1 Release Version 2.0.2 [XX XXX XXXX]
2 -----------------------------------
3 - added support for TrueColor PCX graphics files
4 - changed default slipping behaviour of gems back to 2.0.0 style;
5 this is now an element property for gems in the level editor,
6 although existing converted levels use the new EM gems behaviour
7 - behaviour of "Escape" key in level editor now more intuitive
9 Release Version 2.0.1 [19 MAR 2002]
10 -----------------------------------
11 - bug in explosion code fixed that broke level 24 of "Baby Ghost Mine"
12 - several Supaplex emulation bugs fixed (thanks to Mihail Milushev):
13 + orange disk does not fall off from slippery elements
14 + infotrons kill electrons and snik snaks and trigger orange disks
15 + explosion chain reactions are now a bit slower than murphy
16 - behaviour of robots adjusted to make them less aggressive
17 (needed for quite some Emerald Mine Club levels)
18 - emeralds and diamonds now fall off normal, steel and growing walls,
19 as this is the correct behaviour in Emerald Mine; existing private
20 and contributed levels will still behave as before, unless saved
21 again (with or without modifications) from the level editor of the
22 current version of the game
23 - icon for Windows executable added
24 - bug when selecting default level series fixed
25 - new IFF style file format for level and tape files
26 - bug in storing amoeba content fixed
27 - nasty tape bugs fixed (completely reworked tape stuff)
28 - fullscreen mode now works with Windows (workaround for bug in SDL)
29 - /dev/dsp support for NetBSD added (thanks to Krister Walfridsson)
30 - file permissions when saving files and creating directories changed
31 - some small sound bugs fixed
32 - added new contributed levels from the following players:
42 Release Version 2.0.0 [01 JAN 2001]
43 -----------------------------------
44 - major code redesign to maintain generic game functions in a separate
45 library and make it easier to port the game to new targets like SDL
46 - can be compiled with SDL library to build native Windows version
47 - DOS and Windows versions can be compiled with gcc cross-compiler
48 - trying to open already busy audio device does not block the game
49 - bug in network playing code fixed (patch from web site)
50 - SDL version can load and play music modules
51 - bug in level editor fixed for EM doors and keys element description
52 - sound sample frequency raised from 8 kHz to 22 kHz
54 Release Version 1.4.0 [27 OCT 1999]
55 -----------------------------------
56 - new Boulderdash elements for better game emulation
57 - new cool medium-sized crystal font
58 - new elements and graphics for Diamond Caves II levels
59 - new elements and graphics for Emerald Mine Club levels
60 - brushed-up (higher resolution) graphics for Supaplex elements
61 - special oversized Supaplex levels included
62 - new elements for more authentic Emerald Mine elements (doors)
63 - more level editor enhancements:
64 element list scrollbar and level number selection within editor
65 - lots of new levels converted from Emerald Mine Club disks,
66 DX-Boulderdash and Supaplex
67 - new levels created and contributed by players
68 - now over 160 level series with over 14.000 levels
69 - high score list now scrollable to see all 100 entries
70 - new 16-bit elements level format to allow more than 256 elements
71 - re-introduced level handicap for more challange (levels must be
72 solved to be able to play the next one; can be disabled in setup)
73 - new setup option to disable time limit for relaxed playing :-)
74 - GAME_DIR path split into RO_GAME_DIR and RW_GAME_DIR to allow
75 distributors to separate read-only (levels, graphics, sounds)
76 from writable (hich scores) game data
77 - new personal level setup files to store level handicap and
78 last played level for each level series
79 - removed some 32-bit dependent code; should be 64-bit clean now
80 - some little bugs fixed
82 Release Version 1.3.0 [5 FEB 1999]
83 ----------------------------------
84 - strongly enhanced level editor
85 - new elements, graphics and levels for Supaplex style games
86 - completely rewritten platform independent gadget code
87 (buttons, scrollbars, text and number input gadgets)
88 - nasty sound bug fixed (showed up with Linux kernel 2.2.x)
90 Release Version 1.2.0 [5 DEC 1998]
91 ----------------------------------
93 - new WAV sound loader (to replace the old Amiga 8SVX files)
94 - new PCX graphics loader (to avoid GIF license problems)
95 - network multiplayer games with upto four players
96 - no separate network server needed; each client can
97 fork a network server at startup if there's no server
98 running at this moment
99 - possibility to invoke the game to act as a standalone
100 network server (on a separate machine, for example)
101 - local multiplayer games with upto four players
102 - support for upto four joysticks
103 - completely free customizable keyboard and joystick
104 for all four players individually
105 - new joystick calibration screen which can be left
106 (with Escape key) if no joystick is connected... ;-)
107 - new (working) GIF graphics loader (but still support
108 for the old XPM method)
109 - supports private colormap with extremely less flashing
110 on 8-bit (256 colors) displays
111 - soft-scrolling with 50 frames per second (which raises
112 the system requirements and makes it completely
113 unplayable on my "old reference" 486/33 (where 0.9b runs
114 smoothly) and running at 90% speed on my K6-200.
115 - completely new file format for personal setup data
116 in ASCII format which is human readable and easily
117 customizable even with a texteditor; stored in the
118 user's home directory and no longer somewhere in the
119 game's installation directory
120 - high score lists changed: now one file per level and
121 no longer one file per level series; now using readable
123 - useful command line options to specify the X11 display,
124 the game's base (installation) directory, an alternate
125 level directory, standalone server execution and verbose
128 Version 1.1 [???] [NOT RELEASED]
129 --------------------------------
130 - new (but broken) GIF graphics loader to be independent
131 from the XPM library and to replace all graphics by GIF files
133 Version 1.0 [9 APR 1997] [NOT RELEASED]
134 ---------------------------------------
135 - the game now contains many really playable levels,
136 not only a few levels for testing
137 - the game is now even better playable by keyboard
138 (now you have the same gameplay functionality
139 compared to playing with a joystick. Especially
140 there are diagonal directions with keyboard playing
141 and the fire buttons are mapped to the shift keys)
142 - a lot of new elements for better emulation of levels
143 from the games "Boulderdash", "Emerald Mine" and
144 "Sokoban". New elements to build "Dynablaster" style
146 - enhanced functionality of the level tape recorder
147 to make it possible to go on with a game at any tape
150 Version 0.9b2 [21 NOV 1995] [NOT RELEASED]
151 ------------------------------------------
154 Prerelease Version 0.9b [4 NOV 1995]
155 ------------------------------------
156 - the game is now completely Freeware
157 - the game is now better playable by keyboard
158 (in the last version, the player was making more than
159 one step for one keystroke in some cases -- thanks to
160 Warwick Allison for the hint with "XSync()"!)
161 - new amoeba type with configurable content (like in the
162 original C64 version, when aboeba cannot grow anymore
163 and explodes to diamonds or some other elements)
164 - compile error with ONE_PER_NAME in high score function
165 removed (thanks to Dmitry Kohmanyuk)
166 - little code cleanup (to get some new bugs ;)
167 - FreeBSD sound and joystick support (thanks to Jean-Marc
170 Prerelease Version 0.9 [23 OCT 1995]
171 ------------------------------------
172 - first (pre)release version