2 * added setup option "skip levels" and possibility to skip levels
5 * fixed displaying "imported from/by" on preview with empty string
6 * fixed ignoring draw offset for fonts used for level preview texts
9 * fixed a delay problem with SDL and too many mouse motion events
10 * added setup option "skip levels" and level skipping functionality
13 * fixed mapping of obsolete element token names in "editorsetup.conf"
14 * fixed bug with sound "acid.splashing" treated as a loop sound
15 * fixed some little sound bugs in native EM engine
18 * fixed small bug when dragging scrollbars to end positions
21 * added editor element descriptions written by Aaron Davidson
24 * improved fallback handling when configured artwork is not available
25 (now using default artwork instead of exiting when files not found)
28 * fixed bug on level selection screen when dragging scrollbar
31 * fixed bug which caused broken tapes when appending to EM engine tapes
34 * uploaded pre-release (test) version 3.2.0-1 binary and source code
37 * added code to replace changed artwork config tokens with other tokens
38 (needed for backwards compatibility, so that older tokens still work)
41 * added native R'n'D graphics for some new EMC elements in EM engine
44 * fixed some bugs in the EM engine integration code
45 * changed EM engine code to allow diagonal movement
46 * changed EM engine code to allow use of separate snap and drop keys
49 * fixed some redraw bugs when using EM engine
52 * fixed bug with not converting RND levels which are set to use native
53 engine to native level structure when loading
56 * uploaded pre-release (test) version 3.2.0-0 binary and source code
59 * version number set to 3.2.0
62 * level data now reset to defaults after attempt to load invalid file
65 * added use of "editorsetup.conf" for different level sets
68 * added auto-detection for various types of Emerald Mine level files
71 * fixed bug with scrollbars getting too small when list is very large
74 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
77 * added most level editor configuration gadgets for new EMC elements
80 * added more element and graphic definitions for new EMC elements
83 * modified native EM engine to use integrated R'n'D sound system
86 * added SDL support to graphics functions in native EM engine
87 (by always using generic libgame interface functions)
90 * fixed bug in frame synchronization in native EM engine
93 * added code to convert levels between R'n'D and native EM engine
96 * new Emerald Mine engine can now play levels selected in main menu
99 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
100 (which creates scaled down graphics for level editor and preview);
101 there's still a memory leak somewhere in the artwork handling code
102 * added "scale image up" functionality to X11 version of zoom function
105 * first attempts to integrate new, native Emerald Mine Club engine
108 * fixed bug in gadget code which caused reset of CEs in level editor
109 (example: pressing 'b' [grab brush] on CE config page erased values)
110 (solution: check if gadgets in ClickOnGadget() are really mapped)
111 * improved level change detection in editor (settings now also checked)
112 * fixed bug with "can move into acid" and "don't collide with" state
115 * fixed maze runner style CEs to use the configured move delay value
118 * added Aaron Davidson's tutorial level set to the "Tutorials" section
121 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
122 * fixed the above fix because it broke level set "machine" (*sigh*)
123 * fixed random element placement in level editor to work as expected
124 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
127 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
130 * fixed bug (missing array boundary check) which caused broken tapes
131 * fixed bug (when loading level template) which caused broken levels
132 * fixed bug with new block last field code when using non-yellow player
135 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
136 * internal change of how the player blocks the last field when moving
137 * fixed blocking delay of last field for EM and SP style block delay
138 * fixed bug where the player had to wait for the usual move delay after
139 unsuccessfully trying to move, when he directly could move after that
140 * the last two changes should make original Supaplex level 93 solvable
141 * improved use of random number generator to make it less predictable
142 * fixed behaviour of slippery SP elements to let slip left, then right
145 * fixed bug with wrong door state after trying to quickload empty tape
146 * fixed waste of static memory usage of the binary, making it smaller
147 * fixed very little graphical bug in Supaplex explosion
150 * version number set to 3.1.1
153 * version 3.1.0 released
156 * fixed bug with crash when writing user levelinfo.conf the first time
159 * added option "convert LEVELDIR [NR]" to command line batch commands
160 * re-converted Supaplex levels to apply latest engine fixes
161 * changed "use graphic/sound of element" to "use graphic of element"
162 due to compatibility problems with some levels ("bug machine" etc.)
165 * fixed bug with CE change replacing player with same or other player
168 * fixed bug with opaque font in envelope with background graphic when
169 background graphic is not transparent itself
172 * added "gravity on" and "gravity off" ports for Supaplex compatibility
173 * corrected original Supaplex level loading code to use these new ports
174 * also corrected Supaplex loader to auto-count infotrons if set to zero
177 * fixed bug with missing initialization of "modified" flag for GEs
180 * fixed bug that caused endless recursion loop when relocating player
181 * fixed tape recorder bug in "step mode" when using "pause before end"
182 * fixed tape recorder bug when changing from "warp forward" mode
185 * fixed bug with "when touching" for pushed elements at last position
188 * fixed bug that caused two activated toolbox buttons in level editor
189 * fixed bug with exploding dynabomb under player due to other explosion
192 * fixed bug with creating walkable custom element under player (again)
193 * fixed bug with not copying explosion type when copying CEs in editor
194 * fixed graphical bug when drawing player in setup menu (input devices)
195 * fixed graphical bug when the player is pushing an accessible element
196 * fixed bug with classic switchable elements triggering CE changes
197 * fixed bug with entering/leaving walkable element in RelocatePlayer()
198 * fixed crash bug when CE leaves behind the trigger player element
201 * fixed bug with broken tubes after placing/exploding dynamite in them
202 * fixed bug with exploding dynamite under player due to other explosion
203 * fixed bug with not resetting push delay under certain circumstances
206 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
207 * added network multiplayer code for Windows (thanks to Niko Böhm)
210 * added option "reachable despite gravity" for gravity movement
211 * changed gravity movement of most classic walkable and passable
212 elements back to "not reachable" (for compatibility reasons)
215 * fixed (removed) "indestructible" / "can explode" dependency in editor
216 * fixed (removed) "accessible inside" / "protected" dependency
217 * fixed (removed) "step mode" / "shield time" dependency
220 * fixed dynabombs exploding now into anything diggable
221 * fixed Supaplex style gravity movement into buggy base now impossible
222 * added pressing key "space" as valid action to select menu options
225 * added "replace when walkable" to relocate player to walkable element
226 * added "enter"/"leave" event for elements affected by relocation
227 * fixed "direct"/"indirect" change order also for "when change" event
228 * fixed graphical bug when pushing things from elements walkable inside
231 * fixed graphic bug when player is snapping while moving in old levels
232 * fixed bug when a moving custom element leaves a player element behind
233 * fixed bug with mole not disappearing when moving into acid pool
234 * fixed bug with incomplete path setting when using "--basepath" option
235 * moving CE can now leave walkable elements behind under the player
236 * when relocating, player can be set on walkable element now
237 * fixed another gravity movement bug
240 * uploaded pre-release (test) version 3.1.0-2 binary and source code
243 * added "collectible" and "removable" to extended replacement types
244 (where "removable" replaces "diggable" and "collectible" elements)
245 * added "collectible & throwable" (to throw element to the next field)
246 * fixed bug with CEs digging elements that are just about to explode
247 * changed mouse cursor now always being visible when game is paused
250 * added possibility to push/press accessible elements from a side that
252 * fixed bug with not setting actual date when appending to tape
255 * fixed bug with incorrectly initialized custom element editor graphics
258 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
259 - number of levels corrected from 18 to 17 in "levelinfo.conf"
262 * fixed bug with destroyed robot wheel still attracting robots forever
263 * fixed bug with time gate switch deactivating after robot wheel time
264 (while the time gate itself is not affected by this misbehaviour)
265 * changed behaviour of BD style amoeba to always get blocked by player
266 (before it was different when there were non-BD elements in level)
267 * fixed bug with player destroying indestructable elements with shield
270 * added option to make growing elements grow into anything diggable
271 (for the various amoeba types, biomaze and "game of life")
274 * fixed bug with movable elements not moving after left behind by CEs
275 * changed gravity movement to anything diggable, not only sand/base
276 * optionally allowing passing to walkable element, not only empty space
277 * added option "can pass to walkable element" for players
278 * finally fixed gravity movement (hopefully)
281 * fixed bug with movable elements not moving anymore after falling down
284 * fixed another bug with custom elements digging and leaving elements
285 * fixed bug with "along left/right side" and automatic start direction
286 * trigger elements now also displayed when "more custom" deactivated
287 * fixed bug with clipboard element initialized when loading new level
288 * added option "drop delay" to set delay before dropping next element
291 * uploaded pre-release (test) version 3.1.0-1 binary and source code
294 * added copy and paste functions for custom change pages
295 * enhanced graphical display and functionality of tape recorder
296 * fixed bug with custom elements digging and leaving elements
299 * added move speed faster than "very fast" for custom elements
300 * fixed bug with 3+3 style explosions and missing border content
301 * fixed little bug when copying custom elements in the editor
302 * enhanced custom element changes by more side trigger actions
305 * added option "no scrolling when relocating" for instant teleporting
306 * uploaded pre-release (test) version 3.1.0-0 binary and source code
309 * added trigger element and trigger player to use as target elements
310 * added copy and paste functions for custom and group elements
313 * fixed graphical bug when displaying explosion animations
314 * fixed bug when appending to tapes, resulting in broken tapes
315 * re-recorded a few tapes broken by fixing gravity checking bug
318 * "can move into acid" property now for all elements independently
319 * "can fall into acid" property for player stored in same bitfield now
320 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
321 * version number set to 3.1.0 (finally!)
324 * changed tape recording to only record input, not programmed actions
327 * fixed totally broken (every 8th frame skipped) step-by-step recording
328 * fixed bug with requester not displayed when quick-loading interrupted
329 * added option "can fall into acid (with gravity)" for players
330 * fixed bug with player not falling when snapping down with gravity
333 * fixed bug which messed up key config when using keypad number keys
336 * fixed bug which allowed moving upwards even when gravity was active
337 * fixed bug with missing error handling when dumping levels or tapes
340 * added different colored editor graphics for Supaplex gravity tubes
343 * fixed bug that allowed solvable tapes for unsolvable levels
346 * use unlimited number of droppable elements when "count" set to zero
347 * added option to use step limit instead of time limit for level
350 * added player and change page as trigger for custom element change
353 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
356 * fixed bug with dark yamyam changing to acid when moving over acid
357 * fixed handling of levels with more than 999 seconds level time
358 (example: level 76 of "Denmine")
361 * "spring push bug" reintroduced as configurable element property
362 * fixed bug with missing properties for "mole"
363 * fixed bug that showed up when fixing the above "mole" properties bug
364 * added option "can move into acid" for all movable elements
365 * fixed graphical bug for elements moving into acid
366 * changed event handling to handle all pending events before going on
369 * fixed bug which caused all CE change pages to be ignored which had
370 the same change event, but used a different element side
371 (reported by Simon Forsberg)
373 * fixed bug which caused elements that can move and fall and that are
374 transported by a conveyor belt to continue moving into that direction
375 after leaving the conveyor belt, regardless of their own movement
376 type; only elements which can not move are transported now
377 (reported by Simon Forsberg)
379 * fixed bug which could cause an array overflow in RelocatePlayer()
380 (reported by Niko Böhm)
382 * changed Emerald Mine style "passable / over" elements to "protected"
383 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
385 * added new option to select from which side a "walkable/passable"
386 element can be entered
389 * added explosion and ignition delay for elements that can explode
392 * fixed bug which caused player not being protected against enemies
393 when a CE was "walkable / inside" and was not "indestructible"
394 * added "walkable/passable" fields to be "protected/unprotected"
395 against enemies, even if not accessible "inside" but "over/under"
398 * corrected move pattern to 32 bit and initial move direction to 8 bit
401 * added second custom element base configuration page
404 * added some special EMC mappings to Emerald Mine level loader
405 (also covering previously unknown element in level 0 of "Bondmine 8")
408 * added option to block last field when player is moving (for Supaplex)
409 * adjusted push delay of Supaplex elements
410 * removed delays for envelopes etc. when replaying with maximum speed
411 * fixed bug when dropping element on a field that just changed to empty
414 * fixed bug: infotrons can now smash yellow disks
415 * fixed bug: when gravity active, port above player can now be entered
416 * removed "one white dot" mouse pointer which irritated some people
419 * added "choice type" for group element selection
422 * fixed bug with initial invulnerability of non-yellow player
425 * added level loader for loading native Supaplex packed levels
426 (including multi-part levels like the "splvls99" levels)
429 * fixed bug which allowed creating emeralds by escaping explosions
432 * custom elements can change (limited) or leave (unlimited) elements
433 * finally added multiple matches using group elements
434 * added shortcut to dump brush (type ":DB" in editor) for use in forum
437 * added new start movement type "previous" for continued CE movement
438 * added new start movement type "random" for random CE movement start
441 * added new element "sokoban_field_player" needed for Sokoban levels
442 (thanks to Ed Booker for pointing this out!)
445 * added elements that can be digged or left behind by custom elements
448 * added group elements for multiple matches and random element creation
451 * fixed some graphical errors displayed in old levels
454 * fixed wrong double speed movement after passing closing gates
457 * added level loader for loading native Emerald Mine levels
460 * changes for "shooting" style CE movement
463 * Happy New Year! ;-)
466 * changed default snap/drop keys from left/right Shift to Control keys
469 * fixed bug with dead player getting reanimated from custom element
472 * fixed bug with wrong penguin graphics (when entering exit)
475 * fixed bug with wrong "Murphy" graphics (when digging etc.)
478 * version number set to 3.0.9
481 * version 3.0.8 released
484 * added function checked_free()
487 * fixed bug with double nut cracking sound
488 (by eliminating "default element action sound" assignment in init.c)
491 * fixed crash when no music info files are available
494 * fixed boring and sleeping sounds
497 * added "maze runner" and "maze hunter" movement types
498 * added extended collision conditions for custom elements
501 * added warnings for undefined token values in artwork config files
504 * added menu entry for level set information to the info screen
507 * fixed bug with wrong default impact sound for colored emeralds
510 * added several sub-screens for the info screen
511 * menu text now also clickable (not only blue/red sphere left of it)
514 * added configurable "bored" and "sleeping" animations for the player
515 * added "awakening" sound for player when waking up after sleeping
518 * added "copy" and "exchange" functions for custom elements to editor
521 * added configurable element animations for info screen
524 * added configurable music credits for info screen
527 * finally fixed tape recording when player is created from CE change
530 * added "editorsetup.conf" for editor element list configuration
533 * added "musicinfo.conf" for menu and level music configuration
536 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
537 (that only showed up on Linux, but not on Windows systems)
540 * fixed turning movement of butterflies and fireflies (no frame reset)
541 * enhanced sniksnak turning movement (two steps instead of only one)
544 * version number set to 3.0.8
547 * version 3.0.7 released
550 * fixed reset of player animation frame when, for example,
551 walking, digging or collecting share the same animation
552 * fixed CE with "deadly when touching" exploding when touching amoeba
555 * fixed tape recording when player is created from CE element change
558 * introduced "turning..." action graphic for elements with move delay
559 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
560 * added turning animations for bug, spaceship and sniksnak
563 * prevent "extended" changed elements from delay change in same frame
566 * fixed bug when pushing element that can move away to the side
567 (like pushing falling elements, but now with moving elements)
570 * finally fixed serious bug in code for delayed element pushing (again)
573 * unavailable setup options now marked as "n/a" instead of "off"
574 * new boolean directive "latest_engine" for "levelinfo.conf": when set
575 to "true", levels are always played with the latest game engine,
576 which is desired for levels that are imported from other games; all
577 other levels are played with the engine version stored in level file
578 (which is normally the engine version the level was created with)
581 * fixed serious bug in code for delayed element pushing
582 * fixed little bug in animation frame selection for pushed elements
583 * speed-up of reading config file for verbose output
586 * added configuration option for opening and closing Supaplex exit
587 * added configuration option for moving up/down animation for Murphy
588 * fixed incorrectly displayed animation for attacking dragon
589 * fixed bug with not setting initial gravity for each new game
590 * fixed bug with teleportation of player by custom element change
591 * fixed bug with player not getting smashed by rock sometimes
594 * version number set to 3.0.7
597 * version 3.0.6 released
600 * added support for MP3 music for SDL version through SMPEG library
603 * fixed bug when initializing font graphic structure
604 * fixed bug with animation mode "pingpong" when using only 1 frame
605 * fixed bug with extended change target introduced in 3.0.5
606 * fixed bug where passing over moving element doubles player speed
607 * fixed bug with elements continuing to move into push direction
608 * fixed bug with duplicated player when dropping bomb with shield on
609 * added "switching" event for custom elements ("pressing" only once)
610 * fixed switching bug (resetting flag when not switching but not idle)
613 * fixed element tokens for certain file elements with ".active" etc.
616 * version number set to 3.0.6
619 * version 3.0.5 released
622 * now four envelope elements available
623 * font, background, animation and sound for envelope now configurable
624 * main menu doors opening/closing animation type now configurable
627 * active/inactive sides configurable for custom element changes
628 * new movement type "move when pushed" available for custom elements
631 * fixed bug in multiple config pages loader code that caused crashes
634 * enhanced (remaining low-resolution) Supaplex graphics
637 * version number set to 3.0.5
640 * version 3.0.4 released
642 2003-09-12 src/tools.c
643 * fixed bug in custom definition of crumbled element graphics
645 2003-09-11 src/files.c
646 * fixed bug in multiple config pages code that caused crashes
649 * version number set to 3.0.4
652 * version 3.0.3 released
655 * added music to Supaplex classic level set
657 2003-09-07 src/libgame/misc.c
658 * added support for loading various music formats through SDL_mixer
660 2003-09-06 (various source files)
661 * fixed several nasty bugs that may have caused crashes on some systems
662 * added envelope content which gets displayed when collecting envelope
663 * added multiple change event pages for custom elements
665 2003-08-24 src/game.c
666 * fixed problem with player animation when snapping and moving
668 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
669 * fixed problem with flickering when drawing toon animations
671 2003-08-23 src/libgame/sdl.c
672 * fixed problem with setting mouse cursor in SDL version in fullscreen
674 2003-08-23 src/game.c
675 * fixed bug (missing array boundary check) which could crash the game
678 * version number set to 3.0.3
681 * version 3.0.2 released
683 2003-08-21 src/game.c
684 * fixed bug with creating inaccessible elements at player position
686 2003-08-20 src/init.c
687 * fixed bug with not finding current level artwork directory
689 2003-08-20 src/files.c
690 * fixed bug with choosing wrong engine version when playing tapes
691 * fixed bug with messing up custom element properties in 3.0.0 levels
694 * version number set to 3.0.2
697 * version 3.0.1 released
699 2003-08-17 (no source files affected)
700 * changed all "classic" PCX image files with 16 colors or less to
701 256 color (8 bit) storage format, because the Allegro game library
702 cannot handle PCX files with less than 256 colors (contributed
703 graphics are not affected and might look wrong in the DOS version)
705 2003-08-16 src/init.c
706 * fixed bug which (for example) crashed the level editor when defining
707 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
708 (only set to default) -- invalid graphics now set to default graphic
710 2003-08-16 src/init.c
711 * fixed graphical bug of player digging/collecting/snapping element
712 when no corresponding graphic/animation is defined for this action,
713 resulting in player being drawn as EL_EMPTY (which should only be
714 done to elements being collected, but not to the player)
716 2003-08-16 src/game.c
717 * fixed small graphical bug of player not totally moving into exit
719 2003-08-16 src/libgame/setup.c
720 * fixed bug with wrong MS-DOS 8.3 filename conversion
722 2003-08-16 src/tools.c
723 * fixed bug with invisible mouse cursor when pressing ESC while playing
725 2003-08-16 (various source files)
726 * added another 128 custom elements (disabled in editor by default)
728 2003-08-16 src/editor.c
729 * fixed NULL string bug causing Solaris to crash in sprintf()
731 2003-08-16 src/screen.c
732 * fixed drawing over scrollbar on level selection with custom fonts
734 2003-08-15 src/game.c
735 * cleanup of simple sounds / loop sounds / music settings
737 2003-08-08 (various source files)
738 * added custom element property for dropping collected elements
740 2003-08-08 src/conf_gfx.c
741 * fixed bug with missing graphic for active red disk bomb
743 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
744 * extended variable "level.gravity" to "level.initial_gravity" and
745 "game.current_gravity" to prevent level setting from being changed
746 by playing the level (keeping the runtime value after playing)
748 * fixed graphics bug when digging element that has 'crumbled' graphic
749 definition, but not 'diggable' graphic definition
752 * version number set to 3.0.1
755 * version 3.0.0 released
758 * various bug fixes; among others:
759 - fixed bug with pushing spring over empty space
760 - fixed bug with leaving tube while placing dynamite
761 - fixed bug with explosion of smashed penguins
762 - allow Murphy player graphic in levels with non-Supaplex elements
766 * I have forgotten to document changes for some time
769 * pre-release version 2.2.0rc1 released
772 * version number set to 2.1.2
775 * version 2.1.1 released
778 * version number set to 2.1.1
781 * version 2.1.0 released
784 * version number set to 2.1.0
786 2002-04-03 to 2002-05-19 (various source files)
787 * graphics, sounds and music now fully configurable
788 * bug fixed that prevented walking through tubes when gravity on
790 2002-04-02 src/events.c, src/editor.c
791 * Make Escape key less aggressive when playing or when editing level.
792 This can be configured as an option in the setup menu. (Default is
793 "less aggressive" which means "ask user if something can be lost"
794 when pressing the Escape key.)
796 2002-04-02 src/screen.c
797 * Added "graphics setup" screen.
799 2002-04-01 src/screen.c
800 * Changed "choose level" setup screen stuff to be more generic (to
801 make it easier to add more "choose from generic tree" setup screens).
803 2002-04-01 src/config.c, src/timestamp.h
804 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
805 automatically gets created by "src/Makefile" and contains an actual
806 compile-time timestamp to identify development versions of the game).
808 2002-03-31 src/tape.c, src/events.c
809 * Added quick game/tape save/load functions to tape stuff which can be
810 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
811 loads previously recorded tape and directly goes into recording mode
812 from the end of the tape (therefore appending to the tape).
814 2002-03-31 src/tape.c
815 * Added "index mark" function to tape recorder. When playing or
816 recording, "eject" button changes to "index" button. Setting index
817 mark is not yet implemented, but pressing index button when playing
818 allows very quick advancing to end of tape (when normal playing),
819 very fast forward mode (when playing with normal fast forward) or
820 very fast reaching of "pause before end of tape" (when playing with
821 "pause before end" playing mode).
823 2002-03-30 src/cartoons.c
824 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
826 2002-03-29 src/screen.c
827 * Changed setup screen stuff to be more generic (to make it easier
828 to add more setup screens).
830 2002-03-23 src/main.c, src/main.h
831 * Various changes due to the introduction of the new libgame files
832 "setup.c" and "joystick.c".
834 2002-03-23 src/files.c
835 * Generic parts of "src/files.c" (mainly setup and level directory
836 stuff) moved to new libgame file "src/libgame/setup.c".
838 2002-03-23 src/joystick.c
839 * File "src/joystick.c" moved to libgame source tree, with
840 correspondig changes.
842 2002-03-22 src/screens.c
843 * "HandleChooseLevel()": Another bug in level series navigation fixed.
844 (Wrong level series information displayed when entering main group.)
846 2002-03-22 src/editor.c
847 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
849 2002-03-22 src/editor.c
850 * Changed behaviour of "Escape" key in level editor to be more
851 intuitive: When in "Element Properties" or "Level Info" mode,
852 return to "Drawing Mode" instead of leaving the level editor.
854 2002-03-21 src/game.c, src/editor.c, src/files.c
855 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
856 gems (emeralds, diamonds, ...) slipping down from normal wall,
857 steel wall and growing wall (as in E.M.C. style levels). Although
858 the behaviour of contributed and private levels wasn't changed (due
859 to the use of "level.game_version"; see previous entry), editing
860 those levels will (of course) change the behaviour accordingly.
862 This change seems a bit too hard after thinking about it, because
863 the EM style behaviour is not the "expected" behaviour (gems would
864 normally only slip down from "rounded" walls). Therefore this was
865 now changed to an element property for gem style elements, with the
866 default setting "off" (which means: no special EM style behaviour).
867 To fix older converted levels, this flag is set to "on" for pre-2.0
868 levels that are neither contributed nor private levels.
870 2002-03-20 src/files.h
871 * Corrected settings for "level.game_version" depending of level type.
872 (Contributed and private levels always get played with game engine
873 version they were created with, while converted levels always get
874 played with the most recent version of the game engine, to let new
875 corrections of the emulation behaviour take effect.)
877 2002-03-20 src/main.h
878 * Added "#include <time.h>". This seems to be needed by "tape.c" for
879 compiling the SDL version on some systems.
880 Thanks to the several people who pointed this out.
883 * Version number set to 2.0.2.
886 * Version 2.0.1 released.
888 2002-03-18 src/screens.c
889 * "HandleChooseLevel()": Small bug in level series navigation fixed.
891 2002-03-18 src/files.c [src/libgame/misc.c]
892 * Moved some common functions from src/files.c to src/libgame/misc.c.
894 2002-03-18 src/files.c [src/libgame/misc.c]
895 * Changed permissions for new directories and saved files (especially
896 score files) according to suggestions of Debian users and mantainers.
897 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
899 2002-03-17 src/files.c
900 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
901 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
902 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
903 for levels and "TAPE" for tapes). Old "cookie" style format is
904 still supported for reading. New level and tape files are written
907 * New IFF chunk "VERS" contains version numbers for file and game
908 (where "game version" is the version of the program that wrote the
909 file, and "file version" is a version number to distinguish files
910 with different format, for example after adding new features).
912 2002-03-15 src/screen.c
913 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
914 (Before, you heard a mixture of the in-game music and the
917 2002-03-14 src/events.c
918 * Function "DumpTape()" (files.c) now available by pressing 't' from
919 main menu (when in DEBUG mode).
921 2002-03-14 src/game.c
922 * "GameWon()": When game was won playing a tape, now there is no delay
923 raising the score and no corresponding sound is played.
925 2002-03-14 src/files.c
926 * Changed "LoadTape()" for real chunk support and also adjusted
927 "SaveTape()" accordingly.
929 2002-03-14 src/game.c, src/tape.c, src/files.c
930 * Important changes to tape format: The old tape format stored all
931 actions with a real effect with a corresponding delay between the
932 stored actions. This had some major disadvantages (for example,
933 push delays had to be ignored, pressing a button for some seconds
934 mutated to several single button presses because of the non-action
935 delays between two action frames etc.). The new tape format just
936 stupidly records all device actions and replays them later. I really
937 don't know why I haven't solved it that way before?! Old-style tapes
938 (with tape file version less than 2.0) get converted to the new
939 format on-the-fly when loading and can therefore still be played;
940 only some minor parts of the old-style tape handling code was needed.
941 (A perfect conversion is not possible, because there is information
942 missing about the device actions between two action frames.)
944 2002-03-14 src/files.c
945 * New function "DumpTape()" to dump the contents of the current tape
946 in a human readable format.
948 2002-03-14 src/game.c
949 * Small tape bug fixed: When automatically advancing to next level
950 after a game was won, the tape from the previous level still was
951 loaded as a tape for the new level.
953 2002-03-14 src/tape.c
954 * Small graphical bug fixed: When pressing ""Record" or "Play" on
955 tape, cartoons did not get completely removed because
956 StopAnimation() was not called.
958 2002-03-13 src/files.c
959 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
960 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
961 size even when using 16-bit elements). Added new chunk "CNT2" for
962 16-bit amoeba content (previously written in 8-bit field in "HEAD"
963 chunk even when content was 16-bit element). "CNT2" should now be
964 able to store content for arbitrary elements (up to eight blocks of
965 3 x 3 element arrays). All "CNT2" elements will always be stored as
966 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
968 2002-03-13 src/files.c
969 * Changed "LoadLevel()" for real chunk support.
971 2002-03-12 src/game.c
972 * Fixed problem (introduced after 2.0.0 release) with penguins
973 not getting killed by enemies
975 2002-02-24 src/game.c, src/main.h
976 * Added "player->is_moving"; now "player->last_move_dir" does
977 not contain any information if the player is just moving at
979 Before, "player->last_move_dir" was misused for this purpose
980 for the robot stuff (robots don't kill players when they are
981 moving). But setting "player->last_move_dir" to MV_NO_MOVING
982 broke tapes when walking through pipes!
983 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
984 in a continuous movement. This fact is ignored for friends and