Found binaries at OneDrive
BB)
- New TSpriteEngine.SpritesAt<T: class>(const aRect: TRect; aCallback: TSpriteCallback<T>): boolean; very helpful
 - Removed speed stuff from Camera2D
 - New TDummySprite.IsEmpty() true when surface is not created yet
 - New collision method with callback for detailed info
 - Added some optimizations to the collision system
 - New camera.Lerp() and CameraHelper ideas
 - New property TDummySprite.TickCadency (tick and render calls can now be different)
 - New CameraLerp helper
 - New TCamera2D SetWindow() and InsideWindow(), useful for camera lerp
 - Maps now can indicate a custom colorkey
 - Tiles outside the camera view are also update (not rendered)
 - Laser now can have zoom
 - New property TSprite.AlphaSpeed
 - When a sprite is attached to another one, horizontal and vertical speeds are set to zero
 - TBigFile file search functions improved
 - Now .ani files can setup the bounding boxes (rectangle for collisions)
 - New TSurface.SetBB() to manually define it
 - New TRGB.Blend()
 - TAnimationSprite refactored, it was quite a mess...
 - Fixed a bug when saving a layer with assigned colorkey
 - Debug property removed from SpriteEngine and Sprite
 - TLayer, when map has no width or no height it does not do anything
 - 2d particle engine finished
 - New TSurface.Desintegrate()
 - New TSurface.CreateChannels()
 - Nasty bug where textures already freed were used in screen buffers
 - Now Rectangles can have an angle
 - Now Shadow property is assigned only when Engine is assigned
 - Static sprites do not reach collision matrix
 - Collision grid can now be shared among different engines
 - If a leyer, if an animation has only one frame and cell tile has changed then animation is updated with the new info
 - Z selection bar from TMenu is now taken from Z Font
 
HBF)
- Heavy use of new function SpritesAt<T>()
 - Main menu is now easier to use
 - When beetle touches a mechanic enemy it changes its direction
 - Long silly bug, I was not counting rotating coins...
 - Music after pause could not be not recovered
 - Ticks also count when game is locked (not paused)
 - All screens can be skipped with jump Key
 - When game is paused messages cannot be skipped
 - Finally shadows are cast properly when no tiles behind
 - Coins and key info now is back to main game structure
 - Time achievement changed from 15 to 20 minutes
 - New concave collisions (experimental)
 - Fixed an issue with the collision of the balls
 - Improved triggering code
 - UFO has now a different texture
 - Side tiles do not cast shadows (avoids ugly shadows...)
 - When hero lands there is a quake
 - New tiles arriving! :-) (big thanks goes to https://twitter.com/co_Opernicus/status/698463878703947776)
 - Quake new parameter Intensity
 - Gatashi laser now uses the zoom
 - Weird enemy now properly works at any speed
 - New element fly
 - Now arrows when hitting mechanic or indestructible entities it will fall like it does when hitting arrows
 - Now arrows get nailed to entities when they are hit (and normal)
 - Steps in catchers can now be configured
 - New TGameSprite.Ready() to make easy "one time" calls (executed after all published properties are parsed)
 - Post do not way for input
 - Web and wheel textures changed
 - Bubbles rotate a bit while moving up
 - Bomb texture changed
 - New enemy Fire Skeleton (testing it...)
 - Fixed an issue when on platform and gravity changes
 - New hero texture (experiment...)
 - Game does not longer needs file graphics.data
 - Now Horus looks different
 - The first level is no longer shown in the continue option menu
 - Foot steps on platforms and tiles is now calculated on the fly analyzing the bitmap
 - Weird texture looks different
 - New enemy rat
 - New enemy serpent
 - Now after a fight is win then hero gets immunity
 - Triggers can now make visible/invisible the layers and background
 - Door is got a starfield
 - Bubbles can catch mechanical enemies
 - A level can have now many waterfalls
 - The music volume in the settings was ignored
 - When Gatashi throws its laser it creates a quake
 - Gatashi stays one second without moving at the beginning of the level
 - Debug property added to TGameSprite
 - Hero dies in a totally new way (I believe much cooler)
 - Hero dying code improved
 - New enemy Penguin
 - Finally the game creates all entities via rtti and attributes (hooray!)
 - New element troya horse
 - Bat does not longer gets stick in walls
 - When hero lands on a platform the quake intensity depends on impulse
 - Now Gatashi also bleeds
 - Gravity can also affect pushable objects
 - Minor map changes
 - Doors can now be fake, beware!
 - Now ending is done in a proper way
 - Fixed an issue when in TSea splash was too heavy
 - Scepter replaces book
 - New blood textures
 - New enemy robot
 - New element Rainbow
 - Hud objects do not cast shadows
 - Some Z priorities changed
 - Fixed a bug with achievement "all runes"
 - New element Bell and achievement
 - When Gatashi heats an ice cube it changes to another tile
 - When HBF dies drowned particles are blue
 - Entities that emit light in darkness are properly tagged
 - Flash effect now takes a color as parameter
 - More background tiles
 - Focus can now point up and down
 - Droid laser now also shakes
 - Lava kill spider web
 


