You're exactly what I was hoping for, a CS nerd who would notice the little nitpicky things. I got the Courier New name out of what was displayed in doconfig as the font CS was using. Here's what it looks like for me:
http://nxengine.sourceforge.net/img/mine.png
http://nxengine.sourceforge.net/img/real.png
Flip back-and-forth between them really quickly; the backgrounds are in slightly different positions but for me at least the textbox is pixel-per-pixel the same. Now, I'm running NX in Linux so it's possible it comes out slightly different in Windows, I suppose - I'm not sure how SDL_ttf works well enough to know if that's a possibility. Also, if you are using the scale x3 (960x720) or x1 (320x240) modes the font will be slightly different.
I'm totally not hearing this sounds-cutoff thing either in my regular Linux build or my (VirtualBox-powered) Windows environment, but that's two people saying it now so I'd really like to get it fixed. Maybe...if somebody could run Sound Recorder on loopback and record a couple of the buggy sounds so I can hear the issue; maybe that would give me an idea of what's going on.
Ok I'm compiling and uploading 1.0.0.2 now:
* Fixed Bubbler nuances from DragonBoots.
* Big spike from Egg2 nails that poor dragon in the head...kind of an Azarashi thing going on there...
* KEY now persists across stage transitions. With some more testing I determined that KEY persists until the entry script ends just like DragonBoots said, but if the game is in PRI, it is downgraded to a KEY when the TRA occurs. Since this presumably really is how the game is supposed to work it shouldn't break anything, but I'm still a bit timid over this as it hasn't been fully tested so my apologies and please let me know if you see anything go wrong like KEY getting stuck, etc.
* Thanks to Schoko's comment I ran across an embarrassing line of leftover debug code that was basically removing all Armored Gaudi's from the game. And Schoko, I did my best to implement your console request-- you can press up/down to recall up to the last 8 commands and if you want to spawn more than one object at once, specify how many before the name, for example if you wanted to be really dumb you could type:
Code:
hp 100
spawn 6 curly ai
animate 21
spawn 18 critter shooting purple
* Kulala chest now falls straight down, if you turn on emulate-bugs from the console. I know it's probably not exactly a bug but it was the closest category I had for it.
Oh BTW carrotlord, if you're bored with the start of the game you can copy over your profile.dat's from your real game; rename them profile2.dat, profile3.dat etc. and they should show up in your load menu.