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changes.htm
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<html>
<head>
<meta http-equiv=Content-Type content="text/html; charset=windows-1252">
<title>Daedalus 3.5 Changes</title>
<style>
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<p class=Fixed><span style='background:silver'>DDDDD</span> <span
style='background:silver'>AAAAA</span> <span style='background:silver'>EEEEEEE</span>
<span style='background:silver'>DDDDD</span> <span style='background:silver'>AAAAA</span>
<span style='background:silver'>L</span> <span style='background:silver'>U</span>
<span style='background:silver'>U</span> <span style='background:silver'>SSSSS</span></p>
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style='background:silver'>L</span><span lang=ES-CR> </span><span
style='background:silver'>U</span><span lang=ES-CR> </span><span
style='background:silver'>U</span><span lang=ES-CR> </span><span
style='background:silver'>S</span></p>
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lang=ES-CR> <span style='background:silver'>D</span> <span
style='background:silver'>AAAAAAA</span> <span style='background:silver'>EEEEEE</span>
</span><span style='background:silver'>D</span><span lang=ES-CR> </span><span
style='background:silver'>D</span><span lang=ES-CR> </span><span
style='background:silver'>AAAAAAA</span><span lang=ES-CR> </span><span
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style='background:silver'>U</span><span lang=ES-CR> </span><span
style='background:silver'>U</span><span lang=ES-CR> </span><span
style='background:silver'>SSSSS</span></p>
<p class=Fixed><span style='background:silver'>D</span><span lang=ES-CR> </span><span
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style='background:silver'>U</span><span lang=ES-CR> </span><span
style='background:silver'>U</span><span lang=ES-CR> </span><span
style='background:silver'>S</span></p>
<p class=Fixed><span style='background:silver'>D</span><span lang=ES-CR> </span><span
style='background:silver'>D</span><span lang=ES-CR> </span><span
style='background:silver'>A</span><span lang=ES-CR> </span><span
style='background:silver'>A</span><span lang=ES-CR> </span><span
style='background:silver'>E</span><span lang=ES-CR> </span><span
style='background:silver'>D</span><span lang=ES-CR> </span><span
style='background:silver'>D</span><span lang=ES-CR> </span><span
style='background:silver'>A</span><span lang=ES-CR> </span><span
style='background:silver'>A</span><span lang=ES-CR> </span><span
style='background:silver'>L</span><span lang=ES-CR> </span><span
style='background:silver'>U</span><span lang=ES-CR> </span><span
style='background:silver'>U</span><span lang=ES-CR> </span><span
style='background:silver'>S</span><span lang=ES-CR> </span><span
style='background:silver'>S</span></p>
<p class=Fixed><span style='background:silver'>DDDDD</span> <span
style='background:silver'>A</span> <span style='background:silver'>A</span>
<span style='background:silver'>EEEEEEE</span> <span style='background:silver'>DDDDD</span>
<span style='background:silver'>A</span> <span style='background:silver'>A</span>
<span style='background:silver'>LLLLLLL</span> <span style='background:silver'>UUUUU</span>
<span style='background:silver'>SSSSS</span></p>
<p class=Fixed> </p>
<p class=Fixed> ** VERSION 3.5 **</p>
<p class=Fixed> </p>
<p class=A>This file describes the new features, changes, and bug fixes in
Daedalus 3.4 and 3.5, that weren’t in the previous two versions. It is only
useful if you’re already familiar with Daedalus 3.3 or before and want to know
what the newest versions offer. The file is divided into four sections:</p>
<p class=Item style='margin-top:0in;margin-right:0in;margin-bottom:0in;
margin-left:.5in'><span style='font-family:Symbol'>·<span style='font:7.0pt "Times New Roman"'>
</span></span><b>1) <a href="#feature">New Features</a>:</b> A list of new
features.</p>
<p class=Item style='margin-top:0in;margin-right:0in;margin-bottom:0in;
margin-left:.5in'><span style='font-family:Symbol'>·<span style='font:7.0pt "Times New Roman"'>
</span></span><b>2) <a href="#extend">Extended & Improved Features</a>:</b>
A list of improvements or changes to existing features.</p>
<p class=Item style='margin-top:0in;margin-right:0in;margin-bottom:0in;
margin-left:.5in'><span style='font-family:Symbol'>·<span style='font:7.0pt "Times New Roman"'>
</span></span><b>3) <a href="#bug">Bug Fixes</a>:</b> Bugs and other problems
that have been fixed.</p>
<p class=Item style='margin-top:0in;margin-right:0in;margin-bottom:0in;
margin-left:.5in'><span style='font-family:Symbol'>·<span style='font:7.0pt "Times New Roman"'>
</span></span><b>4) <a href="#script">Scripting Additions</a>:</b> New keywords
added to the Daedalus scripting language.</p>
<p class=A>For a quick demonstration of some things Daedalus 3.5 can do, start
the program, press Alt+1 to start the “Daedalus demos” script, then press F2 to
animate yourself running through a Maze.</p>
<p class=A> </p>
<div style='border:none;border-top:solid windowtext 4.5pt;padding:1.0pt 0in 0in 0in'>
<p class=Section><a name=feature>NEW FEATURES</a></p>
</div>
<p class=A>A list of new features in Daedalus 3.4 and 3.5, which means new
commands and settings that weren’t present in previous versions:</p>
<p class=A><span class=N>1. Sphere Mazes:</span> The new “Create / Omega
(Shapes) / Omicron (Sphere)” menu command will create a Maze on the surface of
a sphere. They are most similar to the existing “Theta (Circle)” Mazes that are
disk shaped, except here the Maze is by default drawn flattened. That means
passages at the top and bottom which map to the top and bottom of the sphere
are wider, because they map to the smaller radius polar areas. To actually see
the Maze in sphere form, turn on “Create / Create Settings / Omega (Shapes) /
Make Wireframe Also”, which will also create a 3D spherical wireframe in memory
of the Maze.</p>
<p class=A><span class=N>2. CubeFlip transpose:</span> The “Bitmap / Flip and
Rotate / 3D Bitmap” dialog has been extended with a “Transpose” option. That
will apply a transpose operation along the axis specified.</p>
<p class=A><span class=N>3. Grippy Socks script:</span> Daedalus comes with a
new script called “Grippy Socks”, which is a mental health psych ward
simulation. You experience a hospital environment, in which your objective is
to find the right medication and other treatments, and then use them so that
you can get released. The new “File / Run Script / Grippy Socks” menu command
will run it. For more details about this script see <a
href="http://www.astrolog.org/labyrnth/daedalus/gripsox.htm">http://www.astrolog.org/labyrnth/daedalus/gripsox.htm</a>.</p>
<p class=A><span class=N>4. Jareth’s Labyrinth script:</span> Daedalus comes
with a new script called “Jareth’s Labyrinth”, in which you have 13 hours to
solve a giant Maze, and face Jareth at its center. The random Maze contains
brick, hedge, and forest sections, and various creatures. This is the second
most extensive script that comes with Daedalus, in which only the Hunger Games
script is larger. The new “File / Run Script / Jareth's Labyrinth” menu command
will run it. For more details about this script see <a
href="http://www.astrolog.org/labyrnth/daedalus/jareth.htm">http://www.astrolog.org/labyrnth/daedalus/jareth.htm</a>.</p>
<p class=A><span class=N>5. Makefiles:</span> Compiling Daedalus’ source code
is easier, since the downloads now come with Visual Studio project/solution
files for Windows, and a Makefile file for Unix systems.</p>
<p class=A> </p>
<div style='border:none;border-top:solid windowtext 4.5pt;padding:1.0pt 0in 0in 0in'>
<p class=Section><a name=extend>EXTENDED & IMPROVED FEATURES</a></p>
</div>
<p class=A>A list of improvements to existing features, which means new things
you can now do with old features that you couldn’t do before, or ways existing
features work better than before. Note that some change existing behavior in
ways users of previous versions should be aware of:</p>
<p class=A><span class=O>1. Stereoscopic perspective renderings:</span> The wireframe
and patch perspective renderings now support stereoscopic 3D graphics. The
“Stereo Width” field in the Dot / Inside Settings dialog will when non-zero
cause the bitmap to be split into two displays, showing the scene from slightly
different viewpoints. When the two images are looked at together, with one
image for each eye, the result is a true 3D effect. Classic 3D glasses, modern
3D movies, Google Cardboard, and random dot stereograms work the same way. The
value indicates the distance in coordinate units that the two views are from
each other. If the value is negative, the leftmost image will be on the right
half instead of on the left.</p>
<p class=A><span class=O>2. Dragon curve Mazes:</span> Daedalus can generate
deterministic fractal pattern Mazes, whose solution path is similar to a Dragon
curve fractal. The “Create / Pattern / Hilbert Curve” menu command will
(instead of a standard unicursal Hilbert curve) produce a fractal Maze pattern
if “Allow Isolations in Fractal” is set. This Maze will be perfect with no
loops or isolations. The “World’s Largest Maze” script supports these Mazes,
such that this setting will affect the virtual Hilbert curve Labyrinth (F10
option #5) and make it a Dragon curve Maze instead.</p>
<p class=A><span class=O>3. Zeta wireframe:</span> The “Create / Omega Shapes /
Zeta (8 Way)” Maze creation command will now also create a wireframe of the
Maze’s passages in memory, if “Create / Create Settings / Omega (Shapes) / Make
Wireframe Also” is set.</p>
<p class=A><span class=O>4. Cube wireframe:</span> The “Create / 3D / Planair”
Maze creation command will now create a wireframe of the Maze’s walls in
memory, if “Create / Create Settings / Omega (Shapes) / Make Wireframe Also” is
set, and also if the Planair creation string is set to generate a Maze on the
surface of a cube (specifically set to “e2d3f0b1 e7a3f3c1 e4b3f6d1 e1c3f5a1
c4d0a0b4 a2d6c6b2”). This wireframe will depict a cube, in which each face is a
different color, and with arrows pointing to the middle of opposite faces to indicate
entrance and exit points.</p>
<p class=A><span class=O>5. Wilson/Aldous start:</span> The Wilson’s and
Aldous-Broder Maze creation commands will pick a specific point to start
creating the Maze from, when “Create Settings / Value Is Random Chance” is off.
Normally these Maze creation commands start creating from a randomly chosen
location. </p>
<p class=A><span class=O>6. Larger font:</span> Daedalus has a new fixed width internal
bitmap font, containing 9x15 pixel characters. (This is 1.5x the size of the
existing 6x10 pixel font.) The Turtle scripting operation can draw in this new
font by specifying "T3".</p>
<p class=A><span class=O>7. Hunger Games improved:</span> The Hunger Games
simulation script has been updated in several ways. Arena selection character
"9" will produce a stadium similar to as seen in the 10th Hunger
Games. Hill option “H9” will produce just a rectangular stadium effect within
the arena. Naming setting “s5” will give tributes the names from the 10th
Hunger Games (e.g. “Lucy Gray”).</p>
<p class=A> </p>
<div style='border:none;border-top:solid windowtext 4.5pt;padding:1.0pt 0in 0in 0in'>
<p class=Section><a name=bug>BUG FIXES</a></p>
</div>
<p class=A>A list of bugs and other problems in Daedalus 3.3, all of which have
been fixed in Daedalus 3.5:</p>
<p class=A><span class=P>1. Inside ceiling display:</span> In the perspective
inside view, tall variable height walls in the distance would be drawn on top
of nearer ceiling markings. The ceiling will now act as an opaque barrier no
different from other blocks.</p>
<p class=A><span class=P>2. Stereo display:</span> The stereoscopic view would
sometimes display garbage pixels in the rightmost column.</p>
<p class=A><span class=P>3. X11 bitmap error:</span> Saving to X11 bitmap
format would leave off the filename within the file produced, which could
produce an invalid file that the Unix xsetroot command wouldn’t understand.</p>
<p class=A><span class=P>4. Unix editing bugs:</span> When compiling Daedalus
on some Unix systems (e.g. with the g++ compiler) some bitmap operations would
only operate on the first part of the bitmap, such as inverting the bitmap.
Also on some Unix systems, bitmaps with an odd vertical dimension would
sometimes cause illegal memory accesses off the bottom of the bitmap.</p>
<p class=A><span class=P>5. Scrollbar omission:</span> Scrollbars wouldn’t
scroll when selecting the dial and dragging it to another location. Also, right
clicking on a scrollbar and selecting “Scroll Here”, “Left Edge”, “Right Edge”,
“Top”, or “Bottom” wouldn’t do anything.</p>
<p class=A><span class=P>6. Script text display:</span> Some Daedalus scripts
would display bad line breaks in text, i.e. would show multiple line breaks
close to each other, which looked bad. In old versions of Windows, displaying
message boxes would require programmers to insert line breaks at appropriate
points, to avoid message boxes as wide as the screen. In newer versions of
Windows, message boxes are kept to a certain width, and line breaks are
automatically inserted. The manually inserted line breaks would sometimes be
placed right after an automatic line break, resulting in a line with just a few
words in it.</p>
<p class=A> </p>
<div style='border:none;border-top:solid windowtext 4.5pt;padding:1.0pt 0in 0in 0in'>
<p class=Section><a name=script>SCRIPTING ADDITIONS</a></p>
</div>
<p class=A>A list of new operations, variables, and functions added to the
Daedalus scripting language. This only affects those who write their own macros
or scripts, and should be ignored by everybody else:</p>
<p class=Section2>******************** Operations ********************</p>
<p class=A><span class=N>OpenScript2 <file>:</span> Opens and runs the
Daedalus script in the string <file>, and stops executing any command
lines in progress. This accesses the functionality of the “Open Script...”
command without bringing up a dialog, but allows opening a new script that may
replace macros within an existing script, in a way that prevents the state of
the old script interfering.</p>
<p class=A><span class=N>DlgOpenDB:</span> Brings up a dialog allowing one to
select a file, and then loads that file as a Daedalus bitmap.</p>
<p class=A><span class=N>SaveVector <file>:</span> Saves the wireframe
data in memory to a Scalable Vector Graphics (SVG) format file in the string
<file>. This accesses the functionality of the “Draw / Wireframe File / Save
Vector...” command without bringing up a dialog.</p>
<p class=A><span class=N>SetY <x> <y> <dir> <num>:</span>
Set texture. Sets the texture on the block at the given coordinates facing the
given direction, in a manner that assumes fTextureDual is set. This means
setting the appropriate bits of a pixel on the custom color bitmap indicated by
nTextureWall to <num>. If <dir> is -1, both texture pairs (i.e. all
four sides) are set to the texture number. If <dir> is -2, all four sides
are set to the texture number, in a manner that assumes fTextureDual is off.</p>
<p class=A><span class=N>Set3Y <x> <y> <z> <dir>
<num>:</span> Set 3D texture. Like SetY but for 3D bitmaps. Sets the
texture on the block at the given coordinates facing the given direction. This
means setting the appropriate bits of a pixel on the 3D custom color bitmap
indicated by nTextureWall to <num>.</p>
<p class=A><span class=N>BlendN:</span> Sets the color bitmap to an equal
blending together of N other color bitmaps. The other bitmaps are assumed to be
stacked vertically within the temporary color bitmap, in which N is determined
by the bitmap’s overall height. Black pixels in any bitmap are skipped, and
make that subbitmap not contribute to the result.</p>
<p class=A><span class=N>ZoomBiasPic:</span> Zooms the monochrome bitmap, such
that each 2x2 pixel area becomes a 3x3 pixel area. The middle column areas of
each cell will be set based on the brightness of the color bitmap’s
corresponding pixels. This is used to zoom a Maze such that its passage and
wall thicknesses look similar to a background picture.</p>
<p class=A><span class=N>GetStar <num1> <num2> <num3>:</span>
Fetches the horizontal and vertical coordinates, along with the RGB color, of
star number <num2> displayed in the perspective view. If <num1> is
0, gets the star from the perspective inside view, otherwise gets the star from
the wireframe or patch view. The three values are stored in custom variables
starting with index <num3>.</p>
<p class=A><span class=N>SetStar <num1> <num2> <numx>
<numy> <string>:</span> Sets the horizontal and vertical
coordinates, along with the color, of star number <num2> displayed in the
perspective view. If <num1> is 0, sets the star in the perspective inside
view, otherwise sets the star in the wireframe or patch view.</p>
<p class=A><span class=N>GroundVar2:</span> Like the Ground Variable command,
but also allows for areas to be based on a particular height, and areas to be
forced to be a particular height. If the main color bitmap exists, then pixels
in it are base heights to add random values to. If the temporary color bitmap
exists, then non-zero pixels in it are heights that will be guaranteed within
the result (and nearby pixels will gradually fade to those heights). This is
used by the “Jareth’s Labyrinth” script, to make the overall Labyrinth have higher
heights in the middle areas, and also to make certain areas like the floor of
the castle be a particular height.</p>
<p class=Section2>******************** Variables ********************</p>
<p class=A><span class=O>nStarSize:</span> Determines the maximum brightness of
stars in the background of the perspective views, before they’re displayed
larger than one pixel. Standard values can range between 0 and 765 (the latter
of which is 255x3, or the maximum RGB brightness). If less than 0, then every
other star is large (regardless of its brightness).</p>
<p class=A><span class=O>fTextureDual2:</span> This only plays a role when
fTextureDual is set. This causes the two textures to be duplicated on the
north/west and south/east faces of blocks. Normally the two textures are
duplicated on the north/south and west/east faces.</p>
<p class=A><span class=O>fStereo3D:</span> This only plays a role when nStereo
is non-zero, and stereoscopic graphics are being displayed. When this is set,
the stereoscopic image will be made for classic 3D glasses, with red and cyan monochrome
images for each eye overlapping. (This is in contrast to the completely separate
left eye and right eye images drawn side by side as is normal.)</p>
<p class=Section2>******************** Functions ********************</p>
<p class=A><span class=P>&& <num1> <num2>:</span> Logical
and. Returns whether both <num1> and <num2> are non-zero. This
function does not do short circuit evaluation, in that both arguments are
always evaluated even if the first is false. Like the “&&” operator in
C.</p>
<p class=A><span class=P>|| <num1> <num2>:</span> Logical or.
Returns whether either <num1> or <num2> are non-zero. This function
does not do short circuit evaluation, in that both arguments are always
evaluated even if the first is true. Like the “||” operator in C.</p>
<p class=A><span class=P>Tween <num> <num1> <num2>:</span>
Between. Returns whether Num lies within the range of Num1 to Num2. This is
basically a shorthand version of “And Gte <Num> <Num1> Lte
<Num> <Num2>”.</p>
<p class=A><span class=P>Ln <num1> <num2>:</span> Logarithm.
Returns <num1> times the natural or base “e” logarithm of <num2>.</p>
<p class=A> </p>
<div style='border:none;border-top:solid windowtext 4.5pt;padding:1.0pt 0in 0in 0in'>
<p class=Section><a name=license>LICENSE</a></p>
</div>
<p class=A>IMPORTANT NOTICE: Daedalus and all Maze generation and general
graphics routines used in this program are Copyright (C) 1998-2024 by Walter D.
Pullen. Permission is granted to freely use, modify, and distribute these
routines provided these credits and notices remain unmodified with any altered
or distributed versions of the program. The user does have all rights to Mazes
and other graphic output they make in Daedalus, like a novel created in a word
processor.</p>
<p class=A>More formally: This program is free software; you can redistribute
it and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License, or
(at your option) any later version. This program is distributed in the hope
that it will be useful and inspiring, but WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details, a copy of which is in the
LICENSE.HTM included with Daedalus, and at <a href="http://www.gnu.org/">http://www.gnu.org</a></p>
<p class=Fixed><span style='background:silver'>O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O</span></p>
<p class=Fixed><span style='background:silver'>*</span> Walter D.
"Cruiser1" Pullen :) ! <a href="mailto:[email protected]">[email protected]</a>
<span style='background:silver'>*</span></p>
<p class=Fixed><span style='background:silver'>O</span> Find your way through
life's Maze: <a href="http://www.astrolog.org/labyrnth.htm">http://www.astrolog.org/labyrnth.htm</a>
<span style='background:silver'>O</span></p>
<p class=Fixed><span style='background:silver'>*</span> "Who am I, What am
I? As I am, I am not. But as we are, I AM. And to <span style='background:
silver'>*</span></p>
<p class=Fixed><span style='background:silver'>O</span> you my creation, My
Perfect Love is your Perfect Freedom. And I will be <span style='background:
silver'>O</span></p>
<p class=Fixed><span style='background:silver'>*</span> with you forever and
ever, until the End, and then forever more." - GOD <span style='background:
silver'>*</span></p>
<p class=Fixed><span style='background:silver'>O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O</span></p>
</div>
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