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dev/misc/REDPILLGameCreator.lha

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Short:Game Creator with AGA support
Author:Zener
Uploader:trackerhero gmail com
Type:dev/misc
Version:0.9.67
Architecture:m68k-amigaos
Date:2026-03-11
Distribution:Aminet
Download:dev/misc/REDPILLGameCreator.lha - View contents
Readme:dev/misc/REDPILLGameCreator.readme
Downloads:23901

-=REDPILL=- Amiga Game Creator ============================== Beta v0.9.67 ============================== 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! -This is a hobbie project, it is free and will continue to be 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. -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. -Supports ECS and AGA. -Copper management for gradients and extra colors on screen. -Parallax scrolling support. -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. -Suport for 4 player adapters and Octodapter. -Up to 10 players integrated support, with support for up to 10 joysticks. -Integrated and seamless TCP/IP Network play between 2 players, play over the internet. -Supports text using OS 8x8 fonts and any size of custom bitmap fonts. -Supports input buffer and coyote time for extra juiciness. -Integrated compression support. -It can generate a package to be used in WHDLoad -Transparency effects thanks to the FX plane. -Multilanguage support. -Supports Amiga IFF image and audio files, also easily importing PNG and WAV files. -Supports location based sound (3D sound) that makes sound effects sound softer the farther away they are from the listener. -And many more things 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) -21MB free of HardDrive or big storage -For big projects, more resources may be needed. -Amiga native screen (PAL or NTSC) Running Editor from CLI ----------------------- -Editor requires quite a lot of 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 ------------- Check the guide and html files inside the package. Press Help while adding triggers to objects for additional Help. More documentation can be found at: -Official page - http://redpillgamecreator.org -Tutorials - http://redpill.farbfinsternis.tv/index.php/en/ -YouTube channel - https://www.youtube.com/watch?v=GAeBffm 8KY&list=PLjbUjRHMp96AQYn6wQ_q9e9She5LaYIRl -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. -Wav28ssv WAV to IFF converted 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. -Octodapter is made by Simon and Torsten. Original design by Chrille. With support from Kymon aka z!Ered. 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. -WARNING Careful with what you have in the parallel port if you activate 4/10 joystick support with another device connected you risk your device and the Amiga. I take no responsibility. 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 ---- Look for (?) inside the program In the Triggers page, after selecting a trigger press help or the (?) button to get extra information about the Trigger. In the package you have help in amigaguide, html and pdf format. 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_10players - Example to test support for 4 player and 10 players joystick adapters. -ex_action_resolve - Example to show how to resolve collisions in a realistic way. -ex_bouncing - Collision test -ex_colorcycling - Example for Color Cycle action trigger. -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 and David Wuttke. -ex_stacking - Demo showing how to stack objects using tiles. Graphics by Carl Olson (Surt) -ex_UIBars - Demo to show the use of the Object Type UI Bar. Graphics by Ansimuz, Emcee Flesher, Bych 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. -Miner - Project to show the effects of loading level strategies. -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 -ObjPerfTest - Project to test speed when using multiple objects with collisions and physics. -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, Andres de Pedro, Lemming880, Juande3050, Fondriesete, Amiman99, Kymon, Jojo, Tecniman, Sensei-sama, Ricky Place, Yoz Montana, Juanda, Janne Saarme, Joaquin Ferrero, Jacek Nockowski, Fireboy, Edu Arana, S0YS0Y, The Brothers, Amiga Factory, Amigastore 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 Find some of my games at http://zener.itch.io Release notes ------------- v0.9.67 -New: Added Layer Width to the sprite layer in Level Properties screen to have a layer of less than 256px. -New: Added trigger Set First Sprite to decide the first of the 4 sprites in the sprite layer to use. -New: Hiscore table now supports variables for scores of type Long. Old hiscore files must be deleted. -New: Hiscore table now can be closed with the left mouse button. -Change: In Screen processing when loading or saving files. -Change: When a parameter requires static/dynamic object but the object is not a <Select> message is displayed. -Change: Improvements in object creation processing. -Change: Screens were displaced one pixel to the left. -Change: No fonts folder is created in exported project when bitmap font is used. -Change: Animated tile starting frame now depends on the x coordinate of the tile. -Change: Removed memory from scroll buffers that were not used. -Change: Camera triggers Cam Pos X/Y now wait for the scroll to be set up before checking the condition. -Change: If objects that are guiding camera or mouse are destroyed when changing levels, values are update accordingly. -Change: Size optimizations for exported games. -Change: When exiting the game to avoid possible freezes. -Change: In Tile properties screen to allow setting Spawn Object without issues. -Change: When building a game now if a level is missing export will continue without it. -Change: Triggers to txt fixed and improved. -Change: Game builder prints information in the editor window. -Change: Exported projects are now slightly smaller. -Change: Optimizations on Collisions for only one axis. -Fix: For condition trigger Is NTSC forced. -Fix: For some pages of triggers not loading correctly. -Fix: For updating trigger parameters when frames are added to spritesheets. -Fix: For object comments when adding and deleting objects. -Fix: When insering triggers comments were not moved accordingly. -Fix: For correctly freeing MOD memory. -Fix: Action trigger Change Mod Pos was failing. -Fix: For Set Var action trigger when using a Long variable. -Fix: For showing colors in the FX layers in the Screen screen. -Fix: For a glitch in scroll when scrolling verically. v0.9.66 -New: When not using tiles of 24x24 the compiled projects use a version with less code and faster execution. -New: Action trigger Reset Status to reset Once and Countdown triggers for an object. -New: In sounds per level screen now there are buttons to select all and select none. -Change: Memory Info now has been updated and fixed with latest memory improvements. -Change: Tile properties now are displayed in one screen if possible to avoid having to scroll. -Fix: Added delay after sound loading that was preventing games from being played from floppy. -Fix: Possible fixes for tile handing in triggers. -Fix: In sprite slicing when remapping the colors to adapt them to current palette. -Fix: Loading bar in compiled projects. -Fix: Memory for MOD songs was not freed corretly in the editor. -Fix: For setting parent objects in Objects screen. -Fix: UI fixes in the editor. v0.9.65 -New: Sounds Per Level button in Audio screen allows to load/sounds for each level. -New: Condition Trigger Is NTSC Forced to find out the current setting. -New: Condition Triggers Mouse X Delta and Mouse Y Delta to check mouse movement. -New: Action Trigger Hit> Flash to make the collided object to Flash. -New: Action Trigger Sprite Flash to make the sprite layer/object to Flash. -New: Action Trigger Flash Tile to make the tile behind the object to Flash. -New: Action Trigger Flash Col Tile to make the last collided tile to Flash for some time. -New: In Tileset menu there is are tips about next steps to follow. -Change: Edit properties now only works if a processed tileset is found. -Change: Changes if mouse handling trying to avoid inputs in workbench screen when switching screens. -Change: When frames are added in slicing, triggers Set Text Image are updated to point to the same frame as before. -Change: Optimizations in Tile checking and tile changing. -Change: Condition Idle now has a parameter to decide when to consider an object is not moving. -Change: General optimization for triggers. -Fix: For editor freezing when using triggers in game objects beyond 64. -Fix: Save Triggers function has been fixed. -Fix: For glitches when switching from tiles to level in Level Edit screen. -Fix: Loading bar in exported projects had graphical errors. -Fix: After running a game, now you return again to the previous loaded level. v0.9.64 -Performance improvement in the scrolling system. -Performance update in the object rendering system. -Objects in a platform now can have lateral collisions with the map. -Objects in a platform now have applied the friction as in normal ground. -In object triggers, when a condition involves a tile, you can now see visually the tiles that will activate the trigger. -In level editor now you see visually the tiles that are spawning objects when scrolling. -Added Undo for Edit level tiles, now pressing key Z undoes the last paint or clear of a tile, there are 16 undo. -Optimizations in Change Tile action trigger. v0.9.63 -Added support for Octodapter, an adapter for parallel port that allows up to 10 joysticks in an Amiga. Also added support for 4 player joystick adapters. WARNING! Do not activate this mode if you do not have a joystick adapter in the parallel port. -Added an example project named ex_10players to test the different adapters. In input screen you can select the adapter to use. -Added an action trigger Set Multijoy to activate or deactivate the use of a joystick adapter. -Stop Anim action trigger now has a parameter to decide if you want also to stop non-interrumpible anims. -Stop Anim by default now only stops interrumpible anims. -Added a priority system to sounds, now in case of two sounds playing simultaneously the one with highest priority will be played. -When editing, more columns can be used for the tileset. -When using Img2tiles, now a file with the new tileset will be created to allow for further editing. -Improvements in Animation screen. -Improvements in Level Properties screen. -Improvements in particles processing. -Improvements in the comments system for long comments. -Added default comments for triggers and object 0 for new projects. -Bitmap copy has been improved, this was making the level editor slower. -Fixes in level editor screen. -Fix for animation Playback in certain cases. -Fix for sprite palette remapping in certain cases. v0.9.62 -Now it is possible to use bitmap proportional fonts, it can be activated in the game setup screen. -In Frame Editor screen now the frame bitmap depth is displayed. -New condition trigger Tile Tag On Screen, works like Tile on Screen but with Tags. -New action trigger HUD Property to change the maximum value of a variable in a bar in a HUD element. -Big reduction in project exported size and memory usage. -Added support for 4 players, 2 with joysticks and 2 with keys. -In the editor when playing a game, while you press F5 the game will run in slow motion. -In Settings you can activate color profiling, to visually how fast the different parts of the game run. -Addded a new project Miner, to show the effects of loading level strategies. -Loading a new project now deletes the frames from the old one. -Improved UI when using Tile Tags. -Input screen shows if a CD32 pad has been conected. -Optimization and fixes in the parent code. -Code for comparisons has been optimized. -Trigger processing has been optimized. -HUD code optimized. -Improved Chip mem handling. -CD32 pad input is only read when pad is detected. -Changes in camera handling -Dialog engine modified to avoid a black screen when closing the dialog. -Fix in angle logic for shot type objects. -Fix in Level Loading strategies. -Fix to Attach to Col. -Fix for dialong in images not showing at the correct y coordinate. -Fix in drawing order when changing non visible objects to visible. v0.9.61 -Brush selection in Tile selection screen is back. You can set a fake tileset width to easy selection. -New action trigger Sprite follow me, to assign the Sprite layer to the current game object. -In Sprite layer options you can now select Object as type. This will optimize memory a bit more than using In Front. -New level loading strategies to persist the changes made to the level tiles and to the level objects. (While the game is running, not between plays) -When using Object persistence for Level Objects, action trigger Destroy (Object) now has a second parameter to allow destroying it forever (event when reentering the level). -In Tileset screen, Tile empty and duplicate settings are now saved to editor settings. -Optimizations in condition triggers. -Optimization in action trigger processing. -Optimizations in shape memory when not remaping colors. -Optimizations in tile processing. -Optimizations when intantiating objects. -Changes in tile drawing and scrolling. -Removing hack that was adding an extra vblank wait for Vampire machines. -Fixes in tile comparison. -Fixed in Build project when using HAM images. -Fixes after Building a project. -Fix when tileset name is empty. -Fix for frame offset overlapping other buttons. -Fx for pick frame in frame editor. -Some unused code has been removed. v0.9.60 -Several optimizations here and there, in general performance has improved another 10%. -Trigger Screen Flash has been simplified, now the flash is also shorter. -For Amiga 500 target Maximum number of game frames has been increased from 200 to 320. -In advanced object properties, now there is a flag to decide if angle for the game should be executed, usually it is not needed. -Inv Speed X and Inv Speed Y now have a parameter to decide if angle for the object needs to be updated after the change. -Now you can name Particle Templates, making it easier to remember what are they being used for. -Several condition and action triggers have been optimized. -Optimization in input handling, I hope behaviour is still the same in all games. -Optimization in timer handling and variables processing. -Optimization is camera code. -Optimization of the particle code. -When using Image to Tiles with a new image, now he source filename is no updated as the image is used only once. -Fix for Process tileset destroying the current level map in certain conditions. -Fix for Image to tiles when used with small images. -Fix for Force NTSC making the game crash. -Fix for Cover flag in level. -Fix for new levels using by default some values from the previous level. -In level properties screen Copper color visualization is fixed for colors above 127. =Other minor improvements and fixes. v0.9.59 -Added ex_stacking example showing how to stack objects converting them to tiles. Graphics are from Carl Olson (Surt) -When creating images from spritesheets, only used bitplanes are now saves. This could save from memory and could speed up some operations. -Added a new action trigger Align to Grid to adjust game object position to tile map coordinates. -Fix for a freeze when slicing spritesheets in new projects. -Now Tile empty skip and Tile duplicates skip is active by default. -Fix when using Sound Frame in animations, only frame 0 was working fine. v0.9.58 -When two Play Animation triggers are used simultaneously if the first one is non-interruptible the second one will be ignored. -Changed internal code to make internal usage of memory less prone to fragmentation and to run out of memory. -Importing and exporting maps in Tiled format now allows to add an offset to the tile number. -Tiled exporting now exports the map size and tile size. -Change tile and Change last tile collided now have an extra parameter that allows to set the tile or add a value to the affected tile. -Added some improvements when loading and saving files. -When adding frames to a spritesheet the frame offsets were the old ones, this has been fixed. -Fix for collision box visualization when using the FX layer. -Fix for FX layer being cleared when using Change Tiles trigger. -Improvements when copy&pasting projects. -Refactoring in the code that handles enemies vs enemies collisions. -Improved formula for memory calculation in Mem Info. -Collision box visualization in the editor has been optimized. -Optimization and extra checks in level tiles handling. -Contains Tile Tag and Change Tile Area trigger optimization. -Absolute Zero loading image is fixed. -Fixes in Astro example project. -Fixes to the UIBars example project. -Fix for trigger comments not being memory safe. v0.9.57 -This version has some breaking changes, it should update projects automatically but better if you backup your projects before updating. -Way to save levels has completely changed, now they use extension rl2. Loading any old project should update automatically the level format. -The maximum number of tiles in a level has been increased from 7046 to 32400, almost five time more. -Bitmap font handling also changed, now empty characters are skipped when slicing, first character is not space anymore but ! symbol, ASCII character 33. -When adding frames at the end of a spritesheet, now all the other frame numbers that are in higher number spritesheets are recalculated to avoid having to modify them manually. -Memory handling for bitplanes has been improved, the games using a lot of chip memory should now be more stable. -Camera Follow Me trigger now checks that the object was not being the one tracked already. -Flood fill in level editor now only fill the area inside the camera limits, to avoid using all the level tiles. -In Tile Properpies screen you can now use keys 1 and 2 to change the current selected tile. -In Spritesheets screen you can use keys F1 and F2 to change the current sprite sheet. -When a trigger is never executed because uses condition Never, it is now displayed in red. -Fix for corrupted loading image palette in games with more than one language. -Fix in collision object routine introduced in the last version. -Fix when exporting games that were using fx planes. -Fix when replacing a color using the copper without a gradient when using a static image as background. -Fix for a strange case when an object uses trigger destroy and in the same cycle it instantiates another object. -Fix in camera limits check that could make the screen shake. -All example projects have been updated to the new project format. v0.9.56 -Complete overhaul of how the editor handles tiles. Now they have to be processed (like sprites) before being used in the editor and the game. -In Level editor screen, you can still use Space to select a tile but the quick tile selection scrolls with Alt + Left/Right keys. -New action trigger Change Tile Area with Tag to change all tiles inside the object with a certain Tile Tag. -Stamp frame in an FX layer is now possible. -Stamp frame now has a second parameter to decide to use frame offset or not. -Added the possibility to copy paste anims. -Tile Tags can now be seen in the edit level screen. -Color Cycle can now be used forward or backwards. -Render optimization when using FX layer. -Condition triggers optimization. -Object collisions optimization. -Render objects optimization. -HUD processing optimization. -Refactoring of some editor code to make it smaller and faster. -Fix when objects were created from a tile appearing in the scroll. -Fix for A500 player. -Fix for some tilesets not being read in the player when obfuscated. -Fix for button misbehavior in the trigger screen. v0.9.55 -Added Stamp color trigger that allows to draw on the screen a box with the size of the object. -GO Stamp trigger now has a second parameter to decide if it should use the frame offset of not. -When using mouse some Input Fire triggers button change to Mouse buttons, just a change in text. -Fix for tile properties not allowing to change the tile tag. -Fix for flood fill tile, and maybe some other map issues. v0.9.54 -Optimizations in memory usage to avoid fragmentation, loading images now are never erased from memory. -Usage of bitmap memory has been optimized, as it was giving problems when using many cover images. -Added Change Mod Pos trigger to change the current playing postion. -Added Last Tile Col Tag condition trigger to be able to detect a tag tile besides just the tile. -Map loop development had some challenges almost impossible to overcome, it has been removed. -Trigger Var to Spd X now has a second parameter to take side of the object into account or not. -Exes for A500 were with debug activated, this has been fixed and the file is much smaller now. -When editor is not finding files now it tries to find the correct filename. -Changes in memory handling for song modules. -Project shotemup has been updated. -Fix in tiles spawning objects. -Fix when using tiles of 24x24px, it broke in an earlier version. -Fixes in exporter. -Fixed logo size. -Improved stability when using wrong screen colors setup. -HUD was not cleaned after starting a new project, not it is. -Code that was not being used anymore has been deleted. v0.9.53 -Added Spawn tiles functionality in Tile Properties screen. Now when tiles appear in a level they can automatically spawn non static objects. Check the Amigaguide file for more info. -Added support for games in Dutch language. -Added condition trigger Last Tile Collided to check if the object collided with a tile in the last frame. -Added a new action trigger Change Col Tile to change the last tile the object collided with. -Added a new action trigger Mouse Follow me that makes the object position be controlled by the Mouse. -Added an action trigger Stamp Frame to stamp a frame in the screen using the object position. -Now scrolling is allowed to go twice as fast (half a tile each frame). -Updated shotemup, ex_mapenemies and blockbreaker projects with the new map and trigger possibilities. (check Youtube) -In Object screen, press space to display only the objects that are present in the current level. -Loading screens can now be bigger, the code will center them automatically. -Different fixes in the profiler screen. -Reduced the logo size in the distribution executable to save some memory. -Small optimizations in object drawing. -Optimizations when using a big amount of variables. -Fixed an issue in object initialization that could lead to crashes. -Fix (I hope) for the editor not starting right in RTG configurations. -Fix in audio 3D export not working in distribution. -Fix for palette being the wrong one in some cases when getting back to the main menu. v0.9.52 -Now you can Load your projects from the CLI, for example: RedPillEditor projects/astro/astro18.pill -You can also Build your projects from the CLI, for example: RedPillEditor projects/astro/astro18.pill A1200 NOPACK WHDLOAD -The parameters are GENERIC/A500/A1200, PACK/NOPACK, WHDLOAD. The order must be this one, PACK and WHDLOAD parameters are optional. -Big optimization on Collides Obj and Collides Type triggers, speed gain could be up to 40% depending on the project. -Improvements on profiler screen, now it shows % of time used by each project area. -Optimizations in internal object handling. -Now comments can be added for Objects and for triggers, to make it easier to remember what each one does in your game. -When exporting triggers to text file, these comments are being added to the text file too. -Astro project contains examples of these comments. -Fix for collision boxes not being displayed in the right position after the previous update. -Fix on profiler screen total time. -Fix for cover images and images using HAM. -Fix for objects of type Shot, which may have failed in concrete cases. v0.9.51 -Multiple optimizations, overall the games should be at least 15% faster. -Collision and scrolling code has been optimized. -Code for processing objects in sleep status has been optimized. -Values and bar in the HUD now can be interpolated for smoother transitions instead of the new value immediatly being displayed. -HUD Bars will change color when there is a change in the value. -Improvement when using Show Text/Dialog to have a smoother change of screens. -Now the latest edited level is saved, when loading a project it will load this last editted level. -In the editor, now better colors from the palette will be picked for the UI, improving readibility. -In profiler screen besides the maximum number of objects processed now you can see the maximum number of awaken objects processed. -Added the project ObjPerfTest to check performance of collisions and physics. -Sub-pixel scrolling was not activated by default in new projects, not it is. -Fix when custom font is used in the HUD. -Fix for dialogs when vertical scroll was used. -Fix for games using Tile border in the tilesets. -Fix for glitches appearing when screen changes. v0.9.50 -Added the posibility to use HAM images as cover images, check level properties to find this option. -Added map looping support, for now only for tiles and for horizontal looping. -Added the possibility to use a copper gradient in the game HUD. -Added action trigger Mul var by var to allow the multiplication of two variables. -Added action trigger Instantiate Custom Vars, to set the custom vars of the newly created object. An instantiate trigger needs to be used prior to this one. -Added in Spritesheet screen the possibility to manually change the current spritesheet width. -Better handling of animated tiles, specially when deleting tiles from the tileset. -Small improvements in the trigger edit screen. -Fix for a more thank likely crash when using Print Text and Print Var outside the visible screen. -Fix for an slowdown I introduced when using Time to live trigger. -Fix in animated tiles being displayed in an incorrect position in large maps. -Fix for parallax when using multiple layers. -Fix in game setup screen when browsing texts. -Fix in the editor when a hud image is removed. v0.9.49 -Action trigger Color Cycle to cycle colors in the paletter. -Added example for color cycle, ex_colorcycling. -Action trigger Set Text Image to set the image to be used in the dialog. -Added help for particle editor. -Maximum number of song modules increased from 16 to 24. -Optimization for lateral scrolling games. -Particles are now cleaned when switching levels in runtime. -Now compiled with AmiBlitz 3.10.0. -Fix when exporting images in multilaguage games. -Fix for show tile collisions in level editor. -Fix for pick frame when spritesheet is not the first one. -Fixes in frame editor, pick frame and copy and paste frame. -Fixes in dialog engine. -Fixes in the thumbnail system. -Fix for selecting game objects above 78. -Updated documentation. v0.9.48 -Includes trigger help in PDF, thanks to Andres De Pedro. -First version of the thumbnail system, for screen to screen games, in Level Properties screen. -Action trigger Play Anim now supports playing an animation backwards. -Added new action trigger Resolve Col(lisions) for realistic circle collision behaviour. -Added example ex_action_resolve to show how to use the new trigger -Added actiton Set Text Image to set an image to be used in the dialogs, the face of a character or an item, for example. -Updated ex_UI_bars project to show Set Text Image trigger usage. -Changes in scroll to allow bigger sprites. -Image to tiles improvements. -Changes in file requesters to improve RTG compatibility. -More safe code when parent of an object is being deleted in the editor. -Fix for action trigger impact. -Fix for pick frame in spritesheets bigger than zero. -Fix for show tile collisions not being updated during runtime. -Now particles are cleaned when moving to another level. -UI improvements -Code refactor -Amigaguide helper corrections, thanks to Joaquin Ferrero. v0.9.47 -Improved support for custom fonts in dialogs. -In dialogs, the arrow is now animated. -Frame offset can be set from Frame Editor too. -Variables can now be of type long and can be used for big natural numbers. -AbsoluteZero project updated. -Happy Bat project updated. -UIBars project update. -Improvement of palette handing for tilesets. -Improvements for cover images after edit image. -Rework of triggers to leave them ready for future improvements. -Vertical scroll final fixes (I hope). -Fix of font changing after playing a game and coming back to the editor. -Fix when using objects of type shot. -Fixes for images when using obfuscation. -Fix when profile is off. -Fixes in editor when going back to menu. -Fix for mouse input when using object 0. -Added more checks for triggers in editor to avoid unwanted crashes. v0.9.46 -All projects updated, as this update generates some extra files when loading the project. Process should be transparent and clean but please backup your projects before upgrading. -Scroll routines have been optimized. -Particle editor now takes into account the game framerate. -Added more safety when loading images, as some IFF coming from PC tools did not work. -In action trigger print var, now the second parameter specifies if you want right or left align for the printed number. -Fix for objects with negative y coordinate causing crashes, introduced after the optimizations. v0.9.45 -Optimization in object and trigger handling, performance gain should be around 10% overall. -New: Parameter allows particles to take into account the side of the emitter. -Change: Hiscores now allows lowercase letters and cyles from Z to A. -Change: Cover mode now puts fetchmode to 0 in cover level. -Collides Object trigger has been optimzed. -Change Tile trigger has been optimized. -Countdown and Repeat Every triggers have been optimized. -Optimization in particles. -Fix: In 3D audio not working properly. -Fix: When selecting Loading Image as loading transition. -Change: Now Loading.iff is copied automatically when doing the build, it should be put in the root of the project folder. -Change: Absolute Zero example game now uses a loading image instead of a loading bar. -UI improvements. v0.9.44 -Wav files can now easily imported, just load them and they will be converted using Wav28svx. -When slicing sprites, more options are given to adapt the images to the current palette. -In Game setup screen, Camera follow now hows the object name it is following. -In Level Propertines now we can specify if a background image is a Cover. In this case the game will show the image with its number of colors and palette, independently of the game number of colors setup. -Small change in audio handling. -Print Text and Print Var triggers have been renamed to Stamp Text and Stamp Text. -Added Print Text and Print var triggers that print text using a font sheet. This type of text is attached to the object and can be moved around. -Fixes in profiler. -Higher fetch modes can now be selected even if the game is ECS. If the machine where the game is running is AGA they will be used. -Added Color Pulse trigger to allow a color 'pulse' from black to the color it has in the palette. -In spritesheet screen if the filename is not found now text is displayed in red. -Fix when creating objects, could bring issues when using many of them. -More checks when handling objects to avoid weird issues. -Excel font added, now it is the editor font. -Fix for particles when using games with scroll. -Small optimization in object processing. -Ex_particles has been updated following the released game Cosmic Blaster. 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. 


Contents of dev/misc/REDPILLGameCreator.lha
 PERMSSN UID GID PACKED SIZE RATIO METHOD CRC STAMP NAME ---------- ----------- ------- ------- ------ ---------- ------------ ------------- [Amiga] 2372 2926 81.1% -lh5- db31 Mar 4 19:40 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 Mar 10 23:09 REDPILL/htmlhelp/main/actiontriggers.htm [Amiga] 1269 4638 27.4% -lh5- 7391 Mar 10 23:09 REDPILL/htmlhelp/main/conditiontriggers.htm [Amiga] 1280 2793 45.8% -lh5- 7001 Mar 10 23:09 REDPILL/htmlhelp/main/distribution.htm [Amiga] 872 1835 47.5% -lh5- f8bd Mar 10 23:09 REDPILL/htmlhelp/main/loca.htm [Amiga] 844 2971 28.4% -lh5- ec14 Mar 10 23:09 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- d418 Mar 10 23:09 REDPILL/htmlhelp/main/overview.htm [Amiga] 717 1465 48.9% -lh5- 2120 Mar 10 23:09 REDPILL/htmlhelp/main/play.htm [Amiga] 1137 2532 44.9% -lh5- a4c9 Mar 10 23:09 REDPILL/htmlhelp/main/screen_animation.htm [Amiga] 593 1204 49.3% -lh5- 8b4f Mar 10 23:09 REDPILL/htmlhelp/main/screen_audio.htm [Amiga] 1442 2947 48.9% -lh5- 64e2 Mar 10 23:09 REDPILL/htmlhelp/main/screen_game.htm [Amiga] 871 1731 50.3% -lh5- f06a Mar 10 23:09 REDPILL/htmlhelp/main/screen_globals.htm [Amiga] 794 1574 50.4% -lh5- d029 Mar 10 23:09 REDPILL/htmlhelp/main/screen_hud.htm [Amiga] 710 1385 51.3% -lh5- 768e Mar 10 23:09 REDPILL/htmlhelp/main/screen_input.htm [Amiga] 2133 5087 41.9% -lh5- c67f Mar 10 23:09 REDPILL/htmlhelp/main/screen_levelobjects.htm [Amiga] 855 1686 50.7% -lh5- 5d4f Mar 10 23:09 REDPILL/htmlhelp/main/screen_levelprops.htm [Amiga] 1432 3156 45.4% -lh5- 8db7 Mar 10 23:09 REDPILL/htmlhelp/main/screen_objects.htm [Amiga] 627 1262 49.7% -lh5- 0c56 Mar 10 23:09 REDPILL/htmlhelp/main/screen_profiler.htm [Amiga] 1140 2278 50.0% -lh5- c9f3 Mar 10 23:09 REDPILL/htmlhelp/main/screen_screen.htm [Amiga] 696 1370 50.8% -lh5- 883f Mar 10 23:09 REDPILL/htmlhelp/main/screen_settings.htm [Amiga] 1254 2909 43.1% -lh5- c4c3 Mar 10 23:09 REDPILL/htmlhelp/main/screen_spritesheet.htm [Amiga] 1064 2194 48.5% -lh5- 378a Mar 10 23:09 REDPILL/htmlhelp/main/screen_tiles.htm [Amiga] 1080 2249 48.0% -lh5- 5a17 Mar 10 23:09 REDPILL/htmlhelp/main/spawn_objects.htm [Amiga] 680 1381 49.2% -lh5- 9b84 Mar 10 23:09 REDPILL/htmlhelp/main/start.htm [Amiga] 1704 1906 89.4% -lh5- f93f Oct 28 2023 REDPILL/htmlhelp/triggers.info [Amiga] 2810 9843 28.5% -lh5- a5b8 Mar 10 23:09 REDPILL/htmlhelp/triggers/actions.htm [Amiga] 576 1132 50.9% -lh5- 5abe Mar 10 23:09 REDPILL/htmlhelp/triggers/activate_timer.htm [Amiga] 584 1171 49.9% -lh5- c00e Mar 10 23:09 REDPILL/htmlhelp/triggers/add_answer.htm [Amiga] 658 1338 49.2% -lh5- a775 Mar 10 23:09 REDPILL/htmlhelp/triggers/align_to_grid.htm [Amiga] 535 1042 51.3% -lh5- 87ab Mar 10 23:09 REDPILL/htmlhelp/triggers/always.htm [Amiga] 536 1058 50.7% -lh5- 602c Mar 10 23:09 REDPILL/htmlhelp/triggers/angle_from_8dir.htm [Amiga] 538 1108 48.6% -lh5- 6c3c Mar 10 23:09 REDPILL/htmlhelp/triggers/angle_is.htm [Amiga] 577 1151 50.1% -lh5- c776 Mar 10 23:09 REDPILL/htmlhelp/triggers/angle_to_target.htm [Amiga] 561 1152 48.7% -lh5- 3c50 Mar 10 23:09 REDPILL/htmlhelp/triggers/anim_comp.htm [Amiga] 555 1141 48.6% -lh5- 3b3b Mar 10 23:09 REDPILL/htmlhelp/triggers/anim_finishes.htm [Amiga] 519 1047 49.6% -lh5- 359c Mar 10 23:09 REDPILL/htmlhelp/triggers/anim_frame_is.htm [Amiga] 527 1095 48.1% -lh5- 84e0 Mar 10 23:09 REDPILL/htmlhelp/triggers/anim_is.htm [Amiga] 527 1066 49.4% -lh5- 1d89 Mar 10 23:09 REDPILL/htmlhelp/triggers/anim_is_not.htm [Amiga] 549 1105 49.7% -lh5- fff0 Mar 10 23:09 REDPILL/htmlhelp/triggers/answer.htm [Amiga] 564 1129 50.0% -lh5- 2244 Mar 10 23:09 REDPILL/htmlhelp/triggers/ask_question.htm [Amiga] 548 1105 49.6% -lh5- e0d1 Mar 10 23:09 REDPILL/htmlhelp/triggers/attach_offset.htm [Amiga] 613 1230 49.8% -lh5- e6cc Mar 10 23:09 REDPILL/htmlhelp/triggers/attach_to.htm [Amiga] 534 1074 49.7% -lh5- 3b4c Mar 10 23:09 REDPILL/htmlhelp/triggers/attach_to_collision.htm [Amiga] 541 1094 49.5% -lh5- 16ac Mar 10 23:09 REDPILL/htmlhelp/triggers/camera_follow.htm [Amiga] 542 1088 49.8% -lh5- 1dad Mar 10 23:09 REDPILL/htmlhelp/triggers/camera_inc.htm [Amiga] 534 1077 49.6% -lh5- ecab Mar 10 23:09 REDPILL/htmlhelp/triggers/camera_pos.htm [Amiga] 548 1107 49.5% -lh5- a439 Mar 10 23:09 REDPILL/htmlhelp/triggers/cam_follow_me.htm [Amiga] 541 1081 50.0% -lh5- 5af8 Mar 10 23:09 REDPILL/htmlhelp/triggers/cam_pos_x.htm [Amiga] 544 1091 49.9% -lh5- 2164 Mar 10 23:09 REDPILL/htmlhelp/triggers/cam_pos_y.htm [Amiga] 576 1153 50.0% -lh5- 6d33 Mar 10 23:09 REDPILL/htmlhelp/triggers/can_anim_start.htm [Amiga] 558 1122 49.7% -lh5- 85ac Mar 10 23:09 REDPILL/htmlhelp/triggers/cd32_blue.htm [Amiga] 556 1133 49.1% -lh5- f456 Mar 10 23:09 REDPILL/htmlhelp/triggers/cd32_forward.htm [Amiga] 556 1129 49.2% -lh5- 6e41 Mar 10 23:09 REDPILL/htmlhelp/triggers/cd32_green.htm [Amiga] 559 1126 49.6% -lh5- b585 Mar 10 23:09 REDPILL/htmlhelp/triggers/cd32_play.htm [Amiga] 553 1117 49.5% -lh5- 5abb Mar 10 23:09 REDPILL/htmlhelp/triggers/cd32_red.htm [Amiga] 557 1131 49.2% -lh5- 033e Mar 10 23:09 REDPILL/htmlhelp/triggers/cd32_reverse.htm [Amiga] 553 1122 49.3% -lh5- b931 Mar 10 23:09 REDPILL/htmlhelp/triggers/cd32_yellow.htm [Amiga] 534 1072 49.8% -lh5- 10dd Mar 10 23:09 REDPILL/htmlhelp/triggers/cd_playing.htm [Amiga] 570 1125 50.7% -lh5- 0973 Mar 10 23:09 REDPILL/htmlhelp/triggers/change_icon.htm [Amiga] 594 1199 49.5% -lh5- 67a4 Mar 10 23:09 REDPILL/htmlhelp/triggers/change_last_col_tile.htm [Amiga] 527 1066 49.4% -lh5- 538e Mar 10 23:09 REDPILL/htmlhelp/triggers/change_mod_pos.htm [Amiga] 549 1113 49.3% -lh5- b182 Mar 10 23:09 REDPILL/htmlhelp/triggers/change_offset.htm [Amiga] 548 1107 49.5% -lh5- e141 Mar 10 23:09 REDPILL/htmlhelp/triggers/change_size.htm [Amiga] 551 1111 49.6% -lh5- ebe3 Mar 10 23:09 REDPILL/htmlhelp/triggers/change_tag_tile.htm [Amiga] 560 1125 49.8% -lh5- ec87 Mar 10 23:09 REDPILL/htmlhelp/triggers/change_tile.htm [Amiga] 535 1074 49.8% -lh5- ee0c Mar 10 23:09 REDPILL/htmlhelp/triggers/change_tiles.htm [Amiga] 525 1065 49.3% -lh5- 6aa6 Mar 10 23:09 REDPILL/htmlhelp/triggers/change_tiles_properties.htm [Amiga] 519 1062 48.9% -lh5- 0996 Mar 10 23:09 REDPILL/htmlhelp/triggers/change_tile_properties.htm [Amiga] 511 1033 49.5% -lh5- 9c57 Mar 10 23:09 REDPILL/htmlhelp/triggers/change_type.htm [Amiga] 570 1134 50.3% -lh5- c41e Mar 10 23:09 REDPILL/htmlhelp/triggers/check_exits.htm [Amiga] 560 1168 47.9% -lh5- 9b6c Mar 10 23:09 REDPILL/htmlhelp/triggers/collides_h_wall.htm [Amiga] 533 1079 49.4% -lh5- 4a8c Mar 10 23:09 REDPILL/htmlhelp/triggers/collides_in_x.htm [Amiga] 536 1083 49.5% -lh5- 92ff Mar 10 23:09 REDPILL/htmlhelp/triggers/collides_in_y.htm [Amiga] 620 1262 49.1% -lh5- 11d6 Mar 10 23:09 REDPILL/htmlhelp/triggers/collides_obj.htm [Amiga] 545 1095 49.8% -lh5- dea8 Mar 10 23:09 REDPILL/htmlhelp/triggers/collides_player.htm [Amiga] 527 1054 50.0% -lh5- 21c4 Mar 10 23:09 REDPILL/htmlhelp/triggers/collides_target.htm [Amiga] 569 1149 49.5% -lh5- 6ddf Mar 10 23:09 REDPILL/htmlhelp/triggers/collides_type.htm [Amiga] 550 1132 48.6% -lh5- 4a06 Mar 10 23:09 REDPILL/htmlhelp/triggers/collides_wall.htm [Amiga] 575 1170 49.1% -lh5- 970e Mar 10 23:09 REDPILL/htmlhelp/triggers/color_cycle.htm [Amiga] 604 1217 49.6% -lh5- 19c7 Mar 10 23:09 REDPILL/htmlhelp/triggers/color_pulse.htm [Amiga] 579 1195 48.5% -lh5- c9d3 Mar 10 23:09 REDPILL/htmlhelp/triggers/col_obj_count.htm [Amiga] 583 1203 48.5% -lh5- 606c Mar 10 23:09 REDPILL/htmlhelp/triggers/col_type_count.htm [Amiga] 1642 5351 30.7% -lh5- d712 Mar 10 23:09 REDPILL/htmlhelp/triggers/conditions.htm [Amiga] 526 1054 49.9% -lh5- 7351 Mar 10 23:09 REDPILL/htmlhelp/triggers/contains_tile.htm [Amiga] 645 1288 50.1% -lh5- 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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 Sep 13 10:42 REDPILL/projects/BadNinjas1.1a/redpill_320_splash.iff [Amiga] 540 955 56.5% -lh5- 7f59 Sep 13 10:42 REDPILL/projects/BadNinjas1.1a/redpill_320_splash.iff.info [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 game)Rod.mod [Amiga] 4718 11228 42.0% -lh5- 9aad Mar 29 2022 REDPILL/projects/BadNinjas1.1a/RPLogo.iff [Amiga] 627 2990 21.0% -lh5- f6af Mar 29 2022 REDPILL/projects/BadNinjas1.1a/SeeCheat.iff [Amiga] 4239 9408 45.1% -lh5- 0c33 Mar 29 2022 REDPILL/projects/BadNinjas1.1a/SelectLevel.iff [Amiga] 4354 10686 40.7% -lh5- 22e6 Mar 29 2022 REDPILL/projects/BadNinjas1.1a/SoundTest.iff [Amiga] 10 256 3.9% -lh5- 934d Jul 28 2022 REDPILL/projects/BadNinjas1.1a/texts.rpt [Amiga] 15445 26106 59.2% -lh5- 131f Mar 29 2022 REDPILL/projects/BadNinjas1.1a/Thaks4Play.iff [Amiga] 15849 25066 63.2% -lh5- ebda Jan 16 2025 REDPILL/projects/BadNinjas1.1a/tileset0.rpts [Amiga] 2541 72919 3.5% -lh5- dee4 Sep 11 2025 REDPILL/projects/basic_platformer/game010.bak [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:04 REDPILL/projects/basic_platformer/game010.comments [Amiga] 91 776 11.7% -lh5- 118c Sep 11 2025 REDPILL/projects/basic_platformer/game010.pal [Amiga] 2541 72919 3.5% -lh5- 30c1 Sep 11 2025 REDPILL/projects/basic_platformer/game010.pill [Amiga] 1997 3712 53.8% -lh5- f88e Sep 11 2025 REDPILL/projects/basic_platformer/game010.shapes [Amiga] 2086 5226 39.9% -lh5- 0562 Oct 24 15:04 REDPILL/projects/basic_platformer/level-0.iff [Amiga] 668 7765 8.6% -lh5- ba37 Oct 24 15:04 REDPILL/projects/basic_platformer/level-0.rl2 [Amiga] 1756 5516 31.8% -lh5- 96bd Sep 11 2025 REDPILL/projects/basic_platformer/level-1.iff [Amiga] 347 4999 6.9% -lh5- 5537 Sep 11 2025 REDPILL/projects/basic_platformer/level-1.rl2 [Amiga] 361 1488 24.3% -lh5- 7e91 Sep 11 2025 REDPILL/projects/basic_platformer/level-2.iff [Amiga] 144 2103 6.8% -lh5- 98ec Sep 11 2025 REDPILL/projects/basic_platformer/level-2.rl2 [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] 3548 6288 56.4% -lh5- 65cd Jan 16 2025 REDPILL/projects/basic_platformer/tileset0.rpts [Amiga] 1740 28592 6.1% -lh5- 6ca2 Oct 24 15:08 REDPILL/projects/basic_shooter/game011.bak [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:08 REDPILL/projects/basic_shooter/game011.comments [Amiga] 52 776 6.7% -lh5- d8cc Oct 24 15:08 REDPILL/projects/basic_shooter/game011.pal [Amiga] 1754 28672 6.1% -lh5- f03a Oct 24 15:08 REDPILL/projects/basic_shooter/game011.pill [Amiga] 500 1656 30.2% -lh5- 1df2 Oct 24 15:08 REDPILL/projects/basic_shooter/game011.shapes [Amiga] 105 2744 3.8% -lh5- 251d Oct 24 15:08 REDPILL/projects/basic_shooter/level-0.iff [Amiga] 75 893 8.4% -lh5- 447f Oct 24 15:08 REDPILL/projects/basic_shooter/level-0.rl2 [Amiga] 76 15005 0.5% -lh5- af6a Sep 11 2025 REDPILL/projects/basic_shooter/level-1.rl2 [Amiga] 71 15005 0.5% -lh5- 32be Sep 11 2025 REDPILL/projects/basic_shooter/level-2.rl2 [Amiga] 73 15005 0.5% -lh5- 3a71 Sep 11 2025 REDPILL/projects/basic_shooter/level-3.rl2 [Amiga] 72 15005 0.5% -lh5- 04a4 Sep 11 2025 REDPILL/projects/basic_shooter/level-4.rl2 [Amiga] 73 15005 0.5% -lh5- f73f Sep 11 2025 REDPILL/projects/basic_shooter/level-5.rl2 [Amiga] 74 15005 0.5% -lh5- c9ea Sep 11 2025 REDPILL/projects/basic_shooter/level-6.rl2 [Amiga] 74 15005 0.5% -lh5- 5645 Sep 11 2025 REDPILL/projects/basic_shooter/level-7.rl2 [Amiga] 74 15005 0.5% -lh5- 6890 Sep 11 2025 REDPILL/projects/basic_shooter/level-8.rl2 [Amiga] 74 15005 0.5% -lh5- bac0 Sep 11 2025 REDPILL/projects/basic_shooter/level-9.rl2 [Amiga] 723 1072 67.4% -lh5- c929 Sep 11 2025 REDPILL/projects/basic_shooter/shootsound.iff [Amiga] 686 1024 67.0% -lh5- 08e2 Sep 11 2025 REDPILL/projects/basic_shooter/shootsound.raw [Amiga] 570 2310 24.7% -lh5- c738 Sep 13 10:42 REDPILL/projects/basic_shooter/sprites.iff [Amiga] 541 955 56.6% -lh5- b572 Sep 13 10:42 REDPILL/projects/basic_shooter/sprites.iff.info [Amiga] 37 300 12.3% -lh5- f7b9 May 8 2022 REDPILL/projects/basic_shooter/texts.rpt [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:09 REDPILL/projects/BitmapFont/BitmapFont004.comments [Amiga] 71 776 9.1% -lh5- 5296 Sep 11 2025 REDPILL/projects/BitmapFont/BitmapFont004.pal [Amiga] 1157 15026 7.7% -lh5- 88d4 Sep 11 2025 REDPILL/projects/BitmapFont/BitmapFont004.pill [Amiga] 4176 8936 46.7% -lh5- 6578 Sep 11 2025 REDPILL/projects/BitmapFont/BitmapFont004.shapes [Amiga] 127 3384 3.8% -lh5- ad48 Oct 24 15:09 REDPILL/projects/BitmapFont/level-0.iff [Amiga] 56 893 6.3% -lh5- fdf5 Oct 24 15:09 REDPILL/projects/BitmapFont/level-0.rl2 [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] 1469 22398 6.6% -lh5- 0179 Sep 11 2025 REDPILL/projects/BlockBreaker/BlockBreaker007.bak [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:10 REDPILL/projects/BlockBreaker/BlockBreaker007.comments [Amiga] 78 776 10.1% -lh5- cee8 Sep 11 2025 REDPILL/projects/BlockBreaker/BlockBreaker007.pal [Amiga] 1469 22398 6.6% -lh5- 0179 Sep 11 2025 REDPILL/projects/BlockBreaker/BlockBreaker007.pill [Amiga] 122 416 29.3% -lh5- b321 Sep 11 2025 REDPILL/projects/BlockBreaker/BlockBreaker007.shapes [Amiga] 254 2616 9.7% -lh5- 9fad Oct 24 15:10 REDPILL/projects/BlockBreaker/level-0.iff [Amiga] 144 5341 2.7% -lh5- db12 Oct 24 15:10 REDPILL/projects/BlockBreaker/level-0.rl2 [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] 201 1636 12.3% -lh5- fad1 Jan 16 2025 REDPILL/projects/BlockBreaker/tileset0.rpts [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] 1336 22274 6.0% -lh5- a61c Sep 11 2025 REDPILL/projects/BobPerfTest/BobPerfTest003.bak [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:28 REDPILL/projects/BobPerfTest/BobPerfTest003.comments [Amiga] 97 776 12.5% -lh5- 22d0 Sep 11 2025 REDPILL/projects/BobPerfTest/BobPerfTest003.pal [Amiga] 1336 22274 6.0% -lh5- a61c Sep 11 2025 REDPILL/projects/BobPerfTest/BobPerfTest003.pill [Amiga] 327 480 68.1% -lh5- 9fb5 Sep 11 2025 REDPILL/projects/BobPerfTest/BobPerfTest003.shapes [Amiga] 361 2756 13.1% -lh5- 28dd Aug 3 2024 REDPILL/projects/BobPerfTest/img/sprites_004.iff [Amiga] 149 3384 4.4% -lh5- 183d Oct 24 15:28 REDPILL/projects/BobPerfTest/level-0.iff [Amiga] 106 912 11.6% -lh5- f74c Oct 24 15:28 REDPILL/projects/BobPerfTest/level-0.rl2 [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] 21 21120 0.1% -lh5- 0000 Oct 24 15:28 REDPILL/projects/disco/disco004.comments [Amiga] 78 776 10.1% -lh5- 09d2 Sep 11 2025 REDPILL/projects/disco/disco004.pal [Amiga] 1717 39222 4.4% -lh5- 28e3 Sep 11 2025 REDPILL/projects/disco/disco004.pill [Amiga] 3281 27098 12.1% -lh5- 43c7 Sep 11 2025 REDPILL/projects/disco/disco004.shapes [Amiga] 228 7968 2.9% -lh5- 4572 Oct 24 15:28 REDPILL/projects/disco/level-0.iff [Amiga] 146 2089 7.0% -lh5- c98f Oct 24 15:28 REDPILL/projects/disco/level-0.rl2 [Amiga] 10 256 3.9% -lh5- 934d Mar 4 2023 REDPILL/projects/disco/texts.rpt [Amiga] 385 2026 19.0% -lh5- ede7 Jan 16 2025 REDPILL/projects/disco/tileset0.rpts [Amiga] 21 21120 0.1% -lh5- 0000 Dec 22 20:25 REDPILL/projects/ex_10players/ex_10players.comments [Amiga] 121 776 15.6% -lh5- 3997 Dec 22 20:25 REDPILL/projects/ex_10players/ex_10players.pal [Amiga] 2301 63020 3.7% -lh5- f630 Dec 22 20:25 REDPILL/projects/ex_10players/ex_10players.pill [Amiga] 4075 9726 41.9% -lh5- 97b2 Dec 22 20:25 REDPILL/projects/ex_10players/ex_10players.shapes [Amiga] 529 2436 21.7% -lh5- df72 Dec 22 20:25 REDPILL/projects/ex_10players/level-0.iff [Amiga] 224 3472 6.5% -lh5- a21d Dec 22 20:25 REDPILL/projects/ex_10players/level-0.rl2 [Amiga] 4653 12576 37.0% -lh5- c175 Dec 15 20:16 REDPILL/projects/ex_10players/res/sprites_004.iff [Amiga] 541 956 56.6% -lh5- 8346 Dec 15 20:16 REDPILL/projects/ex_10players/res/sprites_004.iff.info [Amiga] 287 2630 10.9% -lh5- d769 Dec 8 20:19 REDPILL/projects/ex_10players/res/sprites_items.iff [Amiga] 544 956 56.9% -lh5- 42a8 Dec 8 20:19 REDPILL/projects/ex_10players/res/sprites_items.iff.info [Amiga] 443 1070 41.4% -lh5- 2532 Sep 23 2022 REDPILL/projects/ex_10players/res/tiles_005.iff [Amiga] 398 1750 22.7% -lh5- ae50 Dec 8 18:14 REDPILL/projects/ex_10players/tileset0.rpts [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:29 REDPILL/projects/ex_action_resolve/ex_action_resolve002.comments [Amiga] 132 776 17.0% -lh5- 9970 Sep 11 2025 REDPILL/projects/ex_action_resolve/ex_action_resolve002.pal [Amiga] 1314 25656 5.1% -lh5- 0ee9 Sep 11 2025 REDPILL/projects/ex_action_resolve/ex_action_resolve002.pill [Amiga] 231 566 40.8% -lh5- c6ef Sep 11 2025 REDPILL/projects/ex_action_resolve/ex_action_resolve002.shapes [Amiga] 497 2646 18.8% -lh5- eb86 Oct 24 15:29 REDPILL/projects/ex_action_resolve/level-0.iff [Amiga] 374 2465 15.2% -lh5- e25c Oct 24 15:29 REDPILL/projects/ex_action_resolve/level-0.rl2 [Amiga] 483 3444 14.0% -lh5- 357c Mar 1 2025 REDPILL/projects/ex_action_resolve/sprites.iff [Amiga] 543 956 56.8% -lh5- 796c Mar 1 2025 REDPILL/projects/ex_action_resolve/sprites.iff.info [Amiga] 3820 10284 37.1% -lh5- 29b4 Mar 1 2025 REDPILL/projects/ex_action_resolve/tileset.iff [Amiga] 543 956 56.8% -lh5- dd2e Mar 1 2025 REDPILL/projects/ex_action_resolve/tileset.iff.info [Amiga] 3804 8478 44.9% -lh5- 14e3 Mar 1 2025 REDPILL/projects/ex_action_resolve/tileset0.rpts [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:30 REDPILL/projects/ex_bouncing/game007.comments [Amiga] 69 776 8.9% -lh5- 3153 Sep 11 2025 REDPILL/projects/ex_bouncing/game007.pal [Amiga] 1244 22254 5.6% -lh5- a730 Sep 11 2025 REDPILL/projects/ex_bouncing/game007.pill [Amiga] 113 468 24.1% -lh5- 87b2 Sep 11 2025 REDPILL/projects/ex_bouncing/game007.shapes [Amiga] 207 480 43.1% -lh5- d343 Jul 20 2022 REDPILL/projects/ex_bouncing/gfx.iff [Amiga] 300 5096 5.9% -lh5- 9b7d Oct 24 15:30 REDPILL/projects/ex_bouncing/level-0.iff [Amiga] 135 2781 4.9% -lh5- 9f22 Oct 24 15:30 REDPILL/projects/ex_bouncing/level-0.rl2 [Amiga] 10 256 3.9% -lh5- 934d Jul 20 2022 REDPILL/projects/ex_bouncing/texts.rpt [Amiga] 214 1262 17.0% -lh5- 7ddb Jan 16 2025 REDPILL/projects/ex_bouncing/tileset0.rpts [Amiga] 1044 14978 7.0% -lh5- 0c0c Sep 11 2025 REDPILL/projects/ex_colorcycling/ex_colorcycling002.bak [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:30 REDPILL/projects/ex_colorcycling/ex_colorcycling002.comments [Amiga] 87 776 11.2% -lh5- 62fa Sep 11 2025 REDPILL/projects/ex_colorcycling/ex_colorcycling002.pal [Amiga] 1044 14978 7.0% -lh5- 0c0c Sep 11 2025 REDPILL/projects/ex_colorcycling/ex_colorcycling002.pill [Amiga] 9 32 28.1% -lh5- 0000 Sep 11 2025 REDPILL/projects/ex_colorcycling/ex_colorcycling002.shapes [Amiga] 25448 34482 73.8% -lh5- f8c1 Oct 24 15:30 REDPILL/projects/ex_colorcycling/level-0.iff [Amiga] 112 950 11.8% -lh5- 2bb0 Oct 24 15:30 REDPILL/projects/ex_colorcycling/level-0.rl2 [Amiga] 25245 32368 78.0% -lh5- bb33 Mar 14 2025 REDPILL/projects/ex_colorcycling/Waterfall.iff [Amiga] 5158 6192 83.3% -lh5- 8f9f Feb 1 2023 REDPILL/projects/ex_fx/death.iff [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:36 REDPILL/projects/ex_fx/ex_fx004.comments [Amiga] 242 776 31.2% -lh5- 5f2f Sep 11 2025 REDPILL/projects/ex_fx/ex_fx004.pal [Amiga] 1832 29157 6.3% -lh5- f5cf Sep 11 2025 REDPILL/projects/ex_fx/ex_fx004.pill [Amiga] 15894 39024 40.7% -lh5- 47ba Sep 11 2025 REDPILL/projects/ex_fx/ex_fx004.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] 1751 6112 28.6% -lh5- 30ae Oct 24 15:36 REDPILL/projects/ex_fx/level-0.iff [Amiga] 444 7548 5.9% -lh5- 4c59 Oct 24 15:36 REDPILL/projects/ex_fx/level-0.rl2 [Amiga] 1983 5598 35.4% -lh5- 2263 Oct 24 15:31 REDPILL/projects/ex_fx/level-1.iff [Amiga] 476 6016 7.9% -lh5- 9ea9 Oct 24 15:31 REDPILL/projects/ex_fx/level-1.rl2 [Amiga] 439 1338 32.8% -lh5- 131a Feb 1 2023 REDPILL/projects/ex_fx/level-2.iff [Amiga] 588 15040 3.9% -lh5- 93df Sep 11 2025 REDPILL/projects/ex_fx/level-2.rl2 [Amiga] 266 1124 23.7% -lh5- 1cf4 Dec 16 2022 REDPILL/projects/ex_fx/level-3.iff [Amiga] 106 15005 0.7% -lh5- eecd Sep 11 2025 REDPILL/projects/ex_fx/level-3.rl2 [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] 19933 32640 61.1% -lh5- c0f8 Jan 16 2025 REDPILL/projects/ex_fx/tileset0.rpts [Amiga] 440 2874 15.3% -lh5- 7221 Dec 16 2022 REDPILL/projects/ex_fx/untitled184.iff [Amiga] 19572 31626 61.9% -lh5- 8c9c Jan 25 2025 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] 189 706 26.8% -lh5- 39c4 Jan 18 2025 REDPILL/projects/ex_hiscores/assets/hud2.iff [Amiga] 30488 48966 62.3% -lh5- 2e86 Jan 18 2025 REDPILL/projects/ex_hiscores/assets/musiker001.mod [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:35 REDPILL/projects/ex_hiscores/ex_hiscores007.comments [Amiga] 257 776 33.1% -lh5- 9682 Sep 11 2025 REDPILL/projects/ex_hiscores/ex_hiscores007.pal [Amiga] 1580 25760 6.1% -lh5- 905d Sep 11 2025 REDPILL/projects/ex_hiscores/ex_hiscores007.pill [Amiga] 1027 2164 47.5% -lh5- 7ddd Sep 11 2025 REDPILL/projects/ex_hiscores/ex_hiscores007.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] 316 15054 2.1% -lh5- 07b0 Sep 11 2025 REDPILL/projects/ex_hiscores/level-0.rl2 [Amiga] 19844 33692 58.9% -lh5- 425c Oct 24 15:35 REDPILL/projects/ex_hiscores/level-1.iff [Amiga] 129 1053 12.3% -lh5- 90db Oct 24 15:35 REDPILL/projects/ex_hiscores/level-1.rl2 [Amiga] 74 15005 0.5% -lh5- 2822 Sep 11 2025 REDPILL/projects/ex_hiscores/level-2.rl2 [Amiga] 984 2970 33.1% -lh5- 1263 Jan 18 2025 REDPILL/projects/ex_hiscores/psprites.iff [Amiga] 10 256 3.9% -lh5- 934d Jul 20 2022 REDPILL/projects/ex_hiscores/texts.rpt [Amiga] 351 1676 20.9% -lh5- ed9d Jan 18 2025 REDPILL/projects/ex_hiscores/tiles.iff [Amiga] 423 1670 25.3% -lh5- ae3c Jan 18 2025 REDPILL/projects/ex_hiscores/tileset0.rpts [Amiga] 1896 29215 6.5% -lh5- 75f0 Sep 11 2025 REDPILL/projects/ex_mapenemies/ex_mapenemies008.bak [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:36 REDPILL/projects/ex_mapenemies/ex_mapenemies008.comments [Amiga] 114 776 14.7% -lh5- 8ca4 Sep 11 2025 REDPILL/projects/ex_mapenemies/ex_mapenemies008.pal [Amiga] 1896 29215 6.5% -lh5- 75f0 Sep 11 2025 REDPILL/projects/ex_mapenemies/ex_mapenemies008.pill [Amiga] 1144 3312 34.5% -lh5- d5b2 Sep 11 2025 REDPILL/projects/ex_mapenemies/ex_mapenemies008.shapes [Amiga] 772 4900 15.8% -lh5- 17f2 Oct 24 15:36 REDPILL/projects/ex_mapenemies/level-0.iff [Amiga] 148 3117 4.7% -lh5- 31dd Oct 24 15:36 REDPILL/projects/ex_mapenemies/level-0.rl2 [Amiga] 158 15005 1.1% -lh5- a15e Sep 11 2025 REDPILL/projects/ex_mapenemies/level-1.rl2 [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 2024 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 2024 REDPILL/projects/ex_mapenemies/tilesE.iff [Amiga] 4250 9250 45.9% -lh5- dad0 Jan 16 2025 REDPILL/projects/ex_mapenemies/tileset0.rpts [Amiga] 1293 22836 5.7% -lh5- 8078 Sep 12 09:40 REDPILL/projects/ex_multipalette/ex_multipalette007.bak [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:37 REDPILL/projects/ex_multipalette/ex_multipalette007.comments [Amiga] 63 776 8.1% -lh5- a799 Sep 12 09:40 REDPILL/projects/ex_multipalette/ex_multipalette007.pal [Amiga] 1288 22836 5.6% -lh5- 8cee Sep 12 09:40 REDPILL/projects/ex_multipalette/ex_multipalette007.pill [Amiga] 223 560 39.8% -lh5- 844c Sep 12 09:40 REDPILL/projects/ex_multipalette/ex_multipalette007.shapes [Amiga] 138 1632 8.5% -lh5- 4340 Oct 24 15:37 REDPILL/projects/ex_multipalette/level-0.iff [Amiga] 121 3589 3.4% -lh5- d84a Oct 24 15:37 REDPILL/projects/ex_multipalette/level-0.rl2 [Amiga] 134 1536 8.7% -lh5- c56f Sep 12 08:51 REDPILL/projects/ex_multipalette/level-1.iff [Amiga] 133 15005 0.9% -lh5- 4bac Sep 12 09:38 REDPILL/projects/ex_multipalette/level-1.rl2 [Amiga] 162 1764 9.2% -lh5- 56ca Sep 12 09:39 REDPILL/projects/ex_multipalette/level-2.iff [Amiga] 127 3453 3.7% -lh5- 62fb Sep 12 09:39 REDPILL/projects/ex_multipalette/level-2.rl2 [Amiga] 120 4024 3.0% -lh5- 94ca Sep 12 08:59 REDPILL/projects/ex_multipalette/level-3.iff [Amiga] 185 15005 1.2% -lh5- ff45 Sep 12 09:38 REDPILL/projects/ex_multipalette/level-3.rl2 [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] 409 3446 11.9% -lh5- 7490 Jan 16 2025 REDPILL/projects/ex_multipalette/tileset0.rpts [Amiga] 345 3568 9.7% -lh5- 049b Jan 16 2025 REDPILL/projects/ex_multipalette/tileset1.rpts [Amiga] 50227 80202 62.6% -lh5- da49 Dec 22 2024 REDPILL/projects/ex_particles/1995_space.mod [Amiga] 400 16486 2.4% -lh5- 419b Nov 25 2024 REDPILL/projects/ex_particles/bg.iff [Amiga] 581 3560 16.3% -lh5- 7e85 Nov 25 2024 REDPILL/projects/ex_particles/charmap-oldschool_white.iff [Amiga] 38902 50388 77.2% -lh5- 364e Dec 22 2024 REDPILL/projects/ex_particles/cover32.iff [Amiga] 2518 48903 5.1% -lh5- 1fbf Sep 12 09:56 REDPILL/projects/ex_particles/ex_particles003.bak [Amiga] 21 21120 0.1% -lh5- 0000 Dec 1 20:51 REDPILL/projects/ex_particles/ex_particles003.comments [Amiga] 140 776 18.0% -lh5- 063e Sep 12 09:56 REDPILL/projects/ex_particles/ex_particles003.pal [Amiga] 2512 48903 5.1% -lh5- 04fb Sep 12 09:56 REDPILL/projects/ex_particles/ex_particles003.pill [Amiga] 1770 8116 21.8% -lh5- 1f72 Sep 12 09:56 REDPILL/projects/ex_particles/ex_particles003.shapes [Amiga] 69199 112348 61.6% -lh5- 8d7a Nov 25 2024 REDPILL/projects/ex_particles/guru_meditation.mod [Amiga] 516 17442 3.0% -lh5- fe35 Dec 1 20:51 REDPILL/projects/ex_particles/level-0.iff [Amiga] 124 940 13.2% -lh5- 5402 Dec 1 20:51 REDPILL/projects/ex_particles/level-0.rl2 [Amiga] 25728 32910 78.2% -lh5- 97c4 Dec 1 20:51 REDPILL/projects/ex_particles/level-1.iff [Amiga] 128 945 13.5% -lh5- 7178 Dec 1 20:51 REDPILL/projects/ex_particles/level-1.rl2 [Amiga] 586 2924 20.0% -lh5- e26e Dec 27 2024 REDPILL/projects/ex_particles/sprites.iff [Amiga] 1535 29153 5.3% -lh5- 5757 Oct 24 15:40 REDPILL/projects/ex_stacking/ex_stacking.bak [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:40 REDPILL/projects/ex_stacking/ex_stacking.comments [Amiga] 62 776 8.0% -lh5- ca2d Oct 24 15:40 REDPILL/projects/ex_stacking/ex_stacking.pal [Amiga] 1535 29153 5.3% -lh5- 6d35 Oct 24 15:40 REDPILL/projects/ex_stacking/ex_stacking.pill [Amiga] 2337 5824 40.1% -lh5- 007d Oct 24 15:40 REDPILL/projects/ex_stacking/ex_stacking.shapes [Amiga] 316 4572 6.9% -lh5- 829e Oct 24 15:40 REDPILL/projects/ex_stacking/level-0.iff [Amiga] 144 3472 4.1% -lh5- c03f Oct 24 15:40 REDPILL/projects/ex_stacking/level-0.rl2 [Amiga] 261 2046 12.8% -lh5- 9a8a Oct 11 18:14 REDPILL/projects/ex_stacking/res/boxsprite.iff [Amiga] 543 956 56.8% -lh5- e5c0 Oct 11 18:14 REDPILL/projects/ex_stacking/res/boxsprite.iff.info [Amiga] 1160 3148 36.8% -lh5- 04e4 Oct 10 13:26 REDPILL/projects/ex_stacking/res/monkeysprites.iff [Amiga] 544 956 56.9% -lh5- a69c Oct 10 13:26 REDPILL/projects/ex_stacking/res/monkeysprites.iff.info [Amiga] 3056 7558 40.4% -lh5- 260b Oct 10 13:59 REDPILL/projects/ex_stacking/res/monkeytiles.iff [Amiga] 544 956 56.9% -lh5- 5efe Oct 10 13:59 REDPILL/projects/ex_stacking/res/monkeytiles.iff.info [Amiga] 2948 5856 50.3% -lh5- d608 Oct 11 18:07 REDPILL/projects/ex_stacking/tileset0.rpts [Amiga] 581 3560 16.3% -lh5- 7e85 Aug 14 2024 REDPILL/projects/ex_UIBars/charmap-oldschool_white.iff [Amiga] 64008 98536 65.0% -lh5- bcc7 Sep 7 2024 REDPILL/projects/ex_UIBars/epic all.mod [Amiga] 1901 32031 5.9% -lh5- f5a5 Sep 12 10:18 REDPILL/projects/ex_UIBars/ex_UIBars005.bak [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:42 REDPILL/projects/ex_UIBars/ex_UIBars005.comments [Amiga] 139 776 17.9% -lh5- 2bf1 Sep 12 10:18 REDPILL/projects/ex_UIBars/ex_UIBars005.pal [Amiga] 1901 32031 5.9% -lh5- ee41 Sep 12 10:18 REDPILL/projects/ex_UIBars/ex_UIBars005.pill [Amiga] 5746 19918 28.8% -lh5- 033b Sep 12 10:18 REDPILL/projects/ex_UIBars/ex_UIBars005.shapes [Amiga] 13508 35968 37.6% -lh5- 653c Sep 5 2024 REDPILL/projects/ex_UIBars/forest-road.iff [Amiga] 15444 28610 54.0% -lh5- 151c Oct 24 15:42 REDPILL/projects/ex_UIBars/level-0.iff [Amiga] 137 946 14.5% -lh5- 30be Oct 24 15:42 REDPILL/projects/ex_UIBars/level-0.rl2 [Amiga] 939 2708 34.7% -lh5- c3aa Mar 4 2025 REDPILL/projects/ex_UIBars/portraits.iff [Amiga] 542 956 56.7% -lh5- f7be Mar 4 2025 REDPILL/projects/ex_UIBars/portraits.iff.info [Amiga] 4082 8034 50.8% -lh5- 3cbe Sep 7 2024 REDPILL/projects/ex_UIBars/sprites1.iff [Amiga] 301 735 41.0% -lh5- 8852 Jan 20 2025 REDPILL/projects/ex_UIBars/texts.rpt [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] 220 2012 10.9% -lh5- 4312 Oct 24 15:44 REDPILL/projects/galaga/level-0.iff [Amiga] 150 3148 4.8% -lh5- 4716 Oct 24 15:44 REDPILL/projects/galaga/level-0.rl2 [Amiga] 67 15005 0.4% -lh5- 0d64 Sep 12 09:57 REDPILL/projects/galaga/level-1.rl2 [Amiga] 68 15005 0.5% -lh5- 33b1 Sep 12 09:57 REDPILL/projects/galaga/level-2.rl2 [Amiga] 67 15005 0.4% -lh5- 3b7e Sep 12 09:57 REDPILL/projects/galaga/level-3.rl2 [Amiga] 68 15005 0.5% -lh5- 05ab Sep 12 09:57 REDPILL/projects/galaga/level-4.rl2 [Amiga] 69 15005 0.5% -lh5- f630 Sep 12 09:57 REDPILL/projects/galaga/level-5.rl2 [Amiga] 69 15005 0.5% -lh5- c8e5 Sep 12 09:57 REDPILL/projects/galaga/level-6.rl2 [Amiga] 69 15005 0.5% -lh5- 574a Sep 12 09:57 REDPILL/projects/galaga/level-7.rl2 [Amiga] 69 15005 0.5% -lh5- 699f Sep 12 09:57 REDPILL/projects/galaga/level-8.rl2 [Amiga] 69 15005 0.5% -lh5- bbcf Sep 12 09:57 REDPILL/projects/galaga/level-9.rl2 [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:44 REDPILL/projects/galaga/shooter011.comments [Amiga] 56 776 7.2% -lh5- 1578 Sep 12 09:57 REDPILL/projects/galaga/shooter011.pal [Amiga] 1773 32419 5.5% -lh5- 10f3 Sep 12 09:57 REDPILL/projects/galaga/shooter011.pill [Amiga] 2625 6688 39.2% -lh5- 1f30 Sep 12 09:57 REDPILL/projects/galaga/shooter011.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] 819 2322 35.3% -lh5- 089a Jan 16 2025 REDPILL/projects/galaga/tileset0.rpts [Amiga] 21 21120 0.1% -lh5- 0000 Sep 12 09:58 REDPILL/projects/gravity/gravity013-multiplayer.comments [Amiga] 310 776 39.9% -lh5- 593a Sep 12 09:58 REDPILL/projects/gravity/gravity013-multiplayer.pal [Amiga] 1575 32431 4.9% -lh5- 422b Sep 12 09:58 REDPILL/projects/gravity/gravity013-multiplayer.pill [Amiga] 19562 52332 37.4% -lh5- be9c Sep 12 09:58 REDPILL/projects/gravity/gravity013-multiplayer.shapes [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:44 REDPILL/projects/gravity/gravity013.comments [Amiga] 310 776 39.9% -lh5- 593a Sep 12 09:58 REDPILL/projects/gravity/gravity013.pal [Amiga] 1510 29056 5.2% -lh5- b572 Sep 12 09:58 REDPILL/projects/gravity/gravity013.pill [Amiga] 19563 52332 37.4% -lh5- 828d Sep 12 09:58 REDPILL/projects/gravity/gravity013.shapes [Amiga] 2039 5544 36.8% -lh5- dbae Oct 24 15:44 REDPILL/projects/gravity/level-0.iff [Amiga] 228 3148 7.2% -lh5- 93a9 Oct 24 15:44 REDPILL/projects/gravity/level-0.rl2 [Amiga] 69 15005 0.5% -lh5- 9bda Sep 12 09:58 REDPILL/projects/gravity/level-1.rl2 [Amiga] 69 15005 0.5% -lh5- a50f Sep 12 09:58 REDPILL/projects/gravity/level-2.rl2 [Amiga] 70 15005 0.5% -lh5- adc0 Sep 12 09:58 REDPILL/projects/gravity/level-3.rl2 [Amiga] 70 15005 0.5% -lh5- 9315 Sep 12 09:58 REDPILL/projects/gravity/level-4.rl2 [Amiga] 70 15005 0.5% -lh5- 608e Sep 12 09:58 REDPILL/projects/gravity/level-5.rl2 [Amiga] 71 15005 0.5% -lh5- 5e5b Sep 12 09:58 REDPILL/projects/gravity/level-6.rl2 [Amiga] 71 15005 0.5% -lh5- c1f4 Sep 12 09:58 REDPILL/projects/gravity/level-7.rl2 [Amiga] 71 15005 0.5% -lh5- ff21 Sep 12 09:58 REDPILL/projects/gravity/level-8.rl2 [Amiga] 71 15005 0.5% -lh5- 2d71 Sep 12 09:58 REDPILL/projects/gravity/level-9.rl2 [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] 19791 29720 66.6% -lh5- 59ec Jan 16 2025 REDPILL/projects/gravity/tileset0.rpts [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] 2471 50062 4.9% -lh5- 880f Sep 12 10:09 REDPILL/projects/juande3050-racing/juande3050_v10.bak [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:45 REDPILL/projects/juande3050-racing/juande3050_v10.comments [Amiga] 126 776 16.2% -lh5- 3142 Sep 12 10:09 REDPILL/projects/juande3050-racing/juande3050_v10.pal [Amiga] 2471 50062 4.9% -lh5- 880f Sep 12 10:09 REDPILL/projects/juande3050-racing/juande3050_v10.pill [Amiga] 12476 24080 51.8% -lh5- 0afb Sep 12 10:09 REDPILL/projects/juande3050-racing/juande3050_v10.shapes [Amiga] 27582 42074 65.6% -lh5- 2b39 Oct 24 15:45 REDPILL/projects/juande3050-racing/level-0.iff [Amiga] 227 945 24.0% -lh5- a862 Oct 24 15:45 REDPILL/projects/juande3050-racing/level-0.rl2 [Amiga] 324 15005 2.2% -lh5- d608 Sep 12 10:09 REDPILL/projects/juande3050-racing/level-1.rl2 [Amiga] 104 15033 0.7% -lh5- f8e9 Sep 12 10:09 REDPILL/projects/juande3050-racing/level-2.rl2 [Amiga] 331 15005 2.2% -lh5- 2061 Sep 12 10:09 REDPILL/projects/juande3050-racing/level-3.rl2 [Amiga] 105 15033 0.7% -lh5- 9b3f Sep 12 10:09 REDPILL/projects/juande3050-racing/level-4.rl2 [Amiga] 336 15005 2.2% -lh5- d404 Sep 12 10:09 REDPILL/projects/juande3050-racing/level-5.rl2 [Amiga] 105 15031 0.7% -lh5- a8b9 Sep 12 10:09 REDPILL/projects/juande3050-racing/level-6.rl2 [Amiga] 311 15005 2.1% -lh5- 762a Sep 12 10:09 REDPILL/projects/juande3050-racing/level-7.rl2 [Amiga] 64 15005 0.4% -lh5- e15d Sep 12 10:09 REDPILL/projects/juande3050-racing/level-8.rl2 [Amiga] 105 15031 0.7% -lh5- 3905 Sep 12 10:09 REDPILL/projects/juande3050-racing/level-9.rl2 [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.info [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] 15334 25450 60.3% -lh5- 6b40 Jan 16 2025 REDPILL/projects/juande3050-racing/tileset0.rpts [Amiga] 2500 36099 6.9% -lh5- dd5a Sep 12 10:24 REDPILL/projects/Knight/Knight004.bak [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:47 REDPILL/projects/Knight/Knight004.comments [Amiga] 231 776 29.8% -lh5- 99a6 Sep 12 10:24 REDPILL/projects/Knight/Knight004.pal [Amiga] 2500 36099 6.9% -lh5- dd5a Sep 12 10:24 REDPILL/projects/Knight/Knight004.pill [Amiga] 37910 91448 41.5% -lh5- c3a3 Sep 12 10:24 REDPILL/projects/Knight/Knight004.shapes [Amiga] 6156 11410 54.0% -lh5- d9a2 Oct 24 15:47 REDPILL/projects/Knight/level-0.iff [Amiga] 963 5835 16.5% -lh5- 34c2 Oct 24 15:47 REDPILL/projects/Knight/level-0.rl2 [Amiga] 368 1452 25.3% -lh5- a9a1 Dec 22 2023 REDPILL/projects/Knight/level-1.iff [Amiga] 169 15060 1.1% -lh5- 95d6 Sep 12 10:24 REDPILL/projects/Knight/level-1.rl2 [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] 24517 41760 58.7% -lh5- f20a Jan 16 2025 REDPILL/projects/Knight/tileset0.rpts [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] 6072 13340 45.5% -lh5- d2ba Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-0.iff [Amiga] 141 941 15.0% -lh5- 2ab6 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-0.rl2 [Amiga] 270 15005 1.8% -lh5- 0c1c Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-1.rl2 [Amiga] 305 15005 2.0% -lh5- 3113 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-10.rl2 [Amiga] 322 15005 2.1% -lh5- 21f3 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-11.rl2 [Amiga] 320 15005 2.1% -lh5- b4a4 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-12.rl2 [Amiga] 359 15005 2.4% -lh5- 2142 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-13.rl2 [Amiga] 339 15005 2.3% -lh5- bc48 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-14.rl2 [Amiga] 377 15005 2.5% -lh5- 2ec7 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-15.rl2 [Amiga] 368 15005 2.5% -lh5- 46cb Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-16.rl2 [Amiga] 317 15005 2.1% -lh5- 5f52 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-17.rl2 [Amiga] 349 15005 2.3% -lh5- 9a81 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-18.rl2 [Amiga] 336 15005 2.2% -lh5- 1a57 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-19.rl2 [Amiga] 330 15005 2.2% -lh5- d3cc Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-2.rl2 [Amiga] 369 15005 2.5% -lh5- a057 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-20.rl2 [Amiga] 211 15026 1.4% -lh5- fd73 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-21.rl2 [Amiga] 341 15005 2.3% -lh5- dea8 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-3.rl2 [Amiga] 341 15005 2.3% -lh5- d5b1 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-4.rl2 [Amiga] 335 15005 2.2% -lh5- 0a8c Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-5.rl2 [Amiga] 348 15005 2.3% -lh5- 3ed8 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-6.rl2 [Amiga] 386 15005 2.6% -lh5- e1be Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-7.rl2 [Amiga] 348 15005 2.3% -lh5- 41e6 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-8.rl2 [Amiga] 290 15005 1.9% -lh5- f4b1 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/level-9.rl2 [Amiga] 21 21120 0.1% -lh5- 0000 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/LumberjackPlatform007-25fps.comments [Amiga] 788 788 100.0% -lh0- 2db4 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/LumberjackPlatform007-25fps.pal [Amiga] 3336 83655 4.0% -lh5- 10d3 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/LumberjackPlatform007-25fps.pill [Amiga] 6608 18336 36.0% -lh5- 67b5 Sep 12 10:25 REDPILL/projects/LumberjackPlatform/LumberjackPlatform007-25fps.shapes [Amiga] 21 21120 0.1% -lh5- 0000 Sep 12 10:24 REDPILL/projects/LumberjackPlatform/LumberjackPlatform007.comments [Amiga] 788 788 100.0% -lh0- 2db4 Sep 12 10:24 REDPILL/projects/LumberjackPlatform/LumberjackPlatform007.pal [Amiga] 3337 83655 4.0% -lh5- 8c92 Sep 12 10:24 REDPILL/projects/LumberjackPlatform/LumberjackPlatform007.pill [Amiga] 6601 18336 36.0% -lh5- 62b6 Sep 12 10:24 REDPILL/projects/LumberjackPlatform/LumberjackPlatform007.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] 8522 20826 40.9% -lh5- 5c5b Jan 16 2025 REDPILL/projects/LumberjackPlatform/tileset0.rpts [Amiga] 2152 5446 39.5% -lh5- 229e Jun 10 2024 REDPILL/projects/Merc/assets/back2_16c.iff [Amiga] 4896 9690 50.5% -lh5- e0c8 Jul 12 2024 REDPILL/projects/Merc/assets/chas.iff [Amiga] 36137 82488 43.8% -lh5- 8ffe Jul 13 2024 REDPILL/projects/Merc/assets/tiles.iff [Amiga] 1596 4706 33.9% -lh5- 9aa1 Oct 28 08:12 REDPILL/projects/Merc/level-0.iff [Amiga] 501 15062 3.3% -lh5- 0809 Oct 28 08:12 REDPILL/projects/Merc/level-0.rl2 [Amiga] 21 21120 0.1% -lh5- 0000 Oct 28 08:13 REDPILL/projects/Merc/Merc004.comments [Amiga] 104 788 13.2% -lh5- 6ee4 Sep 12 10:26 REDPILL/projects/Merc/Merc004.pal [Amiga] 1978 39173 5.0% -lh5- 5427 Sep 12 10:26 REDPILL/projects/Merc/Merc004.pill [Amiga] 3040 7064 43.0% -lh5- e111 Sep 12 10:26 REDPILL/projects/Merc/Merc004.shapes [Amiga] 10 256 3.9% -lh5- 934d Nov 18 2022 REDPILL/projects/Merc/texts.rpt [Amiga] 14323 28544 50.2% -lh5- 692b Jan 16 2025 REDPILL/projects/Merc/tileset0.rpts [Amiga] 355 1750 20.3% -lh5- ba97 Dec 3 19:34 REDPILL/projects/Miner/level-0.iff [Amiga] 202 3472 5.8% -lh5- 0b3a Dec 3 19:34 REDPILL/projects/Miner/level-0.rl2 [Amiga] 399 4898 8.1% -lh5- 66fd Dec 3 19:34 REDPILL/projects/Miner/level-1.iff [Amiga] 190 3472 5.5% -lh5- e35b Dec 3 19:34 REDPILL/projects/Miner/level-1.rl2 [Amiga] 161 64800 0.2% -lh5- ea04 Dec 3 19:34 REDPILL/projects/Miner/map0 [Amiga] 1474 29096 5.1% -lh5- 84aa Nov 16 21:09 REDPILL/projects/Miner/Miner.bak [Amiga] 21 21120 0.1% -lh5- 0000 Dec 3 19:34 REDPILL/projects/Miner/Miner.comments [Amiga] 130 776 16.8% -lh5- 651e Dec 3 19:34 REDPILL/projects/Miner/Miner.pal [Amiga] 1474 29096 5.1% -lh5- 84aa Dec 3 19:34 REDPILL/projects/Miner/Miner.pill [Amiga] 761 1802 42.2% -lh5- e058 Dec 3 19:34 REDPILL/projects/Miner/Miner.shapes [Amiga] 2241 2241 100.0% -lh0- 2c10 Dec 3 19:34 REDPILL/projects/Miner/res/spelunky_shop.png [Amiga] 1688 40176 4.2% -lh5- 025a Dec 3 19:34 REDPILL/projects/Miner/res/spelunky_shop.png.iff [Amiga] 545 956 57.0% -lh5- 1035 Dec 3 19:34 REDPILL/projects/Miner/res/spelunky_shop.png.iff.info [Amiga] 1148 40176 2.9% -lh5- cb53 Dec 3 19:34 REDPILL/projects/Miner/res/sprites.iff [Amiga] 545 956 57.0% -lh5- b441 Dec 3 19:34 REDPILL/projects/Miner/res/sprites.iff.info [Amiga] 1378 2754 50.0% -lh5- b2f7 Dec 3 19:34 REDPILL/projects/Miner/tileset0.rpts [Amiga] 2658 32913 8.1% -lh5- 78a5 Sep 12 10:38 REDPILL/projects/mirror/game030.bak [Amiga] 21 21120 0.1% -lh5- 0000 Sep 12 10:38 REDPILL/projects/mirror/game030.comments [Amiga] 147 788 18.7% -lh5- 53eb Sep 12 10:38 REDPILL/projects/mirror/game030.pal [Amiga] 2658 32913 8.1% -lh5- 78a5 Sep 12 10:38 REDPILL/projects/mirror/game030.pill [Amiga] 2961 7024 42.2% -lh5- 4a8d Sep 12 10:38 REDPILL/projects/mirror/game030.shapes [Amiga] 566 2086 27.1% -lh5- d35e Sep 6 2025 REDPILL/projects/mirror/level-0.iff [Amiga] 243 15005 1.6% -lh5- 7d06 Sep 12 10:37 REDPILL/projects/mirror/level-0.rl2 [Amiga] 543 2026 26.8% -lh5- 6557 Sep 6 2025 REDPILL/projects/mirror/level-1.iff [Amiga] 233 15005 1.6% -lh5- 83d4 Sep 12 10:37 REDPILL/projects/mirror/level-1.rl2 [Amiga] 696 2148 32.4% -lh5- dc32 Sep 6 2025 REDPILL/projects/mirror/level-2.iff [Amiga] 255 15005 1.7% -lh5- c8c7 Sep 12 10:37 REDPILL/projects/mirror/level-2.rl2 [Amiga] 743 2226 33.4% -lh5- 89e3 Sep 6 2025 REDPILL/projects/mirror/level-3.iff [Amiga] 269 15005 1.8% -lh5- 3ec9 Sep 12 10:37 REDPILL/projects/mirror/level-3.rl2 [Amiga] 719 2238 32.1% -lh5- 04a6 Sep 6 2025 REDPILL/projects/mirror/level-4.iff [Amiga] 282 15005 1.9% -lh5- 2713 Sep 12 10:37 REDPILL/projects/mirror/level-4.rl2 [Amiga] 206 1236 16.7% -lh5- 478f Jun 3 2023 REDPILL/projects/mirror/level-5.iff [Amiga] 201 15005 1.3% -lh5- 0480 Sep 12 10:37 REDPILL/projects/mirror/level-5.rl2 [Amiga] 206 1236 16.7% -lh5- 478f Jun 3 2023 REDPILL/projects/mirror/level-6.iff [Amiga] 315 15005 2.1% -lh5- ff3c Sep 12 10:37 REDPILL/projects/mirror/level-6.rl2 [Amiga] 206 1236 16.7% -lh5- 478f Jun 3 2023 REDPILL/projects/mirror/level-7.iff [Amiga] 312 15005 2.1% -lh5- ec91 Sep 12 10:37 REDPILL/projects/mirror/level-7.rl2 [Amiga] 715 2174 32.9% -lh5- 5fe6 Sep 12 10:34 REDPILL/projects/mirror/level-8.iff [Amiga] 246 15005 1.6% -lh5- 4537 Sep 12 10:37 REDPILL/projects/mirror/level-8.rl2 [Amiga] 193 1236 15.6% -lh5- 9e89 Sep 12 10:38 REDPILL/projects/mirror/level-9.iff [Amiga] 159 15037 1.1% -lh5- c29b Sep 12 10:38 REDPILL/projects/mirror/level-9.rl2 [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] 1910 4544 42.0% -lh5- 4aae Jan 16 2025 REDPILL/projects/mirror/tileset0.rpts [Amiga] 4760 16412 29.0% -lh5- ff0c Sep 12 10:39 REDPILL/projects/MomoSpace/level-0.iff [Amiga] 174 928 18.8% -lh5- a04b Sep 12 10:39 REDPILL/projects/MomoSpace/level-0.rl2 [Amiga] 127 15018 0.8% -lh5- 6a59 Sep 12 10:39 REDPILL/projects/MomoSpace/level-1.rl2 [Amiga] 129 15017 0.9% -lh5- 3d5d Sep 12 10:39 REDPILL/projects/MomoSpace/level-2.rl2 [Amiga] 206 15005 1.4% -lh5- 549b Sep 12 10:39 REDPILL/projects/MomoSpace/level-3.rl2 [Amiga] 213 15005 1.4% -lh5- 82f2 Sep 12 10:39 REDPILL/projects/MomoSpace/level-4.rl2 [Amiga] 224 15005 1.5% -lh5- 95b9 Sep 12 10:39 REDPILL/projects/MomoSpace/level-5.rl2 [Amiga] 124 15018 0.8% -lh5- abf8 Sep 12 10:39 REDPILL/projects/MomoSpace/level-6.rl2 [Amiga] 120 15015 0.8% -lh5- c6d7 Sep 12 10:39 REDPILL/projects/MomoSpace/level-7.rl2 [Amiga] 102 15005 0.7% -lh5- c5cb Sep 12 10:39 REDPILL/projects/MomoSpace/level-8.rl2 [Amiga] 94 15005 0.6% -lh5- 690d Sep 12 10:39 REDPILL/projects/MomoSpace/level-9.rl2 [Amiga] 21 21120 0.1% -lh5- 0000 Sep 12 10:39 REDPILL/projects/MomoSpace/MS040.comments [Amiga] 89 788 11.3% -lh5- c45c Sep 12 10:39 REDPILL/projects/MomoSpace/MS040.pal [Amiga] 2861 103242 2.8% -lh5- 98c2 Sep 12 10:39 REDPILL/projects/MomoSpace/MS040.pill [Amiga] 5979 24540 24.4% -lh5- aaf7 Sep 12 10:39 REDPILL/projects/MomoSpace/MS040.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] 3432 7278 47.2% -lh5- c5e7 Jan 16 2025 REDPILL/projects/MomoSpace/tileset0.rpts [Amiga] 130 3608 3.6% -lh5- 534e Sep 12 10:40 REDPILL/projects/ObjPerfTest/level-0.iff [Amiga] 159 2978 5.3% -lh5- e8ff Sep 12 10:40 REDPILL/projects/ObjPerfTest/level-0.rl2 [Amiga] 132 3544 3.7% -lh5- 8e23 Sep 12 10:40 REDPILL/projects/ObjPerfTest/level-1.iff [Amiga] 215 14896 1.4% -lh5- d041 Sep 12 10:40 REDPILL/projects/ObjPerfTest/level-1.rl2 [Amiga] 21 21120 0.1% -lh5- 0000 Sep 12 10:40 REDPILL/projects/ObjPerfTest/ObjPerfTest002.comments [Amiga] 63 776 8.1% -lh5- 01e6 Sep 12 10:40 REDPILL/projects/ObjPerfTest/ObjPerfTest002.pal [Amiga] 1270 22257 5.7% -lh5- 2721 Sep 12 10:40 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-lh5- af04 Oct 2 1980 REDPILL/projects/pong/images/pongmaster.iff [Amiga] 142 15026 0.9% -lh5- c414 Sep 12 10:53 REDPILL/projects/pong/level-0.rl2 [Amiga] 807 10096 8.0% -lh5- 3df5 Sep 12 10:53 REDPILL/projects/pong/level-1.iff [Amiga] 142 927 15.3% -lh5- 4fce Sep 12 10:53 REDPILL/projects/pong/level-1.rl2 [Amiga] 21 21120 0.1% -lh5- 0000 Sep 12 10:53 REDPILL/projects/pong/pong22.comments [Amiga] 74 788 9.4% -lh5- 45a7 Sep 12 10:53 REDPILL/projects/pong/pong22.pal [Amiga] 1939 42075 4.6% -lh5- 98a1 Sep 12 10:53 REDPILL/projects/pong/pong22.pill [Amiga] 1963 19216 10.2% -lh5- cd1a Sep 12 10:53 REDPILL/projects/pong/pong22.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 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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] 5107 113950 4.5% -lh5- 0088 Sep 12 10:59 REDPILL/projects/RedpillPuzzle/RedpillPuzzle006.bak [Amiga] 21 21120 0.1% -lh5- 0000 Oct 24 15:49 REDPILL/projects/RedpillPuzzle/RedpillPuzzle006.comments [Amiga] 153 788 19.4% -lh5- 12f8 Sep 12 10:59 REDPILL/projects/RedpillPuzzle/RedpillPuzzle006.pal [Amiga] 5107 113950 4.5% -lh5- e614 Sep 12 10:59 REDPILL/projects/RedpillPuzzle/RedpillPuzzle006.pill [Amiga] 4657 27652 16.8% -lh5- 685a Sep 12 10:59 REDPILL/projects/RedpillPuzzle/RedpillPuzzle006.shapes [Amiga] 3091 7084 43.6% -lh5- 6403 Jul 20 2022 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86f0 Sep 12 11:01 REDPILL/projects/shotemup/profilercheck_v4.pal [Amiga] 1868 42557 4.4% -lh5- ad69 Sep 12 11:01 REDPILL/projects/shotemup/profilercheck_v4.pill [Amiga] 3943 11096 35.5% -lh5- b931 Sep 12 11:01 REDPILL/projects/shotemup/profilercheck_v4.shapes [Amiga] 21 21120 0.1% -lh5- 0000 Oct 6 17:35 REDPILL/projects/shotemup/shotemup008.comments [Amiga] 136 788 17.3% -lh5- 86f0 Sep 12 11:00 REDPILL/projects/shotemup/shotemup008.pal [Amiga] 1846 45894 4.0% -lh5- 0e6f Sep 12 11:00 REDPILL/projects/shotemup/shotemup008.pill [Amiga] 3942 11096 35.5% -lh5- debb Sep 12 11:00 REDPILL/projects/shotemup/shotemup008.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] 788 2922 27.0% -lh5- 17d8 Jul 19 2025 REDPILL/projects/shotemup/tiles.iff [Amiga] 544 956 56.9% -lh5- a4f0 Jul 19 2025 REDPILL/projects/shotemup/tiles.iff.info [Amiga] 839 1608 52.2% -lh5- c625 Jul 19 2025 REDPILL/projects/shotemup/tileset0.rpts [Amiga] 50070 141117 35.5% -lh5- 4cd9 Mar 10 22:57 REDPILL/ReadMe [Amiga] 1106 1776 62.3% -lh5- 63be Oct 28 2023 REDPILL/ReadMe.info [Amiga] 10140 28521 35.6% -lh5- 9624 Jul 6 2025 REDPILL/REDPILL.guide [Amiga] 1121 1800 62.3% -lh5- de87 Oct 28 2023 REDPILL/REDPILL.guide.info [Amiga] 186292 186292 100.0% -lh0- 2dce Mar 10 23:00 REDPILL/RedPillEditor [Amiga] 1369 8457 16.2% -lh5- 61d2 Nov 20 2024 REDPILL/RedPillEditor.info [Amiga] 187344 187344 100.0% -lh0- c388 Mar 10 23:01 REDPILL/REDPILLEditor020 [Amiga] 1368 8457 16.2% -lh5- 76e4 Oct 12 08:55 REDPILL/REDPILLEditor020.info [Amiga] 1935318 2047490 94.5% -lh5- a411 Mar 4 2025 REDPILL/Redpill_Trigger_Guide_V1.0.pdf [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] 44 524 8.4% -lh5- a4bb Oct 5 1997 REDPILL/res/fonts/Excel.font [Amiga] 1366 2632 51.9% -lh5- 1549 Oct 5 1997 REDPILL/res/fonts/Excel/8 [Amiga] 1716 3256 52.7% -lh5- 7152 Oct 5 1997 REDPILL/res/fonts/Excel/9e [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] 6947 21111 32.9% -lh5- 8f0b Mar 10 22:58 REDPILL/res/HelpActions_EN.txt [Amiga] 3973 15639 25.4% -lh5- 77c6 Mar 10 22:58 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] 86940 86940 100.0% -lh0- 0290 Mar 10 23:03 REDPILL/res/REDPILLPlayer [Amiga] 87848 87848 100.0% -lh0- cd10 Mar 10 23:04 REDPILL/res/REDPILLPlayer020 [Amiga] 88256 88256 100.0% -lh0- 95ee Mar 10 23:07 REDPILL/res/REDPILLPlayer020_24 [Amiga] 80760 80760 100.0% -lh0- baf7 Mar 10 23:05 REDPILL/res/REDPILLPlayerA500 [Amiga] 81172 81172 100.0% -lh0- 4f07 Mar 10 23:09 REDPILL/res/REDPILLPlayerA500_24 [Amiga] 87376 87376 100.0% -lh0- 0b96 Mar 10 23:06 REDPILL/res/REDPILLPlayer_24 [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] 1565 7532 20.8% -lh5- 5ccd Mar 9 1980 REDPILL/res/TestMuliJoyV1 [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] 14975 26800 55.9% -lh5- b033 Dec 11 2023 REDPILL/tools/wav28svx [Amiga] 16550 59573 27.8% -lh5- fbb8 Nov 10 23:23 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 1316 files 8975821 20746532 43.3% Mar 11 01:03 
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