XRally 1.1

- Added the Easy Level, that should be suitable for begginners
- Fixed bug in the radar display (was displaying some weird green lines)
- Fixed some segfaults, added others
- Updated xpm2xrally
  - a bit more forgiving about the xpm file syntax
  - And now it outputs the maps on the new map format
- Changed the maps a bit (some of them were way _too_ hard)
- Removed some unecessary stuff
- Added a xm2mod utility, to convert xm music to mod (XRally format)
- Added a Intro tune
- Added a new level option, "resol", the sets how many tiles are painted on the
  screen at a time (see a example on the Leo Level)
- Added html documentation, written by Josh Franklin <sadrith@onebox.com>
- sound now works on PowerPC
- Debian files added to the main repository to make debian package
  maintenance easier.
- Loads of sounds enhancements
- Fixed bug when the player wasn't receiving his extra lives (some changes of
	score.value didn't check for it)
- Changed the layout of the info bar, now contains the level name, the number
  of the current map, the total number of maps and the hiscore for this level
- Some code cleanup
- Added ANSI color codes to debug messages
- Changed the intro menu
  - Added a big nice background image 
  - Added blending effect to the menu.
  - Added shading/unshading effect to the meu.
  - Changed the position of all the item/texts
- Indentation fixes (using tabs instead of spaces)
- Added blended windows to splash screen messages, hiscores messages and
  in-game windows
- Changed the default border color from a window from red to gray (is that
	border necessary?)
- Changed the layout of the splash screen (to take advantage of all the new
  screen space)
- Added a more informative level description (w/ the speed of the cars on the
  first map)
- Slowed down the default speed (from 12 to 9)
- Displays menu help on the main menu screen
- Displays game help on the splash screen
- Changed the graphics API
- Changed some of the FPS counting routines (now it should be better to
	benchmark the game)
- Displays Expected frame len and Real frame len on end of map (good to see if
	your computer is fast enough to play the game)


XRally 1.0

- Fixed bug when pressing ESC on the "Select level to view hiscores" screen ("Loading hiscores for (null)")
- Removed lots of debug messages (three debug levels)
- New layout of splash screen (more informative)
- Shows level info while loading it
- Sound is now enabled by default


XRally 1.0.pre5

- New interface look
- New routines for choosing options
- It's now possible to view the hiscores
- Game logo on main screen
- New in-game windows
- Show a quick abstract about your score at the end of the level
- New splash screen (featuring a scrollbar)
- Tells the player about each level before he chooses one

XRally 1.0.pre4

- Added the Claudio and the Mirax levels and made them the Classic Level
- Added support for pits. Pits are obstacles, like oil, rocks, roadblocks, etc. If your car go to a pit, you lose.
- Don't allow empty names on hiscore anymore (and allows to quit in the hiscore screen)
- Enemy waits some time before moving (enemywait map option)
- New carai argument: -1. The player can't control his car anymore (good for animations)
- Lots of changes in the main game loop. Should increase performance, and now the game doesn't need to be launched again just to choose another level
- Fixed some bugs in the delay functions. Should slow things down when running on very fast machines
- Made some changes to make the "Runner" level possible (Check if got by a enemy or if got a flag every pixel it moves). Will fix some problems when the car run around the enemy
- Added a "Runner" level, which implements a Sokoban (or KAtomic) style of playing. (it is here more like a proof of concept than anything else)
- Some minor bugfixes
- Removed "leo" tileset

XRally 1.0.pre3.1
- Fixed "make install" and searching for directories
- Added a new argument to the lives option. Gives bonus for extra lives at the end of the level

XRally 1.0.pre3

- Hiscore support
- New patch for the color routines. (Should fix the problems running in Macintoshs)
- Classic tileset
- Borders support
- Sound support!
	- Deep thanks to Claudio Matsuoka for this four amazing contributions
- Added a tools directory with xpm2xrally and the checksum utilities I wrote to XRally (together with a README explaining why these utilities exist)
- Player car's AI is now optional (it's a level option. Take a look at doc/levels to learn how to change it)
- New moving routines (much better control)
- New radar modes (ORIGINAL, SONAR, FUELSONAR and FULL) -> Thanks to Anatoly A. Orehovsky for the idea and the code
- Displays full radar at the start of the map

XRally 1.0.pre2

- Points for fuel at the end of a map
- Extra lives when have enough points
- Changed the configure script (now checks for libXpm)
- Corrected a bug when loading a tileset with a higher sprite size then 48 (window now resizes correctly)
- Added "bonus" option. (Allows bonus map -> Don't lose a life when they end and displays a "BONUS!" string at start)
- Adjusted REST_TIME (Thanks to Oren)
- Added "fuel" option. (start fuel and impact of fuel on car speed when it ends)

XRally 1.0.pre1

- Added "lives" option. (now you can play all the maps at the Test Level 
without recompiling the game)
- New map format!!!
- Moved the level loading functions from the map.[ch] to the level.[ch] files
- Segfault when loading some maps corrected -> Thanks to Anatoly A. Orehovsky 
for the patch
- Added a better way to quit the program in the menu screen (just press 'q') 
-> Thanks to Keith McDowell for the patch
- Two new levels: Silver and Mirax (thanks for my brother)

XRally 0.9

- Lives (Edit the NUM_LIVES variable)
- XSync call in main loop - should end the slowdown problems. (Thanks to Tommy 
Thorn for the help)
- Automatically loads sprite sizes (no need to recompile when changing tileset)
- Cosmetic changes (tell when sprites have incompatible size and draws a 
"Fuel:" on the top of the fuel bar)
- Error checking when loading images/tilesets (loads the default one)
- The TODO file is a lot larger! (I've been playing the original game for a 
while)
- Score system (and display the value of a flag when get it)
- Game over and victory ending screens (and no more text when wining/losing a 
map)
- New macros to get font width/height
- New function to intersect enemy (use the toTile call) -> Has to decide which 
is the better (take a look at the CONFIG file)
- Car gets slower when the fuel ends, until stopping
- Crash tile

XRally 0.8.pre2:

- Enemy car now turns around when confused
- Lights before start (Red, Yellow, Green!)
- Improvements on splash screen (no need to reload when changing maps)
- Changed the passable tile name from "grass" to "road"
- Custom tiles sizes and screen resolution (read the README.pre2 file)

XRally 0.8.1:

- "make install" now works
- Hardcoded the install path in the program (only way I found so it would load 
the levels in the right place)
- Corrected bug that draw a entire fuel bar when fuel ended
- New smoke image in povaddict tileset
- xrally.spec -> RPMS!

XRally 0.8:

-Made possible to use different tiles in levels
-Corrected bug when segfaulting when can't find the "map" directory
(it now exits and tells what is wrong)
-Rewrote the AI code. Not smarter, but now is easier to improve it
-AI can now collide with each other and become confused
-Configurable option (see main.cpp) to rearrange fps when game is losing 
control
-Configurable option (see ai.h) of AI seeking player in group or alone
-The rearranged fps will slowly return to normal
-Changed the tiles code. Smoke and Rock aren't tiles anymore (Smoke is a 
Image, Rock is out... with custom blocks, there is no need for it)
-Made the main drawing functions as macros. blit and m_blit (see graphics.h) 
-> speed and C compatibility
-The dbg macro now works for all cases
-The flag doesn't hide the AI car anymore
-Fuel working
-Code is now pure C
-Changed the configure.in script. Now creates a config.h
-Display the current version in the title bar
-Corrected bug which caused segfauls when loading certain levels
-Made enemy smarters (ENEMY_STOP option on ai.h)
-Implemented smoke (press SPACE)
-File with the configuration options (see CONFIG file)

XRally 0.7.1:

-Corrected bug in car steering. It should be controlled better
now

XRally 0.7:

-Corrected huge memory leak when working with big maps
-Implemented flags
-The game is now playable, as you can collect the flags and the
enemy can get you
-The radar screen don't distort the map anymore

Orally 0.6:

-Menu for easily loading levels and maps

Orally 0.5:

-Graphics routines for initializing the display and drawing the  map and the 
game sprites
-Basic game mechanics, so that the car can't go through walls
-Level loading from file. You can write your own levels easily
-Basic car AI, so that if the blue car faces a wall and the player doesn't 
tell it where to go, it automatically chooses a side (the car can't stop!)
-Basic enemy AI (very, very basic)

