0.92.1
- Fixed large menu scale factors (was broken in 0.92.0).
- Fixed PAUSE key (was broken in 0.92.0).
- Updated some of the third-party libraries.
0.92.0
- SDL2 Game Controller support.
- Contrast support with new "contrast" cvar, behaving the same as MarkV.
It may be a useful alternative to the existing gamma control for
laptops in a bright environment, etc. Raising contrast gives less of a
gray/washed out look than raising gamma, but at a disadvantage: colors
near white get clipped to white.
- RMQ protocol (999) support, adapted from RMQEngine.
- New "-protocol x" command line option. Accepted values for 'x' are 15
(NetQuake), 666 (FitzQuake, default), and 999 (RMQ).
- New "setpos" console command.
- New "vid_borderless" cvar for getting a borderless window.
- Increased MAX_MAP_LEAFS from 65535 to 70000 and MAX_LIGHTMAPS from 256
to 512 in order to handle the oms3 map pack.
- Server edicts are now allocated using malloc instead of allocating on
the hunk.
- gl_clear now defaults to 1.
- Fix items falling out of the world on oms3.bsp on SSE builds.
- Worked around an OSX 10.6 driver bug when using FSAA, which was
leading to an unplayable HOM effect on the rest of the screen.
- Fix wrong trace endpoint from the tracepos console command.
- Updated some of the third-party libraries. Other fixes/clean-ups.
0.91.0
- Fix unwanted fog mode change upon video restart.
- Work around Intel 855 bug in status bar drawing with "r_oldwater 0"
and "scr_sbaralpha 0".
- Fix an obscure GLSL bug where changing gamma would result in the
screen turning to noise.
- Fix GLSL gamma causing the tiled screen border to turn white when
"sizedown" is used.
- Fix an alias model VBO renderer bug where a model not precached
during map start wouldn't be drawn.
- Fix the order of OpenGL context creation and window creation in SDL2
video.
- Fix a calling convention issue in windows DPI awareness function
pointers.
- Fix a random texture recoloring after video mode change.
- Fix a liquid turning to garbage after several video mode changes and
"r_oldwater 0".
- Fix a wrong alpha-sorting bug introduced in 0.90.1.
- Fix "flush" command not reloading mdl's from disk (bug introduced in
0.90.1).
- Prevent a possible buffer overflow in Cbuf_Execute (old Q1/Q2 bug).
- Prevent a possible vulnerability in MSG_ReadString (old Q1/Q2 bug).
- New cvars r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning
specific liquid opacities (from DirectQ/RMQEngine, non-archived,
default to 0), and new worldspawn keys _wateralpha, _lavaalpha,
_slimealpha, _telealpha, _skyfog (unique to Quakespasm, similar to
the behaviour of the "fog" worldspawn key).
- GLSL gamma is now supported on older hardware without NPOT extension.
- New r_pos command to show player position.
- NaN detection in traceline with "developer 1" set now warns instead of
errors.
- Update third-party libraries.
- Default max_edicts 8192 (was 2048) and no longer saved to config.cfg.
- Default heapsize 256 MB (was 64 MB).
- Default zone 4 MB (was 384 KB).
- Raised MAX_SFX to 1024 (was 512).
0.90.1
- Fix dynamic light artifact where changing lightmap are rendered one
frame late (bug introduced in 0.90.0).
- Fix texture memory leak when changing video modes with SDL2.
- Fix rare incorrect mdl lighting on 64-bit builds. (details here.)
- Fix fullbrights turning black after "kill" command (bug introduced in
0.90.0).
- Clear all fog values on map change to prevent colored fog carrying
over to jam3_tronyn.bsp.
- Allow loading saves with } character in quoted strings, fixes issue
with retrojam1_skacky.bsp.
- Fix viewmodel not lerping on extended-limit maps.
- Fix crash on out-of-bounds skin number.
- Use multithreaded OpenGL on OS X for better performance.
- New, faster mdl renderer using GLSL. Disable with "-noglslalias".
- New gamma correction implementation using GLSL. Fixes all known gamma
issues (affecting the full display, persisting after quitting, or
darkening the screen on OS X). Disable with "-noglslgamma".
- Use high-quality water by default (r_oldwater 0).
- Shadows use stencil buffer to avoid overlapping artifacts (from MarkV.)
- r_noshadow_list cvar added (from MarkV.)
- Support pausing demo playback with the "pause" command.
- Autocompletion for "game", "record", "playdemo".
- Experimental windowed fullscreen mode available with
vid_desktopfullscreen 1 (only in SDL2 builds, takes effect upon
entering fullscreen mode the next time.)
- Silence "exceeded standard limit" messages unless developer cvar is
>= 1.
- Some spam moved from developer 1 to 2: "can't find tga/lit/ent",
"trying to load ent", "bad chunk length", "meshing",
"PR_AlocStringSlots: realloc'ing"
- Clean up IDE project files to build on fresh systems.
- Update 3rd-party libraries.
LGOGDownloader 3.1
- Make libcurl usage thread-safe (Patch by: Philipp Kerling)
* libcurl internally uses signals by default, which will crash the application when using multiple threads.
* Setting CURLOPT_NOSIGNAL on all handles avoids the crashes and is recommended in the libcurl documentation.
- Made getTerminalWidth detect if it is running in a terminal before trying to get the width (Patch by: Steffan Byrne)
* Before this change, if you tried to pipe the standard out to a file or run this as a process, it would fail.
- Moved global curl init/cleanup and ssl thread setup out of the Downloader class
* Allows using libcurl calls before calling Downloader::init() which can be useful in future
- Some code restructuring
* Moved some code from Downloader::init() to constructor
* Added function API::isLoggedIn()
* Added function Downloader::isLoggedIn()
* Downloader::init() no longer calls Downloader::getGameList() it is now called from other functions when needed
- Fixed some login issues
- Limit download thread count to number of items in download queue
- Rewrote and removed lots of duplicate code from Downloader::checkStatus()
* --status now tries to get remote file hash for patches and language packs
* GOG doesn't provide xml data for extras so we still have to rely on local xml data for those
- Made --list show number of updates for games that have been updated
* Allows user to check for updated games more easily
- Replaced all printf and sprintf calls using new Util::formattedString() function
* Util::formattedString creates formatted std::string using std::snprintf
* Fixes possible buffer overflow in Downloader::printProgress() caused by sprintf call
Now depends on qt5-qt{tools,base}. From changes.txt:
Solarus 1.5.1 (2016-11-29)
__________________________
Engine changes
--------------
* Add Spanish translation of the launcher GUI (thanks Diarandor!).
* Fix registering quest to the launcher at quest install time (#948).
* Fix crash when a carried bomb explodes (#953).
* Fix crash when a scrolling teletransporter is incorrectly placed (#977).
* Fix crash when an entity has a wrong savegame variable type (#1008).
* Fix memory leak when creating lots of surfaces (#962).
* Fix cleanup of the quest files at exit.
* Fix error in sol.main.load_settings() when the file does not exist.
* Fix ground ignored after hero:unfreeze() or back to solid ground (#827).
* Fix entity:get_name() returning nil after the entity is removed (#954).
* Improve error messages of surface creations and conversions.
* Chests: set an initial value "entities/chest" to the sprite field.
Solarus launcher GUI changes
----------------------------
* Start the selected quest by pressing Return or double-clicking (#949).
Sample quest changes
--------------------
* The sample quest is now in a separate repository (#996).
__________________________
Solarus 1.5.0 (2016-07-27)
__________________________
Engine changes
--------------
* Add a launcher GUI to ease chosing a quest and setting options (#693).
* Rename the solarus_run executable to solarus-run.
* Add version number and symbolic links when building the library.
* Add a -lua-console option to run Lua code from the standard input.
* Remove the -win-console option, the preferred way is now to use a GUI.
* Add a -turbo option to run at full speed.
* Add a -lag option to simulate slower systems for debugging.
* Print when the main loop starts and stops.
* Print the Lua version at startup (#692).
* Outputs are now prefixed by [Solarus] and the current simulated time.
* Musics: Add support of custom OGG looping (#643).
* Maps: allow more than 3 layers (#445).
* Improve the performance of loading big maps (#854).
* Improve the performance of custom entity collisions.
* Improve the performance of collisions by using a quadtree.
* Entities far from the camera are no longer suspended.
* The hero no longer automatically jumps when arriving on water (#530).
* Destinations can now set to update or not the starting location (#819).
* Teletransporters on the side of the map now work on all layers (#850).
* Streams can now have a speed of zero (#496).
* Fix crash when main.lua has a syntax error.
* Fix crash with missing directions in sprites controlled by the engine (#864).
* Fix sprite:on_animation_finished() and others not working sometimes (#799).
* Fix error in sprite:set_animation() when the direction is missing (#937).
* Fix straight movement precision.
* Fix freeze when loading a map with tiles outside the limits (#875).
* Fix crash when trying to use a non-saved item (#889).
* Fix sword tapping sound still played when the game is suspended (#797).
* Fix hero:set_invincible() not working without duration (#805).
* Fix lifted item walking animation only accepting 3 frames (#645).
* Fix enemy:set_attack_consequence_sprite() with thrown items (#834).
* Fix custom_entity:set_can_traverse() for doors (#716).
* Fix custom_entity:set_can_traverse_ground() for some grounds (#794).
* Fix custom entity collisions missed for entities that do not move (#671, #883).
* Fix custom_entity:get_modified_ground() returning nothing.
* Fix custom_entity:on_ground_below_changed() not called (#738).
* Fix missing notifications in custom_entity:set_origin() (#880).
* Fix creating an entity with the same name as another one just removed (#795).
* Fix parallax scrolling for dynamic tiles (#816).
* Fix crash when a diagonal tile is not square (#837).
* Fix crash when the teletransporter after stairs is missing.
* Fix non-blocking stream turns after going south (#648).
* Fix text_surface:set_rendering_mode() not working (#833).
* Fix possible freeze when changing the position of a path finding entity.
* Fix circle_movement:set_initial_angle() not working (#721).
* Fix straight movement setting speed to zero when reaching obstacles (#633).
* Fix support of joypads with multiple axes.
* Fix sol.input.get_mouse_coordinates() ignoring the zoom factor (#734).
Lua API changes
---------------
Changes that introduce incompatibilities:
* Fix missing collision detections and entity notifications.
* chest:on_empty() is replaced by chest:on_opened(treasure) (#483).
* Enemy ranks no longer exist, set_hurt_style() needs to be called (#449).
* Items with amount now have a default max amount of 1000 (#688).
* New ability "jump_over_water" in game:get/set_ability(), off by default (#530).
* Fix hero state name "freezed", renamed it to "frozen" (#813).
* Fix map:get_entities() not returning the hero (#670).
* Fix map:create_custom_entity() not erroring when width/height are missing.
* map:get_camera_position() is now deprecated, use camera:get_bounding_box().
* map:move_camera() is now deprecated, use a camera movement instead.
* map:draw_sprite() is now deprecated, use map:draw_visual() instead (#661).
* Fix entity:set_enabled(true) delayed while it blocks the hero (#817).
* Fix brandished treasure sprite and shop treasure sprite not animated (#790).
* circle_movement:get/set_initial_angle() now use degrees (#721).
* Add ability to hide mouse cursor (#891).
Changes that do not introduce incompatibilities:
* Add a function sol.main.get_solarus_version() (#767).
* Add a function sol.main.get_quest_format().
* Add a function sol.main.get_type() (#744).
* Add a method game:set_suspended() (#845).
* Add methods map:get_min_layer() and map:get_max_layer() (#445).
* Add a method map:get_entities_by_type() (#796).
* Add a method map:get_entities_in_rectangle() (#142).
* Add a method map:draw_visual() to draw any drawable object (#661).
* Add a method map:get_camera() (the camera is now a map entity).
* Add methods map:set_world() and map:set_floor() (#656).
* map:get_entities() can now be called without parameter to get all entities.
* map:get_entities*() functions now give entities sorted in Z order (#779).
* Add an event entity:on_movement_started().
* Add a method entity:get_max_bounding_box() considering sprite boxes (#754).
* entity:get_center_position() now also returns the layer.
* Add a method entity:get_facing_position().
* Add a method entity:get_facing_entity() (#877).
* Add a method entity:get_ground_position() (#830).
* Add a method entity:get_ground_below() (#830).
* entity:set_optimization_distance() is now only a hint for the engine.
* entity:test_obstacles() now also works without parameters.
* entity:overlaps() now has an optional collision mode parameter (#748).
* Add entity:get_sprite() to all entities, with an optional name value (#669).
* Add a method entity:get_sprites() (#851).
* Add methods entity:bring_sprite_to_front/back() (#809).
* enemy/custom_entity:create_sprite() now take an optional name value.
* hero:save_solid_ground() can now take a function parameter (#667).
* Add a method hero:start_attack() (#821).
* Add methods npc:is/set_traversable() (#712).
* Add methods chest:get/set_treasure() (#664).
* Add an event chest:on_opened() with treasure info parameters (#483).
* Add methods dynamic_tile:get_pattern_id() and get_modified_ground() (#755).
* Add methods destination:get/set_starting_location_mode() (#819).
* Add a method switch:is_walkable() (#729).
* Add a method switch:is_locked().
* Add a method sprite:get_num_frames() (#818).
* Add methods sprite:get_size() and sprite:get_origin() (#823).
* sprite:set_animation() now takes an optional callback parameter (#861).
* Add a method surface:get_opacity() (#722).
* Add methods surface/text_surface/sprite:get/set_blending_mode (#930).
Data files format changes
-------------------------
* New directory logos to put the logo and icons of your quest, used in the GUI.
* Quest properties: New properties describing the quest, used in the GUI (#838).
* Quest properties: the title_bar property no longer exists, use title instead.
* Maps: New properties min_layer and max_layer (#445).
* Maps: Enemies no longer have a rank property (#449).
* Maps: New property starting_location_mode on destinations (#819).
* Maps: width and height of custom entities are now mandatory as documented.
* Dialogs: Allow empty texts.
Sample quest changes
--------------------
* Lots of new sprites and sounds from Diarandor.
__________________________
Solarus 1.4.5 (2015-11-22)
__________________________
Bug fixes for the 1.4 release.
* Fix file name not shown when there is an error in dialogs file (#718).
* Fix saving special characters in data files (#719).
* Fix sol.main.load_file() returning a string instead of nil on error (#730).
* Fix performance issue when sprites have huge frame delays (#723).
* Fix collisions triggered for removed entities (#710).
* Fix hero disappearing if lifting animation has less than 5 frames (#682).
* Fix collisions with diagonal dynamic tiles larger than 8x8 (#486).
* Fix path finding movement not working with NPCs (#708).
* Fix stuck on non-traversable dynamic tiles covered by traversables (#769).
* Fix collision detection of custom entities that do not move.
* Fix pickables with special movement falling in holes too early.
* Fix blocking streams not working when the hero's speed is greater (#488).
__________________________
Solarus 1.4.4 (2015-08-19)
__________________________
Bug fixes for the 1.4 release.
* Fix pickables falling in holes even when hooked (#740).
__________________________
Solarus 1.4.3 (2015-08-12)
__________________________
Bug fixes for the 1.4 release.
* Fix a compilation error with Mac OS X.
* Fix crash at exit when a surface has a movement with callback (#699).
* Fix crash when removing a custom entity (#690).
* Fix crash when a sprite file is missing or has no animation (#700).
* Fix crash when trying to remove a sprite already removed (#705).
* Fix crash when a custom entity collision or traversable test errors.
* Fix crash when changing hero sprites sometimes.
* Fix crash when sound buffers are full.
* Fix crash in map:get_ground() with out of bounds coordinates.
* Fix Lua error message saying "number expected" instead of "string expected".
* Fix game:set_command_keyboard/joypad_binding refusing parameters.
* Fix map scrolling not working if quest size is not a multiple of 5 (#701).
* Fix camera:move() ignoring separators.
* Fix entities already destroyed when map:on_finished() is called (#691).
* Fix entity:bring_to_front()/back() ignoring the order of obstacles.
* Fix hero stuck on blocks.
* Fix hero going backwards on ice sometimes.
* Fix custom_entity:set_can_traverse_ground() giving opposite result (#668).
* Fix enemy:immobilize() having no effect when already immobilized.
* Fix dying animation of flying and swimming enemies.
* Fix the position of the shadow of pickables when they move.
* Fix pickables not reacting to their ground (#655).
## v0.13.1 / 2017-01-06
Bugs:
* New Windows installations break because Rubygems looks for 1.15.4 and it's not there (yet). Locking into Cairo 1.15.3 and being more conservative from now on.
## v0.13.0 / 2017-01-04
Features:
* `save_pdf`'s `crop marks` have a `:full` option that draw lines across the entire page.
Bugs
* Fix `Squib::DataFrame#to_pretty_text` modification issue (#191)
* Downgraded Pango et al. back to 3.0.9 from 3.1.0 because there are bugs in the new gobject-introspection library.
Chores:
* Shrank the gem itself by ignoring test data. From about 5mb to 64kb - yay!
* Bump roo to newest version (2.7.0).
* Bumped Nokogiri to latest version (1.7.0).
* Re-organized the samples folder for better regression and sanity testing prior to release.
- use standard headers
- don't use perror, don't use sprintf
- fix time handling issues
- compile in paths so the data can be installed (from patch-ab)
- fix name conflict with libc
- avoid undefined behavior
- avoid implicit int for clang
- declare own functions, sprinkle const and static, and fix
signedness to get a clean build (except for one remaining issue
where it's not clear what to do)
- remove unused elements detected by gcc
- fix some problems detected by gcc
- fix a startup crash
- modernize the makefile
Also, don't install the raw image bitmap data and the scripts to digest
it; install only the digested form, as that's all that's used at runtime.
Features:
save_pdf now supports crop marks! These are lines drawn in the margins of a PDF file to help you cut. These can be enabled by setting crop_marks: true in your save_pdf call. Can be further customized with crop_margin_bottom, crop_margin_left, crop_margin_right, crop_margin_top, crop_marks, crop_stroke_color, crop_stroke_dash, and crop_stroke_width (#123)
Squib.configure allows you to set options programmatically, overriding your config.yml. This is useful for Rakefiles, and will be documented in my upcoming tutorial on workflows.
Squib.enable_build_globally and Squib.disable_build_globally are new convenience methods for working with the SQUIB_BUILD environment variable. Handy for Rakefiles and Guard sessions for turning certain builds on an off. Also will be documented in upcoming workflow tutorial.
The import methods csv and xlsx now return Squib::DataFrame, which behaves exactly as before - but has more cool features like being able to do data.name instead of data['name']. Also: check out data.to_pretty_text. Check out the docs. (#156)
Bugs:
showcase works as expected when using backend: svg (#179)
Graphics will get flushed upon exit, so working under Guard with backend: svg is more reliable (#180)
Docs:
Wrote out documentation for Squib and GameIcons
Wrote out documentation for Hello World! Dissected
Un-submoduled our samples and simply embedded them into the docs (e.g. Squib Thinks in Arrays). Lots of cleanup there
Wrote up Squib in Action, which documents other Squib projects. Ask for yours to be put there!!
Chores:
Bumped dependency roo to 2.5.1. Nothing that affects Squib users (probably).
Bumped graphics and text dependencies (cairo to 1.15.3, pango+rsvg et al. to 3.1.0). No new features for us, but some stability improvements.
LGOGDownloader 3.0
- Ported code to use tinyxml2 instead of tinyxml (patch by: Ferdinand Thiessen)
- Added support for new language: Bulgarian
- Added support for parallel downloads
* Use --threads to set how many parallel downloads you want to run
* If libcurl uses openssl then libcrypto is required to compile the downloader
- Added support for getting game details in parallel
- Added support for DLC language packs
- Show average download rate after download has finished
- Fixed issue with some GOG XML data files
* Some GOG XML data files contain additional nodes/elements that were not handled properly and caused issues
- Removed obsolete getpass() calls, use termios to control terminal ECHO
- Added option to set CA certificate path
* --cacert option can be used to set path to CA certificate bundle in PEM format
* CURL_CA_BUNDLE environment variable is used if it is set and CA certificate path is not set with --cacert option
- Moved cover list to git repository
* New url: https://raw.githubusercontent.com/Sude-/lgogdownloader-lists/master/covers.xml
- Use list of games that are known to have DLC and ignore DLC count that GOG provides for those games
* Fixes issues caused by GOG providing incorrect dlc count information for games with DLC
* If local list ($XDG_CONFIG_HOME/lgogdownloader/game_has_dlc.txt) exists then remote list isn't used
* --dlc-list option is used to set url for the list (default: https://raw.githubusercontent.com/Sude-/lgogdownloader-lists/master/game_has_dlc.txt)
- Made downloader work better when invoked by Gentoo's package manager (patches by: James Le Cuirot)
* Exit with non-zero status when --list or --list-details fails
* Exit with non-zero status when at least one --download-file fails
* Add --respect-umask option to prevent adjusting permissions
Squib is a Ruby DSL for prototyping card and board games. Write a
little bit of Ruby, define your deck's stats, then compile your
game into a series of images ready for print-and-play or even
print-on-demand. Squib is very data-driven and built on the principle
of Don't Repeat Yourself. Think of it like nanDeck done "the Ruby
way".
pkgsrc changes:
- Switch to GitHub framework
- Update HOMEPAGE
- Set LICENSE (GPLv3)
- Upstream switched from C to C++
- Require boost-libs and boost-headers
- SETGIDGAME -> USE_GAMESGROUP
- Need to fix VARBASE differently (now with SUBST framework)
- Drop unneded patches
- Enforce any curses library (with a patch)
upstream changelog
==================
==0.43.1==
Small fixes: appdata and desktop file, moved to an unordered_set header that
should work on most compilers. Should still port to autotools or something
similar sometimes in the future.
==0.43==
Complete code rewrite. As I go on trying to grok C++, algorithms and data
structures, and as I started to understand more of Peter's code, I found
it useful to rewrite all this stuff from scratch.
This should solve some issues and probably introduce new ones. Therefore this
version needs a lot of playtesting and bug-hunting.
The algorithm has been split into two, one with the next block preview (normal)
and one without (harder).
New and more sophisticated techniques are now used to write the block-choosing
algorithms, which should not be fooled as easily as before.
Address conflicts of local gettext.h with /usr/include/libintl.h.
Undefine system symbols and allow package's specific ones.
GUI presents correctly texts in a local language.
Packaged for wip by Yorick Hardy and Jonathan Schleifer.
Arx Libertatis is a cross-platform, open source port of Arx Fatalis,
a 2002 first-person role-playing game developed by Arkane Studios.
This is the game engine - the data files are not included.
3.20.4 - July 13, 2016
======================
* Avoid accidental use of C++ 11
3.20.3 - July 11, 2016
======================
* Seed the RNG so we actually get different puzzles each run
Cosmosmash - A space rock shooting video game.
In this game, you control a base that must destroy rocks before they hit the
ground, or you lose points. You must also prevent "spinners" from touching the
ground, or your base will explode.
This game is a clone of the 1981 Astrosmash game for the Intellivision by
Mattel Electronics.
Violetland is an open source cross-platform game similar to Crimsonland.
In this game the player should help a girl by name of Violet to struggle with
hordes of monsters. For this purpose the various weapon, and also the special
abilities of the heroine which are opening with experience can be used.
wordwarvi, or "Word War vi", is an old school '80's style side
scrolling space shoot'em up video game.
You pilot your "vi-per" craft through core memory, trying to avoid
OS defenses and wipe out the memory hogging emacs processes and
rescue lost vi-per pilots (.swp files) stranded from crashed vi
sessions before heading through the socket to the next node in the
cluster to do it all over again.
Originally packaged in pkgsrc-wip by:
- Thomas Klausner
- Aleksej Saushev
and
- myself.
Barrage is a rather destructive action game that puts you on a shooting range
with the objective to hit as many dummy targets as possible within 3 minutes.
You control a gun that may either fire small or large grenades at soldiers,
jeeps and tanks. Targets are fast paced and require careful aiming as it takes
half a second to reload the gun. In addition, you have to keep an eye on your
ammo and reload in time.
Armagetron Advanced is a multiplayer game in 3D that attempts to emulate
and expand on the light cycle sequence from the movie Tron.
Tron was an arcade game based on the movie of the same name, release by
Disney in 1982. The original game consisted of 4 sub-games, the only one of
concern is the 'Light Cycles' one, in which the player uses a left/right
joystick to control a 'Light Cycle' which leaves a wall behind it wherever
the cycle it goes, turning only at 90 degree angles. The player must then get
the AI to crash into their wall while avoiding hitting the AI's own wall
themselves. Those were the humble beginnings of Armagetron Advanced's
game play, which has now blossomed into 16 player mayhem, with highly
advanced AI, network game play, and of course all in a 3D environment.
Server for the armagetronad game.
Originally packaged in pkgsrc-wip by:
- Adam Hoka
- Thomas Klausner
- David Sainty
- Aleksej Saushev
- Sevan Janiyan
and
- myself.
Armagetron Advanced is a multiplayer game in 3D that attempts to emulate
and expand on the light cycle sequence from the movie Tron.
Tron was an arcade game based on the movie of the same name, release by
Disney in 1982. The original game consisted of 4 sub-games, the only one of
concern is the 'Light Cycles' one, in which the player uses a left/right
joystick to control a 'Light Cycle' which leaves a wall behind it wherever
the cycle it goes, turning only at 90 degree angles. The player must then get
the AI to crash into their wall while avoiding hitting the AI's own wall
themselves. Those were the humble beginnings of Armagetron Advanced's
game play, which has now blossomed into 16 player mayhem, with highly
advanced AI, network game play, and of course all in a 3D environment.
Originally packaged in pkgsrc-wip by:
- Adam Hoka
- Thomas Klausner
- David Sainty
- Aleksej Saushev
- Sevan Janiyan
and
- myself.
Einstein puzzle is a free cross-platform open source remake of old
DOS game Sherlock which was inspired by Albert Einstein's puzzle.
The game goal is to open all cards in square of 6x6 cards. For this,
a number of hints describing relations between card positions are
given. Use them to find the correct layout.
* Switched to .tar.xz.
* Added missing depednencies; now all supported engines are built.
* FluidSynth is not an option any more.
* Enabled release mode; but without forced compiler optimisations.
Drop maintainership.
Version 0.0.5 May 2013
- new Swedish and Esperanto translation and updated French translation many
thanks to the translators
- AROS support inside the code
- minor usability improvements in the menu sytem
- slightly lower requirements on libpng and lua versions
3.20.2 - May 22, 2016
=====================
* Fix window size growing out of control with GTK+ 3.20
3.20.1 - May 7, 2016
====================
* Updated translations
Changes:
Version 1.12.6:
* Campaigns:
* Legend of Wesmere:
* Fixed recruit lists for AI sides in MP mode.
* Made it so the campaign displays an error and aborts when started with
Shuffle Sides enabled in MP mode.
* Language and i18n:
* Updated translations: British English, Galician, Italian, Japanese,
Portuguese, RACV, Russian, Scottish Gaelic, Slovak, Spanish, Swedish
* Terrains:
* Fixed glitches of river ford transitions.
* User interface:
* GUI1 comboboxes now use the thinner menu frame style.
* Fixed minimap buttons appearing without contents or in the wrong state
when the game window is resized, when using debug commands to toggle fog
and/or shroud, and probably a lot of other occurrences that are now
covered by a proper fix on top of the quick hacks shipped with versions
1.11.16 and 1.12.3.
* Fixed MP lobby games list coming up empty when Invert is checked while
Apply Filter is not (bug #23117).
* Fixed Observers icon appearing behind other top bar items in MP games on
horizontal UI resolutions < 1024 (bug #24455).
* Fixed ToD schedule progress indicator appearing behind other top bar items
on vertical UI resolutions < 600.
* Miscellaneous and bug fixes:
* Revert all updates to hot-key handling which broke letter-based short-cuts
on non-US keyboard layouts, where characters are in different key
locations (bug #24186).
* Fix the move-to-targets candidate action of the default AI ignoring tunnels
* Fix two rare bugs in the goto candidate action that resulted in goto moves
by other units being skipped after a unit could not get to its goal.
* Fixed possible assertion failures in multiplayer.
* Fixed false positive OOS messages in replay when replaying games from an
older Wesnoth version.
* Fixed saving the game during a replay creating corrupt saves (bug #23310).
* Fixed unit test compilation against Boost 1.60 and later (bug #24234).
BUILD_DIRS= src
is equivalent to:
BUILD_MAKE_FLAGS+= -C src
"${COMPILER_RPATH_FLAG}${X11BASE}/lib"
is preferred over:
-Wl,-rpath,${BUILDLINK_PREFIX.libX11}/lib
No functional change (on NetBSD).
Pointed out by <joerg>
Core War is a game in which two or more virus-like programs fight against
each other in a simulated memory space or core.
Core War programs are written in an assembly language called Redcode which is
interpreted by a Core War simulator or MARS (Memory Array Redcode Simulator).
The object of the game is to prevent the other program(s) from executing.
1.8.1 (2016-05-25)
New ports:
- Added Nintendo 3DS port.
- Added Android SDL port.
General:
- Removed TESTING flag from several supported games.
- Added Chinese Pinyin translation.
- Fixed cursor stuttering in the launcher that occured on some systems.
BBVS:
- Fixed game restart.
CinE:
- Fixed sound effect loading.
Drascula:
- Fixed text alignment to be faithful to the original.
- Fixed character walking off screen.
- Fixed loading savegames in the Pendulum scene.
- Fixed wrong background for inventory items during chapter 6 in the
Spanish version.
- Fixed animations speed (they were running two times slower than in the
original engine).
- Fixed noise at start and/or end of speech. This was most noticeable
with the Spanish speech.
- Fixed delay when interacting with the verb menu and the inventory.
- Fixed possibility to pick up the axe in the castle multiple times.
Gob:
- Fixed lock up for some games during sound initialization.
KYRA:
- Fixed potential crash when using swamp snake potion on the rat in Hand
of Fate. (NOTE: This fix was included in version 1.8.0, but it was not
added to the NEWS file).
- Fixed missing voice reactions when hitting enemies in CD version of
Lands of Lore.
Lab:
- Fixed lock-up during ending sequence.
- Improved internal game controls.
- Fixed lock-up during some in-game animations.
SAGA:
- Fixed user interface colors in the French and German versions of I Have No
Mouth and I Must Scream.
SCI:
- Make cursor workarounds work properly on OpenPandora (and other devices, that
support touch screen and analog sticks/mouse at the same time)
- Script patch to fix broken ending battle in multilingual King's Quest 5
(French, German + Spanish versions are all broken)
- Fixed invalid memory access, when loading broken King's Quest 5 credit music track
- Fixed lowres/hires issues in King's Quest 6 when saving, changing the lowres/hires
setting and restoring the saved game afterwards.
SCUMM:
- Fixed detection of Maniac Mansion from Day of the Tentacle in the Windows
version of ScummVM.
- Fixed a sound effect not stopping in Loom EGA with AdLib.
Broken Sword 2.5:
- Added option to use English speech instead of German one when no speech is
available for the selected language.
- Fixed resource releasing on game exit.
- Fixed game restart after language change in-game.
- Fixed flickering in main Menu.
- Fixed long save time on Windows.
Windows port:
- Fixed bug in MIDI device listing affecting cases where MIDI devices were
not usable.
Mac OS X port:
- Dock menu for ScummVM now lists recently played games when ScummVM is
not running and allows starting those games.
- Enabled Sparkle application updater.
GCW0 port:
- Improved support for built-in ScummVM documentation.
1.8.0 (2016-03-04)
New Games:
- Added support for Rex Nebular and the Cosmic Gender Bender.
- Added support for Sfinx.
- Added support for Zork Nemesis: The Forbidden Lands.
- Added support for Zork: Grand Inquisitor.
- Added support for The Lost Files of Sherlock Holmes: The Case of the
Serrated Scalpel.
- Added support for The Lost Files of Sherlock Holmes: The Case of the Rose
Tattoo.
- Added support for Beavis and Butthead in Virtual Stupidity.
- Added support for Amazon: Guardians of Eden.
- Added support for Broken Sword 2.5: The Return of the Templars.
- Added support for The Labyrinth of Time.
New Ports:
- Added Raspberry Pi port.
- Added GCW0 port.
General:
- Updated Munt MT-32 emulation code to version 1.5.0.
SDL:
- Alt-x no longer quits ScummVM. Use Cmd-q/Ctrl-q/Ctrl-z instead; see README.
- On POSIX systems we now follow the XDG Base Directory Specification for
placement of files for users. This effectively results in new locations
for our configuration file, our log file, and our default savegame path.
We still support our previous locations. As long as they are present, we
continue to use them. Please refer to the README for the new locations.
File locations on Mac OS X are not affected by this change.
3 Skulls of the Toltecs:
- Improved AdLib music support.
AGI:
- It is now possible to disable mouse support (except for Amiga versions
and fanmade games, that require a mouse).
- Fixed PCjr sound volumes.
- Major rewrite of graphics subsystem.
- Support for Apple IIgs, Amiga + Atari ST transitions, fonts and mouse
cursors. The Atari ST 8x8 system font is not included with ScummVM.
- Added ability to make for example a PC version look like an Apple IIgs
version. This includes palette, cursor, transition and even font. Just
set corresponding render mode.
- Fixed Apple IIgs game versions running too fast.
- Added support for automatic saving/restoring used by Mixed Up Mother Goose.
- Removed forced two second delay on room changes; replaced with heuristic.
- Fixed certain key bindings breaking after saving/reloading.
AGOS:
- Fixed arpeggio effect used in music of Amiga version of Elvira 1.
- Fixed loading and saving progress in the PC version of Waxworks.
- Fixed verb area been removed in Amiga versions of Simon the Sorcerer 1.
- Added Accolade AdLib & MT-32 music drivers for the games:
Elvira 1, Elvira 2, Waxworks and Simon the Sorcerer 1 demo.
- Added Simon the Sorcerer 1 AdLib output. This vastly improves the AdLib
output and makes it closer to the original.
Broken Sword 1:
- Fixed Macintosh version speech when running on big endian systems.
- Fixed loading from Main Menu in bull's head scene, and maybe other scenes.
CinE:
- Added support for music in CD version of Future Wars.
MADE:
- Improved AdLib music support in Return to Zork.
SAGA:
- Improved AdLib music support.
SCI:
- Handling of music priority has been greatly improved.
- A lot of fixes for original game script bugs that also occurred when
using the original interpreter. This affects the following games:
KQ6 (Dual Mode), LSL5, PQ1, QfG1 (EGA), QfG1 (VGA), QfG2, QfG3, SQ1,
SQ4 (CD).
- Restoring from the ScummVM in-game menu should now work all the time.
- Improved support for Japanese PC-9801 games.
- Default to hi res version of KQ6, changeable using engine option.
SCUMM:
- Major improvements to Korean versions text rendering.
- Implemented original Maniac Mansion v0-v1 walking code.
- It is now possible to play Maniac Mansion from within Day of the
Tentacle, with a few caveats. See README for details.
- Alt-x can now be used to quit SCUMM games on all platforms.
- Improved lip sync animation in later HE games.
Tinsel:
- Improved AdLib music support in Discworld 1.
for all pkgsrc dir/file ownership rules. Fixes unprivileged
user/group names from leaking into binary packages, manifest as
non-fatal chown/chgrp failure messages at pkg_add time.
Bump respective packages' PKGREVISION.
LGOGDownloader 2.28
- Fixed compiling with JsonCpp 1.7.1
- Moved GOG website related members of Downloader class to new Website class
* Downloader::HTTP_Login --> Website::Login
* Downloader::getGames --> Website::getGames
* Downloader::getFreeGames --> Website::getFreeGames
* Downloader::getGameDetailsJSON --> Website::getGameDetailsJSON
* Getting wishlist details was split from Downloader::showWishlist to Website::getWishlistItems function
- Moved login checks from the login function to their own functions
- Added function to check if user is logged in to GOG website
* Website::IsLoggedIn
- Changed gameFile format and gamedetails cache format
* gameFile now contains gamename and file type info
* Game details cache format has been changed to match gameFile changes
* Cache has a new "gamedetails-cache-version" field that can be used to detect cache format changes
- Fixed downloading language packs with file id
- Started using CURLOPT_XFERINFOFUNCTION instead of deprecated CURLOPT_PROGRESSFUNCTION
* libcurl >= 7.32.0 is required
- Add LICENSE as gnu-gpl-v3
- Add pkg-config for USE_TOOLS
- Adjust SUBST_FILES (xboard.conf.in to xboard.conf)
- Silencs pkglint (LOCALBASE to PREFIX, use {} instead of () for INSTALL_SCRIPT
- Add serveral buildlink3.mk
(upstream)
- Updated to games/xboard-4.8.0 (from 4.6.2 = 2012-12-12)
---------------------------------------------------------
** Version 4.8.0 **
(see http://www.gnu.org/software/xboard/whats_new/4.8.0/ )
* New features in this release
* Resuming saved unfinished games
* Setting up positions more easily
* Bitbase adjudication
* Showing tablebase hits
* A new ICS window
* Recalling board themes (XBoard)
* Playing moves by clicking them
* Fonts in the XBoard GTK build
* Using the mousewheel (XBoard)
* Displaying a blunder graph
* Slicing up a PGN database
* Auto-install of engines
* New variant support
* ASEAN Chess
* Chu Shogi
* Mighty Lion
* Highlighting squares on engine command
* Let the engine finish a user move
* Non-standard variant names
* Fischer castling in any variant
* Knowing the moves of unknown pieces
* Fixed bugs
* Fix crash on using some Browse buttons in dialogs of the GTK
build.
* Fix buffer overflow in PGN parser, when all lines end in
comments.
* Fix crash on specifying non-existent board texture.
* Prevent crash on double-click in XB Game List Tags dialog.
* Fix the auto-display comment control in the General Options
dialog of WinBoard, which was ignored.
* Fix adjusting clocks by clicking them in Xaw build.
* Fix zooming of Evaluation Graph XB with mousewheel, which was
not working at all.
* Fix sticky-windows feature WB for Windows 8, where it did not
work at all.
* WinBoard's seek graph is now sized to also cover any board rim.
* Key bindings XB for non menu items are no longer ignored.
* Set castling rights correctly after loading of game file from
command line.
* Allow castling and e.p. moves to be edited into opening book
(and prevent their disappearance from it).
* The sorting of engine output was made more robust against
engines that send thinking output on fail lows.
* Fix node-count display, which was clipped to 32 bits.
* Suppress board-size oscillations in GTK build.
* Fixed detection of screen size in GTK. (This is a mixed
blessing, as now it picks the largest possible window size, and
in GTK interactive down-sizing is not possible.)
* Fix mode highlighting after refusal of Two Machines mode because
2nd engine did not support variant.
* Blow up textures that are too small.
* Ignore invalid color specs in stead of treating them as black
(important because Cairo does not understand old xpm color
names).
* Prevent XB and WB from becoming unresponsive during lengthy
tasks such as book building.
* Fix slowdown of WB during loading of huge PGN files due to
Game-List window update.
* Limit width of menu bar for small board sizes in GTK build.
* Improve the code to kill rogue engines in XB.
* Drawing of pieces outside the board (in maximaized windows),
which left lots of debris, is now suppressed.
* Make WB window sizing handle multiple screens.
* 50-move counter is no longer reset on Chess960 castlings.
* Fix legality testing of A-side castling in FRC (which was
allowed with Rook on a- and blocker on b-file).
* Fixed piece ID of Falcon in Falcon Chess, which was written as
'.' and could not be selected on promotion.
* Fix cross-edge e.p. captures in Cylinder Chess (which was not
recognized as e.p.).
* Fix animation of Seirawan Chess castling + gating at Rook
square, which made Rook disappear.
* Fix adjudication of stalemates in variant Giveaway.
* Display of the variant tag in the Game List now works.
* Reset move entry (clearing target-square markers) on 'clear
board' in Edit Position mode.
* The Game List is automatically updated when you alter the tag
selection for the game lines.
* Indicate current variant in New Variant dialog of the GTK build
(by printing it in boldface on the button).
* Known Problems
* GTK: in a tiling window manager the size of the board seems to be
calculated incorrectly. A temporary fix for this is to use a fixed
size by using the "-size <N>" and "-fixedSize true" options
on the command line.
** Version 4.7.3 **
(see http://www.gnu.org/software/xboard/whats_new/4.7.3/ )
bugfix release for 4.7.2
* Fix buffer overflow in parser on long PGN with scores
* Allow castling and e.p. capture moves to survive when editing opening book
* Fix node-count overflow in engine output
* Better sorting of fail-low lines in engine output
* Fix Chess960 a-side castling legality check
* Fix position search in Chess960
* Fix adjudication of Giveaway stalemates
* Adapt WinBoard window positioning to work with multiple screens
* Cure some weirdness in XBoard when dragging pieces outside the board
* Some dialog layout improvements to facilitate internationalization
* Fix crash on using some dialog Browse buttons in GTK version
* Connect manual menu item work in GTK version
* Put code for OS X integration in the GTK version
** Version 4.7.2 **
(see http://www.gnu.org/software/xboard/whats_new/4.7.2/ )
bugfix release for 4.7.1
* Make PGN parser immune to unprotected time stamps
* Fix book creation
* Fix GUI book after setup position
* Allow drops / promotions/ deferrals to be edited into book
* Allow entry of negative numbers in spin control (WB)
* Fix grabbing of selected piece
* Fix initial board sizing WB
* Fix -zippyVariants option
** Version 4.7.1 **
(see http://www.gnu.org/software/xboard/whats_new/4.7.1/ )
bugfix release for 4.7.0
* updated translations
* fixed texinfo 5.0 problems
* Work-around for Xt selection bug
* Add -backupSettingsFile option
* Make skipping of unknown option smarter
* Let popping up of WinBoard chatbox for channel open it
* Fix vertical sizing of GTK board
* Fix buffer overflow in feature parsing
* Accept setup command for non-standard board size
* Fix fatal error on unsupported board size
* Fix GTK box popup
* Let XBoard -autoBox option also affect move type-in
* Fix spurious popup after batch-mode Analyze Game
* Fix saving of analyzed game
* Provide compatibility with Alien Edition setup command
* Fix quoting of book name in tourney file
* Fix disappearence of pieces that were moved illegally
* Fix horrible bug in reading scores from PGN
* Print score of final position in Analyze Game
* Fix GTK SetInsertPos
* Fix scrolling of Chat Box
* Make Chat Box window obey -topLevel option
* Fix Xaw file browser
* Update zippy.README
** Version 4.7.0 **
(see http://www.gnu.org/software/xboard/whats_new/4.7.0/ )
* Code refactoring of XBoard
* The old X11 front-end has been largely rewritten,
so that all windows are now created by a single
generic routine
* XBoard now uses the Cairo library for all drawing
* Pixmaps and bitmaps no longer supported;
XBoard now uses PNG and SVG images instead.
* An alternative (as yet experimental) front-end
using GTK has been added
* Interactive Analysis
* Excluding moves from analysis by playing them
* Excluded-moves header in Engine Output window
* Analyzing with two engines simultaneously
* Annotating an entire muti-game file
* Analysing positions by Monte-Carlo play
* Other New Functionality
* Displaying player logos (XB)
* Player logo on ICS can be based on player handle
* Chat boxes for XBoard
* Narrowing down of position searches
* Copying pieces when editing a position
* Starting WinBoard through drag & drop
* Recalling fully configured engines and ICS
* Creating an opening book from a game file
* Pausing a game
* Automatically observing partner games with dual-board
* Interface Improvements
* Recognizes file type of lone argument by extension
* Default startup settings configurable per mode
* Separate menu items for loading 1st and 2nd engine
* Engines can be selected from listboxes
* Grouping of engines in the installed-engines list
* Stay in Analyze or Game Start mode after engine loading
* 'Continue Later' button in WB tournament dialog
* A new --help option (XB)
* A second board window for observing ICS games (XB)
* Smoother graphics and a resizable board (XB)
* A rejuvenated file browser (XB Xaw)
* Scrolling listboxes with mouse wheel (XB Xaw)
* Tabbing through dialog etry fields (XB Xaw)
* Adapt width of auxilliary windows on board resize (WB)
* External piece bitmaps (WB)
* Border around the board (WB)
* Saving settings as themes (WB)
* Bug fixes
* Grayout of Analysis menu item in zippy mode
* Crash on flagging in -st mode
* Keep track of virginity in variant seirawan FENs
* Immunity to capitalized promo pieces
* Avoid board sizes with unavailabile variant pieces
* Work-around for FICS violation of SAN
* Check validity of tourney participants
* Loop-Chess promotions with legality testing on
* Fix -fSAN option in Analyze File mode
* Scrolling of Engine Output after PV walk (XB)
* Start browsing in currently-selected folder (WB)
* Allow entry of fractional timeIncrement (WB)
* Resolve conflict between -mps and -inc options
* Size of mini-Shogi promotion zone
* Adjudication of stalemate and perpetuals in Shogi
* Rep-draw detection in drop games
* Insufficient-material draws in Knightmate
* Replacing of engine in non-last game position
* Sweep selection of promo-piece in click-click move
* Don't save aborted games in tourney PGN
* Remember ponder, book and other settings in tourney file
* Do not erase PGN tags on engine loading
* Solved feature problems with engine loading in match mode
* Re-send option settings to -xreuse engine
* Allow use of 'shadow' promotion pieces in any variant
* WinBoard did not always start in its installation folder
* Initialization of 'Twice' checkbox in Tournament dialog (WB)
* Clearing of marker dots after mode or settings change
* some smaller bugfixes
- Add LICENSE (gnu-gpl-v3)
- Add USE_LANGUAGES= c++ (as well as c)
- Adjust --infodir for CONFIGURE_ARGS
- Silence pkglint as LOCALBASE to PREFIX
- Remove four all patches, there were no comments on each
and could not find the reason to keep
(upstream)
- Updated to games/gnuchess-6.2.2 (from 5.07 = year of 2004 ?)
- ChangeLog are there, but it is not full from 5.07
Please refer src (distfile) for Changes from 2011 to 2015
3.20.0 - March 20, 2016
=========================
* Update license(Sahil Sareen)
* Use AM_DISTCHECK_CONFIGURE_FLAGS(Sahil Sareen)
* Bump up the license version on source files(Sahil Sareen)
* Update CSS for GTK+ 3.19(Sahil Sareen)
* Require GTK+ 3.19(Sahil Sareen)
* Update about dialog(Sahil Sareen)
* Add a missing tag to the AppData file(Richard Hughes)
* Updated translations
3.19.4 - January 17, 2016
=========================
* Update doap(Michael Catanzaro)
* Update appdata(Michael Catanzaro)
* Stop using deprecated gnome-common(Sahil Sareen)
* Add pre-commit and pre-applypatch hooks(Sahil Sareen)
* Updated translations
3.19.2 - November 20, 2015
==========================
* Increase line width around 3x3 boxes (Karanbir Chahal)
* Updated translations
3.18.1 - October 11, 2015
=========================
* Updated translations
3.18.0 - September 21, 2015
===========================
* Updated translations
3.17.92 - September 13, 2015
============================
* Reorder the buttons on the well done dialog
* Fix dragging the window after clicking the game view
* Updated translations
3.17.90 - August 14, 2015
=========================
* Hide number picker after selecting number with keyboard (Michael Catanzaro)
* Fix build with Automake 1.15 (Yanko Kaneti)
* Translation updates
3.17.2 - May 22, 2015
=====================
Dependencies: Vala 0.27.2, QQwing 1.3.4
* Replace high contrast icons with symbolic icon (Michael Catanzaro)
* Add ability to enter puzzles manually (Parin Porecha)
* Clear earmarks when a cell is filled (Iulian Radu)
* Use sans font for all numbers when printing (Iulian Radu)
* Allow cancelling print multiple puzzles (Iulian Radu, Michael Catanzaro)
* Revert window title to say Difficulty rather than Puzzle (Michael Catanzaro)
* Destroy GtkPopovers when not needed (Iulian Radu)
* Do not save window size on exit if tiled (Arnaud Bonatti)
* Update and modernize user help index page (Ekaterina Gerasimova)
* Fix typos and grammar in user help (Anders Jonsson)
* Temporarily remove user help from app menu pending update (Michael Catanzaro)
* Code cleanups (Sahil Sareen, Iulian Radu, Michael Catanzaro)
* Updated translations
LGOGDownloader 2.27
- Changed build system to CMake (patch by: Sandy Carter)
- Fixed crash after login
- Added option to set automatic XML creation in config file
* --automatic-xml-creation
- Improved game specific config options
* Directory options can be overriden in game specific config file
* "platform" and "language" options allow using string to set them. Use "+" as separator to combine values and "," as separator to set priority.
* For example: this allows setting "language" to English, German and French with "en+de+fr" which is much easier to understand than setting it to "7"
- Improvements to orphan detection (patch by: Thomas J. Moore)
* blacklist applies to installed files only; use ignorelist for orphans
* blacklisted but present items are orphans, as they should be
* use exact matching for file paths: files in wrong location are orphans
* See man page for more details on how to use ignorelist
- Apply blacklist to status checker to avoid some spurious ND messages (patch by: Thomas J. Moore)
- Use cerr for password prompts, error messages, rolling status messages, and other stuff that shouldn't clutter saved stdout. (patch by: Thomas J. Moore)
- Reduce the amount of HTTP requests
* This also slightly speeds up getting game details for games with DLC
- Added option to save changelogs when downloading
* --save-changelogs
- Added support for two-step login
Upstream changes (no English changelog):
20150820:
- change 'a' key (auto-mode) behavior as the original NScripter
(affects only Android)
20150811:
- make lsp and other insns accept decimal fraction as height and width
values of rectangle drawing
20150810:
- fix a bug in split insn that causes segfault when number of split
characters is equal to or larger than 256 bytes
- fix a bug of BGM loop on Android
- fix a bug of gettag insn
- fix a bug that LUA cannot recognize scripts which include '\'
in the second byte of Shift-JIS chars
- implement getmclick insn, and also implement NSGetClick, NSGetMouse,
NSDoEvents, NSSleep, NSSpCell, NSSp2GetInfo, NSSp2GetPos, NSSp2Load,
and NSSp2Move insns for NSLua
- use the latest SDK and NDK for Android on Linux
- speed up extracting zip files on Android