+2009-10-24
+ * most important parts of native Supaplex engine integration working:
+ - native Supaplex levels can be played in native Supaplex engine
+ - native Supaplex level/demo files ("*.sp" files) can be re-played
+ - all 111 classic original Supaplex levels automatically solvable
+ - native Supaplex engine can be selected and used from level editor
+ - logic of re-playing Supaplex demos migrated to R'n'D tape logic
+
+2009-09-25
+ * fixed another translation problem from VisualBasic to C (where "int"
+ should be "short") causing unsolvable demos with bugs and terminals
+ ("bugs" being related to the Supaplex "buggy base" element here ;-) )
+
+2009-09-23
+ * fixed bug when reading Supaplex single level files (preventing loader
+ from seeking to level position like in Supaplex level package files)
+
+2009-08-01
+ * first classic Supaplex level running and solved by solution/demo tape
+
+2009-06-20
+ * started with integration of native Supaplex engine, using source code
+ of Megaplex from Frank Schindler, based on original Supaplex engine
+
+2009-06-16
+ * version number set to 3.2.6.2
+
+2009-06-15
+ * version 3.2.6.1 released
+
+2009-05-31
+ * fixed bug with element_info[e].gfx_element not being initialized in
+ early game stage, causing native graphics in EMC level sets to be
+ mapped completely to EL_EMPTY (causing a blank screen when playing)
+ (this only happened when starting the program with an EMC set with
+ native graphics, but not when switching to such a set at runtime)
+
+2009-03-30
+ * deactivated blit-to-same-surface workaround again (see 2009-03-24)
+ and using self-compiled, patched SDL.dll that solves this problem
+ (interim solution until release of SDL 1.2.14 that should fix this)
+
+2009-03-26
+ * extended backwards compatibility mode to allow already fixed bug with
+ change actions (see "2008-02-05") for existing levels (especially the
+ Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
+
+2009-03-24
+ * reactivated workaround to prevent program crashes due to blitting to
+ the same SDL surface that apparently only occurs on Windows systems
+ (this is no final solution; this problem needs further investigation)
+
+2008-11-05
+ * version number set to 3.2.6.1
+
+2008-11-04
+ * version 3.2.6.0 released
+
+2008-10-11
+ * fixed behaviour of player option "no centering when relocating" which
+ was incorrect when disabled and relocation target inside visible area
+ and "no scrolling when relocating" enabled at the same time
+
+2008-10-06
+ * fixed problems with re-mapping players on playfield to input devices:
+ previously, players found on the level playfield were changed to the
+ players connected to input devices (for example, player 3 in the level
+ was changed to player 1 (using artwork of player 3, to be able to use
+ a player with a different color)); this had the disadvantage that CE
+ conditions using player elements did not work (because the players in
+ the level definition are different to those effectively used in-game);
+ the new system uses the same player elements as defined in the level
+ playfield and re-maps the input devices of connected players to the
+ corresponding player elements when playing the level (in the above
+ example, player 3 now really exists in the game and is moved using the
+ events from input device 1); level tapes still store the events from
+ input devices 1 to 4, which are then re-mapped to players accordingly
+ when re-playing the tape (just as it is done when playing the level)
+
+2008-09-29
+ * fixed bug with player relocation while the player switches an element
+
+2008-09-24
+ * fixed bug with EM/DC style exit and EM/DC style steel exit which was
+ not walkable (and did not let the player enter) when in process of
+ opening, but not fully open yet (which can cause the player not being
+ able to enter the exit in EM/DC style levels in time)
+
+2008-08-02
+ * fixed some bugs regarding the new level/CE random seed reset options
+
+2008-07-14
+ * moved "level settings" and "editor settings" to two tabbed screens in
+ level editor to gain space for additional level property settings
+ * added level setting to start a level with always the same random seed
+ * added CE action "set random seed" to re-initialize random seed in game
+ (this is the only CE action that gets executed before the CE changes,
+ which is needed to use the newly set random seed during the CE change)
+
+2008-06-16
+ * fixed redraw problem of special editor door when playing from editor
+
+2008-06-16
+ * fixed initialization of gfx_element for level sketch image creation
+
+2008-06-15
+ * added switch for EM style dynamite "[ ] explodes with chain reaction"
+ (with default set to "on" for existing levels, but "off" for all new
+ levels), as EM style dynamite does not chain-explode in original EM
+
+2008-02-05
+ * added optional initial inventory for players (pre-collected elements)
+ * added change page actions "set player inventory" and "set CE artwork"
+ * added recognition of "player" parameter on change pages when player
+ actions are defined, but no trigger player in corresponding condition
+ (this resulted in actions that only affected the first player before)
+ * fixed bug with change actions being executed for newly created custom
+ elements resulting from custom element changes, when the intention was
+ only to check for change actions for the previous custom element
+
2008-02-03
* changed design and size of element drawing area in level editor
* added "element used as action parameter" to element change actions