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"
... <there is a pause>
... Screen says "You see an unlit lamp. Exits: North".
... <pause>
... 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!