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Author: Zener Type: dev/misc Version: 0.9.43 Architecture: m68k-amigaos Distribution: Aminet Date: 2024-11-30 Readme: /dev/misc/REDPILLGameCreator.readme Downloads: 25
/dev/misc/REDPILLGameCreator.lha
-=REDPILL=- Amiga Game Creator
==============================
Beta v0.9.43
==============================
What it is
----------
-A tool to empower people to create many games for Amiga without programming
knowledge.
-Easy to use and at the same time allow to do complex things.
-More a toy to play with than a professional tool, not having thousands of
features but instead have few features that work very well.
-Allows people to create 2D games with the true Amiga feeling!
-It is free.
-It is still in development.
What it isn't
-------------
-A tool aimed to create professional games, you will need to learn programming
for that purpose.
-No need to be a programmer, but if you are one, then Asm, C, Blitz, Amos,
etc. are more powerful than RedPill. Use RedPill if you are not good at
programming, you want to develop fast or you want to have some fun :)
-It should not be suitable to create any type of game, but users are
surprising me every day.
-It is not going to grow until it becomes Unreal, Unity, GameMaker or Skynet,
it is still a hobbie project. 2021 update: it already has grow quite a lot.
-The priority is allowing Amiga users to create games, power and performance
come second. I will start serious optimitzations from 0.9 onwards.
Features
--------
-Amiga integrated development environment, NO need for PC/Windows.
-Support for ECS and AGA.
-Copper management for gradients and extra colors.
-Parallax scrolling.
-Integrated sound generator.
-Sound effects playing at the same time as music without reserving an audio
channel.
-Keyboard, Joystick and Mouse support
-CD32 support: Gamepad, CD music and load/save scores into nvram.
-2 players support.
-Integrated and seamless TCP/IP Network play between 2 players, play over the
internet.
-Supports text using OS 8x8 fonts and any size custom fonts.
-Supports input buffer and coyote time.
-Integrated compression support.
-It can generate a package to be used in WHDLoad
-Transparency effects
-Multilanguage support
-Supports location based sound that makes sound effects sound softer the
farther away they are from the listener.
-And many more not listed here :)
Requirements for the Games
--------------------------
-680x0 Processor
-1.0MB of total RAM (Chip+Fast)
-For big projects, more resources may be needed.
-Amiga native screen (PAL or NTSC)
Requirements for the Editor
---------------------------
-680x0 Processor
-1MB of Chip RAM
-6MB of total RAM (Chip+Fast)
-HardDrive or big storage
-For big projects, more resources may be needed.
-Amiga native screen (PAL or NTSC)
Running Editor from CLI
-----------------------
-Editor uses stack memory, if you have problems slicing big sprites please run
the command Stack 64000 before starting RedpillEditor.
Editor Icon tooltypes
---------------------
-Check the tooltypes to be able to run your favourite paint and text programs.
Vampire specific
----------------
-In case you are using a Vampire V4SA you will need Release 3 or higher.
-AmigaOS and ApolloOS are supported.
Documentation
-------------
Press Help while adding triggers to objects for additional Help.
More documentation can be found at:
-Official page - http://tiny.cc/redpillcreator
-Tutorials - http://redpill.farbfinsternis.tv/index.php/en/
-YouTube channel - http://youtube.com/channel/UCU1Kx3XxnHC097VqtdztTlw
-Discord channel - https://discord.gg/ankNP3Zb
Thanks to Farb Finsternis for his documentation in English and German.
Uses these 3rd party programs&resources
---------------------------------------
-DataToIff V1.1 - Sound File Conventer - Written by Janne Saarme 1990-1992.
-Shrinkler by Blueberry.
-Uses GuideML from Richard Koerber and Chris Young to generate html files from
the AmigaGuide ones.
-Uses Phx Protracker player routine by Frank Wille and adapted to Blitz by
Olivier Laviale
-Uses Phx Protracker lib by Frank While and adapted to Blitz by Iggy Drougge.
-Shotemup project uses graphics from Ansimuz in the OpenGameArt.Org (Warped
Space Shooter). Music by Fireboy.
-PNG2ILBM PNG to ILBM converter by TCH.
-Ex_fx projects uses graphics from Ansimuz, Jetrel, Jordi Palome and me.
-Includes the bitmap font from the demo Ray Of Hope 2 by Majic 12, I think
Rack is the author.
Beta notes
-----------
-RedPill is not super stable yet, use it with caution.
-We need your help to complete RedPill development, please send us bugs and
suggestions.
-Default way to Exit a game pressing the ESC key
-In RedPill player editor use F1 to turn on/off the rendering of the collision
boxes.
-RedPill uses standard Amiga IFF/ILBM files.
-WARNING! I will try to avoid that, but future versions of RedPill may change
the project structure making the projects you develop not loadable.
Upgrading from older Redpill versions
-------------------------------------
When upgrading program, it is very recommended to make a backup of your
projects, then open them with the new RedPill editor and save them.
Redpil Editor is programmed to upgrade your projects automatically, but if
many versions have passed without upgrading a massive upgrade could cause some
problems.
After a succesful upgrade save the project to avoid chances of having troubles
in future releases.
Help
----
In the Triggers page, after selecting a trigger press help or the (?) button
to get extra information about the Trigger.
Preparing a game for distribution
---------------------------------
-Open your game and then click on Build.
-A folder named build will be created inside your project folder.
-Build folder is your game folder to distribute.
-The distributable final <game>.redpill file cannot be reopen in the editor.
-There is support to start the game from a disk boot.
-There is support to create a WHDLoad file with the game.
Making a multiplayer Online game
--------------------------------
-Your Amiga compatible device needs to be online using a TCP stack. (for UAE
users - just check "bsdsocket.library" in Expansions)
-First you can do your game as a local two player game.
-Now use the trigger Net Connect to start the online game.
-Use condition trigger Is Net Remote True to start the game if connection was
succesful.
-Additionally use condition trigger Is Net Remote False to check if the
connection has been terminated.
-You can use Pong project as a reference.
Playing games on The A500 Mini
------------------------------
You can use the Build option in the editor to generate a WHDload package that
can be used in The A500 Mini.
Only in the first versions of the firmware, you need to edit your file
THEA500\whdboot\game-data\whdload_db.xml and add the game at the end of file.
You will need to change the filename, name and sha1. To calcula the sha1 of
your file you can use a tool like HashMyFiles in Windows or SHA-1SUM.lha in
Amiga.
I guess in the future there will be an easier way to do it.
Example: You will need to change filename, name and sha1
<game filename="LumberjackPlatform" sha1="c82d1746be3b1c37
f8a8839bbdad62cf5018423">
<name>LumberjackPlatform</name>
<slave_count>1</slave_count>
<slave_default>Game.slave</slave_default>
<slave_libraries>False</slave_libraries>
<slave number="1">
<filename>Game.slave</filename>
<datapath>data</datapath>
</slave>
<hardware>
PRIMARY_CONTROL=JOYSTICK
PORT0=JOY
PORT1=JOY
FAST_COPPER=FALSE
JIT=FALSE
SCREEN_AUTOHEIGHT=TRUE
SCREEN_CENTERH=SMART
SCREEN_CENTERV=SMART
CHIPSET=AGA
BLITTER=IMMEDIATE
CLOCK=MAX
FAST_RAM=0
Z3_RAM=16
</hardware>
</game>
Examples in the project folder
------------------------------
-AbsoluteZero - AGA Puzzle platformer with location based sound
-Astro - AGA platformer demo with parallax scrolling
-BadNinjas - Beat-em-up by Ricky Place
-basic_platformer - Jump-n-run game demo using Surt game art from
opengameart.org
-basic_shooter - Operation wolf type game with basic graphics
-BitmapFont - Basic project using the use bitmap fonts
-BlockBreaker - Arkanoid like game, making of available in YouTube
-BopPerfTest - A simple project to check render performance when adding
Objects
-disco - Example showing usage of the FX layer and triggers. Dancing girl by
Ansimuz and music by Fireboy
-ex_bouncing - Collision test
-ex_fx - Shows FX layer and multiparallax. Uses graphics from Ansimuz and
Jetrel. Music by Fireboy
-ex_hiscores - Flappy bird like game with hiscore table
-ex_mapenemies - Example of game with enemies placed in the map, also Follow
and Animated tiles. Uses tileset from Emcee Flesher.
-ex_multipalette - Basic example of a game with several tilesets
-ex_particles - A small game showing the use of particles. Music by Goreboy.
-ex_UIBars - Demo to show the use of the Object Type UI Bar. Graphics by
Ansimuz, Emcee Flesher and Redshrike. Music by Fireboy.
-galaga - Basic vertical shot-em-up game
-gravity - Gravity based game showing the move in any angle mechanics. Also
multiplayer TCP/IP support.
-juande3050-racing - Racing game made by Juande
-Knight - Game based in Ansimuz demo Terryble Knight, uses his graphics. Music
by Fireb0y.
-LumberjackPlatform - Game made by Lemming880
-Merc - Simple example using ECS parallax, for all Amigas. Also has examples
of moving platforms. Graphics are from Emcee Flesher.
-mirror - Jump and Logic game by Zener
-MomoSpace - Vertical shot-em-up game by Tecniman
--Noah- - Game made by Sensei-Sama for his newborn child
-pillman - Pacman clone
-pong - Pong close with support for two players in same Amiga or via TCP/IP
-RedpillPuzzle - Logic game by Lemming880
-shotemup - Horizontal shot-em-up example, making of available in Youtube
In memory of Spiral World
Thanks to:
Jordi Palome, 007, Estrayk, Kikems, Farb Finsternis, Lemming880, Juande3050,
Fondriesete, Amiman99, Jojo, Tecniman, Sensei-sama, Ricky Place, Yoz Montana,
Juanda, Janne Saarme, Jacek Nockowski, Fireboy, Edu Arana, S0YS0Y, The
Brothers and AmigaWave.
If like this tool and appreciate the amount of development hours spend on it,
you invite me to a coffee here: https://ko-fi.com/zener
http://tiny.cc/redpillcreator
Release notes
-------------
v0.9.43
-Game setup page now has a basic and advanced page. In advanced page the level
loading strategy can be decided.
-For final games now all levels files are stored in a single file, this will
speed up loading levels.
-In the Game Setup advanced page you can choose to store all levels in memory,
load each one or have them all in memory.
-Improvements in palette handling when slicing new spritesheets.
-Added aid when setting a jump for an object.
-Added a Condition trigger to check M8 mod tracker commands.
-Added action trigger Angle from 8Dir to calculate angle from delta x and
delta y movement.
-Better editor representation of UI Bars.
-Small optimization for objects with map collisions.
-Instantiate helper in triggers screen now shows all instantiates instead of
just one.
-Fix in Map Speed for new projects as it was initially 0.
-Change in collision boxes display to try to avoid them leave the screen
dirty.
-Change in requesters to avoid an issue when saving after working in a project
for a long time.
-Fix for shape exporting when using font sheets.
-Fix for copper gradients being erased at runtime under some configurations.
-Melter font is now being loaded and used in the editor anymore.
v0.9.42
-UI Bar is a new type of object that allows to show energy&health bars above
the game objects. They can be attached to the object they need to represent.
-A project example ex_UIBar has been added to show the usage of this new
object type.
-Added action trigger Follow Me to allow an object request the camera focus.
-Camera triggers have been moved to the Input&Canera cathegory in the editor.
-Camera follow now has a parameter to specify if the camera should move
immediatly to the targetted object.
-Set Parent trigger now allows to target a non static object. In this case it
will attach to the first that it finds.
-Fix in the slope code that was introduced after some optimizations.
-Fix for slope peaks, where the character could move downwards in the level.
-Fix for HUD not being aligned with the main display when using a reduced
screen width.
-Fix for CD32 buttons mapping to Fire 1 and Fire 2.
-Fix for custom font when used in the HUD.
-Fix for a one pixel stripe in the left of the screen where the background
sprite layer would be visible
-Fix in FX layer
-Some unused code was removed
v0.9.41
-Image to tiles now can open a large image containing a map, extract its
tileset, and optionally recreate this map in the current level.
-Image to tiles checksum has been improved to avoid duplicates.
-Now you can select the spritesheets to use for each Level, saving some
valuable Chip Memory.
-The used spritesheets in the level can be automatically calculated by the
editor.
-In Tileset Menu, Image to tiles can now be used to open a large image with a
game map. The routine will generate all the tiles for this map, and will give
the possibility to generate the level map as well.
-In Objects Menu, in the Advanced section you can define the maximum speed you
want your object to move. Useful for example, when you do not want your object
to fall too fast.
-Fetch mode Quadruple can now be used with Screen Widths: 320, 288 and 256.
Using it will speed up games for AGA Amigas without FastRAM.
-Added a project named BobPerfTest to be able to check performance with the
different fetch modes.
-Added action trigger Follow Object Free, works as previous one but instead of
using 8 directions for moving, movement is smooth vector based.
-When using Help key or ? button to get screen information, now you can click
More button that will open the HTML help with detailed info.
-The tool to open HTML files can be defined in the REDPILLEditor Icon.
-Project ex_mapenemies has been updated win new graphics and using the new
Follow Obj Free trigger.
-ECS parallax now supports vertical movement.
-Red CD32 button is now equivalent to normal Joypad first button.
-Vampire can usage can now be detected using the condition trigger Processor.
It will return 8 for 68080.
-Fix Triggonometry startup issue that caused Trig funcions to not work.
-Fix weird behaviour when static objects are deleted from the level.
-Fixed issue when using Inv Speed triggers.
-Giving more info about the errors in Level Properties screen.
v0.9.40
-Proper support for moving platforms, objects can be defined as type Platform.
-Object can be attached to a Platform object, and they will behave as
expected, breaking the attachment when jumping or getting out of the platform.
-Merc project now has moving platforms examples.
-Added action trigger Attach to Collision to get the object attached to the
last collided object.
-Added condition trigger Is attached to check if an object is attached to
another one.
-In tileset screen, Image to tiles feature allows you to create a tileset with
an image as the soruce, avoiding having duplicate tiles.
-On Vampire V2, games seem to work faster than it should. A delay has been
added to make them run at the correct speed.
-Some changes in Int routines, but no speed has been gained at the end.
-When targeting A500 low end machines, now the maximum amount of frame
animations is 200 instead of 320.
-Object Timers and Time to Live now work with ticks instead of miliseconds.
Projects should be automatically updated after loading them.
-Fix on Copy Bitmap, that was generating failures in the HUD background.
-Player was showing AmigaDOS screen for a moment after the logo, this has been
removed.
-Optimization in routines detecting NTSC.
-Default tilesize for new projects is now 16x16 pixels.
-Fixes in Level screen when editing objects.
-Orbitate Parent action trigger is now more protected.
v0.9.39
-Copper background can now be used for ECS projects. It has some restrictions
but it can be used from now on.
-Added example project Merc showing the use of the ECS parallax.
-Smooth scrolling transition from game to dialog.
-When editing or reloading a tileset, you can now keep the previous tileset
size.
-In level properties screen, setting music to -2 just leaves music as it was.
-Change in camera code.
-From a menu, press DEL key to get back to Main menu.
-Level .iff files code updated, to be used in future updates.
-Added safety code to make sure previous deleted objects in editor are not
instantiated.
-When building final games, the size of HUD and Sprite back/foregrounds are
now the minimum size. It also fixes issues when using compression.
-Increased compatibility with older projects.
-Improvements in AGA parallax to avoid trembling.
-Some bitmap copy function are now done with CPU to avoid issues with blitter.
-Number of blitz objects reduced for A500 build.
-Improvements on the flow when loading a game.
-Fix when saving levels, sometimes they got erased.
-Fix in mutate when changing from level to level.
-Fix for HUD screen, image background name was hidden.
v0.9.38
-Trigonometry functions are now intertal and mathtrans library is no longer
needed.
-Mathtrans library is no longer copied when building games, diskfont is only
copied if topaz is not used.
-Added a condition trigger CPU is to check the processor of the machine where
the game is running.
-When building a game targeting A500 assign ENV: to RAM: is not executed.
-Optimization of math functions.
-Fix for tileset not being saved.
-Fix in basic_platformer project that made impossible completing the second
stage.
-Fix for Default screen width being overwritten by the level one.
-Fix for Tiled Move action trigger when moving in diagonal.
-Small fixes.
v0.9.37
-Big optimization in Trigonometry code, leading to a big boost in performance.
-Instantiate function has been optimized with some ASM magic.
-Basic_platformed example has been revamped with graphics from Surt.
-When building the game, now all game data is inside the data folder, no need
for the res folder anymore.
-ECS copper gradients have been improved, they are more smooth now like in
Turrican 2.
-When using Play now the current level is saved, just like you play start.
-Added new trigger Run From Editor, to check if the game is running from
editor or standalone.
-Distance to Target condition trigger was very unprecise, now it has been
improved a lot.
-Mouse input code now is only run when being used.
-Small improvements when using NTSC screens.
-In HUD screen when an element was partly outside the HUD was not drawn, now
it is, but drawing will be slower.
-Removed Topaz2 font.
-Topaz font is now the default one. When using Topaz font, there is no need to
have diskfont library available.
-Optimization in angular logic.
-Fix for a crash that occured when changing the level.
-Fix in loading levels code, that sometimes could led to the level being
erased.
-Fix for Camera Inc not working under certain circumstances.
-Fix when creating the screen that could leave glitches in the border of the
screen.
-Fix when scrolling down, sometimes left some line glitches.
-Fix in dialogs somethings messing the screen.
-Fix in copper backgrounds when using an image as the source for the palette.
-Some unused code has been removed.
v0.9.36
-Maximum number of levels increased to 1000 levels.
-Added a Tooltip MAXTILESETS that allows to increase the maximum number of
Tilesets used in the editor. The higher the tileset number the more memory
will be used.
-When loading sprite or tile images with a different palette, instead of doing
an automatic color remap the program will prompt the user.
-Set Pos to Obj now has extra parameters to decide if we want to copy X, Y or
both.
-New Checkbox button is used in the menus.
-Added a Picotron color setting for the menus.
-Collides Player action trigger has been renamed to Collides Object 0, which
is actually what is does.
-Screen creation code has been moved.
-Fix for Print Text action trigger when not using bitmap fonts.
-Fix for selecting objects beyond 64 objets in the trigger screen.
-Fix in Contains Tile tag condition trigger.
-Fix for some attached objects not being attached correctly.
-Fix for Restart Level action trigger not refreshing correctly the screen.
-Fix for games using Enemy vs Enemy collisions not being loaded.
-Fix in Destroy Children action trigger drawing a 8x8 black rectangle.
-Fix in Mutate action trigger executing the next triggers of the previous
object after the mutation.
-All projects updated with the new project file format.
-Minor fixes
v0.9.35
-Added Condition Trigger Anim Can Start that is true when the current
animation has finished or can be interrupted.
-Added Condition Trigger Anim Frame Is to check the current frame inside an
animation.
-Added Condition trigger Obj Type Count to check the current number of active
objects of one type.
-Added Condition Trigger Obj Count to check the current number of active
objects of one game object.
-Added Action Trigger Var Int that converts a variable value to its integer
value.
-Added Action Trigger Var Clamp that makes sure a variable value is always
inside a range of numbers.
-Added Action Triggers Camp Pos X/Y to make sure the Object position is always
inside a range of numbers.
-Added Action Trigger Count Tile Tag that stores the numbers of tiles in the
map with the current tag.
-Change: Action trigger Restart Level is lighter and faster now and does not
recreate the screen.
-In Level screen, the current object name can be clicked as a shorcut to go to
the Game Object screen.
-New Loading screen option, Loading Image loads and display Loading.iff file.
-New Loading screen option, Loading Anim uses a game animation for loading.
-Change: In hud if a Var Icon item doesnt fit in the HUD window now it is cut
instead of not being drawn.
-Change: In wait frame routine to avoid glitches on top of the screen while
vertically scrolling.
-Fix for subpixel scrolling valued not being exported in final Build.
-Fix in Hit And Stop action trigger.
-Fix for FX rendering not working sometimes.
-Fix for Condition Trigger countdown, now it will be triggered only once.
-Collides object condition trigger optimization.
-Small optimizations.
v0.9.34
-Added condition triggers Cam PosX and Cam Pos Y to check the camera position.
-Internal function that finds out color closest to other has been changed.
-OCS copper gradients may be faster now.
-Added condition trigger Contains Tile Tag.
-Copper values in screen setup are now really only the default ones.
-Anim Frame trigger renamed to just frame, as it is not taking into account
the animation.
-If you are using the condition Frame is, in the trigger screen this frame
will be displayed.
-Fixes in automatic remap when loading a spritesheet image.
-Further optimizations in trigger processing.
-Small verticall scrolling improvement.
-Optimizations when coming back from playing the game to the editor.
-Fix for sometimes wrong palette being displayed when going from spritesheet
screen to main screen.
-Fix in audio object default value when upgrading a project from an old
version.
-Fix in Overrite Color/gradient triggers not updating the palette.
-Fix in audio listener objects introduced in the previous version.
-Fix in Tile On Map/Screen/Border triggers, under certain conditions could
execute unwanted triggers.
-Fix in Camera follow code.
-Fix when attaching non static objects to static objects.
-Fix for level deletion and others when coming back from playing the game to
the editor.
-Some unused code has been removed.
v0.9.33
-Added a new Build Game option to target low end machines (like A500 with
1MB). This reduces the maximum number of level objects (from 64 to 32) and
disables some code like CD32 audio and storage among others to reduce memory
needed and increase performance of the games.
-Multiple optimizations in all fronts reducing the CPU and memory required by
games.
-When forcing NTSC resolution the game will use less Chip memory.
-Static objects are now updated first, I hope this do not break old games as
sometimes the execution order could be different.
-Added a new screen for Frame manipulation, copy&pasting, rotating, scaling,
can be done in this screen. Find more information in the guide.
-Default input key for Fire 1 has been changed to left caps key.
-In Game Setup screen there is a new Mem Info section that will give an
estimation of the memory used by the game. Take it with a pinch of salt.
-Build does not copy diskfont.library anymore as it is not needed.
-Fix in Collision Down being triggered when there was any collision.
-Optimization in tile accessing.
-Small optimization in palette processing.
-Optimization in action trigger processing.
-Compression for SFX has been deactivated as sometimes it fails and others
prevent loading.
-In Screen setup screen now you can decide if you want subpixel scrolling or
not.
-When Building a project there are warning messages if the files cannot be
compressed.
-When loading a project, this loading action now can be cancelled.
-Files ".pal" in projects are now used in a different way.
-Camera limits code has been simplified.
-Fixes in the FX rendering.
-Action trigger Frame by Angle fixes.
-Animation frames are now cleared when starting a new project.
-When compressing projects, if the asset is not properly compressed now it
tries to load the file without compression.
-Refactoring of level loading and tileset loading that reduces the exe size
and memory usage.
-Refactoring of the main loop camera and display system.
-Trigger actions system optimization.
-Small optimization in Change Tile trigger.
v0.9.32
-Slope system have been improved greatly, now you have multiple slopes that
you can use, with steps of 1, 2 or 3 tiles.
-Big refactoring of animation system and Animation screen.
-Added Knight example project, based in Terryble Knight by Ansimuz. Music by
Fireb0y.
-Added flags in Animation system to decide if an animation can be Interrupted.
-Added the possibility to decide in which frame of the animation a sound
should play.
-Animation now uses ticks instead of frames, projects are updated
automatically.
-Shortcuts for animations added in Animation screen.
-Added Copy values from mirror animation in Animation Screen to speed up
animation creation.
-In Animation scren, F1 and F2 keys change animation, 1 and 2 keys change the
current frame.
-In Objects screen, F1 and F2 keys change the current object, 1 and 2 keys
change the current trigger.
-Tools for editing MOD and audio IFF files can be defined in the Tooltips of
the RPEditor icon.
-Use MODPROGRAM and WAVEPROGRAM tooltypes to define the programs.
-Countdown and Repeat Every triggers are now tick based instead of time based,
projects should update automatically.
-Png2Ilmb has been updated and now it does not crash when using 16bit color
pngs.
-Some shortcut keys are shown in the main screen.
-In Level Properties, parallax Y now gets sorted by vertical position after
exiting the screen.
-Timer system has been simplified
-Fix in clipping for objects that are half out of the screen.
-Fix for some frame offsets being overwritten when slicing new sprite sheets.
-Fix for solidity button not working properly.
-Fix for tile grid appearing in the level after visiting tiles screen.
v0.9.31
-Experimental: Add image in Spritesheet menu appends an image to the current
sprite sheet.
-Save in spritesheet allows to save the sprite sheet image.
-In Level screens you can use F1 and F2 to go to prev/next level.
-In Level map editor screen now you can pick a tile using Control + Right
mouse button.
-In Level Properties screen now layers are sorted out by Y when going back to
menu.
-Lots of improvements and fixes in the profiler screen.
-Screen menu now shows all colors being used including the ones used for
special FX.
-Screen menu now allows to Load and Save palette.
-Fix in Tile on Screen and Tile on Map triggers not working correctly.
-Fix in Overwrite Color trigger for displays with flat color background.
-Fix in Animation screen as some frames were shown with incorrect offset.
-Optimization in object rendering.
-Optimizations for ramp code.
-Optimizations for inpur reading.
-Collides Type trigger optimized.
-Extra checks when saving files.
v0.9.30
-Tile tags added in Tile Properties screen to easily categorize tiles.
-Added condition trigger Tile Tag is to check if the object is in a tile with
this tag.
-Profiler improvements, now the number of times a trigger has been called is
displayed.
-Profiler now displays if tile animations are being used.
-Display the tile being used in the level editor screen.
-Images not found are shown in red in the different menus.
-Tileset count displayed in Tileset menu.
-Changes in tileset reading.
-Fixes when reaching maximum number of frames for a project.
-Fix in memory detection requirements, also giving a 100Kbs margin.
-Fix MODs not being played in the audio screen.
-Fix for Print Text when using a non bitmap font.
-Fix in copper space for ECS games.
-Fix for animated tiles detection in edge cases.
-Fix for some sound effects not being loaded when compressed.
v0.9.29
-Copper gradient editor has been added in the Level Properties screen.
-Instantiated objects are now not rendered the same frame they were created.
-Dialogs now works fine when reducing the width of the screen.
-Added a condition trigger CD Playing to check if audio is playing. Only works
with 020+ executables.
-In objects screen, cursor keys can be used to change the display offset.
-In objects screen, 1 and 2 keys can be used to browse objects.
-Level managing optimizations.
-Trigger optimizations.
-Condition trigger optimizations.
-Final project size optimization: Sprite and background images are not copied
for each level, now they are unique.
-Attempt to fix some unwanted actions when going to the workbench screen for
file accessing.
-Less artifacts when going back to the editor after playing the game.
-Fix for render objects, it could be after some plays not all objects were
rendered.
-Fix in using own screen being ignored sometimes.
-Fix in HUD screen select page controls when selecting a variable.
-Fix in font sheet not being initialized properly for new projects.
-Fix in animations for basic_platformer example.
-Fix in memory available number displayed in the settings screen.
v0.9.28
-Fix for levels always black after changing level introduced in previous
version.
-Fix for Is AGA condition trigger.
-Fix for condition parameters not taking into account decimals.
-Fix for Overwrite color and Overwrite Gradient action triggers.
-Refactor in the checks of the runing machine.
-Fix in both the editor and player not calling the right loaders.
-Internal: debug memory improvements.
-Some old code has been removed.
-Some internal tracking code has been removed.
v0.9.27
-Remap action trigger added to modify certain frames of the animation.
-Added a level string for each level, right now it is only like a comment for
levels.
-When creating the WHDLoad package now you are asked about the slave to use.
-Multiple fixes when changing from level to level in the editor, palette and
copper.
-Now you can set the minimum amount of Chip or Fast memory for your game.
-Optimization for loading levels, also reducing the possible glitches when
changing level.
-Optimization in scroll routines.
-Changed ptplayer routine to the E-Penguin one.
-Added option to remove cross in the animation menu.
-Pressing fire during text printing speed up the printing.
-Mouse button can be used to close dialogs.
-Fix for dialogs when no scroll is used.
-Fix in use of gradient image for copper background.
-Fix in Answer Question trigger.
-Fix when merging image palette and sprite palette.
-Fix in instantiate attached trigger not getting the right side.
-Fix in the editor when changing to static no non static.
-Fix in turn back not being triggered.
-Fix for QR code in the main screen to find online documentation.
v0.9.26
-Game Object limit has been increased from 64 to 128 objects. Max objects per
level is still 64.
-Using latest pt player library.
-Trigger documentation added, both in AmigaGuide and HTML formats.
-HTML Documentation has been added.
-Added QR code in the main screen to find online documentation.
-Object creation and destruction improvements, it increases performance.
-Trig Var X condition trigger now has a second parameter to check if the
variable has not been triggered.
-Sound waves are visible in Sound Generator even for not generated audio
files.
-HUD screen improvements.
-Questions text now is fully displayed.
-Changes in animation code, it should also increase performance.
-Fix for loading multiple projects causing some side effects.
-Fix in custom object timers.
-Fix in Loop sound effects.
-Minor Fix in editor buttons.
v0.9.25
-Support for ANSI bitmap fonts, special caracters can now be used.
-Bitmap font project has been updated.
-Redpill Help in html format is now present in the html folder.
-When changing an object from non static to static all copies expect one are
deleted in the level.
-When changing an object from static to non static all copies in the level are
deleted.
-Network code has been moved to AB3 format, some minor issues are fixed.
-Gravity example updated adding two ships, shooting and network multiplayer.
-HUD screen now allows to edit disabled HUD elements.
-Sprites in sprite layer are always loaded even if they are not active.
-When using less RP features, the copper list will use less bandwidth too.
-Hiscore routines now take into account the screen width of the screen.
-Window usage has been removed, it will save some chip mem I guess.
-Change tile now also changes the visual for the tiles in the corners of the
screen.
-Fix in the angle of instantiated objects not being initialized correctly.
-Fix when autoslicing sheets other than the first one.
-Fix in sprite layer being displayed when deactivated by a trigger.
-Fix in loading effect being shown always in initial loading.
-Sin and Cos functions minor optimization.
-Compiled with Amiblitz 3.9.9.
-More checks for correct parameters in trigger editor screen.
-Fixes in sprite slicing routines.
-Fix when picking an empty frame.
-Fix in Print text
v0.9.24
-Added support for 64 global variables, it was 32.
-In the exported game only the used variables will be allocated, potentially
saving some memory.
-Fix in the tile animations that was causing the exported games using them to
run very slowly.
-Simplified handling of reading exporting projects.
-Fixes and implementations related to custom fonts usage in HUD and in
triggers.
-Exact values for friction and weight can now be set up and displayed.
-Trigger help routines have been improved.
-More triggers have been documented in the in-editor help.
-Optimizations in the main loop of the game.
-Optimizations in the tile comparison triggers.
-Optimizations in the player input triggers.
-Optimizations in the render code.
-Some memory was wasted when changing the current mod being played, this has
been optimized.
-Some unused code has been removed.
-Fixed a bug in Absolute Zero game when abandoning game and starting again.
v0.9.23
-Hotfixing for 0.9.22, it had a problem when loading levels and screen width
was modified.
v0.9.22
-Bitmap font support has been added, just use a spritesheet for your custom
font. The source image must not have any blank character. Grid slice it and
select the sheet to use in the Game Setup screen.
-A demo project BitmapFont has been added to the projects folder, also a
bitmapfonts folder in the main folder.
-Added a condition trigger Display Ready that is true when the display is
active.
-Added Absolute Zero game in the projects folder, presented at Posadas Party
2023.
-Fixes in sprite slice routine.
-Fix that prevented 68000 + ROM1.3 games from running.
-Animated tiles speed now can be setup for each tileset instead that one for
the whole project.
-Hud refresh now has an extra parameter allowing to change the height of the
HUD.
-If game is not running in an AGA machine default fetchmode is now forced.
-Fix in editor not changing HUD bg color.
-Integer value handling changed in editor, no difference for users.
-Optimization for the object update routines, expect a 5-10% improvement.
-Some unused code has been deleted.
v0.9.21
-Assets can be localized too, if an image with a sufix matching the selected
language .ES .FR .DE .IT .PR is detected this image will be used instead of
the default one.
-Added music channels in Audio screen to decide how many Amiga channels (0-4)
are reserved for MOD playing.
-Added Destroy Children trigger that destroys objects attached to this one.
-Added Print Var and Print Text triggers to print text in the object position.
-Texts in dialogs takes into account line breaks, words will not be cut.
-When input us inactive and a dialog is shown, input becomes active again to
allow the dialog to be closed.
-Fixes in level properties screen when sprite layer is inactive.
-Fix in active objects as it could be possible some were unstable after
changing level.
-Fix in Stamp action trigger.
-Fix in side X in instantiated objects.
-Fixes in palettes while editting.
-Fix for page change in select text.
-Code optimization.
v0.9.20
-Added Load and Save Vars triggers that allow to save and restore game values
between sessions.
-Added 3D sound allowing farther sounds from the listening object to sound
lower. Setup is done in Screen menu.
-Added the possibility of mapping second joypad button to the up input value.
-Added condition trigger Collides Object Count.
-Added R button in level properties screen to reset values to the default ones
in the screen menu.
-Added page shorcuts when selecting an animation in the triggers.
-Import Bin map now asks about the source line width and adapts it to the
level one.
-You can define Spriteshees as For FX, this way they will use much less chip
memory.
-Improvements on the current object highlight in the shortcut section.
-Improvements on the level object highlighting in the shortcuts section.
-Allowing smaller values for line width if the screen has a width of 256.
-Memory optimizations, more or less 1Kb has been gained.
-Target Pos X and Target Pos Y now use the integer values.
-Optimization of the build size and memory.
-Fix for FX rendering when erasing from the FX layer.
-Fixes in object rendering queues.
-Fix in dialogs when using higher fetchmodes.
-Fix in global variable visualzation.
-Fix in sprite background when changing the number of colors of the image.
-Fix in game setup render screen glitches.
-Fix in editor when levels are not using Hud.
-Fix in Hud texts for decreasing numbers.
-Fix in trigger On Level Loaded.
-Fix in angle for Instantiated objects.
-Fix in Side X object initialization.
-Fix in Condition collides object to avoid taking into account the object
itself.
v0.9.19
-Added trigger Tile on Border that checks the tiles in the border of the
screen.
-020 build of the editor has been restored by popular demand.
-A small button allows condition and action order to be changed inside a
trigger.
-Tile on Screen now has a second parameter to define an area outside the
screen to check.
-Advanced parameters for objects are now in Objects advanced, FX and other
settings are done there.
-FX and FX Comp object types have been removed.
-Shot-em up project has been updated.
-Sprite background speed in editor now is the same as in runtime.
-Render queues have been optimized.
-Preventing a possible crash when too many tiles are changed in the same
frame.
-Added sanity check when saving levels, some ghost objects will be removed.
-Fix in Stamp trigger.
-Fix in Change Tile trigger.
-Fix and optimizations in Repeat Every trigger.
-Fix for some sprite layers not showing the right palette.
-Fix in Inv Speed X trigger failing in final game in some cases.
-Small memory optimization.
-Small optimizations in some loops.
-Small reduction on the size of the data files.
-Some other small optimizations.
-AmigaGuide doc updated.
v0.9.18
-Added multilanguage support, if more than one language is used, a screen to
select it will show.
-Load project now shows the quickload screen, same as when you start the
editor.
-Insert trigger has been added, you can add a trigger when the trigger is not
the last used one.
-More documentation has been added in the .guide file.
-When camera movement is huge, the display is turned off until the camera is
repositioned.
-Create display routine has been reviewed.
-Added action trigger Set Target FPS to allow changing the maximum frame rate
while playing.
-In animation screen now the preview play takes into account the target FPS
for the game.
-Autoslice has been fixed and optimized yet again.
-When loading sprites, to check the aplette if no tileset is used the
background image is used instead.
-Less stuff done after playing the game in the editor, this hopefully will fix
the frame 0 of the game to be deleted.
-Object Z can be changed for attached objects.
-Deactive action trigger has been removed as Destroy does exactly the same.
-Fix in attached object offset in game object screen not being the same as
when playing the game.
-Fix in Copy&Pasting objects not copying the triggers.
v0.9.17
-Memory usage has been optimized
-Added action trigger FX Value to activate/deactive the FX layer and choose
the effect to use.
-Added action trigger FX Mask to set the color mask the FX layer will use.
-Added a trigger "Z from Father" to allow instantiated objects get this value
from their instantiator.
-Added condition trigger Collision Count to count the colliding objects.
-Added condition trigger To All colls to execute a trigger to all colliding
objects.
-Disco project has been added to show the usage of the new FX triggers.
-Game objects rendering routine has been optimized.
-When editing an Instantiate trigger it now shows the collision box besides
the graphic.
-Change in Ser Var RND trigger when using a True/False value.
-Game startup has been changed as the compressor makes CLI parameters useless.
-General optimization in the game player to make its size smaller and use less
memory footprint.
-Vertical object clipping has been improved.
-Replicating some code to get some extra speed.
-Improved documentation, still WIP.
-Shlinker compressor updated to 4.7.
-App icon updated.
-More information is given when building the project.
-Fix for saving project not showing the requester window.
-Fix in autoslice routine.
-Fixes in the animation screen.
v0.9.16
-Loading effect can be selected in the Game Setup screen, only two available
for now.
-Game object system optimization.
-General trigger optimization.
-Object trigger instantiation has been optimized.
-Added Collision Count condition trigger.
-Inv Speed X/Y now updates the angle of the object.
-On screen object detection improvements.
-More triggers have been documented in the in-editor help.
-Editor 68020 specific executable has been removed.
-Changed memory management routines for songs.
-Shrinkler compressor updated to version 4.7.
-Fixes when music is played using level properties.
-Fixes in the HUD system.
-Fix Count Type on variable.
-Fix when dragging objects in the level object screen.
-Fixes in the FX system, now it works properly in ECS.
-Fixes in audio screen.
-Collides Type trigger now does not get triggered with the objects using it.
-Resume Anim trigger removed.
-Bug fixes and improved stability.
v0.9.15
-Sprite background can now have up to 8 different levels of parallax.
-New FX layer for games with less than 256 (32 in ECS) colors.
-Example project ex_fx showing the new features. Graphics from Ansimuz and
Jetrel. Music by Fireboy.
-Tile selected in tiles shortcuts is not highlighted anymore.
-Project load shortcuts now leave in first position the latest loaded project.
-Action trigger to Instantiate 4 objects in the 4 directions.
-Instantiate trigger that allows to instantiate in an exact position. Old
Intantiate trigger has been renamed to Instantiate RND.
-Change solidity triggers added to change all types or just one tile.
-Fixes in import Levels from CSV files.
-Copper background now adjustes to game screen height.
-On Screen trigger is now more accurate.
-Now compiled under AmiBlitz 3.9.8
-Change int he startup of the editor to make it more compatible with Vampires.
-When changing a trigger parameters are checked to avoid possible crashes.
-Change in On Grounded implementation.
-Scroll routine is now called every tick to avoid glitches.
-Fetchmode in the editor is now always the default one.
-Custom font system is more robust now.
-Fixes in palettes when loading spritesheets.
-Fix for HUD objects that were renderer outside HUD frame.
-Fix for dialogs not showing at the start of a game.
-Fix in sound generator display not always centered.
-Fix for default level music set to 0, now default is not music.
-Fix in import map CSV files.
-Small fixes in the profiler screen.
-Fixed crash when an Object type is set to a Tile.
-If sprite layer depth changes this is now detected and fixed.
-Fixes and optimizations in HUD.
-Small optimizations.
v0.9.14
-Added condition Contains Tile that checks all tiles colliding with a big
object.
-In AGA black borders hidin copper are back.
-Compatibility with Kickstart 1.3 is back.
-Added Collisions in the profiler screen.
-Levels can be exported in TMJ format in order to be used in Tiled.
-When using level properties music, the music will not restart if it is the
same as before.
-Level properties screen layout has changes in preparation of some new cool
features.
-WHDLoad slave names changed to make them easier to understand.
-Fix in Level Properties screen.
-Fixes when building projects.
-Fixes for some gfx gliches.
-Some small optimizations.
v0.9.13
-When editing the level the collision map can be displayed on top of the map
with the Show Tile Cols checkbox.
-Games not using hud will consume less Chip memory.
-When editing text, non ASCII characters will be converted to the closest
ASCII character.
-Reduced screen width is used correctly in triggers and camera.
-Added Condition trigger On Landed that detects when an objects hits the
ground.
-Audio files path tries to correct itself if the file is not found.
-Added trigger Play Sound Random to play from a range of sounds.
-Added action trigger Stop CD32 that stops the CD audio.
-Loading a level now stops the CD audio if playing.
-Adjusted lower limit for map width values.
-Optimization in memory copy operations.
-Fix in collisions when moving very fast to the left.
-Fix for copper palette from a file not being exported to the Build.
v0.9.12
-Bad Ninjas game is now included in the projects folder by courtesy of Ricky
Place.
-Hud refresh speed can be set in the HUD screen.
-Added action trigger Reset Vars that allows to reset a range of variables to
its initial value.
-In HUD screen the background image can now be edited or deleted.
-When editing a trigger if it instantiates something it will show the
instantiated object in position in the preview screen.
-Switched to Amiblitz 3.9.4 compiler.
-Less strict asset processing when Building a game.
-Improved compatibility with old game projects.
-Improved calculation when setting Line Width now allows bigger maps.
-Fix for objects of type Shot not being automatically destroyed.
-Fix for compressed 16 sprite backgrounds not showing properly.
-Fix in vertical scroll leaving one empty line under certain conditions.
-Fix for some glitch in object rendering for multiscreen games.
-Fix for camera centering when using smaller displays.
-Fix for spritesheet screen always asking about palette reload even if it was
the same.
-Small optimizations.
v0.9.11
-Added new action trigger Set Cam Limits to change the bounds of camera
movement.
-Refactor of some features allows to gain 14ks of memory in most games.
-Camera center now works correctly for reduced display sizes.
-EXPERIMENTAL: Support for games with only 2 and 4 colors.
-Fix for freeze after making a Build.
-Fix for the spritesheet number 9 not being exported correctly.
-For some reason it seems display was moved one pixes to the left, this has
been corrected.
v0.9.10
-EXPERIMENTAL: Fetch mode can be set in the Screen menu for AGA games: Normal,
Double and Quadruple fetch modes are supported.
-Increased Fetch modes can improve game speed, specially in machines without
fastram.
-With higher fetch modes, funny effects could happen when using sprites or
changing the screen width of the screen.
-Resize of the map dimensions now can automatic replace the tiles to the new
dimensions.
-Multiple WHDload slaves added:
-Workbench31_1.Slave 1 MB Chip 1 MB Fast
-Workbench31_4.Slave 2 MB Chip 4 MB Fast
-Workbench31_32.Slave 2 MB Chip 32 MB Fast
-Object drawing has been reimplemented for safer (but also slower) rendering.
-Embedded Help for trigger conditions is now more complete.
-If the Sprite layer was attached to an Object Set Sprite Pos detaches it.
-Set Sprite Pos will ignore parameters with coordinates less than -1000. This
way you can set up just x or y coodinate.
-Action Set NTSC moved to General category.
-In Level Objects screen you can select snap to tile to move objects only in
tile exact coordinates.
-In Level screen you can import and export maps in CVS format.
-General optimization.
-When an object is attached to mouse movement now it takes into account the
scrolling area.
-Fix in camara not reaching end of the level with reduced screen widths.
-Fix in brush width and height when using the tile shortcuts.
v0.9.9
-Loading animation is now displayed during game loadings.
-F5-F10 Keys can be used as a shortcut for Play, Spritesheets, Animations,
Objects, Tiles and Levels screens.
-Animation screen now shows animation frame shortcuts.
-Sounds are now also packed using Imploder.
-Editor now checks the project version before loading it, prompting for
confirmation.
-In Game setup screen the game name and author can be setup, they will be
displayed when loading the WHDLoad.
-When building the project all images are processed for safety and maybe even
speed increase.
-New condition trigger to check if the game is running in an AGA machine.
-New trigger Instantiate Attached allows to Instantiate an object already
attached to the creator.
-New triggers Custom to Var to set up global variables with Object custom
variables.
-Additional checks for tileset loading.
-In Animation screen the name of the mirrored animation is now displayed.
-Improved UI in level editor screen.
-Improved UI in triggers screen.
-Projects updated, some improvements in Astro and Gravity games.
-Fixed memory corruption problems in certain situations.
-Fix in tileset shortcuts.
-Fix in Mutate trigger.
-Fix in Input screen.
-Fixes in palette handling.
v0.9.8
-WHDLoad support when exporting the game, creating a lha package (LHA and
WHDLoad required in C:)
-Check instructions above to run games on The A500 Mini
-All image and audio assets can now be compressed when exporting the game
(Build button)
-New action trigger Orbitate Parent to have and object orbitate another one
-Spritesheets and tilesets can be deleted if no longer used
-Improved IFF ILBM compatibility for compressed graphics
-A bit of rollback to some chip memory optimizations to make the games more
stable
-In level edit screen scrolls will scroll twice as fast for faster navigation
-All exe's are now compiled using latest Amiblitz3.9
-HUD texts are using color 1 by default to avoid using the same default
background colors
-In tileset screen when the tile image file is not valid it will be shown in
red
-Fix in Autoslice
-Fix for projects not using any tileSet
-Fix for some random crashes
v0.9.7
-Load tileset, HUD, level background and load spritesheet accepts PNG files as
input, they will be converted to IFF.
-Thanks to TCH for giving me permission to include his PNG2ILBM tool.
-When building the project, the assets can now be compressed automatically
using Imploder.
-Added Trigger Is NTSC to detect if the display is PAL or NTSC.
-HUD is not being updated every frame anymore but every 16 frames.
-Object rendering processing has been modified.
-Fix for non looped Sprites being displayed at incorrect position.
-Fixes in level editor tabs.
-Fixes in render timers.
-Fixes in trigger system.
-Fixes in Overwrite color/gradient triggers.
v0.9.6
-Now some games can work on Amiga with only 0.5MB of Chip RAM (Fast RAM still
required).
-This means some games can run with just 1MB of RAM.
-Level loading has been optimized and now it is much faster to swap between
levels while playing.
-Scroll memory has been optimized severely.
-Tileset memory has been optimized too.
-Trigger system has been reimplemented to save quite a lot of Fast RAM.
-When no project is specified the Player will not open anymore a requester,
this improves compatibility with older kickstarts.
-Fix for crash when activating collision boxes display.
-Refactoring of palette merging, adding and loading between tilesets and
sprites.
-In Level Objects editor, right button enables or disables the static objects
inside the current level.
-In the editor changing the level does not change the current tab anymore.
-68020 Editor and games check for 020+ CPU before starting.
-Now changing the values in the Screen menu will change the values assigned to
the current level.
-The example for hiscores, also known as Happy Bat has been updated.
-In main menu you can use F5 to play the game, or Shift+F5 to play the current
level.
-In the editor when loading an AGA game in an ECS machine you can abort
loading it.
-Also, if you load an AGA game in an ECS machine you can still load it without
crashing.
-Improved help in level menu.
-Small optimization for collision code.
-Fix in Dialogs when scroll is not in position 0,0.
-Fix in some sounds whistling after being played.
-Fix in -version parameter.
-Fix in trigger Mutate, now it will execute the rest of triggers in the
action.
-Fix in HUD background not being loaded sometimes.
v0.9.5
-Dialog engine has been reimplemented and now it does not need extra Chip
memory.
-Chip memory used by the HUD has been optimized.
-When Building the project, it now tries to optimize some parameters. Single
player games will be faster.
-In Game Setup screen, now you can edit a multiplier for the score in the
score table.
-In Level editor, now you can press C to clear tiles with a flood fill. (F
will do a flood fill with the selected tile)
-The Tiles palette is now stored in the low colors of the global palette.
-The RP player only will reserve memory for the used objects saving some
memory.
-Scroll system uses less bitplanes when tileset uses less colors than the game
making it faster.
-Tileset Chip memory usage has been optimized.
-When there is not enough chip memory to load music, the game can continue
without music.
-Removed some unused functions in the player.
-Level editor now has an option to reposition all the tiles in the map.
-Added action trigger Set Sprite Pos to change the position of the Sprite
Layer.
-Added action trigger Set Sprite Y to change the vertical speed of the Sprite
layer.
-In Screens shorter than 320 width, Sprite layer now begins at coordinate 0 of
the visible screen.
-When slicing sprites using the Auto mode, the editor will ask if frame
offsets need to be recalculated.
-PHX audio routine now uses the one by Iggy Drougge, which means it supports
VBR relocation.
-Small code optizations.
-Fix that removes some ghost objects appearing in the Level Editor.
-Fix for action trigger HUD On/Off.
-Fix for HUD background not being loaded under some circumstances.
v0.9.4
-General optimizations that should make the games around 10% faster compared
to previous version.
-Set Anim Time action trigger allows to change the playback speed of an
Animation.
-Mul Var action triggers lets you multiplicate a Variable by a number.
-Changes in the Tileset sizes and loading, now it should use less space in
disk and in memory.
-Trigger screen code has been refactored, also making RP Editor file a bit
smaller.
-Scroll update routines are move pipelined, meaning processing is more
distributed in different frames.
-Some more scroll optimization going on, starting with the the scrolling to
the right.
-Changes to Audio handling.
-Samples with loop should work again, they have been failing since the switch
to PHX audio.
-Added Stop LoopSFX action trigger to stop a looping sample.
-Fix in HUD background color displayed in the editor not being the correct
one.
v0.9.3
-Profiler update: Trigger conditions and actions are displayed. Also added
extra cathegories in the main bar.
-Code for global variables has been optimized.
-Code for input has been optimized.
-Render code has been optimized.
-New action Trigger Sprite Layer to enabled or disable the Level Sprite Layer.
-New action Trigger Sprite Spd X to set up the Level Sprite Layer Speed in X.
-Removed HUD Enabled/Top/Bottom from HUD screen as now the setup is done in
Level Properties.
-Audio routines for player and the editor have been unified.
-Code has been converted to ASCII, this is just better for me but could have
some unknown implications.
-Some internal code refactoring.
-In Game Setup screen Target FPS has been renamed to Max FPS.
-FIX: Sprite setup not being seen in the Level Properties screeb
-FIX: When entering the level screen some old projects could crash the editor.
v0.9.2
-Tile position is displayed while editing the map.
-Minimap not visible anymore in the Spritesheet screen.
-After editing a game text the menu is now refreshed.
-FIX: Triggers for attached objects not being executed after building a game.
-FIX: Dialog system was not checking if sprites were active causing the game
to end abruptly.
-FIX: Play SFX L+R trigger was always playing sound 0.
-FIX: Shadow Gameobjects being displayed in the level editor screens.
-Small fix in profiler menu text not showing in the right color.
-Some unused code removed.
v0.9.1
-New Level Properties screen where you can set up: color copper effects,
background image and sprites. The music to play, the fade in/out effects, the
adjacent levels and the next and previous levels.
-Four options for copper effects: no change, solid color, gradient and
gradient from an external image using its palette.
-In Level edit screen tile shortcuts have been added to avoid the need of
going to the tiles screen to select the tile. The screen can still be accessed
using the button or the space key.
-In Level objects screen level objects shortcuts have been added to avoid
having to browse them.
-Audio is now using PHX library.
-Sprite background layer can now be set as a foreground layer.
-Game sprite layer is visible in the level properties screen.
-Level minimap is visible in the level screens.
-Level Tabs for map and tiles have been removed as they are no longer
necessary.
-Added vertical movement for sprite layers.
-Added support for 16 colors sprite layers (Requires display of 304px width or
less).
-Added looping toggle for sprite layers.
-24 bit depth palette is used for ECS games running in an AGA Amiga.
-When using displays thinner than 320px the display is now centered.
-Added action trigger Play AnimAngle that allows to set up the object frame
based on the obejct angle.
-Added action trigger Count Tile that stores in a variable the number of tiles
present in a level.
-Added action trigger Set Sprite GO to attach the sprite layer to a game
object.
-Object rendering has been optimized for increased performance.
-Autoslice has been optimized to required less stack memory.
-Changed the method to check times on the profiler screen, it should not act
weird on long plays.
-In Animation screen the frames are displyaed in the correct possition
relative to the guide.
-When clicking an Object in Level screen it will be selecte only if it is
active in the current level.
-Spritesheet id is now visible in Animations screen.
-Changes in copper background and setting up the project if AGA is not
detected.
-Lighter usage of copperlist.
-Removed internal PowerPacker support for MOD files.
-Trigger Anim by angle renamed to Frame by angle.
-In animation screen a sound can be selected to play when playing an
animation. If the anim loops the sound will play again.
-Export has been renamed to Build, to have a clearer name.
-Profile timers are now using another CIA chip to avoid interfiering with PHX
libs.
-Profiler now shows the time that is spend on Object Triggers.
-Object Parent function has been renamed to Attach. Parent triggers also have
been renamed.
-More checks are done in audio screen when loading sounds.
-Sound screen now uses the editor palette.
-Object Text is now Helper, a text that is only shown while you are in the
editor mode.
-Shape temporal file is not saved into RAM anymore while in editor mode.
-Spritesheet pick frame can be used without previous slice.
-Spritesheet frames can be deleted.
-While decrunching the executables the cursor will change its color.
-Decompression of executables now will consume less memory.
-Editor and game icons do not require NewIcons anymore.
-Refactor on how the triggers are processed.
-Default project path is now the projects folder.
-FIX: weird issue when using 7 bitplanes in 68020 machines.
-FIX: in 68000 compatibility.
-FIX: in manual frame pick when scrolling the sprite sheet.
-FIX: in players using dialogs showing corrupted graphics.
-FIX: in Instantiated object, some variables were not correctly reseted.
-FIX: for big objects in Animation screen.
-FIX: under certain circunstances Tilesize was not changing in tiles screen.
-FIX: for glitch of the cursor in profiler screen.
-FIX: in Auto slice adding some extra empty frames. The fix also makes it 2x
faster.
v0.8.13
-Number of Animations increased from 64 to 128. When updating project to this
version there is no going back.
-When saving a project, if using the same previous name a backup of the
project file is created.
-FIX: In tile properties of tileset 1 being used in all tilesets while in
runtime.
-FIX: In tile properties screen solid tiles being displayed in incorrect
positions.
-FIX: In ground collisions where the Objects are bigger than tile size.
-FIX: Fixed glitch happening when using Camera Shake in large maps.
v0.8.12
-FIX: When camera position moves abruptly, it was causing graphical
corruption.
-FIX: Fix in Level Editor screen, some buttons not working when a lot of
objects were used.
-FIX: Fix in Square Grid Slice in Spritesheet screen.
v0.8.11
-Added shortcuts for Level objects in the object editor, to easily see the
used ones and navigate quickly to one of them.
-Objects have two internal variables Custom 1 and 2, now their name can be
changed and the trigger name will change too for readability.
-Added action trigger Tile Type is that checks the collision type of the tile
where the object is.
-Added exception handling that will exit the editor or game when low on chip
ram or other exceptions.
-Level exits have been moved to the Level Properties tab.
-Change in scrolling routine when processing the left part of the map.
-Added Shotemup example in the projects folder.
-FIX: In Change Type trigger, not working as expected.
-FIX: In Change Tile trigger, now working fine when the tile was not on
screen.
-FIX: In Change Icon trigger, it was not working properly.
v0.8.10
-Start button added to Play the game not from the current level but from the
initial game level.
-Level background menu is now in Properties tab in the Level Editor.
-New action trigger Change Icon to change an object icon.
-When editing an object with parent, parent object is now displayed.
-After a new project is created paths are initialized and point to the project
folder.
-BlockBreaker example has been added.
-FIX: Not enabled objects are not visible anymore in the level editor screen.
-FIX: When setting the frame manually in Animation screen.
-FIX: Tile On Screen trigger was not working properly.
v0.8.9
-Profiler menu is here to help to find out any peformance problem in your
games.
-Profiler data can be seen after playing a game, it only takes into account
what happened during the playing time.
-Sounds can loop if that option is selected in the Audio menu.
-OS version is displayed in settings menu.
-In Settings menu you can choose if you want the profiler screen to be shown
after each Play.
-In Settings menu you can disable Network to test multiplayer games without
the need of a network connection.
-Keyboard read routines have been reworked.
-Fix for the keyboard image display in Input Screen.
-Fix in export triggers to text, some triggers were incorrectly exported.
v0.8.8
-In Objects screen it is possible to quick jump to objects thanks to the new
object bar.
-Camera code has been reworked.
-Camera set pos trigger has been reworked.
-Export now prompts user if files to run the game from floppy must be
included.
-Edit Image creates a new IFF file if the Image field in empty in Tiles and
Sprites.
-Input menu now shows a keyboard image with the rawkey values to use.
-Background color added for HUD elements.
-Better error handling in load and save project.
-Vampire core is detected in settings screen.
v0.8.7
-Help information is available in the editor, press the (i) button in the
bottom of the screen.
-Fix in Force NTSC flag that can be used from the CLI or the Icon Tooltype.
-Added Stamp action trigger that prints an object to the brackground of the
level.
-Change in screen refresh when the camera position moves abruptly.
v0.8.6
-Added HUD Refresh trigger to fully repaint he hud. Only use it when changing
labels.
-Editor stack increased to allow the sprite editor to cut bigger sprites.
-Now it is possible to copy and paste objects. It should work between projects
too.
-Added C64 menu color scheme.
-Fix in games not using HUD.
-Fixes in the copperlist.
-Fix small glitch in the bottom of the menu.
v0.8.5
-Added action Trigger Prev Level to move to the previous level.
-Added action Trigger Level# to var to set a Var with the current level
number.
-Improved ApolloOS/AROS compatibility.
-FIX: In Spitesheet screen, Pick could lead to a crash.
-FIX: In edit Display Object x & y.
-FIX: In Level editor 1 key moves to the previous level.
v0.8.4
-Pipeline fully moved to Amiblitz 3.8. Libs are now from this version.
-Input key functions replaced to be compatible with ApolloOs.
-Auto slice fixes to allow bigger sprite areas, stack reviewed.
-In Sprite Sheet screen now the start frame and end frame of the sheet is
displayed.
-Added some more checks to auto slice.
-FIX: Start shape was badly calculated for sprite sheets bigger than 2.
-FIX: Only first sprite sheet was exported.
v0.8.3
-Compiler changed from Amiblitz 2.44 to Amiblitz 3.8. This has some
implications:
-Now lower limit to play games is a Motorola 68000 instead of a 68020.
-There are two editors, one generic and one for 020+.
-When exporting a game you have to select if it is generic or for 020+.
-Performance seems slightly better.
-To avoid compilation issues, some more memory is used by the game player.
v0.8.2
-In settings screen now you can select if you want to use a custom screen or
the workbench for file requesters.
-Added action Repeat Every to execute actions every certain time.
-In Animation screen the animation number can be selected using an input
field.
-In Animation screen you can modify the frame offset using the cursor keys.
-In Objects screen, Display Offset X and Y can be set using an input field.
-Bigger limit for sprite size when using the Auto Slice option.
-Extra checks and optimization for Auto Slice option.
v0.8.1
-In Screen menu, a color other than 0 can be overwritten, from 0(background)
to 127.
-BG Color and BG Rainbow action triggers are now named Overwrite Color and
Overwrite Gradient.
-Physics: Speed on col behavior reviewed.
-Performance: Improved performance of math routines.
-FIX: CD32 play CD routines fixed to allow more than one track being played.
-FIX: After moving to another level sometimes there was a glitch in the
scroll.
-FIX: When re-adding objects in the level, sometimes they were not added.
-FIX: Screen width was not reset when loading a new game.
v0.8.0
-Added action trigger Net Connect to connect to a remote machine and have a
multiplayer network game.
One machine in server, the client needs to enter the server IP. In a LAN, just
need to type the internal IP.
In different networks you can use external IP, probably port forwarding is
needed to find the target machine in the local LAN. REDPILL uses port 6666.
-Added contition trigger On Net Connection to detect when a connexion has been
established or if it is disconnected.
-Added condition trigger Is Net Remote to check if one player is remote or
local.
-Pong project has been updated to support two player network game
-Added action trigger Set Map Cols to activate/deactivate Object collisions.
-Added action trigger Norm Spd45 to adapt speed x and y when object is moving
in diagonal direction.
-Using Tool type NTSC in Game icon (or -NTSC parameter in the CLI) will force
the game to be launched in NTSC mode.
-Screen width now can go from 320 to 256, to allow for fast ports from other
platforms.
-Input system has been simplified.
-Frame control redone again to avoid flickering issues and horizontal lines.
-Objects of type shot now follow better the direction of the objects
instantiating them.
-Small change in cursor color.
-Input fields for Object width and height.
-Input fields for HUD object pos X and Y.
-Speed on col trigger now works on angle motion objects.
-When Speed on col is negative does not stick the objects to the ground
anymore.
-In Settings screen, now it is possible to select the Light theme for REDPILL
user interface.
-FIX: When using grid slice the frame offsets will be assigned automatically
the grid offset.
-FIX: Follow object was always following object 0.
-FIX: Only Vars from page 1 were accessible in the HUD screen.
v0.7.17
-The frame control system has been redone, now it is faster and smoother.
-In Audio screen, after playing a sound the duration in seconds of the sound
is displayed.
-FIX: After deleting an object in the level, there was a freeze.
-FIX: games using sound effect were suffering slowdowns
v0.7.16
-New triggers Obj Display X and Y to check the position of an object in the
screen.
-Palette is shown in the Screen menu.
-FIX: for TileProperties editting requiring FPU God knows why.
-FIX: EHB internal fixes.
-FIX: Possible crash when editing objects with large Icons.
v0.7.15
-Extra HalfBrite (EHB) support added. Now you can have 64 colors in ECS games.
-Tile animations are now possible. Anim speed can be changed but for the time
being all animations have the same speed.
-FIX:When no sprites are used, the tile palette is used for the game.
-FIX:issue in Change Tile trigger when used tilesets with borders.
-FIX: issue in Dialogs not showing properly. This only happened in the
exported game.
-FIX: in bar HUD elements.
-Some other minor changes and fixes.
v0.7.14
-New action trigger Play Anim 8 to play an animation based in the direction of
the object.
-Play Anim 8 uses 8 anims, starting with the Up/North Animation, and in
clock-wise order. It uses 8 animations.
-New action trigger Play Anim 4 to play an animation based in the direction of
the object.
-Play Anim 4 uses 4 anims, starting with the Up/North Animation, and in
click/wise order. It uses 4 animations.
-In a level, when a background image is used without any tiles placed, the
palette from the image will be used.
-For HUD bar elements, now it is possible to adjust the height of the bar.
-Extra check in Auto Slice to avoid slicing a big image by mistake.
-Level editor map now shows all available area instead of the camera limits
area.
-FIX: Tile properties display fixed when using tiles with border.
-FIX: Fix in export game routines.
-FIX: moving a livel object leaved some trash in the screen.
-FIX: Level editor now can scroll to the bottom of the level.
-FIX: Fix in edit trigger up/down controls, now last trigger is reachable.
v0.7.13
-Input buffering for Input Up and Input Fire: Save input for some frames.
Configure it in input screen.
-New condition Grounded that allows Coyote time or edge tolerance.
-Old Grounded and Not Grounded triggers are not invalid but deprecated.
-New action trigger Enable SFX that allows to turn on/off the sound effects in
the game.
-New action trigger Set NTSC to change display to PAL or NTSC.
-In RP Editor the gap between the game display and the editor display has been
reduced.
-FIX: When changing the level the tab displayed could be wrong.
-FIX: Sprite background was not cleaned properly when loadgin a new project.
-FIX: For games without tiles, the palette was wrong.
-FIX: HUD elements could have some flickering when values changed too fast.
v0.7.12
-New Triggers Show Scores and Enter Hiscore add Hi-Score functionality to
Redpill.
-In case of CD32, Enter Hiscore tries to save the scores in the local drive,
if not uses CD32 non-volatile memory. I hope someone can test it :)
-New project ex_hiscores shows how to use these new triggers.
-Fixed issue when exporting games that use image background and sprite
background at the same time.
-Updated Lha compression and now time is right for unpacked files (Until
2038).
v0.7.11
-RedPill Puzzle by Lemming880 updated with the final release.
-Lumberjack Platform game by Lemming880 updated to the last version.
-Sort by Z trigger has been fixed, thanks to amiman99.
-Exporting had some issues after the map optimization, this has been fixed.
-External text editor has been fixed too.
-Small optimization for games that use 16x16 tiles.
v0.7.10
-When exporting games, the level files will be smaller if not all the map
used, or if the map is not used at all.
-In Game Setup, the text edit now supports an external project, configure it
using icon Tooltyper.
-New action trigger Follow Obj <target obj> <speed> that sets up the speeds of
the object to match the targetted object.
-New action trigger Go to <Var> Level to load the level specified in the
valiables <Var>
-New action triggers Input Active to enable and disable player input.
-New condition triggers Input Active to check if player input is enabled or
disabled.
-Improved checks on boolean values for trigger paramenters.
-Side check code back to older and slower but more robust implementation.
-In Objects screen now it is possible to go directly to one object.
-In Levels screen now it is possible to go directly to one level.
-When exiting the Editor and the Player the REDPILL fonts assignment is now
removed.
-Now it is possible to edit the background image of the level with the
external painting program.
-Tile on screen <i> condition trigger added to perform actions for each tile
<i> present on screen.
-Tile on map <i> condition trigger added to perform actions for each tile <i>
present on the level map.
-Move to Level trigger has been renamed to Go to Level.
-Fix for possible memory corruption problems when objects had negative
coordinates.
-Fixed issue with HUD bars and negative values.
-ex_mapenemies project has been added to teach the new triggers.
-Fixed issue when using Enemies collide with enemies option, cells not being
freed after enemy was destroyed.
v0.7.9
-Noah game from Sensei-Sama included in the projets.
-Now you can use multiple spritesheets, still when slicing them some frames
can move or be overlapped. To be improved in future versions.
-REDPILL player now supports Version from AmigaOS and -version parameter
-Executable files now use Shrinkler 4.6.
-Now when using RPPlayer from cli if no parameter is given can get it from the
icon.
-Audio is restored (faulty in 7.8)
-Optimization: now non visible objects have animation logic deactivated.
-Optimization: less memory used when enemies collide option is not activated.
-Last opened projects logic improved.
-Adding support for number formatting in HUD, use 0s to specify the number of
digits to use.
v0.7.8
-All new games will be created in the projects folder. When starting the
editor the main things you can do are creating a new project or loading an old
one.
-Examples folder has been removed.
-Fast loading options have been added to access quickly your last loaded
games.
-Mulipalette example has been added, it shows how to use two different 16
colors tilesets and 16 color sprites in a 32 color game.
-Side X behaviour has been refactored, behaviour could be slightly different.
-Anim Comp condition trigger has been implemented, it can replace Anim is and
Anim is not triggers.
-Anims with loop now allow a Next Anim to be filled, when the looping anim is
stopped it will play the specified next animation.
-Level being edited can now be changed in the Edit Level screen.
-If foreground and background colors chosen in the dialogs are the same the
text color chosen will change.
-An issue when going back from Tiles screen has been fixed.
-Issue with Text Dialogs rendering has been fixed.
v0.7.7
-Action triggers have been optimized to speed up the object processing.
-Fixed possible error when using many audio files.
-Fixed game object icons failing to render in exported projects.
-Action trigger animation to angle was not working under certain conditions.
-Optimized memory used by objects when using REDPILLPlayer.
-Optimized chip memory used by objects when using REDPILLPlayer.
-CD32 Red button does not trigger Fire1 anymore.
v0.7.6
-Fixed issue where object icons were not visible in runtime.
-Added action trigger to Set Target to closest object of one type.
-Tile solidity properties is now graphically visible in the Tile properties
screen.
-Added action trigger Multiply Speed by Var(iable).
-Added action trigger to set a Var(iable) with the count objects of some type.
-Keep on screen trigger moved to the render cathegory.
-Added action trigger Set Display Pos to set the position of an object
relative to the screen.
-Added options in sound screen to remove Sounds and Modules.
-Experimental PlayCD32 trigger improved.
v0.7.5
-Added action trigger PlayCD32 to play audio tracks (Experimental).
-Added condition trigger to compare two Vars.
-Fixed CD32 buttons input triggers.
-Changed copper routine to avoid bottom color be displayed on top of the
screen.
-HUD fixes in text values.
-Fixes in sprite background loading.
-Follow camera fixes.
-Fix for a bug where some statics objets could be overwritten by instanced
objects.
-General bug fixing.
v0.7.4
-Please make a backup of your projects before upgrading them to 0.7.4, the
.pill format has changed.
-Camera follow does not follow the object when it is not active in the current
level.
-Force NTSC in Screen menu forces the game to run in NTSC resolution.
-Non visible objects icon is visible now in level edit screen.
-CD32 red button now activates fire1 button.
-Export function now exports less redundant files.
-Scroll coordinates now reset when a level is loaded or reloaded.
v0.7.3
-Program stack size increased to 32Kb to avoid unstability and crashes when
using autoslice.
-Sorting and rendering by Z has been recoded to avoid objects disappearing.
-Fix: Screen Flash trigger was not working when HUD was on top.
-File requesters now have a maximum size.
-Fixed an issue preventing from changing Var pages when selecting a Var in the
triggers.
-Sound module code is now more robust to avoid memory leaks.
v0.7.2
-Parts of the HUD were erased under certain circumstances, this has been
fixed.
-Camera Follow now doesn't follow the Object when it is not active.
-In Grid Slice, an empty frame was considered, reducing the number of
available frames, this has been fixed.
-Set Speed C action triggers now changes the side the Object if facing.
-Set Speed X from var now takes into account the side, if side is left speed X
will be negative.
-Some glitches removed when switching between menus.
-Minor fixes in audio.
-Some other minor fixes.
v0.7.1
-Export added in main screen to export the project into an encrypted .redpill
file. This file can only be opened from the Redpill player.
-Export will create a folder named export, this export folder is the
distribution folder of your game.
-Now each map can have its own tileset, the palette will be adapted to the
spritesheet palette if there aren't enough colors available.
-This also means each level now has its own palette saved in a separate file
-Help for triggers is available inside the editor, just select a trigger and
press the Help key. Sadly it is not finishing and not all triggers are
documented, but it will come.
-Condition triggers had a general optimization resulting in faster condition
evaluation.
-Level object screen has been changed to allow editing in a simpler way,
several issues have been fixed.
-Object triggers can be exported to text for easier and global visualization.
-External text editor can be set in the icon, just like the image editor.
-In the HUD, the icon sprite used can be set with either a number or number
variable.
-Added manual sprite cut to manually cut frames from a spritesheet.
-Added action trigger Angle to target that sets the GO angle to point the
target, useful for shots and many more.
-Added action trigger Tiled Move <X in tiles> <Y in tiles> to move objects in
tiles.
-Added action trigger Tiled Push to push other others away when moving objects
with Tiled Move.
-Collision boxes changed to the old (and better) routine.
-Animation frames can now last less than 0.05.
-Tabs added in the level editor screen for faster ediing.
-Minimap tab added to the level editor for quick visualization of tiles and
game objects, and map repositioning.
-Sound Generator added to create new sounds inside the editor, the save
feature uses DataToIff V1.1 - Sound File Conventer - Written by Janne Saarme
1990-1992.
-Bouncing example added in the examples directory.
-Pillman game example has been added to the projects folder.
-Red color has been added in the editor for some menus and UI elements.
-Dialog engine noe uses AGA colors when the game is AGA.
-Added protection code to the custom load font, if font is not found it should
not break.
-If the background sprites cannot be loaded then level sprites are
deactivated.
-Frame has been removed from the HUD Bar element
-HUD Bar element now can show timer variables.
-Issue fixed with HUD texts numbers not being erased correctly.
-Fixed issue with triggers Hit->CustomX not working properly.
-Lumberjack platform by Lemming880 has been added to the projects.
v0.6.14
-Use the Editor tooltip to choose your IFF paint program, then in tiles and
spritesheet screen you can quickly edit your images.
-Added action trigger New Question <question id> <text> to start a new
question.
-Added action trigger Add Answer <value> <text> to add a new answer to the
started question.
-Added action trigger Ask Question <var>, that will set up a variable with the
value from answer.
-Now it is easier to set up the text to use in Show Text/Dialog.
-Text and Dialogs now stop the other triggers from being processed.
-In Level Objects screen you can use 1 and 2 to quickly move between levels.
-Added extra check to HUD code.
-Added extra checks to LoadSound.
-On load level added extra frame to avoid corrupted graphics.
-Fixed Color 0 being overwritten with certain settings.
-Disabled Blitz2 bitmap out bounds check.
v0.6.13
-General trigger processing has been optimized.
-Collision system now uses internal blitz basic collision function.
-Optimized trigger Collides type, it should be much faster.
-Optimized trigger Sort by Z.
-Extra checks added to level editor flood fill.
-For grounded objets to trigger bottom collision every tick now they must have
height.
v0.6.12
-Added new action trigger Play SFX L+R to play a sound on all channels.
-Added some wait time after loading sounds to avoid floppy drive stay turned
on.
-Fix for texts being lost after playing the game in the editor.
-Fix for color value in HUD components being assigned to label color.
v0.6.11
-Added action trigger Set Z from Y to update Z value of objects based on Y.
The lower in screen is the object the bigger the Z will be (more in front of
everything).
-Added action trigger Sort in Z to update rendering of objects based on Z. It
is very unoptimized for now, better not to use it every frame.
-FIX: Fixed a bug in Y scrolling with big maps, introduced in last version.
-FIX: In editor static objects at (0,0) where not active until level editor
was used.
-FIX: Reseting the project before a load to avoid unwanted project
overlapping.
-FIX: Reseting some editor variables when switching or creating a new project.
v0.6.10
-Scroll routines are more optimal than in previous version/s.
-Condition Timer not Active has been added.
-Now the Save&Load Checkpoint triggers take into account the level, and will
reload it in case it is necessary.
-Fix in Mutate To trigger, for some cases it was not keeping the old position
coordinates.
-In Animation screen, now you can choose the reference cross to be in the
center or in the bottom.
-In Animation screen, the frame was not refreshing after changing start frame,
this has been fixed.
-Action triggers added to Set Custom Var 0 and Custom Var 1 of objects using
the value of one global var.
-Action triggers added to Increment Custom Var 0 and Custom Var 1 of objects
using the value of one global var.
-Now the global REDPILL settings are saved and loaded.
-Change Tile trigger was been reimplemented to be faster.
-In Game Setup screen you can choose if the timers will use real clock or a
fixed time (classic Amiga way).
-In HUD when using a bar, the filled bar cannot overflow the maximum anymore
-When an object is grounded will trigger a bottom collision.
-Some minor optimization in objects update.
-Fixed screen shake trigger that was not working in certain situations.
v0.6.9
-Joystick button reading has been changed as it was behaving oddly in WinUAE.
On real Amiga it was fine.
-Action trigger Recoil has been added.
-In Level editing, multitile grabbing support has been fixed to work fine in
all places of the tileset.
-Spritesheet autoslice was causing a crash in some cases, this has been fixed.
-Spritesheet autoslice now shows progress visually.
-There was a bug on scroll init that in some causes was showing wrong tiles in
the initial screens.
-Added confirmation request when exiting the program.
v0.6.8
-About and Settings sections have been merged in Settings.
-New Project now asks for confirmation.
-Only used gameobjects are saved, decreasing the size of the .pill file
significantly.
-New cursor design
-Added a Clear Map button to clear the current map.
-In Level menu, you can specify the exits of the map in the 4 directions. The
exits point to other level numbers, use -1 to assign no exit.
-Added action trigger Keep on Map to avoid an object getting out of map
dimensions.
-Added action trigger Check Exits to check current object against map
dimensions and it will trigger the change of level.
-Added 4 action triggers Set Exit <X> to modify the level exits.
-Added Impact action trigger to transmit motion impact from one object to the
impacted one.
-Flash Object trigger no longer makes the object blink, it stays in the same
color for the length of the flash.
-Change between levels has been modified to avoid a frame with incorrect
render at the start of the change.
-Added checks to avoid a crash when the system cannot find the tileset file in
the project.
v0.6.7
-Fixed issue in ECS machines that could end in a crash.
-Fixed issue with games with multiple songs.
-Fixed issue when overwriting projects that ended making the file bigger than
it should.
-Added delays after reading files to avoid the floppy drive being on when it
should not.
-After starting to play a mod file the Amiga filter is turned off.
-Fixed issue with sprite backgrounds moving at loop speed and showing an
artifact.
v0.6.6
-Added Import text map feature, this is a text file using comma separated
values. tIDE for example uses this format.
-Sprite background code is removed when using a ECS machine. AGA and ECS
projects can use the background, it will not show up in ECS machines.
-Sprite background now loops properly every 256 pixels.
-Sprite background movement is disabled during dialogs.
-Added the possibility to allow the sprite backgrond to be affected by camera
movement, this value could be fractional.
-Fixed bug when going from a level with sprite backgeround to one without.
v0.6.5
-To ease delevopment trigger parameters will show static or not static objects
depending on the trigger support.
-Animation screen has been improved with step by step controls (keys 1 and 2).
-In animation screen use space to play/stop the animation.
-Background independent scroll is supported with Amiga sprites. This feature
is still experimental and background image must be a 256x256 4 colors image.
Astro project shows this feature.
-Borders wont show anymore the background copper effect (ECS only).
-Objects menu has a different color, another test.
-Volume request has been disabled, this could help to prevent a crash when
loading the project and paths have changed.
-Fixed bug with parameters being messed up when deleting a trigger.
-Mirror game added to the package.
v0.6.4
-Added support for song modules compressed in PowerPacker.
-Added Fade In and Fade Out action trigggers.
-Added On Fade Out condition to trigger something when fade is complete.
-Fixed a graphics glitch at the start of the games.
-Some fixes in scroll routines.
-Small changes that could make the game unstable.
v0.6.3
-Added volume settings for the songs in the audio menu.
-Added condition triggers Collides Player X and Collides Player Y to check
only one dimension.
-Added action trigger Change Type to change type of object.
-Platform code modified to avoid unwanted behaviour in certain conditions.
-Scroll code modified to avoid certain artifacts and some problems with tiles
of 24 pixels.
v0.6.2
-If camera target changes more than one screen of distance instead of a
travelling the camera moves immediatly to the target.
-Between two frames the scroll is going to move half of a tile at most.
-Scroll speed has been optimized.
-Bug on the top tile row when scrolling up has been fixed.
-Action Set var trigger when used in booleans will change UI of the parameter
to suit boolean values
-Condition trigger Var True fixed because curiosly it was failing with
booleans.
-Added action triggers Load/Save/Reset checkpoint that will load/save the
object position.
-New action trigger Change Tiles will change every the tiles in the area of
the game object.
-Fixed a bug in the Level Object screen where some collision boxes where
displayed in incorrect locations.
-A new trigger WallJump has been added to the triggers library.
-Changed and fixed in the show text/dialog engine.
-Basic_platformer game example has been updated.
v0.6.1
-Added a sound volume setting for each sfx in the audio screen.
-Added flags to gameobjects to allow them to be awaken or processed only when
they are in the screen.
-For awaken objects there is a flag to put them to sleep when they are out of
the screen.
-Render processing now should be faster for objects not inside the screen.
-Now it is possible to delete any trigger, not just the last one.
-Added Save and Load options for a single trigger.
-Fixed dialogs not properly aligned when HUD was not enabled.
-Fixed a missing pixel line when the sprite was in certain positions in big
levels.
-SetPos to Obj trigger was repeteated twice, duplicity has been removed.
-IncPos trigger was missing, it has been added back.
-Load and save triggers filename extension were inconsistent, it has been
fixed.
v0.6.0
-First alpha release.
-Debug files RedPillPlayerDebug and RedPillEditorDebug have been removed.
-File format has changed, and old projects need to be updated. Backup your
project, load it and save it again to upgrade it.
-Instead of a single file, levels of the project are save in individual files.
Each level now has its own file, maximum number of levels has been increased
from 10 to 100.
-In Level Editor, now you have a reload level option in case you want to
discard your changes.
-Each project now contains a text file too. Game texts for now are only used
in Show Text and Show Dialog triggers.
-Number of animations increased from 32 to 64.
-Scroll routine has been optimized, now it uses much less cpu.
-Triggers have cathegories to find them easier: General, Input, Vars, Objects,
Cinematic, Map, Render, and Audio.
-Objects can have a parent object, in that case their position will be
dependant on the parent object.
-For an object with Parent you can specify the offset in X and Y, also if is
if affected by parent direction (lateral or 360).
-Triggers to manipulate parent properties: Set parent, Unset Parent and Parent
Offset.
-Added trigger to Blink a game object for a number of frames.
-Added trigger to Flash a game object for a number of frames.
-REDPILL exe files are now packed with Shrinkler to reduce its filesize.
-When no trigger is selected, now it goes back to trigger screen instead of
going back to object screen.
-REDPILL player logo is now animated.
-Action Trigger Mutate to <gameobject> allows a gameobject to transform to
another type, use with caution.
-Action Trigger Keep On Screen to avoid objects get out of the screen.
-Hud on top has been implemented.
-Added triggers to turn Hud On and Hud off.
-HUD now supports a background image, you can add it in the HUD screen.
-HUD Labels and HUD values can be set to a color.
-HUD Labels now can be a text or an icon.
-HUD Values now can be a text, an icon or a bar.
-Game Object icons now support values up to 254.
-Text display triggers with/out title and with support for multiple pages,
show Text for only text and Show Dialog for title + text.
-This versions contains an Amigaguide file that in the future will contain
REDPILL documentation.
-Fixed a bug when using Once condition trigger.
-Allowing negative render coordinates.
-Action trigger Keep On Screen added to keep a game object inside the screen.
-When an object collides with a ramp now it is considered a bottom collision
and will trigger collision triggers.
v0.5.11
-You can set now Z of the objects to set the drawing order. The lower the
number the later they will be drawn.
-Added condition Trigger On Level Load that will be activated each time a
level is loaded.
-Added action trigger Halt Triggers that will stop trigger execution in that
object. This is useful for example to prevent objects outside screen to check
all triggers and waste CPU.
-Play Mod action trigger added to play 4 channel mods. Old trigger has been
renamed to Play Mod+SFX.
-Added Hit>Set Custom1/2 action triggers to set custom vars of the object
being hit by current object.
-Added Hit>Inc Custom1/2 action triggers to increase custom vars of the object
being hit by current object.
-Fixed bug that prevented color 0 being overwritten when using background
images.
-Fixed bug that prevented rest of actions in a trigger being executed after a
level change.
-Added example trigger with 4 directions control.
-Game was not correctly loaded when it was in the path root, for example in
DF0: this is now fixed.
-Error message is displayed when Redpillplayer cannot find the path to the
project.
-Fixed bug in Level screen that prevented objects being displayed when they
were at coordinates x=0 or y=0.
v0.5.10
-Triggers folder now contains some basic examples for triggers. We start with
a 8 direction trigger for top-down games and a jump trigger for side view
games.
-Fixed issue with some static objects being lost when changing levels if they
have been deactivated.
-Fixed issue that prevented the correct animation being shown for some objects
when changing levels.
v0.5.9
-In input screen now it is possible to decide if object follows only X or Y
axis when using mouse.
-Position 0 limit for X and Y coordinates has dissapeared. But minimum drawing
coordinates are still 0.
-New action trigger Set position to Object position to make the position of
one object equal to another one.
-Fixed Action triggers Instantiate X, Instantiate Y, and Instantiate XY.
-Instantiate XY uses parameter one for Object and parameter two for X and Y
coordinates. X and Y will be the same.
-ECS screen setups now uses less copper operations (internal change).
-Audio can be disabled in the Editor using the Settings menu.
-Change tile trigger reimplemented.
-Fix: Time to live counters are resetted when instantiating objects.
-Fix: Changing level now resets the values of dynamic objects.
-Fix: Move to level now resets the tile map of the level.
-Momospace project updated.
v0.5.8
-Added action trigger to set a random value to Custom Object var 1.
-Added action trigger to set a random value to Custom Object var 2.
-Added action trigger to set a random value to Custom Object timer.
-Fixed a bug when detecting if joystick buttons were released
-Fixed UI bug that caused a change in the action when changing second
parameter of a condition.
v0.5.7
-You can select the font to be used in the game inside the Game Setup menu.
-Objects now have Custom1 and Custom2 vars that can be used for energy,
health, shots, etc.
-Condition and action triggers have been added to set, modify and check the
object custom vars.
-A custom timer has been added too, use Set GO Timer to start it, and GO Timer
Trig to check if it has been triggered.
-Options key is now supported, condition trigger added to check its status.
-When enabling and disabling HUD objects, HUD will be cleaned up only if a
change has been done.
-Fixed a bug in RedPillPlayer when using tooltypes that prevented the games
from starting.
-Fixed a bug in RedPillPlayer causing Reload level to act like Restart level.
v0.5.6
-Added CD32 pad support, triggers added to read Play/Pause, Forward, Reverse,
Green, Yellow, Red and Blue buttons.
-Added NTSC support.
v0.5.5
-Input menu has been implemented, now you can change game keys or use mouse
input.
-Mouse input implemented, for now it is limited to games without scrolling.
-Joy button implementation is now completed.
-Number of Globals that can be used has been increased from 14 to 32.
-Added condition trigger Anim is not [animation].
-Action trigger Time to live [time] to destroy an object after a certain time
is now implemented.
-Added action trigger to screenshake[force][time] screen.
-Added action trigger to flash[color] screen.
-Added action trigger to set a Global value with the value of another one.
-Added action trigger to add the value of a Global to another one.
-Added action trigger Set Global RND [number] to set up a Global with a random
number from 0 to [number].
-Added action trigger Inc Pos[x][y] to move manually the position of an
object.
-Added Instantiate X[x], Instantiate Y[y] and Instantiate XY[x][y] to
instantiate objects at the desired position have been added.
-Autoflip routine is now more robust to avoid crashes.
-Routine to check collisions has more checks to avoid crashes.
-Solved bug in Collides With Object trigger.
-Scroll routine has been optimized, still not super fast.
-Gameobject trigger execution time has been optimized.
-OK button has been moved for some screens to avoid button overlapping.
-Redpill puzzle game by Lemming880 has been added.
-Basic platformer example project has been added.
-Basic shooter example project has been added.
-Pang and pacman projects have been removed.
v0.5.4
-Maximum number of frames increased from 100 to 320.
-Platform code has been reviewed to avoid artifacts.
-Project spritesheet is loaded on project loading, no need to reload it ecah
time.
-Bigger default camera limits, full map limit as default.
-Scroll is now working on the tile selection screen and tile properties
screen.
-Sprite sheet slices are less prone to crash the program when something
unexpected happens.
-Added action trigger to set a game object visible or not.
-Fixed a bug on angle initializing causing some objects to start on incorrect
angles.
-Fixed a bug that was showing different frame offsets between the animation
screen and the runtime.
v0.5.3
-Games from the RedPill game competition by Amiga Wave have been included:
MomoSpace by Tecniman and Amiga Racing by Juande3050.
-Support for big maps, now map are 84x84 tiles by default. You can modify
maximum width and height in the Edit Map screen.
-You can use shift key to speed up movement when moving around the level for
editing.
-Ramps are back! Ramp up and down at 45 degrees.
-Platform code was not working as intended, object was colliding as if it was
solid. It is now fixed.
-Tiled binary imported allows to read tilemaps made with Tiled. You must
convert them to binary first.
-Added condition triggers Is on Screen and Is off screen to check if the
GameObject is inside the game screen.
-Added contition trigger to check the current level.
-Added action triggers to set the Camera position and to increment the Camera
position.
-Frame displayed now changes immediatly when changing frame in animation
scree.
-Offset line helpers in Animation Screen now go to the end of the screen.
-Added clear option in HUD screen to clear variables used by labels.
-Camera is now reseted when starting the game or when changing a level.
-When a GameObject is not enabled in the current level it is showed in black
in the Level Edit screen.
-Angular code is not recalculated every frame, this should help to increase
performance.
-Fixed a bug with tiles bigger than index 127.
-Set of different fixes for the HUD.
-Fixed a bug causing a crash in ECS machines with projects being created in
AGA machines.
v0.5.2
-In Animation Menu offset of each frame can now be changed by dragging the
image with the mouse.
-In game setup you can select if you want enemies to collide against other
enemies to avoid them using the same space.
-Edit Level has been renamed to edit map, map now only refers to the level
tilemap.
-Background image in map edit screen can now be removed using the new Remove
button.
-Load map and Save map features have been added.
-Added a condition trigger to check tiles with a comparison. Old one is keep
for compatibility.
-Added condition trigger to check if tile is solid. Parameters are the offset
in X or Y to check adjacent tiles.
-Added condition trigger to check if tile is not solid. Parameters are the
offset in X or Y to check adjacent tiles.
-Added action trigger to go to the next level (this sounded epic).
-Added action trigger to reload trigger. Right now it does the same as restart
level, but in the future reload will reset the tile status of the map.
-Added action trigger to change Display Offset of the object.
-Added action trigger to change Size of the object collision box. Use it with
caution.
-Animation player in animation screen now takes into consideration the target
frame rate of the game.
-Tile border parameter for the tilesets is working again.
-Fix for the issue causing past keys to be written when clicking on an edit
gadget.
-Fixed a graphic glitch when changing levels both in the editor and the
player.
-Fixed an issue with condition parameters not being edited correctly.
-Fixed an issue causing a crash when using a background image for the level
without tileset.
-Fixed a glitch when going from animation screen to the main screen.
v0.5.1
-Trigger execution point has been changed back to the place it had in 0.4.x
versions.
-Scroll update routines are only called when there is scroll, it should speed
up games without scrolling.
-RedPillPlayer filesize has been greatly optimized, it is half than before.
-Amiblitz Int compile optimization has been turned on, but I noticed no
difference.
-Fix for a bug that blocked object movement when collisions were not activated
for that object.
-Fix for custom font not being included in previous version.
-Pacman project updated with target FPS set to 50.
v0.5.0
-Main feature of this release is that now it uses advanced scrolling
implementation. This will allow RedPill games to make use of larger maps in
the future v0.5.x versions. It also allows RedPill to use less ChipRam. This
could lead to some bugs that will
be fixed in next versions. Look at ScrollingTrick.lha in Aminet to know more
about the implementation.
-Now multiple tile changes can happen in every frame.
-Object rendering has been changed too, BBlits are no longer used.
-Projects now have a target frame rate in the Game Setup screen: 50 fps, 25
fps, 17 fps, 12 fps. Default is 25 fps.
-Angular phyics have been redone with a more robust implementation. Shot type
objects now can follow the same direction of the object Instantiating them.
-Collisions have been changed again to be more optimal and perfect.A side
effect is that ramp collisions are lost in this version, they will be back
soon.
-Frame offsets have been added: Now you can modify the display offset by
frame.
-Grid slice has been optimized, now shapes are trimmed to its visible size.
-Animations are now changed once per frame and now everytime a PlayAnim
trigger is triggered.
-Stop Anim trigger does not need a parameter anymore.
-Temp files that are stored on ram: when playing from editor now use a common
name.
-Custom font is being used in the editor.
-Debug info removed from tile properties screen.
-File names in tileset menu and sprites menu are truncated if length of name
is too big.
-Fixed a bug that made not possible to modify condition parameters in lines
2-5.
-Fix in calculate map dimensions.
-Fixed bug in Target Distance trigger.
v0.4.8
-In Screen menu now you can set up the background color and also the copper
rainbow color to use.
-Triggers can now be copy & pasted.
-In the camera settings now you can select the object to follow.
-Added shortcurts to go to the first and last triggers.
-Added condition trigger to know if a certain animation is playing.
-Added condition trigger to check if animation is in a certain frame.
-Added condition trigger to check if animation has reached the end.
-Added action triggers to change the background color and also the rainbow
color (start and end color).
-Added action trigger to change the object the camera is following.
-Animation values can be edited directly typing the values.
-Fix for a crash that happened when playing with grid and autoslice.
v0.4.7
-To exit a game now you have to use ESC key instead of the right mouse button.
-Camera parameter Camera Forward Focus allows to change how forward the camera
moves towards where the player is facing.
-Camera parameter Camera Smoothing adds delay to the camera movement, the
higher the value the smoother it will be.
-New condition triggers to check object speed X and speed Y values.
-New condition triggers to check object angle and the speed on that angle.
-On Level Objects screen clicking anywhere on the screen shows the position on
the status bar.
-On Level Objects screen Object position can be set directly using the edit
boxes.
-When entering Level Objects screen the first game Object is centered on
screen.
-When grabbing objects on Level Objects screen now the offset where you click
is taken into account.
-New project now cleans all the bitmaps from the previous loaded project.
-New action trigger to change Objects weight.
-New action trigger to change overall gravity.
-New condition trigger to check distance to target object.
-More than one level tile can be changed per frame when using Change Tile
trigger.
-Collision routines have been greatly optimized.
-Fix for game display being erased everytime screen changed.
-Fix for calculate dimensions returning a value one tile short.
-Fixed tiles on the right and bottom of the level not being rendered.
-Galaga project updated with Nobody's work.Pacman project updated too.
v0.4.6
-On the level editor, you can select more than one tile using mouse drag.
-Calculate level limits now works instead of returning maximum size.
-Camera takes into account level limits as camera limits.
-Set target trigger now uses a game object parameter instead of a number.
-Redpill logo is erased once an action takes place, just cosmetic issue.
-Fixed graphic issue when HUD values are updated.
-Fixed possible issue when changing between levels.
-Fixed incorrect collisions when using non static objects.
-Pacman and Galaga examples have been updated. Thanks to Nobody from EAB for
the changes to Galaga.
v0.4.5
-Gadget for string values has been recoded to avoid the need of an FPU.
-Levels now have dimensions to avoid unwanted camera scroll.
v0.4.4
-Tiles can have 3 shapes: Normal, Ramp Up and Ramp Down. Define them in the
Tiles screen.
-Audio: Amiga Mods can be played. Define them in the audio menu and use Play
Mod trigger to play them. They are loaded at play moment, it is better to play
them once at the start of the level.
-Audio: Amiga IFF sounds can be played. Define them in the audio menu and use
Play Sound trigger to play them.
-Sprite color Remap now gives an error message when failing.
-Sprite generation from sprite sheets is more robust.
-Physics and platform code has been redone (again) to support the new tile
shapes.
-GameObjects process has been slightly optimized.
-When editting values the previous value is not lost anymore.
-When editing levels now you can use F to flood fill the current tile.
v0.4.3
-ECS is supported, 1MB of Chip Ram is required to run RedPill Player, plus
some Fast Ram.
-Settings menu has been added, there can be configured if collision boxes are
displayed when playing a game (F1 while playing does the same).
-In Game Setup menu you can set up the Gravity for the game.
-GameObjects now have a friction parameter that defines how speed changes when
object collides. "Speed on col" trigger can be used to change it during
runtime.
-Collision functions have been improved to avoid unwanted crashes.
-Blit buffers have been reduced to consume less chip memory.
-When RedPill is executed on an ECS machine, less chip memory is used for the
graphics.
-Now less objects are drawn when they are not on screen.
-Objects of type Shot now die when they collide with another object and
collision is being checked.
-Side X condition trigger has been added to check if object is looking left or
right.
v0.4.2
-Player 2 input is now available. In input triggers you can select the input
to use (Player 1 - Amiga Port 1, Player 2 - Amiga Port 0)
-Collision system has been greatly improved, now they are edge based instead
of point based. Also after a collision the object repositions until it is in a
valid position.
-Screen parameters are now saved
-Angular parameter can now be used using the triggers "Set Angle", "Inc
Angle", "Set Thrust", "Inc Trust"
-Animation can be mapped to the angle of the object using the play animation
by angle trigger
-New Condition Trigger to check if a Timer is active
-New Condition Triggers to check if the object hit a collision on the left,
right, top or down edges.
-Improved implementation of the Change Tile Action Trigger, but for now only
supports one.
-New Action Trigger "Speed on col" that scales the speed of the object in the
axis the collision was detected. Parameter set to 0 will set the speed to 0, 1
will leave it as it was, -1 will inverse the speed.
-UI feeback for buttons is back
-New Gravity like game example
-New Pacman like game example
v0.4.1
-For now the possibility to have more than one sprite sheet has been removed.
-Animations now have a label to make them easier to identify
-Initial level in game setup now works!
-When an animation has a mirror anim, you can see it at the same time than the
current animation.
-Triggers using animations as parametersnow use animation name and helper
selector
-Triggers using objects as parameters now use objects name and helper selector
-New triggers Set position X and Set position Y
-Fixed issue where non enabled objects were visible in the level edit screen
-Fixed issue when changing level in runtime background was not refreshed
properly
-Fixed issue with relative paths when using background images
-Fixed issue preventing the trigger comparisons to use the parameter <> "not
equal"
v0.4.0
-Initial Pre-alpha release.
PERMSSN UID GID PACKED SIZE RATIO METHOD CRC STAMP NAME ---------- ----------- ------- ------- ------ ---------- ------------ ------------- [Amiga] 2372 2926 81.1% -lh5- db31 Oct 28 2023 RedPill.info [Amiga] 4667 8940 52.2% -lh5- 8fc7 Aug 15 2023 REDPILL/bitmapfonts/RayOfHope2_MiniFont.iff [Amiga] 1706 1906 89.5% -lh5- d5b9 Oct 28 2023 REDPILL/htmlhelp.info [Amiga] 1705 1906 89.5% -lh5- dcdb Oct 28 2023 REDPILL/htmlhelp/main.info [Amiga] 532 1182 45.0% -lh5- 102e Nov 30 23:44 REDPILL/htmlhelp/main/actiontriggers.htm [Amiga] 1298 5101 25.4% -lh5- 3468 Nov 30 23:44 REDPILL/htmlhelp/main/conditiontriggers.htm [Amiga] 1020 2086 48.9% -lh5- fa97 Nov 30 23:44 REDPILL/htmlhelp/main/distribution.htm [Amiga] 793 2736 29.0% -lh5- 5c78 Nov 30 23:44 REDPILL/htmlhelp/main/main.htm [Amiga] 1983 2151 92.2% -lh5- 1dab Oct 28 2023 REDPILL/htmlhelp/main/main.htm.info [Amiga] 538 1072 50.2% -lh5- ae81 Nov 30 23:44 REDPILL/htmlhelp/main/overview.htm [Amiga] 709 1460 48.6% -lh5- 1550 Nov 30 23:44 REDPILL/htmlhelp/main/play.htm [Amiga] 1130 2529 44.7% -lh5- ac7d Nov 30 23:44 REDPILL/htmlhelp/main/screen_animation.htm [Amiga] 591 1202 49.2% -lh5- 9532 Nov 30 23:44 REDPILL/htmlhelp/main/screen_audio.htm [Amiga] 1425 2925 48.7% -lh5- a807 Nov 30 23:44 REDPILL/htmlhelp/main/screen_game.htm [Amiga] 834 1663 50.2% -lh5- 2f6e Nov 30 23:44 REDPILL/htmlhelp/main/screen_globals.htm [Amiga] 784 1554 50.5% -lh5- 01c3 Nov 30 23:44 REDPILL/htmlhelp/main/screen_hud.htm [Amiga] 701 1371 51.1% -lh5- b480 Nov 30 23:44 REDPILL/htmlhelp/main/screen_input.htm [Amiga] 2124 5059 42.0% -lh5- d634 Nov 30 23:44 REDPILL/htmlhelp/main/screen_levelobjects.htm [Amiga] 853 1682 50.7% -lh5- cf53 Nov 30 23:44 REDPILL/htmlhelp/main/screen_levelprops.htm [Amiga] 1427 3157 45.2% -lh5- 79f8 Nov 30 23:44 REDPILL/htmlhelp/main/screen_objects.htm [Amiga] 627 1262 49.7% -lh5- 0c56 Nov 30 23:44 REDPILL/htmlhelp/main/screen_profiler.htm [Amiga] 1140 2278 50.0% -lh5- c9f3 Nov 30 23:44 REDPILL/htmlhelp/main/screen_screen.htm [Amiga] 694 1367 50.8% -lh5- 960f Nov 30 23:44 REDPILL/htmlhelp/main/screen_settings.htm [Amiga] 1235 2877 42.9% -lh5- 75f4 Nov 30 23:44 REDPILL/htmlhelp/main/screen_spritesheet.htm [Amiga] 1062 2186 48.6% -lh5- 1bfb Nov 30 23:44 REDPILL/htmlhelp/main/screen_tiles.htm [Amiga] 681 1377 49.5% -lh5- d640 Nov 30 23:44 REDPILL/htmlhelp/main/start.htm [Amiga] 1704 1906 89.4% -lh5- f93f Oct 28 2023 REDPILL/htmlhelp/triggers.info [Amiga] 2616 9041 28.9% -lh5- fe8d Nov 30 23:44 REDPILL/htmlhelp/triggers/actions.htm [Amiga] 515 1036 49.7% -lh5- deb9 Nov 30 23:44 REDPILL/htmlhelp/triggers/activate_timer.htm [Amiga] 585 1174 49.8% -lh5- ab6c Nov 30 23:44 REDPILL/htmlhelp/triggers/add_answer.htm [Amiga] 535 1042 51.3% -lh5- 87ab Nov 30 23:44 REDPILL/htmlhelp/triggers/always.htm [Amiga] 532 1060 50.2% -lh5- 133a Nov 30 23:44 REDPILL/htmlhelp/triggers/angle_from_8dir.htm [Amiga] 538 1108 48.6% -lh5- 6c3c Nov 30 23:44 REDPILL/htmlhelp/triggers/angle_is.htm [Amiga] 578 1154 50.1% -lh5- 6dd4 Nov 30 23:44 REDPILL/htmlhelp/triggers/angle_to_target.htm [Amiga] 561 1152 48.7% -lh5- 3c50 Nov 30 23:44 REDPILL/htmlhelp/triggers/anim_comp.htm [Amiga] 555 1141 48.6% -lh5- 3b3b Nov 30 23:44 REDPILL/htmlhelp/triggers/anim_finishes.htm [Amiga] 519 1047 49.6% -lh5- 359c Nov 30 23:44 REDPILL/htmlhelp/triggers/anim_frame_is.htm [Amiga] 527 1095 48.1% -lh5- 84e0 Nov 30 23:44 REDPILL/htmlhelp/triggers/anim_is.htm [Amiga] 527 1066 49.4% -lh5- 9bbd Nov 30 23:44 REDPILL/htmlhelp/triggers/anim_is_not.htm [Amiga] 527 1057 49.9% -lh5- bc91 Nov 30 23:44 REDPILL/htmlhelp/triggers/answer.htm [Amiga] 564 1129 50.0% -lh5- 2244 Nov 30 23:44 REDPILL/htmlhelp/triggers/ask_question.htm [Amiga] 548 1105 49.6% -lh5- e0d1 Nov 30 23:44 REDPILL/htmlhelp/triggers/attach_offset.htm [Amiga] 613 1230 49.8% -lh5- e6cc Nov 30 23:44 REDPILL/htmlhelp/triggers/attach_to.htm [Amiga] 534 1074 49.7% -lh5- 3b4c Nov 30 23:44 REDPILL/htmlhelp/triggers/attach_to_collision.htm [Amiga] 541 1094 49.5% -lh5- 16ac Nov 30 23:44 REDPILL/htmlhelp/triggers/camera_follow.htm [Amiga] 532 1072 49.6% -lh5- 9a2a Nov 30 23:44 REDPILL/htmlhelp/triggers/camera_inc.htm [Amiga] 523 1061 49.3% -lh5- 3240 Nov 30 23:44 REDPILL/htmlhelp/triggers/camera_pos.htm [Amiga] 548 1107 49.5% -lh5- a439 Nov 30 23:44 REDPILL/htmlhelp/triggers/cam_follow_me.htm [Amiga] 542 1082 50.1% -lh5- 66eb Nov 30 23:44 REDPILL/htmlhelp/triggers/cam_pos_x.htm [Amiga] 544 1092 49.8% -lh5- 0f90 Nov 30 23:44 REDPILL/htmlhelp/triggers/cam_pos_y.htm [Amiga] 576 1153 50.0% -lh5- 6d33 Nov 30 23:44 REDPILL/htmlhelp/triggers/can_anim_start.htm [Amiga] 559 1126 49.6% -lh5- 2d7c Nov 30 23:44 REDPILL/htmlhelp/triggers/cd32_blue.htm [Amiga] 558 1137 49.1% -lh5- 79c5 Nov 30 23:44 REDPILL/htmlhelp/triggers/cd32_forward.htm [Amiga] 557 1133 49.2% -lh5- 2dbc Nov 30 23:44 REDPILL/htmlhelp/triggers/cd32_green.htm [Amiga] 560 1130 49.6% -lh5- 64bf Nov 30 23:44 REDPILL/htmlhelp/triggers/cd32_play.htm [Amiga] 554 1121 49.4% -lh5- f96f 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47 100.0% -lh0- 663d Nov 22 2018 REDPILL/projects/BadNinjas1.1a/info [Amiga] 5884 9768 60.2% -lh5- d323 Apr 3 2021 REDPILL/projects/BadNinjas1.1a/Keyboard.iff [Amiga] 24237 43498 55.7% -lh5- 20d4 Mar 29 2022 REDPILL/projects/BadNinjas1.1a/LaMelodiaSinFin(ending)Rod.mod [Amiga] 86 14955 0.6% -lh5- aeee Nov 5 2023 REDPILL/projects/BadNinjas1.1a/level-0.rpl [Amiga] 328 1520 21.6% -lh5- 5d03 Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-1.iff [Amiga] 116 15000 0.8% -lh5- 777c Apr 9 2024 REDPILL/projects/BadNinjas1.1a/level-1.rpl [Amiga] 222 14955 1.5% -lh5- 846e Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-10.rpl [Amiga] 275 14971 1.8% -lh5- fadc Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-11.rpl [Amiga] 653 14955 4.4% -lh5- b05b Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-12.rpl [Amiga] 588 14955 3.9% -lh5- 854d Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-13.rpl [Amiga] 190 14955 1.3% -lh5- da3e Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-14.rpl [Amiga] 244 14971 1.6% -lh5- c276 Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-15.rpl [Amiga] 953 14955 6.4% -lh5- f416 Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-16.rpl [Amiga] 1784 14955 11.9% -lh5- 0af5 Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-17.rpl [Amiga] 189 14955 1.3% -lh5- 5d68 Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-18.rpl [Amiga] 246 14971 1.6% -lh5- 7cb0 Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-19.rpl [Amiga] 125 14969 0.8% -lh5- ecfd Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-2.rpl [Amiga] 1207 14955 8.1% -lh5- 1d95 Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-20.rpl [Amiga] 945 14955 6.3% -lh5- 0640 Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-21.rpl [Amiga] 195 14955 1.3% -lh5- 6bd2 Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-22.rpl [Amiga] 222 14975 1.5% -lh5- fdeb Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-23.rpl [Amiga] 239 14993 1.6% -lh5- 744d Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-24.rpl [Amiga] 210 14964 1.4% -lh5- e21d Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-25.rpl [Amiga] 203 14964 1.4% -lh5- ac14 Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-26.rpl [Amiga] 211 14964 1.4% -lh5- cccd Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-27.rpl [Amiga] 211 14964 1.4% -lh5- a70d Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-28.rpl [Amiga] 217 14970 1.4% -lh5- 887f Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-29.rpl [Amiga] 277 14971 1.9% -lh5- c4aa Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-3.rpl [Amiga] 194 14955 1.3% -lh5- 57c1 Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-30.rpl [Amiga] 211 14967 1.4% -lh5- 1d8e Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-31.rpl [Amiga] 280 14971 1.9% -lh5- a86d Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-32.rpl [Amiga] 266 14969 1.8% -lh5- bd2e Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-33.rpl [Amiga] 217 14968 1.4% -lh5- 711c Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-34.rpl [Amiga] 511 14955 3.4% -lh5- 0a07 Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-35.rpl [Amiga] 72 14955 0.5% -lh5- c6f3 Jul 20 2022 REDPILL/projects/BadNinjas1.1a/level-36.rpl [Amiga] 582 14955 3.9% -lh5- cb2c Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-4.rpl [Amiga] 599 14955 4.0% -lh5- ea67 Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-5.rpl [Amiga] 207 14955 1.4% -lh5- d1d9 Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-6.rpl [Amiga] 288 14971 1.9% -lh5- 7525 Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-7.rpl [Amiga] 787 14955 5.3% -lh5- 4e8e Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-8.rpl [Amiga] 803 14955 5.4% -lh5- 0671 Apr 13 2024 REDPILL/projects/BadNinjas1.1a/level-9.rpl [Amiga] 764 3220 23.7% -lh5- eef0 Mar 29 2022 REDPILL/projects/BadNinjas1.1a/level1Title.iff [Amiga] 875 3382 25.9% -lh5- 9663 Mar 29 2022 REDPILL/projects/BadNinjas1.1a/level2Title.iff [Amiga] 672 3032 22.2% -lh5- 84c8 Mar 29 2022 REDPILL/projects/BadNinjas1.1a/level3Title.iff [Amiga] 736 3124 23.6% -lh5- 0af4 Mar 29 2022 REDPILL/projects/BadNinjas1.1a/level4Title.iff [Amiga] 771 3174 24.3% -lh5- 0014 Mar 29 2022 REDPILL/projects/BadNinjas1.1a/level5Title.iff [Amiga] 3983 6436 61.9% -lh5- 2ef9 Mar 29 2022 REDPILL/projects/BadNinjas1.1a/NinjaAction.iff [Amiga] 5101 8292 61.5% -lh5- b4b8 Mar 29 2022 REDPILL/projects/BadNinjas1.1a/NinjaHit.iff [Amiga] 3628 4110 88.3% -lh5- e0b6 Mar 29 2022 REDPILL/projects/BadNinjas1.1a/PlayerAction.iff [Amiga] 2972 10690 27.8% -lh5- 1a2d Mar 29 2022 REDPILL/projects/BadNinjas1.1a/PlayerHit.iff [Amiga] 3342 4108 81.4% -lh5- 8b0c Mar 29 2022 REDPILL/projects/BadNinjas1.1a/PlayerJump.iff [Amiga] 18481 28888 64.0% -lh5- 459d Mar 29 2022 REDPILL/projects/BadNinjas1.1a/PushTitle.iff [Amiga] 2057 5414 38.0% -lh5- 632e Dec 17 1980 REDPILL/projects/BadNinjas1.1a/redpill_320_splash.iff [Amiga] 1196 3620 33.0% -lh5- 606e Nov 22 2018 REDPILL/projects/BadNinjas1.1a/rickyplace.abk [Amiga] 35518 61114 58.1% -lh5- 4d5e Mar 26 2019 REDPILL/projects/BadNinjas1.1a/RoninSoul(in 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REDPILL/projects/basic_platformer/game008.shapes [Amiga] 217 1136 19.1% -lh5- e938 Apr 9 2024 REDPILL/projects/basic_platformer/level-0.iff [Amiga] 706 14989 4.7% -lh5- e72e Apr 9 2024 REDPILL/projects/basic_platformer/level-0.rpl [Amiga] 325 1398 23.2% -lh5- 1942 Apr 9 2024 REDPILL/projects/basic_platformer/level-1.iff [Amiga] 368 14989 2.5% -lh5- d47c Apr 9 2024 REDPILL/projects/basic_platformer/level-1.rpl [Amiga] 4265 11956 35.7% -lh5- e08d Jun 12 19:36 REDPILL/projects/basic_platformer/level-2.iff [Amiga] 170 14989 1.1% -lh5- 90b4 Jun 10 11:58 REDPILL/projects/basic_platformer/level-2.rpl [Amiga] 371 2956 12.6% -lh5- 67d8 Apr 8 2024 REDPILL/projects/basic_platformer/res/hud.iff [Amiga] 2094 4968 42.1% -lh5- fa9b Apr 9 2024 REDPILL/projects/basic_platformer/res/sprites.iff [Amiga] 3406 6828 49.9% -lh5- 1325 Apr 7 2024 REDPILL/projects/basic_platformer/res/tiles.iff [Amiga] 297 838 35.4% -lh5- 30cb May 8 2022 REDPILL/projects/basic_platformer/texts.rpt [Amiga] 3402 7546 45.1% -lh5- cadc Apr 7 2024 REDPILL/projects/basic_platformer/tileset0.rpb [Amiga] 52 776 6.7% -lh5- d8cc Mar 28 2024 REDPILL/projects/basic_shooter/game009.pal [Amiga] 1681 27934 6.0% -lh5- a69b Mar 28 2024 REDPILL/projects/basic_shooter/game009.pill [Amiga] 502 1656 30.3% -lh5- 011c Mar 28 2024 REDPILL/projects/basic_shooter/game009.shapes [Amiga] 101 974 10.4% -lh5- 8a28 Oct 28 2023 REDPILL/projects/basic_shooter/level-0.iff [Amiga] 93 14989 0.6% -lh5- 0b65 Mar 28 2024 REDPILL/projects/basic_shooter/level-0.rpl [Amiga] 71 14953 0.5% -lh5- cd3a Jul 20 2022 REDPILL/projects/basic_shooter/level-1.rpl [Amiga] 67 14953 0.4% -lh5- 25d0 Jul 20 2022 REDPILL/projects/basic_shooter/level-2.rpl [Amiga] 68 14953 0.5% -lh5- 26c5 Jul 20 2022 REDPILL/projects/basic_shooter/level-3.rpl [Amiga] 68 14953 0.5% -lh5- 76d8 Jul 20 2022 REDPILL/projects/basic_shooter/level-4.rpl [Amiga] 68 14953 0.5% -lh5- 75ba Jul 20 2022 REDPILL/projects/basic_shooter/level-5.rpl [Amiga] 69 14953 0.5% -lh5- 25a7 Jul 20 2022 REDPILL/projects/basic_shooter/level-6.rpl [Amiga] 69 14953 0.5% -lh5- 80d5 Jul 20 2022 REDPILL/projects/basic_shooter/level-7.rpl [Amiga] 69 14953 0.5% -lh5- d0c8 Jul 20 2022 REDPILL/projects/basic_shooter/level-8.rpl [Amiga] 69 14953 0.5% -lh5- 7523 Jul 20 2022 REDPILL/projects/basic_shooter/level-9.rpl [Amiga] 560 946 59.2% -lh5- 40f3 Sep 2 1980 REDPILL/projects/basic_shooter/sprites.iff [Amiga] 37 300 12.3% -lh5- f7b9 May 8 2022 REDPILL/projects/basic_shooter/texts.rpt [Amiga] 71 776 9.1% -lh5- 5296 Mar 28 2024 REDPILL/projects/BitmapFont/BitmapFont002.pal [Amiga] 1148 14413 8.0% -lh5- 6d4b Mar 28 2024 REDPILL/projects/BitmapFont/BitmapFont002.pill [Amiga] 4226 13992 30.2% -lh5- fba1 Mar 28 2024 REDPILL/projects/BitmapFont/BitmapFont002.shapes [Amiga] 123 1024 12.0% -lh5- 608b Oct 9 2023 REDPILL/projects/BitmapFont/level-0.iff [Amiga] 75 14989 0.5% -lh5- 135f Mar 28 2024 REDPILL/projects/BitmapFont/level-0.rpl [Amiga] 4667 8940 52.2% -lh5- 8fc7 Aug 15 2023 REDPILL/projects/BitmapFont/RayOfHope2_MiniFont.iff [Amiga] 45 296 15.2% -lh5- acd5 Aug 15 2023 REDPILL/projects/BitmapFont/texts.rpt [Amiga] 78 776 10.1% -lh5- cee8 Mar 28 2024 REDPILL/projects/BlockBreaker/BlockBreaker004.pal [Amiga] 1454 20503 7.1% -lh5- 9d78 Mar 28 2024 REDPILL/projects/BlockBreaker/BlockBreaker004.pill [Amiga] 130 432 30.1% -lh5- 15c1 Mar 28 2024 REDPILL/projects/BlockBreaker/BlockBreaker004.shapes [Amiga] 127 1024 12.4% -lh5- e256 Oct 9 2023 REDPILL/projects/BlockBreaker/level-0.iff [Amiga] 159 14989 1.1% -lh5- a359 Mar 28 2024 REDPILL/projects/BlockBreaker/level-0.rpl [Amiga] 1320 2096 63.0% -lh5- f4c6 Feb 1 2023 REDPILL/projects/BlockBreaker/sfx_coll.iff [Amiga] 550 2096 26.2% -lh5- 5648 Feb 1 2023 REDPILL/projects/BlockBreaker/sfx_hit.iff [Amiga] 742 6192 12.0% -lh5- 32ed Feb 1 2023 REDPILL/projects/BlockBreaker/sfx_lifelost.iff [Amiga] 193 2274 8.5% -lh5- 900a Jul 20 2022 REDPILL/projects/BlockBreaker/sprites.iff [Amiga] 10 256 3.9% -lh5- 934d Feb 1 2023 REDPILL/projects/BlockBreaker/texts.rpt [Amiga] 185 2336 7.9% -lh5- 0a5a Jul 20 2022 REDPILL/projects/BlockBreaker/tiles.iff [Amiga] 191 3046 6.3% -lh5- 61f8 Jul 20 2022 REDPILL/projects/BlockBreaker/tileset0.rpb [Amiga] 186 2336 8.0% -lh5- c20b Jul 20 2022 REDPILL/projects/BlockBreaker/untitled177.iff [Amiga] 150 1816 8.3% -lh5- 3977 Jul 20 2022 REDPILL/projects/BlockBreaker/untitled179.iff [Amiga] 1323 20383 6.5% -lh5- 6d7f Aug 7 19:19 REDPILL/projects/BobPerfTest/BobPerfTest.bak [Amiga] 96 776 12.4% -lh5- 7909 Aug 7 19:19 REDPILL/projects/BobPerfTest/BobPerfTest.pal [Amiga] 1323 20383 6.5% -lh5- 0931 Aug 7 19:19 REDPILL/projects/BobPerfTest/BobPerfTest.pill [Amiga] 328 480 68.3% -lh5- 0a51 Aug 7 19:19 REDPILL/projects/BobPerfTest/BobPerfTest.shapes [Amiga] 361 2756 13.1% -lh5- 28dd Aug 3 16:34 REDPILL/projects/BobPerfTest/img/sprites_004.iff [Amiga] 149 3384 4.4% -lh5- 183d Aug 7 19:18 REDPILL/projects/BobPerfTest/level-0.iff [Amiga] 135 15018 0.9% -lh5- b6a7 Aug 7 19:19 REDPILL/projects/BobPerfTest/level-0.rpl [Amiga] 2652 6166 43.0% -lh5- 0de6 Feb 12 2023 REDPILL/projects/disco/assets/snap.iff [Amiga] 1507 7178 21.0% -lh5- e671 Feb 14 2023 REDPILL/projects/disco/assets/spotlight.iff [Amiga] 404 1358 29.7% -lh5- 657f Feb 14 2023 REDPILL/projects/disco/assets/tiles.iff [Amiga] 203619 279034 73.0% -lh5- 5ba7 Aug 31 2002 REDPILL/projects/disco/assets/whitenight.MOD [Amiga] 78 776 10.1% -lh5- 09d2 Mar 28 2024 REDPILL/projects/disco/disco002.pal [Amiga] 1709 37317 4.6% -lh5- fad6 Mar 28 2024 REDPILL/projects/disco/disco002.pill [Amiga] 3276 27098 12.1% -lh5- 77e3 Mar 28 2024 REDPILL/projects/disco/disco002.shapes [Amiga] 126 1074 11.7% -lh5- 50f8 Oct 9 2023 REDPILL/projects/disco/level-0.iff [Amiga] 172 14989 1.1% -lh5- b4b5 Mar 28 2024 REDPILL/projects/disco/level-0.rpl [Amiga] 10 256 3.9% -lh5- 934d Mar 4 2023 REDPILL/projects/disco/texts.rpt [Amiga] 397 2074 19.1% -lh5- 9aea Mar 4 2023 REDPILL/projects/disco/tileset0.rpb [Amiga] 69 776 8.9% -lh5- 3153 Mar 28 2024 REDPILL/projects/ex_bouncing/game005.pal [Amiga] 1224 20359 6.0% -lh5- b876 Mar 28 2024 REDPILL/projects/ex_bouncing/game005.pill [Amiga] 115 468 24.6% -lh5- ffb2 Mar 28 2024 REDPILL/projects/ex_bouncing/game005.shapes [Amiga] 207 480 43.1% -lh5- d343 Jul 20 2022 REDPILL/projects/ex_bouncing/gfx.iff [Amiga] 118 1074 11.0% -lh5- ac05 Oct 28 2023 REDPILL/projects/ex_bouncing/level-0.iff [Amiga] 159 14989 1.1% -lh5- 237c Mar 28 2024 REDPILL/projects/ex_bouncing/level-0.rpl [Amiga] 10 256 3.9% -lh5- 934d Jul 20 2022 REDPILL/projects/ex_bouncing/texts.rpt [Amiga] 227 5224 4.3% -lh5- eaba Jul 20 2022 REDPILL/projects/ex_bouncing/tileset0.rpb [Amiga] 5158 6192 83.3% -lh5- 8f9f Feb 1 2023 REDPILL/projects/ex_fx/death.iff [Amiga] 242 776 31.2% -lh5- 5f2f Mar 28 2024 REDPILL/projects/ex_fx/ex_fx002.pal [Amiga] 1811 27258 6.6% -lh5- 71d1 Mar 28 2024 REDPILL/projects/ex_fx/ex_fx002.pill [Amiga] 15898 39024 40.7% -lh5- 2f28 Mar 28 2024 REDPILL/projects/ex_fx/ex_fx002.shapes [Amiga] 562 3688 15.2% -lh5- f264 Dec 16 2022 REDPILL/projects/ex_fx/flame.iff [Amiga] 299 2096 14.3% -lh5- d753 Feb 1 2023 REDPILL/projects/ex_fx/jump.iff [Amiga] 283 1124 25.2% -lh5- 5503 Jan 22 2024 REDPILL/projects/ex_fx/level-0.iff [Amiga] 470 15016 3.1% -lh5- 0178 Mar 28 2024 REDPILL/projects/ex_fx/level-0.rpl [Amiga] 331 1264 26.2% -lh5- 7293 Feb 1 2023 REDPILL/projects/ex_fx/level-1.iff [Amiga] 510 15024 3.4% -lh5- bad0 Nov 11 2023 REDPILL/projects/ex_fx/level-1.rpl [Amiga] 439 1338 32.8% -lh5- 131a Feb 1 2023 REDPILL/projects/ex_fx/level-2.iff [Amiga] 592 15017 3.9% -lh5- dd15 Feb 1 2023 REDPILL/projects/ex_fx/level-2.rpl [Amiga] 266 1124 23.7% -lh5- 1cf4 Dec 16 2022 REDPILL/projects/ex_fx/level-3.iff [Amiga] 103 14982 0.7% -lh5- ac5b Dec 16 2022 REDPILL/projects/ex_fx/level-3.rpl [Amiga] 185306 280156 66.1% -lh5- 591f Dec 22 2022 REDPILL/projects/ex_fx/MOD.dragon slayer [Amiga] 7610 17382 43.8% -lh5- 6742 Dec 16 2022 REDPILL/projects/ex_fx/parallax.iff [Amiga] 1942 11168 17.4% -lh5- aede Dec 16 2022 REDPILL/projects/ex_fx/parallaxinterior.iff [Amiga] 827 1072 77.1% -lh5- 6c59 Feb 3 2023 REDPILL/projects/ex_fx/sfx_landed.iff [Amiga] 9154 26128 35.0% -lh5- 935a Dec 16 2022 REDPILL/projects/ex_fx/sprites.iff [Amiga] 10 256 3.9% -lh5- 934d Mar 4 2023 REDPILL/projects/ex_fx/texts.rpt [Amiga] 19615 44304 44.3% -lh5- 4c4d Dec 16 2022 REDPILL/projects/ex_fx/tiles.iff [Amiga] 19079 34830 54.8% -lh5- e987 Dec 16 2022 REDPILL/projects/ex_fx/tileset0.rpb [Amiga] 440 2874 15.3% -lh5- 7221 Dec 16 2022 REDPILL/projects/ex_fx/untitled184.iff [Amiga] 24414 39806 61.3% -lh5- 47d4 Jul 20 2022 REDPILL/projects/ex_hiscores/assets/bat_cover.iff [Amiga] 2629 7672 34.3% -lh5- 37e7 Jul 20 2022 REDPILL/projects/ex_hiscores/assets/forest_256x256_4c.iff [Amiga] 879 1374 64.0% -lh5- 91f8 Jul 20 2022 REDPILL/projects/ex_hiscores/assets/hud.iff [Amiga] 253 776 32.6% -lh5- 3b3e Mar 28 2024 REDPILL/projects/ex_hiscores/ex_hiscores004.pal [Amiga] 1532 23827 6.4% -lh5- 6caa Mar 28 2024 REDPILL/projects/ex_hiscores/ex_hiscores004.pill [Amiga] 954 2552 37.4% -lh5- d3b6 Mar 28 2024 REDPILL/projects/ex_hiscores/ex_hiscores004.shapes [Amiga] 477 2096 22.8% -lh5- b0e0 Jul 20 2022 REDPILL/projects/ex_hiscores/fly.iff [Amiga] 425 2048 20.8% -lh5- 44fa Jul 20 2022 REDPILL/projects/ex_hiscores/fly.raw [Amiga] 315 15004 2.1% -lh5- 5775 Jul 20 2022 REDPILL/projects/ex_hiscores/level-0.rpl [Amiga] 935 1930 48.4% -lh5- 0a6e Oct 28 2023 REDPILL/projects/ex_hiscores/level-1.iff [Amiga] 151 15065 1.0% -lh5- 414c Mar 28 2024 REDPILL/projects/ex_hiscores/level-1.rpl [Amiga] 74 14953 0.5% -lh5- b757 Jul 20 2022 REDPILL/projects/ex_hiscores/level-2.rpl [Amiga] 1250 4496 27.8% -lh5- 95ba Jul 20 2022 REDPILL/projects/ex_hiscores/psprites.iff [Amiga] 10 256 3.9% -lh5- 934d Jul 20 2022 REDPILL/projects/ex_hiscores/texts.rpt [Amiga] 649 2442 26.6% -lh5- 73e9 Jul 20 2022 REDPILL/projects/ex_hiscores/tiles.iff [Amiga] 669 3162 21.2% -lh5- 1059 Jul 20 2022 REDPILL/projects/ex_hiscores/tileset0.rpb [Amiga] 114 776 14.7% -lh5- 8ca4 Aug 5 17:09 REDPILL/projects/ex_mapenemies/ex_mapenemies005.pal [Amiga] 1880 27324 6.9% -lh5- 1c68 Aug 5 17:09 REDPILL/projects/ex_mapenemies/ex_mapenemies005.pill [Amiga] 1151 3312 34.8% -lh5- cc5d Aug 5 17:09 REDPILL/projects/ex_mapenemies/ex_mapenemies005.shapes [Amiga] 770 4080 18.9% -lh5- 0267 Aug 8 18:47 REDPILL/projects/ex_mapenemies/level-0.iff [Amiga] 171 14999 1.1% -lh5- 0e03 Aug 8 18:47 REDPILL/projects/ex_mapenemies/level-0.rpl [Amiga] 155 14953 1.0% -lh5- 1e80 Jul 20 2022 REDPILL/projects/ex_mapenemies/level-1.rpl [Amiga] 503 1072 46.9% -lh5- 7100 Jul 20 2022 REDPILL/projects/ex_mapenemies/soundDamage.iff [Amiga] 465 1024 45.4% -lh5- b0cb Jul 20 2022 REDPILL/projects/ex_mapenemies/soundDamage.raw [Amiga] 1444 2096 68.9% -lh5- 593f Jul 20 2022 REDPILL/projects/ex_mapenemies/soundKill.iff [Amiga] 1401 2048 68.4% -lh5- ad25 Jul 20 2022 REDPILL/projects/ex_mapenemies/soundKill.raw [Amiga] 1740 3120 55.8% -lh5- 372f Jul 20 2022 REDPILL/projects/ex_mapenemies/soundShot.iff [Amiga] 403 15408 2.6% -lh5- cbf6 Jul 20 2022 REDPILL/projects/ex_mapenemies/soundWin.iff [Amiga] 359 15360 2.3% -lh5- 0587 Jul 20 2022 REDPILL/projects/ex_mapenemies/soundWin.raw [Amiga] 1211 4108 29.5% -lh5- d4db Aug 5 16:58 REDPILL/projects/ex_mapenemies/sprites.iff [Amiga] 10 256 3.9% -lh5- 934d Jul 20 2022 REDPILL/projects/ex_mapenemies/texts.rpt [Amiga] 4277 9452 45.2% -lh5- 9cf7 Aug 5 16:53 REDPILL/projects/ex_mapenemies/tilesE.iff [Amiga] 4298 10172 42.3% -lh5- 6758 Aug 5 17:00 REDPILL/projects/ex_mapenemies/tileset0.rpb [Amiga] 63 776 8.1% -lh5- a799 Mar 28 2024 REDPILL/projects/ex_multipalette/ex_multipalette005.pal [Amiga] 1259 19663 6.4% -lh5- 7696 Mar 28 2024 REDPILL/projects/ex_multipalette/ex_multipalette005.pill [Amiga] 224 560 40.0% -lh5- e660 Mar 28 2024 REDPILL/projects/ex_multipalette/ex_multipalette005.shapes [Amiga] 109 1074 10.1% -lh5- 8513 Oct 28 2023 REDPILL/projects/ex_multipalette/level-0.iff [Amiga] 131 14989 0.9% -lh5- 9d24 Mar 28 2024 REDPILL/projects/ex_multipalette/level-0.rpl [Amiga] 127 14953 0.8% -lh5- bfc5 Jul 20 2022 REDPILL/projects/ex_multipalette/level-1.rpl [Amiga] 145 14953 1.0% -lh5- c698 Jul 20 2022 REDPILL/projects/ex_multipalette/level-2.rpl [Amiga] 178 14953 1.2% -lh5- 50c0 Jul 20 2022 REDPILL/projects/ex_multipalette/level-3.rpl [Amiga] 48 14112 0.3% -lh5- 26e9 Jul 20 2022 REDPILL/projects/ex_multipalette/map0 [Amiga] 319 2562 12.5% -lh5- 445a Jul 20 2022 REDPILL/projects/ex_multipalette/res/SpritesRed.iff [Amiga] 412 3492 11.8% -lh5- 6178 Jul 20 2022 REDPILL/projects/ex_multipalette/res/TilesetBlue.iff [Amiga] 348 3508 9.9% -lh5- 42ba Jul 20 2022 REDPILL/projects/ex_multipalette/res/TilesetGreen.iff [Amiga] 62 322 19.3% -lh5- c032 Jul 20 2022 REDPILL/projects/ex_multipalette/texts.rpt [Amiga] 442 6422 6.9% -lh5- 45c6 Jul 20 2022 REDPILL/projects/ex_multipalette/tileset0.rpb [Amiga] 352 6534 5.4% -lh5- 429e Jul 20 2022 REDPILL/projects/ex_multipalette/tileset1.rpb [Amiga] 400 16486 2.4% -lh5- 419b Nov 25 17:49 REDPILL/projects/ex_particles/bg.iff [Amiga] 581 3560 16.3% -lh5- 7e85 Nov 25 17:49 REDPILL/projects/ex_particles/charmap-oldschool_white.iff [Amiga] 47 776 6.1% -lh5- 6fc8 Nov 30 11:54 REDPILL/projects/ex_particles/ex_particles.pal [Amiga] 2088 35209 5.9% -lh5- 47a6 Nov 30 11:54 REDPILL/projects/ex_particles/ex_particles.pill [Amiga] 2035 11068 18.4% -lh5- 6b28 Nov 30 11:54 REDPILL/projects/ex_particles/ex_particles.shapes [Amiga] 69199 112348 61.6% -lh5- 8d7a Nov 25 17:49 REDPILL/projects/ex_particles/guru_meditation.mod [Amiga] 419 18722 2.2% -lh5- c168 Nov 30 11:53 REDPILL/projects/ex_particles/level-0.iff [Amiga] 142 15046 0.9% -lh5- c770 Nov 30 11:54 REDPILL/projects/ex_particles/level-0.rpl [Amiga] 438 2534 17.3% -lh5- 18ce Nov 25 17:49 REDPILL/projects/ex_particles/sprites.iff [Amiga] 96 3384 2.8% -lh5- f0dd Nov 25 17:49 REDPILL/projects/ex_particles/tileset0.rpb [Amiga] 64008 98536 65.0% -lh5- bcc7 Sep 7 20:49 REDPILL/projects/ex_UIBars/epic all.mod [Amiga] 139 776 17.9% -lh5- 508c Sep 8 17:26 REDPILL/projects/ex_UIBars/ex_UIBars.pal [Amiga] 1530 21227 7.2% -lh5- 9e80 Sep 8 17:26 REDPILL/projects/ex_UIBars/ex_UIBars.pill [Amiga] 4136 9528 43.4% -lh5- e52e Sep 8 17:26 REDPILL/projects/ex_UIBars/ex_UIBars.shapes [Amiga] 13508 35968 37.6% -lh5- 653c Sep 5 22:49 REDPILL/projects/ex_UIBars/forest-road.iff [Amiga] 15444 28610 54.0% -lh5- 063f Sep 8 17:26 REDPILL/projects/ex_UIBars/level-0.iff [Amiga] 163 15052 1.1% -lh5- 1779 Sep 8 17:26 REDPILL/projects/ex_UIBars/level-0.rpl [Amiga] 4082 8034 50.8% -lh5- 3cbe Sep 7 13:45 REDPILL/projects/ex_UIBars/sprites1.iff [Amiga] 193 3384 5.7% -lh5- 36f0 Sep 7 13:45 REDPILL/projects/ex_UIBars/tileset0.rpb [Amiga] 4053 10746 37.7% -lh5- eb78 Nov 28 1980 REDPILL/projects/galaga/images/backgr.iff [Amiga] 541 956 56.6% -lh5- 76a0 Nov 24 1980 REDPILL/projects/galaga/images/backgr.iff.info [Amiga] 797 2210 36.1% -lh5- 2755 Nov 28 1980 REDPILL/projects/galaga/images/tiles.iff [Amiga] 351 1372 25.6% -lh5- 33fe Oct 28 2023 REDPILL/projects/galaga/level-0.iff [Amiga] 161 15007 1.1% -lh5- d63c Mar 28 2024 REDPILL/projects/galaga/level-0.rpl [Amiga] 67 14953 0.4% -lh5- 1a5c Jul 20 2022 REDPILL/projects/galaga/level-1.rpl [Amiga] 68 14953 0.5% -lh5- 4a41 Jul 20 2022 REDPILL/projects/galaga/level-2.rpl [Amiga] 68 14953 0.5% -lh5- 4954 Jul 20 2022 REDPILL/projects/galaga/level-3.rpl [Amiga] 69 14953 0.5% -lh5- 1949 Jul 20 2022 REDPILL/projects/galaga/level-4.rpl [Amiga] 69 14953 0.5% -lh5- 1a2b Jul 20 2022 REDPILL/projects/galaga/level-5.rpl [Amiga] 69 14953 0.5% -lh5- 4a36 Jul 20 2022 REDPILL/projects/galaga/level-6.rpl [Amiga] 69 14953 0.5% -lh5- ef44 Jul 20 2022 REDPILL/projects/galaga/level-7.rpl [Amiga] 69 14953 0.5% -lh5- bf59 Jul 20 2022 REDPILL/projects/galaga/level-8.rpl [Amiga] 69 14953 0.5% -lh5- 1ab2 Jul 20 2022 REDPILL/projects/galaga/level-9.rpl [Amiga] 56 776 7.2% -lh5- 1578 Mar 28 2024 REDPILL/projects/galaga/shooter009.pal [Amiga] 1758 30518 5.8% -lh5- 6f82 Mar 28 2024 REDPILL/projects/galaga/shooter009.pill [Amiga] 2630 6688 39.3% -lh5- 1a3b Mar 28 2024 REDPILL/projects/galaga/shooter009.shapes [Amiga] 2331 4762 49.0% -lh5- 24ea Nov 28 1980 REDPILL/projects/galaga/sprites/NES-Galaga-Galaga.iff [Amiga] 10 256 3.9% -lh5- 934d May 8 2022 REDPILL/projects/galaga/texts.rpt [Amiga] 843 6132 13.7% -lh5- 34db Jul 20 2022 REDPILL/projects/galaga/tileset0.rpb [Amiga] 310 776 39.9% -lh5- 593a Mar 28 2024 REDPILL/projects/gravity/gravity011-multiplayer.pal [Amiga] 1556 30530 5.1% -lh5- 359c Mar 28 2024 REDPILL/projects/gravity/gravity011-multiplayer.pill [Amiga] 19555 52332 37.4% -lh5- cfc2 Mar 28 2024 REDPILL/projects/gravity/gravity011-multiplayer.shapes [Amiga] 310 776 39.9% -lh5- 593a Mar 28 2024 REDPILL/projects/gravity/gravity011.pal [Amiga] 1495 27157 5.5% -lh5- 36ea Mar 28 2024 REDPILL/projects/gravity/gravity011.pill [Amiga] 19563 52332 37.4% -lh5- 21c4 Mar 28 2024 REDPILL/projects/gravity/gravity011.shapes [Amiga] 352 1174 30.0% -lh5- 65b5 Oct 11 2023 REDPILL/projects/gravity/level-0.iff [Amiga] 255 15020 1.7% -lh5- 2099 Apr 9 2024 REDPILL/projects/gravity/level-0.rpl [Amiga] 68 14953 0.5% -lh5- 21d6 Jul 20 2022 REDPILL/projects/gravity/level-1.rpl [Amiga] 69 14953 0.5% -lh5- 71cb Jul 20 2022 REDPILL/projects/gravity/level-2.rpl [Amiga] 70 14953 0.5% -lh5- 72de Jul 20 2022 REDPILL/projects/gravity/level-3.rpl [Amiga] 70 14953 0.5% -lh5- 22c3 Jul 20 2022 REDPILL/projects/gravity/level-4.rpl [Amiga] 71 14953 0.5% -lh5- 21a1 Jul 20 2022 REDPILL/projects/gravity/level-5.rpl [Amiga] 71 14953 0.5% -lh5- 71bc Jul 20 2022 REDPILL/projects/gravity/level-6.rpl [Amiga] 71 14953 0.5% -lh5- d4ce Jul 20 2022 REDPILL/projects/gravity/level-7.rpl [Amiga] 71 14953 0.5% -lh5- 84d3 Jul 20 2022 REDPILL/projects/gravity/level-8.rpl [Amiga] 71 14953 0.5% -lh5- 2138 Jul 20 2022 REDPILL/projects/gravity/level-9.rpl [Amiga] 414 3354 12.3% -lh5- 5e41 Aug 29 2023 REDPILL/projects/gravity/sprites/other.IFF [Amiga] 19799 28572 69.3% -lh5- 1db9 Aug 29 2023 REDPILL/projects/gravity/sprites/SHIPS.IFF [Amiga] 10 256 3.9% -lh5- 934d Aug 30 2023 REDPILL/projects/gravity/texts.rpt [Amiga] 2104 15248 13.8% -lh5- bb95 Jul 20 2022 REDPILL/projects/gravity/tiles/dual.iff [Amiga] 19384 31324 61.9% -lh5- dcf8 Oct 15 1980 REDPILL/projects/gravity/tiles/TILES.IFF [Amiga] 19630 32566 60.3% -lh5- 542a Jul 20 2022 REDPILL/projects/gravity/tileset0.rpb [Amiga] 6697 17274 38.8% -lh5- 257e May 30 1980 REDPILL/projects/juande3050-racing/Backgrounds/ending_v3.iff [Amiga] 268 460 58.3% -lh5- 9df2 May 30 1980 REDPILL/projects/juande3050-racing/Backgrounds/ending_v3.iff.info [Amiga] 16005 27938 57.3% -lh5- 14b5 May 31 1980 REDPILL/projects/juande3050-racing/Backgrounds/Level_02_v2.iff [Amiga] 268 460 58.3% -lh5- 9df2 May 31 1980 REDPILL/projects/juande3050-racing/Backgrounds/Level_02_v2.iff.info [Amiga] 16099 28588 56.3% -lh5- 2d0e May 31 1980 REDPILL/projects/juande3050-racing/Backgrounds/Level_03_v2.iff [Amiga] 268 460 58.3% -lh5- 9df2 May 31 1980 REDPILL/projects/juande3050-racing/Backgrounds/Level_03_v2.iff.info [Amiga] 14463 28784 50.2% -lh5- 168f Jun 1 1980 REDPILL/projects/juande3050-racing/Backgrounds/Time_over.iff [Amiga] 267 460 58.0% -lh5- 827e Jun 1 1980 REDPILL/projects/juande3050-racing/Backgrounds/Time_over.iff.info [Amiga] 27227 39046 69.7% -lh5- e1ee May 31 1980 REDPILL/projects/juande3050-racing/Backgrounds/Titulo_v4.iff [Amiga] 268 460 58.3% -lh5- 9df2 May 31 1980 REDPILL/projects/juande3050-racing/Backgrounds/Titulo_v4.iff.info [Amiga] 126 776 16.2% -lh5- 3142 Mar 28 2024 REDPILL/projects/juande3050-racing/juande3050_v8.pal [Amiga] 2452 48151 5.1% -lh5- f95c Mar 28 2024 REDPILL/projects/juande3050-racing/juande3050_v8.pill [Amiga] 12470 24080 51.8% -lh5- 4724 Mar 28 2024 REDPILL/projects/juande3050-racing/juande3050_v8.shapes [Amiga] 765 1724 44.4% -lh5- 2568 Oct 28 2023 REDPILL/projects/juande3050-racing/level-0.iff [Amiga] 236 15015 1.6% -lh5- e946 Mar 28 2024 REDPILL/projects/juande3050-racing/level-0.rpl [Amiga] 320 14953 2.1% -lh5- e3a9 Jul 20 2022 REDPILL/projects/juande3050-racing/level-1.rpl [Amiga] 101 14981 0.7% -lh5- 1ec4 Jul 20 2022 REDPILL/projects/juande3050-racing/level-2.rpl [Amiga] 330 14953 2.2% -lh5- 6a1a Jul 20 2022 REDPILL/projects/juande3050-racing/level-3.rpl [Amiga] 110 14981 0.7% -lh5- c808 Jul 20 2022 REDPILL/projects/juande3050-racing/level-4.rpl [Amiga] 335 14953 2.2% -lh5- 06a6 Jul 20 2022 REDPILL/projects/juande3050-racing/level-5.rpl [Amiga] 106 14979 0.7% -lh5- bf7b Jul 20 2022 REDPILL/projects/juande3050-racing/level-6.rpl [Amiga] 307 14953 2.1% -lh5- 23f0 Jul 20 2022 REDPILL/projects/juande3050-racing/level-7.rpl [Amiga] 65 14953 0.4% -lh5- 6ba2 Jul 20 2022 REDPILL/projects/juande3050-racing/level-8.rpl [Amiga] 105 14979 0.7% -lh5- 196a Jul 20 2022 REDPILL/projects/juande3050-racing/level-9.rpl [Amiga] 4583 9460 48.4% -lh5- 51ea May 31 1980 REDPILL/projects/juande3050-racing/Musics/ending_vol.mod [Amiga] 4668 16928 27.6% -lh5- 21ed May 17 1980 REDPILL/projects/juande3050-racing/Musics/ingame_vol.mod [Amiga] 5012 14008 35.8% -lh5- ba48 May 17 1980 REDPILL/projects/juande3050-racing/Musics/menu1_vol.mod [Amiga] 21522 26990 79.7% -lh5- 6924 May 20 1980 REDPILL/projects/juande3050-racing/Musics/overdrive_levelcomplete.mod [Amiga] 21113 25946 81.4% -lh5- d550 May 20 1980 REDPILL/projects/juande3050-racing/Musics/overdrive_timeout.mod [Amiga] 64691 73772 87.7% -lh5- 86e1 May 7 1980 REDPILL/projects/juande3050-racing/Sounds/sonido_acelerando3.iff [Amiga] 29391 62068 47.4% -lh5- d416 May 7 1980 REDPILL/projects/juande3050-racing/Sounds/sonido_arrancando.iff [Amiga] 18835 24355 77.3% -lh5- 0669 May 7 1980 REDPILL/projects/juande3050-racing/Sounds/sonido_derrape.iff [Amiga] 9297 13210 70.4% -lh5- 9dab May 29 1980 REDPILL/projects/juande3050-racing/Sounds/sonido_golpe.iff [Amiga] 12476 14498 86.1% -lh5- 0c3d May 7 1980 REDPILL/projects/juande3050-racing/Sounds/sonido_motor.iff [Amiga] 35029 40896 85.7% -lh5- c14d May 7 1980 REDPILL/projects/juande3050-racing/Sounds/sonido_no_acelerador.iff [Amiga] 8692 14275 60.9% -lh5- 4937 May 16 1980 REDPILL/projects/juande3050-racing/Sounds/sonido_vuelta.iff [Amiga] 13189 21018 62.8% -lh5- f480 May 30 1980 REDPILL/projects/juande3050-racing/Sprites/ferrari_rot_44x25_v4.iff [Amiga] 267 460 58.0% -lh5- f969 May 30 1980 REDPILL/projects/juande3050-racing/Sprites/ferrari_rot_44x25_v4.iff.in fo [Amiga] 10 256 3.9% -lh5- 934d May 8 2022 REDPILL/projects/juande3050-racing/texts.rpt [Amiga] 15225 26174 58.2% -lh5- bca3 May 31 1980 REDPILL/projects/juande3050-racing/Tiles/tiles_32x32_v9.iff [Amiga] 268 460 58.3% -lh5- 11c0 May 31 1980 REDPILL/projects/juande3050-racing/Tiles/tiles_32x32_v9.iff.info [Amiga] 15428 28450 54.2% -lh5- e592 Jul 20 2022 REDPILL/projects/juande3050-racing/tileset0.rpb [Amiga] 231 776 29.8% -lh5- 99a6 Mar 28 2024 REDPILL/projects/Knight/Knight002.pal [Amiga] 2490 34196 7.3% -lh5- ff48 Mar 28 2024 REDPILL/projects/Knight/Knight002.pill [Amiga] 37891 91448 41.4% -lh5- 8e0c Mar 28 2024 REDPILL/projects/Knight/Knight002.shapes [Amiga] 2522 6414 39.3% -lh5- 702c Aug 2 06:37 REDPILL/projects/Knight/level-0.iff [Amiga] 986 15051 6.6% -lh5- b6fb Aug 2 06:37 REDPILL/projects/Knight/level-0.rpl [Amiga] 368 1452 25.3% -lh5- a9a1 Dec 22 2023 REDPILL/projects/Knight/level-1.iff [Amiga] 170 15044 1.1% -lh5- 7d15 Dec 22 2023 REDPILL/projects/Knight/level-1.rpl [Amiga] 8519 16890 50.4% -lh5- 24a8 Dec 21 2023 REDPILL/projects/Knight/res/enemies1.iff [Amiga] 4502 7000 64.3% -lh5- dec8 Mar 28 2024 REDPILL/projects/Knight/res/espada2.iff [Amiga] 5561 14110 39.4% -lh5- c641 Dec 21 2023 REDPILL/projects/Knight/res/explosion.iff [Amiga] 14003 20980 66.7% -lh5- f55e Dec 19 2023 REDPILL/projects/Knight/res/middle256.iff [Amiga] 13742 30878 44.5% -lh5- 565b Dec 9 2023 REDPILL/projects/Knight/res/player1.iff [Amiga] 8530 18914 45.1% -lh5- 5378 Dec 21 2023 REDPILL/projects/Knight/res/player1b.iff [Amiga] 541976 714046 75.9% -lh5- da06 Dec 22 2023 REDPILL/projects/Knight/res/recopilacion.mod [Amiga] 87176 121308 71.9% -lh5- 4c00 Dec 22 2023 REDPILL/projects/Knight/res/ROMANTIC.MOD [Amiga] 2841 4200 67.6% -lh5- 1010 Dec 23 2023 REDPILL/projects/Knight/res/soundExplosion.iff [Amiga] 4645 6884 67.5% -lh5- c6b6 Mar 28 2024 REDPILL/projects/Knight/res/soundjump.iff [Amiga] 2381 77072 3.1% -lh5- 8fd2 Dec 22 2023 REDPILL/projects/Knight/res/start-screen.iff [Amiga] 24661 44838 55.0% -lh5- 7b75 Dec 22 2023 REDPILL/projects/Knight/res/tiles.iff [Amiga] 23988 43916 54.6% -lh5- 7946 Dec 22 2023 REDPILL/projects/Knight/tileset0.rpb [Amiga] 1901 2572 73.9% -lh5- a8d5 Jul 20 2022 REDPILL/projects/LumberjackPlatform/images/LJP_HUD.iff [Amiga] 6103 14058 43.4% -lh5- 4c9a Jul 20 2022 REDPILL/projects/LumberjackPlatform/images/LJP_Intro.iff [Amiga] 4635 12384 37.4% -lh5- 2ba4 Jul 20 2022 REDPILL/projects/LumberjackPlatform/images/LJP_Outro.iff [Amiga] 8085 16864 47.9% -lh5- acb7 Jul 20 2022 REDPILL/projects/LumberjackPlatform/images/LJP_SpriteSet.iff [Amiga] 7260 20624 35.2% -lh5- 1f49 Jul 20 2022 REDPILL/projects/LumberjackPlatform/images/LJP_TileSet.iff [Amiga] 876 1136 77.1% -lh5- 45d7 Oct 28 2023 REDPILL/projects/LumberjackPlatform/level-0.iff [Amiga] 149 15010 1.0% -lh5- e0d9 Mar 28 2024 REDPILL/projects/LumberjackPlatform/level-0.rpl [Amiga] 268 14953 1.8% -lh5- cf6c Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-1.rpl [Amiga] 303 14953 2.0% -lh5- bbda Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-10.rpl [Amiga] 316 14953 2.1% -lh5- f156 Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-11.rpl [Amiga] 318 14953 2.1% -lh5- 6f63 Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-12.rpl [Amiga] 351 14953 2.3% -lh5- f214 Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-13.rpl [Amiga] 333 14953 2.2% -lh5- f4dc Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-14.rpl [Amiga] 377 14953 2.5% -lh5- bc01 Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-15.rpl [Amiga] 362 14953 2.4% -lh5- 35b5 Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-16.rpl [Amiga] 313 14953 2.1% -lh5- 057e Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-17.rpl [Amiga] 344 14953 2.3% -lh5- 9733 Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-18.rpl [Amiga] 331 14953 2.2% -lh5- bbec Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-19.rpl [Amiga] 327 14953 2.2% -lh5- 227e Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-2.rpl [Amiga] 358 14953 2.4% -lh5- 9dbf Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-20.rpl [Amiga] 207 14974 1.4% -lh5- 8943 Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-21.rpl [Amiga] 338 14953 2.3% -lh5- 8fcd Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-3.rpl [Amiga] 342 14953 2.3% -lh5- e0b6 Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-4.rpl [Amiga] 336 14953 2.2% -lh5- e33b Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-5.rpl [Amiga] 340 14953 2.3% -lh5- 393f Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-6.rpl [Amiga] 374 14953 2.5% -lh5- fe90 Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-7.rpl [Amiga] 341 14953 2.3% -lh5- 2e1d Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-8.rpl [Amiga] 282 14953 1.9% -lh5- e3ce Jul 20 2022 REDPILL/projects/LumberjackPlatform/level-9.rpl [Amiga] 788 788 100.0% -lh0- 2db4 Oct 28 2023 REDPILL/projects/LumberjackPlatform/LumberjackPlatform004-25fps.pal [Amiga] 3396 104836 3.2% -lh5- 7d25 Oct 28 2023 REDPILL/projects/LumberjackPlatform/LumberjackPlatform004-25fps.pill [Amiga] 6599 18336 36.0% -lh5- b24c Oct 28 2023 REDPILL/projects/LumberjackPlatform/LumberjackPlatform004-25fps.shapes [Amiga] 788 788 100.0% -lh0- 2db4 Jul 20 2022 REDPILL/projects/LumberjackPlatform/LumberjackPlatform004.pal [Amiga] 4173 105717 3.9% -lh5- aae8 Jul 20 2022 REDPILL/projects/LumberjackPlatform/LumberjackPlatform004.pill [Amiga] 6612 18336 36.1% -lh5- 3366 Jul 20 2022 REDPILL/projects/LumberjackPlatform/LumberjackPlatform004.shapes [Amiga] 788 788 100.0% -lh0- 2db4 Mar 28 2024 REDPILL/projects/LumberjackPlatform/LumberjackPlatform005-25fps.pal [Amiga] 3319 81724 4.1% -lh5- ad96 Mar 28 2024 REDPILL/projects/LumberjackPlatform/LumberjackPlatform005-25fps.pill [Amiga] 6606 18336 36.0% -lh5- 34f3 Mar 28 2024 REDPILL/projects/LumberjackPlatform/LumberjackPlatform005-25fps.shapes [Amiga] 788 788 100.0% -lh0- 2db4 Mar 28 2024 REDPILL/projects/LumberjackPlatform/LumberjackPlatform005.pal [Amiga] 3320 81724 4.1% -lh5- b606 Mar 28 2024 REDPILL/projects/LumberjackPlatform/LumberjackPlatform005.pill [Amiga] 6613 18336 36.1% -lh5- 651c Mar 28 2024 REDPILL/projects/LumberjackPlatform/LumberjackPlatform005.shapes [Amiga] 4977 12444 40.0% -lh5- 9988 Jul 20 2022 REDPILL/projects/LumberjackPlatform/music/MOD.intro [Amiga] 10559 17190 61.4% -lh5- d62c Jul 20 2022 REDPILL/projects/LumberjackPlatform/music/MOD.outro [Amiga] 211 273 77.3% -lh5- eb61 Jul 20 2022 REDPILL/projects/LumberjackPlatform/ReadMe [Amiga] 258 611 42.2% -lh5- 3afd Jul 20 2022 REDPILL/projects/LumberjackPlatform/ReadMe.info [Amiga] 2089 2442 85.5% -lh5- 59e3 Jul 20 2022 REDPILL/projects/LumberjackPlatform/sounds/axe_swipe.iff [Amiga] 1784 2212 80.7% -lh5- c6a1 Jul 20 2022 REDPILL/projects/LumberjackPlatform/sounds/enemy_die.iff [Amiga] 276 2964 9.3% -lh5- 0eda Jul 20 2022 REDPILL/projects/LumberjackPlatform/sounds/enemy_hurt.iff [Amiga] 3338 9346 35.7% -lh5- fa92 Jul 20 2022 REDPILL/projects/LumberjackPlatform/sounds/jump.iff [Amiga] 1698 15980 10.6% -lh5- cace Jul 20 2022 REDPILL/projects/LumberjackPlatform/sounds/player_die.iff [Amiga] 8724 17784 49.1% -lh5- 149a Jul 20 2022 REDPILL/projects/LumberjackPlatform/sounds/teleport.iff [Amiga] 10966 18372 59.7% -lh5- a4b7 Jul 20 2022 REDPILL/projects/LumberjackPlatform/sounds/woodlog.iff [Amiga] 136 477 28.5% -lh5- eb10 Jul 20 2022 REDPILL/projects/LumberjackPlatform/texts.rpt [Amiga] 8419 23766 35.4% -lh5- 2fff Jul 20 2022 REDPILL/projects/LumberjackPlatform/tileset0.rpb [Amiga] 2152 5446 39.5% -lh5- 229e Jun 10 14:27 REDPILL/projects/Merc/assets/back2_16c.iff [Amiga] 4896 9690 50.5% -lh5- e0c8 Jul 12 17:24 REDPILL/projects/Merc/assets/chas.iff [Amiga] 36137 82488 43.8% -lh5- 8ffe Jul 13 15:50 REDPILL/projects/Merc/assets/tiles.iff [Amiga] 1769 5782 30.6% -lh5- 916e Jul 14 15:47 REDPILL/projects/Merc/level-0.iff [Amiga] 510 15046 3.4% -lh5- b8a7 Jul 14 15:47 REDPILL/projects/Merc/level-0.rpl [Amiga] 98 776 12.6% -lh5- c051 Jul 13 16:05 REDPILL/projects/Merc/Merc002.pal [Amiga] 1961 37268 5.3% -lh5- 2ef3 Jul 13 16:05 REDPILL/projects/Merc/Merc002.pill [Amiga] 3033 7064 42.9% -lh5- b3c8 Jul 13 16:05 REDPILL/projects/Merc/Merc002.shapes [Amiga] 10 256 3.9% -lh5- 934d Nov 18 2022 REDPILL/projects/Merc/texts.rpt [Amiga] 13419 29906 44.9% -lh5- 21b6 Jul 13 15:50 REDPILL/projects/Merc/tileset0.rpb [Amiga] 147 788 18.7% -lh5- 53eb Mar 28 2024 REDPILL/projects/mirror/game025.pal [Amiga] 2483 27647 9.0% -lh5- 0679 Mar 28 2024 REDPILL/projects/mirror/game025.pill [Amiga] 2964 7024 42.2% -lh5- 1ecf Mar 28 2024 REDPILL/projects/mirror/game025.shapes [Amiga] 202 1236 16.3% -lh5- 4f7a Jun 3 2023 REDPILL/projects/mirror/level-0.iff [Amiga] 241 14982 1.6% -lh5- 457c Jun 3 2023 REDPILL/projects/mirror/level-0.rpl [Amiga] 206 1236 16.7% -lh5- 478f Jun 3 2023 REDPILL/projects/mirror/level-1.iff [Amiga] 227 14982 1.5% -lh5- d58d Jun 3 2023 REDPILL/projects/mirror/level-1.rpl [Amiga] 206 1236 16.7% -lh5- 478f Jun 3 2023 REDPILL/projects/mirror/level-2.iff [Amiga] 253 14982 1.7% -lh5- 0ec7 Jun 3 2023 REDPILL/projects/mirror/level-2.rpl [Amiga] 206 1236 16.7% -lh5- 478f Jun 3 2023 REDPILL/projects/mirror/level-3.iff [Amiga] 267 14982 1.8% -lh5- f5a1 Jun 3 2023 REDPILL/projects/mirror/level-3.rpl [Amiga] 206 1236 16.7% -lh5- 478f Jun 3 2023 REDPILL/projects/mirror/level-4.iff [Amiga] 278 14982 1.9% -lh5- a712 Jun 3 2023 REDPILL/projects/mirror/level-4.rpl [Amiga] 206 1236 16.7% -lh5- 478f Jun 3 2023 REDPILL/projects/mirror/level-5.iff [Amiga] 201 14982 1.3% -lh5- 62d5 Jun 3 2023 REDPILL/projects/mirror/level-5.rpl [Amiga] 206 1236 16.7% -lh5- 478f Jun 3 2023 REDPILL/projects/mirror/level-6.iff [Amiga] 311 14982 2.1% -lh5- ae2c Jun 3 2023 REDPILL/projects/mirror/level-6.rpl [Amiga] 206 1236 16.7% -lh5- 478f Jun 3 2023 REDPILL/projects/mirror/level-7.iff [Amiga] 306 14982 2.0% -lh5- f24a Jun 3 2023 REDPILL/projects/mirror/level-7.rpl [Amiga] 206 1236 16.7% -lh5- 478f Jun 3 2023 REDPILL/projects/mirror/level-8.iff [Amiga] 243 14982 1.6% -lh5- de53 Jun 3 2023 REDPILL/projects/mirror/level-8.rpl [Amiga] 210 1190 17.6% -lh5- a860 Jun 3 2023 REDPILL/projects/mirror/level-9.iff [Amiga] 127 15006 0.8% -lh5- c709 Mar 28 2024 REDPILL/projects/mirror/level-9.rpl [Amiga] 3591 12478 28.8% -lh5- 8cbd Jan 23 2021 REDPILL/projects/mirror/res/cover003.iff [Amiga] 10475 15704 66.7% -lh5- 1b5f Jan 23 2021 REDPILL/projects/mirror/res/death.iff [Amiga] 3196 7528 42.5% -lh5- 7260 Jan 23 2021 REDPILL/projects/mirror/res/jump.iff [Amiga] 1826 5178 35.3% -lh5- 23c2 Jan 23 2021 REDPILL/projects/mirror/res/key.iff [Amiga] 13659 62786 21.8% -lh5- 168f Jan 23 2021 REDPILL/projects/mirror/res/mirror intro.mod [Amiga] 7610 49064 15.5% -lh5- f9aa Jan 23 2021 REDPILL/projects/mirror/res/mirror main music.mod [Amiga] 626 1214 51.6% -lh5- 006f Jan 23 2021 REDPILL/projects/mirror/res/MirrorPalette32Col [Amiga] 1818 3010 60.4% -lh5- 83a2 Jan 23 2021 REDPILL/projects/mirror/res/MirrorSpriteSet001 [Amiga] 1907 5144 37.1% -lh5- d188 Jan 23 2021 REDPILL/projects/mirror/res/MirrorTileSet002 [Amiga] 6466 12800 50.5% -lh5- 9995 Jan 23 2021 REDPILL/projects/mirror/res/open door.iff [Amiga] 12281 16676 73.6% -lh5- e0df Jan 23 2021 REDPILL/projects/mirror/res/open door2.iff [Amiga] 5819 7220 80.6% -lh5- a23e Jan 23 2021 REDPILL/projects/mirror/res/stage_clear.iff [Amiga] 10 256 3.9% -lh5- 934d May 8 2022 REDPILL/projects/mirror/texts.rpt [Amiga] 1879 7862 23.9% -lh5- a014 Jul 20 2022 REDPILL/projects/mirror/tileset0.rpb [Amiga] 140 1336 10.5% -lh5- d000 Oct 28 2023 REDPILL/projects/MomoSpace/level-0.iff [Amiga] 189 15006 1.3% -lh5- c507 Mar 28 2024 REDPILL/projects/MomoSpace/level-0.rpl [Amiga] 126 14966 0.8% -lh5- faf2 Jul 20 2022 REDPILL/projects/MomoSpace/level-1.rpl [Amiga] 126 14965 0.8% -lh5- f8a5 Jul 20 2022 REDPILL/projects/MomoSpace/level-2.rpl [Amiga] 201 14953 1.3% -lh5- b797 Jul 20 2022 REDPILL/projects/MomoSpace/level-3.rpl [Amiga] 208 14953 1.4% -lh5- 7235 Jul 20 2022 REDPILL/projects/MomoSpace/level-4.rpl [Amiga] 220 14953 1.5% -lh5- a0ee Jul 20 2022 REDPILL/projects/MomoSpace/level-5.rpl [Amiga] 124 14966 0.8% -lh5- c81d Jul 20 2022 REDPILL/projects/MomoSpace/level-6.rpl [Amiga] 117 14963 0.8% -lh5- a882 Jul 20 2022 REDPILL/projects/MomoSpace/level-7.rpl [Amiga] 104 14953 0.7% -lh5- 6cdb Jul 20 2022 REDPILL/projects/MomoSpace/level-8.rpl [Amiga] 96 14953 0.6% -lh5- 31ab Jul 20 2022 REDPILL/projects/MomoSpace/level-9.rpl [Amiga] 89 788 11.3% -lh5- c45c Mar 28 2024 REDPILL/projects/MomoSpace/MS038.pal [Amiga] 2847 101299 2.8% -lh5- adfe Mar 28 2024 REDPILL/projects/MomoSpace/MS038.pill [Amiga] 5973 24540 24.3% -lh5- 4877 Mar 28 2024 REDPILL/projects/MomoSpace/MS038.shapes [Amiga] 4362 4842 90.1% -lh5- 2c22 Apr 26 1995 REDPILL/projects/MomoSpace/Res/Disparo.iff [Amiga] 2406 2712 88.7% -lh5- 8d77 Apr 19 1998 REDPILL/projects/MomoSpace/Res/Explosion.iff [Amiga] 3018 10650 28.3% -lh5- 6989 Jun 3 1980 REDPILL/projects/MomoSpace/Res/Final [Amiga] 1583 4924 32.1% -lh5- 0186 Jun 3 1980 REDPILL/projects/MomoSpace/Res/GameOver [Amiga] 4074 7588 53.7% -lh5- 18c9 May 15 1980 REDPILL/projects/MomoSpace/Res/Historia [Amiga] 36498 52982 68.9% -lh5- fa03 Oct 9 1996 REDPILL/projects/MomoSpace/Res/mod.Caminando [Amiga] 6686 8218 81.4% -lh5- cd9b Apr 19 1998 REDPILL/projects/MomoSpace/Res/Paso.iff [Amiga] 4330 12760 33.9% -lh5- 4da0 May 19 1980 REDPILL/projects/MomoSpace/Res/Presentacion [Amiga] 6413 14940 42.9% -lh5- 1801 May 26 1980 REDPILL/projects/MomoSpace/Res/Sprites [Amiga] 3549 8426 42.1% -lh5- 5e11 May 15 1980 REDPILL/projects/MomoSpace/Res/Tiles [Amiga] 22035 34138 64.5% -lh5- d30b May 15 1980 REDPILL/projects/MomoSpace/Res/Titulo2 [Amiga] 10 256 3.9% -lh5- 934d May 8 2022 REDPILL/projects/MomoSpace/texts.rpt [Amiga] 3622 10612 34.1% -lh5- 2997 Jul 20 2022 REDPILL/projects/MomoSpace/tileset0.rpb [Amiga] 1556 5168 30.1% -lh5- 9b33 Jul 20 2022 REDPILL/projects/pillman/bigpill.iff [Amiga] 1519 5120 29.7% -lh5- a682 Jul 20 2022 REDPILL/projects/pillman/bigpill.raw [Amiga] 130 788 16.5% -lh5- de94 Mar 28 2024 REDPILL/projects/pillman/game004.pal [Amiga] 1666 20474 8.1% -lh5- 98f2 Mar 28 2024 REDPILL/projects/pillman/game004.pill [Amiga] 624 2272 27.5% -lh5- f79b Mar 28 2024 REDPILL/projects/pillman/game004.shapes [Amiga] 167 1036 16.1% -lh5- d2ab Oct 28 2023 REDPILL/projects/pillman/level-0.iff [Amiga] 333 14989 2.2% -lh5- 8e43 Mar 28 2024 REDPILL/projects/pillman/level-0.rpl [Amiga] 496 8240 6.0% -lh5- 5a40 Jul 20 2022 REDPILL/projects/pillman/pick01.iff [Amiga] 446 8192 5.4% -lh5- cfc2 Jul 20 2022 REDPILL/projects/pillman/pick01.raw [Amiga] 815 3170 25.7% -lh5- 1a5c Jul 20 2022 REDPILL/projects/pillman/sprites/sprites16.iff [Amiga] 10 256 3.9% -lh5- 934d Jul 20 2022 REDPILL/projects/pillman/texts.rpt [Amiga] 903 3812 23.7% -lh5- d6fb Jul 20 2022 REDPILL/projects/pillman/tiles/tiles.iff [Amiga] 1163 8302 14.0% -lh5- decc Jul 20 2022 REDPILL/projects/pillman/tileset0.rpb [Amiga] 784 7402 10.6% -lh5- fedf Jul 20 2022 REDPILL/projects/pong/images/pongcover.iff [Amiga] 790 6104 12.9% -lh5- 797e Oct 2 1980 REDPILL/projects/pong/images/pongfield.iff [Amiga] 1641 15220 10.8% -lh5- af04 Oct 2 1980 REDPILL/projects/pong/images/pongmaster.iff [Amiga] 142 14974 0.9% -lh5- b1aa Jul 20 2022 REDPILL/projects/pong/level-0.rpl [Amiga] 130 1186 11.0% -lh5- d857 Aug 30 2023 REDPILL/projects/pong/level-1.iff [Amiga] 172 15023 1.1% -lh5- 80f7 Mar 28 2024 REDPILL/projects/pong/level-1.rpl [Amiga] 74 788 9.4% -lh5- 45a7 Mar 28 2024 REDPILL/projects/pong/pong20.pal [Amiga] 1922 41446 4.6% -lh5- ed85 Mar 28 2024 REDPILL/projects/pong/pong20.pill [Amiga] 1966 19216 10.2% -lh5- ab88 Mar 28 2024 REDPILL/projects/pong/pong20.shapes [Amiga] 2321 9598 24.2% -lh5- d055 Jul 20 2022 REDPILL/projects/pong/sprites/pongsprites.iff [Amiga] 10 256 3.9% -lh5- 934d May 8 2022 REDPILL/projects/pong/texts.rpt [Amiga] 1792 3304 54.2% -lh5- b135 Jul 20 2022 REDPILL/projects/RedpillPuzzle/images/RPP_BG.iff [Amiga] 2119 13666 15.5% -lh5- 7efb Jul 20 2022 REDPILL/projects/RedpillPuzzle/images/RPP_End.iff [Amiga] 1803 10716 16.8% -lh5- e085 Jul 20 2022 REDPILL/projects/RedpillPuzzle/images/RPP_GameOver.iff [Amiga] 1687 5132 32.9% -lh5- d7a7 Jul 20 2022 REDPILL/projects/RedpillPuzzle/images/RPP_Info.iff [Amiga] 2162 12526 17.3% -lh5- db46 Jul 20 2022 REDPILL/projects/RedpillPuzzle/images/RPP_Intro.iff [Amiga] 5148 17936 28.7% -lh5- b513 Jul 20 2022 REDPILL/projects/RedpillPuzzle/images/RPP_Sprites.iff [Amiga] 912 4538 20.1% -lh5- 4178 Jul 20 2022 REDPILL/projects/RedpillPuzzle/images/RPP_Tileset.iff [Amiga] 198 1086 18.2% -lh5- 877a Oct 28 2023 REDPILL/projects/RedpillPuzzle/level-0.iff [Amiga] 303 15050 2.0% -lh5- 92b3 Mar 28 2024 REDPILL/projects/RedpillPuzzle/level-0.rpl [Amiga] 345 14995 2.3% -lh5- c868 Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-1.rpl [Amiga] 350 14995 2.3% -lh5- ee7f Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-10.rpl [Amiga] 349 14995 2.3% -lh5- 1f47 Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-11.rpl [Amiga] 346 14995 2.3% -lh5- 3ca8 Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-12.rpl [Amiga] 357 14995 2.4% -lh5- 3ecb Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-13.rpl [Amiga] 357 14995 2.4% -lh5- 3e3e Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-14.rpl [Amiga] 360 14995 2.4% -lh5- d232 Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-15.rpl [Amiga] 347 14995 2.3% -lh5- 835b Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-16.rpl [Amiga] 347 14995 2.3% -lh5- 6b77 Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-17.rpl [Amiga] 370 14995 2.5% -lh5- ce26 Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-18.rpl [Amiga] 345 14995 2.3% -lh5- 469e Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-19.rpl [Amiga] 350 14995 2.3% -lh5- 6e2d Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-2.rpl [Amiga] 361 14995 2.4% -lh5- de64 Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-20.rpl [Amiga] 290 15014 1.9% -lh5- 6087 Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-21.rpl [Amiga] 286 15015 1.9% -lh5- cf20 Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-22.rpl [Amiga] 273 15019 1.8% -lh5- 281a Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-23.rpl [Amiga] 353 14995 2.4% -lh5- 0949 Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-3.rpl [Amiga] 344 14995 2.3% -lh5- eab5 Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-4.rpl [Amiga] 342 14995 2.3% -lh5- 510f Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-5.rpl [Amiga] 353 14995 2.4% -lh5- ff6d Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-6.rpl [Amiga] 354 14995 2.4% -lh5- c19f Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-7.rpl [Amiga] 353 14995 2.4% -lh5- b268 Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-8.rpl [Amiga] 334 14995 2.2% -lh5- 881f Jul 20 2022 REDPILL/projects/RedpillPuzzle/level-9.rpl [Amiga] 1188 2798 42.5% -lh5- a4ac Jul 20 2022 REDPILL/projects/RedpillPuzzle/music/MOD.2000_AD3 [Amiga] 2368 7580 31.2% -lh5- 7890 Jul 20 2022 REDPILL/projects/RedpillPuzzle/music/MOD.Defjam3 [Amiga] 1497 5434 27.5% -lh5- 3572 Jul 20 2022 REDPILL/projects/RedpillPuzzle/music/MOD.Faith4 [Amiga] 4576 15000 30.5% -lh5- 5091 Jul 20 2022 REDPILL/projects/RedpillPuzzle/music/MOD.sweetimpression [Amiga] 91 99 91.9% -lh5- a184 Jul 20 2022 REDPILL/projects/RedpillPuzzle/ReadMe [Amiga] 251 611 41.1% -lh5- 4b5c Jul 20 2022 REDPILL/projects/RedpillPuzzle/ReadMe.info [Amiga] 153 788 19.4% -lh5- 12f8 Mar 28 2024 REDPILL/projects/RedpillPuzzle/RedpillPuzzle004.pal [Amiga] 5095 112001 4.5% -lh5- f885 Mar 28 2024 REDPILL/projects/RedpillPuzzle/RedpillPuzzle004.pill [Amiga] 4659 27652 16.8% -lh5- 3b20 Mar 28 2024 REDPILL/projects/RedpillPuzzle/RedpillPuzzle004.shapes [Amiga] 3091 7084 43.6% -lh5- 6403 Jul 20 2022 REDPILL/projects/RedpillPuzzle/sounds/RPP_bleep.iff [Amiga] 3224 16286 19.8% -lh5- 5e4a Jul 20 2022 REDPILL/projects/RedpillPuzzle/sounds/RPP_death.iff [Amiga] 2323 6050 38.4% -lh5- 19f0 Jul 20 2022 REDPILL/projects/RedpillPuzzle/sounds/RPP_jewel_bump.iff [Amiga] 8469 28090 30.1% -lh5- 605d Jul 20 2022 REDPILL/projects/RedpillPuzzle/sounds/RPP_jewel_end.iff [Amiga] 10 256 3.9% -lh5- 934d May 8 2022 REDPILL/projects/RedpillPuzzle/texts.rpt [Amiga] 993 6802 14.6% -lh5- 3cf4 Jul 20 2022 REDPILL/projects/RedpillPuzzle/tileset0.rpb [Amiga] 581 1758 33.0% -lh5- afdb Jul 20 2022 REDPILL/projects/shotemup/bg-stars.iff [Amiga] 45251 98146 46.1% -lh5- 3b5b Jul 20 2022 REDPILL/projects/shotemup/FUNZINE.mod [Amiga] 191 2836 6.7% -lh5- ef25 Sep 8 17:29 REDPILL/projects/shotemup/level-0.iff [Amiga] 235 15029 1.6% -lh5- adfe Sep 8 17:29 REDPILL/projects/shotemup/level-0.rpl [Amiga] 138 788 17.5% -lh5- 86f0 Sep 8 17:29 REDPILL/projects/shotemup/profilercheck_v2.pal [Amiga] 1850 40666 4.5% -lh5- b8ea Sep 8 17:29 REDPILL/projects/shotemup/profilercheck_v2.pill [Amiga] 3937 11096 35.5% -lh5- 4cf8 Sep 8 17:29 REDPILL/projects/shotemup/profilercheck_v2.shapes [Amiga] 136 788 17.3% -lh5- 86f0 Mar 28 2024 REDPILL/projects/shotemup/shotemup005.pal [Amiga] 1849 43985 4.2% -lh5- d588 Mar 28 2024 REDPILL/projects/shotemup/shotemup005.pill [Amiga] 3953 11096 35.6% -lh5- 7c2b Mar 28 2024 REDPILL/projects/shotemup/shotemup005.shapes [Amiga] 3655 6192 59.0% -lh5- bafe Jul 20 2022 REDPILL/projects/shotemup/soundshot.iff [Amiga] 3613 6144 58.8% -lh5- 12b0 Jul 20 2022 REDPILL/projects/shotemup/soundshot.raw [Amiga] 4195 9086 46.2% -lh5- cfc0 Jul 20 2022 REDPILL/projects/shotemup/sprites.iff [Amiga] 10 256 3.9% -lh5- 934d Jul 20 2022 REDPILL/projects/shotemup/texts.rpt [Amiga] 549 2618 21.0% -lh5- 9b4e Jul 20 2022 REDPILL/projects/shotemup/tiles.iff [Amiga] 542 3826 14.2% -lh5- e066 Jul 20 2022 REDPILL/projects/shotemup/tileset0.rpb [Amiga] 40157 112289 35.8% -lh5- 079c Nov 30 23:27 REDPILL/ReadMe [Amiga] 1106 1776 62.3% -lh5- 63be Oct 28 2023 REDPILL/ReadMe.info [Amiga] 8961 25407 35.3% -lh5- 2ee6 Aug 4 18:12 REDPILL/REDPILL.guide [Amiga] 1121 1800 62.3% -lh5- de87 Oct 28 2023 REDPILL/REDPILL.guide.info [Amiga] 172064 172064 100.0% -lh0- 3224 Nov 30 23:40 REDPILL/RedPillEditor [Amiga] 1369 8457 16.2% -lh5- 61d2 Nov 20 16:14 REDPILL/RedPillEditor.info [Amiga] 173116 173116 100.0% -lh0- 6253 Nov 30 23:41 REDPILL/REDPILLEditor020 [Amiga] 1368 8457 16.2% -lh5- 76e4 Nov 20 16:14 REDPILL/REDPILLEditor020.info [Amiga] 174 244 71.3% -lh5- b840 Dec 16 2022 REDPILL/res/cursor.iff [Amiga] 163 202 80.7% -lh5- 2e7b Dec 16 2022 REDPILL/res/cursorECS.iff [Amiga] 23 264 8.7% -lh5- 08a3 Dec 16 2022 REDPILL/res/fonts/AON.font [Amiga] 1376 2616 52.6% -lh5- 88e7 Dec 16 2022 REDPILL/res/fonts/AON/8 [Amiga] 114 207 55.1% -lh5- 2e8d Dec 16 2022 REDPILL/res/fonts/fontcache [Amiga] 27 264 10.2% -lh5- ef09 Dec 16 2022 REDPILL/res/fonts/Melter.font [Amiga] 1798 3240 55.5% -lh5- 4fda Dec 16 2022 REDPILL/res/fonts/melter/8 [Amiga] 35 264 13.3% -lh5- f89a Dec 16 2022 REDPILL/res/fonts/MicroKnight.font [Amiga] 1374 2568 53.5% -lh5- 4821 Dec 16 2022 REDPILL/res/fonts/MicroKnight/8 [Amiga] 2068 5064 40.8% -lh5- 6f1b Dec 16 2022 REDPILL/res/gus_logo.iff [Amiga] 5618 17031 33.0% -lh5- 4db7 Nov 30 23:38 REDPILL/res/HelpActions_EN.txt [Amiga] 3747 14744 25.4% -lh5- 0f12 Nov 30 23:38 REDPILL/res/HelpConditions_EN.txt [Amiga] 2770 7952 34.8% -lh5- 228a Dec 16 2022 REDPILL/res/icon.info [Amiga] 5884 9768 60.2% -lh5- d323 Dec 16 2022 REDPILL/res/Keyboard.iff [Amiga] 84572 84572 100.0% -lh0- 261b Nov 30 23:42 REDPILL/res/REDPILLPlayer [Amiga] 85372 85372 100.0% -lh0- 4cea Nov 30 23:43 REDPILL/res/REDPILLPlayer020 [Amiga] 78436 78436 100.0% -lh0- 9423 Nov 30 23:44 REDPILL/res/REDPILLPlayerA500 [Amiga] 2370 6164 38.4% -lh5- 825c Oct 28 2023 REDPILL/res/redpill_320_splash.iff [Amiga] 21 21 100.0% -lh0- 8fe4 Dec 16 2022 REDPILL/res/startup-sequence [Amiga] 4 4 100.0% -lh0- d1a9 Apr 14 2024 REDPILL/res/startup-sequenceA500 [Amiga] 1694 1906 88.9% -lh5- 1b1a Dec 16 2022 REDPILL/res/whdload.info [Amiga] 4633 7283 63.6% -lh5- 8e7d Dec 16 2022 REDPILL/res/whdload/Game_1MbChip.info [Amiga] 3176 4584 69.3% -lh5- 78df Dec 16 2022 REDPILL/res/whdload/Game_1MbChip.Slave [Amiga] 2607 7284 35.8% -lh5- 78de Dec 16 2022 REDPILL/res/whdload/Game_32MbFast.info [Amiga] 3178 4584 69.3% -lh5- f910 Dec 16 2022 REDPILL/res/whdload/Game_32MbFast.Slave [Amiga] 4281 7283 58.8% -lh5- 5264 Oct 28 2023 REDPILL/res/whdload/Game_4MbFast.info [Amiga] 3178 4584 69.3% -lh5- ed86 Dec 16 2022 REDPILL/res/whdload/Game_4MbFast.Slave [Amiga] 2731 4648 58.8% -lh5- eaa2 Jul 20 2022 REDPILL/tools/DataToIff [Amiga] 38293 76176 50.3% -lh5- 4590 Dec 11 2023 REDPILL/tools/png2ilbm [Amiga] 15003 54473 27.5% -lh5- 88d1 Nov 30 23:37 REDPILL/Triggers.guide [Amiga] 1123 1800 62.4% -lh5- e2d8 Oct 28 2023 REDPILL/Triggers.guide.info [Amiga] 90 3392 2.7% -lh5- a0c1 Nov 27 2017 REDPILL/triggers/4direction.triggers [Amiga] 83 3392 2.4% -lh5- 297b Nov 19 1980 REDPILL/triggers/8direction.triggers [Amiga] 69 3392 2.0% -lh5- b0cc Nov 19 1980 REDPILL/triggers/Jump.triggers [Amiga] 35 106 33.0% -lh5- 6871 Jan 23 2021 REDPILL/triggers/WallJump.trigger ---------- ----------- ------- ------- ------ ---------- ------------ ------------- Total 1149 files 6098459 15864355 38.4% Nov 30 23:22 Page generated in 0.02 seconds
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