What's New in Adventure PDA --------------------------- [v1.18] - Now allows shortcuts of NN, EE, WW, SS, HH, II, LL from hardware keyboard. - Support for 240x400 screen resolutions. [v1.17] - Actions 84 and 85 were not printing out the noun. Found during playing Pyramid of Doom when using THROW (something that shouldn't need to be thrown) command. Must have been when I introduced HX() function. DOH! Fixed now :) - Support now for 480x800 screen resolutions. - Support now for "Hiding the soft keyboard" in case you have a hardware keyboard. See the manual for more information. [v1.16] - Couple of grammar corrections in Savage Island Two and one also in Pirate Adventure. - Rename Savage Island pt1 and pt2 to One and Two. - Edited image of Adventure 3 from Mission Secret to Mission Impossible. - Print CR action was getting upset so I reworked it. [v1.15] - Fixed an issue on Trim function if using a certain word on Return To Pirates Isle. [v1.14] - Fixed removal of . on inventory (see v1.12) if font bold is on. - If messages section ends in a comma, change to a full stop. [v1.13] - On Font Bold, messages didn't concatenate. - Fixed {BR} seen in some room decriptions. [v1.12] - Centered keyboard on 320x320 screens. - Spelling correction on Savage Island 2 blurb. - Spelling correction in Return to Pirate's Isle. - Removed . after inventory if followed by a 'which I'm wearing' or 'that...'. - Code to change '&' in messages to 'and'. - Code to concatenate messages if previous message ended in a comma. [v1.11] - Introduced code so if you DROP non-carryable items such as DROP ANCHOR in Golden Voyage, it does not then show the 'I am now carrying...' inventory update. The latter I introduced so you can drop items one after the other for speed of play instead of DROP x... INV... DROP x... INV... etc. - Tidied up duplicate messages when dead such as in inventory / drop item cases. - Any 'items' carried in inventory which are not really items but are just descriptive messages of its neighbours item such as 'worn' or 'wearing' in their description (and that do NOT have an associated item code) will not get counted toward the carrying total. This covers where the game (via auto-actions) puts additional descriptions in for items carrying such as "Golden Mask". "I'm wearing it." (in Golden Voyage), "Sandals." "I'm wearing them." (in Golden Voyage) and "Helmet." "(Worn)." in Brian Howarth's Mysterious Adventures. The full list of exclusive rules are: Item description contains 'wearing' Item description contains 'worn' Item description starts with 'which ' Item description starts with 'they ' / 'they're ' Item description starts with 'that ' Item description starts with 'with ' Item description starts with 'i'm ' / 'i am ' / 'im ' Item description starts with 'it's ' / 'it ' / 'im ' - Spelling correction in Adventure 4 'SAfe'->'safe'. [v1.10] - Rectified bug introduced in v1.09 where it has the "I'm in a *I'm on a ...." issue in describing some rooms. - Fixed the GET bug which popped up every now and then. [v1.09] - Implemented workaround for early ROM versions of WM5 which have the Pocket Internet Explorer but regarding 'about:' links when used with webbrowser DLL. If users experience errors when clicking on hyperlinks they should go into options and set Linkfix to Yes. - When DROP ALL is used and you are carrying items without a code, it would say I'm not carrying anything. Now put a more useful message in place suggesting user try dropping individually. I could have force dropped these items but this would bypass certain games 'items' which are compulsory carries such as 'Chigger Bites' in Adventureland. - Added a Font Bold Option in Options menu. [v1.08] - Support now for 640x480 / 480x640 devices :) [v1.07] - More sensible message if errors are encountered when opening 'Other' game data file. - Bugfix on hyperlink Get item issue which occurred sometimes. - Reworked hyperlinks removing special characters with alpha codes just incase this is causing an issue with some versions of WM5 / .net frameworks. - Added NORTH, SOUTH, EAST, WEST, UP, DOWN as semi- shortcuts which get translated to 'GO {DIRECTION}' - Tidied up HTML code a little. - Fixed a problem with 320x320 pixel PDAs. - Patched up sentence formatting with numbers from counters such as 'n' days left in Golden Voyage. - Converted Scott Adams data files to $0d$0a end of line termination instead of just $0a for up and coming application 'Adventure Creator'. [v1.06] - Now has intelligence to concatenate the same sentences from multiple messages when writing to screen therefore eliminating unnecessary new lines part way through the sentences. - Now capitalizes first character of entire msg if its lower case. - Also adds full stops on end of sentences if required. - Reworked Get / Drop using item number instead of just code incase there are more than one object of same code such as "Tiny Key/KEY/" and "Large Key/KEY/" in Pyramid of Doom. [v1.05] - Now checking for {br} and <, > in room descriptions. - Bugfix on font size for 'I can see...' section. - Reordered What's New file for newest version info at the top of the file. - Edited text for a room description on Strange Odyssey. [v1.04] - Some games (for example Brian Howarths Time Machine) use the characters < and >. These are special HTML characters so I am now catering for these using a replace from <, > to < and > respectively (rookie mistake by me, I should have done this earlier :) - Amended advpda_manual.txt. [v1.03] - Introduced landscape mode (it autodetects screen type on loading and then shuffles the screen round accordingly). - Now merged the 2 DLLs into the EXE. [v1.02] - Fix when playing Brian Howarth games where you start the adventure carrying items, such as Matches in Golden Baton. Brian Howarth uses code 255 to signal carrying the item, whereas in Scott Adams (rightly in my opinion) uses -1. [v1.01] - Compiled with v6.30 of Basic4PPC - Spelling mistake 'OPen' in Strange Odyssey corrected - Sleep function now implemented - this updates the display in stages (for example in certain situations in Ghost Town). When the sleep function is called, I disable the buttons temporarily until the sleep function is finished and also if any info is shown in the sleep function, hyperlinks are temporarily disabled to allow the sleep to finish. The sleep function gives "temporary suspense" and therefore adds atmosphere to games (which is really cool) such as: ... Screen says "It is too dark to see." ... You enter LIGHT MATCH ... Screen says "The match flares up" ... ... Screen says "You see an unlit lamp. Exits: North". ... ... Screen says "It is to Dark to see." - Spelling correction 'wil' in Mission Impossible. - Swapped order of showing NSEWUD on screen to NSWEUD otherwise I have found you instinctively click East when you mean West and vice versa! [v1.00] - Released!