February 20th, 2019 - MZX 2.91j Here's a huge collection of bugfixes and a couple of features that needed to be split off from 2.92. Features: every release has an HTML copy of the help file now, the editor keeps separate board/overlay/vlayer buffers now, and anyone who still uses scrolls/sensors can view their info in the counter debugger. The global volume settings use an exponential curve now, range from 0 to 10, and have updated UI elements. Fixes in this release include: the updater won't complain about mzx_help.fil anymore, the NDS and 3DS ports have keyboards that work again, several bugs that would lead to worlds/saves with "Robot # does not exist on board #" errors have been fixed, and several crashes have been fixed. USERS + A complete HTML copy of the MegaZeux help file is now packaged with releases for all platforms. It can be found in the docs/ folder. + Nvidia and AMD switchable graphics drivers should now detect MegaZeux and MZXRun properly on Windows. + The editor now remembers the contents of the buffer when switching between board, overlay, and vlayer editing. For example, if a robot is selected on the board before switching to overlay mode, the robot will still be in the buffer when the user switches back to board mode. + The editor now remembers the last filename for importing and exporting MZM, MZB, CHR, PAL, and PALIDX files. + Scrolls and sensors can now be viewed in the counter debugger. They can be found by expanding the Board list (when present). + Readded "#version 110" directives to all GLSL shaders, fixing warnings on some Intel HD drivers. OpenGL ES builds should now comment out these directives. + Fixed bug where using Modify+Grab on built-ins could clear the floor under the built-in. + Fixed bug where key repeat wouldn't work for any text field in the NDS/3DS/Wii ports. This also affected the robot editor in Wii builds. + Fixed NDS touch screen support. Touching the screen no longer acts like escape and the keyboard properly works again. + Fixed a bug where the NDS keyboard would drop keypresses on games not running at speed 2. + The counter debugger now correctly displays the value of local0. + Fixed a bug where the counter debugger would not reopen to the correct robot local# value. + MZX now attempts to retry removal of an old file when updating if deletion fails initially. Error messages related to the failed deletion of "mzx_help.fil" or "assets/help.fil" are now suppressed as they are caused by a bug in older MZX versions. + The help file is now closed before the updater restarts MZX. + Fixed crash bug that could occur when removing old files after an update. + Improved manifest validity checks. + Fixed board editor crash caused by invalid thing IDs. + Player movement key repeat no longer resets when the player is locked. It will reset for a direction only when the arrow key corresponding to that direction is released. This fixes a bug in Brotherhood where the player would move at a fraction of the speed they were supposed to while swimming. + Added version checking for legacy IF c?? Sprite behavior. In versions 2.82b and prior, c?? would make this command ignore the provided param and use SPR_NUM instead. This fixes Project MoveZig. + Fixed spelling error in missile param dialog. + Switching boards in the editor now properly translates the new board's mod name, fixing cases where board mods would restart sometimes. + Fixed a bug where the current board mod wouldn't play after starting a listening mod, testing, returning to the editor, and then disabling the listening mod. + Replaced the linear volume setting curve with an exponential curve to make lower volumes less loud. The volume settings can now be set from 0 to 10 instead of from 1 to 8. + The config file setting pc_speaker_on=0 no longer prevents turning on PC speaker SFX at runtime. + Added temporary workaround for numpad 5 key detection when numlock is disabled. + "Forest to floor" and "Collect bombs" are properly enabled again for new boards by default. This fix doesn't alter config settings or saved .editor.cnf defaults. + The "Downver. world (MZX)" option in the "Export as" dialog is now completely highlighted when selected. (Lancer-X) + Starting MegaZeux with "startup_editor=1" no longer loads the default palette over the startup world's palette. + The move block action and undo/redo operations should now preserve the element beneath the player. + Fixed crashes caused by using block actions or COPY BLOCK on the player while the player is standing on a sensor. + Fixed several bugs where editor block actions and the commands COPY/COPY BLOCK would not check for the player or clean up robots/scrolls/sensors. Worlds/saves saved after these bugs occured could display "Robot # does not exist on board" errors when loaded. + The DUPLICATE SELF x y and DUPLICATE SELF dir commands now properly check for the player before attempting to duplicate a robot. This fixes a bug where MZX could create saves with "Robot # does not exist on board" errors. + Fixed a crash that could occur when importing a new board. + Fixed a bug where the 3DS onscreen keyboard would send key releases instead of key presses. + The 3DS onscreen keyboard now returns shifted chars when shift is active. + Fixed a bug where the libxmp implementation of MOD_ORDER and JUMP MOD ORDER could not restart the current order. + Fixed a crash with the libxmp implementation of MOD_POSITION when providing an out-of-bounds value. + Fixed a bug where Ctrl+[key] shortcuts would not work while a dialog list element was active on the Wii. + Fixed a bug where setting the board mod/charset/palette could truncate the first letter of the path on the Wii. + "mask_midchars" no longer masks the non-text char 127. + The message box title and the command [ now properly display the graphic for char 9 instead of a tab. + Added newline escaping to robot, counter, and string names in the counter debugger to work around formatting bugs. DEVELOPERS + Added the hlp2html utility, which can be used to convert WIPHelp.txt into web and printable HTML files. + Updated to latest NDS ARM7 template. + Updated SDL2 for Windows release builds to SDL 2.0.9. December 9th, 2018 - MZX 2.91i A small release with a bunch of fixes for bugs introduced mostly within the past few versions. Other highlights: joysticks should be hot pluggable now and Alt shortcuts now also work with the command key in Mac builds. USERS + MZX now properly detects when joysticks are connected and disconnected at runtime for platforms using SDL 2. + Fixed bug where the robot editor would open with the cursor at the end of the line instead of the start of the line. + Fixed a bug where the robot box could display using MZX mode but SMZX colors if opened on the first frame SMZX was enabled. + The built-in text box title should display correctly again in SMZX modes. + Fixed regression where keys could trigger wrong "keyN" labels. + Alt+F2 can now be used to open the settings dialog. + Mac users can now optionally use command in place of alt. + Improved editor cursor color selection for SMZX modes 2 and 3. DEVELOPERS + Fixed make test for SDL 1.2 builds. November 14th, 2018 - MZX 2.91h A minor release primarily focused on improving counter/string lookups and fixing bugs in the robot editor and counter debug menu. USERS + auto_glsl correctly switches to glsl on startup now. + Fix bug where "(editor)" wouldn't always display in the caption when editing. + The single line macro dialog now allows the full size of the single line macros to be edited. This fixes a crash caused by having a macro configured to be longer than the edit box could display. + Setting a counter to a string no longer duplicates the entire string in memory. + Fixed faulty BOARD_X and BOARD_Y bounding for values greater than the board width or height. Fixes potential crashes with BOARD_CHAR, BOARD_COLOR, BOARD_ID, and BOARD_PARAM. + The value of SPR_YORDER is now correctly displayed in the counter debug menu. + Improved the performance of the counter debug search. + Fixed cosmetic counter debug menu issue where the the "String" tree appeared to be expandable/collapsable when empty. + Fixed faulty substring searching algorithm used in the counter debug menu search and for breakpoints. + Added "Search" and "Cancel" buttons to the counter debug menu search so it can be used with the mouse. + When testing from the editor, if "__test.mzx" exists MegaZeux will now choose a numbered name for this world backup (e.g. "__test2.mzx") instead of potentially overwriting work. + Fixed bug where six-digit line numbers would display in the robot editor incorrectly. + Inserting text in the robot editor using the F2/F3/F4/F5 shortcuts can no longer exceed the line length limit, fixing related crashes. + Using F5 in the robot editor generates decimal numbers instead of hex numbers now. + Fixed robot editor bug where pressing delete at the end of a line wouldn't join lines unless the current line was empty. + Restored the ability to use the F7/F8 cheats outside of the editor. This feature was broken in 2.91g. To enable cheats outside of the editor, the config option "allow_cheats" must now be set to "mzxrun" or 1. The former will enable them for MZXRun only (same as from 2.82b to 2.91f) and the latter will enable them for both executables (same as the -รพ flag in DOS versions). + Fixed bounding bug on the "board_default_width" and "board_default_height" config file options. + Separated robot editor "Search and Replace" dialog into a "Search" dialog and a "Replace" dialog. Both dialogs are smaller in size than the original. The order of the elements in these dialogs has also been altered to be more user- friendly. The hotkey for the new replace dialog is Ctrl+H. + Fixed Ctrl+R repeating for the "Replace All" robot editor search operation. Previously, it would act like "Replace". + Canceling the robot editor search/replace menus no longer disables the repeat feature. + Searching in the robot editor now properly preserves the case of the search string if case sensitive search is disabled. + Fixed bug where toggling the robot debugger position wouldn't take effect immediately. + Exiting the editor with the "startup_editor" config setting enabled should no longer inappropriately close MZX. + Selecting "tile" for the char editor import mode works again. + The bounds for the main editor charset import/export offsets and size have been increased to allow for extended charset values. + Fixed the "KEY?" labels for keys that no longer have a unicode representation in SDL2. + Fixed SET "$string" "FWRITE#" bug where, if # exceeded the length of $string, the output would be clipped to the wrong length. + The missile color ID char is now correctly set back to its default value when a new world is created from the editor. DEVELOPERS + Cleaned up the counter debug menu code. + Switched from uthash to a modified version of khash for counter and string lookups. Counters/strings now consume less memory and counter/string lookups should perform slightly better on most platforms. + Replaced toupper/tolower in memcasecmp and substring searching with a lookup table-based implementation of tolower. + Refactored the following contexts to use the main loop: robot editor, intake, thing menu. For compatibility purposes the old intake still exists, but all robot editor hacks have been removed from it. October 7th, 2018 - MZX 2.91g This bugfix release fixes various minor-to-moderate bugs in various areas of MegaZeux. The title/game update code has gone through a fairly major overhaul and several parts of MegaZeux have been combined to use the same loop. The conversion of MegaZeux's interfaces to be compatible with this loop is an ongoing process expected to occur over several versions. USERS + Added "allow_screenshots" config file option. Setting this option to 0 will disable the built-in screenshot feature. + The F12 key can now be detected by Robotic. + Loading saves from the title screen no longer resets TIME. + Loading saves from the title screen no longer erroneously changes the player restart position. + Swapping worlds now sets the correct TIME and player restart position values. + Fixed a bug where the fade out effect from COLOR FADE OUT would be reset after any Robotic dialog. + Undo for overlay and vlayer mouse drawing now works properly. + Mouse drawing in the editor now draws smooth lines instead of lines with gaps. + Fixed move block bug when the source and destination both overlapped the player. + Palette editor component entry now accepts most of the same inputs as dialog number boxes. + The board name in the caption now updates to reflect the current board while testing. + Fixed bug where TIME would either decrement normally or not decrement at all while the slow time effect was active. + Added compatibility for pre-port endgame teleport behavior. In DOS versions of MZX, the endgame teleport would disable itself after being triggered for the first time and any following endgame would instead trigger a game over. + Reduced stutter in NDS and 3DS main screen scrolling. + Fixed a bug where creating a string MZM would not correctly set the string's length for preexisting strings. + Fixed a bug where loading robot source code from a string wouldn't work correctly with the robot debugger. + The help system is now accessible from the main menu and game menu. + The settings screen is now accessible from the main menu, game menu, editor, and palette editor. + The shortcut Ctrl+F2 can be used to open the settings screen from anywhere the settings screen is accessible. This shortcut works even if F2 is used for a different feature and will also ignore the value of the F2_MENU counter. + Fix a crash that would occur decrypting a world with a password exactly 15 chars long. + The label for the INPUT STRING command should no longer be able to overflow outside of the window. + Fix a crash that would occur attempting to open the help file from the world decryption confirm dialog. + Fix bug where saved layer MZMs and board MZMs without robots would have useless extra data at the end of the file. + Scroll contents properly display game colors during gameplay. + An error message is now displayed for failed board exports. + Enabled writing zip data descriptors on the 3DS to decrease saving time. - The "password protected" error message has been removed as it was redundant with the confirmation dialog following it. - The "disassemble_extras" and "disassemble_base" options no longer affect Robotic output during gameplay. SAVE_ROBOT will always output extra words and base 10 numbers regardless of user configuration. DEVELOPERS + Implemented a main event loop to replace the various separate event loops scattered around MegaZeux. See core.h and core.c for more info. + Refactored the following contexts to use the main loop: titlescreen, gameplay, main menu, game menu, editor, palette editor. + When enabled, the debug FPS display will now update from any interface using the main loop. If fullscreen mode is active, the FPS display will now appear in the top-left corner of the screen for any main loop interface aside from the editor. + The --disable-screenshots config.sh option can be used to disable screenshot support. This allows platforms that don't use render_layer.c to stop building and linking it. + Cleaned up m_show()/m_hide() overuse. + Replaced all uses of "bool" with "boolean" to avoid potential C/C++ compatibility issues. - Removed most old/unused source code in contrib/unzip, src/old, and src/vfs. September 17th, 2018 - MZX 2.91f A bugfix release focusing primarily on renderers, the 3DS and Wii ports, and the Makefile build system. Highlights: the 3DS port should perform better now, the Wii port's GX renderer has been restored, the 'darwin' platform has more Unix-like options now, and several crashes have been fixed. USERS + The config setting 'audio_buffer' can also be specified with 'audio_buffer_samples' now. The default value for this setting is now 1024 (instead of 4096). + Fixed a crash that could occur in the counter debugger. + Fixed a crash that occurs when attempting to add a watchpoint for robot local counters, loopcount, etc. Using these counters as watchpoints will watch the global robot's instances of these variables (for other robots, use e.g. r#.local1). + Using SMZX_INDICES or LOAD_ROBOT on an unset string no longer causes a crash. + png2smzx is now properly bundled with Linux builds. + Improved the performance of loading partial charsets for the glsl, opengl2, and 3DS renderers. Other renderers were not affected by this issue. + Fix opengl2 unbound sprite regression introduced in 2.91e. + The opengl2 renderer now correctly draws unbound sprites containing chars with a transparent foreground color. + 3DS renderer optimizations. (asie) + 3DS screen focusing now mimics the NDS port's behavior. (asie) + Fixed bug where games could fail to open files on some platforms if the paths contained duplicate slashes. (asie) + Added a Wii software layer renderer. This renderer can be selected with "video_output = xfb" in the config file. + Wii GX renderer optimizations. + Added layer rendering support to the GX renderer. + The Wii GX renderer now uses the gl_vsync config option to toggle vsync. For the Wii, this feature is on by default. Disabling it may increase the framerate of some games but may also cause other problems. + The loading bar on console platforms now redraws the screen less often. DEVELOPERS + GAMESDIR/BINDIR/SHAREDIR now properly apply PREFIX when they are not explicitly set by config.sh. + LIBDIR is now user-definable like BINDIR et al. Variations such as "lib64" currently must be explicitly provided for platforms that still use them. + Remove src folder from CFLAGS to fix a bug where system includes could be mistaken for MegaZeux headers. All includes of MegaZeux headers must be done using relative paths now. + Fixed include bugs for X11 and Carbon clipboard handlers. + Makefile now attempts to respect the prefix when running sdl-config, sdl2-config, and libpng-config. + Renamed the "darwin" config.sh platform to "darwin-dist". + Added "darwin" and "darwin-devel" config.sh platforms. These act like Mac OS X versions of the "unix" and "unix-devel" options. + The darwin-dist build system and instructions are now somewhat more clear and robust. + Fixed a bug where zlib wouldn't necessarily be linked to png2smzx. + Renderers will now use render_layer to draw the text_video fallback if no render_graph function is present. September 3rd, 2018 - MZX 2.91e Bugfix release fixing some crashes, port bugs, and some other significant issues affecting a variety of things. USERS + Fixed bug where loading a board charset would also clear all of the extended charsets. + Fixed bug where loading a default charset in the editor would also clear all of the extended charsets. + Loading a 2.91 world when a renderer with no layer support is active no longer triggers an error message. + Fixed a memory corruption bug in the non-SDL Wii port caused by faulty threading code. + Fixed crash that could occur when updating a board undo frame. + Fixed crash when changing to a board with overlay disabled in overlay editing mode. + Fixed a bug where the protected charset could get cleared for renderers without layer rendering support. + Enabled C99-compliant stdio functions for mingw, fixing at least one crash bug and possibly improving performance. + The NDS port now attempts to detect argv[0]. + The 3DS port now attempts to detect argv[0] and otherwise will start in /3ds/megazeux instead of /. + The 3DS port .3dsx file is now located in /3ds/megazeux. + The MOVE PLAYER [dir] and MOVE PLAYER [dir] [label] commands now update the commands cycle and commands total values. + Fixed a bug where MZX and checkres wouldn't accept some DEFLATE-related ZIP flags. + checkres no longer crashes on failing to open a resource zip. + The window caption now updates correctly when using either of the overlay renderers. + Update checking will now display an error instead of silently hiding the updater when the updater fails to initialize. + Fixed an issue where UIs would execute redundant frames. + Fixed a bug where string comparison would not order strings of different lengths correctly. (GreaseMonkey) DEVELOPERS + Code style has been cleaned up in numerous files. + Moved GLSL shaders from assets/shaders/ to assets/glsl/. + Added missing GPL headers to GLSL shaders and added slightly better documentation to them. July 12th, 2018 - MZX 2.91d This is a minor bugfix release to get a handful of fixes out primarily concerning the updater. The NDS/3DS/PSP/Wii ports now include a copy of Caverns of Zeux. USERS + Added timeouts to updater network operations. + Fixed bug where the updater would retry downloads without regard to the status code. + The updater is now force-disabled for all non-Windows platforms in config.sh. + Fixed bug where breakpoints could trigger on the wrong line. + Amended VOLUME/MOD FADE # # bounding to clamp values in port versions. DOS versions will still wrap between 0 and 255. + Added DOS compatibility fix for sprN_off. + Window caption is now properly updated when loading a world from an unedited world in the editor. + Fixed bug where ".." would change to the current directory if the current path ended in a path separator. - Removed undocumented support for "title.cnf", "game.cnf", and "editor.cnf" config files, which would have been loaded from the same directory as the main config (not to be confused with world-specific config files, which are still supported). DEVELOPERS + The MSYS2 buildscripts have been overhauled to work with the new devkitPro pacman repositories. + Added config options to select vorbis, tremor, tremor-lowmem, or to disable ogg vorbis file support. The 3DS and Wii ports now use tremor instead of tremor-lowmem. March 4th, 2018 - MZX 2.91c This release contains an assortment of bugfixes ranging from player clone fixes to obscure compatibility patches. A handful of updater issues have been fixed (or at least addressed). MegaZeux can now automatically check for updates on startup on Windows platforms. This behavior can be configured, and by default will simply leave a message in the window caption. USERS + MegaZeux can now automatically run the updater on startup on applicable platforms. This can be configured with the 'update_auto_check' config file option. + Fixed a bug where several .MOD variants stopped working with libxmp enabled. + Sound effects in subdirectories can now be used in the SFX editor. + Fixed a bug where checkres would fail on legacy worlds with very long custom SFX. + Checkres no longer ignores the SFX tables of 2.90+ worlds. + Fixed a bug where interpolated expressions containing ternary operators could terminate counter names early. + Fixed faulty IF ANY compatibility behavior. + Fixed a bug where FWRITE functions could change the case of user-defined filenames when creating new files on non-Windows platforms. + SMZX mode 1 palettes are now exported correctly as 16 colors instead of as 256 colors. + Fixed subtly inconsistent timing in certain built-ins. + Fixed bug where wind and transporters could clone the player. + MegaZeux now restarts correctly in paths containing spaces when the updater is run. + Subroutines in pre-port MZX worlds now always return to the command after the subroutine was sent. + Typed color components now wrap from the maximum value to zero like dialog number inputs, and pressing minus will now negate the input number. + Copying chars in the char editor between regular and SMZX screen modes now works properly. + Fixed a crash that could occur when placing things on a vlayer larger than the current board. + Sharks and SpittingTigers with firing rates greater than 4 now retain their firing rate when edited. + Fixed a bug where world decryption could crash. (Revvy) + If the glsl renderer is selected by default, the detection of a software opengl driver will result in falling back to software. (Lancer-X) + Fixed a bug in the GLSL renderer where an additional window is created if the OpenGL version is low enough to cause a fallback to software. (Lancer-X) DEVELOPERS + Added .MZX-based unit testing system. Run with "make test". See testworlds/README.md for more information. + The default renderer is now auto_glsl, which turns into glsl if not using a blacklisted opengl driver. (Lancer-X) January 6, 2018 - MZX 2.91b Here's a fairly significant update for MegaZeux 2.91, fixing several major Robotic, audio, and editor related bugs, as well as issues that mostly affected Linux platforms. Also of note is the updated MSVC and Xcode support by Spectere. USERS + Added the config file option "editor_thing_menu_places". When set to 0, selecting an object from the thing menus (F3-F10) will place the object in the buffer but not on the board. Defaults to 1. + Fixed a bug where MZMs could sometimes fail to load in the editor. + MZMs loaded in the editor now behave correctly when undone. + Fixed bug where GOOP_WALK wouldn't always be 0 when loading old worlds. + Values of GOOP_WALK greater than 1 no longer cause issues. + Board time limits greater than 255 are no longer truncated when saving worlds/saves. + Fixed bug where "robot not found" errors could result from using backspace on robots in the editor. + Fixed backwards string inequality evaluation. + String inequality compares are now endian-safe. + Fixed a bug where certain mods (e.g. FR_TOWER.MOD, Neve.s3m) could repeat to the wrong order after reaching the end. + Fixed a bug where certain .it channels could partially ignore the volume command. + Setting mod_position in libxmp now works for positions in the middle of orders (NoSuck). DEVELOPERS + Updated MSVC for Visual Studio 2017. (Spectere) + Added xcode support. (Spectere) + "make clean" now deletes ccv. (pgimeno) + Fixed creeping CRLF usage. (Lachesis, pgimeno, Spectere) + Fixed a bug where the MSYS2 build scripts could inadvertently include non-portable SDL2 binaries in Windows builds. November 22, 2017 - MZX 2.91 This release introduces mostly new editor features, but also a a few Robotic features to note. It also fixes over 30 bugs. MegaZeux now features a palette editor for SMZX modes 2 and 3, and worlds can be saved and loaded in SMZX mode. The char editor has been changed to allow preview palettes (mostly to aid with SMZX editing), and can now access the extended character sets. The new vlayer editor allows the vlayer to be edited directly. On the Robotic side of things, LOAD_COUNTERS actually works now, SMZX mode 3 indices can be loaded from a file, the message line can be configured to use normal MZX mode in SMZX modes, and new string features such as simple wildcard matching and negative offsets have been added. String support has been improved to disallow invalid or nonsense string splices that previously had undefined behavior. Additionally, asie's new Nintendo 3DS port has been merged into MZX, and optional SDL support has been added for the Wii. FEATURES + Added SMZX_INDICES special counter to load SMZX indices. This counter works with either a filename or a string, e.g. set "file.palidx" "SMZX_INDICES", and will do nothing outside of mode 3. + Added MOD_LENGTH counter. The value of this counter is length of the current playing music in rows for modules, or in samples for PCM audio. + Added MAX_SAMPLES counter. When set, MegaZeux will limit the maximum number of samples that will play simultaneously. Set to -1 to disable the sample limit. + Added 'max_simultaneous_samples' config file option. This behaves the same as the MAX_SAMPLES counter, but applies globally. + Added SMZX_MESSAGE counter. When set to 0 with SMZX active, messages will display in normal MZX mode instead of SMZX using the first 16 colors of the SMZX palette. + Added 'random_seed#' counters to read and write the random seed, 32 bits at a time (random_seed0 controls the low 32 bits and random_seed1 controls the high 32 bits. (Lancer-X) + Added a case-sensitive string equality operator: IF "$string" === "ABC" then "label". + Added wildcard-matching string equality operators: IF "$string" ?= "a?%" then "label" IF "$string" ?== "a?%" then "label" (case-sensitive). The character '?' will match exactly one of any character in $string, and '%' will match any number of any character in $string (including no characters). + Added negative indexing for strings, e.g. SET "$string.-X" 32. This manipulates the string at the Xth character starting from the end of the string (with -1 for the final character). + Added negative offsets for strings, e.g. SET "$string+-X" "a". + Added multiple character indexing for strings. When a length is provided with a string index, e.g. SET "$string.X#Y" 12345, the characters at positions X, X+1, ..., X+Y-1 will be treated as a single 8*Y bit number. This works for values of Y between 1 and 4, with 4 characters providing the same functionality as a counter. + The palette editor and character editor are now accessible while testing. Press Alt+E or Alt+C respectively to access them from the counter debugger. + Extended the palette editor to SMZX modes 2 and 3. The updated palette editor allows the editing of all 256 SMZX mode 2/3 colors and editing color indices for SMZX 3. + Component numbers can now be typed in the palette editor by clicking the component name or its number, e.g. clicking "Red" allows you to type a red value. + SMZX indices can now be imported/exported while editing in mode 3 using import/export palette. + Added a new vlayer editor. In the world editor, press Alt+V to switch to the vlayer editor. The vlayer is something like an invisible global overlay that can be used to store and retrieve graphical data through Robotic. See the editor help and the Robotic reference manual for more details. + Added color selection to the character editor. Press C to choose a color to preview and edit chars with, and press Alt+C to revert back to the default grey. + Added extended charset support to the char editor. Extended charsets can be selected during char selection. Note that in gameplay these chars can be accessed only by unbound sprites. + Selected blocks of chars with a height greater than one (before selecting a subdivision) are now properly supported. Using -/+ with these selections will move in a tiled manner, with no overlap between chars in "tiles". Charsets can also be exported/imported using this tiling behavior. + The -/+ keys now behave the same in the char selection screen as they do in the char editor. + The character editor help now covers several shortcuts that were previously missing (Alt+B, Shift+Arrows, etc...). + The undo/redo shortcuts in the character editor are now Ctrl+Z for undo and Ctrl+Y for redo. + Added undo/redo functionality to the world editor. Use Ctrl+Z to undo changes to the board/overlay/vlayer and Ctrl+Y to redo. + The default editor undo history stack size has been extended to 100 levels. + The editor will now prompt the user to create a new starting board when opened. If a new board is created, the global first board will be set to the new board and the title board will be renamed. + Saved positions now have confirmation dialogs. Saved positions are saved to/loaded from the editor.cnf file for each world. + Pressing Enter/Return on the overlay (and vlayer) now acts the same as on the board, changing both the buffer and the current layer being edited. + Pressing P on the overlay (and vlayer) now acts the same as on the board, changing the character in the buffer but NOT on the current layer. This is equivalent to the original overlay behavior for Enter. + Block tiling movement (Ctrl+Arrows) now works with most block actions, and does not require an initial block placement to activate. + Restoring its DOS functionality, Alt+D now toggles the default colors of built-in types in the editor. When disabled, built-ins placed from thing menus will use the buffer color instead of their default colors, and a red dot will appear on the right side of the status bar. + Color selection now supports typing in the hex value of a color/subpalette to select the given color/subpalette. For example, typing "4c" will select background color 4 and foreground color 12. + Readded the downver utility. - Removed the undocumented Shift+F7 shortcut in the editor. This shortcut was redundant with F11. FIXES + Fixed a bug that would cause Linux binaries to fail to find most resources. + Fixed a bug where loading a save from the titlescreen, exiting gameplay to a world that doesn't exist, and then loading a second save would corrupt the counter and string hash tables. + Fixed crash that would occur when loading a saved position on the same board referring to out-of-bounds coordinates. + Fixed a freeze that could occur opening the counter debugger to an empty list or searching for a counter in an empty list. + LOAD_COUNTERS now works as intended. + Fixed a bug where key repeat would be prematurely terminated when releasing a key while holding another key. + Attempting to open the robot validator with no errors will no longer crash MegaZeux. + Backspace now mirrors delete in overlay mode instead of affecting the board. + Moving an overlay block partially out of bounds in the editor will now correctly clear the block's original position. + The color selector will now correctly display SMZX palettes in SMZX mode instead of the default char 254. + Fixed bug where the mouse cursor would vanish after using the robot debugger configuration dialog in the editor. + Fixed a bug where the counter debugger could sometimes display behind the robot debugger after exiting the counter debugger. + Undo in the char editor now works correctly with the mouse. + The char editor no longer forces the screen to SMZX mode 1 when editing in SMZX modes 2 or 3. + Fixed screen corruption bug when resizing the char editor in SMZX modes. + Fixed a bug where multichar editing wouldn't correctly wrap to the start of the charset. + The editing area outside of the current board is now correctly drawn when SMZX is enabled. + The viewport is now correctly drawn when SMZX is enabled and the UI or unbound sprites are active. + The editor bar no longer appears while SMZX is enabled in view mode. + Messages are now drawn correctly in SMZX mode. + Fixed bug where centering the viewport could change the width and height of the viewport. + Unbound sprites are now clipped correctly against the viewport when the viewport origin is not 0,0. (Lancer-X) + The VLAYER_SIZE counter now clears new vlayer area added when it is increased. This applies only to 2.91+ worlds. + The VLAYER_WIDTH and VLAYER_HEIGHT counters now preserve data on the vlayer when set. This applies only to 2.91+ worlds. + Fixed several bugs with string length and offset parsing that would allow invalid string accesses to work in certain cases. + COPY BLOCK $string now works correctly with string splices. + Fixed a bug where saving and loading 2.90X files wouldn't work on the Nintendo DS. + Fixed a bug where mouse clicks would carry through from the UI into games. + Invalid gl_scaling_shader values should no longer appear as the current loaded scaler. + MegaZeux now falls back to the default scaling shader when a selected scaling shader fails to compile. + Blank sprite chars are now drawn when ccheck is 3. (Lancer-X) + The sprite color is used with ccheck 3 collisions. (Lancer-X) + When spr_yorder is enabled, sprites with the same (sprN_y + sprN_cy) value are now consistently ordered by their sprite numbers. + The collision rectangles of ccheck 3 sprites now constrained to the sprite dimensions (Lancer-X). + MZX no longer crashes when a line of length 512 characters or longer is pasted into the robot editor. + Fixed a crash bug when trying to swap a sprite with an invalid sprite index. DEVELOPERS + Added Nintendo 3DS port. (asiekierka) + Added "make uninstall" option to the Linux makefile. + Added devkitPro portlibs paths to the NDS and Wii Makefiles. - Removed the depackers and non-MegaZeux formats from libxmp. September 4, 2017 - MZX 2.90d Here's another bugfix release. This is mostly assorted small fixes, but there are also a couple of major fixes here: first, the ternary operator now works correctly when nested both with and without expressions, and second, sprN_setview does not break in conjunction with certain unbound sprites. Additionally, SAMs will not be converted to WAV files anymore (and are now natively supported) and the robot debugger config is accessible from the editor. FEATURES + The current MegaZeux version is now visible from the enter menu on the title screen. This is to assist identifying the version on platforms that don't respect window title changes or have no window border. + Updated checkres.bat and checkres documentation. + The robot debugger configuration screen is now accessible from the editor via Alt+F11. + Removed SAM to WAV converter. MegaZeux now has native SAM support. (asiekierka) + Added crt-wave.frag, updated crt.frag. (astral) FIXES + Fixed a bug where MegaZeux would crash when editing a robot with an invalid IF command operator. + Fixed a bug where the ternary operator would fail to find the correct colon when the middle term contained a second ternary operator in a nested expression. + Nested ternary operators should now behave as expected. + Fixed a bug where the built-in cursor would disappear after exiting testing with EXIT_GAME. + Fixed a bug where the listening mod would not restart after exiting testing. + Fixed a bug where the robot debugger would not wrap long lines of Robotic code correctly. + Attempting to save a world in a write-protected location correctly displays an error message again. + Fixed a bug where key repeat would not work when scrolling through the counter debugger tree list. + checkres will no longer report empty filenames as dependencies e.g. SET "" TO "FWRITE_OPEN". + The -q flag in checkres will now correctly output filenames instead of nothing. + Fixed a bug where sprN_setview would scroll the viewport to the wrong side of the screen if the sprite is unbound and is close to the top or left edge of the board. (Lancer-X) DEVELOPERS + Fixed PSP and NDS ports. (asiekierka) July 25, 2017 - MZX 2.90c This is a small fix release mostly cleaning up issues from the previous release. Notable fixes include a crash on certain instances of string interpolation into counters/labels/text. Playing mods as sound effects works again, and the audio_sample_rate config file option now works correctly. This release also includes support for loading save files from MegaZeux 2.84X and experimental editor behavior for handling board charsets and palettes. FEATURES + Save files from 2.84X worlds can now be loaded. + The editor can be configured to automatically load board charsets and palettes now. Use the 'editor_load_board_assets' config file option to enable this behavior. This behavior is disabled by default. Note that this will OVERWRITE THE CURRENT WORLD CHARSET AND PALETTE and your changes will NOT be saved automatically. + GLSL is now the default renderer. (Lancer-X) FIXES + Fixed bug where --disable-modular builds would fail to link. + Fixed bug with libxmp integration where mods could not be played as sound effects. + Fixed bug with libxmp integration where MZX would assume audio_sample_rate was 44100, causing mods to play at incorrect pitches with other rates. + Fixed bug where editor config file options would be ignored at the command line. + Fixed bug where string interpolation into a label/counter name could cause MZX to crash with very long strings. July 16, 2017 - MZX 2.90b It's been two weeks, so here's a bugfix release for MZX 2.90. There isn't a whole lot that's new to talk about. Firstly, the palette editor has gone through an overhaul. This is mostly internal preparation for an eventual SMZX palette editor, but the new features include the partial restoration of mouse input (which was removed in 2.80X), the addition of color sliders, the ability to hide the palette editor help, and two new colorspaces (HSL and CIELAB) to aid in the selection of palette colors. Next, the robot debugger introduced in 2.90 has new features. You can now set "watchpoints" to watch the status of particular variables, and you can send labels/goto from the robot debugger. The robot debugger config screen has been visually improved, and line number breakpoints can be defined. Another notable feature is that KEY_PRESSED and KEY_CODE values are now displayed in the debug window during gameplay. libxmp is now the default sound engine for modules, fixing a longstanding bug where certain S3Ms would have muted channels. GDM modules are now supported by MZX again. If you notice any inaccuracies with mod files, please report them to the tracker. Fixed bugs include a major overhaul of the glsl shaders for compatibility with almost any system, various sprite, text box, and input bugs, a crash fix when MZMs were saved from out of bounds board locations, and a bug where opening worlds or testing from the editor could cause MegaZeux to exit. FEATURES + The "shaders/extra" folder is now "shaders/scalers". The default vertex shader is still located in the shaders folder. + The default scaling shader can now be set in the config file using the gl_scaling_shader option. If not defined, MegaZeux will load assets/shaders/scalers/semisoft.frag. + The robot debugger now supports monitoring the values of counters and strings. Use the config menu/breakpoint editor to add watchpoints; when the debugger detects a change in a watchpoint counter/string AFTER a command has been executed, the robot debugger will open. + The robot debugger can now send robots labels. Use 'G' or select 'Goto' in the robot debugger to use this feature. The name and label inputs support expression parsing and string/ counter interpolation. + The robot debugger can now use line numbers in breakpoints. + The palette editor help can now be hidden with Alt+H. The default behavior for this can be set in the config file. The palette editor help is visible by default. + The palette editor's mouse functionality has been improved. Behavior when clicking the palette has been restored, and component sliders have been added. + The palette editor now supports alternate color spaces. + The debug window now displays the last key_code (green) and key_pressed (magenta) values detected during gameplay. These values are located in the bottom right corner of the window. + The default fullscreen resolution for scalable renderers is now 1280,720. The default fullscreen resolution for 'software' is still 640,480. The default aspect ratio is now 'modern'. + The checkres utility has been updated to support 2.90X worlds, worlds in subdirectories of zip archives, multiple input files to test, and the ability to specify secondary directories and zips to search (e.g. for games with separate music zips). BUGFIXES + Fixed a bug where certain "keyN" labels, such as "key$", would not work correctly. + Integer comparisons between numbers greater than 2^31-1 apart now work correctly. (Lancer-X) + The palette editor now displays the SMZX mode 1 palette correctly. + Sprite collisions now correctly ignore the sprite's visual width and height. + Blank lines are no longer skipped when copy-pasting text into the robot editor. (Lancer-X) + Fixed a bug where key presses in dialogs could be detected in games, and keypresses could still carry between other dialogs. + [ message boxes now use the same screen mode as everything else. Same with scrolls. (Lancer-X) + spr#_setview now works with unbound sprites. It's pretty nasty as the viewport can't scroll with pixel precision, but the new behavior should still be better than the old. (Lancer-X) + Fixed a bug affecting certain Intel HD Graphics cards and the GLSL renderer that appears to have been around since that renderer was first introduced. (Lancer-X) + Fixed a bug where the numeric numpad keys were inappropriately translated to regular keys based on numlock when they were read from KEY_PRESSED. This behavior is now locked to worlds from 2.82X through 2.84X. + Fixed a bug where warping the mouse on one axis would snap the mouse to the nearest pixel on the other axis, causing problems for upscaled windows. + Fixed a bug where mouse control would not respect video_ratio settings aside from "stretch". * Fixed a bug where MZX would attempt to load certain invalid worlds that should have been caught by validation. + Copy block to MZM no longer crashes when the MZM is partially overlapping the board edge. (Lancer-X) + Fixed bug where MegaZeux would sometimes exit immediately on loading a game or would immediately exit testing. DEVELOPERS + libxmp is now the default module sound engine. Use "make xmp" to make and install libxmp if it is not available on your platform. + Mac OS X portability improved. (Spectere and Why-Fi) June 29, 2017 - MZX 2.90 Hey, it's been a while! Didn't mean to keep everyone waiting. To make up for it as much as possible, we've prepared an extra special release of MegaZeux here for you. Yeah, you! I don't even know where to start with this release, as there's simply a lot to talk about. MZX's world formats and rendering architecture have gone through major overhauls, and a multitude of bugs have been fixed (60+). Particularly the MZX UI graphical glitch that occurred when an SMZX mode was enabled. Some notable new features are unbound sprites (MZX's new native pixel precision support), loading character sets/palettes/source code/MZMs from strings, saving MZMs to strings, a new Robotic debugger, the SAVE_COUNTERS and LOAD_COUNTERS function counters, options to help create standalone game releases, the ability to assign character sets/palettes to a board to load on entry, and resetting boards on entry. The size limit of Robotic bytecode has been increased to 2MB. Other important mentions: MegaZeux has been updated to use SDL 2.0 and libmodplug 0.8.9.0. The SAVE_WORLD function counter has been permanently removed. The downver utility has been temporarily discontinued, as adapting it to this release would have been a considerable amount of work. Instead, there is a new option in the Export menu in the editor to export a 2.84 world. Enjoy, and try not to get overwhelmed by all of the new stuff! FEATURES + Added a built-in robot debugger. See the Debug Mode section of the help file for details. + Added the COMMANDS_STOP special counter to MegaZeux. When a robot executes a number of commands exceeding this value while testing, the robot debugger will be enabled automatically and will open. During regular gameplay, it will be ignored. The default value of COMMANDS_STOP is 2000000. + The counter debugger now remembers its previous position after being reopened. + Added commands_cycle and commands_total variables to the Robot section of the counter debugger. See the Debug Mode section of the help file for details. + Certain types specified as 255 on the char ID table are now treated as Custom* types when placed and selected in the editor. If you switched a type to char ID 255 in a game that already had that type, the parameters will not be changed (and the types will still be char 0 if they were already placed in the world). When making a type a Custom* type from the global chars dialog, it will appear visually different in the list and in the character selection window, and also ask for confirmation. + The enter menu can be closed with escape now. + In the editor, the Backspace key now removes the top layer and brings the under layer to the top, as a compliment to Del. This does not affect the text entry behavior. + Seeking in the String section of the counter debugger will now ignore the $ prefix. + Tentative joypad POV hat support added: joyNhat = U, D, L, R + The BUTTONS counter has been extended to support the mouse wheel and X1/X2 buttons. + Strings can now be used in the LOAD PALETTE "file" command in place of a file name, i.e. LOAD PALETTE "$string+10". + Strings can now be used in the LOAD CHAR SET "file" command in place of a file name, i.e. LOAD CHAR SET "@240$chars". + Strings can now be used for the special counter LOAD_ROBOT in place of a file name, i.e. set "$str" "LOAD_ROBOT". + Strings can now be used for saving and loading MZMs in place of a file name, i.e. put "@$str" image_file... (Lancer-X) + Added ESCAPE_MENU counter. When set to 0, this counter will prevent pressing escape from opening the exit gameplay menu. This will not affect any other escape menus in MZX, and the exit gameplay menu can still be opened by other means, such as ALT+F4, CTRL+C, the window close button, etc. + Added EXIT_GAME function counter. When set to anything but 0, this will cause MegaZeux to exit to the title screen. This has no effect on the title screen. + Added the ternary operator (?:) to expressions. If the value to the left of ? is not equal to zero, the expression between the ? and the : will be evaluated. If the value to the left of ? is equal to zero, the expression to the right of : will be evaluated. + Added SAVE_COUNTERS and LOAD_COUNTERS special counters. These will save and load files containing every counter and string from the world they're used in, respectively. These files are not version checked, and may be used like save files. + Robots now keep their robot IDs after reloading saves. + Added standalone mode. The config parameters standalone_mode and no_titlescreen can now be used (from MZXRun only) to create standalone versions of MZX with the ability to fully customise the player's experience. See config.txt for details. (Lancer-X) + The minimal help bar now displays robot memory and the current board mod when contextually appropriate. + The minimal help options for the board and robot editors are now enabled by default. + Shaders can now be changed from the F2 menu when using the GLSL renderer. The user can select a fragment shader from the assets/shaders/extra/ directory. If a matching vertex shader exists, it will be loaded alongside the fragment shader. Otherwise, MZX will fall back to the default vertex shader. + On Linux and Mac OS X the configuration file will be copied into the user's home directory and given the name .megazeux-config if it is not already present. This config file will then be used instead of the global one. (Lancer-X) + Added unbound sprites. Sprites can be unbound from the grid by setting spr#_unbound to 1. Their coordinates will now refer to the sprite's location in pixels, not tiles. spr#_width, height, refx and refy still refer to chars; however, spr#_x, y, cx, cy, cwidth and cheight are all in pixels. Unbound sprites do not work with all renderers; currently, out of the renderers available on the PC platforms, the overlay2 renderer lacks this functionality. (Lancer-X) + Unbound sprites do not let char 32 or blank characters (when in ccheck 2) through like regular sprites do. Instead, set spr#_tcol to a color that will be transparent when the unbound sprite is drawn. (Lancer-X) + Unbound sprites can make use of additional hidden charsets. There are an additional 14 charsets beyond the default that can be modified through using load char set or char edit. (e.g. load char set "@256charset.chr") A sprite can be set to refer to these later chars with the spr#_offset counter. The offset value is then added to each char in the sprite. You can use this to refer to higher char sets. (e.g. set "spr0_offset" 256) Offset values can also be set to locations within a char set. (Lancer-X) + To allow you to access the extended charsets, the @ option to load char set now takes up to 4 digits, rather than merely 3. The + option still only allows 2 hex digits. (Lancer-X) + The colors used by tiles of a given color # in SMZX mode 3 can now be rebound using the "smzx_idx#,#" counters. (e.g. set "smzx_idx7,0" 32) Now if you put down a c07 tile, all 00 pixels will refer to color 32 (as opposed to color 0 in SMZX mode 2 or color 7 in SMZX mode 1). These values are reset whenever the SMZX mode is changed. Once again, this is only available to renderers that support unbound sprites. (Lancer-X) + Edited worlds now retain their world version until resaved. Before, they would lose their world version after testing. + Added world version display to the debug window. + Added GOOP_WALK counter for robots. + Added "Reset board on entry" parameter for boards. When set, the board will reset to its original state when the board is entered during gameplay. This setting can be saved as a board default. + Added "Load charset on entry" parameter for boards. When set, MegaZeux will load the selected charset file when the board is entered during gameplay. This setting can be saved as a board default. + Added "Load palette on entry" parameter for boards. When set, MegaZeux will load the selected palette file when the board is entered during gameplay. This setting can be saved as a board default. + Maximum robot size has been increased from 64kb to 2mb. (Lancer-X) + Debytecode: the LOAD_SOURCE_FILE special counter can now be used to load and compile a robot program from source code. This can be used with either a file or a string as input. + Debytecode: the robot editor's import robot menu now supports loading legacy source code. BUGFIXES + Fixed crash bug when using ALT+Z (Clear Board). + Fixed crash bug when attempting to view the help file in the updater. + Fixed crash bug when attempting to use SMZX_R/G/B with out-of- range indexes. + Fixed crash on exit when the config file did not explicitly specify update hosts. + Fixed memory leak involving bounds-breaking FREADn calls. + Fixed counter debugger issue where counters and strings starting with chars over 'Z' would cause everything in their section to be placed into the '#' list. + Dialog window labels can not be put into focus by clicking them with the mouse anymore. + Dialog windows closed by pressing escape will now close only on a new press instead of whenever the key is held. + Load (F4)/quickload (F10) on invalid save files in-game leaves the current game running instead of exiting to the titlescreen or editor. + Fixed issue where counter debugger would display wrong values for the robot LOCAL counters. + Fixed robot editor issue where global robot coords would be reloaded as 65535. + Fixed issue where board defaults would be reset after leaving testing until the world was manually reloaded. + Fixed issue where the Board Info dialog would not close when 'Cancel' was selected. + Fixed bug where chars 254 and 255 would not be reverted back to their defaults via F4/F5. + Fixed bug where player would move onto goop when walking into enemys on top of goop. + Fixed bug where 'enter' would be detected in loaded save files when loading from a title screen. + Fixed issue where MZX was using the world file version instead of the internal MZX version when saving MZMs and determining whether it could load MZMs both within the editor and in game. + Changed the caption behavior in the world editor as to refresh only when board values are synchronized. + Fixed bug where, when exiting gameplay, the world would keep running on the title screen if MegaZeux lost read access to the world file. + Fixed minor bug where trying to load a nonexistant mod would change MOD_NAME's output while the previous mod still played. + Fixed a Windows-only bug, where attempting to load a Robotic file in the Robot Editor or with LOAD_ROBOT would not load the entire file if the file contained 0x1A (char 26). + Fixed a bug where the lazer animation would fail to complete. + Fixed bug where the VOLUME # and MOD FADE # # inputs could go out of range, resulting in ear-piercing white noise. Inputs now wrap between 0 and 255 for compatibility reasons. + Fixed bug where certain unicode values could crash MZX in the character selection dialog. + Fixed bug where : "keyN" would not work on the Pandora. + Fixed a bug where FREAD could create a string larger than the maximum string size. + In the sprite section of the counter debugger, the spr_clistN values were incorrectly labelled as "spr_collisionN". Fixed. + Fixed counter debugger crash when selecting certain strings containing escaped values. + Added compatibility for the cycle-ending SHOOT, SHOOTMISSILE, SHOOTSEEKER, and SPITFIRE commands from MegaZeux 2.83. + Fixed crash bug when attempting to use file counters with paths equal to or longer than 512 chars in length. MegaZeux will now ignore such paths. + Fixed bug where MZX would crash with out-of-bounds joystick key mappings. + Fixed a bug where robots could not push the SliderNS type to the south. + Fixed a bug where a robot using #return or #top multiple times within a single command could cause a crash. + Fixed a port regression where IF ANY would continue to iterate over the board after finding a match, potentially triggering multiple subroutines, #return, or #top labels. + Fixed a bug where MZM error messages could repeat indefinitely and lock up MZX. + Fixed a bug where the (#)PUSHED label would not be sent to the first object in a row of pushed objects if that object was a robot. + Fixed support for PPC Linux builds. (Insidious) + Fixed a bug where a robot sent a subroutine would restart the command it was executing upon #return if the command was a multi-cycle command. This fix applies to worlds saved in 2.90 and later only. + Fixed a bug where ALT+F4 would cause menus to open instead of/ in addition to triggering an exit event. + Fixed a bug where subdirectory mods with different types of slashes in their names would fail to be recognized as the same mod. + Fixed a bug where SMZX palette intensities were not saved. + Made the opengl2 and glsl renderers endian-correct. (Lancer-X) + Fixed a bug where keystrokes were getting lost during event processing. (Lancer-X) + The UI now uses the regular MZX mode and the protected palette when playing SMZX games. This is only available to renderers that support unbound sprites. (Lancer-X) + Changing from SMZX mode 1 to 0 correctly restores the palette. (Lancer-X) + Fixed a bug where the tree list in the counter debugger would rapidly scroll through elements when clicked. + Fixed a bug where the updater, on failing to receive data from the server, would consume large amounts of CPU before timing out. (Lancer-X) + Fixed various bugs related to the pushing of sensors. (Lancer-X) + Fixed a bug where MZX would crash in some cases when testing after adding/importing new boards into a world. + Made KEY a board counter <=2.70. Also added masking <=2.62 to make Oath Demo work again. (Lancer-X) + Bullet types shot by robots clamped to 0-2. (Lancer-X) + SAVE_GAME and SAVE_WORLD now happen at the end of a cycle, not immediately. (Lancer-X) + SAVE_WORLD no longer exists. (Lancer-X) + Labels at the end of a program no longer get randomly sorted first and stop the actual first instance of that label being called. This fixes a bug in the Dark Corner 'Zane' demo. (Lancer-X) + Copy and copy block in pre-port MZX games now preserves the state of any robots copied. (Lancer-X) + Copying and pasting robot code with LF line endings on Windows now works. (Lancer-X) + MegaZeux can now be exited during an infinite loop. (Lancer-X) + Fixed a bug where SAVE_GAME on the first cycle of a board would cause the game to be faded out on load. This still affects legacy worlds. (Lancer-X) + Fixed a bug where trying to create new counters called "fread" or "fread_counter" in the counter debugger would cause the file being read to advance. + Fixed a bug where the numpad was unable to be used to control the player, despite being identical to the cursor keys for every other situation. (Lancer-X) + Fixed a bug where pre-port worlds could play any number of concurrent samples. This makes portions of Bernard the Bard quite cacophonous. (Lancer-X) + Fixed a bug where per-game config files could set options they weren't supposed to be able to. DEVELOPERS + Fixed linking bug when attempting to make a modular build of MegaZeux in Debian/armhf. -fPIC is now enabled for modular builds on all platforms. (Insidious, ajs) + Added SDL 2.0 support. At the moment, the overlay renderers are not accelerated by SDL 2.0 and may be slower than their SDL 1.2 counterparts. Other minor inconsistencies may exist between the two versions. (ajs) + Keycode help diagram replaced with an HTML file (from the older PNG file). This will make future updates much easier. + Updated NDS, Wii and PSP ports to latest devkitpro toolchains. + Updated libmodplug to version 0.8.9.0. (asiekierka) + Added experimental libxmp support. (asiekierka) + Added experimental libopenmpt support. (asiekierka) + New rendering architecture that mostly sits alongside the old rendering architecture. There is a new function implemented by supporting renderers: render_layer(). This provides a layer in a similar form to the text_video array in graphics and expects that to be drawn on the screen. This is called once for each layer that is drawn- this means the board, overlay, UI and sprites. Each layer can have a different SMZX mode, although at the moment this is only used to allow the UI to remain in regular MZX mode while the game or editor is in SMZX mode. The render_layer() function is only called if it is implemented by the renderer and if there is something on the screen that can only be drawn by the renderer (e.g. unbound sprites, or UI elements in an SMZX game) (Lancer-X) + LibSDL2 support is now the default. It can still be disabled by passing --disable-libsdl2 to config.sh. (Lancer-X) December 24, 2012 - MZX 2.84c Hey all, new version of MegaZeux here! And hopefully without any crashes this time around! Haha yeah right. The most notable thing this release (besides fixed crash bugs, as usual) is the new counter debugger! Give it a try and tell us what you think! Counter binary search has been replaced with a hash table in versions of MegaZeux for most platforms. This has resulted in slightly faster counter lookups, and MUCH faster creation of counters, since MegaZeux doesn't have to keep the list ordered. The hash table is turned off for NDS builds for now due to tight memory constraints. Otherwise, most of the new features are editor enhancements and modifications. Notable mentions are reordering the board list with 'M' and a custom undo history size. FEATURES + The functionality of the F11 counter/string debugger has been expanded to include sprites, robots, and miscellaneous world and board variables. The ability to modify many of these vars is limited and a large portion are read-only. In addition, you may add new counters and strings, hide empty counters/strings (does not affect built-in variables), and search by name and contents. Export is still limited to counters and strings. + Max string length has been increased from 1MiB (1048576 bytes) to 4MiB (4194304 bytes). + Board mods may now be selected from subdirectories of the game folder in the ALT+N dialog. + The title bar now displays the world and editing board/robot names based on context. + Fire Burns Space and Fire Burns Forever are off by default. + You may now specify the size of the undo history in the char editor, and the history affects the entire char set. Undo is still ALT+U, redo is now ALT+R. + You may now use the -/+ keys in the world editor to move to the previous/next boards in the board list, and Shift+Arrows to change to the boards linked by board edge. + You may now move the current board anywhere in the board list with M. You may not move the title screen board. + View mode in the board editor (V) will start from the current location of the screen now rather than at the top-left corner. + Config file options for default board settings added, as well as the ability to save these per-world from the editor. + Ctrl+G - Goto board position at X,Y. + png2smzx now requires less arguments and has an option to skip a char (generally char 32 will be useful to skip). + Debytecode: The robotic editor now asks for a confirmation to save the program on exit. BUGFIXES + Fixed a bug in the 'glsl' renderer that caused the cursor color to be ignored (always white). This caused the cursor to not be visible if shown on a white background. (ajs) + Setting $string.length will not cause memory corruption now. In addition, its pre-2.84 behavior of intentionally allocating the string past the set length has been restored, but the length itself will still be set to the correct value. + Added bounds check to INC "$string" "value". Attempts to increase a string past its maximum length (4 MiB, or 4194304 bytes) will now fail. + Fixed MegaZeux crash that could sometimes occur when a string was increased by itself. + Fixed MegaZeux crash that could occur when exiting the editor to a world file that failed validation. + Rolled string->storage_space into string->name to prevent buffer overflow errors and crashes. (Mr_Alert) + Fixed crash that would occur when attempting to type in a dir in the ALT+N dialog. + Fixed a bug where copy block $string would apply REL twice. + Thanatos Insignia (DoZ Q1 2011, 98485) will now play without freezing both normally AND after loading a save. Robots will not be incorrectly versioned with the save format magic now. + Fixed bug where ALT+M wouldn't always edit non-stored types. + Fixed bug where ! could not be used as a substitute for ~. + Fixed a bug where tab-draw and block actions would carry between board and overlay editing. ALT+O now sets the drawing mode back to normal on a switch. + ALT+M now edits the overlay instead of the board while editing the overlay. + Quick-load (F10 during gameplay) will not work if the load menu (F4) has been disabled with the LOAD_MENU counter. + Fixed a bug where the listening mod directory would stay the same as the directory the editor was opened in. + The listening mod now continues to play after world and board changes, and also after the board mod has been changed by ALT+N or Shift+8/*. + LOAD_GAME will not incorrectly trigger JUSTENTERED anymore. + Palette/intensity changes made on the same cycle as a teleport player command are now properly taken into account. This fixes a game-stopping regression in Sponkgo's Legendary Journey where leaving the second stage's bonus area would leave the color intensity at 0. + SMZX mode is now disabled when leaving the editor if it was enabled in the editor via F11. + Fixed potential crash bug where robot bytecode files were not being validated before being loaded with LOAD_BC. + Fixed minor message box bug dating back to DOS where a message box starting with an unavailable option would begin with the cursor on a blank line. + Fixed crash that happened when typing over bounds while renaming a file in a file manager dialog. File and directory renaming now use a popup dialog akin to ALT+N. + Files with names longer than 55 chars may now be selected in file managers. The limit for typing in a file name is still 55 chars. You may not enter a blank line as a file name anymore. + Fixed segfault when attempting to read THIS_COLOR for the global robot. It will now always return -1. DEVELOPERS + Overhauled txt2hlp. Error messages now differentiate between hyperlinks and labels and will take the display chars ~ and & into account. Eventually, the goal should be to get rid of txt2hlp altogether and have MZX load straight from the .txt file. + Added compile option to use uthash for counter/string lookups as opposed to binary search. Ideally, this will vastly improve lookup speeds for large numbers of counters/strings, but will consume more memory. (thanks to Lancer-X for the modified uthash header file) June 20, 2012 - MZX 2.84b Less than three weeks after the last one, MegaZeux 2.84b is here a few weeks early to fix a key regression regarding the use of REL commands with the COPY x y dx dy command. While several new features have been added, this release was mostly about rooting out as many crash bugs from MegaZeux as possible. An official public beta release of debytecode has been pushed off once again due to time constraints. Most notable as far as new features go, pressing 'E' while a game's title screen is running will now take you directly to that world in the editor. A blank new world may still be created with 'F8', and now with the 'N' key. The function key corresponding to the new 'E' functionality is 'F9'. A major new aspect of this version, which could be seen as a bugfix or as a new feature, is MegaZeux's ability to validate the MZX, MZB, MZM, and SAV file formats. Validation has been rigorously tested and refined, and a comprehensive list of most world files that fail any check is available on the MZX Wiki. File load crashes and force-quit "Out of memory" errors in these instances are nearly a thing of the past. One final major change regards the file manager dialogs (Load Save Game, etc). These dialogs have been internally overhauled to avoid permanent directory changes unless a valid world or save file has been loaded. If any bugs are experienced using these, they should be reported to the MZX Bug Tracker. FEATURES + Pressing 'E' or 'F9' on a title screen will now open the current world for editing. Press 'N' or 'F8' to create a new world. + Multiple hosts may now be defined in config.txt. Update attempts will be carried out in the order they are defined. + A startup path may be defined in config.txt ("startup_path"). + Specifying the backup filename with a directory, ex. "backup/file", will now silently attempt to create the directory if it does not exist. + MZM3 is now forward compatible (robots will be dummied out). BUGFIXES + World validation has been strengthened, preventing disasterous loads of most non-world files. Mostly intact/valid worlds, such as HUNTDRAK.MZX, can be loaded -- corrupt/missing boards will be replaced with blank boards, corrupt robots will be replaced by robots with empty programs, and so on. If more robots/scrolls/signs are found on a board than their data suggests there should be, the extras will be replaced with customblocks. Back up the version of the world with errors in this instance, as the robots' code or scroll text may still be salvageable from the world data. + Fixed a long-standing memory corruption bug in the shoot command introduced by the port. + Mac OS X: MegaZeux now uses /Users/[username] as the default starting directory. Apps previously would always start at the filesystem root. (ajs) + Fixed dangerous crash-causing bug where the editor would not chdir back to the correct directory after testing. + MegaZeux, after saving a world to a new directory, now chdirs to the new current world file's directory. + Changed behavior where a failed save file load would fade the still-running world out of focus. MegaZeux now leaves the world in focus. + All failed world/save loads leave the current world running and in the same working directory. + When startup_file is defined as a directory at the command line, MZX chdirs to the directory instead of attempting to open it as a world file. In the config file, the directory is pruned off since there's a new config option for the startup path. + Fixed regression where the rel commands would be ignored for board to board copy x y dx dy. + Updated MZX_SPEED in the counter debugger, where it was still getting clamped from 1 to 9. + COLOR FADE IN and COLOR FADE OUT (and all built-in uses of them) now correctly respect any COLOR INTENSITY changes made before they are used. + In file selection dialogs, when attempting to make a directory that already exists with ALT+N, MZX now shows the correct file name and does not force the user to quit MegaZeux. + In file selection dialogs, when pressing ALT+D with a directory selected, MZX now correctly prompts to delete the selected directory instead of a file. + The option to import world files in the board editor now correctly takes the world version into account. + Savegame MZMs loaded into the editor now have their robots dummied out for safety purposes. + Fixed bug where INPUT STRING would not terminate lines longer than 71 chars after clipping them. + INPUT STRING and ASK do not allow either tabs (INPUT only) or line breaks (both) anymore. + Fixed bug where putting a scroll/sign in the editor buffer and then selecting something else could cause a crash on leaving the editor. + Temporary fix for MSVC bug where all window dialogs would freeze. (MZXGiant) + Temporary fix: board block actions will not corrupt robot source code in DBC anymore. (MZXGiant) DEVELOPERS + Switched debian prereq. and darwin libpng12 to libpng, switched darwin and default ldflags to use '--ldflags' instead of '--libs'. + Darwin CC/CXX compiler can now be specified on the command line. (ajs) + Cleaned up broken ifeq structure in darwin Makefile.in so ARCHes other than i686 can be built. + Updated MSVC dirent.h to the latest version (MZXGiant) + Added updated MSVC dependencies. (MZXGiant) June 1, 2012 - MZX 2.84 The first version of MegaZeux to be released in two and a half years, this time with a vast number of bugfixes, several new features, and hopefully no new bugs. There's a new port to the Pandora platform from Exophase. There are no binaries for this platform yet, as ajs has not had time to set up the cross-compiler. Same goes for Android. Another major (internal) change this time around is that Exophase's experimental "debytecode" language modification has been merged. This still has some major bugs open against it, and missing features, so we won't be doing official releases yet. You can add support for this feature by passing "--enable-debytecode" to config.sh on all platforms. Thanks to Terryn, Exophase and MZXGiant for their contributions and to Lancer-X, Old-Sckool and Lachesis who reported and tracked the majority of bugs this time round. FEATURES + Added experimental port to Pandora. See arch/pandora/README for more information. (Exophase) + Directories may now be opened with FREAD_OPEN. This functionality can be used in conjunction with FREAD_POS and set "$str" FREAD. FREAD will set the string to "" when it has reached the end of the file listing. + MZX_SPEED can now be set up to 16 by a robot or from the F2 dialog menu. (Lachesis) + Numbers can now be temporarily backspaced past their minimum value to make typing a new number more intuitive in dialogs. (Lachesis) + Chars 0 and 255 can now be selected from the Edit Chars submenu of the Global Info menu. Using char 255 on a kind that would have previously denied it now gives a warning dialog. (Lachesis) + New Counter: SPACELOCK represents the default space functionality for the built-in player. Setting this counter to 0 disables it, allowing the player to move as normal when space is pressed. Setting it back to 1 enables it again. Defaults to 1. (Lachesis) + New Counter: FREAD_DELIMITER allows you to change the terminating char for the string FREAD function. The terminating char still defaults to '*'. A complementary FWRITE_DELIMITER function has been added as well. (Lachesis) + New Counter: ARCTANdy,dx takes two values and returns the angle with corrected quadrants as an alternative to using ATANdy with DIVIDER as dx, which was less intuitive and never documented properly. (Lachesis) + New Counters: MINv1,v2 and MAXv1,v2 return the minimum or maximum value between two inputs, respectively. Chain several of these in an expression or a loop for more arguments. (Lachesis) + New Counters: bchX,Y; bcoX,Y; bidX,Y; and bprX,Y are new shorthand access counters for BOARD_CHAR, BOARD_COLOR, BOARD_ID, and BOARD_PARAM. The same limitations to those counters apply to the new ones. (Lachesis) + New Counters: uchX,Y; ucoX,Y; uidX,Y; and uprX,Y are new shorthand access counters for the board's under layer. The same limitations apply to these as to their board counterparts. Additionally, these counters will fail if the same spot on the normal board is occupied by a floor-type (space, [dir]water, lava, fake, etc...). (Lachesis) + New Counters: ochX,Y and ocoX,Y are new shorthand access counters for the overlay. Like OVERLAY_CHAR and OVERLAY_COLOR, these are read-only to discourage the user from writing to these instead of using the much faster put [color] [char] overlay [x] [y]. (Lachesis) + Pressing ALT+G from the world editor now goes directly to the Global Robot without having to skip through the Global Info menu. (Lachesis) + MZM3 has been enabled for 2.84 and all following versions. The difference between MZM3 and MZM2 is that MZM3 stores a copy of the world version, allowing the robot format to change. (Lachesis) + COPY can now take + and # prefixes to its arguments. COPY BLOCK and COPY OVERLAY BLOCK can now take + prefixes to their first set of coordinates. (Lachesis) + Subroutine versions of TOUCH, BOMBED, INVINCO, PUSHED, PLAYERSHOT, NEUTRALSHOT, ENEMYSHOT, SHOT, PLAYERHIT, LAZER, SPITFIRE, GOOPTOUCHED, PLAYERHURT, KEY[char], KEYENTER, THUD, and EDGE have been added. These should ALWAYS be used in conjunction with LOCKSELF/ZAP and #RETURN or #TOP to keep the robot stack under control. Please remember that THUD and EDGE ignore LOCKSELF and their subroutine versions must be ZAPped. JUSTENTERED, JUSTLOADED, and the sensor labels have been excluded from this due to various reasons. (Lachesis) BUGFIXES + Fixed a bug where LOAD_ROBOT or LOAD_BC would not reset the stack pointer for newly loaded programs. This could cause crashes if a robot popped the stack in the new program. + Fixed a bug where range checking of BOARD_X and BOARD_Y would sometimes not be done correctly, leading to crashes. + Strings in the debug menu list no longer interpret any color codes they may contain. + Fixed a bug where a string would not be interpreted correctly if it used a '.' character in a splice parameter expression. Expressions such as IF "$str#('$str2.length'-4)" = "blah" THEN "label" will now work correctly. + Fixed negative sprN_cheight et al from crashing. (Exophase) + Placement of objects on the player will be blocked with an error dialog like DOS versions, instead of silently failing after setup. (MZXGiant) + Fixed a bug where LOAD_ROBOT would not properly parse lines of imported code that had leading whitespace. (MZXGiant) + Fixed an integer wrapping bug in debytecode, disallowed numeric literals outside of the bounds of a signed short. (MZXGiant) + Fixed a bug that would corrupt the UI palette if "set color" was run against a color index over 15. (MZXGiant) + If either board dimension is less than the editor viewport, the character and colors used to indicate space outside of the board are taken from protected sets. In game, they are taken from the game's sets. + Increase limit on difference for RANDOM "A" TO "B" to UINT_MAX rather than INT_MAX - 1 as it was previously. Since the entire range represented by a counter is now usable, there are no cases where RANDOM will "break". + Fix avalanche rings and potions to limit boulder placement to 1/18, matching the AVALANCHE command. + Fix corruption and possible crashes when using VIEWPORT SIZE to set the viewport to a size less than 80x25 but greater than the current board dimensions. The viewport will now always be clamped to board size. + Fix incorrectly changing horizontal mouse position on setting MOUSEY. (Mr_Alert) + Fixed overflow into protected character set when "Revert to..." is selected in the character editing dialog. (MZXGiant) + Music and SFX now mute when the updater launches and are restored when it is complete. (MZXGiant) + Fix odd string behaviour when copying between strings that happen to be stored close to each other in memory. This fixes a regression introduced by the "crash when pasting to and from the same string" fix in 2.82b. + The size/offset parameters for strings can now be specified in either order (#+ vs +#) and will behave correctly. + Revert bogus cycle-ending behaviour for SHOOT, SHOOTMISSILE, SHOOTSEEKER and SPITFIRE. + Improve cycle-ending compatibility with MZX versions prior to 2.80. Fixes games such as Kya's Sword and Stones & Roks II. + Restored shark's ability to move in goop. + Clear SPR_YORDER upon loading a new world. + When transitioning between boards, compare the module filenames of the source and destination boards case-insensitively. A difference in case will no longer cause the board module to be incorrectly restarted. + Fixed rare rendering corruption in the load game dialog. + Fixed a bug where SEND "robot" TO "#return" could corrupt the program counter of the target robot if it had a stack pointer of zero. + Fixed some security issues with SMZX_PALETTE and LOAD_BC counters. + Only list/open regular files or symlinks to regular files in file dialogs. Special files are now ignored. + Opening directories with FWRITE_OPEN is now rejected properly on all platforms. + Fixed a bug where a file would be re-opened for read/write, even if the file was missing or an I/O error occurred before saving. + Fixed a bug where MZX could occasionally crash due to label list corruption when copying robots from heap locations greater than 2^32 bytes apart (only affected 64bit builds). + Stopped SET "var" from assembling. Some invalid uses of command tokens were already being ignored, but this was just luck. + Sprites with color c?? (inherited "natural" colors) will correctly inherit the colors of special characters such as the player and other self-colored built-ins. + Debytecode's legacy expression converter should use is_string() instead of its own (buggy) hand-rolled version. Fixes crash when converting CoAZ. + The editor no longer incorrectly clamps the intelligence of sharks, spitting tigers and spiders to <=4, and no longer clamps the HP of dragons to <=4. (Lancer-X) + Accept SET EDGE COLOR "string" in addition to SET EDGE COLOR c??. + Fixed NDS port initialization on DSi devices. (asiekierka) + Fixed a bug in the joystick code where centering an axis clears the previous axis button. (iamgreaser) + Fixed a bug that allowed vlayer->board COPY BLOCK to overwrite player. Blocks that would overwrite the player are now ignored. + Fixed a 2.81e regression that allowed SENDs to self to ignore LOCKSELF. + Setting $str.length now makes $str the length specified. (Lachesis) + Caps Lock no longer interferes with dialog box text input. (Lachesis) + Increasing the size of a string with $str.length, $str.N, or with a splice now wipes old string data with char 32s. + Dialogs (especially "Exit gameplay - Are you sure?") now require the user to have actually hit ESC to close, making escaping busyloops and message loops much easier. (Lachesis) + Added a compatibility fix for different label caching in 2.80 through 2.83 that allowed constructs such as : "LABEL" / SEND "ALL" "LABEL" on an unlocked robot to continue instead of getting caught in a loop. The altered label caching caused #98485 Thanatos Insignia to lock up in an unescapable busyloop in GIT versions. (Lachesis) + MOD "[lead-in file]*" now works properly. In previous versions of the port, this construct would result in the lead-in file failing to play and the wildcard mod restarting when the player re-entered and re- exited the board. (Lachesis) + Fixed a bug where mod "*" would cause the mod to restart when entering another board with the same playing mod. (Lachesis) + ALT+D (Default palette) now requires a confirmation. (Lachesis) + The COMMANDS counter is now saved as a 32-bit variable. (Lachesis) + The LOOPCOUNT counter has been moved to save-only data and is now saved as a 32-bit variable. (Lachesis) + Fixed a bug where not all whirlpools were being considered as such, notably during the transport board scan. (Lachesis) + The abilities of PLAY "&file&" to play at multiple frequencies and to parse multiple files have been restored. (Lachesis) + As of MZX 2.84, BOARD_COLOR will now ignore the under color of any object with a BG color of 0 that is on top of something. Worlds that relied on this between 2.80 and 2.83 are unaffected. (Lachesis) + Setting BIMESG to 0 will now disable Game Over's auto-centering of the message row. (Lachesis) + The DIVIDER counter's documentation has been updated to explain its true purpose. + Fixed an editor bug where canceling a world load could cause MZX to forget the filename of the current world. (Lachesis) + Pressing ALT+M in the world editor now edits anything with parameters, not just Robots, Signs/Scrolls, and Sensors. DEVELOPERS + Source tarballs are now generated in XZ (LZMA2) format. + Make hlp2txt utility work correctly on Windows platforms. + Updated and repaired MSVC project for Visual Studio 2010. (MZXGiant) + Win32 binaries are built ASLR-capable (via pefix). + Version control was changed from SVN to Git; the repo is at: http://github.com/ajs1984/megazeux + The EGL backend now supports Mesa's EGL implementation on X11. + Imported libmodplug 0.8.8.4 and rebased all patches. + Introduced SOCKS4/4a/5 support transparently into the network layer. (MZXGiant) December 29, 2009 - MZX 2.83 It's been a year since the last release, due in part to my reduced free time, and less contribution from other developers in 2009. I'd also like to believe that 2.82b was such a good release, there was no need to rush. There's over 30 bugs fixed this time. A few features I had to withhold for 2.82b have been added; sample loop markers and some changes to the board file format necessitated the bump to 2.83. Logicow's GLSL renderer has finally made it in (various bits had to be re-written to extend portability to other platforms). There's a new (semi-complete) Android port this time; I hope to complete it, and provide binaries for Android 2.0 phones, in 2.83b. Thanks go out to the usual suspects -- Terryn, Mr_Alert, Logicow, kvance, Lancer-X, revvy and Exophase -- for supporting development this year. USERS + Added support for loop markers in WAV and OGG files. The WAV loop support uses the "smpl" chunk used by ModPlug Tracker and Wavosaur among others. Only the first loop is used, and only forward looping is supported. The OGG loop support uses the "LOOPSTART" and "LOOPLENGTH" tags as used by RPG Maker VX. (Mr_Alert) + Added OpenGL Shader Language (glsl) renderer which uses shaders to render and scale the video. This renderer is compatible with Open GL >=2.0 and Open GL-ES 2.0 video cards only. A variety of shader programs have been provided and these can be customized. Performance of all MZX modes (including SMZX) is excellent. (Logicow, ajs) + Files will no longer be silently overwritten by save dialogs if the user enters an existing filename without the default extension. (revvy) + The string editor in the counter debug menu (F11) now escapes newlines and backslashes to prevent UI corruption. + Fix a bug where the LOAD_GAME counter handler could continue to use the old board state after load, causing crashes. (Lancer-X) + Fixed a bug where status counters containing numbers >6 characters would cause MegaZeux to crash or behave strangely. + Fix a bug in the robot editor's find/replace function that caused crashes when replacing a string with another longer string, with a replacement at the end of a line. + Programmatically writing to a read-only "built-in" counter will no longer allocate it general heap space. This prevents writes from showing up in the F11 counter debugger that are inaccessible from robotic. + Fix a bug that caused the SMZX mode 3 palette to become corrupted upon entering the char editor (the editor would re-write colours 2-4 and not restore them from backup correctly). + Fix a bug where a robot program would never progress if the subroutine stack was popped more times than it was pushed (via return or top). + On UNIX platforms a desktop/menu entry is now installed by default, using the existing icon. (Sci-freak) + Clamp score to >= 0 if world <= 2.70. Fixes "Gates: The Puzzles" and possibly other old titles depending on this behavior. (Exophase) + Fullscreen modes will now automatically use your current desktop resolution if using any hardware renderer (i.e. not the default software renderer). To get the old behaviour back you must set fullscreen_resolution explicitly. + Fix a bug where web and thick web would be treated the same. + Fixed a bug in the updater where modified/replaced files would be considered for deletion. + Fixed a bug on case-sensitive filesystems where saving a game, world or MZM could fail to overwrite any existing file by the same name (if matched case insensitively). + Do not apply masking to chars 32-127 in signs or scrolls when playing a world. Previously, even the mask_midchars option would have no effect on the display of signs or scrolls. This has been broken since 2.80g. + Re-work board editor's Alt+H option to provide minimal editor (one row) status info, rather than completely hiding the help. + The checkres utility now checks the global robot and custom sfx tables for missing resources. + Chests can be added with Hi Bombs (omission noted by zzo38). + Fix IF c?? Sprite p?? # # "label" so that a non-wildcard parameter is respected (previously it would always just check sprite 0). + NDS port updated from dsmzx2 release. (kvance, ajs) + Updated SDL to 1.2.14 in Windows x86, Windows x64 and Mac OS X builds. + Security checks are no longer applied to filenames in module or sample playback in "listening only" modes in the editor. + Module volume is applied immediately before playback upon switching boards. This prevents one cycle of audio "leaking" at the wrong volume. + Prevent crash with negative string clip where clip + offset = 0. Clip is now correctly limited to total string length. + Help file is now optional for MZXRun, even with CONFIG_HELPSYS=1 builds. + Fix crash when robot editor macros expanded other macros. + The lock icon is no longer missing from the Items THING menu (F4). + A world to start up with can now be passed to megazeux without the startup_file= prefix. This makes megazeux consistent with other applications. + SHOOT, SHOOTMISSILE, SHOOTSEEKER and SPITFIRE now end the cycle, to restore compatibility with pre-port MZX and fix games such as Kya's Sword and Stones & Roks II. + Have IF [dir] PLAYER [color] [thing] [param] "label" interpret SEEK direction wrt robot coordinates, rather than player coordinates. Other directions are not affected. + Zapping a label at the end of a robot program will no longer corrupt the robot list, usually causing crashes. + Entering lines in the robot editor with leading or trailing spaces will be trimmed before the line is compiled. + The single quote characters encasing S_CHARACTER parameters in the robot editor will now use the protected (GUI) charset rather than the game one. + Add a "system_mouse" config.txt option that allows the mouse cursor to be replaced with the system mouse cursor, rather than being drawn by MegaZeux. + Disallow placing player clones with SET "board_id" 127. + Relaxed file name limit on board MOD file. The board MOD can now be as long as the limit imposed by file dialog's input box (previously limited to 12 characters). + Truncation of currently open input/output file names will now only occur at MAX_PATH bytes (typically 512 characters). The previous limit was 13 characters. + Relaxed limit of INPUT string and bottom ("*") messages from 80 characters to ROBOT_MAX_TR (512) characters. In the case of bottom messages this can be usefully exploited to ~200 characters. + Progress meter will be shown for world decrypt on console platforms. + Fix a bug where a malformatted BMP header would be written (length too short, didn't include dummy channel in BMP palette). (Mr_Alert) + Optimize audio locking; do file I/O outside of critical sections to decrease stalling, particularly on platforms with slow I/O. (Mr_Alert) + Added support for MacOS 10.6 (Snow Leopard) and removed support for 10.3. + Loading a save game from robotic will now correctly restore intensities to their saved values. + Copy/pasting a block either with COPY BLOCK or the editor, where the copy would exceed the limit on robots/signs/scrolls/sensors, will no longer place junk at the target co-ordinates. Instead, the object's background will be copied in isolation. + Pasting from the clipboard, expanding a macro, or importing .txt or .bc files that would cause a robot to exceed the 64k limit now has the operation ignored at the point it exceeds the limit, rather than adding an unlimited number of unrecognized lines. + Fix a bug with the pc_speaker_on option which could cause the audio thread to block indefinitely when PC speaker audio was disabled. DEVELOPERS + MZXRun compilation can now be disabled. Compilation of pre-2.82b style non-modular builds requires `--disable-modular --disable-mzxrun'. + Disabling SDL can now be done with --disable-sdl and the resulting configuration will automatically disable any SDL-dependent components. This is useless to anybody except developers doing new ports. + Game directory, utility directory and resource directories can now be specified and will be respected on "make install". (Sci-freak, ajs) + Added experimental port to Android. See arch/android/README for more information. + Ported opengl1 and opengl2 renderers to OpenGL ES 1.x and glsl renderer to OpenGL ES 2.0, used increasingly by mobile devices. + Removed SDL dependency from NDS port. It only used it for timing and stuffed events. + On Windows platforms, binaries are processed with the `pefix' in-tree tool to eliminate data section differences in programs with identical texts. This minimizes the amount of content required to be sent for updates. + Updated Wii port: improved audio and video support, added USB mouse support, numerous optimizations and improved file selector. (Mr_Alert) December 29, 2008 - MZX 2.82b This release contains plenty of important bug fixes, ranging from regressions such as the broken command-line editor macro expansion to third party bugs like the Windows "directx" SDL video driver breakage. There are also some new ports and features. MegaZeux now runs on the Wii (port by Mr_Alert) and AmigaOS 4.x (port by myself and Spot from os4depot). The Windows x64 port has matured immensely and can now be considered stable. MacOS X builds now have clipboard support. The hardware stretching renderers now have a couple of fixed aspect ratio modes. The biggest feature of this release is the introduction of a portable network layer, which is currently being tested by the new built-in updater (F7/U). Internally, MegaZeux is now modularized and builds as several DLL and EXE files, which should make redesigning parts like the help system and editor a little easier, as well as allowing us to ship a "mzxrun" executable for the first time since 2.69c. This "mzxrun" executable is now used by a majority of the console ports. Contributions from Revvy, Mr_Alert, Terryn and Exophase have helped make this another solid release. USERS + Writing to $str.length (which previously did undefined things) will now truncate or enlarge the string to the size specified. + Removed filename size limit for FWRITE_MODIFY and FWRITE_APPEND. (Revvy) + Added support to the checkres tool to check worlds in non-local directories. (Revvy) + Fix an old bug with saving games and worlds from Robotic where a board could be prematurely "optimized", renumbering robot IDs within the same cycle. For commands like DIE this could cause unpredictable behaviour or simply crashes (if invoked in the same cycle). As a special case, end the cycle if either of these SET specials are used. + Mistaken or malicious file I/O such as set "$test" to "fread(-1>>1)" will no longer crash MegaZeux. The read size will be truncated to a contextual maximum for the current file. + Fixed a crash using "fwrite0" in conjunction with an empty string. + Fixed a bug where checking sprite_collisions on a disabled target sprite would unconditionally trigger (regardless of whether a collision was present or not). + Un-group the handling of the KEY and KEYn counters so that different compatibility checks can be applied to either counter. Fixes "Bocco Chronicles 1" and probably several other titles. + Fix a crash when using RIDn or ROBOT_ID_n in the same cycle as DIE for another robot positioned earlier in the board scan. + Fix poor sanity checks on BOARD_ID counter writes. Illegal character IDs such as -1 can no longer be used to bypass the check (causing subsequent crashes). + Windows builds now use a patched version of SDL 1.2.13 containing a fix for the directx+F10 issue. + Fix a bug where one robot could send another robot to "#return", with an address outside its program. In such cases, the robot will now terminate. + A "mzxrun" binary is now shipped alongside the editor-capable MZX binary. + Fix TIME/TIMERESET overflows with very large values. Board timeout is now programmatically limited to 32767, which is consistent with the Board Info control. + Clamp CHAR_X/CHAR_Y properly so that negative numbers can no longer be used to corrupt the editor charset and potentially other process memory. + Fix recent breakage of SHIFT+F{1,2,3,4} so that the percentage time spent displaying the original character and the '!' are equal. + Remove some bogus handling of lines containing "only" ';', ',' or ' '. + Honor user's robot character selection if they are holding shift when pressing return or space (would previously always return char 247). + Backspacing a line and then expanding a macro no longer restores the original line contents immediately after the expansion. + MacOS 10.x clipboard support (via Cocoa Pasteboard). Alt+Ins can be entered with Fn+Alt+Numpad0 on a Macbook or Powerbook keyboard. + Rendering glitches are no longer encountered when using the ' S_CHARACTER. + Fix robot editor glitches where the game charset SPACE would be used in places where the protected UI charset should be used instead. + The introductory help message is displayed if the load dialog is cancelled prior to loading a game. Hopefully the screen is now never totally blank. + The F7/F8 cheats can now be used freely in MZXRun (in MegaZeux proper they remain usable only in editor tests). + Saving to a directory above the MegaZeux startup directory, then attempting to save to this location again, will no longer crash MegaZeux. Instead, the parent directory will be changed into before the dialog is displayed. + Fixed numerous crash bugs with the scroll editor; it should be relatively usable now. + Writing to $str+0 is no longer interpreted in the same way as a plain write to $str. Instead, it behaves like writes to non-zero offsets (as more of a paste than a replace). + Display current X,Y position of robot in the robot editor status bar. + Fix directory rename so that it no longer displays garbage and/or crashes MegaZeux (Alt+R to rename a directory in any file picker). + In the robot editor, lines can now be split at a midpoint with enter and two consecutive lines merged together with backspace. (Exophase) + Fix use of status counter 6 and display of status counters in general, which has been broken since 2.80. + Fix swapping to encrypted worlds if initially the user decides to not decrypt the world. Previously, this would either crash, or loop forever. - Removed the legacy "force_resolution" option which was replaced long ago by the more accurate "fullscreen_resolution" option. + When using the OpenGL or overlay renderers, in either windowed or fullscreen mode, the aspect ratio can now be preserved as either 4:3 (most similar to DOS) or 64:35 (most similar to the port). The display will be letterboxed or margins applied as appropriate. See the "video_ratio" configuration option for more information. + Fixed a bug on some systems where numlock could not be used as a key, only as a flag. The numlock "key" is now masked out of "key_code" and similar; hopefully this won't break any games. + Restored the meter widget from the old DOS MZX for use with the world loader and saver routines. This reassures users, especially on consoles, where loading a world can take a long time. (Mr_Alert) + On Windows, directx.bat now passes %cd% through to `start' so that features such as the updater continue to work. (MZXGiant) + Pasting into a string with set "$str+N" with an N > str.length will no longer crash MZX. + "Exit to DOS" is now "Exit MegaZeux" to reflect the multi-platform nature of the program. + Setting a substring size to zero with $string#0 will no longer return the whole string; it will instead return the empty string. + Accessing a substring with an offset >= $string.length will no longer return the last character from the string; it will instead return the empty string. + Writing beyond MAX_STRING_LEN (1MB) or using negative offsets (which has the same effect) no longer crashes. Instead, the write is ignored. + Fix crash when pasting to and from the same string, specifically in conjunction with $str+offset. + Fix bug where altering "num" in a GO DIR [num] or WAIT [num] while in process could cause the robot to stall forever. The robot will now only wait for either the cycles it has waited already, or the current "num" at that cycle. DEVELOPERS + Ported to OpenSolaris. You need to install `SUNWxorg-headers' if you want X11 clipboard support. + Remove dependency on SDL_image on non-win32 platforms when enabling the icon branding feature (see pngops.c). + Ported to AmigaOS. You need to install the clib2 version of libSDL and miniGL, and the build system assumes you are using a cross compiler. + Added experimental port to the Wii. See arch/wii/README for more information. (Mr_Alert) + get_path() in util.c now returns <0 for failure, or the length of the path for the given file. (Revvy) + Add a valgrind.supp file to suppress bugs in third party libraries when valgrinding MegaZeux. + Cleaned up all the ports and documented making new ports. The platforms "linux", "solaris" and "obsd" are now called "unix" and the "linux-static" platform is now "unix-devel" and available on all UNIX derivatives/clones. + Add a special hack to enable linking with --as-needed for DT_NEEDED link optimization for GNU ld platforms. + Updated MSVC projects. Fixed all warnings emitted by MSVC 2008, and implemented icon support with existing mingw resource files. + Use the GNU ld "debuglink" feature on all platforms to enable shipping of a side-by-side symbol package. Optimized release builds can now be debugged with minimal user effort. - Removed HOST_CC feature for cross compilation; since the utilities now intimately depend on the MZX runtime, they must be built with the same compiler. + MegaZeux now provides the option for "modular" linkage, factoring out the "core", "editor" and "network" features to shared objects that other binaries can link against. This feature works on the unix, mingw, amiga and darwin ports. + Added RPM .spec file. Capable of building (at least) Fedora 10 RPMs. June 10, 2008 - MZX 2.82 Despite the increase in minor version, this release mostly targets bug and regression fixes. However, there ARE some additional new features, such as the introduction of the LOAD_MENU and mouse pixel counters, and refinement of the {FREAD,FWRITE}_COUNTER counter. (There are several other smaller features that are documented in the changelog.) SAVs from older worlds (requiring compatibility hacks) no longer fail to play (Darkness, etc. are affected). We've also done a good bit to fix compatibility with 2.70 and older. A new tool, "checkres", is now routinely packaged, allowing you to check your games for missing resource files (PALs, CHRs, etc.) before passing them on to other people. This should be especially handy for DoZ game submissions. The Nintendo DS port (Kevin Vance's "DsMZX") has been merged into this release. I'll provide binaries for GP2X, PSP and NDS this time, but I can't guarantee they'll work. Both of the snags from the last DoZ have been addressed -- the help system should no longer crash and the Block Action crashes should be reduced in frequency. However, there are still issues with pasting in the robot editor that remain unfixed (they're just really hard to reproduce). With your bug reports, I look forward to fixing this. As usual, thanks go out to Revvy and Mr_Alert for their contributions to the bug-fixing effort, and to Terryn for his unwavering dedication to creating and organising bug reports, and for testing our bug fixes. USERS + Fixed and improved quality of the half-width renderer for the GP2X port (Mr_Alert). + Have the numpad work correctly when numlock is disabled. Keys are no longer ignored by the MZX editor, and games should recognize them as before. + Added a tool, "checkres", which extracts all resources from a MegaZeux world or board file and lists them (or lists only those which are not found in the game directory. ZIP files are also supported (to a more limited extent) (ajs & Revvy, ideas from Exophase & Terryn). + Removed the bogus "F1 for Help" option from error dialogs, and finally get rid of the "** BETA **" banner on title boards in play mode. + Obsolete support for the AMS, DBM, DMF, MDL, MT2, PSM, PTM and UMX module formats. As noted for several versions in the help file, these are not loadable by MikMod. It is extremely unlikely any game uses these obscure formats, but denying their use is now enforced (at a robotic level). + Fix crash when writing to a MZX string at an illegal offset (< 0). + Fix returning from a subroutine invoked by a jump from a MZX text box class command so that it no longer skips the next impending line (after the text box). + Assemble single non-alphanum/punctuation characters as bytecode CHARACTER instead of bytecode STRING. Fixes bogus auto-quoting for commands like SCROLL CHAR (Revvy). + Switch the Win32 package back to using the "windib" SDL video driver, instead of the "directx" SDL video driver. The windib.bat file has been replaced with directx.bat, which has opposing semantics. + SAM/GDMs with converted WAV/S3M counterparts of zero length will be automatically re-converted. This hack can be used to procedurally regenerate WAV files from SAMs, or transparently work around on-disk corruption. + Strings are now limited to a maximum length of 1M. I'm open to suggestions over a better limit, but there must be a limit (set "$string.X" notation grows a string arbitrarily, so robotic can crash MZX when a string is resized beyond a reasonable limit). + Strings, when grown, will fill gaps with ' ' instead of garbage. This can be useful when the string grows after using the set "$string.X" notation; the rest of the string is no longer garbage, allowing the debugger to be used. + A robot that does a "put c?? Thing p?? [dir] player" and overwrites itself will no longer leak commands. Instead, if the robot overwrites itself, its program will end. + Fix message edges always showing up black, instead of whatever color 0 is. (Revvy) + Change starting/max health and lives minimum to 1 instead of 0. (Revvy) + Some help system (F1) bugs have been fixed, hopefully mitigating some of the crashes people have been seeing. + Fix a bug on Linux where fclose() on a robot-opened file could, on world reload, occassionally crash (due to a stale handle). Fixes loading Toayarin saves multiple times in a row. + The new option "gl_vsync" has been added to allow the SDL "flip on vsync" in the OpenGL renderers to be forcibly enabled or disabled. This fixes a problem where speed 1 would only be as fast as the video refresh rate. + Setting the music volume to 0 (when using the ModPlug engine) now ensures that no music is audible. Previously, setting the volume to 0 would be equivalent to setting the volume to 1, which was still audible. + Upon exiting the initial load screen, and not entering the editor, the screen is now updated. This fixes rendering glitches in the MZX game window when overlapping the window with another, at the slight expense of CPU time. + If loading a save game from the title screen (or when no world has been loaded) do not send JUSTENTERED to all robots. This restores compatibility with MZX 2.70 and is consistent with loading a save from another board. + Counters with 10 digits and a negative sign are no longer truncated in the debug menu. + Correctly clamp (rather than truncate) the value passed through to a SET COLOR. Restores compatibility with 2.70, and fixes Xenogenesis. + Improve clipboard copy behaviour on Linux. Some actions are still mysteriously broken. + Fix replacing with a blank string in conjunction with the replace all Ctrl+F action in the robot editor. The cursor can now no longer become negative, fixing numerous possible crashes on search/replace. + Fix loading the intrinsic SMZX palette when switching to SMZX modes from a game not in the same directory as the "smzx.pal" file. + Reloading a world that requires switching between SMZX and non-SMZX modes will now respect the world's intrinsic palette on the title screen. Fixes problems loading non-SMZX games after having an SMZX game loaded. + Clamp array offsets on boards. Some older MZX worlds are corrupted and have the endgame_{x,y} coordinates outside of the limits of the endgame board. Fixes "Fourth Power". + Where possible, version all counters that the port understands. This ensures that in the unlikely case that a game made with an older version of MZX (actually, with an older world magic) uses a counter that did not exist in that game's era, the port will no longer try to interpret it. Previously, only rid? and key? were versioned. + SAV files will now be stamped with the world magic of the world they were loaded from. This allows compatibility hacks to apply to SAV files as they would to worlds. (ajs, Terryn, Mr_Alert) + Add LOAD_MENU counter like ENTER_MENU, F2_MENU et al. to allow control (from robotic) over whether the LOAD_MENU can be brought up. + Have FREAD_COUNTER and FWRITE_COUNTER read in a DOS dword (32bit) instead of a DOS word (16bit). This allows modern post-port MZX counters to be fully represented in files. Compatibility with older worlds is preserved. + Add a new config option "board_editor_hide_help" which changes the default hide setting of the help text on the primary board editor. + Numerous fixes for bugs found by valgrind. (Nightwatch) + Icon support is now fixed and works on all platforms. On Windows, the icon cannot currently be changed (it is loaded from the EXE's resource section). Use ResHacker if you really want to change it. + Fixed a bug where either LOAD_ROBOTn or LOAD_BCn (where n was equal to ROBOT_ID) would alter the robot's line number rather than completely restart it. Due to complexities in robot context, this lead to the first line being skipped. + Added a new tool "downver" which supports drag-and-drop downgrading of a world or board from the version of MZX it is packaged with to the previous version of MZX. This tool may be unsafe to use -- be careful. + Fixed a bug in the robotic assembler which would occassionally emit corrupt programs with SAVE_ROBOT. These programs, if loaded by LOAD_ROBOT could cause a crash. + Added a config.txt (or command line) option "startup_editor" which, if set to a non-zero value, will start MegaZeux in the editor with a blank world. + Fix a bug where a robot's WALK processing, on entering a transporter, could allow subsequent commands (such as GO) to corrupt the board. WALK now ends the cycle in the special case that a robot goes through a transporter. + You can now directly import bytecode into the robot editor via the Alt+I menu. The extension for the bytecode file must .bc for it to be loaded. + A game loading SAVs via the LOAD_GAME counter will no longer crash MZX if the SAV attempted is from an incompatible version of MZX, or in any way corrupted. + Fix a crash when auto-completing lines that were greater than 241 characters in length after completion. + Added mouse pixel counters MOUSEPX and MOUSEPY. (Mr_Alert) + Commenting a line of maximum length (241 characters) can no longer grow the length of the line beyond this limit. + Fixed a bug causing the software renderer to fail to center when using a boxed fullscreen resolution. Also fixes a bug where the PSP platform would ignore an override of the force_bpp option. (Mr_Alert) + Fixed a bug causing macros loaded from config.txt to be expanded incorrectly. Relatedly, fixed a bug where # in the robot exitor would "disappear" on entry, if there was no correspondingly named macro. DEVELOPERS + Don't initialize the SDL audio subsystem if audio is permanently disabled with --disable-audio. + Add fixes for OpenBSD to allow PNG screenshots and X11 clipboard support to work. Tested with OpenBSD 4.2 and GCC 3.3.5. + Updated Win32 builds with SDL 1.2.13. + Dependencies are now correctly tracked in the build system. Modifying a header will automatically regenerate the minimal set of object files that depend on this header. + Out of the box MSVC support. The file "msvc.zip" in the root of the source package now provides a Visual Studio 2005 project and pre-compiled dependencies. There may be stability issues with the resulting binary. See also the documentation in arch/msvc/README.txt. + The Nintendo DS port (a.k.a. 'dsmzx') has been merged. This is the most exotic port thus far, and adds features such as player focus (on the second display). Sound isn't working yet, and large games still won't play (due to lack of memory). See docs/nds.txt for more information. (kvance) + Many stack-heavy functions have been de-bloated and allocate large storage on the heap (if performance is not critical). This helps out platforms with a small, fixed stack size (such as NDS). + The built-in help system can now be disabled for embedded platforms. The startup check for the help file will not be performed if the help system is disabled, and so this file can be omitted from distributions. + The package.sh script now supports OS X, PSP, GP2X and NDS packaging. + The OS X port no longer requires Xcode. The new build system and package.sh can create a universal Application and corresponding DMG file. The new infrastructure deprecates the old macosx.zip method. + Most of the internal dependency on SDL has been removed. Therefore, MZX can be built (but not yet work) without SDL present. The only remaining component to convert is MikMod, but this can be disabled, so port authors can start using the feature right away (see config.sh). (Mr_Alert) December 8, 2007 - MZX 2.81h Another bugfix release with a couple of new features, in time for the Winter 2007 Dualstream Day of Zeux. The major new features of this release are automatic module renaming in the editor, PNG screenshots and many improvements to MZX on embedded platforms (like PSP and DS). MegaZeux can now be compiled in MZXRun mode (like the old DOS implementation) and by disabling features such as unnecessary renderers and audio support, can be made approximately 70% smaller. Thanks again to Terryn for relentlessly tracking down many serious bugs; we've tried to fix all the issues that have crept up in the last 5 months. Thanks too to Exophase, Mr_Alert and Wervyn for contributing to this release; your time and help is invaluable. Happy Holidays! USERS + Added a more lenient WAV file loader so that ModPlug isn't relied on as much to play malformed WAV files (mostly old SAM conversions) (Mr_Alert). + Added SCORE and mzx_speed to the counter debugger (Mr_Alert, ajs). + Added a 16-bit software renderer and a half-width renderer for the GP2X port (Mr_Alert). + Made the mouse cursor in the "opengl2" renderer look more like the mouse cursor in the other renderers (Mr_Alert). + Setting vlayer_size, vlayer_width or vlayer_height to values less than or equal to zero would crash MegaZeux. Limit the smallest vlayer size to 1x1. + Setting vlayer_width or vlayer_height to a value larger than vlayer_size would crash MegaZeux. Limit the largest size of either dimension to a maximum of vlayer_size. + If selecting a module with a non 8.3 filename, MZX will now ask you if you want to rename it to 8.3, and do so in an intelligent way. This means that music can be selected in the editor and correctly saved (Wervyn). + The OpenBSD compiler detected some serious string bugs in MegaZeux. These have now been fixed and should eliminate some more potential crashes. + Fixed a bug where an ENERGIZER item or use of the INVINCO counter would cause the original player color to be corrupted at the end of the colour blitz. + Fixed a long-standing bug where set "$string" to "FWRITEn" would be cheerfully ignored. + Fixed a bug where a corrupt robot list could crash MegaZeux (e.g. the list from Star Quest from DoZ'02). + FEATURE: Screenshots are now saved in a palettized PNG file format. For platforms without libpng, PNG support can be compiled out, and BMP will be used instead. + Fixed a bug where changing boards in the editor could sometimes corrupt memory, later causing a crash (either testing or coming out of testing a board). + Fixed a sensor bug that happens when a sensor can't go anywhere it is told to, and the player is on it (Exophase). + Fixed using ABORT LOOP in some situations. Using it outside of a loop still has undefined semantics and this has been documented in the help file (Exophase). + Setting a board option below its numeric limit is no longer possible (Exophase). + Fixed problems with going over Robot name character limits using the .@ command (Exophase). + Fixed problems with LOAD_ROBOT freezing on a robot with no newline at the end of the file. + Fixed a problem with "Replace All" in the robotic editor, that could sometimes cause a line to exceed 240 characters and crash the editor. + Fixed a problem with "Replace" in the robotic editor, which could cause a line to temporarily become 241 characters and then truncate silently to 240 characters. + Fix a bug that caused the original game palette to be lost when testing a game in the editor that switched between Regular/SMZX1 and SMZX2/3 modes. MegaZeux should now try much harder to preserve the user palette, regardless of game edits. + Fix a bug causing board switching to not correctly alter the x,y viewport scroll leading to the display of raw memory and potentially crashes, with differently sized boards. + Fixed stack corruption caused by SCROLL CHAR SOUTH, detected by Ubuntu's SSP (Stack Smashing Protection) enabled binary. DEVELOPERS + Made the build system less verbose by default (like Linux). This should help make warnings (due to coding errors) easier to identify. If you don't like the new syntax, or need the command debug, you can build with "make V=1". + Updated Win32 builds with SDL 1.2.12. + Rewrote the build system to not use recursive Makefiles. Variable propagation was starting to be a problem, and recursive designs are generally discouraged. + Refactored the graphics rendering code to modularize the renderers and reduce code duplication (Mr_Alert). + GDM2S3M switched over to use inttypes.h instead of home-brew types. + MegaZeux now compiles on OpenBSD (and probably other BSDs). + Made all unnecessary global symbols static. This should improve compiler optimisations and correctness (Mr_Alert, ajs). + Fix compilation of MegaZeux against SDL 1.3 SVN. However, this SDL version is still in development, and MegaZeux does not work correctly when compiled against it. + MegaZeux now builds with the experimental MINGW-x64 branch, enabling x64 binaries for Windows. + MegaZeux now builds with MSVC if you apply the patch from contrib/, megazeux-r326-replace-c99-variable-arrays-with-malloc-free.diff This patch is required for MSVC because it makes non-compiler-specific changes (which involve converting from C99 variable length arrays to malloc/free) which are slower and should not be used with competent C99 compilers like GCC. Microsoft Visual C++ Express Edition 2005 was used to build libogg, libvorbis, libsdl and MegaZeux itself. Only 32bit builds were tested. + MegaZeux now has size optimisations which can reduce binary size when features are disabled. For example, all renderers can now be disabled, and when module engines are disabled, audio will not export any symbols. + The entire audio subsystem can now be disabled. This further reduces binary size on embedded platforms. However, SFX editing still remains enabled (though useless) until editor modularity is implemented. + The PSP port is now officially supported, and compiles out of the box. See docs/psp.txt. + Renamed macos platform "darwin", to reflect its true nature (use Xcode to build as a real Application, instead of just a UNIX binary). Also fixed some bogosities with robo_ed's X11 includes on OS 10.5. + The editor can now be disabled, a la MZXRUN from the old DOS versions. Configure with --disable-editor to shrink MZX by about 150k. + MegaZeux can now be compiled with size optimisations (--optimize-size to config.sh) for a 20% space saving. + MegaZeux's core now builds with -W (basically all GCC warnings) plus some additional warnings that aren't switched on by this flag. All warnings have been fixed. July 4, 2007 - MZX 2.81g Again, no significant new features have been introduced in this release. However, there have been many essential bugfixes, including improved compatibility with games made in older versions of MegaZeux. Additionally, improvements have been made to the opengl2 and overlay2 renderers, improving performance for most users. A port of MegaZeux to the GP2X console has been added. MegaZeux has been backported to C (rather than C++) and can operate correctly on a CPU without a floating-point unit. Particular thanks go out to Mr_Alert (for his valuable bug fixes), Lancer-X (for fixing what I was too lazy to) and Terryn (for finding many annoying bugs that nobody else could). USERS + Fixed a bug in the audio code. The linear resampler was not taking volume into account, which broke changing the volume of samples (WAV and Vorbis) which cannot natively alter their volumes. + Fixed a regression in the overlay editor caused by the new editor space semantics. + Screenshots are now rendered to a separate texture using the 8bit software renderer. This means that the hardware scalers will not affect the quality of the screenshot. It also fixes a bug when using opengl2, which would dump only a white screen. + Temporarily reverted a bugfix that broke Zeux IV - Forest of Ruin. I'm not dropping the bugfix, I just can't immediately see what's wrong. + Fixed a bug where setting the viewport to negative coordinates would crash MegaZeux. There was code to handle this, but it was wrong. + Fixed a bug that permitted the mouse y coordinate to be warped to row 25, which does not exist. This bug caused some of the renderers to crash, and the software renderer to draw in memory it did not possess. + Fixed a bug where games made before 2.68 could have available the "key?" counters, unsupported in that version. This caused collisions with counters with the key? name used with inc/dec/mul/div/mod. Fixes "Doom Keep". + Imported libmodplug 0.8.4, which adds MIDI/PAT and ABC format support, fixes some bugs in the mixer, and should build on more platforms. NOTE: MID files currently cannot be selected in the editor, because they do not play correctly. + Improved the performance of the "opengl2" renderer, by removing the convoluted 3D drawing commands and replacing them with 2D ones. Reduced the quad count by using an intermediary 80x25 texture. MegaZeux now depends on fewer GL features (LogiCow). + Introduced an "fsafegets" to work around problems where robots exported by a Windows version of MegaZeux would not load on other platforms. This was due to differing EOL style and broke at least one game (Termination). + Renamed "force_resolution" to "fullscreen_resolution" to better match its semantics with the scaling renderers. The new name is less accurate for software render modes, but most people using software will not want to change it from the default anyway. + Fix a bug where the variable-length string allocator would prematurely bail out when reading a string (of indeterminate length) from a file with the set "$var" to "FREAD" syntax. + Fix a bug where more than 256 errors would crash the robotic checker. + Improved performance of the overlay2 (faster) renderer (Mr_Alert). + Make the transparent overlay "really" transparent when used in conjunction with sprites (Mr_Alert). + Fixed a bug reported by Mr_Alert where MZX would not handle short, non-looping mods in the editor. The editor would try to destroy the mod again, even after the callback had destroyed it (premature termination). + Fixed a bug with SWAP WORLD where file translation would occur but the result would mistakenly not be used. This broke some uses of SWAP WORLD on non-Windows platforms (Mr_Alert). + Fixed a bug where using JUMP to MOD ORDER right after switching boards would fail due to the board music not having been loaded yet (Mr_Alert). + Fixed a bug where games made before 2.80 would inadvertently trigger "PLAYERHURT" due to using the SET command to reduce the amount of health (Mr_Alert). + Fixed a bug where player clones where generated when entering transports during FREEZETIME (Lancer-X). + Debug menu is now eradicated on leaving the editor (Lancer-X). + Debug menu is now properly painted over when the board size is < the editor viewport. Fixes various graphical glitches (Lancer-X). + Fix a crash bug when playing older MZX games from read-only media (such as a CD) or where file-system permissions prohibited creating SAM conversions (Lancer-X). + Fixed bug where certain file formats would not be automatically converted if their extensions were mixed or upper case (e.g. OGG/SAM/GDM). + Restored functionality of "if lasttouched DIR" which has been broken since MZX 2.02. + Fixed a bug where attempting to decrypt a read-only world file would result in a crash (Mr_Alert). + Fixed several bugs where an error loading a world file would result in crashes in several different situations (Mr_Alert). + Fixed a bug where a robot using the BECOME command to change into a PushableRobot or vice versa would freeze (Mr_Alert). + Fixed memory leaks in the file selection dialog, the counter debugger, the collision list and the global robot (Mr_Alert). + Updated counter list (see docs/counter_list.txt in the source) (Terryn). + Fixed a bug where pressing escape when editing the effect of a ring or potion would result in an invalid parameter which would later cause a crash if edited again (Mr_Alert). + Fixed a bug in which robot-driven text boxes using option commands (the ? command) could overflow by two characters and spill over the side (Lancer-X). + Fixed the list box searching mechanism (used in the file manager and F11 counter list) and made the existing function more understandable. (Lancer-X). + Fixed a bug in which the message string given to the 'ask' command could spill over. Now, the 'ask' dialog resizes if possible, and clips when no further resizing can be performed (Lancer-X). + Clipped the 'input string' message properly, to prevent similar overflow. + Fixed a bug with the EXPLODE, DIE, DIE ITEM and BECOME commands when used with the global robot (would clear the global robot, eventually corrupting memory when in the editor). Presumably, these commands are bogus for the global robot, and have been disabled. DEVELOPERS + Rewrote config.sh to use POSIX sh compatible functions, so that there is no dependency on the BASH interpreter. Surprisingly, some distributions still don't enable BASH by default (using csh, ash or zsh instead). + Ported most of MegaZeux back to C. This should further reduce the platform requirements for running MZX, and enable marginally faster compilation. + Enabled GCC's -W flag for even more warnings, switching off unused parameter warnings (useful for delegates). Mostly typing fixes, but it found a bug in string handling. + No longer suppress char-subscript warnings, and fix up any remaining abuses in the tree. + Add manpages for 'megazeux' and other binaries for the Debian packages. Comply with the Debian packaging guidelines by providing a copyright note, listing significant contributors to MegaZeux. + Added support to the build system for supporting icons modularly. See contrib/icons/README for more information. + The debug build (make DEBUG=1) now enables GCC 4.x's stack protector. This breaks compatibility with GCC 3.x, but you can just remove the flag if you don't want to use it (the stack protector will improve stack corruption detection and provide more usable debug traces). + Custom Random() implementation to provide a more uniform number distribution. Factored out for future (better) implementations. + The audio backend (audio.cpp) has been modularised to support the use of mikmod instead of modplug. This should enable ports of MZX to platforms without an FPU, and improve performance on platforms with weak FPUs. + Added GP2X port to config.sh, based on work done by Simon Parzer. January 30, 2007 - MZX 2.81f This release is mostly about the new renderers, the first of which was introduced in the previous version. There's also a few important bugfixes, and a lot of internal tidy-up work. I'd like to thank Mr_Alert, Quantum P. and LogiCow for contributing to this release. Thanks guys. USERS + Renamed the force_32bpp config option to force_bpp, in preparation for 16bit OpenGL render modes. This option now takes 8, 16 or 32. 16 is reportedly broken on Windows, so stick to 32 for now. - The force_height_multiplier option has been removed. A lot of code wasn't properly designed to handle it, there have been mouse warp bugs with it for years, and nobody seems to use it. If people want stretching, they can choose one of the four hardware renderers to achieve this. + Added infrastructure for "pluggable" renderers. This code isn't perfect, but it's far better than the mess in 'e'. Defaults to the 'software' render mode. + Added Logicow's alternative OpenGL renderer. For more information about this renderer, see config.txt. NOTE: This code may be buggy! Please test! + Added Mr Alert's YUV overlay renderers. One does full YUV macropixel approximation, the other (faster) render does chroma supersampling. See config.txt for more information. NOTE: This code may be buggy! Please test! + Simplified Exophase's OpenGL renderer present in 'e', and fixed a few bugs that caused it to not work for some people. + Really made MegaZeux use 'directx' by default on Windows. The code in 'e' was non-functional. Use 'windib.bat' to run MegaZeux with the SDL windib driver. + The OpenGL renderers now have a 'filter' option that allows you to choose linear (where pixels are interpolated, looks "blurred") or nearest (where nearest-neighbour approximation occurs, looks "sharp"). + Mouse warping was broken when using any of the hardware renderers. There should be code in there now to take account of this (thanks Mr_Alert). + Added an option 'editor_spaces_toggle' which allows you to revert MZX's space overwrite behavior to the semantics of 'd' (the feature was removed in 'e'). By default, the behavior is unchanged. + F6 (the debug menu) can now no longer be enabled anywhere but in the editor Alt-T test mode. In 'e', it was possible to enable on the title screen, but could not be enabled in a game. Like the cheats, this option is now visible only in test mode. - Removed the 'lame/1337' menu feature. + Fixed a bug where the global robot could be exited via some legal commands, in an abnormal fashion. The bug resulted in all the code up to the offending command being executed over and over. DEVELOPERS + OpenGL can now be disabled via config.sh. This allows MegaZeux ebuilds to be constructed on systems that do not have any form of OpenGL support. (Although MZX runtime loads the OpenGL library, 'e' required the headers to build correctly. This is now no longer the case.) + On Windows, due to an ATi driver bug, I have provided a means of linking directly to opengl32.dll, instead of relying on the dynamic loader. This reduces binary portability, but fixes many bug reports of being unable to fullscreen on ATi video cards. See OPENGL_LINKING for more information. + Improved support for cross compiling with mingw32 on Linux, combined the win32 Makefile with this new support. + Rewrote the config.sh script. All of the options have changed, and the broken platform auto-detection has been removed. See ./config.sh for more information. + Rejigged MegaZeux's headers so that they can be used in both C and C++ mode. Renamed fsafeopen.cpp to fsafeopen.c. Hopefully by 'g' most of MegaZeux should be ported back to C, instead of the "C++" it is now. + Fixed up the 'txt2hlp' utility which Terryn has been using a version of to build the internal MZX help system. This binary is built in the source distribution, but it is not distributed with the MegaZeux binaries. + Moved some antiquated Greg code out into 'old'. No attempt has been made to make it compile, it is provided purely for reference. + For the windows binaries, "windib.bat" is now generated by package.sh and auto-generated for the name of the MegaZeux executable. + Updated Xcode package from Quantum P. (see macosx.zip). January 18, 2007 - MZX 2.81e + Made grabbing in the editor not combine background color, only uses "special" in game colors for player, tell me if anything ends up being weird because of this. + Possibly fixed an obscure bug where moving something happened immediately if it was sent to a label by a robot further east/south than it and it moved north or west (has to do with the way robots are reverse scanned). Tell me if this changed any behavior for the worse and I'll change it back or try to work out something new. + Added GDMs to ctrl + n, this will of course auto convert and play the s3m. + Added ability to preset player locked status from board settings. - Removed ability to change SMZX mode ingame (F11) + Instead added ability to debug variables (counters and strings) ingame with F11. There's also an option to export the current variables to Robotic program that sets them. + Fixed bug where moving a block with the player into an overlapping region leaves a space where the player was. + Fixed bug with a robot indirectly sending itself to a subroutine via send all or send name causing it to loop the send. + Added compatability hacks for key# prior to MZX 2.69 worlds and ridNAME falling through in MZX 2.70 and earlier worlds. + F6, F7, F8, and F11 debug/cheat keys only work in editing mode now (as things were prior to the port) You can still save/load in the editor so if you want all of these things you can play the game from the start there. + Space in the editor no longer deletes something of similar type that is beneath not sure what the point of this was anyway. + Fixed bug causing cursor to clipped be out of bounds in SMZX char editor if changing to smaller multichar edit region. + Accidentally messed up screen centering in fullscreen for 32bpp mode, fixed. + Added hardware scaling option. You can now supply a window resolution besides 640x350 and allow for window resizing if hardware scaling is on; this will also scale fullscreen output to fill the entire screen. This can slow down rendering somewhat. + Fixed bug causing flip block to crash in the editor. + Made blocked directions relative to the player for put dir player. + Fixed bug where putting something to a direction relative the player overwriting the robot could crash MZX. + Fixed ability to input in input boxes by clicking on their question string. + Removed the bogus patch to Modplug and correctly fixed it in the build system. + Added 'debian' subdirectory for building Debian and Ubuntu upstream packages. Hopefully MegaZeux will be in the primary pool in a few months. + Added OS X xcode project files (see 'macosx.zip'). Fixed many bugs relating to endian that caused MegaZeux to be buggy on big-endian architectures (like PPC). Credit goes to Quantum P for finding these bugs and engineering high quality solutions. + Made 'directx' the default video render again on Windows. NOTE: This overrides the default SDL behaviour, but will not be applied if you set SDL_VIDEODRIVER yourself. + Repaired the 'linux-static' target so that it no longer includes a system C++ library, which caused unpredictable results on distros without a static version. + Fixed a locking bug with the audio code that caused hangs at startup on OS X. Also provided a mutex implementation using GNU pthreads as a temporary workaround for an SDL bug on the Linux platform. + Added PlayStation Portable (PSP) port. This code was written by Exophase and is highly experimental. It may not work at all for you. Please see docs/build.txt for more information regarding this port. + Fixed mouse movement from being affected by height_multiplier when not in fullscreen mode + Fixed height_multiplier config.txt option allowing you to enter really stupid values (like negatives, 0, and values too large for the resolution) + Added in an extra video mode check to stop MZX crashing on video modes that the video card can not reproduce + Fixed Avalanche to a constant placement rate of 1/18 (this caused MZX to deliver an uneven number of boulders, and crash with certain board sizes + Fixed sprite collision box to stop MZX from crashing when stupid values are entered + Fixed setting the viewport size to weird values like some old MZX games do + Default fullscreen resolution is now 640x480, this can be changed in config.txt + The config.txt option force_32bpp is now enabled by default + Seeking with mod_position when using a .WAV file as background music now works (thanks Mr_Alert) December 10, 2006 - MZX 2.81d + Fixed a compilation failure on Linux, due to SDL no longer depending on libX11. Now we manually link X11 into MZX if necessary. + Various build system improvements, fixing bugs in the prefixing of dependencies. + New libmodplug 0.8 imported, fixing many endian problems on big-endian machines, integrating all of our local patches to 0.7. + Fixed bug causing MZX to freeze when starting up on Win9x machines. + Fix a warning generated by GCC 4.1. + Update the GPL boilerplates project-wide to the newest FSF address. + Fix a string range check causing an obscure crash in certain games. + Update the build.txt documentation. + Address documentation bugs found in the internal MZX help system (Terryn). + Fixed a recently introduced bug breaking the open command. + Fixed some bugs with changing params and pressing escape. December 14, 2005 - MZX 2.81c + Oops, accidentally broke shift + F2. Fixed that.. + Also accidentally broke &+counter& for full hex representation. Fixed. + Fixed memory leak problem with playing certain WAVs in a loop. + Fixed inconsistency of bad viewport sizes behaving differently on current versions from old DOS versions. + Accidentally broke joystick stuff in config.txt (has to do with way configure options were being read), fixed. + Fixed bug causing crash when loading MZBs larger than the current board size. + Made cursor hidden in alt + V in editor. + String comparison failed with nulls in the strings, fixed. Also should be slightly more optimal. + Fixed bug when using negative numbers for if sprite_colliding "counter" + Fixed math operations (inc, dec, etc) not working on string indeces. + Added ability to force screen to 32bpp. Fixes some slight rendering issues, and if you have problems with fullscreen let me know if this helps (try it without first though). See force_32bpp in config.txt. + Fixed sprite clipping bug with respect to overlay. + Fixed bug where pressing enter on things besides robots, scrolls/signs, or sensors in the editor would clear whatever was underneath it. + Accidentally broke SFX with optional PC speaker chains (played both, should only play PC speaker when digital music is off, fixes Bernard the Bard) + Made last character in char selection for F3 and alt + C remembered (note that they're remembered in two different places for both) + Accidentally broke life animations, fixed November 26, 2005 - MZX 2.81b + Fixed inability to make proper .savs of worlds with strings (they'd crash when loaded..) + Fixed PC speaker audio bug causing a constant high pitched noise to be played instead of PC speaker audio sometimes. + Fixed some issues with long pathnames. + Fixed a bug causing Caverns to crash in recent versions (long story, it was most likely due to an error in ver1to2) + Now when you set mzx_speed in a game you can no longer change the speed from the F2 menu. Setting mzx_speed to 0 reallows this (and doesn't set the speed) + When loading a game its speed is now set to the speed MZX started with (whatever's in config.txt, or the default of 4) + Added backup_ext config.txt option to specify the extension of backup files (default is .mzx). + Fixed backup_interval for config.txt possibly being broken. + Fixed a bug messing up the death board on some old MZX games (like Nick Brick 2) + Escaped more things and made displays always in escaped form for certain character sequences. It should be impossible to type non-escaped forms. The following should be used: \0 for 0 (this probably won't work in strings, but in chars should) \t for tab (character 9) \n for newline (character 10) \r for carriage return (character 13) \" for double quote \\ for slash + Copy + paste on escaped character won't unescape them anymore. + Fixed error message for invalid lines in Robotic + Fixed inability to import text files from other directories. + Huge overhaul of the source (proper types for things, directions, equalities, conditions, chest items, and potions), if anything is suddenly broken now let me know. + Made scrolls/signs only display text (letters, numbers, etc) in the default char set. That should be enough for now. + Added mousewheel support for robot editor and robot box display. + Fixed inability to load MZMs from other directories in the editor. + Wrapped audio stuff in proper mutex, hopefully this fixes some issues (like crashing when changing mod_frequency a lot). + Long current directory paths no longer write out too much in the file loader (instead the last bit is shown with a ... prefixing the beginning) + Decided to be nice and make board_scan not crash. Don't use it. It's only there to make one legacy game work. If you use it I will personally scold you. And don't tell other people to use it (that means you CJA). Use copy block x y w h "$str" t instead. If you don't know what that means read the help file, it explains everything. + Removed ability to copy + paste after changing board dimensions of the source under any circumstances (alt + R, alt + Z, import world, import board) + Fixed appearance of ghosts in F10 menu. + Prevented char editor from counting moving the cursor as an undo step if nothing was actually drawn. + Made pressing escape on initial char selection/board selection/param selection for things cause it to cancel placing anything. + Made it impossible to set board width/height to 0 again (oops) + Made starting lives and starting health take effect immediately for the first alt + t + Added ability to play OGG from alt + l (but not the other mods, don't want to clutter that up) + Made it so if no note follows an embedded SAM in a play string it's played at native frequency. + Accidentally made loading worlds in the editor not change the current directory, fixed that. November 20, 2005 - MZX 2.81 + Fixed a bug where MZX world/save names > 12 chars could cause weird things to happen (like doors breaking) + Fixed problems with helpfile/charsets loading when loading MZX outside of the directory MZX is in. This should fix file associations on Windows as well. + Changed board selector so when board 0 is "(no board)" it doesn't actually refer to the title but to no board. + Made import world not overwrite the title string. + Fixed bug that causes crash when trying to flood fill an area with the color it already is in the SMZX char editor. + Redid audio engine. Everything is unified now, meaning that anything you can use as a mod you can use as a sam and vice-versa. + The new audio engine uses its own master resampler that has three interpolation modes - see config.txt for more information. + sam 0 filename will play a file at its native frequency (note that SAMs that have been converted from WAVs are set to be played at 8363Hz). + Added support for OGG vorbis audio files. + Fixed bug causing SFX volume control in F2 menu to not work. + Removed limitation on number of SAMs that can be played simultaneously. + Fixed bug where the mouse got "stuck" in the black border edges of non 640x350 fullscreen resolutions. + Fixed issues with message boxes being part default palette part current palette, they now always use the current palette. + Added mod_position counter. What these actually set/return is dependant on the type of file loaded. Modules use the current row, OGGs use the current PCM sample. + Added mod_frequency counter. There are a few things to note here: Modules have a "nominal" frequency of 44.1KHz. Other data types have their own nominal frequency to prevent output from sounding differently depending on the audio_sample_rate in config.txt. For OGGs and WAVs the nominal frequency is the one the file is encoded at. Changing the frequency can cause a noticeable one time popping sound, so it might not be desirable to slide it. This is much more prominent with lowering the frequency than raising it. This value is capped so it can't reach below 16. + Changed alt + L to play back at natural frequency instead of 8363Hz. + Fixed bug causing sensor deletion while the player is on top to destroy the player. + Fixed bug causing imported boards to possibly crash after being tested. + Fixed bug causing save_game and save_world to not work if a file with the given name isn't already present. + Changed function counter matching removing restriction on number of digits for parameters. 10+ digit inputs should no longer fail (for instance, abs-123456789) - Save files from 2.80 are not compatible due to several changes in the save format. + Made counter/string names internally variable length instead of a fixed 14 chars. There is now no longer a name length limitation. + Changed alt+8 for mod * to just * in the hotkey listing. + Fixed crash when referencing (by param) sprites > 256. + The string system has been redone. Strings are now dynamically sized and don't have an artificial maximum length. Writing to string.N will guarantee that the size of the string becomes at least N, while reading in this way will return 0 if out of bounds to maintain the illusion of null termination. Be careful when using this. + $str.length returns the length of string $str (this is faster than iterating through it to find when chars hit 0) + Vlayer is dynamically sized. The vlayer_width/vlayer_height counters still work as per usual, but the vlayer_size counter has been added to adjust the maximum size. The default is 32768. + Fixed bug not allowing things to move over goop. + Fixed bugs causing current directory to be changed when importing things from other directories. + Properly implemented support for volume "string" + Fixed a few commands not working when they should from the global robot (such as put to dir of player) + Fixed a bug where going to a label at the end of a robot would treat it as if it's the first of its name in a sequence of labels. + Fixed a bug involving moving the a block with the player not moving what was underneath the player. + New help file, thanks MUCHLY to Terryn for pulling off this enormous effort! June 6, 2005 - MZX 2.80h + Fixed a bug which could cause crashes when quiting the game. + Fixed some bugs when changing boards and other things that can cause duplicate players.. I think. + Fixed a bug that could cause crashes when adding boards + Improved response time in editor for slower computers/high load situations + Fixed some endian issues with the GUI + Fixed some crash when moving the mouse cursor around in the editor + Fixed bug where you if you had a robot whose name is the same as the global robot it wouldn't get messages (fixes yoyo in Weirdness) + Fixed debug box not moving with text input + Fixed bug with duplicate player appearing when killed and a new one can't be put at 0, 0 + Added copy/paste for outside of MZX to/from the robot editor. It only works in Windows and X11, and functionality may be limited in X11 right now (currently seems to work in native X11 apps and GTK 2.6 apps but not earlier GTK or QT, also try shift + insert to paste) + Fixed bug in resizing involving overlay blanking. + Fixed clear messages/projectiles not working (and damaging the game instead) + Fixed behavior of P key in editor for wildweasel. + Fixed random in Robotic not correctly swapping the range if they're given in the wrong order + Fixed clip length in [ messages + Fixed crash when changing volume without a game loaded + Redid internal GUI system, fixes some minor things + New file loading/saving window - press del to delete a file/dir, alt + n to create a new directory, alt + r to rename a file/dir. + Added PC speaker volume control to F2 settings and config.txt + Fixed yet another crash bug with resizing boards + Fixed inability to type * in text placement in the editor (although this adds inability to turn on mod * while F2 is on...) + Added ctrl + n in the editor to load a module for listening only (won't set the current board's module, and will let you choose ones from different directories) + Fixed crash on macros with more variables than can be displayed in their configuration. + Fixed bug that causes char selection cursor to reset to 0 on unhandled keys (and continuously do so for lock keys) + Tweaked ctrl + dir in text entry boxes. + Added gdm2s3m in-tree to the contrib/ directory. gdm2s3m no longer needs to be installed on the system before compiling mzx. + Improved the build system to automatically build .c and .cpp files with compound system CFLAGS/CXXFLAGS, respectively. + Made package.sh automatically ship the source package with a Makefile.dist to warn the user that they need to run config.sh before 'make'. + Rectified inconsistency in source copyrights. + Added multicharacter editor. Select multiple keys in the character selection with shift. The char editor also now has the ability to perform operations (delete, copy, scroll, etc) on subblocks. Hold down shift or press alt + b to highlight a region (press escape to remove the latter). Blocks copied like this will be pasted to where the cursor is at. Other small things in chareditor tweaked/changed... No longer press tab to toggle through set/clear/toggle draw modes, instead tab for set mode and shift + tab for clear (no more toggle). Mouse behavior is modified as well. In non-SMZX left click sets, right click clears. Shift + F2 will cut a block (clear + copy) alt + x/alt + i can now be used to import/export partial charsets while in the char editor. You can do so for several in series: put a # in the name of the charset then set the First for the first number # will be replaced with and the Count value to indicate how many in series to work with. For instance, saving s#.chr with first = 0, count = 3, starting at offset 100, with a 2x2 char selection will save charsets s0.chr from 100, s1.chr from 104, s2.chr from 108, and s3.chr from 112. *** NOTE *** Series import/export will only work correctly with char selections that are one in height (can still be split up another way in the editor itself). So if you want to use partial charsets on your edits it's important that you select all the chars in a row. + Made characters for the editor/GUI use another charset that's protected. Please notify me if any characters are incorrect. Modify mzx_edit.chr to change this charset. + The same thing goes for colors. It doesn't work for SMZX, which also might look a bit different in the editor... + Added option (defaults on) to protect chars 32-127 in input boxes and strings in the robot editor. + Mouse warping goes to middle instead of top corner now, so there isn't a biased towards moving up. + Hopefully fixed another bug with the cursor and changing boards... + Fixed module looping problem in modplug... + Added libmodplug 0.7 with both patches (see contrib/) in-tree. Removes system dependency on libmodplug. + Made auto-backup on by default (3 count) + Made if touching idle, beneath always false instead of like nodir + Fixed bug that caused bad things to happen if you pressed too many different keys too rapidly. + Made mouse wheel emulate up/down in dialog boxes and list menu. + Added ctrl + backspace to intake (delete previous word) + Made modulo operator use floored instead of truncated mod (uses positive remainder instead of negative) + Fixed crash when testing after using ctrl + z to clear a board. + Fixed bug where sending other robots to subroutines caused the return address to be to the next instruction like local subroutine calling works. + Fixed bug where going to a label on the last line of the robot could screw the game up. + Fixed a bug where the editor froze if you tried to fill the board with players (eheh...) + Fixed a bug that could cause crashes when sending all sensors something. + Fixed some crashes when exporting/saving fails. + Fixed import world's ability to go over the board limit and cause crashes. + Allowed input of decimal numbers for params. April 1, 2005 - MZX 2.80g + Fixed crash on alt + x in robot editor. + Fixed missing line on alt + h in robot editor. + Introduced incorrect enter action in robot editor (didn't reset to beginning of the line), fixed. + Fixed garbage appearing when moving from a larger to smaller board and being outside of that board's scroll region. + Fixed bug that could cause glitches/crashing when resizing the board + Fixed error with global next option not retaining the three checkmark options correctly. + Added work around so that move block moves the player (won't move it on inter-board moves) + Fixed bad palette loading for Linux introduced in 2.80e or f or something + Made it so block highlighting doesn't highlight the debug window. + Made the debug window move if necessary when home/end is pressed. + Added autorepeat buffering so previous keys can be resumed. + Fixed bug with swap world possibly not working (crashing??) off Windows + Fixed more problems with garbage/crashes when resizing with the cursor in a position causing the scroll to go off the edge + Fixed incorrect text cursor offset with force_height_multiplier on. + Redid way directories are loaded internally so you can load dirs with over 4096 entries now. Might be faster (unsure) + Chest contents list menu looked funny, fixed. + Changed default.spl to smzx.pal so you can load it more sanely. + Export block wasn't getting the last selected line. Fixed. + Hacked scroll editor so it wouldn't crash when removing lines. Scroll code either needs to be 100% overhauled or replaced by robots somehow... + Fixed config files not being closed. + Added include file option for config files. Use it like this: include configfile e.g. include subconfig.cnf will load subconfig.cnf's options + Fixed freadN not terminating strings. + Fixed graphical glitch when using the mouse in the char selector. + Fixed save games crashing when they can't load fopened files. + Fixed some other problems with save games and fopened files... + Accidentally had title screen running a bit slow... + Value strings starting with ( not parsed as an expression if they don't end with the ) + Fixed problem with key_code being triggered for keys that aren't in-game + Removed the unimplemented if player dir and if not player dir commands from RASM + Added extended macros. This allows for parameter based macros to be entered in the robot editor via a window or by command. See macro.txt for more information. + Fixed player cloning after flip/mirror and player placing. + Added random seeding that was mysteriously missing... + Finally added drive changing for Windows builds. + Fixed mousex/mousey for resolutions other than 640x350 (only applies to fullscreen) + Fixed crash on weird invalid death/endgame boards... + % and & messages clip correctly now. + Fixed potential crash on double closing the files. + Fixed crash bugs with placing sensors and maybe scrolls. + Fixed sending sensors when you have robots of the same name (fixes Weirdness chapter 1) + Fixed bug that can screw up your world when placing scrolls or sensors.. sometimes. December 26, 2004 - MZX 2.80f + Fixed a bug that could cause crashes when auto-quoting params in the robot editor (eg, set x 1 -> set "x" to 1) + Fixed a bug that could crash the robot editor if you added a new line prior to the first line of a marked block, then did an action on it. + Fixed a bug where clearing the first and only line could cause it to appear as if it hadn't been cleared at all. + Unified global and global next parameter setting so that nothing is lost between first/next but information can be cancelled without application. + Fixed E/S block markers appearing in the robot editor when they should be off the screen. + Left click position in robot editor mysteriously disappeared after having been added somewhere after 2.80d. Readded. + Added option to hide the hotkeys help and horizontal border in the robot editor with alt + h. Also added a config.txt option to have it default this way. + Search/replace in the robot editor. ctrl + f to find or replace/replace all, ctrl + r to repeat either search or replace (depending the last one you did, if you cancelled this does nothing) + The load_game counter sequence was broken; fixed. + Hopefully fixed all means of overrunning the current line max length in the robot editor... + Fixed robot editor validation not showing every 13th line + Fixed aesthetic problem with validation report.... + Fixed crash with setting message column less than 0. + A couple things added for 2.80e mysteriously disappeared in source handling. Readded. + Changed max board size prevention to auto resize the lower dimension to the max that can be handled with the higher (ex, 30000x25000 becomes 30000x559) + Added floodfill to char editors (alt + f) + Added single depth undo to char editors (alt + u) December 19, 2004 - MZX 2.80e + Fixed a bug causing problems with static overlay if a non-overlaid sprite is displayed so it's clipped off the edge of the screen. + Fixed a bug in the display of c?x color boxes in the F2 menu in the robot editor + Fixed a bug that caused incorrect thisx/thisy for one cycle after copyblock + Fixed a bug preventing calls to nonexistant subroutines from passing that point in the robot + Fixed crash on sam 0 "file" + Fixed a bug where loading new SFX may not correctly overwrite previous ones + Fixed a bug where you could only load/unload so many mods before MZX couldn't load anymore.. same bug as the SAMs but went unnoticed! + Fixed a bug that caused you to be infinitely stuck in the global settings dialog box when you press previous on the next page. + Fixed a bug where going to next then exiting would not save the changes from the previous page. + Fixed a bug that could cause crashes while ending modules. + Fixed a bug that could do the same kind of thing with sams. + Fixed an allocation bug when loading MZX worlds that could lead to crashes. + Fixed a bug that caused MZX to crash if you interpolated an expression with a value equal to or greater than 1 billion. + Fixed a bug where mixing ccheck1/2 with sprites from board and vlayer could cause problems (that's the short version of the explanation, I'll spare you the long one) + Fixed a bug that could cause certain old MZX games to crash after the title screen + Somewhere broke missiles between 2.80c and 2.80d. Fixed. + Fixed error in lit bomb anim sequence setup in char ID editor. + Reworked a lot of robot editor code; adding/deleting lines while marked areas are active should work more naturally now and it's hopefully no longer possible to crash it in the same ways it was previously. + Fixed crash when setting mesg row to less than 0. + Fixed mouse presses not working in the robot editor. + Made MZX ignore alt + tab so you can safely switch in your WM without it triggering... + Added numerical key entry for number boxes. Use 0-9 to add to the most significant digit and backspace to take it away. - Fixed maximum board size to about 16.7 million tiles (128MB), for now. + Added config.txt option to make MZX pause when key focus is lost (when clicking on another window, perhaps) or when it's minimized. Music will still continue. + Added save/load position to the editor. Works for loads inbetween boards as well. Press ctrl + num to save to slots 0 through 9 and alt + num to load from that slot. Please press shift + 8 or the numpad * key instead of alt + 8 to set mod wildcard. + MZX now ignores the mouse scroll wheel instead of interpreting it as a click. + Fixed a further bug that could cause playing samples to crash. + Added config file option to revert the robot editor to the default palette when loaded. + Fixed bug in shoot command. + Fixed error when making save name in editor but cancelling. + Auto-backup - see config.txt for details. + Joystick key mapping - see config.txt for details. + You can now load game-specific config files by creating game.cnf for the corresponding game.cnf (for instance, caverns.cnf). This is mainly useful for joystick key mapping. Note that these settings will NOT go away if another game is loaded that doesn't have a .cnf. + Alt-enter finally works as block action in the robot editor. + Loading a .mzx/.sav from another directory indirectly (via command-line or robotic) will now actually change the current working directory. + Fixed bug that crashed MZX with ctrl + i in the robot editor. October 9, 2004 - MZX 2.80d + Fixed cursor going invisible when escaping from import in the editor + Fixed robot editor entry when pressing OK on global info + Fixed lack of name for MZB import/export (any MZB's exported in prior beta versions still won't have a name) + Fixed some problems with setting the mouse position + Fixed problem with exits not bringing you all the way to the edge if width over 400 or height over 200 + Fixed bug that cleared too much when increasing both width and height while resizing the board + Fixed problem with 1 char shortcut commands with spaces immediately after them + Fixed problems with load_robot and load_bc (caused crashes and infinite loops) + Optmized RASM heavily (this should be most noticable when doing a lot of external robot loading from text files) + Fixed inability to use absolute paths in loading a game from command line + Fixed lastshot/lasttouch conditions with directions not working + Fixed char editor in robots not going into SMZX mode when proper + Cleaned up source code so it passes -Wall without complaint and in the process corrected some glaring code errors that may have corrected random problems + File opening broken in 2.80c, fixed + Implemented MZM2 saving and loading and rewrote mzm.cpp (if anything is changed or fixed regarding MZMs, attribute it to this). MZM2s can be of larger dimensions, smaller filesize for same amount of data, and can store robots. + Fixed bug that could cause MZX to crash when making new strings + Block operations to overlay when overlay was off caused crashes - fixed + Fixed a problem with sprite ccheck2 against other sprites + Optimized function counter lookups a bit; speed gain for all counter accesses (especially ones that begin with certain characters such as _) + Fixed disassembly error with ' ' character + Fixed assembly error where condition extended dir (such as blocked opp seek) was not getting compiled with the dir extension + Fixed editor bug where the param was not being cleared when overwriting things by double placement + Fixed inability to use counters with playercolor/bulletcolor/missilecolor + Added ability to use counters in place of p?? in the robot editor Note - even though this expands functionality of the editor this does not require a version number change because the worlds will still be playable in older MZX versions (and will display correctly in the robot editor - you simply won't be able to correctly edit the commands) + Mouse correctly limited to screen edges now + Fixed inability to overwrite robots with pushable robots and vice-versa, as well as scrolls with signs and vice-versa + Possibly fixed problem with windowing error when editing global robot (?) + Fixed disappearing cursor after color selection box with mouse (and other places?) + Fixed bug in sprite clipping that caused some to be clipped off inappropriately + Made board_id/board_param counters readable + Added bound checks for all counters using board_x/board_y/overlay_x/overlay_y + Removed ability to put robots, scrolls/signs, and sensors (with the put command in Robotic) + Fixed potential direction corruption bug causing directions not to work sometimes even if they display correctly in the robot editor + Fixed copy overlay to MZM copying to overlay too + Fixed a bug where debug window could display the wrong amount of robot mem and potentially even crash MZX + Fixed help_menu counter not doing anything (durr) + Changed sprite draw order so they're drawn underneath the message bar, debug box, and time remaining display + Changed put p?? in Robotic so it will put default params if available + Fixed a bug that could cause copies from overlay to vlayer to not end up at the correct destination + Fixed a bug where c?x and cx? would not display correctly in the robot editor + Optimized copy blocks a bit using variable length arrays instead of malloc August 16, 2004 - MZX 2.80c + Fixed issues with the commands counter not being reset + Color intensity now gets reset when you enter the editor + SAMs got cutoff sometimes now.. fixed + Fixed bug where loading a world with empty boards could change the starting, endgame, and death boards + Fixed bug where you could text enter off the bottom of the board, causing problems + Fixed bug involving cutting/clearing the entire robot in the robot editor while not at the first line + Fixed robot name entry for global robot not disappearing on small boards + Fixed bug where you could duplicate the player by holding down a direction as a saved game loads + Fixed bug where you could go to line 0 in the robot editor + Saving an MZM now auto-adds the .mzm extension... + Fixed black screen on quicksave + Fixed bug where opening a file didn't close the old one if one was open (so it'd eventually crash MZX) + Changed alt+backspace behavior in intake so it doesn't exit + Added clipping for refx/refy/width/height for sprites (less than 0 at initialization, greater than board width/height at draw) + Fixed direction parsing for move all + Fixed bug where creating things on top of the player would use a slot for robots/scrolls/signs/sensors instead of just copy to the buffer + Added ability to use chars as immediates in Robotic commands (ie, set "$str.0" 'a') + Added options to enable oversampling and specify resampling mode in the config file (higher quality audio) + Building with patched modplug that fixes loading 2-channel mods outputted by FT2. If you're building yourself, see build.txt. + Fixed inability to mouse click in alt + h mode + Fixed ability to mouse click outside of board range + Should work better for Linux users; case insensitivity for file opens has been added. + Fixed close bug that was affecting Linux builds (may affect more) + Keypad enter works where normal enter works now + Fixed disappearing cursor when cancelling out of abandon changes box when loading a new world in the editor + Fixed problems when loading/saving robots outside of ID range (do not hardcode ID's people) + Fixed problem with NO BOARD exits being set to something else when empty boards were being stripped or when worlds were being imported + Fixed bug where auto-decrypting worlds didn't work if the XOR value was negative + Fixed problem with rid not working the first cycle + Fixed inability to interpolate (with &&'s) counter names larger than 14 + Added new robot mem counter in debug box (only kb precise, rounds up) + Fixed ability to clone the player on non-title board after testing + Lengthened size of mod name buffers + Fixed bug where send x y doesn't work from the global robot + Fixed a few bugs that could cause MZX to crash + Fixed a bug that prevented copyrobot "string" from working in some situations + Fixed a bug allowing player duplication in board importing August 11, 2004 - MZX 2.80b + Made it possible for robots to move through teleporters + Fixed bug with pressing shift in text entry boxes + Made it so alt + tab does not switch draw modes in editor + Fixed a disassembly error for color intensity N percent command + Fixed problem with looping on mods that do not loop explicitely + Fixed alt + dir scrolling in the char editor + Fixed not being able to click the rightmost char in the char editor + Readded unmark (alt + u) to robot editor (mysteriously disappeared??) + Fixed key label so it returns proper unicode values + The player and pushable robots can now be pushed by the push command + Fixed bug where you could clone the player by switching boards + Fixed bug where you could either turn off overlay or switch to boards that don't have it while in overlay edit mode... + Fixed bug where remains of debug window would not be cleared in editor if the board width is too small + Fixed bug where turning off the menu with a board too small would mess things up + Fixed bug where run lengths were saved one too large... this could fix stability problems in at least occasional cases (with saved worlds or save games, at least) + Fixed placing solid things beneath robots (like bombs) + Added support for a keyboard plus in the char editors + Fixed previous button in SFX editor + Made robot name box disappear when robot char box comes up... + Fixed bug where mods restart after pressing P if they're the same mod as what was playing before + Fixed problem with changing params (with P) in the editor. + Fixed bug where null boards were not being pruned from old worlds upon load + Made file name saving box larger (for saving games and worlds) + Fixed bug where default (100%) palette intensity values would not be applied to the palette a game loads with + Fixed bug where exporting char sets that are full size caused a 0 byte charset to be exported (8bit wraparound) - Removed export text in the board editor. Don't think anyone wanted it... + Added support for forms such as :line + Fixed sporadic incompletion of strings without trailing quotes at the end of the line + Fixed bug where clearing/cutting the last line of a robot crashed MZX + F4 in robot editor now works more generally + Made line numbers in robot editor error report start at 1 + Added ctrl + G to go to a line in the robot editor (ala nano) + Made it possible to change a robot's color in the editor + Fixed bug where spitfire, seekers, and missiles didn't hurt something immediate adjacent to whatever shot it + Fixed editing of spitfires + Made default speed 4 again (5, bleh) + Readded quicksave/quickload + Readded F8 clear (always works - be careful) + Fixed autorepeat problems for spacepressed/delpressed. + Wrapped around sprite values so LogiCow's bad code would work (HTMCIAB) + Cleared block commands inbetween board changing and other things like that + Fixed bug where MZX would crash if put dir player overwrote the robot doing it + Fixed bug where playing SAMs would eventually crash MZX + Fixed some mod * problems (hopefully?) + Fixed bug where pasting blocks over the edge of the board in the editor would cause MZX to crash + Uses new GDM2S3M source that fixes some bugs. If your converted GDM's have problems, delete the S3M's it generated. August 9, 2004 - First release, MZX 2.80 BETA