KEEN 9 - BATTLE OF THE BRAINS
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Minimum Memory Requirements:
----------------------------

  With Music     :  415k

  Without Music  :  405k

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 449k to play all of the levels with music enabled.
It would have been just 439k with the patch for loading audio data directly
without using a temporary buffer.


Changelog:
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- The sprite data has been optimized with uGrab to reduce memory usage. This
  lowered the overall memory requirements by about 23k.

- 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.

- Added some code to free the sprite and tile graphics before trying to load a
  new map, so the game won't run out of memory while loading the map data.

- Added some code to clear the cache when bringing up the control panel, the
  help menu, the in-game text boxes and the ending sequence.

- Also added some code to lock the text buffers for the help and end texts to
  make sure the "PageLayout: Text not headed with ^P" error doesn't pop up.

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

- Modified the code for Keen getting stunned by the Yeti's snowballs. Keen will
  no longer stay in noclip mode when getting stunned.

- Modified all the QED interaction stuff. The old code had a bad jump in it
  that would cause some memory corruption when Keen touched the QED object in
  regular levels (NOT in level 15) i.e. in those places where the QED is used
  to trigger a text box from one of Keen's friends. It was also possible to
  trigger the ending sequence or make the game crash with an "uncached sprite"
  error if the QED object (Keen's friend) was hit by an enemy projectile.

- Added some code that closes the destination elevator door when entering an
  elevator. It looks better and also prevents Keen from automatically entering
  the elevator on the other end and returning to where he came from.

- Modified levels 5 and 7 to prevent Keen from climbing into ice walls and
  getting stuck in those walls.


TODO:
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- level 17 crashes game when shooting the probe, but that level is unfinished
  and unreachable without using cheats

- diagonal gaps in levels 5 and 7 (and 8).