2 * fixed mapping of obsolete element token names in "editorsetup.conf"
3 * fixed bug with sound "acid.splashing" treated as a loop sound
4 * fixed some little sound bugs in native EM engine
7 * fixed small bug when dragging scrollbars to end positions
10 * added editor element descriptions written by Aaron Davidson
13 * improved fallback handling when configured artwork is not available
14 (now using default artwork instead of exiting when files not found)
17 * fixed bug on level selection screen when dragging scrollbar
20 * fixed bug which caused broken tapes when appending to EM engine tapes
23 * uploaded pre-release (test) version 3.2.0-1 binary and source code
26 * added code to replace changed artwork config tokens with other tokens
27 (needed for backwards compatibility, so that older tokens still work)
30 * added native R'n'D graphics for some new EMC elements in EM engine
33 * fixed some bugs in the EM engine integration code
34 * changed EM engine code to allow diagonal movement
35 * changed EM engine code to allow use of separate snap and drop keys
38 * fixed some redraw bugs when using EM engine
41 * fixed bug with not converting RND levels which are set to use native
42 engine to native level structure when loading
45 * uploaded pre-release (test) version 3.2.0-0 binary and source code
48 * version number set to 3.2.0
51 * level data now reset to defaults after attempt to load invalid file
54 * added use of "editorsetup.conf" for different level sets
57 * added auto-detection for various types of Emerald Mine level files
60 * fixed bug with scrollbars getting too small when list is very large
63 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
66 * added most level editor configuration gadgets for new EMC elements
69 * added more element and graphic definitions for new EMC elements
72 * modified native EM engine to use integrated R'n'D sound system
75 * added SDL support to graphics functions in native EM engine
76 (by always using generic libgame interface functions)
79 * fixed bug in frame synchronization in native EM engine
82 * added code to convert levels between R'n'D and native EM engine
85 * new Emerald Mine engine can now play levels selected in main menu
88 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
89 (which creates scaled down graphics for level editor and preview);
90 there's still a memory leak somewhere in the artwork handling code
91 * added "scale image up" functionality to X11 version of zoom function
94 * first attempts to integrate new, native Emerald Mine Club engine
97 * fixed bug in gadget code which caused reset of CEs in level editor
98 (example: pressing 'b' [grab brush] on CE config page erased values)
99 (solution: check if gadgets in ClickOnGadget() are really mapped)
100 * improved level change detection in editor (settings now also checked)
101 * fixed bug with "can move into acid" and "don't collide with" state
104 * fixed maze runner style CEs to use the configured move delay value
107 * added Aaron Davidson's tutorial level set to the "Tutorials" section
110 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
111 * fixed the above fix because it broke level set "machine" (*sigh*)
112 * fixed random element placement in level editor to work as expected
113 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
116 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
119 * fixed bug (missing array boundary check) which caused broken tapes
120 * fixed bug (when loading level template) which caused broken levels
121 * fixed bug with new block last field code when using non-yellow player
124 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
125 * internal change of how the player blocks the last field when moving
126 * fixed blocking delay of last field for EM and SP style block delay
127 * fixed bug where the player had to wait for the usual move delay after
128 unsuccessfully trying to move, when he directly could move after that
129 * the last two changes should make original Supaplex level 93 solvable
130 * improved use of random number generator to make it less predictable
131 * fixed behaviour of slippery SP elements to let slip left, then right
134 * fixed bug with wrong door state after trying to quickload empty tape
135 * fixed waste of static memory usage of the binary, making it smaller
136 * fixed very little graphical bug in Supaplex explosion
139 * version number set to 3.1.1
142 * version 3.1.0 released
145 * fixed bug with crash when writing user levelinfo.conf the first time
148 * added option "convert LEVELDIR [NR]" to command line batch commands
149 * re-converted Supaplex levels to apply latest engine fixes
150 * changed "use graphic/sound of element" to "use graphic of element"
151 due to compatibility problems with some levels ("bug machine" etc.)
154 * fixed bug with CE change replacing player with same or other player
157 * fixed bug with opaque font in envelope with background graphic when
158 background graphic is not transparent itself
161 * added "gravity on" and "gravity off" ports for Supaplex compatibility
162 * corrected original Supaplex level loading code to use these new ports
163 * also corrected Supaplex loader to auto-count infotrons if set to zero
166 * fixed bug with missing initialization of "modified" flag for GEs
169 * fixed bug that caused endless recursion loop when relocating player
170 * fixed tape recorder bug in "step mode" when using "pause before end"
171 * fixed tape recorder bug when changing from "warp forward" mode
174 * fixed bug with "when touching" for pushed elements at last position
177 * fixed bug that caused two activated toolbox buttons in level editor
178 * fixed bug with exploding dynabomb under player due to other explosion
181 * fixed bug with creating walkable custom element under player (again)
182 * fixed bug with not copying explosion type when copying CEs in editor
183 * fixed graphical bug when drawing player in setup menu (input devices)
184 * fixed graphical bug when the player is pushing an accessible element
185 * fixed bug with classic switchable elements triggering CE changes
186 * fixed bug with entering/leaving walkable element in RelocatePlayer()
187 * fixed crash bug when CE leaves behind the trigger player element
190 * fixed bug with broken tubes after placing/exploding dynamite in them
191 * fixed bug with exploding dynamite under player due to other explosion
192 * fixed bug with not resetting push delay under certain circumstances
195 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
196 * added network multiplayer code for Windows (thanks to Niko Böhm)
199 * added option "reachable despite gravity" for gravity movement
200 * changed gravity movement of most classic walkable and passable
201 elements back to "not reachable" (for compatibility reasons)
204 * fixed (removed) "indestructible" / "can explode" dependency in editor
205 * fixed (removed) "accessible inside" / "protected" dependency
206 * fixed (removed) "step mode" / "shield time" dependency
209 * fixed dynabombs exploding now into anything diggable
210 * fixed Supaplex style gravity movement into buggy base now impossible
211 * added pressing key "space" as valid action to select menu options
214 * added "replace when walkable" to relocate player to walkable element
215 * added "enter"/"leave" event for elements affected by relocation
216 * fixed "direct"/"indirect" change order also for "when change" event
217 * fixed graphical bug when pushing things from elements walkable inside
220 * fixed graphic bug when player is snapping while moving in old levels
221 * fixed bug when a moving custom element leaves a player element behind
222 * fixed bug with mole not disappearing when moving into acid pool
223 * fixed bug with incomplete path setting when using "--basepath" option
224 * moving CE can now leave walkable elements behind under the player
225 * when relocating, player can be set on walkable element now
226 * fixed another gravity movement bug
229 * uploaded pre-release (test) version 3.1.0-2 binary and source code
232 * added "collectible" and "removable" to extended replacement types
233 (where "removable" replaces "diggable" and "collectible" elements)
234 * added "collectible & throwable" (to throw element to the next field)
235 * fixed bug with CEs digging elements that are just about to explode
236 * changed mouse cursor now always being visible when game is paused
239 * added possibility to push/press accessible elements from a side that
241 * fixed bug with not setting actual date when appending to tape
244 * fixed bug with incorrectly initialized custom element editor graphics
247 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
248 - number of levels corrected from 18 to 17 in "levelinfo.conf"
251 * fixed bug with destroyed robot wheel still attracting robots forever
252 * fixed bug with time gate switch deactivating after robot wheel time
253 (while the time gate itself is not affected by this misbehaviour)
254 * changed behaviour of BD style amoeba to always get blocked by player
255 (before it was different when there were non-BD elements in level)
256 * fixed bug with player destroying indestructable elements with shield
259 * added option to make growing elements grow into anything diggable
260 (for the various amoeba types, biomaze and "game of life")
263 * fixed bug with movable elements not moving after left behind by CEs
264 * changed gravity movement to anything diggable, not only sand/base
265 * optionally allowing passing to walkable element, not only empty space
266 * added option "can pass to walkable element" for players
267 * finally fixed gravity movement (hopefully)
270 * fixed bug with movable elements not moving anymore after falling down
273 * fixed another bug with custom elements digging and leaving elements
274 * fixed bug with "along left/right side" and automatic start direction
275 * trigger elements now also displayed when "more custom" deactivated
276 * fixed bug with clipboard element initialized when loading new level
277 * added option "drop delay" to set delay before dropping next element
280 * uploaded pre-release (test) version 3.1.0-1 binary and source code
283 * added copy and paste functions for custom change pages
284 * enhanced graphical display and functionality of tape recorder
285 * fixed bug with custom elements digging and leaving elements
288 * added move speed faster than "very fast" for custom elements
289 * fixed bug with 3+3 style explosions and missing border content
290 * fixed little bug when copying custom elements in the editor
291 * enhanced custom element changes by more side trigger actions
294 * added option "no scrolling when relocating" for instant teleporting
295 * uploaded pre-release (test) version 3.1.0-0 binary and source code
298 * added trigger element and trigger player to use as target elements
299 * added copy and paste functions for custom and group elements
302 * fixed graphical bug when displaying explosion animations
303 * fixed bug when appending to tapes, resulting in broken tapes
304 * re-recorded a few tapes broken by fixing gravity checking bug
307 * "can move into acid" property now for all elements independently
308 * "can fall into acid" property for player stored in same bitfield now
309 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
310 * version number set to 3.1.0 (finally!)
313 * changed tape recording to only record input, not programmed actions
316 * fixed totally broken (every 8th frame skipped) step-by-step recording
317 * fixed bug with requester not displayed when quick-loading interrupted
318 * added option "can fall into acid (with gravity)" for players
319 * fixed bug with player not falling when snapping down with gravity
322 * fixed bug which messed up key config when using keypad number keys
325 * fixed bug which allowed moving upwards even when gravity was active
326 * fixed bug with missing error handling when dumping levels or tapes
329 * added different colored editor graphics for Supaplex gravity tubes
332 * fixed bug that allowed solvable tapes for unsolvable levels
335 * use unlimited number of droppable elements when "count" set to zero
336 * added option to use step limit instead of time limit for level
339 * added player and change page as trigger for custom element change
342 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
345 * fixed bug with dark yamyam changing to acid when moving over acid
346 * fixed handling of levels with more than 999 seconds level time
347 (example: level 76 of "Denmine")
350 * "spring push bug" reintroduced as configurable element property
351 * fixed bug with missing properties for "mole"
352 * fixed bug that showed up when fixing the above "mole" properties bug
353 * added option "can move into acid" for all movable elements
354 * fixed graphical bug for elements moving into acid
355 * changed event handling to handle all pending events before going on
358 * fixed bug which caused all CE change pages to be ignored which had
359 the same change event, but used a different element side
360 (reported by Simon Forsberg)
362 * fixed bug which caused elements that can move and fall and that are
363 transported by a conveyor belt to continue moving into that direction
364 after leaving the conveyor belt, regardless of their own movement
365 type; only elements which can not move are transported now
366 (reported by Simon Forsberg)
368 * fixed bug which could cause an array overflow in RelocatePlayer()
369 (reported by Niko Böhm)
371 * changed Emerald Mine style "passable / over" elements to "protected"
372 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
374 * added new option to select from which side a "walkable/passable"
375 element can be entered
378 * added explosion and ignition delay for elements that can explode
381 * fixed bug which caused player not being protected against enemies
382 when a CE was "walkable / inside" and was not "indestructible"
383 * added "walkable/passable" fields to be "protected/unprotected"
384 against enemies, even if not accessible "inside" but "over/under"
387 * corrected move pattern to 32 bit and initial move direction to 8 bit
390 * added second custom element base configuration page
393 * added some special EMC mappings to Emerald Mine level loader
394 (also covering previously unknown element in level 0 of "Bondmine 8")
397 * added option to block last field when player is moving (for Supaplex)
398 * adjusted push delay of Supaplex elements
399 * removed delays for envelopes etc. when replaying with maximum speed
400 * fixed bug when dropping element on a field that just changed to empty
403 * fixed bug: infotrons can now smash yellow disks
404 * fixed bug: when gravity active, port above player can now be entered
405 * removed "one white dot" mouse pointer which irritated some people
408 * added "choice type" for group element selection
411 * fixed bug with initial invulnerability of non-yellow player
414 * added level loader for loading native Supaplex packed levels
415 (including multi-part levels like the "splvls99" levels)
418 * fixed bug which allowed creating emeralds by escaping explosions
421 * custom elements can change (limited) or leave (unlimited) elements
422 * finally added multiple matches using group elements
423 * added shortcut to dump brush (type ":DB" in editor) for use in forum
426 * added new start movement type "previous" for continued CE movement
427 * added new start movement type "random" for random CE movement start
430 * added new element "sokoban_field_player" needed for Sokoban levels
431 (thanks to Ed Booker for pointing this out!)
434 * added elements that can be digged or left behind by custom elements
437 * added group elements for multiple matches and random element creation
440 * fixed some graphical errors displayed in old levels
443 * fixed wrong double speed movement after passing closing gates
446 * added level loader for loading native Emerald Mine levels
449 * changes for "shooting" style CE movement
452 * Happy New Year! ;-)
455 * changed default snap/drop keys from left/right Shift to Control keys
458 * fixed bug with dead player getting reanimated from custom element
461 * fixed bug with wrong penguin graphics (when entering exit)
464 * fixed bug with wrong "Murphy" graphics (when digging etc.)
467 * version number set to 3.0.9
470 * version 3.0.8 released
473 * added function checked_free()
476 * fixed bug with double nut cracking sound
477 (by eliminating "default element action sound" assignment in init.c)
480 * fixed crash when no music info files are available
483 * fixed boring and sleeping sounds
486 * added "maze runner" and "maze hunter" movement types
487 * added extended collision conditions for custom elements
490 * added warnings for undefined token values in artwork config files
493 * added menu entry for level set information to the info screen
496 * fixed bug with wrong default impact sound for colored emeralds
499 * added several sub-screens for the info screen
500 * menu text now also clickable (not only blue/red sphere left of it)
503 * added configurable "bored" and "sleeping" animations for the player
504 * added "awakening" sound for player when waking up after sleeping
507 * added "copy" and "exchange" functions for custom elements to editor
510 * added configurable element animations for info screen
513 * added configurable music credits for info screen
516 * finally fixed tape recording when player is created from CE change
519 * added "editorsetup.conf" for editor element list configuration
522 * added "musicinfo.conf" for menu and level music configuration
525 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
526 (that only showed up on Linux, but not on Windows systems)
529 * fixed turning movement of butterflies and fireflies (no frame reset)
530 * enhanced sniksnak turning movement (two steps instead of only one)
533 * version number set to 3.0.8
536 * version 3.0.7 released
539 * fixed reset of player animation frame when, for example,
540 walking, digging or collecting share the same animation
541 * fixed CE with "deadly when touching" exploding when touching amoeba
544 * fixed tape recording when player is created from CE element change
547 * introduced "turning..." action graphic for elements with move delay
548 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
549 * added turning animations for bug, spaceship and sniksnak
552 * prevent "extended" changed elements from delay change in same frame
555 * fixed bug when pushing element that can move away to the side
556 (like pushing falling elements, but now with moving elements)
559 * finally fixed serious bug in code for delayed element pushing (again)
562 * unavailable setup options now marked as "n/a" instead of "off"
563 * new boolean directive "latest_engine" for "levelinfo.conf": when set
564 to "true", levels are always played with the latest game engine,
565 which is desired for levels that are imported from other games; all
566 other levels are played with the engine version stored in level file
567 (which is normally the engine version the level was created with)
570 * fixed serious bug in code for delayed element pushing
571 * fixed little bug in animation frame selection for pushed elements
572 * speed-up of reading config file for verbose output
575 * added configuration option for opening and closing Supaplex exit
576 * added configuration option for moving up/down animation for Murphy
577 * fixed incorrectly displayed animation for attacking dragon
578 * fixed bug with not setting initial gravity for each new game
579 * fixed bug with teleportation of player by custom element change
580 * fixed bug with player not getting smashed by rock sometimes
583 * version number set to 3.0.7
586 * version 3.0.6 released
589 * added support for MP3 music for SDL version through SMPEG library
592 * fixed bug when initializing font graphic structure
593 * fixed bug with animation mode "pingpong" when using only 1 frame
594 * fixed bug with extended change target introduced in 3.0.5
595 * fixed bug where passing over moving element doubles player speed
596 * fixed bug with elements continuing to move into push direction
597 * fixed bug with duplicated player when dropping bomb with shield on
598 * added "switching" event for custom elements ("pressing" only once)
599 * fixed switching bug (resetting flag when not switching but not idle)
602 * fixed element tokens for certain file elements with ".active" etc.
605 * version number set to 3.0.6
608 * version 3.0.5 released
611 * now four envelope elements available
612 * font, background, animation and sound for envelope now configurable
613 * main menu doors opening/closing animation type now configurable
616 * active/inactive sides configurable for custom element changes
617 * new movement type "move when pushed" available for custom elements
620 * fixed bug in multiple config pages loader code that caused crashes
623 * enhanced (remaining low-resolution) Supaplex graphics
626 * version number set to 3.0.5
629 * version 3.0.4 released
631 2003-09-12 src/tools.c
632 * fixed bug in custom definition of crumbled element graphics
634 2003-09-11 src/files.c
635 * fixed bug in multiple config pages code that caused crashes
638 * version number set to 3.0.4
641 * version 3.0.3 released
644 * added music to Supaplex classic level set
646 2003-09-07 src/libgame/misc.c
647 * added support for loading various music formats through SDL_mixer
649 2003-09-06 (various source files)
650 * fixed several nasty bugs that may have caused crashes on some systems
651 * added envelope content which gets displayed when collecting envelope
652 * added multiple change event pages for custom elements
654 2003-08-24 src/game.c
655 * fixed problem with player animation when snapping and moving
657 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
658 * fixed problem with flickering when drawing toon animations
660 2003-08-23 src/libgame/sdl.c
661 * fixed problem with setting mouse cursor in SDL version in fullscreen
663 2003-08-23 src/game.c
664 * fixed bug (missing array boundary check) which could crash the game
667 * version number set to 3.0.3
670 * version 3.0.2 released
672 2003-08-21 src/game.c
673 * fixed bug with creating inaccessible elements at player position
675 2003-08-20 src/init.c
676 * fixed bug with not finding current level artwork directory
678 2003-08-20 src/files.c
679 * fixed bug with choosing wrong engine version when playing tapes
680 * fixed bug with messing up custom element properties in 3.0.0 levels
683 * version number set to 3.0.2
686 * version 3.0.1 released
688 2003-08-17 (no source files affected)
689 * changed all "classic" PCX image files with 16 colors or less to
690 256 color (8 bit) storage format, because the Allegro game library
691 cannot handle PCX files with less than 256 colors (contributed
692 graphics are not affected and might look wrong in the DOS version)
694 2003-08-16 src/init.c
695 * fixed bug which (for example) crashed the level editor when defining
696 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
697 (only set to default) -- invalid graphics now set to default graphic
699 2003-08-16 src/init.c
700 * fixed graphical bug of player digging/collecting/snapping element
701 when no corresponding graphic/animation is defined for this action,
702 resulting in player being drawn as EL_EMPTY (which should only be
703 done to elements being collected, but not to the player)
705 2003-08-16 src/game.c
706 * fixed small graphical bug of player not totally moving into exit
708 2003-08-16 src/libgame/setup.c
709 * fixed bug with wrong MS-DOS 8.3 filename conversion
711 2003-08-16 src/tools.c
712 * fixed bug with invisible mouse cursor when pressing ESC while playing
714 2003-08-16 (various source files)
715 * added another 128 custom elements (disabled in editor by default)
717 2003-08-16 src/editor.c
718 * fixed NULL string bug causing Solaris to crash in sprintf()
720 2003-08-16 src/screen.c
721 * fixed drawing over scrollbar on level selection with custom fonts
723 2003-08-15 src/game.c
724 * cleanup of simple sounds / loop sounds / music settings
726 2003-08-08 (various source files)
727 * added custom element property for dropping collected elements
729 2003-08-08 src/conf_gfx.c
730 * fixed bug with missing graphic for active red disk bomb
732 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
733 * extended variable "level.gravity" to "level.initial_gravity" and
734 "game.current_gravity" to prevent level setting from being changed
735 by playing the level (keeping the runtime value after playing)
737 * fixed graphics bug when digging element that has 'crumbled' graphic
738 definition, but not 'diggable' graphic definition
741 * version number set to 3.0.1
744 * version 3.0.0 released
747 * various bug fixes; among others:
748 - fixed bug with pushing spring over empty space
749 - fixed bug with leaving tube while placing dynamite
750 - fixed bug with explosion of smashed penguins
751 - allow Murphy player graphic in levels with non-Supaplex elements
755 * I have forgotten to document changes for some time
758 * pre-release version 2.2.0rc1 released
761 * version number set to 2.1.2
764 * version 2.1.1 released
767 * version number set to 2.1.1
770 * version 2.1.0 released
773 * version number set to 2.1.0
775 2002-04-03 to 2002-05-19 (various source files)
776 * graphics, sounds and music now fully configurable
777 * bug fixed that prevented walking through tubes when gravity on
779 2002-04-02 src/events.c, src/editor.c
780 * Make Escape key less aggressive when playing or when editing level.
781 This can be configured as an option in the setup menu. (Default is
782 "less aggressive" which means "ask user if something can be lost"
783 when pressing the Escape key.)
785 2002-04-02 src/screen.c
786 * Added "graphics setup" screen.
788 2002-04-01 src/screen.c
789 * Changed "choose level" setup screen stuff to be more generic (to
790 make it easier to add more "choose from generic tree" setup screens).
792 2002-04-01 src/config.c, src/timestamp.h
793 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
794 automatically gets created by "src/Makefile" and contains an actual
795 compile-time timestamp to identify development versions of the game).
797 2002-03-31 src/tape.c, src/events.c
798 * Added quick game/tape save/load functions to tape stuff which can be
799 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
800 loads previously recorded tape and directly goes into recording mode
801 from the end of the tape (therefore appending to the tape).
803 2002-03-31 src/tape.c
804 * Added "index mark" function to tape recorder. When playing or
805 recording, "eject" button changes to "index" button. Setting index
806 mark is not yet implemented, but pressing index button when playing
807 allows very quick advancing to end of tape (when normal playing),
808 very fast forward mode (when playing with normal fast forward) or
809 very fast reaching of "pause before end of tape" (when playing with
810 "pause before end" playing mode).
812 2002-03-30 src/cartoons.c
813 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
815 2002-03-29 src/screen.c
816 * Changed setup screen stuff to be more generic (to make it easier
817 to add more setup screens).
819 2002-03-23 src/main.c, src/main.h
820 * Various changes due to the introduction of the new libgame files
821 "setup.c" and "joystick.c".
823 2002-03-23 src/files.c
824 * Generic parts of "src/files.c" (mainly setup and level directory
825 stuff) moved to new libgame file "src/libgame/setup.c".
827 2002-03-23 src/joystick.c
828 * File "src/joystick.c" moved to libgame source tree, with
829 correspondig changes.
831 2002-03-22 src/screens.c
832 * "HandleChooseLevel()": Another bug in level series navigation fixed.
833 (Wrong level series information displayed when entering main group.)
835 2002-03-22 src/editor.c
836 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
838 2002-03-22 src/editor.c
839 * Changed behaviour of "Escape" key in level editor to be more
840 intuitive: When in "Element Properties" or "Level Info" mode,
841 return to "Drawing Mode" instead of leaving the level editor.
843 2002-03-21 src/game.c, src/editor.c, src/files.c
844 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
845 gems (emeralds, diamonds, ...) slipping down from normal wall,
846 steel wall and growing wall (as in E.M.C. style levels). Although
847 the behaviour of contributed and private levels wasn't changed (due
848 to the use of "level.game_version"; see previous entry), editing
849 those levels will (of course) change the behaviour accordingly.
851 This change seems a bit too hard after thinking about it, because
852 the EM style behaviour is not the "expected" behaviour (gems would
853 normally only slip down from "rounded" walls). Therefore this was
854 now changed to an element property for gem style elements, with the
855 default setting "off" (which means: no special EM style behaviour).
856 To fix older converted levels, this flag is set to "on" for pre-2.0
857 levels that are neither contributed nor private levels.
859 2002-03-20 src/files.h
860 * Corrected settings for "level.game_version" depending of level type.
861 (Contributed and private levels always get played with game engine
862 version they were created with, while converted levels always get
863 played with the most recent version of the game engine, to let new
864 corrections of the emulation behaviour take effect.)
866 2002-03-20 src/main.h
867 * Added "#include <time.h>". This seems to be needed by "tape.c" for
868 compiling the SDL version on some systems.
869 Thanks to the several people who pointed this out.
872 * Version number set to 2.0.2.
875 * Version 2.0.1 released.
877 2002-03-18 src/screens.c
878 * "HandleChooseLevel()": Small bug in level series navigation fixed.
880 2002-03-18 src/files.c [src/libgame/misc.c]
881 * Moved some common functions from src/files.c to src/libgame/misc.c.
883 2002-03-18 src/files.c [src/libgame/misc.c]
884 * Changed permissions for new directories and saved files (especially
885 score files) according to suggestions of Debian users and mantainers.
886 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
888 2002-03-17 src/files.c
889 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
890 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
891 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
892 for levels and "TAPE" for tapes). Old "cookie" style format is
893 still supported for reading. New level and tape files are written
896 * New IFF chunk "VERS" contains version numbers for file and game
897 (where "game version" is the version of the program that wrote the
898 file, and "file version" is a version number to distinguish files
899 with different format, for example after adding new features).
901 2002-03-15 src/screen.c
902 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
903 (Before, you heard a mixture of the in-game music and the
906 2002-03-14 src/events.c
907 * Function "DumpTape()" (files.c) now available by pressing 't' from
908 main menu (when in DEBUG mode).
910 2002-03-14 src/game.c
911 * "GameWon()": When game was won playing a tape, now there is no delay
912 raising the score and no corresponding sound is played.
914 2002-03-14 src/files.c
915 * Changed "LoadTape()" for real chunk support and also adjusted
916 "SaveTape()" accordingly.
918 2002-03-14 src/game.c, src/tape.c, src/files.c
919 * Important changes to tape format: The old tape format stored all
920 actions with a real effect with a corresponding delay between the
921 stored actions. This had some major disadvantages (for example,
922 push delays had to be ignored, pressing a button for some seconds
923 mutated to several single button presses because of the non-action
924 delays between two action frames etc.). The new tape format just
925 stupidly records all device actions and replays them later. I really
926 don't know why I haven't solved it that way before?! Old-style tapes
927 (with tape file version less than 2.0) get converted to the new
928 format on-the-fly when loading and can therefore still be played;
929 only some minor parts of the old-style tape handling code was needed.
930 (A perfect conversion is not possible, because there is information
931 missing about the device actions between two action frames.)
933 2002-03-14 src/files.c
934 * New function "DumpTape()" to dump the contents of the current tape
935 in a human readable format.
937 2002-03-14 src/game.c
938 * Small tape bug fixed: When automatically advancing to next level
939 after a game was won, the tape from the previous level still was
940 loaded as a tape for the new level.
942 2002-03-14 src/tape.c
943 * Small graphical bug fixed: When pressing ""Record" or "Play" on
944 tape, cartoons did not get completely removed because
945 StopAnimation() was not called.
947 2002-03-13 src/files.c
948 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
949 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
950 size even when using 16-bit elements). Added new chunk "CNT2" for
951 16-bit amoeba content (previously written in 8-bit field in "HEAD"
952 chunk even when content was 16-bit element). "CNT2" should now be
953 able to store content for arbitrary elements (up to eight blocks of
954 3 x 3 element arrays). All "CNT2" elements will always be stored as
955 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
957 2002-03-13 src/files.c
958 * Changed "LoadLevel()" for real chunk support.
960 2002-03-12 src/game.c
961 * Fixed problem (introduced after 2.0.0 release) with penguins
962 not getting killed by enemies
964 2002-02-24 src/game.c, src/main.h
965 * Added "player->is_moving"; now "player->last_move_dir" does
966 not contain any information if the player is just moving at
968 Before, "player->last_move_dir" was misused for this purpose
969 for the robot stuff (robots don't kill players when they are
970 moving). But setting "player->last_move_dir" to MV_NO_MOVING
971 broke tapes when walking through pipes!
972 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
973 in a continuous movement. This fact is ignored for friends and