2 * title messages are now also searched in graphics artwork directory;
3 those found in graphics directory have precendence over those found
4 in level directory -- this handles title messages stored in graphics
5 directories as part of the artwork set, just like title images; this
6 makes sense, as corresponding special font definitions for messages
7 are usually defined in the same graphics artwork directory, and also
8 because title images and title messages that are combined in a level
9 set introduction should usually not be separated when the level set
10 is used with a different artwork set (e.g. using "override graphics")
11 * fixed problem with door borders on main screen by first drawing doors
12 and then the corresponding border masks, but not vice versa
15 * fixed problem with broken crumbled graphics after level set changes
16 when using R'n'D custom artwork with level sets using the EMC engine
19 * fixed invisible "joysticks deactivated ..." text on setup input screen
22 * added use of hashes created from static lists (element tokens, image
23 config, font tokens) to speed up lookup of configuration parameters
24 * fixed bug where element and graphic config token lookup was mixed up
27 * added "busy" animation when initializing program and loading artwork
28 * added initialization profiling for program startup (debugging only)
31 * fixed(?) very strange bug apparently triggered by memset() when code
32 was cross-compiled with MinGW cross-compiler for Windows XP platform
33 (this only happened when using SDL.dll also self-compiled with MinGW)
36 * added graphics engine directive "border.draw_masked_when_fading" that
37 enables/disables drawing of border mask over screen that is just faded
40 * fixed small problem with separate fading definition for game screen
43 * added additional configuration directives for setup screen draw offset
44 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
45 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
46 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
47 used to define draw offset on custom artwork selection screens and
48 "CHOOSE_OTHER" is used on all other list style selection screens, like
49 choosing game speed or screen mode for fullscreen mode)
50 * added additional configuration directives to define main menu buttons:
51 - menu.button_name and menu.button_name.active
52 - menu.button_levels and menu.button_levels.active
53 - menu.button_scores and menu.button_scores.active
54 - menu.button_editor and menu.button_editor.active
55 - menu.button_info and menu.button_info.active
56 - menu.button_game and menu.button_game.active
57 - menu.button_setup and menu.button_setup.active
58 - menu.button_quit and menu.button_quit.active
59 * added eight pure decoration graphic definitions for the game panel
62 * added support for accessing native Diamond Caves II level packages
63 * fixed displaying of game panel values for Emerald Mine game engine
64 * fixed displaying end-of-level time and score values on new game panel
67 * added game panel control to display arbitrary elements on game panel
68 * added game panel control to display custom element score (globally
69 unique for identical custom elements) either as value or as element
70 * added ".draw_masked" and ".draw_order" to game panel control drawing
73 * fixed some general bugs with handling of ".active" elements and fonts
76 * cleanup of game panel elements (some elements were not really needed)
77 * added displaying of gravity state (on/off) as new game panel control
78 * added animation for game panel elements (similar to game elements)
81 * added new pseudo game mode "PANEL" to define panel fonts and graphics
82 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
83 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
84 (else graphics would have to use ".PLAYING", which would be confusing)
85 * fixed bug when fading out to game screen with border mask defined
88 * added attribute ".tile_size" for element style game panel controls
91 * added <space> key as additional valid key to use for confirm requester
94 * improved menu fading, adding separate fading definitions for entering
95 and leaving a "content" screen (in general), and optional definitions
96 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
99 * added (currently invisible) setup option to define scroll delay value
100 * fixed small bug in priority handling when auto-detecting level start
101 position in levels without player element (but player from CE etc.)
102 * added option "game.forced_scroll_delay_value" to override user choice
103 of scroll delay value for certain level sets with "graphicsinfo.conf"
104 * replaced setup option "scroll delay: on/off" by new setup option that
105 directly allows selecting the desired scroll delay value from 0 to 8
108 * added displaying of most game panel control elements (not animated)
111 * added new configuration directives to display additional game engine
112 values on the game control panel, like the following examples:
113 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
114 - game.panel.penguins - number of penguins to rescue
115 - game.panel.level_name - level name of current level
118 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
121 * added new player option "no centering when relocating" for "invisible"
122 teleportations to level areas that look exactly the same, giving the
123 illusion that the player did not relocate at all (this was the default
124 since 3.2.3, but caused visual problems with room creation in "Zelda")
125 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
128 * improved menu fading, adding separate fading definitions for entering
129 and leaving a menu and for fading between menu and "content" screens
130 * fixed small bug with recognizing also ".font_xyz" style definitions
133 * improved menu fading, adding separate fading definitions for fading
134 between menu screens and fading between menu and "destination" screens
137 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
138 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
139 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
140 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
142 * improved title fading, allowing fading animation types "none", "fade"
143 and "crossfade" (including cross-fading of last title to main menu)
146 * added configurability of graphics, sounds and music for title screens,
147 which are separated into initial title screens (only shown once at
148 program startup) and title screens shown for a given level set; these
149 title screens can be composed of up to five title images and up to
150 five title text messages (each drawn using an optional background
151 image), also using background music and/or sounds; aspects like
152 background images, sounds and music of title screens can either be
153 defined generally (valid for all title screens) or specifically (and
154 therefore differently for each title screen) using these directives:
156 to define a background image, sound or music file for all screens:
157 - background.TITLE_INITIAL (for all title screens for game startup)
158 - background.TITLE (for all title screens for level sets)
160 to define a background image, sound or music file for a single screen:
161 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
162 - background.titlescreen_x (with x in 1,2,3,4,5)
163 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
164 - background.titlemessage_x (with x in 1,2,3,4,5)
166 to define the title screen images:
167 - titlescreen_initial_x (with x in 1,2,3,4,5)
168 - titlescreen_x (with x in 1,2,3,4,5)
170 to define the title text messages, place text files into the level set
171 directory that have the following file names:
172 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
173 - titlemessage_x.txt (with x in 1,2,3,4,5)
175 to define the properties of the text messages, either use directives
176 that affect all text messages:
177 - [titlemessage_initial].<suffix>
178 - [titlemessage].<suffix>
179 or use directives that affect single text messages:
180 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
181 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
183 valid values for <suffix> are the same as for readme.<suffix> below;
184 use ".sort_priority" (default: 0) to define an arbitrary order for
185 title images and title messages (which can therefore be mixed)
188 * added full configurability of "readme.txt" screen appearance:
189 - readme.x: <left position used with alignment>
190 - readme.y: <top position>
191 - readme.width: <maximim text width in pixels>
192 - readme.height: <maximum text height in pixels>
193 - readme.chars: <maximum number of chars per line>
194 - readme.lines: <maximum number of lines displayed>
195 - readme.align: left,center,right (default: center)
196 - readme.top: top,middle,bottom (default: top)
197 - readme.font: font name
198 - readme.autowrap: true,false (default: true)
199 - readme.centered: true,false (default: false)
200 - readme.parse_comments: true,false (default: true)
201 - readme.sort_priority: (not used here, but only for title screens)
202 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
203 default), they are automatically determined from "readme.width" and
204 "readme.height" accordingly; when they are not "-1", they have
205 precedence over "readme.width" and "readme.height"
206 * added internal ad-hoc config settings for displaying text files like
207 title messages or "readme.txt" style level set info files:
208 - .font: font name (default: readme.font)
209 - .autowrap: true,false (default: readme.autowrap)
210 - .centered: true,false (default: readme.centered)
211 - .parse_comments: true,false (default: readme.parse_comments)
212 (the leading '.' and the separating ':' are mandatory here); to use
213 these ad-hoc settings, they have to be written inside a comment, like
214 "# .autowrap: false" or "# .centered: true"; these settings then
215 override the above global settings (they can even be used more than
216 once, like "# .centered: true", then some text that should be drawn
217 centered, then "# .centered: false" to go back to non-centered text;
218 important note: after using "# .parse_comments: false", or when using
219 "readme.parse_comments: false", detecting and parsing comments inside
220 the file is disabled and comments are just printed like normal text;
221 also be aware that all automatic text size calculations are done with
222 the font defined in "readme.font", while using different fonts using
223 "# .font: <font>" inside the text file may cause unexpected results
226 * changed some numerical limits in the level editor from 255 to 999
229 * added option "system.sdl_videodriver" to select SDL video driver
230 * added output of SDL video and audio driver to "version info" page
233 * added group element drawing to IntelliDraw drawing functions
234 * fixed animation resetting problem again (last try broke Snake Bite)
235 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
238 * added new (special) "include: <filename>" directive that works in all
239 configuration files (like "graphicsinfo.conf") and that has the same
240 effect as if that directive would be replaced with the content of the
241 specified file (this can be useful to split large configuration files
242 into several smaller ones and include them from one main file, or to
243 store configuration settings that always stay the same into a separate
244 file, while including it and only add those parts that really change)
247 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
250 * fixed bug in "InitMovingField()" where treating an integer array as
251 boolean caused wrong resetting of animations while elements are moving
252 * fixed problem with resetting animations when starting element change
255 * added sort priority for order of title screens and title messages
258 * changed end of game again: do not wait for the user to press a key
259 anymore, but directly ask/confirm tape saving and go to hall of fame
260 * re-enabled quitting of lost game by pressing space or return again
261 * added blanking of mouse pointer when displaying title screens
262 * added remaining menu draw offset definitions for info sub-screens
265 * added setup option to select game speed (from very slow to very fast)
266 * improved handling of title text messages (initial and for level set)
269 * added new options "auto-wrap" and "centered" for DC2 style envelopes
272 * fixed displaying and typing of player name when it is centered
273 * added special characters to be allowed for player name (not only A-Z)
276 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
277 (newer versions of the SDL library seem to not like this anymore)
280 * added code for configuration directives for control of game panel
283 * fixed small cosmetical bug with underlining property tabs in editor
286 * fixed small drawing bug in X11FadeRectangle
287 * added new elements for newly supported Diamond Caves II levels:
288 - EM/DC style exits that disappear after passing
289 - white key and gate (one white key needed for each white gate)
290 - fake gate (there is no key to open/pass this kind of gate!)
291 - extended magic wall which also handles pearls and crystals
295 * changed maximum value for endless loop detection to a higher value
296 (some levels really used very deep recursion without being endless)
299 * added new elements for newly supported Diamond Caves II levels:
300 - growing steel walls
301 - snappable land mine
304 * added new elements for newly supported Diamond Caves II levels:
305 - steel text elements
308 * added level file loader for native Diamond Caves II levels
311 * version number set to 3.2.4
314 * version 3.2.3 released
317 * fixed malloc/free bug when updating EMC artwork entries in level list
318 * added workaround (warning and request to quit the current game) when
319 changing elements cause endless recursion loop (which would otherwise
320 freeze the game, causing a crash-like program exit on some systems)
323 * fixed nasty string overflow bug when entering too long envelope text
326 * added feedback sounds for menu navigation "menu.item.activating" and
327 "menu.item.selecting" (for highlighting and executing menu entries)
330 * improved "no scrolling when relocating" to also consider scroll delay
331 (meaning that the player is not automatically centered in this case;
332 this makes it possible to "invisibly" relocate the player to a region
333 of the level playfield which looks the same as the old level region)
334 * fixed bug with not recognizing "main.input.name.align" when active
337 * fixed bug with displaying masked borders over title screens when
338 screen fading is disabled
341 * fixed infinite loop / crash bug when killing the player while having
342 a CE with the setting "kill player X when explosion of <player X>"
343 * added special editor graphic for "char_space" to distinguish it from
344 "empty_space" when editing a level (in-game graphics still the same)
347 * fixed nasty bug with initialization only done for the first player
350 * small change to handle loading empty element/content list micro chunks
353 * uploaded pre-release (test) version 3.2.3-0 binary and source code
356 * some optimizations on startup speed by reducing initial text output
359 * added caching of custom artwork information for faster startup times
362 * fixed graphical bug when using fewer menu entries on level selection
363 screen than usual (with "menu.list_size.LEVELS" directive)
364 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
365 the backbuffer to the backbuffer by error (with identical rectangle)
368 * fixed bug when displaying titlescreen with size less than element tile
369 * fixed bug that caused elements with "change when digging <e>" event
370 to change for _every_ digged element, not only those specified in <e>
371 * fixed bug that caused impact style collision when dropping element one
372 tile over the player that can both fall down and smash players
373 * fixed bug that caused impact style collision when element changed to
374 falling/smashing element over the player immediately after movement
377 * fixed bug that allowed making engine snapshots from the level editor
380 * fixed bugs with player name and current level positions on main screen
383 * added configuration directives for control of title screens:
384 - "title.fade_delay" for fading time
385 - "title.post_delay" for pause between screens (when not crossfading)
386 - "title.auto_delay" to automatically continue after some time
387 these settings can each be overridden by specifying them with titles:
388 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
389 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
390 fading mode can also be specified:
391 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
392 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
393 default is using normal fading for menues and initial title screens,
394 while using cross-fading for level set title screens
395 * fixed bug with background not drawn in Hall of Fame after game was won
398 * added configuration directives for the remaining main menu items
401 * added additional configuration directives for info screen draw offset:
402 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
403 * added additional configuration directives for preview info text
404 * limited mouse wheel sensitive screen area to scrollable screen area
407 * added highlighted menu text entries to menu navigation when selected
410 * fixed bug that prevented player from correctly being created in the
411 top left corner by a custom element change in a level without player
412 * fixed bug that prevented player from being killed when indestructible,
413 non-walkable element is placed on player position by extended change
414 * added configurable menu button, text and input positions to main menu
417 * added page fading effects for remaining info sub-screens
418 * fixed small bug that caused some delays when answering door request
421 * added directives "border.draw_masked.*" for menu/playfield area and
422 door areas to display overlapping/masked borders from "global.border"
425 * fixed bug with CE with move speed "not moving" not being animated
426 * when changing player artwork by CE action, reset animation frame
429 * fixed bug with not unmapping main menu screen gadgets on other screens
430 * fixed bug with un-pausing a paused game by releasing still pressed key
431 * fixed bug with not redrawing screen when toggling to/from fullscreen
432 mode while fast reloading tape (without redrawing playfield contents)
433 * fixed bug with quick-saving tape snapshot despite answering with "no"
436 * version number set to 3.2.3
439 * version 3.2.2 released
442 * fixed bug with redrawing screen in fullscreen mode after quick tape
443 reloading when using the EMC game engine
444 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
447 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
450 * added engine snapshot functionality for instant tape reloading (this
451 only works for the last tape saved using "quick save", and does not
452 work across program restarts, because it completely works in memory)
455 * version number set to 3.2.2
458 * version 3.2.1 released
461 * fixed nasty bugs with handling error message file on Mac OS X systems
464 * general code cleanup (removing many annoying "#if 0" blocks etc.)
467 * fixed bug that caused broken tapes when manually appending to tapes
468 using the "pause before death" functionality, followed by recording
469 * added setup option to disable fading of screens for faster testing
472 * code cleanup of new fading functions
475 * changed behaviour after solved game -- do not immediately stop engine
476 * added some more smooth screen fadings (game start, hall of fame etc.)
479 * fixed bug with displaying pushed CE with value/score/delay anim_mode
482 * added configurable level preview position, tile size and dimensions
483 * added configurable game panel value positions (gems, time, score etc.)
486 * fixed small bug with time displayed incorrectly when collecting CEs
489 * fixed bug with bumpy scrolling with EM engine in double player mode
492 * added compatibility code to fix "Snake Bite" style levels that were
493 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
496 * fixed bug with scrollbars inside editor when using the Windows mouse
497 enhancement tool "True X-Mouse" (which injects key events to the event
498 queue to insert selected stuff into the Windows clipboard, which gets
499 confused with the "Insert" key for jumping to the last editor cascade
500 block in the element list)
501 * added Rocks'n'Diamonds icon for use as window icon to SDL version
502 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
505 * added selection of preferred fullscreen mode to setup / graphics menu
506 (useful if default mode 800 x 600 does not match screen aspect ratio)
509 * improved down-scaling of images for better editor and preview graphics
510 * changed user data directory for Mac OS X from Unix style to new place
513 * improved level number selection in main menu and player selection in
514 setup menu (input devices section) by using standard button gadgets
515 * added support for mouse scroll wheel (caused buggy behaviour before)
516 * added support for scrolling horizontal scrollbars with mouse wheel by
517 holding "Shift" key pressed while scrolling the wheel
518 * added support for single step mouse wheel scrolling by holding "Alt"
519 key pressed while scrolling the wheel (can be combined with "Shift")
520 * changed output file "stderr.txt" on Windows platform now always to be
521 created in the R'n'D sub-directory of the personal documents directory
522 * added Windows message box to direct to "stderr.txt" after error aborts
525 * improved general scrollbar handling (when jump-scrolling scrollbars)
528 * changed scrollbars to always show last line as first after scrolling
529 (that means jumping n - 1 screen lines instead of n screen lines)
532 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
533 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
534 * fixed special handling of vertically stacked acid becoming fake acid
537 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
538 affect multiple instances of the same CE, although this kind of
539 change condition usually only affects one single custom element
542 * version number set to 3.2.1
545 * version 3.2.0 released
548 * reorganized level editor element list a bit to match engines better
551 * fixed newly introduced bug with wrongly initializing clipboard element
554 * fixed bug with displaying visible/invisible level border in editor
557 * reorganized some elements in the level editor element list
560 * fixed bug with displaying any player as "yellow" when moving into acid
561 * fixed bug with displaying running player when player stopped at border
564 * fixed bug with player exploding when moving into acid
565 * fixed bug with level settings being reset in editor and when playing
566 (some compatibility settings being set not only after level loading)
567 * fixed crash bug when number of custom graphic frames was set to zero
568 * fixed bug with teleporting player on walkable tile not working anymore
569 * added partial compatibility support for pre-release-only "CONF" chunk
570 (to make Alan Bond's "color cycle" demo work again :-) )
573 * fixed some bugs when displaying title screens from info screen menu
574 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
577 * changed file major version to 3 to reflect level file format changes
578 * uploaded pre-release (test) version 3.2.0-8 binary and source code
581 * added new chunk "NAME" to level file format for level name settings
582 * added new chunk "NOTE" to level file format for envelope settings
583 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
584 * updated magic(5) file to recognize changed and new level file chunks
585 * removed change events "change when CE value/score changes" as unneeded
588 * changed gravity (which only affects the player) from level property
589 to player property (only makes a difference in multi-player levels)
590 * added change events "change when CE value/score changes"
591 * added change events "change when CE value/score changes of <element>"
594 * added new chunk "INFO" to level file format for global level settings
595 * added all element settings from "HEAD" chunk to "CONF" chunk
596 * added all global level settings from "HEAD" chunk to "INFO" chunk
599 * changed level file format by adding two new chunks "CUSX" (for custom
600 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
601 elements, replacing the previous "GRP1" chunk); these new IFF style
602 chunks use the new and flexible "micro chunks inside chunks" technique
603 already used with the new "CONF" chunk (for normal element properties)
604 which makes it possible to easily extend the existing level format
605 (instead of using fixed-length chunks like before, which are either
606 too big due to reserved bytes for future use, or too small when those
607 reserved bytes have all been used and even more data should be stored,
608 requiring the replacement by new and larger chunks just like it went
609 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
612 * added credits pages to the "credits" section that were really missing
613 * added some missing element descriptions to the level editor
614 * added down position of switchgate switch to the level editor
615 and allowed the use of both switch positions at the same time
616 * changed use of "Insert" and "Delete" keys to navigate element list in
617 level editor to start of previous or next cascading block of elements
620 * added the possibility to view the title screen to the info screen menu
621 * fixed some minor bugs with viewing title screens
624 * fixed bug with title (cross)fading in/out when using fullscreen mode
627 * fixed bug that forced re-defining of menu settings in local graphics
628 config file which are already defined in existing base config file
629 * fixed small bug that caused door sounds playing when music is enabled
632 * added the possibility to define up to five title screens for each
633 level set that are displayed after loading using (cross)fading in/out
634 (this was added to display the various start images of the EMC sets)
637 * added "CE score gets zero [of]" to custom element trigger conditions
638 * added setup option to display element token name in level editor
641 * added compatibility code for Juergen Bonhagen's menu artwork settings
644 * fixed bug with displaying wrong animation frame 0 after CE changes
645 * fixed bug with creating invisible elements when light switch is on
648 * added selection between ECS and AGA graphics for EMC levels to setup
651 * adjusted font handling for various narrow EMC style fonts
654 * changed EM engine behaviour back to re-allow initial rolling springs
657 * fixed handling of over-large selectboxes (less error-prone now)
658 * fixed bug when creating GE with walkable element under the player
661 * added use of "Insert" and "Delete" keys to navigate element list in
662 level editor to start of custom elements or start of group elements
663 * added virtual elements to access CE value and CE score of elements:
664 - "CE value of triggering element"
665 - "CE score of triggering element"
666 - "CE value of current element"
667 - "CE score of current element"
670 * fixed "grass" to "sand" in older EM levels (up to file version V4)
673 * changed behaviour of network games with internal errors (because of
674 different client frame counters) from immediately terminating R'n'D
675 to displaying an error message requester and stopping only the game
676 (also to prevent impression of crashes under non command-line runs)
677 * fixed playing network games with the EMC engine (did not work before)
678 * fixed bug with not scrolling the screen in multi-player mode with the
679 focus on player 1 when all players are moving in different directions
680 * fixed bug with keeping pointer to gadget even after its deallocation
681 * fixed bug with allowing "focus on all players" in network games
682 * fixed bug with player focus when playing tapes from network games
685 * uploaded pre-release (test) version 3.2.0-7 binary and source code
688 * code cleanup for game action control for R'n'D and EMC game engine
691 * fixed bug in multi-player movement with focus on both players
692 * added option to control only the focussed player with all input
695 * added player focus switching to level tape recording and re-playing
698 * fixed some bugs in player focus switching in EMC and RND game engine
701 * added special Supaplex animations for Murphy digging and snapping
702 * added special Supaplex animations for Murphy being bored and sleeping
705 * added four new yam yams with explicit start direction for EMC engine
706 * fixed bug in src/libgame/text.c with printing text outside the window
709 * fixed small bug in EMC level loader (copyright sign in EM II levels)
712 * added delayed ignition of EM style dynamite when used in R'n'D engine
713 * added limited movement range to EMC engine when focus on all players
716 * fixed bug with missing (zero) score values for native Supaplex levels
719 * added "continuous snapping" (snapping many elements while holding the
720 snap key pressed, without releasing the snap key after each element)
721 as a new player setting for more compatibility with the classic games
724 * finished scrolling for "focus on all players" in EMC graphics engine
727 * level sets with "levels: 0" are ignored for levels, but not artwork
728 * fixed bug when scanning empty level group directories (endless loop)
731 * fixed bug with explosion graphic for player using "Murphy" graphic
732 * fixed bug with explosion graphic if player leaves explosion in time
733 * changed some descriptive text in setup menu to use medium-width font
734 * added key shortcut settings for switching player focus to setup menu
737 * fixed bug with random value initialization when recording tapes
738 * fixed bug with playing single player tapes when team mode activated
741 * fixed little bug when trying to switch to player that does not exist
744 * added player switching (visual and quick) to R'n'D and EM game engine
745 * added setup option to select visual or quick in-game player switching
748 * added use of "Home" and "End" keys to handle element list in editor
751 * fixed bug with adding score when playing tape with EMC game engine
752 * added steel wall border for levels using EMC engine without border
753 * finally fixed delayed scrolling in EMC engine also for small levels
756 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
759 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
760 * fixed bug when displaying info element without action, but direction
763 * fixed minor graphical problems with springs smashing and slurping
764 (when using R'n'D style graphics instead of EMC style graphics)
767 * added scroll delay (as configured in setup) to EMC graphics engine
770 * improved screen redraw for EMC graphics engine (faster and smoother)
771 * when not scrolling, do not redraw the whole playfield if not needed
774 * added multi-player mode for EMC game engine (with up to four players)
777 * added android (can clone elements) from EMC engine to R'n'D engine
780 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
783 * added selectbox for initial player speed to player settings in editor
786 * version 3.1.2 created that is basically version 3.1.1, but with a
787 major bug fixed that prevented editing your own private levels
788 * version 3.1.2 released
791 * added magic ball (creates elements) from EMC engine to R'n'D engine
794 * uploaded fixed pre-release version 3.2.0-6 binary and source code
797 * fixed bug when using "CE can leave behind <trigger element>"
798 * added new change condition "(after/when) creation of <element>"
799 * added new change condition "(after/when) digging <element>"
800 * fixed bug accessing invalid gadget that caused crashes under Windows
801 * deactivated new possibility for multiple CE changes per frame
804 * uploaded pre-release (test) version 3.2.0-6 binary and source code
807 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
808 * fixed bug with not keeping CE value for moving CEs with only action
809 * changed CE action selectboxes in editor to be only reset when needed
812 * added option "use artwork from element" for custom player artwork
813 * added option "use explosion from element" for player explosions
816 * added cascaded element lists in the level editor
817 * added persistence for cascaded element lists by "editorcascade.conf"
818 * added dynamic element list with all elements used in current level
819 * added possibility for multiple CE changes per frame (experimental)
822 * uploaded pre-release (test) version 3.2.0-5 binary and source code
825 * changed "score for each 10 seconds/steps left" to "1 second/step"
826 * added own score for collecting "extra time" instead of sharing it
827 * added change events "switched by player" and "player switches <e>"
828 * added change events "snapped by player" and "player snaps <e>"
829 * added "set player artwork: <element choice>" to CE action options
830 * added change event "move of <element>"
833 * added "set player shield: off / normal / deadly" to CE action options
834 * added new player option "use level start element" in level editor
835 to set the correct focus at level start to elements from which the
836 player is created later (this did not work before for cascaded CE
837 changes resulting in creation of the player; it is now also possible
838 to create the player from a yam yam which is smashed at level start)
841 * added "set player speed: frozen (not moving)" to CE action options
842 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
845 * added new player option "block snap field" (enabled by default) to
846 make it possible to show a snapping animation like in Emerald Mine
849 * added dynamic selectboxes to custom element action settings in editor
850 * added "CE value" counter for custom elements (instead of "CE count")
851 * added option to use the last "CE value" after custom element change
852 * added option to use the "CE value" of other elements in CE actions
853 * fixed odd behaviour when pressing time orb in levels w/o time limit
854 * added checkbox "use time orb bug" for older levels that use this bug
857 * added missing configuration settings for the following elements:
858 - EL_TIMEGATE_SWITCH (time of open time gate)
859 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
860 - EL_SHIELD_NORMAL (time of shield duration)
861 - EL_SHIELD_DEADLY (time of shield duration)
862 - EL_EXTRA_TIME (time added to level time)
863 - EL_TIME_ORB_FULL (time added to level time)
866 * added "wind direction" as a movement pattern for custom elements
867 * added initial wind direction for balloon / custom elements to editor
868 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
871 * added parameters for "game of life" and "biomaze" elements to editor
874 * added level file chunk "CONF" for generic level and element settings
877 * uploaded pre-release (test) version 3.2.0-4 binary and source code
880 * skip empty level sets (with "levels: 0"; may be artwork base sets)
881 * added sound action ".page[1]" to ".page[32]" for each CE change page
884 * added image config suffix ".clone_from" to copy whole image settings
885 * fixed bug with invalid ("undefined") CE settings in old level files
888 * fixed graphical bug with smashing elements falling faster than player
891 * fixed major bug which prevented private levels from being edited
892 * fixed bug with precedence of general and special font definitions
895 * fixed graphical bug with player animation when player moves slowly
898 * uploaded pre-release (test) version 3.2.0-3 binary and source code
901 * fixed bug which prevented "global.num_toons: 0" from working
904 * major code cleanup (removed all these annoying "#if 0" blocks)
907 * added custom element actions for CE change page in level editor
910 * fixed music initialization bug in init.c (thanks to David Binderman)
911 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
912 (this bug must probably be fixed at other places, too)
915 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
916 (should be '#include <SDL.h>' instead)
919 * fixed bug which prevented "walkable from no direction" from working
920 (due to compatibility code overwriting this setting after loading)
923 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
926 * version number temporarily set to 3.1.1 (intermediate bugfix release)
927 * version 3.1.1 released
930 * changed some va_arg() arguments from 'long' to 'int', fixing problems
931 on 64-bit architecture systems with LP64 data model
934 * fixed bug with bombs not exploding when hitting the last level line
935 (introduced after the release of 3.1.0)
938 * added support for dumping small-sized level sketches from editor
941 * added recognition of "trigger element" for "change digged element to"
942 (this is not really what the "trigger element" was made for, but its
943 use may seem obvious for leaving back digged elements unchanged)
946 * fixed multiple warnings about failed joystick device initialization
949 * fixed bug with dynamite dropped on top of just dropped custom element
950 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
951 dynamite can still be dropped, but drop key must be released before
954 * fixed bug with wrong start directory when started from file browser
955 (due to this bug, R'n'D could not be started from KDE's Konqueror)
958 * fixed bug causing "change when impact" on player not working
959 * fixed wrong priority of "hitting something" over "hitting <element>"
960 * fixed wrong priority of "hit by something" over "hit by <element>"
963 * fixed graphical bug which caused the player (being Murphy) to show
964 collecting animations although the element was collected by penguin
967 * fixed two bugs causing wrong door background graphics in system.c
968 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
971 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
972 * added "no direction" to "walkable/passable from" selectbox options
975 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
976 * in tape autoplay, not only report broken, but also missing tapes
979 * uploaded pre-release (test) version 3.2.0-2 binary and source code
982 * fixed small bug with "linear" animation not working for active lamp
985 * fixed bug with moving up despite gravity due to "block last field"
986 * fixed small bug with wrong draw offset when typing name in main menu
987 * when reading user names from "passwd", ignore data after first comma
988 * when creating new "levelinfo.conf", only write some selected entries
991 * fixed displaying "imported from/by" on preview with empty string
992 * fixed ignoring draw offset for fonts used for level preview texts
995 * fixed a delay problem with SDL and too many mouse motion events
996 * added setup option "skip levels" and level skipping functionality
999 * added move speed "not moving" for non-moving CEs, but with direction
1002 * fixed mapping of obsolete element token names in "editorsetup.conf"
1003 * fixed bug with sound "acid.splashing" treated as a loop sound
1004 * fixed some little sound bugs in native EM engine
1007 * fixed small bug when dragging scrollbars to end positions
1010 * added editor element descriptions written by Aaron Davidson
1013 * improved fallback handling when configured artwork is not available
1014 (now using default artwork instead of exiting when files not found)
1017 * fixed bug on level selection screen when dragging scrollbar
1020 * fixed bug which caused broken tapes when appending to EM engine tapes
1023 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1026 * added code to replace changed artwork config tokens with other tokens
1027 (needed for backwards compatibility, so that older tokens still work)
1030 * added native R'n'D graphics for some new EMC elements in EM engine
1033 * fixed some bugs in the EM engine integration code
1034 * changed EM engine code to allow diagonal movement
1035 * changed EM engine code to allow use of separate snap and drop keys
1038 * fixed some redraw bugs when using EM engine
1041 * fixed bug with not converting RND levels which are set to use native
1042 engine to native level structure when loading
1045 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1048 * version number set to 3.2.0
1051 * level data now reset to defaults after attempt to load invalid file
1054 * added use of "editorsetup.conf" for different level sets
1057 * added auto-detection for various types of Emerald Mine level files
1060 * fixed bug with scrollbars getting too small when list is very large
1063 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1066 * added most level editor configuration gadgets for new EMC elements
1069 * added more element and graphic definitions for new EMC elements
1072 * modified native EM engine to use integrated R'n'D sound system
1075 * added SDL support to graphics functions in native EM engine
1076 (by always using generic libgame interface functions)
1079 * fixed bug in frame synchronization in native EM engine
1082 * added code to convert levels between R'n'D and native EM engine
1085 * new Emerald Mine engine can now play levels selected in main menu
1088 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1089 (which creates scaled down graphics for level editor and preview);
1090 there's still a memory leak somewhere in the artwork handling code
1091 * added "scale image up" functionality to X11 version of zoom function
1094 * first attempts to integrate new, native Emerald Mine Club engine
1097 * fixed bug in gadget code which caused reset of CEs in level editor
1098 (example: pressing 'b' [grab brush] on CE config page erased values)
1099 (solution: check if gadgets in ClickOnGadget() are really mapped)
1100 * improved level change detection in editor (settings now also checked)
1101 * fixed bug with "can move into acid" and "don't collide with" state
1104 * fixed maze runner style CEs to use the configured move delay value
1107 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1110 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1111 * fixed the above fix because it broke level set "machine" (*sigh*)
1112 * fixed random element placement in level editor to work as expected
1113 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1116 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1119 * fixed bug (missing array boundary check) which caused broken tapes
1120 * fixed bug (when loading level template) which caused broken levels
1121 * fixed bug with new block last field code when using non-yellow player
1124 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1125 * internal change of how the player blocks the last field when moving
1126 * fixed blocking delay of last field for EM and SP style block delay
1127 * fixed bug where the player had to wait for the usual move delay after
1128 unsuccessfully trying to move, when he directly could move after that
1129 * the last two changes should make original Supaplex level 93 solvable
1130 * improved use of random number generator to make it less predictable
1131 * fixed behaviour of slippery SP elements to let slip left, then right
1134 * fixed bug with wrong door state after trying to quickload empty tape
1135 * fixed waste of static memory usage of the binary, making it smaller
1136 * fixed very little graphical bug in Supaplex explosion
1139 * version number set to 3.1.1
1142 * version 3.1.0 released
1145 * fixed bug with crash when writing user levelinfo.conf the first time
1148 * added option "convert LEVELDIR [NR]" to command line batch commands
1149 * re-converted Supaplex levels to apply latest engine fixes
1150 * changed "use graphic/sound of element" to "use graphic of element"
1151 due to compatibility problems with some levels ("bug machine" etc.)
1154 * fixed bug with CE change replacing player with same or other player
1157 * fixed bug with opaque font in envelope with background graphic when
1158 background graphic is not transparent itself
1161 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1162 * corrected original Supaplex level loading code to use these new ports
1163 * also corrected Supaplex loader to auto-count infotrons if set to zero
1166 * fixed bug with missing initialization of "modified" flag for GEs
1169 * fixed bug that caused endless recursion loop when relocating player
1170 * fixed tape recorder bug in "step mode" when using "pause before end"
1171 * fixed tape recorder bug when changing from "warp forward" mode
1174 * fixed bug with "when touching" for pushed elements at last position
1177 * fixed bug that caused two activated toolbox buttons in level editor
1178 * fixed bug with exploding dynabomb under player due to other explosion
1181 * fixed bug with creating walkable custom element under player (again)
1182 * fixed bug with not copying explosion type when copying CEs in editor
1183 * fixed graphical bug when drawing player in setup menu (input devices)
1184 * fixed graphical bug when the player is pushing an accessible element
1185 * fixed bug with classic switchable elements triggering CE changes
1186 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1187 * fixed crash bug when CE leaves behind the trigger player element
1190 * fixed bug with broken tubes after placing/exploding dynamite in them
1191 * fixed bug with exploding dynamite under player due to other explosion
1192 * fixed bug with not resetting push delay under certain circumstances
1195 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1196 * added network multiplayer code for Windows (thanks to Niko Böhm)
1199 * added option "reachable despite gravity" for gravity movement
1200 * changed gravity movement of most classic walkable and passable
1201 elements back to "not reachable" (for compatibility reasons)
1204 * fixed (removed) "indestructible" / "can explode" dependency in editor
1205 * fixed (removed) "accessible inside" / "protected" dependency
1206 * fixed (removed) "step mode" / "shield time" dependency
1209 * fixed dynabombs exploding now into anything diggable
1210 * fixed Supaplex style gravity movement into buggy base now impossible
1211 * added pressing key "space" as valid action to select menu options
1214 * added "replace when walkable" to relocate player to walkable element
1215 * added "enter"/"leave" event for elements affected by relocation
1216 * fixed "direct"/"indirect" change order also for "when change" event
1217 * fixed graphical bug when pushing things from elements walkable inside
1220 * fixed graphic bug when player is snapping while moving in old levels
1221 * fixed bug when a moving custom element leaves a player element behind
1222 * fixed bug with mole not disappearing when moving into acid pool
1223 * fixed bug with incomplete path setting when using "--basepath" option
1224 * moving CE can now leave walkable elements behind under the player
1225 * when relocating, player can be set on walkable element now
1226 * fixed another gravity movement bug
1229 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1232 * added "collectible" and "removable" to extended replacement types
1233 (where "removable" replaces "diggable" and "collectible" elements)
1234 * added "collectible & throwable" (to throw element to the next field)
1235 * fixed bug with CEs digging elements that are just about to explode
1236 * changed mouse cursor now always being visible when game is paused
1239 * added possibility to push/press accessible elements from a side that
1241 * fixed bug with not setting actual date when appending to tape
1244 * fixed bug with incorrectly initialized custom element editor graphics
1247 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1248 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1251 * fixed bug with destroyed robot wheel still attracting robots forever
1252 * fixed bug with time gate switch deactivating after robot wheel time
1253 (while the time gate itself is not affected by this misbehaviour)
1254 * changed behaviour of BD style amoeba to always get blocked by player
1255 (before it was different when there were non-BD elements in level)
1256 * fixed bug with player destroying indestructable elements with shield
1259 * added option to make growing elements grow into anything diggable
1260 (for the various amoeba types, biomaze and "game of life")
1263 * fixed bug with movable elements not moving after left behind by CEs
1264 * changed gravity movement to anything diggable, not only sand/base
1265 * optionally allowing passing to walkable element, not only empty space
1266 * added option "can pass to walkable element" for players
1267 * finally fixed gravity movement (hopefully)
1270 * fixed bug with movable elements not moving anymore after falling down
1273 * fixed another bug with custom elements digging and leaving elements
1274 * fixed bug with "along left/right side" and automatic start direction
1275 * trigger elements now also displayed when "more custom" deactivated
1276 * fixed bug with clipboard element initialized when loading new level
1277 * added option "drop delay" to set delay before dropping next element
1280 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1283 * added copy and paste functions for custom change pages
1284 * enhanced graphical display and functionality of tape recorder
1285 * fixed bug with custom elements digging and leaving elements
1288 * added move speed faster than "very fast" for custom elements
1289 * fixed bug with 3+3 style explosions and missing border content
1290 * fixed little bug when copying custom elements in the editor
1291 * enhanced custom element changes by more side trigger actions
1294 * added option "no scrolling when relocating" for instant teleporting
1295 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1298 * added trigger element and trigger player to use as target elements
1299 * added copy and paste functions for custom and group elements
1302 * fixed graphical bug when displaying explosion animations
1303 * fixed bug when appending to tapes, resulting in broken tapes
1304 * re-recorded a few tapes broken by fixing gravity checking bug
1307 * "can move into acid" property now for all elements independently
1308 * "can fall into acid" property for player stored in same bitfield now
1309 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1310 * version number set to 3.1.0 (finally!)
1313 * changed tape recording to only record input, not programmed actions
1316 * fixed totally broken (every 8th frame skipped) step-by-step recording
1317 * fixed bug with requester not displayed when quick-loading interrupted
1318 * added option "can fall into acid (with gravity)" for players
1319 * fixed bug with player not falling when snapping down with gravity
1322 * fixed bug which messed up key config when using keypad number keys
1325 * fixed bug which allowed moving upwards even when gravity was active
1326 * fixed bug with missing error handling when dumping levels or tapes
1329 * added different colored editor graphics for Supaplex gravity tubes
1332 * fixed bug that allowed solvable tapes for unsolvable levels
1335 * use unlimited number of droppable elements when "count" set to zero
1336 * added option to use step limit instead of time limit for level
1339 * added player and change page as trigger for custom element change
1342 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1345 * fixed bug with dark yamyam changing to acid when moving over acid
1346 * fixed handling of levels with more than 999 seconds level time
1347 (example: level 76 of "Denmine")
1350 * "spring push bug" reintroduced as configurable element property
1351 * fixed bug with missing properties for "mole"
1352 * fixed bug that showed up when fixing the above "mole" properties bug
1353 * added option "can move into acid" for all movable elements
1354 * fixed graphical bug for elements moving into acid
1355 * changed event handling to handle all pending events before going on
1358 * fixed bug which caused all CE change pages to be ignored which had
1359 the same change event, but used a different element side
1360 (reported by Simon Forsberg)
1362 * fixed bug which caused elements that can move and fall and that are
1363 transported by a conveyor belt to continue moving into that direction
1364 after leaving the conveyor belt, regardless of their own movement
1365 type; only elements which can not move are transported now
1366 (reported by Simon Forsberg)
1368 * fixed bug which could cause an array overflow in RelocatePlayer()
1369 (reported by Niko Böhm)
1371 * changed Emerald Mine style "passable / over" elements to "protected"
1372 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1374 * added new option to select from which side a "walkable/passable"
1375 element can be entered
1378 * added explosion and ignition delay for elements that can explode
1381 * fixed bug which caused player not being protected against enemies
1382 when a CE was "walkable / inside" and was not "indestructible"
1383 * added "walkable/passable" fields to be "protected/unprotected"
1384 against enemies, even if not accessible "inside" but "over/under"
1387 * corrected move pattern to 32 bit and initial move direction to 8 bit
1390 * added second custom element base configuration page
1393 * added some special EMC mappings to Emerald Mine level loader
1394 (also covering previously unknown element in level 0 of "Bondmine 8")
1397 * added option to block last field when player is moving (for Supaplex)
1398 * adjusted push delay of Supaplex elements
1399 * removed delays for envelopes etc. when replaying with maximum speed
1400 * fixed bug when dropping element on a field that just changed to empty
1403 * fixed bug: infotrons can now smash yellow disks
1404 * fixed bug: when gravity active, port above player can now be entered
1405 * removed "one white dot" mouse pointer which irritated some people
1408 * added "choice type" for group element selection
1411 * fixed bug with initial invulnerability of non-yellow player
1414 * added level loader for loading native Supaplex packed levels
1415 (including multi-part levels like the "splvls99" levels)
1418 * fixed bug which allowed creating emeralds by escaping explosions
1421 * custom elements can change (limited) or leave (unlimited) elements
1422 * finally added multiple matches using group elements
1423 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1426 * added new start movement type "previous" for continued CE movement
1427 * added new start movement type "random" for random CE movement start
1430 * added new element "sokoban_field_player" needed for Sokoban levels
1431 (thanks to Ed Booker for pointing this out!)
1434 * added elements that can be digged or left behind by custom elements
1437 * added group elements for multiple matches and random element creation
1440 * fixed some graphical errors displayed in old levels
1443 * fixed wrong double speed movement after passing closing gates
1446 * added level loader for loading native Emerald Mine levels
1449 * changes for "shooting" style CE movement
1452 * Happy New Year! ;-)
1455 * changed default snap/drop keys from left/right Shift to Control keys
1458 * fixed bug with dead player getting reanimated from custom element
1461 * fixed bug with wrong penguin graphics (when entering exit)
1464 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1467 * version number set to 3.0.9
1470 * version 3.0.8 released
1473 * added function checked_free()
1476 * fixed bug with double nut cracking sound
1477 (by eliminating "default element action sound" assignment in init.c)
1480 * fixed crash when no music info files are available
1483 * fixed boring and sleeping sounds
1486 * added "maze runner" and "maze hunter" movement types
1487 * added extended collision conditions for custom elements
1490 * added warnings for undefined token values in artwork config files
1493 * added menu entry for level set information to the info screen
1496 * fixed bug with wrong default impact sound for colored emeralds
1499 * added several sub-screens for the info screen
1500 * menu text now also clickable (not only blue/red sphere left of it)
1503 * added configurable "bored" and "sleeping" animations for the player
1504 * added "awakening" sound for player when waking up after sleeping
1507 * added "copy" and "exchange" functions for custom elements to editor
1510 * added configurable element animations for info screen
1513 * added configurable music credits for info screen
1516 * finally fixed tape recording when player is created from CE change
1519 * added "editorsetup.conf" for editor element list configuration
1522 * added "musicinfo.conf" for menu and level music configuration
1525 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1526 (that only showed up on Linux, but not on Windows systems)
1529 * fixed turning movement of butterflies and fireflies (no frame reset)
1530 * enhanced sniksnak turning movement (two steps instead of only one)
1533 * version number set to 3.0.8
1536 * version 3.0.7 released
1539 * fixed reset of player animation frame when, for example,
1540 walking, digging or collecting share the same animation
1541 * fixed CE with "deadly when touching" exploding when touching amoeba
1544 * fixed tape recording when player is created from CE element change
1547 * introduced "turning..." action graphic for elements with move delay
1548 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1549 * added turning animations for bug, spaceship and sniksnak
1552 * prevent "extended" changed elements from delay change in same frame
1555 * fixed bug when pushing element that can move away to the side
1556 (like pushing falling elements, but now with moving elements)
1559 * finally fixed serious bug in code for delayed element pushing (again)
1562 * unavailable setup options now marked as "n/a" instead of "off"
1563 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1564 to "true", levels are always played with the latest game engine,
1565 which is desired for levels that are imported from other games; all
1566 other levels are played with the engine version stored in level file
1567 (which is normally the engine version the level was created with)
1570 * fixed serious bug in code for delayed element pushing
1571 * fixed little bug in animation frame selection for pushed elements
1572 * speed-up of reading config file for verbose output
1575 * added configuration option for opening and closing Supaplex exit
1576 * added configuration option for moving up/down animation for Murphy
1577 * fixed incorrectly displayed animation for attacking dragon
1578 * fixed bug with not setting initial gravity for each new game
1579 * fixed bug with teleportation of player by custom element change
1580 * fixed bug with player not getting smashed by rock sometimes
1583 * version number set to 3.0.7
1586 * version 3.0.6 released
1589 * added support for MP3 music for SDL version through SMPEG library
1592 * fixed bug when initializing font graphic structure
1593 * fixed bug with animation mode "pingpong" when using only 1 frame
1594 * fixed bug with extended change target introduced in 3.0.5
1595 * fixed bug where passing over moving element doubles player speed
1596 * fixed bug with elements continuing to move into push direction
1597 * fixed bug with duplicated player when dropping bomb with shield on
1598 * added "switching" event for custom elements ("pressing" only once)
1599 * fixed switching bug (resetting flag when not switching but not idle)
1602 * fixed element tokens for certain file elements with ".active" etc.
1605 * version number set to 3.0.6
1608 * version 3.0.5 released
1611 * now four envelope elements available
1612 * font, background, animation and sound for envelope now configurable
1613 * main menu doors opening/closing animation type now configurable
1616 * active/inactive sides configurable for custom element changes
1617 * new movement type "move when pushed" available for custom elements
1620 * fixed bug in multiple config pages loader code that caused crashes
1623 * enhanced (remaining low-resolution) Supaplex graphics
1626 * version number set to 3.0.5
1629 * version 3.0.4 released
1631 2003-09-12 src/tools.c
1632 * fixed bug in custom definition of crumbled element graphics
1634 2003-09-11 src/files.c
1635 * fixed bug in multiple config pages code that caused crashes
1638 * version number set to 3.0.4
1641 * version 3.0.3 released
1644 * added music to Supaplex classic level set
1646 2003-09-07 src/libgame/misc.c
1647 * added support for loading various music formats through SDL_mixer
1649 2003-09-06 (various source files)
1650 * fixed several nasty bugs that may have caused crashes on some systems
1651 * added envelope content which gets displayed when collecting envelope
1652 * added multiple change event pages for custom elements
1654 2003-08-24 src/game.c
1655 * fixed problem with player animation when snapping and moving
1657 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1658 * fixed problem with flickering when drawing toon animations
1660 2003-08-23 src/libgame/sdl.c
1661 * fixed problem with setting mouse cursor in SDL version in fullscreen
1663 2003-08-23 src/game.c
1664 * fixed bug (missing array boundary check) which could crash the game
1667 * version number set to 3.0.3
1670 * version 3.0.2 released
1672 2003-08-21 src/game.c
1673 * fixed bug with creating inaccessible elements at player position
1675 2003-08-20 src/init.c
1676 * fixed bug with not finding current level artwork directory
1678 2003-08-20 src/files.c
1679 * fixed bug with choosing wrong engine version when playing tapes
1680 * fixed bug with messing up custom element properties in 3.0.0 levels
1683 * version number set to 3.0.2
1686 * version 3.0.1 released
1688 2003-08-17 (no source files affected)
1689 * changed all "classic" PCX image files with 16 colors or less to
1690 256 color (8 bit) storage format, because the Allegro game library
1691 cannot handle PCX files with less than 256 colors (contributed
1692 graphics are not affected and might look wrong in the DOS version)
1694 2003-08-16 src/init.c
1695 * fixed bug which (for example) crashed the level editor when defining
1696 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1697 (only set to default) -- invalid graphics now set to default graphic
1699 2003-08-16 src/init.c
1700 * fixed graphical bug of player digging/collecting/snapping element
1701 when no corresponding graphic/animation is defined for this action,
1702 resulting in player being drawn as EL_EMPTY (which should only be
1703 done to elements being collected, but not to the player)
1705 2003-08-16 src/game.c
1706 * fixed small graphical bug of player not totally moving into exit
1708 2003-08-16 src/libgame/setup.c
1709 * fixed bug with wrong MS-DOS 8.3 filename conversion
1711 2003-08-16 src/tools.c
1712 * fixed bug with invisible mouse cursor when pressing ESC while playing
1714 2003-08-16 (various source files)
1715 * added another 128 custom elements (disabled in editor by default)
1717 2003-08-16 src/editor.c
1718 * fixed NULL string bug causing Solaris to crash in sprintf()
1720 2003-08-16 src/screen.c
1721 * fixed drawing over scrollbar on level selection with custom fonts
1723 2003-08-15 src/game.c
1724 * cleanup of simple sounds / loop sounds / music settings
1726 2003-08-08 (various source files)
1727 * added custom element property for dropping collected elements
1729 2003-08-08 src/conf_gfx.c
1730 * fixed bug with missing graphic for active red disk bomb
1732 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1733 * extended variable "level.gravity" to "level.initial_gravity" and
1734 "game.current_gravity" to prevent level setting from being changed
1735 by playing the level (keeping the runtime value after playing)
1737 * fixed graphics bug when digging element that has 'crumbled' graphic
1738 definition, but not 'diggable' graphic definition
1741 * version number set to 3.0.1
1744 * version 3.0.0 released
1747 * various bug fixes; among others:
1748 - fixed bug with pushing spring over empty space
1749 - fixed bug with leaving tube while placing dynamite
1750 - fixed bug with explosion of smashed penguins
1751 - allow Murphy player graphic in levels with non-Supaplex elements
1755 * I have forgotten to document changes for some time
1758 * pre-release version 2.2.0rc1 released
1761 * version number set to 2.1.2
1764 * version 2.1.1 released
1767 * version number set to 2.1.1
1770 * version 2.1.0 released
1773 * version number set to 2.1.0
1775 2002-04-03 to 2002-05-19 (various source files)
1776 * graphics, sounds and music now fully configurable
1777 * bug fixed that prevented walking through tubes when gravity on
1779 2002-04-02 src/events.c, src/editor.c
1780 * Make Escape key less aggressive when playing or when editing level.
1781 This can be configured as an option in the setup menu. (Default is
1782 "less aggressive" which means "ask user if something can be lost"
1783 when pressing the Escape key.)
1785 2002-04-02 src/screen.c
1786 * Added "graphics setup" screen.
1788 2002-04-01 src/screen.c
1789 * Changed "choose level" setup screen stuff to be more generic (to
1790 make it easier to add more "choose from generic tree" setup screens).
1792 2002-04-01 src/config.c, src/timestamp.h
1793 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1794 automatically gets created by "src/Makefile" and contains an actual
1795 compile-time timestamp to identify development versions of the game).
1797 2002-03-31 src/tape.c, src/events.c
1798 * Added quick game/tape save/load functions to tape stuff which can be
1799 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1800 loads previously recorded tape and directly goes into recording mode
1801 from the end of the tape (therefore appending to the tape).
1803 2002-03-31 src/tape.c
1804 * Added "index mark" function to tape recorder. When playing or
1805 recording, "eject" button changes to "index" button. Setting index
1806 mark is not yet implemented, but pressing index button when playing
1807 allows very quick advancing to end of tape (when normal playing),
1808 very fast forward mode (when playing with normal fast forward) or
1809 very fast reaching of "pause before end of tape" (when playing with
1810 "pause before end" playing mode).
1812 2002-03-30 src/cartoons.c
1813 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1815 2002-03-29 src/screen.c
1816 * Changed setup screen stuff to be more generic (to make it easier
1817 to add more setup screens).
1819 2002-03-23 src/main.c, src/main.h
1820 * Various changes due to the introduction of the new libgame files
1821 "setup.c" and "joystick.c".
1823 2002-03-23 src/files.c
1824 * Generic parts of "src/files.c" (mainly setup and level directory
1825 stuff) moved to new libgame file "src/libgame/setup.c".
1827 2002-03-23 src/joystick.c
1828 * File "src/joystick.c" moved to libgame source tree, with
1829 correspondig changes.
1831 2002-03-22 src/screens.c
1832 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1833 (Wrong level series information displayed when entering main group.)
1835 2002-03-22 src/editor.c
1836 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1838 2002-03-22 src/editor.c
1839 * Changed behaviour of "Escape" key in level editor to be more
1840 intuitive: When in "Element Properties" or "Level Info" mode,
1841 return to "Drawing Mode" instead of leaving the level editor.
1843 2002-03-21 src/game.c, src/editor.c, src/files.c
1844 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1845 gems (emeralds, diamonds, ...) slipping down from normal wall,
1846 steel wall and growing wall (as in E.M.C. style levels). Although
1847 the behaviour of contributed and private levels wasn't changed (due
1848 to the use of "level.game_version"; see previous entry), editing
1849 those levels will (of course) change the behaviour accordingly.
1851 This change seems a bit too hard after thinking about it, because
1852 the EM style behaviour is not the "expected" behaviour (gems would
1853 normally only slip down from "rounded" walls). Therefore this was
1854 now changed to an element property for gem style elements, with the
1855 default setting "off" (which means: no special EM style behaviour).
1856 To fix older converted levels, this flag is set to "on" for pre-2.0
1857 levels that are neither contributed nor private levels.
1859 2002-03-20 src/files.h
1860 * Corrected settings for "level.game_version" depending of level type.
1861 (Contributed and private levels always get played with game engine
1862 version they were created with, while converted levels always get
1863 played with the most recent version of the game engine, to let new
1864 corrections of the emulation behaviour take effect.)
1866 2002-03-20 src/main.h
1867 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1868 compiling the SDL version on some systems.
1869 Thanks to the several people who pointed this out.
1872 * Version number set to 2.0.2.
1875 * Version 2.0.1 released.
1877 2002-03-18 src/screens.c
1878 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1880 2002-03-18 src/files.c [src/libgame/misc.c]
1881 * Moved some common functions from src/files.c to src/libgame/misc.c.
1883 2002-03-18 src/files.c [src/libgame/misc.c]
1884 * Changed permissions for new directories and saved files (especially
1885 score files) according to suggestions of Debian users and mantainers.
1886 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1888 2002-03-17 src/files.c
1889 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1890 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1891 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1892 for levels and "TAPE" for tapes). Old "cookie" style format is
1893 still supported for reading. New level and tape files are written
1896 * New IFF chunk "VERS" contains version numbers for file and game
1897 (where "game version" is the version of the program that wrote the
1898 file, and "file version" is a version number to distinguish files
1899 with different format, for example after adding new features).
1901 2002-03-15 src/screen.c
1902 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1903 (Before, you heard a mixture of the in-game music and the
1904 hall-of-fame music.)
1906 2002-03-14 src/events.c
1907 * Function "DumpTape()" (files.c) now available by pressing 't' from
1908 main menu (when in DEBUG mode).
1910 2002-03-14 src/game.c
1911 * "GameWon()": When game was won playing a tape, now there is no delay
1912 raising the score and no corresponding sound is played.
1914 2002-03-14 src/files.c
1915 * Changed "LoadTape()" for real chunk support and also adjusted
1916 "SaveTape()" accordingly.
1918 2002-03-14 src/game.c, src/tape.c, src/files.c
1919 * Important changes to tape format: The old tape format stored all
1920 actions with a real effect with a corresponding delay between the
1921 stored actions. This had some major disadvantages (for example,
1922 push delays had to be ignored, pressing a button for some seconds
1923 mutated to several single button presses because of the non-action
1924 delays between two action frames etc.). The new tape format just
1925 stupidly records all device actions and replays them later. I really
1926 don't know why I haven't solved it that way before?! Old-style tapes
1927 (with tape file version less than 2.0) get converted to the new
1928 format on-the-fly when loading and can therefore still be played;
1929 only some minor parts of the old-style tape handling code was needed.
1930 (A perfect conversion is not possible, because there is information
1931 missing about the device actions between two action frames.)
1933 2002-03-14 src/files.c
1934 * New function "DumpTape()" to dump the contents of the current tape
1935 in a human readable format.
1937 2002-03-14 src/game.c
1938 * Small tape bug fixed: When automatically advancing to next level
1939 after a game was won, the tape from the previous level still was
1940 loaded as a tape for the new level.
1942 2002-03-14 src/tape.c
1943 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1944 tape, cartoons did not get completely removed because
1945 StopAnimation() was not called.
1947 2002-03-13 src/files.c
1948 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1949 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1950 size even when using 16-bit elements). Added new chunk "CNT2" for
1951 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1952 chunk even when content was 16-bit element). "CNT2" should now be
1953 able to store content for arbitrary elements (up to eight blocks of
1954 3 x 3 element arrays). All "CNT2" elements will always be stored as
1955 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1957 2002-03-13 src/files.c
1958 * Changed "LoadLevel()" for real chunk support.
1960 2002-03-12 src/game.c
1961 * Fixed problem (introduced after 2.0.0 release) with penguins
1962 not getting killed by enemies
1964 2002-02-24 src/game.c, src/main.h
1965 * Added "player->is_moving"; now "player->last_move_dir" does
1966 not contain any information if the player is just moving at
1968 Before, "player->last_move_dir" was misused for this purpose
1969 for the robot stuff (robots don't kill players when they are
1970 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1971 broke tapes when walking through pipes!
1972 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1973 in a continuous movement. This fact is ignored for friends and