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Release version 0.6.0.
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cflags

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-g -O0
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-s -O2

common.h

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@@ -46,6 +46,8 @@ extern SDL_Event event;
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extern Uint8 repeating;
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#define VIDEO_80COLUMNS 0x01
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#define VIDEO_MONO 0x04 // (not implemented)
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#define VIDEO_FLASHY 0x20 // (not implemented)
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void init_display(void);
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void redisplay(void);

misc/idea.txt

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@@ -227,6 +227,9 @@ not display the quantity, but is limited to one.
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Alternatively, item memory might be separate from program memory, although
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the opcodes might be similar like the above.
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New commands to be used in scripts might also be made for working with item
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memory, such as #GIVEITEM and #TAKEITEM and #ASKITEM.
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=== High scores ===
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Each screen can have an associated transition animation, perhaps numbered
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from 0 (meaning no animation) to some number (one less than a power of
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two), such as 15.
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two), such as 15 or 63.
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The transition animations themself can be defined in a lump called
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TRANSIT.DER, containing a sequence of the definitions, with 1-based
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If this is omitted, the current game speed is used. (Either way, it can be
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overridden by the user configuration file.)
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* A octet string defining the reveal time grid. This might be optional (if
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reveal time is not needed and other options are used). It would probably
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have predictions like some picture formats (e.g. JPEG-LS) use, in order to
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store the data in a compact format.
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* Others depending on the animation method.
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The possible animation methods might be:
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* Only reveal time; some screen cells are updated during each frame, until
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all of the cells have been updated. (It might also be possible to combine
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reveal time with other methods.)
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* Screen scrolling. A rectangular area might be possible to be specified
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(usually matching the viewport defined in the screen layout). This way,
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if you walk out of a board edge to another one, the next board would be
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scrolled into view.
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* Motion of parts of the screen layout. For example, this would be used to
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emulate the scroll opening/closing animation in ZZT.
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* Changing screen cells to fixed values before changing them again to the
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new screen values. This is like the board transition animation in ZZT.
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(These are probably sufficient.)
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For some of these methods, it would be more useful for programs to specify
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some details (or possibly even entirely overriding it) at run time, perhaps
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specified as warp registers. (For example, in the case of screen scrolling,
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this would include the direction of movement. When using passages instead
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of edges, it would need to switch to a different animation instead.)
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* The effect. This can be a implicit typed sequence, or it can be a single
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Set (for multiple simultaneous effects) or Sequence (for multiple effects
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that are done in sequence).
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=== Enhanced graphics ===
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* Video slice layer
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* Video bobs layer
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* Video window layer
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(These will probably be changed)
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(The video window layer allows text and/or slices to be displayed in
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a fixed area in a way that overlays anything else on the screen and
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(It can be specified as mandatory or optional in GENERAL.DER.)
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=== Memory overlays ===
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This means that in addition to the MEMORY lump you can also have other
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lumps that contain parts of program memory, and have an instruction to
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load them at a specified address.
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=== Custom windows ===
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In addition to text windows and item windows, it might be possible to use
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implement in future for ZZ Zero. (This is probably not a high priority.)
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=== Save game upgrading ===
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Currently, a save game can only be used with the same version of the world
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file that was used to play the game. A new lump called UPGRADE.DER could
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be made in order to allow using old save games with new world files in some
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circumstances, making the save game upgraded to use the new world file.
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=== Board editor features ===
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Some ideas about board editor features. (Some of these may also be suitable

template/default.sz0

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version.status

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0.5.0
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010557331780FFE8F421933522A41EE43824EB635FA0813462F53BEDF80E5E45
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0.6.0
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02059104FD0E81A023FFBA96C8807A0327BB0B9BB7FB8A69EF502BBA421D271A
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asn1.c
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asn1.h
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audio.c

whatsnew.doc

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The time zone for the dates in this file is Pacific (British Columbia).
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=== Version ??? ===
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=== Version 0.6.0 (2025-06-28) ===
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GAME
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+ Add the A_PERMANENT attribute.

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