2 * fixed bug with reference elements used as trigger elements on custom
3 element change pages not being recognized
4 * fixed bug with reference elements not being removed from the playfield
7 * added command line function to write level sketch images to directory
10 * merged override and auto-override options into new override options
11 with a new data type than can take the values "no", "yes" and "auto"
14 * fixed growing steel wall to also leave behind steel wall instead of
15 normal, destructible wall
16 * fixed handling of rocks falling through stacks of quicksand with
17 different speed (before, the rocks just got stuck in the quicksand)
20 * fixed nasty bug with auto-override and normal override not working on
21 program startup (especially when current level set has custom artwork)
24 * version 3.2.5 released as special edition "R'n'D jue"
27 * fixed X11 crash bug when blitting masked title screens over background
30 * changed build system to support special editions (like "R'n'D jue")
31 * added (hardcoded) loading graphics for "R'n'D jue" special edition
32 * fixed X11 crash bug when scaling images with width/height less than 32
35 * added "background.PLAYING" (only visible as two-pixel border in game)
36 * added default level set for first start of special R'n'D version
37 * changed door animations for editor always behaving like "quick doors"
40 * added new custom artwork setup option "auto-override non-CE sets" for
41 automatic artwork override that is only used for level sets without
42 custom element artwork (as it does not make much sense to override
43 any artwork that redefines custom element artwork for sets using CEs)
44 * fixed default artwork for "special" R'n'D versions always using the
45 "classic" artwork as the base if base artwork is not explicitly
46 defined in "levelinfo.conf", regardless of different default artwork
47 used by the special R'n'D version -- this is needed because any such
48 custom artwork is designed using the "classic" artwork definitions as
49 the base (including menu definitions and screen positions etc., which
50 would otherwise be taken from the different special default artwork)
53 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
54 for both EMC and R'n'D graphics engine (heavy workarounds needed due
55 to massively broken handling of quicksand in R'n'D game engine)
56 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
57 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
60 * fixed small bug in toon drawing (introduced when fixing the crash bug)
63 * added graphics definition "game.panel.highscore" to display the
64 current levels current high score in the game panel
67 * version number set to 3.2.5
70 * version 3.2.4 released
73 * fixed crash bug in toon drawing functions for large step offset values
76 * fixed some problems with displaying game panel when quick-loading tape
79 * fixed (experimental only) redrawing of every tile per frame (even if
80 unneeded) for the extended (R'n'D based) EMC graphics engine
81 * added optimization to only calculate element count for panel display
82 if really needed (that is, if element count values defined on panel)
83 * fixed problem with special editor door redraw when entering main menu
86 * fixed bug with displaying background for title messages on info screen
87 * some code cleanup for the extended (R'n'D based) EMC graphics engine
90 * fixed bug with CE action "move player" always resulting in player 4
91 if there was a CE action with no trigger player (because the player
92 element was calculated by using log_2() from trigger player bits with
93 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
94 triggering player bit mask and handling all players in "move player"
95 * fixed bug when defined artwork cannot be found for artwork that has
96 default artwork cloned from other artwork (without default filename)
97 * added several fixes to the extended (R'n'D based) EMC graphics engine
100 * fixed broken editor copy and paste for custom elements between levels
103 * title messages are now also searched in graphics artwork directory;
104 those found in graphics directory have precendence over those found
105 in level directory -- this handles title messages stored in graphics
106 directories as part of the artwork set, just like title images; this
107 makes sense, as corresponding special font definitions for messages
108 are usually defined in the same graphics artwork directory, and also
109 because title images and title messages that are combined in a level
110 set introduction should usually not be separated when the level set
111 is used with a different artwork set (e.g. using "override graphics")
112 * fixed problem with door borders on main screen by first drawing doors
113 and then the corresponding border masks, but not vice versa
114 * fixed problem with artwork config entries using the value "[DEFAULT]";
115 this does not what one might expect, but sets the value to an invalid
116 value -- solution: simply ignore such entries, which results in this
117 value keeping its previous (real) default value (in general, entries
118 that should use their default value should just not be defined here)
119 * fixed problem with wrong fading area size from main menu to setup menu
122 * fixed problem with broken crumbled graphics after level set changes
123 when using R'n'D custom artwork with level sets using the EMC engine
126 * fixed invisible "joysticks deactivated ..." text on setup input screen
129 * added use of hashes created from static lists (element tokens, image
130 config, font tokens) to speed up lookup of configuration parameters
131 * fixed bug where element and graphic config token lookup was mixed up
134 * added "busy" animation when initializing program and loading artwork
135 * added initialization profiling for program startup (debugging only)
138 * fixed(?) very strange bug apparently triggered by memset() when code
139 was cross-compiled with MinGW cross-compiler for Windows XP platform
140 (this only happened when using SDL.dll also self-compiled with MinGW)
143 * added graphics engine directive "border.draw_masked_when_fading" that
144 enables/disables drawing of border mask over screen that is just faded
147 * fixed small problem with separate fading definition for game screen
150 * added additional configuration directives for setup screen draw offset
151 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
152 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
153 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
154 used to define draw offset on custom artwork selection screens and
155 "CHOOSE_OTHER" is used on all other list style selection screens, like
156 choosing game speed or screen mode for fullscreen mode)
157 * added additional configuration directives to define main menu buttons:
158 - menu.button_name and menu.button_name.active
159 - menu.button_levels and menu.button_levels.active
160 - menu.button_scores and menu.button_scores.active
161 - menu.button_editor and menu.button_editor.active
162 - menu.button_info and menu.button_info.active
163 - menu.button_game and menu.button_game.active
164 - menu.button_setup and menu.button_setup.active
165 - menu.button_quit and menu.button_quit.active
166 * added eight pure decoration graphic definitions for the game panel
169 * added support for accessing native Diamond Caves II level packages
170 * fixed displaying of game panel values for Emerald Mine game engine
171 * fixed displaying end-of-level time and score values on new game panel
174 * added game panel control to display arbitrary elements on game panel
175 * added game panel control to display custom element score (globally
176 unique for identical custom elements) either as value or as element
177 * added ".draw_masked" and ".draw_order" to game panel control drawing
180 * fixed some general bugs with handling of ".active" elements and fonts
183 * cleanup of game panel elements (some elements were not really needed)
184 * added displaying of gravity state (on/off) as new game panel control
185 * added animation for game panel elements (similar to game elements)
188 * added new pseudo game mode "PANEL" to define panel fonts and graphics
189 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
190 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
191 (else graphics would have to use ".PLAYING", which would be confusing)
192 * fixed bug when fading out to game screen with border mask defined
195 * added attribute ".tile_size" for element style game panel controls
198 * added <space> key as additional valid key to use for confirm requester
201 * improved menu fading, adding separate fading definitions for entering
202 and leaving a "content" screen (in general), and optional definitions
203 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
206 * added (currently invisible) setup option to define scroll delay value
207 * fixed small bug in priority handling when auto-detecting level start
208 position in levels without player element (but player from CE etc.)
209 * added option "game.forced_scroll_delay_value" to override user choice
210 of scroll delay value for certain level sets with "graphicsinfo.conf"
211 * replaced setup option "scroll delay: on/off" by new setup option that
212 directly allows selecting the desired scroll delay value from 0 to 8
215 * added displaying of most game panel control elements (not animated)
218 * added new configuration directives to display additional game engine
219 values on the game control panel, like the following examples:
220 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
221 - game.panel.penguins - number of penguins to rescue
222 - game.panel.level_name - level name of current level
225 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
228 * added new player option "no centering when relocating" for "invisible"
229 teleportations to level areas that look exactly the same, giving the
230 illusion that the player did not relocate at all (this was the default
231 since 3.2.3, but caused visual problems with room creation in "Zelda")
232 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
235 * improved menu fading, adding separate fading definitions for entering
236 and leaving a menu and for fading between menu and "content" screens
237 * fixed small bug with recognizing also ".font_xyz" style definitions
240 * improved menu fading, adding separate fading definitions for fading
241 between menu screens and fading between menu and "destination" screens
244 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
245 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
246 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
247 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
249 * improved title fading, allowing fading animation types "none", "fade"
250 and "crossfade" (including cross-fading of last title to main menu)
253 * added configurability of graphics, sounds and music for title screens,
254 which are separated into initial title screens (only shown once at
255 program startup) and title screens shown for a given level set; these
256 title screens can be composed of up to five title images and up to
257 five title text messages (each drawn using an optional background
258 image), also using background music and/or sounds; aspects like
259 background images, sounds and music of title screens can either be
260 defined generally (valid for all title screens) or specifically (and
261 therefore differently for each title screen) using these directives:
263 to define a background image, sound or music file for all screens:
264 - background.TITLE_INITIAL (for all title screens for game startup)
265 - background.TITLE (for all title screens for level sets)
267 to define a background image, sound or music file for a single screen:
268 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
269 - background.titlescreen_x (with x in 1,2,3,4,5)
270 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
271 - background.titlemessage_x (with x in 1,2,3,4,5)
273 to define the title screen images:
274 - titlescreen_initial_x (with x in 1,2,3,4,5)
275 - titlescreen_x (with x in 1,2,3,4,5)
277 to define the title text messages, place text files into the level set
278 directory that have the following file names:
279 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
280 - titlemessage_x.txt (with x in 1,2,3,4,5)
282 to define the properties of the text messages, either use directives
283 that affect all text messages:
284 - [titlemessage_initial].<suffix>
285 - [titlemessage].<suffix>
286 or use directives that affect single text messages:
287 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
288 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
290 valid values for <suffix> are the same as for readme.<suffix> below;
291 use ".sort_priority" (default: 0) to define an arbitrary order for
292 title images and title messages (which can therefore be mixed)
295 * added full configurability of "readme.txt" screen appearance:
296 - readme.x: <left position used with alignment>
297 - readme.y: <top position>
298 - readme.width: <maximim text width in pixels>
299 - readme.height: <maximum text height in pixels>
300 - readme.chars: <maximum number of chars per line>
301 - readme.lines: <maximum number of lines displayed>
302 - readme.align: left,center,right (default: center)
303 - readme.top: top,middle,bottom (default: top)
304 - readme.font: font name
305 - readme.autowrap: true,false (default: true)
306 - readme.centered: true,false (default: false)
307 - readme.parse_comments: true,false (default: true)
308 - readme.sort_priority: (not used here, but only for title screens)
309 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
310 default), they are automatically determined from "readme.width" and
311 "readme.height" accordingly; when they are not "-1", they have
312 precedence over "readme.width" and "readme.height"
313 * added internal ad-hoc config settings for displaying text files like
314 title messages or "readme.txt" style level set info files:
315 - .font: font name (default: readme.font)
316 - .autowrap: true,false (default: readme.autowrap)
317 - .centered: true,false (default: readme.centered)
318 - .parse_comments: true,false (default: readme.parse_comments)
319 (the leading '.' and the separating ':' are mandatory here); to use
320 these ad-hoc settings, they have to be written inside a comment, like
321 "# .autowrap: false" or "# .centered: true"; these settings then
322 override the above global settings (they can even be used more than
323 once, like "# .centered: true", then some text that should be drawn
324 centered, then "# .centered: false" to go back to non-centered text;
325 important note: after using "# .parse_comments: false", or when using
326 "readme.parse_comments: false", detecting and parsing comments inside
327 the file is disabled and comments are just printed like normal text;
328 also be aware that all automatic text size calculations are done with
329 the font defined in "readme.font", while using different fonts using
330 "# .font: <font>" inside the text file may cause unexpected results
333 * changed some numerical limits in the level editor from 255 to 999
336 * added option "system.sdl_videodriver" to select SDL video driver
337 * added output of SDL video and audio driver to "version info" page
340 * added group element drawing to IntelliDraw drawing functions
341 * fixed animation resetting problem again (last try broke Snake Bite)
342 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
345 * added new (special) "include: <filename>" directive that works in all
346 configuration files (like "graphicsinfo.conf") and that has the same
347 effect as if that directive would be replaced with the content of the
348 specified file (this can be useful to split large configuration files
349 into several smaller ones and include them from one main file, or to
350 store configuration settings that always stay the same into a separate
351 file, while including it and only add those parts that really change)
354 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
357 * fixed bug in "InitMovingField()" where treating an integer array as
358 boolean caused wrong resetting of animations while elements are moving
359 * fixed problem with resetting animations when starting element change
362 * added sort priority for order of title screens and title messages
365 * changed end of game again: do not wait for the user to press a key
366 anymore, but directly ask/confirm tape saving and go to hall of fame
367 * re-enabled quitting of lost game by pressing space or return again
368 * added blanking of mouse pointer when displaying title screens
369 * added remaining menu draw offset definitions for info sub-screens
372 * added setup option to select game speed (from very slow to very fast)
373 * improved handling of title text messages (initial and for level set)
376 * added new options "auto-wrap" and "centered" for DC2 style envelopes
379 * fixed displaying and typing of player name when it is centered
380 * added special characters to be allowed for player name (not only A-Z)
383 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
384 (newer versions of the SDL library seem to not like this anymore)
387 * added code for configuration directives for control of game panel
390 * fixed small cosmetical bug with underlining property tabs in editor
393 * fixed small drawing bug in X11FadeRectangle
394 * added new elements for newly supported Diamond Caves II levels:
395 - EM/DC style exits that disappear after passing
396 - white key and gate (one white key needed for each white gate)
397 - fake gate (there is no key to open/pass this kind of gate!)
398 - extended magic wall which also handles pearls and crystals
402 * changed maximum value for endless loop detection to a higher value
403 (some levels really used very deep recursion without being endless)
406 * added new elements for newly supported Diamond Caves II levels:
407 - growing steel walls
408 - snappable land mine
411 * added new elements for newly supported Diamond Caves II levels:
412 - steel text elements
415 * added level file loader for native Diamond Caves II levels
418 * version number set to 3.2.4
421 * version 3.2.3 released
424 * fixed malloc/free bug when updating EMC artwork entries in level list
425 * added workaround (warning and request to quit the current game) when
426 changing elements cause endless recursion loop (which would otherwise
427 freeze the game, causing a crash-like program exit on some systems)
430 * fixed nasty string overflow bug when entering too long envelope text
433 * added feedback sounds for menu navigation "menu.item.activating" and
434 "menu.item.selecting" (for highlighting and executing menu entries)
437 * improved "no scrolling when relocating" to also consider scroll delay
438 (meaning that the player is not automatically centered in this case;
439 this makes it possible to "invisibly" relocate the player to a region
440 of the level playfield which looks the same as the old level region)
441 * fixed bug with not recognizing "main.input.name.align" when active
444 * fixed bug with displaying masked borders over title screens when
445 screen fading is disabled
448 * fixed infinite loop / crash bug when killing the player while having
449 a CE with the setting "kill player X when explosion of <player X>"
450 * added special editor graphic for "char_space" to distinguish it from
451 "empty_space" when editing a level (in-game graphics still the same)
454 * fixed nasty bug with initialization only done for the first player
457 * small change to handle loading empty element/content list micro chunks
460 * uploaded pre-release (test) version 3.2.3-0 binary and source code
463 * some optimizations on startup speed by reducing initial text output
466 * added caching of custom artwork information for faster startup times
469 * fixed graphical bug when using fewer menu entries on level selection
470 screen than usual (with "menu.list_size.LEVELS" directive)
471 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
472 the backbuffer to the backbuffer by error (with identical rectangle)
475 * fixed bug when displaying titlescreen with size less than element tile
476 * fixed bug that caused elements with "change when digging <e>" event
477 to change for _every_ digged element, not only those specified in <e>
478 * fixed bug that caused impact style collision when dropping element one
479 tile over the player that can both fall down and smash players
480 * fixed bug that caused impact style collision when element changed to
481 falling/smashing element over the player immediately after movement
484 * fixed bug that allowed making engine snapshots from the level editor
487 * fixed bugs with player name and current level positions on main screen
490 * added configuration directives for control of title screens:
491 - "title.fade_delay" for fading time
492 - "title.post_delay" for pause between screens (when not crossfading)
493 - "title.auto_delay" to automatically continue after some time
494 these settings can each be overridden by specifying them with titles:
495 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
496 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
497 fading mode can also be specified:
498 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
499 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
500 default is using normal fading for menues and initial title screens,
501 while using cross-fading for level set title screens
502 * fixed bug with background not drawn in Hall of Fame after game was won
505 * added configuration directives for the remaining main menu items
508 * added additional configuration directives for info screen draw offset:
509 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
510 * added additional configuration directives for preview info text
511 * limited mouse wheel sensitive screen area to scrollable screen area
514 * added highlighted menu text entries to menu navigation when selected
517 * fixed bug that prevented player from correctly being created in the
518 top left corner by a custom element change in a level without player
519 * fixed bug that prevented player from being killed when indestructible,
520 non-walkable element is placed on player position by extended change
521 * added configurable menu button, text and input positions to main menu
524 * added page fading effects for remaining info sub-screens
525 * fixed small bug that caused some delays when answering door request
528 * added directives "border.draw_masked.*" for menu/playfield area and
529 door areas to display overlapping/masked borders from "global.border"
532 * fixed bug with CE with move speed "not moving" not being animated
533 * when changing player artwork by CE action, reset animation frame
536 * fixed bug with not unmapping main menu screen gadgets on other screens
537 * fixed bug with un-pausing a paused game by releasing still pressed key
538 * fixed bug with not redrawing screen when toggling to/from fullscreen
539 mode while fast reloading tape (without redrawing playfield contents)
540 * fixed bug with quick-saving tape snapshot despite answering with "no"
543 * version number set to 3.2.3
546 * version 3.2.2 released
549 * fixed bug with redrawing screen in fullscreen mode after quick tape
550 reloading when using the EMC game engine
551 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
554 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
557 * added engine snapshot functionality for instant tape reloading (this
558 only works for the last tape saved using "quick save", and does not
559 work across program restarts, because it completely works in memory)
562 * version number set to 3.2.2
565 * version 3.2.1 released
568 * fixed nasty bugs with handling error message file on Mac OS X systems
571 * general code cleanup (removing many annoying "#if 0" blocks etc.)
574 * fixed bug that caused broken tapes when manually appending to tapes
575 using the "pause before death" functionality, followed by recording
576 * added setup option to disable fading of screens for faster testing
579 * code cleanup of new fading functions
582 * changed behaviour after solved game -- do not immediately stop engine
583 * added some more smooth screen fadings (game start, hall of fame etc.)
586 * fixed bug with displaying pushed CE with value/score/delay anim_mode
589 * added configurable level preview position, tile size and dimensions
590 * added configurable game panel value positions (gems, time, score etc.)
593 * fixed small bug with time displayed incorrectly when collecting CEs
596 * fixed bug with bumpy scrolling with EM engine in double player mode
599 * added compatibility code to fix "Snake Bite" style levels that were
600 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
603 * fixed bug with scrollbars inside editor when using the Windows mouse
604 enhancement tool "True X-Mouse" (which injects key events to the event
605 queue to insert selected stuff into the Windows clipboard, which gets
606 confused with the "Insert" key for jumping to the last editor cascade
607 block in the element list)
608 * added Rocks'n'Diamonds icon for use as window icon to SDL version
609 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
612 * added selection of preferred fullscreen mode to setup / graphics menu
613 (useful if default mode 800 x 600 does not match screen aspect ratio)
616 * improved down-scaling of images for better editor and preview graphics
617 * changed user data directory for Mac OS X from Unix style to new place
620 * improved level number selection in main menu and player selection in
621 setup menu (input devices section) by using standard button gadgets
622 * added support for mouse scroll wheel (caused buggy behaviour before)
623 * added support for scrolling horizontal scrollbars with mouse wheel by
624 holding "Shift" key pressed while scrolling the wheel
625 * added support for single step mouse wheel scrolling by holding "Alt"
626 key pressed while scrolling the wheel (can be combined with "Shift")
627 * changed output file "stderr.txt" on Windows platform now always to be
628 created in the R'n'D sub-directory of the personal documents directory
629 * added Windows message box to direct to "stderr.txt" after error aborts
632 * improved general scrollbar handling (when jump-scrolling scrollbars)
635 * changed scrollbars to always show last line as first after scrolling
636 (that means jumping n - 1 screen lines instead of n screen lines)
639 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
640 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
641 * fixed special handling of vertically stacked acid becoming fake acid
644 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
645 affect multiple instances of the same CE, although this kind of
646 change condition usually only affects one single custom element
649 * version number set to 3.2.1
652 * version 3.2.0 released
655 * reorganized level editor element list a bit to match engines better
658 * fixed newly introduced bug with wrongly initializing clipboard element
661 * fixed bug with displaying visible/invisible level border in editor
664 * reorganized some elements in the level editor element list
667 * fixed bug with displaying any player as "yellow" when moving into acid
668 * fixed bug with displaying running player when player stopped at border
671 * fixed bug with player exploding when moving into acid
672 * fixed bug with level settings being reset in editor and when playing
673 (some compatibility settings being set not only after level loading)
674 * fixed crash bug when number of custom graphic frames was set to zero
675 * fixed bug with teleporting player on walkable tile not working anymore
676 * added partial compatibility support for pre-release-only "CONF" chunk
677 (to make Alan Bond's "color cycle" demo work again :-) )
680 * fixed some bugs when displaying title screens from info screen menu
681 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
684 * changed file major version to 3 to reflect level file format changes
685 * uploaded pre-release (test) version 3.2.0-8 binary and source code
688 * added new chunk "NAME" to level file format for level name settings
689 * added new chunk "NOTE" to level file format for envelope settings
690 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
691 * updated magic(5) file to recognize changed and new level file chunks
692 * removed change events "change when CE value/score changes" as unneeded
695 * changed gravity (which only affects the player) from level property
696 to player property (only makes a difference in multi-player levels)
697 * added change events "change when CE value/score changes"
698 * added change events "change when CE value/score changes of <element>"
701 * added new chunk "INFO" to level file format for global level settings
702 * added all element settings from "HEAD" chunk to "CONF" chunk
703 * added all global level settings from "HEAD" chunk to "INFO" chunk
706 * changed level file format by adding two new chunks "CUSX" (for custom
707 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
708 elements, replacing the previous "GRP1" chunk); these new IFF style
709 chunks use the new and flexible "micro chunks inside chunks" technique
710 already used with the new "CONF" chunk (for normal element properties)
711 which makes it possible to easily extend the existing level format
712 (instead of using fixed-length chunks like before, which are either
713 too big due to reserved bytes for future use, or too small when those
714 reserved bytes have all been used and even more data should be stored,
715 requiring the replacement by new and larger chunks just like it went
716 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
719 * added credits pages to the "credits" section that were really missing
720 * added some missing element descriptions to the level editor
721 * added down position of switchgate switch to the level editor
722 and allowed the use of both switch positions at the same time
723 * changed use of "Insert" and "Delete" keys to navigate element list in
724 level editor to start of previous or next cascading block of elements
727 * added the possibility to view the title screen to the info screen menu
728 * fixed some minor bugs with viewing title screens
731 * fixed bug with title (cross)fading in/out when using fullscreen mode
734 * fixed bug that forced re-defining of menu settings in local graphics
735 config file which are already defined in existing base config file
736 * fixed small bug that caused door sounds playing when music is enabled
739 * added the possibility to define up to five title screens for each
740 level set that are displayed after loading using (cross)fading in/out
741 (this was added to display the various start images of the EMC sets)
744 * added "CE score gets zero [of]" to custom element trigger conditions
745 * added setup option to display element token name in level editor
748 * added compatibility code for Juergen Bonhagen's menu artwork settings
751 * fixed bug with displaying wrong animation frame 0 after CE changes
752 * fixed bug with creating invisible elements when light switch is on
755 * added selection between ECS and AGA graphics for EMC levels to setup
758 * adjusted font handling for various narrow EMC style fonts
761 * changed EM engine behaviour back to re-allow initial rolling springs
764 * fixed handling of over-large selectboxes (less error-prone now)
765 * fixed bug when creating GE with walkable element under the player
768 * added use of "Insert" and "Delete" keys to navigate element list in
769 level editor to start of custom elements or start of group elements
770 * added virtual elements to access CE value and CE score of elements:
771 - "CE value of triggering element"
772 - "CE score of triggering element"
773 - "CE value of current element"
774 - "CE score of current element"
777 * fixed "grass" to "sand" in older EM levels (up to file version V4)
780 * changed behaviour of network games with internal errors (because of
781 different client frame counters) from immediately terminating R'n'D
782 to displaying an error message requester and stopping only the game
783 (also to prevent impression of crashes under non command-line runs)
784 * fixed playing network games with the EMC engine (did not work before)
785 * fixed bug with not scrolling the screen in multi-player mode with the
786 focus on player 1 when all players are moving in different directions
787 * fixed bug with keeping pointer to gadget even after its deallocation
788 * fixed bug with allowing "focus on all players" in network games
789 * fixed bug with player focus when playing tapes from network games
792 * uploaded pre-release (test) version 3.2.0-7 binary and source code
795 * code cleanup for game action control for R'n'D and EMC game engine
798 * fixed bug in multi-player movement with focus on both players
799 * added option to control only the focussed player with all input
802 * added player focus switching to level tape recording and re-playing
805 * fixed some bugs in player focus switching in EMC and RND game engine
808 * added special Supaplex animations for Murphy digging and snapping
809 * added special Supaplex animations for Murphy being bored and sleeping
812 * added four new yam yams with explicit start direction for EMC engine
813 * fixed bug in src/libgame/text.c with printing text outside the window
816 * fixed small bug in EMC level loader (copyright sign in EM II levels)
819 * added delayed ignition of EM style dynamite when used in R'n'D engine
820 * added limited movement range to EMC engine when focus on all players
823 * fixed bug with missing (zero) score values for native Supaplex levels
826 * added "continuous snapping" (snapping many elements while holding the
827 snap key pressed, without releasing the snap key after each element)
828 as a new player setting for more compatibility with the classic games
831 * finished scrolling for "focus on all players" in EMC graphics engine
834 * level sets with "levels: 0" are ignored for levels, but not artwork
835 * fixed bug when scanning empty level group directories (endless loop)
838 * fixed bug with explosion graphic for player using "Murphy" graphic
839 * fixed bug with explosion graphic if player leaves explosion in time
840 * changed some descriptive text in setup menu to use medium-width font
841 * added key shortcut settings for switching player focus to setup menu
844 * fixed bug with random value initialization when recording tapes
845 * fixed bug with playing single player tapes when team mode activated
848 * fixed little bug when trying to switch to player that does not exist
851 * added player switching (visual and quick) to R'n'D and EM game engine
852 * added setup option to select visual or quick in-game player switching
855 * added use of "Home" and "End" keys to handle element list in editor
858 * fixed bug with adding score when playing tape with EMC game engine
859 * added steel wall border for levels using EMC engine without border
860 * finally fixed delayed scrolling in EMC engine also for small levels
863 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
866 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
867 * fixed bug when displaying info element without action, but direction
870 * fixed minor graphical problems with springs smashing and slurping
871 (when using R'n'D style graphics instead of EMC style graphics)
874 * added scroll delay (as configured in setup) to EMC graphics engine
877 * improved screen redraw for EMC graphics engine (faster and smoother)
878 * when not scrolling, do not redraw the whole playfield if not needed
881 * added multi-player mode for EMC game engine (with up to four players)
884 * added android (can clone elements) from EMC engine to R'n'D engine
887 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
890 * added selectbox for initial player speed to player settings in editor
893 * version 3.1.2 created that is basically version 3.1.1, but with a
894 major bug fixed that prevented editing your own private levels
895 * version 3.1.2 released
898 * added magic ball (creates elements) from EMC engine to R'n'D engine
901 * uploaded fixed pre-release version 3.2.0-6 binary and source code
904 * fixed bug when using "CE can leave behind <trigger element>"
905 * added new change condition "(after/when) creation of <element>"
906 * added new change condition "(after/when) digging <element>"
907 * fixed bug accessing invalid gadget that caused crashes under Windows
908 * deactivated new possibility for multiple CE changes per frame
911 * uploaded pre-release (test) version 3.2.0-6 binary and source code
914 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
915 * fixed bug with not keeping CE value for moving CEs with only action
916 * changed CE action selectboxes in editor to be only reset when needed
919 * added option "use artwork from element" for custom player artwork
920 * added option "use explosion from element" for player explosions
923 * added cascaded element lists in the level editor
924 * added persistence for cascaded element lists by "editorcascade.conf"
925 * added dynamic element list with all elements used in current level
926 * added possibility for multiple CE changes per frame (experimental)
929 * uploaded pre-release (test) version 3.2.0-5 binary and source code
932 * changed "score for each 10 seconds/steps left" to "1 second/step"
933 * added own score for collecting "extra time" instead of sharing it
934 * added change events "switched by player" and "player switches <e>"
935 * added change events "snapped by player" and "player snaps <e>"
936 * added "set player artwork: <element choice>" to CE action options
937 * added change event "move of <element>"
940 * added "set player shield: off / normal / deadly" to CE action options
941 * added new player option "use level start element" in level editor
942 to set the correct focus at level start to elements from which the
943 player is created later (this did not work before for cascaded CE
944 changes resulting in creation of the player; it is now also possible
945 to create the player from a yam yam which is smashed at level start)
948 * added "set player speed: frozen (not moving)" to CE action options
949 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
952 * added new player option "block snap field" (enabled by default) to
953 make it possible to show a snapping animation like in Emerald Mine
956 * added dynamic selectboxes to custom element action settings in editor
957 * added "CE value" counter for custom elements (instead of "CE count")
958 * added option to use the last "CE value" after custom element change
959 * added option to use the "CE value" of other elements in CE actions
960 * fixed odd behaviour when pressing time orb in levels w/o time limit
961 * added checkbox "use time orb bug" for older levels that use this bug
964 * added missing configuration settings for the following elements:
965 - EL_TIMEGATE_SWITCH (time of open time gate)
966 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
967 - EL_SHIELD_NORMAL (time of shield duration)
968 - EL_SHIELD_DEADLY (time of shield duration)
969 - EL_EXTRA_TIME (time added to level time)
970 - EL_TIME_ORB_FULL (time added to level time)
973 * added "wind direction" as a movement pattern for custom elements
974 * added initial wind direction for balloon / custom elements to editor
975 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
978 * added parameters for "game of life" and "biomaze" elements to editor
981 * added level file chunk "CONF" for generic level and element settings
984 * uploaded pre-release (test) version 3.2.0-4 binary and source code
987 * skip empty level sets (with "levels: 0"; may be artwork base sets)
988 * added sound action ".page[1]" to ".page[32]" for each CE change page
991 * added image config suffix ".clone_from" to copy whole image settings
992 * fixed bug with invalid ("undefined") CE settings in old level files
995 * fixed graphical bug with smashing elements falling faster than player
998 * fixed major bug which prevented private levels from being edited
999 * fixed bug with precedence of general and special font definitions
1002 * fixed graphical bug with player animation when player moves slowly
1005 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1008 * fixed bug which prevented "global.num_toons: 0" from working
1011 * major code cleanup (removed all these annoying "#if 0" blocks)
1014 * added custom element actions for CE change page in level editor
1017 * fixed music initialization bug in init.c (thanks to David Binderman)
1018 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1019 (this bug must probably be fixed at other places, too)
1022 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1023 (should be '#include <SDL.h>' instead)
1026 * fixed bug which prevented "walkable from no direction" from working
1027 (due to compatibility code overwriting this setting after loading)
1030 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1033 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1034 * version 3.1.1 released
1037 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1038 on 64-bit architecture systems with LP64 data model
1041 * fixed bug with bombs not exploding when hitting the last level line
1042 (introduced after the release of 3.1.0)
1045 * added support for dumping small-sized level sketches from editor
1048 * added recognition of "trigger element" for "change digged element to"
1049 (this is not really what the "trigger element" was made for, but its
1050 use may seem obvious for leaving back digged elements unchanged)
1053 * fixed multiple warnings about failed joystick device initialization
1056 * fixed bug with dynamite dropped on top of just dropped custom element
1057 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1058 dynamite can still be dropped, but drop key must be released before
1061 * fixed bug with wrong start directory when started from file browser
1062 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1065 * fixed bug causing "change when impact" on player not working
1066 * fixed wrong priority of "hitting something" over "hitting <element>"
1067 * fixed wrong priority of "hit by something" over "hit by <element>"
1070 * fixed graphical bug which caused the player (being Murphy) to show
1071 collecting animations although the element was collected by penguin
1074 * fixed two bugs causing wrong door background graphics in system.c
1075 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1078 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1079 * added "no direction" to "walkable/passable from" selectbox options
1082 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1083 * in tape autoplay, not only report broken, but also missing tapes
1086 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1089 * fixed small bug with "linear" animation not working for active lamp
1092 * fixed bug with moving up despite gravity due to "block last field"
1093 * fixed small bug with wrong draw offset when typing name in main menu
1094 * when reading user names from "passwd", ignore data after first comma
1095 * when creating new "levelinfo.conf", only write some selected entries
1098 * fixed displaying "imported from/by" on preview with empty string
1099 * fixed ignoring draw offset for fonts used for level preview texts
1102 * fixed a delay problem with SDL and too many mouse motion events
1103 * added setup option "skip levels" and level skipping functionality
1106 * added move speed "not moving" for non-moving CEs, but with direction
1109 * fixed mapping of obsolete element token names in "editorsetup.conf"
1110 * fixed bug with sound "acid.splashing" treated as a loop sound
1111 * fixed some little sound bugs in native EM engine
1114 * fixed small bug when dragging scrollbars to end positions
1117 * added editor element descriptions written by Aaron Davidson
1120 * improved fallback handling when configured artwork is not available
1121 (now using default artwork instead of exiting when files not found)
1124 * fixed bug on level selection screen when dragging scrollbar
1127 * fixed bug which caused broken tapes when appending to EM engine tapes
1130 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1133 * added code to replace changed artwork config tokens with other tokens
1134 (needed for backwards compatibility, so that older tokens still work)
1137 * added native R'n'D graphics for some new EMC elements in EM engine
1140 * fixed some bugs in the EM engine integration code
1141 * changed EM engine code to allow diagonal movement
1142 * changed EM engine code to allow use of separate snap and drop keys
1145 * fixed some redraw bugs when using EM engine
1148 * fixed bug with not converting RND levels which are set to use native
1149 engine to native level structure when loading
1152 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1155 * version number set to 3.2.0
1158 * level data now reset to defaults after attempt to load invalid file
1161 * added use of "editorsetup.conf" for different level sets
1164 * added auto-detection for various types of Emerald Mine level files
1167 * fixed bug with scrollbars getting too small when list is very large
1170 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1173 * added most level editor configuration gadgets for new EMC elements
1176 * added more element and graphic definitions for new EMC elements
1179 * modified native EM engine to use integrated R'n'D sound system
1182 * added SDL support to graphics functions in native EM engine
1183 (by always using generic libgame interface functions)
1186 * fixed bug in frame synchronization in native EM engine
1189 * added code to convert levels between R'n'D and native EM engine
1192 * new Emerald Mine engine can now play levels selected in main menu
1195 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1196 (which creates scaled down graphics for level editor and preview);
1197 there's still a memory leak somewhere in the artwork handling code
1198 * added "scale image up" functionality to X11 version of zoom function
1201 * first attempts to integrate new, native Emerald Mine Club engine
1204 * fixed bug in gadget code which caused reset of CEs in level editor
1205 (example: pressing 'b' [grab brush] on CE config page erased values)
1206 (solution: check if gadgets in ClickOnGadget() are really mapped)
1207 * improved level change detection in editor (settings now also checked)
1208 * fixed bug with "can move into acid" and "don't collide with" state
1211 * fixed maze runner style CEs to use the configured move delay value
1214 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1217 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1218 * fixed the above fix because it broke level set "machine" (*sigh*)
1219 * fixed random element placement in level editor to work as expected
1220 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1223 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1226 * fixed bug (missing array boundary check) which caused broken tapes
1227 * fixed bug (when loading level template) which caused broken levels
1228 * fixed bug with new block last field code when using non-yellow player
1231 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1232 * internal change of how the player blocks the last field when moving
1233 * fixed blocking delay of last field for EM and SP style block delay
1234 * fixed bug where the player had to wait for the usual move delay after
1235 unsuccessfully trying to move, when he directly could move after that
1236 * the last two changes should make original Supaplex level 93 solvable
1237 * improved use of random number generator to make it less predictable
1238 * fixed behaviour of slippery SP elements to let slip left, then right
1241 * fixed bug with wrong door state after trying to quickload empty tape
1242 * fixed waste of static memory usage of the binary, making it smaller
1243 * fixed very little graphical bug in Supaplex explosion
1246 * version number set to 3.1.1
1249 * version 3.1.0 released
1252 * fixed bug with crash when writing user levelinfo.conf the first time
1255 * added option "convert LEVELDIR [NR]" to command line batch commands
1256 * re-converted Supaplex levels to apply latest engine fixes
1257 * changed "use graphic/sound of element" to "use graphic of element"
1258 due to compatibility problems with some levels ("bug machine" etc.)
1261 * fixed bug with CE change replacing player with same or other player
1264 * fixed bug with opaque font in envelope with background graphic when
1265 background graphic is not transparent itself
1268 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1269 * corrected original Supaplex level loading code to use these new ports
1270 * also corrected Supaplex loader to auto-count infotrons if set to zero
1273 * fixed bug with missing initialization of "modified" flag for GEs
1276 * fixed bug that caused endless recursion loop when relocating player
1277 * fixed tape recorder bug in "step mode" when using "pause before end"
1278 * fixed tape recorder bug when changing from "warp forward" mode
1281 * fixed bug with "when touching" for pushed elements at last position
1284 * fixed bug that caused two activated toolbox buttons in level editor
1285 * fixed bug with exploding dynabomb under player due to other explosion
1288 * fixed bug with creating walkable custom element under player (again)
1289 * fixed bug with not copying explosion type when copying CEs in editor
1290 * fixed graphical bug when drawing player in setup menu (input devices)
1291 * fixed graphical bug when the player is pushing an accessible element
1292 * fixed bug with classic switchable elements triggering CE changes
1293 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1294 * fixed crash bug when CE leaves behind the trigger player element
1297 * fixed bug with broken tubes after placing/exploding dynamite in them
1298 * fixed bug with exploding dynamite under player due to other explosion
1299 * fixed bug with not resetting push delay under certain circumstances
1302 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1303 * added network multiplayer code for Windows (thanks to Niko Böhm)
1306 * added option "reachable despite gravity" for gravity movement
1307 * changed gravity movement of most classic walkable and passable
1308 elements back to "not reachable" (for compatibility reasons)
1311 * fixed (removed) "indestructible" / "can explode" dependency in editor
1312 * fixed (removed) "accessible inside" / "protected" dependency
1313 * fixed (removed) "step mode" / "shield time" dependency
1316 * fixed dynabombs exploding now into anything diggable
1317 * fixed Supaplex style gravity movement into buggy base now impossible
1318 * added pressing key "space" as valid action to select menu options
1321 * added "replace when walkable" to relocate player to walkable element
1322 * added "enter"/"leave" event for elements affected by relocation
1323 * fixed "direct"/"indirect" change order also for "when change" event
1324 * fixed graphical bug when pushing things from elements walkable inside
1327 * fixed graphic bug when player is snapping while moving in old levels
1328 * fixed bug when a moving custom element leaves a player element behind
1329 * fixed bug with mole not disappearing when moving into acid pool
1330 * fixed bug with incomplete path setting when using "--basepath" option
1331 * moving CE can now leave walkable elements behind under the player
1332 * when relocating, player can be set on walkable element now
1333 * fixed another gravity movement bug
1336 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1339 * added "collectible" and "removable" to extended replacement types
1340 (where "removable" replaces "diggable" and "collectible" elements)
1341 * added "collectible & throwable" (to throw element to the next field)
1342 * fixed bug with CEs digging elements that are just about to explode
1343 * changed mouse cursor now always being visible when game is paused
1346 * added possibility to push/press accessible elements from a side that
1348 * fixed bug with not setting actual date when appending to tape
1351 * fixed bug with incorrectly initialized custom element editor graphics
1354 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1355 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1358 * fixed bug with destroyed robot wheel still attracting robots forever
1359 * fixed bug with time gate switch deactivating after robot wheel time
1360 (while the time gate itself is not affected by this misbehaviour)
1361 * changed behaviour of BD style amoeba to always get blocked by player
1362 (before it was different when there were non-BD elements in level)
1363 * fixed bug with player destroying indestructable elements with shield
1366 * added option to make growing elements grow into anything diggable
1367 (for the various amoeba types, biomaze and "game of life")
1370 * fixed bug with movable elements not moving after left behind by CEs
1371 * changed gravity movement to anything diggable, not only sand/base
1372 * optionally allowing passing to walkable element, not only empty space
1373 * added option "can pass to walkable element" for players
1374 * finally fixed gravity movement (hopefully)
1377 * fixed bug with movable elements not moving anymore after falling down
1380 * fixed another bug with custom elements digging and leaving elements
1381 * fixed bug with "along left/right side" and automatic start direction
1382 * trigger elements now also displayed when "more custom" deactivated
1383 * fixed bug with clipboard element initialized when loading new level
1384 * added option "drop delay" to set delay before dropping next element
1387 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1390 * added copy and paste functions for custom change pages
1391 * enhanced graphical display and functionality of tape recorder
1392 * fixed bug with custom elements digging and leaving elements
1395 * added move speed faster than "very fast" for custom elements
1396 * fixed bug with 3+3 style explosions and missing border content
1397 * fixed little bug when copying custom elements in the editor
1398 * enhanced custom element changes by more side trigger actions
1401 * added option "no scrolling when relocating" for instant teleporting
1402 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1405 * added trigger element and trigger player to use as target elements
1406 * added copy and paste functions for custom and group elements
1409 * fixed graphical bug when displaying explosion animations
1410 * fixed bug when appending to tapes, resulting in broken tapes
1411 * re-recorded a few tapes broken by fixing gravity checking bug
1414 * "can move into acid" property now for all elements independently
1415 * "can fall into acid" property for player stored in same bitfield now
1416 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1417 * version number set to 3.1.0 (finally!)
1420 * changed tape recording to only record input, not programmed actions
1423 * fixed totally broken (every 8th frame skipped) step-by-step recording
1424 * fixed bug with requester not displayed when quick-loading interrupted
1425 * added option "can fall into acid (with gravity)" for players
1426 * fixed bug with player not falling when snapping down with gravity
1429 * fixed bug which messed up key config when using keypad number keys
1432 * fixed bug which allowed moving upwards even when gravity was active
1433 * fixed bug with missing error handling when dumping levels or tapes
1436 * added different colored editor graphics for Supaplex gravity tubes
1439 * fixed bug that allowed solvable tapes for unsolvable levels
1442 * use unlimited number of droppable elements when "count" set to zero
1443 * added option to use step limit instead of time limit for level
1446 * added player and change page as trigger for custom element change
1449 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1452 * fixed bug with dark yamyam changing to acid when moving over acid
1453 * fixed handling of levels with more than 999 seconds level time
1454 (example: level 76 of "Denmine")
1457 * "spring push bug" reintroduced as configurable element property
1458 * fixed bug with missing properties for "mole"
1459 * fixed bug that showed up when fixing the above "mole" properties bug
1460 * added option "can move into acid" for all movable elements
1461 * fixed graphical bug for elements moving into acid
1462 * changed event handling to handle all pending events before going on
1465 * fixed bug which caused all CE change pages to be ignored which had
1466 the same change event, but used a different element side
1467 (reported by Simon Forsberg)
1469 * fixed bug which caused elements that can move and fall and that are
1470 transported by a conveyor belt to continue moving into that direction
1471 after leaving the conveyor belt, regardless of their own movement
1472 type; only elements which can not move are transported now
1473 (reported by Simon Forsberg)
1475 * fixed bug which could cause an array overflow in RelocatePlayer()
1476 (reported by Niko Böhm)
1478 * changed Emerald Mine style "passable / over" elements to "protected"
1479 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1481 * added new option to select from which side a "walkable/passable"
1482 element can be entered
1485 * added explosion and ignition delay for elements that can explode
1488 * fixed bug which caused player not being protected against enemies
1489 when a CE was "walkable / inside" and was not "indestructible"
1490 * added "walkable/passable" fields to be "protected/unprotected"
1491 against enemies, even if not accessible "inside" but "over/under"
1494 * corrected move pattern to 32 bit and initial move direction to 8 bit
1497 * added second custom element base configuration page
1500 * added some special EMC mappings to Emerald Mine level loader
1501 (also covering previously unknown element in level 0 of "Bondmine 8")
1504 * added option to block last field when player is moving (for Supaplex)
1505 * adjusted push delay of Supaplex elements
1506 * removed delays for envelopes etc. when replaying with maximum speed
1507 * fixed bug when dropping element on a field that just changed to empty
1510 * fixed bug: infotrons can now smash yellow disks
1511 * fixed bug: when gravity active, port above player can now be entered
1512 * removed "one white dot" mouse pointer which irritated some people
1515 * added "choice type" for group element selection
1518 * fixed bug with initial invulnerability of non-yellow player
1521 * added level loader for loading native Supaplex packed levels
1522 (including multi-part levels like the "splvls99" levels)
1525 * fixed bug which allowed creating emeralds by escaping explosions
1528 * custom elements can change (limited) or leave (unlimited) elements
1529 * finally added multiple matches using group elements
1530 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1533 * added new start movement type "previous" for continued CE movement
1534 * added new start movement type "random" for random CE movement start
1537 * added new element "sokoban_field_player" needed for Sokoban levels
1538 (thanks to Ed Booker for pointing this out!)
1541 * added elements that can be digged or left behind by custom elements
1544 * added group elements for multiple matches and random element creation
1547 * fixed some graphical errors displayed in old levels
1550 * fixed wrong double speed movement after passing closing gates
1553 * added level loader for loading native Emerald Mine levels
1556 * changes for "shooting" style CE movement
1559 * Happy New Year! ;-)
1562 * changed default snap/drop keys from left/right Shift to Control keys
1565 * fixed bug with dead player getting reanimated from custom element
1568 * fixed bug with wrong penguin graphics (when entering exit)
1571 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1574 * version number set to 3.0.9
1577 * version 3.0.8 released
1580 * added function checked_free()
1583 * fixed bug with double nut cracking sound
1584 (by eliminating "default element action sound" assignment in init.c)
1587 * fixed crash when no music info files are available
1590 * fixed boring and sleeping sounds
1593 * added "maze runner" and "maze hunter" movement types
1594 * added extended collision conditions for custom elements
1597 * added warnings for undefined token values in artwork config files
1600 * added menu entry for level set information to the info screen
1603 * fixed bug with wrong default impact sound for colored emeralds
1606 * added several sub-screens for the info screen
1607 * menu text now also clickable (not only blue/red sphere left of it)
1610 * added configurable "bored" and "sleeping" animations for the player
1611 * added "awakening" sound for player when waking up after sleeping
1614 * added "copy" and "exchange" functions for custom elements to editor
1617 * added configurable element animations for info screen
1620 * added configurable music credits for info screen
1623 * finally fixed tape recording when player is created from CE change
1626 * added "editorsetup.conf" for editor element list configuration
1629 * added "musicinfo.conf" for menu and level music configuration
1632 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1633 (that only showed up on Linux, but not on Windows systems)
1636 * fixed turning movement of butterflies and fireflies (no frame reset)
1637 * enhanced sniksnak turning movement (two steps instead of only one)
1640 * version number set to 3.0.8
1643 * version 3.0.7 released
1646 * fixed reset of player animation frame when, for example,
1647 walking, digging or collecting share the same animation
1648 * fixed CE with "deadly when touching" exploding when touching amoeba
1651 * fixed tape recording when player is created from CE element change
1654 * introduced "turning..." action graphic for elements with move delay
1655 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1656 * added turning animations for bug, spaceship and sniksnak
1659 * prevent "extended" changed elements from delay change in same frame
1662 * fixed bug when pushing element that can move away to the side
1663 (like pushing falling elements, but now with moving elements)
1666 * finally fixed serious bug in code for delayed element pushing (again)
1669 * unavailable setup options now marked as "n/a" instead of "off"
1670 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1671 to "true", levels are always played with the latest game engine,
1672 which is desired for levels that are imported from other games; all
1673 other levels are played with the engine version stored in level file
1674 (which is normally the engine version the level was created with)
1677 * fixed serious bug in code for delayed element pushing
1678 * fixed little bug in animation frame selection for pushed elements
1679 * speed-up of reading config file for verbose output
1682 * added configuration option for opening and closing Supaplex exit
1683 * added configuration option for moving up/down animation for Murphy
1684 * fixed incorrectly displayed animation for attacking dragon
1685 * fixed bug with not setting initial gravity for each new game
1686 * fixed bug with teleportation of player by custom element change
1687 * fixed bug with player not getting smashed by rock sometimes
1690 * version number set to 3.0.7
1693 * version 3.0.6 released
1696 * added support for MP3 music for SDL version through SMPEG library
1699 * fixed bug when initializing font graphic structure
1700 * fixed bug with animation mode "pingpong" when using only 1 frame
1701 * fixed bug with extended change target introduced in 3.0.5
1702 * fixed bug where passing over moving element doubles player speed
1703 * fixed bug with elements continuing to move into push direction
1704 * fixed bug with duplicated player when dropping bomb with shield on
1705 * added "switching" event for custom elements ("pressing" only once)
1706 * fixed switching bug (resetting flag when not switching but not idle)
1709 * fixed element tokens for certain file elements with ".active" etc.
1712 * version number set to 3.0.6
1715 * version 3.0.5 released
1718 * now four envelope elements available
1719 * font, background, animation and sound for envelope now configurable
1720 * main menu doors opening/closing animation type now configurable
1723 * active/inactive sides configurable for custom element changes
1724 * new movement type "move when pushed" available for custom elements
1727 * fixed bug in multiple config pages loader code that caused crashes
1730 * enhanced (remaining low-resolution) Supaplex graphics
1733 * version number set to 3.0.5
1736 * version 3.0.4 released
1738 2003-09-12 src/tools.c
1739 * fixed bug in custom definition of crumbled element graphics
1741 2003-09-11 src/files.c
1742 * fixed bug in multiple config pages code that caused crashes
1745 * version number set to 3.0.4
1748 * version 3.0.3 released
1751 * added music to Supaplex classic level set
1753 2003-09-07 src/libgame/misc.c
1754 * added support for loading various music formats through SDL_mixer
1756 2003-09-06 (various source files)
1757 * fixed several nasty bugs that may have caused crashes on some systems
1758 * added envelope content which gets displayed when collecting envelope
1759 * added multiple change event pages for custom elements
1761 2003-08-24 src/game.c
1762 * fixed problem with player animation when snapping and moving
1764 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1765 * fixed problem with flickering when drawing toon animations
1767 2003-08-23 src/libgame/sdl.c
1768 * fixed problem with setting mouse cursor in SDL version in fullscreen
1770 2003-08-23 src/game.c
1771 * fixed bug (missing array boundary check) which could crash the game
1774 * version number set to 3.0.3
1777 * version 3.0.2 released
1779 2003-08-21 src/game.c
1780 * fixed bug with creating inaccessible elements at player position
1782 2003-08-20 src/init.c
1783 * fixed bug with not finding current level artwork directory
1785 2003-08-20 src/files.c
1786 * fixed bug with choosing wrong engine version when playing tapes
1787 * fixed bug with messing up custom element properties in 3.0.0 levels
1790 * version number set to 3.0.2
1793 * version 3.0.1 released
1795 2003-08-17 (no source files affected)
1796 * changed all "classic" PCX image files with 16 colors or less to
1797 256 color (8 bit) storage format, because the Allegro game library
1798 cannot handle PCX files with less than 256 colors (contributed
1799 graphics are not affected and might look wrong in the DOS version)
1801 2003-08-16 src/init.c
1802 * fixed bug which (for example) crashed the level editor when defining
1803 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1804 (only set to default) -- invalid graphics now set to default graphic
1806 2003-08-16 src/init.c
1807 * fixed graphical bug of player digging/collecting/snapping element
1808 when no corresponding graphic/animation is defined for this action,
1809 resulting in player being drawn as EL_EMPTY (which should only be
1810 done to elements being collected, but not to the player)
1812 2003-08-16 src/game.c
1813 * fixed small graphical bug of player not totally moving into exit
1815 2003-08-16 src/libgame/setup.c
1816 * fixed bug with wrong MS-DOS 8.3 filename conversion
1818 2003-08-16 src/tools.c
1819 * fixed bug with invisible mouse cursor when pressing ESC while playing
1821 2003-08-16 (various source files)
1822 * added another 128 custom elements (disabled in editor by default)
1824 2003-08-16 src/editor.c
1825 * fixed NULL string bug causing Solaris to crash in sprintf()
1827 2003-08-16 src/screen.c
1828 * fixed drawing over scrollbar on level selection with custom fonts
1830 2003-08-15 src/game.c
1831 * cleanup of simple sounds / loop sounds / music settings
1833 2003-08-08 (various source files)
1834 * added custom element property for dropping collected elements
1836 2003-08-08 src/conf_gfx.c
1837 * fixed bug with missing graphic for active red disk bomb
1839 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1840 * extended variable "level.gravity" to "level.initial_gravity" and
1841 "game.current_gravity" to prevent level setting from being changed
1842 by playing the level (keeping the runtime value after playing)
1844 * fixed graphics bug when digging element that has 'crumbled' graphic
1845 definition, but not 'diggable' graphic definition
1848 * version number set to 3.0.1
1851 * version 3.0.0 released
1854 * various bug fixes; among others:
1855 - fixed bug with pushing spring over empty space
1856 - fixed bug with leaving tube while placing dynamite
1857 - fixed bug with explosion of smashed penguins
1858 - allow Murphy player graphic in levels with non-Supaplex elements
1862 * I have forgotten to document changes for some time
1865 * pre-release version 2.2.0rc1 released
1868 * version number set to 2.1.2
1871 * version 2.1.1 released
1874 * version number set to 2.1.1
1877 * version 2.1.0 released
1880 * version number set to 2.1.0
1882 2002-04-03 to 2002-05-19 (various source files)
1883 * graphics, sounds and music now fully configurable
1884 * bug fixed that prevented walking through tubes when gravity on
1886 2002-04-02 src/events.c, src/editor.c
1887 * Make Escape key less aggressive when playing or when editing level.
1888 This can be configured as an option in the setup menu. (Default is
1889 "less aggressive" which means "ask user if something can be lost"
1890 when pressing the Escape key.)
1892 2002-04-02 src/screen.c
1893 * Added "graphics setup" screen.
1895 2002-04-01 src/screen.c
1896 * Changed "choose level" setup screen stuff to be more generic (to
1897 make it easier to add more "choose from generic tree" setup screens).
1899 2002-04-01 src/config.c, src/timestamp.h
1900 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1901 automatically gets created by "src/Makefile" and contains an actual
1902 compile-time timestamp to identify development versions of the game).
1904 2002-03-31 src/tape.c, src/events.c
1905 * Added quick game/tape save/load functions to tape stuff which can be
1906 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1907 loads previously recorded tape and directly goes into recording mode
1908 from the end of the tape (therefore appending to the tape).
1910 2002-03-31 src/tape.c
1911 * Added "index mark" function to tape recorder. When playing or
1912 recording, "eject" button changes to "index" button. Setting index
1913 mark is not yet implemented, but pressing index button when playing
1914 allows very quick advancing to end of tape (when normal playing),
1915 very fast forward mode (when playing with normal fast forward) or
1916 very fast reaching of "pause before end of tape" (when playing with
1917 "pause before end" playing mode).
1919 2002-03-30 src/cartoons.c
1920 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1922 2002-03-29 src/screen.c
1923 * Changed setup screen stuff to be more generic (to make it easier
1924 to add more setup screens).
1926 2002-03-23 src/main.c, src/main.h
1927 * Various changes due to the introduction of the new libgame files
1928 "setup.c" and "joystick.c".
1930 2002-03-23 src/files.c
1931 * Generic parts of "src/files.c" (mainly setup and level directory
1932 stuff) moved to new libgame file "src/libgame/setup.c".
1934 2002-03-23 src/joystick.c
1935 * File "src/joystick.c" moved to libgame source tree, with
1936 correspondig changes.
1938 2002-03-22 src/screens.c
1939 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1940 (Wrong level series information displayed when entering main group.)
1942 2002-03-22 src/editor.c
1943 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1945 2002-03-22 src/editor.c
1946 * Changed behaviour of "Escape" key in level editor to be more
1947 intuitive: When in "Element Properties" or "Level Info" mode,
1948 return to "Drawing Mode" instead of leaving the level editor.
1950 2002-03-21 src/game.c, src/editor.c, src/files.c
1951 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1952 gems (emeralds, diamonds, ...) slipping down from normal wall,
1953 steel wall and growing wall (as in E.M.C. style levels). Although
1954 the behaviour of contributed and private levels wasn't changed (due
1955 to the use of "level.game_version"; see previous entry), editing
1956 those levels will (of course) change the behaviour accordingly.
1958 This change seems a bit too hard after thinking about it, because
1959 the EM style behaviour is not the "expected" behaviour (gems would
1960 normally only slip down from "rounded" walls). Therefore this was
1961 now changed to an element property for gem style elements, with the
1962 default setting "off" (which means: no special EM style behaviour).
1963 To fix older converted levels, this flag is set to "on" for pre-2.0
1964 levels that are neither contributed nor private levels.
1966 2002-03-20 src/files.h
1967 * Corrected settings for "level.game_version" depending of level type.
1968 (Contributed and private levels always get played with game engine
1969 version they were created with, while converted levels always get
1970 played with the most recent version of the game engine, to let new
1971 corrections of the emulation behaviour take effect.)
1973 2002-03-20 src/main.h
1974 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1975 compiling the SDL version on some systems.
1976 Thanks to the several people who pointed this out.
1979 * Version number set to 2.0.2.
1982 * Version 2.0.1 released.
1984 2002-03-18 src/screens.c
1985 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1987 2002-03-18 src/files.c [src/libgame/misc.c]
1988 * Moved some common functions from src/files.c to src/libgame/misc.c.
1990 2002-03-18 src/files.c [src/libgame/misc.c]
1991 * Changed permissions for new directories and saved files (especially
1992 score files) according to suggestions of Debian users and mantainers.
1993 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1995 2002-03-17 src/files.c
1996 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1997 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1998 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1999 for levels and "TAPE" for tapes). Old "cookie" style format is
2000 still supported for reading. New level and tape files are written
2003 * New IFF chunk "VERS" contains version numbers for file and game
2004 (where "game version" is the version of the program that wrote the
2005 file, and "file version" is a version number to distinguish files
2006 with different format, for example after adding new features).
2008 2002-03-15 src/screen.c
2009 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2010 (Before, you heard a mixture of the in-game music and the
2011 hall-of-fame music.)
2013 2002-03-14 src/events.c
2014 * Function "DumpTape()" (files.c) now available by pressing 't' from
2015 main menu (when in DEBUG mode).
2017 2002-03-14 src/game.c
2018 * "GameWon()": When game was won playing a tape, now there is no delay
2019 raising the score and no corresponding sound is played.
2021 2002-03-14 src/files.c
2022 * Changed "LoadTape()" for real chunk support and also adjusted
2023 "SaveTape()" accordingly.
2025 2002-03-14 src/game.c, src/tape.c, src/files.c
2026 * Important changes to tape format: The old tape format stored all
2027 actions with a real effect with a corresponding delay between the
2028 stored actions. This had some major disadvantages (for example,
2029 push delays had to be ignored, pressing a button for some seconds
2030 mutated to several single button presses because of the non-action
2031 delays between two action frames etc.). The new tape format just
2032 stupidly records all device actions and replays them later. I really
2033 don't know why I haven't solved it that way before?! Old-style tapes
2034 (with tape file version less than 2.0) get converted to the new
2035 format on-the-fly when loading and can therefore still be played;
2036 only some minor parts of the old-style tape handling code was needed.
2037 (A perfect conversion is not possible, because there is information
2038 missing about the device actions between two action frames.)
2040 2002-03-14 src/files.c
2041 * New function "DumpTape()" to dump the contents of the current tape
2042 in a human readable format.
2044 2002-03-14 src/game.c
2045 * Small tape bug fixed: When automatically advancing to next level
2046 after a game was won, the tape from the previous level still was
2047 loaded as a tape for the new level.
2049 2002-03-14 src/tape.c
2050 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2051 tape, cartoons did not get completely removed because
2052 StopAnimation() was not called.
2054 2002-03-13 src/files.c
2055 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2056 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2057 size even when using 16-bit elements). Added new chunk "CNT2" for
2058 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2059 chunk even when content was 16-bit element). "CNT2" should now be
2060 able to store content for arbitrary elements (up to eight blocks of
2061 3 x 3 element arrays). All "CNT2" elements will always be stored as
2062 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2064 2002-03-13 src/files.c
2065 * Changed "LoadLevel()" for real chunk support.
2067 2002-03-12 src/game.c
2068 * Fixed problem (introduced after 2.0.0 release) with penguins
2069 not getting killed by enemies
2071 2002-02-24 src/game.c, src/main.h
2072 * Added "player->is_moving"; now "player->last_move_dir" does
2073 not contain any information if the player is just moving at
2075 Before, "player->last_move_dir" was misused for this purpose
2076 for the robot stuff (robots don't kill players when they are
2077 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2078 broke tapes when walking through pipes!
2079 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2080 in a continuous movement. This fact is ignored for friends and