Found binaries at OneDrive
HBF)
- Moving balls bounces when hero is on top and touches a wall
 - Electricity also kills enemies (but only if camera is there to make it funny)
 - TGameSprite.IsBellow() is more accurate now
 - Grass shakes with any moving entity
 - Chandelier goes back to original position with a proper animation
 - Frogs jumps higher
 - Skeleton only throws bone when facing hero
 - Spider is now slower
 - Enemies are no longer stuck in non moving platforms
 - Clouds in menu are now red
 - Timeout was not reset when clearing screens, therefore after loosing a fight tunes would not appear anymore
 - HUD refactored
 - Spring improved
 - Snow ball now dies when is too small
 - Worm attack pattern changed
 - TryEnterVehicle moved from Game to GameSprite
 - HandleTeleports and HandlePosts moved from Game to GameSprite
 - Gatashi laser now shakes water if it is on the way
 - Game is rule by a proper state machine
 - Princess now "talks" to hero when close enough
 - Jump system improved
 - When skull is taken, crepuscule lights go away
 - New trigger functions TextSelection() and QuestionAndSet()
 - Dialog now has a color parameter
 - Firebug speed increased a bit
 - Head fire once option implemented
 - Cloud priority changed
 - Enemies can also now teleport and shield (although they don't do it...)
 - Achievements can be reset
 - Unlocked achievements are shown differently
 - Banners can now be horizontal
 - Dialogs can have portraits
 - Triggers are executed only when walking and flying
 - Messages can be waiting for confirmation
 - Screen code improved with machine state events
 - When hero dies colors are different
 
BB)
- Layer removed from sprites (makes no sense)
 - New interface IBackground implemented in TBackground
 - New TMemVar AsBool, AsInt, AsString, AsFloat
 - TSimpleSprite AddTrigger now has a closure version (very handy)
 - State machine now includes the current value as param in events so it can be modified