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109.6
=====
* Improve distro integration some more (Desktop and AppStream files)
* Updated translations: Danish, German, Esperanto, French, Brazilian
Portuguese, Russian, Swedish
* Web version: upgrade to Emscripten 1.38.27
109.4
=====
* Fix missing strings in the translation template
* Improve AppStream metadata for GNU/Linux software centers: mark as
localized, install proper meta-package, update screenshots
declaration, new SVG icon
* Web version: support Emscripten 1.38.25
* Windows version: update reproducible recipe
109.2
=====
* User-visible changes:
- Rewrite graphics/sounds/inputs against SDL2
- Enforce full-screen aspect ratio (no more 4:3 stretched to 16:9).
- Runs in current resolution so leave the screen clean if something
goes wrong (no more stuck in 640x480).
Also smoother full-screen / windowed toggle.
- FreeDink respect local keyboard layout for keys (ALT+... shortcuts
and custom D-Mod keys) on Windows.
- FreeDinkedit now uses layout-independent scancodes - no longer
searching where '[' or '`' was relocated.
- CD-ROM support dropped.
- Default harware-accelerated (OpenGL) rendering
- Web browser support (Emscripten)
- Debug mode is toggled once when Alt+D is pressed (no more fighting
with continous toggling).
- DinkC console is toggled when Alt-C is pressed (no more creating a
key-xx.c with just "show_console()" inside).
- Game engine translations are loaded under Windows.
- Fix game freeze in The Scourger (in DinkC: cancel concurrent
fade_up() and fade_down())
- Never recreate an empty dink.dat in the game, even if there's a
problem opening it (avoids potential corruption when running both
the game and an editor at the same time).
- Fix portability when saving a FreeDinkedit screen for the first time
- Fix 'make_global_function' and 'load_map' DinkC functions
- sp_custom returns 0 rather than -1 if the lookup key doesn't exist
(compatibility with 1.08)
- sp_custom now works for sprite 1 instead of crashing the game
(unlike 1.08, that's an improvement :))
- Can skip Mom's first dialog line when quickly starting a new game
- Fix historical segfault in DinkC busy() (off-by-one array out of
bounds). Somehow the segfault wasn't triggered in the past.
- Sprites colors are more stable after a palette change and a savegame
load to a different palette (compatibility with 1.08)
- New translation for the engine strings in Friulian (thanks Fabio
Tomat); updated Spanish translation (thanks Francisco Javier
Serrador)
* Developer notes:
- Move from C to C++
- Move from 'check' to 'cxxtest'
- Start a comprehensive test suite
108.4
=====
- Never recreate an empty hard.dat in the game, even if there's a
problem opening it (avoids corruption when running both the game and
an editor at the same time).
(thanks CocoMonkey for the report)
- DinkC: load_palette() now searches for palette in the right place
(thanks scratcher for the report)
- DinkC: Dink position is updated after a new screen is loaded
(thanks metatarasal for the report)
- New translations for the engine strings in Russian (thanks Yuri
Kozlov) and Hungarian (thanks Balázs Úr).
108.2
=====
* User-visible changes:
- New, simple versioning scheme, without scary .20YYMMDD date.
- Properly play Dink's intro screen music (see below).
- FreeDinkedit plays sounds on Windows.
- New translation for the engine strings in Brazilian Portuguese
(thanks Enrico Nicoletto)
- Update translations of the engine strings
(thanks Translation Project)
- 64-bit support for Windows.
* Developer notes:
- Properly play Dink's intro screen music: the original game actually
tries both 3.mid and 1003.mid for playmidi("1003.mid").
- Improved build documentation.
- Display SDL audio driver in debug mode.
- Add AppStream/AppData file for GNU/Linux software centers.
1.08.20121209
=============
* User-visible changes:
- Fix game freeze when warping in some special situations, such as
when lots of sprites are created; this bug was present in the
original Dink (thanks Bas Wijnen)
- New translation for the engine strings in Catalan (thanks Àngel
Mompó) and Basque (thanks Gorka Azkarate Zubiaur)
- Update translations of the engine strings (thanks Translation
Project), including the Dutch translation which was never credited
in this file yet (thanks Koen Torfs)
1.08.20120427
=============
* User-visible changes:
- New translations for the engine strings: Esperanto (thanks Felipe
Castro), Slovenian (thanks Klemen Košir), Serbian (thanks Мирослав
Николић), Croatian (thanks Tomislav Krznar).
- Fix a few bugs (see below).
* Developer notes:
- No palette conversion for dir.ff graphics in truecolor mode (bug in
The Blacksmith's Trail).
- Play some MIDI files when the original CD is not present - this
behavior was partially broken a while ago.
- Fix issue in some D-Mods related to DinkC's sp_seq(..., -1) command
(bug in Day of the Carcass).
1.08.20101114
=============
* User-visible changes:
- Turbo mode: maintain Tab pressed, and FreeDink will run at triple
speed. Useful to accelerate cutscenes that you already saw.
- Display "FreeDink" next to the engine version in the title screen,
so that people more easily identify whether they are using the
original engine or the FreeDink engine. This will help when people
are asking for assistance on the Dink forum, for instance.
- Update Danish and Spanish translations. New Greek, Italian and
Czech translations.
- Fix game crashes (experienced in "Agatha's Will", and "The River").
- Improved ms woe installer: do not ask about deletion for each and
every savegame or D-Mod file; add an entry in Add/Remove Programs in
the Control Panel; new header pictures.
* Developer notes:
- Some code clean-ups, namely in FreeDinkedit.
- Override transparency for 32bit BMPs.
- The first game crash is related to DinkC variable assignments on a
line longer than 100 characters (caused by one fixed-length buffer
that wasn't fixed during the DinkC parser clean-up). The second
game crash is when a D-Mod author uses an invalid sequence (number
>= 1000).
- Document '-t'/'--truecolor' in the command-line output of '--help'.
- Add 'contrib/search_script.c' to locate a DinkC script usage in the
world map.
- Upgrade gettext infrastructure from 0.17 to 0.18. Rely on external
gettext (and libiconv) under ms woe, rather than the previous
bundled 'intl/'. In the process we gained .po charset conversion
for that platform.
1.08.20100420
=============
* User-visible changes:
- None - this release just fixes some compilation issues
* Developer notes:
- Include missing acsite.m4 file in releases
- Update gnulib to fix calls to install-reloc on Debian-kfreebsd and
Hurd
- Update cross-compilation instructions
1.08.20100321
=============
* User-visible changes:
- Fix a bug where the game would always close in some situations,
which was introduced in version 1.08.20090916 (related to the
'sp_custom' DinkC command).
- Fix a crash in the developer console when trying to run a command
that doesn't exist; the bug was already present v1.08 where the code
originates, but Linux tend to be stricter when it comes to memory
errors ;)
- New translations for the engine strings: Norwegian Bokmål (thanks
Alexander Krivács Schrøder), Finnish (thanks Jorma Karvonen),
Spanish (thanks Fernando Carmona Varo), Polish (thanks Michał
Trzebiatowski), Danish (thanks Joe Hansen), Vietnamese (thanks
Clytie Siddall), Indonesian (thanks Erwid M Jadied), German (thanks
Sarah Evans) and French (thanks me).
* Developer notes:
- Fix mikmod build support under ms woe for newer versions of
SDL_mixer (version >= 1.2.9)
1.08.20090918
=============
* User-visible changes:
- Correctly locates engine translations under Debian
- Fix crash when quitting under ms woe
* Developer notes:
- Fixed slight memory leak in font lookup
- Updated bundled DLLs
1.08.20090916
=============
* User-visible changes:
- NSIS (NullSoft Install System) script to generate a complete ms woe
installer (with FreeDink, DFArc and freedink-data)
- Toggle fullscreen works on more platforms (not just X11)
- New architecture: PSP (playstation portable)
- New logging system, enabled with '-d' (instead of writing debug
information on standard output by default), with different
priorities (debug/info/warn/error/fatal). You also can easily check
for DinkC errors in your scripts by searching for "[DinkC]" in
DEBUG.TXT. In addition DinkC errors often carry the line number
(rather than the binary offset).
- Dink doesn't crash on very long lines in dink.ini or DinkC scripts
- DinkC: map_tile(...) can modify the first tile square (tile_index=0)
- Lower startup RAM requirements (-7MB so far, and less memory
bandwidth for sounds); this is mostly useful for small devices.
- Add support for contextual translations: when there are several
lines of dialog that are identical in a few scripts, but need to be
translated differently, you can add a context in your PO file such
as 'msgctxt "s3-chick:57"' (name of the script in lowercase without
extension + the line number).
* Developer notes:
- Dropped libffi dependency to support more architectures
- Fixed SDL_ttf version check (it failed for macport's 2.1.0)
- Code clean-ups, namely in the input subsystem (joystick) and
shutdown process.
- Fixed numerous buffer overflows in the DinkC interpreter, and a
potential infinite loop during search/replace (when the replacement
countained search term).
1.08.20090120
=============
* User-visible changes:
- Fix game freeze in Pilgrim Quest (return value for DinkC functions
'get_sprite_with_this_brain', 'get_rand_sprite_with_this_brain',
'get_next_sprite_with_this_brain' and 'sp')
* Developer notes:
- Added scripts to rebuild snapshots, .deb, .rpm and .exe unattended
1.08.20090109
=============
* User-visible changes:
- i18n ("internationalization") - or support for translating D-Mods.
- Fix some crashes due to improper D-Mod scripts (e.g. attempt to
modify sprite #1000): DinkC scripts are now better validated to
avoid this.
* Developer notes:
- DinkC functions are now called dynamically using libffi, for cleaner
bindings to the C engine core. The DinkC parser code was also
clarified and a few string functions were optimized.
1.08.20080920
=============
* User-visible changes:
- Supports playing Ogg Vorbis for background music (will look for .ogg
extension before .mid extension)
* Developer notes:
- Supports /usr/share/games alternate prefix for game data.
- Can search and use system fonts under FreeDesktop-compliant systems
(using fontconfig)
1.08.20080828: first official release
=====================================
FreeDink is based on version 1.07 of the original engine and also
incorporates v1.08 improvements.
The main change is that FreeDink is portable, so it can work under
operating systems (e.g. GNU/Linux) and architectures (e.g. PowerPC).
The following describe some differences with the original game engine.
* User-visible changes:
- Backward-incompatible changes in v1.08 can be disabled using a
'v1.07 mode' (--v1.07 option -- more information in doc/v1.08.txt).
This allows playing D-Mods that weren't upgraded to v1.08 yet.
- Game graphics
- Better windowed mode: supports non-truecolor mode, and can switch
between windowed and full-screen using Alt + Enter (X11 only).
- Avoid color/palette temporary glitch after quitting show_bmp()
mode.
- Smoother truecolor fades, and avoid some glitches in palette mode.
- Use a different but metric-compatible fonts (alignment and
wrapping are conserved), due to copyright issues (see
doc/fonts.txt).
- Widen debug-mode line to avoid some unwanted line wrapping.
- Gamepad: the threshold for joystick axis is slightly greater - with
the same threshold than the original game (~10%) Dink is going diags
too easily. Feedback welcome :)
- Game speed: set maximum framerate to 50 FPS, which is compatible
with v1.08 (see doc/framerate.txt)
- Installation: supports separate directories for original data and
additional D-Mods. This permits installing the game as
administrator in a write-protected directory, while allowing normal
users to install D-Mods in their personal directory.
- Memory usage
- Requires less memory in truecolor mode (by not converting paletted
graphics to truecolor)
- Fixes memory leaks, in particular when loading a savegame
(reloaded graphics were duplicated in memory)
- Editor fixes:
- To avoid issues with non-US keyboards in the editor, F1->F10-F11
and NumPad 0->9-. are used in addition to 1->0-` for tiles
selection.
- When vision is changed from the minimap mode in the editor, don't
display the current screen's sprites over the minimap.
- When text or number is asked in the editor, user now can press
'escape' to discard changes.
- In editor "Alternative Tile Hardness Selector", when going
completely to the right or to the bottom of the screen, avoid a
postponement for the square selector. Reported at
http://www.dinknetwork.com/forum.cgi?MID=57829
- When editing hardness, print the hardness index actually being
edited, instead of the one associated by the current background
tile.
- Display real-time information about hardness in hardness mode.
* Developer notes:
- Compressed BMP support: afaics in some situations, the original Dink
engines does not support compressed (RLE?) BMPs. Such BMPs are
notably used in "Prophecy of the Ancients" (like the 3 alternate
colored orbs) - when support is lacking, graphics are simply not
displayed which much complaining in DEBUG.TXT. I believe this
support depends on which DX version is used. More surprisingly:
there's a screen, still in PotA, where you can pass above and under
and bridge (you need to pass under the bridge to blow up a rock in
the above screen and thus reach the secret island). There's no way
to pass under the bridge when there's no compressed BMP support - I
haven't investigated much, but I guess either a missing sprite does
not clear the hardness for Dink to pass, either the missing sprite
is causing a DinkC script to stop. So, vanilla SDL does not support
compressed BMPs, so I used SDL_image everywhere to do so. This means
that FreeDink always support compressed BMPs.
- Fix several array-out-of-bounds issues while reproducing the
original de-facto engine behavior.
- For example, in 'init_scripts', the script may check the active
status of sprite 1000, while the sprite array has 300
elements. This caused bugs after the port and is now
fixed. Curiously it didn't seem to cause bugs before. Such bug did
'appear' in v1.08 too.
- Sometimes, a init() or dink.ini line would be more than 80 chars,
which is its allocated length in the 'sequence' structure. This
would overwrite parts of the next sequence. Possibly this never
was an issue, because sequences were initialized incrementally,
but an init() line was more likely to cause breakage. This is
fixed anyway.
- When reloading a sequence through init() with a longer sequence,
v1.07 will overwrite bits of the next sequence, for dir.ff loading
only. v1.08 overwrites for both BMPs and dir.ff sequences to avoid
to a bug with mixed dir.ff and BMPs sequences. This bug is
documented in dink.ini and loads the sword (longer) hit sequence
before the first (shorter) sequence to work-around it. See
http://www.dinknetwork.com/forum.cgi?MID=92733 for details. In
FreeDink, sequences are never overwritten.
- Some D-Mods have sequences with more than 50 frames. This triggers
a buffer overflow in the original game BUT the overwritten data is
the animation metadata ('delay' and 'special' fields), which is
not critical for non-animated sprite sequences. Example: "The
Green Voice in my Head - Part 1 - Hangover & Agony", first save
game then east then house on the right: it shows a shelf with
broken vases with is seq 66 frame 65 (> 50). FreeDink reproduces
this behavior by allowing up to 1000 frames in a sequence but
without the buffer overflow part.
- Command line: fails on invalid options. Supports undocumented
'-nomovie' for compatibility with DFArc2. Supports short aliases
(e.g. -window -> -w) and double-dash options (e.g. -window ->
--window).
- Search path: Dink search data in additional places to support
separating reference data and user D-Mods. Check
doc/directory_layout.txt for information.
- Dinkedit
- Dinkedit creates a custom sequence #1 but mark the 4th frame as
'-1'. This made FreeDinkEdit crash, so it's set to 0, which means
"end of sequence".
- The editor palette is now Ts01.bmp instead of esplash.bmp - just
like the game. This is simpler that way, and nobody changed the
editor palette anyway.
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