WHAT IS NEW? October 28 2024 [Ichorescent] *** Highlights * Ports * New experimental web port (lacks save game support) * Steam Achievements support * Distribute to itch.io option * Commercial console ports such as Switch, PS4/5 and XBox * Android port doesn't currently work on Android 12 or newer (don't worry this will get fixed in the future) * Linux packages and games will now work without installing libraries * Builds to support ancient Win95 PCs * Marvellous new features and fixes, including but not limited to: * New battle features including Turncoat and Defector * New script commands including variable length extra data arrays * New slice features and improved slice editor GUI * Improved support for screen resolutions other than 320x200 * Improved mouse/touch support * Improvements to both fullscreen and windowed modes * Debug tools including slice and script profiling * Source code license has been changed to Dual GPLv2+ & MIT license * And more, detailed below! *** New Features * Experimental Web (wasm) port! You can export your game to a .zip including an .html file from the Distribute Game menu. However saved games aren't yet kept after closing the page [Blain Maguire, Ralph, James] * From the "Distribute Game" menu, you can upload your game directly to itch.io [James] * gfx_fb backend (the one noone uses) supports non 320x200 games now [Ralph] * Custom/Game remember the window size when you quit; defaults larger [Ralph] * Added "View/edit ohrrpgce_config.ini/gameconfig.ini" options to the F8 Debug menu and F9 menu in Custom. See https://rpg.hamsterrepublic.com/ohrrpgce/ohrrpgce_config.ini [Ralph] * You can create a _config.ini next to an .rpg to put game-specific overrides for ohrrpgce_config.ini settings for both Game and Custom [Ralph] * "gfx.screenshot_dir" config option, for screenshots and .gifs [Ralph] * Enemy bit "Give rewards even if left alive" [Ralph] * Press Delete to clear most non-text data fields. And can delete collections in the slice editor with Delete on the root slice or "<- Collection # ->" [Ralph] * Removed the 1MB limit on size of sound effects, but note that loading large sounds causes a short pause * Can press shift+F# instead of ctrl+F# in the map editor to show/hide layers * Pushable NPCs can be pushed using mouse and touch controls. Click on them if they are nearby and not activatable, or drag from the hero to a nearby NPC no matter if they are activatable or not. [James] * Slices can be marked as Templates, which makes them hidden and ignored for almost all purposes. Intended for use with "clone slice". [Ralph] * Slices can be Clamped within their parents or the screen [Ralph, James] * Text box connection editor can insert boxes with tag contitionals [James] * New attacker animations "Run and Hide" and "Run In" which behave the same as "Jump" and "Land" [James] * New attack bitsets "Always Hide Attacker" and "Always Unhide Attacker" which can make any attack behave like Jump/Land regardless of animation [James] * New attack bitset "Block actions as a counterattack in active mode" [James] * New Enemy bitset "Controlled By Player" [James] * New Battle debug-key Shift/Ctrl-F7 lets the player take control of all enemies in the battle [James] * New attack option "Change Target Control" can put the target under player control, or make it automatically controlled, or reset to default [James] * New attack bitsets "Fill Target's Ready Meter" and "Empty target's Ready Meter" [James] * New battle feature "Turncoat attacker" causes an enemy or hero to attack their own team, and heal their foes. Can be turned on and off with attacks. [James] * New battle feature "Defector target" causes an enemy or hero to be targetted as if it is a member of the other team [James] * New menu bit "Clamp to screen bounds". Good for mouse popup menus [Ralph] * Map editor setting to label only NPCs near the cursor with ID/copy [Ralph] * New available battle menu item "Skip Turn" [James] * You can use a custom menu as a template for the Battle Menu [James] * Attacks can now cause a target's sprite to flip backwards (or unflip) [James] * --hsargs commandline arg to pass extra args to HSpeak when using Custom to import scripts from the commandline [Ralph] * Better tiebreaking when pressing multiple arrows/directions at once [Lenny] * Enemy-transmogrifying attacks gain the option to preserve both current and max values of each stat [Ralph] * Added an option to disable the victory dance animation for specific heroes [James] * If using a stable release, Distribute Game now packages your game with the release you're using, not the latest one. In nightlies, it won't download the latest game players unless you upgrade to a new nightly build of Custom, so you're not distributing with a version you haven't tested. And it won't re-download anything if it hasn't changed. [Ralph] * If a utility like unzip or oggenc reports an error the terminal window stays open so you can read it [Ralph] * "Show CPU usage" debug mode (Shift/Ctrl-F6), to help understand slowdowns (to find slow scripts, use script profiling: Shift/Ctrl-F9). Available in battles too. [Ralph] * Script+Command Profiling (in the Debug Menu) extends script profiling to also show time spent on each command, and Specific Command Profiling to add a column for time each script spends on one command [Ralph] * Number of script strings increased from 100 to 256 (IDs 0-255) * Attacks can directly spawn an enemy (if there is room) [James] * New attack target class "Most recently spawned by attack" allows attack chains to target newly spawned enemies [James] * "Battles display at 320x200" battle/backcompat bit (default on) which you can turn off to make battles run at a higher resolution. Everything including enemies, the backdrop, and all the battle UI and menus will remain in the same place, but not clipped to 320x200. However there may be graphical glitches when attacks/attackers move on/off-screen. [Ralph] * Hero movement and avoidance zones, in Map general settings menu [Ralph] * You can insert a copy of one slice collection into another when you press + in the slice collection editor [Ralph] * Slice Editor tools to Pick, Move, Resize, Pan with the mouse or keyboard. Right-drag with the mouse to pan the collection around. Clicking in Pick mode lets you pick from all slices at that point. And mouse support while repositioning/resizing the old way [Ralph] * Left/Right in the Slice Editor (in Pick mode) now collapse/expand part of the menu, press repeatedly to hide/show more. [Ralph] * Slice Editor uses icons to show slice type and other info [Ralph, Kiefer] * Distribute Game for Steam on Windows or Linux options, which add the libraries needed for Steam achievements [Ralph] * Distribute Game submenu to Customize Package Contents [Ralph] * As you hold down Left/Right keys while editing a value the rate of change accelerates. Release it for a moment to slow down [Ralph] * .gifs recorded while running in 24-bit color depth are smaller, smoother (dithered) and flicker less [Ralph] * Slice Editor Metadata section shows Screen X/Y and Draw timings [Ralph] * Attack extra data, for scripts [Holly] * You can drag the borders of a game's window to resize it (gfx_sdl2 only). Doesn't restrict to integer ratios. [Ralph] * An Engine Settings menu (currently just graphics settings). Ctrl/Shift-F7 to open anywhere (that key previously switched gfx backend) [Ralph] * In the map editor, you can now drag with the middle mouse button as well as the right (to avoid misclicks) [Ralph] * Attack bit "Ignore damage cap" [Ralph] * Bitset "Ignore key repeats for confirm, cancel, and menu" and also exception bitset "Always allow key repeat for confirm in battles" [James] * Tile animation patterns can be up to 50 commands long rather than just 9 (whew). Added Reset and Loop (without Reset) commands. And made the pattern editor a little faster to use. [Ralph] * Support for Steam Achievements (editor under General Game Data). The achievements system currently has no effect in games not distributed via Steam, but will in future! [Mike, Ralph] * Games, and the engine itself, packaged for Linux (except Debian .deb) now include all libraries and should run an any system [Ralph] * "win-win95" engine builds which support Windows 95 or later and Pentium Pro or later. (Regular gfx_sdl2 Windows builds require Win XP and a Pentium 4 (SSE2) CPU but run faster.) For now you need to manually download and combine your .rpg with ohrrpgce-player-*-win95.zip [Ralph] * New Plotscripting Features * "dir X", "dir Y" [Ralph] * "forward X", "forward Y" [Holly] * "heal party" (acts like an inn) [Ralph] * "inn screen" (shows an inn) [James] * "set hero auto battle", "get hero auto battle" [James] * "break" and "continue" take an argument for the number of loops to break out of, for 15 years already, but it wasn't documented [Ralph] * When a slice command shows an error you can jump to the slice in the slice debugger/editor [Ralph] * "get/set turn based battle mode" and "get/set active time battle mode" [James] * NPC, slice, zone and menu item extra data are now variable length arrays defaulting to length 3. Maximum length is 5,000,000. * The slice & zone editors allow resizing the extra data; the menu editor remains limited to 3 extra data. * "resize extra", "extra length", "append extra", "insert extra", "find extra", "delete extra", "delete extra range", as well as "get extra" and "set extra" alternatives to "get/set slice/zone/... extra". These can be used with any NPC reference/slice/zone/menu item handle. [Ralph, James] * "get zone" command returns a zone handle. * You can use Python-style negative indexing to read from the back of the extra array: "get extra(sl, -1)" is the last value, -2 is the second last, etc. Works with all extra data commands. [Ralph] * "get attack extra" [Holly] * "lookup next slice", "next slice in tree" [Ralph] * "window is focused" [Ralph] * "show value" can now show multiple values. Added "show values" as an alias. Added "show value of", a cross between "show value" and "trace value" that shows expressions. Added "trace value of" as an alias to "trace value". [Ralph] * "exit(x)" is short for "exit returning(x)" and "exit" is short for "exit script" [Ralph] * (Unix only) --print and --printonly commandline args cause trace/tracevalue to print to the terminal as well as/instead of g_debug.txt [Ralph] * "reset enemy data", "reset enemy stat", "reset enemy name" [Ralph] * "slice is valid" can now tell slice handles apart from anything else (e.g. NPCs, menus) and is safe to use: it no longer returns false positives... until you create and delete at least a million slices. Good enough. [Ralph] * "hero uses level mp" [James] * "delete map state" takes customid arg, like other mapstate commands [Ralph] * "get/set rect fuzzy zoom", "get/set rect stationary pattern" [Ralph] * "keypress time" [Ralph] * "random choice" [Ralph] * "move slice to screen pos" "gently reparent", "gently realign slice" [James] * "lookup ancestor" [James] * "get stat name" [Ralph] * "pathfind into extra as hero" and "pathfind into extra as npc" [James] * "is shop buy menu empty" and "is shop hire menu empty" [James] * "suspend walkabouts", "resume walkabouts" and "walkabouts are suspended" [Ralph] * "play music", "stop music", "current music" aliases to "play song", "stop song", "current song" * "script layer" alias to "sprite layer", and "sl:sprite layer" alias to "sl:script layer" * "get current map autorun script", "get current map autorun script argument" [James] *** Changes * Removed support for optional prefixes on .ini config settings (e.g. "fullscreen" instead of "gfx.fullscreen"), game-specific prefixes (e.g. "edit.game_vikings."), and placing ohrrpgce_config.ini next to the .rpg. Too complex! [Ralph] * When you import a slice collection with forbidden slices they are cleaned up for you, rather than not importing and telling you to clean it [Ralph] * The number of slices is now limited to 2.1 million because slice handles don't count up from 1, in order to fix "slice is valid". (Handles for slices in old saves still work) [Ralph] * "free slice" on an already freed slice no longer shows a warning [Ralph] * Graphics export as .png instead of .bmp (a setting in ohrrpgce_config.ini) [Ralph] * Small changes to some of the attack animations. Screen Center and spread Ring didn't cause the same flinching as all other animations. Sequential Projectile doesn't leave the attacker in attack pose with no weapon. [Ralph] *** Bugfixes * Various gfx_sdl2 window size/position/resizing and mouse glitches when entering/exiting fullscreen (e.g. bug #1190) [Ralph] * Re-did "mouse region" handling under gfx_sdl2 so the mouse moves/accelerates normally, and switching fullscreen/windowed doesn't break it. Also, entering a debug menu now pauses "mouse region" [Ralph] * Various gfx_fb bugfixes, including screen fades not happening, fullscreen not working at some zooms or picking awful aspect ratio wrong mouse cursor position and visibility in fullscreen, broken display at 1x zoom, and freezing. Thankfully noone uses gfx_fb. [Ralph] * Fix #1219 Global NPCs now properly support one-time-use tags [James] * Editing a single global NPC definition from NPC placement mode didn't save changes and caused crashes. Plus other global NPC bugfixes. [Ralph] * Global NPCs didn't reload while using Test Game. [Ralph] * At higher resolutions the map layers would be cropped to 320x200 for a tick when exiting the Spells, Equip or Save/Load menus [Ralph] * "free slice(0)" no longer shows a warning, I mean it this time! [Ralph] * Modifying an ellipse slice broke child clipping for one tick [Ralph] * Bug #1120 Heroes which have jumped count as dead for targetting [James] * Bug #1107 Can escape unescapable enemies who are jumping [James] * On Windows, detection of whether certain subprograms were installed was broken, giving strange errors about "_" [Ralph] * Fix transmogrification unhiding a enemy if they tansform in the middle of jump/hide state [James] * An enemy set to "Ignored for Alone AI" would use its Alone attack list if it still had one ally [Ralph] * Menus set to "Max rows to display: Default" will now extend up to the screen edge (taking menu position into account) instead of always showing 18 items. And the menu box was the wrong size at high resolutions [Ralph] * The menu editor now shows how the menu is actually positioned in-game, using the in-game resolution [Ralph] * Random spell lists now respect attack costs, but for old games you must enable this fix in the backcompat bits to avoid breaking games that relied on it. [James] * In games wider than 320px, in the Items menu the Left key would go up-left to Exit or Sort [Ralph] * Item and hero autoset tags didn't update immediately (until something else did so) due to: -using items (including attacks and item consumption) outside of battle -the "use item" command (also, "use item in slot" updated tags but didn't update visible NPCs) -gaining/losing items from a textbox, until the textbox chain ended [Ralph] * Crash reporting on Windows stopped working for a while, aside from the manual email fallback [Ralph] * "load map state" to load tile & wallmaps from a custom state ID usually wrongly complained about wrong map size [Ralph] * Deleting all party heroes showed a BUG error. It's OK momentarily [Ralph] * Bug #1210 Sequential Projectile attacks misposition the weapon [Ralph] * Bug #1101 Enemy ready meter not reset for spawned enemies [Rue] * Spell lists duplicated (with tag conditions) in a hero's battle menu caused duplication in out-of-battle Spells menu and could crash [Ralph] * Fix the Mac app bundles exported from the Distribute Game menu on Windows [James] * Debian packages were missing the Plotscripting Dictionary [Ralph] * "add enemy to formation", "formation slot x/y" didn't use the real bottom- center of enemy sprites which were not default-sized [Ralph] * "set panel percent" didn't work [Ralph] * Hero formation positions don't have overly restrictive boundary limits anymore [James] * The Attack Damage Color setting showed the wrong color, it was off by 1. Also it was ignored by "Don't display damage" or "No damage" attacks [Ralph] * Attacks set to "No damage" ignored the "Show attack name" bit [Ralph] * Corrupt .ogg files could show a BUG message instead of being ignored [Ralph] * In release mode, spamming script errors could slow down the game even though they were suppressed. Now at most 50 are logged to g_debug.txt [Ralph] * If an enemy spawned into a previously occupied slot, it inherited the leftover ready-meter of the previous enemy. [James] * Fixed bug that allowed you to target hidden enemies if your battles are not configured to pause when targetting [James] * Script variable names ending with a : would cause an error when followed by comma [Ralph] * HSpeak didn't notice when a local and a subscript, or a script followed by a global variable, had the same name [Ralph] * Attack animations such as Wave and Meteor will now start/stop fully off the screen edge when used with attack sprites larger than 50x50 or battle resolutions above 320x200 [Ralph] * A multi-hit Drop attack kept falling downwards from the target instead of the sky on the 2nd and later hits [Ralph] * You couldn't disable the Windowed/Fullscreen options with a tag [Ralph/RMZ] * After creating or moving an NPC the position of its walkabout slice wasn't immediately correct when checked by a script [Ralph] * Map General Settings menu now actually shows animated map edge tiles [Ralph] * Our most infamous crash bug (Bug #1060), "Occasional MIDI crash when looping on Windows", is fixed after over a decade! Some very short or blank MIDIs crashed very often. Credit to the SDL_Mixer team. * You could activate NPCs while riding a vehicle by clicking on them [James] *** Stuff Only Developers Will Notice * Source code license has been changed to Dual GPLv2+ & MIT license by unanimous consent of all previous OHRRPGCE contributors [James, Ralph, Mike, Simon, David, Yuriy, Jay, Matthias, Adam, Lakan, Taoki, Daniel, SwordPlay, zzo38, Lenny] * FreeBASIC 1.04+ now required to compile * UI in Battle (Hero names, meters, HP, status icons) are now all slice-based instead of hardcoded. It still looks the same by default! [James] * EditorKit framework to make creating and modifying editors easy. Several editors have been converted to it. Will allow many UI improvements [Ralph] * gfx_fb and gfx_console take a --nogfx arg, combine with --print to create commandline programs [Ralph] * Help pages can include template_name.txt using {{name}} syntax [Ralph] * New system for packaging the engine [Ralph] * Ratalaika Games has private (commercial) ports of the OHRRPGCE to consoles including PS4/5, Switch and XBox One/Series X, and made many improvements that will make future ports easier [Matt Gambrell, Ralph] September 13 2021 [Hróðvitnir] *** New Features * Slice Editor: * Settings/tools menu (F8 to open). Lists most hotkeys. Includes new settings to show/hide the position and size of each slice. [Ralph] * Data organised into collapsible/expandable sections [Sword] * Press F in the slice editor to focus on a slice [Ralph] * Slice collections can be named. The name and collection ID are shown in the in-game slice debugger [Ralph] * In the position/size edit view hold Ctrl to change size/position instead * F8 debug menu option "Enable/Disable random battles" [Ralph] * Better, smoother screen fading in/out [Ralph] * Option (in General Settings Menu) to run in 24-bit color mode. Much nicer looking transparent sprites, but increases CPU usage [Ralph] * Attacks can have custom alignment relative to their targets [James] * There is now a global pool of NPC definitions that can be used on any map to supplement the local per-map NPCs [James] * Turn-based battle bit "Don't break Speed ties randomly" [Ralph] * "Ignore MP~ stat" general preference bit, so you can use the stat for something else [Ralph] * The new gfx_sdl2 and music_sdl2 backends based on SDL 2 & SDL_mixer 2 are now the default on Windows, 64-bit Mac and Linux/Unix. These fix many problems in gfx_sdl and music_sdl. gfx_sdl2 requires Windows XP or later. You can switch backend, to gfx_directx or (obsolete) gfx_fb, with Ctrl-F7. There's no reason to prefer music_sdl, but if you want to use gfx_sdl, which was the default on Unix/Linux/Mac and the default for Custom on Windows, you will need to download/compile a "music_sdl" build or 32-bit Mac build. [Ralph] * When using gfx_sdl2, gamepads should now work reliably: A is Use, B is Cancel/Menu, Start is Menu, and you can use new joy:button constants like joy:A, joy:LeftStick, joy:L2 for keypress commands, and axis:X, axis:RightY, axis:L2, etc. for "joystick axis". And when multiple gamepads are plugged in all of them should work [Ralph] * Preference bitset "Map joystick (left) stick to dpad" (default on) [Ralph] * You can copy/paste enemies and attacks by pressing Ctrl-C, etc, on the <- Enemy/Attack ## -> line [Ralph] * Shift+F# alternative keycombos to Ctrl+F# debug keys, so you can activate them without accidentally activating NPCs/etc [Ralph] * "Don't display 'Miss'" and "Don't display 'Fail'" attack bits [Ralph] * New Plotscripting Features * "set timer args" [Ralph] * "sl:walkabout sprite" alias to "sl:walkabout sprite component" and "sl:walkabout shadow" alias to "sl:walkabout shadow component" * "get scancode name" works for joy: scancodes too [Ralph] * "expand strings in slices" [James] * "hero is chasing" and "npc is chasing" [James] * "max map id" [James] * "get slice lookup name" [Ralph] * "create global npc", "global npc reference" (and alias "global npc"), "get npc pool" [James] * Commands that now accept an optional "pool" argument: "alter npc", "npc reference", "npc copy count", "change npc id", "create npc", "read npc" [James] * "gracefully dismount vehicle" [James] * "read foemap" [Ralph] * "breakpoint" [Ralph] * "delete hero by slot" [James] * "get ui color", "set ui color", "get box style color", "get box style edge color", "get box style border" [Ralph] * "get child autosort", "set child autosort" [Ralph] * "last layer id", "layer id under walkabouts" [James] * "get/set global sound volume" [Ralph] *** Changes * NPCpush:vertical and NPCpush:horizontal script constants were swapped with with each other! They've been swapped the right way. This fix only takes effect when you reimport your scripts. * MP~/Focus and Hits stats are no longer limited to 100 and 20 in the editors * Joystick buttons 2 and 3 are no longer mapped to Use/Cancel (like buttons 0 and 1), so you can use them for other purposes * The 'joystick num' args to various script commands were replaced with 'player' args which are similar, except joysticks are now numbered from 1 instead of 0. 0 means "any joystick". * The slice editor now shows the root slice of a collection by default * "trim string" now trims tabs and newlines too * "menu key" and "cancel key" are now different constants. "menu key" includes the Start button on a gamepad * Module (.mod/xm/it/s3m) music volume level has changed. Unfortunately the volume level differs by OS, SDL_mixer version and SDL_mixer backend library, and previously changed in Dwimmercrafty (2017): Windows Mac/Linux/Android music_sdl2, now: medium (modplug) medium (modplug) music_sdl, now: medium (modplug) quiet (mikmod) music_sdl, 2017-2020: loud (modplug) quiet (mikmod) music_sdl, before 2017: quiet (mikmod) quiet (mikmod) * Games packed as Windows installers install into Program Files\ not Program Files\OHRRPGCE Games\ *** Bugfixes * "set opacity" (with opacity < 100%) didn't always turn on blending [Ralph] * Bug #1118 In turn-based battles, non-blocking attacks delayed by X attacks could delay by up to X turns. You have to turn off the "Non-turn attack delays can also cause turn delays" back-compatibility bit to get this bugfix [Ralph] * Experience required to level is no longer shown in the Status screen for heroes that reached max level. If all heroes are at max level, battles no longer tell that you gained experience [Ralph] * Damage and level caps changes didn't update in saved games. This fix only affects new saves, old ones still remember the old caps [Ralph] * Wrong victory animation when battle ends while hero is walking [Ralph] * In the slice editor, Ctrl+Up/Down and Shift+Up/Down made the cursor move two places [Ralph] * Sprites imported from PNGs had the last palette color set to black [Ralph] * Wrong default palette in spriteset browser after importing a frame [Ralph] * "load palette" reverted often when using Test Game or debug menus [Ralph] * Deleting tilesets didn't delete default passability or animations, and the tilesets reappeared, blanked out, when quitting & reloading [Ralph] * Foemap Stats menu partly ignored enemy 0, and several minor bugs [Ralph] * Saving in a hidden save slot with a script will not move the default cursor to the very bottom of the save/load menu anymore [James] * On Macs, games set to run at 60fps (or close to 60) actually ran at a much lower framerate. Shift-Tab also works much better on Mac now. [Ralph] * Transparency effects resulted in random colors (unless "update palette" was called) in games that didn't use the default master palette [Ralph] * Bug #1138 64-bit Mac builds show black screen when fullscreened, and also bug #1142 possible extreme lag/freezing on 64-bit Mac [James] * If you had more than about 3321 textboxes, Page Down in the textbox browser was broken [Ralph] * NPC extra data wasn't saved in saved map states (they reset to 0) [Ralph] * Bug #1143 4-bit BMP export with width mod 4 == 1 is broken, and bug #1070 Master palette export produces a semi-broken BMP file [Ralph] * Zone maps could be saved incorrectly on width-256 and larger maps [Ralph] * Poison/regen/mute/stun status icon characters were pointlessly saved in save games, so didn't update if you changed them * "check parentage" was completely broken [Ralph] * Bug #1145 on Mac spawning HSpeak to import scripts randomly failed [Ralph] * Mac: music & sfx menus didn't show metadata for .ogg files [Ralph] * When using the new default gfx_sdl2/music_sdl2 backends, the following bugs are fixed: * #372 music_sdl: segmentation fault on 11025Hz MP3 files (affects old games containing MP3s on Mac/Linux) * #1085 SDL_mixer plays tracks slowed down/sped up if not 11, 22 or 44.1kHz * #1187 module (XM/MOD/IT/S3M) loop points didn't work on Linux and Mac * #1136 music_sdl: Crash when playing a truncated .wav * #1079 Linux: Occasional freeze when quitting when using PulseAudio * #617 Screen tearing on some computers (didn't affect gfx_directx) * #1140 64-bit Mac gfx_sdl: Random crash in SDL_SoftStretch * #1147 64-bit Mac gfx_sdl: run-away memory leak * #1173 Windows gfx_sdl: Enter key stuck after changing window zoom level in Custom * On a multimonitor Unix/X11 system game windows could get created larger than a single monitor * Many bugs fixed in gfx_sdl2, which was previously experimental [Ralph] * The currency global text string wasn't used for attack harm text or cost descriptions [Ralph] * If the player unequips something when there's no room in the inventory they now get the "No room" message instead of losing the equipment (other methods of unequipping still destroy the item!) [Ralph] * Bug #1137 crashes and "BUG: missing sprite component" errors when swapping heroes immediately before a map change [James] * Tweaked battle target cursor movement to fix some (but not all) odd behaviour and a possibility of unselectable targets! [Ralph] * Bug #38 Virus scanners raise false alarm on game.exe when a game icon is embedded while distributing a game. Most virus scanners stopped reporting a false positive anyway, but we now use a fixed embedding tool that sets the correct .exe checksum [Ralph] *** Stuff Only Developers Will Notice * clang can be used to compile instead of gcc. Added "compiler=clang|gcc" flag to scons [Ralph] * hspeak now built using eubind instead of euc in debug builds; using eubind avoids linker errors when compiling Euphoria->C on recent Linux distros May 2 2020 [Gorgonzola] *** New Features * True transparent sprite and map layer slices! You can control opacity and blend mode: normal, add or multiply. Blending works by mapping to the nearest master palette color, which is fast-enough but sometimes looks poor; there's a global setting to control how that's done. (Press Ctrl-F3 in the slice editor to preview what future 32-bit blending will look like!) [Ralph] * New dissolve/appear animations: Fade, Ghostly fade, Fade to white, Puff, Fade up, Blip [Ralph] * Numlock is now respected in both Game and Custom; when it's off numpad keys are also mapped to other keys, so you can use the numpad for movement. When it's on, no remapping happens. (You can disable remapping with Ctrl-Shift-N.) [Ralph] * "Dead Foe (dead heroes only)" and "Foe (including dead heroes)" attack target classes [Ralph] * Title Screen Text; a quick and easy way to put a line of text like a version number at the bottom of the title screen [James] * "Reset UI Colors/Box Styles to defaults" options in the Master Palettes menu, and Ctrl-D rescue key [Ralph] * Enemy editor option to show a backdrop behind the enemy sprite [Ralph] * While encoding .ogg files, added an advanced option not to filter out very high frequencies. Useful for sfx (eg rain) with hiss noises [Ralph] * New Plotscripting Features * ""any key", etc, includes mouse" option in Mouse Controls menu [Ralph] * "get scancode name" [Ralph] * "get hero slice by slot", "get hero sprite by slot", "hero slot from slice" [Ralph] * Global script triggers for when a hero is added, deleted, or swapped to a different slot [Ralph] * "get opacity", "set opacity", "get blend mode", "set blend mode", "get blending enabled", "set blending enabled" [Ralph] * "set rect opacity", "get rect opacity", and trans:blend constant for "set rect trans" [Ralph] *** Changes * Renamed "Enemy" target class to "Foe (not dead)", and "Ally" to "Ally (not dead)" * Empty active party slots no longer have hidden dummy hero slices, while reserve party heroes *do* have slices, so hero slices are now preserved until you save and reload the game. They're parented to a new hidden 'Reserve' special slice [Ralph] *** Bugfixes * Linux builds should now hopefully work on all Linux systems since 2011 (as long as SDL & SDL_mixer are installed) [Ralph] * On Windows, copy-pasting text caused spaces to be added at line ends, and near-full textboxes couldn't be copy-pasted [Ralph] * sf#2045: "Lost HP (target)" base attack stat was always 0 [Ralph] * Weapon pictures/palettes didn't update in saved games and Test Game after a weapon was edited [Ralph] * Script IDs could change when you reimported scripts, breaking script IDs stored in saved games (didn't affect Test Game) [Ralph] * OK, now you can *actually* import .wav files as music. * You couldn't import .wav or .mp3 files on Mac OS 10.15 (the utilities were still 32-bit) [Ralph] * A few fixes for heroes with negative HP not counting as dead when using spells outside of battle [Ralph] * Bug 1105 "Self"- and "Ally not Self"-target attacks are treated as "Ally"-target attacks outside of battle [Ralph] * Caterpillar party heroes overlapped when hero speed didn't divide evenly into 20, even with "Keep caterpillar length the same" on [Ralph] * "any key" was pressed when numlock/scrolllock/capslock were on [Ralph] * State of numlock and capslock keys was wrong in various cases [Ralph] * Crash when switching between gfx backends (switching to gfx_sdl) [Ralph] * When heroes are swapped between active party slots their slices are now swapped too, instead of just the sprites changing [Ralph] * "create sprite" always returned 0 [Bena, Ralph] * --scriptlog commandline arg didn't work * If "Do not hide leader" vehicle bit was on, "Do not hide party" was ignored [Ralph] * Windows gfx_sdl2 builds failed to add SDL2.dll to packaged games [Ralph] * Innosetup (to create installer .exe) download no longer worked, at least on some Windows OSes [Ralph] * Fix possible "Can't find unzip tool" error on Windows when trying to distribute a game in a .zip file [Ralph] * Couldn't package games for Linux from recent Windows 10 versions [Ralph] * The FreeBSD port didn't compile [Ralph] * When upgrading some pre-Beelzebufo (2013) .rpgs new UI colors were initialised to nonsense values [Ralph] * Imported images with height or width above 2048 would crash [Ralph] * Possible crash in slice editor when switching collections [Ralph] * Crash when viewing Map from inside a shop [Ralph] * Bug #1106 Space and Ctrl cause Enter to appear pressed, Alt causes ESC to appear pressed [Ralph] * Fix various crashes or BUG messages in (generally very old) corrupt .rpg files [Ralph] *** Stuff Only Developers Will Notice * All .py build scripts and utilities will run under Python 3 as well as Python 2 [Daniel Würl, Ralph] January 12 2020 [Fufluns] Highlights: * Games can be played with mouse or (mostly working) joystick * Spritesets and backdrops can be any size * Hero counter-attacks * Hero MP meters * Graphical browsers for sprites, attacks, enemies, maps, textboxes, etc. * Enemy Usage and Foemap Statistics screens * Menu item colors and real unselectable menu items * Line slices * PNG, JPEG importing *** New Features * Graphics and Slices * Spritesets and backdrops can be any size! E.g. walkabouts can be larger than 20x20 [Ralph] * You can now import PNG and JPEG images as well as BMP (they're decompressed on import, so beware of importing large images) [Ralph] * Screenshots saved as PNGs instead of BMPs (but when using gfx_directx the Screenshot setting in the Options menu has priority) [Ralph] * When importing a backdrop or tileset from an unpaletted image, can use dithering for hopefully-better conversion to your master palette [Ralph] * Minimaps look much better. Also, you can change the minimap generation method in the General Game Settings menu, with four options [Ralph] * You can adjust the number of ticks per walkabout animation frame in General Game Settings [Ralph] * Rect slices can now be "truly" alpha-transparent (but blend results are still limited to the master palette) [Ralph] * Added fuzzy rect slice settings: fuzzy zoom, stationary pattern [Ralph] * Line slices [Ralph] * "Camera following a hero/NPC centers on..." general setting to control which part of a tall walkabout to center on [Ralph] * In-game User Interface, Controls * Mouse Options menu allows you to enable built-in mouse support for walking around on maps, activating NPCs, using menus and special screens and in battles. [James] * Joystick controls should now work everywhere in-game again - been broken for over a decade! However not all gamepads are supported yet: only ones with ABXY buttons numbered 0-3. [Ralph] * New general bitset "Map joystick controls to keyboard keys for scripts" (ON by default) allows existing scripts which check keyboard keys key:enter, key:esc, and key:left/right/up/down to work when the player uses a joystick. * In General Map Settings you can disable access to the main menu [Ralph] * Added a general bitset to hide empty save slots at the bottom of the save/load menu. (Won't shows less than 4 slots unless you specifically set a max lower than 4) [James] * Max number of save slots increased from 32 to 1000 [James] * "Can't be selected" subtype for "Label" menu items. (The "Caption" item type is renamed "Label", and the old badly named "Unselectable" subtype is renamed "Disabled") [Ralph] * In user-defined menus each menu item can now have its own color and 'disabled' color [Ralph] * All the fade-out colors are now customisable User Interface Colors [Ralph] * Displaying "x1" after singular items in the inventory is now optional (in General Game Settings) [Ralph] * Shops requiring trade-ins tell how many of the item you have [Ralph] * More flexible Money global text string, e.g. "$9" instead of "9 $" [Ralph] * Map Editor Features * Added a "wall display style" setting to the passmap editor; walls now pulse rather than flash, and there's a new "outlined" style [Ralph] * Option to show outline of the in-game screen size in the map editor so you can check what will be visible. Press Ctrl-O once/twice or toggle in the Map Editor Settings menu. [Ralph] * The map picker shows a preview of each map [Ralph] * Press G in NPC placement mode to select NPC type under cursor, and C to cycle through NPC instances [Ralph] * Can delete NPCs from the NPCs-on-this-tile menu [Ralph] * Foemap Statistics submenu (see below) * Editor Settings to show NPCs in all edit modes, draw NPCs below overhead layers, and hide the Hero start location [Ralph] * Other Editors * New spriteset editor [Ralph] * Add the ability to browse for Attacks, Enemies, Heroes, Textboxes, Shops, stuff in shops, Sound Effects, Songs. [James] * You can press Ctrl+F or click the "Filter" button to filter/search the 'thingbrowser' screen by name. [James] * Re-organised various menus, especially Attack Bitsets menu and the General Game Settings menu: * General Preference/Battle/Backcompat bitsets rearranged - all battle- related bitsets have been moved into the Battle System Options menu. Some bits have been renamed and now all Backcompat Bits are off by default in new games; if one of them is on then you know you're missing out on some feature or bugfix [Ralph] * Most editors updated to display better at resolutions > 320x200. Sprite editor still the glaring omission. [James, Ralph] * Much nicer interactive stat preview graph in the Hero Stats menu [Ralph] * Can create an enemy/hero formation as a copy of an existing one [Ralph] * Copy/pasting of item definitions [Ralph] * Copy/pasting of palettes inside the palette browser [Ralph] * See how long you've been working on your game in General Game Settings (starts counting from zero with Fufluns) [Ralph] * Previewing MP3 files in the file browser reenabled (Windows only) [Ralph] * You can preview hero formations with hero sprites [Ralph] * Enemy Usage menu shows where an enemy is used, and chance of encountering it, and Foemap Statistics menu shows chance of each encounter [Ralph] * Battle Features * Hero MP meter, along bottom of the HP meter. Disabled by default in existing games. [Sword, Ralph] * You can now pick the color used to display damage, healing, absorb poison and regen in battle. You can also override the color in the attack editor. [James] * "Shrink to Center" dissolve animation [James] * "Screen Center" attack animation [James] * Heroes can have intrinsic counter-attacks just like Enemies [James] * Attack option to control whether counterattacks are triggered on a hit, miss or fail, with a global default in Battle System Options menu [Ralph] * New attack target class: "Counter (last to hit attacker)", which you should normally use for counterattacks instead of "Revenge" [Ralph] * Added missing attack target class "All (including dead heroes)" [Ralph] * New bitset "Cap minimum stats to zero" can prevent equipment with negative stat bonuses from making a hero's stats negative [James] * All stat caps and equipment stat bonuses can now be up to 32767 [Ralph] * Option to give rewards from an enemy before it is transmogrified [Ralph] * In turn-based mode negative attack delays are now allowed, to make the attack jump ahead in the turn-order queue [Ralph] * Turn-based battles bitset to disallow cancelling/changing a hero's attack [Ralph] * Enemy spawning option to allow multi-elemental attacks to trigger multiple on-hit elemental spawning conditions, not just the first [Ralph] * "Useable in battle from spell lists" attack bit (default on) [Ralph] * Debug Keys and Live-previewing * Ctrl-F2 and Ctrl-F3 debug keys to access save/load menus [Ralph] * Ctrl-F8 to view debug log (works everywhere in Game/Custom) (Changing graphics backend now Ctrl-F7 instead of Ctrl-F8). [Ralph] * In-battle instant-run debug key moved from Ctrl-F4 to Ctrl-F5, because Ctrl-F4 now shows slice debug menu in battles (not useful yet) * Debug menu option "Show/test any battle formation" [Ralph] * Shop stock levels in saved games and when Testing Game are now updated if you edit the things in a shop - reset if needed, or increased/decreased to reflect the change [Ralph] * Vehicles are reloaded while using Test Game [Ralph] * While using Test Game, a "Record combined editor+player .gif" option appears in the editor's F9 Global Options menu [Ralph] * Misc Features * Added a crash reporter (CrashRpt) on Windows (not included when distributing a game), which makes it trivial for you to send a report if a crash or a bug is detected. Towards a bug-free future! [Ralph] * Maximum Shop ID has been raised from 99 to 32767 [James] * You can share save files between games by overriding the name of the .saves folder (useful if you create additional .rpg files which are sequels, variants (eg a Hardtype) or have bonus content) [Ralph] * Windows 95 is supported again! (But hspeak doesn't run on 95; upgrade to Windows 98) [Ralph] * New graphics backend gfx_sdl2 (and music_sdl2). Better fullscreen handling than gfx_sdl. Only available in non-default nightly builds for now [Ralph] * "Ignore harmtiles" vehicle bit [Ralph] * Preference bitset "Negative-damage harmtiles can cure above max HP" (defaults to on) [Ralph] * New Plotscripting Features * "save screenshot" [Ralph] * "append number": added "min length" and "pad with zeroes" args [Ralph] * "use door": added "fade screen" argument, so you can use a door without fading [Ralph] * "npc copy number" (inverse of "npc reference") [Ralph] * "npc reference" can find tag-disabled NPCs with new "allow disabled" arg [Ralph] * "create line", "slice is line", "get line color", "set line color" [Ralph] * "force mount vehicle", "current vehicle id", "current vehicle npc" [James] * Missing constants for "get/set menu item subtype": menulabel:selectable, menulabel:disabled, menulabel:unselectable, menuspecial:map always, menuspecial:save always, menuspecial:margins, menuspecial:purchases, menuspecial:windowed, menuspecial:fullscreen, menuspecial:music volume, menuspecial:sound volume, and menutype:caption alias for menutype:label, and alias "menuitembit:close menu when activated", and missing constant "menubit:remember selection" [Ralph] * "get/set menu cancel button menu" and "get/set menu item spacing" [Ralph] * "menu item disabled", "menu item visible", "menu item selectable" [Ralph] * "get/set menu disabled textcolor", "get/set menu item color", "get/set menu item disabled color" [Ralph] * "last menu item", "menu item count", "visible menu item count" [Ralph] * "close menu" gains "run close script" argument [Ralph] * "pathfind hero to", "hero chases npc" and "cancel hero walk" [James] * NPCstat:pathfindingrule constant for "read npc"/"alter npc" * "speaking npc" [Ralph] * "read preference bit", "write preference bit" [Ralph] * "pick hero" has two new args to let you pick the prompt message, and to auto-pick if there's only one active hero [Ralph] * hspeak is several times faster when compiling very large scripts [Ralph] * "set last save slot" [Ralph] * All key commands accept all key constants - no more hassles! You can pass "any key", "use key", etc, to "key is pressed", "keyval" and "wait for scancode", and pass key: and joy: constants to "wait for key" [Ralph] * Added key:AnyEnter, key:Meta/key:WinLogo/key:Command, "run key", "joy:button 17" to "joy:button 32", and joy:up/down/left/right (aliases to "joy:y up", etc) * Long-missing "keypress" and "new keypress" commands: you should often use these instead of "key is pressed" and "keyval" [Ralph] * "keyval" now takes the joystick number as a second argument (for use with joy: key constants), like "key is pressed" did [Ralph] * "get joystick name", "joystick button count", "joystick axis count", "joystick hat count" (only works with gfx_sdl/gfx_sdl2 currently) [Ralph] * "suspend/resume textbox controls" and "textbox controls are suspended" * "find color" [Ralph] * "set selected child", "get selected child" (only for convenience) [Ralph] * "override tick milliseconds" and "cancel override tick milliseconds" [James] * "show string at" now respects newlines (\n in strings) [Ralph] * "read wall bit", "write wall bit" [Ralph] * "get npc sprite", "get hero sprite" convenience wrappers [Ralph] * Plotscripting Dictionary shows list of commands in each section [Ralph] * "replace substring" [Ralph] * "string equal" as alias for "string compare" * "create sprite" as alias for "load sprite" * Add 'apply padding' arg to "scroll to child" and add alias "scroll to slice" *** Changes * Default walking animation speed is 110ms/frame (like games running at the default 18fps) instead of 2 ticks/frame * "Previous attack" base ATK stat renamed to "Last damage by attacker" * Various general/battle/backcompat bitsets renamed or moved (see above) * "Caption" menu item type renamed to "Label", the "Unselectable" subtype of Labels renamed to "Disabled", and the "Close menu if selected" bit renamed to "Close menu when activated" * Sorting inventory "by whether usable" considers battle uses too [Ralph] * Shops auto-quit when there's nothing left to buy, as they used to [Ralph] * Sprite slices can no longer be resized in the slice editor (except by setting to Fill Parent -- not recommended) [Ralph] * Camera is now focused by default on hero walkabout container instead of sprite (see "Camera following a hero/NPC centers on" setting) to fix glitches when using camera script commands with large walkabouts [Ralph] * Can import .wav files as music * You can activate NPCs while holding down an arrow key [Ralph] * "free slice(0)" no longer shows a warning * unlump no longer asks for game password *** Bugfixes * Fix a major memory leak while recording .gifs [Ralph] * Couldn't copy-paste text containing characters above ASCII 127 [Ralph] * Panel slices set to clip had broken child clipping and positioning when inside another clipping slice or over the screen edge [Ralph] * In the textbox editor, pressing Ctrl+Left/Right to link to another box appeared to work but actually the "After" tag condition may not have gotten set to "Always", although it appeared it was. If you have any secretly-wrong textbox chains in your game you will be warned when you open it in Custom so you can fix them. (The in-game F1 textbox debug screen also showed "ALWAYS" instead of "NEVER"!) [Ralph] * Fixed "delete_ScriptData" error when quitting after having stopped a script in the script debugger [Ralph] * "hero z" could incorrectly throw "invalid party slot" errors, but its argument is actually party caterpillar rank [Ralph] * "hero is walking", "npc is walking" didn't consider pathfinding [James] * The width of a Text slice didn't update after changing the text in the slice editor [Ralph] * Bad results if "scroll to child" was called twice in a row, or after the slice tree was modified, without a "wait" in-between [Ralph] * Fixed exporting a blank BMP file instead of a tileset or backdrop when you browse to pick a different export location other than the default. [James] * Reimporting scripts by pressing F9 in the tileset editor would wipe the tileset [James] * Fix a crash that happened when you used ellipse-related scripting commands on a non-ellipse slice [sotrain515, James] * F4 to access the tag debugger in battles no longer worked [Ralph] * "rename hero" didn't return false if the player cancelled [Ralph] * If an Untargetable enemy was at exactly the same position as a targetable one it was possible to target it [Ralph] * "swap menu items" swapped the wrong items [Ralph] * "get NPC speed" always returned 0! [Ralph] * If you died with a textbox open and an on-death script cancelled the death, the textbox slice wasn't removed [Ralph] * In zone-editing mode the key to change indicator graphics was documented as G but was actually T. It's now actually G. And the keys to change selected zone were documented as +/- but are actually ! Made some other improvements too [Ralph] * NPCs could walk through pushable NPCs being pushed against a wall. (Fix only enabled if "Simulate Pushable NPC obstruction bug" is off) [Ralph] * Bug sf#2037: "Attacker must know chained attack" didn't work correctly for known attacks in spell lists (it searched for attack ID+1) [Ralph] * Bug sf#2038: If the last enemy has the "Ignored for "Alone" AI" bit set, it doesn't count as alone [Ralph] * In turn-based mode, delaying an attack didn't always delay long enough. E.g. setting the delay to 1 attack could have no effect. [Ralph] * On Windows, if custom.exe crashed and you re-run, it might think the previous copy is still running and refuse to edit the game [Ralph] * "Don't chain if attack misses/fails" bit would skip Instead chains if the attacker's last attack missed/failed [Ralph] * In active-time battle mode, when a hero used an "Automatically choose target" attack or an enemy attacked, any queued turn-delayed attacks didn't have their delays count down [Chronas, Ralph] * The Experience Curve hero setting defaulted to 0.00 instead of 0.20 for pre-Beelzebufo games (specifically, any heroes which haven't been edited since then), resulting in very low XP needed to level [Ralph] * Hiding the HP stat would display garbage in Status menu instead. Also, it now hides the HP display/bar in battles too. [Ralph] * Test Game often didn't work when run on Mac OS 10.12+ (Sierra) [Ralph] * Crash when attack targetting mute/etc register used out-of-battle [Ralph] * "gain hero stat" could divide by zero and set a stat to 2147483647 [Ralph] * If stealing has 0% chance but isn't "Disabled", show "Has Nothing" message * Crash or freeze when switching between slice collections [Sword, Ralph] * Sometimes, the icon for game.exe didn't get replaced when Distributing Game for Windows [Ralph] * "Import tilemap, as new layers" crashed when importing 2+ layers [Ralph] * A few BAMs were cut off early when converted to MIDI, possibly right at the beginning, which could trigger a MIDI playback crash. Also fixed lost notes after loop points. [Ralph] * Crash when changing window zoom in certain editors/menus [Ralph] * Possible crash in script debugger [Sword, Ralph] * Bug gh#32: Lots of map editor problems when mixing one-way walls with undo or mark+clone tools [Ralph] * Bug gh#33: On Windows you can now import scripts even if HSpeak showed a warning. Been broken many years but no one thought to complain! [Ralph] * Changing hero or NPC speed while in the middle of a step, or using a speed value that doesn't divide into 20, no longer causes misalignment. Should have fixed that decades ago! Note, only speeds 3 and 7 are reasonable, other previously-forbidden ones cause jerky movement. [Ralph] * Bug gh#41: Corrupt tileset graphics and crash in Test Game after changing tilesets or reordering layers [Ralph] * Wrapping text slices with width < 8 are meant to wrap to the right edge of the screen but wrapped at wrong point [Ralph] *** Stuff Only Developers Will Notice * The .pt# 4-bit graphics lumps and .mxs backdrops lump have been replaced with a new RELOAD-based rgfx file format (old lumps are deleted) [Ralph] * Much more bug checking and display of previously silent errors Dec 3 2017 [Etheldreme] Highlights: * Many new map-editor features, including mouse support. * Enemy "appear" animations. * Customizable hero experience curve. * Textbox save/load/delete/end game conditionals. * Unhid still-experimental option for non-320x200 games. * Copy-paste text between the editor and other applications. * Visual browsers for sprites and many other things. * See below for more... * New Features * You can now browse for sprites, items, and many other properties rather than typing in their ID numbers. [James] * In the text box condition editor, you can browse for shops [James] * Menu bit "Remember selection when reopening" [Ralph] * Removed 100% upper limits on attack chain stat % conditions, and removed most hero/enemy stat limits * Rectangle slices can now optionally use any box border set. They are no longer limited to just the box borders defined in box styles [James] * Battle victory screens can optionally auto-advance after a given amount of time [James] * Slice editor/debugger improvements: * Organised the menu, irrelevant settings hidden * Indicate NPC and hero slices, and protected status * Press R to reset a slice's position to 0,0 and alignment/anchoring to top-left corner * Press F7 to hide the 'ants' outline around the selected slice [Ralph] * Ctrl+C/V to copy-and-paste text now uses the Mac/Windows/X11 clipboard, so you can copy-paste from/to other applications [Ralph] * Customizable Experience Curve for each hero [MirceaKitsune] * You can choose tags that will be turned on when heroes are at specific levels [James] * Support for games created in 1997 (OK, just the one game) [Ralph] * Enemies can use optional "Appear" animations, which are reversed versions of the death fades. [James] * New textbox conditionals to save, load, or end the game, delete a save, or show the load/save menus [MirceaKitsune] * The option to use resolutions other than 320x200 (in the Window-size Options menu). This has been in testing for a long time, but still isn't complete -- for example backdrops and battles are still 320x200. Nothing has changed in this release except that the option isn't hidden any more [Ralph] * Three new ways to visualise map layers in the map editor: * Press Ctrl+Shift+arrows or Ctrl+right-click-drag to "skew" map layers (offset from each other) * Press T to tint each map layer a different color * Press T twice to grey out layers other than the selected one [Ralph] * Mouse support in the map editor! Not complete, but has the basics. You can't click on any of the overlays or bits of text (eg the list of zones) but you can click on toolbars and NPCs, doors, etc. Includes a new Stamp tool in wallmap mode. [Ralph] * Option to export a full resolution image of a map, optionally with NPCs [Ralph] * Map editor settings menu, accessed with F8. Most of the settings are new, including showing a grid [Ralph] * ID3 metadata info is preserved when imported MP3 files are converted to OGG [Ralph] * You can now (incrementally) search F1 help pages, just type! [Ralph] * New attack options: * Base attack stats: * 100 * number of targets * Lost MP (attacker) * Lost MP or HP (target) * Attack chain conditions: * All targets' X stat > attacker Y stat * All targets' X stat < attacker Y stat * Attacker X stat < attacker Y stat * Stat-based chance (attacker, max any target, min all targets) * Attack chain bitset "Invert condition" [zzo38, James] * New Plotscripting Features * "get rect raw border" and "set rect raw border" [James] * "clone slice" [Ralph] * "expand string" now has an optional argument that allows it to expand ${} codes based on the data in a save slot instead of the currently running game state [James] * "reset formation" and "reset formation slot" command to undo scripted modifications to battle formations. [James] * "set slice size" and "slice is map layer" [Ralph] * "NPCstat:tag1", "NPCstat:tag2" and "NPCstat:onetime use flag" constants for "read NPC"/"alter NPC" [Ralph] * "string sprintf" takes %b and %o codes for binary and octal [Ralph] * "check wall collision x/y" and "move slice with wallchecking" now allow sliding along walls instead of stopping on touching them: added a 'friction%' argument to each [Ralph] * Script reloading while live previewing now defaults to on; it no longer tries to reload unmodified scripts [Ralph] * "npc reference from slice", "hero rank from slice" [Ralph] * "slice type" [Ralph] * "first slice of type", "next sibling of type", and missing commands like "first text slice", "next text sibling", etc. [Ralph] * "assert(x==y)" now adds x and y values to the assert message [Ralph] * Global default Map autorun, On-keypress, Instead-of-battle, After- battle and Each-step script triggers [Ralph] * Changes * "greyscale palette" command now looks better; just averaging red, green and blue is perceptually very wrong [Ralph] * Bugfixes * Copy-paste in slice editor didn't copy slice extra data or autosort (also, couldn't edit the autosort sort order) [Ralph] * Windows only: Fixed a whole bunch of console windows popping up when entering Distribute Game menu, and elsewhere [Ralph] * "fill parent" and "set slice width/height" didn't work on Panel or Special slices [Ralph] * ${} codes in map names display correctly in the save/load screen [James] * A nonsensical item ownership number was showing up when hiring heroes at a shop [James] * Heroes killed by HP-cost in battle now correctly show their death frame instead of vanishing [James] * "add enemy to formation" was not putting enemies at the correct Y coordinate [James] * Fixed "check wall collision x/y" and "move slice with wallchecking" often failing to detect collision with corners of walls. Also, "move slice with wallchecking" now returns special values when it hit a corner rather than returing that it hit walls on two sides [Ralph] * Fix lots of g_debug.txt errors and long lags when using the Ctrl-F1 teleport tool [Ralph] * Ancient .rpg files couldn't be played if they were renamed [Ralph] * Couldn't delete BAM files [Ralph] * Changing the zoom in Custom no longer changes window size [Ralph] * The height of awrapped text slice didn't update when its width changed (except in the slice editor) [Ralph] * The scroll bar of a scroll slice inside a clipping slice was drawn at the wrong position [Ralph] * Stuff Only Developers Will Notice * --nowait option when importing scripts from the commandline [Ralph] September 22 2017 [Dwimmercrafty+1] * Bugfixes * Fixed a critical bug that erased On-Death-Bequest attacks and Non-Elemental-Counterattacks from all enemies when a game was loaded into custom. If you lost enemy data, and you still have a backup copy of your game from before August 29 2017, please ask the developers for help on the Forums. If you do not have a backup from before that date, you will have to re-add the missing On-Death-Bequest and Non-Elemental-Counter attacks to each enemy's attack list. We are very sorry about the bug! August 31 2017 [Dwimmercrafty] Highlights: * NPC pathfinding, and other new NPC movetypes including follow-walls * Record .gif videos with Ctrl-F12 * More map layers, hero definitions, and global variables * More info shown in-game in shops and spell lists * One-way walls * Lots of new in-game debug keys/F8 debug menu options, and a similar new menu in Custom accessed with F9 * Can jump to attack, enemy, textbox and npc editors from other editors * Lots of progress on mouse support * On Windows, Custom's window is now resizable; resizing works almost everywhere * Sound effect volume control * New Features * Mark Non-elemental Elementals menu lets you define which elements shouldn't count as elemental for enemy spawning purposes [James] * Dramatic Pause for attack animations. Unlike "Delay Ticks" this always pauses time for everybody in battle. Dramatic pause starts after the (undelayed) caption appears, but before the visible animation begins [James] * New attacker animation "Standing Strike" [James] * Enemies can now do a non-elemental counterattack for any attack that lacks elemental damage. Similar to non-elemental spawning [James] * Spells in spell lists can now also display HP, Money, and Item costs. MP costs are no longer invisible in Level-MP spell lists [James] * If your max level is lower than 99, the hero stat editor now shows a middle column that displays stats at max level [James] * Per-textbox each-line sound effects, overriding the global option [MirceaKitsune] * 'Silence' as an option for textbox Music setting [MirceaKitsune] * Removed NPC definitions limit (NPC instance limit remains) [Ralph] * Added Redo (Ctrl+Y) to the sprite editor, and made the undo history size a few hundred times larger [Ralph] * Hold Shift in sprite and maptile editor to move faster, and use the number keys to change selected colour in sprite editor [Ralph] * Delete key in doorlinks menu deletes a doorlink [Ralph] * The hero battle menu editor now lets you change the text (caption) and color of an option, set tag conditions to disable it, and specify whether to hide it if disabled [Ralph] * Press Ctrl+F11 anywhere (in Game/Custom) to access a menu to record and replay macros (recorded keyboard input). You can use this to record game playthroughs, but it is still quite brittle for that purpose (many commands can cause desyncs) [James, Ralph] * Press Ctrl+F12 anywhere to start/stop recording a .gif video, saved next to the F12 screenshots. (You can use a .gif compressor program to considerably shrink the files.) [Ralph] * Map names can use the same ${} codes as textboxes, for example you could name a map "${H0}'s House". [James] * "Ignore Passmap" NPC setting, to walk through walls but not zones, the map edge, or NPCs/heroes. (Unlike "set npc ignores walls", which causes zones and map edge to be ignored.) [Ralph] * Added "Music Volume" and "Sound Volume" menu options. These replace the "Volume" option in the default main menu (which is the same as "Music Volume" except pressing Enter on it now opens another menu with Music and Sound Volume options). [Ralph] * Add "Initial music/sound effects volume" settings to the General Preference Menu. Relatedly, you can now also change the volume for Custom itself, see next... [Ralph] * A Global Editor Options menu accessible by pressing F9 anywhere in Custom, including options "Reimport Scripts", "Test Game", "Volume", "Zoom" and more [Ralph] * One-way walls. You can turn the walls on a tile into one-way walls by pressing W in the passmap editor. All the walls on a tile are either normal or one-way; you can't mix them on the same tile. Not supported with default passability yet. [Ralph] * Press +/- in wallmap mode to change the way walls are drawn [Ralph] * Press H in the slice collection editor to toggle whether the children of a slice are shown in the menu (does not affect slice visibility) [James] * New NPC movement types: * "Chase You (Pathfinding)" finds the shortest path to the hero, moving around obstacles, or else gets as close as possible [James] * "Chase You (Direct)" and "Avoid You (Direct)" which don't randomize and do nothing when stuck behind an obstacle. The old Chase/Avoid movement types are now captioned "(Meandering)" [James] * "Follow Walls (Right)" and "Follow Walls (Left)" as well as "Stops for others" variants of both. [James] * New or improved in-game debug keys (all available in F8 menu): * F1 text box debug info (only when a text box is displayed) [Ralph] * F4 tag debug mode sane controls and display improvements [Ralph] * Press F6 twice to display NPC debug info with additional NPC collision information [James] * Also, in F6 NPC debug mode you can view NPC info by mousing-over an NPC [Ralph] * Re-added F7 debug key to pan the camera (we used to have a similar debug key a while ago) [Ralph] * Added PAUSE debug key which works while walking around [Ralph] * Options to make the window resizable, or change the zoom [Ralph] * Ctrl-F8 (both Game and Custom) to switch graphics backends [Ralph] * General bitset "Don't stop music when starting/loading game" [Ralph] * Ability to reorder shop items/things in the editor [Ralph] * Preview of the surrounding tiles, or tiling of the current tile while drawing a maptile (click on the preview to toggle or hit P) [Matthias Meike] * You can now also remap the background color from the Import/Export Backdrop/Tileset menu; also added 'View with background' [Ralph] * Numbers can be typed with Numpad keys (I never even tried!) [Ralph] * Text editing: Ctrl-Backspace/Delete to delete the previous/next word (and for Mac, Option(aka Alt)-Delete/ForwardDelete, and move by word with Option-Left/Right). The old Ctrl-Backspace key to delete all records after the current has changed to Shift-Backspace. You can also press Delete on the <-- Record # --> line instead. [Ralph] * Raised the limit on hero definitions from 60 to 512 [Ralph] * Raised map layer limit from 8 to 16 [Ralph] * Added "Export scripts backup copy" option to Script Management menu (HSpeak has saved a backup copy of scripts for years now) [Ralph] * New preference bitset "Keep caterpillar length the same when speed changes" [James] * "Export to File" option in Script Usage and Find Broken Script Triggers menus [Ralph] * Added general preference bitset "Heroes use Walk in Place animation while idle" [James] * You can jump to the attack, enemy and textbox editors from anywhere you select an attack/enemy/box, or add a new one directly [Ralph] * In NPC placement mode you can open the NPC editor by pressing ENTER on tiles with NPCs (edit them) or without (edit current NPC) [Ralph] * Shops now display how many of an item you already own as well as how many you have equipped [James] * Metadata is shown for .ogg files in the music and sfx menus [Ralph] * Ctrl+C/Ctrl+V in the NPC definition editor copy/pastes NPCs [Ralph] * Most of Custom (except the map editor) now has at least partial mouse support. Also, experimental in-game mouse support (can be activated in the F8 debug menu) [James, Ralph] * (For now) made gfx_sdl the default backend for Custom on Windows, so that you can resize the window! Try it in the map or slice editors! Almost all editors can now run at higher resolutions [Ralph, James] * Image previewing when browsing for an image to import (only when the window is larger than 320x200) [Ralph] * New Plotscripting Features * "menu item at pixel" [Ralph, James] * You can now profile scripts (collect statistics on running times) by pressing Ctrl+F9. (Before, you had to download a special build to profile scripts.) More useful stats are now collected. [Ralph] * "run game" quits the current game and loads a different game (.rpg file/.rpgdir), and "check game exists" [Ralph] * You can now pass arguments to the newgame and loadgame scripts by giving extra arguments to "resetgame" and "loadfromslot" [Ralph] * "reparent to npc" and "reparent to hero" convenience functions [James] * Added "show new game" argument to "load menu" command [Ralph] * "get battle countdown" and "set battle countdown" [Ralph] * "check wall collision x", "check wall collision y", "move slice with wallchecking" [Ralph] * "slice parent" alias to "parent slice" * "get npc speed" * Added "textbox text" to read all lines from a textbox into a string variable at once [Matthias] * "load sprite" and "replace sprite" (general versions of "load hero sprite", etc) [Ralph] * Commands to check whether or not each of the suspend states is active, for example: "player is suspended", "npc walls are suspended", etc... [James] * NPC pathfinding commands: "pathfind npc to" "npc chases npc" "cancel npc walk" [James] * "get screen width" and "get screen height" [James] * "mouse release" to check if a click has just ended [James] * Commands for reading door information can now optionally read information about doors on other maps instead of the current map [James] * Changes to the language: * -= and += now return their result, like := does, so they can be used as expressions [Ralph] * subscript variables and arguments can now have the same name as variables in the parent script, "shadowing" them [Ralph] * Hexidecimal, octal and binary number constants, written like 0xCABBA9E, 0o377 and 0b1101111000011 [Ralph] * Added "allow switching" argument to "equip menu" command [Ralph] * "gain hero stat", to easily increase/decrease a stat [Ralph] * "slice at pixel" and "find colliding slice" now respect clipping * Increased highest available global variable id number from 16383 -> 50000 [James] * "set active battle pause for animations" [Ralph] * Changes * Sound effects used to play at max volume, which has now changed to a default of 80% (because music defaulted to just 50%). In newly created games the defaults are both 75%. [Ralph] * When importing a BMP, unless the palette is identical, color 0 won't be used unless you explicitly pick it [Ralph] * Can input ID of unnamed lookup codes in slice editor [Ralph] * HSpeak now disallows most stray commas [Ralph] * Scripts triggered from a menu item now always get passed the menu item extra data, even if the first argument is the menu item handle [Ralph] * Custom's splash screen [Ralph] * Rearranged and renamed Custom's main menu items a bit; Edit Font is now under Edit Graphics [Ralph] * Bugfixes * 64-bit builds of Custom work now... for real this time! They would crash in several menus. 64 bit Linux builds now available. [James, Ralph, Matthias] * In old games, attacks with enemy type-killer bits wrongly counted as elemental for the purpose of spawning. This fix is only applied if the game has not been edited since Ypsiliform. [James] * The party leader will always draw on top of other heroes with the same Y position, and when heroes and NPCs are on the same layer, on top of NPCs that have the same Y position (instead of being layered unpredictably) This is most noticeable with vehicles that do not hide the leader. [Ralph, James] * "use item in slot" was not immediately updating item ownership tags [James] * Fix broken self-targeting on-death-bequest attacks [James] * gfx_directx: fixed incorrect positioning of the mouse cursor when the window was stretched or maximised, which caused problems with tile cursor movement in the tile browser and tile cutter [Ralph] * Bug 2006: gfx_directx: major slowdown after switching to another program while a joystick is plugged in [Ralph] * If you skipped the title instantly by pressing a key at the wrong moment then the load menu would have a blacked-out palette [Ralph] * Harm tiles didn't work if there are 'gaps' in the active party (caterpillar rank and party slots aren't equal) and caterpillar party was disabled [Ralph] * The Battle Formation Set menu miscalculated the number of steps until a battle occurs (it was too low). Also added average [Ralph] * music_native/native2: Changing the music volume only worked for MIDI, while everything else was played at max volume [Ralph] * Reload sound effects replaced while live-previewing. And reloading of UI colors & box styles had stopped working. [Ralph] * "write zone" was meant to return true on success, but didn't [Ralph] * "running on linux" returned true on Mac and BSD [Ralph] * Bug 2022: Can't run faster than 60fps under OSX [Ralph] * Script profiling "time/call" stats were wrong: now #calls only counts the number of calls while profiling enabled [Ralph] * gfx_directx: commandline args -f/--fullscreen, --width, --height and -z/--zoom now work [Ralph] * Fix a bug in turn-based battles that prevented cancelling backwards through hero action selection when there was a gap in the party [James] * Minimaps now display obsolete Overhead tiles correctly [Ralph] * If the Background UI color wasn't 0, ellipse slice border/fill color set to 0 didn't appear transparent [Ralph] * Textbox line sounds weren't played for the first two lines [Ralph] * SDL_mixer.dll (Windows only) recompiled to use modplug instead of mikmod to play modules. This fixes bad sound quality, broken looping, some files not playing, and too-low volume [Ralph] * If you used Zenzizenzic (2011) or later to open a game last edited with Ubersetzung (2007) or earlier, all your enemy "is " and "weak to/strong to/absorbs" element bits bits were discarded instead of being upgraded to "takes X% damage from ..." settings. The upgrade routine has been fixed, but your data is gone. If you still have an old copy of your game, ask for help. [Ralph] * Stuff Only Developers Will Notice * Support latest FreeBASIC version, by adding OPENFILE layer [Ralph] * Cross-compiling support using "scons target=..." [Ralph] * After 12 years of cleanup, the source is now free of GOSUBs! [James, Mike, Ralph, Matthias] * FreeBSD support [Ralph] June 06 2016 [Callipygous+1] * New Features * If you are using the gfx_sdl backend, almost all menus in custom can make use of the extra space when the window is maximized * Bugfixes * You weren't meant to be able to resize the window in the sprite editor; doing so would corrupt graphics (gfx_sdl only) [Ralph] * Under Unix, utilities couldn't be run (e.g. to encode and import audio or distribute the game) on files containing the characters ( ) | < > # ; &. * Running utilities (like hspeak) didn't work on Macs where the OHRRPGCE hadn't been installed previously [Ralph] * Delete key didn't work while typing on Macs. And after resizing the window, text input stopped working. [Ralph] * Fix the Android virtual gamepad being hidden if you open a game, exit to the file-picker and then open a game again * Options for changing the window size now work on Macs [Ralph] * "unhide mouse cursor" now works in fullscreen too [Ralph] * Stuff Only Developers Will Notice * 64 bit builds work now. April 04 2016 [Callipygous] * New Features * Ported to Android phones and tablets, as well as specific support for the OUYA, Gamestick and FireTV Android-based consoles! New "Platform-specific options" menu in General Game Data. See http://rpg.hamsterrepublic.com/ohrrpgce/Making_Android_games for information about how to port your game. You can't yet use the Distribute Game menu for Android. [James, Ralph] * While placing doors in the map editor you can now specify door number, and jump to existing door locations [Ralph] * When buying equipment in a shop, show stat bonuses [James] * When hiring heroes in a shop, show hero portraits [James] * Split "Change Box Styles", "Change User-Interface Colors" into two separate menus [James] * Split "General Preference Bitsets" and "Backwards-compatibility Bitsets" into two menus [Ralph] * Clean up orphaned temporary folders when you exit game [James] * Games can now optionally increase (or decrease) the number of save/load slots that are available. [James] * In the font editor you can set roughly which characters are icons. If you use a font with the extra Latin-1 characters (eg. with accents), then those letters will now show correctly in the .txt file when exporting textboxes. And characters which are icons won't be exported as garbage in .hsi files. [Ralph] * Attack chains conditions can now be based on the stats of the targets [James] * Attack bitset "Never trigger elemental counterattack" [James] * The map editor's Clone tool now has separate 'merge' and 'replace' modes (Ctrl+M to toggle) [Ralph] * When adding a new map layer you may copy an existing one [Ralph] * When importing an 8-bit backdrop or tileset (eg. exported from another game) color 0 (transparency) is preserved; when importing a 24/32-bit one you now have the option to pick the background color [Ralph] * Ability to specify the positions of the frames in the source spritesheet when importing with the sprite editor in full-set mode (regular offsets between frames only) [Ralph] * Additional master palettes in import/ [Soda_piggy, Dragontao] * Added Saved Game Settings menu, with new options to enable saving and restoring of: * the spritelayer slice (default parent for new slices). Slice handles to these slices remain valid after loading. * strings (including display settings) [Ralph] * Most 32 bit BMPs should be importable now [Ralph] * Attack damage bitset "Healing poison causes regen, and reverse"; useful when attacker or target absorbs damage [Ralph] * Press F8 in-game to access the Debug Menu; works in battles too. It's the only debug key you'll ever need to remember! Includes new debug options including: * Test Battles, to fight any formation * Edit backcompat bitsets * Email saved game (Android only) * Toggle debug/reload mode Also, a few debug keys changed or were removed. [Ralph, James] * Added F7 debug key to kill all targettable enemies. Also, the tag debugger is available in-battle with F4; instant-run moved to Ctrl+F4. [Ralph, James] * Added Shift+Tab debug key to speed up the game while held down (an alternative to Ctrl+Plus/Minus debug keys) [Ralph] * New formation options: Victory tag to set a tag according to whether the battle was won, and an option to prevent game over on death. [MirceaKitsune, Ralph] * The textbox editor now wraps text as you type [Ralph] * Automatically keep a few backup copies of any rpg file you edit This is no substitute for manual backups! Do not forget to back up your own work! [James] * Menu for basic importing and exporting of tilemap data from/to .tilemap and .bmp files (the .bmps are minimaps). [Ralph] To export images of maps, use RMSephy's tool instead: https://github.com/Spencer-Zhang/ohr-cartographer * Option to adjust the framerate. This isn't really a finished feature, as increasing the framerate leads to crazy walking animations. You probably shouldn't change the framerate in an existing game, as it will break all your wait() lengths and hero, npc, camera, etc. movement speeds. [Ralph] * Global sound effect options for steal attack success, failure, and no item to steal. [Ralph] * Added Regen icon to Battle System Options. [Ralph] * Hero positions in battle can be customized. [James] * Enemies can now be placed anywhere onscreen in formations [Ralph] * Starting hero ID can be customized, and you can also set a 'starting' textbox to display on a new game. [Ralph] * Added "Old attack positioning at bottom-left of target" back- compat bitset, which if you turn off places attack sprites at the center of the target instead. [Ralph] * You can now run multiple copies of Custom at once (but can't open the same .rpg more than once). [Ralph] * You can now use the mouse to select or highlight slices in the slice editor, press F5 to edit the hidden root slice, F6 to shift around the view, and V to toggle slice visibility. [Ralph] * New .rpg files start with a few template walkabout sets, donated by FnrrfYgmSchnish * Added options to set how large the game's window should be by default (by changing the scaling factor). The default size will for most people be larger than the old 2x default. Also added a setting to make the game run in fullscreen by default, unless the player has a remembered preference. [Ralph] * "Windowed" and "Fullscreen" special menu items. They appear in the default menu in new games; other games need updating. [Ralph] * The Distribute Game options will make use of Mac or Windows icons if it finds the icon files next to your .rpg file. See http://rpg.hamsterrepublic.com/ohrrpgce/Icons for details [James] * Changes * Hidden menu items no longer affect the width of a menu [Ralph] * A new Debug/Release mode setting replaces the old script errorlevel. All existing games default to Release mode. Release mode hides almost all script errors and warnings; Debug mode should be used for testing but not for release. [James] * Bugfixes * Fixed a few cosmetic bugs in the equip menu including possibly wrong resultant stat value being shown [Ralph] * Hero stats menu would freeze if Maximum Level was zero [Ralph] * You can now change the music with a script immediately after a map change without the ambient music playing for a moment [Ralph] * Bug 857: Focus camera cannot focus on spots close to map edge [James] * Fix heroes getting stuck in active-time battle mode if they are in the middle of targetting an attack and get hit with a stun or mute attack. [James] * "showtextbox happens immediately" backcompat bitset (on for new games) helps to prevent bugs due to showing two boxes at once; "show textbox" now affects "current textbox" immediately [Ralph] * HSpeak accepts files with Mac line-endings again [Ralph] * Fix attacks that use the attacker's max stats as the base attack stat [James] * Fix vehicles that are configured to disable random battles [James] * Bug 997: Crash/freeze when fullscreening in Mac OS 10.7 and later * Bug 777: 'Load' menu called from a customisable menu showed a 'New Game' button which did nothing [Ralph] * Disabling palette colours for backdrop/tileset import didn't work for 8-bit BMPs. (Also added mouse support.) [Ralph] * Bug 1004: Copying a shop didn't copy all the shop items [Ralph] * Hero attack animations didn't occur if they were weak [Ralph] * Bug 1005: "hero is walking" didn't work for heroes other than leader when the caterpillar party was enabled [Ralph] * Bug 763: NPCs and heros flickered when you walked over the edge of a wrapping map [Ralph] * Multi-hit attacks no longer causing dying enemies to dissolve/ fade multiple times, and additional hits are cancelled once all targets have died [Ralph] * On-keypress scripts are now always triggered when mouse buttons, or keys other than move, use and cancel, are held down [Ralph] * Fix general map data corruption that occured when loading certain very old games released before July 8 1999 [James] * Fix a few problems when installed in a read-only location [Ralph] * Bug 2013: Pre-Beelzebufo games expected backdrops to appear above the sprite layer [Ralph] * New Plotscripting Stuff * "Menu action plotscript" special script trigger to run a script instead of opening the main menu [Lakan Inocencio] * subscripts: scripts embeddable inside other scripts, with access to their local variables [Ralph] * "read item description" counterpart to existing "read item name" [James] * "get sprite default pal" [James] * "NPC is disabled" for detecting when an NPC reference is disabled by tags or by one-time-use [James] * "string sprintf" for easier piecing together of strings [Ralph] * "script error", "get calling script id", "get script name", "dump slice tree" [Ralph] * Make $id="foo" return id so that you can write showstring($1="foo") * Press F5 in Custom's main menu or Script Management menu to reimport the last imported scripts. And while testing a game you can now set the scripts to be reloaded automatically (from the data reload menu, press F5 in-game to access it) [Ralph] * "camera follows slice" [Ralph] * "get/set/reset hero picture/palette" family of commands can now also manipulate hero portrait pictures [James] * "get level mp" now takes an additional argument, "current stat" or "maximum stat" [Ralph] * plotscr.hsd, scancodes.hsi and your game's .hsi file are now all included automatically, so there's no need to put those "include" lines at the top of your scripts file [Ralph] * "get/set active battle pause on all menus" [James] * "dissolve sprite", "cancel dissolve", "sprite is dissolving", "wait for dissolve" [James] * "running on desktop", "running on mobile", "running on console", "running on windows", "running on mac", "running on linux" * "show virtual gamepad", "hide virtual gamepad", "auto virtual gamepad" [James] * "get horiz align", "get vert align", "get horiz anchor", "get vert anchor" [James] * "create select" "slice is select" "set slice select index" "get slice select index" "slice child index" [James] * "create scroll" "slice is scroll" "set scroll bar style" "get scroll bar style" "set scroll check depth" "get scroll check depth" "scroll to child" [James] * "create panel", "slice is panel", "get panel is vertical", "set panel is vertical", "get panel primary index", "set panel primary index", "get panel percent as int", "set panel percent", "get panel pixels", "set panel pixels", "get panel padding", "set panel padding" [James] * "next npc reference" [Ralph] * "input string with virtual keyboard", "input string with mouse keyboard" [James] * "unhide mouse cursor", "hide mouse cursor" [James] * "pixel focus camera" [James] * Added 'visible only' argument to "slice at pixel" and "find colliding slice" [Ralph] * "send email" (Android only), "debug menu" [Ralph] * Performance Fixes * Fixed delay when opening a menu that happened when a large number of menus were defined [Ralph] * HSpeak was extremely slow (potentially hours) at reading files with DOS/Windows line-endings on Linux/Mac [Ralph] * The script interpreter was running tight loops much (eg 2x) slower than it used to before Beelzebufo [Ralph] * Creating or reparenting thousands of slices was slow [Ralph] * Stuff Only Developers Will Notice * Experimental support for ARM and other non-x86 devices, such as the Raspberry Pi, and for native 64-bit builds. All thanks to the FreeBASIC developers! [Ralph] April 9 2013 [Beelzebufo] * New Features * General preference bitset "Don't reset max stats after OOB attack" to prevent stat maximum values from being altered by attacks and items outside of battle [Ralph] * Max tag is now 15999 instead of 999 [James] * Max NPC onetime tag is now 15999 instead of 1000 [James] * A bunch of attack bitsets have moved into the Attack Damage Settings Menu, which now dynamically hides settings and bitsets that have no effect, and shows in detail how the attack damage will actually be calculated. [Ralph] * When adding a new hero, attack, enemy or shop, added the option to copy an existing one [Ralph] * Attack can optionally override the hero's weapon sprite [James] * Enemies can do an On-Death Bequest attack when killed [James] * Textbox backdrops can optionally allow color 0 to be transparent [Ralph, James] * The battle system can now be switched into Turn-based mode [James] * Attacks can be given a turn-delay in addition to a tick delay [James] * Attack base stat is no longer limited to the attacker's current stat. Now it can also be attacker's max stat, targets current stat, or target's max stat [James] * Press Enter or Space on "Base ATK Stat" to browse a menu of all available base attack stats [James] * Revamped the hero spell list editor to make it easier to use [James] * Menu editor now allows you to adjust the line-spacing [James] * Menu editor allows the selected item to be highlighted with the highlight background color in addition to flickering the text [James] * Hero battle menus are now customizable. You can remove weapon attack and the items menu, add specific attacks, add more than 6 menu items, and reorder battle menu items [James] * Stats can be hidden for a hero. This prevents them from appearing on the Status and Equip menus. [James] * Map layers can now be named [Ralph] * You can set the maximum size of a stack of items in the inventory with per-item and default settings [Ralph] * Goodbye 4-bit BMPs! You can now import sprites, backdrops and tilesets from BMP files saved at (almost) any bitdepth (but sprites are still limited to 16 colors), and most common versions of the BMP file format are now supported. Greatly improved the sprite importer's handling of palettes and previewing. [Ralph] * Map editor improvements: * Mark and Clone (copy/paste) tools. They simultaneously copy all visible map layers, walls, foemap and zones. * Changes to key bindings so that you no longer need to press Ctrl to switch the tool. A and B vehicle bits are now Ctrl+A/B. * In wallmap mode you can now use the Box and Paint tools to set any wall directions/bits * You can select a block of tiles on the tileset to draw with [Ralph] * Bugfixes * Fix the arrow key problem in Custom on Mac OS X for the third time (this time for real!) [Ralph] * Mac OS 10.4 and 10.5 are now supported again [Ralph] * "run script by id" was far slower than it should have been [Ralph] * ${H#} codes in text boxes are no longer limited to heroes that are in the party. * Bug 968: "Reset target stat to max before hit" attack bit takes effect even if the attack fails due to elemental resistance or "Show damage without inflicting" is set [Ralph] * Fix inns called directly from textboxes with no shop, which were restoring the party even if you refused to pay [James] * zone at spot(X, Y, getcount) returned 1 less than the actual count * Bug 973: Strange behaviour when closing one game and playing another without quitting Game [Ralph] * Loop points in module music work in music_sdl again (Windows only) * Problems when Custom or a game was placed in a folder containing spaces or other special characters, especially on Mac [Ralph] * Shops no longer allow you to buy items if you don't have room for them in your inventory [James] * Fixed F12 screenshots on the following menus: Items, Spells, Status, Equip, Order/Team, Shop, Save, Load [James, Ralph] * Fixed shop-stock limits not working [James] * "get hero stat cap" and "set capped hero stat" didn't work [Ralph] * Bug 800: Choice boxes misplaced for autosized textboxes [Ralph] * Fix a couple places where stat caps were not applied [Ralph] * Bug 743: Unequipping items when stats have reached stat limits is broken [Ralph] * If your whole party died outside of battle (via harm tiles, spells, items or "map cure") a game over wasn't triggered [Ralph] * New Plotscripting Stuff * If a script runs for a long time without "wait"ing you can now interrupt it by pressing any key. [Ralph] * New commands "set onetime" and "check onetime" that work similarly to "set tag" and "check tag" [James] * When browsing plotscripts in custom, you can jump to scripts by typing more than just the first letter of the scripts name [James] * "delete npc" as an alias to "destroy npc" * HamsterSpeak syntax changes: * "include" syntax is more lenient, like it used to be. Quotes around filenames containing paths, upper case or spaces optional * The characters '{', '}', '[', ']', '.' are now totally disallowed * < and > can be used instead of << and >> * "do" after a case is optional, and you may write case(else) ... instead of else(...). Example: switch (dir) do ( case (north, south) return (1) case (else) return (0) ) * "else if" is a shortcut which lets you omit a pair of brackets: if (condition) then (...) else if (condition 2) then (...) else (...) [Ralph] * "enemy elemental resist as int" [Ralph] * "hero Z", "NPC Z", "set NPC Z" [Ralph] * "set hero stat cap" [Ralph] * "wait for sound" * Each of a hero's stats now has a base value in addition to current and maximum values. See "base stat" in the Plotscripting Dictionary for information. [Ralph] * "get item maximum stack size" [Ralph] * "door at spot", "suspend doors", "resume doors" [Ralph] * Stuff Only Developers Will Notice July 31 2012 [Alectormancy+2] * Bugfixes * An arrow key fix from Alectormancy+1 broke adding new sprite sets in the sprite editor. This release fixes it properly. July 27 2012 [Alectormancy+1] * Bugfixes * Fix the arrow key problem in Custom on Mac OS X * Fix new enemy formations being filled with enemy 0 instead of empty slots * NPCs that are intended to disappear when a text box advances no longer disappear when it first opens. * Mac OS X version now defaults to your Documents folder instead of defaulting to the Applications folder * Fix "Distribute Game as Mac OS X App" when running on Windows * Fix "Distribute Game as Debian Package" when running on Mac OS X * Fix "Distribute Game as Windows Installer" when running from Linux+Wine * Fix distribute failures caused by trying to download support utilities into read-only locations. * Use curl when wget isn't available * Update to Vikings of Midgard Jun 15 2012 [Alectormancy] * New Features * Adjustable global HP thresholds for hero and enemy Weak states (hero graphics and enemy desperation attacks) [Adam Perry] * New in-game debug key: CTRL+F4 to view/edit/export the slice tree with the slice collection editor [Ralph] * A general game option to change how the inventory Autosort option works [Ralph] * Master Palettes menu: added export option [Ralph] * Play-as-you-edit, AKA live previewing of games, with a new "Test Game" option in Custom. Still unfinished! [Ralph] * New debug key: press F5 in-game to access a menu where you can reload various game data. Most useful when live-previewing a game. The old F5 and Ctrl+F5 debug keys (free camera movement) have been changed to F7 and Ctrl+F7. [Ralph] * Ctrl+S in the map and tileset editors immediately saves. (Moved old Ctrl+S (paint the screen) to Ctrl+W (ie. paint the "window")) [Ralph] * New general bitset "Attacks will ignore extra hits stat" [James] * NPCs can now be assigned avoidance (wall) zones as well as movement zones. The avoidance zones have precedence. [Ralph] * Default NPC movement and avoidance zones can be set in the General Map Data menu [Ralph] * Distribute Game menu, where you can automatically package your game to distribute to other people. [James] * Distribute as Zip file * Distribute as Windows installer * Distribute as Debian Linux package * Distribute as Mac OSX app bundle * Script trigger log: press CTRL+F10 in-game to cause triggered scripts (not called from other scripts) to be logged to script_log.txt. It might help to restart/reload the game after enabling it if running scripts are missing. [Ralph] * Formation sets can now be disabled by tag conditions [Ralph] * Partial Unicode support, currently limited to the Latin-1 character set: * A new default font which includes the Latin-1 characters * Your operating system's native keyboard layout/text inputting methods are used when entering text, both in Game and Custom. The input is restricted to Latin-1, though of course you'll need the characters in your font to see them. (Does not work with the gfx_fb backend). * Support for non-ASCII filename encodings while browsing * HSpeak has better, full Unicode support. It automatically recognises the encoding as ASCII/Latin-1, UTF-8, or UTF-16. Script names and strings are dumbed down to Latin-1 on import. [Ralph] * New general bitset "Don't divide experience between heroes" [James] * Bugfixes * Wrong names used for reserve party heroes who level during battles [Ralph] * In the map editor, tile 0 on map layers did not correctly become transparent after swapping map layers [Ralph] * Fixed a whole lot of things which failed to immediately update tags they were meant to (eg. the "unequip" and "items menu" commands). Also tag changes didn't immediately update disabled menu items and often didn't update disabled NPCs [Ralph] * Menus didn't resize or scroll properly/immediately after items were added/removed/enabled/disabled/selected, and similarly the "set menu max rows" command was broken [Ralph] * You can now type negative numbers more naturally. No need to type a positive number and toggle it negative [James] * NPC definitions weren't being saved by "save map state" and the "Remember NPC data" option, and "delete map state" didn't work on NPC locations/instances [Ralph] * 'Set target stat to %' attacks were being affected by the damage cap [Ralph] * Harm tile mess: * Harm tiles didn't affect non-visible heroes when the caterpillar party was disabled (fix enabled only with "Harm tiles harm non-caterpillar party" general preference bitset) * Didn't trigger when crossing over them using walkhero with distance more than 1 [Ralph] * "export globals" was broken in strange ways [Ralph] * "input string" would hide string 0 instead of the one it was meant to; also changed the way the 'center' and position arguments behave to make more sense [Ralph] * Bug 942: Attacks didn't chain if they depended on a tag with ID >= 128 [San] * It was no longer possible to import BAM files [Ralph] * In-battle music option 'silence' acted the same as 'same as last map'. Broken since xocolatl! [Ralph] * When "camera follows NPC" was used the camera lagged one tick behind the NPC [Ralph] * The pause key didn't pause battles anymore [Ralph] * Bug 945: Attacks used from a hero's spell list out-of-battle used the average party stats instead of that hero's [Ralph] * Fix ${C#} codes in textboxes which have been (embarrasingly) broken for as long as the feature has existed [James] * Bug 956: gfx_directx: graphics could be mangled at startup until the window is resized [Jay] * New Plotscripting Stuff * You can now have global variables up to 16383 instead of 4095 [James] * Slice velocity commands to make a slice move automatically at pixels-per-tick speeds. [James] * Slice movement commands to make a command move to a target position over a desired number of ticks. [James, Ralph] * "wait for slice" command to make the script wait for slice movement [James] * New "Ellipse" slice type, and related commands [James, Ralph] * "NPCstat: default movement zone" constant for "read/alter npc" * "assert" [Ralph] * "menu item true slot", "menu item by true slot" [Ralph] * "get hero slice" and "get NPC slice" commands [James] * "get door x", "get door y", "get door destination id", "get door destination map", "door exists" [Mogri] * "get attack caption" [Mogri] * "get rect fuzziness", "set rect fuzziness" [Ralph] * "textbox line" replaces "string from textbox", fixing the broken 'expand' argument and adding 'strip' argument [Ralph] * "get slice text" [Ralph] * "get input text" (and "enable input text") which obsoletes "last ascii" [Ralph] * "get hero hand x", "get hero hand y", "set hero hand x", "set hero hand y", "get default hero hand x", "get default hero hand y" [James] * Increased number of strings to 100 (0 to 99) [Ralph] * Stuff Only Developers Will Notice * Certain special engine-related Slices are marked as protected to indicate that plotscripts are not permitted to delete or reparent them. * New comand-line options: -autosnap N Automatically save a screen snapshot every N ticks -runfast Run quickly (without speed control) -autotest Run quickly and write screenshots on _checkpoints -recordinput file Record keyboard input to a file -replayinput file Replay keyboard input from a previously recorded file -no-native-kbd Use US keyboard layout instead of OS-based text input May 6 2011 [Zenzizenzic] * New Features * Ported to Mac OS X! (Intel Macs only) [Ralph] * New general bitset "Locked heroes can't be re-ordered" [James] * Slice collection editor can create complex collections of slices to load into plotscripts [James] * New general bitset, "Attack captions pause battle meters" [James] * Savegames are now in a new format. Instead of a gamename.sav file you will have a gamename.saves folder. (the conversion is automagical and you will not lose any saves) [James] * Rewrote script usage menu to be enormously faster and sort scripts into numerical/alphabetical order [Ralph] * You may now have up to 500 NPC definitions per map [Ralph] * Maximum map size raised to 100,000 tiles [Ralph] * New menu item bitset to suppress the on-load script if the menu item closes the menu [James] * New menu feature to automatically open another menu when you close the current menu with ESC [James] * Expanded (and fixed) Erase Map Data menu [Ralph] * The line and oval tools are now pleasant to use instead of teeth-gnashingly awful, and the pixels in the tile editor are no longer stretched [Ralph] * Added Replace Colour tool to tile and sprite editors [Ralph] * New general bitset "Don't randomize battle ready meters" [James] * New attack bitset "Delay doesn't block further actions" allows attacks to be queued without blocking the attacker from taking other actions [James] * Jay Tennant's gfx_directx is now the default graphics backend under Windows (automatic fallback to gfx_sdl on old computers). Click the window icon to access gfx_directx's Options menu, and drag the corner of the window to change zoom! * gfx_directx input rewrite: adds joystick support, normal mouse speed/acceleration, removes forced mouse clipping and adds "mouse region" support [Jay] * gfx_directx expanded hardware support [Jay] * gfx_directx added option in Options dialog to disable system messages (like Alt-Space) from operating--Alt-Tab and Alt-Enter still function as expected [Jay] * When using an item in the item menu, there is now visual feedback when you use the last item in a stack. [James] * Lots of new scancodes added for scripts: you can now, for example, tell apart Numpad 2 and the Down key. You have to turn on the general bitset "Enable better scancodes" for these to fully work, see "key is pressed" in the dictionary for more details. [Ralph] * New dissolve animations Squeeze, Shrink and Flicker [Ralph] * Page up/page down/home/end keys now work in most built-in in-game menus [Ralph] * You can set a cap on the maximum hero level, from 0 to 99 [Ralph] * (Anti-feature) The internal password format has changed a 3rd time. Old utilities and versions of Custom will not be able to open passworded games; remove the password to use them. [Ralph] * Lots of element related stuff: * Enemy, hero, and equipment elemental strong/weak/absorb bits have been replaced with percentage-based "Damage from " options. The second Status menu screen now shows percentages. * Attack "Fail vs. resistance" bits have been replaced with percentage-based elemental resistance failure thresholds. * The enemy types have been replaced by elements 9-16: "Is ", "Bonus to " and "Fail vs. " have been translated to elemental equivalents. * In Battle System Options you can select from three formulae for combining equipment elemental resistances into the effective elemental resistances for heroes. * You can now have up to 64 elements (you have to set a higher number of elements before they become available). [Ralph] * You can select menu items on Custom's main menu and graphics menu by hotkey (eg. I for Edit Items or Import Music) [Ralph] * Ctrl+F8 debug to print out the slice tree to g_debug.txt * Added Zones to maps. A zone is just a group of tiles on the map, with data attached (sadly no triggers are implemented yet). There are 9999 zones per map. Each NPC type may have a 'movement zone', confining where it can move. [Ralph] * Added drawing tools -- Draw, Box, Fill, Replace, and Paint Tilemap -- to the map editor, available in Tile, Wall, Foe, and Zone modes! [Ralph] * Press Ctrl+Z and Ctrl+Y to Undo and Redo changes in the tilemap, wallmap, foemap, and zonemap editors! These share a single near-infinite history. Certain operations delete the history. [Ralph] * Attack maximum Extra Damage raised to 32767% * You can customise the amount of experience given to heroes not in the active party in the Battle System Options menu [Ralph] * Import .hss files in Custom, and they will be automatically compiled with hspeak [Ralph] * You can now define enemy counterattacks against elemental and stat-damaging attacks! Does not use the CTR stat. [James] * Bugfixes * Bug 749: Attacks configured to do No Damage still do damage when used outside battle [James] * Bug 819: %-based attacks don't heal outside of battle [James] * Bug 9: Elemental strength/weakness/absorbtion is not yet applied to spells used outside of battle. [James] * Fixed a case where "add hero" could add more heroes than you are supposed to be able to have under certain conditions [James] * Bug 486: Chained attacks fail on stored dead targets [James, msw188] * Bug 851: Instead-chains fail or cause other chains to fail under certain conditions [James msw188] * Using an item that triggers a text box could cause a menu double-close warning if the menu item that opened the items menu was set to always close the menu [James] * Bug 845: upgrading old games that contain no shop stuff lump always produced a confusing warning [James] * 'Set tag', 'Toggle tag' and 'Close menu' options were ignored when menu items were triggered via "use menu item" [Ralph] * NPCs appearance was not updated according to tags set from a menu item or from the tag debug menu [Ralph] * "create NPC" could create NPCs with garbage 'extra data' [Ralph] * gfx_directx: fixed garbage and window resizing at startup [Jay] * gfx_directx: fixed slow screen fades and framerate [Jay] * gfx_directx: added support for all all key scancodes [Ralph, Jay] * gfx_directx: fixed fast keypresses being lost [Ralph, Jay] * gfx_directx: fixed keyboard/mouse clearing state leaving window [Jay] * gfx_directx: fixed graphical errors in Vista/Win7 [Jay] * gfx_directx: fixed Ctrl-Alt-Del crashes in Vista/Win7 [Jay] * gfx_directx: fixed slow downs caused by leaving the window [Jay] * gfx_directx: fixed window resizing/engine cursor issues [Jay] * gfx_directx: fixed garbage occurring when enabling/disabling Aspect Ratio Preservation in Options dialog [Jay] * Your MP (and the rest of the spell menu) is no longer hidden while you target a spell outside of battle. [James] * Scrolling a sprite or a maptile is now done with the new scroll tool instead of holding down the CAPSLOCK key, which was rather annoying. You can now click and drag to scroll. [Ralph] * Getting the maptile under the cursor is now done with the G key (instead of the CAPSLOCK key, which we can all agree was confusing!) [James] * "string to globals" and "globals to string" weren't working with global variable IDs > 1024 [Ralph] * Bug 863: "load tileset" and "change tileset" did not (completely) work on map layers 3 and above [Ralph] * music_sdl no longer secretly keeps seperate volume levels for MIDIs and non-MIDIs, which confused people and broke fading scripts. [Ralph] * Cursor, accept and cancel sound effects weren't used in battles [Ralph] * Could not exit from empty menus with Esc key [Ralph] * Fixes to fatal error reporting: no longer gives the option to continue if it means corrupting the game, and Custom no longer deletes working.tmp, so that you can recover your work [Ralph] * "horiz flip sprite" and "vert flip sprite" reset the sprite's palette to default [Ralph] * Trying to reorder map layers if there's only one crashed [Ralph] * Bug 865: Slices attached to map layer 0 were drawn on top of all map layers [Ralph] * Fixed an assortment of 19 bugs in HSpeak: crashes, missing error checking, miscompiling and misoptimising scripts, incorrect error messages [Ralph] * Bug 827: Flood fill in the sprite editors could count all pixels of one colour around the sprite edges as connected [Ralph] * New Plotscripting Stuff * You may no longer used the characters ", $ or = in script and variable names. * "include" is parsed differently; enclose your filenames in quotes if they contain spaces, a path, or are case sensitive * "reset hero picture" and "reset hero palette" [James] * "set slice clipping", "get slice clipping" [James, Ralph] * "create grid", "slice is grid", "set grid columns", "get grid columns", "set grid rows", "get grid rows", "show grid", "grid is shown" [James] * "load slice collection" [James] * "add hero" command now returns the party slot it added the hero to, or -1 if the party is full. [James] * "set slice edge x", "set slice edge y" [James] * "get slice lookup", "set slice lookup" [James] * "trace value" [Ralph] * "abs", "sign", "sqrt" [Ralph] * "map cure" replaces deprecated "outside battle cure" [James] * "read attack name" replaces deprecated "get attack name" [James] * "spells learned" replaces deprecated "spells learnt" [James] * "allocate timers" (removes 16 timer limit) [Ralph, James] * New script trigger for when you close a menu. [James] * "set npc ignores walls", "get npc ignores walls", "set npc obstructs", "get npc obstructs", "set npc usable", "get npc usable", "set npc moves", "get npc moves" [Ralph] * "init mouse" no longer locks the mouse to the window * "read zone", "write zone", "zone at spot", "zone number of tiles", "get zone name", "get zone extra", "set zone extra" [Ralph] * "use item", "use item in slot" [James] * "map width" and "map height" now take an optional argument, the map number [Ralph] * "mouse click"; you can test the middle mouse button now [Ralph] * "extended scancodes enabled" [Ralph] * Resolution of "get/set music volume" increased [Ralph] * "get level cap", "set level cap" [Ralph] * "load backdrop sprite", "replace backdrop sprite", "set sprite trans", "get sprite trans" [Ralph] * "hero base elemental resist as int", "set hero base elemental resist", "hero total elemental resist as int" [Ralph] * Vikings of Midgard * Stuff Only Developers Will Notice * Test suite and benchmarks for RELOAD format [Mike] * Comprehensive SCons-based build system, to replace all the others [David Gowers] * Generic resizable arrays ('vector's) to replace FreeBASIC's horrible builtin arrays. This is why you should not rush programming language features :) [Ralph] Nov 8 2010 [Ypsiliform+3] * Bugfixes * Bug 816: Freeze on attack instead-chaining on multi-stage chains * The "leader" command has never worked. * "set dead heroes gain experience" did nothing. * Bug 829: Shrinking a map could cause garbage map layers to appear; also, deleting map layers did not work * Script string literals were broken when playing games made in late 2006. * Bug 824: Back-compat issue with Curse of Vampire (affected other games) [James] * Cancel hero movement if hero speed is zero. Prevents a situation where walking a zero-speed hero could get stuck in an infinite battle loop [Ralph] * "wait for all" did not wait for NPCs when it was meant to [Ralph] * "hero pixel x/y" always returned the leader's position [Ralph] * Fix display of the airbrush options in the tile editor. [Ralph] * Music and sound effects can be previewed everywhere in Custom by hitting Enter [Ralph] * Prompt for confirmation before deleting a song or sound effect [James] * Under Unix you usually couldn't play unlumped .rpgdir games which were on a mounted filesystem other than the one containing your home directory [Ralph] * Sound effects did not stop when quitting to the title screen or loading a game [Ralph] * Windows music/sound import fixes (bug 826): * MP3/WAV import failed when Custom's path contained spaces * Sometimes MP3/WAV import went bonkers, looping over and over * MP3/OGG music couldn't be deleted or replaced with other OGGs [Ralph] Feb 8 2010 [Ypsiliform+2] * Bugfixes * Bug 815: Trailblazers Frozen * Fix crash when saving an empty menu Jan 24 2010 [Ypsiliform+1] * Bugfixes * Bug 802: tileset confusion when adding a layer * Bug 812: crash after adding a new spriteset while in full-set mode * Bug 813: crash and map corruption when linking doors to a map with more than 3 layers * Bug 814: F12 for screenshots not working for SDL backend * No longer prevents importing WAV files over 500k in size (they often become smaller than 500k when converted to ogg) * Fix missing "Quit Editing" on main menu * Fix palette browser to update added palettes and to not crash the sprite editor. Jan 08 2010 [Ypsiliform] * New Features * Press F1 anywhere in custom for help [James, Ralph, Msw, NN] * Plotscripting can now load sprites, and place them on screen. [Mike, James] * Limit on maximum items has been raised from 254 to 32000 [James] * Limit on how many item slots you have in your inventory has been raised from 198 to 600. You can also manually choose a smaller maximum. [James] * The hero editor now has an "Equipment" submenu which provides a convenient way to choose which items a hero can equip without needing to go back to the item editor [James] * Text box "shrink" can now be set to Auto, so the vertical size of the box is determined by the text in it. [James] * Press + in the text box editor to create a new box with the same style as the current box [James] * ALT+C and ALT+V to copy/paste text box styles [James] * Added "Connected boxes" navigation tool to the text box editor [James] * New enemy bitset "Never flinch when hit" [James] * New enemy bitset "Ignore for "Alone" AI" [James] * New attack bitselt "Do not cause target to flinch" [James] * Attack target modes for "Thankvenge", just like Revenge, but works on those who have cured the attacker instead of those who have harmed the attacker [James] * Last cure is now usable as an attack base stat [James] * Option in Master Palettes menu to clone the active palette's UI colour indices plus other data, without colour remapping [Ralph] * Text box exporter escapes non-printable ascii as \NNN sequences where NNN is the three digit decmal representation of the ascii code [James] * New general bitset "Don't save gameover/loadgame script IDs" [James] * New "check where scripts are used" tool, which can list all script usage (except for scripts calling other scripts) [James] * New "find broken script triggers" tool, which can list all places where a non-existant script will be triggered. [James] * The sprite editor now has a full-spriteset mode which allows you to import (or manipulate) full sprite sets instead of working one frame at a time [James] * Press E in the sprite editor to export your sprite to a file [Ralph, James] * Press + and - in the sprite editor to rotate your sprite [James] * The clone tool in the sprite editor now allows you to rotate the cloned area. [James] * The global text string editor now has a search tool [James] * Show cursor coordinates in the sprite editor [James] * g/c_debug.txt are deleted when quitting if nothing interesting happened. Older output is moved to g/c_debug_archive.txt [Ralph] * New general bitset "Dead heroes gain share of experience" [Ralph] * Pressing Esc+PgDown+PgUp or clicking the window's X (or Alt+F4 and so on) in Custom quits all the way to the save/quit menu. Pressing it again quits, saving the game as a .BAK file [Ralph] * The General Game Data menu has finally been cleaned up [Ralph] * Enemies can now have a cursor offset position so the cursor does not always have to go directly over their head. [James] * Extended attack chaining options. Now you can make an attack chain based on a tag check or a stat check. [James] * Else-Chain which is evaluated whenever the default chain is not used [James] * Instead-Chain which is evaluated right after the attack is targeted, and if it succeeds it entirely replaces the orignal attack [James] * Damage display in battles can be customized to display longer [James] * Attack chain browser for navigating and visualizing chains of attacks [James] * Attacks now have a "Learned" sound effect that can be played when the attack is learned as a spell from an item or levelup. [James] * You can test enemy dissolve animations in the enemy editor [Ralph] * The random scatter (default) enemy dissolve animation now fades out smoothly and completely [Ralph] * Added new enemy dissolve animations: Squash, Melt, Vaporise and Phase out [Ralph] * When a script error occurs, you are now shown the script callstack and given options such as entering the slightly improved script debugger. But many script errors still occur silently. [Ralph] * Each text box can now have a sound effect attached. [James] * F12 to take a screenshot, alt+tab to toggle fullscreen, and alt+F4 now work everywhere in Game and Custom with all backends [Ralph] * Attacks can transmogrify enemies into different enemies [James] * Menus are no longer limited to 21 items [Ralph] * Maps may now have up to 8 layers. You can insert, delete, and reorder layers and set the number of layers drawn beneath NPCs and heroes. [Ralph] * A new graphics backend, gfx_directx, which supports vsync, a resizeable window, and other excellent improvements over the other backends. All builds of the OHR include support for it, as long as gfx_directx.dll is present. Enable with the commandline option "-gfx directx" [Jay Tennant] * Bugfixes * Fix bug 325 "Cleaner upgrade from old-style to new-style scripts" Now you can convert your scripts to new-style and the triggers will be automatically updated for you. [James] * Fix bug 449 "Some debug keys not reset when exiting back to the game select menu" [James] * Using "advance text box" when no text box is open no longer re-evaluates the conditionals of the most recently closed text box [James] * Fix a crash bug in the script interpreter when running very large/many scripts [Ralph] * "random" didn't work when max - min > 2^31, and could be totally non-uniform. "seed random" now causes different sequences! [Ralph] * Using Ctrl+R in the tilemap editor could corrupt memory [Ralph] * The tilemap editor fill tool, Ctrl+P, would overflow and crash when filling huge areas [Ralph] * Fixed box borders being drawn wrong for small boxes, and resized boxes throughout the builtin menus to accommodate borders [Ralph] * Fixed bug 747 which was causing hero tags to not be updated immediately when a hero was added or removed [James] * Fixed bug 756 "Holding ENTER or SPACE while dismounting a vehicle can result the hero getting stuck" [James] * The default master palette is also saved in the old format, so old graphics utilities have a greater chance of working [Ralph] * Fix crash on using items that teach spells which also have textboxes selected (see Bug 750) [James] * Fix bug 547, "Level MP" was missing from the list of global text strings [James] * Fix bug 588, Heroes get free attack if stunned while selecting a target. Also fixed the fact that stun status was only pausing the ready-meter, not pausing delays. [James] * selectmenuitem and nextmenuitem did not work, unselected menus didn't become inactive when the topmost menu was changed by script, appendmenuitem sometimes added items in the middle of a menu, and the order of menu items created by scripts changed in various circumstances [Ralph] * Renamed "Random Focus" attack target setting to "Random roulette" to more accurately reflect what it does, and make sure it actually behaves randomly when used in chains [James] * EVIL bug 233 "OHR freezes on startup", unsolved for 3 years [Ralph] * The default graphics backend has been changed to gfx_sdl. That means the following gfx_fb bugs are gone: * Bug 185 - Colors messed up in full-screen mode on some computers * Bug 766 - Zonealarm thinks the OHRRPGCE is a keylogger * Keypresses often blocked for a few seconds after switching app * A whole lot of laptop keyboard problems seem to be gone or less severe, eg. bugs 334, 785, and right shift key not working * New Plotscripting Stuff * "get inventory size" and "set inventory size" [James] * "load hero sprite", "replace hero sprite", "load walkabout sprite", "replace walkabout sprite", "load small enemy sprite", "replace small enemy sprite", "load medium enemy sprite", "replace small medium sprite", "load large enemy sprite", "replace small large sprite", "load attack sprite", "replace attack sprite", "load weapon sprite", "replace weapon sprite", "load border sprite", "replace border sprite", "load portrait sprite", "replace portrait sprite", "free sprite", "put sprite", "set sprite visible", "get sprite type", "get sprite set number", "get sprite palette" "set sprite palette", "clone sprite", "set sprite frame", "get sprite frame", "sprite frame count", "slice is sprite", "sprite layer", "horiz flip sprite", "vert flip sprite", "sprite is horiz flipped", "sprite is vert flipped" [Mike, James] * "slice x", "slice y", "set slice x", "set slice y", "put slice", "slice width", "slice height", "set horiz align", "set vert align", "set horiz anchor", "set vert anchor", "free slice", "slice child", "child count", "first child", "next sibling", "last child", "previous sibling", "free slice children", "create container", "check parentage", "set parent", "parent slice", "slice screen x", "slice screen y", "put slice screen", "slice is container", "set slice width", "set slice height", "create rect", "get rect style", "set rect style", "get rect fgcol", "set rect fgcol", "get rect bgcol", "set rect bgcol", "get rect border", "set rect border", "get rect trans", "set rect trans", "slice is rect", "first container child", "next container child", "first sprite child", "next sprite sibling", "first rect child", "next rect sibling", "realign slice", "center slice", "slice collide point", "slice collide", "slice contains", "slice at pixel", "find colliding slice", "lookup slice", "set slice screen x", "set slice screen y", "clamp slice", "set padding", "set top padding", "get top padding", "set left padding", "get left padding", "set right padding", "get right padding", "set bottom padding", "get bottom padding", "fill parent", "is filling parent", "slice to back", "slice to front", "Y sort children", "set sort order", "get sort order", "sort children", "set slice extra", "get slice extra", "slice edge x", "slice edge y", "create text", "set slice text", "get text color", "set text color", "get text bg", "set text bg", "get outline", "set outline", "set wrap", "get wrap", "slice is text", "slice is valid", "set slice visible", "get slice visible", "move slice below", "move slice above". [James, Ralph] * "number from string" [James] * "set dead heroes gain experience" [James] * There are now 3 NPC extra data fields (0-2) accessible with "set NPC extra" instead of 2 [Ralph] * "suspend timers", and "resume timers" [James] * "use menu item" [James] * "reset game" [James] * Inventory manipulation commands: "item in slot", "set item in slot", "item count in slot", "set item count in slot" [James] * "update level up learning" [James] * hspeak now automatically stores a backup copy of your script inside the .hs file. Use the -n command line option if you want to disable this feature [James] * Calling initmouse now causes on-keypress scripts to be run when the mouse is clicked, and restricts the mouse to the game window so that you can actually move it to the edge. You can let the mouse leave the window with mouseregion. [Ralph] * Vikings of Midgard * More story scenes for the plot to unfold more naturally. * Enemies and elemental system completely revamped. * Even MORE subquests to explore. * "complete" up to the "world of ruin" part of the game. * Stuff only Developers Will Notice * New slice routines for rectangular objects of various styles that can be organized into a tree and positioned and sized relative to one another. [Mike] * RPG format number has been incremented to provide forward-compat warnings when loading new RPG files into old versions of game [James] April 03 2009 [xocolatl+2] * Bugfixes * Bug 684: Lower half of inventory screen gets deleted when you load [James] * Bug 348: Weapon is drawn behind other heroes [James] * Bug 689: When a hero who is currently picking a target dies, next hero's targetting was broken [James] * Bug 698: Global variables 1025-4095 couldn't be set [Ralph] * "input string" was causing an endless loop if ESC was pressed and "suspend player" was active [James] * Bug 703: NPC extra's aren't cleaned on restart [James] * Bug 700: Erroneous globals over 32767 when loading form save game [James] * Bug 710: Text box import loads door tag value into door id [James] * Bug 712: default plotstring colors are wrong after a non-title-screen load [James] * Bug 674:A line of pixels is sometimes "vomited" into the corner of the sprite editor [James] * Removed obsolete warning about long filenames from relump * Removed obsolete unneeded linux-specific hacks from unlump * Bug 646: Delay before caption doesn't seem to work [James] * importglobals and exportglobals did not work on globals 1025 - 4095 [Ralph] * Plotscripting * Show a future compatibility warning when using certain punctuation such as [square brackets] or {curly braces} in script names or variable names. This is to ease the transition for scripters when arrays become available. October 03 2008 [xocolatl+] * Vikings of Midgard * Character portraits [Fenrir-Lunaris] * New spell quests [Fenrir-Lunaris] * Other minor fixes [Fenrir-Lunaris] October 02 2008 [xocolatl] * New Features * Spells and items used outside of battle now display their target stat instead of always displaying HP [Mike] * Visual placement of hero's hand positions and weapon's handle positions. [James] * Text boxes can be exported as a .TXT file, edited with your favorite text editor or spellchecker, and then re-imported back into your game [James, Mike] * Character portraits! You can now draw 50x50 pictures for heroes and NPCs that can be displayed in text boxes [James] * You can now type in NPC numbers in NPC placement mode in the map editor [James] * You can now type in formation set numbers in foemapping mode in the map editor [James] * Draw your own graphical Text Box borders [James] * NPC-per-map limit raised from 36 to 100 [James] * New text box conditional to display menus [James] * New menu bitset to advance any open text box when the menu closes [James] * New attack bitsets * "Don't trigger spawning on kill" [James] * "Check costs when used as an item" [James] * "Re-check costs after attack delay" [James] * Bugfixes * bug 678: Ogg music problems in game with werewaffle version [James] * New Plotscripting Stuff * get hero speed [MCW] * Stuff only Developers Will Notice * Many old variables re-organized into types * Many GOSUB blocks converted to SUBs (many still remain) * The code to automatically fade songs in and out has been removed. It wasn't cool enough to warrant the headaches it caused [James] August 20 2008 [werewaffle+] * Bugfixes * Bug 669: Music continues to play when you exit back to the game browsing screen * Bug 670: Sound effect cache not flushed on game exit * Bug 671: Lingering ogg file prevents playing.tmp cleanup August 16 2008 [werewaffle] * New Features * While editing the tilemap of a map, use Ctrl+P to fill in the current maptile and all maptiles of the same type touching the current maptile with the selected maptile. This is analogous in functionality to the paint can tool in most modern drawing programs. [Cameron Wilkin] * Mark/Clone brush tool in the sprite editor and the maptile editor. Mark a rectangular region of a sprite and then use the clone tool to duplicate it. [James Paige] * Press F5 in the browser to refresh the listing, and to fetch the names of all drives (under Windows); this is no longer done automatically as it was too slow. Press backspace to go up a directory. Also sped up, and removed the 255 file limit. [Ralph Versteegen] * New default Master Palette for new games. [NeoTA, Everybody] * ohrrpgce.mas is no longer required at all, not even for custom [James Paige] * New attack bitset, "Can't be cancelled by other attacks" [James] * New attack bitset, "Do not trigger spawning on hit" [James] * *Vastly* reduced CPU usage due to allmodex and gfx_fb graphics code rewrites [Ralph Versteegen] * The script interpreter runs about 4 times faster on average than Ubersetzung! (work ongoing) [Ralph Versteegen] * Holding down the F12 key takes a screenshot every frame [James] * Item descriptions show in-battle too [Ralph Versteegen] * Full view option in backdrop & tileset import/export menus [Ralph] * Fancy improved Map Layers menu (still also available by Ctrl-L) * Each tilemap layer can now use a different tileset. [Ralph] * You can cut from tilesets as well as backdrops; hit enter or middle click to quickly cut a tile or sequence of tiles; hold down shift to keep the cut box 20x20 tile aligned while moving the mouse. [Ralph] * Formation editor improvements; animations are shown now [Ralph] * Shops display whether or not your heroes can equip weapons or armor [James] * Menu scripts on menus with the "suspend gameplay" bit turned on receive extra menu data as arguments. (Menu scripts on normal menus still receive a menu item handle) [James] * Debug keys: Ctrl+F1 lets you teleport to any position on any map instantly, using an easy minimap. Hold shift to speed about. Ctrl+F11 to overlay NPC id and (negated) reference numbers. Ctrl +/- for changing the framerate work again. Ctrl+~ to see the FPS - this works everywhere. [Ralph] * New enemy bitset, "Win battle even if alive" [Ralph] * New sound effect triggers: Learnt from item, Can't learn, Buy, Hire, Sell, Can't Buy, Can't Sell [Ralph] * New aim math options for purely percentage based aim/dodge rates: Aim%, Aim% * (100-Dog)%, Mag%, Mag% * (100-Mag)% [Adam Perry] * The mouse is usable for drawing now: the frame rate in the sprite editors has been maximised (used to be 9fps!) [Ralph] * Bugfixes * Bug 585: Curative items used wrong attack after being arranged * Custom now respects your chosen UI colors everywhere [James Paige] * Bug 590: default death sound effect played after every hit * Attempting to display a blank global text string, or the "fail" message in certain cases, would crash under Linux, and "fail" wouldn't display under Windows [Ralph Versteegen] * Importing a new master palette could black out or fail to remap UI colours. [Ralph] * unlump and relump on Linux now correctly handle uppercase rpgdirs [James Paige] * Bug 605: array-out-of-bounds when playing sound effects when no more sound effect slots are free [James Paige] * Bug 577: Memory corruption when opening sub-menus [James Paige] * Bug 608: New menus were checking equipment tags when the menu opened instead of when the menu closed * Bug 612: Problems with animating tiles on a map, including potentially corrupting the map. And changing the tileset didn't reload tile animations [Ralph] * Bug 603: Shops ignore default item value for buy/sell prices [James Paige] * Bug 625: 'Damage instead of set' % based attacks now respect the cure and harmed by cure bitsets [Yuriy, Ralph] * Just about all missing sound effects added (any more missing?), some wrong ones fixed [Ralph] * Battle Music: silence now works again * set formation song now actually works [Ralph] * Bug 586: Textbox backdrop can become the tileset with showtextbox without advancetextbox * Bug 432: "use door" sometimes goes through the door you are standing on instead of the intended one [Ralph] * Bug 481: "hero levelled" and "spells learnt" don't reset after running from battle. Also some other problems with inactive heroes not reporting from the very last command/battle only [Ralph] * Bug 637: Crash when editing doorlinks [Ralph] * Bug 639: Enemies which spawn with 0hp or 'Die Without Boss' and no bosses now die immediately, without being shown. [Ralph] * If you try to use a tile with multiple NPCs on it, the bottommost use-activation NPC is triggered instead of failing if the bottommost NPC isn't usable. [Ralph] * Fixed the bug that prevented you from using the joystick buttons to confirm certain prompts, for example, when learning a spell from an item [James] * Fixed Bug 650: One-time-use NPCs and tag-disabled NPCs no longer block pushable NPCs [James] * Bug 379: Enemies couldn't use Target: Self attacks if they had "Untargetable by Enemies" set [Ralph] * Sound effects should hopefully be less laggy now (music_sdl) * Fixed Bug 626 Bitsets altered (memory corruption) after reaching maximum number of Menu Items [James] * Preferred target weak/strong stat setting now works [Ralph] * New Plotscripting Stuff * You can now have up to 4096 global variables (global ID numbers 0-4095) [James Paige] * loadtileset, gettileanimationoffset, settileanimationoffset, animationstarttile, currentdisplaytile now take layer arguments. "change tileset" and "layer tileset" also added for layer tilesets * Changed get formation song and set formation song have to not use a +1 offset for songs, and can handle "same as map" song. This only affects recompiled scripts [Ralph] * add enemy to formation, delete enemy from formation, find enemy in formation, formation slot enemy, formation slot x, formation slot y, get formation background, set formation background, last formation, formation set frequency, formation probability, random formation [Ralph] * current text box * Vikings of Midgard * New and updated locations * New heroes and abilities * New and improved graphics * Characters now join the party through story events rather than being hired in the pub. Jan 21 2008 [voxhumana] * New Features * Attack bitset 'Do not chain if attack fails' [Mike Caron] * Equip screen displays the number by which a stat will change [James] * -s pixel smoothing now works with all bit depths, not just 8-bit [Reaxor Jones] * Attack bitsets to disable specific target slots now work for enemies also [James Paige] * Attacks can have preferred default targets based on factors such as distance or strongest stat or weakest stat [James Paige] * Customizable main menus. [James Paige] * New attack bitset "Cancel target's attack" [James Paige] * A hero for hire in a shop can (optionally) be given a specific experience level [James Paige] * New, customizable enemy dissolving styles [Mike Caron] * Tag name editor lets you browse tags at a glance, rather than searching for them by tag number [James Paige] * Browse for tags from any menu that takes tag numbers by pressing enter or space on the tag [James Paige] * Most (but not all) user interface colors in Game and Custom can now be customized. Each master palette has its own set [Simon, James] * User Interface color editor. [James Paige] * In the door link editor, you can see a preview of each doorlinks when you browse the list of doorlinks. [James Paige] * Door link editor only shows the links that are actually used [James] * Press Enter on a door in door-placement mode to go directly to the doorlink editor for that door. (only works on the first link for doors multiple conditional destinations) [James Paige] * Enemies can have a death sound effect. [James Paige] * TeeEmCee's pretty mini-map from the map-resize menu is now used for all mini-map drawing [Ralph, James] * General bitset to disable pressing ESC to run from battle [James] * Bugfixes * Temporary map state was not being deleted when exiting to the title screen, meaning maps set to remember state would be in an unexpected state from a previous game. deletemapstate was also broken. [Ralph Versteegen] * Fixed bug 257 "Mute status effect broken for enemies" [James Paige] * Fixed bug 5 "First Target attacks can hit targets besides the first" [James Paige] * Fixed bug 476, off-by-one-error in "set victory music" [James Paige] * Fixed bug 484 "Do not show spell lists if empty" was only working in battle for the first spell list [James Paige] * Having an after-battle script would prevent fightformation from returning the correct battle result [Ralph Versteegen] * More NPC activation/pushing over map edge fixes [Ralph Versteegen] * Fixed bug 237, "Stun Attacks Cancel Actions" (Old stun attacks will continue to work the same thanks to the "Cancel target's attack" bitset) [James Paige] * Fixed bug 473, "Shop data doesn't persist" [James Paige] * Fixed bug 330, "Pushed npcs are obstructionless" for new games. Old games can get the fix in the general game bitsets menu by turning off the "Simulate pushed NPC obstruction bug" bitset. Do this with caution if your game uses pushed-NPC puzzles that rely on overlapping NPCs [James Paige] * Fixed bug 21, "If you save on a door, you will go through the door when you load" [James Paige] * Outside-battle attacks that target only dead heroes no longer work on the first hero slot when no dead heroes are present [James Paige] * Attacks with target class "Enemy" are usable on allies outside battle if the "Usable outside battle" bitset is ON [James Paige] * Life spells/items that are not allowed to target live heroes are no longer usable on a hero who you just revived. [James Paige] * Fixed bug 553, "Cancelling level MP attack in battle still uses cost for that turn" [James Paige] * Input string actually works now! [Ralph Versteegen] * Fixed bug 576 incorrect camera movment and vanishing hero when using "focus camera" close to the top or left edge of a map [James] * New Plotscripting Commands * There are **71** new commands for manipulating customisable menus, too many to list! [James Paige] * get victory music * outside battle cure * get level mp, set level mp [James Paige] * Stuff only Developers Will Notice * BattleStats UDT [James Paige] * New sprite paradigm (currently used in battle) [Mike Caron] * A lot of minor clean up in many places Sept 21 2007 [ubersetzung] * New Features * New sample game! Fenrir Lunaris's modern retro epic fantasy masterpiece Vikings of Midgard! [Fenrir-Lunaris] * New Music Formats. In addition to BAM and MIDI, you can also play MP3, OGG, MOD, XM, S3M and IT [Mike Caron] * New NPC movement type: Walk In Place [James Paige] * 8-bit bitmaps can now be imported as backdrops and tilesets [Mike, Ralph] * Sound effects. in WAV, OGG, or MP3 format [Mike Caron] * Sound effect triggers in battle [Mike Caron] * Attacks can now consume or give items (up to three at once!) [Mike Caron] * "Transparent" colour in sprite editor can now be chosen (only affects the sprite editor, so you can distinguish "transparent" from "black") [Mike] * New functionality for the key is pressed() command, pertaining to joysticks [Mike Caron] * Browse menu (game + custom) now shows a drivelist under windows and lets you browse to root [Ralph Versteegen] * Press Ctrl + H while browsing to display hidden files and folders [James Paige] * Press a key in the browser to cycle through files and directories with that first letter [Ralph Versteegen] * Browse menu displays unlumped RPG files if the folder is named with a .rpgdir extension [James Paige] * You can choose an RPG to edit in custom with the same browse menu that you use to pick an RPG to play in game. [James Paige] * Custom can edit and save unlumped RPG files [James Paige] * Full Long file name support (You can create RPG files with long file names, even including spaces) * Minimap now zooms in closer on smaller maps [James Paige] * Activating an NPC who is walking away from you causes the NPC to step back closer to you, preventing the ugly situation where you are talking to an NPC who is standing a full tile away [James Paige] * Maps can be set to remember their state when you leave them, or to load from state files saved with savemapstate. You can set separate loading options for NPC and tile data. [Ralph Versteegen] * HamsterSpeak is now 32-bit. This means you can use values from -2147483648 to 2147483647 in your scripts [Ralph Versteegen] * $id="..." and $id+"..." (string literals) rewritten to be speedy and efficient [Ralph] * HSIMPORT is now obsolete, and Custom has taken over its function. Specify an RPG file/folder and an HS file on the commandline (or drag- and-drop them onto Custom), and the HS file will be imported [Ralph] * Add -z 3 to the command-line to run with a 3x zoomed screen. This Only works when running in a window, not when running fullscreen [James Paige] * You no longer need to give your scripts ID numbers; definescript is now optional. Instead, you can use this syntax to define default values for script arguments: script, myscript, required arg, optional arg = 3, begin And to declare a script that's selectable in Custom use "plotscript" instead of "script": plotscript, introduction, begin See http://rpg.hamsterrepublic.com/ohrrpgce/New_syntax for more information. [Ralph Versteegen] * Press enter/space on any field that accepts scripts to enter a script browser where you can enter an id or browse by starting letter [Ralph] * The sprite editor remembers a default palette for every sprite [James Paige] * You can use the Home/End keys in the sprite editors and browse by typing in shop/item number * You can import multiple master palettes and switch between them while editing in the View Master Palettes menu and with scripting. Master Palettes can now also be imported from the palettes of 8 bit BMP files, and from 16x16 24-bit BMP files [Ralph Versteegen] * Plotscripting Strings no longer have a max length of 40 [James Paige] * New commands for dealing with 32-bit colors (0-255, as opposed to 0-63) * Map music can be set to "same as previous map" and battle music as "same music as map", previous "none" option renamed to "silence" [Ralph] * Script buffer overflows are a thing of the past! Only a script larger than maximum size (very generous) will cause an error. [Ralph] * Tile map layers! In the map editor, use Ctrl-L to enable the new layers, Alt-F1/2/3 to enable/disable them quickly, and Ctrl-F1/2/3 to toggle their visibility. Press Ctrl+J to make the current layer jiggle so it stands out from the other layers [Mike, James] * You can export backdrops and tilesets as 8-bit BMP files [Ralph] * Press DEL in the map editor to delete the current tile Press BACKSPACE to delete tile, passability, npc, door, and foemap for the current tile [James Paige] * New zooming map resize screen to add or trim from any edge [Ralph] * Hero start location is visible in the map editor. Press CTRL+H to move the start location [James Paige] * Optional graphics smoothing. Run with -s command-line option. [Reaxor Jones] * ohrrpgce.fnt is not used anymore. [James Paige] * You can play two different RPG files at the same time and they will not clobber each other's temporary files [James Paige] * Linux version can be installed system-wide, for example, to /usr/games [James Paige] * Editing a read-only RPG file copies it to your home directory. [James Paige] * New general bitset to disable default passability by default [James Paige] * In the tile map editor you can press CTRL+R to replace every tile like the selected one. [James Paige] * Weapons can optionally require MP, HP, money or items, just like spells do (a new attack bitset) [James Paige] * Hold down Shift in the map editor to scroll quickly. [Ralph Versteegen] * Bug Fixes * Fixed bug 12: "An NPC at the edge of a wraparound map does not block the hero at the opposite edge" and bug 27: "NPCs cannot walk across the edges of a wraparound map" (consider that a feature if you want) And bug where couldn't activate touch activation NPCs over map edge And bug where avoid and chase NPCs did not know about wraparound maps [Ralph Versteegen] * Really fixed the "script arguments overflow into local variables" bug. You need to recompile your scripts to get this fix [Ralph Versteegen] * Joystick didn't work at all in the Windows version [Mike] * Bug 68: Added days, hours, minutes to Global text Strings menu for displaying playtime on the Save/Load screens [James] * Fixed missing harm tile flash [James] * Bug 155: "File browsing error: changing drives" [Ralph] * Read-only and system folders are now browseable. [James Paige] * Fixed catastrophic freezing on some computers for gfx_fb and gfx_fb2 backends [Ralph Versteegen] * While playing games in windows mode, the [X] in the top right corner that closes the window actually works now [James Paige] * Fixed bug 11, which caused the hero to moonwalk backwards around the map if you dismounted certain types of vehicles at the edge of the map. [James Paige] * Fixed bug 200, script errors and strange random behaviour when activating the place were an already-activated one-time-usable NPC was standing [James Paige] * Fixed bug 210, HP and Gold costs are deducted more than once, and are randomized [Mike Caron] * Fixed bug 203, script interpreter crashes * Fixed bug 226 Battle gets stuck when fighting a single jumping enemy with the "pause on all battle menus" bitset is on * Fixed bug 272 (Skip title screen makes input go nuts) [Mike] * Fixed bug 274 (Ascii from string: position off by 1) [Mike] * Fixed bug 240 (Background animations taking old unused formation data) [James] * Fixed bug 59 (Vehicle mount/dismount buggy if leader is not in first slot in party) [Ralph] * Fixed bug 184 "Dead" enemies can be attacked over and over again * "current song" now always returns -1 when no music is playing * Fixed bugs 30 and 58, both relating to weapon handle/hero hand points [Mike] * Fixed bug 321 (HSpeak crash with empty parentheses) [Ralph] * Fixed bug 322 (Z position of enemies in battle randomness and inconsistency between custom and game) [Ralph] * Fixed bug 178 (Spell descriptions overrun menu box) [Ralph] * Fix for bug 341 "After battle, the music speeds up" [Mike] * Fix for bug 113 "Empty spell lists should not appear in Game" [Mike] * Better command argument checking to fix crashing when moving/teleporting/ creating NPCs and heroes over map edge, and other non-fatal missing checks that allowed loading invalid heroes, items, tilesets, shops and graphics. And fix crash when standing next to map edge. [Ralph Versteegen] * New Plotscripting Commands * New HamsterSpeak flow control commands: break, continue, exit script, exit returning, switch (and case). See the HS Definition for details [Ralph Versteegen] * New HamsterSpeak reference syntax. A script name or global variable name preceded by an @ symbol will compile to the ID number of that script or global. [James Paige] * "string from textbox" [Yuriy] * "hero frame", "NPC frame" [Ralph Versteegen] * "get hero stat cap", "set capped hero stat" * "load menu" * "set [days/hours/minutes/seconds] of play", "get seconds of play" [Mike Caron] * "npc extra", "set npc extra" [Mike Caron] * "load sound", "free sound", "play sound", "stop sound", "pause sound" [Mike Caron] * "search string", "trim string" [Yuriy] * "joystick button" and "joystick axis" [Mike Caron] * new built-in logic command not() [James] * new math operators "&&", "||", "^^" (and, or and xor respectively). These are logical operators, as opposed to the bitwise "and", "or" and "xor" operators. [Mike] * "wait for scancode" [Mike Caron] * "save map state", "load map state", "reset map state", "delete map state" [Ralph Versteegen] * "party money", "set money" [Ralph] * "get tile animation offset", "set tile animation offset", "current display tile", "animation start tile" [Ralph Versteegen] * "check hero wall", "check NPC wall" [James Paige] * "set timer", "stop timer", "read timer" [Mike Caron] * "string is visible" [James Paige] * "set/get color", "rgb", "extract color" [Mike Caron] * "load palette" [Ralph Versteegen] * HSPEAK no longer produces a warning for while(true). Endless while loops were already useful, and the new "break" flow control command has made them even more useful. * "main menu" [James Paige] * "total experience", "set experience", "experience to next level", "experience to level" [Ralph Versteegen] * "milliseconds" * Unlump.exe * Ported to FreeBasic [Mike Caron] * Output directory defaults to gamename.rpgdir [James] * When run without arguments, tells windows users to drag-and-drop [James] * Can be used to unlump other lumped files too [Ralph] * cleans up on error [Ralph] * Stuff only Developers Will Notice * FreeBASIC 0.16b and newer support [Ralph] * Removal of some QuickBasic-specific code * New common.bas for code shared by game and custom * New util.bas for code that does not depend on any other part of the OHR * Some rewritten map wrapping code [Ralph Versteegen] * Rewritten Game & Custom map loading and saving [Ralph, James] * Internal data formats for NPCs rewritten with UDTs [Mike] * Same for inventory [Ralph] * Internal data formats for battle sprites (heroes, enemies, attacks) rewritten to use UDT's (in-progress) [James Paige] * Hspeak's exit code is 2 if there were warnings [Mike Caron] * Use keyval(-1) to detect when the OS has requested the program to exit * New internal master palette format has higher colour precision: 8 bits instead of 6, and multiple palettes [Ralph] * Experimental gfx_sdl graphics backend (may eventually become default on Linux) [James Paige] * Added UDTs for Hero data [Mike] * Fixed browse$ to use UDTs [James] August 03 2006 [hasta-la-qb+] * Okay, we lied. The last update wasn't nearly stable enough to be the final DOS version. * Fixed bug 220: "Hero plotscripting commands broken" [Ralph Versteegen] * Backported Ralph Versteegen's thread safety fixes [James Paige] * Backported unlump.exe and relump.exe [James Paige] July 09 2006 [hasta-la-qb] * This is the final version to support a real DOS version (GAME-QB and CUSTOMQB) You should be using the Windows or Linux versions already anyway. * New Features * Input string gets 3 new arguments, center, positionx, positiony. It also behaves a little different now. [Yuriy] * Hspeak.exe now waits for a keypress when finished, which should avoid a lot of confusion for new plotscripters who are unfamiliar with command-line tools. Also added -k option to supress this new behaviour [James Paige] * Memory usage of the QB build has been trimmed a little. Requirement for game-qb.exe is now 552kb [Ralph Versteegen] * Bug Fixes * Fixed a few bugs in inputstring, including backspace not working, missing length checking and ESC popping up the menu [Yuriy, Ralph] * Fixed bug 163, a random crash in the music import screen. [Simon, Mike] * Bug 176: "Some files appear as subdirectories in Windows browsers" [Ralph Versteegen] * Fixed an ancient bug in both the Sprite editor and the MapTile editor which caused the keyboard control to lag whenever the mouse cursor was over the drawing area. [James Paige] * Bug where filling in colour 15 (white) on edge of a tile filled in all colour 15 pixels on the edge. [Ralph Versteegen] * Bug 179: "Use of two keyispressed conditions in an if statement causes massive weirdness" - "keyispressed" command has been changed so that it now only returns a bool. It may help to recompile your scripts. If you want the old behaviour, use the new "keyval" command [Ralph] * "NPC X","NPC Y" and "NPC at spot" behaviour has been corrected: an NPC's position is now the tile its top left corner stands on [Ralph] * Bug 43: "OHR randomly locks up on the hour" [Ralph] * Fixed a bug in "alter NPC" and "set NPC speed" that caused the wrong NPC to be changed if used with an NPC reference [James Paige] * Bug 174: "Quick keypresses and mouse clicks lost in FB port" [Ralph] * Fixed a bug in "read NPC" and another bug which were causing script interpreter errors like "clean noop" [Ralph Versteegen] * Fixed script interpreter to return "1" for true in comparison operators instead of -1 (for consistancy elsewhere) [Mike] * New Plotscripting Commands * "keyval" * An existing command we forgot to mention in whatsnew: "string compare" Mar 15 2006 [tirgoviste] * New Features * Stat caps [Mike Caron] * "% based attacks damage instead of set" attack bitset [Mike Caron] * Precise weapon placement. (use . and , to choose which frame to edit) [Mike Caron] * NPC Placement Editor now shows the copy number of NPCs (the bottom number) [Mike Caron] * Bug Fixes * Pausing the music will probably cause "stuck notes" (i.e. notes that never get turned off) if any notes are playing at the time [Mike Caron] * Browsing for a replacement song, and cancelling deleted the existing song. [Mike Caron] * Rewards in battle are rewarded multiple times. [Mike Caron] * Linux: specifying a file on the command line now works even if the file is in a different directory. [James Paige] * Windows: bug 140 keyboard handling quirks [Simon Bradley, James Paige] * music_native now supports volume [Mike Caron] * fixed bug 143 and bug 150 which disabled some spells you should have been able to use, and permitted usage of some spells that should have been disabled [James Paige] * fixed bug 151 which was causing shops in non-upgraded RPG files to expect random trade-in items for all purchases [James Paige] * fixed bug that prevented the name of a spell learned from an item from being displayed [James Paige] * New Plotscripting Commands * get/set formation song [Mike Caron] * Stuff only Developers Will Notice Feb 16 2006 [serendipity+] * Emergency update to fix bug 138 (out-of-control file growth when creating a new RPG file) [Simon Bradley, James Paige] * Emergency fix to a bug which deletes all song names when 99th song slot was in use [Ralph Versteegen] * Fixed a bug in battle background animation [Mike Caron] * Fixed a hidden bug in running unumped RPGs [Mike Caron] * Fixed OoB spells [Mike Caron] * Fixed broken item-rewards display in battles Feb 15 2006 [serendipity] * New Features * !!! Native Windows port of GAME.EXE [Simon Bradley] !!! * !!! Native Windows port of CUSTOM.EXE [Simon Bradley] !!! * You can copy and paste different sized sprites across the sprite editors, and while you are drawing a sprite you now paste and transparent-paste at the current cursor position instead of top left corner [Ralph Versteegen] * Attack bitsets to disable certain target slots on an attack-by-attack basis. [James Paige] (Unfinished! Only works for heroes right now, see bug 102) * Animated backdrops in battle [Mike Caron] * Attack bitset to force the heroes to run away [James Paige] * General bitset to "Disable Hero's Battle Cursor" [Yuriy] * Attack option to set a tag (with a number of options relating to what triggers the tag, and conditional to another tag) [Mike Caron] * Added damage cap option (in General Game Data) [Mike Caron] * Spell Descriptions! (set in Attacks->Appearance) [Mike Caron] * Mute status affliction (and a bitset to make a spell mutable) [Mike Caron] * New attack bitsets: Fail if target is [poisoned/regened/stunned/muted] (so you can't mute someone twice, for example) [Mike Caron] * In Attack editor and Enemy editor you can hold ALT and press left and right to navigate records from anywhere in the menu (This feature will eventually be added to other menus also) [James Paige] * Text box editor no longer sucks! You can insert, delete, and edit anywhere in the line of text without needing to delete the end of the line. [James Paige] * New Import Music menu. This means: * The 100 song limit is gone * You can import .MIDs as well as .BAMs (and as we support more music formats, you will be able to import them too.) You can only play midis in FB GAME + CUSTOM. * Export and delete songs Until QBOHR is dropped, you can have a BAM fallback version of any MIDI file you import. Just import a MIDI over top of a BAM. [Ralph Versteegen] * Music looping: * RPG Maker style (Midi event #111 (0x6F) at the loop point), or * OHR Music Code style (for more details see http://rpg.hamsterrepublic.com/ohrrpgce/Music_Code ) [Mike Caron] * Unlumped RPGs can now be played by Game (start game like this: game foldername) * Midi versions of many of the public domain pieces in the Import folder have been added as alternatives [FyreWulff] * You can specify upto 4 different items required to trade for an item in a shop, and can set the amount required of each. Also can set amount of items you recieve for trading in at a shop. [Ralph Versteegen] * Bug Fixes * Fixed bug 107: "An MP~ stat over 66 makes all spells free" [Ralph Versteegen] * In the plotscripting dictionary, NPCcount was described as returning number of npcs at spot with NPCatpixel or NPCatspot. This is incorrect, the constant getcount does this (and more). * c and v no longer appended to a string when copying and pasting [Ralph Versteegen] * Renamed attack bitset "No Reward from target" to "Erase rewards (Enemy target only)" to clarify that it happens even if the attack does not kill the target * Fixed off by one bug in "get attack name" [Ralph Versteegen] * Buggy "set enemy rewards" and "get enemy rewards" commands removed, use (previously undocumented) "read enemy data" and "write enemy data" instead (you can use the same constants) * Fixed bug 13: "No math overflow checking in battle" And bug 66: "Absorb-damage type attacks cannot drain a percent" [Mike Caron] * Worked around bug 78: "Using Custom under DosBox dosen't allow for browsing certain areas." by avoiding the use of VAL() which is buggy in some versions of DosBox and QEMU [James Paige] * Fixed bug 98: "plotscript commands that alter enemys [sic] persist after quitting" [Mike Caron] * You can now no longer import invalid BAM music even though a warning is given [Ralph Versteegen] * Using formation sets 100+ no longer crashes game [Ralph Versteegen] * Fixed bug 24: "Numbering is wrong for backdrops and songs in the text-box appearance editor" [Ralph Versteegen] * Fixed bugs in numerous menu items where typing in a number entered incorrectly [Ralph Versteegen] * Fixed bug 109: "Passing NPC references to alternpc crashes GAME" [Yuriy] * Fixed bug 136: "Use of quotes in BAM import list causes weirdness" by scrapping .SNG storage scheme [Ralph Versteegen] * New Plotscripting Commands * "cancel map name display" [James Paige] * "suspend map music", "resume map music" [Ralph Versteegen] * "seconds of play", "set days of play", "set hours of play", "set minutes of play", "set seconds of play" [Mike Caron] * "read NPC" (counterpart of alter NPC) [James Paige] * "set hero level", "give experience", "hero levelled", "spells learnt" [Ralph Versteegen] * "get damage cap", "set damage cap" [Mike Caron] * "get music volume", "set music volume" [Ralph Versteegen] * "trace" [Mike Caron] * "get song name" [Ralph Versteegen] * Stuff only Developers Will Notice * More attack bitsets [Mike Caron] * Unified item-name editor data (all item slots are formatted the same now) [Mike Caron] * New MIDI driver [Mike Caron] * Native Linux port mostly working (games are playable and editable, Browsing still has some problems, espeically in music importing, and full-screen causes problems) [Simon Bradley, James Paige] * .SNG lump replaced with binary expandable songdata.bin [Ralph Versteegen] * Incremented RPG file version to 6. (Game only shows backwards compatability warnings when loading files in version 4 or older) [James Paige] October 03 2005 [rusalka] * Bug-Fixes * Fixed bug 18: "In the map editor, CTRL+F doesn't use default passability" [Ralph Versteegen] * Fixed bug 76: "Hitting two keys at the same time allows you to overflow text-entry fields" [James Paige] * Fixed a bug that allowed argument values to pre-fill local variables in scripts that did not have enough arguments declared (It is now safe to assume that all your local variables will start out set to zero) [James Paige] * Fixed bug 81: "fight formation() with an invalid formation would start a battle which would immediately end" [Yuriy] * To bring up the Joystick calibration screen, you should now press CTRL+J rather than just J * Fixed bug 85: "menu called when exiting a script triggered menu or screen with ESC" [Yuriy and Ralph Versteegen] * Fixed bug 86: "Foot offset is not taken into account when culling npcs and heroes to draw onscreen" [Ralph Versteegen] * Fixed bug 88: "A script buffer overflow crashes or freezes game.exe instead of displaying an error message" [Ralph Versteegen] * "NPC is walking" now returns true when the NPC is walking and false if not walking. Used to be backwards. Old compiled scripts that depended on the backwards behaviour will still work as they did before, but you will have fixed them if you recompile them. [James Paige] * New Features * plotscripting commands to read system time: system hour, system minute, system second. [Mike Caron] * plotscripting commands to read system date: system day, system month, system year. [Yuriy] * plotscripting command to find out the currently playing song. [Mike Caron] * plotscripting command run script by ID which does just that [Ralph Versteegen] * status indicators (poison/stun) via characters appended to stats in battle [Yuriy] * "No reward for targets killed" bitset (useful for monsters "running away") [Yuriy] * Command to get the ASCII code of a key being pressed (last ascii()) * importglobals behaviour extended: importglobals(slot,id) returns the value of a global without overwriting anything * Strings! Specifically: * New commands: show string(string ID) clear string(string ID) append ascii(string ID, ascii code) append number(string ID, number) copy string(dest string, source string) concatenate strings(dest string, source string) string length(string ID) replace char(string ID, position, ascii) delete char(string ID, position) ascii from string(string ID, position) string to globals(string ID, starting global, length) globals to string(string ID, starting global, length) [BIG HUGE thanks to Yuriy (Draknight2@wmconnect.com)] * New operators for strings: destid $= srcid instead of copy string(destid,srcid) destid $+ srcid instead of concatenate strings(destid,srcid) Please note that id $+ "TESTING" is NOT valid [Ralph Versteegen] * Commands to get useful strings: get hero name(string, hero) set hero name(string, hero) get item name(string, item) get map name(string, map) get attack name(string, attack) get global string(string, global) input string (string, use current) [Mike Caron] * Commands to display strings on the screen: show string at (string, x, y) center string at (string, x, y) hide string (string) string style (string, style) string color (string, color, background color) position string (string, x, y) string X (string) string Y (string) [James Paige] * ${S#} Meta String for textboxes * Support in HSpeak for "auto strings": $1="My string" That will set the string with ID 1 to "My string" * get enemy name, set enemy name get enemy stat, set enemy stat get enemy appearance, set enemy appearance get enemy rewards, set enemy rewards [Mike Caron and Yuriy] * Map limit increased from 100 to 32767 maps [Ralph Versteegen] * Transparent tile and sprite pasting in all graphics editors. Copy a sprite normally, then paste it with Ctrl + T. Transparent (colour 0) areas will not get pasted [Ralph Versteegen] * You can now use capslock + directional keys to move a tile around like you can in the sprite editor. In the tile editor however, pieces of the tile that go over the edge wrap around to the other side [Ralph Versteegen] * Place tiles without overwriting passability with the default by hitting Ctrl + D when tilemapping [Ralph Versteegen] * Attack bitset to ignore attacking hero's/enemy's Extra Hits stat [Ralph Versteegen] * Plotscript command alternpc has been considerably optimised. It no longer reloads all npcs and heros on the map [Ralph Versteegen] * New plotscript commands: get map tileset, get ambient music, set ambient music, allow minimap, allow save anywhere, set map edge mode, get map edge mode, set harm tile damage, set harm tile flash, get foot offset, set foot offset, get instead of battle script, set instead of battle script, get each step script, set each step script, get on keypress script, set on keypress script, draw npcs above heroes, map width, map height [Ralph Versteegen] * New general bitsets: skip title screen, skip load screen (which can be set or off in any combination), pause on all battle menus [Ralph Versteegen] * Stuff only Developers Will Notice * Plotscripting Dictionary Documentation is now in xml format instead of html (but still exportable to html) [Big thanks to Mike Caron] * Constants for the gen()/general() array data [James Paige] * Combined save- and load- menus to save memory (about 3.7kb) and make future changes easier [Ralph Versteegen] May 19 2005 [quaternion] * GPL Licensed source code. See LICENSE.txt * Added += and -= operators to Hspeak, thanks to a patch from The Mad Cacti and Fyrewulff * "Inns don't revive dead heroes" bitset now works on all Inns (bug 23) * "Level up for (hero)" and "(#) levels for (hero)" battle text is now customizable (bug 46) * Fixed misspellings of "enemies" as in plotscripting commands "suspend random enemies" and "resume random enemies" (Misspelled versions still work for backwards compatability) * New plotscripting commands: save in slot, last save slot, auto save, save slot used, import globals, export globals, load from slot, delete save. Thanks to Ysoft-entertainment and Ralph Versteegen (TeeEmCee) * It is now possible to display the save menu without actually saving using "save menu (false)" * New plotscripting commands: init mouse, mouse pixel x, mouse pixel y, mouse button, put mouse, mouse region, NPC at pixel Thanks to Ralph Versteegen (TeeEmCee) * Very nice plotscript buffer usage optimization. Scripts that run more than once take no extra space in the buffer, allowing you to write recursive scripts without fear of buffer-overflow. Thanks to Ralph Versteegen (TeeEmCee) * Bugs fixed thanks to help from Simon Bradley * "equip where" plotscripting command always uses hero #0's equipability data no matter which hero you specify * Bugs fixed thanks to help from Ralph Versteegen (TeeEmCee) * bug 1: item-based stat increases go away after level-up * bug 32: blank exp/gold box after battle when you earn no exp/gold * bug 47: Off by one bug in assigning script buffer and heap wastes memory * bug 54: Aim math text for Magic damage in CUSTOM is incorrect * Bugs fixed thanks to help from Mike Caron (pkmnfrk) * bug 40: Maps can be resized to invalid dimensions * bug 35: enemy spawned backwards in place of"flee-instead-of-die"... * bug 20: CUSTOM does no error checking for NPCs that point to text boxes that have been deleted * bug 63: Crash when trying to rename a hero not in party * Code cleanup (things that only developers will notice) * Cleaned up build system to make it possible for people other than me to compile if they can get ahold of a copy of QuickBasic 4.5 * (Partial) Support for compiling with QuickBasic 7.1 thanks to Mike Caron (pkmnfrk) and Ralph Versteegen (TeeEmCee) * Massive indentation cleanup thanks to David Gowers (NeoTA) * Assembly DECLARE cleanup (moved to to allmodex.bi) thanks to Simon Bradley June 28 2004 [ozarks] * Everybody who has worked so hard to try to plotscript this is going to simultaneously hate me and love me for this, but now it is possible to choose whether heroes get drawn over NPCs or NPCs get drawn over heroes. Look in the "General Map Data" menu * The general game data screen now has a separate sub-menu for password entry that explains the low-security nature of RPG file password protection. * Changed internal password storage format into something easier for third-party utility authors to support. * Fixed a bug that caused a crash if you typed a comma as the first letter of an RPG file's filename either when creating a new file or renaming an existing one. Totally re-wrote my DOS-filename-typing code so that I trust it to be reliable now * Added a few more missing customizable global text strings. "THE INN COSTS (# gold)", "You have (# gold)", "CANNOT RUN" * pressing ESC on the "Discard Changes and Quit?" menu cancels the quit rather than confirming it * fixed a math overflow in the "random" plotscripting command when the difference betweeen the low and high limits was greater than 32767 * Quick program exit keys PgUp+PgDown+ESC now work inside battle * Plotscripters rejoice! Added plotscripting commands: use shop, status screen, show mini map, spells menu, items menu, equip menu save menu, order menu, team menu October 05 2003 [paternoster] * NPCs can now be activated across the edges of a wraparound map * Fixed caterpillar hero walkabout graphics to be correctly displayed over the edges of a wraparound map. * Improved the F12 BMP-format screenshot feature to take screen shots virtually anywhere in GAME.EXE rather than just on the map or in battle. Now you can take screen shots of menus, title screen, whatever. (no such capability in CUSTOM.EXE, sorry) * Fixed the "put hero" plotscripting command so it now works for all heroes instead of just the leader * Made the "Found a (item)" and "Found (number) (items)" victory captions customizable. * Fixed a bug that caused the PAUSE key to be disabled in battle if Debugging keys were disabled * Fixed a bug that could cause recently drawn graphics to be lost under certain conditions when pressing CTRL+BACKSPACE to delete picture sets in the sprite editor * Now if a hero has zero maximum HP it will not die. This prevents the game from ending after you exit the menu on games where the heros have not been given any stats (for example, games that do not use battles) August 04 2003 [wolfwood] * Fixed the bug that premitted you to cast MP-based spells in battle even when you did not have enough MP * Fixed the bug that resets the hero's picture and palette to zero if the hero is renamed when added to the party * It is no longer possible to get invalid item 255 (item 254 is the last item) * Added plotscripting commands: set victory music, get death script, set load script, get load script, set battle wait mode, set caterpillar mode, set no HP level up restore, set no MP level up restore, set inn no revive mode, set full hero swap mode, hide battle ready meter, hide battle health meter, set debug keys disable July 31 2003 [espereble] * The Focus stat (MP-cost-reduction stat) now works * Fixed the bug that caused enemies that die from poison to vanish instantly rather than fading * Fixed the bug that caused the battle to end after killing any enemy with the boss bitset, even if other bosses or non-die- without-boss enemies were still alive. Also fixed the bug that caused die-without-boss enemies to double-die when the boss died if you had already killed them previously * Added the (optional) ability to allow players to rename heros! You can enable this feature for specific heros in the hero editor under "Bitsets". Heros can be renamed when the are added to the party or on the status screen. * Added plotscripting commands "rename hero" and "rename hero by slot" * Added the ability to embed hero names in text boxes by typeing special codes that will be replaced with the names. ${C#} is replaced by the name of the hero at position # in the caterpillar party. So if you want the leader's name, write ${C0} ${P#} is replaced by the name of the hero at position # in the party ${H#} is replaced by the name of the first copy of hero ID# * Added the ability to embed global variables in text boxes by typing the special code ${V#} where # is the global variable's ID number * Added plotscripting command "pick hero" that pops up a hero picker like the one you see when you go into the Equip menu or the Status menu. The return-value of this command is the hero that you picked (their position in the party) * The correct "Equip Who?" caption is now used when the Equip menu is opened from inside a shop * Added the ability to copy maps in the map editor. Now when you pick "Add new map" you get a choice between "New Blank Map" or "Copy of Map N" * Changed the way temporary files are cleaned up to work around the "...The operating system is denying access to the files in playing.tmp" error that occurs sometimes for some people. * Added "If this problem persists, manually delete playing.tmp" to the "...The operating system is denying access to the files in playing.tmp" error message (just in case the other fix doesn't solve all cases) * Fixed an off-by-one bug in the "change NPC ID" plotscripting command. If you were already using this command in your scripts, you may need to change them (it is no longer neccisary to add 1 to the ID number, and it is no longer impossible to change the ID to 35) * Fixed the bug which caused enemies to die if cured over 32767 HP. I believe there are still other math-overflow errors in battle which could cause crashes or incorrect behavior for extremely strong attacks or enemies and heros with extremely high stats. If anybody finds such a bug, please send me a testcase. * I have been misspelling the word "enemies" for years. If anybody catches me saying "enemys" please yell at me. * When you switch to a different map with the same music, or enter a battle with different music, the song does not restart from the beginning, it continues playing without interruption. You can force a song to restart with plotscripting by doing a "stop song" followed by a "play song" * Switched back to the old version of MIDI2BAM. The new one in the handshake update caused more problems than it fixed. * Fixed a bug that occured in games that have caterpillar party disabled. Walking over harm tiles would damage the empty spaces behind the leader where other heros would have been if caterpillar was on. * Fixed a bug that caused items marked as "cannot be sold/dropped" to be consumed if you learn a spell from them * Fixed the bug that prevented the attack with ID 0 from working in spell lists * Fixed two bugs with the text-char-picker. One, that it would insert an extra space along with every char, and second that it would ignore the text-length limit Nov 29 2002 [handshake] * I decree that henceforth all updates will have silly codenames. This update shall be known as "handshake" in thanks to everybody who helped me solve the NT/2000/XP bug. * Fixed The crash on exit in GAME.EXE under Windows NT/2000/XP If you still have an old locked playing.tmp file left over from the previous version, you may need to manually delete it once first before the new version will run. * Fixed the bug that prevented consumable items that teach spells from being consumed * Added plotscripting command "load tileset" to dynamicly change the tileset of the currently loaded map. * Fixed a crash when viewing the status screen for certain heros in some games (Powerstick Man, for example) * I neglected to mention in the last update that I added an option for "Base DEF stat" in the attack editor. * Also, In the last update I mistakenly said the text-char picker thingy was bought up by pressing ALT+SPACE. This was not true, it was actually SHIFT+SPACE, but in this update I have changed it to CTRL+SPACE, because SHIFT+SPACE was so easy to accadentally trigger when TYPING A LINE IN ALL CAPS (is everyone sufficiently confused now?) Nov 23 2002 * Made the text "(hero) has no spells" customizable. Are there any more text strings that I missed? * Fixed the mini-map when shown from a shop so it works like the mini-map from the menu or F1 * Added an attack target type that can only target dead heros. * Added pixel-perfect positioning plotscripting commands; put hero, put npc, put camera, hero pixel x, hero pixel y, NPC pixel x, NPC pixel y, camera pixel x, camera pixel y * Fixed a bug that caused the hero to become misaligned with the maptiles if you tried to mount a vehicle that was already moving * Added "Save and continue editing" to the "Exit" menu. * GAME.EXE and CUSTOM.EXE can now both detect when you attempt to run a second instance of the program without first closing the first. * Added plotscripting commands "hero by slot" and "hero by rank" which are the opposites of "find hero" and "rank in caterpillar" * Added plotscripting commands "teach spell", "forget spell", "read spell", "write spell", "knows spell", and "can learn spell" * Added a caption when you teach a hero a spell from an item * Updated HSPEAK.EXE to tolerate the corrupted line-endings sometimes inserted into scripts under Windows XP * Due to popular demand, set-to-percentage type attacks now display the difference between the old and new value of the target stat (use the "do not display damage" bitset if you want the old behavior) * Added an attack bitset for damage that is calculated and displayed but not actually inflicted. Good for "scan" type spells * Elemental bitsets on equipment now works * Added Elemental Strength/Weakness display to the Status screen in GAME.EXE. Press the "Use" key to toggle it on and off. Press the "Cancel" key to exit status. * Added Poison, Regen, and Stun afflictions in battle. To use them, create attacks that target the new "Affliction Register" target stats. For example, damage done to the Poison Register will be repeated as poison damage. Damage done to the Stun Register will become the number of seconds that the target is stunned. There is currently no visual indicator of afflictions! That will be added later. * Greatly improved the font editor. You can now edit 224 text characters, copy and paste, and import/export font files. Added three importable sample fonts in the IMPORT directory, ASCII, Japanese, and Cyrillic. * Added a character-picker accessable from any text-entry field by pressing ALT+SPACE [Edit: CTRL+SPACE] * Added "Import New Master Palette" feature to "General Game Data" menu. Now you can directly import new palettes created with Neo's PalEdit and 2MAS utilites (note that importing a new palette screws up all your existing graphics, so this is only really useful for new RPG files) * Various memory optimizations, in an attempt to further reduce the "Not Enough Conventional DOS Memory" threshhold. * Fixed the "set default weapon" plotscripting command * Fixed the broken "Require Tag" feature in shops * Fixed the crash that could occur after reloading the default passability of a large map. * Fixed bugs involving showing the tileset in GAME.EXE. If you spot any more situations where a tileset displays, a backdrop fails to display, or a map fails to reappear after a backdrop, please let me know * Fixed the bug that made it impossible for a script containing a "wait for key" command to terminate when run on a map with an on-keypress script active . * Fixed the on-keypress script handler so you can hold down a key without suspending all your other scripts. I am pretty sure that this will not break anybody's existing on-keypress scripts, but do let me know if you have any problems. * Fixed a bug where if you were holding down a key and then tapped a second key without releasing the first key, the on-keypress script handler would not be triggered even though the first key was still down * Fixed an obscure plotscripting error that could cause strange behavior after running a _very_ big script. * Various trivial bugfixes Feb 27 2002 * The last sound fix solved the problem for some people, but not everyone. Hopefully this willget sound back the way it was in June 11 2002 Feb 25 2002 * Scrounged around to free up a K or two of memory to lower the "Not Enough Conventional DOS Memory" threshhold, which has been slowly creeping upwards as I add features * Fixed a bug that cause the map tileset to be displayed if you brought up the menu while a "show backdrop" plotscripting command was active * Fixed the bug that prevented NPCs from being drawn over the edges of wraparound maps * Scrapped the changes to the music-setup that did card autodetection and INI reading altogether. They broke music for many people, and I did not get one single report of them fixing music for anybody. The soundcard is now blindly detected exactly as it was back in the June 11 2001 version Feb 19 2002 * A change in the soundcard code that will hopefully fix the new sound problems introduced in the last update. (if it doesnt, I will regress to the June 11 2001 sound code.) * Yet-another-fix for the "Dont restore HP/MP at levelup" feature, which has probably been the most buggy feature in the history of the whole program. I am fairly confident I got it right this time :) Feb 14 2002 * Fixed a bug that caused wait commands under certain circumstances to wait one game cycle longer than they needed to. This should make some complex plotscripts run a little smoother * Fixed a bug that prevented you from getting items from battle if you impatiently held down the button to skip the victory messages * Joystick calibration info is now saved and restored to the file JOYSET.INI so you do not have to re-calibrate each time you play. Note that the joystick will still not be activated unless you use a joystick button to advance the title-screen of a game * Added a menu option in the map editor to re-load the default passability for the entire map * Saved games now correctly save and restore the positions of all four heros, rather than just the leader. * Fixed a bug introduced in the June 8 2001 version that caused plotscripts to lock up if you attempted to use a "wait for NPC" command on an NPC who didnt actually exist on the map. * Implemented stealing. To try it out, make an attack with the "Steal item" bitset turned on, and make sure to give your enemys some stealable items in the enemy editor. * Changed the F6 debug key. Now instead of uselessly panning the camera to the center of the map, holding the F6 keys allows you to pan the camera freely with the arrow keys (F5 to return to the hero) * Added error checking for accessing out-of-range global script variables (variables with ID numbers higher than 1024) * Brian fixed the ASM code for importing BMP files so imported sprites no longer lose their rightmost row of pixels. Yay! * Re-wrote the Attack Menu and the Enemy Menu to save memory and make future alterations easyer. Any small differences you see in these menus are a result of the rewrite * Re-enabled copy and paste while editing graphics with CTRL+C and CTRL+V. Moved palette copying and pasting back to ALT+C and ALT+V * Added Attack Captions that can display at the bottom of the screen when you use an attack * Re-fixed the "Do not Restore HP on Levelup" bug that had resurfaced AGAIN. Added lots of comments to the code to prevent me from messing it up again :) * Added the ability to unequip one item at a time * Fixed the bug that prevented the default weapon for being equiped when you unequip a weapon with a plotscript * Greatly improved crash trapping. If GAME.EXE or CUSTOM.EXE crash they will now display useful error messages and terminate cleanly, rather than the old behavior of garbling the screen and locking up :) * Fixed a crasher in the item menu in GAME.EXE when you moved the cursor to the right from the very bottom of the menu * GAME.EXE can now read an alternate address to search for a soundcard. To try this out, download http://HamsterRepublic.com/dl/bam_port.zip and read the included .TXT file. (I expect that this will only help a very small subset of troubled BAM users) * Fixed the bug that prevented heros fourth spell list from working if it was set to type: Random * Almost every single menu in CUSTOM now supports PGUP PGDN HOME END and wraparound (the only noticeable exception is the stat menu in the hero editor) * Password entry is now starred-out to protect from spys who peek over your shoulder * Expanded the "Edit Global Text Strings" menu to allow you to change every bit of text in your game. Let me know if I missed anything. (and I probably did miss a few things) * Fixed bug that caused the game to appear to lock up if you pressed the menu key right when you walked through a door (the menu was appearing and blocking the fade-in) June 11 2001 * Repaired the glaring bug in the last version that caused corruption in the graphics editor when the UNDO buffer overflowed (and in the process, found a way to make the UNDO buffer 5 times bigger :) * Expanded the "Edit Stat Names" menu to become the "Edit Global Strings" menu that gives you the ability to change many other fixed-text strings in GAME.EXE. Eventually all strings should be customizable, but this will be a gradual process over the next few updates June 8 2001 * Cleaned up the hero spell list editor into a two-column menu where you can actually type in all the values * You can now type in the enemy number in the formation editor * Improved map-picking menu to show long map names and support PGUP and PGDN * Fixed bug that prevented music from playing when you quit and reload a saved game on a map with the same music * Fixed battle lockup when "pause on battle menus" is enabled and a hero dies when a menu is up. * Added a vehicle bitset to disable the shadow when you are flying * Updated the plotscript compiler to support := as an alternate to "set variable" (If for some strange reason you are still using the old HSPEAK version 1, this might cause some compatability problems. If you are using the old HSPEAK let me know, and I will help) * fixed a crasher caused by passing an out-of-range NPC ID to certain plotscripting commands * fixed a bug that prevented tag-dependant NPCs from immediately appearing after their tag changed * fixed a bug that could cause NPCs to get stuck mid-movement when you bring up the menu or a text-box * Added two plotscripting commands for getting NPC references which you can store in variables for later use with most other NPC-related commands. Manipulating NPCs by reference is faster than manipulating them by ID, and references allow you to manipulate any copy of an NPC not just the first one on the map. The new commands are "NPC reference" and "NPC at spot" * Updated the following plotscripting commands to accept NPC references in addition to NPC ID numbers: waitfornpc,setNPCframe,camerafollowsNPC, NPCx,NPCy,walkNPC,setNPCdirection,setNPCposition,NPCdirection, NPCiswalking,walkNPCtoX, and walkNPCtoY. AlterNPC and setNPCspeed do _not_ support NPC references because they both change data that is the same for every copy of the same NPC on the map * Added new plotscripting commands getNPCid,NPCcopycount,changeNPCID, createNPC, destroyNPC, useNPC, and getherolevel. See the plotscripting dictionary for more info. * Added an UNDO feature to the Maptile editor and the Sprite editor (keyboard shortcut CTRL+Z for both) * Fixed several plotscipting commands that accept values returned by "find hero". When "find hero" cannot find a particular hero it returns -1. several commands were treating the -1 like a 0, and therefore affecting the leader when the should have been doing nothing at all. If you have a script that used to work fine but stops working right in this version, check that you are correctly using the "find hero" command * PAUSE key no longer behaves like the USE key * Fixed a crasher in the Equip menu in games that have no items. * Fixed broken "suspendoverlay" and "resumeoverlay" plotscripting commands * An assortment of other minor fixes May 22 2001 * Added scancode.hsi plotscript include file that contains friendly names for the scancodes for use with "key is pressed" * Fixed a bug that allowed you to start a new game without triggering the new-game script if the first save slot was empty but another save slot had been used * You can now import entire tilesets from 24-bit BMP files just like you import backdrops * Under Windows 9X/ME/NT/2K (and also OpenDOS and _maybe_ OS/2), CUSTOM.EXE can now read filenames longer than 8 letters when browsing BAM and BMP and HS files to import. Long filenames for RPG files are still _not_ supported. * Added new debugging key F10 that shows plotscript interpreter status. * Added plotscripting commands "hero is walking", "NPC is walking" * Fixed spelling of "suspend caterpillar" and "resume caterpillar" plotscripting commands. the old misspelled versions still work for backwards compatability * Added load-game plotscript trigger so you can choose a plotscript that will automatically be run every time you load a saved game * Added three map-specific plotscript triggers, instead-of-battle, each-step, and on-keypress. * Added a chapter on different ways to trigger a plotscript to plotscripttutor.html * Fixed the hero-is-leader tag * Fixed an error that caused "script # became stateless" (and other errors) when scripts where double-activated * Fixed a bug in the "set hero picture" command that bounded the max walkabout picture you could set your hero to by the max number of hero battle pictures * Misc small bugfixes April 5 2001 * Added a nice 16-color-palette-browser that you can use top pick your palette. In the sprite editor it is accessed by clicking on the palette number or pressing P. You can also use it in the hero, enemy attack, item and NPC editors by pressing ENTER on the palette number * Fixed a bug-that-made-me-feel-very-stupid that was causing the hero picture/palette setting commands crash * Fixed palette-preview bugs in the NPC editor and the Attack editor * Fixed the "dont hide hero" vehicle bitset * Fixed a bug when using the CAPSLOCK key to choose a tile in maptile mode when the tile you where picking was animating * CUSTOM.EXE will now correctly load and use an altered master palette if your RPG file contains one (there is currently no built-in support for changing the master palette, but there are third-party utils that can change it) * Added a nag-screen to CUSTOM to remind people to make backup copies of their work, in the hopes that future data-lost tragedies might be averted :( March 31 2001 * Added plotscripting commands: set hero picture, get hero picture set hero palette, get hero palette, read global, write global * Maximum 16-color palettes is now 32767 instead of 99. (and they take less memory than before too!) This change required a total rewrite of the palette handling system, so be on the lookout for palette related bugs and report anything you find. * Fixed scrolling/clipping problems in the map editor after resizing or deleting a map * GAME.EXE no longer crashes trying to open a read-only RPG file (this means it should now be possible to play RPG files off a CD-ROM) * Fixed the bug that prevented files from showing up when their "Archive" bit was turned off * Fixed a bug in HSPEAK.EXE that caused it to compile to the wrong output file when you tried to compile a script file with no filename extension * If GAME.EXE fails to find OHRRPGCE.FNT then it loads the system 8x8 ROM font instead * GAME.EXE shows its version number on the file-select screen * really fixed the "dont restore HP/MP on levelup" bitsets. Honest! I tested it! both on and off! It really finally works the way it is supposed to! ... I hope :) Feb 27 2001 * After battle, gold and experience only display if you actually earn more than zero * Added a battle formation preview in the formation set editor * Typing in a number in the formation set editor is no longer off by 1 * Ally-including-dead target type now works outside of battle * If two heros use the same item at the same time in battle, only the first one will succeed and the item count will not go negative * Fixed a menu bug in the shop editor when a shop contains both items and heros * double-triggering a script that is already currently running now silently fails without displaying an error message or interrupting the running script * Added a general preference bitset to permit double-triggering of a script that is already currently running (a good way to make your game crash if you dont know what you are doing :) * PageUP and PageDOWN work on the item editing menu in CUSTOM * Larger animation buffer in battle to avoid lockups like the one in ORIGIN * Fixed reversed "Horizontal" and "Vertical" NPC pushability types * No longer able to name non-existant tags over 999 * Fixed a longstanding bug that caused scripts to crash if you tried to return() a value * fixed hero's fourth spell menu * correctly handle case-insenstive name conflicts in exported HSI files * Fixed equipwhere plotscripting command * Heros are now correctly Y-sorted * NPCs with zero speed do not get stuck when forced to move * You can now set default pasability data in the maptile editor that will automatically be applied to tiles as you place them on the map. Regular wallmapping-mode in the map editor is still available unchanged for making exceptions and fine tuning your pasability. * A new, much faster, better optimizing, version of the HSPEAK.EXE plotscript compiler (HssED has also been updated) * Added 13 more classical songs to the free BAM collection, thanks to JD Shear * Fixed RPGFIX.EXE to run in true DOS * a few misc trivial fixes that nobody will notice December 9 2000 * Enlarged the collection of free BAM music, with many thanks to Shael Riley * Added Text-search in the Text Box editor * Strengthened error-checking for corrupted data * Fixed a lockup bug in the hero appearance menu * Fixed bug that prevented the "dont restore HP on levelup" and "Dont restore MP on levelup" bitsets from working properly * Announces when you learn a new spell from a levelup * You can get multiple levelups after one battle if you earn enough experience * Added new damage base-stats "previous attack", "Last damage to attacker" and "Last damage to target" * Added new target classes "Revenge (last hit)", "Revenge (Whole Battle)", "Previous Target" and "Stored Target" * Added attack bitset "Store Target" that memorizes the target for use with later "Stored Target" class attacks. * Added attack bitset "Autotarget" that picks a target automatically when used by a hero * Percentage damage now displays the amount it changed the target stat (unless the "Do Not Show Damage" bitset is turned on) * Cancelling a BMP import import in the sprite editor no longer asks the palette question * Fixed missing spread-ally-not-self and spread-ally-including-dead enemy attack settings * Fixed a bug that could occasionally cause attacks targeting heros to fail randomly under certain circumstances * Fixed a bug that prevented Rare Items from showing up after battle * In CUSTOM.EXE you can now browse your Tag names by typing in their number instead of scrolling through them all. (People with tag names in existing games will need to scroll through them once before it will work) * When GAME.EXE is run, it checks its own filename. If it has been renamed to anything other than GAME.EXE then it will automatically try to load an RPG file of the same name from the same directory. This means if your game's name is QUEST.RPG then you can distribute a copy of GAME.EXE renamed to QUEST.EXE together with it and make it nice and easy for users to run your game * GAME.EXE no longer requires OHRRPGCE.MAS (but CUSTOM.EXE still needs it) * Supressed the warning if OHRRPGCE.FNT is missing when you start a specific RPG file from the command-line or from a renamed GAME.EXE (although without OHRRPGCE.FNT, the "Loading..." wont appear) * Fixed a bug in the "check tag" plotscripting command so that it returns 1 when the tag is true instead of -1 * Fixed a bug in damage calculation that caused defence to used incorrectly in "Sharp", "Blunt", and "Pure" attacks * Added a bitset to simulate the old Level-up bug found in very old versions of GAME.EXE and a debugging key (F7) to turn it off and on. This helps for playing old obsolete games like FUABMX that depended on the bug for proper difficulty... or you can also enable it if you happen to be making a game that would benefit from heros equipment bonuses getting merged into their stats whenever you get a levelup. Are you happy, Rya? :) * Added new debugging keys F8 and F9 to raw-edit the gen() and gmap() data. This isnt likely to mean anything to anybody but me, but it can be fun to mess with it and try to crash your game :) Sept 15 2000 * Added plotscripting commands unequip,forceequip,equipwhere, checkequipment,getdefaultweapon, setdefaultweapon, and rankincaterpillar * Fixed an embarassingly stupid error in the "NPC direction" command * Joystick buttons now behave more like keyboard keys. * Tag-debug mode now lets you turn tags OFF with CTRL- and ON with CTRL+ * Changing maps while a background is displaying no longer displays the tileset * Riding a vehicle that has door use disabled does not disable the "use door" plotscripting command, or doors that are forced by text boxes * Debugging keys can be disabled by a bitset in the General game Data menu. * Added two debugging keys to battle mode CTRL+F4 instantly runs from any battle, and CTRL+F5 gives you a million experience points * Fixed a longstanding bug that affected both the usedoor and the teleporttomap plotscripting commands, that caused "noop" errors in certain circumstances-- Woo! I have been hunting for that one for SOOOO long! It feels great to fix it! ... Hope I didnt create any new bugs in the process :) * the teleporttomap plotscripting command takes its coordinates in maptiles now, not pixels (adjust your scripts accordingly, sorry for the inconvenience) * GAME.EXE no longer leaves behind STACK.TMP in your TEMP directory * If you try to import a .HS file that is not really a compiled plotscript, CUSTOM.EXE now displays a helpful and slightly sarcastic error message instead of crashing * Added a pretty ready-meter and a health-meter to battle mode * Names and menus dissapear after you win a battle, while it shows you your winnings and levelups * Displays the correct name for "MP" on the spell select screen * Enemy's "harmed by cure" bitset no longer applies to absorbing elemental damage * Fixed lockup when trying to trigger a random battle from a completely empty formation set * Attacks can now have any stat as a "Base Stat" or "Target Stat" The "Damage MP" bitset is now obsolete, but still works for backwards compatability * New Attack Bitsets; "Absorb Damage", "Do not Randomize" "Damage can be Zero", "Reset target stat to max before hit", "Allow cure to exceed maximum", "Do not display damage", "Show attack name", "Fail vs Elemental Resistance", and "Fail vs Enemy Type" * New attack types that set the target stat to a percentage (intended for near-kill spells, cure-all spells, spells that modify stats, etc.) * Fixed a bug that could cause file bloat when pressing PGUP and PGDN under certain curcumstances in the sprite editor * Correctly checks for OHRRPGCE.MAS and OHRRPGCE.FNT and exits gracefully if they are missing May 28 2000 * Added "After battle" plotscript, which can take a single argument which is true if you won and false if you ran from the battle * Screen shots taken with F12 are now stored in the same directory as the RPG file * Added a progress meter for loading especially large directories * Now correctly cleans up temporary files when you quit a game and load another * Fixed a bug that sometimes caused scripts to interfere with each other (the intro in Wandering Hamster works again) * Fixed the bug that caused vehicles of speed 10 to freeze * When activating an NPC that changes tags, the tag changes no longer take effect instantly, they wait for the text box. * Added plotscripting functions herodirection and NPCdirection May 8 2000 * Vehicle support! Mark your map with A and B tiles in wallmapping mode, then set any NPC to one of the predefined vehicle types, or create your own vehicle types. * Converted HOWTO from text to html (with pictures!). There is still a text version, based on the html version * Added plotscript commands; dismountvehicle,iskeypressed,readmapblock readpassblock,writemapblock,writepassblock * waitforkeypress(anykey) plotscripting command now returns the value of the pressed key * Added an "After-Battle" plotscript in the "general map data" menu that automatically sends true/false for its first argument based on if you ran from battle. Also made the fightformation plotscripting command return true if you ran from battle, false if you won * Fixed a bug that caused the game timer stop if you where playing at midnight. * Maximum tag number is now 999 instead of 500 * Fixed a bug that prevented one-time usable NPCs from dissapearing if they did not trigger a text box * Added an "EXIT" button to the "Load Game" screen in GAME.EXE for the benefit of people who dont instinctively know to press ESC to get out of DOS games * Screen-shots taken by GAME.EXE with F12 are now patched for MS-paint compatability (grumble) * Sprite editor now lets you go up to 99 palettes instead of 90 * Adjusted levelup calculation, and fixed starting-experience bug for heros added at levels higher than 1 * Fixed a bug in the "resume hero walls" plotscripting command * Fixed a big bug in the "while" looping command for plotscripting now it is possible to use a while loop that iterates more than once without crashing and burning :) * You can give your game a long title and "about" information that will be displayed instead of the filename when browsing for RPG files January 31 2000 * GAME.EXE now keeps track of how long you have played a game. This is displayed on the save/load screens instead of HP * Days, hours, and minutes of gameplay are available to plotscripts via the plotscripting functions: days of play, hours of play, minutes of play * Heros and NPCs are no longer drawn 5 pixels up from the maptiles. You can now set a custom "Foot Offset" for each map * File browser now alphabetizes file listings (only by the first letter, for speed) * BMP files of the wrong size and bit depth now show up greyed-out in the import browser * The PlotScript interpreter is now more resistant to being crashed by bad scripts * Fixed cursor glytch while picking tiles in tilemap mode * Fixed the swapped menu items in the graphics menu January 25 2000 * Reorganised the main menu, and put al graphics-related stuff in an "Edit Graphics" submenu * You can now make tiles on a map damage your hero when you step on them. Press H in wallmap mode to place Harm-Tiles. (default damage is zero) * The If-tag-set-tag conditional for text boxes can now set two tags instead of just one. In making this change, I removed the "If tag then stop" conditional, as it was pretty much completely useless, and as far as I know nobody ever used it. If anyone out there did actually use it, I appologise for the inconvenience. * The airbrush tool in the MapTile editor can no longer wrap over the edge of the screen and mess up other tiles. * Yay! The mapeditor in wallmapping mode no longer flickers in a seisure-inducing way. Yay! * Eliminated OHRRPGCE.ALL and OHRRPGCE.PAL. These files are no longer needed to run custom.exe. * Fixed the bug that resulted in corrupt map data after deleting a map, and repaired Map 0 in the default new-game. * Fixed a bug that would cause CUSTOM.EXE to lock while exporting an HSI file if you gave something a name that ended with a very long number. * Fixed some crashes in the Shop Stuff editor December 21 1999 * Re-fixed the running-scripts-from-text-boxes bug. Deja-vu! I couldve sworn I fixed that already :P December 19 1999 * The HamsterSpeak syntax for math and comparison has changed. If you have a script that uses the old style of commands it will not compile correctly. See hamsterspeak.html and plotdictionary.html for details * Added the following plotscripting commands: getherostat, setherostat, setNPCspeed, suspendboxadvance, resumeboxadvance, advancebox, setheroframe, setNPCframe * Fixed bugs in the following plotscripting commands: addhero, swapouthero, swapinhero, lockhero, unlockhero * Global script variables are now stored in savegames * Autodetection and repair of corrupted maps * When you create a new text box, it takes its default appearance from text box 0 * You can now set a hero's default level to "Party Average" * TAB characters are now allowed in plotscripts * HSPEAK.EXE now runs in DOS (for real this time :) November 17 1999 * Fixed the bug that stripped scripts from the text boxes that where supposed to trigger them * Fixed the bug in the "wait for hero" plotscripting command * I had to restore from a backup copy of my code, and a few commands present in the buggy November 12 update have not been reimplemented, namely, findhero, swapspecifichero, setherostat, and getherostat November 11 1999 * Reduced the conventional memory requirements of GAME.EXE and CUSTOM.EXE Im not happy about the way I had to do this, but too many people where getting DOS memory errors. November 10 1999 * Fixed the bug in CUSTOM.EXE that sometimes caused animating maptiles to crash the program * Fixed the bug that prevented one-time-usable NPCs from disappearing after you use them November 9 1999 * Plotscripting! For more information, view plotscripttutor.html, plotdictionary.html and hamsterspeak.html. I have also included the source for the plotscripts in Wandering Hamster so you can look at them for examples * fixed the nasty, but simple bug that used to cause GAME.EXE to crash on maps numbered above 39 * CUSTOM.EXE now runs some checks on an RPG file before it will save it to help prevent corruption * Joystick support that actually works! Press J to calibrate at any time. * You can now link together Text boxes without going into the conditionals screen * The conditionals screen for text boxes is now much easyer to look at. Disabled conditions are greyed out "Always" conditionals appear in blue normal conditionals appear in brown * Quiting, or dying in battle now takes you back to the title screen, not all the way to the game select screen. * You can make your map display a default tile beyond its borders instead of usinging the camera to crop the edges. This way you can have a map where your hero is always in the center of the screen, no matter how close you come to the edges. * You can make your map wrap at the edges, so if you walk off one side, you automatically go to the other side. Great for overworld maps! (NPCs no not wrap) * GAME.EXE now prints an error message instead of locking if it cant find OHRRPGCE.MAS or OHRRPGCE.FNT * Consumable items that trigger text boxes are actually consumed now * You can give names to your Maps. these names can optionally be displayed when you enter a map, and the name of the map that you saved on will be displayed on the save/load screens (your existing maps may start with gibberish names that you will have to replace. this does not affect new maps) * If you use hero swapping to remove all of the living heros from a party, leaving an active party of all-dead heros, one of them will automatically pop back to life with 1 HP * When CUSTOM.EXE finds and attempts to recover unlumped data, it will save it with a .BAK extention instead of overwriting the existing .RPG file * assorted minor/frivolous/gratuitous bugfixes that you wont notice Aug 26 1999 * Repaired a bug in RPG file unlumping * Eliminated the delay after text boxes (actually just vastly reduced it) * Improved built-in Sprite editor and built-in Maptile editor. Added circle tool and airbrush. thanks to IronHoof for both * Assorted Small bugfixes July 8 1999 * Fixes the bug in the July 5 version that causes GAME.EXE to crash when you try to save. I cant believe I let that one slip past me! Argh! * Fixes a problem some people had with the "Do I have this item?" tags * A new feature has been added to several parts of CUSTOM.EXE that lets you delete all records after the current record. For example, RPG files created with older versions of custom.exe have 999 text boxes, even if you have not put any text in any of them. By erasing extra data you can fix the problem that some people experience with undefined heros, enemies or items getting filled with copies of the last hero/enemy/item you made. It can also slightly reduce the size of your RPG file. To use this feature, find the last record (last hero, last text box, last whatever) and press CTRL+BACKSPACE. this feature works for: -text boxes -hero data -item data -enemy data -attack data -enemy formations -map tile sets -imported backgrounds -all sprite graphics -shops * Maximum enemy definitions increased from 500 to 32767 Maximum attack definitions increased from 200 to 32767 Maximum enemy formations increased from 1000 to 32767 Maximum map tile sets increased from 15 to 32767 Maximum shops sets increased from 255 to 32767 Maximum of all types of sprites increased to 32767 (note that making 32767 hero sprites would be silly, because the limit for heros is still 40, and will remain 40 in the forseeable future) July 5 1999 * If you buy/hire everything in a shop and there is nothing left, you get knocked out of the shop (instead of giving you an unlimited free supply of the first item) * You can make a item call a text box when used. A positive "when used outside of battle" is still an attack, but a negative value now represents a text box. * Browsing for files in CUSTOM.EXE no longer crashes under real DOS * GAME.EXE does not keep all of its .SAV files in its own directory anymore. .SAV file now belong in the same directory as the .RPG files that they go with * Snapshot (F12) works again June 21 1999 * Fixed the bug that deleted the mouse cursor for some people. people who already have this problem in their RPG files need to go into the font editor and press CTRL+ALT+F to reload the default font June 18 1999 * Fixed the _other_ bug in levelup calculation. You will now have the correct stats at level 99 * Tag Naming-- You can give descriptions to your tags to help you remember what each tag means * Second "Check" and Second "Set" tags in the item data now apply to selling items instead of buying items * Save Changes/Discard Changes choice has been replaced with Continue Editing/Save Changes/Discard Changes for the benefit of people who get trigger-happy with the ESC key. * GAME.EXE no longer crashes if you highlight "CANCEL" while picking a spell to cast and press left or right * The map editor no longer crashes when placing doors on a map numbered 20 or higher * New animating maptiles! The last two tile in a set do NOT automatically animate. Instead, you need to create animation-patterns. See HOWTO.TXT for details * GAME.EXE can now browse for RPG files in any directory (browsing other drives is not yet supported) * Windows users can now associate .RPG files with GAME.EXE and run any game just by double clicking it * CUSTOM.EXE can browse for BAM files and BMP files from any directory. You no longer have to keep it all in the IMPORT subdirectory (browsing other drives is not yet supported) * The lockup bug in the shop editor has been fixed * You can give descriptive names to BAM files after you import them * A built-in font editor! * NPCs set to "Chase" or "Avoid" no longer flicker * Passwords are stored in a more secure way * You can now add up to 32767 text boxes instead of just 999 * The dialogue editor allows you to jump to any text box by typing its number * Tag-debug mode in GAME.EXE. Press F4 to enable it, and + and - to scroll through the tags * You can assign tags to be automatically set when a hero is in your party, is the leader, is alive, or is in your currently active party * You can assign tags to be automatically set when you own at least one of a particular item, have that item in your inventory, have that item equiped, or have that item equiped on a hero you are currently using [...release notes lost...] October 4 1998 * Heroswapping is done!!! (see HOWTO.TXT for details) * Fixed bug that generated "Path not found" error when running from DOS * Fixed levelup calculation. You will now have the correct stats at level 99 * Fixed bug that sometimes scrambled maptiles after a dialogue box with a background * Supports "catapillar-walkabout" parties as used in Dragon Warrior or Breath of Fire * Improved Joystick Support... it still isnt quite right, but at least it doesnt act with a mind of it's own anymore :) * Sprites are now correctly cropped on all edges of the screen. * "Rename Game" no longer erases the original file. It creates a new file under a new name, but the old one stays there for backup purposes * the "Edit NPC" option on the main menu is now a submenu under "Edit Maps" * "Erase Map Data" now also erases door links, door loactions and NPC locations. * "Resize Map" is greatly improved. (see howto.txt, line 173) * Maps are now stored more space-efficiently * Fixed the bug that created a line on the right side of imported sprites * You can disable the HP/MP restoration of a levelup * Fixed the bug that allowed you to buy an item you couldnt afford when the item requires both money and an exchange * NPC positions are preserved when you fight a battle * Fixed bug that prevented values greater than 500 on the Dialogue conditionals screen [...release notes lost...] July 27 1998 * Small, but important bugfix. In the July 26 copy, your extended text box data gets flushed if you do not modify any "General Game Data" If you are not losing text box data, you dont need to bother with this update. July 26 1998 * Fixed Step-on NPCs. they now activate when stepped on, not when stepped off * Lost of great Text-Box enhancements. Added: If Tag Then get/lose item If Tag Then get/lose money If Tag The teleport (auto-use door) Customisable sise, position, and color for text box display, optional backdrop image, music change, and Choice-box * Detects if CUSTOM.EXE crashed while unlumping, and forbids you from relumping the dammaged game-- several people have lost data because of that. * No longer crashes if you press ENTER or SPACE in the wrong place while editing enemy formations * Updated HOWTO.TXT (not much new, mostly just updated the old information) * Tags are now displayed as OFF and ON instead of 0 and 1 * You can now Import 320x200 24-Bit BMP files from _any_ drawing program, not just the ones that save them correctly... Gasp! You can even import them from Windows Paintbrush! [...release notes lost...]