REVISION HISTORY
================
VERSION 2.56b, August 2003:
 - Added GetScalingAt text script function.
 - Fixed Lucasarts-style speech being wrongly offset when character
   is near to the edge of the screen.
 - Fixed editor crash if you pressed Find Next while auto-complete
   was displayed.

VERSION 2.56a, August 2003:
 - Changed the way region tints work, to make them more useful.
 - Added RawDrawRectangle text script function.
 - Added game.anim_background_speed to allow you to modify the
   speed at which the animated backgrounds rotate.
 - DisplaySpeechAt with Sierra-style speech doesn't shrink text box.
 - FaceLocation with "turn to face" now works in Enters Screen event.
 - Increased max fonts to 15.
 - Fixed region tint in 15-bit colour.
 - Fixed crash if the player typed [ or ] into the text parser.
 - Fixed region tints not being saved in save games.
 - Fixed region light levels messing up in editor.
 - Documented custom properties.

VERSION 2.56, August 2003
 - Added GetCharacterProperty, GetCharacterPropertyText,
   GetHotspotProperty, GetHotspotPropertyText, GetInvProperty,
   GetInvPropertyText, GetObjectProperty, GetObjectPropertyText,
   GetRoomProperty, GetRoomPropertyText, ListBoxRemove,
   SetCharacterBlinkView, SetGUIObjectPosition, SetGUISize,
   SetRegionTint and StrContains script functions.
 - Added Custom Properties to allow you to easily specify options
   for hotspots, characters, rooms, objects and inventory.
 - Added option for characters speed to be adjusted in line with
   their scaling level.
 - Added option to display multiple inventory items multiple times.
 - Added option to have the text parser with dialog options, so that
   the player can either select an option or type something in.
 - Added RGB tint option for regions as an alternative to light level.
 - Added "Quick Import FLC frames" to import all frames from a FLC
   file in one go to the current sprite folder.
 - Implemented multiple select for dragging and deleting sprites in
   the sprite manager.
 - Added "Update translation file" option, to add new lines from the
   game to the translation source, whilst leaving currently translated
   bits intact.
 - Added options to translation files, to allow changing font and 
   text direction on a per-translation basis.
 - Added preliminary support for right-to-left text writing.
 - Added ability to delete sprite folders (USE WITH CARE!!)
 - Added "Lock objects in position" checkbox to the GUI editor, to
   stop you accidentally moving objects when trying to select them.
 - Added extra "Blinking" view to draw an extra animation on top of
   the character's speech animation intermittently while they are
   talking. Currently Sierra-style speech only.
 - Added 'goto-previous' dialog script command to return to previous
   topic, and 'lose-inv' command to lose the player inventory.
 - Added new "Box out" and "Crossfade" screen transitions.
 - Added option for characters to turn to face their new direction
   when using FaceLocation/FaceCharacter.
 - Added "Persistent" GUI display option, to not remove it during
   a cutscene with "GUIs turn off when disabled".
 - Added "Auto number speech lines" to automatically give a number 
   to all speech lines in the game.
 - Added feature to detect hung scripts and abort the game (for
   example, scripts like  while (1) { }  )
 - Added ability to export/import the text parser word list.
 - Added MIDI controller event support, so that MIDI commands such as
   sustain will now work.
 - Sierra-style speech now shrinks the width of the text window if
   the text is narrower than the screen width.
 - Text parser now accepts ' and - characters, and automatically
   accepts plurals of all words (ie. an 's' on the end).
 - Added ability to change sprite numbers in the Sprite Manager.
 - Increased max sprite folders to 500.
 - Increased max sprites to 15000.
 - Increased max dialog topics to 500.
 - Increased max cursors to 20 (though the new ones will only activate
   the Any Click event at present).
 - Script editor is no longer a modal window (but only if it's not
   opened from the interaction editor).
 - Changing a hotspot name now correctly marks the room as modified.
 - Sprite manager now remembers which folder you were in before
   when selecting new item graphics.
 - SetPlayerCharacter now changes the mouse cursor if an inventory
   item of the old character was active.
 - Disabled auto-complete in the dialog script editor.
 - Fixed Enters Screen Before Fadein not being run if the NewRoom was
   launched from an inventory interaction.
 - Fixed normal mouse cursor flashing up in between messages
   when Always Display As Speech was being used.
 - Fixed Sierra-style speech box overrunning the face if it had
   wide borders.
 - Fixed set-speech-view dialog command not working.
 - Fixed buttons in default inventory screen being drawn without
   transparency.
 - Fixed dialog bullet getting set even if you pressed ESC.
 - Fixed animated backgrounds sharing the palette, even when you told
   them not to. You'll need to re-import the main background in any
   problem rooms for this fix to take effect.
 - Fixed thinking view not being exported with character.
 - Fixed RunAGSGame not resetting game paused flags.
 - Fixed RunAGSGame not working if mode was passed as 1.
 - Fixed Rebuild VOX Files to delete the music.vox if there were
   previously music files, but no longer are any.
 - Fixed SetSoundVolume not taking effect with footstep sounds.
 - Fixed editor crash if "function" was the last word in a script.
 - Fixed "player.inv[index]--;" also decrementing inv[index+1]
 - Fixed SetPlayerCharacter crashing if called from game_start.
 - Fixed dialog options moving across the screen in non-GUI mode.
 - Fixed editor crash typing >200 characters into a label.
 - Fixed text window GUI being used for dialog options instead of
   the specified Dialog Options GUI.
 - Fixed GUI button text not being translated if the button also
   had an image.
 - Fixed HideMouseCursor not hiding cursor while message displayed.
 - Fixed FollowCharacter crash when stopping char from following.
 - Fixed problem with translations where \" had been used in a string.
 - Fixed dividing by zero in the script causing a fatal exception.
 - You are now always prompted to save changes to a room when loading
   another one - the Preferences setting only affects the prompt when
   you choose the "Save Room" option on the menu.

VERSION 2.55, May 2003
 - GUIs can now be named, and those names used in the text script,
   much the same way as it works with characters.
   GUIs can also now be deleted, which is safe so long as you use
   their names rather than numbers to reference them in your scripts.
 - Optimization to speed up screens with large objects, and to
   speed up rendering of characters.
 - Added "regions" as a new room area mask type. These take over
   light levels from walkable areas, and also add 'Player Walks Onto'
   and 'Player Walks Off' interactions.
 - Added support for New Game Templates, to enable the user to choose
   between a new game Sierra-style, Lucasarts-style, and so forth.
   The default blank game also now includes a simple custom inventory
   window.
 - Added DisableRegion, DisplayThought, EnableRegion, GetGameOption,
   GetGameParameter, GetRegionAt, IsInventoryInteractionAvailable,
   RunRegionInteraction, SetCharacterViewEx and ShakeScreenBackground
   text script functions.
 - Added plugin API functions GetSpriteWidth, GetSpriteHeight,
   GetTextExtent, PrintDebugConsole, PlaySoundChannel, IsChannelPlaying
 - Increased max objects per room from 10 to 15.
 - Added "Quick Save" editor option, which saves your changes but
   doesn't compile the game files. This is useful when you just
   want to quickly save your work but not test the game.
 - Added drag and drop support to sprite manager for moving sprites.
 - Added game.text_align variable to allow you to centre text within
   message boxes.
 - Added ability to use custom image as GUI Slider tracker.
 - Added option for 256-colour animating backgrounds to share the
   main background's palette, to eliminate flicker effect on
   backgrounds with more subtle changes.
 - Added basic CallTips to script editor.
 - Mirrored view frames now work with objects.
 - Editor now checks whether the starting room exists before
   saving the game, which should hopefully help newbies.
 - Added "Conditional - If mouse cursor mode is" and "Conditional - 
   If player has been to room" interaction commands.
 - If you have no mod/xm music, the player is now not loaded and
   therefore you can use all 6 sound channels simultaneously.
 - SetButtonPic now updates the button size to the size of the new
   graphic, when changing the Normal graphic.
 - Editor now prompts you to rebuild the vox files if music or speech
   has been added to the game folder.
 - Tiled sprite import now goes from left to right in rows, rather
   than top to bottom in columns - more logical this way.
 - Allow FileOpen to open files in sub-directories if FILE_READ.
 - Tinkered with avi playback code a bit to try and make it more stable.
 - Fixed spurious engine crash "no such function in script" when nesting
   scripts inside interactions.
 - Fixed walk-behind mask granularity not being updated if a background
   of a different resolution but same relative size was imported.
 - Fixed editor crash sometimes when changing GUI background image.
 - Fixed crash trying to load a game saved in a 320x240 room when
   the current room was a 320x200 room.
 - Fixed crash when characters went off the top of the screen.
 - Fixed crash passing empty string to Display/DisplaySpeech.
 - Fixed SetGUIPosition giving error message at 800x600.
 - Fixed SetMusicVolume not allowing volume less than Normal.
 - Fixed character light levels to use region 0 settings if off-screen,
   to make the character be correctly lit as they walk from off-screen.
 - Fixed black on some sprites turning to transparent when ignoring
   walk behinds.
 - Fixed replay playback sync error with 640x400-res games.
 - Fixed game crash if you had an unterminated GUI label macro.
 - Fixed crash drawing small (eg. 4x4) sprites.
 - Fixed editor crash dumping game text in long path names.
 - Fixed crash in Win9x when trying to drag sprites in the sprite manager.
 - Fixed crash entering a very long global message in the editor.
 - Fixed music crossfading while playing FLC animation.
 - Fixed anti-aliased 256-col sprites being black during fade-in.
 - Fixed on_event(ADD_INVENTORY) not running if the player already
   had one of the item.
 - Fixed Undo wiping entire script if selected when editor opens.
 - Fixed dumping game text where there was no blank line at the
   end of a dialog script.
 - Fixed anti-aliased fonts causing problems with dialog options.
 - Renamed "Always on" and "Script only" GUI types to make more sense.

VERSION 2.54, March 2003
 - Added lip-sync text reading for speech lines.
 - Added option to anti-alias TTF fonts.
 - New Linux version of the AGS Engine, thanks to Shawn Walker. This is
   available seperately for download from the AGS website.
 - Added CentreGUI, GetGlobalString, GetHotspotPointX, GetHotspotPointY,
   HideMouseCursor, SetButtonText, SetGlobalString, SetGUITransparency,
   SetMousePosition and ShowMouseCursor text script functions.
 - Added "Conditional - If player character is" and "Character - Change
   Character View" interaction commands.
 - Added checks to stop characters walking through each other, and
   a related "Can be walked through" character option in the editor.
 - Added option to Setup to anti-alias scaled characters, thanks to
   Michael Bukin.
 - Added "GUIs turn off" option for when the player interface is disabled.
 - Added game.dialog_options_x and game.dialog_options_y to allow you
   to set an offset if your dialog options GUI has a border.
 - Added game.narrator_speech to allow you to set which filename prefix is
   used for voice speech within the narrator-style Display() messages.
 - Added game.ambient_sounds_persist to allow ambient sounds to continue
   playing on room changes.
 - Added unofficial debug display console (press the ` key, like in Quake)
   which might help you track down problems with your game.
 - View frame sounds now don't play if all sound channels are in use.
 - Improved hi-colour fade out/in speed, thanks to Matthew Leverton.
 - Increased max sprite folders to 100.
 - Unhandled_event is now run if you use an inventory item on an
   interaction which does not handle that item.
 - Allow 240-height GUIs in 320x240 and 640x480 mode.
 - StopMusic now fades out the old track if crossfading is enabled.
 - Fixed hotspot walk-to points being randomly moved in the editor
   when the cursor left the top of the background area.
 - Fixed sound looping glitch disabling crossfading during a fade-out.
 - Fixed crossfading music not working while PlayVideo was playing.
 - Fixed speech positioning error with transparent GUIs.
 - Fixed RunAGSGame crashing if the old game used plugins.
 - Fixed SetFrameSound changes not being saved in save games.
 - Fixed editor crash drawing horizontal line in continuous scaling area.
 - Fixed crash in StopMusic/PlayMusic when using crossfader.
 - Fixed bottom row of pixels in a walk-behind area not working.
 - Fixed SetInvItemPic failing with inventory item 1.
 - Fixed crash right-clicking in bottom of main tree pane.
 - Fixed @overhotspot@ text popping up briefly between display lines.
 - Fixed sprite importer scrolling back to top when using right drag.
 - Fixed minor change to TTF font sizes.
 - Fixed DisplaySpeech text not staying long enough when using %s.
 - Fixed character stopping on wrong frame if the pathfinder failed.
 - Fixed problem with PlayMP3File and music crossfading.
 - Fixed dialog startup script not getting played when switching topics.
 - Fixed hotspot 0's walk-to point not being visible.
 - Fixed IsInteractionAvailable with hotspots with walk-to points.
 - Fixed crash in SetSoundVolume when multiple sounds were playing.
 - Fixed movement jumping when doing slow horizontal and vertical moves.
 - Fixed music glitching when the engine exits with an error.
 - Fixed horizontal scroll bar in sprite import window being missing.
 - Fixed crash displaying messages longer than 1000 characters.
 - Fixed UpdatePalette while skipping a cutscene.

VERSION 2.53, January 2003
 - Added GetDialogOption, GetGraphicalVariable, IsChannelPlaying,
   IsOverlayValid, PlaySoundEx, RunAGSGame, SetChannelVolume,
   SetCharacterSpeechView, SetDigitalMasterVolume, SetGameOption,
   SetMultitaskingMode and StopChannel text script functions.
 - Changed the way resolution selection works in the editor to make it much
   more intuitive and friendly to newbies
 - Added 800x600 resolution support.
 - Added IAGSEngine::GetViewFrame, GetWalkbehindBaseline, GetAreaScaling,
   GetScriptFunctionAddress, GetTransparentColor, GetRawPixelColor and
   IsGamePaused plugin API functions.
 - Added "Rebuild all room files" option to Game menu in editor.
 - Added Alt+R as a hotkey to start recording a replay mid-game.
 - Added "New room" option to File menu in editor.
 - Added "Stop running more commands", "Character - Face Location" and
   "Game - Pause command processor" interaction commands.
 - Added room variables to interaction editor.
 - Added multiple sound channel support.
 - Added crossfading option for background music.
 - Added exact palette import option for sprites in 256-colour games.
 - Added Script menu to editor, with options to jump straight to commonly
   edited global script functions.
 - Script compiler now detects mismatch of string/int in function calls,
   and multiple declarations of the same variable.
 - 640x400-res sprites are no longer stretched in the Characters pane.
 - DisplaySpeechBackground now returns the overlay number it uses.
 - Upgraded TTF font renderer, leading to much faster TTF rendering.
 - Decreased save game size.
 - Editor now warns you rather than crashing if the game files are read-only.
 - Changed maximum frame rate from 100 to 1000 FPS to help speed tests.
 - Room messages displayed as speech now use the SetSkipSpeech setting
   and ignore the "Auto remove after a time" checkbox.
 - Removed "(most detailed)" from 960x600 in Setup to try and stop inexperienced
   players from choosing it.
 - Repeatedly_execute is now not called before Player Enters Screen in a room.
 - Screen edges are now disabled while the game is paused.
 - Increased max parameters for script functions from 10 to 15.
 - Increased max GlobalInts from 300 to 500.
 - Sprite importer now displays pixel size of selection rectangle.
 - If a character view has 8 loops, but loops 4-7 only have one frame each,
   then the diagonal frames are only used when turning round, not when walking.
 - Allow 15 characters in game folder name instead of 8.
 - Fixed lockup if you tried to skip a cutscene while the icon bar was up.
 - Fixed editor minimizing after using external text editor.
 - Fixed interaction variables not getting saved in save games.
 - Fixed rare condition where game could freeze up.
 - Fixed room areas and GUI editor buttons being opaque.
 - Fixed DisplaySpeechAt not using translations and text not staying long enough.
 - Fixed rare text script string corruption after restoring save game.
 - Fixed crash when restoring game in games which used the text parser.
 - Fixed speech getting hidden behind tall thin GUIs.
 - Fixed bug restoring a game saved in a 320x200 room when in a 320x240 room.
 - Fixed viewport co-ordinates not being restored from save game.
 - Fixed DisplayAtY when "Always display as speech" was checked.
 - Fixed possible issue with IsMusicPlaying when the user had no sound card.
 - Fixed Raw changes to animated background frames not being saved in save game.
 - Fixed double-clicking an event in the interaction editor not creating a
   new action if it had previously had one which had since been deleted.
 - Fixed editor allowing you to create two variables with the same name.
 - Fixed interaction editor arguments sticking on Boolean sometimes
   even once you changed it to a different command.
 - Changed internal compiled game file format slightly.
 - Upgraded editor wxWindows version - hopefully will correct WinXP glitches.

VERSION 2.52, November 2002
 - Added AnimateCharacterEx, AnimateObjectEx, DeleteSaveSlot, GetInvAt, 
   GetRawTime, IsObjectOn, RawDrawCircle text script functions.
 - Added RESTORE_GAME event to on_event in order to let your game know when its
   just been loaded from a save game file.
 - Added game.score_sound to allow dynamic changing of the score sound.
 - Implemented speed optimisation which should boost performance in all rooms that
   have walk-behind areas, especially those with large objects.
 - Added ability to run animations backwards; see the new Animate*Ex script
   functions for more information.
 - Added 'datafile' option to config file to allow playing game off CD; PlayVideo
   now uses the data directory rather than the EXE directory.
 - Added 'Cancel' option to prompt when closing script editor.
 - Added mouse wheel support to replay recording/playback.
 - Fixed the infamous "Not enough memory to load masks" error and related Illegal
   Exception on startup, that occured to some people on Windows XP.
 - Added IAGSEngine::GetRoomMask plugin API function.
 - Increased max GUIs from 20 to 30.
 - The current zoom level is now displayed in the editor in Walkable Area mode.
 - The return key now works in the initial "Welcome to AGS" dialog.
 - VOX files are now removed on the rebuild if you remove all the music
   or speech source files from the game folder.
 - "Add Action After This" now inserts where you click rather than adding at end;
   added "Add Action Before This" option as well.
 - Fixed MoveCharacter functions resetting character frame to 0 if they were
   already moving.
 - Fixed error if you tried to export more than 140 functions from the global
   script.
 - Fixed GetLocationName/ProcessClick not obeying the SetObjectIgnoreWalkbehinds
   and SetCharacterIgnoreWalkbehinds settings; and priority problem with
   objects over walkbehinds.
 - Fixed Winsetup.exe not working with paths with spaces in.
 - Fixed IsSoundPlaying while skipping cutscene.
 - Fixed crash importing old rooms with old-style animations.
 - Fixed an error in the script header bringing up the global script when you
   clicked Yes to fix it.
 - Fixed unhandled_event not working with type 4 (No Hotspot)
 - Fixed crash when creating a room message longer than 3000 characters.
 - Fixed crash when Alt+Tabbing in windowed mode in Windows 2000.
 - Fixed "out of sync" error after playing back a replay for 10-15 mins.
 - Fixed rare crash after loading a save game.

VERSION 2.51a, October 2002
 - Fixed error loading wave files.
 - Fixed walk-behind area 15 not being able to set a baseline.
 - Trying alternate method for Save & Run to work around Windows cache bugs.

VERSION 2.51, October 2002
 - Added support for plugins to allow people to extend AGS.
 - Added sprite mirroring support to views.
 - Added smooth scaling for walkable areas.
 - Added DisplaySpeechAt, IsInteractionAvailable, SetLabelColor and
   SetTextWindowGUI text script functions; game.room_width and
   game.room_height variables.
 - Added give-score dialog script command.
 - Added replay recording and playback (currently unsupported).
 - Added 'Number dialog options' and 'Dialog options go upwards on GUI' game
   settings.
 - Speeded up room loading times.
 - Added skip type 3 (key or mouse) to PlayVideo.
 - Added 'Hide Border' option for text and list boxes.
 - ListBoxSetSelected now scrolls the list if necessary to show the
   selected item.
 - Added option to Setup to force letterbox mode, for people where 320x200
   doesn't work.
 - Made Load Room the default action for the room list.
 - Increased max sprite folders from 60 to 80.
 - If Sierra-style speech and No Auto Remove, stops portrait animating once
   the default time has elapsed.
 - Allow negative co-ordinates in SetGUIPosition, to allow you to slide the
   GUI on from off-screen.
 - Fixed new-room dialog script not stopping screen edges from taking effect
   before fadein.
 - Fixed colour problems when importing some 256-col animating backgrounds.
 - Fixed palette flicker when changing between 256-col anim backgrounds.
 - Fixed editor crash with dialog scripts >200 lines.
 - Fixed MouseOver pic not being used when GUI is switched on.
 - Fixed small OGG speech files erroneously repeating.
 - Fixed Skip Cutscene not working during voice speech.
 - Fixed hit-testing order when characters were behind objects and so on.
 - Fixed IsSoundPlaying not working properly with MP3 and OGG sounds.
 - Fixed bug with Rebuild VOX Files and OGG speech.
 - Fixed rare crash when clicking dialog option.
 - Fixed erroneous "Colour depth doesn't match" error importing animated
   backgrounds.
 - Fixed "been in no rooms" error if game started in room >300.
 - Fixed problem saving game while a mouse-y popup GUI was displayed.
 - Fixed script blocks not getting removed when Clear All Actions was used.
 - Fixed characters occasionally getting stuck if movement was stopped halfway
   into a move.
 - Fixed editor getting minimized after testing the game.
 - Fixed Setup Game option from editor not saving settings to the right place.
 - Fixed @overhotspot@ not blanking out over empty areas.
 - Fixed Voice Only mode displaying blank text box with Sierra-style speech.
 - Fixed issue with area-specific character views messing up along the edge.
 - Fixed save games not working properly if saved in an extended room ( > 300)
 - Fixed script editor window losing focus when you switch away.
 - Missing speech files now write to log rather than exiting game.
 - Engine now quits gracefully rather than crashing if you use invalid
   walkable areas.
 - Fixed rare crash when saving a room.
 - Fixed Setup saving settings not then being used by the engine that run.
 - Upgraded allegro version, to hopefully fix black screen issues.

VERSION 2.5b, September 2002
 - Added StrSetCharAt text script function.
 - Added ability to use number keys 1-9 as shortcut to select dialog options.
 - Added ability to have text and image on GUI buttons. Note currently
   the text will always be in the top-middle of the button.
 - Fixed issue with AreCharObjColliding in 640x400.
 - Fixed rare random crash bug when a script function ended.
 - Fixed DisplayAtY and RawPrintMessageWrapped not working properly
   at 640x400.
 - Fixed "symbol table overflow" with very large global scripts.

VERSION 2.5a, September 2002
 - Fixed problem with hi-res walkbehinds in newly created rooms.
 - Fixed crash bug when importing characters.
 - Fixed crash bug occasionally when exporting GUIs.

VERSION 2.5, September 2002
NOTE: Graphical scripts and Animations have been removed completely from
this version - the engine can no longer run old rooms that used them.
NOTE: It is now IMPOSSIBLE for your game to be de-compiled - even by me.
Take special care to backup more in future.
NOTE: Back up your game before using this version, as many changes have
been made and it's possible that the upgrade may cause problems.
 - Totally re-written interaction editor, which now combines the old
   graphical scripts into the main interaction window.
 - Optimised drawing of large objects to improve frame rate.
 - New built-in script editor, with syntax highlighting, auto-complete
   and more!
 - Added OGG Vorbis support for music, speech and sound effects.
 - Added DisplayMessageAtY, FileIsEOF, GetMessageText, GetTranslationName,
   GetWalkableAreaAt, ListBoxSetTopItem, PlayMP3File,
   RawPrintMessageWrapped, RunInventoryInteraction and SetFrameSound text
   script functions.
 - Walk-behinds for 640x400 rooms are now 640x400 res, allowing proper
   walk-behind effects in hi-res. Note currently since there's no zoom
   feature it's very difficult to do this in the editor - best idea is
   to use the Import Mask feature.
 - Added option to set a sound effect for a view frame - should be useful
   for doing footstep sounds and so forth.
 - Added "player" alias to dialog script meaning current player character
 - Increased maximum characters in a game from 50 to 150.
 - Increased maximum frames per loop to 20 and loops per view to 16.
 - Increased maximum options per dialog topic from 15 to 30.
 - Increased maximum inventory items from 99 to 300.
 - Increased GUI button/label limit from 80 to 150.
 - Using "..." as text to DisplaySpeech or in a dialog script pauses the
   conversation briefly as if the characters are stopping to think.
 - In 256-color games, animating backgrounds now each get a different
   palette, so they don't all have to use similar colours to the first.
 - Added mouse wheel and middle button support.
 - Added "Save and Run" button to Setup.
 - Added 'Handle inventory clicks in script' option to game settings
   to enable you to handle clicks on inventory items in your script.
 - Added "set-globalint" dialog script command.
 - Made running at 85 Hz an option in Setup rather than forcing it,
   since TFT monitors / laptops can't do it.
 - Save games now save the changes made by Raw functions.
 - Added support for passing error message and line number to external editor.
 - Renamed IsVoxAvailable to IsSpeechVoxAvailable to avoid confusion.
 - "Revert to default fonts" now sets back fonts 0-2 to defaults.
 - GUI editor now only resizes a GUI button when you change its image.
 - Added right-click Copy Co-ordinates to main room display window.
 - SetNormalFont now affects built-in dialogs (quit/save/etc).
 - Transition from preload screen to first room now uses your preference
   rather than a forced fade-out.
 - Fixed end of MP3 speech getting cut off.
 - Fixed EXE icon not being applied to game window.
 - Fixed speech text positioning with tall GUIs.
 - Fixed editor scroll bars not updating when importing large background.
 - Fixed character talking colour having to be below 256.
 - Fixed translations of global messages 984-999 not working.
 - Fixed bug with AreCharObjColliding, and made it pixel-perfect.
 - Fixed translations of GUI buttons not working.
 - Fixed "Stack pointer not 0" error using arrays as local variables.
 - Fixed crash on finish of importing text dump.
 - Fixed Sierra-style speech appearing under large top GUIs.
 - Fixed issue with animated backgrounds with odd widths and heights.
 - Fixed "character[CHARID.animating" crashing compiler
 - Fixed MOD music getting disabled after playing AVI/MPG.
 - Fixed SetAreaLightLevel crash with using area 15.
 - Fixed Add Inventory interaction using Data instead of VAL for the value.
 - Fixed outline fonts not working for dialog options.
 - Fixed glitching sometimes when mp3 music looped.
 - Fixed text dump import resetting room options.
 - Fixed very rare crash bug when changing rooms.
 - Fixed game.bgspeech_game_speed to work properly.
 - Fixed GetMIDIPosition and GetMP3PosMillis during a skipped cutscene.
 - Fixed DisplaySpeech when character talking colour was 0.
 - Fixed "No MIDI music" setting playing music anyway.
 - Fixed false AnimateObject error message when using AnimateCharacter.
 - Fixed bug where speed of first frame of speech animation was wrong.
 - Fixed following character problem if you changed room before the
   follower got to the current one.
 - Minor editor bug fixes.
 - Changed MP3 decoder from Xing to mpg123 for licensing reasons.

VERSION 2.4b, July 2002
 - Added IsMusicVoxAvailable text script function.
 - Editor now checks whether a sprite is part of a view before letting you
   delete it.
 - Editor makes backup copy of old game file and sprite file before saving.
 - Un-checking the external editor now keeps the file name for future use.
 - Fixed crash with messages longer than 350 characters.
 - Fixed walking onto screen from off-edge if NewRoomEx was used.
 - Fixed editor crash if a character had no normal view.
 - Fixed crash on RunDialog use inside dialog_request - error msg instead.
 - Fixed strange behaviour if SetViewport was called from repeatedly_execute.

VERSION 2.4a, July 2002
 - Implemented fade in with hi-color games.
 - Screen edges are now ignored during Player Enters Screen, which allows
   you to move the character in from beyond the edge without it changing
   rooms afterwards.
 - Editor now warns if you rename a game directory to >8 characters.
 - Fonts now drawn smaller in editor if Don't Scale Up is selected.
 - Fixed SetSkipSpeech style 3 not being skipped in cutscenes.
 - Fixed editor crash if GUI width/height was set to 0.

VERSION 2.4, July 2002
NOTE: Graphical scripts have been removed from this version. You will
need to re-do them as text scripts. Sorry. Rooms with graphical scripts
will continue to work until you modify the room in the Windows editor at
which point the graphical scripts will be removed.
 - NEW! Windows-based IDE.
 - Added TTF font support.
 - Added support for game translations.
 - Added support for MP3 speech files and sound effects.
 - Added support for AVI and MPG video (Windows engine only).
 - Added sprite caching system to decrease engine memory use.
 - Added ability for player to skip cutscenes; see StartCutscene for info.
 - Removed old-style translations, and moved remaining built-in messages
   to global message slots 984-995.
 - Added CallRoomScript, EndCutscene, GetMP3PosMillis, GetTranslation,
   IsTranslationAvailable, MoveCharacterPath, PlayAmbientSound, 
   PlayVideo, SeekMP3PosMillis, SetCharacterProperty, SetLabelFont,
   SetMouseBounds, SetNextCursorMode, StartCutscene, StopAmbientSound,
   StrGetCharAt, StrToLowerCase, StrToUpperCase, and WaitMouseKey text
   script functions.
 - Increase limit to 6000 sprite slots, 300 views.
 - Changed names of functions InterfaceOff and InterfaceOn to GUIOff and
   GUIOn, since a lot of AGSers now weren't around when Interfaces were
   used, and so are getting confused with these function names.
   The old InterfaceOff and On will still work for the time being so you
   don't have to change any code, just try to use GUIOn/Off from now on.
 - Added a few new Windows engine Setup options.
 - Added option to draw inventory cursor hotspot dots.
 - Added [optional] words to Said parser.
 - Added (INVSHR) to draw small items at actual size rather than stretching.
 - Added missing "Pick up character" event, and added User Mode 8 & 9 events
   to character, object and hotspot interactions.
 - Music file load failure now lets you know via the debug log.
 - Added Alt+X as the new engine break key, to replace Ctrl+alt+end.
 - Added %d/%s support to DisplaySpeech.
 - @overhotspot@ now displays nothing while the wait cursor is in effect.
 - Changed name of AC2GAME.DAT to AC2GAME.AGS to work with explorer better.
 - Go To Screen now makes sure character is placed within screen edges on
   new screen.
 - Walkable area 0's zoom level is now used if a character walks through
   it with MoveCharacterDirect.
 - Fixed AnimateObject flashing up frame 0 of loop 0.
 - Fixed flickering and mouse cursor problems while displaying dialog
   options in Windows engine.
 - Fixed SetButtonPic not updating if cursor was over button at the time.
 - Fixed problem when walking off left of scrolling rooms.
 - Fixed text staying on screen too long sometimes with voice speech.
 - Fixed crash when walkable area 15 was used.
 - Fixed walkable area 15's zoom and light levels not working.
 - Fixed inverted colours on some graphics cards at 16-bit.
 - Fixed skipping cutscene with blocking Display() and talkie games.
 - Fixed character walking on the spot at end of movement sometimes.
 - Fixed crash when moving with certain walkable area configurations.
 - Fixed mouse cursor moving to right when clicking top of icon bar.
 - Fixed idle animation not releasing properly if speech started in the
   middle of it.
 - Fixed rare "error -2" crash when changing rooms.
 - Fixed strings overwriting each other in text script nested function calls.
 - Fixed mouse moving problem with windowed-mode Win engine.
 - Fixed speech text appearing under GUI when near top of screen.
 - Fixed Windows engine crashing when close button was clicked.
 - Fixed Dissolve screen transition.
 - Fixed messed up colours on some systems in 15-bit.
 - Fixed SetObjectIgnoreWalkbehinds going behind all objects.
 - Fixed AreCharObjColliding returning 1 when object was off.
 - Fixed GetSaveSlotDescription and ListBoxSaveGameList returning
   "Invalid Slot" after being run a few times.
 - Fixed "GUI unchanged when disabled" greying out text buttons.
 - Fixed being able to activate inventory items out of sight in custom
   inventory window.
 - Fixed walkable area 15's light and zoom settings not being saved.
 - Fixed various issues with sound in Windows engine.
 - Fixed crash when playing some 640x400 games at 320x200.
 - Fixed room loading crash bug if a message was longer than 300 characters.
 - Fixed compiler crash if you did  Display("Text",);  now prints an error
 - Fixed crash bug if pressed a key during a complex cutscene
 - Fixed MP3 glitching at very low frame rates (<10 fps)
 - Fixed positioning of QFG4-style dialog options box if DisplaySpeech
   text script function used instead of dialog script.

VERSION 2.31, March 2002
 - Added ChangeCursorHotspot, DisplayAtY, FileWriteRawLine,
   IsInterfaceEnabled, IsObjectMoving and UpdateInventory text script
   functions.
 - Added [ as line break character to GUI labels.
 - Added game.skip_display script variable.
 - Background speech text is now removed when a character starts talking
   properly.
 - The engine now attempts to spot you using an int as a buffer by accident.
 - GUIs are now drawn on top of all screen overlays.
 - character[].animating is no longer 1 while idle animation is playing.
 - Screen edges now only take effect while the game is not in Wait mode.
 - Fixed unhandled_event happening when an Any Click event was used.
 - Fixed StopDialog not working at all.
 - Fixed parse error using ',' inside array index.
 - Fixed activating an interaction just before character leaves the screen.
 - Fixed dialog options GUI being too wide when short options.
 - Fixed mouseover picture on GUI buttons flashing up on InterfaceOn.
 - Fixed SetCharacterIdle if an idle animation was already playing.
 - Fixed glitch with pixel-perfect click detection at edges of sprites.
 - Fixed idle animations with following characters.
 - Fixed text colors when running at 15-bit.
 - Fixed lack of border around standard text window.
 - Fixed idle animations kicking in when they shouldn't.
 - Fixed Any Click response scripts overriding earlier interaction scripts.
 - Fixed DOS engine leaving artifacts when moving from 320x240 to 320x200.
 - Fixed some issues with extra animations playing after ReleaseCharView.
 - Fixed MP3 music skipping in ShakeScreen and during room loading.
 - Fixed repeating multi-loop animations jumping back to wrong frame.
 - Fixed clicking at current location stopping idle animation.
 - Fixed wait cursor not appearing when clicking option in dialog.
 - Fixed various pathfinder issues.
 - Fixed text in normal dialog box being transparent.
 - Fixed LEC inventory not updating when scrolling up/down in list.
 - Fixed users typing [ into text boxes.
 - Fixed SetCharacterWalkBehinds going in front of characters.
 - Fixed SetCharacterIdle not kicking in for a second.
 - Fixed "Error initializing sound" when "No sound" selected.
 - Fixed speech being left on screen if followed by normal textbox.
 - Fixed backspace not working in input boxes.
 - Moved dialog options window across to right when using full-screen pics.
 - Restricted FileOpen to only allow access to files in game directory.
 - Disabled F1 in roomedit because it could crash the program.

VERSION 2.3, January 2002
NOTE: This version of AGS has undergone major changes, and so the engine can
no longer run old games. You need to load and save your game in RoomEdit to
update it.
 - New pathfinder, which should generate better routes.
 - Added ability to call global script functions directly from local scripts,
   and script header file. See section 4.4.2 in the manual for information.
 - Added basic text parser, works similarly to the AGI one. See section 4.6
   in the manual for more information.
 - Added List Box GUI control.
 - Added ChangeCursorGraphic, GetCharacterAt, GetGUIAt, GetGUIObjectAt,
   IsGUIOn, IsKeyPressed, ListBoxAdd, ListBoxClear, ListBoxDirList,
   ListBoxGetItemText, ListBoxGetNumItems, ListBoxGetSelected,
   ListBoxSaveGameList, ListBoxSetSelected, MoveToWalkableArea, ParseText,
   RawClearScreen, RawDrawImage, RawDrawLine, RawDrawTriangle, RawPrint,
   RawRestoreScreen, RawSaveScreen, RawSetColor, RunCharacterInteraction,
   RunHotspotInteraction, RunObjectInteraction, Said, SaidUnknownWord,
   SetCharacterBaseline, SetCharacterIgnoreLight,
   SetCharacterIgnoreWalkbehinds, SetObjectClickable,
   SetObjectIgnoreWalkbehinds, StopMusic and TintScreen text script
   functions.
   Removed CallGlobalScript, CaptureScreen, CapturedPrint and EndCapture as
   they are now obsolete.
 - Optimised GUI drawing to eliminate LEC-style slowdown.
 - Added on_event text script event function, to let you have a common script
   to be run whenever the player enters a new room, and so on. Manual 4.4.1.
 - Added option to make characters turn to face the new direction before
   starting to walk.
 - All background music MP3 files can now be put into a special MUSIC.VOX file,
   similar to the way SPEECH.VOX works.
 - Finally fixed the sound selection list boxes in AGSWin setup.
 - Sierra-style inventory now scrolls if there are too many items to fit, and
   right mouse button cycles between Select and Look modes.
 - Added QFG4-style speech (black screen with talking view on left hand side).
 - Added "ignore lighting" and "no turning" character options to roomedit.
 - FaceLocation/FaceCharacter now use diagonal loops where available.
 - AGSWin now integrates itsself into explorer so you can double-click .AGS
   files to run them. This means you can rename AC2GAME.DAT to YOURNAME.AGS
   and double-click it to run the game.
 - Added (INVNS) which does the same as (INV) except that it does not stretch
   the item picture.
 - Added inventory interactions to unhandled_event.
 - Added game.total_score text script variable.
 - Edges of text windows can now be transparent.
 - If the mouse cursor has been changed from the default for the current mode,
   the wait cursor will not show when Wait() is called.
 - Save games can now be loaded if the VOX file has been added/deleted since
   the position was saved.
 - Upped limit to 19 hotspots (sorry, quick fix, more later).
 - Roomedit now allows cycling through all skip speech modes.
 - Pressing key does not now skip speech text if the icon bar is popped up.
 - Idle loops are no longer chosen at random - instead, the character's
   current loop number is used.
 - Added script header file, which is included into all scripts to prevent
   having to manually import functions into every room.
 - Added new-room dialog script command.
 - Fixed script problem with importing strings and using arrays.
 - Character export/import now deals with idle views.
 - Added "top-right" and "bottom-right" transparent corner for sprite import.
 - QFG4-style speech window now shrinks text window to fit text.
 - Speech text uses GUI fgcol instead of character talk color if a background
   text window is used for speech.
 - Changed the way Test Game works, to help with bugs when return to roomedit.
 - Fixed hi-colour PRELOAD.PCX not being shown.
 - Fixed "Object 9 can't move".
 - Fixed MP3 volume not being altered if the track is currently playing.
 - Fixed demo game using LEC interface for dialog options.
 - Fixed GetMIDIPosition returning -1 when a song was playing.
 - Disabled Ctrl-V while speech text is displayed.
 - Fixed text color problem in 15-bit colour.
 - Fixed SetGUIPosition in large (>320x200) rooms.
 - Fixed SetObject/CharacterTransparent with full transparency level.
 - Fixed AnimateCharacter if an idle loop was running at the time, and other
   idle animation problems.
 - Fixed transparent edges for text windows.
 - Fixed nasty crash on startup in Win engine.
 - Fixed problem going to 640x400 from 640x480 full screen room.
 - Internal info: upgraded both engines to Allegro 4.0 (from 3.1 DOS & 3.9.37
   Win) and switched to using ALMP3 v1.5 MP3 player.

VERSION 2.22, December 2001
 - Added GetMIDIPosition, IsButtonDown, SeekMIDIPosition, SetObjectBaseline,
   SetNormalFont, SetSpeechVolume, SetSpeechFont and SetSpeechStyle text
   script functions.
 - Added add-inv, set-speech-view dialog script functions.
 - Added Text Box GUI control.
 - Added text dumper to roomedit, to allow easy game translation and
   spell-checking.
 - Added option for QFG4-like dialog options display (ie. in text window).
 - Added option to draw text box behind sierra-style speech, aka KQ6.
 - Added ability to set hotspot for inventory mouse cursors.
 - Added "Jump to view" button to Visual, Views tab in roomedit.
 - Added buttons to change zoom level by +/- 1 as well as +/- 5.
 - Added safety checks to file I/O functions to stop engine crashing
   if invalid data is supplied.
 - Added game.following_room_timer, game.speech_text_gui, game.swap_portrait
   and game.text_shadow_color script variables.
 - Added F12 to take screenshot in roomedit.
 - Added option to PlayFlic to turn off stretching to full screen.
 - Added system.windowed script variable.
 - Added datadir section to acsetup.cfg to allow data files to be loaded
   from alternate directory (eg. CD-ROM, etc).
 - Upped GlobalInts to 300.
 - Upped vox file limit to 2000 files.
 - Upped to 20 SetTimers for the script.
 - Jibbled following characters a bit so if you don't join on a screen edge,
   they will appear where the player entered a few seconds later.
 - Text window background is now used when specifying it for dialog options.
 - Changed music search order to MP3, WAV, MID, MOD, XM.
 - Split resource files (.001, .002, etc) are placed in parent folder.
 - Windows engine will now continue anyway if it can't init sound.
 - Disabled Ctrl+V during Wait() statements cos it could desync the music.
 - Colour 0 for dialog options GUI now does transparent.
 - Fixed SetCharacterClickable.
 - Fixed cursor staying on old item after combining items.
 - Fixed S3M's not being included in EXE.
 - Fixed SetScreenTransition's effect only lasting for one transition.
 - Fixed mouse cursor animate only over hotspot problem in 640x400.
 - Fixed graphic overlay positioning at different resolutions.
 - Fixed mp3 skipping when mouse button held down in save/restore dialog.
 - Fixed SetAreaLightLevel adjustments not being saved in save games.
 - Fixed mouse cursor not skipping speech text if over GUI.
 - Fixed random idle loop being chosen if it is a continued long animation.
 - Fixed cursor changing back to arrow after looking at item in Sierra inv.
 - Fixed pressing extended keys (eg F1-F10) when message displayed and
   while room loading.
 - Fixed message editor being all caps (in 2.22 beta)
 - Fixed SetObjectBaseline (from 2.22 beta4)
 - Fixed the Debug Give All Inv function giving you item 0.
 - Fixed "table overflow" when having over 200 functions in global script.

VERSION 2.21, August 2001
 - Added Debug option to display FPS during game.
 - Added windowed option for Windows engine
 - Added GetObjectGraphic, IsTimerExpired, IsVoxAvailable, SetAreaLightLevel,
   SetInvDimensions, SetRestartPoint, SetTimer and WaitKey text script
   functions.
 - Added ability to delete GUI objects.
 - Inventory items are listed in the order the player picked them up.
 - Changed display initialization to hopefully fix colour problems.
 - Less severe errors (eg. "sound not found") are now logged to a WARNINGS.LOG
   file in the game directory, rather than quitting the engine.
 - Rewrote a lot of code to avoid slowdowns in 15-bit colour mode.
 - Made SetPlayerCharacter not change room if the new character is in the
   current room.
 - Added "no timeout; only on mouse-click" option to SetSkipSpeech.
 - Added "press any key or click mouse to skip" option to FLIC player.
 - Re-instated NewRoom in dialog_request.
 - The music volume is now decreased while speech is played.
 - If there is a compile error, it cancels the quit in roomedit
 - Changed SetSoundVolume to not affect MP3/XM files.
 - Made save game slots >=100 not appear in save list.
 - Fixed game instability when rooms over 600 height were used
 - Fixed sound issues with restoring a save game.
 - Fixed problem with character[].name in text script.
 - Fixed character scaling as he walks off the screen.
 - Fixed MP3 not playing during FLIC animation.
 - Fixed script problem with character names in strings.
 - Fixed PRELOAD.PCX looking all messed up.
 - Fixed multi-loop object animations not cycling back to first loop.
 - Fixed scaling when character walks into non-walkable area.
 - Fixed script not allowing negative initial values for variables.
 - Fixed "No save/load" room setting to now block the save and restore.
 - Fixed music volume spiking in between two speech lines.

VERSION 2.2, May 2001
NOTE: There have been major under-the-hood changes to AGS this version, so
unfortunately you'll need to upgrade all your room files. To do this, load
each one into RoomEdit and save it again. Sorry.
 - Completely re-written text script compiler and interpreter. Let me know
   if you have any problems with scripts that worked before.
 - Added option to split up resource files.
 - Added DisplaySpeechBackground, IsMusicPlaying, IsObjectAnimating,
   MergeObject, SetCharacterTransparency, SetInvItemPic, SetScreenTransition
   and UpdatePalette text script functions; removed SetPalette and GetPalette.
 - Corrected GetObjectAt (and consequently the built-in hit-testing) behaviour
   when there are two objects on top of each other - now it should always
   pick the one that's visible on top.
 - Added "Dissolve" screen transition.
 - Increased sprite limit from 1900 to 5000.
 - Overlays are now correctly restored when loading a save game position.
 - Added option to make a GUI non-clickable for transparent overlay GUIs.
 - Added unhandled_event type code 4, which occurs when the player clicks
   on nothing (ie. no object, character or hotspot at the location).
 - Added "Cancel" option to roomedit's "save changes?" dialog, and also
   made it appear if you load a new room in.
 - Added option to export sprite slot graphics.
 - Added SCI palette importing.
 - Fixed bug with tiled sprite imports.
 - Fixed crash when adding 50 buttons to the GUI, and upped limit to 80.
 - Fixed positioning of dialog topic options when not locked to GUI position.
 - Fixed VOX corruption with >200 files.
 - Fixed GUI transparent background pictures coming out pink, and offset of
   background images being wrong.
 - Fixed mouse area bug in Windows engine at full-screen 320x240.
 - Fixed SetButtonPic not updating until mouse moves over it.
 - Improvements to Windows engine, including it now cleans up its temp files.

VERSION 2.15 SR-3, March 2001
 - Added GetGameSpeed, MoveCharacterBlocking, SetWalkBehindBase text script
   functions.
 - Added option to have bullet-point graphic for dialog options.
 - Auto-speech now works with standard Display() command (uses player
   character's voice).
 - Fixed Windows engine page fault on startup, and fixed mouse detection.
 - Fixed DisplayMessage error with inventory events.
 - Fixed '[' being displayed sometimes instead of forcing new line.
 - Fixed multi-loop talking view getting stuck on last loop.
 - Fixed interaction window going wrong colour.

VERSION 2.15 SR-2, March 2001
 - Added SetCharacterClickable, StopDialog text script functions.
 - Added game.sierra_inv_color text script variable.
 - Now any room >= 640x480 will be full-screened in letter-box mode, allowing
   full-screen scrolling 640x480-res rooms.
 - RoomEdit now displays the room co-ordinates at all times in the bottom-
   right hand corner, so you don't need to use Ask Position.
 - Made NewRoom give an error message instead of crashing if called from
   the dialog_request function.
 - Speeded up room loading a bit.
 - Fixed bug where clicking and dragging off pop-up GUI button paused game.
 - Fixed GUI "Set Mode 4" to work correctly when the player has no inventory.
 - Fixed character frames being reset on restore game.
 - Fixed talking views to allow having one loop only for all directions.
 - Fixed go-to-next-loop to work in sierra-style speech windows.
 - Fixed losing first and last character on the line when using '[' symbol.
 - Fixed sierra-style speech text coming up at random positions.
 - Fixed NewRoom in game_start loading first room twice.

VERSION 2.15 SR-1, February 2001
 - Added MP3 support to Windows engine, thanks to Javier Gonzalez.
 - Added option to stop current sound effect: call PlaySound(-1);
 - Added text script functions GetHotspotAt and GetObjectAt.
 - Finally fixed walking speed 1. I think.
 - Fixed it so clicking the hotspot 0 (the background) doesn't trigger
   unhandled_event.
 - Fixed audio CD continue playing after exit.
 - Fixed speech going off the top of the screen.
 - Fixed memory leak in room-switching code.

VERSION 2.15, February 2001
 - Added auto-speech support (see section 4.1.1 in the docs).
 - Added support for transparent objects (hi-color only at present).
 - Added FollowCharacterEx, SetObjectTransparency, SetSkipSpeech and
   SetVoiceMode text script commands.
 - Added MOD/XM support to Windows engine.
 - Added feature so that in letter-box mode, 640x480 scenes are full-screen.
 - Added a way to link loops together to create animations with more frames.
 - Changed positioning of speech text so it's always above the character.
 - Removed dithering feature from RoomEdit graphic importing.
 - Fixed prevroom text script variable for following characters.
 - Fixed "DisplayMessage: data column..." error with graphical scripts.
 - Fixed rare crash when restoring save game.

VERSION 2.14 SR-5, February 2001
 - Stopped SetCharacterView/SetObjectView changing the loop number to 0.
 - Made ReleaseCharacterView fix the loop number if it would turn into a cup.
 - Added option to import exact palette slots for scenes (no remapping).
 - Fixed color screwup when importing 256-colour sprites into hi-col game.
 - Fixed Characters scroll bar in roomedit.
 - Fixed bug with 15 folders in sprite manager.
 - Fixed "First time enters screen" happening before the fade-in.
 - Fixed pixel-perfect click detection in hi-color.

VERSION 2.14 SR-4, February 2001
 - Added option for mouse cursor to animate only when over a hotspot.
 - Added text script functions GetObjectX/Y, GetViewportX/Y.
 - Fixed problem with walking speed 1 jumping to destination.
 - Fixed problem with scripts in Player Enters Screen.
 - Fixed restore game problem.

VERSION 2.14 SR-3, February 2001
 - Added FollowCharacter and SetCharacterIdle text script commands.
 - Added idle animation support.
 - Increased max views from 100 to 200.
 - Fixed bug with room change in repeatedly_execute.
 - Fixed problem with non-blank first frames in FLC files.

VERSION 2.14 SR-2, February 2001
 - Added "Player leaves screen" room event.
 - Added "Other click on inventory" inventory item event.
 - Added SetActiveInventory text script function.
 - Fixed problem with screen being visible on "Player enters screen" event
   in hi-colour.
 - Increased max dialog messages from 900 to 2000.
 - Roomedit creates a backup of your sprite file in case there is a problem
   loading the new one.
 - Fixed MIDI music.

VERSION 2.14 SR-1, January 2001
 - Added text script function IsSoundPlaying.
 - Added "GUI unchanged when disabled" option, which doesn't grey out
   or remove any buttons when the user input is disabled.
 - RoomEdit now generates a custom SETUP.BAT, replacing the old "AC.EXE"
   calls with your game's EXE name. This should make it a lot less confusing.
 - MP3 music now takes priority over MIDI music, so you can include MP3 files
   in a seperate zip file which users can optionally download and hear better
   quality music.
 - Fixed Text Window checkbox missing in GUI Setup.
 - Fixed problem with MoveCharacterDirect and off-screen co-ordinates.

VERSION 2.14, January 2001
 - Added slider control type to GUIs (see section 4.2.5 in the manual).
 - Added text script functions GetSaveSlotDescription, GetSliderValue,
   MoveCharacterStraight, ReleaseViewport, ResetRoom, RestoreGameSlot,
   SaveGameSlot, SetSliderValue and SetViewport.
 - Added ability to set light levels for walkable areas - see section 3.3.6
   in the docs for info.
 - Increased max overlays to 8 at a time instead of 3.
 - Outline fonts on GUIs now work.
 - Added ability to use custom icon for Windows EXE file - see section 4.3.1
   in the docs for info.
 - The "you are carrying nothing" message is now taken from global message 996
   rather than from the language file, which allows you to customize it.
 - Fixed character carrying on moving when talking if no talking view.
 - Added ability to specify character in Data column for global messages.
 - Added control panel to demo game, and fixed lockup with the slime.
 - Roomedit now remembers which folder you were in for each different type
   of file, so you don't save a room file to your scene folder by accident.
 - The GUI editor now displays the control type in the properties box.
 - Changed the "Load_Room: File not found" message to be more descriptive.

VERSION 2.13 SR-3, December 2000
 - Fixed MoveObjectDirect not working.
 - Fixed "INI_Lib" error message problem.
 - Fixed inventory window messing up after combining two items.
 - Fixed sierra-style speech window staying up after finished talking.
 - Fixed crash when deleting some room script functions.
 - Fixed importing walkable area mask bitmap in hi-colour games.
 - Fixed arrow keys and F11/F12 in Windows engine.
 - Fixed problem with mouse cursor staying as pointer when over GUIs.

VERSION 2.13 SR-2, December 2000
 - Added option not to use diagonal frames for characters.
 - Fixed FLC playing problem in hi-colour.
 - Fixed restore & restart game bug.
 - Removed ability to use local messages in global interactions, since they
   weren't supposed to work anyway.

VERSION 2.13 SR-1, November 2000
 - The Windows engine now uses your game's name instead of "Adventure Game
   Studio" in the title bar.
 - Fixed problem with the wrong walking loops being chosen.
 - Fixed problem with Windows engine not playing sound effects.
 - Fixed problem with FLC player.
 - Fixed roomedit returning from Test Game mode.

VERSION 2.13, November 2000
 - Windows engine is finally complete!
 - Increased local message limit to 100 per room.
 - Removed inventory item 0 since it didn't work.
 - Added text script functions CreateGraphicOverlay, GetBackgroundFrame,
   MoveObjectDirect, SetTextOverlay, FileReadRawChar, FileReadRawInt,
   SetGUIPosition.
 - Roomedit now converts all imported sprites to the game's color depth,
   and also keeps 256-colour sprites looking good when imported into a hi-
   color game.
 - Added diagonal walking animation support for characters. See section 3.2.7
   in the manual for which loop means which direction.
 - Added ability to specify game data file on command line.
 - Added ability to display current inventory item on GUI button.
 - Added option to not scale up fonts in high resolutions.
 - The current MOD track is now saved in the save games.
 - Fixed problem with walk-behinds in animating background rooms.
 - Fixed crash in roomedit with Edges and Ask Position.
 - Fixed save game bug where current frame of background wans't saved.
 - Fixed dialog positioning problem when roomedit runs in hi-resolution.
 - Fixed animation editor Set object view problem with main character.
 - Fixed crash when clicking in empty list box in Save Game dialog.

VERSION 2.12, August 2000
 - Added text script functions GetTime, SetButtonPic, StringToInt,
   CreateTextOverlay, MoveOverlay, RemoveOverlay.
 - Added "narrator" as a character name to dialog script, to enable you to
   have lines of dialog in the pop-up box rather than as speech text.
 - Roomedit now makes a backup of your sprite set before saving, so you don't
   lose much if it (very rarely) crashes.
 - Roomedit now tries more screen resolutions, should avoid "cannot setup
   display mode" error.
 - The currently playing music is now saved in the save games.
 - Fade Out now works in hi-colour (fade in doesn't yet though).
 - Fixed black covering background when using Undo.
 - Fixed icon bar popping-up briefly at start of game.
 - Fixed transparent Sierra-style text windows in hi-colour.
 - Fixed mouse bounding at bottom of screen in roomedit in hi-colour.
 - Fixed "goto-dialog 0" not working.
 - Fixed pink background of hi-colour objects in inventory.
 - Fixed bug in AreCharactersColliding with hi-res mode.
 - Fixed bug where 640x400-sized 320x200-res scrolling rooms didn't scroll.
 - Fixed bug where mouse cursor wasn't reset after using last of inventory.

VERSION 2.11 SR-2, July 2000
 - Fixed non-transparency when using hi-colour frames for character.

VERSION 2.11 SR-1, July 2000
 - Allowed numerical digits in game name as well as letters.
 - Fixed mouse cursor disappear after testing game in hi-color.
 - Removed floppy drives from Open dialog box, to stop Win2k slowdown.

VERSION 2.11, July 2000
 - RoomEdit now runs at your game's color depth, so you can see what all
   the graphics look like properly.
 - You can now use any color (not just the first 16) for GUI colours: take
   a look at the Palette screen and you can find out the number for a custom
   colour of your own.
 - Fixed import GUI and character bug with hi-colour graphics.
 - Fixed bug with importing animating hi-colour backgrounds.
 - Added Bulgarian translation by Alexander Alexandrov.
 - Added Slovenian translation by Janez Kranjc.

VERSION 2.1, July 2000
 - New text script functions SetCharacterSpeed, SetTalkingColor,
   AreCharactersColliding, DisableHotspot, EnableHotspot, StrFormat,
   FlipScreen, SeekMODPattern, InputBox, GetLocationType, CallGlobalScript
 - Added hi-color (16-bit colour) support - see section 3.2.11 in the manual
   for information.
 - Added room interaction event "Any click on object".
 - Added "pick up" as an extra normal mode - you can, of course, use it
   to mean whatever you want. Cursor mode 5 ("DENIED") represents it (mode 5
   is no longer used by the engine so it's spare for this use).
 - Added special tokens for use in global and room messages, which allow
   you to insert variable values into the message. See section 3.2.4 in the
   manual for how to use these.
 - Added "don't automatically lose inventory" option, which turns off the
   default behaviour of losing the item when a "Use inventory" event happens.
 - The unhandled_event function is now called when the player uses an
   unhandled inventory item on a hotspot/object (previously it was only
   called if there was no "Use inventory" response defined).
 - Added ability to import tiled sprites from a source bitmap file. See
   section 3.2.3 in the manual for how to use this feature.
 - Added "Test game" button to Game, Main tab of roomedit, which shells AGS
   and runs your game without you leaving the editor.
 - A Lucasarts-style GUI is now included in the AGS distribution - just import
   the LUCASART.GUI file to use it. Thanks to Jeremie Lumbroso.
 - New game has 1 dialog topic by default (stops bug where if you didn't
   create a topic, but added options then saved it was lost).
 - Fixed bug where hi-res sprites in GUI editor showed up double size.
 - Fixed crash in Characters tab when displaying views with >4 loops.
 - Random now returns number from 0 to MAX instead of (MAX-1).
 - Added Polish translation by Jakub Offierski.
 BUG FIXES SINCE v2.1 PREVIEW RELEASE:
 - Fixed walk-behinds in hi-colour rooms.
 - Fixed import/export GUI and import/export character with hi-color graphics,
   plus it now exports the GUI script as well as layout.
 - The pink background is not shown in roomedit with hi-color room objects.
 - Fixed cursors tab in roomedit with hi-color cursor.

VERSION 2.07 SR-4, May 2000
 - Fixed object drawn behind walk-behinds when it shouldn't be.
 - Fixed NewRoomEx (actually fixed this time) with invalid exits.
 - Fixed InterfaceOff screwing the game up if the interface was already off.
 - Fixed screw up with save/load when using different player character.

VERSION 2.07 SR-3, May 2000
 - Fixed object drawn behind walk-behinds when it shouldn't be.

VERSION 2.07 SR-2, May 2000
 - Added "unhandled_event" text script event, allows processing of events
   which the Interaction window doesn't handle.
 - Fixed problem with New Game, where the interface script wasn't set up
   properly.
 - Fixed NewRoomEx, to allow co-ordinates above 320x200 on scrolling rooms.
 - Fixed sprite import in hi-res screwing up palette.
 - Fixed "Add new font" crashing roomedit.

VERSION 2.07 SR-1, May 2000
 - Added text script functions ShakeScreen, SetMusicMasterVolume and
   SetSoundVolume, RemoveWalkableArea, RestoreWalkableArea
 - Added option to dialogs for the character to not say the option clicked.
 - Added option to not change inventory cursor to the item's graphic.
 - Right-clicking an inventory item in the lucasarts-style inventory now
   simulates a left-click in Look mode.
 - Slightly modified speech display, so it's always above the character's
   head instead of on top of it.
 - In dialog, if the character's speech colour is the same as the highlited
   option colour, the highlight colour will be changed to purple.
 - Fixed bug with running text scripts for inventory items.
 - Fixed bug where "Buttons off when disabled" didn't work.

VERSION 2.07, April 2000
 - Completely re-written interface system - now called the GUI system instead.
   You may need to make some changes for your game to continue working with
   this version - see section 4.2.5 in the manual for what's changed.
 - Added text script functions GetCurrentMusic, SetMusicRepeat,
   SetMusicVolume, MoveCharacterDirect, ChangeCharacterView, PauseGame,
   UnPauseGame, LoseInventory, SetLabelText, FileWriteInt and FileReadInt.
 - Fixed bug where forward frame was displayed breifly whenever you walked
   anywhere.
 - Fixed bug with hit-testing on scaled characters.
 - Fixed bug with "import new" and 640x400 sprites in roomedit.
 - Fixed the "room data segment size has changed" bug.
 - Roomedit now gives error message instead of quitting if a background
   import fails.
 - Fixed bug where character kept on moving while in talking view for speech.
 - Fixed bug where DisableInterface/EnableInterface didn't work.
 - Slightly improved room loading time.
 - Stopped the engine printing "File not found" when exiting game.
 - Added S3M music support.
 - Added technical info, for the programmer types out there. (techinfo.txt)
 - AGS now has a domain name: www.adventuregamestudio.co.uk
 - Removed the Windows version until I can sort out the bugs in it.

VERSION 2.06 SR-1, March 2000
 - Added support for importing JASC (Paint Shop Pro) palette files.
 - Fixed bug where roomedit crashed if your game contained more than 80 files.

VERSION 2.06, March 2000
 - Added character numbers, so that characters can be moved/animated using
   the Animation Editor. Just use the character's number +100 as the object
   number. For example, use "Move To 100,50" with Object as 102 will move
   character 2. The Character Editor shows the character numbers.
 - Finally fixed the text size in high-resolution modes.
 - Added scroll bar to character editor, so you can now have up to 50 instead
   of 15 characters.
 - Added "Enters screen after fade-in" event, which works like the "Player
   enters screen" event except that it occurs after the screen has faded in.
 - Added text script functions AreCharObjColliding, Wait, DisableInterface,
   EnableInterface, SetBackgroundFrame, SetGlobalInt, GetGlobalInt.
 - Added option for instant-change between rooms instead of fading.
 - RoomEdit now remembers the last directory you were in with the file
   selector, instead of always resetting to the game directory.
 - Added 320x240 and 640x480 letterbox-mode option.
 - Added WAV background music support.
 - Fixed bug with CDAudio that was causing crashes.
 - Fixed bug which crashed sometimes when speech was displayed.
 - Fixed bug which gave screenful of cups in sprite manager (I think...)
 - Removed the "delete sprite" option because it was causing too many
   problems. To delete a sprite, simply import a 1x1 sprite on top of it.

VERSION 2.05 SR-2, February 2000
 - Fixed bug in roomedit with animating backgrounds
 - Allowed to get back into roomedit if error with dialog script; however,
   you must fix the error before you can save the game.
 - Fixed bug with animating background scenes in usergame.exe

VERSION 2.05 SR-1, February 2000
 - Added Undo feature to roomedit.
 - Added option to import/export dialogs to roomedit.
 - Fixed bug with full-screen preview in roomedit at 640x400 resolution.

VERSION 2.05, February 2000
 - Added animating background support! See section 3.3.5 in the docs.
 - RoomEdit now uses a crosshair mouse cursor when drawing walk-behinds and
   hotspots, to enable you to better see what's under the cursor.
 - Added support for importing a BMP/PCX file as the mask for hotspot/walk-
   behind/etc. See section 3.3.4 in the manual for information.
 - Added support for export/import of characters, which allows you to share
   characters between games and with others on the internet. The end of
   section 3.2.7 in the manual describes this.
 - Added support for importing JPGs as background scene.
 - RoomEdit now allows scrolling up/down the inventory list, so you can have
   more than 15 inventory items (max 99 now).
 - Customizable text speech speed - see the  game.text_speed  global variable
   description (section 6.4 of the docs).
 - Fixed bug where Sierra-style inventory window messed up in various
   circumstances.
 - Improved the room loading speed.
 - Added text script functions SetObjectPosition and AreObjectsColliding.
 - Added GetPalette and SetPalette text script functions, to allow you to
   do things to the entire palette. New variable type "palette", which you
   use with these functions.
 - Added Italian translation by Mario.
 - Removed the room password option: it was a left-over from AC v1, and now
   that you can build an exe file of your game, it's not really needed.
 - NOTE: The Windows version has not been updated to 2.05 - the included
   acwin.exe is still the v2.04 version. This is due to time constraints and
   pressure to release 2.05 as soon as possible; the Win version still has
   the room changing bug, so it's not worth including until I work on that.

VERSION 2.04, January 2000
 - Added Sierra-style close-up-face option for speech display in conversations.
 - Added object naming, so that moving the mouse over objects in a Lucasarts
   interface displays a proper name, instead of "OBJECT 0".
 - Added option to make a character invisible to the hit-testing, so that the
   main character can't be interacted with (like the Lucasarts games).
 - Added pixel-perfect click detection option, so that clicking a transparent
   pixel of an object/character doesn't trigger the interaction.
 - Added option to use top-left pixel of sprite as transparent colour instead
   of just colour index 0.
 - Added support for using a background picture for text windows. To use this,
   just go to your text-window interface in the Interface Editor, then right-
   click the background, choose Properties, then click the "COL/PIC" button
   and type the slot number you want to use. The picture will NOT be tiled
   or stretched (but it will be clipped to fit the window), so you should make
   sure it is large enough for the biggest text windows (about 250x100 should
   be enough).
 - Added ability to delete sprites in the Sprite Manager.
 - Added SaveScreenShot text script function.
 - Added option to treat Walk mode as a normal mode, so that the character
   isn't automatically moved but instead a normal event is triggered when
   you click to move.
 - Modified RoomEdit so that when you click a "Display Message" interaction
   command, it provides a list of messages in the room to choose from, instead
   of prompting you for the message number. If there are no messages it will
   ask for the number, just like before (this means you can still set up the
   interactions before actually typing the messages in, if you want to).
 - Fixed bug where the player lost the inventory item when Data 99 was used.
 - Made some improvements to the beta of the Windows version.

VERSION 2.03, November 1999
IMPORTANT: Your game, and all your room files, need to be upgraded to use the
latest version. To upgrade, simply load and save in the Room Editor. You must
do this for EVERY ROOM in your game. Sorry, but it's to support the upcoming
Windows version.
 - Allowed creation of very wide (eg. 700x200) lo-res scrolling rooms.
 - New text script functions MoveCharacterToHotspot, DisplaySpeech, NewRoomEx.
 - Lucasarts-style inventory window.
 - Changed background importing - now, it just asks what resolution the
   drawing is supposed to be, instead of trying to work it out. This allows
   scrolling rooms of any size in any resolution.
 - Changed the way the Room Editor works with games - instead of running it
   from the directory which the game is in, it creates each game a
   sub-directory below the main RoomEdit/AGS directory. This makes it much
   easier to edit the demo game, and should solve problems with files not
   being found and so on. What this means for you is that if you are working
   on a game with its files in the RoomEdit directory, create a sub-directory
   and copy all your game files (*.crm, ac2game.*, etc) into it.
   Another result of this is that the usergame.exe is now called by the game
   directory's name, and placed in the main AGS directory.
 - Non-player objects can now be moved with the animation command "Move to",
   and also with a new text script command MoveObject.
 - Added graphical script command "Run dialog" (it's under "Remove object" if
   you can't find it).
 - Added "Save room" as well as "Save room as" to Room Editor. This option
   saves back to the same file you loaded from, which is quicker than having
   to select the right file to save to every time.
 - Slightly modified the background scene remapper: it now puts the background
   colours starting from the end of the palette and working backwards; this
   makes it easier if you want to increase the number of sprite colours part
   way through making a game. Otherwise this change is transparent to you.
 - Added ability to "lock" objects in the Room Editor. While an object is
   locked, it cannot be moved around the screen. Useful if you keep getting the
   wrong object when you're trying to move a different one.
 - Increased a few limits: now 100 views, 200 dialog topic, 900 dialog messages.
 - Fixed bug where "music0.mp3 not found" flashed on the screen breifly.
 - Fixed the interface text @overhotspot@ to include object & character names.
 - Included beta version of Windows port! See AGSWIN.TXT for information.

VERSION 2.02, September 1999
 - Fixed bug where you were unable to save the game.
 - Character names can use lower case
 - New option "Player can't skip speech" prevents the player clicking away
   conversation text, like the way the Lucasarts games won't let you.
 - Character walks to the walk-to point of a hotspot in Walk mode (as well
   as use/speak mode). This makes it more like the Lucasarts interface.
 - Fixed SCI font importing bug, and added an Auto-Recover feature so that if
   it does crash in future, then it won't permanently disable the Fonts tab.
 - Added sprite import support for 640x400-resolution object graphics.
 - Added crash protection to the StrCat function, so that it won't add text
   past the maximum string length instead of crashing the system.
 - New MIDI driver: Software wavetable synth, uses the digital sound driver
   to play MIDI music using General MIDI patch set. By using this driver, your
   MIDI music can sound the same on ALL sound cards. See section 2.2.1 in the
   docs for information.
 - Changed the way that the mouse cursor hotspot setting works - it's clearer
   what's going on now.
 - Added engine debugging options. See the TECHDBG.TXT file for information.

VERSION 2.01, September 1999
NOTE: You will need to upgrade your game to use the new engine. To do this,
simply load the game into the Room Editor and then save it again.
 - Characters can now have a Talking view, which allows animation in dialogs
 - Fixed bug in dialogs where various messages screwed up
 - Fixed bug where interface text color was always black
 - Dialog options can now wrap to more than one line
 - Hotspot names can be longer and use lowercase
 - Fixed scaling bug where he sometimes popped up full-size briefly
 - Fixed crash if you pressed a key while in a conversation
 - Fixed background importing bug where colour index 0 screwed up
 - Added custom font support; but currently, you can only import SCI fonts.
 - Added graphical script command "If inventory %d was used"; allows you to
   use graphical scripts with Data-99 inventory events.
 - Documented RunDialog text script function
 - In View Editor, setting graphic for new frame zooms to previous frame's
   graphic in sprite list
 - User-defined gap between display of options in conversations
 - Interface button properties has "..." button to link to script editor if
   the left-click action is set to Run Script.
 - You can export the palette to PCX as well as PAL file.
 - When saving game, RoomEdit also checks for AC.EXE in the roomedit.exe
   directory as well as the current directory. So editing the demo by typing
   ..\roomedit will allow it to compile properly.
 - Fixed game loading bug where the graphical script timer wasn't restored
 - Allowed 320-width sprite import in room editor (if you drag the rectangle
   to screen width, it imports what's under the rectangle border as well as
   what's inside).

VERSION 2.00, September 1999
Complete re-write of both the Room Editor and the engine. Some of the new
features are:
 - Character scaling: man can get smaller as he walks away from the screen.
 - Customizable interface: you're not stuck with the Sierra one any more.
 - Non-player characters supported - this allows you to have other characters
   roaming the world and keep track of where they are.
 - Animating mouse cursors supported.
 - Scrolling rooms.
 - Conversations, like in Lucasarts games, with easy-to-use Dialog Editor.
 - Conditions for clicking on player character - you no longer have to display
   a message.
 - Much more powerful text script: you can do a lot more with it.
 - Increased max loops per view to 8 instead of 4.
 - Customizable walking speed for main character.
 - Baselines for objects, useful for objects lying flat on the ground, so that
   the man doesn't walk behind them.
 - You can change the icon bar graphics.
 - You can build a single EXE file for your game. This goes one step further
   than the data file you could build in the last version.
 - Improved remapping of scenes and sprites, solves most of the palette
   problems people were having with importing their graphics.
 - Clarified LICENSE.TXT. You should read the new license agreement.

VERSION 1.14a, May 1999
 - Fixed bug with Lose Game where the LOSE.PCX wasn't being shown, and it
   called it an "internal error".
 - Fixed bug where the engine refused to run if you didn't have a sound card.
 - Added German and Dutch translations by Erix Designs, Spanish translation by
   Ernesto Couso Artiles, and French translation by Pierre-Marc Jobin.
 - The introduction messages are now translated.
 - Fixed graphical script bug, where the flags weren't always initialized to
   the CLEAR state.
 - Fixed "sound2.voc not found" in the Showoff demo game.

VERSION 1.14, April 1999
NOTE: You will need to re-compile games made with previous versions.
NOTE: Old save game positions cannot be loaded.
 - Complete overhaul of the text script system. If you were using text
   scripts, see section 3.8.5 for how to upgrade. Many new commands and
   built-ins are available, see section 4.4 in the docs for a complete list.
 - You can now change the main character's graphics within different areas
   of the same screen. Section 3.13.1 in the docs describes this.
 - You can customize the score sound and the red-X sound. See ScoreSoundCustom
   and ErrorSoundCustom in section 4.1 of the docs.
 - Added support for customizable borders for the text windows. Section 4.1.1
   in the docs explains how to use this feature.
 - Added option to move man as close as possible to destination instead of
   displaying red X. See "MoveNearest" in section 4.1 of the docs for info.
 - Added XM music support. See section 3.2 of the docs.
 - The intro system has been changed. Now, the games starts in INTRO.CRM if
   it exists rather than displaying PIC1.PCX. See section 3.15 in the docs.
   The demo game intro now has two screens.
 - You can now change music volume on a per-room basis. This allows you to
   have, for example, quieter music outside a building than when the player
   enters it (like with the shops in the arcade in SQ4).
 - New graphical script commands: "Start timer", "when timer expires" and "move
   man to object". See section 4.6 in the docs.
 - New animation command "place object" allows you to instantly move an object
   to another position (see section 4.5 in the docs).
 - Added Swedish translation by Arn.
 - Fixed bug where man would 'moonwalk' when he reached destination (I think -
   still waiting for confirmation that this is fixed).
 - Mod musics are now included in your data file (sorry about that!).
 - Objects are now drawn behind the status bar if they are that high up.
 - Fixed bug causing mouse droppings to be left on the screen when the player
   scored points.
 - Fixed bug where you had to click twice to make the man walk off the left
   and bottom of the screen.
 - Fixed bug in RoomMake where the load/save room dialogs could 'disappear'.
 - Fixed lsl3-type score ticking (it works now!)
 - Fixed text colour problem in restore/save/quit dialogs.
 - Fixed spelling of "perhaps" on the second screen of the demo. At last!

VERSION 1.13, March 1999
NOTE: You will need to re-compile any games made with previous versions.
NOTE: You cannot load old save game positions saved before this version.
 - Added "every time player enters screen" and "repeatedly execute" events. See
   section 4.3 in the docs for information.
 - Added "move to, ignoring walls" animation command, allows you to give the
   effect of the character walking through a door otherwise blocked, etc.
   Also, you can now set a repeating animation in the Animation Editor. See
   section 4.5 in the docs for info.
 - New Sierra-style inventory window! See section 4.1.3 in the docs for how to
   implement this.
 - Added graphical script commands "If player has inventory item", "Lose
   inventory item", "Every x loops" and "Random chance". See section 4.6 in
   the documentation for more info.
 - You can now use your own custom mouse cursors. See "Cursor" in section 4.1
   of the documentation.
 - Different cursor now used in dialog boxes and the like, allows for a proper
   walk cursor which isn't used everywhere else.
 - NEW: Windows version of the Project Manager.
 - The route-finder is now much quicker at working out whether you can get
   to the destination, so clicking on walls no longer pauses the game for ages.
 - New: MOD support for background music. You can now use mod files as well
   as midi files. See section 3.2 in the docs.
 - The "Go to screen" command is finally implemented in graphical scripts.
 - New: Global flags in graphical scripts. The demo game now demonstrates
   this (the cigarette appears on the bin screen once you've given the key
   to the man).
 - Choice of two fonts for the speech text - the original one or now an SQ4
   type speech font as well. See "SpeechFont" in section 4.1 of the docs.
 - The status bar is now fully (well, almost!) customizable. Section 4.1.2 in
   the docs describes how to do this.
 - You can change the colour and style of the message boxes. See section 4.1.1
   in the docs for info.
 - You can set messages to be removed after a time if the player has not
   clicked the mouse - useful for intros/animations/etc. See the end of
   section 2.5 in the docs for info.
 - The Sprite Manager can now scroll up/down if you have more sprites than fit
   on the screen. The maximum is now 500 imported sprites.
 - When the character dies, you can now have a "Restore or quit" dialog rather
   than exiting the game.
 - You can now draw double-thickness walls in the Room Editor. This saves a lot
   of time so you don't have to draw walls twice.
 - Speech text is now centred horizontally on the screen.
 - The score is not displayed in the status bar if TotalScore is set to 0.
   This allows for some games where you don't want to use the scoring system.
 - You can now set the icon bar to display on top of the status bar, instead
   of below it. See IconBarAbsTop in section 4.1 of the docs for info.
 - You can change the animation speed of the main character. Useful if you are
   using custom character graphics. See ManAnimSpeed in sect 4.1 in the docs.
 - The up/down facing view is now used when the character is going more
   vertically than horizontally, instead of only when going North or South.
 - Using foreign characters in save game descriptions no longer crashes.
 - The icon bar is now not displayed while the status bar is disabled.
 - Added Green speech text colour option. Oh yes!
 - In the demo game, once the door is unlocked you can now go through it by
   using the hand cursor.
 - A couple of people reported that their graphics cards couldn't do 640x400.
   Now, if RoomMake can't use 640x400 it will use a 640x480 mode with black
   borders at the top and bottom.
 - Added teleport-to-room command in debug mode lets you test things without
   having to play your whole game through.
 - The main character's colours have been slightly changed. He doesn't look as
   good now, but it stops the problems which were happening to some scenes.
 - The Room Editor can no longer save old format room files :-(  But I don't
   think you really want to go back to v1.00 now, do you?
 - Fixed bug causing colours 190 and 191 to be overridden (thanks Arn!).
 - Fixed bug where changing screen the main character would temporarily change
   to the standard front view.
 - Fixed bug where objects positions weren't saved if they were turned off.
 - Fixed bug in save games with some text scripts.
 - Fixed room loading bug which showed up occasionally on graphical scripts.
 - Fixed crash which happened when pressing the down arrow key in the Restore
   game dialog when there were no save games (yes, arcane but true! try it on
   an older version and see!)

VERSION 1.12a, February 1999
NOTE: You cannot load old save game positions saved before this version.
 - You can now move non-player objects with the "Move object" animation
   command.
 - Non-player objects are now drawn correctly when in walk-behind areas.
 - Fixed the bug where objects sometimes weren't being removed from the screen
   properly, like the poster in the demo game.
 - Better screen-changing routine which fades in with the objects on, so you
   don't get that sudden change effect.
 - Changing the man's graphics now actually works.
 - The current MIDI track and position are now saved in the save games. Woohoo!

VERSION 1.12, February 1999
NOTE: You will need to re-compile any games made with versions before this.
NOTE: You cannot load old save game positions saved before this version.
 - Added ability to change main character's graphic. See section 3.10 in the
   documentation for more information.
 - Added FLI/FLC animation support
 - Added simple animation support, so you can have, for example, a door
   actually opening. See section 3.11 in the documentation for info.
 - You can use Data column values in graphical script
 - New response "Turn object on" allows you to put back an object you removed
   with "Remove object".
 - You can now disable the main character in a room - this allows you to do
   things like close-ups of a control panel. This is now demonstrated in the
   demo game, and described in section 3.12.
 - You can now set an object to initally off in RoomMake, which you can turn
   on later using "Turn object on".
 - Added Finnish translation by Teemu Eramaa and Norwegian translation by
   Martin Seterstoen.
 - You can now import a portion of a PCX/BMP for object graphics. This allows
   you to draw several frames in one file, and then import each frame from the
   same graphic.
 - New option in the Sprite Manager allows you to use full 256-colour palette
   for imports if the graphic will only be used in one room. (This prevents
   the mapping to greyscale).
 - The Sprite Manager importer now preserves colour 0 (transparent) pixels in
   the imported image.
 - You can change the background music through a command as well as with the
   room option.
 - Improved message editor allows you to edit existing messages without having
   to re-type the whole thing and also allows longer messages.
 - Tweaked the auto-route finder: removed the bug where he would sometimes
   walk further than you asked, and shortened the time the routefinder is
   allowed before giving up. This means that it is quicker realizing that you
   can't get somewhere, but it may not be able to work out a path round
   complex obstacles.
 - Pressing 'N' in object editor now uses Sprite manager to select graphic
   instead of cycling through all available graphs.
 - Fixed a silly bug with the Go-to-screen data column value where he would
   appear on the wrong side.
 - The walk and hand icons have now been replaced.
 - Slowed down the animation speed of the main character, so he looks more
   like he's walking.
 - F1 now works in the Sprite Manager! Oh yes!
 - Fixed bug in RoomMake which crashed when you moved the mouse to the bottom
   of the screen.

VERSION 1.1, January 1999
NOTE: You will need to re-compile any games made with versions before this
version. If you do not, you will not be able to run the game with this version.
NOTE: The files needed to distribute your games have changed. Please see
section 6.2 of the docs for information.
 - Added SVGA support. Background scenes can now be up to 640x400 256-colour!
   Please read section 3.9 in AC.DOC for notes on this new feature.
 - Added background music support, using MIDI files (see section 3.2 of AC.DOC
   for information).
 - Added sound effect support (see section 4.2 in AC.DOC for info).
 - Character movement by mouse added: click on the destination and he will
   walk there, as in Sierra's VGA games.
 - New compression algorithm for room files, leading to smaller files. In fact,
   the room file is now sometimes smaller than the imported scene's PCX file!
 - Foreign language support added.
 - Portuguese translation by Nuno Costa.
 - You can now import your own PCX/BMP files as graphics for objects.
 - Support for animating background sprites added. SUPPORT is the key word
   here, because currently I've only drawn one animating sprite.
 - The first screen of the demo has been changed to show off SVGA and
   animating sprites. And it looks better like this.
 - Expanded text script to make it more powerful. It still doesn't rival AGI
   for power, but you can now print out variable values and do crude intro
   sequences. See section 4.4 in the documentation for information.
 - New, much better icons for the top icon bar.
 - Slowed down the time-of-day to a fixed rate (on fast systems it was
   changing from day to night to day far too quickly).
 - Keypad 5 now stops the character walking properly.
 - Ported the run-time engine to DJGPP (a 32-bit DOS system).
 - You can now remove the status bar. Wow!

SERVICE RELEASE 1, December 1998
NOTE: Save games created by this release are not readable with previous
versions; and this version cannot load old save games. Sorry. If you try to
load an old game, you'll get Oops error 600. This is the price of progress :-)
You CAN, however, still use old rooms (so you haven't lost anything - phew!)
 - Added graphical script editor to RoomMake. This allows easy advanced
   scripting without using the .SCR file. See the AC.DOC file for more info.
 - RoomMake has been ported to DPMI. No more memory problems running RoomMake!
 - RoomMake now has an improved user interface:
    * a new file selector which allows changing directory and is easier to use
    * improved other dialogs, such as the "Are you sure you want to Quit"
      dialog and the "enter password" dialog.
    * supports long filenames if run under Windows 95, 98, or LFNDOS.
    * better palette remapping when reading in a PCX file.
    * supports importing BMP files as a background scene
 - The old screen now fades out and the new one in when changing screens.
 - Corrected the bug which caused a crash if you used an object with certain
   graphics.
 - Corrected the crash which occured if the script file was newer than the
   compiled file (thanks Luke!)
 - One extra screen has been added to the demo game, and it now ends
   gracefully instead of with a Load_Room error.

REVISION 10.07.97
NOTE: You will need to re-compile any games you made with any versions
before revision 10.07.97.A.
 - added StartPos option to INI file, to define where the man starts on
   the first screen. Also fixed the jump which happened when he first moved
   from the beginning.
 - removed the 'please register' nag screen, since I've decided that the
   Adventure Creator is now swap-ware (see LICENSE.TXT for info).

VERSION 1.00, FEBRUARY 1997
Original release.
