The following new features were added by Barry Mead
<bmead15@cox.net> and Frank Zago.

Feature #1 (two handed coordinated play)
   
To allow for more coordinated two handed play, the
default controls were changed to Arrow Keys for movement,
and Left-Ctrl for Dig Left, and Left-Alt for Dig Right.

Feature #2 (fast editor level selection)

For fast level selection in the editor simply press
the numeric keypad numbers for the desired level, then
press the Enter key on the numeric keypad to load that
level.  Each digit multiplies the previous digits by 10 
unless a number greater than 400 is made then it resets
the level number to one.

I also increased the maximum number of levels that
can exist to 400 from 256 without affecting the
compatiblity of existing level or movie files.

Level selection can also be achieved by using the
left and right arrow keys to increase or decrease
the level number by 1, or the up and down arrow
keys to increase or decrease the level number by 10.
Or use the PageUp or PageDown keys to increase or
decrease the level number by 100.

Feature #3 (More logical keystroke edit object selection)

Instead of `1234567890- to select the edit object
I changed it to F1 thru F12.  All modern keyboards
have 12 function keys nowadays, and there are exactly
12 edit objects so this works out very nicely.

Feature #4 (Overwrite movie option at level completion)

While playing the game I often wished that I could make
the last level I just played into the movie, even though
it didn't have a higher score.  I played better, or with
fewer mistakes, or did some really cool manuvers or whatever.
To accomodate this desire I added a feature. Just press the
F12 key at the score total screen to replace the current movie
with your last game.

Feature #5 (Toggle demo/play mode)

Movie demo/play mode toggle.  I added a feature to the game
in which you can toggle between demo mode and play mode by
pressing the Escape key.  Before you could only go one-way
from play mode to demo mode.  Now you can go back to play
mode by pressing the Escape key again.

Feature #6 (Fast game play level select)
   
Changing levels used to take a long time.  You would
have to press the next level key many times to get
there.  Now it is fast and easy.

Press F3, type the level number (using the number keys
at the top of the keyboard, or on the numeric keypad),
and press Escape.

Feature #7 (Faster less noisy controls)

Improved the operation of the F8/KP+, F7/KP-, and
K keys.  When you use the F7/KP- or F8/KP+ keys to
rapidly scan though levels it wastes time to listen
to the victory sound repeatedly.  So now the victory
sound only plays when you actually complete a level.

The same is true for The kill K key.  It is often
desireable hit the K key several times to obtain a
preferred flashing object configuration.  This is
especially true when striving for an optimal
completion time or faster movie.  So now the death
sound only plays when you actually die.

Feature #8 (More complete score keeping)

The score page now displays the
status of Hidden Monsters, and Flashing objects.
Also the score page displays the Best Score, and
playing time for this level, so you can see how
well you did against the best score/time so far.

Feature #9 (Support for special levels)

The distributed levels.scl comes with
several levels that don't have exactly
3 flashing objects, or exatly 3 hidden
monsters. (154 POP MAN for instance)
  
I added an override key that allows you to
save a level with less than 3 objects or hidden
monsters as long as the number is in the
legal range of 0 to 3.  The default Override
key is the Right Alt key.  Most people usually
press the Left Alt key, so the default save
requirements typically  apply.

Feature #10 (Less edit level number confusion)

It used to be possible to think you were editing
one level, but actually be editing a different one.
I minimized this confusion.  You can still shift
levels from one number to another by using the arrow
keys or number keys to change the level
number before saving if that is your intention, but
it is not as likely that a level will accidently be
saved on top of the wrong level number.

I also made the F2 & F3 keys work consistantly from
menu, demo, or play modes. In the editor mode, the
function keys are used for edit object selection.

Feature #11 (made a nice color icon for scavenger)

The file is named scav.xpm, or scav.bmp for windows
users.

Feature #12 (Animator key help)

I added a full keystroke legend/menu to the
animator. Making the animator much easier
for the uninitiated to use.  Adding this feature
also made it necessary to include colorized
text capability to the internal Text functions.

Feature #13 (New levels.scl file)
I generated a new clean master minimum
size "levels.scl" file with levels only
(no movies).  This version is exactly the
same as the original levels.scl except for
the addition of hidden monsters to all of
the levels that could have had them but
didn't.  The hidden monsters are located
in places that do not interfere with
operation of the level.  The play
difficulty was NOT made any easier on the
levels.  The original challenge and fun
are completely preserved.

Feature #14 (64-bit Alhlon ready)
I coordiated with Frank Zago and he
he compiled the source code on his new
Athlon-64 system.  I integrated the
changes necessary for the code to 
compile on the newer 64-bit versions
of the gcc compiler. Thanks to Frank.
Frank also provided me with invaluable
wonderful suggestions to improve the
game.  Many Thanks Frank!

The code now compiles with the -Wall
(warn all) option on, meaing all of
the code now has full ANSI compliant
declarations and function prototypes.

Feature #15 (New Fonts!)
I improved the the shape of the character
fonts and added the following extra
characters to font definitions:
+#()

Feature #16 (Smarter Mouse Cursor)
I added automatic mouse cursor on/off
to the various modes in scavenger.
The mouse cursor is just a distraction
in play and demo modes, so it is now
automatically turned off during these
modes.  It reappears in the edit or
animate modes as needed.

Feature #17 (Centered all menus)
I improved the appearance of the remap
keys and rename player menus.  They
now appear in the center of the screen
like the main menu.

Feature #18 (Command line options)
I added command line option processing
to scavenger.  Using command line options,
you can now use alternative configuration
files to give scavenger a new look or new
animation characters.  You can also make
scavenger run in a window, or select the
start level from the command line.  If you
can't seem to get past a certain level
there is a "stuck" option to help you.
For more information on command line options
type:

sdlscav --help

Feature #19 (Updated Animations)
I updated the microman.lbm, and reddevil.lbm
files to complete the missing animation
sequences. I updated the fonts in the
brownblue.lbm, and highstreet.lbm files to match
the improved fonts in the redbrick.lbm file also.

Feature #20 (Better Makefile)
I updated the make file for SDL Scavenger
to add an install target.  Now the usual
linux make procedure applies.

make
su root
make install
exit

The executable is installed in:

/usr/local/bin

and the data files are installed in:

/usr/local/games/scavenger

so the game will be operable to all users
on a multi user linux system.

Feature #21 (in-game progress indicators)
I added in-game indicators to help the player
remember if he got the Flashing-Object first,
or the Hidden-Monster.  I have often played
a level over and over and since the location
of the Flashing-Object and Hidden-Monster
change at random, It is easy to forget if
you already captured these items.

Now with the in-game progress indicators
you will never forget.

Feature #22 (Shamrock Artwork)
If you would prefer to see a leprechaun
running around on the screen instead of
the regular orange guy, type this command:
sdlscav -c shamrc

These commands will also bring up different
artwork:
sdlscav -c reddevilrc
sdlscav -c micromanrc
sdlscav -c highrc

Have fun with these and then make your
own artwork!  It is easy.  Just press
F2 from the main menu to enter the
animator.

Feature #23 (Screen Saver Script)
I added a script file (linux use only) that
turns off the screeen saver before running scavenger
and turns it back on after scavenger exits.
to use it just execute the command scavsaver instead
of sdlscav.  The command line parameters are preserved
and passed on into sdlscav unaffected.

Feature #24 (Windows Command Line Parser)
I added a crude command line parser for windows.  This
one is not as nice as getopt, but it works pretty well
for a windows command line parser.  It can only handle
one command line option at a time.  The options include
-w (run in a window)
-s (show master solutions movie file {Hall of Fame} )
-s 55 (show solution starting at level 55)
-l 55 (go to level 55 when the F4 key is pressed)
-c configfile (use alternate config file for scavenger)
The config file must be in the c:\sdlscav-145\scav\ directory!
For example copy all of the config files from the data directory
to the scav directory like this:
cd c:\sdlscav-145\data
copy *rc ..\scav
cd ..
sdlscav -c shamrc
This will run scavenger with the Shamrock/Leprechaun artwork.

Feature #25 (High Score tie breaker with playing time)
On difficult levels where the time bonus always expires it is
common to exactly tie the high score.  Now if you tie the
score on those levels, and do it in less time, your
name is automatically added to the hall-of-fame, and your
game becomes the new demo movie for that level.  This feature
was added in a way that preserves total downward compatibility
with all of the old levels and demo movies.

Feature #26 (Real time scoring with bonus, and penalty indicators)
This feature makes learning the strategy of the game more apparent.
As you play the game, indicators pop up in the lower right hand
corner telling you if you got a penalty or a bonus, and the
displayed score is always exactly what you have earned.
I also added a text file named STRATEGY which explains how to play
sdlscavenger to attain the highest point scores.

Feature #27 (Ladder Progress Indicator)
On some levels where the ladder to the top of the screen is present
from the beginning, it is possible to be confused as to when the
last object has been obtained.  This is especially true when an
enemy picks one up.  Sometimes you just don't know if it is
time to head for the top of the screen.  For these levels, I
added a ladder progress indicator that clearly tells you when
it is safe to proceed to the exit at the top of the screen.

Feature #28 (Auxillary Kill Key)
I found that when trying over and over to get a better score
on a given level that taking my eyes off of the screen to find
the K "Kill" key became anoying.  So I added an auxillary Kill key
in play mode.  I picked the Left Shift key, because it is quick
to access from the left hand without looking.  In this release
I also improved the demos for the first 50-levels in the masters.scl
file.  Now they are a lot harder to beat than they were before.
I also reviewed and updated the documentation.

Feature #29 (Fractional second Hall of Fame winner)
Now if you get the same score as the demo in the hall of fame, but
do it in slightly less time (even a fraction of a second less)
your demo replaces the one in the hall-of-fame.  I added this
feature since it is often very hard to beat a given play time
by a whole second.  Now if you work hard to get a better play
time you get rewarded by having your new game in the hall-of-fame
even if you only beat the previous record by as little as 1/60th
of a game second.

(Disclaimers on Seconds and Fractions of a second)
In scavenger (since the beginning) the time unit closest to a
second has always been 1.2 real seconds.  Since it was always
that way and the historical demos were recorded that way, I cannot
make the second any more precise now, or I would destroy downward
compatibility with prerecorded historical demo files.
Just so you know (I don't want any bug reports telling me that
seconds are actually 1.2 seconds long).
Fractional seconds.  The program uses a 20-millisecond timer-tick
interrupt to normalize the primary game loop at exactly 50 loops
per second.  The game loop counter is set to 60 loops per second, so
that makes each game second exactly 1.2 seconds in real time.
On the new scorekeeping screen you will see best times and play times
displayed in 1234.12 format  The two digit number after the decimal
point is actually not 100ths of a second, but 60ths of a second.
You will not see any values above .59  But since it is informative
and accurate I displayed it to make it obvious why one play time is
better than another.

Feature #30 Hall-of-Fame time shown in fractions of a second.
I Changed the display of the "best-time" on the play screen to include
fractional seconds.  This gives the player a better Idea of how fast he/she
must play to beat the time in the hall-of-fame demo movie.
In this release I also improved the play time or score on the first 100 levels
to make it even more meaningful if you enter the "Hall-of-Fame" Enjoy!

Feature #31 Level Editor numeric level selection now works with the number
keys at the top of the keyboard in addition to the num-pad.  Both Enter Keys
now work for loading the selected level after numeric key entry.

Feature #32 Level Editor now saves levels numbering 201 to 400.  This was a simple
bug.  It was always supposed to save levels numbering 201 to 400, but there was a
bug in one of the constants used to check the maximum level number being saved.

Feature #33 Demo Touch-up  This feature lets you watch a demo part way thru, then
switch to play mode and retouch the demo from that point on.  Just watch the demo
until it reaches the point where you would like to improve the demo, then press the
F12 key to switch to play mode.  As soon as you touch the first action key the play
will resume from that point on and you will be recording a new demo.  If you get a
better score or time, then the retouched demo will become the new saved demo.
If you didn't get the high score or a better time, and you still want the retouched
play to become the new demo, you could always use Feature #4 to save the last play
as the new demo, by pressing the F12 key again in the Score Keeping screen.

Feature #34 No Sound Command Line Option  This feature disables sound if your computer
is having trouble with sound.  Use --quiet or -q to disable sound.

Feature #35 Marc Le Douarain generously contributed the following features to
the game.  (http://membres.lycos.fr/mavati) 

* 'p' key added to pause the game (only 'pause' key before)
* Joystick can be used.
* Added game version number at top of the main menu screen.
* Added a little delay in the main game loop to reduce CPU usage.
* Added fullscreen/window toggle option to main  menu.
* Added close window to quit feature (not for fullscreen mode).

Feature #36 Added additional progress indicators in the lower right hand
corner of the screen which indicate weather trapping or killing penalties
have occured while playing the current level.
