2 * fixed bug which caused broken tapes when appending to EM engine tapes
5 * uploaded pre-release (test) version 3.2.0-1 binary and source code
8 * added code to replace changed artwork config tokens with other tokens
9 (needed for backwards compatibility, so that older tokens still work)
12 * added native R'n'D graphics for some new EMC elements in EM engine
15 * fixed some bugs in the EM engine integration code
16 * changed EM engine code to allow diagonal movement
17 * changed EM engine code to allow use of separate snap and drop keys
20 * fixed some redraw bugs when using EM engine
23 * fixed bug with not converting RND levels which are set to use native
24 engine to native level structure when loading
27 * uploaded pre-release (test) version 3.2.0-0 binary and source code
30 * version number set to 3.2.0
33 * level data now reset to defaults after attempt to load invalid file
36 * added use of "editorsetup.conf" for different level sets
39 * added auto-detection for various types of Emerald Mine level files
42 * fixed bug with scrollbars getting too small when list is very large
45 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
48 * added most level editor configuration gadgets for new EMC elements
51 * added more element and graphic definitions for new EMC elements
54 * modified native EM engine to use integrated R'n'D sound system
57 * added SDL support to graphics functions in native EM engine
58 (by always using generic libgame interface functions)
61 * fixed bug in frame synchronization in native EM engine
64 * added code to convert levels between R'n'D and native EM engine
67 * new Emerald Mine engine can now play levels selected in main menu
70 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
71 (which creates scaled down graphics for level editor and preview);
72 there's still a memory leak somewhere in the artwork handling code
73 * added "scale image up" functionality to X11 version of zoom function
76 * first attempts to integrate new, native Emerald Mine Club engine
79 * fixed bug in gadget code which caused reset of CEs in level editor
80 (example: pressing 'b' [grab brush] on CE config page erased values)
81 (solution: check if gadgets in ClickOnGadget() are really mapped)
82 * improved level change detection in editor (settings now also checked)
83 * fixed bug with "can move into acid" and "don't collide with" state
86 * fixed maze runner style CEs to use the configured move delay value
89 * added Aaron Davidson's tutorial level set to the "Tutorials" section
92 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
93 * fixed the above fix because it broke level set "machine" (*sigh*)
94 * fixed random element placement in level editor to work as expected
95 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
98 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
101 * fixed bug (missing array boundary check) which caused broken tapes
102 * fixed bug (when loading level template) which caused broken levels
103 * fixed bug with new block last field code when using non-yellow player
106 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
107 * internal change of how the player blocks the last field when moving
108 * fixed blocking delay of last field for EM and SP style block delay
109 * fixed bug where the player had to wait for the usual move delay after
110 unsuccessfully trying to move, when he directly could move after that
111 * the last two changes should make original Supaplex level 93 solvable
112 * improved use of random number generator to make it less predictable
113 * fixed behaviour of slippery SP elements to let slip left, then right
116 * fixed bug with wrong door state after trying to quickload empty tape
117 * fixed waste of static memory usage of the binary, making it smaller
118 * fixed very little graphical bug in Supaplex explosion
121 * version number set to 3.1.1
124 * version 3.1.0 released
127 * fixed bug with crash when writing user levelinfo.conf the first time
130 * added option "convert LEVELDIR [NR]" to command line batch commands
131 * re-converted Supaplex levels to apply latest engine fixes
132 * changed "use graphic/sound of element" to "use graphic of element"
133 due to compatibility problems with some levels ("bug machine" etc.)
136 * fixed bug with CE change replacing player with same or other player
139 * fixed bug with opaque font in envelope with background graphic when
140 background graphic is not transparent itself
143 * added "gravity on" and "gravity off" ports for Supaplex compatibility
144 * corrected original Supaplex level loading code to use these new ports
145 * also corrected Supaplex loader to auto-count infotrons if set to zero
148 * fixed bug with missing initialization of "modified" flag for GEs
151 * fixed bug that caused endless recursion loop when relocating player
152 * fixed tape recorder bug in "step mode" when using "pause before end"
153 * fixed tape recorder bug when changing from "warp forward" mode
156 * fixed bug with "when touching" for pushed elements at last position
159 * fixed bug that caused two activated toolbox buttons in level editor
160 * fixed bug with exploding dynabomb under player due to other explosion
163 * fixed bug with creating walkable custom element under player (again)
164 * fixed bug with not copying explosion type when copying CEs in editor
165 * fixed graphical bug when drawing player in setup menu (input devices)
166 * fixed graphical bug when the player is pushing an accessible element
167 * fixed bug with classic switchable elements triggering CE changes
168 * fixed bug with entering/leaving walkable element in RelocatePlayer()
169 * fixed crash bug when CE leaves behind the trigger player element
172 * fixed bug with broken tubes after placing/exploding dynamite in them
173 * fixed bug with exploding dynamite under player due to other explosion
174 * fixed bug with not resetting push delay under certain circumstances
177 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
178 * added network multiplayer code for Windows (thanks to Niko Böhm)
181 * added option "reachable despite gravity" for gravity movement
182 * changed gravity movement of most classic walkable and passable
183 elements back to "not reachable" (for compatibility reasons)
186 * fixed (removed) "indestructible" / "can explode" dependency in editor
187 * fixed (removed) "accessible inside" / "protected" dependency
188 * fixed (removed) "step mode" / "shield time" dependency
191 * fixed dynabombs exploding now into anything diggable
192 * fixed Supaplex style gravity movement into buggy base now impossible
193 * added pressing key "space" as valid action to select menu options
196 * added "replace when walkable" to relocate player to walkable element
197 * added "enter"/"leave" event for elements affected by relocation
198 * fixed "direct"/"indirect" change order also for "when change" event
199 * fixed graphical bug when pushing things from elements walkable inside
202 * fixed graphic bug when player is snapping while moving in old levels
203 * fixed bug when a moving custom element leaves a player element behind
204 * fixed bug with mole not disappearing when moving into acid pool
205 * fixed bug with incomplete path setting when using "--basepath" option
206 * moving CE can now leave walkable elements behind under the player
207 * when relocating, player can be set on walkable element now
208 * fixed another gravity movement bug
211 * uploaded pre-release (test) version 3.1.0-2 binary and source code
214 * added "collectible" and "removable" to extended replacement types
215 (where "removable" replaces "diggable" and "collectible" elements)
216 * added "collectible & throwable" (to throw element to the next field)
217 * fixed bug with CEs digging elements that are just about to explode
218 * changed mouse cursor now always being visible when game is paused
221 * added possibility to push/press accessible elements from a side that
223 * fixed bug with not setting actual date when appending to tape
226 * fixed bug with incorrectly initialized custom element editor graphics
229 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
230 - number of levels corrected from 18 to 17 in "levelinfo.conf"
233 * fixed bug with destroyed robot wheel still attracting robots forever
234 * fixed bug with time gate switch deactivating after robot wheel time
235 (while the time gate itself is not affected by this misbehaviour)
236 * changed behaviour of BD style amoeba to always get blocked by player
237 (before it was different when there were non-BD elements in level)
238 * fixed bug with player destroying indestructable elements with shield
241 * added option to make growing elements grow into anything diggable
242 (for the various amoeba types, biomaze and "game of life")
245 * fixed bug with movable elements not moving after left behind by CEs
246 * changed gravity movement to anything diggable, not only sand/base
247 * optionally allowing passing to walkable element, not only empty space
248 * added option "can pass to walkable element" for players
249 * finally fixed gravity movement (hopefully)
252 * fixed bug with movable elements not moving anymore after falling down
255 * fixed another bug with custom elements digging and leaving elements
256 * fixed bug with "along left/right side" and automatic start direction
257 * trigger elements now also displayed when "more custom" deactivated
258 * fixed bug with clipboard element initialized when loading new level
259 * added option "drop delay" to set delay before dropping next element
262 * uploaded pre-release (test) version 3.1.0-1 binary and source code
265 * added copy and paste functions for custom change pages
266 * enhanced graphical display and functionality of tape recorder
267 * fixed bug with custom elements digging and leaving elements
270 * added move speed faster than "very fast" for custom elements
271 * fixed bug with 3+3 style explosions and missing border content
272 * fixed little bug when copying custom elements in the editor
273 * enhanced custom element changes by more side trigger actions
276 * added option "no scrolling when relocating" for instant teleporting
277 * uploaded pre-release (test) version 3.1.0-0 binary and source code
280 * added trigger element and trigger player to use as target elements
281 * added copy and paste functions for custom and group elements
284 * fixed graphical bug when displaying explosion animations
285 * fixed bug when appending to tapes, resulting in broken tapes
286 * re-recorded a few tapes broken by fixing gravity checking bug
289 * "can move into acid" property now for all elements independently
290 * "can fall into acid" property for player stored in same bitfield now
291 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
292 * version number set to 3.1.0 (finally!)
295 * changed tape recording to only record input, not programmed actions
298 * fixed totally broken (every 8th frame skipped) step-by-step recording
299 * fixed bug with requester not displayed when quick-loading interrupted
300 * added option "can fall into acid (with gravity)" for players
301 * fixed bug with player not falling when snapping down with gravity
304 * fixed bug which messed up key config when using keypad number keys
307 * fixed bug which allowed moving upwards even when gravity was active
308 * fixed bug with missing error handling when dumping levels or tapes
311 * added different colored editor graphics for Supaplex gravity tubes
314 * fixed bug that allowed solvable tapes for unsolvable levels
317 * use unlimited number of droppable elements when "count" set to zero
318 * added option to use step limit instead of time limit for level
321 * added player and change page as trigger for custom element change
324 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
327 * fixed bug with dark yamyam changing to acid when moving over acid
328 * fixed handling of levels with more than 999 seconds level time
329 (example: level 76 of "Denmine")
332 * "spring push bug" reintroduced as configurable element property
333 * fixed bug with missing properties for "mole"
334 * fixed bug that showed up when fixing the above "mole" properties bug
335 * added option "can move into acid" for all movable elements
336 * fixed graphical bug for elements moving into acid
337 * changed event handling to handle all pending events before going on
340 * fixed bug which caused all CE change pages to be ignored which had
341 the same change event, but used a different element side
342 (reported by Simon Forsberg)
344 * fixed bug which caused elements that can move and fall and that are
345 transported by a conveyor belt to continue moving into that direction
346 after leaving the conveyor belt, regardless of their own movement
347 type; only elements which can not move are transported now
348 (reported by Simon Forsberg)
350 * fixed bug which could cause an array overflow in RelocatePlayer()
351 (reported by Niko Böhm)
353 * changed Emerald Mine style "passable / over" elements to "protected"
354 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
356 * added new option to select from which side a "walkable/passable"
357 element can be entered
360 * added explosion and ignition delay for elements that can explode
363 * fixed bug which caused player not being protected against enemies
364 when a CE was "walkable / inside" and was not "indestructible"
365 * added "walkable/passable" fields to be "protected/unprotected"
366 against enemies, even if not accessible "inside" but "over/under"
369 * corrected move pattern to 32 bit and initial move direction to 8 bit
372 * added second custom element base configuration page
375 * added some special EMC mappings to Emerald Mine level loader
376 (also covering previously unknown element in level 0 of "Bondmine 8")
379 * added option to block last field when player is moving (for Supaplex)
380 * adjusted push delay of Supaplex elements
381 * removed delays for envelopes etc. when replaying with maximum speed
382 * fixed bug when dropping element on a field that just changed to empty
385 * fixed bug: infotrons can now smash yellow disks
386 * fixed bug: when gravity active, port above player can now be entered
387 * removed "one white dot" mouse pointer which irritated some people
390 * added "choice type" for group element selection
393 * fixed bug with initial invulnerability of non-yellow player
396 * added level loader for loading native Supaplex packed levels
397 (including multi-part levels like the "splvls99" levels)
400 * fixed bug which allowed creating emeralds by escaping explosions
403 * custom elements can change (limited) or leave (unlimited) elements
404 * finally added multiple matches using group elements
405 * added shortcut to dump brush (type ":DB" in editor) for use in forum
408 * added new start movement type "previous" for continued CE movement
409 * added new start movement type "random" for random CE movement start
412 * added new element "sokoban_field_player" needed for Sokoban levels
413 (thanks to Ed Booker for pointing this out!)
416 * added elements that can be digged or left behind by custom elements
419 * added group elements for multiple matches and random element creation
422 * fixed some graphical errors displayed in old levels
425 * fixed wrong double speed movement after passing closing gates
428 * added level loader for loading native Emerald Mine levels
431 * changes for "shooting" style CE movement
434 * Happy New Year! ;-)
437 * changed default snap/drop keys from left/right Shift to Control keys
440 * fixed bug with dead player getting reanimated from custom element
443 * fixed bug with wrong penguin graphics (when entering exit)
446 * fixed bug with wrong "Murphy" graphics (when digging etc.)
449 * version number set to 3.0.9
452 * version 3.0.8 released
455 * added function checked_free()
458 * fixed bug with double nut cracking sound
459 (by eliminating "default element action sound" assignment in init.c)
462 * fixed crash when no music info files are available
465 * fixed boring and sleeping sounds
468 * added "maze runner" and "maze hunter" movement types
469 * added extended collision conditions for custom elements
472 * added warnings for undefined token values in artwork config files
475 * added menu entry for level set information to the info screen
478 * fixed bug with wrong default impact sound for colored emeralds
481 * added several sub-screens for the info screen
482 * menu text now also clickable (not only blue/red sphere left of it)
485 * added configurable "bored" and "sleeping" animations for the player
486 * added "awakening" sound for player when waking up after sleeping
489 * added "copy" and "exchange" functions for custom elements to editor
492 * added configurable element animations for info screen
495 * added configurable music credits for info screen
498 * finally fixed tape recording when player is created from CE change
501 * added "editorsetup.conf" for editor element list configuration
504 * added "musicinfo.conf" for menu and level music configuration
507 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
508 (that only showed up on Linux, but not on Windows systems)
511 * fixed turning movement of butterflies and fireflies (no frame reset)
512 * enhanced sniksnak turning movement (two steps instead of only one)
515 * version number set to 3.0.8
518 * version 3.0.7 released
521 * fixed reset of player animation frame when, for example,
522 walking, digging or collecting share the same animation
523 * fixed CE with "deadly when touching" exploding when touching amoeba
526 * fixed tape recording when player is created from CE element change
529 * introduced "turning..." action graphic for elements with move delay
530 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
531 * added turning animations for bug, spaceship and sniksnak
534 * prevent "extended" changed elements from delay change in same frame
537 * fixed bug when pushing element that can move away to the side
538 (like pushing falling elements, but now with moving elements)
541 * finally fixed serious bug in code for delayed element pushing (again)
544 * unavailable setup options now marked as "n/a" instead of "off"
545 * new boolean directive "latest_engine" for "levelinfo.conf": when set
546 to "true", levels are always played with the latest game engine,
547 which is desired for levels that are imported from other games; all
548 other levels are played with the engine version stored in level file
549 (which is normally the engine version the level was created with)
552 * fixed serious bug in code for delayed element pushing
553 * fixed little bug in animation frame selection for pushed elements
554 * speed-up of reading config file for verbose output
557 * added configuration option for opening and closing Supaplex exit
558 * added configuration option for moving up/down animation for Murphy
559 * fixed incorrectly displayed animation for attacking dragon
560 * fixed bug with not setting initial gravity for each new game
561 * fixed bug with teleportation of player by custom element change
562 * fixed bug with player not getting smashed by rock sometimes
565 * version number set to 3.0.7
568 * version 3.0.6 released
571 * added support for MP3 music for SDL version through SMPEG library
574 * fixed bug when initializing font graphic structure
575 * fixed bug with animation mode "pingpong" when using only 1 frame
576 * fixed bug with extended change target introduced in 3.0.5
577 * fixed bug where passing over moving element doubles player speed
578 * fixed bug with elements continuing to move into push direction
579 * fixed bug with duplicated player when dropping bomb with shield on
580 * added "switching" event for custom elements ("pressing" only once)
581 * fixed switching bug (resetting flag when not switching but not idle)
584 * fixed element tokens for certain file elements with ".active" etc.
587 * version number set to 3.0.6
590 * version 3.0.5 released
593 * now four envelope elements available
594 * font, background, animation and sound for envelope now configurable
595 * main menu doors opening/closing animation type now configurable
598 * active/inactive sides configurable for custom element changes
599 * new movement type "move when pushed" available for custom elements
602 * fixed bug in multiple config pages loader code that caused crashes
605 * enhanced (remaining low-resolution) Supaplex graphics
608 * version number set to 3.0.5
611 * version 3.0.4 released
613 2003-09-12 src/tools.c
614 * fixed bug in custom definition of crumbled element graphics
616 2003-09-11 src/files.c
617 * fixed bug in multiple config pages code that caused crashes
620 * version number set to 3.0.4
623 * version 3.0.3 released
626 * added music to Supaplex classic level set
628 2003-09-07 src/libgame/misc.c
629 * added support for loading various music formats through SDL_mixer
631 2003-09-06 (various source files)
632 * fixed several nasty bugs that may have caused crashes on some systems
633 * added envelope content which gets displayed when collecting envelope
634 * added multiple change event pages for custom elements
636 2003-08-24 src/game.c
637 * fixed problem with player animation when snapping and moving
639 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
640 * fixed problem with flickering when drawing toon animations
642 2003-08-23 src/libgame/sdl.c
643 * fixed problem with setting mouse cursor in SDL version in fullscreen
645 2003-08-23 src/game.c
646 * fixed bug (missing array boundary check) which could crash the game
649 * version number set to 3.0.3
652 * version 3.0.2 released
654 2003-08-21 src/game.c
655 * fixed bug with creating inaccessible elements at player position
657 2003-08-20 src/init.c
658 * fixed bug with not finding current level artwork directory
660 2003-08-20 src/files.c
661 * fixed bug with choosing wrong engine version when playing tapes
662 * fixed bug with messing up custom element properties in 3.0.0 levels
665 * version number set to 3.0.2
668 * version 3.0.1 released
670 2003-08-17 (no source files affected)
671 * changed all "classic" PCX image files with 16 colors or less to
672 256 color (8 bit) storage format, because the Allegro game library
673 cannot handle PCX files with less than 256 colors (contributed
674 graphics are not affected and might look wrong in the DOS version)
676 2003-08-16 src/init.c
677 * fixed bug which (for example) crashed the level editor when defining
678 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
679 (only set to default) -- invalid graphics now set to default graphic
681 2003-08-16 src/init.c
682 * fixed graphical bug of player digging/collecting/snapping element
683 when no corresponding graphic/animation is defined for this action,
684 resulting in player being drawn as EL_EMPTY (which should only be
685 done to elements being collected, but not to the player)
687 2003-08-16 src/game.c
688 * fixed small graphical bug of player not totally moving into exit
690 2003-08-16 src/libgame/setup.c
691 * fixed bug with wrong MS-DOS 8.3 filename conversion
693 2003-08-16 src/tools.c
694 * fixed bug with invisible mouse cursor when pressing ESC while playing
696 2003-08-16 (various source files)
697 * added another 128 custom elements (disabled in editor by default)
699 2003-08-16 src/editor.c
700 * fixed NULL string bug causing Solaris to crash in sprintf()
702 2003-08-16 src/screen.c
703 * fixed drawing over scrollbar on level selection with custom fonts
705 2003-08-15 src/game.c
706 * cleanup of simple sounds / loop sounds / music settings
708 2003-08-08 (various source files)
709 * added custom element property for dropping collected elements
711 2003-08-08 src/conf_gfx.c
712 * fixed bug with missing graphic for active red disk bomb
714 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
715 * extended variable "level.gravity" to "level.initial_gravity" and
716 "game.current_gravity" to prevent level setting from being changed
717 by playing the level (keeping the runtime value after playing)
719 * fixed graphics bug when digging element that has 'crumbled' graphic
720 definition, but not 'diggable' graphic definition
723 * version number set to 3.0.1
726 * version 3.0.0 released
729 * various bug fixes; among others:
730 - fixed bug with pushing spring over empty space
731 - fixed bug with leaving tube while placing dynamite
732 - fixed bug with explosion of smashed penguins
733 - allow Murphy player graphic in levels with non-Supaplex elements
737 * I have forgotten to document changes for some time
740 * pre-release version 2.2.0rc1 released
743 * version number set to 2.1.2
746 * version 2.1.1 released
749 * version number set to 2.1.1
752 * version 2.1.0 released
755 * version number set to 2.1.0
757 2002-04-03 to 2002-05-19 (various source files)
758 * graphics, sounds and music now fully configurable
759 * bug fixed that prevented walking through tubes when gravity on
761 2002-04-02 src/events.c, src/editor.c
762 * Make Escape key less aggressive when playing or when editing level.
763 This can be configured as an option in the setup menu. (Default is
764 "less aggressive" which means "ask user if something can be lost"
765 when pressing the Escape key.)
767 2002-04-02 src/screen.c
768 * Added "graphics setup" screen.
770 2002-04-01 src/screen.c
771 * Changed "choose level" setup screen stuff to be more generic (to
772 make it easier to add more "choose from generic tree" setup screens).
774 2002-04-01 src/config.c, src/timestamp.h
775 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
776 automatically gets created by "src/Makefile" and contains an actual
777 compile-time timestamp to identify development versions of the game).
779 2002-03-31 src/tape.c, src/events.c
780 * Added quick game/tape save/load functions to tape stuff which can be
781 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
782 loads previously recorded tape and directly goes into recording mode
783 from the end of the tape (therefore appending to the tape).
785 2002-03-31 src/tape.c
786 * Added "index mark" function to tape recorder. When playing or
787 recording, "eject" button changes to "index" button. Setting index
788 mark is not yet implemented, but pressing index button when playing
789 allows very quick advancing to end of tape (when normal playing),
790 very fast forward mode (when playing with normal fast forward) or
791 very fast reaching of "pause before end of tape" (when playing with
792 "pause before end" playing mode).
794 2002-03-30 src/cartoons.c
795 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
797 2002-03-29 src/screen.c
798 * Changed setup screen stuff to be more generic (to make it easier
799 to add more setup screens).
801 2002-03-23 src/main.c, src/main.h
802 * Various changes due to the introduction of the new libgame files
803 "setup.c" and "joystick.c".
805 2002-03-23 src/files.c
806 * Generic parts of "src/files.c" (mainly setup and level directory
807 stuff) moved to new libgame file "src/libgame/setup.c".
809 2002-03-23 src/joystick.c
810 * File "src/joystick.c" moved to libgame source tree, with
811 correspondig changes.
813 2002-03-22 src/screens.c
814 * "HandleChooseLevel()": Another bug in level series navigation fixed.
815 (Wrong level series information displayed when entering main group.)
817 2002-03-22 src/editor.c
818 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
820 2002-03-22 src/editor.c
821 * Changed behaviour of "Escape" key in level editor to be more
822 intuitive: When in "Element Properties" or "Level Info" mode,
823 return to "Drawing Mode" instead of leaving the level editor.
825 2002-03-21 src/game.c, src/editor.c, src/files.c
826 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
827 gems (emeralds, diamonds, ...) slipping down from normal wall,
828 steel wall and growing wall (as in E.M.C. style levels). Although
829 the behaviour of contributed and private levels wasn't changed (due
830 to the use of "level.game_version"; see previous entry), editing
831 those levels will (of course) change the behaviour accordingly.
833 This change seems a bit too hard after thinking about it, because
834 the EM style behaviour is not the "expected" behaviour (gems would
835 normally only slip down from "rounded" walls). Therefore this was
836 now changed to an element property for gem style elements, with the
837 default setting "off" (which means: no special EM style behaviour).
838 To fix older converted levels, this flag is set to "on" for pre-2.0
839 levels that are neither contributed nor private levels.
841 2002-03-20 src/files.h
842 * Corrected settings for "level.game_version" depending of level type.
843 (Contributed and private levels always get played with game engine
844 version they were created with, while converted levels always get
845 played with the most recent version of the game engine, to let new
846 corrections of the emulation behaviour take effect.)
848 2002-03-20 src/main.h
849 * Added "#include <time.h>". This seems to be needed by "tape.c" for
850 compiling the SDL version on some systems.
851 Thanks to the several people who pointed this out.
854 * Version number set to 2.0.2.
857 * Version 2.0.1 released.
859 2002-03-18 src/screens.c
860 * "HandleChooseLevel()": Small bug in level series navigation fixed.
862 2002-03-18 src/files.c [src/libgame/misc.c]
863 * Moved some common functions from src/files.c to src/libgame/misc.c.
865 2002-03-18 src/files.c [src/libgame/misc.c]
866 * Changed permissions for new directories and saved files (especially
867 score files) according to suggestions of Debian users and mantainers.
868 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
870 2002-03-17 src/files.c
871 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
872 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
873 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
874 for levels and "TAPE" for tapes). Old "cookie" style format is
875 still supported for reading. New level and tape files are written
878 * New IFF chunk "VERS" contains version numbers for file and game
879 (where "game version" is the version of the program that wrote the
880 file, and "file version" is a version number to distinguish files
881 with different format, for example after adding new features).
883 2002-03-15 src/screen.c
884 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
885 (Before, you heard a mixture of the in-game music and the
888 2002-03-14 src/events.c
889 * Function "DumpTape()" (files.c) now available by pressing 't' from
890 main menu (when in DEBUG mode).
892 2002-03-14 src/game.c
893 * "GameWon()": When game was won playing a tape, now there is no delay
894 raising the score and no corresponding sound is played.
896 2002-03-14 src/files.c
897 * Changed "LoadTape()" for real chunk support and also adjusted
898 "SaveTape()" accordingly.
900 2002-03-14 src/game.c, src/tape.c, src/files.c
901 * Important changes to tape format: The old tape format stored all
902 actions with a real effect with a corresponding delay between the
903 stored actions. This had some major disadvantages (for example,
904 push delays had to be ignored, pressing a button for some seconds
905 mutated to several single button presses because of the non-action
906 delays between two action frames etc.). The new tape format just
907 stupidly records all device actions and replays them later. I really
908 don't know why I haven't solved it that way before?! Old-style tapes
909 (with tape file version less than 2.0) get converted to the new
910 format on-the-fly when loading and can therefore still be played;
911 only some minor parts of the old-style tape handling code was needed.
912 (A perfect conversion is not possible, because there is information
913 missing about the device actions between two action frames.)
915 2002-03-14 src/files.c
916 * New function "DumpTape()" to dump the contents of the current tape
917 in a human readable format.
919 2002-03-14 src/game.c
920 * Small tape bug fixed: When automatically advancing to next level
921 after a game was won, the tape from the previous level still was
922 loaded as a tape for the new level.
924 2002-03-14 src/tape.c
925 * Small graphical bug fixed: When pressing ""Record" or "Play" on
926 tape, cartoons did not get completely removed because
927 StopAnimation() was not called.
929 2002-03-13 src/files.c
930 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
931 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
932 size even when using 16-bit elements). Added new chunk "CNT2" for
933 16-bit amoeba content (previously written in 8-bit field in "HEAD"
934 chunk even when content was 16-bit element). "CNT2" should now be
935 able to store content for arbitrary elements (up to eight blocks of
936 3 x 3 element arrays). All "CNT2" elements will always be stored as
937 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
939 2002-03-13 src/files.c
940 * Changed "LoadLevel()" for real chunk support.
942 2002-03-12 src/game.c
943 * Fixed problem (introduced after 2.0.0 release) with penguins
944 not getting killed by enemies
946 2002-02-24 src/game.c, src/main.h
947 * Added "player->is_moving"; now "player->last_move_dir" does
948 not contain any information if the player is just moving at
950 Before, "player->last_move_dir" was misused for this purpose
951 for the robot stuff (robots don't kill players when they are
952 moving). But setting "player->last_move_dir" to MV_NO_MOVING
953 broke tapes when walking through pipes!
954 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
955 in a continuous movement. This fact is ignored for friends and