2 * improved single step mode in R'n'D, EM and SP engines
5 * version number set to 3.3.0.2
8 * version 3.3.0.1 released
11 * added configurable key shortcuts for snap+direction player actions
12 (probably most useful for recording tool-assisted speedrun (TAS)
13 tapes using the single-step mode of the tape recorder)
16 * version number set to 3.3.0.1
19 * version 3.3.0.0 released
22 * fixed missing memory allocation in SP engine when saving engine data
23 for non-SP game engine snapshots (which also stores SP engine part)
26 * fixed problem with scrolling in native EM engine in multi-user mode
27 (this bug was just introduced with the experimental viewport stuff)
28 * fixed animation of splashing acid in EM engine with classic artwork
29 * fixed animation of cracking nut in EM engine with classic artwork
30 * fixed (implemented) single step mode in native EM and SP engines
31 * fixed "latest_engine" flag in classic levels (moved to single sets)
32 * updated SDL library DLLs for Windows to the latest release versions
33 (this fixed some mysterious crashes of the game on Windows systems)
34 * replaced EM and SP set in classic level set with native level files
35 * finally added a newly written "CREDITS" file to the game package
36 * removed sampled music loops from classic music set
39 * changed native Emerald Mine engine to support different viewport sizes
42 * changed native Supaplex engine to support different viewport sizes
45 * added initial, experimental support for different viewport properties
46 (with "viewports" being menu/playfield area and doors; currently the
47 size of the menu/playfield area and door positions can be redefined)
50 * added initial, experimental support for different window sizes
53 * added support for native Sokoban solution files in pure 'udlrUDLR'
54 format with extension ".sln" instead of ".tape" for solution tapes
57 * added image config suffix ".class" to be able to define classes of
58 crumbled elements which are then separated against each others when
59 drawing crumbled borders (class names can freely be defined)
60 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
61 emc_grass" results in sand and emc_grass being crumbled separately,
62 even if directly adjacent on the playfield.)
63 * added image config suffix ".style" to use two new features for
65 - "accurate_borders": try to draw correctly crumbled corners (which
66 means that a row of crumbled elements does not have two crumbled
67 corners for each element in the row, but only at the "real" corners
68 at the start and the end of the row of elements)
69 - "inner_corners": also draw inner corners in concave constructions
70 of several crumbled elements -- this is currently a big kludge: the
71 number of frames for crumbled graphic must be "2", with the first
72 frame as usual (crumbled graphic), while the second frame contains
73 the graphic with inner (crumbled) corners for the crumbled graphic
74 (These two features are mainly intended for bevelled walls, not for
75 diggable elements like sand; "inner_corners" only works reliably for
76 static walls, not for in-game dynamically changing walls using CEs.)
79 * finished code cleanup of native Supaplex game engine
82 * started code cleanup of native Supaplex game engine
85 * integrated playing sound effects into native Supaplex game engine
88 * added configurable key shortcuts for the tape recorder buttons
91 * added (hidden) function to save native Supaplex levels with tape as
92 native *.sp file containing level with demo (saved with a file name
93 similar to native R'n'D levels, but with ".sp" extension instead of
94 ".level"); to use this functionality, enter ":save-native-level" or
95 ":snl" from the main menu with the native Supaplex level loaded and
96 the appropriate tape loaded to the tape recorder
97 * fixed potential crash bug caused by illegal array access in engine
98 snapshot loading and saving code
99 * changed setting permissions of score files to be world-writable if
100 the program is not installed and running setgid to allow the program
101 to modify existing score files when run as a different user (which
102 allows cheating, of course, as the score files are not protected
103 against modification in this case)
104 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
105 the top level Makefile for Debian / Ubuntu installations
106 * added saving read-only levels from editor into personal level set
107 (thanks to Bela Lubkin for the above four patches)
110 * added updating of game values on the panel to Supaplex game engine
113 * finished integrating R'n'D graphics engine into Supaplex game engine
114 (although some animations do not support full customizability yet)
117 * done integrating R'n'D graphics engine into file "Infotron.c"
118 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
121 * integrated engine snapshot functionality into Supaplex game engine
124 * fixed bug in native Supaplex engine that broke several demo solutions
125 * fixed bug with re-initializing already existing elements in function
126 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
127 counted a second time, making the currently playing level unsolvable)
128 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
129 * done integrating R'n'D graphics engine into file "Electrons.c"
130 * done integrating R'n'D graphics engine into file "Zonk.c"
133 * done integrating R'n'D graphics engine into file "Murphy.c"
134 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
137 * started integrating R'n'D graphics engine into Supaplex game engine
140 * added small kludge that allows transparent pushing animation over
141 non-black background (by using "game.use_masked_pushing: true")
142 * added editor flag to Sokoban field/object elements to automatically
143 finish solved Sokoban style levels (even if they contain non-Sokoban
144 elements, which prevents auto-enabling this feature for such levels)
147 * added new element "from_level_template" which is replaced by element
148 from level template at same playfield position when loaded (currently
149 not accessible from level editor, but only used for special Sokoban
150 level conversion when using "special_flags: load_xsb_to_ces")
151 * added special behaviour for "special_flags: load_xsb_to_ces": global
152 settings of individual level files are overwritten by template level
153 (except playfield size, level name, level author and template flag)
156 * added handling of gravity ports when converting Supaplex style R'n'D
157 levels to native Supaplex levels for playing with Supaplex engine
160 * fixed bug in Supaplex engine regarding initial screen scroll position
163 * fixed EMC style pushing animations in the R'n'D graphics engine (when
164 using ".2nd_movement_tile" for animations having start and end tile)
165 * for this to work (look) properly for two-tile pushing animations with
166 non-black (i.e. opaque) background, the pushing graphics drawing order
167 was changed to first draw the pushed element, then the player (maybe
168 this should be controlled by an ".anim_mode" flag yet to be added)
169 * two-tile animations for moving or pushing should have 7 frames for
170 normal speed, 15 frames for half speed etc. to display correct frames
171 * two-tile animations are also displayed correctly with different speed
172 settings for the player (for pushing animations) or moving elements
175 * added searching for template level (file "template.level") not only
176 inside the level set directory, but also in above level directories;
177 this makes is possible to use the same single template level file
178 (placed in a level group directory) for many level sub-directories
181 * fixed bug with steel exit being destructible during opening phase
182 * added token "special_flags" to "levelinfo.conf" (currently with the
183 only recognized value "load_xsb_to_ces", doing the same as the flag
184 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
185 converting all elements in native (XSB) Sokoban level files to CEs)
188 * fixed some problems with Supaplex engine when compiling for Windows
191 * added special mode to convert elements of Sokoban XSB levels to CEs
192 by adding "-Dload_xsb_to_ces" to the command line starting the game
193 (also adding a dependency to a template level file "template.level")
196 * added reading native Sokoban levels and level packages (XSB files)
199 * fixed bugs in (auto)scrolling behaviour when passing ports or when
200 wrapping around the playfield through "holes" in the playfield border
203 * changed internal playfield bitmap handling from playfield sized bitmap
204 to screen sized bitmap (visible scrolling area), therefore speeding up
205 graphics operations (by eliminating bitmap updates in invisible areas)
206 and removing playfield size limitations due to increasing bitmap size
207 for larger playfield sizes (while the new implementation always uses
208 a fixed playfield bitmap size for arbitrary internal playfield sizes)
211 * fixed bug with single step mode (there were some cases where the game
212 did not automatically return to pause mode, e.g. when trying to push
213 things that cannot be pushed or when trying to run against a wall)
216 * added support for loading Supaplex levels in MPX level file format
219 * fixed SP engine to set "game over" not before lead out counter done
222 * fixed (potential) compile error when using GCC option "-std=gnu99"
223 (thanks to Tom "spot" Callaway)
226 * fixed array allocation in native Supaplex engine to correctly handle
227 preceding scratch buffers (needed because of missing border checking)
228 * fixed playfield initialization to correctly add raw header bytes as
229 subsequent scratch buffer (needed because of missing border checking)
232 * most important parts of native Supaplex engine integration working:
233 - native Supaplex levels can be played in native Supaplex engine
234 - native Supaplex level/demo files ("*.sp" files) can be re-played
235 - all 111 classic original Supaplex levels automatically solvable
236 - native Supaplex engine can be selected and used from level editor
237 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
240 * fixed another translation problem from VisualBasic to C (where "int"
241 should be "short") causing unsolvable demos with bugs and terminals
242 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
245 * fixed bug when reading Supaplex single level files (preventing loader
246 from seeking to level position like in Supaplex level package files)
249 * first classic Supaplex level running and solved by solution/demo tape
252 * started with integration of native Supaplex engine, using source code
253 of Megaplex from Frank Schindler, based on original Supaplex engine
256 * version number set to 3.2.6.2
259 * version 3.2.6.1 released
262 * fixed bug with element_info[e].gfx_element not being initialized in
263 early game stage, causing native graphics in EMC level sets to be
264 mapped completely to EL_EMPTY (causing a blank screen when playing)
265 (this only happened when starting the program with an EMC set with
266 native graphics, but not when switching to such a set at runtime)
269 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
270 and using self-compiled, patched SDL.dll that solves this problem
271 (interim solution until release of SDL 1.2.14 that should fix this)
274 * extended backwards compatibility mode to allow already fixed bug with
275 change actions (see "2008-02-05") for existing levels (especially the
276 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
279 * reactivated workaround to prevent program crashes due to blitting to
280 the same SDL surface that apparently only occurs on Windows systems
281 (this is no final solution; this problem needs further investigation)
284 * version number set to 3.2.6.1
287 * version 3.2.6.0 released
290 * fixed behaviour of player option "no centering when relocating" which
291 was incorrect when disabled and relocation target inside visible area
292 and "no scrolling when relocating" enabled at the same time
295 * fixed problems with re-mapping players on playfield to input devices:
296 previously, players found on the level playfield were changed to the
297 players connected to input devices (for example, player 3 in the level
298 was changed to player 1 (using artwork of player 3, to be able to use
299 a player with a different color)); this had the disadvantage that CE
300 conditions using player elements did not work (because the players in
301 the level definition are different to those effectively used in-game);
302 the new system uses the same player elements as defined in the level
303 playfield and re-maps the input devices of connected players to the
304 corresponding player elements when playing the level (in the above
305 example, player 3 now really exists in the game and is moved using the
306 events from input device 1); level tapes still store the events from
307 input devices 1 to 4, which are then re-mapped to players accordingly
308 when re-playing the tape (just as it is done when playing the level)
311 * fixed bug with player relocation while the player switches an element
314 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
315 not walkable (and did not let the player enter) when in process of
316 opening, but not fully open yet (which can cause the player not being
317 able to enter the exit in EM/DC style levels in time)
320 * fixed some bugs regarding the new level/CE random seed reset options
323 * moved "level settings" and "editor settings" to two tabbed screens in
324 level editor to gain space for additional level property settings
325 * added level setting to start a level with always the same random seed
326 * added CE action "set random seed" to re-initialize random seed in game
327 (this is the only CE action that gets executed before the CE changes,
328 which is needed to use the newly set random seed during the CE change)
331 * fixed redraw problem of special editor door when playing from editor
334 * fixed initialization of gfx_element for level sketch image creation
337 * added switch for EM style dynamite "[ ] explodes with chain reaction"
338 (with default set to "on" for existing levels, but "off" for all new
339 levels), as EM style dynamite does not chain-explode in original EM
342 * added optional initial inventory for players (pre-collected elements)
343 * added change page actions "set player inventory" and "set CE artwork"
344 * added recognition of "player" parameter on change pages when player
345 actions are defined, but no trigger player in corresponding condition
346 (this resulted in actions that only affected the first player before)
347 * fixed bug with change actions being executed for newly created custom
348 elements resulting from custom element changes, when the intention was
349 only to check for change actions for the previous custom element
352 * changed design and size of element drawing area in level editor
353 * added "element used as action parameter" to element change actions
356 * added possibility to reanimate player immediately after his death
357 (for example, by "change to <player> when explosion of <player>")
360 * fixed bug with "gray" white door not being uncovered by magnifier
361 * added score for collecting (any) key to the white key config page
364 * added condition "deadly when <getting hit by>" for custom elements
365 that behaves a bit like the existing "deadly when <colliding with>",
366 but with the following differences:
367 - it only kills players or friends when it was moving before it hits
368 - it does not kill players or friends that try to run into it
371 * fixed the following change conditions where a player element is used
372 as the "element that is triggering the custom element change":
375 - explosion of <element>
377 (the last two conditions already worked partially, but only for the
378 first player, and not for the "Murphy" player when using "move of")
381 * fixed crash bug caused by accessing invalid element (with value -1)
382 in UpdateGameControlValues()
383 * fixed graphical bug when using two-tile movement animations with EMC
384 game engine without explicitly using native EMC graphics engine
387 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
388 try to push something (due to push delay) does not cause a dig action
391 * fixed bug with reference elements used as trigger elements on custom
392 element change pages not being recognized
393 * fixed bug with reference elements not being removed from the playfield
394 * added engine functionality that allows custom elements that "can dig"
395 other elements not only to do so when moving by themselves, but also
396 when being pushed by the player (therefore adding the functionality to
397 push one element over another element, replacing it with the new one)
400 * added command line function to write level sketch images to directory
403 * merged override and auto-override options into new override options
404 with a new data type than can take the values "no", "yes" and "auto"
407 * fixed growing steel wall to also leave behind steel wall instead of
408 normal, destructible wall
409 * fixed handling of rocks falling through stacks of quicksand with
410 different speed (before, the rocks just got stuck in the quicksand)
413 * fixed nasty bug with auto-override and normal override not working on
414 program startup (especially when current level set has custom artwork)
417 * version 3.2.5 released as special edition "R'n'D jue"
420 * fixed X11 crash bug when blitting masked title screens over background
423 * changed build system to support special editions (like "R'n'D jue")
424 * added (hardcoded) loading graphics for "R'n'D jue" special edition
425 * fixed X11 crash bug when scaling images with width/height less than 32
428 * added "background.PLAYING" (only visible as two-pixel border in game)
429 * added default level set for first start of special R'n'D version
430 * changed door animations for editor always behaving like "quick doors"
433 * added new custom artwork setup option "auto-override non-CE sets" for
434 automatic artwork override that is only used for level sets without
435 custom element artwork (as it does not make much sense to override
436 any artwork that redefines custom element artwork for sets using CEs)
437 * fixed default artwork for "special" R'n'D versions always using the
438 "classic" artwork as the base if base artwork is not explicitly
439 defined in "levelinfo.conf", regardless of different default artwork
440 used by the special R'n'D version -- this is needed because any such
441 custom artwork is designed using the "classic" artwork definitions as
442 the base (including menu definitions and screen positions etc., which
443 would otherwise be taken from the different special default artwork)
446 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
447 for both EMC and R'n'D graphics engine (heavy workarounds needed due
448 to massively broken handling of quicksand in R'n'D game engine)
449 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
450 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
453 * fixed small bug in toon drawing (introduced when fixing the crash bug)
456 * added graphics definition "game.panel.highscore" to display the
457 current levels current high score in the game panel
460 * version number set to 3.2.5
463 * version 3.2.4 released
466 * fixed crash bug in toon drawing functions for large step offset values
469 * fixed some problems with displaying game panel when quick-loading tape
472 * fixed (experimental only) redrawing of every tile per frame (even if
473 unneeded) for the extended (R'n'D based) EMC graphics engine
474 * added optimization to only calculate element count for panel display
475 if really needed (that is, if element count values defined on panel)
476 * fixed problem with special editor door redraw when entering main menu
479 * fixed bug with displaying background for title messages on info screen
480 * some code cleanup for the extended (R'n'D based) EMC graphics engine
483 * fixed bug with CE action "move player" always resulting in player 4
484 if there was a CE action with no trigger player (because the player
485 element was calculated by using log_2() from trigger player bits with
486 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
487 triggering player bit mask and handling all players in "move player"
488 * fixed bug when defined artwork cannot be found for artwork that has
489 default artwork cloned from other artwork (without default filename)
490 * added several fixes to the extended (R'n'D based) EMC graphics engine
493 * fixed broken editor copy and paste for custom elements between levels
496 * title messages are now also searched in graphics artwork directory;
497 those found in graphics directory have precendence over those found
498 in level directory -- this handles title messages stored in graphics
499 directories as part of the artwork set, just like title images; this
500 makes sense, as corresponding special font definitions for messages
501 are usually defined in the same graphics artwork directory, and also
502 because title images and title messages that are combined in a level
503 set introduction should usually not be separated when the level set
504 is used with a different artwork set (e.g. using "override graphics")
505 * fixed problem with door borders on main screen by first drawing doors
506 and then the corresponding border masks, but not vice versa
507 * fixed problem with artwork config entries using the value "[DEFAULT]";
508 this does not what one might expect, but sets the value to an invalid
509 value -- solution: simply ignore such entries, which results in this
510 value keeping its previous (real) default value (in general, entries
511 that should use their default value should just not be defined here)
512 * fixed problem with wrong fading area size from main menu to setup menu
515 * fixed problem with broken crumbled graphics after level set changes
516 when using R'n'D custom artwork with level sets using the EMC engine
519 * fixed invisible "joysticks deactivated ..." text on setup input screen
522 * added use of hashes created from static lists (element tokens, image
523 config, font tokens) to speed up lookup of configuration parameters
524 * fixed bug where element and graphic config token lookup was mixed up
527 * added "busy" animation when initializing program and loading artwork
528 * added initialization profiling for program startup (debugging only)
531 * fixed(?) very strange bug apparently triggered by memset() when code
532 was cross-compiled with MinGW cross-compiler for Windows XP platform
533 (this only happened when using SDL.dll also self-compiled with MinGW)
536 * added graphics engine directive "border.draw_masked_when_fading" that
537 enables/disables drawing of border mask over screen that is just faded
540 * fixed small problem with separate fading definition for game screen
543 * added additional configuration directives for setup screen draw offset
544 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
545 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
546 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
547 used to define draw offset on custom artwork selection screens and
548 "CHOOSE_OTHER" is used on all other list style selection screens, like
549 choosing game speed or screen mode for fullscreen mode)
550 * added additional configuration directives to define main menu buttons:
551 - menu.button_name and menu.button_name.active
552 - menu.button_levels and menu.button_levels.active
553 - menu.button_scores and menu.button_scores.active
554 - menu.button_editor and menu.button_editor.active
555 - menu.button_info and menu.button_info.active
556 - menu.button_game and menu.button_game.active
557 - menu.button_setup and menu.button_setup.active
558 - menu.button_quit and menu.button_quit.active
559 * added eight pure decoration graphic definitions for the game panel
562 * added support for accessing native Diamond Caves II level packages
563 * fixed displaying of game panel values for Emerald Mine game engine
564 * fixed displaying end-of-level time and score values on new game panel
567 * added game panel control to display arbitrary elements on game panel
568 * added game panel control to display custom element score (globally
569 unique for identical custom elements) either as value or as element
570 * added ".draw_masked" and ".draw_order" to game panel control drawing
573 * fixed some general bugs with handling of ".active" elements and fonts
576 * cleanup of game panel elements (some elements were not really needed)
577 * added displaying of gravity state (on/off) as new game panel control
578 * added animation for game panel elements (similar to game elements)
581 * added new pseudo game mode "PANEL" to define panel fonts and graphics
582 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
583 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
584 (else graphics would have to use ".PLAYING", which would be confusing)
585 * fixed bug when fading out to game screen with border mask defined
588 * added attribute ".tile_size" for element style game panel controls
591 * added <space> key as additional valid key to use for confirm requester
594 * improved menu fading, adding separate fading definitions for entering
595 and leaving a "content" screen (in general), and optional definitions
596 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
599 * added (currently invisible) setup option to define scroll delay value
600 * fixed small bug in priority handling when auto-detecting level start
601 position in levels without player element (but player from CE etc.)
602 * added option "game.forced_scroll_delay_value" to override user choice
603 of scroll delay value for certain level sets with "graphicsinfo.conf"
604 * replaced setup option "scroll delay: on/off" by new setup option that
605 directly allows selecting the desired scroll delay value from 0 to 8
608 * added displaying of most game panel control elements (not animated)
611 * added new configuration directives to display additional game engine
612 values on the game control panel, like the following examples:
613 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
614 - game.panel.penguins - number of penguins to rescue
615 - game.panel.level_name - level name of current level
618 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
621 * added new player option "no centering when relocating" for "invisible"
622 teleportations to level areas that look exactly the same, giving the
623 illusion that the player did not relocate at all (this was the default
624 since 3.2.3, but caused visual problems with room creation in "Zelda")
625 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
628 * improved menu fading, adding separate fading definitions for entering
629 and leaving a menu and for fading between menu and "content" screens
630 * fixed small bug with recognizing also ".font_xyz" style definitions
633 * improved menu fading, adding separate fading definitions for fading
634 between menu screens and fading between menu and "destination" screens
637 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
638 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
639 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
640 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
642 * improved title fading, allowing fading animation types "none", "fade"
643 and "crossfade" (including cross-fading of last title to main menu)
646 * added configurability of graphics, sounds and music for title screens,
647 which are separated into initial title screens (only shown once at
648 program startup) and title screens shown for a given level set; these
649 title screens can be composed of up to five title images and up to
650 five title text messages (each drawn using an optional background
651 image), also using background music and/or sounds; aspects like
652 background images, sounds and music of title screens can either be
653 defined generally (valid for all title screens) or specifically (and
654 therefore differently for each title screen) using these directives:
656 to define a background image, sound or music file for all screens:
657 - background.TITLE_INITIAL (for all title screens for game startup)
658 - background.TITLE (for all title screens for level sets)
660 to define a background image, sound or music file for a single screen:
661 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
662 - background.titlescreen_x (with x in 1,2,3,4,5)
663 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
664 - background.titlemessage_x (with x in 1,2,3,4,5)
666 to define the title screen images:
667 - titlescreen_initial_x (with x in 1,2,3,4,5)
668 - titlescreen_x (with x in 1,2,3,4,5)
670 to define the title text messages, place text files into the level set
671 directory that have the following file names:
672 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
673 - titlemessage_x.txt (with x in 1,2,3,4,5)
675 to define the properties of the text messages, either use directives
676 that affect all text messages:
677 - [titlemessage_initial].<suffix>
678 - [titlemessage].<suffix>
679 or use directives that affect single text messages:
680 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
681 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
683 valid values for <suffix> are the same as for readme.<suffix> below;
684 use ".sort_priority" (default: 0) to define an arbitrary order for
685 title images and title messages (which can therefore be mixed)
688 * added full configurability of "readme.txt" screen appearance:
689 - readme.x: <left position used with alignment>
690 - readme.y: <top position>
691 - readme.width: <maximim text width in pixels>
692 - readme.height: <maximum text height in pixels>
693 - readme.chars: <maximum number of chars per line>
694 - readme.lines: <maximum number of lines displayed>
695 - readme.align: left,center,right (default: center)
696 - readme.top: top,middle,bottom (default: top)
697 - readme.font: font name
698 - readme.autowrap: true,false (default: true)
699 - readme.centered: true,false (default: false)
700 - readme.parse_comments: true,false (default: true)
701 - readme.sort_priority: (not used here, but only for title screens)
702 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
703 default), they are automatically determined from "readme.width" and
704 "readme.height" accordingly; when they are not "-1", they have
705 precedence over "readme.width" and "readme.height"
706 * added internal ad-hoc config settings for displaying text files like
707 title messages or "readme.txt" style level set info files:
708 - .font: font name (default: readme.font)
709 - .autowrap: true,false (default: readme.autowrap)
710 - .centered: true,false (default: readme.centered)
711 - .parse_comments: true,false (default: readme.parse_comments)
712 (the leading '.' and the separating ':' are mandatory here); to use
713 these ad-hoc settings, they have to be written inside a comment, like
714 "# .autowrap: false" or "# .centered: true"; these settings then
715 override the above global settings (they can even be used more than
716 once, like "# .centered: true", then some text that should be drawn
717 centered, then "# .centered: false" to go back to non-centered text;
718 important note: after using "# .parse_comments: false", or when using
719 "readme.parse_comments: false", detecting and parsing comments inside
720 the file is disabled and comments are just printed like normal text;
721 also be aware that all automatic text size calculations are done with
722 the font defined in "readme.font", while using different fonts using
723 "# .font: <font>" inside the text file may cause unexpected results
726 * changed some numerical limits in the level editor from 255 to 999
729 * added option "system.sdl_videodriver" to select SDL video driver
730 * added output of SDL video and audio driver to "version info" page
733 * added group element drawing to IntelliDraw drawing functions
734 * fixed animation resetting problem again (last try broke Snake Bite)
735 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
738 * added new (special) "include: <filename>" directive that works in all
739 configuration files (like "graphicsinfo.conf") and that has the same
740 effect as if that directive would be replaced with the content of the
741 specified file (this can be useful to split large configuration files
742 into several smaller ones and include them from one main file, or to
743 store configuration settings that always stay the same into a separate
744 file, while including it and only add those parts that really change)
747 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
750 * fixed bug in "InitMovingField()" where treating an integer array as
751 boolean caused wrong resetting of animations while elements are moving
752 * fixed problem with resetting animations when starting element change
755 * added sort priority for order of title screens and title messages
758 * changed end of game again: do not wait for the user to press a key
759 anymore, but directly ask/confirm tape saving and go to hall of fame
760 * re-enabled quitting of lost game by pressing space or return again
761 * added blanking of mouse pointer when displaying title screens
762 * added remaining menu draw offset definitions for info sub-screens
765 * added setup option to select game speed (from very slow to very fast)
766 * improved handling of title text messages (initial and for level set)
769 * added new options "auto-wrap" and "centered" for DC2 style envelopes
772 * fixed displaying and typing of player name when it is centered
773 * added special characters to be allowed for player name (not only A-Z)
776 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
777 (newer versions of the SDL library seem to not like this anymore)
780 * added code for configuration directives for control of game panel
783 * fixed small cosmetical bug with underlining property tabs in editor
786 * fixed small drawing bug in X11FadeRectangle
787 * added new elements for newly supported Diamond Caves II levels:
788 - EM/DC style exits that disappear after passing
789 - white key and gate (one white key needed for each white gate)
790 - fake gate (there is no key to open/pass this kind of gate!)
791 - extended magic wall which also handles pearls and crystals
795 * changed maximum value for endless loop detection to a higher value
796 (some levels really used very deep recursion without being endless)
799 * added new elements for newly supported Diamond Caves II levels:
800 - growing steel walls
801 - snappable land mine
804 * added new elements for newly supported Diamond Caves II levels:
805 - steel text elements
808 * added level file loader for native Diamond Caves II levels
811 * version number set to 3.2.4
814 * version 3.2.3 released
817 * fixed malloc/free bug when updating EMC artwork entries in level list
818 * added workaround (warning and request to quit the current game) when
819 changing elements cause endless recursion loop (which would otherwise
820 freeze the game, causing a crash-like program exit on some systems)
823 * fixed nasty string overflow bug when entering too long envelope text
826 * added feedback sounds for menu navigation "menu.item.activating" and
827 "menu.item.selecting" (for highlighting and executing menu entries)
830 * improved "no scrolling when relocating" to also consider scroll delay
831 (meaning that the player is not automatically centered in this case;
832 this makes it possible to "invisibly" relocate the player to a region
833 of the level playfield which looks the same as the old level region)
834 * fixed bug with not recognizing "main.input.name.align" when active
837 * fixed bug with displaying masked borders over title screens when
838 screen fading is disabled
841 * fixed infinite loop / crash bug when killing the player while having
842 a CE with the setting "kill player X when explosion of <player X>"
843 * added special editor graphic for "char_space" to distinguish it from
844 "empty_space" when editing a level (in-game graphics still the same)
847 * fixed nasty bug with initialization only done for the first player
850 * small change to handle loading empty element/content list micro chunks
853 * uploaded pre-release (test) version 3.2.3-0 binary and source code
856 * some optimizations on startup speed by reducing initial text output
859 * added caching of custom artwork information for faster startup times
862 * fixed graphical bug when using fewer menu entries on level selection
863 screen than usual (with "menu.list_size.LEVELS" directive)
864 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
865 the backbuffer to the backbuffer by error (with identical rectangle)
868 * fixed bug when displaying titlescreen with size less than element tile
869 * fixed bug that caused elements with "change when digging <e>" event
870 to change for _every_ digged element, not only those specified in <e>
871 * fixed bug that caused impact style collision when dropping element one
872 tile over the player that can both fall down and smash players
873 * fixed bug that caused impact style collision when element changed to
874 falling/smashing element over the player immediately after movement
877 * fixed bug that allowed making engine snapshots from the level editor
880 * fixed bugs with player name and current level positions on main screen
883 * added configuration directives for control of title screens:
884 - "title.fade_delay" for fading time
885 - "title.post_delay" for pause between screens (when not crossfading)
886 - "title.auto_delay" to automatically continue after some time
887 these settings can each be overridden by specifying them with titles:
888 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
889 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
890 fading mode can also be specified:
891 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
892 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
893 default is using normal fading for menues and initial title screens,
894 while using cross-fading for level set title screens
895 * fixed bug with background not drawn in Hall of Fame after game was won
898 * added configuration directives for the remaining main menu items
901 * added additional configuration directives for info screen draw offset:
902 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
903 * added additional configuration directives for preview info text
904 * limited mouse wheel sensitive screen area to scrollable screen area
907 * added highlighted menu text entries to menu navigation when selected
910 * fixed bug that prevented player from correctly being created in the
911 top left corner by a custom element change in a level without player
912 * fixed bug that prevented player from being killed when indestructible,
913 non-walkable element is placed on player position by extended change
914 * added configurable menu button, text and input positions to main menu
917 * added page fading effects for remaining info sub-screens
918 * fixed small bug that caused some delays when answering door request
921 * added directives "border.draw_masked.*" for menu/playfield area and
922 door areas to display overlapping/masked borders from "global.border"
925 * fixed bug with CE with move speed "not moving" not being animated
926 * when changing player artwork by CE action, reset animation frame
929 * fixed bug with not unmapping main menu screen gadgets on other screens
930 * fixed bug with un-pausing a paused game by releasing still pressed key
931 * fixed bug with not redrawing screen when toggling to/from fullscreen
932 mode while fast reloading tape (without redrawing playfield contents)
933 * fixed bug with quick-saving tape snapshot despite answering with "no"
936 * version number set to 3.2.3
939 * version 3.2.2 released
942 * fixed bug with redrawing screen in fullscreen mode after quick tape
943 reloading when using the EMC game engine
944 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
947 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
950 * added engine snapshot functionality for instant tape reloading (this
951 only works for the last tape saved using "quick save", and does not
952 work across program restarts, because it completely works in memory)
955 * version number set to 3.2.2
958 * version 3.2.1 released
961 * fixed nasty bugs with handling error message file on Mac OS X systems
964 * general code cleanup (removing many annoying "#if 0" blocks etc.)
967 * fixed bug that caused broken tapes when manually appending to tapes
968 using the "pause before death" functionality, followed by recording
969 * added setup option to disable fading of screens for faster testing
972 * code cleanup of new fading functions
975 * changed behaviour after solved game -- do not immediately stop engine
976 * added some more smooth screen fadings (game start, hall of fame etc.)
979 * fixed bug with displaying pushed CE with value/score/delay anim_mode
982 * added configurable level preview position, tile size and dimensions
983 * added configurable game panel value positions (gems, time, score etc.)
986 * fixed small bug with time displayed incorrectly when collecting CEs
989 * fixed bug with bumpy scrolling with EM engine in double player mode
992 * added compatibility code to fix "Snake Bite" style levels that were
993 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
996 * fixed bug with scrollbars inside editor when using the Windows mouse
997 enhancement tool "True X-Mouse" (which injects key events to the event
998 queue to insert selected stuff into the Windows clipboard, which gets
999 confused with the "Insert" key for jumping to the last editor cascade
1000 block in the element list)
1001 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1002 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1005 * added selection of preferred fullscreen mode to setup / graphics menu
1006 (useful if default mode 800 x 600 does not match screen aspect ratio)
1009 * improved down-scaling of images for better editor and preview graphics
1010 * changed user data directory for Mac OS X from Unix style to new place
1013 * improved level number selection in main menu and player selection in
1014 setup menu (input devices section) by using standard button gadgets
1015 * added support for mouse scroll wheel (caused buggy behaviour before)
1016 * added support for scrolling horizontal scrollbars with mouse wheel by
1017 holding "Shift" key pressed while scrolling the wheel
1018 * added support for single step mouse wheel scrolling by holding "Alt"
1019 key pressed while scrolling the wheel (can be combined with "Shift")
1020 * changed output file "stderr.txt" on Windows platform now always to be
1021 created in the R'n'D sub-directory of the personal documents directory
1022 * added Windows message box to direct to "stderr.txt" after error aborts
1025 * improved general scrollbar handling (when jump-scrolling scrollbars)
1028 * changed scrollbars to always show last line as first after scrolling
1029 (that means jumping n - 1 screen lines instead of n screen lines)
1032 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1033 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1034 * fixed special handling of vertically stacked acid becoming fake acid
1037 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1038 affect multiple instances of the same CE, although this kind of
1039 change condition usually only affects one single custom element
1042 * version number set to 3.2.1
1045 * version 3.2.0 released
1048 * reorganized level editor element list a bit to match engines better
1051 * fixed newly introduced bug with wrongly initializing clipboard element
1054 * fixed bug with displaying visible/invisible level border in editor
1057 * reorganized some elements in the level editor element list
1060 * fixed bug with displaying any player as "yellow" when moving into acid
1061 * fixed bug with displaying running player when player stopped at border
1064 * fixed bug with player exploding when moving into acid
1065 * fixed bug with level settings being reset in editor and when playing
1066 (some compatibility settings being set not only after level loading)
1067 * fixed crash bug when number of custom graphic frames was set to zero
1068 * fixed bug with teleporting player on walkable tile not working anymore
1069 * added partial compatibility support for pre-release-only "CONF" chunk
1070 (to make Alan Bond's "color cycle" demo work again :-) )
1073 * fixed some bugs when displaying title screens from info screen menu
1074 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1077 * changed file major version to 3 to reflect level file format changes
1078 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1081 * added new chunk "NAME" to level file format for level name settings
1082 * added new chunk "NOTE" to level file format for envelope settings
1083 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1084 * updated magic(5) file to recognize changed and new level file chunks
1085 * removed change events "change when CE value/score changes" as unneeded
1088 * changed gravity (which only affects the player) from level property
1089 to player property (only makes a difference in multi-player levels)
1090 * added change events "change when CE value/score changes"
1091 * added change events "change when CE value/score changes of <element>"
1094 * added new chunk "INFO" to level file format for global level settings
1095 * added all element settings from "HEAD" chunk to "CONF" chunk
1096 * added all global level settings from "HEAD" chunk to "INFO" chunk
1099 * changed level file format by adding two new chunks "CUSX" (for custom
1100 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1101 elements, replacing the previous "GRP1" chunk); these new IFF style
1102 chunks use the new and flexible "micro chunks inside chunks" technique
1103 already used with the new "CONF" chunk (for normal element properties)
1104 which makes it possible to easily extend the existing level format
1105 (instead of using fixed-length chunks like before, which are either
1106 too big due to reserved bytes for future use, or too small when those
1107 reserved bytes have all been used and even more data should be stored,
1108 requiring the replacement by new and larger chunks just like it went
1109 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1112 * added credits pages to the "credits" section that were really missing
1113 * added some missing element descriptions to the level editor
1114 * added down position of switchgate switch to the level editor
1115 and allowed the use of both switch positions at the same time
1116 * changed use of "Insert" and "Delete" keys to navigate element list in
1117 level editor to start of previous or next cascading block of elements
1120 * added the possibility to view the title screen to the info screen menu
1121 * fixed some minor bugs with viewing title screens
1124 * fixed bug with title (cross)fading in/out when using fullscreen mode
1127 * fixed bug that forced re-defining of menu settings in local graphics
1128 config file which are already defined in existing base config file
1129 * fixed small bug that caused door sounds playing when music is enabled
1132 * added the possibility to define up to five title screens for each
1133 level set that are displayed after loading using (cross)fading in/out
1134 (this was added to display the various start images of the EMC sets)
1137 * added "CE score gets zero [of]" to custom element trigger conditions
1138 * added setup option to display element token name in level editor
1141 * added compatibility code for Juergen Bonhagen's menu artwork settings
1144 * fixed bug with displaying wrong animation frame 0 after CE changes
1145 * fixed bug with creating invisible elements when light switch is on
1148 * added selection between ECS and AGA graphics for EMC levels to setup
1151 * adjusted font handling for various narrow EMC style fonts
1154 * changed EM engine behaviour back to re-allow initial rolling springs
1157 * fixed handling of over-large selectboxes (less error-prone now)
1158 * fixed bug when creating GE with walkable element under the player
1161 * added use of "Insert" and "Delete" keys to navigate element list in
1162 level editor to start of custom elements or start of group elements
1163 * added virtual elements to access CE value and CE score of elements:
1164 - "CE value of triggering element"
1165 - "CE score of triggering element"
1166 - "CE value of current element"
1167 - "CE score of current element"
1170 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1173 * changed behaviour of network games with internal errors (because of
1174 different client frame counters) from immediately terminating R'n'D
1175 to displaying an error message requester and stopping only the game
1176 (also to prevent impression of crashes under non command-line runs)
1177 * fixed playing network games with the EMC engine (did not work before)
1178 * fixed bug with not scrolling the screen in multi-player mode with the
1179 focus on player 1 when all players are moving in different directions
1180 * fixed bug with keeping pointer to gadget even after its deallocation
1181 * fixed bug with allowing "focus on all players" in network games
1182 * fixed bug with player focus when playing tapes from network games
1185 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1188 * code cleanup for game action control for R'n'D and EMC game engine
1191 * fixed bug in multi-player movement with focus on both players
1192 * added option to control only the focussed player with all input
1195 * added player focus switching to level tape recording and re-playing
1198 * fixed some bugs in player focus switching in EMC and RND game engine
1201 * added special Supaplex animations for Murphy digging and snapping
1202 * added special Supaplex animations for Murphy being bored and sleeping
1205 * added four new yam yams with explicit start direction for EMC engine
1206 * fixed bug in src/libgame/text.c with printing text outside the window
1209 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1212 * added delayed ignition of EM style dynamite when used in R'n'D engine
1213 * added limited movement range to EMC engine when focus on all players
1216 * fixed bug with missing (zero) score values for native Supaplex levels
1219 * added "continuous snapping" (snapping many elements while holding the
1220 snap key pressed, without releasing the snap key after each element)
1221 as a new player setting for more compatibility with the classic games
1224 * finished scrolling for "focus on all players" in EMC graphics engine
1227 * level sets with "levels: 0" are ignored for levels, but not artwork
1228 * fixed bug when scanning empty level group directories (endless loop)
1231 * fixed bug with explosion graphic for player using "Murphy" graphic
1232 * fixed bug with explosion graphic if player leaves explosion in time
1233 * changed some descriptive text in setup menu to use medium-width font
1234 * added key shortcut settings for switching player focus to setup menu
1237 * fixed bug with random value initialization when recording tapes
1238 * fixed bug with playing single player tapes when team mode activated
1241 * fixed little bug when trying to switch to player that does not exist
1244 * added player switching (visual and quick) to R'n'D and EM game engine
1245 * added setup option to select visual or quick in-game player switching
1248 * added use of "Home" and "End" keys to handle element list in editor
1251 * fixed bug with adding score when playing tape with EMC game engine
1252 * added steel wall border for levels using EMC engine without border
1253 * finally fixed delayed scrolling in EMC engine also for small levels
1256 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1259 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1260 * fixed bug when displaying info element without action, but direction
1263 * fixed minor graphical problems with springs smashing and slurping
1264 (when using R'n'D style graphics instead of EMC style graphics)
1267 * added scroll delay (as configured in setup) to EMC graphics engine
1270 * improved screen redraw for EMC graphics engine (faster and smoother)
1271 * when not scrolling, do not redraw the whole playfield if not needed
1274 * added multi-player mode for EMC game engine (with up to four players)
1277 * added android (can clone elements) from EMC engine to R'n'D engine
1280 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1283 * added selectbox for initial player speed to player settings in editor
1286 * version 3.1.2 created that is basically version 3.1.1, but with a
1287 major bug fixed that prevented editing your own private levels
1288 * version 3.1.2 released
1291 * added magic ball (creates elements) from EMC engine to R'n'D engine
1294 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1297 * fixed bug when using "CE can leave behind <trigger element>"
1298 * added new change condition "(after/when) creation of <element>"
1299 * added new change condition "(after/when) digging <element>"
1300 * fixed bug accessing invalid gadget that caused crashes under Windows
1301 * deactivated new possibility for multiple CE changes per frame
1304 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1307 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1308 * fixed bug with not keeping CE value for moving CEs with only action
1309 * changed CE action selectboxes in editor to be only reset when needed
1312 * added option "use artwork from element" for custom player artwork
1313 * added option "use explosion from element" for player explosions
1316 * added cascaded element lists in the level editor
1317 * added persistence for cascaded element lists by "editorcascade.conf"
1318 * added dynamic element list with all elements used in current level
1319 * added possibility for multiple CE changes per frame (experimental)
1322 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1325 * changed "score for each 10 seconds/steps left" to "1 second/step"
1326 * added own score for collecting "extra time" instead of sharing it
1327 * added change events "switched by player" and "player switches <e>"
1328 * added change events "snapped by player" and "player snaps <e>"
1329 * added "set player artwork: <element choice>" to CE action options
1330 * added change event "move of <element>"
1333 * added "set player shield: off / normal / deadly" to CE action options
1334 * added new player option "use level start element" in level editor
1335 to set the correct focus at level start to elements from which the
1336 player is created later (this did not work before for cascaded CE
1337 changes resulting in creation of the player; it is now also possible
1338 to create the player from a yam yam which is smashed at level start)
1341 * added "set player speed: frozen (not moving)" to CE action options
1342 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1345 * added new player option "block snap field" (enabled by default) to
1346 make it possible to show a snapping animation like in Emerald Mine
1349 * added dynamic selectboxes to custom element action settings in editor
1350 * added "CE value" counter for custom elements (instead of "CE count")
1351 * added option to use the last "CE value" after custom element change
1352 * added option to use the "CE value" of other elements in CE actions
1353 * fixed odd behaviour when pressing time orb in levels w/o time limit
1354 * added checkbox "use time orb bug" for older levels that use this bug
1357 * added missing configuration settings for the following elements:
1358 - EL_TIMEGATE_SWITCH (time of open time gate)
1359 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1360 - EL_SHIELD_NORMAL (time of shield duration)
1361 - EL_SHIELD_DEADLY (time of shield duration)
1362 - EL_EXTRA_TIME (time added to level time)
1363 - EL_TIME_ORB_FULL (time added to level time)
1366 * added "wind direction" as a movement pattern for custom elements
1367 * added initial wind direction for balloon / custom elements to editor
1368 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1371 * added parameters for "game of life" and "biomaze" elements to editor
1374 * added level file chunk "CONF" for generic level and element settings
1377 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1380 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1381 * added sound action ".page[1]" to ".page[32]" for each CE change page
1384 * added image config suffix ".clone_from" to copy whole image settings
1385 * fixed bug with invalid ("undefined") CE settings in old level files
1388 * fixed graphical bug with smashing elements falling faster than player
1391 * fixed major bug which prevented private levels from being edited
1392 * fixed bug with precedence of general and special font definitions
1395 * fixed graphical bug with player animation when player moves slowly
1398 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1401 * fixed bug which prevented "global.num_toons: 0" from working
1404 * major code cleanup (removed all these annoying "#if 0" blocks)
1407 * added custom element actions for CE change page in level editor
1410 * fixed music initialization bug in init.c (thanks to David Binderman)
1411 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1412 (this bug must probably be fixed at other places, too)
1415 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1416 (should be '#include <SDL.h>' instead)
1419 * fixed bug which prevented "walkable from no direction" from working
1420 (due to compatibility code overwriting this setting after loading)
1423 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1426 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1427 * version 3.1.1 released
1430 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1431 on 64-bit architecture systems with LP64 data model
1434 * fixed bug with bombs not exploding when hitting the last level line
1435 (introduced after the release of 3.1.0)
1438 * added support for dumping small-sized level sketches from editor
1441 * added recognition of "trigger element" for "change digged element to"
1442 (this is not really what the "trigger element" was made for, but its
1443 use may seem obvious for leaving back digged elements unchanged)
1446 * fixed multiple warnings about failed joystick device initialization
1449 * fixed bug with dynamite dropped on top of just dropped custom element
1450 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1451 dynamite can still be dropped, but drop key must be released before
1454 * fixed bug with wrong start directory when started from file browser
1455 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1458 * fixed bug causing "change when impact" on player not working
1459 * fixed wrong priority of "hitting something" over "hitting <element>"
1460 * fixed wrong priority of "hit by something" over "hit by <element>"
1463 * fixed graphical bug which caused the player (being Murphy) to show
1464 collecting animations although the element was collected by penguin
1467 * fixed two bugs causing wrong door background graphics in system.c
1468 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1471 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1472 * added "no direction" to "walkable/passable from" selectbox options
1475 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1476 * in tape autoplay, not only report broken, but also missing tapes
1479 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1482 * fixed small bug with "linear" animation not working for active lamp
1485 * fixed bug with moving up despite gravity due to "block last field"
1486 * fixed small bug with wrong draw offset when typing name in main menu
1487 * when reading user names from "passwd", ignore data after first comma
1488 * when creating new "levelinfo.conf", only write some selected entries
1491 * fixed displaying "imported from/by" on preview with empty string
1492 * fixed ignoring draw offset for fonts used for level preview texts
1495 * fixed a delay problem with SDL and too many mouse motion events
1496 * added setup option "skip levels" and level skipping functionality
1499 * added move speed "not moving" for non-moving CEs, but with direction
1502 * fixed mapping of obsolete element token names in "editorsetup.conf"
1503 * fixed bug with sound "acid.splashing" treated as a loop sound
1504 * fixed some little sound bugs in native EM engine
1507 * fixed small bug when dragging scrollbars to end positions
1510 * added editor element descriptions written by Aaron Davidson
1513 * improved fallback handling when configured artwork is not available
1514 (now using default artwork instead of exiting when files not found)
1517 * fixed bug on level selection screen when dragging scrollbar
1520 * fixed bug which caused broken tapes when appending to EM engine tapes
1523 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1526 * added code to replace changed artwork config tokens with other tokens
1527 (needed for backwards compatibility, so that older tokens still work)
1530 * added native R'n'D graphics for some new EMC elements in EM engine
1533 * fixed some bugs in the EM engine integration code
1534 * changed EM engine code to allow diagonal movement
1535 * changed EM engine code to allow use of separate snap and drop keys
1538 * fixed some redraw bugs when using EM engine
1541 * fixed bug with not converting RND levels which are set to use native
1542 engine to native level structure when loading
1545 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1548 * version number set to 3.2.0
1551 * level data now reset to defaults after attempt to load invalid file
1554 * added use of "editorsetup.conf" for different level sets
1557 * added auto-detection for various types of Emerald Mine level files
1560 * fixed bug with scrollbars getting too small when list is very large
1563 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1566 * added most level editor configuration gadgets for new EMC elements
1569 * added more element and graphic definitions for new EMC elements
1572 * modified native EM engine to use integrated R'n'D sound system
1575 * added SDL support to graphics functions in native EM engine
1576 (by always using generic libgame interface functions)
1579 * fixed bug in frame synchronization in native EM engine
1582 * added code to convert levels between R'n'D and native EM engine
1585 * new Emerald Mine engine can now play levels selected in main menu
1588 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1589 (which creates scaled down graphics for level editor and preview);
1590 there's still a memory leak somewhere in the artwork handling code
1591 * added "scale image up" functionality to X11 version of zoom function
1594 * first attempts to integrate new, native Emerald Mine Club engine
1597 * fixed bug in gadget code which caused reset of CEs in level editor
1598 (example: pressing 'b' [grab brush] on CE config page erased values)
1599 (solution: check if gadgets in ClickOnGadget() are really mapped)
1600 * improved level change detection in editor (settings now also checked)
1601 * fixed bug with "can move into acid" and "don't collide with" state
1604 * fixed maze runner style CEs to use the configured move delay value
1607 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1610 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1611 * fixed the above fix because it broke level set "machine" (*sigh*)
1612 * fixed random element placement in level editor to work as expected
1613 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1616 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1619 * fixed bug (missing array boundary check) which caused broken tapes
1620 * fixed bug (when loading level template) which caused broken levels
1621 * fixed bug with new block last field code when using non-yellow player
1624 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1625 * internal change of how the player blocks the last field when moving
1626 * fixed blocking delay of last field for EM and SP style block delay
1627 * fixed bug where the player had to wait for the usual move delay after
1628 unsuccessfully trying to move, when he directly could move after that
1629 * the last two changes should make original Supaplex level 93 solvable
1630 * improved use of random number generator to make it less predictable
1631 * fixed behaviour of slippery SP elements to let slip left, then right
1634 * fixed bug with wrong door state after trying to quickload empty tape
1635 * fixed waste of static memory usage of the binary, making it smaller
1636 * fixed very little graphical bug in Supaplex explosion
1639 * version number set to 3.1.1
1642 * version 3.1.0 released
1645 * fixed bug with crash when writing user levelinfo.conf the first time
1648 * added option "convert LEVELDIR [NR]" to command line batch commands
1649 * re-converted Supaplex levels to apply latest engine fixes
1650 * changed "use graphic/sound of element" to "use graphic of element"
1651 due to compatibility problems with some levels ("bug machine" etc.)
1654 * fixed bug with CE change replacing player with same or other player
1657 * fixed bug with opaque font in envelope with background graphic when
1658 background graphic is not transparent itself
1661 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1662 * corrected original Supaplex level loading code to use these new ports
1663 * also corrected Supaplex loader to auto-count infotrons if set to zero
1666 * fixed bug with missing initialization of "modified" flag for GEs
1669 * fixed bug that caused endless recursion loop when relocating player
1670 * fixed tape recorder bug in "step mode" when using "pause before end"
1671 * fixed tape recorder bug when changing from "warp forward" mode
1674 * fixed bug with "when touching" for pushed elements at last position
1677 * fixed bug that caused two activated toolbox buttons in level editor
1678 * fixed bug with exploding dynabomb under player due to other explosion
1681 * fixed bug with creating walkable custom element under player (again)
1682 * fixed bug with not copying explosion type when copying CEs in editor
1683 * fixed graphical bug when drawing player in setup menu (input devices)
1684 * fixed graphical bug when the player is pushing an accessible element
1685 * fixed bug with classic switchable elements triggering CE changes
1686 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1687 * fixed crash bug when CE leaves behind the trigger player element
1690 * fixed bug with broken tubes after placing/exploding dynamite in them
1691 * fixed bug with exploding dynamite under player due to other explosion
1692 * fixed bug with not resetting push delay under certain circumstances
1695 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1696 * added network multiplayer code for Windows (thanks to Niko Böhm)
1699 * added option "reachable despite gravity" for gravity movement
1700 * changed gravity movement of most classic walkable and passable
1701 elements back to "not reachable" (for compatibility reasons)
1704 * fixed (removed) "indestructible" / "can explode" dependency in editor
1705 * fixed (removed) "accessible inside" / "protected" dependency
1706 * fixed (removed) "step mode" / "shield time" dependency
1709 * fixed dynabombs exploding now into anything diggable
1710 * fixed Supaplex style gravity movement into buggy base now impossible
1711 * added pressing key "space" as valid action to select menu options
1714 * added "replace when walkable" to relocate player to walkable element
1715 * added "enter"/"leave" event for elements affected by relocation
1716 * fixed "direct"/"indirect" change order also for "when change" event
1717 * fixed graphical bug when pushing things from elements walkable inside
1720 * fixed graphic bug when player is snapping while moving in old levels
1721 * fixed bug when a moving custom element leaves a player element behind
1722 * fixed bug with mole not disappearing when moving into acid pool
1723 * fixed bug with incomplete path setting when using "--basepath" option
1724 * moving CE can now leave walkable elements behind under the player
1725 * when relocating, player can be set on walkable element now
1726 * fixed another gravity movement bug
1729 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1732 * added "collectible" and "removable" to extended replacement types
1733 (where "removable" replaces "diggable" and "collectible" elements)
1734 * added "collectible & throwable" (to throw element to the next field)
1735 * fixed bug with CEs digging elements that are just about to explode
1736 * changed mouse cursor now always being visible when game is paused
1739 * added possibility to push/press accessible elements from a side that
1741 * fixed bug with not setting actual date when appending to tape
1744 * fixed bug with incorrectly initialized custom element editor graphics
1747 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1748 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1751 * fixed bug with destroyed robot wheel still attracting robots forever
1752 * fixed bug with time gate switch deactivating after robot wheel time
1753 (while the time gate itself is not affected by this misbehaviour)
1754 * changed behaviour of BD style amoeba to always get blocked by player
1755 (before it was different when there were non-BD elements in level)
1756 * fixed bug with player destroying indestructable elements with shield
1759 * added option to make growing elements grow into anything diggable
1760 (for the various amoeba types, biomaze and "game of life")
1763 * fixed bug with movable elements not moving after left behind by CEs
1764 * changed gravity movement to anything diggable, not only sand/base
1765 * optionally allowing passing to walkable element, not only empty space
1766 * added option "can pass to walkable element" for players
1767 * finally fixed gravity movement (hopefully)
1770 * fixed bug with movable elements not moving anymore after falling down
1773 * fixed another bug with custom elements digging and leaving elements
1774 * fixed bug with "along left/right side" and automatic start direction
1775 * trigger elements now also displayed when "more custom" deactivated
1776 * fixed bug with clipboard element initialized when loading new level
1777 * added option "drop delay" to set delay before dropping next element
1780 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1783 * added copy and paste functions for custom change pages
1784 * enhanced graphical display and functionality of tape recorder
1785 * fixed bug with custom elements digging and leaving elements
1788 * added move speed faster than "very fast" for custom elements
1789 * fixed bug with 3+3 style explosions and missing border content
1790 * fixed little bug when copying custom elements in the editor
1791 * enhanced custom element changes by more side trigger actions
1794 * added option "no scrolling when relocating" for instant teleporting
1795 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1798 * added trigger element and trigger player to use as target elements
1799 * added copy and paste functions for custom and group elements
1802 * fixed graphical bug when displaying explosion animations
1803 * fixed bug when appending to tapes, resulting in broken tapes
1804 * re-recorded a few tapes broken by fixing gravity checking bug
1807 * "can move into acid" property now for all elements independently
1808 * "can fall into acid" property for player stored in same bitfield now
1809 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1810 * version number set to 3.1.0 (finally!)
1813 * changed tape recording to only record input, not programmed actions
1816 * fixed totally broken (every 8th frame skipped) step-by-step recording
1817 * fixed bug with requester not displayed when quick-loading interrupted
1818 * added option "can fall into acid (with gravity)" for players
1819 * fixed bug with player not falling when snapping down with gravity
1822 * fixed bug which messed up key config when using keypad number keys
1825 * fixed bug which allowed moving upwards even when gravity was active
1826 * fixed bug with missing error handling when dumping levels or tapes
1829 * added different colored editor graphics for Supaplex gravity tubes
1832 * fixed bug that allowed solvable tapes for unsolvable levels
1835 * use unlimited number of droppable elements when "count" set to zero
1836 * added option to use step limit instead of time limit for level
1839 * added player and change page as trigger for custom element change
1842 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1845 * fixed bug with dark yamyam changing to acid when moving over acid
1846 * fixed handling of levels with more than 999 seconds level time
1847 (example: level 76 of "Denmine")
1850 * "spring push bug" reintroduced as configurable element property
1851 * fixed bug with missing properties for "mole"
1852 * fixed bug that showed up when fixing the above "mole" properties bug
1853 * added option "can move into acid" for all movable elements
1854 * fixed graphical bug for elements moving into acid
1855 * changed event handling to handle all pending events before going on
1858 * fixed bug which caused all CE change pages to be ignored which had
1859 the same change event, but used a different element side
1860 (reported by Simon Forsberg)
1862 * fixed bug which caused elements that can move and fall and that are
1863 transported by a conveyor belt to continue moving into that direction
1864 after leaving the conveyor belt, regardless of their own movement
1865 type; only elements which can not move are transported now
1866 (reported by Simon Forsberg)
1868 * fixed bug which could cause an array overflow in RelocatePlayer()
1869 (reported by Niko Böhm)
1871 * changed Emerald Mine style "passable / over" elements to "protected"
1872 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1874 * added new option to select from which side a "walkable/passable"
1875 element can be entered
1878 * added explosion and ignition delay for elements that can explode
1881 * fixed bug which caused player not being protected against enemies
1882 when a CE was "walkable / inside" and was not "indestructible"
1883 * added "walkable/passable" fields to be "protected/unprotected"
1884 against enemies, even if not accessible "inside" but "over/under"
1887 * corrected move pattern to 32 bit and initial move direction to 8 bit
1890 * added second custom element base configuration page
1893 * added some special EMC mappings to Emerald Mine level loader
1894 (also covering previously unknown element in level 0 of "Bondmine 8")
1897 * added option to block last field when player is moving (for Supaplex)
1898 * adjusted push delay of Supaplex elements
1899 * removed delays for envelopes etc. when replaying with maximum speed
1900 * fixed bug when dropping element on a field that just changed to empty
1903 * fixed bug: infotrons can now smash yellow disks
1904 * fixed bug: when gravity active, port above player can now be entered
1905 * removed "one white dot" mouse pointer which irritated some people
1908 * added "choice type" for group element selection
1911 * fixed bug with initial invulnerability of non-yellow player
1914 * added level loader for loading native Supaplex packed levels
1915 (including multi-part levels like the "splvls99" levels)
1918 * fixed bug which allowed creating emeralds by escaping explosions
1921 * custom elements can change (limited) or leave (unlimited) elements
1922 * finally added multiple matches using group elements
1923 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1926 * added new start movement type "previous" for continued CE movement
1927 * added new start movement type "random" for random CE movement start
1930 * added new element "sokoban_field_player" needed for Sokoban levels
1931 (thanks to Ed Booker for pointing this out!)
1934 * added elements that can be digged or left behind by custom elements
1937 * added group elements for multiple matches and random element creation
1940 * fixed some graphical errors displayed in old levels
1943 * fixed wrong double speed movement after passing closing gates
1946 * added level loader for loading native Emerald Mine levels
1949 * changes for "shooting" style CE movement
1952 * Happy New Year! ;-)
1955 * changed default snap/drop keys from left/right Shift to Control keys
1958 * fixed bug with dead player getting reanimated from custom element
1961 * fixed bug with wrong penguin graphics (when entering exit)
1964 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1967 * version number set to 3.0.9
1970 * version 3.0.8 released
1973 * added function checked_free()
1976 * fixed bug with double nut cracking sound
1977 (by eliminating "default element action sound" assignment in init.c)
1980 * fixed crash when no music info files are available
1983 * fixed boring and sleeping sounds
1986 * added "maze runner" and "maze hunter" movement types
1987 * added extended collision conditions for custom elements
1990 * added warnings for undefined token values in artwork config files
1993 * added menu entry for level set information to the info screen
1996 * fixed bug with wrong default impact sound for colored emeralds
1999 * added several sub-screens for the info screen
2000 * menu text now also clickable (not only blue/red sphere left of it)
2003 * added configurable "bored" and "sleeping" animations for the player
2004 * added "awakening" sound for player when waking up after sleeping
2007 * added "copy" and "exchange" functions for custom elements to editor
2010 * added configurable element animations for info screen
2013 * added configurable music credits for info screen
2016 * finally fixed tape recording when player is created from CE change
2019 * added "editorsetup.conf" for editor element list configuration
2022 * added "musicinfo.conf" for menu and level music configuration
2025 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2026 (that only showed up on Linux, but not on Windows systems)
2029 * fixed turning movement of butterflies and fireflies (no frame reset)
2030 * enhanced sniksnak turning movement (two steps instead of only one)
2033 * version number set to 3.0.8
2036 * version 3.0.7 released
2039 * fixed reset of player animation frame when, for example,
2040 walking, digging or collecting share the same animation
2041 * fixed CE with "deadly when touching" exploding when touching amoeba
2044 * fixed tape recording when player is created from CE element change
2047 * introduced "turning..." action graphic for elements with move delay
2048 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2049 * added turning animations for bug, spaceship and sniksnak
2052 * prevent "extended" changed elements from delay change in same frame
2055 * fixed bug when pushing element that can move away to the side
2056 (like pushing falling elements, but now with moving elements)
2059 * finally fixed serious bug in code for delayed element pushing (again)
2062 * unavailable setup options now marked as "n/a" instead of "off"
2063 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2064 to "true", levels are always played with the latest game engine,
2065 which is desired for levels that are imported from other games; all
2066 other levels are played with the engine version stored in level file
2067 (which is normally the engine version the level was created with)
2070 * fixed serious bug in code for delayed element pushing
2071 * fixed little bug in animation frame selection for pushed elements
2072 * speed-up of reading config file for verbose output
2075 * added configuration option for opening and closing Supaplex exit
2076 * added configuration option for moving up/down animation for Murphy
2077 * fixed incorrectly displayed animation for attacking dragon
2078 * fixed bug with not setting initial gravity for each new game
2079 * fixed bug with teleportation of player by custom element change
2080 * fixed bug with player not getting smashed by rock sometimes
2083 * version number set to 3.0.7
2086 * version 3.0.6 released
2089 * added support for MP3 music for SDL version through SMPEG library
2092 * fixed bug when initializing font graphic structure
2093 * fixed bug with animation mode "pingpong" when using only 1 frame
2094 * fixed bug with extended change target introduced in 3.0.5
2095 * fixed bug where passing over moving element doubles player speed
2096 * fixed bug with elements continuing to move into push direction
2097 * fixed bug with duplicated player when dropping bomb with shield on
2098 * added "switching" event for custom elements ("pressing" only once)
2099 * fixed switching bug (resetting flag when not switching but not idle)
2102 * fixed element tokens for certain file elements with ".active" etc.
2105 * version number set to 3.0.6
2108 * version 3.0.5 released
2111 * now four envelope elements available
2112 * font, background, animation and sound for envelope now configurable
2113 * main menu doors opening/closing animation type now configurable
2116 * active/inactive sides configurable for custom element changes
2117 * new movement type "move when pushed" available for custom elements
2120 * fixed bug in multiple config pages loader code that caused crashes
2123 * enhanced (remaining low-resolution) Supaplex graphics
2126 * version number set to 3.0.5
2129 * version 3.0.4 released
2131 2003-09-12 src/tools.c
2132 * fixed bug in custom definition of crumbled element graphics
2134 2003-09-11 src/files.c
2135 * fixed bug in multiple config pages code that caused crashes
2138 * version number set to 3.0.4
2141 * version 3.0.3 released
2144 * added music to Supaplex classic level set
2146 2003-09-07 src/libgame/misc.c
2147 * added support for loading various music formats through SDL_mixer
2149 2003-09-06 (various source files)
2150 * fixed several nasty bugs that may have caused crashes on some systems
2151 * added envelope content which gets displayed when collecting envelope
2152 * added multiple change event pages for custom elements
2154 2003-08-24 src/game.c
2155 * fixed problem with player animation when snapping and moving
2157 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2158 * fixed problem with flickering when drawing toon animations
2160 2003-08-23 src/libgame/sdl.c
2161 * fixed problem with setting mouse cursor in SDL version in fullscreen
2163 2003-08-23 src/game.c
2164 * fixed bug (missing array boundary check) which could crash the game
2167 * version number set to 3.0.3
2170 * version 3.0.2 released
2172 2003-08-21 src/game.c
2173 * fixed bug with creating inaccessible elements at player position
2175 2003-08-20 src/init.c
2176 * fixed bug with not finding current level artwork directory
2178 2003-08-20 src/files.c
2179 * fixed bug with choosing wrong engine version when playing tapes
2180 * fixed bug with messing up custom element properties in 3.0.0 levels
2183 * version number set to 3.0.2
2186 * version 3.0.1 released
2188 2003-08-17 (no source files affected)
2189 * changed all "classic" PCX image files with 16 colors or less to
2190 256 color (8 bit) storage format, because the Allegro game library
2191 cannot handle PCX files with less than 256 colors (contributed
2192 graphics are not affected and might look wrong in the DOS version)
2194 2003-08-16 src/init.c
2195 * fixed bug which (for example) crashed the level editor when defining
2196 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2197 (only set to default) -- invalid graphics now set to default graphic
2199 2003-08-16 src/init.c
2200 * fixed graphical bug of player digging/collecting/snapping element
2201 when no corresponding graphic/animation is defined for this action,
2202 resulting in player being drawn as EL_EMPTY (which should only be
2203 done to elements being collected, but not to the player)
2205 2003-08-16 src/game.c
2206 * fixed small graphical bug of player not totally moving into exit
2208 2003-08-16 src/libgame/setup.c
2209 * fixed bug with wrong MS-DOS 8.3 filename conversion
2211 2003-08-16 src/tools.c
2212 * fixed bug with invisible mouse cursor when pressing ESC while playing
2214 2003-08-16 (various source files)
2215 * added another 128 custom elements (disabled in editor by default)
2217 2003-08-16 src/editor.c
2218 * fixed NULL string bug causing Solaris to crash in sprintf()
2220 2003-08-16 src/screen.c
2221 * fixed drawing over scrollbar on level selection with custom fonts
2223 2003-08-15 src/game.c
2224 * cleanup of simple sounds / loop sounds / music settings
2226 2003-08-08 (various source files)
2227 * added custom element property for dropping collected elements
2229 2003-08-08 src/conf_gfx.c
2230 * fixed bug with missing graphic for active red disk bomb
2232 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2233 * extended variable "level.gravity" to "level.initial_gravity" and
2234 "game.current_gravity" to prevent level setting from being changed
2235 by playing the level (keeping the runtime value after playing)
2237 * fixed graphics bug when digging element that has 'crumbled' graphic
2238 definition, but not 'diggable' graphic definition
2241 * version number set to 3.0.1
2244 * version 3.0.0 released
2247 * various bug fixes; among others:
2248 - fixed bug with pushing spring over empty space
2249 - fixed bug with leaving tube while placing dynamite
2250 - fixed bug with explosion of smashed penguins
2251 - allow Murphy player graphic in levels with non-Supaplex elements
2255 * I have forgotten to document changes for some time
2258 * pre-release version 2.2.0rc1 released
2261 * version number set to 2.1.2
2264 * version 2.1.1 released
2267 * version number set to 2.1.1
2270 * version 2.1.0 released
2273 * version number set to 2.1.0
2275 2002-04-03 to 2002-05-19 (various source files)
2276 * graphics, sounds and music now fully configurable
2277 * bug fixed that prevented walking through tubes when gravity on
2279 2002-04-02 src/events.c, src/editor.c
2280 * Make Escape key less aggressive when playing or when editing level.
2281 This can be configured as an option in the setup menu. (Default is
2282 "less aggressive" which means "ask user if something can be lost"
2283 when pressing the Escape key.)
2285 2002-04-02 src/screen.c
2286 * Added "graphics setup" screen.
2288 2002-04-01 src/screen.c
2289 * Changed "choose level" setup screen stuff to be more generic (to
2290 make it easier to add more "choose from generic tree" setup screens).
2292 2002-04-01 src/config.c, src/timestamp.h
2293 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2294 automatically gets created by "src/Makefile" and contains an actual
2295 compile-time timestamp to identify development versions of the game).
2297 2002-03-31 src/tape.c, src/events.c
2298 * Added quick game/tape save/load functions to tape stuff which can be
2299 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2300 loads previously recorded tape and directly goes into recording mode
2301 from the end of the tape (therefore appending to the tape).
2303 2002-03-31 src/tape.c
2304 * Added "index mark" function to tape recorder. When playing or
2305 recording, "eject" button changes to "index" button. Setting index
2306 mark is not yet implemented, but pressing index button when playing
2307 allows very quick advancing to end of tape (when normal playing),
2308 very fast forward mode (when playing with normal fast forward) or
2309 very fast reaching of "pause before end of tape" (when playing with
2310 "pause before end" playing mode).
2312 2002-03-30 src/cartoons.c
2313 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2315 2002-03-29 src/screen.c
2316 * Changed setup screen stuff to be more generic (to make it easier
2317 to add more setup screens).
2319 2002-03-23 src/main.c, src/main.h
2320 * Various changes due to the introduction of the new libgame files
2321 "setup.c" and "joystick.c".
2323 2002-03-23 src/files.c
2324 * Generic parts of "src/files.c" (mainly setup and level directory
2325 stuff) moved to new libgame file "src/libgame/setup.c".
2327 2002-03-23 src/joystick.c
2328 * File "src/joystick.c" moved to libgame source tree, with
2329 correspondig changes.
2331 2002-03-22 src/screens.c
2332 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2333 (Wrong level series information displayed when entering main group.)
2335 2002-03-22 src/editor.c
2336 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2338 2002-03-22 src/editor.c
2339 * Changed behaviour of "Escape" key in level editor to be more
2340 intuitive: When in "Element Properties" or "Level Info" mode,
2341 return to "Drawing Mode" instead of leaving the level editor.
2343 2002-03-21 src/game.c, src/editor.c, src/files.c
2344 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2345 gems (emeralds, diamonds, ...) slipping down from normal wall,
2346 steel wall and growing wall (as in E.M.C. style levels). Although
2347 the behaviour of contributed and private levels wasn't changed (due
2348 to the use of "level.game_version"; see previous entry), editing
2349 those levels will (of course) change the behaviour accordingly.
2351 This change seems a bit too hard after thinking about it, because
2352 the EM style behaviour is not the "expected" behaviour (gems would
2353 normally only slip down from "rounded" walls). Therefore this was
2354 now changed to an element property for gem style elements, with the
2355 default setting "off" (which means: no special EM style behaviour).
2356 To fix older converted levels, this flag is set to "on" for pre-2.0
2357 levels that are neither contributed nor private levels.
2359 2002-03-20 src/files.h
2360 * Corrected settings for "level.game_version" depending of level type.
2361 (Contributed and private levels always get played with game engine
2362 version they were created with, while converted levels always get
2363 played with the most recent version of the game engine, to let new
2364 corrections of the emulation behaviour take effect.)
2366 2002-03-20 src/main.h
2367 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2368 compiling the SDL version on some systems.
2369 Thanks to the several people who pointed this out.
2372 * Version number set to 2.0.2.
2375 * Version 2.0.1 released.
2377 2002-03-18 src/screens.c
2378 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2380 2002-03-18 src/files.c [src/libgame/misc.c]
2381 * Moved some common functions from src/files.c to src/libgame/misc.c.
2383 2002-03-18 src/files.c [src/libgame/misc.c]
2384 * Changed permissions for new directories and saved files (especially
2385 score files) according to suggestions of Debian users and mantainers.
2386 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2388 2002-03-17 src/files.c
2389 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2390 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2391 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2392 for levels and "TAPE" for tapes). Old "cookie" style format is
2393 still supported for reading. New level and tape files are written
2396 * New IFF chunk "VERS" contains version numbers for file and game
2397 (where "game version" is the version of the program that wrote the
2398 file, and "file version" is a version number to distinguish files
2399 with different format, for example after adding new features).
2401 2002-03-15 src/screen.c
2402 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2403 (Before, you heard a mixture of the in-game music and the
2404 hall-of-fame music.)
2406 2002-03-14 src/events.c
2407 * Function "DumpTape()" (files.c) now available by pressing 't' from
2408 main menu (when in DEBUG mode).
2410 2002-03-14 src/game.c
2411 * "GameWon()": When game was won playing a tape, now there is no delay
2412 raising the score and no corresponding sound is played.
2414 2002-03-14 src/files.c
2415 * Changed "LoadTape()" for real chunk support and also adjusted
2416 "SaveTape()" accordingly.
2418 2002-03-14 src/game.c, src/tape.c, src/files.c
2419 * Important changes to tape format: The old tape format stored all
2420 actions with a real effect with a corresponding delay between the
2421 stored actions. This had some major disadvantages (for example,
2422 push delays had to be ignored, pressing a button for some seconds
2423 mutated to several single button presses because of the non-action
2424 delays between two action frames etc.). The new tape format just
2425 stupidly records all device actions and replays them later. I really
2426 don't know why I haven't solved it that way before?! Old-style tapes
2427 (with tape file version less than 2.0) get converted to the new
2428 format on-the-fly when loading and can therefore still be played;
2429 only some minor parts of the old-style tape handling code was needed.
2430 (A perfect conversion is not possible, because there is information
2431 missing about the device actions between two action frames.)
2433 2002-03-14 src/files.c
2434 * New function "DumpTape()" to dump the contents of the current tape
2435 in a human readable format.
2437 2002-03-14 src/game.c
2438 * Small tape bug fixed: When automatically advancing to next level
2439 after a game was won, the tape from the previous level still was
2440 loaded as a tape for the new level.
2442 2002-03-14 src/tape.c
2443 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2444 tape, cartoons did not get completely removed because
2445 StopAnimation() was not called.
2447 2002-03-13 src/files.c
2448 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2449 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2450 size even when using 16-bit elements). Added new chunk "CNT2" for
2451 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2452 chunk even when content was 16-bit element). "CNT2" should now be
2453 able to store content for arbitrary elements (up to eight blocks of
2454 3 x 3 element arrays). All "CNT2" elements will always be stored as
2455 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2457 2002-03-13 src/files.c
2458 * Changed "LoadLevel()" for real chunk support.
2460 2002-03-12 src/game.c
2461 * Fixed problem (introduced after 2.0.0 release) with penguins
2462 not getting killed by enemies
2464 2002-02-24 src/game.c, src/main.h
2465 * Added "player->is_moving"; now "player->last_move_dir" does
2466 not contain any information if the player is just moving at
2468 Before, "player->last_move_dir" was misused for this purpose
2469 for the robot stuff (robots don't kill players when they are
2470 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2471 broke tapes when walking through pipes!
2472 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2473 in a continuous movement. This fact is ignored for friends and