2 * added graphics engine directive "border.draw_masked_when_fading" that
3 enables/disables drawing of border mask over screen that is just faded
6 * fixed small problem with separate fading definition for game screen
9 * added additional configuration directives for setup screen draw offset
10 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
11 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
12 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
13 used to define draw offset on custom artwork selection screens and
14 "CHOOSE_OTHER" is used on all other list style selection screens, like
15 choosing game speed or screen mode for fullscreen mode)
16 * added additional configuration directives to define main menu buttons:
17 - menu.button_name and menu.button_name.active
18 - menu.button_levels and menu.button_levels.active
19 - menu.button_scores and menu.button_scores.active
20 - menu.button_editor and menu.button_editor.active
21 - menu.button_info and menu.button_info.active
22 - menu.button_game and menu.button_game.active
23 - menu.button_setup and menu.button_setup.active
24 - menu.button_quit and menu.button_quit.active
25 * added eight pure decoration graphic definitions for the game panel
28 * added support for accessing native Diamond Caves II level packages
29 * fixed displaying of game panel values for Emerald Mine game engine
30 * fixed displaying end-of-level time and score values on new game panel
33 * added game panel control to display arbitrary elements on game panel
34 * added game panel control to display custom element score (globally
35 unique for identical custom elements) either as value or as element
36 * added ".draw_masked" and ".draw_order" to game panel control drawing
39 * fixed some general bugs with handling of ".active" elements and fonts
42 * cleanup of game panel elements (some elements were not really needed)
43 * added displaying of gravity state (on/off) as new game panel control
44 * added animation for game panel elements (similar to game elements)
47 * added new pseudo game mode "PANEL" to define panel fonts and graphics
48 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
49 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
50 (else graphics would have to use ".PLAYING", which would be confusing)
51 * fixed bug when fading out to game screen with border mask defined
54 * added attribute ".tile_size" for element style game panel controls
57 * added <space> key as additional valid key to use for confirm requester
60 * improved menu fading, adding separate fading definitions for entering
61 and leaving a "content" screen (in general), and optional definitions
62 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
65 * added (currently invisible) setup option to define scroll delay value
66 * fixed small bug in priority handling when auto-detecting level start
67 position in levels without player element (but player from CE etc.)
68 * added option "game.forced_scroll_delay_value" to override user choice
69 of scroll delay value for certain level sets with "graphicsinfo.conf"
70 * replaced setup option "scroll delay: on/off" by new setup option that
71 directly allows selecting the desired scroll delay value from 0 to 8
74 * added displaying of most game panel control elements (not animated)
77 * added new configuration directives to display additional game engine
78 values on the game control panel, like the following examples:
79 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
80 - game.panel.penguins - number of penguins to rescue
81 - game.panel.level_name - level name of current level
84 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
87 * added new player option "no centering when relocating" for "invisible"
88 teleportations to level areas that look exactly the same, giving the
89 illusion that the player did not relocate at all (this was the default
90 since 3.2.3, but caused visual problems with room creation in "Zelda")
91 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
94 * improved menu fading, adding separate fading definitions for entering
95 and leaving a menu and for fading between menu and "content" screens
96 * fixed small bug with recognizing also ".font_xyz" style definitions
99 * improved menu fading, adding separate fading definitions for fading
100 between menu screens and fading between menu and "destination" screens
103 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
104 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
105 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
106 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
108 * improved title fading, allowing fading animation types "none", "fade"
109 and "crossfade" (including cross-fading of last title to main menu)
112 * added configurability of graphics, sounds and music for title screens,
113 which are separated into initial title screens (only shown once at
114 program startup) and title screens shown for a given level set; these
115 title screens can be composed of up to five title images and up to
116 five title text messages (each drawn using an optional background
117 image), also using background music and/or sounds; aspects like
118 background images, sounds and music of title screens can either be
119 defined generally (valid for all title screens) or specifically (and
120 therefore differently for each title screen) using these directives:
122 to define a background image, sound or music file for all screens:
123 - background.TITLE_INITIAL (for all title screens for game startup)
124 - background.TITLE (for all title screens for level sets)
126 to define a background image, sound or music file for a single screen:
127 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
128 - background.titlescreen_x (with x in 1,2,3,4,5)
129 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
130 - background.titlemessage_x (with x in 1,2,3,4,5)
132 to define the title screen images:
133 - titlescreen_initial_x (with x in 1,2,3,4,5)
134 - titlescreen_x (with x in 1,2,3,4,5)
136 to define the title text messages, place text files into the level set
137 directory that have the following file names:
138 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
139 - titlemessage_x.txt (with x in 1,2,3,4,5)
141 to define the properties of the text messages, either use directives
142 that affect all text messages:
143 - [titlemessage_initial].<suffix>
144 - [titlemessage].<suffix>
145 or use directives that affect single text messages:
146 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
147 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
149 valid values for <suffix> are the same as for readme.<suffix> below;
150 use ".sort_priority" (default: 0) to define an arbitrary order for
151 title images and title messages (which can therefore be mixed)
154 * added full configurability of "readme.txt" screen appearance:
155 - readme.x: <left position used with alignment>
156 - readme.y: <top position>
157 - readme.width: <maximim text width in pixels>
158 - readme.height: <maximum text height in pixels>
159 - readme.chars: <maximum number of chars per line>
160 - readme.lines: <maximum number of lines displayed>
161 - readme.align: left,center,right (default: center)
162 - readme.top: top,middle,bottom (default: top)
163 - readme.font: font name
164 - readme.autowrap: true,false (default: true)
165 - readme.centered: true,false (default: false)
166 - readme.parse_comments: true,false (default: true)
167 - readme.sort_priority: (not used here, but only for title screens)
168 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
169 default), they are automatically determined from "readme.width" and
170 "readme.height" accordingly; when they are not "-1", they have
171 precedence over "readme.width" and "readme.height"
172 * added internal ad-hoc config settings for displaying text files like
173 title messages or "readme.txt" style level set info files:
174 - .font: font name (default: readme.font)
175 - .autowrap: true,false (default: readme.autowrap)
176 - .centered: true,false (default: readme.centered)
177 - .parse_comments: true,false (default: readme.parse_comments)
178 (the leading '.' and the separating ':' are mandatory here); to use
179 these ad-hoc settings, they have to be written inside a comment, like
180 "# .autowrap: false" or "# .centered: true"; these settings then
181 override the above global settings (they can even be used more than
182 once, like "# .centered: true", then some text that should be drawn
183 centered, then "# .centered: false" to go back to non-centered text;
184 important note: after using "# .parse_comments: false", or when using
185 "readme.parse_comments: false", detecting and parsing comments inside
186 the file is disabled and comments are just printed like normal text;
187 also be aware that all automatic text size calculations are done with
188 the font defined in "readme.font", while using different fonts using
189 "# .font: <font>" inside the text file may cause unexpected results
192 * changed some numerical limits in the level editor from 255 to 999
195 * added option "system.sdl_videodriver" to select SDL video driver
196 * added output of SDL video and audio driver to "version info" page
199 * added group element drawing to IntelliDraw drawing functions
200 * fixed animation resetting problem again (last try broke Snake Bite)
201 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
204 * added new (special) "include: <filename>" directive that works in all
205 configuration files (like "graphicsinfo.conf") and that has the same
206 effect as if that directive would be replaced with the content of the
207 specified file (this can be useful to split large configuration files
208 into several smaller ones and include them from one main file, or to
209 store configuration settings that always stay the same into a separate
210 file, while including it and only add those parts that really change)
213 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
216 * fixed bug in "InitMovingField()" where treating an integer array as
217 boolean caused wrong resetting of animations while elements are moving
218 * fixed problem with resetting animations when starting element change
221 * added sort priority for order of title screens and title messages
224 * changed end of game again: do not wait for the user to press a key
225 anymore, but directly ask/confirm tape saving and go to hall of fame
226 * re-enabled quitting of lost game by pressing space or return again
227 * added blanking of mouse pointer when displaying title screens
228 * added remaining menu draw offset definitions for info sub-screens
231 * added setup option to select game speed (from very slow to very fast)
232 * improved handling of title text messages (initial and for level set)
235 * added new options "auto-wrap" and "centered" for DC2 style envelopes
238 * fixed displaying and typing of player name when it is centered
239 * added special characters to be allowed for player name (not only A-Z)
242 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
243 (newer versions of the SDL library seem to not like this anymore)
246 * added code for configuration directives for control of game panel
249 * fixed small cosmetical bug with underlining property tabs in editor
252 * fixed small drawing bug in X11FadeRectangle
253 * added new elements for newly supported Diamond Caves II levels:
254 - EM/DC style exits that disappear after passing
255 - white key and gate (one white key needed for each white gate)
256 - fake gate (there is no key to open/pass this kind of gate!)
257 - extended magic wall which also handles pearls and crystals
261 * changed maximum value for endless loop detection to a higher value
262 (some levels really used very deep recursion without being endless)
265 * added new elements for newly supported Diamond Caves II levels:
266 - growing steel walls
267 - snappable land mine
270 * added new elements for newly supported Diamond Caves II levels:
271 - steel text elements
274 * added level file loader for native Diamond Caves II levels
277 * version number set to 3.2.4
280 * version 3.2.3 released
283 * fixed malloc/free bug when updating EMC artwork entries in level list
284 * added workaround (warning and request to quit the current game) when
285 changing elements cause endless recursion loop (which would otherwise
286 freeze the game, causing a crash-like program exit on some systems)
289 * fixed nasty string overflow bug when entering too long envelope text
292 * added feedback sounds for menu navigation "menu.item.activating" and
293 "menu.item.selecting" (for highlighting and executing menu entries)
296 * improved "no scrolling when relocating" to also consider scroll delay
297 (meaning that the player is not automatically centered in this case;
298 this makes it possible to "invisibly" relocate the player to a region
299 of the level playfield which looks the same as the old level region)
300 * fixed bug with not recognizing "main.input.name.align" when active
303 * fixed bug with displaying masked borders over title screens when
304 screen fading is disabled
307 * fixed infinite loop / crash bug when killing the player while having
308 a CE with the setting "kill player X when explosion of <player X>"
309 * added special editor graphic for "char_space" to distinguish it from
310 "empty_space" when editing a level (in-game graphics still the same)
313 * fixed nasty bug with initialization only done for the first player
316 * small change to handle loading empty element/content list micro chunks
319 * uploaded pre-release (test) version 3.2.3-0 binary and source code
322 * some optimizations on startup speed by reducing initial text output
325 * added caching of custom artwork information for faster startup times
328 * fixed graphical bug when using fewer menu entries on level selection
329 screen than usual (with "menu.list_size.LEVELS" directive)
330 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
331 the backbuffer to the backbuffer by error (with identical rectangle)
334 * fixed bug when displaying titlescreen with size less than element tile
335 * fixed bug that caused elements with "change when digging <e>" event
336 to change for _every_ digged element, not only those specified in <e>
337 * fixed bug that caused impact style collision when dropping element one
338 tile over the player that can both fall down and smash players
339 * fixed bug that caused impact style collision when element changed to
340 falling/smashing element over the player immediately after movement
343 * fixed bug that allowed making engine snapshots from the level editor
346 * fixed bugs with player name and current level positions on main screen
349 * added configuration directives for control of title screens:
350 - "title.fade_delay" for fading time
351 - "title.post_delay" for pause between screens (when not crossfading)
352 - "title.auto_delay" to automatically continue after some time
353 these settings can each be overridden by specifying them with titles:
354 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
355 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
356 fading mode can also be specified:
357 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
358 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
359 default is using normal fading for menues and initial title screens,
360 while using cross-fading for level set title screens
361 * fixed bug with background not drawn in Hall of Fame after game was won
364 * added configuration directives for the remaining main menu items
367 * added additional configuration directives for info screen draw offset:
368 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
369 * added additional configuration directives for preview info text
370 * limited mouse wheel sensitive screen area to scrollable screen area
373 * added highlighted menu text entries to menu navigation when selected
376 * fixed bug that prevented player from correctly being created in the
377 top left corner by a custom element change in a level without player
378 * fixed bug that prevented player from being killed when indestructible,
379 non-walkable element is placed on player position by extended change
380 * added configurable menu button, text and input positions to main menu
383 * added page fading effects for remaining info sub-screens
384 * fixed small bug that caused some delays when answering door request
387 * added directives "border.draw_masked.*" for menu/playfield area and
388 door areas to display overlapping/masked borders from "global.border"
391 * fixed bug with CE with move speed "not moving" not being animated
392 * when changing player artwork by CE action, reset animation frame
395 * fixed bug with not unmapping main menu screen gadgets on other screens
396 * fixed bug with un-pausing a paused game by releasing still pressed key
397 * fixed bug with not redrawing screen when toggling to/from fullscreen
398 mode while fast reloading tape (without redrawing playfield contents)
399 * fixed bug with quick-saving tape snapshot despite answering with "no"
402 * version number set to 3.2.3
405 * version 3.2.2 released
408 * fixed bug with redrawing screen in fullscreen mode after quick tape
409 reloading when using the EMC game engine
410 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
413 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
416 * added engine snapshot functionality for instant tape reloading (this
417 only works for the last tape saved using "quick save", and does not
418 work across program restarts, because it completely works in memory)
421 * version number set to 3.2.2
424 * version 3.2.1 released
427 * fixed nasty bugs with handling error message file on Mac OS X systems
430 * general code cleanup (removing many annoying "#if 0" blocks etc.)
433 * fixed bug that caused broken tapes when manually appending to tapes
434 using the "pause before death" functionality, followed by recording
435 * added setup option to disable fading of screens for faster testing
438 * code cleanup of new fading functions
441 * changed behaviour after solved game -- do not immediately stop engine
442 * added some more smooth screen fadings (game start, hall of fame etc.)
445 * fixed bug with displaying pushed CE with value/score/delay anim_mode
448 * added configurable level preview position, tile size and dimensions
449 * added configurable game panel value positions (gems, time, score etc.)
452 * fixed small bug with time displayed incorrectly when collecting CEs
455 * fixed bug with bumpy scrolling with EM engine in double player mode
458 * added compatibility code to fix "Snake Bite" style levels that were
459 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
462 * fixed bug with scrollbars inside editor when using the Windows mouse
463 enhancement tool "True X-Mouse" (which injects key events to the event
464 queue to insert selected stuff into the Windows clipboard, which gets
465 confused with the "Insert" key for jumping to the last editor cascade
466 block in the element list)
467 * added Rocks'n'Diamonds icon for use as window icon to SDL version
468 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
471 * added selection of preferred fullscreen mode to setup / graphics menu
472 (useful if default mode 800 x 600 does not match screen aspect ratio)
475 * improved down-scaling of images for better editor and preview graphics
476 * changed user data directory for Mac OS X from Unix style to new place
479 * improved level number selection in main menu and player selection in
480 setup menu (input devices section) by using standard button gadgets
481 * added support for mouse scroll wheel (caused buggy behaviour before)
482 * added support for scrolling horizontal scrollbars with mouse wheel by
483 holding "Shift" key pressed while scrolling the wheel
484 * added support for single step mouse wheel scrolling by holding "Alt"
485 key pressed while scrolling the wheel (can be combined with "Shift")
486 * changed output file "stderr.txt" on Windows platform now always to be
487 created in the R'n'D sub-directory of the personal documents directory
488 * added Windows message box to direct to "stderr.txt" after error aborts
491 * improved general scrollbar handling (when jump-scrolling scrollbars)
494 * changed scrollbars to always show last line as first after scrolling
495 (that means jumping n - 1 screen lines instead of n screen lines)
498 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
499 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
500 * fixed special handling of vertically stacked acid becoming fake acid
503 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
504 affect multiple instances of the same CE, although this kind of
505 change condition usually only affects one single custom element
508 * version number set to 3.2.1
511 * version 3.2.0 released
514 * reorganized level editor element list a bit to match engines better
517 * fixed newly introduced bug with wrongly initializing clipboard element
520 * fixed bug with displaying visible/invisible level border in editor
523 * reorganized some elements in the level editor element list
526 * fixed bug with displaying any player as "yellow" when moving into acid
527 * fixed bug with displaying running player when player stopped at border
530 * fixed bug with player exploding when moving into acid
531 * fixed bug with level settings being reset in editor and when playing
532 (some compatibility settings being set not only after level loading)
533 * fixed crash bug when number of custom graphic frames was set to zero
534 * fixed bug with teleporting player on walkable tile not working anymore
535 * added partial compatibility support for pre-release-only "CONF" chunk
536 (to make Alan Bond's "color cycle" demo work again :-) )
539 * fixed some bugs when displaying title screens from info screen menu
540 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
543 * changed file major version to 3 to reflect level file format changes
544 * uploaded pre-release (test) version 3.2.0-8 binary and source code
547 * added new chunk "NAME" to level file format for level name settings
548 * added new chunk "NOTE" to level file format for envelope settings
549 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
550 * updated magic(5) file to recognize changed and new level file chunks
551 * removed change events "change when CE value/score changes" as unneeded
554 * changed gravity (which only affects the player) from level property
555 to player property (only makes a difference in multi-player levels)
556 * added change events "change when CE value/score changes"
557 * added change events "change when CE value/score changes of <element>"
560 * added new chunk "INFO" to level file format for global level settings
561 * added all element settings from "HEAD" chunk to "CONF" chunk
562 * added all global level settings from "HEAD" chunk to "INFO" chunk
565 * changed level file format by adding two new chunks "CUSX" (for custom
566 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
567 elements, replacing the previous "GRP1" chunk); these new IFF style
568 chunks use the new and flexible "micro chunks inside chunks" technique
569 already used with the new "CONF" chunk (for normal element properties)
570 which makes it possible to easily extend the existing level format
571 (instead of using fixed-length chunks like before, which are either
572 too big due to reserved bytes for future use, or too small when those
573 reserved bytes have all been used and even more data should be stored,
574 requiring the replacement by new and larger chunks just like it went
575 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
578 * added credits pages to the "credits" section that were really missing
579 * added some missing element descriptions to the level editor
580 * added down position of switchgate switch to the level editor
581 and allowed the use of both switch positions at the same time
582 * changed use of "Insert" and "Delete" keys to navigate element list in
583 level editor to start of previous or next cascading block of elements
586 * added the possibility to view the title screen to the info screen menu
587 * fixed some minor bugs with viewing title screens
590 * fixed bug with title (cross)fading in/out when using fullscreen mode
593 * fixed bug that forced re-defining of menu settings in local graphics
594 config file which are already defined in existing base config file
595 * fixed small bug that caused door sounds playing when music is enabled
598 * added the possibility to define up to five title screens for each
599 level set that are displayed after loading using (cross)fading in/out
600 (this was added to display the various start images of the EMC sets)
603 * added "CE score gets zero [of]" to custom element trigger conditions
604 * added setup option to display element token name in level editor
607 * added compatibility code for Juergen Bonhagen's menu artwork settings
610 * fixed bug with displaying wrong animation frame 0 after CE changes
611 * fixed bug with creating invisible elements when light switch is on
614 * added selection between ECS and AGA graphics for EMC levels to setup
617 * adjusted font handling for various narrow EMC style fonts
620 * changed EM engine behaviour back to re-allow initial rolling springs
623 * fixed handling of over-large selectboxes (less error-prone now)
624 * fixed bug when creating GE with walkable element under the player
627 * added use of "Insert" and "Delete" keys to navigate element list in
628 level editor to start of custom elements or start of group elements
629 * added virtual elements to access CE value and CE score of elements:
630 - "CE value of triggering element"
631 - "CE score of triggering element"
632 - "CE value of current element"
633 - "CE score of current element"
636 * fixed "grass" to "sand" in older EM levels (up to file version V4)
639 * changed behaviour of network games with internal errors (because of
640 different client frame counters) from immediately terminating R'n'D
641 to displaying an error message requester and stopping only the game
642 (also to prevent impression of crashes under non command-line runs)
643 * fixed playing network games with the EMC engine (did not work before)
644 * fixed bug with not scrolling the screen in multi-player mode with the
645 focus on player 1 when all players are moving in different directions
646 * fixed bug with keeping pointer to gadget even after its deallocation
647 * fixed bug with allowing "focus on all players" in network games
648 * fixed bug with player focus when playing tapes from network games
651 * uploaded pre-release (test) version 3.2.0-7 binary and source code
654 * code cleanup for game action control for R'n'D and EMC game engine
657 * fixed bug in multi-player movement with focus on both players
658 * added option to control only the focussed player with all input
661 * added player focus switching to level tape recording and re-playing
664 * fixed some bugs in player focus switching in EMC and RND game engine
667 * added special Supaplex animations for Murphy digging and snapping
668 * added special Supaplex animations for Murphy being bored and sleeping
671 * added four new yam yams with explicit start direction for EMC engine
672 * fixed bug in src/libgame/text.c with printing text outside the window
675 * fixed small bug in EMC level loader (copyright sign in EM II levels)
678 * added delayed ignition of EM style dynamite when used in R'n'D engine
679 * added limited movement range to EMC engine when focus on all players
682 * fixed bug with missing (zero) score values for native Supaplex levels
685 * added "continuous snapping" (snapping many elements while holding the
686 snap key pressed, without releasing the snap key after each element)
687 as a new player setting for more compatibility with the classic games
690 * finished scrolling for "focus on all players" in EMC graphics engine
693 * level sets with "levels: 0" are ignored for levels, but not artwork
694 * fixed bug when scanning empty level group directories (endless loop)
697 * fixed bug with explosion graphic for player using "Murphy" graphic
698 * fixed bug with explosion graphic if player leaves explosion in time
699 * changed some descriptive text in setup menu to use medium-width font
700 * added key shortcut settings for switching player focus to setup menu
703 * fixed bug with random value initialization when recording tapes
704 * fixed bug with playing single player tapes when team mode activated
707 * fixed little bug when trying to switch to player that does not exist
710 * added player switching (visual and quick) to R'n'D and EM game engine
711 * added setup option to select visual or quick in-game player switching
714 * added use of "Home" and "End" keys to handle element list in editor
717 * fixed bug with adding score when playing tape with EMC game engine
718 * added steel wall border for levels using EMC engine without border
719 * finally fixed delayed scrolling in EMC engine also for small levels
722 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
725 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
726 * fixed bug when displaying info element without action, but direction
729 * fixed minor graphical problems with springs smashing and slurping
730 (when using R'n'D style graphics instead of EMC style graphics)
733 * added scroll delay (as configured in setup) to EMC graphics engine
736 * improved screen redraw for EMC graphics engine (faster and smoother)
737 * when not scrolling, do not redraw the whole playfield if not needed
740 * added multi-player mode for EMC game engine (with up to four players)
743 * added android (can clone elements) from EMC engine to R'n'D engine
746 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
749 * added selectbox for initial player speed to player settings in editor
752 * version 3.1.2 created that is basically version 3.1.1, but with a
753 major bug fixed that prevented editing your own private levels
754 * version 3.1.2 released
757 * added magic ball (creates elements) from EMC engine to R'n'D engine
760 * uploaded fixed pre-release version 3.2.0-6 binary and source code
763 * fixed bug when using "CE can leave behind <trigger element>"
764 * added new change condition "(after/when) creation of <element>"
765 * added new change condition "(after/when) digging <element>"
766 * fixed bug accessing invalid gadget that caused crashes under Windows
767 * deactivated new possibility for multiple CE changes per frame
770 * uploaded pre-release (test) version 3.2.0-6 binary and source code
773 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
774 * fixed bug with not keeping CE value for moving CEs with only action
775 * changed CE action selectboxes in editor to be only reset when needed
778 * added option "use artwork from element" for custom player artwork
779 * added option "use explosion from element" for player explosions
782 * added cascaded element lists in the level editor
783 * added persistence for cascaded element lists by "editorcascade.conf"
784 * added dynamic element list with all elements used in current level
785 * added possibility for multiple CE changes per frame (experimental)
788 * uploaded pre-release (test) version 3.2.0-5 binary and source code
791 * changed "score for each 10 seconds/steps left" to "1 second/step"
792 * added own score for collecting "extra time" instead of sharing it
793 * added change events "switched by player" and "player switches <e>"
794 * added change events "snapped by player" and "player snaps <e>"
795 * added "set player artwork: <element choice>" to CE action options
796 * added change event "move of <element>"
799 * added "set player shield: off / normal / deadly" to CE action options
800 * added new player option "use level start element" in level editor
801 to set the correct focus at level start to elements from which the
802 player is created later (this did not work before for cascaded CE
803 changes resulting in creation of the player; it is now also possible
804 to create the player from a yam yam which is smashed at level start)
807 * added "set player speed: frozen (not moving)" to CE action options
808 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
811 * added new player option "block snap field" (enabled by default) to
812 make it possible to show a snapping animation like in Emerald Mine
815 * added dynamic selectboxes to custom element action settings in editor
816 * added "CE value" counter for custom elements (instead of "CE count")
817 * added option to use the last "CE value" after custom element change
818 * added option to use the "CE value" of other elements in CE actions
819 * fixed odd behaviour when pressing time orb in levels w/o time limit
820 * added checkbox "use time orb bug" for older levels that use this bug
823 * added missing configuration settings for the following elements:
824 - EL_TIMEGATE_SWITCH (time of open time gate)
825 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
826 - EL_SHIELD_NORMAL (time of shield duration)
827 - EL_SHIELD_DEADLY (time of shield duration)
828 - EL_EXTRA_TIME (time added to level time)
829 - EL_TIME_ORB_FULL (time added to level time)
832 * added "wind direction" as a movement pattern for custom elements
833 * added initial wind direction for balloon / custom elements to editor
834 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
837 * added parameters for "game of life" and "biomaze" elements to editor
840 * added level file chunk "CONF" for generic level and element settings
843 * uploaded pre-release (test) version 3.2.0-4 binary and source code
846 * skip empty level sets (with "levels: 0"; may be artwork base sets)
847 * added sound action ".page[1]" to ".page[32]" for each CE change page
850 * added image config suffix ".clone_from" to copy whole image settings
851 * fixed bug with invalid ("undefined") CE settings in old level files
854 * fixed graphical bug with smashing elements falling faster than player
857 * fixed major bug which prevented private levels from being edited
858 * fixed bug with precedence of general and special font definitions
861 * fixed graphical bug with player animation when player moves slowly
864 * uploaded pre-release (test) version 3.2.0-3 binary and source code
867 * fixed bug which prevented "global.num_toons: 0" from working
870 * major code cleanup (removed all these annoying "#if 0" blocks)
873 * added custom element actions for CE change page in level editor
876 * fixed music initialization bug in init.c (thanks to David Binderman)
877 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
878 (this bug must probably be fixed at other places, too)
881 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
882 (should be '#include <SDL.h>' instead)
885 * fixed bug which prevented "walkable from no direction" from working
886 (due to compatibility code overwriting this setting after loading)
889 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
892 * version number temporarily set to 3.1.1 (intermediate bugfix release)
893 * version 3.1.1 released
896 * changed some va_arg() arguments from 'long' to 'int', fixing problems
897 on 64-bit architecture systems with LP64 data model
900 * fixed bug with bombs not exploding when hitting the last level line
901 (introduced after the release of 3.1.0)
904 * added support for dumping small-sized level sketches from editor
907 * added recognition of "trigger element" for "change digged element to"
908 (this is not really what the "trigger element" was made for, but its
909 use may seem obvious for leaving back digged elements unchanged)
912 * fixed multiple warnings about failed joystick device initialization
915 * fixed bug with dynamite dropped on top of just dropped custom element
916 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
917 dynamite can still be dropped, but drop key must be released before
920 * fixed bug with wrong start directory when started from file browser
921 (due to this bug, R'n'D could not be started from KDE's Konqueror)
924 * fixed bug causing "change when impact" on player not working
925 * fixed wrong priority of "hitting something" over "hitting <element>"
926 * fixed wrong priority of "hit by something" over "hit by <element>"
929 * fixed graphical bug which caused the player (being Murphy) to show
930 collecting animations although the element was collected by penguin
933 * fixed two bugs causing wrong door background graphics in system.c
934 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
937 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
938 * added "no direction" to "walkable/passable from" selectbox options
941 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
942 * in tape autoplay, not only report broken, but also missing tapes
945 * uploaded pre-release (test) version 3.2.0-2 binary and source code
948 * fixed small bug with "linear" animation not working for active lamp
951 * fixed bug with moving up despite gravity due to "block last field"
952 * fixed small bug with wrong draw offset when typing name in main menu
953 * when reading user names from "passwd", ignore data after first comma
954 * when creating new "levelinfo.conf", only write some selected entries
957 * fixed displaying "imported from/by" on preview with empty string
958 * fixed ignoring draw offset for fonts used for level preview texts
961 * fixed a delay problem with SDL and too many mouse motion events
962 * added setup option "skip levels" and level skipping functionality
965 * added move speed "not moving" for non-moving CEs, but with direction
968 * fixed mapping of obsolete element token names in "editorsetup.conf"
969 * fixed bug with sound "acid.splashing" treated as a loop sound
970 * fixed some little sound bugs in native EM engine
973 * fixed small bug when dragging scrollbars to end positions
976 * added editor element descriptions written by Aaron Davidson
979 * improved fallback handling when configured artwork is not available
980 (now using default artwork instead of exiting when files not found)
983 * fixed bug on level selection screen when dragging scrollbar
986 * fixed bug which caused broken tapes when appending to EM engine tapes
989 * uploaded pre-release (test) version 3.2.0-1 binary and source code
992 * added code to replace changed artwork config tokens with other tokens
993 (needed for backwards compatibility, so that older tokens still work)
996 * added native R'n'D graphics for some new EMC elements in EM engine
999 * fixed some bugs in the EM engine integration code
1000 * changed EM engine code to allow diagonal movement
1001 * changed EM engine code to allow use of separate snap and drop keys
1004 * fixed some redraw bugs when using EM engine
1007 * fixed bug with not converting RND levels which are set to use native
1008 engine to native level structure when loading
1011 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1014 * version number set to 3.2.0
1017 * level data now reset to defaults after attempt to load invalid file
1020 * added use of "editorsetup.conf" for different level sets
1023 * added auto-detection for various types of Emerald Mine level files
1026 * fixed bug with scrollbars getting too small when list is very large
1029 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1032 * added most level editor configuration gadgets for new EMC elements
1035 * added more element and graphic definitions for new EMC elements
1038 * modified native EM engine to use integrated R'n'D sound system
1041 * added SDL support to graphics functions in native EM engine
1042 (by always using generic libgame interface functions)
1045 * fixed bug in frame synchronization in native EM engine
1048 * added code to convert levels between R'n'D and native EM engine
1051 * new Emerald Mine engine can now play levels selected in main menu
1054 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1055 (which creates scaled down graphics for level editor and preview);
1056 there's still a memory leak somewhere in the artwork handling code
1057 * added "scale image up" functionality to X11 version of zoom function
1060 * first attempts to integrate new, native Emerald Mine Club engine
1063 * fixed bug in gadget code which caused reset of CEs in level editor
1064 (example: pressing 'b' [grab brush] on CE config page erased values)
1065 (solution: check if gadgets in ClickOnGadget() are really mapped)
1066 * improved level change detection in editor (settings now also checked)
1067 * fixed bug with "can move into acid" and "don't collide with" state
1070 * fixed maze runner style CEs to use the configured move delay value
1073 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1076 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1077 * fixed the above fix because it broke level set "machine" (*sigh*)
1078 * fixed random element placement in level editor to work as expected
1079 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1082 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1085 * fixed bug (missing array boundary check) which caused broken tapes
1086 * fixed bug (when loading level template) which caused broken levels
1087 * fixed bug with new block last field code when using non-yellow player
1090 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1091 * internal change of how the player blocks the last field when moving
1092 * fixed blocking delay of last field for EM and SP style block delay
1093 * fixed bug where the player had to wait for the usual move delay after
1094 unsuccessfully trying to move, when he directly could move after that
1095 * the last two changes should make original Supaplex level 93 solvable
1096 * improved use of random number generator to make it less predictable
1097 * fixed behaviour of slippery SP elements to let slip left, then right
1100 * fixed bug with wrong door state after trying to quickload empty tape
1101 * fixed waste of static memory usage of the binary, making it smaller
1102 * fixed very little graphical bug in Supaplex explosion
1105 * version number set to 3.1.1
1108 * version 3.1.0 released
1111 * fixed bug with crash when writing user levelinfo.conf the first time
1114 * added option "convert LEVELDIR [NR]" to command line batch commands
1115 * re-converted Supaplex levels to apply latest engine fixes
1116 * changed "use graphic/sound of element" to "use graphic of element"
1117 due to compatibility problems with some levels ("bug machine" etc.)
1120 * fixed bug with CE change replacing player with same or other player
1123 * fixed bug with opaque font in envelope with background graphic when
1124 background graphic is not transparent itself
1127 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1128 * corrected original Supaplex level loading code to use these new ports
1129 * also corrected Supaplex loader to auto-count infotrons if set to zero
1132 * fixed bug with missing initialization of "modified" flag for GEs
1135 * fixed bug that caused endless recursion loop when relocating player
1136 * fixed tape recorder bug in "step mode" when using "pause before end"
1137 * fixed tape recorder bug when changing from "warp forward" mode
1140 * fixed bug with "when touching" for pushed elements at last position
1143 * fixed bug that caused two activated toolbox buttons in level editor
1144 * fixed bug with exploding dynabomb under player due to other explosion
1147 * fixed bug with creating walkable custom element under player (again)
1148 * fixed bug with not copying explosion type when copying CEs in editor
1149 * fixed graphical bug when drawing player in setup menu (input devices)
1150 * fixed graphical bug when the player is pushing an accessible element
1151 * fixed bug with classic switchable elements triggering CE changes
1152 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1153 * fixed crash bug when CE leaves behind the trigger player element
1156 * fixed bug with broken tubes after placing/exploding dynamite in them
1157 * fixed bug with exploding dynamite under player due to other explosion
1158 * fixed bug with not resetting push delay under certain circumstances
1161 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1162 * added network multiplayer code for Windows (thanks to Niko Böhm)
1165 * added option "reachable despite gravity" for gravity movement
1166 * changed gravity movement of most classic walkable and passable
1167 elements back to "not reachable" (for compatibility reasons)
1170 * fixed (removed) "indestructible" / "can explode" dependency in editor
1171 * fixed (removed) "accessible inside" / "protected" dependency
1172 * fixed (removed) "step mode" / "shield time" dependency
1175 * fixed dynabombs exploding now into anything diggable
1176 * fixed Supaplex style gravity movement into buggy base now impossible
1177 * added pressing key "space" as valid action to select menu options
1180 * added "replace when walkable" to relocate player to walkable element
1181 * added "enter"/"leave" event for elements affected by relocation
1182 * fixed "direct"/"indirect" change order also for "when change" event
1183 * fixed graphical bug when pushing things from elements walkable inside
1186 * fixed graphic bug when player is snapping while moving in old levels
1187 * fixed bug when a moving custom element leaves a player element behind
1188 * fixed bug with mole not disappearing when moving into acid pool
1189 * fixed bug with incomplete path setting when using "--basepath" option
1190 * moving CE can now leave walkable elements behind under the player
1191 * when relocating, player can be set on walkable element now
1192 * fixed another gravity movement bug
1195 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1198 * added "collectible" and "removable" to extended replacement types
1199 (where "removable" replaces "diggable" and "collectible" elements)
1200 * added "collectible & throwable" (to throw element to the next field)
1201 * fixed bug with CEs digging elements that are just about to explode
1202 * changed mouse cursor now always being visible when game is paused
1205 * added possibility to push/press accessible elements from a side that
1207 * fixed bug with not setting actual date when appending to tape
1210 * fixed bug with incorrectly initialized custom element editor graphics
1213 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1214 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1217 * fixed bug with destroyed robot wheel still attracting robots forever
1218 * fixed bug with time gate switch deactivating after robot wheel time
1219 (while the time gate itself is not affected by this misbehaviour)
1220 * changed behaviour of BD style amoeba to always get blocked by player
1221 (before it was different when there were non-BD elements in level)
1222 * fixed bug with player destroying indestructable elements with shield
1225 * added option to make growing elements grow into anything diggable
1226 (for the various amoeba types, biomaze and "game of life")
1229 * fixed bug with movable elements not moving after left behind by CEs
1230 * changed gravity movement to anything diggable, not only sand/base
1231 * optionally allowing passing to walkable element, not only empty space
1232 * added option "can pass to walkable element" for players
1233 * finally fixed gravity movement (hopefully)
1236 * fixed bug with movable elements not moving anymore after falling down
1239 * fixed another bug with custom elements digging and leaving elements
1240 * fixed bug with "along left/right side" and automatic start direction
1241 * trigger elements now also displayed when "more custom" deactivated
1242 * fixed bug with clipboard element initialized when loading new level
1243 * added option "drop delay" to set delay before dropping next element
1246 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1249 * added copy and paste functions for custom change pages
1250 * enhanced graphical display and functionality of tape recorder
1251 * fixed bug with custom elements digging and leaving elements
1254 * added move speed faster than "very fast" for custom elements
1255 * fixed bug with 3+3 style explosions and missing border content
1256 * fixed little bug when copying custom elements in the editor
1257 * enhanced custom element changes by more side trigger actions
1260 * added option "no scrolling when relocating" for instant teleporting
1261 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1264 * added trigger element and trigger player to use as target elements
1265 * added copy and paste functions for custom and group elements
1268 * fixed graphical bug when displaying explosion animations
1269 * fixed bug when appending to tapes, resulting in broken tapes
1270 * re-recorded a few tapes broken by fixing gravity checking bug
1273 * "can move into acid" property now for all elements independently
1274 * "can fall into acid" property for player stored in same bitfield now
1275 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1276 * version number set to 3.1.0 (finally!)
1279 * changed tape recording to only record input, not programmed actions
1282 * fixed totally broken (every 8th frame skipped) step-by-step recording
1283 * fixed bug with requester not displayed when quick-loading interrupted
1284 * added option "can fall into acid (with gravity)" for players
1285 * fixed bug with player not falling when snapping down with gravity
1288 * fixed bug which messed up key config when using keypad number keys
1291 * fixed bug which allowed moving upwards even when gravity was active
1292 * fixed bug with missing error handling when dumping levels or tapes
1295 * added different colored editor graphics for Supaplex gravity tubes
1298 * fixed bug that allowed solvable tapes for unsolvable levels
1301 * use unlimited number of droppable elements when "count" set to zero
1302 * added option to use step limit instead of time limit for level
1305 * added player and change page as trigger for custom element change
1308 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1311 * fixed bug with dark yamyam changing to acid when moving over acid
1312 * fixed handling of levels with more than 999 seconds level time
1313 (example: level 76 of "Denmine")
1316 * "spring push bug" reintroduced as configurable element property
1317 * fixed bug with missing properties for "mole"
1318 * fixed bug that showed up when fixing the above "mole" properties bug
1319 * added option "can move into acid" for all movable elements
1320 * fixed graphical bug for elements moving into acid
1321 * changed event handling to handle all pending events before going on
1324 * fixed bug which caused all CE change pages to be ignored which had
1325 the same change event, but used a different element side
1326 (reported by Simon Forsberg)
1328 * fixed bug which caused elements that can move and fall and that are
1329 transported by a conveyor belt to continue moving into that direction
1330 after leaving the conveyor belt, regardless of their own movement
1331 type; only elements which can not move are transported now
1332 (reported by Simon Forsberg)
1334 * fixed bug which could cause an array overflow in RelocatePlayer()
1335 (reported by Niko Böhm)
1337 * changed Emerald Mine style "passable / over" elements to "protected"
1338 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1340 * added new option to select from which side a "walkable/passable"
1341 element can be entered
1344 * added explosion and ignition delay for elements that can explode
1347 * fixed bug which caused player not being protected against enemies
1348 when a CE was "walkable / inside" and was not "indestructible"
1349 * added "walkable/passable" fields to be "protected/unprotected"
1350 against enemies, even if not accessible "inside" but "over/under"
1353 * corrected move pattern to 32 bit and initial move direction to 8 bit
1356 * added second custom element base configuration page
1359 * added some special EMC mappings to Emerald Mine level loader
1360 (also covering previously unknown element in level 0 of "Bondmine 8")
1363 * added option to block last field when player is moving (for Supaplex)
1364 * adjusted push delay of Supaplex elements
1365 * removed delays for envelopes etc. when replaying with maximum speed
1366 * fixed bug when dropping element on a field that just changed to empty
1369 * fixed bug: infotrons can now smash yellow disks
1370 * fixed bug: when gravity active, port above player can now be entered
1371 * removed "one white dot" mouse pointer which irritated some people
1374 * added "choice type" for group element selection
1377 * fixed bug with initial invulnerability of non-yellow player
1380 * added level loader for loading native Supaplex packed levels
1381 (including multi-part levels like the "splvls99" levels)
1384 * fixed bug which allowed creating emeralds by escaping explosions
1387 * custom elements can change (limited) or leave (unlimited) elements
1388 * finally added multiple matches using group elements
1389 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1392 * added new start movement type "previous" for continued CE movement
1393 * added new start movement type "random" for random CE movement start
1396 * added new element "sokoban_field_player" needed for Sokoban levels
1397 (thanks to Ed Booker for pointing this out!)
1400 * added elements that can be digged or left behind by custom elements
1403 * added group elements for multiple matches and random element creation
1406 * fixed some graphical errors displayed in old levels
1409 * fixed wrong double speed movement after passing closing gates
1412 * added level loader for loading native Emerald Mine levels
1415 * changes for "shooting" style CE movement
1418 * Happy New Year! ;-)
1421 * changed default snap/drop keys from left/right Shift to Control keys
1424 * fixed bug with dead player getting reanimated from custom element
1427 * fixed bug with wrong penguin graphics (when entering exit)
1430 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1433 * version number set to 3.0.9
1436 * version 3.0.8 released
1439 * added function checked_free()
1442 * fixed bug with double nut cracking sound
1443 (by eliminating "default element action sound" assignment in init.c)
1446 * fixed crash when no music info files are available
1449 * fixed boring and sleeping sounds
1452 * added "maze runner" and "maze hunter" movement types
1453 * added extended collision conditions for custom elements
1456 * added warnings for undefined token values in artwork config files
1459 * added menu entry for level set information to the info screen
1462 * fixed bug with wrong default impact sound for colored emeralds
1465 * added several sub-screens for the info screen
1466 * menu text now also clickable (not only blue/red sphere left of it)
1469 * added configurable "bored" and "sleeping" animations for the player
1470 * added "awakening" sound for player when waking up after sleeping
1473 * added "copy" and "exchange" functions for custom elements to editor
1476 * added configurable element animations for info screen
1479 * added configurable music credits for info screen
1482 * finally fixed tape recording when player is created from CE change
1485 * added "editorsetup.conf" for editor element list configuration
1488 * added "musicinfo.conf" for menu and level music configuration
1491 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1492 (that only showed up on Linux, but not on Windows systems)
1495 * fixed turning movement of butterflies and fireflies (no frame reset)
1496 * enhanced sniksnak turning movement (two steps instead of only one)
1499 * version number set to 3.0.8
1502 * version 3.0.7 released
1505 * fixed reset of player animation frame when, for example,
1506 walking, digging or collecting share the same animation
1507 * fixed CE with "deadly when touching" exploding when touching amoeba
1510 * fixed tape recording when player is created from CE element change
1513 * introduced "turning..." action graphic for elements with move delay
1514 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1515 * added turning animations for bug, spaceship and sniksnak
1518 * prevent "extended" changed elements from delay change in same frame
1521 * fixed bug when pushing element that can move away to the side
1522 (like pushing falling elements, but now with moving elements)
1525 * finally fixed serious bug in code for delayed element pushing (again)
1528 * unavailable setup options now marked as "n/a" instead of "off"
1529 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1530 to "true", levels are always played with the latest game engine,
1531 which is desired for levels that are imported from other games; all
1532 other levels are played with the engine version stored in level file
1533 (which is normally the engine version the level was created with)
1536 * fixed serious bug in code for delayed element pushing
1537 * fixed little bug in animation frame selection for pushed elements
1538 * speed-up of reading config file for verbose output
1541 * added configuration option for opening and closing Supaplex exit
1542 * added configuration option for moving up/down animation for Murphy
1543 * fixed incorrectly displayed animation for attacking dragon
1544 * fixed bug with not setting initial gravity for each new game
1545 * fixed bug with teleportation of player by custom element change
1546 * fixed bug with player not getting smashed by rock sometimes
1549 * version number set to 3.0.7
1552 * version 3.0.6 released
1555 * added support for MP3 music for SDL version through SMPEG library
1558 * fixed bug when initializing font graphic structure
1559 * fixed bug with animation mode "pingpong" when using only 1 frame
1560 * fixed bug with extended change target introduced in 3.0.5
1561 * fixed bug where passing over moving element doubles player speed
1562 * fixed bug with elements continuing to move into push direction
1563 * fixed bug with duplicated player when dropping bomb with shield on
1564 * added "switching" event for custom elements ("pressing" only once)
1565 * fixed switching bug (resetting flag when not switching but not idle)
1568 * fixed element tokens for certain file elements with ".active" etc.
1571 * version number set to 3.0.6
1574 * version 3.0.5 released
1577 * now four envelope elements available
1578 * font, background, animation and sound for envelope now configurable
1579 * main menu doors opening/closing animation type now configurable
1582 * active/inactive sides configurable for custom element changes
1583 * new movement type "move when pushed" available for custom elements
1586 * fixed bug in multiple config pages loader code that caused crashes
1589 * enhanced (remaining low-resolution) Supaplex graphics
1592 * version number set to 3.0.5
1595 * version 3.0.4 released
1597 2003-09-12 src/tools.c
1598 * fixed bug in custom definition of crumbled element graphics
1600 2003-09-11 src/files.c
1601 * fixed bug in multiple config pages code that caused crashes
1604 * version number set to 3.0.4
1607 * version 3.0.3 released
1610 * added music to Supaplex classic level set
1612 2003-09-07 src/libgame/misc.c
1613 * added support for loading various music formats through SDL_mixer
1615 2003-09-06 (various source files)
1616 * fixed several nasty bugs that may have caused crashes on some systems
1617 * added envelope content which gets displayed when collecting envelope
1618 * added multiple change event pages for custom elements
1620 2003-08-24 src/game.c
1621 * fixed problem with player animation when snapping and moving
1623 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1624 * fixed problem with flickering when drawing toon animations
1626 2003-08-23 src/libgame/sdl.c
1627 * fixed problem with setting mouse cursor in SDL version in fullscreen
1629 2003-08-23 src/game.c
1630 * fixed bug (missing array boundary check) which could crash the game
1633 * version number set to 3.0.3
1636 * version 3.0.2 released
1638 2003-08-21 src/game.c
1639 * fixed bug with creating inaccessible elements at player position
1641 2003-08-20 src/init.c
1642 * fixed bug with not finding current level artwork directory
1644 2003-08-20 src/files.c
1645 * fixed bug with choosing wrong engine version when playing tapes
1646 * fixed bug with messing up custom element properties in 3.0.0 levels
1649 * version number set to 3.0.2
1652 * version 3.0.1 released
1654 2003-08-17 (no source files affected)
1655 * changed all "classic" PCX image files with 16 colors or less to
1656 256 color (8 bit) storage format, because the Allegro game library
1657 cannot handle PCX files with less than 256 colors (contributed
1658 graphics are not affected and might look wrong in the DOS version)
1660 2003-08-16 src/init.c
1661 * fixed bug which (for example) crashed the level editor when defining
1662 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1663 (only set to default) -- invalid graphics now set to default graphic
1665 2003-08-16 src/init.c
1666 * fixed graphical bug of player digging/collecting/snapping element
1667 when no corresponding graphic/animation is defined for this action,
1668 resulting in player being drawn as EL_EMPTY (which should only be
1669 done to elements being collected, but not to the player)
1671 2003-08-16 src/game.c
1672 * fixed small graphical bug of player not totally moving into exit
1674 2003-08-16 src/libgame/setup.c
1675 * fixed bug with wrong MS-DOS 8.3 filename conversion
1677 2003-08-16 src/tools.c
1678 * fixed bug with invisible mouse cursor when pressing ESC while playing
1680 2003-08-16 (various source files)
1681 * added another 128 custom elements (disabled in editor by default)
1683 2003-08-16 src/editor.c
1684 * fixed NULL string bug causing Solaris to crash in sprintf()
1686 2003-08-16 src/screen.c
1687 * fixed drawing over scrollbar on level selection with custom fonts
1689 2003-08-15 src/game.c
1690 * cleanup of simple sounds / loop sounds / music settings
1692 2003-08-08 (various source files)
1693 * added custom element property for dropping collected elements
1695 2003-08-08 src/conf_gfx.c
1696 * fixed bug with missing graphic for active red disk bomb
1698 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1699 * extended variable "level.gravity" to "level.initial_gravity" and
1700 "game.current_gravity" to prevent level setting from being changed
1701 by playing the level (keeping the runtime value after playing)
1703 * fixed graphics bug when digging element that has 'crumbled' graphic
1704 definition, but not 'diggable' graphic definition
1707 * version number set to 3.0.1
1710 * version 3.0.0 released
1713 * various bug fixes; among others:
1714 - fixed bug with pushing spring over empty space
1715 - fixed bug with leaving tube while placing dynamite
1716 - fixed bug with explosion of smashed penguins
1717 - allow Murphy player graphic in levels with non-Supaplex elements
1721 * I have forgotten to document changes for some time
1724 * pre-release version 2.2.0rc1 released
1727 * version number set to 2.1.2
1730 * version 2.1.1 released
1733 * version number set to 2.1.1
1736 * version 2.1.0 released
1739 * version number set to 2.1.0
1741 2002-04-03 to 2002-05-19 (various source files)
1742 * graphics, sounds and music now fully configurable
1743 * bug fixed that prevented walking through tubes when gravity on
1745 2002-04-02 src/events.c, src/editor.c
1746 * Make Escape key less aggressive when playing or when editing level.
1747 This can be configured as an option in the setup menu. (Default is
1748 "less aggressive" which means "ask user if something can be lost"
1749 when pressing the Escape key.)
1751 2002-04-02 src/screen.c
1752 * Added "graphics setup" screen.
1754 2002-04-01 src/screen.c
1755 * Changed "choose level" setup screen stuff to be more generic (to
1756 make it easier to add more "choose from generic tree" setup screens).
1758 2002-04-01 src/config.c, src/timestamp.h
1759 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1760 automatically gets created by "src/Makefile" and contains an actual
1761 compile-time timestamp to identify development versions of the game).
1763 2002-03-31 src/tape.c, src/events.c
1764 * Added quick game/tape save/load functions to tape stuff which can be
1765 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1766 loads previously recorded tape and directly goes into recording mode
1767 from the end of the tape (therefore appending to the tape).
1769 2002-03-31 src/tape.c
1770 * Added "index mark" function to tape recorder. When playing or
1771 recording, "eject" button changes to "index" button. Setting index
1772 mark is not yet implemented, but pressing index button when playing
1773 allows very quick advancing to end of tape (when normal playing),
1774 very fast forward mode (when playing with normal fast forward) or
1775 very fast reaching of "pause before end of tape" (when playing with
1776 "pause before end" playing mode).
1778 2002-03-30 src/cartoons.c
1779 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1781 2002-03-29 src/screen.c
1782 * Changed setup screen stuff to be more generic (to make it easier
1783 to add more setup screens).
1785 2002-03-23 src/main.c, src/main.h
1786 * Various changes due to the introduction of the new libgame files
1787 "setup.c" and "joystick.c".
1789 2002-03-23 src/files.c
1790 * Generic parts of "src/files.c" (mainly setup and level directory
1791 stuff) moved to new libgame file "src/libgame/setup.c".
1793 2002-03-23 src/joystick.c
1794 * File "src/joystick.c" moved to libgame source tree, with
1795 correspondig changes.
1797 2002-03-22 src/screens.c
1798 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1799 (Wrong level series information displayed when entering main group.)
1801 2002-03-22 src/editor.c
1802 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1804 2002-03-22 src/editor.c
1805 * Changed behaviour of "Escape" key in level editor to be more
1806 intuitive: When in "Element Properties" or "Level Info" mode,
1807 return to "Drawing Mode" instead of leaving the level editor.
1809 2002-03-21 src/game.c, src/editor.c, src/files.c
1810 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1811 gems (emeralds, diamonds, ...) slipping down from normal wall,
1812 steel wall and growing wall (as in E.M.C. style levels). Although
1813 the behaviour of contributed and private levels wasn't changed (due
1814 to the use of "level.game_version"; see previous entry), editing
1815 those levels will (of course) change the behaviour accordingly.
1817 This change seems a bit too hard after thinking about it, because
1818 the EM style behaviour is not the "expected" behaviour (gems would
1819 normally only slip down from "rounded" walls). Therefore this was
1820 now changed to an element property for gem style elements, with the
1821 default setting "off" (which means: no special EM style behaviour).
1822 To fix older converted levels, this flag is set to "on" for pre-2.0
1823 levels that are neither contributed nor private levels.
1825 2002-03-20 src/files.h
1826 * Corrected settings for "level.game_version" depending of level type.
1827 (Contributed and private levels always get played with game engine
1828 version they were created with, while converted levels always get
1829 played with the most recent version of the game engine, to let new
1830 corrections of the emulation behaviour take effect.)
1832 2002-03-20 src/main.h
1833 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1834 compiling the SDL version on some systems.
1835 Thanks to the several people who pointed this out.
1838 * Version number set to 2.0.2.
1841 * Version 2.0.1 released.
1843 2002-03-18 src/screens.c
1844 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1846 2002-03-18 src/files.c [src/libgame/misc.c]
1847 * Moved some common functions from src/files.c to src/libgame/misc.c.
1849 2002-03-18 src/files.c [src/libgame/misc.c]
1850 * Changed permissions for new directories and saved files (especially
1851 score files) according to suggestions of Debian users and mantainers.
1852 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1854 2002-03-17 src/files.c
1855 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1856 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1857 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1858 for levels and "TAPE" for tapes). Old "cookie" style format is
1859 still supported for reading. New level and tape files are written
1862 * New IFF chunk "VERS" contains version numbers for file and game
1863 (where "game version" is the version of the program that wrote the
1864 file, and "file version" is a version number to distinguish files
1865 with different format, for example after adding new features).
1867 2002-03-15 src/screen.c
1868 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1869 (Before, you heard a mixture of the in-game music and the
1870 hall-of-fame music.)
1872 2002-03-14 src/events.c
1873 * Function "DumpTape()" (files.c) now available by pressing 't' from
1874 main menu (when in DEBUG mode).
1876 2002-03-14 src/game.c
1877 * "GameWon()": When game was won playing a tape, now there is no delay
1878 raising the score and no corresponding sound is played.
1880 2002-03-14 src/files.c
1881 * Changed "LoadTape()" for real chunk support and also adjusted
1882 "SaveTape()" accordingly.
1884 2002-03-14 src/game.c, src/tape.c, src/files.c
1885 * Important changes to tape format: The old tape format stored all
1886 actions with a real effect with a corresponding delay between the
1887 stored actions. This had some major disadvantages (for example,
1888 push delays had to be ignored, pressing a button for some seconds
1889 mutated to several single button presses because of the non-action
1890 delays between two action frames etc.). The new tape format just
1891 stupidly records all device actions and replays them later. I really
1892 don't know why I haven't solved it that way before?! Old-style tapes
1893 (with tape file version less than 2.0) get converted to the new
1894 format on-the-fly when loading and can therefore still be played;
1895 only some minor parts of the old-style tape handling code was needed.
1896 (A perfect conversion is not possible, because there is information
1897 missing about the device actions between two action frames.)
1899 2002-03-14 src/files.c
1900 * New function "DumpTape()" to dump the contents of the current tape
1901 in a human readable format.
1903 2002-03-14 src/game.c
1904 * Small tape bug fixed: When automatically advancing to next level
1905 after a game was won, the tape from the previous level still was
1906 loaded as a tape for the new level.
1908 2002-03-14 src/tape.c
1909 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1910 tape, cartoons did not get completely removed because
1911 StopAnimation() was not called.
1913 2002-03-13 src/files.c
1914 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1915 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1916 size even when using 16-bit elements). Added new chunk "CNT2" for
1917 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1918 chunk even when content was 16-bit element). "CNT2" should now be
1919 able to store content for arbitrary elements (up to eight blocks of
1920 3 x 3 element arrays). All "CNT2" elements will always be stored as
1921 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1923 2002-03-13 src/files.c
1924 * Changed "LoadLevel()" for real chunk support.
1926 2002-03-12 src/game.c
1927 * Fixed problem (introduced after 2.0.0 release) with penguins
1928 not getting killed by enemies
1930 2002-02-24 src/game.c, src/main.h
1931 * Added "player->is_moving"; now "player->last_move_dir" does
1932 not contain any information if the player is just moving at
1934 Before, "player->last_move_dir" was misused for this purpose
1935 for the robot stuff (robots don't kill players when they are
1936 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1937 broke tapes when walking through pipes!
1938 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1939 in a continuous movement. This fact is ignored for friends and