
AdaVenture for Win64,OSX,GnuLinux
OpenAL version...using thin GL/glfw3 bindings,
Felix Krause's FreeTypeAda [MIT-license],
and Dmitry Kazakov's Tables, Strings_Edit [GNU GPL2 license].
Uses both ftex for TrueTypeFonts,
& utex for special glyphs.


Linux Build: AdaCore2021 on SL79 
[nuc-mint is Ok],
[(sl)GNAT is Ok, too]
==========================================================
todo:
.) change name "beetle" to "scarab" throughout.
.) add red maze;
.) add quicksand;
.) add magnet to grab the chalice from quicksand;
.) add magnet to grab key from wall;
.) moorish shape:  8 pt star = union of 2 squares
.) when bat attempts to grab black key (ch2/4)
	after you get close to it, then if you pick it
	up by dropping your sword, have the bat take
	the sword instead.

==========================================================

16jan22:
.) tried sl79 linux static libfreetype.a, libpng16.a
	and they work fine.

15jan22:
.) elliminated unused Frameworks directory.
.) Updated to use freetype.dll (v2.11.1); w32 & w64.

8jan22:
.) updated to GLFW v3.3.6;
	updated linux script;
	updated libs (osx,gnu,wxx);
	added glfw.txt identifying as v3.3.6.

1jan22:
.) updated ocmp.sh to avoid Xcode.

31dec21:
.) hid unused: data/otexobj.vs, data/owindtexFog.vs
	Delete in a few weeks stuff in data/hide/.
.) updated shaders in data/olderVersions/*
	to elliminate NM, NormalMatrix...
	since such usage is only required with
	a changing ModelMatrix.

24dec21:
.) added few "return" statements near beginning of
	keyboard event handler.

#######################################################
17dec21: uploaded v2.2.6 to all+fsf+osdn
#######################################################

16dec21:
.) Updated all sounds to GPLv3-compatible licenses;
.) Improved lab8 sounds, both ways.
	.) always play atmos8 (rainForest) Done.
	.) play dang8 (ibeat) when near fireball/minotaur

4dec21:
.) Delivered to F.S.F. latest version from S.F.

28nov21:
.) h-key now toggles Help screen, just as the i-key.
.) Found yet another build method for OSX that
	does not require making liboal.so first, and
	which avoids nasty sync message for both
	AdaCore and for GNU Ada. I added "-lstdc++"
	instead of "-lc++". Also used explicit
	directories for linking.

22nov21:
.) Added build script for GNU Ada on OSX that
	use Xcode g++ to build oal.o, as with AdaCore.
	I also have another build method that avoids Xcode
	if I create liboal.so and properly set its
	"install_name". This should work for AdaCore also.


#######################################################
17nov21: uploaded v2.2.5 to all
#######################################################

15nov21:
.) Now exits start screen using normal window exit.
.) Improved Windows build scripts. No setpath needed.

12nov21:
.) After full update of glfw libs and scripts, I successfully 
	rebuilt all EXEs => all scripts are good...
	gnu(AC,sl),gnat(sl),w32,w64,osx.

8nov21:
.) added script to demonstrate using GNAT on linux.
	Must use static libgnarl, intrinsic to GNAT.

2nov21:
.) removed mipmap statement in ftex.adb that
	occasioanally generated an OpenGL error
	(on some graphics drivers).

30oct21:
.) shall [continue to] use AdaCore on SL79 
	for linux builds! Even that may be overkill,
	since it only gains linux systems between
	2010 to 2012. I might as well use Mint.
	See games/libgnuEg/readme.txt.

28oct21:
.) modified gameutils.adb by deleting
	ada.characters.handling.is_line_terminator(ch)
		(ada 2012)
	and replacing with
	character'pos(ch)=13) @ line 214
		(ada < 2012)
	Note that the old gnat on sl79 is before 2012.

27oct21:
.) finalized gcmp.sh to properly compile under GNU/GNAT.
	Main element is need for adjusting libfreetype*
	using patchelf.

#######################################################
24oct21: uploaded v2.2.4 to all
#######################################################

24oct21:
.) created 32-bit Windows build, also.

22oct21:
.) updated glext64.lib [Win64].
.) removed copy from libs/w64ming

21oct21:
.) refined libraries...
	.) moved libfreetype.a to libs/w64ming/libfreetype.a
	.) added libs/w64ming/libglfw3dll.a per recommendation.

20oct21:
.) Improved adaOpenAL code.
.) Now buildable under GNAT & all versions of AdaCore Ada.


#######################################################
18apr21: uploaded v2.2.3 to all
#######################################################

17apr21:
.) in scene1 = exterior...added tree trunk avoidance code 
	in moveforward and movebackward.  
	Somewhat ugly implementation, but works fine.

12apr21:
.) refined black key placement in chapter 3 to possibly
	lie in M5 or M6; updated map to match.
.) tested again that exitting beetle domain ends danger
	of death. Done, good!
.) tested random key placement code by forcibly assigning 
	a value and using map to check.

10apr21:
.) added nicer maze door with the Zoroastrian symbol
	of Farvahar and Arabic warning.
.) modified moveforw*/moveback* to adjust BOTH xme AND zme,
	if necessary. Seems to work well; and might preclude
	getting stuck after being wrongly allowed to
	cross a KeepOut barrier (as I did once in m9 hedge).
.) M6: adjusted bug domain from x in [-8,+8] to x in [-6,+6]
	.) avoids bugs in unwanted adjacent nooks where bkey
		may be hiding. Done...looks good. Then added a
		dark crevice on grass floor @ x=+/-6;  -7<z<-5 Done!
.)	verified & improved ~/mazeDesignDocs/ M5.txt & M7.txt
	and show on them the beetle domain as well as possible
	bkey positions.


#######################################################
10apr21: uploaded v2.2.2 to all
#######################################################


09apr21:
.) repaired broken logic that forced death-by-beetles.
.) enhanced maps of mazes 7,5 to show possible
	key locations. Added white key on ceiling to help
	find black key in ch3.M5/ch4.M7 since it is
	placed randomly.

05apr21:
.) added bow-slots to castle towers.
.) slightly raised reflective pool edges to attempt
	to prevent getting stuck inside pool.

31mar21:
.) commented-out *bluewood*
.) moved unused png files to data/hide/

30mar21:
.) improved color of zoroastrian image on castle.
.) made castle front wall thicker to fill
	gap w/inner wall.
.) improved golden metallic alcove coloring/lighting.


27mar21:
.) elliminated *ao* (the do-nothing 5th texture layer)
	from source code.
	.) adjusted rusty.fs to match...
		note rusty does NOT have Fog code, but I do not
		plan on fog within the castle.

#######################################################
27mar21: uploaded v2.2.1 to all
#######################################################

27mar21:
.) removed click sound from water.wav

26mar21:
.) made magnificently-lit copper cornices @ top of each 
	marble pillar.

25mar21:
.) tweaked castle column-arches
.) current texture is set to erodedCopper.

18mar21:
.) added glfw v3.3.2 libs for win64...
	will update with ver 3.3.4 asap.

13mar21:
.) moved danger/death messages from
	y=0.5 to y=0.75 nearer top of screen...
	for 1 reason: avoid conflict with icon @
	screen center in case user is holding an object.

23feb21:
.) added beetle-warning. Search "warn_bug" (avent.adb).
	Should probably run 1 more test: "adaventure_gnu 6"

19nov20:
.) added guard statement in snd4ada.adb::playSnd().


#######################################################
06nov20: uploaded v2.2.0 to all
#######################################################

5nov20:
.) recompiled all 3 builds.
	Note that technical quirks with AdaCore for Win32
	now prevent including a 32-bit build on Windows
	because of their interaction with OpenAL sound.


5nov20:
.) installed new OpenAL sound system with dynamic sizing.
.) reduced size FTTB of misrlu, turkish WAV files.
.) fixed several bogus WAV files before adaventure
	would run. Seems Ok now.

28oct20:
.) elliminated "_hpp" from all filenames and code,
	to match newer sound codes.

21oct20:
.) slight fiddling with scripts...
	Make sure all still work properly.


#######################################################
17sep20: uploaded v2.1.8 to all
#######################################################

16sep20:
.) created launcher "adaventure.bat" for Windows users.

#######################################################
1jul20: uploaded v2.1.7 to all
#######################################################

1jul20:
.) updated binary libraries for osx, mswin.

30jun20:
.) Repaired floor-bug offset to +0.03 to elliminate
	texture flicker combat versus grass.

18jun20:
.) changed glfw3.ads binding to assure intended sizes
	of unsigned integer types are explicitly declared.
	.) test on OSX, Windows:  Good!

28may20:
.) added critical check within drawbugs that the scene
	is either 6[ch1/3] or 7[ch2/4].
.) added "cuboid.txt" to explain avatarobj.adb.

21may20:
.) added screenbugs to M6,M7 when imdead_bugs occurs
	climbing from bottom of screen to top, as if they
	are overwhelming you in 1st person; in 3rd person
	the avatar falls to ground.
	See gu-screenbugs.adb.

20may20:
.) refactored common code into gameutils-drawbugs.adb 
	to serve both maze6, maze7;
	but also to set pattern so I can extend to drawing
	bugs across view screen. 


#######################################################
30apr20: uploaded v2.1.6 to all
#######################################################

29apr29:
.) moved get-screen-sizes to right before main loop;


#######################################################
29apr20: uploaded v2.1.6 to all
#######################################################

28apr20:
.) found & fixed failure to call glViewPort(0,0,Fwid,Fhit)
.) simplified init code;
.) works perfectly now;


#######################################################
17apr20: uploaded v2.1.5 to all
#######################################################

16apr20:
.) Now perform a redhatKin test before calling glfw-fullscreen
	workaround, if necessary. Tests perfectly.

13apr20:
.) changed headers in all shaders to "330 core"
	rather than "410 core" so older OpenGL drivers
	would not cause abort.


11apr20:
.) updated glfw to v3.3.2 [built on sl77];


#######################################################
30mar20: uploaded v2.1.4 to all
#######################################################


29mar20:
.) updated linux code to assure proper retrieval of PID
	for later killing.


27jan20:
.) might have fixed occasional tasking error...
	kill is now blocking;
.) better error msgs from tasks.


#######################################################
26jan20 : REuploaded v2.1.2 to all
#######################################################

26jan20:
.) improved task code.
	Seems Ok on NUC (but debug=true);


#######################################################
23jan20 (7am) : uploaded v2.1.2 to all
#######################################################

22jan20 (8am):
.) MUCH improved robustness of music task
	so that critical steps are "protected"
	in their own subtask.


#######################################################
22jan20 (7am) : uploaded v2.1.1 to all
#######################################################

21jan20:
.) checked volume using aplay if *.wav
	and all seemed Ok as is.
.) trimmed a few large *.wav files.


21jan20:
.) modified each sound loop task to use a unique 
	identifier for its PID-file.
	This might make ada sound task more robust.
.) Now using delay in sndloop.adb of 0.25sec (was 0.5)
	before trying to read the PID file.


#######################################################
20jan20: uploaded v2.1.0 to all
#######################################################

20jan20:
.) Built new sound system for linux that avoids the
	SFML libraries for greatly enhanced linux portability.
	This involves Ada tasking to implement sound loops.
.)	A Key adjustment was necessary that adds a 0.2 second
	buffer to the loop duration input to ensure loop ends
	BEFORE allowing the Ada Task to try to replay it.  
	See adautils/sndloop.adb.
.) Tested on Redhat(SL77) & debian-based(Mint).




#######################################################
15jan20: uploaded v2.0.6 to all
#######################################################

14jan20:
.) verified gameutils-readgamestate.adb is robust.
.) now exclude libm/libz in linux version;
	This is likely to enhance portability.

11jan20:
.) updated to glfw331 adabinding.


#######################################################
11jan20: uploaded v2.0.5 to all
#######################################################

10jan20:
.) modified Selection Screen so that
	.) if a saved game exists, I now show an option 
		@ center-screen to resume saved game.
	.) this elliminates commandline question and
		response so that OSX won't need to have a 
		special exception when running the "bundle".

10jan20:
.) updated to glfw v3.3.1
.) fixed error in softlink :
	~/adaventure.app/Contents/Resources/data
	that disabled OSX-bundle.
.) fixed OSX-bundle by disallowing commandline
	interaction when executing as bundle.
	This means if you want to resume a game,
	you will need to start it from the command
	line.

9jan20:
.) robustified reading of settings.txt
	Even handles ff=dos.



#######################################################
09jan20: uploaded v2.0.4 to all
#######################################################



8jan20:
.) removed bad code that doubled mouse slew speed @ HiDpi
.) seems reasonable, for now.
.) enabled 4th marble pool edge in castle.
.) added ~/data/settings.txt file to allow users to adjust
	forward/backward speed, and slew speed of:
	.) keys
	.) mouse
	.) GamePad
	.) Joystick


7jan20:
.) added reflective water in castle pool...awesome.
.) In "osx-setup.txt" I documented how to disable HighDpi
	on Mac OSX.



#######################################################
07jan20: uploaded v2.0.3 to all
#######################################################

6jan20:
.) removed ~/libs/w64ming/libz*810.a;  
	replaced with ~/binw64/zlib1.dll
.) adjusted script wcmp64a.bat
.) Now, ALL use zlib1.dll, rather than libz*.a


31dec19:
.) Final revisions to windows build scripts to prefer
	the use of DLLs or libs in the ./binwxx/ runtime
	directory over [now hidden] libs in ./libs/wxxming/.
	Also now using most recent libz* file.


29dec19:
.) revised OSX,W32 build scripts to build and use
	libsnd4ada.a, rather than use snd4ada.o
.) put others into ./auxScripts/


#######################################################
25dec19: uploaded v2.0.2 to gitHub, SF
#######################################################

25dec19:
.) repaired sluggish fireball.

24dec19:
.) finalized joystik code.
	Works fine!


#######################################################
24dec19: uploaded v2.0.1 to gitHub, SF
#######################################################

24dec19:
.) revised handling of boldtime, foldtime, oldTimeKb.
.) Fixed definition of (Fwid,Fhit)


#######################################################
23dec19: uploaded v2.0.0 to gitHub, SF
#######################################################

23dec19:
.) achieved basic function on gamepad.
	.) might want to switch up/down (gc_look)

22dec19:
.) put finishing touches...
	.) Needed proper DLLs;
	.) needed fix to mouse_move;
	.) added system detection code (gametypes.ads);
		Works off executable names.
	.) added normalization to turn rates;
	.) removed unneeded rawmouse code.


21dec19:
.) bifurcated this directory for GLFW effort.
.) converted to GLFW;
.) initial rough cut on code...
.) compiles Ok now.
.) runs with basic capabilities


19dec19:
.) modified 5 files in sdlada

#######################################################
19dec19: uploaded v1.5.7 to itch, git, indi, SF, Jolt # 
#######################################################

19dec19:
.) reversed default on HiDpi for AdaVenture because
	it is typically NOT a problem on old MacBooks:
	.) no commandline parm => HiDpi
	.) commandline parm of "0" => NOT hidpi
.) installed freshly built Ada binding to SDL2
	v2.0.10 that is minimal and functions well.


18dec19:
.) updated to sdl2 v2.0.10:  DLLs, libs, scripts.

17dec19:
.) improvement in ftex.adb to reduce text aliasing.
.) Also, nice coding cleanup.


30nov19:
.) removed sdl_button_x1/x2 from sdl binding;
.) added explanatory comments sdl_mouse_h.ads

#######################################################
30nov19: uploaded v1.5.6 to itch, git, indi, SF, Jolt # 
#######################################################


29nov19:
.) revised, improved im_dead sounds, code.
.) now built High+Low Dpi EXEs for Mac/OSX.

28nov19:
.) reduced scale of largest *.png files.
.) deleted a few unused png files, two *.fs files.
.) Now you die if lingering amongst the bugs for 15 seconds.


#######################################################
26nov19: uploaded v1.5.5 to itch, git, indi, SF, Jolt # 
#######################################################

26nov19:
.) Upgraded linux mint and discovered library problems.
.) Repaired a library problem with GNU/Linux build that limited portability.

24nov19:
.) M9: added hole in ceiling with frame & sky shader;
.) C2: added stargate frame for skylight.
.) M9: only 1 wall + ceiling show reflected light.
	(Xm+Yp) using cheap trick.

#######################################################
19nov19: uploaded v1.5.4 to itch, git, indi, SF, Jolt # 
#######################################################

18nov19:
.) created [unused] topless room object troomobj.adb
	in case skybox (top) would be used at higher Y-level 
	than room top.
.) removed fragshader ceiling in lab8 because the default
	texture is awesome!  Same for m7, m5,m6.
.) ALSO, lowered height of all mazes+lab8 for that
	added closed-in feeling.  Note that trying to
	change iymax SHOULD be Ok too, BUT it broke the
	visibility thru interconnecting doors in mazes
	5,6,7.  Also I like a temple being twice as high
	as maze 6.
.) See src/toplessMazeSky.adb for code to possibly add to
	mazes that uses same skybox-sky as exterior.  And I
	expect that might cause unforseen additional problems.
.) did full runthru ch 1,2.  Seems Ok.


17nov19:
.) beetles: added small sideways motion to match small tilt.

16nov19:
.) Added evilBeetles that swarm directionally over a
	rectangular area with scary sound.
	.) note castle floor @ y=0, while maze floors @ y=-iymax.
	.) note: overlapping beetles will cause graphical anomalies
		since all @ exactly same height!
.) perfected params:
	mxbo=60, mzbo=25, beetrr=0.1, bugspeed=0.9, angrot=halfpi
	m6: bxc=0, bzc=-7.5, bxr=8, bzr=2.5,  music test zme<-4.5
	m7: bxc=-5, bzc=8, bxr=5, bzr=2.5,  music test zme>5, xme<0
.) new angrot=halfpi hides beetles source/sink.
	Perfect!!!
.) staggered rows & cols.


14nov19:
.) added dama8 musicLoop in return thru lab8, NICE.


31oct19:
.) changed save msg delay from 5 to 3 seconds;

#######################################################
31oct19: uploaded v1.5.3 to itch, git, indi, SF, Jolt # 
#######################################################

30oct19:
.) fixed several errors;  needs more testing;
	Pretty good now, I think.
.)	Now print save-message.
.) Now restart music in lab8 when appropriate.
.) NOTE: when resuming old state it seemed necessary in
	MSwin to add call to "sdl_RaiseWindow(mainWindow)" in order
	that focus be restored to main window.  I do NOT
	know why!

29oct19:
.) Attempting resume capability...
.) completed writeState/readState procs;
	Need to test existence of statefile @ beginning;
	rewrite it if saving exit...DONE
.) Still many problems

28oct19:
.) removed unused "pauseatlevelchange" variable 
	(gameutils.adb, gametypes.ads);
.) similarly removed "forwardok", "badHoriAng".
.) changed from glfloat to float:  [xyz]chalice.

#######################################################
04jul19: Reloaded v1.5.2 to itch, git, indi, SF, Jolt # 
#######################################################

2jul19:
.) repaired missing wall error in maze5 that made it too easy.
.) repaired scene9.txt map details of maze9...
	created by a printout from code.
.) detailed check m5,m6,m7 versus scene567...Ok now,
	after minor addition to M7.

#######################################################
02jul19: Reloaded v1.5.2 to itch, git, indi, SF, Jolt # 
#######################################################

1jul19:
.) randomized black key location in 
	.) chapter3 maze5 (3)
	.) chapter4 maze7 (6)
	.) checked validity of each location.

#######################################################
01jul19: uploaded v1.5.2 to itch, git, indi, SF, Jolt # 
#######################################################

30jun19:
.) Upgraded turkish.ogg to stereo.
.) improved exterior fog so that sky, trees, & land are
	all conformal.
.) moved portable gate in lab8 for chapter 4
	further toward entrance to M9.
.)	Made Fog exceptions for lab8, maze9, where lighting
	and colors are more critical for these two rooms.

29jun19:
.) debug ch4/m9 by using "adaventure_gnu 10".
.) added 2more chapters with dark heavy fog for M567,
	with different key pos defaults;
.) improved look of exterior skybox/terrain fog;
.) darkened avatar inside darkmazes.

24jun19:
.) further mods to SDL binding for ease of use;
	Need to test run. Done...Ok.

23jun19:
.) updated to new SDL2-v209 binding;  seems to compile;

21jun19:
.) updated sdl to v209;  passed validation check;


#######################################################
28mar19: uploaded v1.5.1 to itch, git, indi, SF, Jolt # 
#######################################################

27mar19:
.) tried/failed to join exterior with m5/m7.
	Too many serious obstacles. (../xavBad/).
	...would need complete discard outside doorway
	to hide interior sky, etc.

26mar19:
.) got portal 8/9 working!!!  
	Had to rearrange Maze #9.
	Needs testing....seems to work well.
	Final test:  try passing thru the various 
	M9 inter-connections to ensure threshold
	coordinates/angles are acceptable.
	When done, move ./xav/ to ./avent/.
.) note:  changing/resetting "?cam"
	is quite essential in 3rd person mode.


25mar19:
.) got portal 7/8 working!!!


#######################################################
25mar19: uploaded v1.5.0 to itch, git, indi, SF, Jolt # 
#######################################################


24mar19:
.) xav0.7z is first save with good inner maze transitions
	before trying inter-maze transitions.
.) tried/failed to see lab8 from maze9 (../xxav/) !!!
.) need more testing: 7 9.  Now seems Ok, after
	increasing maxnko from 500 to 599, and correcting
	maze edge handling in maze7 due to swapping of X/Z 
	(Rows/Cols) in avent-setup_maze7.adb.

23mar19:
.) new paradigm works Ok & looks great:  see thru in-maze
	doorways.  Only open 1 door at a time (+ its couterpart) 
	on nearest NoSo wall, and nearest EaWe wall;  so only
	draw 1 or 2 adjacent rooms thru each open door.
	skip lab8;  only attempt with (5/6)(7)(9).
	Do not open any other transition doors.


20mar19:
.) updated fog...sqrt(dist)*exp(-0.9*H) 
	where H=(aPos.y+iymax)/iymax in 0..2
	.) snakeFog.fs
	.) texnewHole.fs
	.) texobjShine.fs
.) reduced fog to level 2 in mazes
	.) 5,6,7

7mar19:
.) removed unneeded glew32.dll from 64-bit Windows compile.


3mar19:
.) determined that HiContrast fonts is possible
	but not used because they exhibited ugly aliasing;
.) removed unneeded adabindings/text/

17jan19:
.) perfected compilation scripts to include -D ...
	*.bat, *.sh


#######################################################
28dec18: uploaded v1.4.0 to itch, git, indi, SF, Jolt # 
#######################################################

28dec18:
.) conformalized gamePad controls versus AG;
	Revised default_settings.txt.

17dec18:
.) made z-key [return to default zoom] incremental
	like the other zoom keys n & f;



#######################################################
12dec18: uploaded v1.3.9 to itch, git, indi, SF, Jolt # 
#######################################################

10dec18:
.) reenabled OSX trackpad zoom with slight mod.
	Seems Ok on seven, so should be Ok here.

8dec18:
.) added zoom keys z,n,f;
.) MouseWheel zoom disabled on OSX;
.) camera zoom changes now show even while stopped;


########################################################
7dec18: uploaded v1.3.8 to itch, git, indi, SF, Jolt # 
########################################################

7dec18:
.) disabled mouse wheel zoom on OSX;

6dec18:
.) Improved compile script...if we include libsnd4ada.so,
	then we do NOT need libsndio*, libasound*.

1dec18:
.) added exterior wind sound;

#########################################################
27nov18:  uploaded to gamejolt; announced on GOL;
#########################################################

######################################################
23aug18: REuploaded v1.3.7 to itch, github, indie, SF 
######################################################

22aug18:
.) removed some platform-specific files from sdl208ada.
.) need to retest on osx, windows.

20aug18:
.) upgraded my sdl2 adabinding to version 2.0.8;
.) updated builds for all 4 platforms to sdl208;

17aug18:
.) all platforms now use sdl207;

5aug18:
.) renamed avatarobj to avatarolay.ad? to distinguish
	from version without overlay for Ag.
.) STILL used for Minotaur too...
	?should I use simpler avatarobj.ad? instead?

3aug18:
.) fixed avatarobj.adb and avatarobj.vs to elliminate
	strange X-scaling of arms, legs (per AG).

31jul18:
.) improved snake texture after fixing pngloader::410;

28jul18: sfml status:  now completely 250!
.) osx:  250
.) win32: 250 (was 242)
.) win64: 250
.) linux: 250 (was 242)


######################################################
28jul18: REuploaded v1.3.6 to itch, github, indie, SF 
######################################################

27jul18:  updated ocmpss.sh to 
.) use new AC2018
.) use sfml250
.) all scripts:  replace dmitri/ with text/
	(in coordination with latest OpenGLAda release)


######################################################
24jul18: uploaded v1.3.6 to itch, github, indie, SF 
######################################################

23jul18:
.) added alternative shared-lib-build scripts for OSX, 
	and the Frameworks to support them;  but not used
	to build the delivered exe.

21jul18:
.) added credit to Korla Pandit in closing scene.

9jul18:
.) now using more compatible linux libfreetype;

4jul18:
.) corrected handling of DOS-formatted config files,
	in case users' editors create one.

######################################################
1jul18: uploaded v1.3.4 to itch, github, indie, SF 
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1jul18:
.) recompiled linux version because libSDL* was linked
	to my system libs...
	...I have since REMOVED all my build-system 
	SDL2 libs and now deliver local libz, libm files.
.) reDelivered uploads.

29jun18:
.) now using Anisimkov's corrections, rather than
	those of AdaCore [Botcazou] ...yet BOTH
	methods passed every test I could think of...
	and I now believe they are identical.

27jun18:
.) updated Sanguine's AdaPng (to 4.6), 
	Anisimkov's AdaZlib (to 1.3+);

26jun18:
.) added W64 build capability;

10jun18:
.) changed default compiler to AC2018;
.) gnuAda 730 works also;
.) changed default SDL libs to shared;


9jun18:
.) created "lcmpg.sh" for AdaGnu v7.3.0;
	So it works fine...
	.) using -O3;
	.) using static SDL2 libs;

6jun18:
.) added steam coming from the nose on the
	face of the minotaur using "inverse" fog.
	See animalObj.fs
	Nice!



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1jun18: uploaded v1.3.3 to itch, github, indie, SF 
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