2 * fixed some problems with Supaplex engine when compiling for Windows
5 * added special mode to convert elements of Sokoban XSB levels to CEs
8 * added reading native Sokoban levels and level packages (XSB files)
11 * fixed bugs in (auto)scrolling behaviour when passing ports or when
12 wrapping around the playfield through "holes" in the playfield border
15 * changed internal playfield bitmap handling from playfield sized bitmap
16 to screen sized bitmap (visible scrolling area), therefore speeding up
17 graphics operations (by eliminating bitmap updates in invisible areas)
18 and removing playfield size limitations due to increasing bitmap size
19 for larger playfield sizes (while the new implementation always uses
20 a fixed playfield bitmap size for arbitrary internal playfield sizes)
23 * fixed bug with single step mode (there were some cases where the game
24 did not automatically return to pause mode, e.g. when trying to push
25 things that cannot be pushed or when trying to run against a wall)
28 * added support for loading Supaplex levels in MPX level file format
31 * fixed SP engine to set "game over" not before lead out counter done
34 * fixed (potential) compile error when using GCC option "-std=gnu99"
35 (thanks to Tom "spot" Callaway)
38 * fixed array allocation in native Supaplex engine to correctly handle
39 preceding scratch buffers (needed because of missing border checking)
40 * fixed playfield initialization to correctly add raw header bytes as
41 subsequent scratch buffer (needed because of missing border checking)
44 * most important parts of native Supaplex engine integration working:
45 - native Supaplex levels can be played in native Supaplex engine
46 - native Supaplex level/demo files ("*.sp" files) can be re-played
47 - all 111 classic original Supaplex levels automatically solvable
48 - native Supaplex engine can be selected and used from level editor
49 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
52 * fixed another translation problem from VisualBasic to C (where "int"
53 should be "short") causing unsolvable demos with bugs and terminals
54 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
57 * fixed bug when reading Supaplex single level files (preventing loader
58 from seeking to level position like in Supaplex level package files)
61 * first classic Supaplex level running and solved by solution/demo tape
64 * started with integration of native Supaplex engine, using source code
65 of Megaplex from Frank Schindler, based on original Supaplex engine
68 * version number set to 3.2.6.2
71 * version 3.2.6.1 released
74 * fixed bug with element_info[e].gfx_element not being initialized in
75 early game stage, causing native graphics in EMC level sets to be
76 mapped completely to EL_EMPTY (causing a blank screen when playing)
77 (this only happened when starting the program with an EMC set with
78 native graphics, but not when switching to such a set at runtime)
81 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
82 and using self-compiled, patched SDL.dll that solves this problem
83 (interim solution until release of SDL 1.2.14 that should fix this)
86 * extended backwards compatibility mode to allow already fixed bug with
87 change actions (see "2008-02-05") for existing levels (especially the
88 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
91 * reactivated workaround to prevent program crashes due to blitting to
92 the same SDL surface that apparently only occurs on Windows systems
93 (this is no final solution; this problem needs further investigation)
96 * version number set to 3.2.6.1
99 * version 3.2.6.0 released
102 * fixed behaviour of player option "no centering when relocating" which
103 was incorrect when disabled and relocation target inside visible area
104 and "no scrolling when relocating" enabled at the same time
107 * fixed problems with re-mapping players on playfield to input devices:
108 previously, players found on the level playfield were changed to the
109 players connected to input devices (for example, player 3 in the level
110 was changed to player 1 (using artwork of player 3, to be able to use
111 a player with a different color)); this had the disadvantage that CE
112 conditions using player elements did not work (because the players in
113 the level definition are different to those effectively used in-game);
114 the new system uses the same player elements as defined in the level
115 playfield and re-maps the input devices of connected players to the
116 corresponding player elements when playing the level (in the above
117 example, player 3 now really exists in the game and is moved using the
118 events from input device 1); level tapes still store the events from
119 input devices 1 to 4, which are then re-mapped to players accordingly
120 when re-playing the tape (just as it is done when playing the level)
123 * fixed bug with player relocation while the player switches an element
126 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
127 not walkable (and did not let the player enter) when in process of
128 opening, but not fully open yet (which can cause the player not being
129 able to enter the exit in EM/DC style levels in time)
132 * fixed some bugs regarding the new level/CE random seed reset options
135 * moved "level settings" and "editor settings" to two tabbed screens in
136 level editor to gain space for additional level property settings
137 * added level setting to start a level with always the same random seed
138 * added CE action "set random seed" to re-initialize random seed in game
139 (this is the only CE action that gets executed before the CE changes,
140 which is needed to use the newly set random seed during the CE change)
143 * fixed redraw problem of special editor door when playing from editor
146 * fixed initialization of gfx_element for level sketch image creation
149 * added switch for EM style dynamite "[ ] explodes with chain reaction"
150 (with default set to "on" for existing levels, but "off" for all new
151 levels), as EM style dynamite does not chain-explode in original EM
154 * added optional initial inventory for players (pre-collected elements)
155 * added change page actions "set player inventory" and "set CE artwork"
156 * added recognition of "player" parameter on change pages when player
157 actions are defined, but no trigger player in corresponding condition
158 (this resulted in actions that only affected the first player before)
159 * fixed bug with change actions being executed for newly created custom
160 elements resulting from custom element changes, when the intention was
161 only to check for change actions for the previous custom element
164 * changed design and size of element drawing area in level editor
165 * added "element used as action parameter" to element change actions
168 * added possibility to reanimate player immediately after his death
169 (for example, by "change to <player> when explosion of <player>")
172 * fixed bug with "gray" white door not being uncovered by magnifier
173 * added score for collecting (any) key to the white key config page
176 * added condition "deadly when <getting hit by>" for custom elements
177 that behaves a bit like the existing "deadly when <colliding with>",
178 but with the following differences:
179 - it only kills players or friends when it was moving before it hits
180 - it does not kill players or friends that try to run into it
183 * fixed the following change conditions where a player element is used
184 as the "element that is triggering the custom element change":
187 - explosion of <element>
189 (the last two conditions already worked partially, but only for the
190 first player, and not for the "Murphy" player when using "move of")
193 * fixed crash bug caused by accessing invalid element (with value -1)
194 in UpdateGameControlValues()
195 * fixed graphical bug when using two-tile movement animations with EMC
196 game engine without explicitly using native EMC graphics engine
199 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
200 try to push something (due to push delay) does not cause a dig action
203 * fixed bug with reference elements used as trigger elements on custom
204 element change pages not being recognized
205 * fixed bug with reference elements not being removed from the playfield
206 * added engine functionality that allows custom elements that "can dig"
207 other elements not only to do so when moving by themselves, but also
208 when being pushed by the player (therefore adding the functionality to
209 push one element over another element, replacing it with the new one)
212 * added command line function to write level sketch images to directory
215 * merged override and auto-override options into new override options
216 with a new data type than can take the values "no", "yes" and "auto"
219 * fixed growing steel wall to also leave behind steel wall instead of
220 normal, destructible wall
221 * fixed handling of rocks falling through stacks of quicksand with
222 different speed (before, the rocks just got stuck in the quicksand)
225 * fixed nasty bug with auto-override and normal override not working on
226 program startup (especially when current level set has custom artwork)
229 * version 3.2.5 released as special edition "R'n'D jue"
232 * fixed X11 crash bug when blitting masked title screens over background
235 * changed build system to support special editions (like "R'n'D jue")
236 * added (hardcoded) loading graphics for "R'n'D jue" special edition
237 * fixed X11 crash bug when scaling images with width/height less than 32
240 * added "background.PLAYING" (only visible as two-pixel border in game)
241 * added default level set for first start of special R'n'D version
242 * changed door animations for editor always behaving like "quick doors"
245 * added new custom artwork setup option "auto-override non-CE sets" for
246 automatic artwork override that is only used for level sets without
247 custom element artwork (as it does not make much sense to override
248 any artwork that redefines custom element artwork for sets using CEs)
249 * fixed default artwork for "special" R'n'D versions always using the
250 "classic" artwork as the base if base artwork is not explicitly
251 defined in "levelinfo.conf", regardless of different default artwork
252 used by the special R'n'D version -- this is needed because any such
253 custom artwork is designed using the "classic" artwork definitions as
254 the base (including menu definitions and screen positions etc., which
255 would otherwise be taken from the different special default artwork)
258 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
259 for both EMC and R'n'D graphics engine (heavy workarounds needed due
260 to massively broken handling of quicksand in R'n'D game engine)
261 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
262 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
265 * fixed small bug in toon drawing (introduced when fixing the crash bug)
268 * added graphics definition "game.panel.highscore" to display the
269 current levels current high score in the game panel
272 * version number set to 3.2.5
275 * version 3.2.4 released
278 * fixed crash bug in toon drawing functions for large step offset values
281 * fixed some problems with displaying game panel when quick-loading tape
284 * fixed (experimental only) redrawing of every tile per frame (even if
285 unneeded) for the extended (R'n'D based) EMC graphics engine
286 * added optimization to only calculate element count for panel display
287 if really needed (that is, if element count values defined on panel)
288 * fixed problem with special editor door redraw when entering main menu
291 * fixed bug with displaying background for title messages on info screen
292 * some code cleanup for the extended (R'n'D based) EMC graphics engine
295 * fixed bug with CE action "move player" always resulting in player 4
296 if there was a CE action with no trigger player (because the player
297 element was calculated by using log_2() from trigger player bits with
298 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
299 triggering player bit mask and handling all players in "move player"
300 * fixed bug when defined artwork cannot be found for artwork that has
301 default artwork cloned from other artwork (without default filename)
302 * added several fixes to the extended (R'n'D based) EMC graphics engine
305 * fixed broken editor copy and paste for custom elements between levels
308 * title messages are now also searched in graphics artwork directory;
309 those found in graphics directory have precendence over those found
310 in level directory -- this handles title messages stored in graphics
311 directories as part of the artwork set, just like title images; this
312 makes sense, as corresponding special font definitions for messages
313 are usually defined in the same graphics artwork directory, and also
314 because title images and title messages that are combined in a level
315 set introduction should usually not be separated when the level set
316 is used with a different artwork set (e.g. using "override graphics")
317 * fixed problem with door borders on main screen by first drawing doors
318 and then the corresponding border masks, but not vice versa
319 * fixed problem with artwork config entries using the value "[DEFAULT]";
320 this does not what one might expect, but sets the value to an invalid
321 value -- solution: simply ignore such entries, which results in this
322 value keeping its previous (real) default value (in general, entries
323 that should use their default value should just not be defined here)
324 * fixed problem with wrong fading area size from main menu to setup menu
327 * fixed problem with broken crumbled graphics after level set changes
328 when using R'n'D custom artwork with level sets using the EMC engine
331 * fixed invisible "joysticks deactivated ..." text on setup input screen
334 * added use of hashes created from static lists (element tokens, image
335 config, font tokens) to speed up lookup of configuration parameters
336 * fixed bug where element and graphic config token lookup was mixed up
339 * added "busy" animation when initializing program and loading artwork
340 * added initialization profiling for program startup (debugging only)
343 * fixed(?) very strange bug apparently triggered by memset() when code
344 was cross-compiled with MinGW cross-compiler for Windows XP platform
345 (this only happened when using SDL.dll also self-compiled with MinGW)
348 * added graphics engine directive "border.draw_masked_when_fading" that
349 enables/disables drawing of border mask over screen that is just faded
352 * fixed small problem with separate fading definition for game screen
355 * added additional configuration directives for setup screen draw offset
356 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
357 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
358 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
359 used to define draw offset on custom artwork selection screens and
360 "CHOOSE_OTHER" is used on all other list style selection screens, like
361 choosing game speed or screen mode for fullscreen mode)
362 * added additional configuration directives to define main menu buttons:
363 - menu.button_name and menu.button_name.active
364 - menu.button_levels and menu.button_levels.active
365 - menu.button_scores and menu.button_scores.active
366 - menu.button_editor and menu.button_editor.active
367 - menu.button_info and menu.button_info.active
368 - menu.button_game and menu.button_game.active
369 - menu.button_setup and menu.button_setup.active
370 - menu.button_quit and menu.button_quit.active
371 * added eight pure decoration graphic definitions for the game panel
374 * added support for accessing native Diamond Caves II level packages
375 * fixed displaying of game panel values for Emerald Mine game engine
376 * fixed displaying end-of-level time and score values on new game panel
379 * added game panel control to display arbitrary elements on game panel
380 * added game panel control to display custom element score (globally
381 unique for identical custom elements) either as value or as element
382 * added ".draw_masked" and ".draw_order" to game panel control drawing
385 * fixed some general bugs with handling of ".active" elements and fonts
388 * cleanup of game panel elements (some elements were not really needed)
389 * added displaying of gravity state (on/off) as new game panel control
390 * added animation for game panel elements (similar to game elements)
393 * added new pseudo game mode "PANEL" to define panel fonts and graphics
394 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
395 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
396 (else graphics would have to use ".PLAYING", which would be confusing)
397 * fixed bug when fading out to game screen with border mask defined
400 * added attribute ".tile_size" for element style game panel controls
403 * added <space> key as additional valid key to use for confirm requester
406 * improved menu fading, adding separate fading definitions for entering
407 and leaving a "content" screen (in general), and optional definitions
408 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
411 * added (currently invisible) setup option to define scroll delay value
412 * fixed small bug in priority handling when auto-detecting level start
413 position in levels without player element (but player from CE etc.)
414 * added option "game.forced_scroll_delay_value" to override user choice
415 of scroll delay value for certain level sets with "graphicsinfo.conf"
416 * replaced setup option "scroll delay: on/off" by new setup option that
417 directly allows selecting the desired scroll delay value from 0 to 8
420 * added displaying of most game panel control elements (not animated)
423 * added new configuration directives to display additional game engine
424 values on the game control panel, like the following examples:
425 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
426 - game.panel.penguins - number of penguins to rescue
427 - game.panel.level_name - level name of current level
430 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
433 * added new player option "no centering when relocating" for "invisible"
434 teleportations to level areas that look exactly the same, giving the
435 illusion that the player did not relocate at all (this was the default
436 since 3.2.3, but caused visual problems with room creation in "Zelda")
437 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
440 * improved menu fading, adding separate fading definitions for entering
441 and leaving a menu and for fading between menu and "content" screens
442 * fixed small bug with recognizing also ".font_xyz" style definitions
445 * improved menu fading, adding separate fading definitions for fading
446 between menu screens and fading between menu and "destination" screens
449 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
450 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
451 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
452 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
454 * improved title fading, allowing fading animation types "none", "fade"
455 and "crossfade" (including cross-fading of last title to main menu)
458 * added configurability of graphics, sounds and music for title screens,
459 which are separated into initial title screens (only shown once at
460 program startup) and title screens shown for a given level set; these
461 title screens can be composed of up to five title images and up to
462 five title text messages (each drawn using an optional background
463 image), also using background music and/or sounds; aspects like
464 background images, sounds and music of title screens can either be
465 defined generally (valid for all title screens) or specifically (and
466 therefore differently for each title screen) using these directives:
468 to define a background image, sound or music file for all screens:
469 - background.TITLE_INITIAL (for all title screens for game startup)
470 - background.TITLE (for all title screens for level sets)
472 to define a background image, sound or music file for a single screen:
473 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
474 - background.titlescreen_x (with x in 1,2,3,4,5)
475 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
476 - background.titlemessage_x (with x in 1,2,3,4,5)
478 to define the title screen images:
479 - titlescreen_initial_x (with x in 1,2,3,4,5)
480 - titlescreen_x (with x in 1,2,3,4,5)
482 to define the title text messages, place text files into the level set
483 directory that have the following file names:
484 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
485 - titlemessage_x.txt (with x in 1,2,3,4,5)
487 to define the properties of the text messages, either use directives
488 that affect all text messages:
489 - [titlemessage_initial].<suffix>
490 - [titlemessage].<suffix>
491 or use directives that affect single text messages:
492 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
493 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
495 valid values for <suffix> are the same as for readme.<suffix> below;
496 use ".sort_priority" (default: 0) to define an arbitrary order for
497 title images and title messages (which can therefore be mixed)
500 * added full configurability of "readme.txt" screen appearance:
501 - readme.x: <left position used with alignment>
502 - readme.y: <top position>
503 - readme.width: <maximim text width in pixels>
504 - readme.height: <maximum text height in pixels>
505 - readme.chars: <maximum number of chars per line>
506 - readme.lines: <maximum number of lines displayed>
507 - readme.align: left,center,right (default: center)
508 - readme.top: top,middle,bottom (default: top)
509 - readme.font: font name
510 - readme.autowrap: true,false (default: true)
511 - readme.centered: true,false (default: false)
512 - readme.parse_comments: true,false (default: true)
513 - readme.sort_priority: (not used here, but only for title screens)
514 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
515 default), they are automatically determined from "readme.width" and
516 "readme.height" accordingly; when they are not "-1", they have
517 precedence over "readme.width" and "readme.height"
518 * added internal ad-hoc config settings for displaying text files like
519 title messages or "readme.txt" style level set info files:
520 - .font: font name (default: readme.font)
521 - .autowrap: true,false (default: readme.autowrap)
522 - .centered: true,false (default: readme.centered)
523 - .parse_comments: true,false (default: readme.parse_comments)
524 (the leading '.' and the separating ':' are mandatory here); to use
525 these ad-hoc settings, they have to be written inside a comment, like
526 "# .autowrap: false" or "# .centered: true"; these settings then
527 override the above global settings (they can even be used more than
528 once, like "# .centered: true", then some text that should be drawn
529 centered, then "# .centered: false" to go back to non-centered text;
530 important note: after using "# .parse_comments: false", or when using
531 "readme.parse_comments: false", detecting and parsing comments inside
532 the file is disabled and comments are just printed like normal text;
533 also be aware that all automatic text size calculations are done with
534 the font defined in "readme.font", while using different fonts using
535 "# .font: <font>" inside the text file may cause unexpected results
538 * changed some numerical limits in the level editor from 255 to 999
541 * added option "system.sdl_videodriver" to select SDL video driver
542 * added output of SDL video and audio driver to "version info" page
545 * added group element drawing to IntelliDraw drawing functions
546 * fixed animation resetting problem again (last try broke Snake Bite)
547 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
550 * added new (special) "include: <filename>" directive that works in all
551 configuration files (like "graphicsinfo.conf") and that has the same
552 effect as if that directive would be replaced with the content of the
553 specified file (this can be useful to split large configuration files
554 into several smaller ones and include them from one main file, or to
555 store configuration settings that always stay the same into a separate
556 file, while including it and only add those parts that really change)
559 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
562 * fixed bug in "InitMovingField()" where treating an integer array as
563 boolean caused wrong resetting of animations while elements are moving
564 * fixed problem with resetting animations when starting element change
567 * added sort priority for order of title screens and title messages
570 * changed end of game again: do not wait for the user to press a key
571 anymore, but directly ask/confirm tape saving and go to hall of fame
572 * re-enabled quitting of lost game by pressing space or return again
573 * added blanking of mouse pointer when displaying title screens
574 * added remaining menu draw offset definitions for info sub-screens
577 * added setup option to select game speed (from very slow to very fast)
578 * improved handling of title text messages (initial and for level set)
581 * added new options "auto-wrap" and "centered" for DC2 style envelopes
584 * fixed displaying and typing of player name when it is centered
585 * added special characters to be allowed for player name (not only A-Z)
588 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
589 (newer versions of the SDL library seem to not like this anymore)
592 * added code for configuration directives for control of game panel
595 * fixed small cosmetical bug with underlining property tabs in editor
598 * fixed small drawing bug in X11FadeRectangle
599 * added new elements for newly supported Diamond Caves II levels:
600 - EM/DC style exits that disappear after passing
601 - white key and gate (one white key needed for each white gate)
602 - fake gate (there is no key to open/pass this kind of gate!)
603 - extended magic wall which also handles pearls and crystals
607 * changed maximum value for endless loop detection to a higher value
608 (some levels really used very deep recursion without being endless)
611 * added new elements for newly supported Diamond Caves II levels:
612 - growing steel walls
613 - snappable land mine
616 * added new elements for newly supported Diamond Caves II levels:
617 - steel text elements
620 * added level file loader for native Diamond Caves II levels
623 * version number set to 3.2.4
626 * version 3.2.3 released
629 * fixed malloc/free bug when updating EMC artwork entries in level list
630 * added workaround (warning and request to quit the current game) when
631 changing elements cause endless recursion loop (which would otherwise
632 freeze the game, causing a crash-like program exit on some systems)
635 * fixed nasty string overflow bug when entering too long envelope text
638 * added feedback sounds for menu navigation "menu.item.activating" and
639 "menu.item.selecting" (for highlighting and executing menu entries)
642 * improved "no scrolling when relocating" to also consider scroll delay
643 (meaning that the player is not automatically centered in this case;
644 this makes it possible to "invisibly" relocate the player to a region
645 of the level playfield which looks the same as the old level region)
646 * fixed bug with not recognizing "main.input.name.align" when active
649 * fixed bug with displaying masked borders over title screens when
650 screen fading is disabled
653 * fixed infinite loop / crash bug when killing the player while having
654 a CE with the setting "kill player X when explosion of <player X>"
655 * added special editor graphic for "char_space" to distinguish it from
656 "empty_space" when editing a level (in-game graphics still the same)
659 * fixed nasty bug with initialization only done for the first player
662 * small change to handle loading empty element/content list micro chunks
665 * uploaded pre-release (test) version 3.2.3-0 binary and source code
668 * some optimizations on startup speed by reducing initial text output
671 * added caching of custom artwork information for faster startup times
674 * fixed graphical bug when using fewer menu entries on level selection
675 screen than usual (with "menu.list_size.LEVELS" directive)
676 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
677 the backbuffer to the backbuffer by error (with identical rectangle)
680 * fixed bug when displaying titlescreen with size less than element tile
681 * fixed bug that caused elements with "change when digging <e>" event
682 to change for _every_ digged element, not only those specified in <e>
683 * fixed bug that caused impact style collision when dropping element one
684 tile over the player that can both fall down and smash players
685 * fixed bug that caused impact style collision when element changed to
686 falling/smashing element over the player immediately after movement
689 * fixed bug that allowed making engine snapshots from the level editor
692 * fixed bugs with player name and current level positions on main screen
695 * added configuration directives for control of title screens:
696 - "title.fade_delay" for fading time
697 - "title.post_delay" for pause between screens (when not crossfading)
698 - "title.auto_delay" to automatically continue after some time
699 these settings can each be overridden by specifying them with titles:
700 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
701 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
702 fading mode can also be specified:
703 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
704 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
705 default is using normal fading for menues and initial title screens,
706 while using cross-fading for level set title screens
707 * fixed bug with background not drawn in Hall of Fame after game was won
710 * added configuration directives for the remaining main menu items
713 * added additional configuration directives for info screen draw offset:
714 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
715 * added additional configuration directives for preview info text
716 * limited mouse wheel sensitive screen area to scrollable screen area
719 * added highlighted menu text entries to menu navigation when selected
722 * fixed bug that prevented player from correctly being created in the
723 top left corner by a custom element change in a level without player
724 * fixed bug that prevented player from being killed when indestructible,
725 non-walkable element is placed on player position by extended change
726 * added configurable menu button, text and input positions to main menu
729 * added page fading effects for remaining info sub-screens
730 * fixed small bug that caused some delays when answering door request
733 * added directives "border.draw_masked.*" for menu/playfield area and
734 door areas to display overlapping/masked borders from "global.border"
737 * fixed bug with CE with move speed "not moving" not being animated
738 * when changing player artwork by CE action, reset animation frame
741 * fixed bug with not unmapping main menu screen gadgets on other screens
742 * fixed bug with un-pausing a paused game by releasing still pressed key
743 * fixed bug with not redrawing screen when toggling to/from fullscreen
744 mode while fast reloading tape (without redrawing playfield contents)
745 * fixed bug with quick-saving tape snapshot despite answering with "no"
748 * version number set to 3.2.3
751 * version 3.2.2 released
754 * fixed bug with redrawing screen in fullscreen mode after quick tape
755 reloading when using the EMC game engine
756 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
759 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
762 * added engine snapshot functionality for instant tape reloading (this
763 only works for the last tape saved using "quick save", and does not
764 work across program restarts, because it completely works in memory)
767 * version number set to 3.2.2
770 * version 3.2.1 released
773 * fixed nasty bugs with handling error message file on Mac OS X systems
776 * general code cleanup (removing many annoying "#if 0" blocks etc.)
779 * fixed bug that caused broken tapes when manually appending to tapes
780 using the "pause before death" functionality, followed by recording
781 * added setup option to disable fading of screens for faster testing
784 * code cleanup of new fading functions
787 * changed behaviour after solved game -- do not immediately stop engine
788 * added some more smooth screen fadings (game start, hall of fame etc.)
791 * fixed bug with displaying pushed CE with value/score/delay anim_mode
794 * added configurable level preview position, tile size and dimensions
795 * added configurable game panel value positions (gems, time, score etc.)
798 * fixed small bug with time displayed incorrectly when collecting CEs
801 * fixed bug with bumpy scrolling with EM engine in double player mode
804 * added compatibility code to fix "Snake Bite" style levels that were
805 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
808 * fixed bug with scrollbars inside editor when using the Windows mouse
809 enhancement tool "True X-Mouse" (which injects key events to the event
810 queue to insert selected stuff into the Windows clipboard, which gets
811 confused with the "Insert" key for jumping to the last editor cascade
812 block in the element list)
813 * added Rocks'n'Diamonds icon for use as window icon to SDL version
814 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
817 * added selection of preferred fullscreen mode to setup / graphics menu
818 (useful if default mode 800 x 600 does not match screen aspect ratio)
821 * improved down-scaling of images for better editor and preview graphics
822 * changed user data directory for Mac OS X from Unix style to new place
825 * improved level number selection in main menu and player selection in
826 setup menu (input devices section) by using standard button gadgets
827 * added support for mouse scroll wheel (caused buggy behaviour before)
828 * added support for scrolling horizontal scrollbars with mouse wheel by
829 holding "Shift" key pressed while scrolling the wheel
830 * added support for single step mouse wheel scrolling by holding "Alt"
831 key pressed while scrolling the wheel (can be combined with "Shift")
832 * changed output file "stderr.txt" on Windows platform now always to be
833 created in the R'n'D sub-directory of the personal documents directory
834 * added Windows message box to direct to "stderr.txt" after error aborts
837 * improved general scrollbar handling (when jump-scrolling scrollbars)
840 * changed scrollbars to always show last line as first after scrolling
841 (that means jumping n - 1 screen lines instead of n screen lines)
844 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
845 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
846 * fixed special handling of vertically stacked acid becoming fake acid
849 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
850 affect multiple instances of the same CE, although this kind of
851 change condition usually only affects one single custom element
854 * version number set to 3.2.1
857 * version 3.2.0 released
860 * reorganized level editor element list a bit to match engines better
863 * fixed newly introduced bug with wrongly initializing clipboard element
866 * fixed bug with displaying visible/invisible level border in editor
869 * reorganized some elements in the level editor element list
872 * fixed bug with displaying any player as "yellow" when moving into acid
873 * fixed bug with displaying running player when player stopped at border
876 * fixed bug with player exploding when moving into acid
877 * fixed bug with level settings being reset in editor and when playing
878 (some compatibility settings being set not only after level loading)
879 * fixed crash bug when number of custom graphic frames was set to zero
880 * fixed bug with teleporting player on walkable tile not working anymore
881 * added partial compatibility support for pre-release-only "CONF" chunk
882 (to make Alan Bond's "color cycle" demo work again :-) )
885 * fixed some bugs when displaying title screens from info screen menu
886 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
889 * changed file major version to 3 to reflect level file format changes
890 * uploaded pre-release (test) version 3.2.0-8 binary and source code
893 * added new chunk "NAME" to level file format for level name settings
894 * added new chunk "NOTE" to level file format for envelope settings
895 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
896 * updated magic(5) file to recognize changed and new level file chunks
897 * removed change events "change when CE value/score changes" as unneeded
900 * changed gravity (which only affects the player) from level property
901 to player property (only makes a difference in multi-player levels)
902 * added change events "change when CE value/score changes"
903 * added change events "change when CE value/score changes of <element>"
906 * added new chunk "INFO" to level file format for global level settings
907 * added all element settings from "HEAD" chunk to "CONF" chunk
908 * added all global level settings from "HEAD" chunk to "INFO" chunk
911 * changed level file format by adding two new chunks "CUSX" (for custom
912 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
913 elements, replacing the previous "GRP1" chunk); these new IFF style
914 chunks use the new and flexible "micro chunks inside chunks" technique
915 already used with the new "CONF" chunk (for normal element properties)
916 which makes it possible to easily extend the existing level format
917 (instead of using fixed-length chunks like before, which are either
918 too big due to reserved bytes for future use, or too small when those
919 reserved bytes have all been used and even more data should be stored,
920 requiring the replacement by new and larger chunks just like it went
921 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
924 * added credits pages to the "credits" section that were really missing
925 * added some missing element descriptions to the level editor
926 * added down position of switchgate switch to the level editor
927 and allowed the use of both switch positions at the same time
928 * changed use of "Insert" and "Delete" keys to navigate element list in
929 level editor to start of previous or next cascading block of elements
932 * added the possibility to view the title screen to the info screen menu
933 * fixed some minor bugs with viewing title screens
936 * fixed bug with title (cross)fading in/out when using fullscreen mode
939 * fixed bug that forced re-defining of menu settings in local graphics
940 config file which are already defined in existing base config file
941 * fixed small bug that caused door sounds playing when music is enabled
944 * added the possibility to define up to five title screens for each
945 level set that are displayed after loading using (cross)fading in/out
946 (this was added to display the various start images of the EMC sets)
949 * added "CE score gets zero [of]" to custom element trigger conditions
950 * added setup option to display element token name in level editor
953 * added compatibility code for Juergen Bonhagen's menu artwork settings
956 * fixed bug with displaying wrong animation frame 0 after CE changes
957 * fixed bug with creating invisible elements when light switch is on
960 * added selection between ECS and AGA graphics for EMC levels to setup
963 * adjusted font handling for various narrow EMC style fonts
966 * changed EM engine behaviour back to re-allow initial rolling springs
969 * fixed handling of over-large selectboxes (less error-prone now)
970 * fixed bug when creating GE with walkable element under the player
973 * added use of "Insert" and "Delete" keys to navigate element list in
974 level editor to start of custom elements or start of group elements
975 * added virtual elements to access CE value and CE score of elements:
976 - "CE value of triggering element"
977 - "CE score of triggering element"
978 - "CE value of current element"
979 - "CE score of current element"
982 * fixed "grass" to "sand" in older EM levels (up to file version V4)
985 * changed behaviour of network games with internal errors (because of
986 different client frame counters) from immediately terminating R'n'D
987 to displaying an error message requester and stopping only the game
988 (also to prevent impression of crashes under non command-line runs)
989 * fixed playing network games with the EMC engine (did not work before)
990 * fixed bug with not scrolling the screen in multi-player mode with the
991 focus on player 1 when all players are moving in different directions
992 * fixed bug with keeping pointer to gadget even after its deallocation
993 * fixed bug with allowing "focus on all players" in network games
994 * fixed bug with player focus when playing tapes from network games
997 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1000 * code cleanup for game action control for R'n'D and EMC game engine
1003 * fixed bug in multi-player movement with focus on both players
1004 * added option to control only the focussed player with all input
1007 * added player focus switching to level tape recording and re-playing
1010 * fixed some bugs in player focus switching in EMC and RND game engine
1013 * added special Supaplex animations for Murphy digging and snapping
1014 * added special Supaplex animations for Murphy being bored and sleeping
1017 * added four new yam yams with explicit start direction for EMC engine
1018 * fixed bug in src/libgame/text.c with printing text outside the window
1021 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1024 * added delayed ignition of EM style dynamite when used in R'n'D engine
1025 * added limited movement range to EMC engine when focus on all players
1028 * fixed bug with missing (zero) score values for native Supaplex levels
1031 * added "continuous snapping" (snapping many elements while holding the
1032 snap key pressed, without releasing the snap key after each element)
1033 as a new player setting for more compatibility with the classic games
1036 * finished scrolling for "focus on all players" in EMC graphics engine
1039 * level sets with "levels: 0" are ignored for levels, but not artwork
1040 * fixed bug when scanning empty level group directories (endless loop)
1043 * fixed bug with explosion graphic for player using "Murphy" graphic
1044 * fixed bug with explosion graphic if player leaves explosion in time
1045 * changed some descriptive text in setup menu to use medium-width font
1046 * added key shortcut settings for switching player focus to setup menu
1049 * fixed bug with random value initialization when recording tapes
1050 * fixed bug with playing single player tapes when team mode activated
1053 * fixed little bug when trying to switch to player that does not exist
1056 * added player switching (visual and quick) to R'n'D and EM game engine
1057 * added setup option to select visual or quick in-game player switching
1060 * added use of "Home" and "End" keys to handle element list in editor
1063 * fixed bug with adding score when playing tape with EMC game engine
1064 * added steel wall border for levels using EMC engine without border
1065 * finally fixed delayed scrolling in EMC engine also for small levels
1068 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1071 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1072 * fixed bug when displaying info element without action, but direction
1075 * fixed minor graphical problems with springs smashing and slurping
1076 (when using R'n'D style graphics instead of EMC style graphics)
1079 * added scroll delay (as configured in setup) to EMC graphics engine
1082 * improved screen redraw for EMC graphics engine (faster and smoother)
1083 * when not scrolling, do not redraw the whole playfield if not needed
1086 * added multi-player mode for EMC game engine (with up to four players)
1089 * added android (can clone elements) from EMC engine to R'n'D engine
1092 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1095 * added selectbox for initial player speed to player settings in editor
1098 * version 3.1.2 created that is basically version 3.1.1, but with a
1099 major bug fixed that prevented editing your own private levels
1100 * version 3.1.2 released
1103 * added magic ball (creates elements) from EMC engine to R'n'D engine
1106 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1109 * fixed bug when using "CE can leave behind <trigger element>"
1110 * added new change condition "(after/when) creation of <element>"
1111 * added new change condition "(after/when) digging <element>"
1112 * fixed bug accessing invalid gadget that caused crashes under Windows
1113 * deactivated new possibility for multiple CE changes per frame
1116 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1119 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1120 * fixed bug with not keeping CE value for moving CEs with only action
1121 * changed CE action selectboxes in editor to be only reset when needed
1124 * added option "use artwork from element" for custom player artwork
1125 * added option "use explosion from element" for player explosions
1128 * added cascaded element lists in the level editor
1129 * added persistence for cascaded element lists by "editorcascade.conf"
1130 * added dynamic element list with all elements used in current level
1131 * added possibility for multiple CE changes per frame (experimental)
1134 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1137 * changed "score for each 10 seconds/steps left" to "1 second/step"
1138 * added own score for collecting "extra time" instead of sharing it
1139 * added change events "switched by player" and "player switches <e>"
1140 * added change events "snapped by player" and "player snaps <e>"
1141 * added "set player artwork: <element choice>" to CE action options
1142 * added change event "move of <element>"
1145 * added "set player shield: off / normal / deadly" to CE action options
1146 * added new player option "use level start element" in level editor
1147 to set the correct focus at level start to elements from which the
1148 player is created later (this did not work before for cascaded CE
1149 changes resulting in creation of the player; it is now also possible
1150 to create the player from a yam yam which is smashed at level start)
1153 * added "set player speed: frozen (not moving)" to CE action options
1154 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1157 * added new player option "block snap field" (enabled by default) to
1158 make it possible to show a snapping animation like in Emerald Mine
1161 * added dynamic selectboxes to custom element action settings in editor
1162 * added "CE value" counter for custom elements (instead of "CE count")
1163 * added option to use the last "CE value" after custom element change
1164 * added option to use the "CE value" of other elements in CE actions
1165 * fixed odd behaviour when pressing time orb in levels w/o time limit
1166 * added checkbox "use time orb bug" for older levels that use this bug
1169 * added missing configuration settings for the following elements:
1170 - EL_TIMEGATE_SWITCH (time of open time gate)
1171 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1172 - EL_SHIELD_NORMAL (time of shield duration)
1173 - EL_SHIELD_DEADLY (time of shield duration)
1174 - EL_EXTRA_TIME (time added to level time)
1175 - EL_TIME_ORB_FULL (time added to level time)
1178 * added "wind direction" as a movement pattern for custom elements
1179 * added initial wind direction for balloon / custom elements to editor
1180 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1183 * added parameters for "game of life" and "biomaze" elements to editor
1186 * added level file chunk "CONF" for generic level and element settings
1189 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1192 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1193 * added sound action ".page[1]" to ".page[32]" for each CE change page
1196 * added image config suffix ".clone_from" to copy whole image settings
1197 * fixed bug with invalid ("undefined") CE settings in old level files
1200 * fixed graphical bug with smashing elements falling faster than player
1203 * fixed major bug which prevented private levels from being edited
1204 * fixed bug with precedence of general and special font definitions
1207 * fixed graphical bug with player animation when player moves slowly
1210 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1213 * fixed bug which prevented "global.num_toons: 0" from working
1216 * major code cleanup (removed all these annoying "#if 0" blocks)
1219 * added custom element actions for CE change page in level editor
1222 * fixed music initialization bug in init.c (thanks to David Binderman)
1223 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1224 (this bug must probably be fixed at other places, too)
1227 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1228 (should be '#include <SDL.h>' instead)
1231 * fixed bug which prevented "walkable from no direction" from working
1232 (due to compatibility code overwriting this setting after loading)
1235 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1238 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1239 * version 3.1.1 released
1242 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1243 on 64-bit architecture systems with LP64 data model
1246 * fixed bug with bombs not exploding when hitting the last level line
1247 (introduced after the release of 3.1.0)
1250 * added support for dumping small-sized level sketches from editor
1253 * added recognition of "trigger element" for "change digged element to"
1254 (this is not really what the "trigger element" was made for, but its
1255 use may seem obvious for leaving back digged elements unchanged)
1258 * fixed multiple warnings about failed joystick device initialization
1261 * fixed bug with dynamite dropped on top of just dropped custom element
1262 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1263 dynamite can still be dropped, but drop key must be released before
1266 * fixed bug with wrong start directory when started from file browser
1267 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1270 * fixed bug causing "change when impact" on player not working
1271 * fixed wrong priority of "hitting something" over "hitting <element>"
1272 * fixed wrong priority of "hit by something" over "hit by <element>"
1275 * fixed graphical bug which caused the player (being Murphy) to show
1276 collecting animations although the element was collected by penguin
1279 * fixed two bugs causing wrong door background graphics in system.c
1280 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1283 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1284 * added "no direction" to "walkable/passable from" selectbox options
1287 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1288 * in tape autoplay, not only report broken, but also missing tapes
1291 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1294 * fixed small bug with "linear" animation not working for active lamp
1297 * fixed bug with moving up despite gravity due to "block last field"
1298 * fixed small bug with wrong draw offset when typing name in main menu
1299 * when reading user names from "passwd", ignore data after first comma
1300 * when creating new "levelinfo.conf", only write some selected entries
1303 * fixed displaying "imported from/by" on preview with empty string
1304 * fixed ignoring draw offset for fonts used for level preview texts
1307 * fixed a delay problem with SDL and too many mouse motion events
1308 * added setup option "skip levels" and level skipping functionality
1311 * added move speed "not moving" for non-moving CEs, but with direction
1314 * fixed mapping of obsolete element token names in "editorsetup.conf"
1315 * fixed bug with sound "acid.splashing" treated as a loop sound
1316 * fixed some little sound bugs in native EM engine
1319 * fixed small bug when dragging scrollbars to end positions
1322 * added editor element descriptions written by Aaron Davidson
1325 * improved fallback handling when configured artwork is not available
1326 (now using default artwork instead of exiting when files not found)
1329 * fixed bug on level selection screen when dragging scrollbar
1332 * fixed bug which caused broken tapes when appending to EM engine tapes
1335 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1338 * added code to replace changed artwork config tokens with other tokens
1339 (needed for backwards compatibility, so that older tokens still work)
1342 * added native R'n'D graphics for some new EMC elements in EM engine
1345 * fixed some bugs in the EM engine integration code
1346 * changed EM engine code to allow diagonal movement
1347 * changed EM engine code to allow use of separate snap and drop keys
1350 * fixed some redraw bugs when using EM engine
1353 * fixed bug with not converting RND levels which are set to use native
1354 engine to native level structure when loading
1357 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1360 * version number set to 3.2.0
1363 * level data now reset to defaults after attempt to load invalid file
1366 * added use of "editorsetup.conf" for different level sets
1369 * added auto-detection for various types of Emerald Mine level files
1372 * fixed bug with scrollbars getting too small when list is very large
1375 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1378 * added most level editor configuration gadgets for new EMC elements
1381 * added more element and graphic definitions for new EMC elements
1384 * modified native EM engine to use integrated R'n'D sound system
1387 * added SDL support to graphics functions in native EM engine
1388 (by always using generic libgame interface functions)
1391 * fixed bug in frame synchronization in native EM engine
1394 * added code to convert levels between R'n'D and native EM engine
1397 * new Emerald Mine engine can now play levels selected in main menu
1400 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1401 (which creates scaled down graphics for level editor and preview);
1402 there's still a memory leak somewhere in the artwork handling code
1403 * added "scale image up" functionality to X11 version of zoom function
1406 * first attempts to integrate new, native Emerald Mine Club engine
1409 * fixed bug in gadget code which caused reset of CEs in level editor
1410 (example: pressing 'b' [grab brush] on CE config page erased values)
1411 (solution: check if gadgets in ClickOnGadget() are really mapped)
1412 * improved level change detection in editor (settings now also checked)
1413 * fixed bug with "can move into acid" and "don't collide with" state
1416 * fixed maze runner style CEs to use the configured move delay value
1419 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1422 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1423 * fixed the above fix because it broke level set "machine" (*sigh*)
1424 * fixed random element placement in level editor to work as expected
1425 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1428 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1431 * fixed bug (missing array boundary check) which caused broken tapes
1432 * fixed bug (when loading level template) which caused broken levels
1433 * fixed bug with new block last field code when using non-yellow player
1436 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1437 * internal change of how the player blocks the last field when moving
1438 * fixed blocking delay of last field for EM and SP style block delay
1439 * fixed bug where the player had to wait for the usual move delay after
1440 unsuccessfully trying to move, when he directly could move after that
1441 * the last two changes should make original Supaplex level 93 solvable
1442 * improved use of random number generator to make it less predictable
1443 * fixed behaviour of slippery SP elements to let slip left, then right
1446 * fixed bug with wrong door state after trying to quickload empty tape
1447 * fixed waste of static memory usage of the binary, making it smaller
1448 * fixed very little graphical bug in Supaplex explosion
1451 * version number set to 3.1.1
1454 * version 3.1.0 released
1457 * fixed bug with crash when writing user levelinfo.conf the first time
1460 * added option "convert LEVELDIR [NR]" to command line batch commands
1461 * re-converted Supaplex levels to apply latest engine fixes
1462 * changed "use graphic/sound of element" to "use graphic of element"
1463 due to compatibility problems with some levels ("bug machine" etc.)
1466 * fixed bug with CE change replacing player with same or other player
1469 * fixed bug with opaque font in envelope with background graphic when
1470 background graphic is not transparent itself
1473 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1474 * corrected original Supaplex level loading code to use these new ports
1475 * also corrected Supaplex loader to auto-count infotrons if set to zero
1478 * fixed bug with missing initialization of "modified" flag for GEs
1481 * fixed bug that caused endless recursion loop when relocating player
1482 * fixed tape recorder bug in "step mode" when using "pause before end"
1483 * fixed tape recorder bug when changing from "warp forward" mode
1486 * fixed bug with "when touching" for pushed elements at last position
1489 * fixed bug that caused two activated toolbox buttons in level editor
1490 * fixed bug with exploding dynabomb under player due to other explosion
1493 * fixed bug with creating walkable custom element under player (again)
1494 * fixed bug with not copying explosion type when copying CEs in editor
1495 * fixed graphical bug when drawing player in setup menu (input devices)
1496 * fixed graphical bug when the player is pushing an accessible element
1497 * fixed bug with classic switchable elements triggering CE changes
1498 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1499 * fixed crash bug when CE leaves behind the trigger player element
1502 * fixed bug with broken tubes after placing/exploding dynamite in them
1503 * fixed bug with exploding dynamite under player due to other explosion
1504 * fixed bug with not resetting push delay under certain circumstances
1507 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1508 * added network multiplayer code for Windows (thanks to Niko Böhm)
1511 * added option "reachable despite gravity" for gravity movement
1512 * changed gravity movement of most classic walkable and passable
1513 elements back to "not reachable" (for compatibility reasons)
1516 * fixed (removed) "indestructible" / "can explode" dependency in editor
1517 * fixed (removed) "accessible inside" / "protected" dependency
1518 * fixed (removed) "step mode" / "shield time" dependency
1521 * fixed dynabombs exploding now into anything diggable
1522 * fixed Supaplex style gravity movement into buggy base now impossible
1523 * added pressing key "space" as valid action to select menu options
1526 * added "replace when walkable" to relocate player to walkable element
1527 * added "enter"/"leave" event for elements affected by relocation
1528 * fixed "direct"/"indirect" change order also for "when change" event
1529 * fixed graphical bug when pushing things from elements walkable inside
1532 * fixed graphic bug when player is snapping while moving in old levels
1533 * fixed bug when a moving custom element leaves a player element behind
1534 * fixed bug with mole not disappearing when moving into acid pool
1535 * fixed bug with incomplete path setting when using "--basepath" option
1536 * moving CE can now leave walkable elements behind under the player
1537 * when relocating, player can be set on walkable element now
1538 * fixed another gravity movement bug
1541 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1544 * added "collectible" and "removable" to extended replacement types
1545 (where "removable" replaces "diggable" and "collectible" elements)
1546 * added "collectible & throwable" (to throw element to the next field)
1547 * fixed bug with CEs digging elements that are just about to explode
1548 * changed mouse cursor now always being visible when game is paused
1551 * added possibility to push/press accessible elements from a side that
1553 * fixed bug with not setting actual date when appending to tape
1556 * fixed bug with incorrectly initialized custom element editor graphics
1559 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1560 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1563 * fixed bug with destroyed robot wheel still attracting robots forever
1564 * fixed bug with time gate switch deactivating after robot wheel time
1565 (while the time gate itself is not affected by this misbehaviour)
1566 * changed behaviour of BD style amoeba to always get blocked by player
1567 (before it was different when there were non-BD elements in level)
1568 * fixed bug with player destroying indestructable elements with shield
1571 * added option to make growing elements grow into anything diggable
1572 (for the various amoeba types, biomaze and "game of life")
1575 * fixed bug with movable elements not moving after left behind by CEs
1576 * changed gravity movement to anything diggable, not only sand/base
1577 * optionally allowing passing to walkable element, not only empty space
1578 * added option "can pass to walkable element" for players
1579 * finally fixed gravity movement (hopefully)
1582 * fixed bug with movable elements not moving anymore after falling down
1585 * fixed another bug with custom elements digging and leaving elements
1586 * fixed bug with "along left/right side" and automatic start direction
1587 * trigger elements now also displayed when "more custom" deactivated
1588 * fixed bug with clipboard element initialized when loading new level
1589 * added option "drop delay" to set delay before dropping next element
1592 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1595 * added copy and paste functions for custom change pages
1596 * enhanced graphical display and functionality of tape recorder
1597 * fixed bug with custom elements digging and leaving elements
1600 * added move speed faster than "very fast" for custom elements
1601 * fixed bug with 3+3 style explosions and missing border content
1602 * fixed little bug when copying custom elements in the editor
1603 * enhanced custom element changes by more side trigger actions
1606 * added option "no scrolling when relocating" for instant teleporting
1607 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1610 * added trigger element and trigger player to use as target elements
1611 * added copy and paste functions for custom and group elements
1614 * fixed graphical bug when displaying explosion animations
1615 * fixed bug when appending to tapes, resulting in broken tapes
1616 * re-recorded a few tapes broken by fixing gravity checking bug
1619 * "can move into acid" property now for all elements independently
1620 * "can fall into acid" property for player stored in same bitfield now
1621 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1622 * version number set to 3.1.0 (finally!)
1625 * changed tape recording to only record input, not programmed actions
1628 * fixed totally broken (every 8th frame skipped) step-by-step recording
1629 * fixed bug with requester not displayed when quick-loading interrupted
1630 * added option "can fall into acid (with gravity)" for players
1631 * fixed bug with player not falling when snapping down with gravity
1634 * fixed bug which messed up key config when using keypad number keys
1637 * fixed bug which allowed moving upwards even when gravity was active
1638 * fixed bug with missing error handling when dumping levels or tapes
1641 * added different colored editor graphics for Supaplex gravity tubes
1644 * fixed bug that allowed solvable tapes for unsolvable levels
1647 * use unlimited number of droppable elements when "count" set to zero
1648 * added option to use step limit instead of time limit for level
1651 * added player and change page as trigger for custom element change
1654 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1657 * fixed bug with dark yamyam changing to acid when moving over acid
1658 * fixed handling of levels with more than 999 seconds level time
1659 (example: level 76 of "Denmine")
1662 * "spring push bug" reintroduced as configurable element property
1663 * fixed bug with missing properties for "mole"
1664 * fixed bug that showed up when fixing the above "mole" properties bug
1665 * added option "can move into acid" for all movable elements
1666 * fixed graphical bug for elements moving into acid
1667 * changed event handling to handle all pending events before going on
1670 * fixed bug which caused all CE change pages to be ignored which had
1671 the same change event, but used a different element side
1672 (reported by Simon Forsberg)
1674 * fixed bug which caused elements that can move and fall and that are
1675 transported by a conveyor belt to continue moving into that direction
1676 after leaving the conveyor belt, regardless of their own movement
1677 type; only elements which can not move are transported now
1678 (reported by Simon Forsberg)
1680 * fixed bug which could cause an array overflow in RelocatePlayer()
1681 (reported by Niko Böhm)
1683 * changed Emerald Mine style "passable / over" elements to "protected"
1684 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1686 * added new option to select from which side a "walkable/passable"
1687 element can be entered
1690 * added explosion and ignition delay for elements that can explode
1693 * fixed bug which caused player not being protected against enemies
1694 when a CE was "walkable / inside" and was not "indestructible"
1695 * added "walkable/passable" fields to be "protected/unprotected"
1696 against enemies, even if not accessible "inside" but "over/under"
1699 * corrected move pattern to 32 bit and initial move direction to 8 bit
1702 * added second custom element base configuration page
1705 * added some special EMC mappings to Emerald Mine level loader
1706 (also covering previously unknown element in level 0 of "Bondmine 8")
1709 * added option to block last field when player is moving (for Supaplex)
1710 * adjusted push delay of Supaplex elements
1711 * removed delays for envelopes etc. when replaying with maximum speed
1712 * fixed bug when dropping element on a field that just changed to empty
1715 * fixed bug: infotrons can now smash yellow disks
1716 * fixed bug: when gravity active, port above player can now be entered
1717 * removed "one white dot" mouse pointer which irritated some people
1720 * added "choice type" for group element selection
1723 * fixed bug with initial invulnerability of non-yellow player
1726 * added level loader for loading native Supaplex packed levels
1727 (including multi-part levels like the "splvls99" levels)
1730 * fixed bug which allowed creating emeralds by escaping explosions
1733 * custom elements can change (limited) or leave (unlimited) elements
1734 * finally added multiple matches using group elements
1735 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1738 * added new start movement type "previous" for continued CE movement
1739 * added new start movement type "random" for random CE movement start
1742 * added new element "sokoban_field_player" needed for Sokoban levels
1743 (thanks to Ed Booker for pointing this out!)
1746 * added elements that can be digged or left behind by custom elements
1749 * added group elements for multiple matches and random element creation
1752 * fixed some graphical errors displayed in old levels
1755 * fixed wrong double speed movement after passing closing gates
1758 * added level loader for loading native Emerald Mine levels
1761 * changes for "shooting" style CE movement
1764 * Happy New Year! ;-)
1767 * changed default snap/drop keys from left/right Shift to Control keys
1770 * fixed bug with dead player getting reanimated from custom element
1773 * fixed bug with wrong penguin graphics (when entering exit)
1776 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1779 * version number set to 3.0.9
1782 * version 3.0.8 released
1785 * added function checked_free()
1788 * fixed bug with double nut cracking sound
1789 (by eliminating "default element action sound" assignment in init.c)
1792 * fixed crash when no music info files are available
1795 * fixed boring and sleeping sounds
1798 * added "maze runner" and "maze hunter" movement types
1799 * added extended collision conditions for custom elements
1802 * added warnings for undefined token values in artwork config files
1805 * added menu entry for level set information to the info screen
1808 * fixed bug with wrong default impact sound for colored emeralds
1811 * added several sub-screens for the info screen
1812 * menu text now also clickable (not only blue/red sphere left of it)
1815 * added configurable "bored" and "sleeping" animations for the player
1816 * added "awakening" sound for player when waking up after sleeping
1819 * added "copy" and "exchange" functions for custom elements to editor
1822 * added configurable element animations for info screen
1825 * added configurable music credits for info screen
1828 * finally fixed tape recording when player is created from CE change
1831 * added "editorsetup.conf" for editor element list configuration
1834 * added "musicinfo.conf" for menu and level music configuration
1837 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1838 (that only showed up on Linux, but not on Windows systems)
1841 * fixed turning movement of butterflies and fireflies (no frame reset)
1842 * enhanced sniksnak turning movement (two steps instead of only one)
1845 * version number set to 3.0.8
1848 * version 3.0.7 released
1851 * fixed reset of player animation frame when, for example,
1852 walking, digging or collecting share the same animation
1853 * fixed CE with "deadly when touching" exploding when touching amoeba
1856 * fixed tape recording when player is created from CE element change
1859 * introduced "turning..." action graphic for elements with move delay
1860 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1861 * added turning animations for bug, spaceship and sniksnak
1864 * prevent "extended" changed elements from delay change in same frame
1867 * fixed bug when pushing element that can move away to the side
1868 (like pushing falling elements, but now with moving elements)
1871 * finally fixed serious bug in code for delayed element pushing (again)
1874 * unavailable setup options now marked as "n/a" instead of "off"
1875 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1876 to "true", levels are always played with the latest game engine,
1877 which is desired for levels that are imported from other games; all
1878 other levels are played with the engine version stored in level file
1879 (which is normally the engine version the level was created with)
1882 * fixed serious bug in code for delayed element pushing
1883 * fixed little bug in animation frame selection for pushed elements
1884 * speed-up of reading config file for verbose output
1887 * added configuration option for opening and closing Supaplex exit
1888 * added configuration option for moving up/down animation for Murphy
1889 * fixed incorrectly displayed animation for attacking dragon
1890 * fixed bug with not setting initial gravity for each new game
1891 * fixed bug with teleportation of player by custom element change
1892 * fixed bug with player not getting smashed by rock sometimes
1895 * version number set to 3.0.7
1898 * version 3.0.6 released
1901 * added support for MP3 music for SDL version through SMPEG library
1904 * fixed bug when initializing font graphic structure
1905 * fixed bug with animation mode "pingpong" when using only 1 frame
1906 * fixed bug with extended change target introduced in 3.0.5
1907 * fixed bug where passing over moving element doubles player speed
1908 * fixed bug with elements continuing to move into push direction
1909 * fixed bug with duplicated player when dropping bomb with shield on
1910 * added "switching" event for custom elements ("pressing" only once)
1911 * fixed switching bug (resetting flag when not switching but not idle)
1914 * fixed element tokens for certain file elements with ".active" etc.
1917 * version number set to 3.0.6
1920 * version 3.0.5 released
1923 * now four envelope elements available
1924 * font, background, animation and sound for envelope now configurable
1925 * main menu doors opening/closing animation type now configurable
1928 * active/inactive sides configurable for custom element changes
1929 * new movement type "move when pushed" available for custom elements
1932 * fixed bug in multiple config pages loader code that caused crashes
1935 * enhanced (remaining low-resolution) Supaplex graphics
1938 * version number set to 3.0.5
1941 * version 3.0.4 released
1943 2003-09-12 src/tools.c
1944 * fixed bug in custom definition of crumbled element graphics
1946 2003-09-11 src/files.c
1947 * fixed bug in multiple config pages code that caused crashes
1950 * version number set to 3.0.4
1953 * version 3.0.3 released
1956 * added music to Supaplex classic level set
1958 2003-09-07 src/libgame/misc.c
1959 * added support for loading various music formats through SDL_mixer
1961 2003-09-06 (various source files)
1962 * fixed several nasty bugs that may have caused crashes on some systems
1963 * added envelope content which gets displayed when collecting envelope
1964 * added multiple change event pages for custom elements
1966 2003-08-24 src/game.c
1967 * fixed problem with player animation when snapping and moving
1969 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1970 * fixed problem with flickering when drawing toon animations
1972 2003-08-23 src/libgame/sdl.c
1973 * fixed problem with setting mouse cursor in SDL version in fullscreen
1975 2003-08-23 src/game.c
1976 * fixed bug (missing array boundary check) which could crash the game
1979 * version number set to 3.0.3
1982 * version 3.0.2 released
1984 2003-08-21 src/game.c
1985 * fixed bug with creating inaccessible elements at player position
1987 2003-08-20 src/init.c
1988 * fixed bug with not finding current level artwork directory
1990 2003-08-20 src/files.c
1991 * fixed bug with choosing wrong engine version when playing tapes
1992 * fixed bug with messing up custom element properties in 3.0.0 levels
1995 * version number set to 3.0.2
1998 * version 3.0.1 released
2000 2003-08-17 (no source files affected)
2001 * changed all "classic" PCX image files with 16 colors or less to
2002 256 color (8 bit) storage format, because the Allegro game library
2003 cannot handle PCX files with less than 256 colors (contributed
2004 graphics are not affected and might look wrong in the DOS version)
2006 2003-08-16 src/init.c
2007 * fixed bug which (for example) crashed the level editor when defining
2008 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2009 (only set to default) -- invalid graphics now set to default graphic
2011 2003-08-16 src/init.c
2012 * fixed graphical bug of player digging/collecting/snapping element
2013 when no corresponding graphic/animation is defined for this action,
2014 resulting in player being drawn as EL_EMPTY (which should only be
2015 done to elements being collected, but not to the player)
2017 2003-08-16 src/game.c
2018 * fixed small graphical bug of player not totally moving into exit
2020 2003-08-16 src/libgame/setup.c
2021 * fixed bug with wrong MS-DOS 8.3 filename conversion
2023 2003-08-16 src/tools.c
2024 * fixed bug with invisible mouse cursor when pressing ESC while playing
2026 2003-08-16 (various source files)
2027 * added another 128 custom elements (disabled in editor by default)
2029 2003-08-16 src/editor.c
2030 * fixed NULL string bug causing Solaris to crash in sprintf()
2032 2003-08-16 src/screen.c
2033 * fixed drawing over scrollbar on level selection with custom fonts
2035 2003-08-15 src/game.c
2036 * cleanup of simple sounds / loop sounds / music settings
2038 2003-08-08 (various source files)
2039 * added custom element property for dropping collected elements
2041 2003-08-08 src/conf_gfx.c
2042 * fixed bug with missing graphic for active red disk bomb
2044 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2045 * extended variable "level.gravity" to "level.initial_gravity" and
2046 "game.current_gravity" to prevent level setting from being changed
2047 by playing the level (keeping the runtime value after playing)
2049 * fixed graphics bug when digging element that has 'crumbled' graphic
2050 definition, but not 'diggable' graphic definition
2053 * version number set to 3.0.1
2056 * version 3.0.0 released
2059 * various bug fixes; among others:
2060 - fixed bug with pushing spring over empty space
2061 - fixed bug with leaving tube while placing dynamite
2062 - fixed bug with explosion of smashed penguins
2063 - allow Murphy player graphic in levels with non-Supaplex elements
2067 * I have forgotten to document changes for some time
2070 * pre-release version 2.2.0rc1 released
2073 * version number set to 2.1.2
2076 * version 2.1.1 released
2079 * version number set to 2.1.1
2082 * version 2.1.0 released
2085 * version number set to 2.1.0
2087 2002-04-03 to 2002-05-19 (various source files)
2088 * graphics, sounds and music now fully configurable
2089 * bug fixed that prevented walking through tubes when gravity on
2091 2002-04-02 src/events.c, src/editor.c
2092 * Make Escape key less aggressive when playing or when editing level.
2093 This can be configured as an option in the setup menu. (Default is
2094 "less aggressive" which means "ask user if something can be lost"
2095 when pressing the Escape key.)
2097 2002-04-02 src/screen.c
2098 * Added "graphics setup" screen.
2100 2002-04-01 src/screen.c
2101 * Changed "choose level" setup screen stuff to be more generic (to
2102 make it easier to add more "choose from generic tree" setup screens).
2104 2002-04-01 src/config.c, src/timestamp.h
2105 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2106 automatically gets created by "src/Makefile" and contains an actual
2107 compile-time timestamp to identify development versions of the game).
2109 2002-03-31 src/tape.c, src/events.c
2110 * Added quick game/tape save/load functions to tape stuff which can be
2111 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2112 loads previously recorded tape and directly goes into recording mode
2113 from the end of the tape (therefore appending to the tape).
2115 2002-03-31 src/tape.c
2116 * Added "index mark" function to tape recorder. When playing or
2117 recording, "eject" button changes to "index" button. Setting index
2118 mark is not yet implemented, but pressing index button when playing
2119 allows very quick advancing to end of tape (when normal playing),
2120 very fast forward mode (when playing with normal fast forward) or
2121 very fast reaching of "pause before end of tape" (when playing with
2122 "pause before end" playing mode).
2124 2002-03-30 src/cartoons.c
2125 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2127 2002-03-29 src/screen.c
2128 * Changed setup screen stuff to be more generic (to make it easier
2129 to add more setup screens).
2131 2002-03-23 src/main.c, src/main.h
2132 * Various changes due to the introduction of the new libgame files
2133 "setup.c" and "joystick.c".
2135 2002-03-23 src/files.c
2136 * Generic parts of "src/files.c" (mainly setup and level directory
2137 stuff) moved to new libgame file "src/libgame/setup.c".
2139 2002-03-23 src/joystick.c
2140 * File "src/joystick.c" moved to libgame source tree, with
2141 correspondig changes.
2143 2002-03-22 src/screens.c
2144 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2145 (Wrong level series information displayed when entering main group.)
2147 2002-03-22 src/editor.c
2148 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2150 2002-03-22 src/editor.c
2151 * Changed behaviour of "Escape" key in level editor to be more
2152 intuitive: When in "Element Properties" or "Level Info" mode,
2153 return to "Drawing Mode" instead of leaving the level editor.
2155 2002-03-21 src/game.c, src/editor.c, src/files.c
2156 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2157 gems (emeralds, diamonds, ...) slipping down from normal wall,
2158 steel wall and growing wall (as in E.M.C. style levels). Although
2159 the behaviour of contributed and private levels wasn't changed (due
2160 to the use of "level.game_version"; see previous entry), editing
2161 those levels will (of course) change the behaviour accordingly.
2163 This change seems a bit too hard after thinking about it, because
2164 the EM style behaviour is not the "expected" behaviour (gems would
2165 normally only slip down from "rounded" walls). Therefore this was
2166 now changed to an element property for gem style elements, with the
2167 default setting "off" (which means: no special EM style behaviour).
2168 To fix older converted levels, this flag is set to "on" for pre-2.0
2169 levels that are neither contributed nor private levels.
2171 2002-03-20 src/files.h
2172 * Corrected settings for "level.game_version" depending of level type.
2173 (Contributed and private levels always get played with game engine
2174 version they were created with, while converted levels always get
2175 played with the most recent version of the game engine, to let new
2176 corrections of the emulation behaviour take effect.)
2178 2002-03-20 src/main.h
2179 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2180 compiling the SDL version on some systems.
2181 Thanks to the several people who pointed this out.
2184 * Version number set to 2.0.2.
2187 * Version 2.0.1 released.
2189 2002-03-18 src/screens.c
2190 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2192 2002-03-18 src/files.c [src/libgame/misc.c]
2193 * Moved some common functions from src/files.c to src/libgame/misc.c.
2195 2002-03-18 src/files.c [src/libgame/misc.c]
2196 * Changed permissions for new directories and saved files (especially
2197 score files) according to suggestions of Debian users and mantainers.
2198 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2200 2002-03-17 src/files.c
2201 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2202 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2203 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2204 for levels and "TAPE" for tapes). Old "cookie" style format is
2205 still supported for reading. New level and tape files are written
2208 * New IFF chunk "VERS" contains version numbers for file and game
2209 (where "game version" is the version of the program that wrote the
2210 file, and "file version" is a version number to distinguish files
2211 with different format, for example after adding new features).
2213 2002-03-15 src/screen.c
2214 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2215 (Before, you heard a mixture of the in-game music and the
2216 hall-of-fame music.)
2218 2002-03-14 src/events.c
2219 * Function "DumpTape()" (files.c) now available by pressing 't' from
2220 main menu (when in DEBUG mode).
2222 2002-03-14 src/game.c
2223 * "GameWon()": When game was won playing a tape, now there is no delay
2224 raising the score and no corresponding sound is played.
2226 2002-03-14 src/files.c
2227 * Changed "LoadTape()" for real chunk support and also adjusted
2228 "SaveTape()" accordingly.
2230 2002-03-14 src/game.c, src/tape.c, src/files.c
2231 * Important changes to tape format: The old tape format stored all
2232 actions with a real effect with a corresponding delay between the
2233 stored actions. This had some major disadvantages (for example,
2234 push delays had to be ignored, pressing a button for some seconds
2235 mutated to several single button presses because of the non-action
2236 delays between two action frames etc.). The new tape format just
2237 stupidly records all device actions and replays them later. I really
2238 don't know why I haven't solved it that way before?! Old-style tapes
2239 (with tape file version less than 2.0) get converted to the new
2240 format on-the-fly when loading and can therefore still be played;
2241 only some minor parts of the old-style tape handling code was needed.
2242 (A perfect conversion is not possible, because there is information
2243 missing about the device actions between two action frames.)
2245 2002-03-14 src/files.c
2246 * New function "DumpTape()" to dump the contents of the current tape
2247 in a human readable format.
2249 2002-03-14 src/game.c
2250 * Small tape bug fixed: When automatically advancing to next level
2251 after a game was won, the tape from the previous level still was
2252 loaded as a tape for the new level.
2254 2002-03-14 src/tape.c
2255 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2256 tape, cartoons did not get completely removed because
2257 StopAnimation() was not called.
2259 2002-03-13 src/files.c
2260 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2261 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2262 size even when using 16-bit elements). Added new chunk "CNT2" for
2263 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2264 chunk even when content was 16-bit element). "CNT2" should now be
2265 able to store content for arbitrary elements (up to eight blocks of
2266 3 x 3 element arrays). All "CNT2" elements will always be stored as
2267 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2269 2002-03-13 src/files.c
2270 * Changed "LoadLevel()" for real chunk support.
2272 2002-03-12 src/game.c
2273 * Fixed problem (introduced after 2.0.0 release) with penguins
2274 not getting killed by enemies
2276 2002-02-24 src/game.c, src/main.h
2277 * Added "player->is_moving"; now "player->last_move_dir" does
2278 not contain any information if the player is just moving at
2280 Before, "player->last_move_dir" was misused for this purpose
2281 for the robot stuff (robots don't kill players when they are
2282 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2283 broke tapes when walking through pipes!
2284 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2285 in a continuous movement. This fact is ignored for friends and