2 * added new configuration directives to display additional game engine
3 values on the game control panel, like the following examples:
4 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
5 - game.panel.penguins - number of penguins to rescue
6 - game.panel.level_name - level name of current level
9 * added new player option "no centering when relocating" for "invisible"
10 teleportations to level areas that look exactly the same, giving the
11 illusion that the player did not relocate at all (this was the default
12 since 3.2.3, but caused visual problems with room creation in "Zelda")
13 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
16 * improved menu fading, adding separate fading definitions for entering
17 and leaving a menu and for fading between menu and "content" screens
18 * fixed small bug with recognizing also ".font_xyz" style definitions
21 * improved menu fading, adding separate fading definitions for fading
22 between menu screens and fading between menu and "destination" screens
25 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
26 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
27 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
28 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
30 * improved title fading, allowing fading animation types "none", "fade"
31 and "crossfade" (including cross-fading of last title to main menu)
34 * added configurability of graphics, sounds and music for title screens,
35 which are separated into initial title screens (only shown once at
36 program startup) and title screens shown for a given level set; these
37 title screens can be composed of up to five title images and up to
38 five title text messages (each drawn using an optional background
39 image), also using background music and/or sounds; aspects like
40 background images, sounds and music of title screens can either be
41 defined generally (valid for all title screens) or specifically (and
42 therefore differently for each title screen) using these directives:
44 to define a background image, sound or music file for all screens:
45 - background.TITLE_INITIAL (for all title screens for game startup)
46 - background.TITLE (for all title screens for level sets)
48 to define a background image, sound or music file for a single screen:
49 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
50 - background.titlescreen_x (with x in 1,2,3,4,5)
51 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
52 - background.titlemessage_x (with x in 1,2,3,4,5)
54 to define the title screen images:
55 - titlescreen_initial_x (with x in 1,2,3,4,5)
56 - titlescreen_x (with x in 1,2,3,4,5)
58 to define the title text messages, place text files into the level set
59 directory that have the following file names:
60 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
61 - titlemessage_x.txt (with x in 1,2,3,4,5)
63 to define the properties of the text messages, either use directives
64 that affect all text messages:
65 - [titlemessage_initial].<suffix>
66 - [titlemessage].<suffix>
67 or use directives that affect single text messages:
68 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
69 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
71 valid values for <suffix> are the same as for readme.<suffix> below;
72 use ".sort_priority" (default: 0) to define an arbitrary order for
73 title images and title messages (which can therefore be mixed)
76 * added full configurability of "readme.txt" screen appearance:
77 - readme.x: <left position used with alignment>
78 - readme.y: <top position>
79 - readme.width: <maximim text width in pixels>
80 - readme.height: <maximum text height in pixels>
81 - readme.chars: <maximum number of chars per line>
82 - readme.lines: <maximum number of lines displayed>
83 - readme.align: left,center,right (default: center)
84 - readme.top: top,middle,bottom (default: top)
85 - readme.font: font name
86 - readme.autowrap: true,false (default: true)
87 - readme.centered: true,false (default: false)
88 - readme.parse_comments: true,false (default: true)
89 - readme.sort_priority: (not used here, but only for title screens)
90 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
91 default), they are automatically determined from "readme.width" and
92 "readme.height" accordingly; when they are not "-1", they have
93 precedence over "readme.width" and "readme.height"
94 * added internal ad-hoc config settings for displaying text files like
95 title messages or "readme.txt" style level set info files:
96 - .font: font name (default: readme.font)
97 - .autowrap: true,false (default: readme.autowrap)
98 - .centered: true,false (default: readme.centered)
99 - .parse_comments: true,false (default: readme.parse_comments)
100 (the leading '.' and the separating ':' are mandatory here); to use
101 these ad-hoc settings, they have to be written inside a comment, like
102 "# .autowrap: false" or "# .centered: true"; these settings then
103 override the above global settings (they can even be used more than
104 once, like "# .centered: true", then some text that should be drawn
105 centered, then "# .centered: false" to go back to non-centered text;
106 important note: after using "# .parse_comments: false", or when using
107 "readme.parse_comments: false", detecting and parsing comments inside
108 the file is disabled and comments are just printed like normal text;
109 also be aware that all automatic text size calculations are done with
110 the font defined in "readme.font", while using different fonts using
111 "# .font: <font>" inside the text file may cause unexpected results
114 * changed some numerical limits in the level editor from 255 to 999
117 * added option "system.sdl_videodriver" to select SDL video driver
118 * added output of SDL video and audio driver to "version info" page
121 * added group element drawing to IntelliDraw drawing functions
122 * fixed animation resetting problem again (last try broke Snake Bite)
123 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
126 * added new (special) "include: <filename>" directive that works in all
127 configuration files (like "graphicsinfo.conf") and that has the same
128 effect as if that directive would be replaced with the content of the
129 specified file (this can be useful to split large configuration files
130 into several smaller ones and include them from one main file, or to
131 store configuration settings that always stay the same into a separate
132 file, while including it and only add those parts that really change)
135 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
138 * fixed bug in "InitMovingField()" where treating an integer array as
139 boolean caused wrong resetting of animations while elements are moving
140 * fixed problem with resetting animations when starting element change
143 * added sort priority for order of title screens and title messages
146 * changed end of game again: do not wait for the user to press a key
147 anymore, but directly ask/confirm tape saving and go to hall of fame
148 * re-enabled quitting of lost game by pressing space or return again
149 * added blanking of mouse pointer when displaying title screens
150 * added remaining menu draw offset definitions for info sub-screens
153 * added setup option to select game speed (from very slow to very fast)
154 * improved handling of title text messages (initial and for level set)
157 * added new options "auto-wrap" and "centered" for DC2 style envelopes
160 * fixed displaying and typing of player name when it is centered
161 * added special characters to be allowed for player name (not only A-Z)
164 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
165 (newer versions of the SDL library seem to not like this anymore)
168 * added code for configuration directives for control of game panel
171 * fixed small cosmetical bug with underlining property tabs in editor
174 * fixed small drawing bug in X11FadeRectangle
175 * added new elements for newly supported Diamond Caves II levels:
176 - EM/DC style exits that disappear after passing
177 - white key and gate (one white key needed for each white gate)
178 - fake gate (there is no key to open/pass this kind of gate!)
179 - extended magic wall which also handles pearls and crystals
183 * changed maximum value for endless loop detection to a higher value
184 (some levels really used very deep recursion without being endless)
187 * added new elements for newly supported Diamond Caves II levels:
188 - growing steel walls
189 - snappable land mine
192 * added new elements for newly supported Diamond Caves II levels:
193 - steel text elements
196 * added level file loader for native Diamond Caves II levels
199 * version number set to 3.2.4
202 * version 3.2.3 released
205 * fixed malloc/free bug when updating EMC artwork entries in level list
206 * added workaround (warning and request to quit the current game) when
207 changing elements cause endless recursion loop (which would otherwise
208 freeze the game, causing a crash-like program exit on some systems)
211 * fixed nasty string overflow bug when entering too long envelope text
214 * added feedback sounds for menu navigation "menu.item.activating" and
215 "menu.item.selecting" (for highlighting and executing menu entries)
218 * improved "no scrolling when relocating" to also consider scroll delay
219 (meaning that the player is not automatically centered in this case;
220 this makes it possible to "invisibly" relocate the player to a region
221 of the level playfield which looks the same as the old level region)
222 * fixed bug with not recognizing "main.input.name.align" when active
225 * fixed bug with displaying masked borders over title screens when
226 screen fading is disabled
229 * fixed infinite loop / crash bug when killing the player while having
230 a CE with the setting "kill player X when explosion of <player X>"
231 * added special editor graphic for "char_space" to distinguish it from
232 "empty_space" when editing a level (in-game graphics still the same)
235 * fixed nasty bug with initialization only done for the first player
238 * small change to handle loading empty element/content list micro chunks
241 * uploaded pre-release (test) version 3.2.3-0 binary and source code
244 * some optimizations on startup speed by reducing initial text output
247 * added caching of custom artwork information for faster startup times
250 * fixed graphical bug when using fewer menu entries on level selection
251 screen than usual (with "menu.list_size.LEVELS" directive)
252 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
253 the backbuffer to the backbuffer by error (with identical rectangle)
256 * fixed bug when displaying titlescreen with size less than element tile
257 * fixed bug that caused elements with "change when digging <e>" event
258 to change for _every_ digged element, not only those specified in <e>
259 * fixed bug that caused impact style collision when dropping element one
260 tile over the player that can both fall down and smash players
261 * fixed bug that caused impact style collision when element changed to
262 falling/smashing element over the player immediately after movement
265 * fixed bug that allowed making engine snapshots from the level editor
268 * fixed bugs with player name and current level positions on main screen
271 * added configuration directives for control of title screens:
272 - "title.fade_delay" for fading time
273 - "title.post_delay" for pause between screens (when not crossfading)
274 - "title.auto_delay" to automatically continue after some time
275 these settings can each be overridden by specifying them with titles:
276 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
277 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
278 fading mode can also be specified:
279 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
280 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
281 default is using normal fading for menues and initial title screens,
282 while using cross-fading for level set title screens
283 * fixed bug with background not drawn in Hall of Fame after game was won
286 * added configuration directives for the remaining main menu items
289 * added additional configuration directives for info screen draw offset:
290 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
291 * added additional configuration directives for preview info text
292 * limited mouse wheel sensitive screen area to scrollable screen area
295 * added highlighted menu text entries to menu navigation when selected
298 * fixed bug that prevented player from correctly being created in the
299 top left corner by a custom element change in a level without player
300 * fixed bug that prevented player from being killed when indestructible,
301 non-walkable element is placed on player position by extended change
302 * added configurable menu button, text and input positions to main menu
305 * added page fading effects for remaining info sub-screens
306 * fixed small bug that caused some delays when answering door request
309 * added directives "border.draw_masked.*" for menu/playfield area and
310 door areas to display overlapping/masked borders from "global.border"
313 * fixed bug with CE with move speed "not moving" not being animated
314 * when changing player artwork by CE action, reset animation frame
317 * fixed bug with not unmapping main menu screen gadgets on other screens
318 * fixed bug with un-pausing a paused game by releasing still pressed key
319 * fixed bug with not redrawing screen when toggling to/from fullscreen
320 mode while fast reloading tape (without redrawing playfield contents)
321 * fixed bug with quick-saving tape snapshot despite answering with "no"
324 * version number set to 3.2.3
327 * version 3.2.2 released
330 * fixed bug with redrawing screen in fullscreen mode after quick tape
331 reloading when using the EMC game engine
332 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
335 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
338 * added engine snapshot functionality for instant tape reloading (this
339 only works for the last tape saved using "quick save", and does not
340 work across program restarts, because it completely works in memory)
343 * version number set to 3.2.2
346 * version 3.2.1 released
349 * fixed nasty bugs with handling error message file on Mac OS X systems
352 * general code cleanup (removing many annoying "#if 0" blocks etc.)
355 * fixed bug that caused broken tapes when manually appending to tapes
356 using the "pause before death" functionality, followed by recording
357 * added setup option to disable fading of screens for faster testing
360 * code cleanup of new fading functions
363 * changed behaviour after solved game -- do not immediately stop engine
364 * added some more smooth screen fadings (game start, hall of fame etc.)
367 * fixed bug with displaying pushed CE with value/score/delay anim_mode
370 * added configurable level preview position, tile size and dimensions
371 * added configurable game panel value positions (gems, time, score etc.)
374 * fixed small bug with time displayed incorrectly when collecting CEs
377 * fixed bug with bumpy scrolling with EM engine in double player mode
380 * added compatibility code to fix "Snake Bite" style levels that were
381 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
384 * fixed bug with scrollbars inside editor when using the Windows mouse
385 enhancement tool "True X-Mouse" (which injects key events to the event
386 queue to insert selected stuff into the Windows clipboard, which gets
387 confused with the "Insert" key for jumping to the last editor cascade
388 block in the element list)
389 * added Rocks'n'Diamonds icon for use as window icon to SDL version
390 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
393 * added selection of preferred fullscreen mode to setup / graphics menu
394 (useful if default mode 800 x 600 does not match screen aspect ratio)
397 * improved down-scaling of images for better editor and preview graphics
398 * changed user data directory for Mac OS X from Unix style to new place
401 * improved level number selection in main menu and player selection in
402 setup menu (input devices section) by using standard button gadgets
403 * added support for mouse scroll wheel (caused buggy behaviour before)
404 * added support for scrolling horizontal scrollbars with mouse wheel by
405 holding "Shift" key pressed while scrolling the wheel
406 * added support for single step mouse wheel scrolling by holding "Alt"
407 key pressed while scrolling the wheel (can be combined with "Shift")
408 * changed output file "stderr.txt" on Windows platform now always to be
409 created in the R'n'D sub-directory of the personal documents directory
410 * added Windows message box to direct to "stderr.txt" after error aborts
413 * improved general scrollbar handling (when jump-scrolling scrollbars)
416 * changed scrollbars to always show last line as first after scrolling
417 (that means jumping n - 1 screen lines instead of n screen lines)
420 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
421 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
422 * fixed special handling of vertically stacked acid becoming fake acid
425 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
426 affect multiple instances of the same CE, although this kind of
427 change condition usually only affects one single custom element
430 * version number set to 3.2.1
433 * version 3.2.0 released
436 * reorganized level editor element list a bit to match engines better
439 * fixed newly introduced bug with wrongly initializing clipboard element
442 * fixed bug with displaying visible/invisible level border in editor
445 * reorganized some elements in the level editor element list
448 * fixed bug with displaying any player as "yellow" when moving into acid
449 * fixed bug with displaying running player when player stopped at border
452 * fixed bug with player exploding when moving into acid
453 * fixed bug with level settings being reset in editor and when playing
454 (some compatibility settings being set not only after level loading)
455 * fixed crash bug when number of custom graphic frames was set to zero
456 * fixed bug with teleporting player on walkable tile not working anymore
457 * added partial compatibility support for pre-release-only "CONF" chunk
458 (to make Alan Bond's "color cycle" demo work again :-) )
461 * fixed some bugs when displaying title screens from info screen menu
462 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
465 * changed file major version to 3 to reflect level file format changes
466 * uploaded pre-release (test) version 3.2.0-8 binary and source code
469 * added new chunk "NAME" to level file format for level name settings
470 * added new chunk "NOTE" to level file format for envelope settings
471 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
472 * updated magic(5) file to recognize changed and new level file chunks
473 * removed change events "change when CE value/score changes" as unneeded
476 * changed gravity (which only affects the player) from level property
477 to player property (only makes a difference in multi-player levels)
478 * added change events "change when CE value/score changes"
479 * added change events "change when CE value/score changes of <element>"
482 * added new chunk "INFO" to level file format for global level settings
483 * added all element settings from "HEAD" chunk to "CONF" chunk
484 * added all global level settings from "HEAD" chunk to "INFO" chunk
487 * changed level file format by adding two new chunks "CUSX" (for custom
488 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
489 elements, replacing the previous "GRP1" chunk); these new IFF style
490 chunks use the new and flexible "micro chunks inside chunks" technique
491 already used with the new "CONF" chunk (for normal element properties)
492 which makes it possible to easily extend the existing level format
493 (instead of using fixed-length chunks like before, which are either
494 too big due to reserved bytes for future use, or too small when those
495 reserved bytes have all been used and even more data should be stored,
496 requiring the replacement by new and larger chunks just like it went
497 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
500 * added credits pages to the "credits" section that were really missing
501 * added some missing element descriptions to the level editor
502 * added down position of switchgate switch to the level editor
503 and allowed the use of both switch positions at the same time
504 * changed use of "Insert" and "Delete" keys to navigate element list in
505 level editor to start of previous or next cascading block of elements
508 * added the possibility to view the title screen to the info screen menu
509 * fixed some minor bugs with viewing title screens
512 * fixed bug with title (cross)fading in/out when using fullscreen mode
515 * fixed bug that forced re-defining of menu settings in local graphics
516 config file which are already defined in existing base config file
517 * fixed small bug that caused door sounds playing when music is enabled
520 * added the possibility to define up to five title screens for each
521 level set that are displayed after loading using (cross)fading in/out
522 (this was added to display the various start images of the EMC sets)
525 * added "CE score gets zero [of]" to custom element trigger conditions
526 * added setup option to display element token name in level editor
529 * added compatibility code for Juergen Bonhagen's menu artwork settings
532 * fixed bug with displaying wrong animation frame 0 after CE changes
533 * fixed bug with creating invisible elements when light switch is on
536 * added selection between ECS and AGA graphics for EMC levels to setup
539 * adjusted font handling for various narrow EMC style fonts
542 * changed EM engine behaviour back to re-allow initial rolling springs
545 * fixed handling of over-large selectboxes (less error-prone now)
546 * fixed bug when creating GE with walkable element under the player
549 * added use of "Insert" and "Delete" keys to navigate element list in
550 level editor to start of custom elements or start of group elements
551 * added virtual elements to access CE value and CE score of elements:
552 - "CE value of triggering element"
553 - "CE score of triggering element"
554 - "CE value of current element"
555 - "CE score of current element"
558 * fixed "grass" to "sand" in older EM levels (up to file version V4)
561 * changed behaviour of network games with internal errors (because of
562 different client frame counters) from immediately terminating R'n'D
563 to displaying an error message requester and stopping only the game
564 (also to prevent impression of crashes under non command-line runs)
565 * fixed playing network games with the EMC engine (did not work before)
566 * fixed bug with not scrolling the screen in multi-player mode with the
567 focus on player 1 when all players are moving in different directions
568 * fixed bug with keeping pointer to gadget even after its deallocation
569 * fixed bug with allowing "focus on all players" in network games
570 * fixed bug with player focus when playing tapes from network games
573 * uploaded pre-release (test) version 3.2.0-7 binary and source code
576 * code cleanup for game action control for R'n'D and EMC game engine
579 * fixed bug in multi-player movement with focus on both players
580 * added option to control only the focussed player with all input
583 * added player focus switching to level tape recording and re-playing
586 * fixed some bugs in player focus switching in EMC and RND game engine
589 * added special Supaplex animations for Murphy digging and snapping
590 * added special Supaplex animations for Murphy being bored and sleeping
593 * added four new yam yams with explicit start direction for EMC engine
594 * fixed bug in src/libgame/text.c with printing text outside the window
597 * fixed small bug in EMC level loader (copyright sign in EM II levels)
600 * added delayed ignition of EM style dynamite when used in R'n'D engine
601 * added limited movement range to EMC engine when focus on all players
604 * fixed bug with missing (zero) score values for native Supaplex levels
607 * added "continuous snapping" (snapping many elements while holding the
608 snap key pressed, without releasing the snap key after each element)
609 as a new player setting for more compatibility with the classic games
612 * finished scrolling for "focus on all players" in EMC graphics engine
615 * level sets with "levels: 0" are ignored for levels, but not artwork
616 * fixed bug when scanning empty level group directories (endless loop)
619 * fixed bug with explosion graphic for player using "Murphy" graphic
620 * fixed bug with explosion graphic if player leaves explosion in time
621 * changed some descriptive text in setup menu to use medium-width font
622 * added key shortcut settings for switching player focus to setup menu
625 * fixed bug with random value initialization when recording tapes
626 * fixed bug with playing single player tapes when team mode activated
629 * fixed little bug when trying to switch to player that does not exist
632 * added player switching (visual and quick) to R'n'D and EM game engine
633 * added setup option to select visual or quick in-game player switching
636 * added use of "Home" and "End" keys to handle element list in editor
639 * fixed bug with adding score when playing tape with EMC game engine
640 * added steel wall border for levels using EMC engine without border
641 * finally fixed delayed scrolling in EMC engine also for small levels
644 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
647 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
648 * fixed bug when displaying info element without action, but direction
651 * fixed minor graphical problems with springs smashing and slurping
652 (when using R'n'D style graphics instead of EMC style graphics)
655 * added scroll delay (as configured in setup) to EMC graphics engine
658 * improved screen redraw for EMC graphics engine (faster and smoother)
659 * when not scrolling, do not redraw the whole playfield if not needed
662 * added multi-player mode for EMC game engine (with up to four players)
665 * added android (can clone elements) from EMC engine to R'n'D engine
668 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
671 * added selectbox for initial player speed to player settings in editor
674 * version 3.1.2 created that is basically version 3.1.1, but with a
675 major bug fixed that prevented editing your own private levels
676 * version 3.1.2 released
679 * added magic ball (creates elements) from EMC engine to R'n'D engine
682 * uploaded fixed pre-release version 3.2.0-6 binary and source code
685 * fixed bug when using "CE can leave behind <trigger element>"
686 * added new change condition "(after/when) creation of <element>"
687 * added new change condition "(after/when) digging <element>"
688 * fixed bug accessing invalid gadget that caused crashes under Windows
689 * deactivated new possibility for multiple CE changes per frame
692 * uploaded pre-release (test) version 3.2.0-6 binary and source code
695 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
696 * fixed bug with not keeping CE value for moving CEs with only action
697 * changed CE action selectboxes in editor to be only reset when needed
700 * added option "use artwork from element" for custom player artwork
701 * added option "use explosion from element" for player explosions
704 * added cascaded element lists in the level editor
705 * added persistence for cascaded element lists by "editorcascade.conf"
706 * added dynamic element list with all elements used in current level
707 * added possibility for multiple CE changes per frame (experimental)
710 * uploaded pre-release (test) version 3.2.0-5 binary and source code
713 * changed "score for each 10 seconds/steps left" to "1 second/step"
714 * added own score for collecting "extra time" instead of sharing it
715 * added change events "switched by player" and "player switches <e>"
716 * added change events "snapped by player" and "player snaps <e>"
717 * added "set player artwork: <element choice>" to CE action options
718 * added change event "move of <element>"
721 * added "set player shield: off / normal / deadly" to CE action options
722 * added new player option "use level start element" in level editor
723 to set the correct focus at level start to elements from which the
724 player is created later (this did not work before for cascaded CE
725 changes resulting in creation of the player; it is now also possible
726 to create the player from a yam yam which is smashed at level start)
729 * added "set player speed: frozen (not moving)" to CE action options
730 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
733 * added new player option "block snap field" (enabled by default) to
734 make it possible to show a snapping animation like in Emerald Mine
737 * added dynamic selectboxes to custom element action settings in editor
738 * added "CE value" counter for custom elements (instead of "CE count")
739 * added option to use the last "CE value" after custom element change
740 * added option to use the "CE value" of other elements in CE actions
741 * fixed odd behaviour when pressing time orb in levels w/o time limit
742 * added checkbox "use time orb bug" for older levels that use this bug
745 * added missing configuration settings for the following elements:
746 - EL_TIMEGATE_SWITCH (time of open time gate)
747 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
748 - EL_SHIELD_NORMAL (time of shield duration)
749 - EL_SHIELD_DEADLY (time of shield duration)
750 - EL_EXTRA_TIME (time added to level time)
751 - EL_TIME_ORB_FULL (time added to level time)
754 * added "wind direction" as a movement pattern for custom elements
755 * added initial wind direction for balloon / custom elements to editor
756 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
759 * added parameters for "game of life" and "biomaze" elements to editor
762 * added level file chunk "CONF" for generic level and element settings
765 * uploaded pre-release (test) version 3.2.0-4 binary and source code
768 * skip empty level sets (with "levels: 0"; may be artwork base sets)
769 * added sound action ".page[1]" to ".page[32]" for each CE change page
772 * added image config suffix ".clone_from" to copy whole image settings
773 * fixed bug with invalid ("undefined") CE settings in old level files
776 * fixed graphical bug with smashing elements falling faster than player
779 * fixed major bug which prevented private levels from being edited
780 * fixed bug with precedence of general and special font definitions
783 * fixed graphical bug with player animation when player moves slowly
786 * uploaded pre-release (test) version 3.2.0-3 binary and source code
789 * fixed bug which prevented "global.num_toons: 0" from working
792 * major code cleanup (removed all these annoying "#if 0" blocks)
795 * added custom element actions for CE change page in level editor
798 * fixed music initialization bug in init.c (thanks to David Binderman)
799 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
800 (this bug must probably be fixed at other places, too)
803 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
804 (should be '#include <SDL.h>' instead)
807 * fixed bug which prevented "walkable from no direction" from working
808 (due to compatibility code overwriting this setting after loading)
811 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
814 * version number temporarily set to 3.1.1 (intermediate bugfix release)
815 * version 3.1.1 released
818 * changed some va_arg() arguments from 'long' to 'int', fixing problems
819 on 64-bit architecture systems with LP64 data model
822 * fixed bug with bombs not exploding when hitting the last level line
823 (introduced after the release of 3.1.0)
826 * added support for dumping small-sized level sketches from editor
829 * added recognition of "trigger element" for "change digged element to"
830 (this is not really what the "trigger element" was made for, but its
831 use may seem obvious for leaving back digged elements unchanged)
834 * fixed multiple warnings about failed joystick device initialization
837 * fixed bug with dynamite dropped on top of just dropped custom element
838 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
839 dynamite can still be dropped, but drop key must be released before
842 * fixed bug with wrong start directory when started from file browser
843 (due to this bug, R'n'D could not be started from KDE's Konqueror)
846 * fixed bug causing "change when impact" on player not working
847 * fixed wrong priority of "hitting something" over "hitting <element>"
848 * fixed wrong priority of "hit by something" over "hit by <element>"
851 * fixed graphical bug which caused the player (being Murphy) to show
852 collecting animations although the element was collected by penguin
855 * fixed two bugs causing wrong door background graphics in system.c
856 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
859 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
860 * added "no direction" to "walkable/passable from" selectbox options
863 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
864 * in tape autoplay, not only report broken, but also missing tapes
867 * uploaded pre-release (test) version 3.2.0-2 binary and source code
870 * fixed small bug with "linear" animation not working for active lamp
873 * fixed bug with moving up despite gravity due to "block last field"
874 * fixed small bug with wrong draw offset when typing name in main menu
875 * when reading user names from "passwd", ignore data after first comma
876 * when creating new "levelinfo.conf", only write some selected entries
879 * fixed displaying "imported from/by" on preview with empty string
880 * fixed ignoring draw offset for fonts used for level preview texts
883 * fixed a delay problem with SDL and too many mouse motion events
884 * added setup option "skip levels" and level skipping functionality
887 * added move speed "not moving" for non-moving CEs, but with direction
890 * fixed mapping of obsolete element token names in "editorsetup.conf"
891 * fixed bug with sound "acid.splashing" treated as a loop sound
892 * fixed some little sound bugs in native EM engine
895 * fixed small bug when dragging scrollbars to end positions
898 * added editor element descriptions written by Aaron Davidson
901 * improved fallback handling when configured artwork is not available
902 (now using default artwork instead of exiting when files not found)
905 * fixed bug on level selection screen when dragging scrollbar
908 * fixed bug which caused broken tapes when appending to EM engine tapes
911 * uploaded pre-release (test) version 3.2.0-1 binary and source code
914 * added code to replace changed artwork config tokens with other tokens
915 (needed for backwards compatibility, so that older tokens still work)
918 * added native R'n'D graphics for some new EMC elements in EM engine
921 * fixed some bugs in the EM engine integration code
922 * changed EM engine code to allow diagonal movement
923 * changed EM engine code to allow use of separate snap and drop keys
926 * fixed some redraw bugs when using EM engine
929 * fixed bug with not converting RND levels which are set to use native
930 engine to native level structure when loading
933 * uploaded pre-release (test) version 3.2.0-0 binary and source code
936 * version number set to 3.2.0
939 * level data now reset to defaults after attempt to load invalid file
942 * added use of "editorsetup.conf" for different level sets
945 * added auto-detection for various types of Emerald Mine level files
948 * fixed bug with scrollbars getting too small when list is very large
951 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
954 * added most level editor configuration gadgets for new EMC elements
957 * added more element and graphic definitions for new EMC elements
960 * modified native EM engine to use integrated R'n'D sound system
963 * added SDL support to graphics functions in native EM engine
964 (by always using generic libgame interface functions)
967 * fixed bug in frame synchronization in native EM engine
970 * added code to convert levels between R'n'D and native EM engine
973 * new Emerald Mine engine can now play levels selected in main menu
976 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
977 (which creates scaled down graphics for level editor and preview);
978 there's still a memory leak somewhere in the artwork handling code
979 * added "scale image up" functionality to X11 version of zoom function
982 * first attempts to integrate new, native Emerald Mine Club engine
985 * fixed bug in gadget code which caused reset of CEs in level editor
986 (example: pressing 'b' [grab brush] on CE config page erased values)
987 (solution: check if gadgets in ClickOnGadget() are really mapped)
988 * improved level change detection in editor (settings now also checked)
989 * fixed bug with "can move into acid" and "don't collide with" state
992 * fixed maze runner style CEs to use the configured move delay value
995 * added Aaron Davidson's tutorial level set to the "Tutorials" section
998 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
999 * fixed the above fix because it broke level set "machine" (*sigh*)
1000 * fixed random element placement in level editor to work as expected
1001 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1004 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1007 * fixed bug (missing array boundary check) which caused broken tapes
1008 * fixed bug (when loading level template) which caused broken levels
1009 * fixed bug with new block last field code when using non-yellow player
1012 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1013 * internal change of how the player blocks the last field when moving
1014 * fixed blocking delay of last field for EM and SP style block delay
1015 * fixed bug where the player had to wait for the usual move delay after
1016 unsuccessfully trying to move, when he directly could move after that
1017 * the last two changes should make original Supaplex level 93 solvable
1018 * improved use of random number generator to make it less predictable
1019 * fixed behaviour of slippery SP elements to let slip left, then right
1022 * fixed bug with wrong door state after trying to quickload empty tape
1023 * fixed waste of static memory usage of the binary, making it smaller
1024 * fixed very little graphical bug in Supaplex explosion
1027 * version number set to 3.1.1
1030 * version 3.1.0 released
1033 * fixed bug with crash when writing user levelinfo.conf the first time
1036 * added option "convert LEVELDIR [NR]" to command line batch commands
1037 * re-converted Supaplex levels to apply latest engine fixes
1038 * changed "use graphic/sound of element" to "use graphic of element"
1039 due to compatibility problems with some levels ("bug machine" etc.)
1042 * fixed bug with CE change replacing player with same or other player
1045 * fixed bug with opaque font in envelope with background graphic when
1046 background graphic is not transparent itself
1049 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1050 * corrected original Supaplex level loading code to use these new ports
1051 * also corrected Supaplex loader to auto-count infotrons if set to zero
1054 * fixed bug with missing initialization of "modified" flag for GEs
1057 * fixed bug that caused endless recursion loop when relocating player
1058 * fixed tape recorder bug in "step mode" when using "pause before end"
1059 * fixed tape recorder bug when changing from "warp forward" mode
1062 * fixed bug with "when touching" for pushed elements at last position
1065 * fixed bug that caused two activated toolbox buttons in level editor
1066 * fixed bug with exploding dynabomb under player due to other explosion
1069 * fixed bug with creating walkable custom element under player (again)
1070 * fixed bug with not copying explosion type when copying CEs in editor
1071 * fixed graphical bug when drawing player in setup menu (input devices)
1072 * fixed graphical bug when the player is pushing an accessible element
1073 * fixed bug with classic switchable elements triggering CE changes
1074 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1075 * fixed crash bug when CE leaves behind the trigger player element
1078 * fixed bug with broken tubes after placing/exploding dynamite in them
1079 * fixed bug with exploding dynamite under player due to other explosion
1080 * fixed bug with not resetting push delay under certain circumstances
1083 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1084 * added network multiplayer code for Windows (thanks to Niko Böhm)
1087 * added option "reachable despite gravity" for gravity movement
1088 * changed gravity movement of most classic walkable and passable
1089 elements back to "not reachable" (for compatibility reasons)
1092 * fixed (removed) "indestructible" / "can explode" dependency in editor
1093 * fixed (removed) "accessible inside" / "protected" dependency
1094 * fixed (removed) "step mode" / "shield time" dependency
1097 * fixed dynabombs exploding now into anything diggable
1098 * fixed Supaplex style gravity movement into buggy base now impossible
1099 * added pressing key "space" as valid action to select menu options
1102 * added "replace when walkable" to relocate player to walkable element
1103 * added "enter"/"leave" event for elements affected by relocation
1104 * fixed "direct"/"indirect" change order also for "when change" event
1105 * fixed graphical bug when pushing things from elements walkable inside
1108 * fixed graphic bug when player is snapping while moving in old levels
1109 * fixed bug when a moving custom element leaves a player element behind
1110 * fixed bug with mole not disappearing when moving into acid pool
1111 * fixed bug with incomplete path setting when using "--basepath" option
1112 * moving CE can now leave walkable elements behind under the player
1113 * when relocating, player can be set on walkable element now
1114 * fixed another gravity movement bug
1117 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1120 * added "collectible" and "removable" to extended replacement types
1121 (where "removable" replaces "diggable" and "collectible" elements)
1122 * added "collectible & throwable" (to throw element to the next field)
1123 * fixed bug with CEs digging elements that are just about to explode
1124 * changed mouse cursor now always being visible when game is paused
1127 * added possibility to push/press accessible elements from a side that
1129 * fixed bug with not setting actual date when appending to tape
1132 * fixed bug with incorrectly initialized custom element editor graphics
1135 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1136 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1139 * fixed bug with destroyed robot wheel still attracting robots forever
1140 * fixed bug with time gate switch deactivating after robot wheel time
1141 (while the time gate itself is not affected by this misbehaviour)
1142 * changed behaviour of BD style amoeba to always get blocked by player
1143 (before it was different when there were non-BD elements in level)
1144 * fixed bug with player destroying indestructable elements with shield
1147 * added option to make growing elements grow into anything diggable
1148 (for the various amoeba types, biomaze and "game of life")
1151 * fixed bug with movable elements not moving after left behind by CEs
1152 * changed gravity movement to anything diggable, not only sand/base
1153 * optionally allowing passing to walkable element, not only empty space
1154 * added option "can pass to walkable element" for players
1155 * finally fixed gravity movement (hopefully)
1158 * fixed bug with movable elements not moving anymore after falling down
1161 * fixed another bug with custom elements digging and leaving elements
1162 * fixed bug with "along left/right side" and automatic start direction
1163 * trigger elements now also displayed when "more custom" deactivated
1164 * fixed bug with clipboard element initialized when loading new level
1165 * added option "drop delay" to set delay before dropping next element
1168 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1171 * added copy and paste functions for custom change pages
1172 * enhanced graphical display and functionality of tape recorder
1173 * fixed bug with custom elements digging and leaving elements
1176 * added move speed faster than "very fast" for custom elements
1177 * fixed bug with 3+3 style explosions and missing border content
1178 * fixed little bug when copying custom elements in the editor
1179 * enhanced custom element changes by more side trigger actions
1182 * added option "no scrolling when relocating" for instant teleporting
1183 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1186 * added trigger element and trigger player to use as target elements
1187 * added copy and paste functions for custom and group elements
1190 * fixed graphical bug when displaying explosion animations
1191 * fixed bug when appending to tapes, resulting in broken tapes
1192 * re-recorded a few tapes broken by fixing gravity checking bug
1195 * "can move into acid" property now for all elements independently
1196 * "can fall into acid" property for player stored in same bitfield now
1197 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1198 * version number set to 3.1.0 (finally!)
1201 * changed tape recording to only record input, not programmed actions
1204 * fixed totally broken (every 8th frame skipped) step-by-step recording
1205 * fixed bug with requester not displayed when quick-loading interrupted
1206 * added option "can fall into acid (with gravity)" for players
1207 * fixed bug with player not falling when snapping down with gravity
1210 * fixed bug which messed up key config when using keypad number keys
1213 * fixed bug which allowed moving upwards even when gravity was active
1214 * fixed bug with missing error handling when dumping levels or tapes
1217 * added different colored editor graphics for Supaplex gravity tubes
1220 * fixed bug that allowed solvable tapes for unsolvable levels
1223 * use unlimited number of droppable elements when "count" set to zero
1224 * added option to use step limit instead of time limit for level
1227 * added player and change page as trigger for custom element change
1230 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1233 * fixed bug with dark yamyam changing to acid when moving over acid
1234 * fixed handling of levels with more than 999 seconds level time
1235 (example: level 76 of "Denmine")
1238 * "spring push bug" reintroduced as configurable element property
1239 * fixed bug with missing properties for "mole"
1240 * fixed bug that showed up when fixing the above "mole" properties bug
1241 * added option "can move into acid" for all movable elements
1242 * fixed graphical bug for elements moving into acid
1243 * changed event handling to handle all pending events before going on
1246 * fixed bug which caused all CE change pages to be ignored which had
1247 the same change event, but used a different element side
1248 (reported by Simon Forsberg)
1250 * fixed bug which caused elements that can move and fall and that are
1251 transported by a conveyor belt to continue moving into that direction
1252 after leaving the conveyor belt, regardless of their own movement
1253 type; only elements which can not move are transported now
1254 (reported by Simon Forsberg)
1256 * fixed bug which could cause an array overflow in RelocatePlayer()
1257 (reported by Niko Böhm)
1259 * changed Emerald Mine style "passable / over" elements to "protected"
1260 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1262 * added new option to select from which side a "walkable/passable"
1263 element can be entered
1266 * added explosion and ignition delay for elements that can explode
1269 * fixed bug which caused player not being protected against enemies
1270 when a CE was "walkable / inside" and was not "indestructible"
1271 * added "walkable/passable" fields to be "protected/unprotected"
1272 against enemies, even if not accessible "inside" but "over/under"
1275 * corrected move pattern to 32 bit and initial move direction to 8 bit
1278 * added second custom element base configuration page
1281 * added some special EMC mappings to Emerald Mine level loader
1282 (also covering previously unknown element in level 0 of "Bondmine 8")
1285 * added option to block last field when player is moving (for Supaplex)
1286 * adjusted push delay of Supaplex elements
1287 * removed delays for envelopes etc. when replaying with maximum speed
1288 * fixed bug when dropping element on a field that just changed to empty
1291 * fixed bug: infotrons can now smash yellow disks
1292 * fixed bug: when gravity active, port above player can now be entered
1293 * removed "one white dot" mouse pointer which irritated some people
1296 * added "choice type" for group element selection
1299 * fixed bug with initial invulnerability of non-yellow player
1302 * added level loader for loading native Supaplex packed levels
1303 (including multi-part levels like the "splvls99" levels)
1306 * fixed bug which allowed creating emeralds by escaping explosions
1309 * custom elements can change (limited) or leave (unlimited) elements
1310 * finally added multiple matches using group elements
1311 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1314 * added new start movement type "previous" for continued CE movement
1315 * added new start movement type "random" for random CE movement start
1318 * added new element "sokoban_field_player" needed for Sokoban levels
1319 (thanks to Ed Booker for pointing this out!)
1322 * added elements that can be digged or left behind by custom elements
1325 * added group elements for multiple matches and random element creation
1328 * fixed some graphical errors displayed in old levels
1331 * fixed wrong double speed movement after passing closing gates
1334 * added level loader for loading native Emerald Mine levels
1337 * changes for "shooting" style CE movement
1340 * Happy New Year! ;-)
1343 * changed default snap/drop keys from left/right Shift to Control keys
1346 * fixed bug with dead player getting reanimated from custom element
1349 * fixed bug with wrong penguin graphics (when entering exit)
1352 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1355 * version number set to 3.0.9
1358 * version 3.0.8 released
1361 * added function checked_free()
1364 * fixed bug with double nut cracking sound
1365 (by eliminating "default element action sound" assignment in init.c)
1368 * fixed crash when no music info files are available
1371 * fixed boring and sleeping sounds
1374 * added "maze runner" and "maze hunter" movement types
1375 * added extended collision conditions for custom elements
1378 * added warnings for undefined token values in artwork config files
1381 * added menu entry for level set information to the info screen
1384 * fixed bug with wrong default impact sound for colored emeralds
1387 * added several sub-screens for the info screen
1388 * menu text now also clickable (not only blue/red sphere left of it)
1391 * added configurable "bored" and "sleeping" animations for the player
1392 * added "awakening" sound for player when waking up after sleeping
1395 * added "copy" and "exchange" functions for custom elements to editor
1398 * added configurable element animations for info screen
1401 * added configurable music credits for info screen
1404 * finally fixed tape recording when player is created from CE change
1407 * added "editorsetup.conf" for editor element list configuration
1410 * added "musicinfo.conf" for menu and level music configuration
1413 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1414 (that only showed up on Linux, but not on Windows systems)
1417 * fixed turning movement of butterflies and fireflies (no frame reset)
1418 * enhanced sniksnak turning movement (two steps instead of only one)
1421 * version number set to 3.0.8
1424 * version 3.0.7 released
1427 * fixed reset of player animation frame when, for example,
1428 walking, digging or collecting share the same animation
1429 * fixed CE with "deadly when touching" exploding when touching amoeba
1432 * fixed tape recording when player is created from CE element change
1435 * introduced "turning..." action graphic for elements with move delay
1436 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1437 * added turning animations for bug, spaceship and sniksnak
1440 * prevent "extended" changed elements from delay change in same frame
1443 * fixed bug when pushing element that can move away to the side
1444 (like pushing falling elements, but now with moving elements)
1447 * finally fixed serious bug in code for delayed element pushing (again)
1450 * unavailable setup options now marked as "n/a" instead of "off"
1451 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1452 to "true", levels are always played with the latest game engine,
1453 which is desired for levels that are imported from other games; all
1454 other levels are played with the engine version stored in level file
1455 (which is normally the engine version the level was created with)
1458 * fixed serious bug in code for delayed element pushing
1459 * fixed little bug in animation frame selection for pushed elements
1460 * speed-up of reading config file for verbose output
1463 * added configuration option for opening and closing Supaplex exit
1464 * added configuration option for moving up/down animation for Murphy
1465 * fixed incorrectly displayed animation for attacking dragon
1466 * fixed bug with not setting initial gravity for each new game
1467 * fixed bug with teleportation of player by custom element change
1468 * fixed bug with player not getting smashed by rock sometimes
1471 * version number set to 3.0.7
1474 * version 3.0.6 released
1477 * added support for MP3 music for SDL version through SMPEG library
1480 * fixed bug when initializing font graphic structure
1481 * fixed bug with animation mode "pingpong" when using only 1 frame
1482 * fixed bug with extended change target introduced in 3.0.5
1483 * fixed bug where passing over moving element doubles player speed
1484 * fixed bug with elements continuing to move into push direction
1485 * fixed bug with duplicated player when dropping bomb with shield on
1486 * added "switching" event for custom elements ("pressing" only once)
1487 * fixed switching bug (resetting flag when not switching but not idle)
1490 * fixed element tokens for certain file elements with ".active" etc.
1493 * version number set to 3.0.6
1496 * version 3.0.5 released
1499 * now four envelope elements available
1500 * font, background, animation and sound for envelope now configurable
1501 * main menu doors opening/closing animation type now configurable
1504 * active/inactive sides configurable for custom element changes
1505 * new movement type "move when pushed" available for custom elements
1508 * fixed bug in multiple config pages loader code that caused crashes
1511 * enhanced (remaining low-resolution) Supaplex graphics
1514 * version number set to 3.0.5
1517 * version 3.0.4 released
1519 2003-09-12 src/tools.c
1520 * fixed bug in custom definition of crumbled element graphics
1522 2003-09-11 src/files.c
1523 * fixed bug in multiple config pages code that caused crashes
1526 * version number set to 3.0.4
1529 * version 3.0.3 released
1532 * added music to Supaplex classic level set
1534 2003-09-07 src/libgame/misc.c
1535 * added support for loading various music formats through SDL_mixer
1537 2003-09-06 (various source files)
1538 * fixed several nasty bugs that may have caused crashes on some systems
1539 * added envelope content which gets displayed when collecting envelope
1540 * added multiple change event pages for custom elements
1542 2003-08-24 src/game.c
1543 * fixed problem with player animation when snapping and moving
1545 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1546 * fixed problem with flickering when drawing toon animations
1548 2003-08-23 src/libgame/sdl.c
1549 * fixed problem with setting mouse cursor in SDL version in fullscreen
1551 2003-08-23 src/game.c
1552 * fixed bug (missing array boundary check) which could crash the game
1555 * version number set to 3.0.3
1558 * version 3.0.2 released
1560 2003-08-21 src/game.c
1561 * fixed bug with creating inaccessible elements at player position
1563 2003-08-20 src/init.c
1564 * fixed bug with not finding current level artwork directory
1566 2003-08-20 src/files.c
1567 * fixed bug with choosing wrong engine version when playing tapes
1568 * fixed bug with messing up custom element properties in 3.0.0 levels
1571 * version number set to 3.0.2
1574 * version 3.0.1 released
1576 2003-08-17 (no source files affected)
1577 * changed all "classic" PCX image files with 16 colors or less to
1578 256 color (8 bit) storage format, because the Allegro game library
1579 cannot handle PCX files with less than 256 colors (contributed
1580 graphics are not affected and might look wrong in the DOS version)
1582 2003-08-16 src/init.c
1583 * fixed bug which (for example) crashed the level editor when defining
1584 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1585 (only set to default) -- invalid graphics now set to default graphic
1587 2003-08-16 src/init.c
1588 * fixed graphical bug of player digging/collecting/snapping element
1589 when no corresponding graphic/animation is defined for this action,
1590 resulting in player being drawn as EL_EMPTY (which should only be
1591 done to elements being collected, but not to the player)
1593 2003-08-16 src/game.c
1594 * fixed small graphical bug of player not totally moving into exit
1596 2003-08-16 src/libgame/setup.c
1597 * fixed bug with wrong MS-DOS 8.3 filename conversion
1599 2003-08-16 src/tools.c
1600 * fixed bug with invisible mouse cursor when pressing ESC while playing
1602 2003-08-16 (various source files)
1603 * added another 128 custom elements (disabled in editor by default)
1605 2003-08-16 src/editor.c
1606 * fixed NULL string bug causing Solaris to crash in sprintf()
1608 2003-08-16 src/screen.c
1609 * fixed drawing over scrollbar on level selection with custom fonts
1611 2003-08-15 src/game.c
1612 * cleanup of simple sounds / loop sounds / music settings
1614 2003-08-08 (various source files)
1615 * added custom element property for dropping collected elements
1617 2003-08-08 src/conf_gfx.c
1618 * fixed bug with missing graphic for active red disk bomb
1620 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1621 * extended variable "level.gravity" to "level.initial_gravity" and
1622 "game.current_gravity" to prevent level setting from being changed
1623 by playing the level (keeping the runtime value after playing)
1625 * fixed graphics bug when digging element that has 'crumbled' graphic
1626 definition, but not 'diggable' graphic definition
1629 * version number set to 3.0.1
1632 * version 3.0.0 released
1635 * various bug fixes; among others:
1636 - fixed bug with pushing spring over empty space
1637 - fixed bug with leaving tube while placing dynamite
1638 - fixed bug with explosion of smashed penguins
1639 - allow Murphy player graphic in levels with non-Supaplex elements
1643 * I have forgotten to document changes for some time
1646 * pre-release version 2.2.0rc1 released
1649 * version number set to 2.1.2
1652 * version 2.1.1 released
1655 * version number set to 2.1.1
1658 * version 2.1.0 released
1661 * version number set to 2.1.0
1663 2002-04-03 to 2002-05-19 (various source files)
1664 * graphics, sounds and music now fully configurable
1665 * bug fixed that prevented walking through tubes when gravity on
1667 2002-04-02 src/events.c, src/editor.c
1668 * Make Escape key less aggressive when playing or when editing level.
1669 This can be configured as an option in the setup menu. (Default is
1670 "less aggressive" which means "ask user if something can be lost"
1671 when pressing the Escape key.)
1673 2002-04-02 src/screen.c
1674 * Added "graphics setup" screen.
1676 2002-04-01 src/screen.c
1677 * Changed "choose level" setup screen stuff to be more generic (to
1678 make it easier to add more "choose from generic tree" setup screens).
1680 2002-04-01 src/config.c, src/timestamp.h
1681 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1682 automatically gets created by "src/Makefile" and contains an actual
1683 compile-time timestamp to identify development versions of the game).
1685 2002-03-31 src/tape.c, src/events.c
1686 * Added quick game/tape save/load functions to tape stuff which can be
1687 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1688 loads previously recorded tape and directly goes into recording mode
1689 from the end of the tape (therefore appending to the tape).
1691 2002-03-31 src/tape.c
1692 * Added "index mark" function to tape recorder. When playing or
1693 recording, "eject" button changes to "index" button. Setting index
1694 mark is not yet implemented, but pressing index button when playing
1695 allows very quick advancing to end of tape (when normal playing),
1696 very fast forward mode (when playing with normal fast forward) or
1697 very fast reaching of "pause before end of tape" (when playing with
1698 "pause before end" playing mode).
1700 2002-03-30 src/cartoons.c
1701 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1703 2002-03-29 src/screen.c
1704 * Changed setup screen stuff to be more generic (to make it easier
1705 to add more setup screens).
1707 2002-03-23 src/main.c, src/main.h
1708 * Various changes due to the introduction of the new libgame files
1709 "setup.c" and "joystick.c".
1711 2002-03-23 src/files.c
1712 * Generic parts of "src/files.c" (mainly setup and level directory
1713 stuff) moved to new libgame file "src/libgame/setup.c".
1715 2002-03-23 src/joystick.c
1716 * File "src/joystick.c" moved to libgame source tree, with
1717 correspondig changes.
1719 2002-03-22 src/screens.c
1720 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1721 (Wrong level series information displayed when entering main group.)
1723 2002-03-22 src/editor.c
1724 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1726 2002-03-22 src/editor.c
1727 * Changed behaviour of "Escape" key in level editor to be more
1728 intuitive: When in "Element Properties" or "Level Info" mode,
1729 return to "Drawing Mode" instead of leaving the level editor.
1731 2002-03-21 src/game.c, src/editor.c, src/files.c
1732 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1733 gems (emeralds, diamonds, ...) slipping down from normal wall,
1734 steel wall and growing wall (as in E.M.C. style levels). Although
1735 the behaviour of contributed and private levels wasn't changed (due
1736 to the use of "level.game_version"; see previous entry), editing
1737 those levels will (of course) change the behaviour accordingly.
1739 This change seems a bit too hard after thinking about it, because
1740 the EM style behaviour is not the "expected" behaviour (gems would
1741 normally only slip down from "rounded" walls). Therefore this was
1742 now changed to an element property for gem style elements, with the
1743 default setting "off" (which means: no special EM style behaviour).
1744 To fix older converted levels, this flag is set to "on" for pre-2.0
1745 levels that are neither contributed nor private levels.
1747 2002-03-20 src/files.h
1748 * Corrected settings for "level.game_version" depending of level type.
1749 (Contributed and private levels always get played with game engine
1750 version they were created with, while converted levels always get
1751 played with the most recent version of the game engine, to let new
1752 corrections of the emulation behaviour take effect.)
1754 2002-03-20 src/main.h
1755 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1756 compiling the SDL version on some systems.
1757 Thanks to the several people who pointed this out.
1760 * Version number set to 2.0.2.
1763 * Version 2.0.1 released.
1765 2002-03-18 src/screens.c
1766 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1768 2002-03-18 src/files.c [src/libgame/misc.c]
1769 * Moved some common functions from src/files.c to src/libgame/misc.c.
1771 2002-03-18 src/files.c [src/libgame/misc.c]
1772 * Changed permissions for new directories and saved files (especially
1773 score files) according to suggestions of Debian users and mantainers.
1774 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1776 2002-03-17 src/files.c
1777 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1778 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1779 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1780 for levels and "TAPE" for tapes). Old "cookie" style format is
1781 still supported for reading. New level and tape files are written
1784 * New IFF chunk "VERS" contains version numbers for file and game
1785 (where "game version" is the version of the program that wrote the
1786 file, and "file version" is a version number to distinguish files
1787 with different format, for example after adding new features).
1789 2002-03-15 src/screen.c
1790 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1791 (Before, you heard a mixture of the in-game music and the
1792 hall-of-fame music.)
1794 2002-03-14 src/events.c
1795 * Function "DumpTape()" (files.c) now available by pressing 't' from
1796 main menu (when in DEBUG mode).
1798 2002-03-14 src/game.c
1799 * "GameWon()": When game was won playing a tape, now there is no delay
1800 raising the score and no corresponding sound is played.
1802 2002-03-14 src/files.c
1803 * Changed "LoadTape()" for real chunk support and also adjusted
1804 "SaveTape()" accordingly.
1806 2002-03-14 src/game.c, src/tape.c, src/files.c
1807 * Important changes to tape format: The old tape format stored all
1808 actions with a real effect with a corresponding delay between the
1809 stored actions. This had some major disadvantages (for example,
1810 push delays had to be ignored, pressing a button for some seconds
1811 mutated to several single button presses because of the non-action
1812 delays between two action frames etc.). The new tape format just
1813 stupidly records all device actions and replays them later. I really
1814 don't know why I haven't solved it that way before?! Old-style tapes
1815 (with tape file version less than 2.0) get converted to the new
1816 format on-the-fly when loading and can therefore still be played;
1817 only some minor parts of the old-style tape handling code was needed.
1818 (A perfect conversion is not possible, because there is information
1819 missing about the device actions between two action frames.)
1821 2002-03-14 src/files.c
1822 * New function "DumpTape()" to dump the contents of the current tape
1823 in a human readable format.
1825 2002-03-14 src/game.c
1826 * Small tape bug fixed: When automatically advancing to next level
1827 after a game was won, the tape from the previous level still was
1828 loaded as a tape for the new level.
1830 2002-03-14 src/tape.c
1831 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1832 tape, cartoons did not get completely removed because
1833 StopAnimation() was not called.
1835 2002-03-13 src/files.c
1836 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1837 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1838 size even when using 16-bit elements). Added new chunk "CNT2" for
1839 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1840 chunk even when content was 16-bit element). "CNT2" should now be
1841 able to store content for arbitrary elements (up to eight blocks of
1842 3 x 3 element arrays). All "CNT2" elements will always be stored as
1843 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1845 2002-03-13 src/files.c
1846 * Changed "LoadLevel()" for real chunk support.
1848 2002-03-12 src/game.c
1849 * Fixed problem (introduced after 2.0.0 release) with penguins
1850 not getting killed by enemies
1852 2002-02-24 src/game.c, src/main.h
1853 * Added "player->is_moving"; now "player->last_move_dir" does
1854 not contain any information if the player is just moving at
1856 Before, "player->last_move_dir" was misused for this purpose
1857 for the robot stuff (robots don't kill players when they are
1858 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1859 broke tapes when walking through pipes!
1860 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1861 in a continuous movement. This fact is ignored for friends and