2 * fixed bug with reference elements used as trigger elements on custom
3 element change pages not being recognized
4 * fixed bug with reference elements not being removed from the playfield
5 * added engine functionality that allows custom elements that "can dig"
6 other elements not only to do so when moving by themselves, but also
7 when being pushed by the player (therefore adding the functionality to
8 push one element over another element, replacing it with the new one)
11 * added command line function to write level sketch images to directory
14 * merged override and auto-override options into new override options
15 with a new data type than can take the values "no", "yes" and "auto"
18 * fixed growing steel wall to also leave behind steel wall instead of
19 normal, destructible wall
20 * fixed handling of rocks falling through stacks of quicksand with
21 different speed (before, the rocks just got stuck in the quicksand)
24 * fixed nasty bug with auto-override and normal override not working on
25 program startup (especially when current level set has custom artwork)
28 * version 3.2.5 released as special edition "R'n'D jue"
31 * fixed X11 crash bug when blitting masked title screens over background
34 * changed build system to support special editions (like "R'n'D jue")
35 * added (hardcoded) loading graphics for "R'n'D jue" special edition
36 * fixed X11 crash bug when scaling images with width/height less than 32
39 * added "background.PLAYING" (only visible as two-pixel border in game)
40 * added default level set for first start of special R'n'D version
41 * changed door animations for editor always behaving like "quick doors"
44 * added new custom artwork setup option "auto-override non-CE sets" for
45 automatic artwork override that is only used for level sets without
46 custom element artwork (as it does not make much sense to override
47 any artwork that redefines custom element artwork for sets using CEs)
48 * fixed default artwork for "special" R'n'D versions always using the
49 "classic" artwork as the base if base artwork is not explicitly
50 defined in "levelinfo.conf", regardless of different default artwork
51 used by the special R'n'D version -- this is needed because any such
52 custom artwork is designed using the "classic" artwork definitions as
53 the base (including menu definitions and screen positions etc., which
54 would otherwise be taken from the different special default artwork)
57 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
58 for both EMC and R'n'D graphics engine (heavy workarounds needed due
59 to massively broken handling of quicksand in R'n'D game engine)
60 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
61 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
64 * fixed small bug in toon drawing (introduced when fixing the crash bug)
67 * added graphics definition "game.panel.highscore" to display the
68 current levels current high score in the game panel
71 * version number set to 3.2.5
74 * version 3.2.4 released
77 * fixed crash bug in toon drawing functions for large step offset values
80 * fixed some problems with displaying game panel when quick-loading tape
83 * fixed (experimental only) redrawing of every tile per frame (even if
84 unneeded) for the extended (R'n'D based) EMC graphics engine
85 * added optimization to only calculate element count for panel display
86 if really needed (that is, if element count values defined on panel)
87 * fixed problem with special editor door redraw when entering main menu
90 * fixed bug with displaying background for title messages on info screen
91 * some code cleanup for the extended (R'n'D based) EMC graphics engine
94 * fixed bug with CE action "move player" always resulting in player 4
95 if there was a CE action with no trigger player (because the player
96 element was calculated by using log_2() from trigger player bits with
97 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
98 triggering player bit mask and handling all players in "move player"
99 * fixed bug when defined artwork cannot be found for artwork that has
100 default artwork cloned from other artwork (without default filename)
101 * added several fixes to the extended (R'n'D based) EMC graphics engine
104 * fixed broken editor copy and paste for custom elements between levels
107 * title messages are now also searched in graphics artwork directory;
108 those found in graphics directory have precendence over those found
109 in level directory -- this handles title messages stored in graphics
110 directories as part of the artwork set, just like title images; this
111 makes sense, as corresponding special font definitions for messages
112 are usually defined in the same graphics artwork directory, and also
113 because title images and title messages that are combined in a level
114 set introduction should usually not be separated when the level set
115 is used with a different artwork set (e.g. using "override graphics")
116 * fixed problem with door borders on main screen by first drawing doors
117 and then the corresponding border masks, but not vice versa
118 * fixed problem with artwork config entries using the value "[DEFAULT]";
119 this does not what one might expect, but sets the value to an invalid
120 value -- solution: simply ignore such entries, which results in this
121 value keeping its previous (real) default value (in general, entries
122 that should use their default value should just not be defined here)
123 * fixed problem with wrong fading area size from main menu to setup menu
126 * fixed problem with broken crumbled graphics after level set changes
127 when using R'n'D custom artwork with level sets using the EMC engine
130 * fixed invisible "joysticks deactivated ..." text on setup input screen
133 * added use of hashes created from static lists (element tokens, image
134 config, font tokens) to speed up lookup of configuration parameters
135 * fixed bug where element and graphic config token lookup was mixed up
138 * added "busy" animation when initializing program and loading artwork
139 * added initialization profiling for program startup (debugging only)
142 * fixed(?) very strange bug apparently triggered by memset() when code
143 was cross-compiled with MinGW cross-compiler for Windows XP platform
144 (this only happened when using SDL.dll also self-compiled with MinGW)
147 * added graphics engine directive "border.draw_masked_when_fading" that
148 enables/disables drawing of border mask over screen that is just faded
151 * fixed small problem with separate fading definition for game screen
154 * added additional configuration directives for setup screen draw offset
155 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
156 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
157 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
158 used to define draw offset on custom artwork selection screens and
159 "CHOOSE_OTHER" is used on all other list style selection screens, like
160 choosing game speed or screen mode for fullscreen mode)
161 * added additional configuration directives to define main menu buttons:
162 - menu.button_name and menu.button_name.active
163 - menu.button_levels and menu.button_levels.active
164 - menu.button_scores and menu.button_scores.active
165 - menu.button_editor and menu.button_editor.active
166 - menu.button_info and menu.button_info.active
167 - menu.button_game and menu.button_game.active
168 - menu.button_setup and menu.button_setup.active
169 - menu.button_quit and menu.button_quit.active
170 * added eight pure decoration graphic definitions for the game panel
173 * added support for accessing native Diamond Caves II level packages
174 * fixed displaying of game panel values for Emerald Mine game engine
175 * fixed displaying end-of-level time and score values on new game panel
178 * added game panel control to display arbitrary elements on game panel
179 * added game panel control to display custom element score (globally
180 unique for identical custom elements) either as value or as element
181 * added ".draw_masked" and ".draw_order" to game panel control drawing
184 * fixed some general bugs with handling of ".active" elements and fonts
187 * cleanup of game panel elements (some elements were not really needed)
188 * added displaying of gravity state (on/off) as new game panel control
189 * added animation for game panel elements (similar to game elements)
192 * added new pseudo game mode "PANEL" to define panel fonts and graphics
193 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
194 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
195 (else graphics would have to use ".PLAYING", which would be confusing)
196 * fixed bug when fading out to game screen with border mask defined
199 * added attribute ".tile_size" for element style game panel controls
202 * added <space> key as additional valid key to use for confirm requester
205 * improved menu fading, adding separate fading definitions for entering
206 and leaving a "content" screen (in general), and optional definitions
207 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
210 * added (currently invisible) setup option to define scroll delay value
211 * fixed small bug in priority handling when auto-detecting level start
212 position in levels without player element (but player from CE etc.)
213 * added option "game.forced_scroll_delay_value" to override user choice
214 of scroll delay value for certain level sets with "graphicsinfo.conf"
215 * replaced setup option "scroll delay: on/off" by new setup option that
216 directly allows selecting the desired scroll delay value from 0 to 8
219 * added displaying of most game panel control elements (not animated)
222 * added new configuration directives to display additional game engine
223 values on the game control panel, like the following examples:
224 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
225 - game.panel.penguins - number of penguins to rescue
226 - game.panel.level_name - level name of current level
229 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
232 * added new player option "no centering when relocating" for "invisible"
233 teleportations to level areas that look exactly the same, giving the
234 illusion that the player did not relocate at all (this was the default
235 since 3.2.3, but caused visual problems with room creation in "Zelda")
236 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
239 * improved menu fading, adding separate fading definitions for entering
240 and leaving a menu and for fading between menu and "content" screens
241 * fixed small bug with recognizing also ".font_xyz" style definitions
244 * improved menu fading, adding separate fading definitions for fading
245 between menu screens and fading between menu and "destination" screens
248 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
249 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
250 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
251 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
253 * improved title fading, allowing fading animation types "none", "fade"
254 and "crossfade" (including cross-fading of last title to main menu)
257 * added configurability of graphics, sounds and music for title screens,
258 which are separated into initial title screens (only shown once at
259 program startup) and title screens shown for a given level set; these
260 title screens can be composed of up to five title images and up to
261 five title text messages (each drawn using an optional background
262 image), also using background music and/or sounds; aspects like
263 background images, sounds and music of title screens can either be
264 defined generally (valid for all title screens) or specifically (and
265 therefore differently for each title screen) using these directives:
267 to define a background image, sound or music file for all screens:
268 - background.TITLE_INITIAL (for all title screens for game startup)
269 - background.TITLE (for all title screens for level sets)
271 to define a background image, sound or music file for a single screen:
272 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
273 - background.titlescreen_x (with x in 1,2,3,4,5)
274 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
275 - background.titlemessage_x (with x in 1,2,3,4,5)
277 to define the title screen images:
278 - titlescreen_initial_x (with x in 1,2,3,4,5)
279 - titlescreen_x (with x in 1,2,3,4,5)
281 to define the title text messages, place text files into the level set
282 directory that have the following file names:
283 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
284 - titlemessage_x.txt (with x in 1,2,3,4,5)
286 to define the properties of the text messages, either use directives
287 that affect all text messages:
288 - [titlemessage_initial].<suffix>
289 - [titlemessage].<suffix>
290 or use directives that affect single text messages:
291 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
292 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
294 valid values for <suffix> are the same as for readme.<suffix> below;
295 use ".sort_priority" (default: 0) to define an arbitrary order for
296 title images and title messages (which can therefore be mixed)
299 * added full configurability of "readme.txt" screen appearance:
300 - readme.x: <left position used with alignment>
301 - readme.y: <top position>
302 - readme.width: <maximim text width in pixels>
303 - readme.height: <maximum text height in pixels>
304 - readme.chars: <maximum number of chars per line>
305 - readme.lines: <maximum number of lines displayed>
306 - readme.align: left,center,right (default: center)
307 - readme.top: top,middle,bottom (default: top)
308 - readme.font: font name
309 - readme.autowrap: true,false (default: true)
310 - readme.centered: true,false (default: false)
311 - readme.parse_comments: true,false (default: true)
312 - readme.sort_priority: (not used here, but only for title screens)
313 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
314 default), they are automatically determined from "readme.width" and
315 "readme.height" accordingly; when they are not "-1", they have
316 precedence over "readme.width" and "readme.height"
317 * added internal ad-hoc config settings for displaying text files like
318 title messages or "readme.txt" style level set info files:
319 - .font: font name (default: readme.font)
320 - .autowrap: true,false (default: readme.autowrap)
321 - .centered: true,false (default: readme.centered)
322 - .parse_comments: true,false (default: readme.parse_comments)
323 (the leading '.' and the separating ':' are mandatory here); to use
324 these ad-hoc settings, they have to be written inside a comment, like
325 "# .autowrap: false" or "# .centered: true"; these settings then
326 override the above global settings (they can even be used more than
327 once, like "# .centered: true", then some text that should be drawn
328 centered, then "# .centered: false" to go back to non-centered text;
329 important note: after using "# .parse_comments: false", or when using
330 "readme.parse_comments: false", detecting and parsing comments inside
331 the file is disabled and comments are just printed like normal text;
332 also be aware that all automatic text size calculations are done with
333 the font defined in "readme.font", while using different fonts using
334 "# .font: <font>" inside the text file may cause unexpected results
337 * changed some numerical limits in the level editor from 255 to 999
340 * added option "system.sdl_videodriver" to select SDL video driver
341 * added output of SDL video and audio driver to "version info" page
344 * added group element drawing to IntelliDraw drawing functions
345 * fixed animation resetting problem again (last try broke Snake Bite)
346 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
349 * added new (special) "include: <filename>" directive that works in all
350 configuration files (like "graphicsinfo.conf") and that has the same
351 effect as if that directive would be replaced with the content of the
352 specified file (this can be useful to split large configuration files
353 into several smaller ones and include them from one main file, or to
354 store configuration settings that always stay the same into a separate
355 file, while including it and only add those parts that really change)
358 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
361 * fixed bug in "InitMovingField()" where treating an integer array as
362 boolean caused wrong resetting of animations while elements are moving
363 * fixed problem with resetting animations when starting element change
366 * added sort priority for order of title screens and title messages
369 * changed end of game again: do not wait for the user to press a key
370 anymore, but directly ask/confirm tape saving and go to hall of fame
371 * re-enabled quitting of lost game by pressing space or return again
372 * added blanking of mouse pointer when displaying title screens
373 * added remaining menu draw offset definitions for info sub-screens
376 * added setup option to select game speed (from very slow to very fast)
377 * improved handling of title text messages (initial and for level set)
380 * added new options "auto-wrap" and "centered" for DC2 style envelopes
383 * fixed displaying and typing of player name when it is centered
384 * added special characters to be allowed for player name (not only A-Z)
387 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
388 (newer versions of the SDL library seem to not like this anymore)
391 * added code for configuration directives for control of game panel
394 * fixed small cosmetical bug with underlining property tabs in editor
397 * fixed small drawing bug in X11FadeRectangle
398 * added new elements for newly supported Diamond Caves II levels:
399 - EM/DC style exits that disappear after passing
400 - white key and gate (one white key needed for each white gate)
401 - fake gate (there is no key to open/pass this kind of gate!)
402 - extended magic wall which also handles pearls and crystals
406 * changed maximum value for endless loop detection to a higher value
407 (some levels really used very deep recursion without being endless)
410 * added new elements for newly supported Diamond Caves II levels:
411 - growing steel walls
412 - snappable land mine
415 * added new elements for newly supported Diamond Caves II levels:
416 - steel text elements
419 * added level file loader for native Diamond Caves II levels
422 * version number set to 3.2.4
425 * version 3.2.3 released
428 * fixed malloc/free bug when updating EMC artwork entries in level list
429 * added workaround (warning and request to quit the current game) when
430 changing elements cause endless recursion loop (which would otherwise
431 freeze the game, causing a crash-like program exit on some systems)
434 * fixed nasty string overflow bug when entering too long envelope text
437 * added feedback sounds for menu navigation "menu.item.activating" and
438 "menu.item.selecting" (for highlighting and executing menu entries)
441 * improved "no scrolling when relocating" to also consider scroll delay
442 (meaning that the player is not automatically centered in this case;
443 this makes it possible to "invisibly" relocate the player to a region
444 of the level playfield which looks the same as the old level region)
445 * fixed bug with not recognizing "main.input.name.align" when active
448 * fixed bug with displaying masked borders over title screens when
449 screen fading is disabled
452 * fixed infinite loop / crash bug when killing the player while having
453 a CE with the setting "kill player X when explosion of <player X>"
454 * added special editor graphic for "char_space" to distinguish it from
455 "empty_space" when editing a level (in-game graphics still the same)
458 * fixed nasty bug with initialization only done for the first player
461 * small change to handle loading empty element/content list micro chunks
464 * uploaded pre-release (test) version 3.2.3-0 binary and source code
467 * some optimizations on startup speed by reducing initial text output
470 * added caching of custom artwork information for faster startup times
473 * fixed graphical bug when using fewer menu entries on level selection
474 screen than usual (with "menu.list_size.LEVELS" directive)
475 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
476 the backbuffer to the backbuffer by error (with identical rectangle)
479 * fixed bug when displaying titlescreen with size less than element tile
480 * fixed bug that caused elements with "change when digging <e>" event
481 to change for _every_ digged element, not only those specified in <e>
482 * fixed bug that caused impact style collision when dropping element one
483 tile over the player that can both fall down and smash players
484 * fixed bug that caused impact style collision when element changed to
485 falling/smashing element over the player immediately after movement
488 * fixed bug that allowed making engine snapshots from the level editor
491 * fixed bugs with player name and current level positions on main screen
494 * added configuration directives for control of title screens:
495 - "title.fade_delay" for fading time
496 - "title.post_delay" for pause between screens (when not crossfading)
497 - "title.auto_delay" to automatically continue after some time
498 these settings can each be overridden by specifying them with titles:
499 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
500 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
501 fading mode can also be specified:
502 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
503 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
504 default is using normal fading for menues and initial title screens,
505 while using cross-fading for level set title screens
506 * fixed bug with background not drawn in Hall of Fame after game was won
509 * added configuration directives for the remaining main menu items
512 * added additional configuration directives for info screen draw offset:
513 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
514 * added additional configuration directives for preview info text
515 * limited mouse wheel sensitive screen area to scrollable screen area
518 * added highlighted menu text entries to menu navigation when selected
521 * fixed bug that prevented player from correctly being created in the
522 top left corner by a custom element change in a level without player
523 * fixed bug that prevented player from being killed when indestructible,
524 non-walkable element is placed on player position by extended change
525 * added configurable menu button, text and input positions to main menu
528 * added page fading effects for remaining info sub-screens
529 * fixed small bug that caused some delays when answering door request
532 * added directives "border.draw_masked.*" for menu/playfield area and
533 door areas to display overlapping/masked borders from "global.border"
536 * fixed bug with CE with move speed "not moving" not being animated
537 * when changing player artwork by CE action, reset animation frame
540 * fixed bug with not unmapping main menu screen gadgets on other screens
541 * fixed bug with un-pausing a paused game by releasing still pressed key
542 * fixed bug with not redrawing screen when toggling to/from fullscreen
543 mode while fast reloading tape (without redrawing playfield contents)
544 * fixed bug with quick-saving tape snapshot despite answering with "no"
547 * version number set to 3.2.3
550 * version 3.2.2 released
553 * fixed bug with redrawing screen in fullscreen mode after quick tape
554 reloading when using the EMC game engine
555 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
558 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
561 * added engine snapshot functionality for instant tape reloading (this
562 only works for the last tape saved using "quick save", and does not
563 work across program restarts, because it completely works in memory)
566 * version number set to 3.2.2
569 * version 3.2.1 released
572 * fixed nasty bugs with handling error message file on Mac OS X systems
575 * general code cleanup (removing many annoying "#if 0" blocks etc.)
578 * fixed bug that caused broken tapes when manually appending to tapes
579 using the "pause before death" functionality, followed by recording
580 * added setup option to disable fading of screens for faster testing
583 * code cleanup of new fading functions
586 * changed behaviour after solved game -- do not immediately stop engine
587 * added some more smooth screen fadings (game start, hall of fame etc.)
590 * fixed bug with displaying pushed CE with value/score/delay anim_mode
593 * added configurable level preview position, tile size and dimensions
594 * added configurable game panel value positions (gems, time, score etc.)
597 * fixed small bug with time displayed incorrectly when collecting CEs
600 * fixed bug with bumpy scrolling with EM engine in double player mode
603 * added compatibility code to fix "Snake Bite" style levels that were
604 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
607 * fixed bug with scrollbars inside editor when using the Windows mouse
608 enhancement tool "True X-Mouse" (which injects key events to the event
609 queue to insert selected stuff into the Windows clipboard, which gets
610 confused with the "Insert" key for jumping to the last editor cascade
611 block in the element list)
612 * added Rocks'n'Diamonds icon for use as window icon to SDL version
613 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
616 * added selection of preferred fullscreen mode to setup / graphics menu
617 (useful if default mode 800 x 600 does not match screen aspect ratio)
620 * improved down-scaling of images for better editor and preview graphics
621 * changed user data directory for Mac OS X from Unix style to new place
624 * improved level number selection in main menu and player selection in
625 setup menu (input devices section) by using standard button gadgets
626 * added support for mouse scroll wheel (caused buggy behaviour before)
627 * added support for scrolling horizontal scrollbars with mouse wheel by
628 holding "Shift" key pressed while scrolling the wheel
629 * added support for single step mouse wheel scrolling by holding "Alt"
630 key pressed while scrolling the wheel (can be combined with "Shift")
631 * changed output file "stderr.txt" on Windows platform now always to be
632 created in the R'n'D sub-directory of the personal documents directory
633 * added Windows message box to direct to "stderr.txt" after error aborts
636 * improved general scrollbar handling (when jump-scrolling scrollbars)
639 * changed scrollbars to always show last line as first after scrolling
640 (that means jumping n - 1 screen lines instead of n screen lines)
643 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
644 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
645 * fixed special handling of vertically stacked acid becoming fake acid
648 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
649 affect multiple instances of the same CE, although this kind of
650 change condition usually only affects one single custom element
653 * version number set to 3.2.1
656 * version 3.2.0 released
659 * reorganized level editor element list a bit to match engines better
662 * fixed newly introduced bug with wrongly initializing clipboard element
665 * fixed bug with displaying visible/invisible level border in editor
668 * reorganized some elements in the level editor element list
671 * fixed bug with displaying any player as "yellow" when moving into acid
672 * fixed bug with displaying running player when player stopped at border
675 * fixed bug with player exploding when moving into acid
676 * fixed bug with level settings being reset in editor and when playing
677 (some compatibility settings being set not only after level loading)
678 * fixed crash bug when number of custom graphic frames was set to zero
679 * fixed bug with teleporting player on walkable tile not working anymore
680 * added partial compatibility support for pre-release-only "CONF" chunk
681 (to make Alan Bond's "color cycle" demo work again :-) )
684 * fixed some bugs when displaying title screens from info screen menu
685 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
688 * changed file major version to 3 to reflect level file format changes
689 * uploaded pre-release (test) version 3.2.0-8 binary and source code
692 * added new chunk "NAME" to level file format for level name settings
693 * added new chunk "NOTE" to level file format for envelope settings
694 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
695 * updated magic(5) file to recognize changed and new level file chunks
696 * removed change events "change when CE value/score changes" as unneeded
699 * changed gravity (which only affects the player) from level property
700 to player property (only makes a difference in multi-player levels)
701 * added change events "change when CE value/score changes"
702 * added change events "change when CE value/score changes of <element>"
705 * added new chunk "INFO" to level file format for global level settings
706 * added all element settings from "HEAD" chunk to "CONF" chunk
707 * added all global level settings from "HEAD" chunk to "INFO" chunk
710 * changed level file format by adding two new chunks "CUSX" (for custom
711 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
712 elements, replacing the previous "GRP1" chunk); these new IFF style
713 chunks use the new and flexible "micro chunks inside chunks" technique
714 already used with the new "CONF" chunk (for normal element properties)
715 which makes it possible to easily extend the existing level format
716 (instead of using fixed-length chunks like before, which are either
717 too big due to reserved bytes for future use, or too small when those
718 reserved bytes have all been used and even more data should be stored,
719 requiring the replacement by new and larger chunks just like it went
720 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
723 * added credits pages to the "credits" section that were really missing
724 * added some missing element descriptions to the level editor
725 * added down position of switchgate switch to the level editor
726 and allowed the use of both switch positions at the same time
727 * changed use of "Insert" and "Delete" keys to navigate element list in
728 level editor to start of previous or next cascading block of elements
731 * added the possibility to view the title screen to the info screen menu
732 * fixed some minor bugs with viewing title screens
735 * fixed bug with title (cross)fading in/out when using fullscreen mode
738 * fixed bug that forced re-defining of menu settings in local graphics
739 config file which are already defined in existing base config file
740 * fixed small bug that caused door sounds playing when music is enabled
743 * added the possibility to define up to five title screens for each
744 level set that are displayed after loading using (cross)fading in/out
745 (this was added to display the various start images of the EMC sets)
748 * added "CE score gets zero [of]" to custom element trigger conditions
749 * added setup option to display element token name in level editor
752 * added compatibility code for Juergen Bonhagen's menu artwork settings
755 * fixed bug with displaying wrong animation frame 0 after CE changes
756 * fixed bug with creating invisible elements when light switch is on
759 * added selection between ECS and AGA graphics for EMC levels to setup
762 * adjusted font handling for various narrow EMC style fonts
765 * changed EM engine behaviour back to re-allow initial rolling springs
768 * fixed handling of over-large selectboxes (less error-prone now)
769 * fixed bug when creating GE with walkable element under the player
772 * added use of "Insert" and "Delete" keys to navigate element list in
773 level editor to start of custom elements or start of group elements
774 * added virtual elements to access CE value and CE score of elements:
775 - "CE value of triggering element"
776 - "CE score of triggering element"
777 - "CE value of current element"
778 - "CE score of current element"
781 * fixed "grass" to "sand" in older EM levels (up to file version V4)
784 * changed behaviour of network games with internal errors (because of
785 different client frame counters) from immediately terminating R'n'D
786 to displaying an error message requester and stopping only the game
787 (also to prevent impression of crashes under non command-line runs)
788 * fixed playing network games with the EMC engine (did not work before)
789 * fixed bug with not scrolling the screen in multi-player mode with the
790 focus on player 1 when all players are moving in different directions
791 * fixed bug with keeping pointer to gadget even after its deallocation
792 * fixed bug with allowing "focus on all players" in network games
793 * fixed bug with player focus when playing tapes from network games
796 * uploaded pre-release (test) version 3.2.0-7 binary and source code
799 * code cleanup for game action control for R'n'D and EMC game engine
802 * fixed bug in multi-player movement with focus on both players
803 * added option to control only the focussed player with all input
806 * added player focus switching to level tape recording and re-playing
809 * fixed some bugs in player focus switching in EMC and RND game engine
812 * added special Supaplex animations for Murphy digging and snapping
813 * added special Supaplex animations for Murphy being bored and sleeping
816 * added four new yam yams with explicit start direction for EMC engine
817 * fixed bug in src/libgame/text.c with printing text outside the window
820 * fixed small bug in EMC level loader (copyright sign in EM II levels)
823 * added delayed ignition of EM style dynamite when used in R'n'D engine
824 * added limited movement range to EMC engine when focus on all players
827 * fixed bug with missing (zero) score values for native Supaplex levels
830 * added "continuous snapping" (snapping many elements while holding the
831 snap key pressed, without releasing the snap key after each element)
832 as a new player setting for more compatibility with the classic games
835 * finished scrolling for "focus on all players" in EMC graphics engine
838 * level sets with "levels: 0" are ignored for levels, but not artwork
839 * fixed bug when scanning empty level group directories (endless loop)
842 * fixed bug with explosion graphic for player using "Murphy" graphic
843 * fixed bug with explosion graphic if player leaves explosion in time
844 * changed some descriptive text in setup menu to use medium-width font
845 * added key shortcut settings for switching player focus to setup menu
848 * fixed bug with random value initialization when recording tapes
849 * fixed bug with playing single player tapes when team mode activated
852 * fixed little bug when trying to switch to player that does not exist
855 * added player switching (visual and quick) to R'n'D and EM game engine
856 * added setup option to select visual or quick in-game player switching
859 * added use of "Home" and "End" keys to handle element list in editor
862 * fixed bug with adding score when playing tape with EMC game engine
863 * added steel wall border for levels using EMC engine without border
864 * finally fixed delayed scrolling in EMC engine also for small levels
867 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
870 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
871 * fixed bug when displaying info element without action, but direction
874 * fixed minor graphical problems with springs smashing and slurping
875 (when using R'n'D style graphics instead of EMC style graphics)
878 * added scroll delay (as configured in setup) to EMC graphics engine
881 * improved screen redraw for EMC graphics engine (faster and smoother)
882 * when not scrolling, do not redraw the whole playfield if not needed
885 * added multi-player mode for EMC game engine (with up to four players)
888 * added android (can clone elements) from EMC engine to R'n'D engine
891 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
894 * added selectbox for initial player speed to player settings in editor
897 * version 3.1.2 created that is basically version 3.1.1, but with a
898 major bug fixed that prevented editing your own private levels
899 * version 3.1.2 released
902 * added magic ball (creates elements) from EMC engine to R'n'D engine
905 * uploaded fixed pre-release version 3.2.0-6 binary and source code
908 * fixed bug when using "CE can leave behind <trigger element>"
909 * added new change condition "(after/when) creation of <element>"
910 * added new change condition "(after/when) digging <element>"
911 * fixed bug accessing invalid gadget that caused crashes under Windows
912 * deactivated new possibility for multiple CE changes per frame
915 * uploaded pre-release (test) version 3.2.0-6 binary and source code
918 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
919 * fixed bug with not keeping CE value for moving CEs with only action
920 * changed CE action selectboxes in editor to be only reset when needed
923 * added option "use artwork from element" for custom player artwork
924 * added option "use explosion from element" for player explosions
927 * added cascaded element lists in the level editor
928 * added persistence for cascaded element lists by "editorcascade.conf"
929 * added dynamic element list with all elements used in current level
930 * added possibility for multiple CE changes per frame (experimental)
933 * uploaded pre-release (test) version 3.2.0-5 binary and source code
936 * changed "score for each 10 seconds/steps left" to "1 second/step"
937 * added own score for collecting "extra time" instead of sharing it
938 * added change events "switched by player" and "player switches <e>"
939 * added change events "snapped by player" and "player snaps <e>"
940 * added "set player artwork: <element choice>" to CE action options
941 * added change event "move of <element>"
944 * added "set player shield: off / normal / deadly" to CE action options
945 * added new player option "use level start element" in level editor
946 to set the correct focus at level start to elements from which the
947 player is created later (this did not work before for cascaded CE
948 changes resulting in creation of the player; it is now also possible
949 to create the player from a yam yam which is smashed at level start)
952 * added "set player speed: frozen (not moving)" to CE action options
953 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
956 * added new player option "block snap field" (enabled by default) to
957 make it possible to show a snapping animation like in Emerald Mine
960 * added dynamic selectboxes to custom element action settings in editor
961 * added "CE value" counter for custom elements (instead of "CE count")
962 * added option to use the last "CE value" after custom element change
963 * added option to use the "CE value" of other elements in CE actions
964 * fixed odd behaviour when pressing time orb in levels w/o time limit
965 * added checkbox "use time orb bug" for older levels that use this bug
968 * added missing configuration settings for the following elements:
969 - EL_TIMEGATE_SWITCH (time of open time gate)
970 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
971 - EL_SHIELD_NORMAL (time of shield duration)
972 - EL_SHIELD_DEADLY (time of shield duration)
973 - EL_EXTRA_TIME (time added to level time)
974 - EL_TIME_ORB_FULL (time added to level time)
977 * added "wind direction" as a movement pattern for custom elements
978 * added initial wind direction for balloon / custom elements to editor
979 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
982 * added parameters for "game of life" and "biomaze" elements to editor
985 * added level file chunk "CONF" for generic level and element settings
988 * uploaded pre-release (test) version 3.2.0-4 binary and source code
991 * skip empty level sets (with "levels: 0"; may be artwork base sets)
992 * added sound action ".page[1]" to ".page[32]" for each CE change page
995 * added image config suffix ".clone_from" to copy whole image settings
996 * fixed bug with invalid ("undefined") CE settings in old level files
999 * fixed graphical bug with smashing elements falling faster than player
1002 * fixed major bug which prevented private levels from being edited
1003 * fixed bug with precedence of general and special font definitions
1006 * fixed graphical bug with player animation when player moves slowly
1009 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1012 * fixed bug which prevented "global.num_toons: 0" from working
1015 * major code cleanup (removed all these annoying "#if 0" blocks)
1018 * added custom element actions for CE change page in level editor
1021 * fixed music initialization bug in init.c (thanks to David Binderman)
1022 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1023 (this bug must probably be fixed at other places, too)
1026 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1027 (should be '#include <SDL.h>' instead)
1030 * fixed bug which prevented "walkable from no direction" from working
1031 (due to compatibility code overwriting this setting after loading)
1034 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1037 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1038 * version 3.1.1 released
1041 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1042 on 64-bit architecture systems with LP64 data model
1045 * fixed bug with bombs not exploding when hitting the last level line
1046 (introduced after the release of 3.1.0)
1049 * added support for dumping small-sized level sketches from editor
1052 * added recognition of "trigger element" for "change digged element to"
1053 (this is not really what the "trigger element" was made for, but its
1054 use may seem obvious for leaving back digged elements unchanged)
1057 * fixed multiple warnings about failed joystick device initialization
1060 * fixed bug with dynamite dropped on top of just dropped custom element
1061 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1062 dynamite can still be dropped, but drop key must be released before
1065 * fixed bug with wrong start directory when started from file browser
1066 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1069 * fixed bug causing "change when impact" on player not working
1070 * fixed wrong priority of "hitting something" over "hitting <element>"
1071 * fixed wrong priority of "hit by something" over "hit by <element>"
1074 * fixed graphical bug which caused the player (being Murphy) to show
1075 collecting animations although the element was collected by penguin
1078 * fixed two bugs causing wrong door background graphics in system.c
1079 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1082 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1083 * added "no direction" to "walkable/passable from" selectbox options
1086 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1087 * in tape autoplay, not only report broken, but also missing tapes
1090 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1093 * fixed small bug with "linear" animation not working for active lamp
1096 * fixed bug with moving up despite gravity due to "block last field"
1097 * fixed small bug with wrong draw offset when typing name in main menu
1098 * when reading user names from "passwd", ignore data after first comma
1099 * when creating new "levelinfo.conf", only write some selected entries
1102 * fixed displaying "imported from/by" on preview with empty string
1103 * fixed ignoring draw offset for fonts used for level preview texts
1106 * fixed a delay problem with SDL and too many mouse motion events
1107 * added setup option "skip levels" and level skipping functionality
1110 * added move speed "not moving" for non-moving CEs, but with direction
1113 * fixed mapping of obsolete element token names in "editorsetup.conf"
1114 * fixed bug with sound "acid.splashing" treated as a loop sound
1115 * fixed some little sound bugs in native EM engine
1118 * fixed small bug when dragging scrollbars to end positions
1121 * added editor element descriptions written by Aaron Davidson
1124 * improved fallback handling when configured artwork is not available
1125 (now using default artwork instead of exiting when files not found)
1128 * fixed bug on level selection screen when dragging scrollbar
1131 * fixed bug which caused broken tapes when appending to EM engine tapes
1134 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1137 * added code to replace changed artwork config tokens with other tokens
1138 (needed for backwards compatibility, so that older tokens still work)
1141 * added native R'n'D graphics for some new EMC elements in EM engine
1144 * fixed some bugs in the EM engine integration code
1145 * changed EM engine code to allow diagonal movement
1146 * changed EM engine code to allow use of separate snap and drop keys
1149 * fixed some redraw bugs when using EM engine
1152 * fixed bug with not converting RND levels which are set to use native
1153 engine to native level structure when loading
1156 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1159 * version number set to 3.2.0
1162 * level data now reset to defaults after attempt to load invalid file
1165 * added use of "editorsetup.conf" for different level sets
1168 * added auto-detection for various types of Emerald Mine level files
1171 * fixed bug with scrollbars getting too small when list is very large
1174 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1177 * added most level editor configuration gadgets for new EMC elements
1180 * added more element and graphic definitions for new EMC elements
1183 * modified native EM engine to use integrated R'n'D sound system
1186 * added SDL support to graphics functions in native EM engine
1187 (by always using generic libgame interface functions)
1190 * fixed bug in frame synchronization in native EM engine
1193 * added code to convert levels between R'n'D and native EM engine
1196 * new Emerald Mine engine can now play levels selected in main menu
1199 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1200 (which creates scaled down graphics for level editor and preview);
1201 there's still a memory leak somewhere in the artwork handling code
1202 * added "scale image up" functionality to X11 version of zoom function
1205 * first attempts to integrate new, native Emerald Mine Club engine
1208 * fixed bug in gadget code which caused reset of CEs in level editor
1209 (example: pressing 'b' [grab brush] on CE config page erased values)
1210 (solution: check if gadgets in ClickOnGadget() are really mapped)
1211 * improved level change detection in editor (settings now also checked)
1212 * fixed bug with "can move into acid" and "don't collide with" state
1215 * fixed maze runner style CEs to use the configured move delay value
1218 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1221 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1222 * fixed the above fix because it broke level set "machine" (*sigh*)
1223 * fixed random element placement in level editor to work as expected
1224 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1227 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1230 * fixed bug (missing array boundary check) which caused broken tapes
1231 * fixed bug (when loading level template) which caused broken levels
1232 * fixed bug with new block last field code when using non-yellow player
1235 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1236 * internal change of how the player blocks the last field when moving
1237 * fixed blocking delay of last field for EM and SP style block delay
1238 * fixed bug where the player had to wait for the usual move delay after
1239 unsuccessfully trying to move, when he directly could move after that
1240 * the last two changes should make original Supaplex level 93 solvable
1241 * improved use of random number generator to make it less predictable
1242 * fixed behaviour of slippery SP elements to let slip left, then right
1245 * fixed bug with wrong door state after trying to quickload empty tape
1246 * fixed waste of static memory usage of the binary, making it smaller
1247 * fixed very little graphical bug in Supaplex explosion
1250 * version number set to 3.1.1
1253 * version 3.1.0 released
1256 * fixed bug with crash when writing user levelinfo.conf the first time
1259 * added option "convert LEVELDIR [NR]" to command line batch commands
1260 * re-converted Supaplex levels to apply latest engine fixes
1261 * changed "use graphic/sound of element" to "use graphic of element"
1262 due to compatibility problems with some levels ("bug machine" etc.)
1265 * fixed bug with CE change replacing player with same or other player
1268 * fixed bug with opaque font in envelope with background graphic when
1269 background graphic is not transparent itself
1272 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1273 * corrected original Supaplex level loading code to use these new ports
1274 * also corrected Supaplex loader to auto-count infotrons if set to zero
1277 * fixed bug with missing initialization of "modified" flag for GEs
1280 * fixed bug that caused endless recursion loop when relocating player
1281 * fixed tape recorder bug in "step mode" when using "pause before end"
1282 * fixed tape recorder bug when changing from "warp forward" mode
1285 * fixed bug with "when touching" for pushed elements at last position
1288 * fixed bug that caused two activated toolbox buttons in level editor
1289 * fixed bug with exploding dynabomb under player due to other explosion
1292 * fixed bug with creating walkable custom element under player (again)
1293 * fixed bug with not copying explosion type when copying CEs in editor
1294 * fixed graphical bug when drawing player in setup menu (input devices)
1295 * fixed graphical bug when the player is pushing an accessible element
1296 * fixed bug with classic switchable elements triggering CE changes
1297 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1298 * fixed crash bug when CE leaves behind the trigger player element
1301 * fixed bug with broken tubes after placing/exploding dynamite in them
1302 * fixed bug with exploding dynamite under player due to other explosion
1303 * fixed bug with not resetting push delay under certain circumstances
1306 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1307 * added network multiplayer code for Windows (thanks to Niko Böhm)
1310 * added option "reachable despite gravity" for gravity movement
1311 * changed gravity movement of most classic walkable and passable
1312 elements back to "not reachable" (for compatibility reasons)
1315 * fixed (removed) "indestructible" / "can explode" dependency in editor
1316 * fixed (removed) "accessible inside" / "protected" dependency
1317 * fixed (removed) "step mode" / "shield time" dependency
1320 * fixed dynabombs exploding now into anything diggable
1321 * fixed Supaplex style gravity movement into buggy base now impossible
1322 * added pressing key "space" as valid action to select menu options
1325 * added "replace when walkable" to relocate player to walkable element
1326 * added "enter"/"leave" event for elements affected by relocation
1327 * fixed "direct"/"indirect" change order also for "when change" event
1328 * fixed graphical bug when pushing things from elements walkable inside
1331 * fixed graphic bug when player is snapping while moving in old levels
1332 * fixed bug when a moving custom element leaves a player element behind
1333 * fixed bug with mole not disappearing when moving into acid pool
1334 * fixed bug with incomplete path setting when using "--basepath" option
1335 * moving CE can now leave walkable elements behind under the player
1336 * when relocating, player can be set on walkable element now
1337 * fixed another gravity movement bug
1340 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1343 * added "collectible" and "removable" to extended replacement types
1344 (where "removable" replaces "diggable" and "collectible" elements)
1345 * added "collectible & throwable" (to throw element to the next field)
1346 * fixed bug with CEs digging elements that are just about to explode
1347 * changed mouse cursor now always being visible when game is paused
1350 * added possibility to push/press accessible elements from a side that
1352 * fixed bug with not setting actual date when appending to tape
1355 * fixed bug with incorrectly initialized custom element editor graphics
1358 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1359 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1362 * fixed bug with destroyed robot wheel still attracting robots forever
1363 * fixed bug with time gate switch deactivating after robot wheel time
1364 (while the time gate itself is not affected by this misbehaviour)
1365 * changed behaviour of BD style amoeba to always get blocked by player
1366 (before it was different when there were non-BD elements in level)
1367 * fixed bug with player destroying indestructable elements with shield
1370 * added option to make growing elements grow into anything diggable
1371 (for the various amoeba types, biomaze and "game of life")
1374 * fixed bug with movable elements not moving after left behind by CEs
1375 * changed gravity movement to anything diggable, not only sand/base
1376 * optionally allowing passing to walkable element, not only empty space
1377 * added option "can pass to walkable element" for players
1378 * finally fixed gravity movement (hopefully)
1381 * fixed bug with movable elements not moving anymore after falling down
1384 * fixed another bug with custom elements digging and leaving elements
1385 * fixed bug with "along left/right side" and automatic start direction
1386 * trigger elements now also displayed when "more custom" deactivated
1387 * fixed bug with clipboard element initialized when loading new level
1388 * added option "drop delay" to set delay before dropping next element
1391 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1394 * added copy and paste functions for custom change pages
1395 * enhanced graphical display and functionality of tape recorder
1396 * fixed bug with custom elements digging and leaving elements
1399 * added move speed faster than "very fast" for custom elements
1400 * fixed bug with 3+3 style explosions and missing border content
1401 * fixed little bug when copying custom elements in the editor
1402 * enhanced custom element changes by more side trigger actions
1405 * added option "no scrolling when relocating" for instant teleporting
1406 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1409 * added trigger element and trigger player to use as target elements
1410 * added copy and paste functions for custom and group elements
1413 * fixed graphical bug when displaying explosion animations
1414 * fixed bug when appending to tapes, resulting in broken tapes
1415 * re-recorded a few tapes broken by fixing gravity checking bug
1418 * "can move into acid" property now for all elements independently
1419 * "can fall into acid" property for player stored in same bitfield now
1420 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1421 * version number set to 3.1.0 (finally!)
1424 * changed tape recording to only record input, not programmed actions
1427 * fixed totally broken (every 8th frame skipped) step-by-step recording
1428 * fixed bug with requester not displayed when quick-loading interrupted
1429 * added option "can fall into acid (with gravity)" for players
1430 * fixed bug with player not falling when snapping down with gravity
1433 * fixed bug which messed up key config when using keypad number keys
1436 * fixed bug which allowed moving upwards even when gravity was active
1437 * fixed bug with missing error handling when dumping levels or tapes
1440 * added different colored editor graphics for Supaplex gravity tubes
1443 * fixed bug that allowed solvable tapes for unsolvable levels
1446 * use unlimited number of droppable elements when "count" set to zero
1447 * added option to use step limit instead of time limit for level
1450 * added player and change page as trigger for custom element change
1453 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1456 * fixed bug with dark yamyam changing to acid when moving over acid
1457 * fixed handling of levels with more than 999 seconds level time
1458 (example: level 76 of "Denmine")
1461 * "spring push bug" reintroduced as configurable element property
1462 * fixed bug with missing properties for "mole"
1463 * fixed bug that showed up when fixing the above "mole" properties bug
1464 * added option "can move into acid" for all movable elements
1465 * fixed graphical bug for elements moving into acid
1466 * changed event handling to handle all pending events before going on
1469 * fixed bug which caused all CE change pages to be ignored which had
1470 the same change event, but used a different element side
1471 (reported by Simon Forsberg)
1473 * fixed bug which caused elements that can move and fall and that are
1474 transported by a conveyor belt to continue moving into that direction
1475 after leaving the conveyor belt, regardless of their own movement
1476 type; only elements which can not move are transported now
1477 (reported by Simon Forsberg)
1479 * fixed bug which could cause an array overflow in RelocatePlayer()
1480 (reported by Niko Böhm)
1482 * changed Emerald Mine style "passable / over" elements to "protected"
1483 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1485 * added new option to select from which side a "walkable/passable"
1486 element can be entered
1489 * added explosion and ignition delay for elements that can explode
1492 * fixed bug which caused player not being protected against enemies
1493 when a CE was "walkable / inside" and was not "indestructible"
1494 * added "walkable/passable" fields to be "protected/unprotected"
1495 against enemies, even if not accessible "inside" but "over/under"
1498 * corrected move pattern to 32 bit and initial move direction to 8 bit
1501 * added second custom element base configuration page
1504 * added some special EMC mappings to Emerald Mine level loader
1505 (also covering previously unknown element in level 0 of "Bondmine 8")
1508 * added option to block last field when player is moving (for Supaplex)
1509 * adjusted push delay of Supaplex elements
1510 * removed delays for envelopes etc. when replaying with maximum speed
1511 * fixed bug when dropping element on a field that just changed to empty
1514 * fixed bug: infotrons can now smash yellow disks
1515 * fixed bug: when gravity active, port above player can now be entered
1516 * removed "one white dot" mouse pointer which irritated some people
1519 * added "choice type" for group element selection
1522 * fixed bug with initial invulnerability of non-yellow player
1525 * added level loader for loading native Supaplex packed levels
1526 (including multi-part levels like the "splvls99" levels)
1529 * fixed bug which allowed creating emeralds by escaping explosions
1532 * custom elements can change (limited) or leave (unlimited) elements
1533 * finally added multiple matches using group elements
1534 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1537 * added new start movement type "previous" for continued CE movement
1538 * added new start movement type "random" for random CE movement start
1541 * added new element "sokoban_field_player" needed for Sokoban levels
1542 (thanks to Ed Booker for pointing this out!)
1545 * added elements that can be digged or left behind by custom elements
1548 * added group elements for multiple matches and random element creation
1551 * fixed some graphical errors displayed in old levels
1554 * fixed wrong double speed movement after passing closing gates
1557 * added level loader for loading native Emerald Mine levels
1560 * changes for "shooting" style CE movement
1563 * Happy New Year! ;-)
1566 * changed default snap/drop keys from left/right Shift to Control keys
1569 * fixed bug with dead player getting reanimated from custom element
1572 * fixed bug with wrong penguin graphics (when entering exit)
1575 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1578 * version number set to 3.0.9
1581 * version 3.0.8 released
1584 * added function checked_free()
1587 * fixed bug with double nut cracking sound
1588 (by eliminating "default element action sound" assignment in init.c)
1591 * fixed crash when no music info files are available
1594 * fixed boring and sleeping sounds
1597 * added "maze runner" and "maze hunter" movement types
1598 * added extended collision conditions for custom elements
1601 * added warnings for undefined token values in artwork config files
1604 * added menu entry for level set information to the info screen
1607 * fixed bug with wrong default impact sound for colored emeralds
1610 * added several sub-screens for the info screen
1611 * menu text now also clickable (not only blue/red sphere left of it)
1614 * added configurable "bored" and "sleeping" animations for the player
1615 * added "awakening" sound for player when waking up after sleeping
1618 * added "copy" and "exchange" functions for custom elements to editor
1621 * added configurable element animations for info screen
1624 * added configurable music credits for info screen
1627 * finally fixed tape recording when player is created from CE change
1630 * added "editorsetup.conf" for editor element list configuration
1633 * added "musicinfo.conf" for menu and level music configuration
1636 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1637 (that only showed up on Linux, but not on Windows systems)
1640 * fixed turning movement of butterflies and fireflies (no frame reset)
1641 * enhanced sniksnak turning movement (two steps instead of only one)
1644 * version number set to 3.0.8
1647 * version 3.0.7 released
1650 * fixed reset of player animation frame when, for example,
1651 walking, digging or collecting share the same animation
1652 * fixed CE with "deadly when touching" exploding when touching amoeba
1655 * fixed tape recording when player is created from CE element change
1658 * introduced "turning..." action graphic for elements with move delay
1659 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1660 * added turning animations for bug, spaceship and sniksnak
1663 * prevent "extended" changed elements from delay change in same frame
1666 * fixed bug when pushing element that can move away to the side
1667 (like pushing falling elements, but now with moving elements)
1670 * finally fixed serious bug in code for delayed element pushing (again)
1673 * unavailable setup options now marked as "n/a" instead of "off"
1674 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1675 to "true", levels are always played with the latest game engine,
1676 which is desired for levels that are imported from other games; all
1677 other levels are played with the engine version stored in level file
1678 (which is normally the engine version the level was created with)
1681 * fixed serious bug in code for delayed element pushing
1682 * fixed little bug in animation frame selection for pushed elements
1683 * speed-up of reading config file for verbose output
1686 * added configuration option for opening and closing Supaplex exit
1687 * added configuration option for moving up/down animation for Murphy
1688 * fixed incorrectly displayed animation for attacking dragon
1689 * fixed bug with not setting initial gravity for each new game
1690 * fixed bug with teleportation of player by custom element change
1691 * fixed bug with player not getting smashed by rock sometimes
1694 * version number set to 3.0.7
1697 * version 3.0.6 released
1700 * added support for MP3 music for SDL version through SMPEG library
1703 * fixed bug when initializing font graphic structure
1704 * fixed bug with animation mode "pingpong" when using only 1 frame
1705 * fixed bug with extended change target introduced in 3.0.5
1706 * fixed bug where passing over moving element doubles player speed
1707 * fixed bug with elements continuing to move into push direction
1708 * fixed bug with duplicated player when dropping bomb with shield on
1709 * added "switching" event for custom elements ("pressing" only once)
1710 * fixed switching bug (resetting flag when not switching but not idle)
1713 * fixed element tokens for certain file elements with ".active" etc.
1716 * version number set to 3.0.6
1719 * version 3.0.5 released
1722 * now four envelope elements available
1723 * font, background, animation and sound for envelope now configurable
1724 * main menu doors opening/closing animation type now configurable
1727 * active/inactive sides configurable for custom element changes
1728 * new movement type "move when pushed" available for custom elements
1731 * fixed bug in multiple config pages loader code that caused crashes
1734 * enhanced (remaining low-resolution) Supaplex graphics
1737 * version number set to 3.0.5
1740 * version 3.0.4 released
1742 2003-09-12 src/tools.c
1743 * fixed bug in custom definition of crumbled element graphics
1745 2003-09-11 src/files.c
1746 * fixed bug in multiple config pages code that caused crashes
1749 * version number set to 3.0.4
1752 * version 3.0.3 released
1755 * added music to Supaplex classic level set
1757 2003-09-07 src/libgame/misc.c
1758 * added support for loading various music formats through SDL_mixer
1760 2003-09-06 (various source files)
1761 * fixed several nasty bugs that may have caused crashes on some systems
1762 * added envelope content which gets displayed when collecting envelope
1763 * added multiple change event pages for custom elements
1765 2003-08-24 src/game.c
1766 * fixed problem with player animation when snapping and moving
1768 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1769 * fixed problem with flickering when drawing toon animations
1771 2003-08-23 src/libgame/sdl.c
1772 * fixed problem with setting mouse cursor in SDL version in fullscreen
1774 2003-08-23 src/game.c
1775 * fixed bug (missing array boundary check) which could crash the game
1778 * version number set to 3.0.3
1781 * version 3.0.2 released
1783 2003-08-21 src/game.c
1784 * fixed bug with creating inaccessible elements at player position
1786 2003-08-20 src/init.c
1787 * fixed bug with not finding current level artwork directory
1789 2003-08-20 src/files.c
1790 * fixed bug with choosing wrong engine version when playing tapes
1791 * fixed bug with messing up custom element properties in 3.0.0 levels
1794 * version number set to 3.0.2
1797 * version 3.0.1 released
1799 2003-08-17 (no source files affected)
1800 * changed all "classic" PCX image files with 16 colors or less to
1801 256 color (8 bit) storage format, because the Allegro game library
1802 cannot handle PCX files with less than 256 colors (contributed
1803 graphics are not affected and might look wrong in the DOS version)
1805 2003-08-16 src/init.c
1806 * fixed bug which (for example) crashed the level editor when defining
1807 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1808 (only set to default) -- invalid graphics now set to default graphic
1810 2003-08-16 src/init.c
1811 * fixed graphical bug of player digging/collecting/snapping element
1812 when no corresponding graphic/animation is defined for this action,
1813 resulting in player being drawn as EL_EMPTY (which should only be
1814 done to elements being collected, but not to the player)
1816 2003-08-16 src/game.c
1817 * fixed small graphical bug of player not totally moving into exit
1819 2003-08-16 src/libgame/setup.c
1820 * fixed bug with wrong MS-DOS 8.3 filename conversion
1822 2003-08-16 src/tools.c
1823 * fixed bug with invisible mouse cursor when pressing ESC while playing
1825 2003-08-16 (various source files)
1826 * added another 128 custom elements (disabled in editor by default)
1828 2003-08-16 src/editor.c
1829 * fixed NULL string bug causing Solaris to crash in sprintf()
1831 2003-08-16 src/screen.c
1832 * fixed drawing over scrollbar on level selection with custom fonts
1834 2003-08-15 src/game.c
1835 * cleanup of simple sounds / loop sounds / music settings
1837 2003-08-08 (various source files)
1838 * added custom element property for dropping collected elements
1840 2003-08-08 src/conf_gfx.c
1841 * fixed bug with missing graphic for active red disk bomb
1843 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1844 * extended variable "level.gravity" to "level.initial_gravity" and
1845 "game.current_gravity" to prevent level setting from being changed
1846 by playing the level (keeping the runtime value after playing)
1848 * fixed graphics bug when digging element that has 'crumbled' graphic
1849 definition, but not 'diggable' graphic definition
1852 * version number set to 3.0.1
1855 * version 3.0.0 released
1858 * various bug fixes; among others:
1859 - fixed bug with pushing spring over empty space
1860 - fixed bug with leaving tube while placing dynamite
1861 - fixed bug with explosion of smashed penguins
1862 - allow Murphy player graphic in levels with non-Supaplex elements
1866 * I have forgotten to document changes for some time
1869 * pre-release version 2.2.0rc1 released
1872 * version number set to 2.1.2
1875 * version 2.1.1 released
1878 * version number set to 2.1.1
1881 * version 2.1.0 released
1884 * version number set to 2.1.0
1886 2002-04-03 to 2002-05-19 (various source files)
1887 * graphics, sounds and music now fully configurable
1888 * bug fixed that prevented walking through tubes when gravity on
1890 2002-04-02 src/events.c, src/editor.c
1891 * Make Escape key less aggressive when playing or when editing level.
1892 This can be configured as an option in the setup menu. (Default is
1893 "less aggressive" which means "ask user if something can be lost"
1894 when pressing the Escape key.)
1896 2002-04-02 src/screen.c
1897 * Added "graphics setup" screen.
1899 2002-04-01 src/screen.c
1900 * Changed "choose level" setup screen stuff to be more generic (to
1901 make it easier to add more "choose from generic tree" setup screens).
1903 2002-04-01 src/config.c, src/timestamp.h
1904 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1905 automatically gets created by "src/Makefile" and contains an actual
1906 compile-time timestamp to identify development versions of the game).
1908 2002-03-31 src/tape.c, src/events.c
1909 * Added quick game/tape save/load functions to tape stuff which can be
1910 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1911 loads previously recorded tape and directly goes into recording mode
1912 from the end of the tape (therefore appending to the tape).
1914 2002-03-31 src/tape.c
1915 * Added "index mark" function to tape recorder. When playing or
1916 recording, "eject" button changes to "index" button. Setting index
1917 mark is not yet implemented, but pressing index button when playing
1918 allows very quick advancing to end of tape (when normal playing),
1919 very fast forward mode (when playing with normal fast forward) or
1920 very fast reaching of "pause before end of tape" (when playing with
1921 "pause before end" playing mode).
1923 2002-03-30 src/cartoons.c
1924 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1926 2002-03-29 src/screen.c
1927 * Changed setup screen stuff to be more generic (to make it easier
1928 to add more setup screens).
1930 2002-03-23 src/main.c, src/main.h
1931 * Various changes due to the introduction of the new libgame files
1932 "setup.c" and "joystick.c".
1934 2002-03-23 src/files.c
1935 * Generic parts of "src/files.c" (mainly setup and level directory
1936 stuff) moved to new libgame file "src/libgame/setup.c".
1938 2002-03-23 src/joystick.c
1939 * File "src/joystick.c" moved to libgame source tree, with
1940 correspondig changes.
1942 2002-03-22 src/screens.c
1943 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1944 (Wrong level series information displayed when entering main group.)
1946 2002-03-22 src/editor.c
1947 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1949 2002-03-22 src/editor.c
1950 * Changed behaviour of "Escape" key in level editor to be more
1951 intuitive: When in "Element Properties" or "Level Info" mode,
1952 return to "Drawing Mode" instead of leaving the level editor.
1954 2002-03-21 src/game.c, src/editor.c, src/files.c
1955 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1956 gems (emeralds, diamonds, ...) slipping down from normal wall,
1957 steel wall and growing wall (as in E.M.C. style levels). Although
1958 the behaviour of contributed and private levels wasn't changed (due
1959 to the use of "level.game_version"; see previous entry), editing
1960 those levels will (of course) change the behaviour accordingly.
1962 This change seems a bit too hard after thinking about it, because
1963 the EM style behaviour is not the "expected" behaviour (gems would
1964 normally only slip down from "rounded" walls). Therefore this was
1965 now changed to an element property for gem style elements, with the
1966 default setting "off" (which means: no special EM style behaviour).
1967 To fix older converted levels, this flag is set to "on" for pre-2.0
1968 levels that are neither contributed nor private levels.
1970 2002-03-20 src/files.h
1971 * Corrected settings for "level.game_version" depending of level type.
1972 (Contributed and private levels always get played with game engine
1973 version they were created with, while converted levels always get
1974 played with the most recent version of the game engine, to let new
1975 corrections of the emulation behaviour take effect.)
1977 2002-03-20 src/main.h
1978 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1979 compiling the SDL version on some systems.
1980 Thanks to the several people who pointed this out.
1983 * Version number set to 2.0.2.
1986 * Version 2.0.1 released.
1988 2002-03-18 src/screens.c
1989 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1991 2002-03-18 src/files.c [src/libgame/misc.c]
1992 * Moved some common functions from src/files.c to src/libgame/misc.c.
1994 2002-03-18 src/files.c [src/libgame/misc.c]
1995 * Changed permissions for new directories and saved files (especially
1996 score files) according to suggestions of Debian users and mantainers.
1997 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1999 2002-03-17 src/files.c
2000 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2001 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2002 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2003 for levels and "TAPE" for tapes). Old "cookie" style format is
2004 still supported for reading. New level and tape files are written
2007 * New IFF chunk "VERS" contains version numbers for file and game
2008 (where "game version" is the version of the program that wrote the
2009 file, and "file version" is a version number to distinguish files
2010 with different format, for example after adding new features).
2012 2002-03-15 src/screen.c
2013 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2014 (Before, you heard a mixture of the in-game music and the
2015 hall-of-fame music.)
2017 2002-03-14 src/events.c
2018 * Function "DumpTape()" (files.c) now available by pressing 't' from
2019 main menu (when in DEBUG mode).
2021 2002-03-14 src/game.c
2022 * "GameWon()": When game was won playing a tape, now there is no delay
2023 raising the score and no corresponding sound is played.
2025 2002-03-14 src/files.c
2026 * Changed "LoadTape()" for real chunk support and also adjusted
2027 "SaveTape()" accordingly.
2029 2002-03-14 src/game.c, src/tape.c, src/files.c
2030 * Important changes to tape format: The old tape format stored all
2031 actions with a real effect with a corresponding delay between the
2032 stored actions. This had some major disadvantages (for example,
2033 push delays had to be ignored, pressing a button for some seconds
2034 mutated to several single button presses because of the non-action
2035 delays between two action frames etc.). The new tape format just
2036 stupidly records all device actions and replays them later. I really
2037 don't know why I haven't solved it that way before?! Old-style tapes
2038 (with tape file version less than 2.0) get converted to the new
2039 format on-the-fly when loading and can therefore still be played;
2040 only some minor parts of the old-style tape handling code was needed.
2041 (A perfect conversion is not possible, because there is information
2042 missing about the device actions between two action frames.)
2044 2002-03-14 src/files.c
2045 * New function "DumpTape()" to dump the contents of the current tape
2046 in a human readable format.
2048 2002-03-14 src/game.c
2049 * Small tape bug fixed: When automatically advancing to next level
2050 after a game was won, the tape from the previous level still was
2051 loaded as a tape for the new level.
2053 2002-03-14 src/tape.c
2054 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2055 tape, cartoons did not get completely removed because
2056 StopAnimation() was not called.
2058 2002-03-13 src/files.c
2059 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2060 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2061 size even when using 16-bit elements). Added new chunk "CNT2" for
2062 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2063 chunk even when content was 16-bit element). "CNT2" should now be
2064 able to store content for arbitrary elements (up to eight blocks of
2065 3 x 3 element arrays). All "CNT2" elements will always be stored as
2066 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2068 2002-03-13 src/files.c
2069 * Changed "LoadLevel()" for real chunk support.
2071 2002-03-12 src/game.c
2072 * Fixed problem (introduced after 2.0.0 release) with penguins
2073 not getting killed by enemies
2075 2002-02-24 src/game.c, src/main.h
2076 * Added "player->is_moving"; now "player->last_move_dir" does
2077 not contain any information if the player is just moving at
2079 Before, "player->last_move_dir" was misused for this purpose
2080 for the robot stuff (robots don't kill players when they are
2081 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2082 broke tapes when walking through pipes!
2083 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2084 in a continuous movement. This fact is ignored for friends and