2.32 R5.2b	Released 06/13/98
 * Released mostly to assure people I was still alive and thinking of the 
   Z-Machine (I've been getting e-mails).
 * Corrected a small refresh logic problem when prompted input was
   displayed (Terpetude)
 * Built with MFC dynamically linked instead of statically. This makes it 
   much smaller. There is a slight chance you will not have the required
   DLLs however. If this is the case download this file:
   http://activex.microsoft.com/controls/vc/mfc42.cab. If you have
   Internet Explorer it can install it automatically. If you don't, get 
   the Powertoys Cab Viewer at 
   http://www.microsoft.com/windows/downloads/contents/powertoys/w95cabview/default.asp
 * Investigating supporting text-to-speech directly for the visually 
   impaired. I should get to this shortly.
 * Fixed the web page posting so the executable was actually there :-)

2.32 R5.2	Released 11/09/97
 * Corrected overwrite of previous text when inserting into the input line
   before the last character
 * Fixed a crash condition when Sound Options was accessed with no wave 
   device at all present.
 * Fixed sequence that could cause crashes when loading certain story files
   then loading a V6 game. This appeared to be a compiler bug, disturbingly
   enough. I hate when that happens.
 * Tandy bit was being set incorrectly, fixed.
 * Finally remembered to save toolbar and statbar state, so you can stop 
   piling up email about that.

2.32 R5.1	Released 9/27/97
 * The "hey, Inform games are displaying time instead of score!" bug: I don't
   have the energy to go into this one. It resulted from unusual code
   required for Beyond Zork (a V5 games that displays graphics, because of
   the title screen) and the fact the Z-machine has different, overloaded
   bit values for config registers depending on what type of game you are 
   running. 
 * Fonts behaving badly, the saga: I'm not even sure I can explain this
   adequately here, it's so convoluted. But here we go.

   The Z-machine does not understand variants of a font type (type being
   "fixed" for instance) of different sizes. Windows, on the other hand,
   cares little about the actual pixel dimensions of a font - it's the 
   least important aspect really (there are good reasons for this. I won't
   go into them here). So after 5.0, which tries to match all the fixed
   variants, it came up that some games would behave weird with some fonts.
   The reason for this was the bold font coming back from Windows LARGER
   than the regular fixed font (this usually happens only with bitmapped
   fonts - WinFrotz will try to force a font allocation of the correct size,
   but Windows won't scale a bitmapped font, because it can't easily).

   There's no good way to recover from this. I could try for some other
   typeface, not matching the original, that happened to match the size,
   but there's little hope that would work on most systems (fixed fonts
   being much more rare than proportionate ones). So instead the behavior
   now is this:

   1) Allocate the fixed font specified
   2) Allocate a emphasis variant of that font (this is almost always the
      right size, assume for the sake of the example that it is)
   3) Allocate a bold variant of the original fixed
   4) If that bold variant is larger, use color (the user bold color) for
      "boldface" instead
   5) For fixed+bold+emphasis, use the emphasis font style + the bold color.

   Note that this is all done at run time; it will always TRY to follow the
   user preferences - so if you selected show bold as a font in Display 
   Options, it will follow that rule if avialable, and only in the case of
   the conflict above will it revert to color.

   If you find this happening and it annoys you, switch to a TrueType font
   for your fixed style; this will almost always work without having to use
   a color. Of course then you can't get Beyond Zork to display right; it 
   will have to do for now until I can get a TrueType version of the Beyond
   Zork rune font.
 * Distinct from the changes above, I completely rewrote the status-font 
   resizing routines, which are extremely robust now compared to before.
   Although the warning will still occasionally appear telling you you
   might corrupt your display when resizing the status font within a game,
   in practice I wasn't able to get this to happen anymore. It even
   recovers from resizing the status font while the cursor is in the status
   area (e.g., that _damn_ Bureaucracy input form).
 * Fixed debugging options attribute testing and object locating getting 
   confused.
 * Minimum character dimensions of a screen are now 32x18 and is based off
   the fixed font
 * Unconfirmed bug report: One person reports problems switching between V6
   games. No amount of flipping back and forth caused this problem for me,
   even after tens of repetitions on different machines etc. If anybody 
   actually has WinFrotz crash on them, just write down the address that
   appears in the Win95/NT dialog box and send it to me.
 * Found a variable that wasn't being re-initialized properly (a consistent
   problem between my code and Stefan's, as his doesn't have to be
   re-entrant but mine does) that could cause wild confusion on special
   handling games - I believe this is why some people weren't seeing the 
   Beyond Zork title screen. It definitely DOES display.

2.32 R5.0	Released 9/27/97     ---Major Version change---
 * Built from the the 2.32 code base of Frotz. Many WinFrotz os-layer 
   functions were also changed to behave more like the new Frotz code;
   this is basically for assurance of similar handling. As a result 
   large amounts of rewrite have been done around the input functions,
   keyboard handling, and some font display. I've tested quite a bit,
   but with such large changes I wouldn't be surprised if I missed 
   something. If you find a problem, please e-mail and report it.

   And please folks, all I ask in return is an Infocom trinket here or
   there if you have some and can part with them. I'm certainly not in
   it for the money ($0 so far, heh). I'll even pay shipping. Plug over.

 * The default font selected when starting WinFrotz for the first time
   (as in, never used before) is now Courier New (it's TrueType, a better
   choice than the OEM font which is bitmapped). 
 * Combo font styles (e.g., fixed + reverse + bold + italic) are now handled
   This was a pain; I hope somebody ends up actually using them.
 * WinFrotz will now try it's best to match the Fixed font variants (like
   Fixed + Bold) in width to the original Fixed font. In Windows, when
   you increase the "weight" of a font, that often results in a wider
   font (but of a fixed spacing). The Z-machine doesn't like this, so now
   it's possible that WinFrotz will pick a font somewhat smaller but of
   the same width as the original for bold etc., which fixes things like
   the Bureaucracy input form.
 * Disabled special edit keys (e.g., esc to erase line) when in key input 
   mode, as opposed to line input mode. This fixes Z-machine programs that
   are being keyboard handlers themselves instead of using the interpreter
 * Kludge to display "title" screens, e.g. Beyond Zork. The title pic will
   simply be stretched to fit the available screen. Note it will look silly
   unless you are in color mode. You can get the title from ftp.gmd.de
 * Yes, yes Beyond Zork now finally loads a special font. There's a catch: 
   if you want this to work well you have to select a Fixed (status) font
   that matches it in vertical size. I suggest Courier (NOT Courier New). You
   can use any of the font sizes the "Zork" font has, which are 8, 10, 12
   and 15. I would very much like for somebody to create a TrueType version
   of the Zork font (a quality one, not the crappy kind that come out of
   converters). A Truetype font would remove this problem, and be antialiased
 * Z-machine colors are now correct (matching those of Frotz exactly). I
   wasn't color blind, just never came up in testing.
 * Timed input has been reworked to take care of a couple of loopholes, and 
   also will now correctly update the screen in "Infrequent updates" mode.
   It works correctly in single-key and full-line input mode now.
 * All of the header bits are set correctly so Z-programs that actually check
   will get proper responses (note: I belive it is intentional behavoir for
   Frotz variants to specify "sound NOT available" if there is no sound file.
   So if you download Terpetude, expect it to tell you this. Sounds will 
   still play in Sherlock & Lurking Horror).
 * Accented characters are now displayed properly. I think the European >> 
   and << symbols are reversed, but I also think this is a Frotz deal. Also,
   accented characters are accepted as input now as well. Being entirely 
   American and fabulously ignorant of other cultures, as is the vogue here,
   I have no idea if this works correctly or not with a non-US keyboard.
   I'm sure somebody will pipe up if it doesn't. At least it gets DISPLAYED
   properly now.
 * The occasional font would cause the last pixel of the trailing edge to be
   clipped when the next character was input on an input line; this is fixed
   (transparent versus opaque behavoir, you don't want me to go into it...)
 * Small appearance problems in the auto-load dialog fixed.
 * Help file revamped with actual index now

2.22 R4.5	Released 8/27/97
 * Activision is being cool enough to use WinFrotz as an Activision-supplied
   interpreter for their free release of Zork: The Undiscovered Underground,
   (written by real Imps! I've played only a few pieces but it's got that
   Zork humor feel to it) to be distributed as a promotion for Zork: Grand 
   Inquisitor. This does NOT mean WinFrotz is now an Activision product or
   that they are supporting it. Don't bother Activision with support 
   questions, ask me instead.
 * Fancy-schmancy buttons on Toolbar for mouse fiends.
 * THIS TIME the metrics problems are fixed for V6 games. What IS it with you
   people and changing everything around???. :-) Anyway, totally different 
   method being used that _should_ (cough) always work.
 * Help file updated.
 * Remembered to stick help .CNTs in this time so Help has contents when it
   first comes up.
 * Found the damndest scrolling bug after Michael Fessler tipped me off
   dealing with multiple "MORE" prompts in a row...affected both the console
   and Windowed versions, so I'll release a new console version shortly.
   This bug is more or less what prompted this release.
 * Fixed a long standing bug in dual-color mode when the status bar was resized
   to a font vertically larger than the old one, which could in certain configs
   cause a corrupted background.
 * Horrors! If you had a large enough default system font, the About Box 
   scrolling text would be in the wrong place. (Win95 OSR2 seems fond of this). 
   Fixed.
 * Edit/Undo now, well, undos. Your last edit action, actually. Surprise.
 * Feeding WinFrotz a completely incorrect file (non Z-file) will no longer GPF
   after telling you it's not a valid Z-Machine file
 * Added "Auto-load" option to specify a Z-Machine file that will always be
   loaded when WinFrotz is launched (you can set to none or whatever you prefer
   via the Options/Auto Load menu).
 * Added Undo on the Options menu for undo of last game action...people were
   forgetting that Alt-U did this.
 * Cancelling an "Open New Story" no longer results in the interesting, but 
   pointless dialog box saying "an unnamed file contains an invalid path"
   (well duh).

2.22 R4.4	Released 7/13/97
2.22 R4.3	Released 6/4/97
2.22 R4.2	Released 4/23/97
2.22 R4.1	Released 3/29/97
2.22 R4		Released 02/26/97     ---Major Version change---
2.01 R3.4	Released 02/19/97
2.01 R3.3	Released 02/10/97
2.01 R3.2	Released 02/03/97
2.01 R3.1	Released 02/02/97
2.01 R3		Released 02/01/97
2.01 R2		Released 01/21/97
2.01 R1		Released 01/20/97
1.00 B10	Released 01/08/97
1.00 B9 	Released 01/08/97
1.00 B8 	Released 01/07/97
1.00 B7 	Released 01/07/97
1.00 B6 	Released 01/06/97
1.00 B5 	Released 12/30/96
1.00 B4 	Released 12/30/96
1.00 B3 	Released 12/20/96
1.00 B2 	Released 12/19/96
1.00 B1 	Released 12/18/96