x = done
p = partially

[ ] - Designer :-
		[x] ROB.
		[x] Add "Toggle Designer" to Options.
		[x] Add Designer to Intro Screen menu.
		[x] Implement a simulated pointer for devices with no pointer.
		Add to Options :-
		[ ] Simulated Pointer < { Disabled | Enabled } >
				[ ] Speed Low < 4px >
				[ ] Speed High < 8px >
				[ ] Speed Threshold < 6 >

[ ] - New translations needed for :-
		[ ] - txt_Save_Frequency		[x]en [ ]de [x]pl [ ]sk [ ]sv
		[ ] - txt_On_Exit				[x]en [x]de [x]pl [ ]sk [ ]sv
		[ ] - txt_On_Change				[x]en [x]de [x]pl [ ]sk [ ]sv
		[ ] - txt_Scroll_Up				[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_Scroll_Down			[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_Primary_Click			[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_Ptr					[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_System_Pointer		[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_Disabled				[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_Enabled				[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_Simulated_Pointer		[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_ptr_BtnLeft			[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_ptr_BtnMiddle			[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_ptr_BtnRight			[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_ptr_WheelUp			[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_ptr_WheelDown			[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_Move_Up_Right			[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_Move_Up_Left			[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_Move_Down_Right		[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_Move_Down_Left		[x]en [ ]de [ ]pl [ ]sk [ ]sv
		[ ] - txt_Toggle_Designer		[x]en [ ]de [ ]pl [ ]sk [ ]sv

[ ] - Creator for manually edit and testing the planets by user i.e. a
		level editor. Thunor: This would be  very useful for creating
		GPL level packs that are not converted from the Atari Robbo game.
		Although the engine, the new Tronic skin (and the forthcoming
		sounds) are truly original content, the levels are not and this
		may disuade certain distros and users from playing GNU Robbo.
[ ] - Port the levels from RobboX and RobboXI.
[ ] - The exploding bomb animation is slightly different in the Atari
		Robbo. There seems to be some randomness to the actual animation
		frames being used. This would be possible with GNU Robbo as
		when a BIG_BOOM object is created it has an array of animation
		frames that could be modified so that explosions look more
		chaotic. It does look as though the exploding bomb animation is
		different to the exploding targets around a bomb.
		The atari800 is useful for creating screenshots by pressing F10
		rapidly.
[ ] - Research making objects transit tiles in smaller units. Robbo
		moves in 4 frames, so at 32x32 that would be 4x8px units and
		would look much smoother. Actually everything that moves uses
		a delay of 4. This could be in Options with the sensible flags.
[ ] - Sound and sound effects. It would be nice that if sound effects
		are to be added to have newly created original ones. Personally
		I don't miss sound effects within this game because I don't
		think it's going to add anything but it would finalise and
		complete this game. As far as coding goes, it's pretty easy as
		SDL does all the work including loading the WAVs.
[x] - Pointer Controls :-
		[x] Design some themed toolbar icons.
		[x] End Screen: only the toolbar exit button is visible.
		[x] There needs to be a restart button.
		There does not appear to be a method of detecting the
		availability of a mouse/stylus within SDL. Therefore these
		options will be available on all devices :-
		[x] Primary Click		Ptr:BtnLeft			<-->
		[x] System Pointer < { Disabled | Enabled } >
		[x] The pointer controls will only be available in game_on mode
		as elsewhere there will be hittable rectangles (hotspots) to
		operate the menus. The system pointer only will be available
		and visible if selected in Options.
		[x] There should be a parent toolbar with icons for many
		required tasks.
[x] - Options really needs an overhaul now as it's become unwieldly.
[x] - Create a BMP font and remove libSDL_ttf for the Sharp Zaurus. The
		problem with this is that it will make internationalisation a
		bit more complicated as a UTF-8 bitmap could be extensive. I'll
		seperate the text first and then worry about this later. The
		benefits are more control over graphical positioning, and wider
		compatibility.
[x] - Research saving rcfile on new level start for GP2X. GP2X can run
		out of battery power, therefore progress doesn't get saved.
[x] - Dump vm usage to the console, not to a file in the binary folder.
[x] - Update Sourceforge website HTML, or use new wiki instead.
[x] - 0.60 release. Win32 package and rc1 source releases.
[x] - Better graphics (and bigger)... (bigger as for now completed)
		Tronic skin: [x] BEAR_B, [x] BIRD and [x] BUTTERFLY to finish.
[x] - Set some level colour overrides for the Tronic skin if needed for
		all the level packs so far.
[x] - Re-do the demos across all packs. Modify demo_mode() to store and
		select packs based on their name, not their level_packs index.
[x] - Fix set_video_mode() to not fall back to the same mode, or to
		attempt to set hi-res on the GP2X. FIXED: It's designed to try
		the defaults so leave that. Have forced GP2X to 320x240 -ts 16.
[-] - XML format for levels (and maybe separate files would be better)
		Thunor: The levels are seperated into packs. Their format is
		fine in my opinion and easier to understand than looking at raw
		XML. I think this would be a lot of work for little reward.
[-] - Better scrolling (now is SCROLL_RATE jumping - not working perfect)
		Thunor: To achieve smoother scrolling is difficult because the
		basic unit of the game is the size of the tiles (field_size)
		and even if you reduce scroll_rate, show_game_area only draws in
		tile units.
[x] - Seperate the text from the code for easy internationalisation.
		UPDATE: Did some research: GNU/Linux and C is good-to-go for
		UTF-8 by default. The Polish alphabet is printed correctly by
		TTF_RenderUTF8_Shaded() both from char arrays and text loaded
		from a file with fgets().
		So shall I store the text in text.c or read it in from
		data/locale/en_GB/text and data/locale/pl/text etc. ?
		English, German, Spanish and Polish would be a good start.
		I've decided to read it from files because languages can be
		added and text changed without recompilation. DONE: Arkadiusz
		is doing the Polish translation. I've half done the German one
		which assisted me in making sure all the text was removed from
		the code and that there was enough space on-screen to write
		something other than English, but from feedback I got from
		Germans I'm not sure that it's really a necessary translation.
		Anyway, I'll leave it in SVN and if a native German speaker
		wants to finish it then I'll add it to the release.
[x] - Add a language selection interface in Options.
		English, German, Polish, Spanish :) (English and Polish first)
[x] - Need to read in multiple lines for the skinrc [about].
[x] - Add a skin selection interface in Options.
[x] - Check the bear start directions on the newly converted packs.
		Should be easy now with ./gnurobbo -800x600 -ts 16 -vpx :D
		[x] - RobboIX
		[x] - RobboVII
		[x] - RobboVIII
[x] - The project would benefit now from being reorganised into more
		files. game.h needs to be seperated into other header files and
		there's now a huge amount of old code marked "Redundant".
[x] - Adjust the yellow colour tile as it's too bright for the GP2X.
[x] - Allow the selection of any resolution via the command line whereby
		the various parts of the program will relocate/resize to
		accommodate them. The game will already easily do this, but the
		intro/help/options I think may need x/yoffset anchor points.
		UPDATE: Any resolution, 16 & 32 field size forcing, centred :)
		Great for getting it running on widescreen devices. Also added
		maximising of the viewport which is great for level designing.
		Try "./gnurobbo -800x600 -ts 16 -vpx" :D Awesome! It's cheating
		of course, that's why I'm not including it in Options.
[x] - Add MECHANIC_SENSIBLE_BEARS and MECHANIC_SENSIBLE_QUESTIONMARKS in
		Options or not? No, not Options, just add them to the rcfile so
		that they can be modified if the user wishes. There may be more
		of these as the project progresses.
[x] - Store the various colours used in global variables which will be
		read from the skinrc. DONE: Colours are read once at the start
		and stored in the skins list.
[x] - Create a dedicated teleport animation instead of using BIG_BOOM.
[x] - Remove the SDL_Delay in the main loop and instead check a flag
		that is cleared by an SDL timer function. Make the game speed
		affect the main loop cycles which will likely mean that the
		object delay defines will need adjusting.
[x] - Add level background colour overrides to the skinrc files. Also
		declare a default level colour and a default pack level colour.
[x] - Reimplementing some functions for making them better and faster.
		Thunor: I've reenginered quite a few functions and the only one
		I haven't touched is update_game. I am familiar with writing
		optimised SDL code and I can run this game on my GP2X at 90MHz
		so I think this can be considered done.
[x] - Port all available levels from Atari
		Thunor: RobboVII to RobboIX are now complete.
[x] - Speed should be configurable from 2 onwards, not 1: 2 to 8 incl.
[x] - End screen (after completing the game)
[x] - Demo mode :) 
[x] - Too much structures (remove something...)
		Thunor: Well I've removed board_copy and I don't see a problem
		with anything else so I guess this qualifies as done :)
[x] - Remove lives from maps and game
[x] - Fine level changing with scrolling effect
[x] - Reconfigurable controls in Options
[x] - Add joystick dead zone to Options
[x] - Save/restore controls to/from rc file
[x] - Tidy-up RobboVIII levels 17 to 24
[x] - Finish porting 8 levels from Robbo VIII
[x] - Sort found level packs
[x] - Show visual indication of Options save
[x] - Scoreline ammo should be 3 digits
[x] - Reposition the scoreline objects
[x] - Implement joystick axes into actions
[x] - Adding the joystick
[x] - Start sequence (needs some moving, help, polishing etc..)
[x] - game objects IDs and icons
[x] - Teleportation
[x] - Moving algorithms for birds
[x] - Moving algorithms for bears (Thanks to Zbigniew Chyla)
[x]	- Moving butterflies
[x]	- Questionmark implementing (needs really random objects generation)
[x]	- Solid laser
[x] - Rotating guns
[x] - Moving guns
[x] - Gun shooting
[x] - Merging all little icons into big one 
[x] - Blasters
[x] - Shooting birds
[x] - Magnets' behaviour
[x] - Score more similar to original game
[x] - GameSaving or codes for planets
[x] - Remember last done level in .gnurobborc file in user home dir
[x] - Energetic barrier
