2 * fixed (experimental only) redrawing of every tile per frame (even if
3 unneeded) for the extended (R'n'D based) EMC graphics engine
4 * added optimization to only calculate element count for panel display
5 if really needed (that is, if element count values defined on panel)
8 * fixed bug with displaying background for title messages on info screen
9 * some code cleanup for the extended (R'n'D based) EMC graphics engine
12 * fixed bug with CE action "move player" always resulting in player 4
13 if there was a CE action with no trigger player (because the player
14 element was calculated by using log_2() from trigger player bits with
15 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
16 triggering player bit mask and handling all players in "move player"
17 * fixed bug when defined artwork cannot be found for artwork that has
18 default artwork cloned from other artwork (without default filename)
19 * added several fixes to the extended (R'n'D based) EMC graphics engine
22 * fixed broken editor copy and paste for custom elements between levels
25 * title messages are now also searched in graphics artwork directory;
26 those found in graphics directory have precendence over those found
27 in level directory -- this handles title messages stored in graphics
28 directories as part of the artwork set, just like title images; this
29 makes sense, as corresponding special font definitions for messages
30 are usually defined in the same graphics artwork directory, and also
31 because title images and title messages that are combined in a level
32 set introduction should usually not be separated when the level set
33 is used with a different artwork set (e.g. using "override graphics")
34 * fixed problem with door borders on main screen by first drawing doors
35 and then the corresponding border masks, but not vice versa
36 * fixed problem with artwork config entries using the value "[DEFAULT]";
37 this does not what one might expect, but sets the value to an invalid
38 value -- solution: simply ignore such entries, which results in this
39 value keeping its previous (real) default value (in general, entries
40 that should use their default value should just not be defined here)
41 * fixed problem with wrong fading area size from main menu to setup menu
44 * fixed problem with broken crumbled graphics after level set changes
45 when using R'n'D custom artwork with level sets using the EMC engine
48 * fixed invisible "joysticks deactivated ..." text on setup input screen
51 * added use of hashes created from static lists (element tokens, image
52 config, font tokens) to speed up lookup of configuration parameters
53 * fixed bug where element and graphic config token lookup was mixed up
56 * added "busy" animation when initializing program and loading artwork
57 * added initialization profiling for program startup (debugging only)
60 * fixed(?) very strange bug apparently triggered by memset() when code
61 was cross-compiled with MinGW cross-compiler for Windows XP platform
62 (this only happened when using SDL.dll also self-compiled with MinGW)
65 * added graphics engine directive "border.draw_masked_when_fading" that
66 enables/disables drawing of border mask over screen that is just faded
69 * fixed small problem with separate fading definition for game screen
72 * added additional configuration directives for setup screen draw offset
73 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
74 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
75 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
76 used to define draw offset on custom artwork selection screens and
77 "CHOOSE_OTHER" is used on all other list style selection screens, like
78 choosing game speed or screen mode for fullscreen mode)
79 * added additional configuration directives to define main menu buttons:
80 - menu.button_name and menu.button_name.active
81 - menu.button_levels and menu.button_levels.active
82 - menu.button_scores and menu.button_scores.active
83 - menu.button_editor and menu.button_editor.active
84 - menu.button_info and menu.button_info.active
85 - menu.button_game and menu.button_game.active
86 - menu.button_setup and menu.button_setup.active
87 - menu.button_quit and menu.button_quit.active
88 * added eight pure decoration graphic definitions for the game panel
91 * added support for accessing native Diamond Caves II level packages
92 * fixed displaying of game panel values for Emerald Mine game engine
93 * fixed displaying end-of-level time and score values on new game panel
96 * added game panel control to display arbitrary elements on game panel
97 * added game panel control to display custom element score (globally
98 unique for identical custom elements) either as value or as element
99 * added ".draw_masked" and ".draw_order" to game panel control drawing
102 * fixed some general bugs with handling of ".active" elements and fonts
105 * cleanup of game panel elements (some elements were not really needed)
106 * added displaying of gravity state (on/off) as new game panel control
107 * added animation for game panel elements (similar to game elements)
110 * added new pseudo game mode "PANEL" to define panel fonts and graphics
111 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
112 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
113 (else graphics would have to use ".PLAYING", which would be confusing)
114 * fixed bug when fading out to game screen with border mask defined
117 * added attribute ".tile_size" for element style game panel controls
120 * added <space> key as additional valid key to use for confirm requester
123 * improved menu fading, adding separate fading definitions for entering
124 and leaving a "content" screen (in general), and optional definitions
125 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
128 * added (currently invisible) setup option to define scroll delay value
129 * fixed small bug in priority handling when auto-detecting level start
130 position in levels without player element (but player from CE etc.)
131 * added option "game.forced_scroll_delay_value" to override user choice
132 of scroll delay value for certain level sets with "graphicsinfo.conf"
133 * replaced setup option "scroll delay: on/off" by new setup option that
134 directly allows selecting the desired scroll delay value from 0 to 8
137 * added displaying of most game panel control elements (not animated)
140 * added new configuration directives to display additional game engine
141 values on the game control panel, like the following examples:
142 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
143 - game.panel.penguins - number of penguins to rescue
144 - game.panel.level_name - level name of current level
147 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
150 * added new player option "no centering when relocating" for "invisible"
151 teleportations to level areas that look exactly the same, giving the
152 illusion that the player did not relocate at all (this was the default
153 since 3.2.3, but caused visual problems with room creation in "Zelda")
154 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
157 * improved menu fading, adding separate fading definitions for entering
158 and leaving a menu and for fading between menu and "content" screens
159 * fixed small bug with recognizing also ".font_xyz" style definitions
162 * improved menu fading, adding separate fading definitions for fading
163 between menu screens and fading between menu and "destination" screens
166 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
167 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
168 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
169 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
171 * improved title fading, allowing fading animation types "none", "fade"
172 and "crossfade" (including cross-fading of last title to main menu)
175 * added configurability of graphics, sounds and music for title screens,
176 which are separated into initial title screens (only shown once at
177 program startup) and title screens shown for a given level set; these
178 title screens can be composed of up to five title images and up to
179 five title text messages (each drawn using an optional background
180 image), also using background music and/or sounds; aspects like
181 background images, sounds and music of title screens can either be
182 defined generally (valid for all title screens) or specifically (and
183 therefore differently for each title screen) using these directives:
185 to define a background image, sound or music file for all screens:
186 - background.TITLE_INITIAL (for all title screens for game startup)
187 - background.TITLE (for all title screens for level sets)
189 to define a background image, sound or music file for a single screen:
190 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
191 - background.titlescreen_x (with x in 1,2,3,4,5)
192 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
193 - background.titlemessage_x (with x in 1,2,3,4,5)
195 to define the title screen images:
196 - titlescreen_initial_x (with x in 1,2,3,4,5)
197 - titlescreen_x (with x in 1,2,3,4,5)
199 to define the title text messages, place text files into the level set
200 directory that have the following file names:
201 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
202 - titlemessage_x.txt (with x in 1,2,3,4,5)
204 to define the properties of the text messages, either use directives
205 that affect all text messages:
206 - [titlemessage_initial].<suffix>
207 - [titlemessage].<suffix>
208 or use directives that affect single text messages:
209 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
210 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
212 valid values for <suffix> are the same as for readme.<suffix> below;
213 use ".sort_priority" (default: 0) to define an arbitrary order for
214 title images and title messages (which can therefore be mixed)
217 * added full configurability of "readme.txt" screen appearance:
218 - readme.x: <left position used with alignment>
219 - readme.y: <top position>
220 - readme.width: <maximim text width in pixels>
221 - readme.height: <maximum text height in pixels>
222 - readme.chars: <maximum number of chars per line>
223 - readme.lines: <maximum number of lines displayed>
224 - readme.align: left,center,right (default: center)
225 - readme.top: top,middle,bottom (default: top)
226 - readme.font: font name
227 - readme.autowrap: true,false (default: true)
228 - readme.centered: true,false (default: false)
229 - readme.parse_comments: true,false (default: true)
230 - readme.sort_priority: (not used here, but only for title screens)
231 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
232 default), they are automatically determined from "readme.width" and
233 "readme.height" accordingly; when they are not "-1", they have
234 precedence over "readme.width" and "readme.height"
235 * added internal ad-hoc config settings for displaying text files like
236 title messages or "readme.txt" style level set info files:
237 - .font: font name (default: readme.font)
238 - .autowrap: true,false (default: readme.autowrap)
239 - .centered: true,false (default: readme.centered)
240 - .parse_comments: true,false (default: readme.parse_comments)
241 (the leading '.' and the separating ':' are mandatory here); to use
242 these ad-hoc settings, they have to be written inside a comment, like
243 "# .autowrap: false" or "# .centered: true"; these settings then
244 override the above global settings (they can even be used more than
245 once, like "# .centered: true", then some text that should be drawn
246 centered, then "# .centered: false" to go back to non-centered text;
247 important note: after using "# .parse_comments: false", or when using
248 "readme.parse_comments: false", detecting and parsing comments inside
249 the file is disabled and comments are just printed like normal text;
250 also be aware that all automatic text size calculations are done with
251 the font defined in "readme.font", while using different fonts using
252 "# .font: <font>" inside the text file may cause unexpected results
255 * changed some numerical limits in the level editor from 255 to 999
258 * added option "system.sdl_videodriver" to select SDL video driver
259 * added output of SDL video and audio driver to "version info" page
262 * added group element drawing to IntelliDraw drawing functions
263 * fixed animation resetting problem again (last try broke Snake Bite)
264 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
267 * added new (special) "include: <filename>" directive that works in all
268 configuration files (like "graphicsinfo.conf") and that has the same
269 effect as if that directive would be replaced with the content of the
270 specified file (this can be useful to split large configuration files
271 into several smaller ones and include them from one main file, or to
272 store configuration settings that always stay the same into a separate
273 file, while including it and only add those parts that really change)
276 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
279 * fixed bug in "InitMovingField()" where treating an integer array as
280 boolean caused wrong resetting of animations while elements are moving
281 * fixed problem with resetting animations when starting element change
284 * added sort priority for order of title screens and title messages
287 * changed end of game again: do not wait for the user to press a key
288 anymore, but directly ask/confirm tape saving and go to hall of fame
289 * re-enabled quitting of lost game by pressing space or return again
290 * added blanking of mouse pointer when displaying title screens
291 * added remaining menu draw offset definitions for info sub-screens
294 * added setup option to select game speed (from very slow to very fast)
295 * improved handling of title text messages (initial and for level set)
298 * added new options "auto-wrap" and "centered" for DC2 style envelopes
301 * fixed displaying and typing of player name when it is centered
302 * added special characters to be allowed for player name (not only A-Z)
305 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
306 (newer versions of the SDL library seem to not like this anymore)
309 * added code for configuration directives for control of game panel
312 * fixed small cosmetical bug with underlining property tabs in editor
315 * fixed small drawing bug in X11FadeRectangle
316 * added new elements for newly supported Diamond Caves II levels:
317 - EM/DC style exits that disappear after passing
318 - white key and gate (one white key needed for each white gate)
319 - fake gate (there is no key to open/pass this kind of gate!)
320 - extended magic wall which also handles pearls and crystals
324 * changed maximum value for endless loop detection to a higher value
325 (some levels really used very deep recursion without being endless)
328 * added new elements for newly supported Diamond Caves II levels:
329 - growing steel walls
330 - snappable land mine
333 * added new elements for newly supported Diamond Caves II levels:
334 - steel text elements
337 * added level file loader for native Diamond Caves II levels
340 * version number set to 3.2.4
343 * version 3.2.3 released
346 * fixed malloc/free bug when updating EMC artwork entries in level list
347 * added workaround (warning and request to quit the current game) when
348 changing elements cause endless recursion loop (which would otherwise
349 freeze the game, causing a crash-like program exit on some systems)
352 * fixed nasty string overflow bug when entering too long envelope text
355 * added feedback sounds for menu navigation "menu.item.activating" and
356 "menu.item.selecting" (for highlighting and executing menu entries)
359 * improved "no scrolling when relocating" to also consider scroll delay
360 (meaning that the player is not automatically centered in this case;
361 this makes it possible to "invisibly" relocate the player to a region
362 of the level playfield which looks the same as the old level region)
363 * fixed bug with not recognizing "main.input.name.align" when active
366 * fixed bug with displaying masked borders over title screens when
367 screen fading is disabled
370 * fixed infinite loop / crash bug when killing the player while having
371 a CE with the setting "kill player X when explosion of <player X>"
372 * added special editor graphic for "char_space" to distinguish it from
373 "empty_space" when editing a level (in-game graphics still the same)
376 * fixed nasty bug with initialization only done for the first player
379 * small change to handle loading empty element/content list micro chunks
382 * uploaded pre-release (test) version 3.2.3-0 binary and source code
385 * some optimizations on startup speed by reducing initial text output
388 * added caching of custom artwork information for faster startup times
391 * fixed graphical bug when using fewer menu entries on level selection
392 screen than usual (with "menu.list_size.LEVELS" directive)
393 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
394 the backbuffer to the backbuffer by error (with identical rectangle)
397 * fixed bug when displaying titlescreen with size less than element tile
398 * fixed bug that caused elements with "change when digging <e>" event
399 to change for _every_ digged element, not only those specified in <e>
400 * fixed bug that caused impact style collision when dropping element one
401 tile over the player that can both fall down and smash players
402 * fixed bug that caused impact style collision when element changed to
403 falling/smashing element over the player immediately after movement
406 * fixed bug that allowed making engine snapshots from the level editor
409 * fixed bugs with player name and current level positions on main screen
412 * added configuration directives for control of title screens:
413 - "title.fade_delay" for fading time
414 - "title.post_delay" for pause between screens (when not crossfading)
415 - "title.auto_delay" to automatically continue after some time
416 these settings can each be overridden by specifying them with titles:
417 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
418 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
419 fading mode can also be specified:
420 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
421 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
422 default is using normal fading for menues and initial title screens,
423 while using cross-fading for level set title screens
424 * fixed bug with background not drawn in Hall of Fame after game was won
427 * added configuration directives for the remaining main menu items
430 * added additional configuration directives for info screen draw offset:
431 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
432 * added additional configuration directives for preview info text
433 * limited mouse wheel sensitive screen area to scrollable screen area
436 * added highlighted menu text entries to menu navigation when selected
439 * fixed bug that prevented player from correctly being created in the
440 top left corner by a custom element change in a level without player
441 * fixed bug that prevented player from being killed when indestructible,
442 non-walkable element is placed on player position by extended change
443 * added configurable menu button, text and input positions to main menu
446 * added page fading effects for remaining info sub-screens
447 * fixed small bug that caused some delays when answering door request
450 * added directives "border.draw_masked.*" for menu/playfield area and
451 door areas to display overlapping/masked borders from "global.border"
454 * fixed bug with CE with move speed "not moving" not being animated
455 * when changing player artwork by CE action, reset animation frame
458 * fixed bug with not unmapping main menu screen gadgets on other screens
459 * fixed bug with un-pausing a paused game by releasing still pressed key
460 * fixed bug with not redrawing screen when toggling to/from fullscreen
461 mode while fast reloading tape (without redrawing playfield contents)
462 * fixed bug with quick-saving tape snapshot despite answering with "no"
465 * version number set to 3.2.3
468 * version 3.2.2 released
471 * fixed bug with redrawing screen in fullscreen mode after quick tape
472 reloading when using the EMC game engine
473 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
476 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
479 * added engine snapshot functionality for instant tape reloading (this
480 only works for the last tape saved using "quick save", and does not
481 work across program restarts, because it completely works in memory)
484 * version number set to 3.2.2
487 * version 3.2.1 released
490 * fixed nasty bugs with handling error message file on Mac OS X systems
493 * general code cleanup (removing many annoying "#if 0" blocks etc.)
496 * fixed bug that caused broken tapes when manually appending to tapes
497 using the "pause before death" functionality, followed by recording
498 * added setup option to disable fading of screens for faster testing
501 * code cleanup of new fading functions
504 * changed behaviour after solved game -- do not immediately stop engine
505 * added some more smooth screen fadings (game start, hall of fame etc.)
508 * fixed bug with displaying pushed CE with value/score/delay anim_mode
511 * added configurable level preview position, tile size and dimensions
512 * added configurable game panel value positions (gems, time, score etc.)
515 * fixed small bug with time displayed incorrectly when collecting CEs
518 * fixed bug with bumpy scrolling with EM engine in double player mode
521 * added compatibility code to fix "Snake Bite" style levels that were
522 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
525 * fixed bug with scrollbars inside editor when using the Windows mouse
526 enhancement tool "True X-Mouse" (which injects key events to the event
527 queue to insert selected stuff into the Windows clipboard, which gets
528 confused with the "Insert" key for jumping to the last editor cascade
529 block in the element list)
530 * added Rocks'n'Diamonds icon for use as window icon to SDL version
531 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
534 * added selection of preferred fullscreen mode to setup / graphics menu
535 (useful if default mode 800 x 600 does not match screen aspect ratio)
538 * improved down-scaling of images for better editor and preview graphics
539 * changed user data directory for Mac OS X from Unix style to new place
542 * improved level number selection in main menu and player selection in
543 setup menu (input devices section) by using standard button gadgets
544 * added support for mouse scroll wheel (caused buggy behaviour before)
545 * added support for scrolling horizontal scrollbars with mouse wheel by
546 holding "Shift" key pressed while scrolling the wheel
547 * added support for single step mouse wheel scrolling by holding "Alt"
548 key pressed while scrolling the wheel (can be combined with "Shift")
549 * changed output file "stderr.txt" on Windows platform now always to be
550 created in the R'n'D sub-directory of the personal documents directory
551 * added Windows message box to direct to "stderr.txt" after error aborts
554 * improved general scrollbar handling (when jump-scrolling scrollbars)
557 * changed scrollbars to always show last line as first after scrolling
558 (that means jumping n - 1 screen lines instead of n screen lines)
561 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
562 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
563 * fixed special handling of vertically stacked acid becoming fake acid
566 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
567 affect multiple instances of the same CE, although this kind of
568 change condition usually only affects one single custom element
571 * version number set to 3.2.1
574 * version 3.2.0 released
577 * reorganized level editor element list a bit to match engines better
580 * fixed newly introduced bug with wrongly initializing clipboard element
583 * fixed bug with displaying visible/invisible level border in editor
586 * reorganized some elements in the level editor element list
589 * fixed bug with displaying any player as "yellow" when moving into acid
590 * fixed bug with displaying running player when player stopped at border
593 * fixed bug with player exploding when moving into acid
594 * fixed bug with level settings being reset in editor and when playing
595 (some compatibility settings being set not only after level loading)
596 * fixed crash bug when number of custom graphic frames was set to zero
597 * fixed bug with teleporting player on walkable tile not working anymore
598 * added partial compatibility support for pre-release-only "CONF" chunk
599 (to make Alan Bond's "color cycle" demo work again :-) )
602 * fixed some bugs when displaying title screens from info screen menu
603 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
606 * changed file major version to 3 to reflect level file format changes
607 * uploaded pre-release (test) version 3.2.0-8 binary and source code
610 * added new chunk "NAME" to level file format for level name settings
611 * added new chunk "NOTE" to level file format for envelope settings
612 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
613 * updated magic(5) file to recognize changed and new level file chunks
614 * removed change events "change when CE value/score changes" as unneeded
617 * changed gravity (which only affects the player) from level property
618 to player property (only makes a difference in multi-player levels)
619 * added change events "change when CE value/score changes"
620 * added change events "change when CE value/score changes of <element>"
623 * added new chunk "INFO" to level file format for global level settings
624 * added all element settings from "HEAD" chunk to "CONF" chunk
625 * added all global level settings from "HEAD" chunk to "INFO" chunk
628 * changed level file format by adding two new chunks "CUSX" (for custom
629 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
630 elements, replacing the previous "GRP1" chunk); these new IFF style
631 chunks use the new and flexible "micro chunks inside chunks" technique
632 already used with the new "CONF" chunk (for normal element properties)
633 which makes it possible to easily extend the existing level format
634 (instead of using fixed-length chunks like before, which are either
635 too big due to reserved bytes for future use, or too small when those
636 reserved bytes have all been used and even more data should be stored,
637 requiring the replacement by new and larger chunks just like it went
638 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
641 * added credits pages to the "credits" section that were really missing
642 * added some missing element descriptions to the level editor
643 * added down position of switchgate switch to the level editor
644 and allowed the use of both switch positions at the same time
645 * changed use of "Insert" and "Delete" keys to navigate element list in
646 level editor to start of previous or next cascading block of elements
649 * added the possibility to view the title screen to the info screen menu
650 * fixed some minor bugs with viewing title screens
653 * fixed bug with title (cross)fading in/out when using fullscreen mode
656 * fixed bug that forced re-defining of menu settings in local graphics
657 config file which are already defined in existing base config file
658 * fixed small bug that caused door sounds playing when music is enabled
661 * added the possibility to define up to five title screens for each
662 level set that are displayed after loading using (cross)fading in/out
663 (this was added to display the various start images of the EMC sets)
666 * added "CE score gets zero [of]" to custom element trigger conditions
667 * added setup option to display element token name in level editor
670 * added compatibility code for Juergen Bonhagen's menu artwork settings
673 * fixed bug with displaying wrong animation frame 0 after CE changes
674 * fixed bug with creating invisible elements when light switch is on
677 * added selection between ECS and AGA graphics for EMC levels to setup
680 * adjusted font handling for various narrow EMC style fonts
683 * changed EM engine behaviour back to re-allow initial rolling springs
686 * fixed handling of over-large selectboxes (less error-prone now)
687 * fixed bug when creating GE with walkable element under the player
690 * added use of "Insert" and "Delete" keys to navigate element list in
691 level editor to start of custom elements or start of group elements
692 * added virtual elements to access CE value and CE score of elements:
693 - "CE value of triggering element"
694 - "CE score of triggering element"
695 - "CE value of current element"
696 - "CE score of current element"
699 * fixed "grass" to "sand" in older EM levels (up to file version V4)
702 * changed behaviour of network games with internal errors (because of
703 different client frame counters) from immediately terminating R'n'D
704 to displaying an error message requester and stopping only the game
705 (also to prevent impression of crashes under non command-line runs)
706 * fixed playing network games with the EMC engine (did not work before)
707 * fixed bug with not scrolling the screen in multi-player mode with the
708 focus on player 1 when all players are moving in different directions
709 * fixed bug with keeping pointer to gadget even after its deallocation
710 * fixed bug with allowing "focus on all players" in network games
711 * fixed bug with player focus when playing tapes from network games
714 * uploaded pre-release (test) version 3.2.0-7 binary and source code
717 * code cleanup for game action control for R'n'D and EMC game engine
720 * fixed bug in multi-player movement with focus on both players
721 * added option to control only the focussed player with all input
724 * added player focus switching to level tape recording and re-playing
727 * fixed some bugs in player focus switching in EMC and RND game engine
730 * added special Supaplex animations for Murphy digging and snapping
731 * added special Supaplex animations for Murphy being bored and sleeping
734 * added four new yam yams with explicit start direction for EMC engine
735 * fixed bug in src/libgame/text.c with printing text outside the window
738 * fixed small bug in EMC level loader (copyright sign in EM II levels)
741 * added delayed ignition of EM style dynamite when used in R'n'D engine
742 * added limited movement range to EMC engine when focus on all players
745 * fixed bug with missing (zero) score values for native Supaplex levels
748 * added "continuous snapping" (snapping many elements while holding the
749 snap key pressed, without releasing the snap key after each element)
750 as a new player setting for more compatibility with the classic games
753 * finished scrolling for "focus on all players" in EMC graphics engine
756 * level sets with "levels: 0" are ignored for levels, but not artwork
757 * fixed bug when scanning empty level group directories (endless loop)
760 * fixed bug with explosion graphic for player using "Murphy" graphic
761 * fixed bug with explosion graphic if player leaves explosion in time
762 * changed some descriptive text in setup menu to use medium-width font
763 * added key shortcut settings for switching player focus to setup menu
766 * fixed bug with random value initialization when recording tapes
767 * fixed bug with playing single player tapes when team mode activated
770 * fixed little bug when trying to switch to player that does not exist
773 * added player switching (visual and quick) to R'n'D and EM game engine
774 * added setup option to select visual or quick in-game player switching
777 * added use of "Home" and "End" keys to handle element list in editor
780 * fixed bug with adding score when playing tape with EMC game engine
781 * added steel wall border for levels using EMC engine without border
782 * finally fixed delayed scrolling in EMC engine also for small levels
785 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
788 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
789 * fixed bug when displaying info element without action, but direction
792 * fixed minor graphical problems with springs smashing and slurping
793 (when using R'n'D style graphics instead of EMC style graphics)
796 * added scroll delay (as configured in setup) to EMC graphics engine
799 * improved screen redraw for EMC graphics engine (faster and smoother)
800 * when not scrolling, do not redraw the whole playfield if not needed
803 * added multi-player mode for EMC game engine (with up to four players)
806 * added android (can clone elements) from EMC engine to R'n'D engine
809 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
812 * added selectbox for initial player speed to player settings in editor
815 * version 3.1.2 created that is basically version 3.1.1, but with a
816 major bug fixed that prevented editing your own private levels
817 * version 3.1.2 released
820 * added magic ball (creates elements) from EMC engine to R'n'D engine
823 * uploaded fixed pre-release version 3.2.0-6 binary and source code
826 * fixed bug when using "CE can leave behind <trigger element>"
827 * added new change condition "(after/when) creation of <element>"
828 * added new change condition "(after/when) digging <element>"
829 * fixed bug accessing invalid gadget that caused crashes under Windows
830 * deactivated new possibility for multiple CE changes per frame
833 * uploaded pre-release (test) version 3.2.0-6 binary and source code
836 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
837 * fixed bug with not keeping CE value for moving CEs with only action
838 * changed CE action selectboxes in editor to be only reset when needed
841 * added option "use artwork from element" for custom player artwork
842 * added option "use explosion from element" for player explosions
845 * added cascaded element lists in the level editor
846 * added persistence for cascaded element lists by "editorcascade.conf"
847 * added dynamic element list with all elements used in current level
848 * added possibility for multiple CE changes per frame (experimental)
851 * uploaded pre-release (test) version 3.2.0-5 binary and source code
854 * changed "score for each 10 seconds/steps left" to "1 second/step"
855 * added own score for collecting "extra time" instead of sharing it
856 * added change events "switched by player" and "player switches <e>"
857 * added change events "snapped by player" and "player snaps <e>"
858 * added "set player artwork: <element choice>" to CE action options
859 * added change event "move of <element>"
862 * added "set player shield: off / normal / deadly" to CE action options
863 * added new player option "use level start element" in level editor
864 to set the correct focus at level start to elements from which the
865 player is created later (this did not work before for cascaded CE
866 changes resulting in creation of the player; it is now also possible
867 to create the player from a yam yam which is smashed at level start)
870 * added "set player speed: frozen (not moving)" to CE action options
871 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
874 * added new player option "block snap field" (enabled by default) to
875 make it possible to show a snapping animation like in Emerald Mine
878 * added dynamic selectboxes to custom element action settings in editor
879 * added "CE value" counter for custom elements (instead of "CE count")
880 * added option to use the last "CE value" after custom element change
881 * added option to use the "CE value" of other elements in CE actions
882 * fixed odd behaviour when pressing time orb in levels w/o time limit
883 * added checkbox "use time orb bug" for older levels that use this bug
886 * added missing configuration settings for the following elements:
887 - EL_TIMEGATE_SWITCH (time of open time gate)
888 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
889 - EL_SHIELD_NORMAL (time of shield duration)
890 - EL_SHIELD_DEADLY (time of shield duration)
891 - EL_EXTRA_TIME (time added to level time)
892 - EL_TIME_ORB_FULL (time added to level time)
895 * added "wind direction" as a movement pattern for custom elements
896 * added initial wind direction for balloon / custom elements to editor
897 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
900 * added parameters for "game of life" and "biomaze" elements to editor
903 * added level file chunk "CONF" for generic level and element settings
906 * uploaded pre-release (test) version 3.2.0-4 binary and source code
909 * skip empty level sets (with "levels: 0"; may be artwork base sets)
910 * added sound action ".page[1]" to ".page[32]" for each CE change page
913 * added image config suffix ".clone_from" to copy whole image settings
914 * fixed bug with invalid ("undefined") CE settings in old level files
917 * fixed graphical bug with smashing elements falling faster than player
920 * fixed major bug which prevented private levels from being edited
921 * fixed bug with precedence of general and special font definitions
924 * fixed graphical bug with player animation when player moves slowly
927 * uploaded pre-release (test) version 3.2.0-3 binary and source code
930 * fixed bug which prevented "global.num_toons: 0" from working
933 * major code cleanup (removed all these annoying "#if 0" blocks)
936 * added custom element actions for CE change page in level editor
939 * fixed music initialization bug in init.c (thanks to David Binderman)
940 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
941 (this bug must probably be fixed at other places, too)
944 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
945 (should be '#include <SDL.h>' instead)
948 * fixed bug which prevented "walkable from no direction" from working
949 (due to compatibility code overwriting this setting after loading)
952 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
955 * version number temporarily set to 3.1.1 (intermediate bugfix release)
956 * version 3.1.1 released
959 * changed some va_arg() arguments from 'long' to 'int', fixing problems
960 on 64-bit architecture systems with LP64 data model
963 * fixed bug with bombs not exploding when hitting the last level line
964 (introduced after the release of 3.1.0)
967 * added support for dumping small-sized level sketches from editor
970 * added recognition of "trigger element" for "change digged element to"
971 (this is not really what the "trigger element" was made for, but its
972 use may seem obvious for leaving back digged elements unchanged)
975 * fixed multiple warnings about failed joystick device initialization
978 * fixed bug with dynamite dropped on top of just dropped custom element
979 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
980 dynamite can still be dropped, but drop key must be released before
983 * fixed bug with wrong start directory when started from file browser
984 (due to this bug, R'n'D could not be started from KDE's Konqueror)
987 * fixed bug causing "change when impact" on player not working
988 * fixed wrong priority of "hitting something" over "hitting <element>"
989 * fixed wrong priority of "hit by something" over "hit by <element>"
992 * fixed graphical bug which caused the player (being Murphy) to show
993 collecting animations although the element was collected by penguin
996 * fixed two bugs causing wrong door background graphics in system.c
997 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1000 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1001 * added "no direction" to "walkable/passable from" selectbox options
1004 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1005 * in tape autoplay, not only report broken, but also missing tapes
1008 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1011 * fixed small bug with "linear" animation not working for active lamp
1014 * fixed bug with moving up despite gravity due to "block last field"
1015 * fixed small bug with wrong draw offset when typing name in main menu
1016 * when reading user names from "passwd", ignore data after first comma
1017 * when creating new "levelinfo.conf", only write some selected entries
1020 * fixed displaying "imported from/by" on preview with empty string
1021 * fixed ignoring draw offset for fonts used for level preview texts
1024 * fixed a delay problem with SDL and too many mouse motion events
1025 * added setup option "skip levels" and level skipping functionality
1028 * added move speed "not moving" for non-moving CEs, but with direction
1031 * fixed mapping of obsolete element token names in "editorsetup.conf"
1032 * fixed bug with sound "acid.splashing" treated as a loop sound
1033 * fixed some little sound bugs in native EM engine
1036 * fixed small bug when dragging scrollbars to end positions
1039 * added editor element descriptions written by Aaron Davidson
1042 * improved fallback handling when configured artwork is not available
1043 (now using default artwork instead of exiting when files not found)
1046 * fixed bug on level selection screen when dragging scrollbar
1049 * fixed bug which caused broken tapes when appending to EM engine tapes
1052 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1055 * added code to replace changed artwork config tokens with other tokens
1056 (needed for backwards compatibility, so that older tokens still work)
1059 * added native R'n'D graphics for some new EMC elements in EM engine
1062 * fixed some bugs in the EM engine integration code
1063 * changed EM engine code to allow diagonal movement
1064 * changed EM engine code to allow use of separate snap and drop keys
1067 * fixed some redraw bugs when using EM engine
1070 * fixed bug with not converting RND levels which are set to use native
1071 engine to native level structure when loading
1074 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1077 * version number set to 3.2.0
1080 * level data now reset to defaults after attempt to load invalid file
1083 * added use of "editorsetup.conf" for different level sets
1086 * added auto-detection for various types of Emerald Mine level files
1089 * fixed bug with scrollbars getting too small when list is very large
1092 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1095 * added most level editor configuration gadgets for new EMC elements
1098 * added more element and graphic definitions for new EMC elements
1101 * modified native EM engine to use integrated R'n'D sound system
1104 * added SDL support to graphics functions in native EM engine
1105 (by always using generic libgame interface functions)
1108 * fixed bug in frame synchronization in native EM engine
1111 * added code to convert levels between R'n'D and native EM engine
1114 * new Emerald Mine engine can now play levels selected in main menu
1117 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1118 (which creates scaled down graphics for level editor and preview);
1119 there's still a memory leak somewhere in the artwork handling code
1120 * added "scale image up" functionality to X11 version of zoom function
1123 * first attempts to integrate new, native Emerald Mine Club engine
1126 * fixed bug in gadget code which caused reset of CEs in level editor
1127 (example: pressing 'b' [grab brush] on CE config page erased values)
1128 (solution: check if gadgets in ClickOnGadget() are really mapped)
1129 * improved level change detection in editor (settings now also checked)
1130 * fixed bug with "can move into acid" and "don't collide with" state
1133 * fixed maze runner style CEs to use the configured move delay value
1136 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1139 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1140 * fixed the above fix because it broke level set "machine" (*sigh*)
1141 * fixed random element placement in level editor to work as expected
1142 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1145 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1148 * fixed bug (missing array boundary check) which caused broken tapes
1149 * fixed bug (when loading level template) which caused broken levels
1150 * fixed bug with new block last field code when using non-yellow player
1153 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1154 * internal change of how the player blocks the last field when moving
1155 * fixed blocking delay of last field for EM and SP style block delay
1156 * fixed bug where the player had to wait for the usual move delay after
1157 unsuccessfully trying to move, when he directly could move after that
1158 * the last two changes should make original Supaplex level 93 solvable
1159 * improved use of random number generator to make it less predictable
1160 * fixed behaviour of slippery SP elements to let slip left, then right
1163 * fixed bug with wrong door state after trying to quickload empty tape
1164 * fixed waste of static memory usage of the binary, making it smaller
1165 * fixed very little graphical bug in Supaplex explosion
1168 * version number set to 3.1.1
1171 * version 3.1.0 released
1174 * fixed bug with crash when writing user levelinfo.conf the first time
1177 * added option "convert LEVELDIR [NR]" to command line batch commands
1178 * re-converted Supaplex levels to apply latest engine fixes
1179 * changed "use graphic/sound of element" to "use graphic of element"
1180 due to compatibility problems with some levels ("bug machine" etc.)
1183 * fixed bug with CE change replacing player with same or other player
1186 * fixed bug with opaque font in envelope with background graphic when
1187 background graphic is not transparent itself
1190 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1191 * corrected original Supaplex level loading code to use these new ports
1192 * also corrected Supaplex loader to auto-count infotrons if set to zero
1195 * fixed bug with missing initialization of "modified" flag for GEs
1198 * fixed bug that caused endless recursion loop when relocating player
1199 * fixed tape recorder bug in "step mode" when using "pause before end"
1200 * fixed tape recorder bug when changing from "warp forward" mode
1203 * fixed bug with "when touching" for pushed elements at last position
1206 * fixed bug that caused two activated toolbox buttons in level editor
1207 * fixed bug with exploding dynabomb under player due to other explosion
1210 * fixed bug with creating walkable custom element under player (again)
1211 * fixed bug with not copying explosion type when copying CEs in editor
1212 * fixed graphical bug when drawing player in setup menu (input devices)
1213 * fixed graphical bug when the player is pushing an accessible element
1214 * fixed bug with classic switchable elements triggering CE changes
1215 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1216 * fixed crash bug when CE leaves behind the trigger player element
1219 * fixed bug with broken tubes after placing/exploding dynamite in them
1220 * fixed bug with exploding dynamite under player due to other explosion
1221 * fixed bug with not resetting push delay under certain circumstances
1224 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1225 * added network multiplayer code for Windows (thanks to Niko Böhm)
1228 * added option "reachable despite gravity" for gravity movement
1229 * changed gravity movement of most classic walkable and passable
1230 elements back to "not reachable" (for compatibility reasons)
1233 * fixed (removed) "indestructible" / "can explode" dependency in editor
1234 * fixed (removed) "accessible inside" / "protected" dependency
1235 * fixed (removed) "step mode" / "shield time" dependency
1238 * fixed dynabombs exploding now into anything diggable
1239 * fixed Supaplex style gravity movement into buggy base now impossible
1240 * added pressing key "space" as valid action to select menu options
1243 * added "replace when walkable" to relocate player to walkable element
1244 * added "enter"/"leave" event for elements affected by relocation
1245 * fixed "direct"/"indirect" change order also for "when change" event
1246 * fixed graphical bug when pushing things from elements walkable inside
1249 * fixed graphic bug when player is snapping while moving in old levels
1250 * fixed bug when a moving custom element leaves a player element behind
1251 * fixed bug with mole not disappearing when moving into acid pool
1252 * fixed bug with incomplete path setting when using "--basepath" option
1253 * moving CE can now leave walkable elements behind under the player
1254 * when relocating, player can be set on walkable element now
1255 * fixed another gravity movement bug
1258 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1261 * added "collectible" and "removable" to extended replacement types
1262 (where "removable" replaces "diggable" and "collectible" elements)
1263 * added "collectible & throwable" (to throw element to the next field)
1264 * fixed bug with CEs digging elements that are just about to explode
1265 * changed mouse cursor now always being visible when game is paused
1268 * added possibility to push/press accessible elements from a side that
1270 * fixed bug with not setting actual date when appending to tape
1273 * fixed bug with incorrectly initialized custom element editor graphics
1276 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1277 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1280 * fixed bug with destroyed robot wheel still attracting robots forever
1281 * fixed bug with time gate switch deactivating after robot wheel time
1282 (while the time gate itself is not affected by this misbehaviour)
1283 * changed behaviour of BD style amoeba to always get blocked by player
1284 (before it was different when there were non-BD elements in level)
1285 * fixed bug with player destroying indestructable elements with shield
1288 * added option to make growing elements grow into anything diggable
1289 (for the various amoeba types, biomaze and "game of life")
1292 * fixed bug with movable elements not moving after left behind by CEs
1293 * changed gravity movement to anything diggable, not only sand/base
1294 * optionally allowing passing to walkable element, not only empty space
1295 * added option "can pass to walkable element" for players
1296 * finally fixed gravity movement (hopefully)
1299 * fixed bug with movable elements not moving anymore after falling down
1302 * fixed another bug with custom elements digging and leaving elements
1303 * fixed bug with "along left/right side" and automatic start direction
1304 * trigger elements now also displayed when "more custom" deactivated
1305 * fixed bug with clipboard element initialized when loading new level
1306 * added option "drop delay" to set delay before dropping next element
1309 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1312 * added copy and paste functions for custom change pages
1313 * enhanced graphical display and functionality of tape recorder
1314 * fixed bug with custom elements digging and leaving elements
1317 * added move speed faster than "very fast" for custom elements
1318 * fixed bug with 3+3 style explosions and missing border content
1319 * fixed little bug when copying custom elements in the editor
1320 * enhanced custom element changes by more side trigger actions
1323 * added option "no scrolling when relocating" for instant teleporting
1324 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1327 * added trigger element and trigger player to use as target elements
1328 * added copy and paste functions for custom and group elements
1331 * fixed graphical bug when displaying explosion animations
1332 * fixed bug when appending to tapes, resulting in broken tapes
1333 * re-recorded a few tapes broken by fixing gravity checking bug
1336 * "can move into acid" property now for all elements independently
1337 * "can fall into acid" property for player stored in same bitfield now
1338 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1339 * version number set to 3.1.0 (finally!)
1342 * changed tape recording to only record input, not programmed actions
1345 * fixed totally broken (every 8th frame skipped) step-by-step recording
1346 * fixed bug with requester not displayed when quick-loading interrupted
1347 * added option "can fall into acid (with gravity)" for players
1348 * fixed bug with player not falling when snapping down with gravity
1351 * fixed bug which messed up key config when using keypad number keys
1354 * fixed bug which allowed moving upwards even when gravity was active
1355 * fixed bug with missing error handling when dumping levels or tapes
1358 * added different colored editor graphics for Supaplex gravity tubes
1361 * fixed bug that allowed solvable tapes for unsolvable levels
1364 * use unlimited number of droppable elements when "count" set to zero
1365 * added option to use step limit instead of time limit for level
1368 * added player and change page as trigger for custom element change
1371 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1374 * fixed bug with dark yamyam changing to acid when moving over acid
1375 * fixed handling of levels with more than 999 seconds level time
1376 (example: level 76 of "Denmine")
1379 * "spring push bug" reintroduced as configurable element property
1380 * fixed bug with missing properties for "mole"
1381 * fixed bug that showed up when fixing the above "mole" properties bug
1382 * added option "can move into acid" for all movable elements
1383 * fixed graphical bug for elements moving into acid
1384 * changed event handling to handle all pending events before going on
1387 * fixed bug which caused all CE change pages to be ignored which had
1388 the same change event, but used a different element side
1389 (reported by Simon Forsberg)
1391 * fixed bug which caused elements that can move and fall and that are
1392 transported by a conveyor belt to continue moving into that direction
1393 after leaving the conveyor belt, regardless of their own movement
1394 type; only elements which can not move are transported now
1395 (reported by Simon Forsberg)
1397 * fixed bug which could cause an array overflow in RelocatePlayer()
1398 (reported by Niko Böhm)
1400 * changed Emerald Mine style "passable / over" elements to "protected"
1401 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1403 * added new option to select from which side a "walkable/passable"
1404 element can be entered
1407 * added explosion and ignition delay for elements that can explode
1410 * fixed bug which caused player not being protected against enemies
1411 when a CE was "walkable / inside" and was not "indestructible"
1412 * added "walkable/passable" fields to be "protected/unprotected"
1413 against enemies, even if not accessible "inside" but "over/under"
1416 * corrected move pattern to 32 bit and initial move direction to 8 bit
1419 * added second custom element base configuration page
1422 * added some special EMC mappings to Emerald Mine level loader
1423 (also covering previously unknown element in level 0 of "Bondmine 8")
1426 * added option to block last field when player is moving (for Supaplex)
1427 * adjusted push delay of Supaplex elements
1428 * removed delays for envelopes etc. when replaying with maximum speed
1429 * fixed bug when dropping element on a field that just changed to empty
1432 * fixed bug: infotrons can now smash yellow disks
1433 * fixed bug: when gravity active, port above player can now be entered
1434 * removed "one white dot" mouse pointer which irritated some people
1437 * added "choice type" for group element selection
1440 * fixed bug with initial invulnerability of non-yellow player
1443 * added level loader for loading native Supaplex packed levels
1444 (including multi-part levels like the "splvls99" levels)
1447 * fixed bug which allowed creating emeralds by escaping explosions
1450 * custom elements can change (limited) or leave (unlimited) elements
1451 * finally added multiple matches using group elements
1452 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1455 * added new start movement type "previous" for continued CE movement
1456 * added new start movement type "random" for random CE movement start
1459 * added new element "sokoban_field_player" needed for Sokoban levels
1460 (thanks to Ed Booker for pointing this out!)
1463 * added elements that can be digged or left behind by custom elements
1466 * added group elements for multiple matches and random element creation
1469 * fixed some graphical errors displayed in old levels
1472 * fixed wrong double speed movement after passing closing gates
1475 * added level loader for loading native Emerald Mine levels
1478 * changes for "shooting" style CE movement
1481 * Happy New Year! ;-)
1484 * changed default snap/drop keys from left/right Shift to Control keys
1487 * fixed bug with dead player getting reanimated from custom element
1490 * fixed bug with wrong penguin graphics (when entering exit)
1493 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1496 * version number set to 3.0.9
1499 * version 3.0.8 released
1502 * added function checked_free()
1505 * fixed bug with double nut cracking sound
1506 (by eliminating "default element action sound" assignment in init.c)
1509 * fixed crash when no music info files are available
1512 * fixed boring and sleeping sounds
1515 * added "maze runner" and "maze hunter" movement types
1516 * added extended collision conditions for custom elements
1519 * added warnings for undefined token values in artwork config files
1522 * added menu entry for level set information to the info screen
1525 * fixed bug with wrong default impact sound for colored emeralds
1528 * added several sub-screens for the info screen
1529 * menu text now also clickable (not only blue/red sphere left of it)
1532 * added configurable "bored" and "sleeping" animations for the player
1533 * added "awakening" sound for player when waking up after sleeping
1536 * added "copy" and "exchange" functions for custom elements to editor
1539 * added configurable element animations for info screen
1542 * added configurable music credits for info screen
1545 * finally fixed tape recording when player is created from CE change
1548 * added "editorsetup.conf" for editor element list configuration
1551 * added "musicinfo.conf" for menu and level music configuration
1554 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1555 (that only showed up on Linux, but not on Windows systems)
1558 * fixed turning movement of butterflies and fireflies (no frame reset)
1559 * enhanced sniksnak turning movement (two steps instead of only one)
1562 * version number set to 3.0.8
1565 * version 3.0.7 released
1568 * fixed reset of player animation frame when, for example,
1569 walking, digging or collecting share the same animation
1570 * fixed CE with "deadly when touching" exploding when touching amoeba
1573 * fixed tape recording when player is created from CE element change
1576 * introduced "turning..." action graphic for elements with move delay
1577 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1578 * added turning animations for bug, spaceship and sniksnak
1581 * prevent "extended" changed elements from delay change in same frame
1584 * fixed bug when pushing element that can move away to the side
1585 (like pushing falling elements, but now with moving elements)
1588 * finally fixed serious bug in code for delayed element pushing (again)
1591 * unavailable setup options now marked as "n/a" instead of "off"
1592 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1593 to "true", levels are always played with the latest game engine,
1594 which is desired for levels that are imported from other games; all
1595 other levels are played with the engine version stored in level file
1596 (which is normally the engine version the level was created with)
1599 * fixed serious bug in code for delayed element pushing
1600 * fixed little bug in animation frame selection for pushed elements
1601 * speed-up of reading config file for verbose output
1604 * added configuration option for opening and closing Supaplex exit
1605 * added configuration option for moving up/down animation for Murphy
1606 * fixed incorrectly displayed animation for attacking dragon
1607 * fixed bug with not setting initial gravity for each new game
1608 * fixed bug with teleportation of player by custom element change
1609 * fixed bug with player not getting smashed by rock sometimes
1612 * version number set to 3.0.7
1615 * version 3.0.6 released
1618 * added support for MP3 music for SDL version through SMPEG library
1621 * fixed bug when initializing font graphic structure
1622 * fixed bug with animation mode "pingpong" when using only 1 frame
1623 * fixed bug with extended change target introduced in 3.0.5
1624 * fixed bug where passing over moving element doubles player speed
1625 * fixed bug with elements continuing to move into push direction
1626 * fixed bug with duplicated player when dropping bomb with shield on
1627 * added "switching" event for custom elements ("pressing" only once)
1628 * fixed switching bug (resetting flag when not switching but not idle)
1631 * fixed element tokens for certain file elements with ".active" etc.
1634 * version number set to 3.0.6
1637 * version 3.0.5 released
1640 * now four envelope elements available
1641 * font, background, animation and sound for envelope now configurable
1642 * main menu doors opening/closing animation type now configurable
1645 * active/inactive sides configurable for custom element changes
1646 * new movement type "move when pushed" available for custom elements
1649 * fixed bug in multiple config pages loader code that caused crashes
1652 * enhanced (remaining low-resolution) Supaplex graphics
1655 * version number set to 3.0.5
1658 * version 3.0.4 released
1660 2003-09-12 src/tools.c
1661 * fixed bug in custom definition of crumbled element graphics
1663 2003-09-11 src/files.c
1664 * fixed bug in multiple config pages code that caused crashes
1667 * version number set to 3.0.4
1670 * version 3.0.3 released
1673 * added music to Supaplex classic level set
1675 2003-09-07 src/libgame/misc.c
1676 * added support for loading various music formats through SDL_mixer
1678 2003-09-06 (various source files)
1679 * fixed several nasty bugs that may have caused crashes on some systems
1680 * added envelope content which gets displayed when collecting envelope
1681 * added multiple change event pages for custom elements
1683 2003-08-24 src/game.c
1684 * fixed problem with player animation when snapping and moving
1686 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1687 * fixed problem with flickering when drawing toon animations
1689 2003-08-23 src/libgame/sdl.c
1690 * fixed problem with setting mouse cursor in SDL version in fullscreen
1692 2003-08-23 src/game.c
1693 * fixed bug (missing array boundary check) which could crash the game
1696 * version number set to 3.0.3
1699 * version 3.0.2 released
1701 2003-08-21 src/game.c
1702 * fixed bug with creating inaccessible elements at player position
1704 2003-08-20 src/init.c
1705 * fixed bug with not finding current level artwork directory
1707 2003-08-20 src/files.c
1708 * fixed bug with choosing wrong engine version when playing tapes
1709 * fixed bug with messing up custom element properties in 3.0.0 levels
1712 * version number set to 3.0.2
1715 * version 3.0.1 released
1717 2003-08-17 (no source files affected)
1718 * changed all "classic" PCX image files with 16 colors or less to
1719 256 color (8 bit) storage format, because the Allegro game library
1720 cannot handle PCX files with less than 256 colors (contributed
1721 graphics are not affected and might look wrong in the DOS version)
1723 2003-08-16 src/init.c
1724 * fixed bug which (for example) crashed the level editor when defining
1725 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1726 (only set to default) -- invalid graphics now set to default graphic
1728 2003-08-16 src/init.c
1729 * fixed graphical bug of player digging/collecting/snapping element
1730 when no corresponding graphic/animation is defined for this action,
1731 resulting in player being drawn as EL_EMPTY (which should only be
1732 done to elements being collected, but not to the player)
1734 2003-08-16 src/game.c
1735 * fixed small graphical bug of player not totally moving into exit
1737 2003-08-16 src/libgame/setup.c
1738 * fixed bug with wrong MS-DOS 8.3 filename conversion
1740 2003-08-16 src/tools.c
1741 * fixed bug with invisible mouse cursor when pressing ESC while playing
1743 2003-08-16 (various source files)
1744 * added another 128 custom elements (disabled in editor by default)
1746 2003-08-16 src/editor.c
1747 * fixed NULL string bug causing Solaris to crash in sprintf()
1749 2003-08-16 src/screen.c
1750 * fixed drawing over scrollbar on level selection with custom fonts
1752 2003-08-15 src/game.c
1753 * cleanup of simple sounds / loop sounds / music settings
1755 2003-08-08 (various source files)
1756 * added custom element property for dropping collected elements
1758 2003-08-08 src/conf_gfx.c
1759 * fixed bug with missing graphic for active red disk bomb
1761 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1762 * extended variable "level.gravity" to "level.initial_gravity" and
1763 "game.current_gravity" to prevent level setting from being changed
1764 by playing the level (keeping the runtime value after playing)
1766 * fixed graphics bug when digging element that has 'crumbled' graphic
1767 definition, but not 'diggable' graphic definition
1770 * version number set to 3.0.1
1773 * version 3.0.0 released
1776 * various bug fixes; among others:
1777 - fixed bug with pushing spring over empty space
1778 - fixed bug with leaving tube while placing dynamite
1779 - fixed bug with explosion of smashed penguins
1780 - allow Murphy player graphic in levels with non-Supaplex elements
1784 * I have forgotten to document changes for some time
1787 * pre-release version 2.2.0rc1 released
1790 * version number set to 2.1.2
1793 * version 2.1.1 released
1796 * version number set to 2.1.1
1799 * version 2.1.0 released
1802 * version number set to 2.1.0
1804 2002-04-03 to 2002-05-19 (various source files)
1805 * graphics, sounds and music now fully configurable
1806 * bug fixed that prevented walking through tubes when gravity on
1808 2002-04-02 src/events.c, src/editor.c
1809 * Make Escape key less aggressive when playing or when editing level.
1810 This can be configured as an option in the setup menu. (Default is
1811 "less aggressive" which means "ask user if something can be lost"
1812 when pressing the Escape key.)
1814 2002-04-02 src/screen.c
1815 * Added "graphics setup" screen.
1817 2002-04-01 src/screen.c
1818 * Changed "choose level" setup screen stuff to be more generic (to
1819 make it easier to add more "choose from generic tree" setup screens).
1821 2002-04-01 src/config.c, src/timestamp.h
1822 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1823 automatically gets created by "src/Makefile" and contains an actual
1824 compile-time timestamp to identify development versions of the game).
1826 2002-03-31 src/tape.c, src/events.c
1827 * Added quick game/tape save/load functions to tape stuff which can be
1828 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1829 loads previously recorded tape and directly goes into recording mode
1830 from the end of the tape (therefore appending to the tape).
1832 2002-03-31 src/tape.c
1833 * Added "index mark" function to tape recorder. When playing or
1834 recording, "eject" button changes to "index" button. Setting index
1835 mark is not yet implemented, but pressing index button when playing
1836 allows very quick advancing to end of tape (when normal playing),
1837 very fast forward mode (when playing with normal fast forward) or
1838 very fast reaching of "pause before end of tape" (when playing with
1839 "pause before end" playing mode).
1841 2002-03-30 src/cartoons.c
1842 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1844 2002-03-29 src/screen.c
1845 * Changed setup screen stuff to be more generic (to make it easier
1846 to add more setup screens).
1848 2002-03-23 src/main.c, src/main.h
1849 * Various changes due to the introduction of the new libgame files
1850 "setup.c" and "joystick.c".
1852 2002-03-23 src/files.c
1853 * Generic parts of "src/files.c" (mainly setup and level directory
1854 stuff) moved to new libgame file "src/libgame/setup.c".
1856 2002-03-23 src/joystick.c
1857 * File "src/joystick.c" moved to libgame source tree, with
1858 correspondig changes.
1860 2002-03-22 src/screens.c
1861 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1862 (Wrong level series information displayed when entering main group.)
1864 2002-03-22 src/editor.c
1865 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1867 2002-03-22 src/editor.c
1868 * Changed behaviour of "Escape" key in level editor to be more
1869 intuitive: When in "Element Properties" or "Level Info" mode,
1870 return to "Drawing Mode" instead of leaving the level editor.
1872 2002-03-21 src/game.c, src/editor.c, src/files.c
1873 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1874 gems (emeralds, diamonds, ...) slipping down from normal wall,
1875 steel wall and growing wall (as in E.M.C. style levels). Although
1876 the behaviour of contributed and private levels wasn't changed (due
1877 to the use of "level.game_version"; see previous entry), editing
1878 those levels will (of course) change the behaviour accordingly.
1880 This change seems a bit too hard after thinking about it, because
1881 the EM style behaviour is not the "expected" behaviour (gems would
1882 normally only slip down from "rounded" walls). Therefore this was
1883 now changed to an element property for gem style elements, with the
1884 default setting "off" (which means: no special EM style behaviour).
1885 To fix older converted levels, this flag is set to "on" for pre-2.0
1886 levels that are neither contributed nor private levels.
1888 2002-03-20 src/files.h
1889 * Corrected settings for "level.game_version" depending of level type.
1890 (Contributed and private levels always get played with game engine
1891 version they were created with, while converted levels always get
1892 played with the most recent version of the game engine, to let new
1893 corrections of the emulation behaviour take effect.)
1895 2002-03-20 src/main.h
1896 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1897 compiling the SDL version on some systems.
1898 Thanks to the several people who pointed this out.
1901 * Version number set to 2.0.2.
1904 * Version 2.0.1 released.
1906 2002-03-18 src/screens.c
1907 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1909 2002-03-18 src/files.c [src/libgame/misc.c]
1910 * Moved some common functions from src/files.c to src/libgame/misc.c.
1912 2002-03-18 src/files.c [src/libgame/misc.c]
1913 * Changed permissions for new directories and saved files (especially
1914 score files) according to suggestions of Debian users and mantainers.
1915 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1917 2002-03-17 src/files.c
1918 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1919 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1920 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1921 for levels and "TAPE" for tapes). Old "cookie" style format is
1922 still supported for reading. New level and tape files are written
1925 * New IFF chunk "VERS" contains version numbers for file and game
1926 (where "game version" is the version of the program that wrote the
1927 file, and "file version" is a version number to distinguish files
1928 with different format, for example after adding new features).
1930 2002-03-15 src/screen.c
1931 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1932 (Before, you heard a mixture of the in-game music and the
1933 hall-of-fame music.)
1935 2002-03-14 src/events.c
1936 * Function "DumpTape()" (files.c) now available by pressing 't' from
1937 main menu (when in DEBUG mode).
1939 2002-03-14 src/game.c
1940 * "GameWon()": When game was won playing a tape, now there is no delay
1941 raising the score and no corresponding sound is played.
1943 2002-03-14 src/files.c
1944 * Changed "LoadTape()" for real chunk support and also adjusted
1945 "SaveTape()" accordingly.
1947 2002-03-14 src/game.c, src/tape.c, src/files.c
1948 * Important changes to tape format: The old tape format stored all
1949 actions with a real effect with a corresponding delay between the
1950 stored actions. This had some major disadvantages (for example,
1951 push delays had to be ignored, pressing a button for some seconds
1952 mutated to several single button presses because of the non-action
1953 delays between two action frames etc.). The new tape format just
1954 stupidly records all device actions and replays them later. I really
1955 don't know why I haven't solved it that way before?! Old-style tapes
1956 (with tape file version less than 2.0) get converted to the new
1957 format on-the-fly when loading and can therefore still be played;
1958 only some minor parts of the old-style tape handling code was needed.
1959 (A perfect conversion is not possible, because there is information
1960 missing about the device actions between two action frames.)
1962 2002-03-14 src/files.c
1963 * New function "DumpTape()" to dump the contents of the current tape
1964 in a human readable format.
1966 2002-03-14 src/game.c
1967 * Small tape bug fixed: When automatically advancing to next level
1968 after a game was won, the tape from the previous level still was
1969 loaded as a tape for the new level.
1971 2002-03-14 src/tape.c
1972 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1973 tape, cartoons did not get completely removed because
1974 StopAnimation() was not called.
1976 2002-03-13 src/files.c
1977 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1978 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1979 size even when using 16-bit elements). Added new chunk "CNT2" for
1980 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1981 chunk even when content was 16-bit element). "CNT2" should now be
1982 able to store content for arbitrary elements (up to eight blocks of
1983 3 x 3 element arrays). All "CNT2" elements will always be stored as
1984 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1986 2002-03-13 src/files.c
1987 * Changed "LoadLevel()" for real chunk support.
1989 2002-03-12 src/game.c
1990 * Fixed problem (introduced after 2.0.0 release) with penguins
1991 not getting killed by enemies
1993 2002-02-24 src/game.c, src/main.h
1994 * Added "player->is_moving"; now "player->last_move_dir" does
1995 not contain any information if the player is just moving at
1997 Before, "player->last_move_dir" was misused for this purpose
1998 for the robot stuff (robots don't kill players when they are
1999 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2000 broke tapes when walking through pipes!
2001 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2002 in a continuous movement. This fact is ignored for friends and