KEEN 8 - DEAD IN THE DESERT
===========================

Minimum Memory Requirements:
----------------------------

  With Music     :  349k

  Without Music  :  315k

These numbers refer to the amount of memory reported as the "Total" on the
game's startup screen. This is NOT the amount of free conventional memory you
have from DOS. The startup screen shows you how much memory is available AFTER
the program itself has been loaded into memory.

Please note that even if you technically have enough memory, you may still
encounter situations where the game runs out of memory. This is a limitation
of the engine's memory manager.

The old version needed about 404k to play all of the levels with music enabled.
It would have been just 365k with the patch for loading audio data directly
without using a temporary buffer.


Changelog:
----------

- The sprite data has been optimized with uGrab to reduce memory usage. This
  lowered the overall memory requirements by about 16k.

- Memory requirement for loading music has been cut in half by skipping the
  Huffman decompression code and loading the audio data directly into the final
  buffer. The audio data is not actually compressed, so doing the decompression
  would just waste time and memory.

- Nospike replacement no longer changes its obclass value to "stunned object"
  after landing.

- Bobba replacement no longer uses its contact funtion as the think function.
  Calling a contact function as a think function doesn't pass the pointer to
  the other ("hit") object, so its behavior is rather unpredictable.

- Grabbiter animation patch now uses the correct offset (the old patch basically
  modified the x speed, not the animation delay). This didn't cause any issues
  since the grabbiter doesn't have an x direction, so the x speed is ignored.

- Changed the palette during the intro so that the credits are easier to read.

- Added my screen update patch to get rid of the graphics glitches.


TODO:
-----

- The end of the boss battle could use some work. When I beat the boss, I was
  still hitting the fire button as the end text came up and therefore missed
  half of the ending story. Maybe play the level done sound and wait for the
  sound to finish before showing the end text?

- Also, having to shoot the stunned boss is probably not the best way to
  trigger the ending sequence. I would either use a timer to trigger the
  ending shortly after the boss is stunned, or spawn an invisible trigger
  near the fake BWB so that Keen needs to go to the ship to trigger the end.
  This might also cause minor issues if Keen was already at the BWB when the
  boss was defeated, but you could just add a little delay.