Sokoban YASC comes with a wealth of features, e.g., deadlock detection, reverse mode, and replay mode.
Good import functions and highly configurable, e.g., skins. Tools: Editor, solver, optimizer, and generator.
Requirements:
· OS: Win XP
What's New in This Release: [ read full changelog ]
· "Sokoban for Windows" (SfW) by Bjoern Kaellmark is currently one of the best Sokoban clones, and it also offers a comprehensive collection of levels for download from its homepage. The level format is, however, slightly incompatible with the otherwise versatile import format in Sokoban YASC. The SfW levels have titles after the board, tagged with a leading ";". The ";" tag is an old deprecated convention and Sokoban YASC has always handled it correctly, but Sokoban YASC expects titles before the board, and notes between the levels, possibly with a "Title:" key/value pair. The effect was that an SfW level got its title from the preceding level during import. Furthermore, copy-pasting an SfW collection into Sokoban YASC via the clipboard gave the new collection a generic file name like "Levels" because the SfW text file doesn't follow the convention to specify the collection name with a "Set:" key/value pair. Instead, the collection name appears as the first non-blank line in the SfW text file, also tagged with a leading ";". The level reader in Sokoban YASC has been tweaked to cope with both of these issues, but it's important to note that all this is merely a hack added for practical purposes, and that Sokoban YASC does not sanction the SfW level file format in any way. "Sokoban for Windows" (SfW) by Bjoern Kaellmark recently upgraded its skin format so it uses PNG images instead of BMP images, thereby breaking the Sokoban YASC skin import of SfW skins. After adding a PNG image loader to Sokoban YASC (see the next point on this "Release Notes" list), the skin import of SfW skins in Sokoban YASC is now working again.
· Added partial support for images in PNG format, supplementing the existing support for BMP images and JPG images. The limitation is that any transparency information in the PNG image (e.g., a so-called "alpha-channel") is dropped because Sokoban YASC is built to operate with 24 bits images only. Even so, supporting PNG images in this limited form is an important improvement due to the fact that PNG is the preferred format for web applications at this point of time. Sokoban YASC has been developed using the programminglanguage "Delphi 4" which hasn't native support for PNG images. New versions of Delphi support PNG images, but it's not an option tobuild Sokoban YASC with new Delphi versions because they don't offer backward compatibility for old projects. New Delphi versions are, very naturally, built from the ground up using modern Unicode texts, whereas old projects like Sokoban YASC are from an era where textsstill were represented using 8 bits character codes, and contrary to what one might think, it's neither a mechanical nor an easy transformation to change the text system in an old and huge project like Sokoban YASC. Doing it amounts to reprogramming most of the project from scratch. Writing a PNG image loader is such a hugeundertaking that it's not practical to write one's own, so instead the solution has been to find a third party product. The "ImageFileLib" project by Michael Vinther contains a PNG image file loader coded in Delphi, and the code comes with a liberal GPL-compatible license, so after massaging the code a little, it now serves as a plugin for Sokoban YASC. The plugin is called "PNG.dll" and it's installed together with Sokoban YASC, so normally you will not notice that it's a separate module. You only need to take notice of that if you belong to the small group of users who manually move the application away from the default installation folder to a folder of your own choice. In that case, you must move "PNG.dll" along too.
· Bugfix: Importing a certain type of Sokoban++ skins didn't work, or had stopped working. The bug affected skins with all images for the skin gathered in a single image.