
2.51 release: (quick bug-fix release while working on 3.00)

 * NOTE: I HAVE decided to release a 3.00 version of MegaZeux using
	PROTECTED MODE and a large number of enhancements. Visit the Software
	Visions web site for details. Betas will be PUBLIC.

 * Bug where moving north or west towards a board that is larger than 100
	tiles in a dimension may not work properly fixed.
 * Bugs in 2GDM.EXE preventing proper conversion of some S3Ms fixed.
 * A rare bug preventing internal MOD conversion fixed.
 * "Error opening MOD" will no longer appear during normal gameplay.
 * Exporting ANSis now adds a color to the end returning text to normal
	grey. (so TYPEing them in DOS no longer screws up the DOS colors)

2.50 release:

 * FOR ALL YOU 2.07 USERS- THE MAJOR UPGRADE is the new sound code! Support
	for stereo, 16-bit, more cards, 4 sound effects channels, 32 music
	channels, higher quality, and faster sound code! Less bugs! More formats
	supported! All non-MOD files MUST be converted to GDM using the included
	2GDM.EXE program. Formats supported- MOD (up to 32 channels), WOW/OCT/NST,
	S3M, 669, and MTM.

 * Volume controls (overall and SAM) added to F2-Settings (saved in .CFG file)
 * SAMs play at 2x volume.
 * MTM support added to 2GDM.EXE. Other formats aren't added because they
	aren't needed (not used often enough) or in the case of XM, because they
	support too many advanced features that MZX does not support. Partial
	XM support MAY be added later.
 * Many minor bug fixes in 2GDM.EXE's conversion routines.
 * Internal MOD conversion (in MegaZeux) sped up considerably.
 * For all those that upgraded from 2.07, see 2.49g and 2.48b WHATS-NEW
	for more stuff, including a couple interesting new Robotic features

 * This is the LAST planned release of MegaZeux. I may release bug-fix
	upgrades but that is it. I am moving on to new projects. (I will still
	support MegaZeux, of course.)

2.49g release:

 * New Import function added- You can import an ANSi to any position on the
	board.
 * Full SAM sound effect support as in the original 2.07 version (but using
	the new MOD code for up to 4 simultaneous channels)
 * The OPEN Robotic command will now push the Robot out of the way if the
	door would be blocked by the robot.
 * REL PLAYER and REL COUNTERS now affects the THISX/THISY counters
	(giving the distance FROM the player/counters TO the Robot) and the
	prefixes also affect the IF [dir] BLOCKED command, allowing you to
	check for blocked status next to the player or an arbitrary position.
 * [ box message statements now clip their message to 64 characters (the
	maximum) on display. Note that all other box-message statements are
	NOT clipped!
 * Color codes are allowed in ? and & box message statements
 * Invalid sound card settings no longer cause a lock-up
 * You can hold down the mouse button to cycle through RGB values in the
	palette editor
 * Changing something to an explosion no longer can cause weird colors
 * Whats New section of help sorted by version
 * Placing a robot over the player is prevented with a warning
 * The "Alt+N- Music" lights up properly in the editor now
 * When chaning from a larger board to a smaller board, you can no longer
	accidentally have the cursor outside of the board size
 * GUS owners don't need to enter # of SFX channels, since MegaZeux
	cannot support GUS sound effects anyways.
 * Fileboxes (loading MODs, worlds, etc.) can now hold as many filenames
	as memory allows.
 * GUS setup shown properly on configuration screen
 * 2GDM.EXE rewritten- In THIS release, it can only convert MOD, NST, WOW,
	OCT, 669, and S3M files! The final (2.50) release will have support for
	the remaining file formats. It is being rewritten to fix many small bugs
	and make it smaller and faster, as well as possibly add more file
	formats.
 * 2GDM.EXE- F00 effect in MODs deleted during conversion
 * 2GDM.EXE- Bad effects S8x, S0x, and Xxx deleted during S3M conversion
 * 2GDM.EXE now works properly from other directories
 * INTERNAL MOD loading support. You can now load MODs, NSTs, WOWs, and OCTs
	from within the game without having to convert them to GDM first. The
	only exception is 15-instrument MODs- they must first be converted. Note
	that all other formats, such as S3M, 669, etc. must still be converted.
	NST/WOW/OCT support was only added because they are extremely similar to
	MODs, and MODs were required for backward compatibility.
 * Insert doesn't display those "Lo bomb selected" messages, etc. if the
	player is Attack Locked or settings say he cannot bomb.
 * Minor bugs in ANSi import corrected. (problem fixed- caused errors
	on import of ANSis with more or the same number of lines as the
	current board size maximum)
 * "Ammo <10" and "Ammo >9" entries in Global Chars changed to "Small
	Ammo" and "Large Ammo" to prevent confusion.

2.48b release:

 * ALL NEW music code! Features include faster, NO BUGs, 32 channels,
	more formats supported (sorry, no MID or XM) etc. See the section
	entitiled 'MegaZeux's Sound System' for details. (in Help)
 * Bug where selecting "(no board)" to add a board caused an error if
	that wasn't the first "(no board)" on the list.
 * Bug where if a robot line entered consisted of only semicolons, spaces,
	and commas, it would screw up that robot's program, fixed.
 * Command line options (-port,-dma,-irq) added for setting sound card
	parameters. Only needed if auto-detection fails.
 * Minor help corrections.
 * Save/load during testing in editor disabled.
 * Pressing \ no longer causes problems during gameplay.
 * Bug where "Restart board" for death option in global options didn't
	function properly on first board, nor did restart-if-zapped. (fixed)
 * Filling in the overlay no longer locks up if you fill over something of
	the same color and picture.
 * Overlay no longer messed up when resizing board.
 * Lock up on Import World removed.
 * Setting the counter "INVINCO" to 0 works properly.
 * Hopefully fixed rare lockups after robot box messages.
 * Added confirmation for board deletion in editor.
 * All included worlds are NO LONGER password protected. (The old password
	was "megahertz".)
 * Minor bugs in passage search algorithms corrected.
 * Obscure bug involving REL prefixes if used in "infinite-loop" type
	constructs (fixed)
 * In editor- Alt+Dir to move 10 spaces now works as expected with draw
	mode on. (IE it will draw in ALL 10 spaces)
 * Bug where passages on screens wider than 256 spaces didn't work
	properly. (fixed)
 * Bug where fire-to-player's-right would lock up and kill him FIXED.
 * Counters can be used in ALL strings in &COUNTER& notation. For example,
	SEND "ROBOT" "LABEL&COUNTER&" will replace &COUNTER& with a number.
	This works for ALL strings- counternames, labels, robots, etc. See
	Robotic help for details.

2.07 release:

 * Labels and NON-valid counter-regulated options in robot box messages are
	not blank lines; Instead they are just removed from the message.
 * Passage (stairs/caves/whirlpools) search algorithm corrected.
 * Digitized sample SFX works properly with the note B now.
 * Bug where getting multiple energizers in a row screwed up player's color
	is fixed.
 * Bug where chests with invinco potions will die when taken is fixed.
 * Filling in editor, with a robot/scroll/sensor over itself, is now
	handled properly.
 * Whee!! More minor help typos fixed.

2.06 release:

 * Yet more cursor safegaurds inserted. (Where do you GET these problems!? :)
 * Saving a game no longer asks for overwrite confirmation if the file
	doesn't really exist.
 * Help and tutorial- Minor textual errors fixed
 * Save dialog boxes only allow entry of 12 characters now, instead of 13.
 * Help file can be accessed from any directory.
 * -l cmd line option will no longer cause a loading error with an oversized
	filename. (it will instead be ignored)

2.05 release:

 * Cursor bug fixed. (If it isn't, then get a new BIOS! :p)
 * MegaZeux now utilizes overlaid code, for almost 50k core memory savings.
 * LOCKSCROLL cmd fixed
 * Moving into the lower-right corner of full-size boards no longer warps you
	to the upper-left corner.
 * SET COLOR and COLOR INTENSITY don't blow up if the color is not from 0
	to 16.
 * Code for activating 16 background colors is now shorter and uses BIOS
	calls for compatibility.

2.04 release:

 * Slight modifications to Robotic Tutorial (help file)
 * Sending a robot a message, when it hadn't done anything yet that turn,
	activates it immediately. This helps with syncronized activities, such
	as large, multi-robot creatures.
 * ALT+Numerics feature of BIOS keyboard routine DISABLED (IE ALT+3 will
	no longer break to DOS)
 * Counters' code optimized.
 * The temp file ~EDITRSZ.TMP created when resizing a board is now
	deleted when finished.
 * a KEYBOARD CODE kink was worked out (hopefully got 'em all...)
 * Made printer code more general (should work on any printer in text mode)
 * PALETTE BUG on some SVGA cards FIXED. (black now looks like black) If it
	still isn't, please notify me.
 * HOME and END will jump to the top/bottom of a box message/help/scroll.
 * PgUp/PgDn/Mouse navigation work properly in box messages/help/scrolls
 * HOME and END in dialogs works properly now- Unless you are editing a
	number, they will jump to the FIRST item and the NEXT or OK button,
	respectively. In a string, they will still jump to the start/end unless
	you are already there, then they will jump to the proper dialog location.
 * Robots (especially when there are lots of them) sped up.
 * DUPLICATE SELF and COPY ROBOT cmds sped up some, except when used by
	global robot.
 * Palette intensities reset when going into editor after the title screen
	changes them.
 * MODULO "str" # will no longer crash if # is 0.
 * Extreme palette activity no longer causes snow or (on EGA) screen breakup.
	Palette activity also sped up.
 * Bug fixed- If a SAM/MOD command had to free up board memory (showing the
	little "freeing up board memory..." meter) then that robot stopped running.
 * Bug fixed- If the robot changed it's surroundings (IE Putting a SPACE to
	it's NORTH) and then did a RANDNB or RANDB, the new surroundings weren't
	always taken into consideration.
 * DIVIDE ERROR crash/bug fixed. (It was related to usage of RANDNB and RANDB)
 * CHAR "A" vs. CHAR 'A' question added to F.A.Q.
 * README.TXT changed- Boot disk/support info added.
 * Help on cmd ."@string" corrected.
 * SPEED defaults to 4 (settings) and is saved in MEGAZEUX.CFG.

2.03 release:

 * Intensity of palette (and other stuff?) now resets after a test game.
 * Messed-up black color on certain graphics cards- Attempted to fix.
 * Minor bug in VER1TO2.EXE fixed
 * Robot section of Tutorial corrected (the descriptor scrolls)
 * Speeds based on real time (IE speed 3 will be the same on ANY computer,
	unless the computer itself is so slow that it forces a slower speed.)
 * CAVERNS has game over screen fixed
 * MOVE PLAYER [dir] "label" command now works properly. (Before, the label
	was almost always ignored)

2.02 release:

 * Bugs with Enter in text mode on small boards fixed
 * Bugs with slime fixed
 * If you have screen faded out (COLOR FADE OUT) and go to another screen,
	it no longer fades it in for you automatically.
 * HELP.DOC- CHANGE CHAR ID section fixed
 * Fill really does now fill properly on boards larger than 127x127. :)
 * Sped up sensor interactions somewhat
 * Fixed problems with boards not scrolling with the player, in the
	game on over-sized boards. Run FIX.EXE in all directories containing
	version 2.01 or 2.00 .MZX/.MZB files.
 * Nothing can give you negative coins, gems, etc. (such as thieves)
 * Minor robot speed improvements
 * Turning Music Off (Settings in Game) really keeps it off... :)

2.01 release:

 * Sensor command CHAR'X' fixed
 * TAKEing health now counts as hurting the player for the :playerhurt label
 * Can load help from any drive/directory
 * Copy block in editor now properly clips the block's destination
 * Move block in editor now properly clips the block's destination
 * ."@new_robot_name" command added
 * If the player runs up against a player bullet, it won't hurt him
 * JUSTENTERED, JUSTLOADED, and GOOPTOUCHED labels fixed
 * UNLOCKSCROLL and locked scrolling in general fixed
 * Global info now properly sets endgame/death boards
 * Robot ASK command works properly now
 * Help- internet address/address validity date corrected
 * Help- CHANGE CHAR ID help section- added note about how the numbers are
	also listed in the Global Edit Chars menus
 * ENTER can now exit robot box messages/scrolls
 * Message line (bottom) shows color correctly
 * EXCHANGE/RESTORE w/DUPLICATE SELF fixed
 * Attempted to fix cursor problems in editor. If it doesn't work now, then
	I have no solution, as I use documented BIOS routines with many safegaurds.
 * Minor speed improvements
 * Minor size reduction
 * Fill in editor now works with board sizes over 127x127

2.00 release: MAJOR UPDATE! TOTAL REWRITE! (warning- this list is LONG)

 * All code has been rewritten or at least stepped through line by line,
	except for the music code.
 * New user interface style and startup screen. Lots of neat little
	items like shadows, nicer colors, etc. Mostly aesthetic but nice.
	Mouse support also improved.
 * Keyboard code rewritten (again) All alt-lock, shift-lock, and ctrl-lock
	problems, as well as most other keyboard problems, should not be a
	problem anymore. You may have to use the -keyb2 command line option.
	If a key locks, tap it a couple times.
 * No flicker- The game engine now page flips.
 * Better string input- ANYWHERE you can enter a string, you can now
	move with the cursors and insert in the middle...
 * Better character selection box- Shows all the characters.
 * New default character set- Much nicer, more general use characters.
 * Now detects processor to avoid lock ups on an old 8086/8088. If an
	invalid graphics card is found, DOS services are used for printing.
 * Different command line options. (use -? to get info on them)
 * Context sensitive help.
 * Bombs and sensors under the player no longer mess up floors, etc.
 * CHANGEing something to lava, fire, etc. now works correctly.
 * Transporting onto a sensor works properly.
 * New conditions- MUSICON and PCSFXON
 * Changing things to spaces CLEARS them, to avoid screwing up floors.
 * Restart position not changed during a save/load
 * Label- :playerhurt for when player is hurt, not sent on invincible hurts
 * Maximum robot commands per cycle is 40, not 25
 * Global robot runs normally in freeze/slow time
 * Choice of 100x100, 200x50, 400x25, 80x125, or 60x166 for each board.
 * Character editor remembers character you were editing.
 * Robo-P renamed to Robotic
 * Scrolls now allow proper use of mouse, pgup, and pgdn.
 * Scrollborder became Scrollcorner.
 * :gooptouched auto label added, for when the player touches Goop.
 * Messages like "You got a red key" are now "You got a key" so palette
	 fiddling won't make strange words. :)
 * Within robotic messages (box/line) an &INPUT& will be replaced by the
	 exact text of the currently inputted string
 * Notes in play of same freq won't run together
 * Explosions won't destroy entrances, lava, water, ice, or goop
 * Robots are stopped from firing if there is already a bullet of the same
	 dir/type in that dir.
 * Other things will push the player ONTO a sensor.
 * The above will trigger the SENSORON label.
 * If player is on an entrance without having been there before the update,
	 use it. (IE can now be pushed onto entrances)
 * Teleporting or walking onto a screen and starting on a sensor will
	 trigger the SENSORON label
 * Non-players/puzzle pieces now transport properly.
 * PLAYERLASTDIR (0-4) and PLAYERFACEDIR (0-3) as counters.
 * Points for killing enemies (3) and points for rings/potions (5)
 * Way to disable edging spaces on message row- ENABLE MESG EDGE, DISABLE.
 * Cmds- LOOP START, LOOP # TIMES, ABORT LOOP, uses robot counter LOOPCOUNT
 * Counter limit increased to 50 plus built-in.
 * New passage search order- 1) Same type, same color 2) Same color 3) Same
	 type, same foreground 4) Same foreground 5) Same type 6) Default player
	 position
 * Palette import/export
 * If the starting board is deleted, change starting board to title.
 * "Sets of five" numerical input actually increase by fives
 * Holding the mouse button on a numeric arrow button cycles the num.
 * Removed the "." Directory from file menus
 * Six (not four) status counters.
 * CHANGE blah p?? blah p?? (notice the p?? added for the first thing)
 * Doors, if can't move, don't advance in anim. IE, doors won't get "stuck"
	 if they are blocked.
 * PERSISTENT GO command, like /"nsew" but WAITS to move if blocked.
 * No chest message on empty.
 * Startup "help" screen on first use.
 * Explosions Leave Empty doesn't mess up ANY floors, etc. (does web.)
 * Much better fill routine.
 * Entering a non-cmd with the first character as a [, ., :, etc autoatically
	 formats it. Leading and trailing spaces and quotes are cleared first.
 * Save/Load game/etc are accessed through F-keys in the game.
 * Removed special menu for Alt+M (modify) in editor
 * In editor, keeps track of whether world has been modified.
 * Ceiling layer- noninteractive, but overlays things and looks neat.
	 Included in editor- Edit, display toggle. Robots- changing it
	 by character, copying areas of it, and filling an area of it by
	 cmd or string (IE set area to "A string") Char of 32 is see-thru.
	 Layer during game can be on, off, or static (IE not scrolling, just
	 showing upper left portion)
 * Robot commands to change the mode of saving.
 * Limit any one robot/scroll to 31k.
 * Allow placing shooting fire in editor.
 * Make all enemies without speed arguments move 1/2 thier speed.
 * Player CANNOT be overwritten, you must place him anew to move him.
 * First line of robot now shows if it is a box mesg.
 * Speed 1 in game does NOT page flip, for speed.
 * Inputed strings allow input of spaces.
 * Time limits- Out of time zaps to entrance automatically, THEN RESETS
	 TIMER. Counter TIMERESET holds reset value for timer, and the TIME
	 counter holds the current time.
 * MOD code has only an error on no memory. Errors for loading mods and
	 sams (IE not enough memory) are activatable if the debug menu (F6)
	 is shown. SAMs have errors for file errors/out of memory. These errors
	 are always in the editor/testing games.
 * First test of a game doesn't give GAME OVER.
 * Sound effects aren't cut off across screens.
 * Placing a bomb while upon a passage no longed warps to title.
 * Sensors are pushable by things other than the player.
 * New sensor-activated label- SENSORPUSHED, when the sensor is pushed,
	 with or without the player on it.
 * Label- JUSTENTERED when the player just entered the screen or the game
	 is started. (NOT restored)
 * Command- Can lock/unlock board scrolling temporarily- LOCKSCROLL,
	 UNLOCKSCROLL.
 * IF ALIGNEDROBOT "robot" "label"
 * Damage editing- Changing the amount of damage things inflict.
 * Load title screen directly when loading game for title. Prevents music on
	 first board from playing, and saves time.
 * New robot-specific auto-counters- (read only) THISX, THISY.
 * Anywhere a number can go in a Robotic command, a counter can too.
	 Wherever there is a number, character, or color, you can use a counter
	 name in quotes instead.
 * Cmd line- load MZX file. (-lxxxxxxxx.MZX)
 * Config file for options, ask "OK?" on startup. Removed all config
	 cmd line options.
 * Cmd- SCROLLVIEW X Y. (upper left hand corner is specified) Based off of
	 current player position.
 * Cmd- SWAP TO WORLD "world.mzx" as if starting the world up. Skips any
	 title screen. (you could put a message there) The other world can have
	 a "Only play from swap" option set.
 * Quicksave key in game- Saves without asking for filename and confirmation.
 * Quickload key in game- Same idea.
 * Option (default off) on world to clear messages, bullets, and spitfires
	 from a screen when exited.
 * Label JUSTLOADED sent to as soon as the game is started or restored.
	 (including the title screen and actual playing)
 * Shows character number on char edit and char selection.
 * Shows color number on color selection.
 * Multiple spots to SAVE/RESTORE/EXCHANGE PLAYER POSITION. (8)
 * RESTORE/EXCHANGE PLAYER POSITION with the option to duplicate the robot
	 to take his place. When the player moves back, the robot is, of course,
	 deleted.
 * Remove RANDOM POS/SIZE options.
 * Allow labels to interrupt in a robot's box-message code and have the
	 message still show uninterrupted.
 * Show a pic of the item next to it in the THINGS menus.
 * Different bullet pics/colors for player, neutral, and enemy bullets.
 * Status shown counters won't show if the value is 0.
 * Prefixes that affect only the first or last x y pair of a command.
	 (REL COUNTERS LAST, REL SELF FIRST, etc.)
 * Mod fading commands (background)
 * Allow lives/health to max out at 65535.
 * Score as a counter.
 * Maximum of 150 boards. (not 127)
 * Cmd- COPY BLOCK x y x y x y.
 * Label for SpitFire hitting a robot- "spitfire"
 * Label for Lazer hitting a robot- "lazer"
 * Cmd- CLIP INPUT (chops first word + spaces off of input)
 * Cmd- IF FIRST INPUT "str" "label"
 * KEY1 through KEY9 labels. (like KEYA thru KEYZ)
 * Allow viewport sizes down to 1x1.
 * PUSH robot command- push things to dir without moving there.
 * ONE global robot. (No ID) Stored seperate from a board, and is active on
	 ALL boards.
 * Robots- Allow importing of a character into a CHAR EDIT command.
 * Robots- Have SCROLL CHAR, FLIP CHAR, and COPY CHAR commands.
 * Full backward compatibility w/old Megazeux via a conversion program.
	 (VER1TO2.EXE)
 * Editable built-in sfx. (including to digitized)
 * Elements- Goop, which is like Water from ZZT.
 * EGA/VGA palette editor, with easy fading. Commands- COLOR INTENSITY #
	 PERCENT, COLOR INTENSITY "counter" PERCENT, COLOR FADE IN, COLOR FADE OUT,
	 SET COLOR # TO r g b, SET COLOR # TO INTENSITY # PERCENT, SET COLOR
	 "counter" TO INTENSITY "counter" PERCENT. (note- the FADE OUT/IN cmds
	 are "quick" fades, IE not in the bk, but they actually stall the game
	 a bit. They also end the current cycle.)
 * Display counters within strings, IE * "You have &GEMS& gems." (use &&
	 for &)
 * Robot command- LOAD CHAR SET "file.chr"
 * New default characters for global chars and char set.
 * When adding another board, copy most of the options (can attack, etc.)
	 from the current board, including MOD file.
 * Edit ANY character/color from Global Chars or CHANGE CHAR ID.
 * Char editor- Revert to Ascii, Revert to Megazeux, changed REVERSE to
	 NEGATIVE.
 * Alt-Y Debug info LABELs each line.
 * Block command- Paint (w/color).
 * Board editor- Scroll when cursor is five spaces from the edge.
 * Fade in/out between screens and program areas.
 * Ice does NOT keep pushing you against something. If you are blocked,
	 cease movement.
 * Make sound test available in editor as an option, from the sound effects
	 editing screen.
 * Can't test a save-locked game w/o pw, and it no longer locks up from this.
 * REMOVED scroll coloring on line by line. (using ! codes)
 * Export .ANS file.
 * Energizer will return player color to old color.
 * Capture and throw away Ctrl-C, PrintScreen, SysRq, and Pause.
 * Return in editor at end of program can now add a blank line.
 * Allow marking of a section of robot, in lines. You can now Copy, Cut,
	 Clear, or Paste blocks.
 * Remove useless "pro" mode.
 * Robot commands- DIVIDE, MULTIPLY, MODULO.
 * Different player pics per direction.

1.03 release: QUICK FIXES, LIMITED DISTRIBUTION

 * TELEPORT command fixed
 * Gives error on attempt to test pw-protected world
 * "Explosions leave Empty" won't screw up floors, etc. (except web)
 * Placing a bomb over an entrance no longer warps to the title screen
 * INPUT STRING allows input of spaces

1.02 release: NEW:

 * Miscellaneous help errors fixed
 * Miscellaneous errors in Caverns fixed
 * Miscellaneous speed/efficiency code updated
 * AVALANCHE fully fixed, now can be entered into a robot
 * Timing code fixed (may fix some problems)
 * Slight modification to keyboard code (may fix some problems)
 * Added -keyboard2 option

1.01 release: FIRST "NON-BETA" RELEASE:

 * JUMP MOD ORDER 'num' has now been documented.
 * AVALANCE corrected to AVALANCHE.
 * Robot command GO DIR "LABEL" fixed.
 * Some minor help errors fixed.
 * Fixed bug where a BECOME THING command, if becoming a space, fake, or
	other "under"-type object, would not erase anything already under the
	robot.
 * REL TO PLAYER and REL TO SELF now work with the TELEPORT command.
 * If a robot (from WALKing) is sent to the EDGE label and none exists,
	it then attempts to find a THUD label as well.

1.00g release: FIRST PUBLIC RELEASE:

 * Removed ALL joystick support- Didn't work, couldn't get it to.
 * PW protect- lot simpler, faster, and easier to hack. :)
 * GLOBAL INFO- Toggleable game over music (you should correct this in all
	your pre-1.00g games)
 * Fixed misc. bugs in games. SOMEONE NEEDS TO TEST THEM ALL AGAIN FROM START
	TO FINISH.
 * Strings w/o quotes that begin with C or P are not capitilized funny.
 * Settings box no longer turns off music.
 * Alt-A in editor (param) gives error if there is not a legal "thing".
 * ALLIGNED fixed to ALIGNED (spelling error inherited from ZZT)
 * Fixed bug where if slow time or freeze time was active when player touched
	a door, player was copied.
 * Help- fixed slight bugs
 * Fixed minor problems in Caverns, Forest, and Chronos
 * MOD not required for SAM
 * Level not speeded up if MOD not playing
 * MOD not require a speed command (speed properly done)
 * Help uses Alt-P to print
 * Speed defaults to 3 not 4

6th beta release: NEW:

 * Fixed bug where slow/stop effects didn't work on title.
 * Fixed bug in command MOVE PLAYER where it would occasionally create junk.
 * Fixed bug in robot editor where if "Show Colors" option (Alt-O) was off,
	any color with a ? for the second digit showed an incorrect first digit-
	cV? for cF?, etc.
 * The direction UNDER now works with the PUT thing dir PLAYER command.
 * Dir/drive support added to loading MZX fileboxes.
 * HELP IS IN ONE FILE- MZX_HELP.PKG (note- memory minimum is still
	maintained.)
 * Fixed bug where fire could hurt you indirectly even if lavawalker was in
	effect.
 * Fixed bug where nothing (except player) could push a pushable robot head
	on. (only if it was in a string of things to push)
 * Fixed bug where shooting fire would destroy entrances.
 * Fixed bug in Put commands that would erase before placing, so putting
	things over a fake or floor erased the fake/floor. (etc)
 * Change command- Didn't change params properly if you were changing
	between like objects (IE text to text) Also made more robust against
	attempts to change things to robots/scrolls/signs/sensors/players.
 * Put commands- Made more robust against attempts to put robots/scrolls/
	signs/sensors/players.
 * Fixed bug where no player on a board would really mean no player!
 * With Shift-F1 through Shift-F4 in editor, the key used to stop the
	flashing is not interpreted but ignored.
 * Sensor/Robot interactions! (See help)
 * PageUp will change menus in the editor now. (along with PageDown)
 * Removed all refrences (except in file format) to double speed robots
	and projectiles. Code increase is not worth it.
 * RANDB, RANDNB directions added!
 * Misc. help corrections and bug fixes, finished help. (except for
	minor changes)
 * Alt-O (options) no longer clears the command line at the bottom
 * Character insert in robot editor now inserts the characters corresponding
	to 10 and 13.
 * If you select base 16 in Alt-O options (robot editor) then ALL numbers
	are shown in hex, including when editing the line. (previously, the
	current line was shown in base 10 at all times.)
 * Chronos-Stasis finished. (not tested outside of myself)
 * Forest of Ruin finished except for ending. (see above)
 * Repeat (F4) and Delete line (Alt-D) added to robot editor
 * Copy, Cut, and Paste line (Alt-C/T/P) added to robot editor (note- paste
	REPLACES current line)
 * Export robot (Alt-X) added to editor. Exporting from current line or
	top of program both supported.
 * Import robot (Alt-I) added to editor. Importing only looks for *.TXT
	in the filebox. Import always REPLACES the current robot program.

5th beta release: NEW:

 * Fixed bug in teleport command where screen was not updated if player
	ended up in the same position.
 * Fixed bug where mouse didn't select right item on game menu
 * Fixed bug where adding a new robot/scroll/sensor when the current item
	was a robot/scroll/sensor would reset the color to lt.grey
 * Caverns all finished (hope I got all the bugs)
 * The DEF.COLORS option doesn't reset when changing/adding boards now
 * SAM now works right...
 * In fact, added new code for MOD and VOC- a LOT less "out of mem" or
	"error loading" errors.
 * Fixed bug with locked doors (not locks, but real doors)
 * Saving games and files is MUCH faster in almost all circumstances.
	Save meter more accurate as well.
 * Board import/export fixed- robots/scrolls/sensors were messed up
 * Pgdn, Pgup, Ctrl/Alt Home, Ctrl/Alt End added to robot editor.
 * Ctrl/Alt Left + Right used to jump 10 chars in character selection boxes.
 * Save area in character editor (F-2 and F-3) stays the same between calls
	to the character editor, including when loading games.
 * Character editor shows not only current char pic, but those of the three
	chars before and three chars after as well.
 * Fixed bug where a robot with no program would majorly mess up things.
 * Misc. bug fixes, help typos, and optimizations.
 !ADDED 14 COMMANDS (all commands finished)
 !ADDED  2 DIRECTIONS (randp, randnot)
 * Help brings up Robot Table of Contents within robot editor
 * Quotes not required around strings of one word not matching any
	reserved word, IE a word used for ANYTHING else, anywhere. They are
	added automaticaly, though.
 * EDITOR OPTIONS in robot editor (Alt-O) Choose number base, upper case
	or lower case, and whether to display colors.
 * Bug fixed in editor- Now colors like c7? (with ? at end) work right.
 * Calibrate Joystick button added to Game options (F2) Tony- See if this
	helps.
 * Speeded up certain file operations. This MAY fix the "lockup" bug when
	accessing Help during a MOD- I think that the lockup may of been just a
	really slow file access.
 * Added X position indicator to bottom left of robot window, to facilate
	creating box messages that aren't too long.
 * Fixed bug that allowed entering ANY character at the mixing rate
	prompt.
 * INPUT STRING, IF STRING "str" "label", IF STRING NOT "str" "label"
	robot commands added.
 * UNDER/BENEATH direction added to IF dir PLAYER thing "label" command.
 * Clarified options at startup- Music device became Device for Digitized
	Music and Sound.
 * Added four more mixing rates. Choose from 7500 up to 25000 in jumps of
	2500. (eight rates total)

4th beta release: NEW:

 * Note- SAVE GAME FORMAT CHANGED. Delete all your .SAV files. .MZX file
	format NOT changed- compatibility still maintained.
 * Scroll border/etc. colors changable using robot commands- SCROLLBASE
	COLOR, SCROLLBORDER COLOR, etc. (see help)
 * Removed Alt-Minus and Alt-Plus keys in editor- Useless and dangerous.
	(they were only for testing purposes.)
 * Various bug fixes
 * Joystick support- UNTESTED! Tony- I need feedback!
 * Mixing rate options at startup.
 * A warning is given and verification is necessary if you try to save a
	.MZX file over an already existing file.
 * You can now choose from some additional music output devices.
 * Help is in seperate files, MZX*.HLP, to save memory. (lots!)
 * I FINALLY THINK THE MEMORY AND FILE CODE WORKS PERFECT! Except for speed.
	Something to work on...
 * Char editor shows values of bytes along left side, for use with robot
	command CHAR EDIT.
 * Yet more help
 * Robot editor! See the top box for keys to use (Import/eXport not
	implemented yet)
 * Robots as well! See Help, Robo-P Reference, Command Reference, and look
	at commands for help using them. Some are not done yet.
 * Video mode returns to default VGA mode (text 16x9) on exit
 * File lists sorted
 * Directory support and DRIVE support in file boxes WAS added, but was
	taken out due to problems since changing the current directory makes it
	almost impossible to find the current .MZX file to read boards from.
 * Custom Critical Error Handler (no dos grey messages if the drive is
	invalid or something like that)
 * Password displayed as *'s when inputting, except on protection menu.
	(Do YOU think it should be *'s on protection menu? 'T'? CP?)
 * Enemys-hurt-enemys option added (GLOBAL info, SPEC. button)
 * "Show Robots" option added (Shift F2)
 * More help added
 * Fixed sensor bug (The player couldn't move onto it in most cases)
 * Fixed a bug where if you tried to Grab something via the Modify menu and
	the current thing was a scroll, sign, or robot that had no copy anywhere
	else on the current board, then the memory allocated to that object was
	not freed. (whew!)
 * A few more optimizations
 * Mouse disapears after a certain period of time of non-use
 * Boulders from the AVALANCHE potion, and explosions from the BLAST potion
	can't appear over an entrance anymore
 * Fixed some bugs in Text Export
 * Removed .BIN import- Waste of program space
 * Made ALL options (protection, ANSi import) available in unregistered-
	now registration is only for the games
 * Removed "suicide key" from game. Think about how it could screw up
	carefully planned cinemas, story sequences, etc.
 * Mouse support in character editor
 * Test function added
 * Speeded up saves and board switches
 * Slowed down all file access (okay, so it's not a feature, but it's more
	reliable, as is memory management as well)
 * Made save meter more accurate
 * BLOCK COMMANDS! (in editor)
 * ZZT board import (not perfectly accurate, but...)
 * Bug fixed where games with the title screen title at maximum length would
	mess up the file list box
 * MOD (SB & speaker) support! (& SAM)
 * Explosion-meets-player bug fixed

3rd beta release: NEW:

 * Full mouse support (except in character editing)
 * No "pointer" mouse...
 * Scrolls and sensors
 * Robot code (memory management) mostly transparent to user
 * GLOBAL Info- Death & endgame options
 * GLOBAL Info- Removed "Health Only/Lives Only" options
 * CW/CCW support
 * Sound always the same speed
 * Bug fixes and optimizations
 * Status Info added

2nd beta release: NEW:

 * Cmd line options
 * Mouse support (not finished)
 * -Bios option
 * Hopefully fixed Tony's graphics bugs (try it with and without -bios)
 * Bug fixes
 * Tutorial.mzx has creatures/guns sections
 * Fixed/better/changed keyboard routines
 * Optimized code
