
-* = done



-Explain flying in the readme!

-Test game engine with new compiler switch enabled -ffunction-sections (Size optimization)

-Move Adjust_renderpoint() into Render() Might save space, might make out of pipe anim look smoother ???


-Text "WARP ZONE" instead of nothing when entering warp zone








-Statusbar: Enable on/off/roll-in

-Improve flying platform motion: too shaky!





-*Configurable controls!

-*Add Overwrite? No,Yes in textfile! Remember translations, and update all languages!

-*Implement automatic archiveing of .mlst file !
Idea:
 -1.Generate complete save file in mem buffer, record size (already implemented)
 -2.Check if possible to archive this:
 	-if not: Garbage collect. Goto 2. Repeat only once, else report failure.
 -3.Generate twin symbol in ram
 -4.delete original file
 -5. archive file
  This might prevent destruction of old save games when not enough mem

  
-*Add placeholders for future purposes:
	-Leveldata:
		-Time
		-Autoscroll
	-Mapdata:
		-a short, just in case
	-Levelsetdata
		-a short, just in case

-*Final tiles relocation! Make space for possibly future stuff!

-*Test game with multiple levelsets: watch for folder stuff: Levelsets in different folders!

-*Remove Options menu: Not implemented in release 1

-*World numbers in warp zone

-*Textwrap

-*Implement compatibility field and control in levelset

-*Bowser!
	-*gfx
	-*code
		-*Die
	-'The End
		*1.Bowser die
		*2.Load mhouse level+modify
		'3.Mario + princess(object)
		*4.Text
		*5.Exit to menu
		*6.Get item list full of p-wings if new game

-*Finish doc + readme

-*Fix bug associated to slope roof!

-*Make treasure placement after fight start scan in the bottom instead of the top

-*Make menus able to handle larger amounts of options, scrolling

-*Test external language support

-*Redo turtle GFX

-*make the mushroom houses work so you can choose a box, and press either jump or enter in front of the one you want

-*Fly animation (tale only)

-*Bugfix:
	-*climbing animation (one sprite only)

-*Skip map objects motion animation when outside visible screen
 Done, but observe it to make sure it works properly!

-*Display score

-*Titlescreen: Finish it!

-*Adjust BG width's

-*Add map monsters to world 5

-*Add secrets to worlds 4,5,7
	More secrets in other worlds

-*Change Treasure placement code in Enemy_die_10:
	-*Change start pos generation   
	*Avoid putting treasures in unavailable / strange places!

	*idea:   Find start pos with some semi smart algorithm (dep. on Player+enemy X pos)
		Scan downwards to find the floor. If empty space above, place treasure.
		If not, X++. Limit X scope to Enemy->X+-DX*work remaining on bomb: a couple of unimplemented modes
	-*shot mode; done, but still needs respawn to always work properly
		-*also some optimizations possible here

-*Does end world anim work with castle as ending level? (world 4)
	-Yes, it does :-D

-*Bomb: Bounching must be changed: Looks weird!

-*Fix levelend bug

-*Boss_free_down()
-*Boss_free_up()

-*Bomb: allways execute when shot out of cannon!

-*Fix bug in enemy bounching fireball!

-*Enemy handler_1: 3rd mode: Turn when reaching the end

-*Ship/castle finished boss2_die: Animation, get an item (letter from princess ?)

-*enemy reappear (configureable)
	-*Limited to handler_1 for now

-*White box: fall behind FG


-*Debug boomerang guy/bros in money ship
   
-*Game over

-*Lock/unlock levelfile when loading map (see load level)

-*Bugfix: When collecting treasure: Replace tile with water if treasure is in water!


-*Enemy shot: Bounching fireball can be jumped on??? Looks like cannonball when "killed"

-*Add TI89T, V200 and TI92+ compability

-*improve contrast adjustment

-*status bar:  (score?), (time?)








-is Enemy_die_8(); really necessarry? (fire flower)	

-Size and speed optimizations!
-level editor


-sound? (optional)

