v 0.0.5.0 (5 August 2012)
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- Added an editor for the shop inventory and prices. It can edit the inventory and prices of the item and armor shops. You can put any kind of item up for sale, but
  the item will always go in the player's inventory according to what type of shop you buy it from. For example, if you sell the sword of fire in an item shop, it
  will end up in the usuable items section of the player's inventory and although you can equip it, the game will treat it like a medical herb, antidote, etc. Since
  the sword of wind doesn't have any item effect, it won't do anything. I've checked a couple of the items for interesting behavior, for example if the psycho armor
  in an item space will restore HP (it doesn't). But maybe someone wants to try various combinations to see what happens. Anyway, you can still add things like the
  opel statues, psycho armor/shield, etc. that weren't sold in shops before, and you can change inventory and prices.
- Identified the stone gaze sprite and added option in the editor to add/remove petrify status ailment to monster attacks
- Fixed bug with the handling of the monster data structs' variable sizes

v 0.0.4.0 (16 June 2012)
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- Identified monster data 'Unknown 3' as sprite type (not 100% understood yet), and figured out a couple of the values (0xA0 = rock golem's rock, 0x80 = paralysis
  wave, 0x64 = blue slime
- Identified a few more sprites
- Added ability to add/remove paralysis and curse (seems to work for separate attack sprites only, and not sure if it works for all of them)
- Added a note to the editor about the poison attack status ailment - it only seems to work for the main monster sprites (not their attack sprites / ranged attacks,
  e.g. you can't seem to add the poison attribute to the draygonia soldier's sword, only the soldier itself)
- Added a check for sprites with value 0xF for unknown 8. Sprites with this value seem to have all the following data moved up 1 byte (, e.g. "unknown 12" will be
  the attack type (0x0, 0xFF or whatever) and so on. For these sprites, the editor grays out the monster defense option.
- Fixed a likely bug with the "Reset Selection" button

v 0.0.3.0 (11 June 2012)
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- Identified a few more sprites
- Noticed a possible error with the ROM map on datacrystal.romhacking.net - the sprite data supposedly ends at 0x1BE90 but the data
  for sprite 0xFE appears to extend beyond this. The sprite (fire from the metal demon wall) starts at 0x1BE8D and is at least 10
  bytes long (where the damage is stored)
- Added an editor for the gold drops and ability to change which gold drop each monster uses. Removed the edit box for unknown 16 since
  that value is now known to be 4 bytes for gold drop index and 4 bytes for elemental resistances (which are editable by a dropdown box
  and checkboxes)
- Changed project to use MFC as a static library. This should relieve some compatibility issues with other versions of windows besides 7

v 0.0.2.0 (9 June 2012)
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- Added some new sprites that I figured out what they were
- Figured out how the game calculates experience and updated the monster editor to be able to edit monster experience values properly
- Figured out how to add/remove poison from monster attacks and added this feature to the monster editor

v 0.0.1.0 (7 June 2012)
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- Initial release