2 * added handling of gravity ports when converting Supaplex style R'n'D
3 levels to native Supaplex levels for playing with Supaplex engine
6 * fixed bug in Supaplex engine regarding initial screen scroll position
9 * fixed EMC style pushing animations in the R'n'D graphics engine (when
10 using ".2nd_movement_tile" for animations having start and end tile)
11 * for this to work (look) properly for two-tile pushing animations with
12 non-black (i.e. opaque) background, the pushing graphics drawing order
13 was changed to first draw the pushed element, then the player (maybe
14 this should be controlled by an ".anim_mode" flag yet to be added)
15 * two-tile animations for moving or pushing should have 7 frames for
16 normal speed, 15 frames for half speed etc. to display correct frames
17 * two-tile animations are also displayed correctly with different speed
18 settings for the player (for pushing animations) or moving elements
21 * added searching for template level (file "template.level") not only
22 inside the level set directory, but also in above level directories;
23 this makes is possible to use the same single template level file
24 (placed in a level group directory) for many level sub-directories
27 * fixed bug with steel exit being destructible during opening phase
28 * added token "special_flags" to "levelinfo.conf" (currently with the
29 only recognized value "load_xsb_to_ces", doing the same as the flag
30 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
31 converting all elements in native (XSB) Sokoban level files to CEs)
34 * fixed some problems with Supaplex engine when compiling for Windows
37 * added special mode to convert elements of Sokoban XSB levels to CEs
38 by adding "-Dload_xsb_to_ces" to the command line starting the game
39 (also adding a dependency to a template level file "template.level")
42 * added reading native Sokoban levels and level packages (XSB files)
45 * fixed bugs in (auto)scrolling behaviour when passing ports or when
46 wrapping around the playfield through "holes" in the playfield border
49 * changed internal playfield bitmap handling from playfield sized bitmap
50 to screen sized bitmap (visible scrolling area), therefore speeding up
51 graphics operations (by eliminating bitmap updates in invisible areas)
52 and removing playfield size limitations due to increasing bitmap size
53 for larger playfield sizes (while the new implementation always uses
54 a fixed playfield bitmap size for arbitrary internal playfield sizes)
57 * fixed bug with single step mode (there were some cases where the game
58 did not automatically return to pause mode, e.g. when trying to push
59 things that cannot be pushed or when trying to run against a wall)
62 * added support for loading Supaplex levels in MPX level file format
65 * fixed SP engine to set "game over" not before lead out counter done
68 * fixed (potential) compile error when using GCC option "-std=gnu99"
69 (thanks to Tom "spot" Callaway)
72 * fixed array allocation in native Supaplex engine to correctly handle
73 preceding scratch buffers (needed because of missing border checking)
74 * fixed playfield initialization to correctly add raw header bytes as
75 subsequent scratch buffer (needed because of missing border checking)
78 * most important parts of native Supaplex engine integration working:
79 - native Supaplex levels can be played in native Supaplex engine
80 - native Supaplex level/demo files ("*.sp" files) can be re-played
81 - all 111 classic original Supaplex levels automatically solvable
82 - native Supaplex engine can be selected and used from level editor
83 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
86 * fixed another translation problem from VisualBasic to C (where "int"
87 should be "short") causing unsolvable demos with bugs and terminals
88 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
91 * fixed bug when reading Supaplex single level files (preventing loader
92 from seeking to level position like in Supaplex level package files)
95 * first classic Supaplex level running and solved by solution/demo tape
98 * started with integration of native Supaplex engine, using source code
99 of Megaplex from Frank Schindler, based on original Supaplex engine
102 * version number set to 3.2.6.2
105 * version 3.2.6.1 released
108 * fixed bug with element_info[e].gfx_element not being initialized in
109 early game stage, causing native graphics in EMC level sets to be
110 mapped completely to EL_EMPTY (causing a blank screen when playing)
111 (this only happened when starting the program with an EMC set with
112 native graphics, but not when switching to such a set at runtime)
115 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
116 and using self-compiled, patched SDL.dll that solves this problem
117 (interim solution until release of SDL 1.2.14 that should fix this)
120 * extended backwards compatibility mode to allow already fixed bug with
121 change actions (see "2008-02-05") for existing levels (especially the
122 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
125 * reactivated workaround to prevent program crashes due to blitting to
126 the same SDL surface that apparently only occurs on Windows systems
127 (this is no final solution; this problem needs further investigation)
130 * version number set to 3.2.6.1
133 * version 3.2.6.0 released
136 * fixed behaviour of player option "no centering when relocating" which
137 was incorrect when disabled and relocation target inside visible area
138 and "no scrolling when relocating" enabled at the same time
141 * fixed problems with re-mapping players on playfield to input devices:
142 previously, players found on the level playfield were changed to the
143 players connected to input devices (for example, player 3 in the level
144 was changed to player 1 (using artwork of player 3, to be able to use
145 a player with a different color)); this had the disadvantage that CE
146 conditions using player elements did not work (because the players in
147 the level definition are different to those effectively used in-game);
148 the new system uses the same player elements as defined in the level
149 playfield and re-maps the input devices of connected players to the
150 corresponding player elements when playing the level (in the above
151 example, player 3 now really exists in the game and is moved using the
152 events from input device 1); level tapes still store the events from
153 input devices 1 to 4, which are then re-mapped to players accordingly
154 when re-playing the tape (just as it is done when playing the level)
157 * fixed bug with player relocation while the player switches an element
160 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
161 not walkable (and did not let the player enter) when in process of
162 opening, but not fully open yet (which can cause the player not being
163 able to enter the exit in EM/DC style levels in time)
166 * fixed some bugs regarding the new level/CE random seed reset options
169 * moved "level settings" and "editor settings" to two tabbed screens in
170 level editor to gain space for additional level property settings
171 * added level setting to start a level with always the same random seed
172 * added CE action "set random seed" to re-initialize random seed in game
173 (this is the only CE action that gets executed before the CE changes,
174 which is needed to use the newly set random seed during the CE change)
177 * fixed redraw problem of special editor door when playing from editor
180 * fixed initialization of gfx_element for level sketch image creation
183 * added switch for EM style dynamite "[ ] explodes with chain reaction"
184 (with default set to "on" for existing levels, but "off" for all new
185 levels), as EM style dynamite does not chain-explode in original EM
188 * added optional initial inventory for players (pre-collected elements)
189 * added change page actions "set player inventory" and "set CE artwork"
190 * added recognition of "player" parameter on change pages when player
191 actions are defined, but no trigger player in corresponding condition
192 (this resulted in actions that only affected the first player before)
193 * fixed bug with change actions being executed for newly created custom
194 elements resulting from custom element changes, when the intention was
195 only to check for change actions for the previous custom element
198 * changed design and size of element drawing area in level editor
199 * added "element used as action parameter" to element change actions
202 * added possibility to reanimate player immediately after his death
203 (for example, by "change to <player> when explosion of <player>")
206 * fixed bug with "gray" white door not being uncovered by magnifier
207 * added score for collecting (any) key to the white key config page
210 * added condition "deadly when <getting hit by>" for custom elements
211 that behaves a bit like the existing "deadly when <colliding with>",
212 but with the following differences:
213 - it only kills players or friends when it was moving before it hits
214 - it does not kill players or friends that try to run into it
217 * fixed the following change conditions where a player element is used
218 as the "element that is triggering the custom element change":
221 - explosion of <element>
223 (the last two conditions already worked partially, but only for the
224 first player, and not for the "Murphy" player when using "move of")
227 * fixed crash bug caused by accessing invalid element (with value -1)
228 in UpdateGameControlValues()
229 * fixed graphical bug when using two-tile movement animations with EMC
230 game engine without explicitly using native EMC graphics engine
233 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
234 try to push something (due to push delay) does not cause a dig action
237 * fixed bug with reference elements used as trigger elements on custom
238 element change pages not being recognized
239 * fixed bug with reference elements not being removed from the playfield
240 * added engine functionality that allows custom elements that "can dig"
241 other elements not only to do so when moving by themselves, but also
242 when being pushed by the player (therefore adding the functionality to
243 push one element over another element, replacing it with the new one)
246 * added command line function to write level sketch images to directory
249 * merged override and auto-override options into new override options
250 with a new data type than can take the values "no", "yes" and "auto"
253 * fixed growing steel wall to also leave behind steel wall instead of
254 normal, destructible wall
255 * fixed handling of rocks falling through stacks of quicksand with
256 different speed (before, the rocks just got stuck in the quicksand)
259 * fixed nasty bug with auto-override and normal override not working on
260 program startup (especially when current level set has custom artwork)
263 * version 3.2.5 released as special edition "R'n'D jue"
266 * fixed X11 crash bug when blitting masked title screens over background
269 * changed build system to support special editions (like "R'n'D jue")
270 * added (hardcoded) loading graphics for "R'n'D jue" special edition
271 * fixed X11 crash bug when scaling images with width/height less than 32
274 * added "background.PLAYING" (only visible as two-pixel border in game)
275 * added default level set for first start of special R'n'D version
276 * changed door animations for editor always behaving like "quick doors"
279 * added new custom artwork setup option "auto-override non-CE sets" for
280 automatic artwork override that is only used for level sets without
281 custom element artwork (as it does not make much sense to override
282 any artwork that redefines custom element artwork for sets using CEs)
283 * fixed default artwork for "special" R'n'D versions always using the
284 "classic" artwork as the base if base artwork is not explicitly
285 defined in "levelinfo.conf", regardless of different default artwork
286 used by the special R'n'D version -- this is needed because any such
287 custom artwork is designed using the "classic" artwork definitions as
288 the base (including menu definitions and screen positions etc., which
289 would otherwise be taken from the different special default artwork)
292 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
293 for both EMC and R'n'D graphics engine (heavy workarounds needed due
294 to massively broken handling of quicksand in R'n'D game engine)
295 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
296 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
299 * fixed small bug in toon drawing (introduced when fixing the crash bug)
302 * added graphics definition "game.panel.highscore" to display the
303 current levels current high score in the game panel
306 * version number set to 3.2.5
309 * version 3.2.4 released
312 * fixed crash bug in toon drawing functions for large step offset values
315 * fixed some problems with displaying game panel when quick-loading tape
318 * fixed (experimental only) redrawing of every tile per frame (even if
319 unneeded) for the extended (R'n'D based) EMC graphics engine
320 * added optimization to only calculate element count for panel display
321 if really needed (that is, if element count values defined on panel)
322 * fixed problem with special editor door redraw when entering main menu
325 * fixed bug with displaying background for title messages on info screen
326 * some code cleanup for the extended (R'n'D based) EMC graphics engine
329 * fixed bug with CE action "move player" always resulting in player 4
330 if there was a CE action with no trigger player (because the player
331 element was calculated by using log_2() from trigger player bits with
332 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
333 triggering player bit mask and handling all players in "move player"
334 * fixed bug when defined artwork cannot be found for artwork that has
335 default artwork cloned from other artwork (without default filename)
336 * added several fixes to the extended (R'n'D based) EMC graphics engine
339 * fixed broken editor copy and paste for custom elements between levels
342 * title messages are now also searched in graphics artwork directory;
343 those found in graphics directory have precendence over those found
344 in level directory -- this handles title messages stored in graphics
345 directories as part of the artwork set, just like title images; this
346 makes sense, as corresponding special font definitions for messages
347 are usually defined in the same graphics artwork directory, and also
348 because title images and title messages that are combined in a level
349 set introduction should usually not be separated when the level set
350 is used with a different artwork set (e.g. using "override graphics")
351 * fixed problem with door borders on main screen by first drawing doors
352 and then the corresponding border masks, but not vice versa
353 * fixed problem with artwork config entries using the value "[DEFAULT]";
354 this does not what one might expect, but sets the value to an invalid
355 value -- solution: simply ignore such entries, which results in this
356 value keeping its previous (real) default value (in general, entries
357 that should use their default value should just not be defined here)
358 * fixed problem with wrong fading area size from main menu to setup menu
361 * fixed problem with broken crumbled graphics after level set changes
362 when using R'n'D custom artwork with level sets using the EMC engine
365 * fixed invisible "joysticks deactivated ..." text on setup input screen
368 * added use of hashes created from static lists (element tokens, image
369 config, font tokens) to speed up lookup of configuration parameters
370 * fixed bug where element and graphic config token lookup was mixed up
373 * added "busy" animation when initializing program and loading artwork
374 * added initialization profiling for program startup (debugging only)
377 * fixed(?) very strange bug apparently triggered by memset() when code
378 was cross-compiled with MinGW cross-compiler for Windows XP platform
379 (this only happened when using SDL.dll also self-compiled with MinGW)
382 * added graphics engine directive "border.draw_masked_when_fading" that
383 enables/disables drawing of border mask over screen that is just faded
386 * fixed small problem with separate fading definition for game screen
389 * added additional configuration directives for setup screen draw offset
390 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
391 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
392 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
393 used to define draw offset on custom artwork selection screens and
394 "CHOOSE_OTHER" is used on all other list style selection screens, like
395 choosing game speed or screen mode for fullscreen mode)
396 * added additional configuration directives to define main menu buttons:
397 - menu.button_name and menu.button_name.active
398 - menu.button_levels and menu.button_levels.active
399 - menu.button_scores and menu.button_scores.active
400 - menu.button_editor and menu.button_editor.active
401 - menu.button_info and menu.button_info.active
402 - menu.button_game and menu.button_game.active
403 - menu.button_setup and menu.button_setup.active
404 - menu.button_quit and menu.button_quit.active
405 * added eight pure decoration graphic definitions for the game panel
408 * added support for accessing native Diamond Caves II level packages
409 * fixed displaying of game panel values for Emerald Mine game engine
410 * fixed displaying end-of-level time and score values on new game panel
413 * added game panel control to display arbitrary elements on game panel
414 * added game panel control to display custom element score (globally
415 unique for identical custom elements) either as value or as element
416 * added ".draw_masked" and ".draw_order" to game panel control drawing
419 * fixed some general bugs with handling of ".active" elements and fonts
422 * cleanup of game panel elements (some elements were not really needed)
423 * added displaying of gravity state (on/off) as new game panel control
424 * added animation for game panel elements (similar to game elements)
427 * added new pseudo game mode "PANEL" to define panel fonts and graphics
428 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
429 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
430 (else graphics would have to use ".PLAYING", which would be confusing)
431 * fixed bug when fading out to game screen with border mask defined
434 * added attribute ".tile_size" for element style game panel controls
437 * added <space> key as additional valid key to use for confirm requester
440 * improved menu fading, adding separate fading definitions for entering
441 and leaving a "content" screen (in general), and optional definitions
442 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
445 * added (currently invisible) setup option to define scroll delay value
446 * fixed small bug in priority handling when auto-detecting level start
447 position in levels without player element (but player from CE etc.)
448 * added option "game.forced_scroll_delay_value" to override user choice
449 of scroll delay value for certain level sets with "graphicsinfo.conf"
450 * replaced setup option "scroll delay: on/off" by new setup option that
451 directly allows selecting the desired scroll delay value from 0 to 8
454 * added displaying of most game panel control elements (not animated)
457 * added new configuration directives to display additional game engine
458 values on the game control panel, like the following examples:
459 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
460 - game.panel.penguins - number of penguins to rescue
461 - game.panel.level_name - level name of current level
464 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
467 * added new player option "no centering when relocating" for "invisible"
468 teleportations to level areas that look exactly the same, giving the
469 illusion that the player did not relocate at all (this was the default
470 since 3.2.3, but caused visual problems with room creation in "Zelda")
471 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
474 * improved menu fading, adding separate fading definitions for entering
475 and leaving a menu and for fading between menu and "content" screens
476 * fixed small bug with recognizing also ".font_xyz" style definitions
479 * improved menu fading, adding separate fading definitions for fading
480 between menu screens and fading between menu and "destination" screens
483 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
484 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
485 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
486 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
488 * improved title fading, allowing fading animation types "none", "fade"
489 and "crossfade" (including cross-fading of last title to main menu)
492 * added configurability of graphics, sounds and music for title screens,
493 which are separated into initial title screens (only shown once at
494 program startup) and title screens shown for a given level set; these
495 title screens can be composed of up to five title images and up to
496 five title text messages (each drawn using an optional background
497 image), also using background music and/or sounds; aspects like
498 background images, sounds and music of title screens can either be
499 defined generally (valid for all title screens) or specifically (and
500 therefore differently for each title screen) using these directives:
502 to define a background image, sound or music file for all screens:
503 - background.TITLE_INITIAL (for all title screens for game startup)
504 - background.TITLE (for all title screens for level sets)
506 to define a background image, sound or music file for a single screen:
507 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
508 - background.titlescreen_x (with x in 1,2,3,4,5)
509 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
510 - background.titlemessage_x (with x in 1,2,3,4,5)
512 to define the title screen images:
513 - titlescreen_initial_x (with x in 1,2,3,4,5)
514 - titlescreen_x (with x in 1,2,3,4,5)
516 to define the title text messages, place text files into the level set
517 directory that have the following file names:
518 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
519 - titlemessage_x.txt (with x in 1,2,3,4,5)
521 to define the properties of the text messages, either use directives
522 that affect all text messages:
523 - [titlemessage_initial].<suffix>
524 - [titlemessage].<suffix>
525 or use directives that affect single text messages:
526 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
527 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
529 valid values for <suffix> are the same as for readme.<suffix> below;
530 use ".sort_priority" (default: 0) to define an arbitrary order for
531 title images and title messages (which can therefore be mixed)
534 * added full configurability of "readme.txt" screen appearance:
535 - readme.x: <left position used with alignment>
536 - readme.y: <top position>
537 - readme.width: <maximim text width in pixels>
538 - readme.height: <maximum text height in pixels>
539 - readme.chars: <maximum number of chars per line>
540 - readme.lines: <maximum number of lines displayed>
541 - readme.align: left,center,right (default: center)
542 - readme.top: top,middle,bottom (default: top)
543 - readme.font: font name
544 - readme.autowrap: true,false (default: true)
545 - readme.centered: true,false (default: false)
546 - readme.parse_comments: true,false (default: true)
547 - readme.sort_priority: (not used here, but only for title screens)
548 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
549 default), they are automatically determined from "readme.width" and
550 "readme.height" accordingly; when they are not "-1", they have
551 precedence over "readme.width" and "readme.height"
552 * added internal ad-hoc config settings for displaying text files like
553 title messages or "readme.txt" style level set info files:
554 - .font: font name (default: readme.font)
555 - .autowrap: true,false (default: readme.autowrap)
556 - .centered: true,false (default: readme.centered)
557 - .parse_comments: true,false (default: readme.parse_comments)
558 (the leading '.' and the separating ':' are mandatory here); to use
559 these ad-hoc settings, they have to be written inside a comment, like
560 "# .autowrap: false" or "# .centered: true"; these settings then
561 override the above global settings (they can even be used more than
562 once, like "# .centered: true", then some text that should be drawn
563 centered, then "# .centered: false" to go back to non-centered text;
564 important note: after using "# .parse_comments: false", or when using
565 "readme.parse_comments: false", detecting and parsing comments inside
566 the file is disabled and comments are just printed like normal text;
567 also be aware that all automatic text size calculations are done with
568 the font defined in "readme.font", while using different fonts using
569 "# .font: <font>" inside the text file may cause unexpected results
572 * changed some numerical limits in the level editor from 255 to 999
575 * added option "system.sdl_videodriver" to select SDL video driver
576 * added output of SDL video and audio driver to "version info" page
579 * added group element drawing to IntelliDraw drawing functions
580 * fixed animation resetting problem again (last try broke Snake Bite)
581 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
584 * added new (special) "include: <filename>" directive that works in all
585 configuration files (like "graphicsinfo.conf") and that has the same
586 effect as if that directive would be replaced with the content of the
587 specified file (this can be useful to split large configuration files
588 into several smaller ones and include them from one main file, or to
589 store configuration settings that always stay the same into a separate
590 file, while including it and only add those parts that really change)
593 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
596 * fixed bug in "InitMovingField()" where treating an integer array as
597 boolean caused wrong resetting of animations while elements are moving
598 * fixed problem with resetting animations when starting element change
601 * added sort priority for order of title screens and title messages
604 * changed end of game again: do not wait for the user to press a key
605 anymore, but directly ask/confirm tape saving and go to hall of fame
606 * re-enabled quitting of lost game by pressing space or return again
607 * added blanking of mouse pointer when displaying title screens
608 * added remaining menu draw offset definitions for info sub-screens
611 * added setup option to select game speed (from very slow to very fast)
612 * improved handling of title text messages (initial and for level set)
615 * added new options "auto-wrap" and "centered" for DC2 style envelopes
618 * fixed displaying and typing of player name when it is centered
619 * added special characters to be allowed for player name (not only A-Z)
622 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
623 (newer versions of the SDL library seem to not like this anymore)
626 * added code for configuration directives for control of game panel
629 * fixed small cosmetical bug with underlining property tabs in editor
632 * fixed small drawing bug in X11FadeRectangle
633 * added new elements for newly supported Diamond Caves II levels:
634 - EM/DC style exits that disappear after passing
635 - white key and gate (one white key needed for each white gate)
636 - fake gate (there is no key to open/pass this kind of gate!)
637 - extended magic wall which also handles pearls and crystals
641 * changed maximum value for endless loop detection to a higher value
642 (some levels really used very deep recursion without being endless)
645 * added new elements for newly supported Diamond Caves II levels:
646 - growing steel walls
647 - snappable land mine
650 * added new elements for newly supported Diamond Caves II levels:
651 - steel text elements
654 * added level file loader for native Diamond Caves II levels
657 * version number set to 3.2.4
660 * version 3.2.3 released
663 * fixed malloc/free bug when updating EMC artwork entries in level list
664 * added workaround (warning and request to quit the current game) when
665 changing elements cause endless recursion loop (which would otherwise
666 freeze the game, causing a crash-like program exit on some systems)
669 * fixed nasty string overflow bug when entering too long envelope text
672 * added feedback sounds for menu navigation "menu.item.activating" and
673 "menu.item.selecting" (for highlighting and executing menu entries)
676 * improved "no scrolling when relocating" to also consider scroll delay
677 (meaning that the player is not automatically centered in this case;
678 this makes it possible to "invisibly" relocate the player to a region
679 of the level playfield which looks the same as the old level region)
680 * fixed bug with not recognizing "main.input.name.align" when active
683 * fixed bug with displaying masked borders over title screens when
684 screen fading is disabled
687 * fixed infinite loop / crash bug when killing the player while having
688 a CE with the setting "kill player X when explosion of <player X>"
689 * added special editor graphic for "char_space" to distinguish it from
690 "empty_space" when editing a level (in-game graphics still the same)
693 * fixed nasty bug with initialization only done for the first player
696 * small change to handle loading empty element/content list micro chunks
699 * uploaded pre-release (test) version 3.2.3-0 binary and source code
702 * some optimizations on startup speed by reducing initial text output
705 * added caching of custom artwork information for faster startup times
708 * fixed graphical bug when using fewer menu entries on level selection
709 screen than usual (with "menu.list_size.LEVELS" directive)
710 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
711 the backbuffer to the backbuffer by error (with identical rectangle)
714 * fixed bug when displaying titlescreen with size less than element tile
715 * fixed bug that caused elements with "change when digging <e>" event
716 to change for _every_ digged element, not only those specified in <e>
717 * fixed bug that caused impact style collision when dropping element one
718 tile over the player that can both fall down and smash players
719 * fixed bug that caused impact style collision when element changed to
720 falling/smashing element over the player immediately after movement
723 * fixed bug that allowed making engine snapshots from the level editor
726 * fixed bugs with player name and current level positions on main screen
729 * added configuration directives for control of title screens:
730 - "title.fade_delay" for fading time
731 - "title.post_delay" for pause between screens (when not crossfading)
732 - "title.auto_delay" to automatically continue after some time
733 these settings can each be overridden by specifying them with titles:
734 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
735 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
736 fading mode can also be specified:
737 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
738 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
739 default is using normal fading for menues and initial title screens,
740 while using cross-fading for level set title screens
741 * fixed bug with background not drawn in Hall of Fame after game was won
744 * added configuration directives for the remaining main menu items
747 * added additional configuration directives for info screen draw offset:
748 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
749 * added additional configuration directives for preview info text
750 * limited mouse wheel sensitive screen area to scrollable screen area
753 * added highlighted menu text entries to menu navigation when selected
756 * fixed bug that prevented player from correctly being created in the
757 top left corner by a custom element change in a level without player
758 * fixed bug that prevented player from being killed when indestructible,
759 non-walkable element is placed on player position by extended change
760 * added configurable menu button, text and input positions to main menu
763 * added page fading effects for remaining info sub-screens
764 * fixed small bug that caused some delays when answering door request
767 * added directives "border.draw_masked.*" for menu/playfield area and
768 door areas to display overlapping/masked borders from "global.border"
771 * fixed bug with CE with move speed "not moving" not being animated
772 * when changing player artwork by CE action, reset animation frame
775 * fixed bug with not unmapping main menu screen gadgets on other screens
776 * fixed bug with un-pausing a paused game by releasing still pressed key
777 * fixed bug with not redrawing screen when toggling to/from fullscreen
778 mode while fast reloading tape (without redrawing playfield contents)
779 * fixed bug with quick-saving tape snapshot despite answering with "no"
782 * version number set to 3.2.3
785 * version 3.2.2 released
788 * fixed bug with redrawing screen in fullscreen mode after quick tape
789 reloading when using the EMC game engine
790 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
793 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
796 * added engine snapshot functionality for instant tape reloading (this
797 only works for the last tape saved using "quick save", and does not
798 work across program restarts, because it completely works in memory)
801 * version number set to 3.2.2
804 * version 3.2.1 released
807 * fixed nasty bugs with handling error message file on Mac OS X systems
810 * general code cleanup (removing many annoying "#if 0" blocks etc.)
813 * fixed bug that caused broken tapes when manually appending to tapes
814 using the "pause before death" functionality, followed by recording
815 * added setup option to disable fading of screens for faster testing
818 * code cleanup of new fading functions
821 * changed behaviour after solved game -- do not immediately stop engine
822 * added some more smooth screen fadings (game start, hall of fame etc.)
825 * fixed bug with displaying pushed CE with value/score/delay anim_mode
828 * added configurable level preview position, tile size and dimensions
829 * added configurable game panel value positions (gems, time, score etc.)
832 * fixed small bug with time displayed incorrectly when collecting CEs
835 * fixed bug with bumpy scrolling with EM engine in double player mode
838 * added compatibility code to fix "Snake Bite" style levels that were
839 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
842 * fixed bug with scrollbars inside editor when using the Windows mouse
843 enhancement tool "True X-Mouse" (which injects key events to the event
844 queue to insert selected stuff into the Windows clipboard, which gets
845 confused with the "Insert" key for jumping to the last editor cascade
846 block in the element list)
847 * added Rocks'n'Diamonds icon for use as window icon to SDL version
848 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
851 * added selection of preferred fullscreen mode to setup / graphics menu
852 (useful if default mode 800 x 600 does not match screen aspect ratio)
855 * improved down-scaling of images for better editor and preview graphics
856 * changed user data directory for Mac OS X from Unix style to new place
859 * improved level number selection in main menu and player selection in
860 setup menu (input devices section) by using standard button gadgets
861 * added support for mouse scroll wheel (caused buggy behaviour before)
862 * added support for scrolling horizontal scrollbars with mouse wheel by
863 holding "Shift" key pressed while scrolling the wheel
864 * added support for single step mouse wheel scrolling by holding "Alt"
865 key pressed while scrolling the wheel (can be combined with "Shift")
866 * changed output file "stderr.txt" on Windows platform now always to be
867 created in the R'n'D sub-directory of the personal documents directory
868 * added Windows message box to direct to "stderr.txt" after error aborts
871 * improved general scrollbar handling (when jump-scrolling scrollbars)
874 * changed scrollbars to always show last line as first after scrolling
875 (that means jumping n - 1 screen lines instead of n screen lines)
878 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
879 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
880 * fixed special handling of vertically stacked acid becoming fake acid
883 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
884 affect multiple instances of the same CE, although this kind of
885 change condition usually only affects one single custom element
888 * version number set to 3.2.1
891 * version 3.2.0 released
894 * reorganized level editor element list a bit to match engines better
897 * fixed newly introduced bug with wrongly initializing clipboard element
900 * fixed bug with displaying visible/invisible level border in editor
903 * reorganized some elements in the level editor element list
906 * fixed bug with displaying any player as "yellow" when moving into acid
907 * fixed bug with displaying running player when player stopped at border
910 * fixed bug with player exploding when moving into acid
911 * fixed bug with level settings being reset in editor and when playing
912 (some compatibility settings being set not only after level loading)
913 * fixed crash bug when number of custom graphic frames was set to zero
914 * fixed bug with teleporting player on walkable tile not working anymore
915 * added partial compatibility support for pre-release-only "CONF" chunk
916 (to make Alan Bond's "color cycle" demo work again :-) )
919 * fixed some bugs when displaying title screens from info screen menu
920 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
923 * changed file major version to 3 to reflect level file format changes
924 * uploaded pre-release (test) version 3.2.0-8 binary and source code
927 * added new chunk "NAME" to level file format for level name settings
928 * added new chunk "NOTE" to level file format for envelope settings
929 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
930 * updated magic(5) file to recognize changed and new level file chunks
931 * removed change events "change when CE value/score changes" as unneeded
934 * changed gravity (which only affects the player) from level property
935 to player property (only makes a difference in multi-player levels)
936 * added change events "change when CE value/score changes"
937 * added change events "change when CE value/score changes of <element>"
940 * added new chunk "INFO" to level file format for global level settings
941 * added all element settings from "HEAD" chunk to "CONF" chunk
942 * added all global level settings from "HEAD" chunk to "INFO" chunk
945 * changed level file format by adding two new chunks "CUSX" (for custom
946 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
947 elements, replacing the previous "GRP1" chunk); these new IFF style
948 chunks use the new and flexible "micro chunks inside chunks" technique
949 already used with the new "CONF" chunk (for normal element properties)
950 which makes it possible to easily extend the existing level format
951 (instead of using fixed-length chunks like before, which are either
952 too big due to reserved bytes for future use, or too small when those
953 reserved bytes have all been used and even more data should be stored,
954 requiring the replacement by new and larger chunks just like it went
955 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
958 * added credits pages to the "credits" section that were really missing
959 * added some missing element descriptions to the level editor
960 * added down position of switchgate switch to the level editor
961 and allowed the use of both switch positions at the same time
962 * changed use of "Insert" and "Delete" keys to navigate element list in
963 level editor to start of previous or next cascading block of elements
966 * added the possibility to view the title screen to the info screen menu
967 * fixed some minor bugs with viewing title screens
970 * fixed bug with title (cross)fading in/out when using fullscreen mode
973 * fixed bug that forced re-defining of menu settings in local graphics
974 config file which are already defined in existing base config file
975 * fixed small bug that caused door sounds playing when music is enabled
978 * added the possibility to define up to five title screens for each
979 level set that are displayed after loading using (cross)fading in/out
980 (this was added to display the various start images of the EMC sets)
983 * added "CE score gets zero [of]" to custom element trigger conditions
984 * added setup option to display element token name in level editor
987 * added compatibility code for Juergen Bonhagen's menu artwork settings
990 * fixed bug with displaying wrong animation frame 0 after CE changes
991 * fixed bug with creating invisible elements when light switch is on
994 * added selection between ECS and AGA graphics for EMC levels to setup
997 * adjusted font handling for various narrow EMC style fonts
1000 * changed EM engine behaviour back to re-allow initial rolling springs
1003 * fixed handling of over-large selectboxes (less error-prone now)
1004 * fixed bug when creating GE with walkable element under the player
1007 * added use of "Insert" and "Delete" keys to navigate element list in
1008 level editor to start of custom elements or start of group elements
1009 * added virtual elements to access CE value and CE score of elements:
1010 - "CE value of triggering element"
1011 - "CE score of triggering element"
1012 - "CE value of current element"
1013 - "CE score of current element"
1016 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1019 * changed behaviour of network games with internal errors (because of
1020 different client frame counters) from immediately terminating R'n'D
1021 to displaying an error message requester and stopping only the game
1022 (also to prevent impression of crashes under non command-line runs)
1023 * fixed playing network games with the EMC engine (did not work before)
1024 * fixed bug with not scrolling the screen in multi-player mode with the
1025 focus on player 1 when all players are moving in different directions
1026 * fixed bug with keeping pointer to gadget even after its deallocation
1027 * fixed bug with allowing "focus on all players" in network games
1028 * fixed bug with player focus when playing tapes from network games
1031 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1034 * code cleanup for game action control for R'n'D and EMC game engine
1037 * fixed bug in multi-player movement with focus on both players
1038 * added option to control only the focussed player with all input
1041 * added player focus switching to level tape recording and re-playing
1044 * fixed some bugs in player focus switching in EMC and RND game engine
1047 * added special Supaplex animations for Murphy digging and snapping
1048 * added special Supaplex animations for Murphy being bored and sleeping
1051 * added four new yam yams with explicit start direction for EMC engine
1052 * fixed bug in src/libgame/text.c with printing text outside the window
1055 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1058 * added delayed ignition of EM style dynamite when used in R'n'D engine
1059 * added limited movement range to EMC engine when focus on all players
1062 * fixed bug with missing (zero) score values for native Supaplex levels
1065 * added "continuous snapping" (snapping many elements while holding the
1066 snap key pressed, without releasing the snap key after each element)
1067 as a new player setting for more compatibility with the classic games
1070 * finished scrolling for "focus on all players" in EMC graphics engine
1073 * level sets with "levels: 0" are ignored for levels, but not artwork
1074 * fixed bug when scanning empty level group directories (endless loop)
1077 * fixed bug with explosion graphic for player using "Murphy" graphic
1078 * fixed bug with explosion graphic if player leaves explosion in time
1079 * changed some descriptive text in setup menu to use medium-width font
1080 * added key shortcut settings for switching player focus to setup menu
1083 * fixed bug with random value initialization when recording tapes
1084 * fixed bug with playing single player tapes when team mode activated
1087 * fixed little bug when trying to switch to player that does not exist
1090 * added player switching (visual and quick) to R'n'D and EM game engine
1091 * added setup option to select visual or quick in-game player switching
1094 * added use of "Home" and "End" keys to handle element list in editor
1097 * fixed bug with adding score when playing tape with EMC game engine
1098 * added steel wall border for levels using EMC engine without border
1099 * finally fixed delayed scrolling in EMC engine also for small levels
1102 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1105 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1106 * fixed bug when displaying info element without action, but direction
1109 * fixed minor graphical problems with springs smashing and slurping
1110 (when using R'n'D style graphics instead of EMC style graphics)
1113 * added scroll delay (as configured in setup) to EMC graphics engine
1116 * improved screen redraw for EMC graphics engine (faster and smoother)
1117 * when not scrolling, do not redraw the whole playfield if not needed
1120 * added multi-player mode for EMC game engine (with up to four players)
1123 * added android (can clone elements) from EMC engine to R'n'D engine
1126 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1129 * added selectbox for initial player speed to player settings in editor
1132 * version 3.1.2 created that is basically version 3.1.1, but with a
1133 major bug fixed that prevented editing your own private levels
1134 * version 3.1.2 released
1137 * added magic ball (creates elements) from EMC engine to R'n'D engine
1140 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1143 * fixed bug when using "CE can leave behind <trigger element>"
1144 * added new change condition "(after/when) creation of <element>"
1145 * added new change condition "(after/when) digging <element>"
1146 * fixed bug accessing invalid gadget that caused crashes under Windows
1147 * deactivated new possibility for multiple CE changes per frame
1150 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1153 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1154 * fixed bug with not keeping CE value for moving CEs with only action
1155 * changed CE action selectboxes in editor to be only reset when needed
1158 * added option "use artwork from element" for custom player artwork
1159 * added option "use explosion from element" for player explosions
1162 * added cascaded element lists in the level editor
1163 * added persistence for cascaded element lists by "editorcascade.conf"
1164 * added dynamic element list with all elements used in current level
1165 * added possibility for multiple CE changes per frame (experimental)
1168 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1171 * changed "score for each 10 seconds/steps left" to "1 second/step"
1172 * added own score for collecting "extra time" instead of sharing it
1173 * added change events "switched by player" and "player switches <e>"
1174 * added change events "snapped by player" and "player snaps <e>"
1175 * added "set player artwork: <element choice>" to CE action options
1176 * added change event "move of <element>"
1179 * added "set player shield: off / normal / deadly" to CE action options
1180 * added new player option "use level start element" in level editor
1181 to set the correct focus at level start to elements from which the
1182 player is created later (this did not work before for cascaded CE
1183 changes resulting in creation of the player; it is now also possible
1184 to create the player from a yam yam which is smashed at level start)
1187 * added "set player speed: frozen (not moving)" to CE action options
1188 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1191 * added new player option "block snap field" (enabled by default) to
1192 make it possible to show a snapping animation like in Emerald Mine
1195 * added dynamic selectboxes to custom element action settings in editor
1196 * added "CE value" counter for custom elements (instead of "CE count")
1197 * added option to use the last "CE value" after custom element change
1198 * added option to use the "CE value" of other elements in CE actions
1199 * fixed odd behaviour when pressing time orb in levels w/o time limit
1200 * added checkbox "use time orb bug" for older levels that use this bug
1203 * added missing configuration settings for the following elements:
1204 - EL_TIMEGATE_SWITCH (time of open time gate)
1205 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1206 - EL_SHIELD_NORMAL (time of shield duration)
1207 - EL_SHIELD_DEADLY (time of shield duration)
1208 - EL_EXTRA_TIME (time added to level time)
1209 - EL_TIME_ORB_FULL (time added to level time)
1212 * added "wind direction" as a movement pattern for custom elements
1213 * added initial wind direction for balloon / custom elements to editor
1214 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1217 * added parameters for "game of life" and "biomaze" elements to editor
1220 * added level file chunk "CONF" for generic level and element settings
1223 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1226 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1227 * added sound action ".page[1]" to ".page[32]" for each CE change page
1230 * added image config suffix ".clone_from" to copy whole image settings
1231 * fixed bug with invalid ("undefined") CE settings in old level files
1234 * fixed graphical bug with smashing elements falling faster than player
1237 * fixed major bug which prevented private levels from being edited
1238 * fixed bug with precedence of general and special font definitions
1241 * fixed graphical bug with player animation when player moves slowly
1244 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1247 * fixed bug which prevented "global.num_toons: 0" from working
1250 * major code cleanup (removed all these annoying "#if 0" blocks)
1253 * added custom element actions for CE change page in level editor
1256 * fixed music initialization bug in init.c (thanks to David Binderman)
1257 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1258 (this bug must probably be fixed at other places, too)
1261 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1262 (should be '#include <SDL.h>' instead)
1265 * fixed bug which prevented "walkable from no direction" from working
1266 (due to compatibility code overwriting this setting after loading)
1269 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1272 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1273 * version 3.1.1 released
1276 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1277 on 64-bit architecture systems with LP64 data model
1280 * fixed bug with bombs not exploding when hitting the last level line
1281 (introduced after the release of 3.1.0)
1284 * added support for dumping small-sized level sketches from editor
1287 * added recognition of "trigger element" for "change digged element to"
1288 (this is not really what the "trigger element" was made for, but its
1289 use may seem obvious for leaving back digged elements unchanged)
1292 * fixed multiple warnings about failed joystick device initialization
1295 * fixed bug with dynamite dropped on top of just dropped custom element
1296 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1297 dynamite can still be dropped, but drop key must be released before
1300 * fixed bug with wrong start directory when started from file browser
1301 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1304 * fixed bug causing "change when impact" on player not working
1305 * fixed wrong priority of "hitting something" over "hitting <element>"
1306 * fixed wrong priority of "hit by something" over "hit by <element>"
1309 * fixed graphical bug which caused the player (being Murphy) to show
1310 collecting animations although the element was collected by penguin
1313 * fixed two bugs causing wrong door background graphics in system.c
1314 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1317 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1318 * added "no direction" to "walkable/passable from" selectbox options
1321 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1322 * in tape autoplay, not only report broken, but also missing tapes
1325 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1328 * fixed small bug with "linear" animation not working for active lamp
1331 * fixed bug with moving up despite gravity due to "block last field"
1332 * fixed small bug with wrong draw offset when typing name in main menu
1333 * when reading user names from "passwd", ignore data after first comma
1334 * when creating new "levelinfo.conf", only write some selected entries
1337 * fixed displaying "imported from/by" on preview with empty string
1338 * fixed ignoring draw offset for fonts used for level preview texts
1341 * fixed a delay problem with SDL and too many mouse motion events
1342 * added setup option "skip levels" and level skipping functionality
1345 * added move speed "not moving" for non-moving CEs, but with direction
1348 * fixed mapping of obsolete element token names in "editorsetup.conf"
1349 * fixed bug with sound "acid.splashing" treated as a loop sound
1350 * fixed some little sound bugs in native EM engine
1353 * fixed small bug when dragging scrollbars to end positions
1356 * added editor element descriptions written by Aaron Davidson
1359 * improved fallback handling when configured artwork is not available
1360 (now using default artwork instead of exiting when files not found)
1363 * fixed bug on level selection screen when dragging scrollbar
1366 * fixed bug which caused broken tapes when appending to EM engine tapes
1369 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1372 * added code to replace changed artwork config tokens with other tokens
1373 (needed for backwards compatibility, so that older tokens still work)
1376 * added native R'n'D graphics for some new EMC elements in EM engine
1379 * fixed some bugs in the EM engine integration code
1380 * changed EM engine code to allow diagonal movement
1381 * changed EM engine code to allow use of separate snap and drop keys
1384 * fixed some redraw bugs when using EM engine
1387 * fixed bug with not converting RND levels which are set to use native
1388 engine to native level structure when loading
1391 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1394 * version number set to 3.2.0
1397 * level data now reset to defaults after attempt to load invalid file
1400 * added use of "editorsetup.conf" for different level sets
1403 * added auto-detection for various types of Emerald Mine level files
1406 * fixed bug with scrollbars getting too small when list is very large
1409 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1412 * added most level editor configuration gadgets for new EMC elements
1415 * added more element and graphic definitions for new EMC elements
1418 * modified native EM engine to use integrated R'n'D sound system
1421 * added SDL support to graphics functions in native EM engine
1422 (by always using generic libgame interface functions)
1425 * fixed bug in frame synchronization in native EM engine
1428 * added code to convert levels between R'n'D and native EM engine
1431 * new Emerald Mine engine can now play levels selected in main menu
1434 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1435 (which creates scaled down graphics for level editor and preview);
1436 there's still a memory leak somewhere in the artwork handling code
1437 * added "scale image up" functionality to X11 version of zoom function
1440 * first attempts to integrate new, native Emerald Mine Club engine
1443 * fixed bug in gadget code which caused reset of CEs in level editor
1444 (example: pressing 'b' [grab brush] on CE config page erased values)
1445 (solution: check if gadgets in ClickOnGadget() are really mapped)
1446 * improved level change detection in editor (settings now also checked)
1447 * fixed bug with "can move into acid" and "don't collide with" state
1450 * fixed maze runner style CEs to use the configured move delay value
1453 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1456 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1457 * fixed the above fix because it broke level set "machine" (*sigh*)
1458 * fixed random element placement in level editor to work as expected
1459 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1462 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1465 * fixed bug (missing array boundary check) which caused broken tapes
1466 * fixed bug (when loading level template) which caused broken levels
1467 * fixed bug with new block last field code when using non-yellow player
1470 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1471 * internal change of how the player blocks the last field when moving
1472 * fixed blocking delay of last field for EM and SP style block delay
1473 * fixed bug where the player had to wait for the usual move delay after
1474 unsuccessfully trying to move, when he directly could move after that
1475 * the last two changes should make original Supaplex level 93 solvable
1476 * improved use of random number generator to make it less predictable
1477 * fixed behaviour of slippery SP elements to let slip left, then right
1480 * fixed bug with wrong door state after trying to quickload empty tape
1481 * fixed waste of static memory usage of the binary, making it smaller
1482 * fixed very little graphical bug in Supaplex explosion
1485 * version number set to 3.1.1
1488 * version 3.1.0 released
1491 * fixed bug with crash when writing user levelinfo.conf the first time
1494 * added option "convert LEVELDIR [NR]" to command line batch commands
1495 * re-converted Supaplex levels to apply latest engine fixes
1496 * changed "use graphic/sound of element" to "use graphic of element"
1497 due to compatibility problems with some levels ("bug machine" etc.)
1500 * fixed bug with CE change replacing player with same or other player
1503 * fixed bug with opaque font in envelope with background graphic when
1504 background graphic is not transparent itself
1507 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1508 * corrected original Supaplex level loading code to use these new ports
1509 * also corrected Supaplex loader to auto-count infotrons if set to zero
1512 * fixed bug with missing initialization of "modified" flag for GEs
1515 * fixed bug that caused endless recursion loop when relocating player
1516 * fixed tape recorder bug in "step mode" when using "pause before end"
1517 * fixed tape recorder bug when changing from "warp forward" mode
1520 * fixed bug with "when touching" for pushed elements at last position
1523 * fixed bug that caused two activated toolbox buttons in level editor
1524 * fixed bug with exploding dynabomb under player due to other explosion
1527 * fixed bug with creating walkable custom element under player (again)
1528 * fixed bug with not copying explosion type when copying CEs in editor
1529 * fixed graphical bug when drawing player in setup menu (input devices)
1530 * fixed graphical bug when the player is pushing an accessible element
1531 * fixed bug with classic switchable elements triggering CE changes
1532 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1533 * fixed crash bug when CE leaves behind the trigger player element
1536 * fixed bug with broken tubes after placing/exploding dynamite in them
1537 * fixed bug with exploding dynamite under player due to other explosion
1538 * fixed bug with not resetting push delay under certain circumstances
1541 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1542 * added network multiplayer code for Windows (thanks to Niko Böhm)
1545 * added option "reachable despite gravity" for gravity movement
1546 * changed gravity movement of most classic walkable and passable
1547 elements back to "not reachable" (for compatibility reasons)
1550 * fixed (removed) "indestructible" / "can explode" dependency in editor
1551 * fixed (removed) "accessible inside" / "protected" dependency
1552 * fixed (removed) "step mode" / "shield time" dependency
1555 * fixed dynabombs exploding now into anything diggable
1556 * fixed Supaplex style gravity movement into buggy base now impossible
1557 * added pressing key "space" as valid action to select menu options
1560 * added "replace when walkable" to relocate player to walkable element
1561 * added "enter"/"leave" event for elements affected by relocation
1562 * fixed "direct"/"indirect" change order also for "when change" event
1563 * fixed graphical bug when pushing things from elements walkable inside
1566 * fixed graphic bug when player is snapping while moving in old levels
1567 * fixed bug when a moving custom element leaves a player element behind
1568 * fixed bug with mole not disappearing when moving into acid pool
1569 * fixed bug with incomplete path setting when using "--basepath" option
1570 * moving CE can now leave walkable elements behind under the player
1571 * when relocating, player can be set on walkable element now
1572 * fixed another gravity movement bug
1575 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1578 * added "collectible" and "removable" to extended replacement types
1579 (where "removable" replaces "diggable" and "collectible" elements)
1580 * added "collectible & throwable" (to throw element to the next field)
1581 * fixed bug with CEs digging elements that are just about to explode
1582 * changed mouse cursor now always being visible when game is paused
1585 * added possibility to push/press accessible elements from a side that
1587 * fixed bug with not setting actual date when appending to tape
1590 * fixed bug with incorrectly initialized custom element editor graphics
1593 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1594 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1597 * fixed bug with destroyed robot wheel still attracting robots forever
1598 * fixed bug with time gate switch deactivating after robot wheel time
1599 (while the time gate itself is not affected by this misbehaviour)
1600 * changed behaviour of BD style amoeba to always get blocked by player
1601 (before it was different when there were non-BD elements in level)
1602 * fixed bug with player destroying indestructable elements with shield
1605 * added option to make growing elements grow into anything diggable
1606 (for the various amoeba types, biomaze and "game of life")
1609 * fixed bug with movable elements not moving after left behind by CEs
1610 * changed gravity movement to anything diggable, not only sand/base
1611 * optionally allowing passing to walkable element, not only empty space
1612 * added option "can pass to walkable element" for players
1613 * finally fixed gravity movement (hopefully)
1616 * fixed bug with movable elements not moving anymore after falling down
1619 * fixed another bug with custom elements digging and leaving elements
1620 * fixed bug with "along left/right side" and automatic start direction
1621 * trigger elements now also displayed when "more custom" deactivated
1622 * fixed bug with clipboard element initialized when loading new level
1623 * added option "drop delay" to set delay before dropping next element
1626 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1629 * added copy and paste functions for custom change pages
1630 * enhanced graphical display and functionality of tape recorder
1631 * fixed bug with custom elements digging and leaving elements
1634 * added move speed faster than "very fast" for custom elements
1635 * fixed bug with 3+3 style explosions and missing border content
1636 * fixed little bug when copying custom elements in the editor
1637 * enhanced custom element changes by more side trigger actions
1640 * added option "no scrolling when relocating" for instant teleporting
1641 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1644 * added trigger element and trigger player to use as target elements
1645 * added copy and paste functions for custom and group elements
1648 * fixed graphical bug when displaying explosion animations
1649 * fixed bug when appending to tapes, resulting in broken tapes
1650 * re-recorded a few tapes broken by fixing gravity checking bug
1653 * "can move into acid" property now for all elements independently
1654 * "can fall into acid" property for player stored in same bitfield now
1655 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1656 * version number set to 3.1.0 (finally!)
1659 * changed tape recording to only record input, not programmed actions
1662 * fixed totally broken (every 8th frame skipped) step-by-step recording
1663 * fixed bug with requester not displayed when quick-loading interrupted
1664 * added option "can fall into acid (with gravity)" for players
1665 * fixed bug with player not falling when snapping down with gravity
1668 * fixed bug which messed up key config when using keypad number keys
1671 * fixed bug which allowed moving upwards even when gravity was active
1672 * fixed bug with missing error handling when dumping levels or tapes
1675 * added different colored editor graphics for Supaplex gravity tubes
1678 * fixed bug that allowed solvable tapes for unsolvable levels
1681 * use unlimited number of droppable elements when "count" set to zero
1682 * added option to use step limit instead of time limit for level
1685 * added player and change page as trigger for custom element change
1688 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1691 * fixed bug with dark yamyam changing to acid when moving over acid
1692 * fixed handling of levels with more than 999 seconds level time
1693 (example: level 76 of "Denmine")
1696 * "spring push bug" reintroduced as configurable element property
1697 * fixed bug with missing properties for "mole"
1698 * fixed bug that showed up when fixing the above "mole" properties bug
1699 * added option "can move into acid" for all movable elements
1700 * fixed graphical bug for elements moving into acid
1701 * changed event handling to handle all pending events before going on
1704 * fixed bug which caused all CE change pages to be ignored which had
1705 the same change event, but used a different element side
1706 (reported by Simon Forsberg)
1708 * fixed bug which caused elements that can move and fall and that are
1709 transported by a conveyor belt to continue moving into that direction
1710 after leaving the conveyor belt, regardless of their own movement
1711 type; only elements which can not move are transported now
1712 (reported by Simon Forsberg)
1714 * fixed bug which could cause an array overflow in RelocatePlayer()
1715 (reported by Niko Böhm)
1717 * changed Emerald Mine style "passable / over" elements to "protected"
1718 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1720 * added new option to select from which side a "walkable/passable"
1721 element can be entered
1724 * added explosion and ignition delay for elements that can explode
1727 * fixed bug which caused player not being protected against enemies
1728 when a CE was "walkable / inside" and was not "indestructible"
1729 * added "walkable/passable" fields to be "protected/unprotected"
1730 against enemies, even if not accessible "inside" but "over/under"
1733 * corrected move pattern to 32 bit and initial move direction to 8 bit
1736 * added second custom element base configuration page
1739 * added some special EMC mappings to Emerald Mine level loader
1740 (also covering previously unknown element in level 0 of "Bondmine 8")
1743 * added option to block last field when player is moving (for Supaplex)
1744 * adjusted push delay of Supaplex elements
1745 * removed delays for envelopes etc. when replaying with maximum speed
1746 * fixed bug when dropping element on a field that just changed to empty
1749 * fixed bug: infotrons can now smash yellow disks
1750 * fixed bug: when gravity active, port above player can now be entered
1751 * removed "one white dot" mouse pointer which irritated some people
1754 * added "choice type" for group element selection
1757 * fixed bug with initial invulnerability of non-yellow player
1760 * added level loader for loading native Supaplex packed levels
1761 (including multi-part levels like the "splvls99" levels)
1764 * fixed bug which allowed creating emeralds by escaping explosions
1767 * custom elements can change (limited) or leave (unlimited) elements
1768 * finally added multiple matches using group elements
1769 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1772 * added new start movement type "previous" for continued CE movement
1773 * added new start movement type "random" for random CE movement start
1776 * added new element "sokoban_field_player" needed for Sokoban levels
1777 (thanks to Ed Booker for pointing this out!)
1780 * added elements that can be digged or left behind by custom elements
1783 * added group elements for multiple matches and random element creation
1786 * fixed some graphical errors displayed in old levels
1789 * fixed wrong double speed movement after passing closing gates
1792 * added level loader for loading native Emerald Mine levels
1795 * changes for "shooting" style CE movement
1798 * Happy New Year! ;-)
1801 * changed default snap/drop keys from left/right Shift to Control keys
1804 * fixed bug with dead player getting reanimated from custom element
1807 * fixed bug with wrong penguin graphics (when entering exit)
1810 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1813 * version number set to 3.0.9
1816 * version 3.0.8 released
1819 * added function checked_free()
1822 * fixed bug with double nut cracking sound
1823 (by eliminating "default element action sound" assignment in init.c)
1826 * fixed crash when no music info files are available
1829 * fixed boring and sleeping sounds
1832 * added "maze runner" and "maze hunter" movement types
1833 * added extended collision conditions for custom elements
1836 * added warnings for undefined token values in artwork config files
1839 * added menu entry for level set information to the info screen
1842 * fixed bug with wrong default impact sound for colored emeralds
1845 * added several sub-screens for the info screen
1846 * menu text now also clickable (not only blue/red sphere left of it)
1849 * added configurable "bored" and "sleeping" animations for the player
1850 * added "awakening" sound for player when waking up after sleeping
1853 * added "copy" and "exchange" functions for custom elements to editor
1856 * added configurable element animations for info screen
1859 * added configurable music credits for info screen
1862 * finally fixed tape recording when player is created from CE change
1865 * added "editorsetup.conf" for editor element list configuration
1868 * added "musicinfo.conf" for menu and level music configuration
1871 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1872 (that only showed up on Linux, but not on Windows systems)
1875 * fixed turning movement of butterflies and fireflies (no frame reset)
1876 * enhanced sniksnak turning movement (two steps instead of only one)
1879 * version number set to 3.0.8
1882 * version 3.0.7 released
1885 * fixed reset of player animation frame when, for example,
1886 walking, digging or collecting share the same animation
1887 * fixed CE with "deadly when touching" exploding when touching amoeba
1890 * fixed tape recording when player is created from CE element change
1893 * introduced "turning..." action graphic for elements with move delay
1894 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1895 * added turning animations for bug, spaceship and sniksnak
1898 * prevent "extended" changed elements from delay change in same frame
1901 * fixed bug when pushing element that can move away to the side
1902 (like pushing falling elements, but now with moving elements)
1905 * finally fixed serious bug in code for delayed element pushing (again)
1908 * unavailable setup options now marked as "n/a" instead of "off"
1909 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1910 to "true", levels are always played with the latest game engine,
1911 which is desired for levels that are imported from other games; all
1912 other levels are played with the engine version stored in level file
1913 (which is normally the engine version the level was created with)
1916 * fixed serious bug in code for delayed element pushing
1917 * fixed little bug in animation frame selection for pushed elements
1918 * speed-up of reading config file for verbose output
1921 * added configuration option for opening and closing Supaplex exit
1922 * added configuration option for moving up/down animation for Murphy
1923 * fixed incorrectly displayed animation for attacking dragon
1924 * fixed bug with not setting initial gravity for each new game
1925 * fixed bug with teleportation of player by custom element change
1926 * fixed bug with player not getting smashed by rock sometimes
1929 * version number set to 3.0.7
1932 * version 3.0.6 released
1935 * added support for MP3 music for SDL version through SMPEG library
1938 * fixed bug when initializing font graphic structure
1939 * fixed bug with animation mode "pingpong" when using only 1 frame
1940 * fixed bug with extended change target introduced in 3.0.5
1941 * fixed bug where passing over moving element doubles player speed
1942 * fixed bug with elements continuing to move into push direction
1943 * fixed bug with duplicated player when dropping bomb with shield on
1944 * added "switching" event for custom elements ("pressing" only once)
1945 * fixed switching bug (resetting flag when not switching but not idle)
1948 * fixed element tokens for certain file elements with ".active" etc.
1951 * version number set to 3.0.6
1954 * version 3.0.5 released
1957 * now four envelope elements available
1958 * font, background, animation and sound for envelope now configurable
1959 * main menu doors opening/closing animation type now configurable
1962 * active/inactive sides configurable for custom element changes
1963 * new movement type "move when pushed" available for custom elements
1966 * fixed bug in multiple config pages loader code that caused crashes
1969 * enhanced (remaining low-resolution) Supaplex graphics
1972 * version number set to 3.0.5
1975 * version 3.0.4 released
1977 2003-09-12 src/tools.c
1978 * fixed bug in custom definition of crumbled element graphics
1980 2003-09-11 src/files.c
1981 * fixed bug in multiple config pages code that caused crashes
1984 * version number set to 3.0.4
1987 * version 3.0.3 released
1990 * added music to Supaplex classic level set
1992 2003-09-07 src/libgame/misc.c
1993 * added support for loading various music formats through SDL_mixer
1995 2003-09-06 (various source files)
1996 * fixed several nasty bugs that may have caused crashes on some systems
1997 * added envelope content which gets displayed when collecting envelope
1998 * added multiple change event pages for custom elements
2000 2003-08-24 src/game.c
2001 * fixed problem with player animation when snapping and moving
2003 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2004 * fixed problem with flickering when drawing toon animations
2006 2003-08-23 src/libgame/sdl.c
2007 * fixed problem with setting mouse cursor in SDL version in fullscreen
2009 2003-08-23 src/game.c
2010 * fixed bug (missing array boundary check) which could crash the game
2013 * version number set to 3.0.3
2016 * version 3.0.2 released
2018 2003-08-21 src/game.c
2019 * fixed bug with creating inaccessible elements at player position
2021 2003-08-20 src/init.c
2022 * fixed bug with not finding current level artwork directory
2024 2003-08-20 src/files.c
2025 * fixed bug with choosing wrong engine version when playing tapes
2026 * fixed bug with messing up custom element properties in 3.0.0 levels
2029 * version number set to 3.0.2
2032 * version 3.0.1 released
2034 2003-08-17 (no source files affected)
2035 * changed all "classic" PCX image files with 16 colors or less to
2036 256 color (8 bit) storage format, because the Allegro game library
2037 cannot handle PCX files with less than 256 colors (contributed
2038 graphics are not affected and might look wrong in the DOS version)
2040 2003-08-16 src/init.c
2041 * fixed bug which (for example) crashed the level editor when defining
2042 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2043 (only set to default) -- invalid graphics now set to default graphic
2045 2003-08-16 src/init.c
2046 * fixed graphical bug of player digging/collecting/snapping element
2047 when no corresponding graphic/animation is defined for this action,
2048 resulting in player being drawn as EL_EMPTY (which should only be
2049 done to elements being collected, but not to the player)
2051 2003-08-16 src/game.c
2052 * fixed small graphical bug of player not totally moving into exit
2054 2003-08-16 src/libgame/setup.c
2055 * fixed bug with wrong MS-DOS 8.3 filename conversion
2057 2003-08-16 src/tools.c
2058 * fixed bug with invisible mouse cursor when pressing ESC while playing
2060 2003-08-16 (various source files)
2061 * added another 128 custom elements (disabled in editor by default)
2063 2003-08-16 src/editor.c
2064 * fixed NULL string bug causing Solaris to crash in sprintf()
2066 2003-08-16 src/screen.c
2067 * fixed drawing over scrollbar on level selection with custom fonts
2069 2003-08-15 src/game.c
2070 * cleanup of simple sounds / loop sounds / music settings
2072 2003-08-08 (various source files)
2073 * added custom element property for dropping collected elements
2075 2003-08-08 src/conf_gfx.c
2076 * fixed bug with missing graphic for active red disk bomb
2078 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2079 * extended variable "level.gravity" to "level.initial_gravity" and
2080 "game.current_gravity" to prevent level setting from being changed
2081 by playing the level (keeping the runtime value after playing)
2083 * fixed graphics bug when digging element that has 'crumbled' graphic
2084 definition, but not 'diggable' graphic definition
2087 * version number set to 3.0.1
2090 * version 3.0.0 released
2093 * various bug fixes; among others:
2094 - fixed bug with pushing spring over empty space
2095 - fixed bug with leaving tube while placing dynamite
2096 - fixed bug with explosion of smashed penguins
2097 - allow Murphy player graphic in levels with non-Supaplex elements
2101 * I have forgotten to document changes for some time
2104 * pre-release version 2.2.0rc1 released
2107 * version number set to 2.1.2
2110 * version 2.1.1 released
2113 * version number set to 2.1.1
2116 * version 2.1.0 released
2119 * version number set to 2.1.0
2121 2002-04-03 to 2002-05-19 (various source files)
2122 * graphics, sounds and music now fully configurable
2123 * bug fixed that prevented walking through tubes when gravity on
2125 2002-04-02 src/events.c, src/editor.c
2126 * Make Escape key less aggressive when playing or when editing level.
2127 This can be configured as an option in the setup menu. (Default is
2128 "less aggressive" which means "ask user if something can be lost"
2129 when pressing the Escape key.)
2131 2002-04-02 src/screen.c
2132 * Added "graphics setup" screen.
2134 2002-04-01 src/screen.c
2135 * Changed "choose level" setup screen stuff to be more generic (to
2136 make it easier to add more "choose from generic tree" setup screens).
2138 2002-04-01 src/config.c, src/timestamp.h
2139 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2140 automatically gets created by "src/Makefile" and contains an actual
2141 compile-time timestamp to identify development versions of the game).
2143 2002-03-31 src/tape.c, src/events.c
2144 * Added quick game/tape save/load functions to tape stuff which can be
2145 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2146 loads previously recorded tape and directly goes into recording mode
2147 from the end of the tape (therefore appending to the tape).
2149 2002-03-31 src/tape.c
2150 * Added "index mark" function to tape recorder. When playing or
2151 recording, "eject" button changes to "index" button. Setting index
2152 mark is not yet implemented, but pressing index button when playing
2153 allows very quick advancing to end of tape (when normal playing),
2154 very fast forward mode (when playing with normal fast forward) or
2155 very fast reaching of "pause before end of tape" (when playing with
2156 "pause before end" playing mode).
2158 2002-03-30 src/cartoons.c
2159 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2161 2002-03-29 src/screen.c
2162 * Changed setup screen stuff to be more generic (to make it easier
2163 to add more setup screens).
2165 2002-03-23 src/main.c, src/main.h
2166 * Various changes due to the introduction of the new libgame files
2167 "setup.c" and "joystick.c".
2169 2002-03-23 src/files.c
2170 * Generic parts of "src/files.c" (mainly setup and level directory
2171 stuff) moved to new libgame file "src/libgame/setup.c".
2173 2002-03-23 src/joystick.c
2174 * File "src/joystick.c" moved to libgame source tree, with
2175 correspondig changes.
2177 2002-03-22 src/screens.c
2178 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2179 (Wrong level series information displayed when entering main group.)
2181 2002-03-22 src/editor.c
2182 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2184 2002-03-22 src/editor.c
2185 * Changed behaviour of "Escape" key in level editor to be more
2186 intuitive: When in "Element Properties" or "Level Info" mode,
2187 return to "Drawing Mode" instead of leaving the level editor.
2189 2002-03-21 src/game.c, src/editor.c, src/files.c
2190 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2191 gems (emeralds, diamonds, ...) slipping down from normal wall,
2192 steel wall and growing wall (as in E.M.C. style levels). Although
2193 the behaviour of contributed and private levels wasn't changed (due
2194 to the use of "level.game_version"; see previous entry), editing
2195 those levels will (of course) change the behaviour accordingly.
2197 This change seems a bit too hard after thinking about it, because
2198 the EM style behaviour is not the "expected" behaviour (gems would
2199 normally only slip down from "rounded" walls). Therefore this was
2200 now changed to an element property for gem style elements, with the
2201 default setting "off" (which means: no special EM style behaviour).
2202 To fix older converted levels, this flag is set to "on" for pre-2.0
2203 levels that are neither contributed nor private levels.
2205 2002-03-20 src/files.h
2206 * Corrected settings for "level.game_version" depending of level type.
2207 (Contributed and private levels always get played with game engine
2208 version they were created with, while converted levels always get
2209 played with the most recent version of the game engine, to let new
2210 corrections of the emulation behaviour take effect.)
2212 2002-03-20 src/main.h
2213 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2214 compiling the SDL version on some systems.
2215 Thanks to the several people who pointed this out.
2218 * Version number set to 2.0.2.
2221 * Version 2.0.1 released.
2223 2002-03-18 src/screens.c
2224 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2226 2002-03-18 src/files.c [src/libgame/misc.c]
2227 * Moved some common functions from src/files.c to src/libgame/misc.c.
2229 2002-03-18 src/files.c [src/libgame/misc.c]
2230 * Changed permissions for new directories and saved files (especially
2231 score files) according to suggestions of Debian users and mantainers.
2232 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2234 2002-03-17 src/files.c
2235 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2236 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2237 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2238 for levels and "TAPE" for tapes). Old "cookie" style format is
2239 still supported for reading. New level and tape files are written
2242 * New IFF chunk "VERS" contains version numbers for file and game
2243 (where "game version" is the version of the program that wrote the
2244 file, and "file version" is a version number to distinguish files
2245 with different format, for example after adding new features).
2247 2002-03-15 src/screen.c
2248 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2249 (Before, you heard a mixture of the in-game music and the
2250 hall-of-fame music.)
2252 2002-03-14 src/events.c
2253 * Function "DumpTape()" (files.c) now available by pressing 't' from
2254 main menu (when in DEBUG mode).
2256 2002-03-14 src/game.c
2257 * "GameWon()": When game was won playing a tape, now there is no delay
2258 raising the score and no corresponding sound is played.
2260 2002-03-14 src/files.c
2261 * Changed "LoadTape()" for real chunk support and also adjusted
2262 "SaveTape()" accordingly.
2264 2002-03-14 src/game.c, src/tape.c, src/files.c
2265 * Important changes to tape format: The old tape format stored all
2266 actions with a real effect with a corresponding delay between the
2267 stored actions. This had some major disadvantages (for example,
2268 push delays had to be ignored, pressing a button for some seconds
2269 mutated to several single button presses because of the non-action
2270 delays between two action frames etc.). The new tape format just
2271 stupidly records all device actions and replays them later. I really
2272 don't know why I haven't solved it that way before?! Old-style tapes
2273 (with tape file version less than 2.0) get converted to the new
2274 format on-the-fly when loading and can therefore still be played;
2275 only some minor parts of the old-style tape handling code was needed.
2276 (A perfect conversion is not possible, because there is information
2277 missing about the device actions between two action frames.)
2279 2002-03-14 src/files.c
2280 * New function "DumpTape()" to dump the contents of the current tape
2281 in a human readable format.
2283 2002-03-14 src/game.c
2284 * Small tape bug fixed: When automatically advancing to next level
2285 after a game was won, the tape from the previous level still was
2286 loaded as a tape for the new level.
2288 2002-03-14 src/tape.c
2289 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2290 tape, cartoons did not get completely removed because
2291 StopAnimation() was not called.
2293 2002-03-13 src/files.c
2294 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2295 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2296 size even when using 16-bit elements). Added new chunk "CNT2" for
2297 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2298 chunk even when content was 16-bit element). "CNT2" should now be
2299 able to store content for arbitrary elements (up to eight blocks of
2300 3 x 3 element arrays). All "CNT2" elements will always be stored as
2301 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2303 2002-03-13 src/files.c
2304 * Changed "LoadLevel()" for real chunk support.
2306 2002-03-12 src/game.c
2307 * Fixed problem (introduced after 2.0.0 release) with penguins
2308 not getting killed by enemies
2310 2002-02-24 src/game.c, src/main.h
2311 * Added "player->is_moving"; now "player->last_move_dir" does
2312 not contain any information if the player is just moving at
2314 Before, "player->last_move_dir" was misused for this purpose
2315 for the robot stuff (robots don't kill players when they are
2316 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2317 broke tapes when walking through pipes!
2318 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2319 in a continuous movement. This fact is ignored for friends and