2 * fixed newly introduced bug with wrongly initializing clipboard element
5 * fixed bug with displaying visible/invisible level border in editor
8 * reorganized some elements in the level editor element list
11 * fixed bug with displaying any player as "yellow" when moving into acid
12 * fixed bug with displaying running player when player stopped at border
15 * fixed bug with player exploding when moving into acid
16 * fixed bug with level settings being reset in editor and when playing
17 (some compatibility settings being set not only after level loading)
18 * fixed crash bug when number of custom graphic frames was set to zero
19 * fixed bug with teleporting player on walkable tile not working anymore
20 * added partial compatibility support for pre-release-only "CONF" chunk
21 (to make Alan Bond's "color cycle" demo work again :-) )
24 * fixed some bugs when displaying title screens from info screen menu
25 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
28 * changed file major version to 3 to reflect level file format changes
29 * uploaded pre-release (test) version 3.2.0-8 binary and source code
32 * added new chunk "NAME" to level file format for level name settings
33 * added new chunk "NOTE" to level file format for envelope settings
34 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
35 * updated magic(5) file to recognize changed and new level file chunks
36 * removed change events "change when CE value/score changes" as unneeded
39 * changed gravity (which only affects the player) from level property
40 to player property (only makes a difference in multi-player levels)
41 * added change events "change when CE value/score changes"
42 * added change events "change when CE value/score changes of <element>"
45 * added new chunk "INFO" to level file format for global level settings
46 * added all element settings from "HEAD" chunk to "CONF" chunk
47 * added all global level settings from "HEAD" chunk to "INFO" chunk
50 * changed level file format by adding two new chunks "CUSX" (for custom
51 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
52 elements, replacing the previous "GRP1" chunk); these new IFF style
53 chunks use the new and flexible "micro chunks inside chunks" technique
54 already used with the new "CONF" chunk (for normal element properties)
55 which makes it possible to easily extend the existing level format
56 (instead of using fixed-length chunks like before, which are either
57 too big due to reserved bytes for future use, or too small when those
58 reserved bytes have all been used and even more data should be stored,
59 requiring the replacement by new and larger chunks just like it went
60 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
63 * added credits pages to the "credits" section that were really missing
64 * added some missing element descriptions to the level editor
65 * added down position of switchgate switch to the level editor
66 and allowed the use of both switch positions at the same time
67 * changed use of "Insert" and "Delete" keys to navigate element list in
68 level editor to start of previous or next cascading block of elements
71 * added the possibility to view the title screen to the info screen menu
72 * fixed some minor bugs with viewing title screens
75 * fixed bug with title (cross)fading in/out when using fullscreen mode
78 * fixed bug that forced re-defining of menu settings in local graphics
79 config file which are already defined in existing base config file
80 * fixed small bug that caused door sounds playing when music is enabled
83 * added the possibility to define up to five title screens for each
84 level set that are displayed after loading using (cross)fading in/out
85 (this was added to display the various start images of the EMC sets)
88 * added "CE score gets zero [of]" to custom element trigger conditions
89 * added setup option to display element token name in level editor
92 * added compatibility code for Juergen Bonhagen's menu artwork settings
95 * fixed bug with displaying wrong animation frame 0 after CE changes
96 * fixed bug with creating invisible elements when light switch is on
99 * added selection between ECS and AGA graphics for EMC levels to setup
102 * adjusted font handling for various narrow EMC style fonts
105 * changed EM engine behaviour back to re-allow initial rolling springs
108 * fixed handling of over-large selectboxes (less error-prone now)
109 * fixed bug when creating GE with walkable element under the player
112 * added use of "Insert" and "Delete" keys to navigate element list in
113 level editor to start of custom elements or start of group elements
114 * added virtual elements to access CE value and CE score of elements:
115 - "CE value of triggering element"
116 - "CE score of triggering element"
117 - "CE value of current element"
118 - "CE score of current element"
121 * fixed "grass" to "sand" in older EM levels (up to file version V4)
124 * changed behaviour of network games with internal errors (because of
125 different client frame counters) from immediately terminating R'n'D
126 to displaying an error message requester and stopping only the game
127 (also to prevent impression of crashes under non command-line runs)
128 * fixed playing network games with the EMC engine (did not work before)
129 * fixed bug with not scrolling the screen in multi-player mode with the
130 focus on player 1 when all players are moving in different directions
131 * fixed bug with keeping pointer to gadget even after its deallocation
132 * fixed bug with allowing "focus on all players" in network games
133 * fixed bug with player focus when playing tapes from network games
136 * uploaded pre-release (test) version 3.2.0-7 binary and source code
139 * code cleanup for game action control for R'n'D and EMC game engine
142 * fixed bug in multi-player movement with focus on both players
143 * added option to control only the focussed player with all input
146 * added player focus switching to level tape recording and re-playing
149 * fixed some bugs in player focus switching in EMC and RND game engine
152 * added special Supaplex animations for Murphy digging and snapping
153 * added special Supaplex animations for Murphy being bored and sleeping
156 * added four new yam yams with explicit start direction for EMC engine
157 * fixed bug in src/libgame/text.c with printing text outside the window
160 * fixed small bug in EMC level loader (copyright sign in EM II levels)
163 * added delayed ignition of EM style dynamite when used in R'n'D engine
164 * added limited movement range to EMC engine when focus on all players
167 * fixed bug with missing (zero) score values for native Supaplex levels
170 * added "continuous snapping" (snapping many elements while holding the
171 snap key pressed, without releasing the snap key after each element)
172 as a new player setting for more compatibility with the classic games
175 * finished scrolling for "focus on all players" in EMC graphics engine
178 * level sets with "levels: 0" are ignored for levels, but not artwork
179 * fixed bug when scanning empty level group directories (endless loop)
182 * fixed bug with explosion graphic for player using "Murphy" graphic
183 * fixed bug with explosion graphic if player leaves explosion in time
184 * changed some descriptive text in setup menu to use medium-width font
185 * added key shortcut settings for switching player focus to setup menu
188 * fixed bug with random value initialization when recording tapes
189 * fixed bug with playing single player tapes when team mode activated
192 * fixed little bug when trying to switch to player that does not exist
195 * added player switching (visual and quick) to R'n'D and EM game engine
196 * added setup option to select visual or quick in-game player switching
199 * added use of "Home" and "End" keys to handle element list in editor
202 * fixed bug with adding score when playing tape with EMC game engine
203 * added steel wall border for levels using EMC engine without border
204 * finally fixed delayed scrolling in EMC engine also for small levels
207 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
210 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
211 * fixed bug when displaying info element without action, but direction
214 * fixed minor graphical problems with springs smashing and slurping
215 (when using R'n'D style graphics instead of EMC style graphics)
218 * added scroll delay (as configured in setup) to EMC graphics engine
221 * improved screen redraw for EMC graphics engine (faster and smoother)
222 * when not scrolling, do not redraw the whole playfield if not needed
225 * added multi-player mode for EMC game engine (with up to four players)
228 * added android (can clone elements) from EMC engine to R'n'D engine
231 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
234 * added selectbox for initial player speed to player settings in editor
237 * version 3.1.2 created that is basically version 3.1.1, but with a
238 major bug fixed that prevented editing your own private levels
239 * version 3.1.2 released
242 * added magic ball (creates elements) from EMC engine to R'n'D engine
245 * uploaded fixed pre-release version 3.2.0-6 binary and source code
248 * fixed bug when using "CE can leave behind <trigger element>"
249 * added new change condition "(after/when) creation of <element>"
250 * added new change condition "(after/when) digging <element>"
251 * fixed bug accessing invalid gadget that caused crashes under Windows
252 * deactivated new possibility for multiple CE changes per frame
255 * uploaded pre-release (test) version 3.2.0-6 binary and source code
258 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
259 * fixed bug with not keeping CE value for moving CEs with only action
260 * changed CE action selectboxes in editor to be only reset when needed
263 * added option "use artwork from element" for custom player artwork
264 * added option "use explosion from element" for player explosions
267 * added cascaded element lists in the level editor
268 * added persistence for cascaded element lists by "editorcascade.conf"
269 * added dynamic element list with all elements used in current level
270 * added possibility for multiple CE changes per frame (experimental)
273 * uploaded pre-release (test) version 3.2.0-5 binary and source code
276 * changed "score for each 10 seconds/steps left" to "1 second/step"
277 * added own score for collecting "extra time" instead of sharing it
278 * added change events "switched by player" and "player switches <e>"
279 * added change events "snapped by player" and "player snaps <e>"
280 * added "set player artwork: <element choice>" to CE action options
281 * added change event "move of <element>"
284 * added "set player shield: off / normal / deadly" to CE action options
285 * added new player option "use level start element" in level editor
286 to set the correct focus at level start to elements from which the
287 player is created later (this did not work before for cascaded CE
288 changes resulting in creation of the player; it is now also possible
289 to create the player from a yam yam which is smashed at level start)
292 * added "set player speed: frozen (not moving)" to CE action options
293 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
296 * added new player option "block snap field" (enabled by default) to
297 make it possible to show a snapping animation like in Emerald Mine
300 * added dynamic selectboxes to custom element action settings in editor
301 * added "CE value" counter for custom elements (instead of "CE count")
302 * added option to use the last "CE value" after custom element change
303 * added option to use the "CE value" of other elements in CE actions
304 * fixed odd behaviour when pressing time orb in levels w/o time limit
305 * added checkbox "use time orb bug" for older levels that use this bug
308 * added missing configuration settings for the following elements:
309 - EL_TIMEGATE_SWITCH (time of open time gate)
310 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
311 - EL_SHIELD_NORMAL (time of shield duration)
312 - EL_SHIELD_DEADLY (time of shield duration)
313 - EL_EXTRA_TIME (time added to level time)
314 - EL_TIME_ORB_FULL (time added to level time)
317 * added "wind direction" as a movement pattern for custom elements
318 * added initial wind direction for balloon / custom elements to editor
319 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
322 * added parameters for "game of life" and "biomaze" elements to editor
325 * added level file chunk "CONF" for generic level and element settings
328 * uploaded pre-release (test) version 3.2.0-4 binary and source code
331 * skip empty level sets (with "levels: 0"; may be artwork base sets)
332 * added sound action ".page[1]" to ".page[32]" for each CE change page
335 * added image config suffix ".clone_from" to copy whole image settings
336 * fixed bug with invalid ("undefined") CE settings in old level files
339 * fixed graphical bug with smashing elements falling faster than player
342 * fixed major bug which prevented private levels from being edited
343 * fixed bug with precedence of general and special font definitions
346 * fixed graphical bug with player animation when player moves slowly
349 * uploaded pre-release (test) version 3.2.0-3 binary and source code
352 * fixed bug which prevented "global.num_toons: 0" from working
355 * major code cleanup (removed all these annoying "#if 0" blocks)
358 * added custom element actions for CE change page in level editor
361 * fixed music initialization bug in init.c (thanks to David Binderman)
362 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
363 (this bug must probably be fixed at other places, too)
366 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
367 (should be '#include <SDL.h>' instead)
370 * fixed bug which prevented "walkable from no direction" from working
371 (due to compatibility code overwriting this setting after loading)
374 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
377 * version number temporarily set to 3.1.1 (intermediate bugfix release)
378 * version 3.1.1 released
381 * changed some va_arg() arguments from 'long' to 'int', fixing problems
382 on 64-bit architecture systems with LP64 data model
385 * fixed bug with bombs not exploding when hitting the last level line
386 (introduced after the release of 3.1.0)
389 * added support for dumping small-sized level sketches from editor
392 * added recognition of "trigger element" for "change digged element to"
393 (this is not really what the "trigger element" was made for, but its
394 use may seem obvious for leaving back digged elements unchanged)
397 * fixed multiple warnings about failed joystick device initialization
400 * fixed bug with dynamite dropped on top of just dropped custom element
401 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
402 dynamite can still be dropped, but drop key must be released before
405 * fixed bug with wrong start directory when started from file browser
406 (due to this bug, R'n'D could not be started from KDE's Konqueror)
409 * fixed bug causing "change when impact" on player not working
410 * fixed wrong priority of "hitting something" over "hitting <element>"
411 * fixed wrong priority of "hit by something" over "hit by <element>"
414 * fixed graphical bug which caused the player (being Murphy) to show
415 collecting animations although the element was collected by penguin
418 * fixed two bugs causing wrong door background graphics in system.c
419 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
422 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
423 * added "no direction" to "walkable/passable from" selectbox options
426 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
427 * in tape autoplay, not only report broken, but also missing tapes
430 * uploaded pre-release (test) version 3.2.0-2 binary and source code
433 * fixed small bug with "linear" animation not working for active lamp
436 * fixed bug with moving up despite gravity due to "block last field"
437 * fixed small bug with wrong draw offset when typing name in main menu
438 * when reading user names from "passwd", ignore data after first comma
439 * when creating new "levelinfo.conf", only write some selected entries
442 * fixed displaying "imported from/by" on preview with empty string
443 * fixed ignoring draw offset for fonts used for level preview texts
446 * fixed a delay problem with SDL and too many mouse motion events
447 * added setup option "skip levels" and level skipping functionality
450 * added move speed "not moving" for non-moving CEs, but with direction
453 * fixed mapping of obsolete element token names in "editorsetup.conf"
454 * fixed bug with sound "acid.splashing" treated as a loop sound
455 * fixed some little sound bugs in native EM engine
458 * fixed small bug when dragging scrollbars to end positions
461 * added editor element descriptions written by Aaron Davidson
464 * improved fallback handling when configured artwork is not available
465 (now using default artwork instead of exiting when files not found)
468 * fixed bug on level selection screen when dragging scrollbar
471 * fixed bug which caused broken tapes when appending to EM engine tapes
474 * uploaded pre-release (test) version 3.2.0-1 binary and source code
477 * added code to replace changed artwork config tokens with other tokens
478 (needed for backwards compatibility, so that older tokens still work)
481 * added native R'n'D graphics for some new EMC elements in EM engine
484 * fixed some bugs in the EM engine integration code
485 * changed EM engine code to allow diagonal movement
486 * changed EM engine code to allow use of separate snap and drop keys
489 * fixed some redraw bugs when using EM engine
492 * fixed bug with not converting RND levels which are set to use native
493 engine to native level structure when loading
496 * uploaded pre-release (test) version 3.2.0-0 binary and source code
499 * version number set to 3.2.0
502 * level data now reset to defaults after attempt to load invalid file
505 * added use of "editorsetup.conf" for different level sets
508 * added auto-detection for various types of Emerald Mine level files
511 * fixed bug with scrollbars getting too small when list is very large
514 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
517 * added most level editor configuration gadgets for new EMC elements
520 * added more element and graphic definitions for new EMC elements
523 * modified native EM engine to use integrated R'n'D sound system
526 * added SDL support to graphics functions in native EM engine
527 (by always using generic libgame interface functions)
530 * fixed bug in frame synchronization in native EM engine
533 * added code to convert levels between R'n'D and native EM engine
536 * new Emerald Mine engine can now play levels selected in main menu
539 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
540 (which creates scaled down graphics for level editor and preview);
541 there's still a memory leak somewhere in the artwork handling code
542 * added "scale image up" functionality to X11 version of zoom function
545 * first attempts to integrate new, native Emerald Mine Club engine
548 * fixed bug in gadget code which caused reset of CEs in level editor
549 (example: pressing 'b' [grab brush] on CE config page erased values)
550 (solution: check if gadgets in ClickOnGadget() are really mapped)
551 * improved level change detection in editor (settings now also checked)
552 * fixed bug with "can move into acid" and "don't collide with" state
555 * fixed maze runner style CEs to use the configured move delay value
558 * added Aaron Davidson's tutorial level set to the "Tutorials" section
561 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
562 * fixed the above fix because it broke level set "machine" (*sigh*)
563 * fixed random element placement in level editor to work as expected
564 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
567 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
570 * fixed bug (missing array boundary check) which caused broken tapes
571 * fixed bug (when loading level template) which caused broken levels
572 * fixed bug with new block last field code when using non-yellow player
575 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
576 * internal change of how the player blocks the last field when moving
577 * fixed blocking delay of last field for EM and SP style block delay
578 * fixed bug where the player had to wait for the usual move delay after
579 unsuccessfully trying to move, when he directly could move after that
580 * the last two changes should make original Supaplex level 93 solvable
581 * improved use of random number generator to make it less predictable
582 * fixed behaviour of slippery SP elements to let slip left, then right
585 * fixed bug with wrong door state after trying to quickload empty tape
586 * fixed waste of static memory usage of the binary, making it smaller
587 * fixed very little graphical bug in Supaplex explosion
590 * version number set to 3.1.1
593 * version 3.1.0 released
596 * fixed bug with crash when writing user levelinfo.conf the first time
599 * added option "convert LEVELDIR [NR]" to command line batch commands
600 * re-converted Supaplex levels to apply latest engine fixes
601 * changed "use graphic/sound of element" to "use graphic of element"
602 due to compatibility problems with some levels ("bug machine" etc.)
605 * fixed bug with CE change replacing player with same or other player
608 * fixed bug with opaque font in envelope with background graphic when
609 background graphic is not transparent itself
612 * added "gravity on" and "gravity off" ports for Supaplex compatibility
613 * corrected original Supaplex level loading code to use these new ports
614 * also corrected Supaplex loader to auto-count infotrons if set to zero
617 * fixed bug with missing initialization of "modified" flag for GEs
620 * fixed bug that caused endless recursion loop when relocating player
621 * fixed tape recorder bug in "step mode" when using "pause before end"
622 * fixed tape recorder bug when changing from "warp forward" mode
625 * fixed bug with "when touching" for pushed elements at last position
628 * fixed bug that caused two activated toolbox buttons in level editor
629 * fixed bug with exploding dynabomb under player due to other explosion
632 * fixed bug with creating walkable custom element under player (again)
633 * fixed bug with not copying explosion type when copying CEs in editor
634 * fixed graphical bug when drawing player in setup menu (input devices)
635 * fixed graphical bug when the player is pushing an accessible element
636 * fixed bug with classic switchable elements triggering CE changes
637 * fixed bug with entering/leaving walkable element in RelocatePlayer()
638 * fixed crash bug when CE leaves behind the trigger player element
641 * fixed bug with broken tubes after placing/exploding dynamite in them
642 * fixed bug with exploding dynamite under player due to other explosion
643 * fixed bug with not resetting push delay under certain circumstances
646 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
647 * added network multiplayer code for Windows (thanks to Niko Böhm)
650 * added option "reachable despite gravity" for gravity movement
651 * changed gravity movement of most classic walkable and passable
652 elements back to "not reachable" (for compatibility reasons)
655 * fixed (removed) "indestructible" / "can explode" dependency in editor
656 * fixed (removed) "accessible inside" / "protected" dependency
657 * fixed (removed) "step mode" / "shield time" dependency
660 * fixed dynabombs exploding now into anything diggable
661 * fixed Supaplex style gravity movement into buggy base now impossible
662 * added pressing key "space" as valid action to select menu options
665 * added "replace when walkable" to relocate player to walkable element
666 * added "enter"/"leave" event for elements affected by relocation
667 * fixed "direct"/"indirect" change order also for "when change" event
668 * fixed graphical bug when pushing things from elements walkable inside
671 * fixed graphic bug when player is snapping while moving in old levels
672 * fixed bug when a moving custom element leaves a player element behind
673 * fixed bug with mole not disappearing when moving into acid pool
674 * fixed bug with incomplete path setting when using "--basepath" option
675 * moving CE can now leave walkable elements behind under the player
676 * when relocating, player can be set on walkable element now
677 * fixed another gravity movement bug
680 * uploaded pre-release (test) version 3.1.0-2 binary and source code
683 * added "collectible" and "removable" to extended replacement types
684 (where "removable" replaces "diggable" and "collectible" elements)
685 * added "collectible & throwable" (to throw element to the next field)
686 * fixed bug with CEs digging elements that are just about to explode
687 * changed mouse cursor now always being visible when game is paused
690 * added possibility to push/press accessible elements from a side that
692 * fixed bug with not setting actual date when appending to tape
695 * fixed bug with incorrectly initialized custom element editor graphics
698 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
699 - number of levels corrected from 18 to 17 in "levelinfo.conf"
702 * fixed bug with destroyed robot wheel still attracting robots forever
703 * fixed bug with time gate switch deactivating after robot wheel time
704 (while the time gate itself is not affected by this misbehaviour)
705 * changed behaviour of BD style amoeba to always get blocked by player
706 (before it was different when there were non-BD elements in level)
707 * fixed bug with player destroying indestructable elements with shield
710 * added option to make growing elements grow into anything diggable
711 (for the various amoeba types, biomaze and "game of life")
714 * fixed bug with movable elements not moving after left behind by CEs
715 * changed gravity movement to anything diggable, not only sand/base
716 * optionally allowing passing to walkable element, not only empty space
717 * added option "can pass to walkable element" for players
718 * finally fixed gravity movement (hopefully)
721 * fixed bug with movable elements not moving anymore after falling down
724 * fixed another bug with custom elements digging and leaving elements
725 * fixed bug with "along left/right side" and automatic start direction
726 * trigger elements now also displayed when "more custom" deactivated
727 * fixed bug with clipboard element initialized when loading new level
728 * added option "drop delay" to set delay before dropping next element
731 * uploaded pre-release (test) version 3.1.0-1 binary and source code
734 * added copy and paste functions for custom change pages
735 * enhanced graphical display and functionality of tape recorder
736 * fixed bug with custom elements digging and leaving elements
739 * added move speed faster than "very fast" for custom elements
740 * fixed bug with 3+3 style explosions and missing border content
741 * fixed little bug when copying custom elements in the editor
742 * enhanced custom element changes by more side trigger actions
745 * added option "no scrolling when relocating" for instant teleporting
746 * uploaded pre-release (test) version 3.1.0-0 binary and source code
749 * added trigger element and trigger player to use as target elements
750 * added copy and paste functions for custom and group elements
753 * fixed graphical bug when displaying explosion animations
754 * fixed bug when appending to tapes, resulting in broken tapes
755 * re-recorded a few tapes broken by fixing gravity checking bug
758 * "can move into acid" property now for all elements independently
759 * "can fall into acid" property for player stored in same bitfield now
760 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
761 * version number set to 3.1.0 (finally!)
764 * changed tape recording to only record input, not programmed actions
767 * fixed totally broken (every 8th frame skipped) step-by-step recording
768 * fixed bug with requester not displayed when quick-loading interrupted
769 * added option "can fall into acid (with gravity)" for players
770 * fixed bug with player not falling when snapping down with gravity
773 * fixed bug which messed up key config when using keypad number keys
776 * fixed bug which allowed moving upwards even when gravity was active
777 * fixed bug with missing error handling when dumping levels or tapes
780 * added different colored editor graphics for Supaplex gravity tubes
783 * fixed bug that allowed solvable tapes for unsolvable levels
786 * use unlimited number of droppable elements when "count" set to zero
787 * added option to use step limit instead of time limit for level
790 * added player and change page as trigger for custom element change
793 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
796 * fixed bug with dark yamyam changing to acid when moving over acid
797 * fixed handling of levels with more than 999 seconds level time
798 (example: level 76 of "Denmine")
801 * "spring push bug" reintroduced as configurable element property
802 * fixed bug with missing properties for "mole"
803 * fixed bug that showed up when fixing the above "mole" properties bug
804 * added option "can move into acid" for all movable elements
805 * fixed graphical bug for elements moving into acid
806 * changed event handling to handle all pending events before going on
809 * fixed bug which caused all CE change pages to be ignored which had
810 the same change event, but used a different element side
811 (reported by Simon Forsberg)
813 * fixed bug which caused elements that can move and fall and that are
814 transported by a conveyor belt to continue moving into that direction
815 after leaving the conveyor belt, regardless of their own movement
816 type; only elements which can not move are transported now
817 (reported by Simon Forsberg)
819 * fixed bug which could cause an array overflow in RelocatePlayer()
820 (reported by Niko Böhm)
822 * changed Emerald Mine style "passable / over" elements to "protected"
823 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
825 * added new option to select from which side a "walkable/passable"
826 element can be entered
829 * added explosion and ignition delay for elements that can explode
832 * fixed bug which caused player not being protected against enemies
833 when a CE was "walkable / inside" and was not "indestructible"
834 * added "walkable/passable" fields to be "protected/unprotected"
835 against enemies, even if not accessible "inside" but "over/under"
838 * corrected move pattern to 32 bit and initial move direction to 8 bit
841 * added second custom element base configuration page
844 * added some special EMC mappings to Emerald Mine level loader
845 (also covering previously unknown element in level 0 of "Bondmine 8")
848 * added option to block last field when player is moving (for Supaplex)
849 * adjusted push delay of Supaplex elements
850 * removed delays for envelopes etc. when replaying with maximum speed
851 * fixed bug when dropping element on a field that just changed to empty
854 * fixed bug: infotrons can now smash yellow disks
855 * fixed bug: when gravity active, port above player can now be entered
856 * removed "one white dot" mouse pointer which irritated some people
859 * added "choice type" for group element selection
862 * fixed bug with initial invulnerability of non-yellow player
865 * added level loader for loading native Supaplex packed levels
866 (including multi-part levels like the "splvls99" levels)
869 * fixed bug which allowed creating emeralds by escaping explosions
872 * custom elements can change (limited) or leave (unlimited) elements
873 * finally added multiple matches using group elements
874 * added shortcut to dump brush (type ":DB" in editor) for use in forum
877 * added new start movement type "previous" for continued CE movement
878 * added new start movement type "random" for random CE movement start
881 * added new element "sokoban_field_player" needed for Sokoban levels
882 (thanks to Ed Booker for pointing this out!)
885 * added elements that can be digged or left behind by custom elements
888 * added group elements for multiple matches and random element creation
891 * fixed some graphical errors displayed in old levels
894 * fixed wrong double speed movement after passing closing gates
897 * added level loader for loading native Emerald Mine levels
900 * changes for "shooting" style CE movement
903 * Happy New Year! ;-)
906 * changed default snap/drop keys from left/right Shift to Control keys
909 * fixed bug with dead player getting reanimated from custom element
912 * fixed bug with wrong penguin graphics (when entering exit)
915 * fixed bug with wrong "Murphy" graphics (when digging etc.)
918 * version number set to 3.0.9
921 * version 3.0.8 released
924 * added function checked_free()
927 * fixed bug with double nut cracking sound
928 (by eliminating "default element action sound" assignment in init.c)
931 * fixed crash when no music info files are available
934 * fixed boring and sleeping sounds
937 * added "maze runner" and "maze hunter" movement types
938 * added extended collision conditions for custom elements
941 * added warnings for undefined token values in artwork config files
944 * added menu entry for level set information to the info screen
947 * fixed bug with wrong default impact sound for colored emeralds
950 * added several sub-screens for the info screen
951 * menu text now also clickable (not only blue/red sphere left of it)
954 * added configurable "bored" and "sleeping" animations for the player
955 * added "awakening" sound for player when waking up after sleeping
958 * added "copy" and "exchange" functions for custom elements to editor
961 * added configurable element animations for info screen
964 * added configurable music credits for info screen
967 * finally fixed tape recording when player is created from CE change
970 * added "editorsetup.conf" for editor element list configuration
973 * added "musicinfo.conf" for menu and level music configuration
976 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
977 (that only showed up on Linux, but not on Windows systems)
980 * fixed turning movement of butterflies and fireflies (no frame reset)
981 * enhanced sniksnak turning movement (two steps instead of only one)
984 * version number set to 3.0.8
987 * version 3.0.7 released
990 * fixed reset of player animation frame when, for example,
991 walking, digging or collecting share the same animation
992 * fixed CE with "deadly when touching" exploding when touching amoeba
995 * fixed tape recording when player is created from CE element change
998 * introduced "turning..." action graphic for elements with move delay
999 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1000 * added turning animations for bug, spaceship and sniksnak
1003 * prevent "extended" changed elements from delay change in same frame
1006 * fixed bug when pushing element that can move away to the side
1007 (like pushing falling elements, but now with moving elements)
1010 * finally fixed serious bug in code for delayed element pushing (again)
1013 * unavailable setup options now marked as "n/a" instead of "off"
1014 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1015 to "true", levels are always played with the latest game engine,
1016 which is desired for levels that are imported from other games; all
1017 other levels are played with the engine version stored in level file
1018 (which is normally the engine version the level was created with)
1021 * fixed serious bug in code for delayed element pushing
1022 * fixed little bug in animation frame selection for pushed elements
1023 * speed-up of reading config file for verbose output
1026 * added configuration option for opening and closing Supaplex exit
1027 * added configuration option for moving up/down animation for Murphy
1028 * fixed incorrectly displayed animation for attacking dragon
1029 * fixed bug with not setting initial gravity for each new game
1030 * fixed bug with teleportation of player by custom element change
1031 * fixed bug with player not getting smashed by rock sometimes
1034 * version number set to 3.0.7
1037 * version 3.0.6 released
1040 * added support for MP3 music for SDL version through SMPEG library
1043 * fixed bug when initializing font graphic structure
1044 * fixed bug with animation mode "pingpong" when using only 1 frame
1045 * fixed bug with extended change target introduced in 3.0.5
1046 * fixed bug where passing over moving element doubles player speed
1047 * fixed bug with elements continuing to move into push direction
1048 * fixed bug with duplicated player when dropping bomb with shield on
1049 * added "switching" event for custom elements ("pressing" only once)
1050 * fixed switching bug (resetting flag when not switching but not idle)
1053 * fixed element tokens for certain file elements with ".active" etc.
1056 * version number set to 3.0.6
1059 * version 3.0.5 released
1062 * now four envelope elements available
1063 * font, background, animation and sound for envelope now configurable
1064 * main menu doors opening/closing animation type now configurable
1067 * active/inactive sides configurable for custom element changes
1068 * new movement type "move when pushed" available for custom elements
1071 * fixed bug in multiple config pages loader code that caused crashes
1074 * enhanced (remaining low-resolution) Supaplex graphics
1077 * version number set to 3.0.5
1080 * version 3.0.4 released
1082 2003-09-12 src/tools.c
1083 * fixed bug in custom definition of crumbled element graphics
1085 2003-09-11 src/files.c
1086 * fixed bug in multiple config pages code that caused crashes
1089 * version number set to 3.0.4
1092 * version 3.0.3 released
1095 * added music to Supaplex classic level set
1097 2003-09-07 src/libgame/misc.c
1098 * added support for loading various music formats through SDL_mixer
1100 2003-09-06 (various source files)
1101 * fixed several nasty bugs that may have caused crashes on some systems
1102 * added envelope content which gets displayed when collecting envelope
1103 * added multiple change event pages for custom elements
1105 2003-08-24 src/game.c
1106 * fixed problem with player animation when snapping and moving
1108 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1109 * fixed problem with flickering when drawing toon animations
1111 2003-08-23 src/libgame/sdl.c
1112 * fixed problem with setting mouse cursor in SDL version in fullscreen
1114 2003-08-23 src/game.c
1115 * fixed bug (missing array boundary check) which could crash the game
1118 * version number set to 3.0.3
1121 * version 3.0.2 released
1123 2003-08-21 src/game.c
1124 * fixed bug with creating inaccessible elements at player position
1126 2003-08-20 src/init.c
1127 * fixed bug with not finding current level artwork directory
1129 2003-08-20 src/files.c
1130 * fixed bug with choosing wrong engine version when playing tapes
1131 * fixed bug with messing up custom element properties in 3.0.0 levels
1134 * version number set to 3.0.2
1137 * version 3.0.1 released
1139 2003-08-17 (no source files affected)
1140 * changed all "classic" PCX image files with 16 colors or less to
1141 256 color (8 bit) storage format, because the Allegro game library
1142 cannot handle PCX files with less than 256 colors (contributed
1143 graphics are not affected and might look wrong in the DOS version)
1145 2003-08-16 src/init.c
1146 * fixed bug which (for example) crashed the level editor when defining
1147 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1148 (only set to default) -- invalid graphics now set to default graphic
1150 2003-08-16 src/init.c
1151 * fixed graphical bug of player digging/collecting/snapping element
1152 when no corresponding graphic/animation is defined for this action,
1153 resulting in player being drawn as EL_EMPTY (which should only be
1154 done to elements being collected, but not to the player)
1156 2003-08-16 src/game.c
1157 * fixed small graphical bug of player not totally moving into exit
1159 2003-08-16 src/libgame/setup.c
1160 * fixed bug with wrong MS-DOS 8.3 filename conversion
1162 2003-08-16 src/tools.c
1163 * fixed bug with invisible mouse cursor when pressing ESC while playing
1165 2003-08-16 (various source files)
1166 * added another 128 custom elements (disabled in editor by default)
1168 2003-08-16 src/editor.c
1169 * fixed NULL string bug causing Solaris to crash in sprintf()
1171 2003-08-16 src/screen.c
1172 * fixed drawing over scrollbar on level selection with custom fonts
1174 2003-08-15 src/game.c
1175 * cleanup of simple sounds / loop sounds / music settings
1177 2003-08-08 (various source files)
1178 * added custom element property for dropping collected elements
1180 2003-08-08 src/conf_gfx.c
1181 * fixed bug with missing graphic for active red disk bomb
1183 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1184 * extended variable "level.gravity" to "level.initial_gravity" and
1185 "game.current_gravity" to prevent level setting from being changed
1186 by playing the level (keeping the runtime value after playing)
1188 * fixed graphics bug when digging element that has 'crumbled' graphic
1189 definition, but not 'diggable' graphic definition
1192 * version number set to 3.0.1
1195 * version 3.0.0 released
1198 * various bug fixes; among others:
1199 - fixed bug with pushing spring over empty space
1200 - fixed bug with leaving tube while placing dynamite
1201 - fixed bug with explosion of smashed penguins
1202 - allow Murphy player graphic in levels with non-Supaplex elements
1206 * I have forgotten to document changes for some time
1209 * pre-release version 2.2.0rc1 released
1212 * version number set to 2.1.2
1215 * version 2.1.1 released
1218 * version number set to 2.1.1
1221 * version 2.1.0 released
1224 * version number set to 2.1.0
1226 2002-04-03 to 2002-05-19 (various source files)
1227 * graphics, sounds and music now fully configurable
1228 * bug fixed that prevented walking through tubes when gravity on
1230 2002-04-02 src/events.c, src/editor.c
1231 * Make Escape key less aggressive when playing or when editing level.
1232 This can be configured as an option in the setup menu. (Default is
1233 "less aggressive" which means "ask user if something can be lost"
1234 when pressing the Escape key.)
1236 2002-04-02 src/screen.c
1237 * Added "graphics setup" screen.
1239 2002-04-01 src/screen.c
1240 * Changed "choose level" setup screen stuff to be more generic (to
1241 make it easier to add more "choose from generic tree" setup screens).
1243 2002-04-01 src/config.c, src/timestamp.h
1244 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1245 automatically gets created by "src/Makefile" and contains an actual
1246 compile-time timestamp to identify development versions of the game).
1248 2002-03-31 src/tape.c, src/events.c
1249 * Added quick game/tape save/load functions to tape stuff which can be
1250 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1251 loads previously recorded tape and directly goes into recording mode
1252 from the end of the tape (therefore appending to the tape).
1254 2002-03-31 src/tape.c
1255 * Added "index mark" function to tape recorder. When playing or
1256 recording, "eject" button changes to "index" button. Setting index
1257 mark is not yet implemented, but pressing index button when playing
1258 allows very quick advancing to end of tape (when normal playing),
1259 very fast forward mode (when playing with normal fast forward) or
1260 very fast reaching of "pause before end of tape" (when playing with
1261 "pause before end" playing mode).
1263 2002-03-30 src/cartoons.c
1264 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1266 2002-03-29 src/screen.c
1267 * Changed setup screen stuff to be more generic (to make it easier
1268 to add more setup screens).
1270 2002-03-23 src/main.c, src/main.h
1271 * Various changes due to the introduction of the new libgame files
1272 "setup.c" and "joystick.c".
1274 2002-03-23 src/files.c
1275 * Generic parts of "src/files.c" (mainly setup and level directory
1276 stuff) moved to new libgame file "src/libgame/setup.c".
1278 2002-03-23 src/joystick.c
1279 * File "src/joystick.c" moved to libgame source tree, with
1280 correspondig changes.
1282 2002-03-22 src/screens.c
1283 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1284 (Wrong level series information displayed when entering main group.)
1286 2002-03-22 src/editor.c
1287 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1289 2002-03-22 src/editor.c
1290 * Changed behaviour of "Escape" key in level editor to be more
1291 intuitive: When in "Element Properties" or "Level Info" mode,
1292 return to "Drawing Mode" instead of leaving the level editor.
1294 2002-03-21 src/game.c, src/editor.c, src/files.c
1295 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1296 gems (emeralds, diamonds, ...) slipping down from normal wall,
1297 steel wall and growing wall (as in E.M.C. style levels). Although
1298 the behaviour of contributed and private levels wasn't changed (due
1299 to the use of "level.game_version"; see previous entry), editing
1300 those levels will (of course) change the behaviour accordingly.
1302 This change seems a bit too hard after thinking about it, because
1303 the EM style behaviour is not the "expected" behaviour (gems would
1304 normally only slip down from "rounded" walls). Therefore this was
1305 now changed to an element property for gem style elements, with the
1306 default setting "off" (which means: no special EM style behaviour).
1307 To fix older converted levels, this flag is set to "on" for pre-2.0
1308 levels that are neither contributed nor private levels.
1310 2002-03-20 src/files.h
1311 * Corrected settings for "level.game_version" depending of level type.
1312 (Contributed and private levels always get played with game engine
1313 version they were created with, while converted levels always get
1314 played with the most recent version of the game engine, to let new
1315 corrections of the emulation behaviour take effect.)
1317 2002-03-20 src/main.h
1318 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1319 compiling the SDL version on some systems.
1320 Thanks to the several people who pointed this out.
1323 * Version number set to 2.0.2.
1326 * Version 2.0.1 released.
1328 2002-03-18 src/screens.c
1329 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1331 2002-03-18 src/files.c [src/libgame/misc.c]
1332 * Moved some common functions from src/files.c to src/libgame/misc.c.
1334 2002-03-18 src/files.c [src/libgame/misc.c]
1335 * Changed permissions for new directories and saved files (especially
1336 score files) according to suggestions of Debian users and mantainers.
1337 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1339 2002-03-17 src/files.c
1340 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1341 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1342 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1343 for levels and "TAPE" for tapes). Old "cookie" style format is
1344 still supported for reading. New level and tape files are written
1347 * New IFF chunk "VERS" contains version numbers for file and game
1348 (where "game version" is the version of the program that wrote the
1349 file, and "file version" is a version number to distinguish files
1350 with different format, for example after adding new features).
1352 2002-03-15 src/screen.c
1353 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1354 (Before, you heard a mixture of the in-game music and the
1355 hall-of-fame music.)
1357 2002-03-14 src/events.c
1358 * Function "DumpTape()" (files.c) now available by pressing 't' from
1359 main menu (when in DEBUG mode).
1361 2002-03-14 src/game.c
1362 * "GameWon()": When game was won playing a tape, now there is no delay
1363 raising the score and no corresponding sound is played.
1365 2002-03-14 src/files.c
1366 * Changed "LoadTape()" for real chunk support and also adjusted
1367 "SaveTape()" accordingly.
1369 2002-03-14 src/game.c, src/tape.c, src/files.c
1370 * Important changes to tape format: The old tape format stored all
1371 actions with a real effect with a corresponding delay between the
1372 stored actions. This had some major disadvantages (for example,
1373 push delays had to be ignored, pressing a button for some seconds
1374 mutated to several single button presses because of the non-action
1375 delays between two action frames etc.). The new tape format just
1376 stupidly records all device actions and replays them later. I really
1377 don't know why I haven't solved it that way before?! Old-style tapes
1378 (with tape file version less than 2.0) get converted to the new
1379 format on-the-fly when loading and can therefore still be played;
1380 only some minor parts of the old-style tape handling code was needed.
1381 (A perfect conversion is not possible, because there is information
1382 missing about the device actions between two action frames.)
1384 2002-03-14 src/files.c
1385 * New function "DumpTape()" to dump the contents of the current tape
1386 in a human readable format.
1388 2002-03-14 src/game.c
1389 * Small tape bug fixed: When automatically advancing to next level
1390 after a game was won, the tape from the previous level still was
1391 loaded as a tape for the new level.
1393 2002-03-14 src/tape.c
1394 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1395 tape, cartoons did not get completely removed because
1396 StopAnimation() was not called.
1398 2002-03-13 src/files.c
1399 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1400 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1401 size even when using 16-bit elements). Added new chunk "CNT2" for
1402 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1403 chunk even when content was 16-bit element). "CNT2" should now be
1404 able to store content for arbitrary elements (up to eight blocks of
1405 3 x 3 element arrays). All "CNT2" elements will always be stored as
1406 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1408 2002-03-13 src/files.c
1409 * Changed "LoadLevel()" for real chunk support.
1411 2002-03-12 src/game.c
1412 * Fixed problem (introduced after 2.0.0 release) with penguins
1413 not getting killed by enemies
1415 2002-02-24 src/game.c, src/main.h
1416 * Added "player->is_moving"; now "player->last_move_dir" does
1417 not contain any information if the player is just moving at
1419 Before, "player->last_move_dir" was misused for this purpose
1420 for the robot stuff (robots don't kill players when they are
1421 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1422 broke tapes when walking through pipes!
1423 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1424 in a continuous movement. This fact is ignored for friends and