2 * fixed (experimental only) redrawing of every tile per frame (even if
3 unneeded) for the extended (R'n'D based) EMC graphics engine
4 * added optimization to only calculate element count for panel display
5 if really needed (that is, if element count values defined on panel)
6 * fixed problem with special editor door redraw when entering main menu
9 * fixed bug with displaying background for title messages on info screen
10 * some code cleanup for the extended (R'n'D based) EMC graphics engine
13 * fixed bug with CE action "move player" always resulting in player 4
14 if there was a CE action with no trigger player (because the player
15 element was calculated by using log_2() from trigger player bits with
16 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
17 triggering player bit mask and handling all players in "move player"
18 * fixed bug when defined artwork cannot be found for artwork that has
19 default artwork cloned from other artwork (without default filename)
20 * added several fixes to the extended (R'n'D based) EMC graphics engine
23 * fixed broken editor copy and paste for custom elements between levels
26 * title messages are now also searched in graphics artwork directory;
27 those found in graphics directory have precendence over those found
28 in level directory -- this handles title messages stored in graphics
29 directories as part of the artwork set, just like title images; this
30 makes sense, as corresponding special font definitions for messages
31 are usually defined in the same graphics artwork directory, and also
32 because title images and title messages that are combined in a level
33 set introduction should usually not be separated when the level set
34 is used with a different artwork set (e.g. using "override graphics")
35 * fixed problem with door borders on main screen by first drawing doors
36 and then the corresponding border masks, but not vice versa
37 * fixed problem with artwork config entries using the value "[DEFAULT]";
38 this does not what one might expect, but sets the value to an invalid
39 value -- solution: simply ignore such entries, which results in this
40 value keeping its previous (real) default value (in general, entries
41 that should use their default value should just not be defined here)
42 * fixed problem with wrong fading area size from main menu to setup menu
45 * fixed problem with broken crumbled graphics after level set changes
46 when using R'n'D custom artwork with level sets using the EMC engine
49 * fixed invisible "joysticks deactivated ..." text on setup input screen
52 * added use of hashes created from static lists (element tokens, image
53 config, font tokens) to speed up lookup of configuration parameters
54 * fixed bug where element and graphic config token lookup was mixed up
57 * added "busy" animation when initializing program and loading artwork
58 * added initialization profiling for program startup (debugging only)
61 * fixed(?) very strange bug apparently triggered by memset() when code
62 was cross-compiled with MinGW cross-compiler for Windows XP platform
63 (this only happened when using SDL.dll also self-compiled with MinGW)
66 * added graphics engine directive "border.draw_masked_when_fading" that
67 enables/disables drawing of border mask over screen that is just faded
70 * fixed small problem with separate fading definition for game screen
73 * added additional configuration directives for setup screen draw offset
74 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
75 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
76 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
77 used to define draw offset on custom artwork selection screens and
78 "CHOOSE_OTHER" is used on all other list style selection screens, like
79 choosing game speed or screen mode for fullscreen mode)
80 * added additional configuration directives to define main menu buttons:
81 - menu.button_name and menu.button_name.active
82 - menu.button_levels and menu.button_levels.active
83 - menu.button_scores and menu.button_scores.active
84 - menu.button_editor and menu.button_editor.active
85 - menu.button_info and menu.button_info.active
86 - menu.button_game and menu.button_game.active
87 - menu.button_setup and menu.button_setup.active
88 - menu.button_quit and menu.button_quit.active
89 * added eight pure decoration graphic definitions for the game panel
92 * added support for accessing native Diamond Caves II level packages
93 * fixed displaying of game panel values for Emerald Mine game engine
94 * fixed displaying end-of-level time and score values on new game panel
97 * added game panel control to display arbitrary elements on game panel
98 * added game panel control to display custom element score (globally
99 unique for identical custom elements) either as value or as element
100 * added ".draw_masked" and ".draw_order" to game panel control drawing
103 * fixed some general bugs with handling of ".active" elements and fonts
106 * cleanup of game panel elements (some elements were not really needed)
107 * added displaying of gravity state (on/off) as new game panel control
108 * added animation for game panel elements (similar to game elements)
111 * added new pseudo game mode "PANEL" to define panel fonts and graphics
112 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
113 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
114 (else graphics would have to use ".PLAYING", which would be confusing)
115 * fixed bug when fading out to game screen with border mask defined
118 * added attribute ".tile_size" for element style game panel controls
121 * added <space> key as additional valid key to use for confirm requester
124 * improved menu fading, adding separate fading definitions for entering
125 and leaving a "content" screen (in general), and optional definitions
126 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
129 * added (currently invisible) setup option to define scroll delay value
130 * fixed small bug in priority handling when auto-detecting level start
131 position in levels without player element (but player from CE etc.)
132 * added option "game.forced_scroll_delay_value" to override user choice
133 of scroll delay value for certain level sets with "graphicsinfo.conf"
134 * replaced setup option "scroll delay: on/off" by new setup option that
135 directly allows selecting the desired scroll delay value from 0 to 8
138 * added displaying of most game panel control elements (not animated)
141 * added new configuration directives to display additional game engine
142 values on the game control panel, like the following examples:
143 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
144 - game.panel.penguins - number of penguins to rescue
145 - game.panel.level_name - level name of current level
148 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
151 * added new player option "no centering when relocating" for "invisible"
152 teleportations to level areas that look exactly the same, giving the
153 illusion that the player did not relocate at all (this was the default
154 since 3.2.3, but caused visual problems with room creation in "Zelda")
155 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
158 * improved menu fading, adding separate fading definitions for entering
159 and leaving a menu and for fading between menu and "content" screens
160 * fixed small bug with recognizing also ".font_xyz" style definitions
163 * improved menu fading, adding separate fading definitions for fading
164 between menu screens and fading between menu and "destination" screens
167 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
168 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
169 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
170 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
172 * improved title fading, allowing fading animation types "none", "fade"
173 and "crossfade" (including cross-fading of last title to main menu)
176 * added configurability of graphics, sounds and music for title screens,
177 which are separated into initial title screens (only shown once at
178 program startup) and title screens shown for a given level set; these
179 title screens can be composed of up to five title images and up to
180 five title text messages (each drawn using an optional background
181 image), also using background music and/or sounds; aspects like
182 background images, sounds and music of title screens can either be
183 defined generally (valid for all title screens) or specifically (and
184 therefore differently for each title screen) using these directives:
186 to define a background image, sound or music file for all screens:
187 - background.TITLE_INITIAL (for all title screens for game startup)
188 - background.TITLE (for all title screens for level sets)
190 to define a background image, sound or music file for a single screen:
191 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
192 - background.titlescreen_x (with x in 1,2,3,4,5)
193 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
194 - background.titlemessage_x (with x in 1,2,3,4,5)
196 to define the title screen images:
197 - titlescreen_initial_x (with x in 1,2,3,4,5)
198 - titlescreen_x (with x in 1,2,3,4,5)
200 to define the title text messages, place text files into the level set
201 directory that have the following file names:
202 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
203 - titlemessage_x.txt (with x in 1,2,3,4,5)
205 to define the properties of the text messages, either use directives
206 that affect all text messages:
207 - [titlemessage_initial].<suffix>
208 - [titlemessage].<suffix>
209 or use directives that affect single text messages:
210 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
211 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
213 valid values for <suffix> are the same as for readme.<suffix> below;
214 use ".sort_priority" (default: 0) to define an arbitrary order for
215 title images and title messages (which can therefore be mixed)
218 * added full configurability of "readme.txt" screen appearance:
219 - readme.x: <left position used with alignment>
220 - readme.y: <top position>
221 - readme.width: <maximim text width in pixels>
222 - readme.height: <maximum text height in pixels>
223 - readme.chars: <maximum number of chars per line>
224 - readme.lines: <maximum number of lines displayed>
225 - readme.align: left,center,right (default: center)
226 - readme.top: top,middle,bottom (default: top)
227 - readme.font: font name
228 - readme.autowrap: true,false (default: true)
229 - readme.centered: true,false (default: false)
230 - readme.parse_comments: true,false (default: true)
231 - readme.sort_priority: (not used here, but only for title screens)
232 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
233 default), they are automatically determined from "readme.width" and
234 "readme.height" accordingly; when they are not "-1", they have
235 precedence over "readme.width" and "readme.height"
236 * added internal ad-hoc config settings for displaying text files like
237 title messages or "readme.txt" style level set info files:
238 - .font: font name (default: readme.font)
239 - .autowrap: true,false (default: readme.autowrap)
240 - .centered: true,false (default: readme.centered)
241 - .parse_comments: true,false (default: readme.parse_comments)
242 (the leading '.' and the separating ':' are mandatory here); to use
243 these ad-hoc settings, they have to be written inside a comment, like
244 "# .autowrap: false" or "# .centered: true"; these settings then
245 override the above global settings (they can even be used more than
246 once, like "# .centered: true", then some text that should be drawn
247 centered, then "# .centered: false" to go back to non-centered text;
248 important note: after using "# .parse_comments: false", or when using
249 "readme.parse_comments: false", detecting and parsing comments inside
250 the file is disabled and comments are just printed like normal text;
251 also be aware that all automatic text size calculations are done with
252 the font defined in "readme.font", while using different fonts using
253 "# .font: <font>" inside the text file may cause unexpected results
256 * changed some numerical limits in the level editor from 255 to 999
259 * added option "system.sdl_videodriver" to select SDL video driver
260 * added output of SDL video and audio driver to "version info" page
263 * added group element drawing to IntelliDraw drawing functions
264 * fixed animation resetting problem again (last try broke Snake Bite)
265 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
268 * added new (special) "include: <filename>" directive that works in all
269 configuration files (like "graphicsinfo.conf") and that has the same
270 effect as if that directive would be replaced with the content of the
271 specified file (this can be useful to split large configuration files
272 into several smaller ones and include them from one main file, or to
273 store configuration settings that always stay the same into a separate
274 file, while including it and only add those parts that really change)
277 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
280 * fixed bug in "InitMovingField()" where treating an integer array as
281 boolean caused wrong resetting of animations while elements are moving
282 * fixed problem with resetting animations when starting element change
285 * added sort priority for order of title screens and title messages
288 * changed end of game again: do not wait for the user to press a key
289 anymore, but directly ask/confirm tape saving and go to hall of fame
290 * re-enabled quitting of lost game by pressing space or return again
291 * added blanking of mouse pointer when displaying title screens
292 * added remaining menu draw offset definitions for info sub-screens
295 * added setup option to select game speed (from very slow to very fast)
296 * improved handling of title text messages (initial and for level set)
299 * added new options "auto-wrap" and "centered" for DC2 style envelopes
302 * fixed displaying and typing of player name when it is centered
303 * added special characters to be allowed for player name (not only A-Z)
306 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
307 (newer versions of the SDL library seem to not like this anymore)
310 * added code for configuration directives for control of game panel
313 * fixed small cosmetical bug with underlining property tabs in editor
316 * fixed small drawing bug in X11FadeRectangle
317 * added new elements for newly supported Diamond Caves II levels:
318 - EM/DC style exits that disappear after passing
319 - white key and gate (one white key needed for each white gate)
320 - fake gate (there is no key to open/pass this kind of gate!)
321 - extended magic wall which also handles pearls and crystals
325 * changed maximum value for endless loop detection to a higher value
326 (some levels really used very deep recursion without being endless)
329 * added new elements for newly supported Diamond Caves II levels:
330 - growing steel walls
331 - snappable land mine
334 * added new elements for newly supported Diamond Caves II levels:
335 - steel text elements
338 * added level file loader for native Diamond Caves II levels
341 * version number set to 3.2.4
344 * version 3.2.3 released
347 * fixed malloc/free bug when updating EMC artwork entries in level list
348 * added workaround (warning and request to quit the current game) when
349 changing elements cause endless recursion loop (which would otherwise
350 freeze the game, causing a crash-like program exit on some systems)
353 * fixed nasty string overflow bug when entering too long envelope text
356 * added feedback sounds for menu navigation "menu.item.activating" and
357 "menu.item.selecting" (for highlighting and executing menu entries)
360 * improved "no scrolling when relocating" to also consider scroll delay
361 (meaning that the player is not automatically centered in this case;
362 this makes it possible to "invisibly" relocate the player to a region
363 of the level playfield which looks the same as the old level region)
364 * fixed bug with not recognizing "main.input.name.align" when active
367 * fixed bug with displaying masked borders over title screens when
368 screen fading is disabled
371 * fixed infinite loop / crash bug when killing the player while having
372 a CE with the setting "kill player X when explosion of <player X>"
373 * added special editor graphic for "char_space" to distinguish it from
374 "empty_space" when editing a level (in-game graphics still the same)
377 * fixed nasty bug with initialization only done for the first player
380 * small change to handle loading empty element/content list micro chunks
383 * uploaded pre-release (test) version 3.2.3-0 binary and source code
386 * some optimizations on startup speed by reducing initial text output
389 * added caching of custom artwork information for faster startup times
392 * fixed graphical bug when using fewer menu entries on level selection
393 screen than usual (with "menu.list_size.LEVELS" directive)
394 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
395 the backbuffer to the backbuffer by error (with identical rectangle)
398 * fixed bug when displaying titlescreen with size less than element tile
399 * fixed bug that caused elements with "change when digging <e>" event
400 to change for _every_ digged element, not only those specified in <e>
401 * fixed bug that caused impact style collision when dropping element one
402 tile over the player that can both fall down and smash players
403 * fixed bug that caused impact style collision when element changed to
404 falling/smashing element over the player immediately after movement
407 * fixed bug that allowed making engine snapshots from the level editor
410 * fixed bugs with player name and current level positions on main screen
413 * added configuration directives for control of title screens:
414 - "title.fade_delay" for fading time
415 - "title.post_delay" for pause between screens (when not crossfading)
416 - "title.auto_delay" to automatically continue after some time
417 these settings can each be overridden by specifying them with titles:
418 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
419 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
420 fading mode can also be specified:
421 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
422 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
423 default is using normal fading for menues and initial title screens,
424 while using cross-fading for level set title screens
425 * fixed bug with background not drawn in Hall of Fame after game was won
428 * added configuration directives for the remaining main menu items
431 * added additional configuration directives for info screen draw offset:
432 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
433 * added additional configuration directives for preview info text
434 * limited mouse wheel sensitive screen area to scrollable screen area
437 * added highlighted menu text entries to menu navigation when selected
440 * fixed bug that prevented player from correctly being created in the
441 top left corner by a custom element change in a level without player
442 * fixed bug that prevented player from being killed when indestructible,
443 non-walkable element is placed on player position by extended change
444 * added configurable menu button, text and input positions to main menu
447 * added page fading effects for remaining info sub-screens
448 * fixed small bug that caused some delays when answering door request
451 * added directives "border.draw_masked.*" for menu/playfield area and
452 door areas to display overlapping/masked borders from "global.border"
455 * fixed bug with CE with move speed "not moving" not being animated
456 * when changing player artwork by CE action, reset animation frame
459 * fixed bug with not unmapping main menu screen gadgets on other screens
460 * fixed bug with un-pausing a paused game by releasing still pressed key
461 * fixed bug with not redrawing screen when toggling to/from fullscreen
462 mode while fast reloading tape (without redrawing playfield contents)
463 * fixed bug with quick-saving tape snapshot despite answering with "no"
466 * version number set to 3.2.3
469 * version 3.2.2 released
472 * fixed bug with redrawing screen in fullscreen mode after quick tape
473 reloading when using the EMC game engine
474 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
477 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
480 * added engine snapshot functionality for instant tape reloading (this
481 only works for the last tape saved using "quick save", and does not
482 work across program restarts, because it completely works in memory)
485 * version number set to 3.2.2
488 * version 3.2.1 released
491 * fixed nasty bugs with handling error message file on Mac OS X systems
494 * general code cleanup (removing many annoying "#if 0" blocks etc.)
497 * fixed bug that caused broken tapes when manually appending to tapes
498 using the "pause before death" functionality, followed by recording
499 * added setup option to disable fading of screens for faster testing
502 * code cleanup of new fading functions
505 * changed behaviour after solved game -- do not immediately stop engine
506 * added some more smooth screen fadings (game start, hall of fame etc.)
509 * fixed bug with displaying pushed CE with value/score/delay anim_mode
512 * added configurable level preview position, tile size and dimensions
513 * added configurable game panel value positions (gems, time, score etc.)
516 * fixed small bug with time displayed incorrectly when collecting CEs
519 * fixed bug with bumpy scrolling with EM engine in double player mode
522 * added compatibility code to fix "Snake Bite" style levels that were
523 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
526 * fixed bug with scrollbars inside editor when using the Windows mouse
527 enhancement tool "True X-Mouse" (which injects key events to the event
528 queue to insert selected stuff into the Windows clipboard, which gets
529 confused with the "Insert" key for jumping to the last editor cascade
530 block in the element list)
531 * added Rocks'n'Diamonds icon for use as window icon to SDL version
532 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
535 * added selection of preferred fullscreen mode to setup / graphics menu
536 (useful if default mode 800 x 600 does not match screen aspect ratio)
539 * improved down-scaling of images for better editor and preview graphics
540 * changed user data directory for Mac OS X from Unix style to new place
543 * improved level number selection in main menu and player selection in
544 setup menu (input devices section) by using standard button gadgets
545 * added support for mouse scroll wheel (caused buggy behaviour before)
546 * added support for scrolling horizontal scrollbars with mouse wheel by
547 holding "Shift" key pressed while scrolling the wheel
548 * added support for single step mouse wheel scrolling by holding "Alt"
549 key pressed while scrolling the wheel (can be combined with "Shift")
550 * changed output file "stderr.txt" on Windows platform now always to be
551 created in the R'n'D sub-directory of the personal documents directory
552 * added Windows message box to direct to "stderr.txt" after error aborts
555 * improved general scrollbar handling (when jump-scrolling scrollbars)
558 * changed scrollbars to always show last line as first after scrolling
559 (that means jumping n - 1 screen lines instead of n screen lines)
562 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
563 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
564 * fixed special handling of vertically stacked acid becoming fake acid
567 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
568 affect multiple instances of the same CE, although this kind of
569 change condition usually only affects one single custom element
572 * version number set to 3.2.1
575 * version 3.2.0 released
578 * reorganized level editor element list a bit to match engines better
581 * fixed newly introduced bug with wrongly initializing clipboard element
584 * fixed bug with displaying visible/invisible level border in editor
587 * reorganized some elements in the level editor element list
590 * fixed bug with displaying any player as "yellow" when moving into acid
591 * fixed bug with displaying running player when player stopped at border
594 * fixed bug with player exploding when moving into acid
595 * fixed bug with level settings being reset in editor and when playing
596 (some compatibility settings being set not only after level loading)
597 * fixed crash bug when number of custom graphic frames was set to zero
598 * fixed bug with teleporting player on walkable tile not working anymore
599 * added partial compatibility support for pre-release-only "CONF" chunk
600 (to make Alan Bond's "color cycle" demo work again :-) )
603 * fixed some bugs when displaying title screens from info screen menu
604 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
607 * changed file major version to 3 to reflect level file format changes
608 * uploaded pre-release (test) version 3.2.0-8 binary and source code
611 * added new chunk "NAME" to level file format for level name settings
612 * added new chunk "NOTE" to level file format for envelope settings
613 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
614 * updated magic(5) file to recognize changed and new level file chunks
615 * removed change events "change when CE value/score changes" as unneeded
618 * changed gravity (which only affects the player) from level property
619 to player property (only makes a difference in multi-player levels)
620 * added change events "change when CE value/score changes"
621 * added change events "change when CE value/score changes of <element>"
624 * added new chunk "INFO" to level file format for global level settings
625 * added all element settings from "HEAD" chunk to "CONF" chunk
626 * added all global level settings from "HEAD" chunk to "INFO" chunk
629 * changed level file format by adding two new chunks "CUSX" (for custom
630 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
631 elements, replacing the previous "GRP1" chunk); these new IFF style
632 chunks use the new and flexible "micro chunks inside chunks" technique
633 already used with the new "CONF" chunk (for normal element properties)
634 which makes it possible to easily extend the existing level format
635 (instead of using fixed-length chunks like before, which are either
636 too big due to reserved bytes for future use, or too small when those
637 reserved bytes have all been used and even more data should be stored,
638 requiring the replacement by new and larger chunks just like it went
639 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
642 * added credits pages to the "credits" section that were really missing
643 * added some missing element descriptions to the level editor
644 * added down position of switchgate switch to the level editor
645 and allowed the use of both switch positions at the same time
646 * changed use of "Insert" and "Delete" keys to navigate element list in
647 level editor to start of previous or next cascading block of elements
650 * added the possibility to view the title screen to the info screen menu
651 * fixed some minor bugs with viewing title screens
654 * fixed bug with title (cross)fading in/out when using fullscreen mode
657 * fixed bug that forced re-defining of menu settings in local graphics
658 config file which are already defined in existing base config file
659 * fixed small bug that caused door sounds playing when music is enabled
662 * added the possibility to define up to five title screens for each
663 level set that are displayed after loading using (cross)fading in/out
664 (this was added to display the various start images of the EMC sets)
667 * added "CE score gets zero [of]" to custom element trigger conditions
668 * added setup option to display element token name in level editor
671 * added compatibility code for Juergen Bonhagen's menu artwork settings
674 * fixed bug with displaying wrong animation frame 0 after CE changes
675 * fixed bug with creating invisible elements when light switch is on
678 * added selection between ECS and AGA graphics for EMC levels to setup
681 * adjusted font handling for various narrow EMC style fonts
684 * changed EM engine behaviour back to re-allow initial rolling springs
687 * fixed handling of over-large selectboxes (less error-prone now)
688 * fixed bug when creating GE with walkable element under the player
691 * added use of "Insert" and "Delete" keys to navigate element list in
692 level editor to start of custom elements or start of group elements
693 * added virtual elements to access CE value and CE score of elements:
694 - "CE value of triggering element"
695 - "CE score of triggering element"
696 - "CE value of current element"
697 - "CE score of current element"
700 * fixed "grass" to "sand" in older EM levels (up to file version V4)
703 * changed behaviour of network games with internal errors (because of
704 different client frame counters) from immediately terminating R'n'D
705 to displaying an error message requester and stopping only the game
706 (also to prevent impression of crashes under non command-line runs)
707 * fixed playing network games with the EMC engine (did not work before)
708 * fixed bug with not scrolling the screen in multi-player mode with the
709 focus on player 1 when all players are moving in different directions
710 * fixed bug with keeping pointer to gadget even after its deallocation
711 * fixed bug with allowing "focus on all players" in network games
712 * fixed bug with player focus when playing tapes from network games
715 * uploaded pre-release (test) version 3.2.0-7 binary and source code
718 * code cleanup for game action control for R'n'D and EMC game engine
721 * fixed bug in multi-player movement with focus on both players
722 * added option to control only the focussed player with all input
725 * added player focus switching to level tape recording and re-playing
728 * fixed some bugs in player focus switching in EMC and RND game engine
731 * added special Supaplex animations for Murphy digging and snapping
732 * added special Supaplex animations for Murphy being bored and sleeping
735 * added four new yam yams with explicit start direction for EMC engine
736 * fixed bug in src/libgame/text.c with printing text outside the window
739 * fixed small bug in EMC level loader (copyright sign in EM II levels)
742 * added delayed ignition of EM style dynamite when used in R'n'D engine
743 * added limited movement range to EMC engine when focus on all players
746 * fixed bug with missing (zero) score values for native Supaplex levels
749 * added "continuous snapping" (snapping many elements while holding the
750 snap key pressed, without releasing the snap key after each element)
751 as a new player setting for more compatibility with the classic games
754 * finished scrolling for "focus on all players" in EMC graphics engine
757 * level sets with "levels: 0" are ignored for levels, but not artwork
758 * fixed bug when scanning empty level group directories (endless loop)
761 * fixed bug with explosion graphic for player using "Murphy" graphic
762 * fixed bug with explosion graphic if player leaves explosion in time
763 * changed some descriptive text in setup menu to use medium-width font
764 * added key shortcut settings for switching player focus to setup menu
767 * fixed bug with random value initialization when recording tapes
768 * fixed bug with playing single player tapes when team mode activated
771 * fixed little bug when trying to switch to player that does not exist
774 * added player switching (visual and quick) to R'n'D and EM game engine
775 * added setup option to select visual or quick in-game player switching
778 * added use of "Home" and "End" keys to handle element list in editor
781 * fixed bug with adding score when playing tape with EMC game engine
782 * added steel wall border for levels using EMC engine without border
783 * finally fixed delayed scrolling in EMC engine also for small levels
786 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
789 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
790 * fixed bug when displaying info element without action, but direction
793 * fixed minor graphical problems with springs smashing and slurping
794 (when using R'n'D style graphics instead of EMC style graphics)
797 * added scroll delay (as configured in setup) to EMC graphics engine
800 * improved screen redraw for EMC graphics engine (faster and smoother)
801 * when not scrolling, do not redraw the whole playfield if not needed
804 * added multi-player mode for EMC game engine (with up to four players)
807 * added android (can clone elements) from EMC engine to R'n'D engine
810 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
813 * added selectbox for initial player speed to player settings in editor
816 * version 3.1.2 created that is basically version 3.1.1, but with a
817 major bug fixed that prevented editing your own private levels
818 * version 3.1.2 released
821 * added magic ball (creates elements) from EMC engine to R'n'D engine
824 * uploaded fixed pre-release version 3.2.0-6 binary and source code
827 * fixed bug when using "CE can leave behind <trigger element>"
828 * added new change condition "(after/when) creation of <element>"
829 * added new change condition "(after/when) digging <element>"
830 * fixed bug accessing invalid gadget that caused crashes under Windows
831 * deactivated new possibility for multiple CE changes per frame
834 * uploaded pre-release (test) version 3.2.0-6 binary and source code
837 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
838 * fixed bug with not keeping CE value for moving CEs with only action
839 * changed CE action selectboxes in editor to be only reset when needed
842 * added option "use artwork from element" for custom player artwork
843 * added option "use explosion from element" for player explosions
846 * added cascaded element lists in the level editor
847 * added persistence for cascaded element lists by "editorcascade.conf"
848 * added dynamic element list with all elements used in current level
849 * added possibility for multiple CE changes per frame (experimental)
852 * uploaded pre-release (test) version 3.2.0-5 binary and source code
855 * changed "score for each 10 seconds/steps left" to "1 second/step"
856 * added own score for collecting "extra time" instead of sharing it
857 * added change events "switched by player" and "player switches <e>"
858 * added change events "snapped by player" and "player snaps <e>"
859 * added "set player artwork: <element choice>" to CE action options
860 * added change event "move of <element>"
863 * added "set player shield: off / normal / deadly" to CE action options
864 * added new player option "use level start element" in level editor
865 to set the correct focus at level start to elements from which the
866 player is created later (this did not work before for cascaded CE
867 changes resulting in creation of the player; it is now also possible
868 to create the player from a yam yam which is smashed at level start)
871 * added "set player speed: frozen (not moving)" to CE action options
872 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
875 * added new player option "block snap field" (enabled by default) to
876 make it possible to show a snapping animation like in Emerald Mine
879 * added dynamic selectboxes to custom element action settings in editor
880 * added "CE value" counter for custom elements (instead of "CE count")
881 * added option to use the last "CE value" after custom element change
882 * added option to use the "CE value" of other elements in CE actions
883 * fixed odd behaviour when pressing time orb in levels w/o time limit
884 * added checkbox "use time orb bug" for older levels that use this bug
887 * added missing configuration settings for the following elements:
888 - EL_TIMEGATE_SWITCH (time of open time gate)
889 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
890 - EL_SHIELD_NORMAL (time of shield duration)
891 - EL_SHIELD_DEADLY (time of shield duration)
892 - EL_EXTRA_TIME (time added to level time)
893 - EL_TIME_ORB_FULL (time added to level time)
896 * added "wind direction" as a movement pattern for custom elements
897 * added initial wind direction for balloon / custom elements to editor
898 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
901 * added parameters for "game of life" and "biomaze" elements to editor
904 * added level file chunk "CONF" for generic level and element settings
907 * uploaded pre-release (test) version 3.2.0-4 binary and source code
910 * skip empty level sets (with "levels: 0"; may be artwork base sets)
911 * added sound action ".page[1]" to ".page[32]" for each CE change page
914 * added image config suffix ".clone_from" to copy whole image settings
915 * fixed bug with invalid ("undefined") CE settings in old level files
918 * fixed graphical bug with smashing elements falling faster than player
921 * fixed major bug which prevented private levels from being edited
922 * fixed bug with precedence of general and special font definitions
925 * fixed graphical bug with player animation when player moves slowly
928 * uploaded pre-release (test) version 3.2.0-3 binary and source code
931 * fixed bug which prevented "global.num_toons: 0" from working
934 * major code cleanup (removed all these annoying "#if 0" blocks)
937 * added custom element actions for CE change page in level editor
940 * fixed music initialization bug in init.c (thanks to David Binderman)
941 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
942 (this bug must probably be fixed at other places, too)
945 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
946 (should be '#include <SDL.h>' instead)
949 * fixed bug which prevented "walkable from no direction" from working
950 (due to compatibility code overwriting this setting after loading)
953 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
956 * version number temporarily set to 3.1.1 (intermediate bugfix release)
957 * version 3.1.1 released
960 * changed some va_arg() arguments from 'long' to 'int', fixing problems
961 on 64-bit architecture systems with LP64 data model
964 * fixed bug with bombs not exploding when hitting the last level line
965 (introduced after the release of 3.1.0)
968 * added support for dumping small-sized level sketches from editor
971 * added recognition of "trigger element" for "change digged element to"
972 (this is not really what the "trigger element" was made for, but its
973 use may seem obvious for leaving back digged elements unchanged)
976 * fixed multiple warnings about failed joystick device initialization
979 * fixed bug with dynamite dropped on top of just dropped custom element
980 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
981 dynamite can still be dropped, but drop key must be released before
984 * fixed bug with wrong start directory when started from file browser
985 (due to this bug, R'n'D could not be started from KDE's Konqueror)
988 * fixed bug causing "change when impact" on player not working
989 * fixed wrong priority of "hitting something" over "hitting <element>"
990 * fixed wrong priority of "hit by something" over "hit by <element>"
993 * fixed graphical bug which caused the player (being Murphy) to show
994 collecting animations although the element was collected by penguin
997 * fixed two bugs causing wrong door background graphics in system.c
998 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1001 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1002 * added "no direction" to "walkable/passable from" selectbox options
1005 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1006 * in tape autoplay, not only report broken, but also missing tapes
1009 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1012 * fixed small bug with "linear" animation not working for active lamp
1015 * fixed bug with moving up despite gravity due to "block last field"
1016 * fixed small bug with wrong draw offset when typing name in main menu
1017 * when reading user names from "passwd", ignore data after first comma
1018 * when creating new "levelinfo.conf", only write some selected entries
1021 * fixed displaying "imported from/by" on preview with empty string
1022 * fixed ignoring draw offset for fonts used for level preview texts
1025 * fixed a delay problem with SDL and too many mouse motion events
1026 * added setup option "skip levels" and level skipping functionality
1029 * added move speed "not moving" for non-moving CEs, but with direction
1032 * fixed mapping of obsolete element token names in "editorsetup.conf"
1033 * fixed bug with sound "acid.splashing" treated as a loop sound
1034 * fixed some little sound bugs in native EM engine
1037 * fixed small bug when dragging scrollbars to end positions
1040 * added editor element descriptions written by Aaron Davidson
1043 * improved fallback handling when configured artwork is not available
1044 (now using default artwork instead of exiting when files not found)
1047 * fixed bug on level selection screen when dragging scrollbar
1050 * fixed bug which caused broken tapes when appending to EM engine tapes
1053 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1056 * added code to replace changed artwork config tokens with other tokens
1057 (needed for backwards compatibility, so that older tokens still work)
1060 * added native R'n'D graphics for some new EMC elements in EM engine
1063 * fixed some bugs in the EM engine integration code
1064 * changed EM engine code to allow diagonal movement
1065 * changed EM engine code to allow use of separate snap and drop keys
1068 * fixed some redraw bugs when using EM engine
1071 * fixed bug with not converting RND levels which are set to use native
1072 engine to native level structure when loading
1075 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1078 * version number set to 3.2.0
1081 * level data now reset to defaults after attempt to load invalid file
1084 * added use of "editorsetup.conf" for different level sets
1087 * added auto-detection for various types of Emerald Mine level files
1090 * fixed bug with scrollbars getting too small when list is very large
1093 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1096 * added most level editor configuration gadgets for new EMC elements
1099 * added more element and graphic definitions for new EMC elements
1102 * modified native EM engine to use integrated R'n'D sound system
1105 * added SDL support to graphics functions in native EM engine
1106 (by always using generic libgame interface functions)
1109 * fixed bug in frame synchronization in native EM engine
1112 * added code to convert levels between R'n'D and native EM engine
1115 * new Emerald Mine engine can now play levels selected in main menu
1118 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1119 (which creates scaled down graphics for level editor and preview);
1120 there's still a memory leak somewhere in the artwork handling code
1121 * added "scale image up" functionality to X11 version of zoom function
1124 * first attempts to integrate new, native Emerald Mine Club engine
1127 * fixed bug in gadget code which caused reset of CEs in level editor
1128 (example: pressing 'b' [grab brush] on CE config page erased values)
1129 (solution: check if gadgets in ClickOnGadget() are really mapped)
1130 * improved level change detection in editor (settings now also checked)
1131 * fixed bug with "can move into acid" and "don't collide with" state
1134 * fixed maze runner style CEs to use the configured move delay value
1137 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1140 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1141 * fixed the above fix because it broke level set "machine" (*sigh*)
1142 * fixed random element placement in level editor to work as expected
1143 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1146 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1149 * fixed bug (missing array boundary check) which caused broken tapes
1150 * fixed bug (when loading level template) which caused broken levels
1151 * fixed bug with new block last field code when using non-yellow player
1154 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1155 * internal change of how the player blocks the last field when moving
1156 * fixed blocking delay of last field for EM and SP style block delay
1157 * fixed bug where the player had to wait for the usual move delay after
1158 unsuccessfully trying to move, when he directly could move after that
1159 * the last two changes should make original Supaplex level 93 solvable
1160 * improved use of random number generator to make it less predictable
1161 * fixed behaviour of slippery SP elements to let slip left, then right
1164 * fixed bug with wrong door state after trying to quickload empty tape
1165 * fixed waste of static memory usage of the binary, making it smaller
1166 * fixed very little graphical bug in Supaplex explosion
1169 * version number set to 3.1.1
1172 * version 3.1.0 released
1175 * fixed bug with crash when writing user levelinfo.conf the first time
1178 * added option "convert LEVELDIR [NR]" to command line batch commands
1179 * re-converted Supaplex levels to apply latest engine fixes
1180 * changed "use graphic/sound of element" to "use graphic of element"
1181 due to compatibility problems with some levels ("bug machine" etc.)
1184 * fixed bug with CE change replacing player with same or other player
1187 * fixed bug with opaque font in envelope with background graphic when
1188 background graphic is not transparent itself
1191 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1192 * corrected original Supaplex level loading code to use these new ports
1193 * also corrected Supaplex loader to auto-count infotrons if set to zero
1196 * fixed bug with missing initialization of "modified" flag for GEs
1199 * fixed bug that caused endless recursion loop when relocating player
1200 * fixed tape recorder bug in "step mode" when using "pause before end"
1201 * fixed tape recorder bug when changing from "warp forward" mode
1204 * fixed bug with "when touching" for pushed elements at last position
1207 * fixed bug that caused two activated toolbox buttons in level editor
1208 * fixed bug with exploding dynabomb under player due to other explosion
1211 * fixed bug with creating walkable custom element under player (again)
1212 * fixed bug with not copying explosion type when copying CEs in editor
1213 * fixed graphical bug when drawing player in setup menu (input devices)
1214 * fixed graphical bug when the player is pushing an accessible element
1215 * fixed bug with classic switchable elements triggering CE changes
1216 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1217 * fixed crash bug when CE leaves behind the trigger player element
1220 * fixed bug with broken tubes after placing/exploding dynamite in them
1221 * fixed bug with exploding dynamite under player due to other explosion
1222 * fixed bug with not resetting push delay under certain circumstances
1225 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1226 * added network multiplayer code for Windows (thanks to Niko Böhm)
1229 * added option "reachable despite gravity" for gravity movement
1230 * changed gravity movement of most classic walkable and passable
1231 elements back to "not reachable" (for compatibility reasons)
1234 * fixed (removed) "indestructible" / "can explode" dependency in editor
1235 * fixed (removed) "accessible inside" / "protected" dependency
1236 * fixed (removed) "step mode" / "shield time" dependency
1239 * fixed dynabombs exploding now into anything diggable
1240 * fixed Supaplex style gravity movement into buggy base now impossible
1241 * added pressing key "space" as valid action to select menu options
1244 * added "replace when walkable" to relocate player to walkable element
1245 * added "enter"/"leave" event for elements affected by relocation
1246 * fixed "direct"/"indirect" change order also for "when change" event
1247 * fixed graphical bug when pushing things from elements walkable inside
1250 * fixed graphic bug when player is snapping while moving in old levels
1251 * fixed bug when a moving custom element leaves a player element behind
1252 * fixed bug with mole not disappearing when moving into acid pool
1253 * fixed bug with incomplete path setting when using "--basepath" option
1254 * moving CE can now leave walkable elements behind under the player
1255 * when relocating, player can be set on walkable element now
1256 * fixed another gravity movement bug
1259 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1262 * added "collectible" and "removable" to extended replacement types
1263 (where "removable" replaces "diggable" and "collectible" elements)
1264 * added "collectible & throwable" (to throw element to the next field)
1265 * fixed bug with CEs digging elements that are just about to explode
1266 * changed mouse cursor now always being visible when game is paused
1269 * added possibility to push/press accessible elements from a side that
1271 * fixed bug with not setting actual date when appending to tape
1274 * fixed bug with incorrectly initialized custom element editor graphics
1277 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1278 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1281 * fixed bug with destroyed robot wheel still attracting robots forever
1282 * fixed bug with time gate switch deactivating after robot wheel time
1283 (while the time gate itself is not affected by this misbehaviour)
1284 * changed behaviour of BD style amoeba to always get blocked by player
1285 (before it was different when there were non-BD elements in level)
1286 * fixed bug with player destroying indestructable elements with shield
1289 * added option to make growing elements grow into anything diggable
1290 (for the various amoeba types, biomaze and "game of life")
1293 * fixed bug with movable elements not moving after left behind by CEs
1294 * changed gravity movement to anything diggable, not only sand/base
1295 * optionally allowing passing to walkable element, not only empty space
1296 * added option "can pass to walkable element" for players
1297 * finally fixed gravity movement (hopefully)
1300 * fixed bug with movable elements not moving anymore after falling down
1303 * fixed another bug with custom elements digging and leaving elements
1304 * fixed bug with "along left/right side" and automatic start direction
1305 * trigger elements now also displayed when "more custom" deactivated
1306 * fixed bug with clipboard element initialized when loading new level
1307 * added option "drop delay" to set delay before dropping next element
1310 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1313 * added copy and paste functions for custom change pages
1314 * enhanced graphical display and functionality of tape recorder
1315 * fixed bug with custom elements digging and leaving elements
1318 * added move speed faster than "very fast" for custom elements
1319 * fixed bug with 3+3 style explosions and missing border content
1320 * fixed little bug when copying custom elements in the editor
1321 * enhanced custom element changes by more side trigger actions
1324 * added option "no scrolling when relocating" for instant teleporting
1325 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1328 * added trigger element and trigger player to use as target elements
1329 * added copy and paste functions for custom and group elements
1332 * fixed graphical bug when displaying explosion animations
1333 * fixed bug when appending to tapes, resulting in broken tapes
1334 * re-recorded a few tapes broken by fixing gravity checking bug
1337 * "can move into acid" property now for all elements independently
1338 * "can fall into acid" property for player stored in same bitfield now
1339 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1340 * version number set to 3.1.0 (finally!)
1343 * changed tape recording to only record input, not programmed actions
1346 * fixed totally broken (every 8th frame skipped) step-by-step recording
1347 * fixed bug with requester not displayed when quick-loading interrupted
1348 * added option "can fall into acid (with gravity)" for players
1349 * fixed bug with player not falling when snapping down with gravity
1352 * fixed bug which messed up key config when using keypad number keys
1355 * fixed bug which allowed moving upwards even when gravity was active
1356 * fixed bug with missing error handling when dumping levels or tapes
1359 * added different colored editor graphics for Supaplex gravity tubes
1362 * fixed bug that allowed solvable tapes for unsolvable levels
1365 * use unlimited number of droppable elements when "count" set to zero
1366 * added option to use step limit instead of time limit for level
1369 * added player and change page as trigger for custom element change
1372 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1375 * fixed bug with dark yamyam changing to acid when moving over acid
1376 * fixed handling of levels with more than 999 seconds level time
1377 (example: level 76 of "Denmine")
1380 * "spring push bug" reintroduced as configurable element property
1381 * fixed bug with missing properties for "mole"
1382 * fixed bug that showed up when fixing the above "mole" properties bug
1383 * added option "can move into acid" for all movable elements
1384 * fixed graphical bug for elements moving into acid
1385 * changed event handling to handle all pending events before going on
1388 * fixed bug which caused all CE change pages to be ignored which had
1389 the same change event, but used a different element side
1390 (reported by Simon Forsberg)
1392 * fixed bug which caused elements that can move and fall and that are
1393 transported by a conveyor belt to continue moving into that direction
1394 after leaving the conveyor belt, regardless of their own movement
1395 type; only elements which can not move are transported now
1396 (reported by Simon Forsberg)
1398 * fixed bug which could cause an array overflow in RelocatePlayer()
1399 (reported by Niko Böhm)
1401 * changed Emerald Mine style "passable / over" elements to "protected"
1402 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1404 * added new option to select from which side a "walkable/passable"
1405 element can be entered
1408 * added explosion and ignition delay for elements that can explode
1411 * fixed bug which caused player not being protected against enemies
1412 when a CE was "walkable / inside" and was not "indestructible"
1413 * added "walkable/passable" fields to be "protected/unprotected"
1414 against enemies, even if not accessible "inside" but "over/under"
1417 * corrected move pattern to 32 bit and initial move direction to 8 bit
1420 * added second custom element base configuration page
1423 * added some special EMC mappings to Emerald Mine level loader
1424 (also covering previously unknown element in level 0 of "Bondmine 8")
1427 * added option to block last field when player is moving (for Supaplex)
1428 * adjusted push delay of Supaplex elements
1429 * removed delays for envelopes etc. when replaying with maximum speed
1430 * fixed bug when dropping element on a field that just changed to empty
1433 * fixed bug: infotrons can now smash yellow disks
1434 * fixed bug: when gravity active, port above player can now be entered
1435 * removed "one white dot" mouse pointer which irritated some people
1438 * added "choice type" for group element selection
1441 * fixed bug with initial invulnerability of non-yellow player
1444 * added level loader for loading native Supaplex packed levels
1445 (including multi-part levels like the "splvls99" levels)
1448 * fixed bug which allowed creating emeralds by escaping explosions
1451 * custom elements can change (limited) or leave (unlimited) elements
1452 * finally added multiple matches using group elements
1453 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1456 * added new start movement type "previous" for continued CE movement
1457 * added new start movement type "random" for random CE movement start
1460 * added new element "sokoban_field_player" needed for Sokoban levels
1461 (thanks to Ed Booker for pointing this out!)
1464 * added elements that can be digged or left behind by custom elements
1467 * added group elements for multiple matches and random element creation
1470 * fixed some graphical errors displayed in old levels
1473 * fixed wrong double speed movement after passing closing gates
1476 * added level loader for loading native Emerald Mine levels
1479 * changes for "shooting" style CE movement
1482 * Happy New Year! ;-)
1485 * changed default snap/drop keys from left/right Shift to Control keys
1488 * fixed bug with dead player getting reanimated from custom element
1491 * fixed bug with wrong penguin graphics (when entering exit)
1494 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1497 * version number set to 3.0.9
1500 * version 3.0.8 released
1503 * added function checked_free()
1506 * fixed bug with double nut cracking sound
1507 (by eliminating "default element action sound" assignment in init.c)
1510 * fixed crash when no music info files are available
1513 * fixed boring and sleeping sounds
1516 * added "maze runner" and "maze hunter" movement types
1517 * added extended collision conditions for custom elements
1520 * added warnings for undefined token values in artwork config files
1523 * added menu entry for level set information to the info screen
1526 * fixed bug with wrong default impact sound for colored emeralds
1529 * added several sub-screens for the info screen
1530 * menu text now also clickable (not only blue/red sphere left of it)
1533 * added configurable "bored" and "sleeping" animations for the player
1534 * added "awakening" sound for player when waking up after sleeping
1537 * added "copy" and "exchange" functions for custom elements to editor
1540 * added configurable element animations for info screen
1543 * added configurable music credits for info screen
1546 * finally fixed tape recording when player is created from CE change
1549 * added "editorsetup.conf" for editor element list configuration
1552 * added "musicinfo.conf" for menu and level music configuration
1555 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1556 (that only showed up on Linux, but not on Windows systems)
1559 * fixed turning movement of butterflies and fireflies (no frame reset)
1560 * enhanced sniksnak turning movement (two steps instead of only one)
1563 * version number set to 3.0.8
1566 * version 3.0.7 released
1569 * fixed reset of player animation frame when, for example,
1570 walking, digging or collecting share the same animation
1571 * fixed CE with "deadly when touching" exploding when touching amoeba
1574 * fixed tape recording when player is created from CE element change
1577 * introduced "turning..." action graphic for elements with move delay
1578 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1579 * added turning animations for bug, spaceship and sniksnak
1582 * prevent "extended" changed elements from delay change in same frame
1585 * fixed bug when pushing element that can move away to the side
1586 (like pushing falling elements, but now with moving elements)
1589 * finally fixed serious bug in code for delayed element pushing (again)
1592 * unavailable setup options now marked as "n/a" instead of "off"
1593 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1594 to "true", levels are always played with the latest game engine,
1595 which is desired for levels that are imported from other games; all
1596 other levels are played with the engine version stored in level file
1597 (which is normally the engine version the level was created with)
1600 * fixed serious bug in code for delayed element pushing
1601 * fixed little bug in animation frame selection for pushed elements
1602 * speed-up of reading config file for verbose output
1605 * added configuration option for opening and closing Supaplex exit
1606 * added configuration option for moving up/down animation for Murphy
1607 * fixed incorrectly displayed animation for attacking dragon
1608 * fixed bug with not setting initial gravity for each new game
1609 * fixed bug with teleportation of player by custom element change
1610 * fixed bug with player not getting smashed by rock sometimes
1613 * version number set to 3.0.7
1616 * version 3.0.6 released
1619 * added support for MP3 music for SDL version through SMPEG library
1622 * fixed bug when initializing font graphic structure
1623 * fixed bug with animation mode "pingpong" when using only 1 frame
1624 * fixed bug with extended change target introduced in 3.0.5
1625 * fixed bug where passing over moving element doubles player speed
1626 * fixed bug with elements continuing to move into push direction
1627 * fixed bug with duplicated player when dropping bomb with shield on
1628 * added "switching" event for custom elements ("pressing" only once)
1629 * fixed switching bug (resetting flag when not switching but not idle)
1632 * fixed element tokens for certain file elements with ".active" etc.
1635 * version number set to 3.0.6
1638 * version 3.0.5 released
1641 * now four envelope elements available
1642 * font, background, animation and sound for envelope now configurable
1643 * main menu doors opening/closing animation type now configurable
1646 * active/inactive sides configurable for custom element changes
1647 * new movement type "move when pushed" available for custom elements
1650 * fixed bug in multiple config pages loader code that caused crashes
1653 * enhanced (remaining low-resolution) Supaplex graphics
1656 * version number set to 3.0.5
1659 * version 3.0.4 released
1661 2003-09-12 src/tools.c
1662 * fixed bug in custom definition of crumbled element graphics
1664 2003-09-11 src/files.c
1665 * fixed bug in multiple config pages code that caused crashes
1668 * version number set to 3.0.4
1671 * version 3.0.3 released
1674 * added music to Supaplex classic level set
1676 2003-09-07 src/libgame/misc.c
1677 * added support for loading various music formats through SDL_mixer
1679 2003-09-06 (various source files)
1680 * fixed several nasty bugs that may have caused crashes on some systems
1681 * added envelope content which gets displayed when collecting envelope
1682 * added multiple change event pages for custom elements
1684 2003-08-24 src/game.c
1685 * fixed problem with player animation when snapping and moving
1687 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1688 * fixed problem with flickering when drawing toon animations
1690 2003-08-23 src/libgame/sdl.c
1691 * fixed problem with setting mouse cursor in SDL version in fullscreen
1693 2003-08-23 src/game.c
1694 * fixed bug (missing array boundary check) which could crash the game
1697 * version number set to 3.0.3
1700 * version 3.0.2 released
1702 2003-08-21 src/game.c
1703 * fixed bug with creating inaccessible elements at player position
1705 2003-08-20 src/init.c
1706 * fixed bug with not finding current level artwork directory
1708 2003-08-20 src/files.c
1709 * fixed bug with choosing wrong engine version when playing tapes
1710 * fixed bug with messing up custom element properties in 3.0.0 levels
1713 * version number set to 3.0.2
1716 * version 3.0.1 released
1718 2003-08-17 (no source files affected)
1719 * changed all "classic" PCX image files with 16 colors or less to
1720 256 color (8 bit) storage format, because the Allegro game library
1721 cannot handle PCX files with less than 256 colors (contributed
1722 graphics are not affected and might look wrong in the DOS version)
1724 2003-08-16 src/init.c
1725 * fixed bug which (for example) crashed the level editor when defining
1726 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1727 (only set to default) -- invalid graphics now set to default graphic
1729 2003-08-16 src/init.c
1730 * fixed graphical bug of player digging/collecting/snapping element
1731 when no corresponding graphic/animation is defined for this action,
1732 resulting in player being drawn as EL_EMPTY (which should only be
1733 done to elements being collected, but not to the player)
1735 2003-08-16 src/game.c
1736 * fixed small graphical bug of player not totally moving into exit
1738 2003-08-16 src/libgame/setup.c
1739 * fixed bug with wrong MS-DOS 8.3 filename conversion
1741 2003-08-16 src/tools.c
1742 * fixed bug with invisible mouse cursor when pressing ESC while playing
1744 2003-08-16 (various source files)
1745 * added another 128 custom elements (disabled in editor by default)
1747 2003-08-16 src/editor.c
1748 * fixed NULL string bug causing Solaris to crash in sprintf()
1750 2003-08-16 src/screen.c
1751 * fixed drawing over scrollbar on level selection with custom fonts
1753 2003-08-15 src/game.c
1754 * cleanup of simple sounds / loop sounds / music settings
1756 2003-08-08 (various source files)
1757 * added custom element property for dropping collected elements
1759 2003-08-08 src/conf_gfx.c
1760 * fixed bug with missing graphic for active red disk bomb
1762 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1763 * extended variable "level.gravity" to "level.initial_gravity" and
1764 "game.current_gravity" to prevent level setting from being changed
1765 by playing the level (keeping the runtime value after playing)
1767 * fixed graphics bug when digging element that has 'crumbled' graphic
1768 definition, but not 'diggable' graphic definition
1771 * version number set to 3.0.1
1774 * version 3.0.0 released
1777 * various bug fixes; among others:
1778 - fixed bug with pushing spring over empty space
1779 - fixed bug with leaving tube while placing dynamite
1780 - fixed bug with explosion of smashed penguins
1781 - allow Murphy player graphic in levels with non-Supaplex elements
1785 * I have forgotten to document changes for some time
1788 * pre-release version 2.2.0rc1 released
1791 * version number set to 2.1.2
1794 * version 2.1.1 released
1797 * version number set to 2.1.1
1800 * version 2.1.0 released
1803 * version number set to 2.1.0
1805 2002-04-03 to 2002-05-19 (various source files)
1806 * graphics, sounds and music now fully configurable
1807 * bug fixed that prevented walking through tubes when gravity on
1809 2002-04-02 src/events.c, src/editor.c
1810 * Make Escape key less aggressive when playing or when editing level.
1811 This can be configured as an option in the setup menu. (Default is
1812 "less aggressive" which means "ask user if something can be lost"
1813 when pressing the Escape key.)
1815 2002-04-02 src/screen.c
1816 * Added "graphics setup" screen.
1818 2002-04-01 src/screen.c
1819 * Changed "choose level" setup screen stuff to be more generic (to
1820 make it easier to add more "choose from generic tree" setup screens).
1822 2002-04-01 src/config.c, src/timestamp.h
1823 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1824 automatically gets created by "src/Makefile" and contains an actual
1825 compile-time timestamp to identify development versions of the game).
1827 2002-03-31 src/tape.c, src/events.c
1828 * Added quick game/tape save/load functions to tape stuff which can be
1829 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1830 loads previously recorded tape and directly goes into recording mode
1831 from the end of the tape (therefore appending to the tape).
1833 2002-03-31 src/tape.c
1834 * Added "index mark" function to tape recorder. When playing or
1835 recording, "eject" button changes to "index" button. Setting index
1836 mark is not yet implemented, but pressing index button when playing
1837 allows very quick advancing to end of tape (when normal playing),
1838 very fast forward mode (when playing with normal fast forward) or
1839 very fast reaching of "pause before end of tape" (when playing with
1840 "pause before end" playing mode).
1842 2002-03-30 src/cartoons.c
1843 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1845 2002-03-29 src/screen.c
1846 * Changed setup screen stuff to be more generic (to make it easier
1847 to add more setup screens).
1849 2002-03-23 src/main.c, src/main.h
1850 * Various changes due to the introduction of the new libgame files
1851 "setup.c" and "joystick.c".
1853 2002-03-23 src/files.c
1854 * Generic parts of "src/files.c" (mainly setup and level directory
1855 stuff) moved to new libgame file "src/libgame/setup.c".
1857 2002-03-23 src/joystick.c
1858 * File "src/joystick.c" moved to libgame source tree, with
1859 correspondig changes.
1861 2002-03-22 src/screens.c
1862 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1863 (Wrong level series information displayed when entering main group.)
1865 2002-03-22 src/editor.c
1866 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1868 2002-03-22 src/editor.c
1869 * Changed behaviour of "Escape" key in level editor to be more
1870 intuitive: When in "Element Properties" or "Level Info" mode,
1871 return to "Drawing Mode" instead of leaving the level editor.
1873 2002-03-21 src/game.c, src/editor.c, src/files.c
1874 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1875 gems (emeralds, diamonds, ...) slipping down from normal wall,
1876 steel wall and growing wall (as in E.M.C. style levels). Although
1877 the behaviour of contributed and private levels wasn't changed (due
1878 to the use of "level.game_version"; see previous entry), editing
1879 those levels will (of course) change the behaviour accordingly.
1881 This change seems a bit too hard after thinking about it, because
1882 the EM style behaviour is not the "expected" behaviour (gems would
1883 normally only slip down from "rounded" walls). Therefore this was
1884 now changed to an element property for gem style elements, with the
1885 default setting "off" (which means: no special EM style behaviour).
1886 To fix older converted levels, this flag is set to "on" for pre-2.0
1887 levels that are neither contributed nor private levels.
1889 2002-03-20 src/files.h
1890 * Corrected settings for "level.game_version" depending of level type.
1891 (Contributed and private levels always get played with game engine
1892 version they were created with, while converted levels always get
1893 played with the most recent version of the game engine, to let new
1894 corrections of the emulation behaviour take effect.)
1896 2002-03-20 src/main.h
1897 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1898 compiling the SDL version on some systems.
1899 Thanks to the several people who pointed this out.
1902 * Version number set to 2.0.2.
1905 * Version 2.0.1 released.
1907 2002-03-18 src/screens.c
1908 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1910 2002-03-18 src/files.c [src/libgame/misc.c]
1911 * Moved some common functions from src/files.c to src/libgame/misc.c.
1913 2002-03-18 src/files.c [src/libgame/misc.c]
1914 * Changed permissions for new directories and saved files (especially
1915 score files) according to suggestions of Debian users and mantainers.
1916 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1918 2002-03-17 src/files.c
1919 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1920 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1921 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1922 for levels and "TAPE" for tapes). Old "cookie" style format is
1923 still supported for reading. New level and tape files are written
1926 * New IFF chunk "VERS" contains version numbers for file and game
1927 (where "game version" is the version of the program that wrote the
1928 file, and "file version" is a version number to distinguish files
1929 with different format, for example after adding new features).
1931 2002-03-15 src/screen.c
1932 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1933 (Before, you heard a mixture of the in-game music and the
1934 hall-of-fame music.)
1936 2002-03-14 src/events.c
1937 * Function "DumpTape()" (files.c) now available by pressing 't' from
1938 main menu (when in DEBUG mode).
1940 2002-03-14 src/game.c
1941 * "GameWon()": When game was won playing a tape, now there is no delay
1942 raising the score and no corresponding sound is played.
1944 2002-03-14 src/files.c
1945 * Changed "LoadTape()" for real chunk support and also adjusted
1946 "SaveTape()" accordingly.
1948 2002-03-14 src/game.c, src/tape.c, src/files.c
1949 * Important changes to tape format: The old tape format stored all
1950 actions with a real effect with a corresponding delay between the
1951 stored actions. This had some major disadvantages (for example,
1952 push delays had to be ignored, pressing a button for some seconds
1953 mutated to several single button presses because of the non-action
1954 delays between two action frames etc.). The new tape format just
1955 stupidly records all device actions and replays them later. I really
1956 don't know why I haven't solved it that way before?! Old-style tapes
1957 (with tape file version less than 2.0) get converted to the new
1958 format on-the-fly when loading and can therefore still be played;
1959 only some minor parts of the old-style tape handling code was needed.
1960 (A perfect conversion is not possible, because there is information
1961 missing about the device actions between two action frames.)
1963 2002-03-14 src/files.c
1964 * New function "DumpTape()" to dump the contents of the current tape
1965 in a human readable format.
1967 2002-03-14 src/game.c
1968 * Small tape bug fixed: When automatically advancing to next level
1969 after a game was won, the tape from the previous level still was
1970 loaded as a tape for the new level.
1972 2002-03-14 src/tape.c
1973 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1974 tape, cartoons did not get completely removed because
1975 StopAnimation() was not called.
1977 2002-03-13 src/files.c
1978 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1979 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1980 size even when using 16-bit elements). Added new chunk "CNT2" for
1981 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1982 chunk even when content was 16-bit element). "CNT2" should now be
1983 able to store content for arbitrary elements (up to eight blocks of
1984 3 x 3 element arrays). All "CNT2" elements will always be stored as
1985 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1987 2002-03-13 src/files.c
1988 * Changed "LoadLevel()" for real chunk support.
1990 2002-03-12 src/game.c
1991 * Fixed problem (introduced after 2.0.0 release) with penguins
1992 not getting killed by enemies
1994 2002-02-24 src/game.c, src/main.h
1995 * Added "player->is_moving"; now "player->last_move_dir" does
1996 not contain any information if the player is just moving at
1998 Before, "player->last_move_dir" was misused for this purpose
1999 for the robot stuff (robots don't kill players when they are
2000 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2001 broke tapes when walking through pipes!
2002 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2003 in a continuous movement. This fact is ignored for friends and