X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=ChangeLog;h=17c8df158fa44910511d888fe915fba09405632b;hp=5988017db0da77e3f59e95bcd4cf3555b6ffb105;hb=2919379746c92fd488b83c61b328ef17fe500985;hpb=52a2112f8746f773e78e3a98cda8476425e9961a diff --git a/ChangeLog b/ChangeLog index 5988017d..17c8df15 100644 --- a/ChangeLog +++ b/ChangeLog @@ -1,3 +1,178 @@ +2010-01-07 + * added handling of gravity ports when converting Supaplex style R'n'D + levels to native Supaplex levels for playing with Supaplex engine + +2010-01-06 + * fixed bug in Supaplex engine regarding initial screen scroll position + +2009-12-17 + * fixed EMC style pushing animations in the R'n'D graphics engine (when + using ".2nd_movement_tile" for animations having start and end tile) + * for this to work (look) properly for two-tile pushing animations with + non-black (i.e. opaque) background, the pushing graphics drawing order + was changed to first draw the pushed element, then the player (maybe + this should be controlled by an ".anim_mode" flag yet to be added) + * two-tile animations for moving or pushing should have 7 frames for + normal speed, 15 frames for half speed etc. to display correct frames + * two-tile animations are also displayed correctly with different speed + settings for the player (for pushing animations) or moving elements + +2009-12-16 + * added searching for template level (file "template.level") not only + inside the level set directory, but also in above level directories; + this makes is possible to use the same single template level file + (placed in a level group directory) for many level sub-directories + +2009-12-10 + * fixed bug with steel exit being destructible during opening phase + * added token "special_flags" to "levelinfo.conf" (currently with the + only recognized value "load_xsb_to_ces", doing the same as the flag + "-Dload_xsb_to_ces" on the command line, but as a permanent flag for + converting all elements in native (XSB) Sokoban level files to CEs) + +2009-12-08 + * fixed some problems with Supaplex engine when compiling for Windows + +2009-12-05 + * added special mode to convert elements of Sokoban XSB levels to CEs + by adding "-Dload_xsb_to_ces" to the command line starting the game + (also adding a dependency to a template level file "template.level") + +2009-12-01 + * added reading native Sokoban levels and level packages (XSB files) + +2009-11-25 + * fixed bugs in (auto)scrolling behaviour when passing ports or when + wrapping around the playfield through "holes" in the playfield border + +2009-11-24 + * changed internal playfield bitmap handling from playfield sized bitmap + to screen sized bitmap (visible scrolling area), therefore speeding up + graphics operations (by eliminating bitmap updates in invisible areas) + and removing playfield size limitations due to increasing bitmap size + for larger playfield sizes (while the new implementation always uses + a fixed playfield bitmap size for arbitrary internal playfield sizes) + +2009-11-12 + * fixed bug with single step mode (there were some cases where the game + did not automatically return to pause mode, e.g. when trying to push + things that cannot be pushed or when trying to run against a wall) + +2009-11-01 + * added support for loading Supaplex levels in MPX level file format + +2009-10-31 + * fixed SP engine to set "game over" not before lead out counter done + +2009-10-30 + * fixed (potential) compile error when using GCC option "-std=gnu99" + (thanks to Tom "spot" Callaway) + +2009-10-28 + * fixed array allocation in native Supaplex engine to correctly handle + preceding scratch buffers (needed because of missing border checking) + * fixed playfield initialization to correctly add raw header bytes as + subsequent scratch buffer (needed because of missing border checking) + +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