other keyboard problems, should not be a
- problem anymore. You may have to use the -keyb2 command line option.
- If a key locks, tap it a couple times.
- * No flicker- The game engine now page flips.
- * Better string input- ANYWHERE you can enter a string, you can now
- move with the cursors and insert in the middle...
- * Better character selection box- Shows all the characters.
- * New default character set- Much nicer, more general use characters.
- * Now detects processor to avoid lock ups on an old 8086/8088. If an
- invalid graphics card is found, DOS services are used for printing.
- * Different command line options. (use -? to get info on them)
- * Context sensitive help.
- * Bombs and sensors under the player no longer mess up floors, etc.
- * CHANGEing something to lava, fire, etc. now works correctly.
- * Transporting onto a sensor works properly.
- * New conditions- MUSICON and PCSFXON
- * Changing things to spaces CLEARS them, to avoid screwing up floors.
- * Restart position not changed during a save/load
- * Label- :playerhurt for when player is hurt, not sent on invincible hurts
- * Maximum robot commands per cycle is 40, not 25
- * Global robot runs normally in freeze/slow time
- * Choice of 100x100, 200x50, 400x25, 80x125, or 60x166 for each board.
- * Character editor remembers character you were editing.
- * Robo-P renamed to Robotic
- * Scrolls now allow proper use of mouse, pgup, and pgdn.
- * Scrollborder became Scrollcorner.
- * :gooptouched auto label added, for when the player touches Goop.
- * Messages like "You got a red key" are now "You got a key" so palette
- fiddling won't make strange words. :)
- * Within robotic messages (box/line) an &INPUT& will be replaced by the
- exact text of the currently inputted string
- * Notes in play of same freq won't run together
- * Explosions won't destroy entrances, lava, water, ice, or goop
- * Robots are stopped from firing if there is already a bullet of the same
- dir/type in that dir.
- * Other things will push the player ONTO a sensor.
- * The above will trigger the SENSORON label.
- * If player is on an entrance without having been there before the update,
- use it. (IE can now be pushed onto entrances)
- * Teleporting or walking onto a screen and starting on a sensor will
- trigger the SENSORON label
- * Non-players/puzzle pieces now transport properly.
- * PLAYERLASTDIR (0-4) and PLAYERFACEDIR (0-3) as counters.
- * Points for killing enemies (3) and points for rings/potions (5)
- * Way to disable edging spaces on message row- ENABLE MESG EDGE, DISABLE.
- * Cmds- LOOP START, LOOP # TIMES, ABORT LOOP, uses robot counter LOOPCOUNT
- * Counter limit increased to 50 plus built-in.
- * New passage search order- 1) Same type, same color 2) Same color 3) Same
- type, same foreground 4) Same foreground 5) Same type 6) Default player
- position
- * Palette import/export
- * If the starting board is deleted, change starting board to title.
- * "Sets of five" numerical input actually increase by fives
- * Holding the mouse button on a numeric arrow button cycles the num.
- * Removed the "." Directory from file menus
- * Six (not four) status counters.
- * CHANGE blah p?? blah p?? (notice the p?? added for the first thing)
- * Doors, if can't move, don't advance in anim. IE, doors won't get "stuck"
- if they are blocked.
- * PERSISTENT GO command, like /"nsew" but WAITS to move if blocked.
- * No chest message on empty.
- * Startup "help" screen on first use.
- * Explosions Leave Empty doesn't mess up ANY floors, etc. (does web.)
- * Much better fill routine.
- * Entering a non-cmd with the first character as a [, ., :, etc autoatically
- formats it. Leading and trailing spaces and quotes are cleared first.
- * Save/Load game/etc are accessed through F-keys in the game.
- * Removed special menu for Alt+M (modify) in editor
- * In editor, keeps track of whether world has been modified.
- * Ceiling layer- noninteractive, but overlays things and looks neat.
- Included in editor- Edit, display toggle. Robots- changing it
- by character, copying areas of it, and filling an area of it by
- cmd or string (IE set area to "A string") Char of 32 is see-thru.
- Layer during game can be on, off, or static (IE not scrolling, just
- showing upper left portion)
- * Robot commands to change the mode of saving.
- * Limit any one robot/scroll to 31k.
- * Allow placing shooting fire in editor.
- * Make all enemies without speed arguments move 1/2 thier speed.
- * Player CANNOT be overwritten, you must place him anew to move him.
- * First line of robot now shows if it is a box mesg.
- * Speed 1 in game does NOT page flip, for speed.
- * Inputed strings allow input of spaces.
- * Time limits- Out of time zaps to entrance automatically, THEN RESETS
- TIMER. Counter TIMERESET holds reset value for timer, and the TIME
- counter holds the current time.
- * MOD code has only an error on no memory. Errors for loading mods and
- sams (IE not enough memory) are activatable if the debug menu (F6)
- is shown. SAMs have errors for file errors/out of memory. These errors
- are always in the editor/testing games.
- * First test of a game doesn't give GAME OVER.
- * Sound effects aren't cut off across screens.
- * Placing a bomb while upon a passage no longed warps to title.
- * Sensors are pushable by things other than the player.
- * New sensor-activated label- SENSORPUSHED, when the sensor is pushed,
- with or without the player on it.
- * Label- JUSTENTERED when the player just entered the screen or the game
- is started. (NOT restored)
- * Command- Can lock/unlock board scrolling temporarily- LOCKSCROLL,
- UNLOCKSCROLL.
- * IF ALIGNEDROBOT "robot" "label"
- * Damage editing- Changing the amount of damage things inflict.
- * Load title screen directly when loading game for title. Prevents music on
- first board from playing, and saves time.
- * New robot-specific auto-counters- (read only) THISX, THISY.
- * Anywhere a number can go in a Robotic command, a counter can too.
- Wherever there is a number, character, or color, you can use a counter
- name in quotes instead.
- * Cmd line- load MZX file. (-lxxxxxxxx.MZX)
- * Config file for options, ask "OK?" on startup. Removed all config
- cmd line options.
- * Cmd- SCROLLVIEW X Y. (upper left hand corner is specified) Based off of
- current player position.
- * Cmd- SWAP TO WORLD "world.mzx" as if starting the world up. Skips any
- title screen. (you could put a message there) The other world can have
- a "Only play from swap" option set.
- * Quicksave key in game- Saves without asking for filename and confirmation.
- * Quickload key in game- Same idea.
- * Option (default off) on world to clear messages, bullets, and spitfires
- from a screen when exited.
- * Label JUSTLOADED sent to as soon as the game is started or restored.
- (including the title screen and actual playing)
- * Shows character number on char edit and char selection.
- * Shows color number on color selection.
- * Multiple spots to SAVE/RESTORE/EXCHANGE PLAYER POSITION. (8)
- * RESTORE/EXCHANGE PLAYER POSITION with the option to duplicate the robot
- to take his place. When the player moves back, the robot is, of course,
- deleted.
- * Remove RANDOM POS/SIZE options.
- * Allow labels to interrupt in a robot's box-message code and have the
- message still show uninterrupted.
- * Show a pic of the item next to it in the THINGS menus.
- * Different bullet pics/colors for player, neutral, and enemy bullets.
- * Status shown counters won't show if the value is 0.
- * Prefixes that affect only the first or last x y pair of a command.
- (REL COUNTERS LAST, REL SELF FIRST, etc.)
- * Mod fading commands (background)
- * Allow lives/health to max out at 65535.
- * Score as a counter.
- * Maximum of 150 boards. (not 127)
- * Cmd- COPY BLOCK x y x y x y.
- * Label for SpitFire hitting a robot- "spitfire"
- * Label for Lazer hitting a robot- "lazer"
- * Cmd- CLIP INPUT (chops first word + spaces off of input)
- * Cmd- IF FIRST INPUT "str" "label"
- * KEY1 through KEY9 labels. (like KEYA thru KEYZ)
- * Allow viewport sizes down to 1x1.
- * PUSH robot command- push things to dir without moving there.
- * ONE global robot. (No ID) Stored seperate from a board, and is active on
- ALL boards.
- * Robots- Allow importing of a character into a CHAR EDIT command.
- * Robots- Have SCROLL CHAR, FLIP CHAR, and COPY CHAR commands.
- * Full backward compatibility w/old Megazeux via a conversion program.
- (VER1TO2.EXE)
- * Editable built-in sfx. (including to digitized)
- * Elements- Goop, which is like Water from ZZT.
- * EGA/VGA palette editor, with easy fading. Commands- COLOR INTENSITY #
- PERCENT, COLOR INTENSITY "counter" PERCENT, COLOR FADE IN, COLOR FADE OUT,
- SET COLOR # TO r g b, SET COLOR # TO INTENSITY # PERCENT, SET COLOR
- "counter" TO INTENSITY "counter" PERCENT. (note- the FADE OUT/IN cmds
- are "quick" fades, IE not in the bk, but they actually stall the game
- a bit. They also end the current cycle.)
- * Display counters within strings, IE * "You have &GEMS& gems." (use &&
- for &)
- * Robot command- LOAD CHAR SET "file.chr"
- * New default characters for global chars and char set.
- * When adding another board, copy most of the options (can attack, etc.)
- from the current board, including MOD file.
- * Edit ANY character/color from Global Chars or CHANGE CHAR ID.
- * Char editor- Revert to Ascii, Revert to Megazeux, changed REVERSE to
- NEGATIVE.
- * Alt-Y Debug info LABELs each line.
- * Block command- Paint (w/color).
- * Board editor- Scroll when cursor is five spaces from the edge.
- * Fade in/out between screens and program areas.
- * Ice does NOT keep pushing you against something. If you are blocked,
- cease movement.
- * Make sound test available in editor as an option, from the sound effects
- editing screen.
- * Can't test a save-locked game w/o pw, and it no longer locks up from this.
- * REMOVED scroll coloring on line by line. (using ! codes)
- * Export .ANS file.
- * Energizer will return player color to old color.
- * Capture and throw away Ctrl-C, PrintScreen, SysRq, and Pause.
- * Return in editor at end of program can now add a blank line.
- * Allow marking of a section of robot, in lines. You can now Copy, Cut,
- Clear, or Paste blocks.
- * Remove useless "pro" mode.
- * Robot commands- DIVIDE, MULTIPLY, MODULO.
- * Different player pics per direction.
- 1.03 release: QUICK FIXES, LIMITED DISTRIBUTION
- * TELEPORT command fixed
- * Gives error on attempt to test pw-protected world
- * "Explosions leave Empty" won't screw up floors, etc. (except web)
- * Placing a bomb over an entrance no longer warps to the title screen
- * INPUT STRING allows input of spaces
- 1.02 release: NEW:
- * Miscellaneous help errors fixed
- * Miscellaneous errors in Caverns fixed
- * Miscellaneous speed/efficiency code updated
- * AVALANCHE fully fixed, now can be entered into a robot
- * Timing code fixed (may fix some problems)
- * Slight modification to keyboard code (may fix some problems)
- * Added -keyboard2 option
- 1.01 release: FIRST "NON-BETA" RELEASE:
- * JUMP MOD ORDER 'num' has now been documented.
- * AVALANCE corrected to AVALANCHE.
- * Robot command GO DIR "LABEL" fixed.
- * Some minor help errors fixed.
- * Fixed bug where a BECOME THING command, if becoming a space, fake, or
- other "under"-type object, would not erase anything already under the
- robot.
- * REL TO PLAYER and REL TO SELF now work with the TELEPORT command.
- * If a robot (from WALKing) is sent to the EDGE label and none exists,
- it then attempts to find a THUD label as well.
- 1.00g release: FIRST PUBLIC RELEASE:
- * Removed ALL joystick support- Didn't work, couldn't get it to.
- * PW protect- lot simpler, faster, and easier to hack. :)
- * GLOBAL INFO- Toggleable game over music (you should correct this in all
- your pre-1.00g games)
- * Fixed misc. bugs in games. SOMEONE NEEDS TO TEST THEM ALL AGAIN FROM START
- TO FINISH.
- * Strings w/o quotes that begin with C or P are not capitilized funny.
- * Settings box no longer turns off music.
- * Alt-A in editor (param) gives error if there is not a legal "thing".
- * ALLIGNED fixed to ALIGNED (spelling error inherited from ZZT)
- * Fixed bug where if slow time or freeze time was active when player touched
- a door, player was copied.
- * Help- fixed slight bugs
- * Fixed minor problems in Caverns, Forest, and Chronos
- * MOD not required for SAM
- * Level not speeded up if MOD not playing
- * MOD not require a speed command (speed properly done)
- * Help uses Alt-P to print
- * Speed defaults to 3 not 4
- 6th beta release: NEW:
- * Fixed bug where slow/stop effects didn't work on title.
- * Fixed bug in command MOVE PLAYER where it would occasionally create junk.
- * Fixed bug in robot editor where if "Show Colors" option (Alt-O) was off,
- any color with a ? for the second digit showed an incorrect first digit-
- cV? for cF?, etc.
- * The direction UNDER now works with the PUT thing dir PLAYER command.
- * Dir/drive support added to loading MZX fileboxes.
- * HELP IS IN ONE FILE- MZX_HELP.PKG (note- memory minimum is still
- maintained.)
- * Fixed bug where fire could hurt you indirectly even if lavawalker was in
- effect.
- * Fixed bug where nothing (except player) could push a pushable robot head
- on. (only if it was in a string of things to push)
- * Fixed bug where shooting fire would destroy entrances.
- * Fixed bug in Put commands that would erase before placing, so putting
- things over a fake or floor erased the fake/floor. (etc)
- * Change command- Didn't change params properly if you were changing
- between like objects (IE text to text) Also made more robust against
- attempts to change things to robots/scrolls/signs/sensors/players.
- * Put commands- Made more robust against attempts to put robots/scrolls/
- signs/sensors/players.
- * Fixed bug where no player on a board would really mean no player!
- * With Shift-F1 through Shift-F4 in editor, the key used to stop the
- flashing is not interpreted but ignored.
- * Sensor/Robot interactions! (See help)
- * PageUp will change menus in the editor now. (along with PageDown)
- * Removed all refrences (except in file format) to double speed robots
- and projectiles. Code increase is not worth it.
- * RANDB, RANDNB directions added!
- * Misc. help corrections and bug fixes, finished help. (except for
- minor changes)
- * Alt-O (options) no longer clears the command line at the bottom
- * Character insert in robot editor now inserts the characters corresponding
- to 10 and 13.
- * If you select base 16 in Alt-O options (robot editor) then ALL numbers
- are shown in hex, including when editing the line. (previously, the
- current line was shown in base 10 at all times.)
- * Chronos-Stasis finished. (not tested outside of myself)
- * Forest of Ruin finished except for ending. (see above)
- * Repeat (F4) and Delete line (Alt-D) added to robot editor
- * Copy, Cut, and Paste line (Alt-C/T/P) added to robot editor (note- paste
- REPLACES current line)
- * Export robot (Alt-X) added to editor. Exporting from current line or
- top of program both supported.
- * Import robot (Alt-I) added to editor. Importing only looks for *.TXT
- in the filebox. Import always REPLACES the current robot program.
- 5th beta release: NEW:
- * Fixed bug in teleport command where screen was not updated if player
- ended up in the same position.
- * Fixed bug where mouse didn't select right item on game menu
- * Fixed bug where adding a new robot/scroll/sensor when the current item
- was a robot/scroll/sensor would reset the color to lt.grey
- * Caverns all finished (hope I got all the bugs)
- * The DEF.COLORS option doesn't reset when changing/adding boards now
- * SAM now works right...
- * In fact, added new code for MOD and VOC- a LOT less "out of mem" or
- "error loading" errors.
- * Fixed bug with locked doors (not locks, but real doors)
- * Saving games and files is MUCH faster in almost all circumstances.
- Save meter more accurate as well.
- * Board import/export fixed- robots/scrolls/sensors were messed up
- * Pgdn, Pgup, Ctrl/Alt Home, Ctrl/Alt End added to robot editor.
- * Ctrl/Alt Left + Right used to jump 10 chars in character selection boxes.
- * Save area in character editor (F-2 and F-3) stays the same between calls
- to the character editor, including when loading games.
- * Character editor shows not only current char pic, but those of the three
- chars before and three chars after as well.
- * Fixed bug where a robot with no program would majorly mess up things.
- * Misc. bug fixes, help typos, and optimizations.
- !ADDED 14 COMMANDS (all commands finished)
- !ADDED 2 DIRECTIONS (randp, randnot)
- * Help brings up Robot Table of Contents within robot editor
- * Quotes not required around strings of one word not matching any
- reserved word, IE a word used for ANYTHING else, anywhere. They are
- added automaticaly, though.
- * EDITOR OPTIONS in robot editor (Alt-O) Choose number base, upper case
- or lower case, and whether to display colors.
- * Bug fixed in editor- Now colors like c7? (with ? at end) work right.
- * Calibrate Joystick button added to Game options (F2) Tony- See if this
- helps.
- * Speeded up certain file operations. This MAY fix the "lockup" bug when
- accessing Help during a MOD- I think that the lockup may of been just a
- really slow file access.
- * Added X position indicator to bottom left of robot window, to facilate
- creating box messages that aren't too long.
- * Fixed bug that allowed entering ANY character at the mixing rate
- prompt.
- * INPUT STRING, IF STRING "str" "label", IF STRING NOT "str" "label"
- robot commands added.
- * UNDER/BENEATH direction added to IF dir PLAYER thing "label" command.
- * Clarified options at startup- Music device became Device for Digitized
- Music and Sound.
- * Added four more mixing rates. Choose from 7500 up to 25000 in jumps of
- 2500. (eight rates total)
- 4th beta release: NEW:
- * Note- SAVE GAME FORMAT CHANGED. Delete all your .SAV files. .MZX file
- format NOT changed- compatibility still maintained.
- * Scroll border/etc. colors changable using robot commands- SCROLLBASE
- COLOR, SCROLLBORDER COLOR, etc. (see help)
- * Removed Alt-Minus and Alt-Plus keys in editor- Useless and dangerous.
- (they were only for testing purposes.)
- * Various bug fixes
- * Joystick support- UNTESTED! Tony- I need feedback!
- * Mixing rate options at startup.
- * A warning is given and verification is necessary if you try to save a
- .MZX file over an already existing file.
- * You can now choose from some additional music output devices.
- * Help is in seperate files, MZX*.HLP, to save memory. (lots!)
- * I FINALLY THINK THE MEMORY AND FILE CODE WORKS PERFECT! Except for speed.
- Something to work on...
- * Char editor shows values of bytes along left side, for use with robot
- command CHAR EDIT.
- * Yet more help
- * Robot editor! See the top box for keys to use (Import/eXport not
- implemented yet)
- * Robots as well! See Help, Robo-P Reference, Command Reference, and look
- at commands for help using them. Some are not done yet.
- * Video mode returns to default VGA mode (text 16x9) on exit
- * File lists sorted
- * Directory support and DRIVE support in file boxes WAS added, but was
- taken out due to problems since changing the current directory makes it
- almost impossible to find the current .MZX file to read boards from.
- * Custom Critical Error Handler (no dos grey messages if the drive is
- invalid or something like that)
- * Password displayed as *'s when inputting, except on protection menu.
- (Do YOU think it should be *'s on protection menu? 'T'? CP?)
- * Enemys-hurt-enemys option added (GLOBAL info, SPEC. button)
- * "Show Robots" option added (Shift F2)
- * More help added
- * Fixed sensor bug (The player couldn't move onto it in most cases)
- * Fixed a bug where if you tried to Grab something via the Modify menu and
- the current thing was a scroll, sign, or robot that had no copy anywhere
- else on the current board, then the memory allocated to that object was
- not freed. (whew!)
- * A few more optimizations
- * Mouse disapears after a certain period of time of non-use
- * Boulders from the AVALANCHE potion, and explosions from the BLAST potion
- can't appear over an entrance anymore
- * Fixed some bugs in Text Export
- * Removed .BIN import- Waste of program space
- * Made ALL options (protection, ANSi import) available in unregistered-
- now registration is only for the games
- * Removed "suicide key" from game. Think about how it could screw up
- carefully planned cinemas, story sequences, etc.
- * Mouse support in character editor
- * Test function added
- * Speeded up saves and board switches
- * Slowed down all file access (okay, so it's not a feature, but it's more
- reliable, as is memory management as well)
- * Made save meter more accurate
- * BLOCK COMMANDS! (in editor)
- * ZZT board import (not perfectly accurate, but...)
- * Bug fixed where games with the title screen title at maximum length would
- mess up the file list box
- * MOD (SB & speaker) support! (& SAM)
- * Explosion-meets-player bug fixed
- 3rd beta release: NEW:
- * Full mouse support (except in character editing)
- * No "pointer" mouse...
- * Scrolls and sensors
- * Robot code (memory management) mostly transparent to user
- * GLOBAL Info- Death & endgame options
- * GLOBAL Info- Removed "Health Only/Lives Only" options
- * CW/CCW support
- * Sound always the same speed
- * Bug fixes and optimizations
- * Status Info added
- 2nd beta release: NEW:
- * Cmd line options
- * Mouse support (not finished)
- * -Bios option
- * Hopefully fixed Tony's graphics bugs (try it with and without -bios)
- * Bug fixes
- * Tutorial.mzx has creatures/guns sections
- * Fixed/better/changed keyboard routines
- * Optimized code
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