
4.03 changes:

The file DCWORLD.EXE and DCPLAY.EXE are now
protected mode versions of the DCGAMES system.
They use the DOS4GW.EXE program (must be in 
the same place as the executables). They will
now use all available protected mode memory
and are optimized for 386 processors, so they
don't work on older processors.

Worlds may now be up to 512KB in size (up from
64KB). Compiled scripts (SCO files) can now be
a lot larger, and a few other internal limits
are also extended.

I also modified the script language to return
the string values instead of numbers when the
following variables are assigned to a string 
or displayed using write/writeln:

a) world.density(x,y) <- Returns string from the
   [WORLD DENSITIES] entry in DCCTOKEN.DAT

b) world.block(x,y) <- Returns string from the
   NAME field of the Tile record in DCBLOCKn.mde
   where n=0-9 and mde = VHI, VH1, etc.

I also fixed a bug in the code that allowed you
to replace the landcaping file on the fly. It 
was plain broken. Now you can have 2 sets of 
landscaping tiles, one for darkness, one for
daylight and switch like this:

    world.landcape = 1; ! Between 0 and 9 !

Finally, in order to make this protected mode
I had to extract the sound library and make it
into a TSR (because it's real-mode).  To run
DCPLAY now you need a batch file that does
the following:

  File: PLAY.BAT
    tsr i
    worxlite
    dcplay %1 %2
    tsr r

This batch file marks memory (tsr i), loads the
WORXLITE tsr program, runs DCPLAY and removes
the WORXLITE tsr when DCPLAY ends.  Note that 
if you usually use the -S parameter because you
don't have a sound card, you can just run the
dcplay.exe program directly w/out loading the
worxlite program:
 
   dcplay.exe -s

4.02 changes:

The utility 'LOADPAL.EXE' will load a NEOPAINT
palette (file.PAL) into a DCGAMES palette 
(file.DAT).  The default palette is DCPALET.DAT
and is loaded at game startup.

Inside the scripts, you can use the LOADPAL() 
function to load an alternate palette. This 
function can be used to implement day/night
as follows in the 'time' routine in CONTROL.SCR

   if <sunrise> then
     loadpal( "DCPALET.DAT" );
   else
     loadpal( "NIGHTPAL.DAT" );
   endif;

You can also change the palette when you enter
a new world depending on the world type, for
example:

   if world.type = CAVE then
     loadpal( "CAVEPAL.DAT" );
   elsif time > sunrise and time < sunset then
     loadpal( "DCPALET.DAT" );
   else
     loadpal( "NIGHTPAL.DAT" );
   endif;

I also fixed WORLD.INDEX to return a simple
number (like it did in 3.x). I broke it trying
to implement a variable that returns the STRING
name of the world file.

If you want to get the name of the world file
(w/out extension), use WORLD.SINDEX, which will
return "WORLDnnn" where nnn = 000 to 999.

4.01 changes:

Fixes a bug that causes the game driver to hang
after a battle when using the -s parameter.

Also, contains minor patches to the CONTROL script
to handle 3.01 style hidden and locked doors.
