SokoSave Release Notes Eric Sunshine sunshine@sunshineco.com
Paul McCarthy zarnuk@high-speed-software.com
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Version 5.1May 6, 2002
  • Automated crate movement is now capable of discovering arbitrarily complex paths which overlap upon themselves any number of times. This enhancement is particularly useful for puzzles, such as Microban-155 or Mas Microban-135, in which crates must follow tortuous, self-intersecting paths. Previously, the automated crate movement mechanism was limited to finding only non-overlapping paths.

  • Includes additional Hexoban puzzles:

    Hexocet, 10 new, 20 total, Aymeric du Peloux
    Heloban, 6 new, 16 total, François Marques
    Heroban, 7 new, 10 total, François Marques
    DWS, 7 new, 16 total, David W. Skinner

Version 5.0February 19, 2002
  • Added support for the new triangular-tiled Trioban puzzle format which was invented by François Marques (English).

  • Now recognizes the following pragmas in puzzle files and saved games.
    Pragma: no-high-score
    Pragma: no-auto-save
    Pragma: no-auto-advance
    
    These pragmas may be useful for puzzle authors at design time since they allow undesirable and annoying behaviors to be disabled during the iterative edit-test-edit design cycle. no-high-score inhibits recording high scores and prevents launch of the "New Score" panel. no-auto-save inhibits automatic saving of the game when solved. no-auto-advance inhibits advancement of the user's highest level setting when a puzzle is solved.

  • Now copies meta-data from the original puzzle file to the saved game file.

  • Fixed several bugs. Incorrect scores may have been added to SCORES file in some cases if a saved game was re-played. There was a case where the crate path-finding logic did not satisfy its secondary goal of minimizing the number of player moves. Auto-detection of even-on-even or odd-on-even format of Hexoban puzzles did not work if meta-data appeared in the file before the puzzle data. A file descriptor was leaked each time a new puzzle was loaded

Version 4.0January 30, 2002
  • Added support for the new hexagonal-tiled Hexoban puzzle format which was invented by David W. Skinner. All of the advanced, computer-assisted movement mechanisms which make SokoSave's game play fluid and enjoyable work as well with hexagonal puzzles as they do with square puzzles.

  • Improved support for external puzzle sets. Now recognizes well-known puzzle file extensions .xsb and .hsb, in addition to .sokomaze and .sokohex. Can now read puzzle files which contain author comments, which is a common feature of .xsb puzzles. External puzzles can now be loaded directly. They no longer require manual pre-processing before use.

  • Two new scoring metrics. Runs is the number of straight lines in which crates have been pushed. Looked at another way, this is the number of times crates have changed direction while being pushed. Focus is the number of times the player's attention has shifted between crates. A high focus count typically indicates a puzzle with a complex solution that requires repeated shuffling of crates. Players participating in the monthly Sokoban contest (English) run by François Marques (English) may find these metrics of particular interest.

  • Aesthetic improvements. No longer fills the empty space surrounding the puzzle with walls. The extreme 3D-appearance of wall tiles has been subdued.

  • Game solutions are now stored in standard LuRd format in the save file. This makes it simple to send LuRd solutions to a friend. (Previously, the LuRd solutions were compressed with an RLE encoder in the save file, which made them less accessible.)

  • Fixed a number of aesthetic problems with the Windows version where controls would overlap and labels would be clipped when Windows was configured to use large fonts and control sizes.

Version 3.1January 18, 2002
  • New native MacOS/X port of SokoSave.

Version 3.0December 24, 2001
  • New native Microsoft Windows port of SokoSave.

  • Puzzle and saved-game files are now transportable between Windows, Unix, and Macintosh.

  • The core game logic has been extracted into a portable and re-usable library, thus facilitating ports to other platforms.

  • Now understands the `+' token as the starting position of the player when on a goal square. This token is common in many extension puzzle sets. (Still understands `^' for backward compatibility.)

Version 2.3August 28, 2001
  • Fixed a memory smashing bug which would result in a crash.

Version 2.2August 21, 2001
  • Fixed springiness of "Animate" and "Stop" controls.

Version 2.1August 20, 2001
  • Expanded documentation.

  • Escape key now deselects the currently selected crate.

Version 2.0August 19, 2001
  • Now completely friendly to single-button mice, such as those used with Macintosh.

  • New powerful point-and-click crate movement mechanism. Click on a crate, then click on a destination square. The computer moves the crate to the destination automatically; even over lengthy and complicated paths.

  • Crates can now be dragged with the mouse.

  • The player can now be dragged with the mouse.

  • New smart undo/redo mechanism.

  • Lengthy animated playback sessions can now be aborted via the new "Stop" button.

  • Now works with puzzles of any size; no longer limited by arbitrary dimensional constraints.

  • Ported to MacOS/X Server 1.0 (Rhapsody) for Mach.

  • Ported to YellowBox for Windows.

Version 1.1December 10, 1997
  • Ported to Rhapsody Developer Release 1 (RDR1) for Mach and Windows.

  • Ported to OpenStep 4.2 for Mach and Windows.

  • Ported to OpenStep 4.1 for Mach.

  • Significant bug fixes and aesthetic corrections.

  • Preference panel now allows highest level to be set.

  • Preference panel now has option to control whether or not solved games are saved automatically.

Version 1.0November 13, 1997
  • First public release. NextStep only. (Originally created in March 1994, but not released until this date.)

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Updated November 7, 2004, 4:16 UTC