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.

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 on the numeric key pad,
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 sparkling berry 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 berries.
Also the score page displays the Best Score for
this level, so you can see how well you did
against the best score so far.

Feature #9 (Support for special levels)

The distributed levels.scl comes with
several levels that don't have exactly
3 flashing berries, 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 berries or
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 numeric keypad numbers 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 the
function keys are used for edit object selection.

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

The file is named scav.xpm

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.

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 ane 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 the list:
+#()
If you have been using older versions
of scavenger, you may have to manually
remove the old scavenger directory in
/usr/X11R6/lib/X11/ for the new fonts to
work properly.

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
get 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 file 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)
-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 then 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.
